turn a bunch of addresses into fast rom bunch of consistency clean ups in hooks move zsnes to failures
781 lines
31 KiB
NASM
781 lines
31 KiB
NASM
;================================================================================
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; Dialog Pointer Override
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;--------------------------------------------------------------------------------
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DialogOverride:
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LDA.l AltTextFlag : BEQ .skip
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LDA.l DialogBuffer, X ; use alternate buffer
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RTL
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.skip
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LDA.l DecompressionBuffer+$1200, X
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RTL
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ResetDialogPointer:
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STZ.w TextID : STZ.w TextID+1 ; reset decompression buffer
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LDA.b #$00 : STA.l AltTextFlag ; zero out the alternate flag
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LDA.b #$1C : STA.w DelayTimer ; thing we wrote over
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RTL
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macro LoadDialogAddress(address)
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PHA : PHX : PHY
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PHP
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PHB : PHK : PLB
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SEP #$20 ; set 8-bit accumulator
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REP #$10 ; set 16-bit index registers
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PEI.b ($00)
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LDA.b Scrap02 : PHA
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STZ.w TextID : STZ.w TextID+1 ; reset decompression buffer
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LDA.b #$01 : STA.l AltTextFlag ; set flag
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%CopyDialog(<address>)
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PLA : STA.b Scrap02
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REP #$20
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PLA : STA.b Scrap00
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PLB
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PLP
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PLY : PLX : PLA
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endmacro
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;--------------------------------------------------------------------------------
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macro CopyDialog(address)
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LDA.b #<address> : STA.b Scrap00 ; write pointer to direct page
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LDA.b #<address>>>8 : STA.b Scrap01
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LDA.b #<address>>>16 : STA.b Scrap02
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%CopyDialogIndirect()
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endmacro
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;--------------------------------------------------------------------------------
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macro CopyDialogIndirect()
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REP #$20 : LDA.l DialogOffsetPointer : TAX : LDY.w #$0000 : SEP #$20 ; copy 2-byte offset pointer to X and set Y to 0
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?loop:
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LDA.b [$00], Y ; load the next character from the pointer
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STA.l DialogBuffer, X ; write to the buffer
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INX : INY
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CMP.b #$7F : BNE ?loop
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REP #$20 ; set 16-bit accumulator
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TXA : INC : STA.l DialogReturnPointer ; copy out X into
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LDA.w #$0000 : STA.l DialogOffsetPointer
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SEP #$20 ; set 8-bit accumulator
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endmacro
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;--------------------------------------------------------------------------------
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LoadDialogAddressIndirect:
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STZ.w TextID : STZ.w TextID+1 ; reset decompression buffer
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LDA.b #$01 : STA.l AltTextFlag ; set flag
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%CopyDialogIndirect()
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RTL
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;--------------------------------------------------------------------------------
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FreeDungeonItemNotice:
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STA.w ScratchBufferV
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PHA : PHX : PHY
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PHP
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PHB : PHK : PLB
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SEP #$20 ; set 8-bit accumulator
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REP #$10 ; set 16-bit index registers
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PEI.b (Scrap00)
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LDA.b Scrap02 : PHA
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LDA.w ScratchBufferNV : PHA
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LDA.w ScratchBufferNV+1 : PHA
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;--------------------------------
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LDA.l FreeItemText : BNE + : JMP .skip : +
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LDA.b #$00 : STA.w ScratchBufferNV ; initialize scratch
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LDA.l FreeItemText : AND.b #$01 : BEQ + ; show message for general small key
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LDA.w ScratchBufferV : CMP.b #$24 : BNE + ; general small key
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%CopyDialog(Notice_SmallKeyOf)
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LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
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%CopyDialog(Notice_Self)
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JMP .done
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+ : LDA.l FreeItemText : AND.b #$02 : BEQ + ; show message for general compass
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LDA.w ScratchBufferV : CMP.b #$25 : BNE + ; general compass
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%CopyDialog(Notice_CompassOf)
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LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
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%CopyDialog(Notice_Self)
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JMP .done
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+ : LDA.l FreeItemText : AND.b #$04 : BEQ + ; show message for general map
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LDA.w ScratchBufferV : CMP.b #$33 : BNE + ; general map
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%CopyDialog(Notice_MapOf)
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LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
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%CopyDialog(Notice_Self)
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JMP .done
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+ : LDA.l FreeItemText : AND.b #$08 : BEQ + ; show message for general big key
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LDA.w ScratchBufferV : CMP.b #$32 : BNE + ; general big key
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%CopyDialog(Notice_BigKeyOf)
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LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
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%CopyDialog(Notice_Self)
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JMP .done
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+
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LDA.l FreeItemText : AND.b #$04 : BEQ + ; show message for dungeon map
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LDA.w ScratchBufferV : AND.b #$F0 ; looking at high bits only
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CMP.b #$70 : BNE + ; map of...
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%CopyDialog(Notice_MapOf)
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JMP .dungeon
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+ : LDA.l FreeItemText : AND.b #$02 : BEQ + ; show message for dungeon compass
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LDA.w ScratchBufferV : AND.b #$F0 : CMP.b #$80 : BNE + ; compass of...
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%CopyDialog(Notice_CompassOf)
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JMP .dungeon
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+ : LDA.l FreeItemText : AND.b #$08 : BEQ + ; show message for dungeon big key
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LDA.w ScratchBufferV : AND.b #$F0 : CMP.b #$90 : BNE + ; big key of...
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%CopyDialog(Notice_BigKeyOf)
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BRA .dungeon
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+ : LDA.l FreeItemText : AND.b #$01 : BEQ + ; show message for dungeon small key
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LDA.w ScratchBufferV : AND.b #$F0 : CMP.b #$A0 : BNE + ; small key of...
