Free crystals and ability to shuffle dungeon prizes
Overworld map code via Aerinon
This commit is contained in:
@@ -2,7 +2,6 @@ ItemReceipts:
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.offset_y : fillbyte $00 : fill 256
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.offset_x : fillbyte $00 : fill 256
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.graphics : fillbyte $00 : fill 256 ; item_graphics_indices
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.width : fillbyte $00 : fill 256 ; wide_item_flag
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.target : fillword $0000 : fill 256*2 ; item_target_addr
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.value : fillbyte $00 : fill 256 ; item_values
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.behavior : fillword $0000 : fill 256*2 ; ItemBehavior
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@@ -64,14 +63,14 @@ endmacro
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%ReceiptProps($26, -4, 0, $03, $F36C, $FF, skip, skip) ; 26 - Heart container from 4/4
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%ReceiptProps($27, -4, 0, $13, $F375, $FF, skip, skip) ; 27 - Bomb
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%ReceiptProps($28, -4, 0, $01, $F375, $FF, skip, skip) ; 28 - 3 bombs
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%ReceiptProps($29, -4, 0, $1E, $F344, $FF, mushroom, skip) ; 29 - Mushroom
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%ReceiptProps($29, -4, 0, $1F, $F344, $FF, mushroom, skip) ; 29 - Mushroom
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%ReceiptProps($2A, -2, 5, $10, $F341, $02, red_boomerang, skip) ; 2A - Red boomerang
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%ReceiptProps($2B, -4, 0, $00, $F35C, $FF, skip, bottles) ; 2B - Full bottle (red)
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%ReceiptProps($2C, -4, 0, $00, $F35C, $FF, skip, bottles) ; 2C - Full bottle (green)
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%ReceiptProps($2D, -4, 0, $00, $F35C, $FF, skip, bottles) ; 2D - Full bottle (blue)
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%ReceiptProps($2E, -4, 0, $00, $F36D, $FF, skip, bottles) ; 2E - Potion refill (red)
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%ReceiptProps($2F, -4, 0, $00, $F36E, $FF, skip, bottles) ; 2F - Potion refill (green)
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%ReceiptProps($30, -4, 0, $00, $F36E, $FF, skip, bottles) ; 30 - Potion refill (blue)
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%ReceiptProps($2B, -4, 0, $1E, $F35C, $FF, skip, bottles) ; 2B - Full bottle (red)
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%ReceiptProps($2C, -4, 0, $1E, $F35C, $FF, skip, bottles) ; 2C - Full bottle (green)
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%ReceiptProps($2D, -4, 0, $1E, $F35C, $FF, skip, bottles) ; 2D - Full bottle (blue)
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%ReceiptProps($2E, -4, 0, $1E, $F36D, $FF, skip, bottles) ; 2E - Potion refill (red)
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%ReceiptProps($2F, -4, 0, $1E, $F36E, $FF, skip, bottles) ; 2F - Potion refill (green)
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%ReceiptProps($30, -4, 0, $1E, $F36E, $FF, skip, bottles) ; 30 - Potion refill (blue)
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%ReceiptProps($31, -4, 0, $30, $F375, $FF, skip, skip) ; 31 - 10 bombs
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%ReceiptProps($32, -4, 0, $22, $F366, $FF, dungeon_bigkey, skip) ; 32 - Big key
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%ReceiptProps($33, -4, 0, $21, $F368, $FF, dungeon_map, skip) ; 33 - Map
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@@ -199,14 +198,14 @@ endmacro
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%ReceiptProps($AD, -4, 4, $0F, $F36A, $FF, free_smallkey, skip) ; AD - Small key of Ganon's Tower
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%ReceiptProps($AE, -4, 4, $0F, $F36A, $FF, skip, skip) ; AE - Reserved
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%ReceiptProps($AF, -4, 4, $0F, $F36A, $FF, generic_smallkey, skip) ; AF - Generic small key
