Merge branch 'FancyDoorsMap' into MappableDoors

This commit is contained in:
2026-01-18 07:02:23 -06:00
42 changed files with 4186 additions and 362 deletions

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@@ -210,6 +210,7 @@ incsrc special_weapons.asm
incsrc variable_ganon_vulnerability.asm
incsrc pseudoflute.asm
incsrc dungeon_map/main.asm
print "End of B9: ", pc
warnpc $B9E000 ; $E000 - EFFF reserved for custom door rando map data

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@@ -243,7 +243,7 @@ int main(int argc, char *argv[]) {
}
fclose(outptr);
printf("Input file: %X bytes. Compressed: %X bytes.\n", size, oloc);
printf("Input file: %lX bytes. Compressed: %X bytes.\n", size, oloc);
return 0;
}

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@@ -149,7 +149,7 @@ int main(int argc, char *argv[]) {
}
fclose(outptr);
printf("Input file: %X bytes. Decompressed: %X bytes.\n", size, oloc);
printf("Input file: %lX bytes. Decompressed: %X bytes.\n", size, oloc);
return 0;
}

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@@ -20,6 +20,17 @@ BlinkLoot:
StartDoubleWrite:
; what we wrote over
LDA.l DRMode
BEQ .draw
LDA.l DungeonMapMode
BNE .draw
INC.w $020D ; next subsubmode
PLA : PLA : PLA ; pull our jump to here off the stack
PLB
RTL
.draw
REP #$30
STZ.w GFXStripes

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@@ -5,7 +5,7 @@ CheckLoot:
REP #$30
PHB : PHX : PHY
STA.b $00
STA.b $CA
LDA.b $06 : PHA
LDA.b $0E : PHA
@@ -16,7 +16,8 @@ CheckLoot:
AND.w #$00FF
STA.b $0E
LDA.b $00
LDA.b $CA
AND.w #$00FF
ASL A
TAX
@@ -80,7 +81,9 @@ CheckLoot:
RTL
CheckChests:
LDA.b $00
LDA.b $CA
AND.w #$00FF
STA.b $00
ASL A
TAX
@@ -90,6 +93,7 @@ CheckChests:
LDA.w #$0008
STA.b $04
STZ.b $06
LDY.w #$FFFD
.increment_mask
@@ -106,6 +110,11 @@ CheckChests:
CMP.b $00
BNE .next_chest
LDA.b $06
JSR CheckChestSection
INC.b $06
BCC .increment_mask
LDA.l SaveDataWRAM, X
AND.b $04
BNE .increment_mask ; already got item
@@ -119,6 +128,22 @@ CheckChests:
RTS
CheckBoss:
; we assume all bosses are in section 1 of split sections
; mainly to simplify hera cage key and GT torch
; which use the same flow
; and bosses are always in their own section anyway
LDA.b $CA
AND.w #$F000
XBA
CMP.w #$0020
BCC +
RTS
+
LDA.b $CA
AND.w #$00FF
STA.b $04
LDX.w #$FFFA
.next_boss
INX #6
@@ -127,7 +152,7 @@ CheckBoss:
RTS
.check
CMP.b $00
CMP.b $04
BNE .next_boss
TXY
@@ -170,6 +195,10 @@ CheckBoss:
BRA .next_boss
CheckPrize:
LDA.b $CA
AND.w #$00FF
STA.b $04
LDX.w #$FFFD
.next_prize
INX #3
@@ -178,7 +207,7 @@ CheckPrize:
RTS
.check
CMP.b $00
CMP.b $04
BNE .next_prize
TXY
@@ -202,7 +231,8 @@ CheckPrize:
BRA .next_prize
CheckPots:
LDA.b $00
LDA.b $CA
AND.w #$00FF
ASL A
TAX
@@ -221,6 +251,10 @@ CheckPots:
LDA.b [$04], Y
AND.w #$00FF
CMP.w #$0008 : BEQ .small_key
LDA.l PotCountMode
BEQ +
JSR CheckJunkPot
+
INY
BRA .next_pot
@@ -231,18 +265,30 @@ CheckPots:
PHX
INY
BRA .mask_set
.major_item
LDA.b [$04], Y
.continue
PHA
PHX
INY
TXA : ASL A
TAX
LDA.l DungeonMask, X : STA.b $08
TXA : LSR A : TAX
.mask_set
LDA.b $00 : ASL A : TAX
TXA
JSR CheckPotSection
BCS +
PLX
PLA
BRA .next_pot
+
LDA.b $CA
AND.w #$00FF
ASL A
TAX
if !FEATURE_FIX_BASEROM
LDA.l SpriteDropData, X
else
@@ -263,8 +309,50 @@ endif
.done
RTS
CheckJunkPot:
LDA.b [$04], Y
PHA
PHX
TXA : ASL A : TAX
LDA.l DungeonMask, X : STA.b $08
TXA : LSR A
JSR CheckPotSection
BCS +
PLX
PLA
RTS
+
LDA.b $CA
AND.w #$00FF
ASL A
TAX
LDA.l PotCollectionRateTable, X
AND.b $08
BEQ .not_important
if !FEATURE_FIX_BASEROM
LDA.l SpriteDropData, X
else
LDA.l RoomPotData, X
endif
AND.b $08
BNE .not_important
PLX
PLA
AND.w #$00FF
JSR GetPotJunkClass
RTS
.not_important
PLX
PLA
RTS
CheckEnemies:
LDA.b $00
LDA.b $CA
AND.w #$00FF
ASL A
TAX
@@ -279,9 +367,14 @@ CheckEnemies:
.next_enemy
LDA.b [$04], Y
AND.w #$00FF
CMP.w #$00FF : BEQ .done
CMP.w #$00FF
BNE +
JMP .done
+
LDA.b [$04], Y
BIT.w #$8000 : BNE .overlord
AND.w #$E000
CMP.w #$E000
BEQ .overlord
INY : INY
LDA.b [$04], Y
AND.w #$00FF
@@ -331,15 +424,28 @@ CheckEnemies:
TXA : ASL A
TAX
LDA.l DungeonMask, X : STA.b $08
TXA : LSR A : TAX
.mask_set
LDA.b $00 : ASL A : TAX
TXA
JSR CheckEnemySection
BCS +
PLX
PLA
JMP .next_enemy
+
LDA.b $CA
AND.w #$00FF
ASL A
TAX
LDA.l SpriteDropData, X
PLX
AND.b $08
BEQ .not_obtained
PLA
BRA .next_enemy
JMP .next_enemy
.not_obtained
PLA
@@ -380,3 +486,148 @@ GetLootClass:
.done
PLX
RTS
; A = item id
; updates "best loot" value if better
GetPotJunkClass:
PHX
TAX
LDA.b $0E
BEQ .done
CMP.w #$0001
BEQ .value_set
; hardcode as junk for now
LDA.w #$0002
.value_set
CMP.b $02
BCC .done
STA.b $02
.done
PLX
RTS
macro DefineGetFooSection(type, offset)
Get<type>Section:
PHX
LDA.b $CA
AND.w #$00FF
ASL A
TAX
LDA.l SplitRooms, X
TAX
LDA.l SplitRooms, X
AND.w #$00FF
STA.b $CE
BEQ .found
INX
.check_next_section
PHX
LDA.l SplitRooms+<offset>, X
TAX
-
LDA.l SplitRooms, X
AND.w #$00FF
CMP.w #$00FF
BEQ .not_this_section
CMP.b $CC
BEQ .plx_found
INX
BRA -
.not_this_section
PLX
TXA : CLC : ADC.w #$000D : TAX
DEC.b $CE
BNE .check_next_section
BRA .found
.plx_found
PLX
.found
PLX
LDA.b $CE
RTS
endmacro
macro DefineCheckFooSection(type)
Check<type>Section:
STA.b $CC
LDA.b $CB
AND.w #$00FF
BEQ .yes
JSR Get<type>Section
LDA.b $CB
AND.w #$00FF
LSR A : LSR A : LSR A : LSR A
DEC A
CMP.b $CE
BEQ .yes
.no
CLC
RTS
.yes
SEC
RTS
endmacro
%DefineGetFooSection(Door, 3)
%DefineGetFooSection(Stair, 5)
%DefineGetFooSection(Chest, 7)
%DefineGetFooSection(Pot, 9)
%DefineGetFooSection(Enemy, 11)
%DefineCheckFooSection(Door)
%DefineCheckFooSection(Stair)
%DefineCheckFooSection(Chest)
%DefineCheckFooSection(Pot)
%DefineCheckFooSection(Enemy)
GetIncomingStairSection:
PHX
AND.w #$0300
XBA
ASL A
TAX
LDA.l $8098D8, X
STA.b $CC
LDA.b $CA
AND.w #$00FF
ASL A
TAX
LDA.l SplitRooms, X
TAX
LDA.l SplitRooms, X
AND.w #$00FF
STA.b $CE
BEQ .found
INX
.check_next_section
LDA.l SplitRooms+0, X
AND.w #$00FF
AND.b $CC
BNE .found
TXA : CLC : ADC.w #$000D : TAX
DEC.b $CE
BNE .check_next_section
BRA .found
.found
PLX
LDA.b $CE
RTS

