Add sram.asm, separate from symbols.asm

This commit is contained in:
scawful
2025-01-19 11:54:38 -05:00
parent 93a0c7fd8e
commit 5302b03d31
2 changed files with 525 additions and 175 deletions

514
Core/sram.asm Normal file
View File

@@ -0,0 +1,514 @@
; Game state
; 0x00 - Very start; progress cannot be saved in this state
; 0x01 - Uncle reached
; 0x02 - Zelda rescued
; 0x03 - Agahnim defeated
GameState = $7EF3C5
; Red X on Hall of Secrets
; Red X on Kalyxo Pyramid
; .fmp h.i.
; f - fortress of secrets
; m - master sword
; p - pendant quest
; h - hall of secrets
; i - intro over, maku tree
OOSPROG = $7EF3D6
; Bitfield of less important progression
; .fbh .zsu
; u - Uncle
; s - Priest visited in sanc after Zelda is kidnapped again
; z - Zelda brought to sanc
; h - Uncle left Link's house (0: spawn | 1: gone)
; b - Book of Mudora obtained/mentioned; controls Aginah dialog
; f - Flipped by fortune tellers to decide fortune set to give
OOSPROG2 = $7EF3C6
; .... ...m
; m - maku tree has met link (0: no | 1: yes)
MakuTreeQuest = $7EF3D4
; Map icon
; 0x00 - Red X on Maku Tree/Maku Warp
; 0x01 - Toadstool Woods Crystal
; 0x02 - Kalyxo All Crystals
; 0x03 -
; 0x04 -
; 0x05 -
; 0x06 -
; 0x07 -
; 0x08 - Skull on GT | Climb Ganon's Tower
MapIcon = $7EF3C7
; 01 - Fishing Rod
; 02 - Portal Rod
CustomRods = $7EF351
; Free SRAM Block 38A-3C4
FishingRod = $7EF38A
; Collectibles
Bananas = $7EF38B
Pineapples = $7EF38D
RockMeat = $7EF38F
Seashells = $7EF391
Honeycomb = $7EF393
DekuSticks = $7EF395
TingleMaps = $7EF396
TingleId = $7EF397
; .dgi zktm
; m - Mushroom Grotto
; t - Tail Palace
; k - Kalyxo Castle
; z - Zora Temple
; i - Glacia Estate
; g - Goron Mines
; d - Dragon Ship
Scrolls = $7EF398
; Keep track of the previous scroll
; For re-reading old hints.
PrevScroll = $7EF39A
; .dts fwpb
; b - bean planted
; w - plant watered
; p - pollinated by bee
; f - first day
; s - second day
; t - third day
; d - done
MagicBeanProg = $7EF39B
; .... .cpw
; c - courage
; p - power
; w - wisdom
Dreams = $7EF410
; =========================================================
; Items
; =========================================================
; 0x00 - Nothing
; 0x01 - Bow
; 0x02 - Bow and arrows
; 0x03 - Silver bow
; 0x04 - Silver bow and arrows
; Picking the arrow and nonarrow versions is done by the HUD draw routines
BOW = $7EF340
; 0x00 - Nothing
; 0x01 - Blue boomerang
; 0x02 - Red boomerang
BOOMER = $7EF341