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%ReceiptProps($B0, -4, 0, $49, $F36A, $FF, skip, skip) ; B0 -
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%ReceiptProps($B1, -4, 0, $49, $F36A, $FF, skip, skip) ; B1 -
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%ReceiptProps($B2, -4, 0, $49, $F36A, $FF, skip, skip) ; B2 -
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%ReceiptProps($B3, -4, 0, $49, $F36A, $FF, skip, skip) ; B3 -
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%ReceiptProps($B4, -4, 0, $49, $F36A, $FF, skip, skip) ; B4 -
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%ReceiptProps($B5, -4, 0, $49, $F36A, $FF, skip, skip) ; B5 -
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%ReceiptProps($B6, -4, 0, $49, $F36A, $FF, skip, skip) ; B6 -
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%ReceiptProps($B7, -4, 0, $49, $F36A, $FF, skip, skip) ; B7 -
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%ReceiptProps($B0, -4, 0, $28, $F36A, $FF, free_crystal, skip) ; B0 - Crystal 6
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%ReceiptProps($B1, -4, 0, $28, $F36A, $FF, free_crystal, skip) ; B1 - Crystal 1
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%ReceiptProps($B2, -4, 0, $28, $F36A, $FF, free_crystal, skip) ; B2 - Crystal 5
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%ReceiptProps($B3, -4, 0, $28, $F36A, $FF, free_crystal, skip) ; B3 - Crystal 7
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%ReceiptProps($B4, -4, 0, $28, $F36A, $FF, free_crystal, skip) ; B4 - Crystal 2
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%ReceiptProps($B5, -4, 0, $28, $F36A, $FF, free_crystal, skip) ; B5 - Crystal 4
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%ReceiptProps($B6, -4, 0, $28, $F36A, $FF, free_crystal, skip) ; B6 - Crystal 3
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%ReceiptProps($B7, -4, 0, $49, $F36A, $FF, skip, skip) ; B7 - Reserved
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%ReceiptProps($B8, -4, 0, $49, $F36A, $FF, skip, skip) ; B8 -
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%ReceiptProps($B9, -4, 0, $49, $F36A, $FF, skip, skip) ; B9 -
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%ReceiptProps($BA, -4, 0, $49, $F36A, $FF, skip, skip) ; BA -
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@@ -560,10 +559,11 @@ endmacro
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%SpriteProps($FF, 2, 2, $04, $04, $0000) ; FF -
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;------------------------------------------------------------------------------
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; Properties: - - w o a y s t
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; Properties: p k w o a y s t
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; t = Count for total item counter | s = Count for total in shops
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; y = Y item | a = A item
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; o = Bomb item | w = Bow item
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; k = Chest Key | p = Crystal prize behavior (sparkle, etc) if set
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InventoryTable:
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.properties : fillbyte $00 : fill 256 ; See above
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.stamp : fillword $0000 : fill 256*2 ; Address to stamp with 32-bit time (bank $7E)
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@@ -577,55 +577,55 @@ macro InventoryItem(id, props, stamp, stat)
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pullpc
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endmacro
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%InventoryItem($00, $01, SwordTime, $0000) ; 00 - Fighter sword & Shield
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%InventoryItem($01, $01, SwordTime, $0000) ; 01 - Master sword
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%InventoryItem($00, $81, SwordTime, $0000) ; 00 - Fighter sword & Shield
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%InventoryItem($01, $81, SwordTime, $0000) ; 01 - Master sword
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%InventoryItem($02, $01, SwordTime, $0000) ; 02 - Tempered sword
