Add prize pack rarities and item drop bounce properties
This commit is contained in:
461
Core/ram.asm
461
Core/ram.asm
@@ -4,42 +4,17 @@
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; music.txt, sfx.txt, registers.asm
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; Credit to spannerisms and MathOnNapkins
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; =========================================================
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; ---------------------------------------------------------
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; USING THIS SYMBOLS MAP
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; ---------------------------------------------------------
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; Except for larger blocks of data, every address will be given at least one symbol
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; Symbols are each given a unique name with focus on hierarchy by nature of usage
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;
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; Low bytes may be indicated with an "L" suffix
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; High bytes are indicated with an "H" suffix
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; High bytes that are unused may have a "U" suffix
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;
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; Bitfields, full or partial, will name each property with a unique letter
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; If multiple bits share a letter, they are part of the same property
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; and form a larger number that is only part of the address
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; All unused bits are marked with a period (.) and no mention of them is made
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;
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; Unused addresses will be named "UNUSED_AAAAAA"
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; Unused addresses will be grouped together and include a comment:
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; "FREE RAM: <size>" to make finding free space easier
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; Larger blocks will say "BIG FREE RAM"
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;
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; For documentation on hardware registers, see «registers.asm»
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; For documentation on save game data, see «symbols_sram.asm»
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; For documentation on APU addresses, see «symbols_apu.asm»
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; =========================================================
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; =========================================================
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; ---------------------------------------------------------
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; DIRECT PAGE
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; ---------------------------------------------------------
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; Reminder that direct page is always an address in bank 00.
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; For ALTTP's mapping and functionality this will always be a mirror of bank 7E page 00 or page 1F.
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; this will always be a mirror of bank 7E page 00 or page 1F.
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; For the most part, ALTTP leaves the direct page register (D) at $0000.
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; The polyhedral code that draws the triforce and crystals will change this register during IRQ.
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; polyhedral code for 3d objects will change this register during IRQ.
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; The symbols here mirror page 00 of bank 7E.
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; ---------------------------------------------------------
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; =========================================================
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; Any use of these addresses should be considered incredibly volatile.
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@@ -7283,28 +7258,7 @@ SPR_7FFF00 = $7FFF00
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; Use of unused SRAM is not recommended for general purpose memory
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; As it will be kept across game sessions
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; =========================================================
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; The following ASCII art is included because MathOnNapkins likes it:
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; ---------------------------------------------------------
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;
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; /\/\/\/ ||\\\\ || |||\\ /\ |||||||||||| /\
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; /| || || // \\ //\\ || || || //\\
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; /| ||\\ || // || // \\ || || || ///\\\
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; /| ||// || // || //||||\\ || || || /\ /\
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; /| || || // // // \\ || || || //\\ //\\
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; /\/\/\/ ||//// ||//// |||// // \\ |||||||||||| ///\\\///\\\
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;
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; <^^> <^^> **** **** **** **** **** ****
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; <<<##^^^^##>>> *** **** *** *** **** *** *** **** ***
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; <<############>> ** ** ** ** ** **
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; <<############>> ** ** ** ** ** **
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; <<##########>> ** ** ** ** ** **
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; <<########>> ** ** ** ** ** **
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; <<######>> ** ** ** ** ** **
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; <<##>> ** ** ** ** ** **
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; <<>> **** **** ****
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; <> ** ** **
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;
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; =========================================================
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FILE1MAIN = $700000
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FILE2MAIN = $700500
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FILE3MAIN = $700A00
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@@ -7834,415 +7788,6 @@ OWFLG9D = $7EF31D
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OWFLG9E = $7EF31E
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OWFLG9F = $7EF31F
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; =========================================================
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; Items
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; =========================================================
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; 0x00 - Nothing
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; 0x01 - Bow
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; 0x02 - Bow and arrows
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; 0x03 - Silver bow
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; 0x04 - Silver bow and arrows
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; Picking the arrow and nonarrow versions is done by the HUD draw routines
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BOW = $7EF340
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; 0x00 - Nothing
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; 0x01 - Blue boomerang
