;================================================================================ ; Init Hook ;-------------------------------------------------------------------------------- org $00802F ; <- 2F - Bank00.asm : 45 JSL.l Init_Primary NOP org $0CC1AC ; <- 63 D4 00 - Bank0C.asm:8 (dl Tagalong_LoadGfx) dl Init_PostRAMClear ;-------------------------------------------------------------------------------- ;================================================================================ ; Frame Hook ;-------------------------------------------------------------------------------- org $008056 ; <- 56 - Bank00.asm : 77 JSL.l FrameHookAction ;-------------------------------------------------------------------------------- ;================================================================================ ; NMI Hook ;-------------------------------------------------------------------------------- org $0080CC ; <- CC - Bank00.asm : 164 (PHA : PHX : PHY : PHD : PHB) JML.l NMIHookAction org $0080D0 ; <- D0 - Bank00.asm : 164 (PHA : PHX : PHY : PHD : PHB) NMIHookReturn: ;-------------------------------------------------------------------------------- org $00821B ; <- 21B - Bank00.asm : 329 (LDA $13 : STA $2100) JML.l PostNMIHookAction : NOP PostNMIHookReturn: ;-------------------------------------------------------------------------------- ;================================================================================ ; Anti-ZSNES Hook ;-------------------------------------------------------------------------------- org $008023 ;<- 23 - Bank00.asm : 36 (LDA.w #$01FF : TCS) JML.l CheckZSNES ReturnCheckZSNES: ;-------------------------------------------------------------------------------- ;================================================================================ ; Dungeon Entrance Hook (works, but not needed at the moment) ;-------------------------------------------------------------------------------- ;org $02D8C7 ; <- 158C7 - Bank02.asm : 10981 (STA $7EC172) ;JSL.l OnDungeonEntrance ;-------------------------------------------------------------------------------- ;================================================================================ ; D-Pad Invert ;-------------------------------------------------------------------------------- ;org $0083D9 ; <- 3D9 - Bank00.asm : 611 (LDA $4219 : STA $01) ;JSL.l InvertDPad : NOP org $0083D4 ; <- 3D4 - Bank00.asm : 610 (LDA $4218 : STA $00) JML.l InvertDPad : SKIP 6 InvertDPadReturn: ;-------------------------------------------------------------------------------- ;================================================================================ ; Enable/Disable Boots ;-------------------------------------------------------------------------------- org $079C22 ; <- 39222 - Bank07.asm : 4494 (AND $7EF379 : BEQ .cantDoAction) JSL.l ModifyBoots ;-------------------------------------------------------------------------------- ;================================================================================ ; Dungeon Exit Hook ;-------------------------------------------------------------------------------- org $02E21B ; <- 1621B - Bank02.asm : 11211 (STA $040C) JSL.l OnDungeonExit : NOP #2 ;-------------------------------------------------------------------------------- ;================================================================================ ; Quit Hook (for both types of save and quit) ;-------------------------------------------------------------------------------- org $09F60B ; <- 4F60B - module_death.asm : 530 (LDA.b #$10 : STA $1C) JSL.l OnQuit ;-------------------------------------------------------------------------------- ;================================================================================ ; Title Screen ;-------------------------------------------------------------------------------- org $0CCDA5 ; <- Bank0C.asm : 1650 (JSL Palette_SelectScreen) JSL.l SetFileSelectPalette ;-------------------------------------------------------------------------------- org $0CCE41 ; <- 64E41 - Bank0C.asm : 1907 (DEC $C8 : BPL .done) JSL FSCursorUp : NOP #4 ; set cursor to only select first file and erase org $0CCE50 ; <- 64E50 - Bank0C.asm : 1918 (INC $C8) JSL FSCursorDown : NOP #6 ; set cursor to only select first file and erase org $0CCE0F ; < 64E0F - Bank0C.asm : 1880 (LDX $00 : INX #2 : CPX.w #$0006 : BCC .nextFile) NOP #9 ; don't draw the other two save files ;-------------------------------------------------------------------------------- org $0CCE71 ; <- Bank0C.asm : 1941 (LDA.b #$F1 : STA $012C) JML.l FSSelectFile : NOP FSSelectFile_continue: org $0CCEB1 ; <- Bank0C.asm : 2001 (.return) FSSelectFile_return: ;-------------------------------------------------------------------------------- ; Replace copy file module with a fully custom module org $008061+$02 ; <- Bank00.asm : 103 (dl Module_CopyFile) db Module_Password org $00807D+$02 ; <- Bank00.asm : 103 (dl Module_CopyFile) db Module_Password>>8 org $008099+$02 ; <- Bank00.asm : 103 (dl Module_CopyFile) db Module_Password>>16 ; Hook up password screen tilemap org $00937a+$07 db Password_Tilemap org $009383+$07 db Password_Tilemap>>8 org $00938c+$07 db Password_Tilemap>>16 ;-------------------------------------------------------------------------------- org $0CD527 ; <- 65527 : Bank0C.asm : 2913 (LDA.w #$0004 : STA $02) [LDA.w #$0006 : STA $02] JSL.l DrawPlayerFile : NOP ; hijack hearts draw routine to draw a full inventory org $0ccdd5 ; Bank0C.asm:1881 (LDX.w #$00FD) JSL.l AltBufferTable : NOP #8 ; Selection screen org $0cd393 ; Bank0c.asm:2674 (LDX.w #$00FD) JSL.l AltBufferTable : NOP #8 ; Delete screen ;-------------------------------------------------------------------------------- org $0CCCCC ;<- 64CCC - Bank0C.asm : 1628 (JSL Intro_ValidateSram) / Bank02.asm : 75 (REP #$30) ; Explanation: In JP 1.0 the code for Intro_ValidateSram was inline in Bank 0C JML.l Validate_SRAM ;(Return via RTL. Original code JML'd to Intro_LoadSpriteStats which returns with RTL, but we want to skip that) org $0CCD57 ;<- 64D57 - Bank0C.asm : RTL ;Just in case anybody ever removes the previous hook ;-------------------------------------------------------------------------------- org $00E55D ; <- 0655D - Bank00.asm : 5473 (LDA.w #$7000 : STA $2116) LDA.w #$2000 ; Load file select screen graphics to VRAM word addres 0x2000 instead of 0x7000 ;-------------------------------------------------------------------------------- org $00833A ; <- 0033A - Bank00.asm : 481 (LDA.w #$007F) LDA.w #$0180 ; change which character is used as the blank character for the select screen ;-------------------------------------------------------------------------------- org $0CD50C ; <- 6550C (Not in disassembly, would be in bank0c.asm if it were) Position table for Name and Hearts ;dw $0012, $0112, $0212 ; vanilla-ish positions of file names ;dw $0026, $0126, $0226 ; vanilla-ish positions of hearts names dw $00CC, $014A, $01CA ; repositioned, only the first value matters dw $002A, $0192, $0112 org $0CD53B ; <- 6553B : Bank0c.asm : 2919 (ADD.w #$0010 : STA $102C, Y) [... : STA $1034, Y] STA.w $1042, Y ; Make 2nd half of names line up properly org $0CD540 ; <- 65540 : Bank0c.asm : 2923 (INY #2) [INY #4] NOP #2 ; Remove space between name characters org $0CD571 ; <- 65571 : Bank0c.asm : 2943 (LDA $04 : ADD.w #$002A : TAY) [... : ADD.w #$0032 : ...] ADC.w #$0040 ;make Hearts line up properly ;-------------------------------------------------------------------------------- org $0CCC67 ; <- (Not in disassembly, would be in bank0c.asm if it were) Y position table for File select fairy db $42, $00, $00, $AF, $C7 org $0CD308 ; <- (Not in disassembly, would be in bank0c.asm if it were) Y position table for File Delete fairy db $42, $00, $00, $C7 org $0CD57E ; <- Y position table for File select link sprite db $3d org $0CD6BD ; <- Y position table for Death Counts db $51 ;-------------------------------------------------------------------------------- ;================================================================================ ; Name Entry Screen ;-------------------------------------------------------------------------------- org $0CD7BE ; <- 657BE : Bank0C.asm : 3353 (STA $7003D9, X) JSL.l WriteBlanksToPlayerName org $0CDB11 ; <- 65B11 : Bank0C.asm : 3605 (LDA $00 : AND.w #$FFF0 : ASL A : ORA $02 : STA $7003D9, X) JSL.l WriteCharacterToPlayerName org $0CDCA9 ; <- 65CA9 : Bank0C.asm : 3853 (LDA $7003D9, X) JSL.l ReadCharacterFromPlayerName org $0CDC90 ; <- 65C90 : Bank0C.asm : 3847 (ORA $DD24, Y) [ORA $DC82, Y] JSL.l GetCharacterPosition org $0CDA79 ; <- 65A79 : Bank0C.asm : 3518 (LDA $0CDA13, X : STA $0800, Y) [LDA $0CD98f, X : ...] LDA.l HeartCursorPositions, X org $0CDAEB ; <- 65AEB : Bank0C.asm : 3571-3575,3581-3587 (...) [LDA $0B12 : AND #$03] ; JP here is different. Indicated line number implement the US version of the same functionality JSL.l WrapCharacterPosition : NOP ;-------------------------------------------------------------------------------- org $0CE43A ; No assembly source. Makes name entry box wider db $2C org $0CE448 db $2D, $40, $1E org $0CE45C db $4D, $40, $1E org $0CE462 db $6D, $40, $1E org $0CE468 db $8D, $40, $1E org $0CE46E db $AD, $40, $1E ;-------------------------------------------------------------------------------- org $0CE41A ; No assembly source. ; Fix name screen background to use the not-overwritten copy of its graphics db $09 : SKIP 5 : db $09 : SKIP 5 : db $09 : SKIP 5 : db $09 : SKIP 5 : db $09 : SKIP 5 db $09 : SKIP 5 : db $49 : SKIP 1 : db $49 : SKIP 1 : db $49 : SKIP 1 : db $49 : SKIP 1 db $c9 : SKIP 5 : db $09 : SKIP 5 : db $09 : SKIP 1 : db $09 : SKIP 1 : db $09 : SKIP 1 db $09 : SKIP 1 : db $89 : SKIP 4 : db $80, $09 : SKIP 4 : db $80, $09 : SKIP 4 db $80, $09 : SKIP 5 : db $89 : SKIP 5 db $49 : SKIP 5 : db $09 : SKIP 5 : db $09 : SKIP 5 : db $49 : SKIP 5 : db $09 : SKIP 5 db $C9 : SKIP 5 : db $89 : SKIP 5 : db $89 : SKIP 5 : db $09 : SKIP 1 : db $09 : SKIP 1 db $09 : SKIP 1 : db $09 : SKIP 1 : db $09 : SKIP 1 : db $09 : SKIP 1 : db $09 : SKIP 1 db $09 : SKIP 5 : db $09 : SKIP 1 : db $09 : SKIP 1 : db $09 : SKIP 1 : db $09 : SKIP 1 db $09 : SKIP 1 : db $09 : SKIP 1 : db $09 : SKIP 1 : db $09 : SKIP 5 : db $05 ;-------------------------------------------------------------------------------- ;================================================================================ ; Delete file Screen ;-------------------------------------------------------------------------------- ; Remove code that tries to hide non-selected player files org $0CD435 ; <- 65435 - Bank0C.asm : 2772 (LDX.b #$64) [LDX.b #$50] LDX.b #$44 LDA $D324, X org $0CD446 ; <- 65446 - Bank0C.asm : 2782 (LDX $C8 : CPX.b #$02 : BEQ BRANCH_11) db $80 ; BRA ;-------------------------------------------------------------------------------- ;================================================================================ ; Remove Mirrored copy of save file ;-------------------------------------------------------------------------------- ; Saving to mirrored copy org $00895D ; <- 0095D - Bank00.asm : 1286 (LDA $7EF000, X : STA $0000, Y : STA $0F00, Y) SKIP 7 : NOP #3 SKIP 7 : NOP #3 SKIP 7 : NOP #3 SKIP 7 : NOP #3 SKIP 7 : NOP #3 ;-------------------------------------------------------------------------------- ; remove Clearing mirrored copy on file erase, instead clearing the extended save file too org $0CD4E3 ; <- Bank0C.asm : 2282 (STA $700400, X : STA $700F00, X : STA $701000, X : STA $701100, X) JSL.l ClearExtendedSaveFile BRA + NOP #18 + ;-------------------------------------------------------------------------------- ;================================================================================ ; Extended SRAM Save file ;-------------------------------------------------------------------------------- org $0ccf08 ; <- Bank0C.asm : 2036 (LDA.w #$0007 : STA $7EC00D : STA $7EC013) JSL CopyExtendedSaveFileToWRAM ;-------------------------------------------------------------------------------- org $008998 ; <- Bank00.asm : 1296 (LDX.w #$0000) JSL CopyExtendedWRAMSaveFileToSRAM ;-------------------------------------------------------------------------------- org $0CD7AB ; <- Bank0C.asm : 3342 (STA $700400, X) JSL.l ClearExtendedSaveFile ;-------------------------------------------------------------------------------- org $0CC2EB ; <- Bank0C.asm : 348 (STA $7EF000, X : STA $7EF100, X : STA $7EF200, X : STA $7EF300, X : STA $7EF400, X) JSL.l ClearExtendedWRAMSaveFile ;-------------------------------------------------------------------------------- org $09F653 ; <- module_death.asm : 556 (STA $7EF400, X) JSL.l ClearExtendedWRAMSaveFile ;-------------------------------------------------------------------------------- ;================================================================================ ; Remove storage of selected file index from end of vanilla SRAM ;-------------------------------------------------------------------------------- org $0087EB ; <- Bank00.asm : 986 (STA $7EC500 : STA $701FFE) BRA AfterFileWrittenChecks ;Also skip totally redundant checking and clearing the "file written" marker, ;since it is not even useful in the original code, much less with only one save slot org $00881f ; <- Bank00.asm : 1011 (STY $01FE) AfterFileWrittenChecks: ;-------------------------------------------------------------------------------- org $008951 ; <- Bank00.asm : 1278 (LDX $1FFE : LDA $00848A, X : TAY : PHY) LDX #$0002 ;-------------------------------------------------------------------------------- org $0CCE85 ; <- Bank0C.asm : 1953 (LDA $C8 : ASL A : INC #2 : STA $701FFE) NOP #4 ;-------------------------------------------------------------------------------- org $0CDB4C ; <- Bank0C.asm : 3655 (LDA $C8 : ASL A : INC #2 : STA $701FFE : TAX) JSL OnFileCreation NOP ;Additionally, display inventory swap starting equipment on file select ;-------------------------------------------------------------------------------- org $09F5EA ; <- module_death.asm : 510 (LDA $701FFE : TAX : DEX #2) LDA.w #$0002 : NOP ;-------------------------------------------------------------------------------- org $0EEFEB ; <- vwf.asm : 310 (LDA $701FFE : TAX) LDA.w #$0002 : NOP ;-------------------------------------------------------------------------------- ;================================================================================ ; Cross World Damage fixes ;-------------------------------------------------------------------------------- org $068891 ; Sprite_Prep.asm : 378 //LDA .damage_class, Y : STA $0CD2, X nop #$08 JSL.l NewBatInit ;-------------------------------------------------------------------------------- ;================================================================================ ; Damage table Relocation from WRAM ;-------------------------------------------------------------------------------- org $06EDB5 ;<- 36DBE - Bank06.asm : 4882 (LDA $7F6000, X : STA $02) JSL.l LookupDamageLevel ;-------------------------------------------------------------------------------- !StalfosBombDamage = "$7F509D" org $1eab5e ;<- F2B5E - sprite_stalfos_knight.asm : 135 (LDA.b #$00 : STA $7F6918) STA.l !StalfosBombDamage org $1eaad6 ;<- F2AB6 - sprite_stalfos_knight.asm : 32 (LDA.b #$02 : STA $7F6918) STA.l !StalfosBombDamage ;-------------------------------------------------------------------------------- ;================================================================================ ; Duck Map Load Hook ;-------------------------------------------------------------------------------- org $0AB76E ; <- 5376E - Bank0A.asm : 30 (JSL OverworldMap_InitGfx) JSL.l OnLoadDuckMap ;-------------------------------------------------------------------------------- ;================================================================================ ; Infinite Bombs / Arrows / Magic ;-------------------------------------------------------------------------------- org $08A17A ; <- 4217A - ancilla_arrow.asm : 42 (AND.b #$04 : BEQ .dont_spawn_sparkle) CMP.b #$03 : db #$90 ; !BLT org $08A40E ; <- 4240E - ancilla_arrow.asm : 331 (AND.b #$04 : BNE .use_silver_palette) CMP.b #$03 : db #$B0 ; !BGE ;-------------------------------------------------------------------------------- org $098127 ; <- 48127 - ancilla_init.asm : 202 (LDA $7EF343 : BNE .player_has_bombs) JSL.l LoadBombCount org $098133 ; <- 48133 - ancilla_init.asm : 211 (STA $7EF343 : BNE .bombs_left_over) JSL.l StoreBombCount ;-------------------------------------------------------------------------------- org $0DE4BF ; <- 6E4BF - equipment.asm : 1249 (LDA $7EF343 : AND.w #$00FF : BEQ .gotNoBombs) JSL.l LoadBombCount16 ;-------------------------------------------------------------------------------- org $0DDEB3 ; <- 6DEB3 - equipment.asm : 328 (LDA $7EF33F, X) JSL.l IsItemAvailable ;-------------------------------------------------------------------------------- org $0DDDE6 ; <- 6DDE6 - equipment.asm : 146 (LDX.b #$12 ...) JSL.l HaveAnyItems BRA + : NOP #7 : + ;-------------------------------------------------------------------------------- org $0DDE6E ; <- 6DE6E - equipment.asm : 271 (LDX.b #$12 ...) JSL.l HaveAnyItems BRA + : NOP #7 : + ;-------------------------------------------------------------------------------- org $0DE39B ; <- 6E39B - equipment.asm : 1107 (LDX.b #$12 ...) JSL.l HaveAnyItems BRA + : NOP #7 : + ;-------------------------------------------------------------------------------- ;================================================================================ ; Inverted Mode ;-------------------------------------------------------------------------------- org $028413 ; <- 10413 - Bank02.asm : 853 (LDA $7EF357 : BNE .notBunny) NOP #6 JSL.l DecideIfBunny : db #$D0 ; BNE ;-------------------------------------------------------------------------------- org $07AA44 ; <- 3AA44 - Bank07.asm : 853 (LDA $7EF357 : BNE .playerHasMoonPearl) NOP #6 JSL.l DecideIfBunnyByScreenIndex : db #$D0 ; BNE ;-------------------------------------------------------------------------------- org $02D9B9 ; <- 159B9 - Bank02.asm : 11089 (LDA $7EF3C8) JSL AllowStartFromSingleEntranceCave ;-------------------------------------------------------------------------------- org $028496 ; <- 15496 - Bank02.asm : 959 (LDA $7EF3C8 : PHA) JML.l AllowStartFromExit AllowStartFromExitReturn: ;-------------------------------------------------------------------------------- org $1bc2a7 ; <- DC2A7 - Bank1B.asm : 1143 (Overworld_CreatePyramidHole:) JSL.l Overworld_CreatePyramidHoleModified RTL C9DE_LONG: JSR $C9DE ; surprisingly same address as US RTL ;-------------------------------------------------------------------------------- org $07ff5f ; <- 3ff5f - Bank0E.asm : 5252 (LDA.w #$0E3F : STA $23BC) JSL.l Draw_PyramidOverlay RTS ;-------------------------------------------------------------------------------- ;Remove Electric Barrier Hook org $06891E ; <- sprite_prep.asm : 537 (LDA $7EF280, X : PLX : AND.b #$40 : BEQ .not_dead) JSL Electric_Barrier ;-------------------------------------------------------------------------------- org $08CDAC ; <- ancilla_break_tower_seal.asm : 117 (LDA.b #$05 : STA $04C6) JSL GanonTowerAnimation NOP #05 ;-------------------------------------------------------------------------------- org $1AF5C1 ; <- sprite_waterfall.asm : 40 (LDA $8A : CMP.b #$43) JSL GanonTowerInvertedCheck ;-------------------------------------------------------------------------------- org $02EC8D ; <- bank02.asm : 11981 (LDA.w #$020F : LDX $8A : CPX.w #$0033 : BNE .noRock) JSL HardcodedRocks NOP #19 ;23 bytes removed with the JSL ;-------------------------------------------------------------------------------- org $04E7AE ; <- bank0E.asm : 4230 (LDA $7EF287 : AND.w #$0020) JSL.l TurtleRockPegSolved org $04E7B9 ; <- bank0E.asm : 4237 (LDX $04C8) JMP.w TurtleRockTrollPegs TurtleRockPegCheck: org $04E7C9 TurtleRockPegSuccess: org $04E7F5 TurtleRockPegFail: org $04E96F PegProbability: db $00 ; Probability out of 255. 0 = Vanilla behavior TurtleRockTrollPegs: SEP #$20 LDX.w $04C8 : CPX.w #$FFFF : BEQ .vanilla JSL.l GetRandomInt LDA.l PegProbability : BEQ .vanilla : CMP.l $7E0FA1 REP #$20 : !BGE .succeed .fail JMP.w TurtleRockPegFail .succeed JMP.w TurtleRockPegSuccess .vanilla REP #$20 : JMP.w TurtleRockPegCheck ;-------------------------------------------------------------------------------- org $1BBD05 ; <- bank1B.asm : 261 (TYA : STA $00) ; hook starts at the STA JML.l PreventEnterOnBonk NOP PreventEnterOnBonk_return: org $1BBD77 ; <- bank1B.asm : 308 (SEP #$30) PreventEnterOnBonk_BRANCH_IX: ;-------------------------------------------------------------------------------- ;================================================================================ ; Crystals Mode ;-------------------------------------------------------------------------------- org $099B7B ; <- ancilla_init.asm : 4136 (LDA $7EF37A : AND.b #$7F : CMP.b #$7F) JSL.l CheckEnoughCrystalsForTower NOP #4 db #$90 ; BCC ;-------------------------------------------------------------------------------- org $08CE0C ; <- 44E0C - ancilla_break_tower_seal.asm : 168 (BEQ #$03 : JSR BreakTowerSeal_ExecuteSparkles : LDX.b #$06) JML.l GetRequiredCrystalsForTower NOP #3 GetRequiredCrystalsForTower_continue: ;-------------------------------------------------------------------------------- org $08CF19 ; <- 44F19 - ancilla_break_tower_seal.asm : 336 (TXA : AND.b #$07 : TAX) JSL.l GetRequiredCrystalsInX ;-------------------------------------------------------------------------------- org $08CFC9 ; <- 44FC9 - ancilla_break_tower_seal.asm : 414 (RTS) db #$6B ;-------------------------------------------------------------------------------- ;================================================================================ ; Hash Key Display ;-------------------------------------------------------------------------------- org $0CCDB5 ; <- 64DB5 - Bank0C.asm : 1776 (LDA.b #$06 : STA $14) JSL.l OnPrepFileSelect ;-------------------------------------------------------------------------------- ;================================================================================ ; Light speed ;-------------------------------------------------------------------------------- ; Message org $1ED4FF JSL AgahnimAsksAboutPed ; Spam blue balls if ped not pulled org $1ED6E8 JSL CheckAgaForPed : NOP ; kill ganon when aga dies in light speed org $00F970 JSL KillGanon ;-------------------------------------------------------------------------------- ;================================================================================ ; Zelda Sprite Fixes ;-------------------------------------------------------------------------------- org $05EBCF ; <- 2EBCF - sprite_zelda.asm : 23 (LDA $7EF359 : CMP.b #$02 : BCS .hasMasterSword) JSL.l SpawnZelda : NOP #2 ;NOP #8 ;-------------------------------------------------------------------------------- ;org $06C06F ; <- 3406F - Bank06.asm : 1794 (JSL Sprite_ZeldaLong) ;JSL.l SpawnZelda ;-------------------------------------------------------------------------------- ;================================================================================ ; Alternate Goal ;-------------------------------------------------------------------------------- ;Invincible Ganon org $06F2C8 ; <- 372C8 - Bank06.asm : 5776 (LDA $44 : CMP.b #$80 : BEQ .no_collision) JSL.l GoalItemGanonCheck ;-------------------------------------------------------------------------------- ;Hammerable Ganon org $06F2EA ; <- 372EA - Bank06.asm : 5791 (LDA $0E20, X : CMP.b #$D6 : BCS .no_collision) JSL.l CheckGanonHammerDamage : NOP ;-------------------------------------------------------------------------------- ;================================================================================ ; Stat Hooks ;-------------------------------------------------------------------------------- org $079202 ; 39202 <- Bank07.asm : 2859 (JSL AddDashTremor) JSL.l StatBonkCounter ;-------------------------------------------------------------------------------- org $02B797 ; <- 13797 - Bank02.asm : 8712 (LDA.b #$19 : STA $10) JSL.l StatsFinalPrep ;-------------------------------------------------------------------------------- org $07A95B ; <- 3A95B - Bank07.asm : 6565 (JSL Dungeon_SaveRoomData) JSL.l IncrementUWMirror ;-------------------------------------------------------------------------------- org $0288D1 ; <- 108D1 - Bank02.asm : 1690 (STZ $0646) JSL.l IndoorSubtileTransitionCounter NOP #2 ;-------------------------------------------------------------------------------- org $07B574 ; <- 3B574 - Bank07.asm : 8519 (LDA.b #$01 : STA $02E9) JSL.l IncrementChestCounter NOP ;-------------------------------------------------------------------------------- ;org $05FC7E ; <- 2FC7E - sprite_dash_item.asm : 118 (LDA $7EF36F : INC A : STA $7EF36F) ;JSL.l IncrementSmallKeys ;-------------------------------------------------------------------------------- ;org $06D18D ; <- 3518D - sprite_absorbable.asm : 274 (LDA $7EF36F : INC A : STA $7EF36F) org $06D192 ; <- 35192 - sprite_absorbable.asm : 274 (STA $7EF36F) JSL.l IncrementSmallKeysNoPrimary ;-------------------------------------------------------------------------------- org $00F945 ; <- 7945 - Bank00.asm : 8557 (JSL SavePalaceDeaths) JSL.l StatTransitionCounter ; we're not bothering to restore the instruction we wrote over ;-------------------------------------------------------------------------------- org $09F443 ; <- 4F443 - module_death.asm : 257 (STA $7EF35C, X) JSL.l IncrementFairyRevivalCounter ;-------------------------------------------------------------------------------- org $02B6F3 ; <- 136F3 - Bank02.asm : 8600 (LDA.b #$0F : STA $10) JSL.l DungeonExitTransition ;-------------------------------------------------------------------------------- org $1BBD6A ; <- DBD6A - Bank1B.asm : 301 (LDA.b #$0F : STA $10) JSL.l DungeonExitTransition ;-------------------------------------------------------------------------------- org $01C3A7 ; <- C3A7 - Bank01.asm : 9733 (JSL Dungeon_SaveRoomQuadrantData) JSL.l DungeonStairsTransition ;-------------------------------------------------------------------------------- org $0BFFAC ; <- 5FFAC - Bank0B.asm : 170 (JSL Dungeon_SaveRoomQuadrantData) JSL.l DungeonStairsTransition ;-------------------------------------------------------------------------------- org $029A17 ; <- 11A17 - Bank02.asm : 4770 (JSL EnableForceBlank) JSL.l DungeonHoleEntranceTransition ;-------------------------------------------------------------------------------- org $0794EB ; <- 394EB - Bank07.asm : 3325 (LDA $01C31F, X : STA $0476) JSL.l DungeonHoleWarpTransition ;-------------------------------------------------------------------------------- org $0CC999 ; <- 64999 - Bank0C.asm : 1087 (LDA.b #$0F : STA $13) NOP #4 ;-------------------------------------------------------------------------------- org $01ED75 ; <- ED75 - Bank01.asm : 13963 (JSL Dungeon_SaveRoomQuadrantData) JSL.l IncrementBigChestCounter ;-------------------------------------------------------------------------------- ;================================================================================ ; Dialog Override ;-------------------------------------------------------------------------------- ;org $0EEE8D ; 0x76E8D <- vwf.asm : 152 (LDA $7F71C0, X : STA $04) ;JSL.l DialogOverride ;NOP #7 ;-------------------------------------------------------------------------------- org $0EF1FF ; 0x771FF <- vwf.asm : 1212 (LDA $7F1200, X : AND.w #$007F : SUB.w #$0066 : BPL .commandByte) JSL.l DialogOverride org $0EF2DC ; every other LDA $7F1200, X in vwf.asm JSL.l DialogOverride org $0EF315 JSL.l DialogOverride org $0EF332 JSL.l DialogOverride org $0EF375 JSL.l DialogOverride org $0EF394 JSL.l DialogOverride org $0EF511 JSL.l DialogOverride org $0EF858 JSL.l DialogOverride org $0EFA26 JSL.l DialogOverride org $0EFA4C JSL.l DialogOverride org $0EFAB4 JSL.l DialogOverride org $0EFAC8 JSL.l DialogOverride org $0EFAE1 JSL.l DialogOverride org $0EFB11 JSL.l DialogOverride ;-------------------------------------------------------------------------------- org $0EFBC6 ; <- 77BC6 - vwf.asm : 2717 (LDA.b #$1C : STA $1CE9) JSL.l ResetDialogPointer RTS ;-------------------------------------------------------------------------------- org $0EED0B ; <- PC 0x76D0B - Bank0E.asm : 3276 (LDA $E924, Y : STA $1008, X) JSL.l EndingSequenceTableOverride NOP #2 ;-------------------------------------------------------------------------------- org $0EED15 ; <- PC 0x76D15 - Bank0E.asm : 3282 (LDA $E924, Y : STA $1008, X) JSL.l EndingSequenceTableOverride NOP #2 ;-------------------------------------------------------------------------------- org $0EED2A ; <- PC 0x76D2A - Bank0E.asm : 3295 (LDA $E924, Y : AND.w #$00FF) JSL.l EndingSequenceTableLookupOverride NOP #2 ;-------------------------------------------------------------------------------- ;================================================================================ ; Master Sword Overlay Fix ;-------------------------------------------------------------------------------- org $0987b2 ; <- ancilla_init.asm : 1051 (LDA.b #$09) JSL.l PedestalPullOverlayFix org $0987b8 ; <- ancilla_init.asm : 1055 (STA $039F, X) NOP #3 org $0987df ; <- ancilla_init.asm : 1077 (STA $039F, X) NOP #3 ;-------------------------------------------------------------------------------- ;================================================================================ ; File Select Init Event ;-------------------------------------------------------------------------------- org $0CCC89 ; <- 0x64C89 Bank0C.asm : 1598 (JSL EnableForceBlank) JSL.l OnInitFileSelect ;-------------------------------------------------------------------------------- ;================================================================================ ; Hyrule Castle Rain Sequence Guards (allowing Gloves in Link's house) ;-------------------------------------------------------------------------------- org $09C8B7 ; <- 4C8B7 dw #CastleRainSpriteData org $09F7BD ; <- 4F7BD CastleRainSpriteData: db $06, $1F, $40, $12, $01, $3F, $14, $01, $3F, $13, $1F, $42, $1A, $1F, $4B, $1A, $20, $4B, $25, $2D, $3F, $29, $20, $3F, $2A, $3C, $3F, $FF ;-------------------------------------------------------------------------------- ;================================================================================ ; Sprite_DrawMultiple ;-------------------------------------------------------------------------------- org $05DFB1 ; <- 2DFB1 - Bank05.asm : 2499 JSL.l SkipDrawEOR ;-------------------------------------------------------------------------------- ;================================================================================ ; Kiki Big Bomb Fix ;-------------------------------------------------------------------------------- org $1EE4AF ; <- f64af sprite_kiki.asm : 285 (LDA.b #$0A : STA $7EF3CC) JSL.l AssignKiki NOP #2 ;-------------------------------------------------------------------------------- ;================================================================================ ; Wallmaster camera fix ;-------------------------------------------------------------------------------- org $1EAF77 ; <- F2F77 sprite_wallmaster.asm : 141 (LDA.b #$2A : JSL Sound_SetSfx3PanLong) JSL.l WallmasterCameraFix ;================================================================================ ; Hard & Masochist Mode Fixes ;-------------------------------------------------------------------------------- org $07D22B ; <- 3D22B - Bank05.asm : 12752 (LDA $D055, Y : STA $0373) JSL.l CalculateSpikeFloorDamage : NOP #2 ;-------------------------------------------------------------------------------- org $08DCC3 ; <- 45CC3 - ancilla_cane_spark.asm : 272 (LDA $7EF36E) JSL.l CalculateByrnaUsage ;-------------------------------------------------------------------------------- org $07AE17 ; <- 3AE17 - Bank07.asm : 7285 (LDA $7EF36E) JSL.l CalculateCapeUsage ;-------------------------------------------------------------------------------- org $07AE98 ; <- 3AE98 - Bank07.asm : 7380 (LDA $7EF36E) JSL.l