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%InventoryItem($03, $01, SwordTime, $0000) ; 03 - Butter sword
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%InventoryItem($04, $01, $0000, $0000) ; 04 - Fighter shield
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%InventoryItem($05, $01, $0000, $0000) ; 05 - Fire shield
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%InventoryItem($06, $01, $0000, $0000) ; 06 - Mirror shield
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%InventoryItem($07, $05, $0000, $0000) ; 07 - Fire rod
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%InventoryItem($08, $05, $0000, $0000) ; 08 - Ice rod
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%InventoryItem($09, $05, $0000, $0000) ; 09 - Hammer
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%InventoryItem($0A, $05, $0000, $0000) ; 0A - Hookshot
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%InventoryItem($0B, $25, $0000, $0000) ; 0B - Bow
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%InventoryItem($0C, $05, $0000, $0000) ; 0C - Blue Boomerang
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%InventoryItem($0D, $05, $0000, $0000) ; 0D - Powder
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%InventoryItem($0E, $01, $0000, $0000) ; 0E - Bottle refill (bee)
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%InventoryItem($0F, $05, $0000, $0000) ; 0F - Bombos
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%InventoryItem($10, $05, $0000, $0000) ; 10 - Ether
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%InventoryItem($11, $05, $0000, $0000) ; 11 - Quake
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%InventoryItem($12, $05, $0000, $0000) ; 12 - Lamp
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%InventoryItem($13, $05, $0000, $0000) ; 13 - Shovel
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%InventoryItem($14, $05, FluteTime, $0000) ; 14 - Flute (inactive)
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%InventoryItem($15, $05, $0000, $0000) ; 15 - Somaria
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%InventoryItem($16, $05, $0000, $0000) ; 16 - Bottle
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%InventoryItem($03, $81, SwordTime, $0000) ; 03 - Butter sword
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%InventoryItem($04, $81, $0000, $0000) ; 04 - Fighter shield
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%InventoryItem($05, $81, $0000, $0000) ; 05 - Fire shield
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%InventoryItem($06, $81, $0000, $0000) ; 06 - Mirror shield
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%InventoryItem($07, $85, $0000, $0000) ; 07 - Fire rod
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%InventoryItem($08, $85, $0000, $0000) ; 08 - Ice rod
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%InventoryItem($09, $85, $0000, $0000) ; 09 - Hammer
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%InventoryItem($0A, $85, $0000, $0000) ; 0A - Hookshot
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%InventoryItem($0B, $85, $0000, $0000) ; 0B - Bow
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%InventoryItem($0C, $85, $0000, $0000) ; 0C - Blue Boomerang
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%InventoryItem($0D, $85, $0000, $0000) ; 0D - Powder
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%InventoryItem($0E, $81, $0000, $0000) ; 0E - Bottle refill (bee)
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%InventoryItem($0F, $85, $0000, $0000) ; 0F - Bombos
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%InventoryItem($10, $85, $0000, $0000) ; 10 - Ether
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%InventoryItem($11, $85, $0000, $0000) ; 11 - Quake
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%InventoryItem($12, $85, $0000, $0000) ; 12 - Lamp
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%InventoryItem($13, $85, $0000, $0000) ; 13 - Shovel
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%InventoryItem($14, $85, FluteTime, $0000) ; 14 - Flute (inactive)
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%InventoryItem($15, $85, $0000, $0000) ; 15 - Somaria
