turn a bunch of addresses into fast rom bunch of consistency clean ups in hooks move zsnes to failures
1069 lines
39 KiB
NASM
1069 lines
39 KiB
NASM
;===================================================================================================
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; Up here at the top of ROM for easy viewing
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;===================================================================================================
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ItemReceiptGraphicsROM:
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; we need some empty space here so that 0000 can mean nothing
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fillbyte $00 : fill 32
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incbin "data/customitems.4bpp"
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;===================================================================================================
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; Get the item's graphic from WRAM/ROM
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; Bit 7 set indicates an explicit WRAM address
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; Bit 7 reset indicates an offset into the ROM buffer
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;===================================================================================================
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;---------------------------------------------------------------------------------------------------
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; Enters with A for parameter
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;---------------------------------------------------------------------------------------------------
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TransferItemReceiptToBuffer_using_GraphicsID:
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PHP
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PHB
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REP #$30
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PHX
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PHY
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SEP #$30
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LDX.b #$00
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.find_reverse
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CMP.l ItemReceipts_graphics,X
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BEQ .found
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INX
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BNE .find_reverse
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.found
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TXA
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REP #$30
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BRA ++
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;===================================================================================================
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TransferRupeesProperly:
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PHP
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PHB
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REP #$31
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PHX
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PHY
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AND.w #$00FF
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SBC.w #$0023
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XBA
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LSR
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LSR
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LSR
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ADC.w #BigDecompressionBuffer+$800
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BRA TransferItemReceiptToBuffer_using_ExplicitBufferAddress
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;===================================================================================================
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TransferItemReceiptToBuffer_using_ReceiptID:
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PHP : PHB
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REP #$30
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PHX : PHY
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++ AND.w #$00FF
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ASL : TAX
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LDA.l BusyItem : BNE +
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LDA.l StandingItemGraphicsOffsets,X
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BRA .have_address
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+
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LDA.l ItemReceiptGraphicsOffsets,X
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.have_address
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BMI TransferItemReceiptToBuffer_using_ExplicitBufferAddress
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.rom_address
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ADC.w #ItemReceiptGraphicsROM
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PHK
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BRA .continue
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#TransferItemReceiptToBuffer_using_ExplicitBufferAddress:
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PEA.w $7F7F
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PLB
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.continue
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PLB
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TAY
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LDX.w #62
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.next_write
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LDA.w $003E,Y
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STA.l ItemGetGFX+$00,X
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LDA.w $023E,Y
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STA.l ItemGetGFX+$40,X
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DEY
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DEY
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DEX
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DEX
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BPL .next_write
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REP #$30
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PLY
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PLX
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PLB
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PLP
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RTL
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;===================================================================================================
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TransferItemReceiptToVRAM:
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REP #$21
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SEP #$10
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LDA.w ItemGFXPtr
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BEQ .exit
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BMI .wram_address
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.rom_address
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ADC.w #ItemReceiptGraphicsROM
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LDX.b #ItemReceiptGraphicsROM>>16
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.set_address
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STA.w $4202
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ADC.w #$0200
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STA.w $4212
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STX.w $4304
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STX.w $4314
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LDX.b #$80
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STX.w $2115
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LDA.w #$1801
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STA.w $4300
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STA.w $4310
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LDA.w #$0040
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STA.w $4305
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STA.w $4315
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LDA.w ItemGFXTgt
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STA.w $2116
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LDX.b #$01
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STX.w $420B
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ADC.w #$0100
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STA.w $2116
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INX
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STX.w $420B
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STZ.w ItemGFXPtr
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.exit
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RTL
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.wram_address
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LDX.b #$7F
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BRA .set_address
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;===================================================================================================
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; Decompress everything at the start of the game
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;===================================================================================================
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DecompBufferOffset = $18
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DecompTestByte = $04
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DecompCommand = $02
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DecompSize = $00
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DecompTileCount = $1A
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DecompSaveY = $1A
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Decomp3BPPScratch = $20
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;===================================================================================================