; 0x00 - Nothing
; 0x01 - Hookshot
; 0x02 - Goldstar (L/R)
HOOKSHOT = $7EF342
; Number of bombs
BOMBS = $7EF343
; 0x00 - Nothing
; 0x01 - Mushroom
; 0x02 - Powder
SHROOM = $7EF344
; 0x00 - Nothing
; 0x01 - Fire rod
FIREROD = $7EF345
; 0x00 - Nothing
; 0x01 - Ice rod
ICEROD = $7EF346
; 0x00 - Nothing
; 0x01 - Zora Mask
ZoraMask = $7EF347
; 0x00 - Nothing
; 0x01 - Bunny Hood
BunnyHood = $7EF348
; 0x00 - Nothing
; 0x01 - Deku Mask
DekuMask = $7EF349
; 0x00 - Nothing
; 0x01 - Lamp
LAMP = $7EF34A
; 0x00 - Nothing
; 0x01 - Magic hammer
HAMMER = $7EF34B
; 0x00 - Nothing
; 0x01 - Shovel
; 0x02 - Inactive flute
; 0x03 - Active flute
FLUTE = $7EF34C
; 0x00 - Nothing
; 0x01 - Roc's Feather
RocsFeather = $7EF34D
; 0x00 - Nothing
; 0x01 - Book of Mudora
BOOK = $7EF34E
; 0x00 - Nothing
; Other values indicate the index of the currently selected bottle
BottleIndex = $7EF34F
; 0x00 - Nothing
; 0x01 - Cane of Somaria
SOMARIA = $7EF350
; 0x00 - Nothing
; 0x01 - Cane of Byrna
BYRNA = $7EF351
; 0x00 - Nothing
; 0x01 - Magic cape
CAPE = $7EF352
; 0x00 - Nothing
; 0x01 - Letter (works like mirror)
; 0x02 - Mirror
; 0x03 - Deleted triforce item
MIRROR = $7EF353
; 0x00 - Lift 1 (nothing)
; 0x01 - Lift 2 (power glove)
; 0x02 - Lift 3 (titan's mitt)
GLOVES = $7EF354
; 0x00 - Nothing
; 0x01 - Pegasus boots
; bit 2 of $7E:F379 also needs to be set to actually dash
BOOTS = $7EF355
; 0x00 - Nothing
; 0x01 - Zora's flippers
FLIPPERS = $7EF356
; 0x00 - Nothing
; 0x01 - Moon pearl
PEARL = $7EF357
; 0x00 - Nothing
; 0x01 - Wolf Mask
WolfMask = $7EF358
; 0x00 - Nothing
; 0x01 - Fighter sword
; 0x02 - Master sword
; 0x03 - Tempered sword
; 0x04 - Golden sword
; 0xFF - Set when sword is handed in to smithy
SWORD = $7EF359
; 0x00 - Nothing
; 0x01 - Fighter shield
; 0x02 - Fire shield
; 0x03 - Mirror shield
SHIELD = $7EF35A
; 0x00 - Green mail
; 0x01 - Blue mail
; 0x02 - Red mail
ARMOR = $7EF35B
; 0x00 - Nothing
; 0x01 - Mushroom (unused)
; 0x02 - Empty bottle
; 0x03 - Red potion
; 0x04 - Green potion
; 0x05 - Blue potion
; 0x06 - Fairy
; 0x07 - Bee
; 0x08 - Good bee
; 0x09 - Magic Bean
; 0x0A - Milk Bottle
Bottle1 = $7EF35C
Bottle2 = $7EF35D
Bottle3 = $7EF35E
Bottle4 = $7EF35F
; Number of rupees you have
; RUPEEDISP will be incremented or decremented until it reaches this value
RUPEES = $7EF360
; Rupee count displayed on the HUD
RUPEEDISP = $7EF362
; Bitfields for ownership of various dungeon items
; SET 2 SET 1
; xced aspm wihb tg..
