;------------------------------------------------------------------------------ ; Item Data Tables ;------------------------------------------------------------------------------ ; This module contains several statically mapped tables related to items, item ; receipts, and item graphics. There are 256 item receipt indexes and the tables are ; written column-major, meaning each "column" property of every table entry is ; written adjacent to each other (e.g., ItemReceipts_offset_y is one byte per item. ; All 256 bytes for each item are written in receipt ID order, then 256 bytes are ; written for ItemReceipts_offset_x, etc.) The addresses and description of each ; table and column are described immediately below. The tables themselves are below ; the documentation. ; ; The tables and documentation here should provide the knowledge and capability ; to add an item into an unclaimed receipt ID or replace some existing items, although ; you should prefer to use unclaimed space or reuse randomizer item slots as some ; vanilla behavior is still hard-coded. ; ; Some of the entries in these tables are word-length vectors, or pointers to ; code the randomizer ROM runs on item pickup or resolution (e.g., resolving a ; progressive sword that's a standing item.) We provide all our own routines plus ; some for "skipping" these steps when not necessary. If you want an item to potentially ; resolve to a different one, or to run some custom code on pickup, you will have to use ; ItemSubstitutionRules in tables.asm or claim some free space in this bank to put your ; own code with vectors to it in the appropriate tables. ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ; ItemReceiptGraphicsROM - $A28000 (0x110000 PC) ;------------------------------------------------------------------------------ ; Where the custom uncompressed 4bpp item graphics are stored. See customitems.4bpp ; and customitems.png for reference. Offsets into this label should written to ; ItemReceiptGraphicsOffsets & StandingItemGraphicsOffsets without the high byte ; (0x8000) set. ; ; We can understand this buffer as being divided into an 8x8 grid with most sprites ; occupying a 16x16 space and narrow sprites occupying an 8x16 space. The first 16x16 ; item tile is a blank one-color sprite, the second 16x16 is the triforce piece, ; and the third is the fighter sword sprite. ; ; Every 8x8 4bpp tile from left to right is offset by 0x20. From top to bottom ; the offset is 0x200. This means that each "row" of 8x8 tiles should be written ; contiguously, but to write the next tile(s) below the base upper-left address ; should be incremented by 0x200. ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ; ItemReceipts ;------------------------------------------------------------------------------ ; .offset_y [0x01] - $A2B000 (0x113000 PC) ; • Sprite Y offset from default position ; .offset_x [0x01] - $A2B100 (0x113100 PC) ; • Sprite X offset from default position ; .graphics [0x01] - $A2B200 (0x113200 PC) ; • Sprite index for compressed graphics ; .target [0x02] - $A2B300 (0x113300 PC) ; • Target address in save buffer in bank $7E ; .value [0x01] - $A2B500 (0x113500 PC) ; • Value written to target address ; .behavior [0x02] - $A2B600 (0x113600 PC) ; • Vector to code in this bank that runs on item pickup ; .resolution [0x02] - $A2B600 (0x113600 PC) ; • Vector to code in this bank that can resolve to new item (e.g. for progressive items) ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ; SpriteProperties ;------------------------------------------------------------------------------ ; For the most part item sprites are identical in all contexts, but some ; sprites have two graphics, chest/npc graphics and standing item graphics. ;------------------------------------------------------------------------------ ; .chest_width [0x01] - $A2BA00 (0x11CA00 PC) ; .standing_width [0x01] - $A2BB00 (0x11CB00 PC) ; • $00 = 8x16 sprite | $02 = 16x16 sprite ; .chest_palette [0x01] - $A2BC00 (0x11CC00 PC) ; .standing_palette [0x01] - $A2BD00 (0x11CD00 PC) ; • l - - - - c c c ; c = palette index | l = load palette from .palette_addr ; .palette_addr [0x02] - $A2BE00 (0x11CE00 PC) ; • Pointer to 8-color palette in bank $9B (see custompalettes.asm) ; • If an item has two sprites, this should be the chest sprite for ; dark rooms. ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ; InventoryTable ;------------------------------------------------------------------------------ ; .properties [0x01] - $A2C000 (0x114000 PC) ; • v - - - - - - - p k w o a y s t ; t = Count for total item counter | s = Count for total in shops ; y = Y item | a = A item ; o = Bomb item | w = Bow item ; k = Chest Key | p = Crystal prize behavior (sparkle, etc) if set ; v = use vram location specified in item receipts gfx ; .stamp [0x02] - $A2C200 (0x114200 PC) ; • Pointer to address in bank $7E. Stamps 32-bit frame time if stats not locked. ; .stat [0x02] - $A2C400 (0x114400 PC) ; • Pointer to address in bank $7E. Increments byte by one if stats not locked. ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ; ItemReceiptGraphicsOffsets - $22C600 (0x114600) ; StandingItemGraphicsOffsets - $22C800 (0x114800) ;------------------------------------------------------------------------------ ; Each receipt ID has one word-length entry. Decompressed vanilla item graphics ; are located starting at BigDecompressionBuffer. The graphics routines use the ; fact that the high bit is set for these in this table to know to load from the ; buffer. Custom graphics are offset from ItemReceiptGraphicsRom, allocated in ; LTTP_RND_GeneralBugfixes.asm and written to with decompressed customitems.4bpp ; (see customitems.png for reference.) ; ; ItemReceiptGraphicsOffsets is used for chest items and items link holds up while ; in an item receipt post. StandingItemGraphicsOffsets is for standing items in ; heart piece, heart container, and shop locations. ;------------------------------------------------------------------------------ ItemReceipts: .offset_y : fillbyte $00 : fill 256 .offset_x : fillbyte $00 : fill 256 .graphics : fillbyte $00 : fill 256 ; item_graphics_indices .target : fillword $0000 : fill 256*2 ; item_target_addr .value : fillbyte $00 : fill 256 ; item_values .behavior : fillword $0000 : fill 256*2 ; ItemBehavior .resolution : fillword $0000 : fill 256*2 ; ReceiptResolution macro ReceiptProps(id, y, x, gfx, sram, value, behavior, res) pushpc org ItemReceipts_offset_y+ : db org ItemReceipts_offset_x+ : db org ItemReceipts_graphics+ : db org ItemReceipts_target++ : dw org ItemReceipts_value+ : db org ItemReceipts_behavior++ : dw ItemBehavior_ org ItemReceipts_resolution++ : dw ResolveLootID_ pullpc endmacro %ReceiptProps($00, -5, 0, $06, $F359, $01, sword_shield, skip) ; 00 - Fighter sword & Shield %ReceiptProps($01, -5, 4, $18, $F359, $02, master_sword, skip) ; 01 - Master sword %ReceiptProps($02, -5, 4, $18, $F359, $03, tempered_sword, skip) ; 02 - Tempered sword %ReceiptProps($03, -5, 4, $18, $F359, $04, gold_sword, skip) ; 03 - Golden sword %ReceiptProps($04, -5, 4, $2D, $F35A, $01, fighter_shield, skip) ; 04 - Fighter shield %ReceiptProps($05, -4, 0, $20, $F35A, $02, red_shield, skip) ; 05 - Fire shield %ReceiptProps($06, -4, 0, $2E, $F35A, $03, mirror_shield, skip) ; 06 - Mirror shield %ReceiptProps($07, -5, 4, $09, $F345, $01, skip, skip) ; 07 - Fire rod %ReceiptProps($08, -5, 4, $09, $F346, $01, skip, skip) ; 08 - Ice rod %ReceiptProps($09, -4, 4, $0A, $F34B, $01, skip, skip) ; 09 - Hammer %ReceiptProps($0A, -4, 4, $08, $F342, $01, skip, skip) ; 0A - Hookshot %ReceiptProps($0B, -4, 4, $05, $F340, $01, bow, skip) ; 0B - Bow %ReceiptProps($0C, -2, 5, $10, $F341, $01, blue_boomerang, skip) ; 0C - Blue Boomerang %ReceiptProps($0D, -4, 0, $0B, $F344, $02, powder, skip) ; 0D - Powder %ReceiptProps($0E, -4, 0, $2C, $F35C, $FF, skip, skip) ; 0E - Bottle refill (bee) %ReceiptProps($0F, -4, 0, $1B, $F347, $01, skip, skip) ; 0F - Bombos %ReceiptProps($10, -4, 0, $1A, $F348, $01, skip, skip) ; 10 - Ether %ReceiptProps($11, -4, 0, $1C, $F349, $01, skip, skip) ; 11 - Quake %ReceiptProps($12, -4, 0, $14, $F34A, $01, skip, skip) ; 12 - Lamp %ReceiptProps($13, -4, 4, $19, $F34C, $01, shovel, skip) ; 13 - Shovel %ReceiptProps($14, -4, 0, $0C, $F34C, $02, flute_inactive, skip) ; 14 - Flute %ReceiptProps($15, -4, 4, $07, $F350, $01, skip, skip) ; 15 - Somaria %ReceiptProps($16, -4, 0, $1D, $F35C, $FF, skip, bottles) ; 16 - Bottle %ReceiptProps($17, -4, 0, $2F, $F36B, $FF, skip, skip) ; 17 - Heart piece %ReceiptProps($18, -4, 4, $07, $F351, $01, skip, skip) ; 18 - Byrna %ReceiptProps($19, -4, 0, $15, $F352, $01, skip, skip) ; 19 - Cape %ReceiptProps($1A, -4, 0, $12, $F353, $02, skip, skip) ; 1A - Mirror %ReceiptProps($1B, -4, 0, $0D, $F354, $01, skip, skip) ; 1B - Glove %ReceiptProps($1C, -4, 0, $0D, $F354, $02, skip, skip) ; 1C - Mitts %ReceiptProps($1D, -4, 0, $0E, $F34E, $01, skip, skip) ; 1D - Book %ReceiptProps($1E, -4, 0, $11, $F356, $01, skip, skip) ; 1E - Flippers %ReceiptProps($1F, -4, 0, $17, $F357, $01, skip, skip) ; 1F - Pearl %ReceiptProps($20, -4, 0, $28, $F37A, $FF, dungeon_crystal, skip) ; 20 - Crystal %ReceiptProps($21, -4, 0, $27, $F34D, $01, skip, skip) ; 21 - Net %ReceiptProps($22, -4, 0, $04, $F35B, $FF, blue_mail, skip) ; 22 - Blue mail %ReceiptProps($23, -5, 0, $04, $F35B, $02, red_mail, skip) ; 23 - Red mail %ReceiptProps($24, -4, 4, $0F, $F36F, $FF, skip, skip) ; 24 - Small key %ReceiptProps($25, -4, 0, $16, $F364, $FF, dungeon_compass, skip) ; 25 - Compass %ReceiptProps($26, -4, 0, $03, $F36C, $FF, skip, skip) ; 26 - Heart container from 4/4 %ReceiptProps($27, -4, 0, $13, $F375, $FF, skip, skip) ; 27 - Bomb %ReceiptProps($28, -4, 0, $01, $F375, $FF, skip, skip) ; 28 - 3 bombs %ReceiptProps($29, -4, 0, $1F, $F344, $FF, mushroom, skip) ; 29 - Mushroom %ReceiptProps($2A, -2, 5, $10, $F341, $02, red_boomerang, skip) ; 2A - Red boomerang %ReceiptProps($2B, -4, 0, $1E, $F35C, $FF, skip, bottles) ; 2B - Full bottle (red) %ReceiptProps($2C, -4, 0, $1E, $F35C, $FF, skip, bottles) ; 2C - Full bottle (green) %ReceiptProps($2D, -4, 0, $1E, $F35C, $FF, skip, bottles) ; 2D - Full bottle (blue) %ReceiptProps($2E, -4, 0, $1E, $F36D, $FF, skip, skip) ; 2E - Potion refill (red) %ReceiptProps($2F, -4, 0, $1E, $F36E, $FF, skip, skip) ; 2F - Potion refill (green) %ReceiptProps($30, -4, 0, $1E, $F36E, $FF, skip, skip) ; 30 - Potion refill (blue) %ReceiptProps($31, -4, 0, $30, $F375, $FF, skip, skip) ; 31 - 10 bombs %ReceiptProps($32, -4, 0, $22, $F366, $FF, dungeon_bigkey, skip) ; 32 - Big key %ReceiptProps($33, -4, 0, $21, $F368, $FF, dungeon_map, skip) ; 33 - Map %ReceiptProps($34, -2, 4, $24, $F360, $FF, skip, skip) ; 34 - 1 rupee %ReceiptProps($35, -2, 4, $24, $F360, $FF, skip, skip) ; 35 - 5 rupees %ReceiptProps($36, -2, 4, $24, $F360, $EC, skip, skip) ; 36 - 20 rupees %ReceiptProps($37, -4, 0, $23, $F374, $FF, pendant, skip) ; 37 - Green pendant %ReceiptProps($38, -4, 0, $39, $F374, $FF, pendant, skip) ; 38 - Red