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DecompressAllItemGraphics:
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PHP
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PHB
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PHD
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REP #$38
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; Stack change for safety
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TSX
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LDA.w #$1400
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TCS
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PHX
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; direct page change for speed
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LDA.w #$1200
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TCD
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STZ.b DecompBufferOffset
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SEP #$34
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STA.l $4200 ; already 0 from the LDA above
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LDX.b #$5D+$73 : JSR FastSpriteDecomp
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LDX.b #$5C+$73 : JSR FastSpriteDecomp
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LDX.b #$5B+$73 : JSR FastSpriteDecomp
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LDX.b #$5A+$73 : JSR FastSpriteDecomp
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REP #$30
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PLX
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TXS
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SEP #$20
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LDA.b #$81
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STA.l $4200
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PLD
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PLB
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PLP
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RTL
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;===================================================================================================
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; I normally hate macros like this... but I don't feel like constantly rewriting this
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;===================================================================================================
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macro GetNextByte()
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LDA.w $0000,Y
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INY
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BNE ?++
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; Y pulls more than it needs, but that's fine
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; the high byte should only be affected if we somehow have FF as our bank
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; and if that happens, we have other problems
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PHB
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PLY
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INY
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PHY
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PLB
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LDY.w #$8000
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?++
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endmacro
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;===================================================================================================
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; There's no long vanilla routine, and we're going to make heavy use of this
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; so might as well rewrite it to be fast
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;===================================================================================================
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FastSpriteDecomp:
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SEP #$30
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LDA.l $80CFC0,X : PHA : PLB ; bank
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LDA.l $80D09F,X : XBA ; high
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LDA.l $80D17E,X ; low
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REP #$10
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TAY
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LDX.w #$0000
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.next_command
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%GetNextByte()
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CMP.b #$FF
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BNE .continue
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;---------------------------------------------------------------------------------------------------
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JMP Unrolled3BPPConvert
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;---------------------------------------------------------------------------------------------------
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.continue
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CMP.b #$E0
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BCS .expanded
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STA.b DecompTestByte
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REP #$20
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AND.w #$001F
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BRA .normal
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;---------------------------------------------------------------------------------------------------
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; Putting some commands up here for branch distance
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;---------------------------------------------------------------------------------------------------
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.nonrepeating
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%GetNextByte()
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STA.l DecompBuffer2,X
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INX
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DEC.b DecompSize+0
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BNE .nonrepeating
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DEC.b DecompSize+1
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BPL .nonrepeating
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BRA .next_command
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;---------------------------------------------------------------------------------------------------
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.repeating
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%GetNextByte()
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STY.b DecompSaveY
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LDY.b DecompSize
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.next_repeating
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STA.l DecompBuffer2,X
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INX
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DEY
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BNE .next_repeating
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LDY.b DecompSaveY
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BRA .next_command
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;---------------------------------------------------------------------------------------------------
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; Rest of command handling
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;---------------------------------------------------------------------------------------------------
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.expanded
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STA.b DecompCommand
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ASL
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ASL
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ASL
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STA.b DecompTestByte
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LDA.b DecompCommand
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AND.b #$03
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XBA
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%GetNextByte()
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REP #$20
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;---------------------------------------------------------------------------------------------------
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.normal
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INC
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STA.b DecompSize
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SEP #$20
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LDA.b DecompTestByte
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AND.b #$E0
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BEQ .nonrepeating
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BMI .copy
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ASL
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BPL .repeating
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ASL
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BPL .repeating_word
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;---------------------------------------------------------------------------------------------------
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.incremental
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%GetNextByte()
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STY.b DecompSaveY
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LDY.b DecompSize
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.next_incremental
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STA.l DecompBuffer2,X
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INC
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INX
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DEY
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BNE .next_incremental
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LDY.b DecompSaveY
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JMP .next_command
