3 Commits

10 changed files with 648 additions and 105 deletions

View File

@@ -213,6 +213,7 @@ incsrc gk/variable_ganon_vulnerability.asm
incsrc gk/pseudoflute.asm incsrc gk/pseudoflute.asm
incsrc gk/fast_junk.asm incsrc gk/fast_junk.asm
incsrc gk/dungeon_maps.asm incsrc gk/dungeon_maps.asm
incsrc pikit.asm
print "End of B9: ", pc print "End of B9: ", pc
warnpc $B9EE00 warnpc $B9EE00

View File

@@ -72,16 +72,20 @@ JML Dungeon_OpenKeyedObject_nextChest
TXA : LSR TXA : LSR
JSL RetrieveValueFromEncryptedTable JSL RetrieveValueFromEncryptedTable
JSL ShieldCheck
STA.b Scrap0C STA.b Scrap0C
PLA : STA.b Scrap02 : PLA : STA.b Scrap00 PLA : STA.b Scrap02 : PLA : STA.b Scrap00
LDA.l ChestData, X : ASL A : BCC .smallChest LDA.l ChestData, X : ASL A : BCC .smallChest
JML Dungeon_OpenKeyedObject_bigChest ;(bank01.asm line #13783) JSL ShieldCheck : BCC .couldntFindChest
JML Dungeon_OpenKeyedObject_bigChest ;(bank01.asm line #13783)
.smallChest .smallChest
JML Dungeon_OpenKeyedObject_smallChest JSL ShieldCheck : BCC .couldntFindChest
JML Dungeon_OpenKeyedObject_smallChest
.couldntFindChest .couldntFindChest
JML Dungeon_OpenKeyedObject_couldntFindChest JML Dungeon_OpenKeyedObject_couldntFindChest
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------

View File

@@ -2828,3 +2828,33 @@ org $8DFB63 ; bank_0D.asm@18092 (LDA.l $7EF33F, X : AND.w #$00FF)
JSL CheckFluteInHUD JSL CheckFluteInHUD
NOP #3 NOP #3
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
;================================================================================
; Pikit Nonsense
;--------------------------------------------------------------------------------
org $81EC39
JSL SmallChest_ShieldCheck
BCC Dungeon_OpenKeyedObject_couldntFindChest+1
org $81EC17
JSL BigChest_ShieldCheck
BCC Dungeon_OpenKeyedObject_couldntFindChest
NOP #2
org $9E8D6F
JML PikitSteal
org $9E8CF2
JSL PikitDigest
NOP #2
org $879A52
JSL LinkSnoring
org $879AAD
JSL LinkAwaken
org $879A31
JSL TuckLink
NOP #2

View File

@@ -114,14 +114,15 @@ StartingGenericKeys: skip 1 ; PC 0x18338B
InitInventoryTracking: skip 2 ; PC 0x18338C \ Need to set bits here for silver arrows, InitInventoryTracking: skip 2 ; PC 0x18338C \ Need to set bits here for silver arrows,
InitBowTracking: skip 2 ; PC 0x18338E / boomerangs, powder/mushroom, etc InitBowTracking: skip 2 ; PC 0x18338E / boomerangs, powder/mushroom, etc
InitItemLimitCounts: skip 16 ; PC 0x183390 InitItemLimitCounts: skip 16 ; PC 0x183390
skip 34 ; skip 32 ;
InitPikitItem: dw $0004 ;
InitFluteBitfield: db $00 ; InitFluteBitfield: db $00 ;
InitSpecialWeaponLevel: db $00 ; InitSpecialWeaponLevel: db $00 ;
InitItemOnB: db $00 ; InitItemOnB: db $00 ;
InitProgressIndicator: db $02 ; PC 0x1833C5 - Set to $80 for instant post-aga with standard InitProgressIndicator: db $00 ; PC 0x1833C5 - Set to $80 for instant post-aga with standard
InitProgressFlags: db $14 ; PC 0x1833C6 - Set to $00 for standard InitProgressFlags: db $04 ; PC 0x1833C6 - Set to $00 for standard
InitMapIcons: skip 1 ; PC 0x1833C7 InitMapIcons: skip 1 ; PC 0x1833C7
InitStartingEntrance: db $01 ; PC 0x1833C8 - Set to $00 for standard InitStartingEntrance: db $00 ; PC 0x1833C8 - Set to $00 for standard
InitNpcFlagsVanilla: skip 1 ; PC 0x1833C9 InitNpcFlagsVanilla: skip 1 ; PC 0x1833C9
InitCurrentWorld: skip 1 ; PC 0x1833CA InitCurrentWorld: skip 1 ; PC 0x1833CA
skip 1 ; PC 0x1833CB skip 1 ; PC 0x1833CB

