Fix for Lamp for another player being substituted with standing items Fix for received keys not being counted correctly Fix for pendants counting as items
1751 lines
111 KiB
NASM
1751 lines
111 KiB
NASM
;------------------------------------------------------------------------------
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; Item Data Tables
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;------------------------------------------------------------------------------
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; This module contains several statically mapped tables related to items, item
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; receipts, and item graphics. There are 256 item receipt indexes and the tables are
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; written column-major, meaning each "column" property of every table entry is
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; written adjacent to each other (e.g., ItemReceipts_offset_y is one byte per item.
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; All 256 bytes for each item are written in receipt ID order, then 256 bytes are
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; written for ItemReceipts_offset_x, etc.) The addresses and description of each
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; table and column are described immediately below. The tables themselves are below
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; the documentation.
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;
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; The tables and documentation here should provide the knowledge and capability
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; to add an item into an unclaimed receipt ID or replace some existing items, although
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; you should prefer to use unclaimed space or reuse randomizer item slots as some
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; vanilla behavior is still hard-coded.
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;
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; Some of the entries in these tables are word-length vectors, or pointers to
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; code the randomizer ROM runs on item pickup or resolution (e.g., resolving a
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; progressive sword that's a standing item.) We provide all our own routines plus
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; some for "skipping" these steps when not necessary. If you want an item to potentially
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; resolve to a different one, or to run some custom code on pickup, you will have to use
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; ItemSubstitutionRules in tables.asm or claim some free space in this bank to put your
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; own code with vectors to it in the appropriate tables.
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;------------------------------------------------------------------------------
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;------------------------------------------------------------------------------
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; ItemReceiptGraphicsROM - $A28000 (0x110000 PC)
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;------------------------------------------------------------------------------
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; Where the custom uncompressed 4bpp item graphics are stored. See customitems.4bpp
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; and customitems.png for reference. Offsets into this label should written to
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; ItemReceiptGraphicsOffsets & StandingItemGraphicsOffsets without the high byte
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; (0x8000) set.
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;
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; We can understand this buffer as being divided into an 8x8 grid with most sprites
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; occupying a 16x16 space and narrow sprites occupying an 8x16 space. The first 16x16
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; item tile is a blank one-color sprite, the second 16x16 is the triforce piece,
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; and the third is the fighter sword sprite.
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;
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; Every 8x8 4bpp tile from left to right is offset by 0x20. From top to bottom
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; the offset is 0x200. This means that each "row" of 8x8 tiles should be written
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; contiguously, but to write the next tile(s) below the base upper-left address
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; should be incremented by 0x200.
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;------------------------------------------------------------------------------
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;------------------------------------------------------------------------------
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; ItemReceipts
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;------------------------------------------------------------------------------
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; .offset_y [0x01] - $A2B000 (0x113000 PC)
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; • Sprite Y offset from default position
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; .offset_x [0x01] - $A2B100 (0x113100 PC)
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; • Sprite X offset from default position
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; .graphics [0x01] - $A2B200 (0x113200 PC)
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; • Sprite index for compressed graphics
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; .target [0x02] - $A2B300 (0x113300 PC)
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; • Target address in save buffer in bank $7E
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; .value [0x01] - $A2B500 (0x113500 PC)
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; • Value written to target address
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; .behavior [0x02] - $A2B600 (0x113600 PC)
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; • Vector to code in this bank that runs on item pickup
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; .resolution [0x02] - $A2B600 (0x113600 PC)
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; • Vector to code in this bank that can resolve to new item (e.g. for progressive items)
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;------------------------------------------------------------------------------
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;------------------------------------------------------------------------------
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; SpriteProperties
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;------------------------------------------------------------------------------
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; For the most part item sprites are identical in all contexts, but some
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; sprites have two graphics, chest/npc graphics and standing item graphics.
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;------------------------------------------------------------------------------
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; .chest_width [0x01] - $A2BA00 (0x11CA00 PC)
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; .standing_width [0x01] - $A2BB00 (0x11CB00 PC)
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; • $00 = 8x16 sprite | $02 = 16x16 sprite
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; .chest_palette [0x01] - $A2BC00 (0x11CC00 PC)
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; .standing_palette [0x01] - $A2BD00 (0x11CD00 PC)
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; • l - - - - c c c
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; c = palette index | l = load palette from .palette_addr
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; .palette_addr [0x02] - $A2BE00 (0x11CE00 PC)
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; • Pointer to 8-color palette in bank $9B (see custompalettes.asm)
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; • If an item has two sprites, this should be the chest sprite for
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; dark rooms.
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;------------------------------------------------------------------------------
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;------------------------------------------------------------------------------
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; InventoryTable
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;------------------------------------------------------------------------------
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; .properties [0x01] - $A2C000 (0x114000 PC)
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; • v - - - - - - - p k w o a y s t
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; t = Count for total item counter | s = Count for total in shops
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; y = Y item | a = A item
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; o = Bomb item | w = Bow item
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; k = Chest Key | p = Crystal prize behavior (sparkle, etc) if set
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; v = use vram location specified in item receipts gfx
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; .stamp [0x02] - $A2C200 (0x114200 PC)
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; • Pointer to address in bank $7E. Stamps 32-bit frame time if stats not locked.
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; .stat [0x02] - $A2C400 (0x114400 PC)
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; • Pointer to address in bank $7E. Increments byte by one if stats not locked.
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;------------------------------------------------------------------------------
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;------------------------------------------------------------------------------
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; ItemReceiptGraphicsOffsets - $22C600 (0x114600)
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; StandingItemGraphicsOffsets - $22C800 (0x114800)
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;------------------------------------------------------------------------------
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; Each receipt ID has one word-length entry. Decompressed vanilla item graphics
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; are located starting at BigDecompressionBuffer. The graphics routines use the
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; fact that the high bit is set for these in this table to know to load from the
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; buffer. Custom graphics are offset from ItemReceiptGraphicsRom, allocated in
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; LTTP_RND_GeneralBugfixes.asm and written to with decompressed customitems.4bpp
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; (see customitems.png for reference.)
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;
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; ItemReceiptGraphicsOffsets is used for chest items and items link holds up while
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; in an item receipt post. StandingItemGraphicsOffsets is for standing items in
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; heart piece, heart container, and shop locations.
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;------------------------------------------------------------------------------
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ItemReceipts:
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.offset_y : fillbyte $00 : fill 256
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.offset_x : fillbyte $00 : fill 256
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.graphics : fillbyte $00 : fill 256 ; item_graphics_indices
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.target : fillword $0000 : fill 256*2 ; item_target_addr
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.value : fillbyte $00 : fill 256 ; item_values
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.behavior : fillword $0000 : fill 256*2 ; ItemBehavior
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.resolution : fillword $0000 : fill 256*2 ; ReceiptResolution
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macro ReceiptProps(id, y, x, gfx, sram, value, behavior, res)
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pushpc
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org ItemReceipts_offset_y+<id> : db <y>
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org ItemReceipts_offset_x+<id> : db <x>
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org ItemReceipts_graphics+<id> : db <gfx>
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org ItemReceipts_target+<id>+<id> : dw <sram>
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org ItemReceipts_value+<id> : db <value>
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org ItemReceipts_behavior+<id>+<id> : dw ItemBehavior_<behavior>
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org ItemReceipts_resolution+<id>+<id> : dw ResolveLootID_<res>
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pullpc
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endmacro
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%ReceiptProps($00, -5, 0, $06, $F359, $01, sword_shield, skip) ; 00 - Fighter sword & Shield
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%ReceiptProps($01, -5, 4, $18, $F359, $02, master_sword, skip) ; 01 - Master sword
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%ReceiptProps($02, -5, 4, $18, $F359, $03, tempered_sword, skip) ; 02 - Tempered sword
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%ReceiptProps($03, -5, 4, $18, $F359, $04, gold_sword, skip) ; 03 - Golden sword
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%ReceiptProps($04, -5, 4, $2D, $F35A, $01, fighter_shield, skip) ; 04 - Fighter shield
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%ReceiptProps($05, -4, 0, $20, $F35A, $02, red_shield, skip) ; 05 - Fire shield
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%ReceiptProps($06, -4, 0, $2E, $F35A, $03, mirror_shield, skip) ; 06 - Mirror shield