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; 0x02 - Red boomerang
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BOOMER = $7EF341
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; 0x00 - Nothing
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; 0x01 - Hookshot
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HOOKSHOT = $7EF342
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; Number of bombs
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BOMBS = $7EF343
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; 0x00 - Nothing
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; 0x01 - Mushroom
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; 0x02 - Powder
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SHROOM = $7EF344
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; 0x00 - Nothing
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; 0x01 - Fire rod
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FIREROD = $7EF345
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; 0x00 - Nothing
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; 0x01 - Ice rod
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ICEROD = $7EF346
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; 0x00 - Nothing
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; 0x01 - Bombos medallion
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BOMBOS = $7EF347
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; 0x00 - Nothing
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; 0x01 - Ether medallion
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ETHER = $7EF348
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; 0x00 - Nothing
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; 0x01 - Quake medallion
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QUAKE = $7EF349
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; 0x00 - Nothing
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; 0x01 - Lamp
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LAMP = $7EF34A
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; 0x00 - Nothing
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; 0x01 - Magic hammer
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HAMMER = $7EF34B
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; 0x00 - Nothing
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; 0x01 - Shovel
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; 0x02 - Inactive flute
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; 0x03 - Active flute
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FLUTE = $7EF34C
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; 0x00 - Nothing
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; 0x01 - Bug catching net
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BUGNET = $7EF34D
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; 0x00 - Nothing
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; 0x01 - Book of Mudora
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BOOK = $7EF34E
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; 0x00 - Nothing
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; Other values indicate the index of the currently selected bottle
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BOTSEL = $7EF34F
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; 0x00 - Nothing
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; 0x01 - Cane of Somaria
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SOMARIA = $7EF350
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; 0x00 - Nothing
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; 0x01 - Cane of Byrna
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BYRNA = $7EF351
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; 0x00 - Nothing
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; 0x01 - Magic cape
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CAPE = $7EF352
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; 0x00 - Nothing
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; 0x01 - Letter (works like mirror)
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; 0x02 - Mirror
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; 0x03 - Deleted triforce item
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MIRROR = $7EF353
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; 0x00 - Lift 1 (nothing)
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; 0x01 - Lift 2 (power glove)
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; 0x02 - Lift 3 (titan's mitt)
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GLOVES = $7EF354
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; 0x00 - Nothing
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; 0x01 - Pegasus boots
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; bit 2 of $7E:F379 also needs to be set to actually dash
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BOOTS = $7EF355
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; 0x00 - Nothing
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; 0x01 - Zora's flippers
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FLIPPERS = $7EF356
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; 0x00 - Nothing
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; 0x01 - Moon pearl
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PEARL = $7EF357
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; Appears to be for nothing
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UNUSED_7EF358 = $7EF358
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; 0x00 - Nothing
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; 0x01 - Fighter sword
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; 0x02 - Master sword
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; 0x03 - Tempered sword
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; 0x04 - Golden sword
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; 0xFF - Set when sword is handed in to smithy
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SWORD = $7EF359
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; 0x00 - Nothing
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; 0x01 - Fighter shield
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; 0x02 - Fire shield
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; 0x03 - Mirror shield
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SHIELD = $7EF35A
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; 0x00 - Green jerkin
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; 0x01 - Blue mail
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; 0x02 - Red mail
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ARMOR = $7EF35B
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; 0x00 - Nothing
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; 0x01 - Mushroom (unused)
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; 0x02 - Empty bottle
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; 0x03 - Red potion
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; 0x04 - Green potion
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; 0x05 - Blue potion
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; 0x06 - Fairy
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; 0x07 - Bee
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; 0x08 - Good bee
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BOTTLE1 = $7EF35C
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BOTTLE2 = $7EF35D
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BOTTLE3 = $7EF35E
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BOTTLE4 = $7EF35F
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; Number of rupees you have
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; RUPEEDISP will be incremented or decremented until it reaches this value
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RUPEES = $7EF360
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; Rupee count displayed on the HUD
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RUPEEDISP = $7EF362
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; Bitfields for ownership of various dungeon items
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; SET 2 SET 1
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; xced aspm wihb tg..
