Big rename of gk files

This commit is contained in:
2026-01-18 10:48:02 -06:00
parent 798ee3fdd0
commit 0b27d0f477
28 changed files with 42 additions and 30 deletions

39
gk/data/analyze.rb Normal file
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File.open("supertile_shapes.asm", "r") do |file|
bytes = []
while line = file.gets
m = line.match(/dw \$(\h+), \$(\h+), \$(\h+), \$(\h+)/)
bytes += m.captures if m
break if bytes.length >= 4 * 0xE0
end
counts = []
for byte in bytes do
value = byte.to_i(16)
next if value == 0xFFFF
value = (value & 0x03FF) - 0x340
if not counts[value]
counts[value] = 0
end
counts[value] += 1
end
print(" ")
for col in 0...16
printf(" x%X", col)
end
puts
for row in 0...0xC
printf("%Xx", row + 4)
for col in 0...16
printf("%4d", counts[row * 16 + col] || 0)
end
puts
end
printf("Unused:")
for i in 0...0x80
printf(" %2X", i) unless counts[i]
end
puts
end

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DoorConnectionTiles:
.vertical
dw $0000, $0000 ; $00
dw $01C0, $0000 ; $01 left -> left
dw $01D0, $01D1 ; $02 left -> middle
dw $81C3, $41C3 ; $03 left -> right
dw $81D0, $81D1 ; $04 middle -> left
dw $01C1, $41C1 ; $05 middle -> middle
dw $C1D1, $C1D0 ; $06 middle -> right
dw $01C3, $C1C3 ; $07 right -> left
dw $41D1, $41D0 ; $08 right -> middle
dw $0000, $01C0 ; $09 right -> right
dw $41C2, $41C1 ; $0A left-middle -> left-middle
dw $81D2, $C1D0 ; $0B left-middle -> left-right
dw $41D3, $81D3 ; $0C left-middle -> middle-right
dw $01D2, $41D0 ; $0D left-right -> left-middle
dw $01C0, $01C0 ; $0E left-right -> left-right
dw $01D0, $41D2 ; $0F left-right -> middle-right
dw $C1D3, $01D3 ; $10 middle-right -> left-middle
dw $81D0, $C1D2 ; $11 middle-right -> left-right
dw $01C1, $01C2 ; $12 middle-right -> middle-right
dw $41C2, $01C2 ; $13 triple -> triple
.horizontal
dw $0300, $0300 ; $00
dw $01C4, $0300 ; $01 top -> top
dw $C1D4, $C1D5 ; $02 top -> middle
dw $81C7, $41C7 ; $03 top -> bottom
dw $81D4, $81D5 ; $04 middle -> top
dw $01C5, $81C5 ; $05 middle -> middle
dw $01D5, $01D4 ; $06 middle -> bottom
dw $C1C7, $01C7 ; $07 bottom -> top
dw $41D5, $41D4 ; $08 bottom -> middle
dw $0300, $01C4 ; $09 bottom -> bottom
dw $41C6, $41C5 ; $0A top-middle -> top-middle
dw $41D6, $01D4 ; $0B top-middle -> top-bottom
dw $41D7, $81D7 ; $0C top-middle -> middle-bottom
dw $01D6, $41D4 ; $0D top-bottom -> top-middle
dw $01C4, $01C4 ; $0E top-bottom -> top-bottom
dw $C1D4, $81D6 ; $0F top-bottom -> middle-bottom
dw $C1D7, $01D7 ; $10 middle-bottom -> top-middle
dw $81D4, $C1D6 ; $11 middle-bottom -> top-bottom
dw $01C5, $01C6 ; $12 middle-bottom -> middle-bottom
dw $81C6, $01C6 ; $13 triple -> triple

309
gk/data/doors_display.asm Normal file
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DoorSlotsSprites:
; center
dw $48A8
; north
dw $2090, $20A8, $20C0
dw $2098, $20B8
; west
dw $3080, $4880, $6080
dw $3880, $5880
; south
dw $7090, $70A8, $70C0
dw $7098, $70B8
; east
dw $30D0, $48D0, $60D0
dw $38D0, $58D0
; stairs
dw $B080, $B098, $B0B0
; drop/warp
dw $B0D0
DoorSlotsBG1:
; center
dw $1135
; north
dw $1092, $1095, $1098
dw $1093, $1097
; west
dw $10D0, $1130, $1190
dw $10F0, $1170
; south
dw $11D2, $11D5, $11D8
dw $11D3, $11D7
; east
dw $10DA, $113A, $119A
dw $10FA, $117A
; stairs
dw $12D0, $12D3, $12D6
; drop/warp
dw $12DA
DoorSlotsBG2:
; center
dw $0000
; north
dw $FEBA, $FEC0, $FEC6
dw $FEBC, $FEC4
; west
dw $FF36, $FFF6, $00B6
dw $FF76, $0076
; south
dw $013A, $0140, $0146
dw $013C, $0144
; east
dw $FF4A, $000A, $00CA
dw $FF8A, $008A
; stairs
dw $0336, $033C, $0342
; drop/warp
dw $034A
DoorSlotSides:
db $02, $0C, $16, $20
DoorSlotOffsets:
db $02, $02, $06, $00
; up, left, down, right
NextCursorSlot:
db $80, $81, $82, $83
; top
db $FF, $C1, $00, $04
db $FF, $04, $00, $05
db $FF, $05, $00, $C3
db $FF, $01, $00, $02
db $FF, $02, $00, $03
; left
db $C0, $FF, $09, $00
db $09, $FF, $0A, $00
db $0A, $FF, $C2, $00
db $06, $FF, $07, $00
db $07, $FF, $08, $00
; bottom
db $00, $E1, $85, $0E
db $00, $0E, $85, $0F
db $00, $0F, $85, $E3
db $00, $0B, $85, $0C
db $00, $0C, $85, $0D
; right
db $E0, $00, $13, $FF
db $13, $00, $14, $FF
db $14, $00, $E2, $FF
db $10, $00, $11, $FF
db $11, $00, $12, $FF
; stairs
db $84, $18, $FF, $16
db $84, $15, $FF, $17
db $84, $16, $FF, $18
; drop/warp
db $84, $17, $FF, $15
NextCursorSpecial:
.center
db $02, $04, $05, $01, $03, $FF
db $07, $09, $0A, $06, $08, $FF
db $0C, $0E, $0F, $0B, $0D, $15, $16, $17, $18, $FF
db $11, $13, $14, $10, $12, $FF
db $0C, $0E, $0F, $0B, $0D, $00, $FF
db $17, $16, $15, $18, $FF
.center_offset
db $00, $06, $0C, $16, $1C, $23
.start_index
db $01, $06, $0B, $10, $15
.start_direction
db $03, $02, $03, $02, $03
.end_index
db $03, $08, $0D, $12, $18
.end_direction
db $01, $00, $01, $00, $01
SingleEdgeCurrentRoomConnectors:
.north
dw $01C0, $0300, $01C0, $0300, $01C0, $0300 ; left -> left
dw $01C1, $41C1, $81D0, $81D1, $01C0, $0300 ; left -> middle
dw $41D1, $41D0, $01C1, $41C1, $81D0, $81D1 ; left -> right
dw $01C0, $0300, $01D0, $01D1, $01C1, $41C1 ; middle -> left
dw $01C1, $41C1, $01C1, $41C1, $01C1, $41C1 ; middle -> middle
dw $0300, $01C0, $41D1, $41D0, $01C1, $41C1 ; middle -> right
dw $01D0, $01D1, $01C1, $41C1, $C1D1, $C1D0 ; right -> left
dw $01C1, $41C1, $C1D1, $C1D0, $0300, $01C0 ; right -> middle