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%ReceiptProps($07, -5, 4, $09, $F345, $01, skip, skip) ; 07 - Fire rod
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%ReceiptProps($08, -5, 4, $09, $F346, $01, skip, skip) ; 08 - Ice rod
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%ReceiptProps($09, -4, 4, $0A, $F34B, $01, skip, skip) ; 09 - Hammer
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%ReceiptProps($0A, -4, 4, $08, $F342, $01, skip, skip) ; 0A - Hookshot
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%ReceiptProps($0B, -4, 4, $05, $F340, $01, bow, skip) ; 0B - Bow
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%ReceiptProps($0C, -2, 5, $10, $F341, $01, blue_boomerang, skip) ; 0C - Blue Boomerang
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%ReceiptProps($0D, -4, 0, $0B, $F344, $02, powder, skip) ; 0D - Powder
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%ReceiptProps($0E, -4, 0, $2C, $F35C, $FF, skip, skip) ; 0E - Bottle refill (bee)
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%ReceiptProps($0F, -4, 0, $1B, $F347, $01, skip, skip) ; 0F - Bombos
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%ReceiptProps($10, -4, 0, $1A, $F348, $01, skip, skip) ; 10 - Ether
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%ReceiptProps($11, -4, 0, $1C, $F349, $01, skip, skip) ; 11 - Quake
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%ReceiptProps($12, -4, 0, $14, $F34A, $01, skip, skip) ; 12 - Lamp
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%ReceiptProps($13, -4, 4, $19, $F34C, $01, shovel, skip) ; 13 - Shovel
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%ReceiptProps($14, -4, 0, $0C, $F34C, $02, flute_inactive, skip) ; 14 - Flute
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%ReceiptProps($15, -4, 4, $07, $F350, $01, skip, skip) ; 15 - Somaria
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%ReceiptProps($16, -4, 0, $1D, $F35C, $FF, skip, bottles) ; 16 - Bottle
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%ReceiptProps($17, -4, 0, $2F, $F36B, $FF, skip, skip) ; 17 - Heart piece
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%ReceiptProps($18, -4, 4, $07, $F351, $01, skip, skip) ; 18 - Byrna
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%ReceiptProps($19, -4, 0, $15, $F352, $01, skip, skip) ; 19 - Cape
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%ReceiptProps($1A, -4, 0, $12, $F353, $02, skip, skip) ; 1A - Mirror
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%ReceiptProps($1B, -4, 0, $0D, $F354, $01, skip, skip) ; 1B - Glove
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%ReceiptProps($1C, -4, 0, $0D, $F354, $02, skip, skip) ; 1C - Mitts
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%ReceiptProps($1D, -4, 0, $0E, $F34E, $01, skip, skip) ; 1D - Book
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%ReceiptProps($1E, -4, 0, $11, $F356, $01, skip, skip) ; 1E - Flippers
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%ReceiptProps($1F, -4, 0, $17, $F357, $01, skip, skip) ; 1F - Pearl
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%ReceiptProps($20, -4, 0, $28, $F37A, $FF, dungeon_crystal, skip) ; 20 - Crystal
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%ReceiptProps($21, -4, 0, $27, $F34D, $01, skip, skip) ; 21 - Net
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%ReceiptProps($22, -4, 0, $04, $F35B, $FF, blue_mail, skip) ; 22 - Blue mail
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%ReceiptProps($23, -5, 0, $04, $F35B, $02, red_mail, skip) ; 23 - Red mail
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%ReceiptProps($24, -4, 4, $0F, $F36F, $FF, skip, skip) ; 24 - Small key
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%ReceiptProps($25, -4, 0, $16, $F364, $FF, dungeon_compass, skip) ; 25 - Compass
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%ReceiptProps($26, -4, 0, $03, $F36C, $FF, skip, skip) ; 26 - Heart container from 4/4
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%ReceiptProps($27, -4, 0, $13, $F375, $FF, skip, skip) ; 27 - Bomb
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%ReceiptProps($28, -4, 0, $01, $F375, $FF, skip, skip) ; 28 - 3 bombs
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%ReceiptProps($29, -4, 0, $1F, $F344, $FF, mushroom, skip) ; 29 - Mushroom
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%ReceiptProps($2A, -2, 5, $10, $F341, $02, red_boomerang, skip) ; 2A - Red boomerang
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%ReceiptProps($2B, -4, 0, $1E, $F35C, $FF, skip, bottles) ; 2B - Full bottle (red)
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%ReceiptProps($2C, -4, 0, $1E, $F35C, $FF, skip, bottles) ; 2C - Full bottle (green)
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%ReceiptProps($2D, -4, 0, $1E, $F35C, $FF, skip, bottles) ; 2D - Full bottle (blue)
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%ReceiptProps($2E, -4, 0, $1E, $F36D, $FF, skip, skip) ; 2E - Potion refill (red)
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%ReceiptProps($2F, -4, 0, $1E, $F36E, $FF, skip, skip) ; 2F - Potion refill (green)
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%ReceiptProps($30, -4, 0, $1E, $F36E, $FF, skip, skip) ; 30 - Potion refill (blue)
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%ReceiptProps($31, -4, 0, $30, $F375, $FF, skip, skip) ; 31 - 10 bombs
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%ReceiptProps($32, -4, 0, $22, $F366, $FF, dungeon_bigkey, skip) ; 32 - Big key
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%ReceiptProps($33, -4, 0, $21, $F368, $FF, dungeon_map, skip) ; 33 - Map
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%ReceiptProps($34, -2, 4, $24, $F360, $FF, skip, skip) ; 34 - 1 rupee
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%ReceiptProps($35, -2, 4, $24, $F360, $FF, skip, skip) ; 35 - 5 rupees
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%ReceiptProps($36, -2, 4, $24, $F360, $EC, skip, skip) ; 36 - 20 rupees
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%ReceiptProps($37, -4, 0, $23, $F374, $FF, pendant, skip) ; 37 - Green pendant
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%ReceiptProps($38, -4, 0, $39, $F374, $FF, pendant, skip) ; 38 - Red pendant
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%ReceiptProps($39, -4, 0, $39, $F374, $FF, pendant, skip) ; 39 - Blue pendant
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%ReceiptProps($3A, -4, 0, $29, $F340, $01, bow_and_arrows, skip) ; 3A - Bow And Arrows
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%ReceiptProps($3B, -4, 0, $2A, $F340, $03, silver_bow, skip) ; 3B - Silver Bow
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%ReceiptProps($3C, -4, 0, $2C, $F35C, $FF, skip, skip) ; 3C - Full bottle (bee)
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%ReceiptProps($3D, -4, 0, $2B, $F35C, $FF, skip, skip) ; 3D - Full bottle (fairy)
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%ReceiptProps($3E, -4, 0, $03, $F36C, $FF, skip, skip) ; 3E - Boss heart
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%ReceiptProps($3F, -4, 0, $03, $F36C, $FF, skip, skip) ; 3F - Sanc heart
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%ReceiptProps($40, -4, 0, $34, $F360, $9C, skip, skip) ; 40 - 100 rupees
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%ReceiptProps($41, -4, 0, $35, $F360, $CE, skip, skip) ; 41 - 50 rupees
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%ReceiptProps($42, -2, 4, $31, $F372, $FF, skip, skip) ; 42 - Heart
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%ReceiptProps($43, -2, 4, $33, $F376, $01, single_arrow, skip) ; 43 - Arrow
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%ReceiptProps($44, -4, 0, $02, $F376, $0A, skip, skip) ; 44 - 10 arrows
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%ReceiptProps($45, -2, 4, $32, $F373, $FF, skip, skip) ; 45 - Small magic
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%ReceiptProps($46, -4, 0, $36, $F360, $FF, skip, skip) ; 46 - 300 rupees
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%ReceiptProps($47, -4, 0, $37, $F360, $FF, skip, skip) ; 47 - 20 rupees green
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%ReceiptProps($48, -4, 0, $2C, $F35C, $FF, skip, skip) ; 48 - Full bottle (good bee)
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%ReceiptProps($49, -5, 4, $06, $F359, $01, fighter_sword, skip) ; 49 - Tossed fighter sword
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%ReceiptProps($4A, -4, 0, $0C, $F34C, $03, flute_active, skip) ; 4A - Active Flute
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%ReceiptProps($4B, -4, 0, $38, $F355, $01, skip, skip) ; 4B - Boots
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%ReceiptProps($4C, -4, 0, $39, $F375, $32, bombs_50, skip) ; 4C - Bomb capacity (50)
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%ReceiptProps($4D, -4, 0, $3A, $F376, $46, arrows_70, skip) ; 4D - Arrow capacity (70)
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%ReceiptProps($4E, -4, 0, $3B, $F373, $80, magic_2, magic) ; 4E - 1/2 magic
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%ReceiptProps($4F, -4, 0, $3C, $F373, $80, magic_4, skip) ; 4F - 1/4 magic
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%ReceiptProps($50, -5, 4, $18, $F359, $02, master_sword_safe, skip) ; 50 - Safe master sword
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%ReceiptProps($51, -4, 0, $42, $F375, $FF, bombs_5, skip) ; 51 - Bomb capacity (+5)
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%ReceiptProps($52, -4, 0, $3E, $F375, $FF, bombs_10, skip) ; 52 - Bomb capacity (+10)
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%ReceiptProps($53, -4, 0, $3F, $F376, $FF, arrows_5, skip) ; 53 - Arrow capacity (+5)
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%ReceiptProps($54, -4, 0, $40, $F376, $FF, arrows_10, skip) ; 54 - Arrow capacity (+10)
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%ReceiptProps($55, -4, 0, $00, $F41A, $FF, programmable_1, skip) ; 55 - Programmable item 1
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%ReceiptProps($56, -4, 0, $00, $F41C, $FF, programmable_2, skip) ; 56 - Programmable item 2
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%ReceiptProps($57, -4, 0, $00, $F41E, $FF, programmable_3, skip) ; 57 - Programmable item 3
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%ReceiptProps($58, -4, 0, $41, $F340, $FF, silver_arrows, skip) ; 58 - Upgrade-only Silver Arrows
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%ReceiptProps($59, -4, 4, $24, $F360, $FF, rupoor, skip) ; 59 - Rupoor
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%ReceiptProps($5A, -4, 0, $47, $F36A, $FF, skip, skip) ; 5A - Nothing
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%ReceiptProps($5B, -4, 0, $4B, $F454, $FF, red_clock, skip) ; 5B - Red clock
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%ReceiptProps($5C, -4, 0, $4B, $F454, $FF, blue_clock, skip) ; 5C - Blue clock
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%ReceiptProps($5D, -4, 0, $4B, $F454, $FF, green_clock, skip) ; 5D - Green clock
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%ReceiptProps($5E, -4, 0, $FE, $F359, $FF, prog_sword, prog_sword) ; 5E - Progressive sword
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%ReceiptProps($5F, -4, 0, $FF, $F35A, $FF, prog_shield, shields) ; 5F - Progressive shield
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%ReceiptProps($60, -4, 0, $FD, $F35B, $FF, prog_mail, armor) ; 60 - Progressive armor
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%ReceiptProps($61, -4, 0, $0D, $F354, $FF, skip, gloves) ; 61 - Progressive glove
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%ReceiptProps($62, -4, 0, $FF, $F36A, $FF, skip, rng_single) ; 62 - RNG pool item (single)
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%ReceiptProps($63, -4, 0, $FF, $F36A, $FF, skip, rng_multi) ; 63 - RNG pool item (multi)
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%ReceiptProps($64, -4, 0, $FF, $F340, $FF, skip, progressive_bow) ; 64 - Progressive bow
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%ReceiptProps($65, -4, 0, $FF, $F340, $FF, skip, progressive_bow_2) ; 65 - Progressive bow
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%ReceiptProps($66, -4, 0, $FF, $F36A, $FF, skip, skip) ; 66 -
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%ReceiptProps($67, -4, 0, $FF, $F36A, $FF, skip, skip) ; 67 -
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%ReceiptProps($68, -4, 0, $FF, $F36A, $FF, skip, skip) ; 68 -
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%ReceiptProps($69, -4, 0, $FF, $F36A, $FF, skip, skip) ; 69 -
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%ReceiptProps($6A, -4, 0, $49, $F36A, $FF, triforce, skip) ; 6A - Triforce
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%ReceiptProps($6B, -4, 0, $50, $F36A, $FF, goal_item, skip) ; 6B - Power star
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%ReceiptProps($6C, -4, 0, $49, $F36A, $FF, goal_item, skip) ; 6C - Triforce Piece
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%ReceiptProps($6D, -4, 0, $FF, $F36A, $FF, request_F0, skip) ; 6D - Server request item
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%ReceiptProps($6E, -4, 0, $FF, $F36A, $FF, request_F1, skip) ; 6E - Server request item (dungeon drop)
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%ReceiptProps($6F, -4, 0, $FF, $F36A, $FF, request_F2, skip) ; 6F -
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%ReceiptProps($70, -4, 0, $21, $F36A, $FF, free_map, skip) ; 70 - Map of Light World
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%ReceiptProps($71, -4, 0, $21, $F36A, $FF, free_map, skip) ; 71 - Map of Dark World
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%ReceiptProps($72, -4, 0, $21, $F36A, $FF, free_map, skip) ; 72 - Map of Ganon's Tower
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%ReceiptProps($73, -4, 0, $21, $F36A, $FF, free_map, skip) ; 73 - Map of Turtle Rock
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%ReceiptProps($74, -4, 0, $21, $F36A, $FF, free_map, skip) ; 74 - Map of Thieves' Town
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%ReceiptProps($75, -4, 0, $21, $F36A, $FF, free_map, skip) ; 75 - Map of Tower of Hera
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%ReceiptProps($76, -4, 0, $21, $F36A, $FF, free_map, skip) ; 76 - Map of Ice Palace
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%ReceiptProps($77, -4, 0, $21, $F36A, $FF, free_map, skip) ; 77 - Map of Skull Woods
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%ReceiptProps($78, -4, 0, $21, $F36A, $FF, free_map, skip) ; 78 - Map of Misery Mire
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%ReceiptProps($79, -4, 0, $21, $F36A, $FF, free_map, skip) ; 79 - Map of Dark Palace
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%ReceiptProps($7A, -4, 0, $21, $F36A, $FF, free_map, skip) ; 7A - Map of Swamp Palace
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%ReceiptProps($7B, -4, 0, $21, $F36A, $FF, free_map, skip) ; 7B - Map of Agahnim's Tower