; c - Hyrule Castle
; x - Sewers
; a - Agahnim's Tower
;
; e - Eastern Palace
; d - Desert Palace
; h - Tower of Hera
;
; p - Palace of Darkness
; s - Swamp Palace
; w - Skull Woods
; b - Thieves' Town
; i - Ice Palace
; m - Misery Mire
; t - Turtle Rock
; g - Ganon's Tower
COMPASS1 = $7EF364
COMPASS2 = $7EF365
BIGKEY1 = $7EF366
BIGKEY2 = $7EF367
DNGMAP1 = $7EF368
DNGMAP2 = $7EF369
; Number of rupees donated to fairies
WISHRUP = $7EF36A
; Number of heart pieces towards next container
; Intended to be a value from 0-3
HEARTPC = $7EF36B
; Maximum health; 1 heart container = 0x08 HP
MAXHP = $7EF36C
; Current health
; You die at 0x00
; You also die at ≥0xA8
CURHP = $7EF36D
; Magic power, capped at 128
MAGPOW = $7EF36E
; Current number of keys for whatever dungeon is loaded
KEYS = $7EF36F
; Number of capacity upgrades received
BOMBCAP = $7EF370
ARROWCAP = $7EF371
; Refills health
; Expects multiples of 8
HEALME = $7EF372
; Refills magic
ZAPME = $7EF373
; ... ..gbr
; r - Wisdom (red)
; b - Power (blue)
; g - Courage (green)
PENDANTS = $7EF374
; Refills bombs
BOMBME = $7EF375
; Refills arrows
SHOOTME = $7EF376
; Arrow count
ARROWS = $7EF377
; Unused
UNUSED_7EF378 = $7EF378
; Displays ability flags
; lrtu pbsh
; h - Pray (unused and mostly cut off by HUD borders)
; s - Swim
; b - Run
; u - unused but set by default
; p - Pull
; t - Talk
; r - Read
; l - Lift
; This only controls the display of "LIFT.1"
; If this bit is unset but LIFT is set then the proper lift text is displayed
ABILITY = $7EF379
; Dungeon ID Legend
; Mushroom Grotto ID 0x0C (Palace of Darkness)
; Tail Palace ID 0x0A (Swamp Palace)
; Kalyxo Castle ID 0x10 (Skull Woods)
; Zora Temple ID 0x16 (Thieves Town)
; Glacia Estate 0x12 (Ice Palace)
; Goron Mines 0x0E (Misery Mire)
; Dragon Ship 0x18 (Turtle Rock)
; .wbs tipm
; p - Palace of Darkness
; s - Swamp Palace
; w - Skull Woods
; b - Thieves' Town
; i - Ice Palace
; m - Misery Mire
; t - Turtle Rock
Crystals = $7EF37A
; 0x00 - Normal magic
; 0x01 - Half magic
; 0x02 - Quarter magic
; Quarter magic has no special HUD graphic, unlike half magic
; Also, not everything is necessarily quarter magic
MAGCON = $7EF37B
; Keys earned per dungeon
; Sewers and Castle are kept in sync
KEYSSEWER = $7EF37C
KEYSHYRULE = $7EF37D
KEYSEAST = $7EF37E
KEYSDESERT = $7EF37F
KEYSAGA = $7EF380
KEYSSWAMP = $7EF381
KEYSPOD = $7EF382
KEYSMIRE = $7EF383
KEYSWOODS = $7EF384
KEYSICE = $7EF385
KEYSHERA = $7EF386
KEYSTHIEF = $7EF387
KEYSTROCK = $7EF388
KEYSGANON = $7EF389
; Unused block of SRAM
UNUSED_7EF38A = $7EF38A
; Game state
; 0x00 - Very start; progress cannot be saved in this state
; 0x01 - Uncle reached
; 0x02 - Zelda rescued
; 0x03 - Agahnim defeated
GAMESTATE = $7EF3C5
; Bitfield of less important progression
; .fbh .zsu
; u - Uncle visited in secret passage; controls spawn (0: spawn | 1: gone)
; s - Priest visited in sanc after Zelda is kidnapped again
; z - Zelda brought to sanc
; h - Uncle has left Link's house; controls spawn (0: spawn | 1: gone)
; b - Book of Mudora obtained/mentioned; controls Aginah dialog
; f - Flipped by fortune tellers to decide which fortune set to give
PROGLITE = $7EF3C6
; Map icon to guide noob players
; 0x00 - Red X on castle | Save zelda
; 0x01 - Red X on Kakariko | Talk to villagers about elders
; 0x02 - Red X on Eastern | Talk to Sahasrahla
; 0x03 - Pendants and MS | Obtain the master sword
; 0x04 - Master sword on LW | Grab the master sword
; 0x05 - Skull on castle | Kill Agahnim
; 0x06 - Crystal on POD | Get the first crystal
; 0x07 - Crystals | Get all 7 crystals
; 0x08 - Skull on GT | Climb Ganon's Tower
MAPICON = $7EF3C7
; 0x00 - Link's house
; 0x01 - Sanctuary
; 0x02 - Prison
; 0x03 - Uncle
; 0x04 - Throne
; 0x05 - Old man cave
; 0x06 - Old man home
SPAWNPT = $7EF3C8
; Another bitfield for progress
; t.dp s.bh
; t - smiths are currently tempering sword
; d - swordsmith rescued
; p - purple chest has been opened
; s - stumpy has been stumped
; b - bottle purchased from vendor
; h - bottle received from hobo
PROGLITE2 = $7EF3C9
; .d.. ....