pendant %ReceiptProps($39, -4, 0, $39, $F374, $FF, pendant, skip) ; 39 - Blue pendant %ReceiptProps($3A, -4, 0, $29, $F340, $01, bow_and_arrows, skip) ; 3A - Bow And Arrows %ReceiptProps($3B, -4, 0, $2A, $F340, $03, silver_bow, skip) ; 3B - Silver Bow %ReceiptProps($3C, -4, 0, $2C, $F35C, $FF, skip, skip) ; 3C - Full bottle (bee) %ReceiptProps($3D, -4, 0, $2B, $F35C, $FF, skip, skip) ; 3D - Full bottle (fairy) %ReceiptProps($3E, -4, 0, $03, $F36C, $FF, skip, skip) ; 3E - Boss heart %ReceiptProps($3F, -4, 0, $03, $F36C, $FF, skip, skip) ; 3F - Sanc heart %ReceiptProps($40, -4, 0, $34, $F360, $9C, skip, skip) ; 40 - 100 rupees %ReceiptProps($41, -4, 0, $35, $F360, $CE, skip, skip) ; 41 - 50 rupees %ReceiptProps($42, -2, 4, $31, $F372, $FF, skip, skip) ; 42 - Heart %ReceiptProps($43, -2, 4, $33, $F376, $01, single_arrow, skip) ; 43 - Arrow %ReceiptProps($44, -4, 0, $02, $F376, $0A, skip, skip) ; 44 - 10 arrows %ReceiptProps($45, -2, 4, $32, $F373, $FF, skip, skip) ; 45 - Small magic %ReceiptProps($46, -4, 0, $36, $F360, $FF, skip, skip) ; 46 - 300 rupees %ReceiptProps($47, -4, 0, $37, $F360, $FF, skip, skip) ; 47 - 20 rupees green %ReceiptProps($48, -4, 0, $2C, $F35C, $FF, skip, skip) ; 48 - Full bottle (good bee) %ReceiptProps($49, -5, 4, $06, $F359, $01, fighter_sword, skip) ; 49 - Tossed fighter sword %ReceiptProps($4A, -4, 0, $0C, $F34C, $03, flute_active, skip) ; 4A - Active Flute %ReceiptProps($4B, -4, 0, $38, $F355, $01, skip, skip) ; 4B - Boots %ReceiptProps($4C, -4, 0, $39, $F375, $32, bombs_50, skip) ; 4C - Bomb capacity (50) %ReceiptProps($4D, -4, 0, $3A, $F376, $46, arrows_70, skip) ; 4D - Arrow capacity (70) %ReceiptProps($4E, -4, 0, $3B, $F373, $80, magic_2, magic) ; 4E - 1/2 magic %ReceiptProps($4F, -4, 0, $3C, $F373, $80, magic_4, skip) ; 4F - 1/4 magic %ReceiptProps($50, -5, 4, $18, $F359, $02, master_sword_safe, skip) ; 50 - Safe master sword %ReceiptProps($51, -4, 0, $42, $F375, $FF, bombs_5, skip) ; 51 - Bomb capacity (+5) %ReceiptProps($52, -4, 0, $3E, $F375, $FF, bombs_10, skip) ; 52 - Bomb capacity (+10) %ReceiptProps($53, -4, 0, $3F, $F376, $FF, arrows_5, skip) ; 53 - Arrow capacity (+5) %ReceiptProps($54, -4, 0, $40, $F376, $FF, arrows_10, skip) ; 54 - Arrow capacity (+10) %ReceiptProps($55, -4, 0, $00, $F41A, $FF, programmable_1, skip) ; 55 - Programmable item 1 %ReceiptProps($56, -4, 0, $00, $F41C, $FF, programmable_2, skip) ; 56 - Programmable item 2 %ReceiptProps($57, -4, 0, $00, $F41E, $FF, programmable_3, skip) ; 57 - Programmable item 3 %ReceiptProps($58, -4, 0, $41, $F340, $FF, silver_arrows, skip) ; 58 - Upgrade-only Silver Arrows %ReceiptProps($59, -4, 4, $24, $F360, $FF, rupoor, skip) ; 59 - Rupoor %ReceiptProps($5A, -4, 0, $47, $F36A, $FF, skip, skip) ; 5A - Nothing %ReceiptProps($5B, -4, 0, $4B, $F454, $FF, red_clock, skip) ; 5B - Red clock %ReceiptProps($5C, -4, 0, $4B, $F454, $FF, blue_clock, skip) ; 5C - Blue clock %ReceiptProps($5D, -4, 0, $4B, $F454, $FF, green_clock, skip) ; 5D - Green clock %ReceiptProps($5E, -4, 0, $FE, $F359, $FF, prog_sword, prog_sword) ; 5E - Progressive sword %ReceiptProps($5F, -4, 0, $FF, $F35A, $FF, prog_shield, shields) ; 5F - Progressive shield %ReceiptProps($60, -4, 0, $FD, $F35B, $FF, prog_mail, armor) ; 60 - Progressive armor %ReceiptProps($61, -4, 0, $0D, $F354, $FF, skip, gloves) ; 61 - Progressive glove %ReceiptProps($62, -4, 0, $FF, $F36A, $FF, skip, rng_single) ; 62 - RNG pool item (single) %ReceiptProps($63, -4, 0, $FF, $F36A, $FF, skip, rng_multi) ; 63 - RNG pool item (multi) %ReceiptProps($64, -4, 0, $FF, $F340, $FF, skip, progressive_bow) ; 64 - Progressive bow %ReceiptProps($65, -4, 0, $FF, $F340, $FF, skip, progressive_bow_2) ; 65 - Progressive bow %ReceiptProps($66, -4, 0, $FF, $F36A, $FF, skip, skip) ; 66 - %ReceiptProps($67, -4, 0, $FF, $F36A, $FF, skip, skip) ; 67 - %ReceiptProps($68, -4, 0, $FF, $F36A, $FF, skip, skip) ; 68 - %ReceiptProps($69, -4, 0, $FF, $F36A, $FF, skip, skip) ; 69 - %ReceiptProps($6A, -4, 0, $4A, $F36A, $FF, triforce, skip) ; 6A - Triforce %ReceiptProps($6B, -4, 0, $50, $F36A, $FF, goal_item, skip) ; 6B - Power star %ReceiptProps($6C, -4, 0, $49, $F36A, $FF, goal_item, skip) ; 6C - Triforce Piece %ReceiptProps($6D, -4, 0, $FF, $F36A, $FF, request_F0, skip) ; 6D - Server request item %ReceiptProps($6E, -4, 0, $FF, $F36A, $FF, request_F1, skip) ; 6E - Server request item (dungeon drop) %ReceiptProps($6F, -4, 0, $FF, $F36A, $FF, request_F2, skip) ; 6F - %ReceiptProps($70, -4, 0, $21, $F36A, $FF, free_map, skip) ; 70 - Map of Light World %ReceiptProps($71, -4, 0, $21, $F36A, $FF, free_map, skip) ; 71 - Map of Dark World %ReceiptProps($72, -4, 0, $21, $F36A, $FF, free_map, skip) ; 72 - Map of Ganon's Tower %ReceiptProps($73, -4, 0, $21, $F36A, $FF, free_map, skip) ; 73 - Map of Turtle Rock %ReceiptProps($74, -4, 0, $21, $F36A, $FF, free_map, skip) ; 74 - Map of Thieves' Town %ReceiptProps($75, -4, 0, $21, $F36A, $FF, free_map, skip) ; 75 - Map of Tower of Hera %ReceiptProps($76, -4, 0, $21, $F36A, $FF, free_map, skip) ; 76 - Map of Ice Palace %ReceiptProps($77, -4, 0, $21, $F36A, $FF, free_map, skip) ; 77 - Map of Skull Woods %ReceiptProps($78, -4, 0, $21, $F36A, $FF, free_map, skip) ; 78 - Map of Misery Mire %ReceiptProps($79, -4, 0, $21, $F36A, $FF, free_map, skip) ; 79 - Map of Dark Palace %ReceiptProps($7A, -4, 0, $21, $F36A, $FF, free_map, skip) ; 7A - Map of Swamp Palace %ReceiptProps($7B, -4, 0, $21, $F36A, $FF, free_map, skip) ; 7B - Map of Agahnim's Tower %ReceiptProps($7C, -4, 0, $21, $F36A, $FF, free_map, skip) ; 7C - Map of Desert Palace %ReceiptProps($7D, -4, 0, $21, $F36A, $FF, free_map, skip) ; 7D - Map of Eastern Palace %ReceiptProps($7E, -4, 0, $21, $F36A, $FF, hc_map, skip) ; 7E - Map of Hyrule Castle %ReceiptProps($7F, -4, 0, $21, $F36A, $FF, hc_map, skip) ; 7F - Map of Sewers %ReceiptProps($80, -4, 0, $16, $F36A, $FF, free_compass, skip) ; 80 - Compass of Light World %ReceiptProps($81, -4, 0, $16, $F36A, $FF, free_compass, skip) ; 81 - Compass of Dark World %ReceiptProps($82, -4, 0, $16, $F36A, $FF, free_compass, skip) ; 82 - Compass of Ganon's Tower %ReceiptProps($83, -4, 0, $16, $F36A, $FF, free_compass, skip) ; 83 - Compass of Turtle Rock %ReceiptProps($84, -4, 0, $16, $F36A, $FF, free_compass, skip) ; 84 - Compass of Thieves' Town %ReceiptProps($85, -4, 0, $16, $F36A, $FF, free_compass, skip) ; 85 - Compass of Tower of Hera %ReceiptProps($86, -4, 0, $16, $F36A, $FF, free_compass, skip) ; 86 - Compass of Ice Palace %ReceiptProps($87, -4, 0, $16, $F36A, $FF, free_compass, skip) ; 87 - Compass of Skull Woods %ReceiptProps($88, -4, 0, $16, $F36A, $FF, free_compass, skip) ; 88 - Compass of Misery Mire %ReceiptProps($89, -4, 0, $16, $F36A, $FF, free_compass, skip) ; 89 - Compass of Dark Palace %ReceiptProps($8A, -4, 0, $16, $F36A, $FF, free_compass, skip) ; 8A - Compass of Swamp Palace %ReceiptProps($8B, -4, 0, $16, $F36A, $FF, free_compass, skip) ; 8B - Compass of Agahnim's Tower %ReceiptProps($8C, -4, 0, $16, $F36A, $FF, free_compass, skip) ; 8C - Compass of Desert Palace %ReceiptProps($8D, -4, 0, $16, $F36A, $FF, free_compass, skip) ; 8D - Compass of Eastern Palace %ReceiptProps($8E, -4, 0, $16, $F36A, $FF, hc_compass, skip) ; 8E - Compass of Hyrule Castle %ReceiptProps($8F, -4, 0, $16, $F36A, $FF, hc_compass, skip) ; 8F - Compass of Sewers %ReceiptProps($90, -4, 0, $22, $F36A, $FF, skip, skip) ; 90 - Skull key %ReceiptProps($91, -4, 0, $22, $F36A, $FF, skip, skip) ; 91 - Reserved %ReceiptProps($92, -4, 0, $22, $F36A, $FF, free_bigkey, skip) ; 92 - Big key of Ganon's Tower %ReceiptProps($93, -4, 0, $22, $F36A, $FF, free_bigkey, skip) ; 93 - Big key of Turtle Rock %ReceiptProps($94, -4, 0, $22, $F36A, $FF, free_bigkey, skip) ; 94 - Big key of Thieves' Town %ReceiptProps($95, -4, 0, $22, $F36A, $FF, free_bigkey, skip) ; 95 - Big key of Tower of Hera %ReceiptProps($96, -4, 0, $22, $F36A, $FF, free_bigkey, skip) ; 96 - Big key of Ice Palace %ReceiptProps($97, -4, 0, $22, $F36A, $FF, free_bigkey, skip) ; 97 - Big key of Skull Woods %ReceiptProps($98, -4, 0, $22, $F36A, $FF, free_bigkey, skip) ; 98 - Big key of Misery Mire %ReceiptProps($99, -4, 0, $22, $F36A, $FF, free_bigkey, skip) ; 99 - Big key of Dark Palace %ReceiptProps($9A, -4, 0, $22, $F36A, $FF, free_bigkey, skip) ; 9A - Big key of Swamp Palace %ReceiptProps($9B, -4, 0, $22, $F36A, $FF, free_bigkey, skip) ; 9B - Big key of Agahnim's Tower %ReceiptProps($9C, -4, 0, $22, $F36A, $FF, free_bigkey, skip) ; 9C - Big key of Desert Palace %ReceiptProps($9D, -4, 0, $22, $F36A, $FF, free_bigkey, skip) ; 9D - Big key of Eastern Palace %ReceiptProps($9E, -4, 0, $22, $F36A, $FF, hc_bigkey, skip) ; 9E - Big key of Hyrule Castle %ReceiptProps($9F, -4, 0, $22, $F36A, $FF, hc_bigkey, skip) ; 9F - Big key of Sewers %ReceiptProps($A0, -4, 4, $0F, $F36A, $FF, hc_smallkey, skip) ; A0 - Small key of Sewers %ReceiptProps($A1, -4, 4, $0F, $F36A, $FF, hc_smallkey, skip) ; A1 - Small key of Hyrule Castle %ReceiptProps($A2, -4, 4, $0F, $F36A, $FF, free_smallkey, skip) ; A2 - Small key of Eastern Palace %ReceiptProps($A3, -4, 4, $0F, $F36A, $FF, free_smallkey, skip) ; A3 - Small key of Desert Palace %ReceiptProps($A4, -4, 4, $0F, $F36A, $FF, free_smallkey, skip) ; A4 - Small key of Agahnim's Tower %ReceiptProps($A5, -4, 4, $0F, $F36A, $FF, free_smallkey, skip) ; A5 - Small key of Swamp Palace %ReceiptProps($A6, -4, 4, $0F, $F36A, $FF, free_smallkey, skip) ; A6 - Small key of Dark Palace %ReceiptProps($A7, -4, 4, $0F, $F36A, $FF, free_smallkey, skip) ; A7 - Small key of Misery Mire %ReceiptProps($A8, -4, 4, $0F, $F36A, $FF, free_smallkey, skip) ; A8 - Small key of Skull Woods %ReceiptProps($A9, -4, 4, $0F, $F36A, $FF, free_smallkey, skip) ; A9 - Small key of Ice Palace %ReceiptProps($AA, -4, 4, $0F, $F36A, $FF, free_smallkey, skip) ; AA - Small key of Tower of Hera %ReceiptProps($AB, -4, 4, $0F, $F36A, $FF, free_smallkey, skip) ; AB - Small key of Thieves' Town %ReceiptProps($AC, -4, 4, $0F, $F36A, $FF, free_smallkey, skip) ; AC - Small key of Turtle Rock %ReceiptProps($AD, -4, 4, $0F, $F36A, $FF, free_smallkey, skip) ; AD - Small key of Ganon's Tower %ReceiptProps($AE, -4, 4, $0F, $F36A, $FF, skip, skip) ; AE - Reserved %ReceiptProps($AF, -4, 4, $0F, $F36A, $FF, generic_smallkey, skip) ; AF - Generic small key %ReceiptProps($B0, -4, 0, $4C, $F36A, $FF, free_crystal, skip) ; B0 - Crystal 6 %ReceiptProps($B1, -4, 0, $28, $F36A, $FF, free_crystal, skip) ; B1 - Crystal 1 %ReceiptProps($B2, -4, 0, $4C, $F36A, $FF, free_crystal, skip) ; B2 - Crystal 5 %ReceiptProps($B3, -4, 0, $28, $F36A, $FF, free_crystal, skip) ; B3 - Crystal 7 %ReceiptProps($B4, -4, 0, $28, $F36A, $FF, free_crystal, skip) ; B4 - Crystal 2 %ReceiptProps($B5, -4, 0, $28, $F36A, $FF, free_crystal, skip) ; B5 - Crystal 4 %ReceiptProps($B6, -4, 0, $28, $F36A, $FF, free_crystal, skip) ; B6 - Crystal 3 %ReceiptProps($B7, -4, 0, $49, $F36A, $FF, skip, skip) ; B7 - Reserved %ReceiptProps($B8, -4, 0, $49, $F36A, $FF, skip, skip) ; B8 - %ReceiptProps($B9, -4, 0, $49, $F36A, $FF, skip, skip) ; B9 - %ReceiptProps($BA, -4, 0, $49, $F36A, $FF, skip, skip) ; BA - %ReceiptProps($BB, -4, 0, $49, $F36A, $FF, skip, skip) ; BB - %ReceiptProps($BC, -4, 0, $49, $F36A, $FF, skip, skip) ; BC - %ReceiptProps($BD, -4, 0, $49, $F36A, $FF, skip, skip) ; BD - %ReceiptProps($BE, -4, 0, $49, $F36A, $FF, skip, skip) ; BE - %ReceiptProps($BF, -4, 0, $49, $F36A, $FF, skip, skip) ; BF - %ReceiptProps($C0, -4, 0, $49, $F36A, $FF, skip, skip) ; C0 - %ReceiptProps($C1, -4, 0, $49, $F36A, $FF, skip, skip) ; C1 - %ReceiptProps($C2, -4, 0, $49, $F36A, $FF, skip, skip) ; C2 - %ReceiptProps($C3, -4, 0, $49, $F36A, $FF, skip, skip) ; C3 - %ReceiptProps($C4, -4, 0, $49, $F36A, $FF, skip, skip) ; C4 - %ReceiptProps($C5, -4, 0, $49, $F36A, $FF, skip, skip) ; C5 - %ReceiptProps($C6, -4, 0, $49, $F36A, $FF, skip, skip) ; C6 - %ReceiptProps($C7, -4, 0, $49, $F36A, $FF, skip, skip) ; C7 - %ReceiptProps($C8, -4, 0, $49, $F36A, $FF, skip, skip) ; C8 - %ReceiptProps($C9, -4, 0, $49, $F36A, $FF, skip, skip) ; C9 - %ReceiptProps($CA, -4, 0, $49, $F36A, $FF, skip, skip) ; CA - %ReceiptProps($CB, -4, 0, $49, $F36A, $FF, skip, skip) ; CB - %ReceiptProps($CC, -4, 0, $49, $F36A, $FF, skip, skip) ; CC - %ReceiptProps($CD, -4, 0, $49, $F36A, $FF, skip, skip) ; CD - %ReceiptProps($CE, -4, 0, $49, $F36A, $FF, skip, skip) ; CE - %ReceiptProps($CF, -4, 0, $49, $F36A, $FF, skip, skip) ; CF - %ReceiptProps($D0, -4, 0, $47, $F36A, $FF, bee_trap, skip) ; D0 - Bee trap %ReceiptProps($D1, -4, 0, $47, $F36A, $FF, apples, skip) ; D1 - Apples %ReceiptProps($D2, -4, 0, $47, $F36A, $FF, fairy, skip) ; D2 - Fairy %ReceiptProps($D3, -4, 0, $47, $F36A, $FF, chicken, skip) ; D3 - Chicken %ReceiptProps($D4, -4, 4, $3B, $F373, $80, refill_magic, skip) ; D4 - Big Magic %ReceiptProps($D5, -4, 0, $02, $F376, $05, skip, skip) ; D5 - 5 Arrows %ReceiptProps($D6, -4, 4, $47, $F36A, $FF, good_bee, skip) ; D6 - Good Bee %ReceiptProps($D7, -4, 0, $49, $F36A, $FF, skip, skip) ; D7 - %ReceiptProps($D8, -4, 0, $49, $F36A, $FF, skip, skip) ; D8 - %ReceiptProps($D9, -4, 0, $49, $F36A, $FF, skip, skip) ; D9 - %ReceiptProps($DA, -4, 0, $49, $F36A, $FF, skip, skip) ; DA - %ReceiptProps($DB, -4, 0, $49, $F36A, $FF, skip, skip) ; DB - %ReceiptProps($DC, -4, 0, $49, $F36A, $FF, skip, skip) ; DC - %ReceiptProps($DD, -4, 0, $49, $F36A, $FF, skip, skip) ; DD - %ReceiptProps($DE, -4, 0, $49, $F36A, $FF, skip, skip) ; DE - %ReceiptProps($DF, -4, 0, $49, $F36A, $FF, skip, skip) ; DF - %ReceiptProps($E0, -4, 0, $49, $F36A, $FF, skip, skip) ; E0 - %ReceiptProps($E1, -4, 0, $49, $F36A, $FF, skip, skip) ; E1 - %ReceiptProps($E2, -4, 0, $49, $F36A, $FF, skip, skip) ; E2 - %ReceiptProps($E3, -4, 0, $49, $F36A, $FF, skip, skip) ; E3 - %ReceiptProps($E4, -4, 0, $49, $F36A, $FF, skip, skip) ; E4 - %ReceiptProps($E5, -4, 0, $49, $F36A, $FF, skip, skip) ; E5 - %ReceiptProps($E6, -4, 0, $49, $F36A, $FF, skip, skip) ; E6 - %ReceiptProps($E7, -4, 0, $49, $F36A, $FF, skip, skip) ; E7 - %ReceiptProps($E8, -4, 0, $49, $F36A, $FF, skip, skip) ; E8 - %ReceiptProps($E9, -4, 0, $49, $F36A, $FF, skip, skip) ; E9 - %ReceiptProps($EA, -4, 0, $49, $F36A, $FF, skip, skip) ; EA - %ReceiptProps($EB, -4, 0, $49, $F36A, $FF, skip, skip) ; EB - %ReceiptProps($EC, -4, 0, $49, $F36A, $FF, skip, skip) ; EC - %ReceiptProps($ED, -4, 0, $49, $F36A, $FF, skip, skip) ; ED - %ReceiptProps($EE, -4, 0, $49, $F36A, $FF, skip, skip) ; EE - %ReceiptProps($EF, -4, 0, $49, $F36A, $FF, skip, skip) ; EF - %ReceiptProps($F0, -4, 0, $49, $F36A, $FF, skip, skip) ; F0 - %ReceiptProps($F1, -4, 0, $49, $F36A, $FF, skip, skip) ; F1 - %ReceiptProps($F2, -4, 0, $49, $F36A, $FF, skip, skip) ; F2 - %ReceiptProps($F3, -4, 0, $49, $F36A, $FF, skip, skip) ; F3 - %ReceiptProps($F4, -4, 0, $49, $F36A, $FF, skip, skip) ; F4 - %ReceiptProps($F5, -4, 0, $49, $F36A, $FF, skip, skip) ; F5 - %ReceiptProps($F6, -4, 0, $49, $F36A, $FF, skip, skip) ; F6 - %ReceiptProps($F7, -4, 0, $49, $F36A, $FF, skip, skip) ; F7 - %ReceiptProps($F8, -4, 0, $49, $F36A, $FF, skip, skip) ; F8 - %ReceiptProps($F9, -4, 0, $49, $F36A, $FF, skip, skip) ; F9 - %ReceiptProps($FA, -4, 0, $49, $F36A, $FF, skip, skip) ; FA - %ReceiptProps($FB, -4, 0, $49, $F36A, $FF, skip, skip) ; FB - %ReceiptProps($FC, -4, 0, $49, $F36A, $FF, skip, skip) ; FC - %ReceiptProps($FD, -4, 0, $49, $F36A, $FF, skip, skip) ; FD - %ReceiptProps($FE, -4, 0, $49, $F36A, $FF, skip, skip) ; FE - Server request (async) %ReceiptProps($FF, -4, 0, $49, $F36A, $FF, skip, skip) ; FF - ;------------------------------------------------------------------------------ ; Palettes: l - - - - c c c ; c = Color Index | l = Load palette data from ROM SpriteProperties: .chest_width : fillbyte $00 : fill 256 .standing_width : fillbyte $00 : fill 256 .chest_palette : fillbyte $00 : fill 256 .standing_palette : fillbyte $00 : fill 256 .palette_addr : fillword $0000 : fill 256*2 ; bank $9B macro SpriteProps(id, chest_width, standing_width, chest_pal, standing_pal, addr) pushpc org SpriteProperties_chest_width+ : db org SpriteProperties_standing_width+ : db org SpriteProperties_chest_palette+ : db org SpriteProperties_standing_palette+ : db org SpriteProperties_palette_addr++ : dw pullpc endmacro %SpriteProps($00, 0, 2, $05, $02, PalettesVanilla_blue_ice+$0E) ; 00 - Fighter sword & Shield %SpriteProps($01, 0, 2, $05, $05, PalettesCustom_master_sword) ; 01 - Master sword %SpriteProps($02, 0, 2, $05, $01, PalettesCustom_tempered_sword) ; 02 - Tempered sword %SpriteProps($03, 0, 2, $05, $04, PalettesCustom_golden_sword) ; 03 - Golden sword %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($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($08, 0, 0, $02, $02, PalettesVanilla_blue_ice+$0E) ; 08 - Ice rod %SpriteProps($09, 0, 0, $01, $01, PalettesVanilla_red_melon+$0E) ; 09 - Hammer %SpriteProps($0A, 0, 0, $01, $01, PalettesVanilla_red_melon+$0E) ; 0A - Hookshot %SpriteProps($0B, 0, 0, $01, $01, PalettesVanilla_red_melon+$0E) ; 0B - Bow %SpriteProps($0C, 0, 0, $02, $02, PalettesVanilla_blue_ice+$0E) ; 0C - Blue Boomerang %SpriteProps($0D, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 0D - Powder %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($10, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 10 - Ether %SpriteProps($11, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 11 - Quake %SpriteProps($12, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 12 - Lamp %SpriteProps($13, 0, 0, $01, $01, PalettesVanilla_red_melon+$0E) ; 13 - Shovel %SpriteProps($14, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 14 - Flute %SpriteProps($15, 0, 0, $01, $01, PalettesVanilla_red_melon+$0E) ; 15 - Somaria %SpriteProps($16, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 16 - Bottle %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($19, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 19 - Cape %SpriteProps($1A, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 1A - Mirror %SpriteProps($1B, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 1B - Glove %SpriteProps($1C, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 1C - Mitts %SpriteProps($1D, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 1D - Book %SpriteProps($1E, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 1E - Flippers %SpriteProps($1F, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 1F - Pearl %SpriteProps($20, 2, 2, $86, $86, PalettesCustom_crystal) ; 20 - Crystal %SpriteProps($21, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 21 - Net %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($24, 0, 0, $02, $04, PalettesVanilla_blue_ice+$0E) ; 24 - Small key %SpriteProps($25, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 25 - Compass %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($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($2A, 0, 0, $01, $01, PalettesVanilla_red_melon+$0E) ; 2A - Red boomerang %SpriteProps($2B, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 2B - Full bottle (red) %SpriteProps($2C, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 2C - Full bottle (green) %SpriteProps($2D, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 2D - Full bottle (blue) %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($30, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 30 - Potion refill (blue) %SpriteProps($31, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 31 - 10 bombs %SpriteProps($32, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 32 - Big key %SpriteProps($33, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 33 - Map %SpriteProps($34, 0, 0, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 34 - 1 rupee %SpriteProps($35, 0, 0, $02, $02, PalettesVanilla_blue_ice+$0E) ; 35 - 5 rupees %SpriteProps($36, 0, 0, $01, $01, PalettesVanilla_red_melon+$0E) ; 36 - 20 rupees %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($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($3B, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 3B - Silver Bow %SpriteProps($3C, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 3C - Full bottle (bee) %SpriteProps($3D, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 3D - Full bottle (fairy) %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($40, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 40 - 100 rupees %SpriteProps($41, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 41 - 50 rupees %SpriteProps($42, 0, 0, $01, $01, PalettesVanilla_red_melon+$0E) ; 42 - Heart %SpriteProps($43, 0, 0, $02, $02, PalettesVanilla_blue_ice+$0E) ; 43 - Arrow %SpriteProps($44, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 44 - 10 arrows %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($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($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($4B, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 4B - Boots %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($4E, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 4E - 1/2 magic %SpriteProps($4F, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 4F - 1/4 magic %SpriteProps($50, 0, 2, $05, $02, PalettesCustom_master_sword) ; 50 - Safe master sword %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($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($55, 2, 2, $04, $04, $0000) ; 55 - Programmable item 1 %SpriteProps($56, 2, 2, $04, $04, $0000) ; 56 - Programmable item 2 %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($59, 0, 0, $03, $03, PalettesCustom_off_black) ; 59 - Rupoor %SpriteProps($5A, 2, 2, $01, $01, $0000) ; 5A - Nothing %SpriteProps($5B, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 5B - Red clock %SpriteProps($5C, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 5C - Blue clock %SpriteProps($5D, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 5D - Green clock %SpriteProps($5E, 2, 2, $FF, $FF, $0000) ; 5E - Progressive sword %SpriteProps($5F, 2, 2, $FF, $FF, $0000) ; 5F - Progressive shield %SpriteProps($60, 2, 2, $FF, $FF, $0000) ; 60 - Progressive armor %SpriteProps($61, 