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; c - Hyrule Castle
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; x - Sewers
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; a - Agahnim's Tower
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;
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; e - Eastern Palace
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; d - Desert Palace
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; h - Tower of Hera
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;
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; p - Palace of Darkness
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; s - Swamp Palace
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; w - Skull Woods
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; b - Thieves' Town
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; i - Ice Palace
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; m - Misery Mire
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; t - Turtle Rock
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; g - Ganon's Tower
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COMPASS1 = $7EF364
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COMPASS2 = $7EF365
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BIGKEY1 = $7EF366
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BIGKEY2 = $7EF367
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DNGMAP1 = $7EF368
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DNGMAP2 = $7EF369
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; Number of rupees donated to fairies
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WISHRUP = $7EF36A
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; Number of heart pieces towards next container
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; Intended to be a value from 0-3
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HEARTPC = $7EF36B
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; Maximum health; 1 heart container = 0x08 HP
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MAXHP = $7EF36C
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; Current health
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; You die at 0x00
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; You also die at ≥0xA8
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CURHP = $7EF36D
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; Magic power, capped at 128
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MAGPOW = $7EF36E
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; Current number of keys for whatever dungeon is loaded
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KEYS = $7EF36F
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; Number of capacity upgrades received
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BOMBCAP = $7EF370
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ARROWCAP = $7EF371
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; Refills health
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; Expects multiples of 8
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HEALME = $7EF372
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; Refills magic
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ZAPME = $7EF373
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; ... ..gbr
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; r - Wisdom (red)
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; b - Power (blue)
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; g - Courage (green)
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PENDANTS = $7EF374
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; Refills bombs
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BOMBME = $7EF375
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; Refills arrows
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SHOOTME = $7EF376
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; Arrow count
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ARROWS = $7EF377
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; Unused
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UNUSED_7EF378 = $7EF378
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; Displays ability flags
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; lrtu pbsh
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; h - Pray (unused and mostly cut off by HUD borders)
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; s - Swim
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; b - Run
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; u - unused but set by default
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; p - Pull
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; t - Talk
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; r - Read
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; l - Lift
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; This only controls the display of "LIFT.1"
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; If this bit is unset but LIFT is set then the proper lift text is displayed
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ABILITY = $7EF379
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; .wbs tipm
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; p - Palace of Darkness
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; s - Swamp Palace
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; w - Skull Woods
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; b - Thieves' Town
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; i - Ice Palace
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; m - Misery Mire
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; t - Turtle Rock
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Crystals = $7EF37A
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; 0x00 - Normal magic
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; 0x01 - Half magic
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; 0x02 - Quarter magic
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; Quarter magic has no special HUD graphic, unlike half magic
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; Also, not everything is necessarily quarter magic
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MAGCON = $7EF37B
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; Keys earned per dungeon
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; Sewers and Castle are kept in sync
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KEYSSEWER = $7EF37C
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KEYSHYRULE = $7EF37D
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KEYSEAST = $7EF37E
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KEYSDESERT = $7EF37F
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KEYSAGA = $7EF380
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KEYSSWAMP = $7EF381
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KEYSPOD = $7EF382
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KEYSMIRE = $7EF383
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KEYSWOODS = $7EF384
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KEYSICE = $7EF385
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KEYSHERA = $7EF386
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KEYSTHIEF = $7EF387
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KEYSTROCK = $7EF388
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KEYSGANON = $7EF389
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; Unused block of SRAM
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UNUSED_7EF38A = $7EF38A
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; Game state
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; 0x00 - Very start; progress cannot be saved in this state
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; 0x01 - Uncle reached
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; 0x02 - Zelda rescued
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; 0x03 - Agahnim defeated
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GAMESTATE = $7EF3C5
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; Bitfield of less important progression
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; .fbh .zsu
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; u - Uncle visited in secret passage; controls spawn (0: spawn | 1: gone)
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; s - Priest visited in sanc after Zelda is kidnapped again
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; z - Zelda brought to sanc
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; h - Uncle has left Link's house; controls spawn (0: spawn | 1: gone)
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; b - Book of Mudora obtained/mentioned; controls Aginah dialog
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; f - Flipped by fortune tellers to decide which fortune set to give
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PROGLITE = $7EF3C6
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; Map icon to guide noob players
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; 0x00 - Red X on castle | Save zelda
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; 0x01 - Red X on Kakariko | Talk to villagers about elders
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; 0x02 - Red X on Eastern | Talk to Sahasrahla
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; 0x03 - Pendants and MS | Obtain the master sword
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; 0x04 - Master sword on LW | Grab the master sword
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; 0x05 - Skull on castle | Kill Agahnim
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; 0x06 - Crystal on POD | Get the first crystal
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; 0x07 - Crystals | Get all 7 crystals
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; 0x08 - Skull on GT | Climb Ganon's Tower
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MAPICON = $7EF3C7
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; 0x00 - Link's house
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; 0x01 - Sanctuary
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; 0x02 - Prison
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; 0x03 - Uncle
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; 0x04 - Throne
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; 0x05 - Old man cave
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; 0x06 - Old man home
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SPAWNPT = $7EF3C8
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; Another bitfield for progress
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; t.dp s.bh
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; t - smiths are currently tempering sword
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; d - swordsmith rescued
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; p - purple chest has been opened
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; s - stumpy has been stumped
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; b - bottle purchased from vendor
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; h - bottle received from hobo
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PROGLITE2 = $7EF3C9
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; .d.. ....
