diff --git a/TODO.txt b/TODO.txt
index 69c3962..e75aeeb 100644
--- a/TODO.txt
+++ b/TODO.txt
@@ -1,20 +1,12 @@
Big stuff
----------
-timer trigger on ganon sword up
-
-Room tab:
- room ID selector
- "Set to current room"
- show flags
- "Load room"
- new menu chars for improved flag viewing?
- options for:
- Peg state: current, red, blue
- Kill sprites
- Open shutter doors
- Keep world state
- Plaid world?
+fix mushroom gfx for lost woods
+
+Get good entrance caching for every EG 2 room in a table
+replace eg caching in presets with a routine call/preset command
+update preset script
+use bit 7 to indicate left/right half for double entrance rooms
aga 2 rng
lui: agah2 submenu -> set positions for each of the agahs for cycles 1, 2, 3 and 4+
@@ -24,12 +16,8 @@ Other stuff
- deadrock rng control?
-- Preset for double reddies
-
- Show cycle counter for Agahnim 2
-- Better frame advance mode. Perhaps only pause while holding L in, and if you press R while holding L it advances the game one frame. Would be good for clip learning. Maybe stop timer during this.
-
- Frame counter for actions, like swinging your sword, throwing boomerang, enemy movement startup times. Startup/active/recovery.
- Room frame counts that show frame-pixel movement tallies. Would basically be to contrast how many nudge/slowdown/movement frames were lost that is pulled away from room overall time count and lag frames.
diff --git a/build.bat b/build.bat
index 023a743..0d33d5e 100644
--- a/build.bat
+++ b/build.bat
@@ -1,4 +1,4 @@
-set version="14.0.0"
+set version="14.1.0"
cd target
diff --git a/docs/ancillawatch.xcf b/docs/ancillawatch.xcf
deleted file mode 100644
index 2e75230..0000000
Binary files a/docs/ancillawatch.xcf and /dev/null differ
diff --git a/docs/doorwatch.xcf b/docs/doorwatch.xcf
deleted file mode 100644
index 9796db8..0000000
Binary files a/docs/doorwatch.xcf and /dev/null differ
diff --git a/docs/doorwatchicons.png b/docs/doorwatchicons.png
deleted file mode 100644
index 3bda4aa..0000000
Binary files a/docs/doorwatchicons.png and /dev/null differ
diff --git a/docs/hack.css b/docs/hack.css
index 4c90c49..2e1a5c6 100644
--- a/docs/hack.css
+++ b/docs/hack.css
@@ -75,6 +75,7 @@ span.dgIcon {
display: inline-block;
margin-right: .3em;
margin-left: .5px;
+ image-rendering: crisp-edges;
image-rendering: pixelated;
}
@@ -216,6 +217,7 @@ span.menuIcon {
height: 16px;
display: inline-block;
margin: .3em 0 .1em;
+ image-rendering: crisp-edges;
image-rendering: pixelated;
}
@@ -257,9 +259,10 @@ ul.fontList > li > span.fontPreview {
background-image: url("fontpreviews.png");
background-color: #489848;
outline: 2px solid #489848;
- width: 256;
+ width: 256px;
height: 16px;
vertical-align: sub;
+ image-rendering: crisp-edges;
image-rendering: pixelated;
}
diff --git a/docs/hudfeatures.xcf b/docs/hudfeatures.xcf
deleted file mode 100644
index 5d25706..0000000
Binary files a/docs/hudfeatures.xcf and /dev/null differ
diff --git a/docs/index.html b/docs/index.html
index 718cd44..348ac6c 100644
--- a/docs/index.html
+++ b/docs/index.html
@@ -11,9 +11,9 @@
Download
FULL SA-1 REFACTOR
-Version fourteen point zero point zero if finally here. This represents the biggest and most dramatic update since the inclusion of presets. From here on, the accessibility of the practice hack has been tightened a bit, now requiring decent SA-1 emulation. Fortunately, support is fairly widespread. Anyone without access to a supported system will be able to download v13.6.0 from this page; however, support for these non-SA-1 versions has been officially discontinued.
+Version fourteen point zero point zero is finally here. This represents the biggest and most dramatic update since the inclusion of presets. From here on, the accessibility of the practice hack has been tightened a bit, now requiring decent SA-1 emulation. Fortunately, support is fairly widespread. Anyone without access to a supported system will be able to download v13.6.0 from this page; however, support for these non-SA-1 versions has been officially discontinued.
The SA-1's on-board RAM allows every system to include large save files, so fully fledged savestates are now available to everyone, eliminating the need for a separate SDSNES version. And while we're at it, the vanilla HUD variants are being nixed too (the option still exists, but it is no longer a separate ROM).
-Anyone without access to a supported system will be unable to use this version or any future version. Sorry. I know not everyone who plays on console can afford the more powerful flash carts, and that there are various other reasons people may stick with their current set up. Regardless, this hack is intended for vanilla practice, making accuracy for lag very important. Without a coprocessor, I have to put an aggressive filter on what features I add and count cycles meticulously everywhere. This inhibits improvement while still being too laggy. With the SA-1, I have so much more leeway. And with other cool features of the chip, I've vastly improved the backend of the practice menu to the point where it doesn't interfere with vanilla memory whatsoever. At the very least, I'm confident that this doesn't affect a majority audience. Many people who run on original hardware own an FXPak, and I can't name anyone who plays on the unsupported emulator cores. And, again, for those who can't or won't upgrade, v13.6 will always be available.
+Anyone without access to a supported system will be unable to use this version or any future version. I know not everyone who plays on console can afford the more powerful flash carts, and that there are various other reasons people may stick with their current set up. Regardless, this hack is intended for vanilla practice, making accuracy for lag very important. Without a coprocessor, I have to put an aggressive filter on what features I add and count cycles meticulously everywhere. This inhibits improvement while still being too laggy. With the SA-1, I have so much more leeway. And with other cool features of the chip, I've vastly improved the backend of the practice menu to the point where it doesn't interfere with vanilla memory whatsoever. At the very least, I'm confident that this doesn't affect a majority audience. Many people who run on original hardware own an FXPak, and I can't name anyone who plays on the unsupported emulator cores. And, again, for those who can't or won't upgrade, v13.6 will always be available.
Latest (SA-1)
This version should be used by any system that can properly emulate SA-1 with 256kb of BWRAM.
@@ -216,7 +216,6 @@ Implementation
My system isn't supported! Update the older hacks!
No.
-Sorry.
The change to SA-1 included a complete overhaul of the backend code. Adding new features to both versions would require maintaining two completely separate codebases and writing almost every feature twice. I simply cannot allow my ability to improve this project be inhibited by inferior applications or devices that do not properly emulate expansion chips. You may think it's not fair that I'm ignoring your system, but what's actually not fair is holding everyone else back from a better practice hack.
Known issues
@@ -253,6 +252,8 @@ Main menu
Fix specific RNG calls to specific values
HUD extras
Toggle features that appear on the HUD
+ Room master
+ Load rooms and view/edit room flags
Shortcuts
Modify shortcuts for quick feature access
Preset config
@@ -466,6 +467,8 @@
Smiths currently have your sword for tempering
+ Drops
+ Submenu for controller drop luck, rupee pulls, and prize packs.
Follower
@@ -543,15 +546,6 @@
- 3; falling state obtained after a death hole in the underworld
- Activate superbunny
- Sets Link's general state handler to default ($00
). For safety, this will only run when Link's handler is currently set to bunny ($17
). If successful, you should hear a poof; otherwise, you will hear a beep.
- Activate lonk
-
- Sets Link's general state handler to bunny ($17
). For safety, this will only run when Link's handler is at its default value ($00
). If successful, you should hear OOF; otherwise, you will hear a beep.
- Despite the labels, the Superbunny and Lonk menu options can be used to return to normal Link and normal bunny, respectively.
-
- Finish mirrordoor
- Sets the mirror door wait timer to finish after 11 frames. For safety reasons, this will only run when the Triforce door submodule is in effect. If successful, you should hear a VOOMP; otherwise, you will hear a beep.
Statue drag
Toggles the fake statue address.
Anc Index
@@ -566,6 +560,15 @@
Weak
+ Activate superbunny
+ Sets Link's general state handler to default ($00
). For safety, this will only run when Link's handler is currently set to bunny ($17
). If successful, you should hear a poof; otherwise, you will hear a beep.
+ Activate lonk
+
+ Sets Link's general state handler to bunny ($17
). For safety, this will only run when Link's handler is at its default value ($00
). If successful, you should hear OOF; otherwise, you will hear a beep.
+ Despite the labels, the Superbunny and Lonk menu options can be used to return to normal Link and normal bunny, respectively.
+
+ Finish mirrordoor
+ Sets the mirror door wait timer to finish after 11 frames. For safety reasons, this will only run when the Triforce door submodule is in effect. If successful, you should hear a VOOMP; otherwise, you will hear a beep.
@@ -579,8 +582,6 @@
- Speeds up the moving wall cutscenes.
- Visible probesLAG
- Search probes used by guards, beamos, etc. will display a graphic.
- - See bonk itemsLAG
- - Shows bonk items on the overworld as stationary sprites.
- Disable BG1
- Disables SNES background 1 via PPU registers. Has no effect on lag.
- Disable BG2
@@ -672,7 +673,7 @@
- Random, 32 fixed RNGs
- Lanmola exit
- Random, fixed {X,Y} for 0≤X≤7; 0≤Y≤7
- - Conveyor belt
+ - Moth conveyor
-
- Random
@@ -708,7 +709,7 @@
- How to show Link's current and max health:
- Numerical
- - Classic practice hack display under rupee counter
+ - Classic practice hack display under rupee count
- Vanilla
- Vanilla graphical display NOTICE: vanilla hearts will be drawn to the HUD first, and additional HUD features may be drawn over them.
@@ -726,12 +727,12 @@
- Classic with unpressed buttons in gray.
- Counter #SA1
- 5 counter slots displayed on the HUD.
+ Sentry #SA1
+ 5 sentry slots displayed on the HUD.
- Room time
- Time spent on the current screen, starting from the beginning of the last transition.
- - Lag counter
+ - Lag
- Count of lag frames on the current screen, starting from the beginning of the last transition.
- Idle frames
- Count of frames with no relevant input, starting from the beginning of the last transition.
@@ -740,7 +741,7 @@
- Coordinates
- Absolute position of Link (X,Y)
- Subpixels
- - Current subpixel (Hexadecimal). Includes door marker for icebreaker, etc.; address: $7E002A
+ - Current subpixel (Hexadecimal); address: $7E002A
- Room ID
- Current room ID, corrected room ID (based on coordinates), and sync. Sync not displayed on overworld; address: $7E00A0
- Quadrant
@@ -748,19 +749,19 @@
- Screen ID
- Current overworld screen ID, corrected screen ID (based on coordinates), and sync. Not displayed in underworld; address: $7E008A
- Tile (UW)
- - Tile type Link is standing on (only works in underworld); address: $7E0114
+ - Tile type Link is standing on (bottom right; only works in underworld); address: $7E0114
- Spooky
- Ancilla height for slot 4; address: $7E02A2
- Arc variable
- Overlord value used by Armos Knights and Ganon for circles; address: $7E0B08
- WEST SOMARIA
- West somaria door timer; address: $7E0690
- - Anc index
- - Ancilla overload starting index; address: $7E03C4
+ - Ancilla index
+ - Ancilla search index; address: $7E03C4
- Pits
- Current pit destination/damage flag. Not displayed on overworld; address: $7EC000
- Hookslot
- - Hookshot slot index; address: $7E039D
+ - Hookshot slot index, layer, and activeness; address: $7E039D
- Boss HP
- Health of enemy in slot 0; address: $7E0E50
- Hovering
@@ -768,8 +769,8 @@
- Line counter #EX
- 3 larger lines of info displayed on the HUD.
+ Line #EX
+ 3 larger sentry lines of info displayed on the HUD.
- Room flags
- Boss heart, key, chest, and door floogs for current room.
@@ -782,23 +783,23 @@
- OW Trans Y
- Transition triggers and target screen IDs for vertical overworld transitions.
- Ancilla 0-4
- - Custom ancilla property for slots 0–4 (property # corresponds to counter #)
+ - Custom ancilla property for slots 0–4 (property # corresponds to sentry #). This set of slots is indicated by a yellow triangle pointing down.
- Ancilla 5-9
- - Custom ancilla property for slots 5–9
- - Ancilla IXd
- - Custom ancilla property for the 5 slots preceding the current search index ($03C4)
+ - Custom ancilla property for slots 5–9. This set of slots is indicated by a green triangle pointing up.
+ - Ancilla MSX
+ - Custom ancilla property for the 5 slots preceding the current search index ($03C4). This set of slots is indicated by a blue magnifying glass.
Ancilla Prop #
- Custom property 1–3 for ancillae corresponding to line counter 1–3
+ Custom property 1–3 for ancilla sets corresponding to line sentries 1–3
- ID
- Ancilla ID from $03C4,X (includes coloring for 00 and replacable particles).
- - Y coord
- - Ancilla Y-Coordinate; address: $7E0BFA,X
- X coord
- Ancilla X-Coordinate; address: $7E0C04,X
- - Altotude
+ - Y coord
+ - Ancilla Y-Coordinate; address: $7E0BFA,X
+ - Altitude
- Ancilla Z-Coordinate; address: $7E029E,X
- Layer
- Ancilla layer; address: $7E0C7C,X
@@ -815,12 +816,42 @@
- Difference between Link's coordinates and the ancillae's.
- Heart lagSA1
- Animated spinning square that indicates there is heart lag present.
- QW indicatorSA1
+ HUD lagSA1
+ Animated spinning icon that indicates there is potential for HUD-related lag present.
+ State iconsSA1
+ Displays icons along the left side of the HUD for the following properties (top to bottom): superspeed, waterwalk, door state, stair drag.
+ Quick warpSA1
Displays an icon on the HUD when the current camera will effect a quickwarp.
Boss cyclesSA1
- Displays a counter for the cycle count of bosses.
+ Displays the cycle count of bosses.
+
+
+
+
+ - Set room
+ - Change the current room loaded and viewed.
+ - Load selected room
+ - Loads the currently selected room based on the configurable settings. Tries to be systematic and intelligent about positioning, camera, etc.
+ - Config
+ - Configure settings that control what state rooms are loaded in.
+
+ - Equipment
+ - Select between current equipment, the custom preset loadout, or full equipment.
+ - Open shutters
+ - Opens all shutter doors in the loaded room.
+ - Kill sprites
+ - Kills all sprites in the loaded room.
+ - Peg state
+ - Choose the peg state when loading rooms, or leave them in the current value.
+ - World state
+ - Choose the world ID, let it take on the expected value of the room, or leave it as is.
+ - Dungeon ID
+ - Choose the dungeon ID, let it take on the expected value of the room, or leave it as is.
+
+
+
+ - Door 0...
+ - View and change the various flags saved per room.
@@ -846,7 +877,7 @@
Fill everything
Maxes out equipment, rupees, items, and health.
VRAM repair
- Attempts to fix important graphics registers and VRAM data that have been corrupted by door glitches.WARNING: If this shortcut is triggered during a text box, the text box will disappear, but the game will remain in text mode.WARNING: this feature only repairs registers and VRAM; other areas of RAM may result in game crashes unrelated to this feature, but which are never normally encountered in vanilla.
+ Attempts to fix important graphics registers and VRAM data that have been corrupted by door glitches.WARNING: If this shortcut is triggered during a text box, the text box will disappear, but the game will remain in text mode.NOTE: this feature only repairs registers and VRAM; other areas of RAM may result in game crashes unrelated to this feature, but which are never normally encountered in vanilla runs.
Show somaria pits
Modifies the upper layer tilemap to mark pits.NOTE: this feature is intended for finding pits created by overlay corruption, but it will mark all standard pit tiles the same way.
@@ -878,7 +909,7 @@
HUD font
Change the font used by HUD extras. This will not change the font for the vanilla HUD or for the HP display. Hover over options for larger preview.
- - Shop
+ - LTTP
- Klonoa
- TI-83
- Shin-chan
@@ -898,7 +929,7 @@
- Skyroads
- Yoshi's (Island)
- S. Metroid (Super Metroid)
- - Tazmani
+ - Tazmania
- Black Bass (Super Black Bass 3)
diff --git a/docs/menuicons.png b/docs/menuicons.png
index c81a66c..d57495c 100644
Binary files a/docs/menuicons.png and b/docs/menuicons.png differ
diff --git a/docs/patcher/files/sa1.bps b/docs/patcher/files/sa1.bps
index 0ef189b..a7b057a 100644
Binary files a/docs/patcher/files/sa1.bps and b/docs/patcher/files/sa1.bps differ
diff --git a/docs/patcher/files/sa1rando.bps b/docs/patcher/files/sa1rando.bps
index 678bf35..0aa1098 100644
Binary files a/docs/patcher/files/sa1rando.bps and b/docs/patcher/files/sa1rando.bps differ
diff --git a/docs/patcher/manifest.json b/docs/patcher/manifest.json
index 2d9fd92..875c210 100644
--- a/docs/patcher/manifest.json
+++ b/docs/patcher/manifest.json
@@ -1,6 +1,6 @@
{
"name": "LTTPHack",
- "version": "14.0.0",
+ "version": "14.1.0",
"base": {
"name": "A Link to the Past (J) 1.0",
"crc": "3322EFFC"
diff --git a/docs/presetbuilding.html b/docs/presetbuilding.html
index c7017be..c939567 100644
--- a/docs/presetbuilding.html
+++ b/docs/presetbuilding.html
@@ -4,6 +4,9 @@
---
+Expectations
+For examples of preset definitions in the desired format, look at the repository's existing files. The preset_scraper.lua
script used to create preset data files can also be found here. To run this script, navigate to the Lua console under the Tools menu, then open the script from there. The script should not be run until a movie is playing. All files should be in the same directory, and within that directory should be a folder named states
.
+
Recording
Create an emulator playback file in BizHawk 2.3+ using the vanilla JP1.0 ROM. You don't need to play perfectly, but play well enough that any preset built from the movie is useful for practice. Sloppy movement is fine, as long as Link's position for defined presets is useful. However, movies should still be reasonably good execution. Avoid taking unintended damage unless a trick is hard enough that every runner expects to take damage more often than not.
@@ -49,12 +52,13 @@ Defining presets
Choose frames that precede the next scene of action. For example, if the preset is for a kill room, define the frame as one where Link is in the door in the room before it. Don't pick frames that are in the middle of combat, performing a transition, or using an interface. The gamer should have control of Link once the preset is loaded, so the preset should be defined as a frame with control.
If you have specific concerns for what data gets scraped or presets you are unsure will be created properly, put a comment by adding a pound sign (#) followed by the comment at the end of the line. Everything that follows the pound sign will be ignored.
After the last segment, create a segment named "End"; i.e. put a new line containing = End
.
+ After you have defined the end, put one more new line. This is required due to a bug I don't feel like fixing.
Submitting
Ideally, you will run the scraping script yourself. If you do that, be sure to include a folder in the same directory as the script named states
. The script will automatically create a save state 60 frames before every preset. The script will also create a file named cm_presets_>category<.asm
. Ideally, you package this file along with the preset definitions and every save state in a single .zip
folder.
-After submission and some initial clean up, I will send you a .bps
file for you to patch yourself and test the presets.
+
After submission and some initial clean up, I will send you a .bps
file for you to patch yourself and test the presets.
Styling
diff --git a/docs/updates.html b/docs/updates.html
index 0c44b27..74d4507 100644
--- a/docs/updates.html
+++ b/docs/updates.html
@@ -5,7 +5,62 @@
Latest update
-
+v14.1.0 12 September 2021
+
+
+ - Fixed an issue that made presets remove too much lag.
+ - Added a new "Room master" submenu that includes the ability to view and set flags for underworld rooms, and load arbitrary rooms.
+ - Presets:
+
+ - Proper 100% NMG presets (thanks to Sirius)
+ - Changed various preset names.
+ - Added "Bumper Skip" for NMG presets.
+ - Fixed some data issues with Swamp lobby.
+ - Fixed 10,000,000,000 errors with the preset scraping script.
+
+
+ - Game state:
+
+ - Added a submenu for controlling drops and such.
+ - Fixed boss deaths menu.
+
+
+ - RNG Control:
+
+
+ - HUD Extras:
+
+ - Rebranded counters as "sentries".
+ - Improved the Hookslot sentry to include an icon indicating what it is, an icon indicating if hookdrag is active, and the layer bit.
+ - Added an icon for the ancilla search index, spooky, UW tile, boss HP, and WEST SOMARIA sentries.
+ - Added an icon for every ancilla property as well as an icon for which set of slots is being watched.
+ - Renamed "Heart lag" to "HUD lag" and moved the indicator to the left of the magic bar.
+ - Added a state icons feature that displays along the left side of the HUD.
+ - Removed door state from the subpixels sentry in favor of the state icon.
+ - Added cycle counter for Agahnim 2.
+
+
+ - Other:
+
+ - Implemented a blue screen of death for catching BRK and COP software interrupts. This will hopefully protect configuration settings more often.
+ - Improved behavior for finding the currently equipped item after modifying items.
+ - Changed the numfield icon to something more cool and abstract and less ugly.
+ - Filling equipment will update the rest of the menu.
+ - Fixed a bug with saving HDMA channels during savestates.
+ - Fixed a bug with overworld sprite deaths during savestates.
+ - Link no longer slides around if a preset is loaded during death.
+ - Loading last preset should no longer bring up the select menu (unless you hold select for too long).
+ - Rerandomization works properly again.
+ - Rerebranded the default font again.
+ - Segment timer now resets on preset load.
+ - Removed file 3 BAGE functionality, since no one uses it and there are existing functions for max equipment.
+
+
+
+
+v14.0.0 1 September 2021
Changes
diff --git a/src/bsod.asm b/src/bsod.asm
new file mode 100644
index 0000000..f56bd05
--- /dev/null
+++ b/src/bsod.asm
@@ -0,0 +1,202 @@
+check bankcross off
+
+Pekola:
+incbin resources/pekola.8bpp
+fillbyte $00 : fill $40
+.end
+
+check bankcross on
+
+table resources/menu.tbl
+
+OOPS:
+ PHK
+ PLB
+
+ SEP #$30
+
+ LDX.b #$80 : STX.w $2100
+
+ STZ.w $4200
+
+ REP #$20
+
+ LDA.w #$2100
+ TCD
+
+ STX.b $2115
+
+ LDY.b #$FD : STY.b $210E
+ LDY.b #$FF : STY.b $210E
+
+ TAY
+
+ LDA.w #$05F0 : STA.b $2140
+ LDA.w #$2B0C : STA.b $2142
+
+ STY.b $210D : STY.b $210D
+ STZ.b $210F
+ STZ.b $210F
+
+ STZ.w $212E
+ STZ.w $2130
+
+ STY.b $2106
+ STY.b $2121
+
+ LDA.w #$0303 : STA.b $212C
+ LDY.b #$04 : STY.b $2105
+
+ LDA.w #$7870 : STA.b $2107
+
+ LDY.b #$60 : STY.b $210B
+
+ LDA.w #$7000 : STA.b $2116
+
+ REP #$10
+
+ LDA.w #$02C0
+ LDX.w #6*32
+-- STA.b $2118
+ DEX
+ BNE --
+
+ LDX.w #22*32
+ LDA.w #$0000
+-- STA.b $2118
+ INC
+ DEX
+ BNE --
+
+ LDX.w #3*32
+
+-- STZ.b $2118
+ DEX
+ BNE --
+
+ LDX.w #1*32
+-- STA.b $2118
+ DEX
+ BNE --
+
+ LDA.w #$7800 : STA.b $2116
+
+ LDA.w #$202F
+ LDX.w #36*32
+-- STA.b $2118
+ DEX
+ BNE --
+
+ LDY.w #$F042>>1 : STY.b $2116
+
+ LDX.w #.text_a-1
+
+; LDA.w !config_init_sig : CMP.w #!INIT_SIGNATURE : BEQ .config_fine
+
+; LDX.w #.text_b-1
+
+.config_fine
+-- INX
+ LDA.w $0000,X
+ AND.w #$00FF
+
+ CMP.w #$00FF
+ BEQ ++
+
+ CMP.w #'$' : BNE +
+ TYA
+ CLC
+ ADC.w #$0020
+ STA.b $2116
+ TAY
+ BRA --
+
++ ORA.w #$2000
+ STA.b $2118
+ BRA --
+
+++ LDA.w #$F0FA>>1 : STA.b $2116
+
+ TSC : XBA : AND.w #$00FF : CLC : ADC.w #$2070 : STA.b $2118
+ TSC : AND.w #$00FF : CLC : ADC.w #$2070 : STA.b $2118
+
+ LDA.w #$F102>>1 : STA.b $2116
+
+ TSX
+ BMI .done_stack
+
+ TCS
+ LDY.w #$FFFF
+
+-- INX
+ INY
+ CPX.w #$0200 : BCS .done_stack
+ CPY.w #$001E : BCC ++
+
+ LDY.w #$0000
+ TSC
+ ADC.w #$001F
+ STA.b $2116
+ TCS
+
+++ LDA.l $000000,X
+ AND.w #$00FF
+ CLC
+ ADC.w #$2070
+ STA.b $2118
+ BRA --
+
+
+.done_stack
+
+ SEP #$10
+
+ STZ.b $2116
+
+ LDA.w #$4300 : TCD
+
+ LDA.w #$1801 : STA.b $4300
+ TAY
+
+ LDX.b #Pekola>>16 : STX.b $4304
+ LDA.w #$8000 : STA.b $4302
+ STA.b $4305
+ STY.w $420B
+
+ INX : STX.b $4304
+ STA.b $4302
+ LDA.w #Pekola_end&$7FFF : STA.b $4305
+ STY.w $420B
+
+ LDA.w #$C000>>1 : STA.w $2116
+ LDA.w #cm_gfx>>0 : STA.b $4302
+ LDX.b #cm_gfx>>16 : STX.b $4304
+ LDA.w #16*16*7 : STA.b $4305
+ STY.w $420B
+
+ LDA.w #.hex>>0 : STA.b $4302
+ LDX.b #.hex>>16 : STX.b $4304
+ LDA.w #256*16 : STA.b $4305
+ STY.w $420B
+
+ LDA.w #$2200 : STA.b $4300
+ LDA.w #.palette : STA.b $4302
+ LDA.w #512 : STA.b $4305
+ STY.w $420B
+
+ LDX.b #$0F : STX.w $2100
+
+-- BRA --
+
+.text_a
+ ; "012345678901234567890123456789012"
+ db "A fatal error has occured.$"
+ db "The system halted to attempt$"
+ db "to prevent config damage."
+ db $FF
+
+.palette
+ dw hexto555($000050), hexto555($282828), hexto555($FFFFFF), hexto555($282828), hexto555($303028), hexto555($303028), hexto555($303030), hexto555($303030), hexto555($303030), hexto555($383030), hexto555($383030), hexto555($303838), hexto555($303830), hexto555($383830), hexto555($383840), hexto555($383838), hexto555($383840), hexto555($403838), hexto555($404040), hexto555($404040), hexto555($404040), hexto555($484040), hexto555($404048), hexto555($404840), hexto555($484848), hexto555($484840), hexto555($484838), hexto555($484848), hexto555($484848), hexto555($484850), hexto555($484850), hexto555($504848), hexto555($504848), hexto555($485058), hexto555($505048), hexto555($505048), hexto555($505058), hexto555($505050), hexto555($505050), hexto555($585050), hexto555($585058), hexto555($505058), hexto555($505060), hexto555($505858), hexto555($505850), hexto555($585850), hexto555($585850), hexto555($605858), hexto555($605860), hexto555($585868), hexto555($585858), hexto555($585860), hexto555($605848), hexto555($605858), hexto555($605850), hexto555($585870), hexto555($585860), hexto555($606060), hexto555($606060), hexto555($586070), hexto555($686060), hexto555($686060), hexto555($606068), hexto555($686058), hexto555($606070), hexto555($686060), hexto555($606068), hexto555($606068), hexto555($606078), hexto555($686060), hexto555($606870), hexto555($706060), hexto555($686860), hexto555($686870), hexto555($706060), hexto555($686860), hexto555($606860), hexto555($606880), hexto555($686878), hexto555($706868), hexto555($706860), hexto555($706868), hexto555($786860), hexto555($606880), hexto555($706860), hexto555($687070), hexto555($687078), hexto555($786868), hexto555($707068), hexto555($707070), hexto555($707068), hexto555($786870), hexto555($707070), hexto555($787068), hexto555($707080), hexto555($687088), hexto555($787068), hexto555($787070), hexto555($787068), hexto555($707088), hexto555($787068), hexto555($787068), hexto555($807068), hexto555($707080), hexto555($787870), hexto555($707878), hexto555($787878), hexto555($707890), hexto555($887070), hexto555($787878), hexto555($707888), hexto555($807878), hexto555($787888), hexto555($807870), hexto555($807870), hexto555($787870), hexto555($807870), hexto555($787898), hexto555($887878), hexto555($787890), hexto555($807880), hexto555($807880), hexto555($887878), hexto555($788080), hexto555($888080), hexto555($788098), hexto555($908078), hexto555($788098), hexto555($888078), hexto555($888078), hexto555($888070), hexto555($888080), hexto555($888088), hexto555($808088), hexto555($908080), hexto555($808090), hexto555($808878), hexto555($808098), hexto555($988080), hexto555($888870), hexto555($888868), hexto555($808898), hexto555($908888), hexto555($8088A0), hexto555($908878), hexto555($888888), hexto555($888880), hexto555($888898), hexto555($988880), hexto555($8888A0), hexto555($988888), hexto555($909070), hexto555($A08888), hexto555($8890A0), hexto555($989080), hexto555($909088), hexto555($8890A8), hexto555($989088), hexto555($A08888), hexto555($909070), hexto555($909090), hexto555($9090A8), hexto555($989090), hexto555($A09088), hexto555($989088), hexto555($989088), hexto555($989090), hexto555($989890), hexto555($9098A8), hexto555($909898), hexto555($A89090), hexto555($9098A0), hexto555($9098B0), hexto555($989898), hexto555($9098B0), hexto555($9898A8), hexto555($9898A0), hexto555($9898B0), hexto555($A89890), hexto555($989890), hexto555($A0A090), hexto555($A0A078), hexto555($98A0A0), hexto555($B09898), hexto555($A8A0A0), hexto555($A0A098), hexto555($A0A0B8), hexto555($A0A0A8), hexto555($B0A098), hexto555($A8A898), hexto555($B0A0A0), hexto555($A0A8A8), hexto555($A8A880), hexto555($A8A8C0), hexto555($B0A8A8), hexto555($B0B080), hexto555($B0B0A0), hexto555($C0A8A8), hexto555($A8B0B0), hexto555($B8B0A8), hexto555($B0B8B8), hexto555($C0B0B0), hexto555($B0B8C8), hexto555($B8B8A8), hexto555($C0B8B8), hexto555($B8B8C0), hexto555($C8B8B8), hexto555($B8C0D0), hexto555($C0C0B0), hexto555($C0C0C8), hexto555($C8C0C0), hexto555($C8C0C0), hexto555($C0C8C8), hexto555($D0C8C8), hexto555($C8D0D8), hexto555($D0D0D8), hexto555($D8D0D0), hexto555($D8D8E0), hexto555($D8E0E8), hexto555($E0D8D8), hexto555($E0E0E0), hexto555($E0E0E0), hexto555($000088), hexto555($000088), hexto555($000088), hexto555($000000), hexto555($000000), hexto555($000000), hexto555($000000), hexto555($000000), hexto555($000000), hexto555($000000), hexto555($000000), hexto555($000000), hexto555($000000), hexto555($000000), hexto555($000000), hexto555($000000), hexto555($000000), hexto555($000000), hexto555($000000), hexto555($000000), hexto555($000000), hexto555($000000), hexto555($000000), hexto555($000000), hexto555($000000), hexto555($000000), hexto555($000000), hexto555($000000), hexto555($000000), hexto555($000000), hexto555($000000), hexto555($000000), hexto555($000000), hexto555($000000)
+
+.hex
+incbin "resources/bsodhex.2bpp"
diff --git a/src/cm_config.asm b/src/cm_config.asm
index 600ffd4..9ddda00 100644
--- a/src/cm_config.asm
+++ b/src/cm_config.asm
@@ -2,15 +2,15 @@ CONFIG_SUBMENU:
%menu_header("CONFIGURATION", 5)
;===================================================================================================
-%toggle_onoff("Rerandomize", !ram_rerandomize_toggle)
+%toggle_onoff("Rerandomize", !config_rerandomize_toggle)
;===================================================================================================
-%toggle_func_onoff_here("Music", !ram_feature_music)
- LDA.w !ram_feature_music
+%toggle_func_onoff_here("Music", !config_feature_music)
+ LDA.w !config_feature_music
+
REP #$20
BNE ..unmute
-#mute_music_entry:
..mute
LDA.w #MutedInstruments
BRA ..transfer
@@ -21,8 +21,8 @@ CONFIG_SUBMENU:
..transfer
JSR transfer_adsr
- LDA.l $0133 : STA.l $012C
-
+ LDA.w $0133 : STA.w $012C
+
RTL
#mute_music:
@@ -42,19 +42,21 @@ CONFIG_SUBMENU:
STZ.w $4200
LDA.b #UnmutedInstruments>>16
- JSL $00891D ; load song bank
+ JSL $00891D
+
SEP #$30
+
PLD
RTS
;===================================================================================================
-%toggle_customtext_here("Menu open", !ram_cm_save_place)
+%toggle_customtext_here("Menu open", !config_cm_save_place)
%list_item("Main menu")
%list_item("Save place")
;===================================================================================================
-%choice_here("HUD font", !ram_hud_font, 22)
- %list_item("Shop")
+%choice_here("HUD font", !config_hud_font, 22)
+ %list_item("LTTP")
%list_item("Klonoa")
%list_item("TI-83")
%list_item("Shin-chan")
@@ -97,17 +99,17 @@ endmacro
COLOR_CONFIG_SUBMENU:
%menu_header("COLOR CONFIG", 7)
-%choice_func("Menu BG", !ram_hud_bg, !color_count, set_color, color_list)
+%choice_func("Menu BG", !config_hud_bg, !color_count, set_color, color_list)
-%choice_func("Header FG", !ram_hud_header_fg, !color_count, set_color, color_list)
-%choice_func("Header HL", !ram_hud_header_hl, !color_count, set_color, color_list)
-%choice_func("Header BG", !ram_hud_header_bg, !color_count, set_color, color_list)
+%choice_func("Header FG", !config_hud_header_fg, !color_count, set_color, color_list)
+%choice_func("Header HL", !config_hud_header_hl, !color_count, set_color, color_list)
+%choice_func("Header BG", !config_hud_header_bg, !color_count, set_color, color_list)
-%choice_func("Selection FG", !ram_hud_sel_fg, !color_count, set_color, color_list)
-%choice_func("Selection BG", !ram_hud_sel_bg, !color_count, set_color, color_list)
+%choice_func("Selection FG", !config_hud_sel_fg, !color_count, set_color, color_list)
+%choice_func("Selection BG", !config_hud_sel_bg, !color_count, set_color, color_list)
-%choice_func("Inactive FG", !ram_hud_dis_fg, !color_count, set_color, color_list)
-;%choice_func("Inactive BG", !ram_hud_dis_bg, !color_count, set_color, color_list)
+%choice_func("Inactive FG", !config_hud_dis_fg, !color_count, set_color, color_list)
+;%choice_func("Inactive BG", !config_hud_dis_bg, !color_count, set_color, color_list)
set_color:
BIT.b SA1IRAM.cm_ax
@@ -119,7 +121,7 @@ set_color:
TAY
LDA.l .defaults,X
- STA.w !ram_hud_bg,Y
+ STA.w !config_hud_bg,Y
.dontreset
RTL
diff --git a/src/cm_draw.asm b/src/cm_draw.asm
index e72ef8c..3417506 100644
--- a/src/cm_draw.asm
+++ b/src/cm_draw.asm
@@ -1,8 +1,8 @@
EmptyEntireMenu:
REP #$20
SEP #$10
- LDX.b #$00
+ LDX.b #$00
LDA.w #$002F
.loop
@@ -41,6 +41,12 @@ EmptyCurrentMenu:
;===================================================================================================
+RedrawCurrentMenu:
+ JSR DrawCurrentMenu
+ JML NMI_RequestFullMenuUpdate
+
+;===================================================================================================
+
DrawCurrentMenu:
REP #$30
LDY.w #0
@@ -410,9 +416,6 @@ CMDRAW_ONOFF:
;===================================================================================================
-; TODO 3 digits for room ID?
-CMDRAW_NUMFIELD_HEX_UPDATEWHOLEMENU:
-
CMDRAW_HEX_2_DIGITS:
LDY.w #2
BRA CMDRAW_HEX
@@ -652,7 +655,10 @@ CMDRAW_TOGGLE_BIT0_LONG_CUSTOMTEXT:
;===================================================================================================
; TODO ?
CMDRAW_TOGGLE_ROOMFLAG:
+ REP #$20
+
LDA.b [SA1IRAM.cm_current_draw],Y
+ AND.w #$00FF
ASL
TAY
@@ -660,21 +666,23 @@ CMDRAW_TOGGLE_ROOMFLAG:
LDA.w SA1RAM.loadroomid : ASL : TAX
LDA.l $7EF000,X
+ TYX
+ AND.l CM_BITS_ASCENDING,X
PLX
- AND.w .bits,Y : PHP
+ CMP.w #$0001
LDA.w #'0'
+ ADC.w #$0000
- PLP : BEQ ++
+ JSL CMDRAW_1_CHARACTER
- LDA.w #'1'
-
-++ JSL CMDRAW_1_CHARACTER
RTS
-.bits
+;===================================================================================================
+
+CM_BITS_ASCENDING:
dw 1<<0
dw 1<<1
dw 1<<2
@@ -761,9 +769,9 @@ CMDRAW_NUMFIELD_LONG_FUNC_HEX:
JSR CMDRAW_SAVE_ADDRESS_LONG
BRA .continue
+#CMDRAW_NUMFIELD_HEX_UPDATEWHOLEMENU:
#CMDRAW_NUMFIELD_HEX:
#CMDRAW_NUMFIELD_FUNC_HEX:
-#CMDRAW_NUMFIELD_PRESSFUNC_HEX:
JSR CMDRAW_SAVE_ADDRESS_00
.continue
diff --git a/src/cm_equipment.asm b/src/cm_equipment.asm
index ab95abc..90bbe07 100644
--- a/src/cm_equipment.asm
+++ b/src/cm_equipment.asm
@@ -41,6 +41,7 @@ EQUIPMENT_SUBMENU:
LDA.w SA1RAM.cm_equipment_maxhp
ASL #3
STA.l $7EF36C
+
RTL
;===================================================================================================
@@ -49,13 +50,19 @@ EQUIPMENT_SUBMENU:
;===================================================================================================
%func("Fill rupees", this)
REP #$20
+
LDA.w #999
STA.l $7EF360
STA.l $7EF362
+
RTL
;===================================================================================================
-%func_filtered("Fill everything", gamemode_fill_everything)
+%func("Fill everything", this)
+ JSL gamemode_fill_everything
+ JSL CM_CacheWRAM
+
+ JML RedrawCurrentMenu
;===================================================================================================
%choice_long_func_filtered_here("Sword", $7EF359, 5, set_sword)
@@ -145,7 +152,7 @@ EQUIPMENT_SUBMENU:
BIG_KEYS_SUBMENU:
%menu_header("BIG KEYS", 14)
%toggle_bit_long("Sewers", $7EF367, 7)
- %toggle_bit_long("Hyrule Castle", $7EF367, 6)
+ %toggle_bit_long("Escape", $7EF367, 6)
%toggle_bit_long("Eastern", $7EF367, 5)
%toggle_bit_long("Desert", $7EF367, 4)
%toggle_bit_long("Hera", $7EF366, 5)
diff --git a/src/cm_func.asm b/src/cm_func.asm
index c79df1f..70d3a75 100644
--- a/src/cm_func.asm
+++ b/src/cm_func.asm
@@ -255,6 +255,7 @@ CMDO_FUNC:
BCC .exit
JSR CMDO_SAVE_ADDRESS_LONG
+
PHK
PEA.w .return-1
@@ -325,6 +326,7 @@ CMDO_CHOICE_LONG_PRGTEXT:
.continue
LDA.b [SA1IRAM.cm_writer]
+
BIT.b SA1IRAM.cm_ax
BVS .empty
BMI .increment
@@ -479,32 +481,54 @@ CMDO_CTRL_SHORTCUT:
;===================================================================================================
CMDO_TOGGLE_ROOMFLAG:
- SEP #$20
+ REP #$20
- BIT.b SA1IRAM.cm_ax
+ LDA.b [SA1IRAM.cm_current_selection],Y
+ AND.w #$00FF
+ ASL
+ TAY
+
+ LDA.w SA1RAM.loadroomid
+ AND.w #$00FF
+ ASL
+ TAX
+
+ LDA.w CM_BITS_ASCENDING,Y
+
+ BIT.b SA1IRAM.cm_ax-1
BVS .clear
BMI .toggle
- BIT.b SA1IRAM.cm_leftright
+ BIT.b SA1IRAM.cm_leftright-1
BMI .toggle
BVS .toggle
- BIT.b SA1IRAM.cm_y
+ BIT.b SA1IRAM.cm_y-1
BMI .enable
+ RTS
+
.clear
+ EOR.w #$FFFF
+ AND.l $7EF000,X
+ STA.l $7EF000,X
+ JSL CM_MenuSFX_empty
+ RTS
+
.toggle
+ EOR.l $7EF000,X
+ STA.l $7EF000,X
+ JSL CM_MenuSFX_bink
+ RTS
+
.enable
+ ORA.l $7EF000,X
+ STA.l $7EF000,X
+ JSL CM_MenuSFX_fill
+ RTS
-;===================================================================================================
-; TODO
-CMDO_NUMFIELD_PRESSFUNC_HEX:
- LDA.b SA1IRAM.cm_ax
- ASL
- BCC CMDO_NUMFIELD
- LDY.b #6
- JMP CMDO_PERFORM_FUNC
+;===================================================================================================
CMDO_NUMFIELD:
CMDO_NUMFIELD_HEX:
diff --git a/src/cm_gameplay.asm b/src/cm_gameplay.asm
index 5cd3de8..25dbfdb 100644
--- a/src/cm_gameplay.asm
+++ b/src/cm_gameplay.asm
@@ -2,12 +2,12 @@ GAMEPLAY_SUBMENU:
%menu_header("GAMEPLAY", 8)
;===================================================================================================
-%toggle_onoff("Skip Triforce", !ram_skip_triforce_toggle)
+%toggle_onoff("Skip Triforce", !config_skip_triforce_toggle)
%toggle("Disable beams", !disable_beams)
;===================================================================================================
-%toggle_func_onoff_here("Lit rooms", !ram_lit_rooms_toggle)
+%toggle_func_onoff_here("Lit rooms", !config_lit_rooms_toggle)
LDA.w $001B : BEQ ++
LDA.b #$20 : STA.w $009A
@@ -17,9 +17,9 @@ GAMEPLAY_SUBMENU:
++ RTL
;===================================================================================================
-%toggle_onoff("Fast walls", !ram_fast_moving_walls)
+%toggle_onoff("Fast walls", !config_fast_moving_walls)
-%toggle_onoff("Visible probes", !ram_probe_toggle)
+%toggle_onoff("Visible probes", !config_probe_toggle)
%toggle_bit("Disable BG1", SA1RAM.disabled_layers, 0)
diff --git a/src/cm_gamestate.asm b/src/cm_gamestate.asm
index edae55b..198f6a0 100644
--- a/src/cm_gamestate.asm
+++ b/src/cm_gamestate.asm
@@ -1,5 +1,5 @@
GAMESTATE_SUBMENU:
-%menu_header("GAME STATE", 10)
+%menu_header("GAME STATE", 11)
;===================================================================================================
%func("Skip text", this)
@@ -17,15 +17,10 @@ GAMESTATE_SUBMENU:
;===================================================================================================
%submenu("Reset dungeons", cm_game_reset_dungeons_submenu)
-
-;===================================================================================================
%submenu("Toggle bosses defeated", cm_game_state_bosses_submenu)
-
-;===================================================================================================
%submenu("Pendants and crystals", cm_game_state_crystals_submenu)
-
-;===================================================================================================
-%submenu("Game flags", cm_submenu_game_state_flags)
+%submenu("Game flags", cm_game_state_game_flags_submenu)
+%submenu("Drops", cm_game_state_drops_submenu)
;===================================================================================================
%choice_long_func_here("Follower", $7EF3CC, 15, $00D463)
@@ -72,18 +67,18 @@ GAMESTATE_SUBMENU:
;===================================================================================================
cm_game_state_bosses_submenu:
%menu_header("BOSSES DEFEATED", 12)
- %toggle_bit_long_customtext("Armos", $7EF191, 7, bossalivetext)
- %toggle_bit_long_customtext("Lanmola", $7EF067, 7, bossalivetext)
- %toggle_bit_long_customtext("Moldorm", $7EF00F, 7, bossalivetext)
- %toggle_bit_long_customtext("Agahnim", $7EF041, 7, bossalivetext)
- %toggle_bit_long_customtext("Helmasaur", $7EF0B5, 7, bossalivetext)
- %toggle_bit_long_customtext("Blind", $7EF159, 7, bossalivetext)
- %toggle_bit_long_customtext("Mothula", $7EF053, 7, bossalivetext)
- %toggle_bit_long_customtext("Kholdstare", $7EF1BD, 7, bossalivetext)
- %toggle_bit_long_customtext("Arrghus", $7EF00D, 7, bossalivetext)
- %toggle_bit_long_customtext("Vitreous", $7EF121, 7, bossalivetext)
- %toggle_bit_long_customtext("Trinexx", $7EF149, 7, bossalivetext)
- %toggle_bit_long_customtext("Agahnim 2", $7EF01B, 7, bossalivetext)
+ %toggle_bit_long_customtext("Armos", $7EF191, 3, bossalivetext)
+ %toggle_bit_long_customtext("Lanmola", $7EF067, 3, bossalivetext)
+ %toggle_bit_long_customtext("Moldorm", $7EF00F, 3, bossalivetext)
+ %toggle_bit_long_customtext("Agahnim", $7EF041, 3, bossalivetext)
+ %toggle_bit_long_customtext("Helmasaur", $7EF0B5, 3, bossalivetext)
+ %toggle_bit_long_customtext("Blind", $7EF159, 3, bossalivetext)
+ %toggle_bit_long_customtext("Mothula", $7EF053, 3, bossalivetext)
+ %toggle_bit_long_customtext("Kholdstare", $7EF1BD, 3, bossalivetext)
+ %toggle_bit_long_customtext("Arrghus", $7EF00D, 3, bossalivetext)
+ %toggle_bit_long_customtext("Vitreous", $7EF121, 3, bossalivetext)
+ %toggle_bit_long_customtext("Trinexx", $7EF149, 3, bossalivetext)
+ %toggle_bit_long_customtext("Agahnim 2", $7EF01B, 3, bossalivetext)
#bossalivetext:
%list_header(2)
@@ -91,7 +86,7 @@ cm_game_state_bosses_submenu:
%list_item("Alive")
;===================================================================================================
-cm_submenu_game_state_flags:
+cm_game_state_game_flags_submenu:
%menu_header("GAME FLAGS", 12)
%toggle_bit_long("Uncle dead", $7EF3C6, 0)
%toggle_bit_long("Sanc priest", $7EF3C6, 1)
@@ -107,6 +102,28 @@ cm_submenu_game_state_flags:
%toggle_bit_long("Smithy rescued", $7EF3C9, 5)
%toggle_bit_long("Tempering", $7EF3C9, 7)
+;===================================================================================================
+cm_game_state_drops_submenu:
+%menu_header("ENEMY DROPS", 11)
+
+%choice_long_here("Drop luck", $7E0CF9, 3)
+ %list_item("None")
+ %list_item("Good")
+ %list_item("Bad")
+
+%numfield_long("Lucky kills", $7E0CFA, 0, 10, 1)
+%numfield_long("Rupee pull kills", $7E0CFB, 0, 255, 16)
+%numfield_long("Rupee pull hits", $7E0CFC, 0, 255, 16)
+
+%choice_long_prgtext("Prize pack 1", $7E0FC7, 8, draw_prize_pack_1)
+%choice_long_prgtext("Prize pack 2", $7E0FC8, 8, draw_prize_pack_2)
+%choice_long_prgtext("Prize pack 3", $7E0FC9, 8, draw_prize_pack_3)
+%choice_long_prgtext("Prize pack 4", $7E0FCA, 8, draw_prize_pack_4)
+%choice_long_prgtext("Prize pack 5", $7E0FCB, 8, draw_prize_pack_5)
+%choice_long_prgtext("Prize pack 6", $7E0FCC, 8, draw_prize_pack_6)
+%choice_long_prgtext("Prize pack 7", $7E0FCD, 8, draw_prize_pack_7)
+
+
;===================================================================================================
cm_game_state_crystals_submenu:
%menu_header("PENDANTS AND CRYSTALS", 10)
@@ -139,7 +156,6 @@ cm_game_reset_dungeons_submenu:
%func("Ganon's Tower", reset_dungeon_func)
%func("Other", reset_dungeon_func)
-
!EX = $01 ; escape
!EP = $02 ; eastern palace
!DP = $03 ; desert palace
@@ -191,7 +207,8 @@ reset_dungeon_func:
LDX.w .list,Y
REP #$30
- LDA #$0000
+
+ LDA.w #$0000
TCD
STX.b $00
@@ -230,3 +247,74 @@ reset_dungeon_func:
db !TR
db !GT
db !CV
+
+;===================================================================================================
+
+draw_prize_pack:
+ JSL CMDRAW_1_CHARACTER
+
+ LDA.b #' '
+ JSL CMDRAW_1_CHARACTER
+
+ REP #$20
+ PLA
+ SEP #$20
+
+ PHX
+ TAX
+
+ ; get prize pack # from index + pack
+ ASL : ASL : ASL
+ ADC.w $0FC7,X
+ TAX
+
+ LDA.l $06FA78,X
+ SBC.b #$D7
+
+ REP #$F3
+ ASL
+ TAX
+
+ LDA.w .item_names,X
+
+ PLX
+
+ JSL CMDRAW_WORD_LONG_LONG
+
+ RTL
+
+#draw_prize_pack_1:
+ PEA.w $0000 : BRA draw_prize_pack
+
+#draw_prize_pack_2:
+ PEA.w $0001 : BRA draw_prize_pack
+
+#draw_prize_pack_3:
+ PEA.w $0002 : BRA draw_prize_pack
+
+#draw_prize_pack_4:
+ PEA.w $0003 : BRA draw_prize_pack
+
+#draw_prize_pack_5:
+ PEA.w $0004 : BRA draw_prize_pack
+
+#draw_prize_pack_6:
+ PEA.w $0005 : BRA draw_prize_pack
+
+#draw_prize_pack_7:
+ PEA.w $0006 : BRA draw_prize_pack
+
+.item_names
+%list_header(12)
+ %list_item("Heart") ; $D8
+ %list_item("Grn rupee") ; $D9
+ %list_item("Blue rupee") ; $DA
+ %list_item("Red rupee") ; $DB
+ %list_item("Bomb (1)") ; $DC
+ %list_item("Bomb (4)") ; $DD
+ %list_item("Bomb (8)") ; $DE
+ %list_item("Magic") ; $DF
+ %list_item("Big magic") ; $E0
+ %list_item("Arrow (5)") ; $E1
+ %list_item("Arrow (10)") ; $E2
+ %list_item("Fairy") ; $E3
diff --git a/src/cm_hud.asm b/src/cm_hud.asm
index 8e01272..6a075fd 100644
--- a/src/cm_hud.asm
+++ b/src/cm_hud.asm
@@ -1,63 +1,63 @@
HUDEXTRAS_SUBMENU:
- %menu_header("HUD EXTRAS", 16)
+ %menu_header("HUD EXTRAS", 17)
;===================================================================================================
-%choice_here("Health display", !ram_heart_display, 2)
+%choice_here("Health display", !config_heart_display, 2)
%list_item("Numerical")
%list_item("Vanilla")
;===================================================================================================
-%choice_here("Input display", !ram_input_display, 4)
+%choice_here("Input display", !config_input_display, 4)
%list_item("Off")
%list_item("Graphical")
%list_item("Classic")
%list_item("Classic Gray")
;===================================================================================================
-!counter_count = 19
-%choice("Counter 1", !ram_counter1, !counter_count, counter_names)
-%choice("Counter 2", !ram_counter2, !counter_count, counter_names)
-%choice("Counter 3", !ram_counter3, !counter_count, counter_names)
-%choice("Counter 4", !ram_counter4, !counter_count, counter_names)
-%choice("Counter 5", !ram_counter5, !counter_count, counter_names)
-
-#counter_address:
- fillword $001A : fill !counter_count*2
-
-!counterid = -1
-macro new_counter(addr, name)
- !counterid #= !counterid+1
+!sentry_count = 19
+%choice("Sentry 1", !config_sentry1, !sentry_count, sentry_names)
+%choice("Sentry 2", !config_sentry2, !sentry_count, sentry_names)
+%choice("Sentry 3", !config_sentry3, !sentry_count, sentry_names)
+%choice("Sentry 4", !config_sentry4, !sentry_count, sentry_names)
+%choice("Sentry 5", !config_sentry5, !sentry_count, sentry_names)
+
+#sentry_address:
+ fillword $001A : fill !sentry_count*2
+
+!sentryid = -1
+macro new_sentry(addr, name)
+ !sentryid #= !sentryid+1
%list_item("")
pushpc
- org counter_address+!counterid*2
+ org sentry_address+!sentryid*2
dw
pullpc
endmacro
-#counter_names:
-%list_header(!counter_count)
- %new_counter($001A, "Off")
- %new_counter($001A, "Room time")
- %new_counter($001A, "Lag")
- %new_counter($001A, "Idle")
- %new_counter($001A, "Segment")
- %new_counter($001A, "Coordinates")
- %new_counter($002A, "Subpixels")
- %new_counter($001A, "Room ID")
- %new_counter($00A9, "Quadrant")
- %new_counter($008A, "Screen ID")
- %new_counter($0114, "Tile (UW)")
- %new_counter($02A2, "Spooky")
- %new_counter($0B08, "Arc variable")
- %new_counter($0690, "WEST SOMARIA")
- %new_counter($03C4, "Anc index")
- %new_counter($039D, "Hookslot")
- %new_counter($C000, "Pits")
- %new_counter($0E50, "Boss HP")
- %new_counter($0374, "Hovering")
-
-#reinit_counteraddr:
+#sentry_names:
+%list_header(!sentry_count)
+ %new_sentry($001A, "Off")
+ %new_sentry($001A, "Room time")
+ %new_sentry($001A, "Lag")
+ %new_sentry($001A, "Idle")
+ %new_sentry($001A, "Segment")
+ %new_sentry($001A, "Coordinates")
+ %new_sentry($002A, "Subpixels")
+ %new_sentry($001A, "Room ID")
+ %new_sentry($00A9, "Quadrant")
+ %new_sentry($008A, "Screen ID")
+ %new_sentry($0114, "Tile (UW)")
+ %new_sentry($02A2, "Spooky")
+ %new_sentry($0B08, "Arc variable")
+ %new_sentry($0690, "WEST SOMARIA")
+ %new_sentry($03C4, "Anc index")
+ %new_sentry($039D, "Hookslot")
+ %new_sentry($C000, "Pits")
+ %new_sentry($0E50, "Boss HP")
+ %new_sentry($0374, "Hovering")
+
+#reinit_sentry_addresses:
REP #$30
PHB
@@ -66,37 +66,37 @@ endmacro
LDX.w #$0008
--- LDA.w !ram_counter1,X
+-- LDA.w !config_sentry1,X
ASL
TAY
- LDA.w counter_address,Y
- STA.w SA1IRAM.CNTADD1,X
+ LDA.w sentry_address,Y
+ STA.w SA1IRAM.SNTADD1,X
DEX
DEX
BPL --
SEP #$30
- LDA.w !ram_linecounter1
- ORA.w !ram_linecounter2
- ORA.w !ram_linecounter3
- ORA.w !ram_linecounter4
+ LDA.w !config_linesentry1
+ ORA.w !config_linesentry2
+ ORA.w !config_linesentry3
+ ORA.w !config_linesentry4
CMP.b #$01
LDA.b #$00
ROR
- STA.b !ram_extra_sa1_required
+ STA.b !config_extra_sa1_required
PLB
RTL
;===================================================================================================
-!linecounter_count = 9
-%choice("Line 1", !ram_linecounter1, !linecounter_count, linecounter_names)
-%choice("Line 2", !ram_linecounter2, !linecounter_count, linecounter_names)
-%choice("Line 3", !ram_linecounter3, !linecounter_count, linecounter_names)
+!linesentry_count = 9
+%choice("Line 1", !config_linesentry1, !linesentry_count, linesentry_names)
+%choice("Line 2", !config_linesentry2, !linesentry_count, linesentry_names)
+%choice("Line 3", !config_linesentry3, !linesentry_count, linesentry_names)
-#linecounter_names:
-%list_header(!linecounter_count)
+#linesentry_names:
+%list_header(!linesentry_count)
%list_item("Off")
%list_item("Room flags")
%list_item("UW Camera X")
@@ -105,23 +105,23 @@ endmacro
%list_item("OW Trans Y")
%list_item("Ancilla 0-4")
%list_item("Ancilla 5-9")
- %list_item("Ancilla IXd")
+ %list_item("Ancilla MSX")
;===================================================================================================
!ancprop_count = 11
-%choice("Ancilla prop 1", !ram_ancprop1, !ancprop_count, ancprop_names)
-%choice("Ancilla prop 2", !ram_ancprop2, !ancprop_count, ancprop_names)
-%choice("Ancilla prop 3", !ram_ancprop3, !ancprop_count, ancprop_names)
+%choice("Ancilla prop 1", !config_ancprop1, !ancprop_count, ancprop_names)
+%choice("Ancilla prop 2", !config_ancprop2, !ancprop_count, ancprop_names)
+%choice("Ancilla prop 3", !config_ancprop3, !ancprop_count, ancprop_names)
#ancillawatch_props:
fillword $0C4A : fill !ancprop_count*2
-!anccounterid = -1
+!ancsentryid = -1
macro new_ancprop(addr, name)
- !anccounterid #= !anccounterid+1
+ !ancsentryid #= !ancsentryid+1
%list_item("")
pushpc
- org ancillawatch_props+!anccounterid*2
+ org ancillawatch_props+!ancsentryid*2
dw
pullpc
@@ -130,8 +130,8 @@ endmacro
#ancprop_names:
%list_header(!ancprop_count)
%new_ancprop($0C4A, "ID")
- %new_ancprop($0BFA, "Y coord")
%new_ancprop($0C04, "X coord")
+ %new_ancprop($0BFA, "Y coord")
%new_ancprop($029E, "Altitude")
%new_ancprop($0C7C, "Layer")
%new_ancprop($0C5E, "Extension")
@@ -142,10 +142,11 @@ endmacro
%new_ancprop($0BFA, "Delta Y")
;===================================================================================================
-%toggle_onoff("Heart lag", !ram_heartlag_spinner)
-;===================================================================================================
-%toggle_onoff("QW indicator", !ram_qw_toggle)
+%toggle_onoff("HUD lag", !config_hudlag_spinner)
-;===================================================================================================
-%toggle_onoff("Boss cycles", !ram_toggle_boss_cycles)
+%toggle_onoff("State icons", !config_state_icons)
+
+%toggle_onoff("Quick warp", !config_qw_toggle)
+
+%toggle_onoff("Boss cycles", !config_toggle_boss_cycles)
diff --git a/src/cm_linkstate.asm b/src/cm_linkstate.asm
index 55fb2b5..1eb4e52 100644
--- a/src/cm_linkstate.asm
+++ b/src/cm_linkstate.asm
@@ -8,6 +8,21 @@ LINKSTATE_SUBMENU:
%list_item("Armed (2)")
%list_item("Deathholed")
+
+;===================================================================================================
+%toggle("Statue drag", $02FA)
+
+;===================================================================================================
+%numfield_hex("Ancilla index", $03C4, 0, $7F, 5)
+
+;===================================================================================================
+%toggle("Armed EG", $047A)
+
+%choice_here("EG strength", $044A, 3)
+ %list_item("EG 0")
+ %list_item("Strong")
+ %list_item("Weak")
+
;===================================================================================================
%func_filtered("Activate superbunny", this)
LDA.b $5D
@@ -32,24 +47,12 @@ LINKSTATE_SUBMENU:
%func_filtered("Finish mirror door", this)
REP #$20
+
LDA.b $10 : CMP.w #$0007 : BEQ .allow
CMP.w #$010E : BNE .nothappening
LDA.w $010C : CMP.w #$1A07 : BNE .nothappening
.allow
LDA.w #$0111 : STA.b $C8
- RTL
-
-;===================================================================================================
-%toggle("Statue drag", $02FA)
-
-;===================================================================================================
-%numfield_hex("Anc Index", $03C4, 0, $7F, 5)
-
-;===================================================================================================
-%toggle("Armed EG", $047A)
-%choice_here("EG strength", $044A, 3)
- %list_item("EG 0")
- %list_item("Strong")
- %list_item("Weak")
+ RTL
diff --git a/src/cm_macros.asm b/src/cm_macros.asm
index 98ce2bf..e6a75f2 100644
--- a/src/cm_macros.asm
+++ b/src/cm_macros.asm
@@ -49,9 +49,9 @@ macro add_menu_item(label)
.ITEM_!{CM_HEADER_ID}_!{MENU_ITEM}
endmacro
+
;===================================================================================================
-;
-;===================================================================================================
+
!LIST_HEADER_ID = 0
!LAST_LIST_SIZE = 0
macro list_header(size)
@@ -64,16 +64,21 @@ macro list_header(size)
!LAST_LIST_SIZE =
endmacro
-macro list_item(text)
+macro add_list_item(l)
!LIST_ITEM #= !LIST_ITEM+1
if !LIST_ITEM > !LAST_LIST_SIZE
error "Too many items\! !LIST_ITEM > !LAST_LIST_SIZE"
endif
pushpc
- org ..table-2+(!LIST_ITEM*2) : dw ?here
+ org ..table-2+(!LIST_ITEM*2) : dw
pullpc
-#?here:
+endmacro
+
+macro list_item(text)
+ %add_list_item(++++)
+
+++++
db "", $FF
endmacro
@@ -307,7 +312,7 @@ endmacro
%MenuAction("NUMFIELD_HEX_UPDATEWHOLEMENU", 6, $6D)
macro numfield_hex_update(name, addr, start, end, increment)
%add_self()
- db !CM_NUMFIELD_HEX
+ db !CM_NUMFIELD_HEX_UPDATEWHOLEMENU
dw
db , ,
db "", $FF
@@ -362,17 +367,6 @@ macro numfield_func_hex(name, addr, start, end, increment, func)
#?here:
endmacro
-%MenuAction("NUMFIELD_PRESSFUNC_HEX", 9, $6D)
-macro numfield_pressfunc_hex(name, addr, start, end, increment, func)
- %add_self()
- db !CM_NUMFIELD_PRESSFUNC_HEX
- dw
- db , ,
- dl select(equal(,this), ?here, )
- db "", $FF
-#?here:
-endmacro
-
%MenuAction("NUMFIELD_FUNC_PRGTEXT", 12, $6D)
macro numfield_func_prgtext(name, addr, start, end, increment, func, text)
%add_self()
diff --git a/src/cm_main.asm b/src/cm_main.asm
index 4eded7c..ab25095 100644
--- a/src/cm_main.asm
+++ b/src/cm_main.asm
@@ -6,7 +6,7 @@
;===================================================================================================
cm_mainmenu:
-%menu_header("LTTPHACK !VERSION", 11)
+%menu_header("LTTPHACK !VERSION", 12)
%submenu_variable("Presets", PRESET_SUBMENU)
%submenu("Y Items", ITEMS_SUBMENU)
%submenu("Equipment", EQUIPMENT_SUBMENU)
@@ -15,6 +15,7 @@ cm_mainmenu:
%submenu("Gameplay", GAMEPLAY_SUBMENU)
%submenu("RNG control", RNG_SUBMENU)
%submenu("HUD extras", HUDEXTRAS_SUBMENU)
+ %submenu("Room master", ROOMLOAD_SUBMENU)
%submenu("Shortcuts", SHORTCUTS_SUBMENU)
%submenu("Preset config", PRESET_CONFIG_SUBMENU)
%submenu("Configuration", CONFIG_SUBMENU)
@@ -33,13 +34,13 @@ CM_Main:
JSL SNES_ENABLE_CUSTOM_NMI
JSR CM_PrepPPU
- JSR CM_CacheWRAM
+ JSL CM_CacheWRAM
REP #$20
STZ.b SA1IRAM.SHORTCUT_USED
- STZ.w SA1IRAM.CONTROLLER_1
- STZ.w SA1IRAM.CONTROLLER_1_FILTERED
+ STZ.b SA1IRAM.CONTROLLER_1
+ STZ.b SA1IRAM.CONTROLLER_1_FILTERED
LDA.w #15
STA.w SA1RAM.cm_input_timer
@@ -50,12 +51,13 @@ CM_Main:
; assume something went wrong if it's not 2
STZ.b SA1IRAM.cm_submodule
+
BRA .loop
.fine
SEP #$20
- LDA.w !ram_cm_save_place
+ LDA.w !config_cm_save_place
BEQ .loop
JSR EmptyEntireMenu
@@ -105,30 +107,33 @@ CM_Return:
PLD
PLB
+ JSL SetHUDItemGraphics
JSL CM_Exiting
LDA.b #$81 : STA.w $4200
RTL
-;---------------------------------------------------------------------------------------------------
+;===================================================================================================
CM_Exiting:
REP #$20
- LDA.w #2
- STA.l SA1IRAM.cm_submodule
+
+ LDA.w #$0002
+ STA.w SA1IRAM.cm_submodule
SEP #$20
STZ.w $4200
+
LDA.b #$80
STA.w $2100
- JSL load_default_tileset
- JSL reinit_counteraddr
+ JSL LoadCustomHUDGFX
+ JSL reinit_sentry_addresses
SEP #$30
- LDA.b #$15 : STA.w $012E
+ LDA.b #$15 : STA.w $2142
STZ.b $12
INC.b $15 ; trigger a CGRAM update
@@ -181,16 +186,16 @@ CM_PrepPPU:
; transfer menu tileset
REP #$10
- ; word-access, incr by 1
- LDA #$80 : STA $2115
-
- LDX.w #$7000 : STX.w $2116 ; VRAM address (E000 in vram)
- LDX.w #cm_gfx>>0 : STX.w $4352 ; Source offset
- LDA.b #cm_gfx>>16 : STA.w $4354 ; Source bank
- LDX.w #$1800 : STX.w $4355 ; Size (0x10 = 1 tile)
- LDA.b #$01 : STA.w $4350 ; word, normal increment (DMA MODE)
- LDA.b #$18 : STA.w $4351 ; destination (VRAM write)
- LDA.b #$20 : STA.w $420B ; initiate DMA (channel 1)
+
+ LDA.b #$80 : STA.w $2115
+
+ LDX.w #$7000 : STX.w $2116
+ LDX.w #cm_gfx>>0 : STX.w $4352
+ LDA.b #cm_gfx>>16 : STA.w $4354
+ LDX.w #$1800 : STX.w $4355
+ LDX.w #$1801 : STX.w $4350
+ LDA.b #$20 : STA.w $420B
+
RTS
;===================================================================================================
@@ -201,7 +206,7 @@ CM_CacheWRAM:
; Bow
LDA.l $7EF340 : BEQ ++
- CMP #$03
+ CMP.b #$03
LDA.b #$01
ADC.b #$00
++ STA.w SA1RAM.cm_item_bow
@@ -211,7 +216,9 @@ CM_CacheWRAM:
LSR #3
STA.w SA1RAM.cm_equipment_maxhp
- RTS
+ RTL
+
+;===================================================================================================
CM_Init:
JSR EmptyEntireMenu
@@ -282,11 +289,11 @@ CM_MenuSFX:
REP #$20
PHA ; save our A
- LDA.l $00012E
+ LDA.w $012E
BNE .sfx_busy
LDA 4,S ; get our PEA
- STA.l $00012E
+ STA.w $012E
.sfx_busy
LDA 2,S ; move the P to top of stack
@@ -563,6 +570,7 @@ CM_UpdateCurrentSelection:
LDY.b SA1IRAM.cm_current_menu+2
STY.b SA1IRAM.cm_current_selection+2
+
RTS
;===================================================================================================
diff --git a/src/cm_mainmenu_movies.asm b/src/cm_mainmenu_movies.asm
deleted file mode 100644
index 5b76efb..0000000
--- a/src/cm_mainmenu_movies.asm
+++ /dev/null
@@ -1,74 +0,0 @@
-; MOVIES {{{
-
-cm_main_goto_movies:
- %submenu("Movies", cm_submenu_movies)
-
-cm_submenu_movies:
- dw cm_movie_1
- dw cm_movie_2
- dw cm_movie_3
- dw cm_movie_4
- dw cm_movie_5
- dw cm_movie_6
- dw cm_movie_7
- dw cm_movie_8
- dw cm_movie_9
- dw cm_movie_10
- dw cm_movie_11
- dw cm_movie_12
- dw cm_movie_13
- dw cm_movie_14
- dw cm_movie_15
- dw cm_movie_16
- dw !menu_end
- %menu_header("MOVIES")
-
-cm_movie_1:
- %movie("Movie 01 (0000 bytes)", 0)
-
-cm_movie_2:
- %movie("Movie 02 (0000 bytes)", 1)
-
-cm_movie_3:
- %movie("Movie 03 (0000 bytes)", 2)
-
-cm_movie_4:
- %movie("Movie 04 (0000 bytes)", 3)
-
-cm_movie_5:
- %movie("Movie 05 (0000 bytes)", 4)
-
-cm_movie_6:
- %movie("Movie 06 (0000 bytes)", 5)
-
-cm_movie_7:
- %movie("Movie 07 (0000 bytes)", 6)
-
-cm_movie_8:
- %movie("Movie 08 (0000 bytes)", 7)
-
-cm_movie_9:
- %movie("Movie 09 (0000 bytes)", 8)
-
-cm_movie_10:
- %movie("Movie 10 (0000 bytes)", 9)
-
-cm_movie_11:
- %movie("Movie 11 (0000 bytes)", 10)
-
-cm_movie_12:
- %movie("Movie 12 (0000 bytes)", 11)
-
-cm_movie_13:
- %movie("Movie 13 (0000 bytes)", 12)
-
-cm_movie_14:
- %movie("Movie 14 (0000 bytes)", 13)
-
-cm_movie_15:
- %movie("Movie 15 (0000 bytes)", 14)
-
-cm_movie_16:
- %movie("Movie 16 (0000 bytes)", 15)
-
-; }}}
\ No newline at end of file
diff --git a/src/cm_presetconfig.asm b/src/cm_presetconfig.asm
index 88bc820..3226947 100644
--- a/src/cm_presetconfig.asm
+++ b/src/cm_presetconfig.asm
@@ -3,42 +3,42 @@ PRESET_CONFIG_SUBMENU:
;===================================================================================================
; PRESET LIST
-%choice_here("Preset category", !ram_preset_category, 8)
+%choice_here("Preset category", !config_preset_category, 8)
%list_item("Any% NMG")
- %list_item("Hundo")
+ %list_item("100% NMG")
%list_item("Low%")
%list_item("Low% Legacy")
- %list_item("AD 2020")
+ %list_item("AD RMG")
%list_item("AD 2014")
%list_item("Any% RMG")
- %list_item("BOSS RTA")
+ %list_item("Boss RTAs")
;===================================================================================================
%submenu_variable("Safeties", SAFETIES_SUBMENU)
;===================================================================================================
-%toggle_onoff("Death reload", !ram_death_reload)
+%toggle_onoff("Death reload", !config_death_reload)
;===================================================================================================
%toggle("Random bats", SA1RAM.ganon_bats)
;===================================================================================================
-%toggle("Use preset load", !ram_use_custom_load)
+%toggle("Use preset load", !config_use_custom_load)
;===================================================================================================
%func("Save loadout", this)
LDX.b #$21
-- LDA.l $7EF340,X
- STA.l !ram_custom_load,X
+ STA.w !config_custom_load,X
DEX
BPL --
- LDA.l $7EF36C : STA.l !ram_custom_load_2+0
- LDA.l $7EF36D : STA.l !ram_custom_load_2+1
- LDA.l $7EF36E : STA.l !ram_custom_load_2+2
- LDA.l $7EF37B : STA.l !ram_custom_load_2+3
- LDA.l $7E0303 : STA.l !ram_custom_load_2+4
+ LDA.l $7EF36C : STA.w !config_custom_load_2+0
+ LDA.l $7EF36D : STA.w !config_custom_load_2+1
+ LDA.l $7EF36E : STA.w !config_custom_load_2+2
+ LDA.l $7EF37B : STA.w !config_custom_load_2+3
+ LDA.w $0303 : STA.w !config_custom_load_2+4
RTL
@@ -49,10 +49,10 @@ PRESET_CONFIG_SUBMENU:
SAFETIES_SUBMENU:
SEP #$30
- LDA.w !ram_preset_category
+ LDA.w !config_preset_category
ASL
CLC
- ADC.w !ram_preset_category
+ ADC.w !config_preset_category
TAX
REP #$21
@@ -69,7 +69,7 @@ SAFETIES_SUBMENU:
; PRESET LIST
.pointers
dl presetsafeties_nmg
- dl presetsafeties_hundo
+ dl presetsafeties_100nmg
dl presetsafeties_lownmg
dl presetsafeties_lowleg
dl presetsafeties_ad2020
@@ -82,33 +82,33 @@ SAFETIES_SUBMENU:
presetsafeties_nmg:
%menu_header("NMG SAFETIES", 5)
-%toggle_onoff("Sanc heart", !ram_safeties_nmg_sanc_heart)
+%toggle_onoff("Sanc heart", !config_safeties_nmg_sanc_heart)
-%choice_here("Powder", !ram_safeties_nmg_powder, 4)
+%choice_here("Powder", !config_safeties_nmg_powder, 4)
%list_item("No")
%list_item("Mushroom")
%list_item("Powder")
%list_item("Half magic")
-%choice_here("Gold; Silvers", !ram_safeties_nmg_gs, 3)
+%choice_here("Gold; Silvers", !config_safeties_nmg_gs, 3)
%list_item("No")
%list_item("Silvers")
%list_item("Both")
-%choice_here("Bottles", !ram_safeties_nmg_bottles, 3)
+%choice_here("Bottles", !config_safeties_nmg_bottles, 3)
%list_item("No")
%list_item("Early")
%list_item("Late")
-%toggle_onoff("Red mail", !ram_safeties_nmg_red_mail)
+%toggle_onoff("Red mail", !config_safeties_nmg_red_mail)
;===================================================================================================
;---------------------------------------------------------------------------------------------------
;===================================================================================================
-presetsafeties_hundo:
+presetsafeties_100nmg:
%menu_header("100% NMG SAFETIES", 1)
-%toggle_onoff("Blue boom", !ram_safeties_hundo_trinexx_boom)
+%toggle_onoff("Blue boom", !config_safeties_100nmg_trinexx_boom)
;===================================================================================================
;---------------------------------------------------------------------------------------------------
@@ -131,7 +131,7 @@ presetsafeties_lowleg:
presetsafeties_ad2020:
%menu_header("ALL DUNGEONS SAFETIES", 1)
-%toggle_onoff("Silvers", !ram_safeties_ad2020_silvers)
+%toggle_onoff("Silvers", !config_safeties_ad2020_silvers)
;===================================================================================================
;---------------------------------------------------------------------------------------------------
@@ -139,7 +139,7 @@ presetsafeties_ad2020:
presetsafeties_adold:
%menu_header("ALL DUNGEONS (OLD) SAFETIES", 1)
-%toggle_onoff("Silvers", !ram_safeties_adold_silvers)
+%toggle_onoff("Silvers", !config_safeties_adold_silvers)
;===================================================================================================
;---------------------------------------------------------------------------------------------------
@@ -147,7 +147,7 @@ presetsafeties_adold:
presetsafeties_anyrmg:
%menu_header("ANY% RMG SAFETIES", 1)
-%toggle_onoff("Hookshot", !ram_safeties_anyrmg_hook)
+%toggle_onoff("Hookshot", !config_safeties_anyrmg_hook)
;===================================================================================================
;---------------------------------------------------------------------------------------------------
@@ -161,6 +161,7 @@ presetsafeties_bossrta:
;===================================================================================================
; Fudged menu to make merging the boss RTAs possible
+;===================================================================================================
BOSSRTA_SUBMENU:
%menu_header("Boss RTA", 1)
diff --git a/src/cm_presets_hundo.asm b/src/cm_presets_100nmg.asm
similarity index 58%
rename from src/cm_presets_hundo.asm
rename to src/cm_presets_100nmg.asm
index 7020d91..7cb4142 100644
--- a/src/cm_presets_hundo.asm
+++ b/src/cm_presets_100nmg.asm
@@ -1,5533 +1,6547 @@
-;===================================================================================================
-; PRESET DATA HEADER
-;===================================================================================================
-presetheader_hundo:
- dw presetSRAM_hundo ; location of SRAM
- dw presetpersistent_hundo ; location of persistent data
-
-;===================================================================================================
-%menu_header("100% NMG", 16)
- %label("THIS NEEDS A BIZHAWK MOVIE")
- %submenu("Hyrule Castle", presetmenu_hundo_escape)
- %submenu("Eastern Palace", presetmenu_hundo_eastern)
- %submenu("Desert Palace", presetmenu_hundo_desert)
- %submenu("Tower of Hera", presetmenu_hundo_hera)
- %submenu("Agahnim's Tower", presetmenu_hundo_aga)
- %submenu("Palace of Darkness", presetmenu_hundo_pod)
- %submenu("Thieves' Town", presetmenu_hundo_thieves)
- %submenu("Skull Woods", presetmenu_hundo_skull)
- %submenu("Ice Palace", presetmenu_hundo_ice)
- %submenu("Misery Mire", presetmenu_hundo_mire)
- %submenu("Swamp Palace", presetmenu_hundo_swamp)
- %submenu("Turtle Rock", presetmenu_hundo_trock)
- %submenu("Ganon's Tower", presetmenu_hundo_gtower)
- %submenu("Ganon", presetmenu_hundo_ganon)
- %submenu("Bosses", presetmenu_hundo_boss)
-
-;===================================================================================================
-;---------------------------------------------------------------------------------------------------
-; HYRULE CASTLE
-;---------------------------------------------------------------------------------------------------
-;===================================================================================================
-presetmenu_hundo_escape:
-%menu_header("Hyrule Castle", 14)
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Link's Bed", "hundo", "escape", "bed")
-dw $0104 ; Screen ID
-dw $0940, $215A ; Link Coords
-dw $0900, $2110 ; Camera HV
-db $00 ; Item
-db $02 ; Link direction
-;-----------------------------
-db $00 ; Entrance
-db $02 ; Room layout
-db $00 ; Floor
-db $00 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Courtyard", "hundo", "escape", "courtyard")
-dw $0055 ; Screen ID
-dw $0A78, $0BC6 ; Link Coords
-dw $0A00, $0B10 ; Camera HV
-db $00 ; Item
-db $02 ; Link direction
-;-----------------------------
-db $7D ; Entrance
-db $82 ; Room layout
-db $FF ; Floor
-db $01 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Entrance", "hundo", "escape", "entrance")
-dw $001B ; Screen ID
-dw $07F9, $0709 ; Link Coords
-dw $0785, $06AB ; Camera HV
-db $00 ; Item
-db $00 ; Link direction
-;-----------------------------
-dw $0804, $0718 ; Scroll X,Y
-dw $05B2 ; Tilemap position
-;dw $0005 ; Scroll mod Y
-;dw $0009 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("1st Key Guard", "hundo", "escape", "1st_keyguard")
-dw $0001 ; Screen ID
-dw $02F8, $0062 ; Link Coords
-dw $0280, $0000 ; Camera HV
-db $00 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $04 ; Entrance
-db $80 ; Room layout
-db $00 ; Floor
-db $00 ; Door / Peg state
-db $11 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Stealth Room", "hundo", "escape", "stealth_room")
-dw $0082 ; Screen ID
-dw $040B, $1178 ; Link Coords
-dw $0400, $110B ; Camera HV
-db $00 ; Item
-db $04 ; Link direction
-;-----------------------------
-db $04 ; Entrance
-db $C2 ; Room layout
-db $FF ; Floor
-db $00 ; Door / Peg state
-db $11 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_7F_16()
-%write16($7FE064, $0001) ; Room $72 sprite deaths
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("2nd Key Guard", "hundo", "escape", "2nd_keyguard")
-dw $0071 ; Screen ID
-dw $02AD, $0F78 ; Link Coords
-dw $0200, $0F0B ; Camera HV
-db $00 ; Item
-db $06 ; Link direction
-;-----------------------------
-db $04 ; Entrance
-db $02 ; Room layout
-db $FF ; Floor
-db $00 ; Door / Peg state
-db $11 ; Layer
-dw $0001 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Ball 'n Chains", "hundo", "escape", "ball_n_chains")
-dw $0070 ; Screen ID
-dw $0050, $0E2D ; Link Coords
-dw $0000, $0E00 ; Camera HV
-db $00 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $04 ; Entrance
-db $00 ; Room layout
-db $FE ; Floor
-db $00 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_7F_16()
-%write16($7FE062, $0003) ; Room $71 sprite deaths
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Backtracking", "hundo", "escape", "backtracking")
-dw $0080 ; Screen ID
-dw $0050, $1026 ; Link Coords
-dw $0000, $1000 ; Camera HV
-db $09 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $04 ; Entrance
-db $80 ; Room layout
-db $FD ; Floor
-db $00 ; Door / Peg state
-db $00 ; Layer
-dw $0004 ; Dead sprites
-;-----------------------------
-%write_7F_16()
-%write16($7FE062, $0003) ; Room $71 sprite deaths
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Key Guard Revisited", "hundo", "escape", "keyguard_revisited")
-dw $0072 ; Screen ID
-dw $04F8, $0F2D ; Link Coords
-dw $0480, $0F00 ; Camera HV
-db $09 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $04 ; Entrance
-db $82 ; Room layout
-db $FF ; Floor
-db $01 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Throne Room", "hundo", "escape", "throne_room")
-dw $0051 ; Screen ID
-dw $02F8, $0A8E ; Link Coords
-dw $0280, $0A21 ; Camera HV
-db $09 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $04 ; Entrance
-db $C0 ; Room layout
-db $01 ; Floor
-db $00 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Snake Avoidance Room", "hundo", "escape", "snake_avoidance_room")
-dw $0041 ; Screen ID
-dw $03A8, $082D ; Link Coords
-dw $0300, $0800 ; Camera HV
-db $09 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $04 ; Entrance
-db $C1 ; Room layout
-db $01 ; Floor
-db $00 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Sewer Rooms", "hundo", "escape", "water_rooms")
-dw $0032 ; Screen ID
-dw $04F8, $061F ; Link Coords
-dw $0480, $0600 ; Camera HV
-db $09 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $04 ; Entrance
-db $C0 ; Room layout
-db $FF ; Floor
-db $01 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Key Rat", "hundo", "escape", "keyrat")
-dw $0021 ; Screen ID
-dw $02F8, $052D ; Link Coords
-dw $0280, $0500 ; Camera HV
-db $09 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $04 ; Entrance
-db $82 ; Room layout
-db $FF ; Floor
-db $01 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Last Two Screens", "hundo", "escape", "last_two_screens")
-dw $0011 ; Screen ID
-dw $0378, $022D ; Link Coords
-dw $0300, $0200 ; Camera HV
-db $09 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $04 ; Entrance
-db $41 ; Room layout
-db $FF ; Floor
-db $00 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_7F_16()
-%write16($7FDFC2, $0001) ; Room $21 sprite deaths
-%write_end()
-
-;===================================================================================================
-;---------------------------------------------------------------------------------------------------
-; EASTERN
-;---------------------------------------------------------------------------------------------------
-;===================================================================================================
-presetmenu_hundo_eastern:
-%menu_header("Eastern Palace", 14)
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Before Cutscene", "hundo", "eastern", "before_cutscene")
-dw $0002 ; Screen ID
-dw $04F8, $01B8 ; Link Coords
-dw $0480, $0110 ; Camera HV
-db $09 ; Item
-db $02 ; Link direction
-;-----------------------------
-db $04 ; Entrance
-db $82 ; Room layout
-db $00 ; Floor
-db $81 ; Door / Peg state
-db $11 ; Layer
-dw $000A ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("After Cutscene", "hundo", "eastern", "after_cutscene")
-dw $0012 ; Screen ID
-dw $04F8, $027A ; Link Coords
-dw $0480, $020D ; Camera HV
-db $09 ; Item
-db $02 ; Link direction
-;-----------------------------
-db $04 ; Entrance
-db $C0 ; Room layout
-db $00 ; Floor
-db $00 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Octorok OW", "hundo", "eastern", "octorok")
-dw $001D ; Screen ID
-dw $0B10, $07DC ; Link Coords
-dw $0A9E, $071E ; Camera HV
-db $09 ; Item
-db $02 ; Link direction
-;-----------------------------
-dw $0B1B, $078B ; Scroll X,Y
-dw $0894 ; Tilemap position
-;dw $0000 ; Scroll mod Y
-;dw $0002 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("EP Overworld", "hundo", "eastern", "outside_palace")
-dw $002E ; Screen ID
-dw $0C70, $0A08 ; Link Coords
-dw $0C00, $0A00 ; Camera HV
-db $09 ; Item
-db $00 ; Link direction
-;-----------------------------
-dw $0C7D, $0A6D ; Scroll X,Y
-dw $0000 ; Tilemap position
-;dw $0000 ; Scroll mod Y
-;dw $0000 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Entrance", "hundo", "eastern", "entrance")
-dw $001E ; Screen ID
-dw $0F50, $0637 ; Link Coords
-dw $0EDE, $0600 ; Camera HV
-db $09 ; Item
-db $00 ; Link direction
-;-----------------------------
-dw $0F5B, $066F ; Scroll X,Y
-dw $005A ; Tilemap position
-;dw $0000 ; Scroll mod Y
-;dw $FFF2 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Stalfos Room", "hundo", "eastern", "stalfos_room")
-dw $00A8 ; Screen ID
-dw $1128, $1577 ; Link Coords
-dw $1100, $150A ; Camera HV
-db $09 ; Item
-db $04 ; Link direction
-;-----------------------------
-db $08 ; Entrance
-db $43 ; Room layout
-db $00 ; Floor
-db $00 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Big Chest Room 1", "hundo", "eastern", "big_chest_room_1")
-dw $00A8 ; Screen ID
-dw $11C6, $1478 ; Link Coords
-dw $1100, $140B ; Camera HV
-db $09 ; Item
-db $06 ; Link direction
-;-----------------------------
-db $08 ; Entrance
-db $41 ; Room layout
-db $00 ; Floor
-db $02 ; Door / Peg state
-db $11 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Dark Key Room", "hundo", "eastern", "dark_key_room")
-dw $00BA ; Screen ID
-dw $14CA, $1678 ; Link Coords
-dw $1400, $160B ; Camera HV
-db $09 ; Item
-db $06 ; Link direction
-;-----------------------------
-db $08 ; Entrance
-db $00 ; Room layout
-db $00 ; Floor
-db $82 ; Door / Peg state
-db $00 ; Layer
-dw $0010 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Big Key Damage Boost", "hundo", "eastern", "big_key_dmg_boost")
-dw $00B9 ; Screen ID
-dw $1225, $1678 ; Link Coords
-dw $1200, $160B ; Camera HV
-db $09 ; Item
-db $04 ; Link direction
-;-----------------------------
-db $08 ; Entrance
-db $C0 ; Room layout
-db $00 ; Floor
-db $02 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_7F_16()
-%write16($7FE0F4, $0050) ; Room $BA sprite deaths
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Big Chest Room 2", "hundo", "eastern", "big_chest_room_2")
-dw $00A8 ; Screen ID
-dw $11B2, $1478 ; Link Coords
-dw $1100, $140B ; Camera HV
-db $09 ; Item
-db $06 ; Link direction
-;-----------------------------
-db $08 ; Entrance
-db $41 ; Room layout
-db $00 ; Floor
-db $02 ; Door / Peg state
-db $11 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Gifted with Greenies", "hundo", "eastern", "gwg")
-dw $00A9 ; Screen ID
-dw $12F8, $142B ; Link Coords
-dw $1280, $1400 ; Camera HV
-db $03 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $08 ; Entrance
-db $C0 ; Room layout
-db $00 ; Floor
-db $01 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Pot Room", "hundo", "eastern", "pot_room")
-dw $0099 ; Screen ID
-dw $1278, $132D ; Link Coords
-dw $1200, $1300 ; Camera HV
-db $03 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $08 ; Entrance
-db $82 ; Room layout
-db $00 ; Floor
-db $00 ; Door / Peg state
-db $00 ; Layer
-dw $00D8 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Zeldagamer Room", "hundo", "eastern", "zeldagamer_room")
-dw $00D9 ; Screen ID
-dw $1228, $1B78 ; Link Coords
-dw $1200, $1B0B ; Camera HV
-db $03 ; Item
-db $04 ; Link direction
-;-----------------------------
-db $08 ; Entrance
-db $02 ; Room layout
-db $01 ; Floor
-db $80 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Armos", "hundo", "eastern", "armos")
-dw $00D8 ; Screen ID
-dw $1178, $1A30 ; Link Coords
-dw $1100, $1A00 ; Camera HV
-db $03 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $08 ; Entrance
-db $01 ; Room layout
-db $01 ; Floor
-db $80 ; Door / Peg state
-db $00 ; Layer
-dw $07FF ; Dead sprites
-;-----------------------------
-%write_end()
-
-;===================================================================================================
-;---------------------------------------------------------------------------------------------------
-; DESERT
-;---------------------------------------------------------------------------------------------------
-;===================================================================================================
-presetmenu_hundo_desert:
-%menu_header("Desert Palace", 14)
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Outside Eastern Palace", "hundo", "desert", "outside_eastern_palace")
-dw $001E ; Screen ID
-dw $0F50, $0638 ; Link Coords
-dw $0ED6, $0600 ; Camera HV
-db $03 ; Item
-db $02 ; Link direction
-;-----------------------------
-dw $0F5B, $066D ; Scroll X,Y
-dw $005A ; Tilemap position
-;dw $0000 ; Scroll mod Y
-;dw $FFFA ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Eastern Palace Spinspeed", "hundo", "desert", "ep_spinspeed")
-dw $0105 ; Screen ID
-dw $0A78, $21C2 ; Link Coords
-dw $0A00, $2110 ; Camera HV
-db $03 ; Item
-db $02 ; Link direction
-;-----------------------------
-db $45 ; Entrance
-db $02 ; Room layout
-db $00 ; Floor
-db $01 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write8_enable()
-%write8($7EC167, $05) ; Underworld exit cache
-%write8($7EC165, $20) ; Underworld exit cache
-%write8($7EC166, $25) ; Underworld exit cache
-%write16_enable()
-%write16($7EC140, $001E) ; Underworld exit cache
-%write16($7EC144, $06D7) ; Underworld exit cache
-%write16($7EC148, $0736) ; Underworld exit cache
-%write16($7EC14C, $001E) ; Underworld exit cache
-%write16($7EC150, $0744) ; Underworld exit cache
-%write16($7EC154, $0600) ; Underworld exit cache
-%write16($7EC158, $0C00) ; Underworld exit cache
-%write16($7EC15C, $0520) ; Underworld exit cache
-%write16($7EC160, $0B00) ; Underworld exit cache
-%write16($7EC16C, $FFF7) ; Underworld exit cache
-%write16($7EC170, $FFF6) ; Underworld exit cache
-%write16($7EC142, $0016) ; Underworld exit cache
-%write16($7EC146, $0C76) ; Underworld exit cache
-%write16($7EC14A, $0CF0) ; Underworld exit cache
-%write16($7EC14E, $0710) ; Underworld exit cache
-%write16($7EC152, $0CFB) ; Underworld exit cache
-%write16($7EC156, $091E) ; Underworld exit cache
-%write16($7EC15A, $0F00) ; Underworld exit cache
-%write16($7EC15E, $0A00) ; Underworld exit cache
-%write16($7EC162, $1000) ; Underworld exit cache
-%write16($7EC16A, $0009) ; Underworld exit cache
-%write16($7EC16E, $000A) ; Underworld exit cache
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Bridge Screen", "hundo", "desert", "bridge_screen")
-dw $002E ; Screen ID
-dw $0C13, $0A69 ; Link Coords
-dw $0C00, $0A0B ; Camera HV
-db $03 ; Item
-db $04 ; Link direction
-;-----------------------------
-dw $0C85, $0A78 ; Scroll X,Y
-dw $0000 ; Tilemap position
-;dw $FFF5 ; Scroll mod Y
-;dw $0000 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Unholy Spinspeed", "hundo", "desert", "unholy_spinspeed")
-dw $002A ; Screen ID
-dw $0407, $0B9A ; Link Coords
-dw $0400, $0B1E ; Camera HV
-db $03 ; Item
-db $00 ; Link direction
-;-----------------------------
-dw $0485, $0B8D ; Scroll X,Y
-dw $0900 ; Tilemap position
-;dw $0000 ; Scroll mod Y
-;dw $0000 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Water Dash", "hundo", "desert", "water_dash")
-dw $002C ; Screen ID
-dw $08D2, $0BE2 ; Link Coords
-dw $0860, $0B1E ; Camera HV
-db $03 ; Item
-db $02 ; Link direction
-;-----------------------------
-dw $08DD, $0B8D ; Scroll X,Y
-dw $090C ; Tilemap position
-;dw $0000 ; Scroll mod Y
-;dw $0000 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Outside Desert Palace", "hundo", "desert", "outside_desert_palace")
-dw $003A ; Screen ID
-dw $040E, $0F88 ; Link Coords
-dw $0400, $0F1E ; Camera HV
-db $03 ; Item
-db $04 ; Link direction
-;-----------------------------
-dw $0485, $0F8B ; Scroll X,Y
-dw $0880 ; Tilemap position
-;dw $0000 ; Scroll mod Y
-;dw $0000 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Entrance", "hundo", "desert", "desert_entrance")
-dw $0030 ; Screen ID
-dw $0128, $0CBA ; Link Coords
-dw $00AA, $0C5B ; Camera HV
-db $0C ; Item
-db $00 ; Link direction
-;-----------------------------
-dw $012F, $0CC3 ; Scroll X,Y
-dw $0294 ; Tilemap position
-;dw $0008 ; Scroll mod Y
-;dw $FFF6 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Key Bonk", "hundo", "desert", "keybonk")
-dw $0073 ; Screen ID
-dw $0778, $0F22 ; Link Coords
-dw $0700, $0F00 ; Camera HV
-db $0C ; Item
-db $00 ; Link direction
-;-----------------------------
-db $09 ; Entrance
-db $03 ; Room layout
-db $FF ; Floor
-db $01 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_7F_16()
-%write16($7FE068, $0001) ; Room $74 sprite deaths
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Pre Cannonball Room", "hundo", "desert", "pre_cannonball_room")
-dw $0085 ; Screen ID
-dw $0ACB, $1078 ; Link Coords
-dw $0A00, $100B ; Camera HV
-db $0C ; Item
-db $06 ; Link direction
-;-----------------------------
-db $09 ; Entrance
-db $40 ; Room layout
-db $FF ; Floor
-db $02 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Pot Room", "hundo", "desert", "pot_room")
-dw $0073 ; Screen ID
-dw $0725, $0F78 ; Link Coords
-dw $0700, $0F0B ; Camera HV
-db $0C ; Item
-db $04 ; Link direction
-;-----------------------------
-db $09 ; Entrance
-db $03 ; Room layout
-db $FF ; Floor
-db $02 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_7F_16()
-%write16($7FE08A, $001C) ; Room $85 sprite deaths
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Desert 2 Spinspeed", "hundo", "desert", "desert2_spinspeed")
-dw $0083 ; Screen ID
-dw $0678, $11C3 ; Link Coords
-dw $0600, $1110 ; Camera HV
-db $0C ; Item
-db $02 ; Link direction
-;-----------------------------
-db $09 ; Entrance
-db $02 ; Room layout
-db $FF ; Floor
-db $01 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Popo Genocide", "hundo", "desert", "popo_genocide_room")
-dw $0053 ; Screen ID
-dw $0678, $0AC6 ; Link Coords
-dw $0600, $0A10 ; Camera HV
-db $0C ; Item
-db $02 ; Link direction
-;-----------------------------
-db $0C ; Entrance
-db $00 ; Room layout
-db $01 ; Floor
-db $01 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Torches", "hundo", "desert", "torches")
-dw $0043 ; Screen ID
-dw $0778, $092E ; Link Coords
-dw $0700, $0900 ; Camera HV
-db $09 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $0C ; Entrance
-db $03 ; Room layout
-db $01 ; Floor
-db $01 ; Door / Peg state
-db $11 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_7F_16()
-%write16($7FE026, $06E0) ; Room $53 sprite deaths
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Lanmolas", "hundo", "desert", "lanmolas")
-dw $0043 ; Screen ID
-dw $0678, $082E ; Link Coords
-dw $0600, $0800 ; Camera HV
-db $09 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $0C ; Entrance
-db $80 ; Room layout
-db $01 ; Floor
-db $01 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;===================================================================================================
-;---------------------------------------------------------------------------------------------------
-; HERA
-;---------------------------------------------------------------------------------------------------
-;===================================================================================================
-presetmenu_hundo_hera:
-%menu_header("Tower of Hera", 11)
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Outside Desert Palace", "hundo", "hera", "outside_desert_palace")
-dw $0030 ; Screen ID
-dw $0128, $0C41 ; Link Coords
-dw $00A2, $0C00 ; Camera HV
-db $03 ; Item
-db $02 ; Link direction
-;-----------------------------
-dw $012F, $0C6D ; Scroll X,Y
-dw $0016 ; Tilemap position
-;dw $0000 ; Scroll mod Y
-;dw $000E ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Fake Flippers", "hundo", "hera", "fake_flippers")
-dw $003C ; Screen ID
-dw $09E0, $0F7C ; Link Coords
-dw $0900, $0F1E ; Camera HV
-db $03 ; Item
-db $06 ; Link direction
-;-----------------------------
-dw $097D, $0F8B ; Scroll X,Y
-dw $0820 ; Tilemap position
-;dw $FFF2 ; Scroll mod Y
-;dw $0000 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Death Mountain", "hundo", "hera", "dm")
-dw $00F1 ; Screen ID
-dw $0378, $1FC1 ; Link Coords
-dw $0300, $1F10 ; Camera HV
-db $03 ; Item
-db $02 ; Link direction
-;-----------------------------
-db $06 ; Entrance
-db $C3 ; Room layout
-db $00 ; Floor
-db $01 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("After Mirror", "hundo", "hera", "after_mirror")
-dw $0003 ; Screen ID
-dw $071E, $03C0 ; Link Coords
-dw $06AA, $031E ; Camera HV
-db $03 ; Item
-db $06 ; Link direction
-;-----------------------------
-dw $0729, $038D ; Scroll X,Y
-dw $1816 ; Tilemap position
-;dw $0000 ; Scroll mod Y
-;dw $FFF6 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Quickhop", "hundo", "hera", "quickhop")
-dw $0003 ; Screen ID
-dw $081B, $0138 ; Link Coords
-dw $07A5, $00D4 ; Camera HV
-db $14 ; Item
-db $04 ; Link direction
-;-----------------------------
-dw $0824, $0143 ; Scroll X,Y
-dw $0638 ; Tilemap position
-;dw $000A ; Scroll mod Y
-;dw $000B ; Scroll mod X
-;-----------------------------
-%write8_enable()
-%write8($7E031F, $90) ; iframes from mirror
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Entrance", "hundo", "hera", "entrance")
-dw $0003 ; Screen ID
-dw $08F0, $0085 ; Link Coords
-dw $087C, $0021 ; Camera HV
-db $14 ; Item
-db $00 ; Link direction
-;-----------------------------
-dw $08FB, $0090 ; Scroll X,Y
-dw $00D0 ; Tilemap position
-;dw $000D ; Scroll mod Y
-;dw $FFF4 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Tile room", "hundo", "hera", "tile_room")
-dw $0077 ; Screen ID
-dw $0E78, $0E45 ; Link Coords
-dw $0E00, $0E00 ; Camera HV
-db $14 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $33 ; Entrance
-db $C0 ; Room layout
-db $01 ; Floor
-db $00 ; Door / Peg state
-db $11 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Torches", "hundo", "hera", "torches")
-dw $0087 ; Screen ID
-dw $0F78, $10BC ; Link Coords
-dw $0F00, $1010 ; Camera HV
-db $14 ; Item
-db $02 ; Link direction
-;-----------------------------
-db $33 ; Entrance
-db $01 ; Room layout
-db $00 ; Floor
-db $00 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Beetles", "hundo", "hera", "beetles")
-dw $0077 ; Screen ID
-dw $0F68, $0F4E ; Link Coords
-dw $0EF0, $0EE2 ; Camera HV
-db $14 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $33 ; Entrance
-db $C3 ; Room layout
-db $01 ; Floor
-db $00 ; Door / Peg state
-db $11 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Petting Zoo", "hundo", "hera", "petting_zoo")
-dw $0031 ; Screen ID
-dw $03B8, $067C ; Link Coords
-dw $0300, $060F ; Camera HV
-db $14 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $33 ; Entrance
-db $81 ; Room layout
-db $02 ; Floor
-db $10 ; Door / Peg state
-db $00 ; Layer
-dw $0580 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Moldorm", "hundo", "hera", "moldorm")
-dw $0017 ; Screen ID
-dw $0FA8, $027A ; Link Coords
-dw $0F00, $020D ; Camera HV
-db $03 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $33 ; Entrance
-db $C1 ; Room layout
-db $04 ; Floor
-db $10 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_7F_16()
-%write16($7FDFCE, $0024) ; Room $27 sprite deaths
-%write_end()
-
-;===================================================================================================
-;---------------------------------------------------------------------------------------------------
-; AGAHNIM'S TOWER
-;---------------------------------------------------------------------------------------------------
-;===================================================================================================
-presetmenu_hundo_aga:
-%menu_header("Agahnim's Tower", 13)
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Outside Hera", "hundo", "aga", "outside_hera")
-dw $0003 ; Screen ID
-dw $08F0, $007C ; Link Coords
-dw $087C, $0018 ; Camera HV
-db $03 ; Item
-db $02 ; Link direction
-;-----------------------------
-dw $08FB, $0087 ; Scroll X,Y
-dw $0050 ; Tilemap position
-;dw $0006 ; Scroll mod Y
-;dw $FFF4 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("First Rupee Tree", "hundo", "aga", "first_rupee_tree")
-dw $00E6 ; Screen ID
-dw $0C78, $1DB8 ; Link Coords
-dw $0C00, $1D10 ; Camera HV
-db $03 ; Item
-db $02 ; Link direction
-;-----------------------------
-db $2F ; Entrance
-db $C2 ; Room layout
-db $00 ; Floor
-db $01 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_7F_16()
-%write16($7FE14E, $0008) ; Room $E7 sprite deaths
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Lost Woods", "hundo", "aga", "lost_woods")
-dw $0002 ; Screen ID
-dw $0406, $007A ; Link Coords
-dw $0400, $0016 ; Camera HV
-db $03 ; Item
-db $04 ; Link direction
-;-----------------------------
-dw $048D, $0085 ; Scroll X,Y
-dw $0100 ; Tilemap position
-;dw $0008 ; Scroll mod Y
-;dw $0000 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("After Lost Woods", "hundo", "aga", "after_lost_woods")
-dw $0000 ; Screen ID
-dw $0388, $03D0 ; Link Coords
-dw $0300, $031E ; Camera HV
-db $03 ; Item
-db $02 ; Link direction
-;-----------------------------
-dw $0385, $038D ; Scroll X,Y
-dw $1860 ; Tilemap position
-;dw $0000 ; Scroll mod Y
-;dw $0000 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Castle Screen", "hundo", "aga", "castle_screen")
-dw $001A ; Screen ID
-dw $05E5, $0728 ; Link Coords
-dw $0500, $06CA ; Camera HV
-db $03 ; Item
-db $06 ; Link direction
-;-----------------------------
-dw $057D, $0737 ; Scroll X,Y
-dw $0620 ; Tilemap position
-;dw $FFF6 ; Scroll mod Y
-;dw $0000 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Entrance", "hundo", "aga", "entrance")
-dw $001B ; Screen ID
-dw $07F8, $065C ; Link Coords
-dw $077E, $0600 ; Camera HV
-db $03 ; Item
-db $00 ; Link direction
-;-----------------------------
-dw $0803, $066D ; Scroll X,Y
-dw $002E ; Tilemap position
-;dw $0000 ; Scroll mod Y
-;dw $FFF2 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Prize Pack Guards", "hundo", "aga", "prize_pack_guards")
-dw $00E0 ; Screen ID
-dw $00DA, $1C78 ; Link Coords
-dw $0000, $1C0B ; Camera HV
-db $03 ; Item
-db $06 ; Link direction
-;-----------------------------
-db $24 ; Entrance
-db $00 ; Room layout
-db $01 ; Floor
-db $82 ; Door / Peg state
-db $00 ; Layer
-dw $0003 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Dark Room of Despair", "hundo", "aga", "dark_room_of_despair")
-dw $00D0 ; Screen ID
-dw $010A, $1A78 ; Link Coords
-dw $0100, $1A0B ; Camera HV
-db $03 ; Item
-db $04 ; Link direction
-;-----------------------------
-db $24 ; Entrance
-db $01 ; Room layout
-db $02 ; Floor
-db $02 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_7F_16()
-%write16($7FE140, $000F) ; Room $E0 sprite deaths
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Dark Room of Melancholy", "hundo", "aga", "dark_room_of_melancholy")
-dw $00C0 ; Screen ID
-dw $0125, $1978 ; Link Coords
-dw $0100, $190B ; Camera HV
-db $03 ; Item
-db $04 ; Link direction
-;-----------------------------
-db $24 ; Entrance
-db $03 ; Room layout
-db $03 ; Floor
-db $02 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_7F_16()
-%write16($7FE120, $0020) ; Room $D0 sprite deaths
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Spear Guards", "hundo", "aga", "spear_guards")
-dw $00C0 ; Screen ID
-dw $0178, $182C ; Link Coords
-dw $0100, $1800 ; Camera HV
-db $03 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $24 ; Entrance
-db $01 ; Room layout
-db $03 ; Floor
-db $00 ; Door / Peg state
-db $00 ; Layer
-dw $0018 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Circle of Pots", "hundo", "aga", "circle_of_pots")
-dw $00B0 ; Screen ID
-dw $0078, $16C4 ; Link Coords
-dw $0000, $1610 ; Camera HV
-db $03 ; Item
-db $02 ; Link direction
-;-----------------------------
-db $24 ; Entrance
-db $00 ; Room layout
-db $04 ; Floor
-db $81 ; Door / Peg state
-db $00 ; Layer
-dw $003F ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Catwalk", "hundo", "aga", "catwalk")
-dw $0040 ; Screen ID
-dw $012C, $0978 ; Link Coords
-dw $0100, $090B ; Camera HV
-db $03 ; Item
-db $04 ; Link direction
-;-----------------------------
-db $24 ; Entrance
-db $03 ; Room layout
-db $05 ; Floor
-db $02 ; Door / Peg state
-db $11 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_7F_16()
-%write16($7FE0E0, $043F) ; Room $B0 sprite deaths
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Agahnim", "hundo", "aga", "agahnim")
-dw $0030 ; Screen ID
-dw $0078, $062D ; Link Coords
-dw $0000, $0600 ; Camera HV
-db $03 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $24 ; Entrance
-db $00 ; Room layout
-db $06 ; Floor
-db $01 ; Door / Peg state
-db $00 ; Layer
-dw $0001 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;===================================================================================================
-;---------------------------------------------------------------------------------------------------
-; PALACE OF DARKNESS
-;---------------------------------------------------------------------------------------------------
-;===================================================================================================
-presetmenu_hundo_pod:
-%menu_header("Palace of Darkness", 14)
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Pyramid", "hundo", "pod", "pyramid")
-dw $005B ; Screen ID
-dw $07F0, $0660 ; Link Coords
-dw $0778, $0602 ; Camera HV
-db $03 ; Item
-db $02 ; Link direction
-;-----------------------------
-dw $07F7, $066F ; Scroll X,Y
-dw $002E ; Tilemap position
-;dw $FFFE ; Scroll mod Y
-;dw $FFF8 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Palace Overworld Screen", "hundo", "pod", "pod_overworld")
-dw $006E ; Screen ID
-dw $0C70, $0A0C ; Link Coords
-dw $0C00, $0A00 ; Camera HV
-db $03 ; Item
-db $00 ; Link direction
-;-----------------------------
-dw $0C7D, $0A6D ; Scroll X,Y
-dw $0000 ; Tilemap position
-;dw $0000 ; Scroll mod Y
-;dw $0000 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Entrance", "hundo", "pod", "entrance")
-dw $005E ; Screen ID
-dw $0F50, $064C ; Link Coords
-dw $0EDE, $0600 ; Camera HV
-db $03 ; Item
-db $00 ; Link direction
-;-----------------------------
-dw $0F5B, $066F ; Scroll X,Y
-dw $005A ; Tilemap position
-;dw $0000 ; Scroll mod Y
-;dw $FFF2 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Main Hub (Small Key)", "hundo", "pod", "main_hub_small_key")
-dw $004A ; Screen ID
-dw $14F8, $081B ; Link Coords
-dw $1480, $0800 ; Camera HV
-db $14 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $26 ; Entrance
-db $80 ; Room layout
-db $00 ; Floor
-db $01 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Main Hub (Big Key)", "hundo", "pod", "main_hub_bk")
-dw $004A ; Screen ID
-dw $14F8, $081A ; Link Coords
-dw $1480, $0800 ; Camera HV
-db $14 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $26 ; Entrance
-db $80 ; Room layout
-db $00 ; Floor
-db $01 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Main Hub (Hammerjump)", "hundo", "pod", "main_hub_hammeryump")
-dw $004A ; Screen ID
-dw $14F8, $0818 ; Link Coords
-dw $1480, $0800 ; Camera HV
-db $14 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $26 ; Entrance
-db $80 ; Room layout
-db $00 ; Floor
-db $01 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Hammerjump", "hundo", "pod", "hammeryump")
-dw $002A ; Screen ID
-dw $1478, $0424 ; Link Coords
-dw $1400, $0400 ; Camera HV
-db $14 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $26 ; Entrance
-db $C0 ; Room layout
-db $00 ; Floor
-db $01 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Pre Sexy Statue", "hundo", "pod", "before_sexy_statue")
-dw $003A ; Screen ID
-dw $1578, $062C ; Link Coords
-dw $1500, $0600 ; Camera HV
-db $14 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $26 ; Entrance
-db $C1 ; Room layout
-db $00 ; Floor
-db $01 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Sexy Statue Room", "hundo", "pod", "sexy_statue_room")
-dw $002A ; Screen ID
-dw $15B4, $04F8 ; Link Coords
-dw $1500, $048B ; Camera HV
-db $03 ; Item
-db $06 ; Link direction
-;-----------------------------
-db $26 ; Entrance
-db $C1 ; Room layout
-db $00 ; Floor
-db $12 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Mimics", "hundo", "pod", "mimics")
-dw $002B ; Screen ID
-dw $1678, $0413 ; Link Coords
-dw $1600, $0400 ; Camera HV
-db $03 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $26 ; Entrance
-db $40 ; Room layout
-db $00 ; Floor
-db $91 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write8_enable()
-%write8($7E0642, $01) ; Room puzzle state (?)
-%write8($7E0646, $01) ; hold switch
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Statue", "hundo", "pod", "statue")
-dw $001B ; Screen ID
-dw $1678, $0320 ; Link Coords
-dw $1600, $0300 ; Camera HV
-db $03 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $26 ; Entrance
-db $02 ; Room layout
-db $00 ; Floor
-db $91 ; Door / Peg state
-db $11 ; Layer
-dw $0038 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Basement", "hundo", "pod", "basement")
-dw $001B ; Screen ID
-dw $1790, $0251 ; Link Coords
-dw $1700, $0200 ; Camera HV
-db $04 ; Item
-db $02 ; Link direction
-;-----------------------------
-db $26 ; Entrance
-db $81 ; Room layout
-db $00 ; Floor
-db $00 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Turtle Room", "hundo", "pod", "turtle_room")
-dw $000B ; Screen ID
-dw $1678, $00C8 ; Link Coords
-dw $1600, $0010 ; Camera HV
-db $04 ; Item
-db $02 ; Link direction
-;-----------------------------
-db $26 ; Entrance
-db $00 ; Room layout
-db $FF ; Floor
-db $91 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Helmasaur", "hundo", "pod", "helma")
-dw $006A ; Screen ID
-dw $1578, $0C24 ; Link Coords
-dw $1500, $0C00 ; Camera HV
-db $04 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $26 ; Entrance
-db $41 ; Room layout
-db $FF ; Floor
-db $11 ; Door / Peg state
-db $00 ; Layer
-dw $0010 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;===================================================================================================
-;---------------------------------------------------------------------------------------------------
-; THIEVES' TOWN
-;---------------------------------------------------------------------------------------------------
-;===================================================================================================
-presetmenu_hundo_thieves:
-%menu_header("Thieves' Town", 18)
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Outside PoD", "hundo", "thieves", "outside_pod")
-dw $005E ; Screen ID
-dw $0F50, $063E ; Link Coords
-dw $0ED6, $0600 ; Camera HV
-db $04 ; Item
-db $02 ; Link direction
-;-----------------------------
-dw $0F5B, $066D ; Scroll X,Y
-dw $005A ; Tilemap position
-;dw $0000 ; Scroll mod Y
-;dw $FFFA ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Overworld Hammerdash", "hundo", "thieves", "ow_hammerdash")
-dw $006E ; Screen ID
-dw $0C06, $0A6A ; Link Coords
-dw $0C00, $0A0C ; Camera HV
-db $04 ; Item
-db $04 ; Link direction
-;-----------------------------
-dw $0C85, $0A79 ; Scroll X,Y
-dw $0000 ; Tilemap position
-;dw $FFF4 ; Scroll mod Y
-;dw $0000 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Grove", "hundo", "thieves", "grove")
-dw $0072 ; Screen ID
-dw $04DA, $0C0C ; Link Coords
-dw $045C, $0C00 ; Camera HV
-db $04 ; Item
-db $00 ; Link direction
-;-----------------------------
-dw $04E1, $0C6D ; Scroll X,Y
-dw $000C ; Tilemap position
-;dw $0000 ; Scroll mod Y
-;dw $0004 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Usain Bolt", "hundo", "thieves", "usain_bolt")
-dw $002A ; Screen ID
-dw $0407, $0B99 ; Link Coords
-dw $0400, $0B1E ; Camera HV
-db $08 ; Item
-db $00 ; Link direction
-;-----------------------------
-dw $0485, $0B8D ; Scroll X,Y
-dw $0900 ; Tilemap position
-;dw $0000 ; Scroll mod Y
-;dw $0000 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("After Activating Flute", "hundo", "thieves", "after_activating_flute")
-dw $0018 ; Screen ID
-dw $01CA, $0798 ; Link Coords
-dw $014C, $0734 ; Camera HV
-db $08 ; Item
-db $04 ; Link direction
-;-----------------------------
-dw $01D1, $07A3 ; Scroll X,Y
-dw $092A ; Tilemap position
-;dw $000A ; Scroll mod Y
-;dw $0004 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("After Warp", "hundo", "thieves", "darkworld")
-dw $0050 ; Screen ID
-dw $0161, $0553 ; Link Coords
-dw $00E3, $04F5 ; Camera HV
-db $04 ; Item
-db $04 ; Link direction
-;-----------------------------
-dw $0168, $0562 ; Scroll X,Y
-dw $079E ; Tilemap position
-;dw $FFFB ; Scroll mod Y
-;dw $000D ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Entrance", "hundo", "thieves", "entrance")
-dw $0058 ; Screen ID
-dw $01F8, $07C2 ; Link Coords
-dw $017E, $0764 ; Camera HV
-db $04 ; Item
-db $00 ; Link direction
-;-----------------------------
-dw $0203, $07D1 ; Scroll X,Y
-dw $0BAE ; Tilemap position
-;dw $000C ; Scroll mod Y
-;dw $FFF2 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("After Big Key", "hundo", "thieves", "after_big_key")
-dw $00DB ; Screen ID
-dw $17BA, $1B68 ; Link Coords
-dw $1700, $1AFB ; Camera HV
-db $04 ; Item
-db $06 ; Link direction
-;-----------------------------
-db $34 ; Entrance
-db $C3 ; Room layout
-db $FF ; Floor
-db $00 ; Door / Peg state
-db $11 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Stalfos Hallway", "hundo", "thieves", "blind_hallway")
-dw $00CC ; Screen ID
-dw $1978, $181D ; Link Coords
-dw $1900, $1800 ; Camera HV
-db $04 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $34 ; Entrance
-db $C1 ; Room layout
-db $FF ; Floor
-db $01 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_7F_16()
-%write16($7FE138, $0080) ; Room $DC sprite deaths
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Conveyor Gibos", "hundo", "thieves", "conveyor_gibos")
-dw $00BC ; Screen ID
-dw $181D, $1778 ; Link Coords
-dw $1800, $170B ; Camera HV
-db $04 ; Item
-db $04 ; Link direction
-;-----------------------------
-db $34 ; Entrance
-db $02 ; Room layout
-db $FF ; Floor
-db $02 ; Door / Peg state
-db $00 ; Layer
-dw $0340 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Hellway", "hundo", "thieves", "hellway")
-dw $00BB ; Screen ID
-dw $1716, $1778 ; Link Coords
-dw $1700, $170B ; Camera HV
-db $01 ; Item
-db $04 ; Link direction
-;-----------------------------
-db $34 ; Entrance
-db $03 ; Room layout
-db $FF ; Floor
-db $02 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write8_enable()
-%write8($7E0ABD, $01) ; Palette swap
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Bombable Floor", "hundo", "thieves", "bombable_floor")
-dw $0065 ; Screen ID
-dw $0AE7, $0D78 ; Link Coords
-dw $0A00, $0D0B ; Camera HV
-db $01 ; Item
-db $06 ; Link direction
-;-----------------------------
-db $34 ; Entrance
-db $02 ; Room layout
-db $00 ; Floor
-db $12 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Backtracking", "hundo", "thieves", "backtracking_1")
-dw $0064 ; Screen ID
-dw $0878, $0D28 ; Link Coords
-dw $0800, $0D00 ; Camera HV
-db $01 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $34 ; Entrance
-db $02 ; Room layout
-db $00 ; Floor
-db $10 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Basement", "hundo", "thieves", "basement")
-dw $00BC ; Screen ID
-dw $1878, $162A ; Link Coords
-dw $1800, $1600 ; Camera HV
-db $01 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $34 ; Entrance
-db $00 ; Room layout
-db $FF ; Floor
-db $10 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Prison", "hundo", "thieves", "prison")
-dw $0045 ; Screen ID
-dw $0AE4, $0978 ; Link Coords
-dw $0A00, $090B ; Camera HV
-db $04 ; Item
-db $06 ; Link direction
-;-----------------------------
-db $34 ; Entrance
-db $02 ; Room layout
-db $FE ; Floor
-db $12 ; Door / Peg state
-db $00 ; Layer
-dw $0002 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("After Mitts", "hundo", "thieves", "after_mitts")
-dw $0044 ; Screen ID
-dw $08DC, $0978 ; Link Coords
-dw $0800, $090B ; Camera HV
-db $04 ; Item
-db $06 ; Link direction
-;-----------------------------
-db $34 ; Entrance
-db $02 ; Room layout
-db $FE ; Floor
-db $12 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_7F_16()
-%write16($7FE00A, $0162) ; Room $45 sprite deaths
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Pot Hammerdash", "hundo", "thieves", "pot_hammerdash")
-dw $0045 ; Screen ID
-dw $0A78, $082C ; Link Coords
-dw $0A00, $0800 ; Camera HV
-db $04 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $34 ; Entrance
-db $00 ; Room layout
-db $FE ; Floor
-db $10 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_7F_16()
-%write16($7FE008, $0080) ; Room $44 sprite deaths
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Blind", "hundo", "thieves", "blind")
-dw $00BC ; Screen ID
-dw $1978, $1619 ; Link Coords
-dw $1900, $1600 ; Camera HV
-db $04 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $34 ; Entrance
-db $41 ; Room layout
-db $FF ; Floor
-db $11 ; Door / Peg state
-db $00 ; Layer
-dw $0002 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;===================================================================================================
-;---------------------------------------------------------------------------------------------------
-; SKULL WOODS
-;---------------------------------------------------------------------------------------------------
-;===================================================================================================
-presetmenu_hundo_skull:
-%menu_header("Skull Woods", 12)
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Outside Thieves'", "hundo", "skull", "outside_thieves")
-dw $0058 ; Screen ID
-dw $01F8, $07C8 ; Link Coords
-dw $0176, $076A ; Camera HV
-db $04 ; Item
-db $02 ; Link direction
-;-----------------------------
-dw $0203, $07D7 ; Scroll X,Y
-dw $0B2E ; Tilemap position
-;dw $FFF6 ; Scroll mod Y
-;dw $FFFA ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Cursed Dwarf", "hundo", "skull", "cursed_dwarf")
-dw $0058 ; Screen ID
-dw $0350, $09E3 ; Link Coords
-dw $02CE, $091E ; Camera HV
-db $01 ; Item
-db $06 ; Link direction
-;-----------------------------
-dw $035B, $098B ; Scroll X,Y
-dw $1858 ; Tilemap position
-;dw $0000 ; Scroll mod Y
-;dw $FFF2 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Getting Tempered", "hundo", "skull", "getting_tempered")
-dw $0058 ; Screen ID
-dw $03E1, $091A ; Link Coords
-dw $0300, $08B6 ; Camera HV
-db $14 ; Item
-db $06 ; Link direction
-;-----------------------------
-dw $038D, $0925 ; Scroll X,Y
-dw $1560 ; Tilemap position
-;dw $0008 ; Scroll mod Y
-;dw $0000 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Fencedash", "hundo", "skull", "fence_dash")
-dw $0062 ; Screen ID
-dw $0408, $0909 ; Link Coords
-dw $0400, $08A6 ; Camera HV
-db $14 ; Item
-db $04 ; Link direction
-;-----------------------------
-dw $047D, $0915 ; Scroll X,Y
-dw $0400 ; Tilemap position
-;dw $FFF8 ; Scroll mod Y
-;dw $0000 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Dash to Skull Woods", "hundo", "skull", "dash_to_sw")
-dw $0058 ; Screen ID
-dw $0348, $0608 ; Link Coords
-dw $02CA, $0600 ; Camera HV
-db $14 ; Item
-db $00 ; Link direction
-;-----------------------------
-dw $034F, $066F ; Scroll X,Y
-dw $005A ; Tilemap position
-;dw $0000 ; Scroll mod Y
-;dw $0006 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Mummy Room", "hundo", "skull", "mummy_room")
-dw $0040 ; Screen ID
-dw $0248, $0250 ; Link Coords
-dw $01CA, $01F0 ; Camera HV
-db $14 ; Item
-db $00 ; Link direction
-;-----------------------------
-dw $024F, $025F ; Scroll X,Y
-dw $0EBA ; Tilemap position
-;dw $FFFE ; Scroll mod Y
-;dw $0006 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Bomb Jump", "hundo", "skull", "bomb_jump")
-dw $0040 ; Screen ID
-dw $02E8, $025B ; Link Coords
-dw $0266, $01FD ; Camera HV
-db $14 ; Item
-db $00 ; Link direction
-;-----------------------------
-dw $02F3, $026A ; Scroll X,Y
-dw $0F4E ; Tilemap position
-;dw $0003 ; Scroll mod Y
-;dw $000A ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Key Pot", "hundo", "skull", "key_pot")
-dw $0056 ; Screen ID
-dw $0D1A, $0B78 ; Link Coords
-dw $0D00, $0B0C ; Camera HV
-db $01 ; Item
-db $04 ; Link direction
-;-----------------------------
-db $29 ; Entrance
-db $43 ; Room layout
-db $FF ; Floor
-db $02 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Skull Entrance", "hundo", "skull", "skull_entrance")
-dw $0040 ; Screen ID
-dw $0098, $00CA ; Link Coords
-dw $0012, $0066 ; Camera HV
-db $05 ; Item
-db $00 ; Link direction
-;-----------------------------
-dw $009F, $00D5 ; Scroll X,Y
-dw $0282 ; Tilemap position
-;dw $000A ; Scroll mod Y
-;dw $FFFE ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Mummy Hellway", "hundo", "skull", "mummy_hellway")
-dw $0049 ; Screen ID
-dw $12DC, $0978 ; Link Coords
-dw $1200, $090B ; Camera HV
-db $05 ; Item
-db $06 ; Link direction
-;-----------------------------
-db $2B ; Entrance
-db $02 ; Room layout
-db $FF ; Floor
-db $02 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_7F_16()
-%write16($7FE032, $0003) ; Room $59 sprite deaths
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Mummy Key", "hundo", "skull", "mummy_key")
-dw $0049 ; Screen ID
-dw $1278, $0815 ; Link Coords
-dw $1200, $0800 ; Camera HV
-db $05 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $2B ; Entrance
-db $00 ; Room layout
-db $FF ; Floor
-db $01 ; Door / Peg state
-db $00 ; Layer
-dw $0801 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Mothula", "hundo", "skull", "mothula")
-dw $0039 ; Screen ID
-dw $12D0, $0778 ; Link Coords
-dw $1200, $070B ; Camera HV
-db $05 ; Item
-db $06 ; Link direction
-;-----------------------------
-db $2B ; Entrance
-db $02 ; Room layout
-db $FF ; Floor
-db $02 ; Door / Peg state
-db $00 ; Layer
-dw $0002 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;===================================================================================================
-;---------------------------------------------------------------------------------------------------
-; ICE PALACE
-;---------------------------------------------------------------------------------------------------
-;===================================================================================================
-presetmenu_hundo_ice:
-%menu_header("Ice Palace", 16)
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Outside Skull", "hundo", "ice", "outside_skull")
-dw $0040 ; Screen ID
-dw $0098, $00CB ; Link Coords
-dw $0016, $0069 ; Camera HV
-db $14 ; Item
-db $02 ; Link direction
-;-----------------------------
-dw $00A3, $00D6 ; Scroll X,Y
-dw $0282 ; Tilemap position
-;dw $0007 ; Scroll mod Y
-;dw $FFFA ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Bridge Warp", "hundo", "ice", "bridge_warp")
-dw $002C ; Screen ID
-dw $0898, $0A0C ; Link Coords
-dw $0820, $0A00 ; Camera HV
-db $08 ; Item
-db $00 ; Link direction
-;-----------------------------
-dw $089F, $0A6D ; Scroll X,Y
-dw $0004 ; Tilemap position
-;dw $0000 ; Scroll mod Y
-;dw $0000 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Lottery", "hundo", "ice", "lottery")
-dw $0055 ; Screen ID
-dw $0BE1, $0587 ; Link Coords
-dw $0B00, $051E ; Camera HV
-db $08 ; Item
-db $06 ; Link direction
-;-----------------------------
-dw $0B7D, $058D ; Scroll X,Y
-dw $0920 ; Tilemap position
-;dw $0000 ; Scroll mod Y
-;dw $0000 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Catfish", "hundo", "ice", "medallion")
-dw $0057 ; Screen ID
-dw $0F70, $040C ; Link Coords
-dw $0EFE, $0400 ; Camera HV
-db $14 ; Item
-db $00 ; Link direction
-;-----------------------------
-dw $0F7B, $046F ; Scroll X,Y
-dw $009E ; Tilemap position
-;dw $0000 ; Scroll mod Y
-;dw $FFF2 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Zora's Domain", "hundo", "ice", "zoras_domain")
-dw $000F ; Screen ID
-dw $0F40, $0215 ; Link Coords
-dw $0ECD, $0200 ; Camera HV
-db $14 ; Item
-db $00 ; Link direction
-;-----------------------------
-dw $0F4A, $026F ; Scroll X,Y
-dw $0098 ; Tilemap position
-;dw $0000 ; Scroll mod Y
-;dw $FFF3 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Tiny Warp Dik", "hundo", "ice", "tiny_warp")
-dw $000F ; Screen ID
-dw $0F40, $0221 ; Link Coords
-dw $0ECD, $0200 ; Camera HV
-db $14 ; Item
-db $02 ; Link direction
-;-----------------------------
-dw $0F4A, $026F ; Scroll X,Y
-dw $0098 ; Tilemap position
-;dw $0000 ; Scroll mod Y
-;dw $FFF3 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Entrance", "hundo", "ice", "ice_entrance")
-dw $0075 ; Screen ID
-dw $0CB8, $0DCB ; Link Coords
-dw $0C32, $0D69 ; Camera HV
-db $14 ; Item
-db $00 ; Link direction
-;-----------------------------
-dw $0CBF, $0DD6 ; Scroll X,Y
-dw $0BC6 ; Tilemap position
-;dw $0007 ; Scroll mod Y
-;dw $FFFE ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Ice 2", "hundo", "ice", "ice2")
-dw $000E ; Screen ID
-dw $1D1E, $0178 ; Link Coords
-dw $1D00, $010C ; Camera HV
-db $05 ; Item
-db $04 ; Link direction
-;-----------------------------
-db $2D ; Entrance
-db $03 ; Room layout
-db $00 ; Floor
-db $02 ; Door / Peg state
-db $00 ; Layer
-dw $0001 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Penguin Switch Room", "hundo", "ice", "penguin_switch_room")
-dw $001E ; Screen ID
-dw $1DD8, $0378 ; Link Coords
-dw $1D00, $030B ; Camera HV
-db $05 ; Item
-db $06 ; Link direction
-;-----------------------------
-db $2D ; Entrance
-db $03 ; Room layout
-db $FF ; Floor
-db $82 ; Door / Peg state
-db $00 ; Layer
-dw $000B ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Bombable Floor", "hundo", "ice", "bombable_floor")
-dw $001E ; Screen ID
-dw $1D78, $0314 ; Link Coords
-dw $1D00, $0300 ; Camera HV
-db $05 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $2D ; Entrance
-db $03 ; Room layout
-db $FF ; Floor
-db $81 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_7F_16()
-%write16($7FDFBE, $0071) ; Room $1F sprite deaths
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Conveyor Room", "hundo", "ice", "conveyor_room")
-dw $003E ; Screen ID
-dw $1D78, $06D0 ; Link Coords
-dw $1D00, $0610 ; Camera HV
-db $01 ; Item
-db $02 ; Link direction
-;-----------------------------
-db $2D ; Entrance
-db $01 ; Room layout
-db $FE ; Floor
-db $91 ; Door / Peg state
-db $00 ; Layer
-dw $0006 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("IPBJ", "hundo", "ice", "ipbj")
-dw $003E ; Screen ID
-dw $1C78, $07D3 ; Link Coords
-dw $1C00, $0710 ; Camera HV
-db $01 ; Item
-db $02 ; Link direction
-;-----------------------------
-db $2D ; Entrance
-db $82 ; Room layout
-db $FE ; Floor
-db $11 ; Door / Peg state
-db $00 ; Layer
-dw $0306 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Penguin Lineup Room", "hundo", "ice", "penguin_room")
-dw $004E ; Screen ID
-dw $1DB8, $0862 ; Link Coords
-dw $1D00, $0800 ; Camera HV
-db $04 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $2D ; Entrance
-db $01 ; Room layout
-db $FE ; Floor
-db $10 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Lonely Firebar", "hundo", "ice", "lonely_firebar")
-dw $005E ; Screen ID
-dw $1D10, $0B78 ; Link Coords
-dw $1D00, $0B0B ; Camera HV
-db $04 ; Item
-db $04 ; Link direction
-;-----------------------------
-db $2D ; Entrance
-db $03 ; Room layout
-db $FD ; Floor
-db $12 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_7F_16()
-%write16($7FE05C, $001F) ; Room $6E sprite deaths
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Last Two Screens", "hundo", "ice", "last_two_screens")
-dw $009E ; Screen ID
-dw $1D50, $1378 ; Link Coords
-dw $1D00, $130B ; Camera HV
-db $04 ; Item
-db $06 ; Link direction
-;-----------------------------
-db $2D ; Entrance
-db $03 ; Room layout
-db $FB ; Floor
-db $10 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Kholdstare", "hundo", "ice", "kholdstare")
-dw $00CE ; Screen ID
-dw $1D40, $18AA ; Link Coords
-dw $1D00, $1810 ; Camera HV
-db $04 ; Item
-db $02 ; Link direction
-;-----------------------------
-db $2D ; Entrance
-db $01 ; Room layout
-db $FA ; Floor
-db $10 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;===================================================================================================
-;---------------------------------------------------------------------------------------------------
-; MISERY MIRE
-;---------------------------------------------------------------------------------------------------
-;===================================================================================================
-presetmenu_hundo_mire:
-%menu_header("Misery Mire", 19)
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Outside Ice", "hundo", "mire", "outside_ice")
-dw $0075 ; Screen ID
-dw $0CB8, $0DCB ; Link Coords
-dw $0C3E, $0D6D ; Camera HV
-db $14 ; Item
-db $02 ; Link direction
-;-----------------------------
-dw $0CC3, $0DDA ; Scroll X,Y
-dw $0BC6 ; Tilemap position
-;dw $0003 ; Scroll mod Y
-;dw $FFF2 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Death Mountain", "hundo", "mire", "dm")
-dw $0003 ; Screen ID
-dw $067B, $0328 ; Link Coords
-dw $060D, $02CA ; Camera HV
-db $0E ; Item
-db $06 ; Link direction
-;-----------------------------
-dw $0682, $0337 ; Scroll X,Y
-dw $1600 ; Tilemap position
-;dw $FFF6 ; Scroll mod Y
-;dw $FFF3 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Free Flutedash", "hundo", "mire", "free_flutedash")
-dw $0003 ; Screen ID
-dw $06C1, $004B ; Link Coords
-dw $0653, $0000 ; Camera HV
-db $0C ; Item
-db $06 ; Link direction
-;-----------------------------
-dw $06C8, $006D ; Scroll X,Y
-dw $000A ; Tilemap position
-;dw $0000 ; Scroll mod Y
-;dw $FFFD ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Mire Portal", "hundo", "mire", "darkworld_warp")
-dw $0030 ; Screen ID
-dw $008E, $0FA8 ; Link Coords
-dw $000C, $0F1E ; Camera HV
-db $08 ; Item
-db $06 ; Link direction
-;-----------------------------
-dw $0099, $0F8D ; Scroll X,Y
-dw $1880 ; Tilemap position
-;dw $0000 ; Scroll mod Y
-;dw $FFF4 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Mire Entrance", "hundo", "mire", "entrance")
-dw $0070 ; Screen ID
-dw $0128, $0CE6 ; Link Coords
-dw $00A6, $0C82 ; Camera HV
-db $10 ; Item
-db $00 ; Link direction
-;-----------------------------
-dw $0133, $0CF1 ; Scroll X,Y
-dw $0414 ; Tilemap position
-;dw $000C ; Scroll mod Y
-;dw $FFFA ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Mire 2", "hundo", "mire", "mire2")
-dw $0098 ; Screen ID
-dw $1188, $132A ; Link Coords
-dw $1100, $1300 ; Camera HV
-db $05 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $27 ; Entrance
-db $83 ; Room layout
-db $00 ; Floor
-db $00 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Main Hub", "hundo", "mire", "main_hub")
-dw $00D2 ; Screen ID
-dw $0578, $1A1C ; Link Coords
-dw $0500, $1A00 ; Camera HV
-db $05 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $27 ; Entrance
-db $C1 ; Room layout
-db $FF ; Floor
-db $81 ; Door / Peg state
-db $00 ; Layer
-dw $03EF ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Beat the Fireball", "hundo", "mire", "beat_the_fireball")
-dw $00B2 ; Screen ID
-dw $0578, $17E2 ; Link Coords
-dw $0500, $1710 ; Camera HV
-db $05 ; Item
-db $02 ; Link direction
-;-----------------------------
-db $27 ; Entrance
-db $03 ; Room layout
-db $FF ; Floor
-db $01 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Bari Key", "hundo", "mire", "bari_key")
-dw $00C2 ; Screen ID
-dw $0415, $1978 ; Link Coords
-dw $0400, $190B ; Camera HV
-db $05 ; Item
-db $04 ; Link direction
-;-----------------------------
-db $27 ; Entrance
-db $C2 ; Room layout
-db $FF ; Floor
-db $02 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Sluggulas", "hundo", "mire", "sluggulas")
-dw $00C1 ; Screen ID
-dw $0278, $19CF ; Link Coords
-dw $0200, $1910 ; Camera HV
-db $05 ; Item
-db $02 ; Link direction
-;-----------------------------
-db $27 ; Entrance
-db $02 ; Room layout
-db $FF ; Floor
-db $11 ; Door / Peg state
-db $00 ; Layer
-dw $0200 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Torches", "hundo", "mire", "torches")
-dw $00D1 ; Screen ID
-dw $02A8, $1A28 ; Link Coords
-dw $0200, $1A00 ; Camera HV
-db $05 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $27 ; Entrance
-db $00 ; Room layout
-db $FF ; Floor
-db $10 ; Door / Peg state
-db $00 ; Layer
-dw $0040 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Spark Gamble", "hundo", "mire", "spark_gamble")
-dw $00C1 ; Screen ID
-dw $03D6, $1878 ; Link Coords
-dw $0300, $180B ; Camera HV
-db $05 ; Item
-db $06 ; Link direction
-;-----------------------------
-db $27 ; Entrance
-db $01 ; Room layout
-db $FF ; Floor
-db $12 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Big Chest Room", "hundo", "mire", "big_chest_room")
-dw $00C3 ; Screen ID
-dw $06D8, $1978 ; Link Coords
-dw $0600, $190B ; Camera HV
-db $0E ; Item
-db $06 ; Link direction
-;-----------------------------
-db $27 ; Entrance
-db $42 ; Room layout
-db $FF ; Floor
-db $12 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Spike Key", "hundo", "mire", "spike_key")
-dw $00C3 ; Screen ID
-dw $0678, $1814 ; Link Coords
-dw $0600, $1800 ; Camera HV
-db $0E ; Item
-db $00 ; Link direction
-;-----------------------------
-db $27 ; Entrance
-db $40 ; Room layout
-db $FF ; Floor
-db $11 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Wizzrobe", "hundo", "mire", "wizzrobe")
-dw $00B3 ; Screen ID
-dw $0624, $1678 ; Link Coords
-dw $0600, $160B ; Camera HV
-db $0E ; Item
-db $04 ; Link direction
-;-----------------------------
-db $27 ; Entrance
-db $00 ; Room layout
-db $FF ; Floor
-db $12 ; Door / Peg state
-db $11 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Basement", "hundo", "mire", "basement")
-dw $00A2 ; Screen ID
-dw $04F8, $1444 ; Link Coords
-dw $0480, $1400 ; Camera HV
-db $0E ; Item
-db $00 ; Link direction
-;-----------------------------
-db $27 ; Entrance
-db $C0 ; Room layout
-db $FF ; Floor
-db $10 ; Door / Peg state
-db $11 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_7F_16()
-%write16($7FE0E4, $0001) ; Room $B2 sprite deaths
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Spooky Action 1", "hundo", "mire", "spooky_action_1")
-dw $0093 ; Screen ID
-dw $0612, $1378 ; Link Coords
-dw $0600, $130B ; Camera HV
-db $05 ; Item
-db $04 ; Link direction
-;-----------------------------
-db $27 ; Entrance
-db $02 ; Room layout
-db $FE ; Floor
-db $12 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Spooky Action 2", "hundo", "mire", "spooky_action_2")
-dw $0092 ; Screen ID
-dw $0515, $1378 ; Link Coords
-dw $0500, $130B ; Camera HV
-db $05 ; Item
-db $04 ; Link direction
-;-----------------------------
-db $27 ; Entrance
-db $43 ; Room layout
-db $FE ; Floor
-db $02 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Vitreous", "hundo", "mire", "vitty")
-dw $00A0 ; Screen ID
-dw $0078, $1428 ; Link Coords
-dw $0000, $1400 ; Camera HV
-db $03 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $27 ; Entrance
-db $C0 ; Room layout
-db $FF ; Floor
-db $01 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_7F_16()
-%write16($7FE0A4, $0200) ; Room $92 sprite deaths
-%write_end()
-
-;===================================================================================================
-;---------------------------------------------------------------------------------------------------
-; SWAMP PALACE
-;---------------------------------------------------------------------------------------------------
-;===================================================================================================
-presetmenu_hundo_swamp:
-%menu_header("Swamp Palace", 18)
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Outside Mire", "hundo", "swamp", "outside_mire")
-dw $0070 ; Screen ID
-dw $0128, $0CDA ; Link Coords
-dw $00A6, $0C7C ; Camera HV
-db $14 ; Item
-db $02 ; Link direction
-;-----------------------------
-dw $0133, $0CE9 ; Scroll X,Y
-dw $0414 ; Tilemap position
-;dw $0004 ; Scroll mod Y
-;dw $FFFA ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Link's House", "hundo", "swamp", "links_house")
-dw $002C ; Screen ID
-dw $08B8, $0B23 ; Link Coords
-dw $0840, $0AC5 ; Camera HV
-db $08 ; Item
-db $02 ; Link direction
-;-----------------------------
-dw $08BF, $0B32 ; Scroll X,Y
-dw $0608 ; Tilemap position
-;dw $FFFB ; Scroll mod Y
-;dw $0000 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Swamp Overworld", "hundo", "swamp", "swamp_overworld")
-dw $0073 ; Screen ID
-dw $07AF, $0DD9 ; Link Coords
-dw $0700, $0D1E ; Camera HV
-db $04 ; Item
-db $02 ; Link direction
-;-----------------------------
-dw $0785, $0D93 ; Scroll X,Y
-dw $08A0 ; Tilemap position
-;dw $0000 ; Scroll mod Y
-;dw $0000 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Dam", "hundo", "swamp", "dam")
-dw $003B ; Screen ID
-dw $0778, $0EF0 ; Link Coords
-dw $06FA, $0E91 ; Camera HV
-db $14 ; Item
-db $00 ; Link direction
-;-----------------------------
-dw $077F, $0EFE ; Scroll X,Y
-dw $0520 ; Tilemap position
-;dw $000F ; Scroll mod Y
-;dw $0006 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Entrance", "hundo", "swamp", "entrance")
-dw $007B ; Screen ID
-dw $0778, $0EEF ; Link Coords
-dw $06FA, $0E91 ; Camera HV
-db $14 ; Item
-db $00 ; Link direction
-;-----------------------------
-dw $077F, $0EFE ; Scroll X,Y
-dw $0520 ; Tilemap position
-;dw $000F ; Scroll mod Y
-;dw $0006 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("First Key Pot", "hundo", "swamp", "first_key_pot")
-dw $0028 ; Screen ID
-dw $1078, $0426 ; Link Coords
-dw $1000, $0400 ; Camera HV
-db $14 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $25 ; Entrance
-db $C0 ; Room layout
-db $00 ; Floor
-db $00 ; Door / Peg state
-db $00 ; Layer
-dw $000E ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Tiny Hallway Key", "hundo", "swamp", "hallway_key_1")
-dw $0037 ; Screen ID
-dw $0EF8, $0728 ; Link Coords
-dw $0E80, $0700 ; Camera HV
-db $04 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $25 ; Entrance
-db $82 ; Room layout
-db $FF ; Floor
-db $01 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Water Lever 1", "hundo", "swamp", "water_lever_1")
-dw $0037 ; Screen ID
-dw $0E78, $071D ; Link Coords
-dw $0E00, $0700 ; Camera HV
-db $04 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $25 ; Entrance
-db $82 ; Room layout
-db $FF ; Floor
-db $01 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Main Hub", "hundo", "swamp", "main_hub")
-dw $0037 ; Screen ID
-dw $0E18, $0778 ; Link Coords
-dw $0E00, $070B ; Camera HV
-db $04 ; Item
-db $04 ; Link direction
-;-----------------------------
-db $25 ; Entrance
-db $82 ; Room layout
-db $FF ; Floor
-db $02 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Water Lever 2", "hundo", "swamp", "water_lever_2")
-dw $0036 ; Screen ID
-dw $0C17, $0678 ; Link Coords
-dw $0C00, $060B ; Camera HV
-db $04 ; Item
-db $04 ; Link direction
-;-----------------------------
-db $25 ; Entrance
-db $C0 ; Room layout
-db $FF ; Floor
-db $02 ; Door / Peg state
-db $00 ; Layer
-dw $0031 ; Dead sprites
-;-----------------------------
-%write_7F_16()
-%write16($7FDFEA, $0240) ; Room $35 sprite deaths
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Sociable Firebar", "hundo", "swamp", "sociable_firebar")
-dw $0034 ; Screen ID
-dw $0878, $072C ; Link Coords
-dw $0800, $06BF ; Camera HV
-db $04 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $25 ; Entrance
-db $C2 ; Room layout
-db $FF ; Floor
-db $00 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_7F_16()
-%write16($7FDFEA, $0240) ; Room $35 sprite deaths
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Backtracking", "hundo", "swamp", "backtracking")
-dw $0035 ; Screen ID
-dw $0A19, $0678 ; Link Coords
-dw $0A00, $060B ; Camera HV
-db $04 ; Item
-db $04 ; Link direction
-;-----------------------------
-db $25 ; Entrance
-db $80 ; Room layout
-db $FF ; Floor
-db $02 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_7F_16()
-%write16($7FDFEA, $0240) ; Room $35 sprite deaths
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Hookshot", "hundo", "swamp", "hookshot")
-dw $0035 ; Screen ID
-dw $0BDA, $0778 ; Link Coords
-dw $0B00, $070B ; Camera HV
-db $04 ; Item
-db $06 ; Link direction
-;-----------------------------
-db $25 ; Entrance
-db $83 ; Room layout
-db $FF ; Floor
-db $02 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_7F_16()
-%write16($7FDFE8, $0001) ; Room $34 sprite deaths
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Hookdash", "hundo", "swamp", "hookdash")
-dw $0036 ; Screen ID
-dw $0CF8, $062C ; Link Coords
-dw $0C80, $0600 ; Camera HV
-db $0E ; Item
-db $00 ; Link direction
-;-----------------------------
-db $25 ; Entrance
-db $C0 ; Room layout
-db $FF ; Floor
-db $01 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Water Lever 3", "hundo", "swamp", "water_lever_3")
-dw $0026 ; Screen ID
-dw $0DA8, $0426 ; Link Coords
-dw $0D00, $0400 ; Camera HV
-db $0E ; Item
-db $00 ; Link direction
-;-----------------------------
-db $25 ; Entrance
-db $01 ; Room layout
-db $FF ; Floor
-db $00 ; Door / Peg state
-db $00 ; Layer
-dw $0400 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Restock Room", "hundo", "swamp", "restock")
-dw $0066 ; Screen ID
-dw $0D78, $0D2A ; Link Coords
-dw $0D00, $0D00 ; Camera HV
-db $0E ; Item
-db $00 ; Link direction
-;-----------------------------
-db $25 ; Entrance
-db $83 ; Room layout
-db $FE ; Floor
-db $01 ; Door / Peg state
-db $11 ; Layer
-dw $0080 ; Dead sprites
-;-----------------------------
-%write_7F_16()
-%write16($7FE06C, $0002) ; Room $76 sprite deaths
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Phelps Way", "hundo", "swamp", "phelps_way")
-dw $0016 ; Screen ID
-dw $0D78, $02D8 ; Link Coords
-dw $0D00, $0210 ; Camera HV
-db $0E ; Item
-db $02 ; Link direction
-;-----------------------------
-db $25 ; Entrance
-db $81 ; Room layout
-db $FF ; Floor
-db $01 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Arrghus", "hundo", "swamp", "arrghus")
-dw $0016 ; Screen ID
-dw $0C78, $0212 ; Link Coords
-dw $0C00, $0200 ; Camera HV
-db $0E ; Item
-db $00 ; Link direction
-;-----------------------------
-db $25 ; Entrance
-db $80 ; Room layout
-db $FF ; Floor
-db $01 ; Door / Peg state
-db $00 ; Layer
-dw $0004 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;===================================================================================================
-;---------------------------------------------------------------------------------------------------
-; TURTLE ROCK
-;---------------------------------------------------------------------------------------------------
-;===================================================================================================
-presetmenu_hundo_trock:
-%menu_header("Turtle Rock", 17)
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Outside Swamp", "hundo", "trock", "outside_swamp")
-dw $007B ; Screen ID
-dw $0778, $0EEB ; Link Coords
-dw $06F2, $0E8D ; Camera HV
-db $05 ; Item
-db $02 ; Link direction
-;-----------------------------
-dw $077F, $0EFA ; Scroll X,Y
-dw $049E ; Tilemap position
-;dw $FFF4 ; Scroll mod Y
-;dw $FFFC ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Ice Rod Overworld", "hundo", "trock", "icerod_overworld")
-dw $003F ; Screen ID
-dw $0F70, $0E07 ; Link Coords
-dw $0EF6, $0E00 ; Camera HV
-db $08 ; Item
-db $00 ; Link direction
-;-----------------------------
-dw $0F7B, $0E6D ; Scroll X,Y
-dw $001E ; Tilemap position
-;dw $0000 ; Scroll mod Y
-;dw $FFFA ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Death Mountain", "hundo", "trock", "dm")
-dw $0003 ; Screen ID
-dw $067B, $0328 ; Link Coords
-dw $060D, $02CA ; Camera HV
-db $08 ; Item
-db $06 ; Link direction
-;-----------------------------
-dw $0682, $0337 ; Scroll X,Y
-dw $1600 ; Tilemap position
-;dw $FFF6 ; Scroll mod Y
-;dw $FFF3 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Squirrels", "hundo", "trock", "squirrels")
-dw $00DF ; Screen ID
-dw $1EF8, $1BD9 ; Link Coords
-dw $1E80, $1B10 ; Camera HV
-db $0E ; Item
-db $02 ; Link direction
-;-----------------------------
-db $1F ; Entrance
-db $82 ; Room layout
-db $01 ; Floor
-db $01 ; Door / Peg state
-db $00 ; Layer
-dw $0003 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Peg Puzzle", "hundo", "trock", "peg_puzzle")
-dw $0005 ; Screen ID
-dw $0DE1, $0077 ; Link Coords
-dw $0D00, $0013 ; Camera HV
-db $0E ; Item
-db $06 ; Link direction
-;-----------------------------
-dw $0D7D, $0082 ; Scroll X,Y
-dw $0060 ; Tilemap position
-;dw $000B ; Scroll mod Y
-;dw $0000 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Entrance", "hundo", "trock", "entrance")
-dw $0047 ; Screen ID
-dw $0F08, $013D ; Link Coords
-dw $0E96, $00DB ; Camera HV
-db $12 ; Item
-db $00 ; Link direction
-;-----------------------------
-dw $0F13, $014A ; Scroll X,Y
-dw $0614 ; Tilemap position
-;dw $0003 ; Scroll mod Y
-;dw $000A ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Torches", "hundo", "trock", "torches")
-dw $00C6 ; Screen ID
-dw $0DCD, $1878 ; Link Coords
-dw $0D00, $180B ; Camera HV
-db $12 ; Item
-db $06 ; Link direction
-;-----------------------------
-db $35 ; Entrance
-db $C1 ; Room layout
-db $00 ; Floor
-db $02 ; Door / Peg state
-db $00 ; Layer
-dw $0028 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Roller Room", "hundo", "trock", "roller_room")
-dw $00C7 ; Screen ID
-dw $0E78, $1820 ; Link Coords
-dw $0E00, $1800 ; Camera HV
-db $0E ; Item
-db $00 ; Link direction
-;-----------------------------
-db $35 ; Entrance
-db $C0 ; Room layout
-db $00 ; Floor
-db $81 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Pokey 0", "hundo", "trock", "pokey_0")
-dw $00C6 ; Screen ID
-dw $0C78, $182B ; Link Coords
-dw $0C00, $1800 ; Camera HV
-db $12 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $35 ; Entrance
-db $C0 ; Room layout
-db $00 ; Floor
-db $01 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Chomps", "hundo", "trock", "chomps")
-dw $00B6 ; Screen ID
-dw $0C78, $1718 ; Link Coords
-dw $0C00, $1700 ; Camera HV
-db $12 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $35 ; Entrance
-db $02 ; Room layout
-db $00 ; Floor
-db $01 ; Door / Peg state
-db $00 ; Layer
-dw $0020 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Pokey 1", "hundo", "trock", "pokey_1")
-dw $0014 ; Screen ID
-dw $0819, $0278 ; Link Coords
-dw $0800, $020B ; Camera HV
-db $12 ; Item
-db $04 ; Link direction
-;-----------------------------
-db $35 ; Entrance
-db $C0 ; Room layout
-db $FF ; Floor
-db $02 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Pokeys 2", "hundo", "trock", "pokeys_2")
-dw $0014 ; Screen ID
-dw $0878, $03C4 ; Link Coords
-dw $0800, $0310 ; Camera HV
-db $12 ; Item
-db $02 ; Link direction
-;-----------------------------
-db $35 ; Entrance
-db $C2 ; Room layout
-db $FF ; Floor
-db $01 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_7F_16()
-%write16($7FDFA6, $0040) ; Room $13 sprite deaths
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Crystal Roller", "hundo", "trock", "crystal_roller")
-dw $0014 ; Screen ID
-dw $0878, $022B ; Link Coords
-dw $0800, $0200 ; Camera HV
-db $12 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $19 ; Entrance
-db $C0 ; Room layout
-db $FF ; Floor
-db $01 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_7F_16()
-%write16($7FDFC8, $0028) ; Room $24 sprite deaths
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Dark Room", "hundo", "trock", "dark_room")
-dw $0004 ; Screen ID
-dw $0878, $0025 ; Link Coords
-dw $0800, $0000 ; Camera HV
-db $12 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $19 ; Entrance
-db $00 ; Room layout
-db $FF ; Floor
-db $10 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Laser Skip", "hundo", "trock", "laser_skip")
-dw $00C5 ; Screen ID
-dw $0A78, $19DE ; Link Coords
-dw $0A00, $1910 ; Camera HV
-db $12 ; Item
-db $02 ; Link direction
-;-----------------------------
-db $19 ; Entrance
-db $42 ; Room layout
-db $FE ; Floor
-db $11 ; Door / Peg state
-db $00 ; Layer
-dw $0040 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Switch Room", "hundo", "trock", "switch_room")
-dw $00C5 ; Screen ID
-dw $0A18, $1978 ; Link Coords
-dw $0A00, $190B ; Camera HV
-db $12 ; Item
-db $04 ; Link direction
-;-----------------------------
-db $19 ; Entrance
-db $42 ; Room layout
-db $FE ; Floor
-db $12 ; Door / Peg state
-db $00 ; Layer
-dw $0040 ; Dead sprites
-;-----------------------------
-%write_7F_16()
-%write16($7FE12A, $0010) ; Room $D5 sprite deaths
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Trinexx", "hundo", "trock", "trinexx")
-dw $00B4 ; Screen ID
-dw $0878, $161D ; Link Coords
-dw $0800, $1600 ; Camera HV
-db $0E ; Item
-db $00 ; Link direction
-;-----------------------------
-db $19 ; Entrance
-db $C0 ; Room layout
-db $FD ; Floor
-db $11 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;===================================================================================================
-;---------------------------------------------------------------------------------------------------
-; GANON'S TOWER
-;---------------------------------------------------------------------------------------------------
-;===================================================================================================
-presetmenu_hundo_gtower:
-%menu_header("Ganon's Tower", 21)
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Outside Turtle Rock", "hundo", "gtower", "outside_trock")
-dw $0047 ; Screen ID
-dw $0F08, $013E ; Link Coords
-dw $0E96, $00E0 ; Camera HV
-db $12 ; Item
-db $02 ; Link direction
-;-----------------------------
-dw $0F13, $014D ; Scroll X,Y
-dw $0712 ; Tilemap position
-;dw $0000 ; Scroll mod Y
-;dw $FFFA ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Entrance", "hundo", "gtower", "entrance")
-dw $0043 ; Screen ID
-dw $08F8, $003A ; Link Coords
-dw $087A, $0000 ; Camera HV
-db $0E ; Item
-db $00 ; Link direction
-;-----------------------------
-dw $08FF, $006F ; Scroll X,Y
-dw $0050 ; Tilemap position
-;dw $0000 ; Scroll mod Y
-;dw $0006 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Spike Skip", "hundo", "gtower", "spike_skip")
-dw $008B ; Screen ID
-dw $1715, $1078 ; Link Coords
-dw $1700, $100C ; Camera HV
-db $04 ; Item
-db $04 ; Link direction
-;-----------------------------
-db $37 ; Entrance
-db $01 ; Room layout
-db $00 ; Floor
-db $82 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Pre Firesnakes Room", "hundo", "gtower", "pre_firesnakes_room")
-dw $009B ; Screen ID
-dw $16D4, $1278 ; Link Coords
-dw $1600, $120B ; Camera HV
-db $02 ; Item
-db $06 ; Link direction
-;-----------------------------
-db $37 ; Entrance
-db $00 ; Room layout
-db $00 ; Floor
-db $12 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Bombable Floor", "hundo", "gtower", "bombable_floor")
-dw $009C ; Screen ID
-dw $1978, $1224 ; Link Coords
-dw $1900, $1200 ; Camera HV
-db $01 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $37 ; Entrance
-db $C1 ; Room layout
-db $00 ; Floor
-db $01 ; Door / Peg state
-db $00 ; Layer
-dw $0002 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Ice Armos", "hundo", "gtower", "ice_armos")
-dw $001C ; Screen ID
-dw $199F, $03A8 ; Link Coords
-dw $1900, $0310 ; Camera HV
-db $05 ; Item
-db $04 ; Link direction
-;-----------------------------
-db $37 ; Entrance
-db $03 ; Room layout
-db $FF ; Floor
-db $00 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Floor 2", "hundo", "gtower", "floor_2")
-dw $000C ; Screen ID
-dw $18F8, $0026 ; Link Coords
-dw $1880, $0000 ; Camera HV
-db $03 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $37 ; Entrance
-db $C0 ; Room layout
-db $01 ; Floor
-db $00 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Mimics 1", "hundo", "gtower", "mimics1")
-dw $006B ; Screen ID
-dw $1678, $0CD8 ; Link Coords
-dw $1600, $0C10 ; Camera HV
-db $03 ; Item
-db $02 ; Link direction
-;-----------------------------
-db $37 ; Entrance
-db $80 ; Room layout
-db $02 ; Floor
-db $91 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Mimics 2", "hundo", "gtower", "mimics2")
-dw $006B ; Screen ID
-dw $16D8, $0D78 ; Link Coords
-dw $1600, $0D0B ; Camera HV
-db $03 ; Item
-db $06 ; Link direction
-;-----------------------------
-db $37 ; Entrance
-db $02 ; Room layout
-db $02 ; Floor
-db $92 ; Door / Peg state
-db $00 ; Layer
-dw $0240 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Spike Room", "hundo", "gtower", "spike_room")
-dw $006B ; Screen ID
-dw $1778, $0C1C ; Link Coords
-dw $1700, $0C00 ; Camera HV
-db $03 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $37 ; Entrance
-db $81 ; Room layout
-db $02 ; Floor
-db $11 ; Door / Peg state
-db $00 ; Layer
-dw $2640 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Gauntlet 1", "hundo", "gtower", "gauntlet")
-dw $005C ; Screen ID
-dw $1978, $0A23 ; Link Coords
-dw $1900, $0A00 ; Camera HV
-db $03 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $37 ; Entrance
-db $81 ; Room layout
-db $02 ; Floor
-db $00 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Gauntlet 3", "hundo", "gtower", "gauntlet3")
-dw $005D ; Screen ID
-dw $1A78, $0AE0 ; Link Coords
-dw $1A00, $0A10 ; Camera HV
-db $03 ; Item
-db $02 ; Link direction
-;-----------------------------
-db $37 ; Entrance
-db $00 ; Room layout
-db $03 ; Floor
-db $81 ; Door / Peg state
-db $00 ; Layer
-dw $00FD ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Lanmola 2", "hundo", "gtower", "lanmola2")
-dw $006C ; Screen ID
-dw $19D5, $0D78 ; Link Coords
-dw $1900, $0D0B ; Camera HV
-db $05 ; Item
-db $04 ; Link direction
-;-----------------------------
-db $37 ; Entrance
-db $03 ; Room layout
-db $03 ; Floor
-db $02 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_7F_16()
-%write16($7FE03A, $0EFD) ; Room $5D sprite deaths
-%write16($7FE05A, $00C9) ; Room $6D sprite deaths
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Wizzrobes 1", "hundo", "gtower", "wizz1")
-dw $006C ; Screen ID
-dw $1878, $0C26 ; Link Coords
-dw $1800, $0C00 ; Camera HV
-db $05 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $37 ; Entrance
-db $00 ; Room layout
-db $03 ; Floor
-db $00 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Wizzrobes 2", "hundo", "gtower", "wizz2")
-dw $00A5 ; Screen ID
-dw $0B78, $1524 ; Link Coords
-dw $0B00, $1500 ; Camera HV
-db $12 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $37 ; Entrance
-db $83 ; Room layout
-db $04 ; Floor
-db $01 ; Door / Peg state
-db $00 ; Layer
-dw $008C ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Torches 1", "hundo", "gtower", "torches1")
-dw $0095 ; Screen ID
-dw $0BD3, $1278 ; Link Coords
-dw $0B00, $120B ; Camera HV
-db $09 ; Item
-db $06 ; Link direction
-;-----------------------------
-db $37 ; Entrance
-db $41 ; Room layout
-db $04 ; Floor
-db $02 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_7F_16()
-%write16($7FE0CA, $00EF) ; Room $A5 sprite deaths
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Torches 2", "hundo", "gtower", "torches2")
-dw $0096 ; Screen ID
-dw $0D78, $13A2 ; Link Coords
-dw $0D00, $1310 ; Camera HV
-db $05 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $37 ; Entrance
-db $03 ; Room layout
-db $04 ; Floor
-db $00 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Helma Key", "hundo", "gtower", "helma_key")
-dw $003D ; Screen ID
-dw $1B78, $0718 ; Link Coords
-dw $1B00, $0700 ; Camera HV
-db $05 ; Item
-db $00 ; Link direction
-;-----------------------------
-db $37 ; Entrance
-db $03 ; Room layout
-db $05 ; Floor
-db $81 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Bombable Wall", "hundo", "gtower", "bombable_wall")
-dw $003D ; Screen ID
-dw $1B16, $0678 ; Link Coords
-dw $1B00, $060B ; Camera HV
-db $01 ; Item
-db $04 ; Link direction
-;-----------------------------
-db $37 ; Entrance
-db $01 ; Room layout
-db $05 ; Floor
-db $02 ; Door / Peg state
-db $00 ; Layer
-dw $000C ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Moldorm 2", "hundo", "gtower", "moldorm_2")
-dw $003D ; Screen ID
-dw $1A78, $07D0 ; Link Coords
-dw $1A00, $0710 ; Camera HV
-db $05 ; Item
-db $02 ; Link direction
-;-----------------------------
-db $37 ; Entrance
-db $02 ; Room layout
-db $05 ; Floor
-db $01 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_UW("Agahnim 2", "hundo", "gtower", "agahnim_2")
-dw $001D ; Screen ID
-dw $1A78, $0226 ; Link Coords
-dw $1A00, $0200 ; Camera HV
-db $0E ; Item
-db $00 ; Link direction
-;-----------------------------
-db $37 ; Entrance
-db $80 ; Room layout
-db $06 ; Floor
-db $01 ; Door / Peg state
-db $00 ; Layer
-dw $0000 ; Dead sprites
-;-----------------------------
-%write_end()
-
-;===================================================================================================
-;---------------------------------------------------------------------------------------------------
-; GANON
-;---------------------------------------------------------------------------------------------------
-;===================================================================================================
-presetmenu_hundo_ganon:
-%menu_header("Ganon", 2)
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Ganon", "hundo", "ganon", "pyramid")
-dw $005B ; Screen ID
-dw $07F0, $0668 ; Link Coords
-dw $0778, $060A ; Camera HV
-db $0E ; Item
-db $02 ; Link direction
-;-----------------------------
-dw $07F7, $0677 ; Scroll X,Y
-dw $002E ; Tilemap position
-;dw $FFF6 ; Scroll mod Y
-;dw $FFF8 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;---------------------------------------------------------------------------------------------------
-%preset_OW("Ganon (full magic)", "hundo", "ganon", "pyramid_magic")
-dw $005B ; Screen ID
-dw $07F0, $0669 ; Link Coords
-dw $0778, $060B ; Camera HV
-db $0E ; Item
-db $02 ; Link direction
-;-----------------------------
-dw $07F7, $0678 ; Scroll X,Y
-dw $002E ; Tilemap position
-;dw $FFF5 ; Scroll mod Y
-;dw $FFF8 ; Scroll mod X
-;-----------------------------
-%write_end()
-
-;===================================================================================================
-;---------------------------------------------------------------------------------------------------
-; BOSSES
-;---------------------------------------------------------------------------------------------------
-;===================================================================================================
-presetmenu_hundo_boss:
-%menu_header("Bosses", 14)
-%existing_preset("hundo", "eastern", "armos")
-%existing_preset("hundo", "desert", "lanmolas")
-%existing_preset("hundo", "hera", "moldorm")
-%existing_preset("hundo", "aga", "agahnim")
-%existing_preset("hundo", "pod", "helma")
-%existing_preset("hundo", "thieves", "blind")
-%existing_preset("hundo", "skull", "mothula")
-%existing_preset("hundo", "ice", "kholdstare")
-%existing_preset("hundo", "mire", "vitty")
-%existing_preset("hundo", "swamp", "arrghus")
-%existing_preset("hundo", "trock", "trinexx")
-%existing_preset("hundo", "gtower", "agahnim_2")
-%existing_preset("hundo", "ganon", "pyramid")
-%existing_preset("hundo", "ganon", "pyramid_magic")
-
-;===================================================================================================
-presetpersistent_hundo:
-
;===================================================================================================
-
presetpersistent_hundo_escape:
-;-----------------------------
-.bed
-..end
-;-----------------------------
-.courtyard
-..end
-;-----------------------------
-.entrance
-..end
-;-----------------------------
-.1st_keyguard
-..end
-;-----------------------------
-.stealth_room
-..end
-;-----------------------------
-.2nd_keyguard
-%write8($7E0FC7, $01) ; Prize pack index
-..end
-;-----------------------------
-.ball_n_chains
-..end
-;-----------------------------
-.backtracking
-..end
-;-----------------------------
-.keyguard_revisited
-..end
-;-----------------------------
-.throne_room
-..end
-;-----------------------------
-.snake_avoidance_room
-..end
-;-----------------------------
-.water_rooms
-..end
-;-----------------------------
-.keyrat
-..end
-;-----------------------------
-.last_two_screens
-..end
-
-;===================================================================================================
-presetpersistent_hundo_eastern:
-;-----------------------------
-.before_cutscene
-%write8($7E0FC8, $02) ; Prize pack index
-..end
-;-----------------------------
-.after_cutscene
-..end
-;-----------------------------
-.octorok
-..end
-;-----------------------------
-.outside_palace
-..end
-;-----------------------------
-.entrance
-%write8($7E0FC8, $03) ; Prize pack index
-..end
-;-----------------------------
-.stalfos_room
-..end
-;-----------------------------
-.big_chest_room_1
-%write8($7E0FCC, $01) ; Prize pack index
-..end
-;-----------------------------
-.dark_key_room
-..end
-;-----------------------------
-.big_key_dmg_boost
-%write8($7E0FC8, $05) ; Prize pack index
-..end
-;-----------------------------
-.big_chest_room_2
-..end
-;-----------------------------
-.gwg
-..end
-;-----------------------------
-.pot_room
-%write8($7E0FC8, $00) ; Prize pack index
-..end
-;-----------------------------
-.zeldagamer_room
-..end
-;-----------------------------
-.armos
-%write8($7E0FC8, $02) ; Prize pack index
-..end
-
-;===================================================================================================
-presetpersistent_hundo_desert:
-;-----------------------------
-.outside_eastern_palace
-..end
-;-----------------------------
-.ep_spinspeed
-..end
-;-----------------------------
-.bridge_screen
-..end
-;-----------------------------
-.unholy_spinspeed
-..end
-;-----------------------------
-.water_dash
-..end
-;-----------------------------
-.outside_desert_palace
-..end
-;-----------------------------
-.desert_entrance
-..end
-;-----------------------------
-.keybonk
-..end
-;-----------------------------
-.pre_cannonball_room
-..end
-;-----------------------------
-.pot_room
-%write8($7E0FC8, $03) ; Prize pack index
-..end
-;-----------------------------
-.desert2_spinspeed
-..end
-;-----------------------------
-.popo_genocide_room
-..end
-;-----------------------------
-.torches
-%write8($7E0FC8, $04) ; Prize pack index
-..end
-;-----------------------------
-.lanmolas
-..end
-
-;===================================================================================================
-presetpersistent_hundo_hera:
-;-----------------------------
-.outside_desert_palace
-..end
-;-----------------------------
-.fake_flippers
-..end
-;-----------------------------
-.dm
-%write8($7E0FC9, $01) ; Prize pack index
-..end
-;-----------------------------
-.after_mirror
-..end
-;-----------------------------
-.quickhop
-%write_mirror($1C, $08, $38, $01)
-..end
-;-----------------------------
-.entrance
-..end
-;-----------------------------
-.tile_room
-..end
-;-----------------------------
-.torches
-..end
-;-----------------------------
-.beetles
-..end
-;-----------------------------
-.petting_zoo
-%write8($7E0FCC, $02) ; Prize pack index
-..end
-;-----------------------------
-.moldorm
-%write8($7E0FC8, $05) ; Prize pack index
-..end
-
-;===================================================================================================
-presetpersistent_hundo_aga:
-;-----------------------------
-.outside_hera
-%write8($7E0CFB, $03) ; Rupee pull kills
-%write8($7E0CFC, $01) ; Rupee pull hits
-..end
-;-----------------------------
-.first_rupee_tree
-..end
-;-----------------------------
-.lost_woods
-%write8($7E0CFB, $01) ; Rupee pull kills
-%write8($7E0CFC, $00) ; Rupee pull hits
-..end
-;-----------------------------
-.after_lost_woods
-%write8($7E0CFB, $01) ; Rupee pull kills
-%write8($7E0CFC, $00) ; Rupee pull hits
-..end
-;-----------------------------
-.castle_screen
-..end
-;-----------------------------
-.entrance
-..end
-;-----------------------------
-.prize_pack_guards
-%write8($7E0FC8, $07) ; Prize pack index
-..end
-;-----------------------------
-.dark_room_of_despair
-..end
-;-----------------------------
-.dark_room_of_melancholy
-..end
-;-----------------------------
-.spear_guards
-..end
-;-----------------------------
-.circle_of_pots
-%write8($7E0FC7, $02) ; Prize pack index
-..end
-;-----------------------------
-.catwalk
-..end
-;-----------------------------
-.agahnim
-..end
-
-;===================================================================================================
-presetpersistent_hundo_pod:
-;-----------------------------
-.pyramid
-..end
-;-----------------------------
-.pod_overworld
-..end
-;-----------------------------
-.entrance
-..end
-;-----------------------------
-.main_hub_small_key
-..end
-;-----------------------------
-.main_hub_bk
-..end
-;-----------------------------
-.main_hub_hammeryump
-..end
-;-----------------------------
-.hammeryump
-..end
-;-----------------------------
-.before_sexy_statue
-%write8($7E0FCD, $01) ; Prize pack index
-..end
-;-----------------------------
-.sexy_statue_room
-..end
-;-----------------------------
-.mimics
-..end
-;-----------------------------
-.statue
-%write8($7E0FCB, $02) ; Prize pack index
-..end
-;-----------------------------
-.basement
-..end
-;-----------------------------
-.turtle_room
-..end
-;-----------------------------
-.helma
-%write8($7E0FC8, $01) ; Prize pack index
-..end
-
-;===================================================================================================
-presetpersistent_hundo_thieves:
-;-----------------------------
-.outside_pod
-..end
-;-----------------------------
-.ow_hammerdash
-..end
-;-----------------------------
-.grove
-..end
-;-----------------------------
-.usain_bolt
-..end
-;-----------------------------
-.after_activating_flute
-..end
-;-----------------------------
-.darkworld
-..end
-;-----------------------------
-.entrance
-..end
-;-----------------------------
-.after_big_key
-..end
-;-----------------------------
-.blind_hallway
-..end
-;-----------------------------
-.conveyor_gibos
-..end
-;-----------------------------
-.hellway
-..end
-;-----------------------------
-.bombable_floor
-..end
-;-----------------------------
-.backtracking_1
-..end
-;-----------------------------
-.basement
-..end
-;-----------------------------
-.prison
-..end
-;-----------------------------
-.after_mitts
-..end
-;-----------------------------
-.pot_hammerdash
-..end
-;-----------------------------
-.blind
-..end
-
-;===================================================================================================
-presetpersistent_hundo_skull:
-;-----------------------------
-.outside_thieves
-..end
-;-----------------------------
-.cursed_dwarf
-..end
-;-----------------------------
-.getting_tempered
-..end
-;-----------------------------
-.fence_dash
-..end
-;-----------------------------
-.dash_to_sw
-..end
-;-----------------------------
-.mummy_room
-..end
-;-----------------------------
-.bomb_jump
-%write8($7E0FCC, $04) ; Prize pack index
-..end
-;-----------------------------
-.key_pot
-..end
-;-----------------------------
-.skull_entrance
-..end
-;-----------------------------
-.mummy_hellway
-..end
-;-----------------------------
-.mummy_key
-..end
-;-----------------------------
-.mothula
-..end
-
-;===================================================================================================
-presetpersistent_hundo_ice:
-;-----------------------------
-.outside_skull
-..end
-;-----------------------------
-.bridge_warp
-%write8($7E02A2, $00) ; slot 4 altitude
-..end
-;-----------------------------
-.lottery
-%write8($7E0FC8, $02) ; Prize pack index
-..end
-;-----------------------------
-.medallion
-..end
-;-----------------------------
-.zoras_domain
-..end
-;-----------------------------
-.tiny_warp
-..end
-;-----------------------------
-.ice_entrance
-..end
-;-----------------------------
-.ice2
-..end
-;-----------------------------
-.penguin_switch_room
-%write8($7E0FCC, $05) ; Prize pack index
-..end
-;-----------------------------
-.bombable_floor
-%write8($7E0FC9, $02) ; Prize pack index
-..end
-;-----------------------------
-.conveyor_room
-%write8($7E0FCA, $02) ; Prize pack index
-..end
-;-----------------------------
-.ipbj
-..end
-;-----------------------------
-.penguin_room
-..end
-;-----------------------------
-.lonely_firebar
-%write8($7E0FC9, $06) ; Prize pack index
-..end
-;-----------------------------
-.last_two_screens
-..end
-;-----------------------------
-.kholdstare
-..end
-
-;===================================================================================================
-presetpersistent_hundo_mire:
-;-----------------------------
-.outside_ice
-%write8($7E02A2, $00) ; slot 4 altitude
-..end
-;-----------------------------
-.dm
-%write8($7E02A2, $FE) ; slot 4 altitude
-..end
-;-----------------------------
-.free_flutedash
-%write8($7E02A2, $0F) ; slot 4 altitude
-..end
-;-----------------------------
-.darkworld_warp
-%write8($7E02A2, $8B) ; slot 4 altitude
-..end
-;-----------------------------
-.entrance
-..end
-;-----------------------------
-.mire2
-..end
-;-----------------------------
-.main_hub
-%write8($7E0FC8, $04) ; Prize pack index
-..end
-;-----------------------------
-.beat_the_fireball
-..end
-;-----------------------------
-.bari_key
-..end
-;-----------------------------
-.sluggulas
-..end
-;-----------------------------
-.torches
-%write8($7E0FCA, $03) ; Prize pack index
-..end
-;-----------------------------
-.spark_gamble
-..end
-;-----------------------------
-.big_chest_room
-..end
-;-----------------------------
-.spike_key
-..end
-;-----------------------------
-.wizzrobe
-..end
-;-----------------------------
-.basement
-..end
-;-----------------------------
-.spooky_action_1
-..end
-;-----------------------------
-.spooky_action_2
-..end
-;-----------------------------
-.vitty
-..end
-
-;===================================================================================================
-presetpersistent_hundo_swamp:
-;-----------------------------
-.outside_mire
-..end
-;-----------------------------
-.links_house
-%write8($7E02A2, $FC) ; slot 4 altitude
-..end
-;-----------------------------
-.swamp_overworld
-%write8($7E02A2, $A8) ; slot 4 altitude
-..end
-;-----------------------------
-.dam
-%write_mirror($7C, $07, $07, $0F)
-..end
-;-----------------------------
-.entrance
-..end
-;-----------------------------
-.first_key_pot
-..end
-;-----------------------------
-.hallway_key_1
-..end
-;-----------------------------
-.water_lever_1
-..end
-;-----------------------------
-.main_hub
-..end
-;-----------------------------
-.water_lever_2
-..end
-;-----------------------------
-.sociable_firebar
-..end
-;-----------------------------
-.backtracking
-..end
-;-----------------------------
-.hookshot
-%write8($7E0FC8, $03) ; Prize pack index
-..end
-;-----------------------------
-.hookdash
-..end
-;-----------------------------
-.water_lever_3
-..end
-;-----------------------------
-.restock
-..end
-;-----------------------------
-.phelps_way
-..end
-;-----------------------------
-.arrghus
-..end
-
-;===================================================================================================
-presetpersistent_hundo_trock:
-;-----------------------------
-.outside_swamp
-..end
-;-----------------------------
-.icerod_overworld
-..end
-;-----------------------------
-.dm
-..end
-;-----------------------------
-.squirrels
-..end
-;-----------------------------
-.peg_puzzle
-..end
-;-----------------------------
-.entrance
-..end
-;-----------------------------
-.torches
-%write8($7E02A2, $00) ; slot 4 altitude
-%write8($7E0FCC, $06) ; Prize pack index
-..end
-;-----------------------------
-.roller_room
-..end
-;-----------------------------
-.pokey_0
-..end
-;-----------------------------
-.chomps
-%write8($7E0FCD, $02) ; Prize pack index
-..end
-;-----------------------------
-.pokey_1
-..end
-;-----------------------------
-.pokeys_2
-%write8($7E0FCD, $04) ; Prize pack index
-..end
-;-----------------------------
-.crystal_roller
-%write8($7E0FCD, $06) ; Prize pack index
-..end
-;-----------------------------
-.dark_room
-..end
-;-----------------------------
-.laser_skip
-..end
-;-----------------------------
-.switch_room
-..end
-;-----------------------------
-.trinexx
-..end
-
-;===================================================================================================
-presetpersistent_hundo_gtower:
-;-----------------------------
-.outside_trock
-..end
-;-----------------------------
-.entrance
-..end
-;-----------------------------
-.spike_skip
-..end
-;-----------------------------
-.pre_firesnakes_room
-..end
-;-----------------------------
-.bombable_floor
-..end
-;-----------------------------
-.ice_armos
-%write8($7E02A2, $00) ; slot 4 altitude
-..end
-;-----------------------------
-.floor_2
-%write8($7E0B08, $40) ; Arc variable
-%write8($7E0B09, $00) ; Arc variable
-..end
-;-----------------------------
-.mimics1
-..end
-;-----------------------------
-.mimics2
-%write8($7E0FCB, $04) ; Prize pack index
-..end
-;-----------------------------
-.spike_room
-%write8($7E0FCB, $05) ; Prize pack index
-..end
-;-----------------------------
-.gauntlet
-..end
-;-----------------------------
-.gauntlet3
-%write8($7E0FCC, $02) ; Prize pack index
-..end
-;-----------------------------
-.lanmola2
-%write8($7E0FCC, $04) ; Prize pack index
-..end
-;-----------------------------
-.wizz1
-..end
-;-----------------------------
-.wizz2
-%write8($7E0FC7, $04) ; Prize pack index
-..end
-;-----------------------------
-.torches1
-%write8($7E0FC7, $06) ; Prize pack index
-..end
-;-----------------------------
-.torches2
-..end
-;-----------------------------
-.helma_key
-..end
-;-----------------------------
-.bombable_wall
-..end
-;-----------------------------
-.moldorm_2
-..end
-;-----------------------------
-.agahnim_2
-..end
-
-;===================================================================================================
-presetpersistent_hundo_ganon:
-;-----------------------------
-.pyramid
-%write8_enable()
-%write8($7E02A2, $A8) ; slot 4 altitude
-%write8($7E0B08, $40) ; ganon bats
-%write8($7E0B09, $00) ; ganon bats
-%write_end()
-..end
-;-----------------------------
-.pyramid_magic
-..end
-
-;===================================================================================================
-presetSRAM_hundo:
-;-----------------------------
-.escape
-;-----------------------------
-..bed
-%write8($7EF36F, $FF) ; Keys
-%writeroom($104, $0002)
-...end
-;-----------------------------
-..courtyard
-%write8($7EF2BB, $00) ; Overworld $3B
-%write8($7EF2FB, $00) ; Overworld $7B
-%write8($7EF3C8, $03) ; Spawn point
-%write8($7EF359, $01) ; Sword
-%write8($7EF3C5, $01) ; Game state
-%write8($7EF35A, $01) ; Shield
-%write16sram($7EF360, $01) ; Rupees
-%write8($7EF3C6, $11) ; Game flags A
-%writeroom($055, $000F)
-%writeroom($028, $0000)
-...end
-;-----------------------------
-..entrance
-...end
-;-----------------------------
-..1st_keyguard
-%write8($7EF36F, $00) ; Keys
-%writeroom($050, $0005)
-%writeroom($060, $0005)
-%writeroom($001, $000C)
-%writeroom($061, $000F)
-...end
-;-----------------------------
-..stealth_room
-%writeroom($072, $840F)
-%writeroom($082, $000F)
-...end
-;-----------------------------
-..2nd_keyguard
-%writeroom($071, $0002)
-%writeroom($081, $000F)
-...end
-;-----------------------------
-..ball_n_chains
-%write8($7EF341, $00) ; Boomerang
-%writeroom($070, $0008)
-%writeroom($071, $841B)
-...end
-;-----------------------------
-..backtracking
-%write8($7EF3C8, $02) ; Spawn point
-%write8($7EF3CC, $01) ; Follower
-%write8($7EF34A, $01) ; Lamp
-%write16sram($7EF366, $4000) ; Big keys
-%writeroom($080, $043C)
-...end
-;-----------------------------
-..keyguard_revisited
-...end
-;-----------------------------
-..throne_room
-%writeroom($051, $000F)
-...end
-;-----------------------------
-..snake_avoidance_room
-%write8($7EF3C8, $04) ; Spawn point
-%writeroom($041, $000F)
-...end
-;-----------------------------
-..water_rooms
-%writeroom($032, $801F)
-%writeroom($042, $000C)
-...end
-;-----------------------------
-..keyrat
-%writeroom($022, $8003)
-%writeroom($021, $0003)
-...end
-;-----------------------------
-..last_two_screens
-%writeroom($011, $2005)
-%writeroom($021, $840F)
-...end
-;-----------------------------
-.eastern
-;-----------------------------
-..before_cutscene
-%writeroom($002, $000F)
-...end
-;-----------------------------
-..after_cutscene
-%write8($7EF29B, $20) ; Overworld 1B overlay
-%write8($7EF3C7, $01) ; Map marker
-%write8($7EF3C8, $01) ; Spawn point
-%write8($7EF3CC, $00) ; Follower
-%write8($7EF3C5, $02) ; Game state
-%write8($7EF3C6, $15) ; Game flags A
-%writeroom($012, $000F)
-...end
-;-----------------------------
-..octorok
-%write8($7EF36C, $20) ; Max HP
-%write8($7EF36D, $20) ; Health
-...end
-;-----------------------------
-..outside_palace
-...end
-;-----------------------------
-..entrance
-...end
-;-----------------------------
-..stalfos_room
-%write8($7EF36F, $00) ; Keys
-%writeroom($0A8, $0005)
-%writeroom($0A9, $000F)
-%writeroom($0B9, $000F)
-%writeroom($0C9, $000F)
-...end
-;-----------------------------
-..big_chest_room_1
-%write8($7EF36E, $10) ; Magic
-%writeroom($0A8, $000F)
-...end
-;-----------------------------
-..dark_key_room
-%writeroom($0AA, $000A)
-%writeroom($0BA, $0008)
-...end
-;-----------------------------
-..big_key_dmg_boost
-%write16sram($7EF360, $15) ; Rupees
-%writeroom($0BA, $840C)
-%writeroom($0B9, $800F)
-...end
-;-----------------------------
-..big_chest_room_2
-%write8($7EF36D, $0C) ; Health
-%write16sram($7EF366, $6000) ; Big keys
-%write8($7EF36D, $14) ; Health
-%writeroom($0A8, $200F)
-%writeroom($0B8, $8015)
-...end
-;-----------------------------
-..gwg
-%write8($7EF377, $0A) ; Arrows
-%write8($7EF340, $02) ; Bow
-%writeroom($0A9, $201F)
-...end
-;-----------------------------
-..pot_room
-%write16sram($7EF360, $1B) ; Rupees
-%write8($7EF36E, $20) ; Magic
-%writeroom($099, $C403)
-...end
-;-----------------------------
-..zeldagamer_room
-%write8($7EF377, $14) ; Arrows
-%writeroom($0DA, $0002)
-%writeroom($0D9, $0003)
-...end
-;-----------------------------
-..armos
-%write8($7EF34F, $00) ; Bottles
-%write8($7EF377, $12) ; Arrows
-%write16sram($7EF360, $1C) ; Rupees
-%writeroom($0D8, $0005)
-...end
-;-----------------------------
-.desert
-;-----------------------------
-..outside_eastern_palace
-%write8($7EF377, $00) ; Arrows
-%write8($7EF340, $01) ; Bow
-%write8($7EF374, $04) ; Pendants
-%write8($7EF36E, $80) ; Magic
-%write8($7EF36C, $28) ; Max HP
-%write8($7EF36D, $28) ; Health
-%writeroom($0C8, $0801)
-...end
-;-----------------------------
-..ep_spinspeed
-%write8($7EF36F, $FF) ; Keys
-%write8($7EF3C7, $03) ; Map marker
-%write8($7EF355, $01) ; Boots
-%write8($7EF379, $FC) ; Ability
-%write8($7EF343, $03) ; Bombs
-%write16sram($7EF360, $80) ; Rupees
-%writeroom($105, $0002)
-...end
-;-----------------------------
-..bridge_screen
-...end
-;-----------------------------
-..unholy_spinspeed
-...end
-;-----------------------------
-..water_dash
-%write8($7EF34E, $01) ; Book of Mudora
-%writeroom($107, $F002)
-...end
-;-----------------------------
-..outside_desert_palace
-...end
-;-----------------------------
-..desert_entrance
-...end
-;-----------------------------
-..keybonk
-%write8($7EF36F, $00) ; Keys
-%write8($7EF377, $05) ; Arrows
-%write8($7EF340, $02) ; Bow
-%writeroom($074, $0003)
-%writeroom($084, $000F)
-%writeroom($073, $0001)
-...end
-;-----------------------------
-..pre_cannonball_room
-%writeroom($073, $0405)
-%writeroom($075, $0002)
-%writeroom($085, $400A)
-...end
-;-----------------------------
-..pot_room
-%write8($7EF377, $0A) ; Arrows
-%write16sram($7EF366, $7000) ; Big keys
-%writeroom($075, $0017)
-%writeroom($085, $400E)
-...end
-;-----------------------------
-..desert2_spinspeed
-%write8($7EF377, $14) ; Arrows
-%write8($7EF354, $01) ; Gloves
-%writeroom($073, $041F)
-%writeroom($083, $0007)
-...end
-;-----------------------------
-..popo_genocide_room
-%write8($7EF37F, $00) ; Key for dungeon $03
-%write8($7EF36B, $01) ; Heart pieces
-%writeroom($053, $0008)
-%writeroom($063, $840A)
-...end
-;-----------------------------
-..torches
-%writeroom($043, $6401)
-%writeroom($053, $240F)
-...end
-;-----------------------------
-..lanmolas
-%write8($7EF377, $19) ; Arrows
-%write8($7EF36E, $70) ; Magic
-%writeroom($043, $E48D)
-...end
-;-----------------------------
-.hera
-;-----------------------------
-..outside_desert_palace
-%write8($7EF377, $0C) ; Arrows
-%write8($7EF374, $06) ; Pendants
-%write8($7EF36E, $80) ; Magic
-%write8($7EF36C, $30) ; Max HP
-%write8($7EF36D, $30) ; Health
-%writeroom($033, $0802)
-...end
-;-----------------------------
-..fake_flippers
-%write8($7EF343, $02) ; Bombs
-%write8($7EF36B, $02) ; Heart pieces
-...end
-;-----------------------------
-..dm
-%write8($7EF36F, $FF) ; Keys
-%write8($7EF377, $0B) ; Arrows
-%write8($7EF3C8, $05) ; Spawn point
-%write8($7EF3CC, $04) ; Follower
-%write8($7EF36B, $03) ; Heart pieces
-%writeroom($0F0, $000F)
-%writeroom($0F1, $000F)
-...end
-;-----------------------------
-..after_mirror
-%write8($7EF353, $02) ; Magic Mirror
-%write8($7EF3C8, $01) ; Spawn point
-%write8($7EF3CC, $00) ; Follower
-...end
-;-----------------------------
-..quickhop
-...end
-;-----------------------------
-..entrance
-%write8($7EF343, $01) ; Bombs
-%write8($7EF36B, $01) ; Heart pieces
-%write8($7EF36C, $38) ; Max HP
-%write8($7EF36D, $38) ; Health
-...end
-;-----------------------------
-..tile_room
-%write8($7EF36F, $00) ; Keys
-%write8($7EF386, $01) ; Key for dungeon $0A
-%writeroom($077, $800F)
-%writeroom($087, $0402)
-...end
-;-----------------------------
-..torches
-%writeroom($087, $040E)
-...end
-;-----------------------------
-..beetles
-%write16sram($7EF366, $7020) ; Big keys
-%write8($7EF36E, $70) ; Magic
-%write8($7EF386, $00) ; Key for dungeon $0A
-%writeroom($087, $041F)
-...end
-;-----------------------------
-..petting_zoo
-%write8($7EF343, $02) ; Bombs
-%writeroom($031, $800F)
-...end
-;-----------------------------
-..moldorm
-%write8($7EF357, $01) ; Moon Pearl
-%write8($7EF36D, $30) ; Health
-%writeroom($017, $000F)
-%writeroom($027, $001F)
-...end
-;-----------------------------
-.aga
-;-----------------------------
-..outside_hera
-%write8($7EF3C7, $04) ; Map marker
-%write8($7EF374, $07) ; Pendants
-%write8($7EF36E, $80) ; Magic
-%write8($7EF36C, $40) ; Max HP
-%write8($7EF36D, $40) ; Health
-%writeroom($007, $080F)
-...end
-;-----------------------------
-..first_rupee_tree
-%write8($7EF36F, $FF) ; Keys
-%write8($7EF36B, $01) ; Heart pieces
-%writeroom($0E6, $000F)
-%writeroom($0E7, $000F)
-...end
-;-----------------------------
-..lost_woods
-%write8($7EF377, $0A) ; Arrows
-%write16sram($7EF360, $26) ; Rupees
-%write16sram($7EF360, $80) ; Rupees
-...end
-;-----------------------------
-..after_lost_woods
-%write8($7EF3C7, $05) ; Map marker
-%write8($7EF300, $40) ; Overworld $80: Unknown (..?.....)
-%write8($7EF359, $02) ; Sword
-%write16sram($7EF360, $80) ; Rupees
-%write8($7EF344, $01) ; Mushroom
-%write8($7EF36B, $02) ; Heart pieces
-...end
-;-----------------------------
-..castle_screen
-...end
-;-----------------------------
-..entrance
-%write8($7EF29B, $60) ; Overworld $1B: Unknown (..??....)
-...end
-;-----------------------------
-..prize_pack_guards
-%write8($7EF36F, $00) ; Keys
-%write8($7EF377, $08) ; Arrows
-%writeroom($0E0, $000A)
-...end
-;-----------------------------
-..dark_room_of_despair
-%writeroom($0D0, $0004)
-%writeroom($0E0, $201E)
-...end
-;-----------------------------
-..dark_room_of_melancholy
-%writeroom($0C0, $0001)
-%writeroom($0D0, $801F)
-...end
-;-----------------------------
-..spear_guards
-%writeroom($0C0, $240F)
-...end
-;-----------------------------
-..circle_of_pots
-%write8($7EF377, $03) ; Arrows
-%writeroom($0B0, $000C)
-...end
-;-----------------------------
-..catwalk
-%write8($7EF377, $07) ; Arrows
-%writeroom($040, $0001)
-%writeroom($0B0, $240F)
-...end
-;-----------------------------
-..agahnim
-%writeroom($030, $840A)
-%writeroom($040, $000B)
-...end
-;-----------------------------
-.pod
-;-----------------------------
-..pyramid
-%write8($7EF3C7, $06) ; Map marker
-%write8($7EF3C5, $03) ; Game state
-%write8($7EF282, $20) ; Overworld 02 overlay
-%write8($7EF3CA, $40) ; LW/DW
-%writeroom($020, $0802)
-...end
-;-----------------------------
-..pod_overworld
-%write8($7EF36B, $03) ; Heart pieces
-...end
-;-----------------------------
-..entrance
-%write8($7EF2DE, $20) ; Overworld 5E overlay
-%write16sram($7EF360, $12) ; Rupees
-...end
-;-----------------------------
-..main_hub_small_key
-%write8($7EF343, $03) ; Bombs
-%write8($7EF36F, $00) ; Keys
-%write8($7EF382, $01) ; Key for dungeon $06
-%writeroom($04A, $200F)
-%writeroom($009, $0018)
-...end
-;-----------------------------
-..main_hub_bk
-%write8($7EF343, $04) ; Bombs
-%write8($7EF36F, $01) ; Keys
-%writeroom($00A, $001F)
-%writeroom($03A, $800F)
-...end
-;-----------------------------
-..main_hub_hammeryump
-%write8($7EF36F, $00) ; Keys
-%write16sram($7EF366, $7220) ; Big keys
-%write8($7EF382, $00) ; Key for dungeon $06
-%writeroom($00A, $801F)
-%writeroom($03A, $801F)
-...end
-;-----------------------------
-..hammeryump
-%writeroom($02A, $402F)
-...end
-;-----------------------------
-..before_sexy_statue
-%write8($7EF34B, $01) ; Hammer
-%write8($7EF36F, $01) ; Keys
-%write8($7EF382, $01) ; Key for dungeon $06
-%write8($7EF36D, $38) ; Health
-%writeroom($01A, $301A)
-%writeroom($019, $802F)
-...end
-;-----------------------------
-..sexy_statue_room
-%write8($7EF377, $06) ; Arrows
-...end
-;-----------------------------
-..mimics
-%write8($7EF343, $06) ; Bombs
-%write8($7EF36D, $40) ; Health
-%writeroom($02B, $000A)
-...end
-;-----------------------------
-..statue
-%write8($7EF377, $07) ; Arrows
-%writeroom($01B, $0002)
-...end
-;-----------------------------
-..basement
-%write8($7EF377, $06) ; Arrows
-%writeroom($01B, $008E)
-...end
-;-----------------------------
-..turtle_room
-%write8($7EF36F, $00) ; Keys
-%writeroom($00B, $200C)
-...end
-;-----------------------------
-..helma
-%writeroom($06A, $8005)
-%writeroom($00B, $200F)
-...end
-;-----------------------------
-.thieves
-;-----------------------------
-..outside_pod
-%write8($7EF3C7, $07) ; Map marker
-%write8($7EF37A, $02) ; Crystals
-%write8($7EF382, $00) ; Key for dungeon $06
-%write8($7EF36C, $48) ; Max HP
-%write8($7EF36D, $48) ; Health
-%writeroom($05A, $0801)
-...end
-;-----------------------------
-..ow_hammerdash
-...end
-;-----------------------------
-..grove
-%write16sram($7EF360, $13E) ; Rupees
-...end
-;-----------------------------
-..usain_bolt
-%write8($7EF34C, $02) ; Flute
-%write8($7EF3CA, $40) ; LW/DW
-%write8($7EF36B, $00) ; Heart pieces
-%write8($7EF36C, $50) ; Max HP
-%write8($7EF36D, $50) ; Health
-...end
-;-----------------------------
-..after_activating_flute
-%write8($7EF298, $20) ; Overworld 18 overlay
-%write8($7EF34C, $03) ; Flute
-%write8($7EF34D, $01) ; Net
-%write8($7EF34F, $01) ; Bottles
-%write8($7EF35C, $02) ; Bottle 1 (empty)
-%write16sram($7EF360, $1A4) ; Rupees
-%write8($7EF36B, $02) ; Heart pieces
-%write8($7EF3CA, $00) ; LW/DW
-...end
-;-----------------------------
-..darkworld
-%write8($7EF3CA, $40) ; LW/DW
-%write8($7EF344, $02) ; Magic powder
-%write8($7EF35D, $02) ; Bottle 2 (empty)
-%write16sram($7EF360, $154) ; Rupees
-%write8($7EF36B, $00) ; Heart pieces
-%write8($7EF36C, $58) ; Max HP
-%write8($7EF36D, $58) ; Health
-...end
-;-----------------------------
-..entrance
-%write8($7EF2D8, $20) ; Overworld 58 overlay
-%write8($7EF341, $02) ; Magic boomerang
-%write16sram($7EF360, $136) ; Rupees
-%write8($7EF36B, $01) ; Heart pieces
-...end
-;-----------------------------
-..after_big_key
-%write8($7EF36F, $00) ; Keys
-%write16sram($7EF366, $7230) ; Big keys
-%writeroom($0CC, $000F)
-%writeroom($0DC, $000F)
-%writeroom($0CB, $000F)
-%writeroom($0DB, $002F)
-...end
-;-----------------------------
-..blind_hallway
-%writeroom($0CC, $800F)
-...end
-;-----------------------------
-..conveyor_gibos
-%writeroom($0BC, $C407)
-...end
-;-----------------------------
-..hellway
-%writeroom($0BB, $0001)
-...end
-;-----------------------------
-..bombable_floor
-%writeroom($064, $0003)
-%writeroom($065, $0002)
-%writeroom($0AB, $8402)
-%writeroom($0BB, $000B)
-...end
-;-----------------------------
-..backtracking_1
-%write8($7EF343, $05) ; Bombs
-%writeroom($065, $0103)
-...end
-;-----------------------------
-..basement
-%writeroom($0BC, $C40F)
-%writeroom($0BB, $000F)
-...end
-;-----------------------------
-..prison
-%writeroom($045, $000A)
-...end
-;-----------------------------
-..after_mitts
-%write8($7EF354, $02) ; Gloves
-%write8($7EF3CC, $06) ; Follower
-%writeroom($044, $4017)
-%writeroom($045, $00FF)
-...end
-;-----------------------------
-..pot_hammerdash
-%write8($7EF377, $0B) ; Arrows
-...end
-;-----------------------------
-..blind
-...end
-;-----------------------------
-.skull
-;-----------------------------
-..outside_thieves
-%write8($7EF3CC, $00) ; Follower
-%write8($7EF37A, $22) ; Crystals
-%write8($7EF387, $00) ; Key for dungeon $0B
-%write8($7EF36C, $60) ; Max HP
-%write8($7EF36D, $60) ; Health
-%writeroom($0AC, $0A01)
-...end
-;-----------------------------
-..cursed_dwarf
-%write8($7EF2D8, $22) ; Overworld $58: Unknown (...?...?)
-%write8($7EF343, $05) ; Bombs
-%write16sram($7EF360, $262) ; Rupees
-%writeroom($106, $F012)
-...end
-;-----------------------------
-..getting_tempered
-%write8($7EF3CC, $07) ; Follower
-...end
-;-----------------------------
-..fence_dash
-%write8($7EF3CC, $00) ; Follower
-%write8($7EF359, $03) ; Sword
-%write8($7EF3C9, $20) ; Game flags B
-%write16sram($7EF360, $258) ; Rupees
-%write8($7EF36B, $02) ; Heart pieces
-%write8($7EF37B, $01) ; 1/2 magic
-%writeroom($121, $0002)
-...end
-;-----------------------------
-..dash_to_sw
-%write8($7EF35E, $02) ; Bottle 3 (empty)
-%writeroom($11C, $0011)
-...end
-;-----------------------------
-..mummy_room
-...end
-;-----------------------------
-..bomb_jump
-%write8($7EF377, $10) ; Arrows
-%write16sram($7EF366, $72B0) ; Big keys
-%writeroom($057, $001A)
-...end
-;-----------------------------
-..key_pot
-%write8($7EF343, $03) ; Bombs
-%write8($7EF36F, $00) ; Keys
-%write8($7EF345, $01) ; Fire Rod
-%write8($7EF343, $04) ; Bombs
-%write8($7EF36D, $58) ; Health
-%writeroom($056, $0005)
-%writeroom($058, $0012)
-...end
-;-----------------------------
-..skull_entrance
-%write8($7EF2C0, $20) ; Overworld 40 overlay
-%write8($7EF384, $01) ; Key for dungeon $08
-%write8($7EF36E, $70) ; Magic
-%writeroom($056, $0407)
-...end
-;-----------------------------
-..mummy_hellway
-%write8($7EF36F, $00) ; Keys
-%writeroom($049, $2002)
-%writeroom($059, $800A)
-...end
-;-----------------------------
-..mummy_key
-%write8($7EF36E, $30) ; Magic
-%writeroom($049, $A00F)
-...end
-;-----------------------------
-..mothula
-%writeroom($039, $4402)
-...end
-;-----------------------------
-.ice
-;-----------------------------
-..outside_skull
-%write8($7EF384, $00) ; Key for dungeon $08
-%write8($7EF36E, $80) ; Magic
-%write8($7EF37A, $62) ; Crystals
-%write8($7EF36C, $68) ; Max HP
-%write8($7EF36D, $68) ; Health
-%writeroom($029, $0801)
-%writeroom($039, $4403)
-...end
-;-----------------------------
-..bridge_warp
-%write8($7EF3CA, $00) ; LW/DW
-...end
-;-----------------------------
-..lottery
-%write8($7EF3CA, $40) ; LW/DW
-...end
-;-----------------------------
-..medallion
-...end
-;-----------------------------
-..zoras_domain
-%write8($7EF349, $01) ; Quake Medallion
-%write8($7EF3CA, $00) ; LW/DW
-...end
-;-----------------------------
-..tiny_warp
-%write8($7EF379, $FE) ; Ability
-%write8($7EF356, $01) ; Flippers
-%write16sram($7EF360, $64) ; Rupees
-%write8($7EF36B, $03) ; Heart pieces
-...end
-;-----------------------------
-..ice_entrance
-%write8($7EF3CA, $40) ; LW/DW
-%write8($7EF343, $05) ; Bombs
-...end
-;-----------------------------
-..ice2
-%write8($7EF36F, $00) ; Keys
-%write8($7EF36E, $70) ; Magic
-%writeroom($00E, $0001)
-...end
-;-----------------------------
-..penguin_switch_room
-%write8($7EF36E, $60) ; Magic
-%writeroom($00E, $8403)
-%writeroom($01E, $0003)
-%writeroom($02E, $0004)
-...end
-;-----------------------------
-..bombable_floor
-%writeroom($01F, $0002)
-...end
-;-----------------------------
-..conveyor_room
-%write8($7EF343, $03) ; Bombs
-%writeroom($01E, $0007)
-%writeroom($03E, $0004)
-...end
-;-----------------------------
-..ipbj
-%write8($7EF36D, $60) ; Health
-%writeroom($03E, $4407)
-...end
-;-----------------------------
-..penguin_room
-%write8($7EF343, $02) ; Bombs
-%writeroom($04E, $400C)
-...end
-;-----------------------------
-..lonely_firebar
-%write8($7EF36D, $58) ; Health
-%writeroom($05E, $0001)
-%writeroom($06E, $0004)
-...end
-;-----------------------------
-..last_two_screens
-%writeroom($05E, $0003)
-%writeroom($07E, $0002)
-%writeroom($09E, $0003)
-...end
-;-----------------------------
-..kholdstare
-%write8($7EF36E, $80) ; Magic
-%writeroom($0BE, $0001)
-%writeroom($0CE, $0004)
-...end
-;-----------------------------
-.mire
-;-----------------------------
-..outside_ice
-%write8($7EF385, $00) ; Key for dungeon $09
-%write8($7EF37A, $66) ; Crystals
-%write8($7EF36C, $70) ; Max HP
-%write8($7EF36D, $70) ; Health
-%writeroom($0DE, $0804)
-...end
-;-----------------------------
-..dm
-%write8($7EF2BB, $00) ; Overworld $3B
-%write8($7EF2FB, $00) ; Overworld $7B
-%write8($7EF3CA, $00) ; LW/DW
-%writeroom($10B, $000F)
-%writeroom($028, $0080)
-...end
-;-----------------------------
-..free_flutedash
-%write8($7EF348, $01) ; Ether Medallion
-...end
-;-----------------------------
-..darkworld_warp
-%write8($7EF346, $01) ; Ice Rod
-%write8($7EF351, $01) ; Cane of Byrna
-...end
-;-----------------------------
-..entrance
-%write8($7EF2F0, $20) ; Overworld 70 overlay
-%write8($7EF36E, $60) ; Magic
-%write8($7EF3CA, $40) ; LW/DW
-%write8($7EF36B, $00) ; Heart pieces
-%write8($7EF36C, $78) ; Max HP
-%write8($7EF36D, $78) ; Health
-...end
-;-----------------------------
-..mire2
-%write8($7EF36F, $00) ; Keys
-%writeroom($098, $0003)
-...end
-;-----------------------------
-..main_hub
-%write8($7EF36E, $50) ; Magic
-%writeroom($0D2, $000F)
-...end
-;-----------------------------
-..beat_the_fireball
-%write8($7EF36F, $01) ; Keys
-%writeroom($0B2, $0001)
-%writeroom($0C2, $000F)
-%writeroom($0B3, $0402)
-...end
-;-----------------------------
-..bari_key
-%write8($7EF36F, $00) ; Keys
-%writeroom($0C2, $400F)
-...end
-;-----------------------------
-..sluggulas
-%writeroom($0C1, $C403)
-...end
-;-----------------------------
-..torches
-%write8($7EF36E, $80) ; Magic
-%writeroom($0D1, $0008)
-...end
-;-----------------------------
-..spark_gamble
-%write16sram($7EF366, $77B0) ; Big keys
-%write8($7EF36E, $40) ; Magic
-%writeroom($097, $010F)
-%writeroom($0B1, $0007)
-%writeroom($0C1, $C407)
-%writeroom($0D1, $001B)
-...end
-;-----------------------------
-..big_chest_room
-%write8($7EF36D, $70) ; Health
-%writeroom($0C3, $000A)
-...end
-;-----------------------------
-..spike_key
-%write8($7EF350, $01) ; Cane of Somaria
-%writeroom($0C3, $001F)
-...end
-;-----------------------------
-..wizzrobe
-%write8($7EF36D, $38) ; Health
-%writeroom($0B3, $841A)
-...end
-;-----------------------------
-..basement
-%write16sram($7EF360, $65) ; Rupees
-%write8($7EF36D, $58) ; Health
-%writeroom($0A2, $800F)
-%writeroom($0B2, $800D)
-...end
-;-----------------------------
-..spooky_action_1
-%write8($7EF36E, $38) ; Magic
-%writeroom($093, $000E)
-...end
-;-----------------------------
-..spooky_action_2
-%write8($7EF36E, $30) ; Magic
-%writeroom($092, $0005)
-...end
-;-----------------------------
-..vitty
-%write8($7EF343, $01) ; Bombs
-%write8($7EF377, $14) ; Arrows
-%write8($7EF36E, $40) ; Magic
-%writeroom($092, $400F)
-%writeroom($0A0, $800F)
-%writeroom($091, $0005)
-...end
-;-----------------------------
-.swamp
-;-----------------------------
-..outside_mire
-%write8($7EF377, $0C) ; Arrows
-%write8($7EF383, $00) ; Key for dungeon $07
-%write8($7EF36E, $80) ; Magic
-%write8($7EF36C, $80) ; Max HP
-%write8($7EF36D, $80) ; Health
-%write8($7EF37A, $67) ; Crystals
-%writeroom($090, $0802)
-...end
-;-----------------------------
-..links_house
-%write8($7EF3CA, $00) ; LW/DW
-%write8($7EF36B, $01) ; Heart pieces
-...end
-;-----------------------------
-..swamp_overworld
-%write8($7EF3CA, $40) ; LW/DW
-...end
-;-----------------------------
-..dam
-%write8($7EF3CA, $00) ; LW/DW
-%write8($7EF347, $01) ; Bombos Medallion
-...end
-;-----------------------------
-..entrance
-%write8($7EF2BB, $20) ; Overworld 3B overlay
-%write8($7EF2FB, $20) ; Overworld 7B overlay
-%write8($7EF3CA, $40) ; LW/DW
-%write8($7EF36B, $02) ; Heart pieces
-%writeroom($10B, $008F)
-%writeroom($028, $0001)
-...end
-;-----------------------------
-..first_key_pot
-%write8($7EF36F, $00) ; Keys
-%writeroom($028, $811F)
-...end
-;-----------------------------
-..hallway_key_1
-%write8($7EF343, $01) ; Bombs
-%writeroom($038, $440A)
-%writeroom($037, $1003)
-...end
-;-----------------------------
-..water_lever_1
-%writeroom($037, $340F)
-...end
-;-----------------------------
-..main_hub
-%writeroom($037, $348F)
-...end
-;-----------------------------
-..water_lever_2
-%writeroom($036, $200F)
-%writeroom($035, $040F)
-...end
-;-----------------------------
-..sociable_firebar
-%writeroom($034, $000F)
-%writeroom($035, $848F)
-...end
-;-----------------------------
-..backtracking
-%write16sram($7EF366, $76B0) ; Big keys
-%writeroom($054, $000F)
-%writeroom($035, $849F)
-...end
-;-----------------------------
-..hookshot
-...end
-;-----------------------------
-..hookdash
-%write8($7EF342, $01) ; Hookshot
-%writeroom($036, $641F)
-...end
-;-----------------------------
-..water_lever_3
-%write8($7EF377, $15) ; Arrows
-%writeroom($026, $8007)
-...end
-;-----------------------------
-..restock
-%writeroom($066, $0003)
-%writeroom($076, $008E)
-...end
-;-----------------------------
-..phelps_way
-%write8($7EF343, $02) ; Bombs
-%writeroom($016, $000C)
-%writeroom($066, $000F)
-...end
-;-----------------------------
-..arrghus
-%write8($7EF36D, $48) ; Health
-%writeroom($016, $440F)
-...end
-;-----------------------------
-.trock
-;-----------------------------
-..outside_swamp
-%write8($7EF381, $00) ; Key for dungeon $05
-%write8($7EF36E, $80) ; Magic
-%write8($7EF36C, $88) ; Max HP
-%write8($7EF36D, $88) ; Health
-%write8($7EF37A, $77) ; Crystals
-%writeroom($006, $0802)
-...end
-;-----------------------------
-..icerod_overworld
-%write8($7EF3CA, $00) ; LW/DW
-%write8($7EF340, $04) ; Silver Arrows
-%write8($7EF352, $01) ; Magic Cape
-%write8($7EF359, $04) ; Golden Sword
-%write8($7EF35F, $01) ; Bottle 4 (empty)
-%write16sram($7EF360, $1D) ; Rupees
-%write8($7EF36B, $02) ; Heart pieces
-%write8($7EF36C, $90) ; Max HP
-%write8($7EF36D, $90) ; Health
-...end
-;-----------------------------
-..dm
-%write8($7EF2B7, $02) ; Overworld 37 bomb wall
-%write8($7EF343, $00) ; Bombs
-%write8($7EF346, $01) ; Ice Rod
-%writeroom($120, $001A)
-...end
-;-----------------------------
-..squirrels
-%write8($7EF36F, $FF) ; Keys
-%writeroom($0DF, $0003)
-%writeroom($0EF, $0003)
-...end
-;-----------------------------
-..peg_puzzle
-...end
-;-----------------------------
-..entrance
-%write8($7EF287, $20) ; Overworld 07 overlay
-%write8($7EF2C7, $20) ; Overworld 47 overlay
-%write8($7EF36E, $60) ; Magic
-%write8($7EF3CA, $40) ; LW/DW
-...end
-;-----------------------------
-..torches
-%write8($7EF343, $01) ; Bombs
-%write8($7EF36F, $00) ; Keys
-%write8($7EF36E, $70) ; Magic
-%writeroom($0C6, $000F)
-%writeroom($0D6, $8005)
-...end
-;-----------------------------
-..roller_room
-%write8($7EF36E, $38) ; Magic
-%write8($7EF36D, $88) ; Health
-%writeroom($0C7, $000F)
-...end
-;-----------------------------
-..pokey_0
-%write8($7EF36E, $30) ; Magic
-%write8($7EF36D, $70) ; Health
-%writeroom($0C6, $800F)
-%writeroom($0B7, $002A)
-...end
-;-----------------------------
-..chomps
-%write8($7EF36D, $90) ; Health
-%writeroom($0B6, $3402)
-...end
-;-----------------------------
-..pokey_1
-%write8($7EF377, $11) ; Arrows
-%write8($7EF36E, $28) ; Magic
-%writeroom($014, $000F)
-%writeroom($0B6, $B41A)
-%writeroom($015, $000F)
-...end
-;-----------------------------
-..pokeys_2
-%write16sram($7EF366, $77B8) ; Big keys
-%write8($7EF36E, $78) ; Magic
-%writeroom($014, $401F)
-%writeroom($013, $8405)
-...end
-;-----------------------------
-..crystal_roller
-%write8($7EF36B, $03) ; Heart pieces
-%write8($7EF35A, $03) ; Mirror Shield
-%writeroom($014, $C01F)
-%writeroom($024, $800C)
-...end
-;-----------------------------
-..dark_room
-%writeroom($004, $C01A)
-...end
-;-----------------------------
-..laser_skip
-%writeroom($0B5, $000F)
-%writeroom($0C5, $000A)
-...end
-;-----------------------------
-..switch_room
-%writeroom($0C5, $800A)
-%writeroom($0D5, $008A)
-...end
-;-----------------------------
-..trinexx
-%write8($7EF36E, $80) ; Magic
-%writeroom($0B4, $800F)
-%writeroom($0C4, $800F)
-...end
-;-----------------------------
-.gtower
-;-----------------------------
-..outside_trock
-%write8($7EF3C7, $08) ; Map marker
-%write8($7EF36E, $80) ; Magic
-%write8($7EF37A, $7F) ; Crystals
-%write8($7EF36C, $98) ; Max HP
-%write8($7EF36D, $98) ; Health
-%writeroom($0A4, $0802)
-...end
-;-----------------------------
-..entrance
-%write8($7EF2C3, $20) ; Overworld 43 overlay
-%write8($7EF36B, $00) ; Heart pieces
-%write8($7EF36C, $A0) ; Max HP
-%write8($7EF36D, $A0) ; Health
-...end
-;-----------------------------
-..spike_skip
-%write8($7EF36F, $01) ; Keys
-%writeroom($00C, $000F)
-%writeroom($08C, $0008)
-%writeroom($08B, $0404)
-...end
-;-----------------------------
-..pre_firesnakes_room
-%writeroom($08B, $040E)
-%writeroom($09B, $8408)
-...end
-;-----------------------------
-..bombable_floor
-%write8($7EF377, $16) ; Arrows
-%writeroom($09C, $000F)
-%writeroom($07D, $201E)
-%writeroom($09B, $840F)
-...end
-;-----------------------------
-..ice_armos
-%writeroom($01C, $0001)
-%writeroom($08C, $0009)
-...end
-;-----------------------------
-..floor_2
-%write8($7EF377, $0E) ; Arrows
-%write8($7EF389, $01) ; Key for dungeon $0D
-%write16sram($7EF366, $77BC) ; Big keys
-%write8($7EF35B, $02) ; Red Mail
-%writeroom($01C, $0035)
-...end
-;-----------------------------
-..mimics1
-%write8($7EF377, $0D) ; Arrows
-%write8($7EF36D, $88) ; Health
-%writeroom($06B, $000C)
-...end
-;-----------------------------
-..mimics2
-%write8($7EF377, $0E) ; Arrows
-%writeroom($06B, $000E)
-...end
-;-----------------------------
-..spike_room
-%write8($7EF377, $0A) ; Arrows
-%writeroom($06B, $800F)
-...end
-;-----------------------------
-..gauntlet
-%writeroom($05C, $000C)
-%writeroom($05B, $8005)
-...end
-;-----------------------------
-..gauntlet3
-%write8($7EF377, $08) ; Arrows
-%writeroom($05D, $000C)
-...end
-;-----------------------------
-..lanmola2
-%write8($7EF36E, $70) ; Magic
-%writeroom($06C, $0001)
-%writeroom($05D, $000E)
-%writeroom($06D, $000A)
-...end
-;-----------------------------
-..wizz1
-%write8($7EF36E, $20) ; Magic
-%write8($7EF36D, $90) ; Health
-%writeroom($06C, $000B)
-...end
-;-----------------------------
-..wizz2
-%write8($7EF36D, $48) ; Health
-%write8($7EF36E, $18) ; Magic
-%writeroom($0A5, $000B)
-...end
-;-----------------------------
-..torches1
-%write8($7EF36E, $10) ; Magic
-%writeroom($095, $0005)
-%writeroom($0A5, $000F)
-...end
-;-----------------------------
-..torches2
-%write8($7EF36E, $80) ; Magic
-%writeroom($096, $000B)
-...end
-;-----------------------------
-..helma_key
-%write8($7EF36E, $40) ; Magic
-%writeroom($03D, $0001)
-...end
-;-----------------------------
-..bombable_wall
-%write8($7EF36D, $88) ; Health
-%writeroom($03D, $4405)
-...end
-;-----------------------------
-..moldorm_2
-%write8($7EF343, $00) ; Bombs
-%write8($7EF36F, $00) ; Keys
-%write8($7EF36D, $80) ; Health
-%writeroom($03D, $740F)
-...end
-;-----------------------------
-..agahnim_2
-%writeroom($04C, $0005)
-%writeroom($01D, $800C)
-%writeroom($04D, $800F)
-...end
-;-----------------------------
-.ganon
-;-----------------------------
-..pyramid
-%write8($7EF2DB, $20) ; Overworld 5B overlay
-%write8($7EF389, $00) ; Key for dungeon $0D
-%writeroom($00D, $0802)
-...end
-;-----------------------------
-..pyramid_magic
-%write8($7EF36E, $80) ; Magic
-...end
-;===================================================================================================
-presetend_hundo:
-print "hundo size: $", hex(presetend_hundo-presetheader_hundo)
\ No newline at end of file
+;===================================================================================================
+; PRESET DATA HEADER
+;===================================================================================================
+presetheader_100nmg:
+ dw presetSRAM_100nmg ; location of SRAM
+ dw presetpersistent_100nmg ; location of persistent data
+
+;===================================================================================================
+%menu_header("100% NMG", 17)
+ %submenu("Escape", presetmenu_100nmg_escape)
+ %submenu("Eastern Palace", presetmenu_100nmg_eastern_palace)
+ %submenu("Desert Palace", presetmenu_100nmg_desert_palace)
+ %submenu("Tower of Hera", presetmenu_100nmg_tower_of_hera)
+ %submenu("Agahnim's Tower", presetmenu_100nmg_agahnims_tower)
+ %submenu("Palace of Darkness", presetmenu_100nmg_palace_of_darkness)
+ %submenu("Minigames", presetmenu_100nmg_minigames)
+ %submenu("Thieves' Town", presetmenu_100nmg_thieves_town)
+ %submenu("Skull Woods", presetmenu_100nmg_skull_woods)
+ %submenu("Ice Palace", presetmenu_100nmg_ice_palace)
+ %submenu("Misery Mire", presetmenu_100nmg_misery_mire)
+ %submenu("Swamp Palace", presetmenu_100nmg_swamp_palace)
+ %submenu("Collection", presetmenu_100nmg_collection)
+ %submenu("Turtle Rock", presetmenu_100nmg_turtle_rock)
+ %submenu("Ganon's Tower", presetmenu_100nmg_ganons_tower)
+ %submenu("Ganon", presetmenu_100nmg_ganon)
+ %submenu("Bosses", presetmenu_100nmg_boss)
+
+;===================================================================================================
+;---------------------------------------------------------------------------------------------------
+; ESCAPE
+;---------------------------------------------------------------------------------------------------
+;===================================================================================================
+presetmenu_100nmg_escape:
+%menu_header("Escape", 16)
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Link's Bed", "100nmg", "escape", "links_bed")
+dw $0104 ; Screen ID
+dw $0940, $215A ; Link Coords
+dw $0900, $2110 ; Camera HV
+db $00 ; Item
+db $02 ; Direction
+;-----------------------------
+db $00 ; Entrance
+db $02 ; Room layout
+db $00 ; Floor
+db $00 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Outside", "100nmg", "escape", "outside")
+dw $002C ; Screen ID
+dw $08B8, $0AFB ; Link Coords
+dw $0832, $0A9D ; Camera HV
+db $00 ; Item
+db $02 ; Direction
+;-----------------------------
+dw $08BF, $0B0A ; Scroll X,Y
+dw $0506 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Uncle", "100nmg", "escape", "uncle")
+dw $0055 ; Screen ID
+dw $0B9F, $0A96 ; Link Coords
+dw $0B00, $0A10 ; Camera HV
+db $00 ; Item
+db $00 ; Direction
+;-----------------------------
+db $7D ; Entrance
+db $81 ; Room layout
+db $FF ; Floor
+db $00 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Courtyard", "100nmg", "escape", "courtyard")
+dw $0055 ; Screen ID
+dw $0A78, $0BE1 ; Link Coords
+dw $0A00, $0B10 ; Camera HV
+db $00 ; Item
+db $02 ; Direction
+;-----------------------------
+db $7D ; Entrance
+db $82 ; Room layout
+db $FF ; Floor
+db $01 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Entrance", "100nmg", "escape", "entrance")
+dw $001B ; Screen ID
+dw $07F8, $06FA ; Link Coords
+dw $0784, $069C ; Camera HV
+db $00 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $0803, $0709 ; Scroll X,Y
+dw $0532 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("1st Key Guard", "100nmg", "escape", "1st_key_guard")
+dw $0001 ; Screen ID
+dw $02F8, $0050 ; Link Coords
+dw $0280, $0000 ; Camera HV
+db $00 ; Item
+db $00 ; Direction
+;-----------------------------
+db $04 ; Entrance
+db $80 ; Room layout
+db $00 ; Floor
+db $00 ; Door / Peg state
+db $01 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Stealth Room", "100nmg", "escape", "stealth_room")
+dw $0082 ; Screen ID
+dw $040A, $1178 ; Link Coords
+dw $0400, $110B ; Camera HV
+db $00 ; Item
+db $04 ; Direction
+;-----------------------------
+db $04 ; Entrance
+db $C2 ; Room layout
+db $FF ; Floor
+db $00 ; Door / Peg state
+db $01 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_7F_16()
+%write16($7FE064, $0001) ; Room $72 sprite deaths
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("2nd Key Guard", "100nmg", "escape", "2nd_key_guard")
+dw $0071 ; Screen ID
+dw $02C8, $0F78 ; Link Coords
+dw $0200, $0F0B ; Camera HV
+db $00 ; Item
+db $06 ; Direction
+;-----------------------------
+db $04 ; Entrance
+db $02 ; Room layout
+db $FF ; Floor
+db $02 ; Door / Peg state
+db $01 ; Layer
+dw $0001 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Ball 'n Chains", "100nmg", "escape", "ball_n_chains")
+dw $0070 ; Screen ID
+dw $0050, $0E20 ; Link Coords
+dw $0000, $0E00 ; Camera HV
+db $00 ; Item
+db $00 ; Direction
+;-----------------------------
+db $04 ; Entrance
+db $00 ; Room layout
+db $FE ; Floor
+db $00 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_7F_16()
+%write16($7FE062, $0003) ; Room $72 sprite deaths
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Backtracking", "100nmg", "escape", "backtracking")
+dw $0080 ; Screen ID
+dw $0050, $1020 ; Link Coords
+dw $0000, $1000 ; Camera HV
+db $09 ; Item
+db $00 ; Direction
+;-----------------------------
+db $04 ; Entrance
+db $80 ; Room layout
+db $FD ; Floor
+db $00 ; Door / Peg state
+db $00 ; Layer
+dw $0006 ; Dead sprites
+;-----------------------------
+%write_7F_16()
+%write16($7FE062, $0003) ; Room $72 sprite deaths
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Key Guard Revisited", "100nmg", "escape", "key_guard_revisited")
+dw $0072 ; Screen ID
+dw $04F8, $0F14 ; Link Coords
+dw $0480, $0F00 ; Camera HV
+db $09 ; Item
+db $00 ; Direction
+;-----------------------------
+db $04 ; Entrance
+db $82 ; Room layout
+db $FF ; Floor
+db $01 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Throne Room", "100nmg", "escape", "throne_room")
+dw $0061 ; Screen ID
+dw $02F8, $0C30 ; Link Coords
+dw $0280, $0C00 ; Camera HV
+db $09 ; Item
+db $00 ; Direction
+;-----------------------------
+db $04 ; Entrance
+db $C0 ; Room layout
+db $00 ; Floor
+db $00 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Snake Avoidance Room", "100nmg", "escape", "snake_avoidance_room")
+dw $0041 ; Screen ID
+dw $03A8, $0820 ; Link Coords
+dw $0300, $0800 ; Camera HV
+db $09 ; Item
+db $00 ; Direction
+;-----------------------------
+db $04 ; Entrance
+db $C1 ; Room layout
+db $01 ; Floor
+db $00 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Sewer Rooms", "100nmg", "escape", "sewer_rooms")
+dw $0032 ; Screen ID
+dw $04F8, $0614 ; Link Coords
+dw $0480, $0600 ; Camera HV
+db $09 ; Item
+db $00 ; Direction
+;-----------------------------
+db $04 ; Entrance
+db $C0 ; Room layout
+db $FF ; Floor
+db $01 ; Door / Peg state
+db $00 ; Layer
+dw $0002 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Key Rat", "100nmg", "escape", "key_rat")
+dw $0021 ; Screen ID
+dw $02F8, $0514 ; Link Coords
+dw $0280, $0500 ; Camera HV
+db $09 ; Item
+db $00 ; Direction
+;-----------------------------
+db $04 ; Entrance
+db $82 ; Room layout
+db $FF ; Floor
+db $01 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Into Sanctuary", "100nmg", "escape", "into_sanctuary")
+dw $0011 ; Screen ID
+dw $0378, $0220 ; Link Coords
+dw $0300, $0200 ; Camera HV
+db $09 ; Item
+db $00 ; Direction
+;-----------------------------
+db $04 ; Entrance
+db $41 ; Room layout
+db $FF ; Floor
+db $00 ; Door / Peg state
+db $00 ; Layer
+dw $0050 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;===================================================================================================
+;---------------------------------------------------------------------------------------------------
+; EASTERN PALACE
+;---------------------------------------------------------------------------------------------------
+;===================================================================================================
+presetmenu_100nmg_eastern_palace:
+%menu_header("Eastern Palace", 14)
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Before Cutscene", "100nmg", "eastern_palace", "before_cutscene")
+dw $0002 ; Screen ID
+dw $04F8, $01BF ; Link Coords
+dw $0480, $0110 ; Camera HV
+db $09 ; Item
+db $02 ; Direction
+;-----------------------------
+db $04 ; Entrance
+db $82 ; Room layout
+db $00 ; Floor
+db $01 ; Door / Peg state
+db $01 ; Layer
+dw $0010 ; Dead sprites
+;-----------------------------
+%write8_enable()
+%write8($7E0642, $01) ; Room puzzle state
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("After Cutscene", "100nmg", "eastern_palace", "after_cutscene")
+dw $0012 ; Screen ID
+dw $04F8, $0277 ; Link Coords
+dw $0480, $020A ; Camera HV
+db $09 ; Item
+db $02 ; Direction
+;-----------------------------
+db $04 ; Entrance
+db $C0 ; Room layout
+db $00 ; Floor
+db $00 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Octorok Overworld", "100nmg", "eastern_palace", "octorok_overworld")
+dw $001D ; Screen ID
+dw $0B10, $07E2 ; Link Coords
+dw $0A9E, $071E ; Camera HV
+db $09 ; Item
+db $02 ; Direction
+;-----------------------------
+dw $0B1B, $078B ; Scroll X,Y
+dw $0894 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Eastern Overworld", "100nmg", "eastern_palace", "eastern_overworld")
+dw $002E ; Screen ID
+dw $0C90, $0A05 ; Link Coords
+dw $0C1E, $0A00 ; Camera HV
+db $09 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $0C9B, $0A6D ; Scroll X,Y
+dw $0002 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Entrance", "100nmg", "eastern_palace", "entrance")
+dw $001E ; Screen ID
+dw $0F50, $062A ; Link Coords
+dw $0EDE, $0600 ; Camera HV
+db $09 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $0F5B, $066F ; Scroll X,Y
+dw $005A ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Stalfos Room", "100nmg", "eastern_palace", "stalfos_room")
+dw $00A8 ; Screen ID
+dw $110A, $1578 ; Link Coords
+dw $1100, $150B ; Camera HV
+db $09 ; Item
+db $04 ; Direction
+;-----------------------------
+db $08 ; Entrance
+db $43 ; Room layout
+db $00 ; Floor
+db $02 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Big Chest Room 1", "100nmg", "eastern_palace", "big_chest_room_1")
+dw $00A8 ; Screen ID
+dw $11CD, $1478 ; Link Coords
+dw $1100, $140B ; Camera HV
+db $09 ; Item
+db $06 ; Direction
+;-----------------------------
+db $08 ; Entrance
+db $41 ; Room layout
+db $00 ; Floor
+db $02 ; Door / Peg state
+db $01 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Dark Key Room", "100nmg", "eastern_palace", "dark_key_room")
+dw $00BA ; Screen ID
+dw $14E7, $1678 ; Link Coords
+dw $1400, $160B ; Camera HV
+db $09 ; Item
+db $06 ; Direction
+;-----------------------------
+db $08 ; Entrance
+db $00 ; Room layout
+db $00 ; Floor
+db $82 ; Door / Peg state
+db $00 ; Layer
+dw $0010 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Big Key Damage Boost", "100nmg", "eastern_palace", "big_key_damage_boost")
+dw $00B9 ; Screen ID
+dw $120A, $1678 ; Link Coords
+dw $1200, $160B ; Camera HV
+db $09 ; Item
+db $04 ; Direction
+;-----------------------------
+db $08 ; Entrance
+db $C0 ; Room layout
+db $00 ; Floor
+db $02 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Big Chest Room 2", "100nmg", "eastern_palace", "big_chest_room_2")
+dw $00A8 ; Screen ID
+dw $11CD, $1478 ; Link Coords
+dw $1100, $140B ; Camera HV
+db $09 ; Item
+db $06 ; Direction
+;-----------------------------
+db $08 ; Entrance
+db $41 ; Room layout
+db $00 ; Floor
+db $02 ; Door / Peg state
+db $01 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Gifted with Greenies", "100nmg", "eastern_palace", "gifted_with_greenies")
+dw $00A9 ; Screen ID
+dw $12F8, $1414 ; Link Coords
+dw $1280, $1400 ; Camera HV
+db $09 ; Item
+db $00 ; Direction
+;-----------------------------
+db $08 ; Entrance
+db $C0 ; Room layout
+db $00 ; Floor
+db $01 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Pot Room", "100nmg", "eastern_palace", "pot_room")
+dw $0099 ; Screen ID
+dw $1278, $1320 ; Link Coords
+dw $1200, $1300 ; Camera HV
+db $03 ; Item
+db $00 ; Direction
+;-----------------------------
+db $08 ; Entrance
+db $82 ; Room layout
+db $00 ; Floor
+db $00 ; Door / Peg state
+db $00 ; Layer
+dw $0008 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Zeldagamer Room", "100nmg", "eastern_palace", "zeldagamer_room")
+dw $00D9 ; Screen ID
+dw $120A, $1B78 ; Link Coords
+dw $1200, $1B0B ; Camera HV
+db $03 ; Item
+db $04 ; Direction
+;-----------------------------
+db $08 ; Entrance
+db $02 ; Room layout
+db $01 ; Floor
+db $82 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Armos", "100nmg", "eastern_palace", "armos")
+dw $00D8 ; Screen ID
+dw $1178, $1A14 ; Link Coords
+dw $1100, $1A00 ; Camera HV
+db $03 ; Item
+db $00 ; Direction
+;-----------------------------
+db $08 ; Entrance
+db $01 ; Room layout
+db $01 ; Floor
+db $81 ; Door / Peg state
+db $00 ; Layer
+dw $07FF ; Dead sprites
+;-----------------------------
+%write_end()
+
+;===================================================================================================
+;---------------------------------------------------------------------------------------------------
+; DESERT PALACE
+;---------------------------------------------------------------------------------------------------
+;===================================================================================================
+presetmenu_100nmg_desert_palace:
+%menu_header("Desert Palace", 16)
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Outside Eastern Palace", "100nmg", "desert_palace", "outside_eastern_palace")
+dw $001E ; Screen ID
+dw $0F50, $062B ; Link Coords
+dw $0ED6, $0600 ; Camera HV
+db $03 ; Item
+db $02 ; Direction
+;-----------------------------
+dw $0F5B, $066D ; Scroll X,Y
+dw $005A ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Eastern Palace Spinspeed", "100nmg", "desert_palace", "eastern_palace_spinspeed")
+dw $0105 ; Screen ID
+dw $0A78, $21E1 ; Link Coords
+dw $0A00, $2110 ; Camera HV
+db $03 ; Item
+db $02 ; Direction
+;-----------------------------
+db $45 ; Entrance
+db $02 ; Room layout
+db $00 ; Floor
+db $01 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write16_enable()
+%write16($7EC140, $001E) ; Entrance caching
+%write16($7EC142, $0016) ; Entrance caching
+%write16($7EC144, $06D7) ; Entrance caching
+%write16($7EC146, $0C76) ; Entrance caching
+%write16($7EC148, $0736) ; Entrance caching
+%write16($7EC14A, $0CF0) ; Entrance caching
+%write16($7EC14C, $001E) ; Entrance caching
+%write16($7EC14E, $0710) ; Entrance caching
+%write16($7EC150, $0744) ; Entrance caching
+%write16($7EC152, $0CFB) ; Entrance caching
+%write16($7EC154, $0600) ; Entrance caching
+%write16($7EC156, $091E) ; Entrance caching
+%write16($7EC158, $0C00) ; Entrance caching
+%write16($7EC15A, $0F00) ; Entrance caching
+%write16($7EC15C, $0520) ; Entrance caching
+%write16($7EC15E, $0A00) ; Entrance caching
+%write16($7EC160, $0B00) ; Entrance caching
+%write16($7EC162, $1000) ; Entrance caching
+%write16($7EC164, $2000) ; Entrance caching
+%write16($7EC166, $0525) ; Entrance caching
+%write16($7EC16A, $0009) ; Entrance caching
+%write16($7EC16C, $FFF7) ; Entrance caching
+%write16($7EC16E, $000A) ; Entrance caching
+%write16($7EC170, $FFF6) ; Entrance caching
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Bridge Screen", "100nmg", "desert_palace", "bridge_screen")
+dw $002E ; Screen ID
+dw $0C08, $0A68 ; Link Coords
+dw $0C00, $0A0A ; Camera HV
+db $03 ; Item
+db $04 ; Direction
+;-----------------------------
+dw $0C85, $0A77 ; Scroll X,Y
+dw $0000 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Unholy Spinspeed", "100nmg", "desert_palace", "unholy_spinspeed")
+dw $002A ; Screen ID
+dw $0408, $0B98 ; Link Coords
+dw $0400, $0B1E ; Camera HV
+db $03 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $0485, $0B8D ; Scroll X,Y
+dw $0900 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Holy Spinspeed", "100nmg", "desert_palace", "holy_spinspeed")
+dw $0107 ; Screen ID
+dw $0E78, $21E1 ; Link Coords
+dw $0E00, $2110 ; Camera HV
+db $03 ; Item
+db $02 ; Direction
+;-----------------------------
+db $49 ; Entrance
+db $02 ; Room layout
+db $00 ; Floor
+db $01 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write16_enable()
+%write16($7EC140, $0029) ; Entrance caching
+%write16($7EC142, $0016) ; Entrance caching
+%write16($7EC144, $0A14) ; Entrance caching
+%write16($7EC146, $0200) ; Entrance caching
+%write16($7EC148, $0A77) ; Entrance caching
+%write16($7EC14A, $0278) ; Entrance caching
+%write16($7EC14C, $0029) ; Entrance caching
+%write16($7EC14E, $0100) ; Entrance caching
+%write16($7EC150, $0A83) ; Entrance caching
+%write16($7EC152, $0285) ; Entrance caching
+%write16($7EC154, $0A00) ; Entrance caching
+%write16($7EC156, $0B1E) ; Entrance caching
+%write16($7EC158, $0200) ; Entrance caching
+%write16($7EC15A, $0300) ; Entrance caching
+%write16($7EC15C, $0920) ; Entrance caching
+%write16($7EC15E, $0C00) ; Entrance caching
+%write16($7EC160, $0100) ; Entrance caching
+%write16($7EC162, $0400) ; Entrance caching
+%write16($7EC164, $2000) ; Entrance caching
+%write16($7EC166, $092A) ; Entrance caching
+%write16($7EC16A, $000A) ; Entrance caching
+%write16($7EC16C, $FFF6) ; Entrance caching
+%write16($7EC16E, $0000) ; Entrance caching
+%write16($7EC170, $0000) ; Entrance caching
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Water Dash", "100nmg", "desert_palace", "water_dash")
+dw $002C ; Screen ID
+dw $08D0, $0BE2 ; Link Coords
+dw $085E, $0B1E ; Camera HV
+db $03 ; Item
+db $02 ; Direction
+;-----------------------------
+dw $08DB, $0B8D ; Scroll X,Y
+dw $090A ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Dam Dash", "100nmg", "desert_palace", "dam_dash")
+dw $003C ; Screen ID
+dw $0808, $0E28 ; Link Coords
+dw $0800, $0E00 ; Camera HV
+db $03 ; Item
+db $04 ; Direction
+;-----------------------------
+dw $087D, $0E6D ; Scroll X,Y
+dw $0000 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Outside Desert Palace", "100nmg", "desert_palace", "outside_desert_palace")
+dw $003A ; Screen ID
+dw $040A, $0F88 ; Link Coords
+dw $0400, $0F1E ; Camera HV
+db $03 ; Item
+db $04 ; Direction
+;-----------------------------
+dw $0485, $0F8B ; Scroll X,Y
+dw $0880 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Entrance", "100nmg", "desert_palace", "entrance")
+dw $0030 ; Screen ID
+dw $0128, $0CB9 ; Link Coords
+dw $00AA, $0C57 ; Camera HV
+db $0C ; Item
+db $00 ; Direction
+;-----------------------------
+dw $012F, $0CC4 ; Scroll X,Y
+dw $0294 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Key Bonk", "100nmg", "desert_palace", "key_bonk")
+dw $0073 ; Screen ID
+dw $0778, $0F14 ; Link Coords
+dw $0700, $0F00 ; Camera HV
+db $0C ; Item
+db $00 ; Direction
+;-----------------------------
+db $09 ; Entrance
+db $03 ; Room layout
+db $FF ; Floor
+db $01 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Pre Cannonball Room", "100nmg", "desert_palace", "pre_cannonball_room")
+dw $0085 ; Screen ID
+dw $0AE8, $1078 ; Link Coords
+dw $0A00, $100B ; Camera HV
+db $0C ; Item
+db $06 ; Direction
+;-----------------------------
+db $09 ; Entrance
+db $40 ; Room layout
+db $FF ; Floor
+db $02 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Pot Room", "100nmg", "desert_palace", "pot_room")
+dw $0073 ; Screen ID
+dw $070A, $0F78 ; Link Coords
+dw $0700, $0F0B ; Camera HV
+db $0C ; Item
+db $04 ; Direction
+;-----------------------------
+db $09 ; Entrance
+db $03 ; Room layout
+db $FF ; Floor
+db $02 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Desert Ledge", "100nmg", "desert_palace", "desert_ledge")
+dw $0083 ; Screen ID
+dw $0678, $11E1 ; Link Coords
+dw $0600, $1110 ; Camera HV
+db $0C ; Item
+db $02 ; Direction
+;-----------------------------
+db $09 ; Entrance
+db $02 ; Room layout
+db $FF ; Floor
+db $01 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Popo Genocide", "100nmg", "desert_palace", "popo_genocide")
+dw $0053 ; Screen ID
+dw $0678, $0AE1 ; Link Coords
+dw $0600, $0A10 ; Camera HV
+db $0C ; Item
+db $02 ; Direction
+;-----------------------------
+db $0C ; Entrance
+db $00 ; Room layout
+db $01 ; Floor
+db $01 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Torches", "100nmg", "desert_palace", "torches")
+dw $0043 ; Screen ID
+dw $0778, $0914 ; Link Coords
+dw $0700, $0900 ; Camera HV
+db $0C ; Item
+db $00 ; Direction
+;-----------------------------
+db $0C ; Entrance
+db $03 ; Room layout
+db $01 ; Floor
+db $01 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Lanmolas", "100nmg", "desert_palace", "lanmolas")
+dw $0043 ; Screen ID
+dw $0678, $0814 ; Link Coords
+dw $0600, $0800 ; Camera HV
+db $09 ; Item
+db $00 ; Direction
+;-----------------------------
+db $0C ; Entrance
+db $80 ; Room layout
+db $01 ; Floor
+db $01 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;===================================================================================================
+;---------------------------------------------------------------------------------------------------
+; TOWER OF HERA
+;---------------------------------------------------------------------------------------------------
+;===================================================================================================
+presetmenu_100nmg_tower_of_hera:
+%menu_header("Tower of Hera", 18)
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Outside Desert Palace", "100nmg", "tower_of_hera", "outside_desert_palace")
+dw $0030 ; Screen ID
+dw $0128, $0C3B ; Link Coords
+dw $00A2, $0C00 ; Camera HV
+db $01 ; Item
+db $02 ; Direction
+;-----------------------------
+dw $012F, $0C6D ; Scroll X,Y
+dw $0016 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Aginah Cave", "100nmg", "tower_of_hera", "aginah_cave")
+dw $0030 ; Screen ID
+dw $0328, $0D2A ; Link Coords
+dw $02A6, $0CCC ; Camera HV
+db $01 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $0333, $0D39 ; Scroll X,Y
+dw $06D4 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Fake Flippers", "100nmg", "tower_of_hera", "fake_flippers")
+dw $003C ; Screen ID
+dw $09E6, $0FA8 ; Link Coords
+dw $0900, $0F1E ; Camera HV
+db $01 ; Item
+db $06 ; Direction
+;-----------------------------
+dw $097D, $0F8B ; Scroll X,Y
+dw $0820 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Bonk Rocks", "100nmg", "tower_of_hera", "bonk_rocks")
+dw $0012 ; Screen ID
+dw $04B8, $0468 ; Link Coords
+dw $0432, $040A ; Camera HV
+db $01 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $04BF, $0477 ; Scroll X,Y
+dw $0088 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Boulder Lift", "100nmg", "tower_of_hera", "boulder_lift")
+dw $0012 ; Screen ID
+dw $0590, $0405 ; Link Coords
+dw $0500, $0400 ; Camera HV
+db $01 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $0585, $046D ; Scroll X,Y
+dw $0020 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Old Man Cave", "100nmg", "tower_of_hera", "old_man_cave")
+dw $000A ; Screen ID
+dw $05A8, $02CA ; Link Coords
+dw $0500, $0266 ; Camera HV
+db $01 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $0585, $02D5 ; Scroll X,Y
+dw $03A0 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Death Mountain", "100nmg", "tower_of_hera", "death_mountain")
+dw $00F1 ; Screen ID
+dw $0378, $1FE1 ; Link Coords
+dw $0300, $1F10 ; Camera HV
+db $01 ; Item
+db $02 ; Direction
+;-----------------------------
+db $06 ; Entrance
+db $C3 ; Room layout
+db $00 ; Floor
+db $01 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("After Mirror", "100nmg", "tower_of_hera", "after_mirror")
+dw $0003 ; Screen ID
+dw $0715, $03C0 ; Link Coords
+dw $06A1, $031E ; Camera HV
+db $01 ; Item
+db $06 ; Direction
+;-----------------------------
+dw $0720, $038D ; Scroll X,Y
+dw $1816 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Spectacle Rock Choice", "100nmg", "tower_of_hera", "spectacle_rock_choice")
+dw $0003 ; Screen ID
+dw $07B4, $01DF ; Link Coords
+dw $0740, $017B ; Camera HV
+db $01 ; Item
+db $02 ; Direction
+;-----------------------------
+dw $07BF, $01EA ; Scroll X,Y
+dw $0AAA ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Quickhop", "100nmg", "tower_of_hera", "quickhop")
+dw $0003 ; Screen ID
+dw $0819, $0149 ; Link Coords
+dw $07A7, $00E6 ; Camera HV
+db $14 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $0826, $0155 ; Scroll X,Y
+dw $06B8 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Entrance", "100nmg", "tower_of_hera", "entrance")
+dw $0003 ; Screen ID
+dw $08F0, $007A ; Link Coords
+dw $087C, $0017 ; Camera HV
+db $14 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $08FB, $0086 ; Scroll X,Y
+dw $0050 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Tile Room", "100nmg", "tower_of_hera", "tile_room")
+dw $0077 ; Screen ID
+dw $0E78, $0E38 ; Link Coords
+dw $0E00, $0E00 ; Camera HV
+db $14 ; Item
+db $00 ; Direction
+;-----------------------------
+db $33 ; Entrance
+db $C0 ; Room layout
+db $01 ; Floor
+db $00 ; Door / Peg state
+db $01 ; Layer
+dw $0001 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Mini Moldorm Room", "100nmg", "tower_of_hera", "mini_moldorm_room")
+dw $0087 ; Screen ID
+dw $0EE7, $1078 ; Link Coords
+dw $0E00, $100C ; Camera HV
+db $14 ; Item
+db $06 ; Direction
+;-----------------------------
+db $33 ; Entrance
+db $00 ; Room layout
+db $00 ; Floor
+db $92 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Torches", "100nmg", "tower_of_hera", "torches")
+dw $0087 ; Screen ID
+dw $0F78, $10E1 ; Link Coords
+dw $0F00, $1010 ; Camera HV
+db $14 ; Item
+db $02 ; Direction
+;-----------------------------
+db $33 ; Entrance
+db $01 ; Room layout
+db $00 ; Floor
+db $01 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Beetles", "100nmg", "tower_of_hera", "beetles")
+dw $0077 ; Screen ID
+dw $0F68, $0F48 ; Link Coords
+dw $0EF0, $0EDC ; Camera HV
+db $14 ; Item
+db $00 ; Direction
+;-----------------------------
+db $33 ; Entrance
+db $C3 ; Room layout
+db $01 ; Floor
+db $00 ; Door / Peg state
+db $01 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Petting Zoo", "100nmg", "tower_of_hera", "petting_zoo")
+dw $0031 ; Screen ID
+dw $03B8, $0670 ; Link Coords
+dw $0300, $0603 ; Camera HV
+db $14 ; Item
+db $00 ; Direction
+;-----------------------------
+db $33 ; Entrance
+db $81 ; Room layout
+db $02 ; Floor
+db $10 ; Door / Peg state
+db $00 ; Layer
+dw $0580 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Bumper Skip", "100nmg", "tower_of_hera", "bumper_skip")
+dw $0027 ; Screen ID
+dw $0E38, $0471 ; Link Coords
+dw $0E00, $0404 ; Camera HV
+db $03 ; Item
+db $00 ; Direction
+;-----------------------------
+db $33 ; Entrance
+db $C0 ; Room layout
+db $03 ; Floor
+db $10 ; Door / Peg state
+db $00 ; Layer
+dw $0064 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Moldorm", "100nmg", "tower_of_hera", "moldorm")
+dw $0017 ; Screen ID
+dw $0FA8, $0270 ; Link Coords
+dw $0F00, $0203 ; Camera HV
+db $03 ; Item
+db $00 ; Direction
+;-----------------------------
+db $33 ; Entrance
+db $C1 ; Room layout
+db $04 ; Floor
+db $10 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;===================================================================================================
+;---------------------------------------------------------------------------------------------------
+; AGAHNIM'S TOWER
+;---------------------------------------------------------------------------------------------------
+;===================================================================================================
+presetmenu_100nmg_agahnims_tower:
+%menu_header("Agahnim's Tower", 16)
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Outside Hera", "100nmg", "agahnims_tower", "outside_hera")
+dw $0003 ; Screen ID
+dw $08F0, $007B ; Link Coords
+dw $087C, $0017 ; Camera HV
+db $03 ; Item
+db $02 ; Direction
+;-----------------------------
+dw $08FB, $0086 ; Scroll X,Y
+dw $0050 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Lumberjacks", "100nmg", "agahnims_tower", "lumberjacks")
+dw $00E6 ; Screen ID
+dw $0C78, $1DE1 ; Link Coords
+dw $0C00, $1D10 ; Camera HV
+db $03 ; Item
+db $02 ; Direction
+;-----------------------------
+db $2F ; Entrance
+db $C2 ; Room layout
+db $00 ; Floor
+db $01 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Lost Woods", "100nmg", "agahnims_tower", "lost_woods")
+dw $0002 ; Screen ID
+dw $0408, $007D ; Link Coords
+dw $0400, $0019 ; Camera HV
+db $03 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $048D, $0088 ; Scroll X,Y
+dw $0100 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("After Grove", "100nmg", "agahnims_tower", "after_grove")
+dw $0000 ; Screen ID
+dw $00A0, $00CA ; Link Coords
+dw $0022, $006A ; Camera HV
+db $03 ; Item
+db $02 ; Direction
+;-----------------------------
+dw $00A7, $00D9 ; Scroll X,Y
+dw $0384 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("After Lost Woods", "100nmg", "agahnims_tower", "after_lost_woods")
+dw $0000 ; Screen ID
+dw $0388, $03E2 ; Link Coords
+dw $0300, $031E ; Camera HV
+db $03 ; Item
+db $02 ; Direction
+;-----------------------------
+dw $038D, $038B ; Scroll X,Y
+dw $17E0 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Castle Screen", "100nmg", "agahnims_tower", "castle_screen")
+dw $001A ; Screen ID
+dw $05E6, $0728 ; Link Coords
+dw $0500, $06CA ; Camera HV
+db $03 ; Item
+db $06 ; Direction
+;-----------------------------
+dw $0585, $0737 ; Scroll X,Y
+dw $0620 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Castle Entrance", "100nmg", "agahnims_tower", "castle_entrance")
+dw $001B ; Screen ID
+dw $07F8, $06FA ; Link Coords
+dw $0786, $0698 ; Camera HV
+db $03 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $0803, $0705 ; Scroll X,Y
+dw $0530 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Tower Entrance", "100nmg", "agahnims_tower", "tower_entrance")
+dw $001B ; Screen ID
+dw $07F8, $065A ; Link Coords
+dw $077E, $0600 ; Camera HV
+db $03 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $0803, $066D ; Scroll X,Y
+dw $0030 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Prize Pack Guards", "100nmg", "agahnims_tower", "prize_pack_guards")
+dw $00E0 ; Screen ID
+dw $00E8, $1C78 ; Link Coords
+dw $0000, $1C0B ; Camera HV
+db $03 ; Item
+db $06 ; Direction
+;-----------------------------
+db $24 ; Entrance
+db $00 ; Room layout
+db $01 ; Floor
+db $82 ; Door / Peg state
+db $00 ; Layer
+dw $0003 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Dark Maze", "100nmg", "agahnims_tower", "dark_maze")
+dw $00D0 ; Screen ID
+dw $010A, $1A78 ; Link Coords
+dw $0100, $1A0B ; Camera HV
+db $03 ; Item
+db $04 ; Direction
+;-----------------------------
+db $24 ; Entrance
+db $01 ; Room layout
+db $02 ; Floor
+db $02 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Dark Catwalk", "100nmg", "agahnims_tower", "dark_catwalk")
+dw $00C0 ; Screen ID
+dw $010A, $1978 ; Link Coords
+dw $0100, $190B ; Camera HV
+db $03 ; Item
+db $04 ; Direction
+;-----------------------------
+db $24 ; Entrance
+db $03 ; Room layout
+db $03 ; Floor
+db $02 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Spear Guards", "100nmg", "agahnims_tower", "spear_guards")
+dw $00C0 ; Screen ID
+dw $0178, $1820 ; Link Coords
+dw $0100, $1800 ; Camera HV
+db $03 ; Item
+db $00 ; Direction
+;-----------------------------
+db $24 ; Entrance
+db $01 ; Room layout
+db $03 ; Floor
+db $00 ; Door / Peg state
+db $00 ; Layer
+dw $000C ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Red Alert II", "100nmg", "agahnims_tower", "red_alert_ii")
+dw $00B0 ; Screen ID
+dw $010A, $1678 ; Link Coords
+dw $0100, $160B ; Camera HV
+db $03 ; Item
+db $04 ; Direction
+;-----------------------------
+db $24 ; Entrance
+db $01 ; Room layout
+db $04 ; Floor
+db $82 ; Door / Peg state
+db $00 ; Layer
+dw $001E ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Circle of Pots", "100nmg", "agahnims_tower", "circle_of_pots")
+dw $00B0 ; Screen ID
+dw $0078, $16E1 ; Link Coords
+dw $0000, $1610 ; Camera HV
+db $03 ; Item
+db $02 ; Direction
+;-----------------------------
+db $24 ; Entrance
+db $00 ; Room layout
+db $04 ; Floor
+db $81 ; Door / Peg state
+db $00 ; Layer
+dw $003F ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Catwalk", "100nmg", "agahnims_tower", "catwalk")
+dw $0040 ; Screen ID
+dw $010A, $0978 ; Link Coords
+dw $0100, $090B ; Camera HV
+db $03 ; Item
+db $04 ; Direction
+;-----------------------------
+db $24 ; Entrance
+db $03 ; Room layout
+db $05 ; Floor
+db $02 ; Door / Peg state
+db $01 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Agahnim", "100nmg", "agahnims_tower", "agahnim")
+dw $0030 ; Screen ID
+dw $0078, $0614 ; Link Coords
+dw $0000, $0600 ; Camera HV
+db $03 ; Item
+db $00 ; Direction
+;-----------------------------
+db $24 ; Entrance
+db $00 ; Room layout
+db $06 ; Floor
+db $01 ; Door / Peg state
+db $00 ; Layer
+dw $0001 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;===================================================================================================
+;---------------------------------------------------------------------------------------------------
+; PALACE OF DARKNESS
+;---------------------------------------------------------------------------------------------------
+;===================================================================================================
+presetmenu_100nmg_palace_of_darkness:
+%menu_header("Palace of Darkness", 14)
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Pyramid", "100nmg", "palace_of_darkness", "pyramid")
+dw $005B ; Screen ID
+dw $07F0, $065C ; Link Coords
+dw $0778, $0600 ; Camera HV
+db $03 ; Item
+db $02 ; Direction
+;-----------------------------
+dw $07F7, $066D ; Scroll X,Y
+dw $002E ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Palace Overworld Screen", "100nmg", "palace_of_darkness", "palace_overworld_screen")
+dw $006E ; Screen ID
+dw $0C70, $0A05 ; Link Coords
+dw $0C00, $0A00 ; Camera HV
+db $03 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $0C7D, $0A6D ; Scroll X,Y
+dw $0000 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Entrance", "100nmg", "palace_of_darkness", "entrance")
+dw $005E ; Screen ID
+dw $0F50, $063A ; Link Coords
+dw $0EDE, $0600 ; Camera HV
+db $03 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $0F5B, $066F ; Scroll X,Y
+dw $005A ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Main Hub (Small Key)", "100nmg", "palace_of_darkness", "main_hub_small_key")
+dw $004A ; Screen ID
+dw $14F8, $0814 ; Link Coords
+dw $1480, $0800 ; Camera HV
+db $14 ; Item
+db $00 ; Direction
+;-----------------------------
+db $26 ; Entrance
+db $80 ; Room layout
+db $00 ; Floor
+db $01 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Main Hub (Big Key)", "100nmg", "palace_of_darkness", "main_hub_big_key")
+dw $004A ; Screen ID
+dw $14F8, $0814 ; Link Coords
+dw $1480, $0800 ; Camera HV
+db $14 ; Item
+db $00 ; Direction
+;-----------------------------
+db $26 ; Entrance
+db $80 ; Room layout
+db $00 ; Floor
+db $01 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Main Hub (Hammerjump)", "100nmg", "palace_of_darkness", "main_hub_hammerjump")
+dw $004A ; Screen ID
+dw $14F8, $0814 ; Link Coords
+dw $1480, $0800 ; Camera HV
+db $14 ; Item
+db $00 ; Direction
+;-----------------------------
+db $26 ; Entrance
+db $80 ; Room layout
+db $00 ; Floor
+db $01 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Hammerjump", "100nmg", "palace_of_darkness", "hammerjump")
+dw $002A ; Screen ID
+dw $1478, $0414 ; Link Coords
+dw $1400, $0400 ; Camera HV
+db $14 ; Item
+db $00 ; Direction
+;-----------------------------
+db $26 ; Entrance
+db $C0 ; Room layout
+db $00 ; Floor
+db $01 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Pre Sexy Statue", "100nmg", "palace_of_darkness", "pre_sexy_statue")
+dw $003A ; Screen ID
+dw $1578, $0614 ; Link Coords
+dw $1500, $0600 ; Camera HV
+db $14 ; Item
+db $00 ; Direction
+;-----------------------------
+db $26 ; Entrance
+db $C1 ; Room layout
+db $00 ; Floor
+db $01 ; Door / Peg state
+db $00 ; Layer
+dw $0010 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Sexy Statue Room", "100nmg", "palace_of_darkness", "sexy_statue_room")
+dw $002A ; Screen ID
+dw $15CD, $04F8 ; Link Coords
+dw $1500, $048B ; Camera HV
+db $03 ; Item
+db $06 ; Direction
+;-----------------------------
+db $26 ; Entrance
+db $C1 ; Room layout
+db $00 ; Floor
+db $12 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Mimics", "100nmg", "palace_of_darkness", "mimics")
+dw $002B ; Screen ID
+dw $1678, $0414 ; Link Coords
+dw $1600, $0400 ; Camera HV
+db $03 ; Item
+db $00 ; Direction
+;-----------------------------
+db $26 ; Entrance
+db $40 ; Room layout
+db $00 ; Floor
+db $91 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write8_enable()
+%write8($7E0642, $01) ; Room puzzle state (?)
