Merge branch 'master' into NewMinecart

This commit is contained in:
Jared_Brian_
2025-02-11 18:37:42 -07:00
98 changed files with 4641 additions and 3961 deletions

185
Core/link.asm Normal file
View File

@@ -0,0 +1,185 @@
; =========================================================
; Link RAM and Functions
LinkY = $20 ; Position Y of link
LinkYH = $21 ; High position Y of link
LinkX = $22 ; Position X of link
LinkXH = $23 ; High position X of link
LinkZ = $24 ; Position Z of link
; ----UDLR
; [U Up][D Down][L Left][R Right]
; Direction link is pushing against
LinkPushDir = $26
; Link's recoiling speed
; By themselves, these do not do much
; They will be reset every frame Link is not in recoil state
LinkRecoilY = $27
LinkRecoilX = $28
LinkRecoilZ = $29
; Link's subpixel velocity
; when this value overflows, Link's main velocity gains an extra pixel
; reset on direction change, so not really a positional subpixel
LinkSubVelY = $2A
LinkSubVelX = $2B
; Direction link is facing
; 00:Up, 02:Down, 04:Left, 06:Right
LinkFaceDir = $2F
; Last direction link moved towards
; 00:Up, 01:Down, 02:Left, 03:Right
LinkLastDir = $66
; ----UDLR
; [U Up][D Down][L Left][R Right]
; direction link is "walking towards"
LinkMoveDir = $67
; 0: Not moving, 1: Moving cardinal, 2: Moving diagonally
LinkMoveInfo = $6A
LinkVisible = $4B ; if set to 0x0C link will be invisible
LinkBunnyGfx = $56 ; if set to 1 link will be bunny, otherwise link
; 0x00: normal speed, 0x01-0x0F: slow,<2C>> 0x10:fast
LinkSpeed = $57
; 0x00: normal speed, 0x02: walking on stair speed, 0x10: dashing speed
LinkSpeedTbl = $5E
; if is set to 0x02 or 0x03 link is falling
LinkFalling = $5B
FallTimer = $5C
; LinkState_Default : 0x00
; LinkState_Pits : 0x01
; LinkState_Recoil : 0x02
; LinkState_SpinAttack : 0x03
; LinkState_Swimming : 0x04 (ZoraDive)
; LinkState_OnIce : 0x05
; LinkState_Recoil : 0x06
; LinkState_Zapped : 0x07
; LinkState_UsingEther : 0x08
; LinkState_UsingBombos : 0x09
; LinkState_UsingQuake : 0x0A (DekuHover)
; LinkState_HoppingSouthOW : 0x0B
; LinkState_HoppingHorizontallyOW : 0x0C
; LinkState_HoppingDiagonallyUpOW : 0x0D
; LinkState_HoppingDiagonallyDownOW : 0x0E
; LinkState_0F : 0x0F
; LinkState_0F : 0x10
; LinkState_Dashing : 0x11
; LinkState_ExitingDash : 0x12
; LinkState_Hookshotting : 0x13
; LinkState_CrossingWorlds : 0x14
; LinkState_ShowingOffItem : 0x15
; LinkState_Sleeping : 0x16
; LinkState_Bunny : 0x17
; LinkState_HoldingBigRock : 0x18
; LinkState_ReceivingEther : 0x19
; LinkState_ReceivingBombos : 0x1A
; LinkState_ReadingDesertTablet : 0x1B
; LinkState_TemporaryBunny : 0x1C
; LinkState_TreePull : 0x1D
; LinkState_SpinAttack : 0x1E
LinkState = $5D
; 0: Link is not in a doorway
; 1: is in a vertical doorway
; 2: is in horizontal doorway
LinkDoorway = $6C
; 0: Nothing
; 1: a hand in the air
; 2: 2 hands in the air (like getting triforce)
LinkGrabGfx = $02DA
; if not 0 add a poof gfx on link
LinkPoofGfx = $02E1
; Bunny timer for link before transforming back
LinkBunTimer = $02E2
; if not 0 prevent link from moving and opening the menu
LinkMenuMove = $02E4
; if not 0 prevent link from getting any damages from sprites
LinkDamage = $037B
; ----CCCC
; [C Touching chest id]
LinkColChest = $02E5
; 0: Not on somaria platform, 2: On somaria platform
LinkSomaria = $02F5
; BP-AETHR
; [B Boomerang][P Powder]
; [A Bow&Arrows][E UnusedItem]
; [T UnusedItem][H Hammer][R Rods]
LinkItemUse = $0301
LinkItemY = $0303 ; Currently equipped item on the Y button
; 0: Nothing, 1:Picking up something, 2: Throwing something
LinkCarrying = $0308
; .... ..tl
; t - tossing object
; l - lifting object
LinkCarryOrToss = $0309
; 0: Normal
; 1: Shovel
; 2: Praying
; 4: Hookshot
; 8: Somaria
; 10: Bug net
; 20: Read book
; 40: Tree pull
LinkAnim = $037A
LinkWallCheat = $037F ; If non zero can walk through walls
; Animation step/graphics for spin attack animations; including medallions.
LinkSpinGfx = $031C
LinkSpinStep = $031D
; =========================================================
Link_ReceiveItem = $0799AD ; Y = item id
Link_CancelDash = $0791B9
Link_Initialize = $07F13C
Link_ResetProperties_A = $07F1A3
Link_ResetProperties_B = $07F1E6
Link_ResetProperties_C = $07F1FA
Link_ResetSwimmingState = $07983A
Link_ResetStateAfterDamagingPit = $07984B
Link_ItemReset_FromOverworldThings = $07B107
Link_CalculateSFXPan = $0DBB67
; Used by Agahnim2 fight
CallForDuckIndoors = $07A45F
ApplyLinksMovementToCamera = $07E9D3
HandleIndoorCameraAndDoors = $07F42F
Link_HandleVelocityAndSandDrag = $07E3DD
Link_HandleMovingAnimation_FullLongEntry = $07E6A6
Link_HandleMovingAnimation_General = $07E765
Link_HandleMovingAnimationSwimming = $07E7FA
LinkHop_FindArbitraryLandingSpot = $07E370
CheckIfLinkIsBusy = $07F4D0
Refund_Magic = $07B0E9
Hookshot_CheckTileCollision = $07D576

