; ==============================================================================
; ZScream Custom Overworld ASM
; Written by Jared_Brian_
; With help and testing from Jeimuzu, Letterbomb, Scawful, and Zarby89
; ==============================================================================
;     The purpose of this ASM is to give users the ability to customize many
; aspects of the ALTTP overworld that were previously hardcoded.
;
; Features include:
;    • The ability to add a mosaic on any transition.
;    • The ability to change the main palette for each area.
;    • The ability to give each area a custom background transparent color.
;    • The ability to give each area its own tile GFX set.
;    • The ability to give each area its own animated tile set.
;    • The ability to add or remove a subscreen overlay on each area.
;      (rain, fog, sky, lava, pyramid, etc.)
;    • The ability to disable the rain in the beginning phase.
;    • Removed hardcoded exits playing music instead of using the area's set
;      music.
;    • The ability to change the layout of "small" (1x1) and "large" (2x2) areas
;      already present in the vanilla game.
;    • The ability to have "wide" (2x1) and "tall" (1x2) areas that were not
;      present in the vanilla game.
;    • The ability to use the other previously unused "secial world" areas 
;      as if they were a normal area. Including the use of items, entrances,
;      exits, whirlpools, bird transports, sign messages, overworld transitions, 
;      entrance overlays, and subscreen overlays.
;    • The ability to have sprites on the DW and SW during phase 0.
;    • Fixes several bugs present in the vanilla game that prevent certain normal
;      overworld transitions such as "staggered" layouts or transitions in the
;      middle of 2 large areas that are next to each other. See the diagrams in
;      the OverworldScreenTileMapChange section below for more details.
;
;     To achieve this, large portions of the game's vanilla code had to be edited 
; or even re-written entirely to instead read from tables in expanded space.
; These tables are written to and generated by ZScream. Tables based on the 
; vanilla configuration can be used by changing the debug variable !UseVanillaPool
; down below to a 1, thus removing the need for ZScream although this is not
; reccomended for your average user.
;     Some of the new features require a bit more computation time (to decompress
; GFX for example) causing load times to be slightly longer (1-2 frames more at
; most). Because of this, I have made it so certain features can be disabled to
; instead use the original vanilla code if speed is prefered. See the
; EnableTable below for more details.
;
;     There are certain things that are still hardcoded here as a result but can 
; be changed if you know a bit of ASM, such as:
;     • The rain that is originally present in the Misery Mire area.
;     • The Lost Woods changing to the tree canopy overlay after obtaining the 
;       master sword.
;     • The fog overlay being disabled after obtaining the master sword in the 
;       master sword area.
;     • The bridge overlay present in the under the bridge area.
;     • The BG color present in the under the bridge area.
;     • The pyramid overlay only scrolling properly on area $5B.
;     • The smaller camera boundaries present in the master sword area and the
;       area under the bridge.
; ==============================================================================
; Non-Expanded Space
; ==============================================================================

; TODO: Entrance overlay SRM

pushpc

incsrc HardwareRegisters.asm

; Free RAM

TransGFXModule_PriorSheets = $04CB   ; [0x08] May use more in the future here.
NewNMISource1              = $04D5   ; [0x02]
NewNMITarget1              = $04D3   ; [0x02]
NewNMICount1               = $04D7   ; [0x02]
NewNMITarget2              = $04D9   ; [0x02]
NewNMISource2              = $04DB   ; [0x02]
NewNMICount2               = $04DD   ; [0x02]
OWCameraBoundsS            = $0716   ; [0x02]
OWCameraBoundsE            = $0718   ; [0x02]
TransGFXModuleFrame        = $0CF3   ; [0x01]
AnimatedTileGFXSet         = $0FC0   ; [0x01]
ExpandedSpritePalArray     = $7EFDC0 ; [0x40]

; $0716 is not actually free, but labled as such for the sake of organization.
; $0718 is free RAM and took the horizontal responsibility away from $0716.
; ($0716 is labled as OWCameraBoundsSE in the disassembly).

; Hooks
Sound_LoadLightWorldSongBank               = $008913 ; $000913
EnableForceBlank                           = $00893D ; $00093D
GFXSheetPointers_sprite_bank               = $00CFF3 ; $004FF3
GFXSheetPointers_sprite_high               = $00D0D2 ; $0050D2
GFXSheetPointers_sprite_low                = $00D1B1 ; $0051B1
DecompOwAnimatedTiles                      = $00D394 ; $005394
GetAnimatedSpriteTile                      = $00D4DB ; $0054DB
GetAnimatedSpriteTile_variable             = $00D4ED ; $0054ED
LoadTransAuxGFX_sprite_continue            = $00D706 ; $005706
SheetsTable_0AA4                           = $00D8F4 ; $0058F4
PrepTransAuxGFX                            = $00DF1A ; $005F1A
Do3To4High16Bit                            = $00DF4F ; $005F4F
Do3To4Low16Bit                             = $00DFB8 ; $005FB8
InitTilesets                               = $00E19B ; $00619B
CopyFontToVram                             = $00E556 ; $006556
Decomp_bg_variable                         = $00E78F ; $00678F
GFX0AA2ValsOW                              = $00FC9C ; $007C9C

Credits_LoadScene_PrepGFX_sprite_gfx       = $0285E2 ; $0105E2
Credits_LoadScene_PrepGFX_sprite_palette   = $0285F3 ; $0105F3
DeleteCertainAncillaeStopDashing           = $028B0C ; $010B0C
OWOverlay_HShift                           = $02A46D ; $01246D
OWOverlay_VShift                           = $02A471 ; $012471
Overworld_LoadMapProperties                = $02AB08 ; $012B08
Overworld_FinishTransGfx_firstHalf_Retrun  = $02ABC5 ; $012BC5
Overworld_LoadSubscreenAndSilenceSFX1      = $02AF19 ; $012F19
Overworld_ReloadSubscreenOverlayAndAdvance = $02B1F4 ; $0131F4
Dungeon_LoadPalettes_cacheSettings         = $02C65F ; $01465F
SpecialOverworld_CopyPalettesToCache       = $02C6EB ; $0146EB
Overworld_CgramAuxToMain                   = $02C769 ; $014769
UnderworldExitData_overworld_id            = $02DD8A ; $015D8A
Pool_LoadSpecialOverworld_GFX_0AA3         = $02E6E1 ; $0166E1
Pool_LoadSpecialOverworld_palette_prop_b   = $02E701 ; $016701
Pool_LoadSpecialOverworld_GFX_0AA2         = $02E821 ; $016821
Overworld_ScrollMap                        = $02F273 ; $017273
LoadSubscreenOverlay                       = $02FD0D ; $017D0D

Link_ItemReset_FromOverworldThings         = $07B107 ; $03B107
Player_IsScreenTransitionPermitted         = $07F439 ; $03F439

Tagalong_Init                              = $099EFC ; $049EFC
Sprite_ReinitWarpVortex                    = $09AF89 ; $04AF89
Sprite_ResetAll                            = $09C44E ; $04C44E
Sprite_OverworldReloadAll                  = $09C499 ; $04C499
OverworldPalettesScreenToSet_New           = $09C635 ; $04C635

BirdTravel_LoadAmbientOverlay              = $0AB948 ; $053948

Overworld_SetFixedColorAndScroll           = $0BFE70 ; $05FE70

Overworld_LoadPalettes                     = $0ED5A8 ; $0755A8
Palette_SetOwBgColor_Long                  = $0ED618 ; $075618
Overworld_SetScreenBGColorCacheOnly        = $0ED61D ; $07561D
LoadGearPalettes_bunny                     = $0ED6DD ; $0756DD
Overworld_CheckForSpecialOverworldTrigger  = $0EDE49 ; $075E49
SpecialOverworld_CheckForReturnTrigger     = $0EDEE3 ; $075EE3
Overworld_DwDeathMountainPaletteAnimation  = $0EF582 ; $077582

Overworld_Entrance                         = $1BBBF4 ; $0DBBF4
PaletteIDtoOffset_OW_Main                  = $1BEC3B ; $0DEC3B
Palette_SpriteAux3                         = $1BEC77 ; $0DEC77
Palette_MainSpr                            = $1BEC9E ; $0DEC9E
Palette_SpriteAux1                         = $1BECC5 ; $0DECC5
Palette_SpriteAux2                         = $1BECE4 ; $0DECE4
Palette_Sword                              = $1BED03 ; $0DED03
Palette_Shield                             = $1BED29 ; $0DED29
Palette_MiscSpr                            = $1BED6E ; $0DED6E
Palette_ArmorAndGloves                     = $1BEDF9 ; $0DEDF9
Palette_Hud                                = $1BEE52 ; $0DEE52
Palette_OverworldBgAux3                    = $1BEEA8 ; $0DEEA8
Palette_OverworldBgMain                    = $1BEEC7 ; $0DEEC7
PaletteData_owmain                         = $1BE6C8 ; $0DE6C8

; ==============================================================================
; Debug addresses:
; ==============================================================================

; These can be used to turn off each hook used. Some are reliant on eachother
; and disabling only some can break entire features.
; TODO: Create a log of dependencies and change the naming structure of the
; vars themseleves to be more reflective of those features.

; Makes the game decompress the 3 static OW tile sheets on transition.
; $00D585
!Func00D585 = $01

; Animated tiles on warp.
; $00D8D5
!Func00D8D5 = $01

; Enable/Disable subscreen.
; $00DA63
!Func00DA63 = $01

; Changes the InitTilesets function to call from the long tables.
; $00E221
!Func00E221 = $01

; Zeros out the BG color when mirror warping to the pyramid area.
; $00EEBB
!Func00EEBB = $01

; $007C67
!Func00FC67 = $01

; BG scrolling for HC and the pyramid area.
; $00FF7C
!Func00FF7C = $01

; Changes the function that loads overworld properties when exiting a dungeon.
; Includes removing asm that plays music in certain areas and changing how
; animated tiles are loaded.
; $0283EE
!Func0283EE = $01

; Changes a function that loads animated tiles under certain conditions.
; $028632
!Func028632 = $01

; Changes part of a function that changes the sub mask color when leaving
; dungeons.
; $029A37
!Func029A37 = $01

; Rain animation code.
; $02A4CD
!Func02A4CD = $01

; $02A5D3
!Func02A5D3 = $01

; $02A62C
!Func02A62C = $01

; $02A9C4
!Func02A9C4 = $01

; $02AB64
!Func02AB64 = $01

; Transition animated and main palette.
; $02ABBE
!Func02ABBE = $01

; $02AC40
!Func02AC40 = $01

; Main subscreen loading function.
; $02AF58
!Func02AF58 = $01

; turns on subscreen for pyramid.
; $02B2D4
!Func02B2D4 = $01

; Activate subscreen durring pyramid warp.
; $02B391
!Func02B391 = $01 

; Reset a var needed for whirpool GFX transfer.
; $02B490
!Func02B490 = $01 

; Controls overworld vertical subscreen movement for the pyramid BG.
; $02BC44
!Func02BC44 = $01

; Changes how the pyramid BG scrolls durring transition.
; $02C02D
!Func02C02D = $01

; $02C0C3
!Func02C0C3 = $01

; Main palette loading routine.
; $02C692
!Func02C692 = $01 

; $02E598
!Func02E598 = $01

; $02E931
!Func02E931 = $01

; $02EF44
!Func02EF44 = $01

; $03B518
!Func07B518 = $01

; $04C4C7
!Func09C4C7 = $01

; Loads different animated tiles when returning from bird travel.
; $0AB8F5
!Func0AB8F5 = $01

; Loads the animated tiles after the overworld map is closed.
; $0ABC5A
!Func0ABC5A = $01

; Load overlay, fixed color, and BG color.
; $0BFEB6
!Func0BFEB6 = $01

; Transparent color durring warp and during special area enter.
; $0ED627
!Func0ED627 = $01

; Resets the area special color after the screen flashes.
; $0ED8AE
!Func0ED8AE = $01

; $1BC8B1
!Func1BC8B1 = $01

; If 1, all of the default vanilla pool values will be applied. 00 by default.
!UseVanillaPool = $00

; Use this var to disable all of the debug vars above.
!AllOff = $00

if !AllOff == 1
!Func00D585 = $00
!Func00D8D5 = $00
!Func00DA63 = $00
!Func00E221 = $00
!Func00EEBB = $00
!Func00FC67 = $00
!Func00FF7C = $00

!Func0283EE = $00
!Func028632 = $00
!Func029A37 = $00
!Func02A4CD = $00
!Func02A5D3 = $00
!Func02A62C = $00
!Func02A9C4 = $00
!Func02AB64 = $00
!Func02ABBE = $00
!Func02AC40 = $00
!Func02AF58 = $00
!Func02B2D4 = $00
!Func02B391 = $00 
!Func02B490 = $00
!Func02BC44 = $00
!Func02C02D = $00
!Func02C0C3 = $00
!Func02C692 = $00
!Func02E598 = $00
!Func02E931 = $00
!Func02EF44 = $00

!Func07B518 = $00

!Func09C4C7 = $00

!Func0AB8F5 = $00
!Func0ABC5A = $00

!Func0BFEB6 = $00

!Func0ED627 = $00
!Func0ED8AE = $00

!Func1BC8B1 = $00
endif

; ==============================================================================
; Fixing old hooks:
; ==============================================================================

; TODO: Eventually remove these? I'm not sure. If anyone used an old ZS on their
; ROM these will need to be fixed but also could block people from hooking into
; these spots. We could potentially add these to a "repair ROM" asm feature.

; Main Palette loading routine.
org $0ED5E7 ; $0755E7
    JSL.l Palette_OverworldBgAux3

; Repairs an old ZS call.
org $02ABB8 ; $012BB8
    db $A9, $09, $80, $02

; ==============================================================================
; Expanded Space
; ==============================================================================

; Reserved ZS space.
; Avoid moving this at all costs. If you do, you will have to change where ZS
; saves this data as well and previous data will be lost or corrupted.
org $288000 ; $140000
Pool:
{
    ; Valid values:
    ; 555 color value $0000 to $7FFF.
    ; $2669 LW green grass color
    ; $2A32 DW dead grass color
    ; $19C6 SW dark green shadow color
    .BGColorTable ; $140000
    if !UseVanillaPool == 1
    ; LW
    dw $2669, $2669, $2669, $0000, $0000, $0000, $0000, $0000
    dw $2669, $2669, $2669, $0000, $0000, $0000, $0000, $2669
    dw $2669, $2669, $2669, $2669, $2669, $2669, $2669, $2669
    dw $2669, $2669, $2669, $2669, $2669, $2669, $2669, $2669
    dw $2669, $2669, $2669, $2669, $2669, $2669, $2669, $2669
    dw $2669, $2669, $2669, $2669, $2669, $2669, $2669, $2669
    dw $2669, $2669, $2669, $2669, $2669, $2669, $2669, $2669
    dw $2669, $2669, $2669, $2669, $2669, $2669, $2669, $2669

    ; DW
    dw $2A32, $2A32, $2A32, $0000, $0000, $0000, $0000, $0000
    dw $2A32, $2A32, $2A32, $0000, $0000, $0000, $0000, $2A32
    dw $2A32, $2A32, $2A32, $2A32, $2A32, $2A32, $2A32, $2A32
    dw $2A32, $2A32, $2A32, $0000, $0000, $2A32, $2A32, $2A32
    dw $2A32, $2A32, $2A32, $0000, $0000, $2A32, $2A32, $2A32
    dw $2A32, $2A32, $2A32, $2A32, $2A32, $2A32, $2A32, $2A32
    dw $2A32, $2A32, $2A32, $2A32, $2A32, $2A32, $2A32, $2A32
    dw $2A32, $2A32, $2A32, $2A32, $2A32, $2A32, $2A32, $2A32

    ; SW
    dw $19C6, $19C6, $19C6, $0000, $0000, $0000, $0000, $0000
    dw $0000, $19C6, $19C6, $0000, $0000, $0000, $0000, $0000
    dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
    dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
    endif
    warnpc $288140

    ; Valid values:
    ; $00 - Disabled
    ; Non $00 - Enabled
    org $288140 ; $140140
    .EnableTable ; 0x20

    org $288140 ; $140140
    .EnableBGColor ; 0x01
    if !UseVanillaPool > 0
    db $01
    endif

    org $288141 ; $140141
    .EnableMainPalette ; 0x01
    if !UseVanillaPool > 0
    db $01
    endif
    
    org $288142 ; $140142
    .EnableMosaic ; 0x01 Unused for now.
    db $01

    ; When non 0 this will allow animated tiles to be updated between OW
    ; transitions. Default is $FF.
    org $288143 ; $140143
    .EnableAnimated ; 0x01
    if !UseVanillaPool > 0
    db $01
    endif
    
    ; When non 0 this will allow Subscreen Overlays to be updated between OW
    ; transitions. Default is $FF.
    org $288144 ; $140144
    .EnableSubScreenOverlay ; 0x01
    if !UseVanillaPool > 0
    db $01
    endif

    ; This is a reserved value that ZS will write to when it has applied the
    ; ASM. That way the next time ZS loads the ROM it knows to read the custom
    ; values instead of using the default ones. The current version is 03.
    org $288145 ; $140145
    .ZSAppliedASM ; 0x01
    db $03

    ; When non 0 this will cause rain to appear on all areas in the beginning
    ; phase. Default is $FF.
    org $288146 ; $140146
    .EnableBeginningRain ; 0x01
    ;if !UseVanillaPool > 0
    db $FF
    ;endif

    ; TODO: Add a place to change this in ZS. Once that is done add this to the 
    ; vanilla pool checks as well.
    ; When non 0 this will disable the ambiant sound that plays in the mire
    ; area after the event is triggered. Default is $FF.
    org $288147 ; $140147
    .EnableRainMireEvent ; 0x01
    db $FF

    ; When non 0 this will make the game reload all gfx in between OW
    ; transitions. Default is $FF.
    org $288148 ; $140143
    .EnableTransitionGFXGroupLoad ; 0x01
    if !UseVanillaPool > 0
    db $01
    endif

    ; TODO: Vanilla pool check disabled for now until we put an actual place to
    ; change it.
    ; The bridge color is different from the Master Sword area so we are going to
    ; hard code it here for now. Default is $2669 which is the vanilla LW green.
    org $288149 ; $140149
    .BGColorTable_Bridge ; 0x02
    ;if !UseVanillaPool > 0
    dw $2669
    ;endif

    ; The rest of these are extra bytes that can be used for anything else
    ; later on.
    ;db $00, $00, $00, $00, $00, $00, $00, $00
    ;db $00, $00, $00, $00, $00, $00, $00, $00
    ;db $00, $00, $00, $00, $00
    warnpc $288160

    ; Valid values:
    ; Main overworld palette index $00 to $05.
    ; $00 is the normal light world palette.
    ; $01 is the normal dark world palette.
    ; $02 is the normal light world death mountain palette.
    ; $03 is the normal dark world death mountain palette.
    ; $04 is the Triforce room palette.
    ; $05 is the title screen palette?
    org $288160 ; $140160
    .MainPaletteTable ; 0xA0
    if !UseVanillaPool == 1
    ; LW
    db $00, $00, $00, $02, $00, $02, $00, $02
    db $00, $00, $00, $00, $00, $00, $00, $00
    db $00, $00, $00, $00, $00, $00, $00, $00
    db $00, $00, $00, $00, $00, $00, $00, $00
    db $00, $00, $00, $00, $00, $00, $00, $00
    db $00, $00, $00, $00, $00, $00, $00, $00
    db $00, $00, $00, $00, $00, $00, $00, $00
    db $00, $00, $00, $00, $00, $00, $00, $00

    ; DW
    db $01, $01, $01, $03, $01, $03, $01, $03
    db $01, $01, $01, $01, $01, $01, $01, $01
    db $01, $01, $01, $01, $01, $01, $01, $01
    db $01, $01, $01, $01, $01, $01, $01, $01
    db $01, $01, $01, $01, $01, $01, $01, $01
    db $01, $01, $01, $01, $01, $01, $01, $01
    db $01, $01, $01, $01, $01, $01, $01, $01
    db $01, $01, $01, $01, $01, $01, $01, $01

    ; SW
    db $00, $00, $00, $00, $00, $00, $00, $00
    db $04, $00, $00, $00, $00, $00, $00, $00
    db $00, $00, $00, $00, $00, $00, $00, $00
    db $00, $00, $00, $00, $00, $00, $00, $00
    endif
    warnpc $288200

    ; Valid values:
    ; .... udlr
    ; u - Up
    ; d - Down
    ; l - Left
    ; r - Right
    org $288200 ; $140200
    .MosaicTable ; 0xA0
    if !UseVanillaPool == 1
    ; LW
    db $05, $00, $02, $00, $00, $00, $00, $00
    db $00, $00, $02, $00, $00, $00, $00, $08
    db $08, $08, $00, $00, $00, $00, $00, $00
    db $00, $00, $00, $00, $00, $00, $00, $00
    db $00, $00, $00, $00, $00, $00, $00, $00
    db $00, $00, $00, $00, $00, $00, $00, $00
    db $00, $00, $00, $00, $00, $00, $00, $00
    db $00, $00, $00, $00, $00, $00, $00, $00

    ; DW
    db $05, $00, $02, $00, $00, $00, $00, $00
    db $00, $00, $02, $00, $00, $00, $00, $00
    db $08, $08, $00, $00, $00, $00, $00, $00
    db $00, $00, $00, $00, $00, $00, $00, $00
    db $00, $00, $00, $00, $00, $00, $00, $00
    db $00, $00, $00, $00, $00, $00, $00, $00
    db $00, $00, $00, $00, $00, $00, $00, $00
    db $00, $00, $00, $00, $00, $00, $00, $00

    ; SW
    db $04, $04, $00, $00, $00, $00, $00, $00
    db $04, $00, $00, $00, $00, $00, $00, $00
    db $00, $00, $00, $00, $00, $00, $00, $00
    db $00, $00, $00, $00, $00, $00, $00, $00
    endif
    warnpc $2882A0

    ; Not the same as OWGFXGroupTable_sheet7. The game uses a combination of $59
    ; and $5B to create the sheet in sheet #7. This is done by first transfering
    ; all the gfx that is needed for the bottom half of the sheet (the door
    ; frames for example) which is different depending on whether we are in the
    ; LW or DW. It then loads the actual animated tile frames into a buffer
    ; where it can transfer over from durring NMI based on whether we are on
    ; Death Mountain or not (LW or DW). This table is to control the latter.
    ; Valid values:
    ; GFX index $00 to $FF.
    ; In vanilla, $59 are the DW door frames and clouds and $5B are the Lw door
    ; frames and the regular water tiles.
    org $2882A0 ; $1402A0
    .AnimatedTable ; 0xA0
    if !UseVanillaPool == 1
    ; LW
    db $5B, $5B, $5B, $59, $5B, $59, $5B, $59
    db $5B, $5B, $5B, $5B, $5B, $5B, $5B, $5B
    db $5B, $5B, $5B, $5B, $5B, $5B, $5B, $5B
    db $5B, $5B, $5B, $5B, $5B, $5B, $5B, $5B
    db $5B, $5B, $5B, $5B, $5B, $5B, $5B, $5B
    db $5B, $5B, $5B, $5B, $5B, $5B, $5B, $5B
    db $5B, $5B, $5B, $5B, $5B, $5B, $5B, $5B
    db $5B, $5B, $5B, $5B, $5B, $5B, $5B, $5B

    ; DW
    db $5B, $5B, $5B, $59, $5B, $59, $5B, $59
    db $5B, $5B, $5B, $5B, $5B, $5B, $5B, $5B
    db $5B, $5B, $5B, $5B, $5B, $5B, $5B, $5B
    db $5B, $5B, $5B, $5B, $5B, $5B, $5B, $5B
    db $5B, $5B, $5B, $5B, $5B, $5B, $5B, $5B
    db $5B, $5B, $5B, $5B, $5B, $5B, $5B, $5B
    db $5B, $5B, $5B, $5B, $5B, $5B, $5B, $5B
    db $5B, $5B, $5B, $5B, $5B, $5B, $5B, $5B

    ; SW
    db $5B, $5B, $5B, $5B, $5B, $5B, $5B, $5B
    db $5B, $5B, $5B, $5B, $5B, $5B, $5B, $5B
    db $5B, $5B, $5B, $5B, $5B, $5B, $5B, $5B
    db $5B, $5B, $5B, $5B, $5B, $5B, $5B, $5B
    endif
    warnpc $288340

    ; Valid values:
    ; Can be any value $00 to $FF but is stored as 2 bytes instead of one to
    ; help the code out below. $FF is for no overlay area. Hopefully no crazy
    ; person decides to expand their overworld to $FF areas.
    ; $0093 is the triforce room curtain overlay.
    ; $0094 is the under the bridge overlay.
    ; $0095 is the sky background overlay.
    ; $0096 is the pyramid background overlay.
    ; $0097 is the first fog overlay.