; d - World (0: Light World | 1: Dark World)
SAVEWORLD = $7EF3CA
; Not used
UNUSED_7EF3CB = $7EF3CB
; Current follower ID
FOLLOWER = $7EF3CC
; Cache of follower properties
FOLLOWCYL = $7EF3CD
FOLLOWCYH = $7EF3CE
FOLLOWCXL = $7EF3CF
FOLLOWCXH = $7EF3D0
; Copies INDOORS
FOLLOWERINOUT = $7EF3D1
; Copies LAYER
FOLLOWERCLAYER = $7EF3D2
; Indicates the follower is currently following
; 0x00 - Following
; 0x80 - Not following
FOLLOWERING = $7EF3D3
; Unused
UNUSED_7EF3D4 = $7EF3D4
UNUSED_7EF3D5 = $7EF3D5
UNUSED_7EF3D6 = $7EF3D6
UNUSED_7EF3D7 = $7EF3D7
UNUSED_7EF3D8 = $7EF3D8
; Player name
NAME1L = $7EF3D9
NAME1H = $7EF3DA
NAME2L = $7EF3DB
NAME2H = $7EF3DC
NAME3L = $7EF3DD
NAME3H = $7EF3DE
NAME4L = $7EF3DF
NAME4H = $7EF3E0
; Save file checksum; expected to be $55AA
SCHKSML = $7EF3E1
SCHKSMH = $7EF3E2
; Games played in each dungeon
GPSEWER = $7EF3E3
GPHYRULE = $7EF3E5
GPEAST = $7EF3E7
GPDESERT = $7EF3E9
GPAGA = $7EF3EB
GPSWAMP = $7EF3ED
GPPOD = $7EF3EF
GPMIRE = $7EF3F1
GPWOODS = $7EF3F3
GPICE = $7EF3F5
GPHERA = $7EF3F7
GPTHIEF = $7EF3F9
GPTROCK = $7EF3FB
GPGANON = $7EF3FD
; Games played for current segment
GPNOW = $7EF3FF
; Total games played
; No display on file select if 0xFFFF
GAMESPLAYED = $7EF401
; Big unused block
UNUSED_7EF403 = $7EF403
DEATHS_MAXED = $7EF405
; Inverse checksum for save file
SAVEICKSML = $7EF4FE
SAVEICKSMH = $7EF4FF

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@@ -33,127 +33,11 @@ function RGBto555(R,G,B) = ((R/8)<<10)|((G/8)<<5)|(B/8) ; zarby
function hexto555(h) = ((((h&$FF)/8)<<10)|(((h>>8&$FF)/8)<<5)|(((h>>16&$FF)/8)<<0)) ; kan
function menu_offset(y,x) = (y*64)+(x*2)
; =========================================================
; SRAM in Use
SaveRam:
{
; Game state
; 0x00 - Very start; progress cannot be saved in this state
; 0x01 - Uncle reached
; 0x02 - Zelda rescued
; 0x03 - Agahnim defeated
GameState = $7EF3C5
; Red X on Hall of Secrets
; Red X on Kalyxo Pyramid
; .fmp h.i.