View File

@@ -16,11 +16,9 @@ endwhile
; Temporary fix for the message bank
; ZS does not clear message data when bank is changed
; So the end of the data bank is not as easily searchable.
org $0EEE76
db $80
org $0EEE75 : db $80
org !addr+1
db $80
org !addr+1 : db $80
org $0ED436
JML MessageExpand
@@ -45,93 +43,98 @@ MessageExpandedData:
Message_18D:
db $13, $B4, $20, $25, $1E, $42, $59, $13, $B4, $20, $25, $1E, $42, $59, $0A, $28, $28, $BB, $40, $0B, $22, $26, $29, $1A, $21, $3E, $75, $00, $21, $42, $59, $E3, $59, $2D, $21, $A6, $1E, $3E, $76, $03, $28, $59, $E3, $59, $D0, $1E, $24, $59, $BD, $29, $2C, $42, $59, $26, $32, $59, $1F, $2B, $22, $A5, $1D, $3F, $7E, $73, $13, $B4, $20, $25, $1E, $59, $AE, $59, $DB, $1A, $2F, $1E, $25, $A4, $1F, $1A, $2B, $59, $90, $73, $E2, $1D, $1E, $59, $1A, $1C, $2B, $28, $2C, $2C, $59, $0A, $1A, $25, $32, $31, $28, $59, $DA, $59, $1C, $B1, $2B, $2D, $73, $D8, $59, $2E, $27, $B8, $27, $3E, $59, $05, $C8, $59, $1A, $59, $2C, $26, $8E, $1F, $1E, $1E, $42, $7E, $73, $C6, $59, $1C, $28, $2E, $2B, $D0, $43, $73, $88, $44, $59, $16, $21, $91, $9F, $59, $E3, $59, $AD, $3F, $73, $88, $89, $08, $51, $26, $59, $28, $24, $1A, $32, $41, $68, $7F
Message_18E:
db $00, $21, $42, $59, $1A, $59, $30, $B5, $1E, $59, $1C, $21, $28, $22, $1C, $1E, $3E, $75, $16, $B6, $21, $59, $2D, $B0, $2C, $59, $BD, $29, $42, $59, $27, $28, $59, $D0, $1C, $CE, $2D, $76, $E2, $25, $25, $59, $97, $59, $B0, $1D, $1D, $A0, $A9, $26, $59, $E3, $3E, $7E, $73, $09, $2E, $D3, $59, $21, $8C, $28, $2F, $A1, $D8, $59, $2B, $DC, $1E, $1E, $2C, $73, $8C, $25, $1E, $2D, $59, $D8, $59, $1A, $1D, $2F, $A3, $2E, $CD, $97, $20, $B4, $3E, $7F
db $00, $21, $42, $59, $1A, $59, $30, $B5, $1E, $59, $1C, $21, $28, $22, $1C, $1E, $3E, $75, $16, $B6, $21, $59, $2D, $B0, $2C, $59, $BD, $29, $42, $59, $27, $28, $59, $D0, $1C, $CE, $2D, $76, $E2, $25, $25, $59, $97, $59, $B0, $1D, $1D, $A0, $A9, $26, $59, $E3, $3E, $7E, $73, $09, $2E, $D3, $59, $21, $8C, $28, $2F, $A1, $D8, $59, $2B, $DC, $1E, $1E, $2C, $73, $8C, $25, $1E, $2D, $59, $D8, $59, $1A, $1D, $2F, $A3, $2E, $CD, $97, $20, $B4, $3E, $7F
Message_18F:
db $0E, $21, $59, $1D, $A2, $41, $41, $41, $75, $08, $2D, $59, $D0, $1E, $26, $2C, $59, $E3, $2B, $59, $29, $28, $9C, $1E, $2D, $2C, $59, $8D, $1A, $76, $1A, $59, $1B, $B6, $59, $25, $22, $20, $21, $2D, $41, $59, $02, $28, $BE, $59, $96, $9C, $59, $E1, $A5, $7E, $73, $E3, $2B, $59, $DF, $25, $25, $1E, $2D, $59, $B5, $59, $1A, $2C, $59, $1F, $2E, $25, $25, $59, $1A, $2C, $59, $26, $B4, $1E, $3E, $73, $13, $B4, $20, $25, $1E, $59, $E2, $25, $25, $59, $DF, $B6, $42, $59, $9F, $27, $51, $2D, $73, $E3, $59, $30, $C8, $2B, $32, $3E, $7F
db $0E, $21, $59, $1D, $A2, $41, $41, $41, $75, $08, $2D, $59, $D0, $1E, $26, $2C, $59, $E3, $2B, $59, $29, $28, $9C, $1E, $2D, $2C, $59, $8D, $1A, $76, $1A, $59, $1B, $B6, $59, $25, $22, $20, $21, $2D, $41, $59, $02, $28, $BE, $59, $96, $9C, $59, $E1, $A5, $7E, $73, $E3, $2B, $59, $DF, $25, $25, $1E, $2D, $59, $B5, $59, $1A, $2C, $59, $1F, $2E, $25, $25, $59, $1A, $2C, $59, $26, $B4, $1E, $3E, $73, $13, $B4, $20, $25, $1E, $59, $E2, $25, $25, $59, $DF, $B6, $42, $59, $9F, $27, $51, $2D, $73, $E3, $59, $30, $C8, $2B, $32, $3E, $7F
Message_190:
db $00, $21, $42, $59, $26, $32, $59, $97, $D3, $59, $1C, $2E, $D3, $28, $26, $A6, $3E, $75, $E8, $59, $8D, $97, $9B, $B3, $2A, $2E, $B6, $1E, $76, $D8, $59, $1C, $28, $25, $25, $1E, $1C, $2D, $C8, $59, $C6, $59, $BD, $29, $2C, $3E, $7E, $73, $0C, $1A, $32, $97, $59, $C7, $1E, $59, $1D, $1A, $32, $59, $13, $B4, $20, $25, $1E, $73, $E2, $25, $25, $59, $27, $1A, $BE, $59, $1A, $59, $29, $BA, $1C, $1E, $59, $1A, $1F, $2D, $A1, $E3, $3E, $7F
db $00, $21, $42, $59, $26, $32, $59, $97, $D3, $59, $1C, $2E, $D3, $28, $26, $A6, $3E, $75, $E8, $59, $8D, $97, $9B, $B3, $2A, $2E, $B6, $1E, $76, $D8, $59, $1C, $28, $25, $25, $1E, $1C, $2D, $C8, $59, $C6, $59, $BD, $29, $2C, $3E, $7E, $73, $0C, $1A, $32, $97, $59, $C7, $1E, $59, $1D, $1A, $32, $59, $13, $B4, $20, $25, $1E, $73, $E2, $25, $25, $59, $27, $1A, $BE, $59, $1A, $59, $29, $BA, $1C, $1E, $59, $1A, $1F, $2D, $A1, $E3, $3E, $7F
Message_191:
db $13, $B4, $20, $25, $1E, $42, $59, $13, $B4, $20, $25, $1E, $42, $59, $0A, $28, $28, $BB, $40, $0B, $22, $26, $29, $1A, $21, $3E, $75, $00, $21, $42, $59, $D0, $1E, $24, $B3, $D8, $59, $D0, $1C, $CE, $2D, $2C, $59, $C6, $76, $D8, $59, $0C, $2E, $D1, $2B, $28, $28, $26, $59, $06, $2B, $28, $2D, $DA, $42, $59, $8D, $E3, $3F, $7E, $73, $E6, $59, $13, $28, $1A, $1D, $D3, $28, $28, $25, $59, $16, $28, $28, $1D, $2C, $59, $8D, $1A, $73, $DB, $22, $9C, $32, $59, $29, $BA, $1C, $1E, $43, $59, $29, $94, $21, $2C, $59, $D0, $1E, $26, $59, $DA, $73, $2D, $30, $B5, $2D, $59, $8C, $2D, $2E, $2B, $27, $59, $A8, $A7, $A6, $41, $7E, $73, $0C, $1A, $32, $97, $59, $D2, $BE, $C7, $1E, $59, $B4, $59, $DA, $30, $27, $59, $AE, $73, $1F, $22, $20, $2E, $2B, $A4, $C5, $21, $28, $30, $59, $DA, $59, $D2, $25, $2F, $1E, $59, $B6, $2C, $73, $26, $32, $D3, $A6, $22, $1E, $2C, $3E, $7E, $73, $59, $07, $28, $30, $59, $9F, $1E, $2C, $59, $39, $34, $59, $2B, $DC, $1E, $1E, $2C, $59, $2C, $C4, $3F, $73, $88, $44, $59, $12, $C4, $2C, $59, $AC, $28, $1D, $73, $88, $89, $08, $51, $25, $25, $59, $2D, $1A, $24, $1E, $59, $26, $32, $59, $1C, $21, $93, $1C, $1E, $2C, $68, $7F
db $13, $B4, $20, $25, $1E, $42, $59, $13, $B4, $20, $25, $1E, $42, $59, $0A, $28, $28, $BB, $40, $0B, $22, $26, $29, $1A, $21, $3E, $75, $00, $21, $42, $59, $D0, $1E, $24, $B3, $D8, $59, $D0, $1C, $CE, $2D, $2C, $59, $C6, $76, $D8, $59, $0C, $2E, $D1, $2B, $28, $28, $26, $59, $06, $2B, $28, $2D, $DA, $42, $59, $8D, $E3, $3F, $7E, $73, $E6, $59, $13, $28, $1A, $1D, $D3, $28, $28, $25, $59, $16, $28, $28, $1D, $2C, $59, $8D, $1A, $73, $DB, $22, $9C, $32, $59, $29, $BA, $1C, $1E, $43, $59, $29, $94, $21, $2C, $59, $D0, $1E, $26, $59, $DA, $73, $2D, $30, $B5, $2D, $59, $8C, $2D, $2E, $2B, $27, $59, $A8, $A7, $A6, $41, $7E, $73, $0C, $1A, $32, $97, $59, $D2, $BE, $C7, $1E, $59, $B4, $59, $DA, $30, $27, $59, $AE, $73, $1F, $22, $20, $2E, $2B, $A4, $C5, $21, $28, $30, $59, $DA, $59, $D2, $25, $2F, $1E, $59, $B6, $2C, $73, $26, $32, $D3, $A6, $22, $1E, $2C, $3E, $7E, $73, $59, $07, $28, $30, $59, $9F, $1E, $2C, $59, $39, $34, $59, $2B, $DC, $1E, $1E, $2C, $59, $2C, $C4, $3F, $73, $88, $44, $59, $12, $C4, $2C, $59, $AC, $28, $1D, $73, $88, $89, $08, $51, $25, $25, $59, $2D, $1A, $24, $1E, $59, $26, $32, $59, $1C, $21, $93, $1C, $1E, $2C, $68, $7F
Message_192:
db $13, $B4, $20, $25, $1E, $42, $59, $13, $B4, $20, $25, $1E, $42, $59, $0A, $28, $28, $BB, $40, $0B, $22, $26, $29, $1A, $21, $3E, $75, $00, $21, $42, $59, $D8, $59, $13, $1A, $22, $25, $59, $0F, $1A, $BA, $1C, $1E, $3E, $76, $7E, $73, $E6, $59, $29, $94, $21, $59, $2D, $21, $2B, $28, $2E, $20, $21, $59, $D8, $59, $2C, $DF, $26, $29, $2C, $73, $B5, $59, $D2, $BE, $2D, $B0, $27, $20, $59, $C7, $B9, $1A, $59, $03, $1E, $24, $2E, $59, $1C, $28, $2E, $25, $1D, $73, $27, $1A, $2F, $22, $20, $94, $1E, $59, $9B, $A8, $2D, $1A, $1B, $25, $32, $43, $7E, $73, $59, $07, $28, $30, $59, $9F, $1E, $2C, $59, $3B, $39, $59, $2B, $DC, $1E, $1E, $2C, $59, $2C, $C4, $3F, $73, $88, $44, $59, $12, $C4, $2C, $59, $AC, $28, $1D, $73, $88, $89, $08, $51, $25, $25, $59, $2D, $1A, $24, $1E, $59, $26, $32, $59, $1C, $21, $93, $1C, $1E, $2C, $68, $7F
db $13, $B4, $20, $25, $1E, $42, $59, $13, $B4, $20, $25, $1E, $42, $59, $0A, $28, $28, $BB, $40, $0B, $22, $26, $29, $1A, $21, $3E, $75, $00, $21, $42, $59, $D8, $59, $13, $1A, $22, $25, $59, $0F, $1A, $BA, $1C, $1E, $3E, $76, $7E, $73, $E6, $59, $29, $94, $21, $59, $2D, $21, $2B, $28, $2E, $20, $21, $59, $D8, $59, $2C, $DF, $26, $29, $2C, $73, $B5, $59, $D2, $BE, $2D, $B0, $27, $20, $59, $C7, $B9, $1A, $59, $03, $1E, $24, $2E, $59, $1C, $28, $2E, $25, $1D, $73, $27, $1A, $2F, $22, $20, $94, $1E, $59, $9B, $A8, $2D, $1A, $1B, $25, $32, $43, $7E, $73, $59, $07, $28, $30, $59, $9F, $1E, $2C, $59, $3B, $39, $59, $2B, $DC, $1E, $1E, $2C, $59, $2C, $C4, $3F, $73, $88, $44, $59, $12, $C4, $2C, $59, $AC, $28, $1D, $73, $88, $89, $08, $51, $25, $25, $59, $2D, $1A, $24, $1E, $59, $26, $32, $59, $1C, $21, $93, $1C, $1E, $2C, $68, $7F
Message_193:
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Message_194:
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Message_195:
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Message_196:
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Message_197:
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Message_198:
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Message_199:
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Message_19A:
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Message_19B:
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Message_19C:
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Message_19D:
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Message_19E:
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Message_19F:
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Message_1A0:
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Message_1A1:
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Message_1A2:
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Message_1A3:
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Message_1A4:
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Message_1A5:
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Message_1A6:
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Message_1A7:
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Message_1A8:
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Message_1A9:
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Message_1AA:
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Message_1AB:
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Message_1AC:
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Message_1AD:
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Message_1AE:
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Message_1AF:
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Message_1B0:
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Message_1B1:
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Message_1B2:
db $E8, $59, $29, $25, $93, $27, $B3, $DA, $59, $21, $1E, $1A, $1D, $59, $B4, $DA, $59, $D8, $75, $12, $21, $2B, $B4, $1E, $59, $C6, $59, $0F, $28, $30, $A6, $3F, $76, $07, $1E, $21, $42, $59, $AC, $28, $1D, $59, $25, $2E, $9C, $3E, $7E, $73, $E6, $59, $1F, $BB, $C8, $2C, $59, $9F, $27, $2D, $59, $1A, $25, $DF, $32, $2C, $59, $D0, $1E, $26, $41, $41, $41, $73, $CE, $1A, $25, $42, $59, $22, $1F, $59, $E3, $59, $1C, $94, $1C, $21, $59, $26, $32, $59, $1D, $2B, $22, $1F, $2D, $41, $73, $00, $27, $1D, $59, $2D, $21, $28, $D0, $59, $11, $28, $9C, $59, $12, $22, $2B, $BB, $B4, $2C, $3F, $59, $7E, $73, $07, $1E, $1A, $2F, $32, $59, $1A, $2C, $59, $98, $2E, $25, $1D, $A6, $2C, $41, $59, $16, $B6, $21, $C5, $D8, $73, $0F, $28, $30, $A1, $06, $BB, $2F, $1E, $42, $59, $E3, $CD, $C5, $C6, $59, $25, $2E, $9C, $41, $7F
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Message_1B3:
db $0E, $21, $28, $40, $21, $28, $3E, $59, $16, $1E, $25, $25, $42, $59, $BB, $28, $24, $59, $E1, $28, $59, $D3, $2E, $26, $95, $1D, $75, $B4, $DA, $59, $26, $32, $59, $03, $CE, $1A, $26, $59, $07, $2E, $2D, $3E, $59, $02, $21, $1E, $9C, $B4, $20, $76, $C5, $D8, $59, $04, $C7, $59, $00, $1B, $32, $2C, $2C, $42, $59, $8D, $E0, $3F, $7E, $73, $08, $51, $26, $59, $0C, $1A, $CA, $42, $59, $32, $1E, $2C, $42, $59, $2D, $21, $91, $0C, $1A, $CA, $3E, $73, $16, $1E, $51, $2F, $1E, $59, $1C, $2B, $28, $2C, $2C, $A4, $29, $94, $21, $2C, $59, $97, $A8, $1E, $59, $B4, $73, $07, $28, $BB, $1D, $2B, $2E, $26, $43, $59, $C8, $59, $DF, $2C, $59, $B6, $59, $0B, $1A, $1B, $2B, $32, $27, $27, $1A, $3F, $7E, $73, $07, $1E, $21, $42, $59, $E3, $59, $30, $A6, $1E, $59, $1A, $59, $1B, $B6, $59, $C6, $59, $1A, $59, $29, $1E, $D3, $73, $C7, $59, $26, $32, $59, $1B, $2B, $28, $28, $26, $59, $2B, $28, $2E, $2D, $1E, $42, $59, $1B, $2E, $2D, $59, $08, $59, $D0, $1E, $73, $E3, $2F, $1E, $59, $9B, $1E, $59, $1A, $59, $BB, $27, $20, $59, $DF, $32, $3E, $7E, $73, $44, $59, $0B, $C7, $20, $59, $2D, $22, $BE, $59, $27, $28, $59, $D0, $1E, $42, $59, $0C, $1A, $CA, $3E, $73, $89, $16, $21, $91, $B5, $59, $2D, $B0, $2C, $59, $29, $BA, $1C, $1E, $3F, $73, $89, $08, $51, $25, $25, $59, $9B, $1E, $59, $96, $9C, $59, $25, $94, $A6, $41, $71, $7F