View File

@@ -423,33 +423,33 @@ endmacro
%SpriteProps($04, 0, 0, $05, $80, PalettesCustom_fighter_shield) ; 04 - Fighter shield %SpriteProps($04, 0, 0, $05, $80, PalettesCustom_fighter_shield) ; 04 - Fighter shield
%SpriteProps($05, 2, 2, $05, $80, PalettesCustom_red_shield) ; 05 - Fire shield %SpriteProps($05, 2, 2, $05, $80, PalettesCustom_red_shield) ; 05 - Fire shield
%SpriteProps($06, 2, 2, $05, $80, PalettesCustom_mirror_shield) ; 06 - Mirror shield %SpriteProps($06, 2, 2, $05, $80, PalettesCustom_mirror_shield) ; 06 - Mirror shield
%SpriteProps($07, 0, 0, $01, $01, PalettesVanilla_red_melon+$0E) ; 07 - Fire rod %SpriteProps($07, 0, 0, $01, $80, PalettesCustom_fighter_shield) ; 07 - Fire rod
%SpriteProps($08, 0, 0, $02, $02, PalettesVanilla_blue_ice+$0E) ; 08 - Ice rod %SpriteProps($08, 0, 0, $02, $80, PalettesCustom_fighter_shield) ; 08 - Ice rod
%SpriteProps($09, 0, 0, $01, $01, PalettesVanilla_red_melon+$0E) ; 09 - Hammer %SpriteProps($09, 0, 0, $01, $80, PalettesCustom_fighter_shield) ; 09 - Hammer
%SpriteProps($0A, 0, 0, $01, $01, PalettesVanilla_red_melon+$0E) ; 0A - Hookshot %SpriteProps($0A, 0, 0, $01, $80, PalettesCustom_fighter_shield) ; 0A - Hookshot
%SpriteProps($0B, 0, 0, $01, $01, PalettesVanilla_red_melon+$0E) ; 0B - Bow %SpriteProps($0B, 0, 0, $01, $80, PalettesCustom_fighter_shield) ; 0B - Bow
%SpriteProps($0C, 0, 0, $02, $02, PalettesVanilla_blue_ice+$0E) ; 0C - Blue Boomerang %SpriteProps($0C, 0, 0, $02, $80, PalettesCustom_fighter_shield) ; 0C - Blue Boomerang
%SpriteProps($0D, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 0D - Powder %SpriteProps($0D, 2, 0, $02, $80, PalettesCustom_fighter_shield) ; 0D - Powder
%SpriteProps($0E, 2, 0, $02, $03, PalettesVanilla_blue_ice+$0E) ; 0E - Bottle refill (bee) %SpriteProps($0E, 2, 0, $02, $03, PalettesVanilla_blue_ice+$0E) ; 0E - Bottle refill (bee)
%SpriteProps($0F, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 0F - Bombos %SpriteProps($0F, 2, 0, $04, $80, PalettesCustom_fighter_shield) ; 0F - Bombos
%SpriteProps($10, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 10 - Ether %SpriteProps($10, 2, 0, $04, $80, PalettesCustom_fighter_shield) ; 10 - Ether
%SpriteProps($11, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 11 - Quake %SpriteProps($11, 2, 0, $04, $80, PalettesCustom_fighter_shield) ; 11 - Quake
%SpriteProps($12, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 12 - Lamp %SpriteProps($12, 2, 0, $01, $80, PalettesCustom_fighter_shield) ; 12 - Lamp
%SpriteProps($13, 0, 0, $01, $01, PalettesVanilla_red_melon+$0E) ; 13 - Shovel %SpriteProps($13, 0, 0, $01, $80, PalettesCustom_fighter_shield) ; 13 - Shovel
%SpriteProps($14, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 14 - Flute %SpriteProps($14, 2, 0, $02, $80, PalettesCustom_fighter_shield) ; 14 - Flute
%SpriteProps($15, 0, 0, $01, $01, PalettesVanilla_red_melon+$0E) ; 15 - Somaria %SpriteProps($15, 0, 0, $01, $80, PalettesCustom_fighter_shield) ; 15 - Somaria
%SpriteProps($16, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 16 - Bottle %SpriteProps($16, 2, 0, $01, $80, PalettesCustom_fighter_shield) ; 16 - Bottle
%SpriteProps($17, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 17 - Heart piece %SpriteProps($17, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 17 - Heart piece
%SpriteProps($18, 0, 0, $02, $02, PalettesVanilla_blue_ice+$0E) ; 18 - Byrna %SpriteProps($18, 0, 0, $02, $80, PalettesCustom_fighter_shield) ; 18 - Byrna
%SpriteProps($19, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 19 - Cape %SpriteProps($19, 2, 0, $01, $80, PalettesCustom_fighter_shield) ; 19 - Cape
%SpriteProps($1A, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 1A - Mirror %SpriteProps($1A, 2, 0, $02, $80, PalettesCustom_fighter_shield) ; 1A - Mirror
%SpriteProps($1B, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 1B - Glove %SpriteProps($1B, 2, 0, $01, $80, PalettesCustom_fighter_shield) ; 1B - Glove
%SpriteProps($1C, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 1C - Mitts %SpriteProps($1C, 2, 0, $04, $80, PalettesCustom_fighter_shield) ; 1C - Mitts
%SpriteProps($1D, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 1D - Book %SpriteProps($1D, 2, 0, $04, $80, PalettesCustom_fighter_shield) ; 1D - Book
%SpriteProps($1E, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 1E - Flippers %SpriteProps($1E, 2, 0, $02, $80, PalettesCustom_fighter_shield) ; 1E - Flippers
%SpriteProps($1F, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 1F - Pearl %SpriteProps($1F, 2, 0, $01, $80, PalettesCustom_fighter_shield) ; 1F - Pearl
%SpriteProps($20, 2, 2, $86, $86, PalettesCustom_crystal) ; 20 - Crystal %SpriteProps($20, 2, 2, $86, $86, PalettesCustom_crystal) ; 20 - Crystal
%SpriteProps($21, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 21 - Net %SpriteProps($21, 2, 0, $01, $80, PalettesCustom_fighter_shield) ; 21 - Net
%SpriteProps($22, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 22 - Blue mail %SpriteProps($22, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 22 - Blue mail
%SpriteProps($23, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 23 - Red mail %SpriteProps($23, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 23 - Red mail
%SpriteProps($24, 0, 0, $02, $04, PalettesVanilla_blue_ice+$0E) ; 24 - Small key %SpriteProps($24, 0, 0, $02, $04, PalettesVanilla_blue_ice+$0E) ; 24 - Small key
@@ -457,11 +457,11 @@ endmacro
%SpriteProps($26, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 26 - Heart container from 4/4 %SpriteProps($26, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 26 - Heart container from 4/4
%SpriteProps($27, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 27 - Bomb %SpriteProps($27, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 27 - Bomb
%SpriteProps($28, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 28 - 3 bombs %SpriteProps($28, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 28 - 3 bombs
%SpriteProps($29, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 29 - Mushroom %SpriteProps($29, 2, 0, $04, $80, PalettesCustom_fighter_shield) ; 29 - Mushroom
%SpriteProps($2A, 0, 0, $01, $01, PalettesVanilla_red_melon+$0E) ; 2A - Red boomerang %SpriteProps($2A, 0, 0, $01, $80, PalettesCustom_fighter_shield) ; 2A - Red boomerang
%SpriteProps($2B, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 2B - Full bottle (red) %SpriteProps($2B, 2, 0, $01, $80, PalettesCustom_fighter_shield) ; 2B - Full bottle (red)
%SpriteProps($2C, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 2C - Full bottle (green) %SpriteProps($2C, 2, 0, $04, $80, PalettesCustom_fighter_shield) ; 2C - Full bottle (green)
%SpriteProps($2D, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 2D - Full bottle (blue) %SpriteProps($2D, 2, 0, $02, $80, PalettesCustom_fighter_shield) ; 2D - Full bottle (blue)