File diff suppressed because it is too large Load Diff

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@@ -1,4 +1,5 @@
DoorConnectionTiles:
.vertical
dw $0000, $0000 ; $00
dw $01C0, $0000 ; $01 left -> left
dw $01D0, $01D1 ; $02 left -> middle
@@ -10,12 +11,33 @@ DoorConnectionTiles:
dw $41D1, $41D0 ; $08 right -> middle
dw $0000, $01C0 ; $09 right -> right
dw $41C2, $41C1 ; $0A left-middle -> left-middle
dw $81D2, $81D0 ; $0B left-middle -> left-right
dw $81D2, $C1D0 ; $0B left-middle -> left-right
dw $41D3, $81D3 ; $0C left-middle -> middle-right
dw $01D2, $01D0 ; $0D left-right -> left-middle
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

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@@ -0,0 +1,309 @@
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

View File

@@ -0,0 +1,38 @@
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

View File

@@ -1,261 +1,276 @@
db $0B ; 00 - Fighter Sword and Shield
db $0B ; 01 - Master Sword
db $0B ; 02 - Tempered Sword
db $0B ; 03 - Butter Sword
db $06 ; 04 - Fighter Shield
db $06 ; 05 - Fire Shield
db $06 ; 06 - Mirror Shield
db $0B ; 07 - Fire Rod
db $0B ; 08 - Ice Rod
db $0B ; 09 - Hammer
db $0B ; 0A - Hookshot
db $0B ; 0B - Bow
db $06 ; 0C - Boomerang
db $0B ; 0D - Powder
db $02 ; 0E - Bottle Refill (bee)
db $0B ; 0F - Bombos
db $0B ; 10 - Ether
db $0B ; 11 - Quake
db $0B ; 12 - Lamp
db $06 ; 13 - Shovel
db $0B ; 14 - Flute
db $0B ; 15 - Somaria
db $06 ; 16 - Bottle
db $05 ; 17 - Heartpiece
db $06 ; 18 - Byrna
db $0B ; 19 - Cape
db $0B ; 1A - Mirror
db $0B ; 1B - Glove
db $0B ; 1C - Mitts
db $0B ; 1D - Book
db $0B ; 1E - Flippers
db $0B ; 1F - Pearl
db $0D ; 20 - Crystal
db $06 ; 21 - Net
db $06 ; 22 - Blue Mail
db $06 ; 23 - Red Mail
db $03 ; 24 - Small Key
db $07 ; 25 - Compass
db $05 ; 26 - Heart Container from 4/4
db $02 ; 27 - Bomb
db $02 ; 28 - 3 bombs
db $06 ; 29 - Mushroom
db $06 ; 2A - Red boomerang
db $06 ; 2B - Full bottle (red)
db $06 ; 2C - Full bottle (green)
db $06 ; 2D - Full bottle (blue)
db $05 ; 2E - Potion refill (red)
db $05 ; 2F - Potion refill (green)
db $05 ; 30 - Potion refill (blue)
db $02 ; 31 - 10 bombs
db $09 ; 32 - Big key
db $02 ; 33 - Map
db $02 ; 34 - 1 rupee
db $02 ; 35 - 5 rupees
db $02 ; 36 - 20 rupees
db $0A ; 37 - Green pendant
db $0A ; 38 - Blue pendant
db $0A ; 39 - Red pendant
db $0B ; 3A - Tossed bow
db $0B ; 3B - Silvers
db $06 ; 3C - Full bottle (bee)
db $06 ; 3D - Full bottle (fairy)
db $05 ; 3E - Boss heart
db $05 ; 3F - Sanc heart
db $02 ; 40 - 100 rupees
db $02 ; 41 - 50 rupees
db $02 ; 42 - Heart
db $02 ; 43 - Arrow
db $02 ; 44 - 10 arrows
db $02 ; 45 - Small magic
db $02 ; 46 - 300 rupees
db $02 ; 47 - 20 rupees green
db $06 ; 48 - Full bottle (good bee)
db $0B ; 49 - Tossed fighter sword
db $0B ; 4A - Active Flute
db $0B ; 4B - Boots
!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 $06 ; 4C - Bomb capacity (50)
db $06 ; 4D - Arrow capacity (70)
db $06 ; 4E - 1/2 magic
db $06 ; 4F - 1/4 magic
db $0B ; 50 - Safe master sword
db $06 ; 51 - Bomb capacity (+5)
db $06 ; 52 - Bomb capacity (+10)
db $06 ; 53 - Arrow capacity (+5)
db $06 ; 54 - Arrow capacity (+10)
db $02 ; 55 - Programmable item 1
db $02 ; 56 - Programmable item 2
db $02 ; 57 - Programmable item 3
db $0B ; 58 - Upgrade-only silver arrows
db $02 ; 59 - Rupoor
db $02 ; 5A - Nothing
db $02 ; 5B - Red clock
db $02 ; 5C - Blue clock
db $02 ; 5D - Green clock
db $0B ; 5E - Progressive sword
db $06 ; 5F - Progressive shield
db $06 ; 60 - Progressive armor
db $0B ; 61 - Progressive glove
db $02 ; 62 - RNG pool item (single)
db $02 ; 63 - RNG pool item (multi)
db $0B ; 64 - Progressive bow
db $0B ; 65 - Progressive bow
db $02 ; 66 -
db $02 ; 67 -
db $02 ; 68 -
db $02 ; 69 -
db $0F ; 6A - Triforce
db $0E ; 6B - Power star
db $0E ; 6C - Triforce Piece
db $02 ; 6D - Server request item
db $02 ; 6E - Server request item (dungeon drop)