    ; $009C is the lava background overlay.
    ; $009D is the second fog overlay.
    ; $009E is the tree canopy overlay.
    ; $009F is the rain overlay.
    org $288340 ; $140340
    .OverlayTable ; 0x140
    if !UseVanillaPool == 1
    ; LW
    dw $009D, $00FF, $00FF, $0095, $00FF, $0095, $00FF, $0095
    dw $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF
    dw $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF
    dw $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF
    dw $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF
    dw $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF
    dw $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF
    dw $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF

    ; DW
    dw $009D, $00FF, $00FF, $009C, $00FF, $009C, $00FF, $009C
    dw $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF
    dw $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF
    dw $00FF, $00FF, $00FF, $0096, $00FF, $00FF, $00FF, $00FF
    dw $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF
    dw $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF
    dw $009F, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF
    dw $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF

    ; SP
    dw $0097, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF
    dw $0093, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF
    dw $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF
    dw $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF
    endif
    warnpc $288480

    ; Just in case 0xFF is used and there is no sheet to load when warping using
    ; the bird, unloading the map, or exiting a dungeon, the DefaultGFXGroups
    ; values are used. 0xFF is used instead of 0x00 as the "don't change the
    ; sheet" value. That way, we can actually use sheet 00 if we want.
    org $288480 ; $140480
    .OWGFXGroupTable ; 0x500 (0xA0 * 0x08)

    ; LW
    org $288480 ; $140480
    .OWGFXGroupTable_sheet0
    if !UseVanillaPool == 1
    db $3A ; 0x00 sheet 0
    endif

    org $288481 ; $140481
    .OWGFXGroupTable_sheet1
    if !UseVanillaPool == 1
    db $3B ; 0x00 sheet 1
    endif

    org $288482 ; $140482
    .OWGFXGroupTable_sheet2
    if !UseVanillaPool == 1
    db $3C ; 0x00 sheet 2
    endif

    org $288483 ; $140483
    .OWGFXGroupTable_sheet3
    if !UseVanillaPool == 1
    db $FF ; 0x00 sheet 3
    endif

    org $288484 ; $140484
    .OWGFXGroupTable_sheet4
    if !UseVanillaPool == 1
    db $57 ; 0x00 sheet 4
    endif

    org $288485 ; $140485
    .OWGFXGroupTable_sheet5
    if !UseVanillaPool == 1
    db $4C ; 0x00 sheet 5
    endif

    org $288486 ; $140486
    .OWGFXGroupTable_sheet6
    if !UseVanillaPool == 1
    db $FF ; 0x00 sheet 6
    endif

    org $288487 ; $140487
    .OWGFXGroupTable_sheet7
    if !UseVanillaPool == 1
    db $5B ; 0x00 sheet 7

    db $3A, $3B, $3C, $FF, $57, $4C, $FF, $5B ; 0x01
    db $3A, $3B, $3C, $FF, $57, $4C, $FF, $5B ; 0x02
    db $3A, $3B, $3C, $FF, $56, $4F, $FF, $5B ; 0x03
    db $3A, $3B, $3C, $FF, $56, $4F, $FF, $5B ; 0x04
    db $3A, $3B, $3C, $FF, $56, $4F, $FF, $5B ; 0x05
    db $3A, $3B, $3C, $FF, $56, $4F, $FF, $5B ; 0x06
    db $3A, $3B, $3C, $FF, $56, $4F, $FF, $5B ; 0x07

    db $3A, $3B, $3C, $FF, $57, $4C, $FF, $5B ; 0x08
    db $3A, $3B, $3C, $FF, $57, $4C, $FF, $5B ; 0x09
    db $3A, $3B, $3C, $FF, $57, $4C, $FF, $5B ; 0x0A
    db $3A, $3B, $3C, $FF, $56, $4F, $FF, $5B ; 0x0B
    db $3A, $3B, $3C, $FF, $56, $4F, $FF, $5B ; 0x0C
    db $3A, $3B, $3C, $FF, $56, $4F, $FF, $5B ; 0x0D
    db $3A, $3B, $3C, $FF, $56, $4F, $FF, $5B ; 0x0E
    db $3A, $3B, $3C, $FF, $51, $4E, $FF, $5B ; 0x0F

    db $3A, $3B, $3C, $FF, $53, $4D, $FF, $5B ; 0x10
    db $3A, $3B, $3C, $FF, $53, $4D, $FF, $5B ; 0x11
    db $3A, $3B, $3C, $FF, $FF, $FF, $FF, $5B ; 0x12
    db $3A, $3B, $3C, $FF, $50, $4B, $FF, $5B ; 0x13
    db $3A, $3B, $3C, $FF, $50, $4B, $FF, $5B ; 0x14
    db $3A, $3B, $3C, $FF, $FF, $FF, $FF, $5B ; 0x15
    db $3A, $3B, $3C, $FF, $50, $4B, $FF, $5B ; 0x16
    db $3A, $3B, $3C, $FF, $50, $4B, $FF, $5B ; 0x17

    db $3A, $3B, $3C, $FF, $53, $4D, $FF, $5B ; 0x18
    db $3A, $3B, $3C, $FF, $53, $4D, $FF, $5B ; 0x19
    db $3A, $3B, $3C, $FF, $FF, $FF, $FF, $5B ; 0x1A
    db $3A, $3B, $3C, $FF, $52, $49, $FF, $5B ; 0x1B
    db $3A, $3B, $3C, $FF, $52, $49, $FF, $5B ; 0x1C
    db $3A, $3B, $3C, $FF, $51, $4E, $FF, $5B ; 0x1D
    db $3A, $3B, $3C, $FF, $55, $4A, $FF, $5B ; 0x1E
    db $3A, $3B, $3C, $FF, $55, $4A, $FF, $5B ; 0x1F

    db $3A, $3B, $3C, $FF, $53, $4D, $FF, $5B ; 0x20
    db $3A, $3B, $3C, $FF, $53, $4D, $FF, $5B ; 0x21
    db $3A, $3B, $3C, $FF, $53, $4D, $FF, $5B ; 0x22
    db $3A, $3B, $3C, $FF, $52, $49, $FF, $5B ; 0x23
    db $3A, $3B, $3C, $FF, $52, $49, $FF, $5B ; 0x24
    db $3A, $3B, $3C, $FF, $FF, $FF, $FF, $5B ; 0x25
    db $3A, $3B, $3C, $FF, $55, $4A, $FF, $5B ; 0x26
    db $3A, $3B, $3C, $FF, $55, $4A, $FF, $5B ; 0x27

    db $3A, $3B, $3C, $FF, $53, $4D, $FF, $5B ; 0x28
    db $3A, $3B, $3C, $FF, $53, $4D, $FF, $5B ; 0x29
    db $3A, $3B, $3C, $FF, $57, $4C, $FF, $5B ; 0x2A
    db $3A, $3B, $3C, $FF, $FF, $FF, $FF, $5B ; 0x2B
    db $3A, $3B, $3C, $FF, $FF, $FF, $FF, $5B ; 0x2C
    db $3A, $3B, $3C, $FF, $51, $4E, $FF, $5B ; 0x2D
    db $3A, $3B, $3C, $FF, $FF, $FF, $FF, $5B ; 0x2E
    db $3A, $3B, $3C, $FF, $55, $4A, $FF, $5B ; 0x2F

    db $3A, $3B, $3C, $FF, $55, $54, $FF, $5B ; 0x30
    db $3A, $3B, $3C, $FF, $55, $54, $FF, $5B ; 0x31
    db $3A, $3B, $3C, $FF, $FF, $FF, $FF, $5B ; 0x32
    db $3A, $3B, $3C, $FF, $51, $4E, $FF, $5B ; 0x33
    db $3A, $3B, $3C, $FF, $51, $4E, $FF, $5B ; 0x34
    db $3A, $3B, $3C, $FF, $51, $4E, $FF, $5B ; 0x35
    db $3A, $3B, $3C, $FF, $51, $4E, $FF, $5B ; 0x36
    db $3A, $3B, $3C, $FF, $51, $4E, $FF, $5B ; 0x37

    db $3A, $3B, $3C, $FF, $55, $54, $FF, $5B ; 0x38
    db $3A, $3B, $3C, $FF, $55, $54, $FF, $5B ; 0x39
    db $3A, $3B, $3C, $FF, $FF, $FF, $FF, $5B ; 0x3A
    db $3A, $3B, $3C, $FF, $51, $4E, $FF, $5B ; 0x3B
    db $3A, $3B, $3C, $FF, $51, $4E, $FF, $5B ; 0x3C
    db $3A, $3B, $3C, $FF, $51, $4E, $FF, $5B ; 0x3D
    db $3A, $3B, $3C, $FF, $51, $4E, $FF, $5B ; 0x3E
    db $3A, $3B, $3C, $FF, $51, $4E, $FF, $5B ; 0x3F

    ; DW
    db $42, $43, $44, $FF, $2D, $2E, $FF, $59 ; 0x40
    db $42, $43, $44, $FF, $2D, $2E, $FF, $59 ; 0x41
    db $42, $43, $44, $FF, $2D, $2E, $FF, $59 ; 0x42
    db $42, $43, $44, $FF, $33, $34, $FF, $59 ; 0x43
    db $42, $43, $44, $FF, $33, $34, $FF, $59 ; 0x44
    db $42, $43, $44, $FF, $33, $34, $FF, $59 ; 0x45
    db $42, $43, $44, $FF, $33, $34, $FF, $59 ; 0x46
    db $42, $43, $44, $FF, $60, $34, $FF, $59 ; 0x47

    db $42, $43, $44, $FF, $2D, $2E, $FF, $59 ; 0x48
    db $42, $43, $44, $FF, $2D, $2E, $FF, $59 ; 0x49
    db $42, $43, $44, $FF, $2D, $2E, $FF, $59 ; 0x4A
    db $42, $43, $44, $FF, $33, $34, $FF, $59 ; 0x4B
    db $42, $43, $44, $FF, $33, $34, $FF, $59 ; 0x4C
    db $42, $43, $44, $FF, $33, $34, $FF, $59 ; 0x4D
    db $42, $43, $44, $FF, $33, $34, $FF, $59 ; 0x4E
    db $42, $43, $44, $FF, $37, $38, $FF, $59 ; 0x4F

    db $42, $43, $44, $FF, $2F, $30, $FF, $59 ; 0x50
    db $42, $43, $44, $FF, $2F, $30, $FF, $59 ; 0x51
    db $42, $43, $44, $FF, $FF, $FF, $FF, $59 ; 0x52
    db $42, $43, $44, $FF, $37, $38, $FF, $59 ; 0x53
    db $42, $43, $44, $FF, $37, $38, $FF, $59 ; 0x54
    db $42, $43, $44, $FF, $FF, $FF, $FF, $59 ; 0x55
    db $42, $43, $44, $FF, $37, $38, $FF, $59 ; 0x56
    db $42, $43, $44, $FF, $FF, $FF, $FF, $59 ; 0x57

    db $42, $43, $44, $FF, $2F, $30, $FF, $59 ; 0x58
    db $42, $43, $44, $FF, $2F, $30, $FF, $59 ; 0x59
    db $42, $43, $44, $FF, $FF, $FF, $FF, $59 ; 0x5A
    db $42, $43, $44, $FF, $35, $36, $FF, $59 ; 0x5B
    db $42, $43, $44, $FF, $35, $36, $FF, $59 ; 0x5C
    db $42, $43, $44, $FF, $37, $38, $FF, $59 ; 0x5D
    db $42, $43, $44, $FF, $2B, $2C, $FF, $59 ; 0x5E
    db $42, $43, $44, $FF, $2B, $2C, $FF, $59 ; 0x5F

    db $42, $43, $44, $FF, $2F, $30, $FF, $59 ; 0x60
    db $42, $43, $44, $FF, $2F, $30, $FF, $59 ; 0x61
    db $42, $43, $44, $FF, $2F, $30, $FF, $59 ; 0x62
    db $42, $43, $44, $FF, $35, $36, $FF, $59 ; 0x63
    db $42, $43, $44, $FF, $35, $36, $FF, $59 ; 0x64
    db $42, $43, $44, $FF, $FF, $FF, $FF, $59 ; 0x65
    db $42, $43, $44, $FF, $2B, $2C, $FF, $59 ; 0x66
    db $42, $43, $44, $FF, $2B, $2C, $FF, $59 ; 0x67

    db $42, $43, $44, $FF, $2F, $30, $FF, $59 ; 0x68
    db $42, $43, $44, $FF, $2F, $30, $FF, $59 ; 0x69
    db $42, $43, $44, $FF, $FF, $FF, $FF, $59 ; 0x6A
    db $42, $43, $44, $FF, $FF, $FF, $FF, $59 ; 0x6B
    db $42, $43, $44, $FF, $FF, $FF, $FF, $59 ; 0x6C
    db $42, $43, $44, $FF, $20, $2B, $FF, $59 ; 0x6D
    db $42, $43, $44, $FF, $FF, $FF, $FF, $59 ; 0x6E
    db $42, $43, $44, $FF, $2B, $2C, $FF, $59 ; 0x6F

    db $42, $43, $44, $FF, $31, $32, $FF, $59 ; 0x70
    db $42, $43, $44, $FF, $31, $32, $FF, $59 ; 0x71
    db $42, $43, $44, $FF, $FF, $FF, $FF, $59 ; 0x72
    db $42, $43, $44, $FF, $37, $38, $FF, $59 ; 0x73
    db $42, $43, $44, $FF, $37, $38, $FF, $59 ; 0x74
    db $42, $43, $44, $FF, $31, $32, $FF, $59 ; 0x75
    db $42, $43, $44, $FF, $31, $32, $FF, $59 ; 0x76
    db $42, $43, $44, $FF, $37, $38, $FF, $59 ; 0x77

    db $42, $43, $44, $FF, $31, $32, $FF, $59 ; 0x78
    db $42, $43, $44, $FF, $31, $32, $FF, $59 ; 0x79
    db $42, $43, $44, $FF, $FF, $FF, $FF, $59 ; 0x7A
    db $42, $43, $44, $FF, $37, $38, $FF, $59 ; 0x7B
    db $42, $43, $44, $FF, $37, $38, $FF, $59 ; 0x7C
    db $42, $43, $44, $FF, $31, $32, $FF, $59 ; 0x7D
    db $42, $43, $44, $FF, $31, $32, $FF, $59 ; 0x7E
    db $42, $43, $44, $FF, $FF, $FF, $FF, $59 ; 0x7F

    ; SW
    db $3A, $3B, $3C, $FF, $47, $48, $FF, $5B ; 0x80
    db $3A, $3B, $3C, $FF, $47, $48, $FF, $5B ; 0x81
    db $3A, $3B, $3C, $FF, $47, $48, $FF, $5B ; 0x82
    db $3A, $3B, $3C, $FF, $53, $4D, $FF, $5B ; 0x83
    db $3A, $3B, $3C, $FF, $53, $4D, $FF, $5B ; 0x84
    db $3A, $3B, $3C, $FF, $53, $4D, $FF, $5B ; 0x85
    db $3A, $3B, $3C, $FF, $53, $4D, $FF, $5B ; 0x86
    db $3A, $3B, $3C, $FF, $53, $4D, $FF, $5B ; 0x87

    db $3A, $3B, $3C, $17, $40, $41, $39, $5B ; 0x88
    db $3A, $3B, $3C, $FF, $47, $48, $FF, $5B ; 0x89
    db $3A, $3B, $3C, $FF, $47, $48, $FF, $5B ; 0x8A
    db $3A, $3B, $3C, $FF, $53, $4D, $FF, $5B ; 0x8B
    db $3A, $3B, $3C, $FF, $53, $4D, $FF, $5B ; 0x8C
    db $3A, $3B, $3C, $FF, $53, $4D, $FF, $5B ; 0x8D
    db $3A, $3B, $3C, $FF, $53, $4D, $FF, $5B ; 0x8E
    db $3A, $3B, $3C, $FF, $53, $4D, $FF, $5B ; 0x8F

    db $3A, $3B, $3C, $08, $00, $22, $1B, $5B ; 0x90
    db $3A, $3B, $3C, $08, $FF, $22, $1B, $5B ; 0x91
    db $3A, $3B, $3C, $06, $FF, $1F, $18, $5B ; 0x92
    db $3A, $3B, $3C, $08, $FF, $22, $1B, $5B ; 0x93
    db $3A, $3B, $3C, $3D, $53, $47, $48, $5B ; 0x94
    db $3A, $3B, $3C, $3D, $53, $56, $4F, $5B ; 0x95
    db $3A, $3B, $3C, $3D, $35, $36, $3E, $5B ; 0x96
    db $3A, $3B, $3C, $3D, $57, $4C, $3E, $5B ; 0x97

    db $3A, $3B, $3C, $08, $FF, $22, $1B, $5B ; 0x98
    db $3A, $3B, $3C, $08, $FF, $22, $1B, $5B ; 0x99
    db $3A, $3B, $3C, $06, $FF, $1F, $18, $5B ; 0x9A
    db $3A, $3B, $3C, $06, $FF, $1F, $18, $5B ; 0x9B
    db $3A, $3B, $3C, $3D, $53, $33, $34, $5B ; 0x9C
    db $3A, $3B, $3C, $3D, $53, $57, $4C, $5B ; 0x9D
    db $3A, $3B, $3C, $3D, $57, $4C, $3E, $5B ; 0x9E
    db $3A, $3B, $3C, $3D, $53, $4D, $3E, $5B ; 0x9F
    endif
    warnpc $288980

    ; TODO: Add a way to edit these within ZS? Unsure.
    org $288980 ; $140980
    .DefaultGFXGroups

    ; LW
    org $288980 ; $140980
    .DefaultGFXGroups_sheet0
    db $3A ; Sheet 0

    org $288981 ; $140981
    .DefaultGFXGroups_sheet1
    db $3B ; Sheet 1

    org $288982 ; $140982
    .DefaultGFXGroups_sheet2
    db $3C ; Sheet 2

    org $288983 ; $140983
    .DefaultGFXGroups_sheet3
    db $3D ; Sheet 3

    org $288984 ; $140984
    .DefaultGFXGroups_sheet4
    db $53 ; Sheet 4

    org $288985 ; $140985
    .DefaultGFXGroups_sheet5
    db $4D ; Sheet 5

    org $288986 ; $140986
    .DefaultGFXGroups_sheet6
    db $3E ; Sheet 6

    org $288987 ; $140987
    .DefaultGFXGroups_sheet7
    db $5B ; Sheet 7

    ; DW
    db $42, $43, $44, $45, $2F, $30, $3F, $59

    ; SW
    db $3A, $3B, $3C, $3D, $47, $48, $3E, $5B
    
    ; This tells the game what each area's "parent" area is.
    ; For small areas this is it's own area number.
    ; For large areas this is the top left area in the 2x2 grid.
    ; For wide areas this is the left area in the 2x1 grid.
    ; For tall areas this is the top area in the 1x2 grid.
    ; In vanilla, this table was shared for all 3 worlds.
    org $288998 ; $140998
    .Overworld_ActualScreenID_New
    
    if !UseVanillaPool > 0
    ; LW
    db $00, $00, $02, $03, $03, $05, $05, $07
    db $00, $00, $0A, $03, $03, $05, $05, $0F
    db $10, $11, $12, $13, $14, $15, $16, $17
    db $18, $18, $1A, $1B, $1B, $1D, $1E, $1E
    db $18, $18, $22, $1B, $1B, $25, $1E, $1E
    db $28, $29, $2A, $2B, $2C, $2D, $2E, $2F
    db $30, $30, $32, $33, $34, $35, $35, $37
    db $30, $30, $3A, $3B, $3C, $35, $35, $3F

    ; DW
    db $40, $40, $42, $43, $43, $45, $45, $47
    db $40, $40, $4A, $43, $43, $45, $45, $4F
    db $50, $51, $52, $53, $54, $55, $56, $57
    db $58, $58, $5A, $5B, $5B, $5D, $5E, $5E
    db $58, $58, $62, $5B, $5B, $65, $5E, $5E
    db $68, $69, $6A, $6B, $6C, $6D, $6E, $6F
    db $70, $70, $72, $73, $74, $75, $75, $77
    db $70, $70, $7A, $7B, $7C, $75, $75, $7F

    ; SW
    db $80, $81, $81, $83, $84, $85, $86, $87
    db $88, $81, $81, $8B, $8C, $8D, $8E, $8F
    db $90, $91, $92, $93, $94, $95, $96, $97
    db $98, $99, $9A, $9B, $9C, $9D, $9E, $9F
    endif

    ; Examples:
    ; These work in vanilla: │ These do not:
    ; ───────────────────────┼───────────────
    ; ┌──┬──┐   ┌──┬──┐      │ ┌──┬──┐   ┌──┬──┐
    ; │  │  │<->│  │  │      │ │  │  │   │  │  │
    ; ├──┼──┤   ├──┼──┤      │ ├──┼──┤<->├──┼──┤
    ; │  │  │<->│  │  │      │ │  │  │   │  │  │
    ; └──┴──┘   └──┴──┘      │ └──┴──┘   └──┴──┘
    ; ┌──┬──┐                │ ┌──┬──┐
    ; │  │  │                │ │  │  │
    ; ├──┼──┤                │ ├──┼──┤
    ; │  │  │                │ │  │  │
    ; └──┴──┘                │ └──┴──┘
    ;  ↕   ↕                 │    ↕
    ; ┌──┬──┐                │ ┌──┬──┐
    ; │  │  │                │ │  │  │
    ; ├──┼──┤                │ ├──┼──┤
    ; │  │  │                │ │  │  │
    ; └──┴──┘                │ └──┴──┘
    ; See the layout of Zelda: Interconnected Strongholds.
    ; 
    ; None of these work in vanilla:
    ; ┌──┬──┐                          ┌──┬──┐
    ; │  │  │                          │  │  │
    ; ├──┼──┤   ┌──┬──┐      ┌──┬──┐   ├──┼──┤
    ; │  │  │<->│  │  │      │  │  │<->│  │  │
    ; └──┴──┘   ├──┼──┤      ├──┼──┤   └──┴──┘
    ;           │  │  │      │  │  │
    ;           └──┴──┘      └──┴──┘
    ; ┌──┬──┐                    ┌──┬──┐
    ; │  │  │                    │  │  │
    ; ├──┼──┤                    ├──┼──┤
    ; │  │  │                    │  │  │
    ; └──┴──┘                    └──┴──┘
    ;      ↕                      ↕
    ;    ┌──┬──┐             ┌──┬──┐
    ;    │  │  │             │  │  │
    ;    ├──┼──┤             ├──┼──┤
    ;    │  │  │             │  │  │
    ;    └──┴──┘             └──┴──┘
    ; As of 05/13/25 there aren't any released hacks that use this kind of layout.

    ; These values or for the area you are going to, not the one coming from.

    org $288A38 ; $140A38
    .ByScreen1_New ; Transitioning right
    if !UseVanillaPool > 0
    ; LW
    dw $0060, $0060, $0060, $0060, $0060, $0060, $0060, $0060
    dw $0060, $0060, $F060, $1060, $1060, $0060, $1060, $F060
    dw $0060, $0060, $0060, $0060, $0060, $0060, $0060, $0060
    dw $0060, $0060, $0060, $0060, $0060, $0060, $0060, $0060
    dw $0060, $0060, $F060, $1060, $1060, $F060, $1060, $1060
    dw $0060, $0060, $0060, $0060, $0060, $0060, $0060, $0060
    dw $0060, $0060, $0060, $0060, $0060, $0060, $0060, $0060
    dw $0060, $0060, $F060, $0060, $0060, $1060, $1060, $F060

    ; DW
    dw $0060, $0060, $0060, $0060, $0060, $0060, $0060, $0060
    dw $0060, $0060, $F060, $1060, $1060, $0060, $1060, $F060
    dw $0060, $0060, $0060, $0060, $0060, $0060, $0060, $0060
    dw $0060, $0060, $0060, $0060, $0060, $0060, $0060, $0060
    dw $0060, $0060, $F060, $1060, $1060, $F060, $1060, $1060
    dw $0060, $0060, $0060, $0060, $0060, $0060, $0060, $0060
    dw $0060, $0060, $0060, $0060, $0060, $0060, $0060, $0060
    dw $0060, $0060, $F060, $0060, $0060, $1060, $1060, $F060

    ; SW
    dw $0060, $0060, $0060, $0060, $0060, $0060, $0060, $0060
    dw $0060, $1060, $1060, $F060, $0060, $0060, $0060, $0060
    dw $0060, $0060, $0060, $0060, $0060, $0060, $0060, $0060
    dw $0060, $0060, $0060, $0060, $0060, $0060, $0060, $0060
    endif

    org $288B78 ; $140B78
    .ByScreen2_New ; Transitioning left
    if !UseVanillaPool > 0
    ; LW
    dw $0080, $0080, $0040, $0080, $0080, $0080, $0080, $0040
    dw $1080, $1080, $F040, $1080, $0080, $1080, $1080, $0040
    dw $0040, $0040, $0040, $0040, $0040, $0040, $0040, $0040
    dw $0080, $0080, $0040, $0080, $0080, $0040, $0080, $F080
    dw $1080, $1080, $F040, $1080, $1080, $F040, $1080, $1080
    dw $0040, $0040, $0040, $0040, $0040, $0040, $0040, $0040
    dw $0080, $0080, $0040, $0040, $0040, $0080, $0080, $0040
    dw $1080, $1080, $0040, $0040, $F040, $1080, $1080, $0040

    ; DW
    dw $0080, $0080, $0040, $0080, $0080, $0080, $0080, $0040
    dw $1080, $1080, $F040, $1080, $0080, $1080, $1080, $0040
    dw $0040, $0040, $0040, $0040, $0040, $0040, $0040, $0040
    dw $0080, $0080, $0040, $0080, $0080, $0040, $0080, $F080
    dw $1080, $1080, $F040, $1080, $1080, $F040, $1080, $1080
    dw $0040, $0040, $0040, $0040, $0040, $0040, $0040, $0040
    dw $0080, $0080, $0040, $0040, $0040, $0080, $0080, $0040
    dw $1080, $1080, $0040, $0040, $F040, $1080, $1080, $0040

    ; SW
    dw $0040, $0080, $0080, $0040, $0040, $0040, $0040, $0040
    dw $F040, $1080, $1080, $0040, $0040, $0040, $0040, $0040
    dw $0040, $0040, $0040, $0040, $0040, $0040, $0040, $0040
    dw $0040, $0040, $0040, $0040, $0040, $0040, $0040, $0040
    endif

    org $288CB8 ; $140CB8
    .ByScreen3_New ; Transitioning down
    if !UseVanillaPool > 0
    ; LW
    dw $1800, $1840, $1800, $1800, $1840, $1800, $1840, $1800
    dw $1800, $1840, $1800, $1800, $1840, $1800, $1840, $1800
    dw $1800, $17C0, $1800, $1800, $17C0, $1800, $17C0, $1800
    dw $1800, $1840, $1800, $1800, $1840, $1800, $1800, $1840
    dw $1800, $1840, $1800, $1800, $1840, $1800, $1800, $1840
    dw $1800, $17C0, $1800, $1800, $17C0, $1800, $1800, $17C0
    dw $1800, $1840, $1800, $1800, $1800, $1800, $1840, $1800
    dw $1800, $1840, $1800, $1800, $1800, $1800, $1840, $1800

    ; DW
    dw $1800, $1840, $1800, $1800, $1840, $1800, $1840, $1800
    dw $1800, $1840, $1800, $1800, $1840, $1800, $1840, $1800
    dw $1800, $17C0, $1800, $1800, $17C0, $1800, $17C0, $1800
    dw $1800, $1840, $1800, $1800, $1840, $1800, $1800, $1840
    dw $1800, $1840, $1800, $1800, $1840, $1800, $1800, $1840
    dw $1800, $17C0, $1800, $1800, $17C0, $1800, $1800, $17C0
    dw $1800, $1840, $1800, $1800, $1800, $1800, $1840, $1800
    dw $1800, $1840, $1800, $1800, $1800, $1800, $1840, $1800

