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