2, 2, $FF, $FF, $0000) ; 61 - Progressive glove %SpriteProps($62, 2, 2, $FF, $FF, $0000) ; 62 - RNG pool item (single) %SpriteProps($63, 2, 2, $FF, $FF, $0000) ; 63 - RNG pool item (multi) %SpriteProps($64, 2, 2, $FF, $FF, $0000) ; 64 - Progressive bow %SpriteProps($65, 2, 2, $FF, $FF, $0000) ; 65 - Progressive bow %SpriteProps($66, 2, 2, $00, $00, $0000) ; 66 - %SpriteProps($67, 2, 2, $00, $00, $0000) ; 67 - %SpriteProps($68, 2, 2, $00, $00, $0000) ; 68 - %SpriteProps($69, 2, 2, $00, $00, $0000) ; 69 - %SpriteProps($6A, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 6A - Triforce %SpriteProps($6B, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 6B - Power star %SpriteProps($6C, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 6C - Triforce Piece %SpriteProps($6D, 2, 2, $FF, $FF, $0000) ; 6D - Server request item %SpriteProps($6E, 2, 2, $FF, $FF, $0000) ; 6E - Server request item (dungeon drop) %SpriteProps($6F, 2, 2, $FF, $FF, $0000) ; 6F - %SpriteProps($70, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 70 - Map of Light World %SpriteProps($71, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 71 - Map of Dark World %SpriteProps($72, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 72 - Map of Ganon's Tower %SpriteProps($73, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 73 - Map of Turtle Rock %SpriteProps($74, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 74 - Map of Thieves' Town %SpriteProps($75, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 75 - Map of Tower of Hera %SpriteProps($76, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 76 - Map of Ice Palace %SpriteProps($77, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 77 - Map of Skull Woods %SpriteProps($78, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 78 - Map of Misery Mire %SpriteProps($79, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 79 - Map of Dark Palace %SpriteProps($7A, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 7A - Map of Swamp Palace %SpriteProps($7B, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 7B - Map of Agahnim's Tower %SpriteProps($7C, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 7C - Map of Desert Palace %SpriteProps($7D, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 7D - Map of Eastern Palace %SpriteProps($7E, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 7E - Map of Hyrule Castle %SpriteProps($7F, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 7F - Map of Sewers %SpriteProps($80, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 80 - Compass of Light World %SpriteProps($81, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 81 - Compass of Dark World %SpriteProps($82, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 82 - Compass of Ganon's Tower %SpriteProps($83, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 83 - Compass of Turtle Rock %SpriteProps($84, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 84 - Compass of Thieves' Town %SpriteProps($85, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 85 - Compass of Tower of Hera %SpriteProps($86, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 86 - Compass of Ice Palace %SpriteProps($87, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 87 - Compass of Skull Woods %SpriteProps($88, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 88 - Compass of Misery Mire %SpriteProps($89, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 89 - Compass of Dark Palace %SpriteProps($8A, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 8A - Compass of Swamp Palace %SpriteProps($8B, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 8B - Compass of Agahnim's Tower %SpriteProps($8C, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 8C - Compass of Desert Palace %SpriteProps($8D, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 8D - Compass of Eastern Palace %SpriteProps($8E, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 8E - Compass of Hyrule Castle %SpriteProps($8F, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 8F - Compass of Sewers %SpriteProps($90, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 90 - Skull key %SpriteProps($91, 2, 2, $04, $04, $0000) ; 91 - Reserved %SpriteProps($92, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 92 - Big key of Ganon's Tower %SpriteProps($93, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 93 - Big key of Turtle Rock %SpriteProps($94, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 94 - Big key of Thieves' Town %SpriteProps($95, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 95 - Big key of Tower of Hera %SpriteProps($96, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 96 - Big key of Ice Palace %SpriteProps($97, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 97 - Big key of Skull Woods %SpriteProps($98, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 98 - Big key of Misery Mire %SpriteProps($99, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 99 - Big key of Dark Palace %SpriteProps($9A, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 9A - Big key of Swamp Palace %SpriteProps($9B, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 9B - Big key of Agahnim's Tower %SpriteProps($9C, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 9C - Big key of Desert Palace %SpriteProps($9D, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 9D - Big key of Eastern Palace %SpriteProps($9E, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 9E - Big key of Hyrule Castle %SpriteProps($9F, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 9F - Big key of Sewers %SpriteProps($A0, 0, 0, $02, $04, PalettesVanilla_blue_ice+$0E) ; A0 - Small key of Sewers %SpriteProps($A1, 0, 0, $02, $04, PalettesVanilla_blue_ice+$0E) ; A1 - Small key of Hyrule Castle %SpriteProps($A2, 0, 0, $02, $04, PalettesVanilla_blue_ice+$0E) ; A2 - Small key of Eastern Palace %SpriteProps($A3, 0, 0, $02, $04, PalettesVanilla_blue_ice+$0E) ; A3 - Small key of Desert Palace %SpriteProps($A4, 0, 0, $02, $04, PalettesVanilla_blue_ice+$0E) ; A4 - Small key of Agahnim's Tower %SpriteProps($A5, 0, 0, $02, $04, PalettesVanilla_blue_ice+$0E) ; A5 - Small key of Swamp Palace %SpriteProps($A6, 0, 0, $02, $04, PalettesVanilla_blue_ice+$0E) ; A6 - Small key of Dark Palace %SpriteProps($A7, 0, 0, $02, $04, PalettesVanilla_blue_ice+$0E) ; A7 - Small key of Misery Mire %SpriteProps($A8, 0, 0, $02, $04, PalettesVanilla_blue_ice+$0E) ; A8 - Small key of Skull Woods %SpriteProps($A9, 0, 0, $02, $04, PalettesVanilla_blue_ice+$0E) ; A9 - Small key of Ice Palace %SpriteProps($AA, 0, 0, $02, $04, PalettesVanilla_blue_ice+$0E) ; AA - Small key of Tower of Hera %SpriteProps($AB, 0, 0, $02, $04, PalettesVanilla_blue_ice+$0E) ; AB - Small key of Thieves' Town %SpriteProps($AC, 0, 0, $02, $04, PalettesVanilla_blue_ice+$0E) ; AC - Small key of Turtle Rock %SpriteProps($AD, 0, 0, $02, $04, PalettesVanilla_blue_ice+$0E) ; AD - Small key of Ganon's Tower %SpriteProps($AE, 2, 2, $02, $02, $0000) ; AE - Reserved %SpriteProps($AF, 0, 0, $02, $04, PalettesVanilla_blue_ice+$0E) ; AF - Generic small key %SpriteProps($B0, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; B0 - Crystal 6 %SpriteProps($B1, 2, 2, $80, $80, PalettesCustom_crystal) ; B1 - Crystal 1 %SpriteProps($B2, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; B2 - Crystal 5 %SpriteProps($B3, 2, 2, $80, $80, PalettesCustom_crystal) ; B3 - Crystal 7 %SpriteProps($B4, 2, 2, $80, $80, PalettesCustom_crystal) ; B4 - Crystal 2 %SpriteProps($B5, 2, 2, $80, $80, PalettesCustom_crystal) ; B5 - Crystal 4 %SpriteProps($B6, 2, 2, $80, $80, PalettesCustom_crystal) ; B6 - Crystal 3 %SpriteProps($B7, 2, 2, $80, $80, $0000) ; B7 - Reserved %SpriteProps($B8, 2, 2, $04, $04, $0000) ; B8 - %SpriteProps($B9, 2, 2, $04, $04, $0000) ; B9 - %SpriteProps($BA, 2, 2, $04, $04, $0000) ; BA - %SpriteProps($BB, 2, 2, $04, $04, $0000) ; BB - %SpriteProps($BC, 2, 2, $04, $04, $0000) ; BC - %SpriteProps($BD, 2, 2, $04, $04, $0000) ; BD - %SpriteProps($BE, 2, 2, $04, $04, $0000) ; BE - %SpriteProps($BF, 2, 2, $04, $04, $0000) ; BF - %SpriteProps($C0, 2, 2, $04, $04, $0000) ; C0 - %SpriteProps($C1, 2, 2, $04, $04, $0000) ; C1 - %SpriteProps($C2, 2, 2, $04, $04, $0000) ; C2 - %SpriteProps($C3, 2, 2, $04, $04, $0000) ; C3 - %SpriteProps($C4, 2, 2, $04, $04, $0000) ; C4 - %SpriteProps($C5, 2, 2, $04, $04, $0000) ; C5 - %SpriteProps($C6, 2, 2, $04, $04, $0000) ; C6 - %SpriteProps($C7, 2, 2, $04, $04, $0000) ; C7 - %SpriteProps($C8, 2, 2, $04, $04, $0000) ; C8 - %SpriteProps($C9, 2, 2, $04, $04, $0000) ; C9 - %SpriteProps($CA, 2, 2, $04, $04, $0000) ; CA - %SpriteProps($CB, 2, 2, $04, $04, $0000) ; CB - %SpriteProps($CC, 2, 2, $04, $04, $0000) ; CC - %SpriteProps($CD, 2, 2, $04, $04, $0000) ; CD - %SpriteProps($CE, 2, 2, $04, $04, $0000) ; CE - %SpriteProps($CF, 2, 2, $04, $04, $0000) ; CF - %SpriteProps($D0, 2, 2, $01, $02, PalettesVanilla_green_blue_guard+$0E) ; D0 - Bee Trap %SpriteProps($D1, 2, 2, $01, $01, PalettesVanilla_green_blue_guard+$0E) ; D1 - Apples %SpriteProps($D2, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; D2 - Fairy %SpriteProps($D3, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; D3 - Chicken %SpriteProps($D4, 0, 0, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; D4 - Big Magic %SpriteProps($D5, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; D5 - 5 Arrows %SpriteProps($D6, 0, 0, $02, $02, PalettesVanilla_green_blue_guard+$0E) ; D6 - Good Bee %SpriteProps($D7, 2, 2, $04, $04, $0000) ; D7 - %SpriteProps($D8, 2, 2, $04, $04, $0000) ; D8 - %SpriteProps($D9, 2, 2, $04, $04, $0000) ; D9 - %SpriteProps($DA, 2, 2, $04, $04, $0000) ; DA - %SpriteProps($DB, 2, 2, $04, $04, $0000) ; DB - %SpriteProps($DC, 2, 2, $04, $04, $0000) ; DC - %SpriteProps($DD, 2, 2, $04, $04, $0000) ; DD - %SpriteProps($DE, 2, 2, $04, $04, $0000) ; DE - %SpriteProps($DF, 2, 2, $04, $04, $0000) ; DF - %SpriteProps($E0, 2, 2, $04, $04, $0000) ; E0 - %SpriteProps($E1, 2, 2, $04, $04, $0000) ; E1 - %SpriteProps($E2, 2, 2, $04, $04, $0000) ; E2 - %SpriteProps($E3, 2, 2, $04, $04, $0000) ; E3 - %SpriteProps($E4, 2, 2, $04, $04, $0000) ; E4 - %SpriteProps($E5, 2, 2, $04, $04, $0000) ; E5 - %SpriteProps($E6, 2, 2, $04, $04, $0000) ; E6 - %SpriteProps($E7, 2, 2, $04, $04, $0000) ; E7 - %SpriteProps($E8, 2, 2, $04, $04, $0000) ; E8 - %SpriteProps($E9, 2, 2, $04, $04, $0000) ; E9 - %SpriteProps($EA, 2, 2, $04, $04, $0000) ; EA - %SpriteProps($EB, 2, 2, $04, $04, $0000) ; EB - %SpriteProps($EC, 2, 2, $04, $04, $0000) ; EC - %SpriteProps($ED, 2, 2, $04, $04, $0000) ; ED - %SpriteProps($EE, 2, 2, $04, $04, $0000) ; EE - %SpriteProps($EF, 2, 2, $04, $04, $0000) ; EF - %SpriteProps($F0, 2, 2, $04, $04, $0000) ; F0 - %SpriteProps($F1, 2, 2, $04, $04, $0000) ; F1 - %SpriteProps($F2, 2, 2, $04, $04, $0000) ; F2 - %SpriteProps($F3, 2, 2, $04, $04, $0000) ; F3 - %SpriteProps($F4, 2, 2, $04, $04, $0000) ; F4 - %SpriteProps($F5, 2, 2, $04, $04, $0000) ; F5 - %SpriteProps($F6, 