+%write8($7E0646, $01) ; hold switch
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Eye Statue", "100nmg", "palace_of_darkness", "eye_statue")
+dw $001B ; Screen ID
+dw $1678, $0315 ; Link Coords
+dw $1600, $0300 ; Camera HV
+db $03 ; Item
+db $00 ; Direction
+;-----------------------------
+db $26 ; Entrance
+db $02 ; Room layout
+db $00 ; Floor
+db $91 ; Door / Peg state
+db $00 ; Layer
+dw $0038 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Basement", "100nmg", "palace_of_darkness", "basement")
+dw $001B ; Screen ID
+dw $1790, $0257 ; Link Coords
+dw $1700, $0200 ; Camera HV
+db $03 ; Item
+db $02 ; Direction
+;-----------------------------
+db $26 ; Entrance
+db $81 ; Room layout
+db $00 ; Floor
+db $00 ; Door / Peg state
+db $00 ; Layer
+dw $0038 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Turtle Room", "100nmg", "palace_of_darkness", "turtle_room")
+dw $000B ; Screen ID
+dw $1678, $00D2 ; Link Coords
+dw $1600, $0010 ; Camera HV
+db $04 ; Item
+db $02 ; Direction
+;-----------------------------
+db $26 ; Entrance
+db $00 ; Room layout
+db $FF ; Floor
+db $11 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Helmasaur", "100nmg", "palace_of_darkness", "helmasaur")
+dw $006A ; Screen ID
+dw $1578, $0C21 ; Link Coords
+dw $1500, $0C00 ; Camera HV
+db $04 ; Item
+db $00 ; Direction
+;-----------------------------
+db $26 ; Entrance
+db $41 ; Room layout
+db $FF ; Floor
+db $11 ; Door / Peg state
+db $00 ; Layer
+dw $0010 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;===================================================================================================
+;---------------------------------------------------------------------------------------------------
+; MINIGAMES
+;---------------------------------------------------------------------------------------------------
+;===================================================================================================
+presetmenu_100nmg_minigames:
+%menu_header("Minigames", 17)
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Outside PoD", "100nmg", "minigames", "outside_pod")
+dw $005E ; Screen ID
+dw $0F50, $063B ; Link Coords
+dw $0ED6, $0600 ; Camera HV
+db $04 ; Item
+db $02 ; Direction
+;-----------------------------
+dw $0F5B, $066D ; Scroll X,Y
+dw $005A ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Overworld Hammerdash", "100nmg", "minigames", "overworld_hammerdash")
+dw $006E ; Screen ID
+dw $0C08, $0A6A ; Link Coords
+dw $0C00, $0A0C ; Camera HV
+db $04 ; Item
+db $04 ; Direction
+;-----------------------------
+dw $0C85, $0A79 ; Scroll X,Y
+dw $0000 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Rupees Cave", "100nmg", "minigames", "rupees_cave")
+dw $006C ; Screen ID
+dw $08F0, $0BE2 ; Link Coords
+dw $0872, $0B1E ; Camera HV
+db $01 ; Item
+db $02 ; Direction
+;-----------------------------
+dw $08F7, $0B8B ; Scroll X,Y
+dw $0890 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Dash to Grove", "100nmg", "minigames", "dash_to_grove")
+dw $0074 ; Screen ID
+dw $0988, $0C6A ; Link Coords
+dw $0900, $0C0C ; Camera HV
+db $01 ; Item
+db $02 ; Direction
+;-----------------------------
+dw $0985, $0C79 ; Scroll X,Y
+dw $00A0 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Grove", "100nmg", "minigames", "grove")
+dw $0072 ; Screen ID
+dw $04DC, $0C05 ; Link Coords
+dw $045E, $0C00 ; Camera HV
+db $01 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $04E3, $0C6D ; Scroll X,Y
+dw $000C ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("South Grove Cave", "100nmg", "minigames", "south_grove_cave")
+dw $006A ; Screen ID
+dw $04DF, $0BE2 ; Link Coords
+dw $0465, $0B1E ; Camera HV
+db $08 ; Item
+db $02 ; Direction
+;-----------------------------
+dw $04EA, $0B8D ; Scroll X,Y
+dw $090C ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Digging Game", "100nmg", "minigames", "digging_game")
+dw $0069 ; Screen ID
+dw $0208, $0BBA ; Link Coords
+dw $0200, $0B1E ; Camera HV
+db $14 ; Item
+db $04 ; Direction
+;-----------------------------
+dw $0285, $0B8D ; Scroll X,Y
+dw $0900 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Arrow Game Spinspeed", "100nmg", "minigames", "arrow_game_spinspeed")
+dw $0068 ; Screen ID
+dw $01E6, $0BB9 ; Link Coords
+dw $0100, $0B1E ; Camera HV
+db $14 ; Item
+db $06 ; Direction
+;-----------------------------
+dw $0185, $0B8D ; Scroll X,Y
+dw $0920 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Usain Bolt", "100nmg", "minigames", "usain_bolt")
+dw $0028 ; Screen ID
+dw $01E6, $0BBA ; Link Coords
+dw $0100, $0B1E ; Camera HV
+db $14 ; Item
+db $06 ; Direction
+;-----------------------------
+dw $0185, $0B8D ; Scroll X,Y
+dw $0920 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("After Activating Flute", "100nmg", "minigames", "after_activating_flute")
+dw $0018 ; Screen ID
+dw $0200, $07D9 ; Link Coords
+dw $018A, $0775 ; Camera HV
+db $08 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $0207, $07E4 ; Scroll X,Y
+dw $0B32 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Return to Town", "100nmg", "minigames", "return_to_town")
+dw $0018 ; Screen ID
+dw $0200, $07B7 ; Link Coords
+dw $017A, $0759 ; Camera HV
+db $08 ; Item
+db $04 ; Direction
+;-----------------------------
+dw $0207, $07C6 ; Scroll X,Y
+dw $0B30 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Blind's Hut", "100nmg", "minigames", "blinds_hut")
+dw $0018 ; Screen ID
+dw $0208, $06AA ; Link Coords
+dw $0186, $0648 ; Camera HV
+db $01 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $0213, $06B5 ; Scroll X,Y
+dw $02B0 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Kakariko Well", "100nmg", "minigames", "kakariko_well")
+dw $0018 ; Screen ID
+dw $0208, $06AA ; Link Coords
+dw $0186, $0649 ; Camera HV
+db $01 ; Item
+db $02 ; Direction
+;-----------------------------
+dw $0213, $06B6 ; Scroll X,Y
+dw $02B0 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("One Musketeer", "100nmg", "minigames", "one_musketeer")
+dw $0018 ; Screen ID
+dw $00B8, $06CA ; Link Coords
+dw $0032, $0668 ; Camera HV
+db $04 ; Item
+db $02 ; Direction
+;-----------------------------
+dw $00BF, $06D5 ; Scroll X,Y
+dw $0386 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Three Musketeers", "100nmg", "minigames", "three_musketeers")
+dw $0018 ; Screen ID
+dw $0090, $0605 ; Link Coords
+dw $000A, $0600 ; Camera HV
+db $04 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $0097, $066D ; Scroll X,Y
+dw $0002 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("After Warp", "100nmg", "minigames", "after_warp")
+dw $0050 ; Screen ID
+dw $016D, $0553 ; Link Coords
+dw $00E9, $04F5 ; Camera HV
+db $04 ; Item
+db $04 ; Direction
+;-----------------------------
+dw $0176, $0562 ; Scroll X,Y
+dw $079E ; Tilemap position
+;-----------------------------
+%write8_enable()
+%write8($7E031F, $90) ; iframes from mirror
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Chest Game", "100nmg", "minigames", "chest_game")
+dw $0050 ; Screen ID
+dw $0080, $05E2 ; Link Coords
+dw $0000, $051E ; Camera HV
+db $04 ; Item
+db $02 ; Direction
+;-----------------------------
+dw $008D, $058B ; Scroll X,Y
+dw $0880 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;===================================================================================================
+;---------------------------------------------------------------------------------------------------
+; THIEVES' TOWN
+;---------------------------------------------------------------------------------------------------
+;===================================================================================================
+presetmenu_100nmg_thieves_town:
+%menu_header("Thieves' Town", 14)
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Red Boomerang", "100nmg", "thieves_town", "red_boomerang")
+dw $0058 ; Screen ID
+dw $00C8, $076A ; Link Coords
+dw $0046, $070C ; Camera HV
+db $04 ; Item
+db $02 ; Direction
+;-----------------------------
+dw $00D3, $0779 ; Scroll X,Y
+dw $088A ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Entrance", "100nmg", "thieves_town", "entrance")
+dw $0058 ; Screen ID
+dw $01F8, $07BA ; Link Coords
+dw $0176, $075B ; Camera HV
+db $01 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $0203, $07C8 ; Scroll X,Y
+dw $0A2E ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("After Big Key", "100nmg", "thieves_town", "after_big_key")
+dw $00DB ; Screen ID
+dw $17E8, $1B68 ; Link Coords
+dw $1700, $1AFB ; Camera HV
+db $01 ; Item
+db $06 ; Direction
+;-----------------------------
+db $34 ; Entrance
+db $C3 ; Room layout
+db $FF ; Floor
+db $00 ; Door / Peg state
+db $01 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Stalfos Hallway", "100nmg", "thieves_town", "stalfos_hallway")
+dw $00CC ; Screen ID
+dw $1978, $1814 ; Link Coords
+dw $1900, $1800 ; Camera HV
+db $01 ; Item
+db $00 ; Direction
+;-----------------------------
+db $34 ; Entrance
+db $C1 ; Room layout
+db $FF ; Floor
+db $01 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Conveyor Gibos", "100nmg", "thieves_town", "conveyor_gibos")
+dw $00BC ; Screen ID
+dw $180A, $1778 ; Link Coords
+dw $1800, $170B ; Camera HV
+db $01 ; Item
+db $04 ; Direction
+;-----------------------------
+db $34 ; Entrance
+db $02 ; Room layout
+db $FF ; Floor
+db $02 ; Door / Peg state
+db $00 ; Layer
+dw $0240 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Hellway", "100nmg", "thieves_town", "hellway")
+dw $00BB ; Screen ID
+dw $170A, $1778 ; Link Coords
+dw $1700, $170B ; Camera HV
+db $01 ; Item
+db $04 ; Direction
+;-----------------------------
+db $34 ; Entrance
+db $03 ; Room layout
+db $FF ; Floor
+db $02 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write8_enable()
+%write8($7E0ABD, $01) ; Palette swap
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Bombable Floor", "100nmg", "thieves_town", "bombable_floor")
+dw $0065 ; Screen ID
+dw $0AE8, $0D78 ; Link Coords
+dw $0A00, $0D0B ; Camera HV
+db $01 ; Item
+db $06 ; Direction
+;-----------------------------
+db $34 ; Entrance
+db $02 ; Room layout
+db $00 ; Floor
+db $12 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Backtracking", "100nmg", "thieves_town", "backtracking")
+dw $0064 ; Screen ID
+dw $0878, $0D20 ; Link Coords
+dw $0800, $0D00 ; Camera HV
+db $01 ; Item
+db $00 ; Direction
+;-----------------------------
+db $34 ; Entrance
+db $02 ; Room layout
+db $00 ; Floor
+db $10 ; Door / Peg state
+db $00 ; Layer
+dw $0040 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Basement", "100nmg", "thieves_town", "basement")
+dw $00BC ; Screen ID
+dw $1878, $1620 ; Link Coords
+dw $1800, $1600 ; Camera HV
+db $01 ; Item
+db $00 ; Direction
+;-----------------------------
+db $34 ; Entrance
+db $00 ; Room layout
+db $FF ; Floor
+db $10 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Prison", "100nmg", "thieves_town", "prison")
+dw $0045 ; Screen ID
+dw $0AE8, $0978 ; Link Coords
+dw $0A00, $090B ; Camera HV
+db $04 ; Item
+db $06 ; Direction
+;-----------------------------
+db $34 ; Entrance
+db $02 ; Room layout
+db $FE ; Floor
+db $12 ; Door / Peg state
+db $00 ; Layer
+dw $0002 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Gloves", "100nmg", "thieves_town", "gloves")
+dw $0044 ; Screen ID
+dw $090A, $0978 ; Link Coords
+dw $0900, $090B ; Camera HV
+db $04 ; Item
+db $04 ; Direction
+;-----------------------------
+db $34 ; Entrance
+db $43 ; Room layout
+db $FE ; Floor
+db $12 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("After Gloves", "100nmg", "thieves_town", "after_gloves")
+dw $0044 ; Screen ID
+dw $08E8, $0978 ; Link Coords
+dw $0800, $090B ; Camera HV
+db $04 ; Item
+db $06 ; Direction
+;-----------------------------
+db $34 ; Entrance
+db $02 ; Room layout
+db $FE ; Floor
+db $12 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Pot Hammerdash", "100nmg", "thieves_town", "pot_hammerdash")
+dw $0045 ; Screen ID
+dw $0A78, $0820 ; Link Coords
+dw $0A00, $0800 ; Camera HV
+db $04 ; Item
+db $00 ; Direction
+;-----------------------------
+db $34 ; Entrance
+db $00 ; Room layout
+db $FE ; Floor
+db $10 ; Door / Peg state
+db $00 ; Layer
+dw $0002 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Blind", "100nmg", "thieves_town", "blind")
+dw $00BC ; Screen ID
+dw $1978, $1614 ; Link Coords
+dw $1900, $1600 ; Camera HV
+db $04 ; Item
+db $00 ; Direction
+;-----------------------------
+db $34 ; Entrance
+db $41 ; Room layout
+db $FF ; Floor
+db $11 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;===================================================================================================
+;---------------------------------------------------------------------------------------------------
+; SKULL WOODS
+;---------------------------------------------------------------------------------------------------
+;===================================================================================================
+presetmenu_100nmg_skull_woods:
+%menu_header("Skull Woods", 13)
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Outside Thieves", "100nmg", "skull_woods", "outside_thieves")
+dw $0058 ; Screen ID
+dw $01F8, $07BB ; Link Coords
+dw $0176, $075D ; Camera HV
+db $04 ; Item
+db $02 ; Direction
+;-----------------------------
+dw $0203, $07CA ; Scroll X,Y
+dw $0B2E ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Cursed Dwarf", "100nmg", "skull_woods", "cursed_dwarf")
+dw $0058 ; Screen ID
+dw $0388, $09E2 ; Link Coords
+dw $0300, $091E ; Camera HV
+db $04 ; Item
+db $02 ; Direction
+;-----------------------------
+dw $038D, $098B ; Scroll X,Y
+dw $1860 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Hammer Pegs", "100nmg", "skull_woods", "hammer_pegs")
+dw $0058 ; Screen ID
+dw $03E6, $0918 ; Link Coords
+dw $0300, $08B4 ; Camera HV
+db $04 ; Item
+db $06 ; Direction
+;-----------------------------
+dw $038D, $0923 ; Scroll X,Y
+dw $14E0 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Purple Chest", "100nmg", "skull_woods", "purple_chest")
+dw $0121 ; Screen ID
+dw $0278, $25E1 ; Link Coords
+dw $0200, $2510 ; Camera HV
+db $14 ; Item
+db $02 ; Direction
+;-----------------------------
+db $64 ; Entrance
+db $02 ; Room layout
+db $00 ; Floor
+db $01 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write16_enable()
+%write16($7EC140, $0022) ; Entrance caching
+%write16($7EC142, $0016) ; Entrance caching
+%write16($7EC144, $0816) ; Entrance caching
+%write16($7EC146, $0466) ; Entrance caching
+%write16($7EC148, $0878) ; Entrance caching
+%write16($7EC14A, $04D8) ; Entrance caching
+%write16($7EC14C, $0022) ; Entrance caching
+%write16($7EC14E, $000E) ; Entrance caching
+%write16($7EC150, $0885) ; Entrance caching
+%write16($7EC152, $04E3) ; Entrance caching
+%write16($7EC154, $0800) ; Entrance caching
+%write16($7EC156, $091E) ; Entrance caching
+%write16($7EC158, $0400) ; Entrance caching
+%write16($7EC15A, $0500) ; Entrance caching
+%write16($7EC15C, $0720) ; Entrance caching
+%write16($7EC15E, $0A00) ; Entrance caching
+%write16($7EC160, $0300) ; Entrance caching
+%write16($7EC162, $0600) ; Entrance caching
+%write16($7EC164, $2000) ; Entrance caching
+%write16($7EC166, $0623) ; Entrance caching
+%write16($7EC16A, $0008) ; Entrance caching
+%write16($7EC16C, $FFF8) ; Entrance caching
+%write16($7EC16E, $000A) ; Entrance caching
+%write16($7EC170, $FFF6) ; Entrance caching
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Locksmith", "100nmg", "skull_woods", "locksmith")
+dw $003B ; Screen ID
+dw $0778, $0F3D ; Link Coords
+dw $06F2, $0EDF ; Camera HV
+db $08 ; Item
+db $04 ; Direction
+;-----------------------------
+dw $077F, $0F4C ; Scroll X,Y
+dw $069E ; Tilemap position
+;-----------------------------
+%write8_enable()
+%write8($7E031F, $90) ; iframes from mirror
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("After Warp", "100nmg", "skull_woods", "after_warp")
+dw $0050 ; Screen ID
+dw $016C, $0556 ; Link Coords
+dw $00E8, $04F2 ; Camera HV
+db $08 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $0175, $0561 ; Scroll X,Y
+dw $081C ; Tilemap position
+;-----------------------------
+%write8_enable()
+%write8($7E031F, $90) ; iframes from mirror
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Mummy Room", "100nmg", "skull_woods", "mummy_room")
+dw $0040 ; Screen ID
+dw $0248, $0249 ; Link Coords
+dw $01C2, $01E9 ; Camera HV
+db $14 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $024F, $0258 ; Scroll X,Y
+dw $0EBA ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Bomb Jump", "100nmg", "skull_woods", "bomb_jump")
+dw $0040 ; Screen ID
+dw $02E8, $0259 ; Link Coords
+dw $0266, $01FB ; Camera HV
+db $14 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $02F3, $0268 ; Scroll X,Y
+dw $0F4C ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Key Pot", "100nmg", "skull_woods", "key_pot")
+dw $0056 ; Screen ID
+dw $0D0A, $0B78 ; Link Coords
+dw $0D00, $0B0C ; Camera HV
+db $01 ; Item
+db $04 ; Direction
+;-----------------------------
+db $29 ; Entrance
+db $43 ; Room layout
+db $FF ; Floor
+db $02 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Skull Entrance", "100nmg", "skull_woods", "skull_entrance")
+dw $0040 ; Screen ID
+dw $0098, $00C9 ; Link Coords
+dw $0012, $0067 ; Camera HV
+db $05 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $009F, $00D4 ; Scroll X,Y
+dw $0282 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Mummy Hellway", "100nmg", "skull_woods", "mummy_hellway")
+dw $0049 ; Screen ID
+dw $12E8, $0978 ; Link Coords
+dw $1200, $090B ; Camera HV
+db $05 ; Item
+db $06 ; Direction
+;-----------------------------
+db $2B ; Entrance
+db $02 ; Room layout
+db $FF ; Floor
+db $02 ; Door / Peg state
+db $00 ; Layer
+dw $0400 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Mummy Key", "100nmg", "skull_woods", "mummy_key")
+dw $0049 ; Screen ID
+dw $1278, $0814 ; Link Coords
+dw $1200, $0800 ; Camera HV
+db $05 ; Item
+db $00 ; Direction
+;-----------------------------
+db $2B ; Entrance
+db $00 ; Room layout
+db $FF ; Floor
+db $81 ; Door / Peg state
+db $00 ; Layer
+dw $0C41 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Mothula", "100nmg", "skull_woods", "mothula")
+dw $0039 ; Screen ID
+dw $12E8, $0778 ; Link Coords
+dw $1200, $070B ; Camera HV
+db $05 ; Item
+db $06 ; Direction
+;-----------------------------
+db $2B ; Entrance
+db $02 ; Room layout
+db $FF ; Floor
+db $02 ; Door / Peg state
+db $00 ; Layer
+dw $0002 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;===================================================================================================
+;---------------------------------------------------------------------------------------------------
+; ICE PALACE
+;---------------------------------------------------------------------------------------------------
+;===================================================================================================
+presetmenu_100nmg_ice_palace:
+%menu_header("Ice Palace", 17)
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Outside Skull", "100nmg", "ice_palace", "outside_skull")
+dw $0040 ; Screen ID
+dw $0098, $00CB ; Link Coords
+dw $0016, $0069 ; Camera HV
+db $05 ; Item
+db $02 ; Direction
+;-----------------------------
+dw $00A3, $00D6 ; Scroll X,Y
+dw $0282 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Bridge Warp", "100nmg", "ice_palace", "bridge_warp")
+dw $002C ; Screen ID
+dw $0898, $0A05 ; Link Coords
+dw $0820, $0A00 ; Camera HV
+db $08 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $089F, $0A6D ; Scroll X,Y
+dw $0004 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Moblin Dash", "100nmg", "ice_palace", "moblin_dash")
+dw $0065 ; Screen ID
+dw $0A40, $0805 ; Link Coords
+dw $0A00, $0800 ; Camera HV
+db $08 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $0A7D, $086F ; Scroll X,Y
+dw $0000 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Lottery", "100nmg", "ice_palace", "lottery")
+dw $0055 ; Screen ID
+dw $0BE6, $0588 ; Link Coords
+dw $0B00, $051E ; Camera HV
+db $08 ; Item
+db $06 ; Direction
+;-----------------------------
+dw $0B7D, $058D ; Scroll X,Y
+dw $0920 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Medallion", "100nmg", "ice_palace", "medallion")
+dw $0057 ; Screen ID
+dw $0F70, $0405 ; Link Coords
+dw $0EFE, $0400 ; Camera HV
+db $08 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $0F7B, $046F ; Scroll X,Y
+dw $009E ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Zora's Domain", "100nmg", "ice_palace", "zoras_domain")
+dw $000F ; Screen ID
+dw $0F38, $0214 ; Link Coords
+dw $0EC6, $0200 ; Camera HV
+db $14 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $0F43, $026F ; Scroll X,Y
+dw $0098 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Tiny Warp Dik", "100nmg", "ice_palace", "tiny_warp_dik")
+dw $000F ; Screen ID
+dw $0F38, $0217 ; Link Coords
+dw $0EC6, $0200 ; Camera HV
+db $14 ; Item
+db $02 ; Direction
+;-----------------------------
+dw $0F43, $026F ; Scroll X,Y
+dw $0098 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Entrance", "100nmg", "ice_palace", "entrance")
+dw $0075 ; Screen ID
+dw $0CB8, $0DC9 ; Link Coords
+dw $0C33, $0D67 ; Camera HV
+db $05 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $0CC0, $0DD4 ; Scroll X,Y
+dw $0BC6 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Ice 2", "100nmg", "ice_palace", "ice_2")
+dw $000E ; Screen ID
+dw $1D0A, $0178 ; Link Coords
+dw $1D00, $010C ; Camera HV
+db $05 ; Item
+db $04 ; Direction
+;-----------------------------
+db $2D ; Entrance
+db $03 ; Room layout
+db $00 ; Floor
+db $82 ; Door / Peg state
+db $00 ; Layer
+dw $0001 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Penguin Switch Room", "100nmg", "ice_palace", "penguin_switch_room")
+dw $001E ; Screen ID
+dw $1DE8, $0378 ; Link Coords
+dw $1D00, $030B ; Camera HV
+db $05 ; Item
+db $06 ; Direction
+;-----------------------------
+db $2D ; Entrance
+db $03 ; Room layout
+db $FF ; Floor
+db $82 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Bombable Floor", "100nmg", "ice_palace", "bombable_floor")
+dw $001E ; Screen ID
+dw $1D78, $0314 ; Link Coords
+dw $1D00, $0300 ; Camera HV
+db $05 ; Item
+db $00 ; Direction
+;-----------------------------
+db $2D ; Entrance
+db $03 ; Room layout
+db $FF ; Floor
+db $81 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Conveyor Room", "100nmg", "ice_palace", "conveyor_room")
+dw $003E ; Screen ID
+dw $1D78, $06E1 ; Link Coords
+dw $1D00, $0610 ; Camera HV
+db $01 ; Item
+db $02 ; Direction
+;-----------------------------
+db $2D ; Entrance
+db $01 ; Room layout
+db $FE ; Floor
+db $91 ; Door / Peg state
+db $00 ; Layer
+dw $0006 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("IPBJ", "100nmg", "ice_palace", "ipbj")
+dw $003E ; Screen ID
+dw $1C78, $07E1 ; Link Coords
+dw $1C00, $0710 ; Camera HV
+db $01 ; Item
+db $02 ; Direction
+;-----------------------------
+db $2D ; Entrance
+db $82 ; Room layout
+db $FE ; Floor
+db $11 ; Door / Peg state
+db $00 ; Layer
+dw $0306 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Penguin Lineup", "100nmg", "ice_palace", "penguin_lineup")
+dw $004E ; Screen ID
+dw $1DB8, $0860 ; Link Coords
+dw $1D00, $0800 ; Camera HV
+db $04 ; Item
+db $00 ; Direction
+;-----------------------------
+db $2D ; Entrance
+db $01 ; Room layout
+db $FE ; Floor
+db $10 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Lonely Firebar", "100nmg", "ice_palace", "lonely_firebar")
+dw $005E ; Screen ID
+dw $1D0A, $0B78 ; Link Coords
+dw $1D00, $0B0B ; Camera HV
+db $04 ; Item
+db $04 ; Direction
+;-----------------------------
+db $2D ; Entrance
+db $03 ; Room layout
+db $FD ; Floor
+db $12 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Last 2 Rooms", "100nmg", "ice_palace", "last_2_rooms")
+dw $009E ; Screen ID
+dw $1D50, $1378 ; Link Coords
+dw $1D00, $130B ; Camera HV
+db $04 ; Item
+db $06 ; Direction
+;-----------------------------
+db $2D ; Entrance
+db $03 ; Room layout
+db $FB ; Floor
+db $10 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Kholdstare", "100nmg", "ice_palace", "kholdstare")
+dw $00CE ; Screen ID
+dw $1D40, $18B0 ; Link Coords
+dw $1D00, $1810 ; Camera HV
+db $04 ; Item
+db $02 ; Direction
+;-----------------------------
+db $2D ; Entrance
+db $01 ; Room layout
+db $FA ; Floor
+db $10 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;===================================================================================================
+;---------------------------------------------------------------------------------------------------
+; MISERY MIRE
+;---------------------------------------------------------------------------------------------------
+;===================================================================================================
+presetmenu_100nmg_misery_mire:
+%menu_header("Misery Mire", 21)
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Outside Ice", "100nmg", "misery_mire", "outside_ice")
+dw $0075 ; Screen ID
+dw $0CB8, $0DCB ; Link Coords
+dw $0C3E, $0D6D ; Camera HV
+db $05 ; Item
+db $02 ; Direction
+;-----------------------------
+dw $0CC3, $0DDA ; Scroll X,Y
+dw $0BC6 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Death Mountain", "100nmg", "misery_mire", "death_mountain")
+dw $0003 ; Screen ID
+dw $0679, $0328 ; Link Coords
+dw $060B, $02CA ; Camera HV
+db $08 ; Item
+db $06 ; Direction
+;-----------------------------
+dw $0680, $0337 ; Scroll X,Y
+dw $1600 ; Tilemap position
+;-----------------------------
+%write8_enable()
+%write8($7E031F, $90) ; iframes from mirror
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Spike Cave", "100nmg", "misery_mire", "spike_cave")
+dw $0043 ; Screen ID
+dw $0928, $024A ; Link Coords
+dw $08BA, $01E8 ; Camera HV
+db $04 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $092F, $0255 ; Scroll X,Y
+dw $0ED6 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Dark Death Mountain", "100nmg", "misery_mire", "dark_death_mountain")
+dw $0117 ; Screen ID
+dw $0F78, $23E0 ; Link Coords
+dw $0F00, $2310 ; Camera HV
+db $0D ; Item
+db $02 ; Direction
+;-----------------------------
+db $41 ; Entrance
+db $C3 ; Room layout
+db $00 ; Floor
+db $01 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write16_enable()
+%write16($7EC140, $0043) ; Entrance caching
+%write16($7EC142, $0116) ; Entrance caching
+%write16($7EC144, $01E6) ; Entrance caching
+%write16($7EC146, $08BA) ; Entrance caching
+%write16($7EC148, $0247) ; Entrance caching
+%write16($7EC14A, $0928) ; Entrance caching
+%write16($7EC14C, $0043) ; Entrance caching
+%write16($7EC14E, $0ED6) ; Entrance caching
+%write16($7EC150, $0253) ; Entrance caching
+%write16($7EC152, $092F) ; Entrance caching
+%write16($7EC154, $0000) ; Entrance caching
+%write16($7EC156, $031E) ; Entrance caching
+%write16($7EC158, $0600) ; Entrance caching
+%write16($7EC15A, $0900) ; Entrance caching
+%write16($7EC15C, $FF20) ; Entrance caching
+%write16($7EC15E, $0400) ; Entrance caching
+%write16($7EC160, $0500) ; Entrance caching
+%write16($7EC162, $0A00) ; Entrance caching
+%write16($7EC164, $2100) ; Entrance caching
+%write16($7EC166, $1441) ; Entrance caching
+%write16($7EC16A, $0008) ; Entrance caching
+%write16($7EC16C, $FFF8) ; Entrance caching
+%write16($7EC16E, $FFF6) ; Entrance caching
+%write16($7EC170, $000A) ; Entrance caching
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Free Flutedash", "100nmg", "misery_mire", "free_flutedash")
+dw $0003 ; Screen ID
+dw $06BD, $004B ; Link Coords
+dw $064F, $0000 ; Camera HV
+db $0C ; Item
+db $02 ; Direction
+;-----------------------------
+dw $06C4, $006D ; Scroll X,Y
+dw $000A ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Mire Portal", "100nmg", "misery_mire", "mire_portal")
+dw $0030 ; Screen ID
+dw $00A0, $0FB8 ; Link Coords
+dw $001E, $0F1E ; Camera HV
+db $08 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $00AB, $0F8D ; Scroll X,Y
+dw $1882 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Mire Entrance", "100nmg", "misery_mire", "mire_entrance")
+dw $0070 ; Screen ID
+dw $0128, $0CDA ; Link Coords
+dw $00A6, $0C76 ; Camera HV
+db $10 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $0133, $0CE5 ; Scroll X,Y
+dw $0394 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Mire 2", "100nmg", "misery_mire", "mire_2")
+dw $0098 ; Screen ID
+dw $1188, $1320 ; Link Coords
+dw $1100, $1300 ; Camera HV
+db $05 ; Item
+db $00 ; Direction
+;-----------------------------
+db $27 ; Entrance
+db $83 ; Room layout
+db $00 ; Floor
+db $00 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Main Hub", "100nmg", "misery_mire", "main_hub")
+dw $00D2 ; Screen ID
+dw $0578, $1A15 ; Link Coords
+dw $0500, $1A00 ; Camera HV
+db $05 ; Item
+db $00 ; Direction
+;-----------------------------
+db $27 ; Entrance
+db $C1 ; Room layout
+db $FF ; Floor
+db $81 ; Door / Peg state
+db $00 ; Layer
+dw $03EF ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Beat the Fireball", "100nmg", "misery_mire", "beat_the_fireball")
+dw $00B2 ; Screen ID
+dw $0578, $17E1 ; Link Coords
+dw $0500, $1710 ; Camera HV
+db $05 ; Item
+db $02 ; Direction
+;-----------------------------
+db $27 ; Entrance
+db $03 ; Room layout
+db $FF ; Floor
+db $01 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Bari Key", "100nmg", "misery_mire", "bari_key")
+dw $00C2 ; Screen ID
+dw $040A, $1978 ; Link Coords
+dw $0400, $190B ; Camera HV
+db $05 ; Item
+db $04 ; Direction
+;-----------------------------
+db $27 ; Entrance
+db $C2 ; Room layout
+db $FF ; Floor
+db $02 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Sluggulas", "100nmg", "misery_mire", "sluggulas")
+dw $00C1 ; Screen ID
+dw $0278, $19E1 ; Link Coords
+dw $0200, $1910 ; Camera HV
+db $05 ; Item
+db $02 ; Direction
+;-----------------------------
+db $27 ; Entrance
+db $02 ; Room layout
+db $FF ; Floor
+db $11 ; Door / Peg state
+db $00 ; Layer
+dw $0200 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Torches", "100nmg", "misery_mire", "torches")
+dw $00D1 ; Screen ID
+dw $02A8, $1A20 ; Link Coords
+dw $0200, $1A00 ; Camera HV
+db $05 ; Item
+db $00 ; Direction
+;-----------------------------
+db $27 ; Entrance
+db $00 ; Room layout
+db $FF ; Floor
+db $10 ; Door / Peg state
+db $00 ; Layer
+dw $0040 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Spark Gamble", "100nmg", "misery_mire", "spark_gamble")
+dw $00C1 ; Screen ID
+dw $03E8, $1878 ; Link Coords
+dw $0300, $180B ; Camera HV
+db $05 ; Item
+db $06 ; Direction
+;-----------------------------
+db $27 ; Entrance
+db $01 ; Room layout
+db $FF ; Floor
+db $12 ; Door / Peg state
+db $00 ; Layer
+dw $0200 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Big Chest Room", "100nmg", "misery_mire", "big_chest_room")
+dw $00C3 ; Screen ID
+dw $06E8, $1978 ; Link Coords
+dw $0600, $190B ; Camera HV
+db $05 ; Item
+db $06 ; Direction
+;-----------------------------
+db $27 ; Entrance
+db $42 ; Room layout
+db $FF ; Floor
+db $12 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Spike Key", "100nmg", "misery_mire", "spike_key")
+dw $00C3 ; Screen ID
+dw $0678, $1816 ; Link Coords
+dw $0600, $1800 ; Camera HV
+db $05 ; Item
+db $00 ; Direction
+;-----------------------------
+db $27 ; Entrance
+db $40 ; Room layout
+db $FF ; Floor
+db $11 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Wizzrobe", "100nmg", "misery_mire", "wizzrobe")
+dw $00B3 ; Screen ID
+dw $0623, $1678 ; Link Coords
+dw $0600, $160B ; Camera HV
+db $05 ; Item
+db $04 ; Direction
+;-----------------------------
+db $27 ; Entrance
+db $00 ; Room layout
+db $FF ; Floor
+db $12 ; Door / Peg state
+db $01 ; Layer
+dw $0002 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Basement", "100nmg", "misery_mire", "basement")
+dw $00A2 ; Screen ID
+dw $04F8, $1438 ; Link Coords
+dw $0480, $1400 ; Camera HV
+db $05 ; Item
+db $00 ; Direction
+;-----------------------------
+db $27 ; Entrance
+db $C0 ; Room layout
+db $FF ; Floor
+db $10 ; Door / Peg state
+db $01 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Spooky Action 1", "100nmg", "misery_mire", "spooky_action_1")
+dw $0093 ; Screen ID
+dw $060A, $1378 ; Link Coords
+dw $0600, $130B ; Camera HV
+db $05 ; Item
+db $04 ; Direction
+;-----------------------------
+db $27 ; Entrance
+db $02 ; Room layout
+db $FE ; Floor
+db $12 ; Door / Peg state
+db $00 ; Layer
+dw $0020 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Spooky Action 2", "100nmg", "misery_mire", "spooky_action_2")
+dw $0092 ; Screen ID
+dw $050A, $1378 ; Link Coords
+dw $0500, $130B ; Camera HV
+db $05 ; Item
+db $04 ; Direction
+;-----------------------------
+db $27 ; Entrance
+db $43 ; Room layout
+db $FE ; Floor
+db $02 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Vitreous", "100nmg", "misery_mire", "vitreous")
+dw $00A0 ; Screen ID
+dw $0078, $1414 ; Link Coords
+dw $0000, $1400 ; Camera HV
+db $03 ; Item
+db $00 ; Direction
+;-----------------------------
+db $27 ; Entrance
+db $C0 ; Room layout
+db $FF ; Floor
+db $01 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;===================================================================================================
+;---------------------------------------------------------------------------------------------------
+; SWAMP PALACE
+;---------------------------------------------------------------------------------------------------
+;===================================================================================================
+presetmenu_100nmg_swamp_palace:
+%menu_header("Swamp Palace", 20)
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Outside Mire", "100nmg", "swamp_palace", "outside_mire")
+dw $0070 ; Screen ID
+dw $0128, $0CDA ; Link Coords
+dw $00A6, $0C7C ; Camera HV
+db $03 ; Item
+db $02 ; Direction
+;-----------------------------
+dw $0133, $0CE9 ; Scroll X,Y
+dw $0414 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Link's House", "100nmg", "swamp_palace", "links_house")
+dw $002C ; Screen ID
+dw $08B8, $0B17 ; Link Coords
+dw $0840, $0AB9 ; Camera HV
+db $08 ; Item
+db $02 ; Direction
+;-----------------------------
+dw $08BF, $0B26 ; Scroll X,Y
+dw $0588 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("After Warp", "100nmg", "swamp_palace", "after_warp")
+dw $0073 ; Screen ID
+dw $073C, $0C47 ; Link Coords
+dw $06BF, $0C00 ; Camera HV
+db $04 ; Item
+db $06 ; Direction
+;-----------------------------
+dw $0744, $0C75 ; Scroll X,Y
+dw $0018 ; Tilemap position
+;-----------------------------
+%write8_enable()
+%write8($7E031F, $90) ; iframes from mirror
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Bombos Medallion", "100nmg", "swamp_palace", "bombos_medallion")
+dw $007B ; Screen ID
+dw $0608, $0F18 ; Link Coords
+dw $0600, $0EBA ; Camera HV
+db $04 ; Item
+db $04 ; Direction
+;-----------------------------
+dw $0685, $0F27 ; Scroll X,Y
+dw $0580 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Dam", "100nmg", "swamp_palace", "dam")
+dw $003B ; Screen ID
+dw $0778, $0EE9 ; Link Coords
+dw $0700, $0E87 ; Camera HV
+db $14 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $077D, $0EF4 ; Scroll X,Y
+dw $04A0 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Entrance", "100nmg", "swamp_palace", "entrance")
+dw $007B ; Screen ID
+dw $0778, $0EE9 ; Link Coords
+dw $0700, $0E87 ; Camera HV
+db $04 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $077D, $0EF4 ; Scroll X,Y
+dw $04A0 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("First Key Pot", "100nmg", "swamp_palace", "first_key_pot")
+dw $0028 ; Screen ID
+dw $1078, $0420 ; Link Coords
+dw $1000, $0400 ; Camera HV
+db $04 ; Item
+db $00 ; Direction
+;-----------------------------
+db $25 ; Entrance
+db $C0 ; Room layout
+db $00 ; Floor
+db $00 ; Door / Peg state
+db $00 ; Layer
+dw $000E ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Tiny Hallway Key", "100nmg", "swamp_palace", "tiny_hallway_key")
+dw $0037 ; Screen ID
+dw $0EF8, $0714 ; Link Coords
+dw $0E80, $0700 ; Camera HV
+db $04 ; Item
+db $00 ; Direction
+;-----------------------------
+db $25 ; Entrance
+db $82 ; Room layout
+db $FF ; Floor
+db $01 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Hammer Peg Lever", "100nmg", "swamp_palace", "hammer_peg_lever")
+dw $0037 ; Screen ID
+dw $0E78, $0714 ; Link Coords
+dw $0E00, $0700 ; Camera HV
+db $04 ; Item
+db $00 ; Direction
+;-----------------------------
+db $25 ; Entrance
+db $82 ; Room layout
+db $FF ; Floor
+db $01 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Main Hub", "100nmg", "swamp_palace", "main_hub")
+dw $0037 ; Screen ID
+dw $0E0A, $0778 ; Link Coords
+dw $0E00, $070B ; Camera HV
+db $04 ; Item
+db $04 ; Direction
+;-----------------------------
+db $25 ; Entrance
+db $82 ; Room layout
+db $FF ; Floor
+db $02 ; Door / Peg state
+db $00 ; Layer
+dw $0002 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Crystal Switch Lever", "100nmg", "swamp_palace", "crystal_switch_lever")
+dw $0036 ; Screen ID
+dw $0C0A, $0678 ; Link Coords
+dw $0C00, $060B ; Camera HV
+db $04 ; Item
+db $04 ; Direction
+;-----------------------------
+db $25 ; Entrance
+db $C0 ; Room layout
+db $FF ; Floor
+db $02 ; Door / Peg state
+db $00 ; Layer
+dw $0011 ; Dead sprites
+;-----------------------------
+%write_7F_16()
+%write16($7FDFEA, $0240) ; Room $35 sprite deaths
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Sociable Firebar", "100nmg", "swamp_palace", "sociable_firebar")
+dw $0034 ; Screen ID
+dw $0878, $0720 ; Link Coords
+dw $0800, $06B3 ; Camera HV
+db $04 ; Item
+db $00 ; Direction
+;-----------------------------
+db $25 ; Entrance
+db $C2 ; Room layout
+db $FF ; Floor
+db $00 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_7F_16()
+%write16($7FDFEA, $0240) ; Room $35 sprite deaths
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Backtracking", "100nmg", "swamp_palace", "backtracking")
+dw $0035 ; Screen ID
+dw $0A0A, $0678 ; Link Coords
+dw $0A00, $060B ; Camera HV
+db $04 ; Item
+db $04 ; Direction
+;-----------------------------
+db $25 ; Entrance
+db $80 ; Room layout
+db $FF ; Floor
+db $02 ; Door / Peg state
+db $00 ; Layer
+dw $0240 ; Dead sprites
+;-----------------------------
+%write_7F_16()
+%write16($7FDFEA, $0240) ; Room $35 sprite deaths
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Hookshot", "100nmg", "swamp_palace", "hookshot")
+dw $0035 ; Screen ID
+dw $0BE8, $0778 ; Link Coords
+dw $0B00, $070B ; Camera HV
+db $04 ; Item
+db $06 ; Direction
+;-----------------------------
+db $25 ; Entrance
+db $83 ; Room layout
+db $FF ; Floor
+db $02 ; Door / Peg state
+db $00 ; Layer
+dw $0240 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Hookdash", "100nmg", "swamp_palace", "hookdash")
+dw $0036 ; Screen ID
+dw $0CF8, $0614 ; Link Coords
+dw $0C80, $0600 ; Camera HV
+db $0E ; Item
+db $00 ; Direction
+;-----------------------------
+db $25 ; Entrance
+db $C0 ; Room layout
+db $FF ; Floor
+db $01 ; Door / Peg state
+db $00 ; Layer
+dw $0031 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Final Lever", "100nmg", "swamp_palace", "final_lever")
+dw $0026 ; Screen ID
+dw $0DA8, $0420 ; Link Coords
+dw $0D00, $0400 ; Camera HV
+db $0E ; Item
+db $00 ; Direction
+;-----------------------------
+db $25 ; Entrance
+db $01 ; Room layout
+db $FF ; Floor
+db $00 ; Door / Peg state
+db $00 ; Layer
+dw $0400 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Waterfall Room", "100nmg", "swamp_palace", "waterfall_room")
+dw $0076 ; Screen ID
+dw $0C78, $0E30 ; Link Coords
+dw $0C00, $0E00 ; Camera HV
+db $0E ; Item
+db $00 ; Direction
+;-----------------------------
+db $25 ; Entrance
+db $40 ; Room layout
+db $FE ; Floor
+db $01 ; Door / Peg state
+db $00 ; Layer
+dw $0002 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Restock Room", "100nmg", "swamp_palace", "restock_room")
+dw $0066 ; Screen ID
+dw $0D78, $0D14 ; Link Coords
+dw $0D00, $0D00 ; Camera HV
+db $0E ; Item
+db $00 ; Direction
+;-----------------------------
+db $25 ; Entrance
+db $83 ; Room layout
+db $FE ; Floor
+db $01 ; Door / Peg state
+db $01 ; Layer
+dw $00C0 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Phelps' Way", "100nmg", "swamp_palace", "phelps_way")
+dw $0016 ; Screen ID
+dw $0D78, $02E1 ; Link Coords
+dw $0D00, $0210 ; Camera HV
+db $0E ; Item
+db $02 ; Direction
+;-----------------------------
+db $25 ; Entrance
+db $81 ; Room layout
+db $FF ; Floor
+db $01 ; Door / Peg state
+db $00 ; Layer
+dw $0004 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Arrghus", "100nmg", "swamp_palace", "arrghus")
+dw $0016 ; Screen ID
+dw $0C78, $0214 ; Link Coords
+dw $0C00, $0200 ; Camera HV
+db $0E ; Item
+db $00 ; Direction
+;-----------------------------
+db $25 ; Entrance
+db $80 ; Room layout
+db $FF ; Floor
+db $01 ; Door / Peg state
+db $00 ; Layer
+dw $0004 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;===================================================================================================
+;---------------------------------------------------------------------------------------------------
+; COLLECTION
+;---------------------------------------------------------------------------------------------------
+;===================================================================================================
+presetmenu_100nmg_collection:
+%menu_header("Collection", 12)
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Outside Swamp", "100nmg", "collection", "outside_swamp")
+dw $007B ; Screen ID
+dw $0778, $0EEB ; Link Coords
+dw $06F2, $0E8D ; Camera HV
+db $0E ; Item
+db $02 ; Direction
+;-----------------------------
+dw $077F, $0EFA ; Scroll X,Y
+dw $049E ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Lake Hylia", "100nmg", "collection", "lake_hylia")
+dw $007C ; Screen ID
+dw $09E6, $0F78 ; Link Coords
+dw $0900, $0F1A ; Camera HV
+db $0E ; Item
+db $06 ; Direction
+;-----------------------------
+dw $097D, $0F87 ; Scroll X,Y
+dw $08A0 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Hobo", "100nmg", "collection", "hobo")
+dw $006E ; Screen ID
+dw $0C08, $0AB7 ; Link Coords
+dw $0C00, $0A53 ; Camera HV
+db $14 ; Item
+db $04 ; Direction
+;-----------------------------
+dw $0C7D, $0AC2 ; Scroll X,Y
+dw $0300 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Hammer Peg Bridge", "100nmg", "collection", "hammer_peg_bridge")
+dw $002D ; Screen ID
+dw $0B91, $0B26 ; Link Coords
+dw $0B00, $0AC2 ; Camera HV
+db $14 ; Item
+db $06 ; Direction
+;-----------------------------
+dw $0B85, $0B31 ; Scroll X,Y
+dw $0620 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Super Bomb", "100nmg", "collection", "super_bomb")
+dw $006C ; Screen ID
+dw $08B8, $0AFA ; Link Coords
+dw $083E, $0A96 ; Camera HV
+db $04 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $08C3, $0B05 ; Scroll X,Y
+dw $0506 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("After Fat Fairy", "100nmg", "collection", "after_fat_fairy")
+dw $0116 ; Screen ID
+dw $0D78, $23E1 ; Link Coords
+dw $0D00, $2310 ; Camera HV
+db $0E ; Item
+db $02 ; Direction
+;-----------------------------
+db $63 ; Entrance
+db $03 ; Room layout
+db $00 ; Floor
+db $01 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write16_enable()
+%write16($7EC140, $005B) ; Entrance caching
+%write16($7EC142, $0116) ; Entrance caching
+%write16($7EC144, $0754) ; Entrance caching
+%write16($7EC146, $06FC) ; Entrance caching
+%write16($7EC148, $07B8) ; Entrance caching
+%write16($7EC14A, $0778) ; Entrance caching
+%write16($7EC14C, $005B) ; Entrance caching
+%write16($7EC14E, $0A1E) ; Entrance caching
+%write16($7EC150, $07C3) ; Entrance caching
+%write16($7EC152, $0781) ; Entrance caching
+%write16($7EC154, $0600) ; Entrance caching
+%write16($7EC156, $091E) ; Entrance caching
+%write16($7EC158, $0600) ; Entrance caching
+%write16($7EC15A, $0900) ; Entrance caching
+%write16($7EC15C, $0520) ; Entrance caching
+%write16($7EC15E, $0A00) ; Entrance caching
+%write16($7EC160, $0500) ; Entrance caching
+%write16($7EC162, $0A00) ; Entrance caching
+%write16($7EC164, $2100) ; Entrance caching
+%write16($7EC166, $263B) ; Entrance caching
+%write16($7EC16A, $000A) ; Entrance caching
+%write16($7EC16C, $FFF6) ; Entrance caching
+%write16($7EC16E, $FFF4) ; Entrance caching
+%write16($7EC170, $000C) ; Entrance caching
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("King's Tomb", "100nmg", "collection", "kings_tomb")
+dw $0055 ; Screen ID
+dw $0A0A, $04E8 ; Link Coords
+dw $0A00, $0484 ; Camera HV
+db $0E ; Item
+db $04 ; Direction
+;-----------------------------
+dw $0A7D, $04F3 ; Scroll X,Y
+dw $0480 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Graveyard Ledge", "100nmg", "collection", "graveyard_ledge")
+dw $0054 ; Screen ID
+dw $099D, $04C8 ; Link Coords
+dw $0900, $0466 ; Camera HV
+db $14 ; Item
+db $06 ; Direction
+;-----------------------------
+dw $0985, $04D5 ; Scroll X,Y
+dw $0320 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Pmurderdactyl Trio", "100nmg", "collection", "pmurderdactyl_trio")
+dw $0052 ; Screen ID
+dw $0590, $0405 ; Link Coords
+dw $0500, $0400 ; Camera HV
+db $13 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $0585, $046F ; Scroll X,Y
+dw $00A0 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Bumper Cave", "100nmg", "collection", "bumper_cave")
+dw $004A ; Screen ID
+dw $05A8, $02C9 ; Link Coords
+dw $0500, $0265 ; Camera HV
+db $13 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $0585, $02D4 ; Scroll X,Y
+dw $03A0 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Lumberjack Tree", "100nmg", "collection", "lumberjack_tree")
+dw $004A ; Screen ID
+dw $0510, $0205 ; Link Coords
+dw $048A, $0200 ; Camera HV
+db $13 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $0517, $026D ; Scroll X,Y
+dw $0012 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Ice Rod Overworld", "100nmg", "collection", "ice_rod_overworld")
+dw $003F ; Screen ID
+dw $0F70, $0E05 ; Link Coords
+dw $0EF6, $0E00 ; Camera HV
+db $08 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $0F7B, $0E6D ; Scroll X,Y
+dw $001E ; Tilemap position
+;-----------------------------
+%write_end()
+
+;===================================================================================================
+;---------------------------------------------------------------------------------------------------
+; TURTLE ROCK
+;---------------------------------------------------------------------------------------------------
+;===================================================================================================
+presetmenu_100nmg_turtle_rock:
+%menu_header("Turtle Rock", 17)
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Death Mountain", "100nmg", "turtle_rock", "death_mountain")
+dw $0003 ; Screen ID
+dw $0679, $0328 ; Link Coords
+dw $060F, $02CA ; Camera HV
+db $08 ; Item
+db $06 ; Direction
+;-----------------------------
+dw $0684, $0337 ; Scroll X,Y
+dw $1600 ; Tilemap position
+;-----------------------------
+%write8_enable()
+%write8($7E031F, $90) ; iframes from mirror
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Squirrels", "100nmg", "turtle_rock", "squirrels")
+dw $00DF ; Screen ID
+dw $1EF8, $1BE1 ; Link Coords
+dw $1E80, $1B10 ; Camera HV
+db $0E ; Item
+db $02 ; Direction
+;-----------------------------
+db $1F ; Entrance
+db $82 ; Room layout
+db $01 ; Floor
+db $01 ; Door / Peg state
+db $00 ; Layer
+dw $0003 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Peg Puzzle", "100nmg", "turtle_rock", "peg_puzzle")
+dw $0005 ; Screen ID
+dw $0DE6, $0078 ; Link Coords
+dw $0D00, $0014 ; Camera HV
+db $0E ; Item
+db $06 ; Direction
+;-----------------------------
+dw $0D7D, $0083 ; Scroll X,Y
+dw $0060 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Entrance", "100nmg", "turtle_rock", "entrance")
+dw $0047 ; Screen ID
+dw $0F08, $0139 ; Link Coords
+dw $0E96, $00D7 ; Camera HV
+db $11 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $0F13, $0146 ; Scroll X,Y
+dw $0614 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Torches", "100nmg", "turtle_rock", "torches")
+dw $00C6 ; Screen ID
+dw $0DE8, $1878 ; Link Coords
+dw $0D00, $180B ; Camera HV
+db $12 ; Item
+db $06 ; Direction
+;-----------------------------
+db $35 ; Entrance
+db $C1 ; Room layout
+db $00 ; Floor
+db $02 ; Door / Peg state
+db $00 ; Layer
+dw $0028 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Roller Room", "100nmg", "turtle_rock", "roller_room")
+dw $00C7 ; Screen ID
+dw $0E78, $1814 ; Link Coords
+dw $0E00, $1800 ; Camera HV
+db $13 ; Item
+db $00 ; Direction
+;-----------------------------
+db $35 ; Entrance
+db $C0 ; Room layout
+db $00 ; Floor
+db $81 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Pokey 0", "100nmg", "turtle_rock", "pokey_0")
+dw $00C6 ; Screen ID
+dw $0C78, $1814 ; Link Coords
+dw $0C00, $1800 ; Camera HV
+db $12 ; Item
+db $00 ; Direction
+;-----------------------------
+db $35 ; Entrance
+db $C0 ; Room layout
+db $00 ; Floor
+db $01 ; Door / Peg state
+db $00 ; Layer
+dw $0029 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Chomps", "100nmg", "turtle_rock", "chomps")
+dw $00B6 ; Screen ID
+dw $0C78, $1714 ; Link Coords
+dw $0C00, $1700 ; Camera HV
+db $12 ; Item
+db $00 ; Direction
+;-----------------------------
+db $35 ; Entrance
+db $02 ; Room layout
+db $00 ; Floor
+db $01 ; Door / Peg state
+db $00 ; Layer
+dw $0020 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Pokey 1", "100nmg", "turtle_rock", "pokey_1")
+dw $0014 ; Screen ID
+dw $080A, $0278 ; Link Coords
+dw $0800, $020B ; Camera HV
+db $12 ; Item
+db $04 ; Direction
+;-----------------------------
+db $35 ; Entrance
+db $C0 ; Room layout
+db $FF ; Floor
+db $02 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Pokeys 2", "100nmg", "turtle_rock", "pokeys_2")
+dw $0014 ; Screen ID
+dw $0878, $03D6 ; Link Coords
+dw $0800, $0310 ; Camera HV
+db $12 ; Item
+db $02 ; Direction
+;-----------------------------
+db $35 ; Entrance
+db $C2 ; Room layout
+db $FF ; Floor
+db $11 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Bomb Yeet", "100nmg", "turtle_rock", "bomb_yeet")
+dw $0024 ; Screen ID
+dw $080A, $0578 ; Link Coords
+dw $0800, $050B ; Camera HV
+db $01 ; Item
+db $04 ; Direction
+;-----------------------------
+db $35 ; Entrance
+db $02 ; Room layout
+db $FF ; Floor
+db $12 ; Door / Peg state
+db $00 ; Layer
+dw $0028 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Mimic Cave", "100nmg", "turtle_rock", "mimic_cave")
+dw $0005 ; Screen ID
+dw $0D78, $0169 ; Link Coords
+dw $0D00, $0106 ; Camera HV
+db $14 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $0D7D, $0175 ; Scroll X,Y
+dw $07E0 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Crystaroller Room", "100nmg", "turtle_rock", "crystaroller_room")
+dw $0014 ; Screen ID
+dw $0878, $0214 ; Link Coords
+dw $0800, $0200 ; Camera HV
+db $12 ; Item
+db $00 ; Direction
+;-----------------------------
+db $19 ; Entrance
+db $C0 ; Room layout
+db $FF ; Floor
+db $01 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Dark Maze", "100nmg", "turtle_rock", "dark_maze")
+dw $0004 ; Screen ID
+dw $0878, $0020 ; Link Coords
+dw $0800, $0000 ; Camera HV
+db $12 ; Item
+db $00 ; Direction
+;-----------------------------
+db $19 ; Entrance
+db $00 ; Room layout
+db $FF ; Floor
+db $10 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Laser Skip", "100nmg", "turtle_rock", "laser_skip")
+dw $00C5 ; Screen ID
+dw $0A78, $19E1 ; Link Coords
+dw $0A00, $1910 ; Camera HV
+db $12 ; Item
+db $02 ; Direction
+;-----------------------------
+db $19 ; Entrance
+db $42 ; Room layout
+db $FE ; Floor
+db $11 ; Door / Peg state
+db $00 ; Layer
+dw $0040 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Switch Room", "100nmg", "turtle_rock", "switch_room")
+dw $00C5 ; Screen ID
+dw $0A0A, $1978 ; Link Coords
+dw $0A00, $190B ; Camera HV
+db $12 ; Item
+db $04 ; Direction
+;-----------------------------
+db $19 ; Entrance
+db $42 ; Room layout
+db $FE ; Floor
+db $12 ; Door / Peg state
+db $00 ; Layer
+dw $0040 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Trinexx", "100nmg", "turtle_rock", "trinexx")
+dw $00B4 ; Screen ID
+dw $0878, $1614 ; Link Coords
+dw $0800, $1600 ; Camera HV
+db $12 ; Item
+db $00 ; Direction
+;-----------------------------
+db $19 ; Entrance
+db $C0 ; Room layout
+db $FD ; Floor
+db $11 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;===================================================================================================
+;---------------------------------------------------------------------------------------------------
+; GANON'S TOWER
+;---------------------------------------------------------------------------------------------------
+;===================================================================================================
+presetmenu_100nmg_ganons_tower:
+%menu_header("Ganon's Tower", 23)
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Outside Turtle Rock", "100nmg", "ganons_tower", "outside_turtle_rock")
+dw $0047 ; Screen ID
+dw $0F08, $013B ; Link Coords
+dw $0E96, $00DD ; Camera HV
+db $05 ; Item
+db $02 ; Direction
+;-----------------------------
+dw $0F13, $014A ; Scroll X,Y
+dw $0712 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Hookshot Cave", "100nmg", "ganons_tower", "hookshot_cave")
+dw $0045 ; Screen ID
+dw $0D48, $0109 ; Link Coords
+dw $0CCA, $00A9 ; Camera HV
+db $05 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $0D4F, $0116 ; Scroll X,Y
+dw $05DA ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Entrance", "100nmg", "ganons_tower", "entrance")
+dw $0043 ; Screen ID
+dw $08F8, $0039 ; Link Coords
+dw $087A, $0000 ; Camera HV
+db $14 ; Item
+db $00 ; Direction
+;-----------------------------
+dw $08FF, $006F ; Scroll X,Y
+dw $0050 ; Tilemap position
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Spike Skip", "100nmg", "ganons_tower", "spike_skip")
+dw $008B ; Screen ID
+dw $170A, $1078 ; Link Coords
+dw $1700, $100C ; Camera HV
+db $04 ; Item
+db $04 ; Direction
+;-----------------------------
+db $37 ; Entrance
+db $01 ; Room layout
+db $00 ; Floor
+db $82 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Pre Firesnakes Room", "100nmg", "ganons_tower", "pre_firesnakes_room")
+dw $009B ; Screen ID
+dw $16E8, $1278 ; Link Coords
+dw $1600, $120B ; Camera HV
+db $02 ; Item
+db $06 ; Direction
+;-----------------------------
+db $37 ; Entrance
+db $00 ; Room layout
+db $00 ; Floor
+db $12 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Bombable Floor", "100nmg", "ganons_tower", "bombable_floor")
+dw $009C ; Screen ID
+dw $1978, $1214 ; Link Coords
+dw $1900, $1200 ; Camera HV
+db $01 ; Item
+db $00 ; Direction
+;-----------------------------
+db $37 ; Entrance
+db $C1 ; Room layout
+db $00 ; Floor
+db $01 ; Door / Peg state
+db $00 ; Layer
+dw $0032 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Ice Armos", "100nmg", "ganons_tower", "ice_armos")
+dw $001C ; Screen ID
+dw $19A0, $03A8 ; Link Coords
+dw $1900, $0310 ; Camera HV
+db $0A ; Item
+db $02 ; Direction
+;-----------------------------
+db $37 ; Entrance
+db $03 ; Room layout
+db $FF ; Floor
+db $00 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Red Mail", "100nmg", "ganons_tower", "red_mail")
+dw $001C ; Screen ID
+dw $1978, $02E1 ; Link Coords
+dw $1900, $0210 ; Camera HV
+db $03 ; Item
+db $02 ; Direction
+;-----------------------------
+db $37 ; Entrance
+db $01 ; Room layout
+db $FF ; Floor
+db $01 ; Door / Peg state
+db $00 ; Layer
+dw $003F ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Floor 3", "100nmg", "ganons_tower", "floor_3")
+dw $000C ; Screen ID
+dw $18F8, $0020 ; Link Coords
+dw $1880, $0000 ; Camera HV
+db $14 ; Item
+db $00 ; Direction
+;-----------------------------
+db $37 ; Entrance
+db $C0 ; Room layout
+db $01 ; Floor
+db $00 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Mimics 1", "100nmg", "ganons_tower", "mimics_1")
+dw $006B ; Screen ID
+dw $1678, $0CE1 ; Link Coords
+dw $1600, $0C10 ; Camera HV
+db $03 ; Item
+db $02 ; Direction
+;-----------------------------
+db $37 ; Entrance
+db $80 ; Room layout
+db $02 ; Floor
+db $91 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Mimics 2", "100nmg", "ganons_tower", "mimics_2")
+dw $006B ; Screen ID
+dw $16E8, $0D78 ; Link Coords
+dw $1600, $0D0B ; Camera HV
+db $03 ; Item
+db $06 ; Direction
+;-----------------------------
+db $37 ; Entrance
+db $02 ; Room layout
+db $02 ; Floor
+db $92 ; Door / Peg state
+db $00 ; Layer
+dw $0240 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Spike Room", "100nmg", "ganons_tower", "spike_room")
+dw $006B ; Screen ID
+dw $1778, $0C14 ; Link Coords
+dw $1700, $0C00 ; Camera HV
+db $03 ; Item
+db $00 ; Direction
+;-----------------------------
+db $37 ; Entrance
+db $81 ; Room layout
+db $02 ; Floor
+db $11 ; Door / Peg state
+db $00 ; Layer
+dw $2640 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Gauntlet 1", "100nmg", "ganons_tower", "gauntlet_1")
+dw $005C ; Screen ID
+dw $1978, $0A20 ; Link Coords
+dw $1900, $0A00 ; Camera HV
+db $03 ; Item
+db $00 ; Direction
+;-----------------------------
+db $37 ; Entrance
+db $81 ; Room layout
+db $02 ; Floor
+db $00 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Gauntlet 3", "100nmg", "ganons_tower", "gauntlet_3")
+dw $005D ; Screen ID
+dw $1A78, $0AE1 ; Link Coords
+dw $1A00, $0A10 ; Camera HV
+db $03 ; Item
+db $02 ; Direction
+;-----------------------------
+db $37 ; Entrance
+db $00 ; Room layout
+db $03 ; Floor
+db $81 ; Door / Peg state
+db $00 ; Layer
+dw $00FD ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Lanmola 2", "100nmg", "ganons_tower", "lanmola_2")
+dw $006C ; Screen ID
+dw $19D8, $0D78 ; Link Coords
+dw $1900, $0D0B ; Camera HV
+db $03 ; Item
+db $04 ; Direction
+;-----------------------------
+db $37 ; Entrance
+db $03 ; Room layout
+db $03 ; Floor
+db $02 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Wizzrobes 1", "100nmg", "ganons_tower", "wizzrobes_1")
+dw $006C ; Screen ID
+dw $1878, $0C20 ; Link Coords
+dw $1800, $0C00 ; Camera HV
+db $03 ; Item
+db $00 ; Direction
+;-----------------------------
+db $37 ; Entrance
+db $00 ; Room layout
+db $03 ; Floor
+db $00 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Wizzrobes 2", "100nmg", "ganons_tower", "wizzrobes_2")
+dw $00A5 ; Screen ID
+dw $0B78, $1514 ; Link Coords
+dw $0B00, $1500 ; Camera HV
+db $12 ; Item
+db $00 ; Direction
+;-----------------------------
+db $37 ; Entrance
+db $83 ; Room layout
+db $04 ; Floor
+db $01 ; Door / Peg state
+db $00 ; Layer
+dw $0C8C ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Torches 1", "100nmg", "ganons_tower", "torches_1")
+dw $0095 ; Screen ID
+dw $0BE8, $1278 ; Link Coords
+dw $0B00, $120B ; Camera HV
+db $12 ; Item
+db $06 ; Direction
+;-----------------------------
+db $37 ; Entrance
+db $41 ; Room layout
+db $04 ; Floor
+db $02 ; Door / Peg state
+db $00 ; Layer
+dw $000C ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Torches 2", "100nmg", "ganons_tower", "torches_2")
+dw $0096 ; Screen ID
+dw $0D78, $1399 ; Link Coords
+dw $0D00, $1310 ; Camera HV
+db $05 ; Item
+db $00 ; Direction
+;-----------------------------
+db $37 ; Entrance
+db $03 ; Room layout
+db $04 ; Floor
+db $00 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Helma Key", "100nmg", "ganons_tower", "helma_key")
+dw $003D ; Screen ID
+dw $1B78, $0715 ; Link Coords
+dw $1B00, $0700 ; Camera HV
+db $05 ; Item
+db $00 ; Direction
+;-----------------------------
+db $37 ; Entrance
+db $03 ; Room layout
+db $05 ; Floor
+db $81 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Bombable Wall", "100nmg", "ganons_tower", "bombable_wall")
+dw $003D ; Screen ID
+dw $1B0A, $0678 ; Link Coords
+dw $1B00, $060B ; Camera HV
+db $01 ; Item
+db $04 ; Direction
+;-----------------------------
+db $37 ; Entrance
+db $01 ; Room layout
+db $05 ; Floor
+db $82 ; Door / Peg state
+db $00 ; Layer
+dw $000C ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Moldorm 2", "100nmg", "ganons_tower", "moldorm_2")
+dw $003D ; Screen ID
+dw $1A78, $07E1 ; Link Coords
+dw $1A00, $0710 ; Camera HV
+db $0E ; Item
+db $02 ; Direction
+;-----------------------------
+db $37 ; Entrance
+db $02 ; Room layout
+db $05 ; Floor
+db $01 ; Door / Peg state
+db $00 ; Layer
+dw $000C ; Dead sprites
+;-----------------------------
+%write_end()
+
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Agahnim 2", "100nmg", "ganons_tower", "agahnim_2")
+dw $001D ; Screen ID
+dw $1A78, $0214 ; Link Coords
+dw $1A00, $0200 ; Camera HV
+db $0E ; Item
+db $00 ; Direction
+;-----------------------------
+db $37 ; Entrance
+db $80 ; Room layout
+db $06 ; Floor
+db $01 ; Door / Peg state
+db $00 ; Layer
+dw $0000 ; Dead sprites
+;-----------------------------
+%write_end()
+
+;===================================================================================================
+;---------------------------------------------------------------------------------------------------
+; GANON
+;---------------------------------------------------------------------------------------------------
+;===================================================================================================
+presetmenu_100nmg_ganon:
+%menu_header("Ganon", 1)
+
+;---------------------------------------------------------------------------------------------------
+%preset_OW("Ganon", "100nmg", "ganon", "ganon")
+dw $005B ; Screen ID
+dw $07F0, $065C ; Link Coords
+dw $0778, $0600 ; Camera HV
+db $0E ; Item
+db $02 ; Direction
+;-----------------------------
+dw $07F7, $066D ; Scroll X,Y
+dw $002E ; Tilemap position
+;-----------------------------
+%write_end()
+
+;===================================================================================================
+presetmenu_100nmg_boss:
+%menu_header("Bosses", 13)
+%existing_preset("100nmg", "eastern_palace", "armos")
+%existing_preset("100nmg", "desert_palace", "lanmolas")
+%existing_preset("100nmg", "tower_of_hera", "moldorm")
+%existing_preset("100nmg", "agahnims_tower", "agahnim")
+%existing_preset("100nmg", "palace_of_darkness", "helmasaur")
+%existing_preset("100nmg", "thieves_town", "blind")
+%existing_preset("100nmg", "skull_woods", "mothula")
+%existing_preset("100nmg", "ice_palace", "kholdstare")
+%existing_preset("100nmg", "misery_mire", "vitreous")
+%existing_preset("100nmg", "swamp_palace", "arrghus")
+%existing_preset("100nmg", "turtle_rock", "trinexx")
+%existing_preset("100nmg", "ganons_tower", "agahnim_2")
+%existing_preset("100nmg", "ganon", "ganon")
+
+;===================================================================================================
+presetpersistent_100nmg:
+
+;===================================================================================================
+presetpersistent_100nmg_escape:
+;-----------------------------
+.links_bed
+%write_sq()
+..end
+;-----------------------------
+.outside
+..end
+;-----------------------------
+.uncle
+..end
+;-----------------------------
+.courtyard
+..end
+;-----------------------------
+.entrance
+..end
+;-----------------------------
+.1st_key_guard
+..end
+;-----------------------------
+.stealth_room
+..end
+;-----------------------------
+.2nd_key_guard
+..end
+;-----------------------------
+.ball_n_chains
+..end
+;-----------------------------
+.backtracking
+..end
+;-----------------------------
+.key_guard_revisited
+..end
+;-----------------------------
+.throne_room
+..end
+;-----------------------------
+.snake_avoidance_room
+..end
+;-----------------------------
+.sewer_rooms
+..end
+;-----------------------------
+.key_rat
+..end
+;-----------------------------
+.into_sanctuary
+%write8($7E0FC8, $02) ; Prize pack 1
+..end
+
+;===================================================================================================
+presetpersistent_100nmg_eastern_palace:
+;-----------------------------
+.before_cutscene
+..end
+;-----------------------------
+.after_cutscene
+..end
+;-----------------------------
+.octorok_overworld
+..end
+;-----------------------------
+.eastern_overworld
+..end
+;-----------------------------
+.entrance
+%write8($7E0FC8, $04) ; Prize pack 1
+..end
+;-----------------------------
+.stalfos_room
+..end
+;-----------------------------
+.big_chest_room_1
+%write8($7E0FCC, $01) ; Prize pack 5
+..end
+;-----------------------------
+.dark_key_room
+..end
+;-----------------------------
+.big_key_damage_boost
+..end
+;-----------------------------
+.big_chest_room_2
+..end
+;-----------------------------
+.gifted_with_greenies
+..end
+;-----------------------------
+.pot_room
+..end
+;-----------------------------
+.zeldagamer_room
+..end
+;-----------------------------
+.armos
+%write8($7E0FC8, $00) ; Prize pack 1
+%write8($7E0FCB, $02) ; Prize pack 4
+%write8($7E0FCC, $03) ; Prize pack 5
+..end
+
+;===================================================================================================
+presetpersistent_100nmg_desert_palace:
+;-----------------------------
+.outside_eastern_palace
+..end
+;-----------------------------
+.eastern_palace_spinspeed
+..end
+;-----------------------------
+.bridge_screen
+..end
+;-----------------------------
+.unholy_spinspeed
+..end
+;-----------------------------
+.holy_spinspeed
+..end
+;-----------------------------
+.water_dash
+..end
+;-----------------------------
+.dam_dash
+..end
+;-----------------------------
+.outside_desert_palace
+..end
+;-----------------------------
+.entrance
+..end
+;-----------------------------
+.key_bonk
+%write8($7E0FC8, $01) ; Prize pack 1
+..end
+;-----------------------------
+.pre_cannonball_room
+..end
+;-----------------------------
+.pot_room
+%write8($7E0FC8, $02) ; Prize pack 1
+..end
+;-----------------------------
+.desert_ledge
+..end
+;-----------------------------
+.popo_genocide
+..end
+;-----------------------------
+.torches
+%write8($7E0FC8, $04) ; Prize pack 1
+..end
+;-----------------------------
+.lanmolas
+..end
+
+;===================================================================================================
+presetpersistent_100nmg_tower_of_hera:
+;-----------------------------
+.outside_desert_palace
+..end
+;-----------------------------
+.aginah_cave
+..end
+;-----------------------------
+.fake_flippers
+..end
+;-----------------------------
+.bonk_rocks
+..end
+;-----------------------------
+.boulder_lift
+..end
+;-----------------------------
+.old_man_cave
+..end
+;-----------------------------
+.death_mountain
+..end
+;-----------------------------
+.after_mirror
+..end
+;-----------------------------
+.spectacle_rock_choice
+..end
+;-----------------------------
+.quickhop
+%write_mirror($19, $08, $5B, $01)
+..end
+;-----------------------------
+.entrance
+..end
+;-----------------------------
+.tile_room
+..end
+;-----------------------------
+.mini_moldorm_room
+..end
+;-----------------------------
+.torches
+..end
+;-----------------------------
+.beetles
+..end
+;-----------------------------
+.petting_zoo
+%write8($7E0FCC, $04) ; Prize pack 5
+..end
+;-----------------------------
+.bumper_skip
+%write8($7E0FC8, $05) ; Prize pack 1
+..end
+;-----------------------------
+.moldorm
+..end
+
+;===================================================================================================
+presetpersistent_100nmg_agahnims_tower:
+;-----------------------------
+.outside_hera
+..end
+;-----------------------------
+.lumberjacks
+..end
+;-----------------------------
+.lost_woods
+..end
+;-----------------------------
+.after_grove
+..end
+;-----------------------------
+.after_lost_woods
+%write8($7E0FCC, $05) ; Prize pack 5
+..end
+;-----------------------------
+.castle_screen
+..end
+;-----------------------------
+.castle_entrance
+..end
+;-----------------------------
+.tower_entrance
+..end
+;-----------------------------
+.prize_pack_guards
+%write8($7E0FC8, $06) ; Prize pack 1
+..end
+;-----------------------------
+.dark_maze
+..end
+;-----------------------------
+.dark_catwalk
+%write8($7E0FC7, $02) ; Prize pack 0
+..end
+;-----------------------------
+.spear_guards
+..end
+;-----------------------------
+.red_alert_ii
+%write8($7E0FC9, $01) ; Prize pack 2
+..end
+;-----------------------------
+.circle_of_pots
+%write8($7E0FC7, $03) ; Prize pack 0
+..end
+;-----------------------------
+.catwalk
+%write8($7E0FC7, $04) ; Prize pack 0
+..end
+;-----------------------------
+.agahnim
+..end
+
+;===================================================================================================
+presetpersistent_100nmg_palace_of_darkness:
+;-----------------------------
+.pyramid
+..end
+;-----------------------------
+.palace_overworld_screen
+..end
+;-----------------------------
+.entrance
+..end
+;-----------------------------
+.main_hub_small_key
+..end
+;-----------------------------
+.main_hub_big_key
+%write8($7E0FCC, $06) ; Prize pack 5
+..end
+;-----------------------------
+.main_hub_hammerjump
+..end
+;-----------------------------
+.hammerjump
+..end
+;-----------------------------
+.pre_sexy_statue
+%write8($7E0FCC, $07) ; Prize pack 5
+..end
+;-----------------------------
+.sexy_statue_room
+..end
+;-----------------------------
+.mimics
+..end
+;-----------------------------
+.eye_statue
+%write8($7E0FCB, $04) ; Prize pack 4
+..end
+;-----------------------------
+.basement
+..end
+;-----------------------------
+.turtle_room
+..end
+;-----------------------------
+.helmasaur
+%write8($7E0FC8, $02) ; Prize pack 1
+..end
+
+;===================================================================================================
+presetpersistent_100nmg_minigames:
+;-----------------------------
+.outside_pod
+..end
+;-----------------------------
+.overworld_hammerdash
+..end
+;-----------------------------
+.rupees_cave
+..end
+;-----------------------------
+.dash_to_grove
+..end
+;-----------------------------
+.grove
+..end
+;-----------------------------
+.south_grove_cave
+%write_mirror($A5, $04, $88, $0A)
+..end
+;-----------------------------
+.digging_game
+%write_mirror($44, $04, $4F, $0D)
+..end
+;-----------------------------
+.arrow_game_spinspeed
+..end
+;-----------------------------
+.usain_bolt
+%write8($7E0FC7, $05) ; Prize pack 0
+%write_mirror($AA, $01, $7B, $0B)
+..end
+;-----------------------------
+.after_activating_flute
+..end
+;-----------------------------
+.return_to_town
+..end
+;-----------------------------
+.blinds_hut
+..end
+;-----------------------------
+.kakariko_well
+..end
+;-----------------------------
+.one_musketeer
+..end
+;-----------------------------
+.three_musketeers
+..end
+;-----------------------------
+.after_warp
+..end
+;-----------------------------
+.chest_game
+..end
+
+;===================================================================================================
+presetpersistent_100nmg_thieves_town:
+;-----------------------------
+.red_boomerang
+..end
+;-----------------------------
+.entrance
+..end
+;-----------------------------
+.after_big_key
+..end
+;-----------------------------
+.stalfos_hallway
+..end
+;-----------------------------
+.conveyor_gibos
+..end
+;-----------------------------
+.hellway
+..end
+;-----------------------------
+.bombable_floor
+..end
+;-----------------------------
+.backtracking
+..end
+;-----------------------------
+.basement
+..end
+;-----------------------------
+.prison
+..end
+;-----------------------------
+.gloves
+..end
+;-----------------------------
+.after_gloves
+..end
+;-----------------------------
+.pot_hammerdash
+..end
+;-----------------------------
+.blind
+..end
+
+;===================================================================================================
+presetpersistent_100nmg_skull_woods:
+;-----------------------------
+.outside_thieves
+%write8($7E02A1, $0E) ; Slot 3 Altitude
+%write8($7E02A2, $00) ; Slot 4 Altitude
+..end
+;-----------------------------
+.cursed_dwarf
+..end
+;-----------------------------
+.hammer_pegs
+..end
+;-----------------------------
+.purple_chest
+%write_mirror($D8, $04, $8C, $08)
+..end
+;-----------------------------
+.locksmith
+%write8($7E02A2, $F9) ; Slot 4 Altitude
+%write_mirror($29, $05, $A8, $08)
+..end
+;-----------------------------
+.after_warp
+%write8($7E02A2, $CA) ; Slot 4 Altitude
+..end
+;-----------------------------
+.mummy_room
+..end
+;-----------------------------
+.bomb_jump
+%write8($7E0FCC, $00) ; Prize pack 5
+..end
+;-----------------------------
+.key_pot
+..end
+;-----------------------------
+.skull_entrance
+..end
+;-----------------------------
+.mummy_hellway
+..end
+;-----------------------------
+.mummy_key
+%write8($7E0FC8, $03) ; Prize pack 1
+%write8($7E0FC9, $03) ; Prize pack 2
+..end
+;-----------------------------
+.mothula
+..end
+
+;===================================================================================================
+presetpersistent_100nmg_ice_palace:
+;-----------------------------
+.outside_skull
+%write8($7E02A1, $11) ; Slot 3 Altitude
+%write8($7E02A2, $00) ; Slot 4 Altitude
+..end
+;-----------------------------
+.bridge_warp
+%write_mirror($98, $00, $CB, $00)
+..end
+;-----------------------------
+.moblin_dash
+..end
+;-----------------------------
+.lottery
+..end
+;-----------------------------
+.medallion
+..end
+;-----------------------------
+.zoras_domain
+%write_mirror($9D, $0E, $A6, $02)
+..end
+;-----------------------------
+.tiny_warp_dik
+..end
+;-----------------------------
+.entrance
+..end
+;-----------------------------
+.ice_2
+..end
+;-----------------------------
+.penguin_switch_room
+%write8($7E0FCC, $01) ; Prize pack 5
+..end
+;-----------------------------
+.bombable_floor
+%write8($7E0FC9, $07) ; Prize pack 2
+..end
+;-----------------------------
+.conveyor_room
+%write8($7E0FCA, $02) ; Prize pack 3
+..end
+;-----------------------------
+.ipbj
+%write8($7E0FCC, $02) ; Prize pack 5
+..end
+;-----------------------------
+.penguin_lineup
+..end
+;-----------------------------
+.lonely_firebar
+%write8($7E0FC9, $01) ; Prize pack 2
+..end
+;-----------------------------
+.last_2_rooms
+..end
+;-----------------------------
+.kholdstare
+..end
+
+;===================================================================================================
+presetpersistent_100nmg_misery_mire:
+;-----------------------------
+.outside_ice
+%write8($7E02A1, $00) ; Slot 3 Altitude
+..end
+;-----------------------------
+.death_mountain
+%write8($7E02A2, $FD) ; Slot 4 Altitude
+%write_mirror($B8, $0C, $CB, $0D)
+..end
+;-----------------------------
+.spike_cave
+%write8($7E02A2, $83) ; Slot 4 Altitude
+..end
+;-----------------------------
+.dark_death_mountain
+..end
+;-----------------------------
+.free_flutedash
+%write8($7E02A2, $0F) ; Slot 4 Altitude
+%write_mirror($20, $08, $38, $01)
+..end
+;-----------------------------
+.mire_portal
+%write8($7E02A2, $8B) ; Slot 4 Altitude
+..end
+;-----------------------------
+.mire_entrance
+..end
+;-----------------------------
+.mire_2
+..end
+;-----------------------------
+.main_hub
+%write8($7E0FC7, $07) ; Prize pack 0
+%write8($7E0FC8, $05) ; Prize pack 1
+..end
+;-----------------------------
+.beat_the_fireball
+..end
+;-----------------------------
+.bari_key
+..end
+;-----------------------------
+.sluggulas
+..end
+;-----------------------------
+.torches
+..end
+;-----------------------------
+.spark_gamble
+..end
+;-----------------------------
+.big_chest_room
+..end
+;-----------------------------
+.spike_key
+..end
+;-----------------------------
+.wizzrobe
+..end
+;-----------------------------
+.basement
+..end
+;-----------------------------
+.spooky_action_1
+%write8($7E0FCC, $03) ; Prize pack 5
+..end
+;-----------------------------
+.spooky_action_2
+..end
+;-----------------------------
+.vitreous
+..end
+
+;===================================================================================================
+presetpersistent_100nmg_swamp_palace:
+;-----------------------------
+.outside_mire
+%write8($7E02A1, $0E) ; Slot 3 Altitude
+%write8($7E02A2, $00) ; Slot 4 Altitude
+..end
+;-----------------------------
+.links_house
+%write8($7E02A2, $A7) ; Slot 4 Altitude
+%write_mirror($92, $02, $6B, $0C)
+..end
+;-----------------------------
+.after_warp
+..end
+;-----------------------------
+.bombos_medallion
+..end
+;-----------------------------
+.dam
+%write8($7E02A1, $05) ; Slot 3 Altitude
+%write8($7E0FCC, $04) ; Prize pack 5
+%write_mirror($70, $07, $0F, $0F)
+..end
+;-----------------------------
+.entrance
+%write8($7E0FC7, $00) ; Prize pack 0
+%write8($7E0FC8, $06) ; Prize pack 1
+..end
+;-----------------------------
+.first_key_pot
+..end
+;-----------------------------
+.tiny_hallway_key
+%write8($7E0FC8, $07) ; Prize pack 1
+..end
+;-----------------------------
+.hammer_peg_lever
+..end
+;-----------------------------
+.main_hub
+..end
+;-----------------------------
+.crystal_switch_lever
+..end
+;-----------------------------
+.sociable_firebar
+..end
+;-----------------------------
+.backtracking
+..end
+;-----------------------------
+.hookshot
+..end
+;-----------------------------
+.hookdash
+..end
+;-----------------------------
+.final_lever
+..end
+;-----------------------------
+.waterfall_room
+..end
+;-----------------------------
+.restock_room
+..end
+;-----------------------------
+.phelps_way
+..end
+;-----------------------------
+.arrghus
+..end
+
+;===================================================================================================
+presetpersistent_100nmg_collection:
+;-----------------------------
+.outside_swamp
+%write8($7E02A1, $0E) ; Slot 3 Altitude
+%write8($7E02A2, $00) ; Slot 4 Altitude
+..end
+;-----------------------------
+.lake_hylia
+..end
+;-----------------------------
+.hobo
+%write_mirror($84, $0B, $37, $0D)
+..end
+;-----------------------------
+.hammer_peg_bridge
+%write_mirror($A6, $0B, $26, $0B)
+..end
+;-----------------------------
+.super_bomb
+..end
+;-----------------------------
+.after_fat_fairy
+%write8($7E02A2, $E4) ; Slot 4 Altitude
+%write_mirror($1D, $08, $88, $09)
+..end
+;-----------------------------
+.kings_tomb
+..end
+;-----------------------------
+.graveyard_ledge
+%write_mirror($A7, $09, $C8, $04)
+..end
+;-----------------------------
+.pmurderdactyl_trio
+%write_mirror($12, $09, $6F, $04)
+..end
+;-----------------------------
+.bumper_cave
+..end
+;-----------------------------
+.lumberjack_tree
+..end
+;-----------------------------
+.ice_rod_overworld
+%write8($7E02A2, $2E) ; Slot 4 Altitude
+%write_mirror($E0, $04, $E0, $01)
+..end
+
+;===================================================================================================
+presetpersistent_100nmg_turtle_rock:
+;-----------------------------
+.death_mountain
+%write8($7E02A2, $FE) ; Slot 4 Altitude
+%write8($7E0FC7, $01) ; Prize pack 0
+..end
+;-----------------------------
+.squirrels
+%write8($7E02A2, $7C) ; Slot 4 Altitude
+..end
+;-----------------------------
+.peg_puzzle
+..end
+;-----------------------------
+.entrance
+..end
+;-----------------------------
+.torches
+%write8($7E02A2, $00) ; Slot 4 Altitude
+%write8($7E0FCC, $05) ; Prize pack 5
+..end
+;-----------------------------
+.roller_room
+..end
+;-----------------------------
+.pokey_0
+%write8($7E0FCC, $06) ; Prize pack 5
+..end
+;-----------------------------
+.chomps
+%write8($7E0FCD, $01) ; Prize pack 6
+..end
+;-----------------------------
+.pokey_1
+..end
+;-----------------------------
+.pokeys_2
+%write8($7E0FCD, $03) ; Prize pack 6
+..end
+;-----------------------------
+.bomb_yeet
+%write8($7E0FCD, $05) ; Prize pack 6
+..end
+;-----------------------------
+.mimic_cave
+%write_mirror($70, $0D, $78, $01)
+..end
+;-----------------------------
+.crystaroller_room
+%write8($7E0FCB, $07) ; Prize pack 4
+..end
+;-----------------------------
+.dark_maze
+..end
+;-----------------------------
+.laser_skip
+..end
+;-----------------------------
+.switch_room
+..end
+;-----------------------------
+.trinexx
+%write8($7E0FCD, $06) ; Prize pack 6
+..end
+
+;===================================================================================================
+presetpersistent_100nmg_ganons_tower:
+;-----------------------------
+.outside_turtle_rock
+%write8($7E02A1, $08) ; Slot 3 Altitude
+..end
+;-----------------------------
+.hookshot_cave
+..end
+;-----------------------------
+.entrance
+%write_mirror($F8, $0C, $6B, $00)
+..end
+;-----------------------------
+.spike_skip
+..end
+;-----------------------------
+.pre_firesnakes_room
+%write8($7E0FCC, $07) ; Prize pack 5
+..end
+;-----------------------------
+.bombable_floor
+..end
+;-----------------------------
+.ice_armos
+..end
+;-----------------------------
+.red_mail
+%write8($7E0B08, $40) ; Arc variable
+%write8($7E0B09, $00) ; Arc variable
+..end
+;-----------------------------
+.floor_3
+..end
+;-----------------------------
+.mimics_1
+..end
+;-----------------------------
+.mimics_2
+..end
+;-----------------------------
+.spike_room
+..end
+;-----------------------------
+.gauntlet_1
+..end
+;-----------------------------
+.gauntlet_3
+%write8($7E0FCC, $02) ; Prize pack 5
+..end
+;-----------------------------
+.lanmola_2
+%write8($7E0FCC, $04) ; Prize pack 5
+..end
+;-----------------------------
+.wizzrobes_1
+..end
+;-----------------------------
+.wizzrobes_2
+%write8($7E0FC7, $04) ; Prize pack 0
+..end
+;-----------------------------
+.torches_1
+%write8($7E0FC7, $06) ; Prize pack 0
+..end
+;-----------------------------
+.torches_2
+..end
+;-----------------------------
+.helma_key
+..end
+;-----------------------------
+.bombable_wall
+..end
+;-----------------------------
+.moldorm_2
+..end
+;-----------------------------
+.agahnim_2
+..end
+
+;===================================================================================================
+presetpersistent_100nmg_ganon:
+;-----------------------------
+.ganon
+%write8($7E02A2, $F8) ; Slot 4 Altitude
+..end
+
+;===================================================================================================
+presetSRAM_100nmg:
+;-----------------------------
+.escape
+;-----------------------------
+..links_bed
+%write8($7EF36C, $18) ; Max HP
+%write8($7EF36D, $18) ; Health
+%write8($7EF36F, $FF) ; Keys
+%write8($7EF379, $F8) ; Ability
+%writeroom($104, $0002)
+...end
+;-----------------------------
+..outside
+%write8($7EF3C6, $10) ; Game flags A
+%write8($7EF3CC, $05) ; Follower
+...end
+;-----------------------------
+..uncle
+%writeroom($055, $000C)
+...end
+;-----------------------------
+..courtyard
+%write8($7EF359, $01) ; Sword
+%write8($7EF35A, $01) ; Shield
+%write8($7EF3C5, $01) ; Game state
+%write8($7EF3C6, $11) ; Game flags A
+%write8($7EF3C8, $03) ; Spawn point
+%write8($7EF3CC, $00) ; Follower
+%writeroom($055, $000F)
+...end
+;-----------------------------
+..entrance
+...end
+;-----------------------------
+..1st_key_guard
+%write8($7EF36F, $00) ; Keys
+%writeroom($001, $000C)
+%writeroom($050, $0005)
+%writeroom($060, $0005)
+%writeroom($061, $000F)
+...end
+;-----------------------------
+..stealth_room
+%writeroom($072, $840F)
+%writeroom($082, $000F)
+...end
+;-----------------------------
+..2nd_key_guard
+%writeroom($071, $0002)
+%writeroom($081, $000F)
+...end
+;-----------------------------
+..ball_n_chains
+%writeroom($070, $0008)
+%writeroom($071, $840B)
+...end
+;-----------------------------
+..backtracking
+%write8($7EF34A, $01) ; Lamp
+%write8($7EF3C8, $02) ; Spawn point
+%write8($7EF3CC, $01) ; Follower
+%write16sram($7EF366, $4000) ; Big keys
+%writeroom($080, $043C)
+...end
+;-----------------------------
+..key_guard_revisited
+...end
+;-----------------------------
+..throne_room
+%writeroom($051, $000F)
+...end
+;-----------------------------
+..snake_avoidance_room
+%write8($7EF3C8, $04) ; Spawn point
+%writeroom($041, $000F)
+...end
+;-----------------------------
+..sewer_rooms
+%writeroom($032, $801F)
+%writeroom($042, $000C)
+...end
+;-----------------------------
+..key_rat
+%write8($7EF36D, $16) ; Health
+%writeroom($021, $0003)
+%writeroom($022, $8003)
+...end
+;-----------------------------
+..into_sanctuary
+%write16sram($7EF360, $0006) ; Rupees
+%writeroom($011, $2005)
+%writeroom($021, $840F)
+...end
+;-----------------------------
+.eastern_palace
+;-----------------------------
+..before_cutscene
+%writeroom($002, $000F)
+...end
+;-----------------------------
+..after_cutscene
+%write8($7EF3C5, $02) ; Game state
+%write8($7EF3C6, $15) ; Game flags A
+%write8($7EF3C7, $01) ; Map marker
+%write8($7EF3C8, $01) ; Spawn point
+%write8($7EF3CC, $00) ; Follower
+%write8($7EF29B, $20) ; OW screen $1B
+%writeroom($012, $000F)
+...end
+;-----------------------------
+..octorok_overworld
+%write8($7EF36C, $20) ; Max HP
+%write8($7EF36D, $20) ; Health
+%write8($7EF36F, $FF) ; Keys
+%writeroom($012, $001F)
+...end
+;-----------------------------
+..eastern_overworld
+...end
+;-----------------------------
+..entrance
+%write16sram($7EF360, $001A) ; Rupees
+...end
+;-----------------------------
+..stalfos_room
+%write8($7EF36F, $00) ; Keys
+%writeroom($0A8, $0005)
+%writeroom($0A9, $000F)
+%writeroom($0B9, $000F)
+%writeroom($0C9, $000F)
+...end
+;-----------------------------
+..big_chest_room_1
+%writeroom($0A8, $000F)
+...end
+;-----------------------------
+..dark_key_room
+%write8($7EF377, $05) ; Arrows
+%writeroom($0AA, $000A)
+%writeroom($0BA, $0008)
+...end
+;-----------------------------
+..big_key_damage_boost
+%writeroom($0BA, $840C)
+%writeroom($0B9, $800F)
+...end
+;-----------------------------
+..big_chest_room_2
+%write8($7EF36D, $14) ; Health
+%write16sram($7EF366, $6000) ; Big keys
+%writeroom($0B8, $8015)
+%writeroom($0A8, $200F)
+...end
+;-----------------------------
+..gifted_with_greenies
+%write8($7EF340, $02) ; Bow
+%write8($7EF377, $0F) ; Arrows
+%writeroom($0A9, $201F)
+...end
+;-----------------------------
+..pot_room
+%write8($7EF36E, $10) ; Magic
+%write8($7EF377, $0E) ; Arrows
+%writeroom($099, $C403)
+...end
+;-----------------------------
+..zeldagamer_room
+%write8($7EF377, $18) ; Arrows
+%writeroom($0D9, $0003)
+%writeroom($0DA, $0002)
+...end
+;-----------------------------
+..armos
+%write8($7EF36D, $1C) ; Health
+%write8($7EF377, $1A) ; Arrows
+%write16sram($7EF360, $001F) ; Rupees
+%writeroom($0D8, $0005)
+...end
+;-----------------------------
+.desert_palace
+;-----------------------------
+..outside_eastern_palace
+%write8($7EF36C, $28) ; Max HP
+%write8($7EF36D, $28) ; Health
+%write8($7EF36E, $80) ; Magic
+%write8($7EF36F, $FF) ; Keys
+%write8($7EF374, $04) ; Pendants
+%write8($7EF377, $08) ; Arrows
+%writeroom($0C8, $0801)
+...end
+;-----------------------------
+..eastern_palace_spinspeed
+%write8($7EF343, $03) ; Bombs
+%write8($7EF355, $01) ; Boots
+%write8($7EF379, $FC) ; Ability
+%write8($7EF3C7, $03) ; Map marker
+%write16sram($7EF360, $0083) ; Rupees
+%writeroom($105, $807A)
+...end
+;-----------------------------
+..bridge_screen
+...end
+;-----------------------------
+..unholy_spinspeed
+%write16sram($7EF360, $0084) ; Rupees
+...end
+;-----------------------------
+..holy_spinspeed
+%write8($7EF34E, $01) ; Book
+%writeroom($107, $F002)
+...end
+;-----------------------------
+..water_dash
+...end
+;-----------------------------
+..dam_dash
+...end
+;-----------------------------
+..outside_desert_palace
+...end
+;-----------------------------
+..entrance
+...end
+;-----------------------------
+..key_bonk
+%write8($7EF36F, $00) ; Keys
+%write8($7EF377, $0D) ; Arrows
+%write16sram($7EF360, $0089) ; Rupees
+%writeroom($073, $0001)
+%writeroom($074, $0003)
+%writeroom($084, $000F)
+...end
+;-----------------------------
+..pre_cannonball_room
+%writeroom($073, $0405)
+%writeroom($075, $0002)
+%writeroom($085, $400A)
+...end
+;-----------------------------
+..pot_room
+%write8($7EF377, $12) ; Arrows
+%write16sram($7EF366, $7000) ; Big keys
+%writeroom($075, $0017)
+%writeroom($085, $400E)
+...end
+;-----------------------------
+..desert_ledge
+%write8($7EF354, $01) ; Gloves
+%write8($7EF377, $1C) ; Arrows
+%writeroom($073, $041F)
+%writeroom($083, $0007)
+...end
+;-----------------------------
+..popo_genocide
+%write8($7EF36B, $01) ; Heart pieces
+%write8($7EF2B0, $40) ; OW screen $30
+%writeroom($053, $0008)
+%writeroom($063, $840A)
+...end
+;-----------------------------
+..torches
+%writeroom($043, $6401)
+%writeroom($053, $240F)
+...end
+;-----------------------------
+..lanmolas
+%write8($7EF36E, $70) ; Magic
+%writeroom($043, $E48D)
+...end
+;-----------------------------
+.tower_of_hera
+;-----------------------------
+..outside_desert_palace
+%write8($7EF36C, $30) ; Max HP
+%write8($7EF36D, $30) ; Health
+%write8($7EF36E, $80) ; Magic
+%write8($7EF36F, $FF) ; Keys
+%write8($7EF374, $06) ; Pendants
+%write8($7EF377, $0C) ; Arrows
+%writeroom($033, $0802)
+...end
+;-----------------------------
+..aginah_cave
+...end
+;-----------------------------
+..fake_flippers
+%write8($7EF343, $02) ; Bombs
+%write8($7EF36B, $02) ; Heart pieces
+%write8($7EF36D, $28) ; Health
+%write8($7EF3C6, $35) ; Game flags A
+%writeroom($10A, $801F)
+...end
+;-----------------------------
+..bonk_rocks
+...end
+;-----------------------------
+..boulder_lift
+%write8($7EF36B, $03) ; Heart pieces
+%write8($7EF293, $20) ; OW screen $13
+%writeroom($124, $0011)
+...end
+;-----------------------------
+..old_man_cave
+%write8($7EF36D, $24) ; Health
+%write16sram($7EF360, $008A) ; Rupees
+...end
+;-----------------------------
+..death_mountain
+%write8($7EF3C8, $05) ; Spawn point
+%write8($7EF3CC, $04) ; Follower
+%writeroom($0F0, $000F)
+%writeroom($0F1, $000F)
+...end
+;-----------------------------
+..after_mirror
+%write8($7EF353, $02) ; Mirror
+%write8($7EF3C8, $01) ; Spawn point
+%write8($7EF3CC, $00) ; Follower
+...end
+;-----------------------------
+..spectacle_rock_choice
+...end
+;-----------------------------
+..quickhop
+%write8($7EF343, $01) ; Bombs
+%write8($7EF36B, $01) ; Heart pieces
+%write8($7EF36C, $38) ; Max HP
+%write8($7EF36D, $30) ; Health
+%write8($7EF283, $40) ; OW screen $03
+%writeroom($0EA, $040F)
+%writeroom($0F9, $000F)
+%writeroom($0FA, $000F)
+...end
+;-----------------------------
+..entrance
+...end
+;-----------------------------
+..tile_room
+%write8($7EF36F, $00) ; Keys
+%write8($7EF386, $01) ; TH keys
+%writeroom($077, $800F)
+%writeroom($087, $0402)
+...end
+;-----------------------------
+..mini_moldorm_room
+%writeroom($087, $040A)
+...end
+;-----------------------------
+..torches
+%writeroom($087, $040E)
+...end
+;-----------------------------
+..beetles
+%write8($7EF36E, $6C) ; Magic
+%write8($7EF386, $00) ; TH keys
+%write16sram($7EF366, $7020) ; Big keys
+%writeroom($087, $041F)
+...end
+;-----------------------------
+..petting_zoo
+%write8($7EF343, $02) ; Bombs
+%writeroom($031, $800F)
+...end
+;-----------------------------
+..bumper_skip
+%write8($7EF357, $01) ; Pearl
+%write8($7EF36D, $28) ; Health
+%writeroom($027, $001F)
+...end
+;-----------------------------
+..moldorm
+%writeroom($017, $000F)
+...end
+;-----------------------------
+.agahnims_tower
+;-----------------------------
+..outside_hera
+%write8($7EF36C, $40) ; Max HP
+%write8($7EF36D, $40) ; Health
+%write8($7EF36E, $80) ; Magic
+%write8($7EF36F, $FF) ; Keys
+%write8($7EF374, $07) ; Pendants
+%write8($7EF3C7, $04) ; Map marker
+%writeroom($007, $080F)
+...end
+;-----------------------------
+..lumberjacks
+%writeroom($0E6, $000F)
+%writeroom($0E7, $000F)
+...end
+;-----------------------------
+..lost_woods
+...end
+;-----------------------------
+..after_grove
+%write8($7EF359, $02) ; Sword
+%write8($7EF3C7, $05) ; Map marker
+%write8($7EF300, $40) ; OW screen $80
+...end
+;-----------------------------
+..after_lost_woods
+%write8($7EF344, $01) ; Powder
+%write8($7EF36B, $02) ; Heart pieces
+%writeroom($0E1, $020F)
+...end
+;-----------------------------
+..castle_screen
+...end
+;-----------------------------
+..castle_entrance
+...end
+;-----------------------------
+..tower_entrance
+%write8($7EF29B, $60) ; OW screen $1B
+...end
+;-----------------------------
+..prize_pack_guards
+%write8($7EF36F, $00) ; Keys
+%write8($7EF377, $0A) ; Arrows
+%write16sram($7EF360, $008B) ; Rupees
+%writeroom($0E0, $000A)
+...end
+;-----------------------------
+..dark_maze
+%writeroom($0D0, $0004)
+%writeroom($0E0, $201E)
+...end
+;-----------------------------
+..dark_catwalk
+%writeroom($0C0, $0001)
+%writeroom($0D0, $801F)
+...end
+;-----------------------------
+..spear_guards
+%writeroom($0C0, $240F)
+...end
+;-----------------------------
+..red_alert_ii
+%write8($7EF377, $06) ; Arrows
+%writeroom($0B0, $0004)
+...end
+;-----------------------------
+..circle_of_pots
+%writeroom($0B0, $000C)
+...end
+;-----------------------------
+..catwalk
+%write8($7EF377, $0B) ; Arrows
+%write16sram($7EF360, $008C) ; Rupees
+%writeroom($040, $0001)
+%writeroom($0B0, $240F)
+...end
+;-----------------------------
+..agahnim
+%writeroom($030, $840A)
+%writeroom($040, $000B)
+...end
+;-----------------------------
+.palace_of_darkness
+;-----------------------------
+..pyramid
+%write8($7EF36F, $FF) ; Keys
+%write8($7EF3C5, $03) ; Game state
+%write8($7EF3C7, $06) ; Map marker
+%write8($7EF3CA, $40) ; LW/DW
+%write8($7EF282, $20) ; OW screen $02
+%writeroom($020, $0802)
+...end
+;-----------------------------
+..palace_overworld_screen
+%write8($7EF36B, $03) ; Heart pieces
+%write8($7EF2DB, $40) ; OW screen $5B
+...end
+;-----------------------------
+..entrance
+%write16sram($7EF360, $001E) ; Rupees
+%write8($7EF2DE, $20) ; OW screen $5E
+...end
+;-----------------------------
+..main_hub_small_key
+%write8($7EF343, $04) ; Bombs
+%write8($7EF36F, $00) ; Keys
+%writeroom($009, $0018)
+%writeroom($04A, $200F)
+...end
+;-----------------------------
+..main_hub_big_key
+%write8($7EF343, $05) ; Bombs
+%write8($7EF36F, $01) ; Keys
+%write8($7EF382, $01) ; PD keys
+%writeroom($00A, $001F)
+%writeroom($03A, $800F)
+...end
+;-----------------------------
+..main_hub_hammerjump
+%write8($7EF36F, $00) ; Keys
+%write8($7EF382, $00) ; PD keys
+%write16sram($7EF366, $7220) ; Big keys
+%writeroom($00A, $801F)
+%writeroom($03A, $801F)
+...end
+;-----------------------------
+..hammerjump
+%writeroom($02A, $402F)
+...end
+;-----------------------------
+..pre_sexy_statue
+%write8($7EF34B, $01) ; Hammer
+%write8($7EF36D, $38) ; Health
+%write8($7EF36F, $01) ; Keys
+%write8($7EF382, $01) ; PD keys
+%writeroom($019, $802F)
+%writeroom($01A, $301A)
+...end
+;-----------------------------
+..sexy_statue_room
+%write8($7EF377, $0A) ; Arrows
+...end
+;-----------------------------
+..mimics
+%write8($7EF343, $07) ; Bombs
+%write8($7EF36D, $40) ; Health
+%writeroom($02B, $000A)
+...end
+;-----------------------------
+..eye_statue
+%write8($7EF377, $06) ; Arrows
+%writeroom($01B, $0002)
+...end
+;-----------------------------
+..basement
+%write8($7EF377, $05) ; Arrows
+%writeroom($01B, $008E)
+...end
+;-----------------------------
+..turtle_room
+%write8($7EF36F, $00) ; Keys
+%writeroom($00B, $200C)
+...end
+;-----------------------------
+..helmasaur
+%write16sram($7EF360, $0023) ; Rupees
+%writeroom($00B, $200F)
+%writeroom($06A, $8005)
+...end
+;-----------------------------
+.minigames
+;-----------------------------
+..outside_pod
+%write8($7EF36C, $48) ; Max HP
+%write8($7EF36D, $48) ; Health
+%write8($7EF36F, $FF) ; Keys
+%write8($7EF37A, $02) ; Crystals
+%write8($7EF382, $00) ; PD keys
+%write8($7EF3C7, $07) ; Map marker
+%writeroom($05A, $0801)
+...end
+;-----------------------------
+..overworld_hammerdash
+...end
+;-----------------------------
+..rupees_cave
+...end
+;-----------------------------
+..dash_to_grove
+%write8($7EF343, $06) ; Bombs
+%write8($7EF36D, $40) ; Health
+%write16sram($7EF360, $014F) ; Rupees
+%write8($7EF2F4, $02) ; OW screen $74
+%writeroom($11E, $0401)
+...end
+;-----------------------------
+..grove
+%write16sram($7EF360, $0150) ; Rupees
+...end
+;-----------------------------
+..south_grove_cave
+%write8($7EF34C, $02) ; Flute
+...end
+;-----------------------------
+..digging_game
+%write8($7EF36B, $00) ; Heart pieces
+%write8($7EF36C, $50) ; Max HP
+%write8($7EF36D, $50) ; Health
+%writeroom($11B, $0402)
+...end
+;-----------------------------
+..arrow_game_spinspeed
+%write8($7EF36B, $01) ; Heart pieces
+%write16sram($7EF360, $0133) ; Rupees
+%write8($7EF2E8, $40) ; OW screen $68
+...end
+;-----------------------------
+..usain_bolt
+%write8($7EF36B, $02) ; Heart pieces
+%write8($7EF3CA, $00) ; LW/DW
+%write8($7EF2A8, $40) ; OW screen $28
+...end
+;-----------------------------
+..after_activating_flute
+%write8($7EF34C, $03) ; Flute
+%write8($7EF34D, $01) ; Net
+%write8($7EF34F, $01) ; Bottles
+%write8($7EF35C, $02) ; Bottle 1
+%write8($7EF298, $20) ; OW screen $18
+%writeroom($102, $0002)
+%writeroom($103, $001A)
+...end
+;-----------------------------
+..return_to_town
+%write8($7EF344, $02) ; Powder
+%write16sram($7EF360, $0134) ; Rupees
+%writeroom($109, $0082)
+...end
+;-----------------------------
+..blinds_hut
+%write8($7EF35D, $02) ; Bottle 2
+%write8($7EF3C9, $02) ; Game flags B
+%write16sram($7EF360, $00D0) ; Rupees
+...end
+;-----------------------------
+..kakariko_well
+%write8($7EF343, $05) ; Bombs
+%write8($7EF36B, $03) ; Heart pieces
+%write16sram($7EF360, $00DF) ; Rupees
+%writeroom($119, $0003)
+%writeroom($11D, $801F)
+...end
+;-----------------------------
+..one_musketeer
+%write8($7EF343, $07) ; Bombs
+%write8($7EF36B, $00) ; Heart pieces
+%write8($7EF36C, $58) ; Max HP
+%write8($7EF36D, $58) ; Health
+%write16sram($7EF360, $0120) ; Rupees
+%writeroom($02F, $81FB)
+...end
+;-----------------------------
+..three_musketeers
+...end
+;-----------------------------
+..after_warp
+%write8($7EF3CA, $40) ; LW/DW
+...end
+;-----------------------------
+..chest_game
+...end
+;-----------------------------
+.thieves_town
+;-----------------------------
+..red_boomerang
+%write8($7EF36B, $01) ; Heart pieces
+%write8($7EF377, $06) ; Arrows
+%write16sram($7EF360, $0102) ; Rupees
+%writeroom($106, $F402)
+...end
+;-----------------------------
+..entrance
+%write8($7EF341, $02) ; Boomerang
+%write8($7EF343, $06) ; Bombs
+%write8($7EF2D8, $22) ; OW screen $58
+%writeroom($106, $F412)
+...end
+;-----------------------------
+..after_big_key
+%write8($7EF36F, $00) ; Keys
+%write16sram($7EF366, $7230) ; Big keys
+%writeroom($0CB, $000F)
+%writeroom($0CC, $000F)
+%writeroom($0DB, $002F)
+%writeroom($0DC, $000F)
+...end
+;-----------------------------
+..stalfos_hallway
+%writeroom($0CC, $800F)
+...end
+;-----------------------------
+..conveyor_gibos
+%writeroom($0BC, $C407)
+...end
+;-----------------------------
+..hellway
+%writeroom($0BB, $0001)
+...end
+;-----------------------------
+..bombable_floor
+%writeroom($064, $0003)
+%writeroom($065, $0002)
+%writeroom($0AB, $8402)
+%writeroom($0BB, $000B)
+...end
+;-----------------------------
+..backtracking
+%write8($7EF343, $05) ; Bombs
+%writeroom($065, $0103)
+...end
+;-----------------------------
+..basement
+%writeroom($0BB, $000F)
+%writeroom($0BC, $C40F)
+...end
+;-----------------------------
+..prison
+%writeroom($045, $000A)
+...end
+;-----------------------------
+..gloves
+%write8($7EF3CC, $06) ; Follower
+%writeroom($044, $4005)
+%writeroom($045, $00FF)
+...end
+;-----------------------------
+..after_gloves
+%write8($7EF354, $02) ; Gloves
+%writeroom($044, $4017)
+...end
+;-----------------------------
+..pot_hammerdash
+%write8($7EF377, $0B) ; Arrows
+...end
+;-----------------------------
+..blind
+...end
+;-----------------------------
+.skull_woods
+;-----------------------------
+..outside_thieves
+%write8($7EF36C, $60) ; Max HP
+%write8($7EF36D, $60) ; Health
+%write8($7EF36F, $FF) ; Keys
+%write8($7EF37A, $22) ; Crystals
+%write8($7EF3CC, $00) ; Follower
+%writeroom($0AC, $0A01)
+...end
+;-----------------------------
+..cursed_dwarf
+%write16sram($7EF360, $022E) ; Rupees
+%writeroom($11C, $0011)
+...end
+;-----------------------------
+..hammer_pegs
+%write8($7EF3CC, $07) ; Follower
+...end
+;-----------------------------
+..purple_chest
+%write8($7EF359, $FF) ; Sword
+%write8($7EF36B, $02) ; Heart pieces
+%write8($7EF3C9, $A2) ; Game flags B
+%write8($7EF3CA, $00) ; LW/DW
+%write8($7EF3CC, $00) ; Follower
+%write16sram($7EF360, $0224) ; Rupees
+%write8($7EF2E2, $20) ; OW screen $62
+%writeroom($121, $0002)
+%writeroom($127, $0402)
+...end
+;-----------------------------
+..locksmith
+%write8($7EF359, $03) ; Sword
+%write8($7EF36E, $70) ; Magic
+%write8($7EF37B, $01) ; 1/2 magic
+%write8($7EF3C9, $22) ; Game flags B
+%write8($7EF3CC, $0C) ; Follower
+%writeroom($0E3, $0007)
+...end
+;-----------------------------
+..after_warp
+%write8($7EF35E, $02) ; Bottle 3
+%write8($7EF3C9, $32) ; Game flags B
+%write8($7EF3CA, $40) ; LW/DW
+%write8($7EF3CC, $00) ; Follower
+...end
+;-----------------------------
+..mummy_room
+...end
+;-----------------------------
+..bomb_jump
+%write16sram($7EF366, $72B0) ; Big keys
+%writeroom($057, $001A)
+...end
+;-----------------------------
+..key_pot
+%write8($7EF343, $04) ; Bombs
+%write8($7EF345, $01) ; Fire Rod
+%write8($7EF36D, $50) ; Health
+%write8($7EF36F, $00) ; Keys
+%writeroom($056, $0407)
+%writeroom($058, $0012)
+...end
+;-----------------------------
+..skull_entrance
+%write8($7EF36E, $68) ; Magic
+%write8($7EF36F, $FF) ; Keys
+%write8($7EF384, $01) ; SW keys
+%write8($7EF2C0, $20) ; OW screen $40
+...end
+;-----------------------------
+..mummy_hellway
+%write8($7EF36F, $00) ; Keys
+%writeroom($049, $2002)
+%writeroom($059, $800A)
+...end
+;-----------------------------
+..mummy_key
+%write8($7EF36E, $48) ; Magic
+%writeroom($049, $A00F)
+...end
+;-----------------------------
+..mothula
+%writeroom($039, $4402)
+...end
+;-----------------------------
+.ice_palace
+;-----------------------------
+..outside_skull
+%write8($7EF36C, $68) ; Max HP
+%write8($7EF36D, $68) ; Health
+%write8($7EF36E, $80) ; Magic
+%write8($7EF36F, $FF) ; Keys
+%write8($7EF37A, $62) ; Crystals
+%write8($7EF384, $00) ; SW keys
+%writeroom($029, $0801)
+%writeroom($039, $4403)
+...end
+;-----------------------------
+..bridge_warp
+%write8($7EF3CA, $00) ; LW/DW
+...end
+;-----------------------------
+..moblin_dash
+%write8($7EF3CA, $40) ; LW/DW
+...end
+;-----------------------------
+..lottery
+...end
+;-----------------------------
+..medallion
+...end
+;-----------------------------
+..zoras_domain
+%write8($7EF349, $01) ; Quake
+%write8($7EF3CA, $00) ; LW/DW
+...end
+;-----------------------------
+..tiny_warp_dik
+%write8($7EF356, $01) ; Flippers
+%write8($7EF36B, $03) ; Heart pieces
+%write8($7EF379, $FE) ; Ability
+%write16sram($7EF360, $0030) ; Rupees
+%write8($7EF301, $40) ; OW screen $81
+%write8($7EF304, $0F) ; OW screen $84
+...end
+;-----------------------------
+..entrance
+%write8($7EF3CA, $40) ; LW/DW
+...end
+;-----------------------------
+..ice_2
+%write8($7EF36E, $78) ; Magic
+%write8($7EF36F, $00) ; Keys
+%writeroom($00E, $0001)
+...end
+;-----------------------------
+..penguin_switch_room
+%write8($7EF36E, $80) ; Magic
+%writeroom($00E, $8403)
+%writeroom($01E, $0003)
+%writeroom($02E, $0004)
+...end
+;-----------------------------
+..bombable_floor
+%writeroom($01F, $0002)
+...end
+;-----------------------------
+..conveyor_room
+%write8($7EF343, $02) ; Bombs
+%writeroom($01E, $0007)
+%writeroom($03E, $0004)
+...end
+;-----------------------------
+..ipbj
+%write8($7EF36D, $60) ; Health
+%writeroom($03E, $4407)
+...end
+;-----------------------------
+..penguin_lineup
+%write8($7EF343, $01) ; Bombs
+%writeroom($04E, $400C)
+...end
+;-----------------------------
+..lonely_firebar
+%write8($7EF36D, $58) ; Health
+%writeroom($05E, $0001)
+%writeroom($06E, $0004)
+...end
+;-----------------------------
+..last_2_rooms
+%writeroom($05E, $0003)
+%writeroom($07E, $0002)
+%writeroom($09E, $0003)
+...end
+;-----------------------------
+..kholdstare
+%writeroom($0BE, $0001)
+%writeroom($0CE, $0004)
+...end
+;-----------------------------
+.misery_mire
+;-----------------------------
+..outside_ice
+%write8($7EF36C, $70) ; Max HP
+%write8($7EF36D, $70) ; Health
+%write8($7EF36F, $FF) ; Keys
+%write8($7EF37A, $66) ; Crystals
+%writeroom($0DE, $0804)
+...end
+;-----------------------------
+..death_mountain
+%write8($7EF3CA, $00) ; LW/DW
+...end
+;-----------------------------
+..spike_cave
+%write8($7EF3CA, $40) ; LW/DW
+...end
+;-----------------------------
+..dark_death_mountain
+%write8($7EF351, $01) ; Byrna
+%write8($7EF36D, $08) ; Health
+%write8($7EF36E, $60) ; Magic
+%writeroom($117, $001F)
+...end
+;-----------------------------
+..free_flutedash
+%write8($7EF348, $01) ; Ether
+%write8($7EF3CA, $00) ; LW/DW
+...end
+;-----------------------------
+..mire_portal
+...end
+;-----------------------------
+..mire_entrance
+%write8($7EF36B, $00) ; Heart pieces
+%write8($7EF36C, $78) ; Max HP
+%write8($7EF36D, $78) ; Health
+%write8($7EF36E, $50) ; Magic
+%write8($7EF3CA, $40) ; LW/DW
+%write16sram($7EF360, $0044) ; Rupees
+%write8($7EF2F0, $20) ; OW screen $70
+%writeroom($10D, $003A)
+...end
+;-----------------------------
+..mire_2
+%write8($7EF36F, $00) ; Keys
+%writeroom($098, $0003)
+...end
+;-----------------------------
+..main_hub
+%write8($7EF36E, $48) ; Magic
+%writeroom($0D2, $000F)
+...end
+;-----------------------------
+..beat_the_fireball
+%write8($7EF36F, $01) ; Keys
+%writeroom($0B2, $0001)
+%writeroom($0B3, $0402)
+%writeroom($0C2, $000F)
+...end
+;-----------------------------
+..bari_key
+%write8($7EF36F, $00) ; Keys
+%writeroom($0C2, $400F)
+...end
+;-----------------------------
+..sluggulas
+%writeroom($0C1, $C403)
+...end
+;-----------------------------
+..torches
+%write8($7EF36E, $80) ; Magic
+%writeroom($0D1, $0008)
+...end
+;-----------------------------
+..spark_gamble
+%write8($7EF36E, $60) ; Magic
+%write16sram($7EF366, $73B0) ; Big keys
+%writeroom($097, $010F)
+%writeroom($0B1, $0007)
+%writeroom($0C1, $C407)
+%writeroom($0D1, $001B)
+...end
+;-----------------------------
+..big_chest_room
+%write8($7EF36D, $70) ; Health
+%writeroom($0C3, $000A)
+...end
+;-----------------------------
+..spike_key
+%write8($7EF350, $01) ; Somaria
+%writeroom($0C3, $001F)
+...end
+;-----------------------------
+..wizzrobe
+%write8($7EF36D, $58) ; Health
+%writeroom($0B3, $841A)
+...end
+;-----------------------------
+..basement
+%write8($7EF36D, $60) ; Health
+%writeroom($0A2, $800F)
+%writeroom($0B2, $800D)
+...end
+;-----------------------------
+..spooky_action_1
+%write8($7EF36E, $5C) ; Magic
+%writeroom($093, $000E)
+...end
+;-----------------------------
+..spooky_action_2
+%write8($7EF36E, $54) ; Magic
+%writeroom($092, $0005)
+...end
+;-----------------------------
+..vitreous
+%write8($7EF36E, $44) ; Magic
+%writeroom($091, $0005)
+%writeroom($092, $0007)
+%writeroom($0A0, $800F)
+...end
+;-----------------------------
+.swamp_palace
+;-----------------------------
+..outside_mire
+%write8($7EF36C, $80) ; Max HP
+%write8($7EF36D, $80) ; Health
+%write8($7EF36E, $80) ; Magic
+%write8($7EF36F, $FF) ; Keys
+%write8($7EF377, $03) ; Arrows
+%write8($7EF37A, $67) ; Crystals
+%writeroom($090, $0802)
+...end
+;-----------------------------
+..links_house
+%write8($7EF36B, $01) ; Heart pieces
+%write8($7EF3CA, $00) ; LW/DW
+%write8($7EF2B0, $60) ; OW screen $30
+%writeroom($126, $0201)
+...end
+;-----------------------------
+..after_warp
+%write8($7EF3CA, $40) ; LW/DW
+...end
+;-----------------------------
+..bombos_medallion
+...end
+;-----------------------------
+..dam
+%write8($7EF347, $01) ; Bombos
+%write8($7EF3CA, $00) ; LW/DW
+...end
+;-----------------------------
+..entrance
+%write8($7EF36B, $02) ; Heart pieces
+%write8($7EF3CA, $40) ; LW/DW
+%write8($7EF2BB, $60) ; OW screen $3B
+%write8($7EF2FB, $20) ; OW screen $7B
+%writeroom($028, $0100)
+%writeroom($10B, $008F)
+...end
+;-----------------------------
+..first_key_pot
+%write8($7EF36F, $00) ; Keys
+%writeroom($028, $811F)
+...end
+;-----------------------------
+..tiny_hallway_key
+%writeroom($037, $1003)
+%writeroom($038, $440A)
+...end
+;-----------------------------
+..hammer_peg_lever
+%writeroom($037, $340F)
+...end
+;-----------------------------
+..main_hub
+%writeroom($037, $348F)
+...end
+;-----------------------------
+..crystal_switch_lever
+%writeroom($035, $040F)
+%writeroom($036, $200F)
+...end
+;-----------------------------
+..sociable_firebar
+%writeroom($034, $000F)
+%writeroom($035, $848F)
+...end
+;-----------------------------
+..backtracking
+%write16sram($7EF360, $0067) ; Rupees
+%write16sram($7EF366, $77B0) ; Big keys
+%writeroom($035, $849F)
+%writeroom($054, $000F)
+...end
+;-----------------------------
+..hookshot
+...end
+;-----------------------------
+..hookdash
+%write8($7EF342, $01) ; Hookshot
+%writeroom($036, $641F)
+...end
+;-----------------------------
+..final_lever
+%write8($7EF377, $08) ; Arrows
+%writeroom($026, $8007)
+...end
+;-----------------------------
+..waterfall_room
+%writeroom($076, $008E)
+...end
+;-----------------------------
+..restock_room
+%writeroom($066, $0003)
+...end
+;-----------------------------
+..phelps_way
+%write8($7EF377, $0D) ; Arrows
+%writeroom($016, $000C)
+%writeroom($066, $000F)
+...end
+;-----------------------------
+..arrghus
+%write8($7EF36D, $78) ; Health
+%writeroom($016, $440F)
+...end
+;-----------------------------
+.collection
+;-----------------------------
+..outside_swamp
+%write8($7EF36C, $88) ; Max HP
+%write8($7EF36D, $88) ; Health
+%write8($7EF36F, $FF) ; Keys
+%write8($7EF37A, $77) ; Crystals
+%writeroom($006, $0802)
+...end
+;-----------------------------
+..lake_hylia
+%write8($7EF2BB, $40) ; OW screen $3B
+%write8($7EF2FB, $00) ; OW screen $7B
+%writeroom($028, $801F)
+%writeroom($10B, $000F)
+...end
+;-----------------------------
+..hobo
+%write8($7EF36B, $03) ; Heart pieces
+%write8($7EF36D, $78) ; Health
+%write8($7EF2B5, $40) ; OW screen $35
+...end
+;-----------------------------
+..hammer_peg_bridge
+%write8($7EF35F, $02) ; Bottle 4
+%write8($7EF3C9, $33) ; Game flags B
+%write8($7EF3CA, $00) ; LW/DW
+%write8($7EF300, $60) ; OW screen $80
+...end
+;-----------------------------
+..super_bomb
+%write8($7EF3CA, $40) ; LW/DW
+...end
+;-----------------------------
+..after_fat_fairy
+%write8($7EF340, $04) ; Bow
+%write8($7EF359, $04) ; Sword
+%write16sram($7EF360, $0003) ; Rupees
+%write8($7EF2DB, $42) ; OW screen $5B
+%writeroom($116, $0001)
+%writeroom($11C, $0013)
+...end
+;-----------------------------
+..kings_tomb
+%write16sram($7EF360, $0004) ; Rupees
+...end
+;-----------------------------
+..graveyard_ledge
+%write8($7EF352, $01) ; Cape
+%write8($7EF294, $20) ; OW screen $14
+%writeroom($113, $001A)
+...end
+;-----------------------------
+..pmurderdactyl_trio
+%write8($7EF343, $04) ; Bombs
+%write8($7EF36B, $00) ; Heart pieces
+%write8($7EF36C, $90) ; Max HP
+%write8($7EF36D, $90) ; Health
+%writeroom($11B, $860A)
+...end
+;-----------------------------
+..bumper_cave
+%write8($7EF36E, $64) ; Magic
+...end
+;-----------------------------
+..lumberjack_tree
+%write8($7EF36B, $01) ; Heart pieces
+%write8($7EF36E, $3F) ; Magic
+%write16sram($7EF360, $0009) ; Rupees
+%write8($7EF2CA, $40) ; OW screen $4A
+%writeroom($0EB, $0005)
+%writeroom($0FB, $000F)
+...end
+;-----------------------------
+..ice_rod_overworld
+%write8($7EF36B, $02) ; Heart pieces
+%write8($7EF3CA, $00) ; LW/DW
+%writeroom($0E2, $020F)
+...end
+;-----------------------------
+.turtle_rock
+;-----------------------------
+..death_mountain
+%write8($7EF343, $03) ; Bombs
+%write8($7EF346, $01) ; Ice Rod
+%write8($7EF2B7, $02) ; OW screen $37
+%writeroom($120, $001A)
+...end
+;-----------------------------
+..squirrels
+%writeroom($0DF, $0003)
+%writeroom($0EF, $0003)
+...end
+;-----------------------------
+..peg_puzzle
+...end
+;-----------------------------
+..entrance
+%write8($7EF36E, $2F) ; Magic
+%write8($7EF3CA, $40) ; LW/DW
+%write8($7EF287, $20) ; OW screen $07
+%write8($7EF2C7, $20) ; OW screen $47
+...end
+;-----------------------------
+..torches
+%write8($7EF36E, $7C) ; Magic
+%write8($7EF36F, $00) ; Keys
+%writeroom($0C6, $000F)
+%writeroom($0D6, $8005)
+...end
+;-----------------------------
+..roller_room
+%write8($7EF36D, $88) ; Health
+%write8($7EF36E, $60) ; Magic
+%writeroom($0C7, $000F)
+...end
+;-----------------------------
+..pokey_0
+%write8($7EF36E, $32) ; Magic
+%writeroom($0B7, $002A)
+%writeroom($0C6, $800F)
+...end
+;-----------------------------
+..chomps
+%write8($7EF36D, $90) ; Health
+%writeroom($0B6, $3402)
+...end
+;-----------------------------
+..pokey_1
+%write8($7EF36E, $2A) ; Magic
+%write8($7EF377, $12) ; Arrows
+%writeroom($014, $000F)
+%writeroom($015, $000F)
+%writeroom($0B6, $B41A)
+...end
+;-----------------------------
+..pokeys_2
+%write8($7EF36E, $80) ; Magic
+%write16sram($7EF366, $77B8) ; Big keys
+%writeroom($013, $8405)
+%writeroom($014, $401F)
+...end
+;-----------------------------
+..bomb_yeet
+%write16sram($7EF360, $001D) ; Rupees
+%writeroom($024, $000A)
+...end
+;-----------------------------
+..mimic_cave
+%write8($7EF343, $03) ; Bombs
+%write8($7EF36F, $FF) ; Keys
+%write8($7EF3CA, $00) ; LW/DW
+%write16sram($7EF360, $001E) ; Rupees
+%writeroom($023, $8001)
+%writeroom($10C, $0002)
+...end
+;-----------------------------
+..crystaroller_room
+%write8($7EF35A, $03) ; Shield
+%write8($7EF36B, $03) ; Heart pieces
+%write8($7EF36E, $7C) ; Magic
+%write8($7EF36F, $00) ; Keys
+%write8($7EF3CA, $40) ; LW/DW
+%writeroom($014, $C01F)
+%writeroom($024, $801F)
+%writeroom($10C, $001A)
+...end
+;-----------------------------
+..dark_maze
+%writeroom($004, $C01A)
+...end
+;-----------------------------
+..laser_skip
+%write8($7EF36D, $88) ; Health
+%write8($7EF36E, $78) ; Magic
+%writeroom($004, $C01A)
+%writeroom($0B5, $000F)
+%writeroom($0C5, $000A)
+...end
+;-----------------------------
+..switch_room
+%write8($7EF36E, $74) ; Magic
+%writeroom($0C5, $800A)
+%writeroom($0D5, $008A)
+...end
+;-----------------------------
+..trinexx
+%write8($7EF36E, $6C) ; Magic
+%writeroom($0B4, $800F)
+%writeroom($0C4, $800F)
+...end
+;-----------------------------
+.ganons_tower
+;-----------------------------
+..outside_turtle_rock
+%write8($7EF36C, $98) ; Max HP
+%write8($7EF36D, $98) ; Health
+%write8($7EF36E, $80) ; Magic
+%write8($7EF36F, $FF) ; Keys
+%write8($7EF37A, $7F) ; Crystals
+%write8($7EF3C7, $08) ; Map marker
+%writeroom($0A4, $0802)
+...end
+;-----------------------------
+..hookshot_cave
+%write8($7EF2C5, $20) ; OW screen $45
+...end
+;-----------------------------
+..entrance
+%write8($7EF343, $01) ; Bombs
+%write8($7EF36B, $00) ; Heart pieces
+%write8($7EF36C, $A0) ; Max HP
+%write8($7EF36D, $A0) ; Health
+%write8($7EF285, $40) ; OW screen $05
+%write8($7EF2C3, $20) ; OW screen $43
+%writeroom($02C, $3003)
+%writeroom($03C, $800F)
+...end
+;-----------------------------
+..spike_skip
+%write8($7EF36F, $01) ; Keys
+%writeroom($00C, $000F)
+%writeroom($08B, $0404)
+%writeroom($08C, $0008)
+...end
+;-----------------------------
+..pre_firesnakes_room
+%writeroom($08B, $040E)
+%writeroom($09B, $8408)
+...end
+;-----------------------------
+..bombable_floor
+%write8($7EF36D, $98) ; Health
+%write8($7EF377, $17) ; Arrows
+%writeroom($07D, $201E)
+%writeroom($09B, $840F)
+%writeroom($09C, $000F)
+...end
+;-----------------------------
+..ice_armos
+%writeroom($01C, $0001)
+%writeroom($08C, $0009)
+...end
+;-----------------------------
+..red_mail
+%write8($7EF377, $11) ; Arrows
+%write16sram($7EF366, $77BC) ; Big keys
+%writeroom($01C, $0015)
+...end
+;-----------------------------
+..floor_3
+%write8($7EF35B, $02) ; Armor
+%write8($7EF389, $01) ; GT keys
+%writeroom($01C, $0017)
+%writeroom($08C, $001B)
+...end
+;-----------------------------
+..mimics_1
+%write8($7EF36D, $80) ; Health
+%write8($7EF377, $10) ; Arrows
+%writeroom($06B, $000C)
+...end
+;-----------------------------
+..mimics_2
+%write8($7EF377, $0E) ; Arrows
+%writeroom($06B, $000E)
+...end
+;-----------------------------
+..spike_room
+%write8($7EF377, $0C) ; Arrows
+%writeroom($06B, $800F)
+...end
+;-----------------------------
+..gauntlet_1
+%writeroom($05B, $8005)
+%writeroom($05C, $000C)
+...end
+;-----------------------------
+..gauntlet_3
+%write8($7EF377, $0B) ; Arrows
+%write16sram($7EF360, $001F) ; Rupees
+%writeroom($05D, $000C)
+...end
+;-----------------------------
+..lanmola_2
+%write8($7EF36D, $78) ; Health
+%write8($7EF377, $09) ; Arrows
+%writeroom($05D, $000E)
+%writeroom($06C, $0001)
+%writeroom($06D, $000A)
+...end
+;-----------------------------
+..wizzrobes_1
+%write8($7EF377, $06) ; Arrows
+%writeroom($06C, $000B)
+...end
+;-----------------------------
+..wizzrobes_2
+%write8($7EF36D, $80) ; Health
+%write8($7EF36E, $7C) ; Magic
+%writeroom($0A5, $000B)
+...end
+;-----------------------------
+..torches_1
+%write8($7EF36E, $78) ; Magic
+%writeroom($095, $0005)
+%writeroom($0A5, $000F)
+...end
+;-----------------------------
+..torches_2
+%write8($7EF36E, $58) ; Magic
+%writeroom($096, $000B)
+...end
+;-----------------------------
+..helma_key
+%write8($7EF36E, $38) ; Magic
+%writeroom($03D, $0001)
+...end
+;-----------------------------
+..bombable_wall
+%write8($7EF36D, $78) ; Health
+%writeroom($03D, $4405)
+...end
+;-----------------------------
+..moldorm_2
+%write8($7EF343, $00) ; Bombs
+%write8($7EF36F, $00) ; Keys
+%writeroom($03D, $740F)
+%writeroom($04D, $800F)
+...end
+;-----------------------------
+..agahnim_2
+%writeroom($01D, $800C)
+%writeroom($04C, $0005)
+...end
+;-----------------------------
+.ganon
+;-----------------------------
+..ganon
+%write8($7EF36F, $FF) ; Keys
+%write8($7EF389, $00) ; GT keys
+%write8($7EF2DB, $62) ; OW screen $5B
+%writeroom($00D, $0802)
+...end
+;===================================================================================================
+presetend_100nmg:
+print "100nmg size: $", hex(presetend_100nmg-presetheader_100nmg)
diff --git a/src/cm_presets_ad2020.asm b/src/cm_presets_ad2020.asm
index b7d990f..df02448 100644
--- a/src/cm_presets_ad2020.asm
+++ b/src/cm_presets_ad2020.asm
@@ -9,7 +9,7 @@ presetheader_ad2020:
%menu_header("All Dungeons RMG", 16)
%submenu("Eastern Palace", presetmenu_ad2020_eastern)
%submenu("Palace of Darkness", presetmenu_ad2020_pod)
- %submenu("Hyrule Castle", presetmenu_ad2020_escape)
+ %submenu("Escape", presetmenu_ad2020_escape)
%submenu("Early Hookshot", presetmenu_ad2020_hook)
%submenu("Thieves' Town", presetmenu_ad2020_thieves)
%submenu("Skull Woods", presetmenu_ad2020_skull)
@@ -640,7 +640,7 @@ dw $0010 ; Dead sprites
;---------------------------------------------------------------------------------------------------
;===================================================================================================
presetmenu_ad2020_escape:
-%menu_header("Hyrule Castle", 8)
+%menu_header("Escape", 8)
;---------------------------------------------------------------------------------------------------
%preset_OW("Outside PoD", "ad2020", "escape", "outside_pod")
@@ -669,7 +669,7 @@ db $02 ; Entrance
db $C2 ; Room layout
db $00 ; Floor
db $01 ; Door / Peg state
-db $00 ; Layer
+db $10 ; Layer
dw $0000 ; Dead sprites
;-----------------------------
%write_end()
@@ -775,7 +775,7 @@ db $05 ; Entrance
db $C2 ; Room layout
db $00 ; Floor
db $01 ; Door / Peg state
-db $00 ; Layer
+db $10 ; Layer
dw $0000 ; Dead sprites
;-----------------------------
%write_end()
@@ -2012,7 +2012,7 @@ dw $0B60 ; Tilemap position
%write_end()
;---------------------------------------------------------------------------------------------------
-%preset_UW("Crystal Roller", "ad2020", "trock", "crystal_roller")
+%preset_UW("Crystaroller", "ad2020", "trock", "crystaroller")
dw $00B5 ; Screen ID
dw $0A78, $1625 ; Link Coords
dw $0A00, $1600 ; Camera HV
@@ -2556,7 +2556,7 @@ dw $0032 ; Dead sprites
%write_end()
;---------------------------------------------------------------------------------------------------
-%preset_UW("Floor 2", "ad2020", "gtower", "floor_2")
+%preset_UW("Floor 3", "ad2020", "gtower", "floor_3")
dw $000C ; Screen ID
dw $18F8, $0025 ; Link Coords
dw $1880, $0000 ; Camera HV
@@ -3425,7 +3425,7 @@ presetpersistent_ad2020_trock:
%write_mirror($07, $0A, $98, $01)
..end
;-----------------------------
-.crystal_roller
+.crystaroller
%write8($7E02A2, $00) ; slot 4 altitude
..end
;-----------------------------
@@ -3538,7 +3538,7 @@ presetpersistent_ad2020_gtower:
.bombable_floor
..end
;-----------------------------
-.floor_2
+.floor_3
%write8($7E0B08, $40) ; Arc variable
%write8($7E0B09, $00) ; Arc variable
..end
@@ -3652,7 +3652,6 @@ presetSRAM_ad2020:
%write8($7EF3C6, $11) ; Game flags A
%writeroom($104, $0012)
%writeroom($055, $000F)
-%writeroom($028, $0000)
...end
;-----------------------------
..castle_entrance
@@ -4328,7 +4327,7 @@ presetSRAM_ad2020:
..laser_entrance
...end
;-----------------------------
-..crystal_roller
+..crystaroller
%write8($7EF343, $00) ; Bombs
%write8($7EF36F, $01) ; Keys
%write8($7EF36D, $28) ; Health
@@ -4401,7 +4400,7 @@ presetSRAM_ad2020:
%write8($7EF2FB, $20) ; Overworld 7B overlay
%write8($7EF3CA, $40) ; LW/DW
%writeroom($10B, $008F)
-%writeroom($028, $0001)
+%writeroom($028, $0100)
...end
;-----------------------------
..first_key_pot
@@ -4453,7 +4452,7 @@ presetSRAM_ad2020:
%write8($7EF2FB, $00) ; Overworld $7B
%write16sram($7EF360, $67) ; Rupees
%writeroom($10B, $000F)
-%writeroom($028, $0080)
+%writeroom($028, $801F)
...end
;-----------------------------
..penguin_switch_room
@@ -4511,7 +4510,6 @@ presetSRAM_ad2020:
%write8($7EF36F, $FF) ; Keys
%write8($7EF377, $0D) ; Arrows
%write8($7EF3CA, $00) ; LW/DW
-%writeroom($028, $801F)
...end
;-----------------------------
..entrance
@@ -4537,7 +4535,7 @@ presetSRAM_ad2020:
%writeroom($09B, $840F)
...end
;-----------------------------
-..floor_2
+..floor_3
%write8($7EF377, $0A) ; Arrows
%write8($7EF389, $02) ; Key for dungeon $0D
%write16sram($7EF366, $73BC) ; Big keys
diff --git a/src/cm_presets_adold.asm b/src/cm_presets_adold.asm
index 1665d42..a7822b5 100644
--- a/src/cm_presets_adold.asm
+++ b/src/cm_presets_adold.asm
@@ -7,7 +7,7 @@ presetheader_adold:
;===================================================================================================
%menu_header("All Dungeons RMG (old)", 15)
- %submenu("Hyrule Castle", presetmenu_adold_escape)
+ %submenu("Escape", presetmenu_adold_escape)
%submenu("Eastern Palace", presetmenu_adold_eastern)
%submenu("Palace of Darkness", presetmenu_adold_pod)
%submenu("Hera Tower", presetmenu_adold_hera)
@@ -29,7 +29,7 @@ presetheader_adold:
;-------------------------------------------------------------------------------
;===================================================================================================
presetmenu_adold_escape:
-%menu_header("Hyrule Castle", 14)
+%menu_header("Escape", 14)
;-------------------------------------------------------------------------------
%preset_UW("Link's Bed", "adold", "escape", "links_bed")
@@ -255,7 +255,7 @@ dw $0000 ; Dead sprites
%write_end()
;-------------------------------------------------------------------------------
-%preset_UW("Last Two", "adold", "escape", "last_two")
+%preset_UW("Into Sanctuary", "adold", "escape", "into_sanctuary")
dw $0011 ; Screen ID
dw $0378, $022E ; Link Coords
dw $0300, $0200 ; Camera HV
@@ -292,10 +292,12 @@ db $02 ; Link direction
db $04 ; Entrance
db $82 ; Room layout
db $00 ; Floor
-db $81 ; Door / Peg state
+db $01 ; Door / Peg state
db $11 ; Layer
dw $0000 ; Dead sprites
;-----------------------------
+%write8_enable()
+%write8($7E0642, $01) ; Room puzzle state
%write_end()
;-------------------------------------------------------------------------------
@@ -537,7 +539,7 @@ db $02 ; Entrance
db $C0 ; Room layout
db $00 ; Floor
db $00 ; Door / Peg state
-db $00 ; Layer
+db $10 ; Layer
dw $0000 ; Dead sprites
;-----------------------------
%write_end()
@@ -2268,7 +2270,7 @@ dw $0B60 ; Tilemap position
%write_end()
;-------------------------------------------------------------------------------
-%preset_UW("Crystal Roller", "adold", "trock", "crystal_roller")
+%preset_UW("Crystaroller", "adold", "trock", "crystaroller")
dw $00B5 ; Screen ID
dw $0A78, $162C ; Link Coords
dw $0A00, $1600 ; Camera HV
@@ -2463,7 +2465,7 @@ dw $0012 ; Dead sprites
%write_end()
;-------------------------------------------------------------------------------
-%preset_UW("Floor 2", "adold", "gtower", "floor_2")
+%preset_UW("Floor 3", "adold", "gtower", "floor_3")
dw $000C ; Screen ID
dw $18F8, $002A ; Link Coords
dw $1880, $0000 ; Camera HV
@@ -2930,7 +2932,7 @@ presetpersistent_adold:
.keyrat
..end
;-----------------------------
-.last_two
+.into_sanctuary
..end
;===================================================================================================
@@ -3346,7 +3348,7 @@ presetpersistent_adold_trock:
%write_mirror($07, $0A, $98, $01)
..end
;-----------------------------
-.crystal_roller
+.crystaroller
..end
;-----------------------------
.pokey_1
@@ -3385,7 +3387,7 @@ presetpersistent_adold_gtower:
.bombable_floor
..end
;-----------------------------
-.floor_2
+.floor_3
%write8($7E0B08, $40) ; Arc variable
%write8($7E0B09, $00) ; Arc variable
..end
@@ -3488,7 +3490,6 @@ presetSRAM_adold:
%write16sram($7EF360, $01) ; Rupees
%write8($7EF3C6, $11) ; Game flags A
%writeroom($055, $000F)
-%writeroom($028, $0000)
...end
;-------------------------------------------------------------------------------
..entrance
@@ -3548,7 +3549,7 @@ presetSRAM_adold:
%writeroom($021, $0003)
...end
;-------------------------------------------------------------------------------
-..last_two
+..into_sanctuary
%writeroom($011, $2005)
%writeroom($021, $840F)
...end
@@ -4157,7 +4158,7 @@ presetSRAM_adold:
%write8($7EF2FB, $20) ; Overworld 7B overlay
%write8($7EF3CA, $40) ; LW/DW
%writeroom($10B, $008F)
-%writeroom($028, $0001)
+%writeroom($028, $0100)
...end
;-------------------------------------------------------------------------------
..first_key_pot
@@ -4207,7 +4208,7 @@ presetSRAM_adold:
%write8($7EF36F, $00) ; Keys
%writeroom($00E, $0001)
%writeroom($10B, $000F)
-%writeroom($028, $0080)
+%writeroom($028, $801F)
...end
;-------------------------------------------------------------------------------
..ice_conveyor
@@ -4262,7 +4263,6 @@ presetSRAM_adold:
%write8($7EF36F, $FF) ; Keys
%write8($7EF377, $0E) ; Arrows
%write8($7EF3CA, $00) ; LW/DW
-%writeroom($028, $801F)
%writeroom($120, $001A)
...end
;-------------------------------------------------------------------------------
@@ -4273,7 +4273,7 @@ presetSRAM_adold:
..laser_entrance
...end
;-------------------------------------------------------------------------------
-..crystal_roller
+..crystaroller
%write8($7EF343, $01) ; Bombs
%write8($7EF36F, $01) ; Keys
%write8($7EF36D, $28) ; Health
@@ -4350,7 +4350,7 @@ presetSRAM_adold:
%writeroom($09B, $840F)
...end
;-------------------------------------------------------------------------------
-..floor_2
+..floor_3
%write8($7EF377, $0B) ; Arrows
%write8($7EF389, $01) ; Key for dungeon $0D
%write16sram($7EF366, $73BC) ; Big keys
diff --git a/src/cm_presets_anyrmg.asm b/src/cm_presets_anyrmg.asm
index 0572014..f726d67 100644
--- a/src/cm_presets_anyrmg.asm
+++ b/src/cm_presets_anyrmg.asm
@@ -8,7 +8,7 @@ presetheader_anyrmg:
;===================================================================================================
%menu_header("Any% RMG", 5)
%submenu("Eastern Palace", presetmenu_anyrmg_eastern)
- %submenu("Hyrule Castle", presetmenu_anyrmg_escape)
+ %submenu("Escape", presetmenu_anyrmg_escape)
%submenu("Tempered Sword", presetmenu_anyrmg_tempered)
%submenu("Ganon's Tower", presetmenu_anyrmg_gtower)
%submenu("Ganon", presetmenu_anyrmg_ganon)
@@ -310,7 +310,7 @@ dw $07FF ; Dead sprites
;---------------------------------------------------------------------------------------------------
;===================================================================================================
presetmenu_anyrmg_escape:
-%menu_header("Hyrule Castle", 16)
+%menu_header("Escape", 16)
;---------------------------------------------------------------------------------------------------
%preset_OW("Outside Eastern", "anyrmg", "escape", "outside_eastern")
@@ -496,7 +496,7 @@ db $02 ; Entrance
db $C2 ; Room layout
db $00 ; Floor
db $01 ; Door / Peg state
-db $00 ; Layer
+db $10 ; Layer
dw $0000 ; Dead sprites
;-----------------------------
%write_end()
@@ -602,7 +602,7 @@ db $02 ; Entrance
db $C2 ; Room layout
db $00 ; Floor
db $01 ; Door / Peg state
-db $00 ; Layer
+db $10 ; Layer
dw $0000 ; Dead sprites
;-----------------------------
%write_end()
@@ -803,7 +803,7 @@ dw $0032 ; Dead sprites
%write_end()
;---------------------------------------------------------------------------------------------------
-%preset_UW("Floor 2", "anyrmg", "gtower", "floor_2")
+%preset_UW("Floor 3", "anyrmg", "gtower", "floor_3")
dw $000C ; Screen ID
dw $18F8, $0022 ; Link Coords
dw $1880, $0000 ; Camera HV
@@ -1244,7 +1244,7 @@ presetpersistent_anyrmg_gtower:
.bombable_floor
..end
;-----------------------------
-.floor_2
+.floor_3
%write8($7E0B09, $00) ; Arc variable
%write8($7E0B08, $40) ; Arc variable
..end
@@ -1319,7 +1319,6 @@ presetSRAM_anyrmg:
%write8($7EF3C6, $11) ; Game flags A
%writeroom($104, $0012)
%writeroom($055, $000F)
-%writeroom($028, $0000)
...end
;-----------------------------
..castle_entrance
@@ -1584,7 +1583,7 @@ presetSRAM_anyrmg:
%writeroom($09B, $840F)
...end
;-----------------------------
-..floor_2
+..floor_3
%write8($7EF377, $10) ; Arrows
%write8($7EF389, $02) ; Key for dungeon $0D
%write16sram($7EF366, $F024) ; Big keys
diff --git a/src/cm_presets_lowleg.asm b/src/cm_presets_lowleg.asm
index 9002b32..f417fc2 100644
--- a/src/cm_presets_lowleg.asm
+++ b/src/cm_presets_lowleg.asm
@@ -7,7 +7,7 @@ presetheader_lowleg:
;===================================================================================================
%menu_header("Low% NMG (legacy)", 15)
- %submenu("Hyrule Castle", presetmenu_lowleg_escape)
+ %submenu("Escape", presetmenu_lowleg_escape)
%submenu("Eastern Palace", presetmenu_lowleg_eastern)
%submenu("Desert Palace", presetmenu_lowleg_desert)
%submenu("Tower of Hera", presetmenu_lowleg_hera)
@@ -29,7 +29,7 @@ presetheader_lowleg:
;---------------------------------------------------------------------------------------------------
;===================================================================================================
presetmenu_lowleg_escape:
-%menu_header("Hyrule Castle", 14)
+%menu_header("Escape", 14)
;---------------------------------------------------------------------------------------------------
%preset_UW("Link's Bed", "lowleg", "escape", "bed")
@@ -257,7 +257,7 @@ dw $0000 ; Dead sprites
%write_end()
;---------------------------------------------------------------------------------------------------
-%preset_UW("Last Two Screens", "lowleg", "escape", "last_two_screens")
+%preset_UW("Into Sanctuary", "lowleg", "escape", "into_sanctuary")
dw $0011 ; Screen ID
dw $0378, $022D ; Link Coords
dw $0300, $0200 ; Camera HV
@@ -294,12 +294,12 @@ db $02 ; Link direction
db $04 ; Entrance
db $82 ; Room layout
db $00 ; Floor
-db $81 ; Door / Peg state
+db $01 ; Door / Peg state
db $11 ; Layer
dw $000A ; Dead sprites
;-----------------------------
%write8_enable()
-%write8($7E0642, $01) ; Room puzzle state (?)
+%write8($7E0642, $01) ; Room puzzle state
%write_end()
;---------------------------------------------------------------------------------------------------
@@ -314,7 +314,7 @@ db $04 ; Entrance
db $C0 ; Room layout
db $00 ; Floor
db $00 ; Door / Peg state
-db $00 ; Layer
+db $10 ; Layer
dw $0000 ; Dead sprites
;-----------------------------
%write_end()
@@ -792,7 +792,7 @@ dw $0000 ; Dead sprites
;---------------------------------------------------------------------------------------------------
;===================================================================================================
presetmenu_lowleg_hera:
-%menu_header("Tower of Hera", 11)
+%menu_header("Tower of Hera", 12)
;---------------------------------------------------------------------------------------------------
%preset_OW("Outside Desert Palace", "lowleg", "hera", "outside_desert_palace")
@@ -956,6 +956,23 @@ dw $0580 ; Dead sprites
;-----------------------------
%write_end()
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Bumper Skip", "lowleg", "hera", "bumper_skip")
+dw $0027 ; Screen ID
+dw $0E38, $0471 ; Link Coords
+dw $0E00, $0404 ; Camera HV
+db $03 ; Item
+db $00 ; Direction
+;-----------------------------
+db $33 ; Entrance
+db $C0 ; Room layout
+db $03 ; Floor
+db $10 ; Door / Peg state
+db $00 ; Layer
+dw $0064 ; Dead sprites
+;-----------------------------
+%write_end()
+
;---------------------------------------------------------------------------------------------------
%preset_UW("Moldorm", "lowleg", "hera", "moldorm")
dw $0017 ; Screen ID
@@ -3022,7 +3039,7 @@ dw $0000 ; Dead sprites
%write_end()
;---------------------------------------------------------------------------------------------------
-%preset_UW("Crystal Roller", "lowleg", "trock", "crystal_roller")
+%preset_UW("Crystaroller", "lowleg", "trock", "crystaroller")
dw $0014 ; Screen ID
dw $0878, $022B ; Link Coords
dw $0800, $0200 ; Camera HV
@@ -3041,7 +3058,7 @@ dw $0000 ; Dead sprites
%write_end()
;---------------------------------------------------------------------------------------------------
-%preset_UW("Dark Room", "lowleg", "trock", "dark_room")
+%preset_UW("Dark Maze", "lowleg", "trock", "dark_maze")
dw $0004 ; Screen ID
dw $0878, $0025 ; Link Coords
dw $0800, $0000 ; Camera HV
@@ -3217,7 +3234,7 @@ dw $0000 ; Dead sprites
%write_end()
;---------------------------------------------------------------------------------------------------
-%preset_UW("Floor 2", "lowleg", "gtower", "floor_2")
+%preset_UW("Floor 3", "lowleg", "gtower", "floor_3")
dw $000C ; Screen ID
dw $18F8, $0026 ; Link Coords
dw $1880, $0000 ; Camera HV
@@ -3582,7 +3599,7 @@ presetpersistent_lowleg:
.keyrat
..end
;-----------------------------
-.last_two_screens
+.into_sanctuary
..end
;===================================================================================================
@@ -3721,6 +3738,9 @@ presetpersistent_lowleg_hera:
%write8($7E0FCC, $02) ; Prize pack index
..end
;-----------------------------
+.bumper_skip
+..end
+;-----------------------------
.moldorm
%write8($7E0FC8, $05) ; Prize pack index
..end
@@ -4159,11 +4179,11 @@ presetpersistent_lowleg_trock:
%write8($7E0FCD, $04) ; Prize pack index
..end
;-----------------------------
-.crystal_roller
+.crystaroller
%write8($7E0FCD, $06) ; Prize pack index
..end
;-----------------------------
-.dark_room
+.dark_maze
..end
;-----------------------------
.laser_skip
@@ -4197,7 +4217,7 @@ presetpersistent_lowleg_gtower:
%write8($7E02A2, $00) ; slot 4 altitude
..end
;-----------------------------
-.floor_2
+.floor_3
%write8($7E0B08, $40) ; Arc variable
%write8($7E0B09, $00) ; Arc variable
..end
@@ -4281,7 +4301,6 @@ presetSRAM_lowleg:
%write8($7EF35A, $01) ; Shield
%write8($7EF3C6, $11) ; Game flags A
%writeroom($055, $000F)
-%writeroom($028, $0000)
...end
;-----------------------------
..entrance
@@ -4342,7 +4361,7 @@ presetSRAM_lowleg:
%writeroom($021, $0003)
...end
;-----------------------------
-..last_two_screens
+..into_sanctuary
%writeroom($011, $2005)
%writeroom($021, $840F)
...end
@@ -4568,11 +4587,14 @@ presetSRAM_lowleg:
%writeroom($031, $800F)
...end
;-----------------------------
-..moldorm
+..bumper_skip
%write8($7EF357, $01) ; Moon Pearl
%write8($7EF36D, $20) ; Health
+%writeroom($027, $001F) ; Room $0027
+...end
+;-----------------------------
+..moldorm
%writeroom($017, $000F)
-%writeroom($027, $001F)
...end
;-----------------------------
.aga
@@ -5025,7 +5047,7 @@ presetSRAM_lowleg:
%write8($7EF2FB, $20) ; Overworld 7B overlay
%write8($7EF3CA, $40) ; LW/DW
%writeroom($10B, $008F)
-%writeroom($028, $0001)
+%writeroom($028, $0100)
...end
;-----------------------------
..first_key_pot
@@ -5107,7 +5129,7 @@ presetSRAM_lowleg:
%write8($7EF2FB, $00) ; Overworld $7B
%write8($7EF3CA, $00) ; LW/DW
%writeroom($10B, $000F)
-%writeroom($028, $0080)
+%writeroom($028, $801F)
...end
;-----------------------------
..free_flutedash
@@ -5284,12 +5306,12 @@ presetSRAM_lowleg:
%writeroom($013, $8405)
...end
;-----------------------------
-..crystal_roller
+..crystaroller
%writeroom($014, $C01F)
%writeroom($024, $800C)
...end
;-----------------------------
-..dark_room
+..dark_maze
%writeroom($004, $C01A)
...end
;-----------------------------
@@ -5351,7 +5373,7 @@ presetSRAM_lowleg:
%writeroom($08C, $0009)
...end
;-----------------------------
-..floor_2
+..floor_3
%write8($7EF377, $0E) ; Arrows
%write8($7EF389, $01) ; Key for dungeon $0D
%write16sram($7EF366, $77BC) ; Big keys
diff --git a/src/cm_presets_lownmg.asm b/src/cm_presets_lownmg.asm
index f29c2bd..c74dd2f 100644
--- a/src/cm_presets_lownmg.asm
+++ b/src/cm_presets_lownmg.asm
@@ -7,7 +7,7 @@ presetheader_lownmg:
;===================================================================================================
%menu_header("Low% NMG", 15)
- %submenu("Hyrule Castle", presetmenu_lownmg_escape)
+ %submenu("Escape", presetmenu_lownmg_escape)
%submenu("Eastern Palace", presetmenu_lownmg_eastern)
%submenu("Desert Palace", presetmenu_lownmg_desert)
%submenu("Tower of Hera", presetmenu_lownmg_hera)
@@ -29,7 +29,7 @@ presetheader_lownmg:
;---------------------------------------------------------------------------------------------------
;===================================================================================================
presetmenu_lownmg_escape:
-%menu_header("Hyrule Castle", 14)
+%menu_header("Escape", 14)
;---------------------------------------------------------------------------------------------------
%preset_UW("Link's Bed", "lownmg", "escape", "bed")
@@ -257,7 +257,7 @@ dw $0000 ; Dead sprites
%write_end()
;---------------------------------------------------------------------------------------------------
-%preset_UW("Last Two Screens", "lownmg", "escape", "last_two_screens")
+%preset_UW("Into Sanctuary", "lownmg", "escape", "into_sanctuary")
dw $0011 ; Screen ID
dw $0378, $0224 ; Link Coords
dw $0300, $0200 ; Camera HV
@@ -294,10 +294,12 @@ db $02 ; Link direction
db $04 ; Entrance
db $82 ; Room layout
db $00 ; Floor
-db $81 ; Door / Peg state
+db $01 ; Door / Peg state
db $11 ; Layer
dw $0000 ; Dead sprites
;-----------------------------
+%write8_enable()
+%write8($7E0642, $01) ; Room puzzle state
%write_end()
;---------------------------------------------------------------------------------------------------
@@ -312,7 +314,7 @@ db $04 ; Entrance
db $C0 ; Room layout
db $00 ; Floor
db $00 ; Door / Peg state
-db $00 ; Layer
+db $10 ; Layer
dw $0000 ; Dead sprites
;-----------------------------
%write_end()
@@ -790,7 +792,7 @@ dw $0000 ; Dead sprites
;---------------------------------------------------------------------------------------------------
;===================================================================================================
presetmenu_lownmg_hera:
-%menu_header("Tower of Hera", 14)
+%menu_header("Tower of Hera", 15)
;---------------------------------------------------------------------------------------------------
%preset_OW("Outside Desert Palace", "lownmg", "hera", "outside_desert_palace")
@@ -1028,6 +1030,23 @@ dw $0580 ; Dead sprites
;-----------------------------
%write_end()
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Bumper Skip", "lownmg", "hera", "bumper_skip")
+dw $0027 ; Screen ID
+dw $0E38, $0471 ; Link Coords
+dw $0E00, $0404 ; Camera HV
+db $03 ; Item
+db $00 ; Direction
+;-----------------------------
+db $33 ; Entrance
+db $C0 ; Room layout
+db $03 ; Floor
+db $10 ; Door / Peg state
+db $00 ; Layer
+dw $0064 ; Dead sprites
+;-----------------------------
+%write_end()
+
;---------------------------------------------------------------------------------------------------
%preset_UW("Moldorm", "lownmg", "hera", "moldorm")
dw $0017 ; Screen ID
@@ -3077,7 +3096,7 @@ dw $0000 ; Dead sprites
%write_end()
;---------------------------------------------------------------------------------------------------
-%preset_UW("Crystal Roller", "lownmg", "trock", "crystal_roller")
+%preset_UW("Crystaroller", "lownmg", "trock", "crystaroller")
dw $0014 ; Screen ID
dw $0878, $0224 ; Link Coords
dw $0800, $0200 ; Camera HV
@@ -3096,7 +3115,7 @@ dw $0000 ; Dead sprites
%write_end()
;---------------------------------------------------------------------------------------------------
-%preset_UW("Dark Room", "lownmg", "trock", "dark_room")
+%preset_UW("Dark Maze", "lownmg", "trock", "dark_maze")
dw $0004 ; Screen ID
dw $0878, $0024 ; Link Coords
dw $0800, $0000 ; Camera HV
@@ -3274,7 +3293,7 @@ dw $0000 ; Dead sprites
%write_end()
;---------------------------------------------------------------------------------------------------
-%preset_UW("Floor 2", "lownmg", "gtower", "floor_2")
+%preset_UW("Floor 3", "lownmg", "gtower", "floor_3")
dw $000C ; Screen ID
dw $18F8, $0024 ; Link Coords
dw $1880, $0000 ; Camera HV
@@ -3622,7 +3641,7 @@ presetpersistent_lownmg:
.keyrat
..end
;-----------------------------
-.last_two_screens
+.into_sanctuary
%write8($7E0FC8, $02) ; Prize pack index
..end
@@ -3773,6 +3792,9 @@ presetpersistent_lownmg_hera:
%write8($7E0FCC, $04) ; Prize pack index
..end
;-----------------------------
+.bumper_skip
+..end
+;-----------------------------
.moldorm
..end
@@ -4215,11 +4237,11 @@ presetpersistent_lownmg_trock:
%write8($7E0FCD, $03) ; Prize pack index
..end
;-----------------------------
-.crystal_roller
+.crystaroller
%write8($7E0FCD, $05) ; Prize pack index
..end
;-----------------------------
-.dark_room
+.dark_maze
..end
;-----------------------------
.laser_skip
@@ -4254,7 +4276,7 @@ presetpersistent_lownmg_gtower:
%write8($7E02A2, $00) ; slot 4 altitude
..end
;-----------------------------
-.floor_2
+.floor_3
%write8($7E0B09, $00) ; Arc variable
%write8($7E0B08, $40) ; Arc variable
%write8($7E03C4, $03) ; Ancilla Search Index
@@ -4338,7 +4360,6 @@ presetSRAM_lownmg:
%write16sram($7EF360, $01) ; Rupees
%write8($7EF3C6, $11) ; Game flags A
%writeroom($055, $000F)
-%writeroom($028, $0000)
...end
;-----------------------------
..entrance
@@ -4397,7 +4418,7 @@ presetSRAM_lownmg:
%writeroom($021, $0003)
...end
;-----------------------------
-..last_two_screens
+..into_sanctuary
%writeroom($011, $2005)
%writeroom($021, $840F)
...end
@@ -4641,13 +4662,16 @@ presetSRAM_lownmg:
%writeroom($031, $800F)
...end
;-----------------------------
-..moldorm
+..bumper_skip
%write8($7EF357, $01) ; Moon Pearl
%write8($7EF36D, $10) ; Health
-%writeroom($017, $000F)
%writeroom($027, $001F)
...end
;-----------------------------
+..moldorm
+%writeroom($017, $000F)
+...end
+;-----------------------------
.aga
;-----------------------------
..outside_hera
@@ -5109,7 +5133,7 @@ presetSRAM_lownmg:
%write8($7EF2FB, $20) ; Overworld 7B overlay
%write8($7EF3CA, $40) ; LW/DW
%writeroom($10B, $008F)
-%writeroom($028, $0001)
+%writeroom($028, $0100)
...end
;-----------------------------
..first_key_pot
@@ -5189,7 +5213,7 @@ presetSRAM_lownmg:
%write8($7EF2FB, $00) ; Overworld $7B
%write8($7EF3CA, $00) ; LW/DW
%writeroom($10B, $000F)
-%writeroom($028, $0080)
+%writeroom($028, $801F)
...end
;-----------------------------
..ice_entrance
@@ -5314,13 +5338,13 @@ presetSRAM_lownmg:
%writeroom($013, $8405)
...end
;-----------------------------
-..crystal_roller
+..crystaroller
%write8($7EF36E, $60) ; Magic
%writeroom($014, $C01F)
%writeroom($024, $800C)
...end
;-----------------------------
-..dark_room
+..dark_maze
%writeroom($004, $C01A)
...end
;-----------------------------
@@ -5381,7 +5405,7 @@ presetSRAM_lownmg:
%writeroom($08C, $0089)
...end
;-----------------------------
-..floor_2
+..floor_3
%write8($7EF377, $0F) ; Arrows
%write8($7EF389, $01) ; Key for dungeon $0D
%write16sram($7EF366, $77BC) ; Big keys
diff --git a/src/cm_presets_nmg.asm b/src/cm_presets_nmg.asm
index 85c2881..7bc5a5a 100644
--- a/src/cm_presets_nmg.asm
+++ b/src/cm_presets_nmg.asm
@@ -7,7 +7,7 @@ presetheader_nmg:
;===================================================================================================
%menu_header("Any% NMG (NO SQ)", 15)
- %submenu("Hyrule Castle", presetmenu_nmg_escape)
+ %submenu("Escape", presetmenu_nmg_escape)
%submenu("Eastern Palace", presetmenu_nmg_eastern)
%submenu("Desert Palace", presetmenu_nmg_desert)
%submenu("Tower of Hera", presetmenu_nmg_hera)
@@ -29,7 +29,7 @@ presetheader_nmg:
;---------------------------------------------------------------------------------------------------
;===================================================================================================
presetmenu_nmg_escape:
-%menu_header("Hyrule Castle", 14)
+%menu_header("Escape", 14)
;---------------------------------------------------------------------------------------------------
%preset_UW("Link's Bed", "nmg", "escape", "bed")
@@ -257,7 +257,7 @@ dw $0000 ; Dead sprites
%write_end()
;---------------------------------------------------------------------------------------------------
-%preset_UW("Last Two Screens", "nmg", "escape", "last_two_screens")
+%preset_UW("Into Sanctuary", "nmg", "escape", "into_sanctuary")
dw $0011 ; Screen ID
dw $0378, $022D ; Link Coords
dw $0300, $0200 ; Camera HV
@@ -294,10 +294,12 @@ db $02 ; Link direction
db $04 ; Entrance
db $82 ; Room layout
db $00 ; Floor
-db $81 ; Door / Peg state
+db $01 ; Door / Peg state
db $11 ; Layer
dw $000A ; Dead sprites
;-----------------------------
+%write8_enable()
+%write8($7E0642, $01) ; Room puzzle state
%write_end()
;---------------------------------------------------------------------------------------------------
@@ -312,7 +314,7 @@ db $04 ; Entrance
db $C0 ; Room layout
db $00 ; Floor
db $00 ; Door / Peg state
-db $00 ; Layer
+db $10 ; Layer
dw $0000 ; Dead sprites
;-----------------------------
%write_end()
@@ -790,7 +792,7 @@ dw $0000 ; Dead sprites
;---------------------------------------------------------------------------------------------------
;===================================================================================================
presetmenu_nmg_hera:
-%menu_header("Tower of Hera", 11)
+%menu_header("Tower of Hera", 12)
;---------------------------------------------------------------------------------------------------
%preset_OW("Outside Desert Palace", "nmg", "hera", "outside_desert_palace")
@@ -954,6 +956,23 @@ dw $0580 ; Dead sprites
;-----------------------------
%write_end()
+;---------------------------------------------------------------------------------------------------
+%preset_UW("Bumper Skip", "nmg", "hera", "bumper_skip")
+dw $0027 ; Screen ID
+dw $0E38, $0471 ; Link Coords
+dw $0E00, $0404 ; Camera HV
+db $03 ; Item
+db $00 ; Direction
+;-----------------------------
+db $33 ; Entrance
+db $C0 ; Room layout
+db $03 ; Floor
+db $10 ; Door / Peg state
+db $00 ; Layer
+dw $0064 ; Dead sprites
+;-----------------------------
+%write_end()
+
;---------------------------------------------------------------------------------------------------
%preset_UW("Moldorm", "nmg", "hera", "moldorm")
dw $0017 ; Screen ID
@@ -3080,7 +3099,7 @@ dw $0000 ; Dead sprites
%write_end()
;---------------------------------------------------------------------------------------------------
-%preset_UW("Crystal Roller", "nmg", "trock", "crystal_roller")
+%preset_UW("Crystaroller", "nmg", "trock", "crystaroller")
dw $0014 ; Screen ID
dw $0878, $022B ; Link Coords
dw $0800, $0200 ; Camera HV
@@ -3099,7 +3118,7 @@ dw $0000 ; Dead sprites
%write_end()
;---------------------------------------------------------------------------------------------------
-%preset_UW("Dark Room", "nmg", "trock", "dark_room")
+%preset_UW("Dark Maze", "nmg", "trock", "dark_maze")
dw $0004 ; Screen ID
dw $0878, $0025 ; Link Coords
dw $0800, $0000 ; Camera HV
@@ -3275,7 +3294,7 @@ dw $0000 ; Dead sprites
%write_end()
;---------------------------------------------------------------------------------------------------
-%preset_UW("Floor 2", "nmg", "gtower", "floor_2")
+%preset_UW("Floor 3", "nmg", "gtower", "floor_3")
dw $000C ; Screen ID
dw $18F8, $0026 ; Link Coords
dw $1880, $0000 ; Camera HV
@@ -3641,7 +3660,7 @@ presetpersistent_nmg_escape:
.keyrat
..end
;-----------------------------
-.last_two_screens
+.into_sanctuary
..end
;===================================================================================================
@@ -3778,6 +3797,9 @@ presetpersistent_nmg_hera:
%write8($7E0FCC, $02) ; Prize pack index
..end
;-----------------------------
+.bumper_skip
+..end
+;-----------------------------
.moldorm
%write8($7E0FC8, $05) ; Prize pack index
..end
@@ -4217,11 +4239,11 @@ presetpersistent_nmg_trock:
%write8($7E0FCD, $04) ; Prize pack index
..end
;-----------------------------
-.crystal_roller
+.crystaroller
%write8($7E0FCD, $06) ; Prize pack index
..end
;-----------------------------
-.dark_room
+.dark_maze
..end
;-----------------------------
.laser_skip
@@ -4255,7 +4277,7 @@ presetpersistent_nmg_gtower:
%write8($7E02A2, $00) ; slot 4 altitude
..end
;-----------------------------
-.floor_2
+.floor_3
%write8($7E0B08, $40) ; Arc variable
%write8($7E0B09, $00) ; Arc variable
..end
@@ -4397,7 +4419,7 @@ presetSRAM_nmg:
%writeroom($021, $0003)
...end
;-----------------------------
-..last_two_screens
+..into_sanctuary
%writeroom($011, $2005)
%writeroom($021, $840F)
...end
@@ -4524,9 +4546,9 @@ presetSRAM_nmg:
%write8($7EF36F, $00) ; Keys
%write8($7EF377, $05) ; Arrows
%write8($7EF340, $02) ; Bow
+%writeroom($073, $0001)
%writeroom($074, $0003)
%writeroom($084, $000F)
-%writeroom($073, $0001)
...end
;-----------------------------
..pre_cannonball_room
@@ -4624,11 +4646,14 @@ presetSRAM_nmg:
%writeroom($031, $800F)
...end
;-----------------------------
-..moldorm
+..bumper_skip
%write8($7EF357, $01) ; Moon Pearl
%write8($7EF36D, $20) ; Health
+%writeroom($027, $001F) ; Room $0027
+...end
+;-----------------------------
+..moldorm
%writeroom($017, $000F)
-%writeroom($027, $001F)
...end
;-----------------------------
.aga
@@ -4731,8 +4756,8 @@ presetSRAM_nmg:
%write8($7EF343, $03) ; Bombs
%write8($7EF36F, $00) ; Keys
%write8($7EF382, $00) ; Key for dungeon $06
-%writeroom($04A, $200F)
%writeroom($009, $0018)
+%writeroom($04A, $200F)
...end
;-----------------------------
..main_hub_bk
@@ -4759,8 +4784,8 @@ presetSRAM_nmg:
%write8($7EF36F, $01) ; Keys
%write8($7EF36D, $28) ; Health
%write8($7EF382, $01) ; Key for dungeon $06
-%writeroom($01A, $301A)
%writeroom($019, $802F)
+%writeroom($01A, $301A)
...end
;-----------------------------
..sexy_statue_room
@@ -4789,8 +4814,8 @@ presetSRAM_nmg:
...end
;-----------------------------
..helma
-%writeroom($06A, $8005)
%writeroom($00B, $200F)
+%writeroom($06A, $8005)
...end
;-----------------------------
.thieves
@@ -5076,8 +5101,8 @@ presetSRAM_nmg:
%write8($7EF2BB, $20) ; Overworld 3B overlay
%write8($7EF2FB, $20) ; Overworld 7B overlay
%write8($7EF3CA, $40) ; LW/DW
+%writeroom($028, $0100)
%writeroom($10B, $008F)
-%writeroom($028, $0001)
...end
;-----------------------------
..first_key_pot
@@ -5087,8 +5112,8 @@ presetSRAM_nmg:
;-----------------------------
..hallway_key_1
%write8($7EF343, $01) ; Bombs
-%writeroom($038, $440A)
%writeroom($037, $1003)
+%writeroom($038, $440A)
...end
;-----------------------------
..water_lever_1
@@ -5100,8 +5125,8 @@ presetSRAM_nmg:
...end
;-----------------------------
..water_lever_2
-%writeroom($036, $200F)
%writeroom($035, $040F)
+%writeroom($036, $200F)
...end
;-----------------------------
..sociable_firebar
@@ -5111,8 +5136,8 @@ presetSRAM_nmg:
;-----------------------------
..backtracking
%write16sram($7EF366, $76B0) ; Big keys
-%writeroom($054, $000F)
%writeroom($035, $849F)
+%writeroom($054, $000F)
...end
;-----------------------------
..hookshot
@@ -5159,7 +5184,7 @@ presetSRAM_nmg:
%write8($7EF2FB, $00) ; Overworld $7B
%write8($7EF3CA, $00) ; LW/DW
%writeroom($10B, $000F)
-%writeroom($028, $0080)
+%writeroom($028, $801F)
...end
;-----------------------------
..free_flutedash
@@ -5189,8 +5214,8 @@ presetSRAM_nmg:
..beat_the_fireball
%write8($7EF36F, $01) ; Keys
%writeroom($0B2, $0001)
-%writeroom($0C2, $000F)
%writeroom($0B3, $0402)
+%writeroom($0C2, $000F)
...end
;-----------------------------
..bari_key
@@ -5251,9 +5276,9 @@ presetSRAM_nmg:
%write8($7EF343, $01) ; Bombs
%write8($7EF377, $14) ; Arrows
%write8($7EF36E, $40) ; Magic
-%writeroom($092, $400F)
-%writeroom($0A0, $800F)
%writeroom($091, $0005)
+%writeroom($092, $0007)
+%writeroom($0A0, $800F)
...end
;-----------------------------
.trock
@@ -5325,24 +5350,24 @@ presetSRAM_nmg:
%write8($7EF377, $11) ; Arrows
%write8($7EF36E, $28) ; Magic
%writeroom($014, $000F)
-%writeroom($0B6, $B41A)
%writeroom($015, $000F)
+%writeroom($0B6, $B41A)
...end
;-----------------------------
..pokeys_2
%write16sram($7EF360, $79) ; Rupees
%write16sram($7EF366, $77B8) ; Big keys
%write8($7EF36E, $78) ; Magic
-%writeroom($014, $401F)
%writeroom($013, $8405)
+%writeroom($014, $401F)
...end
;-----------------------------
-..crystal_roller
+..crystaroller
%writeroom($014, $C01F)
%writeroom($024, $800C)
...end
;-----------------------------
-..dark_room
+..dark_maze
%writeroom($004, $C01A)
...end
;-----------------------------
@@ -5382,8 +5407,8 @@ presetSRAM_nmg:
..spike_skip
%write8($7EF36F, $01) ; Keys
%writeroom($00C, $000F)
-%writeroom($08C, $0008)
%writeroom($08B, $0404)
+%writeroom($08C, $0008)
...end
;-----------------------------
..pre_firesnakes_room
@@ -5394,9 +5419,9 @@ presetSRAM_nmg:
..bombable_floor
%write8($7EF377, $16) ; Arrows
%write8($7EF36D, $60) ; Health
-%writeroom($09C, $000F)
%writeroom($07D, $201E)
%writeroom($09B, $840F)
+%writeroom($09C, $000F)
...end
;-----------------------------
..ice_armos
@@ -5404,7 +5429,7 @@ presetSRAM_nmg:
%writeroom($08C, $0009)
...end
;-----------------------------
-..floor_2
+..floor_3
%write8($7EF377, $0E) ; Arrows
%write8($7EF389, $01) ; Key for dungeon $0D
%write16sram($7EF366, $77BC) ; Big keys
@@ -5428,8 +5453,8 @@ presetSRAM_nmg:
...end
;-----------------------------
..gauntlet
-%writeroom($05C, $000C)
%writeroom($05B, $8005)
+%writeroom($05C, $000C)
...end
;-----------------------------
..gauntlet3
@@ -5440,8 +5465,8 @@ presetSRAM_nmg:
..lanmola2
%write8($7EF36D, $40) ; Health
%write8($7EF36E, $70) ; Magic
-%writeroom($06C, $0001)
%writeroom($05D, $000E)
+%writeroom($06C, $0001)
%writeroom($06D, $000A)
...end
;-----------------------------
diff --git a/src/cm_rng.asm b/src/cm_rng.asm
index fca539f..c255b24 100644
--- a/src/cm_rng.asm
+++ b/src/cm_rng.asm
@@ -32,17 +32,17 @@ RNG_SUBMENU:
JSL CMDRAW_WORD_LONG_LONG
PLA ; recover value
- AND.w #$00C0 ; the top 2 bits for second pokey, already shifted for us too!
+ AND.w #$000C ; the top 2 bits for second pokey - already shifted for us too!
ADC.w #..directions ; carry should be clear always, I hope
JSL CMDRAW_WORD_LONG_LONG
RTL
..directions
- db "ul ", $FF
- db "ur ", $FF
db "dr ", $FF
db "dl ", $FF
+ db "ur ", $FF
+ db "ul ", $FF
..random
JML CMDRAW_RANDOM
@@ -80,7 +80,7 @@ RNG_SUBMENU:
JML CMDRAW_RANDOM
..slot
- db "Slot ", $FF ; with a space,yes
+ db "Slot ", $FF ; with a space, yes
;===================================================================================================
%choice_here("Ganon warps", SA1RAM.ganon_warp_rng, 3)
@@ -175,7 +175,7 @@ RNG_SUBMENU:
JML CMDRAW_RANDOM
;===================================================================================================
-%choice_here("Conveyor belt", SA1RAM.conveyor_rng, 5)
+%choice_here("Moth conveyor", SA1RAM.conveyor_rng, 5)
%list_item("Random")
%list_item("Right")
%list_item("Left")
diff --git a/src/cm_roomload.asm b/src/cm_roomload.asm
index 324794c..90ce6d7 100644
--- a/src/cm_roomload.asm
+++ b/src/cm_roomload.asm
@@ -1,12 +1,83 @@
ROOMLOAD_SUBMENU:
-%menu_header("ROOM EDITOR", 10)
+%menu_header("ROOM MASTER", 19)
;===================================================================================================
%numfield_hex_update("Set room", SA1RAM.loadroomid, $00, $FF, $10)
;===================================================================================================
-%func("Load Selected Room", this)
+%func("Load selected room", this)
REP #$30
JSL CM_Exiting
- JML LoadArbitraryRoom
\ No newline at end of file
+ JML LoadArbitraryRoom
+
+;===================================================================================================
+
+%submenu("Config", ROOMLOADCONFIG_SUBMENU)
+
+;===================================================================================================
+
+%toggle_roomflag("Door 0", 15)
+%toggle_roomflag("Door 1", 14)
+%toggle_roomflag("Door 2", 13)
+%toggle_roomflag("Door 3", 12)
+
+%toggle_roomflag("Boss", 11)
+%toggle_roomflag("Key", 10)
+%toggle_roomflag("Key 2", 9)
+%toggle_roomflag("Rupee floor", 8)
+
+%toggle_roomflag("Chest 0", 4)
+%toggle_roomflag("Chest 1", 5)
+%toggle_roomflag("Chest 2", 6)
+%toggle_roomflag("Chest 3", 7)
+
+%toggle_roomflag("NW quadrant", 3)
+%toggle_roomflag("NE quadrant", 2)
+%toggle_roomflag("SW quadrant", 1)
+%toggle_roomflag("SE quadrant", 0)
+
+;===================================================================================================
+
+ROOMLOADCONFIG_SUBMENU:
+%menu_header("ROOM LOAD CONFIGURATION", 6)
+
+%choice_here("Equipment", SA1RAM.loadroomequip, 3)
+ %list_item("Current")
+ %list_item("Loadout")
+ %list_item("Full")
+
+%toggle_onoff("Open shutters", SA1RAM.loadroomshutters)
+
+%toggle_onoff("Kill sprites", SA1RAM.loadroomkill)
+
+%choice_here("Peg state", SA1RAM.loadroompegset, 3)
+ %list_item("Red")
+ %list_item("Blue")
+ %list_item("Current")
+
+%choice_here("World state", SA1RAM.loadroomworldset, 4)
+ %list_item("Default")
+ %list_item("Current")
+ %list_item("Light world")
+ %list_item("Dark world")
+
+%choice_here("Dungeon ID", SA1RAM.loadroomdungeonset, 18)
+ %list_item("Default")
+ %list_item("Current")
+ %list_item("Sewers")
+ %list_item("Hyrule")
+ %list_item("Eastern")
+ %list_item("Desert")
+ %list_item("Hera")
+ %list_item("Agahnim")
+ %list_item("PoD")
+ %list_item("Swamp")
+ %list_item("Skull")
+ %list_item("Thieves'")
+ %list_item("Ice")
+ %list_item("Mire")
+ %list_item("TRock")
+ %list_item("GTower")
+ %list_item("Caves")
+ %list_item("Caves FD")
diff --git a/src/cm_shortcuts.asm b/src/cm_shortcuts.asm
index 2785078..42f4891 100644
--- a/src/cm_shortcuts.asm
+++ b/src/cm_shortcuts.asm
@@ -1,56 +1,37 @@
SHORTCUTS_SUBMENU:
%menu_header("CONTROLLER SHORTCUTS", 12)
%ctrl_shortcut_final("LTTPHack menu", final_static_short_PracMenuShortcut)
- %ctrl_shortcut("Load last preset", !ram_ctrl_load_last_preset)
- %ctrl_shortcut("Save state", !ram_ctrl_save_state)
- %ctrl_shortcut("Load state", !ram_ctrl_load_state)
- %ctrl_shortcut("Reset seg timer", !ram_ctrl_reset_segment_timer)
- %ctrl_shortcut("Toggle OoB", !ram_ctrl_toggle_oob)
- %ctrl_shortcut("Skip text", !ram_ctrl_skip_text)
- %ctrl_shortcut("Remove sprites", !ram_ctrl_disable_sprites)
- %ctrl_shortcut("Toggle switch", !ram_ctrl_toggle_switch)
- %ctrl_shortcut("Fill everything", !ram_ctrl_fill_everything)
- %ctrl_shortcut("VRAM repair", !ram_ctrl_fix_vram)
- %ctrl_shortcut("Mark all pits", !ram_ctrl_somaria_pits)
+ %ctrl_shortcut("Load last preset", !config_ctrl_load_last_preset)
+ %ctrl_shortcut("Save state", !config_ctrl_save_state)
+ %ctrl_shortcut("Load state", !config_ctrl_load_state)
+ %ctrl_shortcut("Reset seg timer", !config_ctrl_reset_segment_timer)
+ %ctrl_shortcut("Toggle OoB", !config_ctrl_toggle_oob)
+ %ctrl_shortcut("Skip text", !config_ctrl_skip_text)
+ %ctrl_shortcut("Remove sprites", !config_ctrl_disable_sprites)
+ %ctrl_shortcut("Toggle switch", !config_ctrl_toggle_switch)
+ %ctrl_shortcut("Fill everything", !config_ctrl_fill_everything)
+ %ctrl_shortcut("VRAM repair", !config_ctrl_fix_vram)
+ %ctrl_shortcut("Mark all pits", !config_ctrl_somaria_pits)
;===================================================================================================
DoShortCuts:
PHB
PHK
PLB
- JSR check_mode_safety
- JSR .go
+
+ JSR gamemode_shortcuts
PLB
RTL
-.go
- BEQ gamemode_shortcuts_nothing ; safeForNone
- BVS gamemode_shortcuts_everything ; safeForAll
- BMI gamemode_shortcuts_everything ; safeForSome
+-- RTS
gamemode_shortcuts:
-.practiceMenu
- LDA.b SA1IRAM.CopyOf_B0
- REP #$20 ; this code is copyright Lui 2020
- BEQ .pracmenu_allowed
-.nothing
- RTS
+ REP #$30 ; this code is copyright Lui 2020
-.everything
- TAY
- LDA.b SA1IRAM.CONTROLLER_1_FILTERED
- ORA.b SA1IRAM.CONTROLLER_1_FILTERED+1 : BEQ .nothing
+ LDA.b SA1IRAM.CONTROLLER_1_FILTERED : BEQ --
- REP #$10
LDX.w #0
- TYA
- BPL .pracmenu_allowed
-
- LDX.w #4
-
-.pracmenu_allowed
- REP #$20
.nextcheck
LDA.w .shortcut_routine,X
@@ -96,106 +77,19 @@ gamemode_shortcuts:
.shortcut_routine
dw ..pracmenushortcut, gamemode_custom_menu&!CPU_SIDE
- dw !ram_ctrl_load_last_preset, gamemode_load_previous_preset&!CPU_SIDE
- dw !ram_ctrl_save_state, gamemode_savestate_save&!CPU_SIDE
- dw !ram_ctrl_load_state, gamemode_savestate_load&!CPU_SIDE
- dw !ram_ctrl_reset_segment_timer, gamemode_reset_segment_timer&!SA1_SIDE
- dw !ram_ctrl_somaria_pits, gamemode_somaria_pits_wrapper&!CPU_SIDE
- dw !ram_ctrl_fix_vram, gamemode_fix_vram&!CPU_SIDE
- dw !ram_ctrl_toggle_switch, gamemode_toggle_switch&!CPU_SIDE
- dw !ram_ctrl_fill_everything, gamemode_fill_everything&!CPU_SIDE
- dw !ram_ctrl_toggle_oob, gamemode_oob&!CPU_SIDE
- dw !ram_ctrl_skip_text, gamemode_skip_text&!CPU_SIDE
- dw !ram_ctrl_disable_sprites, gamemode_disable_sprites&!CPU_SIDE
+ dw !config_ctrl_load_last_preset, gamemode_load_previous_preset&!CPU_SIDE
+ dw !config_ctrl_save_state, gamemode_savestate_save&!CPU_SIDE
+ dw !config_ctrl_load_state, gamemode_savestate_load&!CPU_SIDE
+ dw !config_ctrl_reset_segment_timer, gamemode_reset_segment_timer&!SA1_SIDE
+ dw !config_ctrl_somaria_pits, gamemode_somaria_pits_wrapper&!CPU_SIDE
+ dw !config_ctrl_fix_vram, gamemode_fix_vram&!CPU_SIDE
+ dw !config_ctrl_toggle_switch, gamemode_toggle_switch&!CPU_SIDE
+ dw !config_ctrl_fill_everything, gamemode_fill_everything&!CPU_SIDE
+ dw !config_ctrl_toggle_oob, gamemode_oob&!CPU_SIDE
+ dw !config_ctrl_skip_text, gamemode_skip_text&!CPU_SIDE
+ dw !config_ctrl_disable_sprites, gamemode_disable_sprites&!CPU_SIDE
dw 0, 0
#final_static_short_PracMenuShortcut:
..pracmenushortcut
dw $1010
-
-; return values in P
-!SOME_SAFE = $8080 ; some options are not always safe = negative flag
-!ALL_SAFE = $4040 ; everything is safe = overflow flag
-!NONE_SAFE = $0000 ; all modes unsafe = zero flag
-; zero flag off = practice menu special
-
-check_mode_safety:
- LDA.b SA1IRAM.CopyOf_10 : CMP.b #$0C : BNE .notCustomMenu
- REP #%11000010 ; clear NVZ
-.neverSafe
- RTS
-
-.notCustomMenu
- ASL : TAX ; get index
- REP #%01100000 ; clear V for checks and M for 16 bit accum
- LDA.w Module_safety,X
- BEQ .neverSafe ; staying in 16 bit A is fine here
-
- STA.b SA1IRAM.SCRATCH
- LDY.b SA1IRAM.CopyOf_11 ; get submodule
-
- SEP #$20
- LDA.b (SA1IRAM.SCRATCH),Y ; get safety level of submodule
- STA.b SA1IRAM.SCRATCH ; put it in $00
- BIT.b SA1IRAM.SCRATCH ; bit test to set NVZ
- RTS
-
-Module_safety:
- dw !SOME_SAFE ; Intro_safety
- dw !SOME_SAFE ; SelectFile_safety
- dw !SOME_SAFE ; CopyFile_safety
- dw !SOME_SAFE ; EraseFile_safety
- dw !SOME_SAFE ; NamePlayer_safety
- dw !SOME_SAFE ; LoadFile_safety
- dw !SOME_SAFE ; PreDungeon_safety
- dw Dungeon_safety
- dw !SOME_SAFE ; PreOverworld_safety
- dw Overworld_safety
- dw !SOME_SAFE ; PreOverworld_safety
- dw Overworld_safety
- dw !SOME_SAFE ; CustomMenu_safety ; unsafe, but custom behavior
- dw !SOME_SAFE ; Unknown1_safety
- dw Messaging_safety
- dw !SOME_SAFE ; CloseSpotlight_safety
- dw !SOME_SAFE ; OpenSpotlight_safety
- dw !SOME_SAFE ; HoleToDungeon_safety
- dw !SOME_SAFE ; Death_safety
- dw !ALL_SAFE ; BossVictory_safety
- dw !SOME_SAFE ; Attract_safety
- dw !ALL_SAFE ; Mirror_safety
- dw !ALL_SAFE ; Victory_safety
- dw !SOME_SAFE ; Quit_safety
- dw !ALL_SAFE ; GanonEmerges_safety
- dw !SOME_SAFE ; TriforceRoom_safety
- dw !SOME_SAFE ; EndSequence_safety
- dw !SOME_SAFE ; LocationMenu_safety
-
-; How to behave on modules, pre shifted for address jumps
-
- Dungeon_safety: ; $07
- db !ALL_SAFE, !ALL_SAFE, !ALL_SAFE, !ALL_SAFE ; 0x00, 0x01, 0x02, 0x03
- db !ALL_SAFE, !ALL_SAFE, !SOME_SAFE, !SOME_SAFE ; 0x04, 0x05, 0x06, 0x07
- db !ALL_SAFE, !ALL_SAFE, !ALL_SAFE, !ALL_SAFE ; 0x08, 0x09, 0x0A, 0x0B
- db !ALL_SAFE, !ALL_SAFE, !SOME_SAFE, !SOME_SAFE ; 0x0C, 0x0D, 0x0E, 0x0F
- db !ALL_SAFE, !ALL_SAFE, !SOME_SAFE, !SOME_SAFE ; 0x10, 0x11, 0x12, 0x13
- db !ALL_SAFE, !ALL_SAFE, !ALL_SAFE, !ALL_SAFE ; 0x14, 0x15, 0x16, 0x17
- db !ALL_SAFE, !ALL_SAFE, !ALL_SAFE ; 0x18, 0x19, 0x1A
-
- Overworld_safety: ; $09/$0B
- db !ALL_SAFE, !ALL_SAFE, !ALL_SAFE, !ALL_SAFE ; 0x00, 0x01, 0x02, 0x03
- db !ALL_SAFE, !ALL_SAFE, !ALL_SAFE, !ALL_SAFE ; 0x04, 0x05, 0x06, 0x07
- db !ALL_SAFE, !ALL_SAFE, !ALL_SAFE, !ALL_SAFE ; 0x08, 0x09, 0x0A, 0x0B
- db !ALL_SAFE, !ALL_SAFE, !ALL_SAFE, !ALL_SAFE ; 0x0C, 0x0D, 0x0E, 0x0F
- db !ALL_SAFE, !ALL_SAFE, !ALL_SAFE, !ALL_SAFE ; 0x10, 0x11, 0x12, 0x13
- db !ALL_SAFE, !ALL_SAFE, !ALL_SAFE, !ALL_SAFE ; 0x14, 0x15, 0x16, 0x17
- db !ALL_SAFE, !ALL_SAFE, !ALL_SAFE, !ALL_SAFE ; 0x18, 0x19, 0x1A, 0x1B
- db !ALL_SAFE, !ALL_SAFE, !ALL_SAFE, !ALL_SAFE ; 0x1C, 0x1D, 0x1E, 0x1F
- db !ALL_SAFE, !ALL_SAFE, !ALL_SAFE, !SOME_SAFE; 0x20, 0x21, 0x22, 0x23
- db !ALL_SAFE, !ALL_SAFE, !ALL_SAFE, !ALL_SAFE ; 0x24, 0x25, 0x26, 0x27
- db !ALL_SAFE, !ALL_SAFE, !ALL_SAFE, !ALL_SAFE ; 0x28, 0x29, 0x2A, 0x2B
- db !ALL_SAFE, !ALL_SAFE, !ALL_SAFE, !ALL_SAFE ; 0x2C, 0x2D, 0x2E, 0x2F
-
- Messaging_safety: ; $0E
- db !ALL_SAFE, !ALL_SAFE, !ALL_SAFE, !NONE_SAFE ; 0x00, 0x01, 0x02, 0x03
- db !ALL_SAFE, !ALL_SAFE, !ALL_SAFE, !NONE_SAFE ; 0x04, 0x05, 0x06, 0x07
- db !ALL_SAFE, !NONE_SAFE, !ALL_SAFE, !ALL_SAFE ; 0x08, 0x09, 0x0A, 0x0B
\ No newline at end of file
diff --git a/src/defines.asm b/src/defines.asm
index 146c9e4..c03dc59 100644
--- a/src/defines.asm
+++ b/src/defines.asm
@@ -1,6 +1,8 @@
!SRAM_VERSION = $0030
!INIT_SIGNATURE = $25A4
+function hexto555(h) = ((((h&$FF)/8)<<10)|(((h>>8&$FF)/8)<<5)|(((h>>16&$FF)/8)<<0))
+
;===================================================================================================
; Memory map:
; Bank 40:
@@ -9,8 +11,7 @@
; $9000..$97FF - unused
; $9800..$9EFF - SA-1 savestate for $3000..$36FF
; Bank 41: savestates
-; Bank 42: savestates
-; $0000..$FFFF - vram mirror
+; Bank 42: savestates vram
;===================================================================================================
org $400000
SA1SRAM = $400000
@@ -30,10 +31,9 @@ struct SA1RAM $406000
.hex2dec_second_digit: skip 2
.hex2dec_third_digit: skip 2
+ .ss_old_music_bank: skip 1
+
.clearable_sa1ram:
- .rng_counter: skip 2
- .rng_cache: skip 1
- .frame_cache: skip 1
.pokey_rng: skip 2
.agahnim_rng: skip 2
.helmasaur_rng: skip 2
@@ -49,16 +49,19 @@ struct SA1RAM $406000
.vitreous_rng: skip 2
.ganon_bats: skip 2
- .react_counter: skip 2
- .react_frames: skip 2
-
- .mash_counter: skip 2
- .mash_inputs: skip 2
-
.CM_SubMenuIndex: skip 2
.CM_SubMenuStack: skip 40
.loadroomid: skip 2
+ .loadroomshutters: skip 2
+ .loadroomkill: skip 2
+ .loadroompegset: skip 2
+ .loadroomdungeonset: skip 2
+ .loadroomworldset: skip 2
+ .loadroomequip: skip 2
+ .loadroomdungeon: skip 1
+ .loadroompegstate: skip 1
+ .loadroomeg: skip 1
.disabled_layers: skip 2
.layer_writer: skip 2
@@ -68,15 +71,10 @@ struct SA1RAM $406000
.cm_input_timer: skip 2
.cm_last_input: skip 2
- .LayerCache: skip 2
.cm_item_bow: skip 1
.cm_equipment_maxhp: skip 1
- .movie_hud: skip $40
-
- .ss_old_music_bank: skip 2
-
warnpc $407FFF
endstruct
@@ -107,7 +105,7 @@ function color(h) = ((((h&$FF)/8)<<10)|(((h>>8&$FF)/8)<<5)|(((h>>16&$FF)/8)<<0))
; 7C[0x02]
; 04CB[0x25] (04F0)
-!ram_extra_sa1_required = $35
+!config_extra_sa1_required = $35
!offset = $407000
!offsetinc = 0
@@ -115,8 +113,8 @@ function color(h) = ((((h&$FF)/8)<<10)|(((h>>8&$FF)/8)<<5)|(((h>>16&$FF)/8)<<0))
!ON = 1
macro def_sram(name, default)
- !ram_ #= !offset+!offsetinc
- !newval := "dw !ram_, "
+ !config_ #= !offset+!offsetinc
+ !newval := "dw !config_, "
if defined("PERM_INIT")
!PERM_INIT := "!PERM_INIT : !newval"
@@ -125,12 +123,14 @@ macro def_sram(name, default)
endif
!offsetinc #= !offsetinc+2
+ !last_config #= !offsetinc
endmacro
macro def_sram_long(name, size)
- !ram_ #= !offset+!offsetinc
+ !config_ #= !offset+!offsetinc
!offsetinc #= !offsetinc+
+ !last_config #= !offsetinc
endmacro
%def_sram("sram_initialized", !SRAM_VERSION)
@@ -142,7 +142,7 @@ endmacro
%def_sram("cm_save_place", 0)
%def_sram("ctrl_load_last_preset", $A020)
-%def_sram("ctrl_replay_last_movie", $3020)
+%def_sram("ctrl_unused", $0000)
%def_sram("ctrl_save_state", $6010)
%def_sram("ctrl_load_state", $6020)
@@ -164,16 +164,16 @@ endmacro
%def_sram("heart_display", 0)
%def_sram("feature_music", !ON)
-%def_sram("counter1", 1) ; room time
-%def_sram("counter2", 2) ; lag time
-%def_sram("counter3", 3) ; idle time
-%def_sram("counter4", !OFF)
-%def_sram("counter5", 5) ; coords
+%def_sram("sentry1", 1) ; room time
+%def_sram("sentry2", 2) ; lag time
+%def_sram("sentry3", 3) ; idle time
+%def_sram("sentry4", !OFF)
+%def_sram("sentry5", 5) ; coords
-%def_sram("linecounter1", !OFF)
-%def_sram("linecounter2", !OFF)
-%def_sram("linecounter3", !OFF)
-%def_sram("linecounter4", !OFF)
+%def_sram("linesentry1", !OFF)
+%def_sram("linesentry2", !OFF)
+%def_sram("linesentry3", !OFF)
+%def_sram("linesentry4", !OFF)
%def_sram("ancprop1", 0)
%def_sram("ancprop2", 0)
@@ -181,7 +181,7 @@ endmacro
%def_sram("ancprop4", 0)
%def_sram("qw_toggle", !ON)
-%def_sram("heartlag_spinner", !ON)
+%def_sram("hudlag_spinner", !ON)
%def_sram("toggle_boss_cycles", !ON)
%def_sram("lit_rooms_toggle", !OFF)
@@ -212,7 +212,7 @@ endmacro
%def_sram("safeties_nmg_bottles", !OFF)
%def_sram("safeties_nmg_red_mail", !OFF)
-%def_sram("safeties_hundo_trinexx_boom", !OFF)
+%def_sram("safeties_100nmg_trinexx_boom", !OFF)
%def_sram("safeties_ad2020_silvers", !OFF)
@@ -220,152 +220,21 @@ endmacro
%def_sram("safeties_anyrmg_hook", !OFF)
-; Placeholders for future SRAM
-; this way, future updates will end up in one of these
-; instead of say, a preset thing
-%def_sram("PLACEHOLDER_00", 0)
-%def_sram("PLACEHOLDER_01", 0)
-%def_sram("PLACEHOLDER_02", 0)
-%def_sram("PLACEHOLDER_03", 0)
-%def_sram("PLACEHOLDER_04", 0)
-%def_sram("PLACEHOLDER_05", 0)
-%def_sram("PLACEHOLDER_06", 0)
-%def_sram("PLACEHOLDER_07", 0)
-%def_sram("PLACEHOLDER_08", 0)
-%def_sram("PLACEHOLDER_09", 0)
-%def_sram("PLACEHOLDER_0A", 0)
-%def_sram("PLACEHOLDER_0B", 0)
-%def_sram("PLACEHOLDER_0C", 0)
-%def_sram("PLACEHOLDER_0D", 0)
-%def_sram("PLACEHOLDER_0E", 0)
-%def_sram("PLACEHOLDER_0F", 0)
-%def_sram("PLACEHOLDER_0G", 0)
-%def_sram("PLACEHOLDER_0H", 0)
-%def_sram("PLACEHOLDER_0I", 0)
-%def_sram("PLACEHOLDER_0J", 0)
-%def_sram("PLACEHOLDER_0K", 0)
-%def_sram("PLACEHOLDER_0L", 0)
-%def_sram("PLACEHOLDER_0M", 0)
-%def_sram("PLACEHOLDER_0N", 0)
-%def_sram("PLACEHOLDER_0O", 0)
-%def_sram("PLACEHOLDER_0P", 0)
-%def_sram("PLACEHOLDER_0Q", 0)
-%def_sram("PLACEHOLDER_0R", 0)
-%def_sram("PLACEHOLDER_0S", 0)
-%def_sram("PLACEHOLDER_0T", 0)
-%def_sram("PLACEHOLDER_0U", 0)
-%def_sram("PLACEHOLDER_0V", 0)
-%def_sram("PLACEHOLDER_0W", 0)
-%def_sram("PLACEHOLDER_0X", 0)
-%def_sram("PLACEHOLDER_0Y", 0)
-%def_sram("PLACEHOLDER_0Z", 0)
-%def_sram("PLACEHOLDER_10", 0)
-%def_sram("PLACEHOLDER_11", 0)
-%def_sram("PLACEHOLDER_12", 0)
-%def_sram("PLACEHOLDER_13", 0)
-%def_sram("PLACEHOLDER_14", 0)
-%def_sram("PLACEHOLDER_15", 0)
-%def_sram("PLACEHOLDER_16", 0)
-%def_sram("PLACEHOLDER_17", 0)
-%def_sram("PLACEHOLDER_18", 0)
-%def_sram("PLACEHOLDER_19", 0)
-%def_sram("PLACEHOLDER_1A", 0)
-%def_sram("PLACEHOLDER_1B", 0)
-%def_sram("PLACEHOLDER_1C", 0)
-%def_sram("PLACEHOLDER_1D", 0)
-%def_sram("PLACEHOLDER_1E", 0)
-%def_sram("PLACEHOLDER_1F", 0)
-%def_sram("PLACEHOLDER_1G", 0)
-%def_sram("PLACEHOLDER_1H", 0)
-%def_sram("PLACEHOLDER_1I", 0)
-%def_sram("PLACEHOLDER_1J", 0)
-%def_sram("PLACEHOLDER_1K", 0)
-%def_sram("PLACEHOLDER_1L", 0)
-%def_sram("PLACEHOLDER_1M", 0)
-%def_sram("PLACEHOLDER_1N", 0)
-%def_sram("PLACEHOLDER_1O", 0)
-%def_sram("PLACEHOLDER_1P", 0)
-%def_sram("PLACEHOLDER_1Q", 0)
-%def_sram("PLACEHOLDER_1R", 0)
-%def_sram("PLACEHOLDER_1S", 0)
-%def_sram("PLACEHOLDER_1T", 0)
-%def_sram("PLACEHOLDER_1U", 0)
-%def_sram("PLACEHOLDER_1V", 0)
-%def_sram("PLACEHOLDER_1W", 0)
-%def_sram("PLACEHOLDER_1X", 0)
-%def_sram("PLACEHOLDER_1Y", 0)
-%def_sram("PLACEHOLDER_1Z", 0)
-%def_sram("PLACEHOLDER_20", 0)
-%def_sram("PLACEHOLDER_21", 0)
-%def_sram("PLACEHOLDER_22", 0)
-%def_sram("PLACEHOLDER_23", 0)
-%def_sram("PLACEHOLDER_24", 0)
-%def_sram("PLACEHOLDER_25", 0)
-%def_sram("PLACEHOLDER_26", 0)
-%def_sram("PLACEHOLDER_27", 0)
-%def_sram("PLACEHOLDER_28", 0)
-%def_sram("PLACEHOLDER_29", 0)
-%def_sram("PLACEHOLDER_2A", 0)
-%def_sram("PLACEHOLDER_2B", 0)
-%def_sram("PLACEHOLDER_2C", 0)
-%def_sram("PLACEHOLDER_2D", 0)
-%def_sram("PLACEHOLDER_2E", 0)
-%def_sram("PLACEHOLDER_2F", 0)
-%def_sram("PLACEHOLDER_2G", 0)
-%def_sram("PLACEHOLDER_2H", 0)
-%def_sram("PLACEHOLDER_2I", 0)
-%def_sram("PLACEHOLDER_2J", 0)
-%def_sram("PLACEHOLDER_2K", 0)
-%def_sram("PLACEHOLDER_2L", 0)
-%def_sram("PLACEHOLDER_2M", 0)
-%def_sram("PLACEHOLDER_2N", 0)
-%def_sram("PLACEHOLDER_2O", 0)
-%def_sram("PLACEHOLDER_2P", 0)
-%def_sram("PLACEHOLDER_2Q", 0)
-%def_sram("PLACEHOLDER_2R", 0)
-%def_sram("PLACEHOLDER_2S", 0)
-%def_sram("PLACEHOLDER_2T", 0)
-%def_sram("PLACEHOLDER_2U", 0)
-%def_sram("PLACEHOLDER_2V", 0)
-%def_sram("PLACEHOLDER_2W", 0)
-%def_sram("PLACEHOLDER_2X", 0)
-%def_sram("PLACEHOLDER_2Y", 0)
-%def_sram("PLACEHOLDER_2Z", 0)
+%def_sram("state_icons", !OFF)
+
+print ""
+print "Config end: $", hex(!last_config,3)
+
+if !last_config > $3FF
+ error "Too many config settings!"
+endif
+
;-------------------------
; Sword beams
;-------------------------
!disable_beams = $7A
-;-------------------------
-; MOVIE
-;-------------------------
-
-!ram_movie_mode = $7F8000
-!ram_movie_index = $0000
-!ram_movie_timer = $7E
-!ram_movie_length = $80
-!ram_movie_rng_index = $82
-!ram_movie_rng_length = $0258
-!ram_prev_ctrl = $7F8006
-!ram_movie_framecounter = $7F8002
-!ram_movie_next_mode = $7F8004
-!ram_movie = $7F8020
-
-!sram_movies = $771000
-!sram_movie_data = $771100
-!sram_movie_data_size = $6F00
-
-!sram_movies_length = !sram_movies+0
-!sram_movies_input_length = !sram_movies+2
-!sram_movies_rng_length = !sram_movies+4
-!sram_movies_offset = !sram_movies+6
-!sram_movies_prev_slot = !sram_movies+8
-!sram_movies_next_slot = !sram_movies+10
-!sram_movies_frame_counter = !sram_movies+12
-!sram_movies_preset_type = !sram_movies+13
-!sram_movies_preset_destination = !sram_movies+14
-
;-------------------------
; From ROM
;-------------------------
diff --git a/src/gamemode.asm b/src/gamemode.asm
index 6adca64..4a46233 100644
--- a/src/gamemode.asm
+++ b/src/gamemode.asm
@@ -1,4 +1,5 @@
pushpc
+
org $008039
gamemode_hook:
BIT.w SA1IRAM.SHORTCUT_USED+1
@@ -24,7 +25,7 @@ pullpc
;===================================================================================================
ResetGameStack:
- REP #$30
+ REP #$FF
LDA.w #$01FF : TCS
LDA.w #$0000 : TCD
@@ -34,6 +35,10 @@ ResetGameStack:
STZ.b $F4 : STZ.w SA1IRAM.CopyOf_F4
STZ.b $F6 : STZ.w SA1IRAM.CopyOf_F6
+ STZ.w SA1IRAM.SEG_TIME_F
+ STZ.w SA1IRAM.SEG_TIME_S
+ STZ.w SA1IRAM.SEG_TIME_M
+
STZ.w SA1IRAM.SHORTCUT_USED
SEP #$30
@@ -41,14 +46,35 @@ ResetGameStack:
PHA : PLB
STZ.b $12
+
+ LDA.b #$0F : STA.b $13
LDA.b #$81 : STA.w $4200
JML $008034
-;---------------------------------------------------------------------------------------------------
+;===================================================================================================
+
+Rerandomize:
+ LDA.w !config_rerandomize_toggle : BEQ .dont_rerandomize
+
+ JSL GetRandomInt : STA.b $1A
+ JSL GetRandomInt : STA.w $0FA1
+
+.dont_rerandomize
+ LDA.w SA1RAM.framerule
+ DEC
+ BMI .nofixedframerule
+
+ STA.b $1A
+
+.nofixedframerule
+ RTL
+
+;===================================================================================================
UseShortCut:
REP #$20
+
; kill controller so SA-1 doesn't get confused next frame
STZ.b $F0 : STZ.w SA1IRAM.CopyOf_F0
STZ.b $F2 : STZ.w SA1IRAM.CopyOf_F2
@@ -77,15 +103,13 @@ shortcuts_banned:
gamemode_sa1_side_shortcut:
RTL
-;---------------------------------------------------------------------------------------------------
+;===================================================================================================
-; Custom Menu
gamemode_custom_menu:
JML CM_Main
-;---------------------------------------------------------------------------------------------------
+;===================================================================================================
-; Load previous preset
gamemode_load_previous_preset:
; Loading during text mode makes the text stay or the item menu bug
REP #$20
@@ -98,23 +122,9 @@ gamemode_load_previous_preset:
.no_load_preset
RTL
-;---------------------------------------------------------------------------------------------------
-
-; Replay last movie
-gamemode_replay_last_movie:
- SEP #$20
- LDA !ram_movie_mode : CMP #$02 : BEQ .no_replay
- SEP #$30
- JSR gamemode_load_previous_preset : BCC .no_replay
- LDA #$02 : STA !ram_movie_next_mode
-
-.no_replay
- RTL
-
-;---------------------------------------------------------------------------------------------------
+;===================================================================================================
-; Save state
gamemode_savestate_save:
PHK
PLB
@@ -134,11 +144,12 @@ gamemode_savestate_save:
JMP savestate_end
-;---------------------------------------------------------------------------------------------------
+;===================================================================================================
gamemode_savestate_load:
; music bank should only ever be 0 or 1
; assume any other value means there's no save state
+ SEP #$30
LDA.w SA1RAM.ss_old_music_bank
CMP.b #$02 : BCC ++
@@ -149,22 +160,12 @@ gamemode_savestate_load:
SEP #$20
REP #$10
- ; Remember which song bank was loaded before load stating (so we can change if needed)
- LDA $0136 : STA.w SA1RAM.ss_old_music_bank
-
- LDA.w !ram_rerandomize_toggle : BEQ .dont_rerandomize_1
-
- ; Save the current framecounter & rng accumulator
- LDA $1A : STA.w SA1RAM.frame_cache
- LDA $0FA1 : STA.w SA1RAM.rng_cache
-
-.dont_rerandomize_1
- SEP #$20
- ; Remember which song was playing before loading state
+ ; Remember which song and bank was in APU before load stating (so we can change if needed)
+ LDA.w $0136 : STA.w SA1RAM.ss_old_music_bank
LDA.w $0130 : STA.w SA1RAM.old_music
; Mute ambient sounds
- LDA #$05 : STA $2141
+ LDA.b #$05 : STA.w $2141
LDA.b #$80 : STA.w $2100
STZ.w $420C
@@ -173,46 +174,37 @@ gamemode_savestate_load:
LDA.b #$00 : STA.w $4350
JSR DMA_BWRAMSRAM
- LDX $1C : STX $212C
- LDX $1E : STX $212E
- LDX $94 : STX $2105
- LDX $96 : STX $2123
- LDX $99 : STX $2130
+ LDX.b $1C : STX.w $212C
+ LDX.b $1E : STX.w $212E
+ LDX.b $94 : STX.w $2105
+ LDX.b $96 : STX.w $2123
+ LDX.b $99 : STX.w $2130
+
+ INC.b $15
- INC $15
; Update which song is currently being played by the APU
LDA.w SA1RAM.old_music : STA.w $0133
; Attempt to restart the current song if it isn't already playing
LDA.w $0130 : STA.w $012C
- LDA $0131 : CMP #$17 : BEQ .annoyingSounds ; Bird music
- STA $012D : STZ $0131
+ LDA.w $0131 : CMP.b #$17 : BEQ .annoyingSounds ; Bird music
+ STA.w $012D : STZ.w $0131
.annoyingSounds
- LDA $0638 : STA $211F
- LDA $0639 : STA $211F
- LDA $063A : STA $2120
- LDA $063B : STA $2120
- LDA $98 : STA $2125
- LDA $9B : STA $420C
-
- LDA.w !ram_rerandomize_toggle : BEQ .dont_rerandomize_2
+ LDA.w $0638 : STA.w $211F
+ LDA.w $0639 : STA.w $211F
+ LDA.w $063A : STA.w $2120
+ LDA.w $063B : STA.w $2120
+ LDA.b $98 : STA.w $2125
+ LDA.b $9B : STA.w $420C
- LDA.w SA1RAM.frame_cache : STA $1A
- LDA.w SA1RAM.rng_cache : STA $0FA1
+ JSL Rerandomize
-.dont_rerandomize_2
- LDA.w SA1RAM.framerule
- DEC
- BMI .nofixedframerule
- STA $1A
-
-.nofixedframerule
-+ SEP #$20
+ SEP #$20
JMP savestate_end
-;---------------------------------------------------------------------------------------------------
+;===================================================================================================
DMA_BWRAMSRAM:
PLX : STX.w SA1IRAM.preset_scratch
@@ -270,7 +262,7 @@ DMA_BWRAMSRAM:
; HDMA
LDA.w #$001F ; DMAs
LDX.w #$4360 ; DMA location
- %MVN($41, $00)
+ %MVN($00, $41)
BRA .done
@@ -310,12 +302,12 @@ DMA_BWRAMSRAM:
dl $7F2000 : dw $2000
dl $7F5800 : dw $0700
- dl $7FDD80 : dw $1200
+ dl $7FDD80 : dw $1400
dl $7FF800 : dw $0800
dl 0
-;---------------------------------------------------------------------------------------------------
+;===================================================================================================
savestate_end:
LDA.w $4350
@@ -345,15 +337,16 @@ savestate_end:
++ LDA.b #$20 : STA.w $420B
- LDA.w SA1RAM.ss_old_music_bank : CMP $0136 : BEQ .songBankNotChanged
+ LDA.w SA1RAM.ss_old_music_bank : CMP.w $0136 : BEQ .songBankNotChanged
SEP #$34 ; I flag too
- STZ $4200
- STZ $420C
- LDA #$FF : STA $2140
+ STZ.w $4200
+ STZ.w $420C
+
+ LDA.b #$FF : STA.w $2140
- LDA $1B : STA $0136
+ LDA.b $1B : STA.w $0136
BEQ .indoors
JSL $008925
BRA ++
@@ -366,7 +359,7 @@ savestate_end:
; now we just reset to the main game loop
++ JML ResetGameStack
-;---------------------------------------------------------------------------------------------------
+;===================================================================================================
gamemode_oob:
SEP #$20
@@ -378,7 +371,7 @@ gamemode_oob:
RTL
-;---------------------------------------------------------------------------------------------------
+;===================================================================================================
gamemode_toggle_switch:
REP #$20
@@ -389,35 +382,44 @@ gamemode_toggle_switch:
SEP #$20
BNE .notsafe
- LDA.l $7EC172 : EOR #$01 : STA.l $7EC172
+ LDA.l $7EC172 : EOR.b #$01 : STA.l $7EC172
LDA.b #$16 : STA.b $11
LDA.b #$25 : STA.w $012F
-
.notsafe
RTL
-;---------------------------------------------------------------------------------------------------
+;===================================================================================================
gamemode_skip_text:
SEP #$20
+
LDA.b #$04 : STA.w $1CD4
+
RTL
-;---------------------------------------------------------------------------------------------------
+;===================================================================================================
gamemode_disable_sprites:
SEP #$20
JML Sprite_DisableAll
-;---------------------------------------------------------------------------------------------------
+;===================================================================================================
gamemode_fill_everything:
SEP #$20
REP #$10
+
+ PHD
+
+ PEA.w $0000
+ PLD
+
+
PHB
+
PHK
PLB
@@ -436,7 +438,7 @@ gamemode_fill_everything:
.itemsover
; do keys
- LDA.w $001B ; are we indoors?
+ LDA.b $1B ; are we indoors?
BEQ .no_keys
LDA.w $040C ; are we in a dungeon?
@@ -446,19 +448,20 @@ gamemode_fill_everything:
.no_keys
LDA.l $7EF3C5 : BNE .ignoreprogress
- LDA #$01 : STA.l $7EF3C5
+ LDA.b #$01 : STA.l $7EF3C5
.ignoreprogress
-
- PLB
-
SEP #$30
+
JSL DecompSwordGfx
JSL Palette_Sword
JSL DecompShieldGfx
JSL Palette_Shield
JSL Palette_Armor
+ PLB
+ PLD
+
RTL
.table
@@ -523,7 +526,7 @@ gamemode_fill_everything:
db $7F ; $F37A - every crystal
db 1 ; $F37B - half magic
-;---------------------------------------------------------------------------------------------------
+;===================================================================================================
gamemode_reset_segment_timer:
REP #$20
@@ -538,62 +541,72 @@ gamemode_reset_segment_timer:
RTL
-;---------------------------------------------------------------------------------------------------
+;===================================================================================================
gamemode_fix_vram:
- SEP #$20
- LDA.b #$80 : STA.w $2100 ; keep fblank on while we do stuff
+ SEP #$30
+ LDA.b #$80 : STA.w $2100
STZ.w $4200
- REP #$30
+ REP #$20
LDA.w #$0280 : STA.w $2100
LDA.w #$0313 : STA.w $2107
LDA.w #$0063 : STA.w $2109 ; zeros out unused bg4
LDA.w #$0722 : STA.w $210B
STZ.w $2133 ; mode 7 register hit, but who cares
- SEP #$20
+ SEP #$F0
LDA.b $1B : BEQ ++
- JSR fix_vram_uw
- JSL load_default_tileset
+ JSL fix_vram_uw
+ JSL LoadCustomHUDGFX
- LDA $7EC172 : BEQ ++
- JSR fixpegs ; quick and dirty pegs reset
+ LDA.l $7EC172 : BEQ ++
+ JSR fixpegs
++ LDA.b #$0F : STA.b $13
LDA.b #$81 : STA.w $4200
RTL
-;---------------------------------------------------------------------------------------------------
+;===================================================================================================
fixpegs:
-
REP #$30
- LDX #$0000
--- LDA $7EB4C0,X : STA $7F0000,X
- LDA $7EB340,X : STA $7F0080,X
- INX #2 : CPX #$0080 : BNE --
+
+ PHB
+
+ LDX.w #$B4C0
+ LDY.w #$F000
+ LDA.w #$007F
+
+ %MVN($7E,$7F)
+
+ PLB
+
SEP #$30
- LDA #$17 : STA $17
+
+ LDA.b #$17 : STA.b $17
+
RTS
-;---------------------------------------------------------------------------------------------------
+;===================================================================================================
-fix_vram_uw: ; mostly copied from PalaceMap_RestoreGraphics - pc: $56F19
+fix_vram_uw: ; mostly copied from PalaceMap_RestoreGraphics
PHB
- LDA #$00 : PHA : PLB ; need to be bank00
- LDA $9B : PHA
- STZ $9B : STZ $420C
- JSL $00834B ; Vram_EraseTilemaps.normal
+ LDA.b #$00 : PHA : PLB
- JSL $00E1DB ; InitTilesets
+ LDA.b $9B : PHA
+ STZ.b $9B : STZ.w $420C
+ SEP #$30
+
+ JSL $00834B ; Vram_EraseTilemaps.normal
+ JSL $00E1DB ; InitTilesets
JSL $0DFA8C ; HUD.RebuildLong2
.just_redraw
- STZ $0418
- STZ $045C
+ STZ.w $0418
+ STZ.w $045C
.drawQuadrants
JSL $0091C4
@@ -601,47 +614,44 @@ fix_vram_uw: ; mostly copied from PalaceMap_RestoreGraphics - pc: $56F19
JSL $00913F
JSL $0090E3
- LDA $045C : CMP #$10 : BNE .drawQuadrants
+ LDA.w $045C : CMP.b #$10 : BNE .drawQuadrants
- STZ $17
- STZ $B0
+ STZ.b $17
+ STZ.b $B0
- PLA : STA $9B
+ PLA : STA.b $9B
PLB
+
RTL
-;---------------------------------------------------------------------------------------------------
+;===================================================================================================
; wrapper because of push and pull logic
; need this to make it safe and ultimately fix INIDISP ($13)
gamemode_somaria_pits_wrapper:
SEP #$30
- LDA $1B : BEQ ++ ; don't do this outdoors
+ LDA.b $1B : BEQ ++ ; don't do this outdoors
- LDA #$80 : STA $13 : STA $2100 ; keep fblank on while we do stuff
+ LDA.b #$80 : STA.b $13 : STA.w $2100
JSL gamemode_somaria_pits
- LDA #$0F : STA $13
+ LDA.b #$0F : STA.b $13
++ RTL
gamemode_somaria_pits:
PHB ; rebalanced in redraw
- PEA $007F ; push both bank 00 and bank 7F (wram)
- PLB ; but only pull 7F for now
+ PEA $007F
+ PLB
REP #$30
- LDY #$0FFE
+ LDY.w #$0FFE
--- LDA $2000,Y : AND #$00FF ; checks tile attributes table
- CMP #$0020 : BEQ .ispit
- ;CMP #$00B0 : BCC .skip
- ;CMP #$00BF : BCS .skip ; range B0-BE, which are pits
- BRA .skip
+-- LDA.w $2000,Y : AND.w #$00FF ; checks tile attributes table
+ CMP.w #$0020 : BNE .skip
-.ispit
TYA : ASL : TAX
- LDA #$050F : STA $7E2000,X
+ LDA.w #$050F : STA.l $7E2000,X
.skip
DEY : BPL --
@@ -650,59 +660,11 @@ gamemode_somaria_pits:
SEP #$30
PLB ; pull to bank 00 for this next stuff
- LDA $9B : PHA ; rebalanced in redraw
- STZ $9B : STZ $420C
+ LDA.b $9B : PHA ; rebalanced in redraw
+ STZ.b $9B : STZ.w $420C
JMP fix_vram_uw_just_redraw ; jmp because of stack
-;gamemode_lagometer:
-; REP #$30
-; LDA !lowram_nmi_counter : CMP #$0002 : BCS .lag_frame
-; LDA #$3C00 : STA !lowram_draw_tmp
-;
-; LDA $2137 : LDA $213D : AND #$00FF : CMP #$007F : BCS .warning
-; BRA .draw
-;
-;.warning
-; PHA : LDA #$2800 : STA !lowram_draw_tmp : PLA
-; BRA .draw
-;
-;.lag_frame
-; LDA #$3400 : STA !lowram_draw_tmp
-; LDA #$00FF
-;
-;.draw
-; STZ !lowram_nmi_counter
-;
-; AND #$00FF : LSR : CLC : ADC #$0007 : AND #$FFF8 : TAX
-;
-; LDA.l .mp_tilemap+0,X : ORA !lowram_draw_tmp : STA.w SA1RAM.HUD+$42
-; LDA.l .mp_tilemap+2,X : ORA !lowram_draw_tmp : STA.w SA1RAM.HUD+$82
-; LDA.l .mp_tilemap+4,X : ORA !lowram_draw_tmp : STA.w SA1RAM.HUD+$C2
-; LDA.l .mp_tilemap+6,X : ORA !lowram_draw_tmp : STA.w SA1RAM.HUD+$102
-;
-; SEP #$30
-; RTS
-;
-;.mp_tilemap
-; dw $00F5, $00F5, $00F5, $00F5
-; dw $00F5, $00F5, $00F5, $005F
-; dw $00F5, $00F5, $00F5, $004C
-; dw $00F5, $00F5, $00F5, $004D
-; dw $00F5, $00F5, $00F5, $004E
-; dw $00F5, $00F5, $005F, $005E
-; dw $00F5, $00F5, $004C, $005E
-; dw $00F5, $00F5, $004D, $005E
-; dw $00F5, $00F5, $004E, $005E
-; dw $00F5, $005F, $005E, $005E
-; dw $00F5, $004C, $005E, $005E
-; dw $00F5, $004D, $005E, $005E
-; dw $00F5, $004E, $005E, $005E
-; dw $005F, $005E, $005E, $005E
-; dw $004C, $005E, $005E, $005E
-; dw $004D, $005E, $005E, $005E
-; dw $004E, $005E, $005E, $005E
-
;===================================================================================================
; DISGUSTING
; No shared slots except bottles
@@ -751,7 +713,7 @@ QuickSwap:
LDA.b $F6 : AND.b #$40
RTL
-;---------------------------------------------------------------------------------------------------
+;===================================================================================================
.swap_from_last_r
LDA.w SA1IRAM.QuickSwapLR : BEQ .find_r
@@ -761,7 +723,7 @@ QuickSwap:
LDA.w SA1IRAM.QuickSwapLR : BEQ .find_l
BRA .store
-;---------------------------------------------------------------------------------------------------
+;===================================================================================================
.find_next
INX
@@ -774,20 +736,26 @@ QuickSwap:
+ LDA.l $7EF33F,X : BEQ .find_prev
RTS
-;---------------------------------------------------------------------------------------------------
+;===================================================================================================
FindNextBottle:
LDA.l $7EF34F
TAX
+
.next
- INX : CPX.b #$05 : BCC ++ : LDX.b #$01
+ INX : CPX.b #$05 : BCC ++
+
+ LDX.b #$01
+
++ LDA.l $7EF35B,X
BEQ .next
+
TXA
STA.l $7EF34F
+
RTS
-;---------------------------------------------------------------------------------------------------
+;===================================================================================================
BottleMenuButtonPress:
BIT.b $F4 : BVC ++
diff --git a/src/hexedits.asm b/src/hexedits.asm
index a928e32..21f109b 100644
--- a/src/hexedits.asm
+++ b/src/hexedits.asm
@@ -19,6 +19,13 @@ org $00FFD5 : db $23, $35 ; SA-1
org $00FFD7 : db 11 ; 2mb ROM
org $00FFD8 : db 8 ; 256k SRAM
+; interrupt changes
+org $00FFE4 : dw BadInterrupt
+org $00FFE6 : dw BadInterrupt
+org $00FFF4 : dw BadInterrupt
+
+;===================================================================================================
+
pushtable
table resources/fileselecttop.tbl
org $0CDDF0 : fillword $0188 : fill 52
@@ -29,46 +36,7 @@ table resources/fileselectbot.tbl
org $0CDE2C : dw "PRACTICE HACK !VERSIONTEXT"
pulltable
-; == CTRL 2 ==
-;
-; Enable controller 2 CLR
-; Overrides the following:
-; $0083F8: 60 RTS
-;org $0083F8
-; NOP
-
-
-; == FRAME ADVANCE ==
-
-; Overrides the following
-;$008039: 80 16 BRA $008051
-;org $008039
-; NOP #2
-
-
-; Overrides the following
-; $00803B: A5 F6 LDA $F6
-; $00803D: 29 20 AND #$20
-;org $00803B
-; LDA $F5 : AND.b #$00
-
-; Overrides the following
-; $008044: A5 F6 LDA $F6
-; $008046: 29 10 AND #$10
-;org $008044
-; LDA $F7 : AND.b #$00
-
-; == BAGE CHEAT CODE ==
-;
-; Make it so saving on third filename slot gives you
-; full equipment.
-;
-; NOP's out some code since originally, there were more
-; requirements for this feature to happen.
-org $0CDB79
- CPX #$0A00 ; Checks if the player saved in third space.
- SKIP 2 ; There's a BNE I didn't wanna touch here.
