org $279700 KeyDoorOffset: ; 0 1 2 3 4 5 6 7 8 9 a b c d e f --Offset Ruler dw $0000,$0001,$0003,$0000,$0006,$0000,$000b,$0000,$0000,$0000,$000c,$000d,$0010,$0011,$0012,$0000 dw $0000,$0015,$0018,$001c,$001e,$0025,$0027,$0000,$0000,$002b,$002d,$0033,$0035,$0038,$0039,$003d dw $003f,$0040,$0043,$0045,$0047,$0000,$004f,$0000,$0053,$0000,$0055,$005b,$0000,$0000,$005f,$0000 dw $0060,$0062,$0064,$0065,$0066,$0068,$006e,$0074,$007a,$007c,$007e,$0081,$0000,$0082,$0086,$0088 dw $0089,$008a,$0000,$008b,$008e,$0092,$0096,$0000,$0000,$0099,$009d,$00a2,$00a5,$00a6,$00a8,$00aa dw $00ab,$00ad,$00af,$00b2,$0000,$0000,$00b5,$00b9,$00bf,$00c5,$00c9,$00ca,$00cc,$00ce,$00d1,$00d5 dw $00d6,$00dc,$00e3,$00e9,$00ec,$00ed,$00ee,$00f2,$00f5,$0000,$00f7,$00f8,$00fc,$00ff,$0102,$0000 dw $0000,$0103,$0106,$0107,$010a,$010c,$010e,$0112,$0000,$0000,$0000,$0114,$0117,$011b,$011e,$0121 dw $0000,$0123,$0000,$0124,$0127,$0128,$0000,$012c,$0000,$0000,$0000,$012e,$0133,$0139,$013e,$0000 dw $013f,$0140,$0141,$0146,$0000,$0149,$014b,$014d,$014f,$0150,$0000,$0153,$0156,$015a,$015d,$0161 dw $0163,$0164,$0166,$016a,$016c,$016d,$0000,$0000,$0170,$0176,$017c,$0182,$0184,$0000,$0185,$0186 dw $0188,$018b,$018f,$0197,$019c,$019d,$019e,$01a3,$01a4,$01a6,$01aa,$01ad,$01b3,$0000,$01bb,$01be dw $01bf,$01c2,$01ca,$01d2,$01d9,$01da,$01dd,$01e3,$01e6,$01e7,$0000,$01ec,$01ed,$0000,$01f0,$0000 dw $01f1,$01f3,$01f7,$0000,$0000,$01f8,$01fa,$0000,$01fd,$0200,$0203,$0204,$0206,$0000,$0000,$0000 dw $0207 org $279E00 SpiralOffset: ; 0 1 2 3 4 5 6 7 8 9 a b c d e f --Offset Ruler db $00,$01,$02,$00,$03,$00,$00,$04,$00,$05,$07,$00,$08,$00,$0b,$00 db $00,$0c,$00,$00,$00,$0d,$0e,$0f,$00,$00,$11,$00,$13,$14,$15,$00 db $00,$00,$00,$00,$00,$00,$16,$19,$1b,$00,$00,$00,$00,$00,$00,$00 db $00,$1c,$00,$00,$1f,$00,$00,$00,$20,$00,$21,$00,$00,$00,$00,$22 db $23,$24,$25,$00,$00,$26,$00,$00,$00,$00,$27,$00,$29,$2a,$2b,$00 db $00,$00,$00,$2c,$2d,$00,$00,$00,$00,$00,$00,$00,$2e,$2f,$00,$30 db $00,$00,$00,$35,$36,$00,$37,$00,$00,$00,$38,$3a,$3b,$00,$3c,$00 db $3d,$40,$41,$00,$00,$00,$42,$45,$00,$00,$00,$00,$00,$00,$00,$49 db $4a,$00,$00,$00,$00,$00,$00,$4b,$00,$00,$00,$00,$4f,$00,$53,$00 db $00,$54,$00,$55,$00,$00,$00,$56,$57,$58,$00,$00,$00,$00,$59,$00 db $5a,$00,$5b,$00,$00,$5c,$5d,$00,$00,$00,$00,$5e,$00,$00,$5f,$00 db $60,$00,$00,$00,$00,$63,$64,$00,$00,$00,$00,$00,$65,$00,$66,$00 db $67,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 db $6a,$6d,$6e,$00,$00,$00,$00,$00,$00,$00,$6f,$00,$00,$00,$00,$00 db $70 org $279F00 DoorOffset: db $00,$01,$02,$00,$03,$00,$04,$00,$00,$00,$00,$00,$00,$05,$00,$00 db $00,$06,$07,$08,$09,$0A,$0B,$00,$00,$0C,$0D,$0E,$00,$0F,$10,$11 db $12,$13,$14,$15,$16,$00,$17,$00,$00,$00,$18,$19,$00,$00,$1A,$00 db $1B,$00,$1C,$1D,$1E,$1F,$20,$21,$22,$23,$24,$25,$00,$26,$27,$00 db $96,$28,$97,$29,$2A,$2B,$2C,$00,$00,$2D,$2E,$2F,$30,$31,$32,$00 db $33,$34,$35,$36,$00,$00,$37,$38,$39,$3A,$3B,$3C,$3D,$3E,$3F,$40 db $41,$42,$43,$00,$00,$00,$44,$45,$46,$00,$47,$48,$49,$4A,$4B,$00 db $00,$4C,$00,$00,$00,$4D,$4E,$00,$00,$00,$00,$4F,$50,$51,$52,$53 db $00,$54,$00,$00,$00,$55,$00,$00,$00,$00,$00,$56,$57,$58,$59,$00 db $5A,$5B,$5C,$5D,$00,$5E,$5F,$00,$00,$60,$00,$61,$62,$63,$64,$65 db $66,$67,$68,$69,$6A,$6B,$00,$00,$6C,$6D,$6E,$6F,$70,$00,$71,$72 db $00,$73,$74,$75,$76,$77,$78,$79,$7A,$7B,$7C,$7D,$7E,$00,$7F,$80 db $00,$81,$82,$83,$84,$85,$86,$87,$88,$89,$00,$8A,$8B,$00,$8C,$00 db $00,$8D,$8E,$00,$00,$8F,$90,$00,$91,$92,$93,$94,$95,$00,$00,$00 db $00 org $27A000 DoorTable: ;; NW 00 N 01 N 02 WN 00 W 01 WS 02 SW 00 S 01 SE 02 EN 00 E 01 ES 02 - Door ruler dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Default/Garbage row dw $0003, $0003, $0003, $0450, $0003, $0003, $0003, $0003, $0003, $0452, $0003, $0003 ; HC