forked from CaitSith2/z3randomizer
-
Notifications
You must be signed in to change notification settings - Fork 4
/
dialog.asm
730 lines (707 loc) · 30.2 KB
/
dialog.asm
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
;================================================================================
; Dialog Pointer Override
;--------------------------------------------------------------------------------
DialogOverride:
LDA $7F5035 : BEQ .skip
LDA $7F5700, X ; use alternate buffer
RTL
.skip
LDA $7F1200, X
RTL
;--------------------------------------------------------------------------------
; $7F5035 - Alternate Text Pointer Flag ; 0=Disable
; $7F5036 - Padding Byte (Must be Zero)
; $7F5700 - $7F57FF - Dialog Buffer
;--------------------------------------------------------------------------------
ResetDialogPointer:
STZ $1CF0 : STZ $1CF1 ; reset decompression buffer
LDA.b #$00 : STA $7F5035 ; zero out the alternate flag
LDA.b #$1C : STA $1CE9 ; thing we wrote over
RTL
;--------------------------------------------------------------------------------
;macro LoadDialog(index,table)
; PHA : PHX : PHY
; PHB : PHK : PLB
; LDA $00 : PHA
; LDA $01 : PHA
; LDA $02 : PHA
; LDA.b #$01 : STA $7F5035 ; set flag
;
; LDA <index> : ASL : !ADD.l <index> : TAX ; get quote offset *3, move to X
; LDA <table>, X : STA $00 ; write pointer to direct page
; LDA <table>+1, X : STA $01
; LDA <table>+2, X : STA $02
;
; LDX.b #$00 : LDY.b #$00
; -
; LDA [$00], Y ; load the next character from the pointer
; STA $7F5700, X ; write to the buffer
; INX : INY
; CMP.b #$7F : BNE -
; PLA : STA $02
; PLA : STA $01
; PLA : STA $00
; PLB
; PLY : PLX : PLA
;endmacro
;--------------------------------------------------------------------------------
;macro LoadDialogAddress(address)
; PHA : PHX : PHY
; PHP
; PHB : PHK : PLB
; SEP #$30 ; set 8-bit accumulator and index registers
; LDA $00 : PHA
; LDA $01 : PHA
; LDA $02 : PHA
; LDA.b #$01 : STA $7F5035 ; set flag
;
; LDA.b #<address> : STA $00 ; write pointer to direct page
; LDA.b #<address>>>8 : STA $01
; LDA.b #<address>>>16 : STA $02
;
; LDX.b #$00 : LDY.b #$00
; -
; LDA [$00], Y ; load the next character from the pointer
; STA $7F5700, X ; write to the buffer
; INX : INY
; CMP.b #$7F : BNE -
; PLA : STA $02
; PLA : STA $01
; PLA : STA $00
; PLB
; PLP
; PLY : PLX : PLA
;endmacro
;--------------------------------------------------------------------------------
!OFFSET_POINTER = "$7F5094"
!OFFSET_RETURN = "$7F5096"
!DIALOG_BUFFER = "$7F5700"
macro LoadDialogAddress(address)
PHA : PHX : PHY
PHP
PHB : PHK : PLB
SEP #$20 ; set 8-bit accumulator
REP #$10 ; set 16-bit index registers
LDA $00 : PHA
LDA $01 : PHA
LDA $02 : PHA
STZ $1CF0 : STZ $1CF1 ; reset decompression buffer
LDA.b #$01 : STA $7F5035 ; set flag
%CopyDialog(<address>)
PLA : STA $02
PLA : STA $01
PLA : STA $00
PLB
PLP
PLY : PLX : PLA
endmacro
;--------------------------------------------------------------------------------
macro CopyDialog(address)
LDA.b #<address> : STA $00 ; write pointer to direct page
LDA.b #<address>>>8 : STA $01
LDA.b #<address>>>16 : STA $02
%CopyDialogIndirect()
endmacro
;--------------------------------------------------------------------------------
macro CopyDialogIndirect()
REP #$20 : LDA !OFFSET_POINTER : TAX : LDY.w #$0000 : SEP #$20 ; copy 2-byte offset pointer to X and set Y to 0
?loop:
LDA [$00], Y ; load the next character from the pointer
STA !DIALOG_BUFFER, X ; write to the buffer
INX : INY
CMP.b #$7F : BNE ?loop