- JMP.w $0CD893
+;===================================================================================================
macro what_item_is_this()
fillword !BLANK_TILE : fill 16
@@ -132,10 +100,9 @@ org $0DFA07
org $0DFA11
dw !EMPTY
-org $0DF829 ; boots location moved
+org $0DF829 ; boots gfx location moved
dw $3521, $3522, $3523, $3524
-
;===================================================================================================
!RANDO ?= 0
diff --git a/src/hudextras.asm b/src/hudextras.asm
index 79935a1..30f4fa1 100644
--- a/src/hudextras.asm
+++ b/src/hudextras.asm
@@ -52,7 +52,7 @@ fire_hud_irq:
; don't want to be transferring too much
; certain things will get designated as slow
- LDA.b !ram_extra_sa1_required
+ LDA.b !config_extra_sa1_required
BEQ .noextra
JSL Extra_SA1_Transfers
@@ -61,12 +61,14 @@ fire_hud_irq:
.noextra
LDA.b #$83 ; request a hud update from SA-1
STA.w $2200
- INC $16
+
+ INC.b $16
+
RTS
warnpc $0DDB3F
-; for lanmo counters
+; for boss cycle counters
org $05A39B
JML ResetLanmoCycles
@@ -74,20 +76,43 @@ org $05A40E
JSL UpdateLanmoCycles
NOP
-warnpc $0DDB3F
+org $06919F
+ JSL ResetAgaCycles
+ NOP
+
+org $1ED632
+ JSL UpdateAgaCycles
+ NOP
pullpc
+
;===================================================================================================
UpdateLanmoCycles:
INC.w $0D80,X
- INC.w SA1IRAM.LanmoCycles,X
+ INC.w SA1IRAM.BossCycles,X
LDA.b #$18
RTL
ResetLanmoCycles:
STA.l $7FF81E,X
- STZ.w SA1IRAM.LanmoCycles,X
+ STZ.w SA1IRAM.BossCycles,X
+ RTL
+
+ResetAgaCycles:
+ STZ.w $0DC0,X
+
+ STZ.w SA1IRAM.BossCycles+0
+ STZ.w SA1IRAM.BossCycles+1
+ STZ.w SA1IRAM.BossCycles+2
+
+ RTL
+
+UpdateAgaCycles:
+ INC.w $0D80,X
+ LDY.b #$04
+
+ INC.w SA1IRAM.BossCycles,X
RTL
;===================================================================================================
@@ -289,14 +314,13 @@ draw_hud_extras:
PHK
PLB
- ; clear up counters
+ ; clear up sentriess
REP #$20
LDA.b SA1IRAM.TIMER_FLAG
AND.w #$FF7F
STA.b SA1IRAM.TIMER_FLAG
- ; clean up these first
SEP #$10
LDA.w #$207F
@@ -326,27 +350,84 @@ draw_hud_extras:
DEX
BPL --
- LDA.w !ram_heart_display
+ LDA.w !config_heart_display
ASL
TAX
JSR (draw_hearts_options,X)
-draw_hud_counters:
+;===================================================================================================
+
+ REP #$30
+
+ JSR GetHUDLagTile
+ STA.w SA1RAM.HUD+$02
+
+ SEP #$10
+
+ LDX.w !config_state_icons : BNE ++
+
+ LDA.w #$207F
+ STA.w SA1RAM.HUD+$042
+ STA.w SA1RAM.HUD+$082
+ STA.w SA1RAM.HUD+$0C2
+ STA.w SA1RAM.HUD+$102
+ BRA draw_hud_sentry
+
+ ; super speed
+++ LDA.w #char($1C)|!RED_PAL
+ LDX.b SA1IRAM.CopyOf_0372 : BNE ++
+
+ AND.w #$E3FF
+ ORA.w #!GRAY_PAL
+
+++ STA.w SA1RAM.HUD+$042
+
+ ; water walk
+ LDA.w #char($1D)|!BLUE_PAL
+ LDX.b SA1IRAM.CopyOf_5B : BNE ++
+
+ AND.w #$E3FF
+ ORA.w #!GRAY_PAL
+
+++ STA.w SA1RAM.HUD+$082
+
+ ; door state
+ LDA.w #char($1A)|!BROWN_PAL
+ LDX.b SA1IRAM.CopyOf_6C : BNE ++
+
+ AND.w #$E3FF
+ ORA.w #!GRAY_PAL
+
+++ STA.w SA1RAM.HUD+$0C2
+
+ ; stair drag
+ LDA.w #char($1B)|!BROWN_PAL
+ LDX.b SA1IRAM.CopyOf_57 : BNE ++
+
+ AND.w #$E3FF
+ ORA.w #!GRAY_PAL
+
+++ STA.w SA1RAM.HUD+$102
+
+
+;===================================================================================================
+
+draw_hud_sentry:
REP #$30
LDA.w #$002E ; start place
LDX.w #$0000
-.next_counter
+.next_sentry
PHA
PHX
- LDA.b SA1IRAM.CNTVAL1,X
+ LDA.b SA1IRAM.SNTVAL1,X
PHA
- LDA.w !ram_counter1,X
+ LDA.w !config_sentry1,X
ASL
TAY
- LDA.w counter_routines,Y
+ LDA.w sentry_routines,Y
TAY
LDA 5,S ; get write spot
@@ -371,10 +452,11 @@ draw_hud_counters:
INX
INX
CPX.w #10
- BCC .next_counter
+ BCC .next_sentry
;===================================================================================================
-draw_hud_linecounters:
+
+draw_hud_linesentrys:
REP #$30
LDA.w #5*64+10 ; start position
LDY.w #$0000
@@ -383,7 +465,7 @@ draw_hud_linecounters:
PEA.w 5*64+10
BRA .start
-.next_counter
+.next_sentry
PHA
.start
@@ -391,12 +473,12 @@ draw_hud_linecounters:
TAX ; get spot
- LDA.w !ram_linecounter1,Y
+ LDA.w !config_linesentry1,Y
ASL
TAY
- LDA.w linecounter_routines,Y
+ LDA.w linesentry_routines,Y
DEC
PEA.w .return-1
@@ -421,12 +503,13 @@ draw_hud_linecounters:
INY
INY
CPY.w #6
- BCC .next_counter
+ BCC .next_sentry
;===================================================================================================
+
hud_draw_input_display:
- LDA.w !ram_input_display
- AND #$0003
+ LDA.w !config_input_display
+ AND.w #$0003
ASL : TAX
LDA.b SA1IRAM.CONTROLLER_1
@@ -437,6 +520,7 @@ hud_draw_input_display:
;===================================================================================================
; clean up the stuff right under items
REP #$30
+
LDA.w #$207F
STA.w SA1RAM.HUD+$10A
STA.w SA1RAM.HUD+$10C
@@ -446,39 +530,20 @@ hud_draw_input_display:
LSR
BCC draw_quickwarp
-draw_lanmo_cycles:
- LDA.w !ram_toggle_boss_cycles
- LSR
- BCC .skip
-
- LDA.b SA1IRAM.CopyOf_A0
- CMP.w #$0033
- BNE .skip
-
- LDX.w #$0002
- LDY.w #$0004
-
-.nextlanmo
- LDA.b SA1IRAM.LanmoCycles,X
- AND.w #$00FF
- ORA.w #$2010
- STA.w SA1RAM.HUD+$10A,Y
- DEY
- DEY
- DEX
- BPL .nextlanmo
+ JSR draw_boss_cycles
BRA .skip
;===================================================================================================
+
#draw_quickwarp:
SEP #$30
- LDA.w !ram_qw_toggle
+ LDA.w !config_qw_toggle
EOR.b #$01
ORA.b SA1IRAM.CopyOf_1B
BNE .skip
- LDA.b SA1IRAM.CopyOf_E2 : AND #$06 : CMP #$06
+ LDA.b SA1IRAM.CopyOf_E2 : AND.b #$06 : CMP.b #$06
REP #$30 : PHP
@@ -498,7 +563,7 @@ draw_floor:
SEP #$20
LDA.b SA1IRAM.CopyOf_1B
LSR
- LDA.b SA1IRAM.CopyOf_04A0
+ LDA.b SA1IRAM.Moved_04A0
REP #$20
BEQ .skip
BCC .skip
@@ -536,7 +601,7 @@ draw_floor:
.skip
draw_timer:
- LDA.b SA1IRAM.CopyOf_04B4
+ LDA.b SA1IRAM.Moved_04B4
AND.w #$00FF
BIT.w #$0080
BNE .skip
@@ -594,11 +659,11 @@ draw_hearts_options:
JSR hex_to_dec_fast
LDA.b SA1IRAM.SCRATCH+2
- ORA #$3C90
+ ORA.w #$3C90
STA.w SA1RAM.HUD+$92
LDA.b SA1IRAM.SCRATCH+4
- ORA #$3C90
+ ORA.w #$3C90
STA.w SA1RAM.HUD+$94
LDA.b SA1IRAM.CopyOf_7EF36D
@@ -606,7 +671,7 @@ draw_hearts_options:
ORA.w #$3490
STA.w SA1RAM.HUD+$96
- JSR GetHeartLagTile
+ LDA.w #$207F
STA.w SA1RAM.HUD+$98
; containers
@@ -621,11 +686,11 @@ draw_hearts_options:
JSR hex_to_dec_fast
LDA.b SA1IRAM.SCRATCH+2
- ORA #$3C90
+ ORA.w #$3C90
STA.w SA1RAM.HUD+$9C
LDA.b SA1IRAM.SCRATCH+4
- ORA #$3C90
+ ORA.w #$3C90
STA.w SA1RAM.HUD+$9E
RTS
@@ -648,9 +713,6 @@ draw_hearts_options:
LDA.w #$688B
STA.w SA1RAM.HUD+$036
- JSR GetHeartLagTile
- STA.w SA1RAM.HUD+$02A
-
LDA.b SA1IRAM.CopyOf_7EF36C
LSR
LSR
@@ -736,14 +798,16 @@ draw_hearts_options:
..done
RTS
-GetHeartLagTile:
- LDA.w !ram_heartlag_spinner
- BNE .doheartlag
+;===================================================================================================
+
+GetHUDLagTile:
+ LDA.w !config_hudlag_spinner
+ BNE .dohudlag
LDA.w #$207F
RTS
-.doheartlag
+.dohudlag
LDA.b SA1IRAM.CopyOf_1A
AND.w #$000C
LSR
@@ -768,6 +832,8 @@ GetHeartLagTile:
ORA.w #$253F
RTS
+;===================================================================================================
+
; wrap at 7a
hud_draw_input_display_options:
dw .off
@@ -778,16 +844,19 @@ hud_draw_input_display_options:
.off
RTS
+;---------------------------------------------------------------------------------------------------
+
.cool
STA.b SA1IRAM.SCRATCH ; dpad
- AND #$000F : ORA #$2D70 : STA.w SA1RAM.HUD+$66+2
+ AND.w #$000F : ORA.w #$2D70 : STA.w SA1RAM.HUD+$66+2
; need buttons in this order: xbya
SEP #$30
- LDA.b SA1IRAM.SCRATCH+0 : AND #$C0 : LSR #5 : STA.b SA1IRAM.SCRATCH+2 ; b and y in place
- LDA.b SA1IRAM.SCRATCH+1 : AND #$40 : LSR #3 : ORA.b SA1IRAM.SCRATCH+2 ; ; x in place
+
+ LDA.b SA1IRAM.SCRATCH+0 : AND.b #$C0 : LSR #5 : STA.b SA1IRAM.SCRATCH+2 ; b and y in place
+ LDA.b SA1IRAM.SCRATCH+1 : AND.b #$40 : LSR #3 : ORA.b SA1IRAM.SCRATCH+2 ; ; x in place
; this ASL takes care of one for figuring out LR inputs
- ASL.b SA1IRAM.SCRATCH+1 : ADC #$70 ; a in place
+ ASL.b SA1IRAM.SCRATCH+1 : ADC.b #$70 ; a in place
; #$70 is the character offset we want
; top byte contains $29 from doing dpad, which is what we want
@@ -795,19 +864,22 @@ hud_draw_input_display_options:
STA.w SA1RAM.HUD+$66+6
; start and select
- LDA.b SA1IRAM.SCRATCH : AND #$0030 : LSR #4 : ORA #$2C00
+ LDA.b SA1IRAM.SCRATCH : AND.w #$0030 : LSR #4 : ORA.w #$2C00
STA.w SA1RAM.HUD+$66+4
; L and R
ASL.b SA1IRAM.SCRATCH : ASL.b SA1IRAM.SCRATCH ; L into carry and remember where R is
- LDA #$2C04 : ADC #$0000 : STA.w SA1RAM.HUD+$26+2
+ LDA.w #$2C04 : ADC.w #$0000 : STA.w SA1RAM.HUD+$26+2
ASL.b SA1IRAM.SCRATCH ; R into carry
- LDA #$6C04 : ADC #$0000 : STA.w SA1RAM.HUD+$26+6
+ LDA.w #$6C04 : ADC.w #$0000 : STA.w SA1RAM.HUD+$26+6
+
+ LDA.w #$2C06 : STA.w SA1RAM.HUD+$26+4
- LDA #$2C06 : STA.w SA1RAM.HUD+$26+4
RTS
+;---------------------------------------------------------------------------------------------------
+
.classic
REP #$30
; Y will hold the current input character
@@ -840,6 +912,7 @@ hud_draw_input_display_options:
RTS
+;---------------------------------------------------------------------------------------------------
.classicgray
REP #$30
@@ -878,6 +951,8 @@ hud_draw_input_display_options:
RTS
+;---------------------------------------------------------------------------------------------------
+
.classic_locations
dw $68+4 ; dpad right
dw $68+0 ; dpad left
@@ -896,6 +971,42 @@ hud_draw_input_display_options:
;===================================================================================================
+draw_boss_cycles:
+ LDA.w !config_toggle_boss_cycles
+ LSR
+ BCC .no
+
+ LDA.b SA1IRAM.CopyOf_A0
+ CMP.w #$0033 : BEQ .three ; lanmo
+ CMP.w #$000D : BEQ .three ; agahnim
+
+ BRA .no
+
+.three
+ LDA.w #$0002
+ BRA .start
+
+.start
+ TAX
+ ASL
+ TAY
+
+.next
+ LDA.b SA1IRAM.BossCycles,X
+ AND.w #$00FF
+ ORA.w #$2010
+ STA.w SA1RAM.HUD+$10A,Y
+
+ DEY
+ DEY
+ DEX
+ BPL .next
+
+.no
+ RTS
+
+;===================================================================================================
+
DrawCoordinates:
PHY ; y coordinate first as it's right-to-left
LDA.w #!yellow
@@ -1074,37 +1185,36 @@ DrawHEX4ForwardSaveY:
RTS
;===================================================================================================
-; Various counters
-;===================================================================================================
-counter_routines:
- dw counter_nothing
- dw counter_room
- dw counter_lag
- dw counter_idle
- dw counter_segment
- dw counter_coords
- dw counter_subpixels
- dw counter_roomid
- dw counter_quadrant
- dw counter_screenid
- dw counter_tile
- dw counter_spooky
- dw counter_arcvar
- dw counter_westsom
- dw counter_index
- dw counter_hookslot
- dw counter_pit
- dw counter_bosshp
- dw counter_hover
+
+sentry_routines:
+ dw sentry_nothing
+ dw sentry_room
+ dw sentry_lag
+ dw sentry_idle
+ dw sentry_segment
+ dw sentry_coords
+ dw sentry_subpixels
+ dw sentry_roomid
+ dw sentry_quadrant
+ dw sentry_screenid
+ dw sentry_tile
+ dw sentry_spooky
+ dw sentry_arcvar
+ dw sentry_westsom
+ dw sentry_index
+ dw sentry_hookslot
+ dw sentry_pit
+ dw sentry_bosshp
+ dw sentry_hover
;===================================================================================================
-counter_nothing:
+sentry_nothing:
RTS
;---------------------------------------------------------------------------------------------------
-counter_room:
+sentry_room:
LDY.w #!yellow ; color
LDA.w #SA1IRAM.ROOM_TIME_F_DISPLAY ; address
JSR Draw_all_two
@@ -1119,21 +1229,21 @@ counter_room:
;---------------------------------------------------------------------------------------------------
-counter_lag:
+sentry_lag:
LDY.w #!red ; color
LDA.w #SA1IRAM.ROOM_TIME_LAG_DISPLAY ; address
JMP Draw_short_three
;---------------------------------------------------------------------------------------------------
-counter_idle:
+sentry_idle:
LDY.w #!white
LDA.w #SA1IRAM.ROOM_TIME_IDLE_DISPLAY
JMP Draw_short_three
;---------------------------------------------------------------------------------------------------
-counter_segment:
+sentry_segment:
LDY.w #!gray
LDA.w #SA1IRAM.SEG_TIME_F_DISPLAY
JSR Draw_all_two
@@ -1156,13 +1266,13 @@ counter_segment:
;---------------------------------------------------------------------------------------------------
-counter_coords:
+sentry_coords:
LDY.w #4
JMP DrawCoordinates
;---------------------------------------------------------------------------------------------------
-counter_subpixels:
+sentry_subpixels:
PHA
AND.w #$00FF
LDY.w #2
@@ -1172,27 +1282,17 @@ counter_subpixels:
XBA
AND.w #$00FF
LDY.w #2
- JSR DrawHex_white
-
- LDA.b SA1IRAM.CopyOf_6C : AND #$00FF : BEQ .nodoor
- LDA.w #$216A : BRA .drawdoor
-
-.nodoor
- LDA.w #!EMPTY
-
-.drawdoor
- STA.w SA1RAM.HUD+14,X
- RTS
+ JMP DrawHex_white
;---------------------------------------------------------------------------------------------------
-counter_roomid:
+sentry_roomid:
; calculate correct room id first
LDA.b SA1IRAM.CopyOf_21 : AND.w #$00FE
ASL : ASL : ASL
STA.b SA1IRAM.SCRATCH+14
- LDA.b SA1IRAM.CopyOf_23 : AND #$00FE : LSR ; bit 0 is off, so it clears carry
+ LDA.b SA1IRAM.CopyOf_23 : AND.w #$00FE : LSR ; bit 0 is off, so it clears carry
ADC.b SA1IRAM.SCRATCH+14 : STA.b SA1IRAM.SCRATCH+14
LDA.b SA1IRAM.CopyOf_1B
@@ -1245,12 +1345,12 @@ counter_roomid:
;---------------------------------------------------------------------------------------------------
-counter_screenid:
+sentry_screenid:
STA.b SA1IRAM.SCRATCH+4
LDA.b SA1IRAM.CopyOf_1B
AND.w #$00FF
- BNE NoDisplayCounter
+ BNE NoDisplaySentry
LDA.b SA1IRAM.CopyOf_20
AND.w #$1E00
@@ -1313,12 +1413,12 @@ counter_screenid:
;---------------------------------------------------------------------------------------------------
-counter_pit:
+sentry_pit:
TAY
LDA.b SA1IRAM.CopyOf_1B
AND.w #$00FF
- BEQ NoDisplayCounter
+ BEQ NoDisplaySentry
TYA
@@ -1347,18 +1447,23 @@ counter_pit:
;---------------------------------------------------------------------------------------------------
-NoDisplayCounter:
+NoDisplaySentry:
LDA.w #$608B : STA.w SA1RAM.HUD+12,X
STA.w SA1RAM.HUD+14,X
RTS
-counter_tile:
+;---------------------------------------------------------------------------------------------------
+
+sentry_tile:
AND.w #$00FF
TAY
+ LDA.w #char(24)|!GREEN_PAL
+ STA.w SA1RAM.HUD+10,X
+
LDA.b SA1IRAM.CopyOf_1B
AND.w #$00FF
- BEQ NoDisplayCounter
+ BEQ NoDisplaySentry
TYA
LDY.w #2
@@ -1366,12 +1471,12 @@ counter_tile:
;---------------------------------------------------------------------------------------------------
-counter_quadrant:
+sentry_quadrant:
TAY
LDA.b SA1IRAM.CopyOf_1B
AND.w #$00FF
- BEQ NoDisplayCounter
+ BEQ NoDisplaySentry
TYA
LSR
@@ -1461,23 +1566,93 @@ counter_quadrant:
;---------------------------------------------------------------------------------------------------
-counter_bosshp:
-counter_index:
-counter_spooky:
-counter_hookslot:
+sentry_hookslot:
+ PHA
+
+ XBA
+ LSR
+
+ LDA.w #$2010
+ ADC.w #$0000
+
+ STA.w SA1RAM.HUD+14,X
+
+ LDA.w #char(2)|!RED_PAL
+ STA.w SA1RAM.HUD+6,X
+
+
+ DEX
+ DEX
+
+ LDA 1,S : XBA : LSR : LSR
+
+ LDA.w #char(22)
+ BCS ++
+
+ ORA.w #!GRAY_PAL
+ BRA +
+
+++ ORA.w #!YELLOW_PAL
++ STA.w SA1RAM.HUD+14,X
+
+ DEX
+ DEX
+
+ PLA
+
+;---------------------------------------------------------------------------------------------------
+
+sentry_raw:
AND.w #$00FF
LDY.w #2
JMP DrawHex_white
;---------------------------------------------------------------------------------------------------
-counter_arcvar:
+sentry_index:
+ JSR sentry_raw
+
+ LDA.w #char(4)|!BLUE_PAL
+ STA.w SA1RAM.HUD+14,X
+
+ RTS
+
+;---------------------------------------------------------------------------------------------------
+
+sentry_bosshp:
+ JSR sentry_raw
+
+ LDA.w #$2CA1
+ STA.w SA1RAM.HUD+14,X
+
+ RTS
+
+;---------------------------------------------------------------------------------------------------
+
+sentry_spooky:
+ JSR sentry_raw
+
+ LDA.w #char(3)|!RED_PAL
+ STA.w SA1RAM.HUD+14,X
+
+ RTS
+
+;---------------------------------------------------------------------------------------------------
+
+sentry_arcvar:
LDY.w #4
JMP DrawHex_white
;---------------------------------------------------------------------------------------------------
-counter_westsom:
+sentry_westsom:
+ PHA
+
+ LDA.w #char(23)|!BLUE_PAL
+ STA.w SA1RAM.HUD+6,X
+
+ PLA
+
LDY.w #4
CMP.w #$0010
BCS .bad
@@ -1490,7 +1665,7 @@ counter_westsom:
;---------------------------------------------------------------------------------------------------
-counter_hover:
+sentry_hover:
AND.w #$00FF
CMP.w #$0000
@@ -1520,29 +1695,29 @@ counter_hover:
JMP Draw_short_two
;===================================================================================================
-; full line counters
+; full line sentries
;===================================================================================================
-linecounter_routines:
- dw linecounter_nothing
- dw linecounter_roomdata
- dw linecounter_camerax
- dw linecounter_cameray
- dw linecounter_owtranx
- dw linecounter_owtrany
- dw linecounter_ancilla04
- dw linecounter_ancilla59
- dw linecounter_ancillaIX
- dw linecounter_nothing
- dw linecounter_nothing
+linesentry_routines:
+ dw linesentry_nothing
+ dw linesentry_roomdata
+ dw linesentry_camerax
+ dw linesentry_cameray
+ dw linesentry_owtranx
+ dw linesentry_owtrany
+ dw linesentry_ancilla04
+ dw linesentry_ancilla59
+ dw linesentry_ancillaIX
+ dw linesentry_nothing
+ dw linesentry_nothing
;===================================================================================================
-linecounter_nothing:
+linesentry_nothing:
RTS
;===================================================================================================
-linecounter_roomdata:
+linesentry_roomdata:
LDA.w SA1IRAM.LINEVAL+1,Y : AND.w #$0FFF : STA.b SA1IRAM.SCRATCH+10
LDA.w SA1IRAM.LINEVAL-1,Y : AND.w #$F000 : ORA.b SA1IRAM.SCRATCH+10
@@ -1576,36 +1751,32 @@ linecounter_roomdata:
RTS
-!CHEST_TILE = char($15)
-!QUAD = char($14)
-!DOOR_TILE = char($1A)
-
.char
dw $20A0|!RED_PAL
dw $2071|!YELLOW_PAL
dw $2071|!YELLOW_PAL
- dw !CHEST_TILE|!RED_PAL
- dw !CHEST_TILE|!RED_PAL
- dw !CHEST_TILE|!RED_PAL
- dw !CHEST_TILE|!RED_PAL
- dw !CHEST_TILE|!RED_PAL
- dw !DOOR_TILE|!BROWN_PAL
- dw !DOOR_TILE|!BROWN_PAL
- dw !DOOR_TILE|!BROWN_PAL
- dw !DOOR_TILE|!BROWN_PAL
- dw !QUAD|!HFLIP|!BLUE_PAL
- dw !QUAD|!RED_PAL
- dw !QUAD|!HFLIP|!VFLIP|!GREEN_PAL
- dw !QUAD|!VFLIP|!YELLOW_PAL
+ dw $20A8|!BLUE_PAL
+ dw char($15)|!REDYELLOW
+ dw char($15)|!REDYELLOW
+ dw char($15)|!REDYELLOW
+ dw char($15)|!REDYELLOW
+ dw char($1A)|!BROWN_PAL
+ dw char($1A)|!BROWN_PAL
+ dw char($1A)|!BROWN_PAL
+ dw char($1A)|!BROWN_PAL
+ dw char($14)|!HFLIP|!BLUE_PAL
+ dw char($14)|!RED_PAL
+ dw char($14)|!HFLIP|!VFLIP|!GREEN_PAL
+ dw char($14)|!VFLIP|!YELLOW_PAL
;===================================================================================================
-linecounter_camerax:
+linesentry_camerax:
LDA.w #char(9)
PEA.w !white
BRA ++
-linecounter_cameray:
+linesentry_cameray:
LDA.w #char(11)
PEA.w !yellow
@@ -1710,20 +1881,20 @@ linecounter_cameray:
;===================================================================================================
-linecounter_owtranx:
+linesentry_owtranx:
PEA.w $02A83B
PEA.w char(9)|!white
LDA.w #$FFFF
- BRA linecounter_owtran
+ BRA linesentry_owtran
-linecounter_owtrany:
+linesentry_owtrany:
PEA.w $02A7BB
PEA.w char(11)|!yellow
LDA.w #$FFF0
; 1,S - Bank
; 2,S - table
-linecounter_owtran:
+linesentry_owtran:
STA.b SA1IRAM.SCRATCH+6 ; increment amount
PLA : STA.b SA1IRAM.SCRATCH+8 ; icon
AND.w #$FC00 : ORA.w #$0010 : STA.b SA1IRAM.SCRATCH+10
@@ -1754,7 +1925,7 @@ linecounter_owtran:
LDA.b SA1IRAM.CopyOf_22
AND.w #$1E00
ORA.b SA1IRAM.SCRATCH+12
-
+
XBA
STA.b SA1IRAM.SCRATCH+12
@@ -1807,13 +1978,38 @@ linecounter_owtran:
;===================================================================================================
-linecounter_ancilla04:
-linecounter_ancilla59:
-linecounter_ancillaIX:
+linesentry_ancilla04:
+ LDA.w #$A82F
+ BRA linesentry_ancilla_all
+
+linesentry_ancilla59:
+ LDA.w #$3C2F
+ BRA linesentry_ancilla_all
+
+linesentry_ancillaIX:
+ LDA.w #char(4)|!BLUE_PAL
+
+linesentry_ancilla_all:
+ STA.w SA1RAM.HUD+2,X
+
+ TXA
+ CLC
+ ADC.w #$0004
+ PHA
+
+ PHX
+
LDA.w #5
STA.b SA1IRAM.SCRATCH+14
- PHX
+ LDX.w SA1IRAM.LINEVAL+8,Y
+ LDA.w .icons,X
+
+ PLX
+
+ STA.w SA1RAM.HUD,X
+
+ LDA.w SA1IRAM.LINEVAL+8,Y
LDX.w SA1IRAM.LINEVAL+8,Y
LDA.w .vectors,X
@@ -1823,22 +2019,35 @@ linecounter_ancillaIX:
RTS
+.icons
+ dw char(1)|!RED_PAL
+ dw $202D|!RED_PAL
+ dw $202E|!RED_PAL
+ dw char(3)|!RED_PAL
+ dw char(27)|!RED_PAL
+ dw char(2)|!RED_PAL
+ dw char(24)|!BLUE_PAL
+ dw char(22)|!YELLOW_PAL
+ dw char(20)|!GREEN_PAL
+ dw char(10)|!RED_PAL
+ dw char(12)|!RED_PAL
+
.vectors
- dw linecounter_ancilla_id-1
- dw linecounter_ancilla_y-1
- dw linecounter_ancilla_x-1
- dw linecounter_ancilla_altitude-1
- dw linecounter_ancilla_layer-1
- dw linecounter_ancilla_itemget-1
- dw linecounter_ancilla_tile-1
- dw linecounter_ancilla_egcheck-1
- dw linecounter_ancilla_direction-1
- dw linecounter_ancilla_delta_x-1
- dw linecounter_ancilla_delta_y-1
+ dw linesentry_ancilla_id-1
+ dw linesentry_ancilla_x-1
+ dw linesentry_ancilla_y-1
+ dw linesentry_ancilla_altitude-1
+ dw linesentry_ancilla_layer-1
+ dw linesentry_ancilla_itemget-1
+ dw linesentry_ancilla_tile-1
+ dw linesentry_ancilla_egcheck-1
+ dw linesentry_ancilla_direction-1
+ dw linesentry_ancilla_delta_x-1
+ dw linesentry_ancilla_delta_y-1
;---------------------------------------------------------------------------------------------------
-linecounter_ancilla_delta_x:
+linesentry_ancilla_delta_x:
.next_ancilla
INX
INX
@@ -1867,7 +2076,7 @@ linecounter_ancilla_delta_x:
;---------------------------------------------------------------------------------------------------
-linecounter_ancilla_delta_y:
+linesentry_ancilla_delta_y:
.next_ancilla
INX
INX
@@ -1898,12 +2107,12 @@ linecounter_ancilla_delta_y:
;---------------------------------------------------------------------------------------------------
-linecounter_ancilla_x:
-linecounter_ancilla_itemget:
-linecounter_ancilla_tile:
-linecounter_ancilla_direction:
-linecounter_ancilla_layer:
-linecounter_ancilla_altitude:
+linesentry_ancilla_x:
+linesentry_ancilla_itemget:
+linesentry_ancilla_tile:
+linesentry_ancilla_direction:
+linesentry_ancilla_layer:
+linesentry_ancilla_altitude:
.next_ancilla
INX
INX
@@ -1921,7 +2130,7 @@ linecounter_ancilla_altitude:
;---------------------------------------------------------------------------------------------------
-linecounter_ancilla_y:
+linesentry_ancilla_y:
.next_ancilla
INX
INX
@@ -1939,7 +2148,7 @@ linecounter_ancilla_y:
;---------------------------------------------------------------------------------------------------
-linecounter_ancilla_id:
+linesentry_ancilla_id:
.next_ancilla
INX
INX
@@ -1972,7 +2181,7 @@ linecounter_ancilla_id:
;---------------------------------------------------------------------------------------------------
-linecounter_ancilla_egcheck:
+linesentry_ancilla_egcheck:
.next_ancilla
INX
INX
diff --git a/src/init.asm b/src/init.asm
index d750dfa..57f1a94 100644
--- a/src/init.asm
+++ b/src/init.asm
@@ -66,7 +66,7 @@ init_hook:
SEP #$30
LDA.b #$03 : STA.l $002224 ; image 3 for page $60
- LDA.l !ram_feature_music : BNE ++
+ LDA.l !config_feature_music : BNE ++
JSL mute_music
++ LDA.b #$22 : STA.l $2143 ; BWOOWOOOWOWOOOOOO
@@ -128,17 +128,30 @@ init_hook:
REP #$20
LDA.b $00
AND.w #$FF00 : CMP.w #$3000 : BEQ .forcereset
- LDA.w !ram_init_sig : CMP.w #!INIT_SIGNATURE : BEQ .noforcereset
+ LDA.w !config_init_sig : CMP.w #!INIT_SIGNATURE : BEQ .noforcereset
.forcereset
JSR init_initialize_all
BRA .sram_initialized
.noforcereset
- LDA.w !ram_sram_initialized
+ LDA.w !config_sram_initialized
CMP.w #$0030 : BCC .forcereset
.sram_initialized
+ REP #$10
+ ; clear unused config settings, for when they're used in future updates
+ LDX.w #!last_config
+
+ SEP #$20
+ LDA.b #$00
+ BRA ++
+
+-- STA.l SA1RAM.SETTINGS,X
+ INX
+++ CPX.w #$0400
+ BCC --
+
SEP #$30
STZ.w $037F
@@ -150,7 +163,7 @@ init_hook:
JSL $0EF572
JSL DoWRAM4BPP
- JSL reinit_counteraddr
+ JSL reinit_sentry_addresses
SEP #$30
LDA.b #$15 : STA.b $1C
@@ -174,6 +187,7 @@ init_initialize_all:
SEP #$20
LDA.b #$1F : STA.w $2143
+ STA.l SA1RAM.ss_old_music_bank
REP #$30
PLY
@@ -197,7 +211,6 @@ init_initialize_all:
BRA .next
.done
- LDA.w #$FFFF : STA.l SA1RAM.ss_old_music_bank
PLB
RTS
diff --git a/src/main.asm b/src/main.asm
index 3070e37..a35f524 100644
--- a/src/main.asm
+++ b/src/main.asm
@@ -35,6 +35,7 @@ incsrc cm_linkstate.asm
incsrc cm_gameplay.asm
incsrc cm_rng.asm
incsrc cm_hud.asm
+incsrc cm_roomload.asm
incsrc cm_shortcuts.asm
incsrc cm_config.asm
incsrc cm_presetconfig.asm
@@ -50,7 +51,7 @@ print "--------------------"
;===================================================================================================
org $308000
incsrc cm_presets_nmg.asm
-incsrc cm_presets_hundo.asm
+incsrc cm_presets_100nmg.asm
incsrc cm_presets_lanmorta.asm
org $318000
@@ -62,6 +63,9 @@ incsrc cm_presets_adold.asm
incsrc cm_presets_ad2020.asm
incsrc cm_presets_anyrmg.asm
+org $338000
+incsrc bsod.asm
+
; pad rom to 2mb
org $3FFFFF
db $FF
diff --git a/src/misc.asm b/src/misc.asm
index cf70ae9..cbdfb65 100644
--- a/src/misc.asm
+++ b/src/misc.asm
@@ -1,44 +1,16 @@
pushpc
-; -----------------
-; Ganon transition
-; -----------------
-org $02B793
- JML triforce_transition
-
-;------------------
-; Drop luck check
-;------------------
-org $06F99E
- JML dropluck
+
+org $02B793 : JML triforce_transition
+
+org $06F99E : JML dropluck
afterdropluck:
-;------------------
-; Sword beams
-;------------------
-org $1CF640
- JSL swordbeams
+org $1CF640 : JSL swordbeams
-;-------------------
-; Fast moving walls
-;-------------------
org $01CA66
JSL set_moving_wall_speed
RTS
-;---------------------------------
-; Visible guard search beams
-;---------------------------------
-org $05C21D
- JML probe_draw
-after_probe_draw:
-
-org $05C63D
- JML set_probe_gfx
-after_probe_gfx:
-
-;---------------------------------
-; Lit rooms
-;---------------------------------
org $01F473 : JSL GetLitRoom
org $01F50A : JSL GetLitRoom
org $028204 : JSL GetLitRoom
@@ -50,7 +22,7 @@ pullpc
;===================================================================================================
GetLitRoom:
- LDA.w !ram_lit_rooms_toggle : BNE ++
+ LDA.w !config_lit_rooms_toggle : BNE ++
LDA.l $02A0DC,X
RTL
@@ -60,7 +32,7 @@ GetLitRoom:
;===================================================================================================
triforce_transition:
- LDA.w !ram_skip_triforce_toggle : BNE .skip_triforce
+ LDA.w !config_skip_triforce_toggle : BNE .skip_triforce
JSL $02A0BE ; Dungeon_SaveRoomData_justKeys
JML $02B797
@@ -79,14 +51,14 @@ dropluck:
JML afterdropluck ; was hoping this coulda been simpler but luck needs to be in Y
.vanilla
- LDY $0CF9
+ LDY.w $0CF9
JML afterdropluck
;===================================================================================================
swordbeams:
LDY !disable_beams : BNE .nobeams
- JML $099D04 ; one less RTL
+ JML $099D04
.nobeams
SEC ; indicates failed to add an ancilla
@@ -94,49 +66,8 @@ swordbeams:
;===================================================================================================
-; sets some oam properties for the guard search beams
-set_probe_gfx:
- TXA : STA.w $0DE0,Y
- LDA.w !ram_probe_toggle : BEQ ++
- LDA.b #%00001110 ; oam : vhoopppN
- STA.w $0F50,Y
-
-++ JML after_probe_gfx
-
-; basically just the normal draw routine, except
-; it's not jumping to a routine because
-; 1) it'd be a decent amount of lag, so every bit of optimization counts
-; 2) need to be explicit to get the correct gfx (also saves some cycles)
-!sparks_gfx = $AA
-!bubble_gfx = $CB
-!vortex_gfx = $EE
-probe_draw:
- LDA.b $01 : ORA.b $03 : PHP ; storing the Z flag since we'll RTL to a BEQ
-
- LDA.w !ram_probe_toggle : BEQ .skip
-
- LDA.b $00 : STA.b ($90),Y
- LDA.b $01 : CMP.b #$01
- LDA.b #$01 : ROL : STA.b ($92)
-
- REP #$21
- LDA.b $02 : INY
- ADC.w #$0010 : CMP.w #$0100 : SEP #$20 : BCS .skip
-
- SBC.b #$0F : STA.b ($90),Y
- INY
- LDA.b #!sparks_gfx : STA.b ($90),Y
- INY
- LDA.b $05 : STA.b ($90),Y
-
-.skip
- PLP
- JML after_probe_draw
-
-;===================================================================================================
-
set_moving_wall_speed:
- LDA.w !ram_fast_moving_walls : BEQ .normal
+ LDA.w !config_fast_moving_walls : BEQ .normal
LDA.w #$0008
RTL
@@ -185,4 +116,4 @@ RoomHasPitDamage:
db 0, 0, 1, 0, 0, 0, 0, 0 ; 0x110
db 0, 0, 0, 0, 0, 0, 0, 0 ; 0x118
db 1, 0, 0, 1, 0, 0, 0, 0 ; 0x120
- db 0, 0, 0, 0, 0, 0, 0, 0 ; 0x128
\ No newline at end of file
+ db 0, 0, 0, 0, 0, 0, 0, 0 ; 0x128
diff --git a/src/movie.asm b/src/movie.asm
deleted file mode 100644
index cb43001..0000000
--- a/src/movie.asm
+++ /dev/null
@@ -1,246 +0,0 @@
-pushpc
-; movieformat
-; BYST udlr | AXLR 0000 | NNNN NNNN | NNNN NNNN
-
-; compact movieformat (not implemented, not sure if I will)
-; BYST udlr | AXLR Pnnn | NNNN NNNN
-
-;org GetRandomInt
-; PHX : PHP
-; JSL movie_rng
-; PLP : PLX
-; RTL
-
-pullpc
-; $00 and $01 aren't necessary anymore
-; but i'm leaving them in just in case those addresses
-; come up in some glitch related to controller input being there
-movie_readjoypads:
- STZ $4016
-
- LDA $4218 : STA $00 : STA $F2 : TAY
- STA.w SA1IRAM.CONTROLLER_1+1
- EOR $FA : AND $F2
- STA $F6 : STY $FA
- STA.w SA1IRAM.CONTROLLER_1_FILTERED+1
-
- LDA $4219 : STA $01 : STA $F0 : TAY
- STA.w SA1IRAM.CONTROLLER_1+0
- EOR $F8 : AND $F0
- STA $F4 : STY $F8
- STA.w SA1IRAM.CONTROLLER_1_FILTERED+0
-
-RTL
-
-;---------------
- STZ $4016
-
- LDA $4218 : STA $00
- LDA $4219 : STA $01
-
- LDA !ram_movie_next_mode : BNE .done
-
- LDA !ram_movie_mode
- CMP #$01 : BEQ .recording
- CMP #$02 : BEQ .playback
-
- JSR .set_controller
- BRA .done
-
-.recording
- JSR .set_controller
- JSR movie_record
- RTL
-
-.playback
- JSR movie_playback
- JSR .set_controller
-
-.done
- RTL
-
-.set_controller
- LDA $00 : STA $F2 : TAY
-
- EOR $FA : AND $F2 : STA $F6 : STY $FA
-
- LDA $01 : STA $F0 : TAY
- EOR $F8 : AND $F0 : STA $F4 : STY $F8
-
- LDA $F0 : STA.w SA1IRAM.CONTROLLER_1
- LDA $F2 : STA.w SA1IRAM.CONTROLLER_1+1
- LDA $F4 : STA.w SA1IRAM.CONTROLLER_1_FILTERED
- LDA $F6 : STA.w SA1IRAM.CONTROLLER_1_FILTERED+1
-
- RTS
-
-
-movie_record:
- REP #$30
- LDA #$3820 : STA !ram_movie_hud+44
- LDX !ram_movie_index : LDY #$5C00 : JSR movie_hud
-
- LDX !ram_movie_index : CPX !ram_movie_rng_index : BCS .too_big
-
- LDA.w SA1IRAM.CONTROLLER_1 : CMP !ram_prev_ctrl : BNE .save_input
-
- INC !ram_movie_timer
- SEP #$30
- RTS
-
-.too_big
- LDA #$0000 : STA !ram_movie_mode
- JSL movie_clear_hud
- SEP #$30
- RTS
-
-.save_input
- LDA !ram_movie_timer : STA !ram_movie,X
- LDA.l !ram_prev_ctrl : STA !ram_movie+2,X
-
- INX #4 : STX !ram_movie_index : STX !ram_movie_length
- LDA.w SA1IRAM.CONTROLLER_1 : STA.l !ram_prev_ctrl
- STZ !ram_movie_timer
-
- SEP #$30
- RTS
-
-
-movie_playback:
- REP #$30
- LDA #$3C21 : STA !ram_movie_hud+44
- LDX !ram_movie_index : LDY !ram_movie_length : JSR movie_hud
-
- LDX !ram_movie_index : CPX !ram_movie_length : BCS .stop_playback
-
- LDA !ram_movie+2,X : XBA : STA $00
- DEC !ram_movie_timer : BMI .nextInput
- SEP #$30
- RTS
-
-.nextInput
- INX #4 : STX !ram_movie_index
- LDA !ram_movie,X : STA !ram_movie_timer
- SEP #$30
- RTS
-
-.stop_playback
- LDA #$0000 : STA !ram_movie_mode
- JSL movie_clear_hud
- STZ $00
- SEP #$30
- RTS
-
-
-movie_rng:
- LDA !ram_movie_mode : BEQ .RandomNum
- CMP #$01 : BEQ .recording
-
- REP #$30
- DEC !ram_movie_rng_index
- LDX !ram_movie_rng_index
- LDA !ram_movie,X
- RTL
-
-.recording
- REP #$30
- DEC !ram_movie_rng_index
- LDX !ram_movie_rng_index
- INC !ram_movie_rng_length
-
- SEP #$20
- JSL .RandomNum : STA !ram_movie,X
- RTL
-
-.RandomNum
- LDA $2137
- LDA $213C : ADC $1A : ADC $0FA1 : STA $0FA1
- RTL
-
-
-movie_preset_loaded:
- ; Enter AI=16
- PHP
- JSL movie_clear_hud
-
- LDA #$0000 : STA !ram_movie_index : STA.l !ram_prev_ctrl
- LDA #$5CE0 : STA !ram_movie_rng_index ; 7FDD00 is the upper limit
- LDA #$FFFF : STA !ram_movie_timer
-
- LDA !ram_movie_next_mode : STA !ram_movie_mode
- LDA #$0000 : STA !ram_movie_next_mode
-
- LDA !ram_movie_mode : CMP #$0002 : BEQ .startPlayback
-
-.startRecord
- LDA #$0000 : STA !ram_movie_rng_length
- SEP #$20 : LDA $1A : STA !ram_movie_framecounter : REP #$20
-
- PLP
- RTL
-
-.startPlayback
- SEP #$20 : LDA !ram_movie_framecounter : STA $1A : REP #$20
-
- LDX #$0000
- LDA !ram_movie : CMP #$FFFF : BNE .done
- LDX #$0004 : STX !ram_movie_index
-
-.done
- LDA !ram_movie,X : STA !ram_movie_timer
- PLP
- RTL
-
-
-movie_hud:
- TYA
- LSR #3 : STA $02
- LSR : STA $04
-
- TXY
- LDX #$0000
-
-.loop {
- LDA #$2C00
- CPX #$0000 : BEQ .left
- CPX #$000E : BEQ .right
-
- ORA #$0029 : STA $06
- BRA .size
-
- .left
- ORA #$0023 : STA $06
- BRA .size
-
- .right
- ORA #$0026 : STA $06
-
- .size
- TYA
- BMI .draw
- CMP $02 : BCS .full
- CMP $04 : BCS .half
- BRA .draw
-
- .full
- INC $06
-
- .half
- INC $06
-
- .draw
- SEC : SBC $02 : TAY
- LDA $06 : STA !ram_movie_hud+46,X
- INX #2 : CPX #$0010 : BCC .loop
- }
-
- RTS
-
-
-movie_clear_hud:
- LDA #$007F
- LDX #$0040
-.loop
- STA !ram_movie_hud,X
- DEX #2 : BPL .loop
- RTL
diff --git a/src/nmi.asm b/src/nmi.asm
index 32716c0..a18c41d 100644
--- a/src/nmi.asm
+++ b/src/nmi.asm
@@ -1,4 +1,12 @@
pushpc
+
+; Other interrupt stuff
+org $00CF50
+BadInterrupt:
+ JML OOPS
+
+warnpc $00CFBE
+
;===================================================================================================
; Improves the speed of OAM clearing by 2 scanlines; credit: MathOnNapkins
; Has no effect on anything
@@ -22,17 +30,17 @@ org $00841E
; Vanilla OAM cycles: 4 scanlines - 10
;
; Improved to: 2 scanlines + 87
- ; SA1 thing is 1 scanline + 69
+ ; SA1 thing is 1 scanline + 52
; Waste time check is 38
- ; total is 3 scanlines + 194
+ ; total is 3 scanlines + 184
;
- ; 145 left to waste
+ ; 152 left to waste
;
; NMI JSL+RTL = ~28 dots
; NMI cache = ~44+14+14 dots
; so NMI is ~100 dots
;
- ; 45 left to waste
+ ; 52 left to waste
;
; HUD uses ~38 dots
@@ -75,7 +83,7 @@ warnpc $008489
; but we also use 10 cycles here for joypad 2
; net loss is 2 cycles, not an issue
;===================================================================================================
-org $083D1
+org $0083D1
REP #$20
LDA.w $421A
@@ -106,22 +114,11 @@ warnpc $0083F8
; NMI hook
org $0080D5
- ; 0080D1 LDA #$0000
- ; 0080D4 TCD
- ; 0080D5 PHK
- ; 0080D6 PLB
- ; 0080D7 SEP #$30
JSL nmi_expand
; TM and TS writes
- org $008176 : STA.w SA1RAM.layer_writer+0
- org $00817B : STA.w SA1RAM.layer_writer+1
-
-;org $0081A0 ; save camera correction for NMI expansion
-; BRA + ; save time during NMI
-;org $0081B8 : +
-
-warnpc $0089DF
+org $008176 : STA.w SA1RAM.layer_writer+0
+org $00817B : STA.w SA1RAM.layer_writer+1
; The time this routine takes isn't relevant
; since it's never during game play
@@ -282,19 +279,19 @@ SNES_ENABLE_CUSTOM_NMI:
REP #$20
LDA.w #SNES_CUSTOM_NMI_nothing
- STA.l SA1RAM.SNES_NMI_VECTOR
+ STA.w SA1RAM.SNES_NMI_VECTOR
-- SEP #$21
LDA.b #$11
- STA.l $002200
+ STA.w $2200
ROL A
- DEC A : BPL -
; check if custom NMI is enabled
LDA.b #$10
- AND.l $002300
+ AND.w $2300
BEQ --
RTL
@@ -303,14 +300,14 @@ SNES_DISABLE_CUSTOM_NMI:
-- SEP #$21
LDA.b #$10
- STA.l $002200
+ STA.w $2200
ROL A
- DEC A : BPL -
; check if custom NMI is enabled
LDA.b #$10
- AND.l $002300
+ AND.w $2300
BNE --
RTL
@@ -325,20 +322,20 @@ SNES_CUSTOM_NMI:
PHD
PHB
- SEP #$20
+ SEP #$21
LDA.l $004210
PEA.w $0000
PLD
- TDC ; A=0000
+ TDC ; A = 0000
TAX
PHK
PLB
- STA.l $00420C ; disable HDMA aggressively
+ STA.w $420C ; disable HDMA aggressively
- LDA.b #$80
+ ROR ; A = 80
STA.w $2100
LDA.b $12
@@ -348,6 +345,7 @@ SNES_CUSTOM_NMI:
.good_to_go
INC.b $12
+
JSR.w (SA1RAM.SNES_NMI_VECTOR,X)
PEA.w $0000 ; used to be D=0 later
@@ -413,6 +411,7 @@ SNES_CUSTOM_NMI:
INY
STX.b $00
+
LDA.b ($00)
ASL
TAX
@@ -428,6 +427,7 @@ SNES_CUSTOM_NMI:
.done_color
SEP #$30
+
JSL ReadJoyPad_long
LDA.b $F0 : STA.w SA1IRAM.CopyOf_F0
@@ -435,35 +435,37 @@ SNES_CUSTOM_NMI:
LDA.b $F4 : STA.w SA1IRAM.CopyOf_F4
LDA.b $F6 : STA.w SA1IRAM.CopyOf_F6
-
REP #$20
+
LDA.w #.nothing
STA.w SA1RAM.SNES_NMI_VECTOR
.lagging
SEP #$20
+
LDA.b #$0F
- STA.l $002100
+ STA.w $2100
+
JMP.w SA1NMI_EXIT
.nothing
RTS
.cgrams
- db 00 : dw !ram_hud_bg
- db 03 : dw !ram_hud_bg
+ db 00 : dw !config_hud_bg
+ db 03 : dw !config_hud_bg
- db 17 : dw !ram_hud_header_hl
- db 18 : dw !ram_hud_header_fg
- db 19 : dw !ram_hud_header_bg
+ db 17 : dw !config_hud_header_hl
+ db 18 : dw !config_hud_header_fg
+ db 19 : dw !config_hud_header_bg
- db 22 : dw !ram_hud_sel_fg
- db 23 : dw !ram_hud_sel_bg
+ db 22 : dw !config_hud_sel_fg
+ db 23 : dw !config_hud_sel_bg
- db 30 : dw !ram_hud_sel_bg
- db 31 : dw !ram_hud_sel_fg
+ db 30 : dw !config_hud_sel_bg
+ db 31 : dw !config_hud_sel_fg
- db 26 : dw !ram_hud_dis_fg
- db 27 : dw !ram_hud_bg
+ db 26 : dw !config_hud_dis_fg
+ db 27 : dw !config_hud_bg
db $FF ; done
diff --git a/src/ohko.asm b/src/ohko.asm
deleted file mode 100644
index 257ef30..0000000
--- a/src/ohko.asm
+++ /dev/null
@@ -1,613 +0,0 @@
-lorom
-
-
-org $00FFD7
- db 11 ; 2mb
-
-
-org $0697DF
- ; x speeds
- db 48, 44, 34, 18, 0, -18, -34, -44
- db -48, -44, -34, -18, 0, 18, 34, 44
-
- ; y speeds
- db 0, 18, 34, 44, 48, 44, 34, 18
- db 0, -18, -34, -44, -48, -44, -34, -18
-
-
-; 09c3bf lda ($00),y
-; 09c3c1 sta $0e20,x
-org $09C3BF
- JSL sprite_hook_uw : NOP
-
-
-; 09c7c6 dec
-; 09c7c7 sta $0e20,x
-org $09C7C6
- JSL sprite_hook_ow
-
-
-; 1df66c sta $0e20,y
-; 1df66f lda #$09
-; 1df671 sta $0dd0,y
-org $1DF66C
- JSL sprite_hook_dynamic
- NOP : NOP : NOP : NOP
-
-
-; Change sprite gfx
-; 01b648 lda [$0d],y
-; 01b64a clc
-; 01b64b adc #$40
-; 01b64d sta $0aa3
-org $01B648
- JSL hook_dng_gfx
- NOP : NOP : NOP : NOP
-
-
-; 02aa0c lda $7efcc0,x
-; 02aa10 sta $0aa3
-org $02AA0C
- LDA #$55 : NOP : NOP
-
-
-org $06982A
- ; 06982a lda $97df,y [0697df] A:0002 X:0002 Y:0000 S:01ee D:0000 DB:06 nvMXdiZc V: 37 H:159 F:10
- ; 06982d sta $0d50,x [060d52] A:0030 X:0002 Y:0000 S:01ee D:0000 DB:06 nvMXdizc V: 37 H:159 F:10
- ; 069830 lda $97ef,y [0697ef] A:0030 X:0002 Y:0000 S:01ee D:0000 DB:06 nvMXdizc V: 37 H:168 F:10
- ; 069833 sta $0d40,x [060d42] A:0000 X:0002 Y:0000 S:01ee D:0000 DB:06 nvMXdiZc V: 37 H:176 F:10
- ; JSL moldorm_speed
- ; NOP : NOP
- ; NOP : NOP : NOP
- ; NOP : NOP : NOP
-
-
-; 06f9d7 sta $0e20,x
-; 06f9da cmp #$e5
-; 06f9dc bne $f9e3
-; 06f9de jsr $925d
-; 06f9e1 bra $f9ea
-; 06f9e3 cmp #$e4
-; 06f9e5 bne $f9ea
-; 06f9e7 jsr $926e
-; 06f9ea lda #$09
-org $06F9D7
- JSL sprite_hook_drops
- NOP
-
-
-; 05b758 lda #$0b A:001d X:000b Y:0001 S:01e8 D:0000 DB:05 nvMXdizc V: 52 H: 71 F:42
-; 05b75a sta $0f50,x [050f5b] A:000b X:000b Y:0001 S:01e8 D:0000 DB:05 nvMXdizc V: 52 H: 75 F:42
-; 05b75d rts A:000b X:000b Y:0001 S:01e8 D:0000 DB:05 nvMXdizc V: 52 H: 85 F:42
-org $05B758
- JSL hook_armos
-
-
-; 05a050 dec $0ff8
-; 05a053 lda $0ff8
-org $05A050
- JSL hook_red_armos
- NOP : NOP
-
-
-; 1cf640 jsl $099d04
-org $1CF640
- JSL hook_beam
-
-
-; 1ed6f7 lda #$01
-; 1ed6f9 sta $0da0,y
-; LDA.b #$20 : STA $0DF0,Y
-org $1ED6F7
- JSL hook_blueball
- NOP : NOP : NOP : NOP
-
-
-; 06982a lda $97df,y
-; 06982d sta $0d50,x
-; 069830 lda $97ef,y
-; 069833 sta $0d40,x
-org $06982A
- JSL hook_mimics_dorm
- NOP : NOP
- NOP : NOP : NOP
- NOP : NOP : NOP
-
-
-; 1da1ed lda #$ce
-; 1da1ef jsl $1df65d
-; 1da1f3 bmi $a23b
-org $1DA1ED
- JSL hook_blind
- RTS
-
-; 06f068 lda #$04
-; 06f06a sta $0dd0,x
-org $06F068
- JSL hook_khold
- NOP
-
-
-;1eb944 jsl $06f2b0
-org $1EB944
- ; JSL hook_arrgi
-
-
-; Nerf Ether (magic needed)
-; db $20, #$10, #$08
-org $07B073
- db $48, #$48, #$48
-
-; 1de7e3 lda $0ed0,x
-; 1de7e6 sta $04
-org $1DE7E3
- JSL hook_vitty
- RTS
-
-; ---------
-org $208000
-; ---------
-
-hook_vitty:
- PHY
- LDY #$10
-.loop
- DEY : BMI .no_active
- LDA $0E20,Y : CMP #$18 : BNE .loop
- LDA $0DD0,Y : BNE .done
- BRA .loop
-
-.no_active
- LDA #$18 : STA $0E20,X
- LDA #$08 : STA $0E50,X
- LDA $0ED0 : DEC : STA $0ED0
-
-.done
- PLY
- RTL
-
-
-hook_dng_gfx:
- LDA $A0 : CMP #$90 : BEQ .normal
- LDA #$55 : STA $0AA3
- RTL
-.normal
- LDA #$56 : STA $0AA3
- RTL
-
-
-; 01b64b lda #$55
-; 01b64d sta $0aa3
-
-; hook_arrgi:
-; LDA #$18 : STA $0E20,X
-; RTL
-
-
-hook_khold:
- LDA #$04 : STA $0DD0,X
- PHX
- LDX #$10
-.loop
- DEX : BMI .done
- LDA $0E20,X : CMP #$18 : BNE .loop
- LDA #$00 : STA $0DD0,X
- BRA .loop
-.done
- PLX
- RTL
-
-
-hook_blind:
- LDA #$18 : JSL $1DF65D
- LDA #$20 : STA $0E50,Y
- RTL
-
-
-hook_mimics_dorm:
- LDA $97DF,Y : STA $0D50,X
- LDA $97EF,Y : STA $0D40,X
- LDA $048E : CMP #$1B : BNE .done
-
- LDA #$00 : STA $0D50,X : STA $0D40,X
- STA $0D60,X : STA $0D70,X
-
- LDA $F0 : BEQ .done
- BIT #$01 : BNE .right
- BIT #$02 : BNE .left
- BIT #$04 : BNE .down
- BIT #$08 : BNE .up
- BRA .done
-
-.up
- LDA #$40 : STA $0D50,X : BRA .done
-.down
- LDA #$C0 : STA $0D50,X : BRA .done
-.left
- LDA #$40 : STA $0D40,X : BRA .done
-.right
- LDA #$C0 : STA $0D40,X : BRA .done
-
-.done
- RTL
-
-hook_blueball:
- LDA #$18 : STA $0E20,Y
- LDA $EE : STA $0F20,Y
- LDA #$10 : STA $0E50,Y
- LDA #$00 : STA $0E60,Y
-
- RTL
-
-hook_beam:
- LDA #$18 : JSL $1DF65D : BCS ++
-
- LDA $22 : STA $0D10,Y
- LDA $23 : STA $0D30,Y
-
- LDA $20 : STA $0D00,Y
- LDA $21 : STA $0D20,Y
-
- LDA $EE : STA $0F20,Y
-
- LDA $2F
- CMP #$00 : BEQ .up
- CMP #$02 : BEQ .down
- CMP #$04 : BEQ .left
- CMP #$06 : BEQ .right
-
-.up
- LDA $0D00,Y : SEC : SBC #$20 : STA $0D00,Y
- LDA $0D20,Y : SBC #$00 : STA $0D20,Y
- BRA +
-.down
- LDA $0D00,Y : CLC : ADC #$20 : STA $0D00,Y
- LDA $0D20,Y : ADC #$00 : STA $0D20,Y
- BRA +
-.left
- LDA $0D10,Y : SEC : SBC #$20 : STA $0D10,Y
- LDA $0D30,Y : SBC #$00 : STA $0D30,Y
- BRA +
-.right
- LDA $0D10,Y : CLC : ADC #$20 : STA $0D10,Y
- LDA $0D30,Y : ADC #$00 : STA $0D30,Y
- BRA +
-
-+ SEP #$30
-
-
-++ SEC : RTL
-
-
-hook_red_armos:
- DEC $0FF8
- LDA $0FF8 : CMP #$01 : BNE +
-
- LDA #$18 : STA $0E20 : STA $0E21 : STA $0E22 : STA $0E23 : STA $0E24
-
-+ RTL
-
-hook_armos:
- LDA #$18 : STA $0E20,X
- RTL
-
-
-sprite_hook_drops:
- PHY
- PHB : PHK : PLB
- TAY
- PHA : JSL $0DBA71 : AND #$07 : BNE +
- PLA : LDA le_tbl,Y : BRA ++
-+ PLA
-++ PLB
- PLY
- STA $0E20,X
- CMP #$E5
- RTL
-
-
-sprite_hook_dynamic:
- CMP #$D8 : BEQ +
- CMP #$41 : BEQ +
- PHX : PHB : PHK : PLB
- TAX : LDA le_tbl,X
- PLB : PLX
-
-+ STA $0E20,Y
- LDA #$09 : STA $0DD0,Y
- RTL
-
-
-sprite_hook_ow:
- DEC
- PHX : PHB : PHK : PLB
- TAX : LDA le_tbl,X
- PLB : PLX
- STA $0E20,X
- RTL
-
-
-sprite_hook_uw:
- PHX
- LDA ($00),y : TAX
- PHB : PHK : PLB
- LDA le_tbl,X
- PLB
- PLX
- STA $0E20,X
- RTL
-
-
-; Not used
-moldorm_speed:
- LDA $1A : AND #$0F : STA $00
- LDA $97DF,Y : CLC : ADC $00 : STA $0D50,X
- LDA $1A : AND #$0F : STA $00
- LDA $97EF,Y : CLC : ADC $00 : STA $0D40,X
- RTL
-
-
-le_tbl:
-; 00
-db $18 ;Raven
-db $18 ;Vulture
-db $18 ;Flying Stalfos Head
-db $03 ;Unused (Don't use it, the sprite's ASM pointer is invalid. It will certainly crash the game.)
-db $04 ;Good Switch being pulled
-db $05 ;Some other sort of switch being pulled, but from above?
-db $06 ;Bad Switch
-db $07 ;switch again (facing up)
-db $18 ;Octorock
-db $09 ;Giant Moldorm (boss)
-db $18 ;Four Shooter Octorock
-db $18 ;Chicken / Chicken Transformed into Lady
-db $18 ;Octorock
-db $18 ;Normal Buzzblob / Morphed Buzzblob (tra la la... look for Sahashrala)
-db $18 ;Plants with big mouths
-db $18 ;Octoballoon (The thing that explodes into 10 others)
-; 10
-db $18 ;Octobaby (Baby Octorocks from the Otobaloon)
-db $18 ;Hinox (Bomb-chucking one-eyed giant)
-db $18 ;Moblin
-db $18 ;Helmasaur (small variety)
-db $14 ;Thieves' Town (AKA Gargoyle's Domain) Grate
-db $18 ;Bubble (AKA Fire Faerie)
-db $16 ;Sahashrala / Aginah, sage of the desert
-db $18 ;Rupee Crab under bush / rock
-db $18 ;Moldorm
-db $18 ;Poe
-db $1A ;Dwarf, Mallet, and the shrapnel from it hitting
-db $1B ;Arrow shot by solder / stuck in wall? Spear thrown by Moblin?
-db $1C ;Moveable Statue
-db $1D ;Weathervane
-db $1E ;Crystal Switch
-db $1F ;Sick Kid with Bug Catching Net
-; 20
-db $18 ;Sluggula
-db $21 ;Push Switch (like in Swamp Palace)
-db $18 ;Darkworld Snakebasket
-db $18 ;Red Bari / Small Red Bari
-db $18 ;Blue Bari
-db $25 ;Tree you can talk to?
-db $18 ;Hardhat Beetle (Charging Octopus looking thing)
-db $18 ;Dead Rock (Some might see them as Gorons, but bleh)
-db $28 ;Shrub Guy who talks about Triforce / Other storytellers
-db $29 ;Blind Hideout Guy / Thief Hideout Guy / Flute Boy's Father
-db $2A ;Sweeping Lady
-db $2B ;Bum under the bridge + smoke and other effects like the fire
-db $2C ;Lumberjack Bros.
-db $2D ;Telepathic stones? Looks like a prototype for a telepathic interface using sprites instead of tiles. However, this one only says one thing.
-db $2E ;Flute Boy and his musical notes
-db $2F ;Maze Game Lady
-; 30
-db $30 ;Maze Game Guy
-db $31 ;Fortune Teller / Dwarf swordsmith
-db $32 ;Quarreling brothers
-db $33 ;Pull For Rupees
-db $34 ;Young Snitch Lady
-db $35 ;Innkeeper
-db $36 ;Witch
-db $37 ;Waterfall
-db $38 ;Arrow Target (e.g. Statue with big eye in Dark Palace)
-db $39 ;Middle Aged Guy in the desert
-db $3A ;Magic Powder Bat /The Lightning Bolt the bat hurls at you.
-db $3B ;Dash Item / such as Book of Mudora, keys
-db $3C ;Kid in village near the trough
-db $3D ;Older Snitch Lady (Signs?) (Chicken lady also showed up)
-db $18 ;Rock Rupee Crabs
-db $3F ;Tutorial Soldiers from beginning of game
-; 40
-db $40 ;Hyrule Castle Barrier to Agahnim's Tower
-db $18 ;Soldier
-db $18 ;Blue Soldier
-db $18 ;Red Spear Soldier
-db $18 ;Crazy Blue Killer Soldiers
-db $18 ;Crazy Red Spear Soldiers (And green ones in the village)
-db $18 ;Blue Archer Soldiers
-db $18 ;Green Archer Soldiers (in the bushes)
-db $18 ;Red Javelin Trooper
-db $18 ;Red Javelin Soldiers (in the bushes)
-db $18 ;Red Bomb Soldiers
-db $18 ;Recruit (Weak Green Soldier) (Note: Name was invented for lack of an official name)
-db $18 ;Sand Monsters
-db $18 ;Flailing Bunnies on the ground
-db $18 ;Snakebasket
-db $18 ;Blobs?
-; 50
-db $50 ;Metal Balls (in Eastern Palace)
-db $51 ;Armos
-db $52 ;Zora King
-db $53 ;Armos Knight
-db $54 ;Lanmolas boss
-db $55 ;Zora / Fireballs (including the blue Agahnim fireballs)
-db $18 ;Walking Zora
-db $57 ;Desert Palace Barriers
-db $18 ;Crab
-db $18 ;Lost Woods Bird
-db $18 ;Lost Woods Squirrel
-db $18 ;Spark (clockwise on convex)
-db $18 ;Spark (counterclockwise on convex)
-db $5D ;Roller (vertical moving)
-db $5E ;Roller (vertical moving)
-db $5F ;Roller (???)
-; 60
-db $60 ;Roller (horizontal moving)
-db $61 ;Statue Sentry
-db $62 ;Master Sword plus pendants and beams of light
-db $63 ;Sand Lion Pit
-db $18 ;Sand Lion
-db $65 ;Shooting Gallery guy
-db $66 ;Moving cannon ball shooters
-db $67 ;Moving cannon ball shooters
-db $68 ;Moving cannon ball shooters
-db $69 ;Moving cannon ball shooters
-db $18 ;Ball N' Chain Trooper
-db $18 ;Cannon Ball Shooting Soldier (unused in original ;WTF?)
-db $6C ;Warp Vortex created by Magic Mirror
-db $18 ;Rat / Bazu
-db $18 ;Rope / Skullrope (aka Sukarurope?)
-db $18 ;Bats / Also one eyed bats
-; 70
-db $18 ;Splitting Fireballs from Helmasaur King
-db $18 ;Leever
-db $72 ;Activator for the ponds (where you throw in items)
-db $73 ;Link's Uncle / Sage / Barrier that opens in the sanctuary
-db $74 ;Red Hat Boy who runs from you
-db $75 ;Bottle Vendor
-db $76 ;Princess Zelda
-db $18 ;Also Fire Faeries (seems like a different variety)
-db $78 ;Elder's Wife (Sahasrahlah's Wife, supposedly)
-db $79 ;Good bee / normal bee
-db $7A ;Agahnim
-db $7B ;Agahnim energy blasts (not the duds)
-db $18 ;Green Stalfos
-db $18 ;32*32 Pixel Yellow Spike Traps
-db $18 ;Swinging Fireball Chains
-db $18 ;Swinging Fireball Chains
-; 80
-db $18 ;Wandering Fireball Chains
-db $18 ;Waterhoppers
-db $18 ;Swirling Fire Faeries (Eastern Palace)
-db $18 ;Greene Eyegore
-db $18 ;Red Eyegore
-db $18 ;Yellow Stalfos (drops to the ground, dislodges head)
-db $18 ;Kodondo
-db $87 ;Flames
-db $88 ;Mothula
-db $89 ;Mothula's beam
-db $8A ;Moving Spike Block (Key holes? <-- why would I think this had anything to do with keys?)
-db $18 ;Gibdo
-db $8C ;Arghuss
-db $8D ;Arghuss spawn
-db $18 ;Chair Turtles you kill with hammers
-db $18 ;Blobs / Crazy Blobs via Magic powder or Quake Medallion
-; 90
-db $90 ;Grabber things?
-db $18 ;Stalfos Knight
-db $92 ;Helmasaur King
-db $93 ;Bungie / Red Orb? (according to HM)
-db $18 ;Pirogusu (aka Swimmer) / Flying Tiles
-db $95 ;Eye laser
-db $96 ;Eye laser
-db $97 ;Eye laser
-db $98 ;Eye laser
-db $18 ;Pengator
-db $18 ;Kyameron
-db $18 ;Wizzrobes
-db $18 ;Black sperm looking things
-db $18 ;Black sperm looking things
-db $18 ;Ostrich seen with Flute Boy
-db $18 ;Rabbit seen with Flute Boy
-; A0
-db $18 ;Birds seen with Flute Boy
-db $18 ;Freezor
-db $A2 ;Kholdstare
-db $A3 ;Another part of Kholdstare
-db $18 ;Ice balls from above
-db $18 ;Blue Zazak / Fire Phlegm (Fireballs of Red Zazaks and other sprites)
-db $18 ;Red Zazak
-db $18 ;Red Stalfos Skeleton
-db $18 ;Bomber Flying Creatures from Darkworld
-db $18 ;Bomber Flying Creatures from Darkworld
-db $18 ;Like Like (O_o yikes)
-db $AB ;Maiden (as in, the maidens in the crystals after you beat a boss)
-db $AC ;Apples
-db $AD ;Old Man on the Mountain
-db $AE ;Down Pipe
-db $AF ;Up Pipe
-; B0
-db $B0 ;Right Pipe
-db $B1 ;Left Pipe
-db $B2 ;Good bee again? (Perhaps the good bee is different after being released.... It would make sense, actually)
-db $B3 ;Hylian Inscription (near Desert Palace). Also near Master Sword
-db $B4 ;Thief's chest (not the one that follows you, the one that you grab from the DW smithy house)
-db $B5 ;Bomb Salesman (elephant looking guy)
-db $B6 ;Kiki the monkey?
-db $B7 ;Maiden that ends up following you in Thieves Town
-db $B8 ;Monologue Testing Sprite (Debug Artifact)
-db $B9 ;Feuding Friends on Death Mountain
-db $BA ;Whirlpool
-db $BB ;Salesman / chestgame guy / 300 rupee giver guy / Chest game thief
-db $BC ;Drunk in the inn
-db $BD ;Vitreous (the large eyeball)
-db $BE ;Vitreous' smaller eyeballs
-db $BF ;Aghanim / Vitreous' lightning blast
-; C0
-db $C0 ;Monster in Lake of Ill Omen / Quake Medallion
-db $18 ;Agahnim teleporting Zelda to dark world
-db $C2 ;Boulders / Rocks from Lanmolas erupting from the ground
-db $18 ;Gibo (vulnerable part)
-db $C4 ;Thief
-db $18 ;Evil Fireball Spitters (THE FACES!!)
-db $C6 ;Four Way Fireball Spitters (spit when you use your sword)
-db $18 ;Hokbok (HM calls it Fuzzy Stack, I think?)
-db $C8 ;Big Healing Faeries / Faerie Dust
-db $C9 ;Ganon's Firebat (HM also says Tektite?)
-db $18 ;Chain Chomp
-db $CB ;Trinexx
-db $CC ;Another Part of Trinexx
-db $CD ;Another Part of Trinexx (again)
-db $CE ;Blind the Thief
-db $18 ;Swamola (swamp worms from Swamp of Evil)
-; D0
-db $18 ;Lynel (centaur like creature)
-db $D1 ;Rabbit Beam aka Transform aka Yellow Hunter
-db $D2 ;Flopping fish
-db $18 ;Stal (Hopping Skull Creatures)
-db $18 ;Landmines
-db $D5 ;Digging Game Proprietor
-db $D6 ;Ganon! OMG
-db $D7 ;Copy of Ganon, except invincible?
-db $18 ;Heart refill
-db $18 ;Green Rupee
-db $18 ;Blue Rupee
-db $18 ;Red Rupee
-db $DC ;Bomb Refill (1)
-db $18 ;Bomb Refill (4)
-db $18 ;Bomb Refill (8)
-db $18 ;Small Magic Refill
-; E0
-db $E0 ;Full Magic Refill
-db $E1 ;Arrow Refill (5)
-db $18 ;Arrow Refill (10)
-db $18 ;Faerie
-db $E4 ;Key
-db $E5 ;Big Key
-db $E6 ;Shield Pickup (Fighter or Red Shield after being dropped by a Pikit)
-db $E7 ;Mushroom
-db $E8 ;Fake Master Sword
-db $E9 ;Magic Shop dude / His items, including the magic powder
-db $EA ;Full Heart Container
-db $18 ;Quarter Heart Container
-db $EC ;Bushes
-db $ED ;Cane of Somaria Platform
-db $EE ;Movable Mantle (in Hyrule Castle)
-db $EF ;Cane of Somaria Platform (same as $ED but this index is not used)
-; F0
-db $F0 ;Cane of Somaria Platform (same as $ED but this index is not used)
-db $F1 ;Cane of Somaria Platform (same as $ED but this index is not used)
-db $F2 ;Medallion Tablet
-
-; pad rom to 2mb
-org $3FFFFF
-db $FF
diff --git a/src/presets.asm b/src/presets.asm
index 15dda23..cc001d9 100644
--- a/src/presets.asm
+++ b/src/presets.asm
@@ -33,7 +33,7 @@ LoadOverworldOverlay:
org $09F253
CheckForDeathReload:
- LDA.w !ram_death_reload : BEQ GameOver01
+ LDA.w !config_death_reload : BEQ GameOver01
LDX.b #$03
LDA.b #$06
@@ -59,10 +59,10 @@ pullpc
PRESET_SUBMENU:
SEP #$30
- LDA.w !ram_preset_category
+ LDA.w !config_preset_category
ASL
CLC
- ADC.w !ram_preset_category
+ ADC.w !config_preset_category
TAX
REP #$21
@@ -99,7 +99,7 @@ PRESET_SUBMENU:
; PRESET LIST
.pointers
dl presetheader_nmg
- dl presetheader_hundo
+ dl presetheader_100nmg
dl presetheader_lownmg
dl presetheader_lowleg
dl presetheader_ad2020
@@ -201,6 +201,7 @@ emptybg3:
; UW ONLY
; db $00 ; Entrance
; db $00 ; Room layout
+; aa.. ..bb ; TODO document
; db $00 ; Floor
; db $02 ; Door / Peg state
; s..p..dd
@@ -299,31 +300,9 @@ preset_load:
JSR presetload_write_sram
- LDA.l !ram_use_custom_load : BEQ .no_loadout
+ LDA.l !config_use_custom_load : BEQ .no_loadout
- LDX.w #$0021
--- LDA.l !ram_custom_load,X
- STA.l $7EF340,X
-
- DEX
- BPL --
-
- LDA.l !ram_custom_load_2+0 : STA.l $7EF36C
- LDA.l !ram_custom_load_2+1 : STA.l $7EF36D
- LDA.l !ram_custom_load_2+2 : STA.l $7EF36E
- LDA.l !ram_custom_load_2+3 : STA.l $7EF37B
- LDA.l !ram_custom_load_2+4 : STA.l $7E0303
-
- LDA.b #$F8 : STA.l $7EF379
- LDA.l $7EF355 : CMP.b #$01
- LDA.b #$00 : ROL
- PHA
- LDA.l $7EF356 : CMP.b #$01
- PLA
- ROL
- ROL
- ORA.l $7EF379
- STA.l $7EF379
+ JSR LoadCustomLoadOut
BRA .done_loadout
.no_loadout
@@ -354,7 +333,7 @@ preset_load:
; prevent NMI again
SEP #$20
- STZ.w $4200
+ LDA.b #$01 : STA.w $4200
; do the arbitrary writes
REP #$31
@@ -369,93 +348,10 @@ preset_load:
PLB
; do hud items from the items we have
- SEP #$30
- LDA.b #$7E : STA.b SA1IRAM.preset_reader+2
-
- LDY.w $0303
- LDA.w .item_to_menu,Y
- STA.w $0202
-
- CPY.b #$00
- REP #$30
- BEQ .no_item
-
-.have_item
- TYA
- ASL : ASL
- TAY
-
- LDX.w .item_HUD-4,Y ; bank0D offset
- STX.b SA1IRAM.preset_reader2
-
- LDA.w .item_HUD-2,Y ; bank7E SRAM val
- STA.b SA1IRAM.preset_reader+0
-
- LDA.b [SA1IRAM.preset_reader]
- AND.w #$00FF
- BEQ .missing_item
-
- CPY.w #$0001*4 : BEQ .bombs_adjust
- CPY.w #$000B*4 : BNE .normal_item
-
-.bottle_adjust
- TAX
- LDA.l $7EF35C-1,X
- AND.w #$00FF
-
-.normal_item
- ASL
- ASL
- ASL
- ADC.b SA1IRAM.preset_reader2
- TAX
- BRA .draw_item
-
-.missing_item
- SEP #$30
-
- TYA
- LSR
- LSR
- STA.b SA1IRAM.preset_reader2
-
- TAX
-
--- DEX
- BPL ++
-
- LDX.b #$13
-
-++ CPX.b SA1IRAM.preset_reader2
- BEQ .no_item_at_all
-
- LDA.l $7EF340,X
- BEQ --
-
- REP #$30
- TXY
- BRA .have_item
-
-.bombs_adjust
- CMP.w #$0001
- BCC .no_item
-
- LDA.w #$0001
- BRA .normal_item
-
-.no_item_at_all
- REP #$30
-
-.no_item
- LDX.w #$FEE7 ; value happens to have $207F x4
-
-.draw_item
- LDA.l $0D0000,X : STA.w SA1RAM.HUD+$04A
- LDA.l $0D0002,X : STA.w SA1RAM.HUD+$04C
- LDA.l $0D0004,X : STA.w SA1RAM.HUD+$08A
- LDA.l $0D0006,X : STA.w SA1RAM.HUD+$08C
+ JSL SetHUDItemGraphics
; make rupees match
+ REP #$20
LDA.l $7EF360 : STA.l $7EF362
LDA.w #$0000
@@ -485,7 +381,9 @@ preset_load:
JSL GetRandomInt : STA.w $0B08
JSL GetRandomInt : STA.w $0B09
-++ JMP TriggerTimerAndReset
+++ JSL Rerandomize
+
+ JMP TriggerTimerAndReset
;---------------------------------------------------------------------------------------------------
@@ -494,53 +392,6 @@ preset_load:
dw presetload_dungeon
dw presetload_overworld
-; $0303 -> $0202
-.item_to_menu
- db $00 ; $00 - Nothing
- db $04 ; $01 - Bombs
- db $02 ; $02 - Boomerang
- db $01 ; $03 - Bow
- db $0C ; $04 - Hammer
- db $06 ; $05 - Fire Rod
- db $07 ; $06 - Ice Rod
- db $0E ; $07 - Bug catching net
- db $0D ; $08 - Flute
- db $0B ; $09 - Lamp
- db $05 ; $0A - Magic Powder
- db $10 ; $0B - Bottle
- db $0F ; $0C - Book of Mudora
- db $12 ; $0D - Cane of Byrna
- db $03 ; $0E - Hookshot
- db $08 ; $0F - Bombos Medallion
- db $09 ; $10 - Ether Medallion
- db $0A ; $11 - Quake Medallion
- db $11 ; $12 - Cane of Somaria
- db $13 ; $13 - Cape
- db $14 ; $14 - Magic Mirror
-
-; dw bank0D address, SRAM address
-.item_HUD
- dw $0DF699, $7EF343 ; $01 - Bombs
- dw $0DF671, $7EF341 ; $02 - Boomerang
- dw $0DF649, $7EF340 ; $03 - Bow
- dw $0DF721, $7EF34B ; $04 - Hammer
- dw $0DF6C1, $7EF345 ; $05 - Fire Rod
- dw $0DF6D1, $7EF346 ; $06 - Ice Rod
- dw $0DF751, $7EF34D ; $07 - Bug catching net
- dw $0DF731, $7EF34C ; $08 - Flute
- dw $0DF711, $7EF34A ; $09 - Lamp
- dw $0DF6A9, $7EF344 ; $0A - Magic Powder
- dw $0DF771, $7EF34F ; $0B - Bottle
- dw $0DF761, $7EF34E ; $0C - Book of Mudora
- dw $0DF7C9, $7EF351 ; $0D - Cane of Byrna
- dw $0DF689, $7EF342 ; $0E - Hookshot
- dw $0DF6E1, $7EF347 ; $0F - Bombos Medallion
- dw $0DF701, $7EF348 ; $10 - Ether Medallion
- dw $0DF6F1, $7EF349 ; $11 - Quake Medallion
- dw $0DF7B9, $7EF350 ; $12 - Cane of Somaria
- dw $0DF7D9, $7EF352 ; $13 - Cape
- dw $0DF7E9, $7EF353 ; $14 - Magic Mirror
-
;===================================================================================================
.write8bit
@@ -634,7 +485,7 @@ preset_load:
AND.w #$00FF
STA.w $0B80,X
-
+
ASL : TAX
LDA.b [SA1IRAM.preset_reader],Y
@@ -783,6 +634,7 @@ presetload_write_persist:
.write_mirror
SEP #$20
+
LDA.b [SA1IRAM.preset_pert],Y : INY : STA.w $7E1ABF
LDA.b [SA1IRAM.preset_pert],Y : INY : STA.w $7E1ACF
LDA.b [SA1IRAM.preset_pert],Y : INY : STA.w $7E1ADF
@@ -818,9 +670,6 @@ presetload_write_persist:
STZ.w $0FC9
STZ.w $0FCB
STZ.w $0FCD
- STZ.w $0FDE
-
- STZ.w $0FA1
; mirror portal
STZ.w $1ABF
@@ -838,7 +687,7 @@ presetload_safeties:
PHK
PLB
- LDA.w !ram_preset_category
+ LDA.w !config_preset_category
AND.w #$00FF
ASL
TAX
@@ -875,17 +724,20 @@ presetload_safeties:
; sanc heart
CPY.w #presetmenu_nmg_eastern_octorok : BCC --
- LDA.w !ram_safeties_nmg_sanc_heart : BEQ ..no_sanc
+ LDA.w !config_safeties_nmg_sanc_heart : BEQ ..no_sanc
REP #$21
LDA.l $7EF36C : ADC.w #$0808 : STA.l $7EF36C
+ ; flag sanc chest
+ LDA.l $7EF000+($12*2) : ORA.w #$0010 : STA.l $7EF000+($12*2)
+
SEP #$20
..no_sanc
; mushroom / powder / half magic
- LDA.w !ram_safeties_nmg_powder
+ LDA.w !config_safeties_nmg_powder
BEQ ..no_powder
CPY.w #presetmenu_nmg_aga_after_lost_woods : BCC ..no_powder
@@ -901,19 +753,31 @@ presetload_safeties:
CPY.w #presetmenu_nmg_skull_fence_dash : BCC ..no_half_magic
+ ; flag bat
+ REP #$20
+ LDA.w #$0007 : STA.l $7EF000+($E3*2)
+ SEP #$20
+
+ LDA.b #$01
STA.l $7EF37B
..no_half_magic
; add ether if powder
STA.l $7EF348
- INC
+
+ ; flag witch's hut
+ REP #$20
+ LDA.w #$0082 : STA.l $7EF000+($109*2)
+ SEP #$20
+
+ LDA.b #$02
..mushroom_only
STA.l $7EF344
..no_powder
; bottles
- LDA.w !ram_safeties_nmg_bottles : BEQ ..no_bottles
+ LDA.w !config_safeties_nmg_bottles : BEQ ..no_bottles
CMP.b #$01 : BEQ ..early
@@ -931,15 +795,20 @@ presetload_safeties:
..no_bottles
; red mail
- LDA.w !ram_safeties_nmg_red_mail : BEQ ..no_red_mail
- CPY.w #presetmenu_nmg_gtower_floor_2 : BCC ..no_red_mail
+ LDA.w !config_safeties_nmg_red_mail : BEQ ..no_red_mail
+ CPY.w #presetmenu_nmg_gtower_floor_3 : BCC ..no_red_mail
LDA.b #$02 : STA.l $7EF35B
+ ; flag gt big chest
+ REP #$20
+ LDA.l $7EF000+($8C*2) : ORA.w #$0012 : STA.l $7EF000+($8C*2)
+ SEP #$20
+
..no_red_mail
; gold/silvers
CPY.w #presetmenu_nmg_trock_icerod_overworld : BCC ..no_gs
- LDA.w !ram_safeties_nmg_gs : BEQ ..no_gs
+ LDA.w !config_safeties_nmg_gs : BEQ ..no_gs
CMP.b #$01 : BEQ ..silvers_only
..gold_sword
@@ -948,6 +817,13 @@ presetload_safeties:
..silvers_only
LDA.b #$03 : STA.l $7EF340
+ ; flag fairy visits
+ REP #$20
+ LDA.l $7EF000+($116*2) : ORA.w #$0001 : STA.l $7EF000+($116*2)
+
+ SEP #$20
+ LDA.l $7EF2DB : ORA.b #$02 : STA.l $7EF2DB
+
..no_gs
RTS
@@ -955,10 +831,15 @@ presetload_safeties:
.ad2020
CPY.w #presetmenu_ad2020_pod_kiki_skip : BCC ..no
- LDA.w !ram_safeties_ad2020_silvers : BEQ ..no
+ LDA.w !config_safeties_ad2020_silvers : BEQ ..no
LDA.b #$03 : STA.l $7EF340
+ ; flag fairy visits
+ REP #$20
+ LDA.l $7EF000+($116*2) : ORA.w #$0001 : STA.l $7EF000+($116*2)
+ SEP #$20
+
..no
RTS
@@ -966,10 +847,15 @@ presetload_safeties:
.adold
CPY.w #presetmenu_adold_pod_kiki_skip : BCC ..no
- LDA.w !ram_safeties_adold_silvers : BEQ ..no
+ LDA.w !config_safeties_adold_silvers : BEQ ..no
LDA.b #$03 : STA.l $7EF340
+ ; flag fairy visits
+ REP #$20
+ LDA.l $7EF000+($116*2) : ORA.w #$0001 : STA.l $7EF000+($116*2)
+ SEP #$20
+
..no
RTS
@@ -977,22 +863,32 @@ presetload_safeties:
.anyrmg
CPY.w #presetmenu_anyrmg_tempered_frog_dmd : BCC ..no
- LDA.w !ram_safeties_anyrmg_hook : BEQ ..no
+ LDA.w !config_safeties_anyrmg_hook : BEQ ..no
LDA.b #$01 : STA.l $7EF342
+ ; flag hook shot stuff
+ REP #$20
+ LDA.w #$248F : STA.l $7EF000+($037*2)
+ LDA.w #$001F : STA.l $7EF000+($036*2)
+ SEP #$20
..no
RTS
;---------------------------------------------------------------------------------------------------
.hundo
- LDA.w !ram_safeties_hundo_trinexx_boom : BEQ ..no
+ LDA.w !config_safeties_100nmg_trinexx_boom : BEQ ..no
+
+ ; flag boom chest
+ REP #$20
+ LDA.l $7EF000+($71*2) : ORA.w #$0010 : STA.l $7EF000+($71*2)
+ SEP #$20
LDA.b #$01
- CPY.w #presetmenu_hundo_escape_ball_n_chains : BCC ..no
+ CPY.w #presetmenu_100nmg_escape_ball_n_chains : BCC ..no
- CPY.w #presetmenu_hundo_ice_zoras_domain : BCC ..set_boom
+ CPY.w #presetmenu_100nmg_ice_palace_zoras_domain : BCC ..set_boom
INC
@@ -1052,7 +948,7 @@ presetload_overworld:
LDA.w #$FFF8 : STA.w $00EC
STZ.w $0696 : STZ.w $0698
STZ.w $2116
-
+
REP #$20
JSL $02EA30
SEP #$20
@@ -1095,12 +991,14 @@ presetload_overworld:
SEP #$30
LDA.b #$FF : STA.l $7EF36F ; no keys
+ STA.w $040C ; no dungeon
; load overworld music
SEI
- STZ.w $4200
- STZ.w $0136
+
STA.w $2140
+ LDA.b #$01 : STA.w $4200
+ STZ.w $0136
JSL $008913
@@ -1109,8 +1007,8 @@ presetload_overworld:
JSR PullALot
LDA.w #$0009 : STA.w $0010
+
SEP #$20
- LDA.b #$0F : STA.w $0013
STZ.w $0200 : STZ.w $00B0
RTS
@@ -1249,9 +1147,9 @@ presetload_dungeon:
JSL PresetLoadArea_UW
- STZ.w $4200
-
SEP #$20
+
+ LDA.b #$01 : STA.w $4200
; get shutter door state
LDA 10,S : AND.b #$80 : EOR.b #$80 : ASL : ROL
diff --git a/src/presetsold/cm_presets_ad2020.asm b/src/presetsold/cm_presets_ad2020.asm
deleted file mode 100644
index ec95a76..0000000
--- a/src/presetsold/cm_presets_ad2020.asm
+++ /dev/null
@@ -1,848 +0,0 @@
-cm_ad2020_submenu_presets:
- dw cm_ad2020_presets_goto_eastern
- dw cm_ad2020_presets_goto_pod
- dw cm_ad2020_presets_goto_escape
- dw cm_ad2020_presets_goto_hook
- dw cm_ad2020_presets_goto_thieves
- dw cm_ad2020_presets_goto_skull
- dw cm_ad2020_presets_goto_hera
- dw cm_ad2020_presets_goto_mire
- dw cm_ad2020_presets_goto_desert
- dw cm_ad2020_presets_goto_trock
- dw cm_ad2020_presets_goto_swamp
- dw cm_ad2020_presets_goto_ice
- dw cm_ad2020_presets_goto_gtower
- dw cm_ad2020_presets_goto_aga
- dw cm_ad2020_presets_goto_ganon
- dw cm_ad2020_presets_goto_boss
- dw $0000
- %menu_header("ALL DUNGEONS PRESETS")
-
-; EASTERN PALACE
-
-cm_ad2020_presets_goto_eastern:
- %submenu("Eastern Palace", cm_ad2020_presets_eastern)
-
-cm_ad2020_presets_eastern:
- dw cm_ad2020_eastern_bed
- dw cm_ad2020_eastern_courtyard_1
- dw cm_ad2020_eastern_castle_entrance
- dw cm_ad2020_eastern_courtyard_2
- dw cm_ad2020_eastern_river_clip
- dw cm_ad2020_eastern_outside_palace
- dw cm_ad2020_eastern_entrance
- dw cm_ad2020_eastern_stalfos_room
- dw cm_ad2020_eastern_big_chest_room_1
- dw cm_ad2020_eastern_dark_antifairies_room
- dw cm_ad2020_eastern_dark_key_room
- dw cm_ad2020_eastern_big_key_dmg_boost
- dw cm_ad2020_eastern_big_chest_room_2
- dw cm_ad2020_eastern_gwg
- dw cm_ad2020_eastern_pot_room
- dw cm_ad2020_eastern_zeldagamer_room
- dw cm_ad2020_eastern_armos
- dw $0000
- %menu_header("EASTERN PALACE")
-
-cm_ad2020_eastern_bed:
- %preset("Link's Bed", preset_ad2020_eastern_bed)
-
-cm_ad2020_eastern_courtyard_1:
- %preset("Courtyard 1", preset_ad2020_eastern_courtyard_1)
-
-cm_ad2020_eastern_castle_entrance:
- %preset("Castle Entrance", preset_ad2020_eastern_castle_entrance)
-
-cm_ad2020_eastern_courtyard_2:
- %preset("Courtyard 2", preset_ad2020_eastern_courtyard_2)
-
-cm_ad2020_eastern_river_clip:
- %preset("East River FAWT", preset_ad2020_eastern_river_clip)
-
-cm_ad2020_eastern_outside_palace:
- %preset("Eastern Overworld", preset_ad2020_eastern_outside_palace)
-
-cm_ad2020_eastern_entrance:
- %preset("Entrance", preset_ad2020_eastern_entrance)
-
-cm_ad2020_eastern_stalfos_room:
- %preset("Stalfos Room", preset_ad2020_eastern_stalfos_room)
-
-cm_ad2020_eastern_big_chest_room_1:
- %preset("Big Chest Room 1", preset_ad2020_eastern_big_chest_room_1)
-
-cm_ad2020_eastern_dark_antifairies_room:
- %preset("Dark Antifairies Room", preset_ad2020_eastern_dark_antifairies_room)
-
-cm_ad2020_eastern_dark_key_room:
- %preset("Dark Key Room", preset_ad2020_eastern_dark_key_room)
-
-cm_ad2020_eastern_big_key_dmg_boost:
- %preset("Big Key DMG Boost", preset_ad2020_eastern_big_key_dmg_boost)
-
-cm_ad2020_eastern_big_chest_room_2:
- %preset("Big Chest Room 2", preset_ad2020_eastern_big_chest_room_2)
-
-cm_ad2020_eastern_gwg:
- %preset("Gifted With Greenies", preset_ad2020_eastern_gwg)
-
-cm_ad2020_eastern_pot_room:
- %preset("Pot Room", preset_ad2020_eastern_pot_room)
-
-cm_ad2020_eastern_zeldagamer_room:
- %preset("Zeldagamer Room", preset_ad2020_eastern_zeldagamer_room)
-
-cm_ad2020_eastern_armos:
- %preset("Armos", preset_ad2020_eastern_armos)
-
-; PALACE OF DARKNESS
-
-cm_ad2020_presets_goto_pod:
- %submenu("Palace of Darkness", cm_ad2020_presets_pod)
-
-cm_ad2020_presets_pod:
- dw cm_ad2020_pod_outside_eastern
- dw cm_ad2020_pod_eastern_spinspeed
- dw cm_ad2020_pod_dma
- dw cm_ad2020_pod_death_mountain
- dw cm_ad2020_pod_kiki_yeet
- dw cm_ad2020_pod_kiki_skip
- dw cm_ad2020_pod_dungeon_reload
- dw cm_ad2020_pod_main_hub_bk
- dw cm_ad2020_pod_main_hub_hammerjump
- dw cm_ad2020_pod_hammerjump
- dw cm_ad2020_pod_archery_contest
- dw cm_ad2020_pod_sexy_statue
- dw cm_ad2020_pod_mimics
- dw cm_ad2020_pod_statue
- dw cm_ad2020_pod_basement
- dw cm_ad2020_pod_turtle_room
- dw cm_ad2020_pod_helma
- dw $0000
- %menu_header("PALACE OF DARKNESS")
-
-cm_ad2020_pod_outside_eastern:
- %preset("Outside Eastern", preset_ad2020_pod_outside_eastern)
-
-cm_ad2020_pod_eastern_spinspeed:
- %preset("Eastern Spinspeed", preset_ad2020_pod_eastern_spinspeed)
-
-cm_ad2020_pod_dma:
- %preset("DMA", preset_ad2020_pod_dma)
-
-cm_ad2020_pod_death_mountain:
- %preset("Death Mountain", preset_ad2020_pod_death_mountain)
-
-cm_ad2020_pod_kiki_yeet:
- %preset("Kiki Yeet", preset_ad2020_pod_kiki_yeet)
-
-cm_ad2020_pod_kiki_skip:
- %preset("Kiki Skip", preset_ad2020_pod_kiki_skip)
-
-cm_ad2020_pod_dungeon_reload:
- %preset("Dungeon Reload", preset_ad2020_pod_dungeon_reload)
-
-cm_ad2020_pod_main_hub_bk:
- %preset("Main Hub (Big Key)", preset_ad2020_pod_main_hub_bk)
-
-cm_ad2020_pod_main_hub_hammerjump:
- %preset("Main Hub (Hammerjump)", preset_ad2020_pod_main_hub_hammerjump)
-
-cm_ad2020_pod_hammerjump:
- %preset("Hammerjump", preset_ad2020_pod_hammerjump)
-
-cm_ad2020_pod_archery_contest:
- %preset("Archery Contest", preset_ad2020_pod_archery_contest)
-
-cm_ad2020_pod_sexy_statue:
- %preset("Sexy Statue", preset_ad2020_pod_sexy_statue)
-
-cm_ad2020_pod_mimics:
- %preset("Mimics", preset_ad2020_pod_mimics)
-
-cm_ad2020_pod_statue:
- %preset("Statue", preset_ad2020_pod_statue)
-
-cm_ad2020_pod_basement:
- %preset("Basement", preset_ad2020_pod_basement)
-
-cm_ad2020_pod_turtle_room:
- %preset("Turtle Room", preset_ad2020_pod_turtle_room)
-
-cm_ad2020_pod_helma:
- %preset("Helma", preset_ad2020_pod_helma)
-
-; HYRULE CASTLE
-
-cm_ad2020_presets_goto_escape:
- %submenu("Hyrule Castle", cm_ad2020_presets_escape)
-
-cm_ad2020_presets_escape:
- dw cm_ad2020_escape_outside_pod
- dw cm_ad2020_escape_sanc_1
- dw cm_ad2020_escape_entrance
- dw cm_ad2020_escape_1st_keyguard
- dw cm_ad2020_escape_stealth_room
- dw cm_ad2020_escape_2nd_keyguard
- dw cm_ad2020_escape_zeldas_cell
- dw cm_ad2020_escape_sanc_2
- dw $0000
- %menu_header("HYRULE CASTLE")
-
-cm_ad2020_escape_outside_pod:
- %preset("Outside PoD", preset_ad2020_escape_outside_pod)
-
-cm_ad2020_escape_sanc_1:
- %preset("River Clip", preset_ad2020_escape_sanc_1)
-
-cm_ad2020_escape_entrance:
- %preset("Entrance", preset_ad2020_escape_entrance)
-
-cm_ad2020_escape_1st_keyguard:
- %preset("1st Key Guard", preset_ad2020_escape_1st_keyguard)
-
-cm_ad2020_escape_stealth_room:
- %preset("Not So Stealth Room", preset_ad2020_escape_stealth_room)
-
-cm_ad2020_escape_2nd_keyguard:
- %preset("2nd Key Guard", preset_ad2020_escape_2nd_keyguard)
-
-cm_ad2020_escape_zeldas_cell:
- %preset("Zelda's Cell", preset_ad2020_escape_zeldas_cell)
-
-cm_ad2020_escape_sanc_2:
- %preset("Sanctuary", preset_ad2020_escape_sanc_2)
-
-; EARLY HOOKSHOT
-
-cm_ad2020_presets_goto_hook:
- %submenu("Early Hookshot", cm_ad2020_presets_hook)
-
-cm_ad2020_presets_hook:
- dw cm_ad2020_hook_old_man_cave
- dw cm_ad2020_hook_entrance
- dw cm_ad2020_hook_hera_to_sewers_clip
- dw cm_ad2020_hook_tile_room
- dw cm_ad2020_hook_minimoldorm_switch
- dw cm_ad2020_hook_torches
- dw cm_ad2020_hook_beetles
- dw cm_ad2020_hook_petting_zoo
- dw cm_ad2020_hook_fake_clippers
- dw cm_ad2020_hook_hookshot
- dw $0000
- %menu_header("EARLY HOOKSHOT")
-
-cm_ad2020_hook_old_man_cave:
- %preset("Old Man Cave", preset_ad2020_hook_old_man_cave)
-
-cm_ad2020_hook_entrance:
- %preset("Hera Entrance", preset_ad2020_hook_entrance)
-
-cm_ad2020_hook_hera_to_sewers_clip:
- %preset("Hera to Sewers Clip", preset_ad2020_hook_hera_to_sewers_clip)
-
-cm_ad2020_hook_tile_room:
- %preset("Tile room", preset_ad2020_hook_tile_room)
-
-cm_ad2020_hook_minimoldorm_switch:
- %preset("Mini Moldorm Switch", preset_ad2020_hook_minimoldorm_switch)
-
-cm_ad2020_hook_torches:
- %preset("Torches", preset_ad2020_hook_torches)
-
-cm_ad2020_hook_beetles:
- %preset("Beetles", preset_ad2020_hook_beetles)
-
-cm_ad2020_hook_petting_zoo:
- %preset("Petting Zoo", preset_ad2020_hook_petting_zoo)
-
-cm_ad2020_hook_fake_clippers:
- %preset("Fake Clippers", preset_ad2020_hook_fake_clippers)
-
-cm_ad2020_hook_hookshot:
- %preset("Hookshot", preset_ad2020_hook_hookshot)
-
-; THIEVES TOWN
-
-cm_ad2020_presets_goto_thieves:
- %submenu("Thieves' Town", cm_ad2020_presets_thieves)
-
-cm_ad2020_presets_thieves:
- dw cm_ad2020_thieves_outside_hera
- dw cm_ad2020_thieves_dmd
- dw cm_ad2020_thieves_entrance
- dw cm_ad2020_thieves_after_big_key
- dw cm_ad2020_thieves_blind_hallway
- dw cm_ad2020_thieves_conveyor_gibos
- dw cm_ad2020_thieves_hellway
- dw cm_ad2020_thieves_bombable_floor
- dw cm_ad2020_thieves_backtracking_1
- dw cm_ad2020_thieves_basement
- dw cm_ad2020_thieves_prison
- dw cm_ad2020_thieves_mitts
- dw cm_ad2020_thieves_backtracking_2
- dw cm_ad2020_thieves_pot_hammerdash
- dw cm_ad2020_thieves_blind
- dw $0000
- %menu_header("THIEVES TOWN")
-
-cm_ad2020_thieves_outside_hera:
- %preset("Outside Hera", preset_ad2020_thieves_outside_hera)
-
-cm_ad2020_thieves_dmd:
- %preset("DMD", preset_ad2020_thieves_dmd)
-
-cm_ad2020_thieves_entrance:
- %preset("Entrance", preset_ad2020_thieves_entrance)
-
-cm_ad2020_thieves_after_big_key:
- %preset("After Big Key", preset_ad2020_thieves_after_big_key)
-
-cm_ad2020_thieves_blind_hallway:
- %preset("Stalfos Hallway", preset_ad2020_thieves_blind_hallway)
-
-cm_ad2020_thieves_conveyor_gibos:
- %preset("Conveyor Gibos", preset_ad2020_thieves_conveyor_gibos)
-
-cm_ad2020_thieves_hellway:
- %preset("Hellway", preset_ad2020_thieves_hellway)
-
-cm_ad2020_thieves_bombable_floor:
- %preset("Bombable Floor", preset_ad2020_thieves_bombable_floor)
-
-cm_ad2020_thieves_backtracking_1:
- %preset("Backtracking", preset_ad2020_thieves_backtracking_1)
-
-cm_ad2020_thieves_basement:
- %preset("Basement", preset_ad2020_thieves_basement)
-
-cm_ad2020_thieves_prison:
- %preset("Prison", preset_ad2020_thieves_prison)
-
-cm_ad2020_thieves_mitts:
- %preset("Mitts", preset_ad2020_thieves_mitts)
-
-cm_ad2020_thieves_backtracking_2:
- %preset("Backtracking", preset_ad2020_thieves_backtracking_2)
-
-cm_ad2020_thieves_pot_hammerdash:
- %preset("Pot Hammerdash", preset_ad2020_thieves_pot_hammerdash)
-
-cm_ad2020_thieves_blind:
- %preset("Blind", preset_ad2020_thieves_blind)
-
-; SKULL WOODS
-
-cm_ad2020_presets_goto_skull:
- %submenu("Skull Woods", cm_ad2020_presets_skull)
-
-cm_ad2020_presets_skull:
- dw cm_ad2020_skull_outside_thieves
- dw cm_ad2020_skull_frogdor
- dw cm_ad2020_skull_getting_tempered
- dw cm_ad2020_skull_fencedash
- dw cm_ad2020_skull_dash_to_sw
- dw cm_ad2020_skull_mummy_room
- dw cm_ad2020_skull_bomb_jump
- dw cm_ad2020_skull_key_pot
- dw cm_ad2020_skull_skull_entrance
- dw cm_ad2020_skull_mummy_hellway
- dw cm_ad2020_skull_mummy_key
- dw cm_ad2020_skull_mothula
- dw $0000
- %menu_header("SKULL WOODS")
-
-cm_ad2020_skull_outside_thieves:
- %preset("Outside Thieves", preset_ad2020_skull_outside_thieves)
-
-cm_ad2020_skull_frogdor:
- %preset("Frogdor", preset_ad2020_skull_frogdor)
-
-cm_ad2020_skull_getting_tempered:
- %preset("Getting Tempered", preset_ad2020_skull_getting_tempered)
-
-cm_ad2020_skull_fencedash:
- %preset("Fencedash", preset_ad2020_skull_fencedash)
-
-cm_ad2020_skull_dash_to_sw:
- %preset("Dash to Skull Woods", preset_ad2020_skull_dash_to_sw)
-
-cm_ad2020_skull_mummy_room:
- %preset("Mummy Room", preset_ad2020_skull_mummy_room)
-
-cm_ad2020_skull_bomb_jump:
- %preset("Bomb Jump", preset_ad2020_skull_bomb_jump)
-
-cm_ad2020_skull_key_pot:
- %preset("Key Pot", preset_ad2020_skull_key_pot)
-
-cm_ad2020_skull_skull_entrance:
- %preset("Skull Entrance", preset_ad2020_skull_skull_entrance)
-
-cm_ad2020_skull_mummy_hellway:
- %preset("Mummy Hellway", preset_ad2020_skull_mummy_hellway)
-
-cm_ad2020_skull_mummy_key:
- %preset("Mummy Key", preset_ad2020_skull_mummy_key)
-
-cm_ad2020_skull_mothula:
- %preset("Mothula", preset_ad2020_skull_mothula)
-
-; TOWER OF HERA
-
-cm_ad2020_presets_goto_hera:
- %submenu("Tower of Hera", cm_ad2020_presets_hera)
-
-cm_ad2020_presets_hera:
- dw cm_ad2020_hera_outside_skull
- dw cm_ad2020_hera_old_man_cave
- dw cm_ad2020_hera_entrance
- dw cm_ad2020_hera_moldorm
- dw $0000
- %menu_header("TOWER OF HERA")
-
-cm_ad2020_hera_outside_skull:
- %preset("Outside Skull", preset_ad2020_hera_outside_skull)
-
-cm_ad2020_hera_old_man_cave:
- %preset("Old Man Cave", preset_ad2020_hera_old_man_cave)
-
-cm_ad2020_hera_entrance:
- %preset("Entrance", preset_ad2020_hera_entrance)
-
-cm_ad2020_hera_moldorm:
- %preset("Moldorm", preset_ad2020_hera_moldorm)
-
-; MISERY MIRE
-
-cm_ad2020_presets_goto_mire:
- %submenu("Misery Mire", cm_ad2020_presets_mire)
-
-cm_ad2020_presets_mire:
- dw cm_ad2020_mire_outside_hera
- dw cm_ad2020_mire_swamp_dmd
- dw cm_ad2020_mire_overworld
- dw cm_ad2020_mire_entrance
- dw cm_ad2020_mire_mire2
- dw cm_ad2020_mire_main_hub
- dw cm_ad2020_mire_beat_the_fireball
- dw cm_ad2020_mire_bari_key
- dw cm_ad2020_mire_sluggulas
- dw cm_ad2020_mire_torches
- dw cm_ad2020_mire_spark_gamble
- dw cm_ad2020_mire_big_chest_room
- dw cm_ad2020_mire_spike_key
- dw cm_ad2020_mire_wizzrobe
- dw cm_ad2020_mire_bridge_room
- dw cm_ad2020_mire_canedash
- dw cm_ad2020_mire_spooky_action
- dw cm_ad2020_mire_vitty
- dw $0000
- %menu_header("MISERY MIRE")
-
-cm_ad2020_mire_outside_hera:
- %preset("Outside Hera", preset_ad2020_mire_outside_hera)
-
-cm_ad2020_mire_swamp_dmd:
- %preset("Swamp DMD", preset_ad2020_mire_swamp_dmd)
-
-cm_ad2020_mire_overworld:
- %preset("Swamp of Evil", preset_ad2020_mire_overworld)
-
-cm_ad2020_mire_entrance:
- %preset("Entrance", preset_ad2020_mire_entrance)
-
-cm_ad2020_mire_mire2:
- %preset("Mire 2", preset_ad2020_mire_mire2)
-
-cm_ad2020_mire_main_hub:
- %preset("Main Hub", preset_ad2020_mire_main_hub)
-
-cm_ad2020_mire_beat_the_fireball:
- %preset("Beat the Fireball", preset_ad2020_mire_beat_the_fireball)
-
-cm_ad2020_mire_bari_key:
- %preset("Bari Key", preset_ad2020_mire_bari_key)
-
-cm_ad2020_mire_sluggulas:
- %preset("Sluggulas", preset_ad2020_mire_sluggulas)
-
-cm_ad2020_mire_torches:
- %preset("Torches", preset_ad2020_mire_torches)
-
-cm_ad2020_mire_spark_gamble:
- %preset("Spark Gamble", preset_ad2020_mire_spark_gamble)
-
-cm_ad2020_mire_big_chest_room:
- %preset("Big Chest Room", preset_ad2020_mire_big_chest_room)
-
-cm_ad2020_mire_spike_key:
- %preset("Spike Key", preset_ad2020_mire_spike_key)
-
-cm_ad2020_mire_wizzrobe:
- %preset("Wizzrobe", preset_ad2020_mire_wizzrobe)
-
-cm_ad2020_mire_bridge_room:
- %preset("Bridge Room", preset_ad2020_mire_bridge_room)
-
-cm_ad2020_mire_canedash:
- %preset("Canedash", preset_ad2020_mire_canedash)
-
-cm_ad2020_mire_spooky_action:
- %preset("Spooky Action", preset_ad2020_mire_spooky_action)
-
-cm_ad2020_mire_vitty:
- %preset("Vitreous", preset_ad2020_mire_vitty)
-
-; DESERT PALACE
-
-cm_ad2020_presets_goto_desert:
- %submenu("Desert Palace", cm_ad2020_presets_desert)
-
-cm_ad2020_presets_desert:
- dw cm_ad2020_desert_outside_mire
- dw cm_ad2020_desert_entrance
- dw cm_ad2020_desert_torch_key
- dw cm_ad2020_desert_pre_cannonball_room
- dw cm_ad2020_desert_desert2_spinspeed
- dw cm_ad2020_desert_popo_genocide_room
- dw cm_ad2020_desert_torches
- dw cm_ad2020_desert_lanmolas
- dw $0000
- %menu_header("DESERT PALACE")
-
-cm_ad2020_desert_outside_mire:
- %preset("Outside Mire", preset_ad2020_desert_outside_mire)
-
-cm_ad2020_desert_entrance:
- %preset("Entrance", preset_ad2020_desert_entrance)
-
-cm_ad2020_desert_torch_key:
- %preset("Torch Key", preset_ad2020_desert_torch_key)
-
-cm_ad2020_desert_pre_cannonball_room:
- %preset("Pre Cannonball Room", preset_ad2020_desert_pre_cannonball_room)
-
-cm_ad2020_desert_desert2_spinspeed:
- %preset("Desert 2 Spinspeed", preset_ad2020_desert_desert2_spinspeed)
-
-cm_ad2020_desert_popo_genocide_room:
- %preset("Popo Genocide", preset_ad2020_desert_popo_genocide_room)
-
-cm_ad2020_desert_torches:
- %preset("Torches", preset_ad2020_desert_torches)
-
-cm_ad2020_desert_lanmolas:
- %preset("Lanmolas", preset_ad2020_desert_lanmolas)
-
-; TURTLE ROCK
-
-cm_ad2020_presets_goto_trock:
- %submenu("Turtle Rock", cm_ad2020_presets_trock)
-
-cm_ad2020_presets_trock:
- dw cm_ad2020_trock_outside_desert
- dw cm_ad2020_trock_old_man_cave
- dw cm_ad2020_trock_tr_climb
- dw cm_ad2020_trock_laser_entrance
- dw cm_ad2020_trock_crystal_roller
- dw cm_ad2020_trock_pokey_1
- dw cm_ad2020_trock_laser_entrance_2
- dw cm_ad2020_trock_switch_maze
- dw cm_ad2020_trock_trinexx
- dw $0000
- %menu_header("TURTLE ROCK")
-
-cm_ad2020_trock_outside_desert:
- %preset("Outside Desert", preset_ad2020_trock_outside_desert)
-
-cm_ad2020_trock_old_man_cave:
- %preset("Old Man Cave", preset_ad2020_trock_old_man_cave)
-
-cm_ad2020_trock_tr_climb:
- %preset("TR Climb", preset_ad2020_trock_tr_climb)
-
-cm_ad2020_trock_laser_entrance:
- %preset("Laser Entrance", preset_ad2020_trock_laser_entrance)
-
-cm_ad2020_trock_crystal_roller:
- %preset("Crystal Roller", preset_ad2020_trock_crystal_roller)
-
-cm_ad2020_trock_pokey_1:
- %preset("Pokey 1", preset_ad2020_trock_pokey_1)
-
-cm_ad2020_trock_laser_entrance_2:
- %preset("Laser Entrance 2", preset_ad2020_trock_laser_entrance_2)
-
-cm_ad2020_trock_switch_maze:
- %preset("Switch Maze", preset_ad2020_trock_switch_maze)
-
-cm_ad2020_trock_trinexx:
- %preset("Trinexx", preset_ad2020_trock_trinexx)
-
-; SWAMP PALACE
-
-cm_ad2020_presets_goto_swamp:
- %submenu("Swamp Palace", cm_ad2020_presets_swamp)
-
-cm_ad2020_presets_swamp:
- dw cm_ad2020_swamp_outside_trock
- dw cm_ad2020_swamp_zoras_domain
- dw cm_ad2020_swamp_links_house
- dw cm_ad2020_swamp_swamp_overworld
- dw cm_ad2020_swamp_antifairy_room
- dw cm_ad2020_swamp_entrance
- dw cm_ad2020_swamp_first_key_pot
- dw cm_ad2020_swamp_main_hub
- dw cm_ad2020_swamp_diver_down
- dw cm_ad2020_swamp_restock
- dw cm_ad2020_swamp_phelps_way
- dw cm_ad2020_swamp_arrghus
- dw $0000
- %menu_header("SWAMP PALACE")
-
-cm_ad2020_swamp_outside_trock:
- %preset("Outside Turtle Rock", preset_ad2020_swamp_outside_trock)
-
-cm_ad2020_swamp_zoras_domain:
- %preset("Zora's Domain", preset_ad2020_swamp_zoras_domain)
-
-cm_ad2020_swamp_links_house:
- %preset("Link's House", preset_ad2020_swamp_links_house)
-
-cm_ad2020_swamp_swamp_overworld:
- %preset("Swamp Overworld", preset_ad2020_swamp_swamp_overworld)
-
-cm_ad2020_swamp_antifairy_room:
- %preset("Antifairy Room", preset_ad2020_swamp_antifairy_room)
-
-cm_ad2020_swamp_entrance:
- %preset("Entrance", preset_ad2020_swamp_entrance)
-
-cm_ad2020_swamp_first_key_pot:
- %preset("First Key Pot", preset_ad2020_swamp_first_key_pot)
-
-cm_ad2020_swamp_main_hub:
- %preset("Main Hub", preset_ad2020_swamp_main_hub)
-
-cm_ad2020_swamp_diver_down:
- %preset("Diver Down", preset_ad2020_swamp_diver_down)
-
-cm_ad2020_swamp_restock:
- %preset("Restock Room", preset_ad2020_swamp_restock)
-
-cm_ad2020_swamp_phelps_way:
- %preset("Phelps Way", preset_ad2020_swamp_phelps_way)
-
-cm_ad2020_swamp_arrghus:
- %preset("Arrghus", preset_ad2020_swamp_arrghus)
-
-; ICE PALACE
-
-cm_ad2020_presets_goto_ice:
- %submenu("Ice Palace", cm_ad2020_presets_ice)
-
-cm_ad2020_presets_ice:
- dw cm_ad2020_ice_outside_swamp
- dw cm_ad2020_ice_ice_entrance
- dw cm_ad2020_ice_penguin_switch_room
- dw cm_ad2020_ice_get_ready_to_break_the_ice
- dw cm_ad2020_ice_spike_key
- dw cm_ad2020_ice_lonely_firebar
- dw cm_ad2020_ice_last_two_screens
- dw cm_ad2020_ice_kholdstare
- dw $0000
- %menu_header("ICE PALACE")
-
-cm_ad2020_ice_outside_swamp:
- %preset("Outside Swamp", preset_ad2020_ice_outside_swamp)
-
-cm_ad2020_ice_ice_entrance:
- %preset("Entrance", preset_ad2020_ice_ice_entrance)
-
-cm_ad2020_ice_penguin_switch_room:
- %preset("Penguin Switch Room", preset_ad2020_ice_penguin_switch_room)
-
-cm_ad2020_ice_get_ready_to_break_the_ice:
- %preset("Break the Ice", preset_ad2020_ice_get_ready_to_break_the_ice)
-
-cm_ad2020_ice_spike_key:
- %preset("Spike Key", preset_ad2020_ice_spike_key)
-
-cm_ad2020_ice_lonely_firebar:
- %preset("Lonely Firebar", preset_ad2020_ice_lonely_firebar)
-
-cm_ad2020_ice_last_two_screens:
- %preset("Last Two Screens", preset_ad2020_ice_last_two_screens)
-
-cm_ad2020_ice_kholdstare:
- %preset("Kholdstare", preset_ad2020_ice_kholdstare)
-
-; GANONS TOWER
-
-cm_ad2020_presets_goto_gtower:
- %submenu("Ganon's Tower", cm_ad2020_presets_gtower)
-
-cm_ad2020_presets_gtower:
- dw cm_ad2020_gtower_outside_ice
- dw cm_ad2020_gtower_old_man_cave
- dw cm_ad2020_gtower_entrance
- dw cm_ad2020_gtower_spike_skip
- dw cm_ad2020_gtower_pre_firesnakes_room
- dw cm_ad2020_gtower_bombable_floor
- dw cm_ad2020_gtower_floor_2
- dw cm_ad2020_gtower_mimics1
- dw cm_ad2020_gtower_mimics2
- dw cm_ad2020_gtower_spike_room
- dw cm_ad2020_gtower_gauntlet
- dw cm_ad2020_gtower_gauntlet_3
- dw cm_ad2020_gtower_lanmola2
- dw cm_ad2020_gtower_wizz1
- dw cm_ad2020_gtower_wizz2
- dw cm_ad2020_gtower_torches1
- dw cm_ad2020_gtower_torches2
- dw cm_ad2020_gtower_helma_key
- dw cm_ad2020_gtower_bombable_wall
- dw cm_ad2020_gtower_moldorm_2
- dw cm_ad2020_gtower_agahnim_2
- dw $0000
- %menu_header("GANONS TOWER")
-
-cm_ad2020_gtower_outside_ice:
- %preset("Outside Ice", preset_ad2020_gtower_outside_ice)
-
-cm_ad2020_gtower_old_man_cave:
- %preset("Old Man Cave", preset_ad2020_gtower_old_man_cave)
-
-cm_ad2020_gtower_entrance:
- %preset("Entrance", preset_ad2020_gtower_entrance)
-
-cm_ad2020_gtower_spike_skip:
- %preset("Spike Skip", preset_ad2020_gtower_spike_skip)
-
-cm_ad2020_gtower_pre_firesnakes_room:
- %preset("Pre Firesnakes Room", preset_ad2020_gtower_pre_firesnakes_room)
-
-cm_ad2020_gtower_bombable_floor:
- %preset("Bombable Floor", preset_ad2020_gtower_bombable_floor)
-
-cm_ad2020_gtower_floor_2:
- %preset("Floor 2", preset_ad2020_gtower_floor_2)
-
-cm_ad2020_gtower_mimics1:
- %preset("Mimics 1", preset_ad2020_gtower_mimics1)
-
-cm_ad2020_gtower_mimics2:
- %preset("Mimics 2", preset_ad2020_gtower_mimics2)
-
-cm_ad2020_gtower_spike_room:
- %preset("Spike Pit", preset_ad2020_gtower_spike_room)
-
-cm_ad2020_gtower_gauntlet:
- %preset("Gauntlet 1", preset_ad2020_gtower_gauntlet)
-
-cm_ad2020_gtower_gauntlet_3:
- %preset("Gauntlet 3", preset_ad2020_gtower_gauntlet_3)
-
-cm_ad2020_gtower_lanmola2:
- %preset("Lanmola 2", preset_ad2020_gtower_lanmola2)
-
-cm_ad2020_gtower_wizz1:
- %preset("Wizzrobes 1", preset_ad2020_gtower_wizz1)
-
-cm_ad2020_gtower_wizz2:
- %preset("Wizzrobes 2", preset_ad2020_gtower_wizz2)
-
-cm_ad2020_gtower_torches1:
- %preset("Torches 1", preset_ad2020_gtower_torches1)
-
-cm_ad2020_gtower_torches2:
- %preset("Torches 2", preset_ad2020_gtower_torches2)
-
-cm_ad2020_gtower_helma_key:
- %preset("Helma Key", preset_ad2020_gtower_helma_key)
-
-cm_ad2020_gtower_bombable_wall:
- %preset("Bombable Wall", preset_ad2020_gtower_bombable_wall)
-
-cm_ad2020_gtower_moldorm_2:
- %preset("Moldorm 2", preset_ad2020_gtower_moldorm_2)
-
-cm_ad2020_gtower_agahnim_2:
- %preset("Agahnim 2", preset_ad2020_gtower_agahnim_2)
-
-; AGAHNIMS TOWER
-
-cm_ad2020_presets_goto_aga:
- %submenu("Agahnim's Tower", cm_ad2020_presets_aga)
-
-cm_ad2020_presets_aga:
- dw cm_ad2020_aga_pyramid
- dw cm_ad2020_aga_gold_knights
- dw cm_ad2020_aga_dark_room_of_despair
- dw cm_ad2020_aga_dark_room_of_melancholy
- dw cm_ad2020_aga_spear_guards
- dw cm_ad2020_aga_circle_of_pots
- dw cm_ad2020_aga_catwalk
- dw cm_ad2020_aga_agahnim
- dw $0000
- %menu_header("AGAHNIMS TOWER")
-
-cm_ad2020_aga_pyramid:
- %preset("Pyramid", preset_ad2020_aga_pyramid)
-
-cm_ad2020_aga_gold_knights:
- %preset("Gold Knights", preset_ad2020_aga_gold_knights)
-
-cm_ad2020_aga_dark_room_of_despair:
- %preset("Dark Room of Despair", preset_ad2020_aga_dark_room_of_despair)
-
-cm_ad2020_aga_dark_room_of_melancholy:
- %preset("Dark Room of Melancholy", preset_ad2020_aga_dark_room_of_melancholy)
-
-cm_ad2020_aga_spear_guards:
- %preset("Spear Guards", preset_ad2020_aga_spear_guards)
-
-cm_ad2020_aga_circle_of_pots:
- %preset("Circle of Pots", preset_ad2020_aga_circle_of_pots)
-
-cm_ad2020_aga_catwalk:
- %preset("Catwalk", preset_ad2020_aga_catwalk)
-
-cm_ad2020_aga_agahnim:
- %preset("Agahnim", preset_ad2020_aga_agahnim)
-
-; GANON
-
-cm_ad2020_presets_goto_ganon:
- %submenu("Ganon", cm_ad2020_presets_ganon)
-
-cm_ad2020_presets_ganon:
- dw cm_ad2020_ganon_pyramid
- dw $0000
- %menu_header("GANON")
-
-cm_ad2020_ganon_pyramid:
- %preset("Pyramid", preset_ad2020_ganon_pyramid)
-
-; BOSSES
-
-cm_ad2020_presets_goto_boss:
- %submenu("Bosses", cm_ad2020_presets_boss)
-
-cm_ad2020_presets_boss:
- dw cm_ad2020_eastern_armos
- dw cm_ad2020_pod_helma
- dw cm_ad2020_thieves_blind
- dw cm_ad2020_skull_mothula
- dw cm_ad2020_hera_moldorm
- dw cm_ad2020_mire_vitty
- dw cm_ad2020_desert_lanmolas
- dw cm_ad2020_trock_trinexx
- dw cm_ad2020_swamp_arrghus
- dw cm_ad2020_ice_kholdstare
- dw cm_ad2020_gtower_agahnim_2
- dw cm_ad2020_aga_agahnim
- dw cm_ad2020_ganon_pyramid
- dw $0000
- %menu_header("BOSSES")
diff --git a/src/presetsold/cm_presets_adold.asm b/src/presetsold/cm_presets_adold.asm
deleted file mode 100644
index 154b6de..0000000
--- a/src/presetsold/cm_presets_adold.asm
+++ /dev/null
@@ -1,814 +0,0 @@
-cm_adold_submenu_presets:
- dw cm_adold_presets_goto_escape
- dw cm_adold_presets_goto_eastern
- dw cm_adold_presets_goto_pod
- dw cm_adold_presets_goto_hera
- dw cm_adold_presets_goto_thieves
- dw cm_adold_presets_goto_skull
- dw cm_adold_presets_goto_desert
- dw cm_adold_presets_goto_mire
- dw cm_adold_presets_goto_swamp
- dw cm_adold_presets_goto_ice
- dw cm_adold_presets_goto_trock
- dw cm_adold_presets_goto_gtower
- dw cm_adold_presets_goto_aga
- dw cm_adold_presets_goto_ganon
- dw cm_adold_presets_goto_boss
- dw $0000
- %menu_header("AD 2014 PRESETS")
-
-; HYRULE CASTLE
-
-cm_adold_presets_goto_escape:
- %submenu("Hyrule Castle", cm_adold_presets_escape)
-
-cm_adold_presets_escape:
- dw cm_adold_escape_links_bed
- dw cm_adold_escape_courtyard
- dw cm_adold_escape_entrance
- dw cm_adold_escape_1st_key_guard
- dw cm_adold_escape_stealth_room
- dw cm_adold_escape_2nd_key_guard
- dw cm_adold_escape_ball_n_chains
- dw cm_adold_escape_backtracking
- dw cm_adold_escape_key_guard_revisit
- dw cm_adold_escape_throne_room
- dw cm_adold_escape_snake_avoidance
- dw cm_adold_escape_sewer_rooms
- dw cm_adold_escape_keyrat
- dw cm_adold_escape_last_two
- dw $0000
- %menu_header("HYRULE CASTLE")
-
-cm_adold_escape_links_bed:
- %preset("Link's Bed", preset_adold_escape_links_bed)
-
-cm_adold_escape_courtyard:
- %preset("Courtyard", preset_adold_escape_courtyard)
-
-cm_adold_escape_entrance:
- %preset("Entrance", preset_adold_escape_entrance)
-
-cm_adold_escape_1st_key_guard:
- %preset("1st Key Guard", preset_adold_escape_1st_key_guard)
-
-cm_adold_escape_stealth_room:
- %preset("Stealth Room", preset_adold_escape_stealth_room)
-
-cm_adold_escape_2nd_key_guard:
- %preset("2nd Key Guard", preset_adold_escape_2nd_key_guard)
-
-cm_adold_escape_ball_n_chains:
- %preset("Ball 'n Chains", preset_adold_escape_ball_n_chains)
-
-cm_adold_escape_backtracking:
- %preset("Backtracking", preset_adold_escape_backtracking)
-
-cm_adold_escape_key_guard_revisit:
- %preset("Key Guard Revisit", preset_adold_escape_key_guard_revisit)
-
-cm_adold_escape_throne_room:
- %preset("Throne Room", preset_adold_escape_throne_room)
-
-cm_adold_escape_snake_avoidance:
- %preset("Snake Avoidance", preset_adold_escape_snake_avoidance)
-
-cm_adold_escape_sewer_rooms:
- %preset("Sewer Rooms", preset_adold_escape_sewer_rooms)
-
-cm_adold_escape_keyrat:
- %preset("Keyrat", preset_adold_escape_keyrat)
-
-cm_adold_escape_last_two:
- %preset("Last Two", preset_adold_escape_last_two)
-
-; EASTERN
-
-cm_adold_presets_goto_eastern:
- %submenu("Eastern Palace", cm_adold_presets_eastern)
-
-cm_adold_presets_eastern:
- dw cm_adold_eastern_before_cutscene
- dw cm_adold_eastern_links_house
- dw cm_adold_eastern_ep_overworld
- dw cm_adold_eastern_entrance
- dw cm_adold_eastern_stalfos_room
- dw cm_adold_eastern_big_chest_room_1
- dw cm_adold_eastern_dark_key_room
- dw cm_adold_eastern_big_key_dmg_boost
- dw cm_adold_eastern_big_chest_room_2
- dw cm_adold_eastern_gifted_with_greenies
- dw cm_adold_eastern_pot_room
- dw cm_adold_eastern_zeldagamer_room
- dw cm_adold_eastern_armos
- dw $0000
- %menu_header("EASTERN")
-
-cm_adold_eastern_before_cutscene:
- %preset("Before Cutscene", preset_adold_eastern_before_cutscene)
-
-cm_adold_eastern_links_house:
- %preset("Link's House", preset_adold_eastern_links_house)
-
-cm_adold_eastern_ep_overworld:
- %preset("EP Overworld", preset_adold_eastern_ep_overworld)
-
-cm_adold_eastern_entrance:
- %preset("Entrance", preset_adold_eastern_entrance)
-
-cm_adold_eastern_stalfos_room:
- %preset("Stalfos Room", preset_adold_eastern_stalfos_room)
-
-cm_adold_eastern_big_chest_room_1:
- %preset("Big Chest Room 1", preset_adold_eastern_big_chest_room_1)
-
-cm_adold_eastern_dark_key_room:
- %preset("Dark Key Room", preset_adold_eastern_dark_key_room)
-
-cm_adold_eastern_big_key_dmg_boost:
- %preset("Big Key DMG Boost", preset_adold_eastern_big_key_dmg_boost)
-
-cm_adold_eastern_big_chest_room_2:
- %preset("Big Chest Room 2", preset_adold_eastern_big_chest_room_2)
-
-cm_adold_eastern_gifted_with_greenies:
- %preset("Gifted with Greenies", preset_adold_eastern_gifted_with_greenies)
-
-cm_adold_eastern_pot_room:
- %preset("Pot Room", preset_adold_eastern_pot_room)
-
-cm_adold_eastern_zeldagamer_room:
- %preset("Zeldagamer Room", preset_adold_eastern_zeldagamer_room)
-
-cm_adold_eastern_armos:
- %preset("Armos", preset_adold_eastern_armos)
-
-; PALACE OF DARKNESS
-
-cm_adold_presets_goto_pod:
- %submenu("Palace of Darkness", cm_adold_presets_pod)
-
-cm_adold_presets_pod:
- dw cm_adold_pod_outside_ep
- dw cm_adold_pod_sanctuary
- dw cm_adold_pod_dma
- dw cm_adold_pod_death_mountain
- dw cm_adold_pod_after_mirror
- dw cm_adold_pod_kiki_skip
- dw cm_adold_pod_dungeon_reload
- dw cm_adold_pod_main_hub_bk
- dw cm_adold_pod_main_hub_hammerjump
- dw cm_adold_pod_hammerjump
- dw cm_adold_pod_archery_contest
- dw cm_adold_pod_mimics
- dw cm_adold_pod_statue
- dw cm_adold_pod_basement
- dw cm_adold_pod_turtle_room
- dw cm_adold_pod_helma
- dw $0000
- %menu_header("PALACE OF DARKNESS")
-
-cm_adold_pod_outside_ep:
- %preset("Outside EP", preset_adold_pod_outside_ep)
-
-cm_adold_pod_sanctuary:
- %preset("Sanctuary", preset_adold_pod_sanctuary)
-
-cm_adold_pod_dma:
- %preset("DMA", preset_adold_pod_dma)
-
-cm_adold_pod_death_mountain:
- %preset("Death Mountain", preset_adold_pod_death_mountain)
-
-cm_adold_pod_after_mirror:
- %preset("After Mirror", preset_adold_pod_after_mirror)
-
-cm_adold_pod_kiki_skip:
- %preset("Kiki Skip", preset_adold_pod_kiki_skip)
-
-cm_adold_pod_dungeon_reload:
- %preset("Dungeon Reload", preset_adold_pod_dungeon_reload)
-
-cm_adold_pod_main_hub_bk:
- %preset("Main Hub (bk)", preset_adold_pod_main_hub_bk)
-
-cm_adold_pod_main_hub_hammerjump:
- %preset("Main Hub (hammerjump)", preset_adold_pod_main_hub_hammerjump)
-
-cm_adold_pod_hammerjump:
- %preset("Hammerjump", preset_adold_pod_hammerjump)
-
-cm_adold_pod_archery_contest:
- %preset("Archery Contest", preset_adold_pod_archery_contest)
-
-cm_adold_pod_mimics:
- %preset("Mimics", preset_adold_pod_mimics)
-
-cm_adold_pod_statue:
- %preset("Statue", preset_adold_pod_statue)
-
-cm_adold_pod_basement:
- %preset("Basement", preset_adold_pod_basement)
-
-cm_adold_pod_turtle_room:
- %preset("Turtle Room", preset_adold_pod_turtle_room)
-
-cm_adold_pod_helma:
- %preset("Helma", preset_adold_pod_helma)
-
-; HERA TOWER
-
-cm_adold_presets_goto_hera:
- %submenu("Hera Tower", cm_adold_presets_hera)
-
-cm_adold_presets_hera:
- dw cm_adold_hera_outside_pod
- dw cm_adold_hera_old_man_cave
- dw cm_adold_hera_entrance
- dw cm_adold_hera_tile_room
- dw cm_adold_hera_torches
- dw cm_adold_hera_beetles
- dw cm_adold_hera_petting_zoo
- dw cm_adold_hera_moldorm
- dw $0000
- %menu_header("HERA TOWER")
-
-cm_adold_hera_outside_pod:
- %preset("Outside PoD", preset_adold_hera_outside_pod)
-
-cm_adold_hera_old_man_cave:
- %preset("Old Man Cave", preset_adold_hera_old_man_cave)
-
-cm_adold_hera_entrance:
- %preset("Entrance", preset_adold_hera_entrance)
-
-cm_adold_hera_tile_room:
- %preset("Tile Room", preset_adold_hera_tile_room)
-
-cm_adold_hera_torches:
- %preset("Torches", preset_adold_hera_torches)
-
-cm_adold_hera_beetles:
- %preset("Beetles", preset_adold_hera_beetles)
-
-cm_adold_hera_petting_zoo:
- %preset("Petting Zoo", preset_adold_hera_petting_zoo)
-
-cm_adold_hera_moldorm:
- %preset("Moldorm", preset_adold_hera_moldorm)
-
-; THIEVES TOWN
-
-cm_adold_presets_goto_thieves:
- %submenu("Thieves' Town", cm_adold_presets_thieves)
-
-cm_adold_presets_thieves:
- dw cm_adold_thieves_outside_hera
- dw cm_adold_thieves_dmd
- dw cm_adold_thieves_entrance
- dw cm_adold_thieves_after_big_key
- dw cm_adold_thieves_stalfos_hallway
- dw cm_adold_thieves_conveyor_gibos
- dw cm_adold_thieves_hellway
- dw cm_adold_thieves_bomb_floor
- dw cm_adold_thieves_backtracking
- dw cm_adold_thieves_basement
- dw cm_adold_thieves_prison
- dw cm_adold_thieves_backtracking_2
- dw cm_adold_thieves_pot_hammerdash
- dw cm_adold_thieves_blind
- dw $0000
- %menu_header("THIEVES TOWN")
-
-cm_adold_thieves_outside_hera:
- %preset("Outside Hera", preset_adold_thieves_outside_hera)
-
-cm_adold_thieves_dmd:
- %preset("DMD", preset_adold_thieves_dmd)
-
-cm_adold_thieves_entrance:
- %preset("Entrance", preset_adold_thieves_entrance)
-
-cm_adold_thieves_after_big_key:
- %preset("After Big Key", preset_adold_thieves_after_big_key)
-
-cm_adold_thieves_stalfos_hallway:
- %preset("Stalfos Hallway", preset_adold_thieves_stalfos_hallway)
-
-cm_adold_thieves_conveyor_gibos:
- %preset("Conveyor Gibos", preset_adold_thieves_conveyor_gibos)
-
-cm_adold_thieves_hellway:
- %preset("Hellway", preset_adold_thieves_hellway)
-
-cm_adold_thieves_bomb_floor:
- %preset("Bomb Floor", preset_adold_thieves_bomb_floor)
-
-cm_adold_thieves_backtracking:
- %preset("Backtracking", preset_adold_thieves_backtracking)
-
-cm_adold_thieves_basement:
- %preset("Basement", preset_adold_thieves_basement)
-
-cm_adold_thieves_prison:
- %preset("Prison", preset_adold_thieves_prison)
-
-cm_adold_thieves_backtracking_2:
- %preset("Backtracking", preset_adold_thieves_backtracking_2)
-
-cm_adold_thieves_pot_hammerdash:
- %preset("Pot Hammerdash", preset_adold_thieves_pot_hammerdash)
-
-cm_adold_thieves_blind:
- %preset("Blind", preset_adold_thieves_blind)
-
-; SKULL WOODS
-
-cm_adold_presets_goto_skull:
- %submenu("Skull Woods", cm_adold_presets_skull)
-
-cm_adold_presets_skull:
- dw cm_adold_skull_outside_thieves
- dw cm_adold_skull_cursed_dwarf
- dw cm_adold_skull_getting_tempered
- dw cm_adold_skull_fencedash
- dw cm_adold_skull_dash_to_skull_woods
- dw cm_adold_skull_mummy_room
- dw cm_adold_skull_bomb_jump
- dw cm_adold_skull_key_pot
- dw cm_adold_skull_skull_entrance
- dw cm_adold_skull_mummy_hellway
- dw cm_adold_skull_mummy_key
- dw cm_adold_skull_mothula
- dw $0000
- %menu_header("SKULL WOODS")
-
-cm_adold_skull_outside_thieves:
- %preset("Outside Thieves", preset_adold_skull_outside_thieves)
-
-cm_adold_skull_cursed_dwarf:
- %preset("Cursed Dwarf", preset_adold_skull_cursed_dwarf)
-
-cm_adold_skull_getting_tempered:
- %preset("Getting Tempered", preset_adold_skull_getting_tempered)
-
-cm_adold_skull_fencedash:
- %preset("Fencedash", preset_adold_skull_fencedash)
-
-cm_adold_skull_dash_to_skull_woods:
- %preset("Dash to Skull Woods", preset_adold_skull_dash_to_skull_woods)
-
-cm_adold_skull_mummy_room:
- %preset("Mummy Room", preset_adold_skull_mummy_room)
-
-cm_adold_skull_bomb_jump:
- %preset("Bomb Jump", preset_adold_skull_bomb_jump)
-
-cm_adold_skull_key_pot:
- %preset("Key Pot", preset_adold_skull_key_pot)
-
-cm_adold_skull_skull_entrance:
- %preset("Skull Entrance", preset_adold_skull_skull_entrance)
-
-cm_adold_skull_mummy_hellway:
- %preset("Mummy Hellway", preset_adold_skull_mummy_hellway)
-
-cm_adold_skull_mummy_key:
- %preset("Mummy Key", preset_adold_skull_mummy_key)
-
-cm_adold_skull_mothula:
- %preset("Mothula", preset_adold_skull_mothula)
-
-; DESERT PALACE
-
-cm_adold_presets_goto_desert:
- %submenu("Desert Palace", cm_adold_presets_desert)
-
-cm_adold_presets_desert:
- dw cm_adold_desert_outside_skull
- dw cm_adold_desert_ether
- dw cm_adold_desert_bridge_hammerdash
- dw cm_adold_desert_zora_dmd
- dw cm_adold_desert_links_house
- dw cm_adold_desert_swamp_warp
- dw cm_adold_desert_fluteless_mire
- dw cm_adold_desert_desert_entrance
- dw cm_adold_desert_torch_key
- dw cm_adold_desert_pre_cannonballs
- dw cm_adold_desert_desert_2_spinspeed
- dw cm_adold_desert_torches
- dw cm_adold_desert_lanmolas
- dw $0000
- %menu_header("DESERT PALACE")
-
-cm_adold_desert_outside_skull:
- %preset("Outside Skull", preset_adold_desert_outside_skull)
-
-cm_adold_desert_ether:
- %preset("Ether", preset_adold_desert_ether)
-
-cm_adold_desert_bridge_hammerdash:
- %preset("Bridge Hammerdash", preset_adold_desert_bridge_hammerdash)
-
-cm_adold_desert_zora_dmd:
- %preset("Zora DMD", preset_adold_desert_zora_dmd)
-
-cm_adold_desert_links_house:
- %preset("Link's House", preset_adold_desert_links_house)
-
-cm_adold_desert_swamp_warp:
- %preset("Swamp Warp", preset_adold_desert_swamp_warp)
-
-cm_adold_desert_fluteless_mire:
- %preset("Fluteless Mire", preset_adold_desert_fluteless_mire)
-
-cm_adold_desert_desert_entrance:
- %preset("Desert Entrance", preset_adold_desert_desert_entrance)
-
-cm_adold_desert_torch_key:
- %preset("Torch Key", preset_adold_desert_torch_key)
-
-cm_adold_desert_pre_cannonballs:
- %preset("Pre Cannonballs", preset_adold_desert_pre_cannonballs)
-
-cm_adold_desert_desert_2_spinspeed:
- %preset("Desert 2 Spinspeed", preset_adold_desert_desert_2_spinspeed)
-
-cm_adold_desert_torches:
- %preset("Torches", preset_adold_desert_torches)
-
-cm_adold_desert_lanmolas:
- %preset("Lanmolas", preset_adold_desert_lanmolas)
-
-; MISERY MIRE
-
-cm_adold_presets_goto_mire:
- %submenu("Misery Mire", cm_adold_presets_mire)
-
-cm_adold_presets_mire:
- dw cm_adold_mire_outside_desert
- dw cm_adold_mire_entrance
- dw cm_adold_mire_mire_2
- dw cm_adold_mire_main_hub
- dw cm_adold_mire_spike_key
- dw cm_adold_mire_beat_the_fireball
- dw cm_adold_mire_bari_switch
- dw cm_adold_mire_sluggulas
- dw cm_adold_mire_torches
- dw cm_adold_mire_backtracking
- dw cm_adold_mire_mire_to_hera_clip
- dw cm_adold_mire_hera_to_swamp_clip
- dw cm_adold_mire_mire_2_2
- dw cm_adold_mire_big_chest_room
- dw cm_adold_mire_main_hub_post_cane
- dw cm_adold_mire_bridge_room
- dw cm_adold_mire_spooky_action
- dw cm_adold_mire_vitreous
- dw $0000
- %menu_header("MISERY MIRE")
-
-cm_adold_mire_outside_desert:
- %preset("Outside Desert", preset_adold_mire_outside_desert)
-
-cm_adold_mire_entrance:
- %preset("Entrance", preset_adold_mire_entrance)
-
-cm_adold_mire_mire_2:
- %preset("Mire 2", preset_adold_mire_mire_2)
-
-cm_adold_mire_main_hub:
- %preset("Main Hub", preset_adold_mire_main_hub)
-
-cm_adold_mire_spike_key:
- %preset("Spike Key", preset_adold_mire_spike_key)
-
-cm_adold_mire_beat_the_fireball:
- %preset("Beat the Fireball", preset_adold_mire_beat_the_fireball)
-
-cm_adold_mire_bari_switch:
- %preset("Bari Switch", preset_adold_mire_bari_switch)
-
-cm_adold_mire_sluggulas:
- %preset("Sluggulas", preset_adold_mire_sluggulas)
-
-cm_adold_mire_torches:
- %preset("Torches", preset_adold_mire_torches)
-
-cm_adold_mire_backtracking:
- %preset("Backtracking", preset_adold_mire_backtracking)
-
-cm_adold_mire_mire_to_hera_clip:
- %preset("Mire to Hera Clip", preset_adold_mire_mire_to_hera_clip)
-
-cm_adold_mire_hera_to_swamp_clip:
- %preset("Hera to Swamp Clip", preset_adold_mire_hera_to_swamp_clip)
-
-cm_adold_mire_mire_2_2:
- %preset("Mire 2-2", preset_adold_mire_mire_2_2)
-
-cm_adold_mire_big_chest_room:
- %preset("Big Chest Room", preset_adold_mire_big_chest_room)
-
-cm_adold_mire_main_hub_post_cane:
- %preset("Main Hub (post Cane)", preset_adold_mire_main_hub_post_cane)
-
-cm_adold_mire_bridge_room:
- %preset("Bridge Room", preset_adold_mire_bridge_room)
-
-cm_adold_mire_spooky_action:
- %preset("Spooky Action", preset_adold_mire_spooky_action)
-
-cm_adold_mire_vitreous:
- %preset("Vitreous", preset_adold_mire_vitreous)
-
-; SWAMP PALACE
-
-cm_adold_presets_goto_swamp:
- %submenu("Swamp Palace", cm_adold_presets_swamp)
-
-cm_adold_presets_swamp:
- dw cm_adold_swamp_outside_mire
- dw cm_adold_swamp_antifairy_room
- dw cm_adold_swamp_entrance
- dw cm_adold_swamp_first_key_pot
- dw cm_adold_swamp_main_hub
- dw cm_adold_swamp_hookdash
- dw cm_adold_swamp_restock_room
- dw cm_adold_swamp_phelps_way
- dw cm_adold_swamp_arrghus
- dw $0000
- %menu_header("SWAMP PALACE")
-
-cm_adold_swamp_outside_mire:
- %preset("Outside Mire", preset_adold_swamp_outside_mire)
-
-cm_adold_swamp_antifairy_room:
- %preset("Antifairy Room", preset_adold_swamp_antifairy_room)
-
-cm_adold_swamp_entrance:
- %preset("Entrance", preset_adold_swamp_entrance)
-
-cm_adold_swamp_first_key_pot:
- %preset("First Key Pot", preset_adold_swamp_first_key_pot)
-
-cm_adold_swamp_main_hub:
- %preset("Main Hub", preset_adold_swamp_main_hub)
-
-cm_adold_swamp_hookdash:
- %preset("Hookdash", preset_adold_swamp_hookdash)
-
-cm_adold_swamp_restock_room:
- %preset("Restock Room", preset_adold_swamp_restock_room)
-
-cm_adold_swamp_phelps_way:
- %preset("Phelps Way", preset_adold_swamp_phelps_way)
-
-cm_adold_swamp_arrghus:
- %preset("Arrghus", preset_adold_swamp_arrghus)
-
-; ICE PALACE
-
-cm_adold_presets_goto_ice:
- %submenu("Ice Palace", cm_adold_presets_ice)
-
-cm_adold_presets_ice:
- dw cm_adold_ice_outside_swamp
- dw cm_adold_ice_entrance
- dw cm_adold_ice_ice_conveyor
- dw cm_adold_ice_ipbj
- dw cm_adold_ice_penguin_lineup_room
- dw cm_adold_ice_lonely_firebar
- dw cm_adold_ice_last_two_screens
- dw cm_adold_ice_kholdstare
- dw $0000
- %menu_header("ICE PALACE")
-
-cm_adold_ice_outside_swamp:
- %preset("Outside Swamp", preset_adold_ice_outside_swamp)
-
-cm_adold_ice_entrance:
- %preset("Entrance", preset_adold_ice_entrance)
-
-cm_adold_ice_ice_conveyor:
- %preset("Ice Conveyor", preset_adold_ice_ice_conveyor)
-
-cm_adold_ice_ipbj:
- %preset("IPBJ", preset_adold_ice_ipbj)
-
-cm_adold_ice_penguin_lineup_room:
- %preset("Penguin Lineup Room", preset_adold_ice_penguin_lineup_room)
-
-cm_adold_ice_lonely_firebar:
- %preset("Lonely Firebar", preset_adold_ice_lonely_firebar)
-
-cm_adold_ice_last_two_screens:
- %preset("Last Two Screens", preset_adold_ice_last_two_screens)
-
-cm_adold_ice_kholdstare:
- %preset("Kholdstare", preset_adold_ice_kholdstare)
-
-; TURTLE ROCK
-
-cm_adold_presets_goto_trock:
- %submenu("Turtle Rock", cm_adold_presets_trock)
-
-cm_adold_presets_trock:
- dw cm_adold_trock_outside_ice
- dw cm_adold_trock_old_man_cave
- dw cm_adold_trock_tr_climb
- dw cm_adold_trock_laser_entrance
- dw cm_adold_trock_crystal_roller
- dw cm_adold_trock_pokey_1
- dw cm_adold_trock_laser_entrance_2
- dw cm_adold_trock_switch_maze
- dw cm_adold_trock_trinexx
- dw $0000
- %menu_header("TURTLE ROCK")
-
-cm_adold_trock_outside_ice:
- %preset("Outside Ice", preset_adold_trock_outside_ice)
-
-cm_adold_trock_old_man_cave:
- %preset("Old Man Cave", preset_adold_trock_old_man_cave)
-
-cm_adold_trock_tr_climb:
- %preset("TR Climb", preset_adold_trock_tr_climb)
-
-cm_adold_trock_laser_entrance:
- %preset("Laser Entrance", preset_adold_trock_laser_entrance)
-
-cm_adold_trock_crystal_roller:
- %preset("Crystal Roller", preset_adold_trock_crystal_roller)
-
-cm_adold_trock_pokey_1:
- %preset("Pokey 1", preset_adold_trock_pokey_1)
-
-cm_adold_trock_laser_entrance_2:
- %preset("Laser Entrance 2", preset_adold_trock_laser_entrance_2)
-
-cm_adold_trock_switch_maze:
- %preset("Switch Maze", preset_adold_trock_switch_maze)
-
-cm_adold_trock_trinexx:
- %preset("Trinexx", preset_adold_trock_trinexx)
-
-; GANONS TOWER
-
-cm_adold_presets_goto_gtower:
- %submenu("Ganon's Tower", cm_adold_presets_gtower)
-
-cm_adold_presets_gtower:
- dw cm_adold_gtower_outside_turtle_rock
- dw cm_adold_gtower_old_man_cave
- dw cm_adold_gtower_entrance
- dw cm_adold_gtower_spike_skip
- dw cm_adold_gtower_pre_firesnakes_room
- dw cm_adold_gtower_bombable_floor
- dw cm_adold_gtower_floor_2
- dw cm_adold_gtower_mimics_1
- dw cm_adold_gtower_spike_pit
- dw cm_adold_gtower_gauntlet_1
- dw cm_adold_gtower_lanmola_2
- dw cm_adold_gtower_wizzrobes_1
- dw cm_adold_gtower_wizzrobes_2
- dw cm_adold_gtower_torches_1
- dw cm_adold_gtower_torches_2
- dw cm_adold_gtower_helma_key
- dw cm_adold_gtower_bombable_wall
- dw cm_adold_gtower_moldorm_2
- dw cm_adold_gtower_agahnim_2
- dw $0000
- %menu_header("GANONS TOWER")
-
-cm_adold_gtower_outside_turtle_rock:
- %preset("Outside Turtle Rock", preset_adold_gtower_outside_turtle_rock)
-
-cm_adold_gtower_old_man_cave:
- %preset("Old Man Cave", preset_adold_gtower_old_man_cave)
-
-cm_adold_gtower_entrance:
- %preset("Entrance", preset_adold_gtower_entrance)
-
-cm_adold_gtower_spike_skip:
- %preset("Spike Skip", preset_adold_gtower_spike_skip)
-
-cm_adold_gtower_pre_firesnakes_room:
- %preset("Pre Firesnakes Room", preset_adold_gtower_pre_firesnakes_room)
-
-cm_adold_gtower_bombable_floor:
- %preset("Bombable Floor", preset_adold_gtower_bombable_floor)
-
-cm_adold_gtower_floor_2:
- %preset("Floor 2", preset_adold_gtower_floor_2)
-
-cm_adold_gtower_mimics_1:
- %preset("Mimics 1", preset_adold_gtower_mimics_1)
-
-cm_adold_gtower_spike_pit:
- %preset("Spike Pit", preset_adold_gtower_spike_pit)
-
-cm_adold_gtower_gauntlet_1:
- %preset("Gauntlet 1", preset_adold_gtower_gauntlet_1)
-
-cm_adold_gtower_lanmola_2:
- %preset("Lanmola 2", preset_adold_gtower_lanmola_2)
-
-cm_adold_gtower_wizzrobes_1:
- %preset("Wizzrobes 1", preset_adold_gtower_wizzrobes_1)
-
-cm_adold_gtower_wizzrobes_2:
- %preset("Wizzrobes 2", preset_adold_gtower_wizzrobes_2)
-
-cm_adold_gtower_torches_1:
- %preset("Torches 1", preset_adold_gtower_torches_1)
-
-cm_adold_gtower_torches_2:
- %preset("Torches 2", preset_adold_gtower_torches_2)
-
-cm_adold_gtower_helma_key:
- %preset("Helma Key", preset_adold_gtower_helma_key)
-
-cm_adold_gtower_bombable_wall:
- %preset("Bombable Wall", preset_adold_gtower_bombable_wall)
-
-cm_adold_gtower_moldorm_2:
- %preset("Moldorm 2", preset_adold_gtower_moldorm_2)
-
-cm_adold_gtower_agahnim_2:
- %preset("Agahnim 2", preset_adold_gtower_agahnim_2)
-
-; AGAHNIMS TOWER
-
-cm_adold_presets_goto_aga:
- %submenu("Agahnim's Tower", cm_adold_presets_aga)
-
-cm_adold_presets_aga:
- dw cm_adold_aga_pyramid
- dw cm_adold_aga_gold_knights
- dw cm_adold_aga_dark_room_of_despair
- dw cm_adold_aga_dark_room_of_melancholy
- dw cm_adold_aga_spear_guards
- dw cm_adold_aga_circle_of_pots
- dw cm_adold_aga_pit_room
- dw cm_adold_aga_agahnim
- dw $0000
- %menu_header("AGAHNIMS TOWER")
-
-cm_adold_aga_pyramid:
- %preset("Pyramid", preset_adold_aga_pyramid)
-
-cm_adold_aga_gold_knights:
- %preset("Gold Knights", preset_adold_aga_gold_knights)
-
-cm_adold_aga_dark_room_of_despair:
- %preset("Dark Room of Despair", preset_adold_aga_dark_room_of_despair)
-
-cm_adold_aga_dark_room_of_melancholy:
- %preset("Dark Room of Melancholy", preset_adold_aga_dark_room_of_melancholy)
-
-cm_adold_aga_spear_guards:
- %preset("Spear Guards", preset_adold_aga_spear_guards)
-
-cm_adold_aga_circle_of_pots:
- %preset("Circle of Pots", preset_adold_aga_circle_of_pots)
-
-cm_adold_aga_pit_room:
- %preset("Pit Room", preset_adold_aga_pit_room)
-
-cm_adold_aga_agahnim:
- %preset("Agahnim", preset_adold_aga_agahnim)
-
-; GANON
-
-cm_adold_presets_goto_ganon:
- %submenu("Ganon", cm_adold_presets_ganon)
-
-cm_adold_presets_ganon:
- dw cm_adold_ganon_pyramid
- dw $0000
- %menu_header("GANON")
-
-cm_adold_ganon_pyramid:
- %preset("Pyramid", preset_adold_ganon_pyramid)
-
-; BOSSES
-
-cm_adold_presets_goto_boss:
- %submenu("Bosses", cm_adold_presets_boss)
-
-cm_adold_presets_boss:
- dw cm_adold_eastern_armos
- dw cm_adold_pod_helma
- dw cm_adold_hera_moldorm
- dw cm_adold_thieves_blind
- dw cm_adold_skull_mothula
- dw cm_adold_desert_lanmolas
- dw cm_adold_mire_vitreous
- dw cm_adold_swamp_arrghus
- dw cm_adold_ice_kholdstare
- dw cm_adold_trock_trinexx
- dw cm_adold_gtower_agahnim_2
- dw cm_adold_aga_agahnim
- dw cm_adold_ganon_pyramid
- dw $0000
- %menu_header("BOSSES")
diff --git a/src/presetsold/cm_presets_anyrmg.asm b/src/presetsold/cm_presets_anyrmg.asm
deleted file mode 100644
index df85afe..0000000
--- a/src/presetsold/cm_presets_anyrmg.asm
+++ /dev/null
@@ -1,309 +0,0 @@
-cm_anyrmg_submenu_presets:
- dw cm_anyrmg_presets_goto_eastern
- dw cm_anyrmg_presets_goto_escape
- dw cm_anyrmg_presets_goto_tempered
- dw cm_anyrmg_presets_goto_gtower
- dw cm_anyrmg_presets_goto_ganon
- dw cm_anyrmg_presets_goto_boss
- dw $0000
- %menu_header("ANY RMG PRESETS")
-
-; EASTERN PALACE
-
-cm_anyrmg_presets_goto_eastern:
- %submenu("Eastern Palace", cm_anyrmg_presets_eastern)
-
-cm_anyrmg_presets_eastern:
- dw cm_anyrmg_eastern_bed
- dw cm_anyrmg_eastern_courtyard_1
- dw cm_anyrmg_eastern_castle_entrance
- dw cm_anyrmg_eastern_courtyard_2
- dw cm_anyrmg_eastern_links_house_citrus
- dw cm_anyrmg_eastern_outside_palace
- dw cm_anyrmg_eastern_entrance
- dw cm_anyrmg_eastern_stalfos_room
- dw cm_anyrmg_eastern_big_chest_room_1
- dw cm_anyrmg_eastern_dark_antifairies_room
- dw cm_anyrmg_eastern_dark_key_room
- dw cm_anyrmg_eastern_big_key_dmg_boost
- dw cm_anyrmg_eastern_big_chest_room_2
- dw cm_anyrmg_eastern_gwg
- dw cm_anyrmg_eastern_pot_room
- dw cm_anyrmg_eastern_zeldagamer_room
- dw cm_anyrmg_eastern_armos
- dw $0000
- %menu_header("EASTERN PALACE")
-
-cm_anyrmg_eastern_bed:
- %preset("Link's Bed", preset_anyrmg_eastern_bed)
-
-cm_anyrmg_eastern_courtyard_1:
- %preset("Courtyard 1", preset_anyrmg_eastern_courtyard_1)
-
-cm_anyrmg_eastern_castle_entrance:
- %preset("Castle Entrance", preset_anyrmg_eastern_castle_entrance)
-
-cm_anyrmg_eastern_courtyard_2:
- %preset("Courtyard 2", preset_anyrmg_eastern_courtyard_2)
-
-cm_anyrmg_eastern_links_house_citrus:
- %preset("Link's House Citrus", preset_anyrmg_eastern_links_house_citrus)
-
-cm_anyrmg_eastern_outside_palace:
- %preset("Eastern Overworld", preset_anyrmg_eastern_outside_palace)
-
-cm_anyrmg_eastern_entrance:
- %preset("Entrance", preset_anyrmg_eastern_entrance)
-
-cm_anyrmg_eastern_stalfos_room:
- %preset("Stalfos Room", preset_anyrmg_eastern_stalfos_room)
-
-cm_anyrmg_eastern_big_chest_room_1:
- %preset("Big Chest Room 1", preset_anyrmg_eastern_big_chest_room_1)
-
-cm_anyrmg_eastern_dark_antifairies_room:
- %preset("Dark Antifairies Room", preset_anyrmg_eastern_dark_antifairies_room)
-
-cm_anyrmg_eastern_dark_key_room:
- %preset("Dark Key Room", preset_anyrmg_eastern_dark_key_room)
-
-cm_anyrmg_eastern_big_key_dmg_boost:
- %preset("Big Key DMG Boost", preset_anyrmg_eastern_big_key_dmg_boost)
-
-cm_anyrmg_eastern_big_chest_room_2:
- %preset("Big Chest Room 2", preset_anyrmg_eastern_big_chest_room_2)
-
-cm_anyrmg_eastern_gwg:
- %preset("Gifted With Greenies", preset_anyrmg_eastern_gwg)
-
-cm_anyrmg_eastern_pot_room:
- %preset("Pot Room", preset_anyrmg_eastern_pot_room)
-
-cm_anyrmg_eastern_zeldagamer_room:
- %preset("Zeldagamer Room", preset_anyrmg_eastern_zeldagamer_room)
-
-cm_anyrmg_eastern_armos:
- %preset("Armos", preset_anyrmg_eastern_armos)
-
-; HYRULE CASTLE
-
-cm_anyrmg_presets_goto_escape:
- %submenu("Hyrule Castle", cm_anyrmg_presets_escape)
-
-cm_anyrmg_presets_escape:
- dw cm_anyrmg_escape_outside_eastern
- dw cm_anyrmg_escape_eastern_spinspeed
- dw cm_anyrmg_escape_dma
- dw cm_anyrmg_escape_death_mountain
- dw cm_anyrmg_escape_kiki_yeet
- dw cm_anyrmg_escape_kiki_skip
- dw cm_anyrmg_escape_pod_main_hub_bk
- dw cm_anyrmg_escape_pod_main_hub_hammerjump
- dw cm_anyrmg_escape_hammerjump
- dw cm_anyrmg_escape_sanc_1
- dw cm_anyrmg_escape_entrance
- dw cm_anyrmg_escape_1st_keyguard
- dw cm_anyrmg_escape_stealth_room
- dw cm_anyrmg_escape_2nd_keyguard
- dw cm_anyrmg_escape_zeldas_cell
- dw cm_anyrmg_escape_sanc_2
- dw $0000
- %menu_header("HYRULE CASTLE")
-
-cm_anyrmg_escape_outside_eastern:
- %preset("Outside Eastern", preset_anyrmg_escape_outside_eastern)
-
-cm_anyrmg_escape_eastern_spinspeed:
- %preset("Eastern Spinspeed", preset_anyrmg_escape_eastern_spinspeed)
-
-cm_anyrmg_escape_dma:
- %preset("DMA", preset_anyrmg_escape_dma)
-
-cm_anyrmg_escape_death_mountain:
- %preset("Death Mountain", preset_anyrmg_escape_death_mountain)
-
-cm_anyrmg_escape_kiki_yeet:
- %preset("Kiki Yeet", preset_anyrmg_escape_kiki_yeet)
-
-cm_anyrmg_escape_kiki_skip:
- %preset("Kiki Skip", preset_anyrmg_escape_kiki_skip)
-
-cm_anyrmg_escape_pod_main_hub_bk:
- %preset("PoD Main Hub (Big Key)", preset_anyrmg_escape_pod_main_hub_bk)
-
-cm_anyrmg_escape_pod_main_hub_hammerjump:
- %preset("PoD Main Hub (Hammerjump)", preset_anyrmg_escape_pod_main_hub_hammerjump)
-
-cm_anyrmg_escape_hammerjump:
- %preset("Hammerjump", preset_anyrmg_escape_hammerjump)
-
-cm_anyrmg_escape_sanc_1:
- %preset("River Clip", preset_anyrmg_escape_sanc_1)
-
-cm_anyrmg_escape_entrance:
- %preset("Entrance", preset_anyrmg_escape_entrance)
-
-cm_anyrmg_escape_1st_keyguard:
- %preset("1st Key Guard", preset_anyrmg_escape_1st_keyguard)
-
-cm_anyrmg_escape_stealth_room:
- %preset("Not So Stealth Room", preset_anyrmg_escape_stealth_room)
-
-cm_anyrmg_escape_2nd_keyguard:
- %preset("2nd Key Guard", preset_anyrmg_escape_2nd_keyguard)
-
-cm_anyrmg_escape_zeldas_cell:
- %preset("Zelda's Cell", preset_anyrmg_escape_zeldas_cell)
-
-cm_anyrmg_escape_sanc_2:
- %preset("Sanctuary", preset_anyrmg_escape_sanc_2)
-
-; TEMPERED SWORD
-
-cm_anyrmg_presets_goto_tempered:
- %submenu("Tempered Sword", cm_anyrmg_presets_tempered)
-
-cm_anyrmg_presets_tempered:
- dw cm_anyrmg_tempered_old_man_cave
- dw cm_anyrmg_tempered_hera_entrance
- dw cm_anyrmg_tempered_hera_beetles
- dw cm_anyrmg_tempered_hera_petting_zoo
- dw cm_anyrmg_tempered_frog_dmd
- dw cm_anyrmg_tempered_getting_tempered
- dw $0000
- %menu_header("TEMPERED SWORD")
-
-cm_anyrmg_tempered_old_man_cave:
- %preset("Old Man Cave", preset_anyrmg_tempered_old_man_cave)
-
-cm_anyrmg_tempered_hera_entrance:
- %preset("Hera Entrance", preset_anyrmg_tempered_hera_entrance)
-
-cm_anyrmg_tempered_hera_beetles:
- %preset("Beetles", preset_anyrmg_tempered_hera_beetles)
-
-cm_anyrmg_tempered_hera_petting_zoo:
- %preset("Petting Zoo", preset_anyrmg_tempered_hera_petting_zoo)
-
-cm_anyrmg_tempered_frog_dmd:
- %preset("Frog DMD", preset_anyrmg_tempered_frog_dmd)
-
-cm_anyrmg_tempered_getting_tempered:
- %preset("Getting Tempered", preset_anyrmg_tempered_getting_tempered)
-
-; GANONS TOWER
-
-cm_anyrmg_presets_goto_gtower:
- %submenu("Ganon's Tower", cm_anyrmg_presets_gtower)
-
-cm_anyrmg_presets_gtower:
- dw cm_anyrmg_gtower_old_man_cave
- dw cm_anyrmg_gtower_entrance
- dw cm_anyrmg_gtower_spike_skip
- dw cm_anyrmg_gtower_pre_firesnakes_room
- dw cm_anyrmg_gtower_bombable_floor
- dw cm_anyrmg_gtower_floor_2
- dw cm_anyrmg_gtower_mimics1
- dw cm_anyrmg_gtower_mimics2
- dw cm_anyrmg_gtower_spike_room
- dw cm_anyrmg_gtower_gauntlet
- dw cm_anyrmg_gtower_gauntlet_3
- dw cm_anyrmg_gtower_lanmola2
- dw cm_anyrmg_gtower_wizz1
- dw cm_anyrmg_gtower_wizz2
- dw cm_anyrmg_gtower_torches1
- dw cm_anyrmg_gtower_torches2
- dw cm_anyrmg_gtower_helma_key
- dw cm_anyrmg_gtower_bombable_wall
- dw cm_anyrmg_gtower_moldorm_2
- dw cm_anyrmg_gtower_agahnim_2
- dw $0000
- %menu_header("GANONS TOWER")
-
-cm_anyrmg_gtower_old_man_cave:
- %preset("Old Man Cave", preset_anyrmg_gtower_old_man_cave)
-
-cm_anyrmg_gtower_entrance:
- %preset("Entrance", preset_anyrmg_gtower_entrance)
-
-cm_anyrmg_gtower_spike_skip:
- %preset("Spike Skip", preset_anyrmg_gtower_spike_skip)
-
-cm_anyrmg_gtower_pre_firesnakes_room:
- %preset("Pre Firesnakes Room", preset_anyrmg_gtower_pre_firesnakes_room)
-
-cm_anyrmg_gtower_bombable_floor:
- %preset("Ice Armos Bombable Floor", preset_anyrmg_gtower_bombable_floor)
-
-cm_anyrmg_gtower_floor_2:
- %preset("Floor 2", preset_anyrmg_gtower_floor_2)
-
-cm_anyrmg_gtower_mimics1:
- %preset("Mimics 1", preset_anyrmg_gtower_mimics1)
-
-cm_anyrmg_gtower_mimics2:
- %preset("Mimics 2", preset_anyrmg_gtower_mimics2)
-
-cm_anyrmg_gtower_spike_room:
- %preset("Spike Pit", preset_anyrmg_gtower_spike_room)
-
-cm_anyrmg_gtower_gauntlet:
- %preset("Gauntlet 1", preset_anyrmg_gtower_gauntlet)
-
-cm_anyrmg_gtower_gauntlet_3:
- %preset("Gauntlet 3", preset_anyrmg_gtower_gauntlet_3)
-
-cm_anyrmg_gtower_lanmola2:
- %preset("Lanmola 2", preset_anyrmg_gtower_lanmola2)
-
-cm_anyrmg_gtower_wizz1:
- %preset("Wizzrobes 1", preset_anyrmg_gtower_wizz1)
-
-cm_anyrmg_gtower_wizz2:
- %preset("Wizzrobes 2", preset_anyrmg_gtower_wizz2)
-
-cm_anyrmg_gtower_torches1:
- %preset("Torches 1", preset_anyrmg_gtower_torches1)
-
-cm_anyrmg_gtower_torches2:
- %preset("Torches 2", preset_anyrmg_gtower_torches2)
-
-cm_anyrmg_gtower_helma_key:
- %preset("Helma Key", preset_anyrmg_gtower_helma_key)
-
-cm_anyrmg_gtower_bombable_wall:
- %preset("Bombable Wall", preset_anyrmg_gtower_bombable_wall)
-
-cm_anyrmg_gtower_moldorm_2:
- %preset("Moldorm 2", preset_anyrmg_gtower_moldorm_2)
-
-cm_anyrmg_gtower_agahnim_2:
- %preset("Agahnim 2", preset_anyrmg_gtower_agahnim_2)
-
-; GANON
-
-cm_anyrmg_presets_goto_ganon:
- %submenu("Ganon", cm_anyrmg_presets_ganon)
-
-cm_anyrmg_presets_ganon:
- dw cm_anyrmg_ganon_pyramid
- dw $0000
- %menu_header("GANON")
-
-cm_anyrmg_ganon_pyramid:
- %preset("Pyramid", preset_anyrmg_ganon_pyramid)
-
-; BOSSES
-
-cm_anyrmg_presets_goto_boss:
- %submenu("Bosses", cm_anyrmg_presets_boss)
-
-cm_anyrmg_presets_boss:
- dw cm_anyrmg_eastern_armos
- dw cm_anyrmg_gtower_bombable_floor
- dw cm_anyrmg_gtower_lanmola2
- dw cm_anyrmg_gtower_moldorm_2
- dw cm_anyrmg_gtower_agahnim_2
- dw cm_anyrmg_ganon_pyramid
- dw $0000
- %menu_header("BOSSES")
diff --git a/src/presetsold/cm_presets_hundo.asm b/src/presetsold/cm_presets_hundo.asm
deleted file mode 100644
index 0a9a2d0..0000000
--- a/src/presetsold/cm_presets_hundo.asm
+++ /dev/null
@@ -1,983 +0,0 @@
-cm_hundo_submenu_presets:
- dw cm_hundo_presets_goto_escape
- dw cm_hundo_presets_goto_eastern
- dw cm_hundo_presets_goto_desert
- dw cm_hundo_presets_goto_hera
- dw cm_hundo_presets_goto_aga
- dw cm_hundo_presets_goto_pod
- dw cm_hundo_presets_goto_thieves
- dw cm_hundo_presets_goto_skull
- dw cm_hundo_presets_goto_ice
- dw cm_hundo_presets_goto_mire
- dw cm_hundo_presets_goto_swamp
- dw cm_hundo_presets_goto_trock
- dw cm_hundo_presets_goto_gtower
- dw cm_hundo_presets_goto_ganon
- dw cm_hundo_presets_goto_boss
- dw !menu_end
- %menu_header("HUNDO PRESETS")
-
-; HYRULE CASTLE
-
-cm_hundo_presets_goto_escape:
- %submenu("Hyrule Castle", cm_hundo_presets_escape)
-
-cm_hundo_presets_escape:
- dw cm_hundo_escape_bed
- dw cm_hundo_escape_courtyard
- dw cm_hundo_escape_entrance
- dw cm_hundo_escape_1st_keyguard
- dw cm_hundo_escape_stealth_room
- dw cm_hundo_escape_2nd_keyguard
- dw cm_hundo_escape_ball_n_chains
- dw cm_hundo_escape_backtracking
- dw cm_hundo_escape_keyguard_revisited
- dw cm_hundo_escape_throne_room
- dw cm_hundo_escape_snake_avoidance_room
- dw cm_hundo_escape_water_rooms
- dw cm_hundo_escape_keyrat
- dw cm_hundo_escape_last_two_screens
- dw !menu_end
- %menu_header("HYRULE CASTLE")
-
-cm_hundo_escape_bed:
- %preset("Link's Bed", preset_hundo_escape_bed)
-
-cm_hundo_escape_courtyard:
- %preset("Courtyard", preset_hundo_escape_courtyard)
-
-cm_hundo_escape_entrance:
- %preset("Entrance", preset_hundo_escape_entrance)
-
-cm_hundo_escape_1st_keyguard:
- %preset("1st Key Guard", preset_hundo_escape_1st_keyguard)
-
-cm_hundo_escape_stealth_room:
- %preset("Stealth Room", preset_hundo_escape_stealth_room)
-
-cm_hundo_escape_2nd_keyguard:
- %preset("2nd Key Guard", preset_hundo_escape_2nd_keyguard)
-
-cm_hundo_escape_ball_n_chains:
- %preset("Ball'n Chains", preset_hundo_escape_ball_n_chains)
-
-cm_hundo_escape_backtracking:
- %preset("Backtracking", preset_hundo_escape_backtracking)
-
-cm_hundo_escape_keyguard_revisited:
- %preset("Key Guard Revisited", preset_hundo_escape_keyguard_revisited)
-
-cm_hundo_escape_throne_room:
- %preset("Throne Room", preset_hundo_escape_throne_room)
-
-cm_hundo_escape_snake_avoidance_room:
- %preset("Snake Avoidance Room", preset_hundo_escape_snake_avoidance_room)
-
-cm_hundo_escape_water_rooms:
- %preset("Sewer Rooms", preset_hundo_escape_water_rooms)
-
-cm_hundo_escape_keyrat:
- %preset("Key Rat", preset_hundo_escape_keyrat)
-
-cm_hundo_escape_last_two_screens:
- %preset("Last Two Screens", preset_hundo_escape_last_two_screens)
-
-; EASTERN
-
-cm_hundo_presets_goto_eastern:
- %submenu("Eastern", cm_hundo_presets_eastern)
-
-cm_hundo_presets_eastern:
- dw cm_hundo_eastern_before_cutscene
- dw cm_hundo_eastern_after_cutscene
- dw cm_hundo_eastern_octorok
- dw cm_hundo_eastern_outside_palace
- dw cm_hundo_eastern_entrance
- dw cm_hundo_eastern_stalfos_room
- dw cm_hundo_eastern_big_chest_room_1
- dw cm_hundo_eastern_dark_key_room
- dw cm_hundo_eastern_big_key_dmg_boost
- dw cm_hundo_eastern_big_chest_room_2
- dw cm_hundo_eastern_gwg
- dw cm_hundo_eastern_pot_room
- dw cm_hundo_eastern_zeldagamer_room
- dw cm_hundo_eastern_armos
- dw !menu_end
- %menu_header("EASTERN")
-
-cm_hundo_eastern_before_cutscene:
- %preset("Before Cutscene", preset_hundo_eastern_before_cutscene)
-
-cm_hundo_eastern_after_cutscene:
- %preset("After Cutscene", preset_hundo_eastern_after_cutscene)
-
-cm_hundo_eastern_octorok:
- %preset("Octorok OW", preset_hundo_eastern_octorok)
-
-cm_hundo_eastern_outside_palace:
- %preset("EP Overworld", preset_hundo_eastern_outside_palace)
-
-cm_hundo_eastern_entrance:
- %preset("Entrance", preset_hundo_eastern_entrance)
-
-cm_hundo_eastern_stalfos_room:
- %preset("Stalfos Room", preset_hundo_eastern_stalfos_room)
-
-cm_hundo_eastern_big_chest_room_1:
- %preset("Big Chest Room 1", preset_hundo_eastern_big_chest_room_1)
-
-cm_hundo_eastern_dark_key_room:
- %preset("Dark Key Room", preset_hundo_eastern_dark_key_room)
-
-cm_hundo_eastern_big_key_dmg_boost:
- %preset("Big Key DMG Boost", preset_hundo_eastern_big_key_dmg_boost)
-
-cm_hundo_eastern_big_chest_room_2:
- %preset("Big Chest Room 2", preset_hundo_eastern_big_chest_room_2)
-
-cm_hundo_eastern_gwg:
- %preset("Gifted With Greenies", preset_hundo_eastern_gwg)
-
-cm_hundo_eastern_pot_room:
- %preset("Pot Room", preset_hundo_eastern_pot_room)
-
-cm_hundo_eastern_zeldagamer_room:
- %preset("Zeldagamer Room", preset_hundo_eastern_zeldagamer_room)
-
-cm_hundo_eastern_armos:
- %preset("Armos", preset_hundo_eastern_armos)
-
-; DESERT
-
-cm_hundo_presets_goto_desert:
- %submenu("Desert", cm_hundo_presets_desert)
-
-cm_hundo_presets_desert:
- dw cm_hundo_desert_outside_eastern_palace
- dw cm_hundo_desert_ep_spinspeed
- dw cm_hundo_desert_bridge_screen
- dw cm_hundo_desert_unholy_spinspeed
- dw cm_hundo_desert_water_dash
- dw cm_hundo_desert_outside_desert_palace
- dw cm_hundo_desert_desert_entrance
- dw cm_hundo_desert_keybonk
- dw cm_hundo_desert_pre_cannonball_room
- dw cm_hundo_desert_pot_room
- dw cm_hundo_desert_desert2_spinspeed
- dw cm_hundo_desert_popo_genocide_room
- dw cm_hundo_desert_torches
- dw cm_hundo_desert_lanmolas
- dw !menu_end
- %menu_header("DESERT")
-
-cm_hundo_desert_outside_eastern_palace:
- %preset("Outside Eastern Palace", preset_hundo_desert_outside_eastern_palace)
-
-cm_hundo_desert_ep_spinspeed:
- %preset("Eastern Palace Spinspeed", preset_hundo_desert_ep_spinspeed)
-
-cm_hundo_desert_bridge_screen:
- %preset("Bridge Screen", preset_hundo_desert_bridge_screen)
-
-cm_hundo_desert_unholy_spinspeed:
- %preset("Unholy Spinspeed", preset_hundo_desert_unholy_spinspeed)
-
-cm_hundo_desert_water_dash:
- %preset("Water Dash", preset_hundo_desert_water_dash)
-
-cm_hundo_desert_outside_desert_palace:
- %preset("Outside Desert Palace", preset_hundo_desert_outside_desert_palace)
-
-cm_hundo_desert_desert_entrance:
- %preset("Entrance", preset_hundo_desert_desert_entrance)
-
-cm_hundo_desert_keybonk:
- %preset("Key Bonk", preset_hundo_desert_keybonk)
-
-cm_hundo_desert_pre_cannonball_room:
- %preset("Pre Cannonball Room", preset_hundo_desert_pre_cannonball_room)
-
-cm_hundo_desert_pot_room:
- %preset("Pot Room", preset_hundo_desert_pot_room)
-
-cm_hundo_desert_desert2_spinspeed:
- %preset("Desert 2 Spinspeed", preset_hundo_desert_desert2_spinspeed)
-
-cm_hundo_desert_popo_genocide_room:
- %preset("Popo Genocide", preset_hundo_desert_popo_genocide_room)
-
-cm_hundo_desert_torches:
- %preset("Torches", preset_hundo_desert_torches)
-
-cm_hundo_desert_lanmolas:
- %preset("Lanmolas", preset_hundo_desert_lanmolas)
-
-; HERA
-
-cm_hundo_presets_goto_hera:
- %submenu("Hera", cm_hundo_presets_hera)
-
-cm_hundo_presets_hera:
- dw cm_hundo_hera_outside_desert_palace
- dw cm_hundo_hera_fake_flippers
- dw cm_hundo_hera_dm
- dw cm_hundo_hera_after_mirror
- dw cm_hundo_hera_quickhop
- dw cm_hundo_hera_entrance
- dw cm_hundo_hera_tile_room
- dw cm_hundo_hera_torches
- dw cm_hundo_hera_beetles
- dw cm_hundo_hera_petting_zoo
- dw cm_hundo_hera_moldorm
- dw !menu_end
- %menu_header("HERA")
-
-cm_hundo_hera_outside_desert_palace:
- %preset("Outside Desert Palace", preset_hundo_hera_outside_desert_palace)
-
-cm_hundo_hera_fake_flippers:
- %preset("Fake Flippers", preset_hundo_hera_fake_flippers)
-
-cm_hundo_hera_dm:
- %preset("Death Mountain", preset_hundo_hera_dm)
-
-cm_hundo_hera_after_mirror:
- %preset("After Mirror", preset_hundo_hera_after_mirror)
-
-cm_hundo_hera_quickhop:
- %preset("Quickhop", preset_hundo_hera_quickhop)
-
-cm_hundo_hera_entrance:
- %preset("Entrance", preset_hundo_hera_entrance)
-
-cm_hundo_hera_tile_room:
- %preset("Tile room", preset_hundo_hera_tile_room)
-
-cm_hundo_hera_torches:
- %preset("Torches", preset_hundo_hera_torches)
-
-cm_hundo_hera_beetles:
- %preset("Beetles", preset_hundo_hera_beetles)
-
-cm_hundo_hera_petting_zoo:
- %preset("Petting Zoo", preset_hundo_hera_petting_zoo)
-
-cm_hundo_hera_moldorm:
- %preset("Moldorm", preset_hundo_hera_moldorm)
-
-; AGAHNIMS TOWER
-
-cm_hundo_presets_goto_aga:
- %submenu("Agahnim's Tower", cm_hundo_presets_aga)
-
-cm_hundo_presets_aga:
- dw cm_hundo_aga_outside_hera
- dw cm_hundo_aga_first_rupee_tree
- dw cm_hundo_aga_lost_woods
- dw cm_hundo_aga_after_lost_woods
- dw cm_hundo_aga_castle_screen
- dw cm_hundo_aga_entrance
- dw cm_hundo_aga_fairy_skip
- dw cm_hundo_aga_dark_room_of_despair
- dw cm_hundo_aga_dark_room_of_melancholy
- dw cm_hundo_aga_spear_guards
- dw cm_hundo_aga_circle_of_pots
- dw cm_hundo_aga_pit_room
- dw cm_hundo_aga_agahnim
- dw !menu_end
- %menu_header("AGAHNIMS TOWER")
-
-cm_hundo_aga_outside_hera:
- %preset("Outside Hera", preset_hundo_aga_outside_hera)
-
-cm_hundo_aga_first_rupee_tree:
- %preset("First Rupee Tree", preset_hundo_aga_first_rupee_tree)
-
-cm_hundo_aga_lost_woods:
- %preset("Lost Woods", preset_hundo_aga_lost_woods)
-
-cm_hundo_aga_after_lost_woods:
- %preset("After Lost Woods", preset_hundo_aga_after_lost_woods)
-
-cm_hundo_aga_castle_screen:
- %preset("Castle Screen", preset_hundo_aga_castle_screen)
-
-cm_hundo_aga_entrance:
- %preset("Entrance", preset_hundo_aga_entrance)
-
-cm_hundo_aga_fairy_skip:
- %preset("Fairy Skip", preset_hundo_aga_fairy_skip)
-
-cm_hundo_aga_dark_room_of_despair:
- %preset("Dark Room of Despair", preset_hundo_aga_dark_room_of_despair)
-
-cm_hundo_aga_dark_room_of_melancholy:
- %preset("Dark Room of Melancholy", preset_hundo_aga_dark_room_of_melancholy)
-
-cm_hundo_aga_spear_guards:
- %preset("Spear Guards", preset_hundo_aga_spear_guards)
-
-cm_hundo_aga_circle_of_pots:
- %preset("Circle of Pots", preset_hundo_aga_circle_of_pots)
-
-cm_hundo_aga_pit_room:
- %preset("Pit Room", preset_hundo_aga_pit_room)
-
-cm_hundo_aga_agahnim:
- %preset("Agahnim", preset_hundo_aga_agahnim)
-
-; PALACE OF DARKNESS
-
-cm_hundo_presets_goto_pod:
- %submenu("Palace of Darkness", cm_hundo_presets_pod)
-
-cm_hundo_presets_pod:
- dw cm_hundo_pod_pyramid
- dw cm_hundo_pod_pod_overworld
- dw cm_hundo_pod_entrance
- dw cm_hundo_pod_main_hub_small_key
- dw cm_hundo_pod_main_hub_bk
- dw cm_hundo_pod_main_hub_hammeryump
- dw cm_hundo_pod_hammeryump
- dw cm_hundo_pod_before_sexy_statue
- dw cm_hundo_pod_sexy_statue_room
- dw cm_hundo_pod_mimics
- dw cm_hundo_pod_statue
- dw cm_hundo_pod_basement
- dw cm_hundo_pod_turtle_room
- dw cm_hundo_pod_helma
- dw !menu_end
- %menu_header("PALACE OF DARKNESS")
-
-cm_hundo_pod_pyramid:
- %preset("Pyramid", preset_hundo_pod_pyramid)
-
-cm_hundo_pod_pod_overworld:
- %preset("Palace Overworld Screen", preset_hundo_pod_pod_overworld)
-
-cm_hundo_pod_entrance:
- %preset("Entrance", preset_hundo_pod_entrance)
-
-cm_hundo_pod_main_hub_small_key:
- %preset("Main Hub (small key)", preset_hundo_pod_main_hub_small_key)
-
-cm_hundo_pod_main_hub_bk:
- %preset("Main Hub (bk)", preset_hundo_pod_main_hub_bk)
-
-cm_hundo_pod_main_hub_hammeryump:
- %preset("Main Hub (hammeryump)", preset_hundo_pod_main_hub_hammeryump)
-
-cm_hundo_pod_hammeryump:
- %preset("Hammeryump", preset_hundo_pod_hammeryump)
-
-cm_hundo_pod_before_sexy_statue:
- %preset("Pre Sexy Statue", preset_hundo_pod_before_sexy_statue)
-
-cm_hundo_pod_sexy_statue_room:
- %preset("Sexy Statue Room", preset_hundo_pod_sexy_statue_room)
-
-cm_hundo_pod_mimics:
- %preset("Mimics", preset_hundo_pod_mimics)
-
-cm_hundo_pod_statue:
- %preset("Statue", preset_hundo_pod_statue)
-
-cm_hundo_pod_basement:
- %preset("Basement", preset_hundo_pod_basement)
-
-cm_hundo_pod_turtle_room:
- %preset("Turtle Room", preset_hundo_pod_turtle_room)
-
-cm_hundo_pod_helma:
- %preset("Helma", preset_hundo_pod_helma)
-
-; THIEVES TOWN
-
-cm_hundo_presets_goto_thieves:
- %submenu("Thieves' Town", cm_hundo_presets_thieves)
-
-cm_hundo_presets_thieves:
- dw cm_hundo_thieves_outside_pod
- dw cm_hundo_thieves_ow_hammerdash
- dw cm_hundo_thieves_grove
- dw cm_hundo_thieves_usain_bolt
- dw cm_hundo_thieves_after_activating_flute
- dw cm_hundo_thieves_darkworld
- dw cm_hundo_thieves_entrance
- dw cm_hundo_thieves_after_big_key
- dw cm_hundo_thieves_blind_hallway
- dw cm_hundo_thieves_conveyor_gibos
- dw cm_hundo_thieves_hellway
- dw cm_hundo_thieves_bombable_floor
- dw cm_hundo_thieves_backtracking_1
- dw cm_hundo_thieves_basement
- dw cm_hundo_thieves_prison
- dw cm_hundo_thieves_after_gloves
- dw cm_hundo_thieves_backtracking_2
- dw cm_hundo_thieves_pot_hammerdash
- dw cm_hundo_thieves_blind
- dw !menu_end
- %menu_header("THIEVES TOWN")
-
-cm_hundo_thieves_outside_pod:
- %preset("Outside PoD", preset_hundo_thieves_outside_pod)
-
-cm_hundo_thieves_ow_hammerdash:
- %preset("Overworld Hammerdash", preset_hundo_thieves_ow_hammerdash)
-
-cm_hundo_thieves_grove:
- %preset("Grove", preset_hundo_thieves_grove)
-
-cm_hundo_thieves_usain_bolt:
- %preset("Usain Bolt", preset_hundo_thieves_usain_bolt)
-
-cm_hundo_thieves_after_activating_flute:
- %preset("After Activating Flute", preset_hundo_thieves_after_activating_flute)
-
-cm_hundo_thieves_darkworld:
- %preset("After Warp", preset_hundo_thieves_darkworld)
-
-cm_hundo_thieves_entrance:
- %preset("Entrance", preset_hundo_thieves_entrance)
-
-cm_hundo_thieves_after_big_key:
- %preset("After Big Key", preset_hundo_thieves_after_big_key)
-
-cm_hundo_thieves_blind_hallway:
- %preset("Stalfos Hallway", preset_hundo_thieves_blind_hallway)
-
-cm_hundo_thieves_conveyor_gibos:
- %preset("Conveyor Gibos", preset_hundo_thieves_conveyor_gibos)
-
-cm_hundo_thieves_hellway:
- %preset("Hellway", preset_hundo_thieves_hellway)
-
-cm_hundo_thieves_bombable_floor:
- %preset("Bombable Floor", preset_hundo_thieves_bombable_floor)
-
-cm_hundo_thieves_backtracking_1:
- %preset("Backtracking", preset_hundo_thieves_backtracking_1)
-
-cm_hundo_thieves_basement:
- %preset("Basement", preset_hundo_thieves_basement)
-
-cm_hundo_thieves_prison:
- %preset("Prison", preset_hundo_thieves_prison)
-
-cm_hundo_thieves_after_gloves:
- %preset("Gloves", preset_hundo_thieves_after_gloves)
-
-cm_hundo_thieves_backtracking_2:
- %preset("Backtracking", preset_hundo_thieves_backtracking_2)
-
-cm_hundo_thieves_pot_hammerdash:
- %preset("Pot Hammerdash", preset_hundo_thieves_pot_hammerdash)
-
-cm_hundo_thieves_blind:
- %preset("Blind", preset_hundo_thieves_blind)
-
-; SKULL WOODS
-
-cm_hundo_presets_goto_skull:
- %submenu("Skull Woods", cm_hundo_presets_skull)
-
-cm_hundo_presets_skull:
- dw cm_hundo_skull_outside_thieves
- dw cm_hundo_skull_cursed_dwarf
- dw cm_hundo_skull_getting_tempered
- dw cm_hundo_skull_fence_dash
- dw cm_hundo_skull_dash_to_sw
- dw cm_hundo_skull_mummy_room
- dw cm_hundo_skull_bomb_jump
- dw cm_hundo_skull_key_pot
- dw cm_hundo_skull_skull_entrance
- dw cm_hundo_skull_mummy_hellway
- dw cm_hundo_skull_mummy_key
- dw cm_hundo_skull_mothula
- dw !menu_end
- %menu_header("SKULL WOODS")
-
-cm_hundo_skull_outside_thieves:
- %preset("Outside Thieves", preset_hundo_skull_outside_thieves)
-
-cm_hundo_skull_cursed_dwarf:
- %preset("Cursed Dwarf", preset_hundo_skull_cursed_dwarf)
-
-cm_hundo_skull_getting_tempered:
- %preset("Getting Tempered", preset_hundo_skull_getting_tempered)
-
-cm_hundo_skull_fence_dash:
- %preset("Fencedash", preset_hundo_skull_fence_dash)
-
-cm_hundo_skull_dash_to_sw:
- %preset("Dash to Skull Woods", preset_hundo_skull_dash_to_sw)
-
-cm_hundo_skull_mummy_room:
- %preset("Mummy Room", preset_hundo_skull_mummy_room)
-
-cm_hundo_skull_bomb_jump:
- %preset("Bomb Jump", preset_hundo_skull_bomb_jump)
-
-cm_hundo_skull_key_pot:
- %preset("Key Pot", preset_hundo_skull_key_pot)
-
-cm_hundo_skull_skull_entrance:
- %preset("Skull Entrance", preset_hundo_skull_skull_entrance)
-
-cm_hundo_skull_mummy_hellway:
- %preset("Mummy Hellway", preset_hundo_skull_mummy_hellway)
-
-cm_hundo_skull_mummy_key:
- %preset("Mummy Key", preset_hundo_skull_mummy_key)
-
-cm_hundo_skull_mothula:
- %preset("Mothula", preset_hundo_skull_mothula)
-
-; ICE PALACE
-
-cm_hundo_presets_goto_ice:
- %submenu("Ice Palace", cm_hundo_presets_ice)
-
-cm_hundo_presets_ice:
- dw cm_hundo_ice_outside_skull
- dw cm_hundo_ice_bridge_warp
- dw cm_hundo_ice_lottery
- dw cm_hundo_ice_medallion
- dw cm_hundo_ice_zoras_domain
- dw cm_hundo_ice_tiny_warp
- dw cm_hundo_ice_ice_entrance
- dw cm_hundo_ice_ice2
- dw cm_hundo_ice_penguin_switch_room
- dw cm_hundo_ice_bombable_floor
- dw cm_hundo_ice_conveyor_room
- dw cm_hundo_ice_ipbj
- dw cm_hundo_ice_penguin_room
- dw cm_hundo_ice_lonely_firebar
- dw cm_hundo_ice_last_two_screens
- dw cm_hundo_ice_kholdstare
- dw !menu_end
- %menu_header("ICE PALACE")
-
-cm_hundo_ice_outside_skull:
- %preset("Outside Skull", preset_hundo_ice_outside_skull)
-
-cm_hundo_ice_bridge_warp:
- %preset("Bridge Warp", preset_hundo_ice_bridge_warp)
-
-cm_hundo_ice_lottery:
- %preset("Lottery", preset_hundo_ice_lottery)
-
-cm_hundo_ice_medallion:
- %preset("Medallion", preset_hundo_ice_medallion)
-
-cm_hundo_ice_zoras_domain:
- %preset("Zoras Domain", preset_hundo_ice_zoras_domain)
-
-cm_hundo_ice_tiny_warp:
- %preset("Tiny Warp Dik", preset_hundo_ice_tiny_warp)
-
-cm_hundo_ice_ice_entrance:
- %preset("Entrance", preset_hundo_ice_ice_entrance)
-
-cm_hundo_ice_ice2:
- %preset("Ice 2", preset_hundo_ice_ice2)
-
-cm_hundo_ice_penguin_switch_room:
- %preset("Penguin Switch Room", preset_hundo_ice_penguin_switch_room)
-
-cm_hundo_ice_bombable_floor:
- %preset("Bombable Floor", preset_hundo_ice_bombable_floor)
-
-cm_hundo_ice_conveyor_room:
- %preset("Conveyor Room", preset_hundo_ice_conveyor_room)
-
-cm_hundo_ice_ipbj:
- %preset("IPBJ", preset_hundo_ice_ipbj)
-
-cm_hundo_ice_penguin_room:
- %preset("Penguin Lineup Room", preset_hundo_ice_penguin_room)
-
-cm_hundo_ice_lonely_firebar:
- %preset("Lonely Firebar", preset_hundo_ice_lonely_firebar)
-
-cm_hundo_ice_last_two_screens:
- %preset("Last Two Screens", preset_hundo_ice_last_two_screens)
-
-cm_hundo_ice_kholdstare:
- %preset("Kholdstare", preset_hundo_ice_kholdstare)
-
-; MISERY MIRE
-
-cm_hundo_presets_goto_mire:
- %submenu("Misery Mire", cm_hundo_presets_mire)
-
-cm_hundo_presets_mire:
- dw cm_hundo_mire_outside_swamp
- dw cm_hundo_mire_dm
- dw cm_hundo_mire_free_flutedash
- dw cm_hundo_mire_darkworld_warp
- dw cm_hundo_mire_entrance
- dw cm_hundo_mire_mire2
- dw cm_hundo_mire_main_hub
- dw cm_hundo_mire_beat_the_fireball
- dw cm_hundo_mire_bari_key
- dw cm_hundo_mire_sluggulas
- dw cm_hundo_mire_torches
- dw cm_hundo_mire_spark_gamble
- dw cm_hundo_mire_big_chest_room
- dw cm_hundo_mire_spike_key
- dw cm_hundo_mire_wizzrobe
- dw cm_hundo_mire_basement
- dw cm_hundo_mire_spooky_action_1
- dw cm_hundo_mire_spooky_action_2
- dw cm_hundo_mire_vitty
- dw !menu_end
- %menu_header("MISERY MIRE")
-
-cm_hundo_mire_outside_swamp:
- %preset("Outside Ice", preset_hundo_mire_outside_swamp)
-
-cm_hundo_mire_dm:
- %preset("Death Mountain", preset_hundo_mire_dm)
-
-cm_hundo_mire_free_flutedash:
- %preset("Free Flutedash", preset_hundo_mire_free_flutedash)
-
-cm_hundo_mire_darkworld_warp:
- %preset("Mire Overworld Screen", preset_hundo_mire_darkworld_warp)
-
-cm_hundo_mire_entrance:
- %preset("Mire Entrance", preset_hundo_mire_entrance)
-
-cm_hundo_mire_mire2:
- %preset("Mire 2", preset_hundo_mire_mire2)
-
-cm_hundo_mire_main_hub:
- %preset("Main Hub", preset_hundo_mire_main_hub)
-
-cm_hundo_mire_beat_the_fireball:
- %preset("Beat the Fireball", preset_hundo_mire_beat_the_fireball)
-
-cm_hundo_mire_bari_key:
- %preset("Bari Key", preset_hundo_mire_bari_key)
-
-cm_hundo_mire_sluggulas:
- %preset("Sluggulas", preset_hundo_mire_sluggulas)
-
-cm_hundo_mire_torches:
- %preset("Torches", preset_hundo_mire_torches)
-
-cm_hundo_mire_spark_gamble:
- %preset("Spark Gamble", preset_hundo_mire_spark_gamble)
-
-cm_hundo_mire_big_chest_room:
- %preset("Big Chest Room", preset_hundo_mire_big_chest_room)
-
-cm_hundo_mire_spike_key:
- %preset("Spike Key", preset_hundo_mire_spike_key)
-
-cm_hundo_mire_wizzrobe:
- %preset("Wizzrobe", preset_hundo_mire_wizzrobe)
-
-cm_hundo_mire_basement:
- %preset("Basement", preset_hundo_mire_basement)
-
-cm_hundo_mire_spooky_action_1:
- %preset("Spooky Action 1", preset_hundo_mire_spooky_action_1)
-
-cm_hundo_mire_spooky_action_2:
- %preset("Spooky Action 2", preset_hundo_mire_spooky_action_2)
-
-cm_hundo_mire_vitty:
- %preset("Vitreous", preset_hundo_mire_vitty)
-
-; SWAMP PALACE
-
-cm_hundo_presets_goto_swamp:
- %submenu("Swamp Palace", cm_hundo_presets_swamp)
-
-cm_hundo_presets_swamp:
- dw cm_hundo_swamp_outside_ice
- dw cm_hundo_swamp_links_house
- dw cm_hundo_swamp_swamp_overworld
- dw cm_hundo_swamp_antifairy_room
- dw cm_hundo_swamp_entrance
- dw cm_hundo_swamp_first_key_pot
- dw cm_hundo_swamp_hallway_key_1
- dw cm_hundo_swamp_water_lever_1
- dw cm_hundo_swamp_main_hub
- dw cm_hundo_swamp_water_lever_2
- dw cm_hundo_swamp_sociable_firebar
- dw cm_hundo_swamp_backtracking
- dw cm_hundo_swamp_hook_shot
- dw cm_hundo_swamp_hookdash
- dw cm_hundo_swamp_water_lever_3
- dw cm_hundo_swamp_restock
- dw cm_hundo_swamp_phelps_way
- dw cm_hundo_swamp_arrghus
- dw !menu_end
- %menu_header("SWAMP PALACE")
-
-cm_hundo_swamp_outside_ice:
- %preset("Outside Mire", preset_hundo_swamp_outside_ice)
-
-cm_hundo_swamp_links_house:
- %preset("Link's House", preset_hundo_swamp_links_house)
-
-cm_hundo_swamp_swamp_overworld:
- %preset("Swamp Overworld", preset_hundo_swamp_swamp_overworld)
-
-cm_hundo_swamp_antifairy_room:
- %preset("Antifairy Room", preset_hundo_swamp_antifairy_room)
-
-cm_hundo_swamp_entrance:
- %preset("Entrance", preset_hundo_swamp_entrance)
-
-cm_hundo_swamp_first_key_pot:
- %preset("First Key Pot", preset_hundo_swamp_first_key_pot)
-
-cm_hundo_swamp_hallway_key_1:
- %preset("Tiny Hallway Key", preset_hundo_swamp_hallway_key_1)
-
-cm_hundo_swamp_water_lever_1:
- %preset("Water Lever 1", preset_hundo_swamp_water_lever_1)
-
-cm_hundo_swamp_main_hub:
- %preset("Main Hub", preset_hundo_swamp_main_hub)
-
-cm_hundo_swamp_water_lever_2:
- %preset("Water Lever 2", preset_hundo_swamp_water_lever_2)
-
-cm_hundo_swamp_sociable_firebar:
- %preset("Sociable Firebar", preset_hundo_swamp_sociable_firebar)
-
-cm_hundo_swamp_backtracking:
- %preset("Backtracking", preset_hundo_swamp_backtracking)
-
-cm_hundo_swamp_hook_shot:
- %preset("Hookshot", preset_hundo_swamp_hook_shot)
-
-cm_hundo_swamp_hookdash:
- %preset("Hookdash", preset_hundo_swamp_hookdash)
-
-cm_hundo_swamp_water_lever_3:
- %preset("Water Lever 3", preset_hundo_swamp_water_lever_3)
-
-cm_hundo_swamp_restock:
- %preset("Restock Room", preset_hundo_swamp_restock)
-
-cm_hundo_swamp_phelps_way:
- %preset("Phelps Way", preset_hundo_swamp_phelps_way)
-
-cm_hundo_swamp_arrghus:
- %preset("Arrghus", preset_hundo_swamp_arrghus)
-
-; TURTLE ROCK
-
-cm_hundo_presets_goto_trock:
- %submenu("Turtle Rock", cm_hundo_presets_trock)
-
-cm_hundo_presets_trock:
- dw cm_hundo_trock_outside_mire
- dw cm_hundo_trock_icerod_overworld
- dw cm_hundo_trock_dm
- dw cm_hundo_trock_squirrels
- dw cm_hundo_trock_peg_puzzle
- dw cm_hundo_trock_entrance
- dw cm_hundo_trock_torches
- dw cm_hundo_trock_roller_room
- dw cm_hundo_trock_pokey_0
- dw cm_hundo_trock_chomps
- dw cm_hundo_trock_pokey_1
- dw cm_hundo_trock_pokeys_2
- dw cm_hundo_trock_crystal_roller
- dw cm_hundo_trock_dark_room
- dw cm_hundo_trock_laser_skip
- dw cm_hundo_trock_switch_room
- dw cm_hundo_trock_trinexx
- dw !menu_end
- %menu_header("TURTLE ROCK")
-
-cm_hundo_trock_outside_mire:
- %preset("Outside Swamp", preset_hundo_trock_outside_mire)
-
-cm_hundo_trock_icerod_overworld:
- %preset("Ice Rod Overworld", preset_hundo_trock_icerod_overworld)
-
-cm_hundo_trock_dm:
- %preset("Death Mountain", preset_hundo_trock_dm)
-
-cm_hundo_trock_squirrels:
- %preset("Squirrels", preset_hundo_trock_squirrels)
-
-cm_hundo_trock_peg_puzzle:
- %preset("Peg Puzzle", preset_hundo_trock_peg_puzzle)
-
-cm_hundo_trock_entrance:
- %preset("Entrance", preset_hundo_trock_entrance)
-
-cm_hundo_trock_torches:
- %preset("Torches", preset_hundo_trock_torches)
-
-cm_hundo_trock_roller_room:
- %preset("Roller Room", preset_hundo_trock_roller_room)
-
-cm_hundo_trock_pokey_0:
- %preset("Pokey 0", preset_hundo_trock_pokey_0)
-
-cm_hundo_trock_chomps:
- %preset("Chomps", preset_hundo_trock_chomps)
-
-cm_hundo_trock_pokey_1:
- %preset("Pokey 1", preset_hundo_trock_pokey_1)
-
-cm_hundo_trock_pokeys_2:
- %preset("Pokeys 2", preset_hundo_trock_pokeys_2)
-
-cm_hundo_trock_crystal_roller:
- %preset("Crystal Roller", preset_hundo_trock_crystal_roller)
-
-cm_hundo_trock_dark_room:
- %preset("Dark Room", preset_hundo_trock_dark_room)
-
-cm_hundo_trock_laser_skip:
- %preset("Laser Skip", preset_hundo_trock_laser_skip)
-
-cm_hundo_trock_switch_room:
- %preset("Switch Room", preset_hundo_trock_switch_room)
-
-cm_hundo_trock_trinexx:
- %preset("Trinexx", preset_hundo_trock_trinexx)
-
-; GANONS TOWER
-
-cm_hundo_presets_goto_gtower:
- %submenu("Ganon's Tower", cm_hundo_presets_gtower)
-
-cm_hundo_presets_gtower:
- dw cm_hundo_gtower_outside_trock
- dw cm_hundo_gtower_entrance
- dw cm_hundo_gtower_spike_skip
- dw cm_hundo_gtower_pre_firesnakes_room
- dw cm_hundo_gtower_bombable_floor
- dw cm_hundo_gtower_ice_armos
- dw cm_hundo_gtower_floor_2
- dw cm_hundo_gtower_mimics1
- dw cm_hundo_gtower_mimics2
- dw cm_hundo_gtower_spike_room
- dw cm_hundo_gtower_gauntlet
- dw cm_hundo_gtower_gauntlet_3
- dw cm_hundo_gtower_lanmola2
- dw cm_hundo_gtower_wizz1
- dw cm_hundo_gtower_wizz2
- dw cm_hundo_gtower_torches1
- dw cm_hundo_gtower_torches2
- dw cm_hundo_gtower_helma_key
- dw cm_hundo_gtower_bombable_wall
- dw cm_hundo_gtower_moldorm_2
- dw cm_hundo_gtower_agahnim_2
- dw !menu_end
- %menu_header("GANONS TOWER")
-
-cm_hundo_gtower_outside_trock:
- %preset("Outside Turtle Rock", preset_hundo_gtower_outside_trock)
-
-cm_hundo_gtower_entrance:
- %preset("Entrance", preset_hundo_gtower_entrance)
-
-cm_hundo_gtower_spike_skip:
- %preset("Spike Skip", preset_hundo_gtower_spike_skip)
-
-cm_hundo_gtower_pre_firesnakes_room:
- %preset("Pre Firesnakes Room", preset_hundo_gtower_pre_firesnakes_room)
-
-cm_hundo_gtower_bombable_floor:
- %preset("Bombable Floor", preset_hundo_gtower_bombable_floor)
-
-cm_hundo_gtower_ice_armos:
- %preset("Ice Armos", preset_hundo_gtower_ice_armos)
-
-cm_hundo_gtower_floor_2:
- %preset("Floor 2", preset_hundo_gtower_floor_2)
-
-cm_hundo_gtower_mimics1:
- %preset("Mimics 1", preset_hundo_gtower_mimics1)
-
-cm_hundo_gtower_mimics2:
- %preset("Mimics 2", preset_hundo_gtower_mimics2)
-
-cm_hundo_gtower_spike_room:
- %preset("Spike Room", preset_hundo_gtower_spike_room)
-
-cm_hundo_gtower_gauntlet:
- %preset("Gauntlet 1", preset_hundo_gtower_gauntlet)
-
-cm_hundo_gtower_gauntlet_3:
- %preset("Gauntlet 3", preset_hundo_gtower_gauntlet_3)
-
-cm_hundo_gtower_lanmola2:
- %preset("Lanmola 2", preset_hundo_gtower_lanmola2)
-
-cm_hundo_gtower_wizz1:
- %preset("Wizzrobes 1", preset_hundo_gtower_wizz1)
-
-cm_hundo_gtower_wizz2:
- %preset("Wizzrobes 2", preset_hundo_gtower_wizz2)
-
-cm_hundo_gtower_torches1:
- %preset("Torches 1", preset_hundo_gtower_torches1)
-
-cm_hundo_gtower_torches2:
- %preset("Torches 2", preset_hundo_gtower_torches2)
-
-cm_hundo_gtower_helma_key:
- %preset("Helma Key", preset_hundo_gtower_helma_key)
-
-cm_hundo_gtower_bombable_wall:
- %preset("Bombable Wall", preset_hundo_gtower_bombable_wall)
-
-cm_hundo_gtower_moldorm_2:
- %preset("Moldorm 2", preset_hundo_gtower_moldorm_2)
-
-cm_hundo_gtower_agahnim_2:
- %preset("Agahnim 2", preset_hundo_gtower_agahnim_2)
-
-; GANON
-
-cm_hundo_presets_goto_ganon:
- %submenu("Ganon", cm_hundo_presets_ganon)
-
-cm_hundo_presets_ganon:
- dw cm_hundo_ganon_pyramid
- dw cm_hundo_ganon_pyramid_magic
- dw !menu_end
- %menu_header("GANON")
-
-cm_hundo_ganon_pyramid:
- %preset("Ganon", preset_hundo_ganon_pyramid)
-
-cm_hundo_ganon_pyramid_magic:
- %preset("Ganon (full magic)", preset_hundo_ganon_pyramid_magic)
-
-; BOSSES
-
-cm_hundo_presets_goto_boss:
- %submenu("Bosses", cm_hundo_presets_boss)
-
-cm_hundo_presets_boss:
- dw cm_hundo_eastern_armos
- dw cm_hundo_desert_lanmolas
- dw cm_hundo_hera_moldorm
- dw cm_hundo_aga_agahnim
- dw cm_hundo_pod_helma
- dw cm_hundo_thieves_blind
- dw cm_hundo_skull_mothula
- dw cm_hundo_ice_kholdstare
- dw cm_hundo_swamp_arrghus
- dw cm_hundo_mire_vitty
- dw cm_hundo_trock_trinexx
- dw cm_hundo_gtower_agahnim_2
- dw cm_hundo_ganon_pyramid
- dw cm_hundo_ganon_pyramid_magic
- dw !menu_end
- %menu_header("BOSSES")
diff --git a/src/presetsold/cm_presets_lowleg.asm b/src/presetsold/cm_presets_lowleg.asm
deleted file mode 100644
index 7261dbe..0000000
--- a/src/presetsold/cm_presets_lowleg.asm
+++ /dev/null
@@ -1,987 +0,0 @@
-cm_lowleg_submenu_presets:
- dw cm_lowleg_presets_goto_escape
- dw cm_lowleg_presets_goto_eastern
- dw cm_lowleg_presets_goto_desert
- dw cm_lowleg_presets_goto_hera
- dw cm_lowleg_presets_goto_aga
- dw cm_lowleg_presets_goto_pod
- dw cm_lowleg_presets_goto_thieves
- dw cm_lowleg_presets_goto_skull
- dw cm_lowleg_presets_goto_ice
- dw cm_lowleg_presets_goto_swamp
- dw cm_lowleg_presets_goto_mire
- dw cm_lowleg_presets_goto_trock
- dw cm_lowleg_presets_goto_gtower
- dw cm_lowleg_presets_goto_ganon
- dw cm_lowleg_presets_goto_boss
- dw !menu_end
- %menu_header("LOW LEGACY PRESETS")
-
-; HYRULE CASTLE
-
-cm_lowleg_presets_goto_escape:
- %submenu("Hyrule Castle", cm_lowleg_presets_escape)
-
-cm_lowleg_presets_escape:
- dw cm_lowleg_escape_bed
- dw cm_lowleg_escape_courtyard
- dw cm_lowleg_escape_entrance
- dw cm_lowleg_escape_1st_keyguard
- dw cm_lowleg_escape_stealth_room
- dw cm_lowleg_escape_2nd_keyguard
- dw cm_lowleg_escape_ball_n_chains
- dw cm_lowleg_escape_backtracking
- dw cm_lowleg_escape_keyguard_revisited
- dw cm_lowleg_escape_throne_room
- dw cm_lowleg_escape_snake_avoidance_room
- dw cm_lowleg_escape_water_rooms
- dw cm_lowleg_escape_keyrat
- dw cm_lowleg_escape_last_two_screens
- dw !menu_end
- %menu_header("HYRULE CASTLE")
-
-cm_lowleg_escape_bed:
- %preset("Link's Bed", preset_lowleg_escape_bed)
-
-cm_lowleg_escape_courtyard:
- %preset("Courtyard", preset_lowleg_escape_courtyard)
-
-cm_lowleg_escape_entrance:
- %preset("Entrance", preset_lowleg_escape_entrance)
-
-cm_lowleg_escape_1st_keyguard:
- %preset("1st Key Guard", preset_lowleg_escape_1st_keyguard)
-
-cm_lowleg_escape_stealth_room:
- %preset("Stealth Room", preset_lowleg_escape_stealth_room)
-
-cm_lowleg_escape_2nd_keyguard:
- %preset("2nd Key Guard", preset_lowleg_escape_2nd_keyguard)
-
-cm_lowleg_escape_ball_n_chains:
- %preset("Ball'n Chains", preset_lowleg_escape_ball_n_chains)
-
-cm_lowleg_escape_backtracking:
- %preset("Backtracking", preset_lowleg_escape_backtracking)
-
-cm_lowleg_escape_keyguard_revisited:
- %preset("Key Guard Revisited", preset_lowleg_escape_keyguard_revisited)
-
-cm_lowleg_escape_throne_room:
- %preset("Throne Room", preset_lowleg_escape_throne_room)
-
-cm_lowleg_escape_snake_avoidance_room:
- %preset("Snake Avoidance Room", preset_lowleg_escape_snake_avoidance_room)
-
-cm_lowleg_escape_water_rooms:
- %preset("Sewer Rooms", preset_lowleg_escape_water_rooms)
-
-cm_lowleg_escape_keyrat:
- %preset("Key Rat", preset_lowleg_escape_keyrat)
-
-cm_lowleg_escape_last_two_screens:
- %preset("Last Two Screens", preset_lowleg_escape_last_two_screens)
-
-; EASTERN
-
-cm_lowleg_presets_goto_eastern:
- %submenu("Eastern", cm_lowleg_presets_eastern)
-
-cm_lowleg_presets_eastern:
- dw cm_lowleg_eastern_before_cutscene
- dw cm_lowleg_eastern_after_cutscene
- dw cm_lowleg_eastern_octorok
- dw cm_lowleg_eastern_outside_palace
- dw cm_lowleg_eastern_entrance
- dw cm_lowleg_eastern_stalfos_room
- dw cm_lowleg_eastern_big_chest_room_1
- dw cm_lowleg_eastern_dark_key_room
- dw cm_lowleg_eastern_big_key_dmg_boost
- dw cm_lowleg_eastern_big_chest_room_2
- dw cm_lowleg_eastern_gwg
- dw cm_lowleg_eastern_pot_room
- dw cm_lowleg_eastern_zeldagamer_room
- dw cm_lowleg_eastern_armos
- dw !menu_end
- %menu_header("EASTERN")
-
-cm_lowleg_eastern_before_cutscene:
- %preset("Before Cutscene", preset_lowleg_eastern_before_cutscene)
-
-cm_lowleg_eastern_after_cutscene:
- %preset("After Cutscene", preset_lowleg_eastern_after_cutscene)
-
-cm_lowleg_eastern_octorok:
- %preset("Octorok OW", preset_lowleg_eastern_octorok)
-
-cm_lowleg_eastern_outside_palace:
- %preset("EP Overworld", preset_lowleg_eastern_outside_palace)
-
-cm_lowleg_eastern_entrance:
- %preset("Entrance", preset_lowleg_eastern_entrance)
-
-cm_lowleg_eastern_stalfos_room:
- %preset("Stalfos Room", preset_lowleg_eastern_stalfos_room)
-
-cm_lowleg_eastern_big_chest_room_1:
- %preset("Big Chest Room 1", preset_lowleg_eastern_big_chest_room_1)
-
-cm_lowleg_eastern_dark_key_room:
- %preset("Dark Key Room", preset_lowleg_eastern_dark_key_room)
-
-cm_lowleg_eastern_big_key_dmg_boost:
- %preset("Big Key DMG Boost", preset_lowleg_eastern_big_key_dmg_boost)
-
-cm_lowleg_eastern_big_chest_room_2:
- %preset("Big Chest Room 2", preset_lowleg_eastern_big_chest_room_2)
-
-cm_lowleg_eastern_gwg:
- %preset("Gifted With Greenies", preset_lowleg_eastern_gwg)
-
-cm_lowleg_eastern_pot_room:
- %preset("Pot Room", preset_lowleg_eastern_pot_room)
-
-cm_lowleg_eastern_zeldagamer_room:
- %preset("Zeldagamer Room", preset_lowleg_eastern_zeldagamer_room)
-
-cm_lowleg_eastern_armos:
- %preset("Armos", preset_lowleg_eastern_armos)
-
-; DESERT
-
-cm_lowleg_presets_goto_desert:
- %submenu("Desert", cm_lowleg_presets_desert)
-
-cm_lowleg_presets_desert:
- dw cm_lowleg_desert_outside_eastern_palace
- dw cm_lowleg_desert_ep_spinspeed
- dw cm_lowleg_desert_bridge_screen
- dw cm_lowleg_desert_unholy_spinspeed
- dw cm_lowleg_desert_water_dash
- dw cm_lowleg_desert_outside_desert_palace
- dw cm_lowleg_desert_desert_entrance
- dw cm_lowleg_desert_keybonk
- dw cm_lowleg_desert_pre_cannonball_room
- dw cm_lowleg_desert_pot_room
- dw cm_lowleg_desert_desert2_spinspeed
- dw cm_lowleg_desert_popo_genocide_room
- dw cm_lowleg_desert_torches
- dw cm_lowleg_desert_lanmolas
- dw !menu_end
- %menu_header("DESERT")
-
-cm_lowleg_desert_outside_eastern_palace:
- %preset("Outside Eastern Palace", preset_lowleg_desert_outside_eastern_palace)
-
-cm_lowleg_desert_ep_spinspeed:
- %preset("Eastern Palace Spinspeed", preset_lowleg_desert_ep_spinspeed)
-
-cm_lowleg_desert_bridge_screen:
- %preset("Bridge Screen", preset_lowleg_desert_bridge_screen)
-
-cm_lowleg_desert_unholy_spinspeed:
- %preset("Unholy Spinspeed", preset_lowleg_desert_unholy_spinspeed)
-
-cm_lowleg_desert_water_dash:
- %preset("Water Dash", preset_lowleg_desert_water_dash)
-
-cm_lowleg_desert_outside_desert_palace:
- %preset("Outside Desert Palace", preset_lowleg_desert_outside_desert_palace)
-
-cm_lowleg_desert_desert_entrance:
- %preset("Entrance", preset_lowleg_desert_desert_entrance)
-
-cm_lowleg_desert_keybonk:
- %preset("Key Bonk", preset_lowleg_desert_keybonk)
-
-cm_lowleg_desert_pre_cannonball_room:
- %preset("Pre Cannonball Room", preset_lowleg_desert_pre_cannonball_room)
-
-cm_lowleg_desert_pot_room:
- %preset("Pot Room", preset_lowleg_desert_pot_room)
-
-cm_lowleg_desert_desert2_spinspeed:
- %preset("Desert 2 Spinspeed", preset_lowleg_desert_desert2_spinspeed)
-
-cm_lowleg_desert_popo_genocide_room:
- %preset("Popo Genocide", preset_lowleg_desert_popo_genocide_room)
-
-cm_lowleg_desert_torches:
- %preset("Torches", preset_lowleg_desert_torches)
-
-cm_lowleg_desert_lanmolas:
- %preset("Lanmolas", preset_lowleg_desert_lanmolas)
-
-; HERA
-
-cm_lowleg_presets_goto_hera:
- %submenu("Hera", cm_lowleg_presets_hera)
-
-cm_lowleg_presets_hera:
- dw cm_lowleg_hera_outside_desert_palace
- dw cm_lowleg_hera_fake_flippers
- dw cm_lowleg_hera_dm
- dw cm_lowleg_hera_after_mirror
- dw cm_lowleg_hera_quickhop
- dw cm_lowleg_hera_entrance
- dw cm_lowleg_hera_tile_room
- dw cm_lowleg_hera_torches
- dw cm_lowleg_hera_beetles
- dw cm_lowleg_hera_petting_zoo
- dw cm_lowleg_hera_moldorm
- dw !menu_end
- %menu_header("HERA")
-
-cm_lowleg_hera_outside_desert_palace:
- %preset("Outside Desert Palace", preset_lowleg_hera_outside_desert_palace)
-
-cm_lowleg_hera_fake_flippers:
- %preset("Fake Flippers", preset_lowleg_hera_fake_flippers)
-
-cm_lowleg_hera_dm:
- %preset("Death Mountain", preset_lowleg_hera_dm)
-
-cm_lowleg_hera_after_mirror:
- %preset("After Mirror", preset_lowleg_hera_after_mirror)
-
-cm_lowleg_hera_quickhop:
- %preset("Quickhop", preset_lowleg_hera_quickhop)
-
-cm_lowleg_hera_entrance:
- %preset("Entrance", preset_lowleg_hera_entrance)
-
-cm_lowleg_hera_tile_room:
- %preset("Tile room", preset_lowleg_hera_tile_room)
-
-cm_lowleg_hera_torches:
- %preset("Torches", preset_lowleg_hera_torches)
-
-cm_lowleg_hera_beetles:
- %preset("Beetles", preset_lowleg_hera_beetles)
-
-cm_lowleg_hera_petting_zoo:
- %preset("Petting Zoo", preset_lowleg_hera_petting_zoo)
-
-cm_lowleg_hera_moldorm:
- %preset("Moldorm", preset_lowleg_hera_moldorm)
-
-; AGAHNIMS TOWER
-
-cm_lowleg_presets_goto_aga:
- %submenu("Agahnim's Tower", cm_lowleg_presets_aga)
-
-cm_lowleg_presets_aga:
- dw cm_lowleg_aga_outside_hera
- dw cm_lowleg_aga_first_rupee_tree
- dw cm_lowleg_aga_lost_woods
- dw cm_lowleg_aga_after_grove
- dw cm_lowleg_aga_after_lost_woods
- dw cm_lowleg_aga_castle_screen
- dw cm_lowleg_aga_entrance
- dw cm_lowleg_aga_fairy_skip
- dw cm_lowleg_aga_dark_room_of_despair
- dw cm_lowleg_aga_dark_room_of_melancholy
- dw cm_lowleg_aga_spear_guards
- dw cm_lowleg_aga_circle_of_pots
- dw cm_lowleg_aga_pit_room
- dw cm_lowleg_aga_agahnim
- dw !menu_end
- %menu_header("AGAHNIMS TOWER")
-
-cm_lowleg_aga_outside_hera:
- %preset("Outside Hera", preset_lowleg_aga_outside_hera)
-
-cm_lowleg_aga_first_rupee_tree:
- %preset("First Rupee Tree", preset_lowleg_aga_first_rupee_tree)
-
-cm_lowleg_aga_lost_woods:
- %preset("Lost Woods", preset_lowleg_aga_lost_woods)
-
-cm_lowleg_aga_after_grove:
- %preset("After Grove", preset_lowleg_aga_after_grove)
-
-cm_lowleg_aga_after_lost_woods:
- %preset("After Lost Woods", preset_lowleg_aga_after_lost_woods)
-
-cm_lowleg_aga_castle_screen:
- %preset("Castle Screen", preset_lowleg_aga_castle_screen)
-
-cm_lowleg_aga_entrance:
- %preset("Entrance", preset_lowleg_aga_entrance)
-
-cm_lowleg_aga_fairy_skip:
- %preset("Fairy Skip", preset_lowleg_aga_fairy_skip)
-
-cm_lowleg_aga_dark_room_of_despair:
- %preset("Dark Room of Despair", preset_lowleg_aga_dark_room_of_despair)
-
-cm_lowleg_aga_dark_room_of_melancholy:
- %preset("Dark Room of Melancholy", preset_lowleg_aga_dark_room_of_melancholy)
-
-cm_lowleg_aga_spear_guards:
- %preset("Spear Guards", preset_lowleg_aga_spear_guards)
-
-cm_lowleg_aga_circle_of_pots:
- %preset("Circle of Pots", preset_lowleg_aga_circle_of_pots)
-
-cm_lowleg_aga_pit_room:
- %preset("Pit Room", preset_lowleg_aga_pit_room)
-
-cm_lowleg_aga_agahnim:
- %preset("Agahnim", preset_lowleg_aga_agahnim)
-
-; PALACE OF DARKNESS
-
-cm_lowleg_presets_goto_pod:
- %submenu("Palace of Darkness", cm_lowleg_presets_pod)
-
-cm_lowleg_presets_pod:
- dw cm_lowleg_pod_pyramid
- dw cm_lowleg_pod_pod_overworld
- dw cm_lowleg_pod_entrance
- dw cm_lowleg_pod_main_hub_small_key
- dw cm_lowleg_pod_main_hub_bk
- dw cm_lowleg_pod_main_hub_hammeryump
- dw cm_lowleg_pod_hammeryump
- dw cm_lowleg_pod_before_sexy_statue
- dw cm_lowleg_pod_sexy_statue_room
- dw cm_lowleg_pod_mimics
- dw cm_lowleg_pod_statue
- dw cm_lowleg_pod_basement
- dw cm_lowleg_pod_turtle_room
- dw cm_lowleg_pod_helma
- dw !menu_end
- %menu_header("PALACE OF DARKNESS")
-
-cm_lowleg_pod_pyramid:
- %preset("Pyramid", preset_lowleg_pod_pyramid)
-
-cm_lowleg_pod_pod_overworld:
- %preset("Palace Overworld Screen", preset_lowleg_pod_pod_overworld)
-
-cm_lowleg_pod_entrance:
- %preset("Entrance", preset_lowleg_pod_entrance)
-
-cm_lowleg_pod_main_hub_small_key:
- %preset("Main Hub (small key)", preset_lowleg_pod_main_hub_small_key)
-
-cm_lowleg_pod_main_hub_bk:
- %preset("Main Hub (bk)", preset_lowleg_pod_main_hub_bk)
-
-cm_lowleg_pod_main_hub_hammeryump:
- %preset("Main Hub (hammeryump)", preset_lowleg_pod_main_hub_hammeryump)
-
-cm_lowleg_pod_hammeryump:
- %preset("Hammeryump", preset_lowleg_pod_hammeryump)
-
-cm_lowleg_pod_before_sexy_statue:
- %preset("Pre Sexy Statue", preset_lowleg_pod_before_sexy_statue)
-
-cm_lowleg_pod_sexy_statue_room:
- %preset("Sexy Statue Room", preset_lowleg_pod_sexy_statue_room)
-
-cm_lowleg_pod_mimics:
- %preset("Mimics", preset_lowleg_pod_mimics)
-
-cm_lowleg_pod_statue:
- %preset("Statue", preset_lowleg_pod_statue)
-
-cm_lowleg_pod_basement:
- %preset("Basement", preset_lowleg_pod_basement)
-
-cm_lowleg_pod_turtle_room:
- %preset("Turtle Room", preset_lowleg_pod_turtle_room)
-
-cm_lowleg_pod_helma:
- %preset("Helma", preset_lowleg_pod_helma)
-
-; THIEVES TOWN
-
-cm_lowleg_presets_goto_thieves:
- %submenu("Thieves' Town", cm_lowleg_presets_thieves)
-
-cm_lowleg_presets_thieves:
- dw cm_lowleg_thieves_outside_pod
- dw cm_lowleg_thieves_ow_hammerdash
- dw cm_lowleg_thieves_grove
- dw cm_lowleg_thieves_usain_bolt
- dw cm_lowleg_thieves_after_activating_flute
- dw cm_lowleg_thieves_darkworld
- dw cm_lowleg_thieves_entrance
- dw cm_lowleg_thieves_after_big_key
- dw cm_lowleg_thieves_blind_hallway
- dw cm_lowleg_thieves_conveyor_gibos
- dw cm_lowleg_thieves_hellway
- dw cm_lowleg_thieves_bombable_floor
- dw cm_lowleg_thieves_backtracking_1
- dw cm_lowleg_thieves_basement
- dw cm_lowleg_thieves_prison
- dw cm_lowleg_thieves_after_gloves
- dw cm_lowleg_thieves_backtracking_2
- dw cm_lowleg_thieves_pot_hammerdash
- dw cm_lowleg_thieves_blind
- dw !menu_end
- %menu_header("THIEVES TOWN")
-
-cm_lowleg_thieves_outside_pod:
- %preset("Outside PoD", preset_lowleg_thieves_outside_pod)
-
-cm_lowleg_thieves_ow_hammerdash:
- %preset("Overworld Hammerdash", preset_lowleg_thieves_ow_hammerdash)
-
-cm_lowleg_thieves_grove:
- %preset("Grove", preset_lowleg_thieves_grove)
-
-cm_lowleg_thieves_usain_bolt:
- %preset("Usain Bolt", preset_lowleg_thieves_usain_bolt)
-
-cm_lowleg_thieves_after_activating_flute:
- %preset("After Activating Flute", preset_lowleg_thieves_after_activating_flute)
-
-cm_lowleg_thieves_darkworld:
- %preset("After Warp", preset_lowleg_thieves_darkworld)
-
-cm_lowleg_thieves_entrance:
- %preset("Entrance", preset_lowleg_thieves_entrance)
-
-cm_lowleg_thieves_after_big_key:
- %preset("After Big Key", preset_lowleg_thieves_after_big_key)
-
-cm_lowleg_thieves_blind_hallway:
- %preset("Stalfos Hallway", preset_lowleg_thieves_blind_hallway)
-
-cm_lowleg_thieves_conveyor_gibos:
- %preset("Conveyor Gibos", preset_lowleg_thieves_conveyor_gibos)
-
-cm_lowleg_thieves_hellway:
- %preset("Hellway", preset_lowleg_thieves_hellway)
-
-cm_lowleg_thieves_bombable_floor:
- %preset("Bombable Floor", preset_lowleg_thieves_bombable_floor)
-
-cm_lowleg_thieves_backtracking_1:
- %preset("Backtracking", preset_lowleg_thieves_backtracking_1)
-
-cm_lowleg_thieves_basement:
- %preset("Basement", preset_lowleg_thieves_basement)
-
-cm_lowleg_thieves_prison:
- %preset("Prison", preset_lowleg_thieves_prison)
-
-cm_lowleg_thieves_after_gloves:
- %preset("Gloves", preset_lowleg_thieves_after_gloves)
-
-cm_lowleg_thieves_backtracking_2:
- %preset("Backtracking", preset_lowleg_thieves_backtracking_2)
-
-cm_lowleg_thieves_pot_hammerdash:
- %preset("Pot Hammerdash", preset_lowleg_thieves_pot_hammerdash)
-
-cm_lowleg_thieves_blind:
- %preset("Blind", preset_lowleg_thieves_blind)
-
-; SKULL WOODS
-
-cm_lowleg_presets_goto_skull:
- %submenu("Skull Woods", cm_lowleg_presets_skull)
-
-cm_lowleg_presets_skull:
- dw cm_lowleg_skull_outside_thieves
- dw cm_lowleg_skull_cursed_dwarf
- dw cm_lowleg_skull_getting_tempered
- dw cm_lowleg_skull_fence_dash
- dw cm_lowleg_skull_dash_to_sw
- dw cm_lowleg_skull_mummy_room
- dw cm_lowleg_skull_bomb_jump
- dw cm_lowleg_skull_key_pot
- dw cm_lowleg_skull_skull_entrance
- dw cm_lowleg_skull_mummy_hellway
- dw cm_lowleg_skull_mummy_key
- dw cm_lowleg_skull_mothula
- dw !menu_end
- %menu_header("SKULL WOODS")
-
-cm_lowleg_skull_outside_thieves:
- %preset("Outside Thieves", preset_lowleg_skull_outside_thieves)
-
-cm_lowleg_skull_cursed_dwarf:
- %preset("Cursed Dwarf", preset_lowleg_skull_cursed_dwarf)
-
-cm_lowleg_skull_getting_tempered:
- %preset("Getting Tempered", preset_lowleg_skull_getting_tempered)
-
-cm_lowleg_skull_fence_dash:
- %preset("Fencedash", preset_lowleg_skull_fence_dash)
-
-cm_lowleg_skull_dash_to_sw:
- %preset("Dash to Skull Woods", preset_lowleg_skull_dash_to_sw)
-
-cm_lowleg_skull_mummy_room:
- %preset("Mummy Room", preset_lowleg_skull_mummy_room)
-
-cm_lowleg_skull_bomb_jump:
- %preset("Bomb Jump", preset_lowleg_skull_bomb_jump)
-
-cm_lowleg_skull_key_pot:
- %preset("Key Pot", preset_lowleg_skull_key_pot)
-
-cm_lowleg_skull_skull_entrance:
- %preset("Skull Entrance", preset_lowleg_skull_skull_entrance)
-
-cm_lowleg_skull_mummy_hellway:
- %preset("Mummy Hellway", preset_lowleg_skull_mummy_hellway)
-
-cm_lowleg_skull_mummy_key:
- %preset("Mummy Key", preset_lowleg_skull_mummy_key)
-
-cm_lowleg_skull_mothula:
- %preset("Mothula", preset_lowleg_skull_mothula)
-
-; ICE PALACE
-
-cm_lowleg_presets_goto_ice:
- %submenu("Ice Palace", cm_lowleg_presets_ice)
-
-cm_lowleg_presets_ice:
- dw cm_lowleg_ice_outside_skull
- dw cm_lowleg_ice_bridge_warp
- dw cm_lowleg_ice_lottery
- dw cm_lowleg_ice_medallion
- dw cm_lowleg_ice_zoras_domain
- dw cm_lowleg_ice_tiny_warp
- dw cm_lowleg_ice_ice_entrance
- dw cm_lowleg_ice_ice2
- dw cm_lowleg_ice_penguin_switch_room
- dw cm_lowleg_ice_bombable_floor
- dw cm_lowleg_ice_conveyor_room
- dw cm_lowleg_ice_ipbj
- dw cm_lowleg_ice_penguin_room
- dw cm_lowleg_ice_lonely_firebar
- dw cm_lowleg_ice_last_two_screens
- dw cm_lowleg_ice_kholdstare
- dw !menu_end
- %menu_header("ICE PALACE")
-
-cm_lowleg_ice_outside_skull:
- %preset("Outside Skull", preset_lowleg_ice_outside_skull)
-
-cm_lowleg_ice_bridge_warp:
- %preset("Bridge Warp", preset_lowleg_ice_bridge_warp)
-
-cm_lowleg_ice_lottery:
- %preset("Lottery", preset_lowleg_ice_lottery)
-
-cm_lowleg_ice_medallion:
- %preset("Medallion", preset_lowleg_ice_medallion)
-
-cm_lowleg_ice_zoras_domain:
- %preset("Zoras Domain", preset_lowleg_ice_zoras_domain)
-
-cm_lowleg_ice_tiny_warp:
- %preset("Tiny Warp Dik", preset_lowleg_ice_tiny_warp)
-
-cm_lowleg_ice_ice_entrance:
- %preset("Entrance", preset_lowleg_ice_ice_entrance)
-
-cm_lowleg_ice_ice2:
- %preset("Ice 2", preset_lowleg_ice_ice2)
-
-cm_lowleg_ice_penguin_switch_room:
- %preset("Penguin Switch Room", preset_lowleg_ice_penguin_switch_room)
-
-cm_lowleg_ice_bombable_floor:
- %preset("Bombable Floor", preset_lowleg_ice_bombable_floor)
-
-cm_lowleg_ice_conveyor_room:
- %preset("Conveyor Room", preset_lowleg_ice_conveyor_room)
-
-cm_lowleg_ice_ipbj:
- %preset("IPBJ", preset_lowleg_ice_ipbj)
-
-cm_lowleg_ice_penguin_room:
- %preset("Penguin Lineup Room", preset_lowleg_ice_penguin_room)
-
-cm_lowleg_ice_lonely_firebar:
- %preset("Lonely Firebar", preset_lowleg_ice_lonely_firebar)
-
-cm_lowleg_ice_last_two_screens:
- %preset("Last Two Screens", preset_lowleg_ice_last_two_screens)
-
-cm_lowleg_ice_kholdstare:
- %preset("Kholdstare", preset_lowleg_ice_kholdstare)
-
-; SWAMP PALACE
-
-cm_lowleg_presets_goto_swamp:
- %submenu("Swamp Palace", cm_lowleg_presets_swamp)
-
-cm_lowleg_presets_swamp:
- dw cm_lowleg_swamp_outside_ice
- dw cm_lowleg_swamp_links_house
- dw cm_lowleg_swamp_swamp_overworld
- dw cm_lowleg_swamp_antifairy_room
- dw cm_lowleg_swamp_entrance
- dw cm_lowleg_swamp_first_key_pot
- dw cm_lowleg_swamp_hallway_key_1
- dw cm_lowleg_swamp_water_lever_1
- dw cm_lowleg_swamp_main_hub
- dw cm_lowleg_swamp_water_lever_2
- dw cm_lowleg_swamp_sociable_firebar
- dw cm_lowleg_swamp_backtracking
- dw cm_lowleg_swamp_hook_shot
- dw cm_lowleg_swamp_hookdash
- dw cm_lowleg_swamp_water_lever_3
- dw cm_lowleg_swamp_restock
- dw cm_lowleg_swamp_phelps_way
- dw cm_lowleg_swamp_arrghus
- dw !menu_end
- %menu_header("SWAMP PALACE")
-
-cm_lowleg_swamp_outside_ice:
- %preset("Outside Ice", preset_lowleg_swamp_outside_ice)
-
-cm_lowleg_swamp_links_house:
- %preset("Link's House", preset_lowleg_swamp_links_house)
-
-cm_lowleg_swamp_swamp_overworld:
- %preset("Swamp Overworld", preset_lowleg_swamp_swamp_overworld)
-
-cm_lowleg_swamp_antifairy_room:
- %preset("Antifairy Room", preset_lowleg_swamp_antifairy_room)
-
-cm_lowleg_swamp_entrance:
- %preset("Entrance", preset_lowleg_swamp_entrance)
-
-cm_lowleg_swamp_first_key_pot:
- %preset("First Key Pot", preset_lowleg_swamp_first_key_pot)
-
-cm_lowleg_swamp_hallway_key_1:
- %preset("Tiny Hallway Key", preset_lowleg_swamp_hallway_key_1)
-
-cm_lowleg_swamp_water_lever_1:
- %preset("Water Lever 1", preset_lowleg_swamp_water_lever_1)
-
-cm_lowleg_swamp_main_hub:
- %preset("Main Hub", preset_lowleg_swamp_main_hub)
-
-cm_lowleg_swamp_water_lever_2:
- %preset("Water Lever 2", preset_lowleg_swamp_water_lever_2)
-
-cm_lowleg_swamp_sociable_firebar:
- %preset("Sociable Firebar", preset_lowleg_swamp_sociable_firebar)
-
-cm_lowleg_swamp_backtracking:
- %preset("Backtracking", preset_lowleg_swamp_backtracking)
-
-cm_lowleg_swamp_hook_shot:
- %preset("Hookshot", preset_lowleg_swamp_hook_shot)
-
-cm_lowleg_swamp_hookdash:
- %preset("Hookdash", preset_lowleg_swamp_hookdash)
-
-cm_lowleg_swamp_water_lever_3:
- %preset("Water Lever 3", preset_lowleg_swamp_water_lever_3)
-
-cm_lowleg_swamp_restock:
- %preset("Restock Room", preset_lowleg_swamp_restock)
-
-cm_lowleg_swamp_phelps_way:
- %preset("Phelps Way", preset_lowleg_swamp_phelps_way)
-
-cm_lowleg_swamp_arrghus:
- %preset("Arrghus", preset_lowleg_swamp_arrghus)
-
-; MISERY MIRE
-
-cm_lowleg_presets_goto_mire:
- %submenu("Misery Mire", cm_lowleg_presets_mire)
-
-cm_lowleg_presets_mire:
- dw cm_lowleg_mire_outside_swamp
- dw cm_lowleg_mire_dm
- dw cm_lowleg_mire_free_flutedash
- dw cm_lowleg_mire_darkworld_warp
- dw cm_lowleg_mire_entrance
- dw cm_lowleg_mire_mire2
- dw cm_lowleg_mire_main_hub
- dw cm_lowleg_mire_beat_the_fireball
- dw cm_lowleg_mire_bari_key
- dw cm_lowleg_mire_sluggulas
- dw cm_lowleg_mire_torches
- dw cm_lowleg_mire_spark_gamble
- dw cm_lowleg_mire_big_chest_room
- dw cm_lowleg_mire_spike_key
- dw cm_lowleg_mire_wizzrobe
- dw cm_lowleg_mire_basement
- dw cm_lowleg_mire_spooky_action_1
- dw cm_lowleg_mire_spooky_action_2
- dw cm_lowleg_mire_vitty
- dw !menu_end
- %menu_header("MISERY MIRE")
-
-cm_lowleg_mire_outside_swamp:
- %preset("Outside Swamp", preset_lowleg_mire_outside_swamp)
-
-cm_lowleg_mire_dm:
- %preset("Death Mountain", preset_lowleg_mire_dm)
-
-cm_lowleg_mire_free_flutedash:
- %preset("Free Flutedash", preset_lowleg_mire_free_flutedash)
-
-cm_lowleg_mire_darkworld_warp:
- %preset("Mire Overworld Screen", preset_lowleg_mire_darkworld_warp)
-
-cm_lowleg_mire_entrance:
- %preset("Mire Entrance", preset_lowleg_mire_entrance)
-
-cm_lowleg_mire_mire2:
- %preset("Mire 2", preset_lowleg_mire_mire2)
-
-cm_lowleg_mire_main_hub:
- %preset("Main Hub", preset_lowleg_mire_main_hub)
-
-cm_lowleg_mire_beat_the_fireball:
- %preset("Beat the Fireball", preset_lowleg_mire_beat_the_fireball)
-
-cm_lowleg_mire_bari_key:
- %preset("Bari Key", preset_lowleg_mire_bari_key)
-
-cm_lowleg_mire_sluggulas:
- %preset("Sluggulas", preset_lowleg_mire_sluggulas)
-
-cm_lowleg_mire_torches:
- %preset("Torches", preset_lowleg_mire_torches)
-
-cm_lowleg_mire_spark_gamble:
- %preset("Spark Gamble", preset_lowleg_mire_spark_gamble)
-
-cm_lowleg_mire_big_chest_room:
- %preset("Big Chest Room", preset_lowleg_mire_big_chest_room)
-
-cm_lowleg_mire_spike_key:
- %preset("Spike Key", preset_lowleg_mire_spike_key)
-
-cm_lowleg_mire_wizzrobe:
- %preset("Wizzrobe", preset_lowleg_mire_wizzrobe)
-
-cm_lowleg_mire_basement:
- %preset("Basement", preset_lowleg_mire_basement)
-
-cm_lowleg_mire_spooky_action_1:
- %preset("Spooky Action 1", preset_lowleg_mire_spooky_action_1)
-
-cm_lowleg_mire_spooky_action_2:
- %preset("Spooky Action 2", preset_lowleg_mire_spooky_action_2)
-
-cm_lowleg_mire_vitty:
- %preset("Vitreous", preset_lowleg_mire_vitty)
-
-; TURTLE ROCK
-
-cm_lowleg_presets_goto_trock:
- %submenu("Turtle Rock", cm_lowleg_presets_trock)
-
-cm_lowleg_presets_trock:
- dw cm_lowleg_trock_outside_mire
- dw cm_lowleg_trock_icerod_overworld
- dw cm_lowleg_trock_dm
- dw cm_lowleg_trock_squirrels
- dw cm_lowleg_trock_peg_puzzle
- dw cm_lowleg_trock_entrance
- dw cm_lowleg_trock_torches
- dw cm_lowleg_trock_roller_room
- dw cm_lowleg_trock_pokey_0
- dw cm_lowleg_trock_chomps
- dw cm_lowleg_trock_pokey_1
- dw cm_lowleg_trock_pokeys_2
- dw cm_lowleg_trock_crystal_roller
- dw cm_lowleg_trock_dark_room
- dw cm_lowleg_trock_laser_skip
- dw cm_lowleg_trock_switch_room
- dw cm_lowleg_trock_trinexx
- dw !menu_end
- %menu_header("TURTLE ROCK")
-
-cm_lowleg_trock_outside_mire:
- %preset("Outside Mire", preset_lowleg_trock_outside_mire)
-
-cm_lowleg_trock_icerod_overworld:
- %preset("Ice Rod Overworld", preset_lowleg_trock_icerod_overworld)
-
-cm_lowleg_trock_dm:
- %preset("Death Mountain", preset_lowleg_trock_dm)
-
-cm_lowleg_trock_squirrels:
- %preset("Squirrels", preset_lowleg_trock_squirrels)
-
-cm_lowleg_trock_peg_puzzle:
- %preset("Peg Puzzle", preset_lowleg_trock_peg_puzzle)
-
-cm_lowleg_trock_entrance:
- %preset("Entrance", preset_lowleg_trock_entrance)
-
-cm_lowleg_trock_torches:
- %preset("Torches", preset_lowleg_trock_torches)
-
-cm_lowleg_trock_roller_room:
- %preset("Roller Room", preset_lowleg_trock_roller_room)
-
-cm_lowleg_trock_pokey_0:
- %preset("Pokey 0", preset_lowleg_trock_pokey_0)
-
-cm_lowleg_trock_chomps:
- %preset("Chomps", preset_lowleg_trock_chomps)
-
-cm_lowleg_trock_pokey_1:
- %preset("Pokey 1", preset_lowleg_trock_pokey_1)
-
-cm_lowleg_trock_pokeys_2:
- %preset("Pokeys 2", preset_lowleg_trock_pokeys_2)
-
-cm_lowleg_trock_crystal_roller:
- %preset("Crystal Roller", preset_lowleg_trock_crystal_roller)
-
-cm_lowleg_trock_dark_room:
- %preset("Dark Room", preset_lowleg_trock_dark_room)
-
-cm_lowleg_trock_laser_skip:
- %preset("Laser Skip", preset_lowleg_trock_laser_skip)
-
-cm_lowleg_trock_switch_room:
- %preset("Switch Room", preset_lowleg_trock_switch_room)
-
-cm_lowleg_trock_trinexx:
- %preset("Trinexx", preset_lowleg_trock_trinexx)
-
-; GANONS TOWER
-
-cm_lowleg_presets_goto_gtower:
- %submenu("Ganon's Tower", cm_lowleg_presets_gtower)
-
-cm_lowleg_presets_gtower:
- dw cm_lowleg_gtower_outside_trock
- dw cm_lowleg_gtower_entrance
- dw cm_lowleg_gtower_spike_skip
- dw cm_lowleg_gtower_pre_firesnakes_room
- dw cm_lowleg_gtower_bombable_floor
- dw cm_lowleg_gtower_ice_armos
- dw cm_lowleg_gtower_floor_2
- dw cm_lowleg_gtower_mimics1
- dw cm_lowleg_gtower_mimics2
- dw cm_lowleg_gtower_spike_room
- dw cm_lowleg_gtower_gauntlet
- dw cm_lowleg_gtower_gauntlet_3
- dw cm_lowleg_gtower_lanmola2
- dw cm_lowleg_gtower_wizz1
- dw cm_lowleg_gtower_wizz2
- dw cm_lowleg_gtower_torches1
- dw cm_lowleg_gtower_torches2
- dw cm_lowleg_gtower_helma_key
- dw cm_lowleg_gtower_bombable_wall
- dw cm_lowleg_gtower_moldorm_2
- dw cm_lowleg_gtower_agahnim_2
- dw !menu_end
- %menu_header("GANONS TOWER")
-
-cm_lowleg_gtower_outside_trock:
- %preset("Outside Turtle Rock", preset_lowleg_gtower_outside_trock)
-
-cm_lowleg_gtower_entrance:
- %preset("Entrance", preset_lowleg_gtower_entrance)
-
-cm_lowleg_gtower_spike_skip:
- %preset("Spike Skip", preset_lowleg_gtower_spike_skip)
-
-cm_lowleg_gtower_pre_firesnakes_room:
- %preset("Pre Firesnakes Room", preset_lowleg_gtower_pre_firesnakes_room)
-
-cm_lowleg_gtower_bombable_floor:
- %preset("Bombable Floor", preset_lowleg_gtower_bombable_floor)
-
-cm_lowleg_gtower_ice_armos:
- %preset("Ice Armos", preset_lowleg_gtower_ice_armos)
-
-cm_lowleg_gtower_floor_2:
- %preset("Floor 2", preset_lowleg_gtower_floor_2)
-
-cm_lowleg_gtower_mimics1:
- %preset("Mimics 1", preset_lowleg_gtower_mimics1)
-
-cm_lowleg_gtower_mimics2:
- %preset("Mimics 2", preset_lowleg_gtower_mimics2)
-
-cm_lowleg_gtower_spike_room:
- %preset("Spike Room", preset_lowleg_gtower_spike_room)
-
-cm_lowleg_gtower_gauntlet:
- %preset("Gauntlet 1", preset_lowleg_gtower_gauntlet)
-
-cm_lowleg_gtower_gauntlet_3:
- %preset("Gauntlet 3", preset_lowleg_gtower_gauntlet_3)
-
-cm_lowleg_gtower_lanmola2:
- %preset("Lanmola 2", preset_lowleg_gtower_lanmola2)
-
-cm_lowleg_gtower_wizz1:
- %preset("Wizzrobes 1", preset_lowleg_gtower_wizz1)
-
-cm_lowleg_gtower_wizz2:
- %preset("Wizzrobes 2", preset_lowleg_gtower_wizz2)
-
-cm_lowleg_gtower_torches1:
- %preset("Torches 1", preset_lowleg_gtower_torches1)
-
-cm_lowleg_gtower_torches2:
- %preset("Torches 2", preset_lowleg_gtower_torches2)
-
-cm_lowleg_gtower_helma_key:
- %preset("Helma Key", preset_lowleg_gtower_helma_key)
-
-cm_lowleg_gtower_bombable_wall:
- %preset("Bombable Wall", preset_lowleg_gtower_bombable_wall)
-
-cm_lowleg_gtower_moldorm_2:
- %preset("Moldorm 2", preset_lowleg_gtower_moldorm_2)
-
-cm_lowleg_gtower_agahnim_2:
- %preset("Agahnim 2", preset_lowleg_gtower_agahnim_2)
-
-; GANON
-
-cm_lowleg_presets_goto_ganon:
- %submenu("Ganon", cm_lowleg_presets_ganon)
-
-cm_lowleg_presets_ganon:
- dw cm_lowleg_ganon_pyramid
- dw cm_lowleg_ganon_pyramid_magic
- dw !menu_end
- %menu_header("GANON")
-
-cm_lowleg_ganon_pyramid:
- %preset("Ganon", preset_lowleg_ganon_pyramid)
-
-cm_lowleg_ganon_pyramid_magic:
- %preset("Ganon (full magic)", preset_lowleg_ganon_pyramid_magic)
-
-; BOSSES
-
-cm_lowleg_presets_goto_boss:
- %submenu("Bosses", cm_lowleg_presets_boss)
-
-cm_lowleg_presets_boss:
- dw cm_lowleg_eastern_armos
- dw cm_lowleg_desert_lanmolas
- dw cm_lowleg_hera_moldorm
- dw cm_lowleg_aga_agahnim
- dw cm_lowleg_pod_helma
- dw cm_lowleg_thieves_blind
- dw cm_lowleg_skull_mothula
- dw cm_lowleg_ice_kholdstare
- dw cm_lowleg_swamp_arrghus
- dw cm_lowleg_mire_vitty
- dw cm_lowleg_trock_trinexx
- dw cm_lowleg_gtower_agahnim_2
- dw cm_lowleg_ganon_pyramid
- dw cm_lowleg_ganon_pyramid_magic
- dw !menu_end
- %menu_header("BOSSES")
diff --git a/src/presetsold/cm_presets_lownmg.asm b/src/presetsold/cm_presets_lownmg.asm
deleted file mode 100644
index cef6804..0000000
--- a/src/presetsold/cm_presets_lownmg.asm
+++ /dev/null
@@ -1,970 +0,0 @@
-cm_lownmg_submenu_presets:
- dw cm_lownmg_presets_goto_escape
- dw cm_lownmg_presets_goto_eastern
- dw cm_lownmg_presets_goto_desert
- dw cm_lownmg_presets_goto_hera
- dw cm_lownmg_presets_goto_aga
- dw cm_lownmg_presets_goto_pod
- dw cm_lownmg_presets_goto_thieves
- dw cm_lownmg_presets_goto_skull
- dw cm_lownmg_presets_goto_mire
- dw cm_lownmg_presets_goto_swamp
- dw cm_lownmg_presets_goto_ice
- dw cm_lownmg_presets_goto_trock
- dw cm_lownmg_presets_goto_gtower
- dw cm_lownmg_presets_goto_ganon
- dw cm_lownmg_presets_goto_boss
- dw $0000
- %menu_header("LOW PRESETS")
-
-; HYRULE CASTLE
-
-cm_lownmg_presets_goto_escape:
- %submenu("Hyrule Castle", cm_lownmg_presets_escape)
-
-cm_lownmg_presets_escape:
- dw cm_lownmg_escape_bed
- dw cm_lownmg_escape_courtyard
- dw cm_lownmg_escape_entrance
- dw cm_lownmg_escape_1st_keyguard
- dw cm_lownmg_escape_stealth_room
- dw cm_lownmg_escape_2nd_keyguard
- dw cm_lownmg_escape_ball_n_chains
- dw cm_lownmg_escape_backtracking
- dw cm_lownmg_escape_keyguard_revisited
- dw cm_lownmg_escape_throne_room
- dw cm_lownmg_escape_snake_avoidance_room
- dw cm_lownmg_escape_water_rooms
- dw cm_lownmg_escape_keyrat
- dw cm_lownmg_escape_last_two_screens
- dw $0000
- %menu_header("HYRULE CASTLE")
-
-cm_lownmg_escape_bed:
- %preset("Link's Bed", preset_lownmg_escape_bed)
-
-cm_lownmg_escape_courtyard:
- %preset("Courtyard", preset_lownmg_escape_courtyard)
-
-cm_lownmg_escape_entrance:
- %preset("Entrance", preset_lownmg_escape_entrance)
-
-cm_lownmg_escape_1st_keyguard:
- %preset("1st Key Guard", preset_lownmg_escape_1st_keyguard)
-
-cm_lownmg_escape_stealth_room:
- %preset("Stealth Room", preset_lownmg_escape_stealth_room)
-
-cm_lownmg_escape_2nd_keyguard:
- %preset("2nd Key Guard", preset_lownmg_escape_2nd_keyguard)
-
-cm_lownmg_escape_ball_n_chains:
- %preset("Ball'n Chains", preset_lownmg_escape_ball_n_chains)
-
-cm_lownmg_escape_backtracking:
- %preset("Backtracking", preset_lownmg_escape_backtracking)
-
-cm_lownmg_escape_keyguard_revisited:
- %preset("Key Guard Revisited", preset_lownmg_escape_keyguard_revisited)
-
-cm_lownmg_escape_throne_room:
- %preset("Throne Room", preset_lownmg_escape_throne_room)
-
-cm_lownmg_escape_snake_avoidance_room:
- %preset("Snake Avoidance Room", preset_lownmg_escape_snake_avoidance_room)
-
-cm_lownmg_escape_water_rooms:
- %preset("Sewer Rooms", preset_lownmg_escape_water_rooms)
-
-cm_lownmg_escape_keyrat:
- %preset("Key Rat", preset_lownmg_escape_keyrat)
-
-cm_lownmg_escape_last_two_screens:
- %preset("Last Two Screens", preset_lownmg_escape_last_two_screens)
-
-; EASTERN
-
-cm_lownmg_presets_goto_eastern:
- %submenu("Eastern Palace", cm_lownmg_presets_eastern)
-
-cm_lownmg_presets_eastern:
- dw cm_lownmg_eastern_before_cutscene
- dw cm_lownmg_eastern_after_cutscene
- dw cm_lownmg_eastern_octorok
- dw cm_lownmg_eastern_outside_palace
- dw cm_lownmg_eastern_entrance
- dw cm_lownmg_eastern_stalfos_room
- dw cm_lownmg_eastern_big_chest_room_1
- dw cm_lownmg_eastern_dark_key_room
- dw cm_lownmg_eastern_big_key_dmg_boost
- dw cm_lownmg_eastern_big_chest_room_2
- dw cm_lownmg_eastern_gwg
- dw cm_lownmg_eastern_pot_room
- dw cm_lownmg_eastern_zeldagamer_room
- dw cm_lownmg_eastern_armos
- dw $0000
- %menu_header("EASTERN PALACE")
-
-cm_lownmg_eastern_before_cutscene:
- %preset("Before Cutscene", preset_lownmg_eastern_before_cutscene)
-
-cm_lownmg_eastern_after_cutscene:
- %preset("After Cutscene", preset_lownmg_eastern_after_cutscene)
-
-cm_lownmg_eastern_octorok:
- %preset("Octorok OW", preset_lownmg_eastern_octorok)
-
-cm_lownmg_eastern_outside_palace:
- %preset("EP Overworld", preset_lownmg_eastern_outside_palace)
-
-cm_lownmg_eastern_entrance:
- %preset("Entrance", preset_lownmg_eastern_entrance)
-
-cm_lownmg_eastern_stalfos_room:
- %preset("Stalfos Room", preset_lownmg_eastern_stalfos_room)
-
-cm_lownmg_eastern_big_chest_room_1:
- %preset("Big Chest Room 1", preset_lownmg_eastern_big_chest_room_1)
-
-cm_lownmg_eastern_dark_key_room:
- %preset("Dark Key Room", preset_lownmg_eastern_dark_key_room)
-
-cm_lownmg_eastern_big_key_dmg_boost:
- %preset("Big Key DMG Boost", preset_lownmg_eastern_big_key_dmg_boost)
-
-cm_lownmg_eastern_big_chest_room_2:
- %preset("Big Chest Room 2", preset_lownmg_eastern_big_chest_room_2)
-
-cm_lownmg_eastern_gwg:
- %preset("Gifted With Greenies", preset_lownmg_eastern_gwg)
-
-cm_lownmg_eastern_pot_room:
- %preset("Pot Room", preset_lownmg_eastern_pot_room)
-
-cm_lownmg_eastern_zeldagamer_room:
- %preset("Zeldagamer Room", preset_lownmg_eastern_zeldagamer_room)
-
-cm_lownmg_eastern_armos:
- %preset("Armos", preset_lownmg_eastern_armos)
-
-; DESERT
-
-cm_lownmg_presets_goto_desert:
- %submenu("Desert Palace", cm_lownmg_presets_desert)
-
-cm_lownmg_presets_desert:
- dw cm_lownmg_desert_outside_eastern_palace
- dw cm_lownmg_desert_ep_spinspeed
- dw cm_lownmg_desert_bridge_screen
- dw cm_lownmg_desert_unholy_spinspeed
- dw cm_lownmg_desert_water_dash
- dw cm_lownmg_desert_outside_desert_palace
- dw cm_lownmg_desert_desert_entrance
- dw cm_lownmg_desert_keybonk
- dw cm_lownmg_desert_pre_cannonball_room
- dw cm_lownmg_desert_pot_room
- dw cm_lownmg_desert_desert2_spinspeed
- dw cm_lownmg_desert_popo_genocide_room
- dw cm_lownmg_desert_torches
- dw cm_lownmg_desert_lanmolas
- dw $0000
- %menu_header("DESERT PALACE")
-
-cm_lownmg_desert_outside_eastern_palace:
- %preset("Outside Eastern Palace", preset_lownmg_desert_outside_eastern_palace)
-
-cm_lownmg_desert_ep_spinspeed:
- %preset("Eastern Palace Spinspeed", preset_lownmg_desert_ep_spinspeed)
-
-cm_lownmg_desert_bridge_screen:
- %preset("Bridge Screen", preset_lownmg_desert_bridge_screen)
-
-cm_lownmg_desert_unholy_spinspeed:
- %preset("Unholy Spinspeed", preset_lownmg_desert_unholy_spinspeed)
-
-cm_lownmg_desert_water_dash:
- %preset("Water Dash", preset_lownmg_desert_water_dash)
-
-cm_lownmg_desert_outside_desert_palace:
- %preset("Outside Desert Palace", preset_lownmg_desert_outside_desert_palace)
-
-cm_lownmg_desert_desert_entrance:
- %preset("Entrance", preset_lownmg_desert_desert_entrance)
-
-cm_lownmg_desert_keybonk:
- %preset("Key Bonk", preset_lownmg_desert_keybonk)
-
-cm_lownmg_desert_pre_cannonball_room:
- %preset("Pre Cannonball Room", preset_lownmg_desert_pre_cannonball_room)
-
-cm_lownmg_desert_pot_room:
- %preset("Pot Room", preset_lownmg_desert_pot_room)
-
-cm_lownmg_desert_desert2_spinspeed:
- %preset("Desert 2 Spinspeed", preset_lownmg_desert_desert2_spinspeed)
-
-cm_lownmg_desert_popo_genocide_room:
- %preset("Popo Genocide", preset_lownmg_desert_popo_genocide_room)
-
-cm_lownmg_desert_torches:
- %preset("Torches", preset_lownmg_desert_torches)
-
-cm_lownmg_desert_lanmolas:
- %preset("Lanmolas", preset_lownmg_desert_lanmolas)
-
-; HERA
-
-cm_lownmg_presets_goto_hera:
- %submenu("Tower of Hera", cm_lownmg_presets_hera)
-
-cm_lownmg_presets_hera:
- dw cm_lownmg_hera_outside_desert_palace
- dw cm_lownmg_hera_lake_hylia
- dw cm_lownmg_hera_icerod_overworld
- dw cm_lownmg_hera_waterwalk
- dw cm_lownmg_hera_dm
- dw cm_lownmg_hera_after_mirror
- dw cm_lownmg_hera_quickhop
- dw cm_lownmg_hera_entrance
- dw cm_lownmg_hera_tile_room
- dw cm_lownmg_hera_minimoldorm_switch
- dw cm_lownmg_hera_torches
- dw cm_lownmg_hera_beetles
- dw cm_lownmg_hera_petting_zoo
- dw cm_lownmg_hera_moldorm
- dw $0000
- %menu_header("TOWER OF HERA")
-
-cm_lownmg_hera_outside_desert_palace:
- %preset("Outside Desert Palace", preset_lownmg_hera_outside_desert_palace)
-
-cm_lownmg_hera_lake_hylia:
- %preset("Lake Hylia", preset_lownmg_hera_lake_hylia)
-
-cm_lownmg_hera_icerod_overworld:
- %preset("Ice Rod Overworld", preset_lownmg_hera_icerod_overworld)
-
-cm_lownmg_hera_waterwalk:
- %preset("Waterwalk", preset_lownmg_hera_waterwalk)
-
-cm_lownmg_hera_dm:
- %preset("Death Mountain", preset_lownmg_hera_dm)
-
-cm_lownmg_hera_after_mirror:
- %preset("After Mirror", preset_lownmg_hera_after_mirror)
-
-cm_lownmg_hera_quickhop:
- %preset("Quickhop", preset_lownmg_hera_quickhop)
-
-cm_lownmg_hera_entrance:
- %preset("Entrance", preset_lownmg_hera_entrance)
-
-cm_lownmg_hera_tile_room:
- %preset("Tile room", preset_lownmg_hera_tile_room)
-
-cm_lownmg_hera_minimoldorm_switch:
- %preset("Mini Moldorm Switch", preset_lownmg_hera_minimoldorm_switch)
-
-cm_lownmg_hera_torches:
- %preset("Torches", preset_lownmg_hera_torches)
-
-cm_lownmg_hera_beetles:
- %preset("Beetles", preset_lownmg_hera_beetles)
-
-cm_lownmg_hera_petting_zoo:
- %preset("Petting Zoo", preset_lownmg_hera_petting_zoo)
-
-cm_lownmg_hera_moldorm:
- %preset("Moldorm", preset_lownmg_hera_moldorm)
-
-; AGAHNIMS TOWER
-
-cm_lownmg_presets_goto_aga:
- %submenu("Agahnim's Tower", cm_lownmg_presets_aga)
-
-cm_lownmg_presets_aga:
- dw cm_lownmg_aga_outside_hera
- dw cm_lownmg_aga_first_rupee_tree
- dw cm_lownmg_aga_lost_woods
- dw cm_lownmg_aga_after_grove
- dw cm_lownmg_aga_after_lost_woods
- dw cm_lownmg_aga_castle_screen
- dw cm_lownmg_aga_entrance
- dw cm_lownmg_aga_fairy_skip
- dw cm_lownmg_aga_dark_room_of_despair
- dw cm_lownmg_aga_dark_room_of_melancholy
- dw cm_lownmg_aga_spear_guards
- dw cm_lownmg_aga_circle_of_pots
- dw cm_lownmg_aga_catwalk
- dw cm_lownmg_aga_agahnim
- dw $0000
- %menu_header("AGAHNIMS TOWER")
-
-cm_lownmg_aga_outside_hera:
- %preset("Outside Hera", preset_lownmg_aga_outside_hera)
-
-cm_lownmg_aga_first_rupee_tree:
- %preset("First Rupee Tree", preset_lownmg_aga_first_rupee_tree)
-
-cm_lownmg_aga_lost_woods:
- %preset("Lost Woods", preset_lownmg_aga_lost_woods)
-
-cm_lownmg_aga_after_grove:
- %preset("After Grove", preset_lownmg_aga_after_grove)
-
-cm_lownmg_aga_after_lost_woods:
- %preset("After Lost Woods", preset_lownmg_aga_after_lost_woods)
-
-cm_lownmg_aga_castle_screen:
- %preset("Castle Screen", preset_lownmg_aga_castle_screen)
-
-cm_lownmg_aga_entrance:
- %preset("Entrance", preset_lownmg_aga_entrance)
-
-cm_lownmg_aga_fairy_skip:
- %preset("Fairy Skip", preset_lownmg_aga_fairy_skip)
-
-cm_lownmg_aga_dark_room_of_despair:
- %preset("Dark Room of Despair", preset_lownmg_aga_dark_room_of_despair)
-
-cm_lownmg_aga_dark_room_of_melancholy:
- %preset("Dark Room of Melancholy", preset_lownmg_aga_dark_room_of_melancholy)
-
-cm_lownmg_aga_spear_guards:
- %preset("Spear Guards", preset_lownmg_aga_spear_guards)
-
-cm_lownmg_aga_circle_of_pots:
- %preset("Circle of Pots", preset_lownmg_aga_circle_of_pots)
-
-cm_lownmg_aga_catwalk:
- %preset("Catwalk", preset_lownmg_aga_catwalk)
-
-cm_lownmg_aga_agahnim:
- %preset("Agahnim", preset_lownmg_aga_agahnim)
-
-; PALACE OF DARKNESS
-
-cm_lownmg_presets_goto_pod:
- %submenu("Palace of Darkness", cm_lownmg_presets_pod)
-
-cm_lownmg_presets_pod:
- dw cm_lownmg_pod_pyramid
- dw cm_lownmg_pod_pod_overworld
- dw cm_lownmg_pod_entrance
- dw cm_lownmg_pod_main_hub_small_key
- dw cm_lownmg_pod_main_hub_bk
- dw cm_lownmg_pod_main_hub_hammeryump
- dw cm_lownmg_pod_hammeryump
- dw cm_lownmg_pod_before_sexy_statue
- dw cm_lownmg_pod_sexy_statue_room
- dw cm_lownmg_pod_mimics
- dw cm_lownmg_pod_statue
- dw cm_lownmg_pod_basement
- dw cm_lownmg_pod_turtle_room
- dw cm_lownmg_pod_helma
- dw $0000
- %menu_header("PALACE OF DARKNESS")
-
-cm_lownmg_pod_pyramid:
- %preset("Pyramid", preset_lownmg_pod_pyramid)
-
-cm_lownmg_pod_pod_overworld:
- %preset("Palace Overworld Screen", preset_lownmg_pod_pod_overworld)
-
-cm_lownmg_pod_entrance:
- %preset("Entrance", preset_lownmg_pod_entrance)
-
-cm_lownmg_pod_main_hub_small_key:
- %preset("Main Hub (small key)", preset_lownmg_pod_main_hub_small_key)
-
-cm_lownmg_pod_main_hub_bk:
- %preset("Main Hub (bk)", preset_lownmg_pod_main_hub_bk)
-
-cm_lownmg_pod_main_hub_hammeryump:
- %preset("Main Hub (hammerjump)", preset_lownmg_pod_main_hub_hammeryump)
-
-cm_lownmg_pod_hammeryump:
- %preset("Hammerjump", preset_lownmg_pod_hammeryump)
-
-cm_lownmg_pod_before_sexy_statue:
- %preset("Archery Contest", preset_lownmg_pod_before_sexy_statue)
-
-cm_lownmg_pod_sexy_statue_room:
- %preset("Sexy Statue Room", preset_lownmg_pod_sexy_statue_room)
-
-cm_lownmg_pod_mimics:
- %preset("Mimics", preset_lownmg_pod_mimics)
-
-cm_lownmg_pod_statue:
- %preset("Statue", preset_lownmg_pod_statue)
-
-cm_lownmg_pod_basement:
- %preset("Basement", preset_lownmg_pod_basement)
-
-cm_lownmg_pod_turtle_room:
- %preset("Turtle Room", preset_lownmg_pod_turtle_room)
-
-cm_lownmg_pod_helma:
- %preset("Helma", preset_lownmg_pod_helma)
-
-; THIEVES TOWN
-
-cm_lownmg_presets_goto_thieves:
- %submenu("Thieves' Town", cm_lownmg_presets_thieves)
-
-cm_lownmg_presets_thieves:
- dw cm_lownmg_thieves_outside_pod
- dw cm_lownmg_thieves_ow_hammerdash
- dw cm_lownmg_thieves_grove
- dw cm_lownmg_thieves_usain_bolt
- dw cm_lownmg_thieves_after_activating_flute
- dw cm_lownmg_thieves_darkworld
- dw cm_lownmg_thieves_entrance
- dw cm_lownmg_thieves_after_big_key
- dw cm_lownmg_thieves_blind_hallway
- dw cm_lownmg_thieves_conveyor_gibos
- dw cm_lownmg_thieves_hellway
- dw cm_lownmg_thieves_bombable_floor
- dw cm_lownmg_thieves_backtracking_1
- dw cm_lownmg_thieves_basement
- dw cm_lownmg_thieves_prison
- dw cm_lownmg_thieves_after_gloves
- dw cm_lownmg_thieves_backtracking_2
- dw cm_lownmg_thieves_pot_hammerdash
- dw cm_lownmg_thieves_blind
- dw $0000
- %menu_header("THIEVES TOWN")
-
-cm_lownmg_thieves_outside_pod:
- %preset("Outside PoD", preset_lownmg_thieves_outside_pod)
-
-cm_lownmg_thieves_ow_hammerdash:
- %preset("Overworld Hammerdash", preset_lownmg_thieves_ow_hammerdash)
-
-cm_lownmg_thieves_grove:
- %preset("Grove", preset_lownmg_thieves_grove)
-
-cm_lownmg_thieves_usain_bolt:
- %preset("Usain Bolt", preset_lownmg_thieves_usain_bolt)
-
-cm_lownmg_thieves_after_activating_flute:
- %preset("After Activating Flute", preset_lownmg_thieves_after_activating_flute)
-
-cm_lownmg_thieves_darkworld:
- %preset("After Warp", preset_lownmg_thieves_darkworld)
-
-cm_lownmg_thieves_entrance:
- %preset("Entrance", preset_lownmg_thieves_entrance)
-
-cm_lownmg_thieves_after_big_key:
- %preset("After Big Key", preset_lownmg_thieves_after_big_key)
-
-cm_lownmg_thieves_blind_hallway:
- %preset("Stalfos Hallway", preset_lownmg_thieves_blind_hallway)
-
-cm_lownmg_thieves_conveyor_gibos:
- %preset("Conveyor Gibos", preset_lownmg_thieves_conveyor_gibos)
-
-cm_lownmg_thieves_hellway:
- %preset("Hellway", preset_lownmg_thieves_hellway)
-
-cm_lownmg_thieves_bombable_floor:
- %preset("Bombable Floor", preset_lownmg_thieves_bombable_floor)
-
-cm_lownmg_thieves_backtracking_1:
- %preset("Backtracking", preset_lownmg_thieves_backtracking_1)
-
-cm_lownmg_thieves_basement:
- %preset("Basement", preset_lownmg_thieves_basement)
-
-cm_lownmg_thieves_prison:
- %preset("Prison", preset_lownmg_thieves_prison)
-
-cm_lownmg_thieves_after_gloves:
- %preset("Gloves", preset_lownmg_thieves_after_gloves)
-
-cm_lownmg_thieves_backtracking_2:
- %preset("Backtracking", preset_lownmg_thieves_backtracking_2)
-
-cm_lownmg_thieves_pot_hammerdash:
- %preset("Pot Hammerdash", preset_lownmg_thieves_pot_hammerdash)
-
-cm_lownmg_thieves_blind:
- %preset("Blind", preset_lownmg_thieves_blind)
-
-; SKULL WOODS
-
-cm_lownmg_presets_goto_skull:
- %submenu("Skull Woods", cm_lownmg_presets_skull)
-
-cm_lownmg_presets_skull:
- dw cm_lownmg_skull_outside_thieves
- dw cm_lownmg_skull_dash_to_sw
- dw cm_lownmg_skull_mummy_room
- dw cm_lownmg_skull_bomb_jump
- dw cm_lownmg_skull_key_pot
- dw cm_lownmg_skull_skull_entrance
- dw cm_lownmg_skull_mummy_hellway
- dw cm_lownmg_skull_mummy_key
- dw cm_lownmg_skull_mothula
- dw $0000
- %menu_header("SKULL WOODS")
-
-cm_lownmg_skull_outside_thieves:
- %preset("Outside Thieves", preset_lownmg_skull_outside_thieves)
-
-cm_lownmg_skull_dash_to_sw:
- %preset("Dash to Skull Woods", preset_lownmg_skull_dash_to_sw)
-
-cm_lownmg_skull_mummy_room:
- %preset("Mummy Room", preset_lownmg_skull_mummy_room)
-
-cm_lownmg_skull_bomb_jump:
- %preset("Bomb Jump", preset_lownmg_skull_bomb_jump)
-
-cm_lownmg_skull_key_pot:
- %preset("Key Pot", preset_lownmg_skull_key_pot)
-
-cm_lownmg_skull_skull_entrance:
- %preset("Skull Entrance", preset_lownmg_skull_skull_entrance)
-
-cm_lownmg_skull_mummy_hellway:
- %preset("Mummy Hellway", preset_lownmg_skull_mummy_hellway)
-
-cm_lownmg_skull_mummy_key:
- %preset("Mummy Key", preset_lownmg_skull_mummy_key)
-
-cm_lownmg_skull_mothula:
- %preset("Mothula", preset_lownmg_skull_mothula)
-
-; MISERY MIRE
-
-cm_lownmg_presets_goto_mire:
- %submenu("Misery Mire", cm_lownmg_presets_mire)
-
-cm_lownmg_presets_mire:
- dw cm_lownmg_mire_outside_skull
- dw cm_lownmg_mire_dm
- dw cm_lownmg_mire_bridge_warp
- dw cm_lownmg_mire_lottery
- dw cm_lownmg_mire_medallion
- dw cm_lownmg_mire_zoras_domain
- dw cm_lownmg_mire_darkworld_warp
- dw cm_lownmg_mire_entrance
- dw cm_lownmg_mire_mire2
- dw cm_lownmg_mire_main_hub
- dw cm_lownmg_mire_beat_the_fireball
- dw cm_lownmg_mire_bari_key
- dw cm_lownmg_mire_sluggulas
- dw cm_lownmg_mire_torches
- dw cm_lownmg_mire_spark_avoidance
- dw cm_lownmg_mire_big_chest_room
- dw cm_lownmg_mire_wizzrobe
- dw cm_lownmg_mire_basement
- dw cm_lownmg_mire_spooky_action_1
- dw cm_lownmg_mire_spooky_action_2
- dw cm_lownmg_mire_vitty
- dw $0000
- %menu_header("MISERY MIRE")
-
-cm_lownmg_mire_outside_skull:
- %preset("Outside Skull", preset_lownmg_mire_outside_skull)
-
-cm_lownmg_mire_dm:
- %preset("Death Mountain", preset_lownmg_mire_dm)
-
-cm_lownmg_mire_bridge_warp:
- %preset("Bridge Warp", preset_lownmg_mire_bridge_warp)
-
-cm_lownmg_mire_lottery:
- %preset("Lottery", preset_lownmg_mire_lottery)
-
-cm_lownmg_mire_medallion:
- %preset("Medallion", preset_lownmg_mire_medallion)
-
-cm_lownmg_mire_zoras_domain:
- %preset("Zoras Domain", preset_lownmg_mire_zoras_domain)
-
-cm_lownmg_mire_darkworld_warp:
- %preset("Mire Overworld Screen", preset_lownmg_mire_darkworld_warp)
-
-cm_lownmg_mire_entrance:
- %preset("Mire Entrance", preset_lownmg_mire_entrance)
-
-cm_lownmg_mire_mire2:
- %preset("Mire 2", preset_lownmg_mire_mire2)
-
-cm_lownmg_mire_main_hub:
- %preset("Main Hub", preset_lownmg_mire_main_hub)
-
-cm_lownmg_mire_beat_the_fireball:
- %preset("Beat the Fireball", preset_lownmg_mire_beat_the_fireball)
-
-cm_lownmg_mire_bari_key:
- %preset("Bari Key", preset_lownmg_mire_bari_key)
-
-cm_lownmg_mire_sluggulas:
- %preset("Sluggulas", preset_lownmg_mire_sluggulas)
-
-cm_lownmg_mire_torches:
- %preset("Torches", preset_lownmg_mire_torches)
-
-cm_lownmg_mire_spark_avoidance:
- %preset("Spark Avoidance", preset_lownmg_mire_spark_avoidance)
-
-cm_lownmg_mire_big_chest_room:
- %preset("Big Chest Room", preset_lownmg_mire_big_chest_room)
-
-cm_lownmg_mire_wizzrobe:
- %preset("Wizzrobe", preset_lownmg_mire_wizzrobe)
-
-cm_lownmg_mire_basement:
- %preset("Basement", preset_lownmg_mire_basement)
-
-cm_lownmg_mire_spooky_action_1:
- %preset("Spooky Action 1", preset_lownmg_mire_spooky_action_1)
-
-cm_lownmg_mire_spooky_action_2:
- %preset("Spooky Action 2", preset_lownmg_mire_spooky_action_2)
-
-cm_lownmg_mire_vitty:
- %preset("Vitreous", preset_lownmg_mire_vitty)
-
-; SWAMP PALACE
-
-cm_lownmg_presets_goto_swamp:
- %submenu("Swamp Palace", cm_lownmg_presets_swamp)
-
-cm_lownmg_presets_swamp:
- dw cm_lownmg_swamp_outside_mire
- dw cm_lownmg_swamp_links_house
- dw cm_lownmg_swamp_swamp_overworld
- dw cm_lownmg_swamp_antifairy_room
- dw cm_lownmg_swamp_entrance
- dw cm_lownmg_swamp_first_key_pot
- dw cm_lownmg_swamp_hallway_key_1
- dw cm_lownmg_swamp_water_lever_1
- dw cm_lownmg_swamp_main_hub
- dw cm_lownmg_swamp_water_lever_2
- dw cm_lownmg_swamp_sociable_firebar
- dw cm_lownmg_swamp_backtracking
- dw cm_lownmg_swamp_hook_shot
- dw cm_lownmg_swamp_hookdash
- dw cm_lownmg_swamp_water_lever_3
- dw cm_lownmg_swamp_restock
- dw cm_lownmg_swamp_phelps_way
- dw cm_lownmg_swamp_arrghus
- dw $0000
- %menu_header("SWAMP PALACE")
-
-cm_lownmg_swamp_outside_mire:
- %preset("Outside Mire", preset_lownmg_swamp_outside_mire)
-
-cm_lownmg_swamp_links_house:
- %preset("Link's House", preset_lownmg_swamp_links_house)
-
-cm_lownmg_swamp_swamp_overworld:
- %preset("Swamp Overworld", preset_lownmg_swamp_swamp_overworld)
-
-cm_lownmg_swamp_antifairy_room:
- %preset("Antifairy Room", preset_lownmg_swamp_antifairy_room)
-
-cm_lownmg_swamp_entrance:
- %preset("Entrance", preset_lownmg_swamp_entrance)
-
-cm_lownmg_swamp_first_key_pot:
- %preset("First Key Pot", preset_lownmg_swamp_first_key_pot)
-
-cm_lownmg_swamp_hallway_key_1:
- %preset("Tiny Hallway Key", preset_lownmg_swamp_hallway_key_1)
-
-cm_lownmg_swamp_water_lever_1:
- %preset("Water Lever 1", preset_lownmg_swamp_water_lever_1)
-
-cm_lownmg_swamp_main_hub:
- %preset("Main Hub", preset_lownmg_swamp_main_hub)
-
-cm_lownmg_swamp_water_lever_2:
- %preset("Water Lever 2", preset_lownmg_swamp_water_lever_2)
-
-cm_lownmg_swamp_sociable_firebar:
- %preset("Sociable Firebar", preset_lownmg_swamp_sociable_firebar)
-
-cm_lownmg_swamp_backtracking:
- %preset("Backtracking", preset_lownmg_swamp_backtracking)
-
-cm_lownmg_swamp_hook_shot:
- %preset("Hookshot", preset_lownmg_swamp_hook_shot)
-
-cm_lownmg_swamp_hookdash:
- %preset("Hookdash", preset_lownmg_swamp_hookdash)
-
-cm_lownmg_swamp_water_lever_3:
- %preset("Water Lever 3", preset_lownmg_swamp_water_lever_3)
-
-cm_lownmg_swamp_restock:
- %preset("Restock Room", preset_lownmg_swamp_restock)
-
-cm_lownmg_swamp_phelps_way:
- %preset("Phelps Way", preset_lownmg_swamp_phelps_way)
-
-cm_lownmg_swamp_arrghus:
- %preset("Arrghus", preset_lownmg_swamp_arrghus)
-
-; ICE PALACE
-
-cm_lownmg_presets_goto_ice:
- %submenu("Ice Palace", cm_lownmg_presets_ice)
-
-cm_lownmg_presets_ice:
- dw cm_lownmg_ice_outside_swamp
- dw cm_lownmg_ice_swim_pumping
- dw cm_lownmg_ice_ice_entrance
- dw cm_lownmg_ice_ice2
- dw cm_lownmg_ice_penguin_switch_room
- dw cm_lownmg_ice_bombable_floor
- dw cm_lownmg_ice_conveyor_room
- dw cm_lownmg_ice_ipbj
- dw cm_lownmg_ice_penguin_room
- dw cm_lownmg_ice_lonely_firebar
- dw cm_lownmg_ice_last_two_screens
- dw cm_lownmg_ice_kholdstare
- dw $0000
- %menu_header("ICE PALACE")
-
-cm_lownmg_ice_outside_swamp:
- %preset("Outside Swamp", preset_lownmg_ice_outside_swamp)
-
-cm_lownmg_ice_swim_pumping:
- %preset("Swim Pumping", preset_lownmg_ice_swim_pumping)
-
-cm_lownmg_ice_ice_entrance:
- %preset("Entrance", preset_lownmg_ice_ice_entrance)
-
-cm_lownmg_ice_ice2:
- %preset("Ice 2", preset_lownmg_ice_ice2)
-
-cm_lownmg_ice_penguin_switch_room:
- %preset("Penguin Switch Room", preset_lownmg_ice_penguin_switch_room)
-
-cm_lownmg_ice_bombable_floor:
- %preset("Bombable Floor", preset_lownmg_ice_bombable_floor)
-
-cm_lownmg_ice_conveyor_room:
- %preset("Conveyor Room", preset_lownmg_ice_conveyor_room)
-
-cm_lownmg_ice_ipbj:
- %preset("IPBJ", preset_lownmg_ice_ipbj)
-
-cm_lownmg_ice_penguin_room:
- %preset("Penguin Lineup Room", preset_lownmg_ice_penguin_room)
-
-cm_lownmg_ice_lonely_firebar:
- %preset("Lonely Firebar", preset_lownmg_ice_lonely_firebar)
-
-cm_lownmg_ice_last_two_screens:
- %preset("Last Two Screens", preset_lownmg_ice_last_two_screens)
-
-cm_lownmg_ice_kholdstare:
- %preset("Kholdstare", preset_lownmg_ice_kholdstare)
-
-; TURTLE ROCK
-
-cm_lownmg_presets_goto_trock:
- %submenu("Turtle Rock", cm_lownmg_presets_trock)
-
-cm_lownmg_presets_trock:
- dw cm_lownmg_trock_outside_ice
- dw cm_lownmg_trock_dm
- dw cm_lownmg_trock_squirrels
- dw cm_lownmg_trock_peg_puzzle
- dw cm_lownmg_trock_entrance
- dw cm_lownmg_trock_torches
- dw cm_lownmg_trock_roller_room
- dw cm_lownmg_trock_pokey_0
- dw cm_lownmg_trock_chomps
- dw cm_lownmg_trock_pokey_1
- dw cm_lownmg_trock_pokeys_2
- dw cm_lownmg_trock_crystal_roller
- dw cm_lownmg_trock_dark_room
- dw cm_lownmg_trock_laser_skip
- dw cm_lownmg_trock_switch_room
- dw cm_lownmg_trock_trinexx
- dw $0000
- %menu_header("TURTLE ROCK")
-
-cm_lownmg_trock_outside_ice:
- %preset("Outside Ice", preset_lownmg_trock_outside_ice)
-
-cm_lownmg_trock_dm:
- %preset("Death Mountain", preset_lownmg_trock_dm)
-
-cm_lownmg_trock_squirrels:
- %preset("Squirrels", preset_lownmg_trock_squirrels)
-
-cm_lownmg_trock_peg_puzzle:
- %preset("Peg Puzzle", preset_lownmg_trock_peg_puzzle)
-
-cm_lownmg_trock_entrance:
- %preset("Entrance", preset_lownmg_trock_entrance)
-
-cm_lownmg_trock_torches:
- %preset("Torches", preset_lownmg_trock_torches)
-
-cm_lownmg_trock_roller_room:
- %preset("Roller Room", preset_lownmg_trock_roller_room)
-
-cm_lownmg_trock_pokey_0:
- %preset("Pokey 0", preset_lownmg_trock_pokey_0)
-
-cm_lownmg_trock_chomps:
- %preset("Chomps", preset_lownmg_trock_chomps)
-
-cm_lownmg_trock_pokey_1:
- %preset("Pokey 1", preset_lownmg_trock_pokey_1)
-
-cm_lownmg_trock_pokeys_2:
- %preset("Pokeys 2", preset_lownmg_trock_pokeys_2)
-
-cm_lownmg_trock_crystal_roller:
- %preset("Crystal Roller", preset_lownmg_trock_crystal_roller)
-
-cm_lownmg_trock_dark_room:
- %preset("Dark Room", preset_lownmg_trock_dark_room)
-
-cm_lownmg_trock_laser_skip:
- %preset("Laser Skip", preset_lownmg_trock_laser_skip)
-
-cm_lownmg_trock_switch_room:
- %preset("Switch Room", preset_lownmg_trock_switch_room)
-
-cm_lownmg_trock_trinexx:
- %preset("Trinexx", preset_lownmg_trock_trinexx)
-
-; GANONS TOWER
-
-cm_lownmg_presets_goto_gtower:
- %submenu("Ganon's Tower", cm_lownmg_presets_gtower)
-
-cm_lownmg_presets_gtower:
- dw cm_lownmg_gtower_outside_trock
- dw cm_lownmg_gtower_entrance
- dw cm_lownmg_gtower_spike_skip
- dw cm_lownmg_gtower_pre_firesnakes_room
- dw cm_lownmg_gtower_bombable_floor
- dw cm_lownmg_gtower_ice_armos
- dw cm_lownmg_gtower_floor_2
- dw cm_lownmg_gtower_mimics1
- dw cm_lownmg_gtower_mimics2
- dw cm_lownmg_gtower_spike_room
- dw cm_lownmg_gtower_gauntlet
- dw cm_lownmg_gtower_gauntlet_3
- dw cm_lownmg_gtower_lanmola2
- dw cm_lownmg_gtower_wizz1
- dw cm_lownmg_gtower_wizz2
- dw cm_lownmg_gtower_torches1
- dw cm_lownmg_gtower_torches2
- dw cm_lownmg_gtower_helma_key
- dw cm_lownmg_gtower_bombable_wall
- dw cm_lownmg_gtower_moldorm_2
- dw cm_lownmg_gtower_agahnim_2
- dw $0000
- %menu_header("GANONS TOWER")
-
-cm_lownmg_gtower_outside_trock:
- %preset("Outside Turtle Rock", preset_lownmg_gtower_outside_trock)
-
-cm_lownmg_gtower_entrance:
- %preset("Entrance", preset_lownmg_gtower_entrance)
-
-cm_lownmg_gtower_spike_skip:
- %preset("Spike Skip", preset_lownmg_gtower_spike_skip)
-
-cm_lownmg_gtower_pre_firesnakes_room:
- %preset("Pre Firesnakes Room", preset_lownmg_gtower_pre_firesnakes_room)