%SpriteProps($2E, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 2E - Potion refill (red) %SpriteProps($2E, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 2E - Potion refill (red)
%SpriteProps($2F, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 2F - Potion refill (green) %SpriteProps($2F, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 2F - Potion refill (green)
%SpriteProps($30, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 30 - Potion refill (blue) %SpriteProps($30, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 30 - Potion refill (blue)
@@ -474,10 +474,10 @@ endmacro
%SpriteProps($37, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 37 - Green pendant %SpriteProps($37, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 37 - Green pendant
%SpriteProps($38, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 38 - Red pendant %SpriteProps($38, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 38 - Red pendant
%SpriteProps($39, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 39 - Blue pendant %SpriteProps($39, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 39 - Blue pendant
%SpriteProps($3A, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 3A - Bow And Arrows %SpriteProps($3A, 2, 0, $02, $80, PalettesCustom_fighter_shield) ; 3A - Bow And Arrows
%SpriteProps($3B, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 3B - Silver Bow %SpriteProps($3B, 2, 0, $01, $80, PalettesCustom_fighter_shield) ; 3B - Silver Bow
%SpriteProps($3C, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 3C - Full bottle (bee) %SpriteProps($3C, 2, 0, $02, $80, PalettesCustom_fighter_shield) ; 3C - Full bottle (bee)
%SpriteProps($3D, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 3D - Full bottle (fairy) %SpriteProps($3D, 2, 0, $02, $80, PalettesCustom_fighter_shield) ; 3D - Full bottle (fairy)
%SpriteProps($3E, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 3E - Boss heart %SpriteProps($3E, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 3E - Boss heart
%SpriteProps($3F, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 3F - Sanc heart %SpriteProps($3F, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 3F - Sanc heart
%SpriteProps($40, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 40 - 100 rupees %SpriteProps($40, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 40 - 100 rupees
@@ -488,23 +488,23 @@ endmacro
%SpriteProps($45, 0, 0, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 45 - Small magic %SpriteProps($45, 0, 0, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 45 - Small magic
%SpriteProps($46, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 46 - 300 rupees %SpriteProps($46, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 46 - 300 rupees
%SpriteProps($47, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 47 - 20 rupees green %SpriteProps($47, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 47 - 20 rupees green
%SpriteProps($48, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 48 - Full bottle (good bee) %SpriteProps($48, 2, 0, $02, $80, PalettesCustom_fighter_shield) ; 48 - Full bottle (good bee)
%SpriteProps($49, 0, 2, $05, $02, PalettesCustom_fighter_shield) ; 49 - Tossed fighter sword %SpriteProps($49, 0, 2, $05, $02, PalettesCustom_fighter_shield) ; 49 - Tossed fighter sword
%SpriteProps($4A, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 4A - Active Flute %SpriteProps($4A, 2, 0, $02, $80, PalettesCustom_fighter_shield) ; 4A - Active Flute
%SpriteProps($4B, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 4B - Boots %SpriteProps($4B, 2, 0, $01, $80, PalettesCustom_fighter_shield) ; 4B - Boots
%SpriteProps($4C, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 4C - Bomb capacity (50) %SpriteProps($4C, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 4C - Bomb capacity (50)
%SpriteProps($4D, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 4D - Arrow capacity (70) %SpriteProps($4D, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 4D - Arrow capacity (70)
%SpriteProps($4E, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 4E - 1/2 magic %SpriteProps($4E, 2, 0, $04, $80, PalettesCustom_fighter_shield) ; 4E - 1/2 magic
%SpriteProps($4F, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 4F - 1/4 magic %SpriteProps($4F, 2, 0, $04, $80, PalettesCustom_fighter_shield) ; 4F - 1/4 magic
%SpriteProps($50, 0, 2, $05, $02, PalettesCustom_master_sword) ; 50 - Safe master sword %SpriteProps($50, 0, 0, $05, $80, PalettesCustom_fighter_shield) ; 50 - Safe master sword
%SpriteProps($51, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 51 - Bomb capacity (+5) %SpriteProps($51, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 51 - Bomb capacity (+5)
%SpriteProps($52, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 52 - Bomb capacity (+10) %SpriteProps($52, 2, 0, $04, $80, PalettesCustom_fighter_shield) ; 52 - Bomb capacity (+10)
%SpriteProps($53, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 53 - Arrow capacity (+5) %SpriteProps($53, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 53 - Arrow capacity (+5)
%SpriteProps($54, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 54 - Arrow capacity (+10) %SpriteProps($54, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 54 - Arrow capacity (+10)
%SpriteProps($55, 2, 2, $04, $04, $0000) ; 55 - Programmable item 1 %SpriteProps($55, 2, 2, $04, $04, $0000) ; 55 - Programmable item 1
%SpriteProps($56, 2, 2, $04, $04, $0000) ; 56 - Programmable item 2 %SpriteProps($56, 2, 2, $04, $04, $0000) ; 56 - Programmable item 2
%SpriteProps($57, 2, 2, $04, $04, $0000) ; 57 - Programmable item 3 %SpriteProps($57, 2, 2, $04, $04, $0000) ; 57 - Programmable item 3
%SpriteProps($58, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 58 - Upgrade-only Silver Arrows %SpriteProps($58, 2, 0, $01, $80, PalettesCustom_fighter_shield) ; 58 - Upgrade-only Silver Arrows
%SpriteProps($59, 0, 0, $03, $03, PalettesCustom_off_black) ; 59 - Rupoor %SpriteProps($59, 0, 0, $03, $03, PalettesCustom_off_black) ; 59 - Rupoor
%SpriteProps($5A, 2, 2, $01, $01, $0000) ; 5A - Nothing %SpriteProps($5A, 2, 2, $01, $01, $0000) ; 5A - Nothing
%SpriteProps($5B, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 5B - Red clock %SpriteProps($5B, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 5B - Red clock
@@ -1227,33 +1227,33 @@ StandingItemGraphicsOffsets:
dw BigDecompressionBuffer+$09E0 ; 04 - Fighter Shield dw BigDecompressionBuffer+$09E0 ; 04 - Fighter Shield
dw BigDecompressionBuffer+$1940 ; 05 - Fire Shield dw BigDecompressionBuffer+$1940 ; 05 - Fire Shield
dw BigDecompressionBuffer+$0C80 ; 06 - Mirror Shield dw BigDecompressionBuffer+$0C80 ; 06 - Mirror Shield