2, 2, $04, $04, $0000) ; F6 - %SpriteProps($F7, 2, 2, $04, $04, $0000) ; F7 - %SpriteProps($F8, 2, 2, $04, $04, $0000) ; F8 - %SpriteProps($F9, 2, 2, $04, $04, $0000) ; F9 - %SpriteProps($FA, 2, 2, $04, $04, $0000) ; FA - %SpriteProps($FB, 2, 2, $04, $04, $0000) ; FB - %SpriteProps($FC, 2, 2, $04, $04, $0000) ; FC - %SpriteProps($FD, 2, 2, $04, $04, $0000) ; FD - %SpriteProps($FE, 2, 2, $FF, $FF, $0000) ; FE - Server request (async) %SpriteProps($FF, 2, 2, $04, $04, $0000) ; FF - ;------------------------------------------------------------------------------ ; Properties: - - - - - - - - p k w o a y s t ; t = Count for total item counter | s = Count for total in shops ; y = Y item | a = A item ; o = Bomb item | w = Bow item ; k = Chest Key | p = Crystal prize behavior (sparkle, etc) if set InventoryTable: .properties : fillword $0000 : fill 256*2 ; See above .stamp : fillword $0000 : fill 256*2 ; Address to stamp with 32-bit time (bank $7E) .stat : fillword $0000 : fill 256*2 ; Address to increment by one (bank $7E) macro InventoryItem(id, props, stamp, stat) pushpc org InventoryTable_properties++ : dw org InventoryTable_stamp++ : dw org InventoryTable_stat++ : dw pullpc endmacro %InventoryItem($00, $0081, SwordTime, $0000) ; 00 - Fighter sword & Shield %InventoryItem($01, $0081, SwordTime, $0000) ; 01 - Master sword %InventoryItem($02, $0001, SwordTime, $0000) ; 02 - Tempered sword %InventoryItem($03, $0081, SwordTime, $0000) ; 03 - Butter sword %InventoryItem($04, $0081, $0000, $0000) ; 04 - Fighter shield %InventoryItem($05, $0081, $0000, $0000) ; 05 - Fire shield %InventoryItem($06, $0081, $0000, $0000) ; 06 - Mirror shield %InventoryItem($07, $0085, $0000, $0000) ; 07 - Fire rod %InventoryItem($08, $0085, $0000, $0000) ; 08 - Ice rod %InventoryItem($09, $0085, $0000, $0000) ; 09 - Hammer %InventoryItem($0A, $0085, $0000, $0000) ; 0A - Hookshot %InventoryItem($0B, $0085, $0000, $0000) ; 0B - Bow %InventoryItem($0C, $0085, $0000, $0000) ; 0C - Blue Boomerang %InventoryItem($0D, $0085, $0000, $0000) ; 0D - Powder %InventoryItem($0E, $0081, $0000, $0000) ; 0E - Bottle refill (bee) %InventoryItem($0F, $0085, $0000, $0000) ; 0F - Bombos %InventoryItem($10, $0085, $0000, $0000) ; 10 - Ether %InventoryItem($11, $0085, $0000, $0000) ; 11 - Quake %InventoryItem($12, $0085, $0000, $0000) ; 12 - Lamp %InventoryItem($13, $0085, $0000, $0000) ; 13 - Shovel %InventoryItem($14, $0085, FluteTime, $0000) ; 14 - Flute (inactive) %InventoryItem($15, $0085, $0000, $0000) ; 15 - Somaria %InventoryItem($16, $0085, $0000, $0000) ; 16 - Bottle %InventoryItem($17, $0001, $0000, HeartPieceCounter) ; 17 - Heart piece %InventoryItem($18, $0085, $0000, $0000) ; 18 - Byrna %InventoryItem($19, $0085, $0000, $0000) ; 19 - Cape %InventoryItem($1A, $0085, MirrorTime, $0000) ; 1A - Mirror %InventoryItem($1B, $0089, $0000, $0000) ; 1B - Glove %InventoryItem($1C, $0089, $0000, $0000) ; 1C - Mitts %InventoryItem($1D, $0085, $0000, $0000) ; 1D - Book %InventoryItem($1E, $0089, $0000, $0000) ; 1E - Flippers %InventoryItem($1F, $0081, $0000, $0000) ; 1F - Pearl %InventoryItem($20, $0080, $0000, $0000) ; 20 - Crystal %InventoryItem($21, $0085, $0000, $0000) ; 21 - Net %InventoryItem($22, $0081, $0000, $0000) ; 22 - Blue mail %InventoryItem($23, $0081, $0000, $0000) ; 23 - Red mail %InventoryItem($24, $0041, $0000, SmallKeyCounter) ; 24 - Small key %InventoryItem($25, $0001, $0000, $0000) ; 25 - Compass %InventoryItem($26, $0000, $0000, $0000) ; 26 - Heart container from 4/4 %InventoryItem($27, $0015, $0000, $0000) ; 27 - Bomb %InventoryItem($28, $0015, $0000, $0000) ; 28 - 3 bombs %InventoryItem($29, $0085, $0000, $0000) ; 29 - Mushroom %InventoryItem($2A, $0005, $0000, $0000) ; 2A - Red boomerang %InventoryItem($2B, $0085, $0000, $0000) ; 2B - Full bottle (red) %InventoryItem($2C, $0085, $0000, $0000) ; 2C - Full bottle (green) %InventoryItem($2D, $0085, $0000, $0000) ; 2D - Full bottle (blue) %InventoryItem($2E, $0081, $0000, $0000) ; 2E - Potion refill (red) %InventoryItem($2F, $0081, $0000, $0000) ; 2F - Potion refill (green) %InventoryItem($30, $0081, $0000, $0000) ; 30 - Potion refill (blue) %InventoryItem($31, $0011, $0000, $0000) ; 31 - 10 bombs %InventoryItem($32, $0001, $0000, $0000) ; 32 - Big key %InventoryItem($33, $0001, $0000, $0000) ; 33 - Map %InventoryItem($34, $0001, $0000, $0000) ; 34 - 1 rupee %InventoryItem($35, $0001, $0000, $0000) ; 35 - 5 rupees %InventoryItem($36, $0001, $0000, $0000) ; 36 - 20 rupees %InventoryItem($37, $0000, $0000, $0000) ; 37 - Green pendant %InventoryItem($38, $0000, $0000, $0000) ; 38 - Red pendant %InventoryItem($39, $0000, $0000, $0000) ; 39 - Blue pendant %InventoryItem($3A, $00A5, $0000, $0000) ; 3A - Bow And Arrows %InventoryItem($3B, $00A5, $0000, $0000) ; 3B - Silver Bow %InventoryItem($3C, $0085, $0000, $0000) ; 3C - Full bottle (bee) %InventoryItem($3D, $0085, $0000, $0000) ; 3D - Full bottle (fairy) %InventoryItem($3E, $0001, $0000, HeartContainerCounter) ; 3E - Boss heart %InventoryItem($3F, $0081, $0000, HeartContainerCounter) ; 3F - Sanc heart %InventoryItem($40, $0001, $0000, $0000) ; 40 - 100 rupees %InventoryItem($41, $0001, $0000, $0000) ; 41 - 50 rupees %InventoryItem($42, $0001, $0000, $0000) ; 42 - Heart %InventoryItem($43, $0001, $0000, $0000) ; 43 - Arrow %InventoryItem($44, $0001, $0000, $0000) ; 44 - 10 arrows %InventoryItem($45, $0001, $0000, $0000) ; 45 - Small magic %InventoryItem($46, $0001, $0000, $0000) ; 46 - 300 rupees %InventoryItem($47, $0001, $0000, $0000) ; 47 - 20 rupees green %InventoryItem($48, $0085, $0000, $0000) ; 48 - Full bottle (good bee) %InventoryItem($49, $0081, SwordTime, $0000) ; 49 - Tossed fighter sword %InventoryItem($4A, $0085, FluteTime, $0000) ; 4A - Active Flute %InventoryItem($4B, $0089, BootsTime, $0000) ; 4B - Boots %InventoryItem($4C, $0015, $0000, CapacityUpgrades) ; 4C - Bomb capacity (50) %InventoryItem($4D, $0001, $0000, CapacityUpgrades) ; 4D - Arrow capacity (70) %InventoryItem($4E, $0081, $0000, CapacityUpgrades) ; 4E - 1/2 magic %InventoryItem($4F, $0081, $0000, CapacityUpgrades) ; 4F - 1/4 magic %InventoryItem($50, $0081, SwordTime, $0000) ; 50 - Master Sword (safe) %InventoryItem($51, $0015, $0000, CapacityUpgrades) ; 51 - Bomb capacity (+5) %InventoryItem($52, $0015, $0000, CapacityUpgrades) ; 52 - Bomb capacity (+10) %InventoryItem($53, $0001, $0000, CapacityUpgrades) ; 53 - Arrow capacity (+5) %InventoryItem($54, $0001, $0000, CapacityUpgrades) ; 54 - Arrow capacity (+10) %InventoryItem($55, $0001, $0000, $0000) ; 55 - Programmable item 1 %InventoryItem($56, $0001, $0000, $0000) ; 56 - Programmable item 2 %InventoryItem($57, $0001, $0000, $0000) ; 57 - Programmable item 3 %InventoryItem($58, $0081, $0000, $0000) ; 58 - Upgrade-only Silver Arrows %InventoryItem($59, $0001, $0000, $0000) ; 59 - Rupoor %InventoryItem($5A, $0001, $0000, $0000) ; 5A - Nothing %InventoryItem($5B, $0081, $0000, $0000) ; 5B - Red clock %InventoryItem($5C, $0081, $0000, $0000) ; 5C - Blue clock %InventoryItem($5D, $0081, $0000, $0000) ; 5D - Green clock %InventoryItem($5E, $0081, $0000, $0000) ; 5E - Progressive sword %InventoryItem($5F, $0081, $0000, $0000) ; 5F - Progressive shield %InventoryItem($60, $0081, $0000, $0000) ; 60 - Progressive armor %InventoryItem($61, $0089, $0000, $0000) ; 61 - Progressive glove %InventoryItem($62, $0001, $0000, $0000) ; 62 - RNG pool item (single) %InventoryItem($63, $0001, $0000, $0000) ; 63 - RNG pool item (multi) %InventoryItem($64, $00A5, $0000, $0000) ; 64 - Progressive bow %InventoryItem($65, $00A5, $0000, $0000) ; 65 - Progressive bow %InventoryItem($66, $0001, $0000, $0000) ; 66 - %InventoryItem($67, $0001, $0000, $0000) ; 67 - %InventoryItem($68, $0001, $0000, $0000) ; 68 - %InventoryItem($69, $0001, $0000, $0000) ; 69 - %InventoryItem($6A, $0081, $0000, $0000) ; 6A - Triforce %InventoryItem($6B, $0081, $0000, $0000) ; 6B - Power star %InventoryItem($6C, $0081, $0000, $0000) ; 6C - Triforce Piece %InventoryItem($6D, $0001, $0000, $0000) ; 6D - Server request item %InventoryItem($6E, $0001, $0000, $0000) ; 6E - Server request item (dungeon drop) %InventoryItem($6F, $0001, $0000, $0000) ; 6F - %InventoryItem($70, $0001, $0000, $0000) ; 70 - Map of Light World %InventoryItem($71, $0001, $0000, $0000) ; 71 - Map of Dark World %InventoryItem($72, $0001, $0000, $0000) ; 72 - Map of Ganon's Tower %InventoryItem($73, $0001, $0000, $0000) ; 73 - Map of Turtle Rock %InventoryItem($74, $0001, $0000, $0000) ; 74 - Map of Thieves' Town %InventoryItem($75, $0001, $0000, $0000) ; 75 - Map of Tower of Hera %InventoryItem($76, $0001, $0000, $0000) ; 76 - Map of Ice Palace %InventoryItem($77, $0001, $0000, $0000) ; 77 - Map of Skull Woods %InventoryItem($78, $0001, $0000, $0000) ; 78 - Map of Misery Mire %InventoryItem($79, $0001, $0000, $0000) ; 79 - Map of Dark Palace %InventoryItem($7A, $0001, $0000, $0000) ; 7A - Map of Swamp Palace %InventoryItem($7B, $0001, $0000, $0000) ; 7B - Map of Agahnim's Tower %InventoryItem($7C, $0001, $0000, $0000) ; 7C - Map of Desert Palace %InventoryItem($7D, $0001, $0000, $0000) ; 7D - Map of Eastern Palace %InventoryItem($7E, $0001, $0000, $0000) ; 7E - Map of Hyrule Castle %InventoryItem($7F, $0001, $0000, $0000) ; 7F - Map of Sewers %InventoryItem($80, $0001, $0000, $0000) ; 80 - Compass of Light World %InventoryItem($81, $0001, $0000, $0000) ; 81 - Compass of Dark World %InventoryItem($82, $0001, $0000, $0000) ; 82 - Compass of Ganon's Tower %InventoryItem($83, $0001, $0000, $0000) ; 83 - Compass of Turtle Rock %InventoryItem($84, $0001, $0000, $0000) ; 84 - Compass of Thieves' Town %InventoryItem($85, $0001, $0000, $0000) ; 85 - Compass of Tower of Hera %InventoryItem($86, $0001, $0000, $0000) ; 86 - Compass of Ice Palace %InventoryItem($87, $0001, $0000, $0000) ; 87 - Compass of Skull Woods %InventoryItem($88, $0001, $0000, $0000) ; 88 - Compass of Misery Mire %InventoryItem($89, $0001, $0000, $0000) ; 89 - Compass of Dark Palace %InventoryItem($8A, $0001, $0000, $0000) ; 8A - Compass of Swamp Palace %InventoryItem($8B, $0001, $0000, $0000) ; 8B - Compass of Agahnim's Tower %InventoryItem($8C, $0001, $0000, $0000) ; 8C - Compass of Desert Palace %InventoryItem($8D, $0001, $0000, $0000) ; 8D - Compass of Eastern Palace %InventoryItem($8E, $0001, $0000, $0000) ; 8E - Compass of Hyrule Castle %InventoryItem($8F, $0001, $0000, $0000) ; 8F - Compass of Sewers %InventoryItem($90, $0081, $0000, $0000) ; 90 - Skull key %InventoryItem($91, $0001, $0000, $0000) ; 91 - Reserved %InventoryItem($92, $0001, $0000, $0000) ; 92 - Big key of Ganon's Tower %InventoryItem($93, $0001, $0000, $0000) ; 93 - Big key of Turtle Rock %InventoryItem($94, $0001, $0000, $0000) ; 94 - Big key of Thieves' Town %InventoryItem($95, $0001, $0000, $0000) ; 95 - Big key of Tower of Hera %InventoryItem($96, $0001, $0000, $0000) ; 96 - Big key of Ice Palace %InventoryItem($97, $0001, $0000, $0000) ; 97 - Big key of Skull Woods %InventoryItem($98, $0001, $0000, $0000) ; 98 - Big key of Misery Mire %InventoryItem($99, $0001, $0000, $0000) ; 99 - Big key of Dark Palace %InventoryItem($9A, $0001, $0000, $0000) ; 9A - Big key of Swamp Palace %InventoryItem($9B, $0001, $0000, $0000) ; 9B - Big key of Agahnim's Tower %InventoryItem($9C, $0001, $0000, $0000) ; 9C - Big key of Desert Palace %InventoryItem($9D, $0001, $0000, $0000) ; 9D - Big key of Eastern Palace %InventoryItem($9E, $0001, $0000, $0000) ; 9E - Big key of Hyrule Castle %InventoryItem($9F, $0001, $0000, $0000) ; 9F - Big key of Sewers %InventoryItem($A0, $0041, $0000, SmallKeyCounter) ; A0 - Small key of Sewers %InventoryItem($A1, $0041, $0000, SmallKeyCounter) ; A1 - Small key of Hyrule Castle %InventoryItem($A2, $0041, $0000, SmallKeyCounter) ; A2 - Small key of Eastern Palace %InventoryItem($A3, $0041, $0000, SmallKeyCounter) ; A3 - Small key of Desert Palace %InventoryItem($A4, $0041, $0000, SmallKeyCounter) ; A4 - Small key of Agahnim's Tower %InventoryItem($A5, $0041, $0000, SmallKeyCounter) ; A5 - Small key of Swamp Palace %InventoryItem($A6, $0041, $0000, SmallKeyCounter) ; A6 - Small key of Dark Palace %InventoryItem($A7, $0041, $0000, SmallKeyCounter) ; A7 - Small key of Misery Mire %InventoryItem($A8, $0041, $0000, SmallKeyCounter) ; A8 - Small key of Skull Woods %InventoryItem($A9, $0041, $0000, SmallKeyCounter) ; A9 - Small key of Ice Palace %InventoryItem($AA, $0041, $0000, SmallKeyCounter) ; AA - Small key of Tower of Hera %InventoryItem($AB, $0041, $0000, SmallKeyCounter) ; AB - Small key of Thieves' Town %InventoryItem($AC, $0041, $0000, SmallKeyCounter) ; AC - Small key of Turtle Rock %InventoryItem($AD, $0041, $0000, SmallKeyCounter) ; AD - Small key of Ganon's Tower %InventoryItem($AE, $0001, $0000, $0000) ; AE - Reserved %InventoryItem($AF, $0001, $0000, SmallKeyCounter) ; AF - Generic small key %InventoryItem($B0, $0080, $0000, $0000) ; B0 - Crystal 6 %InventoryItem($B1, $0080, $0000, $0000) ; B1 - Crystal 1 %InventoryItem($B2, $0080, $0000, $0000) ; B2 - Crystal 5 %InventoryItem($B3, $0080, $0000, $0000) ; B3 - Crystal 7 %InventoryItem($B4, $0080, $0000, $0000) ; B4 - Crystal 2 %InventoryItem($B5, $0080, $0000, $0000) ; B5 - Crystal 4 %InventoryItem($B6, $0080, $0000, $0000) ; B6 - Crystal 3 %InventoryItem($B7, $0000, $0000, $0000) ; B7 - Reserved %InventoryItem($B8, $0001, $0000, $0000) ; B8 - %InventoryItem($B9, $0001, $0000, $0000) ; B9 - %InventoryItem($BA, $0001, $0000, $0000) ; BA - %InventoryItem($BB, $0001, $0000, $0000) ; BB - %InventoryItem($BC, $0001, $0000, $0000) ; BC - %InventoryItem($BD, $0001, $0000, $0000) ; BD - %InventoryItem($BE, $0001, $0000, $0000) ; BE - %InventoryItem($BF, $0001, $0000, $0000) ; BF - %InventoryItem($C0, $0001, $0000, $0000) ; C0 - %InventoryItem($C1, $0001, $0000, $0000) ; C1 - %InventoryItem($C2, $0001, $0000, $0000) ; C2 - %InventoryItem($C3, $0001, $0000, $0000) ; C3 - %InventoryItem($C4, $0001, $0000, $0000) ; C4 - %InventoryItem($C5, $0001, $0000, $0000) ; C5 - %InventoryItem($C6, $0001, $0000, $0000) ; C6 - %InventoryItem($C7, $0001, $0000, $0000) ; C7 - %InventoryItem($C8, $0001, $0000, $0000) ; C8 - %InventoryItem($C9, $0001, $0000, $0000) ; C9 - %InventoryItem($CA, $0001, $0000, $0000) ; CA - %InventoryItem($CB, $0001, $0000, $0000) ; CB - %InventoryItem($CC, $0001, $0000, $0000) ; CC - %InventoryItem($CD, $0001, $0000, $0000) ; CD - %InventoryItem($CE, $0001, $0000, $0000) ; CE - %InventoryItem($CF, $0001, $0000, $0000) ; CF - %InventoryItem($D0, $0001, $0000, $0000) ; D0 - Bee trap %InventoryItem($D1, $8001, $0000, $0000) ; D1 - Apples %InventoryItem($D2, $8001, $0000, $0000) ; D2 - Fairy %InventoryItem($D3, $0001, $0000, $0000) ; D3 - Chicken %InventoryItem($D4, $8001, $0000, $0000) ; D4 - Big Magic %InventoryItem($D5, $0001, $0000, $0000) ; D5 - 5 Arrows %InventoryItem($D6, $0001, $0000, $0000) ; D6 - Good Bee %InventoryItem($D7, $0001, $0000, $0000) ; D7 - %InventoryItem($D8, $0001, $0000, $0000) ; D8 - %InventoryItem($D9, $0001, $0000, $0000) ; D9 - %InventoryItem($DA, $0001, $0000, $0000) ; DA - %InventoryItem($DB, $0001, $0000, $0000) ; DB - %InventoryItem($DC, $0001, $0000, $0000) ; DC - %InventoryItem($DD, $0001, $0000, $0000) ; DD - %InventoryItem($DE, $0001, $0000, $0000) ; DE - %InventoryItem($DF, $0001, $0000, $0000) ; DF - %InventoryItem($E0, $0001, $0000, $0000) ; E0 - %InventoryItem($E1, $0001, $0000, $0000) ; E1 - %InventoryItem($E2, $0001, $0000, $0000) ; E2 - %InventoryItem($E3, $0001, $0000, $0000) ; E3 - %InventoryItem($E4, $0001, $0000, $0000) ; E4 - %InventoryItem($E5, $0001, $0000, $0000) ; E5 - %InventoryItem($E6, $0001, $0000, $0000) ; E6 - %InventoryItem($E7, $0001, $0000, $0000) ; E7 - %InventoryItem($E8, $0001, $0000, $0000) ; E8 - %InventoryItem($E9, $0001, $0000, $0000) ; E9 - %InventoryItem($EA, $0001, $0000, $0000) ; EA - %InventoryItem($EB, $0001, $0000, $0000) ; EB - %InventoryItem($EC, $0001, $0000, $0000) ; EC - %InventoryItem($ED, $0001, $0000, $0000) ; ED - %InventoryItem($EE, $0001, $0000, $0000) ; EE - %InventoryItem($EF, $0001, $0000, $0000) ; EF - %InventoryItem($F0, $0001, $0000, $0000) ; F0 - %InventoryItem($F1, $0001, $0000, $0000) ; F1 - %InventoryItem($F2, $0001, $0000, $0000) ; F2 - %InventoryItem($F3, $0001, $0000, $0000) ; F3 - %InventoryItem($F4, $0001, $0000, $0000) ; F4 - %InventoryItem($F5, $0001, $0000, $0000) ; F5 - %InventoryItem($F6, $0001, $0000, $0000) ; F6 - %InventoryItem($F7, $0001, $0000, $0000) ; F7 - %InventoryItem($F8, $0001, $0000, $0000) ; F8 - %InventoryItem($F9, $0001, $0000, $0000) ; F9 - %InventoryItem($FA, $0001, $0000, $0000) ; FA - %InventoryItem($FB, $0001, $0000, $0000) ; FB - %InventoryItem($FC, $0001, $0000, $0000) ; FC - %InventoryItem($FD, $0001, $0000, $0000) ; FD - %InventoryItem($FE, $0001, $0000, $0000) ; FE - Server request (async) %InventoryItem($FF, $0001, $0000, $0000) ; FF - ItemReceiptGraphicsOffsets: dw $0860 ; 00 - Fighter Sword and Shield dw BigDecompressionBuffer+$11C0 ; 01 - Master Sword dw BigDecompressionBuffer+$11C0 ; 01 - Tempered Sword dw BigDecompressionBuffer+$11C0 ; 03 - Butter Sword dw BigDecompressionBuffer+$09E0 ; 04 - Fighter Shield dw BigDecompressionBuffer+$1940 ; 05 - Fire Shield dw BigDecompressionBuffer+$0C80 ; 06 - Mirror Shield dw BigDecompressionBuffer+$1C80 ; 07 - Fire Rod dw BigDecompressionBuffer+$1C80 ; 08 - Ice Rod dw BigDecompressionBuffer+$1CA0 ; 09 - Hammer dw BigDecompressionBuffer+$1C60 ; 0A - Hookshot dw BigDecompressionBuffer+$1C00 ; 0B - Bow dw BigDecompressionBuffer+$1DE0 ; 0C - Boomerang dw BigDecompressionBuffer+$1CC0 ; 0D - Powder dw BigDecompressionBuffer+$09A0 ; 0E - Bottle Refill (bee) dw BigDecompressionBuffer+$1440 ; 0F - Bombos dw BigDecompressionBuffer+$1400 ; 10 - Ether dw BigDecompressionBuffer+$1480 ; 11 - Quake dw BigDecompressionBuffer+$10C0 ; 12 - Lamp dw BigDecompressionBuffer+$11E0 ; 13 - Shovel dw BigDecompressionBuffer+$0C40 ; 14 - Flute dw BigDecompressionBuffer+$1C40 ; 15 - Somaria dw BigDecompressionBuffer+$14C0 ; 16 - Bottle dw BigDecompressionBuffer+$0C00 ; 17 - Heartpiece dw BigDecompressionBuffer+$1C40 ; 18 - Byrna dw BigDecompressionBuffer+$1100 ; 19 - Cape dw BigDecompressionBuffer+$1040 ; 1A - Mirror dw BigDecompressionBuffer+$1D40 ; 1B - Glove dw BigDecompressionBuffer+$1D40 ; 1C - Mitts dw BigDecompressionBuffer+$1D80 ; 1D - Book dw BigDecompressionBuffer+$1000 ; 1E - Flippers dw BigDecompressionBuffer+$1180 ; 1F - Pearl dw BigDecompressionBuffer+$08A0 ; 20 - Crystal dw BigDecompressionBuffer+$0860 ; 21 - Net dw BigDecompressionBuffer+$1900 ; 22 - Blue Mail dw BigDecompressionBuffer+$1900 ; 23 - Red Mail dw BigDecompressionBuffer+$1DC0 ; 24 - Small Key dw BigDecompressionBuffer+$1140 ; 25 - Compbutt dw BigDecompressionBuffer+$18C0 ; 26 - Heart Container from 4/4 dw BigDecompressionBuffer+$1080 ; 27 - Bomb dw BigDecompressionBuffer+$1840 ; 28 - 3 bombs dw BigDecompressionBuffer+$1540 ; 29 - Mushroom dw BigDecompressionBuffer+$1DE0 ; 2A - Red boomerang dw BigDecompressionBuffer+$1500 ; 2B - Full bottle (red) dw BigDecompressionBuffer+$1500 ; 2C - Full bottle (green) dw BigDecompressionBuffer+$1500 ; 2D - Full bottle (blue) dw BigDecompressionBuffer+$1500 ; 2E - Potion refill (red) dw BigDecompressionBuffer+$1500 ; 2F - Potion refill (green) dw BigDecompressionBuffer+$1500 ; 30 - Potion refill (blue) dw BigDecompressionBuffer+$1D00 ; 31 - 10 bombs dw BigDecompressionBuffer+$15C0 ; 32 - Big key dw BigDecompressionBuffer+$1580 ; 33 - Map dw BigDecompressionBuffer+$0800 ; 34 - 1 rupee dw BigDecompressionBuffer+$0800 ; 35 - 5 rupees dw BigDecompressionBuffer+$0800 ; 36 - 20 rupees dw $0820 ; 37 - Green pendant dw BigDecompressionBuffer+$0080 ; 38 - Blue pendant dw BigDecompressionBuffer+$0080 ; 39 - Red pendant dw BigDecompressionBuffer+$0920 ; 3A - Tossed bow dw BigDecompressionBuffer+$08E0 ; 3B - Silver bow dw BigDecompressionBuffer+$09A0 ; 3C - Full bottle (bee) dw BigDecompressionBuffer+$0960 ; 3D - Full bottle (fairy) dw BigDecompressionBuffer+$18C0 ; 3E - Boss heart dw BigDecompressionBuffer+$18C0 ; 3F - Sanc heart dw BigDecompressionBuffer+$0D20 ; 40 - 100 rupees dw BigDecompressionBuffer+$0D60 ; 41 - 50 rupees dw BigDecompressionBuffer+$0CC0 ; 42 - Heart dw BigDecompressionBuffer+$0D00 ; 43 - Arrow dw BigDecompressionBuffer+$1880 ; 44 - 10 arrows dw BigDecompressionBuffer+$0CE0 ; 45 - Small magic dw BigDecompressionBuffer+$0DA0 ; 46 - 300 rupees dw BigDecompressionBuffer+$0000 ; 47 - 20 rupees green dw BigDecompressionBuffer+$09A0 ; 48 - Full bottle (good bee) dw BigDecompressionBuffer+$1C20 ; 49 - Tossed fighter sword dw BigDecompressionBuffer+$0C40 ; 4A - Active Flute dw BigDecompressionBuffer+$0040 ; 4B - Boots ; Rando items dw $04A0 ; 4C - Bomb capacity (50) dw $05A0 ; 4D - Arrow capacity (70) dw $01A0 ; 4E - 1/2 magic dw $01E0 ; 4F - 1/4 magic dw $00E0 ; 50 - Safe master sword dw $0420 ; 51 - Bomb capacity (+5) dw $0460 ; 52 - Bomb capacity (+10) dw $0520 ; 53 - Arrow capacity (+5) dw $0560 ; 54 - Arrow capacity (+10) dw $0 ; 55 - Programmable item 1 dw $0 ; 56 - Programmable item 2 dw $0 ; 57 - Programmable item 3 dw $05E0 ; 58 - Upgrade-only silver arrows dw $0 ; 59 - Rupoor dw $0020 ; 5A - Nothing dw $0DE0 ; 5B - Red clock dw $0DE0 ; 5C - Blue clock dw $0DE0 ; 5D - Green clock dw $0 ; 5E - Progressive sword dw $0 ; 5F - Progressive shield dw $0 ; 60 - Progressive armor dw $0 ; 61 - Progressive glove dw $0 ; 62 - RNG pool item (single) dw $0 ; 63 - RNG pool item (multi) dw $0 ; 64 - Progressive bow dw $0 ; 65 - Progressive bow dw $0 ; 66 - dw $0 ; 67 - dw $0 ; 68 - dw $0 ; 69 - dw $0060 ; 6A - Triforce dw $11E0 ; 6B - Power star dw $0060 ; 6C - Triforce Piece dw $0 ; 6D - Server request item dw $0 ; 6E - Server request item (dungeon drop) dw $0 ; 6F - dw BigDecompressionBuffer+$1580 ; 70 - Map of Light World dw BigDecompressionBuffer+$1580 ; 71 - Map of Dark World dw BigDecompressionBuffer+$1580 ; 72 - Map of Ganon's Tower dw BigDecompressionBuffer+$1580 ; 73 - Map of Turtle Rock dw BigDecompressionBuffer+$1580 ; 74 - Map of Thieves' Town dw BigDecompressionBuffer+$1580 ; 75 - Map of Tower of Hera dw