Back Hall (x01) dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Sewer Switches (x02) dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Crystaroller dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Arghus dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Aga 2 dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Sewer Secret Room dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Sanc dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TR Pokey dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TR Lava Pipe dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TR Pipes n Ledge dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Swap Canal dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Pod dark Maze dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Pod Bridge dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Pod Eye Statue dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; GT Pre Aga dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Ice Cross dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Ice BK dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; x20 Aga1 dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Sewer Key Rat dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Sewer Waters dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TR Eye Entrance dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TR Chest Entrance dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Swamp Statue dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; PoD Arena (x2a) dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; PoD Statue (x2b) dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Ice Compass dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; x30 Aga's Altar dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Dark Cross dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Lanmolas dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Swamp West Wing dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Flooded Key dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Swamp Main Hub (x36) dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Swamp Hammer Time dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Swamp First Basement dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Drop to the Moth dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Pod 3 Catwalks dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Pod Conveyor dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; GT Minihelma dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Ice Conveyor dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Sewers dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Desert Torches dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TT Big Chest dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TT Cellblock dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Swamp Compass Loop dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Skull3 Torches dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Pod Entrance dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Pod Mimics 1 dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; GT Conveyor Ice dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; GT Moldorm dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; IPBJ dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0401, $0003, $0003 ; HC West Hall (x50) dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; HC Throne Room (x51) dw $0003, $0003, $0003, $0401, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; HC East Hall (x52) dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Desert Tiles 1 dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Skull 