dw BigDecompressionBuffer+$1C80 ; 07 - Fire Rod dw BigDecompressionBuffer+$09E0 ; 07 - Fire Rod
dw BigDecompressionBuffer+$1C80 ; 08 - Ice Rod dw BigDecompressionBuffer+$09E0 ; 08 - Ice Rod
dw BigDecompressionBuffer+$1CA0 ; 09 - Hammer dw BigDecompressionBuffer+$09E0 ; 09 - Hammer
dw BigDecompressionBuffer+$1C60 ; 0A - Hookshot dw BigDecompressionBuffer+$09E0 ; 0A - Hookshot
dw BigDecompressionBuffer+$1C00 ; 0B - Bow dw BigDecompressionBuffer+$09E0 ; 0B - Bow
dw BigDecompressionBuffer+$1DE0 ; 0C - Boomerang dw BigDecompressionBuffer+$09E0 ; 0C - Boomerang
dw BigDecompressionBuffer+$1CC0 ; 0D - Powder dw BigDecompressionBuffer+$09E0 ; 0D - Powder
dw 0 ; 0E - Bottle Refill (bee) dw 0 ; 0E - Bottle Refill (bee)
dw BigDecompressionBuffer+$1440 ; 0F - Bombos dw BigDecompressionBuffer+$09E0 ; 0F - Bombos
dw BigDecompressionBuffer+$1400 ; 10 - Ether dw BigDecompressionBuffer+$09E0 ; 10 - Ether
dw BigDecompressionBuffer+$1480 ; 11 - Quake dw BigDecompressionBuffer+$09E0 ; 11 - Quake
dw BigDecompressionBuffer+$10C0 ; 12 - Lamp dw BigDecompressionBuffer+$09E0 ; 12 - Lamp
dw BigDecompressionBuffer+$11E0 ; 13 - Shovel dw BigDecompressionBuffer+$09E0 ; 13 - Shovel
dw BigDecompressionBuffer+$0C40 ; 14 - Flute dw BigDecompressionBuffer+$09E0 ; 14 - Flute
dw BigDecompressionBuffer+$1C40 ; 15 - Somaria dw BigDecompressionBuffer+$09E0 ; 15 - Somaria
dw BigDecompressionBuffer+$14C0 ; 16 - Bottle dw BigDecompressionBuffer+$09E0 ; 16 - Bottle
dw BigDecompressionBuffer+$0C00 ; 17 - Heartpiece dw BigDecompressionBuffer+$0C00 ; 17 - Heartpiece
dw BigDecompressionBuffer+$1C40 ; 18 - Byrna dw BigDecompressionBuffer+$09E0 ; 18 - Byrna
dw BigDecompressionBuffer+$1100 ; 19 - Cape dw BigDecompressionBuffer+$09E0 ; 19 - Cape
dw BigDecompressionBuffer+$1040 ; 1A - Mirror dw BigDecompressionBuffer+$09E0 ; 1A - Mirror
dw BigDecompressionBuffer+$1D40 ; 1B - Glove dw BigDecompressionBuffer+$09E0 ; 1B - Glove
dw BigDecompressionBuffer+$1D40 ; 1C - Mitts dw BigDecompressionBuffer+$09E0 ; 1C - Mitts
dw BigDecompressionBuffer+$1D80 ; 1D - Book dw BigDecompressionBuffer+$09E0 ; 1D - Book
dw BigDecompressionBuffer+$1000 ; 1E - Flippers dw BigDecompressionBuffer+$09E0 ; 1E - Flippers
dw BigDecompressionBuffer+$1180 ; 1F - Pearl dw BigDecompressionBuffer+$09E0 ; 1F - Pearl
dw BigDecompressionBuffer+$08A0 ; 20 - Crystal dw BigDecompressionBuffer+$08A0 ; 20 - Crystal
dw BigDecompressionBuffer+$0860 ; 21 - Net dw BigDecompressionBuffer+$09E0 ; 21 - Net
dw BigDecompressionBuffer+$1900 ; 22 - Blue Mail dw BigDecompressionBuffer+$1900 ; 22 - Blue Mail
dw BigDecompressionBuffer+$1900 ; 23 - Red Mail dw BigDecompressionBuffer+$1900 ; 23 - Red Mail
dw BigDecompressionBuffer+$1DC0 ; 24 - Small Key dw BigDecompressionBuffer+$1DC0 ; 24 - Small Key
@@ -1261,11 +1261,11 @@ StandingItemGraphicsOffsets:
dw BigDecompressionBuffer+$18C0 ; 26 - Heart Container from 4/4 dw BigDecompressionBuffer+$18C0 ; 26 - Heart Container from 4/4
dw BigDecompressionBuffer+$1080 ; 27 - Bomb dw BigDecompressionBuffer+$1080 ; 27 - Bomb
dw BigDecompressionBuffer+$1840 ; 28 - 3 bombs dw BigDecompressionBuffer+$1840 ; 28 - 3 bombs
dw BigDecompressionBuffer+$1540 ; 29 - Mushroom dw BigDecompressionBuffer+$09E0 ; 29 - Mushroom
dw BigDecompressionBuffer+$1DE0 ; 2A - Red boomerang dw BigDecompressionBuffer+$09E0 ; 2A - Red boomerang
dw BigDecompressionBuffer+$1500 ; 2B - Full bottle (red) dw BigDecompressionBuffer+$09E0 ; 2B - Full bottle (red)
dw BigDecompressionBuffer+$1500 ; 2C - Full bottle (green) dw BigDecompressionBuffer+$09E0 ; 2C - Full bottle (green)
dw BigDecompressionBuffer+$1500 ; 2D - Full bottle (blue) dw BigDecompressionBuffer+$09E0 ; 2D - Full bottle (blue)
dw $0920 ; 2E - Potion refill (red) dw $0920 ; 2E - Potion refill (red)
dw $08A0 ; 2F - Potion refill (green) dw $08A0 ; 2F - Potion refill (green)
dw $08E0 ; 30 - Potion refill (blue) dw $08E0 ; 30 - Potion refill (blue)
@@ -1278,10 +1278,10 @@ StandingItemGraphicsOffsets:
dw $0820 ; 37 - Green pendant dw $0820 ; 37 - Green pendant
dw BigDecompressionBuffer+$0080 ; 38 - Blue pendant dw BigDecompressionBuffer+$0080 ; 38 - Blue pendant
dw BigDecompressionBuffer+$0080 ; 39 - Red pendant dw BigDecompressionBuffer+$0080 ; 39 - Red pendant
dw BigDecompressionBuffer+$0920 ; 3A - Tossed bow dw BigDecompressionBuffer+$09E0 ; 3A - Tossed bow
dw BigDecompressionBuffer+$08E0 ; 3B - Silvers dw BigDecompressionBuffer+$09E0 ; 3B - Silvers
dw BigDecompressionBuffer+$09A0 ; 3C - Full bottle (bee) dw BigDecompressionBuffer+$09E0 ; 3C - Full bottle (bee)
dw BigDecompressionBuffer+$0960 ; 3D - Full bottle (fairy) dw BigDecompressionBuffer+$09E0 ; 3D - Full bottle (fairy)
dw BigDecompressionBuffer+$18C0 ; 3E - Boss heart dw BigDecompressionBuffer+$18C0 ; 3E - Boss heart
dw BigDecompressionBuffer+$18C0 ; 3F - Sanc heart dw BigDecompressionBuffer+$18C0 ; 3F - Sanc heart
dw BigDecompressionBuffer+$0D20 ; 40 - 100 rupees dw BigDecompressionBuffer+$0D20 ; 40 - 100 rupees
@@ -1292,25 +1292,25 @@ StandingItemGraphicsOffsets:
dw BigDecompressionBuffer+$0CE0 ; 45 - Small magic dw BigDecompressionBuffer+$0CE0 ; 45 - Small magic
dw BigDecompressionBuffer+$0DA0 ; 46 - 300 rupees dw BigDecompressionBuffer+$0DA0 ; 46 - 300 rupees
dw BigDecompressionBuffer+$0000 ; 47 - 20 rupees green dw BigDecompressionBuffer+$0000 ; 47 - 20 rupees green
dw BigDecompressionBuffer+$09A0 ; 48 - Full bottle (good bee) dw BigDecompressionBuffer+$09E0 ; 48 - Full bottle (good bee)
dw $00A0 ; 49 - Tossed fighter sword dw $00A0 ; 49 - Tossed fighter sword
dw BigDecompressionBuffer+$0C40 ; 4A - Active Flute dw BigDecompressionBuffer+$09E0 ; 4A - Active Flute
dw BigDecompressionBuffer+$0040 ; 4B - Boots dw BigDecompressionBuffer+$09E0 ; 4B - Boots
; Rando items ; Rando items
dw $04A0 ; 4C - Bomb capacity (50) dw $04A0 ; 4C - Bomb capacity (50)
dw $05A0 ; 4D - Arrow capacity (70) dw $05A0 ; 4D - Arrow capacity (70)
dw $01A0 ; 4E - 1/2 magic dw BigDecompressionBuffer+$09E0 ; 4E - 1/2 magic
dw $01E0 ; 4F - 1/4 magic dw BigDecompressionBuffer+$09E0 ; 4F - 1/4 magic
dw $00E0 ; 50 - Safe master sword dw BigDecompressionBuffer+$09E0 ; 50 - Safe master sword
dw $0420 ; 51 - Bomb capacity (+5) dw $0420 ; 51 - Bomb capacity (+5)
dw $0460 ; 52 - Bomb capacity (+10) dw BigDecompressionBuffer+$09E0 ; 52 - Bomb capacity (+10)
dw $0520 ; 53 - Arrow capacity (+5) dw $0520 ; 53 - Arrow capacity (+5)
dw $0560 ; 54 - Arrow capacity (+10) dw $0560 ; 54 - Arrow capacity (+10)
dw $0 ; 55 - Programmable item 1 dw $0 ; 55 - Programmable item 1
dw $0 ; 56 - Programmable item 2 dw $0 ; 56 - Programmable item 2
dw $0 ; 57 - Programmable item 3 dw $0 ; 57 - Programmable item 3
dw $05E0 ; 58 - Upgrade-only silver arrows dw BigDecompressionBuffer+$09E0 ; 58 - Upgrade-only silver arrows
dw $0 ; 59 - Rupoor dw $0 ; 59 - Rupoor
dw $0020 ; 5A - Nothing dw $0020 ; 5A - Nothing
dw $0DE0 ; 5B - Red clock dw $0DE0 ; 5B - Red clock