dw $0300, $01C0, $0300, $01C0, $0300, $01C0 ; right -> right
.west
dw $01C4, $01C4, $01C4, $0300, $0300, $0300 ; top -> top
dw $01C5, $81D4, $01C4, $C1C5, $81D5, $0300 ; top -> middle
dw $41D5, $01C5, $81D4, $41D4, $C1C5, $81D5 ; top -> bottom
dw $01C4, $C1D4, $01C5, $0300, $C1D5, $C1C5 ; middle -> top
dw $01C5, $01C5, $01C5, $C1C5, $C1C5, $C1C5 ; middle -> middle
dw $0300, $41D5, $01C5, $01C4, $41D4, $C1C5 ; middle -> bottom
dw $C1D4, $01C5, $01D5, $C1D5, $C1C5, $01D4 ; bottom -> top
dw $01C5, $01D5, $0300, $C1C5, $01D4, $01C4 ; bottom -> middle
dw $0300, $0300, $0300, $01C4, $01C4, $01C4 ; bottom -> bottom
.south
dw $01C0, $0300, $01C0, $0300, $01C0, $0300 ; left -> left
dw $01C0, $0300, $01D0, $01D1, $01C1, $41C1 ; left -> middle
dw $01D0, $01D1, $01C1, $41C1, $C1D1, $C1D0 ; left -> right
dw $01C1, $41C1, $81D0, $81D1, $01C0, $0300 ; middle -> left
dw $01C1, $41C1, $01C1, $41C1, $01C1, $41C1 ; middle -> middle
dw $01C1, $41C1, $C1D1, $C1D0, $0300, $01C0 ; middle -> right
dw $41D1, $41D0, $01C1, $41C1, $81D0, $81D1 ; right -> left
dw $0300, $01C0, $41D1, $41D0, $01C1, $41C1 ; right -> middle
dw $0300, $01C0, $0300, $01C0, $0300, $01C0 ; right -> right
.east
dw $01C4, $01C4, $01C4, $0300, $0300, $0300 ; top -> top
dw $01C4, $C1D4, $01C5, $0300, $C1D5, $81C5 ; top -> middle
dw $C1D4, $01C5, $01D5, $C1D5, $81C5, $01D4 ; top -> bottom
dw $01C5, $81D4, $01C4, $81C5, $81D5, $0300 ; middle -> top
dw $01C5, $01C5, $01C5, $81C5, $81C5, $81C5 ; middle -> middle
dw $01C5, $01D5, $0300, $81C5, $01D4, $01C4 ; middle -> bottom
dw $41D5, $01C5, $81D4, $41D4, $81C5, $81D5 ; bottom -> top
dw $0300, $41D5, $01C5, $01C4, $41D4, $81C5 ; bottom -> middle
dw $0300, $0300, $0300, $01C4, $01C4, $01C4 ; bottom -> bottom
QuadrantMasks:
; north
dw $0008, $000C, $0004
; west
dw $0008, $000A, $0002
; south
dw $0002, $0003, $0001
; east
dw $0004, $0005, $0001
EntranceQuadrantMasks:
dw $0002
dw $0003
dw $0001
DropdownQuadrantMasks:
dw $0008
dw $000C
dw $0004
MultiConnectorMapping:
.two
db $02, $00
.three
db $02, $01, $00
MultiConnectorTiles:
.north
..two
dw $41C7, $81C7, $C1C7, $01C7
..three
dw $41C7, $01C4, $81F7, $C1F7, $01C4, $01C7
.west
..two
dw $81C7, $41C7, $C1C7, $01C7
..three
dw $81C7, $01C0, $41E7, $C1E7, $01C0, $01C7
.south
..two
dw $C1C7, $01C7, $41C7, $81C7
..three
dw $C1C7, $01C4, $01F7, $41F7, $01C4, $81C7
.east
..two
dw $C1C7, $01C7, $81C7, $41C7
..three
dw $C1C7, $01C0, $01E7, $81E7, $01C0, $41C7
.direction_index
db $00, $14, $28, $3C
.start_offset
..two
dw $FF7E, $FFBC, $00BE, $FFC6
..three
dw $FF7C, $FF7C, $00BC, $FF86
.increment
db $02, $40
EdgePositions:
.north
db $01, $00 ; HC Basement
db $02 ; Desert West Wing
db $00, $01, $02 ; Desert Lobby
db $00 ; Desert East Wing
db $01, $02 ; TT
db $00, $01 ; different TT
.west
db $02 ; TT Attic
db $02, $02 ; Desert North Hall
db $00, $02 ; HC Basement
db $00 ; Desert East Wing
db $02, $00 ; TT Triple
db $02 ; TT Big Key Chest
.south
db $01, $00 ; HC Basement
db $02 ; Desert West Wing
db $00, $01, $02 ; Desert Lobby
db $00 ; Desert East Wing
db $01, $02 ; TT
db $00, $01 ; different TT
.east
db $02 ; TT Attic
db $02, $02 ; Desert North Hall
db $02, $00 ; HC Basement
db $00 ; Desert East Wing
db $02, $00 ; TT Triple
db $02 ; TT Big Key Chest
EdgeConnectionIndices:
; North
dw $0182, $0000
dw $0082, $0003
dw $0283, $0006
dw $0084, $0009
dw $0184, $000C
dw $0284, $000F
dw $0085, $0012
dw $01DB, $0015
dw $02DB, $0018
dw $00DC, $001B
dw $01DC, $001E
; South
dw $0772, $0021
dw $0672, $0024
dw $0873, $0027
dw $0674, $002A
dw $0774, $002D
dw $0874, $0030
dw $0675, $0033
dw $07CB, $0036
dw $08CB, $0039
dw $06CC, $003C
dw $07CC, $003F
; West
dw $0565, $0042
dw $0574, $0045
dw $0575, $0048
dw $0582, $004B
dw $0382, $004E
dw $0385, $0051
dw $05CC, $0054
dw $03CC, $0057
dw $05DC, $005A
; East
dw $0B64, $005D
dw $0B73, $0060
dw $0B74, $0063
dw $0981, $0066
dw $0B81, $0069
dw $0984, $006C
dw $0BCB, $006F
dw $09CB, $0072
dw $0BDB, $0075
dw $FFFF
InRoomConnectionIndices:
dw $020B, $0000
dw $081B, $0002
dw $023F, $0004
dw $081F, $0006
dw $007E, $0008
dw $065E, $000A
dw $0296, $000C
dw $083D, $000E
dw $FFFF

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dw $200C
dw $100E
dw $2012
dw $1023
dw $1024
dw $2028
dw $204A
dw $4056
dw $4057
dw $4058
dw $4059
dw $1060
dw $2061
dw $4062
dw $4063
dw $2077
dw $4083
dw $2084
dw $1085
dw $4098
dw $20C9
dw $40D5
dw $10D6
dw $20DB
dw $40E0
dw $FFFF

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gk/data/fall_warps.asm Normal file
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FallTable:
dw $1007, $1017 ; Moldorm Arena
dw $1017, $1027 ; Below Moldorm drop to Big Chest
dw $101E, $103E ; IP first drop
dw $1027, $1031 ; ToH Big Chest drop
dw $1031, $1077 ; Second Floor ToH
dw $1039, $1029 ; Mothula drop
dw $103A, $100A ; Pod front drop
dw $103D, $1096 ; GT Torches drop
dw $104D, $10A6 ; Moldorm 2 drop
dw $1054, $1034 ; Left side Swamp
dw $105E, $107E ; IP drop to tall icy room
dw $107E, $109E ; Freezors drop (to big chest)
dw $208C, $101C ; Ice Armos drop
dw $1097, $10D1 ; Mire Cutscene
dw $109E, $10BE ; IP Big Chest tile (push blocks)
dw $10CE, $10DE ; Kholdstare drop
; db $65, $AC ; TT Attic
; db $77, $A7 ; ToH drop to fairy room (Herapot)
; db $A9, $89 ; EP drop to fairy room
; db $BE, $4F ; IP drop to fairy room
dw $FFFF
WarpTable:
dw $2009, $104B ; PoD Basement (start)