db $02 ; 6F -
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 $02 ; 70 - Map of Light World
db $02 ; 71 - Map of Dark World
db $02 ; 72 - Map of Ganon's Tower
db $02 ; 73 - Map of Turtle Rock
db $02 ; 74 - Map of Thieves' Town
db $02 ; 75 - Map of Tower of Hera
db $02 ; 76 - Map of Ice Palace
db $02 ; 77 - Map of Skull Woods
db $02 ; 78 - Map of Misery Mire
db $02 ; 79 - Map of Dark Palace
db $02 ; 7A - Map of Swamp Palace
db $02 ; 7B - Map of Agahnim's Tower
db $02 ; 7C - Map of Desert Palace
db $02 ; 7D - Map of Eastern Palace
db $02 ; 7E - Map of Hyrule Castle
db $02 ; 7F - Map of Sewers
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 $07 ; 80 - Compass of Light World
db $07 ; 81 - Compass of Dark World
db $07 ; 82 - Compass of Ganon's Tower
db $07 ; 83 - Compass of Turtle Rock
db $07 ; 84 - Compass of Thieves' Town
db $07 ; 85 - Compass of Tower of Hera
db $07 ; 86 - Compass of Ice Palace
db $07 ; 87 - Compass of Skull Woods
db $07 ; 88 - Compass of Misery Mire
db $07 ; 89 - Compass of Dark Palace
db $07 ; 8A - Compass of Swamp Palace
db $07 ; 8B - Compass of Agahnim's Tower
db $07 ; 8C - Compass of Desert Palace
db $07 ; 8D - Compass of Eastern Palace
db $07 ; 8E - Compass of Hyrule Castle
db $07 ; 8F - Compass of Sewers
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 $09 ; 90 - Skull key
db $09 ; 91 - Reserved
db $09 ; 92 - Big key of Ganon's Tower
db $09 ; 93 - Big key of Turtle Rock
db $09 ; 94 - Big key of Thieves' Town
db $09 ; 95 - Big key of Tower of Hera
db $09 ; 96 - Big key of Ice Palace
db $09 ; 97 - Big key of Skull Woods
db $09 ; 98 - Big key of Misery Mire
db $09 ; 99 - Big key of Dark Palace
db $09 ; 9A - Big key of Swamp Palace
db $09 ; 9B - Big key of Agahnim's Tower
db $09 ; 9C - Big key of Desert Palace
db $09 ; 9D - Big key of Eastern Palace
db $09 ; 9E - Big key of Hyrule Castle
db $09 ; 9F - Big key 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 $08 ; A0 - Small key of Sewers
db $08 ; A1 - Small key of Hyrule Castle
db $08 ; A2 - Small key of Eastern Palace
db $08 ; A3 - Small key of Desert Palace
db $08 ; A4 - Small key of Agahnim's Tower
db $08 ; A5 - Small key of Swamp Palace
db $08 ; A6 - Small key of Dark Palace
db $08 ; A7 - Small key of Misery Mire
db $08 ; A8 - Small key of Skull Woods
db $08 ; A9 - Small key of Ice Palace
db $08 ; AA - Small key of Tower of Hera
db $08 ; AB - Small key of Thieves' Town
db $08 ; AC - Small key of Turtle Rock
db $08 ; AD - Small key of Ganon's Tower
db $02 ; AE - Reserved
db $03 ; AF - Generic small key
db $0D ; B0 - Crystal 6
db $0D ; B1 - Crystal 1
db $0D ; B2 - Crystal 5
db $0D ; B3 - Crystal 7
db $0D ; B4 - Crystal 2
db $0D ; B5 - Crystal 4
db $0D ; B6 - Crystal 3
db $02 ; B7 - Reserved
db $02 ; B8 -
db $02 ; B9 -
db $02 ; BA -
db $02 ; BB -
db $02 ; BC -
db $02 ; BD -
db $02 ; BE -
db $02 ; BF -
db $02 ; C0 -
db $02 ; C1 -
db $02 ; C2 -
db $02 ; C3 -
db $02 ; C4 -
db $02 ; C5 -
db $02 ; C6 -
db $02 ; C7 -
db $02 ; C8 -
db $02 ; C9 -
db $02 ; CA -
db $02 ; CB -
db $02 ; CC -
db $02 ; CD -
db $02 ; CE -
db $02 ; CF -
db $02 ; D0 - Bee trap
db $02 ; D1 - Apples
db $02 ; D2 - Fairy
db $02 ; D3 - Chicken
db $02 ; D4 - Big Magic
db $02 ; D5 - 5 Arrows
db $02 ; D6 - Good Bee
db $02 ; D7 -
db $02 ; D8 -
db $02 ; D9 -
db $02 ; DA -
db $02 ; DB -
db $02 ; DC -
db $02 ; DD -
db $02 ; DE -
db $02 ; DF -
db $02 ; E0 -
db $02 ; E1 -
db $02 ; E2 -
db $02 ; E3 -
db $02 ; E4 -
db $02 ; E5 -
db $02 ; E6 -
db $02 ; E7 -
db $02 ; E8 -
db $02 ; E9 -
db $02 ; EA -
db $02 ; EB -
db $02 ; EC -
db $02 ; ED -
db $02 ; EE -
db $02 ; EF -
db $02 ; F0 -
db $02 ; F1 -
db $02 ; F2 -
db $02 ; F3 -
db $02 ; F4 -
db $02 ; F5 -
db $02 ; F6 -
db $02 ; F7 -
db $02 ; F8 -
db $02 ; F9 -
db $02 ; FA -
db $02 ; FB -
db $02 ; FC -
db $02 ; FD -
db $02 ; FE - Server request (async)
db $02 ; FF -
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 -