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Message_1B4:
db $07, $1A, $3E, $59, $E8, $59, $9F, $59, $CE, $BE, $26, $97, $2B, $59, $BE, $3E, $75, $06, $2E, $1E, $2C, $2C, $59, $8E, $2D, $21, $91, $1C, $AE, $B3, $1A, $2B, $C4, $76, $25, $1E, $1F, $2D, $59, $93, $59, $22, $26, $29, $CE, $2C, $2C, $22, $C7, $41, $7E, $73, $0D, $28, $30, $59, $08, $51, $2F, $1E, $59, $D0, $2D, $59, $DC, $59, $D1, $28, $29, $59, $21, $A6, $1E, $42, $73, $9E, $2F, $B3, $B4, $DA, $59, $1D, $CE, $1A, $26, $2C, $59, $B4, $D3, $1E, $1A, $1D, $73, $C6, $59, $1C, $2B, $1A, $2C, $B0, $27, $20, $59, $1B, $2B, $28, $28, $26, $2C, $41, $7E, $73, $05, $1E, $1E, $25, $59, $1F, $CE, $1E, $59, $DA, $59, $25, $1E, $2D, $59, $BE, $59, $29, $28, $24, $1E, $73, $1A, $2B, $C4, $59, $B4, $59, $E3, $2B, $59, $26, $B4, $1D, $43, $73, $B6, $59, $1C, $28, $2E, $25, $1D, $59, $97, $59, $1F, $2E, $27, $3E, $7E, $73, $44, $59, $12, $2E, $CE, $42, $59, $D1, $28, $30, $59, $BE, $59, $1A, $59, $1D, $CE, $1A, $26, $41, $73, $89, $07, $28, $30, $59, $9F, $1E, $2C, $59, $2D, $B0, $2C, $59, $30, $C8, $24, $3F, $73, $89, $0C, $1A, $32, $97, $59, $D2, $BE, $59, $28, $2D, $21, $A1, $2D, $22, $BE, $41, $71, $7F
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Message_1B5:
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Message_1B6:
db $0E, $28, $21, $42, $59, $08, $59, $1C, $93, $59, $2C, $A5, $D0, $59, $B6, $43, $75, $2D, $21, $91, $29, $A5, $1D, $93, $2D, $59, $E3, $59, $AD, $59, $2D, $21, $A6, $1E, $41, $76, $0F, $A6, $1F, $1E, $1C, $2D, $59, $A8, $59, $1D, $CE, $1A, $26, $40, $E0, $1A, $2F, $B4, $20, $3E, $7E, $73, $02, $BB, $D0, $59, $2D, $21, $28, $D0, $59, $1E, $32, $1E, $2C, $42, $59, $07, $A6, $28, $41, $59, $0B, $1E, $2D, $51, $2C, $73, $D0, $1E, $59, $E1, $91, $D0, $1C, $CE, $2D, $2C, $59, $8D, $25, $2E, $2B, $24, $B3, $B4, $73, $2D, $21, $91, $27, $28, $20, $20, $B4, $59, $C6, $59, $E3, $2B, $2C, $41, $7F
db $0E, $28, $21, $42, $59, $08, $59, $1C, $93, $59, $2C, $A5, $D0, $59, $B6, $43, $75, $2D, $21, $91, $29, $A5, $1D, $93, $2D, $59, $E3, $59, $AD, $59, $2D, $21, $A6, $1E, $41, $76, $0F, $A6, $1F, $1E, $1C, $2D, $59, $A8, $59, $1D, $CE, $1A, $26, $40, $E0, $1A, $2F, $B4, $20, $3E, $7E, $73, $02, $BB, $D0, $59, $2D, $21, $28, $D0, $59, $1E, $32, $1E, $2C, $42, $59, $07, $A6, $28, $41, $59, $0B, $1E, $2D, $51, $2C, $73, $D0, $1E, $59, $E1, $91, $D0, $1C, $CE, $2D, $2C, $59, $8D, $25, $2E, $2B, $24, $B3, $B4, $73, $2D, $21, $91, $27, $28, $20, $20, $B4, $59, $C6, $59, $E3, $2B, $2C, $41, $7F
Message_1B7:
db $07, $2E, $21, $42, $59, $27, $28, $59, $2C, $29, $1A, $2B, $24, $59, $B4, $59, $2C, $22, $20, $21, $2D, $41, $75, $0D, $28, $59, $0F, $A5, $1D, $93, $2D, $42, $59, $27, $28, $59, $1D, $CE, $1A, $26, $42, $59, $2C, $C8, $2B, $32, $3E, $76, $01, $2E, $2D, $59, $21, $1E, $32, $42, $59, $2B, $28, $1A, $26, $59, $D8, $59, $00, $1B, $32, $2C, $2C, $59, $1A, $59, $1B, $B6, $41, $7E, $73, $08, $51, $26, $59, $2C, $2E, $CD, $E3, $51, $25, $25, $59, $2C, $1C, $2B, $28, $2E, $27, $20, $1E, $59, $C7, $1E, $59, $DC, $73, $A7, $A3, $2E, $1A, $25, $25, $32, $43, $59, $00, $27, $1D, $59, $E1, $A0, $E3, $59, $9F, $42, $73, $08, $51, $25, $25, $59, $97, $59, $21, $A6, $1E, $42, $59, $DF, $B6, $B4, $20, $41, $7F
db $07, $2E, $21, $42, $59, $27, $28, $59, $2C, $29, $1A, $2B, $24, $59, $B4, $59, $2C, $22, $20, $21, $2D, $41, $75, $0D, $28, $59, $0F, $A5, $1D, $93, $2D, $42, $59, $27, $28, $59, $1D, $CE, $1A, $26, $42, $59, $2C, $C8, $2B, $32, $3E, $76, $01, $2E, $2D, $59, $21, $1E, $32, $42, $59, $2B, $28, $1A, $26, $59, $D8, $59, $00, $1B, $32, $2C, $2C, $59, $1A, $59, $1B, $B6, $41, $7E, $73, $08, $51, $26, $59, $2C, $2E, $CD, $E3, $51, $25, $25, $59, $2C, $1C, $2B, $28, $2E, $27, $20, $1E, $59, $C7, $1E, $59, $DC, $73, $A7, $A3, $2E, $1A, $25, $25, $32, $43, $59, $00, $27, $1D, $59, $E1, $A0, $E3, $59, $9F, $42, $73, $08, $51, $25, $25, $59, $97, $59, $21, $A6, $1E, $42, $59, $DF, $B6, $B4, $20, $41, $7F
Message_1B8:
db $0E, $21, $28, $3E, $59, $02, $2E, $2B, $22, $28, $2E, $2C, $59, $1A, $98, $2E, $2D, $59, $26, $32, $59, $25, $B6, $2D, $25, $1E, $75, $1D, $CE, $1A, $26, $40, $E0, $1A, $2F, $B3, $1A, $1C, $2D, $42, $59, $8D, $E0, $3F, $76, $0B, $B5, $2D, $A0, $1C, $BB, $D0, $42, $59, $07, $A6, $28, $41, $7E, $73, $12, $1E, $1E, $42, $59, $B4, $59, $D8, $59, $04, $C7, $59, $00, $1B, $32, $2C, $2C, $42, $59, $2D, $21, $A6, $1E, $73, $8D, $2D, $21, $CE, $1E, $59, $29, $A5, $1D, $93, $2D, $2C, $42, $59, $1A, $2B, $2D, $22, $1F, $1A, $1C, $2D, $2C, $73, $25, $1E, $1F, $2D, $59, $97, $B0, $27, $1D, $59, $1B, $32, $59, $D8, $59, $06, $28, $1D, $9D, $D0, $2C, $41, $7E, $73, $16, $21, $A0, $E3, $59, $20, $94, $21, $A1, $1E, $1A, $1C, $21, $59, $29, $A5, $1D, $93, $2D, $42, $73, $D8, $32, $59, $CE, $2C, $C7, $94, $1E, $59, $30, $B6, $21, $59, $E3, $2B, $59, $2C, $29, $22, $2B, $B6, $42, $73, $B4, $2F, $28, $24, $B3, $1D, $CE, $1A, $26, $2C, $59, $C6, $59, $D8, $59, $29, $92, $43, $7E, $73, $13, $21, $94, $8B, $E1, $A6, $1E, $59, $08, $59, $9B, $1E, $59, $B4, $42, $59, $21, $1E, $25, $29, $B4, $20, $73, $DA, $59, $27, $1A, $2F, $22, $20, $94, $1E, $59, $D8, $59, $1D, $CE, $1A, $26, $2C, $59, $90, $73, $2B, $A7, $1E, $1A, $25, $59, $D0, $1C, $CE, $2D, $2C, $59, $C6, $59, $D8, $59, $29, $92, $41, $7E, $73, $01, $2E, $2D, $59, $D8, $59, $20, $2B, $8C, $29, $2B, $22, $33, $1E, $3F, $59, $0E, $27, $1C, $1E, $73, $E3, $51, $2F, $1E, $59, $CC, $2F, $A0, $E3, $2B, $D0, $25, $1F, $42, $73, $D8, $59, $0C, $92, $A1, $12, $30, $C8, $1D, $59, $1A, $DF, $B6, $2C, $41, $7E, $73, $13, $21, $91, $1B, $BA, $1D, $1E, $8B, $B0, $1D, $1D, $A0, $1D, $1E, $1E, $29, $59, $B4, $59, $D8, $73, $00, $1B, $32, $2C, $2C, $42, $59, $8C, $C7, $B9, $D8, $59, $C7, $1E, $59, $30, $B6, $21, $73, $D8, $59, $29, $A5, $1D, $93, $2D, $2C, $59, $1C, $93, $59, $1A, $DF, $24, $A0, $B6, $41, $7E, $73, $12, $28, $42, $59, $2D, $B0, $27, $24, $59, $C6, $59, $D8, $D0, $59, $25, $B6, $2D, $25, $1E, $59, $1D, $CE, $1A, $26, $2C, $73, $1A, $2C, $59, $D3, $1E, $29, $29, $B3, $D3, $C7, $1E, $2C, $59, $DA, $59, $E3, $2B, $73, $9D, $2D, $B4, $32, $3E, $7F
db $FF ; end of message pointers checks
db $0E, $21, $28, $3E, $59, $02, $2E, $2B, $22, $28, $2E, $2C, $59, $1A, $98, $2E, $2D, $59, $26, $32, $59, $25, $B6, $2D, $25, $1E, $75, $1D, $CE, $1A, $26, $40, $E0, $1A, $2F, $B3, $1A, $1C, $2D, $42, $59, $8D, $E0, $3F, $76, $0B, $B5, $2D, $A0, $1C, $BB, $D0, $42, $59, $07, $A6, $28, $41, $7E, $73, $12, $1E, $1E, $42, $59, $B4, $59, $D8, $59, $04, $C7, $59, $00, $1B, $32, $2C, $2C, $42, $59, $2D, $21, $A6, $1E, $73, $8D, $2D, $21, $CE, $1E, $59, $29, $A5, $1D, $93, $2D, $2C, $42, $59, $1A, $2B, $2D, $22, $1F, $1A, $1C, $2D, $2C, $73, $25, $1E, $1F, $2D, $59, $97, $B0, $27, $1D, $59, $1B, $32, $59, $D8, $59, $06, $28, $1D, $9D, $D0, $2C, $41, $7E, $73, $16, $21, $A0, $E3, $59, $20, $94, $21, $A1, $1E, $1A, $1C, $21, $59, $29, $A5, $1D, $93, $2D, $42, $73, $D8, $32, $59, $CE, $2C, $C7, $94, $1E, $59, $30, $B6, $21, $59, $E3, $2B, $59, $2C, $29, $22, $2B, $B6, $42, $73, $B4, $2F, $28, $24, $B3, $1D, $CE, $1A, $26, $2C, $59, $C6, $59, $D8, $59, $29, $92, $43, $7E, $73, $13, $21, $94, $8B, $E1, $A6, $1E, $59, $08, $59, $9B, $1E, $59, $B4, $42, $59, $21, $1E, $25, $29, $B4, $20, $73, $DA, $59, $27, $1A, $2F, $22, $20, $94, $1E, $59, $D8, $59, $1D, $CE, $1A, $26, $2C, $59, $90, $73, $2B, $A7, $1E, $1A, $25, $59, $D0, $1C, $CE, $2D, $2C, $59, $C6, $59, $D8, $59, $29, $92, $41, $7E, $73, $01, $2E, $2D, $59, $D8, $59, $20, $2B, $8C, $29, $2B, $22, $33, $1E, $3F, $59, $0E, $27, $1C, $1E, $73, $E3, $51, $2F, $1E, $59, $CC, $2F, $A0, $E3, $2B, $D0, $25, $1F, $42, $73, $D8, $59, $0C, $92, $A1, $12, $30, $C8, $1D, $59, $1A, $DF, $B6, $2C, $41, $7E, $73, $13, $21, $91, $1B, $BA, $1D, $1E, $8B, $B0, $1D, $1D, $A0, $1D, $1E, $1E, $29, $59, $B4, $59, $D8, $73, $00, $1B, $32, $2C, $2C, $42, $59, $8C, $C7, $B9, $D8, $59, $C7, $1E, $59, $30, $B6, $21, $73, $D8, $59, $29, $A5, $1D, $93, $2D, $2C, $59, $1C, $93, $59, $1A, $DF, $24, $A0, $B6, $41, $7E, $73, $12, $28, $42, $59, $2D, $B0, $27, $24, $59, $C6, $59, $D8, $D0, $59, $25, $B6, $2D, $25, $1E, $59, $1D, $CE, $1A, $26, $2C, $73, $1A, $2C, $59, $D3, $1E, $29, $29, $B3, $D3, $C7, $1E, $2C, $59, $DA, $59, $E3, $2B, $73, $9D, $2D, $B4, $32, $3E, $7F
Message_1B9:
db $0C, $32, $59, $1D, $1E, $1E, $29, $1E, $D3, $59, $20, $2B, $94, $B6, $2E, $1D, $1E, $42, $59, $21, $A6, $28, $41, $75, $01, $1E, $1C, $1A, $2E, $D0, $59, $C6, $59, $E3, $2B, $59, $2F, $1A, $BB, $2B, $42, $76, $13, $1A, $22, $25, $59, $0F, $1A, $BA, $1C, $1E, $59, $2C, $B0, $27, $1E, $2C, $59, $C7, $1C, $1E, $59, $26, $C8, $1E, $41, $7E, $73, $16, $1E, $59, $03, $1E, $24, $2E, $59, $28, $E0, $59, $E3, $59, $1A, $59, $1D, $1E, $1B, $2D, $28, $2E, $2B, $73, $21, $28, $BE, $59, $DF, $2C, $59, $B4, $59, $2D, $2E, $2B, $26, $28, $22, $25, $59, $1A, $1F, $2D, $A6, $73, $0A, $32, $1D, $2B, $28, $20, $8B, $BE, $1D, $1D, $25, $B4, $20, $41, $7E, $73, $01, $2E, $2D, $59, $30, $B6, $21, $59, $D8, $59, $0C, $28, $25, $9F, $2B, $26, $59, $1C, $1A, $25, $BE, $1D, $42, $73, $29, $1E, $1A, $1C, $1E, $59, $CE, $2D, $2E, $2B, $27, $2C, $59, $DA, $59, $28, $2E, $2B, $59, $B1, $25, $25, $2C, $42, $73, $2D, $21, $93, $24, $2C, $59, $DA, $59, $E3, $3E, $7F
Message_1BA:
db $00, $21, $42, $59, $E3, $59, $29, $25, $93, $59, $DA, $59, $21, $1E, $1A, $1D, $59, $C7, $DF, $2B, $1D, $42, $75, $32, $1E, $2C, $3F, $59, $E6, $59, $27, $1E, $31, $2D, $59, $2D, $21, $CE, $91, $BB, $28, $26, $2C, $76, $B4, $59, $0A, $1A, $25, $32, $31, $28, $59, $02, $92, $25, $1E, $41, $7E, $73, $08, $51, $2F, $1E, $59, $2D, $1A, $24, $A0, $D8, $59, $25, $22, $97, $2B, $2D, $32, $59, $C6, $73, $BD, $2B, $24, $B3, $D8, $59, $1C, $92, $25, $1E, $59, $C7, $59, $E3, $2B, $59, $BD, $29, $41, $73, $01, $1E, $DF, $CE, $59, $B6, $2C, $59, $2C, $B1, $9F, $30, $2C, $59, $2B, $2E, $27, $59, $1D, $1E, $1E, $29, $41, $7E, $73, $12, $1E, $1E, $24, $59, $D8, $59, $0C, $1E, $1A, $9F, $30, $59, $01, $BA, $1D, $1E, $59, $2D, $21, $A6, $1E, $42, $73, $25, $1E, $20, $A5, $1D, $2C, $59, $2C, $1A, $32, $59, $B6, $59, $21, $28, $25, $1D, $2C, $59, $CB, $A1, $1F, $B6, $73, $A8, $59, $E3, $2B, $59, $2A, $2E, $1E, $D3, $41, $7F
Message_1BB:
db $00, $21, $28, $32, $42, $59, $26, $94, $1E, $32, $3E, $59, $E8, $51, $CD, $BB, $28, $24, $B4, $51, $75, $A8, $59, $D8, $59, $0F, $22, $2B, $94, $1E, $59, $0A, $B4, $20, $42, $59, $1E, $21, $3F, $76, $16, $1E, $25, $25, $42, $59, $08, $59, $1C, $93, $51, $2D, $59, $21, $1E, $25, $29, $59, $E3, $59, $2D, $21, $A6, $1E, $41, $7E, $73, $01, $2E, $2D, $59, $08, $59, $1C, $93, $59, $2D, $1E, $25, $25, $59, $E3, $59, $2D, $B0, $2C, $59, $D8, $73, $0F, $22, $2B, $94, $1E, $59, $0A, $B3, $B1, $1D, $59, $93, $59, $28, $25, $1D, $59, $2C, $B0, $29, $42, $73, $21, $A6, $1E, $59, $B4, $59, $D8, $59, $1A, $1B, $32, $2C, $2C, $59, $D2, $BE, $E1, $A6, $1E, $41, $7E, $73, $08, $1F, $59, $E3, $51, $CD, $BB, $28, $24, $B4, $51, $59, $DA, $59, $1F, $B4, $1D, $59, $B0, $26, $42, $73, $2D, $21, $94, $8B, $1A, $59, $AC, $28, $1D, $59, $29, $BA, $1C, $1E, $59, $DA, $59, $D3, $1A, $2B, $2D, $41, $7F
db $FF ; end of message pointers checks
print "End of expanded dialogue ", pc