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LDA.w ScratchBufferV : CMP.b #$AF : BNE ++ : JMP .skip : ++
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%CopyDialog(Notice_SmallKeyOf)
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LDA.b #$01 : STA.w ScratchBufferNV ; set up a flip for small keys
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BRA .dungeon
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+
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JMP .skip ; it's not something we are going to give a notice for
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.dungeon
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LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
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LDA.w ScratchBufferV
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AND.b #$0F ; looking at low bits only
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STA.w ScratchBufferNV+1
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LDA.w ScratchBufferNV : BEQ +
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LDA.w ScratchBufferNV
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LDA.b #$0F : !SUB.w ScratchBufferNV+1 : STA.w ScratchBufferNV+1 ; flip the values for small keys
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+
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LDA.w ScratchBufferNV+1
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CMP.b #$00 : BNE + ; ...light world
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%CopyDialog(Notice_LightWorld) : JMP .done
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+ : CMP.b #$01 : BNE + ; ...dark world
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%CopyDialog(Notice_DarkWorld) : JMP .done
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+ : CMP.b #$02 : BNE + ; ...ganon's tower
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%CopyDialog(Notice_GTower) : JMP .done
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+ : CMP.b #$03 : BNE + ; ...turtle rock
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%CopyDialog(Notice_TRock) : JMP .done
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+ : CMP.b #$04 : BNE + ; ...thieves' town
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%CopyDialog(Notice_Thieves) : JMP .done
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+ : CMP.b #$05 : BNE + ; ...tower of hera
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%CopyDialog(Notice_Hera) : JMP .done
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+ : CMP.b #$06 : BNE + ; ...ice palace
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%CopyDialog(Notice_Ice) : JMP .done
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+ : CMP.b #$07 : BNE + ; ...skull woods
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%CopyDialog(Notice_Skull) : JMP .done
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+ : CMP.b #$08 : BNE + ; ...misery mire
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%CopyDialog(Notice_Mire) : JMP .done
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+ : CMP.b #$09 : BNE + ; ...dark palace
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%CopyDialog(Notice_PoD) : JMP .done
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+ : CMP.b #$0A : BNE + ; ...swamp palace
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%CopyDialog(Notice_Swamp) : JMP .done
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+ : CMP.b #$0B : BNE + ; ...agahnim's tower
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%CopyDialog(Notice_AgaTower) : JMP .done
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+ : CMP.b #$0C : BNE + ; ...desert palace
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%CopyDialog(Notice_Desert) : JMP .done
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+ : CMP.b #$0D : BNE + ; ...eastern palace
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%CopyDialog(Notice_Eastern) : BRA .done
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+ : CMP.b #$0E : BNE + ; ...hyrule castle
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%CopyDialog(Notice_Castle) : BRA .done
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+ : CMP.b #$0F : BNE + ; ...sewers
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%CopyDialog(Notice_Sewers)
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+
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.done
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STZ.w TextID : STZ.w TextID+1 ; reset decompression buffer
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LDA.b #$01 : STA.l AltTextFlag ; set alternate dialog flag
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STA.l TextBoxDefer
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;--------------------------------
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.skip
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PLA : STA.w ScratchBufferNV+1
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PLA : STA.w ScratchBufferNV
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PLA : STA.b Scrap02
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REP #$20
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PLA : STA.b Scrap00
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PLB
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PLP
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PLY : PLX : PLA
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RTL
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;--------------------------------------------------------------------------------
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DialogResetSelectionIndex:
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JSL.l Attract_DecompressStoryGfx ; what we wrote over
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STZ.w MessageCursor
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RTL
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;--------------------------------------------------------------------------------
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DialogItemReceive:
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BCS .nomessage ; if doubling the item value overflowed it must be a rando item
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CPY.b #$98 : BCC ++ ;if the item is $4C or greater it must be a rando item
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.nomessage
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LDA.w #$FFFF
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BRA .done
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++ LDA.w Ancilla_ReceiveItem_item_messages, Y
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.done
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CMP.w #$FFFF
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RTL
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;--------------------------------------------------------------------------------
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DialogFairyThrow:
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LDA.l Restrict_Ponds : BEQ .normal
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LDA.l BottleContentsOne
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ORA.l BottleContentsTwo : ORA.l BottleContentsThree : ORA.l BottleContentsFour : BNE .normal
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.noInventory
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LDA.w SpriteActivity, X : !ADD #$08 : STA.w SpriteActivity, X
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LDA.b #$51
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LDY.b #$01
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RTL
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.normal
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LDA.b #$88
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LDY.b #$00
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RTL
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;--------------------------------------------------------------------------------
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DialogGanon1:
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JSL.l CheckGanonVulnerability
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REP #$20
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LDA.w #$018C
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BCC +
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LDA.w #$016D
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+ STA.w TextID
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SEP #$20
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JSL.l Sprite_ShowMessageMinimal_Alt
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RTL
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;--------------------------------------------------------------------------------
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; #$0192 - no bow
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; #$0193 - no silvers alternate
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; #$0194 - no silvers
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; #$0195 - silvers
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; BowTracking - bsp-- ---
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; b = bow
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; s = silver arrow bow
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; p = 2nd progressive bow
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DialogGanon2:
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JSL.l CheckGanonVulnerability
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REP #$20
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BCS +
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LDA.w #$018D : BRA ++
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+
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LDA.l BowTracking
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BIT.w #$0080 : BNE + ; branch if bow
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LDA.w #$0192 : BRA ++
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+
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BIT.w #$0040 : BEQ + ; branch if no silvers
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LDA.w #$0195 : BRA ++
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+
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BIT.w #$0020 : BNE + ; branch if p bow
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LDA.w #$0194 : BRA ++
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+
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BIT.w #$0080 : BEQ + ; branch if no bow
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LDA.w #$0193 : BRA ++
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+
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LDA.w #$016E
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++
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STA.w TextID
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SEP #$20
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JSL.l Sprite_ShowMessageMinimal_Alt
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RTL
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;--------------------------------------------------------------------------------
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DialogEtherTablet:
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PHA
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LDA.w ItemCursor : CMP.b #$0F : BEQ + ; Show normal text if book is not equipped
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-