dw $100A, $1009 ; PoD Stalfos Basement
dw $100B, $206A ; PoD Turtle Room to Boss
dw $104B, $2009 ; PoD Basement (mimics)
dw $207B, $209D ; GT post-compass island hardhat
dw $207D, $109B ; GT warp maze
dw $109D, $307B ; GT compass room
dw $109B, $207D ; GT warp maze
dw $10B1, $20B2 ; South of Fishbone warp
dw $10D1, $10B1 ; Mire Big Key Chest warp
; db $89, $A9 ; EP Fairy Room
; db $A7, $17 ; ToH Fairy Room
; db $4F, $BE ; IP Fairy Room
dw $FFFF

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gk/data/item_mapping.asm Normal file
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!TIER_UNKNOWN = $01
!TIER_JUNK = $02
!TIER_LOW_KEY = $03
!TIER_HEALTH = $05
!TIER_MINOR = $06
!TIER_MAP = $07
!TIER_COMPASS = $08
!TIER_SM_KEY = $09
!TIER_BIG_KEY = $0A
!TIER_MAJOR = $0B
!TIER_PENDANT = $0C
!TIER_CRYSTAL = $0D
!TIER_TFP = $0E
!TIER_TFORCE = $0F
db !TIER_MAJOR ; 00 - Fighter Sword and Shield
db !TIER_MAJOR ; 01 - Master Sword
db !TIER_MAJOR ; 02 - Tempered Sword
db !TIER_MAJOR ; 03 - Butter Sword
db !TIER_JUNK ; 04 - Fighter Shield
db !TIER_MINOR ; 05 - Fire Shield
db !TIER_MINOR ; 06 - Mirror Shield
db !TIER_MAJOR ; 07 - Fire Rod
db !TIER_MAJOR ; 08 - Ice Rod
db !TIER_MAJOR ; 09 - Hammer
db !TIER_MAJOR ; 0A - Hookshot
db !TIER_MAJOR ; 0B - Bow
db !TIER_MINOR ; 0C - Boomerang
db !TIER_MINOR ; 0D - Powder
db !TIER_JUNK ; 0E - Bottle Refill (bee)
db !TIER_MAJOR ; 0F - Bombos
db !TIER_MAJOR ; 10 - Ether
db !TIER_MAJOR ; 11 - Quake
db !TIER_MAJOR ; 12 - Lamp
db !TIER_MINOR ; 13 - Shovel
db !TIER_MAJOR ; 14 - Flute
db !TIER_MAJOR ; 15 - Somaria
db !TIER_MINOR ; 16 - Bottle
db !TIER_HEALTH ; 17 - Heartpiece
db !TIER_MINOR ; 18 - Byrna
db !TIER_MINOR ; 19 - Cape
db !TIER_MAJOR ; 1A - Mirror
db !TIER_MAJOR ; 1B - Glove
db !TIER_MAJOR ; 1C - Mitts
db !TIER_MAJOR ; 1D - Book
db !TIER_MAJOR ; 1E - Flippers
db !TIER_MAJOR ; 1F - Pearl
db !TIER_CRYSTAL ; 20 - Crystal
db !TIER_MINOR ; 21 - Net
db !TIER_MINOR ; 22 - Blue Mail
db !TIER_MINOR ; 23 - Red Mail
db !TIER_LOW_KEY ; 24 - Small Key
db !TIER_COMPASS ; 25 - Compass
db !TIER_HEALTH ; 26 - Heart Container from 4/4
db !TIER_JUNK ; 27 - Bomb
db !TIER_JUNK ; 28 - 3 bombs
db !TIER_MINOR ; 29 - Mushroom
db !TIER_MINOR ; 2A - Red boomerang
db !TIER_MINOR ; 2B - Full bottle (red)
db !TIER_MINOR ; 2C - Full bottle (green)
db !TIER_MINOR ; 2D - Full bottle (blue)
db !TIER_HEALTH ; 2E - Potion refill (red)
db !TIER_HEALTH ; 2F - Potion refill (green)
db !TIER_HEALTH ; 30 - Potion refill (blue)
db !TIER_JUNK ; 31 - 10 bombs
db !TIER_BIG_KEY ; 32 - Big key
db !TIER_MAP ; 33 - Map
db !TIER_JUNK ; 34 - 1 rupee
db !TIER_JUNK ; 35 - 5 rupees
db !TIER_JUNK ; 36 - 20 rupees
db !TIER_PENDANT ; 37 - Green pendant
db !TIER_PENDANT ; 38 - Blue pendant
db !TIER_PENDANT ; 39 - Red pendant
db !TIER_MAJOR ; 3A - Tossed bow
db !TIER_MAJOR ; 3B - Silvers
db !TIER_MINOR ; 3C - Full bottle (bee)
db !TIER_MINOR ; 3D - Full bottle (fairy)
db !TIER_HEALTH ; 3E - Boss heart
db !TIER_HEALTH ; 3F - Sanc heart
db !TIER_JUNK ; 40 - 100 rupees
db !TIER_JUNK ; 41 - 50 rupees
db !TIER_JUNK ; 42 - Heart
db !TIER_JUNK ; 43 - Arrow
db !TIER_JUNK ; 44 - 10 arrows
db !TIER_JUNK ; 45 - Small magic
db !TIER_JUNK ; 46 - 300 rupees
db !TIER_JUNK ; 47 - 20 rupees green
db !TIER_MINOR ; 48 - Full bottle (good bee)
db !TIER_MAJOR ; 49 - Tossed fighter sword
db !TIER_MAJOR ; 4A - Active Flute
db !TIER_MAJOR ; 4B - Boots
db !TIER_MINOR ; 4C - Bomb capacity (50)
db !TIER_MINOR ; 4D - Arrow capacity (70)
db !TIER_MINOR ; 4E - 1/2 magic
db !TIER_MINOR ; 4F - 1/4 magic
db !TIER_MAJOR ; 50 - Safe master sword
db !TIER_MINOR ; 51 - Bomb capacity (+5)
db !TIER_MINOR ; 52 - Bomb capacity (+10)
db !TIER_MINOR ; 53 - Arrow capacity (+5)
db !TIER_MINOR ; 54 - Arrow capacity (+10)
db !TIER_JUNK ; 55 - Programmable item 1
db !TIER_JUNK ; 56 - Programmable item 2
db !TIER_JUNK ; 57 - Programmable item 3
db !TIER_MAJOR ; 58 - Upgrade-only silver arrows
db !TIER_JUNK ; 59 - Rupoor
db !TIER_JUNK ; 5A - Nothing
db !TIER_JUNK ; 5B - Red clock
db !TIER_JUNK ; 5C - Blue clock
db !TIER_JUNK ; 5D - Green clock
db !TIER_MAJOR ; 5E - Progressive sword
db !TIER_MINOR ; 5F - Progressive shield
db !TIER_MINOR ; 60 - Progressive armor
db !TIER_MAJOR ; 61 - Progressive glove
db !TIER_JUNK ; 62 - RNG pool item (single)
db !TIER_JUNK ; 63 - RNG pool item (multi)
db !TIER_MAJOR ; 64 - Progressive bow
db !TIER_MAJOR ; 65 - Progressive bow
db !TIER_JUNK ; 66 -
db !TIER_JUNK ; 67 -
db !TIER_JUNK ; 68 -
db !TIER_JUNK ; 69 -
db !TIER_TFORCE ; 6A - Triforce
db !TIER_TFP ; 6B - Power star
db !TIER_TFP ; 6C - Triforce Piece
db !TIER_JUNK ; 6D - Server request item
db !TIER_JUNK ; 6E - Server request item (dungeon drop)
db !TIER_JUNK ; 6F -
db !TIER_MAP ; 70 - Map of Light World
db !TIER_MAP ; 71 - Map of Dark World
db !TIER_MAP ; 72 - Map of Ganon's Tower
db !TIER_MAP ; 73 - Map of Turtle Rock
db !TIER_MAP ; 74 - Map of Thieves' Town
db !TIER_MAP ; 75 - Map of Tower of Hera
db !TIER_MAP ; 76 - Map of Ice Palace
db !TIER_MAP ; 77 - Map of Skull Woods
db !TIER_MAP ; 78 - Map of Misery Mire
db !TIER_MAP ; 79 - Map of Dark Palace
db !TIER_MAP ; 7A - Map of Swamp Palace
db !TIER_MAP ; 7B - Map of Agahnim's Tower
db !TIER_MAP ; 7C - Map of Desert Palace
db !TIER_MAP ; 7D - Map of Eastern Palace
db !TIER_MAP ; 7E - Map of Hyrule Castle
db !TIER_MAP ; 7F - Map of Sewers