View File

@@ -1,4 +1,4 @@
* Oracle of Secrets Non-Vanilla Dialogue
* Oracle of Secrets English Dialogue
** 0F - Skeleton Guard
Press L or R in your menu to
[2]see the status of your quest
@@ -416,6 +416,7 @@ Today, I have a very special
[V] What will you do?
[V] > Give him 850 Rupees
[V] Never give him anything[CH2I]
** 83 - Pendant of Power
You got the Pendant Of Power!
[2]Your newfounded abilities will
@@ -1841,3 +1842,35 @@ Oho! Curious about my little
[V]So, think of these little dreams
[V]as stepping stones to your
[V]destiny!
** 1B9 - Deku NPC
My deepest gratitude, hero.
[2]Because of your valor,
[3]Tail Palace shines once more.[K]
[V]We Deku owe you a debt—our
[V]home was in turmoil after
[V]Kydrog's meddling.[K]
[V]But with the Moldorm calmed,
[V]peace returns to our halls,
[V]thanks to you!
** 1BA - Deku NPC 2
Ah, you plan to head onward,
[2]yes? The next threat looms
[3]in Kalyxo Castle.[K]
[V]I've taken the liberty of
[V]marking the castle on your map.
[V]Beware: its shadows run deep.[K]
[V]Seek the Meadow Blade there,
[V]legends say it holds power fit
[V]for your quest.
** 1BB - Piratian Friendly Hint
Ahoy, matey! You're lookin'
[2]for the Pirate King, eh?
[3]Well, I can't help you there.[K]
[V]But I can tell you this: the
[V]Pirate King had an old ship,
[V]here in the abyss somewhere.[K]
[V]If you're lookin' to find him,
[V]that's a good place to start.