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PLA : JML Sprite_ShowMessageUnconditional ; Wacky Hylian Text
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+
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BIT.b Joy1A_New : BVC - ; Show normal text if Y is not pressed
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LDA.l AllowHammerTablets : BEQ ++
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LDA.l HammerEquipment : BEQ .yesText : BRA .noText
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++
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LDA.l SwordEquipment : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : BCS .noText
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;++
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.yesText
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PLA
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LDA.b #$0C
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LDY.b #$01
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JML Sprite_ShowMessageUnconditional ; Text From MSPedestalText (tables.asm)
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.noText
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PLA
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RTL
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;--------------------------------------------------------------------------------
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DialogBombosTablet:
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PHA
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LDA.w ItemCursor : CMP.b #$0F : BEQ + ; Show normal text if book is not equipped
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-
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PLA : JML Sprite_ShowMessageUnconditional ; Wacky Hylian Text
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+
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BIT.b Joy1A_New : BVC - ; Show normal text if Y is not pressed
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LDA.l AllowHammerTablets : BEQ ++
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LDA.l HammerEquipment : BEQ .yesText : BRA .noText
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++
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LDA.l SwordEquipment : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : !BGE .noText
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;++
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.yesText
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PLA
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LDA.b #$0D
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LDY.b #$01
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JML Sprite_ShowMessageUnconditional ; Text From MSPedestalText (tables.asm)
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.noText
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PLA
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RTL
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;--------------------------------------------------------------------------------
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DialogSahasrahla:
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LDA.l PendantsField : AND.b #$04 : BEQ + ;Check if player has green pendant
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LDA.b #$2F
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LDY.b #$00
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JML Sprite_ShowMessageUnconditional
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+
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RTL
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;--------------------------------------------------------------------------------
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DialogBombShopGuy:
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LDY.b #$15
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LDA.l CrystalsField : AND.b #$05 : CMP.b #$05 : BNE + ;Check if player has crystals 5 & 6
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INY ; from 15 to 16
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+
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TYA
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LDY.b #$01
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JSL.l Sprite_ShowMessageUnconditional
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RTL
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;---------------------------------------------------------------------------------------------------
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AgahnimAsksAboutPed:
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LDA.l InvincibleGanon
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CMP.b #$06 : BNE .vanilla
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LDA.l OverworldEventDataWRAM+$80 ; check ped flag
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AND.b #$40
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BNE .vanilla
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LDA.b #$8C ; message 018C for no ped
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STA.w TextID
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.vanilla
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JML $85FA8E ; Sprite_ShowMessageMinimal
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;--------------------------------------------------------------------------------
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Main_ShowTextMessage_Alt:
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; Are we in text mode? If so then end the routine.
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LDA.b GameMode : CMP.b #$0E : BEQ .already_in_text_mode
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Sprite_ShowMessageMinimal_Alt:
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STZ.b GameSubMode
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PHX : PHY
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PEI.b (Scrap00)
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LDA.b Scrap02 : PHA
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LDA.b #$1C : STA.b Scrap02
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REP #$30
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LDA.w TextID : ASL : TAX
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LDA.l $7F71C0, X
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STA.b Scrap00
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SEP #$30
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LDY.b #$00
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LDA.b [Scrap00], Y : CMP.b #$FE : BNE +
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INY : LDA.b [Scrap00], Y : CMP.b #$6E : BNE +
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INY : LDA.b [Scrap00], Y : : BNE +
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INY : LDA.b [Scrap00], Y : CMP.b #$FE : BNE +
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INY : LDA.b [Scrap00], Y : CMP.b #$6B : BNE +
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INY : LDA.b [Scrap00], Y : CMP.b #$04 : BNE +
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STZ.w MessageCursor
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JMP .end
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+
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STZ.w MessageJunk ; Otherwise set it so we are in text mode.
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STZ.w MessageSubModule
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; Go to text display mode (as opposed to maps, etc)
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LDA.b #$02 : STA.b GameSubMode
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; Store the current module in the temporary location.
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LDA.b GameMode : STA.w GameModeCache
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; Switch the main module ($10) to text mode.
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LDA.b #$0E : STA.b GameMode
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.end
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PLA : STA.b Scrap02
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PLA : STA.b Scrap01
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PLA : STA.b Scrap00
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PLY : PLX
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Main_ShowTextMessage_Alt_already_in_text_mode:
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RTL
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CalculateSignIndex:
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; for the big 1024x1024 screens we are calculating link's effective
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; screen area, as though the screen was 4 different 512x512 screens.
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; And we do this in a way that will likely give the right value even
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; with major glitches.
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LDA.b OverworldIndex : ASL A : TAY ;what we wrote over
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LDA.w OWScreenSize : BEQ .done ; If a small map, we can skip these calculations.
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LDA.b LinkPosY+1 : AND.w #$0002 : ASL #2 : EOR.b OverworldIndex : AND.w #$0008 : BEQ +
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TYA : !ADD.w #$0010 : TAY ;add 16 if we are in lower half of big screen.
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+
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LDA.b LinkPosX+1 : AND.w #$0002 : LSR : EOR.b OverworldIndex : AND.w #$0001 : BEQ +
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TYA : INC #2 : TAY ;add 16 if we are in lower half of big screen.
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+
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; ensure even if things go horribly wrong, we don't read the sign out of bounds and crash:
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TYA : AND.w #$00FF : TAY
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.done
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RTL
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;================================================================
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; Contributor: Myramong
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;================================================================
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Sprite_ShowSolicitedMessageIfPlayerFacing_Alt:
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{
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STA.w TextID
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STY.w TextID+1
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JSL Sprite_CheckDamageToPlayerSameLayerLong : BCC .alpha
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JSL Sprite_CheckIfPlayerPreoccupied : BCS .alpha
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LDA.b Joy1B_New : BPL .alpha
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LDA.w SpriteTimerE, X : BNE .alpha
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LDA.b LinkJumping : CMP.b #$02 : BEQ .alpha
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JSL Sprite_DirectionToFacePlayerLong : PHX : TYX
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; Make sure that the sprite is facing towards the player, otherwise
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; talking can't happen. (What sprites actually use this???)