; f - fortress of secrets
; m - master sword
; p - pendant quest
; h - hall of secrets
; i - intro over, maku tree
OOSPROG = $7EF3D6
; Bitfield of less important progression
; .fbh .zsu
; u - Uncle
; s - Priest visited in sanc after Zelda is kidnapped again
; z - Zelda brought to sanc
; h - Uncle left Link's house (0: spawn | 1: gone)
; b - Book of Mudora obtained/mentioned; controls Aginah dialog
; f - Flipped by fortune tellers to decide fortune set to give
OOSPROG2 = $7EF3C6
; .... ...m
; m - maku tree has met link (0: no | 1: yes)
MakuTreeQuest = $7EF3D4
; Map icon
; 0x00 - Red X on Maku Tree/Maku Warp
; 0x01 - Toadstool Woods Crystal
; 0x02 - Kalyxo All Crystals
; 0x03 -
; 0x04 -
; 0x05 -
; 0x06 -
; 0x07 -
; 0x08 - Skull on GT | Climb Ganon's Tower
MapIcon = $7EF3C7
; Dungeon ID Legend
; Mushroom Grotto ID 0x0C (Palace of Darkness)
; Tail Palace ID 0x0A (Swamp Palace)
; Kalyxo Castle ID 0x10 (Skull Woods)
; Zora Temple ID 0x16 (Thieves Town)
; Glacia Estate 0x12 (Ice Palace)
; Goron Mines 0x0E (Misery Mire)
; Dragon Ship 0x18 (Turtle Rock)
; .wbs tipm
; p - Palace of Darkness
; s - Swamp Palace
; w - Skull Woods
; b - Thieves' Town
; i - Ice Palace
; m - Misery Mire
; t - Turtle Rock
Crystals = $7EF37A
; 01 - Fishing Rod
; 02 - Portal Rod
CustomRods = $7EF351
; Free SRAM Block 38A-3C4
FishingRod = $7EF38A
; Collectibles
Bananas = $7EF38B
Pineapples = $7EF38D
RockMeat = $7EF38F
Seashells = $7EF391
Honeycomb = $7EF393
DekuSticks = $7EF395
TingleMaps = $7EF396
TingleId = $7EF397
; .dgi zktm
; m - Mushroom Grotto
; t - Tail Palace
; k - Kalyxo Castle
; z - Zora Temple
; i - Glacia Estate
; g - Goron Mines
; d - Dragon Ship
Scrolls = $7EF398
; Keep track of the previous scroll
; For re-reading old hints.
PrevScroll = $7EF39A
; .dts fwpb
; b - bean planted
; w - plant watered
; p - pollinated by bee
; f - first day
; s - second day
; t - third day
; d - done
MagicBeanProg = $7EF39B
; .... .cpw
; c - courage
; p - power
; w - wisdom
Dreams = $7EF410
; Current Dream ID (0x00-0x03)
CurrentDream = $0426
; Current Song
CurrentSong = $030F
}
; =========================================================
; The record format for the low table is 4 bytes:
@@ -180,10 +64,8 @@ OamPtrH = $92
OamBackup = $0FEC
; =========================================================
; Sprite RAM and Functions
; Sprite RAM
SpriteRam:
{
SprY = $0D00
SprX = $0D10
SprYH = $0D20
@@ -215,9 +97,7 @@ SprCustom = $1CC0 ;
; Used in sprite state 0x03 (falling in water)
; used as delay in most of the sprites
SprDelay = $0E80
; Enemy color flash buffer
SprFlash = $0B89
SprFlash = $0B89 ; Enemy color flash buffer
SprTimerA = $0DF0 ; Action, decreased by 1 each frame
SprTimerB = $0E00 ; Animation, decreased by 1 each frame
@@ -323,14 +203,6 @@ SprFreeze = $0FC1 ; Seems to freeze sprites
; 0x07 32 24 16
; 0x08 24 16 8
; 0x09 64 48 24
;
; Higher values are invalid, but here's what they are:
; 0x0A 169 48 32
; 0x0B 142 246 169
; 0x0C 144 133 71
; 0x0D 169 16 133
; 0x0E 70 169 33
; 0x0F 34 124 187
SprBump = $0CD2
; Damage sprite is enduring
@@ -344,9 +216,7 @@ SprDmgTaken = $0CE2
; d - If hit from front, deflect Ice Rod, Somarian missile,
; boomerang, hookshot, and sword beam, and arrows stick in
; it harmlessly. If bit 1 is also set, frontal arrows will
; instead disappear harmlessly. No monsters have bit 4 set
; in the ROM data, but it was functional and interesting
; enough to include.