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%InventoryItem($16, $85, $0000, $0000) ; 16 - Bottle
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%InventoryItem($17, $01, $0000, HeartPieceCounter) ; 17 - Heart piece
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%InventoryItem($18, $05, $0000, $0000) ; 18 - Byrna
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%InventoryItem($19, $05, $0000, $0000) ; 19 - Cape
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%InventoryItem($1A, $05, MirrorTime, $0000) ; 1A - Mirror
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%InventoryItem($1B, $09, $0000, $0000) ; 1B - Glove
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%InventoryItem($1C, $09, $0000, $0000) ; 1C - Mitts
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%InventoryItem($1D, $05, $0000, $0000) ; 1D - Book
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%InventoryItem($1E, $09, $0000, $0000) ; 1E - Flippers
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%InventoryItem($1F, $01, $0000, $0000) ; 1F - Pearl
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%InventoryItem($20, $00, $0000, CrystalCounter) ; 20 - Crystal
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%InventoryItem($21, $05, $0000, $0000) ; 21 - Net
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%InventoryItem($22, $01, $0000, $0000) ; 22 - Blue mail
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%InventoryItem($23, $01, $0000, $0000) ; 23 - Red mail
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%InventoryItem($24, $01, $0000, SmallKeyCounter) ; 24 - Small key
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%InventoryItem($18, $85, $0000, $0000) ; 18 - Byrna
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%InventoryItem($19, $85, $0000, $0000) ; 19 - Cape
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%InventoryItem($1A, $85, MirrorTime, $0000) ; 1A - Mirror
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%InventoryItem($1B, $89, $0000, $0000) ; 1B - Glove
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%InventoryItem($1C, $89, $0000, $0000) ; 1C - Mitts
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%InventoryItem($1D, $85, $0000, $0000) ; 1D - Book
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%InventoryItem($1E, $89, $0000, $0000) ; 1E - Flippers
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%InventoryItem($1F, $81, $0000, $0000) ; 1F - Pearl
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%InventoryItem($20, $80, $0000, CrystalCounter) ; 20 - Crystal
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%InventoryItem($21, $85, $0000, $0000) ; 21 - Net
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%InventoryItem($22, $81, $0000, $0000) ; 22 - Blue mail
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%InventoryItem($23, $81, $0000, $0000) ; 23 - Red mail
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%InventoryItem($24, $41, $0000, SmallKeyCounter) ; 24 - Small key
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%InventoryItem($25, $01, $0000, $0000) ; 25 - Compass
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%InventoryItem($26, $00, $0000, $0000) ; 26 - Heart container from 4/4
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%InventoryItem($27, $15, $0000, $0000) ; 27 - Bomb
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%InventoryItem($28, $15, $0000, $0000) ; 28 - 3 bombs
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%InventoryItem($29, $05, $0000, $0000) ; 29 - Mushroom
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%InventoryItem($29, $85, $0000, $0000) ; 29 - Mushroom
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%InventoryItem($2A, $05, $0000, $0000) ; 2A - Red boomerang
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%InventoryItem($2B, $05, $0000, $0000) ; 2B - Full bottle (red)
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%InventoryItem($2C, $05, $0000, $0000) ; 2C - Full bottle (green)
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%InventoryItem($2D, $05, $0000, $0000) ; 2D - Full bottle (blue)
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%InventoryItem($2E, $00, $0000, $0000) ; 2E - Potion refill (red)
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%InventoryItem($2F, $00, $0000, $0000) ; 2F - Potion refill (green)