View File

@@ -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

View File

@@ -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

@@ -21,7 +21,7 @@ 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 $C114, $0104, $4114, $0114 ; 17
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
@@ -37,7 +37,7 @@ 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 $C114, $0104, $4114, $0114 ; 27
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
@@ -98,8 +98,8 @@ 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, $C3B1 ; 64
dw $FFFF, $FFFF, $83B1, $0381 ; 65
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
@@ -162,7 +162,7 @@ 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, $438E, $FFFF ; A4
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

View File

@@ -29,6 +29,12 @@ DrawLoot:
LDA.b $07
STA.w $021B
LDA.l DRMode
BEQ +
LDA.l DungeonMapMode
BNE +
BRA .skip
+
REP #$30
PHX : PHY
@@ -60,6 +66,7 @@ DrawLoot:
STA.b NMISTRIPES
PLY : PLX
.skip
LDA.b #$00
RTL

View File

@@ -14,7 +14,13 @@ FinishRoom:
TAX
JML $8AE7F6
NormalDrawDungeonMapRoom:
JSL DrawDungeonMapRoom
JMP FinishRoom
; $CA has room_id
; $0E has quadrant flags
; X has address to draw at
DrawDungeonMapRoom:
REP #$20
PHB : PHK : PLB ; need to keep this in same bank as data, or else specify bank
@@ -136,7 +142,7 @@ DrawDungeonMapRoom:
.done
PLA : STA.b $0A
PLB
JMP FinishRoom
RTL
DrawEntrances:
REP #$30