View File

@@ -1159,12 +1159,12 @@ JML StatsFinalPrep
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
ChestPrep: ChestPrep:
LDA.b #$01 : STA.w ItemReceiptMethod LDA.b #$01 : STA.w ItemReceiptMethod
JSL IncrementChestCounter JSL IncrementChestCounter
LDA.l ServerRequestMode : BEQ + LDA.l ServerRequestMode : BEQ +
JSL ChestItemServiceRequest JSL ChestItemServiceRequest
RTL RTL
+ +
LDY.b Scrap0C ; get item value LDY.b Scrap0C ; get item value
SEC SEC
RTL RTL

View File

@@ -98,9 +98,19 @@ ItemSet_MagicBat:
RTL RTL
ItemSet_OldMan: ItemSet_OldMan:
PHA : LDA.l OldManItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID : PLA PHA
TYA : STA.b $0C
JSL ShieldCheck
BCC .skip
LDA.b $0C : TAY
LDA.l OldManItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
PLA
JSL Link_ReceiveItem ; thing we wrote over JSL Link_ReceiveItem ; thing we wrote over
PHA : LDA.l NpcFlags : ORA.b #$01 : STA.l NpcFlags : PLA PHA
LDA.l NpcFlags : ORA.b #$01 : STA.l NpcFlags
.skip
PLA
RTL RTL
ItemSet_ZoraKing: ItemSet_ZoraKing:
@@ -108,21 +118,51 @@ ItemSet_ZoraKing:
RTL RTL
ItemSet_SickKid: ItemSet_SickKid:
PHA : LDA.l SickKidItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID : PLA PHA
TYA : STA.b $0C
JSL ShieldCheck
BCC .skip
LDA.b $0C : TAY
LDA.l SickKidItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
PLA
JSL Link_ReceiveItem ; thing we wrote over JSL Link_ReceiveItem ; thing we wrote over
PHA : LDA.l NpcFlags : ORA.b #$04 : STA.l NpcFlags : PLA PHA
LDA.l NpcFlags : ORA.b #$04 : STA.l NpcFlags
.skip
PLA
RTL RTL
ItemSet_TreeKid: ItemSet_TreeKid:
PHA : LDA.l TreeKidItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID : PLA PHA
TYA : STA.b $0C
JSL ShieldCheck
BCC .skip
LDA.b $0C : TAY
LDA.l TreeKidItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
PLA
JSL Link_ReceiveItem ; thing we wrote over JSL Link_ReceiveItem ; thing we wrote over
PHA : LDA.l NpcFlags : ORA.b #$08 : STA.l NpcFlags : PLA PHA
LDA.l NpcFlags : ORA.b #$08 : STA.l NpcFlags
.skip
PLA
RTL RTL
ItemSet_Sahasrala: ItemSet_Sahasrala:
PHA : LDA.l SahasralaItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID : PLA PHA
TYA : STA.b $0C
JSL ShieldCheck
BCC .skip
LDA.b $0C : TAY
LDA.l SahasralaItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
PLA
JSL Link_ReceiveItem ; thing we wrote over JSL Link_ReceiveItem ; thing we wrote over
PHA : LDA.l NpcFlags : ORA.b #$10 : STA.l NpcFlags : PLA PHA
LDA.l NpcFlags : ORA.b #$10 : STA.l NpcFlags
.skip
PLA
RTL RTL
ItemSet_Catfish: ItemSet_Catfish:
@@ -130,9 +170,19 @@ ItemSet_Catfish:
RTL RTL
ItemSet_Library: ItemSet_Library:
PHA : LDA.l LibraryItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID : PLA PHA
TYA : STA.b $0C
JSL ShieldCheck
BCC .skip
LDA.b $0C : TAY
LDA.l LibraryItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
PLA
JSL Link_ReceiveItem ; thing we wrote over JSL Link_ReceiveItem ; thing we wrote over
PHA : LDA.l NpcFlags : ORA.b #$80 : STA.l NpcFlags : PLA PHA
LDA.l NpcFlags : ORA.b #$80 : STA.l NpcFlags
.skip
PLA
RTL RTL
ItemSet_Mushroom: ItemSet_Mushroom:
@@ -223,16 +273,30 @@ MarkThrownItem:
LDA.b OverworldIndex : CMP.b #$81 : BNE .catfish LDA.b OverworldIndex : CMP.b #$81 : BNE .catfish
.zora .zora
JSL ItemSet_ZoraKing TYA : STA.b $0C
JSL ShieldCheck
BCC .skip
LDA.b $0C : TAY
JSL ItemSet_ZoraKing
LDA.l ZoraItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID LDA.l ZoraItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
BRA .done BRA .done
.catfish .catfish
JSL ItemSet_Catfish TYA : STA.b $0C
JSL ShieldCheck
BCC .skip
LDA.b $0C : TAY
JSL ItemSet_Catfish
LDA.l CatfishItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID LDA.l CatfishItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
.done .done
PLA PLA
JSL Link_ReceiveItem ; thing we wrote over JSL Link_ReceiveItem ; thing we wrote over
RTL RTL
.skip
PLA
RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------

