add ancillary object IDs to ram.asm
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72
Core/ram.asm
72
Core/ram.asm
@@ -3505,6 +3505,78 @@ ANC9SUBX = $7E0C49
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; Ancilla ID
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; $0C4A is also used as a vector index for GAME OVER letters
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; Type index for Ancillary objects. Valid values are as follows:
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; 0x00 - Nothing, and actually an indicator that no ancilla is currently active in this slot.
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; 0x01 - Somarian Blast; Results from splitting a Somarian Block
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; 0x02 - Fire Rod Shot
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; 0x03 - Unused; Instantiating one of these creates an object that does nothing.
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; 0x04 - Beam Hit; Master sword beam or Somarian Blast dispersing after hitting something
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; 0x05 - Boomerang
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; 0x06 - Wall Hit; Spark-like effect that occurs when you hit a wall with a boomerang or hookshot
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; 0x07 - Bomb; Normal bombs laid by the player
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; 0x08 - Door Debris; Rock fall effect from bombing a cracked cave or dungeon wall
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; 0x09 - Arrow; Fired from the player's bow
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; 0x0A - Halted Arrow; Player's arrow that is stuck in something (wall or sprite)
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; 0x0B - Ice Rod Shot
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; 0x0C - Sword Beam
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; 0x0D - Sword Full Charge Spark; The sparkle that briefly appears at the tip of the player's sword when their spin attack fully charges up.
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; 0x0E - Unused; Duplicate of the Blast Wall
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; 0x0F - Unused; Duplicate of the Blast Wall
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; 0x10 - Unused; Duplicate of the Blast Wall
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; 0x11 - Ice Shot Spread; Ice shot dispersing after hitting something.
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; 0x12 - Unused; Duplicate of the Blast Wall
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; 0x13 - Ice Shot Sparkle; The only actually visible parts of the ice shot.
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; 0x14 - Unused; Don't use as it will crash the game.
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; 0x15 - Jump Splash; Splash from the player jumping into or out of deep water
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; 0x16 - The Hammer's Stars / Stars from hitting hard ground with the shovel
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; 0x17 - Dirt from digging a hole with the shovel
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; 0x18 - The Ether Effect
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; 0x19 - The Bombos Effect
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; 0x1A - Precursor to torch flame / Magic powder
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; 0x1B - Sparks from tapping a wall with your sword
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; 0x1C - The Quake Effect
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; 0x1D - Jarring effect from hitting a wall while dashing
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; 0x1E - Pegasus boots dust flying
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; 0x1F - Hookshot
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; 0x20 - Link's Bed Spread
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; 0x21 - Link's Zzzz's from sleeping
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; 0x22 - Received Item Sprite
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; 0x23 - Bunny / Cape transformation poof
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; 0x24 - Gravestone sprite when in motion
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; 0x25 -
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; 0x26 - Sparkles when swinging lvl 2 or higher sword
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; 0x27 - the bird (when called by flute)
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; 0x28 - item sprite that you throw into magic faerie ponds.
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; 0x29 - Pendants and crystals
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; 0x2A - Start of spin attack sparkle
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; 0x2B - During Spin attack sparkles
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; 0x2C - Cane of Somaria blocks
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; 0x2D -
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; 0x2E - ????
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; 0x2F - Torch's flame
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; 0x30 - Initial spark for the Cane of Byrna activating
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; 0x31 - Cane of Byrna spinning sparkle
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; 0x32 - Flame blob, possibly from wall explosion
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; 0x33 - Series of explosions from blowing up a wall (after pulling a switch)
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; 0x34 - Burning effect used to open up the entrance to skull woods.
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; 0x35 - Master Sword ceremony.... not sure if it's the whole thing or a part of it
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; 0x36 - Flute that pops out of the ground in the haunted grove.
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; 0x37 - Appears to trigger the weathervane explosion.
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; 0x38 - Appears to give Link the bird enabled flute.
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; 0x39 - Cane of Somaria blast which creates platforms (sprite 0xED)
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; 0x3A - super bomb explosion (also does things normal bombs can)
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; 0x3B - Unused hit effect. Looks similar to Somaria block being nulled out.
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; 0x3C - Sparkles from holding the sword out charging for a spin attack.
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; 0x3D - splash effect when things fall into the water
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; 0x3E - 3D crystal effect (or transition into 3D crystal?)
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; 0x3F - Disintegrating bush poof (due to magic powder)
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; 0x40 - Dwarf transformation cloud
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; 0x41 - Water splash in the waterfall of wishing entrance (and swamp palace)
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; 0x42 - Rupees that you throw in to the Pond of Wishing
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; 0x43 - Ganon's Tower seal being broken. (not opened up though!)
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ANC0ID = $7E0C4A
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ANC1ID = $7E0C4B
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ANC2ID = $7E0C4C
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