; 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 ; 0x00 - Link's house ; 0x01 - Sanctuary (Hall of Secrets) ; 0x02 - Prison ; 0x03 - Uncle ; 0x04 - Throne ; 0x05 - Old man cave ; 0x06 - Old man home SPAWNPT = $7EF3C8 ; .... m.h. ; h - hall of secrets ; m - maku tree OOSPROG = $7EF3CB ; set spawn point flag for hall of secrets by impa Impa_SetSpawnPointFlag: { STA.l $7EF372 LDA.l $7EF3CB : ORA.b #$02 : STA.l $7EF3CB RTL } pushpc ; Zelda_AtSanctuary org $05EE46 JSL Impa_SetSpawnPointFlag ; Impa Check for Master Sword org $05EBCF LDA $7EF359 : CMP.b #$04 ; .have_master_sword former STZ.w $0DD0, X org $05EC0F NOP #3 ; Module15_0C ; Change overlay that Impa activates after intro org $029E2E #_029E2E: LDA.l $7EF2A3 #_029E32: ORA.b #$20 #_029E34: STA.l $7EF2A3 ; Prevent Impa from setting spawn point org $05ED43 Zelda_BecomeFollower: STZ.w $02E4 #_05ED46: LDA.b #$00 #_05ED48: STA.l $7EF3C8 ; Prevent Impa from changing the song org $05ED10 NOP #5 ; LDA.b #$19 ; SONG 19 ;#_05ED12: STA.w $012C org $05ED63 NOP #5 ; #_05ED63: LDA.b #$10 ; SONG 10 ; #_05ED65: STA.w $012C pullpc