|
|
%ReceiptProps($7C, -4, 0, $21, $F36A, $FF, free_map, skip) ; 7C - Map of Desert Palace
|
|
%ReceiptProps($7D, -4, 0, $21, $F36A, $FF, free_map, skip) ; 7D - Map of Eastern Palace
|
|
%ReceiptProps($7E, -4, 0, $21, $F36A, $FF, hc_map, skip) ; 7E - Map of Hyrule Castle
|
|
%ReceiptProps($7F, -4, 0, $21, $F36A, $FF, hc_map, skip) ; 7F - Map of Sewers
|
|
%ReceiptProps($80, -4, 0, $16, $F36A, $FF, free_compass, skip) ; 80 - Compass of Light World
|
|
%ReceiptProps($81, -4, 0, $16, $F36A, $FF, free_compass, skip) ; 81 - Compass of Dark World
|
|
%ReceiptProps($82, -4, 0, $16, $F36A, $FF, free_compass, skip) ; 82 - Compass of Ganon's Tower
|
|
%ReceiptProps($83, -4, 0, $16, $F36A, $FF, free_compass, skip) ; 83 - Compass of Turtle Rock
|
|
%ReceiptProps($84, -4, 0, $16, $F36A, $FF, free_compass, skip) ; 84 - Compass of Thieves' Town
|
|
%ReceiptProps($85, -4, 0, $16, $F36A, $FF, free_compass, skip) ; 85 - Compass of Tower of Hera
|
|
%ReceiptProps($86, -4, 0, $16, $F36A, $FF, free_compass, skip) ; 86 - Compass of Ice Palace
|
|
%ReceiptProps($87, -4, 0, $16, $F36A, $FF, free_compass, skip) ; 87 - Compass of Skull Woods
|
|
%ReceiptProps($88, -4, 0, $16, $F36A, $FF, free_compass, skip) ; 88 - Compass of Misery Mire
|
|
%ReceiptProps($89, -4, 0, $16, $F36A, $FF, free_compass, skip) ; 89 - Compass of Dark Palace
|
|
%ReceiptProps($8A, -4, 0, $16, $F36A, $FF, free_compass, skip) ; 8A - Compass of Swamp Palace
|
|
%ReceiptProps($8B, -4, 0, $16, $F36A, $FF, free_compass, skip) ; 8B - Compass of Agahnim's Tower
|
|
%ReceiptProps($8C, -4, 0, $16, $F36A, $FF, free_compass, skip) ; 8C - Compass of Desert Palace
|
|
%ReceiptProps($8D, -4, 0, $16, $F36A, $FF, free_compass, skip) ; 8D - Compass of Eastern Palace
|
|
%ReceiptProps($8E, -4, 0, $16, $F36A, $FF, hc_compass, skip) ; 8E - Compass of Hyrule Castle
|
|
%ReceiptProps($8F, -4, 0, $16, $F36A, $FF, hc_compass, skip) ; 8F - Compass of Sewers
|
|
%ReceiptProps($90, -4, 0, $22, $F36A, $FF, skip, skip) ; 90 - Skull key
|
|
%ReceiptProps($91, -4, 0, $22, $F36A, $FF, skip, skip) ; 91 - Reserved
|
|
%ReceiptProps($92, -4, 0, $22, $F36A, $FF, free_bigkey, skip) ; 92 - Big key of Ganon's Tower
|
|
%ReceiptProps($93, -4, 0, $22, $F36A, $FF, free_bigkey, skip) ; 93 - Big key of Turtle Rock
|
|
%ReceiptProps($94, -4, 0, $22, $F36A, $FF, free_bigkey, skip) ; 94 - Big key of Thieves' Town
|
|
%ReceiptProps($95, -4, 0, $22, $F36A, $FF, free_bigkey, skip) ; 95 - Big key of Tower of Hera
|
|
%ReceiptProps($96, -4, 0, $22, $F36A, $FF, free_bigkey, skip) ; 96 - Big key of Ice Palace
|
|
%ReceiptProps($97, -4, 0, $22, $F36A, $FF, free_bigkey, skip) ; 97 - Big key of Skull Woods
|
|
%ReceiptProps($98, -4, 0, $22, $F36A, $FF, free_bigkey, skip) ; 98 - Big key of Misery Mire
|
|
%ReceiptProps($99, -4, 0, $22, $F36A, $FF, free_bigkey, skip) ; 99 - Big key of Dark Palace
|
|
%ReceiptProps($9A, -4, 0, $22, $F36A, $FF, free_bigkey, skip) ; 9A - Big key of Swamp Palace
|
|
%ReceiptProps($9B, -4, 0, $22, $F36A, $FF, free_bigkey, skip) ; 9B - Big key of Agahnim's Tower
|
|
%ReceiptProps($9C, -4, 0, $22, $F36A, $FF, free_bigkey, skip) ; 9C - Big key of Desert Palace
|
|
%ReceiptProps($9D, -4, 0, $22, $F36A, $FF, free_bigkey, skip) ; 9D - Big key of Eastern Palace
|
|
%ReceiptProps($9E, -4, 0, $22, $F36A, $FF, hc_bigkey, skip) ; 9E - Big key of Hyrule Castle
|
|
%ReceiptProps($9F, -4, 0, $22, $F36A, $FF, hc_bigkey, skip) ; 9F - Big key of Sewers
|
|
%ReceiptProps($A0, -4, 4, $0F, $F36A, $FF, hc_smallkey, skip) ; A0 - Small key of Sewers
|
|
%ReceiptProps($A1, -4, 4, $0F, $F36A, $FF, hc_smallkey, skip) ; A1 - Small key of Hyrule Castle
|
|
%ReceiptProps($A2, -4, 4, $0F, $F36A, $FF, free_smallkey, skip) ; A2 - Small key of Eastern Palace
|
|
%ReceiptProps($A3, -4, 4, $0F, $F36A, $FF, free_smallkey, skip) ; A3 - Small key of Desert Palace
|
|
%ReceiptProps($A4, -4, 4, $0F, $F36A, $FF, free_smallkey, skip) ; A4 - Small key of Agahnim's Tower
|
|
%ReceiptProps($A5, -4, 4, $0F, $F36A, $FF, free_smallkey, skip) ; A5 - Small key of Swamp Palace
|
|
%ReceiptProps($A6, -4, 4, $0F, $F36A, $FF, free_smallkey, skip) ; A6 - Small key of Dark Palace
|
|
%ReceiptProps($A7, -4, 4, $0F, $F36A, $FF, free_smallkey, skip) ; A7 - Small key of Misery Mire
|
|
%ReceiptProps($A8, -4, 4, $0F, $F36A, $FF, free_smallkey, skip) ; A8 - Small key of Skull Woods
|
|
%ReceiptProps($A9, -4, 4, $0F, $F36A, $FF, free_smallkey, skip) ; A9 - Small key of Ice Palace
|
|
%ReceiptProps($AA, -4, 4, $0F, $F36A, $FF, free_smallkey, skip) ; AA - Small key of Tower of Hera
|
|
%ReceiptProps($AB, -4, 4, $0F, $F36A, $FF, free_smallkey, skip) ; AB - Small key of Thieves' Town
|
|
%ReceiptProps($AC, -4, 4, $0F, $F36A, $FF, free_smallkey, skip) ; AC - Small key of Turtle Rock
|
|
%ReceiptProps($AD, -4, 4, $0F, $F36A, $FF, free_smallkey, skip) ; AD - Small key of Ganon's Tower
|
|
%ReceiptProps($AE, -4, 4, $0F, $F36A, $FF, skip, skip) ; AE - Reserved
|
|
%ReceiptProps($AF, -4, 4, $0F, $F36A, $FF, generic_smallkey, skip) ; AF - Generic small key
|
|
%ReceiptProps($B0, -4, 0, $28, $F36A, $FF, free_crystal, skip) ; B0 - Crystal 6
|
|
%ReceiptProps($B1, -4, 0, $28, $F36A, $FF, free_crystal, skip) ; B1 - Crystal 1
|
|
%ReceiptProps($B2, -4, 0, $28, $F36A, $FF, free_crystal, skip) ; B2 - Crystal 5
|
|
%ReceiptProps($B3, -4, 0, $28, $F36A, $FF, free_crystal, skip) ; B3 - Crystal 7
|
|
%ReceiptProps($B4, -4, 0, $28, $F36A, $FF, free_crystal, skip) ; B4 - Crystal 2
|
|
%ReceiptProps($B5, -4, 0, $28, $F36A, $FF, free_crystal, skip) ; B5 - Crystal 4
|
|
%ReceiptProps($B6, -4, 0, $28, $F36A, $FF, free_crystal, skip) ; B6 - Crystal 3
|
|
%ReceiptProps($B7, -4, 0, $49, $F36A, $FF, skip, skip) ; B7 - Reserved
|
|
%ReceiptProps($B8, -4, 0, $49, $F36A, $FF, skip, skip) ; B8 -
|
|
%ReceiptProps($B9, -4, 0, $49, $F36A, $FF, skip, skip) ; B9 -
|
|
%ReceiptProps($BA, -4, 0, $49, $F36A, $FF, skip, skip) ; BA -
|
|
%ReceiptProps($BB, -4, 0, $49, $F36A, $FF, skip, skip) ; BB -
|
|
%ReceiptProps($BC, -4, 0, $49, $F36A, $FF, skip, skip) ; BC -
|
|
%ReceiptProps($BD, -4, 0, $49, $F36A, $FF, skip, skip) ; BD -
|
|
%ReceiptProps($BE, -4, 0, $49, $F36A, $FF, skip, skip) ; BE -
|
|
%ReceiptProps($BF, -4, 0, $49, $F36A, $FF, skip, skip) ; BF -
|
|
%ReceiptProps($C0, -4, 0, $49, $F36A, $FF, skip, skip) ; C0 -
|
|
%ReceiptProps($C1, -4, 0, $49, $F36A, $FF, skip, skip) ; C1 -
|
|
%ReceiptProps($C2, -4, 0, $49, $F36A, $FF, skip, skip) ; C2 -
|
|
%ReceiptProps($C3, -4, 0, $49, $F36A, $FF, skip, skip) ; C3 -
|
|
%ReceiptProps($C4, -4, 0, $49, $F36A, $FF, skip, skip) ; C4 -
|
|
%ReceiptProps($C5, -4, 0, $49, $F36A, $FF, skip, skip) ; C5 -
|
|
%ReceiptProps($C6, -4, 0, $49, $F36A, $FF, skip, skip) ; C6 -
|
|
%ReceiptProps($C7, -4, 0, $49, $F36A, $FF, skip, skip) ; C7 -
|
|
%ReceiptProps($C8, -4, 0, $49, $F36A, $FF, skip, skip) ; C8 -
|
|
%ReceiptProps($C9, -4, 0, $49, $F36A, $FF, skip, skip) ; C9 -
|
|
%ReceiptProps($CA, -4, 0, $49, $F36A, $FF, skip, skip) ; CA -
|
|
%ReceiptProps($CB, -4, 0, $49, $F36A, $FF, skip, skip) ; CB -
|
|
%ReceiptProps($CC, -4, 0, $49, $F36A, $FF, skip, skip) ; CC -
|
|
%ReceiptProps($CD, -4, 0, $49, $F36A, $FF, skip, skip) ; CD -
|
|
%ReceiptProps($CE, -4, 0, $49, $F36A, $FF, skip, skip) ; CE -
|
|
%ReceiptProps($CF, -4, 0, $49, $F36A, $FF, skip, skip) ; CF -
|
|
%ReceiptProps($D0, -4, 0, $47, $F36A, $FF, bee_trap, skip) ; D0 - Bee trap
|
|
%ReceiptProps($D1, -4, 0, $47, $F36A, $FF, skip, skip) ; D1 - Apples
|
|
%ReceiptProps($D2, -4, 0, $47, $F36A, $FF, fairy, skip) ; D2 - Fairy
|
|
%ReceiptProps($D3, -4, 0, $47, $F36A, $FF, chicken, skip) ; D3 - Chicken
|
|
%ReceiptProps($D4, -4, 4, $3B, $F373, $80, refill_magic, skip) ; D4 - Big Magic
|
|
%ReceiptProps($D5, -4, 0, $02, $F376, $05, skip, skip) ; D5 - 5 Arrows
|
|
%ReceiptProps($D6, -4, 0, $49, $F36A, $FF, skip, skip) ; D6 -
|
|
%ReceiptProps($D7, -4, 0, $49, $F36A, $FF, skip, skip) ; D7 -
|
|
%ReceiptProps($D8, -4, 0, $49, $F36A, $FF, skip, skip) ; D8 -
|
|
%ReceiptProps($D9, -4, 0, $49, $F36A, $FF, skip, skip) ; D9 -
|
|
%ReceiptProps($DA, -4, 0, $49, $F36A, $FF, skip, skip) ; DA -
|
|
%ReceiptProps($DB, -4, 0, $49, $F36A, $FF, skip, skip) ; DB -
|
|
%ReceiptProps($DC, -4, 0, $49, $F36A, $FF, skip, skip) ; DC -
|
|
%ReceiptProps($DD, -4, 0, $49, $F36A, $FF, skip, skip) ; DD -
|
|
%ReceiptProps($DE, -4, 0, $49, $F36A, $FF, skip, skip) ; DE -
|
|
%ReceiptProps($DF, -4, 0, $49, $F36A, $FF, skip, skip) ; DF -
|
|
%ReceiptProps($E0, -4, 0, $49, $F36A, $FF, skip, skip) ; E0 -
|
|
%ReceiptProps($E1, -4, 0, $49, $F36A, $FF, skip, skip) ; E1 -
|
|
%ReceiptProps($E2, -4, 0, $49, $F36A, $FF, skip, skip) ; E2 -
|
|
%ReceiptProps($E3, -4, 0, $49, $F36A, $FF, skip, skip) ; E3 -
|
|
%ReceiptProps($E4, -4, 0, $49, $F36A, $FF, skip, skip) ; E4 -
|
|
%ReceiptProps($E5, -4, 0, $49, $F36A, $FF, skip, skip) ; E5 -
|
|
%ReceiptProps($E6, -4, 0, $49, $F36A, $FF, skip, skip) ; E6 -
|
|
%ReceiptProps($E7, -4, 0, $49, $F36A, $FF, skip, skip) ; E7 -
|
|
%ReceiptProps($E8, -4, 0, $49, $F36A, $FF, skip, skip) ; E8 -
|
|
%ReceiptProps($E9, -4, 0, $49, $F36A, $FF, skip, skip) ; E9 -
|
|
%ReceiptProps($EA, -4, 0, $49, $F36A, $FF, skip, skip) ; EA -
|
|
%ReceiptProps($EB, -4, 0, $49, $F36A, $FF, skip, skip) ; EB -
|
|
%ReceiptProps($EC, -4, 0, $49, $F36A, $FF, skip, skip) ; EC -
|
|
%ReceiptProps($ED, -4, 0, $49, $F36A, $FF, skip, skip) ; ED -
|
|
%ReceiptProps($EE, -4, 0, $49, $F36A, $FF, skip, skip) ; EE -
|
|
%ReceiptProps($EF, -4, 0, $49, $F36A, $FF, skip, skip) ; EF -
|
|
%ReceiptProps($F0, -4, 0, $49, $F36A, $FF, skip, skip) ; F0 -
|
|
%ReceiptProps($F1, -4, 0, $49, $F36A, $FF, skip, skip) ; F1 -
|
|
%ReceiptProps($F2, -4, 0, $49, $F36A, $FF, skip, skip) ; F2 -
|
|
%ReceiptProps($F3, -4, 0, $49, $F36A, $FF, skip, skip) ; F3 -
|
|
%ReceiptProps($F4, -4, 0, $49, $F36A, $FF, skip, skip) ; F4 -
|
|
%ReceiptProps($F5, -4, 0, $49, $F36A, $FF, skip, skip) ; F5 -
|
|
%ReceiptProps($F6, -4, 0, $49, $F36A, $FF, skip, skip) ; F6 -
|
|
%ReceiptProps($F7, -4, 0, $49, $F36A, $FF, skip, skip) ; F7 -
|
|
%ReceiptProps($F8, -4, 0, $49, $F36A, $FF, skip, skip) ; F8 -
|
|
%ReceiptProps($F9, -4, 0, $49, $F36A, $FF, skip, skip) ; F9 -
|
|
%ReceiptProps($FA, -4, 0, $49, $F36A, $FF, skip, skip) ; FA -
|
|
%ReceiptProps($FB, -4, 0, $49, $F36A, $FF, skip, skip) ; FB -
|
|
%ReceiptProps($FC, -4, 0, $49, $F36A, $FF, skip, skip) ; FC -
|
|
%ReceiptProps($FD, -4, 0, $49, $F36A, $FF, skip, skip) ; FD -
|
|
%ReceiptProps($FE, -4, 0, $49, $F36A, $FF, skip, skip) ; FE - Server request (async)
|
|
%ReceiptProps($FF, -4, 0, $49, $F36A, $FF, skip, skip) ; FF -
|
|
|
|
;------------------------------------------------------------------------------
|
|
; Palettes: l - - - - c c c
|
|
; c = Color Index | l = Load palette data from ROM
|
|
SpriteProperties:
|
|
.chest_width : fillbyte $00 : fill 256
|
|
.standing_width : fillbyte $00 : fill 256
|
|
.chest_palette : fillbyte $00 : fill 256
|
|
.standing_palette : fillbyte $00 : fill 256
|
|
.palette_addr : fillword $0000 : fill 256*2 ; bank $9B
|
|
|
|
macro SpriteProps(id, chest_width, standing_width, chest_pal, standing_pal, addr)
|
|
pushpc
|
|
|
|
org SpriteProperties_chest_width+<id> : db <chest_width>
|
|
org SpriteProperties_standing_width+<id> : db <standing_width>
|
|
org SpriteProperties_chest_palette+<id> : db <chest_pal>
|
|
org SpriteProperties_standing_palette+<id> : db <standing_pal>
|
|
org SpriteProperties_palette_addr+<id>+<id> : dw <addr>
|
|
|
|
pullpc
|
|
endmacro
|
|
|
|
%SpriteProps($00, 0, 2, $05, $02, PalettesVanilla_blue_ice+$0E) ; 00 - Fighter sword & Shield
|
|
%SpriteProps($01, 0, 2, $05, $05, PalettesCustom_master_sword) ; 01 - Master sword
|
|
%SpriteProps($02, 0, 2, $05, $01, PalettesCustom_tempered_sword) ; 02 - Tempered sword
|
|
%SpriteProps($03, 0, 2, $05, $04, PalettesCustom_golden_sword) ; 03 - Golden sword
|
|
%SpriteProps($04, 0, 0, $05, $80, PalettesCustom_fighter_shield) ; 04 - Fighter shield
|
|
%SpriteProps($05, 2, 2, $05, $80, PalettesCustom_red_shield) ; 05 - Fire shield
|
|
%SpriteProps($06, 2, 2, $05, $80, PalettesCustom_mirror_shield) ; 06 - Mirror shield
|
|
%SpriteProps($07, 0, 0, $01, $01, PalettesVanilla_red_melon+$0E) ; 07 - Fire rod
|
|
%SpriteProps($08, 0, 0, $02, $02, PalettesVanilla_blue_ice+$0E) ; 08 - Ice rod
|
|
%SpriteProps($09, 0, 0, $01, $01, PalettesVanilla_red_melon+$0E) ; 09 - Hammer
|
|
%SpriteProps($0A, 0, 0, $01, $01, PalettesVanilla_red_melon+$0E) ; 0A - Hookshot
|
|
%SpriteProps($0B, 0, 0, $01, $01, PalettesVanilla_red_melon+$0E) ; 0B - Bow
|
|
%SpriteProps($0C, 0, 0, $02, $02, PalettesVanilla_blue_ice+$0E) ; 0C - Blue Boomerang
|
|
%SpriteProps($0D, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 0D - Powder
|
|
%SpriteProps($0E, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 0E - Bottle refill (bee)
|
|
%SpriteProps($0F, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 0F - Bombos
|
|
%SpriteProps($10, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 10 - Ether
|
|
%SpriteProps($11, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 11 - Quake
|
|
%SpriteProps($12, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 12 - Lamp
|
|
%SpriteProps($13, 0, 0, $01, $01, PalettesVanilla_red_melon+$0E) ; 13 - Shovel
|
|
%SpriteProps($14, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 14 - Flute
|
|
%SpriteProps($15, 0, 0, $01, $01, PalettesVanilla_red_melon+$0E) ; 15 - Somaria
|
|
%SpriteProps($16, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 16 - Bottle
|
|
%SpriteProps($17, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 17 - Heart piece
|
|
%SpriteProps($18, 0, 0, $02, $02, PalettesVanilla_blue_ice+$0E) ; 18 - Byrna
|
|
%SpriteProps($19, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 19 - Cape
|
|
%SpriteProps($1A, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 1A - Mirror
|
|
%SpriteProps($1B, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 1B - Glove
|
|
%SpriteProps($1C, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 1C - Mitts
|
|
%SpriteProps($1D, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 1D - Book
|
|
%SpriteProps($1E, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 1E - Flippers
|
|
%SpriteProps($1F, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 1F - Pearl
|
|
%SpriteProps($20, 2, 2, $86, $86, PalettesCustom_crystal) ; 20 - Crystal
|
|
%SpriteProps($21, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 21 - Net
|
|
%SpriteProps($22, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 22 - Blue mail
|
|
%SpriteProps($23, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 23 - Red mail
|
|
%SpriteProps($24, 0, 0, $02, $04, PalettesVanilla_blue_ice+$0E) ; 24 - Small key
|
|
%SpriteProps($25, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 25 - Compass
|
|
%SpriteProps($26, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 26 - Heart container from 4/4
|
|
%SpriteProps($27, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 27 - Bomb
|
|
%SpriteProps($28, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 28 - 3 bombs
|
|
%SpriteProps($29, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 29 - Mushroom
|
|
%SpriteProps($2A, 0, 0, $01, $01, PalettesVanilla_red_melon+$0E) ; 2A - Red boomerang
|
|
%SpriteProps($2B, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 2B - Full bottle (red)
|
|
%SpriteProps($2C, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 2C - Full bottle (green)