    ; SW
    dw $1800, $1800, $1840, $1800, $1800, $1800, $1800, $1800
    dw $1800, $1800, $1840, $1800, $1800, $1800, $1800, $1800
    dw $1800, $1800, $17C0, $1800, $1800, $1800, $1800, $1800
    dw $1800, $1800, $1800, $1800, $1800, $1800, $1800, $1800
    endif

    org $288DF8 ; $140DF8
    .ByScreen4_New ; Transitioning up
    if !UseVanillaPool > 0
    ; LW
    dw $2000, $2040, $1000, $2000, $2040, $2000, $2040, $1000
    dw $2000, $2040, $1000, $2000, $2040, $2000, $2040, $1000
    dw $1000, $0FC0, $1000, $1000, $0FC0, $1000, $1000, $0FC0
    dw $2000, $2040, $1000, $2000, $2040, $1000, $2000, $2040
    dw $2000, $2040, $1000, $2000, $2040, $1000, $2000, $2040
    dw $1000, $0FC0, $1000, $1000, $1000, $1000, $0FC0, $1000
    dw $2000, $2040, $1000, $1000, $1000, $2000, $2040, $1000
    dw $2000, $2040, $1000, $1000, $1000, $2000, $2040, $1000

    ; DW
    dw $2000, $2040, $1000, $2000, $2040, $2000, $2040, $1000
    dw $2000, $2040, $1000, $2000, $2040, $2000, $2040, $1000
    dw $1000, $0FC0, $1000, $1000, $0FC0, $1000, $1000, $0FC0
    dw $2000, $2040, $1000, $2000, $2040, $1000, $2000, $2040
    dw $2000, $2040, $1000, $2000, $2040, $1000, $2000, $2040
    dw $1000, $0FC0, $1000, $1000, $1000, $1000, $0FC0, $1000
    dw $2000, $2040, $1000, $1000, $1000, $2000, $2040, $1000
    dw $2000, $2040, $1000, $1000, $1000, $2000, $2040, $1000

    ; SW
    dw $1000, $2000, $2040, $1000, $1000, $1000, $1000, $1000
    dw $1000, $2000, $2040, $1000, $1000, $1000, $1000, $1000
    dw $1000, $1000, $1000, $1000, $1000, $1000, $1000, $1000
    dw $1000, $1000, $1000, $1000, $1000, $1000, $1000, $1000
    endif

    ; UNUSED:
    ; The table OverworldTransitionPositionY found at $0128C4 was moved
    ; here and the original 0x80 bytes are currently unused.
    org $288F38 ; $140F38
    .OverworldTransitionPositionY_New
    if !UseVanillaPool > 0
    ; LW
    dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
    dw $0000, $0000, $0200, $0000, $0000, $0000, $0000, $0200
    dw $0400, $0400, $0400, $0400, $0400, $0400, $0400, $0400
    dw $0600, $0600, $0600, $0600, $0600, $0600, $0600, $0600
    dw $0600, $0600, $0800, $0600, $0600, $0800, $0600, $0600
    dw $0A00, $0A00, $0A00, $0A00, $0A00, $0A00, $0A00, $0A00
    dw $0C00, $0C00, $0C00, $0C00, $0C00, $0C00, $0C00, $0C00
    dw $0C00, $0C00, $0E00, $0E00, $0E00, $0C00, $0C00, $0E00

    ; DW
    dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
    dw $0000, $0000, $0200, $0000, $0000, $0000, $0000, $0200
    dw $0400, $0400, $0400, $0400, $0400, $0400, $0400, $0400
    dw $0600, $0600, $0600, $0600, $0600, $0600, $0600, $0600
    dw $0600, $0600, $0800, $0600, $0600, $0800, $0600, $0600
    dw $0A00, $0A00, $0A00, $0A00, $0A00, $0A00, $0A00, $0A00
    dw $0C00, $0C00, $0C00, $0C00, $0C00, $0C00, $0C00, $0C00
    dw $0C00, $0C00, $0E00, $0E00, $0E00, $0C00, $0C00, $0E00

    ; SW
    dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
    dw $0200, $0000, $0000, $0200, $0200, $0200, $0200, $0200
    dw $0400, $0400, $0400, $0400, $0400, $0400, $0400, $0400
    dw $0600, $0600, $0600, $0600, $0600, $0600, $0600, $0600
    endif

    ; UNUSED:
    ; The table OverworldTransitionPositionX found at 012944 was moved
    ; here and the original 0x80 bytes are currently unused.
    org $289078 ; $141078
    .OverworldTransitionPositionX_New
    if !UseVanillaPool > 0
    ; LW
    dw $0000, $0000, $0400, $0600, $0600, $0A00, $0A00, $0E00
    dw $0000, $0000, $0400, $0600, $0600, $0A00, $0A00, $0E00
    dw $0000, $0200, $0400, $0600, $0800, $0A00, $0C00, $0E00
    dw $0000, $0000, $0400, $0600, $0600, $0A00, $0C00, $0C00
    dw $0000, $0000, $0400, $0600, $0600, $0A00, $0C00, $0C00
    dw $0000, $0200, $0400, $0600, $0800, $0A00, $0C00, $0E00
    dw $0000, $0000, $0400, $0600, $0800, $0A00, $0A00, $0E00
    dw $0000, $0000, $0400, $0600, $0800, $0A00, $0A00, $0E00

    ; DW
    dw $0000, $0000, $0400, $0600, $0600, $0A00, $0A00, $0E00
    dw $0000, $0000, $0400, $0600, $0600, $0A00, $0A00, $0E00
    dw $0000, $0200, $0400, $0600, $0800, $0A00, $0C00, $0E00
    dw $0000, $0000, $0400, $0600, $0600, $0A00, $0C00, $0C00
    dw $0000, $0000, $0400, $0600, $0600, $0A00, $0C00, $0C00
    dw $0000, $0200, $0400, $0600, $0800, $0A00, $0C00, $0E00
    dw $0000, $0000, $0400, $0600, $0800, $0A00, $0A00, $0E00
    dw $0000, $0000, $0400, $0600, $0800, $0A00, $0A00, $0E00

    ; SW
    dw $0000, $0200, $0200, $0600, $0800, $0A00, $0C00, $0E00
    dw $0000, $0200, $0200, $0600, $0800, $0A00, $0C00, $0E00
    dw $0000, $0200, $0400, $0600, $0800, $0A00, $0C00, $0E00
    dw $0000, $0200, $0400, $0600, $0800, $0A00, $0C00, $0E00
    endif

    ; The original trans_target_north table was moved here from $013EE2.
    ; The original 0x0080 bytes space is currently unused.
    org $2891B8 ; $1411B8
    .trans_target_north_new
    if !UseVanillaPool > 0
    ; LW
    dw $FF20, $FF20, $FF20, $FF20, $FF20, $FF20, $FF20, $FF20
    dw $FF20, $FF20, $0120, $FF20, $FF20, $FF20, $FF20, $0120
    dw $0320, $0320, $0320, $0320, $0320, $0320, $0320, $0320
    dw $0520, $0520, $0520, $0520, $0520, $0520, $0520, $0520
    dw $0520, $0520, $0720, $0520, $0520, $0720, $0520, $0520
    dw $0920, $0920, $0920, $0920, $0920, $0920, $0920, $0920
    dw $0B20, $0B20, $0B20, $0B20, $0B20, $0B20, $0B20, $0B20
    dw $0B20, $0B20, $0D20, $0D20, $0D20, $0B20, $0B20, $0D20
    
    ; DW
    dw $FF20, $FF20, $FF20, $FF20, $FF20, $FF20, $FF20, $FF20
    dw $FF20, $FF20, $0120, $FF20, $FF20, $FF20, $FF20, $0120
    dw $0320, $0320, $0320, $0320, $0320, $0320, $0320, $0320
    dw $0520, $0520, $0520, $0520, $0520, $0520, $0520, $0520
    dw $0520, $0520, $0720, $0520, $0520, $0720, $0520, $0520
    dw $0920, $0920, $0920, $0920, $0920, $0920, $0920, $0920
    dw $0B20, $0B20, $0B20, $0B20, $0B20, $0B20, $0B20, $0B20
    dw $0B20, $0B20, $0D20, $0D20, $0D20, $0B20, $0B20, $0D20

    ; SW
    dw $FF20, $FF20, $FF20, $FF20, $FF20, $FF20, $FF20, $FF20
    dw $0120, $FF20, $FF20, $0120, $0120, $0120, $0120, $0120
    dw $0320, $0320, $0320, $0320, $0320, $0320, $0320, $0320
    dw $0520, $0520, $0520, $0520, $0520, $0520, $0520, $0520
    endif

    ; The original trans_target_west table was moved here from $013F62.
    ; The original 0x0080 bytes space is currently unused.
    org $2892F8 ; $1412F8
    .trans_target_west_new
    if !UseVanillaPool > 0
    ; LW
    dw $FF00, $FF00, $0300, $0500, $0500, $0900, $0900, $0D00
    dw $FF00, $FF00, $0300, $0500, $0500, $0900, $0900, $0D00
    dw $FF00, $0100, $0300, $0500, $0700, $0900, $0B00, $0D00
    dw $FF00, $FF00, $0300, $0500, $0500, $0900, $0B00, $0B00
    dw $FF00, $FF00, $0300, $0500, $0500, $0900, $0B00, $0B00
    dw $FF00, $0100, $0300, $0500, $0700, $0900, $0B00, $0D00
    dw $FF00, $FF00, $0300, $0500, $0700, $0900, $0900, $0D00
    dw $FF00, $FF00, $0300, $0500, $0700, $0900, $0900, $0D00

    ; DW
    dw $FF00, $FF00, $0300, $0500, $0500, $0900, $0900, $0D00
    dw $FF00, $FF00, $0300, $0500, $0500, $0900, $0900, $0D00
    dw $FF00, $0100, $0300, $0500, $0700, $0900, $0B00, $0D00
    dw $FF00, $FF00, $0300, $0500, $0500, $0900, $0B00, $0B00
    dw $FF00, $FF00, $0300, $0500, $0500, $0900, $0B00, $0B00
    dw $FF00, $0100, $0300, $0500, $0700, $0900, $0B00, $0D00
    dw $FF00, $FF00, $0300, $0500, $0700, $0900, $0900, $0D00
    dw $FF00, $FF00, $0300, $0500, $0700, $0900, $0900, $0D00

    ; SW
    dw $FF00, $0100, $0100, $0500, $0700, $0900, $0B00, $0D00
    dw $FF00, $0100, $0100, $0500, $0700, $0900, $0B00, $0D00
    dw $FF00, $0100, $0300, $0500, $0700, $0900, $0B00, $0D00
    dw $FF00, $0100, $0300, $0500, $0700, $0900, $0B00, $0D00
    endif

    ; The original Overworld_SpritePointers_state_0 table was moved here from 
    ; $04C881. The original 0x0080 bytes space is currently unused.
    org $289438 ; $141438
    .Overworld_SpritePointers_state_0_New
    if !UseVanillaPool > 0
    dw $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41
    dw $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41
    dw $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41
    dw $CB41, $CB41, $CB41, $CB42, $CB41, $CB5B, $CB41, $CB41
    dw $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41
    dw $CB41, $CB41, $CB41, $CB5F, $CB66, $CB41, $CB41, $CB41
    dw $CB41, $CB41, $CB73, $CB41, $CB41, $CB41, $CB41, $CB41
    dw $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41

    dw $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41
    dw $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41
    dw $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41
    dw $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41
    dw $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41
    dw $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41
    dw $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41
    dw $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41

    dw $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41
    dw $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41
    dw $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41
    dw $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41
    endif

    ; The original Overworld_SpritePointers_state_1 table was moved here from 
    ; $04C901. The original 0x0120 bytes space is currently unused.
    org $289578 ; $141578
    .Overworld_SpritePointers_state_1_New
    if !UseVanillaPool > 0
    dw $CF4C, $CB41, $CF7A, $CF84, $CB41, $CFA6, $CB41, $CFCE
    dw $CB41, $CB41, $CFDE, $CB41, $CB41, $CB41, $CB41, $CFFD
    dw $D013, $D020, $D02D, $D03A, $D041, $D051, $D05E, $D068
    dw $D078, $CB41, $D0A0, $D0B3, $CB41, $D0DB, $D0EB, $CB41
    dw $CB41, $CB41, $D125, $CB41, $CB41, $D12F, $CB41, $CB41
    dw $D148, $CB41, $D152, $D168, $D175, $D17C, $D186, $D193
    dw $D19D, $CB41, $D1E3, $D1F0, $D1FD, $D213, $CB41, $D259
    dw $CB41, $CB41, $D26C, $D279, $D292, $CB41, $CB41, $D2A8

    dw $CB7A, $CBB7, $CBB7, $CBC4, $CBCB, $CBCB, $CB41, $CBD5
    dw $CB41, $CB41, $CBD9, $CB41, $CB41, $CB41, $CB41, $CBF5
    dw $CC02, $CC12, $CC25, $CC35, $CC45, $CC5E, $CC74, $CC84
    dw $CC9A, $CB41, $CCCE, $CCE1, $CB41, $CD03, $CD19, $CB41
    dw $CB41, $CB41, $CD59, $CB41, $CB41, $CD6C, $CB41, $CB41
    dw $CD7F, $CD83, $CD87, $CD8B, $CD9B, $CDAB, $CDBE, $CDD1
    dw $CDE1, $CE06, $CE06, $CE16, $CE26, $CE3C, $CE7F, $CE7F
    dw $CB41, $CB41, $CE92, $CE9F, $CEB2, $CB41, $CB41, $CEC5

    dw $CEDB, $CEF4, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41
    dw $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41
    dw $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41
    dw $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41
    endif
   
    ; The original Overworld_SpritePointers_state_2 table was moved here from 
    ; $04CA21. The original 0x0120 bytes space is currently unused.
    org $2896B8 ; $1416B8
    .Overworld_SpritePointers_state_2_New
    if !UseVanillaPool > 0
    dw $D2B8, $CB41, $D2E3, $D2E7, $CB41, $D315, $CB41, $D343
    dw $CB41, $CB41, $D353, $CB41, $CB41, $CB41, $CB41, $D369
    dw $D37F, $D38F, $D39C, $D3A9, $D3B6, $D3C9, $D3D9, $D3E3
    dw $D3F3, $CB41, $D418, $D428, $CB41, $D447, $D454, $CB41
    dw $CB41, $CB41, $D491, $CB41, $CB41, $D49B, $CB41, $CB41
    dw $D4A8, $D4B8, $D4C2, $D4DE, $D4EE, $D4F5, $D502, $D515
    dw $D51F, $CB41, $D55C, $D56F, $D57F, $D58F, $D5D5, $D5D5
    dw $D5E5, $D5E5, $D5E5, $D5FE, $D611, $D621, $D621, $D621

    dw $CB7A, $CBB7, $CBB7, $CBC4, $CBCB, $CBCB, $CB41, $CBD5
    dw $CB41, $CB41, $CBD9, $CB41, $CB41, $CB41, $CB41, $CBF5
    dw $CC02, $CC12, $CC25, $CC35, $CC45, $CC5E, $CC74, $CC84
    dw $CC9A, $CB41, $CCCE, $CCE1, $CB41, $CD03, $CD19, $CB41
    dw $CB41, $CB41, $CD59, $CB41, $CB41, $CD6C, $CB41, $CB41
    dw $CD7F, $CD83, $CD87, $CD8B, $CD9B, $CDAB, $CDBE, $CDD1
    dw $CDE1, $CE06, $CE06, $CE16, $CE26, $CE3C, $CE7F, $CE7F
    dw $CB41, $CB41, $CE92, $CE9F, $CEB2, $CB41, $CB41, $CEC5

    dw $CEDB, $CEF4, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41
    dw $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41
    dw $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41
    dw $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41, $CB41
    endif

    ; The original Overworld_SignText table was moved here from 
    ; $03F51D. The original 0x0120 bytes space is currently unused.
    org $2897F8 ; $1417F8
    .Overworld_SignText_New:
    if !UseVanillaPool > 0
    dw $00A7, $00A7, $0048, $0040, $0040, $00A7, $00A7, $00A7
    dw $00A7, $00A7, $003C, $0040, $0040, $00A7, $00A7, $003E
    dw $003D, $0049, $0042, $0042, $00A7, $00A7, $003F, $00B0
    dw $003B, $003B, $00A7, $003B, $003B, $0044, $00A7, $00A7
    dw $003B, $003B, $00A7, $003B, $003B, $0045, $00A7, $00A7
    dw $00A7, $00A7, $00A7, $00A7, $00A7, $0041, $00A7, $00A7
    dw $00A7, $00A7, $00A7, $0042, $00A7, $0046, $0046, $00A7
    dw $00A7, $00A7, $0047, $0043, $00A7, $0046, $0046, $00A7

    dw $00A7, $00A7, $00A7, $00A7, $00A7, $00A7, $00A7, $00A7
    dw $00A7, $00A7, $00A8, $00A7, $00A7, $00A7, $00A7, $00A9
    dw $00A7, $00AA, $00AB, $00A7, $00A7, $00A7, $00A7, $00B1
    dw $00AF, $00AF, $00A7, $00A7, $00A7, $00A7, $00A7, $00A7
    dw $00AF, $00AF, $00A7, $00A7, $00A7, $00AC, $00A7, $00A7
    dw $00A7, $00A7, $00A7, $00A7, $00A7, $00AD, $00A7, $00A7
    dw $00A7, $00A7, $00A7, $00A7, $00A7, $00A7, $00A7, $00A7
    dw $00A7, $00A7, $00A7, $00AE, $00A7, $00A7, $00A7, $00A7

    dw $00AF, $00AF, $00A7, $00A7, $00A7, $00AC, $00A7, $00A7
    dw $00A7, $00A7, $00A7, $00A7, $00A7, $00AD, $00A7, $00A7
    dw $00A7, $00A7, $00A7, $00A7, $00A7, $00A7, $00A7, $00A7
    dw $00A7, $00A7, $00A7, $00AE, $00A7, $00A7, $00A7, $00A7
    endif
}
warnpc $289938 ; $141938

; ==============================================================================
; Start of function space.
; ==============================================================================

org $289940 ; $141940
pushpc

; ==============================================================================

if !Func00D8D5 == 1

; Replaces a function that decompresses animated tiles in certain mirror warp
; conditions.
org $00D8D5 ; $0058D5
AnimateMirrorWarp_DecompressAnimatedTiles:
{
    PHX

    ; The decompression function increases it by 1 so subtract 1 here.
    JSL.l ReadAnimatedTable : DEC : TAY

    PLX

    JSL.l DecompOwAnimatedTiles
            
    RTL
}
warnpc $00D8EE

else

org $00D8D5 ; $0058D5
db $A0, $58, $A5, $8A, $29, $BF, $C9, $03
db $F0, $0A, $C9, $05, $F0, $06, $C9, $07
db $F0, $02, $A0, $5A, $22, $94, $D3, $00
db $6B

endif

pullpc
ReadAnimatedTable:
{
    PHB : PHK : PLB

    REP #$30 ; Set A, X, and Y in 16bit mode.
    LDA.b $8A : TAX
    AND.w #$00C0 : LSR #3 : TAY ; (Area / 8) = LW, DW, or SW *8
    SEP #$20 ; Set A in 8bit mode.

    ; TODO: For the sake of speed, remove these checks.
    ; $00 crashes the game so just double check that.
    LDA.w Pool_AnimatedTable, X : BNE .not00
        LDA.w Pool_DefaultGFXGroups_sheet7, Y

        BRA .notFF

    .not00

    ; Load the default sheet if the value is FF.
    CMP.b #$FF : BNE .notFF
        LDA.w Pool_DefaultGFXGroups_sheet7, Y

    .notFF

    SEP #$10 ; Set X and Y in 8bit mode.

    PLB

    RTL
}
pushpc

; ==============================================================================

if !Func00DA63 == 1

; The first half of this function enables or disables BG1 for subscreen overlay
; use depending on the area. The second half reloads global sprite #2 sheet
; (rock vs skulls, different bush gfx, fish vs bone fish, etc.) based on what
; world we are in.
org $00DA63 ; $005A63
AnimateMirrorWarp_LoadSubscreen:
{
    JSL.l ActivateSubScreen

    ; From this point on it is the vanilla function.
    PHB : PHK : PLB
        
    ; TODO: Eventually un-hardcode this.
    ; X = 0 for LW, 8 for DW
    LDA.l SheetsTable_0AA4, X : TAY
        
    ; Get the pointer for one of the 2 Global sprite #2 sheets.
    LDA.w GFXSheetPointers_sprite_low, Y  : STA.b $00
    LDA.w GFXSheetPointers_sprite_high, Y : STA.b $01
    LDA.w GFXSheetPointers_sprite_bank, Y : STA.b $02
                                            STA.b $05

    PLB
        
    REP #$31 ; Set A, X, and Y in 16bit mode. +1 no idea.
        
    ; Source address is determined above, number of tiles is 0x0040, base
    ; target address is $7F0000.
    LDX.w #$0000
    LDY.w #$0040
    LDA.b $00
    JSR.w Do3To4High16Bit
    
    SEP #$30 ; Set A, X, and Y in 8bit mode.
        
    RTL
}
warnpc $00DABB

else

org $00DA63 ; $005A63
db $64, $1D, $A5, $8A, $F0, $24, $C9, $70
db $F0, $20, $C9, $40, $F0, $1C, $C9, $5B
db $F0, $18, $C9, $03, $F0, $14, $C9, $05
db $F0, $10, $C9, $07, $F0, $0C, $C9, $43
db $F0, $08, $C9, $45, $F0, $04, $C9, $47
db $D0, $04, $A9, $01, $85, $1D, $8B, $4B
db $AB, $BF, $F4, $D8, $00, $A8, $B9, $B1
db $D1, $85, $00, $B9, $D2, $D0, $85, $01
db $B9, $F3, $CF, $85, $02, $85, $05, $AB
db $C2, $31, $A2, $00, $00, $A0, $40, $00
db $A5, $00, $20, $4F, $DF, $E2, $30, $6B

endif

pullpc
ActivateSubScreen:
{
    PHB : PHK : PLB

    STZ.b $1D

    PHX

    REP #$20 ; Set A in 16bit mode.

    LDA.b $8A : BNE .notForest
        ; Check if we have the master sword.
        LDA.l $7EF300 : AND.w #$0040 : BEQ .notForest
            ; The forest canopy overlay.
            BRA .turnOn
    
    .notForest

    ; Check if we need to disable the rain in the misery mire.
    LDA.w Pool_EnableRainMireEvent : BEQ .notMire
        LDA.b $8A : CMP.w #$0070 : BNE .notMire
            ; Has Misery Mire been triggered yet?
            LDA.l $7EF2F0 : AND.w #$0020 : BNE .notMire
                BRA .turnOn
        
    .notMire

    ; Check if we are in the beginning phase, if not, no rain.
    ; If $7EF3C5 >= 0x02.
    LDA.l $7EF3C5 : AND.w #$00FF : CMP.w #$0002 : BCS .noRain
        BRA .turnOn
        
    .noRain
    
    ; Get the overlay value for this overworld area.
    ; ReadOverlayArray 
    LDA.b $8A : ASL : TAX
    LDA.w Pool_OverlayTable, X : CMP.w #$00FF : BEQ .normal
        ; If not $FF, assume we want an overlay.

        .turnOn
        SEP #$20 ; Set A in 8bit mode.

        ; Turn on BG1.
        LDA.b #$01 : STA.b $1D

    .normal

    SEP #$20 ; Set A in 8bit mode.

    PLX

    PLB

    RTL
}
pushpc

; ==============================================================================

if !Func00EEBB == 1

; Zeros out the BG color when mirror warping from an area with the pyramid BG.
; This is done to prevent a case where the black transparent color is faded to 
; white on top of the pyramid BG, resulting in a double faded effect on
; transparent tiles.
org $00EEBB ; $006EBB
Palette_InitWhiteFilter_Interrupt:
{
    ; Check if we are currently in an area that is using an overlay.
    ; By this point $8A is already set to the area we are going to so flip the
    ; #$40 bit to get the one we are currently in.
    LDA.b $8A : EOR.w #$0040 : ASL : TAX
    LDA.l Pool_OverlayTable, X : CMP.w #$0096 : BNE .notPyramidBG
        ; If so, don't fade that color to white because then we will get the 
        ; double fading.
        JSL.l EraseBGColors

    .notPyramidBG

    SEP #$20 ; Set A in 8bit mode.
        
    LDA.b #$08 : STA.w $06BB
                 STZ.w $06BA
        
    RTL
}
warnpc $00EEE0

else

org $00EEBB ; $006EBB
db $A5, $8A, $C9, $1B, $00, $D0, $13, $A9
db $00, $00, $8F, $00, $C3, $7E, $8F, $40
db $C3, $7E, $8F, $00, $C5, $7E, $8F, $40
db $C5, $7E, $E2, $20, $A9, $08, $8D, $BB
db $06, $9C, $BA, $06, $6B

endif

pullpc
EraseBGColors:
{
    LDA.w #$0000
    STA.l $7EC300 : STA.l $7EC340
    STA.l $7EC500 : STA.l $7EC540

    RTL
}
pushpc

; ==============================================================================

if !Func00FF7C == 1

; Controls the BG scrolling for HC and the pyramid area.
org $00FF7C ; $007F7C
MirrorWarp_BuildDewavingHDMATable_Interrupt:
{
    LDA.w $1C80 : ORA.w $1C90 : ORA.w $1CA0 : ORA.w $1CB0 : CMP.b $E2 : BNE .BRANCH_DELTA
        SEP #$30 ; Set A, X, and Y in 8bit mode.

        STZ.b $9B
        
        INC.b $B0
        
        JSL.l Overworld_SetFixedColorAndScroll

        REP #$30 ; Set A, X, and Y in 16bit mode.