View File

@@ -1,4 +1,65 @@
CheckSwitchMap:
LDA.l DRMode
BEQ .not_fancy_door_map
LDA.l DungeonMapMode
BNE .not_fancy_door_map
; fancy door map
SEP #$20
LDA.b $F6
BIT.b #$30
BNE .change_dungeon
BIT.b #$80
BNE .select_new_room
LDA.b $F4
BIT.b #$80
BNE .select_new_room
BIT.b #$20
BNE .next_entrance
BIT.b #$40
BNE .current_room
AND.b #$0F
BEQ .doors_done
BIT.b #$08 : BEQ + : LDA.b #$00 : BRA .doors_move_cursor : +
BIT.b #$04 : BEQ + : LDA.b #$02 : BRA .doors_move_cursor : +
BIT.b #$02 : BEQ + : LDA.b #$01 : BRA .doors_move_cursor : +
LDA.b #$03
.doors_move_cursor
STA.b $00
JSL MoveDoorsMapCursor
BRA .doors_done
.select_new_room
JSL DoorsMapSelectCursor
BRA .doors_done
.next_entrance
JSL DoorsMapNextEntrance
BRA .doors_done
.change_dungeon
JSL DoorsMapChangeDungeon
BRA .doors_done
.current_room
LDA.l CachedDungeonID
CMP.w DungeonID
BNE .doors_done
JSL DoorsMapCurrentRoom
BRA .doors_done
.doors_done
REP #$20
LDA.w #$0002 ; ignore input! nothing to see here!
RTL
.not_fancy_door_map
SEP #$20
LDA.b $F6
AND.b #$30
@@ -6,7 +67,7 @@ CheckSwitchMap:
; what we wrote over
REP #$20
LDA.w $8AF5E9, X
LDA.w DungeonMapFloorCountData, X
AND.w #$000F
CLC : ADC.b $00
RTL
@@ -99,7 +160,12 @@ SkipMapSprites:
LDA.l DRMode
BEQ +
JML $8AEAEE
LDA.l DungeonMapMode
BEQ .no_vanilla_draw
JML $8AEADE
.no_vanilla_draw
JSL DrawDoorsMapSprites
JML $8AEAFC
+
LDA.l CachedDungeonID
@@ -161,6 +227,7 @@ DrawDungeonLabel:
LDY.b #$20
+
; Dungeon Label
REP #$20
LDA.w #$E660
STA.w GFXStripes+$02, Y
@@ -171,9 +238,110 @@ DrawDungeonLabel:
STA.w GFXStripes+$06, Y
LDA.l DungeonLabels+2, X
STA.w GFXStripes+$08, Y
TYA
CLC : ADC.w #$0008
TAY
; L/R switch indicators
LDA.w #$E310
STA.w GFXStripes+$02, Y
LDA.w #$E910
STA.w GFXStripes+$0A, Y
LDA.w #$E318
STA.w GFXStripes+$12, Y
LDA.w #$E918
STA.w GFXStripes+$1A, Y
LDA.w #$0300
STA.w GFXStripes+$04, Y
STA.w GFXStripes+$0C, Y
STA.w GFXStripes+$14, Y
STA.w GFXStripes+$1C, Y
LDA.w #$49AF
STA.w GFXStripes+$06, Y
STA.w GFXStripes+$16, Y
LDA.w #$099E
STA.w GFXStripes+$08, Y
STA.w GFXStripes+$18, Y
LDA.w #$099F
STA.w GFXStripes+$0E, Y
STA.w GFXStripes+$1E, Y
LDA.w #$09AF
STA.w GFXStripes+$10, Y
STA.w GFXStripes+$20, Y
TYA
CLC : ADC.w #$0020
TAY
LDA.l DRMode
BEQ .not_doors
LDA.l DungeonMapMode
BEQ .doors
.not_doors
JMP .skip_doors
.doors
; Select for Next Entrance indicator
LDA.w #$E311
STA.w GFXStripes+$02, Y
LDA.w #$E319
STA.w GFXStripes+$16, Y
LDA.w #$0F00
STA.w GFXStripes+$04, Y
STA.w GFXStripes+$18, Y
LDA.w #$09B8
LDX.b #$07
-
STA.w GFXStripes+$06, Y
STA.w GFXStripes+$1A, Y
INC A
INY : INY
DEX
BPL -
TYA
CLC : ADC.w #$0018
TAY
LDA.l CachedDungeonID
AND.w #$00FF
CMP.w DungeonID
BNE .skip_doors
; Y for Current Location indicator
LDA.w #$A411
STA.w GFXStripes+$02, Y
LDA.w #$A419
STA.w GFXStripes+$12, Y
LDA.w #$0B00
STA.w GFXStripes+$04, Y
STA.w GFXStripes+$14, Y
LDA.w #$09A9
LDX.b #$05
-
STA.w GFXStripes+$06, Y
STA.w GFXStripes+$16, Y
INC A
INY : INY
DEX
BPL -
TYA
CLC : ADC.w #$0014
TAY
.skip_doors
SEP #$20
LDA.b #$FF
STA.w GFXStripes+$0A, Y
STA.w GFXStripes+$02, Y
LDA.b #$01
STA.b NMISTRIPES

View File

@@ -5,7 +5,7 @@ db $08
; use AA1 = $1C for map stuff
org $80E193
skip 4
db $61, $62, $62, $D6
db $61, $62, $63, $D6
org $8AE11D
LDA.b #$1C
@@ -13,10 +13,6 @@ LDA.b #$1C
org $8AE12B
LDA.b #$20
; change dungeon map subsheet gfx in TR
; org $80DDC9
; db $57
; dungeon map sheets
org $80DD97
db $61, $56, $57, $62
@@ -75,7 +71,7 @@ org $8AEE2B
;--------------------------------------------------------------------------------
org $8AE64D
PLX
JML DrawDungeonMapRoom
JML NormalDrawDungeonMapRoom
org $8AE606
PLX
@@ -221,3 +217,53 @@ org $8AE8F9
org $8AEBC6
JSL GetLocationMarkerLeft
NOP
;================================================================================
; Draw Wacky Door Rando Layouts
;--------------------------------------------------------------------------------
org $8AE3D7
LDA.l DungeonMapMode
BNE .normal
LDA.l DRMode
BEQ .normal
JSL DrawWackyDoorRandoStuff
JMP.w $8AE422
NOP
.normal
warnpc $8AE3EB
org $8AE439
dw $0F19, $4F19, $8F19, $CF19
org $8AE449
dw $0F1A, $8F1A
org $8AE451
dw $0F1B, $4F1B
org $8AE473
NOP #2
org $8AE4A4
NOP #2
org $8AE4DC
NOP #2
org $8AE4F9
dw $0F1E, $0F1F, $0F20, $0F21
dw $0F22, $0F23, $0F24, $0F25
org $8AE539
LDA.w #$0F1C
org $8AE573
LDA.w #$0F1D
org $8AE555
NOP #2
org $8AE576
NOP #2