REP #$20 ; set 16-bit accumulator
TXA : INC : STA !OFFSET_RETURN ; copy out X into
LDA.w #$0000 : STA !OFFSET_POINTER
SEP #$20 ; set 8-bit accumulator
endmacro
;--------------------------------------------------------------------------------
LoadDialogAddressIndirect:
STZ $1CF0 : STZ $1CF1 ; reset decompression buffer
LDA.b #$01 : STA $7F5035 ; set flag
%CopyDialogIndirect()
;%LoadDialogAddress(UncleText)
RTL
;--------------------------------------------------------------------------------
!ITEM_TEMPORARY = "$7F5040"
FreeDungeonItemNotice:
STA !ITEM_TEMPORARY
PHA : PHX : PHY
PHP
PHB : PHK : PLB
SEP #$20 ; set 8-bit accumulator
REP #$10 ; set 16-bit index registers
LDA $00 : PHA
LDA $01 : PHA
LDA $02 : PHA
;--------------------------------
LDA.l FreeItemText : BNE + : BRL .skip : +
LDA #$00 : STA $7F5010 ; initialize scratch
LDA.l FreeItemText : AND.b #$01 : CMP.b #$01 : BNE + ; show message for general small key
LDA !ITEM_TEMPORARY : CMP.b #$24 : BNE + ; general small key
%CopyDialog(Notice_SmallKeyOf)
LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER
%CopyDialog(Notice_Self)
BRL .done
+ : LDA.l FreeItemText : AND.b #$02 : CMP.b #$02 : BNE + ; show message for general compass
LDA !ITEM_TEMPORARY : CMP.b #$25 : BNE + ; general compass
%CopyDialog(Notice_CompassOf)
LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER
%CopyDialog(Notice_Self)
BRL .done
+ : LDA.l FreeItemText : AND.b #$04 : CMP.b #$04 : BNE + ; show message for general map
LDA !ITEM_TEMPORARY : CMP.b #$33 : BNE + ; general map
%CopyDialog(Notice_MapOf)
LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER
%CopyDialog(Notice_Self)
BRL .done
+ : LDA.l FreeItemText : AND.b #$08 : CMP.b #$08 : BNE + ; show message for general big key
LDA !ITEM_TEMPORARY : CMP.b #$32 : BNE + ; general big key
%CopyDialog(Notice_BigKeyOf)
LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER
%CopyDialog(Notice_Self)
BRL .done
+
LDA.l FreeItemText : AND.b #$04 : CMP.b #$04 : BNE + ; show message for dungeon map
LDA !ITEM_TEMPORARY : AND.b #$F0 ; looking at high bits only
CMP.b #$70 : BNE + ; map of...
%CopyDialog(Notice_MapOf)
BRL .dungeon
+ : LDA.l FreeItemText : AND.b #$02 : CMP.b #$02 : BNE + ; show message for dungeon compass
LDA !ITEM_TEMPORARY : AND.b #$F0 : CMP.b #$80 : BNE + ; compass of...
%CopyDialog(Notice_CompassOf)
BRL .dungeon
+ : LDA.l FreeItemText : AND.b #$08 : CMP.b #$08 : BNE + ; show message for dungeon big key
LDA !ITEM_TEMPORARY : AND.b #$F0 : CMP.b #$90 : BNE + ; big key of...
%CopyDialog(Notice_BigKeyOf)
BRA .dungeon
+ : LDA.l FreeItemText : AND.b #$01 : CMP.b #$01 : BNE + ; show message for dungeon small key
LDA !ITEM_TEMPORARY : AND.b #$F0 : CMP.b #$A0 : BNE + ; small key of...
LDA !ITEM_TEMPORARY : CMP.b #$AF : BNE ++ : BRL .skip : ++
%CopyDialog(Notice_SmallKeyOf)
PLA : AND.b #$0F : STA $7F5020 : LDA.b #$0F : !SUB $7F5020 : PHA
LDA #$01 : STA $7F5010 ; set up a flip for small keys
BRA .dungeon
+
BRL .skip ; it's not something we are going to give a notice for
.dungeon
LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER
LDA !ITEM_TEMPORARY
AND.b #$0F ; looking at low bits only
STA $7F5011
LDA $7F5010 : BEQ +
LDA $7F5010
LDA #$0F : !SUB $7F5011 : STA $7F5011 ; flip the values for small keys
+
LDA $7F5011
CMP.b #$00 : BNE + ; ...light world
%CopyDialog(Notice_LightWorld) : BRL .done
+ : CMP.b #$01 : BNE + ; ...dark world
%CopyDialog(Notice_DarkWorld) : BRL .done
+ : CMP.b #$02 : BNE + ; ...ganon's tower
%CopyDialog(Notice_GTower) : BRL .done