441
pikit.asm Normal file
View File

@@ -0,0 +1,441 @@
pushpc
org $89EB78
db $18, $1A, $AA ; replace uncle with pikit
org $80DCCE
db $1B ; load sprite sheet for pikit in link's house
org $80FC74
NOP #2 ; do not load rain-state sprites
org $8A8029
; move table slightly to center under pikit
db $C9, $C0, $DD
db $D0, $B8, $3C
pullpc
TuckLink:
; what we wrote over
STZ.w $037C
STZ.w $037D
LDA.b #$40 : STA.w $0FC2
LDA.b #$09 : STA.w $0FC3
LDA.b #$5A : STA.w $0FC4
LDA.b #$21 : STA.w $0FC5
RTL
LinkSnoring:
LDA.l ProgressIndicator
BNE +
LDA.b #$02
STA.l ProgressIndicator
LDA.b #$1D
LDY.b #$00
JSL Sprite_ShowMessageUnconditional
BRA ++
+
LDA.b FrameCounter
AND.b #$03
BNE ++
LDA.b $9C
CMP.b #$20
BEQ .lightened
DEC.b $9C
DEC.b $9D
++
; what we wrote over
LDA.b FrameCounter
AND.b #$1F
RTL
.lightened
INC.w $037C
INC.w $037D
RTL
LinkAwaken:
; what we wrote over
LDA.b #$06
STA.b LinkState
LDA.l ProgressFlags
ORA.b #$10
STA.l ProgressFlags
LDA.b #$01
STA.l StartingEntrance
RTL
BigChest_ShieldCheck:
JSL ShieldCheck
BCC .no_open
LDA.l BigKeyField
AND.l BitMasks, X
.no_open
RTL
SmallChest_ShieldCheck:
JSL ShieldCheck
BCC .no_open
LDA.w DungeonID
ORA.w RoomFlagMask, Y
.no_open
RTL
ShieldCheck:
PHP
REP #$30
PHX
LDA.b $0C
AND.w #$00FF
TAX
LDA.l PikitItemList, X
AND.w #$00FF
BNE .replace
PLX
PLP
SEC
RTL
.replace
LDA.l ShieldEquipment
AND.w #$00FF
BNE .already_have_shield
TXA
STA.l PikitItem
LDA.w #$0004
STA.b $0C
PLX
PLP
SEC
RTL
.already_have_shield
SEP #$30
LDA.b #$3C
STA.w $012E
PHY
LDA.b #$98
LDY.b #$01
JSL Sprite_ShowMessageUnconditional
PLY
REP #$30
PLX
PLP
CLC
RTL
PikitSteal:
LDA.l ShieldEquipment
BNE .has_shield
JSL GetRandomInt
JML $9E8D73
.has_shield
LDA.b #$04
STA.w $0ED0, X
STA.w $0E90, X
LDA.b #$01
STA.w $0E30, X
STZ.w $012E
JML $9E8DC3
PikitDigest:
LDA.w $0ED0, X
CMP.b #$04
BNE +
STZ.w $0E90, X
LDA.l PikitItem
CMP.b #$04
BEQ +
TAY
STZ.w ItemReceiptMethod
JSL Link_ReceiveItem
LDA.b #$04
STA.l PikitItem
+
; what we wrote over
STZ.w $0DA0, X
STZ.w $0ED0, X
RTL
PikitItemList:
db $01 ; 00 - Fighter Sword and Shield
db $01 ; 01 - Master Sword
db $01 ; 02 - Tempered Sword
db $01 ; 03 - Butter Sword
db $00 ; 04 - Fighter Shield
db $00 ; 05 - Fire Shield
db $00 ; 06 - Mirror Shield
db $01 ; 07 - Fire Rod
db $01 ; 08 - Ice Rod
db $01 ; 09 - Hammer
db $01 ; 0A - Hookshot
db $01 ; 0B - Bow
db $01 ; 0C - Boomerang
db $01 ; 0D - Powder
db $00 ; 0E - Bottle Refill (bee)
db $01 ; 0F - Bombos
db $01 ; 10 - Ether
db $01 ; 11 - Quake
db $01 ; 12 - Lamp
db $01 ; 13 - Shovel
db $01 ; 14 - Flute
db $01 ; 15 - Somaria
db $01 ; 16 - Bottle
db $00 ; 17 - Heartpiece
db $01 ; 18 - Byrna
db $01 ; 19 - Cape
db $01 ; 1A - Mirror
db $01 ; 1B - Glove
db $01 ; 1C - Mitts
db $01 ; 1D - Book
db $01 ; 1E - Flippers
db $01 ; 1F - Pearl
db $00 ; 20 - Crystal
db $01 ; 21 - Net
db $00 ; 22 - Blue Mail
db $00 ; 23 - Red Mail
db $00 ; 24 - Small Key
db $00 ; 25 - Compass
db $00 ; 26 - Heart Container from 4/4
db $00 ; 27 - Bomb
db $00 ; 28 - 3 bombs
db $01 ; 29 - Mushroom
db $01 ; 2A - Red boomerang
db $01 ; 2B - Full bottle (red)
db $01 ; 2C - Full bottle (green)
db $01 ; 2D - Full bottle (blue)
db $00 ; 2E - Potion refill (red)
db $00 ; 2F - Potion refill (green)
db $00 ; 30 - Potion refill (blue)
db $00 ; 31 - 10 bombs
db $00 ; 32 - Big key
db $00 ; 33 - Map
db $00 ; 34 - 1 rupee
db $00 ; 35 - 5 rupees
db $00 ; 36 - 20 rupees
db $00 ; 37 - Green pendant
db $00 ; 38 - Blue pendant
db $00 ; 39 - Red pendant
db $01 ; 3A - Tossed bow
db $01 ; 3B - Silvers
db $01 ; 3C - Full bottle (bee)
db $01 ; 3D - Full bottle (fairy)
db $00 ; 3E - Boss heart
db $00 ; 3F - Sanc heart
db $00 ; 40 - 100 rupees
db $00 ; 41 - 50 rupees
db $00 ; 42 - Heart
db $00 ; 43 - Arrow
db $00 ; 44 - 10 arrows
db $00 ; 45 - Small magic
db $00 ; 46 - 300 rupees
db $00 ; 47 - 20 rupees green
db $01 ; 48 - Full bottle (good bee)
db $01 ; 49 - Tossed fighter sword
db $01 ; 4A - Active Flute
db $01 ; 4B - Boots
db $00 ; 4C - Bomb capacity (50)
db $00 ; 4D - Arrow capacity (70)
db $01 ; 4E - 1/2 magic
db $01 ; 4F - 1/4 magic
db $01 ; 50 - Safe master sword
db $00 ; 51 - Bomb capacity (+5)
db $01 ; 52 - Bomb capacity (+10)
db $00 ; 53 - Arrow capacity (+5)
db $00 ; 54 - Arrow capacity (+10)
db $00 ; 55 - Programmable item 1
db $00 ; 56 - Programmable item 2
db $00 ; 57 - Programmable item 3