1212
Core/messages_es.org Normal file

File diff suppressed because it is too large Load Diff

View File

@@ -4,42 +4,17 @@
; music.txt, sfx.txt, registers.asm
; Credit to spannerisms and MathOnNapkins
; =========================================================
; ---------------------------------------------------------
; USING THIS SYMBOLS MAP
; ---------------------------------------------------------
; Except for larger blocks of data, every address will be given at least one symbol
; Symbols are each given a unique name with focus on hierarchy by nature of usage
;
; Low bytes may be indicated with an "L" suffix
; High bytes are indicated with an "H" suffix
; High bytes that are unused may have a "U" suffix
;
; Bitfields, full or partial, will name each property with a unique letter
; If multiple bits share a letter, they are part of the same property
; and form a larger number that is only part of the address
; All unused bits are marked with a period (.) and no mention of them is made
;
; Unused addresses will be named "UNUSED_AAAAAA"
; Unused addresses will be grouped together and include a comment:
; "FREE RAM: <size>" to make finding free space easier
; Larger blocks will say "BIG FREE RAM"
;
; For documentation on hardware registers, see «registers.asm»
; For documentation on save game data, see «symbols_sram.asm»
; For documentation on APU addresses, see «symbols_apu.asm»
; =========================================================
; =========================================================
; ---------------------------------------------------------
; DIRECT PAGE
; ---------------------------------------------------------
; Reminder that direct page is always an address in bank 00.
; For ALTTP's mapping and functionality this will always be a mirror of bank 7E page 00 or page 1F.
; this will always be a mirror of bank 7E page 00 or page 1F.
; For the most part, ALTTP leaves the direct page register (D) at $0000.
; The polyhedral code that draws the triforce and crystals will change this register during IRQ.
; polyhedral code for 3d objects will change this register during IRQ.
; The symbols here mirror page 00 of bank 7E.
; ---------------------------------------------------------
; =========================================================
; Any use of these addresses should be considered incredibly volatile.
@@ -3551,7 +3526,7 @@ ANC9SUBX = $7E0C49
; 0x22 - Received Item Sprite
; 0x23 - Bunny / Cape transformation poof
; 0x24 - Gravestone sprite when in motion
; 0x25 -
; 0x25 -
; 0x26 - Sparkles when swinging lvl 2 or higher sword
; 0x27 - the bird (when called by flute)
; 0x28 - item sprite that you throw into magic faerie ponds.
@@ -3559,7 +3534,7 @@ ANC9SUBX = $7E0C49
; 0x2A - Start of spin attack sparkle
; 0x2B - During Spin attack sparkles
; 0x2C - Cane of Somaria blocks
; 0x2D -
; 0x2D -
; 0x2E - ????
; 0x2F - Torch's flame
@@ -3582,7 +3557,7 @@ ANC9SUBX = $7E0C49
; 0x40 - Dwarf transformation cloud
; 0x41 - Water splash in the waterfall of wishing entrance (and swamp palace)
; 0x42 - Rupees that you throw in to the Pond of Wishing
; 0x43 - Ganon's Tower seal being broken. (not opened up though!)
; 0x43 - Ganon's Tower seal being broken. (not opened up though!)
ANC0ID = $7E0C4A
ANC1ID = $7E0C4B
ANC2ID = $7E0C4C
@@ -3702,12 +3677,12 @@ SPRFSCR = $7E0CA9
; aixd tspr
; a - TODO
; i -
; x -
; d -
; t -
; s -
; p -
; i -
; x -
; d -
; t -
; s -
; p -
; r - Handles behavior with previous deaths flagged in $7F:DF80 (0: default | 1: ignore)
SPR0DEFL = $7E0CAA
SPR1DEFL = $7E0CAB
@@ -7283,28 +7258,7 @@ SPR_7FFF00 = $7FFF00
; Use of unused SRAM is not recommended for general purpose memory
; As it will be kept across game sessions
; =========================================================
; The following ASCII art is included because MathOnNapkins likes it:
; ---------------------------------------------------------
;
; /\/\/\/ ||\\\\ || |||\\ /\ |||||||||||| /\
; /| || || // \\ //\\ || || || //\\
; /| ||\\ || // || // \\ || || || ///\\\
; /| ||// || // || //||||\\ || || || /\ /\
; /| || || // // // \\ || || || //\\ //\\
; /\/\/\/ ||//// ||//// |||// // \\ |||||||||||| ///\\\///\\\
;
; <^^> <^^> **** **** **** **** **** ****
; <<<##^^^^##>>> *** **** *** *** **** *** *** **** ***
; <<############>> ** ** ** ** ** **
; <<############>> ** ** ** ** ** **
; <<##########>> ** ** ** ** ** **
; <<########>> ** ** ** ** ** **
; <<######>> ** ** ** ** ** **
; <<##>> ** ** ** ** ** **
; <<>> **** **** ****
; <> ** ** **
;
; =========================================================
FILE1MAIN = $700000
FILE2MAIN = $700500
FILE3MAIN = $700A00
@@ -7835,416 +7789,7 @@ OWFLG9E = $7EF31E
OWFLG9F = $7EF31F
; =========================================================
; 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
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 - Bombos medallion
BOMBOS = $7EF347
; 0x00 - Nothing
; 0x01 - Ether medallion
ETHER = $7EF348
; 0x00 - Nothing
; 0x01 - Quake medallion
QUAKE = $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 - Bug catching net
BUGNET = $7EF34D
; 0x00 - Nothing
; 0x01 - Book of Mudora
BOOK = $7EF34E
; 0x00 - Nothing
; Other values indicate the index of the currently selected bottle
BOTSEL = $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
; Appears to be for nothing
UNUSED_7EF358 = $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 jerkin
; 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
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
; .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
; =========================================================
; Music
; Music
; Transfers (+4 for first byte of data)
; ---------------------------------------------------------
@@ -8451,330 +7996,6 @@ SAVEICKSMH = $7EF4FF
; SRCN 17 $B0EC $B32C $0240* $FF $E0 $B8 $02C0 Oof - S
; SRCN 18 $B32C $BA61 $0735 $FE $8F $B8 $06F0 Piano M -
; =========================================================
; SFX instruments - Table: ARAM $3E00, ROM $1A:9C04
; ID VOL L,R Pitch SRCN ADSR Gain Mult Name
; -----------------------------------------------------------------------------
; $00 $70, $70 $1000 $00 $F6 $6A $B8 $03 Fwoosh
; $01 $70, $70 $1000 $01 $8E $E0 $B8 $02 Swish
; $02 $70, $70 $1000 $14 $FE $6A $B8 $02 Bomp
; $03 $70, $70 $1000 $03 $FE $F8 $B8 $0D Ting
; $04 $70, $70 $1000 $04 $FE $6A $7F $03 Rrrrr
; $05 $70, $70 $1000 $02 $FE $6A $7F $03 Clunk
; $06 $70, $70 $1000 $05 $FE $6A $70 $03 Ching
; $07 $70, $70 $1000 $06 $FE $6A $70 $03 Fwomp
; $08 $70, $70 $1000 $08 $FA $6A $70 $03 Squee
; $09 $70, $70 $1000 $06 $FE $6A $70 $01 Unused
; $0A $70, $70 $1000 $07 $FE $6A $70 $05 Bzzzrt
; $0B $70, $70 $1000 $0B $FE $6A $B8 $03 Brrfft
; $0C $70, $70 $1000 $0C $FE $E0 $B8 $02 Brrwwww
; $0D $70, $70 $1000 $0D $F9 $6E $B8 $03 Twee
; $0E $70, $70 $1000 $0E $FE $F5 $B8 $07 Pwing
; $0F $70, $70 $1000 $0F $FE $F5 $B8 $06 Pling
; $10 $70, $70 $1000 $01 $FE $FC $B8 $03 Chshtsh
; $11 $70, $70 $1000 $10 $8E $E0 $B8 $03 Splssh
; $12 $70, $70 $1000 $08 $8E $E0 $B8 $02 Weewoo
; $13 $70, $70 $1000 $14 $8E $E0 $B8 $02 Brbrbrb
; $14 $70, $70 $1000 $0A $88 $E0 $B8 $02 Bwow
; $15 $70, $70 $1000 $17 $8E $E0 $B8 $02 Uughf
; $16 $70, $70 $1000 $15 $FF $E0 $B8 $04 Aaaaaa
; $17 $70, $70 $1000 $03 $DF $11 $B8 $0F Twing
; $18 $70, $70 $1000 $01 $88 $E0 $B8 $01 Whooo
; -----------------------------------------------------------------------------
; SFX instruments by usage
; $00 SFX1.13, SFX1.14
; SFX2.07, SFX2.09, SFX2.0D, SFX2.0E, SFX2.2C, SFX2.3A
; SFX3.05, SFX3.26
; SFXU2533
; $01 SFX1.01, SFX1.02, SFX1.03, SFX1.04
; SFX2.01, SFX2.02, SFX2.12, SFX2.1A, SFX2.1E, SFX2.1F
; SFX2.21, SFX2.23, SFX2.29, SFX2.32, SFX2.39
; SFX3.02, SFX3.1E, SFX3.23, SFX3.31
; $02 SFX2.03, SFX2.04, SFX2.08, SFX2.0B, SFX2.12, SFX2.1F, SFX2.21
; SFX3.06, SFX3.0E
; SFXU2831
; $03 SFX2.06
; SFX3.0A, SFX3.30
; $04 SFX2.3C
; SFX3.32
; SFXU2831
; $05 SFX2.10, SFX2.11, SFX2.22
; SFX3.18, SFX3.3E
; SFXU252D
; $06 SFX2.05, SFX2.0A, SFX2.0F, SFX2.3B
; SFX3.04, SFX3.14, SFX3.25
; $07 SFX2.14, SFX2.15, SFX2.33
; SFX3.01, SFX3.11, SFX3.12, SFX3.19, SFX3.27, SFX3.28, SFX3.29, SFX3.35, SFX3.39
; SFXU26A2
; $08 SFX3.17
; $09 nothing
; $0A SFX1.15, SFX1.16
; SFX3.1C, SFX3.2A, SFX3.2B, SFX3.2C
; $0B SFX2.27
; SFX3.0B, SFX3.0F, SFX3.2E, SFX3.34, SFX3.35, SFX3.36, SFX3.3C, SFX3.3D, SFX3.3F
; $0C SFX2.2A
; SFX3.07, SFX3.08, SFX3.09
; $0D SFX1.0B, SFX1.0C, SFX1.17, SFX1.18, SFX1.1B, SFX1.1C
; SFX2.13, SFX2.20, SFX2.31, SFX2.3E, SFX2.3F
; SFX3.0C, SFX3.13, SFX3.24
; SFXU1EE2, SFXU279D, SFXU27F6, SFXU2807, SFXU2818
; $0E SFX1.0D, SFX1.0E, SFX1.0F, SFX1.10, SFX1.1D, SFX1.1E, SFX1.1F, SFX1.20
; SFX2.2B, SFX2.37
; SFX3.0D, SFX3.10, SFX3.1B, SFX3.2F, SFX3.33, SFX3.3A, SFX3.3B
; $0F SFX2.2D
; SFX3.1A, SFX3.1D, SFX3.20, SFX3.2D, SFX3.37
; SFXU1D1C
; $10 SFX2.16, SFX2.17, SFX2.18, SFX2.19
; $11 SFX2.1B, SFX2.1C, SFX2.24, SFX2.25, SFX2.28, SFX2.2E, SFX2.34, SFX3.28, SFX2.3D
; $12 SFX3.04
; $13 SFX1.07, SFX1.08
; SFX2.0C, SFX2.35, SFX2.36
; SFX3.03, SFX3.15, SFX3.16, SFX3.25, SFX3.38
; $14 SFX3.21, SFX3.22
; SFXU277E
; $15 SFX2.26, SFX2.30
; SFXU1F13
; $16 SFX1.11, SFX1.12
; SFX2.1D
; SFX3.1F
; $17 SFX2.2C, SFX2.3A
; $18 SFX1.09, SFX1.0A