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; d - World (0: Light World | 1: Dark World)
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SAVEWORLD = $7EF3CA
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; Not used
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UNUSED_7EF3CB = $7EF3CB
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; Current follower ID
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FOLLOWER = $7EF3CC
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; Cache of follower properties
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FOLLOWCYL = $7EF3CD
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FOLLOWCYH = $7EF3CE
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FOLLOWCXL = $7EF3CF
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FOLLOWCXH = $7EF3D0
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; Copies INDOORS
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FOLLOWERINOUT = $7EF3D1
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||||
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; Copies LAYER
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FOLLOWERCLAYER = $7EF3D2
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; Indicates the follower is currently following
|
||||
; 0x00 - Following
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; 0x80 - Not following
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FOLLOWERING = $7EF3D3
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; Unused
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UNUSED_7EF3D4 = $7EF3D4
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||||
UNUSED_7EF3D5 = $7EF3D5
|
||||
UNUSED_7EF3D6 = $7EF3D6
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||||
UNUSED_7EF3D7 = $7EF3D7
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||||
UNUSED_7EF3D8 = $7EF3D8
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||||
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||||
; Player name
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||||
NAME1L = $7EF3D9
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||||
NAME1H = $7EF3DA
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NAME2L = $7EF3DB
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||||
NAME2H = $7EF3DC
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||||
NAME3L = $7EF3DD
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||||
NAME3H = $7EF3DE
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||||
NAME4L = $7EF3DF
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NAME4H = $7EF3E0
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||||
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; Save file checksum; expected to be $55AA
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SCHKSML = $7EF3E1
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SCHKSMH = $7EF3E2
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||||
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; Games played in each dungeon
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GPSEWER = $7EF3E3
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GPHYRULE = $7EF3E5
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GPEAST = $7EF3E7
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GPDESERT = $7EF3E9
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GPAGA = $7EF3EB
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GPSWAMP = $7EF3ED
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GPPOD = $7EF3EF
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GPMIRE = $7EF3F1
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GPWOODS = $7EF3F3
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GPICE = $7EF3F5
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GPHERA = $7EF3F7
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GPTHIEF = $7EF3F9
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GPTROCK = $7EF3FB
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GPGANON = $7EF3FD
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; Games played for current segment
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GPNOW = $7EF3FF
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; Total games played