-
-cm_lownmg_gtower_bombable_floor:
- %preset("Bombable Floor", preset_lownmg_gtower_bombable_floor)
-
-cm_lownmg_gtower_ice_armos:
- %preset("Ice Armos", preset_lownmg_gtower_ice_armos)
-
-cm_lownmg_gtower_floor_2:
- %preset("Floor 2", preset_lownmg_gtower_floor_2)
-
-cm_lownmg_gtower_mimics1:
- %preset("Mimics 1", preset_lownmg_gtower_mimics1)
-
-cm_lownmg_gtower_mimics2:
- %preset("Mimics 2", preset_lownmg_gtower_mimics2)
-
-cm_lownmg_gtower_spike_room:
- %preset("Spike Pit", preset_lownmg_gtower_spike_room)
-
-cm_lownmg_gtower_gauntlet:
- %preset("Gauntlet 1", preset_lownmg_gtower_gauntlet)
-
-cm_lownmg_gtower_gauntlet_3:
- %preset("Gauntlet 3", preset_lownmg_gtower_gauntlet_3)
-
-cm_lownmg_gtower_lanmola2:
- %preset("Lanmola 2", preset_lownmg_gtower_lanmola2)
-
-cm_lownmg_gtower_wizz1:
- %preset("Wizzrobes 1", preset_lownmg_gtower_wizz1)
-
-cm_lownmg_gtower_wizz2:
- %preset("Wizzrobes 2", preset_lownmg_gtower_wizz2)
-
-cm_lownmg_gtower_torches1:
- %preset("Torches 1", preset_lownmg_gtower_torches1)
-
-cm_lownmg_gtower_torches2:
- %preset("Torches 2", preset_lownmg_gtower_torches2)
-
-cm_lownmg_gtower_helma_key:
- %preset("Helma Key", preset_lownmg_gtower_helma_key)
-
-cm_lownmg_gtower_bombable_wall:
- %preset("Bombable Wall", preset_lownmg_gtower_bombable_wall)
-
-cm_lownmg_gtower_moldorm_2:
- %preset("Moldorm 2", preset_lownmg_gtower_moldorm_2)
-
-cm_lownmg_gtower_agahnim_2:
- %preset("Agahnim 2", preset_lownmg_gtower_agahnim_2)
-
-; GANON
-
-cm_lownmg_presets_goto_ganon:
- %submenu("Ganon", cm_lownmg_presets_ganon)
-
-cm_lownmg_presets_ganon:
- dw cm_lownmg_ganon_pyramid
- dw $0000
- %menu_header("GANON")
-
-cm_lownmg_ganon_pyramid:
- %preset("Pyramid", preset_lownmg_ganon_pyramid)
-
-; BOSSES
-
-cm_lownmg_presets_goto_boss:
- %submenu("Bosses", cm_lownmg_presets_boss)
-
-cm_lownmg_presets_boss:
- dw cm_lownmg_eastern_armos
- dw cm_lownmg_desert_lanmolas
- dw cm_lownmg_hera_moldorm
- dw cm_lownmg_aga_agahnim
- dw cm_lownmg_pod_helma
- dw cm_lownmg_thieves_blind
- dw cm_lownmg_skull_mothula
- dw cm_lownmg_mire_vitty
- dw cm_lownmg_swamp_arrghus
- dw cm_lownmg_ice_kholdstare
- dw cm_lownmg_trock_trinexx
- dw cm_lownmg_gtower_agahnim_2
- dw cm_lownmg_ganon_pyramid
- dw $0000
- %menu_header("BOSSES")
diff --git a/src/presetsold/cm_presets_nmg.asm b/src/presetsold/cm_presets_nmg.asm
deleted file mode 100644
index 2336205..0000000
--- a/src/presetsold/cm_presets_nmg.asm
+++ /dev/null
@@ -1,987 +0,0 @@
-cm_nmg_submenu_presets:
- dw cm_nmg_presets_goto_escape
- dw cm_nmg_presets_goto_eastern
- dw cm_nmg_presets_goto_desert
- dw cm_nmg_presets_goto_hera
- dw cm_nmg_presets_goto_aga
- dw cm_nmg_presets_goto_pod
- dw cm_nmg_presets_goto_thieves
- dw cm_nmg_presets_goto_skull
- dw cm_nmg_presets_goto_ice
- dw cm_nmg_presets_goto_swamp
- dw cm_nmg_presets_goto_mire
- dw cm_nmg_presets_goto_trock
- dw cm_nmg_presets_goto_gtower
- dw cm_nmg_presets_goto_ganon
- dw cm_nmg_presets_goto_boss
- dw !menu_end
- %menu_header("NMG PRESETS")
-
-; HYRULE CASTLE
-
-cm_nmg_presets_goto_escape:
- %submenu("Hyrule Castle", cm_nmg_presets_escape)
-
-cm_nmg_presets_escape:
- dw cm_nmg_escape_bed
- dw cm_nmg_escape_courtyard
- dw cm_nmg_escape_entrance
- dw cm_nmg_escape_1st_keyguard
- dw cm_nmg_escape_stealth_room
- dw cm_nmg_escape_2nd_keyguard
- dw cm_nmg_escape_ball_n_chains
- dw cm_nmg_escape_backtracking
- dw cm_nmg_escape_keyguard_revisited
- dw cm_nmg_escape_throne_room
- dw cm_nmg_escape_snake_avoidance_room
- dw cm_nmg_escape_water_rooms
- dw cm_nmg_escape_keyrat
- dw cm_nmg_escape_last_two_screens
- dw !menu_end
- %menu_header("HYRULE CASTLE")
-
-cm_nmg_escape_bed:
- %preset("Link's Bed", preset_nmg_escape_bed)
-
-cm_nmg_escape_courtyard:
- %preset("Courtyard", preset_nmg_escape_courtyard)
-
-cm_nmg_escape_entrance:
- %preset("Entrance", preset_nmg_escape_entrance)
-
-cm_nmg_escape_1st_keyguard:
- %preset("1st Key Guard", preset_nmg_escape_1st_keyguard)
-
-cm_nmg_escape_stealth_room:
- %preset("Stealth Room", preset_nmg_escape_stealth_room)
-
-cm_nmg_escape_2nd_keyguard:
- %preset("2nd Key Guard", preset_nmg_escape_2nd_keyguard)
-
-cm_nmg_escape_ball_n_chains:
- %preset("Ball'n Chains", preset_nmg_escape_ball_n_chains)
-
-cm_nmg_escape_backtracking:
- %preset("Backtracking", preset_nmg_escape_backtracking)
-
-cm_nmg_escape_keyguard_revisited:
- %preset("Key Guard Revisited", preset_nmg_escape_keyguard_revisited)
-
-cm_nmg_escape_throne_room:
- %preset("Throne Room", preset_nmg_escape_throne_room)
-
-cm_nmg_escape_snake_avoidance_room:
- %preset("Snake Avoidance Room", preset_nmg_escape_snake_avoidance_room)
-
-cm_nmg_escape_water_rooms:
- %preset("Sewer Rooms", preset_nmg_escape_water_rooms)
-
-cm_nmg_escape_keyrat:
- %preset("Key Rat", preset_nmg_escape_keyrat)
-
-cm_nmg_escape_last_two_screens:
- %preset("Last Two Screens", preset_nmg_escape_last_two_screens)
-
-; EASTERN
-
-cm_nmg_presets_goto_eastern:
- %submenu("Eastern", cm_nmg_presets_eastern)
-
-cm_nmg_presets_eastern:
- dw cm_nmg_eastern_before_cutscene
- dw cm_nmg_eastern_after_cutscene
- dw cm_nmg_eastern_octorok
- dw cm_nmg_eastern_outside_palace
- dw cm_nmg_eastern_entrance
- dw cm_nmg_eastern_stalfos_room
- dw cm_nmg_eastern_big_chest_room_1
- dw cm_nmg_eastern_dark_key_room
- dw cm_nmg_eastern_big_key_dmg_boost
- dw cm_nmg_eastern_big_chest_room_2
- dw cm_nmg_eastern_gwg
- dw cm_nmg_eastern_pot_room
- dw cm_nmg_eastern_zeldagamer_room
- dw cm_nmg_eastern_armos
- dw !menu_end
- %menu_header("EASTERN")
-
-cm_nmg_eastern_before_cutscene:
- %preset("Before Cutscene", preset_nmg_eastern_before_cutscene)
-
-cm_nmg_eastern_after_cutscene:
- %preset("After Cutscene", preset_nmg_eastern_after_cutscene)
-
-cm_nmg_eastern_octorok:
- %preset("Octorok OW", preset_nmg_eastern_octorok)
-
-cm_nmg_eastern_outside_palace:
- %preset("EP Overworld", preset_nmg_eastern_outside_palace)
-
-cm_nmg_eastern_entrance:
- %preset("Entrance", preset_nmg_eastern_entrance)
-
-cm_nmg_eastern_stalfos_room:
- %preset("Stalfos Room", preset_nmg_eastern_stalfos_room)
-
-cm_nmg_eastern_big_chest_room_1:
- %preset("Big Chest Room 1", preset_nmg_eastern_big_chest_room_1)
-
-cm_nmg_eastern_dark_key_room:
- %preset("Dark Key Room", preset_nmg_eastern_dark_key_room)
-
-cm_nmg_eastern_big_key_dmg_boost:
- %preset("Big Key DMG Boost", preset_nmg_eastern_big_key_dmg_boost)
-
-cm_nmg_eastern_big_chest_room_2:
- %preset("Big Chest Room 2", preset_nmg_eastern_big_chest_room_2)
-
-cm_nmg_eastern_gwg:
- %preset("Gifted With Greenies", preset_nmg_eastern_gwg)
-
-cm_nmg_eastern_pot_room:
- %preset("Pot Room", preset_nmg_eastern_pot_room)
-
-cm_nmg_eastern_zeldagamer_room:
- %preset("Zeldagamer Room", preset_nmg_eastern_zeldagamer_room)
-
-cm_nmg_eastern_armos:
- %preset("Armos", preset_nmg_eastern_armos)
-
-; DESERT
-
-cm_nmg_presets_goto_desert:
- %submenu("Desert", cm_nmg_presets_desert)
-
-cm_nmg_presets_desert:
- dw cm_nmg_desert_outside_eastern_palace
- dw cm_nmg_desert_ep_spinspeed
- dw cm_nmg_desert_bridge_screen
- dw cm_nmg_desert_unholy_spinspeed
- dw cm_nmg_desert_water_dash
- dw cm_nmg_desert_outside_desert_palace
- dw cm_nmg_desert_desert_entrance
- dw cm_nmg_desert_keybonk
- dw cm_nmg_desert_pre_cannonball_room
- dw cm_nmg_desert_pot_room
- dw cm_nmg_desert_desert2_spinspeed
- dw cm_nmg_desert_popo_genocide_room
- dw cm_nmg_desert_torches
- dw cm_nmg_desert_lanmolas
- dw !menu_end
- %menu_header("DESERT")
-
-cm_nmg_desert_outside_eastern_palace:
- %preset("Outside Eastern Palace", preset_nmg_desert_outside_eastern_palace)
-
-cm_nmg_desert_ep_spinspeed:
- %preset("Eastern Palace Spinspeed", preset_nmg_desert_ep_spinspeed)
-
-cm_nmg_desert_bridge_screen:
- %preset("Bridge Screen", preset_nmg_desert_bridge_screen)
-
-cm_nmg_desert_unholy_spinspeed:
- %preset("Unholy Spinspeed", preset_nmg_desert_unholy_spinspeed)
-
-cm_nmg_desert_water_dash:
- %preset("Water Dash", preset_nmg_desert_water_dash)
-
-cm_nmg_desert_outside_desert_palace:
- %preset("Outside Desert Palace", preset_nmg_desert_outside_desert_palace)
-
-cm_nmg_desert_desert_entrance:
- %preset("Entrance", preset_nmg_desert_desert_entrance)
-
-cm_nmg_desert_keybonk:
- %preset("Key Bonk", preset_nmg_desert_keybonk)
-
-cm_nmg_desert_pre_cannonball_room:
- %preset("Pre Cannonball Room", preset_nmg_desert_pre_cannonball_room)
-
-cm_nmg_desert_pot_room:
- %preset("Pot Room", preset_nmg_desert_pot_room)
-
-cm_nmg_desert_desert2_spinspeed:
- %preset("Desert 2 Spinspeed", preset_nmg_desert_desert2_spinspeed)
-
-cm_nmg_desert_popo_genocide_room:
- %preset("Popo Genocide", preset_nmg_desert_popo_genocide_room)
-
-cm_nmg_desert_torches:
- %preset("Torches", preset_nmg_desert_torches)
-
-cm_nmg_desert_lanmolas:
- %preset("Lanmolas", preset_nmg_desert_lanmolas)
-
-; HERA
-
-cm_nmg_presets_goto_hera:
- %submenu("Hera", cm_nmg_presets_hera)
-
-cm_nmg_presets_hera:
- dw cm_nmg_hera_outside_desert_palace
- dw cm_nmg_hera_fake_flippers
- dw cm_nmg_hera_dm
- dw cm_nmg_hera_after_mirror
- dw cm_nmg_hera_quickhop
- dw cm_nmg_hera_entrance
- dw cm_nmg_hera_tile_room
- dw cm_nmg_hera_torches
- dw cm_nmg_hera_beetles
- dw cm_nmg_hera_petting_zoo
- dw cm_nmg_hera_moldorm
- dw !menu_end
- %menu_header("HERA")
-
-cm_nmg_hera_outside_desert_palace:
- %preset("Outside Desert Palace", preset_nmg_hera_outside_desert_palace)
-
-cm_nmg_hera_fake_flippers:
- %preset("Fake Flippers", preset_nmg_hera_fake_flippers)
-
-cm_nmg_hera_dm:
- %preset("Death Mountain", preset_nmg_hera_dm)
-
-cm_nmg_hera_after_mirror:
- %preset("After Mirror", preset_nmg_hera_after_mirror)
-
-cm_nmg_hera_quickhop:
- %preset("Quickhop", preset_nmg_hera_quickhop)
-
-cm_nmg_hera_entrance:
- %preset("Entrance", preset_nmg_hera_entrance)
-
-cm_nmg_hera_tile_room:
- %preset("Tile room", preset_nmg_hera_tile_room)
-
-cm_nmg_hera_torches:
- %preset("Torches", preset_nmg_hera_torches)
-
-cm_nmg_hera_beetles:
- %preset("Beetles", preset_nmg_hera_beetles)
-
-cm_nmg_hera_petting_zoo:
- %preset("Petting Zoo", preset_nmg_hera_petting_zoo)
-
-cm_nmg_hera_moldorm:
- %preset("Moldorm", preset_nmg_hera_moldorm)
-
-; AGAHNIMS TOWER
-
-cm_nmg_presets_goto_aga:
- %submenu("Agahnim's Tower", cm_nmg_presets_aga)
-
-cm_nmg_presets_aga:
- dw cm_nmg_aga_outside_hera
- dw cm_nmg_aga_first_rupee_tree
- dw cm_nmg_aga_lost_woods
- dw cm_nmg_aga_after_grove
- dw cm_nmg_aga_after_lost_woods
- dw cm_nmg_aga_castle_screen
- dw cm_nmg_aga_entrance
- dw cm_nmg_aga_fairy_skip
- dw cm_nmg_aga_dark_room_of_despair
- dw cm_nmg_aga_dark_room_of_melancholy
- dw cm_nmg_aga_spear_guards
- dw cm_nmg_aga_circle_of_pots
- dw cm_nmg_aga_pit_room
- dw cm_nmg_aga_agahnim
- dw !menu_end
- %menu_header("AGAHNIMS TOWER")
-
-cm_nmg_aga_outside_hera:
- %preset("Outside Hera", preset_nmg_aga_outside_hera)
-
-cm_nmg_aga_first_rupee_tree:
- %preset("First Rupee Tree", preset_nmg_aga_first_rupee_tree)
-
-cm_nmg_aga_lost_woods:
- %preset("Lost Woods", preset_nmg_aga_lost_woods)
-
-cm_nmg_aga_after_grove:
- %preset("After Grove", preset_nmg_aga_after_grove)
-
-cm_nmg_aga_after_lost_woods:
- %preset("After Lost Woods", preset_nmg_aga_after_lost_woods)
-
-cm_nmg_aga_castle_screen:
- %preset("Castle Screen", preset_nmg_aga_castle_screen)
-
-cm_nmg_aga_entrance:
- %preset("Entrance", preset_nmg_aga_entrance)
-
-cm_nmg_aga_fairy_skip:
- %preset("Fairy Skip", preset_nmg_aga_fairy_skip)
-
-cm_nmg_aga_dark_room_of_despair:
- %preset("Dark Room of Despair", preset_nmg_aga_dark_room_of_despair)
-
-cm_nmg_aga_dark_room_of_melancholy:
- %preset("Dark Room of Melancholy", preset_nmg_aga_dark_room_of_melancholy)
-
-cm_nmg_aga_spear_guards:
- %preset("Spear Guards", preset_nmg_aga_spear_guards)
-
-cm_nmg_aga_circle_of_pots:
- %preset("Circle of Pots", preset_nmg_aga_circle_of_pots)
-
-cm_nmg_aga_pit_room:
- %preset("Pit Room", preset_nmg_aga_pit_room)
-
-cm_nmg_aga_agahnim:
- %preset("Agahnim", preset_nmg_aga_agahnim)
-
-; PALACE OF DARKNESS
-
-cm_nmg_presets_goto_pod:
- %submenu("Palace of Darkness", cm_nmg_presets_pod)
-
-cm_nmg_presets_pod:
- dw cm_nmg_pod_pyramid
- dw cm_nmg_pod_pod_overworld
- dw cm_nmg_pod_entrance
- dw cm_nmg_pod_main_hub_small_key
- dw cm_nmg_pod_main_hub_bk
- dw cm_nmg_pod_main_hub_hammeryump
- dw cm_nmg_pod_hammeryump
- dw cm_nmg_pod_before_sexy_statue
- dw cm_nmg_pod_sexy_statue_room
- dw cm_nmg_pod_mimics
- dw cm_nmg_pod_statue
- dw cm_nmg_pod_basement
- dw cm_nmg_pod_turtle_room
- dw cm_nmg_pod_helma
- dw !menu_end
- %menu_header("PALACE OF DARKNESS")
-
-cm_nmg_pod_pyramid:
- %preset("Pyramid", preset_nmg_pod_pyramid)
-
-cm_nmg_pod_pod_overworld:
- %preset("Palace Overworld Screen", preset_nmg_pod_pod_overworld)
-
-cm_nmg_pod_entrance:
- %preset("Entrance", preset_nmg_pod_entrance)
-
-cm_nmg_pod_main_hub_small_key:
- %preset("Main Hub (small key)", preset_nmg_pod_main_hub_small_key)
-
-cm_nmg_pod_main_hub_bk:
- %preset("Main Hub (bk)", preset_nmg_pod_main_hub_bk)
-
-cm_nmg_pod_main_hub_hammeryump:
- %preset("Main Hub (hammeryump)", preset_nmg_pod_main_hub_hammeryump)
-
-cm_nmg_pod_hammeryump:
- %preset("Hammeryump", preset_nmg_pod_hammeryump)
-
-cm_nmg_pod_before_sexy_statue:
- %preset("Pre Sexy Statue", preset_nmg_pod_before_sexy_statue)
-
-cm_nmg_pod_sexy_statue_room:
- %preset("Sexy Statue Room", preset_nmg_pod_sexy_statue_room)
-
-cm_nmg_pod_mimics:
- %preset("Mimics", preset_nmg_pod_mimics)
-
-cm_nmg_pod_statue:
- %preset("Statue", preset_nmg_pod_statue)
-
-cm_nmg_pod_basement:
- %preset("Basement", preset_nmg_pod_basement)
-
-cm_nmg_pod_turtle_room:
- %preset("Turtle Room", preset_nmg_pod_turtle_room)
-
-cm_nmg_pod_helma:
- %preset("Helma", preset_nmg_pod_helma)
-
-; THIEVES TOWN
-
-cm_nmg_presets_goto_thieves:
- %submenu("Thieves' Town", cm_nmg_presets_thieves)
-
-cm_nmg_presets_thieves:
- dw cm_nmg_thieves_outside_pod
- dw cm_nmg_thieves_ow_hammerdash
- dw cm_nmg_thieves_grove
- dw cm_nmg_thieves_usain_bolt
- dw cm_nmg_thieves_after_activating_flute
- dw cm_nmg_thieves_darkworld
- dw cm_nmg_thieves_entrance
- dw cm_nmg_thieves_after_big_key
- dw cm_nmg_thieves_blind_hallway
- dw cm_nmg_thieves_conveyor_gibos
- dw cm_nmg_thieves_hellway
- dw cm_nmg_thieves_bombable_floor
- dw cm_nmg_thieves_backtracking_1
- dw cm_nmg_thieves_basement
- dw cm_nmg_thieves_prison
- dw cm_nmg_thieves_after_gloves
- dw cm_nmg_thieves_backtracking_2
- dw cm_nmg_thieves_pot_hammerdash
- dw cm_nmg_thieves_blind
- dw !menu_end
- %menu_header("THIEVES TOWN")
-
-cm_nmg_thieves_outside_pod:
- %preset("Outside PoD", preset_nmg_thieves_outside_pod)
-
-cm_nmg_thieves_ow_hammerdash:
- %preset("Overworld Hammerdash", preset_nmg_thieves_ow_hammerdash)
-
-cm_nmg_thieves_grove:
- %preset("Grove", preset_nmg_thieves_grove)
-
-cm_nmg_thieves_usain_bolt:
- %preset("Usain Bolt", preset_nmg_thieves_usain_bolt)
-
-cm_nmg_thieves_after_activating_flute:
- %preset("After Activating Flute", preset_nmg_thieves_after_activating_flute)
-
-cm_nmg_thieves_darkworld:
- %preset("After Warp", preset_nmg_thieves_darkworld)
-
-cm_nmg_thieves_entrance:
- %preset("Entrance", preset_nmg_thieves_entrance)
-
-cm_nmg_thieves_after_big_key:
- %preset("After Big Key", preset_nmg_thieves_after_big_key)
-
-cm_nmg_thieves_blind_hallway:
- %preset("Stalfos Hallway", preset_nmg_thieves_blind_hallway)
-
-cm_nmg_thieves_conveyor_gibos:
- %preset("Conveyor Gibos", preset_nmg_thieves_conveyor_gibos)
-
-cm_nmg_thieves_hellway:
- %preset("Hellway", preset_nmg_thieves_hellway)
-
-cm_nmg_thieves_bombable_floor:
- %preset("Bombable Floor", preset_nmg_thieves_bombable_floor)
-
-cm_nmg_thieves_backtracking_1:
- %preset("Backtracking", preset_nmg_thieves_backtracking_1)
-
-cm_nmg_thieves_basement:
- %preset("Basement", preset_nmg_thieves_basement)
-
-cm_nmg_thieves_prison:
- %preset("Prison", preset_nmg_thieves_prison)
-
-cm_nmg_thieves_after_gloves:
- %preset("Gloves", preset_nmg_thieves_after_gloves)
-
-cm_nmg_thieves_backtracking_2:
- %preset("Backtracking", preset_nmg_thieves_backtracking_2)
-
-cm_nmg_thieves_pot_hammerdash:
- %preset("Pot Hammerdash", preset_nmg_thieves_pot_hammerdash)
-
-cm_nmg_thieves_blind:
- %preset("Blind", preset_nmg_thieves_blind)
-
-; SKULL WOODS
-
-cm_nmg_presets_goto_skull:
- %submenu("Skull Woods", cm_nmg_presets_skull)
-
-cm_nmg_presets_skull:
- dw cm_nmg_skull_outside_thieves
- dw cm_nmg_skull_cursed_dwarf
- dw cm_nmg_skull_getting_tempered
- dw cm_nmg_skull_fence_dash
- dw cm_nmg_skull_dash_to_sw
- dw cm_nmg_skull_mummy_room
- dw cm_nmg_skull_bomb_jump
- dw cm_nmg_skull_key_pot
- dw cm_nmg_skull_skull_entrance
- dw cm_nmg_skull_mummy_hellway
- dw cm_nmg_skull_mummy_key
- dw cm_nmg_skull_mothula
- dw !menu_end
- %menu_header("SKULL WOODS")
-
-cm_nmg_skull_outside_thieves:
- %preset("Outside Thieves", preset_nmg_skull_outside_thieves)
-
-cm_nmg_skull_cursed_dwarf:
- %preset("Cursed Dwarf", preset_nmg_skull_cursed_dwarf)
-
-cm_nmg_skull_getting_tempered:
- %preset("Getting Tempered", preset_nmg_skull_getting_tempered)
-
-cm_nmg_skull_fence_dash:
- %preset("Fencedash", preset_nmg_skull_fence_dash)
-
-cm_nmg_skull_dash_to_sw:
- %preset("Dash to Skull Woods", preset_nmg_skull_dash_to_sw)
-
-cm_nmg_skull_mummy_room:
- %preset("Mummy Room", preset_nmg_skull_mummy_room)
-
-cm_nmg_skull_bomb_jump:
- %preset("Bomb Jump", preset_nmg_skull_bomb_jump)
-
-cm_nmg_skull_key_pot:
- %preset("Key Pot", preset_nmg_skull_key_pot)
-
-cm_nmg_skull_skull_entrance:
- %preset("Skull Entrance", preset_nmg_skull_skull_entrance)
-
-cm_nmg_skull_mummy_hellway:
- %preset("Mummy Hellway", preset_nmg_skull_mummy_hellway)
-
-cm_nmg_skull_mummy_key:
- %preset("Mummy Key", preset_nmg_skull_mummy_key)
-
-cm_nmg_skull_mothula:
- %preset("Mothula", preset_nmg_skull_mothula)
-
-; ICE PALACE
-
-cm_nmg_presets_goto_ice:
- %submenu("Ice Palace", cm_nmg_presets_ice)
-
-cm_nmg_presets_ice:
- dw cm_nmg_ice_outside_skull
- dw cm_nmg_ice_bridge_warp
- dw cm_nmg_ice_lottery
- dw cm_nmg_ice_medallion
- dw cm_nmg_ice_zoras_domain
- dw cm_nmg_ice_tiny_warp
- dw cm_nmg_ice_ice_entrance
- dw cm_nmg_ice_ice2
- dw cm_nmg_ice_penguin_switch_room
- dw cm_nmg_ice_bombable_floor
- dw cm_nmg_ice_conveyor_room
- dw cm_nmg_ice_ipbj
- dw cm_nmg_ice_penguin_room
- dw cm_nmg_ice_lonely_firebar
- dw cm_nmg_ice_last_two_screens
- dw cm_nmg_ice_kholdstare
- dw !menu_end
- %menu_header("ICE PALACE")
-
-cm_nmg_ice_outside_skull:
- %preset("Outside Skull", preset_nmg_ice_outside_skull)
-
-cm_nmg_ice_bridge_warp:
- %preset("Bridge Warp", preset_nmg_ice_bridge_warp)
-
-cm_nmg_ice_lottery:
- %preset("Lottery", preset_nmg_ice_lottery)
-
-cm_nmg_ice_medallion:
- %preset("Medallion", preset_nmg_ice_medallion)
-
-cm_nmg_ice_zoras_domain:
- %preset("Zoras Domain", preset_nmg_ice_zoras_domain)
-
-cm_nmg_ice_tiny_warp:
- %preset("Tiny Warp Dik", preset_nmg_ice_tiny_warp)
-
-cm_nmg_ice_ice_entrance:
- %preset("Entrance", preset_nmg_ice_ice_entrance)
-
-cm_nmg_ice_ice2:
- %preset("Ice 2", preset_nmg_ice_ice2)
-
-cm_nmg_ice_penguin_switch_room:
- %preset("Penguin Switch Room", preset_nmg_ice_penguin_switch_room)
-
-cm_nmg_ice_bombable_floor:
- %preset("Bombable Floor", preset_nmg_ice_bombable_floor)
-
-cm_nmg_ice_conveyor_room:
- %preset("Conveyor Room", preset_nmg_ice_conveyor_room)
-
-cm_nmg_ice_ipbj:
- %preset("IPBJ", preset_nmg_ice_ipbj)
-
-cm_nmg_ice_penguin_room:
- %preset("Penguin Lineup Room", preset_nmg_ice_penguin_room)
-
-cm_nmg_ice_lonely_firebar:
- %preset("Lonely Firebar", preset_nmg_ice_lonely_firebar)
-
-cm_nmg_ice_last_two_screens:
- %preset("Last Two Screens", preset_nmg_ice_last_two_screens)
-
-cm_nmg_ice_kholdstare:
- %preset("Kholdstare", preset_nmg_ice_kholdstare)
-
-; SWAMP PALACE
-
-cm_nmg_presets_goto_swamp:
- %submenu("Swamp Palace", cm_nmg_presets_swamp)
-
-cm_nmg_presets_swamp:
- dw cm_nmg_swamp_outside_ice
- dw cm_nmg_swamp_links_house
- dw cm_nmg_swamp_swamp_overworld
- dw cm_nmg_swamp_antifairy_room
- dw cm_nmg_swamp_entrance
- dw cm_nmg_swamp_first_key_pot
- dw cm_nmg_swamp_hallway_key_1
- dw cm_nmg_swamp_water_lever_1
- dw cm_nmg_swamp_main_hub
- dw cm_nmg_swamp_water_lever_2
- dw cm_nmg_swamp_sociable_firebar
- dw cm_nmg_swamp_backtracking
- dw cm_nmg_swamp_hook_shot
- dw cm_nmg_swamp_hookdash
- dw cm_nmg_swamp_water_lever_3
- dw cm_nmg_swamp_restock
- dw cm_nmg_swamp_phelps_way
- dw cm_nmg_swamp_arrghus
- dw !menu_end
- %menu_header("SWAMP PALACE")
-
-cm_nmg_swamp_outside_ice:
- %preset("Outside Ice", preset_nmg_swamp_outside_ice)
-
-cm_nmg_swamp_links_house:
- %preset("Link's House", preset_nmg_swamp_links_house)
-
-cm_nmg_swamp_swamp_overworld:
- %preset("Swamp Overworld", preset_nmg_swamp_swamp_overworld)
-
-cm_nmg_swamp_antifairy_room:
- %preset("Antifairy Room", preset_nmg_swamp_antifairy_room)
-
-cm_nmg_swamp_entrance:
- %preset("Entrance", preset_nmg_swamp_entrance)
-
-cm_nmg_swamp_first_key_pot:
- %preset("First Key Pot", preset_nmg_swamp_first_key_pot)
-
-cm_nmg_swamp_hallway_key_1:
- %preset("Tiny Hallway Key", preset_nmg_swamp_hallway_key_1)
-
-cm_nmg_swamp_water_lever_1:
- %preset("Water Lever 1", preset_nmg_swamp_water_lever_1)
-
-cm_nmg_swamp_main_hub:
- %preset("Main Hub", preset_nmg_swamp_main_hub)
-
-cm_nmg_swamp_water_lever_2:
- %preset("Water Lever 2", preset_nmg_swamp_water_lever_2)
-
-cm_nmg_swamp_sociable_firebar:
- %preset("Sociable Firebar", preset_nmg_swamp_sociable_firebar)
-
-cm_nmg_swamp_backtracking:
- %preset("Backtracking", preset_nmg_swamp_backtracking)
-
-cm_nmg_swamp_hook_shot:
- %preset("Hookshot", preset_nmg_swamp_hook_shot)
-
-cm_nmg_swamp_hookdash:
- %preset("Hookdash", preset_nmg_swamp_hookdash)
-
-cm_nmg_swamp_water_lever_3:
- %preset("Water Lever 3", preset_nmg_swamp_water_lever_3)
-
-cm_nmg_swamp_restock:
- %preset("Restock Room", preset_nmg_swamp_restock)
-
-cm_nmg_swamp_phelps_way:
- %preset("Phelps Way", preset_nmg_swamp_phelps_way)
-
-cm_nmg_swamp_arrghus:
- %preset("Arrghus", preset_nmg_swamp_arrghus)
-
-; MISERY MIRE
-
-cm_nmg_presets_goto_mire:
- %submenu("Misery Mire", cm_nmg_presets_mire)
-
-cm_nmg_presets_mire:
- dw cm_nmg_mire_outside_swamp
- dw cm_nmg_mire_dm
- dw cm_nmg_mire_free_flutedash
- dw cm_nmg_mire_darkworld_warp
- dw cm_nmg_mire_entrance
- dw cm_nmg_mire_mire2
- dw cm_nmg_mire_main_hub
- dw cm_nmg_mire_beat_the_fireball
- dw cm_nmg_mire_bari_key
- dw cm_nmg_mire_sluggulas
- dw cm_nmg_mire_torches
- dw cm_nmg_mire_spark_gamble
- dw cm_nmg_mire_big_chest_room
- dw cm_nmg_mire_spike_key
- dw cm_nmg_mire_wizzrobe
- dw cm_nmg_mire_basement
- dw cm_nmg_mire_spooky_action_1
- dw cm_nmg_mire_spooky_action_2
- dw cm_nmg_mire_vitty
- dw !menu_end
- %menu_header("MISERY MIRE")
-
-cm_nmg_mire_outside_swamp:
- %preset("Outside Swamp", preset_nmg_mire_outside_swamp)
-
-cm_nmg_mire_dm:
- %preset("Death Mountain", preset_nmg_mire_dm)
-
-cm_nmg_mire_free_flutedash:
- %preset("Free Flutedash", preset_nmg_mire_free_flutedash)
-
-cm_nmg_mire_darkworld_warp:
- %preset("Mire Overworld Screen", preset_nmg_mire_darkworld_warp)
-
-cm_nmg_mire_entrance:
- %preset("Mire Entrance", preset_nmg_mire_entrance)
-
-cm_nmg_mire_mire2:
- %preset("Mire 2", preset_nmg_mire_mire2)
-
-cm_nmg_mire_main_hub:
- %preset("Main Hub", preset_nmg_mire_main_hub)
-
-cm_nmg_mire_beat_the_fireball:
- %preset("Beat the Fireball", preset_nmg_mire_beat_the_fireball)
-
-cm_nmg_mire_bari_key:
- %preset("Bari Key", preset_nmg_mire_bari_key)
-
-cm_nmg_mire_sluggulas:
- %preset("Sluggulas", preset_nmg_mire_sluggulas)
-
-cm_nmg_mire_torches:
- %preset("Torches", preset_nmg_mire_torches)
-
-cm_nmg_mire_spark_gamble:
- %preset("Spark Gamble", preset_nmg_mire_spark_gamble)
-
-cm_nmg_mire_big_chest_room:
- %preset("Big Chest Room", preset_nmg_mire_big_chest_room)
-
-cm_nmg_mire_spike_key:
- %preset("Spike Key", preset_nmg_mire_spike_key)
-
-cm_nmg_mire_wizzrobe:
- %preset("Wizzrobe", preset_nmg_mire_wizzrobe)
-
-cm_nmg_mire_basement:
- %preset("Basement", preset_nmg_mire_basement)
-
-cm_nmg_mire_spooky_action_1:
- %preset("Spooky Action 1", preset_nmg_mire_spooky_action_1)
-
-cm_nmg_mire_spooky_action_2:
- %preset("Spooky Action 2", preset_nmg_mire_spooky_action_2)
-
-cm_nmg_mire_vitty:
- %preset("Vitreous", preset_nmg_mire_vitty)
-
-; TURTLE ROCK
-
-cm_nmg_presets_goto_trock:
- %submenu("Turtle Rock", cm_nmg_presets_trock)
-
-cm_nmg_presets_trock:
- dw cm_nmg_trock_outside_mire
- dw cm_nmg_trock_icerod_overworld
- dw cm_nmg_trock_dm
- dw cm_nmg_trock_squirrels
- dw cm_nmg_trock_peg_puzzle
- dw cm_nmg_trock_entrance
- dw cm_nmg_trock_torches
- dw cm_nmg_trock_roller_room
- dw cm_nmg_trock_pokey_0
- dw cm_nmg_trock_chomps
- dw cm_nmg_trock_pokey_1
- dw cm_nmg_trock_pokeys_2
- dw cm_nmg_trock_crystal_roller
- dw cm_nmg_trock_dark_room
- dw cm_nmg_trock_laser_skip
- dw cm_nmg_trock_switch_room
- dw cm_nmg_trock_trinexx
- dw !menu_end
- %menu_header("TURTLE ROCK")
-
-cm_nmg_trock_outside_mire:
- %preset("Outside Mire", preset_nmg_trock_outside_mire)
-
-cm_nmg_trock_icerod_overworld:
- %preset("Ice Rod Overworld", preset_nmg_trock_icerod_overworld)
-
-cm_nmg_trock_dm:
- %preset("Death Mountain", preset_nmg_trock_dm)
-
-cm_nmg_trock_squirrels:
- %preset("Squirrels", preset_nmg_trock_squirrels)
-
-cm_nmg_trock_peg_puzzle:
- %preset("Peg Puzzle", preset_nmg_trock_peg_puzzle)
-
-cm_nmg_trock_entrance:
- %preset("Entrance", preset_nmg_trock_entrance)
-
-cm_nmg_trock_torches:
- %preset("Torches", preset_nmg_trock_torches)
-
-cm_nmg_trock_roller_room:
- %preset("Roller Room", preset_nmg_trock_roller_room)
-
-cm_nmg_trock_pokey_0:
- %preset("Pokey 0", preset_nmg_trock_pokey_0)
-
-cm_nmg_trock_chomps:
- %preset("Chomps", preset_nmg_trock_chomps)
-
-cm_nmg_trock_pokey_1:
- %preset("Pokey 1", preset_nmg_trock_pokey_1)
-
-cm_nmg_trock_pokeys_2:
- %preset("Pokeys 2", preset_nmg_trock_pokeys_2)
-
-cm_nmg_trock_crystal_roller:
- %preset("Crystal Roller", preset_nmg_trock_crystal_roller)
-
-cm_nmg_trock_dark_room:
- %preset("Dark Room", preset_nmg_trock_dark_room)
-
-cm_nmg_trock_laser_skip:
- %preset("Laser Skip", preset_nmg_trock_laser_skip)
-
-cm_nmg_trock_switch_room:
- %preset("Switch Room", preset_nmg_trock_switch_room)
-
-cm_nmg_trock_trinexx:
- %preset("Trinexx", preset_nmg_trock_trinexx)
-
-; GANONS TOWER
-
-cm_nmg_presets_goto_gtower:
- %submenu("Ganon's Tower", cm_nmg_presets_gtower)
-
-cm_nmg_presets_gtower:
- dw cm_nmg_gtower_outside_trock
- dw cm_nmg_gtower_entrance
- dw cm_nmg_gtower_spike_skip
- dw cm_nmg_gtower_pre_firesnakes_room
- dw cm_nmg_gtower_bombable_floor
- dw cm_nmg_gtower_ice_armos
- dw cm_nmg_gtower_floor_2
- dw cm_nmg_gtower_mimics1
- dw cm_nmg_gtower_mimics2
- dw cm_nmg_gtower_spike_room
- dw cm_nmg_gtower_gauntlet
- dw cm_nmg_gtower_gauntlet_3
- dw cm_nmg_gtower_lanmola2
- dw cm_nmg_gtower_wizz1
- dw cm_nmg_gtower_wizz2
- dw cm_nmg_gtower_torches1
- dw cm_nmg_gtower_torches2
- dw cm_nmg_gtower_helma_key
- dw cm_nmg_gtower_bombable_wall
- dw cm_nmg_gtower_moldorm_2
- dw cm_nmg_gtower_agahnim_2
- dw !menu_end
- %menu_header("GANONS TOWER")
-
-cm_nmg_gtower_outside_trock:
- %preset("Outside Turtle Rock", preset_nmg_gtower_outside_trock)
-
-cm_nmg_gtower_entrance:
- %preset("Entrance", preset_nmg_gtower_entrance)
-
-cm_nmg_gtower_spike_skip:
- %preset("Spike Skip", preset_nmg_gtower_spike_skip)
-
-cm_nmg_gtower_pre_firesnakes_room:
- %preset("Pre Firesnakes Room", preset_nmg_gtower_pre_firesnakes_room)
-
-cm_nmg_gtower_bombable_floor:
- %preset("Bombable Floor", preset_nmg_gtower_bombable_floor)
-
-cm_nmg_gtower_ice_armos:
- %preset("Ice Armos", preset_nmg_gtower_ice_armos)
-
-cm_nmg_gtower_floor_2:
- %preset("Floor 2", preset_nmg_gtower_floor_2)
-
-cm_nmg_gtower_mimics1:
- %preset("Mimics 1", preset_nmg_gtower_mimics1)
-
-cm_nmg_gtower_mimics2:
- %preset("Mimics 2", preset_nmg_gtower_mimics2)
-
-cm_nmg_gtower_spike_room:
- %preset("Spike Room", preset_nmg_gtower_spike_room)
-
-cm_nmg_gtower_gauntlet:
- %preset("Gauntlet 1", preset_nmg_gtower_gauntlet)
-
-cm_nmg_gtower_gauntlet_3:
- %preset("Gauntlet 3", preset_nmg_gtower_gauntlet_3)
-
-cm_nmg_gtower_lanmola2:
- %preset("Lanmola 2", preset_nmg_gtower_lanmola2)
-
-cm_nmg_gtower_wizz1:
- %preset("Wizzrobes 1", preset_nmg_gtower_wizz1)
-
-cm_nmg_gtower_wizz2:
- %preset("Wizzrobes 2", preset_nmg_gtower_wizz2)
-
-cm_nmg_gtower_torches1:
- %preset("Torches 1", preset_nmg_gtower_torches1)
-
-cm_nmg_gtower_torches2:
- %preset("Torches 2", preset_nmg_gtower_torches2)
-
-cm_nmg_gtower_helma_key:
- %preset("Helma Key", preset_nmg_gtower_helma_key)
-
-cm_nmg_gtower_bombable_wall:
- %preset("Bombable Wall", preset_nmg_gtower_bombable_wall)
-
-cm_nmg_gtower_moldorm_2:
- %preset("Moldorm 2", preset_nmg_gtower_moldorm_2)
-
-cm_nmg_gtower_agahnim_2:
- %preset("Agahnim 2", preset_nmg_gtower_agahnim_2)
-
-; GANON
-
-cm_nmg_presets_goto_ganon:
- %submenu("Ganon", cm_nmg_presets_ganon)
-
-cm_nmg_presets_ganon:
- dw cm_nmg_ganon_pyramid
- dw cm_nmg_ganon_pyramid_magic
- dw !menu_end
- %menu_header("GANON")
-
-cm_nmg_ganon_pyramid:
- %preset("Ganon", preset_nmg_ganon_pyramid)
-
-cm_nmg_ganon_pyramid_magic:
- %preset("Ganon (full magic)", preset_nmg_ganon_pyramid_magic)
-
-; BOSSES
-
-cm_nmg_presets_goto_boss:
- %submenu("Bosses", cm_nmg_presets_boss)
-
-cm_nmg_presets_boss:
- dw cm_nmg_eastern_armos
- dw cm_nmg_desert_lanmolas
- dw cm_nmg_hera_moldorm
- dw cm_nmg_aga_agahnim
- dw cm_nmg_pod_helma
- dw cm_nmg_thieves_blind
- dw cm_nmg_skull_mothula
- dw cm_nmg_ice_kholdstare
- dw cm_nmg_swamp_arrghus
- dw cm_nmg_mire_vitty
- dw cm_nmg_trock_trinexx
- dw cm_nmg_gtower_agahnim_2
- dw cm_nmg_ganon_pyramid
- dw cm_nmg_ganon_pyramid_magic
- dw !menu_end
- %menu_header("BOSSES")
diff --git a/src/presetsold/preset_data_ad2020.asm b/src/presetsold/preset_data_ad2020.asm
deleted file mode 100644
index 94c4082..0000000
--- a/src/presetsold/preset_data_ad2020.asm
+++ /dev/null
@@ -1,7315 +0,0 @@
-; Preset locations
-
-preset_ad2020_eastern_bed:
-db $02 ; Dungeon
-dw $0104 ; Room Index
-dw $2110 ; BG1 Vertical Scroll
-dw $2110 ; BG2 Vertical Scroll
-dw $0900 ; BG1 Horizontal Scroll
-dw $0900 ; BG2 Horizontal Scroll
-dw $0940 ; Link X
-dw $215A ; Link Y
-dw $017F ; Camera X
-dw $017F ; Camera Y
-dw $0816 ; Door Settings
-dw $2100 ; Relative Coords HU
-dw $2000 ; Relative Coords FU
-dw $2110 ; Relative Coords HD
-dw $2110 ; Relative Coords FD
-dw $0900 ; Relative Coords HL
-dw $0900 ; Relative Coords FL
-dw $0900 ; Relative Coords HR
-dw $0A00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $03 ; Main Graphics
-db $FF ; Music Track
-db $00 ; Starting Floor
-db $FF ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_eastern_bed_after
-
-preset_ad2020_eastern_courtyard_1:
-db $02 ; Dungeon
-dw $0055 ; Room Index
-dw $0B10 ; BG1 Vertical Scroll
-dw $0B10 ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0A78 ; Link X
-dw $0BDB ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $0B00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0B10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $01 ; Main Graphics
-db $03 ; Music Track
-db $FF ; Starting Floor
-db $FF ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_eastern_courtyard_1_after
-
-preset_ad2020_eastern_castle_entrance:
-db $01 ; Overworld
-dw $001B ; Screen Index
-dw $07F8 ; Link X
-dw $06FA ; Link Y
-dw $06BF ; BG1 Vertical Scroll
-dw $069C ; BG2 Vertical Scroll
-dw $3FEC ; BG1 Horizontal Scroll
-dw $0784 ; BG2 Horizontal Scroll
-dw $0803 ; Scroll X
-dw $0709 ; Scroll Y
-dw $0530 ; Unknown 1
-dw $0004 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_ad2020_eastern_castle_entrance_after
-
-preset_ad2020_eastern_courtyard_2:
-db $02 ; Dungeon
-dw $0055 ; Room Index
-dw $0B10 ; BG1 Vertical Scroll
-dw $0B10 ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0A78 ; Link X
-dw $0BDB ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $0B00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0B10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $01 ; Main Graphics
-db $03 ; Music Track
-db $FF ; Starting Floor
-db $FF ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_eastern_courtyard_2_after
-
-preset_ad2020_eastern_river_clip:
-db $01 ; Overworld
-dw $001B ; Screen Index
-dw $08AB ; Link X
-dw $09E3 ; Link Y
-dw $27C0 ; BG1 Vertical Scroll
-dw $091E ; BG2 Vertical Scroll
-dw $A66F ; BG1 Horizontal Scroll
-dw $0831 ; BG2 Horizontal Scroll
-dw $08B6 ; Scroll X
-dw $098B ; Scroll Y
-dw $1846 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFFF ; Unknown 3
-dw sram_ad2020_eastern_river_clip_after
-
-preset_ad2020_eastern_outside_palace:
-db $01 ; Overworld
-dw $002E ; Screen Index
-dw $0C90 ; Link X
-dw $0A04 ; Link Y
-dw $4000 ; BG1 Vertical Scroll
-dw $0A00 ; BG2 Vertical Scroll
-dw $1D0F ; BG1 Horizontal Scroll
-dw $0C1E ; BG2 Horizontal Scroll
-dw $0C9B ; Scroll X
-dw $0A6D ; Scroll Y
-dw $0002 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF2 ; Unknown 3
-dw sram_ad2020_eastern_outside_palace_after
-
-preset_ad2020_eastern_entrance:
-db $01 ; Overworld
-dw $001E ; Screen Index
-dw $0F50 ; Link X
-dw $0A2A ; Link Y
-dw $9920 ; BG1 Vertical Scroll
-dw $091E ; BG2 Vertical Scroll
-dw $B36D ; BG1 Horizontal Scroll
-dw $0EDA ; BG2 Horizontal Scroll
-dw $0F57 ; Scroll X
-dw $098D ; Scroll Y
-dw $185C ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0006 ; Unknown 3
-dw sram_ad2020_eastern_entrance_after
-
-preset_ad2020_eastern_stalfos_room:
-db $02 ; Dungeon
-dw $00A8 ; Room Index
-dw $150B ; BG1 Vertical Scroll
-dw $150B ; BG2 Vertical Scroll
-dw $1100 ; BG1 Horizontal Scroll
-dw $1100 ; BG2 Horizontal Scroll
-dw $111C ; Link X
-dw $1578 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1500 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1510 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $1100 ; Relative Coords HL
-dw $1000 ; Relative Coords FL
-dw $1100 ; Relative Coords HR
-dw $1100 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_eastern_stalfos_room_after
-
-preset_ad2020_eastern_big_chest_room_1:
-db $02 ; Dungeon
-dw $00A8 ; Room Index
-dw $140B ; BG1 Vertical Scroll
-dw $140B ; BG2 Vertical Scroll
-dw $1100 ; BG1 Horizontal Scroll
-dw $1100 ; BG2 Horizontal Scroll
-dw $11BD ; Link X
-dw $1478 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1400 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1410 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $1100 ; Relative Coords HL
-dw $1000 ; Relative Coords FL
-dw $1100 ; Relative Coords HR
-dw $1100 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $02 ; Door Orientation
-db $01 ; Starting Background
-dw sram_ad2020_eastern_big_chest_room_1_after
-
-preset_ad2020_eastern_dark_antifairies_room:
-db $02 ; Dungeon
-dw $00AA ; Room Index
-dw $1510 ; BG1 Vertical Scroll
-dw $1510 ; BG2 Vertical Scroll
-dw $1400 ; BG1 Horizontal Scroll
-dw $1400 ; BG2 Horizontal Scroll
-dw $1478 ; Link X
-dw $15DA ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $1500 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1510 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $1400 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1400 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_eastern_dark_antifairies_room_after
-
-preset_ad2020_eastern_dark_key_room:
-db $02 ; Dungeon
-dw $00BA ; Room Index
-dw $0105 ; BG1 Vertical Scroll
-dw $160B ; BG2 Vertical Scroll
-dw $00B0 ; BG1 Horizontal Scroll
-dw $1400 ; BG2 Horizontal Scroll
-dw $14D4 ; Link X
-dw $1678 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $1400 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1400 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_eastern_dark_key_room_after
-
-preset_ad2020_eastern_big_key_dmg_boost:
-db $02 ; Dungeon
-dw $00B9 ; Room Index
-dw $160B ; BG1 Vertical Scroll
-dw $160B ; BG2 Vertical Scroll
-dw $1200 ; BG1 Horizontal Scroll
-dw $1200 ; BG2 Horizontal Scroll
-dw $121B ; Link X
-dw $1678 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_eastern_big_key_dmg_boost_after
-
-preset_ad2020_eastern_big_chest_room_2:
-db $02 ; Dungeon
-dw $00A8 ; Room Index
-dw $140B ; BG1 Vertical Scroll
-dw $140B ; BG2 Vertical Scroll
-dw $1100 ; BG1 Horizontal Scroll
-dw $1100 ; BG2 Horizontal Scroll
-dw $11BD ; Link X
-dw $1478 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1400 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1410 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $1100 ; Relative Coords HL
-dw $1000 ; Relative Coords FL
-dw $1100 ; Relative Coords HR
-dw $1100 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $02 ; Door Orientation
-db $01 ; Starting Background
-dw sram_ad2020_eastern_big_chest_room_2_after
-
-preset_ad2020_eastern_gwg:
-db $02 ; Dungeon
-dw $00A9 ; Room Index
-dw $1400 ; BG1 Vertical Scroll
-dw $1400 ; BG2 Vertical Scroll
-dw $1280 ; BG1 Horizontal Scroll
-dw $1280 ; BG2 Horizontal Scroll
-dw $12F8 ; Link X
-dw $1421 ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1400 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1410 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_eastern_gwg_after
-
-preset_ad2020_eastern_pot_room:
-db $02 ; Dungeon
-dw $0099 ; Room Index
-dw $0040 ; BG1 Vertical Scroll
-dw $1300 ; BG2 Vertical Scroll
-dw $FFFF ; BG1 Horizontal Scroll
-dw $1200 ; BG2 Horizontal Scroll
-dw $1278 ; Link X
-dw $1326 ; Link Y
-dw $007F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $1300 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1310 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_eastern_pot_room_after
-
-preset_ad2020_eastern_zeldagamer_room:
-db $02 ; Dungeon
-dw $00D9 ; Room Index
-dw $1B0B ; BG1 Vertical Scroll
-dw $1B0B ; BG2 Vertical Scroll
-dw $1200 ; BG1 Horizontal Scroll
-dw $1200 ; BG2 Horizontal Scroll
-dw $121B ; Link X
-dw $1B78 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1B00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1B10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $04 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_eastern_zeldagamer_room_after
-
-preset_ad2020_eastern_armos:
-db $02 ; Dungeon
-dw $00D8 ; Room Index
-dw $1A00 ; BG1 Vertical Scroll
-dw $1A00 ; BG2 Vertical Scroll
-dw $1100 ; BG1 Horizontal Scroll
-dw $1100 ; BG2 Horizontal Scroll
-dw $1178 ; Link X
-dw $1A24 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1A00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1A10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $1100 ; Relative Coords HL
-dw $1000 ; Relative Coords FL
-dw $1100 ; Relative Coords HR
-dw $1100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $04 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_eastern_armos_after
-
-preset_ad2020_pod_outside_eastern:
-db $01 ; Overworld
-dw $001E ; Screen Index
-dw $0F50 ; Link X
-dw $062B ; Link Y
-dw $3900 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $11D6 ; BG1 Horizontal Scroll
-dw $0ED6 ; BG2 Horizontal Scroll
-dw $0F5B ; Scroll X
-dw $066D ; Scroll Y
-dw $005A ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_ad2020_pod_outside_eastern_after
-
-preset_ad2020_pod_eastern_spinspeed:
-db $02 ; Dungeon
-dw $0105 ; Room Index
-dw $2110 ; BG1 Vertical Scroll
-dw $2110 ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0A78 ; Link X
-dw $21D8 ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $2100 ; Relative Coords HU
-dw $2000 ; Relative Coords FU
-dw $2110 ; Relative Coords HD
-dw $2110 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0F ; Main Graphics
-db $18 ; Music Track
-db $00 ; Starting Floor
-db $FF ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_pod_eastern_spinspeed_after
-
-preset_ad2020_pod_dma:
-db $01 ; Overworld
-dw $0013 ; Screen Index
-dw $0607 ; Link X
-dw $0577 ; Link Y
-dw $9A1A ; BG1 Vertical Scroll
-dw $0513 ; BG2 Vertical Scroll
-dw $1B80 ; BG1 Horizontal Scroll
-dw $0600 ; BG2 Horizontal Scroll
-dw $0685 ; Scroll X
-dw $0582 ; Scroll Y
-dw $0880 ; Unknown 1
-dw $FFFB ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_ad2020_pod_dma_after
-
-preset_ad2020_pod_death_mountain:
-db $02 ; Dungeon
-dw $00F1 ; Room Index
-dw $FFC0 ; BG1 Vertical Scroll
-dw $1F10 ; BG2 Vertical Scroll
-dw $00FF ; BG1 Horizontal Scroll
-dw $0300 ; BG2 Horizontal Scroll
-dw $0378 ; Link X
-dw $1FBD ; Link Y
-dw $017F ; Camera X
-dw $0187 ; Camera Y
-dw $0000 ; Door Settings
-dw $1F00 ; Relative Coords HU
-dw $1E00 ; Relative Coords FU
-dw $1F10 ; Relative Coords HD
-dw $1F10 ; Relative Coords FD
-dw $0300 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0300 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $06 ; Main Graphics
-db $12 ; Music Track
-db $00 ; Starting Floor
-db $FF ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_pod_death_mountain_after
-
-preset_ad2020_pod_kiki_yeet:
-db $01 ; Overworld
-dw $0003 ; Screen Index
-dw $0718 ; Link X
-dw $03C0 ; Link Y
-dw $A8D9 ; BG1 Vertical Scroll
-dw $031E ; BG2 Vertical Scroll
-dw $4C2C ; BG1 Horizontal Scroll
-dw $06A4 ; BG2 Horizontal Scroll
-dw $0723 ; Scroll X
-dw $038D ; Scroll Y
-dw $1816 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFFC ; Unknown 3
-dw sram_ad2020_pod_kiki_yeet_after
-
-preset_ad2020_pod_kiki_skip:
-db $01 ; Overworld
-dw $0003 ; Screen Index
-dw $0748 ; Link X
-dw $062F ; Link Y
-dw $E6D9 ; BG1 Vertical Scroll
-dw $031E ; BG2 Vertical Scroll
-dw $A938 ; BG1 Horizontal Scroll
-dw $06D4 ; BG2 Horizontal Scroll
-dw $0753 ; Scroll X
-dw $038D ; Scroll Y
-dw $181C ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFFC ; Unknown 3
-dw sram_ad2020_pod_kiki_skip_after
-
-preset_ad2020_pod_dungeon_reload:
-db $01 ; Overworld
-dw $005E ; Screen Index
-dw $0F50 ; Link X
-dw $063B ; Link Y
-dw $2800 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $10D6 ; BG1 Horizontal Scroll
-dw $0ED6 ; BG2 Horizontal Scroll
-dw $0F5B ; Scroll X
-dw $066D ; Scroll Y
-dw $005A ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_ad2020_pod_dungeon_reload_after
-
-preset_ad2020_pod_main_hub_bk:
-db $02 ; Dungeon
-dw $004A ; Room Index
-dw $0800 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $1480 ; BG1 Horizontal Scroll
-dw $1480 ; BG2 Horizontal Scroll
-dw $14F8 ; Link X
-dw $0824 ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $1400 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1400 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_pod_main_hub_bk_after
-
-preset_ad2020_pod_main_hub_hammerjump:
-db $02 ; Dungeon
-dw $004A ; Room Index
-dw $0800 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $1480 ; BG1 Horizontal Scroll
-dw $1480 ; BG2 Horizontal Scroll
-dw $14F8 ; Link X
-dw $0825 ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $1400 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1400 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_pod_main_hub_hammerjump_after
-
-preset_ad2020_pod_hammerjump:
-db $02 ; Dungeon
-dw $002A ; Room Index
-dw $0400 ; BG1 Vertical Scroll
-dw $0400 ; BG2 Vertical Scroll
-dw $1400 ; BG1 Horizontal Scroll
-dw $1400 ; BG2 Horizontal Scroll
-dw $1478 ; Link X
-dw $0424 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0400 ; Relative Coords HU
-dw $0400 ; Relative Coords FU
-dw $0410 ; Relative Coords HD
-dw $0510 ; Relative Coords FD
-dw $1400 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1400 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_pod_hammerjump_after
-
-preset_ad2020_pod_archery_contest:
-db $02 ; Dungeon
-dw $003A ; Room Index
-dw $0688 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $14C0 ; BG1 Horizontal Scroll
-dw $1500 ; BG2 Horizontal Scroll
-dw $1578 ; Link X
-dw $0624 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1500 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1500 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_pod_archery_contest_after
-
-preset_ad2020_pod_sexy_statue:
-db $02 ; Dungeon
-dw $002A ; Room Index
-dw $048B ; BG1 Vertical Scroll
-dw $048B ; BG2 Vertical Scroll
-dw $1500 ; BG1 Horizontal Scroll
-dw $1500 ; BG2 Horizontal Scroll
-dw $15C0 ; Link X
-dw $04F8 ; Link Y
-dw $017F ; Camera X
-dw $0103 ; Camera Y
-dw $0000 ; Door Settings
-dw $0400 ; Relative Coords HU
-dw $0400 ; Relative Coords FU
-dw $0410 ; Relative Coords HD
-dw $0510 ; Relative Coords FD
-dw $1500 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1500 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_pod_sexy_statue_after
-
-preset_ad2020_pod_mimics:
-db $02 ; Dungeon
-dw $002B ; Room Index
-dw $0400 ; BG1 Vertical Scroll
-dw $0400 ; BG2 Vertical Scroll
-dw $1600 ; BG1 Horizontal Scroll
-dw $1600 ; BG2 Horizontal Scroll
-dw $1678 ; Link X
-dw $0413 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0400 ; Relative Coords HU
-dw $0400 ; Relative Coords FU
-dw $0410 ; Relative Coords HD
-dw $0510 ; Relative Coords FD
-dw $1600 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1600 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_pod_mimics_after
-
-preset_ad2020_pod_statue:
-db $02 ; Dungeon
-dw $001B ; Room Index
-dw $0300 ; BG1 Vertical Scroll
-dw $0300 ; BG2 Vertical Scroll
-dw $1600 ; BG1 Horizontal Scroll
-dw $1600 ; BG2 Horizontal Scroll
-dw $1678 ; Link X
-dw $0324 ; Link Y
-dw $007F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0300 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0310 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $1600 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1600 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $01 ; Starting Background
-dw sram_ad2020_pod_statue_after
-
-preset_ad2020_pod_basement:
-db $02 ; Dungeon
-dw $001B ; Room Index
-dw $0200 ; BG1 Vertical Scroll
-dw $0200 ; BG2 Vertical Scroll
-dw $1678 ; BG1 Horizontal Scroll
-dw $1700 ; BG2 Horizontal Scroll
-dw $1790 ; Link X
-dw $0253 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $1700 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1700 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_pod_basement_after
-
-preset_ad2020_pod_turtle_room:
-db $02 ; Dungeon
-dw $000B ; Room Index
-dw $FFC0 ; BG1 Vertical Scroll
-dw $0010 ; BG2 Vertical Scroll
-dw $00FF ; BG1 Horizontal Scroll
-dw $1600 ; BG2 Horizontal Scroll
-dw $1678 ; Link X
-dw $00D8 ; Link Y
-dw $007F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $0000 ; Relative Coords HU
-dw $0000 ; Relative Coords FU
-dw $0010 ; Relative Coords HD
-dw $0110 ; Relative Coords FD
-dw $1600 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1600 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_pod_turtle_room_after
-
-preset_ad2020_pod_helma:
-db $02 ; Dungeon
-dw $006A ; Room Index
-dw $0040 ; BG1 Vertical Scroll
-dw $0C00 ; BG2 Vertical Scroll
-dw $FFFF ; BG1 Horizontal Scroll
-dw $1500 ; BG2 Horizontal Scroll
-dw $1578 ; Link X
-dw $0C24 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0C00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0C10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $1500 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1500 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_pod_helma_after
-
-preset_ad2020_escape_outside_pod:
-db $01 ; Overworld
-dw $005E ; Screen Index
-dw $0F50 ; Link X
-dw $063B ; Link Y
-dw $2800 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $10D6 ; BG1 Horizontal Scroll
-dw $0ED6 ; BG2 Horizontal Scroll
-dw $0F5B ; Scroll X
-dw $066D ; Scroll Y
-dw $005A ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_ad2020_escape_outside_pod_after
-
-preset_ad2020_escape_sanc_1:
-db $02 ; Dungeon
-dw $0012 ; Room Index
-dw $0310 ; BG1 Vertical Scroll
-dw $0310 ; BG2 Vertical Scroll
-dw $0480 ; BG1 Horizontal Scroll
-dw $0480 ; BG2 Horizontal Scroll
-dw $04F8 ; Link X
-dw $03BE ; Link Y
-dw $00FF ; Camera X
-dw $0186 ; Camera Y
-dw $0000 ; Door Settings
-dw $0300 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0310 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $04 ; Main Graphics
-db $14 ; Music Track
-db $00 ; Starting Floor
-db $00 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_escape_sanc_1_after
-
-preset_ad2020_escape_entrance:
-db $01 ; Overworld
-dw $001B ; Screen Index
-dw $08C8 ; Link X
-dw $062F ; Link Y
-dw $C78F ; BG1 Vertical Scroll
-dw $051E ; BG2 Vertical Scroll
-dw $6F2B ; BG1 Horizontal Scroll
-dw $0656 ; BG2 Horizontal Scroll
-dw $08D3 ; Scroll X
-dw $058B ; Scroll Y
-dw $088A ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_ad2020_escape_entrance_after
-
-preset_ad2020_escape_1st_keyguard:
-db $02 ; Dungeon
-dw $0001 ; Room Index
-dw $0000 ; BG1 Vertical Scroll
-dw $0000 ; BG2 Vertical Scroll
-dw $0280 ; BG1 Horizontal Scroll
-dw $0280 ; BG2 Horizontal Scroll
-dw $02F8 ; Link X
-dw $0054 ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0000 ; Relative Coords HU
-dw $0000 ; Relative Coords FU
-dw $0010 ; Relative Coords HD
-dw $0110 ; Relative Coords FD
-dw $0200 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0200 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $00 ; Starting Floor
-db $02 ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_ad2020_escape_1st_keyguard_after
-
-preset_ad2020_escape_stealth_room:
-db $02 ; Dungeon
-dw $0082 ; Room Index
-dw $1110 ; BG1 Vertical Scroll
-dw $1110 ; BG2 Vertical Scroll
-dw $0400 ; BG1 Horizontal Scroll
-dw $0400 ; BG2 Horizontal Scroll
-dw $0410 ; Link X
-dw $1180 ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $1100 ; Relative Coords HU
-dw $1000 ; Relative Coords FU
-dw $1110 ; Relative Coords HD
-dw $1110 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FF ; Starting Floor
-db $02 ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_ad2020_escape_stealth_room_after
-
-preset_ad2020_escape_2nd_keyguard:
-db $02 ; Dungeon
-dw $0071 ; Room Index
-dw $0F0B ; BG1 Vertical Scroll
-dw $0F0B ; BG2 Vertical Scroll
-dw $0200 ; BG1 Horizontal Scroll
-dw $0200 ; BG2 Horizontal Scroll
-dw $02C0 ; Link X
-dw $0F78 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0F00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0F10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0200 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0200 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FF ; Starting Floor
-db $02 ; Palace No
-db $02 ; Door Orientation
-db $01 ; Starting Background
-dw sram_ad2020_escape_2nd_keyguard_after
-
-preset_ad2020_escape_zeldas_cell:
-db $02 ; Dungeon
-dw $0070 ; Room Index
-dw $0E00 ; BG1 Vertical Scroll
-dw $0E00 ; BG2 Vertical Scroll
-dw $0000 ; BG1 Horizontal Scroll
-dw $0000 ; BG2 Horizontal Scroll
-dw $0050 ; Link X
-dw $0E23 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0E00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0E10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0000 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0000 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FE ; Starting Floor
-db $02 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_escape_zeldas_cell_after
-
-preset_ad2020_escape_sanc_2:
-db $02 ; Dungeon
-dw $0012 ; Room Index
-dw $0310 ; BG1 Vertical Scroll
-dw $0310 ; BG2 Vertical Scroll
-dw $0480 ; BG1 Horizontal Scroll
-dw $0480 ; BG2 Horizontal Scroll
-dw $04F8 ; Link X
-dw $03BE ; Link Y
-dw $00FF ; Camera X
-dw $0187 ; Camera Y
-dw $0000 ; Door Settings
-dw $0300 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0310 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $04 ; Main Graphics
-db $14 ; Music Track
-db $00 ; Starting Floor
-db $00 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_escape_sanc_2_after
-
-preset_ad2020_hook_old_man_cave:
-db $02 ; Dungeon
-dw $00E4 ; Room Index
-dw $1D10 ; BG1 Vertical Scroll
-dw $1D10 ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $0878 ; Link X
-dw $1D98 ; Link Y
-dw $007F ; Camera X
-dw $0187 ; Camera Y
-dw $0000 ; Door Settings
-dw $1D00 ; Relative Coords HU
-dw $1C00 ; Relative Coords FU
-dw $1D10 ; Relative Coords HD
-dw $1D10 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $14 ; Main Graphics
-db $12 ; Music Track
-db $00 ; Starting Floor
-db $FF ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_hook_old_man_cave_after
-
-preset_ad2020_hook_entrance:
-db $01 ; Overworld
-dw $0003 ; Screen Index
-dw $0900 ; Link X
-dw $0478 ; Link Y
-dw $031E ; BG1 Vertical Scroll
-dw $031E ; BG2 Vertical Scroll
-dw $0729 ; BG1 Horizontal Scroll
-dw $088A ; BG2 Horizontal Scroll
-dw $0909 ; Scroll X
-dw $038D ; Scroll Y
-dw $1854 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0006 ; Unknown 3
-dw sram_ad2020_hook_entrance_after
-
-preset_ad2020_hook_hera_to_sewers_clip:
-db $02 ; Dungeon
-dw $0077 ; Room Index
-dw $0EE1 ; BG1 Vertical Scroll
-dw $0EE1 ; BG2 Vertical Scroll
-dw $0EF0 ; BG1 Horizontal Scroll
-dw $0EF0 ; BG2 Horizontal Scroll
-dw $0F68 ; Link X
-dw $0F4D ; Link Y
-dw $016F ; Camera X
-dw $0158 ; Camera Y
-dw $0000 ; Door Settings
-dw $0F00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0F10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0F00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0F00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $14 ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_ad2020_hook_hera_to_sewers_clip_after
-
-preset_ad2020_hook_tile_room:
-db $02 ; Dungeon
-dw $0077 ; Room Index
-dw $0E00 ; BG1 Vertical Scroll
-dw $0E00 ; BG2 Vertical Scroll
-dw $0E00 ; BG1 Horizontal Scroll
-dw $0E00 ; BG2 Horizontal Scroll
-dw $0E78 ; Link X
-dw $0E3C ; Link Y
-dw $007F ; Camera X
-dw $0077 ; Camera Y
-dw $0000 ; Door Settings
-dw $0E00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0E10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0E00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0E00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $14 ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_ad2020_hook_tile_room_after
-
-preset_ad2020_hook_minimoldorm_switch:
-db $02 ; Dungeon
-dw $0087 ; Room Index
-dw $100C ; BG1 Vertical Scroll
-dw $100C ; BG2 Vertical Scroll
-dw $0E00 ; BG1 Horizontal Scroll
-dw $0E00 ; BG2 Horizontal Scroll
-dw $0ED4 ; Link X
-dw $1078 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1000 ; Relative Coords HU
-dw $1000 ; Relative Coords FU
-dw $1010 ; Relative Coords HD
-dw $1110 ; Relative Coords FD
-dw $0E00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0E00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $14 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_hook_minimoldorm_switch_after
-
-preset_ad2020_hook_torches:
-db $02 ; Dungeon
-dw $0087 ; Room Index
-dw $1010 ; BG1 Vertical Scroll
-dw $1010 ; BG2 Vertical Scroll
-dw $0F00 ; BG1 Horizontal Scroll
-dw $0F00 ; BG2 Horizontal Scroll
-dw $0F78 ; Link X
-dw $10D9 ; Link Y
-dw $017F ; Camera X
-dw $0087 ; Camera Y
-dw $0000 ; Door Settings
-dw $1000 ; Relative Coords HU
-dw $1000 ; Relative Coords FU
-dw $1010 ; Relative Coords HD
-dw $1110 ; Relative Coords FD
-dw $0F00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0F00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $14 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_hook_torches_after
-
-preset_ad2020_hook_beetles:
-db $02 ; Dungeon
-dw $0077 ; Room Index
-dw $0EE0 ; BG1 Vertical Scroll
-dw $0EE0 ; BG2 Vertical Scroll
-dw $0EF0 ; BG1 Horizontal Scroll
-dw $0EF0 ; BG2 Horizontal Scroll
-dw $0F68 ; Link X
-dw $0F4C ; Link Y
-dw $016F ; Camera X
-dw $0157 ; Camera Y
-dw $0000 ; Door Settings
-dw $0F00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0F10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0F00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0F00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $14 ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_ad2020_hook_beetles_after
-
-preset_ad2020_hook_petting_zoo:
-db $02 ; Dungeon
-dw $0031 ; Room Index
-dw $060C ; BG1 Vertical Scroll
-dw $0607 ; BG2 Vertical Scroll
-dw $0280 ; BG1 Horizontal Scroll
-dw $0300 ; BG2 Horizontal Scroll
-dw $03B8 ; Link X
-dw $0674 ; Link Y
-dw $017F ; Camera X
-dw $007F ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0300 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0300 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $02 ; Starting Floor
-db $14 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_hook_petting_zoo_after
-
-preset_ad2020_hook_fake_clippers:
-db $02 ; Dungeon
-dw $0037 ; Room Index
-dw $0600 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $0E08 ; BG1 Horizontal Scroll
-dw $0E08 ; BG2 Horizontal Scroll
-dw $0E80 ; Link X
-dw $0630 ; Link Y
-dw $0087 ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0E00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0E00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $03 ; Starting Floor
-db $14 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_hook_fake_clippers_after
-
-preset_ad2020_hook_hookshot:
-db $02 ; Dungeon
-dw $0037 ; Room Index
-dw $070B ; BG1 Vertical Scroll
-dw $070B ; BG2 Vertical Scroll
-dw $0E00 ; BG1 Horizontal Scroll
-dw $0E00 ; BG2 Horizontal Scroll
-dw $0E1A ; Link X
-dw $0778 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0E00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0E00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $03 ; Starting Floor
-db $14 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_hook_hookshot_after
-
-preset_ad2020_thieves_outside_hera:
-db $01 ; Overworld
-dw $0003 ; Screen Index
-dw $08F0 ; Link X
-dw $007B ; Link Y
-dw $0015 ; BG1 Vertical Scroll
-dw $0017 ; BG2 Vertical Scroll
-dw $087C ; BG1 Horizontal Scroll
-dw $087C ; BG2 Horizontal Scroll
-dw $08FB ; Scroll X
-dw $0086 ; Scroll Y
-dw $0050 ; Unknown 1
-dw $0007 ; Unknown 2
-dw $FFF4 ; Unknown 3
-dw sram_ad2020_thieves_outside_hera_after
-
-preset_ad2020_thieves_dmd:
-db $01 ; Overworld
-dw $0043 ; Screen Index
-dw $0902 ; Link X
-dw $0164 ; Link Y
-dw $FF00 ; BG1 Vertical Scroll
-dw $0101 ; BG2 Vertical Scroll
-dw $088C ; BG1 Horizontal Scroll
-dw $088C ; BG2 Horizontal Scroll
-dw $090B ; Scroll X
-dw $0170 ; Scroll Y
-dw $0754 ; Unknown 1
-dw $FFFD ; Unknown 2
-dw $0004 ; Unknown 3
-dw sram_ad2020_thieves_dmd_after
-
-preset_ad2020_thieves_entrance:
-db $01 ; Overworld
-dw $0058 ; Screen Index
-dw $01F8 ; Link X
-dw $07C0 ; Link Y
-dw $C0D4 ; BG1 Vertical Scroll
-dw $0762 ; BG2 Vertical Scroll
-dw $017A ; BG1 Horizontal Scroll
-dw $017A ; BG2 Horizontal Scroll
-dw $01FF ; Scroll X
-dw $07CF ; Scroll Y
-dw $0BB0 ; Unknown 1
-dw $000E ; Unknown 2
-dw $0006 ; Unknown 3
-dw sram_ad2020_thieves_entrance_after
-
-preset_ad2020_thieves_after_big_key:
-db $02 ; Dungeon
-dw $00DB ; Room Index
-dw $1AF9 ; BG1 Vertical Scroll
-dw $1AF9 ; BG2 Vertical Scroll
-dw $1700 ; BG1 Horizontal Scroll
-dw $1700 ; BG2 Horizontal Scroll
-dw $17D5 ; Link X
-dw $1B68 ; Link Y
-dw $017F ; Camera X
-dw $0171 ; Camera Y
-dw $0000 ; Door Settings
-dw $1B00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1B10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $1700 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1700 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $16 ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_ad2020_thieves_after_big_key_after
-
-preset_ad2020_thieves_blind_hallway:
-db $02 ; Dungeon
-dw $00CC ; Room Index
-dw $1800 ; BG1 Vertical Scroll
-dw $1800 ; BG2 Vertical Scroll
-dw $1900 ; BG1 Horizontal Scroll
-dw $1900 ; BG2 Horizontal Scroll
-dw $1978 ; Link X
-dw $1824 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1800 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1810 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $1900 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1900 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $16 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_thieves_blind_hallway_after
-
-preset_ad2020_thieves_conveyor_gibos:
-db $02 ; Dungeon
-dw $00BC ; Room Index
-dw $170B ; BG1 Vertical Scroll
-dw $170B ; BG2 Vertical Scroll
-dw $1800 ; BG1 Horizontal Scroll
-dw $1800 ; BG2 Horizontal Scroll
-dw $1819 ; Link X
-dw $1778 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1700 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1710 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $1800 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1800 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $16 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_thieves_conveyor_gibos_after
-
-preset_ad2020_thieves_hellway:
-db $02 ; Dungeon
-dw $00BB ; Room Index
-dw $170B ; BG1 Vertical Scroll
-dw $170B ; BG2 Vertical Scroll
-dw $1700 ; BG1 Horizontal Scroll
-dw $1700 ; BG2 Horizontal Scroll
-dw $171A ; Link X
-dw $1778 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1700 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1710 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $1700 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1700 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $16 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_thieves_hellway_after
-
-preset_ad2020_thieves_bombable_floor:
-db $02 ; Dungeon
-dw $0065 ; Room Index
-dw $0D0B ; BG1 Vertical Scroll
-dw $0D0B ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0AD8 ; Link X
-dw $0D78 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0D00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0D10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $16 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_thieves_bombable_floor_after
-
-preset_ad2020_thieves_backtracking_1:
-db $02 ; Dungeon
-dw $0064 ; Room Index
-dw $0D00 ; BG1 Vertical Scroll
-dw $0D00 ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $0878 ; Link X
-dw $0D24 ; Link Y
-dw $007F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0D00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0D10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $16 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_thieves_backtracking_1_after
-
-preset_ad2020_thieves_basement:
-db $02 ; Dungeon
-dw $00BC ; Room Index
-dw $1600 ; BG1 Vertical Scroll
-dw $1600 ; BG2 Vertical Scroll
-dw $1800 ; BG1 Horizontal Scroll
-dw $1800 ; BG2 Horizontal Scroll
-dw $1878 ; Link X
-dw $1623 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $1800 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1800 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $16 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_thieves_basement_after
-
-preset_ad2020_thieves_prison:
-db $02 ; Dungeon
-dw $0045 ; Room Index
-dw $090B ; BG1 Vertical Scroll
-dw $090B ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0AD9 ; Link X
-dw $0978 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0900 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0910 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $16 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_thieves_prison_after
-
-preset_ad2020_thieves_mitts:
-db $02 ; Dungeon
-dw $0044 ; Room Index
-dw $090B ; BG1 Vertical Scroll
-dw $090B ; BG2 Vertical Scroll
-dw $0900 ; BG1 Horizontal Scroll
-dw $0900 ; BG2 Horizontal Scroll
-dw $0918 ; Link X
-dw $0978 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0900 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0910 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0900 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0900 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $16 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_thieves_mitts_after
-
-preset_ad2020_thieves_backtracking_2:
-db $02 ; Dungeon
-dw $0044 ; Room Index
-dw $090B ; BG1 Vertical Scroll
-dw $090B ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $08D8 ; Link X
-dw $0978 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0900 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0910 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $16 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_thieves_backtracking_2_after
-
-preset_ad2020_thieves_pot_hammerdash:
-db $02 ; Dungeon
-dw $0045 ; Room Index
-dw $0800 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0A78 ; Link X
-dw $0824 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $16 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_thieves_pot_hammerdash_after
-
-preset_ad2020_thieves_blind:
-db $02 ; Dungeon
-dw $00BC ; Room Index
-dw $1600 ; BG1 Vertical Scroll
-dw $1600 ; BG2 Vertical Scroll
-dw $1900 ; BG1 Horizontal Scroll
-dw $1900 ; BG2 Horizontal Scroll
-dw $1978 ; Link X
-dw $1625 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $1900 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1900 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $16 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_thieves_blind_after
-
-preset_ad2020_skull_outside_thieves:
-db $01 ; Overworld
-dw $0058 ; Screen Index
-dw $01F8 ; Link X
-dw $07BB ; Link Y
-dw $075B ; BG1 Vertical Scroll
-dw $075D ; BG2 Vertical Scroll
-dw $0176 ; BG1 Horizontal Scroll
-dw $0176 ; BG2 Horizontal Scroll
-dw $0203 ; Scroll X
-dw $07CA ; Scroll Y
-dw $0B2E ; Unknown 1
-dw $0003 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_ad2020_skull_outside_thieves_after
-
-preset_ad2020_skull_frogdor:
-db $01 ; Overworld
-dw $0058 ; Screen Index
-dw $0350 ; Link X
-dw $09E1 ; Link Y
-dw $0904 ; BG1 Vertical Scroll
-dw $091E ; BG2 Vertical Scroll
-dw $0200 ; BG1 Horizontal Scroll
-dw $02CE ; BG2 Horizontal Scroll
-dw $035B ; Scroll X
-dw $098B ; Scroll Y
-dw $1858 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF2 ; Unknown 3
-dw sram_ad2020_skull_frogdor_after
-
-preset_ad2020_skull_getting_tempered:
-db $01 ; Overworld
-dw $0058 ; Screen Index
-dw $03E4 ; Link X
-dw $0918 ; Link Y
-dw $08EB ; BG1 Vertical Scroll
-dw $08B4 ; BG2 Vertical Scroll
-dw $0280 ; BG1 Horizontal Scroll
-dw $0300 ; BG2 Horizontal Scroll
-dw $038D ; Scroll X
-dw $0923 ; Scroll Y
-dw $1560 ; Unknown 1
-dw $000A ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_ad2020_skull_getting_tempered_after
-
-preset_ad2020_skull_fencedash:
-db $01 ; Overworld
-dw $0062 ; Screen Index
-dw $040C ; Link X
-dw $090F ; Link Y
-dw $08AF ; BG1 Vertical Scroll
-dw $08AF ; BG2 Vertical Scroll
-dw $0400 ; BG1 Horizontal Scroll
-dw $0400 ; BG2 Horizontal Scroll
-dw $047D ; Scroll X
-dw $091E ; Scroll Y
-dw $0480 ; Unknown 1
-dw $FFFF ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_ad2020_skull_fencedash_after
-
-preset_ad2020_skull_dash_to_sw:
-db $01 ; Overworld
-dw $0058 ; Screen Index
-dw $0348 ; Link X
-dw $0608 ; Link Y
-dw $06A2 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $02CA ; BG1 Horizontal Scroll
-dw $02CA ; BG2 Horizontal Scroll
-dw $034F ; Scroll X
-dw $066F ; Scroll Y
-dw $005A ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0006 ; Unknown 3
-dw sram_ad2020_skull_dash_to_skull_after
-
-preset_ad2020_skull_mummy_room:
-db $01 ; Overworld
-dw $0040 ; Screen Index
-dw $0248 ; Link X
-dw $024D ; Link Y
-dw $0368 ; BG1 Vertical Scroll
-dw $01ED ; BG2 Vertical Scroll
-dw $032D ; BG1 Horizontal Scroll
-dw $01CA ; BG2 Horizontal Scroll
-dw $024F ; Scroll X
-dw $025C ; Scroll Y
-dw $0EBA ; Unknown 1
-dw $0001 ; Unknown 2
-dw $0006 ; Unknown 3
-dw sram_ad2020_skull_mummy_room_after
-
-preset_ad2020_skull_bomb_jump:
-db $01 ; Overworld
-dw $0040 ; Screen Index
-dw $02E8 ; Link X
-dw $025D ; Link Y
-dw $021A ; BG1 Vertical Scroll
-dw $01FF ; BG2 Vertical Scroll
-dw $01F6 ; BG1 Horizontal Scroll
-dw $0266 ; BG2 Horizontal Scroll
-dw $02F3 ; Scroll X
-dw $026C ; Scroll Y
-dw $0F4E ; Unknown 1
-dw $0001 ; Unknown 2
-dw $000A ; Unknown 3
-dw sram_ad2020_skull_bomb_jump_after
-
-preset_ad2020_skull_key_pot:
-db $02 ; Dungeon
-dw $0056 ; Room Index
-dw $0B0C ; BG1 Vertical Scroll
-dw $0B0C ; BG2 Vertical Scroll
-dw $0D00 ; BG1 Horizontal Scroll
-dw $0D00 ; BG2 Horizontal Scroll
-dw $0D18 ; Link X
-dw $0B78 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0B00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0B10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $0D00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0D00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $09 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $10 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_skull_key_pot_after
-
-preset_ad2020_skull_skull_entrance:
-db $01 ; Overworld
-dw $0040 ; Screen Index
-dw $0098 ; Link X
-dw $00D0 ; Link Y
-dw $01CB ; BG1 Vertical Scroll
-dw $006E ; BG2 Vertical Scroll
-dw $0087 ; BG1 Horizontal Scroll
-dw $0012 ; BG2 Horizontal Scroll
-dw $009F ; Scroll X
-dw $00DB ; Scroll Y
-dw $0282 ; Unknown 1
-dw $0002 ; Unknown 2
-dw $FFFE ; Unknown 3
-dw sram_ad2020_skull_skull_entrance_after
-
-preset_ad2020_skull_mummy_hellway:
-db $02 ; Dungeon
-dw $0049 ; Room Index
-dw $090B ; BG1 Vertical Scroll
-dw $090B ; BG2 Vertical Scroll
-dw $1200 ; BG1 Horizontal Scroll
-dw $1200 ; BG2 Horizontal Scroll
-dw $12D7 ; Link X
-dw $0978 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0900 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0910 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $09 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $10 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_skull_mummy_hellway_after
-
-preset_ad2020_skull_mummy_key:
-db $02 ; Dungeon
-dw $0049 ; Room Index
-dw $0800 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $1200 ; BG1 Horizontal Scroll
-dw $1200 ; BG2 Horizontal Scroll
-dw $1278 ; Link X
-dw $0824 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $09 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $10 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_skull_mummy_key_after
-
-preset_ad2020_skull_mothula:
-db $02 ; Dungeon
-dw $0039 ; Room Index
-dw $070E ; BG1 Vertical Scroll
-dw $070B ; BG2 Vertical Scroll
-dw $1200 ; BG1 Horizontal Scroll
-dw $1200 ; BG2 Horizontal Scroll
-dw $12D5 ; Link X
-dw $0778 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $09 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $10 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_skull_mothula_after
-
-preset_ad2020_hera_outside_skull:
-db $01 ; Overworld
-dw $0040 ; Screen Index
-dw $0098 ; Link X
-dw $00CB ; Link Y
-dw $0066 ; BG1 Vertical Scroll
-dw $0069 ; BG2 Vertical Scroll
-dw $0016 ; BG1 Horizontal Scroll
-dw $0016 ; BG2 Horizontal Scroll
-dw $00A3 ; Scroll X
-dw $00D6 ; Scroll Y
-dw $0282 ; Unknown 1
-dw $0007 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_ad2020_hera_outside_skull_after
-
-preset_ad2020_hera_old_man_cave:
-db $02 ; Dungeon
-dw $00E4 ; Room Index
-dw $1D10 ; BG1 Vertical Scroll
-dw $1D10 ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $0878 ; Link X
-dw $1D98 ; Link Y
-dw $007F ; Camera X
-dw $0187 ; Camera Y
-dw $0000 ; Door Settings
-dw $1D00 ; Relative Coords HU
-dw $1C00 ; Relative Coords FU
-dw $1D10 ; Relative Coords HD
-dw $1D10 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $14 ; Main Graphics
-db $12 ; Music Track
-db $00 ; Starting Floor
-db $FF ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_hera_old_man_cave_after
-
-preset_ad2020_hera_entrance:
-db $01 ; Overworld
-dw $0003 ; Screen Index
-dw $0900 ; Link X
-dw $0478 ; Link Y
-dw $031E ; BG1 Vertical Scroll
-dw $031E ; BG2 Vertical Scroll
-dw $0729 ; BG1 Horizontal Scroll
-dw $0889 ; BG2 Horizontal Scroll
-dw $0908 ; Scroll X
-dw $038D ; Scroll Y
-dw $1854 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0007 ; Unknown 3
-dw sram_ad2020_hera_entrance_after
-
-preset_ad2020_hera_moldorm:
-db $02 ; Dungeon
-dw $0017 ; Room Index
-dw $020C ; BG1 Vertical Scroll
-dw $0208 ; BG2 Vertical Scroll
-dw $0E96 ; BG1 Horizontal Scroll
-dw $0F00 ; BG2 Horizontal Scroll
-dw $0FA8 ; Link X
-dw $0274 ; Link Y
-dw $017F ; Camera X
-dw $007F ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0F00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0F00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $04 ; Starting Floor
-db $14 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_hera_moldorm_after
-
-preset_ad2020_mire_outside_hera:
-db $01 ; Overworld
-dw $0003 ; Screen Index
-dw $08F0 ; Link X
-dw $007B ; Link Y
-dw $0015 ; BG1 Vertical Scroll
-dw $0017 ; BG2 Vertical Scroll
-dw $087C ; BG1 Horizontal Scroll
-dw $087C ; BG2 Horizontal Scroll
-dw $08FB ; Scroll X
-dw $0086 ; Scroll Y
-dw $0050 ; Unknown 1
-dw $0007 ; Unknown 2
-dw $FFF4 ; Unknown 3
-dw sram_ad2020_mire_outside_hera_after
-
-preset_ad2020_mire_swamp_dmd:
-db $01 ; Overworld
-dw $0043 ; Screen Index
-dw $0902 ; Link X
-dw $0567 ; Link Y
-dw $011D ; BG1 Vertical Scroll
-dw $031E ; BG2 Vertical Scroll
-dw $088C ; BG1 Horizontal Scroll
-dw $088C ; BG2 Horizontal Scroll
-dw $090B ; Scroll X
-dw $038D ; Scroll Y
-dw $1854 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0004 ; Unknown 3
-dw sram_ad2020_mire_swamp_dmd_after
-
-preset_ad2020_mire_overworld:
-db $01 ; Overworld
-dw $007A ; Screen Index
-dw $040A ; Link X
-dw $0FF0 ; Link Y
-dw $746E ; BG1 Vertical Scroll
-dw $031E ; BG2 Vertical Scroll
-dw $0400 ; BG1 Horizontal Scroll
-dw $0400 ; BG2 Horizontal Scroll
-dw $0485 ; Scroll X
-dw $038D ; Scroll Y
-dw $0800 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_ad2020_mire_overworld_after
-
-preset_ad2020_mire_entrance:
-db $01 ; Overworld
-dw $0070 ; Screen Index
-dw $0127 ; Link X
-dw $0CE9 ; Link Y
-dw $C33D ; BG1 Vertical Scroll
-dw $06E8 ; BG2 Vertical Scroll
-dw $00AD ; BG1 Horizontal Scroll
-dw $00AD ; BG2 Horizontal Scroll
-dw $0132 ; Scroll X
-dw $0757 ; Scroll Y
-dw $1814 ; Unknown 1
-dw $FFF6 ; Unknown 2
-dw $FFF3 ; Unknown 3
-dw sram_ad2020_mire_entrance_after
-
-preset_ad2020_mire_mire2:
-db $02 ; Dungeon
-dw $0098 ; Room Index
-dw $1300 ; BG1 Vertical Scroll
-dw $1300 ; BG2 Vertical Scroll
-dw $1100 ; BG1 Horizontal Scroll
-dw $1100 ; BG2 Horizontal Scroll
-dw $1188 ; Link X
-dw $1326 ; Link Y
-dw $017F ; Camera X
-dw $0177 ; Camera Y
-dw $0000 ; Door Settings
-dw $1300 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1310 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $1100 ; Relative Coords HL
-dw $1000 ; Relative Coords FL
-dw $1100 ; Relative Coords HR
-dw $1100 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0E ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_mire_mire2_after
-
-preset_ad2020_mire_main_hub:
-db $02 ; Dungeon
-dw $00D2 ; Room Index
-dw $1A00 ; BG1 Vertical Scroll
-dw $1A00 ; BG2 Vertical Scroll
-dw $0500 ; BG1 Horizontal Scroll
-dw $0500 ; BG2 Horizontal Scroll
-dw $0578 ; Link X
-dw $1A25 ; Link Y
-dw $017F ; Camera X
-dw $0077 ; Camera Y
-dw $0000 ; Door Settings
-dw $1A00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1A10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $0500 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0500 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_mire_main_hub_after
-
-preset_ad2020_mire_beat_the_fireball:
-db $02 ; Dungeon
-dw $00B2 ; Room Index
-dw $1710 ; BG1 Vertical Scroll
-dw $1710 ; BG2 Vertical Scroll
-dw $0500 ; BG1 Horizontal Scroll
-dw $0500 ; BG2 Horizontal Scroll
-dw $0578 ; Link X
-dw $17D9 ; Link Y
-dw $017F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $1700 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1710 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $0500 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0500 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_mire_beat_the_fireball_after
-
-preset_ad2020_mire_bari_key:
-db $02 ; Dungeon
-dw $00C2 ; Room Index
-dw $190B ; BG1 Vertical Scroll
-dw $190B ; BG2 Vertical Scroll
-dw $0400 ; BG1 Horizontal Scroll
-dw $0400 ; BG2 Horizontal Scroll
-dw $0419 ; Link X
-dw $1978 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1900 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1910 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_mire_bari_key_after
-
-preset_ad2020_mire_sluggulas:
-db $02 ; Dungeon
-dw $00C1 ; Room Index
-dw $1910 ; BG1 Vertical Scroll
-dw $1910 ; BG2 Vertical Scroll
-dw $0200 ; BG1 Horizontal Scroll
-dw $0200 ; BG2 Horizontal Scroll
-dw $0278 ; Link X
-dw $19D9 ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $1900 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1910 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0200 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0200 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_mire_sluggulas_after
-
-preset_ad2020_mire_torches:
-db $02 ; Dungeon
-dw $00D1 ; Room Index
-dw $1A00 ; BG1 Vertical Scroll
-dw $1A00 ; BG2 Vertical Scroll
-dw $0200 ; BG1 Horizontal Scroll
-dw $0200 ; BG2 Horizontal Scroll
-dw $02A8 ; Link X
-dw $1A26 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1A00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1A10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $0200 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0200 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_mire_torches_after
-
-preset_ad2020_mire_spark_gamble:
-db $02 ; Dungeon
-dw $00C1 ; Room Index
-dw $180B ; BG1 Vertical Scroll
-dw $180B ; BG2 Vertical Scroll
-dw $0300 ; BG1 Horizontal Scroll
-dw $0300 ; BG2 Horizontal Scroll
-dw $03D7 ; Link X
-dw $1878 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1800 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1810 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0300 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0300 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_mire_spark_gamble_after
-
-preset_ad2020_mire_big_chest_room:
-db $02 ; Dungeon
-dw $00C3 ; Room Index
-dw $190B ; BG1 Vertical Scroll
-dw $190B ; BG2 Vertical Scroll
-dw $0600 ; BG1 Horizontal Scroll
-dw $0600 ; BG2 Horizontal Scroll
-dw $06D8 ; Link X
-dw $1978 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1900 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1910 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0600 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0600 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_mire_big_chest_room_after
-
-preset_ad2020_mire_spike_key:
-db $02 ; Dungeon
-dw $00C3 ; Room Index
-dw $1800 ; BG1 Vertical Scroll
-dw $1800 ; BG2 Vertical Scroll
-dw $0600 ; BG1 Horizontal Scroll
-dw $0600 ; BG2 Horizontal Scroll
-dw $0678 ; Link X
-dw $1824 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1800 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1810 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0600 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0600 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_mire_spike_key_after
-
-preset_ad2020_mire_wizzrobe:
-db $02 ; Dungeon
-dw $00B3 ; Room Index
-dw $160B ; BG1 Vertical Scroll
-dw $160B ; BG2 Vertical Scroll
-dw $0600 ; BG1 Horizontal Scroll
-dw $0600 ; BG2 Horizontal Scroll
-dw $0630 ; Link X
-dw $1678 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $0600 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0600 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $02 ; Door Orientation
-db $01 ; Starting Background
-dw sram_ad2020_mire_wizzrobe_after
-
-preset_ad2020_mire_bridge_room:
-db $02 ; Dungeon
-dw $00B2 ; Room Index
-dw $1600 ; BG1 Vertical Scroll
-dw $1600 ; BG2 Vertical Scroll
-dw $0480 ; BG1 Horizontal Scroll
-dw $0480 ; BG2 Horizontal Scroll
-dw $04F8 ; Link X
-dw $1625 ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_mire_bridge_room_after
-
-preset_ad2020_mire_canedash:
-db $02 ; Dungeon
-dw $0093 ; Room Index
-dw $0105 ; BG1 Vertical Scroll
-dw $130B ; BG2 Vertical Scroll
-dw $004E ; BG1 Horizontal Scroll
-dw $0600 ; BG2 Horizontal Scroll
-dw $061B ; Link X
-dw $1378 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1300 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1310 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $0600 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0600 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $0E ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_mire_canedash_after
-
-preset_ad2020_mire_spooky_action:
-db $02 ; Dungeon
-dw $0092 ; Room Index
-dw $0105 ; BG1 Vertical Scroll
-dw $130B ; BG2 Vertical Scroll
-dw $004E ; BG1 Horizontal Scroll
-dw $0500 ; BG2 Horizontal Scroll
-dw $0519 ; Link X
-dw $1378 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1300 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1310 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $0500 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0500 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $0E ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_mire_spooky_action_after
-
-preset_ad2020_mire_vitty:
-db $02 ; Dungeon
-dw $00A0 ; Room Index
-dw $1400 ; BG1 Vertical Scroll
-dw $1400 ; BG2 Vertical Scroll
-dw $0000 ; BG1 Horizontal Scroll
-dw $0000 ; BG2 Horizontal Scroll
-dw $0078 ; Link X
-dw $1425 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1400 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1410 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $0000 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0000 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_mire_vitty_after
-
-preset_ad2020_desert_outside_mire:
-db $01 ; Overworld
-dw $0070 ; Screen Index
-dw $0128 ; Link X
-dw $0CDA ; Link Y
-dw $0C7D ; BG1 Vertical Scroll
-dw $0C7C ; BG2 Vertical Scroll
-dw $00A6 ; BG1 Horizontal Scroll
-dw $00A6 ; BG2 Horizontal Scroll
-dw $0133 ; Scroll X
-dw $0CE9 ; Scroll Y
-dw $0414 ; Unknown 1
-dw $0004 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_ad2020_desert_outside_mire_after
-
-preset_ad2020_desert_entrance:
-db $01 ; Overworld
-dw $0030 ; Screen Index
-dw $0088 ; Link X
-dw $0CB2 ; Link Y
-dw $0C80 ; BG1 Vertical Scroll
-dw $0C50 ; BG2 Vertical Scroll
-dw $0003 ; BG1 Horizontal Scroll
-dw $0006 ; BG2 Horizontal Scroll
-dw $0093 ; Scroll X
-dw $0CBD ; Scroll Y
-dw $0280 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_ad2020_desert_entrance_after
-
-preset_ad2020_desert_torch_key:
-db $02 ; Dungeon
-dw $0073 ; Room Index
-dw $0F00 ; BG1 Vertical Scroll
-dw $0F00 ; BG2 Vertical Scroll
-dw $0700 ; BG1 Horizontal Scroll
-dw $0700 ; BG2 Horizontal Scroll
-dw $0778 ; Link X
-dw $0F24 ; Link Y
-dw $017F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0F00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0F10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0700 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0700 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $12 ; Main Graphics
-db $11 ; Music Track
-db $FF ; Starting Floor
-db $06 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_desert_torch_key_after
-
-preset_ad2020_desert_pre_cannonball_room:
-db $02 ; Dungeon
-dw $0085 ; Room Index
-dw $100B ; BG1 Vertical Scroll
-dw $100B ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0AD6 ; Link X
-dw $1078 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1000 ; Relative Coords HU
-dw $1000 ; Relative Coords FU
-dw $1010 ; Relative Coords HD
-dw $1110 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $12 ; Main Graphics
-db $11 ; Music Track
-db $FF ; Starting Floor
-db $06 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_desert_pre_cannonball_room_after
-
-preset_ad2020_desert_desert2_spinspeed:
-db $02 ; Dungeon
-dw $0083 ; Room Index
-dw $1110 ; BG1 Vertical Scroll
-dw $1110 ; BG2 Vertical Scroll
-dw $0600 ; BG1 Horizontal Scroll
-dw $0600 ; BG2 Horizontal Scroll
-dw $0678 ; Link X
-dw $11D9 ; Link Y
-dw $007F ; Camera X
-dw $0187 ; Camera Y
-dw $0000 ; Door Settings
-dw $1100 ; Relative Coords HU
-dw $1000 ; Relative Coords FU
-dw $1110 ; Relative Coords HD
-dw $1110 ; Relative Coords FD
-dw $0600 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0600 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $12 ; Main Graphics
-db $11 ; Music Track
-db $FF ; Starting Floor
-db $06 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_desert_desert2_spinspeed_after
-
-preset_ad2020_desert_popo_genocide_room:
-db $02 ; Dungeon
-dw $0053 ; Room Index
-dw $0A10 ; BG1 Vertical Scroll
-dw $0A10 ; BG2 Vertical Scroll
-dw $0600 ; BG1 Horizontal Scroll
-dw $0600 ; BG2 Horizontal Scroll
-dw $0678 ; Link X
-dw $0AD8 ; Link Y
-dw $007F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $0A00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0A10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $0600 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0600 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $12 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $06 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_desert_popo_genocide_room_after
-
-preset_ad2020_desert_torches:
-db $02 ; Dungeon
-dw $0043 ; Room Index
-dw $0900 ; BG1 Vertical Scroll
-dw $0900 ; BG2 Vertical Scroll
-dw $0700 ; BG1 Horizontal Scroll
-dw $0700 ; BG2 Horizontal Scroll
-dw $0778 ; Link X
-dw $0925 ; Link Y
-dw $017F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0900 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0910 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0700 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0700 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $12 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $06 ; Palace No
-db $01 ; Door Orientation
-db $01 ; Starting Background
-dw sram_ad2020_desert_torches_after
-
-preset_ad2020_desert_lanmolas:
-db $02 ; Dungeon
-dw $0043 ; Room Index
-dw $0800 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $064A ; BG1 Horizontal Scroll
-dw $0600 ; BG2 Horizontal Scroll
-dw $0678 ; Link X
-dw $0825 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0600 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0600 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $12 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $06 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_desert_lanmolas_after
-
-preset_ad2020_trock_outside_desert:
-db $01 ; Overworld
-dw $0030 ; Screen Index
-dw $0128 ; Link X
-dw $0C3B ; Link Y
-dw $0C00 ; BG1 Vertical Scroll
-dw $0C00 ; BG2 Vertical Scroll
-dw $00A2 ; BG1 Horizontal Scroll
-dw $00A2 ; BG2 Horizontal Scroll
-dw $012F ; Scroll X
-dw $0C6D ; Scroll Y
-dw $0016 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $000E ; Unknown 3
-dw sram_ad2020_trock_outside_desert_after
-
-preset_ad2020_trock_old_man_cave:
-db $02 ; Dungeon
-dw $00E4 ; Room Index
-dw $1D10 ; BG1 Vertical Scroll
-dw $1D10 ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $0878 ; Link X
-dw $1D98 ; Link Y
-dw $007F ; Camera X
-dw $0187 ; Camera Y
-dw $0000 ; Door Settings
-dw $1D00 ; Relative Coords HU
-dw $1C00 ; Relative Coords FU
-dw $1D10 ; Relative Coords HD
-dw $1D10 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $14 ; Main Graphics
-db $12 ; Music Track
-db $00 ; Starting Floor
-db $FF ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_trock_old_man_cave_after
-
-preset_ad2020_trock_tr_climb:
-db $01 ; Overworld
-dw $0043 ; Screen Index
-dw $0902 ; Link X
-dw $0168 ; Link Y
-dw $FF04 ; BG1 Vertical Scroll
-dw $0105 ; BG2 Vertical Scroll
-dw $088C ; BG1 Horizontal Scroll
-dw $088C ; BG2 Horizontal Scroll
-dw $090B ; Scroll X
-dw $0174 ; Scroll Y
-dw $0754 ; Unknown 1
-dw $FFF9 ; Unknown 2
-dw $0004 ; Unknown 3
-dw sram_ad2020_trock_tr_climb_after
-
-preset_ad2020_trock_laser_entrance:
-db $01 ; Overworld
-dw $0045 ; Screen Index
-dw $0D18 ; Link X
-dw $01CD ; Link Y
-dw $8A4D ; BG1 Vertical Scroll
-dw $0169 ; BG2 Vertical Scroll
-dw $0DFE ; BG1 Horizontal Scroll
-dw $0DFE ; BG2 Horizontal Scroll
-dw $0D7B ; Scroll X
-dw $01D8 ; Scroll Y
-dw $0B60 ; Unknown 1
-dw $0005 ; Unknown 2
-dw $0002 ; Unknown 3
-dw sram_ad2020_trock_laser_entrance_after
-
-preset_ad2020_trock_crystal_roller:
-db $02 ; Dungeon
-dw $00B5 ; Room Index
-dw $0040 ; BG1 Vertical Scroll
-dw $1600 ; BG2 Vertical Scroll
-dw $FFFF ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0A78 ; Link X
-dw $1625 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $18 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_trock_crystal_roller_after
-
-preset_ad2020_trock_pokey_1:
-db $02 ; Dungeon
-dw $0014 ; Room Index
-dw $028D ; BG1 Vertical Scroll
-dw $020B ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $081C ; Link X
-dw $0278 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $18 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_trock_pokey_1_after
-
-preset_ad2020_trock_laser_entrance_2:
-db $02 ; Dungeon
-dw $00D5 ; Room Index
-dw $1B10 ; BG1 Vertical Scroll
-dw $1B10 ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0A78 ; Link X
-dw $1BD8 ; Link Y
-dw $007F ; Camera X
-dw $0187 ; Camera Y
-dw $0000 ; Door Settings
-dw $1B00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1B10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $18 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_trock_laser_entrance_2_after
-
-preset_ad2020_trock_switch_maze:
-db $02 ; Dungeon
-dw $00C5 ; Room Index
-dw $190B ; BG1 Vertical Scroll
-dw $190B ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0A18 ; Link X
-dw $1978 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1900 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1910 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $18 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_trock_switch_maze_after
-
-preset_ad2020_trock_trinexx:
-db $02 ; Dungeon
-dw $00B4 ; Room Index
-dw $1600 ; BG1 Vertical Scroll
-dw $1600 ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $0878 ; Link X
-dw $1624 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $FD ; Starting Floor
-db $18 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_trock_trinexx_after
-
-preset_ad2020_swamp_outside_trock:
-db $01 ; Overworld
-dw $0047 ; Screen Index
-dw $0F08 ; Link X
-dw $013B ; Link Y
-dw $00DB ; BG1 Vertical Scroll
-dw $00DD ; BG2 Vertical Scroll
-dw $0E96 ; BG1 Horizontal Scroll
-dw $0E96 ; BG2 Horizontal Scroll
-dw $0F13 ; Scroll X
-dw $014A ; Scroll Y
-dw $0712 ; Unknown 1
-dw $0003 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_ad2020_swamp_outside_trock_after
-
-preset_ad2020_swamp_zoras_domain:
-db $01 ; Overworld
-dw $000F ; Screen Index
-dw $0F37 ; Link X
-dw $0208 ; Link Y
-dw $0200 ; BG1 Vertical Scroll
-dw $0200 ; BG2 Vertical Scroll
-dw $0EA1 ; BG1 Horizontal Scroll
-dw $0EC5 ; BG2 Horizontal Scroll
-dw $0F42 ; Scroll X
-dw $0275 ; Scroll Y
-dw $0018 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFFB ; Unknown 3
-dw sram_ad2020_swamp_zoras_domain_after
-
-preset_ad2020_swamp_links_house:
-db $02 ; Dungeon
-dw $0104 ; Room Index
-dw $2110 ; BG1 Vertical Scroll
-dw $2110 ; BG2 Vertical Scroll
-dw $0900 ; BG1 Horizontal Scroll
-dw $0900 ; BG2 Horizontal Scroll
-dw $0978 ; Link X
-dw $2178 ; Link Y
-dw $017F ; Camera X
-dw $017F ; Camera Y
-dw $0816 ; Door Settings
-dw $2100 ; Relative Coords HU
-dw $2000 ; Relative Coords FU
-dw $2110 ; Relative Coords HD
-dw $2110 ; Relative Coords FD
-dw $0900 ; Relative Coords HL
-dw $0900 ; Relative Coords FL
-dw $0900 ; Relative Coords HR
-dw $0A00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $03 ; Main Graphics
-db $07 ; Music Track
-db $00 ; Starting Floor
-db $FF ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_swamp_links_house_after
-
-preset_ad2020_swamp_swamp_overworld:
-db $01 ; Overworld
-dw $0073 ; Screen Index
-dw $07B0 ; Link X
-dw $0DDF ; Link Y
-dw $0C8F ; BG1 Vertical Scroll
-dw $0D1E ; BG2 Vertical Scroll
-dw $06DF ; BG1 Horizontal Scroll
-dw $0700 ; BG2 Horizontal Scroll
-dw $0785 ; Scroll X
-dw $0D8B ; Scroll Y
-dw $08A0 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_ad2020_swamp_swamp_overworld_after
-
-preset_ad2020_swamp_antifairy_room:
-db $01 ; Overworld
-dw $003B ; Screen Index
-dw $0778 ; Link X
-dw $0EF0 ; Link Y
-dw $0E94 ; BG1 Vertical Scroll
-dw $0E89 ; BG2 Vertical Scroll
-dw $06FC ; BG1 Horizontal Scroll
-dw $06FB ; BG2 Horizontal Scroll
-dw $0780 ; Scroll X
-dw $0EFE ; Scroll Y
-dw $04A0 ; Unknown 1
-dw $0007 ; Unknown 2
-dw $0005 ; Unknown 3
-dw sram_ad2020_swamp_antifairy_room_after
-
-preset_ad2020_swamp_entrance:
-db $01 ; Overworld
-dw $007B ; Screen Index
-dw $0778 ; Link X
-dw $0EEF ; Link Y
-dw $0E90 ; BG1 Vertical Scroll
-dw $0E89 ; BG2 Vertical Scroll
-dw $06FC ; BG1 Horizontal Scroll
-dw $06FA ; BG2 Horizontal Scroll
-dw $077F ; Scroll X
-dw $0EFE ; Scroll Y
-dw $04A0 ; Unknown 1
-dw $0007 ; Unknown 2
-dw $0006 ; Unknown 3
-dw sram_ad2020_swamp_entrance_after
-
-preset_ad2020_swamp_first_key_pot:
-db $02 ; Dungeon
-dw $0028 ; Room Index
-dw $0400 ; BG1 Vertical Scroll
-dw $0400 ; BG2 Vertical Scroll
-dw $1000 ; BG1 Horizontal Scroll
-dw $1000 ; BG2 Horizontal Scroll
-dw $1078 ; Link X
-dw $0426 ; Link Y
-dw $007F ; Camera X
-dw $0077 ; Camera Y
-dw $0000 ; Door Settings
-dw $0400 ; Relative Coords HU
-dw $0400 ; Relative Coords FU
-dw $0410 ; Relative Coords HD
-dw $0510 ; Relative Coords FD
-dw $1000 ; Relative Coords HL
-dw $1000 ; Relative Coords FL
-dw $1000 ; Relative Coords HR
-dw $1100 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_swamp_first_key_pot_after
-
-preset_ad2020_swamp_main_hub:
-db $02 ; Dungeon
-dw $0037 ; Room Index
-dw $070C ; BG1 Vertical Scroll
-dw $070C ; BG2 Vertical Scroll
-dw $0E00 ; BG1 Horizontal Scroll
-dw $0E00 ; BG2 Horizontal Scroll
-dw $0E18 ; Link X
-dw $0778 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0E00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0E00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_swamp_main_hub_after
-
-preset_ad2020_swamp_diver_down:
-db $02 ; Dungeon
-dw $0026 ; Room Index
-dw $0500 ; BG1 Vertical Scroll
-dw $0500 ; BG2 Vertical Scroll
-dw $0D00 ; BG1 Horizontal Scroll
-dw $0D00 ; BG2 Horizontal Scroll
-dw $0DB8 ; Link X
-dw $0524 ; Link Y
-dw $017F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0500 ; Relative Coords HU
-dw $0400 ; Relative Coords FU
-dw $0510 ; Relative Coords HD
-dw $0510 ; Relative Coords FD
-dw $0D00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0D00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_swamp_diver_down_after
-
-preset_ad2020_swamp_restock:
-db $02 ; Dungeon
-dw $0066 ; Room Index
-dw $0D00 ; BG1 Vertical Scroll
-dw $0D00 ; BG2 Vertical Scroll
-dw $0D00 ; BG1 Horizontal Scroll
-dw $0D00 ; BG2 Horizontal Scroll
-dw $0D78 ; Link X
-dw $0D32 ; Link Y
-dw $017F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0D00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0D10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $0D00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0D00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $0A ; Palace No
-db $01 ; Door Orientation
-db $01 ; Starting Background
-dw sram_ad2020_swamp_restock_after
-
-preset_ad2020_swamp_phelps_way:
-db $02 ; Dungeon
-dw $0016 ; Room Index
-dw $0210 ; BG1 Vertical Scroll
-dw $0210 ; BG2 Vertical Scroll
-dw $0D00 ; BG1 Horizontal Scroll
-dw $0D00 ; BG2 Horizontal Scroll
-dw $0D78 ; Link X
-dw $02D8 ; Link Y
-dw $017F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0D00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0D00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_swamp_phelps_way_after
-
-preset_ad2020_swamp_arrghus:
-db $02 ; Dungeon
-dw $0016 ; Room Index
-dw $0200 ; BG1 Vertical Scroll
-dw $0200 ; BG2 Vertical Scroll
-dw $0C00 ; BG1 Horizontal Scroll
-dw $0C00 ; BG2 Horizontal Scroll
-dw $0C78 ; Link X
-dw $0225 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0C00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0C00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_swamp_arrghus_after
-
-preset_ad2020_ice_outside_swamp:
-db $01 ; Overworld
-dw $007B ; Screen Index
-dw $0778 ; Link X
-dw $0EEB ; Link Y
-dw $0E8C ; BG1 Vertical Scroll
-dw $0E8D ; BG2 Vertical Scroll
-dw $06F2 ; BG1 Horizontal Scroll
-dw $06F2 ; BG2 Horizontal Scroll
-dw $077F ; Scroll X
-dw $0EFA ; Scroll Y
-dw $049E ; Unknown 1
-dw $0003 ; Unknown 2
-dw $FFFE ; Unknown 3
-dw sram_ad2020_ice_outside_swamp_after
-
-preset_ad2020_ice_ice_entrance:
-db $01 ; Overworld
-dw $0075 ; Screen Index
-dw $0CB8 ; Link X
-dw $0DCC ; Link Y
-dw $0E05 ; BG1 Vertical Scroll
-dw $0D7F ; BG2 Vertical Scroll
-dw $0DD2 ; BG1 Horizontal Scroll
-dw $0DA4 ; BG2 Horizontal Scroll
-dw $0D21 ; Scroll X
-dw $0DEC ; Scroll Y
-dw $0E56 ; Unknown 1
-dw $0001 ; Unknown 2
-dw $000C ; Unknown 3
-dw sram_ad2020_ice_ice_entrance_after
-
-preset_ad2020_ice_penguin_switch_room:
-db $02 ; Dungeon
-dw $001E ; Room Index
-dw $0305 ; BG1 Vertical Scroll
-dw $030B ; BG2 Vertical Scroll
-dw $1D00 ; BG1 Horizontal Scroll
-dw $1D00 ; BG2 Horizontal Scroll
-dw $1DD8 ; Link X
-dw $0378 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0300 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0310 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $1D00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1D00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $12 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_ice_penguin_switch_room_after
-
-preset_ad2020_ice_get_ready_to_break_the_ice:
-db $02 ; Dungeon
-dw $001F ; Room Index
-dw $030B ; BG1 Vertical Scroll
-dw $030B ; BG2 Vertical Scroll
-dw $1E00 ; BG1 Horizontal Scroll
-dw $1E00 ; BG2 Horizontal Scroll
-dw $1ED4 ; Link X
-dw $0378 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0300 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0310 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $1E00 ; Relative Coords HL
-dw $1E00 ; Relative Coords FL
-dw $1E00 ; Relative Coords HR
-dw $1F00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $12 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_ice_get_ready_to_break_the_ice_after
-
-preset_ad2020_ice_spike_key:
-db $02 ; Dungeon
-dw $003F ; Room Index
-dw $0700 ; BG1 Vertical Scroll
-dw $0700 ; BG2 Vertical Scroll
-dw $1E00 ; BG1 Horizontal Scroll
-dw $1E00 ; BG2 Horizontal Scroll
-dw $1EB0 ; Link X
-dw $0725 ; Link Y
-dw $007F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1E00 ; Relative Coords HL
-dw $1E00 ; Relative Coords FL
-dw $1E00 ; Relative Coords HR
-dw $1F00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $12 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_ice_spike_key_after
-
-preset_ad2020_ice_lonely_firebar:
-db $02 ; Dungeon
-dw $005E ; Room Index
-dw $0B0B ; BG1 Vertical Scroll
-dw $0B0B ; BG2 Vertical Scroll
-dw $1D00 ; BG1 Horizontal Scroll
-dw $1D00 ; BG2 Horizontal Scroll
-dw $1D17 ; Link X
-dw $0B78 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0B00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0B10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $1D00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1D00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $12 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_ice_lonely_firebar_after
-
-preset_ad2020_ice_last_two_screens:
-db $02 ; Dungeon
-dw $009E ; Room Index
-dw $130D ; BG1 Vertical Scroll
-dw $130B ; BG2 Vertical Scroll
-dw $1C00 ; BG1 Horizontal Scroll
-dw $1C00 ; BG2 Horizontal Scroll
-dw $1CD6 ; Link X
-dw $1378 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1300 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1310 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $1C00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1C00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $FC ; Starting Floor
-db $12 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_ice_last_two_screens_after
-
-preset_ad2020_ice_kholdstare:
-db $02 ; Dungeon
-dw $00CE ; Room Index
-dw $1808 ; BG1 Vertical Scroll
-dw $1810 ; BG2 Vertical Scroll
-dw $1D00 ; BG1 Horizontal Scroll
-dw $1D00 ; BG2 Horizontal Scroll
-dw $1D40 ; Link X
-dw $18A9 ; Link Y
-dw $017F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $1800 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1810 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $1D00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1D00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $FB ; Starting Floor
-db $12 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_ice_kholdstare_after
-
-preset_ad2020_gtower_outside_ice:
-db $01 ; Overworld
-dw $0075 ; Screen Index
-dw $0CB8 ; Link X
-dw $0DCB ; Link Y
-dw $0D6B ; BG1 Vertical Scroll
-dw $0D6D ; BG2 Vertical Scroll
-dw $0C3E ; BG1 Horizontal Scroll
-dw $0C3E ; BG2 Horizontal Scroll
-dw $0CC3 ; Scroll X
-dw $0DDA ; Scroll Y
-dw $0BC6 ; Unknown 1
-dw $0003 ; Unknown 2
-dw $FFF2 ; Unknown 3
-dw sram_ad2020_gtower_outside_ice_after
-
-preset_ad2020_gtower_old_man_cave:
-db $02 ; Dungeon
-dw $00E4 ; Room Index
-dw $1D10 ; BG1 Vertical Scroll
-dw $1D10 ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $0878 ; Link X
-dw $1D98 ; Link Y
-dw $007F ; Camera X
-dw $0187 ; Camera Y
-dw $0000 ; Door Settings
-dw $1D00 ; Relative Coords HU
-dw $1C00 ; Relative Coords FU
-dw $1D10 ; Relative Coords HD
-dw $1D10 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $14 ; Main Graphics
-db $12 ; Music Track
-db $00 ; Starting Floor
-db $FF ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_gtower_old_man_cave_after
-
-preset_ad2020_gtower_entrance:
-db $01 ; Overworld
-dw $0043 ; Screen Index
-dw $08F8 ; Link X
-dw $083C ; Link Y
-dw $F6D6 ; BG1 Vertical Scroll
-dw $031E ; BG2 Vertical Scroll
-dw $0883 ; BG1 Horizontal Scroll
-dw $0883 ; BG2 Horizontal Scroll
-dw $0902 ; Scroll X
-dw $038D ; Scroll Y
-dw $1854 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $000D ; Unknown 3
-dw sram_ad2020_gtower_entrance_after
-
-preset_ad2020_gtower_spike_skip:
-db $02 ; Dungeon
-dw $008B ; Room Index
-dw $100C ; BG1 Vertical Scroll
-dw $100C ; BG2 Vertical Scroll
-dw $1700 ; BG1 Horizontal Scroll
-dw $1700 ; BG2 Horizontal Scroll
-dw $171C ; Link X
-dw $1078 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1000 ; Relative Coords HU
-dw $1000 ; Relative Coords FU
-dw $1010 ; Relative Coords HD
-dw $1110 ; Relative Coords FD
-dw $1700 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1700 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $1A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_gtower_spike_skip_after
-
-preset_ad2020_gtower_pre_firesnakes_room:
-db $02 ; Dungeon
-dw $009B ; Room Index
-dw $120B ; BG1 Vertical Scroll
-dw $120B ; BG2 Vertical Scroll
-dw $1600 ; BG1 Horizontal Scroll
-dw $1600 ; BG2 Horizontal Scroll
-dw $16D7 ; Link X
-dw $1278 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1200 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1210 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $1600 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1600 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $1A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_gtower_pre_firesnakes_room_after
-
-preset_ad2020_gtower_bombable_floor:
-db $02 ; Dungeon
-dw $009C ; Room Index
-dw $1200 ; BG1 Vertical Scroll
-dw $1200 ; BG2 Vertical Scroll
-dw $1900 ; BG1 Horizontal Scroll
-dw $1900 ; BG2 Horizontal Scroll
-dw $1978 ; Link X
-dw $1225 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1200 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1210 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $1900 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1900 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_gtower_bombable_floor_after
-
-preset_ad2020_gtower_floor_2:
-db $02 ; Dungeon
-dw $000C ; Room Index
-dw $0000 ; BG1 Vertical Scroll
-dw $0000 ; BG2 Vertical Scroll
-dw $1880 ; BG1 Horizontal Scroll
-dw $1880 ; BG2 Horizontal Scroll
-dw $18F8 ; Link X
-dw $0025 ; Link Y
-dw $00FF ; Camera X
-dw $0077 ; Camera Y
-dw $0000 ; Door Settings
-dw $0000 ; Relative Coords HU
-dw $0000 ; Relative Coords FU
-dw $0010 ; Relative Coords HD
-dw $0110 ; Relative Coords FD
-dw $1800 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1800 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $01 ; Starting Floor
-db $1A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_gtower_floor_2_after
-
-preset_ad2020_gtower_mimics1:
-db $02 ; Dungeon
-dw $006B ; Room Index
-dw $0C10 ; BG1 Vertical Scroll
-dw $0C10 ; BG2 Vertical Scroll
-dw $1600 ; BG1 Horizontal Scroll
-dw $1600 ; BG2 Horizontal Scroll
-dw $1678 ; Link X
-dw $0CD9 ; Link Y
-dw $007F ; Camera X
-dw $0087 ; Camera Y
-dw $0000 ; Door Settings
-dw $0C00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0C10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $1600 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1600 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $02 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_gtower_mimics1_after
-
-preset_ad2020_gtower_mimics2:
-db $02 ; Dungeon
-dw $006B ; Room Index
-dw $0D0B ; BG1 Vertical Scroll
-dw $0D0B ; BG2 Vertical Scroll
-dw $1600 ; BG1 Horizontal Scroll
-dw $1600 ; BG2 Horizontal Scroll
-dw $16D8 ; Link X
-dw $0D78 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0D00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0D10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $1600 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1600 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $02 ; Starting Floor
-db $1A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_gtower_mimics2_after
-
-preset_ad2020_gtower_spike_room:
-db $02 ; Dungeon
-dw $006B ; Room Index
-dw $0C00 ; BG1 Vertical Scroll
-dw $0C00 ; BG2 Vertical Scroll
-dw $1700 ; BG1 Horizontal Scroll
-dw $1700 ; BG2 Horizontal Scroll
-dw $1778 ; Link X
-dw $0C24 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0C00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0C10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $1700 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1700 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $02 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_gtower_spike_room_after
-
-preset_ad2020_gtower_gauntlet:
-db $02 ; Dungeon
-dw $005C ; Room Index
-dw $0A00 ; BG1 Vertical Scroll
-dw $0A00 ; BG2 Vertical Scroll
-dw $1900 ; BG1 Horizontal Scroll
-dw $1900 ; BG2 Horizontal Scroll
-dw $1978 ; Link X
-dw $0A24 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0A00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0A10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $1900 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1900 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $02 ; Starting Floor
-db $1A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_gtower_gauntlet_after
-
-preset_ad2020_gtower_gauntlet_3:
-db $02 ; Dungeon
-dw $005D ; Room Index
-dw $0A10 ; BG1 Vertical Scroll
-dw $0A10 ; BG2 Vertical Scroll
-dw $1A00 ; BG1 Horizontal Scroll
-dw $1A00 ; BG2 Horizontal Scroll
-dw $1A78 ; Link X
-dw $0ADA ; Link Y
-dw $007F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $0A00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0A10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $1A00 ; Relative Coords HL
-dw $1A00 ; Relative Coords FL
-dw $1A00 ; Relative Coords HR
-dw $1B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $03 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_gtower_gauntlet_3_after
-
-preset_ad2020_gtower_lanmola2:
-db $02 ; Dungeon
-dw $006D ; Room Index
-dw $0D0B ; BG1 Vertical Scroll
-dw $0D0B ; BG2 Vertical Scroll
-dw $1A00 ; BG1 Horizontal Scroll
-dw $1A00 ; BG2 Horizontal Scroll
-dw $1A18 ; Link X
-dw $0D78 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0D00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0D10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $1A00 ; Relative Coords HL
-dw $1A00 ; Relative Coords FL
-dw $1A00 ; Relative Coords HR
-dw $1B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $03 ; Starting Floor
-db $1A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_gtower_lanmola2_after
-
-preset_ad2020_gtower_wizz1:
-db $02 ; Dungeon
-dw $006C ; Room Index
-dw $0C00 ; BG1 Vertical Scroll
-dw $0C00 ; BG2 Vertical Scroll
-dw $1800 ; BG1 Horizontal Scroll
-dw $1800 ; BG2 Horizontal Scroll
-dw $1878 ; Link X
-dw $0C23 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0C00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0C10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $1800 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1800 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $03 ; Starting Floor
-db $1A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_gtower_wizz1_after
-
-preset_ad2020_gtower_wizz2:
-db $02 ; Dungeon
-dw $00A5 ; Room Index
-dw $1500 ; BG1 Vertical Scroll
-dw $1500 ; BG2 Vertical Scroll
-dw $0B00 ; BG1 Horizontal Scroll
-dw $0B00 ; BG2 Horizontal Scroll
-dw $0B78 ; Link X
-dw $1524 ; Link Y
-dw $017F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $1500 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1510 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $0B00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0B00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $04 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_gtower_wizz2_after
-
-preset_ad2020_gtower_torches1:
-db $02 ; Dungeon
-dw $0095 ; Room Index
-dw $120B ; BG1 Vertical Scroll
-dw $120B ; BG2 Vertical Scroll
-dw $0B00 ; BG1 Horizontal Scroll
-dw $0B00 ; BG2 Horizontal Scroll
-dw $0BD4 ; Link X
-dw $1278 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1200 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1210 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $0B00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0B00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $04 ; Starting Floor
-db $1A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_gtower_torches1_after
-
-preset_ad2020_gtower_torches2:
-db $02 ; Dungeon
-dw $0096 ; Room Index
-dw $1310 ; BG1 Vertical Scroll
-dw $1310 ; BG2 Vertical Scroll
-dw $0D00 ; BG1 Horizontal Scroll
-dw $0D00 ; BG2 Horizontal Scroll
-dw $0D78 ; Link X
-dw $13A0 ; Link Y
-dw $017F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $1300 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1310 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $0D00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0D00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $04 ; Starting Floor
-db $1A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_gtower_torches2_after
-
-preset_ad2020_gtower_helma_key:
-db $02 ; Dungeon
-dw $003D ; Room Index
-dw $0708 ; BG1 Vertical Scroll
-dw $0700 ; BG2 Vertical Scroll
-dw $1B00 ; BG1 Horizontal Scroll
-dw $1B00 ; BG2 Horizontal Scroll
-dw $1B78 ; Link X
-dw $0724 ; Link Y
-dw $017F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1B00 ; Relative Coords HL
-dw $1A00 ; Relative Coords FL
-dw $1B00 ; Relative Coords HR
-dw $1B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $05 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_gtower_helma_key_after
-
-preset_ad2020_gtower_bombable_wall:
-db $02 ; Dungeon
-dw $003D ; Room Index
-dw $060D ; BG1 Vertical Scroll
-dw $060B ; BG2 Vertical Scroll
-dw $1B00 ; BG1 Horizontal Scroll
-dw $1B00 ; BG2 Horizontal Scroll
-dw $1B1C ; Link X
-dw $0678 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1B00 ; Relative Coords HL
-dw $1A00 ; Relative Coords FL
-dw $1B00 ; Relative Coords HR
-dw $1B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $05 ; Starting Floor
-db $1A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_gtower_bombable_wall_after
-
-preset_ad2020_gtower_moldorm_2:
-db $02 ; Dungeon
-dw $003D ; Room Index
-dw $0708 ; BG1 Vertical Scroll
-dw $0710 ; BG2 Vertical Scroll
-dw $1A00 ; BG1 Horizontal Scroll
-dw $1A00 ; BG2 Horizontal Scroll
-dw $1A78 ; Link X
-dw $07D8 ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1A00 ; Relative Coords HL
-dw $1A00 ; Relative Coords FL
-dw $1A00 ; Relative Coords HR
-dw $1B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $05 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_gtower_moldorm_2_after
-
-preset_ad2020_gtower_agahnim_2:
-db $02 ; Dungeon
-dw $001D ; Room Index
-dw $0200 ; BG1 Vertical Scroll
-dw $0200 ; BG2 Vertical Scroll
-dw $1A00 ; BG1 Horizontal Scroll
-dw $1A00 ; BG2 Horizontal Scroll
-dw $1A78 ; Link X
-dw $0224 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $1A00 ; Relative Coords HL
-dw $1A00 ; Relative Coords FL
-dw $1A00 ; Relative Coords HR
-dw $1B00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $06 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_gtower_agahnim_2_after
-
-preset_ad2020_aga_pyramid:
-db $01 ; Overworld
-dw $005B ; Screen Index
-dw $07F0 ; Link X
-dw $065C ; Link Y
-dw $0600 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $0778 ; BG1 Horizontal Scroll
-dw $0778 ; BG2 Horizontal Scroll
-dw $07F7 ; Scroll X
-dw $066D ; Scroll Y
-dw $002E ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF8 ; Unknown 3
-dw sram_ad2020_aga_pyramid_after
-
-preset_ad2020_aga_gold_knights:
-db $02 ; Dungeon
-dw $00E0 ; Room Index
-dw $1D00 ; BG1 Vertical Scroll
-dw $1D00 ; BG2 Vertical Scroll
-dw $0000 ; BG1 Horizontal Scroll
-dw $0000 ; BG2 Horizontal Scroll
-dw $0078 ; Link X
-dw $1D24 ; Link Y
-dw $007F ; Camera X
-dw $0177 ; Camera Y
-dw $0000 ; Door Settings
-dw $1D00 ; Relative Coords HU
-dw $1C00 ; Relative Coords FU
-dw $1D10 ; Relative Coords HD
-dw $1D10 ; Relative Coords FD
-dw $0000 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0000 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $01 ; Starting Floor
-db $08 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_aga_gold_knights_after
-
-preset_ad2020_aga_dark_room_of_despair:
-db $02 ; Dungeon
-dw $00D0 ; Room Index
-dw $0105 ; BG1 Vertical Scroll
-dw $1A0B ; BG2 Vertical Scroll
-dw $004E ; BG1 Horizontal Scroll
-dw $0100 ; BG2 Horizontal Scroll
-dw $011B ; Link X
-dw $1A78 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1A00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1A10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $0100 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0100 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $02 ; Starting Floor
-db $08 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_aga_dark_room_of_despair_after
-
-preset_ad2020_aga_dark_room_of_melancholy:
-db $02 ; Dungeon
-dw $00C0 ; Room Index
-dw $0105 ; BG1 Vertical Scroll
-dw $190B ; BG2 Vertical Scroll
-dw $004E ; BG1 Horizontal Scroll
-dw $0100 ; BG2 Horizontal Scroll
-dw $011C ; Link X
-dw $1978 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1900 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1910 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0100 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0100 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $03 ; Starting Floor
-db $08 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_aga_dark_room_of_melancholy_after
-
-preset_ad2020_aga_spear_guards:
-db $02 ; Dungeon
-dw $00C0 ; Room Index
-dw $0040 ; BG1 Vertical Scroll
-dw $1800 ; BG2 Vertical Scroll
-dw $FFFF ; BG1 Horizontal Scroll
-dw $0100 ; BG2 Horizontal Scroll
-dw $0178 ; Link X
-dw $1824 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1800 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1810 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0100 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0100 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $03 ; Starting Floor
-db $08 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_aga_spear_guards_after
-
-preset_ad2020_aga_circle_of_pots:
-db $02 ; Dungeon
-dw $00B0 ; Room Index
-dw $1610 ; BG1 Vertical Scroll
-dw $1610 ; BG2 Vertical Scroll
-dw $0000 ; BG1 Horizontal Scroll
-dw $0000 ; BG2 Horizontal Scroll
-dw $0078 ; Link X
-dw $16D9 ; Link Y
-dw $007F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $0000 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0000 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $04 ; Starting Floor
-db $08 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_aga_circle_of_pots_after
-
-preset_ad2020_aga_catwalk:
-db $02 ; Dungeon
-dw $0040 ; Room Index
-dw $090B ; BG1 Vertical Scroll
-dw $090B ; BG2 Vertical Scroll
-dw $0100 ; BG1 Horizontal Scroll
-dw $0100 ; BG2 Horizontal Scroll
-dw $0130 ; Link X
-dw $0978 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0900 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0910 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0100 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0100 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $05 ; Starting Floor
-db $08 ; Palace No
-db $02 ; Door Orientation
-db $01 ; Starting Background
-dw sram_ad2020_aga_catwalk_after
-
-preset_ad2020_aga_agahnim:
-db $02 ; Dungeon
-dw $0030 ; Room Index
-dw $0600 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $0000 ; BG1 Horizontal Scroll
-dw $0000 ; BG2 Horizontal Scroll
-dw $0078 ; Link X
-dw $0624 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0000 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0000 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $06 ; Starting Floor
-db $08 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_ad2020_aga_agahnim_after
-
-preset_ad2020_ganon_pyramid:
-db $01 ; Overworld
-dw $005B ; Screen Index
-dw $07F0 ; Link X
-dw $065C ; Link Y
-dw $0600 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $0778 ; BG1 Horizontal Scroll
-dw $0778 ; BG2 Horizontal Scroll
-dw $07F7 ; Scroll X
-dw $066D ; Scroll Y
-dw $002E ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF8 ; Unknown 3
-dw sram_ad2020_ganon_pyramid_after
-
-
-; Preset SRAM changes
-
-sram_ad2020_eastern_bed:
-dl $7E0542 : db $02 : dw $16CA ; Object tilemap state
-dl SA1RAM.HUD+$04A : db $01 : db $7F ; Selected menu gfx, row 1
-dl $7EF36F : db $01 : db $FF ; Keys
-dl SA1RAM.HUD+$08A : db $01 : db $7F ; Selected menu gfx, row 2
-dl $7EF208 : db $02 : dw $0002 ; Room $0104: Unknown (...............q)
-dl $7EF20C : db $02 : dw $F000 ; Room $0106: Unknown (.dddb...........)
-dl $7EF36C : db $02 : dw $1818 ; Health (goal)
-dl $7EF378 : db $02 : dw $F800 ; ????
-dl $7EF3D8 : db $02 : dw $4E00 ;
-dl $7EF3DC : db $02 : dw $8C01 ; Player name
-dl $7EF3E0 : db $02 : dw $AA01 ; Player name
-dl $7EF400 : db $02 : dw $FF00 ; Deaths
-dl $7EF20E : db $02 : dw $F000 ; Room $0107: Unknown (.dddb...........)
-dl $7EF3DA : db $02 : dw $8C01 ; Player name
-dl $7EF3DE : db $02 : dw $8C01 ; Player name
-dl $7EF3E2 : db $02 : dw $0055 ; Player name
-dl $7EF402 : db $02 : dw $00FF ; Deaths
-dl $7EF4FE : db $02 : dw $CDEA ; Inverse checksum
-dl $7EC167 : db $01 : db $7D ; Underworld exit cache
-dl SA1RAM.HUD+$04B : db $01 : db $20 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08B : db $01 : db $20 ; Selected menu gfx, row 2
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $15CA ; Object tilemap state
-dl $7E0544 : db $02 : dw $17CA ; Object tilemap state
-dl $7EC165 : db $01 : db $23 ; Underworld exit cache
-dl SA1RAM.HUD+$04C : db $01 : db $7F ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $01 : db $7F ; Selected menu gfx, row 2
-dl $7EC142 : db $02 : dw $0015 ; Underworld exit cache
-dl $7EC166 : db $01 : db $51 ; Underworld exit cache
-dl SA1RAM.HUD+$04D : db $01 : db $20 ; Selected menu gfx, row 1
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl SA1RAM.HUD+$08D : db $01 : db $20 ; Selected menu gfx, row 2
-.after
-
-sram_ad2020_eastern_courtyard_1:
-dl $7E0542 : db $02 : dw $19E6 ; Object tilemap state
-dl $7EF2BB : db $01 : db $00 ; Overworld $3B: Unknown (........)
-dl $7EF2FB : db $01 : db $00 ; Overworld $7B: Unknown (........)
-dl $7EF208 : db $02 : dw $0012 ; Room $0104: Unknown (............q..q)
-dl $7EF3C8 : db $01 : db $03 ; Entrances Phase
-dl $7EF359 : db $01 : db $01 ; Sword
-dl $7EF3C5 : db $01 : db $01 ; Game Phase 1
-dl $7EF0AA : db $02 : dw $000F ; Room $0055: Castle Secret Entrance / Uncle Death Room (.............qqq)
-dl $7EF34A : db $01 : db $01 ; Torch
-dl $7EF35A : db $01 : db $01 ; Shield
-dl $7EF3C6 : db $01 : db $11 ; Game Phase 2
-dl $7FE0EF : db $01 : db $41 ; Room $B7 persistent: Turtle Rock (Map Chest / Key Chest / Roller Room)
-dl $7E0303 : db $01 : db $09 ; Selected menu item
-dl $7E0540 : db $02 : dw $18E6 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1850 ; Object tilemap state
-dl $7E0CBB : db $01 : db $00 ; Sprite drop
-dl $7E010F : db $01 : db $00 ;
-dl $7E0CC7 : db $01 : db $00 ; Sprite drop
-dl $7EF051 : db $01 : db $00 ; Room $0028: Swamp Palace (Entrance Room) (................)
-dl $7E0CC9 : db $01 : db $00 ; Sprite drop
-dl $7E010E : db $01 : db $7D ; Dungeon entrance index
-dl $7E0202 : db $01 : db $0B ; Selected menu item
-.after
-
-sram_ad2020_eastern_castle_entrance:
-dl $7E0CC1 : db $01 : db $00 ; Sprite drop
-dl $7E0CC3 : db $01 : db $00 ; Sprite drop
-dl $7E0CC5 : db $01 : db $00 ; Sprite drop
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_ad2020_eastern_courtyard_2:
-dl $7E047A : db $01 : db $01 ; Armed EG
-dl $7E0ABD : db $01 : db $00 ; Palette swap
-dl $7EF3FF : db $02 : dw $0001 ; Deaths
-dl $7EF358 : db $02 : dw $0100 ;
-dl $7EF3C4 : db $02 : dw $0100 ;
-dl $7EF36D : db $01 : db $18 ; Health (actual)
-dl $7EF0C2 : db $02 : dw $000F ; Room $0061: Hyrule Castle (Main Entrance Room) (.............qqq)
-dl $7EF3FE : db $02 : dw $0100 ; Deaths
-dl $7EF4FE : db $02 : dw $CAA4 ; Inverse checksum
-dl $7FE0EF : db $01 : db $00 ; Room $B7 persistent: Turtle Rock (Map Chest / Key Chest / Roller Room)
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E010E : db $02 : dw $0032 ; Dungeon entrance index
-.after
-
-sram_ad2020_eastern_river_clip:
-dl $7E047A : db $01 : db $00 ; Armed EG
-dl $7E0542 : db $02 : dw $044C ; Object tilemap state
-dl $7EF0C0 : db $02 : dw $000F ; Room $0060: Hyrule Castle (West Entrance Room) (.............qqq)
-dl $7EF36D : db $01 : db $12 ; Health (actual)
-dl $7FE0EF : db $01 : db $41 ; Overworld $B7 persistent: UNKNOWN
-dl $7E0540 : db $02 : dw $0470 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E010E : db $01 : db $04 ; Dungeon entrance index
-.after
-
-sram_ad2020_eastern_outside_palace:
-dl $7FE0EF : db $01 : db $00 ; Overworld $B7 persistent: UNKNOWN
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_ad2020_eastern_entrance:
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_ad2020_eastern_stalfos_room:
-dl $7E0542 : db $02 : dw $13B2 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1CB2 ; Object tilemap state
-dl $7E054A : db $02 : dw $36E0 ; Object tilemap state
-dl $7E0B35 : db $01 : db $00 ; Arc variable
-dl $7E0B3D : db $01 : db $00 ; Arc variable
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF150 : db $02 : dw $0005 ; Room $00A8: Eastern Palace (Stalfos Spawn Room) (..............q.)
-dl $7EF36D : db $01 : db $18 ; Health (actual)
-dl $7EF152 : db $02 : dw $000F ; Room $00A9: Eastern Palace (Big Chest Room) (.............qqq)
-dl $7EF172 : db $02 : dw $000F ; Room $00B9: Eastern Palace (Lobby Cannonballs Room) (.............qqq)
-dl $7EF192 : db $02 : dw $000F ; Room $00C9: Eastern Palace (Entrance Room) (.............qqq)
-dl $7E0540 : db $02 : dw $138A ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C8A ; Object tilemap state
-dl $7E0548 : db $02 : dw $181E ; Object tilemap state
-dl $7E0CBD : db $01 : db $00 ; Sprite drop
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7E0B3F : db $01 : db $00 ; Arc variable
-dl $7E0B0C : db $01 : db $20 ; Arc variable
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E010E : db $01 : db $08 ; Dungeon entrance index
-.after
-
-sram_ad2020_eastern_big_chest_room_1:
-dl $7E0FCC : db $01 : db $01 ; Prize pack index
-dl $7EF150 : db $02 : dw $000F ; Room $00A8: Eastern Palace (Stalfos Spawn Room) (.............qqq)
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_ad2020_eastern_dark_antifairies_room:
-dl $7E0542 : db $02 : dw $05E8 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0AE8 ; Object tilemap state
-dl $7E054A : db $02 : dw $376C ; Object tilemap state
-dl $7E054E : db $02 : dw $396C ; Object tilemap state
-dl $7EF377 : db $01 : db $05 ; Arrows
-dl $7EF154 : db $02 : dw $000A ; Room $00AA: Eastern Palace (Map Chest Room) (.............q.q)
-dl $7E0540 : db $02 : dw $05D4 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0AD4 ; Object tilemap state
-dl $7E0548 : db $02 : dw $085E ; Object tilemap state
-dl $7E054C : db $02 : dw $386C ; Object tilemap state
-dl $7E0CBF : db $01 : db $00 ; Sprite drop
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_ad2020_eastern_dark_key_room:
-dl $7E0542 : db $02 : dw $0A4C ; Object tilemap state
-dl $7E0546 : db $02 : dw $045E ; Object tilemap state
-dl $7E054A : db $02 : dw $0864 ; Object tilemap state
-dl $7E054E : db $02 : dw $0A70 ; Object tilemap state
-dl $7E0FC8 : db $01 : db $01 ; Prize pack index
-dl $7EF174 : db $02 : dw $0008 ; Room $00BA: Eastern Palace (Dark Antifairy / Key Pot Room) (.............q..)
-dl $7FE0F4 : db $02 : dw $0010 ; Room $BA persistent: Eastern Palace (Dark Antifairy / Key Pot Room)
-dl $7E0468 : db $01 : db $00 ; Trap door state
-dl $7E0540 : db $02 : dw $064C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0858 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0C5E ; Object tilemap state
-dl $7E054C : db $02 : dw $0670 ; Object tilemap state
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_ad2020_eastern_big_key_dmg_boost:
-dl $7E0542 : db $02 : dw $1260 ; Object tilemap state
-dl $7E0546 : db $02 : dw $126C ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0FC8 : db $01 : db $02 ; Prize pack index
-dl $7EF174 : db $02 : dw $840C ; Room $00BA: Eastern Palace (Dark Antifairy / Key Pot Room) (.d....K......qq.)
-dl $7EF360 : db $02 : dw $0005 ; Rupees (goal)
-dl $7EF172 : db $02 : dw $800F ; Room $00B9: Eastern Palace (Lobby Cannonballs Room) (.d...........qqq)
-dl $7EF362 : db $02 : dw $0005 ; Rupees (actual)
-dl $7FE0F4 : db $02 : dw $0050 ; Room $BA persistent: Eastern Palace (Dark Antifairy / Key Pot Room)
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $125C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1268 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $FF ; Arc variable
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_ad2020_eastern_big_chest_room_2:
-dl $7E0542 : db $02 : dw $13B2 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1CB2 ; Object tilemap state
-dl $7E054A : db $02 : dw $35E0 ; Object tilemap state
-dl $7EF150 : db $02 : dw $200F ; Room $00A8: Eastern Palace (Stalfos Spawn Room) (...d.........qqq)
-dl $7EF170 : db $02 : dw $8015 ; Room $00B8: Eastern Palace (Big Key Room) (.d..........q.q.)
-dl $7EF36D : db $01 : db $0C ; Health (actual)
-dl $7EF366 : db $02 : dw $2000 ; BigKey1
-dl $7E0540 : db $02 : dw $138A ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C8A ; Object tilemap state
-dl $7E0548 : db $02 : dw $181E ; Object tilemap state
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7E0641 : db $02 : dw $0001 ; Room puzzle state (?)
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_ad2020_eastern_gwg:
-dl $7E0542 : db $02 : dw $1370 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1410 ; Object tilemap state
-dl $7E054A : db $02 : dw $2C90 ; Object tilemap state
-dl $7E054E : db $02 : dw $2CEC ; Object tilemap state
-dl $7EF34F : db $01 : db $00 ; Bottles
-dl $7EF377 : db $01 : db $0F ; Arrows
-dl $7EF340 : db $01 : db $02 ; Bow
-dl $7EF152 : db $02 : dw $201F ; Room $00A9: Eastern Palace (Big Chest Room) (...d........qqqq)
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7FE0F4 : db $02 : dw $0000 ; Room $BA persistent: Eastern Palace (Dark Antifairy / Key Pot Room)
-dl $7E0540 : db $02 : dw $146C ; Object tilemap state
-dl $7E0544 : db $02 : dw $130C ; Object tilemap state
-dl $7E0548 : db $02 : dw $2B90 ; Object tilemap state
-dl $7E054C : db $02 : dw $2BEC ; Object tilemap state
-dl $7E0641 : db $01 : db $00 ; Room puzzle state (?)
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-.after
-
-sram_ad2020_eastern_pot_room:
-dl $7E0542 : db $02 : dw $1454 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1CAA ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7EF373 : db $01 : db $00 ; Magic filler
-dl $7EF377 : db $01 : db $0E ; Arrows
-dl $7EF132 : db $02 : dw $C403 ; Room $0099: Eastern Palace (Eyegore Key Room) (.dd...K........q)
-dl $7EF36E : db $01 : db $10 ; Magic Power
-dl $7E0540 : db $02 : dw $1428 ; Object tilemap state
-dl $7E0544 : db $02 : dw $13BE ; Object tilemap state
-dl $7E0548 : db $02 : dw $1CD2 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7FE0B2 : db $02 : dw $0008 ; Room $99 persistent: Eastern Palace (Eyegore Key Room)
-.after
-
-sram_ad2020_eastern_zeldagamer_room:
-dl $7E0542 : db $02 : dw $1C5C ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF377 : db $01 : db $18 ; Arrows
-dl $7EF1B4 : db $02 : dw $0002 ; Room $00DA: Eastern Palace (...............q)
-dl $7EF1B2 : db $02 : dw $0003 ; Room $00D9: Eastern Palace (Canonball Room) (...............q)
-dl $7E0468 : db $01 : db $00 ; Trap door state
-dl $7E0540 : db $02 : dw $145C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_ad2020_eastern_armos:
-dl $7E0542 : db $02 : dw $0ACA ; Object tilemap state
-dl $7E0546 : db $02 : dw $0AF2 ; Object tilemap state
-dl $7E054A : db $02 : dw $08F2 ; Object tilemap state
-dl $7E054E : db $02 : dw $1860 ; Object tilemap state
-dl $7EF377 : db $01 : db $1B ; Arrows
-dl $7E0FC8 : db $01 : db $06 ; Prize pack index
-dl $7E0FCC : db $01 : db $03 ; Prize pack index
-dl $7EF1B0 : db $02 : dw $0005 ; Room $00D8: Eastern Palace (Zeldagamer Room / Pre-Armos Knights Room) (..............q.)
-dl $7EF360 : db $02 : dw $000B ; Rupees (goal)
-dl $7EF362 : db $02 : dw $000B ; Rupees (actual)
-dl $7E0540 : db $02 : dw $08CA ; Object tilemap state
-dl $7E0544 : db $02 : dw $0CCA ; Object tilemap state
-dl $7E0548 : db $02 : dw $0CF2 ; Object tilemap state
-dl $7E054C : db $02 : dw $185C ; Object tilemap state
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0FCB : db $01 : db $01 ; Prize pack index
-dl $7FE130 : db $02 : dw $07FF ; Room $D8 persistent: Eastern Palace (Zeldagamer Room / Pre-Armos Knights Room)
-.after
-
-sram_ad2020_pod_outside_eastern:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B09 : db $01 : db $00 ; Arc variable
-dl $7E0B31 : db $01 : db $30 ; Arc variable
-dl $7E0B35 : db $01 : db $30 ; Arc variable
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF377 : db $01 : db $09 ; Arrows
-dl $7EF3E7 : db $02 : dw $0001 ; Deaths
-dl $7EF3FF : db $02 : dw $0000 ; Deaths
-dl $7EF190 : db $02 : dw $0801 ; Room $00C8: Eastern Palace (Armos Knights[Boss]) (.....k..........)
-dl $7E0B32 : db $01 : db $30 ; Arc variable
-dl $7EF36C : db $01 : db $20 ; Health (goal)
-dl $7EF374 : db $01 : db $04 ; Pendants
-dl $7EF36D : db $01 : db $20 ; Health (actual)
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E02A1 : db $01 : db $17 ; Arc variable
-dl $7E0B33 : db $01 : db $30 ; Arc variable
-dl $7E0B37 : db $01 : db $C7 ; Arc variable
-dl $7FE0B2 : db $01 : db $00 ; Overworld $99 persistent: UNKNOWN
-dl $7E0B08 : db $01 : db $40 ; Arc variable
-dl $7E0B30 : db $01 : db $30 ; Arc variable
-dl $7E0B34 : db $01 : db $30 ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7FE130 : db $01 : db $00 ; Overworld $D8 persistent: UNKNOWN
-; Manual changes:
-dl $7E0B10 : db $01 : db $31 ; Overlord X coordinate high byte
-dl $7E0B20 : db $01 : db $11 ; Overlord Y coordinate high byte
-.after
-
-sram_ad2020_pod_eastern_spinspeed:
-dl $7E0542 : db $02 : dw $1520 ; Object tilemap state
-dl $7EF343 : db $01 : db $03 ; Bombs
-dl $7EF3C7 : db $01 : db $03 ; Map Phase
-dl $7EF355 : db $01 : db $01 ; Boots
-dl $7EF375 : db $01 : db $00 ; Bomb filler
-dl $7EF379 : db $01 : db $FC ; Ability Flags
-dl $7EF20A : db $02 : dw $802A ; Room $0105: Unknown (.d.........c.q.q)
-dl $7EC167 : db $01 : db $00 ; Underworld exit cache
-dl $7EC140 : db $02 : dw $001E ; Underworld exit cache
-dl $7EC144 : db $02 : dw $06D8 ; Underworld exit cache
-dl $7EC148 : db $02 : dw $0738 ; Underworld exit cache
-dl $7EC14C : db $02 : dw $001E ; Underworld exit cache
-dl $7EC150 : db $02 : dw $0745 ; Underworld exit cache
-dl $7EC154 : db $02 : dw $0600 ; Underworld exit cache
-dl $7EC158 : db $02 : dw $0C00 ; Underworld exit cache
-dl $7EC15C : db $02 : dw $0520 ; Underworld exit cache
-dl $7EC160 : db $02 : dw $0B00 ; Underworld exit cache
-dl $7EC16C : db $02 : dw $FFF8 ; Underworld exit cache
-dl $7EC170 : db $02 : dw $FFF6 ; Underworld exit cache
-dl $7E0468 : db $01 : db $01 ; Trap door state
-dl $7E0540 : db $02 : dw $151C ; Object tilemap state
-dl $7E0544 : db $02 : dw $141E ; Object tilemap state
-dl $7EC165 : db $01 : db $20 ; Underworld exit cache
-dl $7EC142 : db $02 : dw $0116 ; Underworld exit cache
-dl $7EC146 : db $02 : dw $0C76 ; Underworld exit cache
-dl $7EC14A : db $02 : dw $0CF0 ; Underworld exit cache
-dl $7EC14E : db $02 : dw $0710 ; Underworld exit cache
-dl $7EC152 : db $02 : dw $0CFB ; Underworld exit cache
-dl $7EC156 : db $02 : dw $091E ; Underworld exit cache
-dl $7EC15A : db $02 : dw $0F00 ; Underworld exit cache
-dl $7EC15E : db $02 : dw $0A00 ; Underworld exit cache
-dl $7EC162 : db $02 : dw $1000 ; Underworld exit cache
-dl $7EC166 : db $01 : db $25 ; Underworld exit cache
-dl $7EC16A : db $02 : dw $0008 ; Underworld exit cache
-dl $7EC16E : db $02 : dw $000A ; Underworld exit cache
-dl $7E010E : db $01 : db $45 ; Dungeon entrance index
-.after
-
-sram_ad2020_pod_dma:
-dl $7EC172 : db $02 : dw $08A0 ; Crystal switch state
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_ad2020_pod_death_mountain:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF3D3 : db $01 : db $00 ; Super Bomb Boom
-dl $7EF1E0 : db $02 : dw $000F ; Room $00F0: Cave (Lost Old Man Starting Cave) (.............qqq)
-dl $7EF3C8 : db $01 : db $05 ; Entrances Phase
-dl $7EF3CC : db $01 : db $04 ; Tagalong
-dl $7EF1E2 : db $02 : dw $000F ; Room $00F1: Cave (Lost Old Man Starting Cave) (.............qqq)
-dl $7E0540 : db $02 : dw $0540 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E010E : db $01 : db $06 ; Dungeon entrance index
-.after
-
-sram_ad2020_pod_kiki_yeet:
-dl $7EF353 : db $01 : db $02 ; Magic Mirror
-dl $7EF3C8 : db $01 : db $01 ; Entrances Phase
-dl $7EF3CC : db $01 : db $00 ; Tagalong
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_ad2020_pod_kiki_skip:
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_ad2020_pod_dungeon_reload:
-dl $7E0542 : db $02 : dw $0520 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0B20 ; Object tilemap state
-dl $7E054A : db $02 : dw $0844 ; Object tilemap state
-dl $7E054E : db $02 : dw $056E ; Object tilemap state
-dl $7E0552 : db $02 : dw $0B6E ; Object tilemap state
-dl $7EF343 : db $01 : db $04 ; Bombs
-dl $7EF094 : db $02 : dw $200F ; Room $004A: Palace of Darkness (Entrance Room) (...d.........qqq)
-dl $7EF36D : db $01 : db $18 ; Health (actual)
-dl $7EF012 : db $02 : dw $0008 ; Room $0009: Palace of Darkness (.............q..)
-dl $7EF1F2 : db $02 : dw $000F ; Room $00F9: Cave (.............qqq)
-dl $7FE103 : db $01 : db $52 ; Overworld $C1 persistent: UNKNOWN
-dl $7E029F : db $01 : db $00 ; Arc variable
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7E0540 : db $02 : dw $050E ; Object tilemap state
-dl $7E0544 : db $02 : dw $0B0E ; Object tilemap state
-dl $7E0548 : db $02 : dw $0838 ; Object tilemap state
-dl $7E054C : db $02 : dw $055C ; Object tilemap state
-dl $7E0550 : db $02 : dw $0B5C ; Object tilemap state
-dl $7FE06E : db $01 : db $52 ; Overworld $77 persistent: Black Ice Cave
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E010E : db $01 : db $21 ; Dungeon entrance index
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-.after
-
-sram_ad2020_pod_main_hub_bk:
-dl $7EF343 : db $01 : db $06 ; Bombs
-dl $7EF36F : db $01 : db $01 ; Keys
-dl $7EF012 : db $02 : dw $0018 ; Room $0009: Palace of Darkness (............qq..)
-dl $7EF382 : db $01 : db $01 ; Key for dungeon $06
-dl $7FE103 : db $01 : db $00 ; Room $C1 persistent: Misery Mire (Compass Chest / Tile Room)
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7FE06E : db $01 : db $00 ; Room $77 persistent: Tower of Hera (Entrance Room)
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E010E : db $01 : db $26 ; Dungeon entrance index
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-.after
-
-sram_ad2020_pod_main_hub_hammerjump:
-dl $7E047A : db $01 : db $01 ; Armed EG
-dl $7E0B35 : db $01 : db $00 ; Arc variable
-dl $7EF014 : db $02 : dw $801F ; Room $000A: Palace of Darkness (Stalfos Trap Room) (.d..........qqqq)
-dl $7EF074 : db $02 : dw $801F ; Room $003A: Palace of Darkness (Bombable Floor Room) (.d..........qqqq)
-dl $7EF366 : db $02 : dw $2200 ; BigKey1
-dl $7E0B33 : db $01 : db $00 ; Arc variable
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7E0B3B : db $01 : db $00 ; Arc variable
-dl $7E0B0C : db $01 : db $D0 ; Arc variable
-dl $7E0B34 : db $01 : db $00 ; Arc variable
-.after
-
-sram_ad2020_pod_hammerjump:
-dl $7E047A : db $01 : db $00 ; Armed EG
-dl $7E0542 : db $02 : dw $1350 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $02 : dw $0000 ; Keys
-dl $7EF054 : db $02 : dw $400F ; Room $002A: Palace of Darkness (Big Hub Room) (..d..........qqq)
-dl $7FDFF4 : db $02 : dw $0010 ; Room $3A persistent: Palace of Darkness (Bombable Floor Room)
-dl $7E0540 : db $02 : dw $0C50 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1328 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-.after
-
-sram_ad2020_pod_archery_contest:
-dl $7E0542 : db $02 : dw $0B20 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0C20 ; Object tilemap state
-dl $7EF343 : db $01 : db $07 ; Bombs
-dl $7EF34B : db $01 : db $01 ; Hammer
-dl $7EF034 : db $02 : dw $101A ; Room $001A: Palace of Darkness (Big Chest Room) (....b.......qq.q)
-dl $7EF382 : db $01 : db $00 ; Key for dungeon $06
-dl $7FDFF4 : db $01 : db $00 ; Room $3A persistent: Palace of Darkness (Bombable Floor Room)
-dl $7E0540 : db $02 : dw $0B1C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0C1C ; Object tilemap state
-dl $7E0548 : db $02 : dw $4E64 ; Object tilemap state
-dl $7E0FCD : db $01 : db $01 ; Prize pack index
-dl $7E0B37 : db $01 : db $0A ; Arc variable
-dl $7E0B3F : db $01 : db $01 ; Arc variable
-.after
-
-sram_ad2020_pod_sexy_statue:
-dl $7E0542 : db $02 : dw $1350 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $01 : db $01 ; Keys
-dl $7EF377 : db $01 : db $08 ; Arrows
-dl $7EF054 : db $02 : dw $402F ; Room $002A: Palace of Darkness (Big Hub Room) (..d........c.qqq)
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7E0540 : db $02 : dw $0C50 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1328 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-.after
-
-sram_ad2020_pod_mimics:
-dl $7E0542 : db $02 : dw $0610 ; Object tilemap state
-dl $7E0546 : db $02 : dw $052C ; Object tilemap state
-dl $7E054A : db $02 : dw $072C ; Object tilemap state
-dl $7E054E : db $02 : dw $1692 ; Object tilemap state
-dl $7E0552 : db $02 : dw $16AA ; Object tilemap state
-dl $7E0556 : db $02 : dw $151E ; Object tilemap state
-dl $7E0642 : db $01 : db $01 ; Room puzzle state (?)
-dl $7EF343 : db $01 : db $09 ; Bombs
-dl $7EF056 : db $02 : dw $000A ; Room $002B: Palace of Darkness (Map Chest / Fairy Room) (.............q.q)
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $0510 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0710 ; Object tilemap state
-dl $7E0548 : db $02 : dw $062C ; Object tilemap state
-dl $7E054C : db $02 : dw $1592 ; Object tilemap state
-dl $7E0550 : db $02 : dw $15AA ; Object tilemap state
-dl $7E0554 : db $02 : dw $151A ; Object tilemap state
-dl $7E0558 : db $02 : dw $1522 ; Object tilemap state
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_ad2020_pod_statue:
-dl $7E0542 : db $02 : dw $1728 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0642 : db $01 : db $00 ; Room puzzle state (?)
-dl $7EF377 : db $01 : db $0E ; Arrows
-dl $7EF036 : db $02 : dw $0002 ; Room $001B: Palace of Darkness (Mimics / Moving Wall Room) (...............q)
-dl $7E0540 : db $02 : dw $1714 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7FDFB6 : db $02 : dw $0038 ; Room $1B persistent: Palace of Darkness (Mimics / Moving Wall Room)
-dl $7E0FCB : db $01 : db $02 ; Prize pack index
-.after
-
-sram_ad2020_pod_basement:
-dl $7EF377 : db $01 : db $0C ; Arrows
-dl $7EF036 : db $02 : dw $008E ; Room $001B: Palace of Darkness (Mimics / Moving Wall Room) (.........c...qqq)
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7E0468 : db $01 : db $01 ; Trap door state
-dl $7EC172 : db $01 : db $00 ; Crystal switch state
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-.after
-
-sram_ad2020_pod_turtle_room:
-dl $7E0542 : db $02 : dw $0966 ; Object tilemap state
-dl $7E0546 : db $02 : dw $03CA ; Object tilemap state
-dl $7E054A : db $02 : dw $076A ; Object tilemap state
-dl $7E054E : db $02 : dw $095E ; Object tilemap state
-dl $7E0552 : db $02 : dw $085E ; Object tilemap state
-dl $7E0556 : db $02 : dw $1814 ; Object tilemap state
-dl $7E055A : db $02 : dw $1854 ; Object tilemap state
-dl $7EF343 : db $01 : db $08 ; Bombs
-dl $7EF36F : db $02 : dw $0000 ; Keys
-dl $7EF016 : db $02 : dw $200C ; Room $000B: Palace of Darkness (Turtle Room) (...d.........qq.)
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7E0540 : db $02 : dw $0962 ; Object tilemap state
-dl $7E0544 : db $02 : dw $096A ; Object tilemap state
-dl $7E0548 : db $02 : dw $0CCA ; Object tilemap state
-dl $7E054C : db $02 : dw $086A ; Object tilemap state
-dl $7E0550 : db $02 : dw $075E ; Object tilemap state
-dl $7E0554 : db $02 : dw $5760 ; Object tilemap state
-dl $7E0558 : db $02 : dw $1828 ; Object tilemap state
-dl $7E055C : db $02 : dw $1864 ; Object tilemap state
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-.after
-
-sram_ad2020_pod_helma:
-dl $7E0542 : db $02 : dw $03F2 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl $7E0FC8 : db $01 : db $01 ; Prize pack index
-dl $7EF0D4 : db $02 : dw $8005 ; Room $006A: Palace of Darkness (Rupee Room) (.d............q.)
-dl $7EF016 : db $02 : dw $200F ; Room $000B: Palace of Darkness (Turtle Room) (...d.........qqq)
-dl $7FE054 : db $02 : dw $0010 ; Room $6A persistent: Palace of Darkness (Rupee Room)
-dl $7E0540 : db $02 : dw $03CA ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055C : db $02 : dw $0000 ; Object tilemap state
-dl $7FDF96 : db $02 : dw $03F0 ; Room $B persistent: Palace of Darkness (Turtle Room)
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_ad2020_escape_outside_pod:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B31 : db $01 : db $B0 ; Arc variable
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF3C7 : db $01 : db $07 ; Map Phase
-dl $7EF3EF : db $02 : dw $0000 ; Deaths
-dl $7EF0B4 : db $02 : dw $0801 ; Room $005A: Palace of Darkness (Helmasaur King[Boss]) (.....k..........)
-dl $7E0B32 : db $01 : db $FF ; Arc variable
-dl $7EF36C : db $01 : db $28 ; Health (goal)
-dl $7EF36D : db $01 : db $28 ; Health (actual)
-dl $7EF37A : db $01 : db $02 ; Crystals
-dl $7FE103 : db $01 : db $52 ; Overworld $C1 persistent: UNKNOWN
-dl $7FE054 : db $01 : db $00 ; Overworld $6A persistent: Haunted Grove
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E02A1 : db $01 : db $0B ; Arc variable
-dl $7E0B33 : db $01 : db $0F ; Arc variable
-dl $7FDF96 : db $01 : db $00 ; Overworld $B persistent: UNKNOWN
-dl $7FDFB6 : db $01 : db $00 ; Overworld $1B persistent: Hyrule Castle
-dl $7FE06E : db $01 : db $52 ; Overworld $77 persistent: Black Ice Cave
-dl $7E0B08 : db $01 : db $08 ; Arc variable
-dl $7E0B0C : db $01 : db $8E ; Arc variable
-dl $7E0B30 : db $01 : db $0A ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_ad2020_escape_sanc_1:
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7E0FC8 : db $02 : dw $0000 ; Prize pack index
-dl $7E0FCC : db $02 : dw $0000 ; Prize pack index
-dl $7EF3FF : db $02 : dw $0001 ; Deaths
-dl $7EF024 : db $02 : dw $000F ; Room $0012: Sanctuary (.............qqq)
-dl $7EF354 : db $02 : dw $0100 ; Gloves
-dl $7EF36C : db $02 : dw $2028 ; Health (goal)
-dl $7EF378 : db $02 : dw $FC00 ; ????
-dl $7EF36D : db $01 : db $20 ; Health (actual)
-dl $7EF342 : db $02 : dw $0800 ; Hookshot
-dl $7EF34A : db $02 : dw $0101 ; Torch
-dl $7EF352 : db $02 : dw $0200 ; Magic Cape
-dl $7EF36E : db $02 : dw $FF80 ; Magic Power
-dl $7EF376 : db $02 : dw $0C00 ; Arrow filler
-dl $7EF3C6 : db $02 : dw $0711 ; Game Phase 2
-dl $7EF3E6 : db $02 : dw $0100 ;
-dl $7EF4FE : db $02 : dw $52B2 ; Inverse checksum
-dl $7FE103 : db $01 : db $00 ; Room $C1 persistent: Misery Mire (Compass Chest / Tile Room)
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7FE06E : db $01 : db $00 ; Room $77 persistent: Tower of Hera (Entrance Room)
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E010E : db $02 : dw $0002 ; Dungeon entrance index
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-.after
-
-sram_ad2020_escape_entrance:
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7FE0EF : db $01 : db $41 ; Overworld $B7 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $08A0 ; Crystal switch state
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_ad2020_escape_1st_keyguard:
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF0A4 : db $02 : dw $000F ; Room $0052: Hyrule Castle (East Corridor) (.............qqq)
-dl $7EF0C4 : db $02 : dw $000F ; Room $0062: Hyrule Castle (East Entrance Room) (.............qqq)
-dl $7EF002 : db $02 : dw $000C ; Room $0001: Hyrule Castle (North Corridor) (.............qq.)
-dl $7FE0EF : db $01 : db $00 ; Room $B7 persistent: Turtle Rock (Map Chest / Key Chest / Roller Room)
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E010E : db $01 : db $05 ; Dungeon entrance index
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-.after
-
-sram_ad2020_escape_stealth_room:
-dl $7E0542 : db $02 : dw $2532 ; Object tilemap state
-dl $7EF0E4 : db $02 : dw $840F ; Room $0072: Hyrule Castle (Map Chest Room) (.d....K......qqq)
-dl $7EF104 : db $02 : dw $000F ; Room $0082: Hyrule Castle (Basement Chasm Room) (.............qqq)
-dl $7FE064 : db $02 : dw $0001 ; Room $72 persistent: Hyrule Castle (Map Chest Room)
-dl $7E0540 : db $02 : dw $324C ; Object tilemap state
-dl $7E0544 : db $02 : dw $2A32 ; Object tilemap state
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_ad2020_escape_2nd_keyguard:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF0E2 : db $02 : dw $0002 ; Room $0071: Hyrule Castle (Boomerang Chest Room) (...............q)
-dl $7EF102 : db $02 : dw $000F ; Room $0081: Hyrule Castle (.............qqq)
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0CBB : db $01 : db $01 ; Sprite drop
-dl $7FE062 : db $02 : dw $0001 ; Room $71 persistent: Hyrule Castle (Boomerang Chest Room)
-dl $7FE082 : db $02 : dw $0001 ; Room $81 persistent: Hyrule Castle
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_ad2020_escape_zeldas_cell:
-dl $7EF0E0 : db $02 : dw $0008 ; Room $0070: Hyrule Castle (Small Corridor to Jail Cells) (.............q..)
-dl $7EF341 : db $01 : db $01 ; Boomerang
-dl $7EF0E2 : db $02 : dw $841B ; Room $0071: Hyrule Castle (Boomerang Chest Room) (.d....K.....qq.q)
-dl $7FE064 : db $02 : dw $0000 ; Room $72 persistent: Hyrule Castle (Map Chest Room)
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0CBB : db $01 : db $00 ; Sprite drop
-dl $7FE062 : db $02 : dw $0003 ; Room $71 persistent: Hyrule Castle (Boomerang Chest Room)
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_ad2020_escape_sanc_2:
-dl $7E0CBC : db $01 : db $02 ; Sprite drop
-dl $7EF29B : db $01 : db $20 ; Overworld $1B: Unknown (...?....)
-dl $7EF100 : db $02 : dw $042C ; Room $0080: Hyrule Castle (Jail Cell Room) (......K....c.qq.)
-dl $7EF3C8 : db $02 : dw $0002 ; Entrances Phase
-dl $7EF3CC : db $01 : db $01 ; Tagalong
-dl $7EF3E4 : db $02 : dw $0100 ; Player name
-dl $7EF3E5 : db $02 : dw $0001 ; Validity (checksum)
-dl $7EF366 : db $02 : dw $6200 ; BigKey1
-dl $7EF36E : db $02 : dw $0080 ; Magic Power
-dl $7EF3C6 : db $01 : db $15 ; Game Phase 2
-dl $7EF4FE : db $02 : dw $02FB ; Inverse checksum
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7FE062 : db $01 : db $00 ; Room $71 persistent: Hyrule Castle (Boomerang Chest Room)
-dl $7FE082 : db $01 : db $00 ; Room $81 persistent: Hyrule Castle
-dl $7E010E : db $02 : dw $0002 ; Dungeon entrance index
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-.after
-
-sram_ad2020_hook_old_man_cave:
-dl $7E0CBC : db $01 : db $00 ; Sprite drop
-dl $7E0542 : db $02 : dw $0A70 ; Object tilemap state
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF3C7 : db $01 : db $01 ; Map Phase
-dl $7EF3E3 : db $02 : dw $0001 ; Player name
-dl $7EF024 : db $02 : dw $001F ; Room $0012: Sanctuary (............qqqq)
-dl $7EF1C8 : db $02 : dw $000A ; Room $00E4: Cave (Lost Old Man Final Cave) (.............q.q)
-dl $7EF36C : db $02 : dw $2030 ; Health (goal)
-dl $7EF3C4 : db $02 : dw $0200 ;
-dl $7EF3C8 : db $01 : db $01 ; Entrances Phase
-dl $7EF3CC : db $02 : dw $0000 ; Tagalong
-dl $7EF3C5 : db $01 : db $02 ; Game Phase 1
-dl $7EF29A : db $02 : dw $2000 ; Overworld $1A: Unknown (........)
-dl $7EF3C6 : db $02 : dw $0115 ; Game Phase 2
-dl $7EF3E2 : db $02 : dw $0155 ; Player name
-dl $7EF4FE : db $02 : dw $E6E1 ; Inverse checksum
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7E0540 : db $02 : dw $0920 ; Object tilemap state
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E010E : db $02 : dw $0030 ; Dungeon entrance index
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-.after
-
-sram_ad2020_hook_entrance:
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7E0B3F : db $01 : db $00 ; Arc variable
-dl $7FDFCB : db $01 : db $F3 ; Overworld $25 persistent: Octorok Area
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_ad2020_hook_hera_to_sewers_clip:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF0EE : db $02 : dw $000F ; Room $0077: Tower of Hera (Entrance Room) (.............qqq)
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7FDFCB : db $01 : db $00 ; Room $25 persistent: Empty Clone Room
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E010E : db $01 : db $33 ; Dungeon entrance index
-.after
-
-sram_ad2020_hook_tile_room:
-dl $7EF343 : db $01 : db $07 ; Bombs
-dl $7EF36F : db $02 : dw $0001 ; Keys
-dl $7EF064 : db $02 : dw $001F ; Room $0032: Hyrule Castle (Sewer Key Chest Room) (............qqqq)
-dl $7EF084 : db $02 : dw $000C ; Room $0042: Hyrule Castle (6 Ropes Room) (.............qq.)
-dl $7EF36D : db $01 : db $18 ; Health (actual)
-dl $7EF062 : db $02 : dw $0001 ; Room $0031: Tower of Hera (Hardhat Beetles Room) (................)
-dl $7EF082 : db $02 : dw $000F ; Room $0041: Hyrule Castle (First Dark Room) (.............qqq)
-dl $7EF0EE : db $02 : dw $800F ; Room $0077: Tower of Hera (Entrance Room) (.d...........qqq)
-dl $7EF10E : db $02 : dw $0402 ; Room $0087: Tower of Hera (Tile Room) (......K........q)
-dl $7EF386 : db $01 : db $02 ; Key for dungeon $0A
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-.after
-
-sram_ad2020_hook_minimoldorm_switch:
-dl $7E0542 : db $02 : dw $0B10 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0C18 ; Object tilemap state
-dl $7E054A : db $02 : dw $0C28 ; Object tilemap state
-dl $7E054E : db $02 : dw $1470 ; Object tilemap state
-dl $7E0552 : db $02 : dw $186C ; Object tilemap state
-dl $7E0556 : db $02 : dw $1B6C ; Object tilemap state
-dl $7EF10E : db $02 : dw $040A ; Room $0087: Tower of Hera (Tile Room) (......K......q.q)
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $0B0C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0C10 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0C20 ; Object tilemap state
-dl $7E054C : db $02 : dw $144C ; Object tilemap state
-dl $7E0550 : db $02 : dw $1850 ; Object tilemap state
-dl $7E0554 : db $02 : dw $1B50 ; Object tilemap state
-dl $7E0B37 : db $01 : db $80 ; Arc variable
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_ad2020_hook_torches:
-dl $7EF10E : db $02 : dw $040E ; Room $0087: Tower of Hera (Tile Room) (......K......qqq)
-dl $7E0303 : db $01 : db $09 ; Selected menu item
-dl $7E0468 : db $01 : db $01 ; Trap door state
-dl $7EC172 : db $01 : db $00 ; Crystal switch state
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0202 : db $01 : db $0B ; Selected menu item
-.after
-
-sram_ad2020_hook_beetles:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF10E : db $02 : dw $041F ; Room $0087: Tower of Hera (Tile Room) (......K.....qqqq)
-dl $7EF366 : db $02 : dw $6220 ; BigKey1
-dl $7EF36E : db $01 : db $64 ; Magic Power
-dl $7EF386 : db $01 : db $01 ; Key for dungeon $0A
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E02A1 : db $01 : db $00 ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-; Manual changes:
-dl $7E03C4 : db $01 : db $0A ; Ancilla Search Index
-.after
-
-sram_ad2020_hook_petting_zoo:
-dl $7E0542 : db $02 : dw $1C60 ; Object tilemap state
-dl $7EF343 : db $01 : db $08 ; Bombs
-dl $7E0FCC : db $01 : db $02 ; Prize pack index
-dl $7EF062 : db $02 : dw $800F ; Room $0031: Tower of Hera (Hardhat Beetles Room) (.d...........qqq)
-dl $7E0540 : db $02 : dw $1C5C ; Object tilemap state
-dl $7FDFE2 : db $02 : dw $0580 ; Room $31 persistent: Tower of Hera (Hardhat Beetles Room)
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-.after
-
-sram_ad2020_hook_fake_clippers:
-dl $7E0542 : db $02 : dw $0520 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1430 ; Object tilemap state
-dl $7EF343 : db $01 : db $07 ; Bombs
-dl $7EF357 : db $01 : db $01 ; Moon Pearl
-dl $7EF36F : db $02 : dw $0001 ; Keys
-dl $7EF36D : db $01 : db $10 ; Health (actual)
-dl $7EF04E : db $02 : dw $001F ; Room $0027: Tower of Hera (Big Chest) (............qqqq)
-dl $7E029F : db $01 : db $11 ; Arc variable
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7E0540 : db $02 : dw $0420 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0620 ; Object tilemap state
-dl $7E0548 : db $02 : dw $063C ; Object tilemap state
-dl $7FDFCE : db $02 : dw $0008 ; Room $27 persistent: Tower of Hera (Big Chest)
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-.after
-
-sram_ad2020_hook_hookshot:
-dl $7EF343 : db $01 : db $05 ; Bombs
-dl $7EF377 : db $01 : db $06 ; Arrows
-dl $7EF06E : db $02 : dw $208F ; Room $0037: Swamp Palace (Map Chest / Water Fill Room) (...d.....c...qqq)
-dl $7E029F : db $01 : db $00 ; Arc variable
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-; Manual changes:
-dl $7E03C4 : db $01 : db $00 ; Ancilla Search Index
-.after
-
-sram_ad2020_thieves_outside_hera:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B35 : db $01 : db $F8 ; Arc variable
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF06C : db $02 : dw $001F ; Room $0036: Swamp Palace (Big Chest Room) (............qqqq)
-dl $7E0B36 : db $01 : db $FC ; Arc variable
-dl $7EF342 : db $01 : db $01 ; Hookshot
-dl $7EF386 : db $01 : db $00 ; Key for dungeon $0A
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B33 : db $01 : db $03 ; Arc variable
-dl $7E0B37 : db $01 : db $FF ; Arc variable
-dl $7FDFCB : db $01 : db $F3 ; Overworld $25 persistent: Octorok Area
-dl $7FDFCE : db $01 : db $00 ; Overworld $27 persistent: UNKNOWN
-dl $7FDFE2 : db $01 : db $00 ; Overworld $31 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E0B0C : db $01 : db $A0 ; Arc variable
-dl $7E0B34 : db $01 : db $FD ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-.after
-
-sram_ad2020_thieves_dmd:
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7FDFCB : db $01 : db $00 ; Overworld $25 persistent: Octorok Area
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_ad2020_thieves_entrance:
-dl $7EF2D8 : db $01 : db $20 ; Overworld $58: Unknown (...?....)
-dl $7EC172 : db $02 : dw $08A0 ; Crystal switch state
-dl $7FE0E3 : db $01 : db $13 ; Overworld $B1 persistent: UNKNOWN
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7FE148 : db $01 : db $26 ; Overworld $E4 persistent: UNKNOWN
-.after
-
-sram_ad2020_thieves_after_big_key:
-dl $7E0542 : db $02 : dw $0470 ; Object tilemap state
-dl $7E0546 : db $02 : dw $333E ; Object tilemap state
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF198 : db $02 : dw $000F ; Room $00CC: Thieves Town (North East Entrance Room) (.............qqq)
-dl $7EF1B8 : db $02 : dw $000F ; Room $00DC: Thieves Town (South East Entrance Room) (.............qqq)
-dl $7EF196 : db $02 : dw $000F ; Room $00CB: Thieves Town (North West Entrance Room) (.............qqq)
-dl $7EF1B6 : db $02 : dw $002F ; Room $00DB: Thieves Town (Main (South West) Entrance Room) (...........c.qqq)
-dl $7EF366 : db $02 : dw $6230 ; BigKey1
-dl $7E0540 : db $02 : dw $040C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1058 ; Object tilemap state
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7FE0E3 : db $01 : db $00 ; Room $B1 persistent: Misery Mire (Hourglass Room)
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E010E : db $01 : db $34 ; Dungeon entrance index
-dl $7FE148 : db $01 : db $00 ; Room $E4 persistent: Cave (Lost Old Man Final Cave)
-.after
-
-sram_ad2020_thieves_blind_hallway:
-dl $7E0542 : db $02 : dw $0424 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1C70 ; Object tilemap state
-dl $7EF198 : db $02 : dw $800F ; Room $00CC: Thieves Town (North East Entrance Room) (.d...........qqq)
-dl $7E0540 : db $02 : dw $0470 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C24 ; Object tilemap state
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_ad2020_thieves_conveyor_gibos:
-dl $7E0542 : db $02 : dw $03B2 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0CB2 ; Object tilemap state
-dl $7E054A : db $02 : dw $1430 ; Object tilemap state
-dl $7E054E : db $02 : dw $1C30 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1520 ; Object tilemap state
-dl $7E0556 : db $02 : dw $1B20 ; Object tilemap state
-dl $7E055A : db $02 : dw $0466 ; Object tilemap state
-dl $7EF178 : db $02 : dw $C407 ; Room $00BC: Thieves Town (Conveyor Toilet) (.dd...K.......qq)
-dl $7EF36D : db $01 : db $18 ; Health (actual)
-dl $7E0540 : db $02 : dw $038A ; Object tilemap state
-dl $7E0544 : db $02 : dw $0C8A ; Object tilemap state
-dl $7E0548 : db $02 : dw $140C ; Object tilemap state
-dl $7E054C : db $02 : dw $1C0C ; Object tilemap state
-dl $7E0550 : db $02 : dw $151C ; Object tilemap state
-dl $7E0554 : db $02 : dw $1B1C ; Object tilemap state
-dl $7E0558 : db $02 : dw $0456 ; Object tilemap state
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_ad2020_thieves_hellway:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl $7E0ABD : db $01 : db $01 ; Palette swap
-dl $7EF176 : db $02 : dw $0001 ; Room $00BB: Thieves Town (Hellway) (................)
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-.after
-
-sram_ad2020_thieves_bombable_floor:
-dl $7E0542 : db $02 : dw $1560 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1660 ; Object tilemap state
-dl $7E054A : db $02 : dw $1C68 ; Object tilemap state
-dl $7E0ABD : db $01 : db $00 ; Palette swap
-dl $7E0B35 : db $01 : db $00 ; Arc variable
-dl $7EF0C8 : db $02 : dw $0003 ; Room $0064: Thieves Town (West Attic Room) (...............q)
-dl $7E0B32 : db $01 : db $00 ; Arc variable
-dl $7E0B36 : db $01 : db $00 ; Arc variable
-dl $7EF0CA : db $02 : dw $0002 ; Room $0065: Thieves Town (East Attic Room) (...............q)
-dl $7EF156 : db $02 : dw $8402 ; Room $00AB: Thieves Town (Moving Spikes / Key Pot Room) (.d....K........q)
-dl $7EF176 : db $02 : dw $000B ; Room $00BB: Thieves Town (Hellway) (.............q.q)
-dl $7E0540 : db $02 : dw $155C ; Object tilemap state
-dl $7E0544 : db $02 : dw $165C ; Object tilemap state
-dl $7E0548 : db $02 : dw $1C64 ; Object tilemap state
-dl $7E0B33 : db $01 : db $00 ; Arc variable
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E0B0C : db $01 : db $B0 ; Arc variable
-dl $7E0B34 : db $01 : db $00 ; Arc variable
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_ad2020_thieves_backtracking_1:
-dl $7E0542 : db $02 : dw $1610 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1C24 ; Object tilemap state
-dl $7E054A : db $02 : dw $1C2C ; Object tilemap state
-dl $7EF343 : db $01 : db $04 ; Bombs
-dl $7EF0CA : db $02 : dw $0103 ; Room $0065: Thieves Town (East Attic Room) (........c......q)
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7E0540 : db $02 : dw $160C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1614 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1C28 ; Object tilemap state
-dl $7E054C : db $02 : dw $1C30 ; Object tilemap state
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-.after
-
-sram_ad2020_thieves_basement:
-dl $7E0542 : db $02 : dw $03B2 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0CB2 ; Object tilemap state
-dl $7E054A : db $02 : dw $1430 ; Object tilemap state
-dl $7E054E : db $02 : dw $1C30 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1520 ; Object tilemap state
-dl $7E0556 : db $02 : dw $1B20 ; Object tilemap state
-dl $7E055A : db $02 : dw $0466 ; Object tilemap state
-dl $7EF343 : db $01 : db $05 ; Bombs
-dl $7EF178 : db $02 : dw $C40F ; Room $00BC: Thieves Town (Conveyor Toilet) (.dd...K......qqq)
-dl $7EF176 : db $02 : dw $000F ; Room $00BB: Thieves Town (Hellway) (.............qqq)
-dl $7E0540 : db $02 : dw $038A ; Object tilemap state
-dl $7E0544 : db $02 : dw $0C8A ; Object tilemap state
-dl $7E0548 : db $02 : dw $140C ; Object tilemap state
-dl $7E054C : db $02 : dw $1C0C ; Object tilemap state
-dl $7E0550 : db $02 : dw $151C ; Object tilemap state
-dl $7E0554 : db $02 : dw $1B1C ; Object tilemap state
-dl $7E0558 : db $02 : dw $0456 ; Object tilemap state
-.after
-
-sram_ad2020_thieves_prison:
-dl $7E0542 : db $02 : dw $07A0 ; Object tilemap state
-dl $7E0546 : db $02 : dw $08A0 ; Object tilemap state
-dl $7E054A : db $02 : dw $0C30 ; Object tilemap state
-dl $7E054E : db $02 : dw $0B6C ; Object tilemap state
-dl $7E0552 : db $02 : dw $10EC ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF343 : db $01 : db $04 ; Bombs
-dl $7E0FCC : db $01 : db $03 ; Prize pack index
-dl $7EF088 : db $02 : dw $0005 ; Room $0044: Thieves Town (Big Chest Room) (..............q.)
-dl $7EF08A : db $02 : dw $000A ; Room $0045: Thieves Town (Jail Cells Room) (.............q.q)
-dl $7E029F : db $01 : db $0B ; Arc variable
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7E0540 : db $02 : dw $079C ; Object tilemap state
-dl $7E0544 : db $02 : dw $089C ; Object tilemap state
-dl $7E0548 : db $02 : dw $040C ; Object tilemap state
-dl $7E054C : db $02 : dw $0B5C ; Object tilemap state
-dl $7E0550 : db $02 : dw $10DC ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $A0 ; Arc variable
-dl $7FE00A : db $02 : dw $000E ; Room $45 persistent: Thieves Town (Jail Cells Room)
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-.after
-
-sram_ad2020_thieves_mitts:
-dl $7E0542 : db $02 : dw $07D0 ; Object tilemap state
-dl $7E0546 : db $02 : dw $08D0 ; Object tilemap state
-dl $7E054A : db $02 : dw $1624 ; Object tilemap state
-dl $7E054E : db $02 : dw $1828 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1A18 ; Object tilemap state
-dl $7E0556 : db $02 : dw $1A20 ; Object tilemap state
-dl $7EF088 : db $02 : dw $4005 ; Room $0044: Thieves Town (Big Chest Room) (..d...........q.)
-dl $7EF3CC : db $01 : db $06 ; Tagalong
-dl $7EF08A : db $02 : dw $00FF ; Room $0045: Thieves Town (Jail Cells Room) (.........cccqqqq)
-dl $7E0540 : db $02 : dw $07CC ; Object tilemap state
-dl $7E0544 : db $02 : dw $08CC ; Object tilemap state
-dl $7E0548 : db $02 : dw $1618 ; Object tilemap state
-dl $7E054C : db $02 : dw $1728 ; Object tilemap state
-dl $7E0550 : db $02 : dw $1928 ; Object tilemap state
-dl $7E0554 : db $02 : dw $1A1C ; Object tilemap state
-dl $7E0558 : db $02 : dw $1A24 ; Object tilemap state
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_ad2020_thieves_backtracking_2:
-dl $7EF088 : db $02 : dw $4017 ; Room $0044: Thieves Town (Big Chest Room) (..d.........q.qq)
-dl $7EF354 : db $01 : db $02 ; Gloves
-dl $7E0B37 : db $01 : db $04 ; Arc variable
-dl $7E0B3F : db $01 : db $01 ; Arc variable
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_ad2020_thieves_pot_hammerdash:
-dl $7E0542 : db $02 : dw $07A0 ; Object tilemap state
-dl $7E0546 : db $02 : dw $08A0 ; Object tilemap state
-dl $7E054A : db $02 : dw $0C30 ; Object tilemap state
-dl $7E054E : db $02 : dw $0B6C ; Object tilemap state
-dl $7E0552 : db $02 : dw $10EC ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF377 : db $01 : db $0B ; Arrows
-dl $7EF376 : db $01 : db $00 ; Arrow filler
-dl $7FE008 : db $02 : dw $0080 ; Room $44 persistent: Thieves Town (Big Chest Room)
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $079C ; Object tilemap state
-dl $7E0544 : db $02 : dw $089C ; Object tilemap state
-dl $7E0548 : db $02 : dw $040C ; Object tilemap state
-dl $7E054C : db $02 : dw $0B5C ; Object tilemap state
-dl $7E0550 : db $02 : dw $10DC ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $0B ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_ad2020_thieves_blind:
-dl $7E0542 : db $02 : dw $03B2 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0CB2 ; Object tilemap state
-dl $7E054A : db $02 : dw $1430 ; Object tilemap state
-dl $7E054E : db $02 : dw $1C30 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1520 ; Object tilemap state
-dl $7E0556 : db $02 : dw $1B20 ; Object tilemap state
-dl $7E055A : db $02 : dw $0466 ; Object tilemap state
-dl $7FE0F8 : db $02 : dw $0002 ; Room $BC persistent: Thieves Town (Conveyor Toilet)
-dl $7E0468 : db $01 : db $01 ; Trap door state
-dl $7E0540 : db $02 : dw $038A ; Object tilemap state
-dl $7E0544 : db $02 : dw $0C8A ; Object tilemap state
-dl $7E0548 : db $02 : dw $140C ; Object tilemap state
-dl $7E054C : db $02 : dw $1C0C ; Object tilemap state
-dl $7E0550 : db $02 : dw $151C ; Object tilemap state
-dl $7E0554 : db $02 : dw $1B1C ; Object tilemap state
-dl $7E0558 : db $02 : dw $0456 ; Object tilemap state
-.after
-
-sram_ad2020_skull_outside_thieves:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF3FF : db $02 : dw $0000 ; Deaths
-dl $7EF158 : db $02 : dw $0A01 ; Room $00AC: Thieves Town (Blind The Thief[Boss]) (.....k.R........)
-dl $7EF36C : db $01 : db $38 ; Health (goal)
-dl $7EF3CC : db $01 : db $00 ; Tagalong
-dl $7EF36D : db $01 : db $38 ; Health (actual)
-dl $7EF3F9 : db $02 : dw $0001 ; Deaths
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7EF37A : db $01 : db $22 ; Crystals
-dl $7FE008 : db $01 : db $00 ; Overworld $44 persistent: UNKNOWN
-dl $7FE0F8 : db $01 : db $00 ; Overworld $BC persistent: UNKNOWN
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E02A1 : db $01 : db $0E ; Arc variable
-dl $7EF387 : db $01 : db $00 ; Key for dungeon $0B
-dl $7FE00A : db $01 : db $00 ; Overworld $45 persistent: Death Mountain East
-dl $7FE0E3 : db $01 : db $13 ; Overworld $B1 persistent: UNKNOWN
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7FE148 : db $01 : db $26 ; Overworld $E4 persistent: UNKNOWN
-.after
-
-sram_ad2020_skull_frogdor:
-dl $7EF343 : db $01 : db $03 ; Bombs
-dl $7EF20C : db $02 : dw $F012 ; Room $0106: Unknown (.dddb.......q..q)
-dl $7EF2D8 : db $01 : db $22 ; Overworld $58: Unknown (...?...?)
-dl $7EF360 : db $02 : dw $0137 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $0137 ; Rupees (actual)
-dl $7E029F : db $01 : db $16 ; Arc variable
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7E0540 : db $02 : dw $1B6C ; Object tilemap state
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E010E : db $01 : db $48 ; Dungeon entrance index
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-.after
-
-sram_ad2020_skull_getting_tempered:
-dl $7E0542 : db $02 : dw $17DE ; Object tilemap state
-dl $7E0546 : db $02 : dw $19D6 ; Object tilemap state
-dl $7E054A : db $02 : dw $19E6 ; Object tilemap state
-dl $7E054E : db $02 : dw $1BE6 ; Object tilemap state
-dl $7EF3CC : db $01 : db $07 ; Tagalong
-dl $7E1ABF : db $01 : db $70 ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $02 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $70 ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $0A ; Warp Vortex Coordinate
-dl $7EF20E : db $02 : dw $F002 ; Room $0107: Unknown (.dddb..........q)
-dl $7EF34E : db $01 : db $01 ; Book of Mudora
-dl $7E0540 : db $02 : dw $17D6 ; Object tilemap state
-dl $7E0544 : db $02 : dw $17E6 ; Object tilemap state
-dl $7E0548 : db $02 : dw $19DE ; Object tilemap state
-dl $7E054C : db $02 : dw $1BD6 ; Object tilemap state
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E010E : db $01 : db $49 ; Dungeon entrance index
-.after
-
-sram_ad2020_skull_fencedash:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7EF360 : db $02 : dw $012D ; Rupees (goal)
-dl $7EF3CC : db $01 : db $00 ; Tagalong
-dl $7E1ABF : db $01 : db $10 ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $04 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $15 ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $09 ; Warp Vortex Coordinate
-dl $7EF359 : db $01 : db $03 ; Sword
-dl $7EF3C9 : db $01 : db $20 ; Game Phase 3
-dl $7EF242 : db $02 : dw $0002 ; Room $0121: Unknown (...............q)
-dl $7EF362 : db $02 : dw $012D ; Rupees (actual)
-dl $7FDFDD : db $01 : db $B5 ; Overworld $2E persistent: South of Eastern Palace
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7FE0E3 : db $01 : db $00 ; Overworld $B1 persistent: UNKNOWN
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E010E : db $01 : db $64 ; Dungeon entrance index
-dl $7FE148 : db $01 : db $00 ; Overworld $E4 persistent: UNKNOWN
-.after
-
-sram_ad2020_skull_dash_to_sw:
-dl $7EF238 : db $02 : dw $0011 ; Room $011C: Unknown (............q...)
-dl $7EF360 : db $02 : dw $0259 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $0259 ; Rupees (actual)
-dl $7FDFDD : db $01 : db $00 ; Overworld $2E persistent: South of Eastern Palace
-dl $7FE0E3 : db $01 : db $13 ; Overworld $B1 persistent: UNKNOWN
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E010E : db $01 : db $54 ; Dungeon entrance index
-dl $7FE148 : db $01 : db $26 ; Overworld $E4 persistent: UNKNOWN
-.after
-
-sram_ad2020_skull_mummy_room:
-dl $7FE0FA : db $01 : db $23 ; Overworld $BD persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $091A ; Crystal switch state
-dl $7FE0E3 : db $01 : db $00 ; Overworld $B1 persistent: UNKNOWN
-dl $7FE148 : db $01 : db $00 ; Overworld $E4 persistent: UNKNOWN
-.after
-
-sram_ad2020_skull_bomb_jump:
-dl $7E0542 : db $02 : dw $0420 ; Object tilemap state
-dl $7E0546 : db $02 : dw $161E ; Object tilemap state
-dl $7E054A : db $02 : dw $1B4C ; Object tilemap state
-dl $7E054E : db $02 : dw $175C ; Object tilemap state
-dl $7EF0AE : db $02 : dw $001A ; Room $0057: Skull Woods (Big Key Room) (............qq.q)
-dl $7EF366 : db $02 : dw $62B0 ; BigKey1
-dl $7E0540 : db $02 : dw $075C ; Object tilemap state
-dl $7E0544 : db $02 : dw $140C ; Object tilemap state
-dl $7E0548 : db $02 : dw $1430 ; Object tilemap state
-dl $7E054C : db $02 : dw $1954 ; Object tilemap state
-dl $7E0550 : db $02 : dw $1764 ; Object tilemap state
-dl $7E0B37 : db $01 : db $FB ; Arc variable
-dl $7E0B3F : db $01 : db $00 ; Arc variable
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E010E : db $01 : db $29 ; Dungeon entrance index
-.after
-
-sram_ad2020_skull_key_pot:
-dl $7E0542 : db $02 : dw $140C ; Object tilemap state
-dl $7E0546 : db $02 : dw $0A5C ; Object tilemap state
-dl $7E054A : db $02 : dw $080C ; Object tilemap state
-dl $7E054E : db $02 : dw $0614 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0724 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0918 ; Object tilemap state
-dl $7E055A : db $02 : dw $0924 ; Object tilemap state
-dl $7EF343 : db $01 : db $02 ; Bombs
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF0AC : db $02 : dw $0005 ; Room $0056: Skull Woods (Key Pot / Trap Room) (..............q.)
-dl $7EF0B0 : db $02 : dw $0012 ; Room $0058: Skull Woods (Big Chest Room) (............q..q)
-dl $7E0B36 : db $01 : db $D8 ; Arc variable
-dl $7EF345 : db $01 : db $01 ; Fire Rod
-dl $7EF36D : db $01 : db $28 ; Health (actual)
-dl $7E029F : db $01 : db $00 ; Arc variable
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7E0540 : db $02 : dw $1430 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0664 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0A60 ; Object tilemap state
-dl $7E054C : db $02 : dw $0830 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0718 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0628 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0A14 ; Object tilemap state
-dl $7E055C : db $02 : dw $0A28 ; Object tilemap state
-dl $7E0B37 : db $01 : db $A0 ; Arc variable
-dl $7FE0FA : db $01 : db $00 ; Room $BD persistent: Empty Clone Room
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-.after
-
-sram_ad2020_skull_skull_entrance:
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF0AC : db $02 : dw $0407 ; Room $0056: Skull Woods (Key Pot / Trap Room) (......K.......qq)
-dl $7EF2C0 : db $01 : db $20 ; Overworld $40: Unknown (...?....)
-dl $7E0B36 : db $01 : db $47 ; Arc variable
-dl $7EF384 : db $01 : db $01 ; Key for dungeon $08
-dl $7EF36E : db $01 : db $70 ; Magic Power
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7FE0FA : db $01 : db $23 ; Overworld $BD persistent: UNKNOWN
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-.after
-
-sram_ad2020_skull_mummy_hellway:
-dl $7E0542 : db $02 : dw $1490 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1B9C ; Object tilemap state
-dl $7E054A : db $02 : dw $14AC ; Object tilemap state
-dl $7E054E : db $02 : dw $18AC ; Object tilemap state
-dl $7E0552 : db $02 : dw $0F68 ; Object tilemap state
-dl $7E0556 : db $02 : dw $055C ; Object tilemap state
-dl $7E055A : db $02 : dw $0FEE ; Object tilemap state
-dl $7EF36F : db $02 : dw $0000 ; Keys
-dl $7EF092 : db $02 : dw $2002 ; Room $0049: Skull Woods (Gibdo Torch Puzzle Room) (...d...........q)
-dl $7EF0B2 : db $02 : dw $800A ; Room $0059: Skull Woods (Final Section Entrance Room) (.d...........q.q)
-dl $7E0540 : db $02 : dw $1390 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1B90 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1BA0 ; Object tilemap state
-dl $7E054C : db $02 : dw $17AC ; Object tilemap state
-dl $7E0550 : db $02 : dw $1CAC ; Object tilemap state
-dl $7E0554 : db $02 : dw $1068 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0FCE ; Object tilemap state
-dl $7E055C : db $02 : dw $1870 ; Object tilemap state
-dl $7E0B37 : db $01 : db $AD ; Arc variable
-dl $7FE012 : db $02 : dw $0400 ; Room $49 persistent: Skull Woods (Gibdo Torch Puzzle Room)
-dl $7FE032 : db $02 : dw $0003 ; Room $59 persistent: Skull Woods (Final Section Entrance Room)
-dl $7FE0FA : db $01 : db $00 ; Room $BD persistent: Empty Clone Room
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E010E : db $01 : db $2B ; Dungeon entrance index
-.after
-
-sram_ad2020_skull_mummy_key:
-dl $7E0556 : db $02 : dw $855C ; Object tilemap state
-dl $7E055A : db $02 : dw $8FEE ; Object tilemap state
-dl $7EF092 : db $02 : dw $A00F ; Room $0049: Skull Woods (Gibdo Torch Puzzle Room) (.d.d.........qqq)
-dl $7EF36E : db $01 : db $20 ; Magic Power
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0558 : db $02 : dw $8FCE ; Object tilemap state
-dl $7E055C : db $02 : dw $9870 ; Object tilemap state
-dl $7E0FC9 : db $01 : db $01 ; Prize pack index
-dl $7E0B37 : db $01 : db $9D ; Arc variable
-dl $7FE012 : db $02 : dw $0C01 ; Room $49 persistent: Skull Woods (Gibdo Torch Puzzle Room)
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_ad2020_skull_mothula:
-dl $7E0542 : db $02 : dw $1C30 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1A64 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF072 : db $02 : dw $4402 ; Room $0039: Skull Woods (Gibdo Key / Mothula Hole Room) (..d...K........q)
-dl $7E0468 : db $01 : db $01 ; Trap door state
-dl $7E0540 : db $02 : dw $140C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1664 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $88 ; Arc variable
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7FDFF2 : db $02 : dw $0002 ; Room $39 persistent: Skull Woods (Gibdo Key / Mothula Hole Room)
-.after
-
-sram_ad2020_hera_outside_skull:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF3F3 : db $02 : dw $0000 ; Deaths
-dl $7EF36C : db $01 : db $40 ; Health (goal)
-dl $7EF384 : db $01 : db $00 ; Key for dungeon $08
-dl $7EF36D : db $01 : db $40 ; Health (actual)
-dl $7EF052 : db $02 : dw $0801 ; Room $0029: Skull Woods (Mothula[Boss]) (.....k..........)
-dl $7EF072 : db $02 : dw $4403 ; Room $0039: Skull Woods (Gibdo Key / Mothula Hole Room) (..d...K........q)
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7EF37A : db $01 : db $62 ; Crystals
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $85 ; Arc variable
-dl $7FE012 : db $01 : db $00 ; Overworld $49 persistent: UNKNOWN
-dl $7FE032 : db $01 : db $00 ; Overworld $59 persistent: UNKNOWN
-dl $7FE0FA : db $01 : db $23 ; Overworld $BD persistent: UNKNOWN
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7FDFF2 : db $01 : db $00 ; Overworld $39 persistent: UNKNOWN
-.after
-
-sram_ad2020_hera_old_man_cave:
-dl $7E0542 : db $02 : dw $0A70 ; Object tilemap state
-dl $7E0FCC : db $02 : dw $0000 ; Prize pack index
-dl $7EF3FF : db $02 : dw $0001 ; Deaths
-dl $7EF344 : db $02 : dw $0100 ; Mushroom
-dl $7EF354 : db $02 : dw $0102 ; Gloves
-dl $7EF358 : db $02 : dw $0300 ;
-dl $7EF36C : db $02 : dw $2840 ; Health (goal)
-dl $7EF3F8 : db $02 : dw $0100 ; Deaths
-dl $7E1ABF : db $01 : db $00 ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $00 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $00 ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $00 ; Warp Vortex Coordinate
-dl $7EF36D : db $01 : db $28 ; Health (actual)
-dl $7EF342 : db $02 : dw $0201 ; Hookshot
-dl $7EF356 : db $02 : dw $0100 ; Flippers
-dl $7EF36E : db $02 : dw $FF80 ; Magic Power
-dl $7EF376 : db $02 : dw $0B00 ; Arrow filler
-dl $7EF3CA : db $02 : dw $0000 ; LW/DW
-dl $7EF4FE : db $02 : dw $1181 ; Inverse checksum
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7E0540 : db $02 : dw $0920 ; Object tilemap state
-dl $7FE0FA : db $01 : db $00 ; Room $BD persistent: Empty Clone Room
-dl $7E010E : db $02 : dw $0030 ; Dungeon entrance index
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-.after
-
-sram_ad2020_hera_entrance:
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7FDFCB : db $01 : db $F3 ; Overworld $25 persistent: Octorok Area
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_ad2020_hera_moldorm:
-dl $7E0542 : db $02 : dw $0E64 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1064 ; Object tilemap state
-dl $7E054A : db $02 : dw $1264 ; Object tilemap state
-dl $7E054E : db $02 : dw $0E68 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1068 ; Object tilemap state
-dl $7E0556 : db $02 : dw $1268 ; Object tilemap state
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7E0FC8 : db $01 : db $01 ; Prize pack index
-dl $7EF02E : db $02 : dw $000F ; Room $0017: Tower of Hera (Moldorm Fall Room) (.............qqq)
-dl $7EF14E : db $02 : dw $000C ; Room $00A7: Tower of Hera (Fairy Room) (.............qq.)
-dl $7E0303 : db $01 : db $0E ; Selected menu item
-dl $7E0540 : db $02 : dw $0D64 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0F64 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1164 ; Object tilemap state
-dl $7E054C : db $02 : dw $0D68 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0F68 ; Object tilemap state
-dl $7E0554 : db $02 : dw $1168 ; Object tilemap state
-dl $7FDFCB : db $01 : db $00 ; Room $25 persistent: Empty Clone Room
-dl $7FE06E : db $02 : dw $0001 ; Room $77 persistent: Tower of Hera (Entrance Room)
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E010E : db $01 : db $33 ; Dungeon entrance index
-dl $7E0202 : db $01 : db $03 ; Selected menu item
-.after
-
-sram_ad2020_mire_outside_hera:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF3F7 : db $02 : dw $0001 ; Deaths
-dl $7EF3FF : db $02 : dw $0000 ; Deaths
-dl $7EF36C : db $01 : db $48 ; Health (goal)
-dl $7EF374 : db $01 : db $05 ; Pendants
-dl $7EF36D : db $01 : db $48 ; Health (actual)
-dl $7EF00E : db $02 : dw $080F ; Room $0007: Tower of Hera (Moldorm[Boss]) (.....k.......qqq)
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E02A1 : db $01 : db $17 ; Arc variable
-dl $7FDFCB : db $01 : db $F3 ; Overworld $25 persistent: Octorok Area
-dl $7FE06E : db $01 : db $00 ; Overworld $77 persistent: Black Ice Cave
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_ad2020_mire_swamp_dmd:
-dl $7EF348 : db $01 : db $01 ; Ether Medallion
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7FDFCB : db $01 : db $00 ; Overworld $25 persistent: Octorok Area
-dl $7E02A2 : db $01 : db $12 ; Arc variable
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_ad2020_mire_overworld:
-dl $7FDFF6 : db $01 : db $12 ; Overworld $3B persistent: Great Swamp South
-dl $7FE116 : db $01 : db $23 ; Overworld $CB persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $0820 ; Crystal switch state
-dl $7FE134 : db $01 : db $23 ; Overworld $DA persistent: UNKNOWN
-dl $7FE136 : db $01 : db $23 ; Overworld $DB persistent: UNKNOWN
-.after
-
-sram_ad2020_mire_entrance:
-dl $7EF2F0 : db $01 : db $20 ; Overworld $70: Unknown (...?....)
-dl $7EF36E : db $01 : db $60 ; Magic Power
-dl $7E0303 : db $01 : db $10 ; Selected menu item
-dl $7FDFF6 : db $01 : db $00 ; Overworld $3B persistent: Great Swamp South
-dl $7FE116 : db $01 : db $00 ; Overworld $CB persistent: UNKNOWN
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0202 : db $01 : db $09 ; Selected menu item
-dl $7FE134 : db $01 : db $00 ; Overworld $DA persistent: UNKNOWN
-dl $7FE136 : db $01 : db $00 ; Overworld $DB persistent: UNKNOWN
-.after
-
-sram_ad2020_mire_mire2:
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF130 : db $02 : dw $0003 ; Room $0098: Misery Mire (Entrance Room) (...............q)
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E010E : db $01 : db $27 ; Dungeon entrance index
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-.after
-
-sram_ad2020_mire_main_hub:
-dl $7E0FC8 : db $01 : db $03 ; Prize pack index
-dl $7EF1A4 : db $02 : dw $000F ; Room $00D2: Misery Mire (Mire02 / Wizzrobes Room) (.............qqq)
-dl $7EF36E : db $01 : db $50 ; Magic Power
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7FE124 : db $02 : dw $03EF ; Room $D2 persistent: Misery Mire (Mire02 / Wizzrobes Room)
-dl $7E0FC7 : db $01 : db $01 ; Prize pack index
-.after
-
-sram_ad2020_mire_beat_the_fireball:
-dl $7E0542 : db $02 : dw $2930 ; Object tilemap state
-dl $7E0546 : db $02 : dw $284C ; Object tilemap state
-dl $7E054A : db $02 : dw $2A4C ; Object tilemap state
-dl $7EF36F : db $01 : db $01 ; Keys
-dl $7EF164 : db $02 : dw $0001 ; Room $00B2: Misery Mire (Slug Room) (................)
-dl $7EF184 : db $02 : dw $000F ; Room $00C2: Misery Mire (Big Hub Room) (.............qqq)
-dl $7EF166 : db $02 : dw $0402 ; Room $00B3: Misery Mire (Spike Key Chest Room) (......K........q)
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $2830 ; Object tilemap state
-dl $7E0544 : db $02 : dw $2A30 ; Object tilemap state
-dl $7E0548 : db $02 : dw $294C ; Object tilemap state
-dl $7E054C : db $02 : dw $175E ; Object tilemap state
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_ad2020_mire_bari_key:
-dl $7E0542 : db $02 : dw $3044 ; Object tilemap state
-dl $7E0546 : db $02 : dw $07B4 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $02 : dw $0000 ; Keys
-dl $7EF184 : db $02 : dw $400F ; Room $00C2: Misery Mire (Big Hub Room) (..d..........qqq)
-dl $7E0540 : db $02 : dw $2E64 ; Object tilemap state
-dl $7E0544 : db $02 : dw $3440 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_ad2020_mire_sluggulas:
-dl $7E0542 : db $02 : dw $1430 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1C30 ; Object tilemap state
-dl $7EF182 : db $02 : dw $C403 ; Room $00C1: Misery Mire (Compass Chest / Tile Room) (.dd...K........q)
-dl $7E0540 : db $02 : dw $140C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C0C ; Object tilemap state
-dl $7FE124 : db $02 : dw $0000 ; Room $D2 persistent: Misery Mire (Mire02 / Wizzrobes Room)
-dl $7E0B37 : db $01 : db $94 ; Arc variable
-dl $7FE102 : db $02 : dw $0200 ; Room $C1 persistent: Misery Mire (Compass Chest / Tile Room)
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_ad2020_mire_torches:
-dl $7E0542 : db $02 : dw $0430 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0C70 ; Object tilemap state
-dl $7E054A : db $02 : dw $0470 ; Object tilemap state
-dl $7EF373 : db $01 : db $69 ; Magic filler
-dl $7EF1A2 : db $02 : dw $0008 ; Room $00D1: Misery Mire (Conveyor Slug / Big Key Room) (.............q..)
-dl $7EF36E : db $01 : db $67 ; Magic Power
-dl $7E0540 : db $02 : dw $07A8 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0C4C ; Object tilemap state
-dl $7E0548 : db $02 : dw $044C ; Object tilemap state
-dl $7E0B37 : db $01 : db $8E ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_ad2020_mire_spark_gamble:
-dl $7E0542 : db $02 : dw $1430 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1C30 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF373 : db $01 : db $00 ; Magic filler
-dl $7EF12E : db $02 : dw $010F ; Room $0097: Misery Mire (Torch Puzzle / Moving Wall Room) (........c....qqq)
-dl $7EF162 : db $02 : dw $0007 ; Room $00B1: Misery Mire (Hourglass Room) (..............qq)
-dl $7EF182 : db $02 : dw $C407 ; Room $00C1: Misery Mire (Compass Chest / Tile Room) (.dd...K.......qq)
-dl $7EF1A2 : db $02 : dw $001B ; Room $00D1: Misery Mire (Conveyor Slug / Big Key Room) (............qq.q)
-dl $7EF366 : db $02 : dw $63B0 ; BigKey1
-dl $7EF36E : db $01 : db $40 ; Magic Power
-dl $7E0540 : db $02 : dw $140C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C0C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0CC3 : db $01 : db $01 ; Sprite drop
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_ad2020_mire_big_chest_room:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36D : db $01 : db $40 ; Health (actual)
-dl $7EF186 : db $02 : dw $000A ; Room $00C3: Misery Mire (Big Chest Room) (.............q.q)
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $A0 ; Arc variable
-dl $7FE102 : db $02 : dw $0000 ; Room $C1 persistent: Misery Mire (Compass Chest / Tile Room)
-.after
-
-sram_ad2020_mire_spike_key:
-dl $7EF350 : db $01 : db $01 ; Cane of Somaria
-dl $7EF186 : db $02 : dw $001F ; Room $00C3: Misery Mire (Big Chest Room) (............qqqq)
-dl $7E0303 : db $01 : db $0E ; Selected menu item
-dl $7E0B37 : db $01 : db $06 ; Arc variable
-dl $7E0B3F : db $01 : db $01 ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0202 : db $01 : db $03 ; Selected menu item
-.after
-
-sram_ad2020_mire_wizzrobe:
-dl $7E0542 : db $02 : dw $1430 ; Object tilemap state
-dl $7EF36D : db $01 : db $28 ; Health (actual)
-dl $7EF166 : db $02 : dw $841A ; Room $00B3: Misery Mire (Spike Key Chest Room) (.d....K.....qq.q)
-dl $7E0540 : db $02 : dw $140C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C30 ; Object tilemap state
-dl $7E0CC3 : db $01 : db $00 ; Sprite drop
-dl $7E0B37 : db $01 : db $02 ; Arc variable
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_ad2020_mire_bridge_room:
-dl $7E0542 : db $02 : dw $2930 ; Object tilemap state
-dl $7E0546 : db $02 : dw $284C ; Object tilemap state
-dl $7E054A : db $02 : dw $2A4C ; Object tilemap state
-dl $7EF164 : db $02 : dw $800D ; Room $00B2: Misery Mire (Slug Room) (.d...........qq.)
-dl $7EF360 : db $02 : dw $025A ; Rupees (goal)
-dl $7EF362 : db $02 : dw $025A ; Rupees (actual)
-dl $7FE0E4 : db $02 : dw $0001 ; Room $B2 persistent: Misery Mire (Slug Room)
-dl $7E0540 : db $02 : dw $2830 ; Object tilemap state
-dl $7E0544 : db $02 : dw $2A30 ; Object tilemap state
-dl $7E0548 : db $02 : dw $294C ; Object tilemap state
-dl $7E054C : db $02 : dw $175E ; Object tilemap state
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_ad2020_mire_canedash:
-dl $7E0542 : db $02 : dw $0760 ; Object tilemap state
-dl $7E0546 : db $02 : dw $17A0 ; Object tilemap state
-dl $7E054A : db $02 : dw $18A0 ; Object tilemap state
-dl $7EF144 : db $02 : dw $800F ; Room $00A2: Misery Mire (Bridge Key Chest Room) (.d...........qqq)
-dl $7EF126 : db $02 : dw $000E ; Room $0093: Misery Mire (Dark Cane Floor Switch Puzzle Room) (.............qqq)
-dl $7EF36E : db $01 : db $30 ; Magic Power
-dl $7E0303 : db $01 : db $12 ; Selected menu item
-dl $7E0540 : db $02 : dw $071C ; Object tilemap state
-dl $7E0544 : db $02 : dw $179C ; Object tilemap state
-dl $7E0548 : db $02 : dw $189C ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E02A1 : db $01 : db $00 ; Arc variable
-dl $7E02A2 : db $01 : db $FF ; Arc variable
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E0202 : db $01 : db $11 ; Selected menu item
-.after
-
-sram_ad2020_mire_spooky_action:
-dl $7E0542 : db $02 : dw $175C ; Object tilemap state
-dl $7E0546 : db $02 : dw $1768 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF124 : db $02 : dw $0005 ; Room $0092: Misery Mire (Dark Bomb Wall / Switches Room) (..............q.)
-dl $7EF36E : db $01 : db $28 ; Magic Power
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7E0540 : db $02 : dw $1756 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1762 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $E3 ; Arc variable
-dl $7E0B3F : db $01 : db $00 ; Arc variable
-dl $7EC172 : db $01 : db $00 ; Crystal switch state
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-.after
-
-sram_ad2020_mire_vitty:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF124 : db $02 : dw $0007 ; Room $0092: Misery Mire (Dark Bomb Wall / Switches Room) (..............qq)
-dl $7EF140 : db $02 : dw $800F ; Room $00A0: Misery Mire (Pre-Vitreous Room) (.d...........qqq)
-dl $7EF122 : db $02 : dw $0005 ; Room $0091: Misery Mire (Final Switch Room) (..............q.)
-dl $7FE0E4 : db $02 : dw $0000 ; Room $B2 persistent: Misery Mire (Slug Room)
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $08 ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_ad2020_desert_outside_mire:
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF377 : db $01 : db $03 ; Arrows
-dl $7EF383 : db $01 : db $00 ; Key for dungeon $07
-dl $7EF120 : db $02 : dw $0802 ; Room $0090: Misery Mire (Vitreous[Boss]) (.....k.........q)
-dl $7EF36C : db $01 : db $50 ; Health (goal)
-dl $7EF36D : db $01 : db $50 ; Health (actual)
-dl $7EF3F1 : db $02 : dw $0000 ; Deaths
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7EF37A : db $01 : db $63 ; Crystals
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-.after
-
-sram_ad2020_desert_entrance:
-dl $7E1ABF : db $01 : db $75 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $13 ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $0D ; Warp Vortex Coordinate
-dl $7EF3CA : db $01 : db $00 ; LW/DW
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-.after
-
-sram_ad2020_desert_torch_key:
-dl $7E0542 : db $02 : dw $159E ; Object tilemap state
-dl $7E0546 : db $02 : dw $1890 ; Object tilemap state
-dl $7E054A : db $02 : dw $1B9A ; Object tilemap state
-dl $7E054E : db $02 : dw $1A24 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1724 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0CB2 ; Object tilemap state
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF0E6 : db $02 : dw $0001 ; Room $0073: Desert Palace (Big Chest Room) (................)
-dl $7EF106 : db $02 : dw $0007 ; Room $0083: Desert Palace (West Entrance Room) (..............qq)
-dl $7E0540 : db $02 : dw $159A ; Object tilemap state
-dl $7E0544 : db $02 : dw $1714 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1A14 ; Object tilemap state
-dl $7E054C : db $02 : dw $1B9E ; Object tilemap state
-dl $7E0550 : db $02 : dw $18A8 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0C8A ; Object tilemap state
-dl $7E010E : db $01 : db $0B ; Dungeon entrance index
-.after
-
-sram_ad2020_desert_pre_cannonball_room:
-dl $7E0542 : db $02 : dw $1C30 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF0E8 : db $02 : dw $0003 ; Room $0074: Desert Palace (Map Chest Room) (...............q)
-dl $7EF0E6 : db $02 : dw $0405 ; Room $0073: Desert Palace (Big Chest Room) (......K.......q.)
-dl $7EF0EA : db $02 : dw $0002 ; Room $0075: Desert Palace (Big Key Chest Room) (...............q)
-dl $7EF10A : db $02 : dw $400A ; Room $0085: Desert Palace (East Entrance Room) (..d..........q.q)
-dl $7E0540 : db $02 : dw $1C2C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_ad2020_desert_desert2_spinspeed:
-dl $7E0542 : db $02 : dw $0450 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1C50 ; Object tilemap state
-dl $7E054A : db $02 : dw $1914 ; Object tilemap state
-dl $7E054E : db $02 : dw $1928 ; Object tilemap state
-dl $7EF37F : db $01 : db $00 ; Key for dungeon $03
-dl $7EF0EA : db $02 : dw $0017 ; Room $0075: Desert Palace (Big Key Chest Room) (............q.qq)
-dl $7EF10A : db $02 : dw $400E ; Room $0085: Desert Palace (East Entrance Room) (..d..........qqq)
-dl $7EF366 : db $02 : dw $73B0 ; BigKey1
-dl $7E0540 : db $02 : dw $044C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C4C ; Object tilemap state
-dl $7E0548 : db $02 : dw $1514 ; Object tilemap state
-dl $7E054C : db $02 : dw $191E ; Object tilemap state
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_ad2020_desert_popo_genocide_room:
-dl $7E0542 : db $02 : dw $0B60 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0B68 ; Object tilemap state
-dl $7E054A : db $02 : dw $1368 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7EF0A6 : db $02 : dw $0008 ; Room $0053: Desert Palace (Popos 2 / Beamos Hellway Room) (.............q..)
-dl $7EF0C6 : db $02 : dw $840A ; Room $0063: Desert Palace (Final Section Entrance Room) (.d....K......q.q)
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7E0540 : db $02 : dw $0B5C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0B64 ; Object tilemap state
-dl $7E0548 : db $02 : dw $08E2 ; Object tilemap state
-dl $7E054C : db $02 : dw $1864 ; Object tilemap state
-dl $7E0B37 : db $01 : db $94 ; Arc variable
-dl $7E010E : db $01 : db $0C ; Dungeon entrance index
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-.after
-
-sram_ad2020_desert_torches:
-dl $7E0542 : db $02 : dw $044E ; Object tilemap state
-dl $7E0546 : db $02 : dw $094E ; Object tilemap state
-dl $7E054A : db $02 : dw $1470 ; Object tilemap state
-dl $7E054E : db $02 : dw $1C70 ; Object tilemap state
-dl $7E0552 : db $02 : dw $03B6 ; Object tilemap state
-dl $7E0556 : db $02 : dw $09B6 ; Object tilemap state
-dl $7E0FC8 : db $01 : db $05 ; Prize pack index
-dl $7EF086 : db $02 : dw $6401 ; Room $0043: Desert Palace (Torch Puzzle / Moving Wall Room) (..dd..K.........)
-dl $7EF0A6 : db $02 : dw $240F ; Room $0053: Desert Palace (Popos 2 / Beamos Hellway Room) (...d..K......qqq)
-dl $7E0540 : db $02 : dw $0442 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0942 ; Object tilemap state
-dl $7E0548 : db $02 : dw $144C ; Object tilemap state
-dl $7E054C : db $02 : dw $1C4C ; Object tilemap state
-dl $7E0550 : db $02 : dw $03AA ; Object tilemap state
-dl $7E0554 : db $02 : dw $09AA ; Object tilemap state
-dl $7E0B37 : db $01 : db $97 ; Arc variable
-dl $7FE026 : db $02 : dw $06E0 ; Room $53 persistent: Desert Palace (Popos 2 / Beamos Hellway Room)
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_ad2020_desert_lanmolas:
-dl $7E0552 : db $02 : dw $83B6 ; Object tilemap state
-dl $7E0556 : db $02 : dw $89B6 ; Object tilemap state
-dl $7EF377 : db $01 : db $08 ; Arrows
-dl $7EF086 : db $02 : dw $E48D ; Room $0043: Desert Palace (Torch Puzzle / Moving Wall Room) (.ddd..K..c...qq.)
-dl $7EF36E : db $01 : db $50 ; Magic Power
-dl $7EF376 : db $01 : db $00 ; Arrow filler
-dl $7E0550 : db $02 : dw $83AA ; Object tilemap state
-dl $7E0554 : db $02 : dw $89AA ; Object tilemap state
-dl $7E0B37 : db $01 : db $8A ; Arc variable
-.after
-
-sram_ad2020_trock_outside_desert:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF3C7 : db $01 : db $04 ; Map Phase
-dl $7EF36C : db $01 : db $58 ; Health (goal)
-dl $7EF374 : db $01 : db $07 ; Pendants
-dl $7EF36D : db $01 : db $58 ; Health (actual)
-dl $7EF3E9 : db $02 : dw $0000 ; Deaths
-dl $7EF066 : db $02 : dw $0802 ; Room $0033: Desert Palace (Lanmolas[Boss]) (.....k.........q)
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E02A1 : db $01 : db $17 ; Arc variable
-dl $7FE026 : db $01 : db $00 ; Overworld $53 persistent: Dark Sanctuary
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_ad2020_trock_old_man_cave:
-dl $7E0542 : db $02 : dw $0A70 ; Object tilemap state
-dl $7EF2B7 : db $01 : db $02 ; Overworld $37: Unknown (.......?)
-dl $7EF343 : db $01 : db $01 ; Bombs
-dl $7E0FC8 : db $02 : dw $0000 ; Prize pack index
-dl $7EF3FF : db $02 : dw $0001 ; Deaths
-dl $7EF240 : db $02 : dw $001A ; Room $0120: Unknown (............qq.q)
-dl $7EF36C : db $02 : dw $3858 ; Health (goal)
-dl $7E1ABF : db $01 : db $00 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $00 ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $00 ; Warp Vortex Coordinate
-dl $7EF36D : db $01 : db $38 ; Health (actual)
-dl $7EF2B6 : db $02 : dw $0200 ; Overworld $36: Unknown (........)
-dl $7EF342 : db $02 : dw $0101 ; Hookshot
-dl $7EF346 : db $02 : dw $0001 ; Ice Rod
-dl $7EF36E : db $02 : dw $FF80 ; Magic Power
-dl $7EF376 : db $02 : dw $0800 ; Arrow filler
-dl $7EF3C6 : db $02 : dw $0415 ; Game Phase 2
-dl $7EF3F6 : db $02 : dw $0100 ; Deaths
-dl $7EF4FE : db $02 : dw $FB47 ; Inverse checksum
-dl $7E029F : db $01 : db $03 ; Arc variable
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $0920 ; Object tilemap state
-dl $7E010E : db $02 : dw $0030 ; Dungeon entrance index
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-.after
-
-sram_ad2020_trock_tr_climb:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E010E : db $01 : db $33 ; Dungeon entrance index
-.after
-
-sram_ad2020_trock_laser_entrance:
-dl $7E1ABF : db $01 : db $07 ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $0A ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $98 ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $01 ; Warp Vortex Coordinate
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7FE16D : db $01 : db $D1 ; Overworld $F6 persistent: UNKNOWN
-dl $7FE046 : db $01 : db $D1 ; Overworld $63 persistent: UNKNOWN
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-.after
-
-sram_ad2020_trock_crystal_roller:
-dl $7E0542 : db $02 : dw $104C ; Object tilemap state
-dl $7E0546 : db $02 : dw $1070 ; Object tilemap state
-dl $7E054A : db $02 : dw $1C70 ; Object tilemap state
-dl $7EF343 : db $01 : db $00 ; Bombs
-dl $7EF36F : db $01 : db $01 ; Keys
-dl $7EF36D : db $01 : db $28 ; Health (actual)
-dl $7EF16A : db $02 : dw $000F ; Room $00B5: Turtle Rock (Dark Maze) (.............qqq)
-dl $7EF18A : db $02 : dw $000A ; Room $00C5: Turtle Rock (Laser Bridge) (.............q.q)
-dl $7EF1AA : db $02 : dw $808A ; Room $00D5: Turtle Rock (Laser Key Room) (.d.......c...q.q)
-dl $7EF36E : db $01 : db $78 ; Magic Power
-dl $7E029F : db $01 : db $00 ; Arc variable
-dl $7E0303 : db $01 : db $12 ; Selected menu item
-dl $7E0540 : db $02 : dw $0470 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0F70 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1170 ; Object tilemap state
-dl $7FE16D : db $01 : db $00 ; Room $F6 persistent: Empty Clone Room
-dl $7FE046 : db $01 : db $00 ; Room $63 persistent: Desert Palace (Final Section Entrance Room)
-dl $7FE10A : db $02 : dw $0040 ; Room $C5 persistent: Turtle Rock (Laser Bridge)
-dl $7E02A2 : db $01 : db $00 ; Arc variable
-dl $7E010E : db $01 : db $18 ; Dungeon entrance index
-dl $7E0202 : db $01 : db $11 ; Selected menu item
-dl $7FE12A : db $02 : dw $0010 ; Room $D5 persistent: Turtle Rock (Laser Key Room)
-.after
-
-sram_ad2020_trock_pokey_1:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF008 : db $02 : dw $401A ; Room $0004: Turtle Rock (Crysta-roller Room) (..d.........qq.q)
-dl $7EF028 : db $02 : dw $800F ; Room $0014: Turtle Rock (Big Key Room) (.d...........qqq)
-dl $7EF048 : db $02 : dw $800C ; Room $0024: Turtle Rock (Double Hokku-Bokku / Big chest Room) (.d...........qq.)
-dl $7E0B36 : db $01 : db $00 ; Arc variable
-dl $7EF36E : db $01 : db $70 ; Magic Power
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $47 ; Arc variable
-dl $7FE10A : db $02 : dw $0000 ; Room $C5 persistent: Turtle Rock (Laser Bridge)
-dl $7E0B0C : db $01 : db $A0 ; Arc variable
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-dl $7FE12A : db $02 : dw $0000 ; Room $D5 persistent: Turtle Rock (Laser Key Room)
-.after
-
-sram_ad2020_trock_laser_entrance_2:
-dl $7EF028 : db $02 : dw $C01F ; Room $0014: Turtle Rock (Big Key Room) (.dd.........qqqq)
-dl $7EF388 : db $01 : db $01 ; Key for dungeon $0C
-dl $7EF026 : db $02 : dw $8405 ; Room $0013: Turtle Rock (Hokku-Bokku Key Room 2) (.d....K.......q.)
-dl $7EF366 : db $02 : dw $73B8 ; BigKey1
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_ad2020_trock_switch_maze:
-dl $7EF36F : db $02 : dw $0000 ; Keys
-dl $7EF18A : db $02 : dw $800A ; Room $00C5: Turtle Rock (Laser Bridge) (.d...........q.q)
-dl $7E0303 : db $01 : db $12 ; Selected menu item
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E0202 : db $01 : db $11 ; Selected menu item
-.after
-
-sram_ad2020_trock_trinexx:
-dl $7E0542 : db $02 : dw $1C30 ; Object tilemap state
-dl $7EF168 : db $02 : dw $800F ; Room $00B4: Turtle Rock (Pre-Trinexx Room) (.d...........qqq)
-dl $7EF188 : db $02 : dw $800F ; Room $00C4: Turtle Rock (Final Crystal Switch Puzzle Room) (.d...........qqq)
-dl $7EF36E : db $01 : db $60 ; Magic Power
-dl $7E0303 : db $01 : db $06 ; Selected menu item
-dl $7E0540 : db $02 : dw $1C2C ; Object tilemap state
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0202 : db $01 : db $07 ; Selected menu item
-.after
-
-sram_ad2020_swamp_outside_trock:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B09 : db $01 : db $80 ; Arc variable
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF3FB : db $02 : dw $0001 ; Deaths
-dl $7EF3FF : db $02 : dw $0000 ; Deaths
-dl $7EF148 : db $02 : dw $0802 ; Room $00A4: Turtle Rock (Trinexx[Boss]) (.....k.........q)
-dl $7EF36C : db $01 : db $60 ; Health (goal)
-dl $7EF388 : db $01 : db $00 ; Key for dungeon $0C
-dl $7EF36D : db $01 : db $60 ; Health (actual)
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7EF37A : db $01 : db $6B ; Crystals
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E02A1 : db $01 : db $0B ; Arc variable
-dl $7E0B08 : db $01 : db $60 ; Arc variable
-dl $7E0B0C : db $01 : db $60 ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-.after
-
-sram_ad2020_swamp_zoras_domain:
-dl $7E1ABF : db $01 : db $08 ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $0F ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $38 ; Warp Vortex Coordinate
-dl $7EF3CA : db $01 : db $00 ; LW/DW
-dl $7FE05D : db $01 : db $59 ; Overworld $6E persistent: Outside Hedge Maze
-dl $7FDFA6 : db $01 : db $38 ; Overworld $13 persistent: Sanctuary
-dl $7EC172 : db $02 : dw $0018 ; Crystal switch state
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_ad2020_swamp_links_house:
-dl $7E0542 : db $02 : dw $16CA ; Object tilemap state
-dl $7EF3FF : db $02 : dw $0001 ; Deaths
-dl $7EF304 : db $02 : dw $000F ;
-dl $7EF360 : db $02 : dw $0066 ; Rupees (goal)
-dl $7EF36C : db $02 : dw $3860 ; Health (goal)
-dl $7EF378 : db $02 : dw $FE00 ; ????