; instead disappear harmlessly.
; e - If set, sprite collides with less tiles than usual
; f - If set, impervious to sword and hammer type attacks
; g - If set, impervious to arrows, but may have other additional meanings.
@@ -378,10 +248,8 @@ SprBulletproof = $0BA0
SprRoom = $0C9A ;X W Contains the area or room id the sprite has been loaded in
SprDrop = $0CBA ;X W 00: Drop nothing, 01: drop normal key, 03: Drop green rupee, OtherValues: Drop big key
}
; Overlord
OverlordId = $0B00
OverlordX = $0B08
OverlordXH = $0B10
@@ -392,16 +260,17 @@ OverlordTimerA = $0B28
OverlordTimerB = $0B30
OverlordTimerC = $0B38
; =========================================================
; Sprite Functions
SpriteData_OAMProp = $0DB359
; Clear all properties for sprites
SpritePrep_ResetProperties = $0DB871
; =========================================================
; set the oam coordinate for the sprite draw
Sprite_PrepOamCoord = $06E416
; =========================================================
; Draw the sprite depending of the position of the player
; (if he has to be over or under link)
Sprite_OAM_AllocateDeferToPlayer = $06F864
@@ -415,24 +284,18 @@ OAM_AllocateFromRegionF = $0DBA94 ; Above
Sprite_DrawMultiple_quantity_preset = $05DF70
; =========================================================
; check if the sprite is getting damage from player or items
Sprite_CheckDamageFromPlayer = $06F2AA
; =========================================================
; check if the sprite is touching the player to damage
Sprite_CheckDamageToPlayer = $06F121
; =========================================================
; damage the player everywhere on screen?
Sprite_AttemptDamageToPlayerPlusRecoil = $06F41F
; =========================================================
; makes all the sprites on screen shaking
ApplyRumbleToSprites = $0680FA
; =========================================================
Sprite_MoveLong = $1D808C
Sprite_ProjectSpeedTowardsPlayer = $06EA1A
@@ -463,74 +326,59 @@ ans_high = $0C
CheckIfHitBoxesOverlap = $0683E6
; =========================================================
; $0FD8 = sprite's X coordinate
; $0FDA = sprite's Y coordinate
Sprite_Get16BitCoords_Local = $0684C1
Sprite_Get_16_bit_Coords = $0684BD
; =========================================================
; load / draw a 16x16 sprite
Sprite_PrepAndDrawSingleLarge = $06DBF0
; =========================================================
; load / draw a 8x8 sprite
Sprite_PrepAndDrawSingleSmall = $06DBF8
; =========================================================
; draw shadow (requires additional oam allocation)
Sprite_DrawShadow = $06DC54
Sprite_DrawWaterRipple = $059FFA
Sprite_DrawRippleIfInWater = $1EFF8D
; =========================================================
; check if the sprite is colliding with a solid tile set $0E70, X
; ----udlr , u = up, d = down, l = left, r = right
Sprite_CheckTileCollision = $06E496
Sprite_CheckTileCollision_long = $06E496
; =========================================================
; $00[0x02] - Entity Y coordinate
; $02[0x03?] - Entity X coordinate
; $0FA5
; $0FA5 - Tile ID result
Sprite_GetTileAttr = $06E87B
; =========================================================
; check if the sprite is colliding with a solid sloped tile
Sprite_CheckSlopedTileCollision = $06E8FD
; =========================================================
; set the velocity x,y towards the player (A = speed)
Sprite_ApplySpeedTowardsPlayer = $06EA12
; =========================================================
; \return $0E is low byte of player_y_pos - sprite_y_pos
; \return $0F is low byte of player_x_pos - sprite_x_pos
Sprite_DirectionToFacePlayer = $06EAA0
; =========================================================
; if Link is to the left of the sprite, Y = 1, otherwise Y = 0.