        ; Check if we are warping to an area with the pyramid BG.
        JSL.l ReadOverlayArray : CMP.w #$0096 : BEQ .dont_align_bgs
            LDA.b $E2 : STA.b $E0
                        STA.w $0120
                        STA.w $011E

            LDA.b $E8 : STA.b $E6
                        STA.w $0122
                        STA.w $0124
        
        .dont_align_bgs
    .BRANCH_DELTA
    
    SEP #$30 ; Set A, X, and Y in 8bit mode.
        
    RTL
}
; NOTE: This end point also uses up a null block at the end of the function.
warnpc $00FFC0

else

org $00FF7C ; $007F7C
db $AD, $80, $1C, $0D, $90, $1C, $0D, $A0
db $1C, $0D, $B0, $1C, $C5, $E2, $D0, $28
db $E2, $20, $64, $9B, $E6, $B0, $22, $70
db $FE, $0B, $A5, $8A, $29, $3F, $C9, $1B
db $F0, $16, $C2, $20, $A5, $E2, $85, $E0
db $8D, $20, $01, $8D, $1E, $01, $A5, $E8
db $85, $E6, $8D, $22, $01, $8D, $24, $01
db $E2, $30, $6B, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF

endif

; ==============================================================================

if !Func0283EE == 1

; Replaces a bunch of calls to a shared function.
; Intro_SetupScreen:
org $028027 ; $010027
    JSR.w Overworld_LoadMusicIfNeeded

warnpc $02802B

; Dungeon_LoadSongBankIfNeeded:
org $029C0C ; $011C0C
    JMP.w Overworld_LoadMusicIfNeeded

warnpc $029C0F

; Mirror_LoadMusic:
org $029D1E ; $011D1E
    JSR.w Overworld_LoadMusicIfNeeded

warnpc $029D21

; GanonEmerges_LoadPyramidArea:
org $029F82 ; $011F82
    JSR.w Overworld_LoadMusicIfNeeded

warnpc $029F85

; Changes the function that loads overworld properties when exiting a dungeon.
; Includes removing asm that plays music in certain areas and changing how
; animated tiles are loaded.
org $0283EE ; $0103EE
PreOverworld_LoadProperties_Interrupt:
{
    LDX.b #$F3

    ; If the volume was set to half, set it back to full.
    LDA.w $0132 : CMP.b #$F2 : BEQ .setToFull
        ; If we're in the dark world
        ; If area number is < 0x40 or >= 80 we are not in the dark world.
        LDA.b $8A : CMP.b #$40 : BCC .setNormalSong
                    CMP.b #$80 : BCS .setNormalSong
            ; Does Link have a moon pearl?
            LDA.l $7EF357 : BNE .setNormalSong
                ; If not, play the music that plays when you're a bunny in the
                ; Dark World.
                LDX.b #$04

                BRA .setToFull

        .setNormalSong

        LDX.b $8A
        LDA.l $7F5B00, X : AND.b #$0F : TAX
        
    .setToFull
    
    ; The value written here will take effect during NMI.
    STX.w $0132

    ; Set the ambient sound. This is a bug present in vanilla. This was removed
    ; because this is also done later on and does not need to be done twice.
    ; Doing so creates a slight pause and causes the ambient sound to stop and
    ; start playing again rather than just continuing to play.
    ;LDX.b $8A
    ;LDA.l $7F5B00, X : LSR #4 : STA.w $012D
    
    ; The decompression function increases it by 1 so subtract 1 here.
    JSL.l ReadAnimatedTable : DEC : TAY
    JSL.l DecompOwAnimatedTiles

    ; Decompress all other graphics.
    JSL.l InitTilesets

    ; Load palettes for overworld.
    JSR.w Overworld_LoadAreaPalettes
        
    LDX.b $8A
    LDA.l $7EFD40, X : STA.b $00
    LDA.l OverworldPalettesScreenToSet_New, X 
    
    ; Load some other palettes.
    JSL.l Overworld_LoadPalettes

    ; Sets the background color (changes depending on area).
    JSL.l Palette_SetOwBgColor_Long
        
    LDA.b $10 : CMP.b #$08 : BNE .specialArea2
        ; Copies $7EC300[0x200] to $7EC500[0x200].
        JSR.w Dungeon_LoadPalettes_cacheSettings
        
        BRA .normalArea2
    
    .specialArea2
    
    ; Apparently special overworld handles palettes a bit differently?
    JSR.w SpecialOverworld_CopyPalettesToCache
    
    .normalArea2
    
    ; Sets fixed colors and scroll values.
    JSL.l Overworld_SetFixedColorAndScroll
        
    ; Set darkness level to zero for the overworld.
    LDA.b #$00 : STA.l $7EC017
        
    ; Sets up properties in the event a tagalong shows up.
    JSL.l Tagalong_Init
        
    ; Set animated sprite gfx for area 0x00 and 0x40.
    LDA.b $8A : AND.b #$3F : BNE .notForestArea
        LDA.b #$1E
        JSL.l GetAnimatedSpriteTile_variable
    
    .notForestArea

    ; 0x09 is the normal overworld $10 module.
    LDX.b #$09

    ; Check if we are going to a SW area. If so we need to move into the SW
    ; mode after we are done loading.
    LDA.b $8A : AND.b #$80 : BEQ .notSWArea
        ; 0x0B is the SW overworld $10 module.
        LDX.b #$0B
    
    .notSWArea
    
    ; Cache the overworld mode.
    STX.w $010C

    JSL.l Sprite_OverworldReloadAll
        
    ; Are we in the dark world? If so, there's no warp vortex there.
    LDA.b $8A : AND.b #$40 : BNE .noWarpVortex
        JSL.l Sprite_ReinitWarpVortex
    
    .noWarpVortex
        
    ; Check if Blind disguised as a crystal maiden was following us when
    ; we left the dungeon area.
    LDA.l $7EF3CC : CMP.b #$06 : BNE .notBlindGirl
        ; If it is Blind, kill her!
        LDA.b #$00 : STA.l $7EF3CC
    
    .notBlindGirl
    
    ; Reset player variables.
    STZ.b $6C   ; In doorway flag
    STZ.b $3A   ; BY Bitfield
    STZ.b $3C   ; B Button timer
    STZ.b $50   ; Link strafe
    STZ.b $5E   ; Link speed handler
    STZ.w $0351 ; Link feet gfx fx
        
    ; Reinitialize many of Link's gameplay variables.
    JSR.w DeleteCertainAncillaeStopDashing
        
    LDA.l $7EF357 : BNE .notBunny
    LDA.l $7EF3CA : BEQ .notBunny
        LDA.b #$01 : STA.w $02E0
                     STA.b $56
        
        LDA.b #$17 : STA.b $5D
        
        JSL.l LoadGearPalettes_bunny
    
    .notBunny
    
    ; Set screen to mode 1 with BG3 priority.
    LDA.b #$09 : STA.b $94
        
    LDA.b #$00 : STA.l $7EC005
        
    STZ.w $046C ; Collision BG1 flag
    STZ.b $EE   ; Reset Link layer to BG2
    STZ.w $0476 ; Another layer flag
        
    ; Move to Overworld_LoadSubscreenAndSilenceSFX1 which is the 1st
    ; submodule of Module_PreOverworld.
    INC.b $11
    INC.b $16 ; NMI HUD Update flag
        
    STZ.w $0402 : STZ.w $0403

    ; Bleeds into the next function
}

; Vanilla alternate entry point. Called in 4 different locations all of
; which are overwritten above.
Overworld_LoadMusicIfNeeded:
{
    LDA.w $0136 : BEQ .no_music_load_needed
        SEI
        
        ; Shut down NMI until music loads.
        STZ.w SNES.NMIVHCountJoypadEnable
        
        ; Stop all HDMA.
        STZ.w SNES.HDMAChannelEnable
        
        STZ.w $0136
        
        LDA.b #$FF : STA.w SNES.APUIOPort0
        
        JSL.l Sound_LoadLightWorldSongBank
        
        ; Re-enable NMI and joypad.
        LDA.b #$81 : STA.w SNES.NMIVHCountJoypadEnable
    
    .no_music_load_needed

    ; PLACE CUSTOM GFX LOAD HERE!
    ;JSL.l CheckForChangeGraphicsNormalLoadCastle
    
    RTS
}
warnpc $02856A ; $01056A

else

org $028027 ; $010027
    db $20, $4C, $85

org $029C0C ; $011C0C
    db $4C, $4C, $85

org $029D1E ; $011D1E
    db $20, $4C, $85

org $029F82 ; $011F82
    db $20, $4C, $85

org $0283EE ; $0103EE
db $A0, $58, $A2, $02, $A5, $8A, $C9, $03
db $F0, $6F, $C9, $05, $F0, $6B, $C9, $07
db $F0, $67, $A2, $09, $A5, $8A, $C9, $43
db $F0, $5F, $C9, $45, $F0, $5B, $C9, $47
db $F0, $57, $A0, $5A, $A5, $8A, $C9, $40
db $B0, $3A, $A2, $07, $AF, $C5, $F3, $7E
db $C9, $03, $90, $02, $A2, $02, $A5, $A0
db $C9, $E3, $F0, $3D, $C9, $18, $F0, $39
db $C9, $2F, $F0, $35, $A5, $A0, $C9, $1F
db $D0, $06, $A5, $8A, $C9, $18, $F0, $29
db $A2, $05, $AF, $00, $F3, $7E, $29, $40
db $F0, $02, $A2, $02, $A5, $A0, $F0, $19
db $C9, $E1, $F0, $15, $A2, $F3, $AD, $32
db $01, $C9, $F2, $F0, $30, $A2, $02, $AF
db $C5, $F3, $7E, $C9, $02, $B0, $02, $A2
db $03, $AF, $CA, $F3, $7E, $F0, $1E, $A2
db $0D, $A5, $8A, $C9, $40, $F0, $0E, $C9
db $43, $F0, $0A, $C9, $45, $F0, $06, $C9
db $47, $F0, $02, $A2, $09, $AF, $57, $F3
db $7E, $D0, $02, $A2, $04, $8E, $32, $01
db $22, $94, $D3, $00, $22, $9B, $E1, $00
db $20, $92, $C6, $A6, $8A, $BF, $40, $FD
db $7E, $85, $00, $BF, $1C, $FD, $00, $22
db $A8, $D5, $0E, $22, $18, $D6, $0E, $A5
db $10, $C9, $08, $D0, $05, $20, $5F, $C6
db $80, $03, $20, $EB, $C6, $22, $70, $FE
db $0B, $A9, $00, $8F, $17, $C0, $7E, $22
db $FC, $9E, $09, $A5, $8A, $29, $3F, $D0
db $06, $A9, $1E, $22, $ED, $D4, $00, $A9
db $09, $8D, $0C, $01, $22, $99, $C4, $09
db $A5, $8A, $29, $40, $D0, $04, $22, $89
db $AF, $09, $A2, $05, $AF, $C5, $F3, $7E
db $C9, $02, $B0, $02, $A2, $01, $8E, $2D
db $01, $AF, $CC, $F3, $7E, $C9, $06, $D0
db $06, $A9, $00, $8F, $CC, $F3, $7E, $64
db $6C, $64, $3A, $64, $3C, $64, $50, $64
db $5E, $9C, $51, $03, $20, $0C, $8B, $AF
db $57, $F3, $7E, $D0, $15, $AF, $CA, $F3
db $7E, $F0, $0F, $A9, $01, $8D, $E0, $02
db $85, $56, $A9, $17, $85, $5D, $22, $DD
db $D6, $0E, $A9, $09, $85, $94, $A9, $00
db $8F, $05, $C0, $7E, $9C, $6C, $04, $64
db $EE, $9C, $76, $04, $E6, $11, $E6, $16
db $9C, $02, $04, $9C, $03, $04, $AD, $36
db $01, $F0, $18, $78, $9C, $00, $42, $9C
db $0C, $42, $9C, $36, $01, $A9, $FF, $8D
db $40, $21, $22, $13, $89, $00, $A9, $81
db $8D, $00, $42, $60

endif

; ==============================================================================

if !Func028632 == 1

; Changes a function that loads animated tiles under certain conditions.
org $028632 ; $010632
Credits_LoadScene_Overworld_PrepGFX_Interrupt:
{
    ; The decompression function increases it by 1 so subtract 1 here.
    JSL.l ReadAnimatedTable : DEC : TAY
    JSL.l DecompOwAnimatedTiles
        
    ; The current scene of the Module_EndSequence module. Example: 0x04 is
    ; the shot of kakariko and 0x06 is the shot of the desert palace.
    LDA.b $11 : LSR : TAX
    LDA.l Credits_LoadScene_PrepGFX_sprite_gfx, X     : STA.w $0AA3
    LDA.l Credits_LoadScene_PrepGFX_sprite_palette, X : PHA
        
    JSL.l InitTilesets

    ; Load Palettes.
    JSR.w Overworld_LoadAreaPalettes

    PLA : STA.b $00

    LDX.b $8A
    LDA.l OverworldPalettesScreenToSet_New, X
    JSL.l Overworld_LoadPalettes
        
    LDA.b #$01 : STA.w $0AB2
        
    JSL.l Palette_Hud
        
    LDA.l $11 : BNE .BRANCH_4
        JSL.l CopyFontToVram
    
    .BRANCH_4
    
    JSR.w Dungeon_LoadPalettes_cacheSettings
    JSL.l Overworld_SetFixedColorAndScroll
        
    LDA.l $8A : CMP.b #$80 : BCC .BRANCH_5
        JSL.l Palette_SetOwBgColor_Long
    
    .BRANCH_5
    
    LDA.b #$09 : STA.b $94
        
    INC.b $B0
        
    RTS
}
warnpc $028697 ; $010697

else

org $028632 ; $010632
db $A0, $58, $A5, $8A, $29, $BF, $C9, $03
db $F0, $0A, $C9, $05, $F0, $06, $C9, $07
db $F0, $02, $A0, $5A, $22, $94, $D3, $00
db $A5, $11, $4A, $AA, $BF, $E2, $85, $02
db $8D, $A3, $0A, $BF, $F3, $85, $02, $48
db $22, $9B, $E1, $00, $20, $92, $C6, $68
db $85, $00, $A6, $8A, $BF, $1C, $FD, $00
db $22, $A8, $D5, $0E, $A9, $01, $8D, $B2
db $0A, $22, $52, $EE, $1B, $A5, $11, $D0
db $04, $22, $56, $E5, $00, $20, $5F, $C6
db $22, $70, $FE, $0B, $A5, $8A, $C9, $80
db $90, $04, $22, $18, $D6, $0E, $A9, $09
db $85, $94, $E6, $B0, $60

endif

; ==============================================================================

if !Func029A37 == 1

; Changes part of a function that changes the sub mask color when leaving
; dungeons.
org $029A37 ; $011A37
Spotlight_ConfigureTableAndControl_Interrupt:
{
    LDA.b $10 : CMP.b #$09 : BEQ .dontPrepForDungeon
                CMP.b #$0B : BEQ .dontPrepForDungeon
        ; Force V-blank in preperation for Dungeon mode.
        JSL.l EnableForceBlank

        JSL.l Link_ItemReset_FromOverworldThings

    .dontPrepForDungeon

    LDA.b $10 : CMP.b #$09 : BEQ .inOWMode
        CMP.b #$0B : BNE .notInOWMode
            .inOWMode

            LDA.b $A1 : BNE .BRANCH_DELTA
                LDA.b $A0 : CMP.b #$20 : BEQ .BRANCH_EPSILON

            .BRANCH_DELTA

            LDA.b #$0A

            LDX.b $2F : BNE .BRANCH_ZETA
                LDA.b #$0B

            .BRANCH_ZETA

            STA.b $11

            .BRANCH_EPSILON

            LDA.b #$10 : STA.w $069A

            ; Not an extended door type (palace or sanctuary).
            LDA.w $0696 : ORA.w $0698 : BEQ .BRANCH_GAMMA
                LDA.w $0699 : BEQ .BRANCH_GAMMA
                    LDX.b #$00

                    ASL : BCC .BRANCH_THETA
                        LDX.b #$18

                    .BRANCH_THETA

                    LDA.w $0699 : AND.b #$7F : STA.w $0699

                    STX.w $0692
                    STZ.w $0690

                    LDA.b #$09 : STA.b $11

                    STZ.b $B0

                    LDA.b #$15 : STA.w $012F

            .BRANCH_GAMMA
    .notInOWMode

    STZ.b $96 : STZ.b $97 : STZ.b $98
    STZ.b $1E : STZ.b $1F : STZ.w $03EF

    REP #$30

    ; Setup fixed color values based on area number.
    LDX.w #$4C26
    LDY.w #$8C4C
        
    ; TODO: Wtf why is this 0x00?
    ; Check for LW death mountain.
    JSL.l ReadOverlayArray : CMP.w #$0095 : BEQ .mountain
        LDX.w #$4A26
        LDY.w #$874A
        
        ; Check for DW death mountain.
        CMP.w #$009C : BEQ .mountain
            BRA .other
    
    .mountain
    
    STX.b $9C
    STY.b $9D
    
    .other
    
    SEP #$30 ; Set A, X, and Y in 8bit mode.
        
    RTS
}
warnpc $029AD3 ; $011AD3

else

org $029A37 ; $011A37
db $A5, $10, $C9, $09, $F0, $08, $22, $3D
db $89, $00, $22, $07, $B1, $07, $A5, $10
db $C9, $09, $D0, $46, $A5, $A1, $D0, $06
db $A5, $A0, $C9, $20, $F0, $0A, $A9, $0A
db $A6, $2F, $D0, $02, $A9, $0B, $85, $11
db $A9, $10, $8D, $9A, $06, $AD, $96, $06
db $0D, $98, $06, $F0, $25, $AD, $99, $06
db $F0, $20, $A2, $00, $0A, $90, $02, $A2
db $18, $AD, $99, $06, $29, $7F, $8D, $99
db $06, $8E, $92, $06, $9C, $90, $06, $A9
db $09, $85, $11, $64, $B0, $A9, $15, $8D
db $2F, $01, $64, $96, $64, $97, $64, $98
db $64, $1E, $64, $1F, $9C, $EF, $03, $C2
db $30, $A2, $26, $4C, $A0, $4C, $8C, $A5
db $8A, $C9, $03, $00, $F0, $1F, $C9, $05
db $00, $F0, $1A, $C9, $07, $00, $F0, $15
db $A2, $26, $4A, $A0, $4A, $87, $C9, $43
db $00, $F0, $0A, $C9, $45, $00, $F0, $05
db $C9, $47, $00, $D0, $04, $86, $9C, $84
db $9D, $E2, $30, $60

endif

; ==============================================================================

if !Func02AF58 == 1

; Main subscreen overlay loading function. Changed so that they will load
; from a table. This does not change the event overlays like the lost woods 
; changing to the tree canopy, the master sword area, or the misery mire rain.
; This also does not change the overlay for under the bridge because it shares
; an area with the master sword.
org $02AF58 ; $012F58
Overworld_ReloadSubscreenOverlay_Interrupt:
{
    SEP #$20 ; Set A in 8bit mode.

    ; Check to see if we are using the mirror so that our $A0 doesn't
    ; accidentally persist and we trigger rain sounds when we don't want them.
    LDA.b $11 : CMP.b #$23 : BEQ .mirrorWarp
                CMP.b #$24 : BEQ .mirrorWarp
                CMP.b #$2C : BEQ .mirrorWarp
        ; We can't warp to or from a special area anyway so this is fine.

        REP #$20 ; Set A in 16bit mode.

        ; Check to see if we are in a SW overworld area.
        LDA.b $8A : CMP.w #$0080 : BCC .notExtendedArea
            ; $0182 is the exit room number used for getting to Zora's Domain.
            LDA.b $A0 : CMP.w #$0182 : BNE .notZoraFalls   
                SEP #$20 ; Set A in 8bit mode.

                ; Play rain (waterfall) sound.
                ; TODO: Write a patch to change/disable this.
                LDA.b #$01 : STA.w $012D

                REP #$20 ; Set A in 16bit mode.

            .notZoraFalls

            ; Check for exit rooms (the faked way of getting from one overworld
            ; area to another). $0180 is the exit room number used for getting
            ; into the mastersword area.
            LDA.b $A0 : CMP.w #$0180 : BNE .notMasterSwordArea
                ; If the Master sword is retrieved, don't do the mist overlay.
                LDA.l $7EF300 : AND.w #$0040 : BNE .masterSwordRecieved
                    JSL.l ReadOverlayArray : TAX

                    .loadOverlayShortcut

                    ; Save the overlay for later.
                    PHX

                    JMP.w .loadSubScreenOverlay

                .masterSwordRecieved

                ; TODO: Write a patch to change what overlay is loaded here?
                BRA .noSubscreenOverlay
        
            .notMasterSwordArea

            ; TODO: Write a patch to change what overlay is loaded here?
            ; The second mastersword/under the bridge area.
            LDX.w #$0094

            ; $0181 is the exit room number used for getting into the under the
            ; bridge area.
            LDA.b $A0 : CMP.w #$0181 : BEQ .loadOverlayShortcut
                ; TODO: Write a patch to change what overlay is loaded here?
                ; The second Triforce room area.
                LDX.w #$0093

                ; $0189 is the exit room number used for getting to the
                ; Triforce room.
                CMP.w #$0189 : BEQ .loadOverlayShortcut
                    .noSubscreenOverlay
                        
                    SEP #$30 ; Set A, X, and Y in 8bit mode.
                        
                    ; Clear TSQ PPU Register, to be handled in NMI.
                    STZ.b $1D

                    ; Submodule 0x18 (Module09_18:) of Module 0x0B
                    ; (Overworld Mode (special overworld))
                    INC.b $11
                            
                    RTS
        
        .notExtendedArea
    .mirrorWarp

    REP #$20 ; Set A in 16bit mode.

    JSL.l ReadOverlayArray : TAX
    
    LDA.b $8A : BNE .notForest
        ; Check if we have the master sword.
        LDA.l $7EF300 : AND.w #$0040 : BEQ .notForest
            ; TODO: Write a patch to change this?
            ; The forest canopy overlay.
            LDX.w #$009E
    
    .notForest

    ; Check if we need to disable the rain in the misery mire.
    LDA.l Pool_EnableRainMireEvent : BEQ .notMire
        LDA.b $8A : CMP.w #$0070 : BNE .notMire
            ; Has Misery Mire been triggered yet?
            LDA.l $7EF2F0 : AND.w #$0020 : BNE .notMire
                ; The rain overlay.
                LDX.w #$009F

                SEP #$20 ; Set A in 8bit mode.

                ; Load the rain sound effect.
                ; This is done here because of some jank in the vanilla code in
                ; this function a bit further down. Basically it loads the
                ; overlay's ambient sound instead of the acutal areas, which
                ; only seems to benefit us here.
                LDA.b #$01 : STA.w $012D

                REP #$20 ; Set A in 16bit mode.
        
    .notMire

    ; Check if we are in the beginning phase, if not, no rain.
    ; If $7EF3C5 >= 0x02.
    LDA.l Pool_EnableBeginningRain : AND.w #$00FF : BEQ .noRain
        LDA.l $7EF3C5 : AND.w #$00FF : CMP.w #$0002 : BCS .noRain
            ; The rain overlay.
            LDX.w #$009F
        
    .noRain
    
    ; Store the overlay for later.
    PHX

    ; If the value is 0xFF that means we didn't set any overlay so load the
    ; pyramid one by default. This is done in vanilla to not have to load the
    ; BG during a normal transition from area 0x65 to the pyramid area.
    CPX.w #$00FF : BNE .notFF
        ; The pyramid background.
        LDX.w #$0096

    .notFF
    
    .loadSubScreenOverlay

    STY.b $84
        
    STX.b $8A : STX.b $8C

    ; Overworld map16 buffer manipulation during scrolling.
    LDA.b $84 : SEC : SBC.w #$0400 : AND.w #$0F80 : ASL : XBA : STA.b $88
    LDA.b $84 : SEC : SBC.w #$0010 : AND.w #$003E : LSR       : STA.b $86
        
    STZ.w $0418 : STZ.w $0410 : STZ.w $0416
        
    SEP #$30 ; Set A, X, and Y in 8bit mode.
        
    ; Color +/- buffered register.
    LDA.b #$82 : STA.b $99
        
    ; Puts OBJ, BG2, and BG3 on the main screen.
    LDA.b #$16 : STA.b $1C
        
    ; Puts BG1 on the subscreen.
    LDA.b #$01 : STA.b $1D

    ; Pull the 16 bit overlay from earlier and just discard the high byte.
    PLX : PLA
        
    ; One possible configuration for SNES.AddSubtractSelectAndEnable (CGADSUB).
    LDA.b #$72
        
    ; Comparing different screen types.
    CPX.b #$97 : BEQ .loadOverlay ; Fog 1
    CPX.b #$94 : BEQ .loadOverlay ; Master sword/bridge 2
    CPX.b #$93 : BEQ .loadOverlay ; Triforce room 2
    CPX.b #$9D : BEQ .loadOverlay ; Fog 2
    CPX.b #$9E : BEQ .loadOverlay ; Tree canopy
    CPX.b #$9F : BEQ .loadOverlay ; Rain
        ; Alternative setting for CGADSUB (only background is enabled on
        ; subscreen).
        LDA.b #$20 
        
        CPX.b #$95 : BEQ .loadOverlay ; Sky
        CPX.b #$9C : BEQ .loadOverlay ; Lava
        CPX.b #$96 : BEQ .loadOverlay ; Pyramid BG
            ; TODO: Investigate what these checks are for.
            LDX.b $11 : CPX.b #$23 : BEQ .loadOverlay
                        CPX.b #$2C : BEQ .loadOverlay
                STZ.b $1D
    
    .loadOverlay
    
    ; Apply the selected settings to CGADSUB's mirror ($9A).
    STA.b $9A
        
    JSR.w LoadSubscreenOverlay
        
    ; This is the "under the bridge" area.
    LDA.b $8C : CMP.b #$94 : BNE .notUnderBridge
        ; All this is doing is setting the X coordinate of BG1 to 0x0100
        ; rather than 0x0000. (this area uses the second half of the data only,
        ; similar to the master sword area).
        LDA.b $E7 : ORA.b #$01 : STA.b $E7
    
    .notUnderBridge
    
    REP #$20 ; Set A in 16bit mode.
        