db !TIER_COMPASS ; 80 - Compass of Light World
db !TIER_COMPASS ; 81 - Compass of Dark World
db !TIER_COMPASS ; 82 - Compass of Ganon's Tower
db !TIER_COMPASS ; 83 - Compass of Turtle Rock
db !TIER_COMPASS ; 84 - Compass of Thieves' Town
db !TIER_COMPASS ; 85 - Compass of Tower of Hera
db !TIER_COMPASS ; 86 - Compass of Ice Palace
db !TIER_COMPASS ; 87 - Compass of Skull Woods
db !TIER_COMPASS ; 88 - Compass of Misery Mire
db !TIER_COMPASS ; 89 - Compass of Dark Palace
db !TIER_COMPASS ; 8A - Compass of Swamp Palace
db !TIER_COMPASS ; 8B - Compass of Agahnim's Tower
db !TIER_COMPASS ; 8C - Compass of Desert Palace
db !TIER_COMPASS ; 8D - Compass of Eastern Palace
db !TIER_COMPASS ; 8E - Compass of Hyrule Castle
db !TIER_COMPASS ; 8F - Compass of Sewers
db !TIER_BIG_KEY ; 90 - Skull key
db !TIER_BIG_KEY ; 91 - Reserved
db !TIER_BIG_KEY ; 92 - Big key of Ganon's Tower
db !TIER_BIG_KEY ; 93 - Big key of Turtle Rock
db !TIER_BIG_KEY ; 94 - Big key of Thieves' Town
db !TIER_BIG_KEY ; 95 - Big key of Tower of Hera
db !TIER_BIG_KEY ; 96 - Big key of Ice Palace
db !TIER_BIG_KEY ; 97 - Big key of Skull Woods
db !TIER_BIG_KEY ; 98 - Big key of Misery Mire
db !TIER_BIG_KEY ; 99 - Big key of Dark Palace
db !TIER_BIG_KEY ; 9A - Big key of Swamp Palace
db !TIER_BIG_KEY ; 9B - Big key of Agahnim's Tower
db !TIER_BIG_KEY ; 9C - Big key of Desert Palace
db !TIER_BIG_KEY ; 9D - Big key of Eastern Palace
db !TIER_BIG_KEY ; 9E - Big key of Hyrule Castle
db !TIER_BIG_KEY ; 9F - Big key of Sewers
db !TIER_SM_KEY ; A0 - Small key of Sewers
db !TIER_SM_KEY ; A1 - Small key of Hyrule Castle
db !TIER_SM_KEY ; A2 - Small key of Eastern Palace
db !TIER_SM_KEY ; A3 - Small key of Desert Palace
db !TIER_SM_KEY ; A4 - Small key of Agahnim's Tower
db !TIER_SM_KEY ; A5 - Small key of Swamp Palace
db !TIER_SM_KEY ; A6 - Small key of Dark Palace
db !TIER_SM_KEY ; A7 - Small key of Misery Mire
db !TIER_SM_KEY ; A8 - Small key of Skull Woods
db !TIER_SM_KEY ; A9 - Small key of Ice Palace
db !TIER_SM_KEY ; AA - Small key of Tower of Hera
db !TIER_SM_KEY ; AB - Small key of Thieves' Town
db !TIER_SM_KEY ; AC - Small key of Turtle Rock
db !TIER_SM_KEY ; AD - Small key of Ganon's Tower
db !TIER_JUNK ; AE - Reserved
db !TIER_LOW_KEY ; AF - Generic small key
db !TIER_CRYSTAL ; B0 - Crystal 6
db !TIER_CRYSTAL ; B1 - Crystal 1
db !TIER_CRYSTAL ; B2 - Crystal 5
db !TIER_CRYSTAL ; B3 - Crystal 7
db !TIER_CRYSTAL ; B4 - Crystal 2
db !TIER_CRYSTAL ; B5 - Crystal 4
db !TIER_CRYSTAL ; B6 - Crystal 3
db !TIER_JUNK ; B7 - Reserved
db !TIER_JUNK ; B8 -
db !TIER_JUNK ; B9 -
db !TIER_JUNK ; BA -
db !TIER_JUNK ; BB -
db !TIER_JUNK ; BC -
db !TIER_JUNK ; BD -
db !TIER_JUNK ; BE -
db !TIER_JUNK ; BF -
db !TIER_JUNK ; C0 -
db !TIER_JUNK ; C1 -
db !TIER_JUNK ; C2 -
db !TIER_JUNK ; C3 -
db !TIER_JUNK ; C4 -
db !TIER_JUNK ; C5 -
db !TIER_JUNK ; C6 -
db !TIER_JUNK ; C7 -
db !TIER_JUNK ; C8 -
db !TIER_JUNK ; C9 -
db !TIER_JUNK ; CA -
db !TIER_JUNK ; CB -
db !TIER_JUNK ; CC -
db !TIER_JUNK ; CD -
db !TIER_JUNK ; CE -
db !TIER_JUNK ; CF -
db !TIER_JUNK ; D0 - Bee trap
db !TIER_JUNK ; D1 - Apples
db !TIER_JUNK ; D2 - Fairy
db !TIER_JUNK ; D3 - Chicken
db !TIER_JUNK ; D4 - Big Magic
db !TIER_JUNK ; D5 - 5 Arrows
db !TIER_JUNK ; D6 - Good Bee
db !TIER_JUNK ; D7 -
db !TIER_JUNK ; D8 -
db !TIER_JUNK ; D9 -
db !TIER_JUNK ; DA -
db !TIER_JUNK ; DB -
db !TIER_JUNK ; DC -
db !TIER_JUNK ; DD -
db !TIER_JUNK ; DE -
db !TIER_JUNK ; DF -
db !TIER_JUNK ; E0 -
db !TIER_JUNK ; E1 -
db !TIER_JUNK ; E2 -
db !TIER_JUNK ; E3 -
db !TIER_JUNK ; E4 -
db !TIER_JUNK ; E5 -
db !TIER_JUNK ; E6 -
db !TIER_JUNK ; E7 -
db !TIER_JUNK ; E8 -
db !TIER_JUNK ; E9 -
db !TIER_JUNK ; EA -
db !TIER_JUNK ; EB -
db !TIER_JUNK ; EC -
db !TIER_JUNK ; ED -
db !TIER_JUNK ; EE -
db !TIER_JUNK ; EF -
db !TIER_JUNK ; F0 -
db !TIER_JUNK ; F1 -
db !TIER_JUNK ; F2 -
db !TIER_JUNK ; F3 -
db !TIER_JUNK ; F4 -
db !TIER_JUNK ; F5 -
db !TIER_JUNK ; F6 -
db !TIER_JUNK ; F7 -
db !TIER_JUNK ; F8 -
db !TIER_JUNK ; F9 -
db !TIER_JUNK ; FA -
db !TIER_JUNK ; FB -
db !TIER_JUNK ; FC -
db !TIER_JUNK ; FD -
db !TIER_JUNK ; FE - Server request (async)
db !TIER_JUNK ; FF -

87
gk/data/spiral_stairs.asm Normal file
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@@ -0,0 +1,87 @@
SpiralPropsIndex:
db $00, $04, $07, $00, $01, $00, $00, $0D, $00, $10, $04, $00, $15, $00, $0A, $00
db $00, $07, $00, $00, $00, $01, $07, $1C, $00, $00, $21, $00, $26, $07, $0A, $00
db $00, $00, $00, $00, $00, $00, $29, $30, $01, $00, $00, $00, $00, $00, $00, $00
db $00, $35, $00, $00, $3A, $00, $00, $00, $01, $00, $04, $00, $00, $00, $00, $3D
db $40, $07, $07, $00, $00, $01, $00, $00, $00, $00, $43, $00, $07, $07, $07, $00
db $00, $00, $00, $01, $48, $00, $00, $00, $00, $00, $00, $00, $07, $07, $00, $4B
db $00, $00, $00, $01, $50, $00, $07, $00, $00, $00, $53, $01, $01, $00, $58, $00
; 0 1 2 3 4 5 6 7 8 9 a b c d e f
db $5B, $01, $04, $00, $00, $00, $60, $67, $00, $00, $00, $00, $00, $00, $00, $6E
db $01, $00, $00, $00, $00, $00, $00, $71, $00, $00, $00, $00, $76, $00, $04, $00
db $00, $07, $00, $04, $00, $00, $00, $01, $7D, $0A, $00, $00, $00, $00, $04, $00
db $01, $00, $04, $00, $00, $01, $07, $00, $00, $00, $00, $0A, $00, $00, $07, $00
db $80, $00, $00, $00, $00, $01, $01, $00, $00, $00, $00, $00, $01, $00, $07, $00