; -----------------------------------------------------------------------------
; SFX1 - queued via $012D | Table: ARAM $17C0, ROM $1A:8B70
; ID ARAM ROM Name
; -----------------------------------------------------------------------------
; SFX1.01 $2652 $1A9A02 Rain / Zora area
; SFX1.02 $2662 $1A9A12 Rain / Zora area (packaged with $01)
; SFX1.03 $2677 $1A9A27 Rain
; SFX1.04 $2687 $1A9A37 Rain (packaged with $03)
; SFX1.05 $284F $1A9BFF Silence
; SFX1.06 $284F $1A9BFF Silence (packaged with $05)
; SFX1.07 $2739 $1A9AE9 The Rumbling
; SFX1.08 $2736 $1A9AE6 The Rumbling (packaged with $08)
; SFX1.09 $1C8E $1A903E Wind
; SFX1.0A $1CBC $1A906C Wind (packaged with $09 by APU)
; SFX1.0B $1BA3 $1A8F53 Flute song by flute boy
; SFX1.0C $1B62 $1A8F12 Flute song by flute boy (packaged with $0B)
; SFX1.0D $1B0E $1A8EBE Magic jingle
; SFX1.0E $1B1D $1A8ECD Magic jingle (packaged with $0D)
; SFX1.0F $1B2C $1A8EDC Crystal / Save and quit
; SFX1.10 $1B3E $1A8EEE Crystal / Save and quit (packaged with $0F)
; SFX1.11 $1EAC $1A925C Choir melody
; SFX1.12 $1EC8 $1A9278 Choir countermelody (packaged with $11)
; SFX1.13 $1AD2 $1A8E82 Large boss swoosh
; SFX1.14 $1AE1 $1A8E91 Large boss swoosh (packaged with $13)
; SFX1.15 $1AF0 $1A8EA0 Triforce door / Pyramid hole opening
; SFX1.16 $1AFF $1A8EAF VOMP (packaged with $15)
; SFX1.17 $1C24 $1A8FD4 Flute song for weathervane
; SFX1.18 $1BE3 $1A8F93 Flute song for weathervane (packaged with $17)
; SFX1.19 $0000 ------- Nothing (unused)
; SFX1.1A $0000 ------- Nothing (unused; packaged with $19)
; SFX1.1B $1BA3 $1A8F53 Flute song by flute boy duplicate (unused)
; SFX1.1C $1B62 $1A8F12 Flute song by flute boy duplicate (unused; packaged with $1B)
; SFX1.1D $1B0E $1A8EBE Magic jingle duplicate (unused)
; SFX1.1E $1B1D $1A8ECD Magic jingle duplicate (unused; packaged with $1D)
; SFX1.1F $1B2C $1A8EDC Crystal / Save and quit duplicate (unused)
; SFX1.20 $1B3E $1A8EEE Crystal / Save and quit duplicate (unused; packaged with $1F)
; $80..$FF Initiates a fade to half volume for SFX1
; -----------------------------------------------------------------------------
; SFX2 - queued via $012E | Table: ARAM $1820, ROM $1A:8BD0
; ID ARAM ROM Name
; -----------------------------------------------------------------------------
; 00 $0020 ------- Undefined; when queued value of $40, $C0, $80
; SFX2.01 $2614 $1A99C4 Slash
; SFX2.02 $2625 $1A99D5 Slash
; SFX2.03 $2634 $1A99E4 Slash
; SFX2.04 $2643 $1A99F3 Slash
; SFX2.05 $25DD $1A998D Clink
; SFX2.06 $25D7 $1A9987 Bombable door clink
; SFX2.07 $25B7 $1A9967 Fwoosh
; SFX2.08 $25E3 $1A9993 Arrow smash
; SFX2.09 $25AD $1A995D Boomerang fwish
; SFX2.0A $25C7 $1A9977 Hookshot clink
; SFX2.0B $2478 $1A9828 Placing bomb
; SFX2.0C $269C $1A9A4C Explosion
; SFX2.0D $2414 $1A97C4 Powder (paired $0D→$3F)
; SFX2.0E $2404 $1A97B4 Fire rod shot
; SFX2.0F $24C3 $1A9873 Ice rod shot
; SFX2.10 $23FA $1A97AA Hammer use
; SFX2.11 $23F0 $1A97A0 Hammering peg
; SFX2.12 $23CD $1A977D Digging
; SFX2.13 $23A0 $1A9750 Flute (paired $13→$3E)
; SFX2.14 $2380 $1A9730 Cape on
; SFX2.15 $2390 $1A9740 Cape off / Wallmaster grab
; SFX2.16 $232C $1A96DC Staircase
; SFX2.17 $2344 $1A96F4 Staircase
; SFX2.18 $2356 $1A9706 Staircase
; SFX2.19 $236E $1A971E Staircase
; SFX2.1A $2316 $1A96C6 Tall grass / Hammer hitting bush
; SFX2.1B $2307 $1A96B7 Shallow water
; SFX2.1C $2301 $1A96B1 Mire shallow water
; SFX2.1D $22BB $1A966B Lifting object
; SFX2.1E $2577 $1A9927 Cutting grass
; SFX2.1F $22E9 $1A9699 Item breaking
; SFX2.20 $22DA $1A968A Item falling in pit
; SFX2.21 $22CF $1A967F Bomb hitting ground / General thud
; SFX2.22 $2107 $1A94B7 Pushing object / Armos bounce
; SFX2.23 $22B1 $1A9661 Boots dust
; SFX2.24 $22A5 $1A9655 Splashing (paired $24→$3D)
; SFX2.25 $2296 $1A9646 Mire shallow water again?
; SFX2.26 $2844 $1A9BF4 Link taking damage
; SFX2.27 $2252 $1A9602 Fainting
; SFX2.28 $2287 $1A9637 Item splash
; SFX2.29 $243F $1A97EF Rupee refill (paired $29→$3B)
; SFX2.2A $2033 $1A93E3 Fire splash / Bombos spell
; SFX2.2B $1FF2 $1A93A2 Heart beep / Text box
; SFX2.2C $1FD9 $1A9389 Sword up (paired $2C→$3A) (also uses instrument $17)
; SFX2.2D $20A6 $1A9456 Magic drain
; SFX2.2E $1FCA $1A937A GT opening (paired $2E→$39)
; SFX2.2F $1F47 $1A92F7 GT opening / Water drain (paired $2F→$38)
; SFX2.30 $1EF1 $1A92A1 Cucco
; SFX2.31 $20CE $1A947E Fairy
; SFX2.32 $1D47 $1A90F7 Bug net
; SFX2.33 $1CDC $1A908C Teleport (paired $34→$33)
; SFX2.34 $1F6F $1A931F Teleport (paired $34→$33)
; SFX2.35 $1C67 $1A9017 Shaking
; SFX2.36 $1C64 $1A9014 Mire entrance (extends above; paired $35→$36)
; SFX2.37 $1A43 $1A8DF3 Spin charged
; SFX2.38 $1F6F $1A931F Water sound (paired $2F→$38)
; SFX2.39 $1F9C $1A934C Thunder (paired $2E→$39)
; SFX2.3A $1FE7 $1A9397 Sword up (paired $2C→$3A)
; SFX2.3B $2462 $1A9812 Rupee refill (paired $29→$3B)
; SFX2.3C $1A37 $1A8DE7 Error beep
; SFX2.3D $22AB $1A965B Big splash (paired $24→$3D)
; SFX2.3E $23B5 $1A9765 Flute (paired $13→$3E)
; SFX2.3F $2435 $1A97E5 Powder (paired $0D→$3F)
; -----------------------------------------------------------------------------
; SFX3 - queued via $012F | Table: ARAM $191C, ROM $1A:8CCC
; ID ARAM ROM Name
; -----------------------------------------------------------------------------
; 00 $003C ------- Undefined; when queued value of $40, $C0, $80
; SFX3.01 $1A18 $1A8DC8 Sword beam
; SFX3.02 $254E $1A98FE TR opening
; SFX3.03 $224A $1A95FA Pyramid hole
; SFX3.04 $220E $1A95BE Angry soldier
; SFX3.05 $25B7 $1A9967 Lynel shot / Javelin toss
; SFX3.06 $21F5 $1A95A5 Swoosh
; SFX3.07 $223D $1A95ED Cannon fire
; SFX3.08 $21E6 $1A9596 Damage to enemy; $0BEX.4=1
; SFX3.09 $21C1 $1A9571 Enemy death
; SFX3.0A $21A9 $1A9559 Collecting rupee
; SFX3.0B $2198 $1A9548 Collecting heart
; SFX3.0C $218E $1A953E Non-blank text character
; SFX3.0D $21B5 $1A9565 HUD heart
; SFX3.0E $2182 $1A9532 Opening chest
; SFX3.0F $24B9 $1A9869 ♪Do do do doooooo♫ (paired $0F→$3C→$3D→$3E→$3F)
; SFX3.10 $216D $1A951D Map (paired $10→$3B)
; SFX3.11 $214F $1A94FF Opening item menu / Bomb shop guy breathing
; SFX3.12 $215E $1A950E Closing item menu / Bomb shop guy breathing
; SFX3.13 $213B $1A94EB Throwing object / Stalfos jump
; SFX3.14 $246C $1A981C Key door
; SFX3.15 $212F $1A94DF Door / Chest (used with SFX2.29)
; SFX3.16 $2123 $1A94D3 Armos Knight thud
; SFX3.17 $25A6 $1A9956 Rat squeak
; SFX3.18 $20DD $1A948D Dragging
; SFX3.19 $250A $1A98BA Fireball / Laser shot
; SFX3.1A $1E8A $1A923A Chest reveal jingle (paired $1A→$38)
; SFX3.1B $20B6 $1A9466 Puzzle jingle (paired $1B→$3A)
; SFX3.1C $1A62 $1A8E12 Damage to enemy
; SFX3.1D $20A6 $1A9456 Magic meter
; SFX3.1E $2091 $1A9441 Wing flapping
; SFX3.1F $204B $1A93FB Link falling
; SFX3.20 $276C $1A9B1C Menu / Text cursor moved
; SFX3.21 $27E2 $1A9B92 Damage to boss
; SFX3.22 $26CF $1A9A7F Boss dying / Deleting file
; SFX3.23 $2001 $1A93B1 Spin attack swoosh (paired $23→$39)
; SFX3.24 $2043 $1A93F3 OW map perspective change
; SFX3.25 $1E9D $1A924D Pressure switch (also uses instrument $06)
; SFX3.26 $1E7B $1A922B Lightning / Game over / Laser / Ganon bat / Trinexx lunge
; SFX3.27 $1E40 $1A91F0 Agahnim charge
; SFX3.28 $26F7 $1A9AA7 Agahnim / Ganon teleport
; SFX3.29 $1E21 $1A91D1 Agahnim shot
; SFX3.2A $1E12 $1A91C2 Somaria / Byrna / Ether spell / Helma fire ball
; SFX3.2B $1DF3 $1A91A3 Electrocution
; SFX3.2C $1DC0 $1A9170 Bees
; SFX3.2D $1DA9 $1A9159 Milestone jingle (paired $2D→$37)
; SFX3.2E $1D5D $1A910D Heart container jingle (paired $2E→$35→$34)
; SFX3.2F $1D80 $1A9130 Key jingle (paired $2F→$33)
; SFX3.30 $1B53 $1A8F03 Magic zap / Plop
; SFX3.31 $1ACA $1A8E7A Sprite falling / Moldorm shuffle
; SFX3.32 $1A78 $1A8E28 BOING
; SFX3.33 $1D93 $1A9143 Key jingle (paired $2F→$33)
; SFX3.34 $1D66 $1A9116 Heart container jingle (paired $2E→$35→$34)
; SFX3.35 $1D73 $1A9123 Heart container jingle (paired $2E→$35→$34)
; SFX3.36 $1AA7 $1A8E57 Magic attack
; SFX3.37 $1DB4 $1A9164 Milestone jingle (paired $2D→$37)
; SFX3.38 $1E93 $1A9243 Chest reveal jingle (paired $1A→$38)
; SFX3.39 $2017 $1A93C7 Swish (paired $23→$39)
; SFX3.3A $20C0 $1A9470 Puzzle jingle (paired $1B→$3A)
; SFX3.3B $2176 $1A9526 Map (paired $10→$3B)
; SFX3.3C $248A $1A983A Item jingle (paired $0F→$3C→$3D→$3E→$3F)
; SFX3.3D $2494 $1A9844 Item jingle ($0F→$3C→$3D→$3E→$3F)
; SFX3.3E $249E $1A984E Item jingle (paired $0F→$3C→$3D→$3E→$3F)
; SFX3.3F $2480 $1A9830 Item jingle (paired $0F→$3C→$3D→$3E→$3F)
; -----------------------------------------------------------------------------
; Unused SFX
; ARAM ROM Description
; -----------------------------------------------------------------------------
; $1A5B $1A8E0B Noisy fsssh; bleeds into SFX3.1C
; $1D1C $1A90CC Radar ping
; $1EE2 $1A9292 Slide whistle / Chirp
; $1F13 $1A92C3 Cucco clucking
; $252D $1A98DD Brighter hammer peg
; $2533 $1A98E3 Bat wings flapping
; $2657 $1A9A07 Broken static
; $267C $1A9A2C Static; Loops
; $26A2 $1A9A52 Tuba jingle followed by a roar
; $277E $1A9B2E UFO winding up
; $279D $1A9B4D Distant whistling
; $27C9 $1A9B79 Bwuuuoow
; $27F6 $1A9BA6 Cat call
; $2807 $1A9BB7 Higher pitched cat call
; $2818 $1A9BC8 Reverse cat call
; $2829 $1A9BD9 Dial-up
; $2831 $1A9BE1 Bumper peg
; =========================================================
; Registers