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%InventoryItem($30, $00, $0000, $0000) ; 30 - Potion refill (blue)
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%InventoryItem($2B, $85, $0000, $0000) ; 2B - Full bottle (red)
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%InventoryItem($2C, $85, $0000, $0000) ; 2C - Full bottle (green)
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%InventoryItem($2D, $85, $0000, $0000) ; 2D - Full bottle (blue)
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%InventoryItem($2E, $80, $0000, $0000) ; 2E - Potion refill (red)
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%InventoryItem($2F, $80, $0000, $0000) ; 2F - Potion refill (green)
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%InventoryItem($30, $80, $0000, $0000) ; 30 - Potion refill (blue)
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%InventoryItem($31, $11, $0000, $0000) ; 31 - 10 bombs
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%InventoryItem($32, $01, $0000, $0000) ; 32 - Big key
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%InventoryItem($33, $01, $0000, $0000) ; 33 - Map
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@@ -635,12 +635,12 @@ endmacro
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%InventoryItem($37, $00, $0000, PendantCounter) ; 37 - Green pendant
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%InventoryItem($38, $00, $0000, PendantCounter) ; 38 - Red pendant
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%InventoryItem($39, $00, $0000, PendantCounter) ; 39 - Blue pendant
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%InventoryItem($3A, $25, $0000, $0000) ; 3A - Bow And Arrows
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%InventoryItem($3B, $25, $0000, $0000) ; 3B - Silver Bow
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%InventoryItem($3C, $05, $0000, $0000) ; 3C - Full bottle (bee)
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%InventoryItem($3D, $05, $0000, $0000) ; 3D - Full bottle (fairy)
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%InventoryItem($3A, $A5, $0000, $0000) ; 3A - Bow And Arrows
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%InventoryItem($3B, $A5, $0000, $0000) ; 3B - Silver Bow
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%InventoryItem($3C, $85, $0000, $0000) ; 3C - Full bottle (bee)
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%InventoryItem($3D, $85, $0000, $0000) ; 3D - Full bottle (fairy)
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%InventoryItem($3E, $01, $0000, HeartContainerCounter) ; 3E - Boss heart
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%InventoryItem($3F, $01, $0000, HeartContainerCounter) ; 3F - Sanc heart
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%InventoryItem($3F, $81, $0000, HeartContainerCounter) ; 3F - Sanc heart
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%InventoryItem($40, $01, $0000, $0000) ; 40 - 100 rupees
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%InventoryItem($41, $01, $0000, $0000) ; 41 - 50 rupees
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%InventoryItem($42, $01, $0000, $0000) ; 42 - Heart
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@@ -649,15 +649,15 @@ endmacro
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%InventoryItem($45, $01, $0000, $0000) ; 45 - Small magic
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%InventoryItem($46, $01, $0000, $0000) ; 46 - 300 rupees
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%InventoryItem($47, $01, $0000, $0000) ; 47 - 20 rupees green
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%InventoryItem($48, $05, $0000, $0000) ; 48 - Full bottle (good bee)
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%InventoryItem($49, $01, $0000, $0000) ; 49 - Tossed fighter sword
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%InventoryItem($4A, $05, FluteTime, $0000) ; 4A - Active Flute
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%InventoryItem($4B, $09, BootsTime, $0000) ; 4B - Boots
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%InventoryItem($48, $85, $0000, $0000) ; 48 - Full bottle (good bee)