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LDA.l $85E1A3, X : PLX : CMP.b LinkDirection : BNE .not_facing_each_other
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PHY
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LDA.w TextID
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LDY.w TextID+1
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; Check what room we're in so we know which npc we're talking to
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LDA.b RoomIndex
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CMP.b #$05 : BEQ .SahasrahlaDialogs
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CMP.b #$1C : BEQ .BombShopGuyDialog
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BRA .SayNothing
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.SahasrahlaDialogs
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REP #$20 : LDA.l MapReveal_Sahasrahla : ORA.l MapOverlay : STA.l MapOverlay : SEP #$20
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JSL DialogSahasrahla : BRA .SayNothing
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.BombShopGuyDialog
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REP #$20 : LDA.l MapReveal_BombShop : ORA.l MapOverlay : STA.l MapOverlay : SEP #$20
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JSL DialogBombShopGuy
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.SayNothing
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LDA.b #$40 : STA.w SpriteTimerE, X
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|
||
PLA : EOR.b #$03
|
||
|
||
SEC
|
||
|
||
RTL
|
||
|
||
.not_facing_each_other
|
||
.alpha
|
||
|
||
LDA.w SpriteMoveDirection, X
|
||
|
||
CLC
|
||
|
||
RTL
|
||
}
|
||
;================================================================
|
||
Sprite_ShowSolicitedMessageIfPlayerFacing_PreserveMessage:
|
||
{
|
||
PHY
|
||
PHA
|
||
|
||
JSL Sprite_CheckDamageToPlayerSameLayerLong : BCC .alpha
|
||
JSL Sprite_CheckIfPlayerPreoccupied : BCS .alpha
|
||
|
||
LDA.b Joy1B_New : BPL .alpha
|
||
LDA.w SpriteTimerE, X : BNE .alpha
|
||
LDA.b LinkJumping : CMP.b #$02 : BEQ .alpha
|
||
|
||
JSL Sprite_DirectionToFacePlayerLong : PHX : TYX
|
||
|
||
; Make sure that the sprite is facing towards the player, otherwise
|
||
; talking can't happen. (What sprites actually use this???)
|
||
LDA.l $85E1A3, X : PLX : CMP.b LinkDirection : BNE .not_facing_each_other
|
||
|
||
PLA : XBA : PLA
|
||
|
||
PHY
|
||
|
||
TAY : XBA
|
||
|
||
JSL Sprite_ShowMessageUnconditional
|
||
|
||
LDA.b #$40 : STA.w SpriteTimerE, X
|
||
|
||
PLA : EOR.b #$03
|
||
|
||
SEC
|
||
|
||
RTL
|
||
|
||
.not_facing_each_other
|
||
.alpha
|
||
PLY
|
||
PLA
|
||
|
||
LDA.w SpriteMoveDirection, X
|
||
|
||
CLC
|
||
|
||
RTL
|
||
}
|
||
|
||
;--------------------------------------------------------------------------------
|
||
; A0 - A9 - 0 - 9
|
||
; AA - C3 - A - Z
|
||
; C6 - ?
|
||
; C7 - !
|
||
; C8 - ,
|
||
; C9 - - Hyphen
|
||
; CD - Japanese period
|
||
; CE - ~
|
||
; D8 - ` apostraphe
|
||
;;--------------------------------------------------------------------------------
|
||
;DialogUncleData:
|
||
;;--------------------------------------------------------------------------------
|
||
; .pointers
|
||
; dl #DialogUncleData_weetabix
|
||
; dl #DialogUncleData_bootlessUntilBoots
|
||
; dl #DialogUncleData_onlyOneBed
|
||
; dl #DialogUncleData_onlyTextBox
|
||
; dl #DialogUncleData_mothTutorial
|
||
; dl #DialogUncleData_seedWorst
|
||
; dl #DialogUncleData_chasingTail
|
||
; dl #DialogUncleData_doneBefore
|
||
; dl #DialogUncleData_capeCanPass
|
||
; dl #DialogUncleData_bootsAtRace
|
||
; dl #DialogUncleData_kanzeonSeed
|
||
; dl #DialogUncleData_notRealUncle
|
||
; dl #DialogUncleData_haveAVeryBadTime
|
||
; dl #DialogUncleData_todayBadLuck
|
||
; dl #DialogUncleData_leavingGoodbye
|
||
; dl #DialogUncleData_iGotThis
|
||
; dl #DialogUncleData_raceToCastle
|
||
; dl #DialogUncleData_69BlazeIt
|
||
; dl #DialogUncleData_hi
|
||
; dl #DialogUncleData_gettingSmokes
|
||
; dl #DialogUncleData_dangerousSeeYa
|
||
; dl #DialogUncleData_badEnoughDude
|
||
; dl #DialogUncleData_iAmError
|
||
; dl #DialogUncleData_sub2Guaranteed
|
||
; dl #DialogUncleData_chestSecretEverybody
|
||
; dl #DialogUncleData_findWindFish
|
||
; dl #DialogUncleData_shortcutToGanon
|
||
; dl #DialogUncleData_moonCrashing
|
||
; dl #DialogUncleData_fightVoldemort
|
||
; dl #DialogUncleData_redMailForCowards
|
||
; dl #DialogUncleData_heyListen
|
||
; dl #DialogUncleData_excuseMePrincess
|
||
;;--------------------------------------------------------------------------------
|
||
; .weetabix
|
||
; ; We’re out of / Weetabix. To / the store!
