Change bitfield letters to match JP disassembly
Add sprite item pot data block
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26
sram.asm
26
sram.asm
@@ -134,10 +134,12 @@ BombsFiller: skip 1 ; Bombs collected yet to be filled (integer)
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ArrowsFiller: skip 1 ; Arrows collected yet to be filled (integer)
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CurrentArrows: skip 1 ; Current arrows (integer)
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skip 1 ; Unknown
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AbilityFlags: skip 1 ; l r t u p d s h (bitfield)
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AbilityFlags: skip 1 ; l r t u p b s h (bitfield)
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; l = Lift | r = Read | t = Talk | u = Unused but set by default
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; p = Pull | d = Dash | s = Swim | h = Pray (unused)
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CrystalsField: skip 1 ; - 3 4 2 7 5 1 6 (bitfield)
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; p = Pull | b = Dash | s = Swim | h = Pray (unused)
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CrystalsField: skip 1 ; - w b s t i p m (bitfield)
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; w = Skull Woods | b = Thieves' Town | s = Swamp Palace | t = Turtle Rock
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; i = Ice Palace | p = Palace of Darkness | m = Misery Mire
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MagicConsumption: skip 1 ; $00 = Normal | $01 = Half Magic | $02 = Quarter Magic
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;--------------------------------------------------------------------------------
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; Small keys earned per dungeon (integers)
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@@ -180,8 +182,8 @@ skip 37 ; Unused
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ProgressIndicator: skip 1 ; $00 = Pre-Uncle | $01 = Post-Uncle item | $02 = Zelda Rescued
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; $03 = Agahnim 1 defeated
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; $04 and above don't do anything. $00-$02 used in standard mode
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ProgressFlags: skip 1 ; - - - u - z - s (bitfield)
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; u = Uncle left house | z = Zelda rescued | s = Uncle item obtained
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ProgressFlags: skip 1 ; - - - h - z - u (bitfield)
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; h = Uncle left house | z = Zelda rescued | u = Uncle item obtained
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MapIcons: skip 1 ; Used for deciding which icons to display on OW map
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; $03 = Pendants | $04 = Master Sword | $05 = Skull at Hyrule Castle
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; $06 = Crystal 1 | $07 = All Crystals | $08 = Skull at Ganon's Tower
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@@ -189,9 +191,9 @@ StartingEntrance: skip 1 ; Starting entrance to use
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; $00 = Link's House | $01 = Menu or Pyramid w/ Aga dead & mirror
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; $02 = Zelda's Cell | $03 = Secret Passage or HC if entered (escape)
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; $04 = Throne Room (escape) | $05 = Old Man Cave w/ Old Man
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NpcFlagsVanilla: skip 1 ; - - b p s - m h (bitfield)
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; b = Frog rescued | p = Purple Chest | s = Tree Kid (unused)
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; m = Bottle Merchant item | h = Hobo item
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NpcFlagsVanilla: skip 1 ; - - d p s - b h (bitfield)
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; d = Frog rescued | p = Purple Chest | s = Tree Kid (unused)
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; b = Bottle Merchant item | h = Hobo item
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CurrentWorld: skip 1 ; $00 = Light World | $40 = Dark World
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skip 1 ; Unused
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FollowerIndicator: skip 1 ; $00 = No Follower | $01 = Zelda | $04 = Old Man
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@@ -370,6 +372,7 @@ InverseChecksum: skip 2 ; Vanilla Inverse Checksum. Don't write unless c
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base $7F6000 ; $1000 byte buffer we place beginning at second save file
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ExtendedFileNameWRAM: skip 24 ; File name, 12 word-length characters.
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RoomPotData: skip 592 ; Table for expanded pot shuffle. One word per room.
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SpritePotData: skip 592 ; Table for expanded pot shuffle. One word per room.
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PurchaseCounts: skip 96 ; Keeps track of shop purchases
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PrivateBlock: skip 512 ; Reserved for 3rd party developers
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DummyValue: skip 1 ; $01 if you're a real dummy
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@@ -617,9 +620,10 @@ endmacro
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;--------------------------------------------------------------------------------
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%assertSRAM(ExtendedFileNameWRAM, $7F6000)
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%assertSRAM(RoomPotData, $7F6018)
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%assertSRAM(PurchaseCounts, $7F6268)
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%assertSRAM(PrivateBlock, $7F62C8)
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%assertSRAM(DummyValue, $7F64C8)
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%assertSRAM(SpritePotData, $7F6268)
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%assertSRAM(PurchaseCounts, $7F64B8)
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%assertSRAM(PrivateBlock, $7F6518)
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%assertSRAM(DummyValue, $7F6718)
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;================================================================================
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; Direct SRAM Assertions
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