; ========================================================= ; 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,�> 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