|
||
; db $00, $c0, $00, $ae, $00, $d8, $00, $bb, $00, $ae, $00, $ff, $00, $b8, $00, $be, $00, $bd, $00, $ff, $00, $b8, $00, $af
|
||
; db $75, $00, $c0, $00, $ae, $00, $ae, $00, $bd, $00, $aa, $00, $ab, $00, $b2, $00, $c1, $00, $cD, $00, $ff, $00, $bd, $00, $b8
|
||
; db $76, $00, $bd, $00, $b1, $00, $ae, $00, $ff, $00, $bc, $00, $bd, $00, $b8, $00, $bb, $00, $ae, $00, $c7
|
||
; db $7f, $7f
|
||
;;--------------------------------------------------------------------------------
|
||
; .bootlessUntilBoots
|
||
; ; This seed is / bootless / until boots.
|
||
; db $00, $bd, $00, $b1, $00, $b2, $00, $bc, $00, $ff, $00, $bc, $00, $ae, $00, $ae, $00, $ad, $00, $ff, $00, $b2, $00, $bc
|
||
; db $75, $00, $ab, $00, $b8, $00, $b8, $00, $bd, $00, $b5, $00, $ae, $00, $bc, $00, $bc
|
||
; db $76, $00, $be, $00, $b7, $00, $bd, $00, $b2, $00, $b5, $00, $ff, $00, $ab, $00, $b8, $00, $b8, $00, $bd, $00, $bc, $00, $cD
|
||
; db $7f, $7f
|
||
;;--------------------------------------------------------------------------------
|
||
; .onlyOneBed
|
||
; ; Why do we only / have one bed?
|
||
; db $00, $c0, $00, $b1, $00, $c2, $00, $ff, $00, $ad, $00, $b8, $00, $ff, $00, $c0, $00, $ae, $00, $ff, $00, $b8, $00, $b7, $00, $b5, $00, $c2
|
||
; db $75, $00, $b1, $00, $aa, $00, $bf, $00, $ae, $00, $ff, $00, $b8, $00, $b7, $00, $ae, $00, $ff, $00, $ab, $00, $ae, $00, $ad, $00, $c6
|
||
; db $7f, $7f
|
||
;;--------------------------------------------------------------------------------
|
||
; .onlyTextBox
|
||
; ; This is the / only textbox.
|
||
; db $00, $bd, $00, $b1, $00, $b2, $00, $bc, $00, $ff, $00, $b2, $00, $bc, $00, $ff, $00, $bd, $00, $b1, $00, $ae
|
||
; db $75, $00, $b8, $00, $b7, $00, $b5, $00, $c2, $00, $ff, $00, $bd, $00, $ae, $00, $c1, $00, $bd, $00, $ab, $00, $b8, $00, $c1, $00, $cD
|
||
; db $7f, $7f
|
||
;;--------------------------------------------------------------------------------
|
||
; .mothTutorial
|
||
; ; I'm going to / go watch the / Moth tutorial.
|
||
; db $00, $b2, $00, $d8, $00, $b6, $00, $ff, $00, $b0, $00, $b8, $00, $b2, $00, $b7, $00, $b0, $00, $ff, $00, $bd, $00, $b8
|
||
; db $75, $00, $b0, $00, $b8, $00, $ff, $00, $c0, $00, $aa, $00, $bd, $00, $ac, $00, $b1, $00, $ff, $00, $bd, $00, $b1, $00, $ae
|
||
; db $76, $00, $b6, $00, $b8, $00, $bd, $00, $b1, $00, $ff, $00, $bd, $00, $be, $00, $bd, $00, $b8, $00, $bb, $00, $b2, $00, $aa, $00, $b5, $00, $cD
|
||
; db $7f, $7f
|
||
;;--------------------------------------------------------------------------------
|
||
; .seedWorst
|
||
; ; This seed is / the worst.
|
||
; db $00, $bd, $00, $b1, $00, $b2, $00, $bc, $00, $ff, $00, $bc, $00, $ae, $00, $ae, $00, $ad, $00, $ff, $00, $b2, $00, $bc
|
||
; db $75, $00, $bd, $00, $b1, $00, $ae, $00, $ff, $00, $c0, $00, $b8, $00, $bb, $00, $bc, $00, $bd, $00, $cD
|
||
; db $7f, $7f
|
||
;;--------------------------------------------------------------------------------
|
||
; .chasingTail
|
||
; ; Chasing tail. / Fly ladies. / Do not follow.
|
||
; db $00, $ac, $00, $b1, $00, $aa, $00, $bc, $00, $b2, $00, $b7, $00, $b0, $00, $ff, $00, $bd, $00, $aa, $00, $b2, $00, $b5, $00, $cD
|
||
; db $75, $00, $af, $00, $b5, $00, $c2, $00, $ff, $00, $b5, $00, $aa, $00, $ad, $00, $b2, $00, $ae, $00, $bc, $00, $cD
|
||
; db $76, $00, $ad, $00, $b8, $00, $ff, $00, $b7, $00, $b8, $00, $bd, $00, $ff, $00, $af, $00, $b8, $00, $b5, $00, $b5, $00, $b8, $00, $c0, $00, $cD
|
||
; db $7f, $7f
|
||
;;--------------------------------------------------------------------------------
|
||
; .doneBefore
|
||
; ; I feel like / I’ve done this / before…
|
||
; db $00, $b2, $00, $ff, $00, $af, $00, $ae, $00, $ae, $00, $b5, $00, $ff, $00, $b5, $00, $b2, $00, $b4, $00, $ae
|
||
; db $75, $00, $b2, $00, $d8, $00, $bf, $00, $ae, $00, $ff, $00, $ad, $00, $b8, $00, $b7, $00, $ae, $00, $ff, $00, $bd, $00, $b1, $00, $b2, $00, $bc
|
||
; db $76, $00, $ab, $00, $ae, $00, $af, $00, $b8, $00, $bb, $00, $ae, $00, $cD, $00, $cD, $00, $cD
|
||
; db $7f, $7f
|
||
;;--------------------------------------------------------------------------------
|
||
; .capeCanPass
|
||
; ; Magic cape can / pass through / the barrier!