BigDecompressionBuffer+$1580 ; 76 - Map of Ice Palace dw BigDecompressionBuffer+$1580 ; 77 - Map of Skull Woods dw BigDecompressionBuffer+$1580 ; 78 - Map of Misery Mire dw BigDecompressionBuffer+$1580 ; 79 - Map of Dark Palace dw BigDecompressionBuffer+$1580 ; 7A - Map of Swamp Palace dw BigDecompressionBuffer+$1580 ; 7B - Map of Agahnim's Tower dw BigDecompressionBuffer+$1580 ; 7C - Map of Desert Palace dw BigDecompressionBuffer+$1580 ; 7D - Map of Eastern Palace dw BigDecompressionBuffer+$1580 ; 7E - Map of Hyrule Castle dw BigDecompressionBuffer+$1580 ; 7F - Map of Sewers dw BigDecompressionBuffer+$1140 ; 80 - Compass of Light World dw BigDecompressionBuffer+$1140 ; 81 - Compass of Dark World dw BigDecompressionBuffer+$1140 ; 82 - Compass of Ganon's Tower dw BigDecompressionBuffer+$1140 ; 83 - Compass of Turtle Rock dw BigDecompressionBuffer+$1140 ; 84 - Compass of Thieves' Town dw BigDecompressionBuffer+$1140 ; 85 - Compass of Tower of Hera dw BigDecompressionBuffer+$1140 ; 86 - Compass of Ice Palace dw BigDecompressionBuffer+$1140 ; 87 - Compass of Skull Woods dw BigDecompressionBuffer+$1140 ; 88 - Compass of Misery Mire dw BigDecompressionBuffer+$1140 ; 89 - Compass of Dark Palace dw BigDecompressionBuffer+$1140 ; 8A - Compass of Swamp Palace dw BigDecompressionBuffer+$1140 ; 8B - Compass of Agahnim's Tower dw BigDecompressionBuffer+$1140 ; 8C - Compass of Desert Palace dw BigDecompressionBuffer+$1140 ; 8D - Compass of Eastern Palace dw BigDecompressionBuffer+$1140 ; 8E - Compass of Hyrule Castle dw BigDecompressionBuffer+$1140 ; 8F - Compass of Sewers dw $0 ; 90 - Skull key dw $0 ; 91 - Reserved dw BigDecompressionBuffer+$15C0 ; 92 - Big key of Ganon's Tower dw BigDecompressionBuffer+$15C0 ; 93 - Big key of Turtle Rock dw BigDecompressionBuffer+$15C0 ; 94 - Big key of Thieves' Town dw BigDecompressionBuffer+$15C0 ; 95 - Big key of Tower of Hera dw BigDecompressionBuffer+$15C0 ; 96 - Big key of Ice Palace dw BigDecompressionBuffer+$15C0 ; 97 - Big key of Skull Woods dw BigDecompressionBuffer+$15C0 ; 98 - Big key of Misery Mire dw BigDecompressionBuffer+$15C0 ; 99 - Big key of Dark Palace dw BigDecompressionBuffer+$15C0 ; 9A - Big key of Swamp Palace dw BigDecompressionBuffer+$15C0 ; 9B - Big key of Agahnim's Tower dw BigDecompressionBuffer+$15C0 ; 9C - Big key of Desert Palace dw BigDecompressionBuffer+$15C0 ; 9D - Big key of Eastern Palace dw BigDecompressionBuffer+$15C0 ; 9E - Big key of Hyrule Castle dw BigDecompressionBuffer+$15C0 ; 9F - Big key of Sewers dw BigDecompressionBuffer+$1DC0 ; A0 - Small key of Sewers dw BigDecompressionBuffer+$1DC0 ; A1 - Small key of Hyrule Castle dw BigDecompressionBuffer+$1DC0 ; A2 - Small key of Eastern Palace dw BigDecompressionBuffer+$1DC0 ; A3 - Small key of Desert Palace dw BigDecompressionBuffer+$1DC0 ; A4 - Small key of Agahnim's Tower dw BigDecompressionBuffer+$1DC0 ; A5 - Small key of Swamp Palace dw BigDecompressionBuffer+$1DC0 ; A6 - Small key of Dark Palace dw BigDecompressionBuffer+$1DC0 ; A7 - Small key of Misery Mire dw BigDecompressionBuffer+$1DC0 ; A8 - Small key of Skull Woods dw BigDecompressionBuffer+$1DC0 ; A9 - Small key of Ice Palace dw BigDecompressionBuffer+$1DC0 ; AA - Small key of Tower of Hera dw BigDecompressionBuffer+$1DC0 ; AB - Small key of Thieves' Town dw BigDecompressionBuffer+$1DC0 ; AC - Small key of Turtle Rock dw BigDecompressionBuffer+$1DC0 ; AD - Small key of Ganon's Tower dw $0 ; AE - Reserved dw BigDecompressionBuffer+$1DC0 ; AF - Generic small key dw $0C60 ; B0 - Crystal 6 dw BigDecompressionBuffer+$08A0 ; B1 - Crystal 1 dw $0C60 ; 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 - dw $0 ; BB - dw $0 ; BC - dw $0 ; BD - dw $0 ; BE - dw $0 ; BF - dw $0 ; C0 - dw $0 ; C1 - dw $0 ; C2 - dw $0 ; C3 - dw $0 ; C4 - dw $0 ; C5 - dw $0 ; C6 - dw $0 ; C7 - dw $0 ; C8 - dw $0 ; C9 - dw $0 ; CA - dw $0 ; CB - dw $0 ; CC - dw $0 ; CD - dw $0 ; CE - dw $0 ; CF - dw $11E0 ; D0 - Bee trap dw $11E0 ; D1 - Apples dw $11E0 ; D2 - Fairy dw $11E0 ; D3 - Chicken dw $11E0 ; D4 - Big Magic dw $11E0 ; D5 - 5 Arrows dw $11E0 ; D6 - Good Bee dw $0 ; D7 - dw $0 ; D8 - dw $0 ; D9 - dw $0 ; DA - dw $0 ; DB - dw $0 ; DC - dw $0 ; DD - dw $0 ; DE - dw $0 ; DF - dw $0 ; E0 - dw $0 ; E1 - dw $0 ; E2 - dw $0 ; E3 - dw $0 ; E4 - dw $0 ; E5 - dw $0 ; E6 - dw $0 ; E7 - dw $0 ; E8 - dw $0 ; E9 - dw $0 ; EA - dw $0 ; EB - dw $0 ; EC - dw $0 ; ED - dw $0 ; EE - dw $0 ; EF - dw $0 ; F0 - dw $0 ; F1 - dw $0 ; F2 - dw $0 ; F3 - dw $0 ; F4 - dw $0 ; F5 - dw $0 ; F6 - dw $0 ; F7 - dw $0 ; F8 - dw $0 ; F9 - dw $0 ; FA - dw $0 ; FB - dw $0 ; FC - dw $0 ; FD - dw $0 ; FE - Server request (async) dw $0 ; FF - ;=================================================================================================== ; The table below is for "standing" items, either in heart piece locations, boss heart locations ; or shops etc. Generally we do not and shouldn't use different gfx for this purpose, so this is ; mostly a copy of the previous table. However some items, such as swords, use a separate sprite ; for receipt and non-receipt drawing. ;=================================================================================================== StandingItemGraphicsOffsets: dw $0860 ; 00 - Fighter Sword and Shield dw $00E0 ; 01 - Master Sword dw $0120 ; 02 - Tempered Sword dw $0160 ; 03 - Butter Sword dw BigDecompressionBuffer+$09E0 ; 04 - Fighter Shield dw BigDecompressionBuffer+$1940 ; 05 - Fire Shield dw BigDecompressionBuffer+$0C80 ; 06 - Mirror Shield dw BigDecompressionBuffer+$1C80 ; 07 - Fire Rod dw BigDecompressionBuffer+$1C80 ; 08 - Ice Rod dw BigDecompressionBuffer+$1CA0 ; 09 - Hammer dw BigDecompressionBuffer+$1C60 ; 0A - Hookshot dw BigDecompressionBuffer+$1C00 ; 0B - Bow dw BigDecompressionBuffer+$1DE0 ; 0C - Boomerang dw BigDecompressionBuffer+$1CC0 ; 0D - Powder dw 0 ; 0E - Bottle Refill (bee) dw BigDecompressionBuffer+$1440 ; 0F - Bombos dw BigDecompressionBuffer+$1400 ; 10 - Ether dw BigDecompressionBuffer+$1480 ; 11 - Quake dw BigDecompressionBuffer+$10C0 ; 12 - Lamp dw BigDecompressionBuffer+$11E0 ; 13 - Shovel dw BigDecompressionBuffer+$0C40 ; 14 - Flute dw BigDecompressionBuffer+$1C40 ; 15 - Somaria dw BigDecompressionBuffer+$14C0 ; 16 - Bottle dw BigDecompressionBuffer+$0C00 ; 17 - Heartpiece dw BigDecompressionBuffer+$1C40 ; 18 - Byrna dw BigDecompressionBuffer+$1100 ; 19 - Cape dw BigDecompressionBuffer+$1040 ; 1A - Mirror dw BigDecompressionBuffer+$1D40 ; 1B - Glove dw BigDecompressionBuffer+$1D40 ; 1C - Mitts dw BigDecompressionBuffer+$1D80 ; 1D - Book dw BigDecompressionBuffer+$1000 ; 1E - Flippers dw BigDecompressionBuffer+$1180 ; 1F - Pearl dw BigDecompressionBuffer+$08A0 ; 20 - Crystal dw BigDecompressionBuffer+$0860 ; 21 - Net dw BigDecompressionBuffer+$1900 ; 22 - Blue Mail dw BigDecompressionBuffer+$1900 ; 23 - Red Mail dw BigDecompressionBuffer+$1DC0 ; 24 - Small Key dw BigDecompressionBuffer+$1140 ; 25 - Compbutt dw BigDecompressionBuffer+$18C0 ; 26 - Heart Container from 4/4 dw BigDecompressionBuffer+$1080 ; 27 - Bomb dw BigDecompressionBuffer+$1840 ; 28 - 3 bombs dw BigDecompressionBuffer+$1540 ; 29 - Mushroom dw BigDecompressionBuffer+$1DE0 ; 2A - Red boomerang dw BigDecompressionBuffer+$1500 ; 2B - Full bottle (red) dw BigDecompressionBuffer+$1500 ; 2C - Full bottle (green) dw BigDecompressionBuffer+$1500 ; 2D - Full bottle (blue) dw $0920 ; 2E - Potion refill (red) dw $08A0 ; 2F - Potion refill (green) dw $08E0 ; 30 - Potion refill (blue) dw BigDecompressionBuffer+$1D00 ; 31 - 10 bombs dw BigDecompressionBuffer+$15C0 ; 32 - Big key dw BigDecompressionBuffer+$1580 ; 33 - Map dw BigDecompressionBuffer+$0800 ; 34 - 1 rupee dw BigDecompressionBuffer+$0800 ; 35 - 5 rupees dw BigDecompressionBuffer+$0800 ; 36 - 20 rupees dw $0820 ; 37 - Green pendant dw BigDecompressionBuffer+$0080 ; 38 - Blue pendant dw BigDecompressionBuffer+$0080 ; 39 - Red pendant dw BigDecompressionBuffer+$0920 ; 3A - Tossed bow dw BigDecompressionBuffer+$08E0 ; 3B - Silvers dw BigDecompressionBuffer+$09A0 ; 3C - Full bottle (bee) dw BigDecompressionBuffer+$0960 ; 3D - Full bottle (fairy) dw BigDecompressionBuffer+$18C0 ; 3E - Boss heart dw BigDecompressionBuffer+$18C0 ; 3F - Sanc heart dw BigDecompressionBuffer+$0D20 ; 40 - 100 rupees dw BigDecompressionBuffer+$0D60 ; 41 - 50 rupees dw BigDecompressionBuffer+$0CC0 ; 42 - Heart dw BigDecompressionBuffer+$0D00 ; 43 - Arrow dw BigDecompressionBuffer+$1880 ; 44 - 10 arrows dw BigDecompressionBuffer+$0CE0 ; 45 - Small magic dw BigDecompressionBuffer+$0DA0 ; 46 - 300 rupees dw BigDecompressionBuffer+$0000 ; 47 - 20 rupees green dw BigDecompressionBuffer+$09A0 ; 48 - Full bottle (good bee) dw $00A0 ; 49 - Tossed fighter sword dw BigDecompressionBuffer+$0C40 ; 4A - Active Flute dw BigDecompressionBuffer+$0040 ; 4B - Boots ; Rando items dw $04A0 ; 4C - Bomb capacity (50) dw $05A0 ; 4D - Arrow capacity (70) dw $01A0 ; 4E - 1/2 magic dw $01E0 ; 4F - 1/4 magic dw $00E0 ; 50 - Safe master sword dw $0420 ; 51 - Bomb capacity (+5) dw $0460 ; 52 - Bomb capacity (+10) dw $0520 ; 53 - Arrow capacity (+5) dw $0560 ; 54 - Arrow capacity (+10) dw $0 ; 55 - Programmable item 1 dw $0 ; 56 - Programmable item 2 dw $0 ; 57 - Programmable item 3 dw $05E0 ; 58 - Upgrade-only silver arrows dw $0 ; 59 - Rupoor dw $0020 ; 5A - Nothing dw $0DE0 ; 5B - Red clock dw $0DE0 ; 5C - Blue clock dw $0DE0 ; 5D - Green clock dw $0 ; 5E - Progressive sword dw $0 ; 5F - Progressive shield dw $0 ; 60 - Progressive armor dw $0 ; 61 - Progressive glove dw $0 ; 62 - RNG pool item (single) dw $0 ; 63 - RNG pool item (multi) dw $0 ; 64 - Progressive bow dw $0 ; 65 - Progressive bow dw $0 ; 66 - dw $0 ; 67 - dw $0 ; 68 - dw $0 ; 69 - dw $0060 ; 6A - Triforce dw $11E0 ; 6B - Power star dw $0060 ; 6C - Triforce Piece dw $0 ; 6D - Server request item dw $0 ; 6E - Server request item (dungeon drop) dw $0 ; 6F - dw BigDecompressionBuffer+$1580 ; 70 - Map of Light World dw BigDecompressionBuffer+$1580 ; 71 - Map of Dark World dw BigDecompressionBuffer+$1580 ; 72 - Map of Ganon's Tower dw BigDecompressionBuffer+$1580 ; 73 - Map of Turtle Rock dw BigDecompressionBuffer+$1580 ; 74 - Map of Thieves' Town dw BigDecompressionBuffer+$1580 ; 75 - Map of Tower of Hera dw BigDecompressionBuffer+$1580 ; 76 - Map of Ice Palace dw BigDecompressionBuffer+$1580 ; 77 - Map of Skull Woods dw BigDecompressionBuffer+$1580 ; 78 - Map of Misery Mire dw BigDecompressionBuffer+$1580 ; 79 - Map of Dark Palace dw BigDecompressionBuffer+$1580 ; 7A - Map of Swamp Palace dw BigDecompressionBuffer+$1580 ; 7B - Map of Agahnim's Tower dw BigDecompressionBuffer+$1580 ; 7C - Map of Desert Palace dw BigDecompressionBuffer+$1580 ; 7D - Map of Eastern Palace dw BigDecompressionBuffer+$1580 ; 7E - Map of Hyrule Castle dw BigDecompressionBuffer+$1580 ; 7F - Map of Sewers dw BigDecompressionBuffer+$1140 ; 80 - Compass of Light World dw BigDecompressionBuffer+$1140 ; 81 - Compass of Dark World dw BigDecompressionBuffer+$1140 ; 82 - Compass of Ganon's Tower dw BigDecompressionBuffer+$1140 ; 83 - Compass of Turtle Rock dw