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%InventoryItem($49, $81, $0000, $0000) ; 49 - Tossed fighter sword
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%InventoryItem($4A, $85, FluteTime, $0000) ; 4A - Active Flute
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%InventoryItem($4B, $89, BootsTime, $0000) ; 4B - Boots
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%InventoryItem($4C, $15, $0000, CapacityUpgrades) ; 4C - Bomb capacity (50)
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%InventoryItem($4D, $01, $0000, CapacityUpgrades) ; 4D - Arrow capacity (70)
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%InventoryItem($4E, $01, $0000, CapacityUpgrades) ; 4E - 1/2 magic
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%InventoryItem($4F, $01, $0000, CapacityUpgrades) ; 4F - 1/4 magic
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%InventoryItem($50, $01, SwordTime, $0000) ; 50 - Master Sword (safe)
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%InventoryItem($4E, $81, $0000, CapacityUpgrades) ; 4E - 1/2 magic
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%InventoryItem($4F, $81, $0000, CapacityUpgrades) ; 4F - 1/4 magic
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%InventoryItem($50, $81, SwordTime, $0000) ; 50 - Master Sword (safe)
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%InventoryItem($51, $15, $0000, CapacityUpgrades) ; 51 - Bomb capacity (+5)
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%InventoryItem($52, $15, $0000, CapacityUpgrades) ; 52 - Bomb capacity (+10)
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%InventoryItem($53, $01, $0000, CapacityUpgrades) ; 53 - Arrow capacity (+5)
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@@ -665,27 +665,27 @@ endmacro
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%InventoryItem($55, $01, $0000, $0000) ; 55 - Programmable item 1
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%InventoryItem($56, $01, $0000, $0000) ; 56 - Programmable item 2
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%InventoryItem($57, $01, $0000, $0000) ; 57 - Programmable item 3
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%InventoryItem($58, $01, $0000, $0000) ; 58 - Upgrade-only Silver Arrows
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%InventoryItem($58, $81, $0000, $0000) ; 58 - Upgrade-only Silver Arrows
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%InventoryItem($59, $01, $0000, $0000) ; 59 - Rupoor
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%InventoryItem($5A, $01, $0000, $0000) ; 5A - Nothing
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%InventoryItem($5B, $01, $0000, $0000) ; 5B - Red clock
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%InventoryItem($5C, $01, $0000, $0000) ; 5C - Blue clock
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%InventoryItem($5D, $01, $0000, $0000) ; 5D - Green clock
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%InventoryItem($5E, $01, $0000, $0000) ; 5E - Progressive sword
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%InventoryItem($5F, $01, $0000, $0000) ; 5F - Progressive shield
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%InventoryItem($60, $01, $0000, $0000) ; 60 - Progressive armor
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%InventoryItem($61, $09, $0000, $0000) ; 61 - Progressive glove
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%InventoryItem($5B, $81, $0000, $0000) ; 5B - Red clock
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%InventoryItem($5C, $81, $0000, $0000) ; 5C - Blue clock
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%InventoryItem($5D, $81, $0000, $0000) ; 5D - Green clock
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%InventoryItem($5E, $81, $0000, $0000) ; 5E - Progressive sword
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%InventoryItem($5F, $81, $0000, $0000) ; 5F - Progressive shield
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%InventoryItem($60, $81, $0000, $0000) ; 60 - Progressive armor
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%InventoryItem($61, $89, $0000, $0000) ; 61 - Progressive glove
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%InventoryItem($62, $01, $0000, $0000) ; 62 - RNG pool item (single)
