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Jonathan Tinney 7971961166
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add schedule I, sonic 1/frontiers/heroes, spirit island
2026-04-02 23:46:36 -07:00

249 lines
7.6 KiB
YAML

#0a/7b9e/: |
# ret
# nop
# nop
#
#1e/6265/TX_1704: /include text.getEmberSeeds # 1704, cutscene after d1
#10//useEmberSeedText: |
# cp $e5
# jr nz,@done
# ld bc,$1704
# @done:
# jp showText
#10/4ade/: call useEmberSeedText
# Remove the mention of seeds being included with the seed satchel, since Ember was most likely
# the wrong one in random given seed type
#1d/5730/: db $00
1e/4da5/TX_0101: /include text.lynnaShop1 # (Cutscene save impa pt1)
1e/4e45/TX_0102: /include text.lynnaShop2 # (Cutscene save impa pt2)
1e/4e85/TX_0103: /include text.lynnaShop3 # (Cutscene save impa pt2 - LINKED)
1e/4fec/TX_0113: /include text.advanceShop1 # (Cutscene Unpossessed Impa pt2)
1e/51fa/TX_0118: /include text.advanceShop2 # (Cutscene Unpossessed Impa pt3)
1f/60b1/TX_0e24: /include text.advanceShop3 # (Original)
1e/5067/TX_0114: /include text.syrupShop1 # (Cutscene Unpossessed Impa pt4)
1e/519e/TX_0117: /include text.syrupShop2 # (Cutscene After Sword Given)
1e/535b/TX_0125: /include text.syrupShop3 # (Cutscene at the entrance of the black tower pt2)
1f/5df5/TX_0e09: /include text.hiddenShop1 # (Original)
1e/5569/TX_012a: /include text.hiddenShop2 # (Cutscene Zelda saved)
1e/56c3/TX_0131: /include text.hiddenShop3 # (Cutscene with zelda)
1f/482b/TX_0a2c: /include text.tokayMarket1
1f/481e/: db $2c # move where 2b point too
1f/4822/: /include text.tokayMarket1Validation # fix 2b market validation
1f/4894/TX_0a31: /include text.tokayMarket2
# Replace First Deku meeting by essence & slate requirement
1e/64c7/: |
db $04,$92,$05,$a0,$20,$09,$03 ; You need
db $30 + option.requiredEssences ; X
db $09,$00,$01,$65,$73,$73,$65,$6e,$63,$65,$73,$04,$47 ; essences to
db $05,$57,$04,$46,$01 ; get the
db $4d,$61,$6b,$75,$20,$53,$65,$65,$64,$04,$58 ; Maku Seed
db $04,$92,$05,$a0,$20,$09,$03 ; You need
db $30 + option.required_slates ; X
db $09,$00,$01,$73,$6c,$61,$74,$65,$73,$04,$57,$05,$50,$01 ; slates to open
db $44,$38,$20,$62,$61,$73,$65,$6d,$65,$6e,$74,$2e,$00 ; D8 basement
# Crescent Island portal sign
23/583f/portalSignText: |
db $0c,$00,$43,$04,$23,$73,$20,$6f,$6e,$6c,$79,$2e,$01 # Currents only.
db $2d,$04,$56,$4d,$61,$6e,$61,$67,$65,$6d,$65,$6e,$74,$00 # -The Management
# replace text in script command 9a (showtextnonexitable) using
# scriptTextReplacements: four-byte entries, first two bytes are old text
# index, second two bytes are new text index.
17//scriptTextReplacements: |
db $0e,$04,$01,$01 ; Lynna shop 1
db $0e,$03,$01,$02 ; Lynna shop 2
db $0e,$02,$01,$03 ; Lynna shop 3
db $0e,$1c,$01,$13 ; Advance shop 1
db $0e,$23,$01,$18 ; Advance shop 2
db $0d,$0a,$01,$14 ; Syrup shop 1
db $0d,$01,$01,$17 ; Syrup shop 2
db $0d,$05,$01,$25 ; Syrup shop 3
db $0e,$1d,$01,$2a ; Hidden shop 2
db $0e,$2c,$01,$31 ; Hidden shop 3
db $ff
17//scriptShowTextNonExitableCustom_body: |
ld e,$02
ld hl,scriptTextReplacements
call searchDoubleKey
jr nc,@done
ldi a,(hl)
ld b,a
ld c,(hl)
@done:
ret
0c//scriptShowTextNonExitableCustom: |
push de
ld e,$17
ld hl,scriptShowTextNonExitableCustom_body
call interBankCall
pop de
jp showTextNonExitable
0c/4300/: call scriptShowTextNonExitableCustom
# Some required redirections
0c/4822/: db $2c
0c/483c/: db $1c
1e/4957/getArchipelagoItemText: |
db $02,$7c,$20,$61,$6e,$01 ; You found an
db $69,$74,$65,$6d,$05,$55,$20,$61,$6e,$03,$b9,$01 ; item for another
db $03,$c9,$21,$00 ; world!