BigDecompressionBuffer+$1140 ; 84 - Compass of Thieves' Town dw BigDecompressionBuffer+$1140 ; 85 - Compass of Tower of Hera dw BigDecompressionBuffer+$1140 ; 86 - Compass of Ice Palace dw BigDecompressionBuffer+$1140 ; 87 - Compass of Skull Woods dw BigDecompressionBuffer+$1140 ; 88 - Compass of Misery Mire dw BigDecompressionBuffer+$1140 ; 89 - Compass of Dark Palace dw BigDecompressionBuffer+$1140 ; 8A - Compass of Swamp Palace dw BigDecompressionBuffer+$1140 ; 8B - Compass of Agahnim's Tower dw BigDecompressionBuffer+$1140 ; 8C - Compass of Desert Palace dw BigDecompressionBuffer+$1140 ; 8D - Compass of Eastern Palace dw BigDecompressionBuffer+$1140 ; 8E - Compass of Hyrule Castle dw BigDecompressionBuffer+$1140 ; 8F - Compass of Sewers dw $0 ; 90 - Skull key dw $0 ; 91 - Reserved dw BigDecompressionBuffer+$15C0 ; 92 - Big key of Ganon's Tower dw BigDecompressionBuffer+$15C0 ; 93 - Big key of Turtle Rock dw BigDecompressionBuffer+$15C0 ; 94 - Big key of Thieves' Town dw BigDecompressionBuffer+$15C0 ; 95 - Big key of Tower of Hera dw BigDecompressionBuffer+$15C0 ; 96 - Big key of Ice Palace dw BigDecompressionBuffer+$15C0 ; 97 - Big key of Skull Woods dw BigDecompressionBuffer+$15C0 ; 98 - Big key of Misery Mire dw BigDecompressionBuffer+$15C0 ; 99 - Big key of Dark Palace dw BigDecompressionBuffer+$15C0 ; 9A - Big key of Swamp Palace dw BigDecompressionBuffer+$15C0 ; 9B - Big key of Agahnim's Tower dw BigDecompressionBuffer+$15C0 ; 9C - Big key of Desert Palace dw BigDecompressionBuffer+$15C0 ; 9D - Big key of Eastern Palace dw BigDecompressionBuffer+$15C0 ; 9E - Big key of Hyrule Castle dw BigDecompressionBuffer+$15C0 ; 9F - Big key of Sewers dw BigDecompressionBuffer+$1DC0 ; A0 - Small key of Sewers dw BigDecompressionBuffer+$1DC0 ; A1 - Small key of Hyrule Castle dw BigDecompressionBuffer+$1DC0 ; A2 - Small key of Eastern Palace dw BigDecompressionBuffer+$1DC0 ; A3 - Small key of Desert Palace dw BigDecompressionBuffer+$1DC0 ; A4 - Small key of Agahnim's Tower dw BigDecompressionBuffer+$1DC0 ; A5 - Small key of Swamp Palace dw BigDecompressionBuffer+$1DC0 ; A6 - Small key of Dark Palace dw BigDecompressionBuffer+$1DC0 ; A7 - Small key of Misery Mire dw BigDecompressionBuffer+$1DC0 ; A8 - Small key of Skull Woods dw BigDecompressionBuffer+$1DC0 ; A9 - Small key of Ice Palace dw BigDecompressionBuffer+$1DC0 ; AA - Small key of Tower of Hera dw BigDecompressionBuffer+$1DC0 ; AB - Small key of Thieves' Town dw BigDecompressionBuffer+$1DC0 ; AC - Small key of Turtle Rock dw BigDecompressionBuffer+$1DC0 ; AD - Small key of Ganon's Tower dw $0 ; AE - Reserved dw BigDecompressionBuffer+$1DC0 ; AF - Generic small key dw $0C60 ; B0 - Crystal 6 dw BigDecompressionBuffer+$08A0 ; B1 - Crystal 1 dw $0C60 ; 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 - dw $0 ; BB - dw $0 ; BC - dw $0 ; BD - dw $0 ; BE - dw $0 ; BF - dw $0 ; C0 - dw $0 ; C1 - dw $0 ; C2 - dw $0 ; C3 - dw $0 ; C4 - dw $0 ; C5 - dw $0 ; C6 - dw $0 ; C7 - dw $0 ; C8 - dw $0 ; C9 - dw $0 ; CA - dw $0 ; CB - dw $0 ; CC - dw $0 ; CD - dw $0 ; CE - dw $0 ; CF - dw $0960 ; D0 - Bee trap dw $0 ; D1 - Apples dw $0 ; D2 - Fairy dw BigDecompressionBuffer+$0140 ; D3 - Chicken dw $01E0 ; D4 - Big Magic dw $11E0 ; D5 - 5 Arrows dw $0 ; D6 - Good Bee dw $0 ; D7 - dw $0 ; D8 - dw $0 ; D9 - dw $0 ; DA - dw $0 ; DB - dw $0 ; DC - dw $0 ; DD - dw $0 ; DE - dw $0 ; DF - dw $0 ; E0 - dw $0 ; E1 - dw $0 ; E2 - dw $0 ; E3 - dw $0 ; E4 - dw $0 ; E5 - dw $0 ; E6 - dw $0 ; E7 - dw $0 ; E8 - dw $0 ; E9 - dw $0 ; EA - dw $0 ; EB - dw $0 ; EC - dw $0 ; ED - dw $0 ; EE - dw $0 ; EF - dw $0 ; F0 - dw $0 ; F1 - dw $0 ; F2 - dw $0 ; F3 - dw $0 ; F4 - dw $0 ; F5 - dw $0 ; F6 - dw $0 ; F7 - dw $0 ; F8 - dw $0 ; F9 - dw $0 ; FA - dw $0 ; FB - dw $0 ; FC - dw $0 ; FD - dw $0 ; FE - Server request (async) dw $0 ; FF - ; high byte is ignore currently for narrow sprites, can't use stuff in OAM2 yet ; may mess with palette as well VRAMAddressOffset: dw $0024 ; 00 - Fighter Sword and Shield dw $0024 ; 01 - Master Sword dw $0024 ; 02 - Tempered Sword dw $0024 ; 03 - Butter Sword dw $0024 ; 04 - Fighter Shield dw $0024 ; 05 - Fire Shield dw $0024 ; 06 - Mirror Shield dw $0024 ; 07 - Fire Rod dw $0024 ; 08 - Ice Rod dw $0024 ; 09 - Hammer dw $0024 ; 0A - Hookshot dw $0024 ; 0B - Bow dw $0024 ; 0C - Boomerang dw $0024 ; 0D - Powder dw $00E4 ; 0E - Bottle Refill (bee) dw $0024 ; 0F - Bombos dw $0024 ; 10 - Ether dw $0024 ; 11 - Quake dw $0024 ; 12 - Lamp dw $0024 ; 13 - Shovel dw $0024 ; 14 - Flute dw $0024 ; 15 - Somaria dw $0024 ; 16 - Bottle dw $0024 ; 17 - Heartpiece dw $0024 ; 18 - Byrna dw $0024 ; 19 - Cape dw $0024 ; 1A - Mirror dw $0024 ; 1B - Glove dw $0024 ; 1C - Mitts dw $0024 ; 1D - Book dw $0024 ; 1E - Flippers dw $0024 ; 1F - Pearl dw $0024 ; 20 - Crystal dw $0024 ; 21 - Net dw $0024 ; 22 - Blue Mail dw $0024 ; 23 - Red Mail dw $006B ; 24 - Small Key dw $0024 ; 25 - Compass dw $0024 ; 26 - Heart Container from 4/4 dw $0024 ; 27 - Bomb dw $0024 ; 28 - 3 bombs dw $0024 ; 29 - Mushroom dw $0024 ; 2A - Red boomerang dw $0024 ; 2B - Full bottle (red) dw $0024 ; 2C - Full bottle (green) dw $0024 ; 2D - Full bottle (blue) dw $0024 ; 2E - Potion refill (red) dw $0024 ; 2F - Potion refill (green) dw $0024 ; 30 - Potion refill (blue) dw $0024 ; 31 - 10 bombs dw $0024 ; 32 - Big key dw $0024 ; 33 - Map dw $000B ; 34 - 1 rupee dw $000B ; 35 - 5 rupees dw $000B ; 36 - 20 rupees dw $0024 ; 37 - Green pendant dw $0024 ; 38 - Blue pendant dw $0024 ; 39 - Red pendant dw $0024 ; 3A - Tossed bow dw $0024 ; 3B - Silvers dw $0024 ; 3C - Full bottle (bee) dw $0024 ; 3D - Full bottle (fairy) dw $0024 ; 3E - Boss heart dw $0024 ; 3F - Sanc heart dw $0024 ; 40 - 100 rupees dw $0024 ; 41 - 50 rupees dw $0024 ; 42 - Heart dw $0024 ; 43 - Arrow dw $0024 ; 44 - 10 arrows dw $0024 ; 45 - Small magic dw $0024 ; 46 - 300 rupees dw $0024 ; 47 - 20 rupees green dw $0024 ; 48 - Full bottle (good bee) dw $0024 ; 49 - Tossed fighter sword dw $0024 ; 4A - Active Flute dw $0024 ; 4B - Boots ; Rando items dw $0024 ; 4C - Bomb capacity (50) dw $0024 ; 4D - Arrow capacity (70) dw $0024 ; 4E - 1/2 magic dw $0024 ; 4F - 1/4 magic dw $0024 ; 50 - Safe master sword dw $0024 ; 51 - Bomb capacity (+5) dw $0024 ; 52 - Bomb capacity (+10) dw $0024 ; 53 - Arrow capacity (+5) dw $0024 ; 54 - Arrow capacity (+10) dw $0024 ; 55 - Programmable item 1 dw $0024 ; 56 - Programmable item 2 dw $0024 ; 57 - Programmable item 3 dw $0024 ; 58 - Upgrade-only silver arrows dw $0024 ; 59 - Rupoor dw $0024 ; 5A - Nothing dw $0024 ; 5B - Red clock dw $0024 ; 5C - Blue clock dw $0024 ; 5D - Green clock dw $0024 ; 5E - Progressive sword dw $0024 ; 5F - Progressive shield dw $0024 ; 60 - Progressive armor dw $0024 ; 61 - Progressive glove dw $0024 ; 62 - RNG pool item (single) dw $0024 ; 63 - RNG pool item (multi) dw $0024 ; 64 - Progressive bow dw $0024 ; 65 - Progressive bow dw $0024 ; 66 - dw $0024 ; 67 - dw $0024 ; 68 - dw $0024 ; 69 - dw $0024 ; 6A - Triforce dw $0024 ; 6B - Power star dw $0024 ; 6C - Triforce Piece dw $0024 ; 6D - Server request item dw $0024 ; 6E - Server request item (dungeon drop) dw $0024 ; 6F - dw $0024 ; 70 - Map of Light World dw $0024 ; 71 - Map of Dark World dw $0024 ; 72 - Map of Ganon's Tower dw $0024 ; 73 - Map of Turtle Rock dw $0024 ; 74 - Map of Thieves' Town dw $0024 ; 75 - Map of Tower of Hera dw $0024 ; 76 - Map of Ice Palace dw $0024 ; 77 - Map of Skull Woods dw $0024 ; 78 - Map of Misery Mire dw $0024 ; 79 - Map of Dark Palace dw $0024 ; 7A - Map of Swamp Palace dw $0024 ; 7B - Map of Agahnim's Tower dw $0024 ; 7C - Map of Desert Palace dw $0024 ; 7D - Map of Eastern Palace dw $0024 ; 7E - Map of Hyrule Castle dw $0024 ; 7F - Map of Sewers dw $0024 ; 80 - Compass of Light World dw $0024 ; 81 - Compass of Dark World dw $0024 ; 82 - Compass of Ganon's Tower dw $0024 ; 83 - Compass of Turtle Rock dw $0024 ; 84 - Compass of Thieves' Town dw $0024 ; 85 - Compass of Tower of Hera dw $0024 ; 86 - Compass of Ice Palace dw $0024 ; 87 - Compass of Skull Woods dw $0024 ; 88 - Compass of Misery Mire dw $0024 ; 89 - Compass of Dark Palace dw $0024 ; 8A - Compass of Swamp Palace dw $0024 ; 8B - Compass of Agahnim's Tower dw $0024 ; 8C - Compass of Desert Palace dw $0024 ; 8D - Compass of Eastern Palace dw $0024 ; 8E - Compass of Hyrule Castle dw $0024 ; 8F - Compass of Sewers dw $0024 ; 90 - Skull key dw $0024 ; 91 - Reserved dw $0024 ; 92 - Big key of Ganon's Tower dw $0024 ; 93 - Big key of Turtle Rock dw $0024 ; 94 - Big key of Thieves' Town dw $0024 ; 95 - Big key of Tower of Hera dw $0024 ; 96 - Big key of Ice Palace dw $0024 ; 97 - Big key of Skull Woods dw $0024 ; 98 - Big key of Misery Mire dw $0024 ; 99 - Big key of Dark Palace dw $0024 ; 9A - Big key of Swamp Palace dw $0024 ; 9B - Big key of Agahnim's Tower dw $0024 ; 9C - Big key of Desert Palace dw $0024 ; 9D - Big key of Eastern Palace dw $0024 ; 9E - Big key of Hyrule Castle dw $0024 ; 9F - Big key of Sewers dw $006B ; A0 - Small key of Sewers dw $006B ; A1 - Small key of Hyrule Castle dw $006B ; A2 - Small key of Eastern Palace dw $006B ; A3 - Small key of Desert Palace dw $006B ; A4 - Small key of Agahnim's Tower dw $006B ; A5 - Small key of Swamp Palace dw $006B ; A6 - Small key of Dark Palace dw $006B ; A7 - Small key of Misery Mire dw $006B ; A8 - Small key of Skull Woods dw $006B ; A9 - Small key of Ice Palace dw $006B ; AA - Small key of Tower of Hera dw $006B ; AB - Small key of Thieves' Town dw $006B ; AC - Small key of Turtle Rock dw $006B ; AD - Small key of Ganon's Tower dw $0024 ; AE - Reserved dw $006B ; AF - Generic small key dw $0024 ; B0 - Crystal 6 dw $0024 ; B1 - Crystal 1 dw $0024 ; B2 - Crystal 5 dw $0024 ; B3 - Crystal 7 dw $0024 ; B4 - Crystal 2 dw $0024 ; B5 - Crystal 4 dw $0024 ; B6 - Crystal 3 dw $0024 ; B7 - Reserved dw $0024 ; B8 - dw $0024 ; B9 - dw $0024 ; BA - dw $0024 ; BB - dw $0024 ; BC - dw $0024 ; BD - dw $0024 ; BE - dw $0024 ; BF - dw $0024 ; C0 - dw $0024 ; C1 - dw $0024 ; C2 - dw $0024 ; C3 - dw $0024 ; C4 - dw $0024 ; C5 - dw $0024 ; C6 - dw $0024 ; C7 - dw $0024 ; C8 - dw $0024 ; C9 - dw $0024 ; CA - dw $0024 ; CB - dw $0024 ; CC - dw $0024 ; CD - dw $0024 ; CE - dw $0024 ; CF - dw $0024 ; D0 - Bee trap dw $00E5 ; D1 - Apples dw $00EA ; D2 - Fairy dw $0024 ; D3 - Chicken dw $0062 ; D4 - Big Magic dw $0024 ; D5 - 5 Arrows dw $00E4 ; D6 - Good Bee dw $0024 ; D7 - dw $0024 ; D8 - dw $0024 ; D9 - dw $0024 ; DA - dw $0024 ; DB - dw $0024 ; DC - dw $0024 ; DD - dw $0024 ; DE - dw $0024 ; DF - dw $0024 ; E0 - dw $0024 ; E1 - dw $0024 ; E2 - dw $0024 ; E3 - dw $0024 ; E4 - dw $0024 ; E5 - dw $0024 ; E6 - dw $0024 ; E7 - dw $0024 ; E8 - dw $0024 ; E9 - dw $0024 ; EA - dw $0024 ; EB - dw $0024 ; EC - dw $0024 ; ED - dw $0024 ; EE - dw $0024 ; EF - dw $0024 ; F0 - dw $0024 ; F1 - dw $0024 ; F2 - dw $0024 ; F3 - dw $0024 ; F4 - dw $0024 ; F5 - dw $0024 ; F6 - dw $0024 ; F7 - dw $0024 ; F8 - dw $0024 ; F9 - dw $0024 ; FA - dw $0024 ; FB - dw $0024 ; FC - dw $0024 ; FD - dw $0024 ; FE - Server request (async) dw $0024 ; FF -