+ : CMP.b #$03 : BNE + ; ...turtle rock
%CopyDialog(Notice_TRock) : BRL .done
+ : CMP.b #$04 : BNE + ; ...thieves' town
%CopyDialog(Notice_Thieves) : BRL .done
+ : CMP.b #$05 : BNE + ; ...tower of hera
%CopyDialog(Notice_Hera) : BRL .done
+ : CMP.b #$06 : BNE + ; ...ice palace
%CopyDialog(Notice_Ice) : BRL .done
+ : CMP.b #$07 : BNE + ; ...skull woods
%CopyDialog(Notice_Skull) : BRL .done
+ : CMP.b #$08 : BNE + ; ...misery mire
%CopyDialog(Notice_Mire) : BRL .done
+ : CMP.b #$09 : BNE + ; ...dark palace
%CopyDialog(Notice_PoD) : BRL .done
+ : CMP.b #$0A : BNE + ; ...swamp palace
%CopyDialog(Notice_Swamp) : BRL .done
+ : CMP.b #$0B : BNE + ; ...agahnim's tower
%CopyDialog(Notice_AgaTower) : BRL .done
+ : CMP.b #$0C : BNE + ; ...desert palace
%CopyDialog(Notice_Desert) : BRL .done
+ : CMP.b #$0D : BNE + ; ...eastern palace
%CopyDialog(Notice_Eastern) : BRA .done
+ : CMP.b #$0E : BNE + ; ...hyrule castle
%CopyDialog(Notice_Castle) : BRA .done
+ : CMP.b #$0F : BNE + ; ...sewers
%CopyDialog(Notice_Sewers)
+
.done
STZ $1CF0 : STZ $1CF1 ; reset decompression buffer
LDA.b #$01 : STA $7F5035 ; set alternate dialog flag
LDA.b #$01 : STA $7F509F
;--------------------------------
PLA : STA $02
PLA : STA $01
PLA : STA $00
PLB
PLP
PLY : PLX : PLA
;JSL.l Main_ShowTextMessage_Alt
RTL
.skip
;--------------------------------
PLA : STA $02
PLA : STA $01
PLA : STA $00
PLB
PLP
PLY : PLX : PLA
RTL
;--------------------------------------------------------------------------------
DialogResetSelectionIndex:
JSL.l Attract_DecompressStoryGfx ; what we wrote over
STZ $1CE8
RTL
;--------------------------------------------------------------------------------
DialogItemReceive:
BCS .noMessage ; if doubling the item value overflowed it must be a rando item
CPY #$98 : !BLT + ;if the item is $4C or greater it must be a rando item
.noMessage
LDA.w #$FFFF
BRA .done
+
LDA.w Ancilla_ReceiveItem_item_messages, Y
.done
CMP.w #$FFFF
RTL
;--------------------------------------------------------------------------------
DialogFairyThrow:
LDA.l Restrict_Ponds : BEQ .normal
LDA $7EF35C : ORA $7EF35D : ORA $7EF35E : ORA $7EF35F : BNE .normal
.noInventory
LDA $0D80, X : !ADD #$08 : STA $0D80, X
LDA.b #$51
LDY.b #$01
RTL
.normal
LDA.b #$88
LDY.b #$00
RTL
;--------------------------------------------------------------------------------
DialogGanon1:
JSL.l CheckGanonVulnerability : BCS +
REP #$20 : LDA.w #$018C : STA $1CF0 : SEP #$20
BRA ++
+
REP #$20 : LDA.w #$016D : STA $1CF0 : SEP #$20
++
JSL.l Sprite_ShowMessageMinimal_Alt
RTL
;--------------------------------------------------------------------------------
; #$0192 - no bow
; #$0193 - no silvers alternate
; #$0194 - no silvers
; #$0195 - silvers
; $7EF38E - bsp-- ---
; b = bow
; s = silver arrow bow
; p = 2nd progressive bow
DialogGanon2:
JSL.l CheckGanonVulnerability : BCS +
REP #$20 : LDA.w #$018D : STA $1CF0 : SEP #$20
BRA ++
+
LDA.l $7EF38E : AND #$80 : BNE + ; branch if bow
REP #$20 : LDA.w #$0192 : STA $1CF0 : SEP #$20 ; no bow
BRA ++
+
LDA.l $7EF38E : AND #$40 : BEQ + ; branch if no silvers
REP #$20 : LDA.w #$0195 : STA $1CF0 : SEP #$20 ;has silvers
BRA ++
+
LDA.l $7EF38E : AND #$20 : BNE + ; branch if p bow
REP #$20 : LDA.w #$0194 : STA $1CF0 : SEP #$20 ; bow, no-silvers, no-p-bow
BRA ++
+
LDA.l $7EF38E : AND #$80 : BEQ + ; branch if no bow
REP #$20 : LDA.w #$0193 : STA $1CF0 : SEP #$20 ; bow, no-silvers, p-bow
BRA ++
+
REP #$20 : LDA.w #$016E : STA $1CF0 : SEP #$20 ; both bow and no bow. impossible.