|
|
%SpriteProps($2D, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 2D - Full bottle (blue)
|
|
%SpriteProps($2E, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 2E - Potion refill (red)
|
|
%SpriteProps($2F, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 2F - Potion refill (green)
|
|
%SpriteProps($30, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 30 - Potion refill (blue)
|
|
%SpriteProps($31, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 31 - 10 bombs
|
|
%SpriteProps($32, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 32 - Big key
|
|
%SpriteProps($33, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 33 - Map
|
|
%SpriteProps($34, 0, 0, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 34 - 1 rupee
|
|
%SpriteProps($35, 0, 0, $02, $02, PalettesVanilla_blue_ice+$0E) ; 35 - 5 rupees
|
|
%SpriteProps($36, 0, 0, $01, $01, PalettesVanilla_red_melon+$0E) ; 36 - 20 rupees
|
|
%SpriteProps($37, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 37 - Green pendant
|
|
%SpriteProps($38, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 38 - Red pendant
|
|
%SpriteProps($39, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 39 - Blue pendant
|
|
%SpriteProps($3A, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 3A - Bow And Arrows
|
|
%SpriteProps($3B, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 3B - Silver Bow
|
|
%SpriteProps($3C, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 3C - Full bottle (bee)
|
|
%SpriteProps($3D, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 3D - Full bottle (fairy)
|
|
%SpriteProps($3E, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 3E - Boss heart
|
|
%SpriteProps($3F, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 3F - Sanc heart
|
|
%SpriteProps($40, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 40 - 100 rupees
|
|
%SpriteProps($41, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 41 - 50 rupees
|
|
%SpriteProps($42, 0, 0, $01, $01, PalettesVanilla_red_melon+$0E) ; 42 - Heart
|
|
%SpriteProps($43, 0, 0, $02, $02, PalettesVanilla_blue_ice+$0E) ; 43 - Arrow
|
|
%SpriteProps($44, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 44 - 10 arrows
|
|
%SpriteProps($45, 0, 0, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 45 - Small magic
|
|
%SpriteProps($46, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 46 - 300 rupees
|
|
%SpriteProps($47, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 47 - 20 rupees green
|
|
%SpriteProps($48, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 48 - Full bottle (good bee)
|
|
%SpriteProps($49, 0, 2, $05, $02, PalettesCustom_fighter_shield) ; 49 - Tossed fighter sword
|
|
%SpriteProps($4A, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 4A - Active Flute
|
|
%SpriteProps($4B, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 4B - Boots
|
|
%SpriteProps($4C, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 4C - Bomb capacity (50)
|
|
%SpriteProps($4D, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 4D - Arrow capacity (70)
|
|
%SpriteProps($4E, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 4E - 1/2 magic
|
|
%SpriteProps($4F, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 4F - 1/4 magic
|
|
%SpriteProps($50, 0, 2, $05, $02, PalettesCustom_master_sword) ; 50 - Safe master sword
|
|
%SpriteProps($51, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 51 - Bomb capacity (+5)
|
|
%SpriteProps($52, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 52 - Bomb capacity (+10)
|
|
%SpriteProps($53, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 53 - Arrow capacity (+5)
|
|
%SpriteProps($54, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 54 - Arrow capacity (+10)
|
|
%SpriteProps($55, 2, 2, $04, $04, $0000) ; 55 - Programmable item 1
|
|
%SpriteProps($56, 2, 2, $04, $04, $0000) ; 56 - Programmable item 2
|
|
%SpriteProps($57, 2, 2, $04, $04, $0000) ; 57 - Programmable item 3
|
|
%SpriteProps($58, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 58 - Upgrade-only Silver Arrows
|
|
%SpriteProps($59, 0, 0, $03, $03, PalettesCustom_off_black) ; 59 - Rupoor
|
|
%SpriteProps($5A, 2, 2, $01, $01, $0000) ; 5A - Nothing
|
|
%SpriteProps($5B, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 5B - Red clock
|
|
%SpriteProps($5C, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 5C - Blue clock
|
|
%SpriteProps($5D, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 5D - Green clock
|
|
%SpriteProps($5E, 2, 2, $FF, $FF, $0000) ; 5E - Progressive sword
|
|
%SpriteProps($5F, 2, 2, $FF, $FF, $0000) ; 5F - Progressive shield
|
|
%SpriteProps($60, 2, 2, $FF, $FF, $0000) ; 60 - Progressive armor
|
|
%SpriteProps($61, 2, 2, $FF, $FF, $0000) ; 61 - Progressive glove
|
|
%SpriteProps($62, 2, 2, $FF, $FF, $0000) ; 62 - RNG pool item (single)
|
|
%SpriteProps($63, 2, 2, $FF, $FF, $0000) ; 63 - RNG pool item (multi)
|
|
%SpriteProps($64, 2, 2, $FF, $FF, $0000) ; 64 - Progressive bow
|
|
%SpriteProps($65, 2, 2, $FF, $FF, $0000) ; 65 - Progressive bow
|
|
%SpriteProps($66, 2, 2, $00, $00, $0000) ; 66 -
|
|
%SpriteProps($67, 2, 2, $00, $00, $0000) ; 67 -
|
|
%SpriteProps($68, 2, 2, $00, $00, $0000) ; 68 -
|
|
%SpriteProps($69, 2, 2, $00, $00, $0000) ; 69 -
|
|
%SpriteProps($6A, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 6A - Triforce
|
|
%SpriteProps($6B, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 6B - Power star
|
|
%SpriteProps($6C, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 6C - Triforce Piece
|
|
%SpriteProps($6D, 2, 2, $FF, $FF, $0000) ; 6D - Server request item
|
|
%SpriteProps($6E, 2, 2, $FF, $FF, $0000) ; 6E - Server request item (dungeon drop)
|
|
%SpriteProps($6F, 2, 2, $FF, $FF, $0000) ; 6F -
|
|
%SpriteProps($70, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 70 - Map of Light World
|
|
%SpriteProps($71, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 71 - Map of Dark World
|
|
%SpriteProps($72, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 72 - Map of Ganon's Tower
|
|
%SpriteProps($73, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 73 - Map of Turtle Rock
|
|
%SpriteProps($74, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 74 - Map of Thieves' Town
|
|
%SpriteProps($75, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 75 - Map of Tower of Hera
|
|
%SpriteProps($76, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 76 - Map of Ice Palace
|
|
%SpriteProps($77, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 77 - Map of Skull Woods
|
|
%SpriteProps($78, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 78 - Map of Misery Mire
|
|
%SpriteProps($79, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 79 - Map of Dark Palace
|
|
%SpriteProps($7A, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 7A - Map of Swamp Palace
|
|
%SpriteProps($7B, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 7B - Map of Agahnim's Tower
|
|
%SpriteProps($7C, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 7C - Map of Desert Palace
|
|
%SpriteProps($7D, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 7D - Map of Eastern Palace
|
|
%SpriteProps($7E, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 7E - Map of Hyrule Castle
|
|
%SpriteProps($7F, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 7F - Map of Sewers
|
|
%SpriteProps($80, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 80 - Compass of Light World
|
|
%SpriteProps($81, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 81 - Compass of Dark World
|
|
%SpriteProps($82, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 82 - Compass of Ganon's Tower
|
|
%SpriteProps($83, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 83 - Compass of Turtle Rock
|
|
%SpriteProps($84, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 84 - Compass of Thieves' Town
|
|
%SpriteProps($85, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 85 - Compass of Tower of Hera
|
|
%SpriteProps($86, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 86 - Compass of Ice Palace
|
|
%SpriteProps($87, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 87 - Compass of Skull Woods
|
|
%SpriteProps($88, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 88 - Compass of Misery Mire
|
|
%SpriteProps($89, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 89 - Compass of Dark Palace
|
|
%SpriteProps($8A, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 8A - Compass of Swamp Palace
|
|
%SpriteProps($8B, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 8B - Compass of Agahnim's Tower
|
|
%SpriteProps($8C, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 8C - Compass of Desert Palace
|
|
%SpriteProps($8D, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 8D - Compass of Eastern Palace
|
|
%SpriteProps($8E, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 8E - Compass of Hyrule Castle
|
|
%SpriteProps($8F, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 8F - Compass of Sewers
|
|
%SpriteProps($90, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 90 - Skull key
|
|
%SpriteProps($91, 2, 2, $04, $04, $0000) ; 91 - Reserved
|
|
%SpriteProps($92, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 92 - Big key of Ganon's Tower
|
|
%SpriteProps($93, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 93 - Big key of Turtle Rock
|
|
%SpriteProps($94, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 94 - Big key of Thieves' Town
|
|
%SpriteProps($95, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 95 - Big key of Tower of Hera
|
|
%SpriteProps($96, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 96 - Big key of Ice Palace
|
|
%SpriteProps($97, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 97 - Big key of Skull Woods
|
|
%SpriteProps($98, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 98 - Big key of Misery Mire
|
|
%SpriteProps($99, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 99 - Big key of Dark Palace
|
|
%SpriteProps($9A, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 9A - Big key of Swamp Palace
|
|
%SpriteProps($9B, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 9B - Big key of Agahnim's Tower
|
|
%SpriteProps($9C, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 9C - Big key of Desert Palace
|
|
%SpriteProps($9D, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 9D - Big key of Eastern Palace
|
|
%SpriteProps($9E, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 9E - Big key of Hyrule Castle
|
|
%SpriteProps($9F, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 9F - Big key of Sewers
|
|
%SpriteProps($A0, 0, 0, $02, $04, PalettesVanilla_blue_ice+$0E) ; A0 - Small key of Sewers
|
|
%SpriteProps($A1, 0, 0, $02, $04, PalettesVanilla_blue_ice+$0E) ; A1 - Small key of Hyrule Castle
|
|
%SpriteProps($A2, 0, 0, $02, $04, PalettesVanilla_blue_ice+$0E) ; A2 - Small key of Eastern Palace
|
|
%SpriteProps($A3, 0, 0, $02, $04, PalettesVanilla_blue_ice+$0E) ; A3 - Small key of Desert Palace
|
|
%SpriteProps($A4, 0, 0, $02, $04, PalettesVanilla_blue_ice+$0E) ; A4 - Small key of Agahnim's Tower
|
|
%SpriteProps($A5, 0, 0, $02, $04, PalettesVanilla_blue_ice+$0E) ; A5 - Small key of Swamp Palace
|
|
%SpriteProps($A6, 0, 0, $02, $04, PalettesVanilla_blue_ice+$0E) ; A6 - Small key of Dark Palace
|
|
%SpriteProps($A7, 0, 0, $02, $04, PalettesVanilla_blue_ice+$0E) ; A7 - Small key of Misery Mire
|
|
%SpriteProps($A8, 0, 0, $02, $04, PalettesVanilla_blue_ice+$0E) ; A8 - Small key of Skull Woods
|
|
%SpriteProps($A9, 0, 0, $02, $04, PalettesVanilla_blue_ice+$0E) ; A9 - Small key of Ice Palace
|
|
%SpriteProps($AA, 0, 0, $02, $04, PalettesVanilla_blue_ice+$0E) ; AA - Small key of Tower of Hera
|
|
%SpriteProps($AB, 0, 0, $02, $04, PalettesVanilla_blue_ice+$0E) ; AB - Small key of Thieves' Town
|
|
%SpriteProps($AC, 0, 0, $02, $04, PalettesVanilla_blue_ice+$0E) ; AC - Small key of Turtle Rock
|
|
%SpriteProps($AD, 0, 0, $02, $04, PalettesVanilla_blue_ice+$0E) ; AD - Small key of Ganon's Tower
|
|
%SpriteProps($AE, 2, 2, $02, $02, $0000) ; AE - Reserved
|
|
%SpriteProps($AF, 0, 0, $02, $04, PalettesVanilla_blue_ice+$0E) ; AF - Generic small key
|
|
%SpriteProps($B0, 2, 2, $80, $80, PalettesCustom_crystal) ; B0 - Crystal 6
|
|
%SpriteProps($B1, 2, 2, $80, $80, PalettesCustom_crystal) ; B1 - Crystal 1
|
|
%SpriteProps($B2, 2, 2, $80, $80, PalettesCustom_crystal) ; B2 - Crystal 5
|
|
%SpriteProps($B3, 2, 2, $80, $80, PalettesCustom_crystal) ; B3 - Crystal 7
|
|
%SpriteProps($B4, 2, 2, $80, $80, PalettesCustom_crystal) ; B4 - Crystal 2
|
|
%SpriteProps($B5, 2, 2, $80, $80, PalettesCustom_crystal) ; B5 - Crystal 4
|
|
%SpriteProps($B6, 2, 2, $80, $80, PalettesCustom_crystal) ; B6 - Crystal 3
|
|
%SpriteProps($B7, 2, 2, $80, $80, $0000) ; B7 - Reserved
|
|
%SpriteProps($B8, 2, 2, $04, $04, $0000) ; B8 -
|
|
%SpriteProps($B9, 2, 2, $04, $04, $0000) ; B9 -
|
|
%SpriteProps($BA, 2, 2, $04, $04, $0000) ; BA -
|
|
%SpriteProps($BB, 2, 2, $04, $04, $0000) ; BB -
|
|
%SpriteProps($BC, 2, 2, $04, $04, $0000) ; BC -
|
|
%SpriteProps($BD, 2, 2, $04, $04, $0000) ; BD -
|
|
%SpriteProps($BE, 2, 2, $04, $04, $0000) ; BE -
|
|
%SpriteProps($BF, 2, 2, $04, $04, $0000) ; BF -
|
|
%SpriteProps($C0, 2, 2, $04, $04, $0000) ; C0 -
|
|
%SpriteProps($C1, 2, 2, $04, $04, $0000) ; C1 -
|
|
%SpriteProps($C2, 2, 2, $04, $04, $0000) ; C2 -
|
|
%SpriteProps($C3, 2, 2, $04, $04, $0000) ; C3 -
|
|
%SpriteProps($C4, 2, 2, $04, $04, $0000) ; C4 -
|
|
%SpriteProps($C5, 2, 2, $04, $04, $0000) ; C5 -
|
|
%SpriteProps($C6, 2, 2, $04, $04, $0000) ; C6 -
|
|
%SpriteProps($C7, 2, 2, $04, $04, $0000) ; C7 -
|
|
%SpriteProps($C8, 2, 2, $04, $04, $0000) ; C8 -
|
|
%SpriteProps($C9, 2, 2, $04, $04, $0000) ; C9 -
|
|
%SpriteProps($CA, 2, 2, $04, $04, $0000) ; CA -
|
|
%SpriteProps($CB, 2, 2, $04, $04, $0000) ; CB -
|
|
%SpriteProps($CC, 2, 2, $04, $04, $0000) ; CC -
|
|
%SpriteProps($CD, 2, 2, $04, $04, $0000) ; CD -
|
|
%SpriteProps($CE, 2, 2, $04, $04, $0000) ; CE -
|
|
%SpriteProps($CF, 2, 2, $04, $04, $0000) ; CF -
|
|
%SpriteProps($D0, 2, 2, $01, $01, PalettesVanilla_green_blue_guard+$0E) ; D0 - Bee Trap todo: sprite props
|
|
%SpriteProps($D1, 2, 2, $01, $01, PalettesVanilla_green_blue_guard+$0E) ; D1 - Apples
|
|
%SpriteProps($D2, 2, 2, $01, $01, PalettesVanilla_green_blue_guard+$0E) ; D2 - Fairy
|
|
%SpriteProps($D3, 2, 2, $01, $01, PalettesVanilla_green_blue_guard+$0E) ; D3 - Chicken
|
|
%SpriteProps($D4, 0, 0, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; D4 - Big Magic
|
|
%SpriteProps($D5, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; D5 - 5 Arrows
|
|
%SpriteProps($D6, 2, 2, $04, $04, $0000) ; D6 -
|
|
%SpriteProps($D7, 2, 2, $04, $04, $0000) ; D7 -
|
|
%SpriteProps($D8, 2, 2, $04, $04, $0000) ; D8 -
|
|
%SpriteProps($D9, 2, 2, $04, $04, $0000) ; D9 -
|
|
%SpriteProps($DA, 2, 2, $04, $04, $0000) ; DA -
|
|
%SpriteProps($DB, 2, 2, $04, $04, $0000) ; DB -
|
|
%SpriteProps($DC, 2, 2, $04, $04, $0000) ; DC -
|
|
%SpriteProps($DD, 2, 2, $04, $04, $0000) ; DD -
|
|
%SpriteProps($DE, 2, 2, $04, $04, $0000) ; DE -
|
|
%SpriteProps($DF, 2, 2, $04, $04, $0000) ; DF -
|
|
%SpriteProps($E0, 2, 2, $04, $04, $0000) ; E0 -
|
|
%SpriteProps($E1, 2, 2, $04, $04, $0000) ; E1 -
|
|
%SpriteProps($E2, 2, 2, $04, $04, $0000) ; E2 -