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||||
; No display on file select if 0xFFFF
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GAMESPLAYED = $7EF401
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||||
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; Big unused block
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||||
UNUSED_7EF403 = $7EF403
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||||
DEATHS_MAXED = $7EF405
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||||
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; Inverse checksum for save file
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||||
SAVEICKSML = $7EF4FE
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SAVEICKSMH = $7EF4FF
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|
||||
; =========================================================
|
||||
; Music
|
||||
|
||||
|
||||
104
Core/tables.asm
104
Core/tables.asm
@@ -309,3 +309,107 @@ db $1A, $0A, $00, $00 ; 0x25 Dragon Ship
|
||||
db $00, $00, $03, $02 ; 0x26
|
||||
db $0E, $00, $03, $07 ; 0x27
|
||||
db $1A, $05, $05, $0B ; 0x28 Dragon Ship
|
||||
|
||||
PrizePackRarities:
|
||||
{
|
||||
db $01 ; pack 1 : 50%
|
||||
db $01 ; pack 2 : 50%
|
||||
db $01 ; pack 3 : 50%
|
||||
db $00 ; pack 4 : 100%
|
||||
db $01 ; pack 5 : 50%
|
||||
db $01 ; pack 6 : 50%
|
||||
db $01 ; pack 7 : 50%
|
||||
db $00 ; pack 8 : 100% - doesn't exist
|
||||
}
|
||||
|
||||
ItemDropBounceProps:
|
||||
{
|
||||
db $24 ; GREEN RUPEE
|
||||
db $24 ; BLUE RUPEE
|
||||
db $24 ; RED RUPEE
|
||||
db $20 ; BOMB REFILL 1
|
||||
db $20 ; BOMB REFILL 4
|
||||
db $20 ; BOMB REFILL 8
|
||||
db $24 ; SMALL MAGIC DECANTER
|
||||
db $24 ; LARGE MAGIC DECANTER
|
||||
db $24 ; ARROW REFILL 5
|
||||
db $24 ; ARROW REFILL 10
|
||||
db $00 ; FAIRY
|
||||
db $24 ; SMALL KEY
|
||||
db $20 ; BIG KEY
|
||||
db $20 ; STOLEN SHIELD
|
||||
}
|
||||
|
||||
PrizePackPrizes:
|
||||
{
|
||||
.pack_1
|
||||
db $D8 ; SPRITE D8 - heart
|
||||
db $D8 ; SPRITE D8 - heart
|
||||
db $D8 ; SPRITE D8 - heart
|
||||
db $D8 ; SPRITE D8 - heart
|
||||
db $D9 ; SPRITE D9 - green rupee
|
||||
db $D8 ; SPRITE D8 - heart
|
||||
db $D8 ; SPRITE D8 - heart
|
||||
db $D9 ; SPRITE D9 - green rupee
|
||||
|
||||
.pack_2
|
||||
db $DA ; SPRITE DA - blue rupee
|
||||
db $D9 ; SPRITE D9 - green rupee
|
||||
db $DA ; SPRITE DA - blue rupee
|
||||
db $DB ; SPRITE DB - red rupee
|
||||
db $DA ; SPRITE DA - blue rupee
|
||||
db $D9 ; SPRITE D9 - green rupee
|
||||
db $DA ; SPRITE DA - blue rupee
|
||||
db $DA ; SPRITE DA - blue rupee
|
||||
|
||||
.pack_3
|
||||
db $E0 ; SPRITE E0 - full magic
|
||||
db $DF ; SPRITE DF - small magic
|
||||
db $DF ; SPRITE DF - small magic
|
||||
db $DA ; SPRITE DA - blue rupee
|
||||
db $E0 ; SPRITE E0 - full magic
|
||||
db $DF ; SPRITE DF - small magic
|
||||
db $D8 ; SPRITE D8 - heart
|
||||
db $DF ; SPRITE DF - small magic
|
||||
|
||||
.pack_4
|
||||
db $DC ; SPRITE DC - 1 bomb
|
||||
db $DC ; SPRITE DC - 1 bomb
|
||||
db $DC ; SPRITE DC - 1 bomb
|
||||
db $DD ; SPRITE DD - 4 bombs
|
||||
db $DC ; SPRITE DC - 1 bomb
|
||||
db $DC ; SPRITE DC - 1 bomb
|
||||
db $DE ; SPRITE DE - 8 bombs
|
||||
db $DC ; SPRITE DC - 1 bomb
|
||||
|
||||
.pack_5
|
||||
db $E1 ; SPRITE E1 - 5 arrows
|
||||
db $D8 ; SPRITE D8 - heart
|
||||
db $E1 ; SPRITE E1 - 5 arrows
|
||||
db $E2 ; SPRITE E2 - 10 arrows
|
||||
db $E1 ; SPRITE E1 - 5 arrows
|
||||
db $D8 ; SPRITE D8 - heart
|
||||
db $E1 ; SPRITE E1 - 5 arrows
|
||||
db $E2 ; SPRITE E2 - 10 arrows
|
||||
|
||||
.pack_6
|
||||
db $DF ; SPRITE DF - small magic
|
||||
db $D9 ; SPRITE D9 - green rupee
|
||||
db $D8 ; SPRITE D8 - heart
|
||||
db $E1 ; SPRITE E1 - 5 arrows
|
||||
db $DF ; SPRITE DF - small magic
|
||||
db $DC ; SPRITE DC - 1 bomb
|
||||
db $D9 ; SPRITE D9 - green rupee
|
||||
db $D8 ; SPRITE D8 - heart
|
||||
|
||||
.pack_7
|
||||
db $D8 ; SPRITE D8 - heart
|
||||
db $E3 ; SPRITE E3 - fairy
|
||||
db $E0 ; SPRITE E0 - full magic
|
||||
db $DB ; SPRITE DB - red rupee
|
||||
db $DE ; SPRITE DE - 8 bombs
|
||||
db $D8 ; SPRITE D8 - heart
|
||||
db $DB ; SPRITE DB - red rupee
|
||||
db $E2 ; SPRITE E2 - 10 arrows
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user