    ; We were pretending to be in a different area to load the subscreen
    ; overlay, so we're restoring all those settings.
    LDA.l $7EC213 : STA.b $8A
    LDA.l $7EC215 : STA.b $84
    LDA.l $7EC217 : STA.b $88
    LDA.l $7EC219 : STA.b $86
        
    LDA.l $7EC21B : STA.w $0418
    LDA.l $7EC21D : STA.w $0410
    LDA.l $7EC21F : STA.w $0416
        
    SEP #$20 ; Set A in 8bit mode.
        
    RTS
}
warnpc $02B0D2 ; $0130D2

else

org $02AF58 ; $012F58
db $A5, $8A, $C9, $80, $00, $90, $44, $A2
db $97, $00, $A5, $A0, $C9, $80, $01, $D0
db $12, $A2, $80, $00, $BF, $80, $F2, $7E
db $A2, $97, $00, $29, $40, $00, $D0, $24
db $4C, $0B, $B0, $A2, $94, $00, $C9, $81
db $01, $F0, $F5, $A2, $93, $00, $C9, $89
db $01, $F0, $ED, $C9, $82, $01, $F0, $05
db $C9, $83, $01, $D0, $07, $E2, $30, $A9
db $01, $8D, $2D, $01, $E2, $30, $64, $1D
db $E6, $11, $60, $29, $3F, $00, $D0, $1B
db $A5, $8A, $29, $40, $00, $D0, $0F, $A2
db $80, $00, $BF, $80, $F2, $7E, $A2, $9E
db $00, $29, $40, $00, $D0, $4D, $A2, $9D
db $00, $80, $48, $A2, $95, $00, $A5, $8A
db $C9, $03, $00, $F0, $3E, $C9, $05, $00
db $F0, $39, $C9, $07, $00, $F0, $34, $A2
db $9C, $00, $C9, $43, $00, $F0, $2C, $C9
db $45, $00, $F0, $27, $C9, $47, $00, $F0
db $22, $C9, $70, $00, $D0, $0B, $AF, $F0
db $F2, $7E, $29, $20, $00, $D0, $14, $80
db $0F, $A2, $96, $00, $AF, $C5, $F3, $7E
db $29, $FF, $00, $C9, $02, $00, $B0, $03
db $A2, $9F, $00, $84, $84, $86, $8A, $86
db $8C, $A5, $84, $38, $E9, $00, $04, $29
db $80, $0F, $0A, $EB, $85, $88, $A5, $84
db $38, $E9, $10, $00, $29, $3E, $00, $4A
db $85, $86, $9C, $18, $04, $9C, $10, $04
db $9C, $16, $04, $E2, $30, $A9, $82, $85
db $99, $A9, $16, $85, $1C, $A9, $01, $85
db $1D, $DA, $A6, $8A, $BF, $00, $5B, $7F
db $4A, $4A, $4A, $4A, $8D, $2D, $01, $FA
db $A9, $72, $E0, $97, $F0, $39, $E0, $94
db $F0, $35, $E0, $93, $F0, $31, $E0, $9D
db $F0, $2D, $E0, $9E, $F0, $29, $E0, $9F
db $F0, $25, $A9, $20, $E0, $95, $F0, $1F
db $E0, $9C, $F0, $1B, $AF, $13, $C2, $7E
db $AA, $A9, $20, $E0, $5B, $F0, $10, $E0
db $1B, $D0, $0A, $A6, $11, $E0, $23, $F0
db $06, $E0, $2C, $F0, $02, $64, $1D, $85
db $9A, $20, $0D, $FD, $A5, $8C, $C9, $94
db $D0, $06, $A5, $E7, $09, $01, $85, $E7
db $C2, $20, $AF, $13, $C2, $7E, $85, $8A
db $AF, $15, $C2, $7E, $85, $84, $AF, $17
db $C2, $7E, $85, $88, $AF, $19, $C2, $7E
db $85, $86, $AF, $1B, $C2, $7E, $8D, $18
db $04, $AF, $1D, $C2, $7E, $8D, $10, $04
db $AF, $1F, $C2, $7E, $8D, $16, $04, $E2
db $20, $60

endif

; ==============================================================================

if !Func02B2D4 == 1

; Turns on the subscreen if the pyramid is loaded.
org $02B2D4 ; $0132D4
Func02B2D4:
{
    JSR.w Overworld_LoadSubscreenAndSilenceSFX1

    ; In vanilla a check for the overlay is done here but we don't need
    ; it at all. It is handled in Func02B391 later on.
    ;JSL.l EnableSubScreenCheckForPyramid

    RTL
}
warnpc $02B2E6 ; $0132E6

else

org $02B2D4 ; $0132D4
db $20, $19, $AF, $A5, $8A, $C9, $1B, $F0
db $04, $C9, $5B, $D0, $04, $A9, $01, $85
db $1D, $6B

endif

pullpc
EnableSubScreenCheckForPyramid:
{
    REP #$20 ; Set A in 16bit mode.

    LDA.b $8A : ASL : TAX
    LDA.w Pool_OverlayTable, X : CMP.w #$0096 : BNE .notPyramidOrCastle
        SEP #$20 ; Set A in 8bit mode.

        LDA.b #$01 : STA.b $1D
    
    .notPyramidOrCastle

    SEP #$20 ; Set A in 8bit mode.

    RTL
}
pushpc

; ==============================================================================

if !Func02B391 == 1

; Handles activating the subscreen and special BG color when warping to an area
; with the pyramid BG.
org $02B391 ; $013391
MirrorWarp_LoadSpritesAndColors_Interrupt:
{
    LDA.l OverworldPalettesScreenToSet_New, X
    JSL.l Overworld_LoadPalettes

    JSL.l Overworld_SetScreenBGColorCacheOnly
    JSL.l Overworld_SetFixedColorAndScroll

    JSL.l EnableSubScreenCheckForPyramid
    
    REP #$20 ; Set A in 16bit mode.
        
    LDX.b #$00
    LDA.w #$7FFF
    
    .setBgPalettesToWhite
    
        STA.l $7EC540, X : STA.l $7EC560, X
        STA.l $7EC580, X : STA.l $7EC5A0, X
        STA.l $7EC5C0, X : STA.l $7EC5E0, X
    INX : INX : CPX.b #$20 : BNE .setBgPalettesToWhite
        
    ; Also set the background color to white.
    STA.l $7EC500

    JSL.l ReadOverlayArray
        
    ; This sets the color to transparent so that we don't see an additional
    ; white layer on top of the pyramid bg.
    CMP.w #$0096 : BNE .notPyramidOfPower
        LDA.w #$0000 : STA.l $7EC500
                       STA.l $7EC540
    
    .notPyramidOfPower
    
    SEP #$20 ; Set A in 8bit mode.
        
    JSL.l Sprite_ResetAll
    JSL.l Sprite_OverworldReloadAll
    JSL.l Link_ItemReset_FromOverworldThings
    JSR.w DeleteCertainAncillaeStopDashing
        
    LDA.b #$14 : STA.b $5D
        
    LDA.b $8A : AND.b #$40 : BNE .darkWorld
        JSL.l Sprite_ReinitWarpVortex
    
    .darkWorld
    
    RTL
}
warnpc $02B40A ; $01340A

else

org $02B391 ; $013391
db $BF, $1C, $FD, $00, $22, $A8, $D5, $0E
db $22, $1D, $D6, $0E, $22, $70, $FE, $0B
db $A5, $8A, $C9, $1B, $F0, $04, $C9, $5B
db $D0, $04, $A9, $01, $85, $1D, $C2, $20
db $A2, $00, $A9, $FF, $7F, $9F, $40, $C5
db $7E, $9F, $60, $C5, $7E, $9F, $80, $C5
db $7E, $9F, $A0, $C5, $7E, $9F, $C0, $C5
db $7E, $9F, $E0, $C5, $7E, $E8, $E8, $E0
db $20, $D0, $E2, $8F, $00, $C5, $7E, $A5
db $8A, $C9, $5B, $00, $D0, $0B, $A9, $00
db $00, $8F, $00, $C5, $7E, $8F, $40, $C5
db $7E, $E2, $20, $22, $4E, $C4, $09, $22
db $99, $C4, $09, $22, $07, $B1, $07, $20
db $0C, $8B, $A9, $14, $85, $5D, $A5, $8A
db $29, $40, $D0, $04, $22, $89, $AF, $09
db $6B

endif

; ==============================================================================

if !Func02BC44 == 1

; Controls overworld vertical subscreen movement for the pyramid BG.
org $02BC44 ; $013C44
Overworld_OperateCameraScroll_Interrupt:
{
    ; Check for the pyramid BG.
    JSL.l ReadOverlayArray : CMP.w #$0096 : BNE .BRANCH_IOTA
        JSL.l BGControl

        BRA .BRANCH_IOTA
    
    warnpc $02BC60 ; $013C60

    org $02BC60 ; $013C60
    .BRANCH_IOTA
}
warnpc $02BC60 ; $013C60

else

org $02BC44 ; $013C44
db $A5, $8A, $29, $3F, $00, $C9, $1B, $00
db $D0, $12, $A9, $00, $06, $C5, $E6, $90
db $02, $85, $E6, $A9, $C0, $06, $C5, $E6
db $B0, $02, $85, $E6

endif

pullpc
ReadOverlayArray:
{
    PHB : PHK : PLB

    LDA.b $8A : ASL : TAX
    LDA.w Pool_OverlayTable, X

    PLB

    RTL
}

; TODO: These comparison values will need to be calculated somehow or set
; depending on the area. Right now they are hardcoded to work with the
; pyramid area.
BGControl:
{
    ; TODO: I'm pretty sure this part was AHE specific. Verify.
    ; Check link's Y position. This will need to be changed per area and per
    ; need.
    ;LDA.b $20 : CMP.w #$08E0 : BCC .startShowingMountains
        ; Lock the position so that nothing shows through the trees.
        ;LDA.w #$06C0 : STA.b $E6

        ;RTL

    ;.startShowingMountains

    ; Don't let the BG scroll down further than the "top" of the bg when
    ; walking up.
    LDA.w #$0600 : CMP.b $E6 : BCC .dontLock
        STA.b $E6
    
    .dontLock
    
    ; Don't let the BG scroll up further than the "bottom" of the bg when
    ; walking down.
    LDA.w #$06C0 : CMP.b $E6 : BCS .dontLock2
        STA.b $E6

    .dontLock2

    RTL
}
pushpc

; ==============================================================================

if !Func02C02D == 1

; Changes how the pyramid BG scrolls durring transition.
org $02C02D ; $01402D
OverworldScrollTransition_Interrupt:
{
    PHA
    JSL.l ReadOverlayArray2
    PLA
    
    ; Check for the pyramid BG.
    CPY.b #$96 : BEQ .dontMoveBg1  
        ; This shifts the BG over by a half small area's width. This is to
        ; line up the mountain with the tower in the distance at the appropriate
        ; location when coming into the pyramid area from the right.
        ; This also keeps the BG aligned when entering the area from below, 
        ; keeping you from seeing the mountains through the trees.
        STA.b $E0, X 

        ; NOTE: There is currently a bug in vanilla where if you exit a dungeon
        ; into the LW death mountain the sky background will become miss-aligned
        ; and this movement will cause the sky to flicker or jump when moving to
        ; another area. In order to fix this you would have to find the
        ; alignment exit code and change how the game aligns BG2 when exiting.
        ; Possibly when using the bird too.
    
    .dontMoveBg1
}
warnpc $02C039 ; $014039

else

org $02C02D ; $01402D
db $A4, $8A, $C0, $1B, $F0, $06, $C0, $5B
db $F0, $02, $95, $E0

endif

pullpc
ReadOverlayArray2:
{
    PHX

    ; A is already 16 bit here.
    REP #$10 ; Set X and Y in 16bit mode.

    ; ReadOverlayArray
    LDA.b $8A : ASL : TAX
    LDA.l Pool_OverlayTable, X : TAY

    SEP #$10 ; Set X and Y in 8bit mode.

    PLX

    RTL
}
pushpc

; ==============================================================================

if !Func02C692 == 1

; Replaces a call to a shared function. Normally this is goes to .lightworld
; to change the main color palette manually but we change it here so that it
; just uses the same table as everything else.
org $02A07A ; $01207A
    JSR.w Overworld_LoadAreaPalettes

warnpc $02A07D ; $01207D

; The main overworld palette loading routine un-hardcoded to load the custom
; main palette.
org $02C692 ; $014692
Overworld_LoadAreaPalettes:
{
    ; $0AB3 =
    ; 0 - LW
    ; 1 - DW
    ; 2 - LW death mountain
    ; 3 - DW death mountain
    ; 4 - triforce room
    LDX.b $8A
    LDA.l Pool_MainPaletteTable, X : STA.w $0AB3

    ; Reset pal buffer high byte.
    STZ.w $0AA9
        
    ; Load SP1 through SP4.
    JSL.l Palette_MainSpr

    ; Load SP0 (2nd half) and SP6 (2nd half).
    JSL.l Palette_MiscSpr

    ; Load SP5 (1st half).
    JSL.l Palette_SpriteAux1

    ; Load SP6 (1st half).
    JSL.l Palette_SpriteAux2

    ; Load SP5 (2nd half, 1st 3 colors), which is the sword palette.
    JSL.l Palette_Sword
    
    ; Load SP5 (2nd half, next 4 colors), which is the shield.
    JSL.l Palette_Shield

    ; Load SP7 (full) Link's whole palette, including Armor.
    JSL.l Palette_ArmorAndGloves
        
    LDX.b #$01
        
    ; Changes the Palette_SpriteAux3 load depending on if we are in the LW or
    ; not. Will probably need it own custom table in the future? not sure.
    LDA.l $7EF3CA : AND.b #$40 : BEQ .lightWorld2
        LDX.b #$03
    
    .lightWorld2
    
    ; Reset pal buffer0.
    STX.w $0AAC
        
    ; Load SP0 (first half) (or SP7 (first half)).
    JSL.l Palette_SpriteAux3

    ; Load BP0 and BP1 (first halves).
    JSL.l Palette_Hud

    ; Load BP2 through BP5 (first halves).
    JSL.l Palette_OverworldBgMain
        
    RTS
}
warnpc $02C6EB ; $0146EB

else

org $02A07A ; $01207A
db $20, $AD, $C6

org $02C692 ; $014692
db $A2, $02, $A5, $8A, $29, $3F, $C9, $03
db $F0, $0A, $C9, $05, $F0, $06, $C9, $07
db $F0, $02, $A2, $00, $A5, $8A, $29, $40
db $F0, $01, $E8, $8E, $B3, $0A, $9C, $A9
db $0A, $22, $9E, $EC, $1B, $22, $6E, $ED
db $1B, $22, $C5, $EC, $1B, $22, $E4, $EC
db $1B, $22, $03, $ED, $1B, $22, $29, $ED
db $1B, $22, $F9, $ED, $1B, $A2, $01, $AF
db $CA, $F3, $7E, $29, $40, $F0, $02, $A2
db $03, $8E, $AC, $0A, $22, $77, $EC, $1B
db $22, $52, $EE, $1B, $22, $C7, $EE, $1B
db $60

endif

; ==============================================================================

if !Func02A4CD == 1

; Rain animation code. Just replaces a single check that checks for the
; misery mire to instead check the current overlay to see if it's rain.
org $02A4CD ; $0124CD
RainAnimation:
{
    LDA.b $8C : CMP.b #$9F : BEQ .rainOverlaySet
        ; Check the progress indicator.
        LDA.l $7EF3C5 : CMP.b #$02 : BRA .skipMovement
            .rainOverlaySet

            ; If misery mire has been opened already, we're done.
            ;LDA.l $7EF2F0 : AND.b #$20 : BNE .skipMovement
                ; Check the frame counter.
                ; On the 0x03rd frame, cue the lightning.
                LDA.b $1A : CMP.b #$03 : BEQ .lightning
                    ; On the 0x05th frame, normal light level.
                    CMP.b #$05 : BEQ .normalLight
                        ; On the 0x24th frame, cue the thunder.
                        CMP.b #$24 : BEQ .thunder
                            ; On the 0x2Cth frame, normal light level.
                            CMP.b #$2C : BEQ .normalLight
                                ; On the 0x58th frame, cue the lightning.
                                CMP.b #$58 : BEQ .lightning
                                    ; On the 0x5Ath frame, normal light level.
                                    CMP.b #$5A : BNE .moveOverlay

                .normalLight

                ; Keep the screen semi-dark.
                LDA.b #$72

                BRA .setBrightness

                .thunder

                ; Play the thunder sound when outdoors.
                LDX.b #$36 : STX.w $012E

                .lightning

                ; Make the screen flash with lightning.
                LDA.b #$32

                .setBrightness

                STA.b $9A

                .moveOverlay

                ; Overlay is only moved every 4th frame.
                LDA.b $1A : AND.b #$03 : BNE .skipMovement
                    LDA.w $0494 : INC : AND.b #$03 : STA.w $0494
                                                     TAX

                    LDA.b $E1 : CLC : ADC.l OWOverlay_HShift, X : STA.b $E1
                    LDA.b $E7 : CLC : ADC.l OWOverlay_VShift, X : STA.b $E7

    .skipMovement

    RTL
}
warnpc $02A52D ; $01252D

else

org $02A4CD ; $0124CD
db $A5, $8A, $C9, $70, $F0, $08, $AF, $C5
db $F3, $7E, $C9, $02, $B0, $51, $AF, $F0
db $F2, $7E, $29, $20, $D0, $49, $A5, $1A
db $C9, $03, $F0, $1D, $C9, $05, $F0, $10
db $C9, $24, $F0, $10, $C9, $2C, $F0, $08
db $C9, $58, $F0, $0D, $C9, $5A, $D0, $0D
db $A9, $72, $80, $07, $A2, $36, $8E, $2E
db $01, $A9, $32, $85, $9A, $A5, $1A, $29
db $03, $D0, $1C, $AD, $94, $04, $1A, $29
db $03, $8D, $94, $04, $AA, $A5, $E1, $18
db $7F, $6D, $A4, $02, $85, $E1, $A5, $E7
db $18, $7F, $71, $A4, $02, $85, $E7, $6B

endif

; ==============================================================================

if !Func02ABBE == 1

org $02ABBE ; $012BBE
    JSL.l NewOverworld_FinishTransGfx
    NOP : NOP : NOP

warnpc $02ABC5 ; $012BC5

else

org $02ABBE ; $012BBE
db $85, $17, $8D, $10, $07, $E6, $11

endif

pullpc
; Loads the animated tiles after most of the transition gfx changes take place.
NewOverworld_FinishTransGfx:
{
    PHB : PHK : PLB

    ; The whirlpool code resuses this code so don't do any of the custom stuff if
    ; we are in the whirlpool module.
    LDA.b $11 : CMP.b #$2E : BEQ .whirpool
        LDA.w TransGFXModuleFrame : BNE .notFirstFrame
            JSR.w CheckForChangeGraphicsTransitionLoad

            ; Prep the new static gfx tile sets.
            JSR.w LoadTransMainGFX

            ; A check to see if we need to Prep the GFX in the buffer. 
            ; Saves about a frame.
            LDA.b $04 : BEQ .dontPrep
                JSR.w PrepTransMainGFX

            .dontPrep

            ; Move on to next submodule.
            INC.b $11

        .notFirstFrame

        LDA.b #$08 : STA.b $06

        JSR.w BlockGFXCheck

        ; If we haven't made it to frame 8, don't move on yet.
        CPY.b #$08 : BCC .return
            ; Move on to next submodule.
            INC.b $11

        .return

        PLB

        RTL

    .whirpool

    ; On the "second" frame, upload the animated tiles.
    LDA.b $B0 : CMP.b #$08 : BEQ .loadAnimated
        LDA.w TransGFXModuleFrame : BNE .notFirstFrame2
            JSR.w CheckForChangeGraphicsTransitionLoad

            ; Prep the new static gfx tile sets.
            JSR.w LoadTransMainGFX

            ; A check to see if we need to Prep the GFX in the buffer. 
            ; Saves about a frame.
            LDA.b $04 : BEQ .dontPrep2
                JSR.w PrepTransMainGFX

            .dontPrep2

        .notFirstFrame2

        LDA.b #$08 : STA.b $06

        JSR.w BlockGFXCheck

        ; If we haven't made it to frame 8, don't move on yet.
        CPY.b #$08 : BCS .MoveOn
            ; Don't move on to next submodule yet.
            DEC.b $B0

        .MoveOn

        ; Move on to next submodule. This will get undone by the vanilla
        ; whirlpool code because it shared the function with the OW
        ; transition code which uses $11 as its module index but the
        ; whirlpool uses $B0 instead.
        INC.b $11

        PLB

        RTL

    .loadAnimated

    ; The NMI_DoUpdates function is never actually run while the whirpool is
    ; happening. So we need to upload the animated tiles manually here while
    ; the screen is still blue to cover up the change.

    ; Set the bank for the source to $7E.
    LDA.b #$7E : STA.w DMA.0_SourceAddrBank

    REP #$20

    LDA.w #DMA.0_TransferParameters : STA.w SNES.VRAMAddrReadWriteLow

    LDA.w $0ADC : STA.w DMA.0_SourceAddrOffsetLow
    
    ; Set the target VRAM address.
    LDA.w $0134 : STA.w SNES.VRAMAddrReadWriteLow
    
    ; Transfer #$400 = 4 * 256 = 1024 bytes = 1 Kbyte
    LDA.w #$0400 : STA.w DMA.0_TransferSizeLow

    SEP #$20
    
    ; Activate line 0.
    LDA.b #$01 : STA.w SNES.DMAChannelEnable

    ; Move on to next submodule. This will get undone by the vanilla
    ; whirlpool code because it shared the function with the OW
    ; transition code which uses $11 as its module index but the
    ; whirlpool uses $B0 instead.
    INC.b $11

    PLB

    RTL
}

BlockGFXCheck:
{
    REP #$30

    ; $0E = $8A * 8 
    LDA.b $8A : AND.w #$00FF : ASL #3 : STA.b $0E

    STZ.b $02
    STZ.b $04
    STZ.w NewNMITarget1
    STZ.w NewNMISource1
    STZ.w NewNMICount1
    STZ.w NewNMITarget2
    STZ.w NewNMISource2
    STZ.w NewNMICount2

    SEP #$30

    LDY.w TransGFXModuleFrame
    .loop

        ; Get the sheet that needs to be loaded.
        LDA.w .sheetLoadOrder, Y : STA $02

        REP #$30
        AND.w #$00FF : CLC : ADC.b $0E : TAX
        SEP #$20
        LDA.l Pool_OWGFXGroupTable_sheet0, X : STA.b $00
        SEP #$10

        ; Check if it is #$FF.
        CMP.b #$FF : BEQ .dontLoadThisSheet
            ; Get the sheet that is currently loaded and check if the sheets
            ; are the same.
            LDX.b $02
            LDA.w TransGFXModule_PriorSheets, X : CMP.b $00 : BEQ .dontLoadThisSheet
                LDA.b $00 : STA.w TransGFXModule_PriorSheets, X

                ; Trigger NMI module: NMI_DoNothing which we replaced with
                ; NMI_UpdateChr_Bg2HalfAndAnimated down below.
                LDA.b #$06 : STA.b $17
                             STA.w $0710

                TXA : ASL : TAX

                REP #$20

                LDA.b $04 : BNE .second
                    LDA.w .sheetTarget, X : STA.w NewNMITarget1
                    LDA.w .sheetSource, X : STA.w NewNMISource1
                    LDA.w .sheetCount, X  : STA.w NewNMICount1

                    SEP #$20

                    INC.b $04

                    BRA .first

                .second

                LDA.w .sheetTarget, X : STA.w NewNMITarget2
                LDA.w .sheetSource, X : STA.w NewNMISource2
                LDA.w .sheetCount, X  : STA.w NewNMICount2

                SEP #$20

                INC.b $04

                INY

                BRA .twoReady

                .first
        .dontLoadThisSheet
    INY : CPY.b $06 : BCC .loop

    .twoReady
    
    STY.w TransGFXModuleFrame

    RTS

    .sheetLoadOrder
    db $03, $04, $05, $06, $00, $01, $02, $07

    .sheetTarget
    dw #$2000, #$2400, #$2800, #$2C00, #$3000, #$3400, #$3800, #$3E00

    .sheetSource
    dw #$2000, #$2800, #$3000, #$0000, #$0800, #$1000, #$1800, #$3C00

    .sheetCount
    dw #$0800, #$0800, #$0800, #$0800, #$0800, #$0800, #$0800, #$0400

    ; Only copy the latter half of the sheet to prevent the animated tiles
    ; from flickering on transition.
}

CheckForChangeGraphicsTransitionLoad:
{
    ; Are we currently in a mosaic?
    LDA.b $11 : CMP.b #$0F : BEQ .mosaic
        ; Are we entering a special area?
        CMP.b #$1A : BEQ .mosaic
            ; Are we leaving a special area?
            CMP.b #$26 : BEQ .mosaic
                ; Just a normal transition, Not a mosaic.
                LDA.l Pool_EnableAnimated : BEQ .dontUpdateAnimated1
                    ; Check to see if we need to update the animated tiles
                    ; by checking what was previously loaded.
                    JSL.l ReadAnimatedTable : CMP.w AnimatedTileGFXSet : BEQ .dontUpdateAnimated1
                        STA.w AnimatedTileGFXSet
                        DEC : TAY

                        ; This forces the game toupdate the animated tiles
                        ; when going from one area to another.
                        JSL.l DecompOwAnimatedTiles

                .dontUpdateAnimated1

                LDA.w Pool_EnableMainPalette : BEQ .dontUpdateMain1
                    ; Check to see if we need to update the main palette by
                    ; checking what was previously loaded.
                    LDX.b $8A
                    LDA.w Pool_MainPaletteTable, X : CMP.w $0AB3 : BEQ .dontUpdateMain1
                        STA.w $0AB3

                        ; Run the modified routine that loads the buffer
                        ; and normal color ram.
                        JSL.l Palette_OverworldBgMain2

                .dontUpdateMain1

                LDA.w Pool_EnableBGColor : BEQ .dontUpdateBGColor1
                    REP #$30 ; Set A, X, and Y in 16bit mode.

                    ; Get area code and times it by 2.
                    LDA.b $8A : ASL : TAX

                    ; Where ZS saves the array of palettes
                    LDA.w Pool_BGColorTable, X
                    STA.l $7EC300 : STA.l $7EC500
                    STA.l $7EC540 : STA.l $7EC340

                    SEP #$30 ; Set A, X, and Y in 8bit mode.