View File

@@ -27,9 +27,14 @@ endmacro
pullpc
incsrc mappable_doors.asm
incsrc current_room_map.asm
incsrc draw_rooms.asm
incsrc map_bg3.asm
incsrc dungeon_switch.asm
incsrc draw_loot.asm
incsrc check_loot.asm
incsrc blink_loot.asm
incsrc data/doors_display.asm
incsrc data/spiral_stairs.asm
incsrc data/fall_warps.asm
incsrc data/split_room.asm

View File

@@ -12,23 +12,34 @@ LoadStripes:
.dungeon_map
LDA.l DungeonMapMode
BNE .doors
BNE .4x3
LDA.l DRMode
BNE .6x6
.not_doors
LDA.b #BG3DungeonMapStripes>>0
.5x5
LDA.b #BG3DungeonMap5x5Stripes>>0
STA.b $00
LDA.b #BG3DungeonMapStripes>>8
LDA.b #BG3DungeonMap5x5Stripes>>8
STA.b $01
LDA.b #BG3DungeonMapStripes>>16
LDA.b #BG3DungeonMap5x5Stripes>>16
STA.b $02
RTL
.doors
LDA.b #BG3DungeonMapDoorStripes>>0
.4x3
LDA.b #BG3DungeonMap4x3Stripes>>0
STA.b $00
LDA.b #BG3DungeonMapDoorStripes>>8
LDA.b #BG3DungeonMap4x3Stripes>>8
STA.b $01
LDA.b #BG3DungeonMapDoorStripes>>16
LDA.b #BG3DungeonMap4x3Stripes>>16
STA.b $02
RTL
.6x6
LDA.b #BG3DungeonMap6x6Stripes>>0
STA.b $00
LDA.b #BG3DungeonMap6x6Stripes>>8
STA.b $01
LDA.b #BG3DungeonMap6x6Stripes>>16
STA.b $02
RTL
@@ -71,7 +82,7 @@ macro VanillaCommonMapStripes()
endmacro
BG3DungeonMapStripes:
BG3DungeonMap5x5Stripes:
%VanillaCommonMapStripes()
; left edge of map border, from vanilla
dw $4E60, $0100, $2100
@@ -122,7 +133,7 @@ endmacro
db $FF
BG3DungeonMapDoorStripes:
BG3DungeonMap4x3Stripes:
%VanillaCommonMapStripes()
; left edge of map border, adjusted from vanilla
dw $4D60, $0100, $2100
@@ -174,3 +185,96 @@ endmacro
%FullDoorRow($6311)
db $FF
BG3DungeonMap6x6Stripes:
; vanilla
dw $4260, $0100, $2100
dw $4360, $0E40, $2101
dw $4B60, $0100, $6100
dw $8460, $0B00, $2102, $2103, $2104, $2105, $2106, $2107
dw $A460, $0B00, $2112, $2113, $2114, $2115, $2116, $2117
dw $0060, $7E40, $2111
dw $8063, $3E41, $2111
dw $0060, $3EC0, $2111
dw $0160, $3EC0, $2111
dw $0C60, $3EC0, $2111
dw $0D60, $3EC0, $2111
dw $1E60, $3EC0, $2111
dw $1F60, $3EC0, $2111
; left side border
dw $6260, $1AC0, $2110
dw $6B60, $1AC0, $6110
dw $2262, $0100, $A100
dw $2362, $0E40, $A101
dw $2B62, $0100, $E100
; right side top area border
dw $4E60, $0100, $2100
dw $4F60, $1A40, $2101
dw $5D60, $0100, $6100
dw $6E60, $1AC0, $2110
dw $7D60, $1AC0, $6110
dw $2E62, $0100, $A100
dw $2F62, $1A40, $A101
dw $3D62, $0100, $E100
; right side bottom area border
dw $8E62, $0100, $2100
dw $8F62, $1A40, $2101
dw $9D62, $0100, $6100
dw $AE62, $06C0, $2110
dw $BD62, $06C0, $6110
dw $2E63, $0100, $A100
dw $2F63, $1A40, $A101
dw $3D63, $0100, $E100
; blank below left side
dw $4262, $4440, $2111
dw $6262, $4440, $2111
dw $8262, $1240, $2111
dw $A262, $1240, $2111
dw $C262, $1240, $2111
dw $E262, $1240, $2111
dw $0263, $1240, $2111
dw $2263, $1240, $2111
dw $4263, $4440, $2111
dw $6263, $4440, $2111
; map area inside top area
dw $6F60, $1A40, $1D11
dw $8F60, $1A40, $1D11
dw $AF60, $1A40, $1D11
dw $CF60, $1A40, $1D11
dw $EF60, $1A40, $1D11
dw $0F61, $1A40, $1D11
dw $2F61, $1A40, $1D11
dw $4F61, $1A40, $1D11
dw $6F61, $1A40, $1D11
dw $8F61, $1A40, $1D11
dw $AF61, $1A40, $1D11
dw $CF61, $1A40, $1D11
dw $EF61, $1A40, $1D11
dw $0F62, $1A40, $1D11
; center square
dw $3561, $0300
dw $5D4C, $1D4C
dw $5561, $0300
dw $DD4C, $9D4C
; map area inside bottom area
dw $AF62, $1A40, $1D11
dw $CF62, $1B00
dw $1D11, $5D4C, $1D4C, $1D11, $5D4C, $1D4C, $1D11, $5D4C, $1D4C, $1D11, $1D11, $5D4C, $1D4C, $1D11
dw $EF62, $1B00
dw $1D11, $DD4C, $9D4C, $1D11, $DD4C, $9D4C, $1D11, $DD4C, $9D4C, $1D11, $1D11, $DD4C, $9D4C, $1D11
dw $0F63, $1A40, $1D11
db $FF