++
JSL.l Sprite_ShowMessageMinimal_Alt
RTL
;--------------------------------------------------------------------------------
DialogEtherTablet:
PHA
LDA $0202 : CMP.b #$0F : BEQ + ; Show normal text if book is not equipped
-
PLA : JSL Sprite_ShowMessageUnconditional ; Wacky Hylian Text
RTL
+
BIT $F4 : BVC - ; Show normal text if Y is not pressed
LDA.l AllowHammerTablets : BEQ ++
LDA $7EF34B : BEQ .yesText : BRA .noText
++
LDA $7EF359 : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : !BGE .noText
;++
.yesText
PLA
LDA.b #$0c
LDY.b #$01
JSL Sprite_ShowMessageUnconditional ; Text From MSPedestalText (tables.asm)
RTL
.noText
PLA
RTL
;--------------------------------------------------------------------------------
DialogBombosTablet:
PHA
LDA $0202 : CMP.b #$0F : BEQ + ; Show normal text if book is not equipped
-
PLA : JSL Sprite_ShowMessageUnconditional ; Wacky Hylian Text
RTL
+
BIT $F4 : BVC - ; Show normal text if Y is not pressed
LDA.l AllowHammerTablets : BEQ ++
LDA $7EF34B : BEQ .yesText : BRA .noText
++
LDA $7EF359 : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : !BGE .noText
;++
.yesText
PLA
LDA.b #$0D
LDY.b #$01
JSL Sprite_ShowMessageUnconditional ; Text From MSPedestalText (tables.asm)
RTL
.noText
PLA
RTL
;--------------------------------------------------------------------------------
DialogSahasrahla:
LDA.l $7EF374 : AND #$04 : BEQ + ;Check if player has green pendant
LDA.b #$2F
LDY.b #$00
JSL.l Sprite_ShowMessageUnconditional
+
RTL
;--------------------------------------------------------------------------------
DialogBombShopGuy:
LDA.l $7EF37A : AND #$05 : CMP #$05 : BEQ + ;Check if player has crystals 5 & 6
LDA.b #$15
LDY.b #$01
JSL.l Sprite_ShowMessageUnconditional
RTL
+
LDA.b #$16
LDY.b #$01
JSL.l Sprite_ShowMessageUnconditional
RTL
;--------------------------------------------------------------------------------
Main_ShowTextMessage_Alt:
; Are we in text mode? If so then end the routine.
LDA $10 : CMP.b #$0E : BEQ .already_in_text_mode
Sprite_ShowMessageMinimal_Alt:
STZ $11
PHX : PHY
LDA.b $00 : PHA
LDA.b $01 : PHA
LDA.b $02 : PHA
LDA.b #$1C : STA.b $02
REP #$30
LDA.w $1CF0 : ASL : TAX
LDA.l $7f71c0, X
STA.b $00
SEP #$30
LDY.b #$00
LDA [$00], Y : CMP.b #$fe : BNE +
INY : LDA [$00], Y : CMP.b #$6e : BNE +
INY : LDA [$00], Y : : BNE +
INY : LDA [$00], Y : CMP.b #$fe : BNE +
INY : LDA [$00], Y : CMP.b #$6b : BNE +
INY : LDA [$00], Y : CMP.b #$04 : BNE +
STZ $1CE8
BRL .end
+
STZ $0223 ; Otherwise set it so we are in text mode.
STZ $1CD8 ; Initialize the step in the submodule
; Go to text display mode (as opposed to maps, etc)
LDA.b #$02 : STA $11
; Store the current module in the temporary location.
LDA $10 : STA $010C
; Switch the main module ($10) to text mode.
LDA.b #$0E : STA $10
.end
PLA : STA.b $02
PLA : STA.b $01
PLA : STA.b $00
PLY : PLX
Main_ShowTextMessage_Alt_already_in_text_mode:
RTL
CalculateSignIndex:
; for the big 1024x1024 screens we are calculating link's effective
; screen area, as though the screen was 4 different 512x512 screens.
; And we do this in a way that will likely give the right value even
; with major glitches.
LDA $8A : ASL A : TAY ;what we wrote over
LDA $0712 : BEQ .done ; If a small map, we can skip these calculations.
LDA $21 : AND.w #$0002 : ASL #2 : EOR $8A : AND.w #$0008 : BEQ +
TYA : !ADD.w #$0010 : TAY ;add 16 if we are in lower half of big screen.
+
LDA $23 : AND.w #$0002 : LSR : EOR $8A : AND.w #$0001 : BEQ +
TYA : INC #2 : TAY ;add 16 if we are in lower half of big screen.
+
; ensure even if things go horribly wrong, we don't read the sign out of bounds and crash:
TYA : AND.w #$00FF : TAY
.done
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