db $85, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
db $8A, $92, $8F, $00, $00, $00, $00, $00, $00, $00, $0A, $00, $00, $00, $00, $00
db $04
SpiralProps:
db $00 ;null row
db $01, $00, $00 ; ($01) Single Top-Left Staircase
db $01, $00, $01 ; ($04) Single Top-Middle Staircase
db $01, $00, $02 ; ($07) Single Top-Right Staircase
db $01, $00, $05 ; ($0A) Single Staircase at Top of Bottom Left Quadrant
db $01, $00, $04 ; ($0D) Moldorm
db $02, $01, $00, $00, $02 ; ($10) Pod Basement
db $03, $01, $0A, $02, $01, $00, $0B ; ($15) GT Entrance
db $02, $00, $03, $01, $04 ; ($1C) Hera Below Moldorm
db $02, $00, $01, $01, $0B ; ($21) PoD Bridge
db $01, $00, $08 ; ($26) GT Ice Armos
db $03, $00, $01, $01, $0B, $02, $09 ; ($29) Swamp Statue
db $02, $01, $03, $00, $04 ; ($30) Hera Big Chest
db $02, $00, $04, $02, $09 ; ($35) Hera Startiles (middle value unused)
db $01, $00, $08 ; ($3A) West Swamp
db $01, $00, $05 ; ($3D) Ice Hamlift
db $01, $00, $07 ; ($40) Aga Guards
db $02, $01, $00, $00, $02 ; ($43) Pod Entrance
db $01, $00, $08 ; ($48) Swamp Attic
db $02, $03, $0C, $04, $06 ; ($4B) Ice U (1st three values unused)
db $01, $00, $05 ; ($50) TT Attic Left
db $02, $00, $01, $01, $0B ; ($53) Pod Rupees
db $01, $00, $04 ; ($58) Ice Gators
db $02, $01, $0A, $02, $01 ; ($5B) HC Tiny (first value placeholder)
db $03, $00, $01, $01, $0B, $02, $09 ; ($60) Swamp Sunken
db $03, $01, $00, $03, $08, $02, $09 ; ($67) Hera Entrance (first value unused)
db $01, $00, $08 ; ($6E) Ice Hookshot
db $02, $01, $00, $03, $08 ; ($71) Hera Basement (first and third values unused)
db $03, $01, $00, $00, $02, $03, $08 ; ($76) GT Circle (third value unused)
db $01, $00, $07 ; ($7D) Mire Entrance
db $02, $00, $02, $02, $09 ; ($80) Tower Usains (2nd value unused)
db $02, $00, $02, $02, $09 ; ($85) Tower Dark2 (2nd value unused)
db $02, $00, $02, $02, $09 ; ($8A) Tower Dark1 (2nd value unused)
db $01, $00, $09 ; ($8F) Mire2
db $01, $00, $0A ; ($92) Mire south of Torch Room
SpiralLabelOffsets:
db 1, -9
db 5, -9
db 9, -9
db -6, -1
db 15, -1
db 1, -1
db 5, -1
db 9, -1
db -6, 7
db 15, 7
db -3, -9
db 13, -9
db -3, -1
db 13, -1
SpiralLabelQuadrantMasks:
dw $0008
dw $000C
dw $0004
dw $0008
dw $0004
dw $0002
dw $0003
dw $0001
dw $0002
dw $0001
dw $0008
dw $0004
dw $0002
dw $0001

571
gk/data/split_room.asm Normal file
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@@ -0,0 +1,571 @@
IncomingDoorMap:
; north
db $06, $07, $08
; west
db $09, $0A, $0B
; south
db $00, $01, $02
; east
db $03, $04, $05
macro d(label)
dw <label>-SplitRooms
endmacro
macro sq(byte)
db <byte>
endmacro
SplitRooms:
; 0/8 1/9 2/A 3/B 4/C 5/D 6/E 7/F
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.09) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.14) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.1a) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.2a) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.35) : %d(.36) : %d(.37)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.57)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.6a) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.75) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.7b) : %d(.7c) : %d(.7d) : %d(.no) : %d(.no)
; 0/8 1/9 2/A 3/B 4/C 5/D 6/E 7/F
%d(.no) : %d(.no) : %d(.82) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.87)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.8c) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.9d) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.a2) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.a9) : %d(.aa) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.b2) : %d(.no) : %d(.no) : %d(.no) : %d(.b6) : %d(.no)
%d(.no) : %d(.b9) : %d(.no) : %d(.no) : %d(.bc) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.c7)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.d1) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.d6) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.db) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no)
.no
db $00
.no_items
db $FF
.09
db $01
%sq($04)
%d(..areas) : %d(.no_items) : %d(..stairs)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $80, $FF, $00, $80
db $FF
..stairs
db $01
db $FF
..enemies
db $02
db $FF
.14
db $02
%sq($00)
%d(..areas3) : %d(..doors3) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(.no_items)
%sq($00)
%d(..areas2) : %d(..doors2) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(.no_items)
..areas3
db $03, $C0, $FF, $00, $50
db $03, $00, $28, $30, $50
db $03, $30, $50, $D0, $FF
db $FF
..doors3
db $03, $06, $09
db $FF
..areas2
db $03, $B0, $D0, $D0, $FF
db $03, $30, $50, $00, $28
db $FF
..doors2
db $00, $08
db $FF
.1a ; PoD Big Chest (2) // Falling bridge and such (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(..chests) : %d(.no_items) : %d(.no_items)
..areas
db $03, $00, $2C, $70, $98
db $FF
..doors
db $04
db $FF
..chests
db $00
db $FF
.2a ; PoD Arena Right-Side Chest (2) // Arena (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(..chests) : %d(.no_items) : %d(.no_items)
..areas
db $03, $D8, $FF, $A8, $C8
db $FF
..doors
db $0B
db $FF
..chests
db $00
db $FF
.35 ; Swamp BK Chest (2) // Swamp second trench (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(..chests) : %d(..pots) : %d(.no_items)
..areas
db $03, $00, $70, $00, $80
db $FF
..doors
db $03