2 Left Entrance dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Skull 2 Right Entrance dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Skull 1 Entrance dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Skull 3 Entrance dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Helmasaur dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; GT Spike Switch dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; GT Cannonball dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Gauntlet 1 dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Ice Choice Cross dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Iced U dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; HC West Lobby (x60) dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; HC Main Lobby (x61) dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; HC East Lobby (x62) dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; x66 Swamp Waterfall dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; x67 Skull 1 Left Drop dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; x68 Skull 1 Pinball dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; x6a Pod Rupees dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; x6b GT Mimics dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; x6c GT Lanmolas dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; x6d Gauntlet 2 dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; x6e Ice Gators dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; HC Armory dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Desert BK Chest dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Swamp Flooded Chests dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; GT DM's Tile dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; GT Randoroom dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; GT Warp Maze dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Ice Freezors dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Ice Hookpit dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; HC Catawalk dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Desert Right Entrance dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; GT Left dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; GT Hopeful Torch dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; GT Right dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Ice Lonely Freezor dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Vitreous (x90) dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Mire Rain dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Mire Dark Crystals dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Mire Blockswitch dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; GT Fallbridge dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; GT Torch Cross dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Eastern Darkness dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; GT Warp Maze 2 dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; GT Invis Bridge dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; GT Compass Room dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Ice Big Chests dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Icy Pots dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Mire Pre-Vitreous (xa0) dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Mire Fishbone dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Mire Bridges dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Mire Corner dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Trinexx (xa4) dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; GT Wizzrobes dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Eastern