|
|
%SpriteProps($E3, 2, 2, $04, $04, $0000) ; E3 -
|
|
%SpriteProps($E4, 2, 2, $04, $04, $0000) ; E4 -
|
|
%SpriteProps($E5, 2, 2, $04, $04, $0000) ; E5 -
|
|
%SpriteProps($E6, 2, 2, $04, $04, $0000) ; E6 -
|
|
%SpriteProps($E7, 2, 2, $04, $04, $0000) ; E7 -
|
|
%SpriteProps($E8, 2, 2, $04, $04, $0000) ; E8 -
|
|
%SpriteProps($E9, 2, 2, $04, $04, $0000) ; E9 -
|
|
%SpriteProps($EA, 2, 2, $04, $04, $0000) ; EA -
|
|
%SpriteProps($EB, 2, 2, $04, $04, $0000) ; EB -
|
|
%SpriteProps($EC, 2, 2, $04, $04, $0000) ; EC -
|
|
%SpriteProps($ED, 2, 2, $04, $04, $0000) ; ED -
|
|
%SpriteProps($EE, 2, 2, $04, $04, $0000) ; EE -
|
|
%SpriteProps($EF, 2, 2, $04, $04, $0000) ; EF -
|
|
%SpriteProps($F0, 2, 2, $04, $04, $0000) ; F0 -
|
|
%SpriteProps($F1, 2, 2, $04, $04, $0000) ; F1 -
|
|
%SpriteProps($F2, 2, 2, $04, $04, $0000) ; F2 -
|
|
%SpriteProps($F3, 2, 2, $04, $04, $0000) ; F3 -
|
|
%SpriteProps($F4, 2, 2, $04, $04, $0000) ; F4 -
|
|
%SpriteProps($F5, 2, 2, $04, $04, $0000) ; F5 -
|
|
%SpriteProps($F6, 2, 2, $04, $04, $0000) ; F6 -
|
|
%SpriteProps($F7, 2, 2, $04, $04, $0000) ; F7 -
|
|
%SpriteProps($F8, 2, 2, $04, $04, $0000) ; F8 -
|
|
%SpriteProps($F9, 2, 2, $04, $04, $0000) ; F9 -
|
|
%SpriteProps($FA, 2, 2, $04, $04, $0000) ; FA -
|
|
%SpriteProps($FB, 2, 2, $04, $04, $0000) ; FB -
|
|
%SpriteProps($FC, 2, 2, $04, $04, $0000) ; FC -
|
|
%SpriteProps($FD, 2, 2, $04, $04, $0000) ; FD -
|
|
%SpriteProps($FE, 2, 2, $FF, $FF, $0000) ; FE - Server request (async)
|
|
%SpriteProps($FF, 2, 2, $04, $04, $0000) ; FF -
|
|
|
|
;------------------------------------------------------------------------------
|
|
; Properties: - - - - - - - - p k w o a y s t
|
|
; t = Count for total item counter | s = Count for total in shops
|
|
; y = Y item | a = A item
|
|
; o = Bomb item | w = Bow item
|
|
; k = Chest Key | p = Crystal prize behavior (sparkle, etc) if set
|
|
InventoryTable:
|
|
.properties : fillword $0000 : fill 256*2 ; See above
|
|
.stamp : fillword $0000 : fill 256*2 ; Address to stamp with 32-bit time (bank $7E)
|
|
.stat : fillword $0000 : fill 256*2 ; Address to increment by one (bank $7E)
|
|
|
|
macro InventoryItem(id, props, stamp, stat)
|
|
pushpc
|
|
org InventoryTable_properties+<id>+<id> : dw <props>
|
|
org InventoryTable_stamp+<id>+<id> : dw <stamp>
|
|
org InventoryTable_stat+<id>+<id> : dw <stat>
|
|
pullpc
|
|
endmacro
|
|
|
|
%InventoryItem($00, $0081, SwordTime, $0000) ; 00 - Fighter sword & Shield
|
|
%InventoryItem($01, $0081, SwordTime, $0000) ; 01 - Master sword
|
|
%InventoryItem($02, $0001, SwordTime, $0000) ; 02 - Tempered sword
|
|
%InventoryItem($03, $0081, SwordTime, $0000) ; 03 - Butter sword
|
|
%InventoryItem($04, $0081, $0000, $0000) ; 04 - Fighter shield
|
|
%InventoryItem($05, $0081, $0000, $0000) ; 05 - Fire shield
|
|
%InventoryItem($06, $0081, $0000, $0000) ; 06 - Mirror shield
|
|
%InventoryItem($07, $0085, $0000, $0000) ; 07 - Fire rod
|
|
%InventoryItem($08, $0085, $0000, $0000) ; 08 - Ice rod
|
|
%InventoryItem($09, $0085, $0000, $0000) ; 09 - Hammer
|
|
%InventoryItem($0A, $0085, $0000, $0000) ; 0A - Hookshot
|
|
%InventoryItem($0B, $0085, $0000, $0000) ; 0B - Bow
|
|
%InventoryItem($0C, $0085, $0000, $0000) ; 0C - Blue Boomerang
|
|
%InventoryItem($0D, $0085, $0000, $0000) ; 0D - Powder
|
|
%InventoryItem($0E, $0081, $0000, $0000) ; 0E - Bottle refill (bee)
|
|
%InventoryItem($0F, $0085, $0000, $0000) ; 0F - Bombos
|
|
%InventoryItem($10, $0085, $0000, $0000) ; 10 - Ether
|
|
%InventoryItem($11, $0085, $0000, $0000) ; 11 - Quake
|
|
%InventoryItem($12, $0085, $0000, $0000) ; 12 - Lamp
|
|
%InventoryItem($13, $0085, $0000, $0000) ; 13 - Shovel
|
|
%InventoryItem($14, $0085, FluteTime, $0000) ; 14 - Flute (inactive)
|
|
%InventoryItem($15, $0085, $0000, $0000) ; 15 - Somaria
|
|
%InventoryItem($16, $0085, $0000, $0000) ; 16 - Bottle
|
|
%InventoryItem($17, $0001, $0000, HeartPieceCounter) ; 17 - Heart piece
|
|
%InventoryItem($18, $0085, $0000, $0000) ; 18 - Byrna
|
|
%InventoryItem($19, $0085, $0000, $0000) ; 19 - Cape
|
|
%InventoryItem($1A, $0085, MirrorTime, $0000) ; 1A - Mirror
|
|
%InventoryItem($1B, $0089, $0000, $0000) ; 1B - Glove
|
|
%InventoryItem($1C, $0089, $0000, $0000) ; 1C - Mitts
|
|
%InventoryItem($1D, $0085, $0000, $0000) ; 1D - Book
|
|
%InventoryItem($1E, $0089, $0000, $0000) ; 1E - Flippers
|
|
%InventoryItem($1F, $0081, $0000, $0000) ; 1F - Pearl
|
|
%InventoryItem($20, $0080, $0000, $0000) ; 20 - Crystal
|
|
%InventoryItem($21, $0085, $0000, $0000) ; 21 - Net
|
|
%InventoryItem($22, $0081, $0000, $0000) ; 22 - Blue mail
|
|
%InventoryItem($23, $0081, $0000, $0000) ; 23 - Red mail
|
|
%InventoryItem($24, $0041, $0000, SmallKeyCounter) ; 24 - Small key
|
|
%InventoryItem($25, $0001, $0000, $0000) ; 25 - Compass
|
|
%InventoryItem($26, $0000, $0000, $0000) ; 26 - Heart container from 4/4
|
|
%InventoryItem($27, $0015, $0000, $0000) ; 27 - Bomb
|
|
%InventoryItem($28, $0015, $0000, $0000) ; 28 - 3 bombs
|
|
%InventoryItem($29, $0085, $0000, $0000) ; 29 - Mushroom
|
|
%InventoryItem($2A, $0005, $0000, $0000) ; 2A - Red boomerang
|
|
%InventoryItem($2B, $0085, $0000, $0000) ; 2B - Full bottle (red)
|
|
%InventoryItem($2C, $0085, $0000, $0000) ; 2C - Full bottle (green)
|
|
%InventoryItem($2D, $0085, $0000, $0000) ; 2D - Full bottle (blue)
|
|
%InventoryItem($2E, $0081, $0000, $0000) ; 2E - Potion refill (red)
|
|
%InventoryItem($2F, $0081, $0000, $0000) ; 2F - Potion refill (green)
|
|
%InventoryItem($30, $0081, $0000, $0000) ; 30 - Potion refill (blue)
|
|
%InventoryItem($31, $0011, $0000, $0000) ; 31 - 10 bombs
|
|
%InventoryItem($32, $0001, $0000, $0000) ; 32 - Big key
|
|
%InventoryItem($33, $0001, $0000, $0000) ; 33 - Map
|
|
%InventoryItem($34, $0001, $0000, $0000) ; 34 - 1 rupee
|
|
%InventoryItem($35, $0001, $0000, $0000) ; 35 - 5 rupees
|
|
%InventoryItem($36, $0001, $0000, $0000) ; 36 - 20 rupees
|
|
%InventoryItem($37, $0000, $0000, $0000) ; 37 - Green pendant
|
|
%InventoryItem($38, $0000, $0000, $0000) ; 38 - Red pendant
|
|
%InventoryItem($39, $0000, $0000, $0000) ; 39 - Blue pendant
|
|
%InventoryItem($3A, $00A5, $0000, $0000) ; 3A - Bow And Arrows
|
|
%InventoryItem($3B, $00A5, $0000, $0000) ; 3B - Silver Bow
|
|
%InventoryItem($3C, $0085, $0000, $0000) ; 3C - Full bottle (bee)
|
|
%InventoryItem($3D, $0085, $0000, $0000) ; 3D - Full bottle (fairy)
|
|
%InventoryItem($3E, $0001, $0000, HeartContainerCounter) ; 3E - Boss heart
|
|
%InventoryItem($3F, $0081, $0000, HeartContainerCounter) ; 3F - Sanc heart
|
|
%InventoryItem($40, $0001, $0000, $0000) ; 40 - 100 rupees
|
|
%InventoryItem($41, $0001, $0000, $0000) ; 41 - 50 rupees
|
|
%InventoryItem($42, $0001, $0000, $0000) ; 42 - Heart
|
|
%InventoryItem($43, $0001, $0000, $0000) ; 43 - Arrow
|
|
%InventoryItem($44, $0001, $0000, $0000) ; 44 - 10 arrows
|
|
%InventoryItem($45, $0001, $0000, $0000) ; 45 - Small magic
|
|
%InventoryItem($46, $0001, $0000, $0000) ; 46 - 300 rupees
|
|
%InventoryItem($47, $0001, $0000, $0000) ; 47 - 20 rupees green
|
|
%InventoryItem($48, $0085, $0000, $0000) ; 48 - Full bottle (good bee)
|
|
%InventoryItem($49, $0081, $0000, $0000) ; 49 - Tossed fighter sword
|
|
%InventoryItem($4A, $0085, FluteTime, $0000) ; 4A - Active Flute
|
|
%InventoryItem($4B, $0089, BootsTime, $0000) ; 4B - Boots
|
|
%InventoryItem($4C, $0015, $0000, CapacityUpgrades) ; 4C - Bomb capacity (50)
|
|
%InventoryItem($4D, $0001, $0000, CapacityUpgrades) ; 4D - Arrow capacity (70)
|
|
%InventoryItem($4E, $0081, $0000, CapacityUpgrades) ; 4E - 1/2 magic
|
|
%InventoryItem($4F, $0081, $0000, CapacityUpgrades) ; 4F - 1/4 magic
|
|
%InventoryItem($50, $0081, SwordTime, $0000) ; 50 - Master Sword (safe)
|
|
%InventoryItem($51, $0015, $0000, CapacityUpgrades) ; 51 - Bomb capacity (+5)
|
|
%InventoryItem($52, $0015, $0000, CapacityUpgrades) ; 52 - Bomb capacity (+10)
|
|
%InventoryItem($53, $0001, $0000, CapacityUpgrades) ; 53 - Arrow capacity (+5)
|
|
%InventoryItem($54, $0001, $0000, CapacityUpgrades) ; 54 - Arrow capacity (+10)
|
|
%InventoryItem($55, $0001, $0000, $0000) ; 55 - Programmable item 1
|
|
%InventoryItem($56, $0001, $0000, $0000) ; 56 - Programmable item 2
|
|
%InventoryItem($57, $0001, $0000, $0000) ; 57 - Programmable item 3
|
|
%InventoryItem($58, $0081, $0000, $0000) ; 58 - Upgrade-only Silver Arrows
|
|
%InventoryItem($59, $0001, $0000, $0000) ; 59 - Rupoor
|
|
%InventoryItem($5A, $0001, $0000, $0000) ; 5A - Nothing
|
|
%InventoryItem($5B, $0081, $0000, $0000) ; 5B - Red clock
|
|
%InventoryItem($5C, $0081, $0000, $0000) ; 5C - Blue clock
|
|
%InventoryItem($5D, $0081, $0000, $0000) ; 5D - Green clock
|
|
%InventoryItem($5E, $0081, $0000, $0000) ; 5E - Progressive sword
|
|
%InventoryItem($5F, $0081, $0000, $0000) ; 5F - Progressive shield
|
|
%InventoryItem($60, $0081, $0000, $0000) ; 60 - Progressive armor
|
|
%InventoryItem($61, $0089, $0000, $0000) ; 61 - Progressive glove
|
|
%InventoryItem($62, $0001, $0000, $0000) ; 62 - RNG pool item (single)
|
|
%InventoryItem($63, $0001, $0000, $0000) ; 63 - RNG pool item (multi)
|
|
%InventoryItem($64, $00A5, $0000, $0000) ; 64 - Progressive bow
|
|
%InventoryItem($65, $00A5, $0000, $0000) ; 65 - Progressive bow
|
|
%InventoryItem($66, $0001, $0000, $0000) ; 66 -
|
|
%InventoryItem($67, $0001, $0000, $0000) ; 67 -
|
|
%InventoryItem($68, $0001, $0000, $0000) ; 68 -
|
|
%InventoryItem($69, $0001, $0000, $0000) ; 69 -
|
|
%InventoryItem($6A, $0081, $0000, $0000) ; 6A - Triforce
|
|
%InventoryItem($6B, $0081, $0000, $0000) ; 6B - Power star
|
|
%InventoryItem($6C, $0081, $0000, $0000) ; 6C - Triforce Piece
|
|
%InventoryItem($6D, $0001, $0000, $0000) ; 6D - Server request item
|
|
%InventoryItem($6E, $0001, $0000, $0000) ; 6E - Server request item (dungeon drop)
|
|
%InventoryItem($6F, $0001, $0000, $0000) ; 6F -
|
|
%InventoryItem($70, $0001, $0000, $0000) ; 70 - Map of Light World
|
|
%InventoryItem($71, $0001, $0000, $0000) ; 71 - Map of Dark World
|
|
%InventoryItem($72, $0001, $0000, $0000) ; 72 - Map of Ganon's Tower
|
|
%InventoryItem($73, $0001, $0000, $0000) ; 73 - Map of Turtle Rock
|
|
%InventoryItem($74, $0001, $0000, $0000) ; 74 - Map of Thieves' Town
|
|
%InventoryItem($75, $0001, $0000, $0000) ; 75 - Map of Tower of Hera
|
|
%InventoryItem($76, $0001, $0000, $0000) ; 76 - Map of Ice Palace
|
|
%InventoryItem($77, $0001, $0000, $0000) ; 77 - Map of Skull Woods
|
|
%InventoryItem($78, $0001, $0000, $0000) ; 78 - Map of Misery Mire
|
|
%InventoryItem($79, $0001, $0000, $0000) ; 79 - Map of Dark Palace
|
|
%InventoryItem($7A, $0001, $0000, $0000) ; 7A - Map of Swamp Palace
|
|
%InventoryItem($7B, $0001, $0000, $0000) ; 7B - Map of Agahnim's Tower
|
|
%InventoryItem($7C, $0001, $0000, $0000) ; 7C - Map of Desert Palace
|
|
%InventoryItem($7D, $0001, $0000, $0000) ; 7D - Map of Eastern Palace
|
|
%InventoryItem($7E, $0001, $0000, $0000) ; 7E - Map of Hyrule Castle
|
|
%InventoryItem($7F, $0001, $0000, $0000) ; 7F - Map of Sewers
|
|
%InventoryItem($80, $0001, $0000, $0000) ; 80 - Compass of Light World
|
|
%InventoryItem($81, $0001, $0000, $0000) ; 81 - Compass of Dark World
|
|
%InventoryItem($82, $0001, $0000, $0000) ; 82 - Compass of Ganon's Tower
|
|
%InventoryItem($83, $0001, $0000, $0000) ; 83 - Compass of Turtle Rock
|
|
%InventoryItem($84, $0001, $0000, $0000) ; 84 - Compass of Thieves' Town
|
|
%InventoryItem($85, $0001, $0000, $0000) ; 85 - Compass of Tower of Hera
|
|
%InventoryItem($86, $0001, $0000, $0000) ; 86 - Compass of Ice Palace
|
|
%InventoryItem($87, $0001, $0000, $0000) ; 87 - Compass of Skull Woods
|
|
%InventoryItem($88, $0001, $0000, $0000) ; 88 - Compass of Misery Mire
|
|
%InventoryItem($89, $0001, $0000, $0000) ; 89 - Compass of Dark Palace
|
|
%InventoryItem($8A, $0001, $0000, $0000) ; 8A - Compass of Swamp Palace
|
|
%InventoryItem($8B, $0001, $0000, $0000) ; 8B - Compass of Agahnim's Tower
|
|
%InventoryItem($8C, $0001, $0000, $0000) ; 8C - Compass of Desert Palace
|
|
%InventoryItem($8D, $0001, $0000, $0000) ; 8D - Compass of Eastern Palace
|
|
%InventoryItem($8E, $0001, $0000, $0000) ; 8E - Compass of Hyrule Castle
|
|
%InventoryItem($8F, $0001, $0000, $0000) ; 8F - Compass of Sewers
|
|
%InventoryItem($90, $0081, $0000, $0000) ; 90 - Skull key
|
|
%InventoryItem($91, $0001, $0000, $0000) ; 91 - Reserved
|
|
%InventoryItem($92, $0001, $0000, $0000) ; 92 - Big key of Ganon's Tower
|
|
%InventoryItem($93, $0001, $0000, $0000) ; 93 - Big key of Turtle Rock
|
|
%InventoryItem($94, $0001, $0000, $0000) ; 94 - Big key of Thieves' Town
|
|
%InventoryItem($95, $0001, $0000, $0000) ; 95 - Big key of Tower of Hera
|
|
%InventoryItem($96, $0001, $0000, $0000) ; 96 - Big key of Ice Palace
|
|
%InventoryItem($97, $0001, $0000, $0000) ; 97 - Big key of Skull Woods
|
|
%InventoryItem($98, $0001, $0000, $0000) ; 98 - Big key of Misery Mire
|
|
%InventoryItem($99, $0001, $0000, $0000) ; 99 - Big key of Dark Palace
|
|
%InventoryItem($9A, $0001, $0000, $0000) ; 9A - Big key of Swamp Palace
|
|
%InventoryItem($9B, $0001, $0000, $0000) ; 9B - Big key of Agahnim's Tower
|
|
%InventoryItem($9C, $0001, $0000, $0000) ; 9C - Big key of Desert Palace
|
|
%InventoryItem($9D, $0001, $0000, $0000) ; 9D - Big key of Eastern Palace
|
|
%InventoryItem($9E, $0001, $0000, $0000) ; 9E - Big key of Hyrule Castle
|
|
%InventoryItem($9F, $0001, $0000, $0000) ; 9F - Big key of Sewers
|
|
%InventoryItem($A0, $0041, $0000, SmallKeyCounter) ; A0 - Small key of Sewers
|
|
%InventoryItem($A1, $0041, $0000, SmallKeyCounter) ; A1 - Small key of Hyrule Castle
|
|
%InventoryItem($A2, $0041, $0000, SmallKeyCounter) ; A2 - Small key of Eastern Palace
|
|
%InventoryItem($A3, $0041, $0000, SmallKeyCounter) ; A3 - Small key of Desert Palace
|
|
%InventoryItem($A4, $0041, $0000, SmallKeyCounter) ; A4 - Small key of Agahnim's Tower
|
|
%InventoryItem($A5, $0041, $0000, SmallKeyCounter) ; A5 - Small key of Swamp Palace
|
|
%InventoryItem($A6, $0041, $0000, SmallKeyCounter) ; A6 - Small key of Dark Palace
|
|
%InventoryItem($A7, $0041, $0000, SmallKeyCounter) ; A7 - Small key of Misery Mire
|
|
%InventoryItem($A8, $0041, $0000, SmallKeyCounter) ; A8 - Small key of Skull Woods
|
|
%InventoryItem($A9, $0041, $0000, SmallKeyCounter) ; A9 - Small key of Ice Palace
|
|
%InventoryItem($AA, $0041, $0000, SmallKeyCounter) ; AA - Small key of Tower of Hera
|
|
%InventoryItem($AB, $0041, $0000, SmallKeyCounter) ; AB - Small key of Thieves' Town
|
|
%InventoryItem($AC, $0041, $0000, SmallKeyCounter) ; AC - Small key of Turtle Rock
|
|
%InventoryItem($AD, $0041, $0000, SmallKeyCounter) ; AD - Small key of Ganon's Tower
|
|
%InventoryItem($AE, $0001, $0000, $0000) ; AE - Reserved
|
|
%InventoryItem($AF, $0001, $0000, SmallKeyCounter) ; AF - Generic small key
|
|
%InventoryItem($B0, $0080, $0000, $0000) ; B0 - Crystal 6
|
|
%InventoryItem($B1, $0080, $0000, $0000) ; B1 - Crystal 1
|
|
%InventoryItem($B2, $0080, $0000, $0000) ; B2 - Crystal 5
|
|
%InventoryItem($B3, $0080, $0000, $0000) ; B3 - Crystal 7
|
|
%InventoryItem($B4, $0080, $0000, $0000) ; B4 - Crystal 2
|
|
%InventoryItem($B5, $0080, $0000, $0000) ; B5 - Crystal 4
|
|
%InventoryItem($B6, $0080, $0000, $0000) ; B6 - Crystal 3
|
|
%InventoryItem($B7, $0000, $0000, $0000) ; B7 - Reserved
|
|
%InventoryItem($B8, $0001, $0000, $0000) ; B8 -
|
|
%InventoryItem($B9, $0001, $0000, $0000) ; B9 -
|
|