321
Core/sfx.asm Normal file
View File

@@ -0,0 +1,321 @@
; =========================================================
; SFX instruments - Table: ARAM $3E00, ROM $1A:9C04
; ID VOL L,R Pitch SRCN ADSR Gain Mult Name
; -----------------------------------------------------------------------------
; $00 $70, $70 $1000 $00 $F6 $6A $B8 $03 Fwoosh
; $01 $70, $70 $1000 $01 $8E $E0 $B8 $02 Swish
; $02 $70, $70 $1000 $14 $FE $6A $B8 $02 Bomp
; $03 $70, $70 $1000 $03 $FE $F8 $B8 $0D Ting
; $04 $70, $70 $1000 $04 $FE $6A $7F $03 Rrrrr
; $05 $70, $70 $1000 $02 $FE $6A $7F $03 Clunk
; $06 $70, $70 $1000 $05 $FE $6A $70 $03 Ching
; $07 $70, $70 $1000 $06 $FE $6A $70 $03 Fwomp
; $08 $70, $70 $1000 $08 $FA $6A $70 $03 Squee
; $09 $70, $70 $1000 $06 $FE $6A $70 $01 Unused
; $0A $70, $70 $1000 $07 $FE $6A $70 $05 Bzzzrt
; $0B $70, $70 $1000 $0B $FE $6A $B8 $03 Brrfft
; $0C $70, $70 $1000 $0C $FE $E0 $B8 $02 Brrwwww
; $0D $70, $70 $1000 $0D $F9 $6E $B8 $03 Twee
; $0E $70, $70 $1000 $0E $FE $F5 $B8 $07 Pwing
; $0F $70, $70 $1000 $0F $FE $F5 $B8 $06 Pling
; $10 $70, $70 $1000 $01 $FE $FC $B8 $03 Chshtsh
; $11 $70, $70 $1000 $10 $8E $E0 $B8 $03 Splssh
; $12 $70, $70 $1000 $08 $8E $E0 $B8 $02 Weewoo
; $13 $70, $70 $1000 $14 $8E $E0 $B8 $02 Brbrbrb
; $14 $70, $70 $1000 $0A $88 $E0 $B8 $02 Bwow
; $15 $70, $70 $1000 $17 $8E $E0 $B8 $02 Uughf
; $16 $70, $70 $1000 $15 $FF $E0 $B8 $04 Aaaaaa
; $17 $70, $70 $1000 $03 $DF $11 $B8 $0F Twing
; $18 $70, $70 $1000 $01 $88 $E0 $B8 $01 Whooo
; -----------------------------------------------------------------------------
; SFX instruments by usage
; $00 SFX1.13, SFX1.14
; SFX2.07, SFX2.09, SFX2.0D, SFX2.0E, SFX2.2C, SFX2.3A
; SFX3.05, SFX3.26
; SFXU2533
; $01 SFX1.01, SFX1.02, SFX1.03, SFX1.04
; SFX2.01, SFX2.02, SFX2.12, SFX2.1A, SFX2.1E, SFX2.1F
; SFX2.21, SFX2.23, SFX2.29, SFX2.32, SFX2.39
; SFX3.02, SFX3.1E, SFX3.23, SFX3.31
; $02 SFX2.03, SFX2.04, SFX2.08, SFX2.0B, SFX2.12, SFX2.1F, SFX2.21
; SFX3.06, SFX3.0E
; SFXU2831
; $03 SFX2.06
; SFX3.0A, SFX3.30
; $04 SFX2.3C
; SFX3.32
; SFXU2831
; $05 SFX2.10, SFX2.11, SFX2.22
; SFX3.18, SFX3.3E
; SFXU252D
; $06 SFX2.05, SFX2.0A, SFX2.0F, SFX2.3B
; SFX3.04, SFX3.14, SFX3.25
; $07 SFX2.14, SFX2.15, SFX2.33
; SFX3.01, SFX3.11, SFX3.12, SFX3.19, SFX3.27, SFX3.28, SFX3.29, SFX3.35, SFX3.39
; SFXU26A2
; $08 SFX3.17
; $09 nothing
; $0A SFX1.15, SFX1.16
; SFX3.1C, SFX3.2A, SFX3.2B, SFX3.2C
; $0B SFX2.27
; SFX3.0B, SFX3.0F, SFX3.2E, SFX3.34, SFX3.35, SFX3.36, SFX3.3C, SFX3.3D, SFX3.3F
; $0C SFX2.2A
; SFX3.07, SFX3.08, SFX3.09
; $0D SFX1.0B, SFX1.0C, SFX1.17, SFX1.18, SFX1.1B, SFX1.1C
; SFX2.13, SFX2.20, SFX2.31, SFX2.3E, SFX2.3F
; SFX3.0C, SFX3.13, SFX3.24
; SFXU1EE2, SFXU279D, SFXU27F6, SFXU2807, SFXU2818
; $0E SFX1.0D, SFX1.0E, SFX1.0F, SFX1.10, SFX1.1D, SFX1.1E, SFX1.1F, SFX1.20
; SFX2.2B, SFX2.37
; SFX3.0D, SFX3.10, SFX3.1B, SFX3.2F, SFX3.33, SFX3.3A, SFX3.3B
; $0F SFX2.2D
; SFX3.1A, SFX3.1D, SFX3.20, SFX3.2D, SFX3.37
; SFXU1D1C
; $10 SFX2.16, SFX2.17, SFX2.18, SFX2.19
; $11 SFX2.1B, SFX2.1C, SFX2.24, SFX2.25, SFX2.28, SFX2.2E, SFX2.34, SFX3.28, SFX2.3D
; $12 SFX3.04
; $13 SFX1.07, SFX1.08
; SFX2.0C, SFX2.35, SFX2.36
; SFX3.03, SFX3.15, SFX3.16, SFX3.25, SFX3.38
; $14 SFX3.21, SFX3.22
; SFXU277E
; $15 SFX2.26, SFX2.30
; SFXU1F13
; $16 SFX1.11, SFX1.12
; SFX2.1D
; SFX3.1F
; $17 SFX2.2C, SFX2.3A
; $18 SFX1.09, SFX1.0A
; -----------------------------------------------------------------------------
; SFX1 - queued via $012D | Table: ARAM $17C0, ROM $1A:8B70
; ID ARAM ROM Name
; -----------------------------------------------------------------------------
; SFX1.01 $2652 $1A9A02 Rain / Zora area
; SFX1.02 $2662 $1A9A12 Rain / Zora area (packaged with $01)
; SFX1.03 $2677 $1A9A27 Rain
; SFX1.04 $2687 $1A9A37 Rain (packaged with $03)
; SFX1.05 $284F $1A9BFF Silence
; SFX1.06 $284F $1A9BFF Silence (packaged with $05)
; SFX1.07 $2739 $1A9AE9 The Rumbling
; SFX1.08 $2736 $1A9AE6 The Rumbling (packaged with $08)
; SFX1.09 $1C8E $1A903E Wind
; SFX1.0A $1CBC $1A906C Wind (packaged with $09 by APU)
; SFX1.0B $1BA3 $1A8F53 Flute song by flute boy
; SFX1.0C $1B62 $1A8F12 Flute song by flute boy (packaged with $0B)
; SFX1.0D $1B0E $1A8EBE Magic jingle
; SFX1.0E $1B1D $1A8ECD Magic jingle (packaged with $0D)
; SFX1.0F $1B2C $1A8EDC Crystal / Save and quit
; SFX1.10 $1B3E $1A8EEE Crystal / Save and quit (packaged with $0F)
; SFX1.11 $1EAC $1A925C Choir melody
; SFX1.12 $1EC8 $1A9278 Choir countermelody (packaged with $11)
; SFX1.13 $1AD2 $1A8E82 Large boss swoosh
; SFX1.14 $1AE1 $1A8E91 Large boss swoosh (packaged with $13)
; SFX1.15 $1AF0 $1A8EA0 Triforce door / Pyramid hole opening
; SFX1.16 $1AFF $1A8EAF VOMP (packaged with $15)
; SFX1.17 $1C24 $1A8FD4 Flute song for weathervane
; SFX1.18 $1BE3 $1A8F93 Flute song for weathervane (packaged with $17)
; SFX1.19 $0000 ------- Nothing (unused)
; SFX1.1A $0000 ------- Nothing (unused; packaged with $19)
; SFX1.1B $1BA3 $1A8F53 Flute song by flute boy duplicate (unused)
; SFX1.1C $1B62 $1A8F12 Flute song by flute boy duplicate (unused; packaged with $1B)
; SFX1.1D $1B0E $1A8EBE Magic jingle duplicate (unused)
; SFX1.1E $1B1D $1A8ECD Magic jingle duplicate (unused; packaged with $1D)
; SFX1.1F $1B2C $1A8EDC Crystal / Save and quit duplicate (unused)
; SFX1.20 $1B3E $1A8EEE Crystal / Save and quit duplicate (unused; packaged with $1F)
; $80..$FF Initiates a fade to half volume for SFX1
; -----------------------------------------------------------------------------
; SFX2 - queued via $012E | Table: ARAM $1820, ROM $1A:8BD0
; ID ARAM ROM Name
; -----------------------------------------------------------------------------
; 00 $0020 ------- Undefined; when queued value of $40, $C0, $80
; SFX2.01 $2614 $1A99C4 Slash
; SFX2.02 $2625 $1A99D5 Slash
; SFX2.03 $2634 $1A99E4 Slash
; SFX2.04 $2643 $1A99F3 Slash
; SFX2.05 $25DD $1A998D Clink
; SFX2.06 $25D7 $1A9987 Bombable door clink
; SFX2.07 $25B7 $1A9967 Fwoosh
; SFX2.08 $25E3 $1A9993 Arrow smash
; SFX2.09 $25AD $1A995D Boomerang fwish
; SFX2.0A $25C7 $1A9977 Hookshot clink
; SFX2.0B $2478 $1A9828 Placing bomb
; SFX2.0C $269C $1A9A4C Explosion
; SFX2.0D $2414 $1A97C4 Powder (paired $0D→$3F)
; SFX2.0E $2404 $1A97B4 Fire rod shot
; SFX2.0F $24C3 $1A9873 Ice rod shot
; SFX2.10 $23FA $1A97AA Hammer use
; SFX2.11 $23F0 $1A97A0 Hammering peg
; SFX2.12 $23CD $1A977D Digging
; SFX2.13 $23A0 $1A9750 Flute (paired $13→$3E)
; SFX2.14 $2380 $1A9730 Cape on
; SFX2.15 $2390 $1A9740 Cape off / Wallmaster grab
; SFX2.16 $232C $1A96DC Staircase
; SFX2.17 $2344 $1A96F4 Staircase
; SFX2.18 $2356 $1A9706 Staircase
; SFX2.19 $236E $1A971E Staircase
; SFX2.1A $2316 $1A96C6 Tall grass / Hammer hitting bush
; SFX2.1B $2307 $1A96B7 Shallow water
; SFX2.1C $2301 $1A96B1 Mire shallow water
; SFX2.1D $22BB $1A966B Lifting object
; SFX2.1E $2577 $1A9927 Cutting grass
; SFX2.1F $22E9 $1A9699 Item breaking
; SFX2.20 $22DA $1A968A Item falling in pit
; SFX2.21 $22CF $1A967F Bomb hitting ground / General thud
; SFX2.22 $2107 $1A94B7 Pushing object / Armos bounce
; SFX2.23 $22B1 $1A9661 Boots dust
; SFX2.24 $22A5 $1A9655 Splashing (paired $24→$3D)
; SFX2.25 $2296 $1A9646 Mire shallow water again?
; SFX2.26 $2844 $1A9BF4 Link taking damage
; SFX2.27 $2252 $1A9602 Fainting
; SFX2.28 $2287 $1A9637 Item splash
; SFX2.29 $243F $1A97EF Rupee refill (paired $29→$3B)
; SFX2.2A $2033 $1A93E3 Fire splash / Bombos spell
; SFX2.2B $1FF2 $1A93A2 Heart beep / Text box
; SFX2.2C $1FD9 $1A9389 Sword up (paired $2C→$3A) (also uses instrument $17)
; SFX2.2D $20A6 $1A9456 Magic drain
; SFX2.2E $1FCA $1A937A GT opening (paired $2E→$39)
; SFX2.2F $1F47 $1A92F7 GT opening / Water drain (paired $2F→$38)
; SFX2.30 $1EF1 $1A92A1 Cucco
; SFX2.31 $20CE $1A947E Fairy
; SFX2.32 $1D47 $1A90F7 Bug net
; SFX2.33 $1CDC $1A908C Teleport (paired $34→$33)
; SFX2.34 $1F6F $1A931F Teleport (paired $34→$33)
; SFX2.35 $1C67 $1A9017 Shaking
; SFX2.36 $1C64 $1A9014 Mire entrance (extends above; paired $35→$36)
; SFX2.37 $1A43 $1A8DF3 Spin charged
; SFX2.38 $1F6F $1A931F Water sound (paired $2F→$38)
; SFX2.39 $1F9C $1A934C Thunder (paired $2E→$39)
; SFX2.3A $1FE7 $1A9397 Sword up (paired $2C→$3A)
; SFX2.3B $2462 $1A9812 Rupee refill (paired $29→$3B)
; SFX2.3C $1A37 $1A8DE7 Error beep
; SFX2.3D $22AB $1A965B Big splash (paired $24→$3D)
; SFX2.3E $23B5 $1A9765 Flute (paired $13→$3E)
; SFX2.3F $2435 $1A97E5 Powder (paired $0D→$3F)
; -----------------------------------------------------------------------------
; SFX3 - queued via $012F | Table: ARAM $191C, ROM $1A:8CCC
; ID ARAM ROM Name
; -----------------------------------------------------------------------------
; 00 $003C ------- Undefined; when queued value of $40, $C0, $80
; SFX3.01 $1A18 $1A8DC8 Sword beam
; SFX3.02 $254E $1A98FE TR opening
; SFX3.03 $224A $1A95FA Pyramid hole
; SFX3.04 $220E $1A95BE Angry soldier
; SFX3.05 $25B7 $1A9967 Lynel shot / Javelin toss
; SFX3.06 $21F5 $1A95A5 Swoosh
; SFX3.07 $223D $1A95ED Cannon fire
; SFX3.08 $21E6 $1A9596 Damage to enemy; $0BEX.4=1
; SFX3.09 $21C1 $1A9571 Enemy death
; SFX3.0A $21A9 $1A9559 Collecting rupee
; SFX3.0B $2198 $1A9548 Collecting heart
; SFX3.0C $218E $1A953E Non-blank text character
; SFX3.0D $21B5 $1A9565 HUD heart
; SFX3.0E $2182 $1A9532 Opening chest
; SFX3.0F $24B9 $1A9869 ♪Do do do doooooo♫ (paired $0F→$3C→$3D→$3E→$3F)
; SFX3.10 $216D $1A951D Map (paired $10→$3B)
; SFX3.11 $214F $1A94FF Opening item menu / Bomb shop guy breathing
; SFX3.12 $215E $1A950E Closing item menu / Bomb shop guy breathing
; SFX3.13 $213B $1A94EB Throwing object / Stalfos jump
; SFX3.14 $246C $1A981C Key door
; SFX3.15 $212F $1A94DF Door / Chest (used with SFX2.29)
; SFX3.16 $2123 $1A94D3 Armos Knight thud
; SFX3.17 $25A6 $1A9956 Rat squeak
; SFX3.18 $20DD $1A948D Dragging
; SFX3.19 $250A $1A98BA Fireball / Laser shot
; SFX3.1A $1E8A $1A923A Chest reveal jingle (paired $1A→$38)
; SFX3.1B $20B6 $1A9466 Puzzle jingle (paired $1B→$3A)
; SFX3.1C $1A62 $1A8E12 Damage to enemy
; SFX3.1D $20A6 $1A9456 Magic meter
; SFX3.1E $2091 $1A9441 Wing flapping
; SFX3.1F $204B $1A93FB Link falling
; SFX3.20 $276C $1A9B1C Menu / Text cursor moved
; SFX3.21 $27E2 $1A9B92 Damage to boss
; SFX3.22 $26CF $1A9A7F Boss dying / Deleting file
; SFX3.23 $2001 $1A93B1 Spin attack swoosh (paired $23→$39)
; SFX3.24 $2043 $1A93F3 OW map perspective change
; SFX3.25 $1E9D $1A924D Pressure switch (also uses instrument $06)
; SFX3.26 $1E7B $1A922B Lightning / Game over / Laser / Ganon bat / Trinexx lunge
; SFX3.27 $1E40 $1A91F0 Agahnim charge
; SFX3.28 $26F7 $1A9AA7 Agahnim / Ganon teleport
; SFX3.29 $1E21 $1A91D1 Agahnim shot
; SFX3.2A $1E12 $1A91C2 Somaria / Byrna / Ether spell / Helma fire ball
; SFX3.2B $1DF3 $1A91A3 Electrocution
; SFX3.2C $1DC0 $1A9170 Bees
; SFX3.2D $1DA9 $1A9159 Milestone jingle (paired $2D→$37)
; SFX3.2E $1D5D $1A910D Heart container jingle (paired $2E→$35→$34)
; SFX3.2F $1D80 $1A9130 Key jingle (paired $2F→$33)
; SFX3.30 $1B53 $1A8F03 Magic zap / Plop
; SFX3.31 $1ACA $1A8E7A Sprite falling / Moldorm shuffle
; SFX3.32 $1A78 $1A8E28 BOING
; SFX3.33 $1D93 $1A9143 Key jingle (paired $2F→$33)
; SFX3.34 $1D66 $1A9116 Heart container jingle (paired $2E→$35→$34)
; SFX3.35 $1D73 $1A9123 Heart container jingle (paired $2E→$35→$34)
; SFX3.36 $1AA7 $1A8E57 Magic attack
; SFX3.37 $1DB4 $1A9164 Milestone jingle (paired $2D→$37)
; SFX3.38 $1E93 $1A9243 Chest reveal jingle (paired $1A→$38)
; SFX3.39 $2017 $1A93C7 Swish (paired $23→$39)
; SFX3.3A $20C0 $1A9470 Puzzle jingle (paired $1B→$3A)
; SFX3.3B $2176 $1A9526 Map (paired $10→$3B)
; SFX3.3C $248A $1A983A Item jingle (paired $0F→$3C→$3D→$3E→$3F)
; SFX3.3D $2494 $1A9844 Item jingle ($0F→$3C→$3D→$3E→$3F)
; SFX3.3E $249E $1A984E Item jingle (paired $0F→$3C→$3D→$3E→$3F)
; SFX3.3F $2480 $1A9830 Item jingle (paired $0F→$3C→$3D→$3E→$3F)
; -----------------------------------------------------------------------------
; Unused SFX
; ARAM ROM Description
; -----------------------------------------------------------------------------
; $1A5B $1A8E0B Noisy fsssh; bleeds into SFX3.1C
; $1D1C $1A90CC Radar ping
; $1EE2 $1A9292 Slide whistle / Chirp
; $1F13 $1A92C3 Cucco clucking
; $252D $1A98DD Brighter hammer peg
; $2533 $1A98E3 Bat wings flapping
; $2657 $1A9A07 Broken static
; $267C $1A9A2C Static; Loops
; $26A2 $1A9A52 Tuba jingle followed by a roar
; $277E $1A9B2E UFO winding up
; $279D $1A9B4D Distant whistling
; $27C9 $1A9B79 Bwuuuoow
; $27F6 $1A9BA6 Cat call
; $2807 $1A9BB7 Higher pitched cat call
; $2818 $1A9BC8 Reverse cat call
; $2829 $1A9BD9 Dial-up
; $2831 $1A9BE1 Bumper peg