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%InventoryItem($63, $01, $0000, $0000) ; 63 - RNG pool item (multi)
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%InventoryItem($64, $25, $0000, $0000) ; 64 - Progressive bow
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%InventoryItem($65, $25, $0000, $0000) ; 65 - Progressive bow
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%InventoryItem($64, $A5, $0000, $0000) ; 64 - Progressive bow
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%InventoryItem($65, $A5, $0000, $0000) ; 65 - Progressive bow
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%InventoryItem($66, $01, $0000, $0000) ; 66 -
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%InventoryItem($67, $01, $0000, $0000) ; 67 -
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%InventoryItem($68, $01, $0000, $0000) ; 68 -
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%InventoryItem($69, $01, $0000, $0000) ; 69 -
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%InventoryItem($6A, $01, $0000, $0000) ; 6A - Triforce
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%InventoryItem($6B, $01, $0000, $0000) ; 6B - Power star
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%InventoryItem($6C, $01, $0000, $0000) ; 6C - Triforce Piece
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%InventoryItem($6A, $81, $0000, $0000) ; 6A - Triforce
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%InventoryItem($6B, $81, $0000, $0000) ; 6B - Power star
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%InventoryItem($6C, $81, $0000, $0000) ; 6C - Triforce Piece
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%InventoryItem($6D, $01, $0000, $0000) ; 6D - Server request item
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%InventoryItem($6E, $01, $0000, $0000) ; 6E - Server request item (dungeon drop)
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%InventoryItem($6F, $01, $0000, $0000) ; 6F -
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@@ -721,7 +721,7 @@ endmacro
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%InventoryItem($8D, $01, $0000, $0000) ; 8D - Compass of Eastern Palace
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||||
%InventoryItem($8E, $01, $0000, $0000) ; 8E - Compass of Hyrule Castle
|
||||
%InventoryItem($8F, $01, $0000, $0000) ; 8F - Compass of Sewers
|
||||
%InventoryItem($90, $01, $0000, $0000) ; 90 - Skull key
|
||||
%InventoryItem($90, $81, $0000, $0000) ; 90 - Skull key
|
||||
%InventoryItem($91, $01, $0000, $0000) ; 91 - Reserved
|
||||
%InventoryItem($92, $01, $0000, $0000) ; 92 - Big key of Ganon's Tower
|
||||
%InventoryItem($93, $01, $0000, $0000) ; 93 - Big key of Turtle Rock
|
||||
@@ -737,30 +737,30 @@ endmacro
|
||||
%InventoryItem($9D, $01, $0000, $0000) ; 9D - Big key of Eastern Palace
|
||||
%InventoryItem($9E, $01, $0000, $0000) ; 9E - Big key of Hyrule Castle
|
||||
%InventoryItem($9F, $01, $0000, $0000) ; 9F - Big key of Sewers
|
||||
%InventoryItem($A0, $01, $0000, SmallKeyCounter) ; A0 - Small key of Sewers
|
||||
%InventoryItem($A1, $01, $0000, SmallKeyCounter) ; A1 - Small key of Hyrule Castle
|
||||
%InventoryItem($A2, $01, $0000, SmallKeyCounter) ; A2 - Small key of Eastern Palace
|
||||
%InventoryItem($A3, $01, $0000, SmallKeyCounter) ; A3 - Small key of Desert Palace
|
||||
%InventoryItem($A4, $01, $0000, SmallKeyCounter) ; A4 - Small key of Agahnim's Tower
|
||||
%InventoryItem($A5, $01, $0000, SmallKeyCounter) ; A5 - Small key of Swamp Palace
|
||||
%InventoryItem($A6, $01, $0000, SmallKeyCounter) ; A6 - Small key of Dark Palace
|
||||
%InventoryItem($A7, $01, $0000, SmallKeyCounter) ; A7 - Small key of Misery Mire
|
||||
%InventoryItem($A8, $01, $0000, SmallKeyCounter) ; A8 - Small key of Skull Woods
|
||||
%InventoryItem($A9, $01, $0000, SmallKeyCounter) ; A9 - Small key of Ice Palace
|
||||
%InventoryItem($AA, $01, $0000, SmallKeyCounter) ; AA - Small key of Tower of Hera
|
||||
%InventoryItem($AB, $01, $0000, SmallKeyCounter) ; AB - Small key of Thieves' Town
|
||||
%InventoryItem($AC, $01, $0000, SmallKeyCounter) ; AC - Small key of Turtle Rock
|
||||
%InventoryItem($AD, $01, $0000, SmallKeyCounter) ; AD - Small key of Ganon's Tower
|
||||