Compass (xa8) dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Eastern Courtyard (xa9) dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Eastern Map (xaa) dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TT Switch dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Blind dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Iced T dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Ice Slipway dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Mire Warpzone dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Mire ???? dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Mire Spikes dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TR Refill dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TR Dark Maze dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TR Chainchomp dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TR Rollers dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Eastern Big Key dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Easter Cannonball dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Eastern Dark Circle dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TT Hellway dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TT Bossway dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Ice Blockswitch dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Ice Backtracker dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Mire Tiles dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Mire Main Hub dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Mire Big Chest dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TR Switch Maze dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TR Narrow dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TR Early Hub dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TR Floating Torches dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Armos dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Eastern Entrance dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TT NW Quad dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TT NE Quad dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Ice Boss Drop dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Mire BK dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Mire 2 dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TR Laser Bridge dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TR Main Entrance dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Eastern Eyegores dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Eastern Attic Switches dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Eastern Attic Start dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TT Entrance Quad dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TT SE Quad dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Aga 6F dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Sewers Rope ; this should end at 27AE40 about (152 * 24 bytes = 3648 or E40) ; some values you can hardcode for spirals ;dw $0070, $36a0 ; ->HC Stairwell ;dw $0072, $4ff8 ; ->HC Map Room ;dw $0080, $1f50 ; ->zelda's cellblock org $27B000 SpiralTable: ;113 4 byte entries - should end at 27B44C dw $0203, $8080 ;null row dw $0203, $8080 ;HC Backhallway dw $0203, $8080 ;Sewer Pull dw $0203, $8080 ;Crystaroller dw $0203, $8080 ;Moldorm dw $0203, $8080, $0203, $8080 ;Pod Basement dw $0203, $8080 ;Pod Stalfos dw $0203, $8080, $0203, $8080, $0203, $8080 ;GT Entrance dw $0203, $8080 ;Ice Entrance dw $0203, $8080 ;Escape dw $0203, $8080 ;TR Pipe Ledge dw $0203, $8080 ;Swamp Way dw $0203, $8080, $0203, $8080 ;Hera Fallplace dw $0203, $8080, $0203, $8080 ;PoD Bridge dw $0203, $8080 ;GT Ice dw $0203, $8080 ;GT F8 dw $0203, $8080 ;Ice Cross dw $0203, $8080, $0203, $8080, $0203, $8080 ;Swamp Statue dw $0203, $8080, $0203, $8080 ;Hera Big dw $0203, $8080 ;Swamp Ent dw $0203, $8080, $0203, $8080, $0203, $8080 ;Hera Startiles (middle value unused) dw $0203, $8080 ;West Swamp dw $0203, $8080 ;Swamp Basement dw $0203, $8080 ;Pod Drops dw $0203, $8080 ;Ice Hammer dw $0203, $8080 ;Aga Guards dw $0203, $8080 ;Sewer Begin dw $0203, $8080 ;Sewer Rope dw $0203, $8080 ;TT Cellblock dw $0203, $8080, $0203, $8080 ;Pod Entrance dw $0203, $8080 ;GT Icespike dw $0203, $8080 ;GT Moldorm dw $0203, $8080 ;IPBJ dw $0203, $8080 ;Desert Prep dw $0203, $8080 ;Swamp Attic dw $0203, $8080 ;GT Cannonball dw $0203, $8080 ;GT Gauntlet1 dw $0203, $8080, $0203, $8080, $0203, $8080, $0203, $8080, $0203, $8080 ;Ice U (1st three values unused) dw $0203, $8080 ;Desert Back dw $0203, $8080 ;TT Attic L dw $0203, $8080 ;Swamp Waterf dw $0203, $8080 ;Pod Rupees dw $0203, $8080 ;Pod Rupees dw $0203, $8080 ;GT Mimics dw $0203, $8080 ;GT Lanmo dw $0203, $8080 ;Ice Gators dw $0203, $8080, $0203, $8080, $0203, $8080 ;HC Tiny (first value placeholder) dw $0203, $8080 ;HC Boomer dw $0203, $8080 ;HC Pits1 dw $0203, $8080, $0203, $8080, $0203, $8080 ;Swamp Sunken dw $0203, $8080, $0203, $8080, $0203, $8080, $0203, $8080 ;Hera Entrance (first value unused) dw $0203, $8080 ;Ice Hookshot dw $0203, $8080 ;HC Cellblock dw $0203, $8080, $0203, $8080, $0203, $8080, $0203, $8080 ;Hera Basement (first and third values unused) dw $0203, $8080, $0203, $8080, $0203, $8080, $0203, $8080 ;GT Circle (third value unused) dw $0203, $8080 ;Ice Last Freeze dw $0203, $8080 ;Mire Drops dw $0203, $8080 ;Mire Block dw $0203, $8080 ;Mire Attic dw $0203, $8080 ;Mire Entrance dw $0203, $8080 ;East Dark dw $0203, $8080 ;Ice Big dw $0203, $8080 ;Mire Previtreous dw $0203, $8080 ;Mire Bridges dw $0203, $8080 ;GT Wizzrobes dw $0203, $8080 ;GT Spikepit dw $0203, $8080 ;TT Switch dw $0203, $8080 ;Ice T dw $0203, $8080, $0203, $8080, $0203, $8080 ;Tower Usains (2nd value unused) dw $0203, $8080 ;TR PlatMaze dw $0203, $8080 ;TR Chainchomp dw $0203, $8080 ;TT Bossway dw $0203, $8080 ;Ice FallZone dw $0203, $8080, $0203, $8080, $0203, $8080 ;Tower Dark2 (2nd value unused) dw $0203, $8080, $0203, $8080, $0203, $8080 ;Tower Dark1 (2nd value unused) dw $0203, $8080 ;Mire BK Thang dw $0203, $8080 ;Mire2 dw $0203, $8080 ;East Attic Start dw $0203, $8080 ;Tower Entrance org $27C000 ;ends around 27C418 PairedDoorTable: dw $0000 ; the bad template dw $0000,$0000 dw $0000,$0000,$0000 dw $0000,$0000,$0000,$0000,$0000 dw $0000 dw $0000 dw $0000,$0000,$0000 dw $0000 dw $0000 dw $0000,$0000,$0000 dw $0000,$0000,$8021 dw $0000,$0000,$0000,$0000 dw $4014,$0000 dw $8024,$8013,$0000,$0000,$0000,$0000,$0000 dw $0000,$0000 dw $0000,$0000,$0000,$0000 dw $201a,$401a dw $0000,$4019,$8019,$402a,$0000,$0000 dw $0000,$0000 dw $0000,$0000,$0000 dw $0000 dw $0000,$0000,$0000,$0000 dw $0000,$0000 dw $0000 dw $2011,$0000,$0000 dw $8032,$0000 dw $0000,$0000 dw $8014,$0000,$0000,$0000,$0000,$0000,$0000,$0000 dw $4036,$0000,$0000,$0000 dw $0000,$0000 dw $0000,$101a,$402b,$0000,$0000,$0000 dw $0000,$202a,$0000,$0000 dw $0000 dw $0000,$0000 dw $0000,$0000 dw $8022 dw $0000 dw $0000,$0000 dw $2036,$0000,$0000,$0000,$0000,$0000 dw $8037,$8026,$8035,$0000,$0000,$0000 dw $8036,$8038,$0000,$4038,$0000,$0000 dw $4037,$1037 dw $0000,$0000 dw $204a,$0000,$0000 dw $0000 dw $0000,$0000,$804d,$0000 dw $0000,$404e dw $0000 dw $0000 dw $0000 dw $0000,$0000,$2053 dw $0000,$0000,$0000,$0000 dw $0000,$0000,$0000,$0000 dw $0000,$0000,$0000 dw $0000,$0000,$8059,$0000 dw $0000,$0000,$803a,$0000,$0000 dw $0000,$0000,$0000 dw $0000 dw $203d,$0000 dw $0000,$403e dw $0000 ; this is the odd