                    ; Don't update the CRAM until later when the overlays are
                    ; loaded so that way the BG overlays have a chance to hide
                    ; the cracks.
                    ;INC.b $15
                
                .dontUpdateBGColor1

                RTS

    .mosaic

    ; Check to see if we need to update the animated tiles by checking what
    ; was previously loaded.
    JSL.l ReadAnimatedTable : CMP.w AnimatedTileGFXSet : BEQ .dontUpdateAnimated2
        STA.w AnimatedTileGFXSet
        DEC : TAY

        ; This forces the game to update the animated tiles when going
        ; from one area to another.
        JSL.l DecompOwAnimatedTiles

    .dontUpdateAnimated2

    ; Check to see if we need to update the main palette by checking
    ; what was previously loaded.
    LDX.b $8A
    LDA.w Pool_MainPaletteTable, X : CMP.w $0AB3 : BEQ .dontUpdateMain2
        STA.w $0AB3

        ; Run the vanilla routine that only loads the buffer.
        JSL.l Palette_OverworldBgMain

    .dontUpdateMain2

    REP #$30 ; Set A, X, and Y in 16bit mode.

    ; $0181 is the exit room number used for getting into the under the bridge
    ; area.
    LDA.b $A0 : CMP.w #$0181 : BNE .notBridge
        LDA.w Pool_BGColorTable_Bridge

        BRA .storeColor

    .notBridge

    ; Get area code and times it by 2.
    LDA.b $8A : ASL : TAX

    ; Where ZS saves the array of palettes.
    LDA.w Pool_BGColorTable, X

    .storeColor

    ; Set transparent color. only set the buffer so it fades in right
    ; during mosaic transition.
    STA.l $7EC300 : STA.l $7EC340

    ; Write the fixed color.
    LDX.w #$4020 : STX.b $9C
    LDX.w #$8040 : STX.b $9D
        
    LDX.w #$4F33
    LDY.w #$894F
        
    ; Change the fixed color depending on our sub screen overlay.
    ; Lost woods and skull woods.
    LDA.b $8A : ASL : TAX
    LDA.w Pool_OverlayTable, X : CMP.w #$009D : BEQ .noSpecialColor
        CMP.w #$0040 : BEQ .noSpecialColor
            ; Pyramid area.
            CMP.w #$0096 : BEQ .specialColor
                LDX.w #$4C26
                LDY.w #$8C4C
                    
                ; LW death mountain.
                CMP.w #$0095 : BEQ .specialColor
                    LDX.w #$4A26
                    LDY.w #$874A
                        
                    ; DW death mountain.
                    CMP.w #$009C : BEQ .specialColor
                        BRA .noSpecialColor
                
            .specialColor

            ; Write the fixed color.
            STX.b $9C
            STY.b $9D
        
    .noSpecialColor
    
    SEP #$30 ; Set A, X, and Y in 8bit mode.

    ; Don't update the CRAM until later when the overlays are loaded so
    ; that way the BG overlays have a chance to hide the cracks.
    ;INC.b $15

    ; PLACE CUSTOM GFX LOAD HERE!
    ;JML.l CheckForChangeGraphicsTransitionLoadCastle

    CheckForChangeGraphicsTransitionLoadRetrun:

    RTS

    SkipOverworld_FinishTransGfx_firstHalf:

    ; Move on to next submodule.
    INC.b $11

    RTS
}

; The following 2 functions are copied from the bank 0x1B but they only
; copied colors into the buffer so these copy colors into the normal ram as
; well.
Palette_OverworldBgMain2:
{
    REP #$21
        
    LDA.w $0AB3 : ASL : TAX
    LDA.l PaletteIDtoOffset_OW_Main, X : ADC.w #PaletteData_owmain : STA.b $00
        
    REP #$10
        
    ; Target BP2 through BP6 (first halves).
    ; Each palette has 7 colors.
    ; Load 5 palettes.
    LDA.w #$0042
    LDX.w #$0006
    LDY.w #$0004
    JSR.w Palette_MultiLoad_NonBuffer
        
    SEP #$30
        
    RTL
}

; Description: Generally used to load multiple palettes for BGs.
; Upon close inspection, one sees that this algorithm is almost the same as
; the last subroutine.
; Name = Palette_MultiLoad(A, X, Y).
        
; Parameters: X = (number of colors in the palette - 1).
;             A = offset to add to $7EC300, in other words, where to write
;                 in palette memory.
;             Y = (number of palettes to load - 1).
Palette_MultiLoad_NonBuffer:
{
    STA.b $04 ; Save the values for future reference.
    STX.b $06
    STY.b $08
        
    ; The absolute address at $00 was planted in the calling function. This
    ; value is the bank #$1B ( => D in Rom) The address is found from $0AB6 and
    ; of course, store it at $02.
    LDA.w #$001B : STA.b $02         
    
    .nextPalette
        ; $0AA8 + A parameter will be the X value.
        LDA.w $0AA8 : CLC : ADC.b $04 : TAX
        
        LDY.b $06 ; Tell me how long the palette is.
    
        .copyColors
            ; We're loading A from the address set up in the calling function.
            LDA.b [$00] : STA.l $7EC300, X
                          STA.l $7EC500, X 
            
            ; Increment the absolute portion of the address by two, and
            ; decrease the color count by one.
            INC.b $00 : INC.b $00
            
            INX : INX
        
        ; So basically loop (Y+1) times, taking (Y * 2 bytes) to $7EC300, X.
        DEY : BPL .copyColors
        
        ; This technique bumps us up to the next 4bpp (16 color) palette.
        LDA.b $04 : CLC : ADC.w #$0020 : STA.b $04
        
        ; Decrease the number of palettes we have to load.
        DEC.b $08
        
    BPL .nextPalette
        
    ; We're done loading palettes.
        
    RTS
}

LoadTransMainGFX:
{
    ; Setup the decompression buffer address.
    ; $00[3] = $7E4000
                 STZ.b $00
    LDA.b #$40 : STA.b $01
    LDA.b #$7E : STA.b $02

    STZ.b $04

    REP #$30
    ; $0E = $8A * 8 
    LDA.b $8A : AND.w #$00FF : ASL #3 : STA.b $0E
    SEP #$20

    ; Sheet 0 (static 0)
    LDX.b $0E
    LDA.w Pool_OWGFXGroupTable_sheet0, X : CMP.b #$FF : BEQ .noBgGfxChange0
        SEP #$10
        CMP.w TransGFXModule_PriorSheets+0 : BEQ .noBgGfxChange0
            TAY

            INC.b $04
            
            JSL.l Decomp_bg_variableLONG

    .noBgGfxChange0

    SEP #$10

    ; Increment buffer address by 0x0600.
    LDA.b $01 : CLC : ADC.b #$06 : STA.b $01
    REP #$10
    
    ; Sheet 1 (static 1)
    LDX.b $0E
    LDA.w Pool_OWGFXGroupTable_sheet1, X : CMP.b #$FF : BEQ .noBgGfxChange1 
        SEP #$10
        CMP.w TransGFXModule_PriorSheets+1 : BEQ .noBgGfxChange1
            TAY

            INC.b $04
            
            JSL.l Decomp_bg_variableLONG

    .noBgGfxChange1

    SEP #$10

    ; Increment buffer address by 0x0600.
    LDA.b $01 : CLC : ADC.b #$06 : STA.b $01
    REP #$10

    ; Sheet 2 (static 2)
    LDX.b $0E
    LDA.w Pool_OWGFXGroupTable_sheet2, X : CMP.b #$FF : BEQ .noBgGfxChange2
        SEP #$10
        CMP.w TransGFXModule_PriorSheets+2 : BEQ .noBgGfxChange2
            TAY

            INC.b $04
            
            JSL.l Decomp_bg_variableLONG

    .noBgGfxChange2

    SEP #$10

    ; Increment buffer address by 0x0600.
    LDA.b $01 : CLC : ADC.b #$06 : STA.b $01
    REP #$10

    ; Sheet 7 (animated)
    LDX.b $0E
    LDA.w Pool_OWGFXGroupTable_sheet7, X : CMP.b #$FF : BEQ .noBgGfxChange7
        SEP #$10
        CMP.w TransGFXModule_PriorSheets+7 : BEQ .noBgGfxChange7
            TAY

            INC.b $04
            
            JSL.l Decomp_bg_variableLONG

    .noBgGfxChange7

    RTS
}

; Prepares the transition graphics to be transferred to VRAM during NMI.
; This could occur either during this frame or any subsequent frame.
PrepTransMainGFX:
{
    ; Set bank for source address.
    LDA.b #$7E : STA.b $02
                 STA.b $05
    
    REP #$31
    
    ; Source address is $7E4000, number of tiles is 0x40,
    ; base address is $7F0000.
    LDX.w #$2000
    LDY.w #$0040
    LDA.w #$4000
    
    ; The first graphics pack always uses the higher 8 palette values.
    JSL.l Do3To4High16BitLONG

    ; Number of tiles for next set is 0xC0.
    LDY.w #$00C0
    LDA.b $03
    JSL.l Do3To4Low16BitLONG

    SEP #$30

    RTS
}
pushpc

; ==============================================================================

if !Func0ABC5A == 1

org $0ABC5A ; $053C5A
    JSL.l CheckForChangeGraphicsNormalLoad

warnpc $0ABC5E ; $053C5E

else

org $0ABC5A ; $053C5A
db $22, $9B, $E1, $00

endif

pullpc
; Loads the animated tiles after the overworld map is closed.
CheckForChangeGraphicsNormalLoad:
{
    PHB : PHK : PLB

    JSL.l InitTilesets ; Replaced code.

    JSL.l ReadAnimatedTable : STA.w AnimatedTileGFXSet
    DEC                     : TAY

    ; This function is not needed here and is handled somewhere else. This
    ; forces the game to update the animated tiles when going from one area to
    ; another.
    ;JSL.l DecompOwAnimatedTiles 

    ; PLACE CUSTOM GFX LOAD HERE!
    ;JSL.l CheckForChangeGraphicsNormalLoadCastle

    ; TODO: Instead of the place custom gfx load here, pre-allocate a function.
    ; Some free space 
    ; ZSOW_LoadCustomGraphics:
    ; Maybe register push/pops or leave that to users
    ; User defined custom graphics code
    ; RTL
        
    PLB

    RTL
}
pushpc

; ==============================================================================

if !Func0AB8F5 == 1

; Loads different animated tiles when returning from bird travel.
org $0AB8F5 ; $0538F5
BirdTravel_LoadTargetArea_Interrupt:
{
    JSL.l ReadAnimatedTable : STA.w AnimatedTileGFXSet
    DEC                     : TAY
    
    ; From this point on it is the vanilla function.
    JSL.l DecompOwAnimatedTiles
    JSL.l Overworld_SetFixedColorAndScroll
        
    STZ.w $0AA9
    STZ.w $0AB2
        
    JSL.l InitTilesets
        
    ; Move to the next submodule (BirdTravel_LoadAmbientOverlay) the next frame.
    INC.w $0200
        
    STZ.b $B2
        
    JSL.l Overworld_ReloadSubscreenOverlayAndAdvance
        
    ; Play sound effect indicating we're coming out of map mode.
    LDA.b #$10 : STA.w $012F

    JSL.l LoadAmbientSound
        
    ; If it's a different music track than was playing where we came from,
    ; simply change to it (as opposed to setting volume back to full).
    LDA.l $7F5B00, X : AND.b #$0F : TAX : CPX.w $0130 : BNE .different_music
        ; Otherwise, just set the volume back to full.
        LDX.b #$F3
    
    .different_music
    
    STX.w $012C

    ; PLACE CUSTOM GFX LOAD HERE!
    ;JSL.l CheckForChangeGraphicsNormalLoadCastle
        
    RTL
}
warnpc $0AB948 ; $053948

else

org $0AB8F5 ; $0538F5
db $A0, $58, $A5, $8A, $29, $BF, $C9, $03
db $F0, $0A, $C9, $05, $F0, $06, $C9, $07
db $F0, $02, $A0, $5A, $22, $94, $D3, $00
db $22, $70, $FE, $0B, $9C, $A9, $0A, $9C
db $B2, $0A, $22, $9B, $E1, $00, $EE, $00
db $02, $64, $B2, $22, $F4, $B1, $02, $A9
db $10, $8D, $2F, $01, $A6, $8A, $BF, $00
db $5B, $7F, $4A, $4A, $4A, $4A, $8D, $2D
db $01, $BF, $00, $5B, $7F, $29, $0F, $AA
db $EC, $30, $01, $D0, $02, $A2, $F3, $8E
db $2C, $01, $6B

endif

pullpc
LoadAmbientSound:
{
    PHB : PHK : PLB

    ; Reset the ambient sound effect to what it was.
    LDX.b $8A
    LDA.l $7F5B00, X : LSR #4 : STA.w $012D

    ; Check if we need to stop the rain sound in the misery mire.
    LDA.w Pool_EnableRainMireEvent : BEQ .disableRainSound
        LDA.b $8A : CMP.b #$70 : BNE .disableRainSound
            ; Has Misery Mire been triggered yet?
            LDA.l $7EF2F0 : AND.b #$20 : BNE .disableRainSound
                LDA.b #$01 : STA.w $012D
        
    .disableRainSound

    PLB

    RTL
}
pushpc

; ==============================================================================

if !Func0BFEB6 == 1

; There is a STZ.b $1D here in vanilla and I'm not sure why. It might have been
; to hide something but then just gets set a second later. So all this does in
; function is give the game a chance to hit NMI and flash a transparent color
; on screen when while warping from and area that has a different transparent
; color set. The whole function is NOT overwritten so that the default BG color
; values that get set here will retain their positions in ROM and can be changed
; in ZS.
org $0BFE70 ; $05FE70
    NOP : NOP

; Loads different special transparent colors and overlay speeds based on the
; overlay during transition and under other certain cases. TODO: Exact cases need
; to be investigated. When leaving dungeon.
org $0BFEB6 ; $05FEB6
Overworld_LoadBGColorAndSubscreenOverlay:
{
    JSL.l ReplaceBGColor

    ; Set fixed color to neutral.
    LDA.w #$4020 : STA.b $9C
    LDA.w #$8040 : STA.b $9D

    ; Check if we need to load the rain in the misery mire.
    LDA.l Pool_EnableRainMireEvent : BEQ .notMire
        LDA.b $8A : CMP.w #$0070 : BNE .notMire
            ; Has Misery Mire been triggered yet?
            LDA.l $7EF2F0 : AND.w #$0020 : BNE .notMire
                JMP.w .subscreenOnAndReturn
        
    .notMire

    JSL.l ReadOverlayArray

    ; Check for misery mire.
    CMP.w #$009F : BNE .notRain
        JMP.w .subscreenOnAndReturn
    
    .notRain
    
    ; Change the fixed color depending on our sub screen overlay.
    ; Check for lost woods?, skull woods, and pyramid area.
    CMP.w #$009D : BEQ .noCustomFixedColor
    CMP.w #$0096 : BEQ .noCustomFixedColor
        LDX.w #$4C26
        LDY.w #$8C4C
        
        ; Check for LW Death mountain.
        CMP.w #$0095 : BEQ .setCustomFixedColor
            LDX.w #$4A26
            LDY.w #$874A
            
            ; Check for DW Death mountain. (not turtle rock?).
            CMP.w #$009C : BEQ .setCustomFixedColor
                SEP #$30 ; Set A, X, and Y in 8bit mode.

                ; Don't set the subscreen during a warp to hide the transparent
                ; color change. This will get set properly later in the warp
                ; but not everywhere else.
                LDA.b $11 : CMP.b #$23 : BEQ .inWarp
                    STZ.b $1D

                .inWarp

                ; Update CGRAM this frame.
                INC.b $15
                
                RTL
        
        .setCustomFixedColor
        
        ; Set the fixed color addition color values.
        STX.b $9C
        STY.b $9D
    
    .noCustomFixedColor
    
    LDA.b $11 : AND.w #$00FF : CMP.w #$0004 : BEQ .BRANCH_11
        ; Make sure BG2 and BG1 Y scroll values are synchronized.
        ; Same for X scroll.
        LDA.b $E8 : STA.b $E6
        LDA.b $E2 : STA.b $E0
            
        ; Just because I need a bit more space.
        JSL.l ReadOverlayArray
            
        ; Are we at Hyrule Castle or Pyramid of Power?
        CMP.w #$0096 : BNE .subscreenOnAndReturn
            JSL.l SpecialBgHorizOffsetAdjustment
                
            BRA .subscreenOnAndReturn
    
    .BRANCH_11
    
    ; Check for the pyramid BG.
    JSL.l ReadOverlayArray : CMP.w #$0096 : BNE .subscreenOnAndReturn
        ; Synchronize Y scrolls on BG0 and BG1. Same for X scrolls.
        LDA.b $E8 : STA.b $E6
        LDA.b $E2 : STA.b $E0
            
        LDA.w $0410 : AND.w #$00FF : CMP.w #$0008 : BEQ .BRANCH_12
            ; Handles scroll for special areas maybe?
            LDA.w #$0838 : STA.b $E0
        
        .BRANCH_12
        
        LDA.w #$06C0 : STA.b $E6
    
    .subscreenOnAndReturn
    
    SEP #$30 ; Set A, X, and Y in 8bit mode.
        
    ; Put BG0 on the subscreen.
    LDA.b #$01 : STA.b $1D
        
    ; Update palette.
    INC.b $15
        
    RTL
}
warnpc $0BFFA8 ; $05FFA8

else

org $0BFE70 ; $05FE70
STZ.b $1D

org $0BFEB6 ; $05FEB6
db $8F, $00, $C5, $7E, $8F, $00, $C3, $7E
db $8F, $40, $C5, $7E, $8F, $40, $C3, $7E
db $A9, $20, $40, $85, $9C, $A9, $40, $80
db $85, $9D, $A5, $8A, $F0, $40, $C9, $70
db $00, $D0, $03, $4C, $9D, $FF, $C9, $40
db $00, $F0, $33, $C9, $5B, $00, $F0, $2E
db $A2, $26, $4C, $A0, $4C, $8C, $C9, $03
db $00, $F0, $1F, $C9, $05, $00, $F0, $1A
db $C9, $07, $00, $F0, $15, $A2, $26, $4A
db $A0, $4A, $87, $C9, $43, $00, $F0, $0A
db $C9, $45, $00, $F0, $05, $E2, $30, $E6
db $15, $6B, $86, $9C, $84, $9D, $A5, $11
db $29, $FF, $00, $C9, $04, $00, $F0, $58
db $A5, $E8, $85, $E6, $A5, $E2, $85, $E0
db $A5, $8A, $29, $3F, $00, $C9, $1B, $00
db $D0, $6D, $A5, $E2, $38, $E9, $78, $07
db $4A, $A8, $29, $00, $40, $F0, $05, $98
db $09, $00, $80, $A8, $84, $00, $A5, $E2
db $38, $E5, $00, $85, $E0, $A5, $E6, $C9
db $C0, $06, $90, $17, $38, $E9, $00, $06
db $29, $FF, $03, $C9, $80, $01, $B0, $06
db $4A, $09, $00, $06, $80, $0E, $A9, $C0
db $06, $80, $09, $A5, $E6, $29, $FF, $00
db $4A, $09, $00, $06, $85, $E6, $80, $27
db $A5, $8A, $29, $3F, $00, $C9, $1B, $00
db $D0, $1D, $A5, $E8, $85, $E6, $A5, $E2
db $85, $E0, $AD, $10, $04, $29, $FF, $00
db $C9, $08, $00, $F0, $05, $A9, $38, $08
db $85, $E0, $A9, $C0, $06, $85, $E6, $E2
db $20, $A9, $01, $85, $1D, $E2, $30, $E6
db $15, $6B

endif

pullpc
ReplaceBGColor:
{
    PHB : PHK : PLB

    SEP #$20 ; Set A in 8bit mode.

    LDA.w Pool_EnableBGColor : BNE .custom
        REP #$20 ; Set A in 16bit mode.

        PLB

        RTL

    .custom

    REP #$20 ; Set A in 16bit mode.

    ; Get area code and times it by 2. Get the color.
    LDA.b $8A : ASL : TAX
    LDA.w Pool_BGColorTable, X : PHA
    
    SEP #$20 ; Set A in 8bit mode.

    ; TODO: Pretty sure this is needed. Just keep an eye out for it.
    ; Set the buffer color when exiting to the OW to prevent a bug when using 
    ; the map in an area with a subscreen overlay.
    LDA.b $10 : CMP.b #$08 : BEQ .setBuffer
                CMP.b #$0A : BEQ .setBuffer
        ; Set the buffer color during warps.
        LDA.b $11 : CMP.b #$23 : BNE .notWarp
            .setBuffer

            REP #$20 ; Set A in 16bit mode.

            ; Set the BG color buffer.
            PLA : STA.l $7EC300
                STA.l $7EC340

            BRA .skipActualColor

    .notWarp

    REP #$20 ; Set A in 16bit mode.

    ; Set the BG color.
    PLA : STA.l $7EC500
          STA.l $7EC540

    .skipActualColor

    PLB

    RTL
}

; This sets the initial scroll offsets for the pyramid BG. It seems highly
; hardcoded and overly complicated. it could probably be changed to just a
; standard clamp function to keep it from being too high or too low.
SpecialBgHorizOffsetAdjustment:
{
    LDA.b $E2 : SEC : SBC.w #$0778 : LSR : TAY : AND.w #$4000 : BEQ .BRANCH_7
        TYA : ORA.w #$8000 : TAY
            
    .BRANCH_7
            
    STY.b $00
                
    LDA.b $E2 : SEC : SBC.b $00 : STA.b $E0
                
    LDA.b $E6 : CMP.w #$06C0 : BCC .BRANCH_9
        SEC : SBC.w #$0600 : AND.w #$03FF : CMP.w #$0180 : BCS .BRANCH_8
            LSR : ORA.w #$0600
                
            BRA .BRANCH_10
            
        .BRANCH_8
            
        LDA.w #$06C0
                
        BRA .BRANCH_10
            
    .BRANCH_9

    LDA.b $E6 : AND.w #$00FF : LSR : ORA.w #$0600
            
    .BRANCH_10
            
    ; Set BG1 vertical scroll.
    STA.b $E6

    RTL
}
pushpc

; ==============================================================================

if !Func0ED627 == 1

; Loads the transparent color during mirror\warp, entering/leaving special
; overworlds, exiting dungeons, loading end credits overworld scenes, whirlpool
; warps, and bird travel.
org $0ED627 ; $075627
    JML.l InitColorLoad2
    NOP

warnpc $0ED62C ; $07562C

else 

org $0ED627 ; $075627
db $A5, $8A, $C9, $80, $00

endif

org $0ED652 ; $075652
InitColorLoad2_Return:

pullpc

InitColorLoad2:
{
    PHB : PHK : PLB

    ; $0181 is the exit room number used for getting into the under the bridge
    ; area.
    LDA.b $A0 : CMP.w #$0181 : BNE .notBridge
        LDA.w Pool_BGColorTable_Bridge

        BRA .storeColor

    .notBridge

    ; Get area code and times it by 2.
    LDA.b $8A : ASL : TAX

    ; Get the color.
    LDA.w Pool_BGColorTable, X

    .storeColor

    ; Set transparent color.
    STA.l $7EC300
    STA.l $7EC340

    ; TODO: Based on the conditions as explained above, double check that this is
    ; not needed for any of them.
    ;STA.l $7EC500
    ;STA.l $7EC540

    INC.b $15

    PLB

    JML.l InitColorLoad2_Return
}

pushpc

; ==============================================================================

if !Func0ED8AE == 1

; Resets the area special color after the screen flashes.
org $0ED8AE ; $0758AE
Palette_RestoreFixedColor_Interrupt:
{
    LDA.b $1B : BNE .noSpecialColor
        REP #$30 ; Set A, X, and Y in 16bit mode.

        LDX.w #$4020 : STX.b $9C
        LDX.w #$8040 : STX.b $9D
        
        LDX.w #$4F33
        LDY.w #$894F
        
        ; Change the fixed color depending on our sub screen overlay.
        ; Lost woods and skull woods.
        JSL.l ReadOverlayArray : CMP.w #$009D : BEQ .noSpecialColor
            CMP.w #$0040 : BEQ .noSpecialColor
                ; Pyramid area.
                CMP.w #$0096 : BEQ .specialColor
                    LDX.w #$4C26
                    LDY.w #$8C4C
                    
                    ; LW death mountain.
                    CMP.w #$0095 : BEQ .specialColor
                        LDX.w #$4A26
                        LDY.w #$874A
                        
                        ; DW death mountain.
                        CMP.w #$009C : BEQ .specialColor
                            BRA .noSpecialColor
                
                .specialColor

                STX.b $9C
                STY.b $9D
        
        .noSpecialColor
    
    SEP #$30 ; Set A, X, and Y in 8bit mode.
        