db $01 ; 58 - Upgrade-only silver arrows
db $00 ; 59 - Rupoor
db $00 ; 5A - Nothing
db $00 ; 5B - Red clock
db $00 ; 5C - Blue clock
db $00 ; 5D - Green clock
db $01 ; 5E - Progressive sword
db $00 ; 5F - Progressive shield
db $00 ; 60 - Progressive armor
db $01 ; 61 - Progressive glove
db $00 ; 62 - RNG pool item (single)
db $00 ; 63 - RNG pool item (multi)
db $01 ; 64 - Progressive bow
db $01 ; 65 - Progressive bow
db $00 ; 66 -
db $00 ; 67 -
db $00 ; 68 -
db $00 ; 69 -
db $00 ; 6A - Triforce
db $00 ; 6B - Power star
db $00 ; 6C - Triforce Piece
db $00 ; 6D - Server request item
db $00 ; 6E - Server request item (dungeon drop)
db $00 ; 6F -
db $00 ; 70 - Map of Light World
db $00 ; 71 - Map of Dark World
db $00 ; 72 - Map of Ganon's Tower
db $00 ; 73 - Map of Turtle Rock
db $00 ; 74 - Map of Thieves' Town
db $00 ; 75 - Map of Tower of Hera
db $00 ; 76 - Map of Ice Palace
db $00 ; 77 - Map of Skull Woods
db $00 ; 78 - Map of Misery Mire
db $00 ; 79 - Map of Dark Palace
db $00 ; 7A - Map of Swamp Palace
db $00 ; 7B - Map of Agahnim's Tower
db $00 ; 7C - Map of Desert Palace
db $00 ; 7D - Map of Eastern Palace
db $00 ; 7E - Map of Hyrule Castle
db $00 ; 7F - Map of Sewers
db $00 ; 80 - Compass of Light World
db $00 ; 81 - Compass of Dark World
db $00 ; 82 - Compass of Ganon's Tower
db $00 ; 83 - Compass of Turtle Rock
db $00 ; 84 - Compass of Thieves' Town
db $00 ; 85 - Compass of Tower of Hera
db $00 ; 86 - Compass of Ice Palace
db $00 ; 87 - Compass of Skull Woods
db $00 ; 88 - Compass of Misery Mire
db $00 ; 89 - Compass of Dark Palace
db $00 ; 8A - Compass of Swamp Palace
db $00 ; 8B - Compass of Agahnim's Tower
db $00 ; 8C - Compass of Desert Palace
db $00 ; 8D - Compass of Eastern Palace
db $00 ; 8E - Compass of Hyrule Castle
db $00 ; 8F - Compass of Sewers
db $00 ; 90 - Skull key
db $00 ; 91 - Reserved
db $00 ; 92 - Big key of Ganon's Tower
db $00 ; 93 - Big key of Turtle Rock
db $00 ; 94 - Big key of Thieves' Town
db $00 ; 95 - Big key of Tower of Hera
db $00 ; 96 - Big key of Ice Palace
db $00 ; 97 - Big key of Skull Woods
db $00 ; 98 - Big key of Misery Mire
db $00 ; 99 - Big key of Dark Palace
db $00 ; 9A - Big key of Swamp Palace
db $00 ; 9B - Big key of Agahnim's Tower
db $00 ; 9C - Big key of Desert Palace
db $00 ; 9D - Big key of Eastern Palace
db $00 ; 9E - Big key of Hyrule Castle
db $00 ; 9F - Big key of Sewers
db $00 ; A0 - Small key of Sewers
db $00 ; A1 - Small key of Hyrule Castle
db $00 ; A2 - Small key of Eastern Palace
db $00 ; A3 - Small key of Desert Palace
db $00 ; A4 - Small key of Agahnim's Tower
db $00 ; A5 - Small key of Swamp Palace
db $00 ; A6 - Small key of Dark Palace
db $00 ; A7 - Small key of Misery Mire
db $00 ; A8 - Small key of Skull Woods
db $00 ; A9 - Small key of Ice Palace
db $00 ; AA - Small key of Tower of Hera
db $00 ; AB - Small key of Thieves' Town
db $00 ; AC - Small key of Turtle Rock
db $00 ; AD - Small key of Ganon's Tower
db $00 ; AE - Reserved
db $00 ; AF - Generic small key
db $00 ; B0 - Crystal 6
db $00 ; B1 - Crystal 1
db $00 ; B2 - Crystal 5
db $00 ; B3 - Crystal 7
db $00 ; B4 - Crystal 2
db $00 ; B5 - Crystal 4
db $00 ; B6 - Crystal 3
db $00 ; B7 - Reserved
db $00 ; B8 -
db $00 ; B9 -
db $00 ; BA -
db $00 ; BB -
db $00 ; BC -
db $00 ; BD -
db $00 ; BE -
db $00 ; BF -
db $00 ; C0 -
db $00 ; C1 -
db $00 ; C2 -
db $00 ; C3 -
db $00 ; C4 -
db $00 ; C5 -
db $00 ; C6 -
db $00 ; C7 -
db $00 ; C8 -
db $00 ; C9 -
db $00 ; CA -
db $00 ; CB -
db $00 ; CC -
db $00 ; CD -
db $00 ; CE -
db $00 ; CF -
db $00 ; D0 - Bee trap
db $00 ; D1 - Apples
db $00 ; D2 - Fairy
db $00 ; D3 - Chicken
db $00 ; D4 - Big Magic
db $00 ; D5 - 5 Arrows
db $00 ; D6 - Good Bee
db $00 ; D7 -
db $00 ; D8 -
db $00 ; D9 -
db $00 ; DA -
db $00 ; DB -
db $00 ; DC -
db $00 ; DD -
db $00 ; DE -
db $00 ; DF -
db $00 ; E0 -
db $00 ; E1 -
db $00 ; E2 -
db $00 ; E3 -
db $00 ; E4 -
db $00 ; E5 -
db $00 ; E6 -
db $00 ; E7 -
db $00 ; E8 -
db $00 ; E9 -
db $00 ; EA -
db $00 ; EB -
db $00 ; EC -
db $00 ; ED -
db $00 ; EE -
db $00 ; EF -
db $00 ; F0 -
db $00 ; F1 -
db $00 ; F2 -
db $00 ; F3 -
db $00 ; F4 -
db $00 ; F5 -
db $00 ; F6 -
db $00 ; F7 -
db $00 ; F8 -
db $00 ; F9 -
db $00 ; FA -
db $00 ; FB -
db $00 ; FC -
db $00 ; FD -
db $00 ; FE - Server request (async)
db $00 ; FF -