extra room - shouldn't be used dw $0000,$0000 dw $0000,$0000 dw $0000,$0000,$0000 dw $0000,$0000,$2043 dw $0000,$0000,$0000,$0000 dw $0000,$0000,$4058,$0000,$0000,$0000 dw $0000,$2057,$4068,$0000,$0000,$0000 dw $2049,$0000,$0000,$0000 dw $0000 dw $806b,$0000 dw $0000,$0000 dw $0000,$0000,$0000 dw $805f,$0000,$0000,$0000 dw $805e dw $0000,$0000,$0000,$0000,$0000,$0000 dw $0000,$0000,$0000,$0000,$0000,$0000,$0000 dw $0000,$0000,$0000,$0000,$0000,$0000 dw $0000,$0000,$0000 dw $0000 dw $0000 dw $0000,$0000,$0000,$0000 dw $0000,$0000,$0000 dw $0000,$2058 dw $0000 dw $805b,$0000,$0000,$0000 dw $0000,$0000,$0000 dw $0000,$0000,$0000 dw $0000 dw $0000,$0000,$0000 dw $0000 dw $0000,$0000,$0000 dw $0000,$0000 dw $0000,$0000 dw $0000,$0000,$0000,$0000 dw $0000,$0000 dw $0000,$207c,$0000 dw $0000,$407d,$407b,$0000 dw $0000,$407c,$0000 dw $808e,$0000,$0000 dw $0000,$0000 dw $0000 dw $0000,$0000,$0000 dw $0000 dw $0000,$0000,$0000,$0000 dw $0000,$0000 dw $0000,$0000,$0000,$0000,$0000 dw $0000,$0000,$0000,$0000,$0000,$0000 dw $0000,$0000,$0000,$0000,$0000 dw $807e dw $0000 dw $0000 dw $0000,$0000,$0000,$0000,$0000 dw $0000,$0000,$0000 dw $0000,$0000 dw $0000,$0000 dw $0000,$0000 dw $0000 dw $0000,$20a9,$0000 dw $0000,$0000,$0000 dw $0000,$0000,$0000,$0000 dw $0000,$0000,$0000 dw $0000,$0000,$0000,$0000 dw $0000,$0000 dw $0000 dw $40b1,$0000 dw $80b2,$0000,$0000,$0000 dw $0000,$0000 dw $0000 dw $0000,$0000,$0000 dw $0000,$0000,$80b8,$0000,$0000,$0000 dw $0000,$0000,$4099,$0000,$0000,$0000 dw $0000,$0000,$0000,$0000,$0000,$0000 dw $0000,$0000 dw $0000 dw $0000 dw $0000,$0000 dw $0000,$0000,$0000 dw $0000,$80a1,$0000,$0000 dw $80a2,$0000,$0000,$0000,$0000,$0000,$0000,$0000 dw $0000,$0000,$0000,$0000,$0000 dw $0000 dw $0000 dw $0000,$0000,$80c6,$0000,$0000 dw $0000 dw $20a8,$0000 dw $80ba,$0000,$0000,$0000 dw $80b9,$0000,$0000 dw $0000,$0000,$0000,$0000,$0000,$0000 dw $0000,$80cc,$0000,$40cc,$0000,$0000,$0000,$0000 dw $0000,$80bf,$0000 dw $40be dw $0000,$0000,$0000 dw $0000,$40c2,$0000,$0000,$0000,$0000,$0000,$0000 dw $80c3,$40c1,$0000,$0000,$0000,$0000,$0000,$0000 dw $80c2,$0000,$0000,$0000,$0000,$0000,$0000 dw $80c5 dw $80c4,$0000,$0000 dw $20b6,$0000,$0000,$0000,$0000,$0000 dw $0000,$0000,$0000 dw $0000 dw $0000,$0000,$0000,$0000,$0000 dw $20cc dw $40bc,$10bc,$80cb dw $0000 dw $0000,$0000 dw $0000,$0000,$0000,$0000 dw $0000 dw $0000,$0000 dw $0000,$0000,$0000 dw $0000,$0000,$0000 dw $0000,$0000,$0000 dw $0000 dw $0000,$0000 dw $0000 dw $0000,$0000,$0000,$0000 dw $ffff ; indicates the end - we can drop this ; Edge Transition Table (Target Room, Flags, MultiDiv ratio for edges) org $27C500 ;ends around 27C5F(9) 4 bytes would be 27C649 ;I kind of want to split the 3rd byte into two NorthOpenEdge: db $00,$80,$11, $00,$80,$11, $00,$80,$11, $00,$80,$11 db $00,$80,$11, $00,$80,$11, $00,$80,$11, $00,$80,$11 db $00,$80,$11, $00,$80,$11, $00,$80,$11 SouthOpenEdge: db $00,$80,$11, $00,$80,$11, $00,$80,$11, $00,$80,$11 db $00,$80,$11, $00,$80,$11, $00,$80,$11, $00,$80,$11 db $00,$80,$11, $00,$80,$11, $00,$80,$11 WestOpenEdge: db $00,$80,$11, $00,$80,$11, $00,$80,$11 db $00,$80,$11, $00,$80,$11, $00,$80,$11 db $00,$80,$11, $00,$80,$11, $00,$80,$11 EastOpenEdge: db $00,$80,$11, $00,$80,$11, $00,$80,$11 db $00,$80,$11, $00,$80,$11, $00,$80,$11 db $00,$80,$11, $00,$80,$11, $00,$80,$11 ; Edge Info Table (Midpoint, Width, Min Coord) ; I kind of want to add a fourth byte to help indicate quadrant info on min coord NorthEdgeInfo: db $a8,$10,$a0, $2c,$08,$28 ;HC db $b8,$20,$a8 ; DP West Wing db $38,$20,$28, $f8,$a0,$a8, $b8,$20,$a8 ; DP Main db $78,$20,$68 ; DP East Wing db $f8,$10,$f0, $7c,$18,$70 ; TT Lobby db $74,$18,$68, $f8,$10,$f0 ; TT Compass SouthEdgeInfo: db $a8,$10,$a0, $2c,$08,$28 ; HC db $b8,$20,$a8 ; DP Sandworm db $38,$20,$28, $f8,$a0,$a8, $b8,$20,$a8 ; DP North Hall & Dead End db $78,$20,$68 ; DP Arrow Pot db $f8,$10,$f0, $7c,$18,$70 ; TT Ambush db $74,$18,$68, $f8,$10,$f0 ; TT BK Corner WestEdgeInfo: db $78,$30,$60 ; TT Attic db $40,$20,$30 ; DP North Hall db $40,$20,$30 ; DP Arrow Pot db $84,$18,$78, $68,$10,$60 ; HC South db $a0,$a0,$50 ; DP East Wing db $58,$50,$30, $98,$50,$70 ; TT BK Corner db $58,$50,$30 ; TT Compass EastEdgeInfo: db $78,$30,$60 ; TT Attic db $40,$20,$30 ; DP Sandworm db $40,$20,$30 ; DP North Hall db $68,$10,$60, $84,$18,$78 ; HC Guards db $a0,$a0,$50 ; DP Main Lobby db $58,$50,$30, $98,$50,$70 ; TT Ambush db $58,$50,$30 ; TT Nook MultDivInfo: ; (1, 2, 3, 4, 5, 6, 10, 20) db $01, $02, $03, $04, $05, $06, $0a, $14 ; indices: 0-7 ; dungeon tables ; HC HC EP DP AT SP PD MM SW IP TH TT TR GT org $27f000 CompassBossIndicator: dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000 TotalKeys: ;27f01c db $04, $04, $02, $04, $04, $06, $06, $06, $05, $06, $01, $03, $06, $08 ChestKeys: ;27f02a db $01, $01, $00, $01, $02, $01, $06, $03, $03, $02, $01, $01, $04, $04 BigKeyStatus: ;27f038 (status 2 indicate BnC guard) dw $0002, $0002, $0001, $0001, $0000, $0001, $0001, $0001, $0001, $0001, $0001, $0001, $0001, $0001 DungeonReminderTable: ;27f054 dw $2D50, $2D50, $2D51, $2D52, $2D54, $2D56, $2D55, $2D5A, $2D57, $2D59, $2D53, $2D58, $2D5B, $2D5C TotalLocationsLow: ;27f070 db $08, $08, $06, $06, $02, $00, $04, $08, $08, $08, $06, $08, $02, $07 TotalLocationsHigh: ;27f07e db $00, $00, $00, $00, $00, $01, $01, $00, $00, $00, $00, $00, $01, $02 ;27F08C ; Vert 0,6,0 Horz 2,0,8 org $27f090 CoordIndex: ; Horizontal 1st db 2, 0 ; Coordinate Index $20-$23 OppCoordIndex: db 0, 2 ; Swapped coordinate Index $20-$23 (minor optimization) CameraIndex: ; Horizontal 1st db 0, 6 ; Camera Index $e2-$ea CamQuadIndex: ; Horizontal 1st db 8, 0 ; Camera quadrants $600-$60f ShiftQuadIndex: db 2, 1 ; see ShiftQuad func (relates to $a9,$aa) CamBoundIndex: ; Horizontal 1st db 0, 4 ; Camera Bounds $0618-$61f OppCamBoundIndex: ; Horizontal 1st db 4, 0 ; Camera Bounds $0618-$61f CamBoundBaseLine: ; X camera stuff is 1st column todo Y camera needs more testing dw $007f, $0077 ; Left/Top camera bounds when at edge or layout frozen dw $0007, $000b ; Left/Top camera bounds when not frozen + appropriate low byte $22/$20 (preadj. by #$78/#$6c) dw $00ff, $010b ; Right/Bot camera bounds when not frozen + appropriate low byte $20/$22 dw $017f, $0187 ; Right/Bot camera bound when at edge or layout frozen ;27f0ae next free byte org $27f100 TilesetTable: ; 0 1 2 3 4 5 6 7 8 9 a b c d e f --Offset Ruler db $13,$04,$04,$06,$0d,$ff,$08,$05,$06,$07,$07,$07,$0e,$0e,$0b,$ff db $13,$04,$04,$0d,$0d,$0d,$08,$05,$06,$07,$07,$07,$0e,$0e,$0b,$0b db $04,$04,$04,$0d,$0d,$ff,$08,$05,$08,$09,$07,$07,$06,$ff,$0b,$06 db $04,$05,$04,$12,$08,$08,$08,$08,$08,$09,$07,$07,$06,$0e,$0b,$0b db $04,$04,$04,$12,$0a,$0a,$08,$ff,$ff,$09,$07,$07,$0e,$0e,$0b,$0b db $04,$04,$04,$12,$08,$01,$09,$09,$09,$09,$07,$0e,$0e,$0e,$0b,$0b db $04,$04,$04,$12,$0a,$0a,$08,$09,$09,$ff,$07,$0e,$0e,$0e,$0b,$ff db $04,$04,$04,$12,$12,$12,$08,$05,$ff,$ff,$ff,$0e,$0e,$0e,$0b,$0b db $04,$04,$04,$12,$12,$12,$ff,$05,$ff,$05,$ff,$0e,$0e,$0e,$0b,$ff db $0c,$0c,$0c,$0c,$ff,$0e,$0e,$0c,$0c,$05,$ff,$0e,$0e,$0e,$0b,$0b db $0c,$0c,$0c,$0c,$0d,$0e,$0e,$05,$05,$05,$05,$0a,$0a,$ff,$0b,$0b db $04,$0c,$0c,$0c,$0d,$0d,$0d,$0d,$05,$05,$05,$0a,$0a,$ff,$0b,$0b db $04,$0c,$0c,$0c,$0d,$0d,$0d,$0d,$05,$05,$ff,$0a,$0a,$ff,$0b,$ff db $04,$0c,$0c,$ff,$ff,$0d,$0d,$ff,$05,$05,$05,$0a,$0a,$ff,$0b,$06 db $04,$06,$06,$06,$06,$06,$06,$06,$06,$ff,$06,$06,$ff,$06,$06,$06 db $06,$06,$03,$03,$03,$03,$ff,$ff,$06,$06,$06,$06,$ff,$06,$06,$06 ;27f200