    RTL
}
warnpc $0ED8FB ; $0758FB

else

org $0ED8AE ; $0758AE
db $A5, $1B, $D0, $46, $C2, $10, $A2, $20
db $40, $86, $9C, $A2, $40, $80, $86, $9D
db $A2, $33, $4F, $A0, $4F, $89, $A5, $8A
db $F0, $30, $C9, $40, $F0, $2C, $C9, $5B
db $F0, $24, $A2, $26, $4C, $A0, $4C, $8C
db $C9, $03, $F0, $1A, $C9, $05, $F0, $16
db $C9, $07, $F0, $12, $A2, $26, $4A, $A0
db $4A, $87, $C9, $43, $F0, $08, $C9, $45
db $F0, $04, $C9, $47, $D0, $04, $86, $9C
db $84, $9D, $E2, $10, $6B

endif

; ==============================================================================

if !Func00D585 == 1

; Interrupts the vanilla LoadTransAuxGFX function
org $00D673 ; $005673
    JML.l NewLoadTransAuxGFX

warnpc $00D677 ; $005677

org $00D677 ; $005677
LoadTransAuxGFX_return:

org $008C8A ; $000C8A
    dw NMI_UpdateChr_Bg2HalfAndAnimated

warnpc $008C8C ; $000C8C

org $02ABB4 ; $012BB4
    JSL.l NewPrepTransAuxGFX

warnpc $02ABB8 ; $012BB8

; Replaces the UNREACHABLE_00D585 which is unused.
org $00D585 ; $005585
Decomp_bg_variableLONG:
{
    PHB : PHK : PLB

    JSR.w Decomp_bg_variable

    PLB

    RTL
}

Do3To4Low16BitLONG:
{
    PHB : PHK : PLB

    JSR.w Do3To4Low16Bit

    PLB

    RTL
}

Do3To4High16BitLONG:
{
    PHB : PHK : PLB

    JSR.w Do3To4High16Bit

    PLB

    RTL
}

NMI_UpdateChr_Bg2HalfAndAnimated:
{
    JSL.l NMI_UpdateChr_Bg2HalfAndAnimatedLONG
    
    RTS
}

warnpc $00D5CB ; $0055CB

else

org $00D673 ; $005673
db $A9, $60, $85, $01

org $008C8A ; $000C8A
db $4B, $8E

org $00D585 ; $005585
db $A0, $08, $00, $84, $0E, $85, $00, $18
db $69, $10, $00, $85, $03, $A0, $07, $00
db $A7, $00, $9F, $00, $90, $7E, $E6, $00
db $E6, $00, $A7, $03, $29, $FF, $00, $9F
db $10, $90, $7E, $E6, $03, $E8, $E8, $88
db $10, $E6, $8A, $18, $69, $10, $00, $AA
db $A5, $03, $29, $78, $00, $D0, $08, $A5
db $03, $18, $69, $80, $01, $85, $03, $A5
db $03, $C6, $0E, $D0, $C0, $60

endif

pullpc
NewLoadTransAuxGFX:
{
    PHB : PHK : PLB

    LDA.b $1B : BNE .indoors
        LDA.w Pool_EnableTransitionGFXGroupLoad : BNE .notNormalLoad
            .indoors

            PLB
            
            ; Replaced code:
            LDA.b #$60 : STA.b $01

            ; Return to regular code.
            JML.l LoadTransAuxGFX_return

    .notNormalLoad

    ; Setup the decompression buffer address.
    ; $00[3] = $7E6000
                 STZ.b $00
    LDA.b #$60 : STA.b $01
    LDA.b #$7E : STA.b $02

    STZ.b $04

    REP #$30
    ; $0E = $8A * 8 
    LDA.b $8A : AND.w #$00FF : ASL #3 : STA.b $0E
    SEP #$20

    ; Sheet 3 (variable 0)
    LDX.b $0E
    LDA.w Pool_OWGFXGroupTable_sheet3, X : CMP.b #$FF : BEQ .noBgGfxChange3
        SEP #$10
        CMP.w TransGFXModule_PriorSheets+3 : BEQ .noBgGfxChange3
            TAY

            INC.b $04
            
            JSL.l Decomp_bg_variableLONG

    .noBgGfxChange3

    SEP #$10
    ; Increment buffer address by 0x0600.
    LDA.b $01 : CLC : ADC.b #$06 : STA.b $01
    REP #$10

    ; Sheet 4 (variable 1)
    LDX.b $0E
    LDA.w Pool_OWGFXGroupTable_sheet4, X : CMP.b #$FF : BEQ .noBgGfxChange4
        SEP #$10
        CMP.w TransGFXModule_PriorSheets+4 : BEQ .noBgGfxChange4
            TAY

            INC.b $04
            
            JSL.l Decomp_bg_variableLONG

    .noBgGfxChange4

    SEP #$10
    ; Increment buffer address by 0x0600.
    LDA.b $01 : CLC : ADC.b #$06 : STA.b $01
    REP #$10

    ; Sheet 5 (variable 2)
    LDX.b $0E
    LDA.w Pool_OWGFXGroupTable_sheet5, X : CMP.b #$FF : BEQ .noBgGfxChange5
        SEP #$10
        CMP.w TransGFXModule_PriorSheets+5 : BEQ .noBgGfxChange5
            TAY

            INC.b $04
            
            JSL.l Decomp_bg_variableLONG

    .noBgGfxChange5

    SEP #$10
    ; Increment buffer address by 0x0600.
    LDA.b $01 : CLC : ADC.b #$06 : STA.b $01
    REP #$10

    ; Sheet 6 (variable 3)
    LDX.b $0E
    LDA.w Pool_OWGFXGroupTable_sheet6, X : CMP.b #$FF : BEQ .noBgGfxChange6
        SEP #$10
        CMP.w TransGFXModule_PriorSheets+6 : BEQ .noBgGfxChange6
            TAY

            INC.b $04
            
            JSL.l Decomp_bg_variableLONG

    .noBgGfxChange6

    SEP #$10
    ; Increment buffer address by 0x0600.
    LDA.b $01 : CLC : ADC.b #$06 : STA.b $01
    REP #$10

    STZ.w TransGFXModuleFrame

    PLB

    ; $005706 Return to regular code.
    JML.l LoadTransAuxGFX_sprite_continue
}

NMI_UpdateChr_Bg2HalfAndAnimatedLONG:
{
    PHB : PHK : PLB

    REP #$20

    ; Increment on writes to SNES.VRAMDataWriteHigh.
    LDY.b #$80 : STY.w SNES.VRAMAddrIncrementVal
        
    ; Target is SNES.VRAMDataWriteLow, write two registers once
    ; (SNES.VRAMDataWriteLow / SNES.VRAMDataWriteHigh).
    LDA.w #$1801 : STA.w DMA.0_TransferParameters

    LDA.w NewNMICount1 : BEQ .skipFirst
        ; Sheet 1
        ; Target address
        LDA.w NewNMITarget1 : STA.w SNES.VRAMAddrReadWriteLow
        
        ; Source address
        LDA.w NewNMISource1 : STA.w DMA.0_SourceAddrOffsetLow
        LDY.b #$7F          : STY.w DMA.0_SourceAddrBank
        
        ; Write count
        LDA.w NewNMICount1 : STA.w DMA.0_TransferSizeLow
        
        ; Transfer data on channel 0.
        LDY.b #$01 : STY.w SNES.DMAChannelEnable

    .skipFirst

    LDA.w NewNMICount2 : BEQ .skipSecond
        ; Sheet 2
        ; Target address
        LDA.w NewNMITarget2 : STA.w SNES.VRAMAddrReadWriteLow
        
        ; Source address
        LDA.w NewNMISource2 : STA.w DMA.0_SourceAddrOffsetLow
        LDY.b #$7F          : STY.w DMA.0_SourceAddrBank
        
        ; Write count
        LDA.w NewNMICount2 : STA.w DMA.0_TransferSizeLow
        
        ; Transfer data on channel 0.
        LDY.b #$01 : STY.w SNES.DMAChannelEnable

    .skipSecond
    
    SEP #$20
    
    STZ.w $0710

    PLB

    RTL
}

NewPrepTransAuxGFX:
{
    LDA.b $04 : BEQ .dontPrep
        JSL.l PrepTransAuxGFX

    .dontPrep

    RTL
}

pushpc

; ==============================================================================

if !Func00E221 == 1

org $00E221 ; $006221
    JML.l InitTilesetsLongCalls

warnpc $00E225 ; $006225

org $00D904 ; $005904
    JML.l AnimateMirrorWarp_DecompressNewTileSetsLongCalls

warnpc $00D908 ; $005908

org $00D97D ; $00597D
    JML.l AnimateMirrorWarp_DecompressNewTileSetsLongCalls2

warnpc $00D981 ; $005981

org $00D9BC ; $0059BC
    JML.l AnimateMirrorWarp_DecompressBackgroundsALongCalls

warnpc $00D9C1 ; $0059C1

org $00DA2F ; $005A2F
    JML.l AnimateMirrorWarp_DecompressBackgroundsCLongCalls

else

org $00E221 ; $006221
db $AD, $A1, $0A, $29

org $00D904 ; $005904
db $AD, $A1, $0A, $29

org $00D97D ; $00597D
db $BF, $EF, $D8, $00

org $00D9BC ; $0059BC
db $BF, $F1, $D8, $00

org $00DA2F ; $005A2F
db $BF, $F3, $D8, $00

endif

pullpc
InitTilesetsLongCalls:
{
    SEP #$20

    ; TODO: This will eventually be changed when changing the dungeon GFX.
    LDA.b $10 : CMP.b #$0E : BNE .notMapMode
        ; Mode 0x0E is the map mode for both the OW and in dungeons.
        ; So we need to check where we are here.
        LDA.b $1B : BEQ .outdoors
            ; Indoors

    .notMapMode

    ; TODO: This will eventually be changed when changing the dungeon GFX.
    ; Only trigger the new code when in certain outdoor modes.
    ; Modes 0x08 through 0x0B are outdoor related modes.
    LDA.b $10 : CMP.b #$08 : BCC .regularLoad
        CMP.b #$0C : BCC .outdoors
            .regularLoad

            REP #$30

            ; Replaced code.
            LDA.w $0AA1 : AND.w #$00FF

            ; Return to normal code.
            JML.l $00E227 ; $006227

    .outdoors

    PHB : PHK : PLB

    REP #$30
    LDA.b $8A : AND.w #$00FF : ASL #3 : TAX
    LDA.b $8A : AND.w #$00C0 : LSR #3 : TAY ; (Area / 8) = LW, DW, or SW *8
    SEP #$20
    
    LDA.w Pool_OWGFXGroupTable_sheet0, X : CMP.b #$FF : BNE .notFF0
        LDA.w Pool_DefaultGFXGroups_sheet0, Y

    .notFF0
    
    STA.b $0D
    STA.w TransGFXModule_PriorSheets+0

    LDA.w Pool_OWGFXGroupTable_sheet1, X : CMP.b #$FF : BNE .notFF1
        LDA.w Pool_DefaultGFXGroups_sheet1, Y

    .notFF1
    
    STA.b $0C
    STA.w TransGFXModule_PriorSheets+1

    LDA.w Pool_OWGFXGroupTable_sheet2, X : CMP.b #$FF : BNE .notFF2
        LDA.w Pool_DefaultGFXGroups_sheet2, Y

    .notFF2

    STA.b $0B
    STA.w TransGFXModule_PriorSheets+2
    
    LDA.w Pool_OWGFXGroupTable_sheet3, X : CMP.b #$FF : BNE .notFF3
        LDA.w Pool_DefaultGFXGroups_sheet3, Y

    .notFF3
    
    STA.l $7EC2F8
    STA.b $0A
    STA.w TransGFXModule_PriorSheets+3

    LDA.w Pool_OWGFXGroupTable_sheet4, X : CMP.b #$FF : BNE .notFF4
        LDA.w Pool_DefaultGFXGroups_sheet4, Y

    .notFF4
    
    STA.l $7EC2F9
    STA.b $09
    STA.w TransGFXModule_PriorSheets+4

    LDA.w Pool_OWGFXGroupTable_sheet5, X : CMP.b #$FF : BNE .notFF5
        LDA.w Pool_DefaultGFXGroups_sheet5, Y

    .notFF5
    
    STA.l $7EC2FA
    STA.b $08
    STA.w TransGFXModule_PriorSheets+5

    LDA.w Pool_OWGFXGroupTable_sheet6, X : CMP.b #$FF : BNE .notFF6
        LDA.w Pool_DefaultGFXGroups_sheet6, Y

    .notFF6
    
    STA.l $7EC2FB
    STA.b $07
    STA.w TransGFXModule_PriorSheets+6
    
    LDA.w Pool_OWGFXGroupTable_sheet7, X : CMP.b #$FF : BNE .notFF7
        LDA.w Pool_DefaultGFXGroups_sheet7, Y

    .notFF7
    
    STA.b $06
    STA.w TransGFXModule_PriorSheets+7

    PLB

    ; $006282 Skip normal sheet load.
    JML.l $00E282
}

AnimateMirrorWarp_DecompressNewTileSetsLongCalls:
{
    PHB : PHK : PLB

    LDA.b $8A : AND.w #$00FF : ASL #3 : TAX
    LDA.b $8A : AND.w #$00C0 : LSR #3 : TAY ; (Area / 8) = LW, DW, or SW *8

    SEP #$20

    LDA.w Pool_OWGFXGroupTable_sheet3, X : CMP.b #$FF : BNE .notFF3
        LDA.w Pool_DefaultGFXGroups_sheet3, Y

    .notFF3

    STA.l $7EC2F8
    STA.w TransGFXModule_PriorSheets+3

    LDA.w Pool_OWGFXGroupTable_sheet4, X : CMP.b #$FF : BNE .notFF4
        LDA.w Pool_DefaultGFXGroups_sheet4, Y

    .notFF4

    STA.l $7EC2F9
    STA.w TransGFXModule_PriorSheets+4

    LDA.w Pool_OWGFXGroupTable_sheet5, X : CMP.b #$FF : BNE .notFF5
        LDA.w Pool_DefaultGFXGroups_sheet5, Y

    .notFF5

    STA.l $7EC2FA
    STA.w TransGFXModule_PriorSheets+5

    LDA.w Pool_OWGFXGroupTable_sheet6, X : CMP.b #$FF : BNE .notFF6
        LDA.w Pool_DefaultGFXGroups_sheet6, Y

    .notFF6

    STA.l $7EC2FB
    STA.w TransGFXModule_PriorSheets+6

    PLB

    ; $005949 Skip normal sheet load.
    JML.l $00D949
}

AnimateMirrorWarp_DecompressNewTileSetsLongCalls2:
{
    PHB : PHK : PLB

    REP #$30
    LDA.b $8A : AND.w #$00FF : ASL #3 : TAX
    LDA.b $8A : AND.w #$00C0 : LSR #3 : TAY ; (Area / 8) = LW, DW, or SW *8
    SEP #$20

    LDA.w Pool_OWGFXGroupTable_sheet1, X : CMP.b #$FF : BNE .notFF1
        LDA.w Pool_DefaultGFXGroups_sheet1, Y

    .notFF1

    STA.b $08
    STA.w TransGFXModule_PriorSheets+1

    LDA.w Pool_OWGFXGroupTable_sheet0, X : CMP.b #$FF : BNE .notFF0
        LDA.w Pool_DefaultGFXGroups_sheet0, Y

    .notFF0

    TAY
    STA.w TransGFXModule_PriorSheets+0

    SEP #$10

    PLB

    ; $005988 Skip normal sheet load.
    JML.l $00D988
}

AnimateMirrorWarp_DecompressBackgroundsALongCalls:
{
    PHB : PHK : PLB

    REP #$30
    LDA.b $8A : AND.w #$00FF : ASL #3 : TAX
    LDA.b $8A : AND.w #$00C0 : LSR #3 : TAY ; (Area / 8) = LW, DW, or SW *8
    SEP #$20

    LDA.w Pool_OWGFXGroupTable_sheet3, X : CMP.b #$FF : BNE .notFF3
        LDA.w Pool_DefaultGFXGroups_sheet3, Y

    .notFF3
    
    STA.b $08
    STA.w TransGFXModule_PriorSheets+3

    LDA.w Pool_OWGFXGroupTable_sheet2, X : CMP.b #$FF : BNE .notFF2
        LDA.w Pool_DefaultGFXGroups_sheet2, Y

    .notFF2
    
    TAY
    STA.w TransGFXModule_PriorSheets+2

    SEP #$10

    PLB

    ; $0059C7 Skip normal sheet load.
    JML.l $00D9C7
}

AnimateMirrorWarp_DecompressBackgroundsCLongCalls:
{
    PHB : PHK : PLB

    REP #$30
    LDA.b $8A : AND.w #$00FF : ASL #3 : TAX
    LDA.b $8A : AND.w #$00C0 : LSR #3 : TAY ; (Area / 8) = LW, DW, or SW *8
    SEP #$20

    LDA.w Pool_OWGFXGroupTable_sheet7, X : CMP.b #$FF : BNE .notFF7
        LDA.w Pool_DefaultGFXGroups_sheet7, Y

    .notFF7

    STA.b $08
    STA.w AnimatedTileGFXSet
    STA.w TransGFXModule_PriorSheets+7

    LDA.w Pool_OWGFXGroupTable_sheet6, X : CMP.b #$FF : BNE .notFF6
        LDA.w Pool_DefaultGFXGroups_sheet6, Y

    .notFF6
    
    TAY
    STA.w TransGFXModule_PriorSheets+6

    SEP #$10

    PLB

    ; $005A3A Skip normal sheet load.
    JML.l $00DA3A
}

pushpc

; ==============================================================================

if !Func00E221 == 1

org $02B490 ; $013490
    JSL.l Whirlpool_LoadDestinationMap_Interrupt

else

org $02B490 ; $013490
    JSL.l BirdTravel_LoadAmbientOverlay

endif

pullpc

Whirlpool_LoadDestinationMap_Interrupt:
{
    ; Replaced code.
    JSL.l BirdTravel_LoadAmbientOverlay

    STZ.w TransGFXModuleFrame

    RTL
}

pushpc

; ==============================================================================

if !Func02A9C4 == 1

org $02A9C4 ; $0129C4
OverworldHandleTransitions:
{
    ; Tells us which direction we're scrolling in.
    LDA.w $0416 : BEQ .noScroll
        JSR.w Overworld_ScrollMap

    .noScroll

    REP #$20

    ; Check if link is moving up/down.
    LDA.b $30 : AND.w #$00FF : BEQ .noDeltaY
        LDA.b $67 : AND.w #$000C : STA.b $00

        REP #$10
        LDA.b $8A : ASL : TAX
        LDA.b $20 : SEC : SBC.l Pool_OverworldTransitionPositionY_New, X
        SEP #$10

        ; Transitioning up.
        LDY.b #$06
        LDX.b #$08

        CMP.w #$0004 : BCC .checkDirection
            ; Transitioning down.
            LDY.b #$04
            LDX.b #$04

            CMP.w OWCameraBoundsS : BCS .checkDirection

    .noDeltaY

    ; Check if Link is moving right/left.
    LDA.b $31 : AND.w #$00FF : BEQ .noDeltaX
        ; Add an offset to the X position.
        LDA.w OWCameraBoundsE : CLC : ADC.w #$0004 : STA.b $02

        LDA.b $67 : AND.w #$0003 : STA.b $00

        REP #$10
        LDA.b $8A : ASL : TAX
        LDA.b $22 : SEC : SBC.l Pool_OverworldTransitionPositionX_New, X
        SEP #$10

        ; Transitioning left.
        LDY.b #$02
        LDX.b #$02
        
        CMP.w #$0006 : BCC .checkDirection
            ; Transitioning right.
            LDY.b #$00
            LDX.b #$01
            
            CMP.b $02 : BCC .noTransition

    .checkDirection

    ; Check if the direction the player is moving matches the boundary we hit:
    CPX.b $00 : BEQ .transition
        .noTransition
        .noDeltaX

        JSL.l Overworld_CheckForSpecialOverworldTrigger

        RTS

    ; Triggers when Link finally reaches the edge of the screen and is moving
    ; in that direction.
    .transition

    SEP #$20

    ; Just makes sure we're not using a medallion or input is disabled.
    JSL.l Player_IsScreenTransitionPermitted : BCS .noTransition
        STY.b $02 : STZ.b $03

        JSR.w DeleteCertainAncillaeStopDashing

        REP #$31

        ; Remove potential large world offest.
        LDX.b $02
        LDA.b $84 : AND.l OverworldScreenTileMapChange_Masks, X : STA.b $84

        ; $0700 does not store the world we are in, so we need to extract it
        ; from $8A and then apply it to $0700. We cannot just shift $8A instead
        ; because $0700 is the true area and not the "parent" area.
        LDA.b $8A : AND.w #$00C0 : ASL
        ORA.w $0700 : CLC : ADC.l OverworldScreenIDChange, X : STA.b $04

        ; X here equals which direction we are currently moving to.
        ; 0x00 - Right
        ; 0x02 - Left
        ; 0x04 - Down
        ; 0x06 - Up
        CLC : ADC.l .ByScreenAddresses, X : TAX
        LDA.b $84 : CLC : ADC.l Pool_ByScreen1_New, X : STA.b $84

        LDA.b $04 : LSR : TAX

        SEP #$30

        LDA.b $8A : PHA

        ; Set the OW area number.
        LDA.l Pool_Overworld_ActualScreenID_New, X : STA.b $8A
                                                     STA.w $040A
                                                     TAX

        ; HARDCODED: Bunny music.
        LDA.l $7EF3CA : BEQ .lightWorld
            ; Check for moon pearl.
            LDA.l $7EF357 : BEQ .noMusicChange

        .lightWorld

        ; Extract the ambient sound from this array.
        LDA.l $7F5B00, X : LSR #4 : BNE .ambientSound
            LDA.b #$05 : STA.w $012D ; No ambient sound.

        .ambientSound

        LDA.l $7F5B00, X : AND.b #$0F : CMP.w $0130 : BEQ .noMusicChange
            LDA.b #$F1 : STA.w $012C

        .noMusicChange

        JSR.w Overworld_LoadMapProperties

        LDA.b #$01 : STA.b $11

        LDA.b $00 : STA.w $0410
                    STA.w $0416

        LDX.b #$04

        ; Converts a bitwise direction indicator to a value based one.
        .loop
            DEX
        LSR : BCC .loop

        STX.w $0418
        STX.w $069C

        STZ.w $0696 : STZ.w $0698 : STZ.w $0126

        ; ----udlr
        ; u - Up
        ; d - Down
        ; l - Left
        ; r - Right
        ; Check if the area we are in needs a mosaic.
        ; Filter out the the direction of the transition we are looking for.
        PLX
        LDA.l Pool_MosaicTable, X : AND.w $0416 : BEQ .noMosaic
            ; Trigger a mosaic transition.

            ; Send us to a submodule that will handle a mosaic transition.
            LDA.b #$0D : STA.b $11

            ; Reset mosaic settings.
            LDA.b #$00 : STA.b $95
                         STA.l $7EC011
                         STA.b $B0

            RTS

        .noMosaic

        LDX.b $8A
        LDA.l $7EFD40, X : STA.b $00
        LDA.l OverworldPalettesScreenToSet_New, X
        JSL.l Overworld_LoadPalettes
        JSR.w Overworld_CgramAuxToMain

        RTS
}
warnpc $02AB08 ; $012B08

org $02A62C ; $01262C
OverworldScreenTileMapChange:
{
    ; These mask values are changed to fix several vanilla issues surrounding
    ; large areas. Moving from one large area to another twords the center of
    ; the side would cause a broken transition. A large area next to another
    ; but offset by the length of another would also cause a broken transition.
    ; $01262C
    .Masks
    if !Func02A62C == 1
    dw $1F80, $1F80, $007F, $007F
    else
    dw $0F80, $0F80, $003F, $003F
    endif
}
warnpc $02A634 ; $012634

; This table was moved from its original location at $012834 to make more
; space for the bigger tables down below. Replaces a few bytes from
; OverworldScreenTileMapChange_ByScreen1.
org $02A634 ; $012634
OverworldScreenIDChange:
{
    dw $0002, $FFFE, $0010, $FFF0
}
warnpc $02A63C ; $01263C

; This table was moved from its original location at $01283C to make more
; space for the bigger tables down below. This now replaces a few bytes from
; OverworldScreenTileMapChange_ByScreen1.
org $02A63C ; $01263C
OverworldMixedCoordsChange:
{
    dw $FFF0, $0010, $FFFE, $0002
}
warnpc $02A644 ; $012644

; This table was moved from its original location at $016DC5. This now replaces
; OverworldScreenTileMapChange_ByScreen1, OverworldScreenTileMapChange_ByScreen2
; and part of OverworldScreenTileMapChange_ByScreen3.
org $02A644 ; $012644
Overworld_HandleOverlaysAndBombDoors_bombable_door_location_New:

; This table was moved from its original location at $0DC2F9. This now replaces
; part of OverworldScreenTileMapChange_ByScreen3 and all of the following
; OverworldScreenTileMapChange_ByScreen4,
; OverworldScreenIDChange, OverworldMixedCoordsChange,
; OverworldScreenSizeFlag, and OverworldScreenSizeHighByte.
; The bytes of space at $0DC2F9 is now unused. The references to this table are
; updated by ZS itself.
org $02A784 ; $012784
OverworldData_HiddenItems_New:

; Update this address.
org $02C098 ; $014098
ADC.w OverworldMixedCoordsChange, Y

else

org $02A9C4 ; $0129C4
db $AD, $16, $04, $F0, $03, $20, $73, $F2
db $C2, $20, $A5, $30, $29, $FF, $00, $F0
db $23, $A5, $67, $29, $0C, $00, $85, $00
db $AE, $00, $07, $A5, $20, $38, $FF, $C4
db $A8, $02, $A0, $06, $A2, $08, $C9, $04
db $00, $90, $3B, $A0, $04, $A2, $04, $CD
db $16, $07, $B0, $32, $A5, $31, $29, $FF
db $00, $F0, $2F, $AD, $16, $07, $18, $69
db $04, $00, $85, $02, $A5, $67, $29, $03
db $00, $85, $00, $AE, $00, $07, $A5, $22
db $38, $FF, $44, $A9, $02, $A0, $02, $A2
db $02, $C9, $06, $00, $90, $08, $A0, $00
db $A2, $01, $C5, $02, $90, $04, $E4, $00
db $F0, $05, $22, $49, $DE, $0E, $60, $E2
db $20, $22, $39, $F4, $07, $B0, $F3, $84
db $02, $64, $03, $20, $0C, $8B, $C2, $31
db $A6, $02, $A5, $84, $3F, $2C, $A6, $02
db $85, $84, $AD, $00, $07, $18, $7F, $34
db $A8, $02, $48, $85, $04, $8A, $0A, $0A
db $0A, $0A, $0A, $0A, $05, $04, $AA, $A5
db $84, $18, $7F, $34, $A6, $02, $85, $84
db $68, $4A, $AA, $E2, $30, $A5, $8A, $48
db $C9, $2A, $D0, $05, $A9, $80, $8D, $2D
db $01, $BF, $EC, $A5, $02, $0F, $CA, $F3
db $7E, $85, $8A, $8D, $0A, $04, $AA, $AF
db $CA, $F3, $7E, $F0, $06, $AF, $57, $F3
db $7E, $F0, $1F, $BF, $00, $5B, $7F, $4A
db $4A, $4A, $4A, $D0, $05, $A9, $05, $8D
db $2D, $01, $BF, $00, $5B, $7F, $29, $0F
db $CD, $30, $01, $F0, $05, $A9, $F1, $8D
db $2C, $01, $20, $08, $AB, $A9, $01, $85
db $11, $A5, $00, $8D, $10, $04, $8D, $16
db $04, $A2, $04, $CA, $4A, $90, $FC, $8E
db $18, $04, $8E, $9C, $06, $9C, $96, $06
db $9C, $98, $06, $9C, $26, $01, $68, $29
db $3F, $F0, $06, $A5, $8A, $29, $BF, $D0
db $0F, $64, $B0, $A9, $0D, $85, $11, $A9
db $00, $85, $95, $8F, $11, $C0, $7E, $60
db $A6, $8A, $BF, $40, $FD, $7E, $85, $00
db $BF, $1C, $FD, $00, $22, $A8, $D5, $0E
db $20, $69, $C7, $60

org $02A62C ; $01262C
dw $0F80, $0F80, $003F, $003F

org $02C098 ; $014098
db $79, $3C, $A8

endif

pullpc

OverworldHandleTransitions_ByScreenAddresses:
{
    dw Pool_ByScreen1_New-Pool_ByScreen1_New
    dw Pool_ByScreen2_New-Pool_ByScreen1_New
    dw Pool_ByScreen3_New-Pool_ByScreen1_New
    dw Pool_ByScreen4_New-Pool_ByScreen1_New
}

pushpc

; ==============================================================================

; This section changes how all of the camera values get set.