Sprite_IsToRightOfPlayer = $06EACD
; =========================================================
; return Y=1 sprite is below player, otherwise Y = 0
Sprite_IsBelowPlayer = $06EAE4
; =========================================================
; $06 = sprite's Y coordinate
; $07 = sprite's X coordinate
Sprite_IsBelowLocation = $06EB1D
; =========================================================
; check damage done to player if they collide on same layer
Sprite_CheckDamageToPlayerSameLayer = $06F129
; =========================================================
; check damage done to player if they collide even if they are not on same layer
Sprite_CheckDamageToPlayerIgnoreLayer = $06F131
; =========================================================
; play a sound loaded in A
Sound_SetSfx1PanLong = $0DBB6E
Sound_SetSfx2PanLong = $0DBB7C
@@ -551,41 +399,30 @@ Sprite_SpawnDynamically_slot_limited = $1DF65F
Sprite_SetSpawnedCoords = $09AE64
Sprite_SetSpawnedCoordinates = $09AE64
; =========================================================
; move the sprite if he stand on a conveyor belt
Sprite_ApplyConveyorAdjustment = $1D8010
; =========================================================
; Setup sprite hitbox for comparison with scrap ram
Sprite_SetupHitBoxLong = $0683EA
; =========================================================
; set tile of dungeon
Dungeon_SpriteInducedTilemapUpdate = $01E7A9
; =========================================================
; player can't pass through the sprite
Sprite_BehaveAsBarrier = $1EF4F3
Sprite_PlayerCantPassThrough = $1EF4F3
; =========================================================
; player can't hookshot to that sprite
Sprite_NullifyHookshotDrag = $0FF540
; =========================================================
; show a message box without any condition
; A = low byte of message ID to use.
; Y = high byte of message ID to use.
Sprite_ShowMessageUnconditional = $05E219
; =========================================================
; show a message if we press A and face the sprite
; A = low byte of message ID to use.
; Y = high byte of message ID to use.
Sprite_ShowSolicitedMessage = $05E1A7
Sprite_ShowSolicitedMessageIfPlayerFacing = $05E1A7
; =========================================================
; show a message if we touch the sprite
; should be used with Sprite_PlayerCantPassThrough
; A = low byte of message ID to use.
@@ -605,6 +442,8 @@ Sprite_KillFriends = $09EF56
Sprite_KillSelf = $09F1F8
Dungeon_SpriteInducedTilemapUpdate = $01E7A9
; =========================================================
; $04 = X
; $05 = HighX
@@ -644,10 +483,9 @@ Sprite_TrackBodyToHead = $05DCA2
GetRandomInt = $0DBA71
Sprite_SpawnFireball = $0DDA06
Sprite_SpawnSmallSplash = $1EA820
Sprite_SpawnSparkleGarnish = $058008
Sprite_SpawnPoofGarnish = $05AB9C
Sprite_CheckIfLifted = $06AA0C
@@ -655,8 +493,6 @@ Sprite_TransmuteToBomb = $06AD50
Sprite_RepelDash = $079291
Sprite_SpawnPoofGarnish = $05AB9C
Sprite_LoadGfxProperties = $00FC41
ThrownSprite_TileAndSpriteInteraction_long = $06DFF2