%InventoryItem($BA, $0001, $0000, $0000) ; BA -
|
|
%InventoryItem($BB, $0001, $0000, $0000) ; BB -
|
|
%InventoryItem($BC, $0001, $0000, $0000) ; BC -
|
|
%InventoryItem($BD, $0001, $0000, $0000) ; BD -
|
|
%InventoryItem($BE, $0001, $0000, $0000) ; BE -
|
|
%InventoryItem($BF, $0001, $0000, $0000) ; BF -
|
|
%InventoryItem($C0, $0001, $0000, $0000) ; C0 -
|
|
%InventoryItem($C1, $0001, $0000, $0000) ; C1 -
|
|
%InventoryItem($C2, $0001, $0000, $0000) ; C2 -
|
|
%InventoryItem($C3, $0001, $0000, $0000) ; C3 -
|
|
%InventoryItem($C4, $0001, $0000, $0000) ; C4 -
|
|
%InventoryItem($C5, $0001, $0000, $0000) ; C5 -
|
|
%InventoryItem($C6, $0001, $0000, $0000) ; C6 -
|
|
%InventoryItem($C7, $0001, $0000, $0000) ; C7 -
|
|
%InventoryItem($C8, $0001, $0000, $0000) ; C8 -
|
|
%InventoryItem($C9, $0001, $0000, $0000) ; C9 -
|
|
%InventoryItem($CA, $0001, $0000, $0000) ; CA -
|
|
%InventoryItem($CB, $0001, $0000, $0000) ; CB -
|
|
%InventoryItem($CC, $0001, $0000, $0000) ; CC -
|
|
%InventoryItem($CD, $0001, $0000, $0000) ; CD -
|
|
%InventoryItem($CE, $0001, $0000, $0000) ; CE -
|
|
%InventoryItem($CF, $0001, $0000, $0000) ; CF -
|
|
%InventoryItem($D0, $0001, $0000, $0000) ; D0 - Bee trap
|
|
%InventoryItem($D1, $8001, $0000, $0000) ; D1 - Apples
|
|
%InventoryItem($D2, $8001, $0000, $0000) ; D2 - Fairy
|
|
%InventoryItem($D3, $0001, $0000, $0000) ; D3 - Chicken
|
|
%InventoryItem($D4, $8001, $0000, $0000) ; D4 - Big Magic
|
|
%InventoryItem($D5, $0001, $0000, $0000) ; D5 - 5 Arrows
|
|
%InventoryItem($D6, $0001, $0000, $0000) ; D6 -
|
|
%InventoryItem($D7, $0001, $0000, $0000) ; D7 -
|
|
%InventoryItem($D8, $0001, $0000, $0000) ; D8 -
|
|
%InventoryItem($D9, $0001, $0000, $0000) ; D9 -
|
|
%InventoryItem($DA, $0001, $0000, $0000) ; DA -
|
|
%InventoryItem($DB, $0001, $0000, $0000) ; DB -
|
|
%InventoryItem($DC, $0001, $0000, $0000) ; DC -
|
|
%InventoryItem($DD, $0001, $0000, $0000) ; DD -
|
|
%InventoryItem($DE, $0001, $0000, $0000) ; DE -
|
|
%InventoryItem($DF, $0001, $0000, $0000) ; DF -
|
|
%InventoryItem($E0, $0001, $0000, $0000) ; E0 -
|
|
%InventoryItem($E1, $0001, $0000, $0000) ; E1 -
|
|
%InventoryItem($E2, $0001, $0000, $0000) ; E2 -
|
|
%InventoryItem($E3, $0001, $0000, $0000) ; E3 -
|
|
%InventoryItem($E4, $0001, $0000, $0000) ; E4 -
|
|
%InventoryItem($E5, $0001, $0000, $0000) ; E5 -
|
|
%InventoryItem($E6, $0001, $0000, $0000) ; E6 -
|
|
%InventoryItem($E7, $0001, $0000, $0000) ; E7 -
|
|
%InventoryItem($E8, $0001, $0000, $0000) ; E8 -
|
|
%InventoryItem($E9, $0001, $0000, $0000) ; E9 -
|
|
%InventoryItem($EA, $0001, $0000, $0000) ; EA -
|
|
%InventoryItem($EB, $0001, $0000, $0000) ; EB -
|
|
%InventoryItem($EC, $0001, $0000, $0000) ; EC -
|
|
%InventoryItem($ED, $0001, $0000, $0000) ; ED -
|
|
%InventoryItem($EE, $0001, $0000, $0000) ; EE -
|
|
%InventoryItem($EF, $0001, $0000, $0000) ; EF -
|
|
%InventoryItem($F0, $0001, $0000, $0000) ; F0 -
|
|
%InventoryItem($F1, $0001, $0000, $0000) ; F1 -
|
|
%InventoryItem($F2, $0001, $0000, $0000) ; F2 -
|
|
%InventoryItem($F3, $0001, $0000, $0000) ; F3 -
|
|
%InventoryItem($F4, $0001, $0000, $0000) ; F4 -
|
|
%InventoryItem($F5, $0001, $0000, $0000) ; F5 -
|
|
%InventoryItem($F6, $0001, $0000, $0000) ; F6 -
|
|
%InventoryItem($F7, $0001, $0000, $0000) ; F7 -
|
|
%InventoryItem($F8, $0001, $0000, $0000) ; F8 -
|
|
%InventoryItem($F9, $0001, $0000, $0000) ; F9 -
|
|
%InventoryItem($FA, $0001, $0000, $0000) ; FA -
|
|
%InventoryItem($FB, $0001, $0000, $0000) ; FB -
|
|
%InventoryItem($FC, $0001, $0000, $0000) ; FC -
|
|
%InventoryItem($FD, $0001, $0000, $0000) ; FD -
|
|
%InventoryItem($FE, $0001, $0000, $0000) ; FE - Server request (async)
|
|
%InventoryItem($FF, $0001, $0000, $0000) ; FF -
|
|
|
|
ItemReceiptGraphicsOffsets:
|
|
dw $0860 ; 00 - Fighter Sword and Shield
|
|
dw BigDecompressionBuffer+$11C0 ; 01 - Master Sword
|
|
dw BigDecompressionBuffer+$11C0 ; 01 - Tempered Sword
|
|
dw BigDecompressionBuffer+$11C0 ; 03 - Butter Sword
|
|
dw BigDecompressionBuffer+$09E0 ; 04 - Fighter Shield
|
|
dw BigDecompressionBuffer+$1940 ; 05 - Fire Shield
|
|
dw BigDecompressionBuffer+$0C80 ; 06 - Mirror Shield
|
|
dw BigDecompressionBuffer+$1C80 ; 07 - Fire Rod
|
|
dw BigDecompressionBuffer+$1C80 ; 08 - Ice Rod
|
|
dw BigDecompressionBuffer+$1CA0 ; 09 - Hammer
|
|
dw BigDecompressionBuffer+$1C60 ; 0A - Hookshot
|
|
dw BigDecompressionBuffer+$1C00 ; 0B - Bow
|
|
dw BigDecompressionBuffer+$1DE0 ; 0C - Boomerang
|
|
dw BigDecompressionBuffer+$1CC0 ; 0D - Powder
|
|
dw BigDecompressionBuffer+$09A0 ; 0E - Bottle Refill (bee)
|
|
dw BigDecompressionBuffer+$1440 ; 0F - Bombos
|
|
dw BigDecompressionBuffer+$1400 ; 10 - Ether
|
|
dw BigDecompressionBuffer+$1480 ; 11 - Quake
|
|
dw BigDecompressionBuffer+$10C0 ; 12 - Lamp
|
|
dw BigDecompressionBuffer+$11E0 ; 13 - Shovel
|
|
dw BigDecompressionBuffer+$0C40 ; 14 - Flute
|
|
dw BigDecompressionBuffer+$1C40 ; 15 - Somaria
|
|
dw BigDecompressionBuffer+$14C0 ; 16 - Bottle
|
|
dw BigDecompressionBuffer+$0C00 ; 17 - Heartpiece
|
|
dw BigDecompressionBuffer+$1C40 ; 18 - Byrna
|
|
dw BigDecompressionBuffer+$1100 ; 19 - Cape
|
|
dw BigDecompressionBuffer+$1040 ; 1A - Mirror
|
|
dw BigDecompressionBuffer+$1D40 ; 1B - Glove
|
|
dw BigDecompressionBuffer+$1D40 ; 1C - Mitts
|
|
dw BigDecompressionBuffer+$1D80 ; 1D - Book
|
|
dw BigDecompressionBuffer+$1000 ; 1E - Flippers
|
|
dw BigDecompressionBuffer+$1180 ; 1F - Pearl
|
|
dw BigDecompressionBuffer+$08A0 ; 20 - Crystal
|
|
dw BigDecompressionBuffer+$0860 ; 21 - Net
|
|
dw BigDecompressionBuffer+$1900 ; 22 - Blue Mail
|
|
dw BigDecompressionBuffer+$1900 ; 23 - Red Mail
|
|
dw BigDecompressionBuffer+$1DC0 ; 24 - Small Key
|
|
dw BigDecompressionBuffer+$1140 ; 25 - Compbutt
|
|
dw BigDecompressionBuffer+$18C0 ; 26 - Heart Container from 4/4
|
|
dw BigDecompressionBuffer+$1080 ; 27 - Bomb
|
|
dw BigDecompressionBuffer+$1840 ; 28 - 3 bombs
|
|
dw BigDecompressionBuffer+$1540 ; 29 - Mushroom
|
|
dw BigDecompressionBuffer+$1DE0 ; 2A - Red boomerang
|
|
dw BigDecompressionBuffer+$1500 ; 2B - Full bottle (red)
|
|
dw BigDecompressionBuffer+$1500 ; 2C - Full bottle (green)
|
|
dw BigDecompressionBuffer+$1500 ; 2D - Full bottle (blue)
|
|
dw BigDecompressionBuffer+$1500 ; 2E - Potion refill (red)
|
|
dw BigDecompressionBuffer+$1500 ; 2F - Potion refill (green)
|
|
dw BigDecompressionBuffer+$1500 ; 30 - Potion refill (blue)
|
|
dw BigDecompressionBuffer+$1D00 ; 31 - 10 bombs
|
|
dw BigDecompressionBuffer+$15C0 ; 32 - Big key
|
|
dw BigDecompressionBuffer+$1580 ; 33 - Map
|
|
dw BigDecompressionBuffer+$0800 ; 34 - 1 rupee
|
|
dw BigDecompressionBuffer+$0800 ; 35 - 5 rupees
|
|
dw BigDecompressionBuffer+$0800 ; 36 - 20 rupees
|
|
dw $0820 ; 37 - Green pendant
|
|
dw BigDecompressionBuffer+$0080 ; 38 - Blue pendant
|
|
dw BigDecompressionBuffer+$0080 ; 39 - Red pendant
|
|
dw BigDecompressionBuffer+$0920 ; 3A - Tossed bow
|
|
dw BigDecompressionBuffer+$08E0 ; 3B - Silver bow
|
|
dw BigDecompressionBuffer+$09A0 ; 3C - Full bottle (bee)
|
|
dw BigDecompressionBuffer+$0960 ; 3D - Full bottle (fairy)
|
|
dw BigDecompressionBuffer+$18C0 ; 3E - Boss heart
|
|
dw BigDecompressionBuffer+$18C0 ; 3F - Sanc heart
|
|
dw BigDecompressionBuffer+$0D20 ; 40 - 100 rupees
|
|
dw BigDecompressionBuffer+$0D60 ; 41 - 50 rupees
|
|
dw BigDecompressionBuffer+$0CC0 ; 42 - Heart
|
|
dw BigDecompressionBuffer+$0D00 ; 43 - Arrow
|
|
dw BigDecompressionBuffer+$1880 ; 44 - 10 arrows
|
|
dw BigDecompressionBuffer+$0CE0 ; 45 - Small magic
|
|
dw BigDecompressionBuffer+$0DA0 ; 46 - 300 rupees
|
|
dw BigDecompressionBuffer+$0000 ; 47 - 20 rupees green
|
|
dw BigDecompressionBuffer+$09A0 ; 48 - Full bottle (good bee)
|
|
dw BigDecompressionBuffer+$1C20 ; 49 - Tossed fighter sword
|
|
dw BigDecompressionBuffer+$0C40 ; 4A - Active Flute
|
|
dw BigDecompressionBuffer+$0040 ; 4B - Boots
|
|
|
|
; Rando items
|
|
dw $04A0 ; 4C - Bomb capacity (50)
|
|
dw $05A0 ; 4D - Arrow capacity (70)
|
|
dw $01A0 ; 4E - 1/2 magic
|
|
dw $01E0 ; 4F - 1/4 magic
|
|
dw $00E0 ; 50 - Safe master sword
|
|
dw $0420 ; 51 - Bomb capacity (+5)
|
|
dw $0460 ; 52 - Bomb capacity (+10)
|
|
dw $0520 ; 53 - Arrow capacity (+5)
|
|
dw $0560 ; 54 - Arrow capacity (+10)
|
|
dw $0 ; 55 - Programmable item 1
|
|
dw $0 ; 56 - Programmable item 2
|
|
dw $0 ; 57 - Programmable item 3
|
|
dw $05E0 ; 58 - Upgrade-only silver arrows
|
|
dw $0 ; 59 - Rupoor
|
|
dw $0020 ; 5A - Nothing
|
|
dw $0DE0 ; 5B - Red clock
|
|
dw $0DE0 ; 5C - Blue clock
|
|
dw $0DE0 ; 5D - Green clock
|
|
dw $0 ; 5E - Progressive sword
|
|
dw $0 ; 5F - Progressive shield
|
|
dw $0 ; 60 - Progressive armor
|
|
dw $0 ; 61 - Progressive glove
|
|
dw $0 ; 62 - RNG pool item (single)
|
|
dw $0 ; 63 - RNG pool item (multi)
|
|
dw $0 ; 64 - Progressive bow
|
|
dw $0 ; 65 - Progressive bow
|
|
dw $0 ; 66 -
|
|
dw $0 ; 67 -
|
|
dw $0 ; 68 -
|
|
dw $0 ; 69 -
|
|
dw $0060 ; 6A - Triforce
|
|
dw $11E0 ; 6B - Power star
|
|
dw $0060 ; 6C - Triforce Piece
|
|
dw $0 ; 6D - Server request item
|
|
dw $0 ; 6E - Server request item (dungeon drop)
|
|
dw $0 ; 6F -
|
|
|
|
dw BigDecompressionBuffer+$1580 ; 70 - Map of Light World
|
|
dw BigDecompressionBuffer+$1580 ; 71 - Map of Dark World
|
|
dw BigDecompressionBuffer+$1580 ; 72 - Map of Ganon's Tower
|
|
dw BigDecompressionBuffer+$1580 ; 73 - Map of Turtle Rock
|
|
dw BigDecompressionBuffer+$1580 ; 74 - Map of Thieves' Town
|
|
dw BigDecompressionBuffer+$1580 ; 75 - Map of Tower of Hera
|
|
dw BigDecompressionBuffer+$1580 ; 76 - Map of Ice Palace
|
|
dw BigDecompressionBuffer+$1580 ; 77 - Map of Skull Woods
|
|
dw BigDecompressionBuffer+$1580 ; 78 - Map of Misery Mire
|
|
dw BigDecompressionBuffer+$1580 ; 79 - Map of Dark Palace
|
|
dw BigDecompressionBuffer+$1580 ; 7A - Map of Swamp Palace
|
|
dw BigDecompressionBuffer+$1580 ; 7B - Map of Agahnim's Tower
|
|
dw BigDecompressionBuffer+$1580 ; 7C - Map of Desert Palace
|
|
dw BigDecompressionBuffer+$1580 ; 7D - Map of Eastern Palace
|
|
dw BigDecompressionBuffer+$1580 ; 7E - Map of Hyrule Castle
|
|
dw BigDecompressionBuffer+$1580 ; 7F - Map of Sewers
|
|
|
|
dw BigDecompressionBuffer+$1140 ; 80 - Compass of Light World
|
|
dw BigDecompressionBuffer+$1140 ; 81 - Compass of Dark World
|
|
dw BigDecompressionBuffer+$1140 ; 82 - Compass of Ganon's Tower
|
|
dw BigDecompressionBuffer+$1140 ; 83 - Compass of Turtle Rock
|
|
dw BigDecompressionBuffer+$1140 ; 84 - Compass of Thieves' Town
|
|
dw BigDecompressionBuffer+$1140 ; 85 - Compass of Tower of Hera
|
|
dw BigDecompressionBuffer+$1140 ; 86 - Compass of Ice Palace
|
|
dw BigDecompressionBuffer+$1140 ; 87 - Compass of Skull Woods
|
|
dw BigDecompressionBuffer+$1140 ; 88 - Compass of Misery Mire
|
|
dw BigDecompressionBuffer+$1140 ; 89 - Compass of Dark Palace
|
|
dw BigDecompressionBuffer+$1140 ; 8A - Compass of Swamp Palace
|
|
dw BigDecompressionBuffer+$1140 ; 8B - Compass of Agahnim's Tower
|
|
dw BigDecompressionBuffer+$1140 ; 8C - Compass of Desert Palace
|
|
dw BigDecompressionBuffer+$1140 ; 8D - Compass of Eastern Palace
|
|
dw BigDecompressionBuffer+$1140 ; 8E - Compass of Hyrule Castle
|
|
dw BigDecompressionBuffer+$1140 ; 8F - Compass of Sewers
|
|
dw $0 ; 90 - Skull key
|
|
dw $0 ; 91 - Reserved
|
|
|
|
dw BigDecompressionBuffer+$15C0 ; 92 - Big key of Ganon's Tower
|
|
dw BigDecompressionBuffer+$15C0 ; 93 - Big key of Turtle Rock
|
|
dw BigDecompressionBuffer+$15C0 ; 94 - Big key of Thieves' Town
|
|
dw BigDecompressionBuffer+$15C0 ; 95 - Big key of Tower of Hera
|
|
dw BigDecompressionBuffer+$15C0 ; 96 - Big key of Ice Palace
|
|
dw BigDecompressionBuffer+$15C0 ; 97 - Big key of Skull Woods
|
|
dw BigDecompressionBuffer+$15C0 ; 98 - Big key of Misery Mire
|
|
dw BigDecompressionBuffer+$15C0 ; 99 - Big key of Dark Palace
|
|
dw BigDecompressionBuffer+$15C0 ; 9A - Big key of Swamp Palace
|
|
dw BigDecompressionBuffer+$15C0 ; 9B - Big key of Agahnim's Tower
|
|
dw BigDecompressionBuffer+$15C0 ; 9C - Big key of Desert Palace
|
|
dw BigDecompressionBuffer+$15C0 ; 9D - Big key of Eastern Palace
|
|
dw BigDecompressionBuffer+$15C0 ; 9E - Big key of Hyrule Castle
|
|
dw BigDecompressionBuffer+$15C0 ; 9F - Big key of Sewers
|
|
|
|
dw BigDecompressionBuffer+$1DC0 ; A0 - Small key of Sewers
|
|
dw BigDecompressionBuffer+$1DC0 ; A1 - Small key of Hyrule Castle
|
|
dw BigDecompressionBuffer+$1DC0 ; A2 - Small key of Eastern Palace
|
|
dw BigDecompressionBuffer+$1DC0 ; A3 - Small key of Desert Palace
|
|
dw BigDecompressionBuffer+$1DC0 ; A4 - Small key of Agahnim's Tower
|
|
dw BigDecompressionBuffer+$1DC0 ; A5 - Small key of Swamp Palace
|
|
dw BigDecompressionBuffer+$1DC0 ; A6 - Small key of Dark Palace
|
|
dw BigDecompressionBuffer+$1DC0 ; A7 - Small key of Misery Mire
|
|
dw BigDecompressionBuffer+$1DC0 ; A8 - Small key of Skull Woods
|
|
dw BigDecompressionBuffer+$1DC0 ; A9 - Small key of Ice Palace
|
|
dw BigDecompressionBuffer+$1DC0 ; AA - Small key of Tower of Hera
|
|
dw BigDecompressionBuffer+$1DC0 ; AB - Small key of Thieves' Town
|
|
dw BigDecompressionBuffer+$1DC0 ; AC - Small key of Turtle Rock
|
|
dw BigDecompressionBuffer+$1DC0 ; AD - Small key of Ganon's Tower
|
|
dw $0 ; AE - Reserved
|
|
dw BigDecompressionBuffer+$1DC0 ; AF - Generic small key
|
|
dw BigDecompressionBuffer+$08A0 ; B0 - Crystal 6
|
|
dw BigDecompressionBuffer+$08A0 ; B1 - Crystal 1
|
|
dw BigDecompressionBuffer+$08A0 ; B2 - Crystal 5
|
|
dw BigDecompressionBuffer+$08A0 ; B3 - Crystal 7
|
|
dw BigDecompressionBuffer+$08A0 ; B4 - Crystal 2
|
|
dw BigDecompressionBuffer+$08A0 ; B5 - Crystal 4
|
|
dw BigDecompressionBuffer+$08A0 ; B6 - Crystal 3
|
|
dw $0 ; B7 - Reserved
|
|
dw $0 ; B8 -
|
|
dw $0 ; B9 -
|
|
dw $0 ; BA -
|
|
dw $0 ; BB -
|
|
dw $0 ; BC -
|
|
dw $0 ; BD -
|
|
dw $0 ; BE -
|
|
dw $0 ; BF -
|
|
dw $0 ; C0 -
|
|
dw $0 ; C1 -
|
|
dw $0 ; C2 -
|
|
dw $0 ; C3 -
|
|
dw $0 ; C4 -
|
|
dw $0 ; C5 -
|
|
dw $0 ; C6 -
|
|
dw $0 ; C7 -
|
|
dw $0 ; C8 -
|
|
dw $0 ; C9 -
|
|
dw $0 ; CA -
|
|
dw $0 ; CB -
|
|
dw $0 ; CC -
|
|
dw $0 ; CD -
|
|
dw $0 ; CE -
|
|
dw $0 ; CF -
|
|
dw $11E0 ; D0 - Bee trap
|
|
dw $11E0 ; D1 - Apples
|
|
dw $11E0 ; D2 - Fairy
|
|
dw $11E0 ; D3 - Chicken
|
|
dw $11E0 ; D4 - Big Magic
|
|
dw $11E0 ; D5 - 5 Arrows
|
|
dw $0 ; D6 -
|
|
dw $0 ; D7 -
|
|
dw $0 ; D8 -
|
|
dw $0 ; D9 -
|
|
dw $0 ; DA -
|
|
dw $0 ; DB -
|
|
dw $0 ; DC -
|
|
dw $0 ; DD -
|
|
dw $0 ; DE -
|
|
dw $0 ; DF -
|
|
dw $0 ; E0 -
|
|
dw $0 ; E1 -
|
|
dw $0 ; E2 -
|
|
dw $0 ; E3 -
|
|
dw $0 ; E4 -
|
|
dw $0 ; E5 -
|
|
dw $0 ; E6 -
|
|
dw $0 ; E7 -
|
|
dw $0 ; E8 -
|
|
dw $0 ; E9 -
|
|
dw $0 ; EA -
|
|
dw $0 ; EB -
|
|
dw $0 ; EC -
|
|
dw $0 ; ED -
|
|
dw $0 ; EE -
|
|
dw $0 ; EF -
|
|
dw $0 ; F0 -
|
|
dw $0 ; F1 -
|
|
dw $0 ; F2 -
|
|
dw $0 ; F3 -
|
|
dw $0 ; F4 -
|
|
dw $0 ; F5 -
|
|
dw $0 ; F6 -
|
|
dw $0 ; F7 -
|
|
dw $0 ; F8 -
|
|
dw $0 ; F9 -
|
|
dw $0 ; FA -
|
|
dw $0 ; FB -
|
|
dw $0 ; FC -
|
|
dw $0 ; FD -
|
|
dw $0 ; FE - Server request (async)
|
|
dw $0 ; FF -
|
|
|
|
;===================================================================================================
|
|
; The table below is for "standing" items, either in heart piece locations, boss heart locations
|
|
; or shops etc. Generally we do not and shouldn't use different gfx for this purpose, so this is
|
|
; mostly a copy of the previous table. However some items, such as swords, use a separate sprite
|
|
; for receipt and non-receipt drawing.