-dl $7E1ABF : db $01 : db $00 ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $00 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $00 ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $00 ; Warp Vortex Coordinate
-dl $7EF36D : db $01 : db $38 ; Health (actual)
-dl $7EF379 : db $01 : db $FE ; Ability Flags
-dl $7EF342 : db $02 : dw $0001 ; Hookshot
-dl $7EF356 : db $02 : dw $0101 ; Flippers
-dl $7EF362 : db $02 : dw $00CF ; Rupees (actual)
-dl $7EF36E : db $02 : dw $FF80 ; Magic Power
-dl $7EF3FA : db $02 : dw $0100 ; Deaths
-dl $7EF4FE : db $02 : dw $EF7E ; Inverse checksum
-dl $7EC167 : db $01 : db $7D ; Underworld exit cache
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7EC140 : db $02 : dw $0081 ; Underworld exit cache
-dl $7EC144 : db $02 : dw $0000 ; Underworld exit cache
-dl $7EC148 : db $02 : dw $0000 ; Underworld exit cache
-dl $7EC14C : db $02 : dw $0000 ; Underworld exit cache
-dl $7EC150 : db $02 : dw $007D ; Underworld exit cache
-dl $7EC154 : db $02 : dw $0000 ; Underworld exit cache
-dl $7EC158 : db $02 : dw $0200 ; Underworld exit cache
-dl $7EC15C : db $02 : dw $FF20 ; Underworld exit cache
-dl $7EC160 : db $02 : dw $0300 ; Underworld exit cache
-dl $7EC16C : db $02 : dw $0000 ; Underworld exit cache
-dl $7EC170 : db $02 : dw $0000 ; Underworld exit cache
-dl $7FE05D : db $01 : db $00 ; Room $6E persistent: Ice Palace (Pengators Room)
-dl $7E0540 : db $02 : dw $15CA ; Object tilemap state
-dl $7E0544 : db $02 : dw $17CA ; Object tilemap state
-dl $7EC165 : db $01 : db $23 ; Underworld exit cache
-dl $7FDFA6 : db $01 : db $00 ; Room $13 persistent: Turtle Rock (Hokku-Bokku Key Room 2)
-dl $7EC142 : db $02 : dw $0004 ; Underworld exit cache
-dl $7EC146 : db $02 : dw $0000 ; Underworld exit cache
-dl $7EC14A : db $02 : dw $0000 ; Underworld exit cache
-dl $7EC14E : db $02 : dw $0000 ; Underworld exit cache
-dl $7EC152 : db $02 : dw $0583 ; Underworld exit cache
-dl $7EC156 : db $02 : dw $0320 ; Underworld exit cache
-dl $7EC15A : db $02 : dw $0500 ; Underworld exit cache
-dl $7EC15E : db $02 : dw $FF20 ; Underworld exit cache
-dl $7EC162 : db $02 : dw $0300 ; Underworld exit cache
-dl $7EC166 : db $01 : db $51 ; Underworld exit cache
-dl $7EC16A : db $02 : dw $0000 ; Underworld exit cache
-dl $7EC16E : db $02 : dw $0000 ; Underworld exit cache
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E010E : db $02 : dw $0000 ; Dungeon entrance index
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-.after
-
-sram_ad2020_swamp_swamp_overworld:
-dl $7EF362 : db $02 : dw $0066 ; Rupees (actual)
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7FE147 : db $01 : db $AB ; Overworld $E3 persistent: UNKNOWN
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7FE164 : db $01 : db $A9 ; Overworld $F2 persistent: UNKNOWN
-dl $7FE059 : db $01 : db $13 ; Overworld $6C persistent: Dark Link's House
-dl $7EC172 : db $02 : dw $00A0 ; Crystal switch state
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-.after
-
-sram_ad2020_swamp_antifairy_room:
-dl $7E1ABF : db $01 : db $7B ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $07 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $06 ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $0F ; Warp Vortex Coordinate
-dl $7EF3CA : db $01 : db $00 ; LW/DW
-dl $7FE147 : db $01 : db $00 ; Overworld $E3 persistent: UNKNOWN
-dl $7FE153 : db $01 : db $D3 ; Overworld $E9 persistent: UNKNOWN
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7FE02C : db $01 : db $47 ; Overworld $56 persistent: Dark Witch's Hut
-dl $7FE038 : db $01 : db $01 ; Overworld $5C persistent: UNKNOWN
-dl $7FE164 : db $01 : db $EC ; Overworld $F2 persistent: UNKNOWN
-dl $7FE059 : db $01 : db $00 ; Overworld $6C persistent: Dark Link's House
-dl $7EC172 : db $02 : dw $0020 ; Crystal switch state
-dl $7FE0E3 : db $01 : db $48 ; Overworld $B1 persistent: UNKNOWN
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-.after
-
-sram_ad2020_swamp_entrance:
-dl $7E0542 : db $02 : dw $193E ; Object tilemap state
-dl $7EF2BB : db $01 : db $20 ; Overworld $3B: Unknown (...?....)
-dl $7EF2FB : db $01 : db $20 ; Overworld $7B: Unknown (...?....)
-dl $7EF216 : db $02 : dw $008F ; Room $010B: Unknown (.........c...qqq)
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7FE153 : db $01 : db $00 ; Overworld $E9 persistent: UNKNOWN
-dl $7E0303 : db $01 : db $0E ; Selected menu item
-dl $7FE02C : db $01 : db $00 ; Overworld $56 persistent: Dark Witch's Hut
-dl $7FE038 : db $01 : db $00 ; Overworld $5C persistent: UNKNOWN
-dl $7FE164 : db $01 : db $00 ; Overworld $F2 persistent: UNKNOWN
-dl $7FE07D : db $01 : db $13 ; Overworld $7E persistent: UNKNOWN
-dl $7E0540 : db $02 : dw $193A ; Object tilemap state
-dl $7E0544 : db $02 : dw $1842 ; Object tilemap state
-dl $7FE126 : db $01 : db $AB ; Overworld $D3 persistent: UNKNOWN
-dl $7EF051 : db $01 : db $01 ; Room $0028: Swamp Palace (Entrance Room) (................)
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7FE0E2 : db $01 : db $AA ; Overworld $B1 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E0B0C : db $01 : db $F0 ; Arc variable
-dl $7FE0E3 : db $01 : db $00 ; Overworld $B1 persistent: UNKNOWN
-dl $7E010E : db $01 : db $4E ; Dungeon entrance index
-dl $7E0202 : db $01 : db $03 ; Selected menu item
-.after
-
-sram_ad2020_swamp_first_key_pot:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $02 : dw $0000 ; Keys
-dl $7EF050 : db $02 : dw $811F ; Room $0028: Swamp Palace (Entrance Room) (.d......c...qqqq)
-dl $7FDFD0 : db $02 : dw $000E ; Room $28 persistent: Swamp Palace (Entrance Room)
-dl $7FE07D : db $01 : db $00 ; Room $7E persistent: Ice Palace (Hidden Chest / Bombable Floor Room)
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7FE126 : db $01 : db $00 ; Room $D3 persistent: Empty Clone Room
-dl $7FE0E2 : db $01 : db $00 ; Room $B1 persistent: Misery Mire (Hourglass Room)
-dl $7E010E : db $01 : db $25 ; Dungeon entrance index
-.after
-
-sram_ad2020_swamp_main_hub:
-dl $7E0542 : db $02 : dw $0520 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1430 ; Object tilemap state
-dl $7EF343 : db $01 : db $01 ; Bombs
-dl $7EF070 : db $02 : dw $440A ; Room $0038: Swamp Palace (Key Pot Room) (..d...K......q.q)
-dl $7EF06E : db $02 : dw $308F ; Room $0037: Swamp Palace (Map Chest / Water Fill Room) (...db....c...qqq)
-dl $7FDFF0 : db $02 : dw $0002 ; Room $38 persistent: Swamp Palace (Key Pot Room)
-dl $7E0540 : db $02 : dw $0420 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0620 ; Object tilemap state
-dl $7E0548 : db $02 : dw $063C ; Object tilemap state
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_ad2020_swamp_diver_down:
-dl $7E0542 : db $02 : dw $041C ; Object tilemap state
-dl $7E0546 : db $02 : dw $1A16 ; Object tilemap state
-dl $7E0B35 : db $01 : db $94 ; Arc variable
-dl $7EF04C : db $02 : dw $8003 ; Room $0026: Swamp Palace (Statue Room) (.d.............q)
-dl $7EF06C : db $02 : dw $441F ; Room $0036: Swamp Palace (Big Chest Room) (..d...K.....qqqq)
-dl $7E0B36 : db $01 : db $64 ; Arc variable
-dl $7FDFD0 : db $02 : dw $0000 ; Room $28 persistent: Swamp Palace (Entrance Room)
-dl $7FDFEC : db $02 : dw $0020 ; Room $36 persistent: Swamp Palace (Big Chest Room)
-dl $7E0540 : db $02 : dw $080C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1396 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1ADC ; Object tilemap state
-dl $7E0B33 : db $01 : db $5C ; Arc variable
-dl $7E0B37 : db $01 : db $8D ; Arc variable
-dl $7E0B0C : db $01 : db $A0 ; Arc variable
-dl $7E0B34 : db $01 : db $6D ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_ad2020_swamp_restock:
-dl $7E0542 : db $02 : dw $0654 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0668 ; Object tilemap state
-dl $7E054A : db $02 : dw $2630 ; Object tilemap state
-dl $7E054E : db $02 : dw $2634 ; Object tilemap state
-dl $7E0552 : db $02 : dw $2638 ; Object tilemap state
-dl $7E0B35 : db $01 : db $31 ; Arc variable
-dl $7EF0CC : db $02 : dw $0003 ; Room $0066: Swamp Palace (Hidden Chest / Hidden Door Room) (...............q)
-dl $7EF0EC : db $02 : dw $000B ; Room $0076: Swamp Palace (Water Drain Room) (.............q.q)
-dl $7E0B36 : db $01 : db $14 ; Arc variable
-dl $7EF36E : db $01 : db $78 ; Magic Power
-dl $7FDFF0 : db $02 : dw $0000 ; Room $38 persistent: Swamp Palace (Key Pot Room)
-dl $7FE04C : db $02 : dw $0180 ; Room $66 persistent: Swamp Palace (Hidden Chest / Hidden Door Room)
-dl $7FE06C : db $02 : dw $002A ; Room $76 persistent: Swamp Palace (Water Drain Room)
-dl $7E0540 : db $02 : dw $0554 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0568 ; Object tilemap state
-dl $7E0548 : db $02 : dw $2530 ; Object tilemap state
-dl $7E054C : db $02 : dw $2534 ; Object tilemap state
-dl $7E0550 : db $02 : dw $2538 ; Object tilemap state
-dl $7E0554 : db $02 : dw $383C ; Object tilemap state
-dl $7E0B37 : db $01 : db $16 ; Arc variable
-.after
-
-sram_ad2020_swamp_phelps_way:
-dl $7E0542 : db $02 : dw $03C0 ; Object tilemap state
-dl $7E0546 : db $02 : dw $04C0 ; Object tilemap state
-dl $7E054A : db $02 : dw $05C0 ; Object tilemap state
-dl $7E054E : db $02 : dw $06C0 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B35 : db $01 : db $84 ; Arc variable
-dl $7EF343 : db $01 : db $02 ; Bombs
-dl $7EF377 : db $01 : db $0D ; Arrows
-dl $7EF02C : db $02 : dw $000C ; Room $0016: Swamp Palace (Swimming Treadmill) (.............qq.)
-dl $7EF0CC : db $02 : dw $000F ; Room $0066: Swamp Palace (Hidden Chest / Hidden Door Room) (.............qqq)
-dl $7E0B36 : db $01 : db $51 ; Arc variable
-dl $7EF376 : db $01 : db $00 ; Arrow filler
-dl $7FDFEC : db $02 : dw $0000 ; Room $36 persistent: Swamp Palace (Big Chest Room)
-dl $7E0540 : db $02 : dw $03BC ; Object tilemap state
-dl $7E0544 : db $02 : dw $04BC ; Object tilemap state
-dl $7E0548 : db $02 : dw $05BC ; Object tilemap state
-dl $7E054C : db $02 : dw $06BC ; Object tilemap state
-dl $7E0550 : db $02 : dw $13F0 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $4F ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_ad2020_swamp_arrghus:
-dl $7EF02C : db $02 : dw $440F ; Room $0016: Swamp Palace (Swimming Treadmill) (..d...K......qqq)
-dl $7FDFAC : db $02 : dw $0004 ; Room $16 persistent: Swamp Palace (Swimming Treadmill)
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_ad2020_ice_outside_swamp:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B09 : db $01 : db $84 ; Arc variable
-dl $7E0B31 : db $01 : db $1E ; Arc variable
-dl $7E0B35 : db $01 : db $42 ; Arc variable
-dl $7E0B39 : db $01 : db $2C ; Arc variable
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF3FF : db $02 : dw $0000 ; Deaths
-dl $7EF00C : db $02 : dw $0802 ; Room $0006: Swamp Palace (Arrghus[Boss]) (.....k.........q)
-dl $7E0B32 : db $01 : db $26 ; Arc variable
-dl $7E0B36 : db $01 : db $3A ; Arc variable
-dl $7E0B3A : db $01 : db $33 ; Arc variable
-dl $7EF36C : db $01 : db $68 ; Health (goal)
-dl $7EF36D : db $01 : db $68 ; Health (actual)
-dl $7EF381 : db $01 : db $00 ; Key for dungeon $05
-dl $7EF3ED : db $02 : dw $0001 ; Deaths
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7EF37A : db $01 : db $7B ; Crystals
-dl $7FDFAC : db $01 : db $00 ; Overworld $16 persistent: Witch's Hut
-dl $7FE04C : db $01 : db $00 ; Overworld $66 persistent: UNKNOWN
-dl $7FE06C : db $01 : db $00 ; Overworld $76 persistent: UNKNOWN
-dl $7FE07D : db $01 : db $13 ; Overworld $7E persistent: UNKNOWN
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E02A1 : db $01 : db $00 ; Arc variable
-dl $7FE126 : db $01 : db $AB ; Overworld $D3 persistent: UNKNOWN
-dl $7E0B33 : db $01 : db $35 ; Arc variable
-dl $7E0B37 : db $01 : db $2E ; Arc variable
-dl $7E0B3B : db $01 : db $39 ; Arc variable
-dl $7FE0E2 : db $01 : db $AA ; Overworld $B1 persistent: UNKNOWN
-dl $7E0B08 : db $01 : db $D0 ; Arc variable
-dl $7E0B0C : db $01 : db $01 ; Arc variable
-dl $7E0B30 : db $01 : db $22 ; Arc variable
-dl $7E0B34 : db $01 : db $40 ; Arc variable
-dl $7E0B38 : db $01 : db $2C ; Arc variable
-dl $7E0B3C : db $01 : db $33 ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_ad2020_ice_ice_entrance:
-dl $7EF2BB : db $01 : db $00 ; Overworld $3B: Unknown (........)
-dl $7EF2FB : db $01 : db $00 ; Overworld $7B: Unknown (........)
-dl $7EF360 : db $02 : dw $0067 ; Rupees (goal)
-dl $7E1ABF : db $01 : db $07 ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $0A ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $42 ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $0E ; Warp Vortex Coordinate
-dl $7EF216 : db $01 : db $0F ; Room $010B: Unknown (.............qqq)
-dl $7EF362 : db $02 : dw $0067 ; Rupees (actual)
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7FDFF9 : db $01 : db $42 ; Overworld $3C persistent: Great Swamp SE
-dl $7FE07D : db $01 : db $00 ; Overworld $7E persistent: UNKNOWN
-dl $7FE126 : db $01 : db $00 ; Overworld $D3 persistent: UNKNOWN
-dl $7EF051 : db $01 : db $80 ; Room $0028: Swamp Palace (Entrance Room) (.........c......)
-dl $7FDFDA : db $01 : db $D4 ; Overworld $2D persistent: Bridge to Hyrule Castle
-dl $7FE0E2 : db $01 : db $00 ; Overworld $B1 persistent: UNKNOWN
-dl $7FE01B : db $01 : db $42 ; Overworld $4D persistent: UNKNOWN
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-.after
-
-sram_ad2020_ice_penguin_switch_room:
-dl $7E0542 : db $02 : dw $0760 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0860 ; Object tilemap state
-dl $7E054A : db $02 : dw $595E ; Object tilemap state
-dl $7EF343 : db $01 : db $01 ; Bombs
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF01C : db $02 : dw $0001 ; Room $000E: Ice Palace (Entrance Room) (................)
-dl $7EF03C : db $02 : dw $0005 ; Room $001E: Ice Palace (Bomb Floor / Bari Room) (..............q.)
-dl $7EF36D : db $01 : db $60 ; Health (actual)
-dl $7EF36E : db $01 : db $78 ; Magic Power
-dl $7E0303 : db $01 : db $12 ; Selected menu item
-dl $7FDFF9 : db $01 : db $00 ; Room $3C persistent: Cave
-dl $7E0468 : db $01 : db $00 ; Trap door state
-dl $7E0540 : db $02 : dw $075C ; Object tilemap state
-dl $7E0544 : db $02 : dw $085C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0954 ; Object tilemap state
-dl $7FDFDA : db $01 : db $00 ; Room $2D persistent: Empty Clone Room
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7FE01B : db $01 : db $00 ; Room $4D persistent: Ganon's Tower (Moldorm Room)
-dl $7E02A2 : db $01 : db $22 ; Arc variable
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E010E : db $01 : db $2D ; Dungeon entrance index
-dl $7E0202 : db $01 : db $11 ; Selected menu item
-.after
-
-sram_ad2020_ice_get_ready_to_break_the_ice:
-dl $7E0542 : db $02 : dw $191C ; Object tilemap state
-dl $7E0546 : db $02 : dw $1B56 ; Object tilemap state
-dl $7E054A : db $02 : dw $5A52 ; Object tilemap state
-dl $7EF03E : db $02 : dw $0002 ; Room $001F: Ice Palace (Pengator / Big Key Room) (...............q)
-dl $7E0540 : db $02 : dw $171C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1A56 ; Object tilemap state
-dl $7E0548 : db $02 : dw $5B52 ; Object tilemap state
-dl $7FDFBE : db $02 : dw $0030 ; Room $1F persistent: Ice Palace (Pengator / Big Key Room)
-.after
-
-sram_ad2020_ice_spike_key:
-dl $7E0542 : db $02 : dw $1A0C ; Object tilemap state
-dl $7E0546 : db $02 : dw $1914 ; Object tilemap state
-dl $7E054A : db $02 : dw $1B14 ; Object tilemap state
-dl $7E054E : db $02 : dw $1818 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1824 ; Object tilemap state
-dl $7E0556 : db $02 : dw $1720 ; Object tilemap state
-dl $7E055A : db $02 : dw $1820 ; Object tilemap state
-dl $7EF03E : db $02 : dw $0003 ; Room $001F: Ice Palace (Pengator / Big Key Room) (...............q)
-dl $7EF07E : db $02 : dw $0003 ; Room $003F: Ice Palace (Map Chest Room) (...............q)
-dl $7EF36E : db $01 : db $70 ; Magic Power
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7E0468 : db $01 : db $01 ; Trap door state
-dl $7E0540 : db $02 : dw $190C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1B0C ; Object tilemap state
-dl $7E0548 : db $02 : dw $1A14 ; Object tilemap state
-dl $7E054C : db $02 : dw $1718 ; Object tilemap state
-dl $7E0550 : db $02 : dw $1724 ; Object tilemap state
-dl $7E0554 : db $02 : dw $171C ; Object tilemap state
-dl $7E0558 : db $02 : dw $181C ; Object tilemap state
-dl $7E02A2 : db $01 : db $00 ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-.after
-
-sram_ad2020_ice_lonely_firebar:
-dl $7E0542 : db $02 : dw $0460 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0870 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF0BC : db $02 : dw $8001 ; Room $005E: Ice Palace (Lonely Firebar) (.d..............)
-dl $7EF36D : db $01 : db $58 ; Health (actual)
-dl $7EF0BE : db $02 : dw $8012 ; Room $005F: Ice Palace (Hidden Chest / Spike Floor Room) (.d..........q..q)
-dl $7E0540 : db $02 : dw $045C ; Object tilemap state
-dl $7E0544 : db $02 : dw $084C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $A0 ; Arc variable
-dl $7FE03E : db $02 : dw $0002 ; Room $5F persistent: Ice Palace (Hidden Chest / Spike Floor Room)
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_ad2020_ice_last_two_screens:
-dl $7E0542 : db $02 : dw $1858 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1CA4 ; Object tilemap state
-dl $7EF0BC : db $02 : dw $8003 ; Room $005E: Ice Palace (Lonely Firebar) (.d.............q)
-dl $7EF0FC : db $02 : dw $0002 ; Room $007E: Ice Palace (Hidden Chest / Bombable Floor Room) (...............q)
-dl $7EF13C : db $02 : dw $0002 ; Room $009E: Ice Palace (Big Chest Room) (...............q)
-dl $7E0540 : db $02 : dw $13A4 ; Object tilemap state
-dl $7E0544 : db $02 : dw $179C ; Object tilemap state
-dl $7E0548 : db $02 : dw $5764 ; Object tilemap state
-dl $7FDFBE : db $02 : dw $0000 ; Room $1F persistent: Ice Palace (Pengator / Big Key Room)
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_ad2020_ice_kholdstare:
-dl $7E0542 : db $02 : dw $0850 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0BD0 ; Object tilemap state
-dl $7E054A : db $02 : dw $0CD0 ; Object tilemap state
-dl $7E054E : db $02 : dw $0AD0 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0C70 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0AF0 ; Object tilemap state
-dl $7E055A : db $02 : dw $0870 ; Object tilemap state
-dl $7E055E : db $02 : dw $0970 ; Object tilemap state
-dl $7EF13C : db $02 : dw $0003 ; Room $009E: Ice Palace (Big Chest Room) (...............q)
-dl $7EF17C : db $02 : dw $0001 ; Room $00BE: Ice Palace (Block Puzzle Room) (................)
-dl $7EF19C : db $02 : dw $0004 ; Room $00CE: Ice Palace (Hole to Kholdstare Room) (..............q.)
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7E0540 : db $02 : dw $084C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0BCC ; Object tilemap state
-dl $7E0548 : db $02 : dw $0CCC ; Object tilemap state
-dl $7E054C : db $02 : dw $0ACC ; Object tilemap state
-dl $7E0550 : db $02 : dw $0C6C ; Object tilemap state
-dl $7E0554 : db $02 : dw $0AEC ; Object tilemap state
-dl $7E0558 : db $02 : dw $086C ; Object tilemap state
-dl $7E055C : db $02 : dw $096C ; Object tilemap state
-dl $7FE03E : db $02 : dw $0000 ; Room $5F persistent: Ice Palace (Hidden Chest / Spike Floor Room)
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_ad2020_gtower_outside_ice:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl $7E055E : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF3C7 : db $01 : db $08 ; Map Phase
-dl $7EF1BC : db $02 : dw $0804 ; Room $00DE: Ice Palace (Kholdstare[Boss]) (.....k........q.)
-dl $7EF36C : db $01 : db $70 ; Health (goal)
-dl $7EF36D : db $01 : db $70 ; Health (actual)
-dl $7EF385 : db $01 : db $00 ; Key for dungeon $09
-dl $7EF3F5 : db $02 : dw $0000 ; Deaths
-dl $7EF37A : db $01 : db $7F ; Crystals
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7FDFF9 : db $01 : db $42 ; Overworld $3C persistent: Great Swamp SE
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055C : db $02 : dw $0000 ; Object tilemap state
-dl $7E02A1 : db $01 : db $0E ; Arc variable
-dl $7FDFDA : db $01 : db $D4 ; Overworld $2D persistent: Bridge to Hyrule Castle
-dl $7FE01B : db $01 : db $42 ; Overworld $4D persistent: UNKNOWN
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-.after
-
-sram_ad2020_gtower_old_man_cave:
-dl $7E0542 : db $02 : dw $0A70 ; Object tilemap state
-dl $7EF3FF : db $02 : dw $0001 ; Deaths
-dl $7EF050 : db $02 : dw $801F ; Room $0028: Swamp Palace (Entrance Room) (.d..........qqqq)
-dl $7EF36C : db $02 : dw $4070 ; Health (goal)
-dl $7EF3EC : db $02 : dw $0100 ; Deaths
-dl $7E1ABF : db $01 : db $00 ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $00 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $00 ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $00 ; Warp Vortex Coordinate
-dl $7EF36D : db $01 : db $40 ; Health (actual)
-dl $7EF342 : db $02 : dw $0101 ; Hookshot
-dl $7EF36E : db $02 : dw $FF80 ; Magic Power
-dl $7EF376 : db $02 : dw $0D00 ; Arrow filler
-dl $7EF3C6 : db $02 : dw $0815 ; Game Phase 2
-dl $7EF3CA : db $02 : dw $0000 ; LW/DW
-dl $7EF4FE : db $02 : dw $F03F ; Inverse checksum
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7FDFF9 : db $01 : db $00 ; Room $3C persistent: Cave
-dl $7E0540 : db $02 : dw $0920 ; Object tilemap state
-dl $7FDFDA : db $01 : db $00 ; Room $2D persistent: Empty Clone Room
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7FE01B : db $01 : db $00 ; Room $4D persistent: Ganon's Tower (Moldorm Room)
-dl $7E010E : db $02 : dw $0030 ; Dungeon entrance index
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-.after
-
-sram_ad2020_gtower_entrance:
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7E0303 : db $01 : db $0E ; Selected menu item
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7E0202 : db $01 : db $03 ; Selected menu item
-.after
-
-sram_ad2020_gtower_spike_skip:
-dl $7E0542 : db $02 : dw $171C ; Object tilemap state
-dl $7E0546 : db $02 : dw $0864 ; Object tilemap state
-dl $7E054A : db $02 : dw $085C ; Object tilemap state
-dl $7E054E : db $02 : dw $0C4C ; Object tilemap state
-dl $7E0552 : db $02 : dw $144C ; Object tilemap state
-dl $7E0556 : db $02 : dw $0864 ; Object tilemap state
-dl $7E0B35 : db $01 : db $00 ; Arc variable
-dl $7EF36F : db $01 : db $02 ; Keys
-dl $7EF018 : db $02 : dw $000F ; Room $000C: Ganon's Tower (Entrance Room) (.............qqq)
-dl $7EF118 : db $02 : dw $0408 ; Room $008C: Ganon's Tower (East and West Downstairs / Big Chest Room) (......K......q..)
-dl $7E0B36 : db $01 : db $00 ; Arc variable
-dl $7EF116 : db $02 : dw $0404 ; Room $008B: Ganon's Tower (Block Puzzle / Spike Skip / Map Chest Room) (......K.......q.)
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7E0468 : db $01 : db $00 ; Trap door state
-dl $7E0544 : db $02 : dw $1720 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0760 ; Object tilemap state
-dl $7E054C : db $02 : dw $0960 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0C70 ; Object tilemap state
-dl $7E0554 : db $02 : dw $1C4C ; Object tilemap state
-dl $7E0B33 : db $01 : db $00 ; Arc variable
-dl $7E0B3B : db $01 : db $00 ; Arc variable
-dl $7E0641 : db $02 : dw $0001 ; Room puzzle state (?)
-dl $7E0B0C : db $01 : db $50 ; Arc variable
-dl $7E0B34 : db $01 : db $00 ; Arc variable
-dl $7E0B3C : db $01 : db $00 ; Arc variable
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E010E : db $01 : db $37 ; Dungeon entrance index
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-.after
-
-sram_ad2020_gtower_pre_firesnakes_room:
-dl $7E0542 : db $02 : dw $0C30 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1820 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF116 : db $02 : dw $040E ; Room $008B: Ganon's Tower (Block Puzzle / Spike Skip / Map Chest Room) (......K......qqq)
-dl $7EF136 : db $02 : dw $8408 ; Room $009B: Ganon's Tower (Many Spikes / Warp Maze Room) (.d....K......q..)
-dl $7E0303 : db $01 : db $0E ; Selected menu item
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $0430 ; Object tilemap state
-dl $7E0544 : db $02 : dw $181C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E0641 : db $01 : db $00 ; Room puzzle state (?)
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E0202 : db $01 : db $03 ; Selected menu item
-.after
-
-sram_ad2020_gtower_bombable_floor:
-dl $7E0542 : db $02 : dw $0938 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF377 : db $01 : db $12 ; Arrows
-dl $7EF138 : db $02 : dw $000F ; Room $009C: Ganon's Tower (Invisible Floor Maze Room) (.............qqq)
-dl $7EF0FA : db $02 : dw $201E ; Room $007D: Ganon's Tower (Winder / Warp Maze Room) (...d........qqqq)
-dl $7EF136 : db $02 : dw $840F ; Room $009B: Ganon's Tower (Many Spikes / Warp Maze Room) (.d....K......qqq)
-dl $7EF376 : db $01 : db $00 ; Arrow filler
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7FE0B8 : db $02 : dw $0032 ; Room $9C persistent: Ganon's Tower (Invisible Floor Maze Room)
-dl $7E0540 : db $02 : dw $0838 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0550 ; Object tilemap state
-dl $7EC172 : db $01 : db $00 ; Crystal switch state
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-.after
-
-sram_ad2020_gtower_floor_2:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B09 : db $01 : db $00 ; Arc variable
-dl $7E0B31 : db $01 : db $30 ; Arc variable
-dl $7E0B35 : db $01 : db $30 ; Arc variable
-dl $7EF377 : db $01 : db $0A ; Arrows
-dl $7EF038 : db $02 : dw $0035 ; Room $001C: Ganon's Tower (Ice Armos) (...........cq.q.)
-dl $7EF118 : db $02 : dw $0409 ; Room $008C: Ganon's Tower (East and West Downstairs / Big Chest Room) (......K......q..)
-dl $7E0B32 : db $01 : db $30 ; Arc variable
-dl $7EF389 : db $01 : db $02 ; Key for dungeon $0D
-dl $7EF366 : db $02 : dw $73BC ; BigKey1
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7FE0B8 : db $01 : db $00 ; Room $9C persistent: Ganon's Tower (Invisible Floor Maze Room)
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B33 : db $01 : db $30 ; Arc variable
-dl $7E0B37 : db $01 : db $DF ; Arc variable
-dl $7E0B08 : db $01 : db $40 ; Arc variable
-dl $7E0B30 : db $01 : db $30 ; Arc variable
-dl $7E0B34 : db $01 : db $30 ; Arc variable
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-.after
-
-sram_ad2020_gtower_mimics1:
-dl $7E0542 : db $02 : dw $052C ; Object tilemap state
-dl $7E0546 : db $02 : dw $082C ; Object tilemap state
-dl $7E054A : db $02 : dw $0B2C ; Object tilemap state
-dl $7E054E : db $02 : dw $1962 ; Object tilemap state
-dl $7EF377 : db $01 : db $09 ; Arrows
-dl $7EF0D6 : db $02 : dw $000C ; Room $006B: Ganon's Tower (Mimics Rooms) (.............qq.)
-dl $7E0468 : db $01 : db $00 ; Trap door state
-dl $7E0540 : db $02 : dw $051C ; Object tilemap state
-dl $7E0544 : db $02 : dw $081C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0B1C ; Object tilemap state
-dl $7E054C : db $02 : dw $195A ; Object tilemap state
-dl $7E0550 : db $02 : dw $050C ; Object tilemap state
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E0641 : db $02 : dw $0001 ; Room puzzle state (?)
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_ad2020_gtower_mimics2:
-dl $7EF377 : db $01 : db $0A ; Arrows
-dl $7EF0D6 : db $02 : dw $000E ; Room $006B: Ganon's Tower (Mimics Rooms) (.............qqq)
-dl $7FE056 : db $02 : dw $0240 ; Room $6B persistent: Ganon's Tower (Mimics Rooms)
-dl $7E0641 : db $01 : db $00 ; Room puzzle state (?)
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_ad2020_gtower_spike_room:
-dl $7EF377 : db $01 : db $06 ; Arrows
-dl $7EF0D6 : db $02 : dw $800F ; Room $006B: Ganon's Tower (Mimics Rooms) (.d...........qqq)
-dl $7E0468 : db $01 : db $01 ; Trap door state
-dl $7FE056 : db $02 : dw $2640 ; Room $6B persistent: Ganon's Tower (Mimics Rooms)
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0FCB : db $01 : db $03 ; Prize pack index
-.after
-
-sram_ad2020_gtower_gauntlet:
-dl $7E0542 : db $02 : dw $16D8 ; Object tilemap state
-dl $7E0546 : db $02 : dw $19D8 ; Object tilemap state
-dl $7E054A : db $02 : dw $19E4 ; Object tilemap state
-dl $7E054E : db $02 : dw $16E4 ; Object tilemap state
-dl $7EF0B8 : db $02 : dw $000C ; Room $005C: Ganon's Tower (Ganon-Ball Z) (.............qq.)
-dl $7EF0B6 : db $02 : dw $8005 ; Room $005B: Ganon's Tower (Spike Pit Room) (.d............q.)
-dl $7E0540 : db $02 : dw $165E ; Object tilemap state
-dl $7E0544 : db $02 : dw $1854 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1A5E ; Object tilemap state
-dl $7E054C : db $02 : dw $1868 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7FE036 : db $02 : dw $0008 ; Room $5B persistent: Ganon's Tower (Spike Pit Room)
-dl $7EC172 : db $01 : db $00 ; Crystal switch state
-.after
-
-sram_ad2020_gtower_gauntlet_3:
-dl $7E0542 : db $02 : dw $052C ; Object tilemap state
-dl $7E0546 : db $02 : dw $0B2C ; Object tilemap state
-dl $7E054A : db $02 : dw $1430 ; Object tilemap state
-dl $7E054E : db $02 : dw $1C30 ; Object tilemap state
-dl $7EF377 : db $01 : db $04 ; Arrows
-dl $7E0FCC : db $01 : db $02 ; Prize pack index
-dl $7EF0BA : db $02 : dw $000C ; Room $005D: Ganon's Tower (Gauntlet 1/2/3) (.............qq.)
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $0510 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0B10 ; Object tilemap state
-dl $7E0548 : db $02 : dw $140C ; Object tilemap state
-dl $7E054C : db $02 : dw $1C0C ; Object tilemap state
-dl $7FE03A : db $02 : dw $00FD ; Room $5D persistent: Ganon's Tower (Gauntlet 1/2/3)
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_ad2020_gtower_lanmola2:
-dl $7E0542 : db $02 : dw $1A20 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1B20 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0FCC : db $01 : db $04 ; Prize pack index
-dl $7EF0BA : db $02 : dw $000E ; Room $005D: Ganon's Tower (Gauntlet 1/2/3) (.............qqq)
-dl $7EF0DA : db $02 : dw $000A ; Room $006D: Ganon's Tower (Gauntlet 4/5) (.............q.q)
-dl $7EF36E : db $01 : db $70 ; Magic Power
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7E0540 : db $02 : dw $1A1C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1B1C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7FE03A : db $02 : dw $0EFD ; Room $5D persistent: Ganon's Tower (Gauntlet 1/2/3)
-dl $7FE056 : db $02 : dw $0000 ; Room $6B persistent: Ganon's Tower (Mimics Rooms)
-dl $7FE05A : db $02 : dw $00C9 ; Room $6D persistent: Ganon's Tower (Gauntlet 4/5)
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-.after
-
-sram_ad2020_gtower_wizz1:
-dl $7E0542 : db $02 : dw $0628 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0A28 ; Object tilemap state
-dl $7EF0D8 : db $02 : dw $000B ; Room $006C: Ganon's Tower (Lanmolas Room) (.............q.q)
-dl $7EF36E : db $01 : db $20 ; Magic Power
-dl $7E0468 : db $01 : db $01 ; Trap door state
-dl $7E0540 : db $02 : dw $0614 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0A14 ; Object tilemap state
-dl $7FE036 : db $02 : dw $0000 ; Room $5B persistent: Ganon's Tower (Spike Pit Room)
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_ad2020_gtower_wizz2:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF14A : db $02 : dw $000B ; Room $00A5: Ganon's Tower (Wizzrobes Rooms) (.............q.q)
-dl $7EF36E : db $01 : db $18 ; Magic Power
-dl $7E0303 : db $01 : db $12 ; Selected menu item
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7FE0CA : db $02 : dw $088C ; Room $A5 persistent: Ganon's Tower (Wizzrobes Rooms)
-dl $7E0202 : db $01 : db $11 ; Selected menu item
-.after
-
-sram_ad2020_gtower_torches1:
-dl $7EF12A : db $02 : dw $0005 ; Room $0095: Ganon's Tower (Final Collapsing Bridge Room) (..............q.)
-dl $7EF14A : db $02 : dw $000F ; Room $00A5: Ganon's Tower (Wizzrobes Rooms) (.............qqq)
-dl $7EF36E : db $01 : db $10 ; Magic Power
-dl $7E0303 : db $01 : db $09 ; Selected menu item
-dl $7E0B37 : db $01 : db $02 ; Arc variable
-dl $7E0B3F : db $01 : db $01 ; Arc variable
-dl $7FE03A : db $02 : dw $0000 ; Room $5D persistent: Ganon's Tower (Gauntlet 1/2/3)
-dl $7FE0AA : db $02 : dw $0004 ; Room $95 persistent: Ganon's Tower (Final Collapsing Bridge Room)
-dl $7FE0CA : db $02 : dw $08EF ; Room $A5 persistent: Ganon's Tower (Wizzrobes Rooms)
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E0202 : db $01 : db $0B ; Selected menu item
-dl $7E0FC7 : db $01 : db $03 ; Prize pack index
-.after
-
-sram_ad2020_gtower_torches2:
-dl $7E0542 : db $02 : dw $1570 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0B2E ; Object tilemap state
-dl $7E054A : db $02 : dw $120E ; Object tilemap state
-dl $7E054E : db $02 : dw $1820 ; Object tilemap state
-dl $7E0552 : db $02 : dw $8B0C ; Object tilemap state
-dl $7E0556 : db $02 : dw $9220 ; Object tilemap state
-dl $7EF373 : db $01 : db $1B ; Magic filler
-dl $7EF12C : db $02 : dw $000B ; Room $0096: Ganon's Tower (Torches 1 Room) (.............q.q)
-dl $7EF36E : db $01 : db $69 ; Magic Power
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $154C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0520 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1120 ; Object tilemap state
-dl $7E054C : db $02 : dw $180E ; Object tilemap state
-dl $7E0550 : db $02 : dw $8420 ; Object tilemap state
-dl $7E0554 : db $02 : dw $8B32 ; Object tilemap state
-dl $7E0B37 : db $01 : db $05 ; Arc variable
-dl $7FE05A : db $02 : dw $0000 ; Room $6D persistent: Ganon's Tower (Gauntlet 4/5)
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-.after
-
-sram_ad2020_gtower_helma_key:
-dl $7E0CBC : db $01 : db $01 ; Sprite drop
-dl $7E0542 : db $02 : dw $0C70 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1628 ; Object tilemap state
-dl $7E054A : db $02 : dw $1A14 ; Object tilemap state
-dl $7E054E : db $02 : dw $954C ; Object tilemap state
-dl $7E0552 : db $02 : dw $9C50 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF373 : db $01 : db $00 ; Magic filler
-dl $7EF07A : db $02 : dw $0001 ; Room $003D: Ganon's Tower (Torch Room 2) (................)
-dl $7EF36E : db $01 : db $40 ; Magic Power
-dl $7E0540 : db $02 : dw $0C4C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1618 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1820 ; Object tilemap state
-dl $7E054C : db $02 : dw $1A24 ; Object tilemap state
-dl $7E0550 : db $02 : dw $9570 ; Object tilemap state
-dl $7E0554 : db $02 : dw $9C6C ; Object tilemap state
-dl $7E0B37 : db $01 : db $08 ; Arc variable
-.after
-
-sram_ad2020_gtower_bombable_wall:
-dl $7E0CBC : db $01 : db $00 ; Sprite drop
-dl $7EF36D : db $01 : db $38 ; Health (actual)
-dl $7EF07A : db $02 : dw $4405 ; Room $003D: Ganon's Tower (Torch Room 2) (..d...K.......q.)
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7E0B37 : db $01 : db $0D ; Arc variable
-dl $7FDFFA : db $02 : dw $000C ; Room $3D persistent: Ganon's Tower (Torch Room 2)
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-.after
-
-sram_ad2020_gtower_moldorm_2:
-dl $7EF343 : db $01 : db $00 ; Bombs
-dl $7EF36F : db $02 : dw $0001 ; Keys
-dl $7EF36D : db $01 : db $30 ; Health (actual)
-dl $7EF07A : db $02 : dw $740F ; Room $003D: Ganon's Tower (Torch Room 2) (..ddb.K......qqq)
-dl $7E0303 : db $01 : db $0E ; Selected menu item
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0554 : db $02 : dw $1C6C ; Object tilemap state
-dl $7E0B37 : db $01 : db $10 ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0202 : db $01 : db $03 ; Selected menu item
-.after
-
-sram_ad2020_gtower_agahnim_2:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF098 : db $02 : dw $0005 ; Room $004C: Ganon's Tower (Mini-Helmasaur Conveyor Room) (..............q.)
-dl $7EF03A : db $02 : dw $800C ; Room $001D: Ganon's Tower (Final Hallway) (.d...........qq.)
-dl $7EF09A : db $02 : dw $800F ; Room $004D: Ganon's Tower (Moldorm Room) (.d...........qqq)
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7FE0AA : db $02 : dw $0000 ; Room $95 persistent: Ganon's Tower (Final Collapsing Bridge Room)
-dl $7FE0CA : db $02 : dw $0000 ; Room $A5 persistent: Ganon's Tower (Wizzrobes Rooms)
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_ad2020_aga_pyramid:
-dl $7EF2DB : db $01 : db $20 ; Overworld $5B: Unknown (...?....)
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF3FF : db $02 : dw $0000 ; Deaths
-dl $7EF389 : db $01 : db $01 ; Key for dungeon $0D
-dl $7EF3FD : db $02 : dw $0001 ; Deaths
-dl $7EF01A : db $02 : dw $0802 ; Room $000D: Ganon's Tower (Agahnim2[Boss]) (.....k.........q)
-dl $7FDFFA : db $01 : db $00 ; Overworld $3D persistent: UNKNOWN
-dl $7E02A2 : db $01 : db $FE ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_ad2020_aga_gold_knights:
-dl $7EF29B : db $01 : db $60 ; Overworld $1B: Unknown (..??....)
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF1C0 : db $02 : dw $0002 ; Room $00E0: Agahnim's Tower (Entrance Room) (...............q)
-dl $7E1ABF : db $01 : db $EE ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $07 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $6C ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $06 ; Warp Vortex Coordinate
-dl $7EF3CA : db $01 : db $00 ; LW/DW
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7E02A2 : db $01 : db $F4 ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E010E : db $01 : db $24 ; Dungeon entrance index
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-.after
-
-sram_ad2020_aga_dark_room_of_despair:
-dl $7E0542 : db $02 : dw $0B8C ; Object tilemap state
-dl $7E0546 : db $02 : dw $1030 ; Object tilemap state
-dl $7E054A : db $02 : dw $1792 ; Object tilemap state
-dl $7E054E : db $02 : dw $1C16 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0D24 ; Object tilemap state
-dl $7E0FC8 : db $01 : db $01 ; Prize pack index
-dl $7EF1A0 : db $02 : dw $0004 ; Room $00D0: Agahnim's Tower (Dark Maze) (..............q.)
-dl $7EF1C0 : db $02 : dw $201E ; Room $00E0: Agahnim's Tower (Entrance Room) (...d........qqqq)
-dl $7EF36E : db $01 : db $30 ; Magic Power
-dl $7E0540 : db $02 : dw $059E ; Object tilemap state
-dl $7E0544 : db $02 : dw $0D2A ; Object tilemap state
-dl $7E0548 : db $02 : dw $14B0 ; Object tilemap state
-dl $7E054C : db $02 : dw $1C0C ; Object tilemap state
-dl $7E0550 : db $02 : dw $0A1E ; Object tilemap state
-dl $7E0554 : db $02 : dw $1012 ; Object tilemap state
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7FE140 : db $02 : dw $000F ; Room $E0 persistent: Agahnim's Tower (Entrance Room)
-.after
-
-sram_ad2020_aga_dark_room_of_melancholy:
-dl $7E0542 : db $02 : dw $0E0C ; Object tilemap state
-dl $7E0546 : db $02 : dw $1B1C ; Object tilemap state
-dl $7E054A : db $02 : dw $06D8 ; Object tilemap state
-dl $7E054E : db $02 : dw $0D24 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1A10 ; Object tilemap state
-dl $7EF180 : db $02 : dw $0001 ; Room $00C0: Agahnim's Tower (Dark Bridge Room) (................)
-dl $7EF1A0 : db $02 : dw $801F ; Room $00D0: Agahnim's Tower (Dark Maze) (.d..........qqqq)
-dl $7E0540 : db $02 : dw $0A30 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1A0C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0710 ; Object tilemap state
-dl $7E054C : db $02 : dw $06E4 ; Object tilemap state
-dl $7E0550 : db $02 : dw $1518 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0CBD : db $01 : db $01 ; Sprite drop
-dl $7FE120 : db $02 : dw $0030 ; Room $D0 persistent: Agahnim's Tower (Dark Maze)
-.after
-
-sram_ad2020_aga_spear_guards:
-dl $7EF180 : db $02 : dw $240F ; Room $00C0: Agahnim's Tower (Dark Bridge Room) (...d..K......qqq)
-dl $7EF36D : db $01 : db $38 ; Health (actual)
-dl $7FE100 : db $02 : dw $001C ; Room $C0 persistent: Agahnim's Tower (Dark Bridge Room)
-dl $7E0CBD : db $01 : db $00 ; Sprite drop
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0FC7 : db $01 : db $04 ; Prize pack index
-.after
-
-sram_ad2020_aga_circle_of_pots:
-dl $7E0CC4 : db $01 : db $01 ; Sprite drop
-dl $7E0542 : db $02 : dw $151C ; Object tilemap state
-dl $7E0546 : db $02 : dw $1528 ; Object tilemap state
-dl $7E054A : db $02 : dw $1910 ; Object tilemap state
-dl $7E054E : db $02 : dw $1824 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1B1C ; Object tilemap state
-dl $7E0556 : db $02 : dw $1B28 ; Object tilemap state
-dl $7E055A : db $02 : dw $172C ; Object tilemap state
-dl $7EF160 : db $02 : dw $000C ; Room $00B0: Agahnim's Tower (Circle of Pots) (.............qq.)
-dl $7EF36E : db $01 : db $00 ; Magic Power
-dl $7FE0E0 : db $02 : dw $003F ; Room $B0 persistent: Agahnim's Tower (Circle of Pots)
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $1514 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1520 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1710 ; Object tilemap state
-dl $7E054C : db $02 : dw $1818 ; Object tilemap state
-dl $7E0550 : db $02 : dw $1B14 ; Object tilemap state
-dl $7E0554 : db $02 : dw $1B20 ; Object tilemap state
-dl $7E0558 : db $02 : dw $192C ; Object tilemap state
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0FC7 : db $01 : db $05 ; Prize pack index
-.after
-
-sram_ad2020_aga_catwalk:
-dl $7E0CC4 : db $01 : db $00 ; Sprite drop
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF080 : db $02 : dw $0001 ; Room $0040: Agahnim's Tower (Final Bridge Room) (................)
-dl $7EF160 : db $02 : dw $240F ; Room $00B0: Agahnim's Tower (Circle of Pots) (...d..K......qqq)
-dl $7EF360 : db $02 : dw $006D ; Rupees (goal)
-dl $7EF362 : db $02 : dw $006D ; Rupees (actual)
-dl $7FE0E0 : db $02 : dw $0D3F ; Room $B0 persistent: Agahnim's Tower (Circle of Pots)
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7FE140 : db $02 : dw $0000 ; Room $E0 persistent: Agahnim's Tower (Entrance Room)
-.after
-
-sram_ad2020_aga_agahnim:
-dl $7EF060 : db $02 : dw $840A ; Room $0030: Agahnim's Tower (Maiden Sacrifice Chamber) (.d....K......q.q)
-dl $7EF080 : db $02 : dw $000B ; Room $0040: Agahnim's Tower (Final Bridge Room) (.............q.q)
-dl $7FDFE0 : db $02 : dw $0001 ; Room $30 persistent: Agahnim's Tower (Maiden Sacrifice Chamber)
-dl $7FE000 : db $02 : dw $0002 ; Room $40 persistent: Agahnim's Tower (Final Bridge Room)
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7FE120 : db $02 : dw $0000 ; Room $D0 persistent: Agahnim's Tower (Dark Maze)
-.after
-
-sram_ad2020_ganon_pyramid:
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF3C7 : db $01 : db $06 ; Map Phase
-dl $7EF3EB : db $02 : dw $0000 ; Deaths
-dl $7EF040 : db $02 : dw $0802 ; Room $0020: Agahnim's Tower (Agahnim[Boss]) (.....k.........q)
-dl $7EF36D : db $01 : db $70 ; Health (actual)
-dl $7EF3C5 : db $01 : db $03 ; Game Phase 1
-dl $7EF282 : db $01 : db $20 ; Overworld $02: Unknown (...?....)
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7FDFE0 : db $01 : db $00 ; Overworld $30 persistent: Desert of Mystery
-dl $7FE000 : db $01 : db $00 ; Overworld $40 persistent: Skull Woods
-dl $7FE0E0 : db $01 : db $00 ; Overworld $B0 persistent: UNKNOWN
-dl $7FE100 : db $01 : db $00 ; Overworld $C0 persistent: UNKNOWN
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-
diff --git a/src/presetsold/preset_data_adold.asm b/src/presetsold/preset_data_adold.asm
deleted file mode 100644
index 57a84ab..0000000
--- a/src/presetsold/preset_data_adold.asm
+++ /dev/null
@@ -1,7220 +0,0 @@
-; Preset locations
-
-preset_adold_escape_links_bed:
-db $02 ; Dungeon
-dw $0104 ; Room Index
-dw $2110 ; BG1 Vertical Scroll
-dw $2110 ; BG2 Vertical Scroll
-dw $0900 ; BG1 Horizontal Scroll
-dw $0900 ; BG2 Horizontal Scroll
-dw $0940 ; Link X
-dw $215A ; Link Y
-dw $017F ; Camera X
-dw $017F ; Camera Y
-dw $0816 ; Door Settings
-dw $2100 ; Relative Coords HU
-dw $2000 ; Relative Coords FU
-dw $2110 ; Relative Coords HD
-dw $2110 ; Relative Coords FD
-dw $0900 ; Relative Coords HL
-dw $0900 ; Relative Coords FL
-dw $0900 ; Relative Coords HR
-dw $0A00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $03 ; Main Graphics
-db $FF ; Music Track
-db $00 ; Starting Floor
-db $FF ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_escape_links_bed_after
-
-preset_adold_escape_courtyard:
-db $02 ; Dungeon
-dw $0055 ; Room Index
-dw $0B10 ; BG1 Vertical Scroll
-dw $0B10 ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0A78 ; Link X
-dw $0BD9 ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $0B00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0B10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $01 ; Main Graphics
-db $03 ; Music Track
-db $FF ; Starting Floor
-db $FF ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_escape_courtyard_after
-
-preset_adold_escape_entrance:
-db $01 ; Overworld
-dw $001B ; Screen Index
-dw $07F8 ; Link X
-dw $06F9 ; Link Y
-dw $06BE ; BG1 Vertical Scroll
-dw $069B ; BG2 Vertical Scroll
-dw $3DEC ; BG1 Horizontal Scroll
-dw $0784 ; BG2 Horizontal Scroll
-dw $0803 ; Scroll X
-dw $0708 ; Scroll Y
-dw $0532 ; Unknown 1
-dw $0005 ; Unknown 2
-dw $000A ; Unknown 3
-dw sram_adold_escape_entrance_after
-
-preset_adold_escape_1st_key_guard:
-db $02 ; Dungeon
-dw $0001 ; Room Index
-dw $0000 ; BG1 Vertical Scroll
-dw $0000 ; BG2 Vertical Scroll
-dw $0280 ; BG1 Horizontal Scroll
-dw $0280 ; BG2 Horizontal Scroll
-dw $02F8 ; Link X
-dw $005A ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0000 ; Relative Coords HU
-dw $0000 ; Relative Coords FU
-dw $0010 ; Relative Coords HD
-dw $0110 ; Relative Coords FD
-dw $0200 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0200 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $00 ; Starting Floor
-db $02 ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_adold_escape_1st_key_guard_after
-
-preset_adold_escape_stealth_room:
-db $02 ; Dungeon
-dw $0082 ; Room Index
-dw $110B ; BG1 Vertical Scroll
-dw $110B ; BG2 Vertical Scroll
-dw $0400 ; BG1 Horizontal Scroll
-dw $0400 ; BG2 Horizontal Scroll
-dw $040B ; Link X
-dw $1178 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1100 ; Relative Coords HU
-dw $1000 ; Relative Coords FU
-dw $1110 ; Relative Coords HD
-dw $1110 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FF ; Starting Floor
-db $02 ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_adold_escape_stealth_room_after
-
-preset_adold_escape_2nd_key_guard:
-db $02 ; Dungeon
-dw $0071 ; Room Index
-dw $0F0C ; BG1 Vertical Scroll
-dw $0F0C ; BG2 Vertical Scroll
-dw $0200 ; BG1 Horizontal Scroll
-dw $0200 ; BG2 Horizontal Scroll
-dw $02AD ; Link X
-dw $0F79 ; Link Y
-dw $007F ; Camera X
-dw $0184 ; Camera Y
-dw $0000 ; Door Settings
-dw $0F00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0F10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0200 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0200 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FF ; Starting Floor
-db $02 ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_adold_escape_2nd_key_guard_after
-
-preset_adold_escape_ball_n_chains:
-db $02 ; Dungeon
-dw $0070 ; Room Index
-dw $0E00 ; BG1 Vertical Scroll
-dw $0E00 ; BG2 Vertical Scroll
-dw $0000 ; BG1 Horizontal Scroll
-dw $0000 ; BG2 Horizontal Scroll
-dw $0050 ; Link X
-dw $0E2B ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0E00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0E10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0000 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0000 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FE ; Starting Floor
-db $02 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_escape_ball_n_chains_after
-
-preset_adold_escape_backtracking:
-db $02 ; Dungeon
-dw $0080 ; Room Index
-dw $1000 ; BG1 Vertical Scroll
-dw $1000 ; BG2 Vertical Scroll
-dw $0000 ; BG1 Horizontal Scroll
-dw $0000 ; BG2 Horizontal Scroll
-dw $0050 ; Link X
-dw $102D ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1000 ; Relative Coords HU
-dw $1000 ; Relative Coords FU
-dw $1010 ; Relative Coords HD
-dw $1110 ; Relative Coords FD
-dw $0000 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0000 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FD ; Starting Floor
-db $02 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_escape_backtracking_after
-
-preset_adold_escape_key_guard_revisit:
-db $02 ; Dungeon
-dw $0072 ; Room Index
-dw $0F00 ; BG1 Vertical Scroll
-dw $0F00 ; BG2 Vertical Scroll
-dw $0480 ; BG1 Horizontal Scroll
-dw $0480 ; BG2 Horizontal Scroll
-dw $04F8 ; Link X
-dw $0F29 ; Link Y
-dw $00FF ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0F00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0F10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FF ; Starting Floor
-db $02 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_escape_key_guard_revisit_after
-
-preset_adold_escape_throne_room:
-db $02 ; Dungeon
-dw $0061 ; Room Index
-dw $0C00 ; BG1 Vertical Scroll
-dw $0C00 ; BG2 Vertical Scroll
-dw $0280 ; BG1 Horizontal Scroll
-dw $0280 ; BG2 Horizontal Scroll
-dw $02F8 ; Link X
-dw $0C2C ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0C00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0C10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $0200 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0200 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $00 ; Starting Floor
-db $02 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_escape_throne_room_after
-
-preset_adold_escape_snake_avoidance:
-db $02 ; Dungeon
-dw $0041 ; Room Index
-dw $0040 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $FFCF ; BG1 Horizontal Scroll
-dw $0300 ; BG2 Horizontal Scroll
-dw $03A8 ; Link X
-dw $082D ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0300 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0300 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $01 ; Starting Floor
-db $00 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_escape_snake_avoidance_after
-
-preset_adold_escape_sewer_rooms:
-db $02 ; Dungeon
-dw $0032 ; Room Index
-dw $0040 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $FFFF ; BG1 Horizontal Scroll
-dw $0480 ; BG2 Horizontal Scroll
-dw $04F8 ; Link X
-dw $062A ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FF ; Starting Floor
-db $00 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_escape_sewer_rooms_after
-
-preset_adold_escape_keyrat:
-db $02 ; Dungeon
-dw $0021 ; Room Index
-dw $0040 ; BG1 Vertical Scroll
-dw $0500 ; BG2 Vertical Scroll
-dw $FFFF ; BG1 Horizontal Scroll
-dw $0280 ; BG2 Horizontal Scroll
-dw $02F8 ; Link X
-dw $052D ; Link Y
-dw $00FF ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0500 ; Relative Coords HU
-dw $0400 ; Relative Coords FU
-dw $0510 ; Relative Coords HD
-dw $0510 ; Relative Coords FD
-dw $0200 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0200 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FF ; Starting Floor
-db $00 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_escape_keyrat_after
-
-preset_adold_escape_last_two:
-db $02 ; Dungeon
-dw $0011 ; Room Index
-dw $0200 ; BG1 Vertical Scroll
-dw $0200 ; BG2 Vertical Scroll
-dw $0300 ; BG1 Horizontal Scroll
-dw $0300 ; BG2 Horizontal Scroll
-dw $0378 ; Link X
-dw $022E ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0300 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0300 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FF ; Starting Floor
-db $00 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_escape_last_two_after
-
-preset_adold_eastern_before_cutscene:
-db $02 ; Dungeon
-dw $0002 ; Room Index
-dw $0110 ; BG1 Vertical Scroll
-dw $0110 ; BG2 Vertical Scroll
-dw $0480 ; BG1 Horizontal Scroll
-dw $0480 ; BG2 Horizontal Scroll
-dw $04F8 ; Link X
-dw $01A8 ; Link Y
-dw $00FF ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $0100 ; Relative Coords HU
-dw $0000 ; Relative Coords FU
-dw $0110 ; Relative Coords HD
-dw $0110 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $00 ; Starting Floor
-db $00 ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_adold_eastern_before_cutscene_after
-
-preset_adold_eastern_links_house:
-db $02 ; Dungeon
-dw $0104 ; Room Index
-dw $2110 ; BG1 Vertical Scroll
-dw $2110 ; BG2 Vertical Scroll
-dw $0900 ; BG1 Horizontal Scroll
-dw $0900 ; BG2 Horizontal Scroll
-dw $0978 ; Link X
-dw $2178 ; Link Y
-dw $017F ; Camera X
-dw $017F ; Camera Y
-dw $0816 ; Door Settings
-dw $2100 ; Relative Coords HU
-dw $2000 ; Relative Coords FU
-dw $2110 ; Relative Coords HD
-dw $2110 ; Relative Coords FD
-dw $0900 ; Relative Coords HL
-dw $0900 ; Relative Coords FL
-dw $0900 ; Relative Coords HR
-dw $0A00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $03 ; Main Graphics
-db $07 ; Music Track
-db $00 ; Starting Floor
-db $FF ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_eastern_links_house_after
-
-preset_adold_eastern_ep_overworld:
-db $01 ; Overworld
-dw $002E ; Screen Index
-dw $0C90 ; Link X
-dw $0A06 ; Link Y
-dw $0A4D ; BG1 Vertical Scroll
-dw $0A00 ; BG2 Vertical Scroll
-dw $0C0F ; BG1 Horizontal Scroll
-dw $0C1E ; BG2 Horizontal Scroll
-dw $0C9B ; Scroll X
-dw $0A6D ; Scroll Y
-dw $0002 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF2 ; Unknown 3
-dw sram_adold_eastern_ep_overworld_after
-
-preset_adold_eastern_entrance:
-db $02 ; Dungeon
-dw $00C9 ; Room Index
-dw $1910 ; BG1 Vertical Scroll
-dw $1910 ; BG2 Vertical Scroll
-dw $1280 ; BG1 Horizontal Scroll
-dw $1280 ; BG2 Horizontal Scroll
-dw $12F8 ; Link X
-dw $19D8 ; Link Y
-dw $00FF ; Camera X
-dw $0187 ; Camera Y
-dw $0000 ; Door Settings
-dw $1900 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1910 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_eastern_entrance_after
-
-preset_adold_eastern_stalfos_room:
-db $02 ; Dungeon
-dw $00A8 ; Room Index
-dw $150B ; BG1 Vertical Scroll
-dw $150B ; BG2 Vertical Scroll
-dw $1100 ; BG1 Horizontal Scroll
-dw $1100 ; BG2 Horizontal Scroll
-dw $1125 ; Link X
-dw $1578 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1500 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1510 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $1100 ; Relative Coords HL
-dw $1000 ; Relative Coords FL
-dw $1100 ; Relative Coords HR
-dw $1100 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_eastern_stalfos_room_after
-
-preset_adold_eastern_big_chest_room_1:
-db $02 ; Dungeon
-dw $00A8 ; Room Index
-dw $140B ; BG1 Vertical Scroll
-dw $140B ; BG2 Vertical Scroll
-dw $1100 ; BG1 Horizontal Scroll
-dw $1100 ; BG2 Horizontal Scroll
-dw $11BB ; Link X
-dw $1478 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1400 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1410 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $1100 ; Relative Coords HL
-dw $1000 ; Relative Coords FL
-dw $1100 ; Relative Coords HR
-dw $1100 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $02 ; Door Orientation
-db $01 ; Starting Background
-dw sram_adold_eastern_big_chest_room_1_after
-
-preset_adold_eastern_dark_key_room:
-db $02 ; Dungeon
-dw $00BA ; Room Index
-dw $001F ; BG1 Vertical Scroll
-dw $160E ; BG2 Vertical Scroll
-dw $FFAF ; BG1 Horizontal Scroll
-dw $1400 ; BG2 Horizontal Scroll
-dw $14C8 ; Link X
-dw $167B ; Link Y
-dw $007F ; Camera X
-dw $0086 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $1400 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1400 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_eastern_dark_key_room_after
-
-preset_adold_eastern_big_key_dmg_boost:
-db $02 ; Dungeon
-dw $00B9 ; Room Index
-dw $160B ; BG1 Vertical Scroll
-dw $160B ; BG2 Vertical Scroll
-dw $1200 ; BG1 Horizontal Scroll
-dw $1200 ; BG2 Horizontal Scroll
-dw $1224 ; Link X
-dw $1678 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_eastern_big_key_dmg_boost_after
-
-preset_adold_eastern_big_chest_room_2:
-db $02 ; Dungeon
-dw $00A8 ; Room Index
-dw $140B ; BG1 Vertical Scroll
-dw $140B ; BG2 Vertical Scroll
-dw $1100 ; BG1 Horizontal Scroll
-dw $1100 ; BG2 Horizontal Scroll
-dw $11B9 ; Link X
-dw $1478 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1400 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1410 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $1100 ; Relative Coords HL
-dw $1000 ; Relative Coords FL
-dw $1100 ; Relative Coords HR
-dw $1100 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $02 ; Door Orientation
-db $01 ; Starting Background
-dw sram_adold_eastern_big_chest_room_2_after
-
-preset_adold_eastern_gifted_with_greenies:
-db $02 ; Dungeon
-dw $00A9 ; Room Index
-dw $1400 ; BG1 Vertical Scroll
-dw $1400 ; BG2 Vertical Scroll
-dw $1280 ; BG1 Horizontal Scroll
-dw $1280 ; BG2 Horizontal Scroll
-dw $12F8 ; Link X
-dw $1423 ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1400 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1410 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_eastern_gifted_with_greenies_after
-
-preset_adold_eastern_pot_room:
-db $02 ; Dungeon
-dw $0099 ; Room Index
-dw $0040 ; BG1 Vertical Scroll
-dw $1300 ; BG2 Vertical Scroll
-dw $FFFF ; BG1 Horizontal Scroll
-dw $1200 ; BG2 Horizontal Scroll
-dw $1278 ; Link X
-dw $132D ; Link Y
-dw $007F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $1300 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1310 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_eastern_pot_room_after
-
-preset_adold_eastern_zeldagamer_room:
-db $02 ; Dungeon
-dw $00D9 ; Room Index
-dw $1B0C ; BG1 Vertical Scroll
-dw $1B0C ; BG2 Vertical Scroll
-dw $1200 ; BG1 Horizontal Scroll
-dw $1200 ; BG2 Horizontal Scroll
-dw $1229 ; Link X
-dw $1B79 ; Link Y
-dw $007F ; Camera X
-dw $0184 ; Camera Y
-dw $0000 ; Door Settings
-dw $1B00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1B10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $04 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_eastern_zeldagamer_room_after
-
-preset_adold_eastern_armos:
-db $02 ; Dungeon
-dw $00D8 ; Room Index
-dw $1A00 ; BG1 Vertical Scroll
-dw $1A00 ; BG2 Vertical Scroll
-dw $1100 ; BG1 Horizontal Scroll
-dw $1100 ; BG2 Horizontal Scroll
-dw $1177 ; Link X
-dw $1A30 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1A00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1A10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $1100 ; Relative Coords HL
-dw $1000 ; Relative Coords FL
-dw $1100 ; Relative Coords HR
-dw $1100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $04 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_eastern_armos_after
-
-preset_adold_pod_outside_ep:
-db $01 ; Overworld
-dw $001E ; Screen Index
-dw $0F50 ; Link X
-dw $062C ; Link Y
-dw $0600 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $0ED6 ; BG1 Horizontal Scroll
-dw $0ED6 ; BG2 Horizontal Scroll
-dw $0F5B ; Scroll X
-dw $066D ; Scroll Y
-dw $005A ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_adold_pod_outside_ep_after
-
-preset_adold_pod_sanctuary:
-db $02 ; Dungeon
-dw $0012 ; Room Index
-dw $022F ; BG1 Vertical Scroll
-dw $022F ; BG2 Vertical Scroll
-dw $0480 ; BG1 Horizontal Scroll
-dw $0480 ; BG2 Horizontal Scroll
-dw $04F8 ; Link X
-dw $029A ; Link Y
-dw $00FF ; Camera X
-dw $00A5 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $14 ; Music Track
-db $00 ; Starting Floor
-db $00 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_pod_sanctuary_after
-
-preset_adold_pod_dma:
-db $01 ; Overworld
-dw $0012 ; Screen Index
-dw $05E2 ; Link X
-dw $0584 ; Link Y
-dw $048F ; BG1 Vertical Scroll
-dw $051E ; BG2 Vertical Scroll
-dw $0500 ; BG1 Horizontal Scroll
-dw $0500 ; BG2 Horizontal Scroll
-dw $0585 ; Scroll X
-dw $058B ; Scroll Y
-dw $08A0 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_adold_pod_dma_after
-
-preset_adold_pod_death_mountain:
-db $02 ; Dungeon
-dw $00F1 ; Room Index
-dw $FFC0 ; BG1 Vertical Scroll
-dw $1F10 ; BG2 Vertical Scroll
-dw $00FF ; BG1 Horizontal Scroll
-dw $0300 ; BG2 Horizontal Scroll
-dw $0378 ; Link X
-dw $1FBA ; Link Y
-dw $017F ; Camera X
-dw $0187 ; Camera Y
-dw $0000 ; Door Settings
-dw $1F00 ; Relative Coords HU
-dw $1E00 ; Relative Coords FU
-dw $1F10 ; Relative Coords HD
-dw $1F10 ; Relative Coords FD
-dw $0300 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0300 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $06 ; Main Graphics
-db $12 ; Music Track
-db $00 ; Starting Floor
-db $FF ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_pod_death_mountain_after
-
-preset_adold_pod_after_mirror:
-db $01 ; Overworld
-dw $0003 ; Screen Index
-dw $0718 ; Link X
-dw $03C0 ; Link Y
-dw $02D9 ; BG1 Vertical Scroll
-dw $031E ; BG2 Vertical Scroll
-dw $062C ; BG1 Horizontal Scroll
-dw $06A4 ; BG2 Horizontal Scroll
-dw $0723 ; Scroll X
-dw $038D ; Scroll Y
-dw $1816 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFFC ; Unknown 3
-dw sram_adold_pod_after_mirror_after
-
-preset_adold_pod_kiki_skip:
-db $01 ; Overworld
-dw $0003 ; Screen Index
-dw $0748 ; Link X
-dw $0635 ; Link Y
-dw $02D9 ; BG1 Vertical Scroll
-dw $031E ; BG2 Vertical Scroll
-dw $0638 ; BG1 Horizontal Scroll
-dw $06D4 ; BG2 Horizontal Scroll
-dw $0753 ; Scroll X
-dw $038D ; Scroll Y
-dw $181C ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFFC ; Unknown 3
-dw sram_adold_pod_kiki_skip_after
-
-preset_adold_pod_dungeon_reload:
-db $02 ; Dungeon
-dw $004A ; Room Index
-dw $0910 ; BG1 Vertical Scroll
-dw $0910 ; BG2 Vertical Scroll
-dw $1480 ; BG1 Horizontal Scroll
-dw $1480 ; BG2 Horizontal Scroll
-dw $14F8 ; Link X
-dw $09D8 ; Link Y
-dw $00FF ; Camera X
-dw $0187 ; Camera Y
-dw $0000 ; Door Settings
-dw $0900 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0910 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $1400 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1400 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_pod_dungeon_reload_after
-
-preset_adold_pod_main_hub_bk:
-db $02 ; Dungeon
-dw $004A ; Room Index
-dw $0800 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $1480 ; BG1 Horizontal Scroll
-dw $1480 ; BG2 Horizontal Scroll
-dw $14F8 ; Link X
-dw $081E ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $1400 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1400 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_pod_main_hub_bk_after
-
-preset_adold_pod_main_hub_hammerjump:
-db $02 ; Dungeon
-dw $004A ; Room Index
-dw $0800 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $1480 ; BG1 Horizontal Scroll
-dw $1480 ; BG2 Horizontal Scroll
-dw $14F8 ; Link X
-dw $0820 ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $1400 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1400 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_pod_main_hub_hammerjump_after
-
-preset_adold_pod_hammerjump:
-db $02 ; Dungeon
-dw $002A ; Room Index
-dw $0400 ; BG1 Vertical Scroll
-dw $0400 ; BG2 Vertical Scroll
-dw $1400 ; BG1 Horizontal Scroll
-dw $1400 ; BG2 Horizontal Scroll
-dw $1478 ; Link X
-dw $041C ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0400 ; Relative Coords HU
-dw $0400 ; Relative Coords FU
-dw $0410 ; Relative Coords HD
-dw $0510 ; Relative Coords FD
-dw $1400 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1400 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_pod_hammerjump_after
-
-preset_adold_pod_archery_contest:
-db $02 ; Dungeon
-dw $003A ; Room Index
-dw $0688 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $14C0 ; BG1 Horizontal Scroll
-dw $1500 ; BG2 Horizontal Scroll
-dw $1578 ; Link X
-dw $0624 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1500 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1500 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_pod_archery_contest_after
-
-preset_adold_pod_mimics:
-db $02 ; Dungeon
-dw $002B ; Room Index
-dw $0400 ; BG1 Vertical Scroll
-dw $0400 ; BG2 Vertical Scroll
-dw $1600 ; BG1 Horizontal Scroll
-dw $1600 ; BG2 Horizontal Scroll
-dw $1678 ; Link X
-dw $041E ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0400 ; Relative Coords HU
-dw $0400 ; Relative Coords FU
-dw $0410 ; Relative Coords HD
-dw $0510 ; Relative Coords FD
-dw $1600 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1600 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_pod_mimics_after
-
-preset_adold_pod_statue:
-db $02 ; Dungeon
-dw $001B ; Room Index
-dw $0300 ; BG1 Vertical Scroll
-dw $0300 ; BG2 Vertical Scroll
-dw $1600 ; BG1 Horizontal Scroll
-dw $1600 ; BG2 Horizontal Scroll
-dw $1678 ; Link X
-dw $031C ; Link Y
-dw $007F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0300 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0310 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $1600 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1600 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_pod_statue_after
-
-preset_adold_pod_basement:
-db $02 ; Dungeon
-dw $001B ; Room Index
-dw $0200 ; BG1 Vertical Scroll
-dw $0200 ; BG2 Vertical Scroll
-dw $1678 ; BG1 Horizontal Scroll
-dw $1700 ; BG2 Horizontal Scroll
-dw $1790 ; Link X
-dw $0251 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $1700 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1700 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_pod_basement_after
-
-preset_adold_pod_turtle_room:
-db $02 ; Dungeon
-dw $000B ; Room Index
-dw $FFC0 ; BG1 Vertical Scroll
-dw $0010 ; BG2 Vertical Scroll
-dw $00FF ; BG1 Horizontal Scroll
-dw $1600 ; BG2 Horizontal Scroll
-dw $1678 ; Link X
-dw $00D4 ; Link Y
-dw $007F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $0000 ; Relative Coords HU
-dw $0000 ; Relative Coords FU
-dw $0010 ; Relative Coords HD
-dw $0110 ; Relative Coords FD
-dw $1600 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1600 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_pod_turtle_room_after
-
-preset_adold_pod_helma:
-db $02 ; Dungeon
-dw $006A ; Room Index
-dw $0040 ; BG1 Vertical Scroll
-dw $0C00 ; BG2 Vertical Scroll
-dw $FFFF ; BG1 Horizontal Scroll
-dw $1500 ; BG2 Horizontal Scroll
-dw $1578 ; Link X
-dw $0C1C ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0C00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0C10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $1500 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1500 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_pod_helma_after
-
-preset_adold_hera_outside_pod:
-db $01 ; Overworld
-dw $005E ; Screen Index
-dw $0F50 ; Link X
-dw $063B ; Link Y
-dw $0600 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $0ED6 ; BG1 Horizontal Scroll
-dw $0ED6 ; BG2 Horizontal Scroll
-dw $0F5B ; Scroll X
-dw $066D ; Scroll Y
-dw $005A ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_adold_hera_outside_pod_after
-
-preset_adold_hera_old_man_cave:
-db $02 ; Dungeon
-dw $00E4 ; Room Index
-dw $1D10 ; BG1 Vertical Scroll
-dw $1D10 ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $0878 ; Link X
-dw $1D98 ; Link Y
-dw $007F ; Camera X
-dw $0187 ; Camera Y
-dw $0000 ; Door Settings
-dw $1D00 ; Relative Coords HU
-dw $1C00 ; Relative Coords FU
-dw $1D10 ; Relative Coords HD
-dw $1D10 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $14 ; Main Graphics
-db $12 ; Music Track
-db $00 ; Starting Floor
-db $FF ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_hera_old_man_cave_after
-
-preset_adold_hera_entrance:
-db $02 ; Dungeon
-dw $0077 ; Room Index
-dw $0F10 ; BG1 Vertical Scroll
-dw $0F10 ; BG2 Vertical Scroll
-dw $0E80 ; BG1 Horizontal Scroll
-dw $0E80 ; BG2 Horizontal Scroll
-dw $0EF8 ; Link X
-dw $0FBF ; Link Y
-dw $00FF ; Camera X
-dw $0187 ; Camera Y
-dw $0000 ; Door Settings
-dw $0F00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0F10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0E00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0E00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $14 ; Palace No
-db $01 ; Door Orientation
-db $01 ; Starting Background
-dw sram_adold_hera_entrance_after
-
-preset_adold_hera_tile_room:
-db $02 ; Dungeon
-dw $0077 ; Room Index
-dw $0E00 ; BG1 Vertical Scroll
-dw $0E00 ; BG2 Vertical Scroll
-dw $0E00 ; BG1 Horizontal Scroll
-dw $0E00 ; BG2 Horizontal Scroll
-dw $0E78 ; Link X
-dw $0E42 ; Link Y
-dw $007F ; Camera X
-dw $0077 ; Camera Y
-dw $0000 ; Door Settings
-dw $0E00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0E10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0E00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0E00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $14 ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_adold_hera_tile_room_after
-
-preset_adold_hera_torches:
-db $02 ; Dungeon
-dw $0087 ; Room Index
-dw $1010 ; BG1 Vertical Scroll
-dw $1010 ; BG2 Vertical Scroll
-dw $0F00 ; BG1 Horizontal Scroll
-dw $0F00 ; BG2 Horizontal Scroll
-dw $0F78 ; Link X
-dw $10D4 ; Link Y
-dw $017F ; Camera X
-dw $0087 ; Camera Y
-dw $0000 ; Door Settings
-dw $1000 ; Relative Coords HU
-dw $1000 ; Relative Coords FU
-dw $1010 ; Relative Coords HD
-dw $1110 ; Relative Coords FD
-dw $0F00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0F00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $14 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_hera_torches_after
-
-preset_adold_hera_beetles:
-db $02 ; Dungeon
-dw $0077 ; Room Index
-dw $0EE9 ; BG1 Vertical Scroll
-dw $0EE9 ; BG2 Vertical Scroll
-dw $0EF0 ; BG1 Horizontal Scroll
-dw $0EF0 ; BG2 Horizontal Scroll
-dw $0F68 ; Link X
-dw $0F55 ; Link Y
-dw $016F ; Camera X
-dw $0160 ; Camera Y
-dw $0000 ; Door Settings
-dw $0F00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0F10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0F00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0F00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $14 ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_adold_hera_beetles_after
-
-preset_adold_hera_petting_zoo:
-db $02 ; Dungeon
-dw $0031 ; Room Index
-dw $060F ; BG1 Vertical Scroll
-dw $060F ; BG2 Vertical Scroll
-dw $0280 ; BG1 Horizontal Scroll
-dw $0300 ; BG2 Horizontal Scroll
-dw $03B8 ; Link X
-dw $067C ; Link Y
-dw $017F ; Camera X
-dw $0087 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0300 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0300 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $02 ; Starting Floor
-db $14 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_hera_petting_zoo_after
-
-preset_adold_hera_moldorm:
-db $02 ; Dungeon
-dw $0017 ; Room Index
-dw $0208 ; BG1 Vertical Scroll
-dw $0210 ; BG2 Vertical Scroll
-dw $0E80 ; BG1 Horizontal Scroll
-dw $0F00 ; BG2 Horizontal Scroll
-dw $0FA8 ; Link X
-dw $027D ; Link Y
-dw $017F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0F00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0F00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $04 ; Starting Floor
-db $14 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_hera_moldorm_after
-
-preset_adold_thieves_outside_hera:
-db $01 ; Overworld
-dw $0003 ; Screen Index
-dw $08F0 ; Link X
-dw $007C ; Link Y
-dw $0016 ; BG1 Vertical Scroll
-dw $0018 ; BG2 Vertical Scroll
-dw $087C ; BG1 Horizontal Scroll
-dw $087C ; BG2 Horizontal Scroll
-dw $08FB ; Scroll X
-dw $0087 ; Scroll Y
-dw $0050 ; Unknown 1
-dw $0006 ; Unknown 2
-dw $FFF4 ; Unknown 3
-dw sram_adold_thieves_outside_hera_after
-
-preset_adold_thieves_dmd:
-db $01 ; Overworld
-dw $0043 ; Screen Index
-dw $0904 ; Link X
-dw $0164 ; Link Y
-dw $0203 ; BG1 Vertical Scroll
-dw $0103 ; BG2 Vertical Scroll
-dw $0890 ; BG1 Horizontal Scroll
-dw $0890 ; BG2 Horizontal Scroll
-dw $090F ; Scroll X
-dw $0172 ; Scroll Y
-dw $0754 ; Unknown 1
-dw $FFFB ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_adold_thieves_dmd_after
-
-preset_adold_thieves_entrance:
-db $02 ; Dungeon
-dw $00DB ; Room Index
-dw $1B10 ; BG1 Vertical Scroll
-dw $1B10 ; BG2 Vertical Scroll
-dw $1680 ; BG1 Horizontal Scroll
-dw $1680 ; BG2 Horizontal Scroll
-dw $16F8 ; Link X
-dw $1BD7 ; Link Y
-dw $00FF ; Camera X
-dw $0187 ; Camera Y
-dw $0000 ; Door Settings
-dw $1B00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1B10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $1600 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1600 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $16 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_thieves_entrance_after
-
-preset_adold_thieves_after_big_key:
-db $02 ; Dungeon
-dw $00DB ; Room Index
-dw $1AFB ; BG1 Vertical Scroll
-dw $1AFB ; BG2 Vertical Scroll
-dw $1700 ; BG1 Horizontal Scroll
-dw $1700 ; BG2 Horizontal Scroll
-dw $17BF ; Link X
-dw $1B68 ; Link Y
-dw $017F ; Camera X
-dw $0173 ; Camera Y
-dw $0000 ; Door Settings
-dw $1B00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1B10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $1700 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1700 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $16 ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_adold_thieves_after_big_key_after
-
-preset_adold_thieves_stalfos_hallway:
-db $02 ; Dungeon
-dw $00CC ; Room Index
-dw $1800 ; BG1 Vertical Scroll
-dw $1800 ; BG2 Vertical Scroll
-dw $1900 ; BG1 Horizontal Scroll
-dw $1900 ; BG2 Horizontal Scroll
-dw $1978 ; Link X
-dw $1821 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1800 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1810 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $1900 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1900 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $16 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_thieves_stalfos_hallway_after
-
-preset_adold_thieves_conveyor_gibos:
-db $02 ; Dungeon
-dw $00BC ; Room Index
-dw $170B ; BG1 Vertical Scroll
-dw $170B ; BG2 Vertical Scroll
-dw $1800 ; BG1 Horizontal Scroll
-dw $1800 ; BG2 Horizontal Scroll
-dw $1818 ; Link X
-dw $1778 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1700 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1710 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $1800 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1800 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $16 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_thieves_conveyor_gibos_after
-
-preset_adold_thieves_hellway:
-db $02 ; Dungeon
-dw $00BB ; Room Index
-dw $170B ; BG1 Vertical Scroll
-dw $170B ; BG2 Vertical Scroll
-dw $1700 ; BG1 Horizontal Scroll
-dw $1700 ; BG2 Horizontal Scroll
-dw $1717 ; Link X
-dw $1778 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1700 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1710 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $1700 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1700 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $16 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_thieves_hellway_after
-
-preset_adold_thieves_bomb_floor:
-db $02 ; Dungeon
-dw $0065 ; Room Index
-dw $0D0B ; BG1 Vertical Scroll
-dw $0D0B ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0ADC ; Link X
-dw $0D78 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0D00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0D10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $16 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_thieves_bomb_floor_after
-
-preset_adold_thieves_backtracking:
-db $02 ; Dungeon
-dw $0064 ; Room Index
-dw $0D00 ; BG1 Vertical Scroll
-dw $0D00 ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $0878 ; Link X
-dw $0D2D ; Link Y
-dw $007F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0D00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0D10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $16 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_thieves_backtracking_after
-
-preset_adold_thieves_basement:
-db $02 ; Dungeon
-dw $00BC ; Room Index
-dw $1600 ; BG1 Vertical Scroll
-dw $1600 ; BG2 Vertical Scroll
-dw $1800 ; BG1 Horizontal Scroll
-dw $1800 ; BG2 Horizontal Scroll
-dw $1878 ; Link X
-dw $162C ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $1800 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1800 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $16 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_thieves_basement_after
-
-preset_adold_thieves_prison:
-db $02 ; Dungeon
-dw $0045 ; Room Index
-dw $090B ; BG1 Vertical Scroll
-dw $090B ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0AD8 ; Link X
-dw $0978 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0900 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0910 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $16 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_thieves_prison_after
-
-preset_adold_thieves_backtracking_2:
-db $02 ; Dungeon
-dw $0044 ; Room Index
-dw $090B ; BG1 Vertical Scroll
-dw $090B ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $08DC ; Link X
-dw $0978 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0900 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0910 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $16 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_thieves_backtracking_2_after
-
-preset_adold_thieves_pot_hammerdash:
-db $02 ; Dungeon
-dw $0045 ; Room Index
-dw $0800 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0A78 ; Link X
-dw $082D ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $16 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_thieves_pot_hammerdash_after
-
-preset_adold_thieves_blind:
-db $02 ; Dungeon
-dw $00BC ; Room Index
-dw $1600 ; BG1 Vertical Scroll
-dw $1600 ; BG2 Vertical Scroll
-dw $1900 ; BG1 Horizontal Scroll
-dw $1900 ; BG2 Horizontal Scroll
-dw $1978 ; Link X
-dw $161C ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $1900 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1900 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $16 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_thieves_blind_after
-
-preset_adold_skull_outside_thieves:
-db $01 ; Overworld
-dw $0058 ; Screen Index
-dw $01F8 ; Link X
-dw $07BC ; Link Y
-dw $075C ; BG1 Vertical Scroll
-dw $075E ; BG2 Vertical Scroll
-dw $0176 ; BG1 Horizontal Scroll
-dw $0176 ; BG2 Horizontal Scroll
-dw $0203 ; Scroll X
-dw $07CB ; Scroll Y
-dw $0B2E ; Unknown 1
-dw $0002 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_adold_skull_outside_thieves_after
-
-preset_adold_skull_cursed_dwarf:
-db $01 ; Overworld
-dw $0058 ; Screen Index
-dw $0350 ; Link X
-dw $09E2 ; Link Y
-dw $0904 ; BG1 Vertical Scroll
-dw $091E ; BG2 Vertical Scroll
-dw $0200 ; BG1 Horizontal Scroll
-dw $02CE ; BG2 Horizontal Scroll
-dw $035B ; Scroll X
-dw $098B ; Scroll Y
-dw $1858 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF2 ; Unknown 3
-dw sram_adold_skull_cursed_dwarf_after
-
-preset_adold_skull_getting_tempered:
-db $01 ; Overworld
-dw $0058 ; Screen Index
-dw $03E6 ; Link X
-dw $0918 ; Link Y
-dw $08B2 ; BG1 Vertical Scroll
-dw $08B4 ; BG2 Vertical Scroll
-dw $0300 ; BG1 Horizontal Scroll
-dw $0300 ; BG2 Horizontal Scroll
-dw $0385 ; Scroll X
-dw $0923 ; Scroll Y
-dw $1560 ; Unknown 1
-dw $000A ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_adold_skull_getting_tempered_after
-
-preset_adold_skull_fencedash:
-db $01 ; Overworld
-dw $0062 ; Screen Index
-dw $0408 ; Link X
-dw $0910 ; Link Y
-dw $08B0 ; BG1 Vertical Scroll
-dw $08B0 ; BG2 Vertical Scroll
-dw $0400 ; BG1 Horizontal Scroll
-dw $0400 ; BG2 Horizontal Scroll
-dw $047D ; Scroll X
-dw $091F ; Scroll Y
-dw $0480 ; Unknown 1
-dw $FFFE ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_adold_skull_fencedash_after
-
-preset_adold_skull_dash_to_skull_woods:
-db $01 ; Overworld
-dw $0058 ; Screen Index
-dw $0348 ; Link X
-dw $0608 ; Link Y
-dw $06A2 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $02CA ; BG1 Horizontal Scroll
-dw $02CA ; BG2 Horizontal Scroll
-dw $034F ; Scroll X
-dw $066F ; Scroll Y
-dw $005A ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0006 ; Unknown 3
-dw sram_adold_skull_dash_to_skull_woods_after
-
-preset_adold_skull_mummy_room:
-db $01 ; Overworld
-dw $0040 ; Screen Index
-dw $0248 ; Link X
-dw $024C ; Link Y
-dw $0374 ; BG1 Vertical Scroll
-dw $01EC ; BG2 Vertical Scroll
-dw $0339 ; BG1 Horizontal Scroll
-dw $01CA ; BG2 Horizontal Scroll
-dw $024F ; Scroll X
-dw $025B ; Scroll Y
-dw $0EBA ; Unknown 1
-dw $0002 ; Unknown 2
-dw $0006 ; Unknown 3
-dw sram_adold_skull_mummy_room_after
-
-preset_adold_skull_bomb_jump:
-db $01 ; Overworld
-dw $0040 ; Screen Index
-dw $02E8 ; Link X
-dw $025C ; Link Y
-dw $021E ; BG1 Vertical Scroll
-dw $01FE ; BG2 Vertical Scroll
-dw $01FA ; BG1 Horizontal Scroll
-dw $0266 ; BG2 Horizontal Scroll
-dw $02F3 ; Scroll X
-dw $026B ; Scroll Y
-dw $0F4E ; Unknown 1
-dw $0002 ; Unknown 2
-dw $000A ; Unknown 3
-dw sram_adold_skull_bomb_jump_after
-
-preset_adold_skull_key_pot:
-db $02 ; Dungeon
-dw $0056 ; Room Index
-dw $0B0C ; BG1 Vertical Scroll
-dw $0B0C ; BG2 Vertical Scroll
-dw $0D00 ; BG1 Horizontal Scroll
-dw $0D00 ; BG2 Horizontal Scroll
-dw $0D16 ; Link X
-dw $0B78 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0B00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0B10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $0D00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0D00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $09 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $10 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_skull_key_pot_after
-
-preset_adold_skull_skull_entrance:
-db $01 ; Overworld
-dw $0040 ; Screen Index
-dw $0098 ; Link X
-dw $00C8 ; Link Y
-dw $01CC ; BG1 Vertical Scroll
-dw $0066 ; BG2 Vertical Scroll
-dw $0088 ; BG1 Horizontal Scroll
-dw $0012 ; BG2 Horizontal Scroll
-dw $009F ; Scroll X
-dw $00D3 ; Scroll Y
-dw $0282 ; Unknown 1
-dw $000A ; Unknown 2
-dw $FFFE ; Unknown 3
-dw sram_adold_skull_skull_entrance_after
-
-preset_adold_skull_mummy_hellway:
-db $02 ; Dungeon
-dw $0049 ; Room Index
-dw $090B ; BG1 Vertical Scroll
-dw $090B ; BG2 Vertical Scroll
-dw $1200 ; BG1 Horizontal Scroll
-dw $1200 ; BG2 Horizontal Scroll
-dw $12D7 ; Link X
-dw $0978 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0900 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0910 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $09 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $10 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_skull_mummy_hellway_after
-
-preset_adold_skull_mummy_key:
-db $02 ; Dungeon
-dw $0049 ; Room Index
-dw $0800 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $1200 ; BG1 Horizontal Scroll
-dw $1200 ; BG2 Horizontal Scroll
-dw $1278 ; Link X
-dw $081F ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $09 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $10 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_skull_mummy_key_after
-
-preset_adold_skull_mothula:
-db $02 ; Dungeon
-dw $0039 ; Room Index
-dw $070D ; BG1 Vertical Scroll
-dw $070B ; BG2 Vertical Scroll
-dw $1200 ; BG1 Horizontal Scroll
-dw $1200 ; BG2 Horizontal Scroll
-dw $12CC ; Link X
-dw $0778 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $09 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $10 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_skull_mothula_after
-
-preset_adold_desert_outside_skull:
-db $01 ; Overworld
-dw $0040 ; Screen Index
-dw $0098 ; Link X
-dw $00CB ; Link Y
-dw $0066 ; BG1 Vertical Scroll
-dw $0069 ; BG2 Vertical Scroll
-dw $0016 ; BG1 Horizontal Scroll
-dw $0016 ; BG2 Horizontal Scroll
-dw $00A3 ; Scroll X
-dw $00D6 ; Scroll Y
-dw $0282 ; Unknown 1
-dw $0007 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_adold_desert_outside_skull_after
-
-preset_adold_desert_ether:
-db $01 ; Overworld
-dw $0003 ; Screen Index
-dw $08F0 ; Link X
-dw $007C ; Link Y
-dw $0016 ; BG1 Vertical Scroll
-dw $0018 ; BG2 Vertical Scroll
-dw $087C ; BG1 Horizontal Scroll
-dw $087C ; BG2 Horizontal Scroll
-dw $08FB ; Scroll X
-dw $0087 ; Scroll Y
-dw $0050 ; Unknown 1
-dw $0006 ; Unknown 2
-dw $FFF4 ; Unknown 3
-dw sram_adold_desert_ether_after
-
-preset_adold_desert_bridge_hammerdash:
-db $01 ; Overworld
-dw $0003 ; Screen Index
-dw $09E4 ; Link X
-dw $0078 ; Link Y
-dw $0016 ; BG1 Vertical Scroll
-dw $0018 ; BG2 Vertical Scroll
-dw $089D ; BG1 Horizontal Scroll
-dw $0900 ; BG2 Horizontal Scroll
-dw $097F ; Scroll X
-dw $0087 ; Scroll Y
-dw $0160 ; Unknown 1
-dw $0008 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_adold_desert_bridge_hammerdash_after
-
-preset_adold_desert_zora_dmd:
-db $01 ; Overworld
-dw $0005 ; Screen Index
-dw $0DE4 ; Link X
-dw $0077 ; Link Y
-dw $0013 ; BG1 Vertical Scroll
-dw $0013 ; BG2 Vertical Scroll
-dw $0AC0 ; BG1 Horizontal Scroll
-dw $0D00 ; BG2 Horizontal Scroll
-dw $0D7D ; Scroll X
-dw $0082 ; Scroll Y
-dw $0160 ; Unknown 1
-dw $000D ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_adold_desert_zora_dmd_after
-
-preset_adold_desert_links_house:
-db $02 ; Dungeon
-dw $0104 ; Room Index
-dw $2110 ; BG1 Vertical Scroll
-dw $2110 ; BG2 Vertical Scroll
-dw $0900 ; BG1 Horizontal Scroll
-dw $0900 ; BG2 Horizontal Scroll
-dw $0978 ; Link X
-dw $2178 ; Link Y
-dw $017F ; Camera X
-dw $017F ; Camera Y
-dw $0816 ; Door Settings
-dw $2100 ; Relative Coords HU
-dw $2000 ; Relative Coords FU
-dw $2110 ; Relative Coords HD
-dw $2110 ; Relative Coords FD
-dw $0900 ; Relative Coords HL
-dw $0900 ; Relative Coords FL
-dw $0900 ; Relative Coords HR
-dw $0A00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $03 ; Main Graphics
-db $07 ; Music Track
-db $00 ; Starting Floor
-db $FF ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_desert_links_house_after
-
-preset_adold_desert_swamp_warp:
-db $01 ; Overworld
-dw $0034 ; Screen Index
-dw $0808 ; Link X
-dw $0C78 ; Link Y
-dw $0C0D ; BG1 Vertical Scroll
-dw $0C1A ; BG2 Vertical Scroll
-dw $0819 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $088D ; Scroll X
-dw $0C87 ; Scroll Y
-dw $0080 ; Unknown 1
-dw $FFF6 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_adold_desert_swamp_warp_after
-
-preset_adold_desert_fluteless_mire:
-db $01 ; Overworld
-dw $0073 ; Screen Index
-dw $060C ; Link X
-dw $0CC1 ; Link Y
-dw $0C30 ; BG1 Vertical Scroll
-dw $0C61 ; BG2 Vertical Scroll
-dw $065F ; BG1 Horizontal Scroll
-dw $0600 ; BG2 Horizontal Scroll
-dw $0685 ; Scroll X
-dw $0CCE ; Scroll Y
-dw $0300 ; Unknown 1
-dw $FFFF ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_adold_desert_fluteless_mire_after
-
-preset_adold_desert_desert_entrance:
-db $02 ; Dungeon
-dw $0083 ; Room Index
-dw $1110 ; BG1 Vertical Scroll
-dw $1110 ; BG2 Vertical Scroll
-dw $0600 ; BG1 Horizontal Scroll
-dw $0600 ; BG2 Horizontal Scroll
-dw $0678 ; Link X
-dw $11D6 ; Link Y
-dw $007F ; Camera X
-dw $0187 ; Camera Y
-dw $0000 ; Door Settings
-dw $1100 ; Relative Coords HU
-dw $1000 ; Relative Coords FU
-dw $1110 ; Relative Coords HD
-dw $1110 ; Relative Coords FD
-dw $0600 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0600 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $12 ; Main Graphics
-db $11 ; Music Track
-db $FF ; Starting Floor
-db $06 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_desert_desert_entrance_after
-
-preset_adold_desert_torch_key:
-db $02 ; Dungeon
-dw $0073 ; Room Index
-dw $0F00 ; BG1 Vertical Scroll
-dw $0F00 ; BG2 Vertical Scroll
-dw $0700 ; BG1 Horizontal Scroll
-dw $0700 ; BG2 Horizontal Scroll
-dw $0778 ; Link X
-dw $0F1F ; Link Y
-dw $017F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0F00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0F10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0700 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0700 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $12 ; Main Graphics
-db $11 ; Music Track
-db $FF ; Starting Floor
-db $06 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_desert_torch_key_after
-
-preset_adold_desert_pre_cannonballs:
-db $02 ; Dungeon
-dw $0085 ; Room Index
-dw $100B ; BG1 Vertical Scroll
-dw $100B ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0AD7 ; Link X
-dw $1078 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1000 ; Relative Coords HU
-dw $1000 ; Relative Coords FU
-dw $1010 ; Relative Coords HD
-dw $1110 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $12 ; Main Graphics
-db $11 ; Music Track
-db $FF ; Starting Floor
-db $06 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_desert_pre_cannonballs_after
-
-preset_adold_desert_desert_2_spinspeed:
-db $02 ; Dungeon
-dw $0083 ; Room Index
-dw $1110 ; BG1 Vertical Scroll
-dw $1110 ; BG2 Vertical Scroll
-dw $0600 ; BG1 Horizontal Scroll
-dw $0600 ; BG2 Horizontal Scroll
-dw $0678 ; Link X
-dw $11E2 ; Link Y
-dw $007F ; Camera X
-dw $0187 ; Camera Y
-dw $0000 ; Door Settings
-dw $1100 ; Relative Coords HU
-dw $1000 ; Relative Coords FU
-dw $1110 ; Relative Coords HD
-dw $1110 ; Relative Coords FD
-dw $0600 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0600 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $12 ; Main Graphics
-db $11 ; Music Track
-db $FF ; Starting Floor
-db $06 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_desert_desert_2_spinspeed_after
-
-preset_adold_desert_torches:
-db $02 ; Dungeon
-dw $0043 ; Room Index
-dw $0900 ; BG1 Vertical Scroll
-dw $0900 ; BG2 Vertical Scroll
-dw $0700 ; BG1 Horizontal Scroll
-dw $0700 ; BG2 Horizontal Scroll
-dw $0778 ; Link X
-dw $0920 ; Link Y
-dw $017F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0900 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0910 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0700 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0700 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $12 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $06 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_desert_torches_after
-
-preset_adold_desert_lanmolas:
-db $02 ; Dungeon
-dw $0043 ; Room Index
-dw $0800 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $064A ; BG1 Horizontal Scroll
-dw $0600 ; BG2 Horizontal Scroll
-dw $0678 ; Link X
-dw $0821 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0600 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0600 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $12 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $06 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_desert_lanmolas_after
-
-preset_adold_mire_outside_desert:
-db $01 ; Overworld
-dw $0030 ; Screen Index
-dw $0128 ; Link X
-dw $0C3C ; Link Y
-dw $0C00 ; BG1 Vertical Scroll
-dw $0C00 ; BG2 Vertical Scroll
-dw $00A2 ; BG1 Horizontal Scroll
-dw $00A2 ; BG2 Horizontal Scroll
-dw $012F ; Scroll X
-dw $0C6D ; Scroll Y
-dw $0016 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $000E ; Unknown 3
-dw sram_adold_mire_outside_desert_after
-
-preset_adold_mire_entrance:
-db $01 ; Overworld
-dw $0070 ; Screen Index
-dw $0128 ; Link X
-dw $0CD8 ; Link Y
-dw $143B ; BG1 Vertical Scroll
-dw $0C76 ; BG2 Vertical Scroll
-dw $8985 ; BG1 Horizontal Scroll
-dw $00A6 ; BG2 Horizontal Scroll
-dw $0133 ; Scroll X
-dw $0CE3 ; Scroll Y
-dw $0414 ; Unknown 1
-dw $000A ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_adold_mire_entrance_after
-
-preset_adold_mire_mire_2:
-db $02 ; Dungeon
-dw $0098 ; Room Index
-dw $1300 ; BG1 Vertical Scroll
-dw $1300 ; BG2 Vertical Scroll
-dw $1100 ; BG1 Horizontal Scroll
-dw $1100 ; BG2 Horizontal Scroll
-dw $1188 ; Link X
-dw $132B ; Link Y
-dw $017F ; Camera X
-dw $0177 ; Camera Y
-dw $0000 ; Door Settings
-dw $1300 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1310 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $1100 ; Relative Coords HL
-dw $1000 ; Relative Coords FL
-dw $1100 ; Relative Coords HR
-dw $1100 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0E ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_mire_mire_2_after
-
-preset_adold_mire_main_hub:
-db $02 ; Dungeon
-dw $00D2 ; Room Index
-dw $1A00 ; BG1 Vertical Scroll
-dw $1A00 ; BG2 Vertical Scroll
-dw $0500 ; BG1 Horizontal Scroll
-dw $0500 ; BG2 Horizontal Scroll
-dw $0578 ; Link X
-dw $1A2F ; Link Y
-dw $017F ; Camera X
-dw $0077 ; Camera Y
-dw $0000 ; Door Settings
-dw $1A00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1A10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $0500 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0500 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_mire_main_hub_after
-
-preset_adold_mire_spike_key:
-db $02 ; Dungeon
-dw $00B2 ; Room Index
-dw $170B ; BG1 Vertical Scroll
-dw $170B ; BG2 Vertical Scroll
-dw $0500 ; BG1 Horizontal Scroll
-dw $0500 ; BG2 Horizontal Scroll
-dw $05D7 ; Link X
-dw $1778 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1700 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1710 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $0500 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0500 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_mire_spike_key_after
-
-preset_adold_mire_beat_the_fireball:
-db $02 ; Dungeon
-dw $00B2 ; Room Index
-dw $1710 ; BG1 Vertical Scroll
-dw $1710 ; BG2 Vertical Scroll
-dw $0500 ; BG1 Horizontal Scroll
-dw $0500 ; BG2 Horizontal Scroll
-dw $0578 ; Link X
-dw $17D5 ; Link Y
-dw $017F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $1700 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1710 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $0500 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0500 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_mire_beat_the_fireball_after
-
-preset_adold_mire_bari_switch:
-db $02 ; Dungeon
-dw $00C2 ; Room Index
-dw $190B ; BG1 Vertical Scroll
-dw $190B ; BG2 Vertical Scroll
-dw $0400 ; BG1 Horizontal Scroll
-dw $0400 ; BG2 Horizontal Scroll
-dw $0418 ; Link X
-dw $1978 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1900 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1910 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_mire_bari_switch_after
-
-preset_adold_mire_sluggulas:
-db $02 ; Dungeon
-dw $00C1 ; Room Index
-dw $1910 ; BG1 Vertical Scroll
-dw $1910 ; BG2 Vertical Scroll
-dw $0200 ; BG1 Horizontal Scroll
-dw $0200 ; BG2 Horizontal Scroll
-dw $0278 ; Link X
-dw $19D2 ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $1900 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1910 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0200 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0200 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_mire_sluggulas_after
-
-preset_adold_mire_torches:
-db $02 ; Dungeon
-dw $00D1 ; Room Index
-dw $1A00 ; BG1 Vertical Scroll
-dw $1A00 ; BG2 Vertical Scroll
-dw $0200 ; BG1 Horizontal Scroll
-dw $0200 ; BG2 Horizontal Scroll
-dw $02A8 ; Link X
-dw $1A2D ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1A00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1A10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $0200 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0200 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_mire_torches_after
-
-preset_adold_mire_backtracking:
-db $02 ; Dungeon
-dw $00C1 ; Room Index
-dw $180B ; BG1 Vertical Scroll
-dw $180B ; BG2 Vertical Scroll
-dw $0300 ; BG1 Horizontal Scroll
-dw $0300 ; BG2 Horizontal Scroll
-dw $03D5 ; Link X
-dw $1878 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1800 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1810 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0300 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0300 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_mire_backtracking_after
-
-preset_adold_mire_mire_to_hera_clip:
-db $02 ; Dungeon
-dw $0097 ; Room Index
-dw $1210 ; BG1 Vertical Scroll
-dw $1210 ; BG2 Vertical Scroll
-dw $0E00 ; BG1 Horizontal Scroll
-dw $0E00 ; BG2 Horizontal Scroll
-dw $0E78 ; Link X
-dw $12D4 ; Link Y
-dw $007F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $1200 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1210 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $0E00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0E00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0E ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_mire_mire_to_hera_clip_after
-
-preset_adold_mire_hera_to_swamp_clip:
-db $02 ; Dungeon
-dw $0017 ; Room Index
-dw $0212 ; BG1 Vertical Scroll
-dw $0214 ; BG2 Vertical Scroll
-dw $0E1A ; BG1 Horizontal Scroll
-dw $0E1A ; BG2 Horizontal Scroll
-dw $0E99 ; Link X
-dw $02BA ; Link Y
-dw $0099 ; Camera X
-dw $008C ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0E00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0E00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $04 ; Starting Floor
-db $0E ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_mire_hera_to_swamp_clip_after
-
-preset_adold_mire_mire_2_2:
-db $02 ; Dungeon
-dw $0098 ; Room Index
-dw $1300 ; BG1 Vertical Scroll
-dw $1300 ; BG2 Vertical Scroll
-dw $1100 ; BG1 Horizontal Scroll
-dw $1100 ; BG2 Horizontal Scroll
-dw $1188 ; Link X
-dw $132D ; Link Y
-dw $017F ; Camera X
-dw $0177 ; Camera Y
-dw $0000 ; Door Settings
-dw $1300 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1310 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $1100 ; Relative Coords HL
-dw $1000 ; Relative Coords FL
-dw $1100 ; Relative Coords HR
-dw $1100 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0E ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_mire_mire_2_2_after
-
-preset_adold_mire_big_chest_room:
-db $02 ; Dungeon
-dw $00C3 ; Room Index
-dw $190B ; BG1 Vertical Scroll
-dw $190B ; BG2 Vertical Scroll
-dw $0600 ; BG1 Horizontal Scroll
-dw $0600 ; BG2 Horizontal Scroll
-dw $06D4 ; Link X
-dw $1978 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1900 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1910 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0600 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0600 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_mire_big_chest_room_after
-
-preset_adold_mire_main_hub_post_cane:
-db $02 ; Dungeon
-dw $00C3 ; Room Index
-dw $188B ; BG1 Vertical Scroll
-dw $188B ; BG2 Vertical Scroll
-dw $0600 ; BG1 Horizontal Scroll
-dw $0600 ; BG2 Horizontal Scroll
-dw $0615 ; Link X
-dw $18F8 ; Link Y
-dw $007F ; Camera X
-dw $0103 ; Camera Y
-dw $0000 ; Door Settings
-dw $1800 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1810 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0600 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0600 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_mire_main_hub_post_cane_after
-
-preset_adold_mire_bridge_room:
-db $02 ; Dungeon
-dw $00B2 ; Room Index
-dw $1600 ; BG1 Vertical Scroll
-dw $1600 ; BG2 Vertical Scroll
-dw $047B ; BG1 Horizontal Scroll
-dw $047B ; BG2 Horizontal Scroll
-dw $04F8 ; Link X
-dw $1625 ; Link Y
-dw $00FA ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_mire_bridge_room_after
-
-preset_adold_mire_spooky_action:
-db $02 ; Dungeon
-dw $0092 ; Room Index
-dw $0105 ; BG1 Vertical Scroll
-dw $130B ; BG2 Vertical Scroll
-dw $004E ; BG1 Horizontal Scroll
-dw $0500 ; BG2 Horizontal Scroll
-dw $051C ; Link X
-dw $1378 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1300 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1310 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $0500 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0500 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $0E ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_mire_spooky_action_after
-
-preset_adold_mire_vitreous:
-db $02 ; Dungeon
-dw $00A0 ; Room Index
-dw $1400 ; BG1 Vertical Scroll
-dw $1400 ; BG2 Vertical Scroll
-dw $0000 ; BG1 Horizontal Scroll
-dw $0000 ; BG2 Horizontal Scroll
-dw $0078 ; Link X
-dw $141E ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1400 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1410 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $0000 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0000 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_mire_vitreous_after
-
-preset_adold_swamp_outside_mire:
-db $01 ; Overworld
-dw $0070 ; Screen Index
-dw $0128 ; Link X
-dw $0CDC ; Link Y
-dw $0C80 ; BG1 Vertical Scroll
-dw $0C7E ; BG2 Vertical Scroll
-dw $00A6 ; BG1 Horizontal Scroll
-dw $00A6 ; BG2 Horizontal Scroll
-dw $0133 ; Scroll X
-dw $0CEB ; Scroll Y
-dw $0414 ; Unknown 1
-dw $0002 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_adold_swamp_outside_mire_after
-
-preset_adold_swamp_antifairy_room:
-db $02 ; Dungeon
-dw $010B ; Room Index
-dw $2100 ; BG1 Vertical Scroll
-dw $2100 ; BG2 Vertical Scroll
-dw $1680 ; BG1 Horizontal Scroll
-dw $1680 ; BG2 Horizontal Scroll
-dw $16F8 ; Link X
-dw $2121 ; Link Y
-dw $00FF ; Camera X
-dw $0177 ; Camera Y
-dw $0000 ; Door Settings
-dw $2100 ; Relative Coords HU
-dw $2000 ; Relative Coords FU
-dw $2110 ; Relative Coords HD
-dw $2110 ; Relative Coords FD
-dw $1600 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1600 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $08 ; Main Graphics
-db $18 ; Music Track
-db $00 ; Starting Floor
-db $FF ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_swamp_antifairy_room_after
-
-preset_adold_swamp_entrance:
-db $01 ; Overworld
-dw $007B ; Screen Index
-dw $0778 ; Link X
-dw $0EED ; Link Y
-dw $0E96 ; BG1 Vertical Scroll
-dw $0E8E ; BG2 Vertical Scroll
-dw $06FF ; BG1 Horizontal Scroll
-dw $0700 ; BG2 Horizontal Scroll
-dw $077D ; Scroll X
-dw $0EFB ; Scroll Y
-dw $0420 ; Unknown 1
-dw $0002 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_adold_swamp_entrance_after
-
-preset_adold_swamp_first_key_pot:
-db $02 ; Dungeon
-dw $0028 ; Room Index
-dw $0400 ; BG1 Vertical Scroll
-dw $0400 ; BG2 Vertical Scroll
-dw $1000 ; BG1 Horizontal Scroll
-dw $1000 ; BG2 Horizontal Scroll
-dw $1078 ; Link X
-dw $042B ; Link Y
-dw $007F ; Camera X
-dw $0077 ; Camera Y
-dw $0000 ; Door Settings
-dw $0400 ; Relative Coords HU
-dw $0400 ; Relative Coords FU
-dw $0410 ; Relative Coords HD
-dw $0510 ; Relative Coords FD
-dw $1000 ; Relative Coords HL
-dw $1000 ; Relative Coords FL
-dw $1000 ; Relative Coords HR
-dw $1100 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_swamp_first_key_pot_after
-
-preset_adold_swamp_main_hub:
-db $02 ; Dungeon
-dw $0037 ; Room Index
-dw $070C ; BG1 Vertical Scroll
-dw $070C ; BG2 Vertical Scroll
-dw $0E00 ; BG1 Horizontal Scroll
-dw $0E00 ; BG2 Horizontal Scroll
-dw $0E19 ; Link X
-dw $0778 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0E00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0E00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_swamp_main_hub_after
-
-preset_adold_swamp_hookdash:
-db $02 ; Dungeon
-dw $0036 ; Room Index
-dw $0600 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $0C80 ; BG1 Horizontal Scroll
-dw $0C80 ; BG2 Horizontal Scroll
-dw $0CF8 ; Link X
-dw $0624 ; Link Y
-dw $00FF ; Camera X
-dw $0077 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0C00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0C00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_swamp_hookdash_after
-
-preset_adold_swamp_restock_room:
-db $02 ; Dungeon
-dw $0066 ; Room Index
-dw $0D00 ; BG1 Vertical Scroll
-dw $0D00 ; BG2 Vertical Scroll
-dw $0D00 ; BG1 Horizontal Scroll
-dw $0D00 ; BG2 Horizontal Scroll
-dw $0D78 ; Link X
-dw $0D2A ; Link Y
-dw $017F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0D00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0D10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $0D00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0D00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $0A ; Palace No
-db $01 ; Door Orientation
-db $01 ; Starting Background
-dw sram_adold_swamp_restock_room_after
-
-preset_adold_swamp_phelps_way:
-db $02 ; Dungeon
-dw $0016 ; Room Index
-dw $0210 ; BG1 Vertical Scroll
-dw $0210 ; BG2 Vertical Scroll
-dw $0D00 ; BG1 Horizontal Scroll
-dw $0D00 ; BG2 Horizontal Scroll
-dw $0D78 ; Link X
-dw $02D5 ; Link Y
-dw $017F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0D00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0D00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_swamp_phelps_way_after
-
-preset_adold_swamp_arrghus:
-db $02 ; Dungeon
-dw $0016 ; Room Index
-dw $0200 ; BG1 Vertical Scroll
-dw $0200 ; BG2 Vertical Scroll
-dw $0C00 ; BG1 Horizontal Scroll
-dw $0C00 ; BG2 Horizontal Scroll
-dw $0C78 ; Link X
-dw $0218 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0C00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0C00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_swamp_arrghus_after
-
-preset_adold_ice_outside_swamp:
-db $01 ; Overworld
-dw $007B ; Screen Index
-dw $0778 ; Link X
-dw $0EEC ; Link Y
-dw $0E8D ; BG1 Vertical Scroll
-dw $0E8E ; BG2 Vertical Scroll
-dw $06F2 ; BG1 Horizontal Scroll
-dw $06F2 ; BG2 Horizontal Scroll
-dw $077F ; Scroll X
-dw $0EFB ; Scroll Y
-dw $049E ; Unknown 1
-dw $0002 ; Unknown 2
-dw $FFFE ; Unknown 3
-dw sram_adold_ice_outside_swamp_after
-
-preset_adold_ice_entrance:
-db $02 ; Dungeon
-dw $000E ; Room Index
-dw $0110 ; BG1 Vertical Scroll
-dw $0110 ; BG2 Vertical Scroll
-dw $1D00 ; BG1 Horizontal Scroll
-dw $1D00 ; BG2 Horizontal Scroll
-dw $1D78 ; Link X
-dw $01D6 ; Link Y
-dw $017F ; Camera X
-dw $0187 ; Camera Y
-dw $0000 ; Door Settings
-dw $0100 ; Relative Coords HU
-dw $0000 ; Relative Coords FU
-dw $0110 ; Relative Coords HD
-dw $0110 ; Relative Coords FD
-dw $1D00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1D00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $12 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_ice_entrance_after
-
-preset_adold_ice_ice_conveyor:
-db $02 ; Dungeon
-dw $003E ; Room Index
-dw $0610 ; BG1 Vertical Scroll
-dw $0610 ; BG2 Vertical Scroll
-dw $1CE1 ; BG1 Horizontal Scroll
-dw $1D00 ; BG2 Horizontal Scroll
-dw $1D78 ; Link X
-dw $06C4 ; Link Y
-dw $017F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1D00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1D00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $12 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_ice_ice_conveyor_after
-
-preset_adold_ice_ipbj:
-db $02 ; Dungeon
-dw $003E ; Room Index
-dw $0710 ; BG1 Vertical Scroll
-dw $0710 ; BG2 Vertical Scroll
-dw $1B13 ; BG1 Horizontal Scroll
-dw $1C00 ; BG2 Horizontal Scroll
-dw $1C78 ; Link X
-dw $07D3 ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1C00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1C00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $12 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_ice_ipbj_after
-
-preset_adold_ice_penguin_lineup_room:
-db $02 ; Dungeon
-dw $004E ; Room Index
-dw $0800 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $1D00 ; BG1 Horizontal Scroll
-dw $1D00 ; BG2 Horizontal Scroll
-dw $1DB8 ; Link X
-dw $086A ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $1D00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1D00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $12 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_ice_penguin_lineup_room_after
-
-preset_adold_ice_lonely_firebar:
-db $02 ; Dungeon
-dw $005E ; Room Index
-dw $0B0E ; BG1 Vertical Scroll
-dw $0B0B ; BG2 Vertical Scroll
-dw $1D00 ; BG1 Horizontal Scroll
-dw $1D00 ; BG2 Horizontal Scroll
-dw $1D1C ; Link X
-dw $0B78 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0B00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0B10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $1D00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1D00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $12 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_ice_lonely_firebar_after
-
-preset_adold_ice_last_two_screens:
-db $02 ; Dungeon
-dw $009E ; Room Index
-dw $130E ; BG1 Vertical Scroll
-dw $130B ; BG2 Vertical Scroll
-dw $1D00 ; BG1 Horizontal Scroll
-dw $1D00 ; BG2 Horizontal Scroll
-dw $1D50 ; Link X
-dw $1378 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1300 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1310 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $1D00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1D00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $FC ; Starting Floor
-db $12 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_ice_last_two_screens_after
-
-preset_adold_ice_kholdstare:
-db $02 ; Dungeon
-dw $00CE ; Room Index
-dw $1808 ; BG1 Vertical Scroll
-dw $1810 ; BG2 Vertical Scroll
-dw $1D00 ; BG1 Horizontal Scroll
-dw $1D00 ; BG2 Horizontal Scroll
-dw $1D40 ; Link X
-dw $18AA ; Link Y
-dw $017F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $1800 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1810 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $1D00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1D00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $FA ; Starting Floor
-db $12 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_ice_kholdstare_after
-
-preset_adold_trock_outside_ice:
-db $01 ; Overworld
-dw $0075 ; Screen Index
-dw $0CB8 ; Link X
-dw $0DCB ; Link Y
-dw $0D6B ; BG1 Vertical Scroll
-dw $0D6D ; BG2 Vertical Scroll
-dw $0C3E ; BG1 Horizontal Scroll
-dw $0C3E ; BG2 Horizontal Scroll
-dw $0CC3 ; Scroll X
-dw $0DDA ; Scroll Y
-dw $0BC6 ; Unknown 1
-dw $0003 ; Unknown 2
-dw $FFF2 ; Unknown 3
-dw sram_adold_trock_outside_ice_after
-
-preset_adold_trock_old_man_cave:
-db $02 ; Dungeon
-dw $00E4 ; Room Index
-dw $1D10 ; BG1 Vertical Scroll
-dw $1D10 ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $0878 ; Link X
-dw $1D99 ; Link Y
-dw $007F ; Camera X
-dw $0187 ; Camera Y
-dw $0000 ; Door Settings
-dw $1D00 ; Relative Coords HU
-dw $1C00 ; Relative Coords FU
-dw $1D10 ; Relative Coords HD
-dw $1D10 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $14 ; Main Graphics
-db $12 ; Music Track
-db $00 ; Starting Floor
-db $FF ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_trock_old_man_cave_after
-
-preset_adold_trock_tr_climb:
-db $01 ; Overworld
-dw $0043 ; Screen Index
-dw $0903 ; Link X
-dw $0164 ; Link Y
-dw $0203 ; BG1 Vertical Scroll
-dw $0103 ; BG2 Vertical Scroll
-dw $088F ; BG1 Horizontal Scroll
-dw $088F ; BG2 Horizontal Scroll
-dw $090E ; Scroll X
-dw $0172 ; Scroll Y
-dw $0754 ; Unknown 1
-dw $FFFB ; Unknown 2
-dw $0001 ; Unknown 3
-dw sram_adold_trock_tr_climb_after
-
-preset_adold_trock_laser_entrance:
-db $01 ; Overworld
-dw $0045 ; Screen Index
-dw $0D18 ; Link X
-dw $01D5 ; Link Y
-dw $825C ; BG1 Vertical Scroll
-dw $0171 ; BG2 Vertical Scroll
-dw $0DFE ; BG1 Horizontal Scroll
-dw $0DFE ; BG2 Horizontal Scroll
-dw $0D7B ; Scroll X
-dw $01E0 ; Scroll Y
-dw $0B60 ; Unknown 1
-dw $FFFD ; Unknown 2
-dw $0002 ; Unknown 3
-dw sram_adold_trock_laser_entrance_after
-
-preset_adold_trock_crystal_roller:
-db $02 ; Dungeon
-dw $00B5 ; Room Index
-dw $0040 ; BG1 Vertical Scroll
-dw $1600 ; BG2 Vertical Scroll
-dw $FFFF ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0A78 ; Link X
-dw $162C ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $18 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_trock_crystal_roller_after
-
-preset_adold_trock_pokey_1:
-db $02 ; Dungeon
-dw $0014 ; Room Index
-dw $028D ; BG1 Vertical Scroll
-dw $020B ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $0818 ; Link X
-dw $0278 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $18 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_trock_pokey_1_after
-
-preset_adold_trock_laser_entrance_2:
-db $02 ; Dungeon
-dw $00D5 ; Room Index
-dw $1B10 ; BG1 Vertical Scroll
-dw $1B10 ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0A78 ; Link X
-dw $1BD6 ; Link Y
-dw $007F ; Camera X
-dw $0187 ; Camera Y
-dw $0000 ; Door Settings
-dw $1B00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1B10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $18 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_trock_laser_entrance_2_after
-
-preset_adold_trock_switch_maze:
-db $02 ; Dungeon
-dw $00C5 ; Room Index
-dw $190B ; BG1 Vertical Scroll
-dw $190B ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0A10 ; Link X
-dw $1978 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1900 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1910 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $18 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_trock_switch_maze_after
-
-preset_adold_trock_trinexx:
-db $02 ; Dungeon
-dw $00B4 ; Room Index
-dw $1600 ; BG1 Vertical Scroll
-dw $1600 ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $0878 ; Link X
-dw $1624 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $FD ; Starting Floor
-db $18 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_trock_trinexx_after
-
-preset_adold_gtower_outside_turtle_rock:
-db $01 ; Overworld
-dw $0047 ; Screen Index
-dw $0F08 ; Link X
-dw $013B ; Link Y
-dw $00DB ; BG1 Vertical Scroll
-dw $00DD ; BG2 Vertical Scroll
-dw $0E96 ; BG1 Horizontal Scroll
-dw $0E96 ; BG2 Horizontal Scroll
-dw $0F13 ; Scroll X
-dw $014A ; Scroll Y
-dw $0712 ; Unknown 1
-dw $0003 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_adold_gtower_outside_turtle_rock_after
-
-preset_adold_gtower_old_man_cave:
-db $02 ; Dungeon
-dw $00E4 ; Room Index
-dw $1D10 ; BG1 Vertical Scroll
-dw $1D10 ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $0878 ; Link X
-dw $1D99 ; Link Y
-dw $007F ; Camera X
-dw $0187 ; Camera Y
-dw $0000 ; Door Settings
-dw $1D00 ; Relative Coords HU
-dw $1C00 ; Relative Coords FU
-dw $1D10 ; Relative Coords HD
-dw $1D10 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $14 ; Main Graphics
-db $12 ; Music Track
-db $00 ; Starting Floor
-db $FF ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_gtower_old_man_cave_after
-
-preset_adold_gtower_entrance:
-db $02 ; Dungeon
-dw $000C ; Room Index
-dw $0110 ; BG1 Vertical Scroll
-dw $0110 ; BG2 Vertical Scroll
-dw $1880 ; BG1 Horizontal Scroll
-dw $1880 ; BG2 Horizontal Scroll
-dw $18F8 ; Link X
-dw $01D7 ; Link Y
-dw $00FF ; Camera X
-dw $0187 ; Camera Y
-dw $0000 ; Door Settings
-dw $0100 ; Relative Coords HU
-dw $0000 ; Relative Coords FU
-dw $0110 ; Relative Coords HD
-dw $0110 ; Relative Coords FD
-dw $1800 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1800 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $01 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_gtower_entrance_after
-
-preset_adold_gtower_spike_skip:
-db $02 ; Dungeon
-dw $008B ; Room Index
-dw $100C ; BG1 Vertical Scroll
-dw $100C ; BG2 Vertical Scroll
-dw $1700 ; BG1 Horizontal Scroll
-dw $1700 ; BG2 Horizontal Scroll
-dw $1716 ; Link X
-dw $1078 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1000 ; Relative Coords HU
-dw $1000 ; Relative Coords FU
-dw $1010 ; Relative Coords HD
-dw $1110 ; Relative Coords FD
-dw $1700 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1700 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $1A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_gtower_spike_skip_after
-
-preset_adold_gtower_pre_firesnakes_room:
-db $02 ; Dungeon
-dw $009B ; Room Index
-dw $120B ; BG1 Vertical Scroll
-dw $120B ; BG2 Vertical Scroll
-dw $1600 ; BG1 Horizontal Scroll
-dw $1600 ; BG2 Horizontal Scroll
-dw $16D7 ; Link X
-dw $1278 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1200 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1210 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $1600 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1600 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $1A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_gtower_pre_firesnakes_room_after
-
-preset_adold_gtower_bombable_floor:
-db $02 ; Dungeon
-dw $009C ; Room Index
-dw $1200 ; BG1 Vertical Scroll
-dw $1200 ; BG2 Vertical Scroll
-dw $1900 ; BG1 Horizontal Scroll
-dw $1900 ; BG2 Horizontal Scroll
-dw $1978 ; Link X
-dw $121E ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1200 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1210 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $1900 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1900 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_gtower_bombable_floor_after
-
-preset_adold_gtower_floor_2:
-db $02 ; Dungeon
-dw $000C ; Room Index
-dw $0000 ; BG1 Vertical Scroll
-dw $0000 ; BG2 Vertical Scroll
-dw $1880 ; BG1 Horizontal Scroll
-dw $1880 ; BG2 Horizontal Scroll
-dw $18F8 ; Link X
-dw $002A ; Link Y
-dw $00FF ; Camera X
-dw $0077 ; Camera Y
-dw $0000 ; Door Settings
-dw $0000 ; Relative Coords HU
-dw $0000 ; Relative Coords FU
-dw $0010 ; Relative Coords HD
-dw $0110 ; Relative Coords FD
-dw $1800 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1800 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $01 ; Starting Floor
-db $1A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_gtower_floor_2_after
-
-preset_adold_gtower_mimics_1:
-db $02 ; Dungeon
-dw $006B ; Room Index
-dw $0C10 ; BG1 Vertical Scroll
-dw $0C10 ; BG2 Vertical Scroll
-dw $1600 ; BG1 Horizontal Scroll
-dw $1600 ; BG2 Horizontal Scroll
-dw $1678 ; Link X
-dw $0CCF ; Link Y
-dw $007F ; Camera X
-dw $0087 ; Camera Y
-dw $0000 ; Door Settings
-dw $0C00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0C10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $1600 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1600 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $02 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_gtower_mimics_1_after
-
-preset_adold_gtower_spike_pit:
-db $02 ; Dungeon
-dw $006B ; Room Index
-dw $0C00 ; BG1 Vertical Scroll
-dw $0C00 ; BG2 Vertical Scroll
-dw $1700 ; BG1 Horizontal Scroll
-dw $1700 ; BG2 Horizontal Scroll
-dw $1778 ; Link X
-dw $0C1C ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0C00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0C10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $1700 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1700 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $02 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_gtower_spike_pit_after
-
-preset_adold_gtower_gauntlet_1:
-db $02 ; Dungeon
-dw $005C ; Room Index
-dw $0A00 ; BG1 Vertical Scroll
-dw $0A00 ; BG2 Vertical Scroll
-dw $1900 ; BG1 Horizontal Scroll
-dw $1900 ; BG2 Horizontal Scroll
-dw $1978 ; Link X
-dw $0A24 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0A00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0A10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $1900 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1900 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $02 ; Starting Floor
-db $1A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_gtower_gauntlet_1_after
-
-preset_adold_gtower_lanmola_2:
-db $02 ; Dungeon
-dw $006C ; Room Index
-dw $0D0B ; BG1 Vertical Scroll
-dw $0D0B ; BG2 Vertical Scroll
-dw $1900 ; BG1 Horizontal Scroll
-dw $1900 ; BG2 Horizontal Scroll
-dw $1917 ; Link X
-dw $0D78 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0D00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0D10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $1900 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1900 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $03 ; Starting Floor
-db $1A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_gtower_lanmola_2_after
-
-preset_adold_gtower_wizzrobes_1:
-db $02 ; Dungeon
-dw $006C ; Room Index
-dw $0C00 ; BG1 Vertical Scroll
-dw $0C00 ; BG2 Vertical Scroll
-dw $1800 ; BG1 Horizontal Scroll
-dw $1800 ; BG2 Horizontal Scroll
-dw $1878 ; Link X
-dw $0C27 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0C00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0C10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $1800 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1800 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $03 ; Starting Floor
-db $1A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_gtower_wizzrobes_1_after
-
-preset_adold_gtower_wizzrobes_2:
-db $02 ; Dungeon
-dw $00A5 ; Room Index
-dw $1500 ; BG1 Vertical Scroll
-dw $1500 ; BG2 Vertical Scroll
-dw $0B00 ; BG1 Horizontal Scroll
-dw $0B00 ; BG2 Horizontal Scroll
-dw $0B78 ; Link X
-dw $1527 ; Link Y
-dw $017F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $1500 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1510 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $0B00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0B00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $04 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_gtower_wizzrobes_2_after
-
-preset_adold_gtower_torches_1:
-db $02 ; Dungeon
-dw $0095 ; Room Index
-dw $120B ; BG1 Vertical Scroll
-dw $120B ; BG2 Vertical Scroll
-dw $0B00 ; BG1 Horizontal Scroll
-dw $0B00 ; BG2 Horizontal Scroll
-dw $0BD7 ; Link X
-dw $1278 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1200 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1210 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $0B00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0B00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $04 ; Starting Floor
-db $1A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_gtower_torches_1_after
-
-preset_adold_gtower_torches_2:
-db $02 ; Dungeon
-dw $0096 ; Room Index
-dw $1310 ; BG1 Vertical Scroll
-dw $1310 ; BG2 Vertical Scroll
-dw $0D00 ; BG1 Horizontal Scroll
-dw $0D00 ; BG2 Horizontal Scroll
-dw $0D78 ; Link X
-dw $139F ; Link Y
-dw $017F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $1300 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1310 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $0D00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0D00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $04 ; Starting Floor
-db $1A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_gtower_torches_2_after
-
-preset_adold_gtower_helma_key:
-db $02 ; Dungeon
-dw $003D ; Room Index
-dw $0708 ; BG1 Vertical Scroll
-dw $0700 ; BG2 Vertical Scroll
-dw $1B00 ; BG1 Horizontal Scroll
-dw $1B00 ; BG2 Horizontal Scroll
-dw $1B78 ; Link X
-dw $0721 ; Link Y
-dw $017F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1B00 ; Relative Coords HL
-dw $1A00 ; Relative Coords FL
-dw $1B00 ; Relative Coords HR
-dw $1B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $05 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_gtower_helma_key_after
-
-preset_adold_gtower_bombable_wall:
-db $02 ; Dungeon
-dw $003D ; Room Index
-dw $060E ; BG1 Vertical Scroll
-dw $060B ; BG2 Vertical Scroll
-dw $1B00 ; BG1 Horizontal Scroll
-dw $1B00 ; BG2 Horizontal Scroll
-dw $1B17 ; Link X
-dw $0678 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1B00 ; Relative Coords HL
-dw $1A00 ; Relative Coords FL
-dw $1B00 ; Relative Coords HR
-dw $1B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $05 ; Starting Floor
-db $1A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_gtower_bombable_wall_after
-
-preset_adold_gtower_moldorm_2:
-db $02 ; Dungeon
-dw $003D ; Room Index
-dw $0708 ; BG1 Vertical Scroll
-dw $0710 ; BG2 Vertical Scroll
-dw $1A00 ; BG1 Horizontal Scroll
-dw $1A00 ; BG2 Horizontal Scroll
-dw $1A78 ; Link X
-dw $07D3 ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1A00 ; Relative Coords HL
-dw $1A00 ; Relative Coords FL
-dw $1A00 ; Relative Coords HR
-dw $1B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $05 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_gtower_moldorm_2_after
-
-preset_adold_gtower_agahnim_2:
-db $02 ; Dungeon
-dw $001D ; Room Index
-dw $0200 ; BG1 Vertical Scroll
-dw $0200 ; BG2 Vertical Scroll
-dw $1A00 ; BG1 Horizontal Scroll
-dw $1A00 ; BG2 Horizontal Scroll
-dw $1A78 ; Link X
-dw $0222 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $1A00 ; Relative Coords HL
-dw $1A00 ; Relative Coords FL
-dw $1A00 ; Relative Coords HR
-dw $1B00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $06 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_gtower_agahnim_2_after
-
-preset_adold_aga_pyramid:
-db $01 ; Overworld
-dw $005B ; Screen Index
-dw $07F1 ; Link X
-dw $065C ; Link Y
-dw $0600 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $0778 ; BG1 Horizontal Scroll
-dw $0779 ; BG2 Horizontal Scroll
-dw $07F8 ; Scroll X
-dw $066D ; Scroll Y
-dw $002E ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF7 ; Unknown 3
-dw sram_adold_aga_pyramid_after
-
-preset_adold_aga_gold_knights:
-db $02 ; Dungeon
-dw $00E0 ; Room Index
-dw $1D00 ; BG1 Vertical Scroll
-dw $1D00 ; BG2 Vertical Scroll
-dw $0000 ; BG1 Horizontal Scroll
-dw $0000 ; BG2 Horizontal Scroll
-dw $0078 ; Link X
-dw $1D1E ; Link Y
-dw $007F ; Camera X
-dw $0177 ; Camera Y
-dw $0000 ; Door Settings
-dw $1D00 ; Relative Coords HU
-dw $1C00 ; Relative Coords FU
-dw $1D10 ; Relative Coords HD
-dw $1D10 ; Relative Coords FD
-dw $0000 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0000 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $01 ; Starting Floor
-db $08 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_aga_gold_knights_after
-
-preset_adold_aga_dark_room_of_despair:
-db $02 ; Dungeon
-dw $00D0 ; Room Index
-dw $0105 ; BG1 Vertical Scroll
-dw $1A0B ; BG2 Vertical Scroll
-dw $004E ; BG1 Horizontal Scroll
-dw $0100 ; BG2 Horizontal Scroll
-dw $0117 ; Link X
-dw $1A78 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1A00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1A10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $0100 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0100 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $02 ; Starting Floor
-db $08 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_aga_dark_room_of_despair_after
-
-preset_adold_aga_dark_room_of_melancholy:
-db $02 ; Dungeon
-dw $00C0 ; Room Index
-dw $0105 ; BG1 Vertical Scroll
-dw $190B ; BG2 Vertical Scroll
-dw $004E ; BG1 Horizontal Scroll
-dw $0100 ; BG2 Horizontal Scroll
-dw $011A ; Link X
-dw $1978 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1900 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1910 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0100 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0100 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $03 ; Starting Floor
-db $08 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_aga_dark_room_of_melancholy_after
-
-preset_adold_aga_spear_guards:
-db $02 ; Dungeon
-dw $00C0 ; Room Index
-dw $0040 ; BG1 Vertical Scroll
-dw $1800 ; BG2 Vertical Scroll
-dw $FFFF ; BG1 Horizontal Scroll
-dw $0100 ; BG2 Horizontal Scroll
-dw $0178 ; Link X
-dw $182D ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1800 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1810 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0100 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0100 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $03 ; Starting Floor
-db $08 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_aga_spear_guards_after
-
-preset_adold_aga_circle_of_pots:
-db $02 ; Dungeon
-dw $00B0 ; Room Index
-dw $1610 ; BG1 Vertical Scroll
-dw $1610 ; BG2 Vertical Scroll
-dw $0000 ; BG1 Horizontal Scroll
-dw $0000 ; BG2 Horizontal Scroll
-dw $0078 ; Link X
-dw $16DC ; Link Y
-dw $007F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $0000 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0000 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $04 ; Starting Floor
-db $08 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_aga_circle_of_pots_after
-
-preset_adold_aga_pit_room:
-db $02 ; Dungeon
-dw $0040 ; Room Index
-dw $090B ; BG1 Vertical Scroll
-dw $090B ; BG2 Vertical Scroll
-dw $0100 ; BG1 Horizontal Scroll
-dw $0100 ; BG2 Horizontal Scroll
-dw $012C ; Link X
-dw $0978 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0900 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0910 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0100 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0100 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $05 ; Starting Floor
-db $08 ; Palace No
-db $02 ; Door Orientation
-db $01 ; Starting Background
-dw sram_adold_aga_pit_room_after
-
-preset_adold_aga_agahnim:
-db $02 ; Dungeon
-dw $0030 ; Room Index
-dw $0600 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $0000 ; BG1 Horizontal Scroll
-dw $0000 ; BG2 Horizontal Scroll
-dw $0078 ; Link X
-dw $0624 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0000 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0000 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $06 ; Starting Floor
-db $08 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_adold_aga_agahnim_after
-
-preset_adold_ganon_pyramid:
-db $01 ; Overworld
-dw $005B ; Screen Index
-dw $07F0 ; Link X
-dw $065C ; Link Y
-dw $0600 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $0778 ; BG1 Horizontal Scroll
-dw $0778 ; BG2 Horizontal Scroll
-dw $07F7 ; Scroll X
-dw $066D ; Scroll Y
-dw $002E ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF8 ; Unknown 3
-dw sram_adold_ganon_pyramid_after
-
-
-; Preset SRAM changes
-
-sram_adold_escape_links_bed:
-dl $7E0542 : db $02 : dw $16CA ; Object tilemap state
-dl SA1RAM.HUD+$04A : db $01 : db $7F ; Selected menu gfx, row 1
-dl $7EF36F : db $01 : db $FF ; Keys
-dl SA1RAM.HUD+$08A : db $01 : db $7F ; Selected menu gfx, row 2
-dl $7EF208 : db $02 : dw $0002 ; Room $0104: Unknown (...............q)
-dl $7EF20C : db $02 : dw $F000 ; Room $0106: Unknown (.dddb...........)
-dl $7EF36C : db $02 : dw $1818 ; Health (goal)
-dl $7EF378 : db $02 : dw $F800 ; ????
-dl $7EF3D8 : db $02 : dw $2A00 ;
-dl $7EF3DC : db $02 : dw $8C01 ; Player name
-dl $7EF3E0 : db $02 : dw $AA01 ; Player name
-dl $7EF400 : db $02 : dw $FF00 ; Deaths
-dl $7EF20E : db $02 : dw $F000 ; Room $0107: Unknown (.dddb...........)
-dl $7EF3DA : db $02 : dw $8C01 ; Player name
-dl $7EF3DE : db $02 : dw $8C01 ; Player name
-dl $7EF3E2 : db $02 : dw $0055 ; Player name
-dl $7EF402 : db $02 : dw $00FF ; Deaths
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7EF4FE : db $02 : dw $F1EA ; Inverse checksum
-dl $7EC167 : db $01 : db $7D ; Underworld exit cache
-dl SA1RAM.HUD+$04B : db $01 : db $20 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08B : db $01 : db $20 ; Selected menu gfx, row 2
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $15CA ; Object tilemap state
-dl $7E0544 : db $02 : dw $17CA ; Object tilemap state
-dl $7EC165 : db $01 : db $23 ; Underworld exit cache
-dl SA1RAM.HUD+$04C : db $01 : db $7F ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $01 : db $7F ; Selected menu gfx, row 2
-dl $7EC142 : db $02 : dw $0015 ; Underworld exit cache
-dl $7EC166 : db $01 : db $51 ; Underworld exit cache
-dl SA1RAM.HUD+$04D : db $01 : db $20 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08D : db $01 : db $20 ; Selected menu gfx, row 2
-.after
-
-sram_adold_escape_courtyard:
-dl $7E0542 : db $02 : dw $19E6 ; Object tilemap state
-dl $7EF2BB : db $01 : db $00 ; Overworld $3B: Unknown (........)
-dl $7EF2FB : db $01 : db $00 ; Overworld $7B: Unknown (........)
-dl $7EF360 : db $02 : dw $0001 ; Rupees (goal)
-dl $7EF3C8 : db $01 : db $03 ; Entrances Phase
-dl $7EF359 : db $01 : db $01 ; Sword
-dl $7EF3C5 : db $01 : db $01 ; Game Phase 1
-dl $7EF0AA : db $02 : dw $000F ; Room $0055: Castle Secret Entrance / Uncle Death Room (.............qqq)
-dl $7EF35A : db $01 : db $01 ; Shield
-dl $7EF362 : db $02 : dw $0001 ; Rupees (actual)
-dl $7EF3C6 : db $01 : db $11 ; Game Phase 2
-dl $7FE0EF : db $01 : db $41 ; Room $B7 persistent: Turtle Rock (Map Chest / Key Chest / Roller Room)
-dl $7E0303 : db $01 : db $00 ; Selected menu item
-dl $7E0540 : db $02 : dw $18E6 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1850 ; Object tilemap state
-dl $7E0202 : db $01 : db $00 ; Selected menu item
-dl $7E0CBB : db $01 : db $00 ; Sprite drop
-dl $7E010F : db $01 : db $00 ;
-dl $7E0CC7 : db $01 : db $00 ; Sprite drop
-dl $7EF051 : db $01 : db $00 ; Room $0028: Swamp Palace (Entrance Room) (................)
-dl $7E0CC9 : db $01 : db $00 ; Sprite drop
-dl $7E010E : db $01 : db $7D ; Dungeon entrance index
-.after
-
-sram_adold_escape_entrance:
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0CC1 : db $01 : db $00 ; Sprite drop
-dl $7E0CC3 : db $01 : db $00 ; Sprite drop
-dl $7E0CC5 : db $01 : db $00 ; Sprite drop
-.after
-
-sram_adold_escape_1st_key_guard:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF0A0 : db $02 : dw $0005 ; Room $0050: Hyrule Castle (West Corridor) (..............q.)
-dl $7EF0C0 : db $02 : dw $0005 ; Room $0060: Hyrule Castle (West Entrance Room) (..............q.)
-dl $7EF002 : db $02 : dw $000C ; Room $0001: Hyrule Castle (North Corridor) (.............qq.)
-dl $7EF0C2 : db $02 : dw $000F ; Room $0061: Hyrule Castle (Main Entrance Room) (.............qqq)
-dl $7FE0EF : db $01 : db $00 ; Room $B7 persistent: Turtle Rock (Map Chest / Key Chest / Roller Room)
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E010E : db $01 : db $04 ; Dungeon entrance index
-.after
-
-sram_adold_escape_stealth_room:
-dl $7E0542 : db $02 : dw $2532 ; Object tilemap state
-dl $7EF0E4 : db $02 : dw $840F ; Room $0072: Hyrule Castle (Map Chest Room) (.d....K......qqq)
-dl $7EF104 : db $02 : dw $000F ; Room $0082: Hyrule Castle (Basement Chasm Room) (.............qqq)
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7FE064 : db $02 : dw $0001 ; Room $72 persistent: Hyrule Castle (Map Chest Room)
-dl $7E0540 : db $02 : dw $324C ; Object tilemap state
-dl $7E0544 : db $02 : dw $2A32 ; Object tilemap state
-dl $7E0CBD : db $01 : db $00 ; Sprite drop
-dl $7E0CBF : db $01 : db $00 ; Sprite drop
-.after
-
-sram_adold_escape_2nd_key_guard:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF0E2 : db $02 : dw $0002 ; Room $0071: Hyrule Castle (Boomerang Chest Room) (...............q)
-dl $7EF102 : db $02 : dw $000F ; Room $0081: Hyrule Castle (.............qqq)
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0CBB : db $01 : db $01 ; Sprite drop
-dl $7FE062 : db $02 : dw $0001 ; Room $71 persistent: Hyrule Castle (Boomerang Chest Room)
-.after
-
-sram_adold_escape_ball_n_chains:
-dl $7EF0E0 : db $02 : dw $0008 ; Room $0070: Hyrule Castle (Small Corridor to Jail Cells) (.............q..)
-dl $7EF341 : db $01 : db $01 ; Boomerang
-dl $7EF0E2 : db $02 : dw $841B ; Room $0071: Hyrule Castle (Boomerang Chest Room) (.d....K.....qq.q)
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0303 : db $01 : db $02 ; Selected menu item
-dl $7FE064 : db $02 : dw $0000 ; Room $72 persistent: Hyrule Castle (Map Chest Room)
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0202 : db $01 : db $02 ; Selected menu item
-dl $7E0CBB : db $01 : db $00 ; Sprite drop
-dl $7FE062 : db $02 : dw $0003 ; Room $71 persistent: Hyrule Castle (Boomerang Chest Room)
-dl $7E02A2 : db $01 : db $00 ; Arc variable
-.after
-
-sram_adold_escape_backtracking:
-dl $7E0542 : db $02 : dw $0434 ; Object tilemap state
-dl $7EF3D3 : db $01 : db $00 ; Super Bomb Boom
-dl $7EF3FF : db $02 : dw $0000 ; Deaths
-dl $7EF100 : db $02 : dw $043C ; Room $0080: Hyrule Castle (Jail Cell Room) (......K....cqqq.)
-dl $7EF3C8 : db $01 : db $02 ; Entrances Phase
-dl $7EF3CC : db $01 : db $01 ; Tagalong
-dl $7EF3E5 : db $02 : dw $0000 ; Validity (checksum)
-dl $7EF34A : db $01 : db $01 ; Torch
-dl $7EF366 : db $02 : dw $4000 ; BigKey1
-dl $7FE080 : db $02 : dw $0004 ; Room $80 persistent: Hyrule Castle (Jail Cell Room)
-dl $7E0540 : db $02 : dw $0430 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0438 ; Object tilemap state
-.after
-
-sram_adold_escape_key_guard_revisit:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0CBA : db $01 : db $01 ; Sprite drop
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7FE062 : db $02 : dw $0000 ; Room $71 persistent: Hyrule Castle (Boomerang Chest Room)
-.after
-
-sram_adold_escape_throne_room:
-dl $7E0CBA : db $01 : db $00 ; Sprite drop
-dl $7FE080 : db $02 : dw $0000 ; Room $80 persistent: Hyrule Castle (Jail Cell Room)
-.after
-
-sram_adold_escape_snake_avoidance:
-dl $7E0542 : db $02 : dw $0F34 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1694 ; Object tilemap state
-dl $7E054A : db $02 : dw $0E70 ; Object tilemap state
-dl $7EF3C8 : db $01 : db $04 ; Entrances Phase
-dl $7EF082 : db $02 : dw $000F ; Room $0041: Hyrule Castle (First Dark Room) (.............qqq)
-dl $7EF0A2 : db $02 : dw $000F ; Room $0051: Hyrule Castle (Throne Room) (.............qqq)
-dl $7E0540 : db $02 : dw $0A64 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1034 ; Object tilemap state
-dl $7E0548 : db $02 : dw $053E ; Object tilemap state
-dl $7E054C : db $02 : dw $1590 ; Object tilemap state
-.after
-
-sram_adold_escape_sewer_rooms:
-dl $7E0542 : db $02 : dw $0B8A ; Object tilemap state
-dl $7E0546 : db $02 : dw $0FF2 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF064 : db $02 : dw $801F ; Room $0032: Hyrule Castle (Sewer Key Chest Room) (.d..........qqqq)
-dl $7EF084 : db $02 : dw $000C ; Room $0042: Hyrule Castle (6 Ropes Room) (.............qq.)
-dl $7E0540 : db $02 : dw $0D1C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0BF2 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-.after
-
-sram_adold_escape_keyrat:
-dl $7E0542 : db $02 : dw $1C64 ; Object tilemap state
-dl $7E0546 : db $02 : dw $18A8 ; Object tilemap state
-dl $7E054A : db $02 : dw $1C30 ; Object tilemap state
-dl $7E054E : db $02 : dw $0CEA ; Object tilemap state
-dl $7E0552 : db $02 : dw $1C8A ; Object tilemap state
-dl $7EF044 : db $02 : dw $8003 ; Room $0022: Hyrule Castle (Sewer Text Trigger Room) (.d.............q)
-dl $7E0CBA : db $01 : db $01 ; Sprite drop
-dl $7EF042 : db $02 : dw $0003 ; Room $0021: Hyrule Castle (Key-rat Room) (...............q)
-dl $7E0540 : db $02 : dw $14A0 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C68 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1C52 ; Object tilemap state
-dl $7E054C : db $02 : dw $0C92 ; Object tilemap state
-dl $7E0550 : db $02 : dw $138A ; Object tilemap state
-.after
-
-sram_adold_escape_last_two:
-dl $7E0542 : db $02 : dw $0F98 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1390 ; Object tilemap state
-dl $7E054A : db $02 : dw $13A0 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0CBA : db $01 : db $00 ; Sprite drop
-dl $7EF022 : db $02 : dw $2005 ; Room $0011: Hyrule Castle (Bombable Stock Room) (...d..........q.)
-dl $7EF042 : db $02 : dw $840F ; Room $0021: Hyrule Castle (Key-rat Room) (.d....K......qqq)
-dl $7E0540 : db $02 : dw $0F90 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0FA0 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1398 ; Object tilemap state
-dl $7E054C : db $02 : dw $455E ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7FDFA2 : db $02 : dw $0020 ; Room $11 persistent: Hyrule Castle (Bombable Stock Room)
-dl $7FDFC2 : db $02 : dw $0001 ; Room $21 persistent: Hyrule Castle (Key-rat Room)
-.after
-
-sram_adold_eastern_before_cutscene:
-dl $7E0542 : db $02 : dw $2850 ; Object tilemap state
-dl $7E0546 : db $02 : dw $2A2C ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E0642 : db $01 : db $01 ; Room puzzle state (?)
-dl $7E0B09 : db $01 : db $B0 ; Arc variable
-dl $7E0B31 : db $01 : db $00 ; Arc variable
-dl $7E0B35 : db $01 : db $00 ; Arc variable
-dl $7E0B39 : db $01 : db $00 ; Arc variable
-dl $7E0B3D : db $01 : db $00 ; Arc variable
-dl $7EF004 : db $02 : dw $000F ; Room $0002: Hyrule Castle (Switch Room) (.............qqq)
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $2650 ; Object tilemap state
-dl $7E0544 : db $02 : dw $282C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B3A : db $01 : db $00 ; Arc variable
-dl $7E0B32 : db $01 : db $00 ; Arc variable
-dl $7E0B33 : db $01 : db $00 ; Arc variable
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7E0B3B : db $01 : db $00 ; Arc variable
-dl $7E0B3F : db $01 : db $00 ; Arc variable
-dl $7E0B3E : db $01 : db $00 ; Arc variable
-dl $7E0B36 : db $01 : db $00 ; Arc variable
-dl $7E0B0C : db $01 : db $A0 ; Arc variable
-dl $7E0B34 : db $01 : db $00 ; Arc variable
-dl $7E0B3C : db $01 : db $00 ; Arc variable
-.after
-
-sram_adold_eastern_links_house:
-dl $7E0542 : db $02 : dw $16CA ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0642 : db $01 : db $00 ; Room puzzle state (?)
-dl $7EF29B : db $01 : db $20 ; Overworld $1B: Unknown (...?....)
-dl $7E0ABD : db $01 : db $00 ; Palette swap
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF3C7 : db $01 : db $01 ; Map Phase
-dl $7EF3E3 : db $02 : dw $0000 ; Player name
-dl $7EF3FF : db $02 : dw $0001 ; Deaths
-dl $7EF024 : db $02 : dw $000F ; Room $0012: Sanctuary (.............qqq)
-dl $7EF340 : db $02 : dw $0100 ; Bow
-dl $7EF358 : db $02 : dw $0100 ;
-dl $7EF3C4 : db $02 : dw $0200 ;
-dl $7EF3C8 : db $01 : db $01 ; Entrances Phase
-dl $7EF3CC : db $02 : dw $0000 ; Tagalong
-dl $7EF36D : db $01 : db $18 ; Health (actual)
-dl $7EF3C5 : db $01 : db $02 ; Game Phase 1
-dl $7EF29A : db $02 : dw $2000 ; Overworld $1A: Unknown (........)
-dl $7EF3C6 : db $02 : dw $0115 ; Game Phase 2
-dl $7EF3FE : db $02 : dw $0100 ; Deaths
-dl $7EF4FE : db $02 : dw $DA90 ; Inverse checksum
-dl $7EC140 : db $02 : dw $001B ; Underworld exit cache
-dl $7EC150 : db $02 : dw $0078 ; Underworld exit cache
-dl $7EC154 : db $02 : dw $0200 ; Underworld exit cache
-dl $7EC158 : db $02 : dw $0210 ; Underworld exit cache
-dl $7EC16C : db $02 : dw $FFFA ; Underworld exit cache
-dl $7EC170 : db $02 : dw $FFF6 ; Underworld exit cache
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $15CA ; Object tilemap state
-dl $7E0544 : db $02 : dw $17CA ; Object tilemap state
-dl $7FDFA2 : db $01 : db $00 ; Room $11 persistent: Hyrule Castle (Bombable Stock Room)
-dl $7FDFC2 : db $01 : db $00 ; Room $21 persistent: Hyrule Castle (Key-rat Room)
-dl $7EC142 : db $02 : dw $0004 ; Underworld exit cache
-dl $7EC152 : db $02 : dw $00FF ; Underworld exit cache
-dl $7EC156 : db $02 : dw $0200 ; Underworld exit cache
-dl $7EC15A : db $02 : dw $0310 ; Underworld exit cache
-dl $7EC15E : db $02 : dw $0110 ; Underworld exit cache
-dl $7EC162 : db $02 : dw $0100 ; Underworld exit cache
-dl $7EC16A : db $02 : dw $0006 ; Underworld exit cache
-dl $7EC16E : db $02 : dw $000A ; Underworld exit cache
-dl $7E010E : db $02 : dw $0000 ; Dungeon entrance index
-.after
-
-sram_adold_eastern_ep_overworld:
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7FE167 : db $01 : db $42 ; Overworld $F3 persistent: UNKNOWN
-dl $7FE04E : db $01 : db $42 ; Overworld $67 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $0080 ; Crystal switch state
-.after
-
-sram_adold_eastern_entrance:
-dl $7E0542 : db $02 : dw $163C ; Object tilemap state
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7E0FC8 : db $01 : db $01 ; Prize pack index
-dl $7EF192 : db $02 : dw $0003 ; Room $00C9: Eastern Palace (Entrance Room) (...............q)
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7FE167 : db $01 : db $00 ; Room $F3 persistent: House (Old Woman (Sahasrahla's Wife?))
-dl $7E0540 : db $02 : dw $161E ; Object tilemap state
-dl $7E0544 : db $02 : dw $165E ; Object tilemap state
-dl $7FE04E : db $01 : db $00 ; Room $67 persistent: Skull Woods (Compass Chest Room)
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E010E : db $01 : db $08 ; Dungeon entrance index
-.after
-
-sram_adold_eastern_stalfos_room:
-dl $7E0542 : db $02 : dw $13B2 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1CB2 ; Object tilemap state
-dl $7E054A : db $02 : dw $36E0 ; Object tilemap state
-dl $7EF150 : db $02 : dw $0005 ; Room $00A8: Eastern Palace (Stalfos Spawn Room) (..............q.)
-dl $7EF152 : db $02 : dw $000F ; Room $00A9: Eastern Palace (Big Chest Room) (.............qqq)
-dl $7EF172 : db $02 : dw $000F ; Room $00B9: Eastern Palace (Lobby Cannonballs Room) (.............qqq)
-dl $7EF192 : db $02 : dw $000F ; Room $00C9: Eastern Palace (Entrance Room) (.............qqq)
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E0540 : db $02 : dw $138A ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C8A ; Object tilemap state
-dl $7E0548 : db $02 : dw $181E ; Object tilemap state
-dl $7E0B0C : db $01 : db $20 ; Arc variable
-.after
-
-sram_adold_eastern_big_chest_room_1:
-dl $7E0FCC : db $01 : db $02 ; Prize pack index
-dl $7EF150 : db $02 : dw $000F ; Room $00A8: Eastern Palace (Stalfos Spawn Room) (.............qqq)
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_adold_eastern_dark_key_room:
-dl $7E0542 : db $02 : dw $0A4C ; Object tilemap state
-dl $7E0546 : db $02 : dw $045E ; Object tilemap state
-dl $7E054A : db $02 : dw $0864 ; Object tilemap state
-dl $7E054E : db $02 : dw $0A70 ; Object tilemap state
-dl $7EF377 : db $01 : db $05 ; Arrows
-dl $7EF154 : db $02 : dw $000A ; Room $00AA: Eastern Palace (Map Chest Room) (.............q.q)
-dl $7EF174 : db $02 : dw $0008 ; Room $00BA: Eastern Palace (Dark Antifairy / Key Pot Room) (.............q..)
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0468 : db $01 : db $00 ; Trap door state
-dl $7E0540 : db $02 : dw $064C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0858 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0C5E ; Object tilemap state
-dl $7E054C : db $02 : dw $0670 ; Object tilemap state
-.after
-
-sram_adold_eastern_big_key_dmg_boost:
-dl $7E0542 : db $02 : dw $1260 ; Object tilemap state
-dl $7E0546 : db $02 : dw $126C ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0FCC : db $01 : db $03 ; Prize pack index
-dl $7EF174 : db $02 : dw $840C ; Room $00BA: Eastern Palace (Dark Antifairy / Key Pot Room) (.d....K......qq.)
-dl $7EF172 : db $02 : dw $800F ; Room $00B9: Eastern Palace (Lobby Cannonballs Room) (.d...........qqq)
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7FE0F4 : db $02 : dw $0001 ; Room $BA persistent: Eastern Palace (Dark Antifairy / Key Pot Room)
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $125C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1268 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $FF ; Arc variable
-.after
-
-sram_adold_eastern_big_chest_room_2:
-dl $7E0542 : db $02 : dw $13B2 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1CB2 ; Object tilemap state
-dl $7E054A : db $02 : dw $35E0 ; Object tilemap state
-dl $7EF150 : db $02 : dw $200F ; Room $00A8: Eastern Palace (Stalfos Spawn Room) (...d.........qqq)
-dl $7EF170 : db $02 : dw $8015 ; Room $00B8: Eastern Palace (Big Key Room) (.d..........q.q.)
-dl $7EF36D : db $01 : db $0C ; Health (actual)
-dl $7EF366 : db $02 : dw $6000 ; BigKey1
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E0540 : db $02 : dw $138A ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C8A ; Object tilemap state
-dl $7E0548 : db $02 : dw $181E ; Object tilemap state
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7E0641 : db $02 : dw $0001 ; Room puzzle state (?)
-.after
-
-sram_adold_eastern_gifted_with_greenies:
-dl $7E0542 : db $02 : dw $1370 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1410 ; Object tilemap state
-dl $7E054A : db $02 : dw $2C90 ; Object tilemap state
-dl $7E054E : db $02 : dw $2CEC ; Object tilemap state
-dl $7EF377 : db $01 : db $0F ; Arrows
-dl $7EF340 : db $01 : db $02 ; Bow
-dl $7EF152 : db $02 : dw $201F ; Room $00A9: Eastern Palace (Big Chest Room) (...d........qqqq)
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7FE0F4 : db $02 : dw $0000 ; Room $BA persistent: Eastern Palace (Dark Antifairy / Key Pot Room)
-dl $7E0540 : db $02 : dw $146C ; Object tilemap state
-dl $7E0544 : db $02 : dw $130C ; Object tilemap state
-dl $7E0548 : db $02 : dw $2B90 ; Object tilemap state
-dl $7E054C : db $02 : dw $2BEC ; Object tilemap state
-dl $7E0641 : db $01 : db $00 ; Room puzzle state (?)
-.after
-
-sram_adold_eastern_pot_room:
-dl $7E0542 : db $02 : dw $1454 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1CAA ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7EF34F : db $01 : db $00 ; Bottles
-dl $7EF373 : db $01 : db $00 ; Magic filler
-dl $7EF377 : db $01 : db $0E ; Arrows
-dl $7EF132 : db $02 : dw $C403 ; Room $0099: Eastern Palace (Eyegore Key Room) (.dd...K........q)
-dl $7EF36E : db $01 : db $10 ; Magic Power
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7E0540 : db $02 : dw $1428 ; Object tilemap state
-dl $7E0544 : db $02 : dw $13BE ; Object tilemap state
-dl $7E0548 : db $02 : dw $1CD2 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-dl $7FE0B2 : db $02 : dw $0008 ; Room $99 persistent: Eastern Palace (Eyegore Key Room)
-.after
-
-sram_adold_eastern_zeldagamer_room:
-dl $7E0542 : db $02 : dw $1C5C ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF377 : db $01 : db $18 ; Arrows
-dl $7EF1B4 : db $02 : dw $0002 ; Room $00DA: Eastern Palace (...............q)
-dl $7EF1B2 : db $02 : dw $0003 ; Room $00D9: Eastern Palace (Canonball Room) (...............q)
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0468 : db $01 : db $00 ; Trap door state
-dl $7E0540 : db $02 : dw $145C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-.after
-
-sram_adold_eastern_armos:
-dl $7E0542 : db $02 : dw $0ACA ; Object tilemap state
-dl $7E0546 : db $02 : dw $0AF2 ; Object tilemap state
-dl $7E054A : db $02 : dw $08F2 ; Object tilemap state
-dl $7E054E : db $02 : dw $1860 ; Object tilemap state
-dl $7EF377 : db $01 : db $16 ; Arrows
-dl $7E0FC8 : db $01 : db $03 ; Prize pack index
-dl $7EF1B0 : db $02 : dw $0005 ; Room $00D8: Eastern Palace (Zeldagamer Room / Pre-Armos Knights Room) (..............q.)
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0540 : db $02 : dw $08CA ; Object tilemap state
-dl $7E0544 : db $02 : dw $0CCA ; Object tilemap state
-dl $7E0548 : db $02 : dw $0CF2 ; Object tilemap state
-dl $7E054C : db $02 : dw $185C ; Object tilemap state
-dl $7FE130 : db $02 : dw $07FF ; Room $D8 persistent: Eastern Palace (Zeldagamer Room / Pre-Armos Knights Room)
-.after
-
-sram_adold_pod_outside_ep:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B09 : db $01 : db $00 ; Arc variable
-dl $7E0B31 : db $01 : db $30 ; Arc variable
-dl $7E0B35 : db $01 : db $30 ; Arc variable
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF377 : db $01 : db $04 ; Arrows
-dl $7EF3E7 : db $02 : dw $0001 ; Deaths
-dl $7EF3FF : db $02 : dw $0000 ; Deaths
-dl $7EF190 : db $02 : dw $0801 ; Room $00C8: Eastern Palace (Armos Knights[Boss]) (.....k..........)
-dl $7EF36C : db $01 : db $20 ; Health (goal)
-dl $7EF374 : db $01 : db $04 ; Pendants
-dl $7EF36D : db $01 : db $20 ; Health (actual)
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7FE103 : db $01 : db $52 ; Overworld $C1 persistent: UNKNOWN
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E02A1 : db $01 : db $17 ; Arc variable
-dl $7E0B32 : db $01 : db $30 ; Arc variable
-dl $7E0B33 : db $01 : db $30 ; Arc variable
-dl $7E0B37 : db $01 : db $91 ; Arc variable
-dl $7FE06E : db $01 : db $52 ; Overworld $77 persistent: Black Ice Cave
-dl $7FE0B2 : db $01 : db $00 ; Overworld $99 persistent: UNKNOWN
-dl $7E0B08 : db $01 : db $40 ; Arc variable
-dl $7E0B30 : db $01 : db $30 ; Arc variable
-dl $7E0B34 : db $01 : db $30 ; Arc variable
-dl $7FE130 : db $01 : db $00 ; Overworld $D8 persistent: UNKNOWN
-.after
-
-sram_adold_pod_sanctuary:
-dl $7EF343 : db $01 : db $03 ; Bombs
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7E0FC8 : db $02 : dw $0000 ; Prize pack index
-dl $7E0FCC : db $02 : dw $0000 ; Prize pack index
-dl $7EF3C7 : db $01 : db $03 ; Map Phase
-dl $7EF3FF : db $02 : dw $0001 ; Deaths
-dl $7EF354 : db $02 : dw $0100 ; Gloves
-dl $7EF36C : db $02 : dw $1820 ; Health (goal)
-dl $7EF378 : db $02 : dw $FC00 ; ????
-dl $7EF355 : db $01 : db $01 ; Boots
-dl $7EF36D : db $01 : db $18 ; Health (actual)
-dl $7EF375 : db $01 : db $00 ; Bomb filler
-dl $7EF379 : db $01 : db $FC ; Ability Flags
-dl $7EF20A : db $02 : dw $802A ; Room $0105: Unknown (.d.........c.q.q)
-dl $7EF342 : db $02 : dw $0300 ; Hookshot
-dl $7EF36E : db $02 : dw $FF80 ; Magic Power
-dl $7EF376 : db $02 : dw $0400 ; Arrow filler
-dl $7EF3C6 : db $02 : dw $0315 ; Game Phase 2
-dl $7EF3E6 : db $02 : dw $0100 ;
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7EF4FE : db $02 : dw $9B53 ; Inverse checksum
-dl $7FE103 : db $01 : db $00 ; Room $C1 persistent: Misery Mire (Compass Chest / Tile Room)
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7FE06E : db $01 : db $00 ; Room $77 persistent: Tower of Hera (Entrance Room)
-dl $7E010E : db $02 : dw $0002 ; Dungeon entrance index
-.after
-
-sram_adold_pod_dma:
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF024 : db $02 : dw $001F ; Room $0012: Sanctuary (............qqqq)
-dl $7EF36C : db $01 : db $28 ; Health (goal)
-dl $7EF36D : db $01 : db $28 ; Health (actual)
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7FE165 : db $01 : db $43 ; Overworld $F2 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $08A0 ; Crystal switch state
-.after
-
-sram_adold_pod_death_mountain:
-dl $7EF1E0 : db $02 : dw $000F ; Room $00F0: Cave (Lost Old Man Starting Cave) (.............qqq)
-dl $7EF3C8 : db $01 : db $05 ; Entrances Phase
-dl $7EF3CC : db $01 : db $04 ; Tagalong
-dl $7EF1E2 : db $02 : dw $000F ; Room $00F1: Cave (Lost Old Man Starting Cave) (.............qqq)
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0540 : db $02 : dw $0540 ; Object tilemap state
-dl $7FE165 : db $01 : db $00 ; Room $F2 persistent: House
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7FE162 : db $02 : dw $0001 ; Room $F1 persistent: Cave (Lost Old Man Starting Cave)
-dl $7E010E : db $01 : db $07 ; Dungeon entrance index
-.after
-
-sram_adold_pod_after_mirror:
-dl $7EF353 : db $01 : db $02 ; Magic Mirror
-dl $7EF3C8 : db $01 : db $01 ; Entrances Phase
-dl $7EF3CC : db $01 : db $00 ; Tagalong
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7FE162 : db $01 : db $00 ; Overworld $F1 persistent: UNKNOWN
-dl $7FDFCB : db $01 : db $F3 ; Overworld $25 persistent: Octorok Area
-.after
-
-sram_adold_pod_kiki_skip:
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_adold_pod_dungeon_reload:
-dl $7E0542 : db $02 : dw $0520 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0B20 ; Object tilemap state
-dl $7E054A : db $02 : dw $0844 ; Object tilemap state
-dl $7E054E : db $02 : dw $056E ; Object tilemap state
-dl $7E0552 : db $02 : dw $0B6E ; Object tilemap state
-dl $7EF343 : db $01 : db $04 ; Bombs
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF094 : db $02 : dw $200F ; Room $004A: Palace of Darkness (Entrance Room) (...d.........qqq)
-dl $7EF36D : db $01 : db $20 ; Health (actual)
-dl $7EF012 : db $02 : dw $0008 ; Room $0009: Palace of Darkness (.............q..)
-dl $7EF1F2 : db $02 : dw $000F ; Room $00F9: Cave (.............qqq)
-dl $7E029F : db $01 : db $00 ; Arc variable
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7E0540 : db $02 : dw $050E ; Object tilemap state
-dl $7E0544 : db $02 : dw $0B0E ; Object tilemap state
-dl $7E0548 : db $02 : dw $0838 ; Object tilemap state
-dl $7E054C : db $02 : dw $055C ; Object tilemap state
-dl $7E0550 : db $02 : dw $0B5C ; Object tilemap state
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-dl $7FDFCB : db $01 : db $00 ; Room $25 persistent: Empty Clone Room
-dl $7E010E : db $01 : db $26 ; Dungeon entrance index
-.after
-
-sram_adold_pod_main_hub_bk:
-dl $7EF343 : db $01 : db $05 ; Bombs
-dl $7EF36F : db $01 : db $01 ; Keys
-dl $7EF012 : db $02 : dw $0018 ; Room $0009: Palace of Darkness (............qq..)
-dl $7EF382 : db $01 : db $01 ; Key for dungeon $06
-.after
-
-sram_adold_pod_main_hub_hammerjump:
-dl $7E0B35 : db $01 : db $00 ; Arc variable
-dl $7EF014 : db $02 : dw $801F ; Room $000A: Palace of Darkness (Stalfos Trap Room) (.d..........qqqq)
-dl $7EF074 : db $02 : dw $801F ; Room $003A: Palace of Darkness (Bombable Floor Room) (.d..........qqqq)
-dl $7EF366 : db $02 : dw $6200 ; BigKey1
-dl $7E0B33 : db $01 : db $00 ; Arc variable
-dl $7E0B0C : db $01 : db $D0 ; Arc variable
-dl $7E0B34 : db $01 : db $00 ; Arc variable
-.after
-
-sram_adold_pod_hammerjump:
-dl $7E0542 : db $02 : dw $1350 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $02 : dw $0000 ; Keys
-dl $7EF054 : db $02 : dw $400F ; Room $002A: Palace of Darkness (Big Hub Room) (..d..........qqq)
-dl $7E0540 : db $02 : dw $0C50 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1328 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-.after
-
-sram_adold_pod_archery_contest:
-dl $7E0542 : db $02 : dw $0B20 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0C20 ; Object tilemap state
-dl $7EF343 : db $01 : db $07 ; Bombs
-dl $7EF34B : db $01 : db $01 ; Hammer
-dl $7EF034 : db $02 : dw $101A ; Room $001A: Palace of Darkness (Big Chest Room) (....b.......qq.q)
-dl $7EF36D : db $01 : db $18 ; Health (actual)
-dl $7EF382 : db $01 : db $00 ; Key for dungeon $06
-dl $7E0540 : db $02 : dw $0B1C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0C1C ; Object tilemap state
-dl $7E0548 : db $02 : dw $4E64 ; Object tilemap state
-dl $7E0FCD : db $01 : db $01 ; Prize pack index
-dl $7E0B37 : db $01 : db $02 ; Arc variable
-dl $7E0B3F : db $01 : db $01 ; Arc variable
-.after
-
-sram_adold_pod_mimics:
-dl $7E0542 : db $02 : dw $0610 ; Object tilemap state
-dl $7E0546 : db $02 : dw $052C ; Object tilemap state
-dl $7E054A : db $02 : dw $072C ; Object tilemap state
-dl $7E054E : db $02 : dw $1692 ; Object tilemap state
-dl $7E0552 : db $02 : dw $16AA ; Object tilemap state
-dl $7E0556 : db $02 : dw $151E ; Object tilemap state
-dl $7E0642 : db $01 : db $01 ; Room puzzle state (?)
-dl $7EF343 : db $01 : db $09 ; Bombs
-dl $7EF36F : db $01 : db $01 ; Keys
-dl $7EF377 : db $01 : db $03 ; Arrows
-dl $7EF054 : db $02 : dw $402F ; Room $002A: Palace of Darkness (Big Hub Room) (..d........c.qqq)
-dl $7EF056 : db $02 : dw $000A ; Room $002B: Palace of Darkness (Map Chest / Fairy Room) (.............q.q)
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $0510 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0710 ; Object tilemap state
-dl $7E0548 : db $02 : dw $062C ; Object tilemap state
-dl $7E054C : db $02 : dw $1592 ; Object tilemap state
-dl $7E0550 : db $02 : dw $15AA ; Object tilemap state
-dl $7E0554 : db $02 : dw $151A ; Object tilemap state
-dl $7E0558 : db $02 : dw $1522 ; Object tilemap state
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-.after
-
-sram_adold_pod_statue:
-dl $7E0542 : db $02 : dw $1728 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0642 : db $01 : db $00 ; Room puzzle state (?)
-dl $7EF377 : db $01 : db $04 ; Arrows
-dl $7EF036 : db $02 : dw $0002 ; Room $001B: Palace of Darkness (Mimics / Moving Wall Room) (...............q)
-dl $7EF376 : db $01 : db $00 ; Arrow filler
-dl $7E0540 : db $02 : dw $1714 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7FDFB6 : db $02 : dw $0038 ; Room $1B persistent: Palace of Darkness (Mimics / Moving Wall Room)
-dl $7E0FCB : db $01 : db $02 ; Prize pack index
-.after
-
-sram_adold_pod_basement:
-dl $7EF377 : db $01 : db $02 ; Arrows
-dl $7EF036 : db $02 : dw $008E ; Room $001B: Palace of Darkness (Mimics / Moving Wall Room) (.........c...qqq)
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7E0468 : db $01 : db $01 ; Trap door state
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-dl $7EC172 : db $01 : db $00 ; Crystal switch state
-.after
-
-sram_adold_pod_turtle_room:
-dl $7E0542 : db $02 : dw $0966 ; Object tilemap state
-dl $7E0546 : db $02 : dw $03CA ; Object tilemap state
-dl $7E054A : db $02 : dw $076A ; Object tilemap state
-dl $7E054E : db $02 : dw $095E ; Object tilemap state
-dl $7E0552 : db $02 : dw $085E ; Object tilemap state
-dl $7E0556 : db $02 : dw $1814 ; Object tilemap state
-dl $7E055A : db $02 : dw $1854 ; Object tilemap state
-dl $7EF36F : db $02 : dw $0000 ; Keys
-dl $7EF016 : db $02 : dw $200C ; Room $000B: Palace of Darkness (Turtle Room) (...d.........qq.)
-dl $7E0540 : db $02 : dw $0962 ; Object tilemap state
-dl $7E0544 : db $02 : dw $096A ; Object tilemap state
-dl $7E0548 : db $02 : dw $0CCA ; Object tilemap state
-dl $7E054C : db $02 : dw $086A ; Object tilemap state
-dl $7E0550 : db $02 : dw $075E ; Object tilemap state
-dl $7E0554 : db $02 : dw $5760 ; Object tilemap state
-dl $7E0558 : db $02 : dw $1828 ; Object tilemap state
-dl $7E055C : db $02 : dw $1864 ; Object tilemap state
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-.after
-
-sram_adold_pod_helma:
-dl $7E0542 : db $02 : dw $03F2 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl $7E0FC8 : db $01 : db $05 ; Prize pack index
-dl $7EF0D4 : db $02 : dw $8005 ; Room $006A: Palace of Darkness (Rupee Room) (.d............q.)
-dl $7EF360 : db $02 : dw $0002 ; Rupees (goal)
-dl $7EF016 : db $02 : dw $200F ; Room $000B: Palace of Darkness (Turtle Room) (...d.........qqq)
-dl $7EF362 : db $02 : dw $0002 ; Rupees (actual)
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7FE054 : db $02 : dw $0010 ; Room $6A persistent: Palace of Darkness (Rupee Room)
-dl $7E0540 : db $02 : dw $03CA ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055C : db $02 : dw $0000 ; Object tilemap state
-dl $7FDF96 : db $02 : dw $03F0 ; Room $B persistent: Palace of Darkness (Turtle Room)
-.after
-
-sram_adold_hera_outside_pod:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B09 : db $01 : db $08 ; Arc variable
-dl $7E0B31 : db $01 : db $00 ; Arc variable
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF3C7 : db $01 : db $07 ; Map Phase
-dl $7EF3EF : db $02 : dw $0001 ; Deaths
-dl $7EF3FF : db $02 : dw $0000 ; Deaths
-dl $7EF0B4 : db $02 : dw $0801 ; Room $005A: Palace of Darkness (Helmasaur King[Boss]) (.....k..........)
-dl $7EF36C : db $01 : db $30 ; Health (goal)
-dl $7EF36D : db $01 : db $30 ; Health (actual)
-dl $7EF37A : db $01 : db $02 ; Crystals
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7FE054 : db $01 : db $00 ; Overworld $6A persistent: Haunted Grove
-dl $7FDFCD : db $01 : db $23 ; Overworld $26 persistent: UNKNOWN
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E02A1 : db $01 : db $08 ; Arc variable
-dl $7E0B32 : db $01 : db $00 ; Arc variable
-dl $7E0B33 : db $01 : db $0F ; Arc variable
-dl $7FDF96 : db $01 : db $00 ; Overworld $B persistent: UNKNOWN
-dl $7FDFB6 : db $01 : db $00 ; Overworld $1B persistent: Hyrule Castle
-dl $7E0B08 : db $01 : db $02 ; Arc variable
-dl $7E0B0C : db $01 : db $6E ; Arc variable
-dl $7E0B30 : db $01 : db $0D ; Arc variable
-.after
-
-sram_adold_hera_old_man_cave:
-dl $7E0542 : db $02 : dw $0A70 ; Object tilemap state
-dl $7E0FC8 : db $02 : dw $0000 ; Prize pack index
-dl $7EF3FF : db $02 : dw $0001 ; Deaths
-dl $7EF1C8 : db $02 : dw $000A ; Room $00E4: Cave (Lost Old Man Final Cave) (.............q.q)
-dl $7EF36C : db $02 : dw $2030 ; Health (goal)
-dl $7EF36D : db $01 : db $20 ; Health (actual)
-dl $7EF342 : db $02 : dw $0900 ; Hookshot
-dl $7EF34A : db $02 : dw $0101 ; Torch
-dl $7EF352 : db $02 : dw $0200 ; Magic Cape
-dl $7EF376 : db $02 : dw $0200 ; Arrow filler
-dl $7EF3C6 : db $02 : dw $0715 ; Game Phase 2
-dl $7EF3EE : db $02 : dw $0100 ; Deaths
-dl $7EF4FE : db $02 : dw $6BA7 ; Inverse checksum
-dl $7FDFCD : db $01 : db $00 ; Room $26 persistent: Swamp Palace (Statue Room)
-dl $7E0540 : db $02 : dw $0920 ; Object tilemap state
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E010E : db $02 : dw $0030 ; Dungeon entrance index
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-.after
-
-sram_adold_hera_entrance:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF0EE : db $02 : dw $000F ; Room $0077: Tower of Hera (Entrance Room) (.............qqq)
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7E0B3F : db $01 : db $00 ; Arc variable
-dl $7E010E : db $01 : db $33 ; Dungeon entrance index
-.after
-
-sram_adold_hera_tile_room:
-dl $7EF0EE : db $02 : dw $800F ; Room $0077: Tower of Hera (Entrance Room) (.d...........qqq)
-dl $7EF10E : db $02 : dw $0402 ; Room $0087: Tower of Hera (Tile Room) (......K........q)
-dl $7E0303 : db $01 : db $02 ; Selected menu item
-dl $7E0202 : db $01 : db $02 ; Selected menu item
-.after
-
-sram_adold_hera_torches:
-dl $7E0542 : db $02 : dw $0B10 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0C18 ; Object tilemap state
-dl $7E054A : db $02 : dw $0C28 ; Object tilemap state
-dl $7E054E : db $02 : dw $1470 ; Object tilemap state
-dl $7E0552 : db $02 : dw $186C ; Object tilemap state
-dl $7E0556 : db $02 : dw $1B6C ; Object tilemap state
-dl $7EF10E : db $02 : dw $040E ; Room $0087: Tower of Hera (Tile Room) (......K......qqq)
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0303 : db $01 : db $09 ; Selected menu item
-dl $7E0540 : db $02 : dw $0B0C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0C10 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0C20 ; Object tilemap state
-dl $7E054C : db $02 : dw $144C ; Object tilemap state
-dl $7E0550 : db $02 : dw $1850 ; Object tilemap state
-dl $7E0554 : db $02 : dw $1B50 ; Object tilemap state
-dl $7E0B37 : db $01 : db $80 ; Arc variable
-dl $7E0202 : db $01 : db $0B ; Selected menu item
-.after
-
-sram_adold_hera_beetles:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF10E : db $02 : dw $041F ; Room $0087: Tower of Hera (Tile Room) (......K.....qqqq)
-dl $7EF366 : db $02 : dw $6220 ; BigKey1
-dl $7EF36E : db $01 : db $70 ; Magic Power
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E02A1 : db $01 : db $00 ; Arc variable
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-.after
-
-sram_adold_hera_petting_zoo:
-dl $7E0542 : db $02 : dw $1C60 ; Object tilemap state
-dl $7EF343 : db $01 : db $0A ; Bombs
-dl $7E0FCC : db $01 : db $02 ; Prize pack index
-dl $7EF062 : db $02 : dw $800F ; Room $0031: Tower of Hera (Hardhat Beetles Room) (.d...........qqq)
-dl $7E0540 : db $02 : dw $1C5C ; Object tilemap state
-dl $7FDFE2 : db $02 : dw $0580 ; Room $31 persistent: Tower of Hera (Hardhat Beetles Room)
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-.after
-
-sram_adold_hera_moldorm:
-dl $7E0542 : db $02 : dw $0E64 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1064 ; Object tilemap state
-dl $7E054A : db $02 : dw $1264 ; Object tilemap state
-dl $7E054E : db $02 : dw $0E68 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1068 ; Object tilemap state
-dl $7E0556 : db $02 : dw $1268 ; Object tilemap state
-dl $7EF357 : db $01 : db $01 ; Moon Pearl
-dl $7EF36D : db $01 : db $18 ; Health (actual)
-dl $7EF02E : db $02 : dw $000F ; Room $0017: Tower of Hera (Moldorm Fall Room) (.............qqq)
-dl $7EF04E : db $02 : dw $001F ; Room $0027: Tower of Hera (Big Chest) (............qqqq)
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7E0540 : db $02 : dw $0D64 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0F64 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1164 ; Object tilemap state
-dl $7E054C : db $02 : dw $0D68 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0F68 ; Object tilemap state
-dl $7E0554 : db $02 : dw $1168 ; Object tilemap state
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-.after
-
-sram_adold_thieves_outside_hera:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF3F7 : db $02 : dw $0001 ; Deaths
-dl $7EF3FF : db $02 : dw $0000 ; Deaths
-dl $7EF36C : db $01 : db $38 ; Health (goal)
-dl $7EF374 : db $01 : db $05 ; Pendants
-dl $7EF36D : db $01 : db $38 ; Health (actual)
-dl $7EF00E : db $02 : dw $080F ; Room $0007: Tower of Hera (Moldorm[Boss]) (.....k.......qqq)
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E02A1 : db $01 : db $17 ; Arc variable
-dl $7FDFE2 : db $01 : db $00 ; Overworld $31 persistent: UNKNOWN
-dl $7FDFCB : db $01 : db $F3 ; Overworld $25 persistent: Octorok Area
-.after
-
-sram_adold_thieves_dmd:
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7FDFCB : db $01 : db $00 ; Overworld $25 persistent: Octorok Area
-.after
-
-sram_adold_thieves_entrance:
-dl $7E0542 : db $02 : dw $0470 ; Object tilemap state
-dl $7E0546 : db $02 : dw $333E ; Object tilemap state
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF2D8 : db $01 : db $20 ; Overworld $58: Unknown (...?....)
-dl $7EF1B6 : db $02 : dw $000F ; Room $00DB: Thieves Town (Main (South West) Entrance Room) (.............qqq)
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0540 : db $02 : dw $040C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1058 ; Object tilemap state
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E010E : db $01 : db $34 ; Dungeon entrance index
-.after
-
-sram_adold_thieves_after_big_key:
-dl $7EF198 : db $02 : dw $000F ; Room $00CC: Thieves Town (North East Entrance Room) (.............qqq)
-dl $7EF1B8 : db $02 : dw $000F ; Room $00DC: Thieves Town (South East Entrance Room) (.............qqq)
-dl $7EF196 : db $02 : dw $000F ; Room $00CB: Thieves Town (North West Entrance Room) (.............qqq)
-dl $7EF1B6 : db $02 : dw $002F ; Room $00DB: Thieves Town (Main (South West) Entrance Room) (...........c.qqq)
-dl $7EF366 : db $02 : dw $6230 ; BigKey1
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_adold_thieves_stalfos_hallway:
-dl $7E0542 : db $02 : dw $0424 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1C70 ; Object tilemap state
-dl $7EF198 : db $02 : dw $800F ; Room $00CC: Thieves Town (North East Entrance Room) (.d...........qqq)
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0540 : db $02 : dw $0470 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C24 ; Object tilemap state
-.after
-
-sram_adold_thieves_conveyor_gibos:
-dl $7E0542 : db $02 : dw $03B2 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0CB2 ; Object tilemap state
-dl $7E054A : db $02 : dw $1430 ; Object tilemap state
-dl $7E054E : db $02 : dw $1C30 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1520 ; Object tilemap state
-dl $7E0556 : db $02 : dw $1B20 ; Object tilemap state
-dl $7E055A : db $02 : dw $0466 ; Object tilemap state
-dl $7EF178 : db $02 : dw $C407 ; Room $00BC: Thieves Town (Conveyor Toilet) (.dd...K.......qq)
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E0540 : db $02 : dw $038A ; Object tilemap state
-dl $7E0544 : db $02 : dw $0C8A ; Object tilemap state
-dl $7E0548 : db $02 : dw $140C ; Object tilemap state
-dl $7E054C : db $02 : dw $1C0C ; Object tilemap state
-dl $7E0550 : db $02 : dw $151C ; Object tilemap state
-dl $7E0554 : db $02 : dw $1B1C ; Object tilemap state
-dl $7E0558 : db $02 : dw $0456 ; Object tilemap state
-.after
-
-sram_adold_thieves_hellway:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl $7E0ABD : db $01 : db $01 ; Palette swap
-dl $7EF176 : db $02 : dw $0001 ; Room $00BB: Thieves Town (Hellway) (................)
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-.after
-
-sram_adold_thieves_bomb_floor:
-dl $7E0542 : db $02 : dw $1560 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1660 ; Object tilemap state
-dl $7E054A : db $02 : dw $1C68 ; Object tilemap state
-dl $7E0ABD : db $01 : db $00 ; Palette swap
-dl $7E0FC8 : db $01 : db $01 ; Prize pack index
-dl $7EF0C8 : db $02 : dw $0003 ; Room $0064: Thieves Town (West Attic Room) (...............q)
-dl $7EF0CA : db $02 : dw $0002 ; Room $0065: Thieves Town (East Attic Room) (...............q)
-dl $7EF156 : db $02 : dw $8402 ; Room $00AB: Thieves Town (Moving Spikes / Key Pot Room) (.d....K........q)
-dl $7EF176 : db $02 : dw $000B ; Room $00BB: Thieves Town (Hellway) (.............q.q)
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7FE048 : db $02 : dw $0040 ; Room $64 persistent: Thieves Town (West Attic Room)
-dl $7E0540 : db $02 : dw $155C ; Object tilemap state
-dl $7E0544 : db $02 : dw $165C ; Object tilemap state
-dl $7E0548 : db $02 : dw $1C64 ; Object tilemap state
-dl $7E0B33 : db $01 : db $00 ; Arc variable
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E0B0C : db $01 : db $B0 ; Arc variable
-.after
-
-sram_adold_thieves_backtracking:
-dl $7E0542 : db $02 : dw $1610 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1C24 ; Object tilemap state
-dl $7E054A : db $02 : dw $1C2C ; Object tilemap state
-dl $7EF343 : db $01 : db $09 ; Bombs
-dl $7EF0CA : db $02 : dw $0103 ; Room $0065: Thieves Town (East Attic Room) (........c......q)
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E029F : db $01 : db $01 ; Arc variable
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7E0540 : db $02 : dw $160C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1614 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1C28 ; Object tilemap state
-dl $7E054C : db $02 : dw $1C30 ; Object tilemap state
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-.after
-
-sram_adold_thieves_basement:
-dl $7E0542 : db $02 : dw $03B2 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0CB2 ; Object tilemap state
-dl $7E054A : db $02 : dw $1430 ; Object tilemap state
-dl $7E054E : db $02 : dw $1C30 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1520 ; Object tilemap state
-dl $7E0556 : db $02 : dw $1B20 ; Object tilemap state
-dl $7E055A : db $02 : dw $0466 ; Object tilemap state
-dl $7EF343 : db $01 : db $0A ; Bombs
-dl $7EF178 : db $02 : dw $C40F ; Room $00BC: Thieves Town (Conveyor Toilet) (.dd...K......qqq)
-dl $7EF176 : db $02 : dw $000F ; Room $00BB: Thieves Town (Hellway) (.............qqq)
-dl $7E0540 : db $02 : dw $038A ; Object tilemap state
-dl $7E0544 : db $02 : dw $0C8A ; Object tilemap state
-dl $7E0548 : db $02 : dw $140C ; Object tilemap state
-dl $7E054C : db $02 : dw $1C0C ; Object tilemap state
-dl $7E0550 : db $02 : dw $151C ; Object tilemap state
-dl $7E0554 : db $02 : dw $1B1C ; Object tilemap state
-dl $7E0558 : db $02 : dw $0456 ; Object tilemap state
-.after
-
-sram_adold_thieves_prison:
-dl $7E0542 : db $02 : dw $07A0 ; Object tilemap state
-dl $7E0546 : db $02 : dw $08A0 ; Object tilemap state
-dl $7E054A : db $02 : dw $0C30 ; Object tilemap state
-dl $7E054E : db $02 : dw $0B6C ; Object tilemap state
-dl $7E0552 : db $02 : dw $10EC ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF343 : db $01 : db $09 ; Bombs
-dl $7EF088 : db $02 : dw $0005 ; Room $0044: Thieves Town (Big Chest Room) (..............q.)
-dl $7EF08A : db $02 : dw $000A ; Room $0045: Thieves Town (Jail Cells Room) (.............q.q)
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E029F : db $01 : db $00 ; Arc variable
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7FE008 : db $02 : dw $0080 ; Room $44 persistent: Thieves Town (Big Chest Room)
-dl $7FE048 : db $02 : dw $0000 ; Room $64 persistent: Thieves Town (West Attic Room)
-dl $7E0540 : db $02 : dw $079C ; Object tilemap state
-dl $7E0544 : db $02 : dw $089C ; Object tilemap state
-dl $7E0548 : db $02 : dw $040C ; Object tilemap state
-dl $7E054C : db $02 : dw $0B5C ; Object tilemap state
-dl $7E0550 : db $02 : dw $10DC ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $A0 ; Arc variable
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-dl $7FE00A : db $02 : dw $000E ; Room $45 persistent: Thieves Town (Jail Cells Room)
-.after
-
-sram_adold_thieves_backtracking_2:
-dl $7E0542 : db $02 : dw $07D0 ; Object tilemap state
-dl $7E0546 : db $02 : dw $08D0 ; Object tilemap state
-dl $7E054A : db $02 : dw $1624 ; Object tilemap state
-dl $7E054E : db $02 : dw $1828 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1A18 ; Object tilemap state
-dl $7E0556 : db $02 : dw $1A20 ; Object tilemap state
-dl $7EF088 : db $02 : dw $4017 ; Room $0044: Thieves Town (Big Chest Room) (..d.........q.qq)
-dl $7EF354 : db $01 : db $02 ; Gloves
-dl $7EF3CC : db $01 : db $06 ; Tagalong
-dl $7EF08A : db $02 : dw $00FF ; Room $0045: Thieves Town (Jail Cells Room) (.........cccqqqq)
-dl $7E0540 : db $02 : dw $07CC ; Object tilemap state
-dl $7E0544 : db $02 : dw $08CC ; Object tilemap state
-dl $7E0548 : db $02 : dw $1618 ; Object tilemap state
-dl $7E054C : db $02 : dw $1728 ; Object tilemap state
-dl $7E0550 : db $02 : dw $1928 ; Object tilemap state
-dl $7E0554 : db $02 : dw $1A1C ; Object tilemap state
-dl $7E0558 : db $02 : dw $1A24 ; Object tilemap state
-dl $7E0B37 : db $01 : db $09 ; Arc variable
-dl $7E0B3F : db $01 : db $01 ; Arc variable
-.after
-
-sram_adold_thieves_pot_hammerdash:
-dl $7E0542 : db $02 : dw $07A0 ; Object tilemap state
-dl $7E0546 : db $02 : dw $08A0 ; Object tilemap state
-dl $7E054A : db $02 : dw $0C30 ; Object tilemap state
-dl $7E054E : db $02 : dw $0B6C ; Object tilemap state
-dl $7E0552 : db $02 : dw $10EC ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF377 : db $01 : db $07 ; Arrows
-dl $7EF376 : db $01 : db $00 ; Arrow filler
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $079C ; Object tilemap state
-dl $7E0544 : db $02 : dw $089C ; Object tilemap state
-dl $7E0548 : db $02 : dw $040C ; Object tilemap state
-dl $7E054C : db $02 : dw $0B5C ; Object tilemap state
-dl $7E0550 : db $02 : dw $10DC ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $01 ; Arc variable
-.after
-
-sram_adold_thieves_blind:
-dl $7E0542 : db $02 : dw $03B2 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0CB2 ; Object tilemap state
-dl $7E054A : db $02 : dw $1430 ; Object tilemap state
-dl $7E054E : db $02 : dw $1C30 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1520 ; Object tilemap state
-dl $7E0556 : db $02 : dw $1B20 ; Object tilemap state
-dl $7E055A : db $02 : dw $0466 ; Object tilemap state
-dl $7FE0F8 : db $02 : dw $0002 ; Room $BC persistent: Thieves Town (Conveyor Toilet)
-dl $7E0468 : db $01 : db $01 ; Trap door state
-dl $7E0540 : db $02 : dw $038A ; Object tilemap state
-dl $7E0544 : db $02 : dw $0C8A ; Object tilemap state
-dl $7E0548 : db $02 : dw $140C ; Object tilemap state
-dl $7E054C : db $02 : dw $1C0C ; Object tilemap state
-dl $7E0550 : db $02 : dw $151C ; Object tilemap state
-dl $7E0554 : db $02 : dw $1B1C ; Object tilemap state
-dl $7E0558 : db $02 : dw $0456 ; Object tilemap state
-.after
-
-sram_adold_skull_outside_thieves:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF158 : db $02 : dw $0A01 ; Room $00AC: Thieves Town (Blind The Thief[Boss]) (.....k.R........)
-dl $7EF36C : db $01 : db $40 ; Health (goal)
-dl $7EF3CC : db $01 : db $00 ; Tagalong
-dl $7EF36D : db $01 : db $40 ; Health (actual)
-dl $7EF3F9 : db $02 : dw $0000 ; Deaths
-dl $7EF37A : db $01 : db $22 ; Crystals
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7FE008 : db $01 : db $00 ; Overworld $44 persistent: UNKNOWN
-dl $7FE0F8 : db $01 : db $00 ; Overworld $BC persistent: UNKNOWN
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E02A1 : db $01 : db $0E ; Arc variable
-dl $7EF387 : db $01 : db $00 ; Key for dungeon $0B
-dl $7FE00A : db $01 : db $00 ; Overworld $45 persistent: Death Mountain East
-dl $7FE0E3 : db $01 : db $13 ; Overworld $B1 persistent: UNKNOWN
-dl $7FE148 : db $01 : db $26 ; Overworld $E4 persistent: UNKNOWN
-.after
-
-sram_adold_skull_cursed_dwarf:
-dl $7EF343 : db $01 : db $08 ; Bombs
-dl $7EF20C : db $02 : dw $F012 ; Room $0106: Unknown (.dddb.......q..q)
-dl $7EF2D8 : db $01 : db $22 ; Overworld $58: Unknown (...?...?)
-dl $7EF360 : db $02 : dw $012E ; Rupees (goal)
-dl $7EF362 : db $02 : dw $012E ; Rupees (actual)
-dl $7E029F : db $01 : db $11 ; Arc variable
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7E0540 : db $02 : dw $1B6C ; Object tilemap state
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E010E : db $01 : db $48 ; Dungeon entrance index
-.after
-
-sram_adold_skull_getting_tempered:
-dl $7E0542 : db $02 : dw $17DE ; Object tilemap state
-dl $7E0546 : db $02 : dw $19D6 ; Object tilemap state
-dl $7E054A : db $02 : dw $19E6 ; Object tilemap state
-dl $7E054E : db $02 : dw $1BE6 ; Object tilemap state
-dl $7EF3CC : db $01 : db $07 ; Tagalong
-dl $7E1ABF : db $01 : db $90 ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $02 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $88 ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $0A ; Warp Vortex Coordinate
-dl $7EF20E : db $02 : dw $F002 ; Room $0107: Unknown (.dddb..........q)
-dl $7EF34E : db $01 : db $01 ; Book of Mudora
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E0540 : db $02 : dw $17D6 ; Object tilemap state
-dl $7E0544 : db $02 : dw $17E6 ; Object tilemap state
-dl $7E0548 : db $02 : dw $19DE ; Object tilemap state
-dl $7E054C : db $02 : dw $1BD6 ; Object tilemap state
-dl $7E010E : db $01 : db $49 ; Dungeon entrance index
-.after
-
-sram_adold_skull_fencedash:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7EF360 : db $02 : dw $0124 ; Rupees (goal)
-dl $7EF3CC : db $01 : db $00 ; Tagalong
-dl $7E1ABF : db $01 : db $10 ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $04 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $18 ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $09 ; Warp Vortex Coordinate
-dl $7EF359 : db $01 : db $03 ; Sword
-dl $7EF3C9 : db $01 : db $20 ; Game Phase 3
-dl $7EF242 : db $02 : dw $0002 ; Room $0121: Unknown (...............q)
-dl $7EF362 : db $02 : dw $0124 ; Rupees (actual)
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7FDFDD : db $01 : db $B5 ; Overworld $2E persistent: South of Eastern Palace
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7FE0E3 : db $01 : db $00 ; Overworld $B1 persistent: UNKNOWN
-dl $7E010E : db $01 : db $64 ; Dungeon entrance index
-dl $7FE148 : db $01 : db $00 ; Overworld $E4 persistent: UNKNOWN
-.after
-
-sram_adold_skull_dash_to_skull_woods:
-dl $7EF238 : db $02 : dw $0011 ; Room $011C: Unknown (............q...)
-dl $7EF360 : db $02 : dw $0250 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $0250 ; Rupees (actual)
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7FDFDD : db $01 : db $00 ; Overworld $2E persistent: South of Eastern Palace
-dl $7FE0E3 : db $01 : db $13 ; Overworld $B1 persistent: UNKNOWN
-dl $7E010E : db $01 : db $54 ; Dungeon entrance index
-dl $7FE148 : db $01 : db $26 ; Overworld $E4 persistent: UNKNOWN
-.after
-
-sram_adold_skull_mummy_room:
-dl $7FE0FA : db $01 : db $23 ; Overworld $BD persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $091A ; Crystal switch state
-dl $7FE0E3 : db $01 : db $00 ; Overworld $B1 persistent: UNKNOWN
-dl $7FE148 : db $01 : db $00 ; Overworld $E4 persistent: UNKNOWN
-.after
-
-sram_adold_skull_bomb_jump:
-dl $7E0542 : db $02 : dw $0420 ; Object tilemap state
-dl $7E0546 : db $02 : dw $161E ; Object tilemap state
-dl $7E054A : db $02 : dw $1B4C ; Object tilemap state
-dl $7E054E : db $02 : dw $175C ; Object tilemap state
-dl $7EF377 : db $01 : db $0C ; Arrows
-dl $7E0FCC : db $01 : db $04 ; Prize pack index
-dl $7EF0AE : db $02 : dw $001A ; Room $0057: Skull Woods (Big Key Room) (............qq.q)
-dl $7EF366 : db $02 : dw $62B0 ; BigKey1
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7E0540 : db $02 : dw $075C ; Object tilemap state
-dl $7E0544 : db $02 : dw $140C ; Object tilemap state
-dl $7E0548 : db $02 : dw $1430 ; Object tilemap state
-dl $7E054C : db $02 : dw $1954 ; Object tilemap state
-dl $7E0550 : db $02 : dw $1764 ; Object tilemap state
-dl $7E0B37 : db $01 : db $FB ; Arc variable
-dl $7E0B3F : db $01 : db $00 ; Arc variable
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E010E : db $01 : db $29 ; Dungeon entrance index
-.after
-
-sram_adold_skull_key_pot:
-dl $7E0542 : db $02 : dw $140C ; Object tilemap state
-dl $7E0546 : db $02 : dw $0A5C ; Object tilemap state
-dl $7E054A : db $02 : dw $080C ; Object tilemap state
-dl $7E054E : db $02 : dw $0614 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0724 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0918 ; Object tilemap state
-dl $7E055A : db $02 : dw $0924 ; Object tilemap state
-dl $7EF343 : db $01 : db $07 ; Bombs
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF0AC : db $02 : dw $0005 ; Room $0056: Skull Woods (Key Pot / Trap Room) (..............q.)
-dl $7EF0B0 : db $02 : dw $0012 ; Room $0058: Skull Woods (Big Chest Room) (............q..q)
-dl $7EF345 : db $01 : db $01 ; Fire Rod
-dl $7EF36D : db $01 : db $30 ; Health (actual)
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E029F : db $01 : db $00 ; Arc variable
-dl $7E0540 : db $02 : dw $1430 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0664 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0A60 ; Object tilemap state
-dl $7E054C : db $02 : dw $0830 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0718 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0628 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0A14 ; Object tilemap state
-dl $7E055C : db $02 : dw $0A28 ; Object tilemap state
-dl $7E0B37 : db $01 : db $A0 ; Arc variable
-dl $7E0B36 : db $01 : db $D6 ; Arc variable
-dl $7FE0FA : db $01 : db $00 ; Room $BD persistent: Empty Clone Room
-.after
-
-sram_adold_skull_skull_entrance:
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF0AC : db $02 : dw $0407 ; Room $0056: Skull Woods (Key Pot / Trap Room) (......K.......qq)
-dl $7EF2C0 : db $01 : db $20 ; Overworld $40: Unknown (...?....)
-dl $7EF384 : db $01 : db $01 ; Key for dungeon $08
-dl $7EF36E : db $01 : db $70 ; Magic Power
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7E0B36 : db $01 : db $43 ; Arc variable
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-dl $7FE0FA : db $01 : db $23 ; Overworld $BD persistent: UNKNOWN
-dl $7E010E : db $01 : db $2B ; Dungeon entrance index
-.after
-
-sram_adold_skull_mummy_hellway:
-dl $7E0542 : db $02 : dw $1490 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1B9C ; Object tilemap state
-dl $7E054A : db $02 : dw $14AC ; Object tilemap state
-dl $7E054E : db $02 : dw $18AC ; Object tilemap state
-dl $7E0552 : db $02 : dw $0F68 ; Object tilemap state
-dl $7E0556 : db $02 : dw $055C ; Object tilemap state
-dl $7E055A : db $02 : dw $0FEE ; Object tilemap state
-dl $7EF36F : db $02 : dw $0000 ; Keys
-dl $7E0FCC : db $01 : db $05 ; Prize pack index
-dl $7EF092 : db $02 : dw $2002 ; Room $0049: Skull Woods (Gibdo Torch Puzzle Room) (...d...........q)
-dl $7EF0B2 : db $02 : dw $800A ; Room $0059: Skull Woods (Final Section Entrance Room) (.d...........q.q)
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E0540 : db $02 : dw $1390 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1B90 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1BA0 ; Object tilemap state
-dl $7E054C : db $02 : dw $17AC ; Object tilemap state
-dl $7E0550 : db $02 : dw $1CAC ; Object tilemap state
-dl $7E0554 : db $02 : dw $1068 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0FCE ; Object tilemap state
-dl $7E055C : db $02 : dw $1870 ; Object tilemap state
-dl $7E0B37 : db $01 : db $A9 ; Arc variable
-dl $7FE012 : db $02 : dw $0400 ; Room $49 persistent: Skull Woods (Gibdo Torch Puzzle Room)
-dl $7FE032 : db $02 : dw $0003 ; Room $59 persistent: Skull Woods (Final Section Entrance Room)
-dl $7FE0FA : db $01 : db $00 ; Room $BD persistent: Empty Clone Room
-.after
-
-sram_adold_skull_mummy_key:
-dl $7E0556 : db $02 : dw $855C ; Object tilemap state
-dl $7E055A : db $02 : dw $8FEE ; Object tilemap state
-dl $7EF092 : db $02 : dw $A00F ; Room $0049: Skull Woods (Gibdo Torch Puzzle Room) (.d.d.........qqq)
-dl $7EF36E : db $01 : db $30 ; Magic Power
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0558 : db $02 : dw $8FCE ; Object tilemap state
-dl $7E055C : db $02 : dw $9870 ; Object tilemap state
-dl $7E0B37 : db $01 : db $9C ; Arc variable
-dl $7FE012 : db $02 : dw $0C01 ; Room $49 persistent: Skull Woods (Gibdo Torch Puzzle Room)
-.after
-
-sram_adold_skull_mothula:
-dl $7E0542 : db $02 : dw $1C30 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1A64 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF072 : db $02 : dw $4402 ; Room $0039: Skull Woods (Gibdo Key / Mothula Hole Room) (..d...K........q)
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E0468 : db $01 : db $01 ; Trap door state
-dl $7E0540 : db $02 : dw $140C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1664 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $7E ; Arc variable
-dl $7FDFF2 : db $02 : dw $0002 ; Room $39 persistent: Skull Woods (Gibdo Key / Mothula Hole Room)
-.after
-
-sram_adold_desert_outside_skull:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF3F3 : db $02 : dw $0000 ; Deaths
-dl $7EF36C : db $01 : db $48 ; Health (goal)
-dl $7EF384 : db $01 : db $00 ; Key for dungeon $08
-dl $7EF36D : db $01 : db $48 ; Health (actual)
-dl $7EF052 : db $02 : dw $0801 ; Room $0029: Skull Woods (Mothula[Boss]) (.....k..........)
-dl $7EF072 : db $02 : dw $4403 ; Room $0039: Skull Woods (Gibdo Key / Mothula Hole Room) (..d...K........q)
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7EF37A : db $01 : db $62 ; Crystals
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E02A1 : db $01 : db $0B ; Arc variable
-dl $7E0B37 : db $01 : db $12 ; Arc variable
-dl $7FE012 : db $01 : db $00 ; Overworld $49 persistent: UNKNOWN
-dl $7FE032 : db $01 : db $00 ; Overworld $59 persistent: UNKNOWN
-dl $7FE0FA : db $01 : db $23 ; Overworld $BD persistent: UNKNOWN
-dl $7FDFF2 : db $01 : db $00 ; Overworld $39 persistent: UNKNOWN
-.after
-
-sram_adold_desert_ether:
-dl $7E0FC8 : db $02 : dw $0000 ; Prize pack index
-dl $7E0FCC : db $02 : dw $0000 ; Prize pack index
-dl $7EF3FF : db $02 : dw $0001 ; Deaths
-dl $7EF344 : db $02 : dw $0100 ; Mushroom
-dl $7EF354 : db $02 : dw $0102 ; Gloves
-dl $7EF358 : db $02 : dw $0300 ;
-dl $7EF36C : db $02 : dw $3048 ; Health (goal)
-dl $7E1ABF : db $01 : db $00 ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $00 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $00 ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $00 ; Warp Vortex Coordinate
-dl $7EF36D : db $01 : db $30 ; Health (actual)
-dl $7EF342 : db $02 : dw $0700 ; Hookshot
-dl $7EF356 : db $02 : dw $0100 ; Flippers
-dl $7EF36E : db $02 : dw $FF80 ; Magic Power
-dl $7EF376 : db $02 : dw $0C00 ; Arrow filler
-dl $7EF3CA : db $02 : dw $0000 ; LW/DW
-dl $7EF3F6 : db $02 : dw $0100 ; Deaths
-dl $7EF4FE : db $02 : dw $9709 ; Inverse checksum
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7FE0FA : db $01 : db $00 ; Overworld $BD persistent: UNKNOWN
-dl $7FDFCB : db $01 : db $F3 ; Overworld $25 persistent: Octorok Area
-dl $7E010E : db $01 : db $33 ; Dungeon entrance index
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-.after
-
-sram_adold_desert_bridge_hammerdash:
-dl $7EF348 : db $01 : db $01 ; Ether Medallion
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-dl $7E02A2 : db $01 : db $0F ; Arc variable
-.after
-
-sram_adold_desert_zora_dmd:
-dl $7FE17F : db $01 : db $CA ; Overworld $FF persistent: UNKNOWN
-dl $7FE1BF : db $01 : db $EC ; Overworld $11F persistent: UNKNOWN
-dl $7FE16E : db $01 : db $28 ; Overworld $F7 persistent: UNKNOWN
-dl $7FDFCB : db $01 : db $00 ; Overworld $25 persistent: Octorok Area
-.after
-
-sram_adold_desert_links_house:
-dl $7E0542 : db $02 : dw $16CA ; Object tilemap state
-dl $7EF3FF : db $02 : dw $0002 ; Deaths
-dl $7EF360 : db $02 : dw $005C ; Rupees (goal)
-dl $7EF378 : db $02 : dw $FE00 ; ????
-dl $7EF379 : db $01 : db $FE ; Ability Flags
-dl $7EF356 : db $02 : dw $0101 ; Flippers
-dl $7EF362 : db $02 : dw $00A1 ; Rupees (actual)
-dl $7EF3FE : db $02 : dw $0200 ; Deaths
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7EF4FE : db $02 : dw $9797 ; Inverse checksum
-dl $7FE17F : db $01 : db $00 ; Room $FF persistent: Cave
-dl $7FE1BF : db $01 : db $00 ; Room $11F persistent: UNKNOWN
-dl $7EC140 : db $02 : dw $0081 ; Underworld exit cache
-dl $7EC150 : db $02 : dw $007D ; Underworld exit cache
-dl $7EC154 : db $02 : dw $0000 ; Underworld exit cache
-dl $7EC158 : db $02 : dw $0200 ; Underworld exit cache
-dl $7EC15C : db $02 : dw $FF20 ; Underworld exit cache
-dl $7EC160 : db $02 : dw $0300 ; Underworld exit cache
-dl $7EC16C : db $02 : dw $0000 ; Underworld exit cache
-dl $7EC170 : db $02 : dw $0000 ; Underworld exit cache
-dl $7E0540 : db $02 : dw $15CA ; Object tilemap state
-dl $7E0544 : db $02 : dw $17CA ; Object tilemap state
-dl $7EC152 : db $02 : dw $0583 ; Underworld exit cache
-dl $7EC156 : db $02 : dw $0320 ; Underworld exit cache
-dl $7EC15A : db $02 : dw $0500 ; Underworld exit cache
-dl $7EC15E : db $02 : dw $FF20 ; Underworld exit cache
-dl $7EC162 : db $02 : dw $0300 ; Underworld exit cache
-dl $7EC16A : db $02 : dw $0000 ; Underworld exit cache
-dl $7EC16E : db $02 : dw $0000 ; Underworld exit cache
-dl $7FE16E : db $01 : db $00 ; Room $F7 persistent: Empty Clone Room
-dl $7E010E : db $02 : dw $0000 ; Dungeon entrance index
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-.after
-
-sram_adold_desert_swamp_warp:
-dl $7EF362 : db $02 : dw $005C ; Rupees (actual)
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7EC172 : db $02 : dw $0008 ; Crystal switch state
-dl $7FE05B : db $01 : db $47 ; Overworld $6D persistent: Peg Bridge
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-.after
-
-sram_adold_desert_fluteless_mire:
-dl $7EF343 : db $01 : db $06 ; Bombs
-dl $7EF36D : db $01 : db $28 ; Health (actual)
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7FE147 : db $01 : db $AB ; Overworld $E3 persistent: UNKNOWN
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7FE164 : db $01 : db $A9 ; Overworld $F2 persistent: UNKNOWN
-dl $7FE059 : db $01 : db $13 ; Overworld $6C persistent: Dark Link's House
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-dl $7EC172 : db $02 : dw $00A0 ; Crystal switch state
-dl $7FE05B : db $01 : db $00 ; Overworld $6D persistent: Peg Bridge
-.after
-
-sram_adold_desert_desert_entrance:
-dl $7E0542 : db $02 : dw $0450 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1C50 ; Object tilemap state
-dl $7E054A : db $02 : dw $1914 ; Object tilemap state
-dl $7E054E : db $02 : dw $1928 ; Object tilemap state
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7E1ABF : db $01 : db $E4 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $61 ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $0C ; Warp Vortex Coordinate
-dl $7EF106 : db $02 : dw $0002 ; Room $0083: Desert Palace (West Entrance Room) (...............q)
-dl $7EF3CA : db $01 : db $00 ; LW/DW
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7FE147 : db $01 : db $00 ; Room $E3 persistent: Cave (1/2 Magic)
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7FE164 : db $01 : db $00 ; Room $F2 persistent: House
-dl $7FE059 : db $01 : db $00 ; Room $6C persistent: Ganon's Tower (Lanmolas Room)
-dl $7E0540 : db $02 : dw $044C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C4C ; Object tilemap state
-dl $7E0548 : db $02 : dw $1514 ; Object tilemap state
-dl $7E054C : db $02 : dw $191E ; Object tilemap state
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E010E : db $01 : db $0B ; Dungeon entrance index
-.after
-
-sram_adold_desert_torch_key:
-dl $7E0542 : db $02 : dw $159E ; Object tilemap state
-dl $7E0546 : db $02 : dw $1890 ; Object tilemap state
-dl $7E054A : db $02 : dw $1B9A ; Object tilemap state
-dl $7E054E : db $02 : dw $1A24 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1724 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0CB2 ; Object tilemap state
-dl $7EF0E6 : db $02 : dw $0001 ; Room $0073: Desert Palace (Big Chest Room) (................)
-dl $7EF106 : db $02 : dw $0007 ; Room $0083: Desert Palace (West Entrance Room) (..............qq)
-dl $7E0540 : db $02 : dw $159A ; Object tilemap state
-dl $7E0544 : db $02 : dw $1714 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1A14 ; Object tilemap state
-dl $7E054C : db $02 : dw $1B9E ; Object tilemap state
-dl $7E0550 : db $02 : dw $18A8 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0C8A ; Object tilemap state
-.after
-
-sram_adold_desert_pre_cannonballs:
-dl $7E0542 : db $02 : dw $1C30 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF377 : db $01 : db $11 ; Arrows
-dl $7EF0E8 : db $02 : dw $0003 ; Room $0074: Desert Palace (Map Chest Room) (...............q)
-dl $7EF0E6 : db $02 : dw $0405 ; Room $0073: Desert Palace (Big Chest Room) (......K.......q.)
-dl $7EF0EA : db $02 : dw $0002 ; Room $0075: Desert Palace (Big Key Chest Room) (...............q)
-dl $7EF10A : db $02 : dw $400A ; Room $0085: Desert Palace (East Entrance Room) (..d..........q.q)
-dl $7EF376 : db $01 : db $00 ; Arrow filler
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E0540 : db $02 : dw $1C2C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-.after
-
-sram_adold_desert_desert_2_spinspeed:
-dl $7E0542 : db $02 : dw $0450 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1C50 ; Object tilemap state
-dl $7E054A : db $02 : dw $1914 ; Object tilemap state
-dl $7E054E : db $02 : dw $1928 ; Object tilemap state
-dl $7EF37F : db $01 : db $00 ; Key for dungeon $03
-dl $7EF0EA : db $02 : dw $0017 ; Room $0075: Desert Palace (Big Key Chest Room) (............q.qq)
-dl $7EF10A : db $02 : dw $400E ; Room $0085: Desert Palace (East Entrance Room) (..d..........qqq)
-dl $7EF366 : db $02 : dw $72B0 ; BigKey1
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0540 : db $02 : dw $044C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C4C ; Object tilemap state
-dl $7E0548 : db $02 : dw $1514 ; Object tilemap state
-dl $7E054C : db $02 : dw $191E ; Object tilemap state
-.after
-
-sram_adold_desert_torches:
-dl $7E0542 : db $02 : dw $044E ; Object tilemap state
-dl $7E0546 : db $02 : dw $094E ; Object tilemap state
-dl $7E054A : db $02 : dw $1470 ; Object tilemap state
-dl $7E054E : db $02 : dw $1C70 ; Object tilemap state
-dl $7E0552 : db $02 : dw $03B6 ; Object tilemap state
-dl $7E0556 : db $02 : dw $09B6 ; Object tilemap state
-dl $7EF086 : db $02 : dw $6401 ; Room $0043: Desert Palace (Torch Puzzle / Moving Wall Room) (..dd..K.........)
-dl $7EF0A6 : db $02 : dw $240F ; Room $0053: Desert Palace (Popos 2 / Beamos Hellway Room) (...d..K......qqq)
-dl $7EF0C6 : db $02 : dw $840A ; Room $0063: Desert Palace (Final Section Entrance Room) (.d....K......q.q)
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7E0540 : db $02 : dw $0442 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0942 ; Object tilemap state
-dl $7E0548 : db $02 : dw $144C ; Object tilemap state
-dl $7E054C : db $02 : dw $1C4C ; Object tilemap state
-dl $7E0550 : db $02 : dw $03AA ; Object tilemap state
-dl $7E0554 : db $02 : dw $09AA ; Object tilemap state
-dl $7E0B37 : db $01 : db $8D ; Arc variable
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-dl $7FE026 : db $02 : dw $06E0 ; Room $53 persistent: Desert Palace (Popos 2 / Beamos Hellway Room)
-dl $7E010E : db $01 : db $0C ; Dungeon entrance index
-.after
-
-sram_adold_desert_lanmolas:
-dl $7E0552 : db $02 : dw $83B6 ; Object tilemap state
-dl $7E0556 : db $02 : dw $89B6 ; Object tilemap state
-dl $7EF377 : db $01 : db $16 ; Arrows
-dl $7EF086 : db $02 : dw $E48D ; Room $0043: Desert Palace (Torch Puzzle / Moving Wall Room) (.ddd..K..c...qq.)
-dl $7EF36E : db $01 : db $50 ; Magic Power
-dl $7E0550 : db $02 : dw $83AA ; Object tilemap state
-dl $7E0554 : db $02 : dw $89AA ; Object tilemap state
-dl $7E0B37 : db $01 : db $84 ; Arc variable
-.after
-
-sram_adold_mire_outside_desert:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF3C7 : db $01 : db $04 ; Map Phase
-dl $7EF3FF : db $02 : dw $0000 ; Deaths
-dl $7EF36C : db $01 : db $50 ; Health (goal)
-dl $7EF374 : db $01 : db $07 ; Pendants
-dl $7EF36D : db $01 : db $50 ; Health (actual)
-dl $7EF3E9 : db $02 : dw $0002 ; Deaths
-dl $7EF066 : db $02 : dw $0802 ; Room $0033: Desert Palace (Lanmolas[Boss]) (.....k.........q)
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E02A1 : db $01 : db $17 ; Arc variable
-dl $7FE026 : db $01 : db $00 ; Overworld $53 persistent: Dark Sanctuary
-.after
-
-sram_adold_mire_entrance:
-dl $7EF2F0 : db $01 : db $20 ; Overworld $70: Unknown (...?....)
-dl $7EF36E : db $01 : db $60 ; Magic Power
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0303 : db $01 : db $10 ; Selected menu item
-dl $7E0202 : db $01 : db $09 ; Selected menu item
-dl $7E010E : db $01 : db $27 ; Dungeon entrance index
-.after
-
-sram_adold_mire_mire_2:
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF130 : db $02 : dw $0003 ; Room $0098: Misery Mire (Entrance Room) (...............q)
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-.after
-
-sram_adold_mire_main_hub:
-dl $7EF1A4 : db $02 : dw $000F ; Room $00D2: Misery Mire (Mire02 / Wizzrobes Room) (.............qqq)
-dl $7EF36E : db $01 : db $50 ; Magic Power
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7FE124 : db $02 : dw $03EF ; Room $D2 persistent: Misery Mire (Mire02 / Wizzrobes Room)
-.after
-
-sram_adold_mire_spike_key:
-dl $7E0542 : db $02 : dw $2930 ; Object tilemap state
-dl $7E0546 : db $02 : dw $284C ; Object tilemap state
-dl $7E054A : db $02 : dw $2A4C ; Object tilemap state
-dl $7EF164 : db $02 : dw $0001 ; Room $00B2: Misery Mire (Slug Room) (................)
-dl $7EF184 : db $02 : dw $000F ; Room $00C2: Misery Mire (Big Hub Room) (.............qqq)
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $2830 ; Object tilemap state
-dl $7E0544 : db $02 : dw $2A30 ; Object tilemap state
-dl $7E0548 : db $02 : dw $294C ; Object tilemap state
-dl $7E054C : db $02 : dw $175E ; Object tilemap state
-.after
-
-sram_adold_mire_beat_the_fireball:
-dl $7EF36F : db $01 : db $02 ; Keys
-dl $7EF36D : db $01 : db $38 ; Health (actual)
-dl $7EF166 : db $02 : dw $0412 ; Room $00B3: Misery Mire (Spike Key Chest Room) (......K.....q..q)
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_adold_mire_bari_switch:
-dl $7E0542 : db $02 : dw $3044 ; Object tilemap state
-dl $7E0546 : db $02 : dw $07B4 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $02 : dw $0001 ; Keys
-dl $7EF184 : db $02 : dw $400F ; Room $00C2: Misery Mire (Big Hub Room) (..d..........qqq)
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E0540 : db $02 : dw $2E64 ; Object tilemap state
-dl $7E0544 : db $02 : dw $3440 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-.after
-
-sram_adold_mire_sluggulas:
-dl $7E0542 : db $02 : dw $1430 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1C30 ; Object tilemap state
-dl $7EF182 : db $02 : dw $C403 ; Room $00C1: Misery Mire (Compass Chest / Tile Room) (.dd...K........q)
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0540 : db $02 : dw $140C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C0C ; Object tilemap state
-dl $7E0B37 : db $01 : db $9B ; Arc variable
-dl $7FE102 : db $02 : dw $0200 ; Room $C1 persistent: Misery Mire (Compass Chest / Tile Room)
-dl $7FE124 : db $02 : dw $0000 ; Room $D2 persistent: Misery Mire (Mire02 / Wizzrobes Room)
-.after
-
-sram_adold_mire_torches:
-dl $7E0542 : db $02 : dw $0430 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0C70 ; Object tilemap state
-dl $7E054A : db $02 : dw $0470 ; Object tilemap state
-dl $7EF1A2 : db $02 : dw $0008 ; Room $00D1: Misery Mire (Conveyor Slug / Big Key Room) (.............q..)
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0540 : db $02 : dw $07A8 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0C4C ; Object tilemap state
-dl $7E0548 : db $02 : dw $044C ; Object tilemap state
-dl $7E0B37 : db $01 : db $90 ; Arc variable
-.after
-
-sram_adold_mire_backtracking:
-dl $7E0542 : db $02 : dw $1430 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1C30 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF12E : db $02 : dw $010F ; Room $0097: Misery Mire (Torch Puzzle / Moving Wall Room) (........c....qqq)
-dl $7EF162 : db $02 : dw $0007 ; Room $00B1: Misery Mire (Hourglass Room) (..............qq)
-dl $7EF182 : db $02 : dw $C407 ; Room $00C1: Misery Mire (Compass Chest / Tile Room) (.dd...K.......qq)
-dl $7EF1A2 : db $02 : dw $001B ; Room $00D1: Misery Mire (Conveyor Slug / Big Key Room) (............qq.q)
-dl $7EF366 : db $02 : dw $73B0 ; BigKey1
-dl $7EF36E : db $01 : db $10 ; Magic Power
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E0540 : db $02 : dw $140C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C0C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7E0CC3 : db $01 : db $01 ; Sprite drop
-.after
-
-sram_adold_mire_mire_to_hera_clip:
-dl $7E0542 : db $02 : dw $5424 ; Object tilemap state
-dl $7E0546 : db $02 : dw $4A24 ; Object tilemap state
-dl $7E054A : db $02 : dw $4B24 ; Object tilemap state
-dl $7E054E : db $02 : dw $4C24 ; Object tilemap state
-dl $7E0552 : db $02 : dw $5524 ; Object tilemap state
-dl $7E0556 : db $02 : dw $5624 ; Object tilemap state
-dl $7E055A : db $02 : dw $0C30 ; Object tilemap state
-dl $7E055E : db $02 : dw $1430 ; Object tilemap state
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0540 : db $02 : dw $5418 ; Object tilemap state
-dl $7E0544 : db $02 : dw $4A18 ; Object tilemap state
-dl $7E0548 : db $02 : dw $4B18 ; Object tilemap state
-dl $7E054C : db $02 : dw $4C18 ; Object tilemap state
-dl $7E0550 : db $02 : dw $5518 ; Object tilemap state
-dl $7E0554 : db $02 : dw $5618 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0C0C ; Object tilemap state
-dl $7E055C : db $02 : dw $140C ; Object tilemap state
-dl $7E0B37 : db $01 : db $CC ; Arc variable
-dl $7E0CC3 : db $01 : db $00 ; Sprite drop
-dl $7FE102 : db $02 : dw $0000 ; Room $C1 persistent: Misery Mire (Compass Chest / Tile Room)
-.after
-
-sram_adold_mire_hera_to_swamp_clip:
-dl $7E0542 : db $02 : dw $0E64 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1064 ; Object tilemap state
-dl $7E054A : db $02 : dw $1264 ; Object tilemap state
-dl $7E054E : db $02 : dw $0E68 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1068 ; Object tilemap state
-dl $7E0556 : db $02 : dw $1268 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl $7E055E : db $02 : dw $0000 ; Object tilemap state
-dl $7EF343 : db $01 : db $05 ; Bombs
-dl $7EF36D : db $01 : db $50 ; Health (actual)
-dl $7EF14E : db $02 : dw $000C ; Room $00A7: Tower of Hera (Fairy Room) (.............qq.)
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7E0540 : db $02 : dw $0D64 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0F64 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1164 ; Object tilemap state
-dl $7E054C : db $02 : dw $0D68 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0F68 ; Object tilemap state
-dl $7E0554 : db $02 : dw $1168 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $1E ; Arc variable
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-.after
-
-sram_adold_mire_mire_2_2:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B35 : db $01 : db $C3 ; Arc variable
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF383 : db $01 : db $00 ; Key for dungeon $07
-dl $7E0FCC : db $01 : db $01 ; Prize pack index
-dl $7EF06C : db $02 : dw $001F ; Room $0036: Swamp Palace (Big Chest Room) (............qqqq)
-dl $7EF36D : db $01 : db $48 ; Health (actual)
-dl $7EF06E : db $02 : dw $208F ; Room $0037: Swamp Palace (Map Chest / Water Fill Room) (...d.....c...qqq)
-dl $7EF342 : db $01 : db $01 ; Hookshot
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B33 : db $01 : db $BE ; Arc variable
-dl $7E0B37 : db $01 : db $BE ; Arc variable
-dl $7E0B36 : db $01 : db $D6 ; Arc variable
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-dl $7E0B0C : db $01 : db $A0 ; Arc variable
-dl $7E0B34 : db $01 : db $D0 ; Arc variable
-.after
-
-sram_adold_mire_big_chest_room:
-dl $7E0FC8 : db $01 : db $02 ; Prize pack index
-dl $7EF186 : db $02 : dw $000A ; Room $00C3: Misery Mire (Big Chest Room) (.............q.q)
-dl $7EF36E : db $01 : db $60 ; Magic Power
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E0303 : db $01 : db $0E ; Selected menu item
-dl $7E0B37 : db $01 : db $A0 ; Arc variable
-dl $7E0202 : db $01 : db $03 ; Selected menu item
-dl $7FE124 : db $02 : dw $03EF ; Room $D2 persistent: Misery Mire (Mire02 / Wizzrobes Room)
-.after
-
-sram_adold_mire_main_hub_post_cane:
-dl $7EF350 : db $01 : db $01 ; Cane of Somaria
-dl $7EF36D : db $01 : db $40 ; Health (actual)
-dl $7EF186 : db $02 : dw $001F ; Room $00C3: Misery Mire (Big Chest Room) (............qqqq)
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E0B37 : db $01 : db $0A ; Arc variable
-dl $7E0B3F : db $01 : db $01 ; Arc variable
-.after
-
-sram_adold_mire_bridge_room:
-dl $7E0542 : db $02 : dw $2930 ; Object tilemap state
-dl $7E0546 : db $02 : dw $284C ; Object tilemap state
-dl $7E054A : db $02 : dw $2A4C ; Object tilemap state
-dl $7EF164 : db $02 : dw $800D ; Room $00B2: Misery Mire (Slug Room) (.d...........qq.)
-dl $7EF360 : db $02 : dw $005D ; Rupees (goal)
-dl $7EF162 : db $02 : dw $800F ; Room $00B1: Misery Mire (Hourglass Room) (.d...........qqq)
-dl $7EF362 : db $02 : dw $005D ; Rupees (actual)
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0303 : db $01 : db $12 ; Selected menu item
-dl $7E0540 : db $02 : dw $2830 ; Object tilemap state
-dl $7E0544 : db $02 : dw $2A30 ; Object tilemap state
-dl $7E0548 : db $02 : dw $294C ; Object tilemap state
-dl $7E054C : db $02 : dw $175E ; Object tilemap state
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7E0B3F : db $01 : db $00 ; Arc variable
-dl $7E0202 : db $01 : db $11 ; Selected menu item
-dl $7FE124 : db $02 : dw $0000 ; Room $D2 persistent: Misery Mire (Mire02 / Wizzrobes Room)
-.after
-
-sram_adold_mire_spooky_action:
-dl $7E0542 : db $02 : dw $175C ; Object tilemap state
-dl $7E0546 : db $02 : dw $1768 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF124 : db $02 : dw $0005 ; Room $0092: Misery Mire (Dark Bomb Wall / Switches Room) (..............q.)
-dl $7EF144 : db $02 : dw $800F ; Room $00A2: Misery Mire (Bridge Key Chest Room) (.d...........qqq)
-dl $7EF126 : db $02 : dw $000E ; Room $0093: Misery Mire (Dark Cane Floor Switch Puzzle Room) (.............qqq)
-dl $7EF36E : db $01 : db $50 ; Magic Power
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E0540 : db $02 : dw $1756 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1762 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E02A1 : db $01 : db $00 ; Arc variable
-dl $7E0B37 : db $01 : db $49 ; Arc variable
-dl $7E02A2 : db $01 : db $FF ; Arc variable
-.after
-
-sram_adold_mire_vitreous:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF124 : db $02 : dw $0007 ; Room $0092: Misery Mire (Dark Bomb Wall / Switches Room) (..............qq)
-dl $7EF140 : db $02 : dw $800F ; Room $00A0: Misery Mire (Pre-Vitreous Room) (.d...........qqq)
-dl $7EF122 : db $02 : dw $0005 ; Room $0091: Misery Mire (Final Switch Room) (..............q.)
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $0C ; Arc variable
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-.after
-
-sram_adold_swamp_outside_mire:
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF377 : db $01 : db $0E ; Arrows
-dl $7EF120 : db $02 : dw $0802 ; Room $0090: Misery Mire (Vitreous[Boss]) (.....k.........q)
-dl $7EF36C : db $01 : db $58 ; Health (goal)
-dl $7EF36D : db $01 : db $58 ; Health (actual)
-dl $7EF3F1 : db $02 : dw $0000 ; Deaths
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7EF37A : db $01 : db $63 ; Crystals
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E02A1 : db $01 : db $0E ; Arc variable
-dl $7E02A2 : db $01 : db $00 ; Arc variable
-.after
-
-sram_adold_swamp_antifairy_room:
-dl $7E0542 : db $02 : dw $193E ; Object tilemap state
-dl $7E0B35 : db $01 : db $00 ; Arc variable
-dl $7E1ABF : db $01 : db $70 ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $07 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $07 ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $0F ; Warp Vortex Coordinate
-dl $7EF216 : db $02 : dw $0003 ; Room $010B: Unknown (...............q)
-dl $7EF3CA : db $01 : db $00 ; LW/DW
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7EC167 : db $01 : db $04 ; Underworld exit cache
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7EC140 : db $02 : dw $003B ; Underworld exit cache
-dl $7EC144 : db $02 : dw $0E86 ; Underworld exit cache
-dl $7EC148 : db $02 : dw $0EE7 ; Underworld exit cache
-dl $7EC14C : db $02 : dw $003B ; Underworld exit cache
-dl $7EC150 : db $02 : dw $0EF3 ; Underworld exit cache
-dl $7EC154 : db $02 : dw $0E00 ; Underworld exit cache
-dl $7EC158 : db $02 : dw $0600 ; Underworld exit cache
-dl $7EC15C : db $02 : dw $0D20 ; Underworld exit cache
-dl $7EC160 : db $02 : dw $0500 ; Underworld exit cache
-dl $7EC16C : db $02 : dw $FFF6 ; Underworld exit cache
-dl $7E0540 : db $02 : dw $193A ; Object tilemap state
-dl $7E0544 : db $02 : dw $1842 ; Object tilemap state
-dl $7EC165 : db $01 : db $20 ; Underworld exit cache
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7E0B36 : db $01 : db $00 ; Arc variable
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-dl $7EC142 : db $02 : dw $0016 ; Underworld exit cache
-dl $7EC146 : db $02 : dw $0700 ; Underworld exit cache
-dl $7EC14A : db $02 : dw $0778 ; Underworld exit cache
-dl $7EC14E : db $02 : dw $0420 ; Underworld exit cache
-dl $7EC152 : db $02 : dw $077D ; Underworld exit cache
-dl $7EC156 : db $02 : dw $0F1E ; Underworld exit cache
-dl $7EC15A : db $02 : dw $0700 ; Underworld exit cache
-dl $7EC15E : db $02 : dw $1000 ; Underworld exit cache
-dl $7EC162 : db $02 : dw $0800 ; Underworld exit cache
-dl $7EC166 : db $01 : db $27 ; Underworld exit cache
-dl $7EC16A : db $02 : dw $000A ; Underworld exit cache
-dl $7E0B0C : db $01 : db $F0 ; Arc variable
-dl $7E0B34 : db $01 : db $00 ; Arc variable
-dl $7E010E : db $01 : db $4E ; Dungeon entrance index
-.after
-
-sram_adold_swamp_entrance:
-dl $7EF2BB : db $01 : db $20 ; Overworld $3B: Unknown (...?....)
-dl $7EF2FB : db $01 : db $20 ; Overworld $7B: Unknown (...?....)
-dl $7EF216 : db $02 : dw $008F ; Room $010B: Unknown (.........c...qqq)
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7E0303 : db $01 : db $0E ; Selected menu item
-dl $7FE07D : db $01 : db $13 ; Overworld $7E persistent: UNKNOWN
-dl $7E0202 : db $01 : db $03 ; Selected menu item
-dl $7EF051 : db $01 : db $01 ; Room $0028: Swamp Palace (Entrance Room) (................)
-dl $7FE0E2 : db $01 : db $AA ; Overworld $B1 persistent: UNKNOWN
-dl $7FE126 : db $01 : db $AB ; Overworld $D3 persistent: UNKNOWN
-.after
-
-sram_adold_swamp_first_key_pot:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $02 : dw $0000 ; Keys
-dl $7EF050 : db $02 : dw $811F ; Room $0028: Swamp Palace (Entrance Room) (.d......c...qqqq)
-dl $7FDFD0 : db $02 : dw $000E ; Room $28 persistent: Swamp Palace (Entrance Room)
-dl $7FE07D : db $01 : db $00 ; Room $7E persistent: Ice Palace (Hidden Chest / Bombable Floor Room)
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7FE0E2 : db $01 : db $00 ; Room $B1 persistent: Misery Mire (Hourglass Room)
-dl $7E010E : db $01 : db $25 ; Dungeon entrance index
-dl $7FE126 : db $01 : db $00 ; Room $D3 persistent: Empty Clone Room
-.after
-
-sram_adold_swamp_main_hub:
-dl $7E0542 : db $02 : dw $0520 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1430 ; Object tilemap state
-dl $7EF343 : db $01 : db $06 ; Bombs
-dl $7EF070 : db $02 : dw $440A ; Room $0038: Swamp Palace (Key Pot Room) (..d...K......q.q)
-dl $7EF06E : db $02 : dw $308F ; Room $0037: Swamp Palace (Map Chest / Water Fill Room) (...db....c...qqq)
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7FDFF0 : db $02 : dw $0002 ; Room $38 persistent: Swamp Palace (Key Pot Room)
-dl $7E0540 : db $02 : dw $0420 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0620 ; Object tilemap state
-dl $7E0548 : db $02 : dw $063C ; Object tilemap state
-.after
-
-sram_adold_swamp_hookdash:
-dl $7E0542 : db $02 : dw $0F9A ; Object tilemap state
-dl $7E0546 : db $02 : dw $05C0 ; Object tilemap state
-dl $7E054A : db $02 : dw $0470 ; Object tilemap state
-dl $7E054E : db $02 : dw $1072 ; Object tilemap state
-dl $7E0B35 : db $01 : db $82 ; Arc variable
-dl $7EF06C : db $02 : dw $441F ; Room $0036: Swamp Palace (Big Chest Room) (..d...K.....qqqq)
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0540 : db $02 : dw $100A ; Object tilemap state
-dl $7E0544 : db $02 : dw $05BC ; Object tilemap state
-dl $7E0548 : db $02 : dw $046C ; Object tilemap state
-dl $7E054C : db $02 : dw $0FDE ; Object tilemap state
-dl $7E0B33 : db $01 : db $8D ; Arc variable
-dl $7E0B37 : db $01 : db $81 ; Arc variable
-dl $7E0B36 : db $01 : db $84 ; Arc variable
-dl $7E0B0C : db $01 : db $A0 ; Arc variable
-dl $7E0B34 : db $01 : db $8C ; Arc variable
-.after
-
-sram_adold_swamp_restock_room:
-dl $7E0542 : db $02 : dw $0654 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0668 ; Object tilemap state
-dl $7E054A : db $02 : dw $2630 ; Object tilemap state
-dl $7E054E : db $02 : dw $2634 ; Object tilemap state
-dl $7E0552 : db $02 : dw $2638 ; Object tilemap state
-dl $7E0B35 : db $01 : db $0F ; Arc variable
-dl $7EF04C : db $02 : dw $8007 ; Room $0026: Swamp Palace (Statue Room) (.d............qq)
-dl $7EF0CC : db $02 : dw $0003 ; Room $0066: Swamp Palace (Hidden Chest / Hidden Door Room) (...............q)
-dl $7EF0EC : db $02 : dw $008E ; Room $0076: Swamp Palace (Water Drain Room) (.........c...qqq)
-dl $7FDFD0 : db $02 : dw $0000 ; Room $28 persistent: Swamp Palace (Entrance Room)
-dl $7FDFF0 : db $02 : dw $0000 ; Room $38 persistent: Swamp Palace (Key Pot Room)
-dl $7FE04C : db $02 : dw $0100 ; Room $66 persistent: Swamp Palace (Hidden Chest / Hidden Door Room)
-dl $7E0540 : db $02 : dw $0554 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0568 ; Object tilemap state
-dl $7E0548 : db $02 : dw $2530 ; Object tilemap state
-dl $7E054C : db $02 : dw $2534 ; Object tilemap state
-dl $7E0550 : db $02 : dw $2538 ; Object tilemap state
-dl $7E0554 : db $02 : dw $383C ; Object tilemap state
-dl $7E0B33 : db $01 : db $82 ; Arc variable
-dl $7E0B37 : db $01 : db $2C ; Arc variable
-dl $7E0B36 : db $01 : db $1E ; Arc variable
-dl $7E0B34 : db $01 : db $81 ; Arc variable
-.after
-
-sram_adold_swamp_phelps_way:
-dl $7E0542 : db $02 : dw $03C0 ; Object tilemap state
-dl $7E0546 : db $02 : dw $04C0 ; Object tilemap state
-dl $7E054A : db $02 : dw $05C0 ; Object tilemap state
-dl $7E054E : db $02 : dw $06C0 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B35 : db $01 : db $B5 ; Arc variable
-dl $7EF02C : db $02 : dw $000C ; Room $0016: Swamp Palace (Swimming Treadmill) (.............qq.)
-dl $7EF0CC : db $02 : dw $000F ; Room $0066: Swamp Palace (Hidden Chest / Hidden Door Room) (.............qqq)
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7FDFAC : db $02 : dw $0004 ; Room $16 persistent: Swamp Palace (Swimming Treadmill)
-dl $7E0540 : db $02 : dw $03BC ; Object tilemap state
-dl $7E0544 : db $02 : dw $04BC ; Object tilemap state
-dl $7E0548 : db $02 : dw $05BC ; Object tilemap state
-dl $7E054C : db $02 : dw $06BC ; Object tilemap state
-dl $7E0550 : db $02 : dw $13F0 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $D2 ; Arc variable
-dl $7E0B36 : db $01 : db $C4 ; Arc variable
-.after
-
-sram_adold_swamp_arrghus:
-dl $7EF02C : db $02 : dw $440F ; Room $0016: Swamp Palace (Swimming Treadmill) (..d...K......qqq)
-dl $7EF36D : db $01 : db $50 ; Health (actual)
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_adold_ice_outside_swamp:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B09 : db $01 : db $0C ; Arc variable
-dl $7E0B31 : db $01 : db $22 ; Arc variable
-dl $7E0B35 : db $01 : db $3B ; Arc variable
-dl $7E0B39 : db $01 : db $28 ; Arc variable
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF00C : db $02 : dw $0802 ; Room $0006: Swamp Palace (Arrghus[Boss]) (.....k.........q)
-dl $7EF36C : db $01 : db $60 ; Health (goal)
-dl $7EF36D : db $01 : db $60 ; Health (actual)
-dl $7EF381 : db $01 : db $00 ; Key for dungeon $05
-dl $7EF3ED : db $02 : dw $0000 ; Deaths
-dl $7EF37A : db $01 : db $73 ; Crystals
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7FDFAC : db $01 : db $00 ; Overworld $16 persistent: Witch's Hut
-dl $7FE04C : db $01 : db $00 ; Overworld $66 persistent: UNKNOWN
-dl $7FE07D : db $01 : db $13 ; Overworld $7E persistent: UNKNOWN
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B3A : db $01 : db $2B ; Arc variable
-dl $7E0B32 : db $01 : db $1E ; Arc variable
-dl $7E0B33 : db $01 : db $24 ; Arc variable
-dl $7E0B37 : db $01 : db $3A ; Arc variable
-dl $7E0B3B : db $01 : db $36 ; Arc variable
-dl $7E0B36 : db $01 : db $3E ; Arc variable
-dl $7FE0E2 : db $01 : db $AA ; Overworld $B1 persistent: UNKNOWN
-dl $7E0B08 : db $01 : db $83 ; Arc variable
-dl $7E0B0C : db $01 : db $01 ; Arc variable
-dl $7E0B30 : db $01 : db $2F ; Arc variable
-dl $7E0B34 : db $01 : db $31 ; Arc variable
-dl $7E0B38 : db $01 : db $30 ; Arc variable
-dl $7E0B3C : db $01 : db $3A ; Arc variable
-dl $7FE126 : db $01 : db $AB ; Overworld $D3 persistent: UNKNOWN
-.after
-
-sram_adold_ice_entrance:
-dl $7EF2BB : db $01 : db $00 ; Overworld $3B: Unknown (........)
-dl $7EF2FB : db $01 : db $00 ; Overworld $7B: Unknown (........)
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF01C : db $02 : dw $0001 ; Room $000E: Ice Palace (Entrance Room) (................)
-dl $7E1ABF : db $01 : db $07 ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $0A ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $41 ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $0E ; Warp Vortex Coordinate
-dl $7EF216 : db $01 : db $0F ; Room $010B: Unknown (.............qqq)
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7FE07D : db $01 : db $00 ; Room $7E persistent: Ice Palace (Hidden Chest / Bombable Floor Room)
-dl $7E0CBD : db $01 : db $01 ; Sprite drop
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-dl $7EF051 : db $01 : db $80 ; Room $0028: Swamp Palace (Entrance Room) (.........c......)
-dl $7FE0E2 : db $01 : db $00 ; Room $B1 persistent: Misery Mire (Hourglass Room)
-dl $7E010E : db $01 : db $2D ; Dungeon entrance index
-dl $7FE126 : db $01 : db $00 ; Room $D3 persistent: Empty Clone Room
-.after
-
-sram_adold_ice_ice_conveyor:
-dl $7E0542 : db $02 : dw $0664 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0A5C ; Object tilemap state
-dl $7EF343 : db $01 : db $04 ; Bombs
-dl $7EF03C : db $02 : dw $0004 ; Room $001E: Ice Palace (Bomb Floor / Bari Room) (..............q.)
-dl $7EF07C : db $02 : dw $0004 ; Room $003E: Ice Palace (Stalfos Knights / Conveyor Hellway) (..............q.)
-dl $7E0CC2 : db $01 : db $01 ; Sprite drop
-dl $7E0FCA : db $01 : db $02 ; Prize pack index
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7FDFFC : db $02 : dw $0006 ; Room $3E persistent: Ice Palace (Stalfos Knights / Conveyor Hellway)
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $0660 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0A58 ; Object tilemap state
-dl $7E0B37 : db $01 : db $49 ; Arc variable
-dl $7E0CBD : db $01 : db $00 ; Sprite drop
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-.after
-
-sram_adold_ice_ipbj:
-dl $7EF07C : db $02 : dw $4407 ; Room $003E: Ice Palace (Stalfos Knights / Conveyor Hellway) (..d...K.......qq)
-dl $7E0CC2 : db $01 : db $00 ; Sprite drop
-dl $7EF36D : db $01 : db $58 ; Health (actual)
-dl $7FDFFC : db $02 : dw $0366 ; Room $3E persistent: Ice Palace (Stalfos Knights / Conveyor Hellway)
-dl $7E0468 : db $01 : db $01 ; Trap door state
-dl $7E0B37 : db $01 : db $9B ; Arc variable
-.after
-
-sram_adold_ice_penguin_lineup_room:
-dl $7E0542 : db $02 : dw $0B8C ; Object tilemap state
-dl $7E0546 : db $02 : dw $0A30 ; Object tilemap state
-dl $7EF343 : db $01 : db $03 ; Bombs
-dl $7EF09C : db $02 : dw $400C ; Room $004E: Ice Palace (Bomb-Jump Room) (..d..........qq.)
-dl $7EF36D : db $01 : db $50 ; Health (actual)
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0303 : db $01 : db $0E ; Selected menu item
-dl $7E0540 : db $02 : dw $078C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0C1C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0C70 ; Object tilemap state
-dl $7E0B37 : db $01 : db $91 ; Arc variable
-dl $7E0202 : db $01 : db $03 ; Selected menu item
-.after
-
-sram_adold_ice_lonely_firebar:
-dl $7E0542 : db $02 : dw $0460 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0870 ; Object tilemap state
-dl $7EF0BC : db $02 : dw $0001 ; Room $005E: Ice Palace (Lonely Firebar) (................)
-dl $7EF0DC : db $02 : dw $0004 ; Room $006E: Ice Palace (Pengators Room) (..............q.)
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7FE05C : db $02 : dw $001F ; Room $6E persistent: Ice Palace (Pengators Room)
-dl $7E0540 : db $02 : dw $045C ; Object tilemap state
-dl $7E0544 : db $02 : dw $084C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0FC9 : db $01 : db $03 ; Prize pack index
-dl $7E0B37 : db $01 : db $A0 ; Arc variable
-.after
-
-sram_adold_ice_last_two_screens:
-dl $7E0542 : db $02 : dw $1858 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1CA4 ; Object tilemap state
-dl $7EF0BC : db $02 : dw $0003 ; Room $005E: Ice Palace (Lonely Firebar) (...............q)
-dl $7EF0FC : db $02 : dw $0002 ; Room $007E: Ice Palace (Hidden Chest / Bombable Floor Room) (...............q)
-dl $7EF13C : db $02 : dw $0003 ; Room $009E: Ice Palace (Big Chest Room) (...............q)
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7FDFFC : db $02 : dw $0000 ; Room $3E persistent: Ice Palace (Stalfos Knights / Conveyor Hellway)
-dl $7E0540 : db $02 : dw $13A4 ; Object tilemap state
-dl $7E0544 : db $02 : dw $179C ; Object tilemap state
-dl $7E0548 : db $02 : dw $5764 ; Object tilemap state
-.after
-
-sram_adold_ice_kholdstare:
-dl $7E0542 : db $02 : dw $0850 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0BD0 ; Object tilemap state
-dl $7E054A : db $02 : dw $0CD0 ; Object tilemap state
-dl $7E054E : db $02 : dw $0AD0 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0C70 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0AF0 ; Object tilemap state
-dl $7E055A : db $02 : dw $0870 ; Object tilemap state
-dl $7E055E : db $02 : dw $0970 ; Object tilemap state
-dl $7EF17C : db $02 : dw $0001 ; Room $00BE: Ice Palace (Block Puzzle Room) (................)
-dl $7EF19C : db $02 : dw $0004 ; Room $00CE: Ice Palace (Hole to Kholdstare Room) (..............q.)
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7FE05C : db $02 : dw $0000 ; Room $6E persistent: Ice Palace (Pengators Room)
-dl $7E0540 : db $02 : dw $084C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0BCC ; Object tilemap state
-dl $7E0548 : db $02 : dw $0CCC ; Object tilemap state
-dl $7E054C : db $02 : dw $0ACC ; Object tilemap state
-dl $7E0550 : db $02 : dw $0C6C ; Object tilemap state
-dl $7E0554 : db $02 : dw $0AEC ; Object tilemap state
-dl $7E0558 : db $02 : dw $086C ; Object tilemap state
-dl $7E055C : db $02 : dw $096C ; Object tilemap state
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-.after
-
-sram_adold_trock_outside_ice:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl $7E055E : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF1BC : db $02 : dw $0804 ; Room $00DE: Ice Palace (Kholdstare[Boss]) (.....k........q.)
-dl $7EF36C : db $01 : db $68 ; Health (goal)
-dl $7EF36D : db $01 : db $68 ; Health (actual)
-dl $7EF385 : db $01 : db $00 ; Key for dungeon $09
-dl $7EF3F5 : db $02 : dw $0000 ; Deaths
-dl $7EF37A : db $01 : db $77 ; Crystals
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7FDFF9 : db $01 : db $42 ; Overworld $3C persistent: Great Swamp SE
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055C : db $02 : dw $0000 ; Object tilemap state
-dl $7E02A1 : db $01 : db $08 ; Arc variable
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-dl $7FDFDA : db $01 : db $D4 ; Overworld $2D persistent: Bridge to Hyrule Castle
-dl $7FE01B : db $01 : db $42 ; Overworld $4D persistent: UNKNOWN
-.after
-
-sram_adold_trock_old_man_cave:
-dl $7E0542 : db $02 : dw $0A70 ; Object tilemap state
-dl $7EF2B7 : db $01 : db $02 ; Overworld $37: Unknown (.......?)
-dl $7EF343 : db $01 : db $02 ; Bombs
-dl $7E0FC8 : db $02 : dw $0000 ; Prize pack index
-dl $7E0FCC : db $02 : dw $0000 ; Prize pack index
-dl $7EF3FF : db $02 : dw $0001 ; Deaths
-dl $7EF050 : db $02 : dw $801F ; Room $0028: Swamp Palace (Entrance Room) (.d..........qqqq)
-dl $7EF240 : db $02 : dw $001A ; Room $0120: Unknown (............qq.q)
-dl $7EF36C : db $02 : dw $3868 ; Health (goal)
-dl $7EF3E8 : db $02 : dw $0200 ; Deaths
-dl $7E1ABF : db $01 : db $00 ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $00 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $00 ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $00 ; Warp Vortex Coordinate
-dl $7EF36D : db $01 : db $38 ; Health (actual)
-dl $7E0FCA : db $02 : dw $0000 ; Prize pack index
-dl $7EF2B6 : db $02 : dw $0200 ; Overworld $36: Unknown (........)
-dl $7EF342 : db $02 : dw $0201 ; Hookshot
-dl $7EF346 : db $02 : dw $0001 ; Ice Rod
-dl $7EF36E : db $02 : dw $FF80 ; Magic Power
-dl $7EF376 : db $02 : dw $0E00 ; Arrow filler
-dl $7EF3C6 : db $02 : dw $0415 ; Game Phase 2
-dl $7EF3CA : db $02 : dw $0000 ; LW/DW
-dl $7EF3FE : db $02 : dw $0100 ; Deaths
-dl $7EF4FE : db $02 : dw $04F0 ; Inverse checksum
-dl $7E029F : db $01 : db $16 ; Arc variable
-dl $7FDFF9 : db $01 : db $00 ; Room $3C persistent: Cave
-dl $7E0540 : db $02 : dw $0920 ; Object tilemap state
-dl $7FDFDA : db $01 : db $00 ; Room $2D persistent: Empty Clone Room
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7FE01B : db $01 : db $00 ; Room $4D persistent: Ganon's Tower (Moldorm Room)
-dl $7E010E : db $02 : dw $0030 ; Dungeon entrance index
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-.after
-
-sram_adold_trock_tr_climb:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7E010E : db $01 : db $33 ; Dungeon entrance index
-.after
-
-sram_adold_trock_laser_entrance:
-dl $7E1ABF : db $01 : db $07 ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $0A ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $98 ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $01 ; Warp Vortex Coordinate
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7FE16D : db $01 : db $D1 ; Overworld $F6 persistent: UNKNOWN
-dl $7FE046 : db $01 : db $D1 ; Overworld $63 persistent: UNKNOWN
-.after
-
-sram_adold_trock_crystal_roller:
-dl $7E0542 : db $02 : dw $104C ; Object tilemap state
-dl $7E0546 : db $02 : dw $1070 ; Object tilemap state
-dl $7E054A : db $02 : dw $1C70 ; Object tilemap state
-dl $7EF343 : db $01 : db $01 ; Bombs
-dl $7EF36F : db $01 : db $01 ; Keys
-dl $7EF36D : db $01 : db $28 ; Health (actual)
-dl $7EF16A : db $02 : dw $000F ; Room $00B5: Turtle Rock (Dark Maze) (.............qqq)
-dl $7EF18A : db $02 : dw $000A ; Room $00C5: Turtle Rock (Laser Bridge) (.............q.q)
-dl $7EF1AA : db $02 : dw $808A ; Room $00D5: Turtle Rock (Laser Key Room) (.d.......c...q.q)
-dl $7EF36E : db $01 : db $78 ; Magic Power
-dl $7E029F : db $01 : db $00 ; Arc variable
-dl $7E0303 : db $01 : db $12 ; Selected menu item
-dl $7E0540 : db $02 : dw $0470 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0F70 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1170 ; Object tilemap state
-dl $7FE16D : db $01 : db $00 ; Room $F6 persistent: Empty Clone Room
-dl $7E0202 : db $01 : db $11 ; Selected menu item
-dl $7FE046 : db $01 : db $00 ; Room $63 persistent: Desert Palace (Final Section Entrance Room)
-dl $7E010E : db $01 : db $18 ; Dungeon entrance index
-dl $7FE12A : db $02 : dw $0010 ; Room $D5 persistent: Turtle Rock (Laser Key Room)
-.after
-
-sram_adold_trock_pokey_1:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B35 : db $01 : db $00 ; Arc variable
-dl $7EF008 : db $02 : dw $401A ; Room $0004: Turtle Rock (Crysta-roller Room) (..d.........qq.q)
-dl $7EF028 : db $02 : dw $800F ; Room $0014: Turtle Rock (Big Key Room) (.d...........qqq)
-dl $7EF048 : db $02 : dw $800C ; Room $0024: Turtle Rock (Double Hokku-Bokku / Big chest Room) (.d...........qq.)