if !Func02C0C3 == $01

org $02C0C3 ; $0140C3
Overworld_SetCameraBounds_Interrupt:
{
    JSL.l NewOverworld_SetCameraBounds

    RTS
}
warnpc $02C0F8 ; $0140F8

else

org $02C0C3 ; $0140C3
db $B9, $C4, $A8, $8D, $00, $06, $18, $7D
db $E2, $BF, $8D, $02, $06, $B9, $44, $A9
db $8D, $04, $06, $18, $7D, $E6, $BF, $8D
db $06, $06, $B9, $E2, $BE, $8D, $10, $06
db $18, $7D, $EA, $BF, $8D, $12, $06, $B9
db $62, $BF, $8D, $14, $06, $18, $7D, $EE
db $BF, $8D, $16, $06, $60

endif

pullpc

; Y - The overworld area number * 2 we are going to. Note: NOT the parent
;     number. Meaning if you are going to hyrule castle from Link's house,
;     this will be 0x48 (0x24 * 2) and not 0x36 (0x1B * 2).
; X - 0 for small map, 2 for large map
NewOverworld_SetCameraBounds:
{
    PHB : PHK : PLB

    LDX.b $8A
    LDA.l Pool_BufferAndBuildMap16Stripes_overworldScreenSize, X
    AND.w #$00FF : ASL : TAX

    REP #$10

    LDA.b $8A : ASL : TAY
    LDA.w Pool_OverworldTransitionPositionY_New, Y : STA.w $0600
    CLC : ADC.w .boundary_y_size, X                : STA.w $0602
    
    LDA.w Pool_OverworldTransitionPositionX_New, Y : STA.w $0604
    CLC : ADC.w .boundary_x_size, X                : STA.w $0606

    LDA.w Pool_trans_target_north_new, Y      : STA.w $0610
    CLC : ADC.w .trans_target_south_offset, X : STA.w $0612

    LDA.w Pool_trans_target_west_new, Y      : STA.w $0614
    CLC : ADC.w .trans_target_east_offset, X : STA.w $0616

    SEP #$10

    PLB

    RTL

    ;  Small, Large,  Wide,  Tall
    .boundary_y_size
    dw $011E, $031E, $011E, $031E

    .boundary_x_size
    dw $0100, $0300, $0300, $0100

    .trans_target_south_offset
    dw $02E0, $04E0, $02E0, $04E0

    .trans_target_east_offset
    dw $0300, $0500, $0500, $0300
}

; NOTE: UNUSED:
; The $0712 check at $01408D in OverworldScrollTransition and at $0165AA
; in Overworld_LoadNewScreenProperties are now unused because of the
; new Overworld_SetCameraBounds function.

pushpc

; ==============================================================================

; This changes how OverworldScreenSizeHighByte is used. Using OWCameraBoundsE
; ($0718) which is free RAM to be the new X boundary check.

if !Func02E598 == $01

org $02E598 ; $016598
    JSL.l Copy0716
    NOP
warnpc $02E59D ; $01659D

org $02EADC ; $016ADC
    JSL.l Copy0716
    NOP
warnpc $02EAE1 ; $016AE1

; This function returns carry set if the hookshot is off screen when used.
; It's only use is to prevent the hookshot from interacting with anything
; that is offscreen.
; Changed to use the new x value and the new OverworldTransitionPositionX and Y
; tables.
org $08FA49 ; $047A49
Hookshot_IsCollisionCheckFutile_Interrupt:
{
    LDA.w $0C72, X : AND.w #$0002 : BNE .moving_horizontally
        LDX.w $0700
        LDA.b $00 : SEC : SBC.l Pool_OverworldTransitionPositionY_New, X
        CMP.w #$0004 : BCC .off_screen
            CMP.w OWCameraBoundsS : BCS .off_screen
                BRA .not_at_screen_edge
        
    .moving_horizontally
        
    LDX.w $0700
    LDA.b $02 : SEC : SBC.l Pool_OverworldTransitionPositionX_New, X
    CMP.w #$0006 : BCC .off_screen
        CMP.w OWCameraBoundsE : BCC .not_at_screen_edge
        
    .off_screen

    SEP #$20
        
    PLY
    PLX
        
    SEC
        
    RTS
    warnpc $08FA81

    org $08FA81
    .not_at_screen_edge
}
warnpc $08FA81 ; $047A81

; Change an old OverworldScreenSizeFlag use to set the X value instead.
org $02AB0D ; $012B0D
Overworld_LoadMapProperties_Interrupt:
{
    CPX.b #$80 : BCS .inSW
        ; $0AA3 is the sprite graphics index.
        LDA.l $7EFCC0, X

        BRA .write0AA3

    .inSW

    LDA.l Pool_LoadSpecialOverworld_GFX_0AA3-$80, X

    .write0AA3

    ; $0AA3 is the sprite graphics index.
    STA.w $0AA3

    ; $0AA2 is the secondary background graphics index.
    LDA.l GFX0AA2ValsOW, X
    
    ; In PrepTransAuxGFX the game checks if $0AA2 is below 0x20, if it is,
    ; it will load 3 of the aux sheets as using the low palette instead of
    ; the high palette. So since $0AA2 isn't really used on the overworld
    ; anymore, we can just OR it so it will always load properly.
    ORA.b #$20 : STA.w $0AA2

    ; Code from vanilla that is still needed.
    LDA.w $0712 : STA.w $0714

    LDA.l Pool_BufferAndBuildMap16Stripes_overworldScreenSize, X : TAX
    LDA.l .xSize, X : STA.w $0719
    LDA.l .ySize, X : STA.w $0717

    LDY.b #$20
    LDX.b #$00

    LDA.b $8A : AND.b #$40 : BEQ .lightWorld
        ; $0AA1 = 0x21 for dark world, 0x20 for light world.
        INY

        ; 0x08 for dark world, 0x00 for light world.
        LDX.b #$08

    .lightWorld

    STY.w $0AA1

    ; X = 0x01 in LW, 0x0B in DW.
    LDA.l SheetsTable_0AA4, X : STA.w $0AA4

    REP #$30

    JSL.l AreaSizeCheck

    SEP #$30

    RTS

    ; 0x01 - Small map
    ; 0x03 - Large map
    .xSize
    db $01, $03, $03, $01

    .ySize
    db $01, $03, $01, $03
}
warnpc $02AB7B ; $012B7B

else

org $02E598 ; $016598
db $A9, $E4, $8D, $16, $07

org $02EADC ; $016ADC
db $A9, $E4, $8D, $16, $07

org $08FA49 ; $047A49
db $BD, $72, $0C, $29, $02, $00, $D0, $16
db $AE, $00, $07, $A5, $00, $38, $FF, $C4
db $A8, $02, $C9, $04, $00, $90, $1B, $CD
db $16, $07, $B0, $16, $80, $1A, $AE, $00
db $07, $A5, $02, $38, $FF, $44, $A9, $02
db $C9, $06, $00, $90, $05, $CD, $16, $07
db $90, $06, $E2, $20, $7A, $FA, $38

org $02AB0D ; $012B0D
db $BF, $C0, $FC, $7E, $8D, $A3, $0A, $BF
db $9C, $FC, $00, $8D, $A2, $0A, $8A, $29
db $3F, $AA, $AD, $12, $07, $8D, $14, $07
db $BF, $44, $A8, $02, $8D, $12, $07, $BF
db $84, $A8, $02, $8D, $17, $07, $A0, $20
db $A2, $00, $A5, $8A, $29, $40, $F0, $03
db $C8, $A2, $08, $8C, $A1, $0A, $BF, $F4
db $D8, $00, $8D, $A4, $0A, $C2, $30, $A5
db $8A, $29, $BF, $00, $0A, $AA, $BF, $C4
db $A8, $02, $8D, $08, $07, $BF, $44, $A9
db $02, $4A, $4A, $4A, $8D, $0C, $07, $A9
db $F0, $03, $AE, $12, $07, $D0, $03, $A9
db $F0, $01, $8D, $0A, $07, $4A, $4A, $4A
db $8D, $0E, $07, $E2, $30, $60

endif

pullpc

Copy0716:
{
    LDA.b #$E4 : STA.w OWCameraBoundsS
                 STA.w OWCameraBoundsE

    RTL
}

AreaSizeCheck:
{
    PHB : PHK : PLB

    LDA.b $8A : ASL : TAX
    LDA.l Pool_OverworldTransitionPositionY_New, X          : STA.w $0708
    LDA.l Pool_OverworldTransitionPositionX_New, X : LSR #3 : STA.w $070C

    LDX.b $8A
    LDA.l Pool_BufferAndBuildMap16Stripes_overworldScreenSize, X
    AND.w #$00FF : ASL : TAX
    LDA.w .YSize, X : STA.w $070A
    LDA.w .XSize, X : STA.w $070E

    PLB

    RTL

    ;  Small, Large,  Wide,  Tall
    .YSize
    dw $01F0, $03F0, $01F0, $03F0

    .XSize
    dw $003E, $007E, $007E, $003E
}

pushpc

; ==============================================================================

if !Func09C4C7 == $01

org $09C4C7 ; $04C4C7
LoadOverworldSprites_Interrupt:
{
    LDX.w $040A
    LDA.l Pool_BufferAndBuildMap16Stripes_overworldScreenSize, X : TAY

    LDA.w .xSize, Y : STA.w $0FB9
                      STZ.w $0FB8 

    LDA.w .ySize, Y : STA.w $0FBB
                      STZ.w $0FBA

    ; What phase are we in?
    LDA.l $7EF3C5 : ASL : TAY

    REP #$30

    ; And then, what overworld area are we in?
    TXA : ASL : CLC : ADC.w .phaseOffset, Y : TAX
    
    ; Get the overworld sprite pointer based on the overworld area and game phase.
    LDA.l Pool_Overworld_SpritePointers_state_0_New, X : STA.b $00

    SEP #$20

    BRA .skip

    .xSize
    db $02, $04, $04, $02

    .ySize
    db $02, $04, $02, $04

    .phaseOffset
    dw $0000, $0000, $0140, $0280

    ; We have some extra bytes of space here.
    NOP : NOP : NOP

    org $09C50D ; $04C50D
    .skip
}
warnpc $09C50D ; $04C50D

; The table OverworldScreenSizeForLoading which is located at $04C635 and
; used by the vanilla LoadOverworldSprites function is no longer needed for
; its original purpose. This is for controlling the boundaries used by sprites
; to check if they should be loaded. This is now unused in favor of just
; getting a value based on the size of the area. Its 0xC0 bytes of space is
; now used by OverworldPalettesScreenToSet_New which was moved here from is
; original loaction at $007D1C. The old 0x88 bytes of space at $007D1C is
; now unused.

else 

org $09C4C7 ; $04C4C7
db $AD, $0A, $04, $A8, $BE, $35, $C6, $8E
db $B9, $0F, $9C, $B8, $0F, $8E, $BB, $0F
db $9C, $BA, $0F, $C2, $30, $AD, $0A, $04
db $0A, $A8, $E2, $20, $AF, $C5, $F3, $7E
db $C9, $03, $F0, $0E, $C9, $02, $F0, $14
db $B9, $81, $C8, $85, $00, $B9, $82, $C8
db $80, $12, $B9, $21, $CA, $85, $00, $B9
db $22, $CA, $80, $08, $B9, $01, $C9, $85
db $00, $B9, $02, $C9

endif

; ==============================================================================

; This is the new truth table as to what each area's size is.
org $02F88D ; $01788D
Pool_BufferAndBuildMap16Stripes_overworldScreenSize:
{
    ; The large area value and small area values were swapped.
    ; 0x00 was large before and 0x01 was small.

    ; 0x00 - Small area (1x1)
    ; 0x01 - Large area (2x2)
    ; 0x02 - Wide area (2x1)
    ; 0x03 - Tall area (1x2)

    if !UseVanillaPool > 0
    ; LW
    db $01, $01, $00, $01, $01, $01, $01, $00
    db $01, $01, $00, $01, $01, $01, $01, $00
    db $00, $00, $00, $00, $00, $00, $00, $00
    db $01, $01, $00, $01, $01, $00, $01, $01
    db $01, $01, $00, $01, $01, $00, $01, $01
    db $00, $00, $00, $00, $00, $00, $00, $00
    db $01, $01, $00, $00, $00, $01, $01, $00
    db $01, $01, $00, $00, $00, $01, $01, $00

    ; DW
    db $01, $01, $00, $01, $01, $01, $01, $00
    db $01, $01, $00, $01, $01, $01, $01, $00
    db $00, $00, $00, $00, $00, $00, $00, $00
    db $01, $01, $00, $01, $01, $00, $01, $01
    db $01, $01, $00, $01, $01, $00, $01, $01
    db $00, $00, $00, $00, $00, $00, $00, $00
    db $01, $01, $00, $00, $00, $01, $01, $00
    db $01, $01, $00, $00, $00, $01, $01, $00

    ; SW
    db $00, $01, $01, $00, $00, $00, $00, $00
    db $00, $01, $01, $00, $00, $00, $00, $00
    db $00, $00, $00, $00, $00, $00, $00, $00
    db $00, $00, $00, $00, $00, $00, $00, $00

    ; The later half of the SW doesn't exist but this table does have values for
    ; them here. So this space could be used for something else.
    db $00, $00, $00, $00, $00, $00, $00, $00
    db $00, $00, $00, $00, $00, $00, $00, $00
    db $00, $00, $00, $00, $00, $00, $00, $00
    db $00, $00, $00, $00, $00, $00, $00, $00
    endif
}
warnpc $02F94D ; $01794D

if !Func02AC40 == $01

; Change a bunch of Pool_BufferAndBuildMap16Stripes_overworldScreenSize checks
; from a BEQ to a BNE.
org $02AC40 ; $012C40
    db $D0

org $02AC70 ; $012C70
    db $D0

org $02B2FA ; $0132FA
    db $D0

org $02B356 ; $013356
    db $D0

org $02ED39 ; $016D39
    db $D0

org $02ED6D ; $016D6D
    db $D0

; Change a bunch of Pool_BufferAndBuildMap16Stripes_overworldScreenSize checks
; from a BNE to a BEQ.

org $02F039 ; $017039
    db $F0

org $02F2EF ; $0172EF
    db $F0

org $02F323 ; $017323
    db $F0

org $02F361 ; $017361
    db $F0

org $02F39B ; $01739B
    db $F0

else

org $02AC40 ; $012C40
    db $F0

org $02AC70 ; $012C70
    db $F0

org $02B2FA ; $0132FA
    db $F0

org $02B356 ; $013356
    db $F0

org $02ED39 ; $016D39
    db $F0

org $02ED6D ; $016D6D
    db $F0

org $02F039 ; $017039
    db $D0

org $02F2EF ; $0172EF
    db $D0

org $02F323 ; $017323
    db $D0

org $02F361 ; $017361
    db $D0

org $02F39B ; $01739B
    db $D0

endif

; ==============================================================================

if !Func02E931 == $01

org $02E931 ; $016931
LoadSpecialOverworld_Interrupt:
{
    LDA.b $8A : SEC : SBC.b #$80 : TAX

    ; GFX $0AA3
    LDA.l Pool_LoadSpecialOverworld_GFX_0AA3, X : STA.w $0AA3

    ; GFX $0AA2
    LDA.l Pool_LoadSpecialOverworld_GFX_0AA2, X : STA.w $0AA2
    
    ; Palette property b
    LDA.l Pool_LoadSpecialOverworld_palette_prop_b, X : STA.b $00

    ; This table call was changed to read from the same one as the rest of the
    ; areas and is no longer SW specific.
    ; Property property a
    LDX.b $8A
    LDA.l OverworldPalettesScreenToSet_New, X
    JSL.l Overworld_LoadPalettes

    PLA : STA.b $A0

    REP #$30

    ; These 2 exits need the special smaller camera bounds instead of the usual
    ; ones. Such as the master sword area being half of a small area.
    LDA.b $A0 : CMP.w #$0180 : BEQ .SpecialCameraBounds
                CMP.w #$0181 : BEQ .SpecialCameraBounds
        LDA.b $8A : AND.w #$00FF : ASL : TAX
        LDA.l Pool_OverworldTransitionPositionY_New, X          : STA.w $0708
        LDA.l Pool_OverworldTransitionPositionX_New, X : LSR #3 : STA.w $070C

        JSL.l AreaSizeCheck

        JSL.l NewOverworld_SetCameraBounds

        BRA .end

    .SpecialCameraBounds

    JSL.l SetupSpecialCameraBounds

    .end

    SEP #$30

    PLB

    JSL.l Overworld_SetScreenBGColorCacheOnly

    RTS
}
warnpc $02E9BC ; $0169BC

else

org $02E931 ; $016931
db $BF, $11, $E8, $02, $8D, $A3, $0A, $BF
db $21, $E8, $02, $8D, $A2, $0A, $DA, $BF
db $41, $E8, $02, $85, $00, $BF, $31, $E8
db $02, $22, $A8, $D5, $0E, $FA, $C2, $30
db $A9, $F0, $03, $85, $00, $A5, $A0, $29
db $3F, $00, $0A, $AA, $BF, $E1, $E6, $02
db $8D, $08, $07, $BF, $E1, $E7, $02, $4A
db $4A, $4A, $8D, $0C, $07, $A5, $00, $8D
db $0A, $07, $A5, $00, $4A, $4A, $4A, $8D
db $0E, $07, $A5, $A0, $0A, $A8, $E2, $10
db $B9, $E1, $E6, $8D, $00, $06, $B9, $01
db $E7, $8D, $02, $06, $B9, $21, $E7, $8D
db $04, $06, $B9, $41, $E7, $8D, $06, $06
db $B9, $61, $E7, $8D, $10, $06, $B9, $A1
db $E7, $8D, $12, $06, $B9, $81, $E7, $8D
db $14, $06, $B9, $C1, $E7, $8D, $16, $06
db $E2, $20, $68, $85, $A0, $AB, $22, $1D
db $D6, $0E, $60

endif

pullpc

SetupSpecialCameraBounds:
{
    PHB : PHK : PLB

    LDA.w #$03F0 : STA.b $00

    LDA.b $A0 : SEC : SBC.w #$0080 : AND.w #$003F : ASL : TAX
    LDA.w .SpecialCamera600, X          : STA.w $0708
    LDA.w .SpecialCamera70C, X : LSR #3 : STA.w $070C

    LDA.b $00          : STA.w $070A
    LDA.b $00 : LSR #3 : STA.w $070E

    SEP #$10

    LDA.w .SpecialCamera600, X : STA.w $0600
    LDA.w .SpecialCamera602, X : STA.w $0602
    LDA.w .SpecialCamera604, X : STA.w $0604
    LDA.w .SpecialCamera606, X : STA.w $0606
    LDA.w .SpecialCamera610, X : STA.w $0610
    LDA.w .SpecialCamera612, X : STA.w $0612
    LDA.w .SpecialCamera614, X : STA.w $0614
    LDA.w .SpecialCamera616, X : STA.w $0616

    PLB

    RTL

    ; These are the camera values that are used for the master sword area and
    ; the area under the bridge.
    .SpecialCamera600
    dw $0000, $0000

    .SpecialCamera602
    dw $0120, $0020

    .SpecialCamera604
    dw $0000, $0100

    .SpecialCamera606
    dw $0000, $0100

    .SpecialCamera610
    dw $FF20, $FF20

    .SpecialCamera612
    dw $FFFC, $0100

    .SpecialCamera614
    dw $FF20, $FF20

    .SpecialCamera616
    dw $0004, $0104

    .SpecialCamera70C
    dw $0000, $0000
}

pushpc

; ==============================================================================

if !Func02A5D3 == $01

org $02A5D3 ; $0125D3
Overworld_PlayerControl_Interrupt:
{
    JSL.l Overworld_Entrance
    JSL.l Overworld_DwDeathMountainPaletteAnimation
    
    ; If not in SW mode skip this part.
    LDA.b $8A : CMP.b #$80 : BCC .notSpecialOverworld
        ; Checks for tiles that lead back to normal overworld.
        JSL.l SpecialOverworld_CheckForReturnTrigger

        ; If $11 == 0x24, that means we did trigger a special overworld tile
        LDA.b $11 : CMP.b #$24 : BNE .noSpecialTrigger
            ; Tell the game we are in the SW mode.
            LDA.b #$0B : STA.b $10

            RTS

        .noSpecialTrigger
    .notSpecialOverworld

    JSR.w OverworldHandleTransitions

    .return

    ; TODO: I think this SEP is not needed but am too scared to comit to
    ; removing it.
    SEP #$20

    RTS
}
warnpc $02A62C ; $01262C

; NOTE: This overwrites the unused table found at $0125EC-$01262B

else

org $02A5D3 ; $0125D3
db $A5, $10, $C9, $0B, $F0, $0D, $22, $F4
db $BB, $1B, $22, $82, $F5, $0E, $20, $C4
db $A9, $80, $03, $20, $7B, $AB, $E2, $20
db $60, $00, $00, $02, $03, $03, $05, $05
db $07, $00, $00, $0A, $03, $03, $05, $05
db $0F, $10, $11, $12, $13, $14, $15, $16
db $17, $18, $18, $1A, $1B, $1B, $1D, $1E
db $1E, $18, $18, $22, $1B, $1B, $25, $1E
db $1E, $28, $29, $2A, $2B, $2C, $2D, $2E
db $2F, $30, $30, $32, $33, $34, $35, $35
db $37, $30, $30, $3A, $3B, $3C, $35, $35
db $3F

endif

; ==============================================================================

if !Func00FC67 == $01

org $00FC67 ; $007C67
JSL.l Sprite_LoadGfxProperties_Interrupt
NOP : NOP : NOP

org $0286DB ; $0106DB
LDA.l OverworldPalettesScreenToSet_New, X

org $02B0FB ; $0130FB
LDA.l OverworldPalettesScreenToSet_New, X

org $02B4CD ; $0134CD
LDA.l OverworldPalettesScreenToSet_New, X

org $02EAAB ; $016AAB
LDA.l OverworldPalettesScreenToSet_New, X

org $02ECE8 ; $016CE8
LDA.l OverworldPalettesScreenToSet_New, X

else

org $00FC67 ; $007C67
db $A0, $3E, $00, $AF, $C5, $F3, $7E

org $0286DB ; $0106DB
db $BF, $1C, $FD, $00

org $02B0FB ; $0130FB
db $BF, $1C, $FD, $00

org $02B4CD ; $0134CD
db $BF, $1C, $FD, $00

org $02EAAB ; $016AAB
db $BF, $1C, $FD, $00

org $02ECE8 ; $016CE8
db $BF, $1C, $FD, $00

endif

pullpc

Sprite_LoadGfxProperties_Interrupt:
{
    LDX.w #$003E

    .loop

        ; The free RAM used here is right after $7EFD40 which is where
        ; vanilla stores the sprite palettes for the LW and DW. Very convenient
        ; for our needs, we don't even have to update the read.
        LDA.l Pool_LoadSpecialOverworld_palette_prop_b, X
        STA.l ExpandedSpritePalArray, X
    DEX : DEX : BPL .loop

    ; Replaced code.
    LDY.w #$003E
    LDA.l $7EF3C5

    RTL
}

pushpc

; ==============================================================================

if !Func1BC8B1 == $01

; Remove the SW overworld item check.
org $1BC8B4 ; $0DC8B4
Overworld_RevealSecret_Interrupt:
{
    NOP : NOP
}
warnpc $1BC8B6 ; $0DC8B6

org $02EF64 ; $016F64
LDA.l Overworld_HandleOverlaysAndBombDoors_bombable_door_location_New, X

else

org $1BC8B4 ; $0DC8B4
db $B0, $7D

org $02EF64 ; $016F64
db $BF, $C5, $ED, $02

endif

; ==============================================================================

if !Func07B518 == $01

org $07B518 ; $03B518
JSL Link_Read_Interrupt

else

org $07B518 ; $03B518
db $A8, $B9, $1D, $F5

endif

pullpc

Link_Read_Interrupt:
{
    PHB : PHK : PLB

    TAY
    LDA.w Pool_Overworld_SignText_New, Y

    PLB

    RTL
}

pushpc

; ==============================================================================

if !Func02EF44 == $01

; Remove a check so that entrance overlays can be used on the SW.
org $02EF44 ; $016F44
Overworld_LoadMapData_Interrupt:
{
    NOP : NOP : NOP : NOP
}

else

org $02EF44 ; $016F44
db $E0, $80, $B0, $0C

endif

; ==============================================================================

; TODO: Check HandleEdgeTransition_AdjustCameraBounds for possible needed changes.
; Currently I don't think anything is needed here.

; $013CFB
; TODO: In the fog scrolling code, there is a bit that checks for the turtle
; rock area. If left unchanged, this will prevent the fog and lava from working
; poperly in this area.

; ==============================================================================

; NOTE: A second pullpc is needed here just in case someone incorperates this
; ASM into their own code base.

pullpc
pullpc