View File

@@ -94,14 +94,13 @@ Sprite_BounceTowardPlayer:
}
; A = Speed, Y = Height
; Maintain altitude (float effect)
Sprite_FloatTowardPlayer:
{
; Maintain altitude (float effect)
TYA : STA.w SprHeight, X
JSL Sprite_MoveAltitude
JSL Sprite_ApplySpeedTowardsPlayer
JSL Sprite_MoveHoriz
JSL Sprite_MoveVert
JSL Sprite_Move
RTL
}
@@ -317,7 +316,23 @@ Sprite_CheckForPresence:
.done
PLX
RTL
}
; $00 - ID of the sprite to check
; $02 - Number of sprites found
Sprite_CountActiveById:
{
STZ $02
LDX.b #$10
.x_loop
DEX
LDA $0E20, X : CMP.b $00 : BEQ .increment
BRA .continue
.increment
INC $02
.continue
CPX.b #$00 : BNE .x_loop
RTL
}
; =========================================================
@@ -843,20 +858,21 @@ Sprite_Twinrova_FireAttack:
; $1DBDD6 - TrinexxFire_AddFireGarnish
AddFireGarnish:
{
INC.w SprDelay, X : LDA.w SprDelay, X : AND.b #$07 : BNE .return
LDA.b #$2A : JSL Sound_SetSfx2PanLong
LDA.b #$1D : PHX : TXY : TAX : STA $00
INC.w SprDelay, X : LDA.w SprDelay, X : AND.b #$07 : BNE .return
LDA.b #$2A : JSL Sound_SetSfx2PanLong
LDA.b #$1D : PHX : TXY : TAX : STA $00
.next_slot
LDA $7FF800, X : BEQ .free_slot ; Search for free Garnish slot
DEX : BPL .next_slot
DEC $0FF8 : BPL .use_search_index
LDA $00 : STA $0FF8
LDA $7FF800, X : BEQ .free_slot ; Search for free Garnish slot
DEX : BPL .next_slot
DEC $0FF8 : BPL .use_search_index
LDA $00 : STA $0FF8
.use_search_index
LDX $0FF8
LDX $0FF8
.free_slot
; Set garnish ID, set garnish handled flag, set garnish parent sprite
LDA.b #$10 : STA $7FF800, X : STA $0FB4 : TYA : STA $7FF92C, X
; Set garnish ID, set garnish handled flag
LDA.b #$10 : STA $7FF800, X : STA $0FB4
TYA : STA $7FF92C, X ; set garnish parent sprite
LDA.w SprX, Y : STA $7FF83C, X ; Garnish XL
LDA.w SprXH, Y : STA $7FF878, X ; Garnish XH
LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X ; Garnish YL
@@ -865,7 +881,7 @@ AddFireGarnish:
PLX
.return
RTS
RTS
}
; =========================================================

View File

@@ -299,6 +299,18 @@ macro SetupDistanceFromSprite()
LDA.w SprY, X : STA $05
endmacro
macro ProbCheck(mask, label)
JSL GetRandomInt
AND.b #<mask>
BNE <label>
endmacro
macro ProbCheck2(mask, label)
JSL GetRandomInt
AND.b #<mask>
BEQ <label>
endmacro
macro DrawSprite()
{
JSL Sprite_PrepOamCoord

515
Core/sram.asm Normal file
View File

@@ -0,0 +1,515 @@
; 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
Boomerang = $7EF341
; 0x00 - Nothing
; 0x01 - Hookshot
; 0x02 - Goldstar (L/R)
Hookshot = $7EF342
; Number of bombs
Bombs = $7EF343
; 0x00 - Nothing
; 0x01 - Mushroom
; 0x02 - Powder
MagicPowder = $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 - Stone Mask
StoneMask = $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
RupeesGoal = $7EF361
; 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
MagicPower = $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
HeartRefill = $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
MagicUsage = $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
SpawnPoint = $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

View File

@@ -30,130 +30,18 @@ base off
; =========================================================
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
}
; 01 - Song of Healing
; 02 - Song of Time
; 03 - Song of Storms
SongFlag = $FE
; =========================================================
; The record format for the low table is 4 bytes:
@@ -180,10 +68,8 @@ OamPtrH = $92
OamBackup = $0FEC
; =========================================================
; Sprite RAM and Functions
; Sprite RAM
SpriteRam:
{
SprY = $0D00
SprX = $0D10
SprYH = $0D20
@@ -215,9 +101,7 @@ 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 +207,6 @@ 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 +220,7 @@ 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 +252,8 @@ 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 +264,17 @@ 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 +288,18 @@ 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 +330,59 @@ 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
; $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 +403,31 @@ 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_CancelHookshot = $0FF540
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 +447,8 @@ Sprite_KillFriends = $09EF56
Sprite_KillSelf = $09F1F8
Dungeon_SpriteInducedTilemapUpdate = $01E7A9
; =========================================================
; $04 = X
; $05 = HighX
@@ -644,10 +488,9 @@ Sprite_TrackBodyToHead = $05DCA2
GetRandomInt = $0DBA71
Sprite_SpawnFireball = $0DDA06
Sprite_SpawnSmallSplash = $1EA820
Sprite_SpawnSparkleGarnish = $058008
Sprite_SpawnPoofGarnish = $05AB9C
Sprite_CheckIfLifted = $06AA0C
@@ -655,12 +498,12 @@ Sprite_TransmuteToBomb = $06AD50
Sprite_RepelDash = $079291
Sprite_SpawnPoofGarnish = $05AB9C
Sprite_LoadGfxProperties = $00FC41
ThrownSprite_TileAndSpriteInteraction_long = $06DFF2
Overworld_DrawMap16_Persist = $1BC97C
; =========================================================
; Local functions which may be useful for sprites
; Sprite_AttemptZapDamage - 06EC02
@@ -694,6 +537,14 @@ UWDEATH = $7FDF80
RebuildHUD_long = $0DFA58
ForcePrizeDrop_long = $06FA54
TileDetect_BigArea_long = $07CF0A
Follower_Initialize = $099EFC
HandleFollowersAfterMirroring = $07AAA2
; =========================================================
; Controllers
@@ -734,199 +585,6 @@ ButtonAFlag = $3B ; bit7: Button A is down (A-------)
; Desert tablet: 0x0001
BFLAG = $3C
; =========================================================
; Link RAM and Functions
LinkY = $20 ; Position Y of link
LinkYH = $21 ; High position Y of link
LinkX = $22 ; Position X of link
LinkXH = $23 ; High position X of link
LinkZ = $24 ; Position Z of link
; ----UDLR
; [U Up][D Down][L Left][R Right]
; Direction link is pushing against
LinkPushDir = $26
; Link's recoiling speed
; By themselves, these do not do much
; They will be reset every frame Link is not in recoil state
LinkRecoilY = $27
LinkRecoilX = $28
LinkRecoilZ = $29
; Link's subpixel velocity
; when this value overflows, Link's main velocity gains an extra pixel
; reset on direction change, so not really a positional subpixel
LinkSubVelY = $2A
LinkSubVelX = $2B
; Direction link is facing
; 00:Up, 02:Down, 04:Left, 06:Right
LinkFaceDir = $2F
; Last direction link moved towards
; 00:Up, 01:Down, 02:Left, 03:Right
LinkLastDir = $66
; ----UDLR
; [U Up][D Down][L Left][R Right]
; direction link is "walking towards"
LinkMoveDir = $67
; 0: Not moving, 1: Moving cardinal, 2: Moving diagonally
LinkMoveInfo = $6A
LinkVisible = $4B ; if set to 0x0C link will be invisible
LinkBunnyGfx = $56 ; if set to 1 link will be bunny, otherwise link
; 0x00: normal speed, 0x01-0x0F: slow,<2C>> 0x10:fast
LinkSpeed = $57
; 0x00: normal speed, 0x02: walking on stair speed, 0x10: dashing speed
LinkSpeedTbl = $5E
; if is set to 0x02 or 0x03 link is falling
LinkFalling = $5B
FallTimer = $5C
; LinkState_Default : 0x00
; LinkState_Pits : 0x01
; LinkState_Recoil : 0x02
; LinkState_SpinAttack : 0x03
; LinkState_Swimming : 0x04 (ZoraDive)
; LinkState_OnIce : 0x05
; LinkState_Recoil : 0x06
; LinkState_Zapped : 0x07
; LinkState_UsingEther : 0x08
; LinkState_UsingBombos : 0x09
; LinkState_UsingQuake : 0x0A (DekuHover)
; LinkState_HoppingSouthOW : 0x0B
; LinkState_HoppingHorizontallyOW : 0x0C
; LinkState_HoppingDiagonallyUpOW : 0x0D
; LinkState_HoppingDiagonallyDownOW : 0x0E
; LinkState_0F : 0x0F
; LinkState_0F : 0x10
; LinkState_Dashing : 0x11
; LinkState_ExitingDash : 0x12
; LinkState_Hookshotting : 0x13
; LinkState_CrossingWorlds : 0x14
; LinkState_ShowingOffItem : 0x15
; LinkState_Sleeping : 0x16
; LinkState_Bunny : 0x17
; LinkState_HoldingBigRock : 0x18
; LinkState_ReceivingEther : 0x19
; LinkState_ReceivingBombos : 0x1A
; LinkState_ReadingDesertTablet : 0x1B
; LinkState_TemporaryBunny : 0x1C
; LinkState_TreePull : 0x1D
; LinkState_SpinAttack : 0x1E
LinkState = $5D
; 0: Link is not in a doorway
; 1: is in a vertical doorway
; 2: is in horizontal doorway
LinkDoorway = $6C
; 0: Nothing
; 1: a hand in the air
; 2: 2 hands in the air (like getting triforce)
LinkGrabGfx = $02DA
; if not 0 add a poof gfx on link
LinkPoofGfx = $02E1
; Bunny timer for link before transforming back
LinkBunTimer = $02E2
; if not 0 prevent link from moving and opening the menu
LinkMenuMove = $02E4
; if not 0 prevent link from getting any damages from sprites
LinkDamage = $037B
; ----CCCC
; [C Touching chest id]
LinkColChest = $02E5
; 0: Not on somaria platform, 2: On somaria platform
LinkSomaria = $02F5
; BP-AETHR
; [B Boomerang][P Powder]
; [A Bow&Arrows][E UnusedItem]
; [T UnusedItem][H Hammer][R Rods]
LinkItemUse = $0301
LinkItemY = $0303 ; Currently equipped item on the Y button
; 0: Nothing, 1:Picking up something, 2: Throwing something
LinkCarrying = $0308
; .... ..tl
; t - tossing object
; l - lifting object
LinkCarryOrToss = $0309
; 0: Normal
; 1: Shovel
; 2: Praying
; 4: Hookshot
; 8: Somaria
; 10: Bug net
; 20: Read book
; 40: Tree pull
LinkAnim = $037A
LinkWallCheat = $037F ; If non zero can walk through walls
; Animation step/graphics for spin attack animations; including medallions.
LinkSpinGfx = $031C
LinkSpinStep = $031D
; =========================================================
Link_ReceiveItem = $0799AD ; Y = item id
Link_CancelDash = $0791B9
Link_Initialize = $07F13C
Link_ResetProperties_A = $07F1A3
Link_ResetProperties_B = $07F1E6
Link_ResetProperties_C = $07F1FA
Link_ResetSwimmingState = $07983A
Link_ResetStateAfterDamagingPit = $07984B
Link_ItemReset_FromOverworldThings = $07B107
Link_CalculateSFXPan = $0DBB67
; Used by Agahnim2 fight
CallForDuckIndoors = $07A45F
ApplyLinksMovementToCamera = $07E9D3
HandleIndoorCameraAndDoors = $07F42F
Link_HandleVelocityAndSandDrag = $07E3DD
Link_HandleMovingAnimation_FullLongEntry = $07E6A6
Link_HandleMovingAnimation_General = $07E765
Link_HandleMovingAnimationSwimming = $07E7FA
LinkHop_FindArbitraryLandingSpot = $07E370
HandleFollowersAfterMirroring = $07AAA2
TileDetect_BigArea_long = $07CF0A
Hookshot_CheckTileCollision = $07D576
Refund_Magic = $07B0E9
CheckIfLinkIsBusy = $07F4D0
Follower_Initialize = $099EFC
; =========================================================
; Ancilla
@@ -1097,5 +755,4 @@ Sparkle_PrepOAMFromRadial = $08DA17
Fireball_SpawnTrailGarnish = $09B020
SpriteSFX_QueueSFX2WithPan = $0DBB7C
SpriteSFX_QueueSFX3WithPan = $0DBB8A

View File

@@ -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
}