CalculateCapeUsage ;-------------------------------------------------------------------------------- org $08DCA7 ; <- 45CA7 - ancilla_cane_spark.asm : 256 (LDA.b #$01 : STA $037B) JSL.l ActivateInvulnerabilityOrDont : NOP ;-------------------------------------------------------------------------------- ORG $06EDC6 ; <- 36DC6 - Bank06.asm : 4890 (LDA $0DB8F1, X) JSL.l GetItemDamageValue ;-------------------------------------------------------------------------------- ;================================================================================ ; Misc Stats ;-------------------------------------------------------------------------------- org $029E2E ; <- 11E2E - module_ganon_emerges.asm : 59 (JSL Dungeon_SaveRoomData.justKeys) JSL.l OnAga2Defeated ;-------------------------------------------------------------------------------- org $0DDBDE ; <- 6DBDE - headsup_display.asm : 105 (DEC A : BPL .subtractRupees) JSL.l IncrementSpentRupees NOP #6 ;org $0DDBF7 ; <- 6DBF7 - headsup_display.asm : 121 (STA $7EF362) ;RefillLogic_subtractRupees: ;-------------------------------------------------------------------------------- ;================================================================================ ; Remove Item Menu Text ;-------------------------------------------------------------------------------- org $0DEBB0 ; <- 6EBB0 - equipment.asm : 1810 (LDA $0202) JMP DrawItem_finished org $0DECE6 ; <- 6ECE6 - equipment.asm : 1934 (SEP #$30) DrawItem_finished: org $0DEB48 ; <- 6EB48 - equipment.asm : 1784 (LDA $0000) LDA $0000, Y : STA $11F2 LDA $0002, Y : STA $11F4 LDA $0040, Y : STA $1232 LDA $0042, Y : STA $1234 ;--------------------------- org $0DE24B ; <- 6E24B - equipment.asm : 951 (LDA $0000) LDA $0000, Y : STA $11F2 LDA $0002, Y : STA $11F4 LDA $0040, Y : STA $1232 LDA $0042, Y : STA $1234 ;-------------------------------------------------------------------------------- org $0DE2DC ; <- 6E2DC - equipment.asm : 989 (LDA $F449, X : STA $122C, Y) JMP UpdateBottleMenu_return org $0DE2F1 ; <- 6E2F1 - equipment.asm : 1000 (SEP #$30) UpdateBottleMenu_return: ;-------------------------------------------------------------------------------- ;org $0DDDC3 ; <- 6DDC3 - equipment.asm : 131 (JSR DrawAbilityText) ;NOP #3 org $0DE6F4 ; <- 6E6F4 - equipment.asm : 1474 (BCC .lacksAbility) db #$80 ; BRA org $0DE81A ; <- 6E81A - equipment.asm : 1597 (STA $00) RTS org $0DE7B9 ; <- 6E7B9 - equipment.asm : 1548 (LDA.w #$16D0 : STA $00) JSL.l DrawGlovesInMenuLocation : NOP org $0DE7CF ; <- 6E7CF - equipment.asm : 1554 (LDA.w #$16C8 : STA $00) JSL.l DrawBootsInMenuLocation : NOP org $0DE7E5 ; <- 6E7E5 - equipment.asm : 1560 (LDA.w #$16D8 : STA $00) JSL.l DrawFlippersInMenuLocation : NOP org $0DECEB ; <- 6ECEB - equipment.asm : 1946 (LDA.w #$16E0 : STA $00) JSL.l DrawMoonPearlInMenuLocation : NOP ;-------------------------------------------------------------------------------- ;org $0DE9D8 ; <- 6E9D8 - equipment.asm : 1635 (LDA $E860, X : STA $12EA, X) ;BRA DrawProgressIcons_initPendantDiagram_notext ;org $0DEA0E ; <- 6EA0E - equipment.asm : 1645 (INX #2) ;DrawProgressIcons_initPendantDiagram_notext: ;-------------------------------------------------------------------------------- ;================================================================================ ; Map Always Zoomed ;-------------------------------------------------------------------------------- ;org $0ABA49 ; <- 53A49 - Bank0A.asm : 447 (LDA.b #$80 : STA $211A) ;JSL.l PrepMapZoom : RTL ;org $0ABB32 ; <- 53B32 - Bank0A.asm : 626 (LDA $F6 : AND.b #$70) ;JSL.l ForceMapZoom ;-------------------------------------------------------------------------------- ;================================================================================ ; Zelda S&Q Mirror Fix ;-------------------------------------------------------------------------------- org $02D9A4 ; <- 159A4 - Bank02.asm : 11077 (dw $0000, $0002, $0002, $0032, $0004, $0006, $0030) dw $0000, $0002, $0004, $0032, $0004, $0006, $0030 ;-------------------------------------------------------------------------------- ;================================================================================ ; Accessibility ;-------------------------------------------------------------------------------- ;org $0AC574 ; <- 54574 - Bank0A.asm : 1797 (LDA $0D : STA $0802, X) ;JSL FlipGreenPendant ;NOP #6 ;-------------------------------------------------------------------------------- org $02A3F4 ; <- 123F4 - Bank02.asm : 6222 (LDA.b #$72 : BRA .setBrightness) BRA + : NOP #2 : + org $02A3FD ; <- 123FD - Bank02.asm : 6233 (LDA.b #$32 : STA $9a) JSL.l ConditionalLightning ;-------------------------------------------------------------------------------- org $1DE9CD ; <- EE9CD - Bank1D.asm : 568 (JSL Filter_Majorly_Whiten_Bg) JSL.l ConditionalWhitenBg ;-------------------------------------------------------------------------------- org $08AAE9 ; <- 042AE9 - ancilla_ether_spell.asm : 34 (JSL Palette_ElectroThemedGear) JSL.l LoadElectroPalette ;-------------------------------------------------------------------------------- org $08AAF5 ; <- 042AF5 - ancilla_ether_spell.asm : 45 (JSL LoadActualGearPalettes) JSL.l RestoreElectroPalette ;-------------------------------------------------------------------------------- org $08AAF9 ; -< 42AF9 - ancilla_ether_spell.asm : 46 (JSL Palette_Restore_BG_From_Flash) JSL.l RestoreBgEther ;-------------------------------------------------------------------------------- org $08AAED ; <- 42AED - ancilla_ether_spell.asm : 35 (JSL Filter_Majorly_Whiten_Bg) JSL.l ConditionalWhitenBg ;-------------------------------------------------------------------------------- org $02FEE6 ; <- 17EE6 - Bank0E.asm : 3907 (RTS) RTL ; the whiten color routine is only JSL-ed to ;-------------------------------------------------------------------------------- org $07FA7B ; <- 3FA7B - Bank0E.asm : 4735 (REP #$20 : LDX.b #$02) JML DDMConditionalLightning ;-------------------------------------------------------------------------------- org $07FACB ; <- 3FACB - Bank0E.asm : 4773 (REP #$20 : LDA #$F531, Y) JSL.l ConditionalGTFlash : BRA + : NOP #11 : + ;-------------------------------------------------------------------------------- org $0AFF48 ; <- 57F48 - Bank0A.asm : 4935 (REP #$20 : LDA $7EC3DA) JSL.l ConditionalRedFlash : BRA + : NOP #13 : + ;-------------------------------------------------------------------------------- org $08C2A1 ; <- 442A3 - ancilla_sword_ceremony.asm : 54 (REP #$20) JSL.l ConditionalPedAncilla : BRA + : NOP #4 : + ;-------------------------------------------------------------------------------- org $079976 ; <- 039976 - Bank07.asm : 4009 (JSL Palette_ElectroThemedGear) JSL.l LoadElectroPalette ;-------------------------------------------------------------------------------- org $07997C ; <- 03997C - Bank07.asm : 4015 (JSL LoadActualGearPalettes) JSL.l RestoreElectroPalette ;-------------------------------------------------------------------------------- ;================================================================================ ; Ice Floor Toggle ;-------------------------------------------------------------------------------- org $07D234 ; <- 3D234 - Bank07.asm : 12758 (LDA $0348 : AND.b #$11 : BEQ .notWalkingOnIce) JSL.l LoadModifiedIceFloorValue_a11 : NOP ;-------------------------------------------------------------------------------- org $07D26E ; <- 3D26E - Bank07.asm : 12786 (LDA $0348 : AND.b #$01 : BNE BRANCH_RESH) JSL.l LoadModifiedIceFloorValue_a01 : NOP ;-------------------------------------------------------------------------------- ;================================================================================ ; Sword Upgrade Randomization ;-------------------------------------------------------------------------------- org $03FC16 ; <- 1FC16 ($A8, $B8, $3D, $D0, $B8, $3D) db $B1, $C6, $F9, $C9, $C6, $F9 ; data insert - 2 chests, fat fairy room org $01E97E ; <- E97E ($280016, $250016) dl $080116, $070116; <- E97E ;-------------------------------------------------------------------------------- ;org $06C9BC ; <- 349BC - sprite_ponds.asm : 1066 ;org $06C9C0 ; <- 349C0 - sprite_ponds.asm : 1068 ;org $06C926 ; <- 34926 - sprite_ponds.asm : 945 ;JML.l GetFairySword ;NOP #12 org $06C936 ; <- 34936 - sprite_ponds.asm : 952 PyramidFairy_BRANCH_IOTA: org $06C948 ; <- 34948 - sprite_ponds.asm : 961 PyramidFairy_BRANCH_GAMMA: ;-------------------------------------------------------------------------------- ;org $0EF7BD ; <- 777BD - sprite_ponds.asm : 1890 (LDA $7EF340, X : BMI .invalidValue : BNE VWF_ChangeItemTiles) ;JSL.l ReadInventoryPond ;org $0EF7E4 ; <- 777E4 - sprite_ponds.asm : 1922 (LDA $7EF340, X : BMI .invalidValue : BNE VWF_ChangeItemTiles) ;JSL.l ReadInventoryPond ;-------------------------------------------------------------------------------- org $1EE16E ; <- F616E - sprite_bomb_shop_entity.asm : 73 NOP #8 ; fix bomb shop dialog for dwarfless big bomb org $068A14 ; <- 30A14 - sprite_prep.asm : 716 NOP #8 ; fix bomb shop spawn for dwarfless big bomb ;-------------------------------------------------------------------------------- org $06B489 ; <- 33489 - sprite_smithy_bros.asm : 473 (LDA $7EF359 : CMP.b #$03 : BCS .tempered_sword_or_better) JML.l GetSmithSword NOP #4 Smithy_DoesntHaveSword: org $06B49D ; <- 3349D - sprite_smithy_bros.asm : 485 (.tempered_sword_or_better) Smithy_AlreadyGotSword: ;-------------------------------------------------------------------------------- org $06ED55 ; <- 36D55 - Bank06.asm : 4817 JSL.l LoadSwordForDamage ; moth gold sword fix ;-------------------------------------------------------------------------------- org $08C5F7 ; <- 445F7 - ancilla_receive_item.asm : 400 (LDA.b #$09 : STA $012D) NOP #5 ; remove spooky telepathy sound ;-------------------------------------------------------------------------------- org $08C431 ; <- 44431 - ancilla_receive_item.asm : 125 (LDA $0C5E, X : CMP.b #$01 : BNE .notMasterSword2) JSL.l MSMusicReset : NOP ;LDA $8A : CMP.b #$80 : NOP ; $22 = $0000 - $00FF - MS Pedestal ; $22 = $0100 - $00FF - Hobo ;-------------------------------------------------------------------------------- ;================================================================================ ; Temporary Nerfs and Buffs ;-------------------------------------------------------------------------------- org $06F400 ; <- 37F400 - Bank06.asm : 5963 (CLC : ADC $7EF35B) JSL.l LoadModifiedArmorLevel : NOP ;-------------------------------------------------------------------------------- org $07ADDB ; <- 3ADDB - Bank07.asm : 7251 (LDA $7EF37B : TAY) JSL.l LoadModifiedMagicLevel ;-------------------------------------------------------------------------------- org $07AE0D ; <- 3AE0D - Bank07.asm : 7279 (LDA $7EF37B : TAY) JSL.l LoadModifiedMagicLevel ;-------------------------------------------------------------------------------- org $07AE8E ; <- 3AE8E - Bank07.asm : 7376 (LDA $7EF37B : TAY) JSL.l LoadModifiedMagicLevel ;-------------------------------------------------------------------------------- org $08DCB9 ; <- 45CB9 - ancilla_cane_spark.asm : 256 (LDA $7EF37B : TAY) JSL.l LoadModifiedMagicLevel ;-------------------------------------------------------------------------------- org $07B08B LinkItem_MagicCostBaseIndices: ;-------------------------------------------------------------------------------- org $07B096 ; <- 3B096 - Bank07.asm : 7731 (LDA LinkItem_MagicCostBaseIndices, X : CLC : ADC $7EF37B : TAX) JSL.l LoadModifiedMagicLevel : !ADD.w LinkItem_MagicCostBaseIndices, X ;-------------------------------------------------------------------------------- org $07B0D5 ; <- 3B0D5 - Bank07.asm : 7783 (LDA LinkItem_MagicCostBaseIndices, X : CLC : ADC $7EF37B : TAX) JSL.l LoadModifiedMagicLevel : !ADD.w LinkItem_MagicCostBaseIndices, X ;-------------------------------------------------------------------------------- ;================================================================================ ; Faster Great Fairies ;-------------------------------------------------------------------------------- org $06C83D ; <- sprite_ponds.asm : 784 ( LDA.b #$FF : STA $0DF0, X ) db $30 ; (any faster and she appears as link is still throwing the bottle) ;-------------------------------------------------------------------------------- org $06C896 ; <- sprite_ponds.asm : 844 ( LDA $1A : AND.b #$07 : BNE BRANCH_ALPHA ) db $03 ; fade in speed. Should be power of 2 minus 1 org $06C985 ; <- sprite_ponds.asm : 1025 ( LDA $1A : AND.b #$07 : BNE BRANCH_ALPHA ) db $03 ; fade out speed. Should be power of 2 minus 1 ;-------------------------------------------------------------------------------- ;================================================================================ ; New Items ;-------------------------------------------------------------------------------- ;org $07B57B ; <- 3B57B - Bank07.asm : 8523 (BMI .cantOpen) ;NOP #2 ;-------------------------------------------------------------------------------- org $07B574 ; <- 3B574 - Bank07.asm : 8519 (LDA.b #$01 : STA $02E9) JSL.l ChestPrep NOP #3 db $90 ; !BCC .cantOpen ;-------------------------------------------------------------------------------- org $00D531 ; 5531 - Bank00.asm:3451 (LDY.b #$5D) JML.l GetAnimatedSpriteGfxFile org $00D547 ; 5547 - Bank00.asm:3467 (JSR Decomp_spr_high) GetAnimatedSpriteGfxFile_return: org $00D557 ; 5557 - Bank00.asm:3486 (LDA $00 : ADC $D469, X) JSL.l GetAnimatedSpriteBufferPointer NOP org $0799F7 ; 399F7 - Bank07.asm:4107 (JSL AddReceivedItem) JSL.l AddReceivedItemExpanded org $098611 ; 48611 - ancilla_init.asm:720 (LDA .item_target_addr+0, X) LDA.w AddReceivedItemExpanded_item_target_addr+0, X org $098616 ; 48616 - ancilla_init.asm:721 (LDA .item_target_addr+1, X) LDA.w AddReceivedItemExpanded_item_target_addr+1, X org $09861F ; 4861F - ancilla_init.asm:724 (LDA .item_values, Y) LDA.w AddReceivedItemExpanded_item_values, Y org $098624 ; 48624 - ancilla_init.asm:728 (TYA : ASL A : TAX) JSL.l UpdateInventoryLocationExpanded BRA + : NOP #18 : + org $0986AA ; 486AA - ancilla_init.asm:848 (LDA .item_masks, X) LDA.w AddReceivedItemExpanded_item_masks, X org $098769 ; 48769 - ancilla_init.asm:1005 (LDA .item_graphics_indices, Y) LDA.w AddReceivedItemExpanded_item_graphics_indices, Y org $09884D ; 4884D - ancilla_init.asm:1137 (LDA $836C, Y) LDA.w AddReceivedItemExpanded_y_offsets, Y org $09885B ; 4885B - ancilla_init.asm:1139 (LDA .x_offsets, X) - I think the disassembly is wrong here, should have been LDA .x_offsets, Y LDA.w AddReceivedItemExpanded_x_offsets, Y org $0988B7 ; 488B7 - ancilla_init.asm:1199 (LDA .wide_item_flag, Y) LDA.w AddReceivedItemExpanded_wide_item_flag, Y org $0988EF ; 488EF - ancilla_init.asm:1248 (LDA $836C, Y) LDA.w AddReceivedItemExpanded_y_offsets, Y org $098908 ; 48908 - ancilla_init.asm:1258 (LDA .x_offsets, Y) LDA.w AddReceivedItemExpanded_x_offsets, Y org $08C6C8 ; 446C8 - ancilla_receive_item.asm:538 (LDA AddReceiveItem.properties, X) JSL CheckReceivedItemPropertiesBeforeLoad org $08C6DE ; 446DE - ancilla_receive_item.asm:550 (LDA .wide_item_flag, X) LDA.l AddReceivedItemExpanded_wide_item_flag, X org $08C6F9 ; 446F9 - ancilla_receive_item.asm:570 (LDA AddReceiveItem.properties, X) JSL CheckReceivedItemPropertiesBeforeLoad org $08C70F ; 4470F - ancilla_receive_item.asm : 582 - (LDA.b #$00 : STA ($92), Y) JSL.l LoadNarrowObject org $0985ED ; 485ED - ancilla_init.asm:693 (LDA $02E9 : CMP.b #$01) JSL.l AddReceivedItemExpandedGetItem NOP org $07B57D ; 3B57D - Bank07.asm:8527 (LDA Link_ReceiveItemAlternates, Y : STA $03) JSL.l Link_ReceiveItemAlternatesExpanded_loadAlternate NOP ;-------------------------------------------------------------------------------- org $09892E ; 4892E - ancilla_init.asm:1307 (LDA BottleList, X) LDA.w BottleListExpanded, X org $09895C ; 4895C - ancilla_init.asm:1344 (LDA PotionList, X) LDA.w PotionListExpanded, X ;-------------------------------------------------------------------------------- ;org $098A36 ; <- 48A36 - ancilla_init.asm:1432 (LDA AddReceiveItem.item_graphics_indices, Y : STA $72) ;LDA AddReceivedItemExpanded_item_graphics_indices, Y ;-------------------------------------------------------------------------------- org $06D1EB ; 351EB - sprite_absorbable.asm:364 (STA $7EF375) ; bugbug commented out until i figure out why it doesn't work JSL HandleBombAbsorbtion ;-------------------------------------------------------------------------------- ;org $09873F ; <- 04873F - ancilla_init.asm : 960 (ADC [$00] : STA [$00] ) ;JSL.l AddToStock ;-------------------------------------------------------------------------------- ;================================================================================ ; Kholdstare Shell Fix ;-------------------------------------------------------------------------------- org $00EC88 ; <- 6C88 - Bank00.asm:6671 - (LDA $7EC380, X : STA $7EC580, X) LDA $7EC3A0, X : STA $7EC5A0, X ;-------------------------------------------------------------------------------- org $00ECEB ; <- 6CEB - Bank00.asm:6730 - (LDX.w #$0080) LDX.w #$00A0 LDA.w #$00B0 ;-------------------------------------------------------------------------------- ;================================================================================ ; Potion Refill Fixes ;-------------------------------------------------------------------------------- ;org $0DF1B3 ; <- 6F1B3 - headsup_display.asm:492 - (SEP #$30) ;JSL.l RefillMagic ;RTL ;-------------------------------------------------------------------------------- ;org $0DF128 ; <- 6F128 - headsup_display.asm:407 - (LDA $7EF36D : CMP $7EF36C : BCC .refillAllHealth) ;JSL.l RefillHealth ;RTL ;-------------------------------------------------------------------------------- org $00F8FB ; <- 78FB - Bank00.asm:8507 - (JSL HUD.RefillHealth : BCC BRANCH_ALPHA) JSL.l RefillHealth ;-------------------------------------------------------------------------------- org $00F911 ; <- 7911 - Bank00.asm:8528 - (JSL HUD.RefillMagicPower : BCS BRANCH_$7901) JSL.l RefillMagic ;-------------------------------------------------------------------------------- org $00F918 ; <- 7918 - Bank00.asm:8537 - (JSL HUD.RefillHealth : BCC .alpha) JSL.l RefillHealth ;-------------------------------------------------------------------------------- org $00F922 ; <- 7922 - Bank00.asm:8543 - (JSL HUD.RefillMagicPower : BCC .beta) JSL.l RefillMagic ;-------------------------------------------------------------------------------- ;================================================================================ ; Early Bottle Fix ;-------------------------------------------------------------------------------- org $09894C ; <- 4894C - ancilla_init.asm:1327 JSL.l InitializeBottles ;-------------------------------------------------------------------------------- ;================================================================================ ; Agahnim Doors Fix ;-------------------------------------------------------------------------------- org $1BBC94 ; <- DBC94 - Bank1B.asm : 201 (LDA $7EF3C5 : AND.w #$000F : CMP.w #$0003 : BCS BRANCH_EPSILON) JSL.l LockAgahnimDoors : BNE Overworld_Entrance_BRANCH_EPSILON : NOP #6 org $1BBCC1 ; <- DBCC1 - Bank1B.asm : 223 (LDA $0F8004, X : AND.w #$01FF : STA $00) Overworld_Entrance_BRANCH_EPSILON: ; go here to lock doors ;-------------------------------------------------------------------------------- ; -- HOOK THIS LATER TO FUCK WITH BOSS DROPS -- org $01C73E ; <- C73E - Bank01.asm : 10377 (LDA $01C6FC, X : JSL Sprite_SpawnFallingItem) JSL.l DropSafeDungeon NOP #4 ;-------------------------------------------------------------------------------- ;================================================================================ ; Uncle / Sage Fixes - Old Man Fixes - Link's House Fixes ;-------------------------------------------------------------------------------- org $05DA4F ; <- 2DA4F - sprite_uncle_and_priest.asm : 45 (BCC .agahnim_not_defeated) db 80 ; BRA ;-------------------------------------------------------------------------------- org $05DA61 ; <- 2DA61 - sprite_uncle_and_priest.asm : 51 (BEQ .priest_not_already_dead) db 80 ; BRA ;-------------------------------------------------------------------------------- org $05DA81 ; <- 2DA81 - sprite_uncle_and_priest.asm : 65 (BCC .dontHaveMasterSword) db 80 ; BRA ;-------------------------------------------------------------------------------- ;org $05DE1D ; <- 2DE1D - sprite_uncle_and_priest.asm : 725 (LDA.b #$A0 : STA $7EF372) ;JSL.l RefillHealthPlusMagic8bit ;NOP #2 ;-------------------------------------------------------------------------------- org $05DEF8 ; <- 2DEF8 - sprite_uncle_and_priest.asm : 917 (LDA.b #$05) LDA.b #$00 ;-------------------------------------------------------------------------------- ;org $1EEAB6 ; <- F6AB6 - sprite_old_mountain_man.asm : 338 (LDA.b #$A0 : STA $7EF372) ;JSL.l RefillHealthPlusMagic8bit ;NOP #2 ;-------------------------------------------------------------------------------- ;org $01E5B2 ; <- E5B8 - lower pot link's house ;db $14 ; fairy ;org $01E5B5 ; <- E5B8 - lower pot link's house ;db $14 ; fairy ;org $01E5B8 ; <- E5B8 - lower pot link's house ;db $0D ; big magic ;-------------------------------------------------------------------------------- ;================================================================================ ; Ganon's Tower Basement Door Fix ;-------------------------------------------------------------------------------- ;org $1FF3F4 ; <- 0FF3F4 ;db $00 ;-------------------------------------------------------------------------------- ; Misery Mire Basement Door Fix ;-------------------------------------------------------------------------------- ;org $1FB8E4 ; <- 0FB8E4 ;db $00 ;-------------------------------------------------------------------------------- ;0xFE465 -> 0x1E org $1FE465 db #$1E ;-------------------------------------------------------------------------------- ;================================================================================ ; Bomb & Arrow Capacity Updates ;-------------------------------------------------------------------------------- org $0DDC27 ; <- 6DC27 - headsup_display.asm:151 (LDA $7EF370 : TAY) JSL.l IncrementBombs NOP #15 ;-------------------------------------------------------------------------------- org $0DDC49 ; <- 6DC49 - headsup_display.asm:169 (LDA $7EF371 : TAY) JSL.l IncrementArrows NOP #15 ;-------------------------------------------------------------------------------- org $1EE199 ; <- F6199 - sprite_bomb_shop_entity.asm:102 (LDA $7EF370 : PHX : TAX) JSL.l CompareBombsToMax NOP #11 ;-------------------------------------------------------------------------------- ;================================================================================ ; Bonk Items ;-------------------------------------------------------------------------------- org $05FC7E ; <- 2FC7E - sprite_dash_item.asm : 118 (LDA $7EF36F : INC A : STA $7EF36F) JSL.l GiveBonkItem : NOP #5 org $05FC97 ; <- 2FC97 - sprite_dash_item.asm : 126 (LDA.b #$2F : JSL Sound_SetSfx3PanLong) NOP #6 ;-------------------------------------------------------------------------------- org $068D39 ; <- 30D39 - sprite_prep.asm : 1435 - (LDA.b #$08 : STA $0F50, X) JSL.l LoadBonkItemGFX ;-------------------------------------------------------------------------------- org $05FC04 ; <- 2FC04 - sprite_dash_item.asm : 38 - (JSL DashKey_Draw) JSL.l DrawBonkItemGFX ;-------------------------------------------------------------------------------- ;================================================================================ ; Library Item ;-------------------------------------------------------------------------------- org $05FD44 ; <- 2FD44 - sprite_dash_item.asm : 244 - (JSL Link_ReceiveItem) JSL.l SetLibraryItem ;-------------------------------------------------------------------------------- org $068D1B ; <- 30D1B - sprite_prep.asm : 1414 - (JSL GetAnimatedSpriteTile.variable) JSL.l LoadLibraryItemGFX ;-------------------------------------------------------------------------------- org $05FC9E ; <- 2FC9E - sprite_dash_item.asm : 138 - (JSL Sprite_PrepAndDrawSingleLargeLong) JSL.l DrawLibraryItemGFX ;-------------------------------------------------------------------------------- org $068D0E ; <- 30D0E - sprite_prep.asm : 1401 - (LDA $7EF34E : BEQ .book_of_mudora) JSL.l ItemCheck_Library ;-------------------------------------------------------------------------------- ;================================================================================ ; Inventory Updates ;-------------------------------------------------------------------------------- org $0DDF38 ; <- 6DF38 - equipment.asm : 480 JSL.l ProcessMenuButtons BCC _equipment_497 JMP.w _equipment_544 ;NOP #7 ResetEquipment: JSR.w RestoreNormalMenu ; (short) RTL NOP #3 warnpc $0DDF49 org $0DDF49 ; <- 6DF49 - equipment.asm : 497 _equipment_497: ; LDA $F4 : AND.b #$08 : BEQ .notPressingUp - NO BUTTON CAPTURE ;org $0DDF7E ; <- 6DF7E - equipment.asm : 539 org $0DDF88 ; <- 6DF88 - equipment.asm : 544 ;org $0DE10E ; <- 6E10E - equipment.asm : 806 _equipment_544: ;-------------------------------------------------------------------------------- org $0DEB98 ; <- 6EB98 - equipment.asm : 1803 ;LDA.w #$3C60 : STA $FFBE, Y ;ORA.w #$4000 : STA $FFC4, Y ;ORA.w #$8000 : STA $0084, Y ;EOR.w #$4000 : STA $007E, Y LDA.w #$3C60 : STA $FFBE, Y ORA.w #$8000 : STA $007E, Y ORA.w #$4000 : STA $0084, Y JSL.l AddYMarker NOP #2 ;-------------------------------------------------------------------------------- org $0DF789+6 ; <- 6F789+6 (not in disassembly) - red bottle hud tile, lower right dw #$2413 ; (Orig: #$24E3) org $0DF789+6+8 ; green bottle hud tile, lower right dw #$3C12 ; (Orig: #$3CE3) org $0DF789+6+16 ; blue bottle hud tile, lower right dw #$2C14 ; (Orig: #$2CD2) org $0DF789+6+40 ; good bee hud tile, lower right dw #$2815 ; (Orig: #$283A) org $0DF8A1+6 ; <- 6F8A1+6 (not in disassembly) - green mail tile, lower right dw #$3C4B ; (Orig: #$7C78) org $0DF8A1+6+8 ; blue mail tile tile, lower right dw #$2C4F ; (Orig: #$6C78) org $0DF8A1+6+16 ; red mail tile, lower right dw #$242F ; (Orig: #$6478) ;-------------------------------------------------------------------------------- ;org $0DDE9B ; <- 6DE9B equipment.asm:296 - LDA $0202 : CMP.b #$10 : BNE .notOnBottleMenu (CMP instruction) ;CMP.b #$FF ;-------------------------------------------------------------------------------- org $0DDE9F ; <- 6DE9F equipment.asm:300 - LDA.b #$0A : STA $0200 LDA.b #$04 ;-------------------------------------------------------------------------------- org $0DDE59 ; <- 6DE59 equipment.asm:247 - REP #$20 JSL.l BringMenuDownEnhanced : RTS ;-------------------------------------------------------------------------------- org $0DDFBC ; <- 6DFBC equipment.asm:599 - LDA $EA : ADD.w #$0008 : STA $EA : SEP #$20 : BNE .notDoneScrolling JSL.l RaiseHudMenu : NOP #3 ;-------------------------------------------------------------------------------- org $0DDE3D ; <- 6DE3D equipment.asm:217 - BNE .equippedItemIsntBottle db $80 ; BRA ;-------------------------------------------------------------------------------- org $0DDF9A ; <- 6DF9A - equipment.asm : 554 JSL.l OpenBottleMenu NOP ;-------------------------------------------------------------------------------- org $0DE12D ; <- 6E12D - equipment.asm : 828 JSL.l CloseBottleMenu ;-------------------------------------------------------------------------------- org $0DDF1E ; <- 6DF1E - equipment.asm : 462 - LDA $F4 : AND.b #$10 : BEQ .dontLeaveMenu JSL.l CheckCloseItemMenu ;-------------------------------------------------------------------------------- org $0DEE70 ; <- 6EE70 - equipment.asm : 2137 JSL.l PrepItemScreenBigKey NOP ;-------------------------------------------------------------------------------- org $08D395 ; <- 45395 - ancilla_bird_travel_intro.asm : 253 JSL.l UpgradeFlute NOP #2 ;-------------------------------------------------------------------------------- org $05E4D7 ; <- 2E4D7 - sprite_witch.asm : 213 JSL.l RemoveMushroom NOP #2 ;-------------------------------------------------------------------------------- org $05F55F ; <- 2F55F - sprite_potion_shop.asm : 59 JSL.l LoadPowder ;-------------------------------------------------------------------------------- org $05F681 ; <- 2F681 - sprite_potion_shop.asm : 234 JSL.l DrawPowder RTS NOP #8 ;-------------------------------------------------------------------------------- org $05F65D ; <- 2F65D - sprite_potion_shop.asm : 198 JSL.l CollectPowder NOP #5 ;-------------------------------------------------------------------------------- org $05EE5F ; <- 2EE5F - sprite_mushroom.asm : 30 JSL.l LoadMushroom NOP ;-------------------------------------------------------------------------------- org $05EE78 ; <- 2EE78 - sprite_mushroom.asm : 58 JSL.l DrawMushroom ;-------------------------------------------------------------------------------- org $05EE97 ; <- 2EE97 - sprite_mushroom.asm : 81 NOP #14 ;-------------------------------------------------------------------------------- org $07A36F ; <- 3A36F - Bank07.asm : 5679 NOP #5 org $07A379 ; <- 3A379 - Bank07.asm : 5687 JSL.l SpawnHauntedGroveItem ;-------------------------------------------------------------------------------- org $07A303 ; 3A303 - Bank07.asm : 5622 ;JSL.l FixShovelLock ;-------------------------------------------------------------------------------- org $07A3A2 ; 3A3A2 - Bank07.asm : 5720 - JSL DiggingGameGuy_AttemptPrizeSpawn JSL.l SpawnShovelItem BRA _Bank07_5726 org $07A3AB ; 3A3AB - Bank07.asm : 5726 - LDA.b #$12 : JSR Player_DoSfx2 _Bank07_5726: ;org $07A381 ; 3A381 - Bank07.asm : 5693 - ORA $035B ;ORA $035B ;-------------------------------------------------------------------------------- org $079A0E ; 39A0E - Bank07.asm : 4117 - JSL HUD.RefreshIconLong JSL.l Link_ReceiveItem_HUDRefresh ;-------------------------------------------------------------------------------- ;================================================================================ ; Swordless Mode ;-------------------------------------------------------------------------------- org $07A49F ; <- 3A49F - Bank07.asm:5903 (LDA $7EF359 : INC A : AND.b #$FE : BEQ .cant_cast_play_sound) - Ether JSL.l CheckMedallionSword ;-------------------------------------------------------------------------------- org $07A574 ; <- 3A574 - Bank07.asm:6025 (LDA $7EF359 : INC A : AND.b #$FE : BEQ BRANCH_BETA) - Bombos JSL.l CheckMedallionSword ;-------------------------------------------------------------------------------- org $07A656 ; <- 3A656 - Bank07.asm:6133 (LDA $7EF359 : INC A : AND.b #$FE : BEQ BRANCH_BETA) - Quake JSL.l CheckMedallionSword ;-------------------------------------------------------------------------------- org $05F3A0 ; <- 2F3A0 - sprite_medallion_tablet.asm:240 (LDA $7EF359 : BMI .zeta) JSL.l CheckTabletSword ;-------------------------------------------------------------------------------- org $05F40A ; <- 2F40A - sprite_medallion_tablet.asm:303 (LDA $7EF359 : BMI .show_hylian_script) JSL.l CheckTabletSword ;-------------------------------------------------------------------------------- org $1DF086 ; <- EF086 - sprite_evil_barrier.asm:303 (LDA $7EF359 : CMP.b #$02 : BCS .anozap_from_player_attack) JSL.l GetSwordLevelForEvilBarrier ;-------------------------------------------------------------------------------- ;================================================================================ ; Medallion Tablets ;-------------------------------------------------------------------------------- org $05F274 ; <- 2F274 JSL.l ItemCheck_BombosTablet ;-------------------------------------------------------------------------------- org $05F285 ; <- 2F285 JSL.l ItemCheck_EtherTablet ;-------------------------------------------------------------------------------- ;org $098BCC ; <- 48BCC - ancilla_init.asm : 1679 (LDA AddReceiveItem.item_graphics_indices, Y : STA $72) ;;JSL.l SetTabletItem ;JSL SpawnTabletItem : PLX : PLB : RTL ;-------------------------------------------------------------------------------- org $07859F ; <- 3859F - Bank07.asm : 965 (JSL AddPendantOrCrystal) JSL SpawnTabletItem org $07862A ; <- 3862A - Bank07.asm : 1064 (JSL AddPendantOrCrystal) JSL SpawnTabletItem ;-------------------------------------------------------------------------------- ;================================================================================ ; Medallion Entrances ;-------------------------------------------------------------------------------- org $08B504 ; <- 43504 - ancilla_bombos_spell.asm : 671 JSL.l MedallionTrigger_Bombos NOP ;-------------------------------------------------------------------------------- org $08ACC8 ; <- 42CC8 - ancilla_ether_spell.asm : 350 JSL.l MedallionTrigger_Ether JMP _ancilla_ether_spell_363 warnpc $08ACE6 org $08ACE6 ; <- 42CE6 - ancilla_quake_spell.asm : 363 _ancilla_ether_spell_363: ;-------------------------------------------------------------------------------- org $08B6EA ; <- 436EA - ancilla_quake_spell.asm : 67 JSL.l MedallionTrigger_Quake JMP _ancilla_quake_spell_83 Ancilla_CheckIfEntranceTriggered: JSR $F856 RTL warnpc $08B708 org $08B708 ; <- 43708 - ancilla_quake_spell.asm : 83 _ancilla_quake_spell_83: ;-------------------------------------------------------------------------------- ;================================================================================ ; Animated Entrances ;-------------------------------------------------------------------------------- org $1BCAC4 ; <- Bank1B.asm : 1537 (STA $02E4 ; Link can't move.) JSL AnimatedEntranceFix BNE + RTL NOP #2 + ;-------------------------------------------------------------------------------- ;================================================================================ ; Big & Great Fairies ;-------------------------------------------------------------------------------- org $1DC475 ; <- EC475 - sprite_big_fairie.asm : 70 (LDA.w #$00A0 : ADD $7EF372 : STA $7EF372) JSL.l RefillHealthPlusMagic NOP #8 org $1DC489 ; <- EC489 - sprite_big_fairie.asm : 88 (LDA $7EF36D : CMP $7EF36C : BNE .player_hp_not_full_yet) NOP #4 JSL.l CheckFullHealth ;-------------------------------------------------------------------------------- ;================================================================================ ; RNG Fixes ;-------------------------------------------------------------------------------- org $1DFD9E ; <- EFD9E - sprite_diggin_guy.asm : 307 NOP #8 ;-------------------------------------------------------------------------------- org $1DFD67 ; <- EFD67 - sprite_diggin_guy.asm : 242 JSL.l RigDigRNG ;-------------------------------------------------------------------------------- org $01EE94 ; <- EE94 - Bank01.asm : 14121 JSL.l RigChestRNG org $01EEF5 ; <- EEF5 - Bank01.asm JSL.l FixChestCounterForChestGame org $01EEFD ; <- EEFD - Bank01.asm JSL.l FixChestCounterForChestGame ;-------------------------------------------------------------------------------- org $1ED63E ; <- F563E - sprite_agahnim.asm JSL RNG_Agahnim1 org $1ED6EF ; <- F56EF - sprite_agahnim.asm JSL RNG_Agahnim1 org $1D91E3 ; <- E91E3 - sprite_ganon.asm JSL RNG_Ganon_Extra_Warp org $1D9488 ; <- E9488 - sprite_ganon.asm JSL RNG_Ganon ;-------------------------------------------------------------------------------- ;org $01EDB2 ; <- EDB2 - Bank01.asm : 14038 ;INC $04C4 ;-------------------------------------------------------------------------------- org $05A3F4 ; <- 2A3F4 - sprite_lanmola.asm : 112 (JSL GetRandomInt : AND.b #$07 : TAY) JSL.l RNG_Lanmolas1 org $05A401 ; <- 2A401 - sprite_lanmola.asm : 116 (JSL GetRandomInt : AND.b #$07 : TAY) JSL.l RNG_Lanmolas1 org $05A4FA ; <- 2A4FA - sprite_lanmola.asm : 241 (JSL GetRandomInt : AND.b #$07 : TAY) JSL.l RNG_Lanmolas1 org $05A507 ; <- 2A507 - sprite_lanmola.asm : 245 (JSL GetRandomInt : AND.b #$07 : TAY) JSL.l RNG_Lanmolas1 ;-------------------------------------------------------------------------------- org $1DD817 ; <- ED817 - sprite_giant_moldorm.asm : 187 (JSL GetRandomInt : AND.b #$02 : DEC A : STA $0EB0, X) JSL.l RNG_Moldorm1 org $1DD821 ; <- ED821 - sprite_giant_moldorm.asm : 189 (JSL GetRandomInt : AND.b #$1F : ADC.b #$20 : STA !timer_0, X) JSL.l RNG_Moldorm1 org $1DD832 ; <- ED832 - sprite_giant_moldorm.asm : 203 (JSL GetRandomInt : AND.b #$0F : ADC.b #$08 : STA !timer_0, X) JSL.l RNG_Moldorm1 ;-------------------------------------------------------------------------------- org $1E81A9 ; <- F01A9 - sprite_helmasaur_king.asm : 247 (JSL GetRandomInt : AND.b #$07 : TAY) JSL.l RNG_Helmasaur org $1E8262 ; <- F0262 - sprite_helmasaur_king.asm : 373 (JSL GetRandomInt : AND.b #$01 : BEQ BRANCH_BETA) JSL.l RNG_Helmasaur org $1DEEE1 ; <- EEEE1 - sprite_helmasaur_fireball.asm : 236 (JSL GetRandomInt : STA $0FB6) JSL.l RNG_Helmasaur ;-------------------------------------------------------------------------------- org $1EB5F7 ; <- F35F7 - sprite_arrghus.asm : 328 (JSL GetRandomInt : AND.b #$3F : ADC.b #$30 : STA $0DF0, X) JSL.l RNG_Arrghus ;-------------------------------------------------------------------------------- org $1EBF4D ; <- F3F4D - sprite_mothula.asm : 180 (JSL GetRandomInt : AND.b #$07 : TAY) JSL.l RNG_Mothula org $1EBF60 ; <- F3F60 - sprite_mothula.asm : 187 (JSL GetRandomInt : AND.b #$1F : ADC.b #$40 : STA $0DF0, X) JSL.l RNG_Mothula org $1EBFBE ; <- F3FBE - sprite_mothula.asm : 261 (JSL GetRandomInt : AND.b #$1F : ORA.b #$40 : STA !beam_timer, X) JSL.l RNG_Mothula org $1EC095 ; <- F4095 - sprite_mothula.asm : 373 (JSL GetRandomInt : AND.b #$1F : CMP #$1E : BCC .already_in_range) JSL.l RNG_Mothula ;-------------------------------------------------------------------------------- org $1E957A ; <- F157A - sprite_kholdstare.asm : 209 (JSL GetRandomInt : AND.b #$3F : ADC.b #$20 : STA $0DF0, X) JSL.l RNG_Kholdstare org $1E95F0 ; <- F15F0 - sprite_kholdstare.asm : 289 (JSL GetRandomInt : AND.b #$3F : ADC.b #$60 : STA $0DF0, X) JSL.l RNG_Kholdstare org $1E95FB ; <- F15FB - sprite_kholdstare.asm : 291 (JSL GetRandomInt : PHA : AND.b #$03 : TAY) JSL.l RNG_Kholdstare org $1E96C9 ; <- F16C9 - sprite_kholdstare.asm : 453 (JSL GetRandomInt : AND.b #$07 : TAY) JSL.l RNG_Kholdstare org $1E96E5 ; <- F16E5 - sprite_kholdstare.asm : 458 (JSL GetRandomInt : AND.b #$07 : TAY) JSL.l RNG_Kholdstare org $1E97D5 ; <- F17D5 - sprite_kholdstare.asm : 605 (JSL GetRandomInt : AND.b #$04 : STA $0D) JSL.l RNG_Kholdstare ;-------------------------------------------------------------------------------- org $1DE5E4 ; <- EE5E4 - sprite_vitreous.asm : 207 (JSL GetRandomInt : AND.b #$0F : TAY) JSL.l RNG_Vitreous org $1DE626 ; <- EE626 - sprite_vitreous.asm : 255 (JSL GetRandomInt : AND.b #$07 : STA $0D90, Y) JSL.l RNG_Vitreous ;-------------------------------------------------------------------------------- org $1DB16C ; <- EB16C - sprite_trinexx.asm : 530 (JSL GetRandomInt : AND.b #$07 : TAY) JSL.l RNG_Trinexx org $1DB186 ; <- EB186 - sprite_trinexx.asm : 535 (JSL GetRandomInt : AND.b #$07 : TAY) JSL.l RNG_Trinexx org $1DB25E ; <- EB25E - sprite_trinexx.asm : 643 (JSL GetRandomInt : AND.b #$03 : TAY : CMP $00 : BEQ BRANCH_ALPHA) JSL.l RNG_Trinexx org $1DB28D ; <- EB28D - sprite_trinexx.asm : 661 (JSL GetRandomInt : AND.b #$03 : CMP.b #$01 : TYA : BCS BRANCH_GAMMA) JSL.l RNG_Trinexx org $1DB9B0 ; <- EB9B0 - sprite_sidenexx.asm : 165 (JSL GetRandomInt : AND.b #$07 : INC A : CMP.b #$05 : BCS BRANCH_ALPHA) JSL.l RNG_Trinexx org $1DB9CC ; <- EB9CC - sprite_sidenexx.asm : 175 (JSL GetRandomInt : LSR A : BCS BRANCH_ALPHA) JSL.l RNG_Trinexx org $1DBA5D ; <- EBA5D - sprite_sidenexx.asm : 270 (JSL GetRandomInt : AND.b #$0F : STA $0DF0, X) JSL.l RNG_Trinexx org $1DBAB1 ; <- EBAB1 - sprite_sidenexx.asm : 314 (JSL GetRandomInt : AND.b #$0F : LDY.b #$00 : SUB.b #$03) JSL.l RNG_Trinexx org $1DBAC3 ; <- EBAC3 - sprite_sidenexx.asm : 323 (JSL GetRandomInt : AND.b #$0F : ADD.b #$0C : STA $02 : STZ $03) JSL.l RNG_Trinexx ;================================================================================ ; HUD Changes ;-------------------------------------------------------------------------------- org $0DFC4C ; <- 6FC4C - headsup_display.asm : 836 (LDA $7EF36E : AND.w #$00FF : ADD.w #$0007 : AND.w #$FFF8 : TAX) JML.l OnDrawHud NOP #197 ReturnFromOnDrawHud: SEP #$30 LDX.b #$FF ; vanilla hud code ends with #$FF in X, and it's required for unknown reasons. ;org $0DFD0A ; <- 6FD0A - headsup_display.asm : 900 ;STA $7EC766 ; nudge key digit right ;org $0DFD13 ; <- 6FD13 - headsup_display.asm : 905 ;STA $7EC726 ; key icon blank org $0DFC37 ; <- 6FC37 - headsup_display.asm : 828 (LDA.w #$28F7) JSL.l DrawMagicHeader BRA + : NOP #15 : + ;-------------------------------------------------------------------------------- org $0DFB29 ; <- headsup_display.asm : 688 (LDA.b #$86 : STA $7EC71E) ;LDA.b #$86 : STA $7EC720 ; nudge silver arrow right - remember to update this in newit ;LDA.b #$24 : STA $7EC721 ;LDA.b #$87 : STA $7EC722 ;LDA.b #$24 : STA $7EC723 JSL.l DrawHUDArrows : BRA + NOP #18 + ;-------------------------------------------------------------------------------- org $01CF67 ; <- CF67 - Bank01.asm : 11625 (STA $7EF36F) JSL.l DecrementSmallKeys ;-------------------------------------------------------------------------------- org $0DED04 ; <- 6ED04 - equipment.asm : 1963 (REP #$30) JSL.l DrawHUDDungeonItems ;-------------------------------------------------------------------------------- ; Insert our version of the hud tilemap org $0DFA96 ; <- 6FA96 - headsup_display.asm : 626 (LDX.w #.hud_tilemap) LDX.w #HUD_TileMap org $0DFA9C ; <- 6FA9C - headsup_display.asm : 629 (MVN $0D, $7E ; $Transfer 0x014A bytes from $6FE77 -> $7EC700) MVN $217E ;-------------------------------------------------------------------------------- ;org $0DE48E ; <- 6E48E - equipment.asm : 1233 (LDA.w #$11CE : STA $00) - HOOK HERE TO DRAW ON THE ITEM SCREEN ;JSL.l DrawHUDDungeonItems ;NOP ;-------------------------------------------------------------------------------- org $0DFB1F ; 6FB1F - headsup_display.asm : 681 (LDA $7EF340 : BEQ .hastNoBow) JSL.l CheckHUDSilverArrows ;-------------------------------------------------------------------------------- ;================================================================================ ; 300 Rupee NPC ;-------------------------------------------------------------------------------- org $1EF060 ; <- F7060 - sprite_shopkeeper.asm:242 (INC $0D80, X) JSL.l Set300RupeeNPCItem NOP ;-------------------------------------------------------------------------------- ;================================================================================ ; Glitched Mode Fixes ;-------------------------------------------------------------------------------- org $0691AC ; <- 311AC - sprite_prep.asm:2453 (LDY $0FFF) JSL.l GetAgahnimPalette NOP #2 ;-------------------------------------------------------------------------------- org $06F0DD ; <- 370DD - Bank06.asm:5399 (STA $0BA0, X) JSL.l GetAgahnimDeath NOP #2 ;-------------------------------------------------------------------------------- org $1ED4E6 ; <- F54E6 - sprite_agahnim.asm:314 (LDY $0FFF) JSL.l GetAgahnimType NOP #2 ;-------------------------------------------------------------------------------- org $1ED577 ; <- F5577 - sprite_agahnim.asm:418 (PHX) JML.l GetAgahnimSlot GetAgahnimSlotReturn: ;-------------------------------------------------------------------------------- org $1ED678 ; <- F5678 - sprite_agahnim.asm:587 (INC $0E30, X) NOP #2 JSL.l GetAgahnimLightning ;-------------------------------------------------------------------------------- org $0287E0 ; <- 107E0 - Bnak02.asm:1507 (LDA $0112 : ORA $02E4 : ORA $0FFC : BEQ .allowJoypadInput) JSL.l AllowJoypadInput : NOP #5 ;================================================================================ ; Half Magic Bat ;-------------------------------------------------------------------------------- org $05FBD3 ; <- 2FBD3 - sprite_mad_batter.asm:209 - (STA $7EF37B) JSL.l GetMagicBatItem ;-------------------------------------------------------------------------------- ;================================================================================ ; MSU Music ;-------------------------------------------------------------------------------- org $0080D7 ; <- D7 - Bank00.asm:172 (SEP #$30) JML MSUMain : NOP SPCContinue: org $028B7A ; <- C220 A5A0 - Bank02.asm:2225 (REP #$20 : LDA $A0) JSL SpiralStairsPreCheck org $029069 ; <- A21C A5A0 - Bank02.asm:3081 (LDX.b #$1C : LDA $A0) JSL SpiralStairsPostCheck org $02D6E8 ; <- 9C0A01 - Bank02.asm:10811 (STZ $010A) NOP #3 org $08C421 ; <- AD4021 F005 - ancilla_receive_item.asm:108 (LDA $2140 : BEQ .wait_for_music) JML PendantFanfareWait : NOP PendantFanfareContinue: org $08C42B PendantFanfareDone: org $08C62A ; <- AD4021 D008 - ancilla_receive_item.asm:442 (LDA $2140 : BNE .waitForSilence) JML CrystalFanfareWait : NOP CrystalFanfareDone: org $08C637 CrystalFanfareContinue: org $0988A0 ; <- 8D2C01 8009 - ancilla_init.asm:1179 (STA $012C : BRA .doneWithSoundEffects) JML FanfarePreload : NOP org $09F2A7 ; <- 8F27C27E - module_death.asm:56 (STA $7EC227) JSL.l StoreMusicOnDeath org $0CC100 ; <- A511 C904 - Bank0C.asm:07 (LDA $11 : CMP.b #$04) ;JSL.l StartupWait org $0EE6EC ; <- E220 A922 - Bank0E.asm:2892 (SEP #$20 : LDA.b #$22 : STA $012C) JSL.l EndingMusicWait ; Process music commands in NMI from new location after muting is processed org $0080DD dw !REG_MUSIC_CONTROL org $008101 dw !REG_MUSIC_CONTROL org $09F512 dw !REG_MUSIC_CONTROL org $0CF05F dw !REG_MUSIC_CONTROL ;-------------------------------------------------------------------------------- ;================================================================================ ; Replacement Shopkeeper ;-------------------------------------------------------------------------------- org $068BEB ; <- 30BEB - sprite_prep.asm:1125 - (INC $0BA0, X) JSL.l SpritePrep_ShopKeeper : RTS : NOP ShopkeeperFinishInit: ;-------------------------------------------------------------------------------- org $1EEEE3 ; <- F6EE3 - sprite_shopkeeper.asm:7 - (LDA $0E80, X) JSL.l Sprite_ShopKeeper : RTS : NOP ShopkeeperJumpTable: ;-------------------------------------------------------------------------------- ;================================================================================ ; Tile Target Loader ;-------------------------------------------------------------------------------- org $00D55E ; <- 555E - Bank00.asm:3491 (LDX.w #$2D40) JSL.l LoadModifiedTileBufferAddress : NOP #2 ;-------------------------------------------------------------------------------- ;================================================================================ ; Permabunny Fix ;-------------------------------------------------------------------------------- org $078F32 ; <- 38F32 - Bank07.asm:2420 - (LDA $7EF357) JSL.l DecideIfBunny ; for bunny beams ;-------------------------------------------------------------------------------- ;================================================================================ ; Other bunny Fixes ;-------------------------------------------------------------------------------- org $029E7C; <- 11E7C - module_ganon_emerges.asm:127 - (LDA.b #$09 : STA $012C) JSL.l FixAga2Bunny : NOP ;-------------------------------------------------------------------------------- ;================================================================================ ; Open Mode Fixes ;-------------------------------------------------------------------------------- org $05DF65 ; <- 2DF65 - sprite_uncle_and_priest.asm:994 - (LDA.b #$01 : STA $7EF3C5) JSL.l SetUncleRainState : RTS ;-------------------------------------------------------------------------------- ;org $0280DD ; <- 100DD - Bank02.asm:298 - (LDA $7EF3C5 : CMP.b #$02 : BCC .indoors) ;JSL.l ForceLinksHouse ;-------------------------------------------------------------------------------- org $05EDDF ; <- 2EDDF - sprite_zelda.asm:398 - (LDA.b #$02 : STA $7EF3C5) JSL.l EndRainState : NOP #2 ;-------------------------------------------------------------------------------- org $05DF49 ; <- 2DF49 - sprite_uncle_and_priest.asm:984 - (JSL Link_ReceiveItem) JSL.l OnUncleItemGet ;-------------------------------------------------------------------------------- ;================================================================================ ; Generic Keys ;-------------------------------------------------------------------------------- org $028157 ; <- 10157 - Bank02.asm:381 - (LDA $040C : CMP.b #$FF : BEQ .notPalace) JSL.l CheckKeys : NOP ;-------------------------------------------------------------------------------- org $028166 ; <- 10166 - Bank02.asm:396 - (LDA $7EF37C, X) JSL.l LoadKeys ;-------------------------------------------------------------------------------- org $029A31 ; <- 11A31 - Bank02.asm:4785 - (LDA $7EF37C, X) JSL.l LoadKeys ;-------------------------------------------------------------------------------- org $02A0D1 ; <- 120D1 - Bank02.asm:5841 - (STA $7EF37C, X) JSL.l SaveKeys ;-------------------------------------------------------------------------------- org $09F584 ; <- 4F584 - module_death.asm:447 - (STA $7EF37C, X) JSL.l SaveKeys ;-------------------------------------------------------------------------------- org $0282EC ; <- 102EC - Bank02.asm:650 - (STA $7EF36F) JSL.l ClearOWKeys ;-------------------------------------------------------------------------------- org $0DFA80 ; <- 6FA80 : headsup_display.asm:596 - (LDA.b #$00 : STA $7EC017) JSL.l HUDRebuildIndoor : NOP #4 ;-------------------------------------------------------------------------------- org $029A35 ; <- 11A35 : Bank02.asm:4789 - (JSL HUD.RebuildIndoor.palace) JSL.l HUDRebuildIndoorHole ;-------------------------------------------------------------------------------- ;================================================================================ ; Pendant / Crystal Fixes ;-------------------------------------------------------------------------------- ;org $0DE9C8 ; <- 6E9C8 - original check for agahnim 1 being defeated ;;LDA $7EF3CA : CMP.b #$40 ; check for dark world instead ;JSL.l CheckPendantHUD ;NOP #2 ;================================================================================ org $098BB0 ; <- 048BB0 - ancilla_init.asm:1663 - (STX $02D8 : JSR AddAncilla) JSL.l TryToSpawnCrystalUntilSuccess NOP org $01C74B ; <- 00C74B - bank01.asm:10368 - (STZ $AE, X) NOP #2 ; this STZ is what makes the crystal never spawn if it fails to spawn on the first try ;================================================================================ org $0DE9C8 ; <- 6E9C8 - equipment.asm:1623 - (LDA $7EF3C5 : CMP.b #$03 : BCC .beforeAgahnim) JSL.l DrawPendantCrystalDiagram : RTS ;NOP #11 ;================================================================================ org $0DEDCC ; <- 6EDCC - equipment.asm:2043 - (LDA $040C : AND.w #$00FF : CMP.w #$00FF : BNE .inSpecificDungeon) JSL.l ShowDungeonItems : NOP #5 org $0DEE59 ; <- 6EE59 - equipment.asm:2126 - (LDA $040C : AND.w #$00FF : CMP.w #$00FF : BEQ .notInPalace) JSL.l ShowDungeonItems : NOP #5 org $0DEE8A ; <- 6EE8A - equipment.asm:2151 - (LDA $040C : AND.w #$00FF : CMP.w #$00FF : BEQ .notInPalaceAgain) JSL.l ShowDungeonItems : NOP #5 org $0DEF3B ; <- 6EF3B - equipment.asm:2290 - (LDA $040C : AND.w #$00FF : CMP.w #$00FF : BEQ .notInPalace) JSL.l ShowDungeonItems : NOP #5 ;================================================================================ org $0DEA5F ; <- 6EA5F - equipment.asm:1679 - (SEP #$30) ;NOP #5 ;JMP .skipCrystalInit ;org $0DEAA4 ; <- 6EAA4 - equipment.asm:1706 - (LDA $7EF37A : AND.w #$0001) ;.skipCrystalInit ;================================================================================ org $0DE9D8 ; <- 6E9D8 - equipment.asm:1635 - (LDA $E860, X : STA $12EA, X) org $0DEA15 ; <- 6EA15 - equipment.asm:1647 - (LDA.w #$13B2 : STA $00) ;================================================================================ org $00F97E ; <- 797E - Bank00.asm:8586 - (LDA $7EF3CA : EOR.b #$40 : STA $7EF3CA) JSL.l FlipLWDWFlag : NOP #6 ;================================================================================ org $02B15C ; <- 1315C - Bank02.asm:7672 - (LDA $7EF3CA : EOR.b #$40 : STA $7EF3CA) JSL.l IncrementOWMirror JSL.l FlipLWDWFlag NOP #2 ;================================================================================ ;Clear level to open doors org $01C50D ; 0xC50D - Bank01.asm:10032 - (LDA $7EF3CA : BNE .inDarkWorld) LDA CrystalPendantFlags_2, X ;================================================================================ ;Kill enemy to clear level org $01C715 ; <- C715 - Bank01.asm:10358 - (LDA $7EF3CA : BNE .inDarkWorld) LDA CrystalPendantFlags_2, X ;JSL.l GetPendantCrystalWorld ;================================================================================ ;org $0AC5C3 ; <- 545C3 - Bank0A.asm:1859 - (LDA $7EF374 : AND $0AC5A6, X : BEQ .fail) ;NOP #10 ;CLC ;================================================================================ org $0AC5BB ; < 545BB - Bank0A.asm:1856 - (LDA $7EF3C7 : CMP.b #$03 : BNE .fail) JSL.l OverworldMap_CheckObject : RTS org $0AC5D8 ; < 545D8 - Bank0A.asm:1885 - (LDA $7EF3C7 : CMP.b #$07 : BNE OverworldMap_CheckPendant_fail) JSL.l OverworldMap_CheckObject : RTS ;================================================================================ org $0AC53e ; <- 5453E - Bank0A.asm:1771 - (LDA $0AC50D, X : STA $0D) JSL.l GetCrystalNumber ;================================================================================ ; EVERY INSTANCE OF STA $7EF3C7 IN THE ENTIRE CODEBASE org $029D51 ; <- 11D51 JSL.l SetLWDWMap org $0589BB ; <- 289BB JSL.l SetLWDWMap org $05DD9A ; <- 2DD9A JSL.l SetLWDWMap org $05F1F6 ; <- 2F1F6 JSL.l SetLWDWMap org $05F209 ; <- 2F209 JSL.l SetLWDWMap org $05FF91 ; <- 2FF91 JSL.l SetLWDWMap org $098687 ; <- 48687 JSL.l SetLWDWMap org $1ECEDD ; <- F4EDD JSL.l SetLWDWMap org $1ECF0D ; <- F4F0D JSL.l SetLWDWMap ;================================================================================ ; EVERY INSTANCE OF LDA $7EF3C7 IN THE ENTIRE CODEBASE org $05DDFE ; <- 2DDFE JSL.l GetMapMode org $05EE25 ; <- 2EE25 JSL.l GetMapMode org $05F17D ; <- 2F17D JSL.l GetMapMode org $05FF7D ; <- 2FF7D JSL.l GetMapMode org $0AC01A ; <- 5401A JSL.l GetMapMode org $0AC037 ; <- 54037 JSL.l GetMapMode org $0AC079 ; <- 54079 JSL.l GetMapMode org $0AC0B8 ; <- 540B8 x JSL.l GetMapMode org $0AC0F8 ; <- 540F8 JSL.l GetMapMode org $0AC137 ; <- 54137 JSL.l GetMapMode org $0AC179 ; <- 54179 JSL.l GetMapMode org $0AC1B3 ; <- 541B3 JSL.l GetMapMode org $0AC1F5 ; <- 541F5 JSL.l GetMapMode org $0AC22F ; <- 5422F JSL.l GetMapMode org $0AC271 ; <- 54271 JSL.l GetMapMode org $0AC2AB ; <- 542AB JSL.l GetMapMode org $0AC2ED ; <- 542ED JSL.l GetMapMode org $0AC327 ; <- 54327 JSL.l GetMapMode org $0AC369 ; <- 54369 JSL.l GetMapMode org $0DC849 ; <- 6C849 JSL.l GetMapMode ;================================================================================ org $0AC012 ; <- 54012 - Bank0A.asm:1039 (LDA $7EF2DB : AND.b #$20 : BNE BRANCH_DELTA) NOP #8 ;org $0AC012 ; <- 54012 - Bank0A.asm:1039 - (LDA $7EF2DB) ;JSL.l OnLoadMap ;================================================================================ org $028B8F ; <- 10B8F - Bank02.asm:2236 (LDA $7EF374 : LSR A : BCS BRANCH_BETA) LDA $7EF00F : BNE + : NOP LDX.b #$F1 : STX $012C + ;================================================================================ org $029090 ; <- 11090 - Bank02.asm:3099 (LDA $7EF374 : LSR A : BCS BRANCH_GAMMA) LDA $7EF00F : BNE + : NOP STX $012C ; DON'T MOVE THIS FORWARD OR MADNESS AWAITS + ;================================================================================ org $029798 ; <- 11798 - Bank02.asm:4287 (CMP $02895C, X : BNE BRANCH_ALPHA) NOP #6 ; remove crystal room cutscene check that causes softlocks ;================================================================================ ;================================================================================ ; Text Changes ;-------------------------------------------------------------------------------- ;org $06C7D3 ; <- 347D3 - sprite_ponds.asm:720 (LDA.b #$8A) ;JSL.l DialogFairyThrow ;-------------------------------------------------------------------------------- org $06C7BB ; <- 347BB - sprite_ponds.asm:702 (JSL Sprite_ShowMessageFromPlayerContact : BCC BRANCH_ALPHA) JSL.l FairyPond_Init ;-------------------------------------------------------------------------------- org $1D92EC ; <- E92EC - sprite_ganon.asm:947 (JSL Sprite_ShowMessageMinimal) JSL.l DialogGanon1 ;-------------------------------------------------------------------------------- org $1D9078 ; <- E9078 - sprite_ganon.asm:552 (LDA.b #$70 : STA $1CF0) JSL.l DialogGanon2 : RTS ;-------------------------------------------------------------------------------- ;-- Convert Capitalism fairy to shop org $06C4BD ; <- 34C4BD - sprite_ponds.asm:107 (LDA $A0 : CMP.b #$15 : BEQ Sprite_HappinessPond) JSL.l HappinessPond_Check ;-------------------------------------------------------------------------------- ;-- Sahasrahla (no green pendant) org $05F16C ; <- 2F16C sprite_elder.asm:137 (JSL Sprite_ShowSolicitedMessageIfPlayerFacing) JSL.l Sprite_ShowSolicitedMessageIfPlayerFacing_Alt ;-------------------------------------------------------------------------------- ;-- Sahasrahla (have boots) org $05F1A8 ; <- 2F1A8 sprite_elder.asm:170 (JSL Sprite_ShowSolicitedMessageIfPlayerFacing) JSL.l Sprite_ShowSolicitedMessageIfPlayerFacing_Alt ;-------------------------------------------------------------------------------- ;-- Sahasrahla (have boots, have ice rod) org $05F1BC ; <- 2F1BC sprite_elder.asm:182 (JSL Sprite_ShowSolicitedMessageIfPlayerFacing) JSL.l Sprite_ShowSolicitedMessageIfPlayerFacing_Alt ;-------------------------------------------------------------------------------- ;-- Sahasrahla (have boots, have ice rod, have 3 pendants) org $05F1CE ; <- 2F1CE sprite_elder.asm:194 (JSL Sprite_ShowSolicitedMessageIfPlayerFacing) JSL.l Sprite_ShowSolicitedMessageIfPlayerFacing_Alt ;-------------------------------------------------------------------------------- ;-- Sahasrahla (have boots, have ice rod, have 3 pendants, have master sword) org $05F1D8 ; <- 2F1D8 sprite_elder.asm:204 (JSL Sprite_ShowSolicitedMessageIfPlayerFacing) JSL.l Sprite_ShowSolicitedMessageIfPlayerFacing_Alt ;---------------------------------------------------------- ;-- Bomb shop guy (talking to him before and after big bomb is available) org $1EE181 ; <- F6181 sprite_bomb_shop_entity.asm : 85 (JSL Sprite_ShowSolicitedMessageIfPlayerFacing) JSL Sprite_ShowSolicitedMessageIfPlayerFacing_Alt ;---------------------------------------------------- ;-- Bombos tablet org $05F3BF ; <- 2F3BF sprite_medallion_tablet.asm : 254 (JSL Sprite_ShowMessageUnconditional) JSL.l DialogBombosTablet ;---------------------------------------------------- ;-- Ether tablet org $05F429 ; <- 2F429 sprite_medallion_tablet.asm : 317 (JSL Sprite_ShowMessageUnconditional) JSL.l DialogEtherTablet ;---------------------------------------------------- ;-- Thrown fish (move to different text ID) org $1D82B2 ; <- 0xE82B2 low byte of message db #$8F ;================================================================================ ;================================================================================ ; Text Removal ;-------------------------------------------------------------------------------- org $05FA8E Sprite_ShowMessageMinimal: JML.l Sprite_ShowMessageMinimal_Alt ;-------------------------------------------------------------------------------- ;org $1CFD69 ;Main_ShowTextMessage: ;JML.l Main_ShowTextMessage_Alt ;-------------------------------------------------------------------------------- org $07b0cc ; <- 3b0d0 - Bank 07.asm : 7767 (JSL Main_ShowTextMessage) JSL.l Main_ShowTextMessage_Alt ;-------------------------------------------------------------------------------- org $08c5fe ; <- 445FE - ancilla_receive_item.asm : 408 (JSL Main_ShowTextMessage) JSL.l Main_ShowTextMessage_Alt ;-------------------------------------------------------------------------------- org $05E21F ; <- 2E21F - Bank05.asm : 2691 (STZ $0223) JSL.l Sprite_ShowMessageMinimal_Alt BRA Sprite_ShowMessageUnconditional_Rest org $05E232 ; <- 2E232 - Bank05.asm : 2700 (PHX) Sprite_ShowMessageUnconditional_Rest: ;-------------------------------------------------------------------------------- ;-- Music restarting at zelda fix org $05ED10 ; <- 2ED10 - sprite_zelda.asm : 233 - (LDA.b #$19 : STA $012C) NOP #5 ;-------------------------------------------------------------------------------- org $1ECE47 ; <- F4E47 - sprite_crystal_maiden.asm : 220 JML.l MaidenCrystalScript ;-------------------------------------------------------------------------------- org $1ECCEB ; <- F4CEB - sprite_crystal_maiden.asm : 25 ; skip all palette nonsense JML.l SkipCrystalPalette org $1ECD39 SkipCrystalPalette: ;-------------------------------------------------------------------------------- org $08C3FD ; <- 443FD - ancilla_receive_item.asm : 89 !MS_GOT = "$7F5031" LDA #$40 : STA !MS_GOT ;;NOP #6 ; don't set master sword follower ;-------------------------------------------------------------------------------- org $08C5E5 ; <- 445ED - ancilla_receive_item.asm:395 (LDA .item_messages, Y : CMP.w #$FFFF : BEQ .handleGraphics) JSL.l DialogItemReceive : NOP #2 org $08C301 ; <- 44301 - ancilla_receive_item.asm:8 (.item_messages) Ancilla_ReceiveItem_item_messages: ;---------------------------------------------------------- ;-- Shopkeepers org $1EF379 ; <- F7379 sprite_shopkeeper.asm : 810 (JSL Sprite_ShowMessageUnconditional : JSL ShopKeeper_RapidTerminateReceiveItem) NOP #4 ;Just remove the rapid terminate call ;-------------------------------------------------------------------------------- ;-- Reset Dialog Selection index for each new message org $0EEE5D ; <- 76E5D - vwf.asm:84 (JSL Attract_DecompressStoryGfx) JSL.l DialogResetSelectionIndex ;---------------------------------------------------- ;-- Agahnim 1 Defeated org $068475 ; <- 30475 Bank06.asm : 762 - (JSL Sprite_ShowMessageMinimal) JSL.l AddInventory_incrementBossSwordLong ;NOP #4 ;---------------------------------------------------------- ;-- We'll take your sword org $06B4F3 ; <- 334F3 sprite_smithy_bros.asm : 556 (JSL Sprite_ShowMessageUnconditional) JSL ItemSet_SmithSword ;NOP #4 ;---------------------------------------------------------- ;=================================== ;-- Escort Text ;-- dw coordinate, coordinate, flag, text message number, tagalong number ;=================================== org $09A4C2 ; <- 4A4C2 tagalong.asm : 967 - (.room_data_1) dw $1EF0, $0288, $0001, $0097, $00F0 ; Old man first text after encounter text dw $1E58, $02F0, $0002, $0098, $00F0 ; Old man "dead end" (when you run to the pot) dw $1EA8, $03B8, $0004, $0099, $00F0 ; Old man "turn right here" dw $0CF8, $025B, $0001, $001F, $00F0 ; Zelda "there's a secret passage" dw $0CF8, $039D, $0002, $001F, $00F0 ; Zelda "there's a secret passage" dw $0C78, $0238, $0004, $001F, $00F0 ; Zelda "there's a secret passage" dw $0A30, $02F8, $0001, $0020, $00F0 ; Zelda "we can push this" dw $0178, $0550, $0001, $0021, $00F0 ; Zelda "pull the lever" dw $0168, $04F8, $0002, $0028, $00F0 ; Zelda room before sanctuary dw $1BD8, $16FC, $0001, $0122, $00F0 ; Blind (maiden) "don't take me outside!" dw $1520, $167C, $0001, $0122, $00F0 ; Blind (maiden) "don't take me outside!" dw $05AC, $04FC, $0001, $0027, $00F0 ; Zelda in the water room ;---------------------------------------------------------- ;---------------------------------------------------------- ;-- Speed up Walls (Desert, Mire, and Palace of Darkness) ; org $01CA66 ; <- CA66 Bank01.asm : 10864 - (LDA.w #$2200 : ADD $041C : STA $041C) ; LDA.w #$4400 ; #$2200 is the normal speed, $#FF00 is max. ;---------------------------------------------------------- ;-- New Sign table offet calculation org $07b4fe ; <- 3b4fe - bank07.asm : 8454 (LDA $8A : ASL A : TAY) JSL CalculateSignIndex ;================================================================================ ; Ganon Fixes ;-------------------------------------------------------------------------------- ;org $1D91E3 ; <- E91E3 - sprite_ganon.asm : 778 ;JSL.l GanonWarpRNG ;NOP #2 ;LDA #$00 : NOP #4 ;-------------------------------------------------------------------------------- ;================================================================================ ; Dark World Spawn Location Fix & Follower Fixes ;-------------------------------------------------------------------------------- org $00894A ; <- 94A PHB : JSL.l DarkWorldSaveFix ;-------------------------------------------------------------------------------- org $028046 ; <- 10046 - Bank02.asm : 217 (JSL EnableForceBlank) (Start of Module_LoadFile) JSL.l OnFileLoad ;-------------------------------------------------------------------------------- org $09F520 ; <- 4F520 - module_death.asm : 401 (LDA $7EF3C5 : CMP.b #$03 : BCS BRANCH_THETA) JSL.l OnPlayerDead JSL.l IncrementDeathCounter NOP #6 ;-------------------------------------------------------------------------------- ;org $02D61A ; <- 1561A ;LDA.b #$01 : STA $1B ; fix something i wrote over i shouldn't have ;-------------------------------------------------------------------------------- org $1ED379 ; <- F5379 - sprite_agahnim.asm:75 - JSL PrepDungeonExit JSL FixAgahnimFollowers ;================================================================================ ;================================================================================ ; Randomize NPC Items ;-------------------------------------------------------------------------------- org $028823 ; <- 10823 - Bank02.asm:1560 (LDA $7EF3C5 : BEQ .ignoreInput) JSL.l AllowSQ ;-------------------------------------------------------------------------------- org $08C45F ; <- 4445F - ancilla_recieve_item.asm:157 (STZ $02E9) JSL.l PostItemAnimation : NOP #2 ;-------------------------------------------------------------------------------- org $1EE90A ; <- F690A JSL.l ItemCheck_OldMan NOP #2 ;-------------------------------------------------------------------------------- org $0280F2 ; <- 100F2 JSL.l ItemCheck_OldMan NOP #2 ;-------------------------------------------------------------------------------- org $1EE9FE ; <- F69FE JSL.l ItemSet_OldMan ;-------------------------------------------------------------------------------- org $068F16 ; <- 30F16 JSL.l ItemCheck_ZoraKing ;-------------------------------------------------------------------------------- org $059ACA ; <- 29ACA JSL $1DE1AA ; Sprite_SpawnFlippersItem ;-------------------------------------------------------------------------------- org $1DE1E4 ; <- EE1E4 - sprite_great_catfish.asm : 489 JSL.l LoadZoraKingItemGFX NOP #2 ;-------------------------------------------------------------------------------- org $068D86 ; <- 30D86 JSL.l ItemCheck_SickKid ;-------------------------------------------------------------------------------- org $06B9D4 ; <- 339D4 - sprite_bug_net_kid.asm : 111 (JSL Link_ReceiveItem) JSL.l ItemSet_SickKid ;-------------------------------------------------------------------------------- org $068BAC ; <- 30BAC - SpritePrep_FluteBoy : 1068 JSL.l ItemCheck_TreeKid2 org $06908D ; <- 3108D - SpritePrep_FluteBoy : 2175 JSL.l ItemCheck_TreeKid CMP.b #$08 BEQ $0A org $069095 ; <- 31095 - SpritePrep_FluteBoy : 2177 JSL.l ItemCheck_TreeKid CMP.b #$08 org $0690BD ; <- 310BD - SpritePrep_FluteBoy : 2202 JSL.l ItemCheck_TreeKid2 org $06AF9B ; <- 32F9B - FluteBoy_Chillin : 73 : LDA $7EF34C : CMP.b #$02 : BCS .player_has_flute ;NOP #8 LDA !HAS_GROVE_ITEM : AND.b #$01 db #$D0 ; BNE org $06B062 ; <- 33062 - FluteAardvark_InitialStateFromFluteState : 225 : LDA $7EF34C : AND.b #$03 : !BGE #$05 JSL.l ItemCheck_TreeKid2 NOP #$02 ; remove pointless AND org $06B048 ; <- 33048 JSL.l ItemCheck_TreeKid3 org $06AF59 ; <- 32F59 - sprite_flute_boy.asm : 36 (LDA $0D80, X : CMP.b #$03 : BEQ .invisible) JML.l FluteBoy FluteBoy_Abort: RTS FluteBoy_Continue: ;org $1E9968 ; <- F1968 - sprite_flute_boy_ostrich.asm : 14 (dw FluteBoyOstrich_Chillin) ;dw #$9991 ; FluteBoyOstrich_RunAway ;-------------------------------------------------------------------------------- org $06B0C9 ; <- 330C9 JSL.l ItemSet_TreeKid ;-------------------------------------------------------------------------------- org $05F177 ; <- 2F177 JSL.l ItemCheck_Sahasrala ;-------------------------------------------------------------------------------- org $05F200 ; <- 2F200 JSL.l ItemSet_Sahasrala ;-------------------------------------------------------------------------------- org $1DE102 ; <- EE102 JSL.l ItemCheck_Catfish org $1DE11C ; <- EE11C JSL.l ItemCheck_Catfish ;-------------------------------------------------------------------------------- org $1DE1A1 ; <- EE1A1 - sprite_great_catfish.asm : 445 JSL.l LoadCatfishItemGFX NOP #2 ;-------------------------------------------------------------------------------- org $1DDF49 ; <- EDF49 - sprite_great_catfish.asm : 19 JML.l JumpToSplashItemTarget : NOP org $1DDF4E ; <- EDF4E - sprite_great_catfish.asm : 21 SplashItem_SpawnSplash: org $1DDF52 ; <- EDF52 - sprite_great_catfish.asm : 27 SplashItem_SpawnOther: org $1DE228 ; <- EE228 - sprite_great_catfish.asm : 290 LDA.b #$FF ;-------------------------------------------------------------------------------- org $1DDF81 ; <- EDF81 - sprite_great_catfish.asm : 61 JSL.l DrawThrownItem ;-------------------------------------------------------------------------------- ;org $1DE1B0 ; <- EE1B0 - sprite_great_catfish.asm : 461 ;NOP #2 ;-------------------------------------------------------------------------------- org $05EE53 ; <- 2EE53 - mushroom.asm : 22 JSL.l ItemCheck_Mushroom NOP #2 ;-------------------------------------------------------------------------------- org $05EE8C ; <- 2EE8C - mushroom.asm : 69 JSL.l ItemSet_Mushroom NOP ;-------------------------------------------------------------------------------- org $05F53E ; <- 2F53E - sprite_potion_shop.asm : 40 JSL.l ItemCheck_Powder CMP.b #$20 ;-------------------------------------------------------------------------------- ; the quake medallion AND FLIPPERS org $1DDF71 ; <- EDF71 - sprite_great_catfish.asm : 47 JSL.l MarkThrownItem ;-------------------------------------------------------------------------------- ;org $05F65D ; <- 2F65D - DONE IN INVENTORY ;JSL.l ItemSet_Powder ;NOP #2 ;-------------------------------------------------------------------------------- ;JSL.l ItemCheck_RupeeNPC ;-------------------------------------------------------------------------------- ;JSL.l ItemSet_RupeeNPC ;-------------------------------------------------------------------------------- ;org $08D01B ; PC 0x4501B - ancilla_flute.asm - 55 ;JSL.l ItemSet_Flute ;-------------------------------------------------------------------------------- org $05FAFF ; <- 2FAFF - sprite_mad_batter.asm:57 (LDA $7EF37B : CMP.b #$01 : BCS .magic_already_doubled) JSL.l ItemCheck_MagicBat : BEQ + : RTS : NOP : + ;================================================================================ ;================================================================================ ; Boss Hearts ;-------------------------------------------------------------------------------- org $05EF5D ; <- 2EF5D - sprite_heart_upgrades.asm:110 (JSL GetAnimatedSpriteTile.variable) JSL.l HeartContainerSpritePrep ;-------------------------------------------------------------------------------- org $05EF79 ; <- 2EF79 - sprite_heart_upgrades.asm:128 (JSL Sprite_PrepAndDrawSingleLargeLong) JSL.l DrawHeartContainerGFX ;-------------------------------------------------------------------------------- org $05EFCE ; <- 2EFCE - sprite_heart_upgrades.asm:176 (JSL Link_ReceiveItem) ;org $05EFEE ; <- 2EFEE - sprite_heart_upgrades.asm:202 (JSL Link_ReceiveItem) JSL.l HeartContainerGet ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- org $0799B1 ; 399B1 - Bank07.asm:4063 (CPY.b #$3E : BNE .notHeartContainer) JSL.l HeartContainerSound BCC Link_ReceiveItem_notHeartContainer ; JSR Player_DoSfx3 org $0799BA ; 399BA - Bank07.asm:4070 (LDA.b #$60 : STA $02D9) Link_ReceiveItem_notHeartContainer: ;-------------------------------------------------------------------------------- org $09887F ; <- 4887F - ancilla_init.asm : 1163 (LDA $0C5E, X : CMP.b #$3E : BEQ .doneWithSoundEffects) JSL NormalItemSkipSound NOP BCS AddReceivedItem_doneWithSoundEffects org $0988AE ; <- 488AE - ancilla_init.asm : 1193 (LDA.b #$0A : STA $02) AddReceivedItem_doneWithSoundEffects: ;================================================================================ ; Heart Pieces ;-------------------------------------------------------------------------------- org $05F030 ; <- 2F030 - display item JSL.l DrawHeartPieceGFX ;-------------------------------------------------------------------------------- org $05F08A ; <- 2F08A - sprite_heart_upgrades.asm : 324 - (LDA $7EF36B : INC A : AND.b #$03 : STA $7EF36B : BNE .got_4_piecese) item determination JSL.l HeartPieceGet BCS $18 ; reinsert the near branch that appears midway through what we overrode NOP #22 ;-------------------------------------------------------------------------------- org $06C0B0 ; <- 340B0 - sprite prep JSL.l HeartPieceSpritePrep ;-------------------------------------------------------------------------------- org $08C45B ; <- 4445B - ancilla_receive_item.asm : 152 JSL.l HPItemReset ;-------------------------------------------------------------------------------- org $05EF1E ; <- 2EF1E - sprite_heart_upgrades.asm : 48 (LDA $7EF280, X : AND.b #$40 : BEQ .dont_self_terminate) JSL.l HeartUpgradeSpawnDecision ;-------------------------------------------------------------------------------- org $05EFFA ; <- 2EFFA - sprite_heart_upgrades.asm : 216 (LDA $7EF280, X : ORA.b #$40 : STA $7EF280, X) JSL.l SaveHeartCollectedStatus NOP #6 ;================================================================================ ;================================================================================ ; Fake Flippers Softlock Fix + General Damage Hooks ;-------------------------------------------------------------------------------- org $078091 ; <- 38091 - Bank07.asm:138 (LDA $037B : BNE .linkNotDamaged) LDA $0373 : STA $00 : STZ $0373 ; store and zero damage LDA $037B : BNE LinkDamaged_linkNotDamaged ; skip if immune ;-------------------------------------------------------------------------------- org $0780C6 ; <- 380C6 - Bank07.asm:174 (LDA $7EF36D) JSL.l OnLinkDamaged ;-------------------------------------------------------------------------------- org $0780FB ; <- 380FB - Bank07.asm:207 (.linkNotDamaged) LinkDamaged_linkNotDamaged: ;-------------------------------------------------------------------------------- org $0794FB ; <- 394FB - Bank07.asm:3336 (LDA.b #$14 : STA $11) JSL.l OnLinkDamagedFromPit ;-------------------------------------------------------------------------------- org $01FFE7 ; <- FFE7 - Bank01.asm:16375 (LDA $7EF36D) JSL.l OnLinkDamagedFromPitOutdoors ;-------------------------------------------------------------------------------- org $078F27 ; <- 38F27 JSL.l FlipperReset ;-------------------------------------------------------------------------------- org $09F40B ; <- 4F40B - module_death.asm:222 (LDX.b #$00) JSL.l IgnoreFairyCheck ;-------------------------------------------------------------------------------- org $078F51 ; <- 38F51 - Bank07.asm:2444 (JSR $AE54 ; $3AE54 IN ROM) JSL.l OnEnterWater : NOP ;-------------------------------------------------------------------------------- ;================================================================================ ; Floodgate Softlock Fix ;-------------------------------------------------------------------------------- org $0AB8E5 ; <- 538E5 JSL.l FloodGateAndMasterSwordFollowerReset JSL.l IncrementFlute STZ $1000 : STZ $1001 NOP #26 ;-------------------------------------------------------------------------------- org $02AA87 ; <- 12A87 JSL.l OnOWTransition NOP #36 ;================================================================================ ;Inverted mode tile map update (executed right after the original tile load) ;-------------------------------------------------------------------------------- org $02ED51 ; <- 16D51 JSL.l Overworld_LoadNewTiles NOP #$02 ;-------------------------------------------------------------------------------- ;Same as above org $02EC2E ;<- 016C2E JSL.l Overworld_LoadNewTiles NOP #$02 ;================================================================================ org $07A3E2 ;<- 3A3E2 Bank07.asm:5764 (LDA.b #$80 : STA $03F0) JSL.l FreeDuckCheck : BEQ + NOP skip 3 ; a JSR we need to keep + ;================================================================================ org $07A9AC ; <- 3A9AC - Bank07.asm:6628 (LDA $0C : ORA $0E : STA $00 : AND.b #$0C : BEQ BRANCH_BETA) JML.l MirrorBonk MirrorBonk_NormalReturn: org $07A9D1 ; <- 3A9D1 - Bank07.asm:6649 (BRANCH_GAMMA:) MirrorBonk_BranchGamma: ;================================================================================ ;================================================================================ ; Add SFX ;-------------------------------------------------------------------------------- org $1DFDA8 ; <- EFDA9 - sprite_digging_game_guy.asm:309 (STA $7FFE00) JSL.l SpawnShovelGamePrizeSFX ;-------------------------------------------------------------------------------- ;org $01EEB6 ; <- EEB6 - Bank01.asm:14138 (ORA.b #$40 : STA $0403) org $01EECD ; <- EECD - Bank01.asm:14160 (LDA.b #$0E : STA $012F) JSL.l SpawnChestGamePrizeSFX : NOP ;================================================================================ ;================================================================================ ; Heart Beep Timer ;-------------------------------------------------------------------------------- org $0DDC9B ; <- 6DC9B JSL.l BeepLogic NOP #6 ;================================================================================ ;================================================================================ ; Item Downgrade Fix ;-------------------------------------------------------------------------------- org $09865E ; <- 4865E JSL.l $1BEE1B ; fix something i wrote over i shouldn't have ;================================================================================ ;================================================================================ ; Lamp Mantle & Light Cone Fix ;-------------------------------------------------------------------------------- org $1AFC4D ; <- D7C4D - sprite_movable_mantle.asm:31 (LDA $7EF3CC : CMP.b #$01 : BNE .return) JSL.l CheckForZelda ;-------------------------------------------------------------------------------- org $1AFC55 ; <- D7C55 - sprite_movable_mantle.asm:34 (LDA $7EF34A : BEQ .return) NOP #6 ; remove check ;-------------------------------------------------------------------------------- org $068841 ; <- 30841 - sprite_prep.asm:269 (LDA $0D00, X : ADD.b #$03 : STA $0D00, X) JSL.l Mantle_CorrectPosition : NOP #2 ;-------------------------------------------------------------------------------- org $0DFA53 ; <- 6FA53 - hud check for lantern JSL.l LampCheck ;-------------------------------------------------------------------------------- org $01F503 ; <- F503 - Bank01.asm:14994 (LDA.b #$01 : STA $1D) JSL.l SetOverlayIfLamp ;================================================================================ ;================================================================================ ; Overworld Door Frame Overlay Fix ; ; When entering an overworld entrance, if it is an entrance to a simple cave, we ; store the overworld door id, then use that (instead of the cave id) to determine the ; overlay to draw when leaving the cave again. We also use this value to ; identify the tavern entrance to determine whether link should walk up or down. ;-------------------------------------------------------------------------------- org $1BBD5F ; <- Bank1b.asm:296 (LDA $1BBB73, X : STA $010E) JSL.l StoreLastOverworldDoorID NOP #3 ;-------------------------------------------------------------------------------- org $02D754 ; <- Bank02.asm:10847 (LDA $D724, X : STA $0696 : STZ $0698) JSL.l CacheDoorFrameData NOP #5 ;-------------------------------------------------------------------------------- org $0298AD ; <- Bank02.asm:4495 (LDA $010E : CMP.b #$43) JSL.l WalkDownIntoTavern NOP #1 ;================================================================================ ;================================================================================ ; Hole fixes ;-------------------------------------------------------------------------------- org $1BB88E ; <- DB88E - Bank1B.asm:59 (LDX.w #$0024) JML.l CheckHole org $1BB8A4 ; <- DB8A4 - Bank1B.asm:78 (LDX.w #$0026) Overworld_Hole_GotoHoulihan: org $1BB8AF ; <- DB8AF - Bank1B.asm:85 (.matchedHole) Overworld_Hole_matchedHole: org $1BB8BD ; <- DB8BD - Bank1B.asm:85 (PLB) Overworld_Hole_End: ;-------------------------------------------------------------------------------- ;================================================================================ ; Disable pyramid hole check for killing aga2 ; ; this check is intended to prevent getting fluted out a second time if you ; return to his room after already killing him once. But with a pre-opened ; pyramid hole, it can cause you to get stuck there on killing him the first ; time. So we change it, and accept the flute out if you return. ;--------------------------------------------------------------------------------- org $01C753 ; 0C753 = Bank01:10398 (LDA $7EF2DB : AND.b #$20 : BNE .return) db $00 ; (originally $20) ;================================================================================ ; Music fixes ;-------------------------------------------------------------------------------- org $0282F4 ; <- Bank02.asm:654 (LDY.b #$58 ...) JML.l PreOverworld_LoadProperties_ChooseMusic org $028389 ; <- Bank02.asm:763 PreOverworld_LoadProperties_SetSong: ;-------------------------------------------------------------------------------- ; Remove Aga1 check for Kakariko music, always play track 7 org $02A992 ; (BCS $A999) NOP #2 org $02A9B0 ; (BCS $A9B7) NOP #2 org $02C1C8 ; (BCS $C1CC) NOP #2 ; org $02ADA0 ; (LDA.b #$F1 : STA $012C) JSL Overworld_MosaicDarkWorldChecks : NOP ;-------------------------------------------------------------------------------- org $05CC58 ; <- Bank05.asm:1307 (LDA $040A : CMP.b #$18) JSL PsychoSolder_MusicCheck NOP #1 ;-------------------------------------------------------------------------------- org $02B13A ; <- Bank02.asm:7647 dl Overworld_FinishMirrorWarp ;-------------------------------------------------------------------------------- org $0AB949 ; <- Bank0A.asm:270 (Different from US ROM) JSL BirdTravel_LoadTargetAreaMusic NOP #16 ;================================================================================ ;================================================================================ ; Hooks for roomloading.asm ;-------------------------------------------------------------------------------- org $02895D ; <- Bank02.asm:1812 (JSL Dungeon_LoadRoom) JSL LoadRoomHook ;-------------------------------------------------------------------------------- org $028BE7 ; <- Bank02.asm:2299 (JSL Dungeon_LoadRoom) JSL LoadRoomHook_noStats ;-------------------------------------------------------------------------------- org $029309 ; <- Bank02.asm:3533 (JSL Dungeon_LoadRoom) JSL LoadRoomHook_noStats ;-------------------------------------------------------------------------------- org $02C2F3 ; <- Bank02.asm:10391 (JSL Dungeon_LoadRoom) JSL LoadRoomHook_noStats ;================================================================================ ;================================================================================ ; Hooks into the "Reloading all graphics" routine ;-------------------------------------------------------------------------------- org $00E64D ; <- Bank00.asm:5656 (STZ $00 : STX $01 : STA $02) JML BgGraphicsLoading BgGraphicsLoadingCancel: RTS : NOP BgGraphicsLoadingResume: ;================================================================================ ;================================================================================ ; Hook when updating the floor tileset in dungeons (such as between floors) ;-------------------------------------------------------------------------------- org $00DF62 ; <- Bank00.asm:4672 (LDX.w #$0000 : LDY.w #$0040) JML ReloadingFloors NOP : NOP ReloadingFloorsResume: org $00DF6E ; <- A few instructions later, right after JSR Do3To4High16Bit ReloadingFloorsCancel: ;================================================================================ ;================================================================================ ; Hook bow use - to use rupees instead of actual arrows ;-------------------------------------------------------------------------------- org $07A055 ; <- Bank07.asm:5205 (LDA $0B99 : BEQ BRANCH_DELTA) JSL.l ArrowGame : NOP #14 org $07A06C ; <- Bank07.asm:5215 (LDA $7EF377 : BEQ BRANCH_EPSILON) JSL.l DecrementArrows : SKIP 2 : NOP : LDA $7EF377 ;================================================================================ ;================================================================================ ; Quick Swap ;-------------------------------------------------------------------------------- org $0287FB ; <- 107FB - Bank02.asm:1526 (LDA $F6 : AND.b #$40 : BEQ .dontActivateMap) JSL.l QuickSwap org $02A451 ; <- 12451 - Bank02.asm:6283 (LDA $F6 : AND.b #$40 : BEQ .xButtonNotDown) JSL.l QuickSwap ;================================================================================ ;================================================================================ ; Tagalong Fixes ;-------------------------------------------------------------------------------- org $0689AB ; <- 309AB - sprite_prep.asm: 647 (LDA $7EF3CC : CMP.b #$06 : BEQ .killSprite) ; Note: In JP 1.0 we have: (CMP.b #$00 : BNE .killSprite) appling US bugfix ; Prevent followers from causing blind/maiden to despawn: CMP.b #$06 : db #$F0 ; BEQ ;-------------------------------------------------------------------------------- ; Fix old man purple chest issues using the same method as above org $1EE906 ; <- F6906 - sprite_old_mountain_man.asm : 31 (LDA $7EF3CC : CMP.b #$00 : BNE .already_have_tagalong) CMP.b #$04 : db #$F0 ; BEQ ;-------------------------------------------------------------------------------- ;Control which doors frog/smith can enter org $1BBCF0 ; <- DBCF0 - Bank1B.asm: 248 (LDA $04B8 : BNE BRANCH_MU) Overworld_Entrance_BRANCH_LAMBDA: ; Branch here to show Cannot Enter with Follower message org $1BBD55 ; <- DBD55 - Bank1B.asm: 290 (CPX.w #$0076 : BCC BRANCH_LAMBDA) JML.l SmithDoorCheck : NOP Overworld_Entrance_BRANCH_RHO: ; branch here to continue into door ;================================================================================ ;================================================================================ ; Paradox Cave Shopkeeper Fixes ;-------------------------------------------------------------------------------- org $008C19 ; Bank00.asm@1633 (LDA.b #$01 : STA $420B) JSL ParadoxCaveGfxFix NOP ;================================================================================ ;================================================================================ ; Player Sprite Fixes ;-------------------------------------------------------------------------------- org $0DA9C8 ; <- 06A9C8 - player_oam.asm: 1663 (AND.w #$00FF : CMP.w #$00F8 : BCC BRANCH_MARLE) ; We are converting this branching code that basically puts the carry from the ; CMP into $02 into constant time code, so that player sprite head-bobbing can ; be removed by sprites while remaining race legal (cycle-for-cycle identical ; to the link sprite). LDA $02 ; always zero! (this replaces the BCC) ADC.w #0000 ; put the carry bit into the accumulator instead of a hardcoded 1. ;------------------------------------------------------------------------------- org $02fd6f ; <- 017d6f - bank0E.asm: 3694 (LoadActualGearPalettes:) Note: Overflow of bank02 moved to 0e in US Rom JSL LoadActualGearPalettesWithGloves RTL ;-------------------------------------------------------------------------------- ; Bunny Palette/Overworld Map Bugfix ;-------------------------------------------------------------------------------- org $02fdf0 ; <- 017df0 - bank0E (LDA [$00] : STA $7EC300, X : STA $7EC500, X) JSL LoadGearPalette_safe_for_bunny RTS ;================================================================================ ;================================================================================ ; Chest Encryption ;-------------------------------------------------------------------------------- org $01EBEB ; <- 0EBEB - bank01.asm : 13760 (INC $0E) JML.l GetChestData : NOP org $01EBDE ; <- 0EBDE - bank01.asm : 13740 (.couldntFindChest) Dungeon_OpenKeyedObject_couldntFindChest: org $01EBF0 ; <- 0EBF0 - bank01.asm : 13764 (.nextChest) Dungeon_OpenKeyedObject_nextChest: org $01EC14 ; <- 0EC14 - bank01.asm : 13783 (LDX $040C) Dungeon_OpenKeyedObject_bigChest: org $01EC38 ; <- 0EC38 - bank01.asm : 13809 (.smallChest) Dungeon_OpenKeyedObject_smallChest: ;================================================================================ ;================================================================================ ; Murahdahla (The brother who re-assembles the triforce pieces) ;-------------------------------------------------------------------------------- org $06C092 ; bank06.asm:1864 (JSL Sprite_ElderLong) [22 CD F0 05] JSL NewElderCode ;-------------------------------------------------------------------------------- ; Add him to Castle Map post-rain, and post aga1 ;-------------------------------------------------------------------------------- org $09D0AC db #$18, #$0F, #$43, #$FF;remove heart from tree adjancent map [LW1] db #$12, #$19, #$16 ;add sahasrala in castle Y, X, Sprite ID org $09C937 db #$B0, #$D0 ;change [LW1] map 01C pointers org $09D421 db #$18, #$0F, #$45, #$FF;remove heart from tree adjancent map [LW2] db #$12, #$19, #$16 ;add sahasrala in castle Y, X, Sprite ID org $09CA57 db #$25, #$D4 ;change [LW2] map 01C pointers ;-------------------------------------------------------------------------------- ; Expanded trinexx sheet gfx. ;-------------------------------------------------------------------------------- org $00CFC0+178 : db #$33 org $00D09F+178 : db #$90 org $00D17E+178 : db #$00 ; Use above sheet in Hyrule castle courtyard after rain state. org $00DB9E ; Hyrule Castle GFX Sprite Sheet 4 on [LW1] db #$3F org $00DC0A ; Hyrule Castle GFX Sprite Sheet 4 on [LW2] db #$3F ;-------------------------------------------------------------------------------- ; Updated evil barrier animation table ;-------------------------------------------------------------------------------- org $1DF0E1;Evil Barrier new draw code dw 0, 0 : db $CC, $00, $00, $02 dw -29, 3 : db $EA, $00, $00, $00 dw -29, 11 : db $FA, $00, $00, $00 dw 37, 3 : db $EA, $40, $00, $00 dw 37, 11 : db $FA, $40, $00, $00 dw -24, -2 : db $CE, $00, $00, $02 dw -8, -2 : db $CE, $00, $00, $02 dw 8, -2 : db $CE, $40, $00, $02 dw 24, -2 : db $CE, $40, $00, $02 dw 0, 0 : db $EC, $00, $00, $02 dw -29, 3 : db $EB, $00, $00, $00 dw -29, 11 : db $FB, $00, $00, $00 dw 37, 3 : db $EB, $40, $00, $00 dw 37, 11 : db $FB, $40, $00, $00 dw 0, 0 : db $EC, $00, $00, $02 dw 0, 0 : db $EC, $00, $00, $02 dw 0, 0 : db $EC, $00, $00, $02 dw 0, 0 : db $EC, $00, $00, $02 dw 0, 0 : db $EC, $00, $00, $02 dw -29, 3 : db $EB, $00, $00, $00 dw -29, 11 : db $FB, $00, $00, $00 dw 37, 3 : db $EB, $40, $00, $00 dw 37, 11 : db $FB, $40, $00, $00 dw -24, -2 : db $CE, $80, $00, $02 dw -8, -2 : db $CE, $80, $00, $02 dw 8, -2 : db $CE, $C0, $00, $02 dw 24, -2 : db $CE, $C0, $00, $02 dw 0, 0 : db $CC, $00, $00, $02 dw -29, 3 : db $EA, $00, $00, $00 dw -29, 11 : db $FA, $00, $00, $00 dw 37, 3 : db $EA, $40, $00, $00 dw 37, 11 : db $FA, $40, $00, $00 dw 0, 0 : db $CC, $00, $00, $02 dw 0, 0 : db $CC, $00, $00, $02 dw 0, 0 : db $CC, $00, $00, $02 dw 0, 0 : db $CC, $00, $00, $02 dw -29, 3 : db $EB, $00, $00, $00 dw -29, 11 : db $FB, $00, $00, $00 dw 37, 3 : db $EB, $40, $00, $00 dw 37, 11 : db $FB, $40, $00, $00 dw 37, 11 : db $FB, $40, $00, $00 dw 37, 11 : db $FB, $40, $00, $00 dw 37, 11 : db $FB, $40, $00, $00 dw 37, 11 : db $FB, $40, $00, $00 dw 37, 11 : db $FB, $40, $00, $00 ;================================================================================ ;-------------------------------------------------------------------------------- ; Allow Bunny Link to Read Signposts ;-------------------------------------------------------------------------------- org $07839E ; bunny BAGE check BunnyRead: JSR.w $07B5A9 ; check A button BCC .noA JSR.w CheckIfReading BNE .noread JSR.w $07B4DB NOP .noread .noA org $07FFF4 CheckIfReading: JSR.w $07D36C ; check action LDA #$80 : TRB $3B CPX #$04 RTS ;================================================================================ org $0DB4CA : db $40, $40 ; fire bar statis org $0DB4A9 : db $50, $50, $6E, $6E ; roller statis org $0DB4B2 : db $40, $40, $40, $40 ; cannon statis org $0DB4C3 : db $C0 ; anti fairy statis org $0DB516 : db $40 ; chain chomp statis ;-------------------------------------------------------------------------------- ; Keep Firebar Damage on Same Layer ;-------------------------------------------------------------------------------- org $06F425 Sprite_AttemptDamageToPlayerPlusRecoilLong: org $1ED1B6 JSL NewFireBarDamage ;================================================================================ ; Remove heart beeps from 1/2 max HP org $0DDB60 db $00, $00 ;================================================================================ ; Fast credits org $02A096 JSL DumbFlagForMSU org $0EC3AF JSL FastCreditsScrollOW JMP.w $0EC3C7 org $0EC41F JSL FastCreditsCutsceneUnderworldY org $0EC42C JSL FastCreditsCutsceneUnderworldX org $0EC488 JSL FastCreditsCutsceneTimer org $0EE773 JSL FastTextScroll : NOP ;================================================================================ ; Bomb-Only Mode ;-------------------------------------------------------------------------------- org $06ECC3 ; Bank06.asm@4704 (PHX : TAX : LDA.l .damage_classes, X : PLX) JSL DamageClassCalc BRA + : NOP #29 : + ;-------------------------------------------------------------------------------- org $0882D4 ; Bank08.asm@445 (PHX : TYX : ... ) JSL Utility_CheckAncillaOverlapWithSprite BRA + : NOP #5 : + ;-------------------------------------------------------------------------------- org $088DB1 ; Bank08.asm@1207 (PHY : PHX : TYX : ... ) JSL Utility_CheckAncillaOverlapWithSprite BRA + : NOP #7 : + -------------------------------------------------------------------------------- org $0882E8 ; Bank08.asm@456 (LDA $0DB0, Y : CMP.b #$03) JSL Utility_CheckHelmasaurKingCollision NOP ;-------------------------------------------------------------------------------- org $1E838C ; sprite_helmasaur_king.asm@522 (LDA $0301 : AND.b #$0A) JSL Utility_CheckHammerHelmasaurKingMask NOP ;-------------------------------------------------------------------------------- org $06ED94 ; Bank06.asm@4866 (LDA $0E60, X : AND.b #$40) JSL Utility_CheckImpervious NOP ;-------------------------------------------------------------------------------- org $068F94 ; sprite_prep.asm@1984 (INC $0BA0, X : JSL Sprite_InitializedSegmented) JSL AllowBombingMoldorm BRA + : NOP : + ;-------------------------------------------------------------------------------- org $0DEE05 ; equipment.asm@2065 (LDA $7EF359 : AND.w #$00FF : CMP.w #$00FF : ...) JSL DrawSwordInMenu BRA + : NOP #16 : + ;-------------------------------------------------------------------------------- org $0DFC51 ; is this being used? I hope not! let's find out if anything breaks! db $B2, $3C, $B3, $3C, $C2, $3C, $17, $3C db $B2, $2C, $B3, $2C, $C2, $2C, $18, $2C db $B2, $24, $B3, $24, $C2, $24, $19, $24 db $B2, $28, $B3, $28, $C2, $28, $1A, $28 db $B2, $28, $B3, $28, $C2, $28, $1B, $28