|
||
; db $00, $b6, $00, $aa, $00, $b0, $00, $b2, $00, $ac, $00, $ff, $00, $ac, $00, $aa, $00, $b9, $00, $ae, $00, $ff, $00, $ac, $00, $aa, $00, $b7
|
||
; db $75, $00, $b9, $00, $aa, $00, $bc, $00, $bc, $00, $ff, $00, $bd, $00, $b1, $00, $bb, $00, $b8, $00, $be, $00, $b0, $00, $b1
|
||
; db $76, $00, $bd, $00, $b1, $00, $ae, $00, $ff, $00, $ab, $00, $aa, $00, $bb, $00, $bb, $00, $b2, $00, $ae, $00, $bb, $00, $c7
|
||
; db $7f, $7f
|
||
;;--------------------------------------------------------------------------------
|
||
; .bootsAtRace
|
||
; ; Boots at race? / Seed confirmed / impossible.
|
||
; db $00, $ab, $00, $b8, $00, $b8, $00, $bd, $00, $bc, $00, $ff, $00, $aa, $00, $bd, $00, $ff, $00, $bb, $00, $aa, $00, $ac, $00, $ae, $00, $c6
|
||
; db $75, $00, $bc, $00, $ae, $00, $ae, $00, $ad, $00, $ff, $00, $ac, $00, $b8, $00, $b7, $00, $af, $00, $b2, $00, $bb, $00, $b6, $00, $ae, $00, $ad
|
||
; db $76, $00, $b2, $00, $b6, $00, $b9, $00, $b8, $00, $bc, $00, $bc, $00, $b2, $00, $ab, $00, $b5, $00, $ae, $00, $cD
|
||
; db $7f, $7f
|
||
;;--------------------------------------------------------------------------------
|
||
; .kanzeonSeed
|
||
; ; If this is a / Kanzeon seed, / I'm quitting.
|
||
; db $00, $b2, $00, $af, $00, $ff, $00, $bd, $00, $b1, $00, $b2, $00, $bc, $00, $ff, $00, $b2, $00, $bc, $00, $ff, $00, $aa
|
||
; db $75, $00, $b4, $00, $aa, $00, $b7, $00, $c3, $00, $ae, $00, $b8, $00, $b7, $00, $ff, $00, $bc, $00, $ae, $00, $ae, $00, $ad, $00, $c8
|
||
; db $76, $00, $b2, $00, $d8, $00, $b6, $00, $ff, $00, $ba, $00, $be, $00, $b2, $00, $bd, $00, $bd, $00, $b2, $00, $b7, $00, $b0, $00, $cD
|
||
; db $7f, $7f
|
||
;;--------------------------------------------------------------------------------
|
||
; .notRealUncle
|
||
; ; I am not your / real uncle.
|
||
; db $00, $b2, $00, $ff, $00, $aa, $00, $b6, $00, $ff, $00, $b7, $00, $b8, $00, $bd, $00, $ff, $00, $c2, $00, $b8, $00, $be, $00, $bb
|
||
; db $75, $00, $bb, $00, $ae, $00, $aa, $00, $b5, $00, $ff, $00, $be, $00, $b7, $00, $ac, $00, $b5, $00, $ae, $00, $cD
|
||
; db $7f, $7f
|
||
;;--------------------------------------------------------------------------------
|
||
; .haveAVeryBadTime
|
||
; ; You're going / to have a very / bad time.
|
||
; db $00, $c2, $00, $b8, $00, $be, $00, $d8, $00, $bb, $00, $ae, $00, $ff, $00, $b0, $00, $b8, $00, $b2, $00, $b7, $00, $b0
|
||
; db $75, $00, $bd, $00, $b8, $00, $ff, $00, $b1, $00, $aa, $00, $bf, $00, $ae, $00, $ff, $00, $aa, $00, $ff, $00, $bf, $00, $ae, $00, $bb, $00, $c2
|
||
; db $76, $00, $ab, $00, $aa, $00, $ad, $00, $ff, $00, $bd, $00, $b2, $00, $b6, $00, $ae, $00, $cD
|
||
; db $7f, $7f
|
||
;;--------------------------------------------------------------------------------
|
||
; .todayBadLuck
|
||
; ; Today you / will have / bad luck.
|
||
; db $00, $bd, $00, $b8, $00, $ad, $00, $aa, $00, $c2, $00, $ff, $00, $c2, $00, $b8, $00, $be, $00, $ff, $00, $c0, $00, $b2, $00, $b5, $00, $b5
|
||
; db $75, $00, $b1, $00, $aa, $00, $bf, $00, $ae, $00, $ff, $00, $ab, $00, $aa, $00, $ad, $00, $ff, $00, $b5, $00, $be, $00, $ac, $00, $b4, $00, $c7
|
||
; db $7f, $7f
|
||
;;--------------------------------------------------------------------------------
|
||
; .leavingGoodbye
|
||
; ; I am leaving / forever. / Goodbye.
|
||
; db $00, $b2, $00, $ff, $00, $aa, $00, $b6, $00, $ff, $00, $b5, $00, $ae, $00, $aa, $00, $bf, $00, $b2, $00, $b7, $00, $b0
|
||
; db $75, $00, $af, $00, $b8, $00, $bb, $00, $ae, $00, $bf, $00, $ae, $00, $bb, $00, $cD
|
||
; db $76, $00, $b0, $00, $b8, $00, $b8, $00, $ad, $00, $ab, $00, $c2, $00, $ae, $00, $cD
|
||
; db $7f, $7f
|
||
;;--------------------------------------------------------------------------------
|
||
; .iGotThis
|
||
; ; Don’t worry. / I got this / covered.