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;---------------------------------------------------------------------------------------------------
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.repeating_word
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JSR .get_next_word
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REP #$20
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STY.b DecompSaveY
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LDY.b DecompSize
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DEY
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.next_word
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STA.l DecompBuffer2,X
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INX
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INX
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DEY
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DEY
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BPL .next_word
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INY
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BEQ .not_too_far
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DEX
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.not_too_far
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SEP #$20
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LDY.b DecompSaveY
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JMP .next_command
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;---------------------------------------------------------------------------------------------------
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.copy
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JSR .get_next_word
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STY.b DecompSaveY
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TAY
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PHB
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LDA.b #$7F
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PHA
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PLB
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.next_copy
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LDA.w DecompBuffer2,Y
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STA.w DecompBuffer2,X
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INX
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INY
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DEC.b DecompSize+0
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BNE .next_copy
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DEC.b DecompSize+1
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BPL .next_copy
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PLB
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LDY.b DecompSaveY
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JMP .next_command
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;---------------------------------------------------------------------------------------------------
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; These are only used once per command, so I'm fine with letting them be a JSR I guess
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;---------------------------------------------------------------------------------------------------
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.get_next_word
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%GetNextByte()
|
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XBA
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%GetNextByte()
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XBA
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RTS
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;===================================================================================================
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; More macros, because lazy
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;===================================================================================================
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macro DoPlanesA(offset)
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LDA.w DecompBuffer2+<offset>+<offset>,Y
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STA.w BigDecompressionBuffer+<offset>+<offset>,X
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ORA.w DecompBuffer2+<offset>+<offset>-1,Y
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AND.w #$FF00
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STA.b Decomp3BPPScratch
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LDA.w DecompBuffer2+$10+<offset>,Y
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AND.w #$00FF
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TSB.b Decomp3BPPScratch
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XBA
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ORA.b Decomp3BPPScratch
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STA.w BigDecompressionBuffer+$10+<offset>+<offset>,X
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endmacro
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;===================================================================================================
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|
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Unrolled3BPPConvert:
|
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LDA.b #$7F
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PHA
|
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PLB
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REP #$21
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LDY.w #$0000
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LDX.b DecompBufferOffset
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.next_3bpp_tile
|
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%DoPlanesA(0) ; 8 times
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%DoPlanesA(1)
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%DoPlanesA(2)
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%DoPlanesA(3)
|
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%DoPlanesA(4)
|
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%DoPlanesA(5)
|
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%DoPlanesA(6)
|
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%DoPlanesA(7)
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; carry will always be clear
|
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; don't worry
|
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TXA
|
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ADC.w #32
|
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TAX
|
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|
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; just trust me
|
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TYA
|
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ADC.w #24
|
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TAY
|
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|
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CMP.w #24*64
|
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BCS .done
|
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JMP .next_3bpp_tile
|
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|
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.done
|
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STX.b DecompBufferOffset
|
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SEP #$30
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RTS
|
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|
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;===================================================================================================
|
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|
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ItemReceiptGraphicsOffsets:
|
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dw $0860 ; 00 - Fighter Sword and Shield
|
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dw BigDecompressionBuffer+$11C0 ; 01 - Master Sword
|
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dw BigDecompressionBuffer+$11C0 ; 01 - Tempered Sword
|
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dw BigDecompressionBuffer+$11C0 ; 03 - Butter Sword
|
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dw BigDecompressionBuffer+$09E0 ; 04 - Fighter Shield
|
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dw BigDecompressionBuffer+$1940 ; 05 - Fire Shield
|
|
dw BigDecompressionBuffer+$0C80 ; 06 - Mirror Shield
|
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dw BigDecompressionBuffer+$1C80 ; 07 - Fire Rod
|
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dw BigDecompressionBuffer+$1C80 ; 08 - Ice Rod
|
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dw BigDecompressionBuffer+$1CA0 ; 09 - Hammer
|
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dw BigDecompressionBuffer+$1C60 ; 0A - Hookshot
|
|
dw BigDecompressionBuffer+$1C00 ; 0B - Bow
|
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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 BigDecompressionBuffer+$0080 ; 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+$0DD0 ; 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+$09A0 ; 4A - Bottle refill (good bee)
|
|
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 $0 ; 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 $0 ; 6C -
|
|
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 $0 ; B0 -
|
|
dw $0 ; B1 -
|
|
dw $0 ; B2 -
|
|
dw $0 ; B3 -
|
|
dw $0 ; B4 -
|
|
dw $0 ; B5 -
|
|
dw $0 ; B6 -
|
|
dw $0 ; B7 -
|
|
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 $0 ; D0 -
|
|
dw $0 ; D1 -
|
|
dw $0 ; D2 -
|
|
dw $0 ; D3 -
|
|
dw $0 ; D4 -
|
|
dw $0 ; D5 -
|
|
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 BigDecompressionBuffer+$0080 ; 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+$0DD0 ; 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+$09A0 ; 4A - Bottle refill (good bee)
|
|
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 $0 ; 6C -
|
|
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 $0 ; B0 -
|
|
dw $0 ; B1 -
|
|
dw $0 ; B2 -
|
|
dw $0 ; B3 -
|
|
dw $0 ; B4 -
|
|
dw $0 ; B5 -
|
|
dw $0 ; B6 -
|
|
dw $0 ; B7 -
|
|
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 $0 ; D0 -
|
|
dw $0 ; D1 -
|
|
dw $0 ; D2 -
|
|
dw $0 ; D3 -
|
|
dw $0 ; D4 -
|
|
dw $0 ; D5 -
|
|
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 -
|