db $FF
..chests
db $00
db $FF
..pots
db $01, $02, $03, $04, $05
db $FF
.36 ; Swamp Big Lobby (1) // Tiny Top-Right Blocked Corner (2)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(..pots) : %d(.no_items)
..areas
db $03, $D4, $FF, $00, $48
db $FF
..doors
db $09
db $FF
..pots
db $00, $01
db $FF
.37 ; Swamp Second Chest (2) // Swamp first trench (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(..chests) : %d(.no_items) : %d(..enemies)
..areas
db $03, $90, $FF, $00, $80
db $FF
..doors
db $09
db $FF
..chests
db $00
db $FF
..enemies
db $02, $03
db $FF
.57 ; SW pot cage (2) // middle section (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(..chests) : %d(..pots) : %d(..enemies)
..areas
db $03, $80, $FF, $80, $FF
db $FF
..doors
db $08, $0B
db $FF
..chests
db $01
db $FF
..pots
db $02, $03, $04, $05
db $FF
..enemies
db $08, $09, $0A, $0B
db $FF
.6a ; pre-helmasaur-king (2) // PoD rupee basement (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $B4, $C4, $00, $B4
db $03, $A8, $D0, $B0, $D0
db $FF
..doors
db $02
db $FF
..enemies
db $00, $01, $04, $05
db $FF
.74 ; desert north -- trapped area (2) // everything else (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $4C, $C4, $CC, $FF
db $FF
..doors
db $07
db $FF
..enemies
db $06, $07
db $FF
.75 ; desert cannonball (2) // desert northeast + trap room (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items) : %d(..chests) : %d(.no_items) : %d(..enemies)
..areas
db $03, $80, $FF, $00, $FF
db $FF
..doors
db $08
db $FF
..chests
db $00
db $FF
..enemies
db $06, $07
db $FF
.7b ; GT post-compass (3) // island hardhat (2) // DMs room (1)
db $02
%sq($00)
%d(..areas3) : %d(..doors3) : %d(.no_items)
%d(.no_items) : %d(..pots3) : %d(..enemies3)
%sq($00)
%d(..areas2) : %d(..doors2) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies2)
..areas3
db $03, $00, $FF, $00, $80
db $FF
..doors3
db $09
db $FF
..pots3
db $00, $01, $02, $03, $04
db $FF
..enemies3
db $00, $01
db $FF
..areas2
db $03, $80, $FF, $80, $FF
db $FF
..doors2
db $0B
db $FF
..enemies2
db $06, $07
db $FF
.7c ; GT falling bridge // rando room
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(..pots) : %d(..enemies)
..areas
db $03, $00, $80, $00, $FF
db $FF
..doors
db $03, $05
db $FF
..pots
db $00, $01, $02, $03
db $FF
..enemies
db $01, $02, $03, $04
db $FF
.7d ; GT warp maze (section next to rando room)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(..chests) : %d(..pots) : %d(..enemies)
..areas
db $03, $00, $FF, $00, $80
db $03, $00, $80, $80, $FF
db $03, $CA, $DA, $9A, $A6
db $FF
..doors
db $05
db $FF
..chests
db $00
db $FF
..pots
db $00, $01, $02, $03
db $FF
..enemies
db $00, $01, $02, $03, $09
db $FF
.82 ; HC Basement (1) + catwalk (2)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(.no_items)
..areas
db $03, $00, $20, $00, $50
db $FF
..doors
db $00, $03
db $FF
.87 ; Hera basement: cage (0) // torches (1)
db $01
%sq($08)
%d(..areas) : %d(.no_items) : %d(..stairs)
%d(..chests) : %d(..pots) : %d(..enemies)
..areas
db $03, $00, $FF, $00, $80
db $03, $80, $FF, $80, $FF
db $FF
..stairs
db $00
db $FF
..chests
db $00
db $FF
..pots
db $00, $01, $02, $03, $04, $05, $06, $07
db $FF
..enemies
db $00, $01, $02, $05, $06, $09, $0C
db $FF
.8c
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(..chests) : %d(..pots) : %d(..enemies)
..areas
db $03, $80, $FF, $80, $FF
db $FF
..doors
db $08
db $FF
..chests
db $03
db $FF
..pots
db $02, $03, $04, $05, $06
db $FF
..enemies
db $06, $07, $09
db $FF
.9d
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $FF, $80, $FF
db $FF
..doors
db $05
db $FF
..enemies
db $06, $07, $08
db $FF
.a2 ; Mire abyss -- EW bridge (2), stairs to basement + hookable chest (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(.no_items)
..areas
db $01, $00, $FF, $70, $84
db $FF
..doors
db $04, $0A
db $FF
.a9
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items) : %d(.no_items) : %d(..pots) : %d(.no_items)
..areas
db $03, $00, $40, $70, $FF
db $03, $00, $FF, $A0, $FF
db $03, $C0, $FF, $70, $FF
db $FF
..doors
db $04, $07, $0A
db $FF
..pots
db $04, $05, $06, $07
db $FF
.aa
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items) : %d(.no_items) : %d(.no_items) : %d(.no_items)
..areas
db $02, $00, $80, $00, $FF
db $01, $34, $D4, $B8, $FF
db $FF
..doors
db $03, $06
db $FF
.b2
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items) : %d(.no_items) : %d(..pots) : %d(..enemies)
..areas
db $02, $00, $FF, $00, $80
db $03, $60, $A0, $00, $40
db $FF
..doors
db $01, $09
db $FF
..pots
db $00, $01, $02, $03, $04, $05, $06
db $FF
..enemies
db $00, $01, $02, $03, $04
db $FF
.b6
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(..pots) : %d(..enemies)
..areas
db $03, $80, $FF, $00, $FF
db $FF
..doors
db $08
db $FF
..pots
db $00
db $FF
..enemies
db $04
db $FF
.b9
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items) : %d(.no_items) : %d(.no_items) : %d(.no_items)
..areas
db $01, $00, $20, $28, $60
db $01, $E0, $FF, $28, $60
db $01, $00, $FF, $58, $60
db $FF
..doors
db $03, $09
db $FF
.bc
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items) : %d(.no_items) : %d(..pots) : %d(.no_items)
..areas
db $03, $2C, $4C, $CA, $FF
db $FF
..doors
db $06
db $FF
..pots
db $0C, $0D
db $FF
.c7 ; TR Torch Maze (1) // Tiny Bottom-Left Blocked Corner (2)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(..pots) : %d(.no_items)