-dl $7EF36E : db $01 : db $70 ; Magic Power
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B33 : db $01 : db $00 ; Arc variable
-dl $7E0B37 : db $01 : db $3C ; Arc variable
-dl $7E0B3B : db $01 : db $00 ; Arc variable
-dl $7E0B36 : db $01 : db $00 ; Arc variable
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-dl $7E0B0C : db $01 : db $A0 ; Arc variable
-dl $7E0B34 : db $01 : db $00 ; Arc variable
-dl $7E0B3C : db $01 : db $00 ; Arc variable
-dl $7FE12A : db $02 : dw $0000 ; Room $D5 persistent: Turtle Rock (Laser Key Room)
-.after
-
-sram_adold_trock_laser_entrance_2:
-dl $7EF028 : db $02 : dw $C01F ; Room $0014: Turtle Rock (Big Key Room) (.dd.........qqqq)
-dl $7EF388 : db $01 : db $01 ; Key for dungeon $0C
-dl $7EF026 : db $02 : dw $8405 ; Room $0013: Turtle Rock (Hokku-Bokku Key Room 2) (.d....K.......q.)
-dl $7EF366 : db $02 : dw $73B8 ; BigKey1
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_adold_trock_switch_maze:
-dl $7EF36F : db $02 : dw $0000 ; Keys
-dl $7EF18A : db $02 : dw $800A ; Room $00C5: Turtle Rock (Laser Bridge) (.d...........q.q)
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E0303 : db $01 : db $12 ; Selected menu item
-dl $7E0202 : db $01 : db $11 ; Selected menu item
-.after
-
-sram_adold_trock_trinexx:
-dl $7E0542 : db $02 : dw $1C30 ; Object tilemap state
-dl $7EF168 : db $02 : dw $800F ; Room $00B4: Turtle Rock (Pre-Trinexx Room) (.d...........qqq)
-dl $7EF188 : db $02 : dw $800F ; Room $00C4: Turtle Rock (Final Crystal Switch Puzzle Room) (.d...........qqq)
-dl $7EF36E : db $01 : db $60 ; Magic Power
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0540 : db $02 : dw $1C2C ; Object tilemap state
-dl $7E02A1 : db $01 : db $00 ; Arc variable
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-.after
-
-sram_adold_gtower_outside_turtle_rock:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B09 : db $01 : db $60 ; Arc variable
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF3C7 : db $01 : db $08 ; Map Phase
-dl $7EF3FB : db $02 : dw $0001 ; Deaths
-dl $7EF3FF : db $02 : dw $0000 ; Deaths
-dl $7EF148 : db $02 : dw $0802 ; Room $00A4: Turtle Rock (Trinexx[Boss]) (.....k.........q)
-dl $7EF36C : db $01 : db $70 ; Health (goal)
-dl $7EF388 : db $01 : db $00 ; Key for dungeon $0C
-dl $7EF36D : db $01 : db $70 ; Health (actual)
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7EF37A : db $01 : db $7F ; Crystals
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E02A1 : db $01 : db $05 ; Arc variable
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-dl $7E0B08 : db $01 : db $78 ; Arc variable
-dl $7E0B0C : db $01 : db $44 ; Arc variable
-.after
-
-sram_adold_gtower_old_man_cave:
-dl $7E0542 : db $02 : dw $0A70 ; Object tilemap state
-dl $7EF3FF : db $02 : dw $0001 ; Deaths
-dl $7EF36C : db $02 : dw $4070 ; Health (goal)
-dl $7E1ABF : db $01 : db $00 ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $00 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $00 ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $00 ; Warp Vortex Coordinate
-dl $7EF36D : db $01 : db $40 ; Health (actual)
-dl $7EF342 : db $02 : dw $0101 ; Hookshot
-dl $7EF36E : db $02 : dw $FF80 ; Magic Power
-dl $7EF3C6 : db $02 : dw $0815 ; Game Phase 2
-dl $7EF3CA : db $02 : dw $0000 ; LW/DW
-dl $7EF3FA : db $02 : dw $0100 ; Deaths
-dl $7EF4FE : db $02 : dw $EBCB ; Inverse checksum
-dl $7E0540 : db $02 : dw $0920 ; Object tilemap state
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E010E : db $02 : dw $0030 ; Dungeon entrance index
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-.after
-
-sram_adold_gtower_entrance:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF018 : db $02 : dw $000F ; Room $000C: Ganon's Tower (Entrance Room) (.............qqq)
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0303 : db $01 : db $0E ; Selected menu item
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7E0202 : db $01 : db $03 ; Selected menu item
-dl $7E010E : db $01 : db $37 ; Dungeon entrance index
-.after
-
-sram_adold_gtower_spike_skip:
-dl $7E0542 : db $02 : dw $171C ; Object tilemap state
-dl $7E0546 : db $02 : dw $0864 ; Object tilemap state
-dl $7E054A : db $02 : dw $085C ; Object tilemap state
-dl $7E054E : db $02 : dw $0C4C ; Object tilemap state
-dl $7E0552 : db $02 : dw $144C ; Object tilemap state
-dl $7E0556 : db $02 : dw $0864 ; Object tilemap state
-dl $7EF36F : db $01 : db $01 ; Keys
-dl $7EF118 : db $02 : dw $0008 ; Room $008C: Ganon's Tower (East and West Downstairs / Big Chest Room) (.............q..)
-dl $7EF116 : db $02 : dw $0404 ; Room $008B: Ganon's Tower (Block Puzzle / Spike Skip / Map Chest Room) (......K.......q.)
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7E0468 : db $01 : db $00 ; Trap door state
-dl $7E0540 : db $02 : dw $0920 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1720 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0760 ; Object tilemap state
-dl $7E054C : db $02 : dw $0960 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0C70 ; Object tilemap state
-dl $7E0554 : db $02 : dw $1C4C ; Object tilemap state
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-dl $7E0641 : db $02 : dw $0001 ; Room puzzle state (?)
-dl $7E0B0C : db $01 : db $50 ; Arc variable
-.after
-
-sram_adold_gtower_pre_firesnakes_room:
-dl $7E0542 : db $02 : dw $0C30 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1820 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF116 : db $02 : dw $040E ; Room $008B: Ganon's Tower (Block Puzzle / Spike Skip / Map Chest Room) (......K......qqq)
-dl $7EF136 : db $02 : dw $8408 ; Room $009B: Ganon's Tower (Many Spikes / Warp Maze Room) (.d....K......q..)
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E0303 : db $01 : db $0E ; Selected menu item
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $0430 ; Object tilemap state
-dl $7E0544 : db $02 : dw $181C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $03 ; Selected menu item
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E0641 : db $01 : db $00 ; Room puzzle state (?)
-.after
-
-sram_adold_gtower_bombable_floor:
-dl $7E0542 : db $02 : dw $0938 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF377 : db $01 : db $13 ; Arrows
-dl $7EF138 : db $02 : dw $000F ; Room $009C: Ganon's Tower (Invisible Floor Maze Room) (.............qqq)
-dl $7EF0FA : db $02 : dw $201E ; Room $007D: Ganon's Tower (Winder / Warp Maze Room) (...d........qqqq)
-dl $7EF136 : db $02 : dw $840F ; Room $009B: Ganon's Tower (Many Spikes / Warp Maze Room) (.d....K......qqq)
-dl $7EF376 : db $01 : db $00 ; Arrow filler
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7FE0B8 : db $02 : dw $0012 ; Room $9C persistent: Ganon's Tower (Invisible Floor Maze Room)
-dl $7E0540 : db $02 : dw $0838 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0550 ; Object tilemap state
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-dl $7EC172 : db $01 : db $00 ; Crystal switch state
-.after
-
-sram_adold_gtower_floor_2:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B09 : db $01 : db $00 ; Arc variable
-dl $7E0B31 : db $01 : db $BD ; Arc variable
-dl $7E0B35 : db $01 : db $70 ; Arc variable
-dl $7EF377 : db $01 : db $0B ; Arrows
-dl $7EF038 : db $02 : dw $0035 ; Room $001C: Ganon's Tower (Ice Armos) (...........cq.q.)
-dl $7EF118 : db $02 : dw $0009 ; Room $008C: Ganon's Tower (East and West Downstairs / Big Chest Room) (.............q..)
-dl $7EF389 : db $01 : db $01 ; Key for dungeon $0D
-dl $7EF366 : db $02 : dw $73BC ; BigKey1
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7FE0B8 : db $01 : db $00 ; Room $9C persistent: Ganon's Tower (Invisible Floor Maze Room)
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B32 : db $01 : db $90 ; Arc variable
-dl $7E0B33 : db $01 : db $52 ; Arc variable
-dl $7E0B37 : db $01 : db $02 ; Arc variable
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-dl $7E0B08 : db $01 : db $40 ; Arc variable
-dl $7E0B30 : db $01 : db $AD ; Arc variable
-dl $7E0B34 : db $01 : db $42 ; Arc variable
-.after
-
-sram_adold_gtower_mimics_1:
-dl $7E0542 : db $02 : dw $052C ; Object tilemap state
-dl $7E0546 : db $02 : dw $082C ; Object tilemap state
-dl $7E054A : db $02 : dw $0B2C ; Object tilemap state
-dl $7E054E : db $02 : dw $1962 ; Object tilemap state
-dl $7EF377 : db $01 : db $0A ; Arrows
-dl $7EF36D : db $01 : db $28 ; Health (actual)
-dl $7EF0D6 : db $02 : dw $000C ; Room $006B: Ganon's Tower (Mimics Rooms) (.............qq.)
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0468 : db $01 : db $00 ; Trap door state
-dl $7E0540 : db $02 : dw $051C ; Object tilemap state
-dl $7E0544 : db $02 : dw $081C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0B1C ; Object tilemap state
-dl $7E054C : db $02 : dw $195A ; Object tilemap state
-dl $7E0550 : db $02 : dw $050C ; Object tilemap state
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E0641 : db $02 : dw $0001 ; Room puzzle state (?)
-.after
-
-sram_adold_gtower_spike_pit:
-dl $7EF377 : db $01 : db $02 ; Arrows
-dl $7EF0D6 : db $02 : dw $800F ; Room $006B: Ganon's Tower (Mimics Rooms) (.d...........qqq)
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0468 : db $01 : db $01 ; Trap door state
-dl $7FE056 : db $02 : dw $2640 ; Room $6B persistent: Ganon's Tower (Mimics Rooms)
-dl $7E0641 : db $01 : db $00 ; Room puzzle state (?)
-.after
-
-sram_adold_gtower_gauntlet_1:
-dl $7E0542 : db $02 : dw $16D8 ; Object tilemap state
-dl $7E0546 : db $02 : dw $19D8 ; Object tilemap state
-dl $7E054A : db $02 : dw $19E4 ; Object tilemap state
-dl $7E054E : db $02 : dw $16E4 ; Object tilemap state
-dl $7EF0B8 : db $02 : dw $000C ; Room $005C: Ganon's Tower (Ganon-Ball Z) (.............qq.)
-dl $7EF0B6 : db $02 : dw $8005 ; Room $005B: Ganon's Tower (Spike Pit Room) (.d............q.)
-dl $7E0540 : db $02 : dw $165E ; Object tilemap state
-dl $7E0544 : db $02 : dw $1854 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1A5E ; Object tilemap state
-dl $7E054C : db $02 : dw $1868 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7FE036 : db $02 : dw $0008 ; Room $5B persistent: Ganon's Tower (Spike Pit Room)
-dl $7EC172 : db $01 : db $00 ; Crystal switch state
-.after
-
-sram_adold_gtower_lanmola_2:
-dl $7E0542 : db $02 : dw $0628 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0A28 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7EF377 : db $01 : db $01 ; Arrows
-dl $7E0FCC : db $01 : db $07 ; Prize pack index
-dl $7EF0D8 : db $02 : dw $0001 ; Room $006C: Ganon's Tower (Lanmolas Room) (................)
-dl $7EF36D : db $01 : db $20 ; Health (actual)
-dl $7EF0BA : db $02 : dw $000E ; Room $005D: Ganon's Tower (Gauntlet 1/2/3) (.............qqq)
-dl $7EF0DA : db $02 : dw $000A ; Room $006D: Ganon's Tower (Gauntlet 4/5) (.............q.q)
-dl $7EF36E : db $01 : db $70 ; Magic Power
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7E0540 : db $02 : dw $0614 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0A14 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-dl $7FE036 : db $02 : dw $0000 ; Room $5B persistent: Ganon's Tower (Spike Pit Room)
-dl $7FE03A : db $02 : dw $0EFD ; Room $5D persistent: Ganon's Tower (Gauntlet 1/2/3)
-dl $7FE056 : db $02 : dw $0000 ; Room $6B persistent: Ganon's Tower (Mimics Rooms)
-dl $7FE05A : db $02 : dw $00C9 ; Room $6D persistent: Ganon's Tower (Gauntlet 4/5)
-.after
-
-sram_adold_gtower_wizzrobes_1:
-dl $7EF0D8 : db $02 : dw $000B ; Room $006C: Ganon's Tower (Lanmolas Room) (.............q.q)
-dl $7EF36E : db $01 : db $20 ; Magic Power
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_adold_gtower_wizzrobes_2:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF14A : db $02 : dw $000B ; Room $00A5: Ganon's Tower (Wizzrobes Rooms) (.............q.q)
-dl $7EF36E : db $01 : db $18 ; Magic Power
-dl $7E0303 : db $01 : db $12 ; Selected menu item
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $11 ; Selected menu item
-dl $7FE0CA : db $02 : dw $008C ; Room $A5 persistent: Ganon's Tower (Wizzrobes Rooms)
-.after
-
-sram_adold_gtower_torches_1:
-dl $7EF12A : db $02 : dw $0005 ; Room $0095: Ganon's Tower (Final Collapsing Bridge Room) (..............q.)
-dl $7EF14A : db $02 : dw $000F ; Room $00A5: Ganon's Tower (Wizzrobes Rooms) (.............qqq)
-dl $7EF36E : db $01 : db $10 ; Magic Power
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E0B37 : db $01 : db $08 ; Arc variable
-dl $7E0B3F : db $01 : db $01 ; Arc variable
-dl $7FE03A : db $02 : dw $0000 ; Room $5D persistent: Ganon's Tower (Gauntlet 1/2/3)
-dl $7FE0AA : db $02 : dw $000C ; Room $95 persistent: Ganon's Tower (Final Collapsing Bridge Room)
-dl $7FE0CA : db $02 : dw $00EF ; Room $A5 persistent: Ganon's Tower (Wizzrobes Rooms)
-dl $7E0FC7 : db $01 : db $01 ; Prize pack index
-.after
-
-sram_adold_gtower_torches_2:
-dl $7E0542 : db $02 : dw $1570 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0B2E ; Object tilemap state
-dl $7E054A : db $02 : dw $120E ; Object tilemap state
-dl $7E054E : db $02 : dw $1820 ; Object tilemap state
-dl $7E0552 : db $02 : dw $8B0C ; Object tilemap state
-dl $7E0556 : db $02 : dw $9220 ; Object tilemap state
-dl $7EF373 : db $01 : db $21 ; Magic filler
-dl $7EF12C : db $02 : dw $000B ; Room $0096: Ganon's Tower (Torches 1 Room) (.............q.q)
-dl $7EF36E : db $01 : db $63 ; Magic Power
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $154C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0520 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1120 ; Object tilemap state
-dl $7E054C : db $02 : dw $180E ; Object tilemap state
-dl $7E0550 : db $02 : dw $8420 ; Object tilemap state
-dl $7E0554 : db $02 : dw $8B32 ; Object tilemap state
-dl $7E0B37 : db $01 : db $0D ; Arc variable
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-dl $7FE05A : db $02 : dw $0000 ; Room $6D persistent: Ganon's Tower (Gauntlet 4/5)
-.after
-
-sram_adold_gtower_helma_key:
-dl $7E0CBC : db $01 : db $01 ; Sprite drop
-dl $7E0542 : db $02 : dw $0C70 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1628 ; Object tilemap state
-dl $7E054A : db $02 : dw $1A14 ; Object tilemap state
-dl $7E054E : db $02 : dw $954C ; Object tilemap state
-dl $7E0552 : db $02 : dw $9C50 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF373 : db $01 : db $00 ; Magic filler
-dl $7EF07A : db $02 : dw $0001 ; Room $003D: Ganon's Tower (Torch Room 2) (................)
-dl $7EF36E : db $01 : db $40 ; Magic Power
-dl $7E0540 : db $02 : dw $0C4C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1618 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1820 ; Object tilemap state
-dl $7E054C : db $02 : dw $1A24 ; Object tilemap state
-dl $7E0550 : db $02 : dw $9570 ; Object tilemap state
-dl $7E0554 : db $02 : dw $9C6C ; Object tilemap state
-dl $7E0B37 : db $01 : db $0F ; Arc variable
-.after
-
-sram_adold_gtower_bombable_wall:
-dl $7E0CBC : db $01 : db $00 ; Sprite drop
-dl $7EF36D : db $01 : db $18 ; Health (actual)
-dl $7EF07A : db $02 : dw $4405 ; Room $003D: Ganon's Tower (Torch Room 2) (..d...K.......q.)
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7E0B37 : db $01 : db $02 ; Arc variable
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-dl $7FDFFA : db $02 : dw $000C ; Room $3D persistent: Ganon's Tower (Torch Room 2)
-.after
-
-sram_adold_gtower_moldorm_2:
-dl $7EF343 : db $01 : db $00 ; Bombs
-dl $7EF36F : db $02 : dw $0000 ; Keys
-dl $7EF36D : db $01 : db $10 ; Health (actual)
-dl $7EF07A : db $02 : dw $740F ; Room $003D: Ganon's Tower (Torch Room 2) (..ddb.K......qqq)
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0303 : db $01 : db $0E ; Selected menu item
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0554 : db $02 : dw $1C6C ; Object tilemap state
-dl $7E0B37 : db $01 : db $10 ; Arc variable
-dl $7E0202 : db $01 : db $03 ; Selected menu item
-.after
-
-sram_adold_gtower_agahnim_2:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF098 : db $02 : dw $0005 ; Room $004C: Ganon's Tower (Mini-Helmasaur Conveyor Room) (..............q.)
-dl $7EF03A : db $02 : dw $800C ; Room $001D: Ganon's Tower (Final Hallway) (.d...........qq.)
-dl $7EF09A : db $02 : dw $800F ; Room $004D: Ganon's Tower (Moldorm Room) (.d...........qqq)
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7FE0AA : db $02 : dw $0000 ; Room $95 persistent: Ganon's Tower (Final Collapsing Bridge Room)
-dl $7FE0CA : db $02 : dw $0000 ; Room $A5 persistent: Ganon's Tower (Wizzrobes Rooms)
-.after
-
-sram_adold_aga_pyramid:
-dl $7EF2DB : db $01 : db $20 ; Overworld $5B: Unknown (...?....)
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF3FF : db $02 : dw $0000 ; Deaths
-dl $7EF389 : db $01 : db $00 ; Key for dungeon $0D
-dl $7EF3FD : db $02 : dw $0001 ; Deaths
-dl $7EF01A : db $02 : dw $0802 ; Room $000D: Ganon's Tower (Agahnim2[Boss]) (.....k.........q)
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7FDFFA : db $01 : db $00 ; Overworld $3D persistent: UNKNOWN
-dl $7E02A2 : db $01 : db $FE ; Arc variable
-.after
-
-sram_adold_aga_gold_knights:
-dl $7EF29B : db $01 : db $60 ; Overworld $1B: Unknown (..??....)
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF1C0 : db $02 : dw $0002 ; Room $00E0: Agahnim's Tower (Entrance Room) (...............q)
-dl $7E1ABF : db $01 : db $06 ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $08 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $78 ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $06 ; Warp Vortex Coordinate
-dl $7EF3CA : db $01 : db $00 ; LW/DW
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-dl $7E02A2 : db $01 : db $E3 ; Arc variable
-dl $7E010E : db $01 : db $24 ; Dungeon entrance index
-.after
-
-sram_adold_aga_dark_room_of_despair:
-dl $7E0542 : db $02 : dw $0B8C ; Object tilemap state
-dl $7E0546 : db $02 : dw $1030 ; Object tilemap state
-dl $7E054A : db $02 : dw $1792 ; Object tilemap state
-dl $7E054E : db $02 : dw $1C16 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0D24 ; Object tilemap state
-dl $7EF1A0 : db $02 : dw $0004 ; Room $00D0: Agahnim's Tower (Dark Maze) (..............q.)
-dl $7EF1C0 : db $02 : dw $201E ; Room $00E0: Agahnim's Tower (Entrance Room) (...d........qqqq)
-dl $7EF36D : db $01 : db $48 ; Health (actual)
-dl $7EF36E : db $01 : db $30 ; Magic Power
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E0540 : db $02 : dw $059E ; Object tilemap state
-dl $7E0544 : db $02 : dw $0D2A ; Object tilemap state
-dl $7E0548 : db $02 : dw $14B0 ; Object tilemap state
-dl $7E054C : db $02 : dw $1C0C ; Object tilemap state
-dl $7E0550 : db $02 : dw $0A1E ; Object tilemap state
-dl $7E0554 : db $02 : dw $1012 ; Object tilemap state
-dl $7E0FCD : db $01 : db $02 ; Prize pack index
-dl $7FE140 : db $02 : dw $000F ; Room $E0 persistent: Agahnim's Tower (Entrance Room)
-.after
-
-sram_adold_aga_dark_room_of_melancholy:
-dl $7E0542 : db $02 : dw $0E0C ; Object tilemap state
-dl $7E0546 : db $02 : dw $1B1C ; Object tilemap state
-dl $7E054A : db $02 : dw $06D8 ; Object tilemap state
-dl $7E054E : db $02 : dw $0D24 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1A10 ; Object tilemap state
-dl $7EF180 : db $02 : dw $0001 ; Room $00C0: Agahnim's Tower (Dark Bridge Room) (................)
-dl $7EF1A0 : db $02 : dw $801F ; Room $00D0: Agahnim's Tower (Dark Maze) (.d..........qqqq)
-dl $7E0540 : db $02 : dw $0A30 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1A0C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0710 ; Object tilemap state
-dl $7E054C : db $02 : dw $06E4 ; Object tilemap state
-dl $7E0550 : db $02 : dw $1518 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0CBD : db $01 : db $01 ; Sprite drop
-dl $7FE120 : db $02 : dw $0020 ; Room $D0 persistent: Agahnim's Tower (Dark Maze)
-.after
-
-sram_adold_aga_spear_guards:
-dl $7EF180 : db $02 : dw $240F ; Room $00C0: Agahnim's Tower (Dark Bridge Room) (...d..K......qqq)
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7FE100 : db $02 : dw $001C ; Room $C0 persistent: Agahnim's Tower (Dark Bridge Room)
-dl $7E0CBD : db $01 : db $00 ; Sprite drop
-.after
-
-sram_adold_aga_circle_of_pots:
-dl $7E0CC4 : db $01 : db $01 ; Sprite drop
-dl $7E0542 : db $02 : dw $151C ; Object tilemap state
-dl $7E0546 : db $02 : dw $1528 ; Object tilemap state
-dl $7E054A : db $02 : dw $1910 ; Object tilemap state
-dl $7E054E : db $02 : dw $1824 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1B1C ; Object tilemap state
-dl $7E0556 : db $02 : dw $1B28 ; Object tilemap state
-dl $7E055A : db $02 : dw $172C ; Object tilemap state
-dl $7EF160 : db $02 : dw $000C ; Room $00B0: Agahnim's Tower (Circle of Pots) (.............qq.)
-dl $7EF36E : db $01 : db $00 ; Magic Power
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7FE0E0 : db $02 : dw $003D ; Room $B0 persistent: Agahnim's Tower (Circle of Pots)
-dl $7E0468 : db $01 : db $00 ; Trap door state
-dl $7E0540 : db $02 : dw $1514 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1520 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1710 ; Object tilemap state
-dl $7E054C : db $02 : dw $1818 ; Object tilemap state
-dl $7E0550 : db $02 : dw $1B14 ; Object tilemap state
-dl $7E0554 : db $02 : dw $1B20 ; Object tilemap state
-dl $7E0558 : db $02 : dw $192C ; Object tilemap state
-dl $7E0FC7 : db $01 : db $03 ; Prize pack index
-.after
-
-sram_adold_aga_pit_room:
-dl $7E0CC4 : db $01 : db $00 ; Sprite drop
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF080 : db $02 : dw $0001 ; Room $0040: Agahnim's Tower (Final Bridge Room) (................)
-dl $7EF160 : db $02 : dw $240F ; Room $00B0: Agahnim's Tower (Circle of Pots) (...d..K......qqq)
-dl $7EF360 : db $02 : dw $0063 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $0063 ; Rupees (actual)
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7FE0E0 : db $02 : dw $0D3D ; Room $B0 persistent: Agahnim's Tower (Circle of Pots)
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7FE140 : db $02 : dw $0000 ; Room $E0 persistent: Agahnim's Tower (Entrance Room)
-.after
-
-sram_adold_aga_agahnim:
-dl $7EF060 : db $02 : dw $840A ; Room $0030: Agahnim's Tower (Maiden Sacrifice Chamber) (.d....K......q.q)
-dl $7EF080 : db $02 : dw $000B ; Room $0040: Agahnim's Tower (Final Bridge Room) (.............q.q)
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7FDFE0 : db $02 : dw $0001 ; Room $30 persistent: Agahnim's Tower (Maiden Sacrifice Chamber)
-dl $7FE000 : db $02 : dw $0002 ; Room $40 persistent: Agahnim's Tower (Final Bridge Room)
-dl $7FE120 : db $02 : dw $0000 ; Room $D0 persistent: Agahnim's Tower (Dark Maze)
-.after
-
-sram_adold_ganon_pyramid:
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF3C7 : db $01 : db $06 ; Map Phase
-dl $7EF3EB : db $02 : dw $0000 ; Deaths
-dl $7EF040 : db $02 : dw $0802 ; Room $0020: Agahnim's Tower (Agahnim[Boss]) (.....k.........q)
-dl $7EF36D : db $01 : db $70 ; Health (actual)
-dl $7EF3C5 : db $01 : db $03 ; Game Phase 1
-dl $7EF282 : db $01 : db $20 ; Overworld $02: Unknown (...?....)
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7FDFE0 : db $01 : db $00 ; Overworld $30 persistent: Desert of Mystery
-dl $7FE000 : db $01 : db $00 ; Overworld $40 persistent: Skull Woods
-dl $7FE0E0 : db $01 : db $00 ; Overworld $B0 persistent: UNKNOWN
-dl $7FE100 : db $01 : db $00 ; Overworld $C0 persistent: UNKNOWN
-.after
-
-
diff --git a/src/presetsold/preset_data_anyrmg.asm b/src/presetsold/preset_data_anyrmg.asm
deleted file mode 100644
index 575228b..0000000
--- a/src/presetsold/preset_data_anyrmg.asm
+++ /dev/null
@@ -1,2559 +0,0 @@
-; Preset locations
-
-preset_anyrmg_eastern_bed:
-db $02 ; Dungeon
-dw $0104 ; Room Index
-dw $2110 ; BG1 Vertical Scroll
-dw $2110 ; BG2 Vertical Scroll
-dw $0900 ; BG1 Horizontal Scroll
-dw $0900 ; BG2 Horizontal Scroll
-dw $0940 ; Link X
-dw $215A ; Link Y
-dw $017F ; Camera X
-dw $017F ; Camera Y
-dw $0816 ; Door Settings
-dw $2100 ; Relative Coords HU
-dw $2000 ; Relative Coords FU
-dw $2110 ; Relative Coords HD
-dw $2110 ; Relative Coords FD
-dw $0900 ; Relative Coords HL
-dw $0900 ; Relative Coords FL
-dw $0900 ; Relative Coords HR
-dw $0A00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $03 ; Main Graphics
-db $FF ; Music Track
-db $00 ; Starting Floor
-db $FF ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_anyrmg_eastern_bed_after
-
-preset_anyrmg_eastern_courtyard_1:
-db $02 ; Dungeon
-dw $0055 ; Room Index
-dw $0B10 ; BG1 Vertical Scroll
-dw $0B10 ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0A78 ; Link X
-dw $0BDB ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $0B00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0B10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $01 ; Main Graphics
-db $03 ; Music Track
-db $FF ; Starting Floor
-db $FF ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_anyrmg_eastern_courtyard_1_after
-
-preset_anyrmg_eastern_castle_entrance:
-db $01 ; Overworld
-dw $001B ; Screen Index
-dw $07F8 ; Link X
-dw $06FA ; Link Y
-dw $06BF ; BG1 Vertical Scroll
-dw $069C ; BG2 Vertical Scroll
-dw $3FEC ; BG1 Horizontal Scroll
-dw $0784 ; BG2 Horizontal Scroll
-dw $0803 ; Scroll X
-dw $0709 ; Scroll Y
-dw $0530 ; Unknown 1
-dw $0004 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_anyrmg_eastern_castle_entrance_after
-
-preset_anyrmg_eastern_courtyard_2:
-db $02 ; Dungeon
-dw $0055 ; Room Index
-dw $0B10 ; BG1 Vertical Scroll
-dw $0B10 ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0A78 ; Link X
-dw $0BDB ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $0B00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0B10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $01 ; Main Graphics
-db $03 ; Music Track
-db $FF ; Starting Floor
-db $FF ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_anyrmg_eastern_courtyard_2_after
-
-preset_anyrmg_eastern_links_house_citrus:
-db $01 ; Overworld
-dw $001B ; Screen Index
-dw $08AB ; Link X
-dw $09E3 ; Link Y
-dw $27C0 ; BG1 Vertical Scroll
-dw $091E ; BG2 Vertical Scroll
-dw $A66F ; BG1 Horizontal Scroll
-dw $0831 ; BG2 Horizontal Scroll
-dw $08B6 ; Scroll X
-dw $098B ; Scroll Y
-dw $1846 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFFF ; Unknown 3
-dw sram_anyrmg_eastern_links_house_citrus_after
-
-preset_anyrmg_eastern_outside_palace:
-db $01 ; Overworld
-dw $002E ; Screen Index
-dw $0C90 ; Link X
-dw $0A04 ; Link Y
-dw $4000 ; BG1 Vertical Scroll
-dw $0A00 ; BG2 Vertical Scroll
-dw $1D0F ; BG1 Horizontal Scroll
-dw $0C1E ; BG2 Horizontal Scroll
-dw $0C9B ; Scroll X
-dw $0A6D ; Scroll Y
-dw $0002 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF2 ; Unknown 3
-dw sram_anyrmg_eastern_outside_palace_after
-
-preset_anyrmg_eastern_entrance:
-db $01 ; Overworld
-dw $001E ; Screen Index
-dw $0F50 ; Link X
-dw $0A2A ; Link Y
-dw $9920 ; BG1 Vertical Scroll
-dw $091E ; BG2 Vertical Scroll
-dw $B36D ; BG1 Horizontal Scroll
-dw $0EDA ; BG2 Horizontal Scroll
-dw $0F57 ; Scroll X
-dw $098D ; Scroll Y
-dw $185C ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0006 ; Unknown 3
-dw sram_anyrmg_eastern_entrance_after
-
-preset_anyrmg_eastern_stalfos_room:
-db $02 ; Dungeon
-dw $00A8 ; Room Index
-dw $150B ; BG1 Vertical Scroll
-dw $150B ; BG2 Vertical Scroll
-dw $1100 ; BG1 Horizontal Scroll
-dw $1100 ; BG2 Horizontal Scroll
-dw $111C ; Link X
-dw $1578 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1500 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1510 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $1100 ; Relative Coords HL
-dw $1000 ; Relative Coords FL
-dw $1100 ; Relative Coords HR
-dw $1100 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_anyrmg_eastern_stalfos_room_after
-
-preset_anyrmg_eastern_big_chest_room_1:
-db $02 ; Dungeon
-dw $00A8 ; Room Index
-dw $140B ; BG1 Vertical Scroll
-dw $140B ; BG2 Vertical Scroll
-dw $1100 ; BG1 Horizontal Scroll
-dw $1100 ; BG2 Horizontal Scroll
-dw $11BD ; Link X
-dw $1478 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1400 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1410 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $1100 ; Relative Coords HL
-dw $1000 ; Relative Coords FL
-dw $1100 ; Relative Coords HR
-dw $1100 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $02 ; Door Orientation
-db $01 ; Starting Background
-dw sram_anyrmg_eastern_big_chest_room_1_after
-
-preset_anyrmg_eastern_dark_antifairies_room:
-db $02 ; Dungeon
-dw $00AA ; Room Index
-dw $1510 ; BG1 Vertical Scroll
-dw $1510 ; BG2 Vertical Scroll
-dw $1400 ; BG1 Horizontal Scroll
-dw $1400 ; BG2 Horizontal Scroll
-dw $1478 ; Link X
-dw $15DA ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $1500 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1510 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $1400 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1400 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_anyrmg_eastern_dark_antifairies_room_after
-
-preset_anyrmg_eastern_dark_key_room:
-db $02 ; Dungeon
-dw $00BA ; Room Index
-dw $0105 ; BG1 Vertical Scroll
-dw $160B ; BG2 Vertical Scroll
-dw $00B0 ; BG1 Horizontal Scroll
-dw $1400 ; BG2 Horizontal Scroll
-dw $14D4 ; Link X
-dw $1678 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $1400 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1400 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_anyrmg_eastern_dark_key_room_after
-
-preset_anyrmg_eastern_big_key_dmg_boost:
-db $02 ; Dungeon
-dw $00B9 ; Room Index
-dw $160B ; BG1 Vertical Scroll
-dw $160B ; BG2 Vertical Scroll
-dw $1200 ; BG1 Horizontal Scroll
-dw $1200 ; BG2 Horizontal Scroll
-dw $121B ; Link X
-dw $1678 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_anyrmg_eastern_big_key_dmg_boost_after
-
-preset_anyrmg_eastern_big_chest_room_2:
-db $02 ; Dungeon
-dw $00A8 ; Room Index
-dw $140B ; BG1 Vertical Scroll
-dw $140B ; BG2 Vertical Scroll
-dw $1100 ; BG1 Horizontal Scroll
-dw $1100 ; BG2 Horizontal Scroll
-dw $11BD ; Link X
-dw $1478 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1400 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1410 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $1100 ; Relative Coords HL
-dw $1000 ; Relative Coords FL
-dw $1100 ; Relative Coords HR
-dw $1100 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $02 ; Door Orientation
-db $01 ; Starting Background
-dw sram_anyrmg_eastern_big_chest_room_2_after
-
-preset_anyrmg_eastern_gwg:
-db $02 ; Dungeon
-dw $00A9 ; Room Index
-dw $1400 ; BG1 Vertical Scroll
-dw $1400 ; BG2 Vertical Scroll
-dw $1280 ; BG1 Horizontal Scroll
-dw $1280 ; BG2 Horizontal Scroll
-dw $12F8 ; Link X
-dw $1421 ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1400 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1410 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_anyrmg_eastern_gwg_after
-
-preset_anyrmg_eastern_pot_room:
-db $02 ; Dungeon
-dw $0099 ; Room Index
-dw $0040 ; BG1 Vertical Scroll
-dw $1300 ; BG2 Vertical Scroll
-dw $FFFF ; BG1 Horizontal Scroll
-dw $1200 ; BG2 Horizontal Scroll
-dw $1278 ; Link X
-dw $1326 ; Link Y
-dw $007F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $1300 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1310 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_anyrmg_eastern_pot_room_after
-
-preset_anyrmg_eastern_zeldagamer_room:
-db $02 ; Dungeon
-dw $00D9 ; Room Index
-dw $1B0B ; BG1 Vertical Scroll
-dw $1B0B ; BG2 Vertical Scroll
-dw $1200 ; BG1 Horizontal Scroll
-dw $1200 ; BG2 Horizontal Scroll
-dw $121B ; Link X
-dw $1B78 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1B00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1B10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $04 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_anyrmg_eastern_zeldagamer_room_after
-
-preset_anyrmg_eastern_armos:
-db $02 ; Dungeon
-dw $00D8 ; Room Index
-dw $1A00 ; BG1 Vertical Scroll
-dw $1A00 ; BG2 Vertical Scroll
-dw $1100 ; BG1 Horizontal Scroll
-dw $1100 ; BG2 Horizontal Scroll
-dw $1178 ; Link X
-dw $1A24 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1A00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1A10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $1100 ; Relative Coords HL
-dw $1000 ; Relative Coords FL
-dw $1100 ; Relative Coords HR
-dw $1100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $04 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_anyrmg_eastern_armos_after
-
-preset_anyrmg_escape_outside_eastern:
-db $01 ; Overworld
-dw $001E ; Screen Index
-dw $0F50 ; Link X
-dw $062B ; Link Y
-dw $3900 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $11D6 ; BG1 Horizontal Scroll
-dw $0ED6 ; BG2 Horizontal Scroll
-dw $0F5B ; Scroll X
-dw $066D ; Scroll Y
-dw $005A ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_anyrmg_escape_outside_eastern_after
-
-preset_anyrmg_escape_eastern_spinspeed:
-db $02 ; Dungeon
-dw $0105 ; Room Index
-dw $2110 ; BG1 Vertical Scroll
-dw $2110 ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0A78 ; Link X
-dw $21D8 ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $2100 ; Relative Coords HU
-dw $2000 ; Relative Coords FU
-dw $2110 ; Relative Coords HD
-dw $2110 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0F ; Main Graphics
-db $18 ; Music Track
-db $00 ; Starting Floor
-db $FF ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_anyrmg_escape_eastern_spinspeed_after
-
-preset_anyrmg_escape_dma:
-db $01 ; Overworld
-dw $0013 ; Screen Index
-dw $0607 ; Link X
-dw $0577 ; Link Y
-dw $9A1A ; BG1 Vertical Scroll
-dw $0513 ; BG2 Vertical Scroll
-dw $1B80 ; BG1 Horizontal Scroll
-dw $0600 ; BG2 Horizontal Scroll
-dw $0685 ; Scroll X
-dw $0582 ; Scroll Y
-dw $0880 ; Unknown 1
-dw $FFFB ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_anyrmg_escape_dma_after
-
-preset_anyrmg_escape_death_mountain:
-db $02 ; Dungeon
-dw $00F1 ; Room Index
-dw $FFC0 ; BG1 Vertical Scroll
-dw $1F10 ; BG2 Vertical Scroll
-dw $00FF ; BG1 Horizontal Scroll
-dw $0300 ; BG2 Horizontal Scroll
-dw $0378 ; Link X
-dw $1FBD ; Link Y
-dw $017F ; Camera X
-dw $0187 ; Camera Y
-dw $0000 ; Door Settings
-dw $1F00 ; Relative Coords HU
-dw $1E00 ; Relative Coords FU
-dw $1F10 ; Relative Coords HD
-dw $1F10 ; Relative Coords FD
-dw $0300 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0300 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $06 ; Main Graphics
-db $12 ; Music Track
-db $00 ; Starting Floor
-db $FF ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_anyrmg_escape_death_mountain_after
-
-preset_anyrmg_escape_kiki_yeet:
-db $01 ; Overworld
-dw $0003 ; Screen Index
-dw $0718 ; Link X
-dw $03C0 ; Link Y
-dw $A8D9 ; BG1 Vertical Scroll
-dw $031E ; BG2 Vertical Scroll
-dw $4C2C ; BG1 Horizontal Scroll
-dw $06A4 ; BG2 Horizontal Scroll
-dw $0723 ; Scroll X
-dw $038D ; Scroll Y
-dw $1816 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFFC ; Unknown 3
-dw sram_anyrmg_escape_kiki_yeet_after
-
-preset_anyrmg_escape_kiki_skip:
-db $01 ; Overworld
-dw $0003 ; Screen Index
-dw $0748 ; Link X
-dw $062F ; Link Y
-dw $E6D9 ; BG1 Vertical Scroll
-dw $031E ; BG2 Vertical Scroll
-dw $A938 ; BG1 Horizontal Scroll
-dw $06D4 ; BG2 Horizontal Scroll
-dw $0753 ; Scroll X
-dw $038D ; Scroll Y
-dw $181C ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFFC ; Unknown 3
-dw sram_anyrmg_escape_kiki_skip_after
-
-preset_anyrmg_escape_pod_main_hub_bk:
-db $02 ; Dungeon
-dw $004A ; Room Index
-dw $2800 ; BG1 Vertical Scroll
-dw $2800 ; BG2 Vertical Scroll
-dw $1480 ; BG1 Horizontal Scroll
-dw $1480 ; BG2 Horizontal Scroll
-dw $14F8 ; Link X
-dw $281F ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $2800 ; Relative Coords HU
-dw $2800 ; Relative Coords FU
-dw $2810 ; Relative Coords HD
-dw $2910 ; Relative Coords FD
-dw $1400 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1400 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $06 ; Main Graphics
-db $12 ; Music Track
-db $01 ; Starting Floor
-db $FF ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_anyrmg_escape_pod_main_hub_bk_after
-
-preset_anyrmg_escape_pod_main_hub_hammerjump:
-db $02 ; Dungeon
-dw $004A ; Room Index
-dw $2800 ; BG1 Vertical Scroll
-dw $2800 ; BG2 Vertical Scroll
-dw $1480 ; BG1 Horizontal Scroll
-dw $1480 ; BG2 Horizontal Scroll
-dw $14F8 ; Link X
-dw $2821 ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $2800 ; Relative Coords HU
-dw $2800 ; Relative Coords FU
-dw $2810 ; Relative Coords HD
-dw $2910 ; Relative Coords FD
-dw $1400 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1400 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $06 ; Main Graphics
-db $12 ; Music Track
-db $01 ; Starting Floor
-db $FF ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_anyrmg_escape_pod_main_hub_hammerjump_after
-
-preset_anyrmg_escape_hammerjump:
-db $02 ; Dungeon
-dw $002A ; Room Index
-dw $2400 ; BG1 Vertical Scroll
-dw $2400 ; BG2 Vertical Scroll
-dw $1400 ; BG1 Horizontal Scroll
-dw $1400 ; BG2 Horizontal Scroll
-dw $1478 ; Link X
-dw $2420 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $2400 ; Relative Coords HU
-dw $2400 ; Relative Coords FU
-dw $2410 ; Relative Coords HD
-dw $2510 ; Relative Coords FD
-dw $1400 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1400 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $06 ; Main Graphics
-db $12 ; Music Track
-db $01 ; Starting Floor
-db $FF ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_anyrmg_escape_hammerjump_after
-
-preset_anyrmg_escape_sanc_1:
-db $02 ; Dungeon
-dw $0012 ; Room Index
-dw $0310 ; BG1 Vertical Scroll
-dw $0310 ; BG2 Vertical Scroll
-dw $0480 ; BG1 Horizontal Scroll
-dw $0480 ; BG2 Horizontal Scroll
-dw $04F8 ; Link X
-dw $03C3 ; Link Y
-dw $00FF ; Camera X
-dw $0186 ; Camera Y
-dw $0000 ; Door Settings
-dw $0300 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0310 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $04 ; Main Graphics
-db $14 ; Music Track
-db $00 ; Starting Floor
-db $00 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_anyrmg_escape_sanc_1_after
-
-preset_anyrmg_escape_entrance:
-db $01 ; Overworld
-dw $001B ; Screen Index
-dw $08C8 ; Link X
-dw $062C ; Link Y
-dw $1D8F ; BG1 Vertical Scroll
-dw $051E ; BG2 Vertical Scroll
-dw $652B ; BG1 Horizontal Scroll
-dw $0656 ; BG2 Horizontal Scroll
-dw $08D3 ; Scroll X
-dw $058B ; Scroll Y
-dw $088A ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_anyrmg_escape_entrance_after
-
-preset_anyrmg_escape_1st_keyguard:
-db $02 ; Dungeon
-dw $0001 ; Room Index
-dw $0000 ; BG1 Vertical Scroll
-dw $0000 ; BG2 Vertical Scroll
-dw $0280 ; BG1 Horizontal Scroll
-dw $0280 ; BG2 Horizontal Scroll
-dw $02F8 ; Link X
-dw $0053 ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0000 ; Relative Coords HU
-dw $0000 ; Relative Coords FU
-dw $0010 ; Relative Coords HD
-dw $0110 ; Relative Coords FD
-dw $0200 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0200 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $00 ; Starting Floor
-db $02 ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_anyrmg_escape_1st_keyguard_after
-
-preset_anyrmg_escape_stealth_room:
-db $02 ; Dungeon
-dw $0082 ; Room Index
-dw $1110 ; BG1 Vertical Scroll
-dw $1110 ; BG2 Vertical Scroll
-dw $0400 ; BG1 Horizontal Scroll
-dw $0400 ; BG2 Horizontal Scroll
-dw $0409 ; Link X
-dw $1180 ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $1100 ; Relative Coords HU
-dw $1000 ; Relative Coords FU
-dw $1110 ; Relative Coords HD
-dw $1110 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FF ; Starting Floor
-db $02 ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_anyrmg_escape_stealth_room_after
-
-preset_anyrmg_escape_2nd_keyguard:
-db $02 ; Dungeon
-dw $0071 ; Room Index
-dw $0F0B ; BG1 Vertical Scroll
-dw $0F0B ; BG2 Vertical Scroll
-dw $0200 ; BG1 Horizontal Scroll
-dw $0200 ; BG2 Horizontal Scroll
-dw $02B4 ; Link X
-dw $0F78 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0F00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0F10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0200 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0200 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FF ; Starting Floor
-db $02 ; Palace No
-db $02 ; Door Orientation
-db $01 ; Starting Background
-dw sram_anyrmg_escape_2nd_keyguard_after
-
-preset_anyrmg_escape_zeldas_cell:
-db $02 ; Dungeon
-dw $0070 ; Room Index
-dw $0E00 ; BG1 Vertical Scroll
-dw $0E00 ; BG2 Vertical Scroll
-dw $0000 ; BG1 Horizontal Scroll
-dw $0000 ; BG2 Horizontal Scroll
-dw $0050 ; Link X
-dw $0E24 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0E00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0E10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0000 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0000 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FE ; Starting Floor
-db $02 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_anyrmg_escape_zeldas_cell_after
-
-preset_anyrmg_escape_sanc_2:
-db $02 ; Dungeon
-dw $0012 ; Room Index
-dw $0310 ; BG1 Vertical Scroll
-dw $0310 ; BG2 Vertical Scroll
-dw $0480 ; BG1 Horizontal Scroll
-dw $0480 ; BG2 Horizontal Scroll
-dw $04F8 ; Link X
-dw $03BE ; Link Y
-dw $00FF ; Camera X
-dw $0187 ; Camera Y
-dw $0000 ; Door Settings
-dw $0300 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0310 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $04 ; Main Graphics
-db $14 ; Music Track
-db $00 ; Starting Floor
-db $00 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_anyrmg_escape_sanc_2_after
-
-preset_anyrmg_tempered_old_man_cave:
-db $02 ; Dungeon
-dw $00E4 ; Room Index
-dw $1D10 ; BG1 Vertical Scroll
-dw $1D10 ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $0878 ; Link X
-dw $1D98 ; Link Y
-dw $007F ; Camera X
-dw $0187 ; Camera Y
-dw $0000 ; Door Settings
-dw $1D00 ; Relative Coords HU
-dw $1C00 ; Relative Coords FU
-dw $1D10 ; Relative Coords HD
-dw $1D10 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $14 ; Main Graphics
-db $12 ; Music Track
-db $00 ; Starting Floor
-db $FF ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_anyrmg_tempered_old_man_cave_after
-
-preset_anyrmg_tempered_hera_entrance:
-db $01 ; Overworld
-dw $0003 ; Screen Index
-dw $08FD ; Link X
-dw $0478 ; Link Y
-dw $031E ; BG1 Vertical Scroll
-dw $031E ; BG2 Vertical Scroll
-dw $0728 ; BG1 Horizontal Scroll
-dw $0887 ; BG2 Horizontal Scroll
-dw $0906 ; Scroll X
-dw $038D ; Scroll Y
-dw $1854 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0009 ; Unknown 3
-dw sram_anyrmg_tempered_hera_entrance_after
-
-preset_anyrmg_tempered_hera_beetles:
-db $02 ; Dungeon
-dw $0077 ; Room Index
-dw $0EE0 ; BG1 Vertical Scroll
-dw $0EE0 ; BG2 Vertical Scroll
-dw $0EF0 ; BG1 Horizontal Scroll
-dw $0EF0 ; BG2 Horizontal Scroll
-dw $0F68 ; Link X
-dw $0F4C ; Link Y
-dw $016F ; Camera X
-dw $0157 ; Camera Y
-dw $0000 ; Door Settings
-dw $0F00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0F10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0F00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0F00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $14 ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_anyrmg_tempered_hera_beetles_after
-
-preset_anyrmg_tempered_hera_petting_zoo:
-db $02 ; Dungeon
-dw $0031 ; Room Index
-dw $060D ; BG1 Vertical Scroll
-dw $060B ; BG2 Vertical Scroll
-dw $0280 ; BG1 Horizontal Scroll
-dw $0300 ; BG2 Horizontal Scroll
-dw $03B8 ; Link X
-dw $0678 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0300 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0300 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $02 ; Starting Floor
-db $14 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_anyrmg_tempered_hera_petting_zoo_after
-
-preset_anyrmg_tempered_frog_dmd:
-db $01 ; Overworld
-dw $0043 ; Screen Index
-dw $0903 ; Link X
-dw $0166 ; Link Y
-dw $0002 ; BG1 Vertical Scroll
-dw $0103 ; BG2 Vertical Scroll
-dw $088D ; BG1 Horizontal Scroll
-dw $088D ; BG2 Horizontal Scroll
-dw $090C ; Scroll X
-dw $0172 ; Scroll Y
-dw $0754 ; Unknown 1
-dw $FFFB ; Unknown 2
-dw $0003 ; Unknown 3
-dw sram_anyrmg_tempered_frog_dmd_after
-
-preset_anyrmg_tempered_getting_tempered:
-db $01 ; Overworld
-dw $0029 ; Screen Index
-dw $0261 ; Link X
-dw $0A89 ; Link Y
-dw $0A26 ; BG1 Vertical Scroll
-dw $0A27 ; BG2 Vertical Scroll
-dw $0200 ; BG1 Horizontal Scroll
-dw $0200 ; BG2 Horizontal Scroll
-dw $028D ; Scroll X
-dw $0A94 ; Scroll Y
-dw $0180 ; Unknown 1
-dw $0009 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_anyrmg_tempered_getting_tempered_after
-
-preset_anyrmg_gtower_old_man_cave:
-db $02 ; Dungeon
-dw $00E4 ; Room Index
-dw $1D10 ; BG1 Vertical Scroll
-dw $1D10 ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $0878 ; Link X
-dw $1D98 ; Link Y
-dw $007F ; Camera X
-dw $0187 ; Camera Y
-dw $0000 ; Door Settings
-dw $1D00 ; Relative Coords HU
-dw $1C00 ; Relative Coords FU
-dw $1D10 ; Relative Coords HD
-dw $1D10 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $14 ; Main Graphics
-db $12 ; Music Track
-db $00 ; Starting Floor
-db $FF ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_anyrmg_gtower_old_man_cave_after
-
-preset_anyrmg_gtower_entrance:
-db $01 ; Overworld
-dw $0043 ; Screen Index
-dw $08F8 ; Link X
-dw $083E ; Link Y
-dw $F4B0 ; BG1 Vertical Scroll
-dw $031E ; BG2 Vertical Scroll
-dw $0881 ; BG1 Horizontal Scroll
-dw $0881 ; BG2 Horizontal Scroll
-dw $0900 ; Scroll X
-dw $038D ; Scroll Y
-dw $1854 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $000F ; Unknown 3
-dw sram_anyrmg_gtower_entrance_after
-
-preset_anyrmg_gtower_spike_skip:
-db $02 ; Dungeon
-dw $008B ; Room Index
-dw $100C ; BG1 Vertical Scroll
-dw $100C ; BG2 Vertical Scroll
-dw $1700 ; BG1 Horizontal Scroll
-dw $1700 ; BG2 Horizontal Scroll
-dw $171A ; Link X
-dw $1078 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1000 ; Relative Coords HU
-dw $1000 ; Relative Coords FU
-dw $1010 ; Relative Coords HD
-dw $1110 ; Relative Coords FD
-dw $1700 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1700 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $1A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_anyrmg_gtower_spike_skip_after
-
-preset_anyrmg_gtower_pre_firesnakes_room:
-db $02 ; Dungeon
-dw $009B ; Room Index
-dw $120B ; BG1 Vertical Scroll
-dw $120B ; BG2 Vertical Scroll
-dw $1600 ; BG1 Horizontal Scroll
-dw $1600 ; BG2 Horizontal Scroll
-dw $16D5 ; Link X
-dw $1278 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1200 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1210 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $1600 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1600 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $1A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_anyrmg_gtower_pre_firesnakes_room_after
-
-preset_anyrmg_gtower_bombable_floor:
-db $02 ; Dungeon
-dw $009C ; Room Index
-dw $1200 ; BG1 Vertical Scroll
-dw $1200 ; BG2 Vertical Scroll
-dw $1900 ; BG1 Horizontal Scroll
-dw $1900 ; BG2 Horizontal Scroll
-dw $1978 ; Link X
-dw $1220 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1200 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1210 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $1900 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1900 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_anyrmg_gtower_bombable_floor_after
-
-preset_anyrmg_gtower_floor_2:
-db $02 ; Dungeon
-dw $000C ; Room Index
-dw $0000 ; BG1 Vertical Scroll
-dw $0000 ; BG2 Vertical Scroll
-dw $1880 ; BG1 Horizontal Scroll
-dw $1880 ; BG2 Horizontal Scroll
-dw $18F8 ; Link X
-dw $0022 ; Link Y
-dw $00FF ; Camera X
-dw $0077 ; Camera Y
-dw $0000 ; Door Settings
-dw $0000 ; Relative Coords HU
-dw $0000 ; Relative Coords FU
-dw $0010 ; Relative Coords HD
-dw $0110 ; Relative Coords FD
-dw $1800 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1800 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $01 ; Starting Floor
-db $1A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_anyrmg_gtower_floor_2_after
-
-preset_anyrmg_gtower_mimics1:
-db $02 ; Dungeon
-dw $006B ; Room Index
-dw $0C10 ; BG1 Vertical Scroll
-dw $0C10 ; BG2 Vertical Scroll
-dw $1600 ; BG1 Horizontal Scroll
-dw $1600 ; BG2 Horizontal Scroll
-dw $1678 ; Link X
-dw $0CD9 ; Link Y
-dw $007F ; Camera X
-dw $0087 ; Camera Y
-dw $0000 ; Door Settings
-dw $0C00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0C10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $1600 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1600 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $02 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_anyrmg_gtower_mimics1_after
-
-preset_anyrmg_gtower_mimics2:
-db $02 ; Dungeon
-dw $006B ; Room Index
-dw $0D0B ; BG1 Vertical Scroll
-dw $0D0B ; BG2 Vertical Scroll
-dw $1600 ; BG1 Horizontal Scroll
-dw $1600 ; BG2 Horizontal Scroll
-dw $16D8 ; Link X
-dw $0D78 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0D00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0D10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $1600 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1600 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $02 ; Starting Floor
-db $1A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_anyrmg_gtower_mimics2_after
-
-preset_anyrmg_gtower_spike_room:
-db $02 ; Dungeon
-dw $006B ; Room Index
-dw $0C00 ; BG1 Vertical Scroll
-dw $0C00 ; BG2 Vertical Scroll
-dw $1700 ; BG1 Horizontal Scroll
-dw $1700 ; BG2 Horizontal Scroll
-dw $1778 ; Link X
-dw $0C24 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0C00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0C10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $1700 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1700 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $02 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_anyrmg_gtower_spike_room_after
-
-preset_anyrmg_gtower_gauntlet:
-db $02 ; Dungeon
-dw $005C ; Room Index
-dw $0A00 ; BG1 Vertical Scroll
-dw $0A00 ; BG2 Vertical Scroll
-dw $1900 ; BG1 Horizontal Scroll
-dw $1900 ; BG2 Horizontal Scroll
-dw $1978 ; Link X
-dw $0A20 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0A00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0A10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $1900 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1900 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $02 ; Starting Floor
-db $1A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_anyrmg_gtower_gauntlet_after
-
-preset_anyrmg_gtower_gauntlet_3:
-db $02 ; Dungeon
-dw $005D ; Room Index
-dw $0A10 ; BG1 Vertical Scroll
-dw $0A10 ; BG2 Vertical Scroll
-dw $1A00 ; BG1 Horizontal Scroll
-dw $1A00 ; BG2 Horizontal Scroll
-dw $1A78 ; Link X
-dw $0AD8 ; Link Y
-dw $007F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $0A00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0A10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $1A00 ; Relative Coords HL
-dw $1A00 ; Relative Coords FL
-dw $1A00 ; Relative Coords HR
-dw $1B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $03 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_anyrmg_gtower_gauntlet_3_after
-
-preset_anyrmg_gtower_lanmola2:
-db $02 ; Dungeon
-dw $006D ; Room Index
-dw $0D0B ; BG1 Vertical Scroll
-dw $0D0B ; BG2 Vertical Scroll
-dw $1A00 ; BG1 Horizontal Scroll
-dw $1A00 ; BG2 Horizontal Scroll
-dw $1A18 ; Link X
-dw $0D78 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0D00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0D10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $1A00 ; Relative Coords HL
-dw $1A00 ; Relative Coords FL
-dw $1A00 ; Relative Coords HR
-dw $1B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $03 ; Starting Floor
-db $1A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_anyrmg_gtower_lanmola2_after
-
-preset_anyrmg_gtower_wizz1:
-db $02 ; Dungeon
-dw $006C ; Room Index
-dw $0C00 ; BG1 Vertical Scroll
-dw $0C00 ; BG2 Vertical Scroll
-dw $1800 ; BG1 Horizontal Scroll
-dw $1800 ; BG2 Horizontal Scroll
-dw $1878 ; Link X
-dw $0C28 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0C00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0C10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $1800 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1800 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $03 ; Starting Floor
-db $1A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_anyrmg_gtower_wizz1_after
-
-preset_anyrmg_gtower_wizz2:
-db $02 ; Dungeon
-dw $00A5 ; Room Index
-dw $1500 ; BG1 Vertical Scroll
-dw $1500 ; BG2 Vertical Scroll
-dw $0B00 ; BG1 Horizontal Scroll
-dw $0B00 ; BG2 Horizontal Scroll
-dw $0B78 ; Link X
-dw $1528 ; Link Y
-dw $017F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $1500 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1510 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $0B00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0B00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $04 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_anyrmg_gtower_wizz2_after
-
-preset_anyrmg_gtower_torches1:
-db $02 ; Dungeon
-dw $0095 ; Room Index
-dw $120B ; BG1 Vertical Scroll
-dw $120B ; BG2 Vertical Scroll
-dw $0B00 ; BG1 Horizontal Scroll
-dw $0B00 ; BG2 Horizontal Scroll
-dw $0BD4 ; Link X
-dw $1278 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1200 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1210 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $0B00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0B00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $04 ; Starting Floor
-db $1A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_anyrmg_gtower_torches1_after
-
-preset_anyrmg_gtower_torches2:
-db $02 ; Dungeon
-dw $0096 ; Room Index
-dw $1310 ; BG1 Vertical Scroll
-dw $1310 ; BG2 Vertical Scroll
-dw $0D00 ; BG1 Horizontal Scroll
-dw $0D00 ; BG2 Horizontal Scroll
-dw $0D78 ; Link X
-dw $13A5 ; Link Y
-dw $017F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $1300 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1310 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $0D00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0D00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $04 ; Starting Floor
-db $1A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_anyrmg_gtower_torches2_after
-
-preset_anyrmg_gtower_helma_key:
-db $02 ; Dungeon
-dw $003D ; Room Index
-dw $0708 ; BG1 Vertical Scroll
-dw $0700 ; BG2 Vertical Scroll
-dw $1B00 ; BG1 Horizontal Scroll
-dw $1B00 ; BG2 Horizontal Scroll
-dw $1B78 ; Link X
-dw $0722 ; Link Y
-dw $017F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1B00 ; Relative Coords HL
-dw $1A00 ; Relative Coords FL
-dw $1B00 ; Relative Coords HR
-dw $1B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $05 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_anyrmg_gtower_helma_key_after
-
-preset_anyrmg_gtower_bombable_wall:
-db $02 ; Dungeon
-dw $003D ; Room Index
-dw $060E ; BG1 Vertical Scroll
-dw $060B ; BG2 Vertical Scroll
-dw $1B00 ; BG1 Horizontal Scroll
-dw $1B00 ; BG2 Horizontal Scroll
-dw $1B1B ; Link X
-dw $0678 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1B00 ; Relative Coords HL
-dw $1A00 ; Relative Coords FL
-dw $1B00 ; Relative Coords HR
-dw $1B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $05 ; Starting Floor
-db $1A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_anyrmg_gtower_bombable_wall_after
-
-preset_anyrmg_gtower_moldorm_2:
-db $02 ; Dungeon
-dw $003D ; Room Index
-dw $0708 ; BG1 Vertical Scroll
-dw $0710 ; BG2 Vertical Scroll
-dw $1A00 ; BG1 Horizontal Scroll
-dw $1A00 ; BG2 Horizontal Scroll
-dw $1A78 ; Link X
-dw $07D9 ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1A00 ; Relative Coords HL
-dw $1A00 ; Relative Coords FL
-dw $1A00 ; Relative Coords HR
-dw $1B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $05 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_anyrmg_gtower_moldorm_2_after
-
-preset_anyrmg_gtower_agahnim_2:
-db $02 ; Dungeon
-dw $001D ; Room Index
-dw $0200 ; BG1 Vertical Scroll
-dw $0200 ; BG2 Vertical Scroll
-dw $1A00 ; BG1 Horizontal Scroll
-dw $1A00 ; BG2 Horizontal Scroll
-dw $1A78 ; Link X
-dw $0223 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $1A00 ; Relative Coords HL
-dw $1A00 ; Relative Coords FL
-dw $1A00 ; Relative Coords HR
-dw $1B00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $06 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_anyrmg_gtower_agahnim_2_after
-
-preset_anyrmg_ganon_pyramid:
-db $01 ; Overworld
-dw $005B ; Screen Index
-dw $07F0 ; Link X
-dw $065C ; Link Y
-dw $0600 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $0778 ; BG1 Horizontal Scroll
-dw $0778 ; BG2 Horizontal Scroll
-dw $07F7 ; Scroll X
-dw $066D ; Scroll Y
-dw $002E ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF8 ; Unknown 3
-dw sram_anyrmg_ganon_pyramid_after
-
-
-; Preset SRAM changes
-
-sram_anyrmg_eastern_bed:
-dl $7E0542 : db $02 : dw $16CA ; Object tilemap state
-dl SA1RAM.HUD+$04A : db $01 : db $7F ; Selected menu gfx, row 1
-dl $7EF36F : db $01 : db $FF ; Keys
-dl SA1RAM.HUD+$08A : db $01 : db $7F ; Selected menu gfx, row 2
-dl $7EF208 : db $02 : dw $0002 ; Room $0104: Unknown (...............q)
-dl $7EF20C : db $02 : dw $F000 ; Room $0106: Unknown (.dddb...........)
-dl $7EF36C : db $02 : dw $1818 ; Health (goal)
-dl $7EF378 : db $02 : dw $F800 ; ????
-dl $7EF3D8 : db $02 : dw $4E00 ;
-dl $7EF3DC : db $02 : dw $8C01 ; Player name
-dl $7EF3E0 : db $02 : dw $AA01 ; Player name
-dl $7EF400 : db $02 : dw $FF00 ; Deaths
-dl $7EF20E : db $02 : dw $F000 ; Room $0107: Unknown (.dddb...........)
-dl $7EF3DA : db $02 : dw $8C01 ; Player name
-dl $7EF3DE : db $02 : dw $8C01 ; Player name
-dl $7EF3E2 : db $02 : dw $0055 ; Player name
-dl $7EF402 : db $02 : dw $00FF ; Deaths
-dl $7EC167 : db $01 : db $7D ; Underworld exit cache
-dl SA1RAM.HUD+$04B : db $01 : db $20 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08B : db $01 : db $20 ; Selected menu gfx, row 2
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $15CA ; Object tilemap state
-dl $7EC165 : db $01 : db $23 ; Underworld exit cache
-dl SA1RAM.HUD+$04C : db $01 : db $7F ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $01 : db $7F ; Selected menu gfx, row 2
-dl $7EC142 : db $02 : dw $0015 ; Underworld exit cache
-dl $7EC166 : db $01 : db $51 ; Underworld exit cache
-dl SA1RAM.HUD+$04D : db $01 : db $20 ; Selected menu gfx, row 1
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7EF4FE : db $02 : dw $CDEA ; Inverse checksum
-dl $7E0544 : db $02 : dw $17CA ; Object tilemap state
-dl SA1RAM.HUD+$08D : db $01 : db $20 ; Selected menu gfx, row 2
-.after
-
-sram_anyrmg_eastern_courtyard_1:
-dl $7E0CBC : db $01 : db $00 ; Sprite drop
-dl $7E0542 : db $02 : dw $19E6 ; Object tilemap state
-dl $7EF2BB : db $01 : db $00 ; Overworld $3B: Unknown (........)
-dl $7EF2FB : db $01 : db $00 ; Overworld $7B: Unknown (........)
-dl $7EF208 : db $02 : dw $0012 ; Room $0104: Unknown (............q..q)
-dl $7EF3C8 : db $01 : db $03 ; Entrances Phase
-dl $7EF359 : db $01 : db $01 ; Sword
-dl $7EF3C5 : db $01 : db $01 ; Game Phase 1
-dl $7EF0AA : db $02 : dw $000F ; Room $0055: Castle Secret Entrance / Uncle Death Room (.............qqq)
-dl $7EF34A : db $01 : db $01 ; Torch
-dl $7EF35A : db $01 : db $01 ; Shield
-dl $7EF3C6 : db $01 : db $11 ; Game Phase 2
-dl $7FE0EF : db $01 : db $41 ; Room $B7 persistent: Turtle Rock (Map Chest / Key Chest / Roller Room)
-dl $7E0303 : db $01 : db $09 ; Selected menu item
-dl $7E0540 : db $02 : dw $18E6 ; Object tilemap state
-dl $7E0CBB : db $01 : db $00 ; Sprite drop
-dl $7E010F : db $01 : db $00 ;
-dl $7E0CC6 : db $01 : db $00 ; Sprite drop
-dl $7E0CC7 : db $01 : db $00 ; Sprite drop
-dl $7EF051 : db $01 : db $00 ; Room $0028: Swamp Palace (Entrance Room) (................)
-dl $7E0CC9 : db $01 : db $00 ; Sprite drop
-dl $7E010E : db $01 : db $7D ; Dungeon entrance index
-dl $7E0202 : db $01 : db $0B ; Selected menu item
-dl $7E0302 : db $01 : db $00 ; Selected menu item
-dl $7E0544 : db $02 : dw $1850 ; Object tilemap state
-.after
-
-sram_anyrmg_eastern_castle_entrance:
-dl $7E0CC4 : db $01 : db $00 ; Sprite drop
-dl $7E0CC1 : db $01 : db $00 ; Sprite drop
-dl $7E0CC2 : db $01 : db $00 ; Sprite drop
-dl $7E0CC3 : db $01 : db $00 ; Sprite drop
-dl $7E0CC5 : db $01 : db $00 ; Sprite drop
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_anyrmg_eastern_courtyard_2:
-dl $7E047A : db $01 : db $01 ; Armed EG
-dl $7E0ABD : db $01 : db $00 ; Palette swap
-dl $7EF3FF : db $02 : dw $0001 ; Deaths
-dl $7EF358 : db $02 : dw $0100 ;
-dl $7EF3C4 : db $02 : dw $0100 ;
-dl $7EF36D : db $01 : db $18 ; Health (actual)
-dl $7EF0C2 : db $02 : dw $000F ; Room $0061: Hyrule Castle (Main Entrance Room) (.............qqq)
-dl $7EF3FE : db $02 : dw $0100 ; Deaths
-dl $7FE0EF : db $01 : db $00 ; Room $B7 persistent: Turtle Rock (Map Chest / Key Chest / Roller Room)
-dl $7E010E : db $02 : dw $0032 ; Dungeon entrance index
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7EF4FE : db $02 : dw $CAA4 ; Inverse checksum
-.after
-
-sram_anyrmg_eastern_links_house_citrus:
-dl $7E047A : db $01 : db $00 ; Armed EG
-dl $7E0542 : db $02 : dw $044C ; Object tilemap state
-dl $7EF0C0 : db $02 : dw $000F ; Room $0060: Hyrule Castle (West Entrance Room) (.............qqq)
-dl $7EF36D : db $01 : db $12 ; Health (actual)
-dl $7FE0EF : db $01 : db $41 ; Overworld $B7 persistent: UNKNOWN
-dl $7E0540 : db $02 : dw $0470 ; Object tilemap state
-dl $7E010E : db $01 : db $04 ; Dungeon entrance index
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-.after
-
-sram_anyrmg_eastern_outside_palace:
-dl $7FE0EF : db $01 : db $00 ; Overworld $B7 persistent: UNKNOWN
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_anyrmg_eastern_entrance:
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_anyrmg_eastern_stalfos_room:
-dl $7E0CC8 : db $01 : db $00 ; Sprite drop
-dl $7E0542 : db $02 : dw $13B2 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1CB2 ; Object tilemap state
-dl $7E054A : db $02 : dw $36E0 ; Object tilemap state
-dl $7E0B35 : db $01 : db $00 ; Arc variable
-dl $7E0B3D : db $01 : db $00 ; Arc variable
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF150 : db $02 : dw $0005 ; Room $00A8: Eastern Palace (Stalfos Spawn Room) (..............q.)
-dl $7EF36D : db $01 : db $18 ; Health (actual)
-dl $7EF152 : db $02 : dw $000F ; Room $00A9: Eastern Palace (Big Chest Room) (.............qqq)
-dl $7EF172 : db $02 : dw $000F ; Room $00B9: Eastern Palace (Lobby Cannonballs Room) (.............qqq)
-dl $7EF192 : db $02 : dw $000F ; Room $00C9: Eastern Palace (Entrance Room) (.............qqq)
-dl $7E0540 : db $02 : dw $138A ; Object tilemap state
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7E0B3F : db $01 : db $00 ; Arc variable
-dl $7E0CBD : db $01 : db $00 ; Sprite drop
-dl $7E0B3E : db $01 : db $00 ; Arc variable
-dl $7E0B36 : db $01 : db $00 ; Arc variable
-dl $7E010E : db $01 : db $08 ; Dungeon entrance index
-dl $7E0B0C : db $01 : db $20 ; Arc variable
-dl $7E0B34 : db $01 : db $00 ; Arc variable
-dl $7E0B3C : db $01 : db $00 ; Arc variable
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E0544 : db $02 : dw $1C8A ; Object tilemap state
-dl $7E0548 : db $02 : dw $181E ; Object tilemap state
-.after
-
-sram_anyrmg_eastern_big_chest_room_1:
-dl $7E0FCC : db $01 : db $01 ; Prize pack index
-dl $7EF150 : db $02 : dw $000F ; Room $00A8: Eastern Palace (Stalfos Spawn Room) (.............qqq)
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_anyrmg_eastern_dark_antifairies_room:
-dl $7E0542 : db $02 : dw $05E8 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0AE8 ; Object tilemap state
-dl $7E054A : db $02 : dw $376C ; Object tilemap state
-dl $7E054E : db $02 : dw $396C ; Object tilemap state
-dl $7EF377 : db $01 : db $05 ; Arrows
-dl $7EF154 : db $02 : dw $000A ; Room $00AA: Eastern Palace (Map Chest Room) (.............q.q)
-dl $7E0540 : db $02 : dw $05D4 ; Object tilemap state
-dl $7E0CBF : db $01 : db $00 ; Sprite drop
-dl $7E0CBE : db $01 : db $00 ; Sprite drop
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0544 : db $02 : dw $0AD4 ; Object tilemap state
-dl $7E0548 : db $02 : dw $085E ; Object tilemap state
-dl $7E054C : db $02 : dw $386C ; Object tilemap state
-.after
-
-sram_anyrmg_eastern_dark_key_room:
-dl $7E0CC0 : db $01 : db $00 ; Sprite drop
-dl $7E0542 : db $02 : dw $0A4C ; Object tilemap state
-dl $7E0546 : db $02 : dw $045E ; Object tilemap state
-dl $7E054A : db $02 : dw $0864 ; Object tilemap state
-dl $7E054E : db $02 : dw $0A70 ; Object tilemap state
-dl $7E0FC8 : db $01 : db $01 ; Prize pack index
-dl $7EF174 : db $02 : dw $0008 ; Room $00BA: Eastern Palace (Dark Antifairy / Key Pot Room) (.............q..)
-dl $7FE0F4 : db $02 : dw $0010 ; Room $BA persistent: Eastern Palace (Dark Antifairy / Key Pot Room)
-dl $7E0468 : db $01 : db $00 ; Trap door state
-dl $7E0540 : db $02 : dw $064C ; Object tilemap state
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E0544 : db $02 : dw $0858 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0C5E ; Object tilemap state
-dl $7E054C : db $02 : dw $0670 ; Object tilemap state
-.after
-
-sram_anyrmg_eastern_big_key_dmg_boost:
-dl $7E0542 : db $02 : dw $1260 ; Object tilemap state
-dl $7E0546 : db $02 : dw $126C ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0FC8 : db $01 : db $02 ; Prize pack index
-dl $7EF174 : db $02 : dw $840C ; Room $00BA: Eastern Palace (Dark Antifairy / Key Pot Room) (.d....K......qq.)
-dl $7EF360 : db $02 : dw $0005 ; Rupees (goal)
-dl $7EF172 : db $02 : dw $800F ; Room $00B9: Eastern Palace (Lobby Cannonballs Room) (.d...........qqq)
-dl $7EF362 : db $02 : dw $0005 ; Rupees (actual)
-dl $7FE0F4 : db $02 : dw $0050 ; Room $BA persistent: Eastern Palace (Dark Antifairy / Key Pot Room)
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $125C ; Object tilemap state
-dl $7E0B37 : db $01 : db $FF ; Arc variable
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E0544 : db $02 : dw $1268 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-.after
-
-sram_anyrmg_eastern_big_chest_room_2:
-dl $7E0542 : db $02 : dw $13B2 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1CB2 ; Object tilemap state
-dl $7E054A : db $02 : dw $35E0 ; Object tilemap state
-dl $7EF150 : db $02 : dw $200F ; Room $00A8: Eastern Palace (Stalfos Spawn Room) (...d.........qqq)
-dl $7EF170 : db $02 : dw $8015 ; Room $00B8: Eastern Palace (Big Key Room) (.d..........q.q.)
-dl $7EF36D : db $01 : db $0C ; Health (actual)
-dl $7EF366 : db $02 : dw $2000 ; BigKey1
-dl $7E0540 : db $02 : dw $138A ; Object tilemap state
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7E0641 : db $02 : dw $0001 ; Room puzzle state (?)
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E0544 : db $02 : dw $1C8A ; Object tilemap state
-dl $7E0548 : db $02 : dw $181E ; Object tilemap state
-.after
-
-sram_anyrmg_eastern_gwg:
-dl $7E0542 : db $02 : dw $1370 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1410 ; Object tilemap state
-dl $7E054A : db $02 : dw $2C90 ; Object tilemap state
-dl $7E054E : db $02 : dw $2CEC ; Object tilemap state
-dl $7EF34F : db $01 : db $00 ; Bottles
-dl $7EF377 : db $01 : db $0F ; Arrows
-dl $7EF340 : db $01 : db $02 ; Bow
-dl $7EF152 : db $02 : dw $201F ; Room $00A9: Eastern Palace (Big Chest Room) (...d........qqqq)
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7FE0F4 : db $02 : dw $0000 ; Room $BA persistent: Eastern Palace (Dark Antifairy / Key Pot Room)
-dl $7E0540 : db $02 : dw $146C ; Object tilemap state
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-dl $7E0641 : db $01 : db $00 ; Room puzzle state (?)
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0544 : db $02 : dw $130C ; Object tilemap state
-dl $7E0548 : db $02 : dw $2B90 ; Object tilemap state
-dl $7E054C : db $02 : dw $2BEC ; Object tilemap state
-.after
-
-sram_anyrmg_eastern_pot_room:
-dl $7E0542 : db $02 : dw $1454 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1CAA ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7EF373 : db $01 : db $00 ; Magic filler
-dl $7EF377 : db $01 : db $0E ; Arrows
-dl $7EF132 : db $02 : dw $C403 ; Room $0099: Eastern Palace (Eyegore Key Room) (.dd...K........q)
-dl $7EF36E : db $01 : db $10 ; Magic Power
-dl $7E0540 : db $02 : dw $1428 ; Object tilemap state
-dl $7FE0B2 : db $02 : dw $0008 ; Room $99 persistent: Eastern Palace (Eyegore Key Room)
-dl $7E0544 : db $02 : dw $13BE ; Object tilemap state
-dl $7E0548 : db $02 : dw $1CD2 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-.after
-
-sram_anyrmg_eastern_zeldagamer_room:
-dl $7E0542 : db $02 : dw $1C5C ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF377 : db $01 : db $18 ; Arrows
-dl $7EF1B4 : db $02 : dw $0002 ; Room $00DA: Eastern Palace (...............q)
-dl $7EF1B2 : db $02 : dw $0003 ; Room $00D9: Eastern Palace (Canonball Room) (...............q)
-dl $7E0468 : db $01 : db $00 ; Trap door state
-dl $7E0540 : db $02 : dw $145C ; Object tilemap state
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-.after
-
-sram_anyrmg_eastern_armos:
-dl $7E0542 : db $02 : dw $0ACA ; Object tilemap state
-dl $7E0546 : db $02 : dw $0AF2 ; Object tilemap state
-dl $7E054A : db $02 : dw $08F2 ; Object tilemap state
-dl $7E054E : db $02 : dw $1860 ; Object tilemap state
-dl $7EF377 : db $01 : db $1B ; Arrows
-dl $7E0FC8 : db $01 : db $06 ; Prize pack index
-dl $7E0FCC : db $01 : db $03 ; Prize pack index
-dl $7EF1B0 : db $02 : dw $0005 ; Room $00D8: Eastern Palace (Zeldagamer Room / Pre-Armos Knights Room) (..............q.)
-dl $7EF360 : db $02 : dw $000B ; Rupees (goal)
-dl $7EF362 : db $02 : dw $000B ; Rupees (actual)
-dl $7E0540 : db $02 : dw $08CA ; Object tilemap state
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0544 : db $02 : dw $0CCA ; Object tilemap state
-dl $7E0548 : db $02 : dw $0CF2 ; Object tilemap state
-dl $7E054C : db $02 : dw $185C ; Object tilemap state
-dl $7E0FCB : db $01 : db $01 ; Prize pack index
-dl $7FE130 : db $02 : dw $07FF ; Room $D8 persistent: Eastern Palace (Zeldagamer Room / Pre-Armos Knights Room)
-.after
-
-sram_anyrmg_escape_outside_eastern:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B09 : db $01 : db $00 ; Arc variable
-dl $7E0B31 : db $01 : db $30 ; Arc variable
-dl $7E0B35 : db $01 : db $30 ; Arc variable
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF377 : db $01 : db $09 ; Arrows
-dl $7EF3E7 : db $02 : dw $0001 ; Deaths
-dl $7EF3FF : db $02 : dw $0000 ; Deaths
-dl $7EF190 : db $02 : dw $0801 ; Room $00C8: Eastern Palace (Armos Knights[Boss]) (.....k..........)
-dl $7EF36C : db $01 : db $20 ; Health (goal)
-dl $7EF374 : db $01 : db $04 ; Pendants
-dl $7EF36D : db $01 : db $20 ; Health (actual)
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E02A1 : db $01 : db $17 ; Arc variable
-dl $7E0B32 : db $01 : db $30 ; Arc variable
-dl $7E0B33 : db $01 : db $30 ; Arc variable
-dl $7E0B37 : db $01 : db $C7 ; Arc variable
-dl $7FE0B2 : db $01 : db $00 ; Overworld $99 persistent: UNKNOWN
-dl $7E0B08 : db $01 : db $40 ; Arc variable
-dl $7E0B30 : db $01 : db $30 ; Arc variable
-dl $7E0B34 : db $01 : db $30 ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7FE130 : db $01 : db $00 ; Overworld $D8 persistent: UNKNOWN
-dl $7E0B10 : db $01 : db $31 ; Overlord X coordinate high byte
-dl $7E0B20 : db $01 : db $11 ; Overlord Y coordinate high byte
-.after
-
-sram_anyrmg_escape_eastern_spinspeed:
-dl $7E0542 : db $02 : dw $1520 ; Object tilemap state
-dl $7EF343 : db $01 : db $03 ; Bombs
-dl $7EF3C7 : db $01 : db $03 ; Map Phase
-dl $7EF355 : db $01 : db $01 ; Boots
-dl $7EF375 : db $01 : db $00 ; Bomb filler
-dl $7EF379 : db $01 : db $FC ; Ability Flags
-dl $7EF20A : db $02 : dw $802A ; Room $0105: Unknown (.d.........c.q.q)
-dl $7EC167 : db $01 : db $00 ; Underworld exit cache
-dl $7EC140 : db $02 : dw $001E ; Underworld exit cache
-dl $7EC144 : db $02 : dw $06D8 ; Underworld exit cache
-dl $7EC148 : db $02 : dw $0738 ; Underworld exit cache
-dl $7EC14C : db $02 : dw $001E ; Underworld exit cache
-dl $7EC150 : db $02 : dw $0745 ; Underworld exit cache
-dl $7EC154 : db $02 : dw $0600 ; Underworld exit cache
-dl $7EC158 : db $02 : dw $0C00 ; Underworld exit cache
-dl $7EC15C : db $02 : dw $0520 ; Underworld exit cache
-dl $7EC160 : db $02 : dw $0B00 ; Underworld exit cache
-dl $7EC16C : db $02 : dw $FFF8 ; Underworld exit cache
-dl $7EC170 : db $02 : dw $FFF6 ; Underworld exit cache
-dl $7E0468 : db $01 : db $01 ; Trap door state
-dl $7E0540 : db $02 : dw $151C ; Object tilemap state
-dl $7EC165 : db $01 : db $20 ; Underworld exit cache
-dl $7E010E : db $01 : db $45 ; Dungeon entrance index
-dl $7EC142 : db $02 : dw $0116 ; Underworld exit cache
-dl $7EC146 : db $02 : dw $0C76 ; Underworld exit cache
-dl $7EC14A : db $02 : dw $0CF0 ; Underworld exit cache
-dl $7EC14E : db $02 : dw $0710 ; Underworld exit cache
-dl $7EC152 : db $02 : dw $0CFB ; Underworld exit cache
-dl $7EC156 : db $02 : dw $091E ; Underworld exit cache
-dl $7EC15A : db $02 : dw $0F00 ; Underworld exit cache
-dl $7EC15E : db $02 : dw $0A00 ; Underworld exit cache
-dl $7EC162 : db $02 : dw $1000 ; Underworld exit cache
-dl $7EC166 : db $01 : db $25 ; Underworld exit cache
-dl $7EC16A : db $02 : dw $0008 ; Underworld exit cache
-dl $7EC16E : db $02 : dw $000A ; Underworld exit cache
-dl $7E0544 : db $02 : dw $141E ; Object tilemap state
-.after
-
-sram_anyrmg_escape_dma:
-dl $7EC172 : db $02 : dw $08A0 ; Crystal switch state
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_anyrmg_escape_death_mountain:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF3D3 : db $01 : db $00 ; Super Bomb Boom
-dl $7EF1E0 : db $02 : dw $000F ; Room $00F0: Cave (Lost Old Man Starting Cave) (.............qqq)
-dl $7EF3C8 : db $01 : db $05 ; Entrances Phase
-dl $7EF3CC : db $01 : db $04 ; Tagalong
-dl $7EF1E2 : db $02 : dw $000F ; Room $00F1: Cave (Lost Old Man Starting Cave) (.............qqq)
-dl $7E0540 : db $02 : dw $0540 ; Object tilemap state
-dl $7E010E : db $01 : db $06 ; Dungeon entrance index
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-.after
-
-sram_anyrmg_escape_kiki_yeet:
-dl $7EF353 : db $01 : db $02 ; Magic Mirror
-dl $7EF3C8 : db $01 : db $01 ; Entrances Phase
-dl $7EF3CC : db $01 : db $00 ; Tagalong
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_anyrmg_escape_kiki_skip:
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_anyrmg_escape_pod_main_hub_bk:
-dl $7E0542 : db $02 : dw $0520 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0B20 ; Object tilemap state
-dl $7E054A : db $02 : dw $0844 ; Object tilemap state
-dl $7E054E : db $02 : dw $056E ; Object tilemap state
-dl $7E0552 : db $02 : dw $0B6E ; Object tilemap state
-dl $7EF36F : db $02 : dw $00FE ; Keys
-dl $7EF094 : db $02 : dw $200F ; Room $004A: Palace of Darkness (Entrance Room) (...d.........qqq)
-dl $7EF36D : db $01 : db $18 ; Health (actual)
-dl $7EF012 : db $02 : dw $0008 ; Room $0009: Palace of Darkness (.............q..)
-dl $7EF1F2 : db $02 : dw $000F ; Room $00F9: Cave (.............qqq)
-dl $7E029F : db $01 : db $00 ; Arc variable
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7E0540 : db $02 : dw $050E ; Object tilemap state
-dl $7E010E : db $01 : db $21 ; Dungeon entrance index
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-dl $7E0544 : db $02 : dw $0B0E ; Object tilemap state
-dl $7E0548 : db $02 : dw $0838 ; Object tilemap state
-dl $7E054C : db $02 : dw $055C ; Object tilemap state
-dl $7E0550 : db $02 : dw $0B5C ; Object tilemap state
-.after
-
-sram_anyrmg_escape_pod_main_hub_hammerjump:
-dl $7E047A : db $01 : db $01 ; Armed EG
-dl $7E0B35 : db $01 : db $00 ; Arc variable
-dl $7EF343 : db $01 : db $02 ; Bombs
-dl $7EF36F : db $02 : dw $00FD ; Keys
-dl $7EF014 : db $02 : dw $800F ; Room $000A: Palace of Darkness (Stalfos Trap Room) (.d...........qqq)
-dl $7EF074 : db $02 : dw $801F ; Room $003A: Palace of Darkness (Bombable Floor Room) (.d..........qqqq)
-dl $7EF36D : db $01 : db $20 ; Health (actual)
-dl $7EF012 : db $02 : dw $000C ; Room $0009: Palace of Darkness (.............qq.)
-dl $7EF366 : db $02 : dw $F020 ; BigKey1
-dl $7E0B33 : db $01 : db $00 ; Arc variable
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7E0B3B : db $01 : db $00 ; Arc variable
-dl $7E0B0C : db $01 : db $D0 ; Arc variable
-dl $7E0B34 : db $01 : db $00 ; Arc variable
-.after
-
-sram_anyrmg_escape_hammerjump:
-dl $7E047A : db $01 : db $00 ; Armed EG
-dl $7E0542 : db $02 : dw $1350 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $02 : dw $00FC ; Keys
-dl $7EF054 : db $02 : dw $400F ; Room $002A: Palace of Darkness (Big Hub Room) (..d..........qqq)
-dl $7E0540 : db $02 : dw $0C50 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1328 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-.after
-
-sram_anyrmg_escape_sanc_1:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF34B : db $01 : db $01 ; Hammer
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7E0FC8 : db $02 : dw $0000 ; Prize pack index
-dl $7E0FCC : db $02 : dw $0000 ; Prize pack index
-dl $7EF3FF : db $02 : dw $0001 ; Deaths
-dl $7EF024 : db $02 : dw $000F ; Room $0012: Sanctuary (.............qqq)
-dl $7EF034 : db $02 : dw $101A ; Room $001A: Palace of Darkness (Big Chest Room) (....b.......qq.q)
-dl $7EF354 : db $02 : dw $0100 ; Gloves
-dl $7EF36C : db $02 : dw $1820 ; Health (goal)
-dl $7EF378 : db $02 : dw $FC00 ; ????
-dl $7EF36D : db $01 : db $18 ; Health (actual)
-dl $7EF342 : db $02 : dw $0200 ; Hookshot
-dl $7EF34A : db $02 : dw $0101 ; Torch
-dl $7EF352 : db $02 : dw $0200 ; Magic Cape
-dl $7EF36E : db $02 : dw $FC80 ; Magic Power
-dl $7EF376 : db $02 : dw $0900 ; Arrow filler
-dl $7EF3C6 : db $02 : dw $0311 ; Game Phase 2
-dl $7EF3E6 : db $02 : dw $0100 ;
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $A0 ; Arc variable
-dl $7E010E : db $02 : dw $0002 ; Dungeon entrance index
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7EF4FE : db $02 : dw $4585 ; Inverse checksum
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-.after
-
-sram_anyrmg_escape_entrance:
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7FE0EF : db $01 : db $41 ; Overworld $B7 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $08A0 ; Crystal switch state
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_anyrmg_escape_1st_keyguard:
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF0A4 : db $02 : dw $000F ; Room $0052: Hyrule Castle (East Corridor) (.............qqq)
-dl $7EF0C4 : db $02 : dw $000F ; Room $0062: Hyrule Castle (East Entrance Room) (.............qqq)
-dl $7EF002 : db $02 : dw $000C ; Room $0001: Hyrule Castle (North Corridor) (.............qq.)
-dl $7FE0EF : db $01 : db $00 ; Room $B7 persistent: Turtle Rock (Map Chest / Key Chest / Roller Room)
-dl $7E010E : db $01 : db $05 ; Dungeon entrance index
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-.after
-
-sram_anyrmg_escape_stealth_room:
-dl $7E0542 : db $02 : dw $2532 ; Object tilemap state
-dl $7EF0E4 : db $02 : dw $840F ; Room $0072: Hyrule Castle (Map Chest Room) (.d....K......qqq)
-dl $7EF104 : db $02 : dw $000F ; Room $0082: Hyrule Castle (Basement Chasm Room) (.............qqq)
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7FE064 : db $02 : dw $0001 ; Room $72 persistent: Hyrule Castle (Map Chest Room)
-dl $7E0540 : db $02 : dw $324C ; Object tilemap state
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E0544 : db $02 : dw $2A32 ; Object tilemap state
-.after
-
-sram_anyrmg_escape_2nd_keyguard:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF0E2 : db $02 : dw $0002 ; Room $0071: Hyrule Castle (Boomerang Chest Room) (...............q)
-dl $7EF102 : db $02 : dw $000F ; Room $0081: Hyrule Castle (.............qqq)
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0CBB : db $01 : db $01 ; Sprite drop
-dl $7FE062 : db $02 : dw $0001 ; Room $71 persistent: Hyrule Castle (Boomerang Chest Room)
-dl $7FE082 : db $02 : dw $0001 ; Room $81 persistent: Hyrule Castle
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-.after
-
-sram_anyrmg_escape_zeldas_cell:
-dl $7EF0E0 : db $02 : dw $0008 ; Room $0070: Hyrule Castle (Small Corridor to Jail Cells) (.............q..)
-dl $7EF341 : db $01 : db $01 ; Boomerang
-dl $7EF0E2 : db $02 : dw $841B ; Room $0071: Hyrule Castle (Boomerang Chest Room) (.d....K.....qq.q)
-dl $7FE064 : db $02 : dw $0000 ; Room $72 persistent: Hyrule Castle (Map Chest Room)
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0CBB : db $01 : db $00 ; Sprite drop
-dl $7FE062 : db $02 : dw $0003 ; Room $71 persistent: Hyrule Castle (Boomerang Chest Room)
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_anyrmg_escape_sanc_2:
-dl $7E0CBC : db $01 : db $02 ; Sprite drop
-dl $7EF29B : db $01 : db $20 ; Overworld $1B: Unknown (...?....)
-dl $7EF100 : db $02 : dw $002C ; Room $0080: Hyrule Castle (Jail Cell Room) (...........c.qq.)
-dl $7EF3C8 : db $02 : dw $0002 ; Entrances Phase
-dl $7EF3CC : db $01 : db $01 ; Tagalong
-dl $7EF3E4 : db $02 : dw $0100 ; Player name
-dl $7EF3E5 : db $02 : dw $0001 ; Validity (checksum)
-dl $7EF36E : db $02 : dw $0080 ; Magic Power
-dl $7EF3C6 : db $01 : db $15 ; Game Phase 2
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7FE062 : db $01 : db $00 ; Room $71 persistent: Hyrule Castle (Boomerang Chest Room)
-dl $7FE082 : db $01 : db $00 ; Room $81 persistent: Hyrule Castle
-dl $7E010E : db $02 : dw $0002 ; Dungeon entrance index
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-dl $7EF4FE : db $02 : dw $36CE ; Inverse checksum
-.after
-
-sram_anyrmg_tempered_old_man_cave:
-dl $7E0CBC : db $01 : db $00 ; Sprite drop
-dl $7E0542 : db $02 : dw $0A70 ; Object tilemap state
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF3C7 : db $01 : db $01 ; Map Phase
-dl $7EF3E3 : db $02 : dw $0001 ; Player name
-dl $7EF024 : db $02 : dw $001F ; Room $0012: Sanctuary (............qqqq)
-dl $7EF1C8 : db $02 : dw $000A ; Room $00E4: Cave (Lost Old Man Final Cave) (.............q.q)
-dl $7EF36C : db $02 : dw $2028 ; Health (goal)
-dl $7EF3C4 : db $02 : dw $0200 ;
-dl $7EF3C8 : db $01 : db $01 ; Entrances Phase
-dl $7EF3CC : db $02 : dw $0000 ; Tagalong
-dl $7EF36D : db $01 : db $20 ; Health (actual)
-dl $7EF3C5 : db $01 : db $02 ; Game Phase 1
-dl $7EF29A : db $02 : dw $2000 ; Overworld $1A: Unknown (........)
-dl $7EF3C6 : db $02 : dw $0115 ; Game Phase 2
-dl $7EF3E2 : db $02 : dw $0155 ; Player name
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7E0540 : db $02 : dw $0920 ; Object tilemap state
-dl $7E010E : db $02 : dw $0030 ; Dungeon entrance index
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7EF4FE : db $02 : dw $0EB4 ; Inverse checksum
-.after
-
-sram_anyrmg_tempered_hera_entrance:
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7FDFCB : db $01 : db $F3 ; Overworld $25 persistent: Octorok Area
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_anyrmg_tempered_hera_beetles:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF0EE : db $02 : dw $000F ; Room $0077: Tower of Hera (Entrance Room) (.............qqq)
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E010E : db $01 : db $33 ; Dungeon entrance index
-dl $7FDFCB : db $01 : db $00 ; Room $25 persistent: Empty Clone Room
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_anyrmg_tempered_hera_petting_zoo:
-dl $7E0542 : db $02 : dw $1C60 ; Object tilemap state
-dl $7EF343 : db $01 : db $03 ; Bombs
-dl $7EF062 : db $02 : dw $800F ; Room $0031: Tower of Hera (Hardhat Beetles Room) (.d...........qqq)
-dl $7E0540 : db $02 : dw $1C5C ; Object tilemap state
-dl $7FDFE2 : db $02 : dw $0580 ; Room $31 persistent: Tower of Hera (Hardhat Beetles Room)
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-.after
-
-sram_anyrmg_tempered_frog_dmd:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF343 : db $01 : db $02 ; Bombs
-dl $7EF357 : db $01 : db $01 ; Moon Pearl
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF36D : db $01 : db $18 ; Health (actual)
-dl $7EF04E : db $02 : dw $001F ; Room $0027: Tower of Hera (Big Chest) (............qqqq)
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7FDFE2 : db $01 : db $00 ; Overworld $31 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_anyrmg_tempered_getting_tempered:
-dl $7EF3CC : db $01 : db $08 ; Tagalong
-dl $7E1ABF : db $01 : db $60 ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $02 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $88 ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $0A ; Warp Vortex Coordinate
-dl $7EF1EA : db $02 : dw $0002 ; Room $00F5: House (Angry Brothers) (...............q)
-dl $7EF3CA : db $01 : db $00 ; LW/DW
-dl $7E010E : db $01 : db $10 ; Dungeon entrance index
-.after
-
-sram_anyrmg_gtower_old_man_cave:
-dl $7E0542 : db $02 : dw $0A70 ; Object tilemap state
-dl $7EF3FF : db $02 : dw $0002 ; Deaths
-dl $7EF358 : db $02 : dw $0300 ;
-dl $7EF360 : db $02 : dw $0001 ; Rupees (goal)
-dl $7EF3CC : db $02 : dw $0000 ; Tagalong
-dl $7E1ABF : db $01 : db $00 ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $00 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $00 ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $00 ; Warp Vortex Coordinate
-dl $7EF359 : db $01 : db $03 ; Sword
-dl $7EF36D : db $01 : db $20 ; Health (actual)
-dl $7EF3C9 : db $01 : db $20 ; Game Phase 3
-dl $7EF242 : db $02 : dw $0002 ; Room $0121: Unknown (...............q)
-dl $7EF356 : db $02 : dw $0100 ; Flippers
-dl $7EF362 : db $02 : dw $0001 ; Rupees (actual)
-dl $7EF36E : db $02 : dw $FF80 ; Magic Power
-dl $7EF3FE : db $02 : dw $0200 ; Deaths
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7E0540 : db $02 : dw $0920 ; Object tilemap state
-dl $7E010E : db $02 : dw $0030 ; Dungeon entrance index
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7EF4FE : db $02 : dw $6B7D ; Inverse checksum
-.after
-
-sram_anyrmg_gtower_entrance:
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_anyrmg_gtower_spike_skip:
-dl $7E0542 : db $02 : dw $171C ; Object tilemap state
-dl $7E0546 : db $02 : dw $0864 ; Object tilemap state
-dl $7E054A : db $02 : dw $085C ; Object tilemap state
-dl $7E054E : db $02 : dw $0C4C ; Object tilemap state
-dl $7E0552 : db $02 : dw $144C ; Object tilemap state
-dl $7E0556 : db $02 : dw $0864 ; Object tilemap state
-dl $7EF36F : db $01 : db $02 ; Keys
-dl $7EF018 : db $02 : dw $000F ; Room $000C: Ganon's Tower (Entrance Room) (.............qqq)
-dl $7EF118 : db $02 : dw $0408 ; Room $008C: Ganon's Tower (East and West Downstairs / Big Chest Room) (......K......q..)
-dl $7EF116 : db $02 : dw $0404 ; Room $008B: Ganon's Tower (Block Puzzle / Spike Skip / Map Chest Room) (......K.......q.)
-dl $7E0468 : db $01 : db $00 ; Trap door state
-dl $7E010E : db $01 : db $37 ; Dungeon entrance index
-dl $7E0641 : db $02 : dw $0001 ; Room puzzle state (?)
-dl $7E0B0C : db $01 : db $50 ; Arc variable
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E0544 : db $02 : dw $1720 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0760 ; Object tilemap state
-dl $7E054C : db $02 : dw $0960 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0C70 ; Object tilemap state
-dl $7E0554 : db $02 : dw $1C4C ; Object tilemap state
-.after
-
-sram_anyrmg_gtower_pre_firesnakes_room:
-dl $7E0542 : db $02 : dw $0C30 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1820 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF116 : db $02 : dw $040E ; Room $008B: Ganon's Tower (Block Puzzle / Spike Skip / Map Chest Room) (......K......qqq)
-dl $7EF136 : db $02 : dw $8408 ; Room $009B: Ganon's Tower (Many Spikes / Warp Maze Room) (.d....K......q..)
-dl $7E0303 : db $01 : db $02 ; Selected menu item
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $0430 ; Object tilemap state
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E0202 : db $01 : db $02 ; Selected menu item
-dl $7E0641 : db $01 : db $00 ; Room puzzle state (?)
-dl $7E02A2 : db $01 : db $00 ; Arc variable
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E0544 : db $02 : dw $181C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-.after
-
-sram_anyrmg_gtower_bombable_floor:
-dl $7E0542 : db $02 : dw $0938 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF343 : db $01 : db $01 ; Bombs
-dl $7EF377 : db $01 : db $0E ; Arrows
-dl $7EF138 : db $02 : dw $000F ; Room $009C: Ganon's Tower (Invisible Floor Maze Room) (.............qqq)
-dl $7EF36D : db $01 : db $18 ; Health (actual)
-dl $7EF0FA : db $02 : dw $201E ; Room $007D: Ganon's Tower (Winder / Warp Maze Room) (...d........qqqq)
-dl $7EF136 : db $02 : dw $840F ; Room $009B: Ganon's Tower (Many Spikes / Warp Maze Room) (.d....K......qqq)
-dl $7EF376 : db $01 : db $00 ; Arrow filler
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7FE0B8 : db $02 : dw $0032 ; Room $9C persistent: Ganon's Tower (Invisible Floor Maze Room)
-dl $7E0540 : db $02 : dw $0838 ; Object tilemap state
-dl $7EC172 : db $01 : db $00 ; Crystal switch state
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0544 : db $02 : dw $0550 ; Object tilemap state
-.after
-
-sram_anyrmg_gtower_floor_2:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B35 : db $01 : db $30 ; Arc variable
-dl $7EF377 : db $01 : db $10 ; Arrows
-dl $7EF038 : db $02 : dw $0035 ; Room $001C: Ganon's Tower (Ice Armos) (...........cq.q.)
-dl $7EF118 : db $02 : dw $0489 ; Room $008C: Ganon's Tower (East and West Downstairs / Big Chest Room) (......K..c...q..)
-dl $7EF389 : db $01 : db $02 ; Key for dungeon $0D
-dl $7EF366 : db $02 : dw $F024 ; BigKey1
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7FE0B8 : db $01 : db $00 ; Room $9C persistent: Ganon's Tower (Invisible Floor Maze Room)
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B33 : db $01 : db $30 ; Arc variable
-dl $7E0B37 : db $01 : db $CF ; Arc variable
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-dl $7E0B34 : db $01 : db $30 ; Arc variable
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-.after
-
-sram_anyrmg_gtower_mimics1:
-dl $7E0542 : db $02 : dw $052C ; Object tilemap state
-dl $7E0546 : db $02 : dw $082C ; Object tilemap state
-dl $7E054A : db $02 : dw $0B2C ; Object tilemap state
-dl $7E054E : db $02 : dw $1962 ; Object tilemap state
-dl $7EF377 : db $01 : db $0F ; Arrows
-dl $7EF0D6 : db $02 : dw $000C ; Room $006B: Ganon's Tower (Mimics Rooms) (.............qq.)
-dl $7E0468 : db $01 : db $00 ; Trap door state
-dl $7E0540 : db $02 : dw $051C ; Object tilemap state
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E0641 : db $02 : dw $0001 ; Room puzzle state (?)
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0544 : db $02 : dw $081C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0B1C ; Object tilemap state
-dl $7E054C : db $02 : dw $195A ; Object tilemap state
-dl $7E0550 : db $02 : dw $050C ; Object tilemap state
-.after
-
-sram_anyrmg_gtower_mimics2:
-dl $7EF377 : db $01 : db $0B ; Arrows
-dl $7EF0D6 : db $02 : dw $000E ; Room $006B: Ganon's Tower (Mimics Rooms) (.............qqq)
-dl $7FE056 : db $02 : dw $0240 ; Room $6B persistent: Ganon's Tower (Mimics Rooms)
-dl $7E0641 : db $01 : db $00 ; Room puzzle state (?)
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_anyrmg_gtower_spike_room:
-dl $7EF377 : db $01 : db $07 ; Arrows
-dl $7EF0D6 : db $02 : dw $800F ; Room $006B: Ganon's Tower (Mimics Rooms) (.d...........qqq)
-dl $7E0468 : db $01 : db $01 ; Trap door state
-dl $7FE056 : db $02 : dw $2640 ; Room $6B persistent: Ganon's Tower (Mimics Rooms)
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0FCB : db $01 : db $02 ; Prize pack index
-.after
-
-sram_anyrmg_gtower_gauntlet:
-dl $7E0542 : db $02 : dw $16D8 ; Object tilemap state
-dl $7E0546 : db $02 : dw $19D8 ; Object tilemap state
-dl $7E054A : db $02 : dw $19E4 ; Object tilemap state
-dl $7E054E : db $02 : dw $16E4 ; Object tilemap state
-dl $7EF0B8 : db $02 : dw $000C ; Room $005C: Ganon's Tower (Ganon-Ball Z) (.............qq.)
-dl $7EF0B6 : db $02 : dw $8005 ; Room $005B: Ganon's Tower (Spike Pit Room) (.d............q.)
-dl $7E0540 : db $02 : dw $165E ; Object tilemap state
-dl $7FE036 : db $02 : dw $0008 ; Room $5B persistent: Ganon's Tower (Spike Pit Room)
-dl $7EC172 : db $01 : db $00 ; Crystal switch state
-dl $7E0544 : db $02 : dw $1854 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1A5E ; Object tilemap state
-dl $7E054C : db $02 : dw $1868 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-.after
-
-sram_anyrmg_gtower_gauntlet_3:
-dl $7E0542 : db $02 : dw $052C ; Object tilemap state
-dl $7E0546 : db $02 : dw $0B2C ; Object tilemap state
-dl $7E054A : db $02 : dw $1430 ; Object tilemap state
-dl $7E054E : db $02 : dw $1C30 ; Object tilemap state
-dl $7EF377 : db $01 : db $0A ; Arrows
-dl $7E0FCC : db $01 : db $02 ; Prize pack index
-dl $7EF0BA : db $02 : dw $000C ; Room $005D: Ganon's Tower (Gauntlet 1/2/3) (.............qq.)
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $0510 ; Object tilemap state
-dl $7FE03A : db $02 : dw $00FD ; Room $5D persistent: Ganon's Tower (Gauntlet 1/2/3)
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0544 : db $02 : dw $0B10 ; Object tilemap state
-dl $7E0548 : db $02 : dw $140C ; Object tilemap state
-dl $7E054C : db $02 : dw $1C0C ; Object tilemap state
-.after
-
-sram_anyrmg_gtower_lanmola2:
-dl $7E0542 : db $02 : dw $1A20 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1B20 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7EF377 : db $01 : db $08 ; Arrows
-dl $7E0FCC : db $01 : db $04 ; Prize pack index
-dl $7EF0BA : db $02 : dw $000E ; Room $005D: Ganon's Tower (Gauntlet 1/2/3) (.............qqq)
-dl $7EF0DA : db $02 : dw $000A ; Room $006D: Ganon's Tower (Gauntlet 4/5) (.............q.q)
-dl $7E0540 : db $02 : dw $1A1C ; Object tilemap state
-dl $7FE03A : db $02 : dw $0EFD ; Room $5D persistent: Ganon's Tower (Gauntlet 1/2/3)
-dl $7FE056 : db $02 : dw $0000 ; Room $6B persistent: Ganon's Tower (Mimics Rooms)
-dl $7FE05A : db $02 : dw $00C9 ; Room $6D persistent: Ganon's Tower (Gauntlet 4/5)
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E0544 : db $02 : dw $1B1C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-.after
-
-sram_anyrmg_gtower_wizz1:
-dl $7E0542 : db $02 : dw $0628 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0A28 ; Object tilemap state
-dl $7EF0D8 : db $02 : dw $000B ; Room $006C: Ganon's Tower (Lanmolas Room) (.............q.q)
-dl $7E0468 : db $01 : db $01 ; Trap door state
-dl $7E0540 : db $02 : dw $0614 ; Object tilemap state
-dl $7FE036 : db $02 : dw $0000 ; Room $5B persistent: Ganon's Tower (Spike Pit Room)
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0544 : db $02 : dw $0A14 ; Object tilemap state
-.after
-
-sram_anyrmg_gtower_wizz2:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF377 : db $01 : db $06 ; Arrows
-dl $7EF14A : db $02 : dw $000B ; Room $00A5: Ganon's Tower (Wizzrobes Rooms) (.............q.q)
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7FE0CA : db $02 : dw $088C ; Room $A5 persistent: Ganon's Tower (Wizzrobes Rooms)
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-.after
-
-sram_anyrmg_gtower_torches1:
-dl $7EF377 : db $01 : db $04 ; Arrows
-dl $7EF12A : db $02 : dw $0005 ; Room $0095: Ganon's Tower (Final Collapsing Bridge Room) (..............q.)
-dl $7EF14A : db $02 : dw $000F ; Room $00A5: Ganon's Tower (Wizzrobes Rooms) (.............qqq)
-dl $7E0B37 : db $01 : db $09 ; Arc variable
-dl $7E0B3F : db $01 : db $01 ; Arc variable
-dl $7FE03A : db $02 : dw $0000 ; Room $5D persistent: Ganon's Tower (Gauntlet 1/2/3)
-dl $7FE0CA : db $02 : dw $08EF ; Room $A5 persistent: Ganon's Tower (Wizzrobes Rooms)
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E0FC7 : db $01 : db $03 ; Prize pack index
-.after
-
-sram_anyrmg_gtower_torches2:
-dl $7E0542 : db $02 : dw $1570 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0B2E ; Object tilemap state
-dl $7E054A : db $02 : dw $120E ; Object tilemap state
-dl $7E054E : db $02 : dw $1820 ; Object tilemap state
-dl $7E0552 : db $02 : dw $8B0C ; Object tilemap state
-dl $7E0556 : db $02 : dw $9220 ; Object tilemap state
-dl $7EF12C : db $02 : dw $000B ; Room $0096: Ganon's Tower (Torches 1 Room) (.............q.q)
-dl $7EF36D : db $01 : db $10 ; Health (actual)
-dl $7EF36E : db $01 : db $70 ; Magic Power
-dl $7E0303 : db $01 : db $09 ; Selected menu item
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $154C ; Object tilemap state
-dl $7E0B37 : db $01 : db $0B ; Arc variable
-dl $7FE05A : db $02 : dw $0000 ; Room $6D persistent: Ganon's Tower (Gauntlet 4/5)
-dl $7E0202 : db $01 : db $0B ; Selected menu item
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0544 : db $02 : dw $0520 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1120 ; Object tilemap state
-dl $7E054C : db $02 : dw $180E ; Object tilemap state
-dl $7E0550 : db $02 : dw $8420 ; Object tilemap state
-dl $7E0554 : db $02 : dw $8B32 ; Object tilemap state
-.after
-
-sram_anyrmg_gtower_helma_key:
-dl $7E0CBC : db $01 : db $01 ; Sprite drop
-dl $7E0542 : db $02 : dw $0C70 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1628 ; Object tilemap state
-dl $7E054A : db $02 : dw $1A14 ; Object tilemap state
-dl $7E054E : db $02 : dw $954C ; Object tilemap state
-dl $7E0552 : db $02 : dw $9C50 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF07A : db $02 : dw $0001 ; Room $003D: Ganon's Tower (Torch Room 2) (................)
-dl $7EF36E : db $01 : db $60 ; Magic Power
-dl $7E0540 : db $02 : dw $0C4C ; Object tilemap state
-dl $7E0B37 : db $01 : db $06 ; Arc variable
-dl $7E0544 : db $02 : dw $1618 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1820 ; Object tilemap state
-dl $7E054C : db $02 : dw $1A24 ; Object tilemap state
-dl $7E0550 : db $02 : dw $9570 ; Object tilemap state
-dl $7E0554 : db $02 : dw $9C6C ; Object tilemap state
-.after
-
-sram_anyrmg_gtower_bombable_wall:
-dl $7EF36F : db $02 : dw $0001 ; Keys
-dl $7EF07A : db $02 : dw $4005 ; Room $003D: Ganon's Tower (Torch Room 2) (..d...........q.)
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7E0B37 : db $01 : db $03 ; Arc variable
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_anyrmg_gtower_moldorm_2:
-dl $7E0552 : db $02 : dw $1C50 ; Object tilemap state
-dl $7EF343 : db $01 : db $00 ; Bombs
-dl $7EF36F : db $02 : dw $0000 ; Keys
-dl $7EF07A : db $02 : dw $700F ; Room $003D: Ganon's Tower (Torch Room 2) (..ddb........qqq)
-dl $7E0303 : db $01 : db $09 ; Selected menu item
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0B37 : db $01 : db $10 ; Arc variable
-dl $7E0202 : db $01 : db $0B ; Selected menu item
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0554 : db $02 : dw $1C6C ; Object tilemap state
-.after
-
-sram_anyrmg_gtower_agahnim_2:
-dl $7E0CBC : db $01 : db $00 ; Sprite drop
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF098 : db $02 : dw $0005 ; Room $004C: Ganon's Tower (Mini-Helmasaur Conveyor Room) (..............q.)
-dl $7EF03A : db $02 : dw $800C ; Room $001D: Ganon's Tower (Final Hallway) (.d...........qq.)
-dl $7EF09A : db $02 : dw $800F ; Room $004D: Ganon's Tower (Moldorm Room) (.d...........qqq)
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7FE0CA : db $02 : dw $0000 ; Room $A5 persistent: Ganon's Tower (Wizzrobes Rooms)
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-.after
-
-sram_anyrmg_ganon_pyramid:
-dl $7EF2DB : db $01 : db $20 ; Overworld $5B: Unknown (...?....)
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF3FF : db $02 : dw $0000 ; Deaths
-dl $7EF389 : db $01 : db $00 ; Key for dungeon $0D
-dl $7EF3FD : db $02 : dw $0002 ; Deaths
-dl $7EF01A : db $02 : dw $0802 ; Room $000D: Ganon's Tower (Agahnim2[Boss]) (.....k.........q)
-dl $7E02A2 : db $01 : db $FE ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-
diff --git a/src/presetsold/preset_data_hundo.asm b/src/presetsold/preset_data_hundo.asm
deleted file mode 100644
index e6adb07..0000000
--- a/src/presetsold/preset_data_hundo.asm
+++ /dev/null
@@ -1,8701 +0,0 @@
-; Preset locations
-
-preset_hundo_escape_bed:
-db $02 ; Dungeon
-dw $0104 ; Room Index
-dw $2110 ; BG1 Vertical Scroll
-dw $2110 ; BG2 Vertical Scroll
-dw $0900 ; BG1 Horizontal Scroll
-dw $0900 ; BG2 Horizontal Scroll
-dw $0940 ; Link X
-dw $215A ; Link Y
-dw $017F ; Camera X
-dw $017F ; Camera Y
-dw $0816 ; Door Settings
-dw $2100 ; Relative Coords HU
-dw $2000 ; Relative Coords FU
-dw $2110 ; Relative Coords HD
-dw $2110 ; Relative Coords FD
-dw $0900 ; Relative Coords HL
-dw $0900 ; Relative Coords FL
-dw $0900 ; Relative Coords HR
-dw $0A00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $03 ; Main Graphics
-db $FF ; Music Track
-db $00 ; Starting Floor
-db $FF ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_escape_bed_after
-
-preset_hundo_escape_courtyard:
-db $02 ; Dungeon
-dw $0055 ; Room Index
-dw $0B10 ; BG1 Vertical Scroll
-dw $0B10 ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0A78 ; Link X
-dw $0BC6 ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $0B00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0B10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $01 ; Main Graphics
-db $03 ; Music Track
-db $FF ; Starting Floor
-db $FF ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_escape_courtyard_after
-
-preset_hundo_escape_entrance:
-db $01 ; Overworld
-dw $001B ; Screen Index
-dw $07F9 ; Link X
-dw $0709 ; Link Y
-dw $06C0 ; BG1 Vertical Scroll
-dw $06AB ; BG2 Vertical Scroll
-dw $39EC ; BG1 Horizontal Scroll
-dw $0785 ; BG2 Horizontal Scroll
-dw $0804 ; Scroll X
-dw $0718 ; Scroll Y
-dw $05B2 ; Unknown 1
-dw $0005 ; Unknown 2
-dw $0009 ; Unknown 3
-dw sram_hundo_escape_entrance_after
-
-preset_hundo_escape_1st_keyguard:
-db $02 ; Dungeon
-dw $0001 ; Room Index
-dw $0000 ; BG1 Vertical Scroll
-dw $0000 ; BG2 Vertical Scroll
-dw $0280 ; BG1 Horizontal Scroll
-dw $0280 ; BG2 Horizontal Scroll
-dw $02F8 ; Link X
-dw $0062 ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0000 ; Relative Coords HU
-dw $0000 ; Relative Coords FU
-dw $0010 ; Relative Coords HD
-dw $0110 ; Relative Coords FD
-dw $0200 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0200 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $00 ; Starting Floor
-db $02 ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_hundo_escape_1st_keyguard_after
-
-preset_hundo_escape_stealth_room:
-db $02 ; Dungeon
-dw $0082 ; Room Index
-dw $110B ; BG1 Vertical Scroll
-dw $110B ; BG2 Vertical Scroll
-dw $0400 ; BG1 Horizontal Scroll
-dw $0400 ; BG2 Horizontal Scroll
-dw $040B ; Link X
-dw $1178 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1100 ; Relative Coords HU
-dw $1000 ; Relative Coords FU
-dw $1110 ; Relative Coords HD
-dw $1110 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FF ; Starting Floor
-db $02 ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_hundo_escape_stealth_room_after
-
-preset_hundo_escape_2nd_keyguard:
-db $02 ; Dungeon
-dw $0071 ; Room Index
-dw $0F0B ; BG1 Vertical Scroll
-dw $0F0B ; BG2 Vertical Scroll
-dw $0200 ; BG1 Horizontal Scroll
-dw $0200 ; BG2 Horizontal Scroll
-dw $02AD ; Link X
-dw $0F78 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0F00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0F10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0200 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0200 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FF ; Starting Floor
-db $02 ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_hundo_escape_2nd_keyguard_after
-
-preset_hundo_escape_ball_n_chains:
-db $02 ; Dungeon
-dw $0070 ; Room Index
-dw $0E00 ; BG1 Vertical Scroll
-dw $0E00 ; BG2 Vertical Scroll
-dw $0000 ; BG1 Horizontal Scroll
-dw $0000 ; BG2 Horizontal Scroll
-dw $0050 ; Link X
-dw $0E2D ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0E00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0E10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0000 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0000 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FE ; Starting Floor
-db $02 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_escape_ball_n_chains_after
-
-preset_hundo_escape_backtracking:
-db $02 ; Dungeon
-dw $0080 ; Room Index
-dw $1000 ; BG1 Vertical Scroll
-dw $1000 ; BG2 Vertical Scroll
-dw $0000 ; BG1 Horizontal Scroll
-dw $0000 ; BG2 Horizontal Scroll
-dw $0050 ; Link X
-dw $1026 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1000 ; Relative Coords HU
-dw $1000 ; Relative Coords FU
-dw $1010 ; Relative Coords HD
-dw $1110 ; Relative Coords FD
-dw $0000 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0000 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FD ; Starting Floor
-db $02 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_escape_backtracking_after
-
-preset_hundo_escape_keyguard_revisited:
-db $02 ; Dungeon
-dw $0072 ; Room Index
-dw $0F00 ; BG1 Vertical Scroll
-dw $0F00 ; BG2 Vertical Scroll
-dw $0480 ; BG1 Horizontal Scroll
-dw $0480 ; BG2 Horizontal Scroll
-dw $04F8 ; Link X
-dw $0F2D ; Link Y
-dw $00FF ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0F00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0F10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FF ; Starting Floor
-db $02 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_escape_keyguard_revisited_after
-
-preset_hundo_escape_throne_room:
-db $02 ; Dungeon
-dw $0051 ; Room Index
-dw $0A21 ; BG1 Vertical Scroll
-dw $0A21 ; BG2 Vertical Scroll
-dw $0280 ; BG1 Horizontal Scroll
-dw $0280 ; BG2 Horizontal Scroll
-dw $02F8 ; Link X
-dw $0A8E ; Link Y
-dw $00FF ; Camera X
-dw $0099 ; Camera Y
-dw $0000 ; Door Settings
-dw $0A00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0A10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $0200 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0200 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $01 ; Starting Floor
-db $02 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_escape_throne_room_after
-
-preset_hundo_escape_snake_avoidance_room:
-db $02 ; Dungeon
-dw $0041 ; Room Index
-dw $0040 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $FFCF ; BG1 Horizontal Scroll
-dw $0300 ; BG2 Horizontal Scroll
-dw $03A8 ; Link X
-dw $082D ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0300 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0300 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $01 ; Starting Floor
-db $00 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_escape_snake_avoidance_room_after
-
-preset_hundo_escape_water_rooms:
-db $02 ; Dungeon
-dw $0032 ; Room Index
-dw $0040 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $FFFF ; BG1 Horizontal Scroll
-dw $0480 ; BG2 Horizontal Scroll
-dw $04F8 ; Link X
-dw $061F ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FF ; Starting Floor
-db $00 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_escape_water_rooms_after
-
-preset_hundo_escape_keyrat:
-db $02 ; Dungeon
-dw $0021 ; Room Index
-dw $0040 ; BG1 Vertical Scroll
-dw $0500 ; BG2 Vertical Scroll
-dw $FFFF ; BG1 Horizontal Scroll
-dw $0280 ; BG2 Horizontal Scroll
-dw $02F8 ; Link X
-dw $052D ; Link Y
-dw $00FF ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0500 ; Relative Coords HU
-dw $0400 ; Relative Coords FU
-dw $0510 ; Relative Coords HD
-dw $0510 ; Relative Coords FD
-dw $0200 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0200 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FF ; Starting Floor
-db $00 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_escape_keyrat_after
-
-preset_hundo_escape_last_two_screens:
-db $02 ; Dungeon
-dw $0011 ; Room Index
-dw $0200 ; BG1 Vertical Scroll
-dw $0200 ; BG2 Vertical Scroll
-dw $0300 ; BG1 Horizontal Scroll
-dw $0300 ; BG2 Horizontal Scroll
-dw $0378 ; Link X
-dw $022D ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0300 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0300 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FF ; Starting Floor
-db $00 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_escape_last_two_screens_after
-
-preset_hundo_eastern_before_cutscene:
-db $02 ; Dungeon
-dw $0002 ; Room Index
-dw $0110 ; BG1 Vertical Scroll
-dw $0110 ; BG2 Vertical Scroll
-dw $0480 ; BG1 Horizontal Scroll
-dw $0480 ; BG2 Horizontal Scroll
-dw $04F8 ; Link X
-dw $01AC ; Link Y
-dw $00FF ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $0100 ; Relative Coords HU
-dw $0000 ; Relative Coords FU
-dw $0110 ; Relative Coords HD
-dw $0110 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $00 ; Starting Floor
-db $00 ; Palace No
-db $01 ; Door Orientation
-db $01 ; Starting Background
-dw sram_hundo_eastern_before_cutscene_after
-
-preset_hundo_eastern_after_cutscene:
-db $02 ; Dungeon
-dw $0012 ; Room Index
-dw $020D ; BG1 Vertical Scroll
-dw $020D ; BG2 Vertical Scroll
-dw $0480 ; BG1 Horizontal Scroll
-dw $0480 ; BG2 Horizontal Scroll
-dw $04F8 ; Link X
-dw $027A ; Link Y
-dw $00FF ; Camera X
-dw $0085 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $00 ; Starting Floor
-db $00 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_eastern_after_cutscene_after
-
-preset_hundo_eastern_octorok:
-db $01 ; Overworld
-dw $001D ; Screen Index
-dw $0B10 ; Link X
-dw $07DC ; Link Y
-dw $068F ; BG1 Vertical Scroll
-dw $071E ; BG2 Vertical Scroll
-dw $0A4F ; BG1 Horizontal Scroll
-dw $0A9E ; BG2 Horizontal Scroll
-dw $0B1B ; Scroll X
-dw $078B ; Scroll Y
-dw $0894 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0002 ; Unknown 3
-dw sram_hundo_eastern_octorok_after
-
-preset_hundo_eastern_outside_palace:
-db $01 ; Overworld
-dw $002E ; Screen Index
-dw $0C70 ; Link X
-dw $0A08 ; Link Y
-dw $0A00 ; BG1 Vertical Scroll
-dw $0A00 ; BG2 Vertical Scroll
-dw $0C00 ; BG1 Horizontal Scroll
-dw $0C00 ; BG2 Horizontal Scroll
-dw $0C7D ; Scroll X
-dw $0A6D ; Scroll Y
-dw $0000 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_hundo_eastern_outside_palace_after
-
-preset_hundo_eastern_entrance:
-db $01 ; Overworld
-dw $001E ; Screen Index
-dw $0F50 ; Link X
-dw $0637 ; Link Y
-dw $0791 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $0D6F ; BG1 Horizontal Scroll
-dw $0EDE ; BG2 Horizontal Scroll
-dw $0F5B ; Scroll X
-dw $066F ; Scroll Y
-dw $005A ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF2 ; Unknown 3
-dw sram_hundo_eastern_entrance_after
-
-preset_hundo_eastern_stalfos_room:
-db $02 ; Dungeon
-dw $00A8 ; Room Index
-dw $150A ; BG1 Vertical Scroll
-dw $150A ; BG2 Vertical Scroll
-dw $1100 ; BG1 Horizontal Scroll
-dw $1100 ; BG2 Horizontal Scroll
-dw $1128 ; Link X
-dw $1577 ; Link Y
-dw $017F ; Camera X
-dw $0182 ; Camera Y
-dw $0000 ; Door Settings
-dw $1500 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1510 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $1100 ; Relative Coords HL
-dw $1000 ; Relative Coords FL
-dw $1100 ; Relative Coords HR
-dw $1100 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_eastern_stalfos_room_after
-
-preset_hundo_eastern_big_chest_room_1:
-db $02 ; Dungeon
-dw $00A8 ; Room Index
-dw $140B ; BG1 Vertical Scroll
-dw $140B ; BG2 Vertical Scroll
-dw $1100 ; BG1 Horizontal Scroll
-dw $1100 ; BG2 Horizontal Scroll
-dw $11C6 ; Link X
-dw $1478 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1400 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1410 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $1100 ; Relative Coords HL
-dw $1000 ; Relative Coords FL
-dw $1100 ; Relative Coords HR
-dw $1100 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $02 ; Door Orientation
-db $01 ; Starting Background
-dw sram_hundo_eastern_big_chest_room_1_after
-
-preset_hundo_eastern_dark_key_room:
-db $02 ; Dungeon
-dw $00BA ; Room Index
-dw $0105 ; BG1 Vertical Scroll
-dw $160B ; BG2 Vertical Scroll
-dw $00B0 ; BG1 Horizontal Scroll
-dw $1400 ; BG2 Horizontal Scroll
-dw $14CA ; Link X
-dw $1678 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $1400 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1400 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_eastern_dark_key_room_after
-
-preset_hundo_eastern_big_key_dmg_boost:
-db $02 ; Dungeon
-dw $00B9 ; Room Index
-dw $160B ; BG1 Vertical Scroll
-dw $160B ; BG2 Vertical Scroll
-dw $1200 ; BG1 Horizontal Scroll
-dw $1200 ; BG2 Horizontal Scroll
-dw $1225 ; Link X
-dw $1678 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_eastern_big_key_dmg_boost_after
-
-preset_hundo_eastern_big_chest_room_2:
-db $02 ; Dungeon
-dw $00A8 ; Room Index
-dw $140B ; BG1 Vertical Scroll
-dw $140B ; BG2 Vertical Scroll
-dw $1100 ; BG1 Horizontal Scroll
-dw $1100 ; BG2 Horizontal Scroll
-dw $11B2 ; Link X
-dw $1478 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1400 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1410 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $1100 ; Relative Coords HL
-dw $1000 ; Relative Coords FL
-dw $1100 ; Relative Coords HR
-dw $1100 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $02 ; Door Orientation
-db $01 ; Starting Background
-dw sram_hundo_eastern_big_chest_room_2_after
-
-preset_hundo_eastern_gwg:
-db $02 ; Dungeon
-dw $00A9 ; Room Index
-dw $1400 ; BG1 Vertical Scroll
-dw $1400 ; BG2 Vertical Scroll
-dw $1280 ; BG1 Horizontal Scroll
-dw $1280 ; BG2 Horizontal Scroll
-dw $12F8 ; Link X
-dw $142B ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1400 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1410 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_eastern_gwg_after
-
-preset_hundo_eastern_pot_room:
-db $02 ; Dungeon
-dw $0099 ; Room Index
-dw $0040 ; BG1 Vertical Scroll
-dw $1300 ; BG2 Vertical Scroll
-dw $FFFF ; BG1 Horizontal Scroll
-dw $1200 ; BG2 Horizontal Scroll
-dw $1278 ; Link X
-dw $132D ; Link Y
-dw $007F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $1300 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1310 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_eastern_pot_room_after
-
-preset_hundo_eastern_zeldagamer_room:
-db $02 ; Dungeon
-dw $00D9 ; Room Index
-dw $1B0B ; BG1 Vertical Scroll
-dw $1B0B ; BG2 Vertical Scroll
-dw $1200 ; BG1 Horizontal Scroll
-dw $1200 ; BG2 Horizontal Scroll
-dw $1225 ; Link X
-dw $1B78 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1B00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1B10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $04 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_eastern_zeldagamer_room_after
-
-preset_hundo_eastern_armos:
-db $02 ; Dungeon
-dw $00D8 ; Room Index
-dw $1A00 ; BG1 Vertical Scroll
-dw $1A00 ; BG2 Vertical Scroll
-dw $1100 ; BG1 Horizontal Scroll
-dw $1100 ; BG2 Horizontal Scroll
-dw $1178 ; Link X
-dw $1A30 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1A00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1A10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $1100 ; Relative Coords HL
-dw $1000 ; Relative Coords FL
-dw $1100 ; Relative Coords HR
-dw $1100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $04 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_eastern_armos_after
-
-preset_hundo_desert_outside_eastern_palace:
-db $01 ; Overworld
-dw $001E ; Screen Index
-dw $0F50 ; Link X
-dw $0638 ; Link Y
-dw $0600 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $0ED6 ; BG1 Horizontal Scroll
-dw $0ED6 ; BG2 Horizontal Scroll
-dw $0F5B ; Scroll X
-dw $066D ; Scroll Y
-dw $005A ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_hundo_desert_outside_eastern_palace_after
-
-preset_hundo_desert_ep_spinspeed:
-db $02 ; Dungeon
-dw $0105 ; Room Index
-dw $2110 ; BG1 Vertical Scroll
-dw $2110 ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0A78 ; Link X
-dw $21C2 ; Link Y
-dw $007F ; Camera X
-dw $0187 ; Camera Y
-dw $0000 ; Door Settings
-dw $2100 ; Relative Coords HU
-dw $2000 ; Relative Coords FU
-dw $2110 ; Relative Coords HD
-dw $2110 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0F ; Main Graphics
-db $18 ; Music Track
-db $00 ; Starting Floor
-db $FF ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_desert_ep_spinspeed_after
-
-preset_hundo_desert_bridge_screen:
-db $01 ; Overworld
-dw $002E ; Screen Index
-dw $0C13 ; Link X
-dw $0A69 ; Link Y
-dw $0A06 ; BG1 Vertical Scroll
-dw $0A0B ; BG2 Vertical Scroll
-dw $0C3B ; BG1 Horizontal Scroll
-dw $0C00 ; BG2 Horizontal Scroll
-dw $0C85 ; Scroll X
-dw $0A78 ; Scroll Y
-dw $0000 ; Unknown 1
-dw $FFF5 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_hundo_desert_bridge_screen_after
-
-preset_hundo_desert_unholy_spinspeed:
-db $01 ; Overworld
-dw $002A ; Screen Index
-dw $0407 ; Link X
-dw $0B9A ; Link Y
-dw $0B20 ; BG1 Vertical Scroll
-dw $0B1E ; BG2 Vertical Scroll
-dw $0480 ; BG1 Horizontal Scroll
-dw $0400 ; BG2 Horizontal Scroll
-dw $0485 ; Scroll X
-dw $0B8D ; Scroll Y
-dw $0900 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_hundo_desert_unholy_spinspeed_after
-
-preset_hundo_desert_water_dash:
-db $01 ; Overworld
-dw $002C ; Screen Index
-dw $08D2 ; Link X
-dw $0BE2 ; Link Y
-dw $0B20 ; BG1 Vertical Scroll
-dw $0B1E ; BG2 Vertical Scroll
-dw $0830 ; BG1 Horizontal Scroll
-dw $0860 ; BG2 Horizontal Scroll
-dw $08DD ; Scroll X
-dw $0B8D ; Scroll Y
-dw $090C ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_hundo_desert_water_dash_after
-
-preset_hundo_desert_outside_desert_palace:
-db $01 ; Overworld
-dw $003A ; Screen Index
-dw $040E ; Link X
-dw $0F88 ; Link Y
-dw $0E8F ; BG1 Vertical Scroll
-dw $0F1E ; BG2 Vertical Scroll
-dw $0480 ; BG1 Horizontal Scroll
-dw $0400 ; BG2 Horizontal Scroll
-dw $0485 ; Scroll X
-dw $0F8B ; Scroll Y
-dw $0880 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_hundo_desert_outside_desert_palace_after
-
-preset_hundo_desert_desert_entrance:
-db $01 ; Overworld
-dw $0030 ; Screen Index
-dw $0128 ; Link X
-dw $0CB8 ; Link Y
-dw $0D2B ; BG1 Vertical Scroll
-dw $0C56 ; BG2 Vertical Scroll
-dw $01D5 ; BG1 Horizontal Scroll
-dw $00AA ; BG2 Horizontal Scroll
-dw $012F ; Scroll X
-dw $0CC3 ; Scroll Y
-dw $0294 ; Unknown 1
-dw $0008 ; Unknown 2
-dw $FFF6 ; Unknown 3
-dw sram_hundo_desert_desert_entrance_after
-
-preset_hundo_desert_keybonk:
-db $02 ; Dungeon
-dw $0073 ; Room Index
-dw $0F00 ; BG1 Vertical Scroll
-dw $0F00 ; BG2 Vertical Scroll
-dw $0700 ; BG1 Horizontal Scroll
-dw $0700 ; BG2 Horizontal Scroll
-dw $0778 ; Link X
-dw $0F22 ; Link Y
-dw $017F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0F00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0F10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0700 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0700 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $12 ; Main Graphics
-db $11 ; Music Track
-db $FF ; Starting Floor
-db $06 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_desert_keybonk_after
-
-preset_hundo_desert_pre_cannonball_room:
-db $02 ; Dungeon
-dw $0085 ; Room Index
-dw $100B ; BG1 Vertical Scroll
-dw $100B ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0ACB ; Link X
-dw $1078 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1000 ; Relative Coords HU
-dw $1000 ; Relative Coords FU
-dw $1010 ; Relative Coords HD
-dw $1110 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $12 ; Main Graphics
-db $11 ; Music Track
-db $FF ; Starting Floor
-db $06 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_desert_pre_cannonball_room_after
-
-preset_hundo_desert_pot_room:
-db $02 ; Dungeon
-dw $0073 ; Room Index
-dw $0F0B ; BG1 Vertical Scroll
-dw $0F0B ; BG2 Vertical Scroll
-dw $0700 ; BG1 Horizontal Scroll
-dw $0700 ; BG2 Horizontal Scroll
-dw $0725 ; Link X
-dw $0F78 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0F00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0F10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0700 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0700 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $12 ; Main Graphics
-db $11 ; Music Track
-db $FF ; Starting Floor
-db $06 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_desert_pot_room_after
-
-preset_hundo_desert_desert2_spinspeed:
-db $02 ; Dungeon
-dw $0083 ; Room Index
-dw $1110 ; BG1 Vertical Scroll
-dw $1110 ; BG2 Vertical Scroll
-dw $0600 ; BG1 Horizontal Scroll
-dw $0600 ; BG2 Horizontal Scroll
-dw $0678 ; Link X
-dw $11C3 ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $1100 ; Relative Coords HU
-dw $1000 ; Relative Coords FU
-dw $1110 ; Relative Coords HD
-dw $1110 ; Relative Coords FD
-dw $0600 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0600 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $12 ; Main Graphics
-db $11 ; Music Track
-db $FF ; Starting Floor
-db $06 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_desert_desert2_spinspeed_after
-
-preset_hundo_desert_popo_genocide_room:
-db $02 ; Dungeon
-dw $0053 ; Room Index
-dw $0A10 ; BG1 Vertical Scroll
-dw $0A10 ; BG2 Vertical Scroll
-dw $0600 ; BG1 Horizontal Scroll
-dw $0600 ; BG2 Horizontal Scroll
-dw $0678 ; Link X
-dw $0AC6 ; Link Y
-dw $007F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $0A00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0A10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $0600 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0600 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $12 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $06 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_desert_popo_genocide_room_after
-
-preset_hundo_desert_torches:
-db $02 ; Dungeon
-dw $0043 ; Room Index
-dw $0900 ; BG1 Vertical Scroll
-dw $0900 ; BG2 Vertical Scroll
-dw $0700 ; BG1 Horizontal Scroll
-dw $0700 ; BG2 Horizontal Scroll
-dw $0778 ; Link X
-dw $092E ; Link Y
-dw $017F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0900 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0910 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0700 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0700 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $12 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $06 ; Palace No
-db $01 ; Door Orientation
-db $01 ; Starting Background
-dw sram_hundo_desert_torches_after
-
-preset_hundo_desert_lanmolas:
-db $02 ; Dungeon
-dw $0043 ; Room Index
-dw $0800 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $064A ; BG1 Horizontal Scroll
-dw $0600 ; BG2 Horizontal Scroll
-dw $0678 ; Link X
-dw $082E ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0600 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0600 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $12 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $06 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_desert_lanmolas_after
-
-preset_hundo_hera_outside_desert_palace:
-db $01 ; Overworld
-dw $0030 ; Screen Index
-dw $0128 ; Link X
-dw $0C41 ; Link Y
-dw $0C00 ; BG1 Vertical Scroll
-dw $0C00 ; BG2 Vertical Scroll
-dw $00A2 ; BG1 Horizontal Scroll
-dw $00A2 ; BG2 Horizontal Scroll
-dw $012F ; Scroll X
-dw $0C6D ; Scroll Y
-dw $0016 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $000E ; Unknown 3
-dw sram_hundo_hera_outside_desert_palace_after
-
-preset_hundo_hera_fake_flippers:
-db $01 ; Overworld
-dw $003C ; Screen Index
-dw $09E0 ; Link X
-dw $0F7C ; Link Y
-dw $0D8F ; BG1 Vertical Scroll
-dw $0F1E ; BG2 Vertical Scroll
-dw $0880 ; BG1 Horizontal Scroll
-dw $0900 ; BG2 Horizontal Scroll
-dw $097D ; Scroll X
-dw $0F8B ; Scroll Y
-dw $0820 ; Unknown 1
-dw $FFF2 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_hundo_hera_fake_flippers_after
-
-preset_hundo_hera_dm:
-db $02 ; Dungeon
-dw $00F1 ; Room Index
-dw $FFC0 ; BG1 Vertical Scroll
-dw $1F10 ; BG2 Vertical Scroll
-dw $00FF ; BG1 Horizontal Scroll
-dw $0300 ; BG2 Horizontal Scroll
-dw $0378 ; Link X
-dw $1FC1 ; Link Y
-dw $017F ; Camera X
-dw $0187 ; Camera Y
-dw $0000 ; Door Settings
-dw $1F00 ; Relative Coords HU
-dw $1E00 ; Relative Coords FU
-dw $1F10 ; Relative Coords HD
-dw $1F10 ; Relative Coords FD
-dw $0300 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0300 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $06 ; Main Graphics
-db $12 ; Music Track
-db $00 ; Starting Floor
-db $FF ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_hera_dm_after
-
-preset_hundo_hera_after_mirror:
-db $01 ; Overworld
-dw $0003 ; Screen Index
-dw $071E ; Link X
-dw $03C0 ; Link Y
-dw $02D9 ; BG1 Vertical Scroll
-dw $031E ; BG2 Vertical Scroll
-dw $062D ; BG1 Horizontal Scroll
-dw $06AA ; BG2 Horizontal Scroll
-dw $0729 ; Scroll X
-dw $038D ; Scroll Y
-dw $1816 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF6 ; Unknown 3
-dw sram_hundo_hera_after_mirror_after
-
-preset_hundo_hera_quickhop:
-db $01 ; Overworld
-dw $0003 ; Screen Index
-dw $081B ; Link X
-dw $0138 ; Link Y
-dw $00D4 ; BG1 Vertical Scroll
-dw $00D4 ; BG2 Vertical Scroll
-dw $07A5 ; BG1 Horizontal Scroll
-dw $07A5 ; BG2 Horizontal Scroll
-dw $0824 ; Scroll X
-dw $0143 ; Scroll Y
-dw $0638 ; Unknown 1
-dw $000A ; Unknown 2
-dw $000B ; Unknown 3
-dw sram_hundo_hera_quickhop_after
-
-preset_hundo_hera_entrance:
-db $01 ; Overworld
-dw $0003 ; Screen Index
-dw $08F0 ; Link X
-dw $0085 ; Link Y
-dw $007A ; BG1 Vertical Scroll
-dw $0021 ; BG2 Vertical Scroll
-dw $07DB ; BG1 Horizontal Scroll
-dw $087C ; BG2 Horizontal Scroll
-dw $08FB ; Scroll X
-dw $0090 ; Scroll Y
-dw $00D0 ; Unknown 1
-dw $000D ; Unknown 2
-dw $FFF4 ; Unknown 3
-dw sram_hundo_hera_entrance_after
-
-preset_hundo_hera_tile_room:
-db $02 ; Dungeon
-dw $0077 ; Room Index
-dw $0E00 ; BG1 Vertical Scroll
-dw $0E00 ; BG2 Vertical Scroll
-dw $0E00 ; BG1 Horizontal Scroll
-dw $0E00 ; BG2 Horizontal Scroll
-dw $0E78 ; Link X
-dw $0E45 ; Link Y
-dw $007F ; Camera X
-dw $0077 ; Camera Y
-dw $0000 ; Door Settings
-dw $0E00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0E10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0E00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0E00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $14 ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_hundo_hera_tile_room_after
-
-preset_hundo_hera_torches:
-db $02 ; Dungeon
-dw $0087 ; Room Index
-dw $1010 ; BG1 Vertical Scroll
-dw $1010 ; BG2 Vertical Scroll
-dw $0F00 ; BG1 Horizontal Scroll
-dw $0F00 ; BG2 Horizontal Scroll
-dw $0F78 ; Link X
-dw $10BC ; Link Y
-dw $017F ; Camera X
-dw $0087 ; Camera Y
-dw $0000 ; Door Settings
-dw $1000 ; Relative Coords HU
-dw $1000 ; Relative Coords FU
-dw $1010 ; Relative Coords HD
-dw $1110 ; Relative Coords FD
-dw $0F00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0F00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $14 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_hera_torches_after
-
-preset_hundo_hera_beetles:
-db $02 ; Dungeon
-dw $0077 ; Room Index
-dw $0EE2 ; BG1 Vertical Scroll
-dw $0EE2 ; BG2 Vertical Scroll
-dw $0EF0 ; BG1 Horizontal Scroll
-dw $0EF0 ; BG2 Horizontal Scroll
-dw $0F68 ; Link X
-dw $0F4E ; Link Y
-dw $016F ; Camera X
-dw $0159 ; Camera Y
-dw $0000 ; Door Settings
-dw $0F00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0F10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0F00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0F00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $14 ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_hundo_hera_beetles_after
-
-preset_hundo_hera_petting_zoo:
-db $02 ; Dungeon
-dw $0031 ; Room Index
-dw $060F ; BG1 Vertical Scroll
-dw $060F ; BG2 Vertical Scroll
-dw $0280 ; BG1 Horizontal Scroll
-dw $0300 ; BG2 Horizontal Scroll
-dw $03B8 ; Link X
-dw $067C ; Link Y
-dw $017F ; Camera X
-dw $0087 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0300 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0300 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $02 ; Starting Floor
-db $14 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_hera_petting_zoo_after
-
-preset_hundo_hera_moldorm:
-db $02 ; Dungeon
-dw $0017 ; Room Index
-dw $0206 ; BG1 Vertical Scroll
-dw $020D ; BG2 Vertical Scroll
-dw $0E80 ; BG1 Horizontal Scroll
-dw $0F00 ; BG2 Horizontal Scroll
-dw $0FA8 ; Link X
-dw $027A ; Link Y
-dw $017F ; Camera X
-dw $0085 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0F00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0F00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $04 ; Starting Floor
-db $14 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_hera_moldorm_after
-
-preset_hundo_aga_outside_hera:
-db $01 ; Overworld
-dw $0003 ; Screen Index
-dw $08F0 ; Link X
-dw $007C ; Link Y
-dw $0016 ; BG1 Vertical Scroll
-dw $0018 ; BG2 Vertical Scroll
-dw $087C ; BG1 Horizontal Scroll
-dw $087C ; BG2 Horizontal Scroll
-dw $08FB ; Scroll X
-dw $0087 ; Scroll Y
-dw $0050 ; Unknown 1
-dw $0006 ; Unknown 2
-dw $FFF4 ; Unknown 3
-dw sram_hundo_aga_outside_hera_after
-
-preset_hundo_aga_first_rupee_tree:
-db $02 ; Dungeon
-dw $00E6 ; Room Index
-dw $FFC0 ; BG1 Vertical Scroll
-dw $1D10 ; BG2 Vertical Scroll
-dw $00FF ; BG1 Horizontal Scroll
-dw $0C00 ; BG2 Horizontal Scroll
-dw $0C78 ; Link X
-dw $1DB8 ; Link Y
-dw $007F ; Camera X
-dw $0187 ; Camera Y
-dw $0000 ; Door Settings
-dw $1D00 ; Relative Coords HU
-dw $1C00 ; Relative Coords FU
-dw $1D10 ; Relative Coords HD
-dw $1D10 ; Relative Coords FD
-dw $0C00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0C00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $06 ; Main Graphics
-db $12 ; Music Track
-db $00 ; Starting Floor
-db $FF ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_aga_first_rupee_tree_after
-
-preset_hundo_aga_lost_woods:
-db $01 ; Overworld
-dw $0002 ; Screen Index
-dw $0406 ; Link X
-dw $007A ; Link Y
-dw $009C ; BG1 Vertical Scroll
-dw $0016 ; BG2 Vertical Scroll
-dw $0480 ; BG1 Horizontal Scroll
-dw $0400 ; BG2 Horizontal Scroll
-dw $048D ; Scroll X
-dw $0085 ; Scroll Y
-dw $0100 ; Unknown 1
-dw $0008 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_hundo_aga_lost_woods_after
-
-preset_hundo_aga_after_lost_woods:
-db $01 ; Overworld
-dw $0000 ; Screen Index
-dw $0388 ; Link X
-dw $03D0 ; Link Y
-dw $01AF ; BG1 Vertical Scroll
-dw $031E ; BG2 Vertical Scroll
-dw $00D9 ; BG1 Horizontal Scroll
-dw $0300 ; BG2 Horizontal Scroll
-dw $0385 ; Scroll X
-dw $038D ; Scroll Y
-dw $1860 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_hundo_aga_after_lost_woods_after
-
-preset_hundo_aga_castle_screen:
-db $01 ; Overworld
-dw $001A ; Screen Index
-dw $05E5 ; Link X
-dw $0728 ; Link Y
-dw $0665 ; BG1 Vertical Scroll
-dw $06CA ; BG2 Vertical Scroll
-dw $0480 ; BG1 Horizontal Scroll
-dw $0500 ; BG2 Horizontal Scroll
-dw $057D ; Scroll X
-dw $0737 ; Scroll Y
-dw $0620 ; Unknown 1
-dw $FFF6 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_hundo_aga_castle_screen_after
-
-preset_hundo_aga_entrance:
-db $01 ; Overworld
-dw $001B ; Screen Index
-dw $07F8 ; Link X
-dw $065C ; Link Y
-dw $0600 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $0716 ; BG1 Horizontal Scroll
-dw $077E ; BG2 Horizontal Scroll
-dw $0803 ; Scroll X
-dw $066D ; Scroll Y
-dw $002E ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF2 ; Unknown 3
-dw sram_hundo_aga_entrance_after
-
-preset_hundo_aga_fairy_skip:
-db $02 ; Dungeon
-dw $00E0 ; Room Index
-dw $1C0B ; BG1 Vertical Scroll
-dw $1C0B ; BG2 Vertical Scroll
-dw $0000 ; BG1 Horizontal Scroll
-dw $0000 ; BG2 Horizontal Scroll
-dw $00DA ; Link X
-dw $1C78 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1C00 ; Relative Coords HU
-dw $1C00 ; Relative Coords FU
-dw $1C10 ; Relative Coords HD
-dw $1D10 ; Relative Coords FD
-dw $0000 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0000 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $01 ; Starting Floor
-db $08 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_aga_fairy_skip_after
-
-preset_hundo_aga_dark_room_of_despair:
-db $02 ; Dungeon
-dw $00D0 ; Room Index
-dw $0105 ; BG1 Vertical Scroll
-dw $1A0B ; BG2 Vertical Scroll
-dw $004E ; BG1 Horizontal Scroll
-dw $0100 ; BG2 Horizontal Scroll
-dw $0125 ; Link X
-dw $1A78 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1A00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1A10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $0100 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0100 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $02 ; Starting Floor
-db $08 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_aga_dark_room_of_despair_after
-
-preset_hundo_aga_dark_room_of_melancholy:
-db $02 ; Dungeon
-dw $00C0 ; Room Index
-dw $0105 ; BG1 Vertical Scroll
-dw $190B ; BG2 Vertical Scroll
-dw $004E ; BG1 Horizontal Scroll
-dw $0100 ; BG2 Horizontal Scroll
-dw $0125 ; Link X
-dw $1978 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1900 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1910 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0100 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0100 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $03 ; Starting Floor
-db $08 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_aga_dark_room_of_melancholy_after
-
-preset_hundo_aga_spear_guards:
-db $02 ; Dungeon
-dw $00C0 ; Room Index
-dw $0040 ; BG1 Vertical Scroll
-dw $1800 ; BG2 Vertical Scroll
-dw $FFFF ; BG1 Horizontal Scroll
-dw $0100 ; BG2 Horizontal Scroll
-dw $0178 ; Link X
-dw $182C ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1800 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1810 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0100 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0100 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $03 ; Starting Floor
-db $08 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_aga_spear_guards_after
-
-preset_hundo_aga_circle_of_pots:
-db $02 ; Dungeon
-dw $00B0 ; Room Index
-dw $1610 ; BG1 Vertical Scroll
-dw $1610 ; BG2 Vertical Scroll
-dw $0000 ; BG1 Horizontal Scroll
-dw $0000 ; BG2 Horizontal Scroll
-dw $0078 ; Link X
-dw $16C4 ; Link Y
-dw $007F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $0000 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0000 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $04 ; Starting Floor
-db $08 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_aga_circle_of_pots_after
-
-preset_hundo_aga_pit_room:
-db $02 ; Dungeon
-dw $0040 ; Room Index
-dw $090B ; BG1 Vertical Scroll
-dw $090B ; BG2 Vertical Scroll
-dw $0100 ; BG1 Horizontal Scroll
-dw $0100 ; BG2 Horizontal Scroll
-dw $012C ; Link X
-dw $0978 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0900 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0910 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0100 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0100 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $05 ; Starting Floor
-db $08 ; Palace No
-db $02 ; Door Orientation
-db $01 ; Starting Background
-dw sram_hundo_aga_pit_room_after
-
-preset_hundo_aga_agahnim:
-db $02 ; Dungeon
-dw $0030 ; Room Index
-dw $0600 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $0000 ; BG1 Horizontal Scroll
-dw $0000 ; BG2 Horizontal Scroll
-dw $0078 ; Link X
-dw $062D ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0000 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0000 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $06 ; Starting Floor
-db $08 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_aga_agahnim_after
-
-preset_hundo_pod_pyramid:
-db $01 ; Overworld
-dw $005B ; Screen Index
-dw $07F0 ; Link X
-dw $0660 ; Link Y
-dw $0601 ; BG1 Vertical Scroll
-dw $0602 ; BG2 Vertical Scroll
-dw $0778 ; BG1 Horizontal Scroll
-dw $0778 ; BG2 Horizontal Scroll
-dw $07F7 ; Scroll X
-dw $066F ; Scroll Y
-dw $002E ; Unknown 1
-dw $FFFE ; Unknown 2
-dw $FFF8 ; Unknown 3
-dw sram_hundo_pod_pyramid_after
-
-preset_hundo_pod_pod_overworld:
-db $01 ; Overworld
-dw $006E ; Screen Index
-dw $0C70 ; Link X
-dw $0A0C ; Link Y
-dw $0A00 ; BG1 Vertical Scroll
-dw $0A00 ; BG2 Vertical Scroll
-dw $0C00 ; BG1 Horizontal Scroll
-dw $0C00 ; BG2 Horizontal Scroll
-dw $0C7D ; Scroll X
-dw $0A6D ; Scroll Y
-dw $0000 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_hundo_pod_pod_overworld_after
-
-preset_hundo_pod_entrance:
-db $01 ; Overworld
-dw $005E ; Screen Index
-dw $0F50 ; Link X
-dw $064C ; Link Y
-dw $0791 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $0D6F ; BG1 Horizontal Scroll
-dw $0EDE ; BG2 Horizontal Scroll
-dw $0F5B ; Scroll X
-dw $066F ; Scroll Y
-dw $005A ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF2 ; Unknown 3
-dw sram_hundo_pod_entrance_after
-
-preset_hundo_pod_main_hub_small_key:
-db $02 ; Dungeon
-dw $004A ; Room Index
-dw $0800 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $1480 ; BG1 Horizontal Scroll
-dw $1480 ; BG2 Horizontal Scroll
-dw $14F8 ; Link X
-dw $081B ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $1400 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1400 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_pod_main_hub_small_key_after
-
-preset_hundo_pod_main_hub_bk:
-db $02 ; Dungeon
-dw $004A ; Room Index
-dw $0800 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $1480 ; BG1 Horizontal Scroll
-dw $1480 ; BG2 Horizontal Scroll
-dw $14F8 ; Link X
-dw $081A ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $1400 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1400 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_pod_main_hub_bk_after
-
-preset_hundo_pod_main_hub_hammeryump:
-db $02 ; Dungeon
-dw $004A ; Room Index
-dw $0800 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $1480 ; BG1 Horizontal Scroll
-dw $1480 ; BG2 Horizontal Scroll
-dw $14F8 ; Link X
-dw $0818 ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $1400 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1400 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_pod_main_hub_hammeryump_after
-
-preset_hundo_pod_hammeryump:
-db $02 ; Dungeon
-dw $002A ; Room Index
-dw $0400 ; BG1 Vertical Scroll
-dw $0400 ; BG2 Vertical Scroll
-dw $1400 ; BG1 Horizontal Scroll
-dw $1400 ; BG2 Horizontal Scroll
-dw $1478 ; Link X
-dw $0424 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0400 ; Relative Coords HU
-dw $0400 ; Relative Coords FU
-dw $0410 ; Relative Coords HD
-dw $0510 ; Relative Coords FD
-dw $1400 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1400 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_pod_hammeryump_after
-
-preset_hundo_pod_before_sexy_statue:
-db $02 ; Dungeon
-dw $003A ; Room Index
-dw $0688 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $14C0 ; BG1 Horizontal Scroll
-dw $1500 ; BG2 Horizontal Scroll
-dw $1578 ; Link X
-dw $062C ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1500 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1500 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_pod_before_sexy_statue_after
-
-preset_hundo_pod_sexy_statue_room:
-db $02 ; Dungeon
-dw $002A ; Room Index
-dw $048B ; BG1 Vertical Scroll
-dw $048B ; BG2 Vertical Scroll
-dw $1500 ; BG1 Horizontal Scroll
-dw $1500 ; BG2 Horizontal Scroll
-dw $15B4 ; Link X
-dw $04F8 ; Link Y
-dw $017F ; Camera X
-dw $0103 ; Camera Y
-dw $0000 ; Door Settings
-dw $0400 ; Relative Coords HU
-dw $0400 ; Relative Coords FU
-dw $0410 ; Relative Coords HD
-dw $0510 ; Relative Coords FD
-dw $1500 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1500 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_pod_sexy_statue_room_after
-
-preset_hundo_pod_mimics:
-db $02 ; Dungeon
-dw $002B ; Room Index
-dw $0400 ; BG1 Vertical Scroll
-dw $0400 ; BG2 Vertical Scroll
-dw $1600 ; BG1 Horizontal Scroll
-dw $1600 ; BG2 Horizontal Scroll
-dw $1678 ; Link X
-dw $0413 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0400 ; Relative Coords HU
-dw $0400 ; Relative Coords FU
-dw $0410 ; Relative Coords HD
-dw $0510 ; Relative Coords FD
-dw $1600 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1600 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_pod_mimics_after
-
-preset_hundo_pod_statue:
-db $02 ; Dungeon
-dw $001B ; Room Index
-dw $0300 ; BG1 Vertical Scroll
-dw $0300 ; BG2 Vertical Scroll
-dw $1600 ; BG1 Horizontal Scroll
-dw $1600 ; BG2 Horizontal Scroll
-dw $1678 ; Link X
-dw $0320 ; Link Y
-dw $007F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0300 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0310 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $1600 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1600 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $01 ; Starting Background
-dw sram_hundo_pod_statue_after
-
-preset_hundo_pod_basement:
-db $02 ; Dungeon
-dw $001B ; Room Index
-dw $0200 ; BG1 Vertical Scroll
-dw $0200 ; BG2 Vertical Scroll
-dw $1678 ; BG1 Horizontal Scroll
-dw $1700 ; BG2 Horizontal Scroll
-dw $1790 ; Link X
-dw $0251 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $1700 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1700 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_pod_basement_after
-
-preset_hundo_pod_turtle_room:
-db $02 ; Dungeon
-dw $000B ; Room Index
-dw $FFC0 ; BG1 Vertical Scroll
-dw $0010 ; BG2 Vertical Scroll
-dw $00FF ; BG1 Horizontal Scroll
-dw $1600 ; BG2 Horizontal Scroll
-dw $1678 ; Link X
-dw $00C8 ; Link Y
-dw $007F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $0000 ; Relative Coords HU
-dw $0000 ; Relative Coords FU
-dw $0010 ; Relative Coords HD
-dw $0110 ; Relative Coords FD
-dw $1600 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1600 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_pod_turtle_room_after
-
-preset_hundo_pod_helma:
-db $02 ; Dungeon
-dw $006A ; Room Index
-dw $0040 ; BG1 Vertical Scroll
-dw $0C00 ; BG2 Vertical Scroll
-dw $FFFF ; BG1 Horizontal Scroll
-dw $1500 ; BG2 Horizontal Scroll
-dw $1578 ; Link X
-dw $0C24 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0C00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0C10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $1500 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1500 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_pod_helma_after
-
-preset_hundo_thieves_outside_pod:
-db $01 ; Overworld
-dw $005E ; Screen Index
-dw $0F50 ; Link X
-dw $063E ; Link Y
-dw $0600 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $0ED6 ; BG1 Horizontal Scroll
-dw $0ED6 ; BG2 Horizontal Scroll
-dw $0F5B ; Scroll X
-dw $066D ; Scroll Y
-dw $005A ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_hundo_thieves_outside_pod_after
-
-preset_hundo_thieves_ow_hammerdash:
-db $01 ; Overworld
-dw $006E ; Screen Index
-dw $0C06 ; Link X
-dw $0A6A ; Link Y
-dw $0A06 ; BG1 Vertical Scroll
-dw $0A0C ; BG2 Vertical Scroll
-dw $0D6B ; BG1 Horizontal Scroll
-dw $0C00 ; BG2 Horizontal Scroll
-dw $0C85 ; Scroll X
-dw $0A79 ; Scroll Y
-dw $0000 ; Unknown 1
-dw $FFF4 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_hundo_thieves_ow_hammerdash_after
-
-preset_hundo_thieves_grove:
-db $01 ; Overworld
-dw $0072 ; Screen Index
-dw $04DA ; Link X
-dw $0C0C ; Link Y
-dw $0C00 ; BG1 Vertical Scroll
-dw $0C00 ; BG2 Vertical Scroll
-dw $04AE ; BG1 Horizontal Scroll
-dw $045C ; BG2 Horizontal Scroll
-dw $04E1 ; Scroll X
-dw $0C6D ; Scroll Y
-dw $000C ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0004 ; Unknown 3
-dw sram_hundo_thieves_grove_after
-
-preset_hundo_thieves_usain_bolt:
-db $01 ; Overworld
-dw $002A ; Screen Index
-dw $0407 ; Link X
-dw $0B99 ; Link Y
-dw $0B20 ; BG1 Vertical Scroll
-dw $0B1E ; BG2 Vertical Scroll
-dw $040F ; BG1 Horizontal Scroll
-dw $0400 ; BG2 Horizontal Scroll
-dw $0485 ; Scroll X
-dw $0B8D ; Scroll Y
-dw $0900 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_hundo_thieves_usain_bolt_after
-
-preset_hundo_thieves_after_activating_flute:
-db $01 ; Overworld
-dw $0018 ; Screen Index
-dw $01CA ; Link X
-dw $0798 ; Link Y
-dw $082B ; BG1 Vertical Scroll
-dw $0734 ; BG2 Vertical Scroll
-dw $0226 ; BG1 Horizontal Scroll
-dw $014C ; BG2 Horizontal Scroll
-dw $01D1 ; Scroll X
-dw $07A3 ; Scroll Y
-dw $092A ; Unknown 1
-dw $000A ; Unknown 2
-dw $0004 ; Unknown 3
-dw sram_hundo_thieves_after_activating_flute_after
-
-preset_hundo_thieves_darkworld:
-db $01 ; Overworld
-dw $0050 ; Screen Index
-dw $0161 ; Link X
-dw $0553 ; Link Y
-dw $04F5 ; BG1 Vertical Scroll
-dw $04F5 ; BG2 Vertical Scroll
-dw $00E8 ; BG1 Horizontal Scroll
-dw $00E3 ; BG2 Horizontal Scroll
-dw $0168 ; Scroll X
-dw $0562 ; Scroll Y
-dw $079E ; Unknown 1
-dw $FFFB ; Unknown 2
-dw $000D ; Unknown 3
-dw sram_hundo_thieves_darkworld_after
-
-preset_hundo_thieves_entrance:
-db $01 ; Overworld
-dw $0058 ; Screen Index
-dw $01F8 ; Link X
-dw $07C2 ; Link Y
-dw $06B2 ; BG1 Vertical Scroll
-dw $0764 ; BG2 Vertical Scroll
-dw $0136 ; BG1 Horizontal Scroll
-dw $017E ; BG2 Horizontal Scroll
-dw $0203 ; Scroll X
-dw $07D1 ; Scroll Y
-dw $0BAE ; Unknown 1
-dw $000C ; Unknown 2
-dw $FFF2 ; Unknown 3
-dw sram_hundo_thieves_entrance_after
-
-preset_hundo_thieves_after_big_key:
-db $02 ; Dungeon
-dw $00DB ; Room Index
-dw $1AFB ; BG1 Vertical Scroll
-dw $1AFB ; BG2 Vertical Scroll
-dw $1700 ; BG1 Horizontal Scroll
-dw $1700 ; BG2 Horizontal Scroll
-dw $17BA ; Link X
-dw $1B68 ; Link Y
-dw $017F ; Camera X
-dw $0173 ; Camera Y
-dw $0000 ; Door Settings
-dw $1B00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1B10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $1700 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1700 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $16 ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_hundo_thieves_after_big_key_after
-
-preset_hundo_thieves_blind_hallway:
-db $02 ; Dungeon
-dw $00CC ; Room Index
-dw $1800 ; BG1 Vertical Scroll
-dw $1800 ; BG2 Vertical Scroll
-dw $1900 ; BG1 Horizontal Scroll
-dw $1900 ; BG2 Horizontal Scroll
-dw $1978 ; Link X
-dw $181D ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1800 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1810 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $1900 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1900 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $16 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_thieves_blind_hallway_after
-
-preset_hundo_thieves_conveyor_gibos:
-db $02 ; Dungeon
-dw $00BC ; Room Index
-dw $170B ; BG1 Vertical Scroll
-dw $170B ; BG2 Vertical Scroll
-dw $1800 ; BG1 Horizontal Scroll
-dw $1800 ; BG2 Horizontal Scroll
-dw $181D ; Link X
-dw $1778 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1700 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1710 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $1800 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1800 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $16 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_thieves_conveyor_gibos_after
-
-preset_hundo_thieves_hellway:
-db $02 ; Dungeon
-dw $00BB ; Room Index
-dw $170B ; BG1 Vertical Scroll
-dw $170B ; BG2 Vertical Scroll
-dw $1700 ; BG1 Horizontal Scroll
-dw $1700 ; BG2 Horizontal Scroll
-dw $1716 ; Link X
-dw $1778 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1700 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1710 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $1700 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1700 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $16 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_thieves_hellway_after
-
-preset_hundo_thieves_bombable_floor:
-db $02 ; Dungeon
-dw $0065 ; Room Index
-dw $0D0B ; BG1 Vertical Scroll
-dw $0D0B ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0AE7 ; Link X
-dw $0D78 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0D00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0D10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $16 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_thieves_bombable_floor_after
-
-preset_hundo_thieves_backtracking_1:
-db $02 ; Dungeon
-dw $0064 ; Room Index
-dw $0D00 ; BG1 Vertical Scroll
-dw $0D00 ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $0878 ; Link X
-dw $0D28 ; Link Y
-dw $007F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0D00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0D10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $16 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_thieves_backtracking_1_after
-
-preset_hundo_thieves_basement:
-db $02 ; Dungeon
-dw $00BC ; Room Index
-dw $1600 ; BG1 Vertical Scroll
-dw $1600 ; BG2 Vertical Scroll
-dw $1800 ; BG1 Horizontal Scroll
-dw $1800 ; BG2 Horizontal Scroll
-dw $1878 ; Link X
-dw $162A ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $1800 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1800 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $16 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_thieves_basement_after
-
-preset_hundo_thieves_prison:
-db $02 ; Dungeon
-dw $0045 ; Room Index
-dw $090B ; BG1 Vertical Scroll
-dw $090B ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0AE4 ; Link X
-dw $0978 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0900 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0910 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $16 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_thieves_prison_after
-
-preset_hundo_thieves_after_gloves:
-db $02 ; Dungeon
-dw $0044 ; Room Index
-dw $090B ; BG1 Vertical Scroll
-dw $090B ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $08DC ; Link X
-dw $0978 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0900 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0910 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $16 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_thieves_after_gloves_after
-
-preset_hundo_thieves_backtracking_2:
-db $02 ; Dungeon
-dw $0044 ; Room Index
-dw $090B ; BG1 Vertical Scroll
-dw $090B ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $08E4 ; Link X
-dw $0978 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0900 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0910 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $16 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_thieves_backtracking_2_after
-
-preset_hundo_thieves_pot_hammerdash:
-db $02 ; Dungeon
-dw $0045 ; Room Index
-dw $0800 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0A78 ; Link X
-dw $082C ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $16 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_thieves_pot_hammerdash_after
-
-preset_hundo_thieves_blind:
-db $02 ; Dungeon
-dw $00BC ; Room Index
-dw $1600 ; BG1 Vertical Scroll
-dw $1600 ; BG2 Vertical Scroll
-dw $1900 ; BG1 Horizontal Scroll
-dw $1900 ; BG2 Horizontal Scroll
-dw $1978 ; Link X
-dw $1619 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $1900 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1900 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $16 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_thieves_blind_after
-
-preset_hundo_skull_outside_thieves:
-db $01 ; Overworld
-dw $0058 ; Screen Index
-dw $01F8 ; Link X
-dw $07C8 ; Link Y
-dw $0762 ; BG1 Vertical Scroll
-dw $076A ; BG2 Vertical Scroll
-dw $0176 ; BG1 Horizontal Scroll
-dw $0176 ; BG2 Horizontal Scroll
-dw $0203 ; Scroll X
-dw $07D7 ; Scroll Y
-dw $0B2E ; Unknown 1
-dw $FFF6 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_hundo_skull_outside_thieves_after
-
-preset_hundo_skull_cursed_dwarf:
-db $01 ; Overworld
-dw $0058 ; Screen Index
-dw $0280 ; Link X
-dw $09C0 ; Link Y
-dw $0904 ; BG1 Vertical Scroll
-dw $091E ; BG2 Vertical Scroll
-dw $019A ; BG1 Horizontal Scroll
-dw $01FE ; BG2 Horizontal Scroll
-dw $028B ; Scroll X
-dw $098B ; Scroll Y
-dw $183E ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF2 ; Unknown 3
-dw sram_hundo_skull_cursed_dwarf_after
-
-preset_hundo_skull_getting_tempered:
-db $01 ; Overworld
-dw $0058 ; Screen Index
-dw $03E1 ; Link X
-dw $091A ; Link Y
-dw $08EC ; BG1 Vertical Scroll
-dw $08B6 ; BG2 Vertical Scroll
-dw $021B ; BG1 Horizontal Scroll
-dw $0300 ; BG2 Horizontal Scroll
-dw $038D ; Scroll X
-dw $0925 ; Scroll Y
-dw $1560 ; Unknown 1
-dw $0008 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_hundo_skull_getting_tempered_after
-
-preset_hundo_skull_fence_dash:
-db $01 ; Overworld
-dw $0062 ; Screen Index
-dw $0408 ; Link X
-dw $0909 ; Link Y
-dw $085E ; BG1 Vertical Scroll
-dw $08A6 ; BG2 Vertical Scroll
-dw $0433 ; BG1 Horizontal Scroll
-dw $0400 ; BG2 Horizontal Scroll
-dw $047D ; Scroll X
-dw $0915 ; Scroll Y
-dw $0400 ; Unknown 1
-dw $FFF8 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_hundo_skull_fence_dash_after
-
-preset_hundo_skull_dash_to_sw:
-db $01 ; Overworld
-dw $0058 ; Screen Index
-dw $0348 ; Link X
-dw $0608 ; Link Y
-dw $06A2 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $02CA ; BG1 Horizontal Scroll
-dw $02CA ; BG2 Horizontal Scroll
-dw $034F ; Scroll X
-dw $066F ; Scroll Y
-dw $005A ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0006 ; Unknown 3
-dw sram_hundo_skull_dash_to_skull_after
-
-preset_hundo_skull_mummy_room:
-db $01 ; Overworld
-dw $0040 ; Screen Index
-dw $0248 ; Link X
-dw $0250 ; Link Y
-dw $0367 ; BG1 Vertical Scroll
-dw $01F0 ; BG2 Vertical Scroll
-dw $032C ; BG1 Horizontal Scroll
-dw $01CA ; BG2 Horizontal Scroll
-dw $024F ; Scroll X
-dw $025F ; Scroll Y
-dw $0EBA ; Unknown 1
-dw $FFFE ; Unknown 2
-dw $0006 ; Unknown 3
-dw sram_hundo_skull_mummy_room_after
-
-preset_hundo_skull_bomb_jump:
-db $01 ; Overworld
-dw $0040 ; Screen Index
-dw $02E8 ; Link X
-dw $025B ; Link Y
-dw $021A ; BG1 Vertical Scroll
-dw $01FD ; BG2 Vertical Scroll
-dw $01F6 ; BG1 Horizontal Scroll
-dw $0266 ; BG2 Horizontal Scroll
-dw $02F3 ; Scroll X
-dw $026A ; Scroll Y
-dw $0F4E ; Unknown 1
-dw $0003 ; Unknown 2
-dw $000A ; Unknown 3
-dw sram_hundo_skull_bomb_jump_after
-
-preset_hundo_skull_key_pot:
-db $02 ; Dungeon
-dw $0056 ; Room Index
-dw $0B0C ; BG1 Vertical Scroll
-dw $0B0C ; BG2 Vertical Scroll
-dw $0D00 ; BG1 Horizontal Scroll
-dw $0D00 ; BG2 Horizontal Scroll
-dw $0D1A ; Link X
-dw $0B78 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0B00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0B10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $0D00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0D00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $09 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $10 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_skull_key_pot_after
-
-preset_hundo_skull_skull_entrance:
-db $01 ; Overworld
-dw $0040 ; Screen Index
-dw $0098 ; Link X
-dw $00C7 ; Link Y
-dw $01CA ; BG1 Vertical Scroll
-dw $0066 ; BG2 Vertical Scroll
-dw $0086 ; BG1 Horizontal Scroll
-dw $0012 ; BG2 Horizontal Scroll
-dw $009F ; Scroll X
-dw $00D3 ; Scroll Y
-dw $0282 ; Unknown 1
-dw $000A ; Unknown 2
-dw $FFFE ; Unknown 3
-dw sram_hundo_skull_skull_entrance_after
-
-preset_hundo_skull_mummy_hellway:
-db $02 ; Dungeon
-dw $0049 ; Room Index
-dw $090B ; BG1 Vertical Scroll
-dw $090B ; BG2 Vertical Scroll
-dw $1200 ; BG1 Horizontal Scroll
-dw $1200 ; BG2 Horizontal Scroll
-dw $12DC ; Link X
-dw $0978 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0900 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0910 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $09 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $10 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_skull_mummy_hellway_after
-
-preset_hundo_skull_mummy_key:
-db $02 ; Dungeon
-dw $0049 ; Room Index
-dw $0800 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $1200 ; BG1 Horizontal Scroll
-dw $1200 ; BG2 Horizontal Scroll
-dw $1278 ; Link X
-dw $0815 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $09 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $10 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_skull_mummy_key_after
-
-preset_hundo_skull_mothula:
-db $02 ; Dungeon
-dw $0039 ; Room Index
-dw $070D ; BG1 Vertical Scroll
-dw $070B ; BG2 Vertical Scroll
-dw $1200 ; BG1 Horizontal Scroll
-dw $1200 ; BG2 Horizontal Scroll
-dw $12D0 ; Link X
-dw $0778 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $09 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $10 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_skull_mothula_after
-
-preset_hundo_ice_outside_skull:
-db $01 ; Overworld
-dw $0040 ; Screen Index
-dw $0098 ; Link X
-dw $00CB ; Link Y
-dw $0066 ; BG1 Vertical Scroll
-dw $0069 ; BG2 Vertical Scroll
-dw $0016 ; BG1 Horizontal Scroll
-dw $0016 ; BG2 Horizontal Scroll
-dw $00A3 ; Scroll X
-dw $00D6 ; Scroll Y
-dw $0282 ; Unknown 1
-dw $0007 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_hundo_ice_outside_skull_after
-
-preset_hundo_ice_bridge_warp:
-db $01 ; Overworld
-dw $002C ; Screen Index
-dw $0898 ; Link X
-dw $0A0C ; Link Y
-dw $0A5C ; BG1 Vertical Scroll
-dw $0A00 ; BG2 Vertical Scroll
-dw $0830 ; BG1 Horizontal Scroll
-dw $0820 ; BG2 Horizontal Scroll
-dw $089F ; Scroll X
-dw $0A6D ; Scroll Y
-dw $0004 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_hundo_ice_bridge_warp_after
-
-preset_hundo_ice_lottery:
-db $01 ; Overworld
-dw $0055 ; Screen Index
-dw $0BE1 ; Link X
-dw $0587 ; Link Y
-dw $0520 ; BG1 Vertical Scroll
-dw $051E ; BG2 Vertical Scroll
-dw $0A80 ; BG1 Horizontal Scroll
-dw $0B00 ; BG2 Horizontal Scroll
-dw $0B7D ; Scroll X
-dw $058D ; Scroll Y
-dw $0920 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_hundo_ice_lottery_after
-
-preset_hundo_ice_medallion:
-db $01 ; Overworld
-dw $0057 ; Screen Index
-dw $0F70 ; Link X
-dw $040C ; Link Y
-dw $0491 ; BG1 Vertical Scroll
-dw $0400 ; BG2 Vertical Scroll
-dw $0E7F ; BG1 Horizontal Scroll
-dw $0EFE ; BG2 Horizontal Scroll
-dw $0F7B ; Scroll X
-dw $046F ; Scroll Y
-dw $009E ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF2 ; Unknown 3
-dw sram_hundo_ice_medallion_after
-
-preset_hundo_ice_zoras_domain:
-db $01 ; Overworld
-dw $000F ; Screen Index
-dw $0F40 ; Link X
-dw $0215 ; Link Y
-dw $0221 ; BG1 Vertical Scroll
-dw $0200 ; BG2 Vertical Scroll
-dw $0E7A ; BG1 Horizontal Scroll
-dw $0ECD ; BG2 Horizontal Scroll
-dw $0F4A ; Scroll X
-dw $026F ; Scroll Y
-dw $0098 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF3 ; Unknown 3
-dw sram_hundo_ice_zoras_domain_after
-
-preset_hundo_ice_tiny_warp:
-db $01 ; Overworld
-dw $000F ; Screen Index
-dw $0F40 ; Link X
-dw $0221 ; Link Y
-dw $0200 ; BG1 Vertical Scroll
-dw $0200 ; BG2 Vertical Scroll
-dw $0ECD ; BG1 Horizontal Scroll
-dw $0ECD ; BG2 Horizontal Scroll
-dw $0F4A ; Scroll X
-dw $026F ; Scroll Y
-dw $0098 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF3 ; Unknown 3
-dw sram_hundo_ice_tiny_warp_after
-
-preset_hundo_ice_ice_entrance:
-db $01 ; Overworld
-dw $0075 ; Screen Index
-dw $0CB8 ; Link X
-dw $0DCB ; Link Y
-dw $0D70 ; BG1 Vertical Scroll
-dw $0D69 ; BG2 Vertical Scroll
-dw $0C2C ; BG1 Horizontal Scroll
-dw $0C32 ; BG2 Horizontal Scroll
-dw $0CBF ; Scroll X
-dw $0DD6 ; Scroll Y
-dw $0BC6 ; Unknown 1
-dw $0007 ; Unknown 2
-dw $FFFE ; Unknown 3
-dw sram_hundo_ice_ice_entrance_after
-
-preset_hundo_ice_ice2:
-db $02 ; Dungeon
-dw $000E ; Room Index
-dw $010C ; BG1 Vertical Scroll
-dw $010C ; BG2 Vertical Scroll
-dw $1D00 ; BG1 Horizontal Scroll
-dw $1D00 ; BG2 Horizontal Scroll
-dw $1D1E ; Link X
-dw $0178 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0100 ; Relative Coords HU
-dw $0000 ; Relative Coords FU
-dw $0110 ; Relative Coords HD
-dw $0110 ; Relative Coords FD
-dw $1D00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1D00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $12 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_ice_ice2_after
-
-preset_hundo_ice_penguin_switch_room:
-db $02 ; Dungeon
-dw $001E ; Room Index
-dw $030D ; BG1 Vertical Scroll
-dw $030B ; BG2 Vertical Scroll
-dw $1D00 ; BG1 Horizontal Scroll
-dw $1D00 ; BG2 Horizontal Scroll
-dw $1DD8 ; Link X
-dw $0378 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0300 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0310 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $1D00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1D00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $12 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_ice_penguin_switch_room_after
-
-preset_hundo_ice_bombable_floor:
-db $02 ; Dungeon
-dw $001E ; Room Index
-dw $0306 ; BG1 Vertical Scroll
-dw $0300 ; BG2 Vertical Scroll
-dw $1D00 ; BG1 Horizontal Scroll
-dw $1D00 ; BG2 Horizontal Scroll
-dw $1D78 ; Link X
-dw $0314 ; Link Y
-dw $017F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0300 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0310 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $1D00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1D00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $12 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_ice_bombable_floor_after
-
-preset_hundo_ice_conveyor_room:
-db $02 ; Dungeon
-dw $003E ; Room Index
-dw $0610 ; BG1 Vertical Scroll
-dw $0610 ; BG2 Vertical Scroll
-dw $1D60 ; BG1 Horizontal Scroll
-dw $1D00 ; BG2 Horizontal Scroll
-dw $1D78 ; Link X
-dw $06D0 ; Link Y
-dw $017F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1D00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1D00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $12 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_ice_conveyor_room_after
-
-preset_hundo_ice_ipbj:
-db $02 ; Dungeon
-dw $003E ; Room Index
-dw $0710 ; BG1 Vertical Scroll
-dw $0710 ; BG2 Vertical Scroll
-dw $1BD7 ; BG1 Horizontal Scroll
-dw $1C00 ; BG2 Horizontal Scroll
-dw $1C78 ; Link X
-dw $07D3 ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1C00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1C00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $12 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_ice_ipbj_after
-
-preset_hundo_ice_penguin_room:
-db $02 ; Dungeon
-dw $004E ; Room Index
-dw $0800 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $1D00 ; BG1 Horizontal Scroll
-dw $1D00 ; BG2 Horizontal Scroll
-dw $1DB8 ; Link X
-dw $0862 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $1D00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1D00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $12 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_ice_penguin_room_after
-
-preset_hundo_ice_lonely_firebar:
-db $02 ; Dungeon
-dw $005E ; Room Index
-dw $0B0D ; BG1 Vertical Scroll
-dw $0B0B ; BG2 Vertical Scroll
-dw $1D00 ; BG1 Horizontal Scroll
-dw $1D00 ; BG2 Horizontal Scroll
-dw $1D10 ; Link X
-dw $0B78 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0B00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0B10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $1D00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1D00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $FD ; Starting Floor
-db $12 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_ice_lonely_firebar_after
-
-preset_hundo_ice_last_two_screens:
-db $02 ; Dungeon
-dw $009E ; Room Index
-dw $130D ; BG1 Vertical Scroll
-dw $130B ; BG2 Vertical Scroll
-dw $1D00 ; BG1 Horizontal Scroll
-dw $1D00 ; BG2 Horizontal Scroll
-dw $1D50 ; Link X
-dw $1378 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1300 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1310 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $1D00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1D00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $FB ; Starting Floor
-db $12 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_ice_last_two_screens_after
-
-preset_hundo_ice_kholdstare:
-db $02 ; Dungeon
-dw $00CE ; Room Index
-dw $1808 ; BG1 Vertical Scroll
-dw $1810 ; BG2 Vertical Scroll
-dw $1D00 ; BG1 Horizontal Scroll
-dw $1D00 ; BG2 Horizontal Scroll
-dw $1D40 ; Link X
-dw $18AA ; Link Y
-dw $017F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $1800 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1810 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $1D00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1D00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $FA ; Starting Floor
-db $12 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_ice_kholdstare_after
-
-preset_hundo_mire_outside_swamp:
-db $01 ; Overworld
-dw $0075 ; Screen Index
-dw $0CB8 ; Link X
-dw $0DCB ; Link Y
-dw $0D6B ; BG1 Vertical Scroll
-dw $0D6D ; BG2 Vertical Scroll
-dw $0C3E ; BG1 Horizontal Scroll
-dw $0C3E ; BG2 Horizontal Scroll
-dw $0CC3 ; Scroll X
-dw $0DDA ; Scroll Y
-dw $0BC6 ; Unknown 1
-dw $0003 ; Unknown 2
-dw $FFF2 ; Unknown 3
-dw sram_hundo_mire_outside_swamp_after
-
-preset_hundo_mire_dm:
-db $01 ; Overworld
-dw $0003 ; Screen Index
-dw $067B ; Link X
-dw $0328 ; Link Y
-dw $02CA ; BG1 Vertical Scroll
-dw $02CA ; BG2 Vertical Scroll
-dw $060D ; BG1 Horizontal Scroll
-dw $060D ; BG2 Horizontal Scroll
-dw $0682 ; Scroll X
-dw $0337 ; Scroll Y
-dw $1600 ; Unknown 1
-dw $FFF6 ; Unknown 2
-dw $FFF3 ; Unknown 3
-dw sram_hundo_mire_dm_after
-
-preset_hundo_mire_free_flutedash:
-db $01 ; Overworld
-dw $0003 ; Screen Index
-dw $06C1 ; Link X
-dw $004B ; Link Y
-dw $006C ; BG1 Vertical Scroll
-dw $0000 ; BG2 Vertical Scroll
-dw $0757 ; BG1 Horizontal Scroll
-dw $0653 ; BG2 Horizontal Scroll
-dw $06C8 ; Scroll X
-dw $006D ; Scroll Y
-dw $000A ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFFD ; Unknown 3
-dw sram_hundo_mire_free_flutedash_after
-
-preset_hundo_mire_darkworld_warp:
-db $01 ; Overworld
-dw $0030 ; Screen Index
-dw $008E ; Link X
-dw $0FA8 ; Link Y
-dw $0F1E ; BG1 Vertical Scroll
-dw $0F1E ; BG2 Vertical Scroll
-dw $0006 ; BG1 Horizontal Scroll
-dw $000C ; BG2 Horizontal Scroll
-dw $0099 ; Scroll X
-dw $0F8D ; Scroll Y
-dw $1880 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF4 ; Unknown 3
-dw sram_hundo_mire_darkworld_warp_after
-
-preset_hundo_mire_entrance:
-db $01 ; Overworld
-dw $0070 ; Screen Index
-dw $0128 ; Link X
-dw $0CE6 ; Link Y
-dw $F3D0 ; BG1 Vertical Scroll
-dw $0C82 ; BG2 Vertical Scroll
-dw $8562 ; BG1 Horizontal Scroll
-dw $00A6 ; BG2 Horizontal Scroll
-dw $0133 ; Scroll X
-dw $0CF1 ; Scroll Y
-dw $0414 ; Unknown 1
-dw $000C ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_hundo_mire_entrance_after
-
-preset_hundo_mire_mire2:
-db $02 ; Dungeon
-dw $0098 ; Room Index
-dw $1300 ; BG1 Vertical Scroll
-dw $1300 ; BG2 Vertical Scroll
-dw $1100 ; BG1 Horizontal Scroll
-dw $1100 ; BG2 Horizontal Scroll
-dw $1188 ; Link X
-dw $132A ; Link Y
-dw $017F ; Camera X
-dw $0177 ; Camera Y
-dw $0000 ; Door Settings
-dw $1300 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1310 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $1100 ; Relative Coords HL
-dw $1000 ; Relative Coords FL
-dw $1100 ; Relative Coords HR
-dw $1100 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0E ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_mire_mire2_after
-
-preset_hundo_mire_main_hub:
-db $02 ; Dungeon
-dw $00D2 ; Room Index
-dw $1A00 ; BG1 Vertical Scroll
-dw $1A00 ; BG2 Vertical Scroll
-dw $0500 ; BG1 Horizontal Scroll
-dw $0500 ; BG2 Horizontal Scroll
-dw $0578 ; Link X
-dw $1A1C ; Link Y
-dw $017F ; Camera X
-dw $0077 ; Camera Y
-dw $0000 ; Door Settings
-dw $1A00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1A10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $0500 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0500 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_mire_main_hub_after
-
-preset_hundo_mire_beat_the_fireball:
-db $02 ; Dungeon
-dw $00B2 ; Room Index
-dw $1710 ; BG1 Vertical Scroll
-dw $1710 ; BG2 Vertical Scroll
-dw $0500 ; BG1 Horizontal Scroll
-dw $0500 ; BG2 Horizontal Scroll
-dw $0578 ; Link X
-dw $17E2 ; Link Y
-dw $017F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $1700 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1710 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $0500 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0500 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_mire_beat_the_fireball_after
-
-preset_hundo_mire_bari_key:
-db $02 ; Dungeon
-dw $00C2 ; Room Index
-dw $190B ; BG1 Vertical Scroll
-dw $190B ; BG2 Vertical Scroll
-dw $0400 ; BG1 Horizontal Scroll
-dw $0400 ; BG2 Horizontal Scroll
-dw $0415 ; Link X
-dw $1978 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1900 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1910 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_mire_bari_key_after
-
-preset_hundo_mire_sluggulas:
-db $02 ; Dungeon
-dw $00C1 ; Room Index
-dw $1910 ; BG1 Vertical Scroll
-dw $1910 ; BG2 Vertical Scroll
-dw $0200 ; BG1 Horizontal Scroll
-dw $0200 ; BG2 Horizontal Scroll
-dw $0278 ; Link X
-dw $19CF ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $1900 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1910 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0200 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0200 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_mire_sluggulas_after
-
-preset_hundo_mire_torches:
-db $02 ; Dungeon
-dw $00D1 ; Room Index
-dw $1A00 ; BG1 Vertical Scroll
-dw $1A00 ; BG2 Vertical Scroll
-dw $0200 ; BG1 Horizontal Scroll
-dw $0200 ; BG2 Horizontal Scroll
-dw $02A8 ; Link X
-dw $1A28 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1A00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1A10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $0200 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0200 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_mire_torches_after
-
-preset_hundo_mire_spark_gamble:
-db $02 ; Dungeon
-dw $00C1 ; Room Index
-dw $180B ; BG1 Vertical Scroll
-dw $180B ; BG2 Vertical Scroll
-dw $0300 ; BG1 Horizontal Scroll
-dw $0300 ; BG2 Horizontal Scroll
-dw $03D6 ; Link X
-dw $1878 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1800 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1810 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0300 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0300 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_mire_spark_gamble_after
-
-preset_hundo_mire_big_chest_room:
-db $02 ; Dungeon
-dw $00C3 ; Room Index
-dw $190B ; BG1 Vertical Scroll
-dw $190B ; BG2 Vertical Scroll
-dw $0600 ; BG1 Horizontal Scroll
-dw $0600 ; BG2 Horizontal Scroll
-dw $06D8 ; Link X
-dw $1978 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1900 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1910 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0600 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0600 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_mire_big_chest_room_after
-
-preset_hundo_mire_spike_key:
-db $02 ; Dungeon
-dw $00C3 ; Room Index
-dw $1800 ; BG1 Vertical Scroll
-dw $1800 ; BG2 Vertical Scroll
-dw $0600 ; BG1 Horizontal Scroll
-dw $0600 ; BG2 Horizontal Scroll
-dw $0678 ; Link X
-dw $1814 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1800 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1810 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0600 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0600 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_mire_spike_key_after
-
-preset_hundo_mire_wizzrobe:
-db $02 ; Dungeon
-dw $00B3 ; Room Index
-dw $160B ; BG1 Vertical Scroll
-dw $160B ; BG2 Vertical Scroll
-dw $0600 ; BG1 Horizontal Scroll
-dw $0600 ; BG2 Horizontal Scroll
-dw $0624 ; Link X
-dw $1678 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $0600 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0600 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $02 ; Door Orientation
-db $01 ; Starting Background
-dw sram_hundo_mire_wizzrobe_after
-
-preset_hundo_mire_basement:
-db $02 ; Dungeon
-dw $00A2 ; Room Index
-dw $1400 ; BG1 Vertical Scroll
-dw $1400 ; BG2 Vertical Scroll
-dw $0480 ; BG1 Horizontal Scroll
-dw $0480 ; BG2 Horizontal Scroll
-dw $04F8 ; Link X
-dw $1444 ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1400 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1410 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_hundo_mire_basement_after
-
-preset_hundo_mire_spooky_action_1:
-db $02 ; Dungeon
-dw $0093 ; Room Index
-dw $0105 ; BG1 Vertical Scroll
-dw $130B ; BG2 Vertical Scroll
-dw $004E ; BG1 Horizontal Scroll
-dw $0600 ; BG2 Horizontal Scroll
-dw $0612 ; Link X
-dw $1378 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1300 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1310 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $0600 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0600 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $0E ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_mire_spooky_action_1_after
-
-preset_hundo_mire_spooky_action_2:
-db $02 ; Dungeon
-dw $0092 ; Room Index
-dw $0105 ; BG1 Vertical Scroll
-dw $130B ; BG2 Vertical Scroll
-dw $004E ; BG1 Horizontal Scroll
-dw $0500 ; BG2 Horizontal Scroll
-dw $0515 ; Link X
-dw $1378 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1300 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1310 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $0500 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0500 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $0E ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_mire_spooky_action_2_after
-
-preset_hundo_mire_vitty:
-db $02 ; Dungeon
-dw $00A0 ; Room Index
-dw $1400 ; BG1 Vertical Scroll
-dw $1400 ; BG2 Vertical Scroll
-dw $0000 ; BG1 Horizontal Scroll
-dw $0000 ; BG2 Horizontal Scroll
-dw $0078 ; Link X
-dw $1428 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1400 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1410 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $0000 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0000 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_mire_vitty_after
-
-preset_hundo_swamp_outside_ice:
-db $01 ; Overworld
-dw $0070 ; Screen Index
-dw $0128 ; Link X
-dw $0CDA ; Link Y
-dw $0C7D ; BG1 Vertical Scroll
-dw $0C7C ; BG2 Vertical Scroll
-dw $00A6 ; BG1 Horizontal Scroll
-dw $00A6 ; BG2 Horizontal Scroll
-dw $0133 ; Scroll X
-dw $0CE9 ; Scroll Y
-dw $0414 ; Unknown 1
-dw $0004 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_hundo_swamp_outside_ice_after
-
-preset_hundo_swamp_links_house:
-db $01 ; Overworld
-dw $002C ; Screen Index
-dw $08B8 ; Link X
-dw $0B23 ; Link Y
-dw $0ABF ; BG1 Vertical Scroll
-dw $0AC5 ; BG2 Vertical Scroll
-dw $0840 ; BG1 Horizontal Scroll
-dw $0840 ; BG2 Horizontal Scroll
-dw $08BF ; Scroll X
-dw $0B32 ; Scroll Y
-dw $0608 ; Unknown 1
-dw $FFFB ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_hundo_swamp_links_house_after
-
-preset_hundo_swamp_swamp_overworld:
-db $01 ; Overworld
-dw $0073 ; Screen Index
-dw $07AF ; Link X
-dw $0DD9 ; Link Y
-dw $0C8F ; BG1 Vertical Scroll
-dw $0D1E ; BG2 Vertical Scroll
-dw $06DF ; BG1 Horizontal Scroll
-dw $0700 ; BG2 Horizontal Scroll
-dw $0785 ; Scroll X
-dw $0D93 ; Scroll Y
-dw $08A0 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_hundo_swamp_swamp_overworld_after
-
-preset_hundo_swamp_antifairy_room:
-db $01 ; Overworld
-dw $003B ; Screen Index
-dw $0778 ; Link X
-dw $0EF0 ; Link Y
-dw $0E9C ; BG1 Vertical Scroll
-dw $0E91 ; BG2 Vertical Scroll
-dw $06FC ; BG1 Horizontal Scroll
-dw $06FA ; BG2 Horizontal Scroll
-dw $077F ; Scroll X
-dw $0EFE ; Scroll Y
-dw $0520 ; Unknown 1
-dw $000F ; Unknown 2
-dw $0006 ; Unknown 3
-dw sram_hundo_swamp_antifairy_room_after
-
-preset_hundo_swamp_entrance:
-db $01 ; Overworld
-dw $007B ; Screen Index
-dw $0778 ; Link X
-dw $0EEF ; Link Y
-dw $0E99 ; BG1 Vertical Scroll
-dw $0E91 ; BG2 Vertical Scroll
-dw $06FC ; BG1 Horizontal Scroll
-dw $06FA ; BG2 Horizontal Scroll
-dw $077F ; Scroll X
-dw $0EFE ; Scroll Y
-dw $0520 ; Unknown 1
-dw $000F ; Unknown 2
-dw $0006 ; Unknown 3
-dw sram_hundo_swamp_entrance_after
-
-preset_hundo_swamp_first_key_pot:
-db $02 ; Dungeon
-dw $0028 ; Room Index
-dw $0400 ; BG1 Vertical Scroll
-dw $0400 ; BG2 Vertical Scroll
-dw $1000 ; BG1 Horizontal Scroll
-dw $1000 ; BG2 Horizontal Scroll
-dw $1078 ; Link X
-dw $0426 ; Link Y
-dw $007F ; Camera X
-dw $0077 ; Camera Y
-dw $0000 ; Door Settings
-dw $0400 ; Relative Coords HU
-dw $0400 ; Relative Coords FU
-dw $0410 ; Relative Coords HD
-dw $0510 ; Relative Coords FD
-dw $1000 ; Relative Coords HL
-dw $1000 ; Relative Coords FL
-dw $1000 ; Relative Coords HR
-dw $1100 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_swamp_first_key_pot_after
-
-preset_hundo_swamp_hallway_key_1:
-db $02 ; Dungeon
-dw $0037 ; Room Index
-dw $0700 ; BG1 Vertical Scroll
-dw $0700 ; BG2 Vertical Scroll
-dw $0E80 ; BG1 Horizontal Scroll
-dw $0E80 ; BG2 Horizontal Scroll
-dw $0EF8 ; Link X
-dw $0728 ; Link Y
-dw $00FF ; Camera X
-dw $0177 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0E00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0E00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_swamp_hallway_key_1_after
-
-preset_hundo_swamp_water_lever_1:
-db $02 ; Dungeon
-dw $0037 ; Room Index
-dw $0700 ; BG1 Vertical Scroll
-dw $0700 ; BG2 Vertical Scroll
-dw $0E00 ; BG1 Horizontal Scroll
-dw $0E00 ; BG2 Horizontal Scroll
-dw $0E78 ; Link X
-dw $071D ; Link Y
-dw $007F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0E00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0E00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_swamp_water_lever_1_after
-
-preset_hundo_swamp_main_hub:
-db $02 ; Dungeon
-dw $0037 ; Room Index
-dw $070B ; BG1 Vertical Scroll
-dw $070B ; BG2 Vertical Scroll
-dw $0E00 ; BG1 Horizontal Scroll
-dw $0E00 ; BG2 Horizontal Scroll
-dw $0E18 ; Link X
-dw $0778 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0E00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0E00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_swamp_main_hub_after
-
-preset_hundo_swamp_water_lever_2:
-db $02 ; Dungeon
-dw $0036 ; Room Index
-dw $060B ; BG1 Vertical Scroll
-dw $060B ; BG2 Vertical Scroll
-dw $0C00 ; BG1 Horizontal Scroll
-dw $0C00 ; BG2 Horizontal Scroll
-dw $0C17 ; Link X
-dw $0678 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0C00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0C00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_swamp_water_lever_2_after
-
-preset_hundo_swamp_sociable_firebar:
-db $02 ; Dungeon
-dw $0034 ; Room Index
-dw $06BF ; BG1 Vertical Scroll
-dw $06BF ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $0878 ; Link X
-dw $072C ; Link Y
-dw $007F ; Camera X
-dw $0137 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_swamp_sociable_firebar_after
-
-preset_hundo_swamp_backtracking:
-db $02 ; Dungeon
-dw $0035 ; Room Index
-dw $060B ; BG1 Vertical Scroll
-dw $060B ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0A19 ; Link X
-dw $0678 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_swamp_backtracking_after
-
-preset_hundo_swamp_hook_shot:
-db $02 ; Dungeon
-dw $0035 ; Room Index
-dw $070B ; BG1 Vertical Scroll
-dw $070B ; BG2 Vertical Scroll
-dw $0B00 ; BG1 Horizontal Scroll
-dw $0B00 ; BG2 Horizontal Scroll
-dw $0BDA ; Link X
-dw $0778 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0B00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0B00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_swamp_hook_shot_after
-
-preset_hundo_swamp_hookdash:
-db $02 ; Dungeon
-dw $0036 ; Room Index
-dw $0600 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $0C80 ; BG1 Horizontal Scroll
-dw $0C80 ; BG2 Horizontal Scroll
-dw $0CF8 ; Link X
-dw $062C ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0C00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0C00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_swamp_hookdash_after
-
-preset_hundo_swamp_water_lever_3:
-db $02 ; Dungeon
-dw $0026 ; Room Index
-dw $0400 ; BG1 Vertical Scroll
-dw $0400 ; BG2 Vertical Scroll
-dw $0D00 ; BG1 Horizontal Scroll
-dw $0D00 ; BG2 Horizontal Scroll
-dw $0DA8 ; Link X
-dw $0426 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0400 ; Relative Coords HU
-dw $0400 ; Relative Coords FU
-dw $0410 ; Relative Coords HD
-dw $0510 ; Relative Coords FD
-dw $0D00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0D00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_swamp_water_lever_3_after
-
-preset_hundo_swamp_restock:
-db $02 ; Dungeon
-dw $0066 ; Room Index
-dw $0D00 ; BG1 Vertical Scroll
-dw $0D00 ; BG2 Vertical Scroll
-dw $0D00 ; BG1 Horizontal Scroll
-dw $0D00 ; BG2 Horizontal Scroll
-dw $0D78 ; Link X
-dw $0D2A ; Link Y
-dw $017F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0D00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0D10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $0D00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0D00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $0A ; Palace No
-db $01 ; Door Orientation
-db $01 ; Starting Background
-dw sram_hundo_swamp_restock_after
-
-preset_hundo_swamp_phelps_way:
-db $02 ; Dungeon
-dw $0016 ; Room Index
-dw $0210 ; BG1 Vertical Scroll
-dw $0210 ; BG2 Vertical Scroll
-dw $0D00 ; BG1 Horizontal Scroll
-dw $0D00 ; BG2 Horizontal Scroll
-dw $0D78 ; Link X
-dw $02D8 ; Link Y
-dw $017F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0D00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0D00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_swamp_phelps_way_after
-
-preset_hundo_swamp_arrghus:
-db $02 ; Dungeon
-dw $0016 ; Room Index
-dw $0200 ; BG1 Vertical Scroll
-dw $0200 ; BG2 Vertical Scroll
-dw $0C00 ; BG1 Horizontal Scroll
-dw $0C00 ; BG2 Horizontal Scroll
-dw $0C78 ; Link X
-dw $0212 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0C00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0C00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_swamp_arrghus_after
-
-preset_hundo_trock_outside_mire:
-db $01 ; Overworld
-dw $007B ; Screen Index
-dw $077A ; Link X
-dw $0EFA ; Link Y
-dw $0E94 ; BG1 Vertical Scroll
-dw $0E9C ; BG2 Vertical Scroll
-dw $06F3 ; BG1 Horizontal Scroll
-dw $06F4 ; BG2 Horizontal Scroll
-dw $0781 ; Scroll X
-dw $0F09 ; Scroll Y
-dw $049E ; Unknown 1
-dw $FFF4 ; Unknown 2
-dw $FFFC ; Unknown 3
-dw sram_hundo_trock_outside_mire_after
-
-preset_hundo_trock_icerod_overworld:
-db $01 ; Overworld
-dw $003F ; Screen Index
-dw $0F70 ; Link X
-dw $0E07 ; Link Y
-dw $0E82 ; BG1 Vertical Scroll
-dw $0E00 ; BG2 Vertical Scroll
-dw $0EB5 ; BG1 Horizontal Scroll
-dw $0EF6 ; BG2 Horizontal Scroll
-dw $0F7B ; Scroll X
-dw $0E6D ; Scroll Y
-dw $001E ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_hundo_trock_icerod_overworld_after
-
-preset_hundo_trock_dm:
-db $01 ; Overworld
-dw $0003 ; Screen Index
-dw $067B ; Link X
-dw $0328 ; Link Y
-dw $02CA ; BG1 Vertical Scroll
-dw $02CA ; BG2 Vertical Scroll
-dw $060D ; BG1 Horizontal Scroll
-dw $060D ; BG2 Horizontal Scroll
-dw $0682 ; Scroll X
-dw $0337 ; Scroll Y
-dw $1600 ; Unknown 1
-dw $FFF6 ; Unknown 2
-dw $FFF3 ; Unknown 3
-dw sram_hundo_trock_dm_after
-
-preset_hundo_trock_squirrels:
-db $02 ; Dungeon
-dw $00DF ; Room Index
-dw $1B10 ; BG1 Vertical Scroll
-dw $1B10 ; BG2 Vertical Scroll
-dw $1E80 ; BG1 Horizontal Scroll
-dw $1E80 ; BG2 Horizontal Scroll
-dw $1EF8 ; Link X
-dw $1BD9 ; Link Y
-dw $00FF ; Camera X
-dw $0187 ; Camera Y
-dw $0000 ; Door Settings
-dw $1B00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1B10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $1E00 ; Relative Coords HL
-dw $1E00 ; Relative Coords FL
-dw $1E00 ; Relative Coords HR
-dw $1F00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $06 ; Main Graphics
-db $12 ; Music Track
-db $01 ; Starting Floor
-db $FF ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_trock_squirrels_after
-
-preset_hundo_trock_peg_puzzle:
-db $01 ; Overworld
-dw $0005 ; Screen Index
-dw $0DE1 ; Link X
-dw $0077 ; Link Y
-dw $0053 ; BG1 Vertical Scroll
-dw $0013 ; BG2 Vertical Scroll
-dw $0D00 ; BG1 Horizontal Scroll
-dw $0D00 ; BG2 Horizontal Scroll
-dw $0D7D ; Scroll X
-dw $0082 ; Scroll Y
-dw $0060 ; Unknown 1
-dw $000B ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_hundo_trock_peg_puzzle_after
-
-preset_hundo_trock_entrance:
-db $01 ; Overworld
-dw $0047 ; Screen Index
-dw $0F08 ; Link X
-dw $013D ; Link Y
-dw $00B3 ; BG1 Vertical Scroll
-dw $00DB ; BG2 Vertical Scroll
-dw $0E96 ; BG1 Horizontal Scroll
-dw $0E96 ; BG2 Horizontal Scroll
-dw $0F13 ; Scroll X
-dw $014A ; Scroll Y
-dw $0614 ; Unknown 1
-dw $0003 ; Unknown 2
-dw $000A ; Unknown 3
-dw sram_hundo_trock_entrance_after
-
-preset_hundo_trock_torches:
-db $02 ; Dungeon
-dw $00C6 ; Room Index
-dw $180B ; BG1 Vertical Scroll
-dw $180B ; BG2 Vertical Scroll
-dw $0D00 ; BG1 Horizontal Scroll
-dw $0D00 ; BG2 Horizontal Scroll
-dw $0DCD ; Link X
-dw $1878 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1800 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1810 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0D00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0D00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $18 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_trock_torches_after
-
-preset_hundo_trock_roller_room:
-db $02 ; Dungeon
-dw $00C7 ; Room Index
-dw $1800 ; BG1 Vertical Scroll
-dw $1800 ; BG2 Vertical Scroll
-dw $0E00 ; BG1 Horizontal Scroll
-dw $0E00 ; BG2 Horizontal Scroll
-dw $0E78 ; Link X
-dw $1820 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1800 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1810 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0E00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0E00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $18 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_trock_roller_room_after
-
-preset_hundo_trock_pokey_0:
-db $02 ; Dungeon
-dw $00C6 ; Room Index
-dw $1800 ; BG1 Vertical Scroll
-dw $1800 ; BG2 Vertical Scroll
-dw $0C00 ; BG1 Horizontal Scroll
-dw $0C00 ; BG2 Horizontal Scroll
-dw $0C78 ; Link X
-dw $182B ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1800 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1810 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0C00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0C00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $18 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_trock_pokey_0_after
-
-preset_hundo_trock_chomps:
-db $02 ; Dungeon
-dw $00B6 ; Room Index
-dw $1700 ; BG1 Vertical Scroll
-dw $1700 ; BG2 Vertical Scroll
-dw $0C00 ; BG1 Horizontal Scroll
-dw $0C00 ; BG2 Horizontal Scroll
-dw $0C78 ; Link X
-dw $1718 ; Link Y
-dw $007F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $1700 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1710 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $0C00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0C00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $18 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_trock_chomps_after
-
-preset_hundo_trock_pokey_1:
-db $02 ; Dungeon
-dw $0014 ; Room Index
-dw $020B ; BG1 Vertical Scroll
-dw $020B ; BG2 Vertical Scroll
-dw $0880 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $0819 ; Link X
-dw $0278 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $18 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_trock_pokey_1_after
-
-preset_hundo_trock_pokeys_2:
-db $02 ; Dungeon
-dw $0014 ; Room Index
-dw $028E ; BG1 Vertical Scroll
-dw $0310 ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $0878 ; Link X
-dw $03C4 ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $0300 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0310 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $18 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_trock_pokeys_2_after
-
-preset_hundo_trock_crystal_roller:
-db $02 ; Dungeon
-dw $0014 ; Room Index
-dw $0288 ; BG1 Vertical Scroll
-dw $0200 ; BG2 Vertical Scroll
-dw $0880 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $0878 ; Link X
-dw $022B ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $18 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_trock_crystal_roller_after
-
-preset_hundo_trock_dark_room:
-db $02 ; Dungeon
-dw $0004 ; Room Index
-dw $0000 ; BG1 Vertical Scroll
-dw $0000 ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $0878 ; Link X
-dw $0025 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0000 ; Relative Coords HU
-dw $0000 ; Relative Coords FU
-dw $0010 ; Relative Coords HD
-dw $0110 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $18 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_trock_dark_room_after
-
-preset_hundo_trock_laser_skip:
-db $02 ; Dungeon
-dw $00C5 ; Room Index
-dw $1910 ; BG1 Vertical Scroll
-dw $1910 ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0A78 ; Link X
-dw $19DE ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $1900 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1910 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $18 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_trock_laser_skip_after
-
-preset_hundo_trock_switch_room:
-db $02 ; Dungeon
-dw $00C5 ; Room Index
-dw $190B ; BG1 Vertical Scroll
-dw $190B ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0A18 ; Link X
-dw $1978 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1900 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1910 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $18 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_trock_switch_room_after
-
-preset_hundo_trock_trinexx:
-db $02 ; Dungeon
-dw $00B4 ; Room Index
-dw $1600 ; BG1 Vertical Scroll
-dw $1600 ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $0878 ; Link X
-dw $161D ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $FD ; Starting Floor
-db $18 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_trock_trinexx_after
-
-preset_hundo_gtower_outside_trock:
-db $01 ; Overworld
-dw $0047 ; Screen Index
-dw $0F08 ; Link X
-dw $013E ; Link Y
-dw $00DD ; BG1 Vertical Scroll
-dw $00E0 ; BG2 Vertical Scroll
-dw $0E96 ; BG1 Horizontal Scroll
-dw $0E96 ; BG2 Horizontal Scroll
-dw $0F13 ; Scroll X
-dw $014D ; Scroll Y
-dw $0712 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_hundo_gtower_outside_trock_after
-
-preset_hundo_gtower_entrance:
-db $01 ; Overworld
-dw $0043 ; Screen Index
-dw $08F8 ; Link X
-dw $0037 ; Link Y
-dw $9180 ; BG1 Vertical Scroll
-dw $0000 ; BG2 Vertical Scroll
-dw $087A ; BG1 Horizontal Scroll
-dw $087A ; BG2 Horizontal Scroll
-dw $08FF ; Scroll X
-dw $006D ; Scroll Y
-dw $0050 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0006 ; Unknown 3
-dw sram_hundo_gtower_entrance_after
-
-preset_hundo_gtower_spike_skip:
-db $02 ; Dungeon
-dw $008B ; Room Index
-dw $100C ; BG1 Vertical Scroll
-dw $100C ; BG2 Vertical Scroll
-dw $1700 ; BG1 Horizontal Scroll
-dw $1700 ; BG2 Horizontal Scroll
-dw $1715 ; Link X
-dw $1078 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1000 ; Relative Coords HU
-dw $1000 ; Relative Coords FU
-dw $1010 ; Relative Coords HD
-dw $1110 ; Relative Coords FD
-dw $1700 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1700 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $1A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_gtower_spike_skip_after
-
-preset_hundo_gtower_pre_firesnakes_room:
-db $02 ; Dungeon
-dw $009B ; Room Index
-dw $120B ; BG1 Vertical Scroll
-dw $120B ; BG2 Vertical Scroll
-dw $1600 ; BG1 Horizontal Scroll
-dw $1600 ; BG2 Horizontal Scroll
-dw $16D4 ; Link X
-dw $1278 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1200 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1210 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $1600 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1600 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $1A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_gtower_pre_firesnakes_room_after
-
-preset_hundo_gtower_bombable_floor:
-db $02 ; Dungeon
-dw $009C ; Room Index
-dw $1200 ; BG1 Vertical Scroll
-dw $1200 ; BG2 Vertical Scroll
-dw $1900 ; BG1 Horizontal Scroll
-dw $1900 ; BG2 Horizontal Scroll
-dw $1978 ; Link X
-dw $1224 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1200 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1210 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $1900 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1900 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_gtower_bombable_floor_after
-
-preset_hundo_gtower_ice_armos:
-db $02 ; Dungeon
-dw $001C ; Room Index
-dw $0310 ; BG1 Vertical Scroll
-dw $0310 ; BG2 Vertical Scroll
-dw $1900 ; BG1 Horizontal Scroll
-dw $1900 ; BG2 Horizontal Scroll
-dw $199F ; Link X
-dw $03A8 ; Link Y
-dw $017F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $0300 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0310 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $1900 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1900 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $1A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_gtower_ice_armos_after
-
-preset_hundo_gtower_floor_2:
-db $02 ; Dungeon
-dw $000C ; Room Index
-dw $0000 ; BG1 Vertical Scroll
-dw $0000 ; BG2 Vertical Scroll
-dw $1880 ; BG1 Horizontal Scroll
-dw $1880 ; BG2 Horizontal Scroll
-dw $18F8 ; Link X
-dw $0026 ; Link Y
-dw $00FF ; Camera X
-dw $0077 ; Camera Y
-dw $0000 ; Door Settings
-dw $0000 ; Relative Coords HU
-dw $0000 ; Relative Coords FU
-dw $0010 ; Relative Coords HD
-dw $0110 ; Relative Coords FD
-dw $1800 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1800 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $01 ; Starting Floor
-db $1A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_gtower_floor_2_after
-
-preset_hundo_gtower_mimics1:
-db $02 ; Dungeon
-dw $006B ; Room Index
-dw $0C10 ; BG1 Vertical Scroll
-dw $0C10 ; BG2 Vertical Scroll
-dw $1600 ; BG1 Horizontal Scroll
-dw $1600 ; BG2 Horizontal Scroll
-dw $1678 ; Link X
-dw $0CCC ; Link Y
-dw $007F ; Camera X
-dw $0087 ; Camera Y
-dw $0000 ; Door Settings
-dw $0C00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0C10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $1600 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1600 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $02 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_gtower_mimics1_after
-
-preset_hundo_gtower_mimics2:
-db $02 ; Dungeon
-dw $006B ; Room Index
-dw $0D0B ; BG1 Vertical Scroll
-dw $0D0B ; BG2 Vertical Scroll
-dw $1600 ; BG1 Horizontal Scroll
-dw $1600 ; BG2 Horizontal Scroll
-dw $16D8 ; Link X
-dw $0D78 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0D00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0D10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $1600 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1600 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $02 ; Starting Floor
-db $1A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_gtower_mimics2_after
-
-preset_hundo_gtower_spike_room:
-db $02 ; Dungeon
-dw $006B ; Room Index
-dw $0C00 ; BG1 Vertical Scroll
-dw $0C00 ; BG2 Vertical Scroll
-dw $1700 ; BG1 Horizontal Scroll
-dw $1700 ; BG2 Horizontal Scroll
-dw $1778 ; Link X
-dw $0C1C ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0C00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0C10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $1700 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1700 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $02 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_gtower_spike_room_after
-
-preset_hundo_gtower_gauntlet:
-db $02 ; Dungeon
-dw $005C ; Room Index
-dw $0A00 ; BG1 Vertical Scroll
-dw $0A00 ; BG2 Vertical Scroll
-dw $1900 ; BG1 Horizontal Scroll
-dw $1900 ; BG2 Horizontal Scroll
-dw $1978 ; Link X
-dw $0A23 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0A00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0A10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $1900 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1900 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $02 ; Starting Floor
-db $1A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_gtower_gauntlet_after
-
-preset_hundo_gtower_gauntlet_3:
-db $02 ; Dungeon
-dw $005D ; Room Index
-dw $0A10 ; BG1 Vertical Scroll
-dw $0A10 ; BG2 Vertical Scroll
-dw $1A00 ; BG1 Horizontal Scroll
-dw $1A00 ; BG2 Horizontal Scroll
-dw $1A78 ; Link X
-dw $0AE0 ; Link Y
-dw $007F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $0A00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0A10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $1A00 ; Relative Coords HL
-dw $1A00 ; Relative Coords FL
-dw $1A00 ; Relative Coords HR
-dw $1B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $03 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_gtower_gauntlet_3_after
-
-preset_hundo_gtower_lanmola2:
-db $02 ; Dungeon
-dw $006C ; Room Index
-dw $0D0B ; BG1 Vertical Scroll
-dw $0D0B ; BG2 Vertical Scroll
-dw $1900 ; BG1 Horizontal Scroll
-dw $1900 ; BG2 Horizontal Scroll
-dw $19D5 ; Link X
-dw $0D78 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0D00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0D10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $1900 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1900 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $03 ; Starting Floor
-db $1A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_gtower_lanmola2_after
-
-preset_hundo_gtower_wizz1:
-db $02 ; Dungeon
-dw $006C ; Room Index
-dw $0C00 ; BG1 Vertical Scroll
-dw $0C00 ; BG2 Vertical Scroll
-dw $1800 ; BG1 Horizontal Scroll
-dw $1800 ; BG2 Horizontal Scroll
-dw $1878 ; Link X
-dw $0C26 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0C00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0C10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $1800 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1800 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $03 ; Starting Floor
-db $1A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_gtower_wizz1_after
-
-preset_hundo_gtower_wizz2:
-db $02 ; Dungeon
-dw $00A5 ; Room Index
-dw $1500 ; BG1 Vertical Scroll
-dw $1500 ; BG2 Vertical Scroll
-dw $0B00 ; BG1 Horizontal Scroll
-dw $0B00 ; BG2 Horizontal Scroll
-dw $0B78 ; Link X
-dw $1524 ; Link Y
-dw $017F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $1500 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1510 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $0B00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0B00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $04 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_gtower_wizz2_after
-
-preset_hundo_gtower_torches1:
-db $02 ; Dungeon
-dw $0095 ; Room Index
-dw $120B ; BG1 Vertical Scroll
-dw $120B ; BG2 Vertical Scroll
-dw $0B00 ; BG1 Horizontal Scroll
-dw $0B00 ; BG2 Horizontal Scroll
-dw $0BD3 ; Link X
-dw $1278 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1200 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1210 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $0B00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0B00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $04 ; Starting Floor
-db $1A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_gtower_torches1_after
-
-preset_hundo_gtower_torches2:
-db $02 ; Dungeon
-dw $0096 ; Room Index
-dw $1310 ; BG1 Vertical Scroll
-dw $1310 ; BG2 Vertical Scroll
-dw $0D00 ; BG1 Horizontal Scroll
-dw $0D00 ; BG2 Horizontal Scroll
-dw $0D78 ; Link X
-dw $13A2 ; Link Y
-dw $017F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $1300 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1310 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $0D00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0D00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $04 ; Starting Floor
-db $1A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_gtower_torches2_after
-
-preset_hundo_gtower_helma_key:
-db $02 ; Dungeon
-dw $003D ; Room Index
-dw $0708 ; BG1 Vertical Scroll
-dw $0700 ; BG2 Vertical Scroll
-dw $1B00 ; BG1 Horizontal Scroll
-dw $1B00 ; BG2 Horizontal Scroll
-dw $1B78 ; Link X
-dw $0724 ; Link Y
-dw $017F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1B00 ; Relative Coords HL
-dw $1A00 ; Relative Coords FL
-dw $1B00 ; Relative Coords HR
-dw $1B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $05 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_gtower_helma_key_after
-
-preset_hundo_gtower_bombable_wall:
-db $02 ; Dungeon
-dw $003D ; Room Index
-dw $060E ; BG1 Vertical Scroll
-dw $060B ; BG2 Vertical Scroll
-dw $1B00 ; BG1 Horizontal Scroll
-dw $1B00 ; BG2 Horizontal Scroll
-dw $1B16 ; Link X
-dw $0678 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1B00 ; Relative Coords HL
-dw $1A00 ; Relative Coords FL
-dw $1B00 ; Relative Coords HR
-dw $1B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $05 ; Starting Floor
-db $1A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_gtower_bombable_wall_after
-
-preset_hundo_gtower_moldorm_2:
-db $02 ; Dungeon
-dw $003D ; Room Index
-dw $0708 ; BG1 Vertical Scroll
-dw $0710 ; BG2 Vertical Scroll
-dw $1A00 ; BG1 Horizontal Scroll
-dw $1A00 ; BG2 Horizontal Scroll
-dw $1A78 ; Link X
-dw $07D0 ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1A00 ; Relative Coords HL
-dw $1A00 ; Relative Coords FL
-dw $1A00 ; Relative Coords HR
-dw $1B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $05 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_gtower_moldorm_2_after
-
-preset_hundo_gtower_agahnim_2:
-db $02 ; Dungeon
-dw $001D ; Room Index
-dw $0200 ; BG1 Vertical Scroll
-dw $0200 ; BG2 Vertical Scroll
-dw $1A00 ; BG1 Horizontal Scroll
-dw $1A00 ; BG2 Horizontal Scroll
-dw $1A78 ; Link X
-dw $0226 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $1A00 ; Relative Coords HL
-dw $1A00 ; Relative Coords FL
-dw $1A00 ; Relative Coords HR
-dw $1B00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $06 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_hundo_gtower_agahnim_2_after
-
-preset_hundo_ganon_pyramid:
-db $01 ; Overworld
-dw $005B ; Screen Index
-dw $07F0 ; Link X
-dw $0668 ; Link Y
-dw $0605 ; BG1 Vertical Scroll
-dw $060A ; BG2 Vertical Scroll
-dw $0778 ; BG1 Horizontal Scroll
-dw $0778 ; BG2 Horizontal Scroll
-dw $07F7 ; Scroll X
-dw $0677 ; Scroll Y
-dw $002E ; Unknown 1
-dw $FFF6 ; Unknown 2
-dw $FFF8 ; Unknown 3
-dw sram_hundo_ganon_pyramid_after
-
-preset_hundo_ganon_pyramid_magic:
-db $01 ; Overworld
-dw $005B ; Screen Index
-dw $07F0 ; Link X
-dw $0669 ; Link Y
-dw $0605 ; BG1 Vertical Scroll
-dw $060B ; BG2 Vertical Scroll
-dw $0778 ; BG1 Horizontal Scroll
-dw $0778 ; BG2 Horizontal Scroll
-dw $07F7 ; Scroll X
-dw $0678 ; Scroll Y
-dw $002E ; Unknown 1
-dw $FFF5 ; Unknown 2
-dw $FFF8 ; Unknown 3
-dw sram_hundo_ganon_pyramid_magic_after
-
-
-; Preset SRAM changes
-
-sram_hundo_escape_bed:
-dl $7E0542 : db $02 : dw $16CA ; Object tilemap state
-dl SA1RAM.HUD+$04A : db $01 : db $7F ; Selected menu gfx, row 1
-dl $7EF36F : db $01 : db $FF ; Keys
-dl SA1RAM.HUD+$08A : db $01 : db $7F ; Selected menu gfx, row 2
-dl $7EF208 : db $02 : dw $0002 ; Room $0104: Unknown (...............q)
-dl $7EF20C : db $02 : dw $F000 ; Room $0106: Unknown (.dddb...........)
-dl $7EF36C : db $02 : dw $1818 ; Health (goal)
-dl $7EF378 : db $02 : dw $F800 ; ????
-dl $7EF3D8 : db $02 : dw $4B00 ;
-dl $7EF3DC : db $02 : dw $8C01 ; Player name
-dl $7EF3E0 : db $02 : dw $AA01 ; Player name
-dl $7EF400 : db $02 : dw $FF00 ; Deaths
-dl $7EF20E : db $02 : dw $F000 ; Room $0107: Unknown (.dddb...........)
-dl $7EF3DA : db $02 : dw $8C01 ; Player name
-dl $7EF3DE : db $02 : dw $8C01 ; Player name
-dl $7EF3E2 : db $02 : dw $0055 ; Player name
-dl $7EF402 : db $02 : dw $00FF ; Deaths
-dl $7EF4FE : db $02 : dw $D0EA ; Inverse checksum
-dl $7EC167 : db $01 : db $7D ; Underworld exit cache
-dl SA1RAM.HUD+$04B : db $01 : db $20 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08B : db $01 : db $20 ; Selected menu gfx, row 2
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $15CA ; Object tilemap state
-dl $7E0544 : db $02 : dw $17CA ; Object tilemap state
-dl $7EC165 : db $01 : db $23 ; Underworld exit cache
-dl SA1RAM.HUD+$04C : db $01 : db $7F ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $01 : db $7F ; Selected menu gfx, row 2
-dl $7EC142 : db $02 : dw $0015 ; Underworld exit cache
-dl $7EC166 : db $01 : db $51 ; Underworld exit cache
-dl SA1RAM.HUD+$04D : db $01 : db $20 ; Selected menu gfx, row 1
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl SA1RAM.HUD+$08D : db $01 : db $20 ; Selected menu gfx, row 2
-.after
-
-sram_hundo_escape_courtyard:
-dl $7E0542 : db $02 : dw $19E6 ; Object tilemap state
-dl $7EF2BB : db $01 : db $00 ; Overworld $3B: Unknown (........)
-dl $7EF2FB : db $01 : db $00 ; Overworld $7B: Unknown (........)
-dl $7EF360 : db $02 : dw $0001 ; Rupees (goal)
-dl $7EF3C8 : db $01 : db $03 ; Entrances Phase
-dl $7EF359 : db $01 : db $01 ; Sword
-dl $7EF3C5 : db $01 : db $01 ; Game Phase 1
-dl $7EF0AA : db $02 : dw $000F ; Room $0055: Castle Secret Entrance / Uncle Death Room (.............qqq)
-dl $7EF35A : db $01 : db $01 ; Shield
-dl $7EF362 : db $02 : dw $0001 ; Rupees (actual)
-dl $7EF3C6 : db $01 : db $11 ; Game Phase 2
-dl $7FE0EF : db $01 : db $41 ; Room $B7 persistent: Turtle Rock (Map Chest / Key Chest / Roller Room)
-dl $7E0303 : db $01 : db $00 ; Selected menu item
-dl $7E0540 : db $02 : dw $18E6 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1850 ; Object tilemap state
-dl $7E0202 : db $01 : db $00 ; Selected menu item
-dl $7E0CBB : db $01 : db $00 ; Sprite drop
-dl $7E010F : db $01 : db $00 ;
-dl $7E0CC7 : db $01 : db $00 ; Sprite drop
-dl $7EF051 : db $01 : db $00 ; Room $0028: Swamp Palace (Entrance Room) (................)
-dl $7E0CC9 : db $01 : db $00 ; Sprite drop
-dl $7E010E : db $01 : db $7D ; Dungeon entrance index
-.after
-
-sram_hundo_escape_entrance:
-dl $7E0CC1 : db $01 : db $00 ; Sprite drop
-dl $7E0CC3 : db $01 : db $00 ; Sprite drop
-dl $7E0CC5 : db $01 : db $00 ; Sprite drop
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_hundo_escape_1st_keyguard:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF0A0 : db $02 : dw $0005 ; Room $0050: Hyrule Castle (West Corridor) (..............q.)
-dl $7EF0C0 : db $02 : dw $0005 ; Room $0060: Hyrule Castle (West Entrance Room) (..............q.)
-dl $7EF002 : db $02 : dw $000C ; Room $0001: Hyrule Castle (North Corridor) (.............qq.)
-dl $7EF0C2 : db $02 : dw $000F ; Room $0061: Hyrule Castle (Main Entrance Room) (.............qqq)
-dl $7FE0EF : db $01 : db $00 ; Room $B7 persistent: Turtle Rock (Map Chest / Key Chest / Roller Room)
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E010E : db $01 : db $04 ; Dungeon entrance index
-.after
-
-sram_hundo_escape_stealth_room:
-dl $7E0542 : db $02 : dw $2532 ; Object tilemap state
-dl $7EF0E4 : db $02 : dw $840F ; Room $0072: Hyrule Castle (Map Chest Room) (.d....K......qqq)
-dl $7EF104 : db $02 : dw $000F ; Room $0082: Hyrule Castle (Basement Chasm Room) (.............qqq)
-dl $7FE064 : db $02 : dw $0001 ; Room $72 persistent: Hyrule Castle (Map Chest Room)
-dl $7E0540 : db $02 : dw $324C ; Object tilemap state
-dl $7E0544 : db $02 : dw $2A32 ; Object tilemap state
-dl $7E0CBD : db $01 : db $00 ; Sprite drop
-dl $7E0CBF : db $01 : db $00 ; Sprite drop
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_hundo_escape_2nd_keyguard:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF0E2 : db $02 : dw $0002 ; Room $0071: Hyrule Castle (Boomerang Chest Room) (...............q)
-dl $7EF102 : db $02 : dw $000F ; Room $0081: Hyrule Castle (.............qqq)
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0CBB : db $01 : db $01 ; Sprite drop
-dl $7FE062 : db $02 : dw $0001 ; Room $71 persistent: Hyrule Castle (Boomerang Chest Room)
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E0FC7 : db $01 : db $01 ; Prize pack index
-.after
-
-sram_hundo_escape_ball_n_chains:
-dl $7EF0E0 : db $02 : dw $0008 ; Room $0070: Hyrule Castle (Small Corridor to Jail Cells) (.............q..)
-dl $7EF341 : db $01 : db $01 ; Boomerang
-dl $7EF0E2 : db $02 : dw $841B ; Room $0071: Hyrule Castle (Boomerang Chest Room) (.d....K.....qq.q)
-dl $7E0303 : db $01 : db $02 ; Selected menu item
-dl $7FE064 : db $02 : dw $0000 ; Room $72 persistent: Hyrule Castle (Map Chest Room)
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0202 : db $01 : db $02 ; Selected menu item
-dl $7E0CBB : db $01 : db $00 ; Sprite drop
-dl $7FE062 : db $02 : dw $0003 ; Room $71 persistent: Hyrule Castle (Boomerang Chest Room)
-dl $7E002F : db $01 : db $00 ; Link's direction
-; Manual changes:
-dl $7EF341 : db $01 : db $00 ; Boomerang
-dl $7E0202 : db $01 : db $00 ; Selected menu item
-dl $7E0303 : db $01 : db $00 ; Selected menu item
-dl SA1RAM.HUD+$04A : db $01 : db $7F ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$04C : db $01 : db $7F ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08A : db $01 : db $7F ; Selected menu gfx, row 2
-dl SA1RAM.HUD+$08C : db $01 : db $7F ; Selected menu gfx, row 2
-.after
-
-sram_hundo_escape_backtracking:
-dl $7E0542 : db $02 : dw $0434 ; Object tilemap state
-dl $7EF3D3 : db $01 : db $00 ; Super Bomb Boom
-dl $7EF3FF : db $02 : dw $0000 ; Deaths
-dl $7EF100 : db $02 : dw $043C ; Room $0080: Hyrule Castle (Jail Cell Room) (......K....cqqq.)
-dl $7EF3C8 : db $01 : db $02 ; Entrances Phase
-dl $7EF3CC : db $01 : db $01 ; Tagalong
-dl $7EF3E5 : db $02 : dw $0000 ; Validity (checksum)
-dl $7EF34A : db $01 : db $01 ; Torch
-dl $7EF366 : db $02 : dw $4000 ; BigKey1
-dl $7FE080 : db $02 : dw $0004 ; Room $80 persistent: Hyrule Castle (Jail Cell Room)
-dl $7E0540 : db $02 : dw $0430 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0438 ; Object tilemap state
-; Manual changes:
-dl $7E0202 : db $01 : db $0B ; Selected menu item
-dl $7E0303 : db $01 : db $09 ; Selected menu item
-.after
-
-sram_hundo_escape_keyguard_revisited:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7FE062 : db $02 : dw $0000 ; Room $71 persistent: Hyrule Castle (Boomerang Chest Room)
-dl $7E0CBA : db $01 : db $01 ; Sprite drop
-.after
-
-sram_hundo_escape_throne_room:
-dl $7EF0A2 : db $02 : dw $000F ; Room $0051: Hyrule Castle (Throne Room) (.............qqq)
-dl $7FE080 : db $02 : dw $0000 ; Room $80 persistent: Hyrule Castle (Jail Cell Room)
-dl $7E0CBA : db $01 : db $00 ; Sprite drop
-.after
-
-sram_hundo_escape_snake_avoidance_room:
-dl $7E0542 : db $02 : dw $0F34 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1694 ; Object tilemap state
-dl $7E054A : db $02 : dw $0E70 ; Object tilemap state
-dl $7EF3C8 : db $01 : db $04 ; Entrances Phase
-dl $7EF082 : db $02 : dw $000F ; Room $0041: Hyrule Castle (First Dark Room) (.............qqq)
-dl $7E0540 : db $02 : dw $0A64 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1034 ; Object tilemap state
-dl $7E0548 : db $02 : dw $053E ; Object tilemap state
-dl $7E054C : db $02 : dw $1590 ; Object tilemap state
-.after
-
-sram_hundo_escape_water_rooms:
-dl $7E0542 : db $02 : dw $0B8A ; Object tilemap state
-dl $7E0546 : db $02 : dw $0FF2 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF064 : db $02 : dw $801F ; Room $0032: Hyrule Castle (Sewer Key Chest Room) (.d..........qqqq)
-dl $7EF084 : db $02 : dw $000C ; Room $0042: Hyrule Castle (6 Ropes Room) (.............qq.)
-dl $7E0540 : db $02 : dw $0D1C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0BF2 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-.after
-
-sram_hundo_escape_keyrat:
-dl $7E0542 : db $02 : dw $1C64 ; Object tilemap state
-dl $7E0546 : db $02 : dw $18A8 ; Object tilemap state
-dl $7E054A : db $02 : dw $1C30 ; Object tilemap state
-dl $7E054E : db $02 : dw $0CEA ; Object tilemap state
-dl $7E0552 : db $02 : dw $1C8A ; Object tilemap state
-dl $7EF044 : db $02 : dw $8003 ; Room $0022: Hyrule Castle (Sewer Text Trigger Room) (.d.............q)
-dl $7EF042 : db $02 : dw $0003 ; Room $0021: Hyrule Castle (Key-rat Room) (...............q)
-dl $7E0540 : db $02 : dw $14A0 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C68 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1C52 ; Object tilemap state
-dl $7E054C : db $02 : dw $0C92 ; Object tilemap state
-dl $7E0550 : db $02 : dw $138A ; Object tilemap state
-dl $7E0CBA : db $01 : db $01 ; Sprite drop
-.after
-
-sram_hundo_escape_last_two_screens:
-dl $7E0542 : db $02 : dw $0F98 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1390 ; Object tilemap state
-dl $7E054A : db $02 : dw $13A0 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF022 : db $02 : dw $2005 ; Room $0011: Hyrule Castle (Bombable Stock Room) (...d..........q.)
-dl $7EF042 : db $02 : dw $840F ; Room $0021: Hyrule Castle (Key-rat Room) (.d....K......qqq)
-dl $7E0540 : db $02 : dw $0F90 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0FA0 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1398 ; Object tilemap state
-dl $7E054C : db $02 : dw $455E ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7FDFC2 : db $02 : dw $0001 ; Room $21 persistent: Hyrule Castle (Key-rat Room)
-dl $7E0CBA : db $01 : db $00 ; Sprite drop
-.after
-
-sram_hundo_eastern_before_cutscene:
-dl $7E0542 : db $02 : dw $2850 ; Object tilemap state
-dl $7E0546 : db $02 : dw $2A2C ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E0642 : db $01 : db $01 ; Room puzzle state (?)
-dl $7E0B09 : db $01 : db $B0 ; Arc variable
-dl $7E0B31 : db $01 : db $00 ; Arc variable
-dl $7E0B35 : db $01 : db $00 ; Arc variable
-dl $7E0B39 : db $01 : db $00 ; Arc variable
-dl $7E0B3D : db $01 : db $00 ; Arc variable
-dl $7E0FC8 : db $01 : db $02 ; Prize pack index
-dl $7EF004 : db $02 : dw $000F ; Room $0002: Hyrule Castle (Switch Room) (.............qqq)
-dl $7FDF84 : db $02 : dw $000A ; Room $2 persistent: Hyrule Castle (Switch Room)
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $2650 ; Object tilemap state
-dl $7E0544 : db $02 : dw $282C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B33 : db $01 : db $00 ; Arc variable
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7E0B3B : db $01 : db $00 ; Arc variable
-dl $7E0B3F : db $01 : db $00 ; Arc variable
-dl $7E0B0C : db $01 : db $A0 ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_hundo_eastern_after_cutscene:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0642 : db $01 : db $00 ; Room puzzle state (?)
-dl $7EF29B : db $01 : db $20 ; Overworld $1B: Unknown (...?....)
-dl $7EF3C7 : db $01 : db $01 ; Map Phase
-dl $7EF3E3 : db $02 : dw $0000 ; Player name
-dl $7EF024 : db $02 : dw $000F ; Room $0012: Sanctuary (.............qqq)
-dl $7EF3C8 : db $01 : db $01 ; Entrances Phase
-dl $7EF3CC : db $01 : db $00 ; Tagalong
-dl $7EF3C5 : db $01 : db $02 ; Game Phase 1
-dl $7EF3C6 : db $01 : db $15 ; Game Phase 2
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-.after
-
-sram_hundo_eastern_octorok:
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7FE14B : db $01 : db $47 ; Overworld $E5 persistent: UNKNOWN
-dl $7FE17B : db $01 : db $47 ; Overworld $FD persistent: UNKNOWN
-dl $7FDF84 : db $01 : db $00 ; Overworld $2 persistent: Northeast House
-dl $7FDFC2 : db $01 : db $00 ; Overworld $21 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $0006 ; Crystal switch state
-dl $7FDFEB : db $01 : db $AD ; Overworld $35 persistent: Lake Hylia
-dl $7FE057 : db $01 : db $42 ; Overworld $6B persistent: Outside Haunted Grove
-; Manual changes:
-dl $7EF36C : db $01 : db $20 ; Health (goal)
-dl $7EF36D : db $01 : db $20 ; Health (actual)
-.after
-
-sram_hundo_eastern_outside_palace:
-dl $7FE14B : db $01 : db $00 ; Overworld $E5 persistent: UNKNOWN
-dl $7FE167 : db $01 : db $42 ; Overworld $F3 persistent: UNKNOWN
-dl $7FE17B : db $01 : db $00 ; Overworld $FD persistent: UNKNOWN
-dl $7FE04E : db $01 : db $42 ; Overworld $67 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7FDFEB : db $01 : db $00 ; Overworld $35 persistent: Lake Hylia
-dl $7FE057 : db $01 : db $00 ; Overworld $6B persistent: Outside Haunted Grove
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_hundo_eastern_entrance:
-dl $7E0FC8 : db $01 : db $03 ; Prize pack index
-dl $7FE103 : db $01 : db $52 ; Overworld $C1 persistent: UNKNOWN
-dl $7FE167 : db $01 : db $00 ; Overworld $F3 persistent: UNKNOWN
-dl $7FE04E : db $01 : db $00 ; Overworld $67 persistent: UNKNOWN
-dl $7FE06E : db $01 : db $52 ; Overworld $77 persistent: Black Ice Cave
-.after
-
-sram_hundo_eastern_stalfos_room:
-dl $7E0542 : db $02 : dw $13B2 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1CB2 ; Object tilemap state
-dl $7E054A : db $02 : dw $36E0 ; Object tilemap state
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF150 : db $02 : dw $0005 ; Room $00A8: Eastern Palace (Stalfos Spawn Room) (..............q.)
-dl $7EF152 : db $02 : dw $000F ; Room $00A9: Eastern Palace (Big Chest Room) (.............qqq)
-dl $7EF172 : db $02 : dw $000F ; Room $00B9: Eastern Palace (Lobby Cannonballs Room) (.............qqq)
-dl $7EF192 : db $02 : dw $000F ; Room $00C9: Eastern Palace (Entrance Room) (.............qqq)
-dl $7FE103 : db $01 : db $00 ; Room $C1 persistent: Misery Mire (Compass Chest / Tile Room)
-dl $7E0540 : db $02 : dw $138A ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C8A ; Object tilemap state
-dl $7E0548 : db $02 : dw $181E ; Object tilemap state
-dl $7FE06E : db $01 : db $00 ; Room $77 persistent: Tower of Hera (Entrance Room)
-dl $7E0B0C : db $01 : db $20 ; Arc variable
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E010E : db $01 : db $08 ; Dungeon entrance index
-.after
-
-sram_hundo_eastern_big_chest_room_1:
-dl $7EF373 : db $01 : db $00 ; Magic filler
-dl $7E0FCC : db $01 : db $01 ; Prize pack index
-dl $7EF150 : db $02 : dw $000F ; Room $00A8: Eastern Palace (Stalfos Spawn Room) (.............qqq)
-dl $7EF36E : db $01 : db $10 ; Magic Power
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_hundo_eastern_dark_key_room:
-dl $7E0542 : db $02 : dw $0A4C ; Object tilemap state
-dl $7E0546 : db $02 : dw $045E ; Object tilemap state
-dl $7E054A : db $02 : dw $0864 ; Object tilemap state
-dl $7E054E : db $02 : dw $0A70 ; Object tilemap state
-dl $7EF154 : db $02 : dw $000A ; Room $00AA: Eastern Palace (Map Chest Room) (.............q.q)
-dl $7EF174 : db $02 : dw $0008 ; Room $00BA: Eastern Palace (Dark Antifairy / Key Pot Room) (.............q..)
-dl $7E0468 : db $01 : db $00 ; Trap door state
-dl $7E0540 : db $02 : dw $064C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0858 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0C5E ; Object tilemap state
-dl $7E054C : db $02 : dw $0670 ; Object tilemap state
-.after
-
-sram_hundo_eastern_big_key_dmg_boost:
-dl $7E0542 : db $02 : dw $1260 ; Object tilemap state
-dl $7E0546 : db $02 : dw $126C ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0FC8 : db $01 : db $05 ; Prize pack index
-dl $7EF174 : db $02 : dw $840C ; Room $00BA: Eastern Palace (Dark Antifairy / Key Pot Room) (.d....K......qq.)
-dl $7EF360 : db $02 : dw $0015 ; Rupees (goal)
-dl $7EF172 : db $02 : dw $800F ; Room $00B9: Eastern Palace (Lobby Cannonballs Room) (.d...........qqq)
-dl $7EF362 : db $02 : dw $0015 ; Rupees (actual)
-dl $7FE0F4 : db $02 : dw $0050 ; Room $BA persistent: Eastern Palace (Dark Antifairy / Key Pot Room)
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $125C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1268 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $FF ; Arc variable
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_hundo_eastern_big_chest_room_2:
-dl $7E0542 : db $02 : dw $13B2 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1CB2 ; Object tilemap state
-dl $7E054A : db $02 : dw $35E0 ; Object tilemap state
-dl $7EF150 : db $02 : dw $200F ; Room $00A8: Eastern Palace (Stalfos Spawn Room) (...d.........qqq)
-dl $7EF170 : db $02 : dw $8015 ; Room $00B8: Eastern Palace (Big Key Room) (.d..........q.q.)
-dl $7EF36D : db $01 : db $0C ; Health (actual)
-dl $7EF366 : db $02 : dw $6000 ; BigKey1
-dl $7E0540 : db $02 : dw $138A ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C8A ; Object tilemap state
-dl $7E0548 : db $02 : dw $181E ; Object tilemap state
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7E0641 : db $02 : dw $0001 ; Room puzzle state (?)
-dl $7E002F : db $01 : db $06 ; Link's direction
-; Manual changes:
-dl $7EF36D : db $01 : db $14 ; Health (actual)
-.after
-
-sram_hundo_eastern_gwg:
-dl $7E0542 : db $02 : dw $1370 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1410 ; Object tilemap state
-dl $7E054A : db $02 : dw $2C90 ; Object tilemap state
-dl $7E054E : db $02 : dw $2CEC ; Object tilemap state
-dl $7EF377 : db $01 : db $0A ; Arrows
-dl $7EF340 : db $01 : db $02 ; Bow
-dl $7EF152 : db $02 : dw $201F ; Room $00A9: Eastern Palace (Big Chest Room) (...d........qqqq)
-dl $7FE0F4 : db $02 : dw $0000 ; Room $BA persistent: Eastern Palace (Dark Antifairy / Key Pot Room)
-dl $7E0540 : db $02 : dw $146C ; Object tilemap state
-dl $7E0544 : db $02 : dw $130C ; Object tilemap state
-dl $7E0548 : db $02 : dw $2B90 ; Object tilemap state
-dl $7E054C : db $02 : dw $2BEC ; Object tilemap state
-dl $7E0641 : db $01 : db $00 ; Room puzzle state (?)
-dl $7E002F : db $01 : db $00 ; Link's direction
-; Manual changes:
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-.after
-
-sram_hundo_eastern_pot_room:
-dl $7E0542 : db $02 : dw $1454 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1CAA ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0FC8 : db $01 : db $00 ; Prize pack index
-dl $7EF360 : db $02 : dw $001B ; Rupees (goal)
-dl $7EF132 : db $02 : dw $C403 ; Room $0099: Eastern Palace (Eyegore Key Room) (.dd...K........q)
-dl $7EF362 : db $02 : dw $001B ; Rupees (actual)
-dl $7EF36E : db $01 : db $20 ; Magic Power
-dl $7E0540 : db $02 : dw $1428 ; Object tilemap state
-dl $7E0544 : db $02 : dw $13BE ; Object tilemap state
-dl $7E0548 : db $02 : dw $1CD2 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7FE0B2 : db $02 : dw $00D8 ; Room $99 persistent: Eastern Palace (Eyegore Key Room)
-.after
-
-sram_hundo_eastern_zeldagamer_room:
-dl $7E0542 : db $02 : dw $1C5C ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF377 : db $01 : db $14 ; Arrows
-dl $7EF1B4 : db $02 : dw $0002 ; Room $00DA: Eastern Palace (...............q)
-dl $7EF1B2 : db $02 : dw $0003 ; Room $00D9: Eastern Palace (Canonball Room) (...............q)
-dl $7E0468 : db $01 : db $00 ; Trap door state
-dl $7E0540 : db $02 : dw $145C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_hundo_eastern_armos:
-dl $7E0542 : db $02 : dw $0ACA ; Object tilemap state
-dl $7E0546 : db $02 : dw $0AF2 ; Object tilemap state
-dl $7E054A : db $02 : dw $08F2 ; Object tilemap state
-dl $7E054E : db $02 : dw $1860 ; Object tilemap state
-dl $7EF34F : db $01 : db $00 ; Bottles
-dl $7EF377 : db $01 : db $12 ; Arrows
-dl $7E0FC8 : db $01 : db $02 ; Prize pack index
-dl $7EF1B0 : db $02 : dw $0005 ; Room $00D8: Eastern Palace (Zeldagamer Room / Pre-Armos Knights Room) (..............q.)
-dl $7EF360 : db $02 : dw $001C ; Rupees (goal)
-dl $7EF362 : db $02 : dw $001C ; Rupees (actual)
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7E0540 : db $02 : dw $08CA ; Object tilemap state
-dl $7E0544 : db $02 : dw $0CCA ; Object tilemap state
-dl $7E0548 : db $02 : dw $0CF2 ; Object tilemap state
-dl $7E054C : db $02 : dw $185C ; Object tilemap state
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7FE130 : db $02 : dw $07FF ; Room $D8 persistent: Eastern Palace (Zeldagamer Room / Pre-Armos Knights Room)
-.after
-
-sram_hundo_desert_outside_eastern_palace:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B09 : db $01 : db $00 ; Arc variable
-dl $7E0B31 : db $01 : db $30 ; Arc variable
-dl $7E0B35 : db $01 : db $30 ; Arc variable
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF377 : db $01 : db $00 ; Arrows
-dl $7EF3E7 : db $02 : dw $0000 ; Deaths
-dl $7EF190 : db $02 : dw $0801 ; Room $00C8: Eastern Palace (Armos Knights[Boss]) (.....k..........)
-dl $7E0B32 : db $01 : db $30 ; Arc variable
-dl $7EF340 : db $01 : db $01 ; Bow
-dl $7EF36C : db $01 : db $20 ; Health (goal)
-dl $7EF374 : db $01 : db $04 ; Pendants
-dl $7EF36D : db $01 : db $20 ; Health (actual)
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7FE103 : db $01 : db $52 ; Overworld $C1 persistent: UNKNOWN
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E02A1 : db $01 : db $17 ; Arc variable
-dl $7E0B33 : db $01 : db $30 ; Arc variable
-dl $7E0B37 : db $01 : db $BF ; Arc variable
-dl $7FE06E : db $01 : db $52 ; Overworld $77 persistent: Black Ice Cave
-dl $7FE0B2 : db $01 : db $00 ; Overworld $99 persistent: UNKNOWN
-dl $7E0B08 : db $01 : db $40 ; Arc variable
-dl $7E0B30 : db $01 : db $30 ; Arc variable
-dl $7E0B34 : db $01 : db $30 ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7FE130 : db $01 : db $00 ; Overworld $D8 persistent: UNKNOWN
-; Manual changes:
-dl $7EF36C : db $01 : db $28 ; Health (goal)
-dl $7EF36D : db $01 : db $28 ; Health (actual)
-.after
-
-sram_hundo_desert_ep_spinspeed:
-dl $7E0542 : db $02 : dw $1520 ; Object tilemap state
-dl $7EF3C7 : db $01 : db $03 ; Map Phase
-dl $7EF355 : db $01 : db $01 ; Boots
-dl $7EF379 : db $01 : db $FC ; Ability Flags
-dl $7EF20A : db $02 : dw $0002 ; Room $0105: Unknown (...............q)
-dl $7FE103 : db $01 : db $00 ; Room $C1 persistent: Misery Mire (Compass Chest / Tile Room)
-dl $7EC167 : db $01 : db $05 ; Underworld exit cache
-dl $7EC140 : db $02 : dw $001E ; Underworld exit cache
-dl $7EC144 : db $02 : dw $06D7 ; Underworld exit cache
-dl $7EC148 : db $02 : dw $0736 ; Underworld exit cache
-dl $7EC14C : db $02 : dw $001E ; Underworld exit cache
-dl $7EC150 : db $02 : dw $0744 ; Underworld exit cache
-dl $7EC154 : db $02 : dw $0600 ; Underworld exit cache
-dl $7EC158 : db $02 : dw $0C00 ; Underworld exit cache
-dl $7EC15C : db $02 : dw $0520 ; Underworld exit cache
-dl $7EC160 : db $02 : dw $0B00 ; Underworld exit cache
-dl $7EC16C : db $02 : dw $FFF7 ; Underworld exit cache
-dl $7EC170 : db $02 : dw $FFF6 ; Underworld exit cache
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $151C ; Object tilemap state
-dl $7E0544 : db $02 : dw $141E ; Object tilemap state
-dl $7EC165 : db $01 : db $20 ; Underworld exit cache
-dl $7FE06E : db $01 : db $00 ; Room $77 persistent: Tower of Hera (Entrance Room)
-dl $7EC142 : db $02 : dw $0016 ; Underworld exit cache
-dl $7EC146 : db $02 : dw $0C76 ; Underworld exit cache
-dl $7EC14A : db $02 : dw $0CF0 ; Underworld exit cache
-dl $7EC14E : db $02 : dw $0710 ; Underworld exit cache
-dl $7EC152 : db $02 : dw $0CFB ; Underworld exit cache
-dl $7EC156 : db $02 : dw $091E ; Underworld exit cache
-dl $7EC15A : db $02 : dw $0F00 ; Underworld exit cache
-dl $7EC15E : db $02 : dw $0A00 ; Underworld exit cache
-dl $7EC162 : db $02 : dw $1000 ; Underworld exit cache
-dl $7EC166 : db $01 : db $25 ; Underworld exit cache
-dl $7EC16A : db $02 : dw $0009 ; Underworld exit cache
-dl $7EC16E : db $02 : dw $000A ; Underworld exit cache
-dl $7E010E : db $01 : db $45 ; Dungeon entrance index
-; Manual changes:
-dl $7EF343 : db $01 : db $03 ; Bombs
-dl $7EF360 : db $02 : dw $0080 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $0080 ; Rupees (actual)
-dl $7EF375 : db $01 : db $00 ; Bomb filler
-.after
-
-sram_hundo_desert_bridge_screen:
-dl $7FE167 : db $01 : db $42 ; Overworld $F3 persistent: UNKNOWN
-dl $7FE04E : db $01 : db $42 ; Overworld $67 persistent: UNKNOWN
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_hundo_desert_unholy_spinspeed:
-dl $7FE167 : db $01 : db $00 ; Overworld $F3 persistent: UNKNOWN
-dl $7FE07C : db $01 : db $A0 ; Overworld $7E persistent: UNKNOWN
-dl $7FE019 : db $01 : db $1E ; Overworld $4C persistent: UNKNOWN
-dl $7FE06D : db $01 : db $A1 ; Overworld $76 persistent: UNKNOWN
-dl $7FE161 : db $01 : db $A1 ; Overworld $F0 persistent: UNKNOWN
-dl $7FE04E : db $01 : db $9F ; Overworld $67 persistent: UNKNOWN
-dl $7FE06E : db $01 : db $2F ; Overworld $77 persistent: Black Ice Cave
-dl $7EC172 : db $02 : dw $0900 ; Crystal switch state
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_hundo_desert_water_dash:
-dl $7E0542 : db $02 : dw $17DE ; Object tilemap state
-dl $7E0546 : db $02 : dw $19D6 ; Object tilemap state
-dl $7E054A : db $02 : dw $19E6 ; Object tilemap state
-dl $7E054E : db $02 : dw $1BE6 ; Object tilemap state
-dl $7EF20E : db $02 : dw $F002 ; Room $0107: Unknown (.dddb..........q)
-dl $7EF34E : db $01 : db $01 ; Book of Mudora
-dl $7FE07C : db $01 : db $00 ; Overworld $7E persistent: UNKNOWN
-dl $7FE019 : db $01 : db $00 ; Overworld $4C persistent: UNKNOWN
-dl $7FE06D : db $01 : db $00 ; Overworld $76 persistent: UNKNOWN
-dl $7E0540 : db $02 : dw $17D6 ; Object tilemap state
-dl $7E0544 : db $02 : dw $17E6 ; Object tilemap state
-dl $7E0548 : db $02 : dw $19DE ; Object tilemap state
-dl $7E054C : db $02 : dw $1BD6 ; Object tilemap state
-dl $7FE161 : db $01 : db $00 ; Overworld $F0 persistent: UNKNOWN
-dl $7FE04E : db $01 : db $00 ; Overworld $67 persistent: UNKNOWN
-dl $7FE06E : db $01 : db $00 ; Overworld $77 persistent: Black Ice Cave
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E010E : db $01 : db $49 ; Dungeon entrance index
-.after
-
-sram_hundo_desert_outside_desert_palace:
-dl $7FE168 : db $01 : db $3F ; Overworld $F4 persistent: UNKNOWN
-dl $7FE01E : db $01 : db $01 ; Overworld $4F persistent: Mysterious Pond
-dl $7EC172 : db $02 : dw $05A0 ; Crystal switch state
-dl $7FE02B : db $01 : db $3F ; Overworld $55 persistent: Dark Waterway
-dl $7FE0D7 : db $01 : db $3A ; Overworld $AB persistent: UNKNOWN
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_hundo_desert_desert_entrance:
-dl $7E0303 : db $01 : db $0C ; Selected menu item
-dl $7FE168 : db $01 : db $00 ; Overworld $F4 persistent: UNKNOWN
-dl $7E0202 : db $01 : db $0F ; Selected menu item
-dl $7FE01E : db $01 : db $00 ; Overworld $4F persistent: Mysterious Pond
-dl $7FE02B : db $01 : db $00 ; Overworld $55 persistent: Dark Waterway
-dl $7FE0D7 : db $01 : db $00 ; Overworld $AB persistent: UNKNOWN
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E010E : db $01 : db $09 ; Dungeon entrance index
-.after
-
-sram_hundo_desert_keybonk:
-dl $7E0542 : db $02 : dw $159E ; Object tilemap state
-dl $7E0546 : db $02 : dw $1890 ; Object tilemap state
-dl $7E054A : db $02 : dw $1B9A ; Object tilemap state
-dl $7E054E : db $02 : dw $1A24 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1724 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0CB2 ; Object tilemap state
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF377 : db $01 : db $05 ; Arrows
-dl $7EF0E8 : db $02 : dw $0003 ; Room $0074: Desert Palace (Map Chest Room) (...............q)
-dl $7EF108 : db $02 : dw $000F ; Room $0084: Desert Palace (Main Entrance Room) (.............qqq)
-dl $7EF340 : db $01 : db $02 ; Bow
-dl $7EF0E6 : db $02 : dw $0001 ; Room $0073: Desert Palace (Big Chest Room) (................)