|
|
;===================================================================================================
|
|
StandingItemGraphicsOffsets:
|
|
dw $0860 ; 00 - Fighter Sword and Shield
|
|
dw $00E0 ; 01 - Master Sword
|
|
dw $0120 ; 02 - Tempered Sword
|
|
dw $0160 ; 03 - Butter Sword
|
|
dw BigDecompressionBuffer+$09E0 ; 04 - Fighter Shield
|
|
dw BigDecompressionBuffer+$1940 ; 05 - Fire Shield
|
|
dw BigDecompressionBuffer+$0C80 ; 06 - Mirror Shield
|
|
dw BigDecompressionBuffer+$1C80 ; 07 - Fire Rod
|
|
dw BigDecompressionBuffer+$1C80 ; 08 - Ice Rod
|
|
dw BigDecompressionBuffer+$1CA0 ; 09 - Hammer
|
|
dw BigDecompressionBuffer+$1C60 ; 0A - Hookshot
|
|
dw BigDecompressionBuffer+$1C00 ; 0B - Bow
|
|
dw BigDecompressionBuffer+$1DE0 ; 0C - Boomerang
|
|
dw BigDecompressionBuffer+$1CC0 ; 0D - Powder
|
|
dw BigDecompressionBuffer+$09A0 ; 0E - Bottle Refill (bee)
|
|
dw BigDecompressionBuffer+$1440 ; 0F - Bombos
|
|
dw BigDecompressionBuffer+$1400 ; 10 - Ether
|
|
dw BigDecompressionBuffer+$1480 ; 11 - Quake
|
|
dw BigDecompressionBuffer+$10C0 ; 12 - Lamp
|
|
dw BigDecompressionBuffer+$11E0 ; 13 - Shovel
|
|
dw BigDecompressionBuffer+$0C40 ; 14 - Flute
|
|
dw BigDecompressionBuffer+$1C40 ; 15 - Somaria
|
|
dw BigDecompressionBuffer+$14C0 ; 16 - Bottle
|
|
dw BigDecompressionBuffer+$0C00 ; 17 - Heartpiece
|
|
dw BigDecompressionBuffer+$1C40 ; 18 - Byrna
|
|
dw BigDecompressionBuffer+$1100 ; 19 - Cape
|
|
dw BigDecompressionBuffer+$1040 ; 1A - Mirror
|
|
dw BigDecompressionBuffer+$1D40 ; 1B - Glove
|
|
dw BigDecompressionBuffer+$1D40 ; 1C - Mitts
|
|
dw BigDecompressionBuffer+$1D80 ; 1D - Book
|
|
dw BigDecompressionBuffer+$1000 ; 1E - Flippers
|
|
dw BigDecompressionBuffer+$1180 ; 1F - Pearl
|
|
dw BigDecompressionBuffer+$08A0 ; 20 - Crystal
|
|
dw BigDecompressionBuffer+$0860 ; 21 - Net
|
|
dw BigDecompressionBuffer+$1900 ; 22 - Blue Mail
|
|
dw BigDecompressionBuffer+$1900 ; 23 - Red Mail
|
|
dw BigDecompressionBuffer+$1DC0 ; 24 - Small Key
|
|
dw BigDecompressionBuffer+$1140 ; 25 - Compbutt
|
|
dw BigDecompressionBuffer+$18C0 ; 26 - Heart Container from 4/4
|
|
dw BigDecompressionBuffer+$1080 ; 27 - Bomb
|
|
dw BigDecompressionBuffer+$1840 ; 28 - 3 bombs
|
|
dw BigDecompressionBuffer+$1540 ; 29 - Mushroom
|
|
dw BigDecompressionBuffer+$1DE0 ; 2A - Red boomerang
|
|
dw BigDecompressionBuffer+$1500 ; 2B - Full bottle (red)
|
|
dw BigDecompressionBuffer+$1500 ; 2C - Full bottle (green)
|
|
dw BigDecompressionBuffer+$1500 ; 2D - Full bottle (blue)
|
|
dw BigDecompressionBuffer+$1500 ; 2E - Potion refill (red)
|
|
dw BigDecompressionBuffer+$1500 ; 2F - Potion refill (green)
|
|
dw BigDecompressionBuffer+$1500 ; 30 - Potion refill (blue)
|
|
dw BigDecompressionBuffer+$1D00 ; 31 - 10 bombs
|
|
dw BigDecompressionBuffer+$15C0 ; 32 - Big key
|
|
dw BigDecompressionBuffer+$1580 ; 33 - Map
|
|
dw BigDecompressionBuffer+$0800 ; 34 - 1 rupee
|
|
dw BigDecompressionBuffer+$0800 ; 35 - 5 rupees
|
|
dw BigDecompressionBuffer+$0800 ; 36 - 20 rupees
|
|
dw $0820 ; 37 - Green pendant
|
|
dw BigDecompressionBuffer+$0080 ; 38 - Blue pendant
|
|
dw BigDecompressionBuffer+$0080 ; 39 - Red pendant
|
|
dw BigDecompressionBuffer+$0920 ; 3A - Tossed bow
|
|
dw BigDecompressionBuffer+$08E0 ; 3B - Silvers
|
|
dw BigDecompressionBuffer+$09A0 ; 3C - Full bottle (bee)
|
|
dw BigDecompressionBuffer+$0960 ; 3D - Full bottle (fairy)
|
|
dw BigDecompressionBuffer+$18C0 ; 3E - Boss heart
|
|
dw BigDecompressionBuffer+$18C0 ; 3F - Sanc heart
|
|
dw BigDecompressionBuffer+$0D20 ; 40 - 100 rupees
|
|
dw BigDecompressionBuffer+$0D60 ; 41 - 50 rupees
|
|
dw BigDecompressionBuffer+$0CC0 ; 42 - Heart
|
|
dw BigDecompressionBuffer+$0D00 ; 43 - Arrow
|
|
dw BigDecompressionBuffer+$1880 ; 44 - 10 arrows
|
|
dw BigDecompressionBuffer+$0CE0 ; 45 - Small magic
|
|
dw BigDecompressionBuffer+$0DA0 ; 46 - 300 rupees
|
|
dw BigDecompressionBuffer+$0000 ; 47 - 20 rupees green
|
|
dw BigDecompressionBuffer+$09A0 ; 48 - Full bottle (good bee)
|
|
dw $00A0 ; 49 - Tossed fighter sword
|
|
dw BigDecompressionBuffer+$0C40 ; 4A - Active Flute
|
|
dw BigDecompressionBuffer+$0040 ; 4B - Boots
|
|
|
|
; Rando items
|
|
dw $04A0 ; 4C - Bomb capacity (50)
|
|
dw $05A0 ; 4D - Arrow capacity (70)
|
|
dw $01A0 ; 4E - 1/2 magic
|
|
dw $01E0 ; 4F - 1/4 magic
|
|
dw $00E0 ; 50 - Safe master sword
|
|
dw $0420 ; 51 - Bomb capacity (+5)
|
|
dw $0460 ; 52 - Bomb capacity (+10)
|
|
dw $0520 ; 53 - Arrow capacity (+5)
|
|
dw $0560 ; 54 - Arrow capacity (+10)
|
|
dw $0 ; 55 - Programmable item 1
|
|
dw $0 ; 56 - Programmable item 2
|
|
dw $0 ; 57 - Programmable item 3
|
|
dw $05E0 ; 58 - Upgrade-only silver arrows
|
|
dw $0 ; 59 - Rupoor
|
|
dw $0020 ; 5A - Nothing
|
|
dw $0DE0 ; 5B - Red clock
|
|
dw $0DE0 ; 5C - Blue clock
|
|
dw $0DE0 ; 5D - Green clock
|
|
dw $0 ; 5E - Progressive sword
|
|
dw $0 ; 5F - Progressive shield
|
|
dw $0 ; 60 - Progressive armor
|
|
dw $0 ; 61 - Progressive glove
|
|
dw $0 ; 62 - RNG pool item (single)
|
|
dw $0 ; 63 - RNG pool item (multi)
|
|
dw $0 ; 64 - Progressive bow
|
|
dw $0 ; 65 - Progressive bow
|
|
dw $0 ; 66 -
|
|
dw $0 ; 67 -
|
|
dw $0 ; 68 -
|
|
dw $0 ; 69 -
|
|
dw $0060 ; 6A - Triforce
|
|
dw $11E0 ; 6B - Power star
|
|
dw $0060 ; 6C - Triforce Piece
|
|
dw $0 ; 6D - Server request item
|
|
dw $0 ; 6E - Server request item (dungeon drop)
|
|
dw $0 ; 6F -
|
|
|
|
dw BigDecompressionBuffer+$1580 ; 70 - Map of Light World
|
|
dw BigDecompressionBuffer+$1580 ; 71 - Map of Dark World
|
|
dw BigDecompressionBuffer+$1580 ; 72 - Map of Ganon's Tower
|
|
dw BigDecompressionBuffer+$1580 ; 73 - Map of Turtle Rock
|
|
dw BigDecompressionBuffer+$1580 ; 74 - Map of Thieves' Town
|
|
dw BigDecompressionBuffer+$1580 ; 75 - Map of Tower of Hera
|
|
dw BigDecompressionBuffer+$1580 ; 76 - Map of Ice Palace
|
|
dw BigDecompressionBuffer+$1580 ; 77 - Map of Skull Woods
|
|
dw BigDecompressionBuffer+$1580 ; 78 - Map of Misery Mire
|
|
dw BigDecompressionBuffer+$1580 ; 79 - Map of Dark Palace
|
|
dw BigDecompressionBuffer+$1580 ; 7A - Map of Swamp Palace
|
|
dw BigDecompressionBuffer+$1580 ; 7B - Map of Agahnim's Tower
|
|
dw BigDecompressionBuffer+$1580 ; 7C - Map of Desert Palace
|
|
dw BigDecompressionBuffer+$1580 ; 7D - Map of Eastern Palace
|
|
dw BigDecompressionBuffer+$1580 ; 7E - Map of Hyrule Castle
|
|
dw BigDecompressionBuffer+$1580 ; 7F - Map of Sewers
|
|
|
|
dw BigDecompressionBuffer+$1140 ; 80 - Compass of Light World
|
|
dw BigDecompressionBuffer+$1140 ; 81 - Compass of Dark World
|
|
dw BigDecompressionBuffer+$1140 ; 82 - Compass of Ganon's Tower
|
|
dw BigDecompressionBuffer+$1140 ; 83 - Compass of Turtle Rock
|
|
dw BigDecompressionBuffer+$1140 ; 84 - Compass of Thieves' Town
|
|
dw BigDecompressionBuffer+$1140 ; 85 - Compass of Tower of Hera
|
|
dw BigDecompressionBuffer+$1140 ; 86 - Compass of Ice Palace
|
|
dw BigDecompressionBuffer+$1140 ; 87 - Compass of Skull Woods
|
|
dw BigDecompressionBuffer+$1140 ; 88 - Compass of Misery Mire
|
|
dw BigDecompressionBuffer+$1140 ; 89 - Compass of Dark Palace
|
|
dw BigDecompressionBuffer+$1140 ; 8A - Compass of Swamp Palace
|
|
dw BigDecompressionBuffer+$1140 ; 8B - Compass of Agahnim's Tower
|
|
dw BigDecompressionBuffer+$1140 ; 8C - Compass of Desert Palace
|
|
dw BigDecompressionBuffer+$1140 ; 8D - Compass of Eastern Palace
|
|
dw BigDecompressionBuffer+$1140 ; 8E - Compass of Hyrule Castle
|
|
dw BigDecompressionBuffer+$1140 ; 8F - Compass of Sewers
|
|
dw $0 ; 90 - Skull key
|
|
dw $0 ; 91 - Reserved
|
|
|
|
dw BigDecompressionBuffer+$15C0 ; 92 - Big key of Ganon's Tower
|
|
dw BigDecompressionBuffer+$15C0 ; 93 - Big key of Turtle Rock
|
|
dw BigDecompressionBuffer+$15C0 ; 94 - Big key of Thieves' Town
|
|
dw BigDecompressionBuffer+$15C0 ; 95 - Big key of Tower of Hera
|
|
dw BigDecompressionBuffer+$15C0 ; 96 - Big key of Ice Palace
|
|
dw BigDecompressionBuffer+$15C0 ; 97 - Big key of Skull Woods
|
|
dw BigDecompressionBuffer+$15C0 ; 98 - Big key of Misery Mire
|
|
dw BigDecompressionBuffer+$15C0 ; 99 - Big key of Dark Palace
|
|
dw BigDecompressionBuffer+$15C0 ; 9A - Big key of Swamp Palace
|
|
dw BigDecompressionBuffer+$15C0 ; 9B - Big key of Agahnim's Tower
|
|
dw BigDecompressionBuffer+$15C0 ; 9C - Big key of Desert Palace
|
|
dw BigDecompressionBuffer+$15C0 ; 9D - Big key of Eastern Palace
|
|
dw BigDecompressionBuffer+$15C0 ; 9E - Big key of Hyrule Castle
|
|
dw BigDecompressionBuffer+$15C0 ; 9F - Big key of Sewers
|
|
|
|
dw BigDecompressionBuffer+$1DC0 ; A0 - Small key of Sewers
|
|
dw BigDecompressionBuffer+$1DC0 ; A1 - Small key of Hyrule Castle
|
|
dw BigDecompressionBuffer+$1DC0 ; A2 - Small key of Eastern Palace
|
|
dw BigDecompressionBuffer+$1DC0 ; A3 - Small key of Desert Palace
|
|
dw BigDecompressionBuffer+$1DC0 ; A4 - Small key of Agahnim's Tower
|
|
dw BigDecompressionBuffer+$1DC0 ; A5 - Small key of Swamp Palace
|
|
dw BigDecompressionBuffer+$1DC0 ; A6 - Small key of Dark Palace
|
|
dw BigDecompressionBuffer+$1DC0 ; A7 - Small key of Misery Mire
|
|
dw BigDecompressionBuffer+$1DC0 ; A8 - Small key of Skull Woods
|
|
dw BigDecompressionBuffer+$1DC0 ; A9 - Small key of Ice Palace
|
|
dw BigDecompressionBuffer+$1DC0 ; AA - Small key of Tower of Hera
|
|
dw BigDecompressionBuffer+$1DC0 ; AB - Small key of Thieves' Town
|
|
dw BigDecompressionBuffer+$1DC0 ; AC - Small key of Turtle Rock
|
|
dw BigDecompressionBuffer+$1DC0 ; AD - Small key of Ganon's Tower
|
|
dw $0 ; AE - Reserved
|
|
dw BigDecompressionBuffer+$1DC0 ; AF - Generic small key
|
|
dw BigDecompressionBuffer+$08A0 ; B0 - Crystal 6
|
|
dw BigDecompressionBuffer+$08A0 ; B1 - Crystal 1
|
|
dw BigDecompressionBuffer+$08A0 ; B2 - Crystal 5
|
|
dw BigDecompressionBuffer+$08A0 ; B3 - Crystal 7
|
|
dw BigDecompressionBuffer+$08A0 ; B4 - Crystal 2
|
|