View File

@@ -54,10 +54,10 @@ dw $29CA, $69CA, $29DA, $29DB ; 03 - small key
dw $29E9, $69E9, $29F9, $69F9 ; 04 - triforce piece
dw $29DD, $69DD, $A9DD, $E9DD ; 05 - safety - plus
dw $29EC, $69EC, $29FC, $69FC ; 06 - less important item - small chest
dw $29E8, $69E8, $29F8, $69F8 ; 07 - compass
dw $29CA, $69CA, $29DA, $29DB ; 08 - small key
dw $29C8, $69C8, $29D8, $29D9 ; 09 - big key
dw $29CC, $29CD, $29DC, $69DC ; 0A - pendant
dw $29CE, $29CF, $29DE, $29DF ; 07 - map
dw $29E8, $69E8, $29F8, $69F8 ; 08 - compass
dw $29CA, $69CA, $29DA, $29DB ; 09 - small key
dw $29C8, $69C8, $29D8, $29D9 ; 0A - big key
dw $29ED, $69ED, $29FD, $69FD ; 0B - important inventory item - big chest
dw $29CC, $29CD, $29DC, $69DC ; 0C - pendant
dw $2DC9, $69C9, $A9C9, $EDC9 ; 0D - crystal
@@ -129,7 +129,7 @@ pad $B9FB00
; $B9FB00
DungeonLabels:
dw $2550, $2579 ; Sewers
dw $2550, $2578 ; Hyrule Castle
dw $2564, $255F ; Hyrule Castle
dw $2561, $256C ; Eastern Palace
dw $2560, $256C ; Desert Palace
dw $255D, $2570 ; Agahnim's Tower
@@ -197,11 +197,12 @@ org $B9FF10
ItemSources:
db $09
; $B9FF11
AlwaysShowCompass:
db $01
; $00 - vanilla 5x5 maps
; $01 - special DR 4x3 maps
; $B9FF12
; $0000 - vanilla 5x5 maps
; $0001 - special DR 4x3 maps
DungeonMapMode:
dw $0000

View File

@@ -248,7 +248,7 @@ DrawPlayerFileShared:
; Flute
LDA.l InventoryTrackingSRAM : AND.w #$0003 : BEQ +
LDA.l $7003C2 : AND.w #$00FF : CMP.w #$00FF : BNE .pseudo
LDA.l $7003C2 : AND.w #$00FF : BNE .pseudo
%fs_drawItem(7,16,FileSelectItems_flute)
BRA ++
.pseudo

View File

@@ -115,7 +115,7 @@ InitInventoryTracking: skip 2 ; PC 0x18338C \ Need to set bits here fo
InitBowTracking: skip 2 ; PC 0x18338E / boomerangs, powder/mushroom, etc
InitItemLimitCounts: skip 16 ; PC 0x183390
skip 34 ;
InitFluteBitfield: db $FF ;
InitFluteBitfield: db $00 ;
InitSpecialWeaponLevel: db $00 ;
InitItemOnB: db $00 ;
InitProgressIndicator: db $02 ; PC 0x1833C5 - Set to $80 for instant post-aga with standard

View File

@@ -34,16 +34,20 @@ RTL
; Output: 0 locked, 1 open
;--------------------------------------------------------------------------------
CheckForZelda:
LDA.l ProgressIndicator : CMP.b #$02 : !BLT + ; Skip if rain is falling
LDA.b #$01 ; pretend we have zelda anyway
RTL
+
LDA.l FollowerIndicator
LDA.l ProgressIndicator : CMP.b #$02 : !BLT + ; Skip if rain is falling
LDA.b #$01 ; pretend we have zelda anyway
RTL
+
LDA.l FollowerIndicator
RTL
;================================================================================
SetOverlayIfLamp:
JSL LampCheck
STA.b SUBDESQ ; write it directly to the overlay, this isn't a terrible idea at all
JSL LampCheck
CMP.b #$00
BEQ +
LDA.b #$01
+
STA.b SUBDESQ ; write it directly to the overlay, this isn't a terrible idea at all
RTL
;================================================================================
; Mantle Object Changes

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View File

@@ -188,12 +188,12 @@ ItemBehavior:
BRA .store_inventory_tracking
.flute_inactive
LDA.b #$FF : STA.l FluteBitfield
LDA.b #$00 : STA.l FluteBitfield
LDA.l InventoryTracking : ORA.b #$02
BRA .store_inventory_tracking
.flute_active
LDA.b #$FF : STA.l FluteBitfield
LDA.b #$00 : STA.l FluteBitfield
LDA.l InventoryTracking : ORA.b #$01
BRA .store_inventory_tracking

View File

@@ -320,7 +320,7 @@ OWLightWorldOrCrossed:
OWFluteCancel:
{
lda.l FluteBitfield : beq +
lda.l FluteBitfield : cmp.b #$FF : beq +
lda.l OWFlags+1 : and.b #$01 : bne +
jsl FluteMenu_LoadTransport : rtl
+ lda.w RandoOverworldTargetEdge : bne +
@@ -332,7 +332,7 @@ OWFluteCancel2:
lda.b Joy1B_All : ora.b Joy1A_All : and.b #$c0 : bne +
jml FluteMenu_HandleSelection_NoSelection
+ inc.w SubModuleInterface
lda.l FluteBitfield : beq .cancel
lda.l FluteBitfield : cmp.b #$FF : beq .cancel
lda.l OWFlags+1 : and.b #$01 : beq +
lda.b Joy1B_All : cmp.b #$40 : bne +
.cancel