-dl $7FE068 : db $02 : dw $0001 ; Room $74 persistent: Desert Palace (Map Chest Room)
-dl $7E0540 : db $02 : dw $159A ; Object tilemap state
-dl $7E0544 : db $02 : dw $1714 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1A14 ; Object tilemap state
-dl $7E054C : db $02 : dw $1B9E ; Object tilemap state
-dl $7E0550 : db $02 : dw $18A8 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0C8A ; Object tilemap state
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-.after
-
-sram_hundo_desert_pre_cannonball_room:
-dl $7E0542 : db $02 : dw $1C30 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF0E6 : db $02 : dw $0405 ; Room $0073: Desert Palace (Big Chest Room) (......K.......q.)
-dl $7EF0EA : db $02 : dw $0002 ; Room $0075: Desert Palace (Big Key Chest Room) (...............q)
-dl $7EF10A : db $02 : dw $400A ; Room $0085: Desert Palace (East Entrance Room) (..d..........q.q)
-dl $7E0540 : db $02 : dw $1C2C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_hundo_desert_pot_room:
-dl $7E0542 : db $02 : dw $159E ; Object tilemap state
-dl $7E0546 : db $02 : dw $1890 ; Object tilemap state
-dl $7E054A : db $02 : dw $1B9A ; Object tilemap state
-dl $7E054E : db $02 : dw $1A24 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1724 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0CB2 ; Object tilemap state
-dl $7EF377 : db $01 : db $0A ; Arrows
-dl $7E0FC8 : db $01 : db $03 ; Prize pack index
-dl $7EF0EA : db $02 : dw $0017 ; Room $0075: Desert Palace (Big Key Chest Room) (............q.qq)
-dl $7EF10A : db $02 : dw $400E ; Room $0085: Desert Palace (East Entrance Room) (..d..........qqq)
-dl $7EF366 : db $02 : dw $7000 ; BigKey1
-dl $7E0540 : db $02 : dw $159A ; Object tilemap state
-dl $7E0544 : db $02 : dw $1714 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1A14 ; Object tilemap state
-dl $7E054C : db $02 : dw $1B9E ; Object tilemap state
-dl $7E0550 : db $02 : dw $18A8 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0C8A ; Object tilemap state
-dl $7FE08A : db $02 : dw $001C ; Room $85 persistent: Desert Palace (East Entrance Room)
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_hundo_desert_desert2_spinspeed:
-dl $7E0542 : db $02 : dw $0450 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1C50 ; Object tilemap state
-dl $7E054A : db $02 : dw $1914 ; Object tilemap state
-dl $7E054E : db $02 : dw $1928 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF377 : db $01 : db $14 ; Arrows
-dl $7EF354 : db $01 : db $01 ; Gloves
-dl $7EF0E6 : db $02 : dw $041F ; Room $0073: Desert Palace (Big Chest Room) (......K.....qqqq)
-dl $7EF106 : db $02 : dw $0007 ; Room $0083: Desert Palace (West Entrance Room) (..............qq)
-dl $7FE068 : db $02 : dw $0000 ; Room $74 persistent: Desert Palace (Map Chest Room)
-dl $7E0540 : db $02 : dw $044C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C4C ; Object tilemap state
-dl $7E0548 : db $02 : dw $1514 ; Object tilemap state
-dl $7E054C : db $02 : dw $191E ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_hundo_desert_popo_genocide_room:
-dl $7E0542 : db $02 : dw $0B60 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0B68 ; Object tilemap state
-dl $7E054A : db $02 : dw $1368 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7EF37F : db $01 : db $00 ; Key for dungeon $03
-dl $7EF0A6 : db $02 : dw $0008 ; Room $0053: Desert Palace (Popos 2 / Beamos Hellway Room) (.............q..)
-dl $7EF0C6 : db $02 : dw $840A ; Room $0063: Desert Palace (Final Section Entrance Room) (.d....K......q.q)
-dl $7E0540 : db $02 : dw $0B5C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0B64 ; Object tilemap state
-dl $7E0548 : db $02 : dw $08E2 ; Object tilemap state
-dl $7E054C : db $02 : dw $1864 ; Object tilemap state
-dl $7E0B37 : db $01 : db $9D ; Arc variable
-dl $7FE08A : db $01 : db $00 ; Room $85 persistent: Desert Palace (East Entrance Room)
-dl $7E010E : db $01 : db $0C ; Dungeon entrance index
-; Manual changes:
-dl $7EF36B : db $01 : db $01 ; Heart pieces
-.after
-
-sram_hundo_desert_torches:
-dl $7E0542 : db $02 : dw $044E ; Object tilemap state
-dl $7E0546 : db $02 : dw $094E ; Object tilemap state
-dl $7E054A : db $02 : dw $1470 ; Object tilemap state
-dl $7E054E : db $02 : dw $1C70 ; Object tilemap state
-dl $7E0552 : db $02 : dw $03B6 ; Object tilemap state
-dl $7E0556 : db $02 : dw $09B6 ; Object tilemap state
-dl $7E0FC8 : db $01 : db $04 ; Prize pack index
-dl $7EF086 : db $02 : dw $6401 ; Room $0043: Desert Palace (Torch Puzzle / Moving Wall Room) (..dd..K.........)
-dl $7EF0A6 : db $02 : dw $240F ; Room $0053: Desert Palace (Popos 2 / Beamos Hellway Room) (...d..K......qqq)
-dl $7E0303 : db $01 : db $09 ; Selected menu item
-dl $7E0540 : db $02 : dw $0442 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0942 ; Object tilemap state
-dl $7E0548 : db $02 : dw $144C ; Object tilemap state
-dl $7E054C : db $02 : dw $1C4C ; Object tilemap state
-dl $7E0550 : db $02 : dw $03AA ; Object tilemap state
-dl $7E0554 : db $02 : dw $09AA ; Object tilemap state
-dl $7E0202 : db $01 : db $0B ; Selected menu item
-dl $7E0B37 : db $01 : db $A8 ; Arc variable
-dl $7FE026 : db $02 : dw $06E0 ; Room $53 persistent: Desert Palace (Popos 2 / Beamos Hellway Room)
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_hundo_desert_lanmolas:
-dl $7E0552 : db $02 : dw $83B6 ; Object tilemap state
-dl $7E0556 : db $02 : dw $89B6 ; Object tilemap state
-dl $7EF377 : db $01 : db $19 ; Arrows
-dl $7EF086 : db $02 : dw $E48D ; Room $0043: Desert Palace (Torch Puzzle / Moving Wall Room) (.ddd..K..c...qq.)
-dl $7EF36E : db $01 : db $70 ; Magic Power
-dl $7E0550 : db $02 : dw $83AA ; Object tilemap state
-dl $7E0554 : db $02 : dw $89AA ; Object tilemap state
-dl $7E0B37 : db $01 : db $96 ; Arc variable
-.after
-
-sram_hundo_hera_outside_desert_palace:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF377 : db $01 : db $0C ; Arrows
-dl $7EF36C : db $01 : db $28 ; Health (goal)
-dl $7EF374 : db $01 : db $06 ; Pendants
-dl $7EF36D : db $01 : db $28 ; Health (actual)
-dl $7EF3E9 : db $02 : dw $0000 ; Deaths
-dl $7EF066 : db $02 : dw $0802 ; Room $0033: Desert Palace (Lanmolas[Boss]) (.....k.........q)
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-dl $7FE026 : db $01 : db $00 ; Overworld $53 persistent: Dark Sanctuary
-dl $7E02A2 : db $01 : db $17 ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-; Manual changes:
-dl $7EF36C : db $01 : db $30 ; Health (goal)
-dl $7EF36D : db $01 : db $30 ; Health (actual)
-.after
-
-sram_hundo_hera_fake_flippers:
-dl $7FE048 : db $01 : db $48 ; Overworld $64 persistent: UNKNOWN
-dl $7FE174 : db $01 : db $09 ; Overworld $FA persistent: UNKNOWN
-dl $7FE07E : db $01 : db $01 ; Overworld $7F persistent: Dark Waterfall
-dl $7EC172 : db $02 : dw $0800 ; Crystal switch state
-dl $7E002F : db $01 : db $06 ; Link's direction
-; Manual changes:
-dl $7EF343 : db $01 : db $02 ; Bombs
-dl $7EF36B : db $01 : db $02 ; Heart pieces
-.after
-
-sram_hundo_hera_dm:
-dl $7EF377 : db $01 : db $0B ; Arrows
-dl $7EF1E0 : db $02 : dw $000F ; Room $00F0: Cave (Lost Old Man Starting Cave) (.............qqq)
-dl $7EF3C8 : db $01 : db $05 ; Entrances Phase
-dl $7EF3CC : db $01 : db $04 ; Tagalong
-dl $7EF1E2 : db $02 : dw $000F ; Room $00F1: Cave (Lost Old Man Starting Cave) (.............qqq)
-dl $7FE048 : db $01 : db $00 ; Room $64 persistent: Thieves Town (West Attic Room)
-dl $7FE174 : db $01 : db $00 ; Room $FA persistent: Cave
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $0540 ; Object tilemap state
-dl $7E0FC9 : db $01 : db $01 ; Prize pack index
-dl $7FE07E : db $01 : db $00 ; Room $7F persistent: Ice Palace ( Big Spike Traps Room)
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E010E : db $01 : db $06 ; Dungeon entrance index
-; Manual changes:
-dl $7EF36B : db $01 : db $03 ; Heart pieces
-.after
-
-sram_hundo_hera_after_mirror:
-dl $7EF353 : db $01 : db $02 ; Magic Mirror
-dl $7EF3C8 : db $01 : db $01 ; Entrances Phase
-dl $7EF3CC : db $01 : db $00 ; Tagalong
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7FDFCB : db $01 : db $F3 ; Overworld $25 persistent: Octorok Area
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_hundo_hera_quickhop:
-dl $7E1ABF : db $01 : db $1C ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $08 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $38 ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $01 ; Warp Vortex Coordinate
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_hundo_hera_entrance:
-dl $7E002F : db $01 : db $00 ; Link's direction
-; Manual changes:
-dl $7EF343 : db $01 : db $01 ; Bombs
-dl $7EF36B : db $01 : db $01 ; Heart pieces
-dl $7EF36C : db $01 : db $38 ; Health (goal)
-dl $7EF36D : db $01 : db $38 ; Health (actual)
-.after
-
-sram_hundo_hera_tile_room:
-dl $7EF36F : db $02 : dw $0000 ; Keys
-dl $7EF0EE : db $02 : dw $800F ; Room $0077: Tower of Hera (Entrance Room) (.d...........qqq)
-dl $7EF10E : db $02 : dw $0402 ; Room $0087: Tower of Hera (Tile Room) (......K........q)
-dl $7EF386 : db $01 : db $01 ; Key for dungeon $0A
-dl $7E0303 : db $01 : db $02 ; Selected menu item
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $02 ; Selected menu item
-dl $7FDFCB : db $01 : db $00 ; Room $25 persistent: Empty Clone Room
-dl $7E02A2 : db $01 : db $00 ; Arc variable
-dl $7E010E : db $01 : db $33 ; Dungeon entrance index
-; Manual changes:
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-.after
-
-sram_hundo_hera_torches:
-dl $7E0542 : db $02 : dw $0B10 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0C18 ; Object tilemap state
-dl $7E054A : db $02 : dw $0C28 ; Object tilemap state
-dl $7E054E : db $02 : dw $1470 ; Object tilemap state
-dl $7E0552 : db $02 : dw $186C ; Object tilemap state
-dl $7E0556 : db $02 : dw $1B6C ; Object tilemap state
-dl $7EF10E : db $02 : dw $040E ; Room $0087: Tower of Hera (Tile Room) (......K......qqq)
-dl $7E0540 : db $02 : dw $0B0C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0C10 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0C20 ; Object tilemap state
-dl $7E054C : db $02 : dw $144C ; Object tilemap state
-dl $7E0550 : db $02 : dw $1850 ; Object tilemap state
-dl $7E0554 : db $02 : dw $1B50 ; Object tilemap state
-dl $7E0B37 : db $01 : db $80 ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_hundo_hera_beetles:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF10E : db $02 : dw $041F ; Room $0087: Tower of Hera (Tile Room) (......K.....qqqq)
-dl $7EF366 : db $02 : dw $7020 ; BigKey1
-dl $7EF36E : db $01 : db $70 ; Magic Power
-dl $7EF386 : db $01 : db $00 ; Key for dungeon $0A
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E02A1 : db $01 : db $00 ; Arc variable
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_hundo_hera_petting_zoo:
-dl $7E0542 : db $02 : dw $1C60 ; Object tilemap state
-dl $7EF343 : db $01 : db $01 ; Bombs
-dl $7E0FCC : db $01 : db $02 ; Prize pack index
-dl $7EF375 : db $01 : db $00 ; Bomb filler
-dl $7EF062 : db $02 : dw $800F ; Room $0031: Tower of Hera (Hardhat Beetles Room) (.d...........qqq)
-dl $7E0540 : db $02 : dw $1C5C ; Object tilemap state
-dl $7FDFE2 : db $02 : dw $0580 ; Room $31 persistent: Tower of Hera (Hardhat Beetles Room)
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-; Manual changes:
-dl $7EF343 : db $01 : db $02 ; Bombs
-.after
-
-sram_hundo_hera_moldorm:
-dl $7E0542 : db $02 : dw $0E64 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1064 ; Object tilemap state
-dl $7E054A : db $02 : dw $1264 ; Object tilemap state
-dl $7E054E : db $02 : dw $0E68 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1068 ; Object tilemap state
-dl $7E0556 : db $02 : dw $1268 ; Object tilemap state
-dl $7EF357 : db $01 : db $01 ; Moon Pearl
-dl $7E0FC8 : db $01 : db $05 ; Prize pack index
-dl $7EF36D : db $01 : db $20 ; Health (actual)
-dl $7EF02E : db $02 : dw $000F ; Room $0017: Tower of Hera (Moldorm Fall Room) (.............qqq)
-dl $7EF04E : db $02 : dw $001F ; Room $0027: Tower of Hera (Big Chest) (............qqqq)
-dl $7E029F : db $01 : db $19 ; Arc variable
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7E0540 : db $02 : dw $0D64 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0F64 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1164 ; Object tilemap state
-dl $7E054C : db $02 : dw $0D68 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0F68 ; Object tilemap state
-dl $7E0554 : db $02 : dw $1168 ; Object tilemap state
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-dl $7FDFCE : db $02 : dw $0024 ; Room $27 persistent: Tower of Hera (Big Chest)
-; Manual changes:
-dl $7EF36D : db $01 : db $30 ; Health (actual)
-.after
-
-sram_hundo_aga_outside_hera:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF3C7 : db $01 : db $04 ; Map Phase
-dl $7EF3F7 : db $02 : dw $0000 ; Deaths
-dl $7EF36C : db $01 : db $30 ; Health (goal)
-dl $7EF374 : db $01 : db $07 ; Pendants
-dl $7EF36D : db $01 : db $30 ; Health (actual)
-dl $7EF00E : db $02 : dw $080F ; Room $0007: Tower of Hera (Moldorm[Boss]) (.....k.......qqq)
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7FDFCB : db $01 : db $F3 ; Overworld $25 persistent: Octorok Area
-dl $7FDFCE : db $01 : db $00 ; Overworld $27 persistent: UNKNOWN
-dl $7FDFE2 : db $01 : db $00 ; Overworld $31 persistent: UNKNOWN
-dl $7E02A2 : db $01 : db $17 ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-; Manual changes:
-dl $7EF36C : db $01 : db $40 ; Health (goal)
-dl $7EF36D : db $01 : db $40 ; Health (actual)
-.after
-
-sram_hundo_aga_first_rupee_tree:
-dl $7E0542 : db $02 : dw $1058 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1838 ; Object tilemap state
-dl $7EF1CC : db $02 : dw $000F ; Room $00E6: Cave (.............qqq)
-dl $7EF1CE : db $02 : dw $000F ; Room $00E7: Cave (.............qqq)
-dl $7E0540 : db $02 : dw $0C6C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1448 ; Object tilemap state
-dl $7FDFCB : db $01 : db $00 ; Room $25 persistent: Empty Clone Room
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E010E : db $01 : db $2F ; Dungeon entrance index
-dl $7FE14E : db $02 : dw $0008 ; Room $E7 persistent: Cave
-; Manual changes:
-dl $7EF36B : db $01 : db $01 ; Heart pieces
-.after
-
-sram_hundo_aga_lost_woods:
-dl $7EF377 : db $01 : db $0A ; Arrows
-dl $7EF360 : db $02 : dw $0026 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $0026 ; Rupees (actual)
-dl $7EC172 : db $02 : dw $0900 ; Crystal switch state
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7FE14E : db $01 : db $00 ; Overworld $E7 persistent: UNKNOWN
-; Manual changes:
-dl $7EF360 : db $02 : dw $0080 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $0080 ; Rupees (actual)
-.after
-
-sram_hundo_aga_after_lost_woods:
-dl $7EF3C7 : db $01 : db $05 ; Map Phase
-dl $7EF300 : db $01 : db $40 ; Overworld $80: Unknown (..?.....)
-dl $7EF360 : db $02 : dw $0076 ; Rupees (goal)
-dl $7EF359 : db $01 : db $02 ; Sword
-dl $7EF362 : db $02 : dw $0076 ; Rupees (actual)
-dl $7FE1E8 : db $01 : db $E9 ; Overworld $134 persistent: UNKNOWN
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7FE132 : db $01 : db $01 ; Overworld $D9 persistent: UNKNOWN
-; Manual changes:
-dl $7EF360 : db $02 : dw $0080 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $0080 ; Rupees (actual)
-dl $7EF344 : db $01 : db $01 ; Mushroom
-dl $7EF36B : db $01 : db $02 ; Heart pieces
-.after
-
-sram_hundo_aga_castle_screen:
-dl $7FE06C : db $01 : db $43 ; Overworld $76 persistent: UNKNOWN
-dl $7FE1E8 : db $01 : db $00 ; Overworld $134 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $000A ; Crystal switch state
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7FE132 : db $01 : db $00 ; Overworld $D9 persistent: UNKNOWN
-dl $7FE144 : db $01 : db $42 ; Overworld $E2 persistent: UNKNOWN
-.after
-
-sram_hundo_aga_entrance:
-dl $7E0542 : db $02 : dw $044C ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF29B : db $01 : db $60 ; Overworld $1B: Unknown (..??....)
-dl $7FE0EF : db $01 : db $41 ; Overworld $B7 persistent: UNKNOWN
-dl $7FE06C : db $01 : db $00 ; Overworld $76 persistent: UNKNOWN
-dl $7E0540 : db $02 : dw $0470 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E010E : db $01 : db $04 ; Dungeon entrance index
-dl $7FE144 : db $01 : db $00 ; Overworld $E2 persistent: UNKNOWN
-.after
-
-sram_hundo_aga_fairy_skip:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF377 : db $01 : db $08 ; Arrows
-dl $7E0FC8 : db $01 : db $07 ; Prize pack index
-dl $7EF1C0 : db $02 : dw $000A ; Room $00E0: Agahnim's Tower (Entrance Room) (.............q.q)
-dl $7FE0EF : db $01 : db $00 ; Room $B7 persistent: Turtle Rock (Map Chest / Key Chest / Roller Room)
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E010E : db $01 : db $24 ; Dungeon entrance index
-dl $7FE140 : db $02 : dw $0003 ; Room $E0 persistent: Agahnim's Tower (Entrance Room)
-.after
-
-sram_hundo_aga_dark_room_of_despair:
-dl $7E0542 : db $02 : dw $0B8C ; Object tilemap state
-dl $7E0546 : db $02 : dw $1030 ; Object tilemap state
-dl $7E054A : db $02 : dw $1792 ; Object tilemap state
-dl $7E054E : db $02 : dw $1C16 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0D24 ; Object tilemap state
-dl $7EF1A0 : db $02 : dw $0004 ; Room $00D0: Agahnim's Tower (Dark Maze) (..............q.)
-dl $7EF1C0 : db $02 : dw $201E ; Room $00E0: Agahnim's Tower (Entrance Room) (...d........qqqq)
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $059E ; Object tilemap state
-dl $7E0544 : db $02 : dw $0D2A ; Object tilemap state
-dl $7E0548 : db $02 : dw $14B0 ; Object tilemap state
-dl $7E054C : db $02 : dw $1C0C ; Object tilemap state
-dl $7E0550 : db $02 : dw $0A1E ; Object tilemap state
-dl $7E0554 : db $02 : dw $1012 ; Object tilemap state
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7FE140 : db $02 : dw $000F ; Room $E0 persistent: Agahnim's Tower (Entrance Room)
-.after
-
-sram_hundo_aga_dark_room_of_melancholy:
-dl $7E0542 : db $02 : dw $0E0C ; Object tilemap state
-dl $7E0546 : db $02 : dw $1B1C ; Object tilemap state
-dl $7E054A : db $02 : dw $06D8 ; Object tilemap state
-dl $7E054E : db $02 : dw $0D24 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1A10 ; Object tilemap state
-dl $7EF180 : db $02 : dw $0001 ; Room $00C0: Agahnim's Tower (Dark Bridge Room) (................)
-dl $7EF1A0 : db $02 : dw $801F ; Room $00D0: Agahnim's Tower (Dark Maze) (.d..........qqqq)
-dl $7E0540 : db $02 : dw $0A30 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1A0C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0710 ; Object tilemap state
-dl $7E054C : db $02 : dw $06E4 ; Object tilemap state
-dl $7E0550 : db $02 : dw $1518 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0CBD : db $01 : db $01 ; Sprite drop
-dl $7FE120 : db $02 : dw $0020 ; Room $D0 persistent: Agahnim's Tower (Dark Maze)
-.after
-
-sram_hundo_aga_spear_guards:
-dl $7EF180 : db $02 : dw $240F ; Room $00C0: Agahnim's Tower (Dark Bridge Room) (...d..K......qqq)
-dl $7FE100 : db $02 : dw $0018 ; Room $C0 persistent: Agahnim's Tower (Dark Bridge Room)
-dl $7E0CBD : db $01 : db $00 ; Sprite drop
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_hundo_aga_circle_of_pots:
-dl $7E0CC4 : db $01 : db $01 ; Sprite drop
-dl $7E0542 : db $02 : dw $151C ; Object tilemap state
-dl $7E0546 : db $02 : dw $1528 ; Object tilemap state
-dl $7E054A : db $02 : dw $1910 ; Object tilemap state
-dl $7E054E : db $02 : dw $1824 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1B1C ; Object tilemap state
-dl $7E0556 : db $02 : dw $1B28 ; Object tilemap state
-dl $7E055A : db $02 : dw $172C ; Object tilemap state
-dl $7EF377 : db $01 : db $03 ; Arrows
-dl $7EF160 : db $02 : dw $000C ; Room $00B0: Agahnim's Tower (Circle of Pots) (.............qq.)
-dl $7FE0E0 : db $02 : dw $003F ; Room $B0 persistent: Agahnim's Tower (Circle of Pots)
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $1514 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1520 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1710 ; Object tilemap state
-dl $7E054C : db $02 : dw $1818 ; Object tilemap state
-dl $7E0550 : db $02 : dw $1B14 ; Object tilemap state
-dl $7E0554 : db $02 : dw $1B20 ; Object tilemap state
-dl $7E0558 : db $02 : dw $192C ; Object tilemap state
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0FC7 : db $01 : db $02 ; Prize pack index
-.after
-
-sram_hundo_aga_pit_room:
-dl $7E0CC4 : db $01 : db $00 ; Sprite drop
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF377 : db $01 : db $07 ; Arrows
-dl $7EF080 : db $02 : dw $0001 ; Room $0040: Agahnim's Tower (Final Bridge Room) (................)
-dl $7EF160 : db $02 : dw $240F ; Room $00B0: Agahnim's Tower (Circle of Pots) (...d..K......qqq)
-dl $7EF360 : db $02 : dw $0077 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $0077 ; Rupees (actual)
-dl $7E0303 : db $01 : db $02 ; Selected menu item
-dl $7FE0E0 : db $02 : dw $043F ; Room $B0 persistent: Agahnim's Tower (Circle of Pots)
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $02 ; Selected menu item
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7FE140 : db $02 : dw $0000 ; Room $E0 persistent: Agahnim's Tower (Entrance Room)
-; Manual changes:
-dl $7EF360 : db $02 : dw $0080 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $0080 ; Rupees (actual)
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-.after
-
-sram_hundo_aga_agahnim:
-dl $7EF060 : db $02 : dw $840A ; Room $0030: Agahnim's Tower (Maiden Sacrifice Chamber) (.d....K......q.q)
-dl $7EF080 : db $02 : dw $000B ; Room $0040: Agahnim's Tower (Final Bridge Room) (.............q.q)
-dl $7FDFE0 : db $02 : dw $0001 ; Room $30 persistent: Agahnim's Tower (Maiden Sacrifice Chamber)
-dl $7E02A2 : db $01 : db $00 ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7FE120 : db $02 : dw $0000 ; Room $D0 persistent: Agahnim's Tower (Dark Maze)
-.after
-
-sram_hundo_pod_pyramid:
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF3C7 : db $01 : db $06 ; Map Phase
-dl $7EF3EB : db $02 : dw $0000 ; Deaths
-dl $7EF040 : db $02 : dw $0802 ; Room $0020: Agahnim's Tower (Agahnim[Boss]) (.....k.........q)
-dl $7EF3C5 : db $01 : db $03 ; Game Phase 1
-dl $7EF282 : db $01 : db $20 ; Overworld $02: Unknown (...?....)
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7FDFE0 : db $01 : db $00 ; Overworld $30 persistent: Desert of Mystery
-dl $7FE0E0 : db $01 : db $00 ; Overworld $B0 persistent: UNKNOWN
-dl $7FE100 : db $01 : db $00 ; Overworld $C0 persistent: UNKNOWN
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_hundo_pod_pod_overworld:
-dl $7FE00C : db $01 : db $DB ; Overworld $46 persistent: UNKNOWN
-dl $7FE038 : db $01 : db $42 ; Overworld $5C persistent: UNKNOWN
-dl $7FE110 : db $01 : db $7A ; Overworld $C8 persistent: UNKNOWN
-dl $7FE160 : db $01 : db $42 ; Overworld $F0 persistent: UNKNOWN
-dl $7FE124 : db $01 : db $AD ; Overworld $D2 persistent: UNKNOWN
-dl $7E002F : db $01 : db $00 ; Link's direction
-; Manual changes:
-dl $7EF36B : db $01 : db $03 ; Heart pieces
-.after
-
-sram_hundo_pod_entrance:
-dl $7EF360 : db $02 : dw $0009 ; Rupees (goal)
-dl $7EF2DE : db $01 : db $20 ; Overworld $5E: Unknown (...?....)
-dl $7EF362 : db $02 : dw $0009 ; Rupees (actual)
-dl $7FE00C : db $01 : db $00 ; Overworld $46 persistent: UNKNOWN
-dl $7FE038 : db $01 : db $00 ; Overworld $5C persistent: UNKNOWN
-dl $7FE110 : db $01 : db $00 ; Overworld $C8 persistent: UNKNOWN
-dl $7FE160 : db $01 : db $00 ; Overworld $F0 persistent: UNKNOWN
-dl $7FDFCD : db $01 : db $23 ; Overworld $26 persistent: UNKNOWN
-dl $7FE124 : db $01 : db $00 ; Overworld $D2 persistent: UNKNOWN
-; Manual changes:
-dl $7EF360 : db $02 : dw $0012 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $0012 ; Rupees (actual)
-.after
-
-sram_hundo_pod_main_hub_small_key:
-dl $7E0542 : db $02 : dw $0520 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0B20 ; Object tilemap state
-dl $7E054A : db $02 : dw $0844 ; Object tilemap state
-dl $7E054E : db $02 : dw $056E ; Object tilemap state
-dl $7E0552 : db $02 : dw $0B6E ; Object tilemap state
-dl $7EF343 : db $01 : db $03 ; Bombs
-dl $7EF36F : db $02 : dw $0000 ; Keys
-dl $7EF094 : db $02 : dw $200F ; Room $004A: Palace of Darkness (Entrance Room) (...d.........qqq)
-dl $7EF012 : db $02 : dw $0018 ; Room $0009: Palace of Darkness (............qq..)
-dl $7EF382 : db $01 : db $01 ; Key for dungeon $06
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7FDFCD : db $01 : db $00 ; Room $26 persistent: Swamp Palace (Statue Room)
-dl $7E0540 : db $02 : dw $050E ; Object tilemap state
-dl $7E0544 : db $02 : dw $0B0E ; Object tilemap state
-dl $7E0548 : db $02 : dw $0838 ; Object tilemap state
-dl $7E054C : db $02 : dw $055C ; Object tilemap state
-dl $7E0550 : db $02 : dw $0B5C ; Object tilemap state
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-dl $7E010E : db $01 : db $26 ; Dungeon entrance index
-.after
-
-sram_hundo_pod_main_hub_bk:
-dl $7E0B35 : db $01 : db $00 ; Arc variable
-dl $7EF343 : db $01 : db $04 ; Bombs
-dl $7EF36F : db $01 : db $01 ; Keys
-dl $7EF014 : db $02 : dw $001F ; Room $000A: Palace of Darkness (Stalfos Trap Room) (............qqqq)
-dl $7EF074 : db $02 : dw $800F ; Room $003A: Palace of Darkness (Bombable Floor Room) (.d...........qqq)
-dl $7E0B33 : db $01 : db $00 ; Arc variable
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7E0B0C : db $01 : db $D0 ; Arc variable
-dl $7E0B34 : db $01 : db $00 ; Arc variable
-.after
-
-sram_hundo_pod_main_hub_hammeryump:
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF014 : db $02 : dw $801F ; Room $000A: Palace of Darkness (Stalfos Trap Room) (.d..........qqqq)
-dl $7EF074 : db $02 : dw $801F ; Room $003A: Palace of Darkness (Bombable Floor Room) (.d..........qqqq)
-dl $7EF366 : db $02 : dw $7220 ; BigKey1
-dl $7EF382 : db $01 : db $00 ; Key for dungeon $06
-dl $7E029F : db $01 : db $00 ; Arc variable
-.after
-
-sram_hundo_pod_hammeryump:
-dl $7E0542 : db $02 : dw $1350 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF054 : db $02 : dw $402F ; Room $002A: Palace of Darkness (Big Hub Room) (..d........c.qqq)
-dl $7E0540 : db $02 : dw $0C50 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1328 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-.after
-
-sram_hundo_pod_before_sexy_statue:
-dl $7E0542 : db $02 : dw $0B20 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0C20 ; Object tilemap state
-dl $7EF34B : db $01 : db $01 ; Hammer
-dl $7EF36F : db $01 : db $01 ; Keys
-dl $7EF034 : db $02 : dw $301A ; Room $001A: Palace of Darkness (Big Chest Room) (...db.......qq.q)
-dl $7EF36D : db $01 : db $28 ; Health (actual)
-dl $7EF032 : db $02 : dw $802F ; Room $0019: Palace of Darkness (Dark Maze) (.d.........c.qqq)
-dl $7EF382 : db $01 : db $01 ; Key for dungeon $06
-dl $7E0540 : db $02 : dw $0B1C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0C1C ; Object tilemap state
-dl $7E0548 : db $02 : dw $4E64 ; Object tilemap state
-dl $7E0FCD : db $01 : db $01 ; Prize pack index
-dl $7E0B37 : db $01 : db $01 ; Arc variable
-dl $7E0B3F : db $01 : db $01 ; Arc variable
-; Manual changes:
-dl $7EF36D : db $01 : db $38 ; Health (actual)
-.after
-
-sram_hundo_pod_sexy_statue_room:
-dl $7E0542 : db $02 : dw $1350 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF377 : db $01 : db $06 ; Arrows
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7E0540 : db $02 : dw $0C50 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1328 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_hundo_pod_mimics:
-dl $7E0542 : db $02 : dw $0610 ; Object tilemap state
-dl $7E0546 : db $02 : dw $052C ; Object tilemap state
-dl $7E054A : db $02 : dw $072C ; Object tilemap state
-dl $7E054E : db $02 : dw $1692 ; Object tilemap state
-dl $7E0552 : db $02 : dw $16AA ; Object tilemap state
-dl $7E0556 : db $02 : dw $151E ; Object tilemap state
-dl $7E0642 : db $01 : db $01 ; Room puzzle state (?)
-dl $7EF343 : db $01 : db $06 ; Bombs
-dl $7EF36D : db $01 : db $30 ; Health (actual)
-dl $7EF056 : db $02 : dw $000A ; Room $002B: Palace of Darkness (Map Chest / Fairy Room) (.............q.q)
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $0510 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0710 ; Object tilemap state
-dl $7E0548 : db $02 : dw $062C ; Object tilemap state
-dl $7E054C : db $02 : dw $1592 ; Object tilemap state
-dl $7E0550 : db $02 : dw $15AA ; Object tilemap state
-dl $7E0554 : db $02 : dw $151A ; Object tilemap state
-dl $7E0558 : db $02 : dw $1522 ; Object tilemap state
-dl $7E002F : db $01 : db $00 ; Link's direction
-; Manual changes:
-dl $7EF36D : db $01 : db $40 ; Health (actual)
-.after
-
-sram_hundo_pod_statue:
-dl $7E0542 : db $02 : dw $1728 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0642 : db $01 : db $00 ; Room puzzle state (?)
-dl $7EF377 : db $01 : db $07 ; Arrows
-dl $7EF036 : db $02 : dw $0002 ; Room $001B: Palace of Darkness (Mimics / Moving Wall Room) (...............q)
-dl $7E0540 : db $02 : dw $1714 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7FDFB6 : db $02 : dw $0038 ; Room $1B persistent: Palace of Darkness (Mimics / Moving Wall Room)
-dl $7E0FCB : db $01 : db $02 ; Prize pack index
-.after
-
-sram_hundo_pod_basement:
-dl $7EF377 : db $01 : db $06 ; Arrows
-dl $7EF036 : db $02 : dw $008E ; Room $001B: Palace of Darkness (Mimics / Moving Wall Room) (.........c...qqq)
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7E0468 : db $01 : db $01 ; Trap door state
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-dl $7EC172 : db $01 : db $00 ; Crystal switch state
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_hundo_pod_turtle_room:
-dl $7E0542 : db $02 : dw $0966 ; Object tilemap state
-dl $7E0546 : db $02 : dw $03CA ; Object tilemap state
-dl $7E054A : db $02 : dw $076A ; Object tilemap state
-dl $7E054E : db $02 : dw $095E ; Object tilemap state
-dl $7E0552 : db $02 : dw $085E ; Object tilemap state
-dl $7E0556 : db $02 : dw $1814 ; Object tilemap state
-dl $7E055A : db $02 : dw $1854 ; Object tilemap state
-dl $7EF36F : db $02 : dw $0000 ; Keys
-dl $7EF016 : db $02 : dw $200C ; Room $000B: Palace of Darkness (Turtle Room) (...d.........qq.)
-dl $7E0540 : db $02 : dw $0962 ; Object tilemap state
-dl $7E0544 : db $02 : dw $096A ; Object tilemap state
-dl $7E0548 : db $02 : dw $0CCA ; Object tilemap state
-dl $7E054C : db $02 : dw $086A ; Object tilemap state
-dl $7E0550 : db $02 : dw $075E ; Object tilemap state
-dl $7E0554 : db $02 : dw $5760 ; Object tilemap state
-dl $7E0558 : db $02 : dw $1828 ; Object tilemap state
-dl $7E055C : db $02 : dw $1864 ; Object tilemap state
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-.after
-
-sram_hundo_pod_helma:
-dl $7E0542 : db $02 : dw $03F2 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl $7E0FC8 : db $01 : db $01 ; Prize pack index
-dl $7EF0D4 : db $02 : dw $8005 ; Room $006A: Palace of Darkness (Rupee Room) (.d............q.)
-dl $7EF016 : db $02 : dw $200F ; Room $000B: Palace of Darkness (Turtle Room) (...d.........qqq)
-dl $7FE054 : db $02 : dw $0010 ; Room $6A persistent: Palace of Darkness (Rupee Room)
-dl $7E0540 : db $02 : dw $03CA ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055C : db $02 : dw $0000 ; Object tilemap state
-dl $7FDF96 : db $02 : dw $03F0 ; Room $B persistent: Palace of Darkness (Turtle Room)
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_hundo_thieves_outside_pod:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0ABD : db $01 : db $00 ; Palette swap
-dl $7E0B31 : db $01 : db $38 ; Arc variable
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF3C7 : db $01 : db $07 ; Map Phase
-dl $7EF3EF : db $02 : dw $0000 ; Deaths
-dl $7EF0B4 : db $02 : dw $0801 ; Room $005A: Palace of Darkness (Helmasaur King[Boss]) (.....k..........)
-dl $7E0B32 : db $01 : db $00 ; Arc variable
-dl $7EF36C : db $01 : db $38 ; Health (goal)
-dl $7EF36D : db $01 : db $38 ; Health (actual)
-dl $7EF37A : db $01 : db $02 ; Crystals
-dl $7EF382 : db $01 : db $00 ; Key for dungeon $06
-dl $7FE054 : db $01 : db $00 ; Overworld $6A persistent: Haunted Grove
-dl $7FDFCD : db $01 : db $23 ; Overworld $26 persistent: UNKNOWN
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E02A1 : db $01 : db $17 ; Arc variable
-dl $7E0B33 : db $01 : db $0F ; Arc variable
-dl $7FDF96 : db $01 : db $00 ; Overworld $B persistent: UNKNOWN
-dl $7FDFB6 : db $01 : db $00 ; Overworld $1B persistent: Hyrule Castle
-dl $7E0B08 : db $01 : db $08 ; Arc variable
-dl $7E0B0C : db $01 : db $8E ; Arc variable
-dl $7E0B30 : db $01 : db $0E ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-; Manual changes:
-dl $7EF36C : db $01 : db $48 ; Health (goal)
-dl $7EF36D : db $01 : db $48 ; Health (actual)
-.after
-
-sram_hundo_thieves_ow_hammerdash:
-dl $7FE00C : db $01 : db $DB ; Overworld $46 persistent: UNKNOWN
-dl $7FE038 : db $01 : db $42 ; Overworld $5C persistent: UNKNOWN
-dl $7FE110 : db $01 : db $7A ; Overworld $C8 persistent: UNKNOWN
-dl $7FE160 : db $01 : db $42 ; Overworld $F0 persistent: UNKNOWN
-dl $7FDFCD : db $01 : db $00 ; Overworld $26 persistent: UNKNOWN
-dl $7FE124 : db $01 : db $AD ; Overworld $D2 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $0004 ; Crystal switch state
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_hundo_thieves_grove:
-dl $7FE13B : db $01 : db $26 ; Overworld $DD persistent: UNKNOWN
-dl $7FE163 : db $01 : db $42 ; Overworld $F1 persistent: UNKNOWN
-dl $7FE00C : db $01 : db $00 ; Overworld $46 persistent: UNKNOWN
-dl $7FE038 : db $01 : db $00 ; Overworld $5C persistent: UNKNOWN
-dl $7FE110 : db $01 : db $00 ; Overworld $C8 persistent: UNKNOWN
-dl $7FE150 : db $01 : db $42 ; Overworld $E8 persistent: UNKNOWN
-dl $7FE160 : db $01 : db $00 ; Overworld $F0 persistent: UNKNOWN
-dl $7FE124 : db $01 : db $00 ; Overworld $D2 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $0020 ; Crystal switch state
-dl $7E002F : db $01 : db $00 ; Link's direction
-; Manual changes:
-dl $7EF360 : db $02 : dw $013E ; Rupees (goal)
-dl $7EF362 : db $02 : dw $013E ; Rupees (actual)
-.after
-
-sram_hundo_thieves_usain_bolt:
-dl $7EF34C : db $01 : db $02 ; Flute
-dl $7E1ABF : db $01 : db $9D ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $04 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $9C ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $0A ; Warp Vortex Coordinate
-dl $7EF3CA : db $01 : db $00 ; LW/DW
-dl $7FE13B : db $01 : db $00 ; Overworld $DD persistent: UNKNOWN
-dl $7FE163 : db $01 : db $00 ; Overworld $F1 persistent: UNKNOWN
-dl $7E0303 : db $01 : db $08 ; Selected menu item
-dl $7FE07C : db $01 : db $A0 ; Overworld $7E persistent: UNKNOWN
-dl $7FE150 : db $01 : db $00 ; Overworld $E8 persistent: UNKNOWN
-dl $7FE019 : db $01 : db $1E ; Overworld $4C persistent: UNKNOWN
-dl $7FE06D : db $01 : db $A1 ; Overworld $76 persistent: UNKNOWN
-dl $7FE161 : db $01 : db $A1 ; Overworld $F0 persistent: UNKNOWN
-dl $7E0202 : db $01 : db $0D ; Selected menu item
-dl $7FE04E : db $01 : db $9F ; Overworld $67 persistent: UNKNOWN
-dl $7FE06E : db $01 : db $2F ; Overworld $77 persistent: Black Ice Cave
-dl $7EC172 : db $02 : dw $0900 ; Crystal switch state
-; Manual changes:
-dl $7E1ABF : db $01 : db $1C ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $08 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $38 ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $01 ; Warp Vortex Coordinate
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7EF36B : db $01 : db $00 ; Heart pieces
-dl $7EF36C : db $01 : db $50 ; Health (goal)
-dl $7EF36D : db $01 : db $50 ; Health (actual)
-.after
-
-sram_hundo_thieves_after_activating_flute:
-dl $7EF298 : db $01 : db $20 ; Overworld $18: Unknown (...?....)
-dl $7EF34C : db $01 : db $03 ; Flute
-dl $7FE07C : db $01 : db $00 ; Overworld $7E persistent: UNKNOWN
-dl $7FE019 : db $01 : db $00 ; Overworld $4C persistent: UNKNOWN
-dl $7FE06D : db $01 : db $00 ; Overworld $76 persistent: UNKNOWN
-dl $7FE161 : db $01 : db $00 ; Overworld $F0 persistent: UNKNOWN
-dl $7E02A1 : db $01 : db $23 ; Arc variable
-dl $7FE04E : db $01 : db $00 ; Overworld $67 persistent: UNKNOWN
-dl $7FE06E : db $01 : db $00 ; Overworld $77 persistent: Black Ice Cave
-dl $7FE102 : db $01 : db $42 ; Overworld $C1 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $0920 ; Crystal switch state
-dl $7E02A2 : db $01 : db $FD ; Arc variable
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7FE128 : db $01 : db $DC ; Overworld $D4 persistent: UNKNOWN
-; Manual changes:
-dl $7EF34D : db $01 : db $01 ; Net
-dl $7EF34F : db $01 : db $01 ; Bottles
-dl $7EF35C : db $01 : db $02 ; Bottle 1 (empty)
-dl $7EF360 : db $02 : dw $01A4 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $01A4 ; Rupees (actual)
-dl $7EF36B : db $01 : db $02 ; Heart pieces
-dl $7EF3CA : db $01 : db $00 ; LW/DW
-.after
-
-sram_hundo_thieves_darkworld:
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7FE068 : db $01 : db $26 ; Overworld $74 persistent: Dark Swamp North
-dl $7FE045 : db $01 : db $13 ; Overworld $62 persistent: Locked Chest House
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-dl $7FE102 : db $01 : db $00 ; Overworld $C1 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $001E ; Crystal switch state
-dl $7FE128 : db $01 : db $00 ; Overworld $D4 persistent: UNKNOWN
-dl $7FE136 : db $01 : db $1A ; Overworld $DB persistent: UNKNOWN
-; Manual changes:
-dl $7EF344 : db $01 : db $02 ; Magic powder
-dl $7EF35D : db $01 : db $02 ; Bottle 2 (empty)
-dl $7EF360 : db $02 : dw $0154 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $0154 ; Rupees (actual)
-dl $7EF36B : db $01 : db $00 ; Heart pieces
-dl $7EF36C : db $01 : db $58 ; Health (goal)
-dl $7EF36D : db $01 : db $58 ; Health (actual)
-.after
-
-sram_hundo_thieves_entrance:
-dl $7EF2D8 : db $01 : db $20 ; Overworld $58: Unknown (...?....)
-dl $7EF360 : db $02 : dw $000A ; Rupees (goal)
-dl $7EF362 : db $02 : dw $000A ; Rupees (actual)
-dl $7FE068 : db $01 : db $00 ; Overworld $74 persistent: Dark Swamp North
-dl $7FE045 : db $01 : db $00 ; Overworld $62 persistent: Locked Chest House
-dl $7FE0E3 : db $01 : db $13 ; Overworld $B1 persistent: UNKNOWN
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7FE136 : db $01 : db $00 ; Overworld $DB persistent: UNKNOWN
-dl $7FE148 : db $01 : db $26 ; Overworld $E4 persistent: UNKNOWN
-; Manual changes:
-dl $7EF341 : db $01 : db $02 ; Magic boomerang
-dl $7EF360 : db $02 : dw $0136 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $0136 ; Rupees (actual)
-dl $7EF36B : db $01 : db $01 ; Heart pieces
-.after
-
-sram_hundo_thieves_after_big_key:
-dl $7E0542 : db $02 : dw $0470 ; Object tilemap state
-dl $7E0546 : db $02 : dw $333E ; Object tilemap state
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF198 : db $02 : dw $000F ; Room $00CC: Thieves Town (North East Entrance Room) (.............qqq)
-dl $7EF1B8 : db $02 : dw $000F ; Room $00DC: Thieves Town (South East Entrance Room) (.............qqq)
-dl $7EF196 : db $02 : dw $000F ; Room $00CB: Thieves Town (North West Entrance Room) (.............qqq)
-dl $7EF1B6 : db $02 : dw $002F ; Room $00DB: Thieves Town (Main (South West) Entrance Room) (...........c.qqq)
-dl $7EF366 : db $02 : dw $7230 ; BigKey1
-dl $7E0540 : db $02 : dw $040C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1058 ; Object tilemap state
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7FE0E3 : db $01 : db $00 ; Room $B1 persistent: Misery Mire (Hourglass Room)
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E010E : db $01 : db $34 ; Dungeon entrance index
-dl $7FE148 : db $01 : db $00 ; Room $E4 persistent: Cave (Lost Old Man Final Cave)
-.after
-
-sram_hundo_thieves_blind_hallway:
-dl $7E0542 : db $02 : dw $0424 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1C70 ; Object tilemap state
-dl $7EF198 : db $02 : dw $800F ; Room $00CC: Thieves Town (North East Entrance Room) (.d...........qqq)
-dl $7E0540 : db $02 : dw $0470 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C24 ; Object tilemap state
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7FE138 : db $02 : dw $0080 ; Room $DC persistent: Thieves Town (South East Entrance Room)
-.after
-
-sram_hundo_thieves_conveyor_gibos:
-dl $7E0542 : db $02 : dw $03B2 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0CB2 ; Object tilemap state
-dl $7E054A : db $02 : dw $1430 ; Object tilemap state
-dl $7E054E : db $02 : dw $1C30 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1520 ; Object tilemap state
-dl $7E0556 : db $02 : dw $1B20 ; Object tilemap state
-dl $7E055A : db $02 : dw $0466 ; Object tilemap state
-dl $7EF178 : db $02 : dw $C407 ; Room $00BC: Thieves Town (Conveyor Toilet) (.dd...K.......qq)
-dl $7FE0F8 : db $02 : dw $0340 ; Room $BC persistent: Thieves Town (Conveyor Toilet)
-dl $7E0540 : db $02 : dw $038A ; Object tilemap state
-dl $7E0544 : db $02 : dw $0C8A ; Object tilemap state
-dl $7E0548 : db $02 : dw $140C ; Object tilemap state
-dl $7E054C : db $02 : dw $1C0C ; Object tilemap state
-dl $7E0550 : db $02 : dw $151C ; Object tilemap state
-dl $7E0554 : db $02 : dw $1B1C ; Object tilemap state
-dl $7E0558 : db $02 : dw $0456 ; Object tilemap state
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_hundo_thieves_hellway:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl $7E0ABD : db $01 : db $01 ; Palette swap
-dl $7EF176 : db $02 : dw $0001 ; Room $00BB: Thieves Town (Hellway) (................)
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-.after
-
-sram_hundo_thieves_bombable_floor:
-dl $7E0542 : db $02 : dw $1560 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1660 ; Object tilemap state
-dl $7E054A : db $02 : dw $1C68 ; Object tilemap state
-dl $7E0ABD : db $01 : db $00 ; Palette swap
-dl $7EF0C8 : db $02 : dw $0003 ; Room $0064: Thieves Town (West Attic Room) (...............q)
-dl $7EF0CA : db $02 : dw $0002 ; Room $0065: Thieves Town (East Attic Room) (...............q)
-dl $7EF156 : db $02 : dw $8402 ; Room $00AB: Thieves Town (Moving Spikes / Key Pot Room) (.d....K........q)
-dl $7EF176 : db $02 : dw $000B ; Room $00BB: Thieves Town (Hellway) (.............q.q)
-dl $7FE0F8 : db $02 : dw $0000 ; Room $BC persistent: Thieves Town (Conveyor Toilet)
-dl $7E0540 : db $02 : dw $155C ; Object tilemap state
-dl $7E0544 : db $02 : dw $165C ; Object tilemap state
-dl $7E0548 : db $02 : dw $1C64 ; Object tilemap state
-dl $7E0B33 : db $01 : db $00 ; Arc variable
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7E0B3F : db $01 : db $00 ; Arc variable
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E0B0C : db $01 : db $B0 ; Arc variable
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7FE138 : db $02 : dw $0000 ; Room $DC persistent: Thieves Town (South East Entrance Room)
-.after
-
-sram_hundo_thieves_backtracking_1:
-dl $7E0542 : db $02 : dw $1610 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1C24 ; Object tilemap state
-dl $7E054A : db $02 : dw $1C2C ; Object tilemap state
-dl $7EF343 : db $01 : db $05 ; Bombs
-dl $7EF0CA : db $02 : dw $0103 ; Room $0065: Thieves Town (East Attic Room) (........c......q)
-dl $7E029F : db $01 : db $01 ; Arc variable
-dl $7E0540 : db $02 : dw $160C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1614 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1C28 ; Object tilemap state
-dl $7E054C : db $02 : dw $1C30 ; Object tilemap state
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_hundo_thieves_basement:
-dl $7E0542 : db $02 : dw $03B2 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0CB2 ; Object tilemap state
-dl $7E054A : db $02 : dw $1430 ; Object tilemap state
-dl $7E054E : db $02 : dw $1C30 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1520 ; Object tilemap state
-dl $7E0556 : db $02 : dw $1B20 ; Object tilemap state
-dl $7E055A : db $02 : dw $0466 ; Object tilemap state
-dl $7EF178 : db $02 : dw $C40F ; Room $00BC: Thieves Town (Conveyor Toilet) (.dd...K......qqq)
-dl $7EF176 : db $02 : dw $000F ; Room $00BB: Thieves Town (Hellway) (.............qqq)
-dl $7E0540 : db $02 : dw $038A ; Object tilemap state
-dl $7E0544 : db $02 : dw $0C8A ; Object tilemap state
-dl $7E0548 : db $02 : dw $140C ; Object tilemap state
-dl $7E054C : db $02 : dw $1C0C ; Object tilemap state
-dl $7E0550 : db $02 : dw $151C ; Object tilemap state
-dl $7E0554 : db $02 : dw $1B1C ; Object tilemap state
-dl $7E0558 : db $02 : dw $0456 ; Object tilemap state
-.after
-
-sram_hundo_thieves_prison:
-dl $7E0542 : db $02 : dw $07A0 ; Object tilemap state
-dl $7E0546 : db $02 : dw $08A0 ; Object tilemap state
-dl $7E054A : db $02 : dw $0C30 ; Object tilemap state
-dl $7E054E : db $02 : dw $0B6C ; Object tilemap state
-dl $7E0552 : db $02 : dw $10EC ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF08A : db $02 : dw $000A ; Room $0045: Thieves Town (Jail Cells Room) (.............q.q)
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7E0540 : db $02 : dw $079C ; Object tilemap state
-dl $7E0544 : db $02 : dw $089C ; Object tilemap state
-dl $7E0548 : db $02 : dw $040C ; Object tilemap state
-dl $7E054C : db $02 : dw $0B5C ; Object tilemap state
-dl $7E0550 : db $02 : dw $10DC ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-dl $7FE00A : db $02 : dw $0002 ; Room $45 persistent: Thieves Town (Jail Cells Room)
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_hundo_thieves_after_gloves:
-dl $7E0542 : db $02 : dw $07D0 ; Object tilemap state
-dl $7E0546 : db $02 : dw $08D0 ; Object tilemap state
-dl $7E054A : db $02 : dw $1624 ; Object tilemap state
-dl $7E054E : db $02 : dw $1828 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1A18 ; Object tilemap state
-dl $7E0556 : db $02 : dw $1A20 ; Object tilemap state
-dl $7EF088 : db $02 : dw $4017 ; Room $0044: Thieves Town (Big Chest Room) (..d.........q.qq)
-dl $7EF354 : db $01 : db $02 ; Gloves
-dl $7EF3CC : db $01 : db $06 ; Tagalong
-dl $7EF08A : db $02 : dw $00FF ; Room $0045: Thieves Town (Jail Cells Room) (.........cccqqqq)
-dl $7E0540 : db $02 : dw $07CC ; Object tilemap state
-dl $7E0544 : db $02 : dw $08CC ; Object tilemap state
-dl $7E0548 : db $02 : dw $1618 ; Object tilemap state
-dl $7E054C : db $02 : dw $1728 ; Object tilemap state
-dl $7E0550 : db $02 : dw $1928 ; Object tilemap state
-dl $7E0554 : db $02 : dw $1A1C ; Object tilemap state
-dl $7E0558 : db $02 : dw $1A24 ; Object tilemap state
-dl $7E0B37 : db $01 : db $0E ; Arc variable
-dl $7E0B3F : db $01 : db $01 ; Arc variable
-dl $7FE00A : db $02 : dw $0162 ; Room $45 persistent: Thieves Town (Jail Cells Room)
-.after
-
-sram_hundo_thieves_backtracking_2:
-dl $7E0B37 : db $01 : db $0C ; Arc variable
-.after
-
-sram_hundo_thieves_pot_hammerdash:
-dl $7E0542 : db $02 : dw $07A0 ; Object tilemap state
-dl $7E0546 : db $02 : dw $08A0 ; Object tilemap state
-dl $7E054A : db $02 : dw $0C30 ; Object tilemap state
-dl $7E054E : db $02 : dw $0B6C ; Object tilemap state
-dl $7E0552 : db $02 : dw $10EC ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF377 : db $01 : db $0B ; Arrows
-dl $7FE008 : db $02 : dw $0080 ; Room $44 persistent: Thieves Town (Big Chest Room)
-dl $7E0540 : db $02 : dw $079C ; Object tilemap state
-dl $7E0544 : db $02 : dw $089C ; Object tilemap state
-dl $7E0548 : db $02 : dw $040C ; Object tilemap state
-dl $7E054C : db $02 : dw $0B5C ; Object tilemap state
-dl $7E0550 : db $02 : dw $10DC ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $07 ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_hundo_thieves_blind:
-dl $7E0542 : db $02 : dw $03B2 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0CB2 ; Object tilemap state
-dl $7E054A : db $02 : dw $1430 ; Object tilemap state
-dl $7E054E : db $02 : dw $1C30 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1520 ; Object tilemap state
-dl $7E0556 : db $02 : dw $1B20 ; Object tilemap state
-dl $7E055A : db $02 : dw $0466 ; Object tilemap state
-dl $7FE0F8 : db $02 : dw $0002 ; Room $BC persistent: Thieves Town (Conveyor Toilet)
-dl $7E0540 : db $02 : dw $038A ; Object tilemap state
-dl $7E0544 : db $02 : dw $0C8A ; Object tilemap state
-dl $7E0548 : db $02 : dw $140C ; Object tilemap state
-dl $7E054C : db $02 : dw $1C0C ; Object tilemap state
-dl $7E0550 : db $02 : dw $151C ; Object tilemap state
-dl $7E0554 : db $02 : dw $1B1C ; Object tilemap state
-dl $7E0558 : db $02 : dw $0456 ; Object tilemap state
-.after
-
-sram_hundo_skull_outside_thieves:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF158 : db $02 : dw $0A01 ; Room $00AC: Thieves Town (Blind The Thief[Boss]) (.....k.R........)
-dl $7EF36C : db $01 : db $40 ; Health (goal)
-dl $7EF3CC : db $01 : db $00 ; Tagalong
-dl $7EF36D : db $01 : db $40 ; Health (actual)
-dl $7EF3F9 : db $02 : dw $0000 ; Deaths
-dl $7EF37A : db $01 : db $22 ; Crystals
-dl $7FE008 : db $01 : db $00 ; Overworld $44 persistent: UNKNOWN
-dl $7FE0F8 : db $01 : db $00 ; Overworld $BC persistent: UNKNOWN
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E02A1 : db $01 : db $17 ; Arc variable
-dl $7EF387 : db $01 : db $00 ; Key for dungeon $0B
-dl $7FE00A : db $01 : db $00 ; Overworld $45 persistent: Death Mountain East
-dl $7E02A2 : db $01 : db $00 ; Arc variable
-dl $7FE0E3 : db $01 : db $13 ; Overworld $B1 persistent: UNKNOWN
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7FE148 : db $01 : db $26 ; Overworld $E4 persistent: UNKNOWN
-; Manual changes:
-dl $7EF36C : db $01 : db $60 ; Health (goal)
-dl $7EF36D : db $01 : db $60 ; Health (actual)
-.after
-
-sram_hundo_skull_cursed_dwarf:
-dl $7EF343 : db $01 : db $04 ; Bombs
-dl $7EF20C : db $02 : dw $F012 ; Room $0106: Unknown (.dddb.......q..q)
-dl $7EF2D8 : db $01 : db $22 ; Overworld $58: Unknown (...?...?)
-dl $7EF360 : db $02 : dw $0136 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $0136 ; Rupees (actual)
-dl $7E029F : db $01 : db $18 ; Arc variable
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7E0540 : db $02 : dw $1B6C ; Object tilemap state
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E010E : db $01 : db $48 ; Dungeon entrance index
-; Manual changes:
-dl $7EF343 : db $01 : db $05 ; Bombs
-dl $7EF360 : db $02 : dw $0262 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $0262 ; Rupees (actual)
-.after
-
-sram_hundo_skull_getting_tempered:
-dl $7EF3CC : db $01 : db $07 ; Tagalong
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-dl $7EC172 : db $02 : dw $0018 ; Crystal switch state
-.after
-
-sram_hundo_skull_fence_dash:
-dl $7EF360 : db $02 : dw $012C ; Rupees (goal)
-dl $7EF3CC : db $01 : db $00 ; Tagalong
-dl $7E1ABF : db $01 : db $D8 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $78 ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $08 ; Warp Vortex Coordinate
-dl $7EF359 : db $01 : db $03 ; Sword
-dl $7EF3C9 : db $01 : db $20 ; Game Phase 3
-dl $7EF242 : db $02 : dw $0002 ; Room $0121: Unknown (...............q)
-dl $7EF362 : db $02 : dw $012C ; Rupees (actual)
-dl $7FDFDD : db $01 : db $B5 ; Overworld $2E persistent: South of Eastern Palace
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7FE0E3 : db $01 : db $00 ; Overworld $B1 persistent: UNKNOWN
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E010E : db $01 : db $64 ; Dungeon entrance index
-dl $7FE148 : db $01 : db $00 ; Overworld $E4 persistent: UNKNOWN
-; Manual changes:
-dl $7EF360 : db $02 : dw $0258 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $0258 ; Rupees (actual)
-dl $7EF36B : db $01 : db $02 ; Heart pieces
-dl $7EF37B : db $01 : db $01 ; 1/2 magic
-.after
-
-sram_hundo_skull_dash_to_sw:
-dl $7EF238 : db $02 : dw $0011 ; Room $011C: Unknown (............q...)
-dl $7EF360 : db $02 : dw $0258 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $0258 ; Rupees (actual)
-dl $7FDFDD : db $01 : db $00 ; Overworld $2E persistent: South of Eastern Palace
-dl $7FE0E3 : db $01 : db $13 ; Overworld $B1 persistent: UNKNOWN
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E010E : db $01 : db $54 ; Dungeon entrance index
-dl $7FE148 : db $01 : db $26 ; Overworld $E4 persistent: UNKNOWN
-; Manual changes:
-dl $7EF35E : db $01 : db $02 ; Bottle 3 (empty)
-dl $7EF360 : db $02 : dw $0258 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $0258 ; Rupees (actual)
-.after
-
-sram_hundo_skull_mummy_room:
-dl $7FE0FA : db $01 : db $23 ; Overworld $BD persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $091A ; Crystal switch state
-dl $7FE0E3 : db $01 : db $00 ; Overworld $B1 persistent: UNKNOWN
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7FE148 : db $01 : db $00 ; Overworld $E4 persistent: UNKNOWN
-.after
-
-sram_hundo_skull_bomb_jump:
-dl $7E0542 : db $02 : dw $0420 ; Object tilemap state
-dl $7E0546 : db $02 : dw $161E ; Object tilemap state
-dl $7E054A : db $02 : dw $1B4C ; Object tilemap state
-dl $7E054E : db $02 : dw $175C ; Object tilemap state
-dl $7EF377 : db $01 : db $10 ; Arrows
-dl $7E0FCC : db $01 : db $04 ; Prize pack index
-dl $7EF0AE : db $02 : dw $001A ; Room $0057: Skull Woods (Big Key Room) (............qq.q)
-dl $7EF366 : db $02 : dw $72B0 ; BigKey1
-dl $7E0540 : db $02 : dw $075C ; Object tilemap state
-dl $7E0544 : db $02 : dw $140C ; Object tilemap state
-dl $7E0548 : db $02 : dw $1430 ; Object tilemap state
-dl $7E054C : db $02 : dw $1954 ; Object tilemap state
-dl $7E0550 : db $02 : dw $1764 ; Object tilemap state
-dl $7E0B37 : db $01 : db $FB ; Arc variable
-dl $7E0B3F : db $01 : db $00 ; Arc variable
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E010E : db $01 : db $29 ; Dungeon entrance index
-.after
-
-sram_hundo_skull_key_pot:
-dl $7E0542 : db $02 : dw $140C ; Object tilemap state
-dl $7E0546 : db $02 : dw $0A5C ; Object tilemap state
-dl $7E054A : db $02 : dw $080C ; Object tilemap state
-dl $7E054E : db $02 : dw $0614 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0724 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0918 ; Object tilemap state
-dl $7E055A : db $02 : dw $0924 ; Object tilemap state
-dl $7EF343 : db $01 : db $03 ; Bombs
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF0AC : db $02 : dw $0005 ; Room $0056: Skull Woods (Key Pot / Trap Room) (..............q.)
-dl $7EF0B0 : db $02 : dw $0012 ; Room $0058: Skull Woods (Big Chest Room) (............q..q)
-dl $7E0B36 : db $01 : db $D9 ; Arc variable
-dl $7EF345 : db $01 : db $01 ; Fire Rod
-dl $7EF36D : db $01 : db $30 ; Health (actual)
-dl $7E029F : db $01 : db $00 ; Arc variable
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7E0540 : db $02 : dw $1430 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0664 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0A60 ; Object tilemap state
-dl $7E054C : db $02 : dw $0830 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0718 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0628 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0A14 ; Object tilemap state
-dl $7E055C : db $02 : dw $0A28 ; Object tilemap state
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-dl $7E0B37 : db $01 : db $A0 ; Arc variable
-dl $7FE0FA : db $01 : db $00 ; Room $BD persistent: Empty Clone Room
-dl $7E002F : db $01 : db $04 ; Link's direction
-; Manual changes:
-dl $7EF343 : db $01 : db $04 ; Bombs
-; Manual changes:
-dl $7EF36D : db $01 : db $58 ; Health (actual)
-.after
-
-sram_hundo_skull_skull_entrance:
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF0AC : db $02 : dw $0407 ; Room $0056: Skull Woods (Key Pot / Trap Room) (......K.......qq)
-dl $7EF2C0 : db $01 : db $20 ; Overworld $40: Unknown (...?....)
-dl $7E0B36 : db $01 : db $50 ; Arc variable
-dl $7EF384 : db $01 : db $01 ; Key for dungeon $08
-dl $7EF36E : db $01 : db $70 ; Magic Power
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-dl $7FE0FA : db $01 : db $23 ; Overworld $BD persistent: UNKNOWN
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E010E : db $01 : db $2B ; Dungeon entrance index
-.after
-
-sram_hundo_skull_mummy_hellway:
-dl $7E0542 : db $02 : dw $1490 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1B9C ; Object tilemap state
-dl $7E054A : db $02 : dw $14AC ; Object tilemap state
-dl $7E054E : db $02 : dw $18AC ; Object tilemap state
-dl $7E0552 : db $02 : dw $0F68 ; Object tilemap state
-dl $7E0556 : db $02 : dw $055C ; Object tilemap state
-dl $7E055A : db $02 : dw $0FEE ; Object tilemap state
-dl $7EF36F : db $02 : dw $0000 ; Keys
-dl $7EF092 : db $02 : dw $2002 ; Room $0049: Skull Woods (Gibdo Torch Puzzle Room) (...d...........q)
-dl $7EF0B2 : db $02 : dw $800A ; Room $0059: Skull Woods (Final Section Entrance Room) (.d...........q.q)
-dl $7E0540 : db $02 : dw $1390 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1B90 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1BA0 ; Object tilemap state
-dl $7E054C : db $02 : dw $17AC ; Object tilemap state
-dl $7E0550 : db $02 : dw $1CAC ; Object tilemap state
-dl $7E0554 : db $02 : dw $1068 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0FCE ; Object tilemap state
-dl $7E055C : db $02 : dw $1870 ; Object tilemap state
-dl $7E0B37 : db $01 : db $AF ; Arc variable
-dl $7FE032 : db $02 : dw $0003 ; Room $59 persistent: Skull Woods (Final Section Entrance Room)
-dl $7FE0FA : db $01 : db $00 ; Room $BD persistent: Empty Clone Room
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_hundo_skull_mummy_key:
-dl $7E0556 : db $02 : dw $855C ; Object tilemap state
-dl $7E055A : db $02 : dw $8FEE ; Object tilemap state
-dl $7EF092 : db $02 : dw $A00F ; Room $0049: Skull Woods (Gibdo Torch Puzzle Room) (.d.d.........qqq)
-dl $7EF36E : db $01 : db $30 ; Magic Power
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0558 : db $02 : dw $8FCE ; Object tilemap state
-dl $7E055C : db $02 : dw $9870 ; Object tilemap state
-dl $7E0B37 : db $01 : db $B0 ; Arc variable
-dl $7FE012 : db $02 : dw $0801 ; Room $49 persistent: Skull Woods (Gibdo Torch Puzzle Room)
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_hundo_skull_mothula:
-dl $7E0542 : db $02 : dw $1C30 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1A64 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF072 : db $02 : dw $4402 ; Room $0039: Skull Woods (Gibdo Key / Mothula Hole Room) (..d...K........q)
-dl $7E0468 : db $01 : db $01 ; Trap door state
-dl $7E0540 : db $02 : dw $140C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1664 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $8F ; Arc variable
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7FDFF2 : db $02 : dw $0002 ; Room $39 persistent: Skull Woods (Gibdo Key / Mothula Hole Room)
-.after
-
-sram_hundo_ice_outside_skull:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF3F3 : db $02 : dw $0000 ; Deaths
-dl $7EF36C : db $01 : db $48 ; Health (goal)
-dl $7EF384 : db $01 : db $00 ; Key for dungeon $08
-dl $7E1ABF : db $01 : db $98 ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $00 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $CB ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $00 ; Warp Vortex Coordinate
-dl $7EF36D : db $01 : db $48 ; Health (actual)
-dl $7EF052 : db $02 : dw $0801 ; Room $0029: Skull Woods (Mothula[Boss]) (.....k..........)
-dl $7EF072 : db $02 : dw $4403 ; Room $0039: Skull Woods (Gibdo Key / Mothula Hole Room) (..d...K........q)
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7EF37A : db $01 : db $62 ; Crystals
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-dl $7E0B37 : db $01 : db $19 ; Arc variable
-dl $7FE012 : db $01 : db $00 ; Overworld $49 persistent: UNKNOWN
-dl $7FE032 : db $01 : db $00 ; Overworld $59 persistent: UNKNOWN
-dl $7FE0FA : db $01 : db $23 ; Overworld $BD persistent: UNKNOWN
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7FDFF2 : db $01 : db $00 ; Overworld $39 persistent: UNKNOWN
-; Manual changes:
-dl $7EF36C : db $01 : db $68 ; Health (goal)
-dl $7EF36D : db $01 : db $68 ; Health (actual)
-.after
-
-sram_hundo_ice_bridge_warp:
-dl $7EF3CA : db $01 : db $00 ; LW/DW
-dl $7E0303 : db $01 : db $08 ; Selected menu item
-dl $7E0202 : db $01 : db $0D ; Selected menu item
-dl $7FE0FA : db $01 : db $00 ; Overworld $BD persistent: UNKNOWN
-dl $7E02A2 : db $01 : db $D0 ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-; Manual changes:
-dl $7E02A2 : db $01 : db $00 ; Altitude
-.after
-
-sram_hundo_ice_lottery:
-dl $7E0FC8 : db $01 : db $02 ; Prize pack index
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7FE17B : db $01 : db $DB ; Overworld $FD persistent: UNKNOWN
-dl $7FE168 : db $01 : db $D4 ; Overworld $F4 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $0920 ; Crystal switch state
-dl $7FE166 : db $01 : db $12 ; Overworld $F3 persistent: UNKNOWN
-dl $7FE111 : db $01 : db $BB ; Overworld $C8 persistent: UNKNOWN
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_hundo_ice_medallion:
-dl $7FE17B : db $01 : db $00 ; Overworld $FD persistent: UNKNOWN
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7FDFCC : db $01 : db $56 ; Overworld $26 persistent: UNKNOWN
-dl $7FE168 : db $01 : db $00 ; Overworld $F4 persistent: UNKNOWN
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-dl $7FE06E : db $01 : db $09 ; Overworld $77 persistent: Black Ice Cave
-dl $7FE106 : db $01 : db $09 ; Overworld $C3 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $0280 ; Crystal switch state
-dl $7FE166 : db $01 : db $00 ; Overworld $F3 persistent: UNKNOWN
-dl $7FE111 : db $01 : db $00 ; Overworld $C8 persistent: UNKNOWN
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7FE128 : db $01 : db $09 ; Overworld $D4 persistent: UNKNOWN
-.after
-
-sram_hundo_ice_zoras_domain:
-dl $7E1ABF : db $01 : db $9D ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $0E ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $A6 ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $02 ; Warp Vortex Coordinate
-dl $7EF349 : db $01 : db $01 ; Quake Medallion
-dl $7EF3CA : db $01 : db $00 ; LW/DW
-dl $7FDFCC : db $01 : db $00 ; Overworld $26 persistent: UNKNOWN
-dl $7FE05D : db $01 : db $59 ; Overworld $6E persistent: Outside Hedge Maze
-dl $7FDFA6 : db $01 : db $38 ; Overworld $13 persistent: Sanctuary
-dl $7FE06E : db $01 : db $00 ; Overworld $77 persistent: Black Ice Cave
-dl $7FE106 : db $01 : db $00 ; Overworld $C3 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $091E ; Crystal switch state
-dl $7FE128 : db $01 : db $00 ; Overworld $D4 persistent: UNKNOWN
-.after
-
-sram_hundo_ice_tiny_warp:
-dl $7EF360 : db $02 : dw $0064 ; Rupees (goal)
-dl $7EF379 : db $01 : db $FE ; Ability Flags
-dl $7EF356 : db $01 : db $01 ; Flippers
-dl $7EF362 : db $02 : dw $0064 ; Rupees (actual)
-dl $7E002F : db $01 : db $02 ; Link's direction
-; Manual changes:
-dl $7EF36B : db $01 : db $03 ; Heart pieces
-.after
-
-sram_hundo_ice_ice_entrance:
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7FDFF9 : db $01 : db $42 ; Overworld $3C persistent: Great Swamp SE
-dl $7FE05D : db $01 : db $00 ; Overworld $6E persistent: Outside Hedge Maze
-dl $7FDFA6 : db $01 : db $00 ; Overworld $13 persistent: Sanctuary
-dl $7FDFDA : db $01 : db $D4 ; Overworld $2D persistent: Bridge to Hyrule Castle
-dl $7FE01B : db $01 : db $42 ; Overworld $4D persistent: UNKNOWN
-dl $7E002F : db $01 : db $00 ; Link's direction
-; Manual changes:
-dl $7EF343 : db $01 : db $05 ; Bombs
-.after
-
-sram_hundo_ice_ice2:
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF01C : db $02 : dw $0001 ; Room $000E: Ice Palace (Entrance Room) (................)
-dl $7EF36E : db $01 : db $70 ; Magic Power
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7FDF9C : db $02 : dw $0001 ; Room $E persistent: Ice Palace (Entrance Room)
-dl $7FDFF9 : db $01 : db $00 ; Room $3C persistent: Cave
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-dl $7E0CBD : db $01 : db $01 ; Sprite drop
-dl $7FDFDA : db $01 : db $00 ; Room $2D persistent: Empty Clone Room
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7FE01B : db $01 : db $00 ; Room $4D persistent: Ganon's Tower (Moldorm Room)
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E010E : db $01 : db $2D ; Dungeon entrance index
-.after
-
-sram_hundo_ice_penguin_switch_room:
-dl $7E0542 : db $02 : dw $0760 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0860 ; Object tilemap state
-dl $7E054A : db $02 : dw $575E ; Object tilemap state
-dl $7E0FCC : db $01 : db $05 ; Prize pack index
-dl $7EF01C : db $02 : dw $8403 ; Room $000E: Ice Palace (Entrance Room) (.d....K........q)
-dl $7EF03C : db $02 : dw $0003 ; Room $001E: Ice Palace (Bomb Floor / Bari Room) (...............q)
-dl $7EF05C : db $02 : dw $0004 ; Room $002E: Ice Palace (Compass Room) (..............q.)
-dl $7EF36E : db $01 : db $60 ; Magic Power
-dl $7FDF9C : db $02 : dw $000B ; Room $E persistent: Ice Palace (Entrance Room)
-dl $7E0540 : db $02 : dw $075C ; Object tilemap state
-dl $7E0544 : db $02 : dw $085C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0954 ; Object tilemap state
-dl $7E0CBD : db $01 : db $00 ; Sprite drop
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_hundo_ice_bombable_floor:
-dl $7E054A : db $02 : dw $585A ; Object tilemap state
-dl $7EF03E : db $02 : dw $0002 ; Room $001F: Ice Palace (Pengator / Big Key Room) (...............q)
-dl $7E0FC9 : db $01 : db $02 ; Prize pack index
-dl $7FDFBE : db $02 : dw $0071 ; Room $1F persistent: Ice Palace (Pengator / Big Key Room)
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_hundo_ice_conveyor_room:
-dl $7E0542 : db $02 : dw $0664 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0A5C ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF343 : db $01 : db $01 ; Bombs
-dl $7EF03C : db $02 : dw $0007 ; Room $001E: Ice Palace (Bomb Floor / Bari Room) (..............qq)
-dl $7EF07C : db $02 : dw $0004 ; Room $003E: Ice Palace (Stalfos Knights / Conveyor Hellway) (..............q.)
-dl $7E0FCA : db $01 : db $02 ; Prize pack index
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7FDF9C : db $02 : dw $0000 ; Room $E persistent: Ice Palace (Entrance Room)
-dl $7FDFFC : db $02 : dw $0006 ; Room $3E persistent: Ice Palace (Stalfos Knights / Conveyor Hellway)
-dl $7E0540 : db $02 : dw $0660 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0A58 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0CC2 : db $01 : db $01 ; Sprite drop
-; Manual changes:
-dl $7EF343 : db $01 : db $02 ; Bombs
-; Manual changes:
-dl $7EF343 : db $01 : db $03 ; Bombs
-.after
-
-sram_hundo_ice_ipbj:
-dl $7EF07C : db $02 : dw $4407 ; Room $003E: Ice Palace (Stalfos Knights / Conveyor Hellway) (..d...K.......qq)
-dl $7EF36D : db $01 : db $40 ; Health (actual)
-dl $7FDFFC : db $02 : dw $0306 ; Room $3E persistent: Ice Palace (Stalfos Knights / Conveyor Hellway)
-dl $7E0468 : db $01 : db $01 ; Trap door state
-dl $7E0B37 : db $01 : db $59 ; Arc variable
-dl $7E0CC2 : db $01 : db $00 ; Sprite drop
-; Manual changes:
-dl $7EF36D : db $01 : db $60 ; Health (actual)
-.after
-
-sram_hundo_ice_penguin_room:
-dl $7E0542 : db $02 : dw $0B8C ; Object tilemap state
-dl $7E0546 : db $02 : dw $0A30 ; Object tilemap state
-dl $7EF343 : db $01 : db $00 ; Bombs
-dl $7EF09C : db $02 : dw $400C ; Room $004E: Ice Palace (Bomb-Jump Room) (..d..........qq.)
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7E0540 : db $02 : dw $078C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0C1C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0C70 ; Object tilemap state
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-dl $7E0B37 : db $01 : db $4F ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-; Manual changes:
-dl $7EF343 : db $01 : db $01 ; Bombs
-; Manual changes:
-dl $7EF343 : db $01 : db $02 ; Bombs
-.after
-
-sram_hundo_ice_lonely_firebar:
-dl $7E0542 : db $02 : dw $0460 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0870 ; Object tilemap state
-dl $7EF0BC : db $02 : dw $0001 ; Room $005E: Ice Palace (Lonely Firebar) (................)
-dl $7EF0DC : db $02 : dw $0004 ; Room $006E: Ice Palace (Pengators Room) (..............q.)
-dl $7EF36D : db $01 : db $38 ; Health (actual)
-dl $7FE05C : db $02 : dw $001F ; Room $6E persistent: Ice Palace (Pengators Room)
-dl $7E0540 : db $02 : dw $045C ; Object tilemap state
-dl $7E0544 : db $02 : dw $084C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0FC9 : db $01 : db $06 ; Prize pack index
-dl $7E0B37 : db $01 : db $A0 ; Arc variable
-dl $7FDFBE : db $02 : dw $0000 ; Room $1F persistent: Ice Palace (Pengator / Big Key Room)
-dl $7E002F : db $01 : db $04 ; Link's direction
-; Manual changes:
-dl $7EF36D : db $01 : db $58 ; Health (actual)
-.after
-
-sram_hundo_ice_last_two_screens:
-dl $7E0542 : db $02 : dw $1858 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1CA4 ; Object tilemap state
-dl $7EF0BC : db $02 : dw $0003 ; Room $005E: Ice Palace (Lonely Firebar) (...............q)
-dl $7EF0FC : db $02 : dw $0002 ; Room $007E: Ice Palace (Hidden Chest / Bombable Floor Room) (...............q)
-dl $7EF13C : db $02 : dw $0003 ; Room $009E: Ice Palace (Big Chest Room) (...............q)
-dl $7FDFFC : db $02 : dw $0000 ; Room $3E persistent: Ice Palace (Stalfos Knights / Conveyor Hellway)
-dl $7E0540 : db $02 : dw $13A4 ; Object tilemap state
-dl $7E0544 : db $02 : dw $179C ; Object tilemap state
-dl $7E0548 : db $02 : dw $5764 ; Object tilemap state
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_hundo_ice_kholdstare:
-dl $7E0542 : db $02 : dw $0850 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0BD0 ; Object tilemap state
-dl $7E054A : db $02 : dw $0CD0 ; Object tilemap state
-dl $7E054E : db $02 : dw $0AD0 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0C70 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0AF0 ; Object tilemap state
-dl $7E055A : db $02 : dw $0870 ; Object tilemap state
-dl $7E055E : db $02 : dw $0970 ; Object tilemap state
-dl $7EF17C : db $02 : dw $0001 ; Room $00BE: Ice Palace (Block Puzzle Room) (................)
-dl $7EF19C : db $02 : dw $0004 ; Room $00CE: Ice Palace (Hole to Kholdstare Room) (..............q.)
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7FE05C : db $02 : dw $0000 ; Room $6E persistent: Ice Palace (Pengators Room)
-dl $7E0540 : db $02 : dw $084C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0BCC ; Object tilemap state
-dl $7E0548 : db $02 : dw $0CCC ; Object tilemap state
-dl $7E054C : db $02 : dw $0ACC ; Object tilemap state
-dl $7E0550 : db $02 : dw $0C6C ; Object tilemap state
-dl $7E0554 : db $02 : dw $0AEC ; Object tilemap state
-dl $7E0558 : db $02 : dw $086C ; Object tilemap state
-dl $7E055C : db $02 : dw $096C ; Object tilemap state
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_hundo_mire_outside_swamp:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl $7E055E : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF1BC : db $02 : dw $0804 ; Room $00DE: Ice Palace (Kholdstare[Boss]) (.....k........q.)
-dl $7EF36C : db $01 : db $50 ; Health (goal)
-dl $7EF36D : db $01 : db $50 ; Health (actual)
-dl $7EF385 : db $01 : db $00 ; Key for dungeon $09
-dl $7EF3F5 : db $02 : dw $0000 ; Deaths
-dl $7EF37A : db $01 : db $66 ; Crystals
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7FDFF9 : db $01 : db $42 ; Overworld $3C persistent: Great Swamp SE
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-dl $7FDFDA : db $01 : db $D4 ; Overworld $2D persistent: Bridge to Hyrule Castle
-dl $7FE01B : db $01 : db $42 ; Overworld $4D persistent: UNKNOWN
-dl $7E02A2 : db $01 : db $00 ; Arc variable
-; Manual changes:
-dl $7EF36C : db $01 : db $70 ; Health (goal)
-dl $7EF36D : db $01 : db $70 ; Health (actual)
-.after
-
-sram_hundo_mire_dm:
-dl $7EF2BB : db $01 : db $00 ; Overworld $3B: Unknown (........)
-dl $7EF2FB : db $01 : db $00 ; Overworld $7B: Unknown (........)
-dl $7E1ADF : db $01 : db $FD ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $0E ; Warp Vortex Coordinate
-dl $7EF216 : db $01 : db $0F ; Room $010B: Unknown (.............qqq)
-dl $7EF3CA : db $01 : db $00 ; LW/DW
-dl $7E0303 : db $01 : db $0E ; Selected menu item
-dl $7FE07D : db $01 : db $00 ; Overworld $7E persistent: UNKNOWN
-dl $7FE126 : db $01 : db $00 ; Overworld $D3 persistent: UNKNOWN
-dl $7E0202 : db $01 : db $03 ; Selected menu item
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7EF051 : db $01 : db $80 ; Room $0028: Swamp Palace (Entrance Room) (.........c......)
-dl $7FDFCB : db $01 : db $F3 ; Overworld $25 persistent: Octorok Area
-dl $7FE0E2 : db $01 : db $00 ; Overworld $B1 persistent: UNKNOWN
-dl $7E02A2 : db $01 : db $FE ; Arc variable
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_hundo_mire_free_flutedash:
-dl $7EF348 : db $01 : db $01 ; Ether Medallion
-dl $7E1ABF : db $01 : db $1C ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $08 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $3D ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $01 ; Warp Vortex Coordinate
-dl $7E0303 : db $01 : db $0C ; Selected menu item
-dl $7E0202 : db $01 : db $0F ; Selected menu item
-dl $7E02A2 : db $01 : db $0F ; Arc variable
-.after
-
-sram_hundo_mire_darkworld_warp:
-dl $7E0303 : db $01 : db $08 ; Selected menu item
-dl $7E0202 : db $01 : db $0D ; Selected menu item
-dl $7FDFCB : db $01 : db $00 ; Overworld $25 persistent: Octorok Area
-dl $7E02A2 : db $01 : db $F7 ; Arc variable
-; Manual changes:
-dl $7E02A2 : db $01 : db $8B ; Altitude
-dl $7EF346 : db $01 : db $01 ; Ice Rod
-; Manual changes:
-dl $7EF346 : db $01 : db $00 ; Ice Rod
-dl $7EF351 : db $01 : db $01 ; Cane of Byrna
-.after
-
-sram_hundo_mire_entrance:
-dl $7EF2F0 : db $01 : db $20 ; Overworld $70: Unknown (...?....)
-dl $7EF36E : db $01 : db $60 ; Magic Power
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7E0303 : db $01 : db $10 ; Selected menu item
-dl $7E0202 : db $01 : db $09 ; Selected menu item
-dl $7E02A2 : db $01 : db $8B ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-; Manual changes:
-dl $7EF36B : db $01 : db $00 ; Heart pieces
-dl $7EF36C : db $01 : db $78 ; Health (goal)
-dl $7EF36D : db $01 : db $78 ; Health (actual)
-.after
-
-sram_hundo_mire_mire2:
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF130 : db $02 : dw $0003 ; Room $0098: Misery Mire (Entrance Room) (...............q)
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-dl $7E010E : db $01 : db $27 ; Dungeon entrance index
-.after
-
-sram_hundo_mire_main_hub:
-dl $7E0FC8 : db $01 : db $04 ; Prize pack index
-dl $7EF1A4 : db $02 : dw $000F ; Room $00D2: Misery Mire (Mire02 / Wizzrobes Room) (.............qqq)
-dl $7EF36E : db $01 : db $50 ; Magic Power
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7FE124 : db $02 : dw $03EF ; Room $D2 persistent: Misery Mire (Mire02 / Wizzrobes Room)
-.after
-
-sram_hundo_mire_beat_the_fireball:
-dl $7E0542 : db $02 : dw $2930 ; Object tilemap state
-dl $7E0546 : db $02 : dw $284C ; Object tilemap state
-dl $7E054A : db $02 : dw $2A4C ; Object tilemap state
-dl $7EF36F : db $01 : db $01 ; Keys
-dl $7EF164 : db $02 : dw $0001 ; Room $00B2: Misery Mire (Slug Room) (................)
-dl $7EF184 : db $02 : dw $000F ; Room $00C2: Misery Mire (Big Hub Room) (.............qqq)
-dl $7EF166 : db $02 : dw $0402 ; Room $00B3: Misery Mire (Spike Key Chest Room) (......K........q)
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $2830 ; Object tilemap state
-dl $7E0544 : db $02 : dw $2A30 ; Object tilemap state
-dl $7E0548 : db $02 : dw $294C ; Object tilemap state
-dl $7E054C : db $02 : dw $175E ; Object tilemap state
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_hundo_mire_bari_key:
-dl $7E0542 : db $02 : dw $3044 ; Object tilemap state
-dl $7E0546 : db $02 : dw $07B4 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $02 : dw $0000 ; Keys
-dl $7EF184 : db $02 : dw $400F ; Room $00C2: Misery Mire (Big Hub Room) (..d..........qqq)
-dl $7E0540 : db $02 : dw $2E64 ; Object tilemap state
-dl $7E0544 : db $02 : dw $3440 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_hundo_mire_sluggulas:
-dl $7E0542 : db $02 : dw $1430 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1C30 ; Object tilemap state
-dl $7EF182 : db $02 : dw $C403 ; Room $00C1: Misery Mire (Compass Chest / Tile Room) (.dd...K........q)
-dl $7E0540 : db $02 : dw $140C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C0C ; Object tilemap state
-dl $7FE124 : db $02 : dw $0000 ; Room $D2 persistent: Misery Mire (Mire02 / Wizzrobes Room)
-dl $7E0B37 : db $01 : db $9E ; Arc variable
-dl $7FE102 : db $02 : dw $0200 ; Room $C1 persistent: Misery Mire (Compass Chest / Tile Room)
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_hundo_mire_torches:
-dl $7E0542 : db $02 : dw $0430 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0C70 ; Object tilemap state
-dl $7E054A : db $02 : dw $0470 ; Object tilemap state
-dl $7EF373 : db $01 : db $6F ; Magic filler
-dl $7E0FCA : db $01 : db $03 ; Prize pack index
-dl $7EF1A2 : db $02 : dw $0008 ; Room $00D1: Misery Mire (Conveyor Slug / Big Key Room) (.............q..)
-dl $7EF36E : db $01 : db $51 ; Magic Power
-dl $7E0540 : db $02 : dw $07A8 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0C4C ; Object tilemap state
-dl $7E0548 : db $02 : dw $044C ; Object tilemap state
-dl $7E0B37 : db $01 : db $91 ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7FE122 : db $02 : dw $0040 ; Room $D1 persistent: Misery Mire (Conveyor Slug / Big Key Room)
-.after
-
-sram_hundo_mire_spark_gamble:
-dl $7E0542 : db $02 : dw $1430 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1C30 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF373 : db $01 : db $00 ; Magic filler
-dl $7EF12E : db $02 : dw $010F ; Room $0097: Misery Mire (Torch Puzzle / Moving Wall Room) (........c....qqq)
-dl $7EF162 : db $02 : dw $0007 ; Room $00B1: Misery Mire (Hourglass Room) (..............qq)
-dl $7EF182 : db $02 : dw $C407 ; Room $00C1: Misery Mire (Compass Chest / Tile Room) (.dd...K.......qq)
-dl $7EF1A2 : db $02 : dw $001B ; Room $00D1: Misery Mire (Conveyor Slug / Big Key Room) (............qq.q)
-dl $7EF366 : db $02 : dw $77B0 ; BigKey1
-dl $7EF36E : db $01 : db $40 ; Magic Power
-dl $7E0540 : db $02 : dw $140C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C0C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0CC3 : db $01 : db $01 ; Sprite drop
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_hundo_mire_big_chest_room:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36D : db $01 : db $50 ; Health (actual)
-dl $7EF186 : db $02 : dw $000A ; Room $00C3: Misery Mire (Big Chest Room) (.............q.q)
-dl $7E0303 : db $01 : db $0E ; Selected menu item
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $03 ; Selected menu item
-dl $7E0B37 : db $01 : db $A0 ; Arc variable
-dl $7FE102 : db $02 : dw $0000 ; Room $C1 persistent: Misery Mire (Compass Chest / Tile Room)
-dl $7FE122 : db $02 : dw $0000 ; Room $D1 persistent: Misery Mire (Conveyor Slug / Big Key Room)
-; Manual changes:
-dl $7EF36D : db $01 : db $70 ; Health (actual)
-.after
-
-sram_hundo_mire_spike_key:
-dl $7EF350 : db $01 : db $01 ; Cane of Somaria
-dl $7EF186 : db $02 : dw $001F ; Room $00C3: Misery Mire (Big Chest Room) (............qqqq)
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7E0B3F : db $01 : db $01 ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_hundo_mire_wizzrobe:
-dl $7E0542 : db $02 : dw $1430 ; Object tilemap state
-dl $7EF36D : db $01 : db $38 ; Health (actual)
-dl $7EF166 : db $02 : dw $841A ; Room $00B3: Misery Mire (Spike Key Chest Room) (.d....K.....qq.q)
-dl $7E0540 : db $02 : dw $140C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C30 ; Object tilemap state
-dl $7E0CC3 : db $01 : db $00 ; Sprite drop
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_hundo_mire_basement:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF144 : db $02 : dw $800F ; Room $00A2: Misery Mire (Bridge Key Chest Room) (.d...........qqq)
-dl $7EF164 : db $02 : dw $800D ; Room $00B2: Misery Mire (Slug Room) (.d...........qq.)
-dl $7EF360 : db $02 : dw $0065 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $0065 ; Rupees (actual)
-dl $7FE0E4 : db $02 : dw $0001 ; Room $B2 persistent: Misery Mire (Slug Room)
-dl $7E0540 : db $02 : dw $1C0C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E002F : db $01 : db $00 ; Link's direction
-; Manual changes:
-dl $7EF36D : db $01 : db $58 ; Health (actual)
-.after
-
-sram_hundo_mire_spooky_action_1:
-dl $7E0542 : db $02 : dw $0760 ; Object tilemap state
-dl $7E0546 : db $02 : dw $17A0 ; Object tilemap state
-dl $7E054A : db $02 : dw $18A0 ; Object tilemap state
-dl $7EF126 : db $02 : dw $000E ; Room $0093: Misery Mire (Dark Cane Floor Switch Puzzle Room) (.............qqq)
-dl $7EF36E : db $01 : db $38 ; Magic Power
-dl $7E0303 : db $01 : db $12 ; Selected menu item
-dl $7E0540 : db $02 : dw $071C ; Object tilemap state
-dl $7E0544 : db $02 : dw $179C ; Object tilemap state
-dl $7E0548 : db $02 : dw $189C ; Object tilemap state
-dl $7E0202 : db $01 : db $11 ; Selected menu item
-dl $7E02A2 : db $01 : db $00 ; Arc variable
-dl $7E002F : db $01 : db $04 ; Link's direction
-; Manual changes:
-dl $7E02A2 : db $01 : db $8B ; Altitude
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-.after
-
-sram_hundo_mire_spooky_action_2:
-dl $7E0542 : db $02 : dw $175C ; Object tilemap state
-dl $7E0546 : db $02 : dw $1768 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF124 : db $02 : dw $0005 ; Room $0092: Misery Mire (Dark Bomb Wall / Switches Room) (..............q.)
-dl $7EF36E : db $01 : db $30 ; Magic Power
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7E0540 : db $02 : dw $1756 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1762 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-dl $7E0B37 : db $01 : db $17 ; Arc variable
-dl $7E0B3F : db $01 : db $00 ; Arc variable
-dl $7EC172 : db $01 : db $00 ; Crystal switch state
-; Manual changes:
-dl $7E02A2 : db $01 : db $8B ; Altitude
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-.after
-
-sram_hundo_mire_vitty:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF343 : db $01 : db $01 ; Bombs
-dl $7EF377 : db $01 : db $14 ; Arrows
-dl $7EF124 : db $02 : dw $400F ; Room $0092: Misery Mire (Dark Bomb Wall / Switches Room) (..d..........qqq)
-dl $7EF140 : db $02 : dw $800F ; Room $00A0: Misery Mire (Pre-Vitreous Room) (.d...........qqq)
-dl $7EF122 : db $02 : dw $0005 ; Room $0091: Misery Mire (Final Switch Room) (..............q.)
-dl $7EF36E : db $01 : db $40 ; Magic Power
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7FE0A4 : db $02 : dw $0200 ; Room $92 persistent: Misery Mire (Dark Bomb Wall / Switches Room)
-dl $7FE0E4 : db $02 : dw $0000 ; Room $B2 persistent: Misery Mire (Slug Room)
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-dl $7E0B37 : db $01 : db $1D ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-
-sram_hundo_swamp_outside_ice:
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF377 : db $01 : db $0C ; Arrows
-dl $7EF383 : db $01 : db $00 ; Key for dungeon $07
-dl $7EF120 : db $02 : dw $0802 ; Room $0090: Misery Mire (Vitreous[Boss]) (.....k.........q)
-dl $7EF36C : db $01 : db $60 ; Health (goal)
-dl $7EF36D : db $01 : db $60 ; Health (actual)
-dl $7EF3F1 : db $02 : dw $0000 ; Deaths
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7EF37A : db $01 : db $77 ; Crystals
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7FE0A4 : db $01 : db $00 ; Overworld $92 persistent: UNKNOWN
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-dl $7E002F : db $01 : db $02 ; Link's direction
-; Manual changes:
-dl $7EF36C : db $01 : db $80 ; Health (goal)
-dl $7EF36D : db $01 : db $80 ; Health (actual)
-dl $7EF37A : db $01 : db $67 ; Crystals
-.after
-
-sram_hundo_swamp_links_house:
-dl $7E1ABF : db $01 : db $B8 ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $0C ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $CB ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $0D ; Warp Vortex Coordinate
-dl $7EF3CA : db $01 : db $00 ; LW/DW
-dl $7E0303 : db $01 : db $08 ; Selected menu item
-dl $7FDFF9 : db $01 : db $00 ; Overworld $3C persistent: Great Swamp SE
-dl $7E0202 : db $01 : db $0D ; Selected menu item
-dl $7FDFDA : db $01 : db $00 ; Overworld $2D persistent: Bridge to Hyrule Castle
-dl $7FE01B : db $01 : db $00 ; Overworld $4D persistent: UNKNOWN
-dl $7E02A2 : db $01 : db $FC ; Arc variable
-; Manual changes:
-dl $7EF36B : db $01 : db $01 ; Heart pieces
-.after
-
-sram_hundo_swamp_swamp_overworld:
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7FE147 : db $01 : db $AB ; Overworld $E3 persistent: UNKNOWN
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7FE164 : db $01 : db $A9 ; Overworld $F2 persistent: UNKNOWN
-dl $7FE059 : db $01 : db $13 ; Overworld $6C persistent: Dark Link's House
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-dl $7EC172 : db $02 : dw $00A0 ; Crystal switch state
-dl $7E02A2 : db $01 : db $A8 ; Arc variable
-.after
-
-sram_hundo_swamp_antifairy_room:
-dl $7E1ABF : db $01 : db $7C ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $07 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $07 ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $0F ; Warp Vortex Coordinate
-dl $7EF3CA : db $01 : db $00 ; LW/DW
-dl $7FE147 : db $01 : db $00 ; Overworld $E3 persistent: UNKNOWN
-dl $7FE153 : db $01 : db $D3 ; Overworld $E9 persistent: UNKNOWN
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7FE07C : db $01 : db $09 ; Overworld $7E persistent: UNKNOWN
-dl $7FE164 : db $01 : db $EC ; Overworld $F2 persistent: UNKNOWN
-dl $7FE059 : db $01 : db $00 ; Overworld $6C persistent: Dark Link's House
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-dl $7EC172 : db $02 : dw $0020 ; Crystal switch state
-dl $7E002F : db $01 : db $00 ; Link's direction
-; Manual changes:
-dl $7EF347 : db $01 : db $01 ; Bombos Medallion
-.after
-
-sram_hundo_swamp_entrance:
-dl $7E0542 : db $02 : dw $193E ; Object tilemap state
-dl $7EF2BB : db $01 : db $20 ; Overworld $3B: Unknown (...?....)
-dl $7EF2FB : db $01 : db $20 ; Overworld $7B: Unknown (...?....)
-dl $7E0B36 : db $01 : db $00 ; Arc variable
-dl $7EF216 : db $02 : dw $008F ; Room $010B: Unknown (.........c...qqq)
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7FE153 : db $01 : db $00 ; Overworld $E9 persistent: UNKNOWN
-dl $7FE07C : db $01 : db $00 ; Overworld $7E persistent: UNKNOWN
-dl $7FE164 : db $01 : db $00 ; Overworld $F2 persistent: UNKNOWN
-dl $7FE07D : db $01 : db $13 ; Overworld $7E persistent: UNKNOWN
-dl $7E0540 : db $02 : dw $193A ; Object tilemap state
-dl $7E0544 : db $02 : dw $1842 ; Object tilemap state
-dl $7FE126 : db $01 : db $AB ; Overworld $D3 persistent: UNKNOWN
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7EF051 : db $01 : db $01 ; Room $0028: Swamp Palace (Entrance Room) (................)
-dl $7FE0E2 : db $01 : db $AA ; Overworld $B1 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E0B0C : db $01 : db $F0 ; Arc variable
-dl $7E010E : db $01 : db $4E ; Dungeon entrance index
-; Manual changes:
-dl $7EF36B : db $01 : db $02 ; Heart pieces
-.after
-
-sram_hundo_swamp_first_key_pot:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $02 : dw $0000 ; Keys
-dl $7EF050 : db $02 : dw $811F ; Room $0028: Swamp Palace (Entrance Room) (.d......c...qqqq)
-dl $7FDFD0 : db $02 : dw $000E ; Room $28 persistent: Swamp Palace (Entrance Room)
-dl $7FE07D : db $01 : db $00 ; Room $7E persistent: Ice Palace (Hidden Chest / Bombable Floor Room)
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7FE126 : db $01 : db $00 ; Room $D3 persistent: Empty Clone Room
-dl $7FE0E2 : db $01 : db $00 ; Room $B1 persistent: Misery Mire (Hourglass Room)
-dl $7E010E : db $01 : db $25 ; Dungeon entrance index
-.after
-
-sram_hundo_swamp_hallway_key_1:
-dl $7E0542 : db $02 : dw $0520 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1430 ; Object tilemap state
-dl $7EF343 : db $01 : db $01 ; Bombs
-dl $7EF070 : db $02 : dw $440A ; Room $0038: Swamp Palace (Key Pot Room) (..d...K......q.q)
-dl $7EF06E : db $02 : dw $1003 ; Room $0037: Swamp Palace (Map Chest / Water Fill Room) (....b..........q)
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7E0540 : db $02 : dw $0420 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0620 ; Object tilemap state
-dl $7E0548 : db $02 : dw $063C ; Object tilemap state
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-.after
-
-sram_hundo_swamp_water_lever_1:
-dl $7EF06E : db $02 : dw $340F ; Room $0037: Swamp Palace (Map Chest / Water Fill Room) (...db.K......qqq)
-.after
-
-sram_hundo_swamp_main_hub:
-dl $7EF06E : db $02 : dw $348F ; Room $0037: Swamp Palace (Map Chest / Water Fill Room) (...db.K..c...qqq)
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_hundo_swamp_water_lever_2:
-dl $7E0542 : db $02 : dw $0F9A ; Object tilemap state
-dl $7E0546 : db $02 : dw $05C0 ; Object tilemap state
-dl $7E054A : db $02 : dw $0470 ; Object tilemap state
-dl $7E054E : db $02 : dw $1072 ; Object tilemap state
-dl $7E0B35 : db $01 : db $CA ; Arc variable
-dl $7EF06C : db $02 : dw $200F ; Room $0036: Swamp Palace (Big Chest Room) (...d.........qqq)
-dl $7E0B36 : db $01 : db $C5 ; Arc variable
-dl $7EF06A : db $02 : dw $040F ; Room $0035: Swamp Palace (Big Key / BS Room) (......K......qqq)
-dl $7FDFD0 : db $02 : dw $0000 ; Room $28 persistent: Swamp Palace (Entrance Room)
-dl $7FDFEC : db $02 : dw $0031 ; Room $36 persistent: Swamp Palace (Big Chest Room)
-dl $7E0540 : db $02 : dw $100A ; Object tilemap state
-dl $7E0544 : db $02 : dw $05BC ; Object tilemap state
-dl $7E0548 : db $02 : dw $046C ; Object tilemap state
-dl $7E054C : db $02 : dw $0FDE ; Object tilemap state
-dl $7E0B33 : db $01 : db $C5 ; Arc variable
-dl $7E0B37 : db $01 : db $D3 ; Arc variable
-dl $7E0B0C : db $01 : db $A0 ; Arc variable
-dl $7E0B34 : db $01 : db $CE ; Arc variable
-.after
-
-sram_hundo_swamp_sociable_firebar:
-dl $7E0542 : db $02 : dw $085C ; Object tilemap state
-dl $7E0546 : db $02 : dw $572A ; Object tilemap state
-dl $7E054A : db $02 : dw $5922 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B35 : db $01 : db $B8 ; Arc variable
-dl $7EF068 : db $02 : dw $000F ; Room $0034: Swamp Palace (Push Block Puzzle / Pre-Big Key Room) (.............qqq)
-dl $7E0B36 : db $01 : db $B9 ; Arc variable
-dl $7EF06A : db $02 : dw $848F ; Room $0035: Swamp Palace (Big Key / BS Room) (.d....K..c...qqq)
-dl $7E0540 : db $02 : dw $084E ; Object tilemap state
-dl $7E0544 : db $02 : dw $5722 ; Object tilemap state
-dl $7E0548 : db $02 : dw $5726 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B33 : db $01 : db $C3 ; Arc variable
-dl $7E0B37 : db $01 : db $BA ; Arc variable
-dl $7E0B34 : db $01 : db $BE ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_hundo_swamp_backtracking:
-dl $7E0542 : db $02 : dw $0818 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0820 ; Object tilemap state
-dl $7E054A : db $02 : dw $1430 ; Object tilemap state
-dl $7E054E : db $02 : dw $1C4C ; Object tilemap state
-dl $7E0552 : db $02 : dw $1B64 ; Object tilemap state
-dl $7E0556 : db $02 : dw $1CF2 ; Object tilemap state
-dl $7EF0A8 : db $02 : dw $000F ; Room $0054: Swamp Palace (Upstairs Pits Room) (.............qqq)
-dl $7EF06A : db $02 : dw $849F ; Room $0035: Swamp Palace (Big Key / BS Room) (.d....K..c..qqqq)
-dl $7EF366 : db $02 : dw $76B0 ; BigKey1
-dl $7E0540 : db $02 : dw $0814 ; Object tilemap state
-dl $7E0544 : db $02 : dw $081C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0824 ; Object tilemap state
-dl $7E054C : db $02 : dw $174C ; Object tilemap state
-dl $7E0550 : db $02 : dw $16F0 ; Object tilemap state
-dl $7E0554 : db $02 : dw $1758 ; Object tilemap state
-dl $7E0558 : db $02 : dw $063C ; Object tilemap state
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_hundo_swamp_hook_shot:
-dl $7E0FC8 : db $01 : db $03 ; Prize pack index
-dl $7FDFE8 : db $02 : dw $0001 ; Room $34 persistent: Swamp Palace (Push Block Puzzle / Pre-Big Key Room)
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_hundo_swamp_hookdash:
-dl $7E0542 : db $02 : dw $0F9A ; Object tilemap state
-dl $7E0546 : db $02 : dw $05C0 ; Object tilemap state
-dl $7E054A : db $02 : dw $0470 ; Object tilemap state
-dl $7E054E : db $02 : dw $1072 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B35 : db $01 : db $CD ; Arc variable
-dl $7EF06C : db $02 : dw $641F ; Room $0036: Swamp Palace (Big Chest Room) (..dd..K.....qqqq)
-dl $7E0B36 : db $01 : db $D4 ; Arc variable
-dl $7EF342 : db $01 : db $01 ; Hookshot
-dl $7E0303 : db $01 : db $0E ; Selected menu item
-dl $7E0540 : db $02 : dw $100A ; Object tilemap state
-dl $7E0544 : db $02 : dw $05BC ; Object tilemap state
-dl $7E0548 : db $02 : dw $046C ; Object tilemap state
-dl $7E054C : db $02 : dw $0FDE ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $03 ; Selected menu item
-dl $7E0B33 : db $01 : db $E8 ; Arc variable
-dl $7E0B37 : db $01 : db $ED ; Arc variable
-dl $7E0B34 : db $01 : db $DB ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_hundo_swamp_water_lever_3:
-dl $7E0542 : db $02 : dw $041C ; Object tilemap state
-dl $7E0546 : db $02 : dw $1A16 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B35 : db $01 : db $BC ; Arc variable
-dl $7EF377 : db $01 : db $15 ; Arrows
-dl $7EF04C : db $02 : dw $8007 ; Room $0026: Swamp Palace (Statue Room) (.d............qq)
-dl $7E0B36 : db $01 : db $C3 ; Arc variable
-dl $7FDFCC : db $02 : dw $0400 ; Room $26 persistent: Swamp Palace (Statue Room)
-dl $7FDFEC : db $02 : dw $0000 ; Room $36 persistent: Swamp Palace (Big Chest Room)
-dl $7E0540 : db $02 : dw $080C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1396 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1ADC ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B33 : db $01 : db $D7 ; Arc variable
-dl $7E0B37 : db $01 : db $DC ; Arc variable
-dl $7E0B34 : db $01 : db $CA ; Arc variable
-.after
-
-sram_hundo_swamp_restock:
-dl $7E0542 : db $02 : dw $0654 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0668 ; Object tilemap state
-dl $7E054A : db $02 : dw $2630 ; Object tilemap state
-dl $7E054E : db $02 : dw $2634 ; Object tilemap state
-dl $7E0552 : db $02 : dw $2638 ; Object tilemap state
-dl $7E0B35 : db $01 : db $2A ; Arc variable
-dl $7EF0CC : db $02 : dw $0003 ; Room $0066: Swamp Palace (Hidden Chest / Hidden Door Room) (...............q)
-dl $7EF0EC : db $02 : dw $008E ; Room $0076: Swamp Palace (Water Drain Room) (.........c...qqq)
-dl $7E0B36 : db $01 : db $24 ; Arc variable
-dl $7FDFE8 : db $02 : dw $0000 ; Room $34 persistent: Swamp Palace (Push Block Puzzle / Pre-Big Key Room)
-dl $7FE04C : db $02 : dw $0080 ; Room $66 persistent: Swamp Palace (Hidden Chest / Hidden Door Room)
-dl $7FE06C : db $02 : dw $0002 ; Room $76 persistent: Swamp Palace (Water Drain Room)
-dl $7E0540 : db $02 : dw $0554 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0568 ; Object tilemap state
-dl $7E0548 : db $02 : dw $2530 ; Object tilemap state
-dl $7E054C : db $02 : dw $2534 ; Object tilemap state
-dl $7E0550 : db $02 : dw $2538 ; Object tilemap state
-dl $7E0554 : db $02 : dw $383C ; Object tilemap state
-dl $7E0B37 : db $01 : db $1B ; Arc variable
-.after
-
-sram_hundo_swamp_phelps_way:
-dl $7E0542 : db $02 : dw $03C0 ; Object tilemap state
-dl $7E0546 : db $02 : dw $04C0 ; Object tilemap state
-dl $7E054A : db $02 : dw $05C0 ; Object tilemap state
-dl $7E054E : db $02 : dw $06C0 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B35 : db $01 : db $A9 ; Arc variable
-dl $7EF343 : db $01 : db $02 ; Bombs
-dl $7EF02C : db $02 : dw $000C ; Room $0016: Swamp Palace (Swimming Treadmill) (.............qq.)
-dl $7EF0CC : db $02 : dw $000F ; Room $0066: Swamp Palace (Hidden Chest / Hidden Door Room) (.............qqq)
-dl $7E0B36 : db $01 : db $A3 ; Arc variable
-dl $7E0540 : db $02 : dw $03BC ; Object tilemap state
-dl $7E0544 : db $02 : dw $04BC ; Object tilemap state
-dl $7E0548 : db $02 : dw $05BC ; Object tilemap state
-dl $7E054C : db $02 : dw $06BC ; Object tilemap state
-dl $7E0550 : db $02 : dw $13F0 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $9A ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_hundo_swamp_arrghus:
-dl $7EF02C : db $02 : dw $440F ; Room $0016: Swamp Palace (Swimming Treadmill) (..d...K......qqq)
-dl $7EF36D : db $01 : db $48 ; Health (actual)
-dl $7FDFAC : db $02 : dw $0004 ; Room $16 persistent: Swamp Palace (Swimming Treadmill)
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_hundo_trock_outside_mire:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B09 : db $01 : db $03 ; Arc variable
-dl $7E0B31 : db $01 : db $94 ; Arc variable
-dl $7E0B35 : db $01 : db $71 ; Arc variable
-dl $7E0B39 : db $01 : db $88 ; Arc variable
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF00C : db $02 : dw $0802 ; Room $0006: Swamp Palace (Arrghus[Boss]) (.....k.........q)
-dl $7E0B32 : db $01 : db $91 ; Arc variable
-dl $7E0B36 : db $01 : db $74 ; Arc variable
-dl $7E0B3A : db $01 : db $81 ; Arc variable
-dl $7EF36C : db $01 : db $58 ; Health (goal)
-dl $7EF36D : db $01 : db $58 ; Health (actual)
-dl $7EF381 : db $01 : db $00 ; Key for dungeon $05
-dl $7EF3ED : db $02 : dw $0000 ; Deaths
-dl $7EF37A : db $01 : db $76 ; Crystals
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7FDFAC : db $01 : db $00 ; Overworld $16 persistent: Witch's Hut
-dl $7FDFCC : db $01 : db $00 ; Overworld $26 persistent: UNKNOWN
-dl $7FE04C : db $01 : db $00 ; Overworld $66 persistent: UNKNOWN
-dl $7FE06C : db $01 : db $00 ; Overworld $76 persistent: UNKNOWN
-dl $7FE07D : db $01 : db $13 ; Overworld $7E persistent: UNKNOWN
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7FE126 : db $01 : db $AB ; Overworld $D3 persistent: UNKNOWN
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-dl $7E0B33 : db $01 : db $85 ; Arc variable
-dl $7E0B37 : db $01 : db $7E ; Arc variable
-dl $7E0B3B : db $01 : db $79 ; Arc variable
-dl $7FE0E2 : db $01 : db $AA ; Overworld $B1 persistent: UNKNOWN
-dl $7E02A2 : db $01 : db $00 ; Arc variable
-dl $7E0B08 : db $01 : db $AE ; Arc variable
-dl $7E0B0C : db $01 : db $01 ; Arc variable
-dl $7E0B30 : db $01 : db $8B ; Arc variable
-dl $7E0B34 : db $01 : db $78 ; Arc variable
-dl $7E0B38 : db $01 : db $84 ; Arc variable
-dl $7E0B3C : db $01 : db $7B ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-; Manual changes:
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7EF36C : db $01 : db $88 ; Health (goal)
-dl $7EF36D : db $01 : db $88 ; Health (actual)
-dl $7EF37A : db $01 : db $77 ; Crystals
-.after
-
-sram_hundo_trock_icerod_overworld:
-dl $7E1ABF : db $01 : db $28 ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $01 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $DA ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $0C ; Warp Vortex Coordinate
-dl $7EF3CA : db $01 : db $00 ; LW/DW
-dl $7E0303 : db $01 : db $08 ; Selected menu item
-dl $7E0202 : db $01 : db $0D ; Selected menu item
-dl $7FE0D6 : db $01 : db $0B ; Overworld $AB persistent: UNKNOWN
-dl $7E02A2 : db $01 : db $38 ; Arc variable
-dl $7FE047 : db $01 : db $BB ; Overworld $63 persistent: UNKNOWN
-dl $7E002F : db $01 : db $00 ; Link's direction
-; Manual changes:
-dl $7EF340 : db $01 : db $04 ; Silver Arrows
-dl $7EF352 : db $01 : db $01 ; Magic Cape
-dl $7EF359 : db $01 : db $04 ; Golden Sword
-dl $7EF35F : db $01 : db $01 ; Bottle 4 (empty)
-dl $7EF360 : db $02 : dw $001D ; Rupees (goal)
-dl $7EF362 : db $02 : dw $001D ; Rupees (actual)
-dl $7EF36B : db $01 : db $02 ; Heart pieces
-dl $7EF36C : db $01 : db $90 ; Health (goal)
-dl $7EF36D : db $01 : db $90 ; Health (actual)
-.after
-
-sram_hundo_trock_dm:
-dl $7EF2B7 : db $01 : db $02 ; Overworld $37: Unknown (.......?)
-dl $7EF343 : db $01 : db $00 ; Bombs
-dl $7EF240 : db $02 : dw $001A ; Room $0120: Unknown (............qq.q)
-dl $7EF346 : db $01 : db $01 ; Ice Rod
-dl $7E029F : db $01 : db $FF ; Arc variable
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7FDFCB : db $01 : db $F3 ; Overworld $25 persistent: Octorok Area
-dl $7FE0D6 : db $01 : db $00 ; Overworld $AB persistent: UNKNOWN
-dl $7E02A2 : db $01 : db $FE ; Arc variable
-dl $7FE047 : db $01 : db $00 ; Overworld $63 persistent: UNKNOWN
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E010E : db $01 : db $84 ; Dungeon entrance index
-; Manual changes:
-dl $7EF346 : db $01 : db $01 ; Ice Rod
-.after
-
-sram_hundo_trock_squirrels:
-dl $7EF1BE : db $02 : dw $0003 ; Room $00DF: Cave (...............q)
-dl $7EF1DE : db $02 : dw $0003 ; Room $00EF: Cave (Crystal Switch / 5 Chests Room) (...............q)
-dl $7E0303 : db $01 : db $0E ; Selected menu item
-dl $7E0202 : db $01 : db $03 ; Selected menu item
-dl $7FDFCB : db $01 : db $00 ; Room $25 persistent: Empty Clone Room
-dl $7E02A2 : db $01 : db $84 ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E010E : db $01 : db $1F ; Dungeon entrance index
-dl $7FE13E : db $02 : dw $0003 ; Room $DF persistent: Cave
-.after
-
-sram_hundo_trock_peg_puzzle:
-dl $7FE17F : db $01 : db $CA ; Overworld $FF persistent: UNKNOWN
-dl $7FE1BF : db $01 : db $EC ; Overworld $11F persistent: UNKNOWN
-dl $7FE058 : db $01 : db $CA ; Overworld $6C persistent: Dark Link's House
-dl $7FE16E : db $01 : db $28 ; Overworld $F7 persistent: UNKNOWN
-dl $7FE037 : db $01 : db $28 ; Overworld $5B persistent: Pyramid of Power
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7FE13E : db $01 : db $00 ; Overworld $DF persistent: UNKNOWN
-.after
-
-sram_hundo_trock_entrance:
-dl $7EF287 : db $02 : dw $0020 ; Overworld $07: Unknown (...?....)
-dl $7EF2C7 : db $01 : db $20 ; Overworld $47: Unknown (...?....)
-dl $7EF36E : db $01 : db $60 ; Magic Power
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7FE17F : db $01 : db $00 ; Overworld $FF persistent: UNKNOWN
-dl $7FE1BF : db $01 : db $00 ; Overworld $11F persistent: UNKNOWN
-dl $7E0303 : db $01 : db $12 ; Selected menu item
-dl $7FE058 : db $01 : db $00 ; Overworld $6C persistent: Dark Link's House
-dl $7E0202 : db $01 : db $11 ; Selected menu item
-dl $7FE16E : db $01 : db $00 ; Overworld $F7 persistent: UNKNOWN
-dl $7FE037 : db $01 : db $00 ; Overworld $5B persistent: Pyramid of Power
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_hundo_trock_torches:
-dl $7E0542 : db $02 : dw $190C ; Object tilemap state
-dl $7EF343 : db $01 : db $01 ; Bombs
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7E0FCC : db $01 : db $06 ; Prize pack index
-dl $7EF18C : db $02 : dw $000F ; Room $00C6: Turtle Rock (.............qqq)
-dl $7EF1AC : db $02 : dw $8005 ; Room $00D6: Turtle Rock (Entrance Room) (.d............q.)
-dl $7EF36E : db $01 : db $70 ; Magic Power
-dl $7FE10C : db $02 : dw $0028 ; Room $C6 persistent: Turtle Rock
-dl $7E0540 : db $02 : dw $070C ; Object tilemap state
-dl $7E02A2 : db $01 : db $00 ; Arc variable
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E010E : db $01 : db $35 ; Dungeon entrance index
-.after
-
-sram_hundo_trock_roller_room:
-dl $7E0542 : db $02 : dw $0B0C ; Object tilemap state
-dl $7E0546 : db $02 : dw $160C ; Object tilemap state
-dl $7E054A : db $02 : dw $894A ; Object tilemap state
-dl $7E054E : db $02 : dw $8DCA ; Object tilemap state
-dl $7EF36D : db $01 : db $58 ; Health (actual)
-dl $7EF18E : db $02 : dw $000F ; Room $00C7: Turtle Rock (Torch Puzzle) (.............qqq)
-dl $7EF36E : db $01 : db $38 ; Magic Power
-dl $7E0303 : db $01 : db $0E ; Selected menu item
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $0A0C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C0C ; Object tilemap state
-dl $7E0548 : db $02 : dw $8932 ; Object tilemap state
-dl $7E054C : db $02 : dw $8DB2 ; Object tilemap state
-dl $7E0202 : db $01 : db $03 ; Selected menu item
-dl $7E002F : db $01 : db $00 ; Link's direction
-; Manual changes:
-dl $7EF36D : db $01 : db $88 ; Health (actual)
-.after
-
-sram_hundo_trock_pokey_0:
-dl $7E0542 : db $02 : dw $190C ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7EF18C : db $02 : dw $800F ; Room $00C6: Turtle Rock (.d...........qqq)
-dl $7EF36D : db $01 : db $40 ; Health (actual)
-dl $7EF16E : db $02 : dw $002A ; Room $00B7: Turtle Rock (Map Chest / Key Chest / Roller Room) (...........c.q.q)
-dl $7EF36E : db $01 : db $30 ; Magic Power
-dl $7E0303 : db $01 : db $12 ; Selected menu item
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $070C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $11 ; Selected menu item
-; Manual changes:
-dl $7EF36D : db $01 : db $70 ; Health (actual)
-.after
-
-sram_hundo_trock_chomps:
-dl $7E0542 : db $02 : dw $0A96 ; Object tilemap state
-dl $7EF16C : db $02 : dw $3402 ; Room $00B6: Turtle Rock (Chain Chomps Room) (...db.K........q)
-dl $7EF36D : db $01 : db $48 ; Health (actual)
-dl $7EF372 : db $01 : db $30 ; Hearts filler
-dl $7FE0EC : db $02 : dw $0020 ; Room $B6 persistent: Turtle Rock (Chain Chomps Room)
-dl $7E0540 : db $02 : dw $095E ; Object tilemap state
-dl $7E0544 : db $02 : dw $0AA6 ; Object tilemap state
-dl $7E0FCD : db $01 : db $02 ; Prize pack index
-; Manual changes:
-dl $7EF36D : db $01 : db $90 ; Health (actual)
-.after
-
-sram_hundo_trock_pokey_1:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF377 : db $01 : db $11 ; Arrows
-dl $7EF028 : db $02 : dw $000F ; Room $0014: Turtle Rock (Big Key Room) (.............qqq)
-dl $7EF16C : db $02 : dw $B41A ; Room $00B6: Turtle Rock (Chain Chomps Room) (.d.db.K.....qq.q)
-dl $7EF36D : db $01 : db $60 ; Health (actual)
-dl $7EF02A : db $02 : dw $000F ; Room $0015: Turtle Rock (.............qqq)
-dl $7EF36E : db $01 : db $28 ; Magic Power
-dl $7EF372 : db $01 : db $00 ; Hearts filler
-dl $7FE10C : db $02 : dw $0000 ; Room $C6 persistent: Turtle Rock
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E002F : db $01 : db $04 ; Link's direction
-; Manual changes:
-dl $7EC172 : db $01 : db $00 ; Crystal switch state
-.after
-
-sram_hundo_trock_pokeys_2:
-dl $7EF028 : db $02 : dw $401F ; Room $0014: Turtle Rock (Big Key Room) (..d.........qqqq)
-dl $7EF360 : db $02 : dw $0079 ; Rupees (goal)
-dl $7EF026 : db $02 : dw $8405 ; Room $0013: Turtle Rock (Hokku-Bokku Key Room 2) (.d....K.......q.)
-dl $7EF362 : db $02 : dw $0079 ; Rupees (actual)
-dl $7EF366 : db $02 : dw $77B8 ; BigKey1
-dl $7EF36E : db $01 : db $78 ; Magic Power
-dl $7E0FCD : db $01 : db $04 ; Prize pack index
-dl $7FDFA6 : db $02 : dw $0040 ; Room $13 persistent: Turtle Rock (Hokku-Bokku Key Room 2)
-dl $7EC172 : db $01 : db $00 ; Crystal switch state
-dl $7E002F : db $01 : db $02 ; Link's direction
-; Manual changes:
-dl $7EC172 : db $01 : db $00 ; Crystal switch state
-.after
-
-sram_hundo_trock_crystal_roller:
-dl $7EF028 : db $02 : dw $C01F ; Room $0014: Turtle Rock (Big Key Room) (.dd.........qqqq)
-dl $7EF048 : db $02 : dw $800C ; Room $0024: Turtle Rock (Double Hokku-Bokku / Big chest Room) (.d...........qq.)
-dl $7FDFC8 : db $02 : dw $0028 ; Room $24 persistent: Turtle Rock (Double Hokku-Bokku / Big chest Room)
-dl $7FE0EC : db $02 : dw $0000 ; Room $B6 persistent: Turtle Rock (Chain Chomps Room)
-dl $7E0FCD : db $01 : db $06 ; Prize pack index
-dl $7E002F : db $01 : db $00 ; Link's direction
-; Manual changes:
-dl $7EF36B : db $01 : db $03 ; Heart pieces
-dl $7EF35A : db $01 : db $03 ; Mirror Shield
-.after
-
-sram_hundo_trock_dark_room:
-dl $7E0542 : db $02 : dw $16A2 ; Object tilemap state
-dl $7E0546 : db $02 : dw $19A2 ; Object tilemap state
-dl $7E054A : db $02 : dw $13F0 ; Object tilemap state
-dl $7E0B35 : db $01 : db $00 ; Arc variable
-dl $7EF008 : db $02 : dw $C01A ; Room $0004: Turtle Rock (Crysta-roller Room) (.dd.........qq.q)
-dl $7E0B36 : db $01 : db $00 ; Arc variable
-dl $7E0540 : db $02 : dw $1698 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1998 ; Object tilemap state
-dl $7E0548 : db $02 : dw $13CC ; Object tilemap state
-dl $7E054C : db $02 : dw $5A5E ; Object tilemap state
-dl $7E0B33 : db $01 : db $00 ; Arc variable
-dl $7E0B37 : db $01 : db $62 ; Arc variable
-dl $7E0B3B : db $01 : db $00 ; Arc variable
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E0B0C : db $01 : db $A0 ; Arc variable
-dl $7E0B34 : db $01 : db $00 ; Arc variable
-dl $7E0B3C : db $01 : db $00 ; Arc variable
-.after
-
-sram_hundo_trock_laser_skip:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36D : db $01 : db $58 ; Health (actual)
-dl $7EF16A : db $02 : dw $000F ; Room $00B5: Turtle Rock (Dark Maze) (.............qqq)
-dl $7EF18A : db $02 : dw $000A ; Room $00C5: Turtle Rock (Laser Bridge) (.............q.q)
-dl $7EF36E : db $01 : db $70 ; Magic Power
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $5F ; Arc variable
-dl $7FDFA6 : db $02 : dw $0000 ; Room $13 persistent: Turtle Rock (Hokku-Bokku Key Room 2)
-dl $7FE10A : db $02 : dw $0040 ; Room $C5 persistent: Turtle Rock (Laser Bridge)
-dl $7E002F : db $01 : db $02 ; Link's direction
-; Manual changes:
-dl $7EF36D : db $01 : db $88 ; Health (actual)
-.after
-
-sram_hundo_trock_switch_room:
-dl $7EF18A : db $02 : dw $800A ; Room $00C5: Turtle Rock (Laser Bridge) (.d...........q.q)
-dl $7EF1AA : db $02 : dw $008A ; Room $00D5: Turtle Rock (Laser Key Room) (.........c...q.q)
-dl $7FDFC8 : db $02 : dw $0000 ; Room $24 persistent: Turtle Rock (Double Hokku-Bokku / Big chest Room)
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7FE12A : db $02 : dw $0010 ; Room $D5 persistent: Turtle Rock (Laser Key Room)
-.after
-
-sram_hundo_trock_trinexx:
-dl $7E0542 : db $02 : dw $1C30 ; Object tilemap state
-dl $7EF168 : db $02 : dw $800F ; Room $00B4: Turtle Rock (Pre-Trinexx Room) (.d...........qqq)
-dl $7EF188 : db $02 : dw $800F ; Room $00C4: Turtle Rock (Final Crystal Switch Puzzle Room) (.d...........qqq)
-dl $7EF36E : db $01 : db $60 ; Magic Power
-dl $7E0540 : db $02 : dw $1C2C ; Object tilemap state
-dl $7E02A1 : db $01 : db $00 ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_hundo_gtower_outside_trock:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B09 : db $01 : db $60 ; Arc variable
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF3C7 : db $01 : db $08 ; Map Phase
-dl $7EF3FB : db $02 : dw $0000 ; Deaths
-dl $7EF148 : db $02 : dw $0802 ; Room $00A4: Turtle Rock (Trinexx[Boss]) (.....k.........q)
-dl $7EF36C : db $01 : db $68 ; Health (goal)
-dl $7EF36D : db $01 : db $68 ; Health (actual)
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7EF37A : db $01 : db $7F ; Crystals
-dl $7E0303 : db $01 : db $0E ; Selected menu item
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $03 ; Selected menu item
-dl $7FE10A : db $01 : db $00 ; Overworld $C5 persistent: UNKNOWN
-dl $7E0B08 : db $01 : db $78 ; Arc variable
-dl $7E0B0C : db $01 : db $3C ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7FE12A : db $01 : db $00 ; Overworld $D5 persistent: UNKNOWN
-; Manual changes:
-dl $7EF36C : db $01 : db $98 ; Health (goal)
-dl $7EF36D : db $01 : db $98 ; Health (actual)
-.after
-
-sram_hundo_gtower_entrance:
-dl $7EF2C3 : db $01 : db $20 ; Overworld $43: Unknown (...?....)
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E010E : db $01 : db $37 ; Dungeon entrance index
-; Manual changes:
-dl $7EF36B : db $01 : db $00 ; Heart pieces
-dl $7EF36C : db $01 : db $A0 ; Health (goal)
-dl $7EF36D : db $01 : db $A0 ; Health (actual)
-.after
-
-sram_hundo_gtower_spike_skip:
-dl $7E0542 : db $02 : dw $171C ; Object tilemap state
-dl $7E0546 : db $02 : dw $0864 ; Object tilemap state
-dl $7E054A : db $02 : dw $085C ; Object tilemap state
-dl $7E054E : db $02 : dw $0C4C ; Object tilemap state
-dl $7E0552 : db $02 : dw $144C ; Object tilemap state
-dl $7E0556 : db $02 : dw $0864 ; Object tilemap state
-dl $7EF36F : db $01 : db $01 ; Keys
-dl $7EF018 : db $02 : dw $000F ; Room $000C: Ganon's Tower (Entrance Room) (.............qqq)
-dl $7EF118 : db $02 : dw $0008 ; Room $008C: Ganon's Tower (East and West Downstairs / Big Chest Room) (.............q..)
-dl $7EF116 : db $02 : dw $0404 ; Room $008B: Ganon's Tower (Block Puzzle / Spike Skip / Map Chest Room) (......K.......q.)
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7E0468 : db $01 : db $00 ; Trap door state
-dl $7E0540 : db $02 : dw $0920 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1720 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0760 ; Object tilemap state
-dl $7E054C : db $02 : dw $0960 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0C70 ; Object tilemap state
-dl $7E0554 : db $02 : dw $1C4C ; Object tilemap state
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E0641 : db $02 : dw $0001 ; Room puzzle state (?)
-dl $7E0B0C : db $01 : db $50 ; Arc variable
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_hundo_gtower_pre_firesnakes_room:
-dl $7E0542 : db $02 : dw $0C30 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1820 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF116 : db $02 : dw $040E ; Room $008B: Ganon's Tower (Block Puzzle / Spike Skip / Map Chest Room) (......K......qqq)
-dl $7EF136 : db $02 : dw $8408 ; Room $009B: Ganon's Tower (Many Spikes / Warp Maze Room) (.d....K......q..)
-dl $7E0303 : db $01 : db $02 ; Selected menu item
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $0430 ; Object tilemap state
-dl $7E0544 : db $02 : dw $181C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $02 ; Selected menu item
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E0641 : db $01 : db $00 ; Room puzzle state (?)
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_hundo_gtower_bombable_floor:
-dl $7E0542 : db $02 : dw $0938 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF377 : db $01 : db $16 ; Arrows
-dl $7EF138 : db $02 : dw $000F ; Room $009C: Ganon's Tower (Invisible Floor Maze Room) (.............qqq)
-dl $7EF36D : db $01 : db $60 ; Health (actual)
-dl $7EF0FA : db $02 : dw $201E ; Room $007D: Ganon's Tower (Winder / Warp Maze Room) (...d........qqqq)
-dl $7EF136 : db $02 : dw $840F ; Room $009B: Ganon's Tower (Many Spikes / Warp Maze Room) (.d....K......qqq)
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7FE0B8 : db $02 : dw $0002 ; Room $9C persistent: Ganon's Tower (Invisible Floor Maze Room)
-dl $7E0540 : db $02 : dw $0838 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0550 ; Object tilemap state
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-dl $7EC172 : db $01 : db $00 ; Crystal switch state
-dl $7E002F : db $01 : db $00 ; Link's direction
-; Manual changes:
-dl $7EF36D : db $01 : db $A0 ; Health (actual)
-.after
-
-sram_hundo_gtower_ice_armos:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF038 : db $02 : dw $0001 ; Room $001C: Ganon's Tower (Ice Armos) (................)
-dl $7EF118 : db $02 : dw $0009 ; Room $008C: Ganon's Tower (East and West Downstairs / Big Chest Room) (.............q..)
-dl $7E029F : db $01 : db $00 ; Arc variable
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_hundo_gtower_floor_2:
-dl $7E0B09 : db $01 : db $00 ; Arc variable
-dl $7E0B31 : db $01 : db $BD ; Arc variable
-dl $7E0B35 : db $01 : db $70 ; Arc variable
-dl $7EF377 : db $01 : db $0E ; Arrows
-dl $7EF038 : db $02 : dw $0035 ; Room $001C: Ganon's Tower (Ice Armos) (...........cq.q.)
-dl $7E0B32 : db $01 : db $90 ; Arc variable
-dl $7EF389 : db $01 : db $01 ; Key for dungeon $0D
-dl $7EF366 : db $02 : dw $77BC ; BigKey1
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7FE0B8 : db $01 : db $00 ; Room $9C persistent: Ganon's Tower (Invisible Floor Maze Room)
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-dl $7E0B33 : db $01 : db $52 ; Arc variable
-dl $7E0B37 : db $01 : db $13 ; Arc variable
-dl $7E0B08 : db $01 : db $40 ; Arc variable
-dl $7E0B30 : db $01 : db $AD ; Arc variable
-dl $7E0B34 : db $01 : db $42 ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-; Manual changes:
-dl $7EF35B : db $01 : db $02 ; Red Mail
-.after
-
-sram_hundo_gtower_mimics1:
-dl $7E0542 : db $02 : dw $052C ; Object tilemap state
-dl $7E0546 : db $02 : dw $082C ; Object tilemap state
-dl $7E054A : db $02 : dw $0B2C ; Object tilemap state
-dl $7E054E : db $02 : dw $1962 ; Object tilemap state
-dl $7EF377 : db $01 : db $0D ; Arrows
-dl $7EF36D : db $01 : db $48 ; Health (actual)
-dl $7EF0D6 : db $02 : dw $000C ; Room $006B: Ganon's Tower (Mimics Rooms) (.............qq.)
-dl $7E0468 : db $01 : db $00 ; Trap door state
-dl $7E0540 : db $02 : dw $051C ; Object tilemap state
-dl $7E0544 : db $02 : dw $081C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0B1C ; Object tilemap state
-dl $7E054C : db $02 : dw $195A ; Object tilemap state
-dl $7E0550 : db $02 : dw $050C ; Object tilemap state
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E0641 : db $02 : dw $0001 ; Room puzzle state (?)
-dl $7E002F : db $01 : db $02 ; Link's direction
-; Manual changes:
-dl $7EF36D : db $01 : db $88 ; Health (actual)
-.after
-
-sram_hundo_gtower_mimics2:
-dl $7EF377 : db $01 : db $0E ; Arrows
-dl $7EF0D6 : db $02 : dw $000E ; Room $006B: Ganon's Tower (Mimics Rooms) (.............qqq)
-dl $7FE056 : db $02 : dw $0240 ; Room $6B persistent: Ganon's Tower (Mimics Rooms)
-dl $7E0641 : db $01 : db $00 ; Room puzzle state (?)
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E0FCB : db $01 : db $04 ; Prize pack index
-.after
-
-sram_hundo_gtower_spike_room:
-dl $7EF377 : db $01 : db $0A ; Arrows
-dl $7EF0D6 : db $02 : dw $800F ; Room $006B: Ganon's Tower (Mimics Rooms) (.d...........qqq)
-dl $7E0468 : db $01 : db $01 ; Trap door state
-dl $7FE056 : db $02 : dw $2640 ; Room $6B persistent: Ganon's Tower (Mimics Rooms)
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0FCB : db $01 : db $05 ; Prize pack index
-.after
-
-sram_hundo_gtower_gauntlet:
-dl $7E0542 : db $02 : dw $16D8 ; Object tilemap state
-dl $7E0546 : db $02 : dw $19D8 ; Object tilemap state
-dl $7E054A : db $02 : dw $19E4 ; Object tilemap state
-dl $7E054E : db $02 : dw $16E4 ; Object tilemap state
-dl $7EF0B8 : db $02 : dw $000C ; Room $005C: Ganon's Tower (Ganon-Ball Z) (.............qq.)
-dl $7EF0B6 : db $02 : dw $8005 ; Room $005B: Ganon's Tower (Spike Pit Room) (.d............q.)
-dl $7E0540 : db $02 : dw $165E ; Object tilemap state
-dl $7E0544 : db $02 : dw $1854 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1A5E ; Object tilemap state
-dl $7E054C : db $02 : dw $1868 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7EC172 : db $01 : db $00 ; Crystal switch state
-.after
-
-sram_hundo_gtower_gauntlet_3:
-dl $7E0542 : db $02 : dw $052C ; Object tilemap state
-dl $7E0546 : db $02 : dw $0B2C ; Object tilemap state
-dl $7E054A : db $02 : dw $1430 ; Object tilemap state
-dl $7E054E : db $02 : dw $1C30 ; Object tilemap state
-dl $7EF377 : db $01 : db $08 ; Arrows
-dl $7E0FCC : db $01 : db $02 ; Prize pack index
-dl $7EF0BA : db $02 : dw $000C ; Room $005D: Ganon's Tower (Gauntlet 1/2/3) (.............qq.)
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $0510 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0B10 ; Object tilemap state
-dl $7E0548 : db $02 : dw $140C ; Object tilemap state
-dl $7E054C : db $02 : dw $1C0C ; Object tilemap state
-dl $7FE03A : db $02 : dw $00FD ; Room $5D persistent: Ganon's Tower (Gauntlet 1/2/3)
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_hundo_gtower_lanmola2:
-dl $7E0542 : db $02 : dw $0628 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0A28 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0FCC : db $01 : db $04 ; Prize pack index
-dl $7EF0D8 : db $02 : dw $0001 ; Room $006C: Ganon's Tower (Lanmolas Room) (................)
-dl $7EF36D : db $01 : db $40 ; Health (actual)
-dl $7EF0BA : db $02 : dw $000E ; Room $005D: Ganon's Tower (Gauntlet 1/2/3) (.............qqq)
-dl $7EF0DA : db $02 : dw $000A ; Room $006D: Ganon's Tower (Gauntlet 4/5) (.............q.q)
-dl $7EF36E : db $01 : db $70 ; Magic Power
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $0614 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0A14 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-dl $7FE03A : db $02 : dw $0EFD ; Room $5D persistent: Ganon's Tower (Gauntlet 1/2/3)
-dl $7FE056 : db $02 : dw $0000 ; Room $6B persistent: Ganon's Tower (Mimics Rooms)
-dl $7FE05A : db $02 : dw $00C9 ; Room $6D persistent: Ganon's Tower (Gauntlet 4/5)
-dl $7E002F : db $01 : db $04 ; Link's direction
-; Manual changes:
-dl $7EF36D : db $01 : db $88 ; Health (actual)
-.after
-
-sram_hundo_gtower_wizz1:
-dl $7EF0D8 : db $02 : dw $000B ; Room $006C: Ganon's Tower (Lanmolas Room) (.............q.q)
-dl $7EF36E : db $01 : db $20 ; Magic Power
-dl $7E002F : db $01 : db $00 ; Link's direction
-; Manual changes:
-dl $7EF36D : db $01 : db $90 ; Health (actual)
-.after
-
-sram_hundo_gtower_wizz2:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36D : db $01 : db $48 ; Health (actual)
-dl $7EF14A : db $02 : dw $000B ; Room $00A5: Ganon's Tower (Wizzrobes Rooms) (.............q.q)
-dl $7EF36E : db $01 : db $18 ; Magic Power
-dl $7E0303 : db $01 : db $12 ; Selected menu item
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $11 ; Selected menu item
-dl $7FE0CA : db $02 : dw $008C ; Room $A5 persistent: Ganon's Tower (Wizzrobes Rooms)
-dl $7E0FC7 : db $01 : db $04 ; Prize pack index
-.after
-
-sram_hundo_gtower_torches1:
-dl $7EF12A : db $02 : dw $0005 ; Room $0095: Ganon's Tower (Final Collapsing Bridge Room) (..............q.)
-dl $7EF14A : db $02 : dw $000F ; Room $00A5: Ganon's Tower (Wizzrobes Rooms) (.............qqq)
-dl $7EF36E : db $01 : db $10 ; Magic Power
-dl $7E0303 : db $01 : db $09 ; Selected menu item
-dl $7E0202 : db $01 : db $0B ; Selected menu item
-dl $7E0B37 : db $01 : db $0C ; Arc variable
-dl $7E0B3F : db $01 : db $01 ; Arc variable
-dl $7FE03A : db $02 : dw $0000 ; Room $5D persistent: Ganon's Tower (Gauntlet 1/2/3)
-dl $7FE0CA : db $02 : dw $00EF ; Room $A5 persistent: Ganon's Tower (Wizzrobes Rooms)
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E0FC7 : db $01 : db $06 ; Prize pack index
-.after
-
-sram_hundo_gtower_torches2:
-dl $7E0542 : db $02 : dw $1570 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0B2E ; Object tilemap state
-dl $7E054A : db $02 : dw $120E ; Object tilemap state
-dl $7E054E : db $02 : dw $1820 ; Object tilemap state
-dl $7E0552 : db $02 : dw $8B0C ; Object tilemap state
-dl $7E0556 : db $02 : dw $9220 ; Object tilemap state
-dl $7EF373 : db $01 : db $25 ; Magic filler
-dl $7EF12C : db $02 : dw $000B ; Room $0096: Ganon's Tower (Torches 1 Room) (.............q.q)
-dl $7EF36E : db $01 : db $5F ; Magic Power
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $154C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0520 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1120 ; Object tilemap state
-dl $7E054C : db $02 : dw $180E ; Object tilemap state
-dl $7E0550 : db $02 : dw $8420 ; Object tilemap state
-dl $7E0554 : db $02 : dw $8B32 ; Object tilemap state
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-dl $7E0B37 : db $01 : db $0E ; Arc variable
-dl $7FE05A : db $02 : dw $0000 ; Room $6D persistent: Ganon's Tower (Gauntlet 4/5)
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_hundo_gtower_helma_key:
-dl $7E0CBC : db $01 : db $01 ; Sprite drop
-dl $7E0542 : db $02 : dw $0C70 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1628 ; Object tilemap state
-dl $7E054A : db $02 : dw $1A14 ; Object tilemap state
-dl $7E054E : db $02 : dw $954C ; Object tilemap state
-dl $7E0552 : db $02 : dw $9C50 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF373 : db $01 : db $00 ; Magic filler
-dl $7EF07A : db $02 : dw $0001 ; Room $003D: Ganon's Tower (Torch Room 2) (................)
-dl $7EF36E : db $01 : db $40 ; Magic Power
-dl $7E0540 : db $02 : dw $0C4C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1618 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1820 ; Object tilemap state
-dl $7E054C : db $02 : dw $1A24 ; Object tilemap state
-dl $7E0550 : db $02 : dw $9570 ; Object tilemap state
-dl $7E0554 : db $02 : dw $9C6C ; Object tilemap state
-dl $7E0B37 : db $01 : db $06 ; Arc variable
-.after
-
-sram_hundo_gtower_bombable_wall:
-dl $7E0CBC : db $01 : db $00 ; Sprite drop
-dl $7EF36D : db $01 : db $40 ; Health (actual)
-dl $7EF07A : db $02 : dw $4405 ; Room $003D: Ganon's Tower (Torch Room 2) (..d...K.......q.)
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-dl $7E0B37 : db $01 : db $0D ; Arc variable
-dl $7FDFFA : db $02 : dw $000C ; Room $3D persistent: Ganon's Tower (Torch Room 2)
-dl $7E002F : db $01 : db $04 ; Link's direction
-; Manual changes:
-dl $7EF36D : db $01 : db $88 ; Health (actual)
-.after
-
-sram_hundo_gtower_moldorm_2:
-dl $7EF343 : db $01 : db $00 ; Bombs
-dl $7EF36F : db $02 : dw $0000 ; Keys
-dl $7EF36D : db $01 : db $38 ; Health (actual)
-dl $7EF07A : db $02 : dw $740F ; Room $003D: Ganon's Tower (Torch Room 2) (..ddb.K......qqq)
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-dl $7E0B37 : db $01 : db $10 ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-; Manual changes:
-dl $7EF36D : db $01 : db $80 ; Health (actual)
-.after
-
-sram_hundo_gtower_agahnim_2:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF098 : db $02 : dw $0005 ; Room $004C: Ganon's Tower (Mini-Helmasaur Conveyor Room) (..............q.)
-dl $7EF03A : db $02 : dw $800C ; Room $001D: Ganon's Tower (Final Hallway) (.d...........qq.)
-dl $7EF09A : db $02 : dw $800F ; Room $004D: Ganon's Tower (Moldorm Room) (.d...........qqq)
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7FE0CA : db $02 : dw $0000 ; Room $A5 persistent: Ganon's Tower (Wizzrobes Rooms)
-dl $7E002F : db $01 : db $00 ; Link's direction
-; Manual changes:
-dl $7E0202 : db $01 : db $03 ; Selected menu item
-dl $7E0303 : db $01 : db $0E ; Selected menu item
-.after
-
-sram_hundo_ganon_pyramid:
-dl $7EF2DB : db $01 : db $20 ; Overworld $5B: Unknown (...?....)
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF389 : db $01 : db $00 ; Key for dungeon $0D
-dl $7EF3FD : db $02 : dw $0000 ; Deaths
-dl $7EF01A : db $02 : dw $0802 ; Room $000D: Ganon's Tower (Agahnim2[Boss]) (.....k.........q)
-dl $7FDFFA : db $01 : db $00 ; Overworld $3D persistent: UNKNOWN
-dl $7E02A2 : db $01 : db $FC ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_hundo_ganon_pyramid_magic:
-; Manual changes:
-dl $7EF36E : db $01 : db $80 ; Magic Power
-.after
-
-
diff --git a/src/presetsold/preset_data_lowleg.asm b/src/presetsold/preset_data_lowleg.asm
deleted file mode 100644
index 27d1154..0000000
--- a/src/presetsold/preset_data_lowleg.asm
+++ /dev/null
@@ -1,8600 +0,0 @@
-; Preset locations
-
-preset_lowleg_escape_bed:
-db $02 ; Dungeon
-dw $0104 ; Room Index
-dw $2110 ; BG1 Vertical Scroll
-dw $2110 ; BG2 Vertical Scroll
-dw $0900 ; BG1 Horizontal Scroll
-dw $0900 ; BG2 Horizontal Scroll
-dw $0940 ; Link X
-dw $215A ; Link Y
-dw $017F ; Camera X
-dw $017F ; Camera Y
-dw $0816 ; Door Settings
-dw $2100 ; Relative Coords HU
-dw $2000 ; Relative Coords FU
-dw $2110 ; Relative Coords HD
-dw $2110 ; Relative Coords FD
-dw $0900 ; Relative Coords HL
-dw $0900 ; Relative Coords FL
-dw $0900 ; Relative Coords HR
-dw $0A00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $03 ; Main Graphics
-db $FF ; Music Track
-db $00 ; Starting Floor
-db $FF ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_escape_bed_after
-
-preset_lowleg_escape_courtyard:
-db $02 ; Dungeon
-dw $0055 ; Room Index
-dw $0B10 ; BG1 Vertical Scroll
-dw $0B10 ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0A78 ; Link X
-dw $0BC6 ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $0B00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0B10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $01 ; Main Graphics
-db $03 ; Music Track
-db $FF ; Starting Floor
-db $FF ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_escape_courtyard_after
-
-preset_lowleg_escape_entrance:
-db $01 ; Overworld
-dw $001B ; Screen Index
-dw $07F9 ; Link X
-dw $0709 ; Link Y
-dw $06C0 ; BG1 Vertical Scroll
-dw $06AB ; BG2 Vertical Scroll
-dw $39EC ; BG1 Horizontal Scroll
-dw $0785 ; BG2 Horizontal Scroll
-dw $0804 ; Scroll X
-dw $0718 ; Scroll Y
-dw $05B2 ; Unknown 1
-dw $0005 ; Unknown 2
-dw $0009 ; Unknown 3
-dw sram_lowleg_escape_entrance_after
-
-preset_lowleg_escape_1st_keyguard:
-db $02 ; Dungeon
-dw $0001 ; Room Index
-dw $0000 ; BG1 Vertical Scroll
-dw $0000 ; BG2 Vertical Scroll
-dw $0280 ; BG1 Horizontal Scroll
-dw $0280 ; BG2 Horizontal Scroll
-dw $02F8 ; Link X
-dw $0062 ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0000 ; Relative Coords HU
-dw $0000 ; Relative Coords FU
-dw $0010 ; Relative Coords HD
-dw $0110 ; Relative Coords FD
-dw $0200 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0200 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $00 ; Starting Floor
-db $02 ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_lowleg_escape_1st_keyguard_after
-
-preset_lowleg_escape_stealth_room:
-db $02 ; Dungeon
-dw $0082 ; Room Index
-dw $110B ; BG1 Vertical Scroll
-dw $110B ; BG2 Vertical Scroll
-dw $0400 ; BG1 Horizontal Scroll
-dw $0400 ; BG2 Horizontal Scroll
-dw $040B ; Link X
-dw $1178 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1100 ; Relative Coords HU
-dw $1000 ; Relative Coords FU
-dw $1110 ; Relative Coords HD
-dw $1110 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FF ; Starting Floor
-db $02 ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_lowleg_escape_stealth_room_after
-
-preset_lowleg_escape_2nd_keyguard:
-db $02 ; Dungeon
-dw $0071 ; Room Index
-dw $0F0B ; BG1 Vertical Scroll
-dw $0F0B ; BG2 Vertical Scroll
-dw $0200 ; BG1 Horizontal Scroll
-dw $0200 ; BG2 Horizontal Scroll
-dw $02AD ; Link X
-dw $0F78 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0F00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0F10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0200 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0200 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FF ; Starting Floor
-db $02 ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_lowleg_escape_2nd_keyguard_after
-
-preset_lowleg_escape_ball_n_chains:
-db $02 ; Dungeon
-dw $0070 ; Room Index
-dw $0E00 ; BG1 Vertical Scroll
-dw $0E00 ; BG2 Vertical Scroll
-dw $0000 ; BG1 Horizontal Scroll
-dw $0000 ; BG2 Horizontal Scroll
-dw $0050 ; Link X
-dw $0E2D ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0E00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0E10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0000 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0000 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FE ; Starting Floor
-db $02 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_escape_ball_n_chains_after
-
-preset_lowleg_escape_backtracking:
-db $02 ; Dungeon
-dw $0080 ; Room Index
-dw $1000 ; BG1 Vertical Scroll
-dw $1000 ; BG2 Vertical Scroll
-dw $0000 ; BG1 Horizontal Scroll
-dw $0000 ; BG2 Horizontal Scroll
-dw $0050 ; Link X
-dw $1026 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1000 ; Relative Coords HU
-dw $1000 ; Relative Coords FU
-dw $1010 ; Relative Coords HD
-dw $1110 ; Relative Coords FD
-dw $0000 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0000 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FD ; Starting Floor
-db $02 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_escape_backtracking_after
-
-preset_lowleg_escape_keyguard_revisited:
-db $02 ; Dungeon
-dw $0072 ; Room Index
-dw $0F00 ; BG1 Vertical Scroll
-dw $0F00 ; BG2 Vertical Scroll
-dw $0480 ; BG1 Horizontal Scroll
-dw $0480 ; BG2 Horizontal Scroll
-dw $04F8 ; Link X
-dw $0F2D ; Link Y
-dw $00FF ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0F00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0F10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FF ; Starting Floor
-db $02 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_escape_keyguard_revisited_after
-
-preset_lowleg_escape_throne_room:
-db $02 ; Dungeon
-dw $0051 ; Room Index
-dw $0A21 ; BG1 Vertical Scroll
-dw $0A21 ; BG2 Vertical Scroll
-dw $0280 ; BG1 Horizontal Scroll
-dw $0280 ; BG2 Horizontal Scroll
-dw $02F8 ; Link X
-dw $0A8E ; Link Y
-dw $00FF ; Camera X
-dw $0099 ; Camera Y
-dw $0000 ; Door Settings
-dw $0A00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0A10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $0200 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0200 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $01 ; Starting Floor
-db $02 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_escape_throne_room_after
-
-preset_lowleg_escape_snake_avoidance_room:
-db $02 ; Dungeon
-dw $0041 ; Room Index
-dw $0040 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $FFCF ; BG1 Horizontal Scroll
-dw $0300 ; BG2 Horizontal Scroll
-dw $03A8 ; Link X
-dw $082D ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0300 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0300 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $01 ; Starting Floor
-db $00 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_escape_snake_avoidance_room_after
-
-preset_lowleg_escape_water_rooms:
-db $02 ; Dungeon
-dw $0032 ; Room Index
-dw $0040 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $FFFF ; BG1 Horizontal Scroll
-dw $0480 ; BG2 Horizontal Scroll
-dw $04F8 ; Link X
-dw $061F ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FF ; Starting Floor
-db $00 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_escape_water_rooms_after
-
-preset_lowleg_escape_keyrat:
-db $02 ; Dungeon
-dw $0021 ; Room Index
-dw $0040 ; BG1 Vertical Scroll
-dw $0500 ; BG2 Vertical Scroll
-dw $FFFF ; BG1 Horizontal Scroll
-dw $0280 ; BG2 Horizontal Scroll
-dw $02F8 ; Link X
-dw $052D ; Link Y
-dw $00FF ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0500 ; Relative Coords HU
-dw $0400 ; Relative Coords FU
-dw $0510 ; Relative Coords HD
-dw $0510 ; Relative Coords FD
-dw $0200 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0200 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FF ; Starting Floor
-db $00 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_escape_keyrat_after
-
-preset_lowleg_escape_last_two_screens:
-db $02 ; Dungeon
-dw $0011 ; Room Index
-dw $0200 ; BG1 Vertical Scroll
-dw $0200 ; BG2 Vertical Scroll
-dw $0300 ; BG1 Horizontal Scroll
-dw $0300 ; BG2 Horizontal Scroll
-dw $0378 ; Link X
-dw $022D ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0300 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0300 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FF ; Starting Floor
-db $00 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_escape_last_two_screens_after
-
-preset_lowleg_eastern_before_cutscene:
-db $02 ; Dungeon
-dw $0002 ; Room Index
-dw $0110 ; BG1 Vertical Scroll
-dw $0110 ; BG2 Vertical Scroll
-dw $0480 ; BG1 Horizontal Scroll
-dw $0480 ; BG2 Horizontal Scroll
-dw $04F8 ; Link X
-dw $01AC ; Link Y
-dw $00FF ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $0100 ; Relative Coords HU
-dw $0000 ; Relative Coords FU
-dw $0110 ; Relative Coords HD
-dw $0110 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $00 ; Starting Floor
-db $00 ; Palace No
-db $01 ; Door Orientation
-db $01 ; Starting Background
-dw sram_lowleg_eastern_before_cutscene_after
-
-preset_lowleg_eastern_after_cutscene:
-db $02 ; Dungeon
-dw $0012 ; Room Index
-dw $020D ; BG1 Vertical Scroll
-dw $020D ; BG2 Vertical Scroll
-dw $0480 ; BG1 Horizontal Scroll
-dw $0480 ; BG2 Horizontal Scroll
-dw $04F8 ; Link X
-dw $027A ; Link Y
-dw $00FF ; Camera X
-dw $0085 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $00 ; Starting Floor
-db $00 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_eastern_after_cutscene_after
-
-preset_lowleg_eastern_octorok:
-db $01 ; Overworld
-dw $001D ; Screen Index
-dw $0B10 ; Link X
-dw $07DC ; Link Y
-dw $068F ; BG1 Vertical Scroll
-dw $071E ; BG2 Vertical Scroll
-dw $0A4F ; BG1 Horizontal Scroll
-dw $0A9E ; BG2 Horizontal Scroll
-dw $0B1B ; Scroll X
-dw $078B ; Scroll Y
-dw $0894 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0002 ; Unknown 3
-dw sram_lowleg_eastern_octorok_after
-
-preset_lowleg_eastern_outside_palace:
-db $01 ; Overworld
-dw $002E ; Screen Index
-dw $0C70 ; Link X
-dw $0A08 ; Link Y
-dw $0A00 ; BG1 Vertical Scroll
-dw $0A00 ; BG2 Vertical Scroll
-dw $0C00 ; BG1 Horizontal Scroll
-dw $0C00 ; BG2 Horizontal Scroll
-dw $0C7D ; Scroll X
-dw $0A6D ; Scroll Y
-dw $0000 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_lowleg_eastern_outside_palace_after
-
-preset_lowleg_eastern_entrance:
-db $01 ; Overworld
-dw $001E ; Screen Index
-dw $0F50 ; Link X
-dw $0637 ; Link Y
-dw $0791 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $0D6F ; BG1 Horizontal Scroll
-dw $0EDE ; BG2 Horizontal Scroll
-dw $0F5B ; Scroll X
-dw $066F ; Scroll Y
-dw $005A ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF2 ; Unknown 3
-dw sram_lowleg_eastern_entrance_after
-
-preset_lowleg_eastern_stalfos_room:
-db $02 ; Dungeon
-dw $00A8 ; Room Index
-dw $150A ; BG1 Vertical Scroll
-dw $150A ; BG2 Vertical Scroll
-dw $1100 ; BG1 Horizontal Scroll
-dw $1100 ; BG2 Horizontal Scroll
-dw $1128 ; Link X
-dw $1577 ; Link Y
-dw $017F ; Camera X
-dw $0182 ; Camera Y
-dw $0000 ; Door Settings
-dw $1500 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1510 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $1100 ; Relative Coords HL
-dw $1000 ; Relative Coords FL
-dw $1100 ; Relative Coords HR
-dw $1100 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_eastern_stalfos_room_after
-
-preset_lowleg_eastern_big_chest_room_1:
-db $02 ; Dungeon
-dw $00A8 ; Room Index
-dw $140B ; BG1 Vertical Scroll
-dw $140B ; BG2 Vertical Scroll
-dw $1100 ; BG1 Horizontal Scroll
-dw $1100 ; BG2 Horizontal Scroll
-dw $11C6 ; Link X
-dw $1478 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1400 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1410 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $1100 ; Relative Coords HL
-dw $1000 ; Relative Coords FL
-dw $1100 ; Relative Coords HR
-dw $1100 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $02 ; Door Orientation
-db $01 ; Starting Background
-dw sram_lowleg_eastern_big_chest_room_1_after
-
-preset_lowleg_eastern_dark_key_room:
-db $02 ; Dungeon
-dw $00BA ; Room Index
-dw $0105 ; BG1 Vertical Scroll
-dw $160B ; BG2 Vertical Scroll
-dw $00B0 ; BG1 Horizontal Scroll
-dw $1400 ; BG2 Horizontal Scroll
-dw $14CA ; Link X
-dw $1678 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $1400 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1400 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_eastern_dark_key_room_after
-
-preset_lowleg_eastern_big_key_dmg_boost:
-db $02 ; Dungeon
-dw $00B9 ; Room Index
-dw $160B ; BG1 Vertical Scroll
-dw $160B ; BG2 Vertical Scroll
-dw $1200 ; BG1 Horizontal Scroll
-dw $1200 ; BG2 Horizontal Scroll
-dw $1225 ; Link X
-dw $1678 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_eastern_big_key_dmg_boost_after
-
-preset_lowleg_eastern_big_chest_room_2:
-db $02 ; Dungeon
-dw $00A8 ; Room Index
-dw $140B ; BG1 Vertical Scroll
-dw $140B ; BG2 Vertical Scroll
-dw $1100 ; BG1 Horizontal Scroll
-dw $1100 ; BG2 Horizontal Scroll
-dw $11B2 ; Link X
-dw $1478 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1400 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1410 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $1100 ; Relative Coords HL
-dw $1000 ; Relative Coords FL
-dw $1100 ; Relative Coords HR
-dw $1100 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $02 ; Door Orientation
-db $01 ; Starting Background
-dw sram_lowleg_eastern_big_chest_room_2_after
-
-preset_lowleg_eastern_gwg:
-db $02 ; Dungeon
-dw $00A9 ; Room Index
-dw $1400 ; BG1 Vertical Scroll
-dw $1400 ; BG2 Vertical Scroll
-dw $1280 ; BG1 Horizontal Scroll
-dw $1280 ; BG2 Horizontal Scroll
-dw $12F8 ; Link X
-dw $142B ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1400 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1410 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_eastern_gwg_after
-
-preset_lowleg_eastern_pot_room:
-db $02 ; Dungeon
-dw $0099 ; Room Index
-dw $0040 ; BG1 Vertical Scroll
-dw $1300 ; BG2 Vertical Scroll
-dw $FFFF ; BG1 Horizontal Scroll
-dw $1200 ; BG2 Horizontal Scroll
-dw $1278 ; Link X
-dw $132D ; Link Y
-dw $007F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $1300 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1310 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_eastern_pot_room_after
-
-preset_lowleg_eastern_zeldagamer_room:
-db $02 ; Dungeon
-dw $00D9 ; Room Index
-dw $1B0B ; BG1 Vertical Scroll
-dw $1B0B ; BG2 Vertical Scroll
-dw $1200 ; BG1 Horizontal Scroll
-dw $1200 ; BG2 Horizontal Scroll
-dw $1225 ; Link X
-dw $1B78 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1B00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1B10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $04 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_eastern_zeldagamer_room_after
-
-preset_lowleg_eastern_armos:
-db $02 ; Dungeon
-dw $00D8 ; Room Index
-dw $1A00 ; BG1 Vertical Scroll
-dw $1A00 ; BG2 Vertical Scroll
-dw $1100 ; BG1 Horizontal Scroll
-dw $1100 ; BG2 Horizontal Scroll
-dw $1178 ; Link X
-dw $1A30 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1A00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1A10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $1100 ; Relative Coords HL
-dw $1000 ; Relative Coords FL
-dw $1100 ; Relative Coords HR
-dw $1100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $04 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_eastern_armos_after
-
-preset_lowleg_desert_outside_eastern_palace:
-db $01 ; Overworld
-dw $001E ; Screen Index
-dw $0F50 ; Link X
-dw $0638 ; Link Y
-dw $0600 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $0ED6 ; BG1 Horizontal Scroll
-dw $0ED6 ; BG2 Horizontal Scroll
-dw $0F5B ; Scroll X
-dw $066D ; Scroll Y
-dw $005A ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_lowleg_desert_outside_eastern_palace_after
-
-preset_lowleg_desert_ep_spinspeed:
-db $02 ; Dungeon
-dw $0105 ; Room Index
-dw $2110 ; BG1 Vertical Scroll
-dw $2110 ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0A78 ; Link X
-dw $21C2 ; Link Y
-dw $007F ; Camera X
-dw $0187 ; Camera Y
-dw $0000 ; Door Settings
-dw $2100 ; Relative Coords HU
-dw $2000 ; Relative Coords FU
-dw $2110 ; Relative Coords HD
-dw $2110 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0F ; Main Graphics
-db $18 ; Music Track
-db $00 ; Starting Floor
-db $FF ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_desert_ep_spinspeed_after
-
-preset_lowleg_desert_bridge_screen:
-db $01 ; Overworld
-dw $002E ; Screen Index
-dw $0C13 ; Link X
-dw $0A69 ; Link Y
-dw $0A06 ; BG1 Vertical Scroll
-dw $0A0B ; BG2 Vertical Scroll
-dw $0C3B ; BG1 Horizontal Scroll
-dw $0C00 ; BG2 Horizontal Scroll
-dw $0C85 ; Scroll X
-dw $0A78 ; Scroll Y
-dw $0000 ; Unknown 1
-dw $FFF5 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_lowleg_desert_bridge_screen_after
-
-preset_lowleg_desert_unholy_spinspeed:
-db $01 ; Overworld
-dw $002A ; Screen Index
-dw $0407 ; Link X
-dw $0B9A ; Link Y
-dw $0B20 ; BG1 Vertical Scroll
-dw $0B1E ; BG2 Vertical Scroll
-dw $0480 ; BG1 Horizontal Scroll
-dw $0400 ; BG2 Horizontal Scroll
-dw $0485 ; Scroll X
-dw $0B8D ; Scroll Y
-dw $0900 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_lowleg_desert_unholy_spinspeed_after
-
-preset_lowleg_desert_water_dash:
-db $01 ; Overworld
-dw $002C ; Screen Index
-dw $08D2 ; Link X
-dw $0BE2 ; Link Y
-dw $0B20 ; BG1 Vertical Scroll
-dw $0B1E ; BG2 Vertical Scroll
-dw $0830 ; BG1 Horizontal Scroll
-dw $0860 ; BG2 Horizontal Scroll
-dw $08DD ; Scroll X
-dw $0B8D ; Scroll Y
-dw $090C ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_lowleg_desert_water_dash_after
-
-preset_lowleg_desert_outside_desert_palace:
-db $01 ; Overworld
-dw $003A ; Screen Index
-dw $040E ; Link X
-dw $0F88 ; Link Y
-dw $0E8F ; BG1 Vertical Scroll
-dw $0F1E ; BG2 Vertical Scroll
-dw $0480 ; BG1 Horizontal Scroll
-dw $0400 ; BG2 Horizontal Scroll
-dw $0485 ; Scroll X
-dw $0F8B ; Scroll Y
-dw $0880 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_lowleg_desert_outside_desert_palace_after
-
-preset_lowleg_desert_desert_entrance:
-db $01 ; Overworld
-dw $0030 ; Screen Index
-dw $0128 ; Link X
-dw $0CB8 ; Link Y
-dw $0D2B ; BG1 Vertical Scroll
-dw $0C56 ; BG2 Vertical Scroll
-dw $01D5 ; BG1 Horizontal Scroll
-dw $00AA ; BG2 Horizontal Scroll
-dw $012F ; Scroll X
-dw $0CC3 ; Scroll Y
-dw $0294 ; Unknown 1
-dw $0008 ; Unknown 2
-dw $FFF6 ; Unknown 3
-dw sram_lowleg_desert_desert_entrance_after
-
-preset_lowleg_desert_keybonk:
-db $02 ; Dungeon
-dw $0073 ; Room Index
-dw $0F00 ; BG1 Vertical Scroll
-dw $0F00 ; BG2 Vertical Scroll
-dw $0700 ; BG1 Horizontal Scroll
-dw $0700 ; BG2 Horizontal Scroll
-dw $0778 ; Link X
-dw $0F22 ; Link Y
-dw $017F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0F00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0F10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0700 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0700 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $12 ; Main Graphics
-db $11 ; Music Track
-db $FF ; Starting Floor
-db $06 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_desert_keybonk_after
-
-preset_lowleg_desert_pre_cannonball_room:
-db $02 ; Dungeon
-dw $0085 ; Room Index
-dw $100B ; BG1 Vertical Scroll
-dw $100B ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0ACB ; Link X
-dw $1078 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1000 ; Relative Coords HU
-dw $1000 ; Relative Coords FU
-dw $1010 ; Relative Coords HD
-dw $1110 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $12 ; Main Graphics
-db $11 ; Music Track
-db $FF ; Starting Floor
-db $06 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_desert_pre_cannonball_room_after
-
-preset_lowleg_desert_pot_room:
-db $02 ; Dungeon
-dw $0073 ; Room Index
-dw $0F0B ; BG1 Vertical Scroll
-dw $0F0B ; BG2 Vertical Scroll
-dw $0700 ; BG1 Horizontal Scroll
-dw $0700 ; BG2 Horizontal Scroll
-dw $0725 ; Link X
-dw $0F78 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0F00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0F10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0700 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0700 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $12 ; Main Graphics
-db $11 ; Music Track
-db $FF ; Starting Floor
-db $06 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_desert_pot_room_after
-
-preset_lowleg_desert_desert2_spinspeed:
-db $02 ; Dungeon
-dw $0083 ; Room Index
-dw $1110 ; BG1 Vertical Scroll
-dw $1110 ; BG2 Vertical Scroll
-dw $0600 ; BG1 Horizontal Scroll
-dw $0600 ; BG2 Horizontal Scroll
-dw $0678 ; Link X
-dw $11C3 ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $1100 ; Relative Coords HU
-dw $1000 ; Relative Coords FU
-dw $1110 ; Relative Coords HD
-dw $1110 ; Relative Coords FD
-dw $0600 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0600 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $12 ; Main Graphics
-db $11 ; Music Track
-db $FF ; Starting Floor
-db $06 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_desert_desert2_spinspeed_after
-
-preset_lowleg_desert_popo_genocide_room:
-db $02 ; Dungeon
-dw $0053 ; Room Index
-dw $0A10 ; BG1 Vertical Scroll
-dw $0A10 ; BG2 Vertical Scroll
-dw $0600 ; BG1 Horizontal Scroll
-dw $0600 ; BG2 Horizontal Scroll
-dw $0678 ; Link X
-dw $0AC6 ; Link Y
-dw $007F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $0A00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0A10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $0600 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0600 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $12 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $06 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_desert_popo_genocide_room_after
-
-preset_lowleg_desert_torches:
-db $02 ; Dungeon
-dw $0043 ; Room Index
-dw $0900 ; BG1 Vertical Scroll
-dw $0900 ; BG2 Vertical Scroll
-dw $0700 ; BG1 Horizontal Scroll
-dw $0700 ; BG2 Horizontal Scroll
-dw $0778 ; Link X
-dw $092E ; Link Y
-dw $017F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0900 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0910 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0700 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0700 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $12 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $06 ; Palace No
-db $01 ; Door Orientation
-db $01 ; Starting Background
-dw sram_lowleg_desert_torches_after
-
-preset_lowleg_desert_lanmolas:
-db $02 ; Dungeon
-dw $0043 ; Room Index
-dw $0800 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $064A ; BG1 Horizontal Scroll
-dw $0600 ; BG2 Horizontal Scroll
-dw $0678 ; Link X
-dw $082E ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0600 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0600 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $12 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $06 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_desert_lanmolas_after
-
-preset_lowleg_hera_outside_desert_palace:
-db $01 ; Overworld
-dw $0030 ; Screen Index
-dw $0128 ; Link X
-dw $0C41 ; Link Y
-dw $0C00 ; BG1 Vertical Scroll
-dw $0C00 ; BG2 Vertical Scroll
-dw $00A2 ; BG1 Horizontal Scroll
-dw $00A2 ; BG2 Horizontal Scroll
-dw $012F ; Scroll X
-dw $0C6D ; Scroll Y
-dw $0016 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $000E ; Unknown 3
-dw sram_lowleg_hera_outside_desert_palace_after
-
-preset_lowleg_hera_fake_flippers:
-db $01 ; Overworld
-dw $003C ; Screen Index
-dw $09E0 ; Link X
-dw $0F7C ; Link Y
-dw $0D8F ; BG1 Vertical Scroll
-dw $0F1E ; BG2 Vertical Scroll
-dw $0880 ; BG1 Horizontal Scroll
-dw $0900 ; BG2 Horizontal Scroll
-dw $097D ; Scroll X
-dw $0F8B ; Scroll Y
-dw $0820 ; Unknown 1
-dw $FFF2 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_lowleg_hera_fake_flippers_after
-
-preset_lowleg_hera_dm:
-db $02 ; Dungeon
-dw $00F1 ; Room Index
-dw $FFC0 ; BG1 Vertical Scroll
-dw $1F10 ; BG2 Vertical Scroll
-dw $00FF ; BG1 Horizontal Scroll
-dw $0300 ; BG2 Horizontal Scroll
-dw $0378 ; Link X
-dw $1FC1 ; Link Y
-dw $017F ; Camera X
-dw $0187 ; Camera Y
-dw $0000 ; Door Settings
-dw $1F00 ; Relative Coords HU
-dw $1E00 ; Relative Coords FU
-dw $1F10 ; Relative Coords HD
-dw $1F10 ; Relative Coords FD
-dw $0300 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0300 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $06 ; Main Graphics
-db $12 ; Music Track
-db $00 ; Starting Floor
-db $FF ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_hera_dm_after
-
-preset_lowleg_hera_after_mirror:
-db $01 ; Overworld
-dw $0003 ; Screen Index
-dw $071E ; Link X
-dw $03C0 ; Link Y
-dw $02D9 ; BG1 Vertical Scroll
-dw $031E ; BG2 Vertical Scroll
-dw $062D ; BG1 Horizontal Scroll
-dw $06AA ; BG2 Horizontal Scroll
-dw $0729 ; Scroll X
-dw $038D ; Scroll Y
-dw $1816 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF6 ; Unknown 3
-dw sram_lowleg_hera_after_mirror_after
-
-preset_lowleg_hera_quickhop:
-db $01 ; Overworld
-dw $0003 ; Screen Index
-dw $081B ; Link X
-dw $0138 ; Link Y
-dw $00D4 ; BG1 Vertical Scroll
-dw $00D4 ; BG2 Vertical Scroll
-dw $07A5 ; BG1 Horizontal Scroll
-dw $07A5 ; BG2 Horizontal Scroll
-dw $0824 ; Scroll X
-dw $0143 ; Scroll Y
-dw $0638 ; Unknown 1
-dw $000A ; Unknown 2
-dw $000B ; Unknown 3
-dw sram_lowleg_hera_quickhop_after
-
-preset_lowleg_hera_entrance:
-db $01 ; Overworld
-dw $0003 ; Screen Index
-dw $08F0 ; Link X
-dw $0085 ; Link Y
-dw $007A ; BG1 Vertical Scroll
-dw $0021 ; BG2 Vertical Scroll
-dw $07DB ; BG1 Horizontal Scroll
-dw $087C ; BG2 Horizontal Scroll
-dw $08FB ; Scroll X
-dw $0090 ; Scroll Y
-dw $00D0 ; Unknown 1
-dw $000D ; Unknown 2
-dw $FFF4 ; Unknown 3
-dw sram_lowleg_hera_entrance_after
-
-preset_lowleg_hera_tile_room:
-db $02 ; Dungeon
-dw $0077 ; Room Index
-dw $0E00 ; BG1 Vertical Scroll
-dw $0E00 ; BG2 Vertical Scroll
-dw $0E00 ; BG1 Horizontal Scroll
-dw $0E00 ; BG2 Horizontal Scroll
-dw $0E78 ; Link X
-dw $0E45 ; Link Y
-dw $007F ; Camera X
-dw $0077 ; Camera Y
-dw $0000 ; Door Settings
-dw $0E00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0E10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0E00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0E00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $14 ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_lowleg_hera_tile_room_after
-
-preset_lowleg_hera_torches:
-db $02 ; Dungeon
-dw $0087 ; Room Index
-dw $1010 ; BG1 Vertical Scroll
-dw $1010 ; BG2 Vertical Scroll
-dw $0F00 ; BG1 Horizontal Scroll
-dw $0F00 ; BG2 Horizontal Scroll
-dw $0F78 ; Link X
-dw $10BC ; Link Y
-dw $017F ; Camera X
-dw $0087 ; Camera Y
-dw $0000 ; Door Settings
-dw $1000 ; Relative Coords HU
-dw $1000 ; Relative Coords FU
-dw $1010 ; Relative Coords HD
-dw $1110 ; Relative Coords FD
-dw $0F00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0F00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $14 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_hera_torches_after
-
-preset_lowleg_hera_beetles:
-db $02 ; Dungeon
-dw $0077 ; Room Index
-dw $0EE2 ; BG1 Vertical Scroll
-dw $0EE2 ; BG2 Vertical Scroll
-dw $0EF0 ; BG1 Horizontal Scroll
-dw $0EF0 ; BG2 Horizontal Scroll
-dw $0F68 ; Link X
-dw $0F4E ; Link Y
-dw $016F ; Camera X
-dw $0159 ; Camera Y
-dw $0000 ; Door Settings
-dw $0F00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0F10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0F00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0F00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $14 ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_lowleg_hera_beetles_after
-
-preset_lowleg_hera_petting_zoo:
-db $02 ; Dungeon
-dw $0031 ; Room Index
-dw $060F ; BG1 Vertical Scroll
-dw $060F ; BG2 Vertical Scroll
-dw $0280 ; BG1 Horizontal Scroll
-dw $0300 ; BG2 Horizontal Scroll
-dw $03B8 ; Link X
-dw $067C ; Link Y
-dw $017F ; Camera X
-dw $0087 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0300 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0300 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $02 ; Starting Floor
-db $14 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_hera_petting_zoo_after
-
-preset_lowleg_hera_moldorm:
-db $02 ; Dungeon
-dw $0017 ; Room Index
-dw $0206 ; BG1 Vertical Scroll
-dw $020D ; BG2 Vertical Scroll
-dw $0E80 ; BG1 Horizontal Scroll
-dw $0F00 ; BG2 Horizontal Scroll
-dw $0FA8 ; Link X
-dw $027A ; Link Y
-dw $017F ; Camera X
-dw $0085 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0F00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0F00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $04 ; Starting Floor
-db $14 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_hera_moldorm_after
-
-preset_lowleg_aga_outside_hera:
-db $01 ; Overworld
-dw $0003 ; Screen Index
-dw $08F0 ; Link X
-dw $007C ; Link Y
-dw $0016 ; BG1 Vertical Scroll
-dw $0018 ; BG2 Vertical Scroll
-dw $087C ; BG1 Horizontal Scroll
-dw $087C ; BG2 Horizontal Scroll
-dw $08FB ; Scroll X
-dw $0087 ; Scroll Y
-dw $0050 ; Unknown 1
-dw $0006 ; Unknown 2
-dw $FFF4 ; Unknown 3
-dw sram_lowleg_aga_outside_hera_after
-
-preset_lowleg_aga_first_rupee_tree:
-db $02 ; Dungeon
-dw $00E6 ; Room Index
-dw $FFC0 ; BG1 Vertical Scroll
-dw $1D10 ; BG2 Vertical Scroll
-dw $00FF ; BG1 Horizontal Scroll
-dw $0C00 ; BG2 Horizontal Scroll
-dw $0C78 ; Link X
-dw $1DB8 ; Link Y
-dw $007F ; Camera X
-dw $0187 ; Camera Y
-dw $0000 ; Door Settings
-dw $1D00 ; Relative Coords HU
-dw $1C00 ; Relative Coords FU
-dw $1D10 ; Relative Coords HD
-dw $1D10 ; Relative Coords FD
-dw $0C00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0C00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $06 ; Main Graphics
-db $12 ; Music Track
-db $00 ; Starting Floor
-db $FF ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_aga_first_rupee_tree_after
-
-preset_lowleg_aga_lost_woods:
-db $01 ; Overworld
-dw $0002 ; Screen Index
-dw $0406 ; Link X
-dw $007A ; Link Y
-dw $009C ; BG1 Vertical Scroll
-dw $0016 ; BG2 Vertical Scroll
-dw $0480 ; BG1 Horizontal Scroll
-dw $0400 ; BG2 Horizontal Scroll
-dw $048D ; Scroll X
-dw $0085 ; Scroll Y
-dw $0100 ; Unknown 1
-dw $0008 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_lowleg_aga_lost_woods_after
-
-preset_lowleg_aga_after_grove:
-db $01 ; Overworld
-dw $0000 ; Screen Index
-dw $00A0 ; Link X
-dw $00CB ; Link Y
-dw $0057 ; BG1 Vertical Scroll
-dw $006B ; BG2 Vertical Scroll
-dw $0022 ; BG1 Horizontal Scroll
-dw $0022 ; BG2 Horizontal Scroll
-dw $00A7 ; Scroll X
-dw $00DA ; Scroll Y
-dw $0306 ; Unknown 1
-dw $FFF3 ; Unknown 2
-dw $000E ; Unknown 3
-dw sram_lowleg_aga_after_grove_after
-
-preset_lowleg_aga_after_lost_woods:
-db $01 ; Overworld
-dw $0000 ; Screen Index
-dw $0388 ; Link X
-dw $03D0 ; Link Y
-dw $01AF ; BG1 Vertical Scroll
-dw $031E ; BG2 Vertical Scroll
-dw $00D9 ; BG1 Horizontal Scroll
-dw $0300 ; BG2 Horizontal Scroll
-dw $0385 ; Scroll X
-dw $038D ; Scroll Y
-dw $1860 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_lowleg_aga_after_lost_woods_after
-
-preset_lowleg_aga_castle_screen:
-db $01 ; Overworld
-dw $001A ; Screen Index
-dw $05E5 ; Link X
-dw $0728 ; Link Y
-dw $0665 ; BG1 Vertical Scroll
-dw $06CA ; BG2 Vertical Scroll
-dw $0480 ; BG1 Horizontal Scroll
-dw $0500 ; BG2 Horizontal Scroll
-dw $057D ; Scroll X
-dw $0737 ; Scroll Y
-dw $0620 ; Unknown 1
-dw $FFF6 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_lowleg_aga_castle_screen_after
-
-preset_lowleg_aga_entrance:
-db $01 ; Overworld
-dw $001B ; Screen Index
-dw $07F8 ; Link X
-dw $065C ; Link Y
-dw $0600 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $0716 ; BG1 Horizontal Scroll
-dw $077E ; BG2 Horizontal Scroll
-dw $0803 ; Scroll X
-dw $066D ; Scroll Y
-dw $002E ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF2 ; Unknown 3
-dw sram_lowleg_aga_entrance_after
-
-preset_lowleg_aga_fairy_skip:
-db $02 ; Dungeon
-dw $00E0 ; Room Index
-dw $1C0B ; BG1 Vertical Scroll
-dw $1C0B ; BG2 Vertical Scroll
-dw $0000 ; BG1 Horizontal Scroll
-dw $0000 ; BG2 Horizontal Scroll
-dw $00DA ; Link X
-dw $1C78 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1C00 ; Relative Coords HU
-dw $1C00 ; Relative Coords FU
-dw $1C10 ; Relative Coords HD
-dw $1D10 ; Relative Coords FD
-dw $0000 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0000 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $01 ; Starting Floor
-db $08 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_aga_fairy_skip_after
-
-preset_lowleg_aga_dark_room_of_despair:
-db $02 ; Dungeon
-dw $00D0 ; Room Index
-dw $0105 ; BG1 Vertical Scroll
-dw $1A0B ; BG2 Vertical Scroll
-dw $004E ; BG1 Horizontal Scroll
-dw $0100 ; BG2 Horizontal Scroll
-dw $0125 ; Link X
-dw $1A78 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1A00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1A10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $0100 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0100 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $02 ; Starting Floor
-db $08 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_aga_dark_room_of_despair_after
-
-preset_lowleg_aga_dark_room_of_melancholy:
-db $02 ; Dungeon
-dw $00C0 ; Room Index
-dw $0105 ; BG1 Vertical Scroll
-dw $190B ; BG2 Vertical Scroll
-dw $004E ; BG1 Horizontal Scroll
-dw $0100 ; BG2 Horizontal Scroll
-dw $0125 ; Link X
-dw $1978 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1900 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1910 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0100 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0100 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $03 ; Starting Floor
-db $08 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_aga_dark_room_of_melancholy_after
-
-preset_lowleg_aga_spear_guards:
-db $02 ; Dungeon
-dw $00C0 ; Room Index
-dw $0040 ; BG1 Vertical Scroll
-dw $1800 ; BG2 Vertical Scroll
-dw $FFFF ; BG1 Horizontal Scroll
-dw $0100 ; BG2 Horizontal Scroll
-dw $0178 ; Link X
-dw $182C ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1800 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1810 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0100 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0100 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $03 ; Starting Floor
-db $08 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_aga_spear_guards_after
-
-preset_lowleg_aga_circle_of_pots:
-db $02 ; Dungeon
-dw $00B0 ; Room Index
-dw $1610 ; BG1 Vertical Scroll
-dw $1610 ; BG2 Vertical Scroll
-dw $0000 ; BG1 Horizontal Scroll
-dw $0000 ; BG2 Horizontal Scroll
-dw $0078 ; Link X
-dw $16C4 ; Link Y
-dw $007F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $0000 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0000 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $04 ; Starting Floor
-db $08 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_aga_circle_of_pots_after
-
-preset_lowleg_aga_pit_room:
-db $02 ; Dungeon
-dw $0040 ; Room Index
-dw $090B ; BG1 Vertical Scroll
-dw $090B ; BG2 Vertical Scroll
-dw $0100 ; BG1 Horizontal Scroll
-dw $0100 ; BG2 Horizontal Scroll
-dw $012C ; Link X
-dw $0978 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0900 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0910 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0100 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0100 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $05 ; Starting Floor
-db $08 ; Palace No
-db $02 ; Door Orientation
-db $01 ; Starting Background
-dw sram_lowleg_aga_pit_room_after
-
-preset_lowleg_aga_agahnim:
-db $02 ; Dungeon
-dw $0030 ; Room Index
-dw $0600 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $0000 ; BG1 Horizontal Scroll
-dw $0000 ; BG2 Horizontal Scroll
-dw $0078 ; Link X
-dw $062D ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0000 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0000 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $06 ; Starting Floor
-db $08 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_aga_agahnim_after
-
-preset_lowleg_pod_pyramid:
-db $01 ; Overworld
-dw $005B ; Screen Index
-dw $07F0 ; Link X
-dw $0660 ; Link Y
-dw $0601 ; BG1 Vertical Scroll
-dw $0602 ; BG2 Vertical Scroll
-dw $0778 ; BG1 Horizontal Scroll
-dw $0778 ; BG2 Horizontal Scroll
-dw $07F7 ; Scroll X
-dw $066F ; Scroll Y
-dw $002E ; Unknown 1
-dw $FFFE ; Unknown 2
-dw $FFF8 ; Unknown 3
-dw sram_lowleg_pod_pyramid_after
-
-preset_lowleg_pod_pod_overworld:
-db $01 ; Overworld
-dw $006E ; Screen Index
-dw $0C70 ; Link X
-dw $0A0C ; Link Y
-dw $0A00 ; BG1 Vertical Scroll
-dw $0A00 ; BG2 Vertical Scroll
-dw $0C00 ; BG1 Horizontal Scroll
-dw $0C00 ; BG2 Horizontal Scroll
-dw $0C7D ; Scroll X
-dw $0A6D ; Scroll Y
-dw $0000 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_lowleg_pod_pod_overworld_after
-
-preset_lowleg_pod_entrance:
-db $01 ; Overworld
-dw $005E ; Screen Index
-dw $0F50 ; Link X
-dw $064C ; Link Y
-dw $0791 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $0D6F ; BG1 Horizontal Scroll
-dw $0EDE ; BG2 Horizontal Scroll
-dw $0F5B ; Scroll X
-dw $066F ; Scroll Y
-dw $005A ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF2 ; Unknown 3
-dw sram_lowleg_pod_entrance_after
-
-preset_lowleg_pod_main_hub_small_key:
-db $02 ; Dungeon
-dw $004A ; Room Index
-dw $0800 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $1480 ; BG1 Horizontal Scroll
-dw $1480 ; BG2 Horizontal Scroll
-dw $14F8 ; Link X
-dw $081B ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $1400 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1400 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_pod_main_hub_small_key_after
-
-preset_lowleg_pod_main_hub_bk:
-db $02 ; Dungeon
-dw $004A ; Room Index
-dw $0800 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $1480 ; BG1 Horizontal Scroll
-dw $1480 ; BG2 Horizontal Scroll
-dw $14F8 ; Link X
-dw $081A ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $1400 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1400 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_pod_main_hub_bk_after
-
-preset_lowleg_pod_main_hub_hammeryump:
-db $02 ; Dungeon
-dw $004A ; Room Index
-dw $0800 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $1480 ; BG1 Horizontal Scroll
-dw $1480 ; BG2 Horizontal Scroll
-dw $14F8 ; Link X
-dw $0818 ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $1400 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1400 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_pod_main_hub_hammeryump_after
-
-preset_lowleg_pod_hammeryump:
-db $02 ; Dungeon
-dw $002A ; Room Index
-dw $0400 ; BG1 Vertical Scroll
-dw $0400 ; BG2 Vertical Scroll
-dw $1400 ; BG1 Horizontal Scroll
-dw $1400 ; BG2 Horizontal Scroll
-dw $1478 ; Link X
-dw $0424 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0400 ; Relative Coords HU
-dw $0400 ; Relative Coords FU
-dw $0410 ; Relative Coords HD
-dw $0510 ; Relative Coords FD
-dw $1400 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1400 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_pod_hammeryump_after
-
-preset_lowleg_pod_before_sexy_statue:
-db $02 ; Dungeon
-dw $003A ; Room Index
-dw $0688 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $14C0 ; BG1 Horizontal Scroll
-dw $1500 ; BG2 Horizontal Scroll
-dw $1578 ; Link X
-dw $062C ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1500 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1500 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_pod_before_sexy_statue_after
-
-preset_lowleg_pod_sexy_statue_room:
-db $02 ; Dungeon
-dw $002A ; Room Index
-dw $048B ; BG1 Vertical Scroll
-dw $048B ; BG2 Vertical Scroll
-dw $1500 ; BG1 Horizontal Scroll
-dw $1500 ; BG2 Horizontal Scroll
-dw $15B4 ; Link X
-dw $04F8 ; Link Y
-dw $017F ; Camera X
-dw $0103 ; Camera Y
-dw $0000 ; Door Settings
-dw $0400 ; Relative Coords HU
-dw $0400 ; Relative Coords FU
-dw $0410 ; Relative Coords HD
-dw $0510 ; Relative Coords FD
-dw $1500 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1500 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_pod_sexy_statue_room_after
-
-preset_lowleg_pod_mimics:
-db $02 ; Dungeon
-dw $002B ; Room Index
-dw $0400 ; BG1 Vertical Scroll
-dw $0400 ; BG2 Vertical Scroll
-dw $1600 ; BG1 Horizontal Scroll
-dw $1600 ; BG2 Horizontal Scroll
-dw $1678 ; Link X
-dw $0413 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0400 ; Relative Coords HU
-dw $0400 ; Relative Coords FU
-dw $0410 ; Relative Coords HD
-dw $0510 ; Relative Coords FD
-dw $1600 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1600 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_pod_mimics_after
-
-preset_lowleg_pod_statue:
-db $02 ; Dungeon
-dw $001B ; Room Index
-dw $0300 ; BG1 Vertical Scroll
-dw $0300 ; BG2 Vertical Scroll
-dw $1600 ; BG1 Horizontal Scroll
-dw $1600 ; BG2 Horizontal Scroll
-dw $1678 ; Link X
-dw $0320 ; Link Y
-dw $007F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0300 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0310 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $1600 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1600 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $01 ; Starting Background
-dw sram_lowleg_pod_statue_after
-
-preset_lowleg_pod_basement:
-db $02 ; Dungeon
-dw $001B ; Room Index
-dw $0200 ; BG1 Vertical Scroll
-dw $0200 ; BG2 Vertical Scroll
-dw $1678 ; BG1 Horizontal Scroll
-dw $1700 ; BG2 Horizontal Scroll
-dw $1790 ; Link X
-dw $0251 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $1700 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1700 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_pod_basement_after
-
-preset_lowleg_pod_turtle_room:
-db $02 ; Dungeon
-dw $000B ; Room Index
-dw $FFC0 ; BG1 Vertical Scroll
-dw $0010 ; BG2 Vertical Scroll
-dw $00FF ; BG1 Horizontal Scroll
-dw $1600 ; BG2 Horizontal Scroll
-dw $1678 ; Link X
-dw $00C8 ; Link Y
-dw $007F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $0000 ; Relative Coords HU
-dw $0000 ; Relative Coords FU
-dw $0010 ; Relative Coords HD
-dw $0110 ; Relative Coords FD
-dw $1600 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1600 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_pod_turtle_room_after
-
-preset_lowleg_pod_helma:
-db $02 ; Dungeon
-dw $006A ; Room Index
-dw $0040 ; BG1 Vertical Scroll
-dw $0C00 ; BG2 Vertical Scroll
-dw $FFFF ; BG1 Horizontal Scroll
-dw $1500 ; BG2 Horizontal Scroll
-dw $1578 ; Link X
-dw $0C24 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0C00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0C10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $1500 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1500 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_pod_helma_after
-
-preset_lowleg_thieves_outside_pod:
-db $01 ; Overworld
-dw $005E ; Screen Index
-dw $0F50 ; Link X
-dw $063E ; Link Y
-dw $0600 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $0ED6 ; BG1 Horizontal Scroll
-dw $0ED6 ; BG2 Horizontal Scroll
-dw $0F5B ; Scroll X
-dw $066D ; Scroll Y
-dw $005A ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_lowleg_thieves_outside_pod_after
-
-preset_lowleg_thieves_ow_hammerdash:
-db $01 ; Overworld
-dw $006E ; Screen Index
-dw $0C06 ; Link X
-dw $0A6A ; Link Y
-dw $0A06 ; BG1 Vertical Scroll
-dw $0A0C ; BG2 Vertical Scroll
-dw $0D6B ; BG1 Horizontal Scroll
-dw $0C00 ; BG2 Horizontal Scroll
-dw $0C85 ; Scroll X
-dw $0A79 ; Scroll Y
-dw $0000 ; Unknown 1
-dw $FFF4 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_lowleg_thieves_ow_hammerdash_after
-
-preset_lowleg_thieves_grove:
-db $01 ; Overworld
-dw $0072 ; Screen Index
-dw $04DA ; Link X
-dw $0C0C ; Link Y
-dw $0C00 ; BG1 Vertical Scroll
-dw $0C00 ; BG2 Vertical Scroll
-dw $04AE ; BG1 Horizontal Scroll
-dw $045C ; BG2 Horizontal Scroll
-dw $04E1 ; Scroll X
-dw $0C6D ; Scroll Y
-dw $000C ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0004 ; Unknown 3
-dw sram_lowleg_thieves_grove_after
-
-preset_lowleg_thieves_usain_bolt:
-db $01 ; Overworld
-dw $002A ; Screen Index
-dw $0407 ; Link X
-dw $0B99 ; Link Y
-dw $0B20 ; BG1 Vertical Scroll
-dw $0B1E ; BG2 Vertical Scroll
-dw $040F ; BG1 Horizontal Scroll
-dw $0400 ; BG2 Horizontal Scroll
-dw $0485 ; Scroll X
-dw $0B8D ; Scroll Y
-dw $0900 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_lowleg_thieves_usain_bolt_after
-
-preset_lowleg_thieves_after_activating_flute:
-db $01 ; Overworld
-dw $0018 ; Screen Index
-dw $01CA ; Link X
-dw $0798 ; Link Y
-dw $082B ; BG1 Vertical Scroll
-dw $0734 ; BG2 Vertical Scroll
-dw $0226 ; BG1 Horizontal Scroll
-dw $014C ; BG2 Horizontal Scroll
-dw $01D1 ; Scroll X
-dw $07A3 ; Scroll Y
-dw $092A ; Unknown 1
-dw $000A ; Unknown 2
-dw $0004 ; Unknown 3
-dw sram_lowleg_thieves_after_activating_flute_after
-
-preset_lowleg_thieves_darkworld:
-db $01 ; Overworld
-dw $0050 ; Screen Index
-dw $0161 ; Link X
-dw $0553 ; Link Y
-dw $04F5 ; BG1 Vertical Scroll
-dw $04F5 ; BG2 Vertical Scroll
-dw $00E8 ; BG1 Horizontal Scroll
-dw $00E3 ; BG2 Horizontal Scroll
-dw $0168 ; Scroll X
-dw $0562 ; Scroll Y
-dw $079E ; Unknown 1
-dw $FFFB ; Unknown 2
-dw $000D ; Unknown 3
-dw sram_lowleg_thieves_darkworld_after
-
-preset_lowleg_thieves_entrance:
-db $01 ; Overworld
-dw $0058 ; Screen Index
-dw $01F8 ; Link X
-dw $07C2 ; Link Y
-dw $06B2 ; BG1 Vertical Scroll
-dw $0764 ; BG2 Vertical Scroll
-dw $0136 ; BG1 Horizontal Scroll
-dw $017E ; BG2 Horizontal Scroll
-dw $0203 ; Scroll X
-dw $07D1 ; Scroll Y
-dw $0BAE ; Unknown 1
-dw $000C ; Unknown 2
-dw $FFF2 ; Unknown 3
-dw sram_lowleg_thieves_entrance_after
-
-preset_lowleg_thieves_after_big_key:
-db $02 ; Dungeon
-dw $00DB ; Room Index
-dw $1AFB ; BG1 Vertical Scroll
-dw $1AFB ; BG2 Vertical Scroll
-dw $1700 ; BG1 Horizontal Scroll
-dw $1700 ; BG2 Horizontal Scroll
-dw $17BA ; Link X
-dw $1B68 ; Link Y
-dw $017F ; Camera X
-dw $0173 ; Camera Y
-dw $0000 ; Door Settings
-dw $1B00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1B10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $1700 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1700 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $16 ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_lowleg_thieves_after_big_key_after
-
-preset_lowleg_thieves_blind_hallway:
-db $02 ; Dungeon
-dw $00CC ; Room Index
-dw $1800 ; BG1 Vertical Scroll
-dw $1800 ; BG2 Vertical Scroll
-dw $1900 ; BG1 Horizontal Scroll
-dw $1900 ; BG2 Horizontal Scroll
-dw $1978 ; Link X
-dw $181D ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1800 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1810 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $1900 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1900 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $16 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_thieves_blind_hallway_after
-
-preset_lowleg_thieves_conveyor_gibos:
-db $02 ; Dungeon
-dw $00BC ; Room Index
-dw $170B ; BG1 Vertical Scroll
-dw $170B ; BG2 Vertical Scroll
-dw $1800 ; BG1 Horizontal Scroll
-dw $1800 ; BG2 Horizontal Scroll
-dw $181D ; Link X
-dw $1778 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1700 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1710 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $1800 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1800 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $16 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_thieves_conveyor_gibos_after
-
-preset_lowleg_thieves_hellway:
-db $02 ; Dungeon
-dw $00BB ; Room Index
-dw $170B ; BG1 Vertical Scroll
-dw $170B ; BG2 Vertical Scroll
-dw $1700 ; BG1 Horizontal Scroll
-dw $1700 ; BG2 Horizontal Scroll
-dw $1716 ; Link X
-dw $1778 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1700 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1710 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $1700 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1700 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $16 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_thieves_hellway_after
-
-preset_lowleg_thieves_bombable_floor:
-db $02 ; Dungeon
-dw $0065 ; Room Index
-dw $0D0B ; BG1 Vertical Scroll
-dw $0D0B ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0AE7 ; Link X
-dw $0D78 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0D00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0D10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $16 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_thieves_bombable_floor_after
-
-preset_lowleg_thieves_backtracking_1:
-db $02 ; Dungeon
-dw $0064 ; Room Index
-dw $0D00 ; BG1 Vertical Scroll
-dw $0D00 ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $0878 ; Link X
-dw $0D28 ; Link Y
-dw $007F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0D00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0D10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $16 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_thieves_backtracking_1_after
-
-preset_lowleg_thieves_basement:
-db $02 ; Dungeon
-dw $00BC ; Room Index
-dw $1600 ; BG1 Vertical Scroll
-dw $1600 ; BG2 Vertical Scroll
-dw $1800 ; BG1 Horizontal Scroll
-dw $1800 ; BG2 Horizontal Scroll
-dw $1878 ; Link X
-dw $162A ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $1800 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1800 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $16 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_thieves_basement_after
-
-preset_lowleg_thieves_prison:
-db $02 ; Dungeon
-dw $0045 ; Room Index
-dw $090B ; BG1 Vertical Scroll
-dw $090B ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0AE4 ; Link X
-dw $0978 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0900 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0910 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $16 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_thieves_prison_after
-
-preset_lowleg_thieves_after_gloves:
-db $02 ; Dungeon
-dw $0044 ; Room Index
-dw $090B ; BG1 Vertical Scroll
-dw $090B ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $08DC ; Link X
-dw $0978 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0900 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0910 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $16 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_thieves_after_gloves_after
-
-preset_lowleg_thieves_backtracking_2:
-db $02 ; Dungeon
-dw $0044 ; Room Index
-dw $090B ; BG1 Vertical Scroll
-dw $090B ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $08E4 ; Link X
-dw $0978 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0900 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0910 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $16 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_thieves_backtracking_2_after
-
-preset_lowleg_thieves_pot_hammerdash:
-db $02 ; Dungeon
-dw $0045 ; Room Index
-dw $0800 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0A78 ; Link X
-dw $082C ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $16 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_thieves_pot_hammerdash_after
-
-preset_lowleg_thieves_blind:
-db $02 ; Dungeon
-dw $00BC ; Room Index
-dw $1600 ; BG1 Vertical Scroll
-dw $1600 ; BG2 Vertical Scroll
-dw $1900 ; BG1 Horizontal Scroll
-dw $1900 ; BG2 Horizontal Scroll
-dw $1978 ; Link X
-dw $1619 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $1900 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1900 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $16 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_thieves_blind_after
-
-preset_lowleg_skull_outside_thieves:
-db $01 ; Overworld
-dw $0058 ; Screen Index
-dw $01F8 ; Link X
-dw $07C8 ; Link Y
-dw $0762 ; BG1 Vertical Scroll
-dw $076A ; BG2 Vertical Scroll
-dw $0176 ; BG1 Horizontal Scroll
-dw $0176 ; BG2 Horizontal Scroll
-dw $0203 ; Scroll X
-dw $07D7 ; Scroll Y
-dw $0B2E ; Unknown 1
-dw $FFF6 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_lowleg_skull_outside_thieves_after
-
-preset_lowleg_skull_cursed_dwarf:
-db $01 ; Overworld
-dw $0058 ; Screen Index
-dw $0280 ; Link X
-dw $09C0 ; Link Y
-dw $0904 ; BG1 Vertical Scroll
-dw $091E ; BG2 Vertical Scroll
-dw $019A ; BG1 Horizontal Scroll
-dw $01FE ; BG2 Horizontal Scroll
-dw $028B ; Scroll X
-dw $098B ; Scroll Y
-dw $183E ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF2 ; Unknown 3
-dw sram_lowleg_skull_cursed_dwarf_after
-
-preset_lowleg_skull_getting_tempered:
-db $01 ; Overworld
-dw $0058 ; Screen Index
-dw $03E1 ; Link X
-dw $091A ; Link Y
-dw $08EC ; BG1 Vertical Scroll
-dw $08B6 ; BG2 Vertical Scroll
-dw $021B ; BG1 Horizontal Scroll
-dw $0300 ; BG2 Horizontal Scroll
-dw $038D ; Scroll X
-dw $0925 ; Scroll Y
-dw $1560 ; Unknown 1
-dw $0008 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_lowleg_skull_getting_tempered_after
-
-preset_lowleg_skull_fence_dash:
-db $01 ; Overworld
-dw $0062 ; Screen Index
-dw $0408 ; Link X
-dw $0909 ; Link Y
-dw $085E ; BG1 Vertical Scroll
-dw $08A6 ; BG2 Vertical Scroll
-dw $0433 ; BG1 Horizontal Scroll
-dw $0400 ; BG2 Horizontal Scroll
-dw $047D ; Scroll X
-dw $0915 ; Scroll Y
-dw $0400 ; Unknown 1
-dw $FFF8 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_lowleg_skull_fence_dash_after
-
-preset_lowleg_skull_dash_to_sw:
-db $01 ; Overworld
-dw $0058 ; Screen Index
-dw $0348 ; Link X
-dw $0608 ; Link Y
-dw $06A2 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $02CA ; BG1 Horizontal Scroll
-dw $02CA ; BG2 Horizontal Scroll
-dw $034F ; Scroll X
-dw $066F ; Scroll Y
-dw $005A ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0006 ; Unknown 3
-dw sram_lowleg_skull_dash_to_skull_after
-
-preset_lowleg_skull_mummy_room:
-db $01 ; Overworld
-dw $0040 ; Screen Index
-dw $0248 ; Link X
-dw $0250 ; Link Y
-dw $0367 ; BG1 Vertical Scroll
-dw $01F0 ; BG2 Vertical Scroll
-dw $032C ; BG1 Horizontal Scroll
-dw $01CA ; BG2 Horizontal Scroll
-dw $024F ; Scroll X
-dw $025F ; Scroll Y
-dw $0EBA ; Unknown 1
-dw $FFFE ; Unknown 2
-dw $0006 ; Unknown 3
-dw sram_lowleg_skull_mummy_room_after
-
-preset_lowleg_skull_bomb_jump:
-db $01 ; Overworld
-dw $0040 ; Screen Index
-dw $02E8 ; Link X
-dw $025B ; Link Y
-dw $021A ; BG1 Vertical Scroll
-dw $01FD ; BG2 Vertical Scroll
-dw $01F6 ; BG1 Horizontal Scroll
-dw $0266 ; BG2 Horizontal Scroll
-dw $02F3 ; Scroll X
-dw $026A ; Scroll Y
-dw $0F4E ; Unknown 1
-dw $0003 ; Unknown 2
-dw $000A ; Unknown 3
-dw sram_lowleg_skull_bomb_jump_after
-
-preset_lowleg_skull_key_pot:
-db $02 ; Dungeon
-dw $0056 ; Room Index
-dw $0B0C ; BG1 Vertical Scroll
-dw $0B0C ; BG2 Vertical Scroll
-dw $0D00 ; BG1 Horizontal Scroll
-dw $0D00 ; BG2 Horizontal Scroll
-dw $0D1A ; Link X
-dw $0B78 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0B00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0B10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $0D00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0D00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $09 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $10 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_skull_key_pot_after
-
-preset_lowleg_skull_skull_entrance:
-db $01 ; Overworld
-dw $0040 ; Screen Index
-dw $0098 ; Link X
-dw $00C7 ; Link Y
-dw $01CA ; BG1 Vertical Scroll
-dw $0066 ; BG2 Vertical Scroll
-dw $0086 ; BG1 Horizontal Scroll
-dw $0012 ; BG2 Horizontal Scroll
-dw $009F ; Scroll X
-dw $00D3 ; Scroll Y
-dw $0282 ; Unknown 1
-dw $000A ; Unknown 2
-dw $FFFE ; Unknown 3
-dw sram_lowleg_skull_skull_entrance_after
-
-preset_lowleg_skull_mummy_hellway:
-db $02 ; Dungeon
-dw $0049 ; Room Index
-dw $090B ; BG1 Vertical Scroll
-dw $090B ; BG2 Vertical Scroll
-dw $1200 ; BG1 Horizontal Scroll
-dw $1200 ; BG2 Horizontal Scroll
-dw $12DC ; Link X
-dw $0978 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0900 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0910 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $09 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $10 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_skull_mummy_hellway_after
-
-preset_lowleg_skull_mummy_key:
-db $02 ; Dungeon
-dw $0049 ; Room Index
-dw $0800 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $1200 ; BG1 Horizontal Scroll
-dw $1200 ; BG2 Horizontal Scroll
-dw $1278 ; Link X
-dw $0815 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $09 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $10 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_skull_mummy_key_after
-
-preset_lowleg_skull_mothula:
-db $02 ; Dungeon
-dw $0039 ; Room Index
-dw $070D ; BG1 Vertical Scroll
-dw $070B ; BG2 Vertical Scroll
-dw $1200 ; BG1 Horizontal Scroll
-dw $1200 ; BG2 Horizontal Scroll
-dw $12D0 ; Link X
-dw $0778 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $09 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $10 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_skull_mothula_after
-
-preset_lowleg_ice_outside_skull:
-db $01 ; Overworld
-dw $0040 ; Screen Index
-dw $0098 ; Link X
-dw $00CB ; Link Y
-dw $0066 ; BG1 Vertical Scroll
-dw $0069 ; BG2 Vertical Scroll
-dw $0016 ; BG1 Horizontal Scroll
-dw $0016 ; BG2 Horizontal Scroll
-dw $00A3 ; Scroll X
-dw $00D6 ; Scroll Y
-dw $0282 ; Unknown 1
-dw $0007 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_lowleg_ice_outside_skull_after
-
-preset_lowleg_ice_bridge_warp:
-db $01 ; Overworld
-dw $002C ; Screen Index
-dw $0898 ; Link X
-dw $0A0C ; Link Y
-dw $0A5C ; BG1 Vertical Scroll
-dw $0A00 ; BG2 Vertical Scroll
-dw $0830 ; BG1 Horizontal Scroll
-dw $0820 ; BG2 Horizontal Scroll
-dw $089F ; Scroll X
-dw $0A6D ; Scroll Y
-dw $0004 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_lowleg_ice_bridge_warp_after
-
-preset_lowleg_ice_lottery:
-db $01 ; Overworld
-dw $0055 ; Screen Index
-dw $0BE1 ; Link X
-dw $0587 ; Link Y
-dw $0520 ; BG1 Vertical Scroll
-dw $051E ; BG2 Vertical Scroll
-dw $0A80 ; BG1 Horizontal Scroll
-dw $0B00 ; BG2 Horizontal Scroll
-dw $0B7D ; Scroll X
-dw $058D ; Scroll Y
-dw $0920 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_lowleg_ice_lottery_after
-
-preset_lowleg_ice_medallion:
-db $01 ; Overworld
-dw $0057 ; Screen Index
-dw $0F70 ; Link X
-dw $040C ; Link Y
-dw $0491 ; BG1 Vertical Scroll
-dw $0400 ; BG2 Vertical Scroll
-dw $0E7F ; BG1 Horizontal Scroll
-dw $0EFE ; BG2 Horizontal Scroll
-dw $0F7B ; Scroll X
-dw $046F ; Scroll Y
-dw $009E ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF2 ; Unknown 3
-dw sram_lowleg_ice_medallion_after
-
-preset_lowleg_ice_zoras_domain:
-db $01 ; Overworld
-dw $000F ; Screen Index
-dw $0F40 ; Link X
-dw $0215 ; Link Y
-dw $0221 ; BG1 Vertical Scroll
-dw $0200 ; BG2 Vertical Scroll
-dw $0E7A ; BG1 Horizontal Scroll
-dw $0ECD ; BG2 Horizontal Scroll
-dw $0F4A ; Scroll X
-dw $026F ; Scroll Y
-dw $0098 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF3 ; Unknown 3
-dw sram_lowleg_ice_zoras_domain_after
-
-preset_lowleg_ice_tiny_warp:
-db $01 ; Overworld
-dw $000F ; Screen Index
-dw $0F40 ; Link X
-dw $0221 ; Link Y
-dw $0200 ; BG1 Vertical Scroll
-dw $0200 ; BG2 Vertical Scroll
-dw $0ECD ; BG1 Horizontal Scroll
-dw $0ECD ; BG2 Horizontal Scroll
-dw $0F4A ; Scroll X
-dw $026F ; Scroll Y
-dw $0098 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF3 ; Unknown 3
-dw sram_lowleg_ice_tiny_warp_after
-
-preset_lowleg_ice_ice_entrance:
-db $01 ; Overworld
-dw $0075 ; Screen Index
-dw $0CB8 ; Link X
-dw $0DCB ; Link Y
-dw $0D70 ; BG1 Vertical Scroll
-dw $0D69 ; BG2 Vertical Scroll
-dw $0C2C ; BG1 Horizontal Scroll
-dw $0C32 ; BG2 Horizontal Scroll
-dw $0CBF ; Scroll X
-dw $0DD6 ; Scroll Y
-dw $0BC6 ; Unknown 1
-dw $0007 ; Unknown 2
-dw $FFFE ; Unknown 3
-dw sram_lowleg_ice_ice_entrance_after
-
-preset_lowleg_ice_ice2:
-db $02 ; Dungeon
-dw $000E ; Room Index
-dw $010C ; BG1 Vertical Scroll
-dw $010C ; BG2 Vertical Scroll
-dw $1D00 ; BG1 Horizontal Scroll
-dw $1D00 ; BG2 Horizontal Scroll
-dw $1D1E ; Link X
-dw $0178 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0100 ; Relative Coords HU
-dw $0000 ; Relative Coords FU
-dw $0110 ; Relative Coords HD
-dw $0110 ; Relative Coords FD
-dw $1D00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1D00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $12 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_ice_ice2_after
-
-preset_lowleg_ice_penguin_switch_room:
-db $02 ; Dungeon
-dw $001E ; Room Index
-dw $030D ; BG1 Vertical Scroll
-dw $030B ; BG2 Vertical Scroll
-dw $1D00 ; BG1 Horizontal Scroll
-dw $1D00 ; BG2 Horizontal Scroll
-dw $1DD8 ; Link X
-dw $0378 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0300 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0310 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $1D00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1D00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $12 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_ice_penguin_switch_room_after
-
-preset_lowleg_ice_bombable_floor:
-db $02 ; Dungeon
-dw $001E ; Room Index
-dw $0306 ; BG1 Vertical Scroll
-dw $0300 ; BG2 Vertical Scroll
-dw $1D00 ; BG1 Horizontal Scroll
-dw $1D00 ; BG2 Horizontal Scroll
-dw $1D78 ; Link X
-dw $0314 ; Link Y
-dw $017F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0300 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0310 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $1D00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1D00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $12 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_ice_bombable_floor_after
-
-preset_lowleg_ice_conveyor_room:
-db $02 ; Dungeon
-dw $003E ; Room Index
-dw $0610 ; BG1 Vertical Scroll
-dw $0610 ; BG2 Vertical Scroll
-dw $1D60 ; BG1 Horizontal Scroll
-dw $1D00 ; BG2 Horizontal Scroll
-dw $1D78 ; Link X
-dw $06D0 ; Link Y
-dw $017F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1D00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1D00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $12 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_ice_conveyor_room_after
-
-preset_lowleg_ice_ipbj:
-db $02 ; Dungeon
-dw $003E ; Room Index
-dw $0710 ; BG1 Vertical Scroll
-dw $0710 ; BG2 Vertical Scroll
-dw $1BD7 ; BG1 Horizontal Scroll
-dw $1C00 ; BG2 Horizontal Scroll
-dw $1C78 ; Link X
-dw $07D3 ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1C00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1C00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $12 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_ice_ipbj_after
-
-preset_lowleg_ice_penguin_room:
-db $02 ; Dungeon
-dw $004E ; Room Index
-dw $0800 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $1D00 ; BG1 Horizontal Scroll
-dw $1D00 ; BG2 Horizontal Scroll
-dw $1DB8 ; Link X
-dw $0862 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $1D00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1D00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $12 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_ice_penguin_room_after
-
-preset_lowleg_ice_lonely_firebar:
-db $02 ; Dungeon
-dw $005E ; Room Index
-dw $0B0D ; BG1 Vertical Scroll
-dw $0B0B ; BG2 Vertical Scroll
-dw $1D00 ; BG1 Horizontal Scroll
-dw $1D00 ; BG2 Horizontal Scroll
-dw $1D10 ; Link X
-dw $0B78 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0B00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0B10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $1D00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1D00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $FD ; Starting Floor
-db $12 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_ice_lonely_firebar_after
-
-preset_lowleg_ice_last_two_screens:
-db $02 ; Dungeon
-dw $009E ; Room Index
-dw $130D ; BG1 Vertical Scroll
-dw $130B ; BG2 Vertical Scroll
-dw $1D00 ; BG1 Horizontal Scroll
-dw $1D00 ; BG2 Horizontal Scroll
-dw $1D50 ; Link X
-dw $1378 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1300 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1310 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $1D00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1D00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $FB ; Starting Floor
-db $12 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_ice_last_two_screens_after
-
-preset_lowleg_ice_kholdstare:
-db $02 ; Dungeon
-dw $00CE ; Room Index
-dw $1808 ; BG1 Vertical Scroll
-dw $1810 ; BG2 Vertical Scroll
-dw $1D00 ; BG1 Horizontal Scroll
-dw $1D00 ; BG2 Horizontal Scroll
-dw $1D40 ; Link X
-dw $18AA ; Link Y
-dw $017F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $1800 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1810 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $1D00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1D00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $FA ; Starting Floor
-db $12 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_ice_kholdstare_after
-
-preset_lowleg_swamp_outside_ice:
-db $01 ; Overworld
-dw $0075 ; Screen Index
-dw $0CB8 ; Link X
-dw $0DCB ; Link Y
-dw $0D6B ; BG1 Vertical Scroll
-dw $0D6D ; BG2 Vertical Scroll
-dw $0C3E ; BG1 Horizontal Scroll
-dw $0C3E ; BG2 Horizontal Scroll
-dw $0CC3 ; Scroll X
-dw $0DDA ; Scroll Y
-dw $0BC6 ; Unknown 1
-dw $0003 ; Unknown 2
-dw $FFF2 ; Unknown 3
-dw sram_lowleg_swamp_outside_ice_after
-
-preset_lowleg_swamp_links_house:
-db $01 ; Overworld
-dw $002C ; Screen Index
-dw $08B8 ; Link X
-dw $0B23 ; Link Y
-dw $0ABF ; BG1 Vertical Scroll
-dw $0AC5 ; BG2 Vertical Scroll
-dw $0840 ; BG1 Horizontal Scroll
-dw $0840 ; BG2 Horizontal Scroll
-dw $08BF ; Scroll X
-dw $0B32 ; Scroll Y
-dw $0608 ; Unknown 1
-dw $FFFB ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_lowleg_swamp_links_house_after
-
-preset_lowleg_swamp_swamp_overworld:
-db $01 ; Overworld
-dw $0073 ; Screen Index
-dw $07AF ; Link X
-dw $0DD9 ; Link Y
-dw $0C8F ; BG1 Vertical Scroll
-dw $0D1E ; BG2 Vertical Scroll
-dw $06DF ; BG1 Horizontal Scroll
-dw $0700 ; BG2 Horizontal Scroll
-dw $0785 ; Scroll X
-dw $0D93 ; Scroll Y
-dw $08A0 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_lowleg_swamp_swamp_overworld_after
-
-preset_lowleg_swamp_antifairy_room:
-db $01 ; Overworld
-dw $003B ; Screen Index
-dw $0778 ; Link X
-dw $0EF0 ; Link Y
-dw $0E9C ; BG1 Vertical Scroll
-dw $0E91 ; BG2 Vertical Scroll
-dw $06FC ; BG1 Horizontal Scroll
-dw $06FA ; BG2 Horizontal Scroll
-dw $077F ; Scroll X
-dw $0EFE ; Scroll Y
-dw $0520 ; Unknown 1
-dw $000F ; Unknown 2
-dw $0006 ; Unknown 3
-dw sram_lowleg_swamp_antifairy_room_after
-
-preset_lowleg_swamp_entrance:
-db $01 ; Overworld
-dw $007B ; Screen Index
-dw $0778 ; Link X
-dw $0EEF ; Link Y
-dw $0E99 ; BG1 Vertical Scroll
-dw $0E91 ; BG2 Vertical Scroll
-dw $06FC ; BG1 Horizontal Scroll
-dw $06FA ; BG2 Horizontal Scroll
-dw $077F ; Scroll X
-dw $0EFE ; Scroll Y
-dw $0520 ; Unknown 1
-dw $000F ; Unknown 2
-dw $0006 ; Unknown 3
-dw sram_lowleg_swamp_entrance_after
-
-preset_lowleg_swamp_first_key_pot:
-db $02 ; Dungeon
-dw $0028 ; Room Index
-dw $0400 ; BG1 Vertical Scroll
-dw $0400 ; BG2 Vertical Scroll
-dw $1000 ; BG1 Horizontal Scroll
-dw $1000 ; BG2 Horizontal Scroll
-dw $1078 ; Link X
-dw $0426 ; Link Y
-dw $007F ; Camera X
-dw $0077 ; Camera Y
-dw $0000 ; Door Settings
-dw $0400 ; Relative Coords HU
-dw $0400 ; Relative Coords FU
-dw $0410 ; Relative Coords HD
-dw $0510 ; Relative Coords FD
-dw $1000 ; Relative Coords HL
-dw $1000 ; Relative Coords FL
-dw $1000 ; Relative Coords HR
-dw $1100 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_swamp_first_key_pot_after
-
-preset_lowleg_swamp_hallway_key_1:
-db $02 ; Dungeon
-dw $0037 ; Room Index
-dw $0700 ; BG1 Vertical Scroll
-dw $0700 ; BG2 Vertical Scroll
-dw $0E80 ; BG1 Horizontal Scroll
-dw $0E80 ; BG2 Horizontal Scroll
-dw $0EF8 ; Link X
-dw $0728 ; Link Y
-dw $00FF ; Camera X
-dw $0177 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0E00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0E00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_swamp_hallway_key_1_after
-
-preset_lowleg_swamp_water_lever_1:
-db $02 ; Dungeon
-dw $0037 ; Room Index
-dw $0700 ; BG1 Vertical Scroll
-dw $0700 ; BG2 Vertical Scroll
-dw $0E00 ; BG1 Horizontal Scroll
-dw $0E00 ; BG2 Horizontal Scroll
-dw $0E78 ; Link X
-dw $071D ; Link Y
-dw $007F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0E00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0E00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_swamp_water_lever_1_after
-
-preset_lowleg_swamp_main_hub:
-db $02 ; Dungeon
-dw $0037 ; Room Index
-dw $070B ; BG1 Vertical Scroll
-dw $070B ; BG2 Vertical Scroll
-dw $0E00 ; BG1 Horizontal Scroll
-dw $0E00 ; BG2 Horizontal Scroll
-dw $0E18 ; Link X
-dw $0778 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0E00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0E00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_swamp_main_hub_after
-
-preset_lowleg_swamp_water_lever_2:
-db $02 ; Dungeon
-dw $0036 ; Room Index
-dw $060B ; BG1 Vertical Scroll
-dw $060B ; BG2 Vertical Scroll
-dw $0C00 ; BG1 Horizontal Scroll
-dw $0C00 ; BG2 Horizontal Scroll
-dw $0C17 ; Link X
-dw $0678 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0C00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0C00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_swamp_water_lever_2_after
-
-preset_lowleg_swamp_sociable_firebar:
-db $02 ; Dungeon
-dw $0034 ; Room Index
-dw $06BF ; BG1 Vertical Scroll
-dw $06BF ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $0878 ; Link X
-dw $072C ; Link Y
-dw $007F ; Camera X
-dw $0137 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_swamp_sociable_firebar_after
-
-preset_lowleg_swamp_backtracking:
-db $02 ; Dungeon
-dw $0035 ; Room Index
-dw $060B ; BG1 Vertical Scroll
-dw $060B ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0A19 ; Link X
-dw $0678 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_swamp_backtracking_after
-
-preset_lowleg_swamp_hook_shot:
-db $02 ; Dungeon
-dw $0035 ; Room Index
-dw $070B ; BG1 Vertical Scroll
-dw $070B ; BG2 Vertical Scroll
-dw $0B00 ; BG1 Horizontal Scroll
-dw $0B00 ; BG2 Horizontal Scroll
-dw $0BDA ; Link X
-dw $0778 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0B00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0B00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_swamp_hook_shot_after
-
-preset_lowleg_swamp_hookdash:
-db $02 ; Dungeon
-dw $0036 ; Room Index
-dw $0600 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $0C80 ; BG1 Horizontal Scroll
-dw $0C80 ; BG2 Horizontal Scroll
-dw $0CF8 ; Link X
-dw $062C ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0C00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0C00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_swamp_hookdash_after
-
-preset_lowleg_swamp_water_lever_3:
-db $02 ; Dungeon
-dw $0026 ; Room Index
-dw $0400 ; BG1 Vertical Scroll
-dw $0400 ; BG2 Vertical Scroll
-dw $0D00 ; BG1 Horizontal Scroll
-dw $0D00 ; BG2 Horizontal Scroll
-dw $0DA8 ; Link X
-dw $0426 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0400 ; Relative Coords HU
-dw $0400 ; Relative Coords FU
-dw $0410 ; Relative Coords HD
-dw $0510 ; Relative Coords FD
-dw $0D00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0D00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_swamp_water_lever_3_after
-
-preset_lowleg_swamp_restock:
-db $02 ; Dungeon
-dw $0066 ; Room Index
-dw $0D00 ; BG1 Vertical Scroll
-dw $0D00 ; BG2 Vertical Scroll
-dw $0D00 ; BG1 Horizontal Scroll
-dw $0D00 ; BG2 Horizontal Scroll
-dw $0D78 ; Link X
-dw $0D2A ; Link Y
-dw $017F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0D00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0D10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $0D00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0D00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $0A ; Palace No
-db $01 ; Door Orientation
-db $01 ; Starting Background
-dw sram_lowleg_swamp_restock_after
-
-preset_lowleg_swamp_phelps_way:
-db $02 ; Dungeon
-dw $0016 ; Room Index
-dw $0210 ; BG1 Vertical Scroll
-dw $0210 ; BG2 Vertical Scroll
-dw $0D00 ; BG1 Horizontal Scroll
-dw $0D00 ; BG2 Horizontal Scroll
-dw $0D78 ; Link X
-dw $02D8 ; Link Y
-dw $017F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0D00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0D00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_swamp_phelps_way_after
-
-preset_lowleg_swamp_arrghus:
-db $02 ; Dungeon
-dw $0016 ; Room Index
-dw $0200 ; BG1 Vertical Scroll
-dw $0200 ; BG2 Vertical Scroll
-dw $0C00 ; BG1 Horizontal Scroll
-dw $0C00 ; BG2 Horizontal Scroll
-dw $0C78 ; Link X
-dw $0212 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0C00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0C00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_swamp_arrghus_after
-
-preset_lowleg_mire_outside_swamp:
-db $01 ; Overworld
-dw $007B ; Screen Index
-dw $077A ; Link X
-dw $0EFA ; Link Y
-dw $0E94 ; BG1 Vertical Scroll
-dw $0E9C ; BG2 Vertical Scroll
-dw $06F3 ; BG1 Horizontal Scroll
-dw $06F4 ; BG2 Horizontal Scroll
-dw $0781 ; Scroll X
-dw $0F09 ; Scroll Y
-dw $049E ; Unknown 1
-dw $FFF4 ; Unknown 2
-dw $FFFC ; Unknown 3
-dw sram_lowleg_mire_outside_swamp_after
-
-preset_lowleg_mire_dm:
-db $01 ; Overworld
-dw $0003 ; Screen Index
-dw $067B ; Link X
-dw $0328 ; Link Y
-dw $02CA ; BG1 Vertical Scroll
-dw $02CA ; BG2 Vertical Scroll
-dw $060D ; BG1 Horizontal Scroll
-dw $060D ; BG2 Horizontal Scroll
-dw $0682 ; Scroll X
-dw $0337 ; Scroll Y
-dw $1600 ; Unknown 1
-dw $FFF6 ; Unknown 2
-dw $FFF3 ; Unknown 3
-dw sram_lowleg_mire_dm_after
-
-preset_lowleg_mire_free_flutedash:
-db $01 ; Overworld
-dw $0003 ; Screen Index
-dw $06C1 ; Link X
-dw $004B ; Link Y
-dw $006C ; BG1 Vertical Scroll
-dw $0000 ; BG2 Vertical Scroll
-dw $0757 ; BG1 Horizontal Scroll
-dw $0653 ; BG2 Horizontal Scroll
-dw $06C8 ; Scroll X
-dw $006D ; Scroll Y
-dw $000A ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFFD ; Unknown 3
-dw sram_lowleg_mire_free_flutedash_after
-
-preset_lowleg_mire_darkworld_warp:
-db $01 ; Overworld
-dw $0030 ; Screen Index
-dw $008E ; Link X
-dw $0FA8 ; Link Y
-dw $0F1E ; BG1 Vertical Scroll
-dw $0F1E ; BG2 Vertical Scroll
-dw $0006 ; BG1 Horizontal Scroll
-dw $000C ; BG2 Horizontal Scroll
-dw $0099 ; Scroll X
-dw $0F8D ; Scroll Y
-dw $1880 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF4 ; Unknown 3
-dw sram_lowleg_mire_darkworld_warp_after
-
-preset_lowleg_mire_entrance:
-db $01 ; Overworld
-dw $0070 ; Screen Index
-dw $0128 ; Link X
-dw $0CE6 ; Link Y
-dw $F3D0 ; BG1 Vertical Scroll
-dw $0C82 ; BG2 Vertical Scroll
-dw $8562 ; BG1 Horizontal Scroll
-dw $00A6 ; BG2 Horizontal Scroll
-dw $0133 ; Scroll X
-dw $0CF1 ; Scroll Y
-dw $0414 ; Unknown 1
-dw $000C ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_lowleg_mire_entrance_after
-
-preset_lowleg_mire_mire2:
-db $02 ; Dungeon
-dw $0098 ; Room Index
-dw $1300 ; BG1 Vertical Scroll
-dw $1300 ; BG2 Vertical Scroll
-dw $1100 ; BG1 Horizontal Scroll
-dw $1100 ; BG2 Horizontal Scroll
-dw $1188 ; Link X
-dw $132A ; Link Y
-dw $017F ; Camera X
-dw $0177 ; Camera Y
-dw $0000 ; Door Settings
-dw $1300 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1310 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $1100 ; Relative Coords HL
-dw $1000 ; Relative Coords FL
-dw $1100 ; Relative Coords HR
-dw $1100 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0E ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_mire_mire2_after
-
-preset_lowleg_mire_main_hub:
-db $02 ; Dungeon
-dw $00D2 ; Room Index
-dw $1A00 ; BG1 Vertical Scroll
-dw $1A00 ; BG2 Vertical Scroll
-dw $0500 ; BG1 Horizontal Scroll
-dw $0500 ; BG2 Horizontal Scroll
-dw $0578 ; Link X
-dw $1A1C ; Link Y
-dw $017F ; Camera X
-dw $0077 ; Camera Y
-dw $0000 ; Door Settings
-dw $1A00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1A10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $0500 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0500 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_mire_main_hub_after
-
-preset_lowleg_mire_beat_the_fireball:
-db $02 ; Dungeon
-dw $00B2 ; Room Index
-dw $1710 ; BG1 Vertical Scroll
-dw $1710 ; BG2 Vertical Scroll
-dw $0500 ; BG1 Horizontal Scroll
-dw $0500 ; BG2 Horizontal Scroll
-dw $0578 ; Link X
-dw $17E2 ; Link Y
-dw $017F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $1700 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1710 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $0500 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0500 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_mire_beat_the_fireball_after
-
-preset_lowleg_mire_bari_key:
-db $02 ; Dungeon
-dw $00C2 ; Room Index
-dw $190B ; BG1 Vertical Scroll
-dw $190B ; BG2 Vertical Scroll
-dw $0400 ; BG1 Horizontal Scroll
-dw $0400 ; BG2 Horizontal Scroll
-dw $0415 ; Link X
-dw $1978 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1900 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1910 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_mire_bari_key_after
-
-preset_lowleg_mire_sluggulas:
-db $02 ; Dungeon
-dw $00C1 ; Room Index
-dw $1910 ; BG1 Vertical Scroll
-dw $1910 ; BG2 Vertical Scroll
-dw $0200 ; BG1 Horizontal Scroll
-dw $0200 ; BG2 Horizontal Scroll
-dw $0278 ; Link X
-dw $19CF ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $1900 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1910 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0200 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0200 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_mire_sluggulas_after
-
-preset_lowleg_mire_torches:
-db $02 ; Dungeon
-dw $00D1 ; Room Index
-dw $1A00 ; BG1 Vertical Scroll
-dw $1A00 ; BG2 Vertical Scroll
-dw $0200 ; BG1 Horizontal Scroll
-dw $0200 ; BG2 Horizontal Scroll
-dw $02A8 ; Link X
-dw $1A28 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1A00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1A10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $0200 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0200 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_mire_torches_after
-
-preset_lowleg_mire_spark_gamble:
-db $02 ; Dungeon
-dw $00C1 ; Room Index
-dw $180B ; BG1 Vertical Scroll
-dw $180B ; BG2 Vertical Scroll
-dw $0300 ; BG1 Horizontal Scroll
-dw $0300 ; BG2 Horizontal Scroll
-dw $03D6 ; Link X
-dw $1878 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1800 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1810 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0300 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0300 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_mire_spark_gamble_after
-
-preset_lowleg_mire_big_chest_room:
-db $02 ; Dungeon
-dw $00C3 ; Room Index
-dw $190B ; BG1 Vertical Scroll
-dw $190B ; BG2 Vertical Scroll
-dw $0600 ; BG1 Horizontal Scroll
-dw $0600 ; BG2 Horizontal Scroll
-dw $06D8 ; Link X
-dw $1978 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1900 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1910 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0600 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0600 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_mire_big_chest_room_after
-
-preset_lowleg_mire_spike_key:
-db $02 ; Dungeon
-dw $00C3 ; Room Index
-dw $1800 ; BG1 Vertical Scroll
-dw $1800 ; BG2 Vertical Scroll
-dw $0600 ; BG1 Horizontal Scroll
-dw $0600 ; BG2 Horizontal Scroll
-dw $0678 ; Link X
-dw $1814 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1800 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1810 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0600 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0600 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_mire_spike_key_after
-
-preset_lowleg_mire_wizzrobe:
-db $02 ; Dungeon
-dw $00B3 ; Room Index
-dw $160B ; BG1 Vertical Scroll
-dw $160B ; BG2 Vertical Scroll
-dw $0600 ; BG1 Horizontal Scroll
-dw $0600 ; BG2 Horizontal Scroll
-dw $0624 ; Link X
-dw $1678 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $0600 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0600 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $02 ; Door Orientation
-db $01 ; Starting Background
-dw sram_lowleg_mire_wizzrobe_after
-
-preset_lowleg_mire_basement:
-db $02 ; Dungeon
-dw $00A2 ; Room Index
-dw $1400 ; BG1 Vertical Scroll
-dw $1400 ; BG2 Vertical Scroll
-dw $0480 ; BG1 Horizontal Scroll
-dw $0480 ; BG2 Horizontal Scroll
-dw $04F8 ; Link X
-dw $1444 ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1400 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1410 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_lowleg_mire_basement_after
-
-preset_lowleg_mire_spooky_action_1:
-db $02 ; Dungeon
-dw $0093 ; Room Index
-dw $0105 ; BG1 Vertical Scroll
-dw $130B ; BG2 Vertical Scroll
-dw $004E ; BG1 Horizontal Scroll
-dw $0600 ; BG2 Horizontal Scroll
-dw $0612 ; Link X
-dw $1378 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1300 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1310 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $0600 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0600 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $0E ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_mire_spooky_action_1_after
-
-preset_lowleg_mire_spooky_action_2:
-db $02 ; Dungeon
-dw $0092 ; Room Index
-dw $0105 ; BG1 Vertical Scroll
-dw $130B ; BG2 Vertical Scroll
-dw $004E ; BG1 Horizontal Scroll
-dw $0500 ; BG2 Horizontal Scroll
-dw $0515 ; Link X
-dw $1378 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1300 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1310 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $0500 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0500 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $0E ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_mire_spooky_action_2_after
-
-preset_lowleg_mire_vitty:
-db $02 ; Dungeon
-dw $00A0 ; Room Index
-dw $1400 ; BG1 Vertical Scroll
-dw $1400 ; BG2 Vertical Scroll
-dw $0000 ; BG1 Horizontal Scroll
-dw $0000 ; BG2 Horizontal Scroll
-dw $0078 ; Link X
-dw $1428 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1400 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1410 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $0000 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0000 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_mire_vitty_after
-
-preset_lowleg_trock_outside_mire:
-db $01 ; Overworld
-dw $0070 ; Screen Index
-dw $0128 ; Link X
-dw $0CDA ; Link Y
-dw $0C7D ; BG1 Vertical Scroll
-dw $0C7C ; BG2 Vertical Scroll
-dw $00A6 ; BG1 Horizontal Scroll
-dw $00A6 ; BG2 Horizontal Scroll
-dw $0133 ; Scroll X
-dw $0CE9 ; Scroll Y
-dw $0414 ; Unknown 1
-dw $0004 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_lowleg_trock_outside_mire_after
-
-preset_lowleg_trock_icerod_overworld:
-db $01 ; Overworld
-dw $003F ; Screen Index
-dw $0F70 ; Link X
-dw $0E07 ; Link Y
-dw $0E82 ; BG1 Vertical Scroll
-dw $0E00 ; BG2 Vertical Scroll
-dw $0EB5 ; BG1 Horizontal Scroll
-dw $0EF6 ; BG2 Horizontal Scroll
-dw $0F7B ; Scroll X
-dw $0E6D ; Scroll Y
-dw $001E ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_lowleg_trock_icerod_overworld_after
-
-preset_lowleg_trock_dm:
-db $01 ; Overworld
-dw $0003 ; Screen Index
-dw $067B ; Link X
-dw $0328 ; Link Y
-dw $02CA ; BG1 Vertical Scroll
-dw $02CA ; BG2 Vertical Scroll
-dw $060D ; BG1 Horizontal Scroll
-dw $060D ; BG2 Horizontal Scroll
-dw $0682 ; Scroll X
-dw $0337 ; Scroll Y
-dw $1600 ; Unknown 1
-dw $FFF6 ; Unknown 2
-dw $FFF3 ; Unknown 3
-dw sram_lowleg_trock_dm_after
-
-preset_lowleg_trock_squirrels:
-db $02 ; Dungeon
-dw $00DF ; Room Index
-dw $1B10 ; BG1 Vertical Scroll
-dw $1B10 ; BG2 Vertical Scroll
-dw $1E80 ; BG1 Horizontal Scroll
-dw $1E80 ; BG2 Horizontal Scroll
-dw $1EF8 ; Link X
-dw $1BD9 ; Link Y
-dw $00FF ; Camera X
-dw $0187 ; Camera Y
-dw $0000 ; Door Settings
-dw $1B00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1B10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $1E00 ; Relative Coords HL
-dw $1E00 ; Relative Coords FL
-dw $1E00 ; Relative Coords HR
-dw $1F00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $06 ; Main Graphics
-db $12 ; Music Track
-db $01 ; Starting Floor
-db $FF ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_trock_squirrels_after
-
-preset_lowleg_trock_peg_puzzle:
-db $01 ; Overworld
-dw $0005 ; Screen Index
-dw $0DE1 ; Link X
-dw $0077 ; Link Y
-dw $0053 ; BG1 Vertical Scroll
-dw $0013 ; BG2 Vertical Scroll
-dw $0D00 ; BG1 Horizontal Scroll
-dw $0D00 ; BG2 Horizontal Scroll
-dw $0D7D ; Scroll X
-dw $0082 ; Scroll Y
-dw $0060 ; Unknown 1
-dw $000B ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_lowleg_trock_peg_puzzle_after
-
-preset_lowleg_trock_entrance:
-db $01 ; Overworld
-dw $0047 ; Screen Index
-dw $0F08 ; Link X
-dw $013D ; Link Y
-dw $00B3 ; BG1 Vertical Scroll
-dw $00DB ; BG2 Vertical Scroll
-dw $0E96 ; BG1 Horizontal Scroll
-dw $0E96 ; BG2 Horizontal Scroll
-dw $0F13 ; Scroll X
-dw $014A ; Scroll Y
-dw $0614 ; Unknown 1
-dw $0003 ; Unknown 2
-dw $000A ; Unknown 3
-dw sram_lowleg_trock_entrance_after
-
-preset_lowleg_trock_torches:
-db $02 ; Dungeon
-dw $00C6 ; Room Index
-dw $180B ; BG1 Vertical Scroll
-dw $180B ; BG2 Vertical Scroll
-dw $0D00 ; BG1 Horizontal Scroll
-dw $0D00 ; BG2 Horizontal Scroll
-dw $0DCD ; Link X
-dw $1878 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1800 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1810 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0D00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0D00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $18 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_trock_torches_after
-
-preset_lowleg_trock_roller_room:
-db $02 ; Dungeon
-dw $00C7 ; Room Index
-dw $1800 ; BG1 Vertical Scroll
-dw $1800 ; BG2 Vertical Scroll
-dw $0E00 ; BG1 Horizontal Scroll
-dw $0E00 ; BG2 Horizontal Scroll
-dw $0E78 ; Link X
-dw $1820 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1800 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1810 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0E00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0E00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $18 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_trock_roller_room_after
-
-preset_lowleg_trock_pokey_0:
-db $02 ; Dungeon
-dw $00C6 ; Room Index
-dw $1800 ; BG1 Vertical Scroll
-dw $1800 ; BG2 Vertical Scroll
-dw $0C00 ; BG1 Horizontal Scroll
-dw $0C00 ; BG2 Horizontal Scroll
-dw $0C78 ; Link X
-dw $182B ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1800 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1810 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0C00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0C00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $18 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_trock_pokey_0_after
-
-preset_lowleg_trock_chomps:
-db $02 ; Dungeon
-dw $00B6 ; Room Index
-dw $1700 ; BG1 Vertical Scroll
-dw $1700 ; BG2 Vertical Scroll
-dw $0C00 ; BG1 Horizontal Scroll
-dw $0C00 ; BG2 Horizontal Scroll
-dw $0C78 ; Link X
-dw $1718 ; Link Y
-dw $007F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $1700 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1710 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $0C00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0C00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $18 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_trock_chomps_after
-
-preset_lowleg_trock_pokey_1:
-db $02 ; Dungeon
-dw $0014 ; Room Index
-dw $020B ; BG1 Vertical Scroll
-dw $020B ; BG2 Vertical Scroll
-dw $0880 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $0819 ; Link X
-dw $0278 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $18 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_trock_pokey_1_after
-
-preset_lowleg_trock_pokeys_2:
-db $02 ; Dungeon
-dw $0014 ; Room Index
-dw $028E ; BG1 Vertical Scroll
-dw $0310 ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $0878 ; Link X
-dw $03C4 ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $0300 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0310 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $18 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_trock_pokeys_2_after
-
-preset_lowleg_trock_crystal_roller:
-db $02 ; Dungeon
-dw $0014 ; Room Index
-dw $0288 ; BG1 Vertical Scroll
-dw $0200 ; BG2 Vertical Scroll
-dw $0880 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $0878 ; Link X
-dw $022B ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $18 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_trock_crystal_roller_after
-
-preset_lowleg_trock_dark_room:
-db $02 ; Dungeon
-dw $0004 ; Room Index
-dw $0000 ; BG1 Vertical Scroll
-dw $0000 ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $0878 ; Link X
-dw $0025 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0000 ; Relative Coords HU
-dw $0000 ; Relative Coords FU
-dw $0010 ; Relative Coords HD
-dw $0110 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $18 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_trock_dark_room_after
-
-preset_lowleg_trock_laser_skip:
-db $02 ; Dungeon
-dw $00C5 ; Room Index
-dw $1910 ; BG1 Vertical Scroll
-dw $1910 ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0A78 ; Link X
-dw $19DE ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $1900 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1910 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $18 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_trock_laser_skip_after
-
-preset_lowleg_trock_switch_room:
-db $02 ; Dungeon
-dw $00C5 ; Room Index
-dw $190B ; BG1 Vertical Scroll
-dw $190B ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0A18 ; Link X
-dw $1978 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1900 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1910 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $18 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_trock_switch_room_after
-
-preset_lowleg_trock_trinexx:
-db $02 ; Dungeon
-dw $00B4 ; Room Index
-dw $1600 ; BG1 Vertical Scroll
-dw $1600 ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $0878 ; Link X
-dw $161D ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $FD ; Starting Floor
-db $18 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_trock_trinexx_after
-
-preset_lowleg_gtower_outside_trock:
-db $01 ; Overworld
-dw $0047 ; Screen Index
-dw $0F08 ; Link X
-dw $013E ; Link Y
-dw $00DD ; BG1 Vertical Scroll
-dw $00E0 ; BG2 Vertical Scroll
-dw $0E96 ; BG1 Horizontal Scroll
-dw $0E96 ; BG2 Horizontal Scroll
-dw $0F13 ; Scroll X
-dw $014D ; Scroll Y
-dw $0712 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_lowleg_gtower_outside_trock_after
-
-preset_lowleg_gtower_entrance:
-db $01 ; Overworld
-dw $0043 ; Screen Index
-dw $08F8 ; Link X
-dw $0037 ; Link Y
-dw $9180 ; BG1 Vertical Scroll
-dw $0000 ; BG2 Vertical Scroll
-dw $087A ; BG1 Horizontal Scroll
-dw $087A ; BG2 Horizontal Scroll
-dw $08FF ; Scroll X
-dw $006D ; Scroll Y
-dw $0050 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0006 ; Unknown 3
-dw sram_lowleg_gtower_entrance_after
-
-preset_lowleg_gtower_spike_skip:
-db $02 ; Dungeon
-dw $008B ; Room Index
-dw $100C ; BG1 Vertical Scroll
-dw $100C ; BG2 Vertical Scroll
-dw $1700 ; BG1 Horizontal Scroll
-dw $1700 ; BG2 Horizontal Scroll
-dw $1715 ; Link X
-dw $1078 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1000 ; Relative Coords HU
-dw $1000 ; Relative Coords FU
-dw $1010 ; Relative Coords HD
-dw $1110 ; Relative Coords FD
-dw $1700 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1700 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $1A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_gtower_spike_skip_after
-
-preset_lowleg_gtower_pre_firesnakes_room:
-db $02 ; Dungeon
-dw $009B ; Room Index
-dw $120B ; BG1 Vertical Scroll
-dw $120B ; BG2 Vertical Scroll
-dw $1600 ; BG1 Horizontal Scroll
-dw $1600 ; BG2 Horizontal Scroll
-dw $16D4 ; Link X
-dw $1278 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1200 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1210 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $1600 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1600 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $1A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_gtower_pre_firesnakes_room_after
-
-preset_lowleg_gtower_bombable_floor:
-db $02 ; Dungeon
-dw $009C ; Room Index
-dw $1200 ; BG1 Vertical Scroll
-dw $1200 ; BG2 Vertical Scroll
-dw $1900 ; BG1 Horizontal Scroll
-dw $1900 ; BG2 Horizontal Scroll
-dw $1978 ; Link X
-dw $1224 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1200 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1210 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $1900 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1900 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_gtower_bombable_floor_after
-
-preset_lowleg_gtower_ice_armos:
-db $02 ; Dungeon
-dw $001C ; Room Index
-dw $0310 ; BG1 Vertical Scroll
-dw $0310 ; BG2 Vertical Scroll
-dw $1900 ; BG1 Horizontal Scroll
-dw $1900 ; BG2 Horizontal Scroll
-dw $199F ; Link X
-dw $03A8 ; Link Y
-dw $017F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $0300 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0310 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $1900 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1900 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $1A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_gtower_ice_armos_after
-
-preset_lowleg_gtower_floor_2:
-db $02 ; Dungeon
-dw $000C ; Room Index
-dw $0000 ; BG1 Vertical Scroll
-dw $0000 ; BG2 Vertical Scroll
-dw $1880 ; BG1 Horizontal Scroll
-dw $1880 ; BG2 Horizontal Scroll
-dw $18F8 ; Link X
-dw $0026 ; Link Y
-dw $00FF ; Camera X
-dw $0077 ; Camera Y
-dw $0000 ; Door Settings
-dw $0000 ; Relative Coords HU
-dw $0000 ; Relative Coords FU
-dw $0010 ; Relative Coords HD
-dw $0110 ; Relative Coords FD
-dw $1800 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1800 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $01 ; Starting Floor
-db $1A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_gtower_floor_2_after
-
-preset_lowleg_gtower_mimics1:
-db $02 ; Dungeon
-dw $006B ; Room Index
-dw $0C10 ; BG1 Vertical Scroll
-dw $0C10 ; BG2 Vertical Scroll
-dw $1600 ; BG1 Horizontal Scroll
-dw $1600 ; BG2 Horizontal Scroll
-dw $1678 ; Link X
-dw $0CCC ; Link Y
-dw $007F ; Camera X
-dw $0087 ; Camera Y
-dw $0000 ; Door Settings
-dw $0C00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0C10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $1600 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1600 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $02 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_gtower_mimics1_after
-
-preset_lowleg_gtower_mimics2:
-db $02 ; Dungeon
-dw $006B ; Room Index
-dw $0D0B ; BG1 Vertical Scroll
-dw $0D0B ; BG2 Vertical Scroll
-dw $1600 ; BG1 Horizontal Scroll
-dw $1600 ; BG2 Horizontal Scroll
-dw $16D8 ; Link X
-dw $0D78 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0D00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0D10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $1600 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1600 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $02 ; Starting Floor
-db $1A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_gtower_mimics2_after
-
-preset_lowleg_gtower_spike_room:
-db $02 ; Dungeon
-dw $006B ; Room Index
-dw $0C00 ; BG1 Vertical Scroll
-dw $0C00 ; BG2 Vertical Scroll
-dw $1700 ; BG1 Horizontal Scroll
-dw $1700 ; BG2 Horizontal Scroll
-dw $1778 ; Link X
-dw $0C1C ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0C00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0C10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $1700 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1700 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $02 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_gtower_spike_room_after
-
-preset_lowleg_gtower_gauntlet:
-db $02 ; Dungeon
-dw $005C ; Room Index
-dw $0A00 ; BG1 Vertical Scroll
-dw $0A00 ; BG2 Vertical Scroll
-dw $1900 ; BG1 Horizontal Scroll
-dw $1900 ; BG2 Horizontal Scroll
-dw $1978 ; Link X
-dw $0A23 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0A00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0A10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $1900 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1900 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $02 ; Starting Floor
-db $1A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_gtower_gauntlet_after
-
-preset_lowleg_gtower_gauntlet_3:
-db $02 ; Dungeon
-dw $005D ; Room Index
-dw $0A10 ; BG1 Vertical Scroll
-dw $0A10 ; BG2 Vertical Scroll
-dw $1A00 ; BG1 Horizontal Scroll
-dw $1A00 ; BG2 Horizontal Scroll
-dw $1A78 ; Link X
-dw $0AE0 ; Link Y
-dw $007F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $0A00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0A10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $1A00 ; Relative Coords HL
-dw $1A00 ; Relative Coords FL
-dw $1A00 ; Relative Coords HR
-dw $1B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $03 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_gtower_gauntlet_3_after
-
-preset_lowleg_gtower_lanmola2:
-db $02 ; Dungeon
-dw $006C ; Room Index
-dw $0D0B ; BG1 Vertical Scroll
-dw $0D0B ; BG2 Vertical Scroll
-dw $1900 ; BG1 Horizontal Scroll
-dw $1900 ; BG2 Horizontal Scroll
-dw $19D5 ; Link X
-dw $0D78 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0D00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0D10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $1900 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1900 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $03 ; Starting Floor
-db $1A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_gtower_lanmola2_after
-
-preset_lowleg_gtower_wizz1:
-db $02 ; Dungeon
-dw $006C ; Room Index
-dw $0C00 ; BG1 Vertical Scroll
-dw $0C00 ; BG2 Vertical Scroll
-dw $1800 ; BG1 Horizontal Scroll
-dw $1800 ; BG2 Horizontal Scroll
-dw $1878 ; Link X
-dw $0C26 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0C00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0C10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $1800 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1800 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $03 ; Starting Floor
-db $1A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_gtower_wizz1_after
-
-preset_lowleg_gtower_wizz2:
-db $02 ; Dungeon
-dw $00A5 ; Room Index
-dw $1500 ; BG1 Vertical Scroll
-dw $1500 ; BG2 Vertical Scroll
-dw $0B00 ; BG1 Horizontal Scroll
-dw $0B00 ; BG2 Horizontal Scroll
-dw $0B78 ; Link X
-dw $1524 ; Link Y
-dw $017F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $1500 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1510 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $0B00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0B00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $04 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_gtower_wizz2_after
-
-preset_lowleg_gtower_torches1:
-db $02 ; Dungeon
-dw $0095 ; Room Index
-dw $120B ; BG1 Vertical Scroll
-dw $120B ; BG2 Vertical Scroll
-dw $0B00 ; BG1 Horizontal Scroll
-dw $0B00 ; BG2 Horizontal Scroll
-dw $0BD3 ; Link X
-dw $1278 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1200 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1210 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $0B00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0B00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $04 ; Starting Floor
-db $1A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_gtower_torches1_after
-
-preset_lowleg_gtower_torches2:
-db $02 ; Dungeon
-dw $0096 ; Room Index
-dw $1310 ; BG1 Vertical Scroll
-dw $1310 ; BG2 Vertical Scroll
-dw $0D00 ; BG1 Horizontal Scroll
-dw $0D00 ; BG2 Horizontal Scroll
-dw $0D78 ; Link X
-dw $13A2 ; Link Y
-dw $017F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $1300 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1310 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $0D00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0D00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $04 ; Starting Floor
-db $1A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_gtower_torches2_after
-
-preset_lowleg_gtower_helma_key:
-db $02 ; Dungeon
-dw $003D ; Room Index
-dw $0708 ; BG1 Vertical Scroll
-dw $0700 ; BG2 Vertical Scroll
-dw $1B00 ; BG1 Horizontal Scroll
-dw $1B00 ; BG2 Horizontal Scroll
-dw $1B78 ; Link X
-dw $0724 ; Link Y
-dw $017F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1B00 ; Relative Coords HL
-dw $1A00 ; Relative Coords FL
-dw $1B00 ; Relative Coords HR
-dw $1B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $05 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_gtower_helma_key_after
-
-preset_lowleg_gtower_bombable_wall:
-db $02 ; Dungeon
-dw $003D ; Room Index
-dw $060E ; BG1 Vertical Scroll
-dw $060B ; BG2 Vertical Scroll
-dw $1B00 ; BG1 Horizontal Scroll
-dw $1B00 ; BG2 Horizontal Scroll
-dw $1B16 ; Link X
-dw $0678 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1B00 ; Relative Coords HL
-dw $1A00 ; Relative Coords FL
-dw $1B00 ; Relative Coords HR
-dw $1B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $05 ; Starting Floor
-db $1A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_gtower_bombable_wall_after
-
-preset_lowleg_gtower_moldorm_2:
-db $02 ; Dungeon
-dw $003D ; Room Index
-dw $0708 ; BG1 Vertical Scroll
-dw $0710 ; BG2 Vertical Scroll
-dw $1A00 ; BG1 Horizontal Scroll
-dw $1A00 ; BG2 Horizontal Scroll
-dw $1A78 ; Link X
-dw $07D0 ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1A00 ; Relative Coords HL
-dw $1A00 ; Relative Coords FL
-dw $1A00 ; Relative Coords HR
-dw $1B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $05 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_gtower_moldorm_2_after
-
-preset_lowleg_gtower_agahnim_2:
-db $02 ; Dungeon
-dw $001D ; Room Index
-dw $0200 ; BG1 Vertical Scroll
-dw $0200 ; BG2 Vertical Scroll
-dw $1A00 ; BG1 Horizontal Scroll
-dw $1A00 ; BG2 Horizontal Scroll
-dw $1A78 ; Link X
-dw $0226 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $1A00 ; Relative Coords HL
-dw $1A00 ; Relative Coords FL
-dw $1A00 ; Relative Coords HR
-dw $1B00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $06 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lowleg_gtower_agahnim_2_after
-
-preset_lowleg_ganon_pyramid:
-db $01 ; Overworld
-dw $005B ; Screen Index
-dw $07F0 ; Link X
-dw $0668 ; Link Y
-dw $0605 ; BG1 Vertical Scroll
-dw $060A ; BG2 Vertical Scroll
-dw $0778 ; BG1 Horizontal Scroll
-dw $0778 ; BG2 Horizontal Scroll
-dw $07F7 ; Scroll X
-dw $0677 ; Scroll Y
-dw $002E ; Unknown 1
-dw $FFF6 ; Unknown 2
-dw $FFF8 ; Unknown 3
-dw sram_lowleg_ganon_pyramid_after
-
-preset_lowleg_ganon_pyramid_magic:
-db $01 ; Overworld
-dw $005B ; Screen Index
-dw $07F0 ; Link X
-dw $0669 ; Link Y
-dw $0605 ; BG1 Vertical Scroll
-dw $060B ; BG2 Vertical Scroll
-dw $0778 ; BG1 Horizontal Scroll
-dw $0778 ; BG2 Horizontal Scroll
-dw $07F7 ; Scroll X
-dw $0678 ; Scroll Y
-dw $002E ; Unknown 1
-dw $FFF5 ; Unknown 2
-dw $FFF8 ; Unknown 3
-dw sram_lowleg_ganon_pyramid_magic_after
-
-
-; Preset SRAM changes
-
-sram_lowleg_escape_bed:
-dl $7E0542 : db $02 : dw $16CA ; Object tilemap state
-dl SA1RAM.HUD+$04A : db $01 : db $7F ; Selected menu gfx, row 1
-dl $7EF36F : db $01 : db $FF ; Keys
-dl SA1RAM.HUD+$08A : db $01 : db $7F ; Selected menu gfx, row 2
-dl $7EF208 : db $02 : dw $0002 ; Room $0104: Unknown (...............q)
-dl $7EF20C : db $02 : dw $F000 ; Room $0106: Unknown (.dddb...........)