1e/47d5/KingZoraPotionText: |
db $02,$7c,$01 ; You got
db $4b,$69,$6e,$67,$20,$5a,$6f,$72,$61,$27,$73,$01 ; King Zora's
db $09,$01,$03,$0a,$09,$00,$21,$00 ; Magic Potion!
38//TX_5a00: /include text.smallKeyD0
38//TX_5a01: /include text.smallKeyD1
38//TX_5a02: /include text.smallKeyD2
38//TX_5a03: /include text.smallKeyD3
38//TX_5a04: /include text.smallKeyD4
38//TX_5a05: /include text.smallKeyD5
38//TX_5a06: /include text.smallKeyD6Present
38//TX_5a07: /include text.smallKeyD7
38//TX_5a08: /include text.smallKeyD8
38//TX_5a09: /include text.smallKeyD6Past
38//TX_5a0a: /include text.bossKeyD1
38//TX_5a0b: /include text.bossKeyD2
38//TX_5a0c: /include text.bossKeyD3
38//TX_5a0d: /include text.bossKeyD4
38//TX_5a0e: /include text.bossKeyD5
38//TX_5a0f: /include text.bossKeyD6
38//TX_5a10: /include text.bossKeyD7
38//TX_5a11: /include text.bossKeyD8
38//TX_5a12: /include text.dungeonMapD1
38//TX_5a13: /include text.dungeonMapD2
38//TX_5a14: /include text.dungeonMapD3
38//TX_5a15: /include text.dungeonMapD4
38//TX_5a16: /include text.dungeonMapD5
38//TX_5a17: /include text.dungeonMapD6Present
38//TX_5a18: /include text.dungeonMapD7
38//TX_5a19: /include text.dungeonMapD8
38//TX_5a1a: /include text.dungeonMapD6Past
38//TX_5a1b: /include text.compassD1
38//TX_5a1c: /include text.compassD2
38//TX_5a1d: /include text.compassD3
38//TX_5a1e: /include text.compassD4
38//TX_5a1f: /include text.compassD5
38//TX_5a20: /include text.compassD6Present
38//TX_5a21: /include text.compassD7
38//TX_5a22: /include text.compassD8
38//TX_5a23: /include text.compassD6Past
38//customTextTable: |
dw TX_5a00, TX_5a01, TX_5a02, TX_5a03
dw TX_5a04, TX_5a05, TX_5a06, TX_5a07
dw TX_5a08, TX_5a09, TX_5a0a, TX_5a0b
dw TX_5a0c, TX_5a0d, TX_5a0e, TX_5a0f
dw TX_5a10, TX_5a11, TX_5a12, TX_5a13
dw TX_5a14, TX_5a15, TX_5a16, TX_5a17
dw TX_5a18, TX_5a19, TX_5a1a, TX_5a1b
dw TX_5a1c, TX_5a1d, TX_5a1e, TX_5a1f
dw TX_5a20, TX_5a21, TX_5a22, TX_5a23
38//setCustomBankForText: |
ld hl,customTextTable
ld a,(wTextIndexL)
rst 18 ; rst_addDoubleIndex
ldi a,(hl)
ld h,(hl)
ld l,a
ld a,$38 ; 0x38 is the ROM bank where custom text is located
ld (w7ActiveBank),a
ret
# Override getTextAddress to have a specific custom bank_id point to text somewhere else
3f//checkCustomTextOverride: |
ld (w7ActiveBank),a
ld a,(wTextIndexH)
cp $5e ; 0x5a is the custom text group, and there are 4 dictionaries before them
ret nz
ld e,$38
ld hl,setCustomBankForText
call interBankCall
ret
@textRedirect:
3f/4faa/: call checkCustomTextOverride
# set text index for portal sign on crescent island.
06//setSignTextIndex: |
ld bc,$a900
call compareRoom
ld bc,$0901
ret nz
ld bc,$5601
ret
06/40e7/: call setSignTextIndex
# "Get item" text is confined to text group $00, which makes it hard to add new
# entries without rebuilding the whole textbanks. We inject this small function
# to check for text IDs > 0x80, in which case we unset the 7th bit and redirect
# to our custom textbank.
09//checkCustomTreasureTextId: |
cp $81
jr nc,@customText
; Usual behavior: take the specified text_id from text group 0
ld c,a
ld b,$00
ret
@customText:
; Custom behavior: take the specified (text_id-0x80) from custom text group
sub $81
ld c,a
ld b,$5a ; CUSTOM_TEXT_GROUP_ID
ret
09/4c64/: call checkCustomTreasureTextId
# Insert a redirection table inside showText
38//customTextJumpTable: |
dwbe 2e0d, 0564 ; maku path sign into maku tree introduction
db ff
38//showCustomText_body: |
ld a,b
ld e,c
push bc
ld b,a
ld c,e
ld hl,customTextJumpTable
call searchDoubleKey
pop bc
jr c,@customText
ret
@customText:
ldi a,(hl)
ld b,a
ld c,(hl)
ret
00//showCustomText: |
push af
push de
push hl
ld e,$38
ld hl,showCustomText_body
call interBankCall
pop hl
pop de
pop af
ld a,($cbae)
ret
00/1876/: call showCustomText