View File

@@ -1,35 +1,37 @@
SelectFirstFluteSpot:
LDA.l FluteBitfield
CMP.b #$FF
BNE +
RTL
+ LDA.b #$07
STA.w $1AF0
STA.w FluteSelection
.try_next
LDA.w $1AF0
LDA.w FluteSelection
INC A
AND.b #$07
STA.w $1AF0
STA.w FluteSelection
TAX
LDA.l FluteBitfield
AND.l $8AB7A3, X
BEQ .try_next
AND.l FluteMenuNumbers_bits, X
BNE .try_next
RTL
SelectFluteNext:
LDA.l FluteBitfield
CMP.b #$FF
BEQ InvalidBeep
.try_next
LDA.w $1AF0
LDA.w FluteSelection
INC A
AND.b #$07
STA.w $1AF0
STA.w FluteSelection
TAX
LDA.l FluteBitfield
AND.l $8AB7A3, X
BEQ .try_next
AND.l FluteMenuNumbers_bits, X
BNE .try_next
LDA.b #$20
STA.w $012F
@@ -37,18 +39,19 @@ RTL
SelectFlutePrev:
LDA.l FluteBitfield
CMP.b #$FF
BEQ InvalidBeep
.try_next
LDA.w $1AF0
LDA.w FluteSelection
DEC A
AND.b #$07
STA.w $1AF0
STA.w FluteSelection
TAX
LDA.l FluteBitfield
AND.l $8AB7A3, X
BEQ .try_next
AND.l FluteMenuNumbers_bits, X
BNE .try_next
LDA.b #$20
STA.w $012F
@@ -62,8 +65,8 @@ RTL
SetFluteSpotPalette:
XBA
LDA.l FluteBitfield
AND.l $8AB7A3, X
BEQ .disabled
AND.l FluteMenuNumbers_bits, X
BNE .disabled
.enabled
XBA
STA.b $0C
@@ -93,8 +96,9 @@ MaybeMarkFluteSpotVisited:
TXA
LSR A
TAX
LDA.l FluteBitfield
ORA.l $8AB7A3, X
LDA.l FluteMenuNumbers_bits, X
EOR.b #$FF
AND.l FluteBitfield
STA.l FluteBitfield
.done
@@ -113,33 +117,9 @@ CheckTransitionOverworld:
STA.w $040A ; what we wrote over
JML MaybeMarkFluteSpotVisited
DrawFluteIcon:
AND.w #$00FF
CMP.w #$0002
BCC .write
CheckFlute:
LDA.l FluteBitfield
AND.w #$00FF
CMP.w #$00FF
BNE .pseudo
.real
LDA.w #$0003
BRA .write
.pseudo
LDA.w #$0002
.write
STA.b $02
RTL
CheckFluteInHUD:
LDA.l $7EF33F, X
AND.w #$00FF ; what we wrote over
CPX.w #$000D
BNE .done
CMP.w #$0002
BCC .done
LDA.l FluteBitfield
AND.w #$00FF
CMP.w #$00FF
BNE .pseudo
.real
LDA.w #$0003
@@ -147,4 +127,24 @@ CheckFluteInHUD:
.pseudo
LDA.w #$0002
.done
RTS
DrawFluteIcon:
AND.w #$00FF
CMP.w #$0002
BCC +
JSR CheckFlute
+
STA.b $02
RTL
CheckFluteInHUD:
LDA.l EquipmentWRAM-1, X
AND.w #$00FF ; what we wrote over
CPX.w #$000D
BNE +
CMP.w #$0002
BCC +
JSR CheckFlute
+
RTL

10
ram.asm
View File

@@ -473,6 +473,8 @@ RoomStripes = $7E1100 ; Used for room drawing.
;
MirrorPortalPosXH = $7E1ACF ; Mirror portal position. (High byte of X coordinate)
;
FluteSelection = $7E1AF0 ; Currently selected flute spot (zero-indexed)
;
IrisPtr = $7E1B00 ; Spotlight pointers for HDMA. $1C0 bytes (?).
;
MessageSubModule = $7E1CD8 ;
@@ -566,6 +568,14 @@ GameOverSongCache = $7EC227 ;
CachedDungeonID = $7EC22A ; Cached while opening dungeon map
CachedCurrentFloor = $7EC22B ; to restore when closing
;
CurrentDisplayedRoom = $7EC22C ; 2 bytes, used by dungeon map
DisplayedRoomDoorIndex = $7EC22E ; 2 bytes, used by dungeon map
;
DoorSlots = $7EC230 ; $32 bytes, used by dungeon map
DoorSlotScratch = $7EC262 ; 6 bytes, used by dungeon map
DoorSlotCursor = $7EC268 ; 2 bytes, used by dungeon map
CurrentDoorEntrance = $7EC26A ; 2 bytes, used by dungeon map
;
LastBGSet = $7EC2F8 ; Lists loaded sheets to check for decompression. 4 bytes.
;
PaletteBufferAux = $7EC300 ; Secondary and main palette buffer. See symbols_wram.asm

View File

@@ -280,10 +280,16 @@ Module1B_SpawnSelect_spawns = $828481
Overworld_ActualScreenID = $82A4E3
UnderworldTransitionLandingCoordinate = $82C034
Overworld_FinalizeEntryOntoScreen_Data = $82C176
EntranceData_room_id = $82C577
EntranceData_y_coordinate = $82CCBD
EntranceData_x_coordinate = $82CDC7
EntranceData_dungeon_id = $82D1EF
EntranceData_layer = $82D2F9
EntranceData_song = $82D592
SpawnPointData_room_id = $82D8D2
Overworld_CheckForSpecialOverworldTrigger_Direction = $84E879
Sprite_ShowSolicitedMessage_Direction = $85E1A3
FluteMenuNumbers_bits = $8AB7A3
WorldMap_RedXChars = $8ABF70
WorldMap_CalculateOAMCoordinates = $8AC3B1
WorldMap_HandleSpriteBlink = $8AC52E