|
||
; db $00, $ad, $00, $b8, $00, $b7, $00, $d8, $00, $bd, $00, $ff, $00, $c0, $00, $b8, $00, $bb, $00, $bb, $00, $c2, $00, $cD
|
||
; db $75, $00, $b2, $00, $ff, $00, $b0, $00, $b8, $00, $bd, $00, $ff, $00, $bd, $00, $b1, $00, $b2, $00, $bc
|
||
; db $76, $00, $ac, $00, $b8, $00, $bf, $00, $ae, $00, $bb, $00, $ae, $00, $ad, $00, $cD
|
||
; db $7f, $7f
|
||
;;--------------------------------------------------------------------------------
|
||
; .raceToCastle
|
||
; ; Race you to / the castle!
|
||
; db $00, $bb, $00, $aa, $00, $ac, $00, $ae, $00, $ff, $00, $c2, $00, $b8, $00, $be, $00, $ff, $00, $bd, $00, $b8
|
||
; db $75, $00, $bd, $00, $b1, $00, $ae, $00, $ff, $00, $ac, $00, $aa, $00, $bc, $00, $bd, $00, $b5, $00, $ae, $00, $c7
|
||
; db $7f, $7f
|
||
;;--------------------------------------------------------------------------------
|
||
; .69BlazeIt
|
||
; ; ~69 Blaze It!~
|
||
; db $75, $00, $cE, $00, $a6, $00, $a9, $00, $ff, $00, $ab, $00, $b5, $00, $aa, $00, $c3, $00, $ae, $00, $ff, $00, $b2, $00, $bd, $00, $c7, $00, $cE
|
||
; db $7f, $7f
|
||
;;--------------------------------------------------------------------------------
|
||
; .hi
|
||
; ; hi
|
||
; db $75, $00, $ff, $00, $ff, $00, $ff, $00, $ff, $00, $ff, $00, $ff, $00, $b1, $00, $b2
|
||
; db $7f, $7f
|
||
;;--------------------------------------------------------------------------------
|
||
; .gettingSmokes
|
||
; ; I'M JUST GOING / OUT FOR A / PACK OF SMOKES.
|
||
; db $00, $b2, $00, $d8, $00, $b6, $00, $ff, $00, $b3, $00, $be, $00, $bc, $00, $bd, $00, $ff, $00, $b0, $00, $b8, $00, $b2, $00, $b7, $00, $b0
|
||
; db $75, $00, $b8, $00, $be, $00, $bd, $00, $ff, $00, $af, $00, $b8, $00, $bb, $00, $ff, $00, $aa
|
||
; db $76, $00, $b9, $00, $aa, $00, $ac, $00, $b4, $00, $ff, $00, $b8, $00, $af, $00, $ff, $00, $bc, $00, $b6, $00, $b8, $00, $b4, $00, $ae, $00, $bc, $00, $cD
|
||
; db $7f, $7f
|
||
;;--------------------------------------------------------------------------------
|
||
; .dangerousSeeYa
|
||
; ; It's dangerous / to go alone. / See ya!
|
||
; db $00, $b2, $00, $bd, $00, $d8, $00, $bc, $00, $ff, $00, $ad, $00, $aa, $00, $b7, $00, $b0, $00, $ae, $00, $bb, $00, $b8, $00, $be, $00, $bc
|
||
; db $75, $00, $bd, $00, $b8, $00, $ff, $00, $b0, $00, $b8, $00, $ff, $00, $aa, $00, $b5, $00, $b8, $00, $b7, $00, $ae, $00, $cD
|
||
; db $76, $00, $bc, $00, $ae, $00, $ae, $00, $ff, $00, $c2, $00, $aa, $00, $c7
|
||
; db $7f, $7f
|
||
;;--------------------------------------------------------------------------------
|
||
; .badEnoughDude
|
||
; ; ARE YOU A BAD / ENOUGH DUDE TO / RESCUE ZELDA?
|
||
; db $00, $aa, $00, $bb, $00, $ae, $00, $ff, $00, $c2, $00, $b8, $00, $be, $00, $ff, $00, $aa, $00, $ff, $00, $ab, $00, $aa, $00, $ad
|
||
; db $75, $00, $ae, $00, $b7, $00, $b8, $00, $be, $00, $b0, $00, $b1, $00, $ff, $00, $ad, $00, $be, $00, $ad, $00, $ae, $00, $ff, $00, $bd, $00, $b8
|
||
; db $76, $00, $bb, $00, $ae, $00, $bc, $00, $ac, $00, $be, $00, $ae, $00, $ff, $00, $c3, $00, $ae, $00, $b5, $00, $ad, $00, $aa, $00, $c6
|
||
; db $7f, $7f
|
||
;;--------------------------------------------------------------------------------
|
||
; .iAmError
|
||
; ; I AM ERROR
|
||
; db $76, $00, $ff, $00, $ff, $00, $ff, $00, $ff, $00, $b2, $00, $ff, $00, $aa, $00, $b6, $00, $ff, $00, $ae, $00, $bb, $00, $bb, $00, $b8, $00, $bb
|
||
; db $7f, $7f
|
||
;;--------------------------------------------------------------------------------
|
||
; .sub2Guaranteed
|
||
; ; This seed is / sub 2 hours, / guaranteed.
|
||
; db $00, $bd, $00, $b1, $00, $b2, $00, $bc, $00, $ff, $00, $bc, $00, $ae, $00, $ae, $00, $ad, $00, $ff, $00, $b2, $00, $bc
|
||
; db $75, $00, $bc, $00, $be, $00, $ab, $00, $ff, $00, $a2, $00, $ff, $00, $b1, $00, $b8, $00, $be, $00, $bb, $00, $bc, $00, $c8
|
||
; db $76, $00, $b0, $00, $be, $00, $aa, $00, $bb, $00, $aa, $00, $b7, $00, $bd, $00, $ae, $00, $ae, $00, $ad, $00, $cD
|
||
; db $7f, $7f
|
||
;;--------------------------------------------------------------------------------
|
||
; .chestSecretEverybody
|
||
; ; The chest is / a secret to / everybody.