dw BigDecompressionBuffer+$08A0 ; B5 - Crystal 4
|
|
dw BigDecompressionBuffer+$08A0 ; B6 - Crystal 3
|
|
dw $0 ; B7 - Reserved
|
|
dw $0 ; B8 -
|
|
dw $0 ; B9 -
|
|
dw $0 ; BA -
|
|
dw $0 ; BB -
|
|
dw $0 ; BC -
|
|
dw $0 ; BD -
|
|
dw $0 ; BE -
|
|
dw $0 ; BF -
|
|
dw $0 ; C0 -
|
|
dw $0 ; C1 -
|
|
dw $0 ; C2 -
|
|
dw $0 ; C3 -
|
|
dw $0 ; C4 -
|
|
dw $0 ; C5 -
|
|
dw $0 ; C6 -
|
|
dw $0 ; C7 -
|
|
dw $0 ; C8 -
|
|
dw $0 ; C9 -
|
|
dw $0 ; CA -
|
|
dw $0 ; CB -
|
|
dw $0 ; CC -
|
|
dw $0 ; CD -
|
|
dw $0 ; CE -
|
|
dw $0 ; CF -
|
|
dw BigDecompressionBuffer+$09A0 ; D0 - Bee trap
|
|
dw $11E0 ; D1 - Apples
|
|
dw $11E0 ; D2 - Fairy
|
|
dw $11E0 ; D3 - Chicken
|
|
dw $11E0 ; D4 - Big Magic
|
|
dw $11E0 ; D5 - 5 Arrows
|
|
dw $0 ; D6 -
|
|
dw $0 ; D7 -
|
|
dw $0 ; D8 -
|
|
dw $0 ; D9 -
|
|
dw $0 ; DA -
|
|
dw $0 ; DB -
|
|
dw $0 ; DC -
|
|
dw $0 ; DD -
|
|
dw $0 ; DE -
|
|
dw $0 ; DF -
|
|
dw $0 ; E0 -
|
|
dw $0 ; E1 -
|
|
dw $0 ; E2 -
|
|
dw $0 ; E3 -
|
|
dw $0 ; E4 -
|
|
dw $0 ; E5 -
|
|
dw $0 ; E6 -
|
|
dw $0 ; E7 -
|
|
dw $0 ; E8 -
|
|
dw $0 ; E9 -
|
|
dw $0 ; EA -
|
|
dw $0 ; EB -
|
|
dw $0 ; EC -
|
|
dw $0 ; ED -
|
|
dw $0 ; EE -
|
|
dw $0 ; EF -
|
|
dw $0 ; F0 -
|
|
dw $0 ; F1 -
|
|
dw $0 ; F2 -
|
|
dw $0 ; F3 -
|
|
dw $0 ; F4 -
|
|
dw $0 ; F5 -
|
|
dw $0 ; F6 -
|
|
dw $0 ; F7 -
|
|
dw $0 ; F8 -
|
|
dw $0 ; F9 -
|
|
dw $0 ; FA -
|
|
dw $0 ; FB -
|
|
dw $0 ; FC -
|
|
dw $0 ; FD -
|
|
dw $0 ; FE - Server request (async)
|
|
dw $0 ; FF -
|
|
|
|
; high byte is ignore currently for narrow sprites, can't use stuff in OAM2 yet
|
|
; may mess with palette as well
|
|
VRAMAddressOffset:
|
|
dw $0024 ; 00 - Fighter Sword and Shield
|
|
dw $0024 ; 01 - Master Sword
|
|
dw $0024 ; 02 - Tempered Sword
|
|
dw $0024 ; 03 - Butter Sword
|
|
dw $0024 ; 04 - Fighter Shield
|
|
dw $0024 ; 05 - Fire Shield
|
|
dw $0024 ; 06 - Mirror Shield
|
|
dw $0024 ; 07 - Fire Rod
|
|
dw $0024 ; 08 - Ice Rod
|
|
dw $0024 ; 09 - Hammer
|
|
dw $0024 ; 0A - Hookshot
|
|
dw $0024 ; 0B - Bow
|
|
dw $0024 ; 0C - Boomerang
|
|
dw $0024 ; 0D - Powder
|
|
dw $0024 ; 0E - Bottle Refill (bee)
|
|
dw $0024 ; 0F - Bombos
|
|
dw $0024 ; 10 - Ether
|
|
dw $0024 ; 11 - Quake
|
|
dw $0024 ; 12 - Lamp
|
|
dw $0024 ; 13 - Shovel
|
|
dw $0024 ; 14 - Flute
|
|
dw $0024 ; 15 - Somaria
|
|
dw $0024 ; 16 - Bottle
|
|
dw $0024 ; 17 - Heartpiece
|
|
dw $0024 ; 18 - Byrna
|
|
dw $0024 ; 19 - Cape
|
|
dw $0024 ; 1A - Mirror
|
|
dw $0024 ; 1B - Glove
|
|
dw $0024 ; 1C - Mitts
|
|
dw $0024 ; 1D - Book
|
|
dw $0024 ; 1E - Flippers
|
|
dw $0024 ; 1F - Pearl
|
|
dw $0024 ; 20 - Crystal
|
|
dw $0024 ; 21 - Net
|
|
dw $0024 ; 22 - Blue Mail
|
|
dw $0024 ; 23 - Red Mail
|
|
dw $0024 ; 24 - Small Key
|
|
dw $0024 ; 25 - Compbutt
|
|
dw $0024 ; 26 - Heart Container from 4/4
|
|
dw $0024 ; 27 - Bomb
|
|
dw $0024 ; 28 - 3 bombs
|
|
dw $0024 ; 29 - Mushroom
|
|
dw $0024 ; 2A - Red boomerang
|
|
dw $0024 ; 2B - Full bottle (red)
|
|
dw $0024 ; 2C - Full bottle (green)
|
|
dw $0024 ; 2D - Full bottle (blue)
|
|
dw $0024 ; 2E - Potion refill (red)
|
|
dw $0024 ; 2F - Potion refill (green)
|
|
dw $0024 ; 30 - Potion refill (blue)
|
|
dw $0024 ; 31 - 10 bombs
|
|
dw $0024 ; 32 - Big key
|
|
dw $0024 ; 33 - Map
|
|
dw $0024 ; 34 - 1 rupee
|
|
dw $0024 ; 35 - 5 rupees
|
|
dw $0024 ; 36 - 20 rupees
|
|
dw $0024 ; 37 - Green pendant
|
|
dw $0024 ; 38 - Blue pendant
|
|
dw $0024 ; 39 - Red pendant
|
|
dw $0024 ; 3A - Tossed bow
|
|
dw $0024 ; 3B - Silvers
|
|
dw $0024 ; 3C - Full bottle (bee)
|
|
dw $0024 ; 3D - Full bottle (fairy)
|
|
dw $0024 ; 3E - Boss heart
|
|
dw $0024 ; 3F - Sanc heart
|
|
dw $0024 ; 40 - 100 rupees
|
|
dw $0024 ; 41 - 50 rupees
|
|
dw $0024 ; 42 - Heart
|
|
dw $0024 ; 43 - Arrow
|
|
dw $0024 ; 44 - 10 arrows
|
|
dw $0024 ; 45 - Small magic
|
|
dw $0024 ; 46 - 300 rupees
|
|
dw $0024 ; 47 - 20 rupees green
|
|
dw $0024 ; 48 - Full bottle (good bee)
|
|
dw $0024 ; 49 - Tossed fighter sword
|
|
dw $0024 ; 4A - Active Flute
|
|
dw $0024 ; 4B - Boots
|
|
|
|
; Rando items
|
|
dw $0024 ; 4C - Bomb capacity (50)
|
|
dw $0024 ; 4D - Arrow capacity (70)
|
|
dw $0024 ; 4E - 1/2 magic
|
|
dw $0024 ; 4F - 1/4 magic
|
|
dw $0024 ; 50 - Safe master sword
|
|
dw $0024 ; 51 - Bomb capacity (+5)
|
|
dw $0024 ; 52 - Bomb capacity (+10)
|
|
dw $0024 ; 53 - Arrow capacity (+5)
|
|
dw $0024 ; 54 - Arrow capacity (+10)
|
|
dw $0024 ; 55 - Programmable item 1
|
|
dw $0024 ; 56 - Programmable item 2
|
|
dw $0024 ; 57 - Programmable item 3
|
|
dw $0024 ; 58 - Upgrade-only silver arrows
|
|
dw $0024 ; 59 - Rupoor
|
|
dw $0024 ; 5A - Nothing
|
|
dw $0024 ; 5B - Red clock
|
|
dw $0024 ; 5C - Blue clock
|
|
dw $0024 ; 5D - Green clock
|
|
dw $0024 ; 5E - Progressive sword
|
|
dw $0024 ; 5F - Progressive shield
|
|
dw $0024 ; 60 - Progressive armor
|
|
dw $0024 ; 61 - Progressive glove
|
|
dw $0024 ; 62 - RNG pool item (single)
|
|
dw $0024 ; 63 - RNG pool item (multi)
|
|
dw $0024 ; 64 - Progressive bow
|
|
dw $0024 ; 65 - Progressive bow
|
|
dw $0024 ; 66 -
|
|
dw $0024 ; 67 -
|
|
dw $0024 ; 68 -
|
|
dw $0024 ; 69 -
|
|
dw $0024 ; 6A - Triforce
|
|
dw $0024 ; 6B - Power star
|
|
dw $0024 ; 6C - Triforce Piece
|
|
dw $0024 ; 6D - Server request item
|
|
dw $0024 ; 6E - Server request item (dungeon drop)
|
|
dw $0024 ; 6F -
|
|
|
|
dw $0024 ; 70 - Map of Light World
|
|
dw $0024 ; 71 - Map of Dark World
|
|
dw $0024 ; 72 - Map of Ganon's Tower
|
|
dw $0024 ; 73 - Map of Turtle Rock
|
|
dw $0024 ; 74 - Map of Thieves' Town
|
|
dw $0024 ; 75 - Map of Tower of Hera
|
|
dw $0024 ; 76 - Map of Ice Palace
|
|
dw $0024 ; 77 - Map of Skull Woods
|
|
dw $0024 ; 78 - Map of Misery Mire
|
|
dw $0024 ; 79 - Map of Dark Palace
|
|
dw $0024 ; 7A - Map of Swamp Palace
|
|
dw $0024 ; 7B - Map of Agahnim's Tower
|
|
dw $0024 ; 7C - Map of Desert Palace
|
|
dw $0024 ; 7D - Map of Eastern Palace
|
|
dw $0024 ; 7E - Map of Hyrule Castle
|
|
dw $0024 ; 7F - Map of Sewers
|
|
|
|
dw $0024 ; 80 - Compass of Light World
|
|
dw $0024 ; 81 - Compass of Dark World
|
|
dw $0024 ; 82 - Compass of Ganon's Tower
|
|
dw $0024 ; 83 - Compass of Turtle Rock
|
|
dw $0024 ; 84 - Compass of Thieves' Town
|
|
dw $0024 ; 85 - Compass of Tower of Hera
|
|
dw $0024 ; 86 - Compass of Ice Palace
|
|
dw $0024 ; 87 - Compass of Skull Woods
|
|
dw $0024 ; 88 - Compass of Misery Mire
|
|
dw $0024 ; 89 - Compass of Dark Palace
|
|
dw $0024 ; 8A - Compass of Swamp Palace
|
|
dw $0024 ; 8B - Compass of Agahnim's Tower
|
|
dw $0024 ; 8C - Compass of Desert Palace
|
|
dw $0024 ; 8D - Compass of Eastern Palace
|
|
dw $0024 ; 8E - Compass of Hyrule Castle
|
|
dw $0024 ; 8F - Compass of Sewers
|
|
dw $0024 ; 90 - Skull key
|
|
dw $0024 ; 91 - Reserved
|
|
|
|
dw $0024 ; 92 - Big key of Ganon's Tower
|
|
dw $0024 ; 93 - Big key of Turtle Rock
|
|
dw $0024 ; 94 - Big key of Thieves' Town
|
|
dw $0024 ; 95 - Big key of Tower of Hera
|
|
dw $0024 ; 96 - Big key of Ice Palace
|
|
dw $0024 ; 97 - Big key of Skull Woods
|
|
dw $0024 ; 98 - Big key of Misery Mire
|
|
dw $0024 ; 99 - Big key of Dark Palace
|
|
dw $0024 ; 9A - Big key of Swamp Palace
|
|
dw $0024 ; 9B - Big key of Agahnim's Tower
|
|
dw $0024 ; 9C - Big key of Desert Palace
|
|
dw $0024 ; 9D - Big key of Eastern Palace
|
|
dw $0024 ; 9E - Big key of Hyrule Castle
|
|
dw $0024 ; 9F - Big key of Sewers
|
|
|
|
dw $0024 ; A0 - Small key of Sewers
|
|
dw $0024 ; A1 - Small key of Hyrule Castle
|
|
dw $0024 ; A2 - Small key of Eastern Palace
|
|
dw $0024 ; A3 - Small key of Desert Palace
|
|
dw $0024 ; A4 - Small key of Agahnim's Tower
|
|
dw $0024 ; A5 - Small key of Swamp Palace
|
|
dw $0024 ; A6 - Small key of Dark Palace
|
|
dw $0024 ; A7 - Small key of Misery Mire
|
|
dw $0024 ; A8 - Small key of Skull Woods
|
|
dw $0024 ; A9 - Small key of Ice Palace
|
|
dw $0024 ; AA - Small key of Tower of Hera
|
|
dw $0024 ; AB - Small key of Thieves' Town
|
|
dw $0024 ; AC - Small key of Turtle Rock
|
|
dw $0024 ; AD - Small key of Ganon's Tower
|
|
dw $0024 ; AE - Reserved
|
|
dw $0024 ; AF - Generic small key
|
|
dw $0024 ; B0 - Crystal 6
|
|
dw $0024 ; B1 - Crystal 1
|
|
dw $0024 ; B2 - Crystal 5
|
|
dw $0024 ; B3 - Crystal 7
|
|
dw $0024 ; B4 - Crystal 2
|
|
dw $0024 ; B5 - Crystal 4
|
|
dw $0024 ; B6 - Crystal 3
|
|
dw $0024 ; B7 - Reserved
|
|
dw $0024 ; B8 -
|
|
dw $0024 ; B9 -
|
|
dw $0024 ; BA -
|
|
dw $0024 ; BB -
|
|
dw $0024 ; BC -
|
|
dw $0024 ; BD -
|
|
dw $0024 ; BE -
|
|
dw $0024 ; BF -
|
|
dw $0024 ; C0 -
|
|
dw $0024 ; C1 -
|
|
dw $0024 ; C2 -
|
|
dw $0024 ; C3 -
|
|
dw $0024 ; C4 -
|
|
dw $0024 ; C5 -
|
|
dw $0024 ; C6 -
|
|
dw $0024 ; C7 -
|
|
dw $0024 ; C8 -
|
|
dw $0024 ; C9 -
|
|
dw $0024 ; CA -
|
|
dw $0024 ; CB -
|
|
dw $0024 ; CC -
|
|
dw $0024 ; CD -
|
|
dw $0024 ; CE -
|
|
dw $0024 ; CF -
|
|
dw $0024 ; D0 - Bee trap
|
|
dw $00E5 ; D1 - Apples
|
|
dw $00EA ; D2 - Fairy
|
|
dw $0024 ; D3 - Chicken
|
|
dw $0062 ; D4 - Big Magic
|
|
dw $0024 ; D5 - 5 Arrows
|
|
dw $0024 ; D6 -
|
|
dw $0024 ; D7 -
|
|
dw $0024 ; D8 -
|
|
dw $0024 ; D9 -
|
|
dw $0024 ; DA -
|
|
dw $0024 ; DB -
|
|
dw $0024 ; DC -
|
|
dw $0024 ; DD -
|
|
dw $0024 ; DE -
|
|
dw $0024 ; DF -
|
|
dw $0024 ; E0 -
|
|
dw $0024 ; E1 -
|
|
dw $0024 ; E2 -
|
|
dw $0024 ; E3 -
|
|
dw $0024 ; E4 -
|
|
dw $0024 ; E5 -
|
|
dw $0024 ; E6 -
|
|
dw $0024 ; E7 -
|
|
dw $0024 ; E8 -
|
|
dw $0024 ; E9 -
|
|
dw $0024 ; EA -
|
|
dw $0024 ; EB -
|
|
dw $0024 ; EC -
|
|
dw $0024 ; ED -
|
|
dw $0024 ; EE -
|
|
dw $0024 ; EF -
|
|
dw $0024 ; F0 -
|
|
dw $0024 ; F1 -
|
|
dw $0024 ; F2 -
|
|
dw $0024 ; F3 -
|
|
dw $0024 ; F4 -
|
|
dw $0024 ; F5 -
|
|
dw $0024 ; F6 -
|
|
dw $0024 ; F7 -
|
|
dw $0024 ; F8 -
|
|
dw $0024 ; F9 -
|
|
dw $0024 ; FA -
|
|
dw $0024 ; FB -
|
|
dw $0024 ; FC -
|
|
dw $0024 ; FD -
|
|
dw $0024 ; FE - Server request (async)
|
|
dw $0024 ; FF -
|