View File

@@ -190,7 +190,8 @@ ItemLimitCounts: skip 16 ; Keeps track of limited non-progressive items s
; See: ItemSubstitutionRules in tables.asm ; See: ItemSubstitutionRules in tables.asm
; Right now this is only used for three items but extra space is ; Right now this is only used for three items but extra space is
; reserved ; reserved
skip 34 ; Unused skip 32 ; Unused
PikitItem: skip 2 ; Item stored in shield player is carrying
FluteBitfield: skip 1 ; FluteBitfield: skip 1 ;
SpecialWeaponLevel: skip 1 ; keeps track of level in special weapon modes SpecialWeaponLevel: skip 1 ; keeps track of level in special weapon modes
ItemOnB: skip 1 ; NYI ItemOnB: skip 1 ; NYI

View File

@@ -273,6 +273,7 @@ PalettesVanilla_spraux09 = $9BD47E
; Misc. Data ; Misc. Data
;=================================================================================================== ;===================================================================================================
DungeonMask = $8098C0 DungeonMask = $8098C0
RoomFlagMask = $809900
GFXSheetPointers_background_bank = $80CFC0 GFXSheetPointers_background_bank = $80CFC0
GFXSheetPointers_background_high = $80D09F GFXSheetPointers_background_high = $80D09F
GFXSheetPointers_background_low = $80D17E GFXSheetPointers_background_low = $80D17E