|
||
; db $00, $bd, $00, $b1, $00, $ae, $00, $ff, $00, $ac, $00, $b1, $00, $ae, $00, $bc, $00, $bd, $00, $ff, $00, $b2, $00, $bc
|
||
; db $75, $00, $aa, $00, $ff, $00, $bc, $00, $ae, $00, $ac, $00, $bb, $00, $ae, $00, $bd, $00, $ff, $00, $bd, $00, $b8
|
||
; db $76, $00, $ae, $00, $bf, $00, $ae, $00, $bb, $00, $c2, $00, $ab, $00, $b8, $00, $ad, $00, $c2, $00, $cD
|
||
; db $7f, $7f
|
||
;;--------------------------------------------------------------------------------
|
||
; .findWindFish
|
||
; ; I'm off to / find the / wind fish.
|
||
; db $00, $b2, $00, $d8, $00, $b6, $00, $ff, $00, $b8, $00, $af, $00, $af, $00, $ff, $00, $bd, $00, $b8
|
||
; db $75, $00, $af, $00, $b2, $00, $b7, $00, $ad, $00, $ff, $00, $bd, $00, $b1, $00, $ae
|
||
; db $76, $00, $c0, $00, $b2, $00, $b7, $00, $ad, $00, $ff, $00, $af, $00, $b2, $00, $bc, $00, $b1, $00, $cD
|
||
; db $7f, $7f
|
||
;;--------------------------------------------------------------------------------
|
||
; .shortcutToGanon
|
||
; ; The shortcut / to Ganon / is this way!
|
||
; db $00, $bd, $00, $b1, $00, $ae, $00, $ff, $00, $bc, $00, $b1, $00, $b8, $00, $bb, $00, $bd, $00, $ac, $00, $be, $00, $bd
|
||
; db $75, $00, $bd, $00, $b8, $00, $ff, $00, $b0, $00, $aa, $00, $b7, $00, $b8, $00, $b7
|
||
; db $76, $00, $b2, $00, $bc, $00, $ff, $00, $bd, $00, $b1, $00, $b2, $00, $bc, $00, $ff, $00, $c0, $00, $aa, $00, $c2, $00, $c7
|
||
; db $7f, $7f
|
||
;;--------------------------------------------------------------------------------
|
||
; .moonCrashing
|
||
; ; THE MOON IS / CRASHING! RUN / FOR YOUR LIFE!
|
||
; db $00, $bd, $00, $b1, $00, $ae, $00, $ff, $00, $b6, $00, $b8, $00, $b8, $00, $b7, $00, $ff, $00, $b2, $00, $bc
|
||
; db $75, $00, $ac, $00, $bb, $00, $aa, $00, $bc, $00, $b1, $00, $b2, $00, $b7, $00, $b0, $00, $c7, $00, $ff, $00, $bb, $00, $be, $00, $b7
|
||
; db $76, $00, $af, $00, $b8, $00, $bb, $00, $ff, $00, $c2, $00, $b8, $00, $be, $00, $bb, $00, $ff, $00, $b5, $00, $b2, $00, $af, $00, $ae, $00, $c7
|
||
; db $7f, $7f
|
||
;;--------------------------------------------------------------------------------
|
||
; .fightVoldemort
|
||
; ; Time to fight / he who must / not be named.
|
||
; db $00, $bd, $00, $b2, $00, $b6, $00, $ae, $00, $ff, $00, $bd, $00, $b8, $00, $ff, $00, $af, $00, $b2, $00, $b0, $00, $b1, $00, $bd
|
||
; db $75, $00, $b1, $00, $ae, $00, $ff, $00, $c0, $00, $b1, $00, $b8, $00, $ff, $00, $b6, $00, $be, $00, $bc, $00, $bd
|
||
; db $76, $00, $b7, $00, $b8, $00, $bd, $00, $ff, $00, $ab, $00, $ae, $00, $ff, $00, $b7, $00, $aa, $00, $b6, $00, $ae, $00, $ad, $00, $cD
|
||
; db $7f, $7f
|
||
;;--------------------------------------------------------------------------------
|
||
; .redMailForCowards
|
||
; ; RED MAIL / IS FOR / COWARDS.
|
||
; db $00, $bb, $00, $ae, $00, $ad, $00, $ff, $00, $b6, $00, $aa, $00, $b2, $00, $b5
|
||
; db $75, $00, $b2, $00, $bc, $00, $ff, $00, $af, $00, $b8, $00, $bb
|
||
; db $76, $00, $ac, $00, $b8, $00, $c0, $00, $aa, $00, $bb, $00, $ad, $00, $bc, $00, $cD
|
||
; db $7f, $7f
|
||
;;--------------------------------------------------------------------------------
|
||
; .heyListen
|
||
; ; HEY! / / LISTEN!
|
||
; db $00, $b1, $00, $ae, $00, $c2, $00, $c7
|
||
; db $76, $00, $b5, $00, $b2, $00, $bc, $00, $bd, $00, $ae, $00, $b7, $00, $c7
|
||
; db $7f, $7f
|
||
;;--------------------------------------------------------------------------------
|
||
; .excuseMePrincess
|
||
; ; Well / excuuuuuse me, / princess!
|
||
; db $00, $c0, $00, $ae, $00, $b5, $00, $b5
|
||
; db $75, $00, $ae, $00, $c1, $00, $ac, $00, $be, $00, $be, $00, $be, $00, $be, $00, $be, $00, $bc, $00, $ae, $00, $ff, $00, $b6, $00, $ae, $00, $c8
|
||
; db $76, $00, $b9, $00, $bb, $00, $b2, $00, $b7, $00, $ac, $00, $ae, $00, $bc, $00, $bc, $00, $c7
|
||
; db $7f, $7f
|
||
;;-------------------------------------------------------------------------------- ^32nd
|