..areas
db $03, $00, $1C, $A8, $FF
db $FF
..doors
db $05
db $FF
..pots
db $02, $03
db $FF
.d1
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(..pots) : %d(..enemies)
..areas
db $03, $80, $FF, $00, $A8
db $FF
..doors
db $02
db $FF
..pots
db $02, $03, $04, $05
db $FF
..enemies
db $00, $01, $07
db $FF
.d6
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(..chests) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $80, $00, $FF
db $FF
..doors
db $00
db $FF
..chests
db $00
db $FF
..enemies
db $00, $01, $02
db $FF
.db
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(..chests) : %d(.no_items) : %d(.no_items)
..areas
db $02, $B0, $FF, $90, $C0
db $FF
..doors
db $0B
db $FF
..chests
db $01
db $FF

View File

@@ -0,0 +1,258 @@
dw $FFFF, $83A5, $FFFF, $FFFF ; 00
dw $C388, $8388, $FFFF, $FFFF ; 01
dw $4348, $034A, $4342, $0342 ; 02
dw $FFFF, $FFFF, $438F, $FFFF ; 03 - Houlihan
dw $039A, $038F, $4365, $C39B ; 04
dw $FFFF, $FFFF, $FFFF, $FFFF ; 05 - unused
dw $FFFF, $FFFF, $438F, $FFFF ; 06 - Arrghus
dw $0100, $0101, $4111, $0111 ; 07 - Moldorm
dw $FFFF, $FFFF, $43B2, $03B2 ; 08 - useless fairy entrance
dw $C3A6, $837B, $FFFF, $FFFF ; 09
dw $C398, $835F, $FFFF, $FFFF ; 0A
dw $039B, $439C, $839B, $0381 ; 0B
dw $C371, $8371, $4354, $0354 ; 0C
dw $FFFF, $FFFF, $438F, $FFFF ; 0D - Aga 2
dw $FFFF, $FFFF, $8399, $439B ; 0E
dw $FFFF, $FFFF, $FFFF, $FFFF ; 0F - unused and should never be used, treated as non-id
dw $C340, $8340, $4350, $0340 ; 10
dw $83B7, $C3AC, $03B7, $438A ; 11
dw $C354, $8354, $4354, $0354 ; 12
dw $FFFF, $83B7, $FFFF, $03B7 ; 13
dw $012E, $012F, $013E, $013F ; 14
dw $C374, $8340, $4341, $0340 ; 15
dw $0108, $0109, $436B, $036B ; 16
dw $4104, $0104, $4114, $0114 ; 17
dw $C3B5, $FFFF, $43B4, $FFFF ; 18 - useless fairy drop
dw $FFFF, $8369, $FFFF, $035A ; 19
dw $03E7, $03E8, $03F7, $0361 ; 1A
dw $039B, $439C, $4361, $FFFF ; 1B
dw $038F, $038F, $037E, $C39B ; 1C
dw $C3B2, $83A7, $FFFF, $FFFF ; 1D
dw $FFFF, $4391, $0122, $0123 ; 1E
dw $FFFF, $FFFF, $4360, $C399 ; 1F
dw $FFFF, $FFFF, $438F, $FFFF ; 20
dw $4348, $0363, $C348, $8368 ; 21
dw $FFFF, $FFFF, $4368, $0348 ; 22
dw $FFFF, $FFFF, $FFFF, $039B ; 23
dw $4365, $0365, $0132, $0133 ; 24
dw $FFFF, $FFFF, $FFFF, $FFFF ; 25 - unused
dw $039B, $03E4, $4363, $0382 ; 26
dw $4104, $0104, $4114, $0114 ; 27
dw $C3A5, $FFFF, $4358, $0348 ; 28
dw $FFFF, $FFFF, $FFFF, $0396 ; 29 - Mothula
dw $C350, $8352, $4350, $03F8 ; 2A
dw $C36A, $FFFF, $03F9, $C38D ; 2B
dw $C340, $8340, $4350, $0350 ; 2C - hookshot cave back
dw $FFFF, $FFFF, $FFFF, $FFFF ; 2D - unused
dw $FFFF, $838F, $FFFF, $FFFF ; 2E
dw $C3B4, $FFFF, $436E, $03B2 ; 2F - Kakariko well
dw $C361, $FFFF, $839A, $FFFF ; 30 - inset stairs if possible
dw $0124, $0125, $0134, $0135 ; 31
dw $43C4, $03C4, $43D4, $03D4 ; 32
dw $FFFF, $FFFF, $438F, $FFFF ; 33
dw $0129, $012A, $0139, $013A ; 34
dw $C38D, $039B, $43B1, $037D ; 35
dw $0118, $0119, $0128, $4128 ; 36
dw $439B, $838D, $437D, $03B1 ; 37
dw $C3AC, $FFFF, $43B7, $FFFF ; 38
dw $FFFF, $FFFF, $039B, $0381 ; 39
dw $03C2, $03C3, $43D3, $03D3 ; 3A - make bespoke if feasible
dw $C3A5, $FFFF, $43B5, $FFFF ; 3B - inset stairs if feasible
dw $C340, $8350, $4340, $0350 ; 3C - hookshot cave front
dw $039B, $439B, $0361, $838E ; 3D
dw $FFFF, $438F, $43B2, $0373 ; 3E
dw $FFFF, $FFFF, $0130, $C399 ; 3F
dw $C3A5, $FFFF, $4372, $C399 ; 40 - inset stairs if feasible
dw $03C5, $03C6, $03D5, $03D6 ; 41
dw $03E9, $03EA, $FFFF, $FFFF ; 42
dw $C3B2, $03B2, $FFFF, $0361 ; 43
dw $038D, $839F, $838D, $039F ; 44
dw $C3AB, $83B4, $4364, $43B7 ; 45
dw $C375, $8375, $4373, $0373 ; 46
dw $FFFF, $FFFF, $FFFF, $FFFF ; 47 - unused
dw $FFFF, $FFFF, $FFFF, $FFFF ; 48 - unused
dw $839B, $8372, $039B, $0372 ; 49
dw $03E2, $03E3, $0386, $4386 ; 4A
dw $C361, $4391, $4373, $0373 ; 4B
dw $FFFF, $83A5, $FFFF, $03B7 ; 4C
dw $0102, $0103, $0112, $0113 ; 4D
dw $839B, $439C, $FFFF, $FFFF ; 4E
dw $FFFF, $8396, $838D, $FFFF ; 4F
dw $FFFF, $83B7, $FFFF, $03B5 ; 50
dw $C354, $8354, $4384, $0384 ; 51
dw $C3B7, $FFFF, $4359, $0348 ; 52
dw $039A, $83B5, $839B, $43B7 ; 53
dw $C390, $8390, $4380, $0340 ; 54
dw $C340, $8340, $4350, $0340 ; 55 - secret passage
dw $038F, $83B4, $4365, $039F ; 56
dw $039B, $438D, $0365, $039B ; 57
dw $C372, $439B, $0383, $0365 ; 58 - split
dw $838A, $8372, $03D1, $0372 ; 59
dw $FFFF, $FFFF, $FFFF, $038F ; 5A - Helmasaur King
dw $FFFF, $83B7, $FFFF, $03B5 ; 5B
dw $C3B1, $83AA, $FFFF, $838F ; 5C
dw $039B, $C399, $0361, $FFFF ; 5D
dw $FFFF, $0110, $839C, $0123 ; 5E
dw $FFFF, $FFFF, $43BB, $FFFF ; 5F
dw $FFFF, $8379, $FFFF, $036A ; 60
dw $C387, $8385, $4356, $0356 ; 61
dw $C346, $8354, $4352, $0340 ; 62
dw $039A, $FFFF, $0361, $FFFF ; 63
dw $FFFF, $FFFF, $8399, $0367 ; 64
dw $FFFF, $FFFF, $0367, $0381 ; 65
dw $038F, $039A, $0362, $83B2 ; 66
dw $83B4, $83B5, $03B7, $039F ; 67
dw $C340, $8350, $4341, $0340 ; 68
dw $FFFF, $FFFF, $FFFF, $FFFF ; 69 - unused
dw $FFFF, $03E1, $FFFF, $03F1 ; 6A
dw $039A, $0361, $839B, $C39B ; 6B
dw $039A, $FFFF, $839B, $0360 ; 6C - Lanmolas 2
dw $0361, $FFFF, $C39B, $FFFF ; 6D
dw $FFFF, $838E, $FFFF, $FFFF ; 6E
dw $FFFF, $FFFF, $FFFF, $FFFF ; 6F - unused
dw $43BA, $FFFF, $FFFF, $FFFF ; 70
dw $039A, $FFFF, $4365, $438D ; 71
dw $437A, $037A, $8386, $0342 ; 72 - slight cheating I guess...
