;================================================================================ ; Dialog Pointer Override ;-------------------------------------------------------------------------------- DialogOverride: LDA $7F5035 : BEQ .skip LDA $7F5700, X ; use alternate buffer RTL .skip LDA $7F1200, X RTL ;-------------------------------------------------------------------------------- ; $7F5035 - Alternate Text Pointer Flag ; 0=Disable ; $7F5036 - Padding Byte (Must be Zero) ; $7F5700 - $7F57FF - Dialog Buffer ;-------------------------------------------------------------------------------- ResetDialogPointer: STZ $1CF0 : STZ $1CF1 ; reset decompression buffer LDA.b #$00 : STA $7F5035 ; zero out the alternate flag LDA.b #$1C : STA $1CE9 ; thing we wrote over RTL ;-------------------------------------------------------------------------------- ;macro LoadDialog(index,table) ; PHA : PHX : PHY ; PHB : PHK : PLB ; LDA $00 : PHA ; LDA $01 : PHA ; LDA $02 : PHA ; LDA.b #$01 : STA $7F5035 ; set flag ; ; LDA : ASL : !ADD.l : TAX ; get quote offset *3, move to X ; LDA , X : STA $00 ; write pointer to direct page ; LDA
+1, X : STA $01 ; LDA
+2, X : STA $02 ; ; LDX.b #$00 : LDY.b #$00 ; - ; LDA [$00], Y ; load the next character from the pointer ; STA $7F5700, X ; write to the buffer ; INX : INY ; CMP.b #$7F : BNE - ; PLA : STA $02 ; PLA : STA $01 ; PLA : STA $00 ; PLB ; PLY : PLX : PLA ;endmacro ;-------------------------------------------------------------------------------- ;macro LoadDialogAddress(address) ; PHA : PHX : PHY ; PHP ; PHB : PHK : PLB ; SEP #$30 ; set 8-bit accumulator and index registers ; LDA $00 : PHA ; LDA $01 : PHA ; LDA $02 : PHA ; LDA.b #$01 : STA $7F5035 ; set flag ; ; LDA.b #
: STA $00 ; write pointer to direct page ; LDA.b #
>>8 : STA $01 ; LDA.b #
>>16 : STA $02 ; ; LDX.b #$00 : LDY.b #$00 ; - ; LDA [$00], Y ; load the next character from the pointer ; STA $7F5700, X ; write to the buffer ; INX : INY ; CMP.b #$7F : BNE - ; PLA : STA $02 ; PLA : STA $01 ; PLA : STA $00 ; PLB ; PLP ; PLY : PLX : PLA ;endmacro ;-------------------------------------------------------------------------------- !OFFSET_POINTER = "$7F5094" !OFFSET_RETURN = "$7F5096" !DIALOG_BUFFER = "$7F5700" macro LoadDialogAddress(address) PHA : PHX : PHY PHP PHB : PHK : PLB SEP #$20 ; set 8-bit accumulator REP #$10 ; set 16-bit index registers PEI ($00) LDA $02 : PHA STZ $1CF0 : STZ $1CF1 ; reset decompression buffer LDA.b #$01 : STA $7F5035 ; set flag %CopyDialog(
) PLA : STA $02 REP #$20 PLA : STA $00 PLB PLP PLY : PLX : PLA endmacro ;-------------------------------------------------------------------------------- macro CopyDialog(address) LDA.b #
: STA $00 ; write pointer to direct page LDA.b #
>>8 : STA $01 LDA.b #
>>16 : STA $02 %CopyDialogIndirect() endmacro ;-------------------------------------------------------------------------------- macro CopyDialogIndirect() REP #$20 : LDA !OFFSET_POINTER : TAX : LDY.w #$0000 : SEP #$20 ; copy 2-byte offset pointer to X and set Y to 0 ?loop: LDA [$00], Y ; load the next character from the pointer STA !DIALOG_BUFFER, X ; write to the buffer INX : INY CMP.b #$7F : BNE ?loop REP #$20 ; set 16-bit accumulator TXA : INC : STA !OFFSET_RETURN ; copy out X into LDA.w #$0000 : STA !OFFSET_POINTER SEP #$20 ; set 8-bit accumulator endmacro ;-------------------------------------------------------------------------------- LoadDialogAddressIndirect: STZ $1CF0 : STZ $1CF1 ; reset decompression buffer LDA.b #$01 : STA $7F5035 ; set flag %CopyDialogIndirect() ;%LoadDialogAddress(UncleText) RTL ;-------------------------------------------------------------------------------- !ITEM_TEMPORARY = "$7F5040" FreeDungeonItemNotice: STA !ITEM_TEMPORARY PHA : PHX : PHY PHP PHB : PHK : PLB SEP #$20 ; set 8-bit accumulator REP #$10 ; set 16-bit index registers PEI ($00) LDA $02 : PHA ;-------------------------------- LDA.l FreeItemText : BNE + : JMP .skip : + LDA #$00 : STA $7F5010 ; initialize scratch LDA.l FreeItemText : AND.b #$01 : BEQ + ; show message for general small key LDA !ITEM_TEMPORARY : CMP.b #$24 : BNE + ; general small key %CopyDialog(Notice_SmallKeyOf) LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER %CopyDialog(Notice_Self) JMP .done + : LDA.l FreeItemText : AND.b #$02 : BEQ + ; show message for general compass LDA !ITEM_TEMPORARY : CMP.b #$25 : BNE + ; general compass %CopyDialog(Notice_CompassOf) LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER %CopyDialog(Notice_Self) JMP .done + : LDA.l FreeItemText : AND.b #$04 : BEQ + ; show message for general map LDA !ITEM_TEMPORARY : CMP.b #$33 : BNE + ; general map %CopyDialog(Notice_MapOf) LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER %CopyDialog(Notice_Self) JMP .done + : LDA.l FreeItemText : AND.b #$08 : BEQ + ; show message for general big key LDA !ITEM_TEMPORARY : CMP.b #$32 : BNE + ; general big key %CopyDialog(Notice_BigKeyOf) LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER %CopyDialog(Notice_Self) JMP .done + LDA.l FreeItemText : AND.b #$04 : BEQ + ; show message for dungeon map LDA !ITEM_TEMPORARY : AND.b #$F0 ; looking at high bits only CMP.b #$70 : BNE + ; map of... %CopyDialog(Notice_MapOf) JMP .dungeon + : LDA.l FreeItemText : AND.b #$02 : BEQ + ; show message for dungeon compass LDA !ITEM_TEMPORARY : AND.b #$F0 : CMP.b #$80 : BNE + ; compass of... %CopyDialog(Notice_CompassOf) JMP .dungeon + : LDA.l FreeItemText : AND.b #$08 : BEQ + ; show message for dungeon big key LDA !ITEM_TEMPORARY : AND.b #$F0 : CMP.b #$90 : BNE + ; big key of... %CopyDialog(Notice_BigKeyOf) BRA .dungeon + : LDA.l FreeItemText : AND.b #$01 : BEQ + ; show message for dungeon small key LDA !ITEM_TEMPORARY : AND.b #$F0 : CMP.b #$A0 : BNE + ; small key of... LDA !ITEM_TEMPORARY : CMP.b #$AF : BNE ++ : JMP .skip : ++ %CopyDialog(Notice_SmallKeyOf) PLA : AND.b #$0F : STA $7F5020 : LDA.b #$0F : !SUB $7F5020 : PHA LDA #$01 : STA $7F5010 ; set up a flip for small keys BRA .dungeon + JMP .skip ; it's not something we are going to give a notice for .dungeon LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER LDA !ITEM_TEMPORARY AND.b #$0F ; looking at low bits only STA $7F5011 LDA $7F5010 : BEQ + LDA $7F5010 LDA #$0F : !SUB $7F5011 : STA $7F5011 ; flip the values for small keys + LDA $7F5011 CMP.b #$00 : BNE + ; ...light world %CopyDialog(Notice_LightWorld) : JMP .done + : CMP.b #$01 : BNE + ; ...dark world %CopyDialog(Notice_DarkWorld) : JMP .done + : CMP.b #$02 : BNE + ; ...ganon's tower %CopyDialog(Notice_GTower) : JMP .done + : CMP.b #$03 : BNE + ; ...turtle rock %CopyDialog(Notice_TRock) : JMP .done + : CMP.b #$04 : BNE + ; ...thieves' town %CopyDialog(Notice_Thieves) : JMP .done + : CMP.b #$05 : BNE + ; ...tower of hera %CopyDialog(Notice_Hera) : JMP .done + : CMP.b #$06 : BNE + ; ...ice palace %CopyDialog(Notice_Ice) : JMP .done + : CMP.b #$07 : BNE + ; ...skull woods %CopyDialog(Notice_Skull) : JMP .done + : CMP.b #$08 : BNE + ; ...misery mire %CopyDialog(Notice_Mire) : JMP .done + : CMP.b #$09 : BNE + ; ...dark palace %CopyDialog(Notice_PoD) : JMP .done + : CMP.b #$0A : BNE + ; ...swamp palace %CopyDialog(Notice_Swamp) : JMP .done + : CMP.b #$0B : BNE + ; ...agahnim's tower %CopyDialog(Notice_AgaTower) : JMP .done + : CMP.b #$0C : BNE + ; ...desert palace %CopyDialog(Notice_Desert) : JMP .done + : CMP.b #$0D : BNE + ; ...eastern palace %CopyDialog(Notice_Eastern) : BRA .done + : CMP.b #$0E : BNE + ; ...hyrule castle %CopyDialog(Notice_Castle) : BRA .done + : CMP.b #$0F : BNE + ; ...sewers %CopyDialog(Notice_Sewers) + .done STZ $1CF0 : STZ $1CF1 ; reset decompression buffer LDA.b #$01 : STA $7F5035 ; set alternate dialog flag STA $7F509F ;-------------------------------- .skip PLA : STA $02 REP #$20 PLA : STA $00 PLB PLP PLY : PLX : PLA ;JSL.l Main_ShowTextMessage_Alt ; .skip can be here so long as this line remains commented out RTL ;-------------------------------------------------------------------------------- DialogResetSelectionIndex: JSL.l Attract_DecompressStoryGfx ; what we wrote over STZ $1CE8 RTL ;-------------------------------------------------------------------------------- DialogItemReceive: BCS .nomessage ; if doubling the item value overflowed it must be a rando item CPY #$98 : BCC ++ ;if the item is $4C or greater it must be a rando item .nomessage LDA.w #$FFFF BRA .done ++ LDA.w Ancilla_ReceiveItem_item_messages, Y .done CMP.w #$FFFF RTL ;-------------------------------------------------------------------------------- DialogFairyThrow: LDA.l Restrict_Ponds : BEQ .normal LDA $7EF35C : ORA $7EF35D : ORA $7EF35E : ORA $7EF35F : BNE .normal .noInventory LDA $0D80, X : !ADD #$08 : STA $0D80, X LDA.b #$51 LDY.b #$01 RTL .normal LDA.b #$88 LDY.b #$00 RTL ;-------------------------------------------------------------------------------- DialogGanon1: JSL.l CheckGanonVulnerability REP #$20 LDA.w #$018C BCC + LDA.w #$016D + STA $1CF0 SEP #$20 JSL.l Sprite_ShowMessageMinimal_Alt RTL ;-------------------------------------------------------------------------------- ; #$0192 - no bow ; #$0193 - no silvers alternate ; #$0194 - no silvers ; #$0195 - silvers ; $7EF38E - bsp-- --- ; b = bow ; s = silver arrow bow ; p = 2nd progressive bow DialogGanon2: JSL.l CheckGanonVulnerability REP #$20 BCS + LDA.w #$018D : BRA ++ + LDA.l SpecialBombs AND.w #$00FF : BEQ + ; branch if not special bomb mode LDA.w #$0195 : BRA ++ + LDA.l $7EF38E BIT.w #$0080 : BNE + ; branch if bow LDA.w #$0192 : BRA ++ + BIT.w #$0040 : BEQ + ; branch if no silvers LDA.w #$0195 : BRA ++ + BIT.w #$0020 : BNE + ; branch if p bow LDA.w #$0194 : BRA ++ + BIT.w #$0080 : BEQ + ; branch if no bow LDA.w #$0193 : BRA ++ + LDA.w #$016E ++ STA $1CF0 SEP #$20 JSL.l Sprite_ShowMessageMinimal_Alt RTL ;-------------------------------------------------------------------------------- DialogEtherTablet: PHA LDA $0202 : CMP.b #$0F : BEQ + ; Show normal text if book is not equipped - PLA : JML Sprite_ShowMessageUnconditional ; Wacky Hylian Text + BIT $F4 : BVC - ; Show normal text if Y is not pressed LDA.l AllowHammerTablets : BEQ ++ LDA $7EF34B : BEQ .yesText : BRA .noText ++ LDA $7EF359 : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : BCS .noText ;++ .yesText PLA LDA.b #$0C LDY.b #$01 JML Sprite_ShowMessageUnconditional ; Text From MSPedestalText (tables.asm) .noText PLA RTL ;-------------------------------------------------------------------------------- DialogBombosTablet: PHA LDA $0202 : CMP.b #$0F : BEQ + ; Show normal text if book is not equipped - PLA : JML Sprite_ShowMessageUnconditional ; Wacky Hylian Text + BIT $F4 : BVC - ; Show normal text if Y is not pressed LDA.l AllowHammerTablets : BEQ ++ LDA $7EF34B : BEQ .yesText : BRA .noText ++ LDA $7EF359 : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : !BGE .noText ;++ .yesText PLA LDA.b #$0D LDY.b #$01 JML Sprite_ShowMessageUnconditional ; Text From MSPedestalText (tables.asm) .noText PLA RTL ;-------------------------------------------------------------------------------- DialogSahasrahla: LDA.l $7EF374 : AND #$04 : BEQ + ;Check if player has green pendant LDA.b #$2F LDY.b #$00 JML Sprite_ShowMessageUnconditional + RTL ;-------------------------------------------------------------------------------- DialogBombShopGuy: LDY.b #$15 LDA.l $7EF37A : AND #$05 : CMP #$05 : BNE + ;Check if player has crystals 5 & 6 INY ; from 15 to 16 + TYA LDY.b #$01 JSL.l Sprite_ShowMessageUnconditional RTL ;--------------------------------------------------------------------------------------------------- AgahnimAsksAboutPed: LDA.l InvincibleGanon CMP.b #$06 : BNE .vanilla LDA.l $7EF300 ; check ped flag AND.b #$40 BNE .vanilla LDA.b #$8C ; message 018C for no ped STA.w $1CF0 .vanilla JML $05FA8E ; Sprite_ShowMessageMinimal ;-------------------------------------------------------------------------------- Main_ShowTextMessage_Alt: ; Are we in text mode? If so then end the routine. LDA $10 : CMP.b #$0E : BEQ .already_in_text_mode Sprite_ShowMessageMinimal_Alt: STZ $11 PHX : PHY PEI ($00) LDA.b $02 : PHA LDA.b #$1C : STA.b $02 REP #$30 LDA.w $1CF0 : ASL : TAX LDA.l $7F71C0, X STA.b $00 SEP #$30 LDY.b #$00 LDA [$00], Y : CMP.b #$FE : BNE + INY : LDA [$00], Y : CMP.b #$6E : BNE + INY : LDA [$00], Y : : BNE + INY : LDA [$00], Y : CMP.b #$FE : BNE + INY : LDA [$00], Y : CMP.b #$6B : BNE + INY : LDA [$00], Y : CMP.b #$04 : BNE + STZ $1CE8 JMP .end + STZ $0223 ; Otherwise set it so we are in text mode. STZ $1CD8 ; Initialize the step in the submodule ; Go to text display mode (as opposed to maps, etc) LDA.b #$02 : STA $11 ; Store the current module in the temporary location. LDA $10 : STA $010C ; Switch the main module ($10) to text mode. LDA.b #$0E : STA $10 .end PLA : STA.b $02 PLA : STA.b $01 PLA : STA.b $00 PLY : PLX Main_ShowTextMessage_Alt_already_in_text_mode: RTL CalculateSignIndex: ; for the big 1024x1024 screens we are calculating link's effective ; screen area, as though the screen was 4 different 512x512 screens. ; And we do this in a way that will likely give the right value even ; with major glitches. LDA $8A : ASL A : TAY ;what we wrote over LDA $0712 : BEQ .done ; If a small map, we can skip these calculations. LDA $21 : AND.w #$0002 : ASL #2 : EOR $8A : AND.w #$0008 : BEQ + TYA : !ADD.w #$0010 : TAY ;add 16 if we are in lower half of big screen. + LDA $23 : AND.w #$0002 : LSR : EOR $8A : AND.w #$0001 : BEQ + TYA : INC #2 : TAY ;add 16 if we are in lower half of big screen. + ; ensure even if things go horribly wrong, we don't read the sign out of bounds and crash: TYA : AND.w #$00FF : TAY .done RTL ;-------------------------------------------------------------------------------- ; A0 - A9 - 0 - 9 ; AA - C3 - A - Z ; C6 - ? ; C7 - ! ; C8 - , ; C9 - - Hyphen ; CD - Japanese period ; CE - ~ ; D8 - ` apostraphe ;;-------------------------------------------------------------------------------- ;DialogUncleData: ;;-------------------------------------------------------------------------------- ; .pointers ; dl #DialogUncleData_weetabix ; dl #DialogUncleData_bootlessUntilBoots ; dl #DialogUncleData_onlyOneBed ; dl #DialogUncleData_onlyTextBox ; dl #DialogUncleData_mothTutorial ; dl #DialogUncleData_seedWorst ; dl #DialogUncleData_chasingTail ; dl #DialogUncleData_doneBefore ; dl #DialogUncleData_capeCanPass ; dl #DialogUncleData_bootsAtRace ; dl #DialogUncleData_kanzeonSeed ; dl #DialogUncleData_notRealUncle ; dl #DialogUncleData_haveAVeryBadTime ; dl #DialogUncleData_todayBadLuck ; dl #DialogUncleData_leavingGoodbye ; dl #DialogUncleData_iGotThis ; dl #DialogUncleData_raceToCastle ; dl #DialogUncleData_69BlazeIt ; dl #DialogUncleData_hi ; dl #DialogUncleData_gettingSmokes ; dl #DialogUncleData_dangerousSeeYa ; dl #DialogUncleData_badEnoughDude ; dl #DialogUncleData_iAmError ; dl #DialogUncleData_sub2Guaranteed ; dl #DialogUncleData_chestSecretEverybody ; dl #DialogUncleData_findWindFish ; dl #DialogUncleData_shortcutToGanon ; dl #DialogUncleData_moonCrashing ; dl #DialogUncleData_fightVoldemort ; dl #DialogUncleData_redMailForCowards ; dl #DialogUncleData_heyListen ; dl #DialogUncleData_excuseMePrincess ;;-------------------------------------------------------------------------------- ; .weetabix ; ; We’re out of / Weetabix. To / the store! ; db $00, $c0, $00, $ae, $00, $d8, $00, $bb, $00, $ae, $00, $ff, $00, $b8, $00, $be, $00, $bd, $00, $ff, $00, $b8, $00, $af ; db $75, $00, $c0, $00, $ae, $00, $ae, $00, $bd, $00, $aa, $00, $ab, $00, $b2, $00, $c1, $00, $cD, $00, $ff, $00, $bd, $00, $b8 ; db $76, $00, $bd, $00, $b1, $00, $ae, $00, $ff, $00, $bc, $00, $bd, $00, $b8, $00, $bb, $00, $ae, $00, $c7 ; db $7f, $7f ;;-------------------------------------------------------------------------------- ; .bootlessUntilBoots ; ; This seed is / bootless / until boots. ; db $00, $bd, $00, $b1, $00, $b2, $00, $bc, $00, $ff, $00, $bc, $00, $ae, $00, $ae, $00, $ad, $00, $ff, $00, $b2, $00, $bc ; db $75, $00, $ab, $00, $b8, $00, $b8, $00, $bd, $00, $b5, $00, $ae, $00, $bc, $00, $bc ; db $76, $00, $be, $00, $b7, $00, $bd, $00, $b2, $00, $b5, $00, $ff, $00, $ab, $00, $b8, $00, $b8, $00, $bd, $00, $bc, $00, $cD ; db $7f, $7f ;;-------------------------------------------------------------------------------- ; .onlyOneBed ; ; Why do we only / have one bed? ; db $00, $c0, $00, $b1, $00, $c2, $00, $ff, $00, $ad, $00, $b8, $00, $ff, $00, $c0, $00, $ae, $00, $ff, $00, $b8, $00, $b7, $00, $b5, $00, $c2 ; db $75, $00, $b1, $00, $aa, $00, $bf, $00, $ae, $00, $ff, $00, $b8, $00, $b7, $00, $ae, $00, $ff, $00, $ab, $00, $ae, $00, $ad, $00, $c6 ; db $7f, $7f ;;-------------------------------------------------------------------------------- ; .onlyTextBox ; ; This is the / only textbox. ; db $00, $bd, $00, $b1, $00, $b2, $00, $bc, $00, $ff, $00, $b2, $00, $bc, $00, $ff, $00, $bd, $00, $b1, $00, $ae ; db $75, $00, $b8, $00, $b7, $00, $b5, $00, $c2, $00, $ff, $00, $bd, $00, $ae, $00, $c1, $00, $bd, $00, $ab, $00, $b8, $00, $c1, $00, $cD ; db $7f, $7f ;;-------------------------------------------------------------------------------- ; .mothTutorial ; ; I'm going to / go watch the / Moth tutorial. ; db $00, $b2, $00, $d8, $00, $b6, $00, $ff, $00, $b0, $00, $b8, $00, $b2, $00, $b7, $00, $b0, $00, $ff, $00, $bd, $00, $b8 ; db $75, $00, $b0, $00, $b8, $00, $ff, $00, $c0, $00, $aa, $00, $bd, $00, $ac, $00, $b1, $00, $ff, $00, $bd, $00, $b1, $00, $ae ; db $76, $00, $b6, $00, $b8, $00, $bd, $00, $b1, $00, $ff, $00, $bd, $00, $be, $00, $bd, $00, $b8, $00, $bb, $00, $b2, $00, $aa, $00, $b5, $00, $cD ; db $7f, $7f ;;-------------------------------------------------------------------------------- ; .seedWorst ; ; This seed is / the worst. ; db $00, $bd, $00, $b1, $00, $b2, $00, $bc, $00, $ff, $00, $bc, $00, $ae, $00, $ae, $00, $ad, $00, $ff, $00, $b2, $00, $bc ; db $75, $00, $bd, $00, $b1, $00, $ae, $00, $ff, $00, $c0, $00, $b8, $00, $bb, $00, $bc, $00, $bd, $00, $cD ; db $7f, $7f ;;-------------------------------------------------------------------------------- ; .chasingTail ; ; Chasing tail. / Fly ladies. / Do not follow. ; db $00, $ac, $00, $b1, $00, $aa, $00, $bc, $00, $b2, $00, $b7, $00, $b0, $00, $ff, $00, $bd, $00, $aa, $00, $b2, $00, $b5, $00, $cD ; db $75, $00, $af, $00, $b5, $00, $c2, $00, $ff, $00, $b5, $00, $aa, $00, $ad, $00, $b2, $00, $ae, $00, $bc, $00, $cD ; db $76, $00, $ad, $00, $b8, $00, $ff, $00, $b7, $00, $b8, $00, $bd, $00, $ff, $00, $af, $00, $b8, $00, $b5, $00, $b5, $00, $b8, $00, $c0, $00, $cD ; db $7f, $7f ;;-------------------------------------------------------------------------------- ; .doneBefore ; ; I feel like / I’ve done this / before… ; db $00, $b2, $00, $ff, $00, $af, $00, $ae, $00, $ae, $00, $b5, $00, $ff, $00, $b5, $00, $b2, $00, $b4, $00, $ae ; db $75, $00, $b2, $00, $d8, $00, $bf, $00, $ae, $00, $ff, $00, $ad, $00, $b8, $00, $b7, $00, $ae, $00, $ff, $00, $bd, $00, $b1, $00, $b2, $00, $bc ; db $76, $00, $ab, $00, $ae, $00, $af, $00, $b8, $00, $bb, $00, $ae, $00, $cD, $00, $cD, $00, $cD ; db $7f, $7f ;;-------------------------------------------------------------------------------- ; .capeCanPass ; ; Magic cape can / pass through / the barrier! ; db $00, $b6, $00, $aa, $00, $b0, $00, $b2, $00, $ac, $00, $ff, $00, $ac, $00, $aa, $00, $b9, $00, $ae, $00, $ff, $00, $ac, $00, $aa, $00, $b7 ; db $75, $00, $b9, $00, $aa, $00, $bc, $00, $bc, $00, $ff, $00, $bd, $00, $b1, $00, $bb, $00, $b8, $00, $be, $00, $b0, $00, $b1 ; db $76, $00, $bd, $00, $b1, $00, $ae, $00, $ff, $00, $ab, $00, $aa, $00, $bb, $00, $bb, $00, $b2, $00, $ae, $00, $bb, $00, $c7 ; db $7f, $7f ;;-------------------------------------------------------------------------------- ; .bootsAtRace ; ; Boots at race? / Seed confirmed / impossible. ; db $00, $ab, $00, $b8, $00, $b8, $00, $bd, $00, $bc, $00, $ff, $00, $aa, $00, $bd, $00, $ff, $00, $bb, $00, $aa, $00, $ac, $00, $ae, $00, $c6 ; db $75, $00, $bc, $00, $ae, $00, $ae, $00, $ad, $00, $ff, $00, $ac, $00, $b8, $00, $b7, $00, $af, $00, $b2, $00, $bb, $00, $b6, $00, $ae, $00, $ad ; db $76, $00, $b2, $00, $b6, $00, $b9, $00, $b8, $00, $bc, $00, $bc, $00, $b2, $00, $ab, $00, $b5, $00, $ae, $00, $cD ; db $7f, $7f ;;-------------------------------------------------------------------------------- ; .kanzeonSeed ; ; If this is a / Kanzeon seed, / I'm quitting. ; db $00, $b2, $00, $af, $00, $ff, $00, $bd, $00, $b1, $00, $b2, $00, $bc, $00, $ff, $00, $b2, $00, $bc, $00, $ff, $00, $aa ; db $75, $00, $b4, $00, $aa, $00, $b7, $00, $c3, $00, $ae, $00, $b8, $00, $b7, $00, $ff, $00, $bc, $00, $ae, $00, $ae, $00, $ad, $00, $c8 ; db $76, $00, $b2, $00, $d8, $00, $b6, $00, $ff, $00, $ba, $00, $be, $00, $b2, $00, $bd, $00, $bd, $00, $b2, $00, $b7, $00, $b0, $00, $cD ; db $7f, $7f ;;-------------------------------------------------------------------------------- ; .notRealUncle ; ; I am not your / real uncle. ; db $00, $b2, $00, $ff, $00, $aa, $00, $b6, $00, $ff, $00, $b7, $00, $b8, $00, $bd, $00, $ff, $00, $c2, $00, $b8, $00, $be, $00, $bb ; db $75, $00, $bb, $00, $ae, $00, $aa, $00, $b5, $00, $ff, $00, $be, $00, $b7, $00, $ac, $00, $b5, $00, $ae, $00, $cD ; db $7f, $7f ;;-------------------------------------------------------------------------------- ; .haveAVeryBadTime ; ; You're going / to have a very / bad time. ; db $00, $c2, $00, $b8, $00, $be, $00, $d8, $00, $bb, $00, $ae, $00, $ff, $00, $b0, $00, $b8, $00, $b2, $00, $b7, $00, $b0 ; db $75, $00, $bd, $00, $b8, $00, $ff, $00, $b1, $00, $aa, $00, $bf, $00, $ae, $00, $ff, $00, $aa, $00, $ff, $00, $bf, $00, $ae, $00, $bb, $00, $c2 ; db $76, $00, $ab, $00, $aa, $00, $ad, $00, $ff, $00, $bd, $00, $b2, $00, $b6, $00, $ae, $00, $cD ; db $7f, $7f ;;-------------------------------------------------------------------------------- ; .todayBadLuck ; ; Today you / will have / bad luck. ; db $00, $bd, $00, $b8, $00, $ad, $00, $aa, $00, $c2, $00, $ff, $00, $c2, $00, $b8, $00, $be, $00, $ff, $00, $c0, $00, $b2, $00, $b5, $00, $b5 ; db $75, $00, $b1, $00, $aa, $00, $bf, $00, $ae, $00, $ff, $00, $ab, $00, $aa, $00, $ad, $00, $ff, $00, $b5, $00, $be, $00, $ac, $00, $b4, $00, $c7 ; db $7f, $7f ;;-------------------------------------------------------------------------------- ; .leavingGoodbye ; ; I am leaving / forever. / Goodbye. ; db $00, $b2, $00, $ff, $00, $aa, $00, $b6, $00, $ff, $00, $b5, $00, $ae, $00, $aa, $00, $bf, $00, $b2, $00, $b7, $00, $b0 ; db $75, $00, $af, $00, $b8, $00, $bb, $00, $ae, $00, $bf, $00, $ae, $00, $bb, $00, $cD ; db $76, $00, $b0, $00, $b8, $00, $b8, $00, $ad, $00, $ab, $00, $c2, $00, $ae, $00, $cD ; db $7f, $7f ;;-------------------------------------------------------------------------------- ; .iGotThis ; ; Don’t worry. / I got this / covered. ; db $00, $ad, $00, $b8, $00, $b7, $00, $d8, $00, $bd, $00, $ff, $00, $c0, $00, $b8, $00, $bb, $00, $bb, $00, $c2, $00, $cD ; db $75, $00, $b2, $00, $ff, $00, $b0, $00, $b8, $00, $bd, $00, $ff, $00, $bd, $00, $b1, $00, $b2, $00, $bc ; db $76, $00, $ac, $00, $b8, $00, $bf, $00, $ae, $00, $bb, $00, $ae, $00, $ad, $00, $cD ; db $7f, $7f ;;-------------------------------------------------------------------------------- ; .raceToCastle ; ; Race you to / the castle! ; db $00, $bb, $00, $aa, $00, $ac, $00, $ae, $00, $ff, $00, $c2, $00, $b8, $00, $be, $00, $ff, $00, $bd, $00, $b8 ; db $75, $00, $bd, $00, $b1, $00, $ae, $00, $ff, $00, $ac, $00, $aa, $00, $bc, $00, $bd, $00, $b5, $00, $ae, $00, $c7 ; db $7f, $7f ;;-------------------------------------------------------------------------------- ; .69BlazeIt ; ; ~69 Blaze It!~ ; db $75, $00, $cE, $00, $a6, $00, $a9, $00, $ff, $00, $ab, $00, $b5, $00, $aa, $00, $c3, $00, $ae, $00, $ff, $00, $b2, $00, $bd, $00, $c7, $00, $cE ; db $7f, $7f ;;-------------------------------------------------------------------------------- ; .hi ; ; hi ; db $75, $00, $ff, $00, $ff, $00, $ff, $00, $ff, $00, $ff, $00, $ff, $00, $b1, $00, $b2 ; db $7f, $7f ;;-------------------------------------------------------------------------------- ; .gettingSmokes ; ; I'M JUST GOING / OUT FOR A / PACK OF SMOKES. ; db $00, $b2, $00, $d8, $00, $b6, $00, $ff, $00, $b3, $00, $be, $00, $bc, $00, $bd, $00, $ff, $00, $b0, $00, $b8, $00, $b2, $00, $b7, $00, $b0 ; db $75, $00, $b8, $00, $be, $00, $bd, $00, $ff, $00, $af, $00, $b8, $00, $bb, $00, $ff, $00, $aa ; db $76, $00, $b9, $00, $aa, $00, $ac, $00, $b4, $00, $ff, $00, $b8, $00, $af, $00, $ff, $00, $bc, $00, $b6, $00, $b8, $00, $b4, $00, $ae, $00, $bc, $00, $cD ; db $7f, $7f ;;-------------------------------------------------------------------------------- ; .dangerousSeeYa ; ; It's dangerous / to go alone. / See ya! ; db $00, $b2, $00, $bd, $00, $d8, $00, $bc, $00, $ff, $00, $ad, $00, $aa, $00, $b7, $00, $b0, $00, $ae, $00, $bb, $00, $b8, $00, $be, $00, $bc ; db $75, $00, $bd, $00, $b8, $00, $ff, $00, $b0, $00, $b8, $00, $ff, $00, $aa, $00, $b5, $00, $b8, $00, $b7, $00, $ae, $00, $cD ; db $76, $00, $bc, $00, $ae, $00, $ae, $00, $ff, $00, $c2, $00, $aa, $00, $c7 ; db $7f, $7f ;;-------------------------------------------------------------------------------- ; .badEnoughDude ; ; ARE YOU A BAD / ENOUGH DUDE TO / RESCUE ZELDA? ; db $00, $aa, $00, $bb, $00, $ae, $00, $ff, $00, $c2, $00, $b8, $00, $be, $00, $ff, $00, $aa, $00, $ff, $00, $ab, $00, $aa, $00, $ad ; db $75, $00, $ae, $00, $b7, $00, $b8, $00, $be, $00, $b0, $00, $b1, $00, $ff, $00, $ad, $00, $be, $00, $ad, $00, $ae, $00, $ff, $00, $bd, $00, $b8 ; db $76, $00, $bb, $00, $ae, $00, $bc, $00, $ac, $00, $be, $00, $ae, $00, $ff, $00, $c3, $00, $ae, $00, $b5, $00, $ad, $00, $aa, $00, $c6 ; db $7f, $7f ;;-------------------------------------------------------------------------------- ; .iAmError ; ; I AM ERROR ; db $76, $00, $ff, $00, $ff, $00, $ff, $00, $ff, $00, $b2, $00, $ff, $00, $aa, $00, $b6, $00, $ff, $00, $ae, $00, $bb, $00, $bb, $00, $b8, $00, $bb ; db $7f, $7f ;;-------------------------------------------------------------------------------- ; .sub2Guaranteed ; ; This seed is / sub 2 hours, / guaranteed. ; db $00, $bd, $00, $b1, $00, $b2, $00, $bc, $00, $ff, $00, $bc, $00, $ae, $00, $ae, $00, $ad, $00, $ff, $00, $b2, $00, $bc ; db $75, $00, $bc, $00, $be, $00, $ab, $00, $ff, $00, $a2, $00, $ff, $00, $b1, $00, $b8, $00, $be, $00, $bb, $00, $bc, $00, $c8 ; db $76, $00, $b0, $00, $be, $00, $aa, $00, $bb, $00, $aa, $00, $b7, $00, $bd, $00, $ae, $00, $ae, $00, $ad, $00, $cD ; db $7f, $7f ;;-------------------------------------------------------------------------------- ; .chestSecretEverybody ; ; The chest is / a secret to / everybody. ; db $00, $bd, $00, $b1, $00, $ae, $00, $ff, $00, $ac, $00, $b1, $00, $ae, $00, $bc, $00, $bd, $00, $ff, $00, $b2, $00, $bc ; db $75, $00, $aa, $00, $ff, $00, $bc, $00, $ae, $00, $ac, $00, $bb, $00, $ae, $00, $bd, $00, $ff, $00, $bd, $00, $b8 ; db $76, $00, $ae, $00, $bf, $00, $ae, $00, $bb, $00, $c2, $00, $ab, $00, $b8, $00, $ad, $00, $c2, $00, $cD ; db $7f, $7f ;;-------------------------------------------------------------------------------- ; .findWindFish ; ; I'm off to / find the / wind fish. ; db $00, $b2, $00, $d8, $00, $b6, $00, $ff, $00, $b8, $00, $af, $00, $af, $00, $ff, $00, $bd, $00, $b8 ; db $75, $00, $af, $00, $b2, $00, $b7, $00, $ad, $00, $ff, $00, $bd, $00, $b1, $00, $ae ; db $76, $00, $c0, $00, $b2, $00, $b7, $00, $ad, $00, $ff, $00, $af, $00, $b2, $00, $bc, $00, $b1, $00, $cD ; db $7f, $7f ;;-------------------------------------------------------------------------------- ; .shortcutToGanon ; ; The shortcut / to Ganon / is this way! ; db $00, $bd, $00, $b1, $00, $ae, $00, $ff, $00, $bc, $00, $b1, $00, $b8, $00, $bb, $00, $bd, $00, $ac, $00, $be, $00, $bd ; db $75, $00, $bd, $00, $b8, $00, $ff, $00, $b0, $00, $aa, $00, $b7, $00, $b8, $00, $b7 ; db $76, $00, $b2, $00, $bc, $00, $ff, $00, $bd, $00, $b1, $00, $b2, $00, $bc, $00, $ff, $00, $c0, $00, $aa, $00, $c2, $00, $c7 ; db $7f, $7f ;;-------------------------------------------------------------------------------- ; .moonCrashing ; ; THE MOON IS / CRASHING! RUN / FOR YOUR LIFE! ; db $00, $bd, $00, $b1, $00, $ae, $00, $ff, $00, $b6, $00, $b8, $00, $b8, $00, $b7, $00, $ff, $00, $b2, $00, $bc ; db $75, $00, $ac, $00, $bb, $00, $aa, $00, $bc, $00, $b1, $00, $b2, $00, $b7, $00, $b0, $00, $c7, $00, $ff, $00, $bb, $00, $be, $00, $b7 ; db $76, $00, $af, $00, $b8, $00, $bb, $00, $ff, $00, $c2, $00, $b8, $00, $be, $00, $bb, $00, $ff, $00, $b5, $00, $b2, $00, $af, $00, $ae, $00, $c7 ; db $7f, $7f ;;-------------------------------------------------------------------------------- ; .fightVoldemort ; ; Time to fight / he who must / not be named. ; db $00, $bd, $00, $b2, $00, $b6, $00, $ae, $00, $ff, $00, $bd, $00, $b8, $00, $ff, $00, $af, $00, $b2, $00, $b0, $00, $b1, $00, $bd ; db $75, $00, $b1, $00, $ae, $00, $ff, $00, $c0, $00, $b1, $00, $b8, $00, $ff, $00, $b6, $00, $be, $00, $bc, $00, $bd ; db $76, $00, $b7, $00, $b8, $00, $bd, $00, $ff, $00, $ab, $00, $ae, $00, $ff, $00, $b7, $00, $aa, $00, $b6, $00, $ae, $00, $ad, $00, $cD ; db $7f, $7f ;;-------------------------------------------------------------------------------- ; .redMailForCowards ; ; RED MAIL / IS FOR / COWARDS. ; db $00, $bb, $00, $ae, $00, $ad, $00, $ff, $00, $b6, $00, $aa, $00, $b2, $00, $b5 ; db $75, $00, $b2, $00, $bc, $00, $ff, $00, $af, $00, $b8, $00, $bb ; db $76, $00, $ac, $00, $b8, $00, $c0, $00, $aa, $00, $bb, $00, $ad, $00, $bc, $00, $cD ; db $7f, $7f ;;-------------------------------------------------------------------------------- ; .heyListen ; ; HEY! / / LISTEN! ; db $00, $b1, $00, $ae, $00, $c2, $00, $c7 ; db $76, $00, $b5, $00, $b2, $00, $bc, $00, $bd, $00, $ae, $00, $b7, $00, $c7 ; db $7f, $7f ;;-------------------------------------------------------------------------------- ; .excuseMePrincess ; ; Well / excuuuuuse me, / princess! ; db $00, $c0, $00, $ae, $00, $b5, $00, $b5 ; db $75, $00, $ae, $00, $c1, $00, $ac, $00, $be, $00, $be, $00, $be, $00, $be, $00, $be, $00, $bc, $00, $ae, $00, $ff, $00, $b6, $00, $ae, $00, $c8 ; db $76, $00, $b9, $00, $bb, $00, $b2, $00, $b7, $00, $ac, $00, $ae, $00, $bc, $00, $bc, $00, $c7 ; db $7f, $7f ;;-------------------------------------------------------------------------------- ^32nd