%InventoryItem($A0, $41, $0000, SmallKeyCounter) ; A0 - Small key of Sewers
|
||||
%InventoryItem($A1, $41, $0000, SmallKeyCounter) ; A1 - Small key of Hyrule Castle
|
||||
%InventoryItem($A2, $41, $0000, SmallKeyCounter) ; A2 - Small key of Eastern Palace
|
||||
%InventoryItem($A3, $41, $0000, SmallKeyCounter) ; A3 - Small key of Desert Palace
|
||||
%InventoryItem($A4, $41, $0000, SmallKeyCounter) ; A4 - Small key of Agahnim's Tower
|
||||
%InventoryItem($A5, $41, $0000, SmallKeyCounter) ; A5 - Small key of Swamp Palace
|
||||
%InventoryItem($A6, $41, $0000, SmallKeyCounter) ; A6 - Small key of Dark Palace
|
||||
%InventoryItem($A7, $41, $0000, SmallKeyCounter) ; A7 - Small key of Misery Mire
|
||||
%InventoryItem($A8, $41, $0000, SmallKeyCounter) ; A8 - Small key of Skull Woods
|
||||
%InventoryItem($A9, $41, $0000, SmallKeyCounter) ; A9 - Small key of Ice Palace
|
||||
%InventoryItem($AA, $41, $0000, SmallKeyCounter) ; AA - Small key of Tower of Hera
|
||||
%InventoryItem($AB, $41, $0000, SmallKeyCounter) ; AB - Small key of Thieves' Town
|
||||
%InventoryItem($AC, $41, $0000, SmallKeyCounter) ; AC - Small key of Turtle Rock
|
||||
%InventoryItem($AD, $41, $0000, SmallKeyCounter) ; AD - Small key of Ganon's Tower
|
||||
%InventoryItem($AE, $01, $0000, $0000) ; AE - Reserved
|
||||
%InventoryItem($AF, $01, $0000, SmallKeyCounter) ; AF - Generic small key
|
||||
%InventoryItem($B0, $01, $0000, $0000) ; B0 -
|
||||
%InventoryItem($B1, $01, $0000, $0000) ; B1 -
|
||||
%InventoryItem($B2, $01, $0000, $0000) ; B2 -
|
||||
%InventoryItem($B3, $01, $0000, $0000) ; B3 -
|
||||
%InventoryItem($B4, $01, $0000, $0000) ; B4 -
|
||||
%InventoryItem($B5, $01, $0000, $0000) ; B5 -
|
||||
%InventoryItem($B6, $01, $0000, $0000) ; B6 -
|
||||
%InventoryItem($B7, $01, $0000, $0000) ; B7 -
|
||||
%InventoryItem($B0, $81, $0000, CrystalCounter) ; B0 - Crystal 6
|
||||
%InventoryItem($B1, $81, $0000, CrystalCounter) ; B1 - Crystal 1
|
||||
%InventoryItem($B2, $81, $0000, CrystalCounter) ; B2 - Crystal 5
|
||||
%InventoryItem($B3, $81, $0000, CrystalCounter) ; B3 - Crystal 7
|
||||
%InventoryItem($B4, $81, $0000, CrystalCounter) ; B4 - Crystal 2
|
||||
%InventoryItem($B5, $81, $0000, CrystalCounter) ; B5 - Crystal 4
|
||||
%InventoryItem($B6, $81, $0000, CrystalCounter) ; B6 - Crystal 3
|
||||
%InventoryItem($B7, $01, $0000, $0000) ; B7 - Reserved
|
||||
%InventoryItem($B8, $01, $0000, $0000) ; B8 -
|
||||
%InventoryItem($B9, $01, $0000, $0000) ; B9 -
|
||||
%InventoryItem($BA, $01, $0000, $0000) ; BA -
|
||||
@@ -1017,15 +1017,14 @@ ItemReceiptGraphicsOffsets:
|
||||
dw BigDecompressionBuffer+$1DC0 ; AD - Small key of Ganon's Tower
|
||||
dw $0 ; AE - Reserved
|
||||
dw BigDecompressionBuffer+$1DC0 ; AF - Generic small key
|
||||
|
||||
dw $0 ; B0 -
|
||||
dw $0 ; B1 -
|
||||
dw $0 ; B2 -
|
||||
dw $0 ; B3 -
|
||||
dw $0 ; B4 -
|
||||
dw $0 ; B5 -
|
||||
dw $0 ; B6 -
|
||||
dw $0 ; B7 -
|
||||
dw BigDecompressionBuffer+$08A0 ; B0 - Crystal 6
|
||||
dw BigDecompressionBuffer+$08A0 ; B1 - Crystal 1
|
||||
dw BigDecompressionBuffer+$08A0 ; B2 - Crystal 5
|
||||
dw BigDecompressionBuffer+$08A0 ; B3 - Crystal 7
|
||||
dw BigDecompressionBuffer+$08A0 ; B4 - Crystal 2
|
||||
dw BigDecompressionBuffer+$08A0 ; B5 - Crystal 4
|
||||
dw BigDecompressionBuffer+$08A0 ; B6 - Crystal 3
|
||||
dw $0 ; B7 - Reserved
|
||||
dw $0 ; B8 -
|
||||
dw $0 ; B9 -
|
||||
dw $0 ; BA -
|
||||
@@ -1288,15 +1287,14 @@ StandingItemGraphicsOffsets:
|
||||
dw BigDecompressionBuffer+$1DC0 ; AD - Small key of Ganon's Tower
|
||||
dw $0 ; AE - Reserved
|
||||
dw BigDecompressionBuffer+$1DC0 ; AF - Generic small key
|
||||
|
||||
dw $0 ; B0 -
|
||||
dw $0 ; B1 -
|
||||
dw $0 ; B2 -
|
||||
dw $0 ; B3 -
|
||||
dw $0 ; B4 -
|
||||
dw $0 ; B5 -
|
||||
dw $0 ; B6 -
|
||||
dw $0 ; B7 -
|
||||
dw BigDecompressionBuffer+$08A0 ; B0 - Crystal 6
|
||||
dw BigDecompressionBuffer+$08A0 ; B1 - Crystal 1
|
||||
dw BigDecompressionBuffer+$08A0 ; B2 - Crystal 5
|
||||
dw BigDecompressionBuffer+$08A0 ; B3 - Crystal 7
|
||||
dw BigDecompressionBuffer+$08A0 ; B4 - Crystal 2
|
||||
dw BigDecompressionBuffer+$08A0 ; B5 - Crystal 4
|
||||
dw BigDecompressionBuffer+$08A0 ; B6 - Crystal 3
|
||||
dw $0 ; B7 - Reserved
|
||||
dw $0 ; B8 -
|
||||
dw $0 ; B9 -
|
||||
dw $0 ; BA -
|
||||
|
||||
Reference in New Issue
Block a user