dw $038F, $038F, $839B, $0366 ; 73
dw $43B2, $03B2, $43A8, $03A8 ; 74
dw $038F, $83B4, $0365, $03B5 ; 75
dw $010D, $010E, $011D, $011E ; 76
dw $0126, $0127, $4137, $0137 ; 77
dw $FFFF, $FFFF, $FFFF, $FFFF ; 78 - unused
dw $FFFF, $FFFF, $FFFF, $FFFF ; 79 - unused
dw $FFFF, $FFFF, $FFFF, $FFFF ; 7A - unused
dw $0106, $0107, $438F, $4381 ; 7B
dw $C3B7, $83B4, $43B7, $03B7 ; 7C
dw $43B2, $835E, $034C, $0391 ; 7D
dw $FFFF, $83B7, $4393, $438A ; 7E
dw $439B, $FFFF, $838E, $FFFF ; 7F
dw $C3A7, $83B0, $FFFF, $FFFF ; 80
dw $C350, $8341, $4340, $0341 ; 81
dw $C39D, $8354, $4341, $0340 ; 82
dw $038F, $83B5, $4365, $43B7 ; 83
dw $C344, $8345, $4354, $0354 ; 84
dw $C38B, $C39B, $03B7, $439B ; 85
dw $FFFF, $FFFF, $FFFF, $FFFF ; 86 - unused
dw $0136, $0117, $4394, $838F ; 87
dw $FFFF, $FFFF, $FFFF, $FFFF ; 88 - unused
dw $C3B0, $83B0, $FFFF, $FFFF ; 89
dw $FFFF, $FFFF, $FFFF, $FFFF ; 8A - unused
dw $838A, $0360, $038A, $438D ; 8B
dw $83BE, $83BF, $03BD, $0391 ; 8C
dw $0360, $C38A, $038D, $438A ; 8D
dw $FFFF, $838E, $FFFF, $FFFF ; 8E
dw $FFFF, $FFFF, $FFFF, $FFFF ; 8F - unused
dw $FFFF, $FFFF, $438F, $FFFF ; 90
dw $FFFF, $83A5, $FFFF, $03B7 ; 91
dw $03D2, $C3B7, $0364, $039F ; 92
dw $C36C, $836C, $C39B, $838F ; 93
dw $FFFF, $FFFF, $FFFF, $FFFF ; 94 - unused
dw $FFFF, $83B7, $FFFF, $03B5 ; 95
dw $010F, $FFFF, $011F, $C39C ; 96
dw $039A, $83B4, $839B, $036F ; 97
dw $FFFF, $FFFF, $43B2, $0397 ; 98
dw $FFFF, $038F, $434A, $0363 ; 99
dw $FFFF, $FFFF, $FFFF, $FFFF ; 9A - unused
dw $839B, $0381, $435E, $0378 ; 9B
dw $C350, $8350, $4341, $0341 ; 9C
dw $0116, $83B2, $43B1, $035E ; 9D
dw $FFFF, $439A, $838D, $03B9 ; 9E
dw $FFFF, $FFFF, $439B, $FFFF ; 9F
dw $839B, $C39C, $FFFF, $FFFF ; A0
dw $C3B0, $835D, $FFFF, $036A ; A1
dw $03EE, $03EF, $03FE, $03FF ; A2
dw $C35A, $FFFF, $436A, $FFFF ; A3
dw $FFFF, $FFFF, $438F, $FFFF ; A4
dw $039A, $0361, $C3B2, $83B2 ; A5
dw $C340, $8370, $4340, $0340 ; A6
dw $C396, $FFFF, $FFFF, $FFFF ; A7 - ToH fairy basement room
dw $039B, $03E5, $839B, $03F5 ; A8
dw $C357, $8357, $4356, $0356 ; A9
dw $03E6, $439B, $03F6, $C39B ; AA
dw $FFFF, $FFFF, $439A, $FFFF ; AB
dw $FFFF, $FFFF, $FFFF, $038F ; AC - Blind
dw $FFFF, $FFFF, $FFFF, $FFFF ; AD - unused
dw $FFFF, $8399, $FFFF, $FFFF ; AE
dw $C39B, $FFFF, $FFFF, $FFFF ; AF
dw $039B, $C399, $839B, $C399 ; B0
dw $0391, $83B5, $434C, $438A ; B1
dw $C35C, $83A2, $039B, $0366 ; B2
dw $0365, $FFFF, $0365, $FFFF ; B3
dw $03FA, $83FD, $03EC, $03ED ; B4
dw $03EB, $83FD, $83FA, $03FD ; B5
dw $039A, $038F, $0361, $0361 ; B6
dw $C3B4, $FFFF, $43B5, $FFFF ; B7
dw $FFFF, $838A, $FFFF, $03B4 ; B8
dw $43F3, $03F3, $4354, $0354 ; B9
dw $0364, $438D, $FFFF, $FFFF ; BA
dw $838A, $8364, $4372, $0364 ; BB
dw $83BE, $C38A, $03D0, $438A ; BC
dw $FFFF, $FFFF, $FFFF, $FFFF ; BD - unused
dw $FFFF, $439A, $FFFF, $C365 ; BE
dw $FFFF, $FFFF, $438D, $FFFF ; BF
dw $C372, $C399, $4372, $C399 ; C0
dw $039B, $0364, $4365, $8364 ; C1
dw $C351, $8353, $4341, $0353 ; C2
dw $03E0, $C369, $03F0, $4369 ; C3 - show layers
dw $43C0, $03C0, $4340, $0341 ; C4
dw $C3B5, $FFFF, $438A, $FFFF ; C5
dw $03FA, $03FB, $83FA, $83FB ; C6
dw $43FB, $83FD, $03FC, $03FD ; C7
dw $FFFF, $FFFF, $FFFF, $038F ; C8 - Armos Knights
dw $03F2, $43F2, $0386, $4386 ; C9
dw $FFFF, $FFFF, $FFFF, $FFFF ; CA - unused
dw $C340, $8343, $4354, $0347 ; CB
dw $C353, $8350, $4347, $0354 ; CC
dw $FFFF, $FFFF, $FFFF, $FFFF ; CD - unused
dw $FFFF, $8391, $FFFF, $FFFF ; CE - Kholdstare drop
dw $FFFF, $FFFF, $FFFF, $FFFF ; CF - unused
dw $C372, $C399, $4372, $C399 ; D0
dw $C38E, $838F, $4381, $C38D ; D1
dw $FFFF, $83B5, $FFFF, $0395 ; D2
dw $FFFF, $FFFF, $FFFF, $FFFF ; D3 - unused
dw $FFFF, $FFFF, $FFFF, $FFFF ; D4 - unused
dw $C3B5, $FFFF, $43B5, $FFFF ; D5
dw $C3B5, $010A, $43B4, $011A ; D6
dw $FFFF, $FFFF, $FFFF, $FFFF ; D7 - unused
dw $FFFF, $8361, $FFFF, $839B ; D8
dw $FFFF, $FFFF, $4360, $0360 ; D9
dw $FFFF, $FFFF, $439C, $FFFF ; DA
dw $C354, $8346, $4354, $037F ; DB
dw $C346, $8354, $4343, $0340 ; DC
dw $FFFF, $FFFF, $FFFF, $FFFF ; DD - unused
dw $FFFF, $8396, $FFFF, $FFFF ; DE - Kholdstare
dw $FFFF, $FFFF, $43A0, $0354 ; DF - paradox top
dw $039B, $C399, $0361, $FFFF ; E0
; no more dungeon
dw $C340, $8340, $4350, $0340 ; E1 - lost woods thieves hideout
dw $C340, $8340, $4340, $0350 ; E2 - lumberjack cave
dw $FFFF, $83B4, $43B2, $036E ; E3 - magic bat
dw $C340, $8342, $4350, $0342 ; E4 - old man's house front
dw $C342, $8340, $4356, $0354 ; E5 - old man's house back
dw $C340, $8341, $4350, $0340 ; E6 - death mountain descent left
dw $C341, $8340, $4340, $0350 ; E7 - death mountain descent right
dw $C370, $8370, $4380, $0350 ; E8 - superbunny top
dw $FFFF, $FFFF, $FFFF, $FFFF ; E9 - unused
dw $C3A5, $FFFF, $43B5, $FFFF ; EA - spectacle top
dw $FFFF, $83A6, $FFFF, $03B5 ; EB - bumper top
dw $FFFF, $FFFF, $FFFF, $FFFF ; EC - unused
dw $C370, $8370, $4340, $0350 ; ED - fairy ascension top
dw $C340, $8390, $4340, $0350 ; EE - spiral top
dw $FFFF, $8340, $43A0, $0354 ; EF - paradox top
dw $C340, $8342, $4350, $0342 ; F0 - old man rescue left
dw $C342, $8342, $4340, $0350 ; F1 - old man rescue right
dw $FFFF, $FFFF, $FFFF, $03B2 ; F2 - Sahasrahla's Kakariko house left
dw $FFFF, $FFFF, $43B2, $FFFF ; F3 - Sahasrahla's Kakariko house right
dw $FFFF, $FFFF, $FFFF, $03B2 ; F4 - quarreling brothers left
dw $FFFF, $FFFF, $43B2, $FFFF ; F5 - quarreling brothers right
dw $FFFF, $FFFF, $FFFF, $FFFF ; F6 - unused
dw $FFFF, $FFFF, $FFFF, $FFFF ; F7 - unused
dw $C370, $8370, $43A0, $0354 ; F8 - superbunny bottom
dw $C340, $8341, $4350, $0340 ; F9 - spectacle left
dw $C374, $8340, $4350, $0340 ; FA - spectacle bottom
dw $FFFF, $83A5, $4348, $0358 ; FB - bumper bottom
dw $FFFF, $FFFF, $FFFF, $FFFF ; FC - unused
dw $C370, $8370, $4354, $0354 ; FD - fairy ascension bottom
dw $FFFF, $FFFF, $43B4, $03B5 ; FE - spiral bottom
dw $C3B4, $83B4, $436E, $036D ; FF - paradox bottom