-dl $7EF36C : db $02 : dw $1818 ; Health (goal)
-dl $7EF378 : db $02 : dw $F800 ; ????
-dl $7EF3D8 : db $02 : dw $4B00 ;
-dl $7EF3DC : db $02 : dw $8C01 ; Player name
-dl $7EF3E0 : db $02 : dw $AA01 ; Player name
-dl $7EF400 : db $02 : dw $FF00 ; Deaths
-dl $7EF20E : db $02 : dw $F000 ; Room $0107: Unknown (.dddb...........)
-dl $7EF3DA : db $02 : dw $8C01 ; Player name
-dl $7EF3DE : db $02 : dw $8C01 ; Player name
-dl $7EF3E2 : db $02 : dw $0055 ; Player name
-dl $7EF402 : db $02 : dw $00FF ; Deaths
-dl $7EF4FE : db $02 : dw $D0EA ; Inverse checksum
-dl $7EC167 : db $01 : db $7D ; Underworld exit cache
-dl SA1RAM.HUD+$04B : db $01 : db $20 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08B : db $01 : db $20 ; Selected menu gfx, row 2
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $15CA ; Object tilemap state
-dl $7E0544 : db $02 : dw $17CA ; Object tilemap state
-dl $7EC165 : db $01 : db $23 ; Underworld exit cache
-dl SA1RAM.HUD+$04C : db $01 : db $7F ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $01 : db $7F ; Selected menu gfx, row 2
-dl $7EC142 : db $02 : dw $0015 ; Underworld exit cache
-dl $7EC166 : db $01 : db $51 ; Underworld exit cache
-dl SA1RAM.HUD+$04D : db $01 : db $20 ; Selected menu gfx, row 1
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl SA1RAM.HUD+$08D : db $01 : db $20 ; Selected menu gfx, row 2
-.after
-
-sram_lowleg_escape_courtyard:
-dl $7E0542 : db $02 : dw $19E6 ; Object tilemap state
-dl $7EF2BB : db $01 : db $00 ; Overworld $3B: Unknown (........)
-dl $7EF2FB : db $01 : db $00 ; Overworld $7B: Unknown (........)
-dl $7EF360 : db $02 : dw $0001 ; Rupees (goal)
-dl $7EF3C8 : db $01 : db $03 ; Entrances Phase
-dl $7EF359 : db $01 : db $01 ; Sword
-dl $7EF3C5 : db $01 : db $01 ; Game Phase 1
-dl $7EF0AA : db $02 : dw $000F ; Room $0055: Castle Secret Entrance / Uncle Death Room (.............qqq)
-dl $7EF35A : db $01 : db $01 ; Shield
-dl $7EF362 : db $02 : dw $0001 ; Rupees (actual)
-dl $7EF3C6 : db $01 : db $11 ; Game Phase 2
-dl $7FE0EF : db $01 : db $41 ; Room $B7 persistent: Turtle Rock (Map Chest / Key Chest / Roller Room)
-dl $7E0303 : db $01 : db $00 ; Selected menu item
-dl $7E0540 : db $02 : dw $18E6 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1850 ; Object tilemap state
-dl $7E0202 : db $01 : db $00 ; Selected menu item
-dl $7E0CBB : db $01 : db $00 ; Sprite drop
-dl $7E010F : db $01 : db $00 ;
-dl $7E0CC7 : db $01 : db $00 ; Sprite drop
-dl $7EF051 : db $01 : db $00 ; Room $0028: Swamp Palace (Entrance Room) (................)
-dl $7E0CC9 : db $01 : db $00 ; Sprite drop
-dl $7E010E : db $01 : db $7D ; Dungeon entrance index
-.after
-
-sram_lowleg_escape_entrance:
-dl $7E0CC1 : db $01 : db $00 ; Sprite drop
-dl $7E0CC3 : db $01 : db $00 ; Sprite drop
-dl $7E0CC5 : db $01 : db $00 ; Sprite drop
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lowleg_escape_1st_keyguard:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF0A0 : db $02 : dw $0005 ; Room $0050: Hyrule Castle (West Corridor) (..............q.)
-dl $7EF0C0 : db $02 : dw $0005 ; Room $0060: Hyrule Castle (West Entrance Room) (..............q.)
-dl $7EF002 : db $02 : dw $000C ; Room $0001: Hyrule Castle (North Corridor) (.............qq.)
-dl $7EF0C2 : db $02 : dw $000F ; Room $0061: Hyrule Castle (Main Entrance Room) (.............qqq)
-dl $7FE0EF : db $01 : db $00 ; Room $B7 persistent: Turtle Rock (Map Chest / Key Chest / Roller Room)
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E010E : db $01 : db $04 ; Dungeon entrance index
-.after
-
-sram_lowleg_escape_stealth_room:
-dl $7E0542 : db $02 : dw $2532 ; Object tilemap state
-dl $7EF0E4 : db $02 : dw $840F ; Room $0072: Hyrule Castle (Map Chest Room) (.d....K......qqq)
-dl $7EF104 : db $02 : dw $000F ; Room $0082: Hyrule Castle (Basement Chasm Room) (.............qqq)
-dl $7FE064 : db $02 : dw $0001 ; Room $72 persistent: Hyrule Castle (Map Chest Room)
-dl $7E0540 : db $02 : dw $324C ; Object tilemap state
-dl $7E0544 : db $02 : dw $2A32 ; Object tilemap state
-dl $7E0CBD : db $01 : db $00 ; Sprite drop
-dl $7E0CBF : db $01 : db $00 ; Sprite drop
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_lowleg_escape_2nd_keyguard:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF0E2 : db $02 : dw $0002 ; Room $0071: Hyrule Castle (Boomerang Chest Room) (...............q)
-dl $7EF102 : db $02 : dw $000F ; Room $0081: Hyrule Castle (.............qqq)
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0CBB : db $01 : db $01 ; Sprite drop
-dl $7FE062 : db $02 : dw $0001 ; Room $71 persistent: Hyrule Castle (Boomerang Chest Room)
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E0FC7 : db $01 : db $01 ; Prize pack index
-.after
-
-sram_lowleg_escape_ball_n_chains:
-dl $7EF0E0 : db $02 : dw $0008 ; Room $0070: Hyrule Castle (Small Corridor to Jail Cells) (.............q..)
-dl $7EF341 : db $01 : db $01 ; Boomerang
-dl $7EF0E2 : db $02 : dw $841B ; Room $0071: Hyrule Castle (Boomerang Chest Room) (.d....K.....qq.q)
-dl $7E0303 : db $01 : db $02 ; Selected menu item
-dl $7FE064 : db $02 : dw $0000 ; Room $72 persistent: Hyrule Castle (Map Chest Room)
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0202 : db $01 : db $02 ; Selected menu item
-dl $7E0CBB : db $01 : db $00 ; Sprite drop
-dl $7FE062 : db $02 : dw $0003 ; Room $71 persistent: Hyrule Castle (Boomerang Chest Room)
-dl $7E002F : db $01 : db $00 ; Link's direction
-; Manual changes:
-dl $7EF341 : db $01 : db $00 ; Boomerang
-dl $7E0202 : db $01 : db $00 ; Selected menu item
-dl $7E0303 : db $01 : db $00 ; Selected menu item
-dl SA1RAM.HUD+$04A : db $01 : db $7F ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$04C : db $01 : db $7F ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08A : db $01 : db $7F ; Selected menu gfx, row 2
-dl SA1RAM.HUD+$08C : db $01 : db $7F ; Selected menu gfx, row 2
-.after
-
-sram_lowleg_escape_backtracking:
-dl $7E0542 : db $02 : dw $0434 ; Object tilemap state
-dl $7EF3D3 : db $01 : db $00 ; Super Bomb Boom
-dl $7EF3FF : db $02 : dw $0000 ; Deaths
-dl $7EF100 : db $02 : dw $043C ; Room $0080: Hyrule Castle (Jail Cell Room) (......K....cqqq.)
-dl $7EF3C8 : db $01 : db $02 ; Entrances Phase
-dl $7EF3CC : db $01 : db $01 ; Tagalong
-dl $7EF3E5 : db $02 : dw $0000 ; Validity (checksum)
-dl $7EF34A : db $01 : db $01 ; Torch
-dl $7EF366 : db $02 : dw $4000 ; BigKey1
-dl $7FE080 : db $02 : dw $0004 ; Room $80 persistent: Hyrule Castle (Jail Cell Room)
-dl $7E0540 : db $02 : dw $0430 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0438 ; Object tilemap state
-; Manual changes:
-dl $7E0202 : db $01 : db $0B ; Selected menu item
-dl $7E0303 : db $01 : db $09 ; Selected menu item
-.after
-
-sram_lowleg_escape_keyguard_revisited:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7FE062 : db $02 : dw $0000 ; Room $71 persistent: Hyrule Castle (Boomerang Chest Room)
-dl $7E0CBA : db $01 : db $01 ; Sprite drop
-.after
-
-sram_lowleg_escape_throne_room:
-dl $7EF0A2 : db $02 : dw $000F ; Room $0051: Hyrule Castle (Throne Room) (.............qqq)
-dl $7FE080 : db $02 : dw $0000 ; Room $80 persistent: Hyrule Castle (Jail Cell Room)
-dl $7E0CBA : db $01 : db $00 ; Sprite drop
-.after
-
-sram_lowleg_escape_snake_avoidance_room:
-dl $7E0542 : db $02 : dw $0F34 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1694 ; Object tilemap state
-dl $7E054A : db $02 : dw $0E70 ; Object tilemap state
-dl $7EF3C8 : db $01 : db $04 ; Entrances Phase
-dl $7EF082 : db $02 : dw $000F ; Room $0041: Hyrule Castle (First Dark Room) (.............qqq)
-dl $7E0540 : db $02 : dw $0A64 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1034 ; Object tilemap state
-dl $7E0548 : db $02 : dw $053E ; Object tilemap state
-dl $7E054C : db $02 : dw $1590 ; Object tilemap state
-.after
-
-sram_lowleg_escape_water_rooms:
-dl $7E0542 : db $02 : dw $0B8A ; Object tilemap state
-dl $7E0546 : db $02 : dw $0FF2 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF064 : db $02 : dw $801F ; Room $0032: Hyrule Castle (Sewer Key Chest Room) (.d..........qqqq)
-dl $7EF084 : db $02 : dw $000C ; Room $0042: Hyrule Castle (6 Ropes Room) (.............qq.)
-dl $7E0540 : db $02 : dw $0D1C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0BF2 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-.after
-
-sram_lowleg_escape_keyrat:
-dl $7E0542 : db $02 : dw $1C64 ; Object tilemap state
-dl $7E0546 : db $02 : dw $18A8 ; Object tilemap state
-dl $7E054A : db $02 : dw $1C30 ; Object tilemap state
-dl $7E054E : db $02 : dw $0CEA ; Object tilemap state
-dl $7E0552 : db $02 : dw $1C8A ; Object tilemap state
-dl $7EF044 : db $02 : dw $8003 ; Room $0022: Hyrule Castle (Sewer Text Trigger Room) (.d.............q)
-dl $7EF042 : db $02 : dw $0003 ; Room $0021: Hyrule Castle (Key-rat Room) (...............q)
-dl $7E0540 : db $02 : dw $14A0 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C68 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1C52 ; Object tilemap state
-dl $7E054C : db $02 : dw $0C92 ; Object tilemap state
-dl $7E0550 : db $02 : dw $138A ; Object tilemap state
-dl $7E0CBA : db $01 : db $01 ; Sprite drop
-.after
-
-sram_lowleg_escape_last_two_screens:
-dl $7E0542 : db $02 : dw $0F98 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1390 ; Object tilemap state
-dl $7E054A : db $02 : dw $13A0 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF022 : db $02 : dw $2005 ; Room $0011: Hyrule Castle (Bombable Stock Room) (...d..........q.)
-dl $7EF042 : db $02 : dw $840F ; Room $0021: Hyrule Castle (Key-rat Room) (.d....K......qqq)
-dl $7E0540 : db $02 : dw $0F90 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0FA0 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1398 ; Object tilemap state
-dl $7E054C : db $02 : dw $455E ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7FDFC2 : db $02 : dw $0001 ; Room $21 persistent: Hyrule Castle (Key-rat Room)
-dl $7E0CBA : db $01 : db $00 ; Sprite drop
-.after
-
-sram_lowleg_eastern_before_cutscene:
-dl $7E0542 : db $02 : dw $2850 ; Object tilemap state
-dl $7E0546 : db $02 : dw $2A2C ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E0642 : db $01 : db $01 ; Room puzzle state (?)
-dl $7E0B09 : db $01 : db $B0 ; Arc variable
-dl $7E0B31 : db $01 : db $00 ; Arc variable
-dl $7E0B35 : db $01 : db $00 ; Arc variable
-dl $7E0B39 : db $01 : db $00 ; Arc variable
-dl $7E0B3D : db $01 : db $00 ; Arc variable
-dl $7E0FC8 : db $01 : db $02 ; Prize pack index
-dl $7EF004 : db $02 : dw $000F ; Room $0002: Hyrule Castle (Switch Room) (.............qqq)
-dl $7FDF84 : db $02 : dw $000A ; Room $2 persistent: Hyrule Castle (Switch Room)
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $2650 ; Object tilemap state
-dl $7E0544 : db $02 : dw $282C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B33 : db $01 : db $00 ; Arc variable
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7E0B3B : db $01 : db $00 ; Arc variable
-dl $7E0B3F : db $01 : db $00 ; Arc variable
-dl $7E0B0C : db $01 : db $A0 ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_lowleg_eastern_after_cutscene:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0642 : db $01 : db $00 ; Room puzzle state (?)
-dl $7EF29B : db $01 : db $20 ; Overworld $1B: Unknown (...?....)
-dl $7EF3C7 : db $01 : db $01 ; Map Phase
-dl $7EF3E3 : db $02 : dw $0000 ; Player name
-dl $7EF024 : db $02 : dw $000F ; Room $0012: Sanctuary (.............qqq)
-dl $7EF3C8 : db $01 : db $01 ; Entrances Phase
-dl $7EF3CC : db $01 : db $00 ; Tagalong
-dl $7EF3C5 : db $01 : db $02 ; Game Phase 1
-dl $7EF3C6 : db $01 : db $15 ; Game Phase 2
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-.after
-
-sram_lowleg_eastern_octorok:
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7FE14B : db $01 : db $47 ; Overworld $E5 persistent: UNKNOWN
-dl $7FE17B : db $01 : db $47 ; Overworld $FD persistent: UNKNOWN
-dl $7FDF84 : db $01 : db $00 ; Overworld $2 persistent: Northeast House
-dl $7FDFC2 : db $01 : db $00 ; Overworld $21 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $0006 ; Crystal switch state
-dl $7FDFEB : db $01 : db $AD ; Overworld $35 persistent: Lake Hylia
-dl $7FE057 : db $01 : db $42 ; Overworld $6B persistent: Outside Haunted Grove
-; Manual changes:
-dl $7EF360 : db $02 : dw $00D3 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $00D3 ; Rupees (actual)
-.after
-
-sram_lowleg_eastern_outside_palace:
-dl $7FE14B : db $01 : db $00 ; Overworld $E5 persistent: UNKNOWN
-dl $7FE167 : db $01 : db $42 ; Overworld $F3 persistent: UNKNOWN
-dl $7FE17B : db $01 : db $00 ; Overworld $FD persistent: UNKNOWN
-dl $7FE04E : db $01 : db $42 ; Overworld $67 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7FDFEB : db $01 : db $00 ; Overworld $35 persistent: Lake Hylia
-dl $7FE057 : db $01 : db $00 ; Overworld $6B persistent: Outside Haunted Grove
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lowleg_eastern_entrance:
-dl $7E0FC8 : db $01 : db $03 ; Prize pack index
-dl $7FE103 : db $01 : db $52 ; Overworld $C1 persistent: UNKNOWN
-dl $7FE167 : db $01 : db $00 ; Overworld $F3 persistent: UNKNOWN
-dl $7FE04E : db $01 : db $00 ; Overworld $67 persistent: UNKNOWN
-dl $7FE06E : db $01 : db $52 ; Overworld $77 persistent: Black Ice Cave
-.after
-
-sram_lowleg_eastern_stalfos_room:
-dl $7E0542 : db $02 : dw $13B2 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1CB2 ; Object tilemap state
-dl $7E054A : db $02 : dw $36E0 ; Object tilemap state
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF150 : db $02 : dw $0005 ; Room $00A8: Eastern Palace (Stalfos Spawn Room) (..............q.)
-dl $7EF152 : db $02 : dw $000F ; Room $00A9: Eastern Palace (Big Chest Room) (.............qqq)
-dl $7EF172 : db $02 : dw $000F ; Room $00B9: Eastern Palace (Lobby Cannonballs Room) (.............qqq)
-dl $7EF192 : db $02 : dw $000F ; Room $00C9: Eastern Palace (Entrance Room) (.............qqq)
-dl $7FE103 : db $01 : db $00 ; Room $C1 persistent: Misery Mire (Compass Chest / Tile Room)
-dl $7E0540 : db $02 : dw $138A ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C8A ; Object tilemap state
-dl $7E0548 : db $02 : dw $181E ; Object tilemap state
-dl $7FE06E : db $01 : db $00 ; Room $77 persistent: Tower of Hera (Entrance Room)
-dl $7E0B0C : db $01 : db $20 ; Arc variable
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E010E : db $01 : db $08 ; Dungeon entrance index
-.after
-
-sram_lowleg_eastern_big_chest_room_1:
-dl $7EF373 : db $01 : db $00 ; Magic filler
-dl $7E0FCC : db $01 : db $01 ; Prize pack index
-dl $7EF150 : db $02 : dw $000F ; Room $00A8: Eastern Palace (Stalfos Spawn Room) (.............qqq)
-dl $7EF36E : db $01 : db $10 ; Magic Power
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_lowleg_eastern_dark_key_room:
-dl $7E0542 : db $02 : dw $0A4C ; Object tilemap state
-dl $7E0546 : db $02 : dw $045E ; Object tilemap state
-dl $7E054A : db $02 : dw $0864 ; Object tilemap state
-dl $7E054E : db $02 : dw $0A70 ; Object tilemap state
-dl $7EF154 : db $02 : dw $000A ; Room $00AA: Eastern Palace (Map Chest Room) (.............q.q)
-dl $7EF174 : db $02 : dw $0008 ; Room $00BA: Eastern Palace (Dark Antifairy / Key Pot Room) (.............q..)
-dl $7E0468 : db $01 : db $00 ; Trap door state
-dl $7E0540 : db $02 : dw $064C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0858 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0C5E ; Object tilemap state
-dl $7E054C : db $02 : dw $0670 ; Object tilemap state
-.after
-
-sram_lowleg_eastern_big_key_dmg_boost:
-dl $7E0542 : db $02 : dw $1260 ; Object tilemap state
-dl $7E0546 : db $02 : dw $126C ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0FC8 : db $01 : db $05 ; Prize pack index
-dl $7EF174 : db $02 : dw $840C ; Room $00BA: Eastern Palace (Dark Antifairy / Key Pot Room) (.d....K......qq.)
-dl $7EF360 : db $02 : dw $0015 ; Rupees (goal)
-dl $7EF172 : db $02 : dw $800F ; Room $00B9: Eastern Palace (Lobby Cannonballs Room) (.d...........qqq)
-dl $7EF362 : db $02 : dw $0015 ; Rupees (actual)
-dl $7FE0F4 : db $02 : dw $0050 ; Room $BA persistent: Eastern Palace (Dark Antifairy / Key Pot Room)
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $125C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1268 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $FF ; Arc variable
-dl $7E002F : db $01 : db $04 ; Link's direction
-; Manual changes:
-dl $7EF360 : db $02 : dw $00E7 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $00E7 ; Rupees (actual)
-.after
-
-sram_lowleg_eastern_big_chest_room_2:
-dl $7E0542 : db $02 : dw $13B2 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1CB2 ; Object tilemap state
-dl $7E054A : db $02 : dw $35E0 ; Object tilemap state
-dl $7EF150 : db $02 : dw $200F ; Room $00A8: Eastern Palace (Stalfos Spawn Room) (...d.........qqq)
-dl $7EF170 : db $02 : dw $8015 ; Room $00B8: Eastern Palace (Big Key Room) (.d..........q.q.)
-dl $7EF36D : db $01 : db $0C ; Health (actual)
-dl $7EF366 : db $02 : dw $6000 ; BigKey1
-dl $7E0540 : db $02 : dw $138A ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C8A ; Object tilemap state
-dl $7E0548 : db $02 : dw $181E ; Object tilemap state
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7E0641 : db $02 : dw $0001 ; Room puzzle state (?)
-dl $7E002F : db $01 : db $06 ; Link's direction
-; Manual changes:
-dl $7E0CFB : db $02 : dw $041D ; Rupee pull kill and damage counters
-.after
-
-sram_lowleg_eastern_gwg:
-dl $7E0542 : db $02 : dw $1370 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1410 ; Object tilemap state
-dl $7E054A : db $02 : dw $2C90 ; Object tilemap state
-dl $7E054E : db $02 : dw $2CEC ; Object tilemap state
-dl $7EF377 : db $01 : db $0A ; Arrows
-dl $7EF340 : db $01 : db $02 ; Bow
-dl $7EF152 : db $02 : dw $201F ; Room $00A9: Eastern Palace (Big Chest Room) (...d........qqqq)
-dl $7FE0F4 : db $02 : dw $0000 ; Room $BA persistent: Eastern Palace (Dark Antifairy / Key Pot Room)
-dl $7E0540 : db $02 : dw $146C ; Object tilemap state
-dl $7E0544 : db $02 : dw $130C ; Object tilemap state
-dl $7E0548 : db $02 : dw $2B90 ; Object tilemap state
-dl $7E054C : db $02 : dw $2BEC ; Object tilemap state
-dl $7E0641 : db $01 : db $00 ; Room puzzle state (?)
-dl $7E002F : db $01 : db $00 ; Link's direction
-; Manual changes:
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-.after
-
-sram_lowleg_eastern_pot_room:
-dl $7E0542 : db $02 : dw $1454 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1CAA ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0FC8 : db $01 : db $00 ; Prize pack index
-dl $7EF360 : db $02 : dw $001B ; Rupees (goal)
-dl $7EF132 : db $02 : dw $C403 ; Room $0099: Eastern Palace (Eyegore Key Room) (.dd...K........q)
-dl $7EF362 : db $02 : dw $001B ; Rupees (actual)
-dl $7EF36E : db $01 : db $20 ; Magic Power
-dl $7E0540 : db $02 : dw $1428 ; Object tilemap state
-dl $7E0544 : db $02 : dw $13BE ; Object tilemap state
-dl $7E0548 : db $02 : dw $1CD2 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7FE0B2 : db $02 : dw $00D8 ; Room $99 persistent: Eastern Palace (Eyegore Key Room)
-; Manual changes:
-dl $7EF360 : db $02 : dw $00ED ; Rupees (goal)
-dl $7EF362 : db $02 : dw $00ED ; Rupees (actual)
-.after
-
-sram_lowleg_eastern_zeldagamer_room:
-dl $7E0542 : db $02 : dw $1C5C ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF377 : db $01 : db $14 ; Arrows
-dl $7EF1B4 : db $02 : dw $0002 ; Room $00DA: Eastern Palace (...............q)
-dl $7EF1B2 : db $02 : dw $0003 ; Room $00D9: Eastern Palace (Canonball Room) (...............q)
-dl $7E0468 : db $01 : db $00 ; Trap door state
-dl $7E0540 : db $02 : dw $145C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_lowleg_eastern_armos:
-dl $7E0542 : db $02 : dw $0ACA ; Object tilemap state
-dl $7E0546 : db $02 : dw $0AF2 ; Object tilemap state
-dl $7E054A : db $02 : dw $08F2 ; Object tilemap state
-dl $7E054E : db $02 : dw $1860 ; Object tilemap state
-dl $7EF34F : db $01 : db $00 ; Bottles
-dl $7EF377 : db $01 : db $12 ; Arrows
-dl $7E0FC8 : db $01 : db $02 ; Prize pack index
-dl $7EF1B0 : db $02 : dw $0005 ; Room $00D8: Eastern Palace (Zeldagamer Room / Pre-Armos Knights Room) (..............q.)
-dl $7EF360 : db $02 : dw $001C ; Rupees (goal)
-dl $7EF362 : db $02 : dw $001C ; Rupees (actual)
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7E0540 : db $02 : dw $08CA ; Object tilemap state
-dl $7E0544 : db $02 : dw $0CCA ; Object tilemap state
-dl $7E0548 : db $02 : dw $0CF2 ; Object tilemap state
-dl $7E054C : db $02 : dw $185C ; Object tilemap state
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7FE130 : db $02 : dw $07FF ; Room $D8 persistent: Eastern Palace (Zeldagamer Room / Pre-Armos Knights Room)
-; Manual changes:
-dl $7EF360 : db $02 : dw $00EE ; Rupees (goal)
-dl $7EF362 : db $02 : dw $00EE ; Rupees (actual)
-.after
-
-sram_lowleg_desert_outside_eastern_palace:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B09 : db $01 : db $00 ; Arc variable
-dl $7E0B31 : db $01 : db $30 ; Arc variable
-dl $7E0B35 : db $01 : db $30 ; Arc variable
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF377 : db $01 : db $00 ; Arrows
-dl $7EF3E7 : db $02 : dw $0000 ; Deaths
-dl $7EF190 : db $02 : dw $0801 ; Room $00C8: Eastern Palace (Armos Knights[Boss]) (.....k..........)
-dl $7E0B32 : db $01 : db $30 ; Arc variable
-dl $7EF340 : db $01 : db $01 ; Bow
-dl $7EF36C : db $01 : db $20 ; Health (goal)
-dl $7EF374 : db $01 : db $04 ; Pendants
-dl $7EF36D : db $01 : db $20 ; Health (actual)
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7FE103 : db $01 : db $52 ; Overworld $C1 persistent: UNKNOWN
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E02A1 : db $01 : db $17 ; Arc variable
-dl $7E0B33 : db $01 : db $30 ; Arc variable
-dl $7E0B37 : db $01 : db $BF ; Arc variable
-dl $7FE06E : db $01 : db $52 ; Overworld $77 persistent: Black Ice Cave
-dl $7FE0B2 : db $01 : db $00 ; Overworld $99 persistent: UNKNOWN
-dl $7E0B08 : db $01 : db $40 ; Arc variable
-dl $7E0B30 : db $01 : db $30 ; Arc variable
-dl $7E0B34 : db $01 : db $30 ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7FE130 : db $01 : db $00 ; Overworld $D8 persistent: UNKNOWN
-.after
-
-sram_lowleg_desert_ep_spinspeed:
-dl $7E0542 : db $02 : dw $1520 ; Object tilemap state
-dl $7EF3C7 : db $01 : db $03 ; Map Phase
-dl $7EF355 : db $01 : db $01 ; Boots
-dl $7EF379 : db $01 : db $FC ; Ability Flags
-dl $7EF20A : db $02 : dw $0002 ; Room $0105: Unknown (...............q)
-dl $7FE103 : db $01 : db $00 ; Room $C1 persistent: Misery Mire (Compass Chest / Tile Room)
-dl $7EC167 : db $01 : db $05 ; Underworld exit cache
-dl $7EC140 : db $02 : dw $001E ; Underworld exit cache
-dl $7EC144 : db $02 : dw $06D7 ; Underworld exit cache
-dl $7EC148 : db $02 : dw $0736 ; Underworld exit cache
-dl $7EC14C : db $02 : dw $001E ; Underworld exit cache
-dl $7EC150 : db $02 : dw $0744 ; Underworld exit cache
-dl $7EC154 : db $02 : dw $0600 ; Underworld exit cache
-dl $7EC158 : db $02 : dw $0C00 ; Underworld exit cache
-dl $7EC15C : db $02 : dw $0520 ; Underworld exit cache
-dl $7EC160 : db $02 : dw $0B00 ; Underworld exit cache
-dl $7EC16C : db $02 : dw $FFF7 ; Underworld exit cache
-dl $7EC170 : db $02 : dw $FFF6 ; Underworld exit cache
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $151C ; Object tilemap state
-dl $7E0544 : db $02 : dw $141E ; Object tilemap state
-dl $7EC165 : db $01 : db $20 ; Underworld exit cache
-dl $7FE06E : db $01 : db $00 ; Room $77 persistent: Tower of Hera (Entrance Room)
-dl $7EC142 : db $02 : dw $0016 ; Underworld exit cache
-dl $7EC146 : db $02 : dw $0C76 ; Underworld exit cache
-dl $7EC14A : db $02 : dw $0CF0 ; Underworld exit cache
-dl $7EC14E : db $02 : dw $0710 ; Underworld exit cache
-dl $7EC152 : db $02 : dw $0CFB ; Underworld exit cache
-dl $7EC156 : db $02 : dw $091E ; Underworld exit cache
-dl $7EC15A : db $02 : dw $0F00 ; Underworld exit cache
-dl $7EC15E : db $02 : dw $0A00 ; Underworld exit cache
-dl $7EC162 : db $02 : dw $1000 ; Underworld exit cache
-dl $7EC166 : db $01 : db $25 ; Underworld exit cache
-dl $7EC16A : db $02 : dw $0009 ; Underworld exit cache
-dl $7EC16E : db $02 : dw $000A ; Underworld exit cache
-dl $7E010E : db $01 : db $45 ; Dungeon entrance index
-.after
-
-sram_lowleg_desert_bridge_screen:
-dl $7FE167 : db $01 : db $42 ; Overworld $F3 persistent: UNKNOWN
-dl $7FE04E : db $01 : db $42 ; Overworld $67 persistent: UNKNOWN
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_lowleg_desert_unholy_spinspeed:
-dl $7FE167 : db $01 : db $00 ; Overworld $F3 persistent: UNKNOWN
-dl $7FE07C : db $01 : db $A0 ; Overworld $7E persistent: UNKNOWN
-dl $7FE019 : db $01 : db $1E ; Overworld $4C persistent: UNKNOWN
-dl $7FE06D : db $01 : db $A1 ; Overworld $76 persistent: UNKNOWN
-dl $7FE161 : db $01 : db $A1 ; Overworld $F0 persistent: UNKNOWN
-dl $7FE04E : db $01 : db $9F ; Overworld $67 persistent: UNKNOWN
-dl $7FE06E : db $01 : db $2F ; Overworld $77 persistent: Black Ice Cave
-dl $7EC172 : db $02 : dw $0900 ; Crystal switch state
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lowleg_desert_water_dash:
-dl $7E0542 : db $02 : dw $17DE ; Object tilemap state
-dl $7E0546 : db $02 : dw $19D6 ; Object tilemap state
-dl $7E054A : db $02 : dw $19E6 ; Object tilemap state
-dl $7E054E : db $02 : dw $1BE6 ; Object tilemap state
-dl $7EF20E : db $02 : dw $F002 ; Room $0107: Unknown (.dddb..........q)
-dl $7EF34E : db $01 : db $01 ; Book of Mudora
-dl $7FE07C : db $01 : db $00 ; Overworld $7E persistent: UNKNOWN
-dl $7FE019 : db $01 : db $00 ; Overworld $4C persistent: UNKNOWN
-dl $7FE06D : db $01 : db $00 ; Overworld $76 persistent: UNKNOWN
-dl $7E0540 : db $02 : dw $17D6 ; Object tilemap state
-dl $7E0544 : db $02 : dw $17E6 ; Object tilemap state
-dl $7E0548 : db $02 : dw $19DE ; Object tilemap state
-dl $7E054C : db $02 : dw $1BD6 ; Object tilemap state
-dl $7FE161 : db $01 : db $00 ; Overworld $F0 persistent: UNKNOWN
-dl $7FE04E : db $01 : db $00 ; Overworld $67 persistent: UNKNOWN
-dl $7FE06E : db $01 : db $00 ; Overworld $77 persistent: Black Ice Cave
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E010E : db $01 : db $49 ; Dungeon entrance index
-.after
-
-sram_lowleg_desert_outside_desert_palace:
-dl $7FE168 : db $01 : db $3F ; Overworld $F4 persistent: UNKNOWN
-dl $7FE01E : db $01 : db $01 ; Overworld $4F persistent: Mysterious Pond
-dl $7EC172 : db $02 : dw $05A0 ; Crystal switch state
-dl $7FE02B : db $01 : db $3F ; Overworld $55 persistent: Dark Waterway
-dl $7FE0D7 : db $01 : db $3A ; Overworld $AB persistent: UNKNOWN
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_lowleg_desert_desert_entrance:
-dl $7E0303 : db $01 : db $0C ; Selected menu item
-dl $7FE168 : db $01 : db $00 ; Overworld $F4 persistent: UNKNOWN
-dl $7E0202 : db $01 : db $0F ; Selected menu item
-dl $7FE01E : db $01 : db $00 ; Overworld $4F persistent: Mysterious Pond
-dl $7FE02B : db $01 : db $00 ; Overworld $55 persistent: Dark Waterway
-dl $7FE0D7 : db $01 : db $00 ; Overworld $AB persistent: UNKNOWN
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E010E : db $01 : db $09 ; Dungeon entrance index
-.after
-
-sram_lowleg_desert_keybonk:
-dl $7E0542 : db $02 : dw $159E ; Object tilemap state
-dl $7E0546 : db $02 : dw $1890 ; Object tilemap state
-dl $7E054A : db $02 : dw $1B9A ; Object tilemap state
-dl $7E054E : db $02 : dw $1A24 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1724 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0CB2 ; Object tilemap state
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF377 : db $01 : db $05 ; Arrows
-dl $7EF0E8 : db $02 : dw $0003 ; Room $0074: Desert Palace (Map Chest Room) (...............q)
-dl $7EF108 : db $02 : dw $000F ; Room $0084: Desert Palace (Main Entrance Room) (.............qqq)
-dl $7EF340 : db $01 : db $02 ; Bow
-dl $7EF0E6 : db $02 : dw $0001 ; Room $0073: Desert Palace (Big Chest Room) (................)
-dl $7FE068 : db $02 : dw $0001 ; Room $74 persistent: Desert Palace (Map Chest Room)
-dl $7E0540 : db $02 : dw $159A ; Object tilemap state
-dl $7E0544 : db $02 : dw $1714 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1A14 ; Object tilemap state
-dl $7E054C : db $02 : dw $1B9E ; Object tilemap state
-dl $7E0550 : db $02 : dw $18A8 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0C8A ; Object tilemap state
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-.after
-
-sram_lowleg_desert_pre_cannonball_room:
-dl $7E0542 : db $02 : dw $1C30 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF0E6 : db $02 : dw $0405 ; Room $0073: Desert Palace (Big Chest Room) (......K.......q.)
-dl $7EF0EA : db $02 : dw $0002 ; Room $0075: Desert Palace (Big Key Chest Room) (...............q)
-dl $7EF10A : db $02 : dw $400A ; Room $0085: Desert Palace (East Entrance Room) (..d..........q.q)
-dl $7E0540 : db $02 : dw $1C2C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_lowleg_desert_pot_room:
-dl $7E0542 : db $02 : dw $159E ; Object tilemap state
-dl $7E0546 : db $02 : dw $1890 ; Object tilemap state
-dl $7E054A : db $02 : dw $1B9A ; Object tilemap state
-dl $7E054E : db $02 : dw $1A24 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1724 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0CB2 ; Object tilemap state
-dl $7EF377 : db $01 : db $0A ; Arrows
-dl $7E0FC8 : db $01 : db $03 ; Prize pack index
-dl $7EF0EA : db $02 : dw $0017 ; Room $0075: Desert Palace (Big Key Chest Room) (............q.qq)
-dl $7EF10A : db $02 : dw $400E ; Room $0085: Desert Palace (East Entrance Room) (..d..........qqq)
-dl $7EF366 : db $02 : dw $7000 ; BigKey1
-dl $7E0540 : db $02 : dw $159A ; Object tilemap state
-dl $7E0544 : db $02 : dw $1714 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1A14 ; Object tilemap state
-dl $7E054C : db $02 : dw $1B9E ; Object tilemap state
-dl $7E0550 : db $02 : dw $18A8 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0C8A ; Object tilemap state
-dl $7FE08A : db $02 : dw $001C ; Room $85 persistent: Desert Palace (East Entrance Room)
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_lowleg_desert_desert2_spinspeed:
-dl $7E0542 : db $02 : dw $0450 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1C50 ; Object tilemap state
-dl $7E054A : db $02 : dw $1914 ; Object tilemap state
-dl $7E054E : db $02 : dw $1928 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF377 : db $01 : db $14 ; Arrows
-dl $7EF354 : db $01 : db $01 ; Gloves
-dl $7EF0E6 : db $02 : dw $041F ; Room $0073: Desert Palace (Big Chest Room) (......K.....qqqq)
-dl $7EF106 : db $02 : dw $0007 ; Room $0083: Desert Palace (West Entrance Room) (..............qq)
-dl $7FE068 : db $02 : dw $0000 ; Room $74 persistent: Desert Palace (Map Chest Room)
-dl $7E0540 : db $02 : dw $044C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C4C ; Object tilemap state
-dl $7E0548 : db $02 : dw $1514 ; Object tilemap state
-dl $7E054C : db $02 : dw $191E ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_lowleg_desert_popo_genocide_room:
-dl $7E0542 : db $02 : dw $0B60 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0B68 ; Object tilemap state
-dl $7E054A : db $02 : dw $1368 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7EF37F : db $01 : db $00 ; Key for dungeon $03
-dl $7EF0A6 : db $02 : dw $0008 ; Room $0053: Desert Palace (Popos 2 / Beamos Hellway Room) (.............q..)
-dl $7EF0C6 : db $02 : dw $840A ; Room $0063: Desert Palace (Final Section Entrance Room) (.d....K......q.q)
-dl $7E0540 : db $02 : dw $0B5C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0B64 ; Object tilemap state
-dl $7E0548 : db $02 : dw $08E2 ; Object tilemap state
-dl $7E054C : db $02 : dw $1864 ; Object tilemap state
-dl $7E0B37 : db $01 : db $9D ; Arc variable
-dl $7FE08A : db $01 : db $00 ; Room $85 persistent: Desert Palace (East Entrance Room)
-dl $7E010E : db $01 : db $0C ; Dungeon entrance index
-.after
-
-sram_lowleg_desert_torches:
-dl $7E0542 : db $02 : dw $044E ; Object tilemap state
-dl $7E0546 : db $02 : dw $094E ; Object tilemap state
-dl $7E054A : db $02 : dw $1470 ; Object tilemap state
-dl $7E054E : db $02 : dw $1C70 ; Object tilemap state
-dl $7E0552 : db $02 : dw $03B6 ; Object tilemap state
-dl $7E0556 : db $02 : dw $09B6 ; Object tilemap state
-dl $7E0FC8 : db $01 : db $04 ; Prize pack index
-dl $7EF086 : db $02 : dw $6401 ; Room $0043: Desert Palace (Torch Puzzle / Moving Wall Room) (..dd..K.........)
-dl $7EF0A6 : db $02 : dw $240F ; Room $0053: Desert Palace (Popos 2 / Beamos Hellway Room) (...d..K......qqq)
-dl $7E0303 : db $01 : db $09 ; Selected menu item
-dl $7E0540 : db $02 : dw $0442 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0942 ; Object tilemap state
-dl $7E0548 : db $02 : dw $144C ; Object tilemap state
-dl $7E054C : db $02 : dw $1C4C ; Object tilemap state
-dl $7E0550 : db $02 : dw $03AA ; Object tilemap state
-dl $7E0554 : db $02 : dw $09AA ; Object tilemap state
-dl $7E0202 : db $01 : db $0B ; Selected menu item
-dl $7E0B37 : db $01 : db $A8 ; Arc variable
-dl $7FE026 : db $02 : dw $06E0 ; Room $53 persistent: Desert Palace (Popos 2 / Beamos Hellway Room)
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lowleg_desert_lanmolas:
-dl $7E0552 : db $02 : dw $83B6 ; Object tilemap state
-dl $7E0556 : db $02 : dw $89B6 ; Object tilemap state
-dl $7EF377 : db $01 : db $19 ; Arrows
-dl $7EF086 : db $02 : dw $E48D ; Room $0043: Desert Palace (Torch Puzzle / Moving Wall Room) (.ddd..K..c...qq.)
-dl $7EF36E : db $01 : db $70 ; Magic Power
-dl $7E0550 : db $02 : dw $83AA ; Object tilemap state
-dl $7E0554 : db $02 : dw $89AA ; Object tilemap state
-dl $7E0B37 : db $01 : db $96 ; Arc variable
-.after
-
-sram_lowleg_hera_outside_desert_palace:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF377 : db $01 : db $0C ; Arrows
-dl $7EF36C : db $01 : db $28 ; Health (goal)
-dl $7EF374 : db $01 : db $06 ; Pendants
-dl $7EF36D : db $01 : db $28 ; Health (actual)
-dl $7EF3E9 : db $02 : dw $0000 ; Deaths
-dl $7EF066 : db $02 : dw $0802 ; Room $0033: Desert Palace (Lanmolas[Boss]) (.....k.........q)
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-dl $7FE026 : db $01 : db $00 ; Overworld $53 persistent: Dark Sanctuary
-dl $7E02A2 : db $01 : db $17 ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_lowleg_hera_fake_flippers:
-dl $7FE048 : db $01 : db $48 ; Overworld $64 persistent: UNKNOWN
-dl $7FE174 : db $01 : db $09 ; Overworld $FA persistent: UNKNOWN
-dl $7FE07E : db $01 : db $01 ; Overworld $7F persistent: Dark Waterfall
-dl $7EC172 : db $02 : dw $0800 ; Crystal switch state
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_lowleg_hera_dm:
-dl $7EF377 : db $01 : db $0B ; Arrows
-dl $7EF1E0 : db $02 : dw $000F ; Room $00F0: Cave (Lost Old Man Starting Cave) (.............qqq)
-dl $7EF3C8 : db $01 : db $05 ; Entrances Phase
-dl $7EF3CC : db $01 : db $04 ; Tagalong
-dl $7EF1E2 : db $02 : dw $000F ; Room $00F1: Cave (Lost Old Man Starting Cave) (.............qqq)
-dl $7FE048 : db $01 : db $00 ; Room $64 persistent: Thieves Town (West Attic Room)
-dl $7FE174 : db $01 : db $00 ; Room $FA persistent: Cave
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $0540 ; Object tilemap state
-dl $7E0FC9 : db $01 : db $01 ; Prize pack index
-dl $7FE07E : db $01 : db $00 ; Room $7F persistent: Ice Palace ( Big Spike Traps Room)
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E010E : db $01 : db $06 ; Dungeon entrance index
-.after
-
-sram_lowleg_hera_after_mirror:
-dl $7EF353 : db $01 : db $02 ; Magic Mirror
-dl $7EF3C8 : db $01 : db $01 ; Entrances Phase
-dl $7EF3CC : db $01 : db $00 ; Tagalong
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7FDFCB : db $01 : db $F3 ; Overworld $25 persistent: Octorok Area
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_lowleg_hera_quickhop:
-dl $7E1ABF : db $01 : db $1C ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $08 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $38 ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $01 ; Warp Vortex Coordinate
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_lowleg_hera_entrance:
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lowleg_hera_tile_room:
-dl $7EF36F : db $02 : dw $0000 ; Keys
-dl $7EF0EE : db $02 : dw $800F ; Room $0077: Tower of Hera (Entrance Room) (.d...........qqq)
-dl $7EF10E : db $02 : dw $0402 ; Room $0087: Tower of Hera (Tile Room) (......K........q)
-dl $7EF386 : db $01 : db $01 ; Key for dungeon $0A
-dl $7E0303 : db $01 : db $02 ; Selected menu item
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $02 ; Selected menu item
-dl $7FDFCB : db $01 : db $00 ; Room $25 persistent: Empty Clone Room
-dl $7E02A2 : db $01 : db $00 ; Arc variable
-dl $7E010E : db $01 : db $33 ; Dungeon entrance index
-; Manual changes:
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-.after
-
-sram_lowleg_hera_torches:
-dl $7E0542 : db $02 : dw $0B10 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0C18 ; Object tilemap state
-dl $7E054A : db $02 : dw $0C28 ; Object tilemap state
-dl $7E054E : db $02 : dw $1470 ; Object tilemap state
-dl $7E0552 : db $02 : dw $186C ; Object tilemap state
-dl $7E0556 : db $02 : dw $1B6C ; Object tilemap state
-dl $7EF10E : db $02 : dw $040E ; Room $0087: Tower of Hera (Tile Room) (......K......qqq)
-dl $7E0540 : db $02 : dw $0B0C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0C10 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0C20 ; Object tilemap state
-dl $7E054C : db $02 : dw $144C ; Object tilemap state
-dl $7E0550 : db $02 : dw $1850 ; Object tilemap state
-dl $7E0554 : db $02 : dw $1B50 ; Object tilemap state
-dl $7E0B37 : db $01 : db $80 ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_lowleg_hera_beetles:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF10E : db $02 : dw $041F ; Room $0087: Tower of Hera (Tile Room) (......K.....qqqq)
-dl $7EF366 : db $02 : dw $7020 ; BigKey1
-dl $7EF36E : db $01 : db $70 ; Magic Power
-dl $7EF386 : db $01 : db $00 ; Key for dungeon $0A
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E02A1 : db $01 : db $00 ; Arc variable
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lowleg_hera_petting_zoo:
-dl $7E0542 : db $02 : dw $1C60 ; Object tilemap state
-dl $7EF343 : db $01 : db $01 ; Bombs
-dl $7E0FCC : db $01 : db $02 ; Prize pack index
-dl $7EF375 : db $01 : db $00 ; Bomb filler
-dl $7EF062 : db $02 : dw $800F ; Room $0031: Tower of Hera (Hardhat Beetles Room) (.d...........qqq)
-dl $7E0540 : db $02 : dw $1C5C ; Object tilemap state
-dl $7FDFE2 : db $02 : dw $0580 ; Room $31 persistent: Tower of Hera (Hardhat Beetles Room)
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-.after
-
-sram_lowleg_hera_moldorm:
-dl $7E0542 : db $02 : dw $0E64 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1064 ; Object tilemap state
-dl $7E054A : db $02 : dw $1264 ; Object tilemap state
-dl $7E054E : db $02 : dw $0E68 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1068 ; Object tilemap state
-dl $7E0556 : db $02 : dw $1268 ; Object tilemap state
-dl $7EF357 : db $01 : db $01 ; Moon Pearl
-dl $7E0FC8 : db $01 : db $05 ; Prize pack index
-dl $7EF36D : db $01 : db $20 ; Health (actual)
-dl $7EF02E : db $02 : dw $000F ; Room $0017: Tower of Hera (Moldorm Fall Room) (.............qqq)
-dl $7EF04E : db $02 : dw $001F ; Room $0027: Tower of Hera (Big Chest) (............qqqq)
-dl $7E029F : db $01 : db $19 ; Arc variable
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7E0540 : db $02 : dw $0D64 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0F64 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1164 ; Object tilemap state
-dl $7E054C : db $02 : dw $0D68 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0F68 ; Object tilemap state
-dl $7E0554 : db $02 : dw $1168 ; Object tilemap state
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-dl $7FDFCE : db $02 : dw $0024 ; Room $27 persistent: Tower of Hera (Big Chest)
-.after
-
-sram_lowleg_aga_outside_hera:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF3C7 : db $01 : db $04 ; Map Phase
-dl $7EF3F7 : db $02 : dw $0000 ; Deaths
-dl $7EF36C : db $01 : db $30 ; Health (goal)
-dl $7EF374 : db $01 : db $07 ; Pendants
-dl $7EF36D : db $01 : db $30 ; Health (actual)
-dl $7EF00E : db $02 : dw $080F ; Room $0007: Tower of Hera (Moldorm[Boss]) (.....k.......qqq)
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7FDFCB : db $01 : db $F3 ; Overworld $25 persistent: Octorok Area
-dl $7FDFCE : db $01 : db $00 ; Overworld $27 persistent: UNKNOWN
-dl $7FDFE2 : db $01 : db $00 ; Overworld $31 persistent: UNKNOWN
-dl $7E02A2 : db $01 : db $17 ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_lowleg_aga_first_rupee_tree:
-dl $7E0542 : db $02 : dw $1058 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1838 ; Object tilemap state
-dl $7EF1CC : db $02 : dw $000F ; Room $00E6: Cave (.............qqq)
-dl $7EF1CE : db $02 : dw $000F ; Room $00E7: Cave (.............qqq)
-dl $7E0540 : db $02 : dw $0C6C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1448 ; Object tilemap state
-dl $7FDFCB : db $01 : db $00 ; Room $25 persistent: Empty Clone Room
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E010E : db $01 : db $2F ; Dungeon entrance index
-dl $7FE14E : db $02 : dw $0008 ; Room $E7 persistent: Cave
-.after
-
-sram_lowleg_aga_lost_woods:
-dl $7EF377 : db $01 : db $0A ; Arrows
-dl $7EF360 : db $02 : dw $0026 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $0026 ; Rupees (actual)
-dl $7EC172 : db $02 : dw $0900 ; Crystal switch state
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7FE14E : db $01 : db $00 ; Overworld $E7 persistent: UNKNOWN
-; Manual changes:
-dl $7EF360 : db $02 : dw $00F8 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $00F8 ; Rupees (actual)
-dl $7E0CFB : db $02 : dw $0001 ; Rupee pull kill and damage counters
-.after
-
-sram_lowleg_aga_after_grove:
-dl $7EF3C7 : db $01 : db $05 ; Map Phase
-dl $7EF300 : db $01 : db $40 ; Overworld $80: Unknown (..?.....)
-dl $7EF359 : db $01 : db $02 ; Sword
-dl $7FE1E8 : db $01 : db $E9 ; Overworld $134 persistent: UNKNOWN
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7FE132 : db $01 : db $01 ; Overworld $D9 persistent: UNKNOWN
-; Manual changes:
-dl $7E0CFB : db $02 : dw $0003 ; Rupee pull kill and damage counters
-.after
-
-sram_lowleg_aga_after_lost_woods:
-dl $7EF3C7 : db $01 : db $05 ; Map Phase
-dl $7EF300 : db $01 : db $40 ; Overworld $80: Unknown (..?.....)
-dl $7EF360 : db $02 : dw $0076 ; Rupees (goal)
-dl $7EF359 : db $01 : db $02 ; Sword
-dl $7EF362 : db $02 : dw $0076 ; Rupees (actual)
-dl $7FE1E8 : db $01 : db $E9 ; Overworld $134 persistent: UNKNOWN
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7FE132 : db $01 : db $01 ; Overworld $D9 persistent: UNKNOWN
-; Manual changes:
-dl $7EF360 : db $02 : dw $0148 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $0148 ; Rupees (actual)
-dl $7E0CFB : db $02 : dw $0001 ; Rupee pull kill and damage counters
-.after
-
-sram_lowleg_aga_castle_screen:
-dl $7FE06C : db $01 : db $43 ; Overworld $76 persistent: UNKNOWN
-dl $7FE1E8 : db $01 : db $00 ; Overworld $134 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $000A ; Crystal switch state
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7FE132 : db $01 : db $00 ; Overworld $D9 persistent: UNKNOWN
-dl $7FE144 : db $01 : db $42 ; Overworld $E2 persistent: UNKNOWN
-; Manual changes:
-dl $7E0CFB : db $02 : dw $0003 ; Rupee pull kill and damage counters
-.after
-
-sram_lowleg_aga_entrance:
-dl $7E0542 : db $02 : dw $044C ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF29B : db $01 : db $60 ; Overworld $1B: Unknown (..??....)
-dl $7FE0EF : db $01 : db $41 ; Overworld $B7 persistent: UNKNOWN
-dl $7FE06C : db $01 : db $00 ; Overworld $76 persistent: UNKNOWN
-dl $7E0540 : db $02 : dw $0470 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E010E : db $01 : db $04 ; Dungeon entrance index
-dl $7FE144 : db $01 : db $00 ; Overworld $E2 persistent: UNKNOWN
-.after
-
-sram_lowleg_aga_fairy_skip:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF377 : db $01 : db $08 ; Arrows
-dl $7E0FC8 : db $01 : db $07 ; Prize pack index
-dl $7EF1C0 : db $02 : dw $000A ; Room $00E0: Agahnim's Tower (Entrance Room) (.............q.q)
-dl $7FE0EF : db $01 : db $00 ; Room $B7 persistent: Turtle Rock (Map Chest / Key Chest / Roller Room)
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E010E : db $01 : db $24 ; Dungeon entrance index
-dl $7FE140 : db $02 : dw $0003 ; Room $E0 persistent: Agahnim's Tower (Entrance Room)
-.after
-
-sram_lowleg_aga_dark_room_of_despair:
-dl $7E0542 : db $02 : dw $0B8C ; Object tilemap state
-dl $7E0546 : db $02 : dw $1030 ; Object tilemap state
-dl $7E054A : db $02 : dw $1792 ; Object tilemap state
-dl $7E054E : db $02 : dw $1C16 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0D24 ; Object tilemap state
-dl $7EF1A0 : db $02 : dw $0004 ; Room $00D0: Agahnim's Tower (Dark Maze) (..............q.)
-dl $7EF1C0 : db $02 : dw $201E ; Room $00E0: Agahnim's Tower (Entrance Room) (...d........qqqq)
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $059E ; Object tilemap state
-dl $7E0544 : db $02 : dw $0D2A ; Object tilemap state
-dl $7E0548 : db $02 : dw $14B0 ; Object tilemap state
-dl $7E054C : db $02 : dw $1C0C ; Object tilemap state
-dl $7E0550 : db $02 : dw $0A1E ; Object tilemap state
-dl $7E0554 : db $02 : dw $1012 ; Object tilemap state
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7FE140 : db $02 : dw $000F ; Room $E0 persistent: Agahnim's Tower (Entrance Room)
-.after
-
-sram_lowleg_aga_dark_room_of_melancholy:
-dl $7E0542 : db $02 : dw $0E0C ; Object tilemap state
-dl $7E0546 : db $02 : dw $1B1C ; Object tilemap state
-dl $7E054A : db $02 : dw $06D8 ; Object tilemap state
-dl $7E054E : db $02 : dw $0D24 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1A10 ; Object tilemap state
-dl $7EF180 : db $02 : dw $0001 ; Room $00C0: Agahnim's Tower (Dark Bridge Room) (................)
-dl $7EF1A0 : db $02 : dw $801F ; Room $00D0: Agahnim's Tower (Dark Maze) (.d..........qqqq)
-dl $7E0540 : db $02 : dw $0A30 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1A0C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0710 ; Object tilemap state
-dl $7E054C : db $02 : dw $06E4 ; Object tilemap state
-dl $7E0550 : db $02 : dw $1518 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0CBD : db $01 : db $01 ; Sprite drop
-dl $7FE120 : db $02 : dw $0020 ; Room $D0 persistent: Agahnim's Tower (Dark Maze)
-.after
-
-sram_lowleg_aga_spear_guards:
-dl $7EF180 : db $02 : dw $240F ; Room $00C0: Agahnim's Tower (Dark Bridge Room) (...d..K......qqq)
-dl $7FE100 : db $02 : dw $0018 ; Room $C0 persistent: Agahnim's Tower (Dark Bridge Room)
-dl $7E0CBD : db $01 : db $00 ; Sprite drop
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lowleg_aga_circle_of_pots:
-dl $7E0CC4 : db $01 : db $01 ; Sprite drop
-dl $7E0542 : db $02 : dw $151C ; Object tilemap state
-dl $7E0546 : db $02 : dw $1528 ; Object tilemap state
-dl $7E054A : db $02 : dw $1910 ; Object tilemap state
-dl $7E054E : db $02 : dw $1824 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1B1C ; Object tilemap state
-dl $7E0556 : db $02 : dw $1B28 ; Object tilemap state
-dl $7E055A : db $02 : dw $172C ; Object tilemap state
-dl $7EF377 : db $01 : db $03 ; Arrows
-dl $7EF160 : db $02 : dw $000C ; Room $00B0: Agahnim's Tower (Circle of Pots) (.............qq.)
-dl $7FE0E0 : db $02 : dw $003F ; Room $B0 persistent: Agahnim's Tower (Circle of Pots)
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $1514 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1520 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1710 ; Object tilemap state
-dl $7E054C : db $02 : dw $1818 ; Object tilemap state
-dl $7E0550 : db $02 : dw $1B14 ; Object tilemap state
-dl $7E0554 : db $02 : dw $1B20 ; Object tilemap state
-dl $7E0558 : db $02 : dw $192C ; Object tilemap state
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0FC7 : db $01 : db $02 ; Prize pack index
-.after
-
-sram_lowleg_aga_pit_room:
-dl $7E0CC4 : db $01 : db $00 ; Sprite drop
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF377 : db $01 : db $07 ; Arrows
-dl $7EF080 : db $02 : dw $0001 ; Room $0040: Agahnim's Tower (Final Bridge Room) (................)
-dl $7EF160 : db $02 : dw $240F ; Room $00B0: Agahnim's Tower (Circle of Pots) (...d..K......qqq)
-dl $7EF360 : db $02 : dw $0077 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $0077 ; Rupees (actual)
-dl $7E0303 : db $01 : db $02 ; Selected menu item
-dl $7FE0E0 : db $02 : dw $043F ; Room $B0 persistent: Agahnim's Tower (Circle of Pots)
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $02 ; Selected menu item
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7FE140 : db $02 : dw $0000 ; Room $E0 persistent: Agahnim's Tower (Entrance Room)
-; Manual changes:
-dl $7EF360 : db $02 : dw $0149 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $0149 ; Rupees (actual)
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-.after
-
-sram_lowleg_aga_agahnim:
-dl $7EF060 : db $02 : dw $840A ; Room $0030: Agahnim's Tower (Maiden Sacrifice Chamber) (.d....K......q.q)
-dl $7EF080 : db $02 : dw $000B ; Room $0040: Agahnim's Tower (Final Bridge Room) (.............q.q)
-dl $7FDFE0 : db $02 : dw $0001 ; Room $30 persistent: Agahnim's Tower (Maiden Sacrifice Chamber)
-dl $7E02A2 : db $01 : db $00 ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7FE120 : db $02 : dw $0000 ; Room $D0 persistent: Agahnim's Tower (Dark Maze)
-.after
-
-sram_lowleg_pod_pyramid:
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF3C7 : db $01 : db $06 ; Map Phase
-dl $7EF3EB : db $02 : dw $0000 ; Deaths
-dl $7EF040 : db $02 : dw $0802 ; Room $0020: Agahnim's Tower (Agahnim[Boss]) (.....k.........q)
-dl $7EF3C5 : db $01 : db $03 ; Game Phase 1
-dl $7EF282 : db $01 : db $20 ; Overworld $02: Unknown (...?....)
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7FDFE0 : db $01 : db $00 ; Overworld $30 persistent: Desert of Mystery
-dl $7FE0E0 : db $01 : db $00 ; Overworld $B0 persistent: UNKNOWN
-dl $7FE100 : db $01 : db $00 ; Overworld $C0 persistent: UNKNOWN
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_lowleg_pod_pod_overworld:
-dl $7FE00C : db $01 : db $DB ; Overworld $46 persistent: UNKNOWN
-dl $7FE038 : db $01 : db $42 ; Overworld $5C persistent: UNKNOWN
-dl $7FE110 : db $01 : db $7A ; Overworld $C8 persistent: UNKNOWN
-dl $7FE160 : db $01 : db $42 ; Overworld $F0 persistent: UNKNOWN
-dl $7FE124 : db $01 : db $AD ; Overworld $D2 persistent: UNKNOWN
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lowleg_pod_entrance:
-dl $7EF360 : db $02 : dw $0009 ; Rupees (goal)
-dl $7EF2DE : db $01 : db $20 ; Overworld $5E: Unknown (...?....)
-dl $7EF362 : db $02 : dw $0009 ; Rupees (actual)
-dl $7FE00C : db $01 : db $00 ; Overworld $46 persistent: UNKNOWN
-dl $7FE038 : db $01 : db $00 ; Overworld $5C persistent: UNKNOWN
-dl $7FE110 : db $01 : db $00 ; Overworld $C8 persistent: UNKNOWN
-dl $7FE160 : db $01 : db $00 ; Overworld $F0 persistent: UNKNOWN
-dl $7FDFCD : db $01 : db $23 ; Overworld $26 persistent: UNKNOWN
-dl $7FE124 : db $01 : db $00 ; Overworld $D2 persistent: UNKNOWN
-; Manual changes:
-dl $7EF360 : db $02 : dw $00DB ; Rupees (goal)
-dl $7EF362 : db $02 : dw $00DB ; Rupees (actual)
-.after
-
-sram_lowleg_pod_main_hub_small_key:
-dl $7E0542 : db $02 : dw $0520 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0B20 ; Object tilemap state
-dl $7E054A : db $02 : dw $0844 ; Object tilemap state
-dl $7E054E : db $02 : dw $056E ; Object tilemap state
-dl $7E0552 : db $02 : dw $0B6E ; Object tilemap state
-dl $7EF343 : db $01 : db $03 ; Bombs
-dl $7EF36F : db $02 : dw $0000 ; Keys
-dl $7EF094 : db $02 : dw $200F ; Room $004A: Palace of Darkness (Entrance Room) (...d.........qqq)
-dl $7EF012 : db $02 : dw $0018 ; Room $0009: Palace of Darkness (............qq..)
-dl $7EF382 : db $01 : db $01 ; Key for dungeon $06
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7FDFCD : db $01 : db $00 ; Room $26 persistent: Swamp Palace (Statue Room)
-dl $7E0540 : db $02 : dw $050E ; Object tilemap state
-dl $7E0544 : db $02 : dw $0B0E ; Object tilemap state
-dl $7E0548 : db $02 : dw $0838 ; Object tilemap state
-dl $7E054C : db $02 : dw $055C ; Object tilemap state
-dl $7E0550 : db $02 : dw $0B5C ; Object tilemap state
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-dl $7E010E : db $01 : db $26 ; Dungeon entrance index
-.after
-
-sram_lowleg_pod_main_hub_bk:
-dl $7E0B35 : db $01 : db $00 ; Arc variable
-dl $7EF343 : db $01 : db $04 ; Bombs
-dl $7EF36F : db $01 : db $01 ; Keys
-dl $7EF014 : db $02 : dw $001F ; Room $000A: Palace of Darkness (Stalfos Trap Room) (............qqqq)
-dl $7EF074 : db $02 : dw $800F ; Room $003A: Palace of Darkness (Bombable Floor Room) (.d...........qqq)
-dl $7E0B33 : db $01 : db $00 ; Arc variable
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7E0B0C : db $01 : db $D0 ; Arc variable
-dl $7E0B34 : db $01 : db $00 ; Arc variable
-.after
-
-sram_lowleg_pod_main_hub_hammeryump:
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF014 : db $02 : dw $801F ; Room $000A: Palace of Darkness (Stalfos Trap Room) (.d..........qqqq)
-dl $7EF074 : db $02 : dw $801F ; Room $003A: Palace of Darkness (Bombable Floor Room) (.d..........qqqq)
-dl $7EF366 : db $02 : dw $7220 ; BigKey1
-dl $7EF382 : db $01 : db $00 ; Key for dungeon $06
-dl $7E029F : db $01 : db $00 ; Arc variable
-.after
-
-sram_lowleg_pod_hammeryump:
-dl $7E0542 : db $02 : dw $1350 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF054 : db $02 : dw $402F ; Room $002A: Palace of Darkness (Big Hub Room) (..d........c.qqq)
-dl $7E0540 : db $02 : dw $0C50 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1328 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-.after
-
-sram_lowleg_pod_before_sexy_statue:
-dl $7E0542 : db $02 : dw $0B20 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0C20 ; Object tilemap state
-dl $7EF34B : db $01 : db $01 ; Hammer
-dl $7EF36F : db $01 : db $01 ; Keys
-dl $7EF034 : db $02 : dw $301A ; Room $001A: Palace of Darkness (Big Chest Room) (...db.......qq.q)
-dl $7EF36D : db $01 : db $28 ; Health (actual)
-dl $7EF032 : db $02 : dw $802F ; Room $0019: Palace of Darkness (Dark Maze) (.d.........c.qqq)
-dl $7EF382 : db $01 : db $01 ; Key for dungeon $06
-dl $7E0540 : db $02 : dw $0B1C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0C1C ; Object tilemap state
-dl $7E0548 : db $02 : dw $4E64 ; Object tilemap state
-dl $7E0FCD : db $01 : db $01 ; Prize pack index
-dl $7E0B37 : db $01 : db $01 ; Arc variable
-dl $7E0B3F : db $01 : db $01 ; Arc variable
-.after
-
-sram_lowleg_pod_sexy_statue_room:
-dl $7E0542 : db $02 : dw $1350 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF377 : db $01 : db $06 ; Arrows
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7E0540 : db $02 : dw $0C50 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1328 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_lowleg_pod_mimics:
-dl $7E0542 : db $02 : dw $0610 ; Object tilemap state
-dl $7E0546 : db $02 : dw $052C ; Object tilemap state
-dl $7E054A : db $02 : dw $072C ; Object tilemap state
-dl $7E054E : db $02 : dw $1692 ; Object tilemap state
-dl $7E0552 : db $02 : dw $16AA ; Object tilemap state
-dl $7E0556 : db $02 : dw $151E ; Object tilemap state
-dl $7E0642 : db $01 : db $01 ; Room puzzle state (?)
-dl $7EF343 : db $01 : db $06 ; Bombs
-dl $7EF36D : db $01 : db $30 ; Health (actual)
-dl $7EF056 : db $02 : dw $000A ; Room $002B: Palace of Darkness (Map Chest / Fairy Room) (.............q.q)
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $0510 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0710 ; Object tilemap state
-dl $7E0548 : db $02 : dw $062C ; Object tilemap state
-dl $7E054C : db $02 : dw $1592 ; Object tilemap state
-dl $7E0550 : db $02 : dw $15AA ; Object tilemap state
-dl $7E0554 : db $02 : dw $151A ; Object tilemap state
-dl $7E0558 : db $02 : dw $1522 ; Object tilemap state
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lowleg_pod_statue:
-dl $7E0542 : db $02 : dw $1728 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0642 : db $01 : db $00 ; Room puzzle state (?)
-dl $7EF377 : db $01 : db $07 ; Arrows
-dl $7EF036 : db $02 : dw $0002 ; Room $001B: Palace of Darkness (Mimics / Moving Wall Room) (...............q)
-dl $7E0540 : db $02 : dw $1714 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7FDFB6 : db $02 : dw $0038 ; Room $1B persistent: Palace of Darkness (Mimics / Moving Wall Room)
-dl $7E0FCB : db $01 : db $02 ; Prize pack index
-.after
-
-sram_lowleg_pod_basement:
-dl $7EF377 : db $01 : db $06 ; Arrows
-dl $7EF036 : db $02 : dw $008E ; Room $001B: Palace of Darkness (Mimics / Moving Wall Room) (.........c...qqq)
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7E0468 : db $01 : db $01 ; Trap door state
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-dl $7EC172 : db $01 : db $00 ; Crystal switch state
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_lowleg_pod_turtle_room:
-dl $7E0542 : db $02 : dw $0966 ; Object tilemap state
-dl $7E0546 : db $02 : dw $03CA ; Object tilemap state
-dl $7E054A : db $02 : dw $076A ; Object tilemap state
-dl $7E054E : db $02 : dw $095E ; Object tilemap state
-dl $7E0552 : db $02 : dw $085E ; Object tilemap state
-dl $7E0556 : db $02 : dw $1814 ; Object tilemap state
-dl $7E055A : db $02 : dw $1854 ; Object tilemap state
-dl $7EF36F : db $02 : dw $0000 ; Keys
-dl $7EF016 : db $02 : dw $200C ; Room $000B: Palace of Darkness (Turtle Room) (...d.........qq.)
-dl $7E0540 : db $02 : dw $0962 ; Object tilemap state
-dl $7E0544 : db $02 : dw $096A ; Object tilemap state
-dl $7E0548 : db $02 : dw $0CCA ; Object tilemap state
-dl $7E054C : db $02 : dw $086A ; Object tilemap state
-dl $7E0550 : db $02 : dw $075E ; Object tilemap state
-dl $7E0554 : db $02 : dw $5760 ; Object tilemap state
-dl $7E0558 : db $02 : dw $1828 ; Object tilemap state
-dl $7E055C : db $02 : dw $1864 ; Object tilemap state
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-.after
-
-sram_lowleg_pod_helma:
-dl $7E0542 : db $02 : dw $03F2 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl $7E0FC8 : db $01 : db $01 ; Prize pack index
-dl $7EF0D4 : db $02 : dw $8005 ; Room $006A: Palace of Darkness (Rupee Room) (.d............q.)
-dl $7EF016 : db $02 : dw $200F ; Room $000B: Palace of Darkness (Turtle Room) (...d.........qqq)
-dl $7FE054 : db $02 : dw $0010 ; Room $6A persistent: Palace of Darkness (Rupee Room)
-dl $7E0540 : db $02 : dw $03CA ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055C : db $02 : dw $0000 ; Object tilemap state
-dl $7FDF96 : db $02 : dw $03F0 ; Room $B persistent: Palace of Darkness (Turtle Room)
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lowleg_thieves_outside_pod:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0ABD : db $01 : db $00 ; Palette swap
-dl $7E0B31 : db $01 : db $38 ; Arc variable
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF3C7 : db $01 : db $07 ; Map Phase
-dl $7EF3EF : db $02 : dw $0000 ; Deaths
-dl $7EF0B4 : db $02 : dw $0801 ; Room $005A: Palace of Darkness (Helmasaur King[Boss]) (.....k..........)
-dl $7E0B32 : db $01 : db $00 ; Arc variable
-dl $7EF36C : db $01 : db $38 ; Health (goal)
-dl $7EF36D : db $01 : db $38 ; Health (actual)
-dl $7EF37A : db $01 : db $02 ; Crystals
-dl $7EF382 : db $01 : db $00 ; Key for dungeon $06
-dl $7FE054 : db $01 : db $00 ; Overworld $6A persistent: Haunted Grove
-dl $7FDFCD : db $01 : db $23 ; Overworld $26 persistent: UNKNOWN
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E02A1 : db $01 : db $17 ; Arc variable
-dl $7E0B33 : db $01 : db $0F ; Arc variable
-dl $7FDF96 : db $01 : db $00 ; Overworld $B persistent: UNKNOWN
-dl $7FDFB6 : db $01 : db $00 ; Overworld $1B persistent: Hyrule Castle
-dl $7E0B08 : db $01 : db $08 ; Arc variable
-dl $7E0B0C : db $01 : db $8E ; Arc variable
-dl $7E0B30 : db $01 : db $0E ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_lowleg_thieves_ow_hammerdash:
-dl $7FE00C : db $01 : db $DB ; Overworld $46 persistent: UNKNOWN
-dl $7FE038 : db $01 : db $42 ; Overworld $5C persistent: UNKNOWN
-dl $7FE110 : db $01 : db $7A ; Overworld $C8 persistent: UNKNOWN
-dl $7FE160 : db $01 : db $42 ; Overworld $F0 persistent: UNKNOWN
-dl $7FDFCD : db $01 : db $00 ; Overworld $26 persistent: UNKNOWN
-dl $7FE124 : db $01 : db $AD ; Overworld $D2 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $0004 ; Crystal switch state
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_lowleg_thieves_grove:
-dl $7FE13B : db $01 : db $26 ; Overworld $DD persistent: UNKNOWN
-dl $7FE163 : db $01 : db $42 ; Overworld $F1 persistent: UNKNOWN
-dl $7FE00C : db $01 : db $00 ; Overworld $46 persistent: UNKNOWN
-dl $7FE038 : db $01 : db $00 ; Overworld $5C persistent: UNKNOWN
-dl $7FE110 : db $01 : db $00 ; Overworld $C8 persistent: UNKNOWN
-dl $7FE150 : db $01 : db $42 ; Overworld $E8 persistent: UNKNOWN
-dl $7FE160 : db $01 : db $00 ; Overworld $F0 persistent: UNKNOWN
-dl $7FE124 : db $01 : db $00 ; Overworld $D2 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $0020 ; Crystal switch state
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lowleg_thieves_usain_bolt:
-dl $7EF34C : db $01 : db $02 ; Flute
-dl $7E1ABF : db $01 : db $9D ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $04 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $9C ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $0A ; Warp Vortex Coordinate
-dl $7EF3CA : db $01 : db $00 ; LW/DW
-dl $7FE13B : db $01 : db $00 ; Overworld $DD persistent: UNKNOWN
-dl $7FE163 : db $01 : db $00 ; Overworld $F1 persistent: UNKNOWN
-dl $7E0303 : db $01 : db $08 ; Selected menu item
-dl $7FE07C : db $01 : db $A0 ; Overworld $7E persistent: UNKNOWN
-dl $7FE150 : db $01 : db $00 ; Overworld $E8 persistent: UNKNOWN
-dl $7FE019 : db $01 : db $1E ; Overworld $4C persistent: UNKNOWN
-dl $7FE06D : db $01 : db $A1 ; Overworld $76 persistent: UNKNOWN
-dl $7FE161 : db $01 : db $A1 ; Overworld $F0 persistent: UNKNOWN
-dl $7E0202 : db $01 : db $0D ; Selected menu item
-dl $7FE04E : db $01 : db $9F ; Overworld $67 persistent: UNKNOWN
-dl $7FE06E : db $01 : db $2F ; Overworld $77 persistent: Black Ice Cave
-dl $7EC172 : db $02 : dw $0900 ; Crystal switch state
-.after
-
-sram_lowleg_thieves_after_activating_flute:
-dl $7EF298 : db $01 : db $20 ; Overworld $18: Unknown (...?....)
-dl $7EF34C : db $01 : db $03 ; Flute
-dl $7FE07C : db $01 : db $00 ; Overworld $7E persistent: UNKNOWN
-dl $7FE019 : db $01 : db $00 ; Overworld $4C persistent: UNKNOWN
-dl $7FE06D : db $01 : db $00 ; Overworld $76 persistent: UNKNOWN
-dl $7FE161 : db $01 : db $00 ; Overworld $F0 persistent: UNKNOWN
-dl $7E02A1 : db $01 : db $23 ; Arc variable
-dl $7FE04E : db $01 : db $00 ; Overworld $67 persistent: UNKNOWN
-dl $7FE06E : db $01 : db $00 ; Overworld $77 persistent: Black Ice Cave
-dl $7FE102 : db $01 : db $42 ; Overworld $C1 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $0920 ; Crystal switch state
-dl $7E02A2 : db $01 : db $FD ; Arc variable
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7FE128 : db $01 : db $DC ; Overworld $D4 persistent: UNKNOWN
-.after
-
-sram_lowleg_thieves_darkworld:
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7FE068 : db $01 : db $26 ; Overworld $74 persistent: Dark Swamp North
-dl $7FE045 : db $01 : db $13 ; Overworld $62 persistent: Locked Chest House
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-dl $7FE102 : db $01 : db $00 ; Overworld $C1 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $001E ; Crystal switch state
-dl $7FE128 : db $01 : db $00 ; Overworld $D4 persistent: UNKNOWN
-dl $7FE136 : db $01 : db $1A ; Overworld $DB persistent: UNKNOWN
-.after
-
-sram_lowleg_thieves_entrance:
-dl $7EF2D8 : db $01 : db $20 ; Overworld $58: Unknown (...?....)
-dl $7EF360 : db $02 : dw $000A ; Rupees (goal)
-dl $7EF362 : db $02 : dw $000A ; Rupees (actual)
-dl $7FE068 : db $01 : db $00 ; Overworld $74 persistent: Dark Swamp North
-dl $7FE045 : db $01 : db $00 ; Overworld $62 persistent: Locked Chest House
-dl $7FE0E3 : db $01 : db $13 ; Overworld $B1 persistent: UNKNOWN
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7FE136 : db $01 : db $00 ; Overworld $DB persistent: UNKNOWN
-dl $7FE148 : db $01 : db $26 ; Overworld $E4 persistent: UNKNOWN
-; Manual changes:
-dl $7EF360 : db $02 : dw $00DC ; Rupees (goal)
-dl $7EF362 : db $02 : dw $00DC ; Rupees (actual)
-.after
-
-sram_lowleg_thieves_after_big_key:
-dl $7E0542 : db $02 : dw $0470 ; Object tilemap state
-dl $7E0546 : db $02 : dw $333E ; Object tilemap state
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF198 : db $02 : dw $000F ; Room $00CC: Thieves Town (North East Entrance Room) (.............qqq)
-dl $7EF1B8 : db $02 : dw $000F ; Room $00DC: Thieves Town (South East Entrance Room) (.............qqq)
-dl $7EF196 : db $02 : dw $000F ; Room $00CB: Thieves Town (North West Entrance Room) (.............qqq)
-dl $7EF1B6 : db $02 : dw $002F ; Room $00DB: Thieves Town (Main (South West) Entrance Room) (...........c.qqq)
-dl $7EF366 : db $02 : dw $7230 ; BigKey1
-dl $7E0540 : db $02 : dw $040C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1058 ; Object tilemap state
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7FE0E3 : db $01 : db $00 ; Room $B1 persistent: Misery Mire (Hourglass Room)
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E010E : db $01 : db $34 ; Dungeon entrance index
-dl $7FE148 : db $01 : db $00 ; Room $E4 persistent: Cave (Lost Old Man Final Cave)
-.after
-
-sram_lowleg_thieves_blind_hallway:
-dl $7E0542 : db $02 : dw $0424 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1C70 ; Object tilemap state
-dl $7EF198 : db $02 : dw $800F ; Room $00CC: Thieves Town (North East Entrance Room) (.d...........qqq)
-dl $7E0540 : db $02 : dw $0470 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C24 ; Object tilemap state
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7FE138 : db $02 : dw $0080 ; Room $DC persistent: Thieves Town (South East Entrance Room)
-.after
-
-sram_lowleg_thieves_conveyor_gibos:
-dl $7E0542 : db $02 : dw $03B2 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0CB2 ; Object tilemap state
-dl $7E054A : db $02 : dw $1430 ; Object tilemap state
-dl $7E054E : db $02 : dw $1C30 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1520 ; Object tilemap state
-dl $7E0556 : db $02 : dw $1B20 ; Object tilemap state
-dl $7E055A : db $02 : dw $0466 ; Object tilemap state
-dl $7EF178 : db $02 : dw $C407 ; Room $00BC: Thieves Town (Conveyor Toilet) (.dd...K.......qq)
-dl $7FE0F8 : db $02 : dw $0340 ; Room $BC persistent: Thieves Town (Conveyor Toilet)
-dl $7E0540 : db $02 : dw $038A ; Object tilemap state
-dl $7E0544 : db $02 : dw $0C8A ; Object tilemap state
-dl $7E0548 : db $02 : dw $140C ; Object tilemap state
-dl $7E054C : db $02 : dw $1C0C ; Object tilemap state
-dl $7E0550 : db $02 : dw $151C ; Object tilemap state
-dl $7E0554 : db $02 : dw $1B1C ; Object tilemap state
-dl $7E0558 : db $02 : dw $0456 ; Object tilemap state
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_lowleg_thieves_hellway:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl $7E0ABD : db $01 : db $01 ; Palette swap
-dl $7EF176 : db $02 : dw $0001 ; Room $00BB: Thieves Town (Hellway) (................)
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-.after
-
-sram_lowleg_thieves_bombable_floor:
-dl $7E0542 : db $02 : dw $1560 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1660 ; Object tilemap state
-dl $7E054A : db $02 : dw $1C68 ; Object tilemap state
-dl $7E0ABD : db $01 : db $00 ; Palette swap
-dl $7EF0C8 : db $02 : dw $0003 ; Room $0064: Thieves Town (West Attic Room) (...............q)
-dl $7EF0CA : db $02 : dw $0002 ; Room $0065: Thieves Town (East Attic Room) (...............q)
-dl $7EF156 : db $02 : dw $8402 ; Room $00AB: Thieves Town (Moving Spikes / Key Pot Room) (.d....K........q)
-dl $7EF176 : db $02 : dw $000B ; Room $00BB: Thieves Town (Hellway) (.............q.q)
-dl $7FE0F8 : db $02 : dw $0000 ; Room $BC persistent: Thieves Town (Conveyor Toilet)
-dl $7E0540 : db $02 : dw $155C ; Object tilemap state
-dl $7E0544 : db $02 : dw $165C ; Object tilemap state
-dl $7E0548 : db $02 : dw $1C64 ; Object tilemap state
-dl $7E0B33 : db $01 : db $00 ; Arc variable
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7E0B3F : db $01 : db $00 ; Arc variable
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E0B0C : db $01 : db $B0 ; Arc variable
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7FE138 : db $02 : dw $0000 ; Room $DC persistent: Thieves Town (South East Entrance Room)
-.after
-
-sram_lowleg_thieves_backtracking_1:
-dl $7E0542 : db $02 : dw $1610 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1C24 ; Object tilemap state
-dl $7E054A : db $02 : dw $1C2C ; Object tilemap state
-dl $7EF343 : db $01 : db $05 ; Bombs
-dl $7EF0CA : db $02 : dw $0103 ; Room $0065: Thieves Town (East Attic Room) (........c......q)
-dl $7E029F : db $01 : db $01 ; Arc variable
-dl $7E0540 : db $02 : dw $160C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1614 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1C28 ; Object tilemap state
-dl $7E054C : db $02 : dw $1C30 ; Object tilemap state
-dl $7E002F : db $01 : db $00 ; Link's direction
-; Manual changes:
-dl $7EF343 : db $01 : db $05 ; Bombs
-.after
-
-sram_lowleg_thieves_basement:
-dl $7E0542 : db $02 : dw $03B2 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0CB2 ; Object tilemap state
-dl $7E054A : db $02 : dw $1430 ; Object tilemap state
-dl $7E054E : db $02 : dw $1C30 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1520 ; Object tilemap state
-dl $7E0556 : db $02 : dw $1B20 ; Object tilemap state
-dl $7E055A : db $02 : dw $0466 ; Object tilemap state
-dl $7EF178 : db $02 : dw $C40F ; Room $00BC: Thieves Town (Conveyor Toilet) (.dd...K......qqq)
-dl $7EF176 : db $02 : dw $000F ; Room $00BB: Thieves Town (Hellway) (.............qqq)
-dl $7E0540 : db $02 : dw $038A ; Object tilemap state
-dl $7E0544 : db $02 : dw $0C8A ; Object tilemap state
-dl $7E0548 : db $02 : dw $140C ; Object tilemap state
-dl $7E054C : db $02 : dw $1C0C ; Object tilemap state
-dl $7E0550 : db $02 : dw $151C ; Object tilemap state
-dl $7E0554 : db $02 : dw $1B1C ; Object tilemap state
-dl $7E0558 : db $02 : dw $0456 ; Object tilemap state
-; Manual changes:
-dl $7EF343 : db $01 : db $06 ; Bombs
-.after
-
-sram_lowleg_thieves_prison:
-dl $7E0542 : db $02 : dw $07A0 ; Object tilemap state
-dl $7E0546 : db $02 : dw $08A0 ; Object tilemap state
-dl $7E054A : db $02 : dw $0C30 ; Object tilemap state
-dl $7E054E : db $02 : dw $0B6C ; Object tilemap state
-dl $7E0552 : db $02 : dw $10EC ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF08A : db $02 : dw $000A ; Room $0045: Thieves Town (Jail Cells Room) (.............q.q)
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7E0540 : db $02 : dw $079C ; Object tilemap state
-dl $7E0544 : db $02 : dw $089C ; Object tilemap state
-dl $7E0548 : db $02 : dw $040C ; Object tilemap state
-dl $7E054C : db $02 : dw $0B5C ; Object tilemap state
-dl $7E0550 : db $02 : dw $10DC ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-dl $7FE00A : db $02 : dw $0002 ; Room $45 persistent: Thieves Town (Jail Cells Room)
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_lowleg_thieves_after_gloves:
-dl $7E0542 : db $02 : dw $07D0 ; Object tilemap state
-dl $7E0546 : db $02 : dw $08D0 ; Object tilemap state
-dl $7E054A : db $02 : dw $1624 ; Object tilemap state
-dl $7E054E : db $02 : dw $1828 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1A18 ; Object tilemap state
-dl $7E0556 : db $02 : dw $1A20 ; Object tilemap state
-dl $7EF088 : db $02 : dw $4017 ; Room $0044: Thieves Town (Big Chest Room) (..d.........q.qq)
-dl $7EF354 : db $01 : db $02 ; Gloves
-dl $7EF3CC : db $01 : db $06 ; Tagalong
-dl $7EF08A : db $02 : dw $00FF ; Room $0045: Thieves Town (Jail Cells Room) (.........cccqqqq)
-dl $7E0540 : db $02 : dw $07CC ; Object tilemap state
-dl $7E0544 : db $02 : dw $08CC ; Object tilemap state
-dl $7E0548 : db $02 : dw $1618 ; Object tilemap state
-dl $7E054C : db $02 : dw $1728 ; Object tilemap state
-dl $7E0550 : db $02 : dw $1928 ; Object tilemap state
-dl $7E0554 : db $02 : dw $1A1C ; Object tilemap state
-dl $7E0558 : db $02 : dw $1A24 ; Object tilemap state
-dl $7E0B37 : db $01 : db $0E ; Arc variable
-dl $7E0B3F : db $01 : db $01 ; Arc variable
-dl $7FE00A : db $02 : dw $0162 ; Room $45 persistent: Thieves Town (Jail Cells Room)
-.after
-
-sram_lowleg_thieves_backtracking_2:
-dl $7E0B37 : db $01 : db $0C ; Arc variable
-.after
-
-sram_lowleg_thieves_pot_hammerdash:
-dl $7E0542 : db $02 : dw $07A0 ; Object tilemap state
-dl $7E0546 : db $02 : dw $08A0 ; Object tilemap state
-dl $7E054A : db $02 : dw $0C30 ; Object tilemap state
-dl $7E054E : db $02 : dw $0B6C ; Object tilemap state
-dl $7E0552 : db $02 : dw $10EC ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF377 : db $01 : db $0B ; Arrows
-dl $7FE008 : db $02 : dw $0080 ; Room $44 persistent: Thieves Town (Big Chest Room)
-dl $7E0540 : db $02 : dw $079C ; Object tilemap state
-dl $7E0544 : db $02 : dw $089C ; Object tilemap state
-dl $7E0548 : db $02 : dw $040C ; Object tilemap state
-dl $7E054C : db $02 : dw $0B5C ; Object tilemap state
-dl $7E0550 : db $02 : dw $10DC ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $07 ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lowleg_thieves_blind:
-dl $7E0542 : db $02 : dw $03B2 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0CB2 ; Object tilemap state
-dl $7E054A : db $02 : dw $1430 ; Object tilemap state
-dl $7E054E : db $02 : dw $1C30 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1520 ; Object tilemap state
-dl $7E0556 : db $02 : dw $1B20 ; Object tilemap state
-dl $7E055A : db $02 : dw $0466 ; Object tilemap state
-dl $7FE0F8 : db $02 : dw $0002 ; Room $BC persistent: Thieves Town (Conveyor Toilet)
-dl $7E0540 : db $02 : dw $038A ; Object tilemap state
-dl $7E0544 : db $02 : dw $0C8A ; Object tilemap state
-dl $7E0548 : db $02 : dw $140C ; Object tilemap state
-dl $7E054C : db $02 : dw $1C0C ; Object tilemap state
-dl $7E0550 : db $02 : dw $151C ; Object tilemap state
-dl $7E0554 : db $02 : dw $1B1C ; Object tilemap state
-dl $7E0558 : db $02 : dw $0456 ; Object tilemap state
-.after
-
-sram_lowleg_skull_outside_thieves:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF158 : db $02 : dw $0A01 ; Room $00AC: Thieves Town (Blind The Thief[Boss]) (.....k.R........)
-dl $7EF36C : db $01 : db $40 ; Health (goal)
-dl $7EF3CC : db $01 : db $00 ; Tagalong
-dl $7EF36D : db $01 : db $40 ; Health (actual)
-dl $7EF3F9 : db $02 : dw $0000 ; Deaths
-dl $7EF37A : db $01 : db $22 ; Crystals
-dl $7FE008 : db $01 : db $00 ; Overworld $44 persistent: UNKNOWN
-dl $7FE0F8 : db $01 : db $00 ; Overworld $BC persistent: UNKNOWN
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E02A1 : db $01 : db $17 ; Arc variable
-dl $7EF387 : db $01 : db $00 ; Key for dungeon $0B
-dl $7FE00A : db $01 : db $00 ; Overworld $45 persistent: Death Mountain East
-dl $7E02A2 : db $01 : db $00 ; Arc variable
-dl $7FE0E3 : db $01 : db $13 ; Overworld $B1 persistent: UNKNOWN
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7FE148 : db $01 : db $26 ; Overworld $E4 persistent: UNKNOWN
-.after
-
-sram_lowleg_skull_cursed_dwarf:
-dl $7EF343 : db $01 : db $04 ; Bombs
-dl $7EF20C : db $02 : dw $F012 ; Room $0106: Unknown (.dddb.......q..q)
-dl $7EF2D8 : db $01 : db $22 ; Overworld $58: Unknown (...?...?)
-dl $7EF360 : db $02 : dw $0136 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $0136 ; Rupees (actual)
-dl $7E029F : db $01 : db $18 ; Arc variable
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7E0540 : db $02 : dw $1B6C ; Object tilemap state
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E010E : db $01 : db $48 ; Dungeon entrance index
-; Manual changes:
-dl $7EF360 : db $02 : dw $0208 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $0208 ; Rupees (actual)
-dl $7EF343 : db $01 : db $06 ; Bombs
-.after
-
-sram_lowleg_skull_getting_tempered:
-dl $7EF3CC : db $01 : db $07 ; Tagalong
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-dl $7EC172 : db $02 : dw $0018 ; Crystal switch state
-.after
-
-sram_lowleg_skull_fence_dash:
-dl $7EF360 : db $02 : dw $012C ; Rupees (goal)
-dl $7EF3CC : db $01 : db $00 ; Tagalong
-dl $7E1ABF : db $01 : db $D8 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $78 ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $08 ; Warp Vortex Coordinate
-dl $7EF359 : db $01 : db $03 ; Sword
-dl $7EF3C9 : db $01 : db $20 ; Game Phase 3
-dl $7EF242 : db $02 : dw $0002 ; Room $0121: Unknown (...............q)
-dl $7EF362 : db $02 : dw $012C ; Rupees (actual)
-dl $7FDFDD : db $01 : db $B5 ; Overworld $2E persistent: South of Eastern Palace
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7FE0E3 : db $01 : db $00 ; Overworld $B1 persistent: UNKNOWN
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E010E : db $01 : db $64 ; Dungeon entrance index
-dl $7FE148 : db $01 : db $00 ; Overworld $E4 persistent: UNKNOWN
-; Manual changes:
-dl $7EF359 : db $01 : db $02 ; Sword
-dl $7EF360 : db $02 : dw $0208 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $0208 ; Rupees (actual)
-.after
-
-sram_lowleg_skull_dash_to_sw:
-dl $7EF238 : db $02 : dw $0011 ; Room $011C: Unknown (............q...)
-dl $7EF360 : db $02 : dw $0258 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $0258 ; Rupees (actual)
-dl $7FDFDD : db $01 : db $00 ; Overworld $2E persistent: South of Eastern Palace
-dl $7FE0E3 : db $01 : db $13 ; Overworld $B1 persistent: UNKNOWN
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E010E : db $01 : db $54 ; Dungeon entrance index
-dl $7FE148 : db $01 : db $26 ; Overworld $E4 persistent: UNKNOWN
-; Manual changes:
-dl $7EF360 : db $02 : dw $0208 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $0208 ; Rupees (actual)
-.after
-
-sram_lowleg_skull_mummy_room:
-dl $7FE0FA : db $01 : db $23 ; Overworld $BD persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $091A ; Crystal switch state
-dl $7FE0E3 : db $01 : db $00 ; Overworld $B1 persistent: UNKNOWN
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7FE148 : db $01 : db $00 ; Overworld $E4 persistent: UNKNOWN
-.after
-
-sram_lowleg_skull_bomb_jump:
-dl $7E0542 : db $02 : dw $0420 ; Object tilemap state
-dl $7E0546 : db $02 : dw $161E ; Object tilemap state
-dl $7E054A : db $02 : dw $1B4C ; Object tilemap state
-dl $7E054E : db $02 : dw $175C ; Object tilemap state
-dl $7EF377 : db $01 : db $10 ; Arrows
-dl $7E0FCC : db $01 : db $04 ; Prize pack index
-dl $7EF0AE : db $02 : dw $001A ; Room $0057: Skull Woods (Big Key Room) (............qq.q)
-dl $7EF366 : db $02 : dw $72B0 ; BigKey1
-dl $7E0540 : db $02 : dw $075C ; Object tilemap state
-dl $7E0544 : db $02 : dw $140C ; Object tilemap state
-dl $7E0548 : db $02 : dw $1430 ; Object tilemap state
-dl $7E054C : db $02 : dw $1954 ; Object tilemap state
-dl $7E0550 : db $02 : dw $1764 ; Object tilemap state
-dl $7E0B37 : db $01 : db $FB ; Arc variable
-dl $7E0B3F : db $01 : db $00 ; Arc variable
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E010E : db $01 : db $29 ; Dungeon entrance index
-.after
-
-sram_lowleg_skull_key_pot:
-dl $7E0542 : db $02 : dw $140C ; Object tilemap state
-dl $7E0546 : db $02 : dw $0A5C ; Object tilemap state
-dl $7E054A : db $02 : dw $080C ; Object tilemap state
-dl $7E054E : db $02 : dw $0614 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0724 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0918 ; Object tilemap state
-dl $7E055A : db $02 : dw $0924 ; Object tilemap state
-dl $7EF343 : db $01 : db $03 ; Bombs
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF0AC : db $02 : dw $0005 ; Room $0056: Skull Woods (Key Pot / Trap Room) (..............q.)
-dl $7EF0B0 : db $02 : dw $0012 ; Room $0058: Skull Woods (Big Chest Room) (............q..q)
-dl $7E0B36 : db $01 : db $D9 ; Arc variable
-dl $7EF345 : db $01 : db $01 ; Fire Rod
-dl $7EF36D : db $01 : db $30 ; Health (actual)
-dl $7E029F : db $01 : db $00 ; Arc variable
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7E0540 : db $02 : dw $1430 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0664 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0A60 ; Object tilemap state
-dl $7E054C : db $02 : dw $0830 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0718 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0628 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0A14 ; Object tilemap state
-dl $7E055C : db $02 : dw $0A28 ; Object tilemap state
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-dl $7E0B37 : db $01 : db $A0 ; Arc variable
-dl $7FE0FA : db $01 : db $00 ; Room $BD persistent: Empty Clone Room
-dl $7E002F : db $01 : db $04 ; Link's direction
-; Manual changes:
-dl $7EF343 : db $01 : db $04 ; Bombs
-; Manual changes:
-dl $7EF343 : db $01 : db $05 ; Bombs
-.after
-
-sram_lowleg_skull_skull_entrance:
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF0AC : db $02 : dw $0407 ; Room $0056: Skull Woods (Key Pot / Trap Room) (......K.......qq)
-dl $7EF2C0 : db $01 : db $20 ; Overworld $40: Unknown (...?....)
-dl $7E0B36 : db $01 : db $50 ; Arc variable
-dl $7EF384 : db $01 : db $01 ; Key for dungeon $08
-dl $7EF36E : db $01 : db $70 ; Magic Power
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-dl $7FE0FA : db $01 : db $23 ; Overworld $BD persistent: UNKNOWN
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E010E : db $01 : db $2B ; Dungeon entrance index
-.after
-
-sram_lowleg_skull_mummy_hellway:
-dl $7E0542 : db $02 : dw $1490 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1B9C ; Object tilemap state
-dl $7E054A : db $02 : dw $14AC ; Object tilemap state
-dl $7E054E : db $02 : dw $18AC ; Object tilemap state
-dl $7E0552 : db $02 : dw $0F68 ; Object tilemap state
-dl $7E0556 : db $02 : dw $055C ; Object tilemap state
-dl $7E055A : db $02 : dw $0FEE ; Object tilemap state
-dl $7EF36F : db $02 : dw $0000 ; Keys
-dl $7EF092 : db $02 : dw $2002 ; Room $0049: Skull Woods (Gibdo Torch Puzzle Room) (...d...........q)
-dl $7EF0B2 : db $02 : dw $800A ; Room $0059: Skull Woods (Final Section Entrance Room) (.d...........q.q)
-dl $7E0540 : db $02 : dw $1390 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1B90 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1BA0 ; Object tilemap state
-dl $7E054C : db $02 : dw $17AC ; Object tilemap state
-dl $7E0550 : db $02 : dw $1CAC ; Object tilemap state
-dl $7E0554 : db $02 : dw $1068 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0FCE ; Object tilemap state
-dl $7E055C : db $02 : dw $1870 ; Object tilemap state
-dl $7E0B37 : db $01 : db $AF ; Arc variable
-dl $7FE032 : db $02 : dw $0003 ; Room $59 persistent: Skull Woods (Final Section Entrance Room)
-dl $7FE0FA : db $01 : db $00 ; Room $BD persistent: Empty Clone Room
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_lowleg_skull_mummy_key:
-dl $7E0556 : db $02 : dw $855C ; Object tilemap state
-dl $7E055A : db $02 : dw $8FEE ; Object tilemap state
-dl $7EF092 : db $02 : dw $A00F ; Room $0049: Skull Woods (Gibdo Torch Puzzle Room) (.d.d.........qqq)
-dl $7EF36E : db $01 : db $30 ; Magic Power
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0558 : db $02 : dw $8FCE ; Object tilemap state
-dl $7E055C : db $02 : dw $9870 ; Object tilemap state
-dl $7E0B37 : db $01 : db $B0 ; Arc variable
-dl $7FE012 : db $02 : dw $0801 ; Room $49 persistent: Skull Woods (Gibdo Torch Puzzle Room)
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lowleg_skull_mothula:
-dl $7E0542 : db $02 : dw $1C30 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1A64 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF072 : db $02 : dw $4402 ; Room $0039: Skull Woods (Gibdo Key / Mothula Hole Room) (..d...K........q)
-dl $7E0468 : db $01 : db $01 ; Trap door state
-dl $7E0540 : db $02 : dw $140C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1664 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $8F ; Arc variable
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7FDFF2 : db $02 : dw $0002 ; Room $39 persistent: Skull Woods (Gibdo Key / Mothula Hole Room)
-.after
-
-sram_lowleg_ice_outside_skull:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF3F3 : db $02 : dw $0000 ; Deaths
-dl $7EF36C : db $01 : db $48 ; Health (goal)
-dl $7EF384 : db $01 : db $00 ; Key for dungeon $08
-dl $7E1ABF : db $01 : db $98 ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $00 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $CB ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $00 ; Warp Vortex Coordinate
-dl $7EF36D : db $01 : db $48 ; Health (actual)
-dl $7EF052 : db $02 : dw $0801 ; Room $0029: Skull Woods (Mothula[Boss]) (.....k..........)
-dl $7EF072 : db $02 : dw $4403 ; Room $0039: Skull Woods (Gibdo Key / Mothula Hole Room) (..d...K........q)
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7EF37A : db $01 : db $62 ; Crystals
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-dl $7E0B37 : db $01 : db $19 ; Arc variable
-dl $7FE012 : db $01 : db $00 ; Overworld $49 persistent: UNKNOWN
-dl $7FE032 : db $01 : db $00 ; Overworld $59 persistent: UNKNOWN
-dl $7FE0FA : db $01 : db $23 ; Overworld $BD persistent: UNKNOWN
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7FDFF2 : db $01 : db $00 ; Overworld $39 persistent: UNKNOWN
-.after
-
-sram_lowleg_ice_bridge_warp:
-dl $7EF3CA : db $01 : db $00 ; LW/DW
-dl $7E0303 : db $01 : db $08 ; Selected menu item
-dl $7E0202 : db $01 : db $0D ; Selected menu item
-dl $7FE0FA : db $01 : db $00 ; Overworld $BD persistent: UNKNOWN
-dl $7E02A2 : db $01 : db $D0 ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-; Manual changes:
-dl $7E02A2 : db $01 : db $00 ; Altitude
-.after
-
-sram_lowleg_ice_lottery:
-dl $7E0FC8 : db $01 : db $02 ; Prize pack index
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7FE17B : db $01 : db $DB ; Overworld $FD persistent: UNKNOWN
-dl $7FE168 : db $01 : db $D4 ; Overworld $F4 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $0920 ; Crystal switch state
-dl $7FE166 : db $01 : db $12 ; Overworld $F3 persistent: UNKNOWN
-dl $7FE111 : db $01 : db $BB ; Overworld $C8 persistent: UNKNOWN
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_lowleg_ice_medallion:
-dl $7FE17B : db $01 : db $00 ; Overworld $FD persistent: UNKNOWN
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7FDFCC : db $01 : db $56 ; Overworld $26 persistent: UNKNOWN
-dl $7FE168 : db $01 : db $00 ; Overworld $F4 persistent: UNKNOWN
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-dl $7FE06E : db $01 : db $09 ; Overworld $77 persistent: Black Ice Cave
-dl $7FE106 : db $01 : db $09 ; Overworld $C3 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $0280 ; Crystal switch state
-dl $7FE166 : db $01 : db $00 ; Overworld $F3 persistent: UNKNOWN
-dl $7FE111 : db $01 : db $00 ; Overworld $C8 persistent: UNKNOWN
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7FE128 : db $01 : db $09 ; Overworld $D4 persistent: UNKNOWN
-.after
-
-sram_lowleg_ice_zoras_domain:
-dl $7E1ABF : db $01 : db $9D ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $0E ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $A6 ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $02 ; Warp Vortex Coordinate
-dl $7EF349 : db $01 : db $01 ; Quake Medallion
-dl $7EF3CA : db $01 : db $00 ; LW/DW
-dl $7FDFCC : db $01 : db $00 ; Overworld $26 persistent: UNKNOWN
-dl $7FE05D : db $01 : db $59 ; Overworld $6E persistent: Outside Hedge Maze
-dl $7FDFA6 : db $01 : db $38 ; Overworld $13 persistent: Sanctuary
-dl $7FE06E : db $01 : db $00 ; Overworld $77 persistent: Black Ice Cave
-dl $7FE106 : db $01 : db $00 ; Overworld $C3 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $091E ; Crystal switch state
-dl $7FE128 : db $01 : db $00 ; Overworld $D4 persistent: UNKNOWN
-.after
-
-sram_lowleg_ice_tiny_warp:
-dl $7EF360 : db $02 : dw $0064 ; Rupees (goal)
-dl $7EF379 : db $01 : db $FE ; Ability Flags
-dl $7EF356 : db $01 : db $01 ; Flippers
-dl $7EF362 : db $02 : dw $0064 ; Rupees (actual)
-dl $7E002F : db $01 : db $02 ; Link's direction
-; Manual changes:
-dl $7EF360 : db $02 : dw $0014 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $0014 ; Rupees (actual)
-.after
-
-sram_lowleg_ice_ice_entrance:
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7FDFF9 : db $01 : db $42 ; Overworld $3C persistent: Great Swamp SE
-dl $7FE05D : db $01 : db $00 ; Overworld $6E persistent: Outside Hedge Maze
-dl $7FDFA6 : db $01 : db $00 ; Overworld $13 persistent: Sanctuary
-dl $7FDFDA : db $01 : db $D4 ; Overworld $2D persistent: Bridge to Hyrule Castle
-dl $7FE01B : db $01 : db $42 ; Overworld $4D persistent: UNKNOWN
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lowleg_ice_ice2:
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF01C : db $02 : dw $0001 ; Room $000E: Ice Palace (Entrance Room) (................)
-dl $7EF36E : db $01 : db $70 ; Magic Power
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7FDF9C : db $02 : dw $0001 ; Room $E persistent: Ice Palace (Entrance Room)
-dl $7FDFF9 : db $01 : db $00 ; Room $3C persistent: Cave
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-dl $7E0CBD : db $01 : db $01 ; Sprite drop
-dl $7FDFDA : db $01 : db $00 ; Room $2D persistent: Empty Clone Room
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7FE01B : db $01 : db $00 ; Room $4D persistent: Ganon's Tower (Moldorm Room)
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E010E : db $01 : db $2D ; Dungeon entrance index
-.after
-
-sram_lowleg_ice_penguin_switch_room:
-dl $7E0542 : db $02 : dw $0760 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0860 ; Object tilemap state
-dl $7E054A : db $02 : dw $575E ; Object tilemap state
-dl $7E0FCC : db $01 : db $05 ; Prize pack index
-dl $7EF01C : db $02 : dw $8403 ; Room $000E: Ice Palace (Entrance Room) (.d....K........q)
-dl $7EF03C : db $02 : dw $0003 ; Room $001E: Ice Palace (Bomb Floor / Bari Room) (...............q)
-dl $7EF05C : db $02 : dw $0004 ; Room $002E: Ice Palace (Compass Room) (..............q.)
-dl $7EF36E : db $01 : db $60 ; Magic Power
-dl $7FDF9C : db $02 : dw $000B ; Room $E persistent: Ice Palace (Entrance Room)
-dl $7E0540 : db $02 : dw $075C ; Object tilemap state
-dl $7E0544 : db $02 : dw $085C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0954 ; Object tilemap state
-dl $7E0CBD : db $01 : db $00 ; Sprite drop
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_lowleg_ice_bombable_floor:
-dl $7E054A : db $02 : dw $585A ; Object tilemap state
-dl $7EF03E : db $02 : dw $0002 ; Room $001F: Ice Palace (Pengator / Big Key Room) (...............q)
-dl $7E0FC9 : db $01 : db $02 ; Prize pack index
-dl $7FDFBE : db $02 : dw $0071 ; Room $1F persistent: Ice Palace (Pengator / Big Key Room)
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lowleg_ice_conveyor_room:
-dl $7E0542 : db $02 : dw $0664 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0A5C ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF343 : db $01 : db $01 ; Bombs
-dl $7EF03C : db $02 : dw $0007 ; Room $001E: Ice Palace (Bomb Floor / Bari Room) (..............qq)
-dl $7EF07C : db $02 : dw $0004 ; Room $003E: Ice Palace (Stalfos Knights / Conveyor Hellway) (..............q.)
-dl $7E0FCA : db $01 : db $02 ; Prize pack index
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7FDF9C : db $02 : dw $0000 ; Room $E persistent: Ice Palace (Entrance Room)
-dl $7FDFFC : db $02 : dw $0006 ; Room $3E persistent: Ice Palace (Stalfos Knights / Conveyor Hellway)
-dl $7E0540 : db $02 : dw $0660 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0A58 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0CC2 : db $01 : db $01 ; Sprite drop
-; Manual changes:
-dl $7EF343 : db $01 : db $02 ; Bombs
-; Manual changes:
-dl $7EF343 : db $01 : db $04 ; Bombs
-.after
-
-sram_lowleg_ice_ipbj:
-dl $7EF07C : db $02 : dw $4407 ; Room $003E: Ice Palace (Stalfos Knights / Conveyor Hellway) (..d...K.......qq)
-dl $7EF36D : db $01 : db $40 ; Health (actual)
-dl $7FDFFC : db $02 : dw $0306 ; Room $3E persistent: Ice Palace (Stalfos Knights / Conveyor Hellway)
-dl $7E0468 : db $01 : db $01 ; Trap door state
-dl $7E0B37 : db $01 : db $59 ; Arc variable
-dl $7E0CC2 : db $01 : db $00 ; Sprite drop
-.after
-
-sram_lowleg_ice_penguin_room:
-dl $7E0542 : db $02 : dw $0B8C ; Object tilemap state
-dl $7E0546 : db $02 : dw $0A30 ; Object tilemap state
-dl $7EF343 : db $01 : db $00 ; Bombs
-dl $7EF09C : db $02 : dw $400C ; Room $004E: Ice Palace (Bomb-Jump Room) (..d..........qq.)
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7E0540 : db $02 : dw $078C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0C1C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0C70 ; Object tilemap state
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-dl $7E0B37 : db $01 : db $4F ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-; Manual changes:
-dl $7EF343 : db $01 : db $01 ; Bombs
-; Manual changes:
-dl $7EF343 : db $01 : db $03 ; Bombs
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-.after
-
-sram_lowleg_ice_lonely_firebar:
-dl $7E0542 : db $02 : dw $0460 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0870 ; Object tilemap state
-dl $7EF0BC : db $02 : dw $0001 ; Room $005E: Ice Palace (Lonely Firebar) (................)
-dl $7EF0DC : db $02 : dw $0004 ; Room $006E: Ice Palace (Pengators Room) (..............q.)
-dl $7EF36D : db $01 : db $38 ; Health (actual)
-dl $7FE05C : db $02 : dw $001F ; Room $6E persistent: Ice Palace (Pengators Room)
-dl $7E0540 : db $02 : dw $045C ; Object tilemap state
-dl $7E0544 : db $02 : dw $084C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0FC9 : db $01 : db $06 ; Prize pack index
-dl $7E0B37 : db $01 : db $A0 ; Arc variable
-dl $7FDFBE : db $02 : dw $0000 ; Room $1F persistent: Ice Palace (Pengator / Big Key Room)
-dl $7E002F : db $01 : db $04 ; Link's direction
-; Manual changes:
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-.after
-
-sram_lowleg_ice_last_two_screens:
-dl $7E0542 : db $02 : dw $1858 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1CA4 ; Object tilemap state
-dl $7EF0BC : db $02 : dw $0003 ; Room $005E: Ice Palace (Lonely Firebar) (...............q)
-dl $7EF0FC : db $02 : dw $0002 ; Room $007E: Ice Palace (Hidden Chest / Bombable Floor Room) (...............q)
-dl $7EF13C : db $02 : dw $0003 ; Room $009E: Ice Palace (Big Chest Room) (...............q)
-dl $7FDFFC : db $02 : dw $0000 ; Room $3E persistent: Ice Palace (Stalfos Knights / Conveyor Hellway)
-dl $7E0540 : db $02 : dw $13A4 ; Object tilemap state
-dl $7E0544 : db $02 : dw $179C ; Object tilemap state
-dl $7E0548 : db $02 : dw $5764 ; Object tilemap state
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_lowleg_ice_kholdstare:
-dl $7E0542 : db $02 : dw $0850 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0BD0 ; Object tilemap state
-dl $7E054A : db $02 : dw $0CD0 ; Object tilemap state
-dl $7E054E : db $02 : dw $0AD0 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0C70 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0AF0 ; Object tilemap state
-dl $7E055A : db $02 : dw $0870 ; Object tilemap state
-dl $7E055E : db $02 : dw $0970 ; Object tilemap state
-dl $7EF17C : db $02 : dw $0001 ; Room $00BE: Ice Palace (Block Puzzle Room) (................)
-dl $7EF19C : db $02 : dw $0004 ; Room $00CE: Ice Palace (Hole to Kholdstare Room) (..............q.)
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7FE05C : db $02 : dw $0000 ; Room $6E persistent: Ice Palace (Pengators Room)
-dl $7E0540 : db $02 : dw $084C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0BCC ; Object tilemap state
-dl $7E0548 : db $02 : dw $0CCC ; Object tilemap state
-dl $7E054C : db $02 : dw $0ACC ; Object tilemap state
-dl $7E0550 : db $02 : dw $0C6C ; Object tilemap state
-dl $7E0554 : db $02 : dw $0AEC ; Object tilemap state
-dl $7E0558 : db $02 : dw $086C ; Object tilemap state
-dl $7E055C : db $02 : dw $096C ; Object tilemap state
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_lowleg_swamp_outside_ice:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl $7E055E : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF1BC : db $02 : dw $0804 ; Room $00DE: Ice Palace (Kholdstare[Boss]) (.....k........q.)
-dl $7EF36C : db $01 : db $50 ; Health (goal)
-dl $7EF36D : db $01 : db $50 ; Health (actual)
-dl $7EF385 : db $01 : db $00 ; Key for dungeon $09
-dl $7EF3F5 : db $02 : dw $0000 ; Deaths
-dl $7EF37A : db $01 : db $66 ; Crystals
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7FDFF9 : db $01 : db $42 ; Overworld $3C persistent: Great Swamp SE
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-dl $7FDFDA : db $01 : db $D4 ; Overworld $2D persistent: Bridge to Hyrule Castle
-dl $7FE01B : db $01 : db $42 ; Overworld $4D persistent: UNKNOWN
-dl $7E02A2 : db $01 : db $00 ; Arc variable
-.after
-
-sram_lowleg_swamp_links_house:
-dl $7E1ABF : db $01 : db $B8 ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $0C ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $CB ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $0D ; Warp Vortex Coordinate
-dl $7EF3CA : db $01 : db $00 ; LW/DW
-dl $7E0303 : db $01 : db $08 ; Selected menu item
-dl $7FDFF9 : db $01 : db $00 ; Overworld $3C persistent: Great Swamp SE
-dl $7E0202 : db $01 : db $0D ; Selected menu item
-dl $7FDFDA : db $01 : db $00 ; Overworld $2D persistent: Bridge to Hyrule Castle
-dl $7FE01B : db $01 : db $00 ; Overworld $4D persistent: UNKNOWN
-dl $7E02A2 : db $01 : db $FC ; Arc variable
-.after
-
-sram_lowleg_swamp_swamp_overworld:
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7FE147 : db $01 : db $AB ; Overworld $E3 persistent: UNKNOWN
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7FE164 : db $01 : db $A9 ; Overworld $F2 persistent: UNKNOWN
-dl $7FE059 : db $01 : db $13 ; Overworld $6C persistent: Dark Link's House
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-dl $7EC172 : db $02 : dw $00A0 ; Crystal switch state
-dl $7E02A2 : db $01 : db $A8 ; Arc variable
-.after
-
-sram_lowleg_swamp_antifairy_room:
-dl $7E1ABF : db $01 : db $7C ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $07 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $07 ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $0F ; Warp Vortex Coordinate
-dl $7EF3CA : db $01 : db $00 ; LW/DW
-dl $7FE147 : db $01 : db $00 ; Overworld $E3 persistent: UNKNOWN
-dl $7FE153 : db $01 : db $D3 ; Overworld $E9 persistent: UNKNOWN
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7FE07C : db $01 : db $09 ; Overworld $7E persistent: UNKNOWN
-dl $7FE164 : db $01 : db $EC ; Overworld $F2 persistent: UNKNOWN
-dl $7FE059 : db $01 : db $00 ; Overworld $6C persistent: Dark Link's House
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-dl $7EC172 : db $02 : dw $0020 ; Crystal switch state
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lowleg_swamp_entrance:
-dl $7E0542 : db $02 : dw $193E ; Object tilemap state
-dl $7EF2BB : db $01 : db $20 ; Overworld $3B: Unknown (...?....)
-dl $7EF2FB : db $01 : db $20 ; Overworld $7B: Unknown (...?....)
-dl $7E0B36 : db $01 : db $00 ; Arc variable
-dl $7EF216 : db $02 : dw $008F ; Room $010B: Unknown (.........c...qqq)
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7FE153 : db $01 : db $00 ; Overworld $E9 persistent: UNKNOWN
-dl $7FE07C : db $01 : db $00 ; Overworld $7E persistent: UNKNOWN
-dl $7FE164 : db $01 : db $00 ; Overworld $F2 persistent: UNKNOWN
-dl $7FE07D : db $01 : db $13 ; Overworld $7E persistent: UNKNOWN
-dl $7E0540 : db $02 : dw $193A ; Object tilemap state
-dl $7E0544 : db $02 : dw $1842 ; Object tilemap state
-dl $7FE126 : db $01 : db $AB ; Overworld $D3 persistent: UNKNOWN
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7EF051 : db $01 : db $01 ; Room $0028: Swamp Palace (Entrance Room) (................)
-dl $7FE0E2 : db $01 : db $AA ; Overworld $B1 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E0B0C : db $01 : db $F0 ; Arc variable
-dl $7E010E : db $01 : db $4E ; Dungeon entrance index
-.after
-
-sram_lowleg_swamp_first_key_pot:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $02 : dw $0000 ; Keys
-dl $7EF050 : db $02 : dw $811F ; Room $0028: Swamp Palace (Entrance Room) (.d......c...qqqq)
-dl $7FDFD0 : db $02 : dw $000E ; Room $28 persistent: Swamp Palace (Entrance Room)
-dl $7FE07D : db $01 : db $00 ; Room $7E persistent: Ice Palace (Hidden Chest / Bombable Floor Room)
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7FE126 : db $01 : db $00 ; Room $D3 persistent: Empty Clone Room
-dl $7FE0E2 : db $01 : db $00 ; Room $B1 persistent: Misery Mire (Hourglass Room)
-dl $7E010E : db $01 : db $25 ; Dungeon entrance index
-.after
-
-sram_lowleg_swamp_hallway_key_1:
-dl $7E0542 : db $02 : dw $0520 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1430 ; Object tilemap state
-dl $7EF343 : db $01 : db $01 ; Bombs
-dl $7EF070 : db $02 : dw $440A ; Room $0038: Swamp Palace (Key Pot Room) (..d...K......q.q)
-dl $7EF06E : db $02 : dw $1003 ; Room $0037: Swamp Palace (Map Chest / Water Fill Room) (....b..........q)
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7E0540 : db $02 : dw $0420 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0620 ; Object tilemap state
-dl $7E0548 : db $02 : dw $063C ; Object tilemap state
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-.after
-
-sram_lowleg_swamp_water_lever_1:
-dl $7EF06E : db $02 : dw $340F ; Room $0037: Swamp Palace (Map Chest / Water Fill Room) (...db.K......qqq)
-.after
-
-sram_lowleg_swamp_main_hub:
-dl $7EF06E : db $02 : dw $348F ; Room $0037: Swamp Palace (Map Chest / Water Fill Room) (...db.K..c...qqq)
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_lowleg_swamp_water_lever_2:
-dl $7E0542 : db $02 : dw $0F9A ; Object tilemap state
-dl $7E0546 : db $02 : dw $05C0 ; Object tilemap state
-dl $7E054A : db $02 : dw $0470 ; Object tilemap state
-dl $7E054E : db $02 : dw $1072 ; Object tilemap state
-dl $7E0B35 : db $01 : db $CA ; Arc variable
-dl $7EF06C : db $02 : dw $200F ; Room $0036: Swamp Palace (Big Chest Room) (...d.........qqq)
-dl $7E0B36 : db $01 : db $C5 ; Arc variable
-dl $7EF06A : db $02 : dw $040F ; Room $0035: Swamp Palace (Big Key / BS Room) (......K......qqq)
-dl $7FDFD0 : db $02 : dw $0000 ; Room $28 persistent: Swamp Palace (Entrance Room)
-dl $7FDFEC : db $02 : dw $0031 ; Room $36 persistent: Swamp Palace (Big Chest Room)
-dl $7E0540 : db $02 : dw $100A ; Object tilemap state
-dl $7E0544 : db $02 : dw $05BC ; Object tilemap state
-dl $7E0548 : db $02 : dw $046C ; Object tilemap state
-dl $7E054C : db $02 : dw $0FDE ; Object tilemap state
-dl $7E0B33 : db $01 : db $C5 ; Arc variable
-dl $7E0B37 : db $01 : db $D3 ; Arc variable
-dl $7E0B0C : db $01 : db $A0 ; Arc variable
-dl $7E0B34 : db $01 : db $CE ; Arc variable
-.after
-
-sram_lowleg_swamp_sociable_firebar:
-dl $7E0542 : db $02 : dw $085C ; Object tilemap state
-dl $7E0546 : db $02 : dw $572A ; Object tilemap state
-dl $7E054A : db $02 : dw $5922 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B35 : db $01 : db $B8 ; Arc variable
-dl $7EF068 : db $02 : dw $000F ; Room $0034: Swamp Palace (Push Block Puzzle / Pre-Big Key Room) (.............qqq)
-dl $7E0B36 : db $01 : db $B9 ; Arc variable
-dl $7EF06A : db $02 : dw $848F ; Room $0035: Swamp Palace (Big Key / BS Room) (.d....K..c...qqq)
-dl $7E0540 : db $02 : dw $084E ; Object tilemap state
-dl $7E0544 : db $02 : dw $5722 ; Object tilemap state
-dl $7E0548 : db $02 : dw $5726 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B33 : db $01 : db $C3 ; Arc variable
-dl $7E0B37 : db $01 : db $BA ; Arc variable
-dl $7E0B34 : db $01 : db $BE ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lowleg_swamp_backtracking:
-dl $7E0542 : db $02 : dw $0818 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0820 ; Object tilemap state
-dl $7E054A : db $02 : dw $1430 ; Object tilemap state
-dl $7E054E : db $02 : dw $1C4C ; Object tilemap state
-dl $7E0552 : db $02 : dw $1B64 ; Object tilemap state
-dl $7E0556 : db $02 : dw $1CF2 ; Object tilemap state
-dl $7EF0A8 : db $02 : dw $000F ; Room $0054: Swamp Palace (Upstairs Pits Room) (.............qqq)
-dl $7EF06A : db $02 : dw $849F ; Room $0035: Swamp Palace (Big Key / BS Room) (.d....K..c..qqqq)
-dl $7EF366 : db $02 : dw $76B0 ; BigKey1
-dl $7E0540 : db $02 : dw $0814 ; Object tilemap state
-dl $7E0544 : db $02 : dw $081C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0824 ; Object tilemap state
-dl $7E054C : db $02 : dw $174C ; Object tilemap state
-dl $7E0550 : db $02 : dw $16F0 ; Object tilemap state
-dl $7E0554 : db $02 : dw $1758 ; Object tilemap state
-dl $7E0558 : db $02 : dw $063C ; Object tilemap state
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_lowleg_swamp_hook_shot:
-dl $7E0FC8 : db $01 : db $03 ; Prize pack index
-dl $7FDFE8 : db $02 : dw $0001 ; Room $34 persistent: Swamp Palace (Push Block Puzzle / Pre-Big Key Room)
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_lowleg_swamp_hookdash:
-dl $7E0542 : db $02 : dw $0F9A ; Object tilemap state
-dl $7E0546 : db $02 : dw $05C0 ; Object tilemap state
-dl $7E054A : db $02 : dw $0470 ; Object tilemap state
-dl $7E054E : db $02 : dw $1072 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B35 : db $01 : db $CD ; Arc variable
-dl $7EF06C : db $02 : dw $641F ; Room $0036: Swamp Palace (Big Chest Room) (..dd..K.....qqqq)
-dl $7E0B36 : db $01 : db $D4 ; Arc variable
-dl $7EF342 : db $01 : db $01 ; Hookshot
-dl $7E0303 : db $01 : db $0E ; Selected menu item
-dl $7E0540 : db $02 : dw $100A ; Object tilemap state
-dl $7E0544 : db $02 : dw $05BC ; Object tilemap state
-dl $7E0548 : db $02 : dw $046C ; Object tilemap state
-dl $7E054C : db $02 : dw $0FDE ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $03 ; Selected menu item
-dl $7E0B33 : db $01 : db $E8 ; Arc variable
-dl $7E0B37 : db $01 : db $ED ; Arc variable
-dl $7E0B34 : db $01 : db $DB ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lowleg_swamp_water_lever_3:
-dl $7E0542 : db $02 : dw $041C ; Object tilemap state
-dl $7E0546 : db $02 : dw $1A16 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B35 : db $01 : db $BC ; Arc variable
-dl $7EF377 : db $01 : db $15 ; Arrows
-dl $7EF04C : db $02 : dw $8007 ; Room $0026: Swamp Palace (Statue Room) (.d............qq)
-dl $7E0B36 : db $01 : db $C3 ; Arc variable
-dl $7FDFCC : db $02 : dw $0400 ; Room $26 persistent: Swamp Palace (Statue Room)
-dl $7FDFEC : db $02 : dw $0000 ; Room $36 persistent: Swamp Palace (Big Chest Room)
-dl $7E0540 : db $02 : dw $080C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1396 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1ADC ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B33 : db $01 : db $D7 ; Arc variable
-dl $7E0B37 : db $01 : db $DC ; Arc variable
-dl $7E0B34 : db $01 : db $CA ; Arc variable
-.after
-
-sram_lowleg_swamp_restock:
-dl $7E0542 : db $02 : dw $0654 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0668 ; Object tilemap state
-dl $7E054A : db $02 : dw $2630 ; Object tilemap state
-dl $7E054E : db $02 : dw $2634 ; Object tilemap state
-dl $7E0552 : db $02 : dw $2638 ; Object tilemap state
-dl $7E0B35 : db $01 : db $2A ; Arc variable
-dl $7EF0CC : db $02 : dw $0003 ; Room $0066: Swamp Palace (Hidden Chest / Hidden Door Room) (...............q)
-dl $7EF0EC : db $02 : dw $008E ; Room $0076: Swamp Palace (Water Drain Room) (.........c...qqq)
-dl $7E0B36 : db $01 : db $24 ; Arc variable
-dl $7FDFE8 : db $02 : dw $0000 ; Room $34 persistent: Swamp Palace (Push Block Puzzle / Pre-Big Key Room)
-dl $7FE04C : db $02 : dw $0080 ; Room $66 persistent: Swamp Palace (Hidden Chest / Hidden Door Room)
-dl $7FE06C : db $02 : dw $0002 ; Room $76 persistent: Swamp Palace (Water Drain Room)
-dl $7E0540 : db $02 : dw $0554 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0568 ; Object tilemap state
-dl $7E0548 : db $02 : dw $2530 ; Object tilemap state
-dl $7E054C : db $02 : dw $2534 ; Object tilemap state
-dl $7E0550 : db $02 : dw $2538 ; Object tilemap state
-dl $7E0554 : db $02 : dw $383C ; Object tilemap state
-dl $7E0B37 : db $01 : db $1B ; Arc variable
-.after
-
-sram_lowleg_swamp_phelps_way:
-dl $7E0542 : db $02 : dw $03C0 ; Object tilemap state
-dl $7E0546 : db $02 : dw $04C0 ; Object tilemap state
-dl $7E054A : db $02 : dw $05C0 ; Object tilemap state
-dl $7E054E : db $02 : dw $06C0 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B35 : db $01 : db $A9 ; Arc variable
-dl $7EF343 : db $01 : db $02 ; Bombs
-dl $7EF02C : db $02 : dw $000C ; Room $0016: Swamp Palace (Swimming Treadmill) (.............qq.)
-dl $7EF0CC : db $02 : dw $000F ; Room $0066: Swamp Palace (Hidden Chest / Hidden Door Room) (.............qqq)
-dl $7E0B36 : db $01 : db $A3 ; Arc variable
-dl $7E0540 : db $02 : dw $03BC ; Object tilemap state
-dl $7E0544 : db $02 : dw $04BC ; Object tilemap state
-dl $7E0548 : db $02 : dw $05BC ; Object tilemap state
-dl $7E054C : db $02 : dw $06BC ; Object tilemap state
-dl $7E0550 : db $02 : dw $13F0 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $9A ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_lowleg_swamp_arrghus:
-dl $7EF02C : db $02 : dw $440F ; Room $0016: Swamp Palace (Swimming Treadmill) (..d...K......qqq)
-dl $7EF36D : db $01 : db $48 ; Health (actual)
-dl $7FDFAC : db $02 : dw $0004 ; Room $16 persistent: Swamp Palace (Swimming Treadmill)
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lowleg_mire_outside_swamp:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B09 : db $01 : db $03 ; Arc variable
-dl $7E0B31 : db $01 : db $94 ; Arc variable
-dl $7E0B35 : db $01 : db $71 ; Arc variable
-dl $7E0B39 : db $01 : db $88 ; Arc variable
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF00C : db $02 : dw $0802 ; Room $0006: Swamp Palace (Arrghus[Boss]) (.....k.........q)
-dl $7E0B32 : db $01 : db $91 ; Arc variable
-dl $7E0B36 : db $01 : db $74 ; Arc variable
-dl $7E0B3A : db $01 : db $81 ; Arc variable
-dl $7EF36C : db $01 : db $58 ; Health (goal)
-dl $7EF36D : db $01 : db $58 ; Health (actual)
-dl $7EF381 : db $01 : db $00 ; Key for dungeon $05
-dl $7EF3ED : db $02 : dw $0000 ; Deaths
-dl $7EF37A : db $01 : db $76 ; Crystals
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7FDFAC : db $01 : db $00 ; Overworld $16 persistent: Witch's Hut
-dl $7FDFCC : db $01 : db $00 ; Overworld $26 persistent: UNKNOWN
-dl $7FE04C : db $01 : db $00 ; Overworld $66 persistent: UNKNOWN
-dl $7FE06C : db $01 : db $00 ; Overworld $76 persistent: UNKNOWN
-dl $7FE07D : db $01 : db $13 ; Overworld $7E persistent: UNKNOWN
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7FE126 : db $01 : db $AB ; Overworld $D3 persistent: UNKNOWN
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-dl $7E0B33 : db $01 : db $85 ; Arc variable
-dl $7E0B37 : db $01 : db $7E ; Arc variable
-dl $7E0B3B : db $01 : db $79 ; Arc variable
-dl $7FE0E2 : db $01 : db $AA ; Overworld $B1 persistent: UNKNOWN
-dl $7E02A2 : db $01 : db $00 ; Arc variable
-dl $7E0B08 : db $01 : db $AE ; Arc variable
-dl $7E0B0C : db $01 : db $01 ; Arc variable
-dl $7E0B30 : db $01 : db $8B ; Arc variable
-dl $7E0B34 : db $01 : db $78 ; Arc variable
-dl $7E0B38 : db $01 : db $84 ; Arc variable
-dl $7E0B3C : db $01 : db $7B ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_lowleg_mire_dm:
-dl $7EF2BB : db $01 : db $00 ; Overworld $3B: Unknown (........)
-dl $7EF2FB : db $01 : db $00 ; Overworld $7B: Unknown (........)
-dl $7E1ADF : db $01 : db $FD ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $0E ; Warp Vortex Coordinate
-dl $7EF216 : db $01 : db $0F ; Room $010B: Unknown (.............qqq)
-dl $7EF3CA : db $01 : db $00 ; LW/DW
-dl $7E0303 : db $01 : db $0E ; Selected menu item
-dl $7FE07D : db $01 : db $00 ; Overworld $7E persistent: UNKNOWN
-dl $7FE126 : db $01 : db $00 ; Overworld $D3 persistent: UNKNOWN
-dl $7E0202 : db $01 : db $03 ; Selected menu item
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7EF051 : db $01 : db $80 ; Room $0028: Swamp Palace (Entrance Room) (.........c......)
-dl $7FDFCB : db $01 : db $F3 ; Overworld $25 persistent: Octorok Area
-dl $7FE0E2 : db $01 : db $00 ; Overworld $B1 persistent: UNKNOWN
-dl $7E02A2 : db $01 : db $FE ; Arc variable
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_lowleg_mire_free_flutedash:
-dl $7EF348 : db $01 : db $01 ; Ether Medallion
-dl $7E1ABF : db $01 : db $1C ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $08 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $3D ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $01 ; Warp Vortex Coordinate
-dl $7E0303 : db $01 : db $0C ; Selected menu item
-dl $7E0202 : db $01 : db $0F ; Selected menu item
-dl $7E02A2 : db $01 : db $0F ; Arc variable
-.after
-
-sram_lowleg_mire_darkworld_warp:
-dl $7E0303 : db $01 : db $08 ; Selected menu item
-dl $7E0202 : db $01 : db $0D ; Selected menu item
-dl $7FDFCB : db $01 : db $00 ; Overworld $25 persistent: Octorok Area
-dl $7E02A2 : db $01 : db $F7 ; Arc variable
-; Manual changes:
-dl $7E02A2 : db $01 : db $8B ; Altitude
-dl $7EF346 : db $01 : db $01 ; Ice Rod
-.after
-
-sram_lowleg_mire_entrance:
-dl $7EF2F0 : db $01 : db $20 ; Overworld $70: Unknown (...?....)
-dl $7EF36E : db $01 : db $60 ; Magic Power
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7E0303 : db $01 : db $10 ; Selected menu item
-dl $7E0202 : db $01 : db $09 ; Selected menu item
-dl $7E02A2 : db $01 : db $8B ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lowleg_mire_mire2:
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF130 : db $02 : dw $0003 ; Room $0098: Misery Mire (Entrance Room) (...............q)
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-dl $7E010E : db $01 : db $27 ; Dungeon entrance index
-.after
-
-sram_lowleg_mire_main_hub:
-dl $7E0FC8 : db $01 : db $04 ; Prize pack index
-dl $7EF1A4 : db $02 : dw $000F ; Room $00D2: Misery Mire (Mire02 / Wizzrobes Room) (.............qqq)
-dl $7EF36E : db $01 : db $50 ; Magic Power
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7FE124 : db $02 : dw $03EF ; Room $D2 persistent: Misery Mire (Mire02 / Wizzrobes Room)
-.after
-
-sram_lowleg_mire_beat_the_fireball:
-dl $7E0542 : db $02 : dw $2930 ; Object tilemap state
-dl $7E0546 : db $02 : dw $284C ; Object tilemap state
-dl $7E054A : db $02 : dw $2A4C ; Object tilemap state
-dl $7EF36F : db $01 : db $01 ; Keys
-dl $7EF164 : db $02 : dw $0001 ; Room $00B2: Misery Mire (Slug Room) (................)
-dl $7EF184 : db $02 : dw $000F ; Room $00C2: Misery Mire (Big Hub Room) (.............qqq)
-dl $7EF166 : db $02 : dw $0402 ; Room $00B3: Misery Mire (Spike Key Chest Room) (......K........q)
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $2830 ; Object tilemap state
-dl $7E0544 : db $02 : dw $2A30 ; Object tilemap state
-dl $7E0548 : db $02 : dw $294C ; Object tilemap state
-dl $7E054C : db $02 : dw $175E ; Object tilemap state
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_lowleg_mire_bari_key:
-dl $7E0542 : db $02 : dw $3044 ; Object tilemap state
-dl $7E0546 : db $02 : dw $07B4 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $02 : dw $0000 ; Keys
-dl $7EF184 : db $02 : dw $400F ; Room $00C2: Misery Mire (Big Hub Room) (..d..........qqq)
-dl $7E0540 : db $02 : dw $2E64 ; Object tilemap state
-dl $7E0544 : db $02 : dw $3440 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_lowleg_mire_sluggulas:
-dl $7E0542 : db $02 : dw $1430 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1C30 ; Object tilemap state
-dl $7EF182 : db $02 : dw $C403 ; Room $00C1: Misery Mire (Compass Chest / Tile Room) (.dd...K........q)
-dl $7E0540 : db $02 : dw $140C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C0C ; Object tilemap state
-dl $7FE124 : db $02 : dw $0000 ; Room $D2 persistent: Misery Mire (Mire02 / Wizzrobes Room)
-dl $7E0B37 : db $01 : db $9E ; Arc variable
-dl $7FE102 : db $02 : dw $0200 ; Room $C1 persistent: Misery Mire (Compass Chest / Tile Room)
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_lowleg_mire_torches:
-dl $7E0542 : db $02 : dw $0430 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0C70 ; Object tilemap state
-dl $7E054A : db $02 : dw $0470 ; Object tilemap state
-dl $7EF373 : db $01 : db $6F ; Magic filler
-dl $7E0FCA : db $01 : db $03 ; Prize pack index
-dl $7EF1A2 : db $02 : dw $0008 ; Room $00D1: Misery Mire (Conveyor Slug / Big Key Room) (.............q..)
-dl $7EF36E : db $01 : db $51 ; Magic Power
-dl $7E0540 : db $02 : dw $07A8 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0C4C ; Object tilemap state
-dl $7E0548 : db $02 : dw $044C ; Object tilemap state
-dl $7E0B37 : db $01 : db $91 ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7FE122 : db $02 : dw $0040 ; Room $D1 persistent: Misery Mire (Conveyor Slug / Big Key Room)
-.after
-
-sram_lowleg_mire_spark_gamble:
-dl $7E0542 : db $02 : dw $1430 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1C30 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF373 : db $01 : db $00 ; Magic filler
-dl $7EF12E : db $02 : dw $010F ; Room $0097: Misery Mire (Torch Puzzle / Moving Wall Room) (........c....qqq)
-dl $7EF162 : db $02 : dw $0007 ; Room $00B1: Misery Mire (Hourglass Room) (..............qq)
-dl $7EF182 : db $02 : dw $C407 ; Room $00C1: Misery Mire (Compass Chest / Tile Room) (.dd...K.......qq)
-dl $7EF1A2 : db $02 : dw $001B ; Room $00D1: Misery Mire (Conveyor Slug / Big Key Room) (............qq.q)
-dl $7EF366 : db $02 : dw $77B0 ; BigKey1
-dl $7EF36E : db $01 : db $40 ; Magic Power
-dl $7E0540 : db $02 : dw $140C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C0C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0CC3 : db $01 : db $01 ; Sprite drop
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_lowleg_mire_big_chest_room:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36D : db $01 : db $50 ; Health (actual)
-dl $7EF186 : db $02 : dw $000A ; Room $00C3: Misery Mire (Big Chest Room) (.............q.q)
-dl $7E0303 : db $01 : db $0E ; Selected menu item
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $03 ; Selected menu item
-dl $7E0B37 : db $01 : db $A0 ; Arc variable
-dl $7FE102 : db $02 : dw $0000 ; Room $C1 persistent: Misery Mire (Compass Chest / Tile Room)
-dl $7FE122 : db $02 : dw $0000 ; Room $D1 persistent: Misery Mire (Conveyor Slug / Big Key Room)
-.after
-
-sram_lowleg_mire_spike_key:
-dl $7EF350 : db $01 : db $01 ; Cane of Somaria
-dl $7EF186 : db $02 : dw $001F ; Room $00C3: Misery Mire (Big Chest Room) (............qqqq)
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7E0B3F : db $01 : db $01 ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lowleg_mire_wizzrobe:
-dl $7E0542 : db $02 : dw $1430 ; Object tilemap state
-dl $7EF36D : db $01 : db $38 ; Health (actual)
-dl $7EF166 : db $02 : dw $841A ; Room $00B3: Misery Mire (Spike Key Chest Room) (.d....K.....qq.q)
-dl $7E0540 : db $02 : dw $140C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C30 ; Object tilemap state
-dl $7E0CC3 : db $01 : db $00 ; Sprite drop
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_lowleg_mire_basement:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF144 : db $02 : dw $800F ; Room $00A2: Misery Mire (Bridge Key Chest Room) (.d...........qqq)
-dl $7EF164 : db $02 : dw $800D ; Room $00B2: Misery Mire (Slug Room) (.d...........qq.)
-dl $7EF360 : db $02 : dw $0065 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $0065 ; Rupees (actual)
-dl $7FE0E4 : db $02 : dw $0001 ; Room $B2 persistent: Misery Mire (Slug Room)
-dl $7E0540 : db $02 : dw $1C0C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E002F : db $01 : db $00 ; Link's direction
-; Manual changes:
-dl $7EF360 : db $02 : dw $0015 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $0015 ; Rupees (actual)
-dl $7EF36D : db $01 : db $40 ; Health (actual)
-.after
-
-sram_lowleg_mire_spooky_action_1:
-dl $7E0542 : db $02 : dw $0760 ; Object tilemap state
-dl $7E0546 : db $02 : dw $17A0 ; Object tilemap state
-dl $7E054A : db $02 : dw $18A0 ; Object tilemap state
-dl $7EF126 : db $02 : dw $000E ; Room $0093: Misery Mire (Dark Cane Floor Switch Puzzle Room) (.............qqq)
-dl $7EF36E : db $01 : db $38 ; Magic Power
-dl $7E0303 : db $01 : db $12 ; Selected menu item
-dl $7E0540 : db $02 : dw $071C ; Object tilemap state
-dl $7E0544 : db $02 : dw $179C ; Object tilemap state
-dl $7E0548 : db $02 : dw $189C ; Object tilemap state
-dl $7E0202 : db $01 : db $11 ; Selected menu item
-dl $7E02A2 : db $01 : db $00 ; Arc variable
-dl $7E002F : db $01 : db $04 ; Link's direction
-; Manual changes:
-dl $7E02A2 : db $01 : db $8B ; Altitude
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-.after
-
-sram_lowleg_mire_spooky_action_2:
-dl $7E0542 : db $02 : dw $175C ; Object tilemap state
-dl $7E0546 : db $02 : dw $1768 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF124 : db $02 : dw $0005 ; Room $0092: Misery Mire (Dark Bomb Wall / Switches Room) (..............q.)
-dl $7EF36E : db $01 : db $30 ; Magic Power
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7E0540 : db $02 : dw $1756 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1762 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-dl $7E0B37 : db $01 : db $17 ; Arc variable
-dl $7E0B3F : db $01 : db $00 ; Arc variable
-dl $7EC172 : db $01 : db $00 ; Crystal switch state
-; Manual changes:
-dl $7E02A2 : db $01 : db $8B ; Altitude
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-.after
-
-sram_lowleg_mire_vitty:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF343 : db $01 : db $01 ; Bombs
-dl $7EF377 : db $01 : db $14 ; Arrows
-dl $7EF124 : db $02 : dw $400F ; Room $0092: Misery Mire (Dark Bomb Wall / Switches Room) (..d..........qqq)
-dl $7EF140 : db $02 : dw $800F ; Room $00A0: Misery Mire (Pre-Vitreous Room) (.d...........qqq)
-dl $7EF122 : db $02 : dw $0005 ; Room $0091: Misery Mire (Final Switch Room) (..............q.)
-dl $7EF36E : db $01 : db $40 ; Magic Power
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7FE0A4 : db $02 : dw $0200 ; Room $92 persistent: Misery Mire (Dark Bomb Wall / Switches Room)
-dl $7FE0E4 : db $02 : dw $0000 ; Room $B2 persistent: Misery Mire (Slug Room)
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-dl $7E0B37 : db $01 : db $1D ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lowleg_trock_outside_mire:
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF377 : db $01 : db $0C ; Arrows
-dl $7EF383 : db $01 : db $00 ; Key for dungeon $07
-dl $7EF120 : db $02 : dw $0802 ; Room $0090: Misery Mire (Vitreous[Boss]) (.....k.........q)
-dl $7EF36C : db $01 : db $60 ; Health (goal)
-dl $7EF36D : db $01 : db $60 ; Health (actual)
-dl $7EF3F1 : db $02 : dw $0000 ; Deaths
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7EF37A : db $01 : db $77 ; Crystals
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7FE0A4 : db $01 : db $00 ; Overworld $92 persistent: UNKNOWN
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_lowleg_trock_icerod_overworld:
-dl $7E1ABF : db $01 : db $28 ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $01 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $DA ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $0C ; Warp Vortex Coordinate
-dl $7EF3CA : db $01 : db $00 ; LW/DW
-dl $7E0303 : db $01 : db $08 ; Selected menu item
-dl $7E0202 : db $01 : db $0D ; Selected menu item
-dl $7FE0D6 : db $01 : db $0B ; Overworld $AB persistent: UNKNOWN
-dl $7E02A2 : db $01 : db $38 ; Arc variable
-dl $7FE047 : db $01 : db $BB ; Overworld $63 persistent: UNKNOWN
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lowleg_trock_dm:
-dl $7EF2B7 : db $01 : db $02 ; Overworld $37: Unknown (.......?)
-dl $7EF343 : db $01 : db $00 ; Bombs
-dl $7EF240 : db $02 : dw $001A ; Room $0120: Unknown (............qq.q)
-dl $7EF346 : db $01 : db $01 ; Ice Rod
-dl $7E029F : db $01 : db $FF ; Arc variable
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7FDFCB : db $01 : db $F3 ; Overworld $25 persistent: Octorok Area
-dl $7FE0D6 : db $01 : db $00 ; Overworld $AB persistent: UNKNOWN
-dl $7E02A2 : db $01 : db $FE ; Arc variable
-dl $7FE047 : db $01 : db $00 ; Overworld $63 persistent: UNKNOWN
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E010E : db $01 : db $84 ; Dungeon entrance index
-.after
-
-sram_lowleg_trock_squirrels:
-dl $7EF1BE : db $02 : dw $0003 ; Room $00DF: Cave (...............q)
-dl $7EF1DE : db $02 : dw $0003 ; Room $00EF: Cave (Crystal Switch / 5 Chests Room) (...............q)
-dl $7E0303 : db $01 : db $0E ; Selected menu item
-dl $7E0202 : db $01 : db $03 ; Selected menu item
-dl $7FDFCB : db $01 : db $00 ; Room $25 persistent: Empty Clone Room
-dl $7E02A2 : db $01 : db $84 ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E010E : db $01 : db $1F ; Dungeon entrance index
-dl $7FE13E : db $02 : dw $0003 ; Room $DF persistent: Cave
-.after
-
-sram_lowleg_trock_peg_puzzle:
-dl $7FE17F : db $01 : db $CA ; Overworld $FF persistent: UNKNOWN
-dl $7FE1BF : db $01 : db $EC ; Overworld $11F persistent: UNKNOWN
-dl $7FE058 : db $01 : db $CA ; Overworld $6C persistent: Dark Link's House
-dl $7FE16E : db $01 : db $28 ; Overworld $F7 persistent: UNKNOWN
-dl $7FE037 : db $01 : db $28 ; Overworld $5B persistent: Pyramid of Power
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7FE13E : db $01 : db $00 ; Overworld $DF persistent: UNKNOWN
-.after
-
-sram_lowleg_trock_entrance:
-dl $7EF287 : db $02 : dw $0020 ; Overworld $07: Unknown (...?....)
-dl $7EF2C7 : db $01 : db $20 ; Overworld $47: Unknown (...?....)
-dl $7EF36E : db $01 : db $60 ; Magic Power
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7FE17F : db $01 : db $00 ; Overworld $FF persistent: UNKNOWN
-dl $7FE1BF : db $01 : db $00 ; Overworld $11F persistent: UNKNOWN
-dl $7E0303 : db $01 : db $12 ; Selected menu item
-dl $7FE058 : db $01 : db $00 ; Overworld $6C persistent: Dark Link's House
-dl $7E0202 : db $01 : db $11 ; Selected menu item
-dl $7FE16E : db $01 : db $00 ; Overworld $F7 persistent: UNKNOWN
-dl $7FE037 : db $01 : db $00 ; Overworld $5B persistent: Pyramid of Power
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lowleg_trock_torches:
-dl $7E0542 : db $02 : dw $190C ; Object tilemap state
-dl $7EF343 : db $01 : db $01 ; Bombs
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7E0FCC : db $01 : db $06 ; Prize pack index
-dl $7EF18C : db $02 : dw $000F ; Room $00C6: Turtle Rock (.............qqq)
-dl $7EF1AC : db $02 : dw $8005 ; Room $00D6: Turtle Rock (Entrance Room) (.d............q.)
-dl $7EF36E : db $01 : db $70 ; Magic Power
-dl $7FE10C : db $02 : dw $0028 ; Room $C6 persistent: Turtle Rock
-dl $7E0540 : db $02 : dw $070C ; Object tilemap state
-dl $7E02A2 : db $01 : db $00 ; Arc variable
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E010E : db $01 : db $35 ; Dungeon entrance index
-.after
-
-sram_lowleg_trock_roller_room:
-dl $7E0542 : db $02 : dw $0B0C ; Object tilemap state
-dl $7E0546 : db $02 : dw $160C ; Object tilemap state
-dl $7E054A : db $02 : dw $894A ; Object tilemap state
-dl $7E054E : db $02 : dw $8DCA ; Object tilemap state
-dl $7EF36D : db $01 : db $58 ; Health (actual)
-dl $7EF18E : db $02 : dw $000F ; Room $00C7: Turtle Rock (Torch Puzzle) (.............qqq)
-dl $7EF36E : db $01 : db $38 ; Magic Power
-dl $7E0303 : db $01 : db $0E ; Selected menu item
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $0A0C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C0C ; Object tilemap state
-dl $7E0548 : db $02 : dw $8932 ; Object tilemap state
-dl $7E054C : db $02 : dw $8DB2 ; Object tilemap state
-dl $7E0202 : db $01 : db $03 ; Selected menu item
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lowleg_trock_pokey_0:
-dl $7E0542 : db $02 : dw $190C ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7EF18C : db $02 : dw $800F ; Room $00C6: Turtle Rock (.d...........qqq)
-dl $7EF36D : db $01 : db $40 ; Health (actual)
-dl $7EF16E : db $02 : dw $002A ; Room $00B7: Turtle Rock (Map Chest / Key Chest / Roller Room) (...........c.q.q)
-dl $7EF36E : db $01 : db $30 ; Magic Power
-dl $7E0303 : db $01 : db $12 ; Selected menu item
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $070C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $11 ; Selected menu item
-.after
-
-sram_lowleg_trock_chomps:
-dl $7E0542 : db $02 : dw $0A96 ; Object tilemap state
-dl $7EF16C : db $02 : dw $3402 ; Room $00B6: Turtle Rock (Chain Chomps Room) (...db.K........q)
-dl $7EF36D : db $01 : db $48 ; Health (actual)
-dl $7EF372 : db $01 : db $30 ; Hearts filler
-dl $7FE0EC : db $02 : dw $0020 ; Room $B6 persistent: Turtle Rock (Chain Chomps Room)
-dl $7E0540 : db $02 : dw $095E ; Object tilemap state
-dl $7E0544 : db $02 : dw $0AA6 ; Object tilemap state
-dl $7E0FCD : db $01 : db $02 ; Prize pack index
-.after
-
-sram_lowleg_trock_pokey_1:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF377 : db $01 : db $11 ; Arrows
-dl $7EF028 : db $02 : dw $000F ; Room $0014: Turtle Rock (Big Key Room) (.............qqq)
-dl $7EF16C : db $02 : dw $B41A ; Room $00B6: Turtle Rock (Chain Chomps Room) (.d.db.K.....qq.q)
-dl $7EF36D : db $01 : db $60 ; Health (actual)
-dl $7EF02A : db $02 : dw $000F ; Room $0015: Turtle Rock (.............qqq)
-dl $7EF36E : db $01 : db $28 ; Magic Power
-dl $7EF372 : db $01 : db $00 ; Hearts filler
-dl $7FE10C : db $02 : dw $0000 ; Room $C6 persistent: Turtle Rock
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E002F : db $01 : db $04 ; Link's direction
-; Manual changes:
-dl $7EC172 : db $01 : db $00 ; Crystal switch state
-.after
-
-sram_lowleg_trock_pokeys_2:
-dl $7EF028 : db $02 : dw $401F ; Room $0014: Turtle Rock (Big Key Room) (..d.........qqqq)
-dl $7EF360 : db $02 : dw $0079 ; Rupees (goal)
-dl $7EF026 : db $02 : dw $8405 ; Room $0013: Turtle Rock (Hokku-Bokku Key Room 2) (.d....K.......q.)
-dl $7EF362 : db $02 : dw $0079 ; Rupees (actual)
-dl $7EF366 : db $02 : dw $77B8 ; BigKey1
-dl $7EF36E : db $01 : db $78 ; Magic Power
-dl $7E0FCD : db $01 : db $04 ; Prize pack index
-dl $7FDFA6 : db $02 : dw $0040 ; Room $13 persistent: Turtle Rock (Hokku-Bokku Key Room 2)
-dl $7EC172 : db $01 : db $00 ; Crystal switch state
-dl $7E002F : db $01 : db $02 ; Link's direction
-; Manual changes:
-dl $7EC172 : db $01 : db $00 ; Crystal switch state
-; Manual changes:
-dl $7EF360 : db $02 : dw $0029 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $0029 ; Rupees (actual)
-.after
-
-sram_lowleg_trock_crystal_roller:
-dl $7EF028 : db $02 : dw $C01F ; Room $0014: Turtle Rock (Big Key Room) (.dd.........qqqq)
-dl $7EF048 : db $02 : dw $800C ; Room $0024: Turtle Rock (Double Hokku-Bokku / Big chest Room) (.d...........qq.)
-dl $7FDFC8 : db $02 : dw $0028 ; Room $24 persistent: Turtle Rock (Double Hokku-Bokku / Big chest Room)
-dl $7FE0EC : db $02 : dw $0000 ; Room $B6 persistent: Turtle Rock (Chain Chomps Room)
-dl $7E0FCD : db $01 : db $06 ; Prize pack index
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lowleg_trock_dark_room:
-dl $7E0542 : db $02 : dw $16A2 ; Object tilemap state
-dl $7E0546 : db $02 : dw $19A2 ; Object tilemap state
-dl $7E054A : db $02 : dw $13F0 ; Object tilemap state
-dl $7E0B35 : db $01 : db $00 ; Arc variable
-dl $7EF008 : db $02 : dw $C01A ; Room $0004: Turtle Rock (Crysta-roller Room) (.dd.........qq.q)
-dl $7E0B36 : db $01 : db $00 ; Arc variable
-dl $7E0540 : db $02 : dw $1698 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1998 ; Object tilemap state
-dl $7E0548 : db $02 : dw $13CC ; Object tilemap state
-dl $7E054C : db $02 : dw $5A5E ; Object tilemap state
-dl $7E0B33 : db $01 : db $00 ; Arc variable
-dl $7E0B37 : db $01 : db $62 ; Arc variable
-dl $7E0B3B : db $01 : db $00 ; Arc variable
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E0B0C : db $01 : db $A0 ; Arc variable
-dl $7E0B34 : db $01 : db $00 ; Arc variable
-dl $7E0B3C : db $01 : db $00 ; Arc variable
-.after
-
-sram_lowleg_trock_laser_skip:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36D : db $01 : db $58 ; Health (actual)
-dl $7EF16A : db $02 : dw $000F ; Room $00B5: Turtle Rock (Dark Maze) (.............qqq)
-dl $7EF18A : db $02 : dw $000A ; Room $00C5: Turtle Rock (Laser Bridge) (.............q.q)
-dl $7EF36E : db $01 : db $70 ; Magic Power
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $5F ; Arc variable
-dl $7FDFA6 : db $02 : dw $0000 ; Room $13 persistent: Turtle Rock (Hokku-Bokku Key Room 2)
-dl $7FE10A : db $02 : dw $0040 ; Room $C5 persistent: Turtle Rock (Laser Bridge)
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_lowleg_trock_switch_room:
-dl $7EF18A : db $02 : dw $800A ; Room $00C5: Turtle Rock (Laser Bridge) (.d...........q.q)
-dl $7EF1AA : db $02 : dw $008A ; Room $00D5: Turtle Rock (Laser Key Room) (.........c...q.q)
-dl $7FDFC8 : db $02 : dw $0000 ; Room $24 persistent: Turtle Rock (Double Hokku-Bokku / Big chest Room)
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7FE12A : db $02 : dw $0010 ; Room $D5 persistent: Turtle Rock (Laser Key Room)
-.after
-
-sram_lowleg_trock_trinexx:
-dl $7E0542 : db $02 : dw $1C30 ; Object tilemap state
-dl $7EF168 : db $02 : dw $800F ; Room $00B4: Turtle Rock (Pre-Trinexx Room) (.d...........qqq)
-dl $7EF188 : db $02 : dw $800F ; Room $00C4: Turtle Rock (Final Crystal Switch Puzzle Room) (.d...........qqq)
-dl $7EF36E : db $01 : db $60 ; Magic Power
-dl $7E0540 : db $02 : dw $1C2C ; Object tilemap state
-dl $7E02A1 : db $01 : db $00 ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lowleg_gtower_outside_trock:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B09 : db $01 : db $60 ; Arc variable
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF3C7 : db $01 : db $08 ; Map Phase
-dl $7EF3FB : db $02 : dw $0000 ; Deaths
-dl $7EF148 : db $02 : dw $0802 ; Room $00A4: Turtle Rock (Trinexx[Boss]) (.....k.........q)
-dl $7EF36C : db $01 : db $68 ; Health (goal)
-dl $7EF36D : db $01 : db $68 ; Health (actual)
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7EF37A : db $01 : db $7F ; Crystals
-dl $7E0303 : db $01 : db $0E ; Selected menu item
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $03 ; Selected menu item
-dl $7FE10A : db $01 : db $00 ; Overworld $C5 persistent: UNKNOWN
-dl $7E0B08 : db $01 : db $78 ; Arc variable
-dl $7E0B0C : db $01 : db $3C ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7FE12A : db $01 : db $00 ; Overworld $D5 persistent: UNKNOWN
-.after
-
-sram_lowleg_gtower_entrance:
-dl $7EF2C3 : db $01 : db $20 ; Overworld $43: Unknown (...?....)
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E010E : db $01 : db $37 ; Dungeon entrance index
-.after
-
-sram_lowleg_gtower_spike_skip:
-dl $7E0542 : db $02 : dw $171C ; Object tilemap state
-dl $7E0546 : db $02 : dw $0864 ; Object tilemap state
-dl $7E054A : db $02 : dw $085C ; Object tilemap state
-dl $7E054E : db $02 : dw $0C4C ; Object tilemap state
-dl $7E0552 : db $02 : dw $144C ; Object tilemap state
-dl $7E0556 : db $02 : dw $0864 ; Object tilemap state
-dl $7EF36F : db $01 : db $01 ; Keys
-dl $7EF018 : db $02 : dw $000F ; Room $000C: Ganon's Tower (Entrance Room) (.............qqq)
-dl $7EF118 : db $02 : dw $0008 ; Room $008C: Ganon's Tower (East and West Downstairs / Big Chest Room) (.............q..)
-dl $7EF116 : db $02 : dw $0404 ; Room $008B: Ganon's Tower (Block Puzzle / Spike Skip / Map Chest Room) (......K.......q.)
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7E0468 : db $01 : db $00 ; Trap door state
-dl $7E0540 : db $02 : dw $0920 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1720 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0760 ; Object tilemap state
-dl $7E054C : db $02 : dw $0960 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0C70 ; Object tilemap state
-dl $7E0554 : db $02 : dw $1C4C ; Object tilemap state
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E0641 : db $02 : dw $0001 ; Room puzzle state (?)
-dl $7E0B0C : db $01 : db $50 ; Arc variable
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_lowleg_gtower_pre_firesnakes_room:
-dl $7E0542 : db $02 : dw $0C30 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1820 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF116 : db $02 : dw $040E ; Room $008B: Ganon's Tower (Block Puzzle / Spike Skip / Map Chest Room) (......K......qqq)
-dl $7EF136 : db $02 : dw $8408 ; Room $009B: Ganon's Tower (Many Spikes / Warp Maze Room) (.d....K......q..)
-dl $7E0303 : db $01 : db $02 ; Selected menu item
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $0430 ; Object tilemap state
-dl $7E0544 : db $02 : dw $181C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $02 ; Selected menu item
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E0641 : db $01 : db $00 ; Room puzzle state (?)
-dl $7E002F : db $01 : db $06 ; Link's direction
-; Manual changes:
-dl $7E0303 : db $01 : db $12 ; Selected menu item
-dl $7E0202 : db $01 : db $11 ; Selected menu item
-.after
-
-sram_lowleg_gtower_bombable_floor:
-dl $7E0542 : db $02 : dw $0938 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF377 : db $01 : db $16 ; Arrows
-dl $7EF138 : db $02 : dw $000F ; Room $009C: Ganon's Tower (Invisible Floor Maze Room) (.............qqq)
-dl $7EF36D : db $01 : db $60 ; Health (actual)
-dl $7EF0FA : db $02 : dw $201E ; Room $007D: Ganon's Tower (Winder / Warp Maze Room) (...d........qqqq)
-dl $7EF136 : db $02 : dw $840F ; Room $009B: Ganon's Tower (Many Spikes / Warp Maze Room) (.d....K......qqq)
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7FE0B8 : db $02 : dw $0002 ; Room $9C persistent: Ganon's Tower (Invisible Floor Maze Room)
-dl $7E0540 : db $02 : dw $0838 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0550 ; Object tilemap state
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-dl $7EC172 : db $01 : db $00 ; Crystal switch state
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lowleg_gtower_ice_armos:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF038 : db $02 : dw $0001 ; Room $001C: Ganon's Tower (Ice Armos) (................)
-dl $7EF118 : db $02 : dw $0009 ; Room $008C: Ganon's Tower (East and West Downstairs / Big Chest Room) (.............q..)
-dl $7E029F : db $01 : db $00 ; Arc variable
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_lowleg_gtower_floor_2:
-dl $7E0B09 : db $01 : db $00 ; Arc variable
-dl $7E0B31 : db $01 : db $BD ; Arc variable
-dl $7E0B35 : db $01 : db $70 ; Arc variable
-dl $7EF377 : db $01 : db $0E ; Arrows
-dl $7EF038 : db $02 : dw $0035 ; Room $001C: Ganon's Tower (Ice Armos) (...........cq.q.)
-dl $7E0B32 : db $01 : db $90 ; Arc variable
-dl $7EF389 : db $01 : db $01 ; Key for dungeon $0D
-dl $7EF366 : db $02 : dw $77BC ; BigKey1
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7FE0B8 : db $01 : db $00 ; Room $9C persistent: Ganon's Tower (Invisible Floor Maze Room)
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-dl $7E0B33 : db $01 : db $52 ; Arc variable
-dl $7E0B37 : db $01 : db $13 ; Arc variable
-dl $7E0B08 : db $01 : db $40 ; Arc variable
-dl $7E0B30 : db $01 : db $AD ; Arc variable
-dl $7E0B34 : db $01 : db $42 ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lowleg_gtower_mimics1:
-dl $7E0542 : db $02 : dw $052C ; Object tilemap state
-dl $7E0546 : db $02 : dw $082C ; Object tilemap state
-dl $7E054A : db $02 : dw $0B2C ; Object tilemap state
-dl $7E054E : db $02 : dw $1962 ; Object tilemap state
-dl $7EF377 : db $01 : db $0D ; Arrows
-dl $7EF36D : db $01 : db $48 ; Health (actual)
-dl $7EF0D6 : db $02 : dw $000C ; Room $006B: Ganon's Tower (Mimics Rooms) (.............qq.)
-dl $7E0468 : db $01 : db $00 ; Trap door state
-dl $7E0540 : db $02 : dw $051C ; Object tilemap state
-dl $7E0544 : db $02 : dw $081C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0B1C ; Object tilemap state
-dl $7E054C : db $02 : dw $195A ; Object tilemap state
-dl $7E0550 : db $02 : dw $050C ; Object tilemap state
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E0641 : db $02 : dw $0001 ; Room puzzle state (?)
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_lowleg_gtower_mimics2:
-dl $7EF377 : db $01 : db $0E ; Arrows
-dl $7EF0D6 : db $02 : dw $000E ; Room $006B: Ganon's Tower (Mimics Rooms) (.............qqq)
-dl $7FE056 : db $02 : dw $0240 ; Room $6B persistent: Ganon's Tower (Mimics Rooms)
-dl $7E0641 : db $01 : db $00 ; Room puzzle state (?)
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E0FCB : db $01 : db $04 ; Prize pack index
-.after
-
-sram_lowleg_gtower_spike_room:
-dl $7EF377 : db $01 : db $0A ; Arrows
-dl $7EF0D6 : db $02 : dw $800F ; Room $006B: Ganon's Tower (Mimics Rooms) (.d...........qqq)
-dl $7E0468 : db $01 : db $01 ; Trap door state
-dl $7FE056 : db $02 : dw $2640 ; Room $6B persistent: Ganon's Tower (Mimics Rooms)
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0FCB : db $01 : db $05 ; Prize pack index
-.after
-
-sram_lowleg_gtower_gauntlet:
-dl $7E0542 : db $02 : dw $16D8 ; Object tilemap state
-dl $7E0546 : db $02 : dw $19D8 ; Object tilemap state
-dl $7E054A : db $02 : dw $19E4 ; Object tilemap state
-dl $7E054E : db $02 : dw $16E4 ; Object tilemap state
-dl $7EF0B8 : db $02 : dw $000C ; Room $005C: Ganon's Tower (Ganon-Ball Z) (.............qq.)
-dl $7EF0B6 : db $02 : dw $8005 ; Room $005B: Ganon's Tower (Spike Pit Room) (.d............q.)
-dl $7E0540 : db $02 : dw $165E ; Object tilemap state
-dl $7E0544 : db $02 : dw $1854 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1A5E ; Object tilemap state
-dl $7E054C : db $02 : dw $1868 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7EC172 : db $01 : db $00 ; Crystal switch state
-.after
-
-sram_lowleg_gtower_gauntlet_3:
-dl $7E0542 : db $02 : dw $052C ; Object tilemap state
-dl $7E0546 : db $02 : dw $0B2C ; Object tilemap state
-dl $7E054A : db $02 : dw $1430 ; Object tilemap state
-dl $7E054E : db $02 : dw $1C30 ; Object tilemap state
-dl $7EF377 : db $01 : db $08 ; Arrows
-dl $7E0FCC : db $01 : db $02 ; Prize pack index
-dl $7EF0BA : db $02 : dw $000C ; Room $005D: Ganon's Tower (Gauntlet 1/2/3) (.............qq.)
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $0510 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0B10 ; Object tilemap state
-dl $7E0548 : db $02 : dw $140C ; Object tilemap state
-dl $7E054C : db $02 : dw $1C0C ; Object tilemap state
-dl $7FE03A : db $02 : dw $00FD ; Room $5D persistent: Ganon's Tower (Gauntlet 1/2/3)
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_lowleg_gtower_lanmola2:
-dl $7E0542 : db $02 : dw $0628 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0A28 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0FCC : db $01 : db $04 ; Prize pack index
-dl $7EF0D8 : db $02 : dw $0001 ; Room $006C: Ganon's Tower (Lanmolas Room) (................)
-dl $7EF36D : db $01 : db $40 ; Health (actual)
-dl $7EF0BA : db $02 : dw $000E ; Room $005D: Ganon's Tower (Gauntlet 1/2/3) (.............qqq)
-dl $7EF0DA : db $02 : dw $000A ; Room $006D: Ganon's Tower (Gauntlet 4/5) (.............q.q)
-dl $7EF36E : db $01 : db $70 ; Magic Power
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $0614 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0A14 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-dl $7FE03A : db $02 : dw $0EFD ; Room $5D persistent: Ganon's Tower (Gauntlet 1/2/3)
-dl $7FE056 : db $02 : dw $0000 ; Room $6B persistent: Ganon's Tower (Mimics Rooms)
-dl $7FE05A : db $02 : dw $00C9 ; Room $6D persistent: Ganon's Tower (Gauntlet 4/5)
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_lowleg_gtower_wizz1:
-dl $7EF0D8 : db $02 : dw $000B ; Room $006C: Ganon's Tower (Lanmolas Room) (.............q.q)
-dl $7EF36E : db $01 : db $20 ; Magic Power
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lowleg_gtower_wizz2:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36D : db $01 : db $48 ; Health (actual)
-dl $7EF14A : db $02 : dw $000B ; Room $00A5: Ganon's Tower (Wizzrobes Rooms) (.............q.q)
-dl $7EF36E : db $01 : db $18 ; Magic Power
-dl $7E0303 : db $01 : db $12 ; Selected menu item
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $11 ; Selected menu item
-dl $7FE0CA : db $02 : dw $008C ; Room $A5 persistent: Ganon's Tower (Wizzrobes Rooms)
-dl $7E0FC7 : db $01 : db $04 ; Prize pack index
-.after
-
-sram_lowleg_gtower_torches1:
-dl $7EF12A : db $02 : dw $0005 ; Room $0095: Ganon's Tower (Final Collapsing Bridge Room) (..............q.)
-dl $7EF14A : db $02 : dw $000F ; Room $00A5: Ganon's Tower (Wizzrobes Rooms) (.............qqq)
-dl $7EF36E : db $01 : db $10 ; Magic Power
-dl $7E0303 : db $01 : db $09 ; Selected menu item
-dl $7E0202 : db $01 : db $0B ; Selected menu item
-dl $7E0B37 : db $01 : db $0C ; Arc variable
-dl $7E0B3F : db $01 : db $01 ; Arc variable
-dl $7FE03A : db $02 : dw $0000 ; Room $5D persistent: Ganon's Tower (Gauntlet 1/2/3)
-dl $7FE0CA : db $02 : dw $00EF ; Room $A5 persistent: Ganon's Tower (Wizzrobes Rooms)
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E0FC7 : db $01 : db $06 ; Prize pack index
-.after
-
-sram_lowleg_gtower_torches2:
-dl $7E0542 : db $02 : dw $1570 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0B2E ; Object tilemap state
-dl $7E054A : db $02 : dw $120E ; Object tilemap state
-dl $7E054E : db $02 : dw $1820 ; Object tilemap state
-dl $7E0552 : db $02 : dw $8B0C ; Object tilemap state
-dl $7E0556 : db $02 : dw $9220 ; Object tilemap state
-dl $7EF373 : db $01 : db $25 ; Magic filler
-dl $7EF12C : db $02 : dw $000B ; Room $0096: Ganon's Tower (Torches 1 Room) (.............q.q)
-dl $7EF36E : db $01 : db $5F ; Magic Power
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $154C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0520 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1120 ; Object tilemap state
-dl $7E054C : db $02 : dw $180E ; Object tilemap state
-dl $7E0550 : db $02 : dw $8420 ; Object tilemap state
-dl $7E0554 : db $02 : dw $8B32 ; Object tilemap state
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-dl $7E0B37 : db $01 : db $0E ; Arc variable
-dl $7FE05A : db $02 : dw $0000 ; Room $6D persistent: Ganon's Tower (Gauntlet 4/5)
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lowleg_gtower_helma_key:
-dl $7E0CBC : db $01 : db $01 ; Sprite drop
-dl $7E0542 : db $02 : dw $0C70 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1628 ; Object tilemap state
-dl $7E054A : db $02 : dw $1A14 ; Object tilemap state
-dl $7E054E : db $02 : dw $954C ; Object tilemap state
-dl $7E0552 : db $02 : dw $9C50 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF373 : db $01 : db $00 ; Magic filler
-dl $7EF07A : db $02 : dw $0001 ; Room $003D: Ganon's Tower (Torch Room 2) (................)
-dl $7EF36E : db $01 : db $40 ; Magic Power
-dl $7E0540 : db $02 : dw $0C4C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1618 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1820 ; Object tilemap state
-dl $7E054C : db $02 : dw $1A24 ; Object tilemap state
-dl $7E0550 : db $02 : dw $9570 ; Object tilemap state
-dl $7E0554 : db $02 : dw $9C6C ; Object tilemap state
-dl $7E0B37 : db $01 : db $06 ; Arc variable
-.after
-
-sram_lowleg_gtower_bombable_wall:
-dl $7E0CBC : db $01 : db $00 ; Sprite drop
-dl $7EF36D : db $01 : db $40 ; Health (actual)
-dl $7EF07A : db $02 : dw $4405 ; Room $003D: Ganon's Tower (Torch Room 2) (..d...K.......q.)
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-dl $7E0B37 : db $01 : db $0D ; Arc variable
-dl $7FDFFA : db $02 : dw $000C ; Room $3D persistent: Ganon's Tower (Torch Room 2)
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_lowleg_gtower_moldorm_2:
-dl $7EF343 : db $01 : db $00 ; Bombs
-dl $7EF36F : db $02 : dw $0000 ; Keys
-dl $7EF36D : db $01 : db $38 ; Health (actual)
-dl $7EF07A : db $02 : dw $740F ; Room $003D: Ganon's Tower (Torch Room 2) (..ddb.K......qqq)
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-dl $7E0B37 : db $01 : db $10 ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_lowleg_gtower_agahnim_2:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF098 : db $02 : dw $0005 ; Room $004C: Ganon's Tower (Mini-Helmasaur Conveyor Room) (..............q.)
-dl $7EF03A : db $02 : dw $800C ; Room $001D: Ganon's Tower (Final Hallway) (.d...........qq.)
-dl $7EF09A : db $02 : dw $800F ; Room $004D: Ganon's Tower (Moldorm Room) (.d...........qqq)
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7FE0CA : db $02 : dw $0000 ; Room $A5 persistent: Ganon's Tower (Wizzrobes Rooms)
-dl $7E002F : db $01 : db $00 ; Link's direction
-; Manual changes:
-dl $7E0202 : db $01 : db $03 ; Selected menu item
-dl $7E0303 : db $01 : db $0E ; Selected menu item
-.after
-
-sram_lowleg_ganon_pyramid:
-dl $7EF2DB : db $01 : db $20 ; Overworld $5B: Unknown (...?....)
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF389 : db $01 : db $00 ; Key for dungeon $0D
-dl $7EF3FD : db $02 : dw $0000 ; Deaths
-dl $7EF01A : db $02 : dw $0802 ; Room $000D: Ganon's Tower (Agahnim2[Boss]) (.....k.........q)
-dl $7FDFFA : db $01 : db $00 ; Overworld $3D persistent: UNKNOWN
-dl $7E02A2 : db $01 : db $FC ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_lowleg_ganon_pyramid_magic:
-; Manual changes:
-dl $7EF36E : db $01 : db $80 ; Magic Power
-.after
-
-
diff --git a/src/presetsold/preset_data_lownmg.asm b/src/presetsold/preset_data_lownmg.asm
deleted file mode 100644
index e57f0e0..0000000
--- a/src/presetsold/preset_data_lownmg.asm
+++ /dev/null
@@ -1,8499 +0,0 @@
-; Preset locations
-
-preset_lownmg_escape_bed:
-db $02 ; Dungeon
-dw $0104 ; Room Index
-dw $2110 ; BG1 Vertical Scroll
-dw $2110 ; BG2 Vertical Scroll
-dw $0900 ; BG1 Horizontal Scroll
-dw $0900 ; BG2 Horizontal Scroll
-dw $0940 ; Link X
-dw $215A ; Link Y
-dw $017F ; Camera X
-dw $017F ; Camera Y
-dw $0816 ; Door Settings
-dw $2100 ; Relative Coords HU
-dw $2000 ; Relative Coords FU
-dw $2110 ; Relative Coords HD
-dw $2110 ; Relative Coords FD
-dw $0900 ; Relative Coords HL
-dw $0900 ; Relative Coords FL
-dw $0900 ; Relative Coords HR
-dw $0A00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $03 ; Main Graphics
-db $FF ; Music Track
-db $00 ; Starting Floor
-db $FF ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_escape_bed_after
-
-preset_lownmg_escape_courtyard:
-db $02 ; Dungeon
-dw $0055 ; Room Index
-dw $0B10 ; BG1 Vertical Scroll
-dw $0B10 ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0A78 ; Link X
-dw $0BDB ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $0B00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0B10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $01 ; Main Graphics
-db $03 ; Music Track
-db $FF ; Starting Floor
-db $FF ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_escape_courtyard_after
-
-preset_lownmg_escape_entrance:
-db $01 ; Overworld
-dw $001B ; Screen Index
-dw $07F8 ; Link X
-dw $06FA ; Link Y
-dw $06BD ; BG1 Vertical Scroll
-dw $069C ; BG2 Vertical Scroll
-dw $3EEC ; BG1 Horizontal Scroll
-dw $0784 ; BG2 Horizontal Scroll
-dw $0803 ; Scroll X
-dw $0709 ; Scroll Y
-dw $0532 ; Unknown 1
-dw $0004 ; Unknown 2
-dw $000A ; Unknown 3
-dw sram_lownmg_escape_entrance_after
-
-preset_lownmg_escape_1st_keyguard:
-db $02 ; Dungeon
-dw $0001 ; Room Index
-dw $0000 ; BG1 Vertical Scroll
-dw $0000 ; BG2 Vertical Scroll
-dw $0280 ; BG1 Horizontal Scroll
-dw $0280 ; BG2 Horizontal Scroll
-dw $02F8 ; Link X
-dw $0054 ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0000 ; Relative Coords HU
-dw $0000 ; Relative Coords FU
-dw $0010 ; Relative Coords HD
-dw $0110 ; Relative Coords FD
-dw $0200 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0200 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $00 ; Starting Floor
-db $02 ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_lownmg_escape_1st_keyguard_after
-
-preset_lownmg_escape_stealth_room:
-db $02 ; Dungeon
-dw $0082 ; Room Index
-dw $110B ; BG1 Vertical Scroll
-dw $110B ; BG2 Vertical Scroll
-dw $0400 ; BG1 Horizontal Scroll
-dw $0400 ; BG2 Horizontal Scroll
-dw $0408 ; Link X
-dw $1178 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1100 ; Relative Coords HU
-dw $1000 ; Relative Coords FU
-dw $1110 ; Relative Coords HD
-dw $1110 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FF ; Starting Floor
-db $02 ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_lownmg_escape_stealth_room_after
-
-preset_lownmg_escape_2nd_keyguard:
-db $02 ; Dungeon
-dw $0071 ; Room Index
-dw $0F0B ; BG1 Vertical Scroll
-dw $0F0B ; BG2 Vertical Scroll
-dw $0200 ; BG1 Horizontal Scroll
-dw $0200 ; BG2 Horizontal Scroll
-dw $02BA ; Link X
-dw $0F78 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0F00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0F10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0200 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0200 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FF ; Starting Floor
-db $02 ; Palace No
-db $02 ; Door Orientation
-db $01 ; Starting Background
-dw sram_lownmg_escape_2nd_keyguard_after
-
-preset_lownmg_escape_ball_n_chains:
-db $02 ; Dungeon
-dw $0070 ; Room Index
-dw $0E00 ; BG1 Vertical Scroll
-dw $0E00 ; BG2 Vertical Scroll
-dw $0000 ; BG1 Horizontal Scroll
-dw $0000 ; BG2 Horizontal Scroll
-dw $0050 ; Link X
-dw $0E24 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0E00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0E10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0000 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0000 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FE ; Starting Floor
-db $02 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_escape_ball_n_chains_after
-
-preset_lownmg_escape_backtracking:
-db $02 ; Dungeon
-dw $0080 ; Room Index
-dw $1000 ; BG1 Vertical Scroll
-dw $1000 ; BG2 Vertical Scroll
-dw $0000 ; BG1 Horizontal Scroll
-dw $0000 ; BG2 Horizontal Scroll
-dw $0050 ; Link X
-dw $1024 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1000 ; Relative Coords HU
-dw $1000 ; Relative Coords FU
-dw $1010 ; Relative Coords HD
-dw $1110 ; Relative Coords FD
-dw $0000 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0000 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FD ; Starting Floor
-db $02 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_escape_backtracking_after
-
-preset_lownmg_escape_keyguard_revisited:
-db $02 ; Dungeon
-dw $0072 ; Room Index
-dw $0F00 ; BG1 Vertical Scroll
-dw $0F00 ; BG2 Vertical Scroll
-dw $0480 ; BG1 Horizontal Scroll
-dw $0480 ; BG2 Horizontal Scroll
-dw $04F8 ; Link X
-dw $0F24 ; Link Y
-dw $00FF ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0F00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0F10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FF ; Starting Floor
-db $02 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_escape_keyguard_revisited_after
-
-preset_lownmg_escape_throne_room:
-db $02 ; Dungeon
-dw $0051 ; Room Index
-dw $0A22 ; BG1 Vertical Scroll
-dw $0A22 ; BG2 Vertical Scroll
-dw $0280 ; BG1 Horizontal Scroll
-dw $0280 ; BG2 Horizontal Scroll
-dw $02F8 ; Link X
-dw $0A8F ; Link Y
-dw $00FF ; Camera X
-dw $009A ; Camera Y
-dw $0000 ; Door Settings
-dw $0A00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0A10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $0200 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0200 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $01 ; Starting Floor
-db $02 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_escape_throne_room_after
-
-preset_lownmg_escape_snake_avoidance_room:
-db $02 ; Dungeon
-dw $0041 ; Room Index
-dw $0040 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $FFCF ; BG1 Horizontal Scroll
-dw $0300 ; BG2 Horizontal Scroll
-dw $03A8 ; Link X
-dw $0826 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0300 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0300 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $01 ; Starting Floor
-db $00 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_escape_snake_avoidance_room_after
-
-preset_lownmg_escape_water_rooms:
-db $02 ; Dungeon
-dw $0032 ; Room Index
-dw $0040 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $FFFF ; BG1 Horizontal Scroll
-dw $0480 ; BG2 Horizontal Scroll
-dw $04F8 ; Link X
-dw $0625 ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FF ; Starting Floor
-db $00 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_escape_water_rooms_after
-
-preset_lownmg_escape_keyrat:
-db $02 ; Dungeon
-dw $0021 ; Room Index
-dw $0040 ; BG1 Vertical Scroll
-dw $0500 ; BG2 Vertical Scroll
-dw $FFFF ; BG1 Horizontal Scroll
-dw $0280 ; BG2 Horizontal Scroll
-dw $02F8 ; Link X
-dw $0525 ; Link Y
-dw $00FF ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0500 ; Relative Coords HU
-dw $0400 ; Relative Coords FU
-dw $0510 ; Relative Coords HD
-dw $0510 ; Relative Coords FD
-dw $0200 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0200 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FF ; Starting Floor
-db $00 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_escape_keyrat_after
-
-preset_lownmg_escape_last_two_screens:
-db $02 ; Dungeon
-dw $0011 ; Room Index
-dw $0200 ; BG1 Vertical Scroll
-dw $0200 ; BG2 Vertical Scroll
-dw $0300 ; BG1 Horizontal Scroll
-dw $0300 ; BG2 Horizontal Scroll
-dw $0378 ; Link X
-dw $0224 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0300 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0300 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FF ; Starting Floor
-db $00 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_escape_last_two_screens_after
-
-preset_lownmg_eastern_before_cutscene:
-db $02 ; Dungeon
-dw $0002 ; Room Index
-dw $0110 ; BG1 Vertical Scroll
-dw $0110 ; BG2 Vertical Scroll
-dw $0480 ; BG1 Horizontal Scroll
-dw $0480 ; BG2 Horizontal Scroll
-dw $04F8 ; Link X
-dw $01BC ; Link Y
-dw $00FF ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $0100 ; Relative Coords HU
-dw $0000 ; Relative Coords FU
-dw $0110 ; Relative Coords HD
-dw $0110 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $00 ; Starting Floor
-db $00 ; Palace No
-db $01 ; Door Orientation
-db $01 ; Starting Background
-dw sram_lownmg_eastern_before_cutscene_after
-
-preset_lownmg_eastern_after_cutscene:
-db $02 ; Dungeon
-dw $0012 ; Room Index
-dw $0207 ; BG1 Vertical Scroll
-dw $0207 ; BG2 Vertical Scroll
-dw $0480 ; BG1 Horizontal Scroll
-dw $0480 ; BG2 Horizontal Scroll
-dw $04F8 ; Link X
-dw $0274 ; Link Y
-dw $00FF ; Camera X
-dw $007F ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $00 ; Starting Floor
-db $00 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_eastern_after_cutscene_after
-
-preset_lownmg_eastern_octorok:
-db $01 ; Overworld
-dw $001D ; Screen Index
-dw $0B10 ; Link X
-dw $07DC ; Link Y
-dw $068F ; BG1 Vertical Scroll
-dw $071E ; BG2 Vertical Scroll
-dw $0A4F ; BG1 Horizontal Scroll
-dw $0A9E ; BG2 Horizontal Scroll
-dw $0B1B ; Scroll X
-dw $078B ; Scroll Y
-dw $0894 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0002 ; Unknown 3
-dw sram_lownmg_eastern_octorok_after
-
-preset_lownmg_eastern_outside_palace:
-db $01 ; Overworld
-dw $002E ; Screen Index
-dw $0C70 ; Link X
-dw $0A08 ; Link Y
-dw $0A00 ; BG1 Vertical Scroll
-dw $0A00 ; BG2 Vertical Scroll
-dw $0C00 ; BG1 Horizontal Scroll
-dw $0C00 ; BG2 Horizontal Scroll
-dw $0C7D ; Scroll X
-dw $0A6D ; Scroll Y
-dw $0000 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_lownmg_eastern_outside_palace_after
-
-preset_lownmg_eastern_entrance:
-db $01 ; Overworld
-dw $001E ; Screen Index
-dw $0F50 ; Link X
-dw $062D ; Link Y
-dw $0791 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $0D6F ; BG1 Horizontal Scroll
-dw $0EDE ; BG2 Horizontal Scroll
-dw $0F5B ; Scroll X
-dw $066F ; Scroll Y
-dw $005C ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0002 ; Unknown 3
-dw sram_lownmg_eastern_entrance_after
-
-preset_lownmg_eastern_stalfos_room:
-db $02 ; Dungeon
-dw $00A8 ; Room Index
-dw $150B ; BG1 Vertical Scroll
-dw $150B ; BG2 Vertical Scroll
-dw $1100 ; BG1 Horizontal Scroll
-dw $1100 ; BG2 Horizontal Scroll
-dw $111E ; Link X
-dw $1578 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1500 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1510 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $1100 ; Relative Coords HL
-dw $1000 ; Relative Coords FL
-dw $1100 ; Relative Coords HR
-dw $1100 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_eastern_stalfos_room_after
-
-preset_lownmg_eastern_big_chest_room_1:
-db $02 ; Dungeon
-dw $00A8 ; Room Index
-dw $140B ; BG1 Vertical Scroll
-dw $140B ; BG2 Vertical Scroll
-dw $1100 ; BG1 Horizontal Scroll
-dw $1100 ; BG2 Horizontal Scroll
-dw $11BA ; Link X
-dw $1478 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1400 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1410 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $1100 ; Relative Coords HL
-dw $1000 ; Relative Coords FL
-dw $1100 ; Relative Coords HR
-dw $1100 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $02 ; Door Orientation
-db $01 ; Starting Background
-dw sram_lownmg_eastern_big_chest_room_1_after
-
-preset_lownmg_eastern_dark_key_room:
-db $02 ; Dungeon
-dw $00BA ; Room Index
-dw $0105 ; BG1 Vertical Scroll
-dw $160B ; BG2 Vertical Scroll
-dw $00B0 ; BG1 Horizontal Scroll
-dw $1400 ; BG2 Horizontal Scroll
-dw $14D1 ; Link X
-dw $1678 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $1400 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1400 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_eastern_dark_key_room_after
-
-preset_lownmg_eastern_big_key_dmg_boost:
-db $02 ; Dungeon
-dw $00B9 ; Room Index
-dw $160B ; BG1 Vertical Scroll
-dw $160B ; BG2 Vertical Scroll
-dw $1200 ; BG1 Horizontal Scroll
-dw $1200 ; BG2 Horizontal Scroll
-dw $121F ; Link X
-dw $1678 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_eastern_big_key_dmg_boost_after
-
-preset_lownmg_eastern_big_chest_room_2:
-db $02 ; Dungeon
-dw $00A8 ; Room Index
-dw $140B ; BG1 Vertical Scroll
-dw $140B ; BG2 Vertical Scroll
-dw $1100 ; BG1 Horizontal Scroll
-dw $1100 ; BG2 Horizontal Scroll
-dw $11BB ; Link X
-dw $1478 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1400 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1410 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $1100 ; Relative Coords HL
-dw $1000 ; Relative Coords FL
-dw $1100 ; Relative Coords HR
-dw $1100 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $02 ; Door Orientation
-db $01 ; Starting Background
-dw sram_lownmg_eastern_big_chest_room_2_after
-
-preset_lownmg_eastern_gwg:
-db $02 ; Dungeon
-dw $00A9 ; Room Index
-dw $1400 ; BG1 Vertical Scroll
-dw $1400 ; BG2 Vertical Scroll
-dw $1280 ; BG1 Horizontal Scroll
-dw $1280 ; BG2 Horizontal Scroll
-dw $12F8 ; Link X
-dw $1423 ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1400 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1410 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_eastern_gwg_after
-
-preset_lownmg_eastern_pot_room:
-db $02 ; Dungeon
-dw $0099 ; Room Index
-dw $0040 ; BG1 Vertical Scroll
-dw $1300 ; BG2 Vertical Scroll
-dw $FFFF ; BG1 Horizontal Scroll
-dw $1200 ; BG2 Horizontal Scroll
-dw $1278 ; Link X
-dw $1323 ; Link Y
-dw $007F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $1300 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1310 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_eastern_pot_room_after
-
-preset_lownmg_eastern_zeldagamer_room:
-db $02 ; Dungeon
-dw $00D9 ; Room Index
-dw $1B0B ; BG1 Vertical Scroll
-dw $1B0B ; BG2 Vertical Scroll
-dw $1200 ; BG1 Horizontal Scroll
-dw $1200 ; BG2 Horizontal Scroll
-dw $121E ; Link X
-dw $1B78 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1B00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1B10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $04 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_eastern_zeldagamer_room_after
-
-preset_lownmg_eastern_armos:
-db $02 ; Dungeon
-dw $00D8 ; Room Index
-dw $1A00 ; BG1 Vertical Scroll
-dw $1A00 ; BG2 Vertical Scroll
-dw $1100 ; BG1 Horizontal Scroll
-dw $1100 ; BG2 Horizontal Scroll
-dw $1178 ; Link X
-dw $1A24 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1A00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1A10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $1100 ; Relative Coords HL
-dw $1000 ; Relative Coords FL
-dw $1100 ; Relative Coords HR
-dw $1100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $04 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_eastern_armos_after
-
-preset_lownmg_desert_outside_eastern_palace:
-db $01 ; Overworld
-dw $001E ; Screen Index
-dw $0F50 ; Link X
-dw $062B ; Link Y
-dw $0600 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $0ED6 ; BG1 Horizontal Scroll
-dw $0ED6 ; BG2 Horizontal Scroll
-dw $0F5B ; Scroll X
-dw $066D ; Scroll Y
-dw $005A ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_lownmg_desert_outside_eastern_palace_after
-
-preset_lownmg_desert_ep_spinspeed:
-db $02 ; Dungeon
-dw $0105 ; Room Index
-dw $2110 ; BG1 Vertical Scroll
-dw $2110 ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0A78 ; Link X
-dw $21D8 ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $2100 ; Relative Coords HU
-dw $2000 ; Relative Coords FU
-dw $2110 ; Relative Coords HD
-dw $2110 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0F ; Main Graphics
-db $18 ; Music Track
-db $00 ; Starting Floor
-db $FF ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_desert_ep_spinspeed_after
-
-preset_lownmg_desert_bridge_screen:
-db $01 ; Overworld
-dw $002E ; Screen Index
-dw $0C0C ; Link X
-dw $0A68 ; Link Y
-dw $0A05 ; BG1 Vertical Scroll
-dw $0A0A ; BG2 Vertical Scroll
-dw $0C3B ; BG1 Horizontal Scroll
-dw $0C00 ; BG2 Horizontal Scroll
-dw $0C85 ; Scroll X
-dw $0A77 ; Scroll Y
-dw $0000 ; Unknown 1
-dw $FFF6 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_lownmg_desert_bridge_screen_after
-
-preset_lownmg_desert_unholy_spinspeed:
-db $01 ; Overworld
-dw $002A ; Screen Index
-dw $0407 ; Link X
-dw $0BA0 ; Link Y
-dw $0B20 ; BG1 Vertical Scroll
-dw $0B1E ; BG2 Vertical Scroll
-dw $0480 ; BG1 Horizontal Scroll
-dw $0400 ; BG2 Horizontal Scroll
-dw $0485 ; Scroll X
-dw $0B8D ; Scroll Y
-dw $0900 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_lownmg_desert_unholy_spinspeed_after
-
-preset_lownmg_desert_water_dash:
-db $01 ; Overworld
-dw $002C ; Screen Index
-dw $08D0 ; Link X
-dw $0BE2 ; Link Y
-dw $0B20 ; BG1 Vertical Scroll
-dw $0B1E ; BG2 Vertical Scroll
-dw $082F ; BG1 Horizontal Scroll
-dw $085E ; BG2 Horizontal Scroll
-dw $08DB ; Scroll X
-dw $0B8D ; Scroll Y
-dw $090A ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF2 ; Unknown 3
-dw sram_lownmg_desert_water_dash_after
-
-preset_lownmg_desert_outside_desert_palace:
-db $01 ; Overworld
-dw $003A ; Screen Index
-dw $0408 ; Link X
-dw $0F88 ; Link Y
-dw $0E8F ; BG1 Vertical Scroll
-dw $0F1E ; BG2 Vertical Scroll
-dw $0480 ; BG1 Horizontal Scroll
-dw $0400 ; BG2 Horizontal Scroll
-dw $0485 ; Scroll X
-dw $0F8B ; Scroll Y
-dw $0880 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_lownmg_desert_outside_desert_palace_after
-
-preset_lownmg_desert_desert_entrance:
-db $01 ; Overworld
-dw $0030 ; Screen Index
-dw $0128 ; Link X
-dw $0CBA ; Link Y
-dw $0D2C ; BG1 Vertical Scroll
-dw $0C58 ; BG2 Vertical Scroll
-dw $01D5 ; BG1 Horizontal Scroll
-dw $00AA ; BG2 Horizontal Scroll
-dw $012F ; Scroll X
-dw $0CC5 ; Scroll Y
-dw $0294 ; Unknown 1
-dw $0006 ; Unknown 2
-dw $FFF6 ; Unknown 3
-dw sram_lownmg_desert_desert_entrance_after
-
-preset_lownmg_desert_keybonk:
-db $02 ; Dungeon
-dw $0073 ; Room Index
-dw $0F00 ; BG1 Vertical Scroll
-dw $0F00 ; BG2 Vertical Scroll
-dw $0700 ; BG1 Horizontal Scroll
-dw $0700 ; BG2 Horizontal Scroll
-dw $0778 ; Link X
-dw $0F24 ; Link Y
-dw $017F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0F00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0F10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0700 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0700 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $12 ; Main Graphics
-db $11 ; Music Track
-db $FF ; Starting Floor
-db $06 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_desert_keybonk_after
-
-preset_lownmg_desert_pre_cannonball_room:
-db $02 ; Dungeon
-dw $0085 ; Room Index
-dw $100B ; BG1 Vertical Scroll
-dw $100B ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0AD2 ; Link X
-dw $1078 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1000 ; Relative Coords HU
-dw $1000 ; Relative Coords FU
-dw $1010 ; Relative Coords HD
-dw $1110 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $12 ; Main Graphics
-db $11 ; Music Track
-db $FF ; Starting Floor
-db $06 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_desert_pre_cannonball_room_after
-
-preset_lownmg_desert_pot_room:
-db $02 ; Dungeon
-dw $0073 ; Room Index
-dw $0F0B ; BG1 Vertical Scroll
-dw $0F0B ; BG2 Vertical Scroll
-dw $0700 ; BG1 Horizontal Scroll
-dw $0700 ; BG2 Horizontal Scroll
-dw $071D ; Link X
-dw $0F78 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0F00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0F10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0700 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0700 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $12 ; Main Graphics
-db $11 ; Music Track
-db $FF ; Starting Floor
-db $06 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_desert_pot_room_after
-
-preset_lownmg_desert_desert2_spinspeed:
-db $02 ; Dungeon
-dw $0083 ; Room Index
-dw $1110 ; BG1 Vertical Scroll
-dw $1110 ; BG2 Vertical Scroll
-dw $0600 ; BG1 Horizontal Scroll
-dw $0600 ; BG2 Horizontal Scroll
-dw $0678 ; Link X
-dw $11D8 ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $1100 ; Relative Coords HU
-dw $1000 ; Relative Coords FU
-dw $1110 ; Relative Coords HD
-dw $1110 ; Relative Coords FD
-dw $0600 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0600 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $12 ; Main Graphics
-db $11 ; Music Track
-db $FF ; Starting Floor
-db $06 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_desert_desert2_spinspeed_after
-
-preset_lownmg_desert_popo_genocide_room:
-db $02 ; Dungeon
-dw $0053 ; Room Index
-dw $0A10 ; BG1 Vertical Scroll
-dw $0A10 ; BG2 Vertical Scroll
-dw $0600 ; BG1 Horizontal Scroll
-dw $0600 ; BG2 Horizontal Scroll
-dw $0678 ; Link X
-dw $0AD8 ; Link Y
-dw $007F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $0A00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0A10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $0600 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0600 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $12 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $06 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_desert_popo_genocide_room_after
-
-preset_lownmg_desert_torches:
-db $02 ; Dungeon
-dw $0043 ; Room Index
-dw $0900 ; BG1 Vertical Scroll
-dw $0900 ; BG2 Vertical Scroll
-dw $0700 ; BG1 Horizontal Scroll
-dw $0700 ; BG2 Horizontal Scroll
-dw $0778 ; Link X
-dw $0924 ; Link Y
-dw $017F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0900 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0910 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0700 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0700 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $12 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $06 ; Palace No
-db $01 ; Door Orientation
-db $01 ; Starting Background
-dw sram_lownmg_desert_torches_after
-
-preset_lownmg_desert_lanmolas:
-db $02 ; Dungeon
-dw $0043 ; Room Index
-dw $0800 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $064A ; BG1 Horizontal Scroll
-dw $0600 ; BG2 Horizontal Scroll
-dw $0678 ; Link X
-dw $0824 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0600 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0600 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $12 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $06 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_desert_lanmolas_after
-
-preset_lownmg_hera_outside_desert_palace:
-db $01 ; Overworld
-dw $0030 ; Screen Index
-dw $0128 ; Link X
-dw $0C3B ; Link Y
-dw $0C00 ; BG1 Vertical Scroll
-dw $0C00 ; BG2 Vertical Scroll
-dw $00A2 ; BG1 Horizontal Scroll
-dw $00A2 ; BG2 Horizontal Scroll
-dw $012F ; Scroll X
-dw $0C6D ; Scroll Y
-dw $0016 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $000E ; Unknown 3
-dw sram_lownmg_hera_outside_desert_palace_after
-
-preset_lownmg_hera_lake_hylia:
-db $01 ; Overworld
-dw $003C ; Screen Index
-dw $09E6 ; Link X
-dw $0FA8 ; Link Y
-dw $0D8F ; BG1 Vertical Scroll
-dw $0F1E ; BG2 Vertical Scroll
-dw $0880 ; BG1 Horizontal Scroll
-dw $0900 ; BG2 Horizontal Scroll
-dw $097D ; Scroll X
-dw $0F8B ; Scroll Y
-dw $0820 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_lownmg_hera_lake_hylia_after
-
-preset_lownmg_hera_icerod_overworld:
-db $01 ; Overworld
-dw $003F ; Screen Index
-dw $0F70 ; Link X
-dw $0E08 ; Link Y
-dw $0D00 ; BG1 Vertical Scroll
-dw $0E00 ; BG2 Vertical Scroll
-dw $0E7F ; BG1 Horizontal Scroll
-dw $0EFE ; BG2 Horizontal Scroll
-dw $0F7B ; Scroll X
-dw $0E6D ; Scroll Y
-dw $001E ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF2 ; Unknown 3
-dw sram_lownmg_hera_icerod_overworld_after
-
-preset_lownmg_hera_waterwalk:
-db $02 ; Dungeon
-dw $0120 ; Room Index
-dw $2410 ; BG1 Vertical Scroll
-dw $2410 ; BG2 Vertical Scroll
-dw $0000 ; BG1 Horizontal Scroll
-dw $0000 ; BG2 Horizontal Scroll
-dw $0078 ; Link X
-dw $24D8 ; Link Y
-dw $007F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $2400 ; Relative Coords HU
-dw $2400 ; Relative Coords FU
-dw $2410 ; Relative Coords HD
-dw $2510 ; Relative Coords FD
-dw $0000 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0000 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $06 ; Main Graphics
-db $1B ; Music Track
-db $00 ; Starting Floor
-db $FF ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_hera_waterwalk_after
-
-preset_lownmg_hera_dm:
-db $02 ; Dungeon
-dw $00F1 ; Room Index
-dw $FFC0 ; BG1 Vertical Scroll
-dw $1F10 ; BG2 Vertical Scroll
-dw $00FF ; BG1 Horizontal Scroll
-dw $0300 ; BG2 Horizontal Scroll
-dw $0378 ; Link X
-dw $1FC1 ; Link Y
-dw $017F ; Camera X
-dw $0187 ; Camera Y
-dw $0000 ; Door Settings
-dw $1F00 ; Relative Coords HU
-dw $1E00 ; Relative Coords FU
-dw $1F10 ; Relative Coords HD
-dw $1F10 ; Relative Coords FD
-dw $0300 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0300 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $06 ; Main Graphics
-db $12 ; Music Track
-db $00 ; Starting Floor
-db $FF ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_hera_dm_after
-
-preset_lownmg_hera_after_mirror:
-db $01 ; Overworld
-dw $0003 ; Screen Index
-dw $0718 ; Link X
-dw $03C0 ; Link Y
-dw $02D9 ; BG1 Vertical Scroll
-dw $031E ; BG2 Vertical Scroll
-dw $062C ; BG1 Horizontal Scroll
-dw $06A4 ; BG2 Horizontal Scroll
-dw $0723 ; Scroll X
-dw $038D ; Scroll Y
-dw $1816 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFFC ; Unknown 3
-dw sram_lownmg_hera_after_mirror_after
-
-preset_lownmg_hera_quickhop:
-db $01 ; Overworld
-dw $0003 ; Screen Index
-dw $081B ; Link X
-dw $0138 ; Link Y
-dw $00D4 ; BG1 Vertical Scroll
-dw $00D4 ; BG2 Vertical Scroll
-dw $07A7 ; BG1 Horizontal Scroll
-dw $07A7 ; BG2 Horizontal Scroll
-dw $0826 ; Scroll X
-dw $0143 ; Scroll Y
-dw $0638 ; Unknown 1
-dw $000A ; Unknown 2
-dw $0009 ; Unknown 3
-dw sram_lownmg_hera_quickhop_after
-
-preset_lownmg_hera_entrance:
-db $01 ; Overworld
-dw $0003 ; Screen Index
-dw $08F0 ; Link X
-dw $007E ; Link Y
-dw $0077 ; BG1 Vertical Scroll
-dw $001A ; BG2 Vertical Scroll
-dw $07DC ; BG1 Horizontal Scroll
-dw $087C ; BG2 Horizontal Scroll
-dw $08FB ; Scroll X
-dw $0089 ; Scroll Y
-dw $0050 ; Unknown 1
-dw $0004 ; Unknown 2
-dw $FFF4 ; Unknown 3
-dw sram_lownmg_hera_entrance_after
-
-preset_lownmg_hera_tile_room:
-db $02 ; Dungeon
-dw $0077 ; Room Index
-dw $0E00 ; BG1 Vertical Scroll
-dw $0E00 ; BG2 Vertical Scroll
-dw $0E00 ; BG1 Horizontal Scroll
-dw $0E00 ; BG2 Horizontal Scroll
-dw $0E78 ; Link X
-dw $0E3B ; Link Y
-dw $007F ; Camera X
-dw $0077 ; Camera Y
-dw $0000 ; Door Settings
-dw $0E00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0E10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0E00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0E00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $14 ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_lownmg_hera_tile_room_after
-
-preset_lownmg_hera_minimoldorm_switch:
-db $02 ; Dungeon
-dw $0087 ; Room Index
-dw $100C ; BG1 Vertical Scroll
-dw $100C ; BG2 Vertical Scroll
-dw $0E00 ; BG1 Horizontal Scroll
-dw $0E00 ; BG2 Horizontal Scroll
-dw $0ED4 ; Link X
-dw $1078 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1000 ; Relative Coords HU
-dw $1000 ; Relative Coords FU
-dw $1010 ; Relative Coords HD
-dw $1110 ; Relative Coords FD
-dw $0E00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0E00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $14 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_hera_minimoldorm_switch_after
-
-preset_lownmg_hera_torches:
-db $02 ; Dungeon
-dw $0087 ; Room Index
-dw $1010 ; BG1 Vertical Scroll
-dw $1010 ; BG2 Vertical Scroll
-dw $0F00 ; BG1 Horizontal Scroll
-dw $0F00 ; BG2 Horizontal Scroll
-dw $0F78 ; Link X
-dw $10D8 ; Link Y
-dw $017F ; Camera X
-dw $0087 ; Camera Y
-dw $0000 ; Door Settings
-dw $1000 ; Relative Coords HU
-dw $1000 ; Relative Coords FU
-dw $1010 ; Relative Coords HD
-dw $1110 ; Relative Coords FD
-dw $0F00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0F00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $14 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_hera_torches_after
-
-preset_lownmg_hera_beetles:
-db $02 ; Dungeon
-dw $0077 ; Room Index
-dw $0EDF ; BG1 Vertical Scroll
-dw $0EDF ; BG2 Vertical Scroll
-dw $0EF0 ; BG1 Horizontal Scroll
-dw $0EF0 ; BG2 Horizontal Scroll
-dw $0F68 ; Link X
-dw $0F4B ; Link Y
-dw $016F ; Camera X
-dw $0156 ; Camera Y
-dw $0000 ; Door Settings
-dw $0F00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0F10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0F00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0F00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $14 ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_lownmg_hera_beetles_after
-
-preset_lownmg_hera_petting_zoo:
-db $02 ; Dungeon
-dw $0031 ; Room Index
-dw $060B ; BG1 Vertical Scroll
-dw $0607 ; BG2 Vertical Scroll
-dw $0280 ; BG1 Horizontal Scroll
-dw $0300 ; BG2 Horizontal Scroll
-dw $03B8 ; Link X
-dw $0674 ; Link Y
-dw $017F ; Camera X
-dw $007F ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0300 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0300 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $02 ; Starting Floor
-db $14 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_hera_petting_zoo_after
-
-preset_lownmg_hera_moldorm:
-db $02 ; Dungeon
-dw $0017 ; Room Index
-dw $0204 ; BG1 Vertical Scroll
-dw $0207 ; BG2 Vertical Scroll
-dw $0E80 ; BG1 Horizontal Scroll
-dw $0F00 ; BG2 Horizontal Scroll
-dw $0FA8 ; Link X
-dw $0274 ; Link Y
-dw $017F ; Camera X
-dw $007F ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0F00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0F00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $04 ; Starting Floor
-db $14 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_hera_moldorm_after
-
-preset_lownmg_aga_outside_hera:
-db $01 ; Overworld
-dw $0003 ; Screen Index
-dw $08F0 ; Link X
-dw $007B ; Link Y
-dw $0015 ; BG1 Vertical Scroll
-dw $0017 ; BG2 Vertical Scroll
-dw $087C ; BG1 Horizontal Scroll
-dw $087C ; BG2 Horizontal Scroll
-dw $08FB ; Scroll X
-dw $0086 ; Scroll Y
-dw $0050 ; Unknown 1
-dw $0007 ; Unknown 2
-dw $FFF4 ; Unknown 3
-dw sram_lownmg_aga_outside_hera_after
-
-preset_lownmg_aga_first_rupee_tree:
-db $02 ; Dungeon
-dw $00E6 ; Room Index
-dw $FFC0 ; BG1 Vertical Scroll
-dw $1D10 ; BG2 Vertical Scroll
-dw $00FF ; BG1 Horizontal Scroll
-dw $0C00 ; BG2 Horizontal Scroll
-dw $0C78 ; Link X
-dw $1DC0 ; Link Y
-dw $007F ; Camera X
-dw $0187 ; Camera Y
-dw $0000 ; Door Settings
-dw $1D00 ; Relative Coords HU
-dw $1C00 ; Relative Coords FU
-dw $1D10 ; Relative Coords HD
-dw $1D10 ; Relative Coords FD
-dw $0C00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0C00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $06 ; Main Graphics
-db $12 ; Music Track
-db $00 ; Starting Floor
-db $FF ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_aga_first_rupee_tree_after
-
-preset_lownmg_aga_lost_woods:
-db $01 ; Overworld
-dw $0002 ; Screen Index
-dw $0407 ; Link X
-dw $007A ; Link Y
-dw $009C ; BG1 Vertical Scroll
-dw $0016 ; BG2 Vertical Scroll
-dw $0480 ; BG1 Horizontal Scroll
-dw $0400 ; BG2 Horizontal Scroll
-dw $048D ; Scroll X
-dw $0085 ; Scroll Y
-dw $0100 ; Unknown 1
-dw $0008 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_lownmg_aga_lost_woods_after
-
-preset_lownmg_aga_after_grove:
-db $01 ; Overworld
-dw $0000 ; Screen Index
-dw $00A0 ; Link X
-dw $00CB ; Link Y
-dw $0057 ; BG1 Vertical Scroll
-dw $006B ; BG2 Vertical Scroll
-dw $0022 ; BG1 Horizontal Scroll
-dw $0022 ; BG2 Horizontal Scroll
-dw $00A7 ; Scroll X
-dw $00DA ; Scroll Y
-dw $0306 ; Unknown 1
-dw $FFF3 ; Unknown 2
-dw $000E ; Unknown 3
-dw sram_lownmg_aga_after_grove_after
-
-preset_lownmg_aga_after_lost_woods:
-db $01 ; Overworld
-dw $0000 ; Screen Index
-dw $0388 ; Link X
-dw $03E0 ; Link Y
-dw $01B0 ; BG1 Vertical Scroll
-dw $031E ; BG2 Vertical Scroll
-dw $00D9 ; BG1 Horizontal Scroll
-dw $0300 ; BG2 Horizontal Scroll
-dw $0385 ; Scroll X
-dw $038D ; Scroll Y
-dw $1860 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_lownmg_aga_after_lost_woods_after
-
-preset_lownmg_aga_castle_screen:
-db $01 ; Overworld
-dw $001A ; Screen Index
-dw $05E7 ; Link X
-dw $0728 ; Link Y
-dw $0665 ; BG1 Vertical Scroll
-dw $06CA ; BG2 Vertical Scroll
-dw $0480 ; BG1 Horizontal Scroll
-dw $0500 ; BG2 Horizontal Scroll
-dw $057D ; Scroll X
-dw $0737 ; Scroll Y
-dw $0620 ; Unknown 1
-dw $FFF6 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_lownmg_aga_castle_screen_after
-
-preset_lownmg_aga_entrance:
-db $01 ; Overworld
-dw $001B ; Screen Index
-dw $07F8 ; Link X
-dw $065B ; Link Y
-dw $0600 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $0716 ; BG1 Horizontal Scroll
-dw $077E ; BG2 Horizontal Scroll
-dw $0803 ; Scroll X
-dw $066D ; Scroll Y
-dw $002E ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF2 ; Unknown 3
-dw sram_lownmg_aga_entrance_after
-
-preset_lownmg_aga_fairy_skip:
-db $02 ; Dungeon
-dw $00E0 ; Room Index
-dw $1C0B ; BG1 Vertical Scroll
-dw $1C0B ; BG2 Vertical Scroll
-dw $0000 ; BG1 Horizontal Scroll
-dw $0000 ; BG2 Horizontal Scroll
-dw $00D1 ; Link X
-dw $1C78 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1C00 ; Relative Coords HU
-dw $1C00 ; Relative Coords FU
-dw $1C10 ; Relative Coords HD
-dw $1D10 ; Relative Coords FD
-dw $0000 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0000 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $01 ; Starting Floor
-db $08 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_aga_fairy_skip_after
-
-preset_lownmg_aga_dark_room_of_despair:
-db $02 ; Dungeon
-dw $00D0 ; Room Index
-dw $0105 ; BG1 Vertical Scroll
-dw $1A0B ; BG2 Vertical Scroll
-dw $004E ; BG1 Horizontal Scroll
-dw $0100 ; BG2 Horizontal Scroll
-dw $011F ; Link X
-dw $1A78 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1A00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1A10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $0100 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0100 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $02 ; Starting Floor
-db $08 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_aga_dark_room_of_despair_after
-
-preset_lownmg_aga_dark_room_of_melancholy:
-db $02 ; Dungeon
-dw $00C0 ; Room Index
-dw $0105 ; BG1 Vertical Scroll
-dw $190B ; BG2 Vertical Scroll
-dw $004E ; BG1 Horizontal Scroll
-dw $0100 ; BG2 Horizontal Scroll
-dw $011F ; Link X
-dw $1978 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1900 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1910 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0100 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0100 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $03 ; Starting Floor
-db $08 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_aga_dark_room_of_melancholy_after
-
-preset_lownmg_aga_spear_guards:
-db $02 ; Dungeon
-dw $00C0 ; Room Index
-dw $0040 ; BG1 Vertical Scroll
-dw $1800 ; BG2 Vertical Scroll
-dw $FFFF ; BG1 Horizontal Scroll
-dw $0100 ; BG2 Horizontal Scroll
-dw $0178 ; Link X
-dw $1824 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1800 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1810 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0100 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0100 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $03 ; Starting Floor
-db $08 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_aga_spear_guards_after
-
-preset_lownmg_aga_circle_of_pots:
-db $02 ; Dungeon
-dw $00B0 ; Room Index
-dw $1610 ; BG1 Vertical Scroll
-dw $1610 ; BG2 Vertical Scroll
-dw $0000 ; BG1 Horizontal Scroll
-dw $0000 ; BG2 Horizontal Scroll
-dw $0078 ; Link X
-dw $16D8 ; Link Y
-dw $007F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $0000 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0000 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $04 ; Starting Floor
-db $08 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_aga_circle_of_pots_after
-
-preset_lownmg_aga_catwalk:
-db $02 ; Dungeon
-dw $0040 ; Room Index
-dw $090B ; BG1 Vertical Scroll
-dw $090B ; BG2 Vertical Scroll
-dw $0100 ; BG1 Horizontal Scroll
-dw $0100 ; BG2 Horizontal Scroll
-dw $0134 ; Link X
-dw $0978 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0900 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0910 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0100 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0100 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $05 ; Starting Floor
-db $08 ; Palace No
-db $02 ; Door Orientation
-db $01 ; Starting Background
-dw sram_lownmg_aga_catwalk_after
-
-preset_lownmg_aga_agahnim:
-db $02 ; Dungeon
-dw $0030 ; Room Index
-dw $0600 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $0000 ; BG1 Horizontal Scroll
-dw $0000 ; BG2 Horizontal Scroll
-dw $0078 ; Link X
-dw $0624 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0000 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0000 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $06 ; Starting Floor
-db $08 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_aga_agahnim_after
-
-preset_lownmg_pod_pyramid:
-db $01 ; Overworld
-dw $005B ; Screen Index
-dw $07F0 ; Link X
-dw $065C ; Link Y
-dw $0600 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $0778 ; BG1 Horizontal Scroll
-dw $0778 ; BG2 Horizontal Scroll
-dw $07F7 ; Scroll X
-dw $066D ; Scroll Y
-dw $002E ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF8 ; Unknown 3
-dw sram_lownmg_pod_pyramid_after
-
-preset_lownmg_pod_pod_overworld:
-db $01 ; Overworld
-dw $006E ; Screen Index
-dw $0C70 ; Link X
-dw $0A04 ; Link Y
-dw $0A00 ; BG1 Vertical Scroll
-dw $0A00 ; BG2 Vertical Scroll
-dw $0C00 ; BG1 Horizontal Scroll
-dw $0C00 ; BG2 Horizontal Scroll
-dw $0C7D ; Scroll X
-dw $0A6D ; Scroll Y
-dw $0000 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_lownmg_pod_pod_overworld_after
-
-preset_lownmg_pod_entrance:
-db $01 ; Overworld
-dw $005E ; Screen Index
-dw $0F50 ; Link X
-dw $063C ; Link Y
-dw $0791 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $0D6F ; BG1 Horizontal Scroll
-dw $0EDE ; BG2 Horizontal Scroll
-dw $0F5B ; Scroll X
-dw $066F ; Scroll Y
-dw $005C ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0002 ; Unknown 3
-dw sram_lownmg_pod_entrance_after
-
-preset_lownmg_pod_main_hub_small_key:
-db $02 ; Dungeon
-dw $004A ; Room Index
-dw $0800 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $1480 ; BG1 Horizontal Scroll
-dw $1480 ; BG2 Horizontal Scroll
-dw $14F8 ; Link X
-dw $0824 ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $1400 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1400 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_pod_main_hub_small_key_after
-
-preset_lownmg_pod_main_hub_bk:
-db $02 ; Dungeon
-dw $004A ; Room Index
-dw $0800 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $1480 ; BG1 Horizontal Scroll
-dw $1480 ; BG2 Horizontal Scroll
-dw $14F8 ; Link X
-dw $0824 ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $1400 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1400 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_pod_main_hub_bk_after
-
-preset_lownmg_pod_main_hub_hammeryump:
-db $02 ; Dungeon
-dw $004A ; Room Index
-dw $0800 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $1480 ; BG1 Horizontal Scroll
-dw $1480 ; BG2 Horizontal Scroll
-dw $14F8 ; Link X
-dw $0824 ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $1400 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1400 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_pod_main_hub_hammeryump_after
-
-preset_lownmg_pod_hammeryump:
-db $02 ; Dungeon
-dw $002A ; Room Index
-dw $0400 ; BG1 Vertical Scroll
-dw $0400 ; BG2 Vertical Scroll
-dw $1400 ; BG1 Horizontal Scroll
-dw $1400 ; BG2 Horizontal Scroll
-dw $1478 ; Link X
-dw $0424 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0400 ; Relative Coords HU
-dw $0400 ; Relative Coords FU
-dw $0410 ; Relative Coords HD
-dw $0510 ; Relative Coords FD
-dw $1400 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1400 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_pod_hammeryump_after
-
-preset_lownmg_pod_before_sexy_statue:
-db $02 ; Dungeon
-dw $003A ; Room Index
-dw $0688 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $14C0 ; BG1 Horizontal Scroll
-dw $1500 ; BG2 Horizontal Scroll
-dw $1578 ; Link X
-dw $0624 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1500 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1500 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_pod_before_sexy_statue_after
-
-preset_lownmg_pod_sexy_statue_room:
-db $02 ; Dungeon
-dw $002A ; Room Index
-dw $048B ; BG1 Vertical Scroll
-dw $048B ; BG2 Vertical Scroll
-dw $1500 ; BG1 Horizontal Scroll
-dw $1500 ; BG2 Horizontal Scroll
-dw $15BC ; Link X
-dw $04F8 ; Link Y
-dw $017F ; Camera X
-dw $0103 ; Camera Y
-dw $0000 ; Door Settings
-dw $0400 ; Relative Coords HU
-dw $0400 ; Relative Coords FU
-dw $0410 ; Relative Coords HD
-dw $0510 ; Relative Coords FD
-dw $1500 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1500 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_pod_sexy_statue_room_after
-
-preset_lownmg_pod_mimics:
-db $02 ; Dungeon
-dw $002B ; Room Index
-dw $0400 ; BG1 Vertical Scroll
-dw $0400 ; BG2 Vertical Scroll
-dw $1600 ; BG1 Horizontal Scroll
-dw $1600 ; BG2 Horizontal Scroll
-dw $1678 ; Link X
-dw $0414 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0400 ; Relative Coords HU
-dw $0400 ; Relative Coords FU
-dw $0410 ; Relative Coords HD
-dw $0510 ; Relative Coords FD
-dw $1600 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1600 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_pod_mimics_after
-
-preset_lownmg_pod_statue:
-db $02 ; Dungeon
-dw $001B ; Room Index
-dw $0300 ; BG1 Vertical Scroll
-dw $0300 ; BG2 Vertical Scroll
-dw $1600 ; BG1 Horizontal Scroll
-dw $1600 ; BG2 Horizontal Scroll
-dw $1678 ; Link X
-dw $0324 ; Link Y
-dw $007F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0300 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0310 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $1600 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1600 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $01 ; Starting Background
-dw sram_lownmg_pod_statue_after
-
-preset_lownmg_pod_basement:
-db $02 ; Dungeon
-dw $001B ; Room Index
-dw $0200 ; BG1 Vertical Scroll
-dw $0200 ; BG2 Vertical Scroll
-dw $1678 ; BG1 Horizontal Scroll
-dw $1700 ; BG2 Horizontal Scroll
-dw $1790 ; Link X
-dw $024F ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $1700 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1700 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_pod_basement_after
-
-preset_lownmg_pod_turtle_room:
-db $02 ; Dungeon
-dw $000B ; Room Index
-dw $FFC0 ; BG1 Vertical Scroll
-dw $0010 ; BG2 Vertical Scroll
-dw $00FF ; BG1 Horizontal Scroll
-dw $1600 ; BG2 Horizontal Scroll
-dw $1678 ; Link X
-dw $00D4 ; Link Y
-dw $007F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $0000 ; Relative Coords HU
-dw $0000 ; Relative Coords FU
-dw $0010 ; Relative Coords HD
-dw $0110 ; Relative Coords FD
-dw $1600 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1600 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_pod_turtle_room_after
-
-preset_lownmg_pod_helma:
-db $02 ; Dungeon
-dw $006A ; Room Index
-dw $0040 ; BG1 Vertical Scroll
-dw $0C00 ; BG2 Vertical Scroll
-dw $FFFF ; BG1 Horizontal Scroll
-dw $1500 ; BG2 Horizontal Scroll
-dw $1578 ; Link X
-dw $0C26 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0C00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0C10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $1500 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1500 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_pod_helma_after
-
-preset_lownmg_thieves_outside_pod:
-db $01 ; Overworld
-dw $005E ; Screen Index
-dw $0F50 ; Link X
-dw $063B ; Link Y
-dw $0600 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $0ED6 ; BG1 Horizontal Scroll
-dw $0ED6 ; BG2 Horizontal Scroll
-dw $0F5B ; Scroll X
-dw $066D ; Scroll Y
-dw $005A ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_lownmg_thieves_outside_pod_after
-
-preset_lownmg_thieves_ow_hammerdash:
-db $01 ; Overworld
-dw $006E ; Screen Index
-dw $0C06 ; Link X
-dw $0A6A ; Link Y
-dw $0A06 ; BG1 Vertical Scroll
-dw $0A0C ; BG2 Vertical Scroll
-dw $0D6B ; BG1 Horizontal Scroll
-dw $0C00 ; BG2 Horizontal Scroll
-dw $0C85 ; Scroll X
-dw $0A79 ; Scroll Y
-dw $0000 ; Unknown 1
-dw $FFF4 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_lownmg_thieves_ow_hammerdash_after
-
-preset_lownmg_thieves_grove:
-db $01 ; Overworld
-dw $0072 ; Screen Index
-dw $04DC ; Link X
-dw $0C04 ; Link Y
-dw $0C00 ; BG1 Vertical Scroll
-dw $0C00 ; BG2 Vertical Scroll
-dw $04AF ; BG1 Horizontal Scroll
-dw $045E ; BG2 Horizontal Scroll
-dw $04E3 ; Scroll X
-dw $0C6D ; Scroll Y
-dw $000C ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0002 ; Unknown 3
-dw sram_lownmg_thieves_grove_after
-
-preset_lownmg_thieves_usain_bolt:
-db $01 ; Overworld
-dw $002A ; Screen Index
-dw $0409 ; Link X
-dw $0B9D ; Link Y
-dw $0B20 ; BG1 Vertical Scroll
-dw $0B1E ; BG2 Vertical Scroll
-dw $0407 ; BG1 Horizontal Scroll
-dw $0400 ; BG2 Horizontal Scroll
-dw $0485 ; Scroll X
-dw $0B8D ; Scroll Y
-dw $0900 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_lownmg_thieves_usain_bolt_after
-
-preset_lownmg_thieves_after_activating_flute:
-db $01 ; Overworld
-dw $0018 ; Screen Index
-dw $01D0 ; Link X
-dw $0798 ; Link Y
-dw $082B ; BG1 Vertical Scroll
-dw $0734 ; BG2 Vertical Scroll
-dw $0229 ; BG1 Horizontal Scroll
-dw $0152 ; BG2 Horizontal Scroll
-dw $01D7 ; Scroll X
-dw $07A3 ; Scroll Y
-dw $092C ; Unknown 1
-dw $000A ; Unknown 2
-dw $000E ; Unknown 3
-dw sram_lownmg_thieves_after_activating_flute_after
-
-preset_lownmg_thieves_darkworld:
-db $01 ; Overworld
-dw $0050 ; Screen Index
-dw $016B ; Link X
-dw $0553 ; Link Y
-dw $04F5 ; BG1 Vertical Scroll
-dw $04F5 ; BG2 Vertical Scroll
-dw $00EE ; BG1 Horizontal Scroll
-dw $00ED ; BG2 Horizontal Scroll
-dw $0172 ; Scroll X
-dw $0562 ; Scroll Y
-dw $079E ; Unknown 1
-dw $FFFB ; Unknown 2
-dw $0003 ; Unknown 3
-dw sram_lownmg_thieves_darkworld_after
-
-preset_lownmg_thieves_entrance:
-db $01 ; Overworld
-dw $0058 ; Screen Index
-dw $01F8 ; Link X
-dw $07C2 ; Link Y
-dw $06AE ; BG1 Vertical Scroll
-dw $075C ; BG2 Vertical Scroll
-dw $0136 ; BG1 Horizontal Scroll
-dw $017E ; BG2 Horizontal Scroll
-dw $0203 ; Scroll X
-dw $07D1 ; Scroll Y
-dw $0B2E ; Unknown 1
-dw $0004 ; Unknown 2
-dw $FFF2 ; Unknown 3
-dw sram_lownmg_thieves_entrance_after
-
-preset_lownmg_thieves_after_big_key:
-db $02 ; Dungeon
-dw $00DB ; Room Index
-dw $1AFB ; BG1 Vertical Scroll
-dw $1AFB ; BG2 Vertical Scroll
-dw $1700 ; BG1 Horizontal Scroll
-dw $1700 ; BG2 Horizontal Scroll
-dw $17E3 ; Link X
-dw $1B68 ; Link Y
-dw $017F ; Camera X
-dw $0173 ; Camera Y
-dw $0000 ; Door Settings
-dw $1B00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1B10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $1700 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1700 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $16 ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_lownmg_thieves_after_big_key_after
-
-preset_lownmg_thieves_blind_hallway:
-db $02 ; Dungeon
-dw $00CC ; Room Index
-dw $1800 ; BG1 Vertical Scroll
-dw $1800 ; BG2 Vertical Scroll
-dw $1900 ; BG1 Horizontal Scroll
-dw $1900 ; BG2 Horizontal Scroll
-dw $1978 ; Link X
-dw $1824 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1800 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1810 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $1900 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1900 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $16 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_thieves_blind_hallway_after
-
-preset_lownmg_thieves_conveyor_gibos:
-db $02 ; Dungeon
-dw $00BC ; Room Index
-dw $170B ; BG1 Vertical Scroll
-dw $170B ; BG2 Vertical Scroll
-dw $1800 ; BG1 Horizontal Scroll
-dw $1800 ; BG2 Horizontal Scroll
-dw $181F ; Link X
-dw $1778 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1700 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1710 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $1800 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1800 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $16 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_thieves_conveyor_gibos_after
-
-preset_lownmg_thieves_hellway:
-db $02 ; Dungeon
-dw $00BB ; Room Index
-dw $170B ; BG1 Vertical Scroll
-dw $170B ; BG2 Vertical Scroll
-dw $1700 ; BG1 Horizontal Scroll
-dw $1700 ; BG2 Horizontal Scroll
-dw $171E ; Link X
-dw $1778 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1700 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1710 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $1700 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1700 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $16 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_thieves_hellway_after
-
-preset_lownmg_thieves_bombable_floor:
-db $02 ; Dungeon
-dw $0065 ; Room Index
-dw $0D0B ; BG1 Vertical Scroll
-dw $0D0B ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0AD5 ; Link X
-dw $0D78 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0D00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0D10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $16 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_thieves_bombable_floor_after
-
-preset_lownmg_thieves_backtracking_1:
-db $02 ; Dungeon
-dw $0064 ; Room Index
-dw $0D00 ; BG1 Vertical Scroll
-dw $0D00 ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $0878 ; Link X
-dw $0D24 ; Link Y
-dw $007F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0D00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0D10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $16 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_thieves_backtracking_1_after
-
-preset_lownmg_thieves_basement:
-db $02 ; Dungeon
-dw $00BC ; Room Index
-dw $1600 ; BG1 Vertical Scroll
-dw $1600 ; BG2 Vertical Scroll
-dw $1800 ; BG1 Horizontal Scroll
-dw $1800 ; BG2 Horizontal Scroll
-dw $1878 ; Link X
-dw $1624 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $1800 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1800 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $16 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_thieves_basement_after
-
-preset_lownmg_thieves_prison:
-db $02 ; Dungeon
-dw $0045 ; Room Index
-dw $090B ; BG1 Vertical Scroll
-dw $090B ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0AD4 ; Link X
-dw $0978 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0900 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0910 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $16 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_thieves_prison_after
-
-preset_lownmg_thieves_after_gloves:
-db $02 ; Dungeon
-dw $0044 ; Room Index
-dw $090B ; BG1 Vertical Scroll
-dw $090B ; BG2 Vertical Scroll
-dw $0900 ; BG1 Horizontal Scroll
-dw $0900 ; BG2 Horizontal Scroll
-dw $091C ; Link X
-dw $0978 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0900 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0910 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0900 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0900 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $16 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_thieves_after_gloves_after
-
-preset_lownmg_thieves_backtracking_2:
-db $02 ; Dungeon
-dw $0044 ; Room Index
-dw $090B ; BG1 Vertical Scroll
-dw $090B ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $08D4 ; Link X
-dw $0978 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0900 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0910 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $16 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_thieves_backtracking_2_after
-
-preset_lownmg_thieves_pot_hammerdash:
-db $02 ; Dungeon
-dw $0045 ; Room Index
-dw $0800 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0A78 ; Link X
-dw $0824 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $16 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_thieves_pot_hammerdash_after
-
-preset_lownmg_thieves_blind:
-db $02 ; Dungeon
-dw $00BC ; Room Index
-dw $1600 ; BG1 Vertical Scroll
-dw $1600 ; BG2 Vertical Scroll
-dw $1900 ; BG1 Horizontal Scroll
-dw $1900 ; BG2 Horizontal Scroll
-dw $1978 ; Link X
-dw $1620 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $1900 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1900 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $16 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_thieves_blind_after
-
-preset_lownmg_skull_outside_thieves:
-db $01 ; Overworld
-dw $0058 ; Screen Index
-dw $01F8 ; Link X
-dw $07BB ; Link Y
-dw $075A ; BG1 Vertical Scroll
-dw $075D ; BG2 Vertical Scroll
-dw $0176 ; BG1 Horizontal Scroll
-dw $0176 ; BG2 Horizontal Scroll
-dw $0203 ; Scroll X
-dw $07CA ; Scroll Y
-dw $0B2E ; Unknown 1
-dw $0003 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_lownmg_skull_outside_thieves_after
-
-preset_lownmg_skull_dash_to_sw:
-db $01 ; Overworld
-dw $0058 ; Screen Index
-dw $0347 ; Link X
-dw $0605 ; Link Y
-dw $06A5 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $02C3 ; BG1 Horizontal Scroll
-dw $02C1 ; BG2 Horizontal Scroll
-dw $034E ; Scroll X
-dw $066D ; Scroll Y
-dw $005A ; Unknown 1
-dw $0000 ; Unknown 2
-dw $000F ; Unknown 3
-dw sram_lownmg_skull_dash_to_skull_after
-
-preset_lownmg_skull_mummy_room:
-db $01 ; Overworld
-dw $0040 ; Screen Index
-dw $0248 ; Link X
-dw $024B ; Link Y
-dw $036F ; BG1 Vertical Scroll
-dw $01EB ; BG2 Vertical Scroll
-dw $0332 ; BG1 Horizontal Scroll
-dw $01C2 ; BG2 Horizontal Scroll
-dw $024F ; Scroll X
-dw $025A ; Scroll Y
-dw $0EBA ; Unknown 1
-dw $0003 ; Unknown 2
-dw $000E ; Unknown 3
-dw sram_lownmg_skull_mummy_room_after
-
-preset_lownmg_skull_bomb_jump:
-db $01 ; Overworld
-dw $0040 ; Screen Index
-dw $02E8 ; Link X
-dw $025D ; Link Y
-dw $021C ; BG1 Vertical Scroll
-dw $01FF ; BG2 Vertical Scroll
-dw $01F8 ; BG1 Horizontal Scroll
-dw $0266 ; BG2 Horizontal Scroll
-dw $02F3 ; Scroll X
-dw $026C ; Scroll Y
-dw $0F4E ; Unknown 1
-dw $0001 ; Unknown 2
-dw $000A ; Unknown 3
-dw sram_lownmg_skull_bomb_jump_after
-
-preset_lownmg_skull_key_pot:
-db $02 ; Dungeon
-dw $0056 ; Room Index
-dw $0B0C ; BG1 Vertical Scroll
-dw $0B0C ; BG2 Vertical Scroll
-dw $0D00 ; BG1 Horizontal Scroll
-dw $0D00 ; BG2 Horizontal Scroll
-dw $0D1F ; Link X
-dw $0B78 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0B00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0B10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $0D00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0D00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $09 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $10 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_skull_key_pot_after
-
-preset_lownmg_skull_skull_entrance:
-db $01 ; Overworld
-dw $0040 ; Screen Index
-dw $0098 ; Link X
-dw $00CD ; Link Y
-dw $01D3 ; BG1 Vertical Scroll
-dw $006B ; BG2 Vertical Scroll
-dw $008F ; BG1 Horizontal Scroll
-dw $0016 ; BG2 Horizontal Scroll
-dw $00A3 ; Scroll X
-dw $00D8 ; Scroll Y
-dw $0282 ; Unknown 1
-dw $0005 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_lownmg_skull_skull_entrance_after
-
-preset_lownmg_skull_mummy_hellway:
-db $02 ; Dungeon
-dw $0049 ; Room Index
-dw $090B ; BG1 Vertical Scroll
-dw $090B ; BG2 Vertical Scroll
-dw $1200 ; BG1 Horizontal Scroll
-dw $1200 ; BG2 Horizontal Scroll
-dw $12D0 ; Link X
-dw $0978 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0900 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0910 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $09 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $10 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_skull_mummy_hellway_after
-
-preset_lownmg_skull_mummy_key:
-db $02 ; Dungeon
-dw $0049 ; Room Index
-dw $0800 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $1200 ; BG1 Horizontal Scroll
-dw $1200 ; BG2 Horizontal Scroll
-dw $1278 ; Link X
-dw $0824 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $09 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $10 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_skull_mummy_key_after
-
-preset_lownmg_skull_mothula:
-db $02 ; Dungeon
-dw $0039 ; Room Index
-dw $070D ; BG1 Vertical Scroll
-dw $070B ; BG2 Vertical Scroll
-dw $1200 ; BG1 Horizontal Scroll
-dw $1200 ; BG2 Horizontal Scroll
-dw $12D1 ; Link X
-dw $0778 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $09 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $10 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_skull_mothula_after
-
-preset_lownmg_mire_outside_skull:
-db $01 ; Overworld
-dw $0040 ; Screen Index
-dw $0098 ; Link X
-dw $00CB ; Link Y
-dw $0066 ; BG1 Vertical Scroll
-dw $0069 ; BG2 Vertical Scroll
-dw $0016 ; BG1 Horizontal Scroll
-dw $0016 ; BG2 Horizontal Scroll
-dw $00A3 ; Scroll X
-dw $00D6 ; Scroll Y
-dw $0282 ; Unknown 1
-dw $0007 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_lownmg_mire_outside_skull_after
-
-preset_lownmg_mire_dm:
-db $01 ; Overworld
-dw $0003 ; Screen Index
-dw $0678 ; Link X
-dw $0328 ; Link Y
-dw $02CA ; BG1 Vertical Scroll
-dw $02CA ; BG2 Vertical Scroll
-dw $060E ; BG1 Horizontal Scroll
-dw $060E ; BG2 Horizontal Scroll
-dw $0683 ; Scroll X
-dw $0337 ; Scroll Y
-dw $1600 ; Unknown 1
-dw $FFF6 ; Unknown 2
-dw $FFF2 ; Unknown 3
-dw sram_lownmg_mire_dm_after
-
-preset_lownmg_mire_bridge_warp:
-db $01 ; Overworld
-dw $002C ; Screen Index
-dw $0898 ; Link X
-dw $0A07 ; Link Y
-dw $0A5C ; BG1 Vertical Scroll
-dw $0A00 ; BG2 Vertical Scroll
-dw $0830 ; BG1 Horizontal Scroll
-dw $0820 ; BG2 Horizontal Scroll
-dw $089F ; Scroll X
-dw $0A6D ; Scroll Y
-dw $0004 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_lownmg_mire_bridge_warp_after
-
-preset_lownmg_mire_lottery:
-db $01 ; Overworld
-dw $0055 ; Screen Index
-dw $0BE7 ; Link X
-dw $0588 ; Link Y
-dw $0520 ; BG1 Vertical Scroll
-dw $051E ; BG2 Vertical Scroll
-dw $0A80 ; BG1 Horizontal Scroll
-dw $0B00 ; BG2 Horizontal Scroll
-dw $0B7D ; Scroll X
-dw $058D ; Scroll Y
-dw $0920 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_lownmg_mire_lottery_after
-
-preset_lownmg_mire_medallion:
-db $01 ; Overworld
-dw $0057 ; Screen Index
-dw $0F70 ; Link X
-dw $0407 ; Link Y
-dw $0491 ; BG1 Vertical Scroll
-dw $0400 ; BG2 Vertical Scroll
-dw $0E7F ; BG1 Horizontal Scroll
-dw $0EFE ; BG2 Horizontal Scroll
-dw $0F7B ; Scroll X
-dw $046F ; Scroll Y
-dw $009E ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF2 ; Unknown 3
-dw sram_lownmg_mire_medallion_after
-
-preset_lownmg_mire_zoras_domain:
-db $01 ; Overworld
-dw $000F ; Screen Index
-dw $0F3B ; Link X
-dw $0215 ; Link Y
-dw $0222 ; BG1 Vertical Scroll
-dw $0200 ; BG2 Vertical Scroll
-dw $0E78 ; BG1 Horizontal Scroll
-dw $0EC9 ; BG2 Horizontal Scroll
-dw $0F46 ; Scroll X
-dw $026F ; Scroll Y
-dw $0098 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF7 ; Unknown 3
-dw sram_lownmg_mire_zoras_domain_after
-
-preset_lownmg_mire_darkworld_warp:
-db $01 ; Overworld
-dw $0030 ; Screen Index
-dw $0078 ; Link X
-dw $0FA8 ; Link Y
-dw $0F1E ; BG1 Vertical Scroll
-dw $0F1E ; BG2 Vertical Scroll
-dw $0000 ; BG1 Horizontal Scroll
-dw $0000 ; BG2 Horizontal Scroll
-dw $008D ; Scroll X
-dw $0F8D ; Scroll Y
-dw $1880 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_lownmg_mire_darkworld_warp_after
-
-preset_lownmg_mire_entrance:
-db $01 ; Overworld
-dw $0070 ; Screen Index
-dw $0128 ; Link X
-dw $0CDE ; Link Y
-dw $59CC ; BG1 Vertical Scroll
-dw $0C7A ; BG2 Vertical Scroll
-dw $8B62 ; BG1 Horizontal Scroll
-dw $00A6 ; BG2 Horizontal Scroll
-dw $0133 ; Scroll X
-dw $0CE9 ; Scroll Y
-dw $0394 ; Unknown 1
-dw $0004 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_lownmg_mire_entrance_after
-
-preset_lownmg_mire_mire2:
-db $02 ; Dungeon
-dw $0098 ; Room Index
-dw $1300 ; BG1 Vertical Scroll
-dw $1300 ; BG2 Vertical Scroll
-dw $1100 ; BG1 Horizontal Scroll
-dw $1100 ; BG2 Horizontal Scroll
-dw $1188 ; Link X
-dw $1324 ; Link Y
-dw $017F ; Camera X
-dw $0177 ; Camera Y
-dw $0000 ; Door Settings
-dw $1300 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1310 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $1100 ; Relative Coords HL
-dw $1000 ; Relative Coords FL
-dw $1100 ; Relative Coords HR
-dw $1100 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0E ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_mire_mire2_after
-
-preset_lownmg_mire_main_hub:
-db $02 ; Dungeon
-dw $00D2 ; Room Index
-dw $1A00 ; BG1 Vertical Scroll
-dw $1A00 ; BG2 Vertical Scroll
-dw $0500 ; BG1 Horizontal Scroll
-dw $0500 ; BG2 Horizontal Scroll
-dw $0578 ; Link X
-dw $1A24 ; Link Y
-dw $017F ; Camera X
-dw $0077 ; Camera Y
-dw $0000 ; Door Settings
-dw $1A00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1A10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $0500 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0500 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_mire_main_hub_after
-
-preset_lownmg_mire_beat_the_fireball:
-db $02 ; Dungeon
-dw $00B2 ; Room Index
-dw $1710 ; BG1 Vertical Scroll
-dw $1710 ; BG2 Vertical Scroll
-dw $0500 ; BG1 Horizontal Scroll
-dw $0500 ; BG2 Horizontal Scroll
-dw $0578 ; Link X
-dw $17D8 ; Link Y
-dw $017F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $1700 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1710 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $0500 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0500 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_mire_beat_the_fireball_after
-
-preset_lownmg_mire_bari_key:
-db $02 ; Dungeon
-dw $00C2 ; Room Index
-dw $190B ; BG1 Vertical Scroll
-dw $190B ; BG2 Vertical Scroll
-dw $0400 ; BG1 Horizontal Scroll
-dw $0400 ; BG2 Horizontal Scroll
-dw $041F ; Link X
-dw $1978 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1900 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1910 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_mire_bari_key_after
-
-preset_lownmg_mire_sluggulas:
-db $02 ; Dungeon
-dw $00C1 ; Room Index
-dw $1910 ; BG1 Vertical Scroll
-dw $1910 ; BG2 Vertical Scroll
-dw $0200 ; BG1 Horizontal Scroll
-dw $0200 ; BG2 Horizontal Scroll
-dw $0278 ; Link X
-dw $19DB ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $1900 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1910 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0200 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0200 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_mire_sluggulas_after
-
-preset_lownmg_mire_torches:
-db $02 ; Dungeon
-dw $00D1 ; Room Index
-dw $1A00 ; BG1 Vertical Scroll
-dw $1A00 ; BG2 Vertical Scroll
-dw $0200 ; BG1 Horizontal Scroll
-dw $0200 ; BG2 Horizontal Scroll
-dw $02A8 ; Link X
-dw $1A24 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1A00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1A10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $0200 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0200 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_mire_torches_after
-
-preset_lownmg_mire_spark_avoidance:
-db $02 ; Dungeon
-dw $00C1 ; Room Index
-dw $180B ; BG1 Vertical Scroll
-dw $180B ; BG2 Vertical Scroll
-dw $0300 ; BG1 Horizontal Scroll
-dw $0300 ; BG2 Horizontal Scroll
-dw $03D2 ; Link X
-dw $1878 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1800 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1810 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0300 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0300 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_mire_spark_avoidance_after
-
-preset_lownmg_mire_big_chest_room:
-db $02 ; Dungeon
-dw $00C3 ; Room Index
-dw $190B ; BG1 Vertical Scroll
-dw $190B ; BG2 Vertical Scroll
-dw $0600 ; BG1 Horizontal Scroll
-dw $0600 ; BG2 Horizontal Scroll
-dw $06D0 ; Link X
-dw $1978 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1900 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1910 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0600 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0600 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_mire_big_chest_room_after
-
-preset_lownmg_mire_wizzrobe:
-db $02 ; Dungeon
-dw $00B3 ; Room Index
-dw $160B ; BG1 Vertical Scroll
-dw $160B ; BG2 Vertical Scroll
-dw $0600 ; BG1 Horizontal Scroll
-dw $0600 ; BG2 Horizontal Scroll
-dw $0630 ; Link X
-dw $1678 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $0600 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0600 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $02 ; Door Orientation
-db $01 ; Starting Background
-dw sram_lownmg_mire_wizzrobe_after
-
-preset_lownmg_mire_basement:
-db $02 ; Dungeon
-dw $00A2 ; Room Index
-dw $1400 ; BG1 Vertical Scroll
-dw $1400 ; BG2 Vertical Scroll
-dw $0480 ; BG1 Horizontal Scroll
-dw $0480 ; BG2 Horizontal Scroll
-dw $04F8 ; Link X
-dw $143D ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1400 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1410 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_lownmg_mire_basement_after
-
-preset_lownmg_mire_spooky_action_1:
-db $02 ; Dungeon
-dw $0093 ; Room Index
-dw $0105 ; BG1 Vertical Scroll
-dw $130B ; BG2 Vertical Scroll
-dw $004E ; BG1 Horizontal Scroll
-dw $0600 ; BG2 Horizontal Scroll
-dw $061F ; Link X
-dw $1378 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1300 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1310 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $0600 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0600 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $0E ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_mire_spooky_action_1_after
-
-preset_lownmg_mire_spooky_action_2:
-db $02 ; Dungeon
-dw $0092 ; Room Index
-dw $0105 ; BG1 Vertical Scroll
-dw $130B ; BG2 Vertical Scroll
-dw $004E ; BG1 Horizontal Scroll
-dw $0500 ; BG2 Horizontal Scroll
-dw $051F ; Link X
-dw $1378 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1300 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1310 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $0500 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0500 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $0E ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_mire_spooky_action_2_after
-
-preset_lownmg_mire_vitty:
-db $02 ; Dungeon
-dw $00A0 ; Room Index
-dw $1400 ; BG1 Vertical Scroll
-dw $1400 ; BG2 Vertical Scroll
-dw $0000 ; BG1 Horizontal Scroll
-dw $0000 ; BG2 Horizontal Scroll
-dw $0078 ; Link X
-dw $1424 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1400 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1410 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $0000 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0000 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_mire_vitty_after
-
-preset_lownmg_swamp_outside_mire:
-db $01 ; Overworld
-dw $0070 ; Screen Index
-dw $0128 ; Link X
-dw $0CDA ; Link Y
-dw $0C7D ; BG1 Vertical Scroll
-dw $0C7C ; BG2 Vertical Scroll
-dw $00A6 ; BG1 Horizontal Scroll
-dw $00A6 ; BG2 Horizontal Scroll
-dw $0133 ; Scroll X
-dw $0CE9 ; Scroll Y
-dw $0414 ; Unknown 1
-dw $0004 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_lownmg_swamp_outside_mire_after
-
-preset_lownmg_swamp_links_house:
-db $01 ; Overworld
-dw $002C ; Screen Index
-dw $08B8 ; Link X
-dw $0B17 ; Link Y
-dw $0AB9 ; BG1 Vertical Scroll
-dw $0AB9 ; BG2 Vertical Scroll
-dw $0840 ; BG1 Horizontal Scroll
-dw $0840 ; BG2 Horizontal Scroll
-dw $08BF ; Scroll X
-dw $0B26 ; Scroll Y
-dw $0588 ; Unknown 1
-dw $FFF7 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_lownmg_swamp_links_house_after
-
-preset_lownmg_swamp_swamp_overworld:
-db $01 ; Overworld
-dw $0073 ; Screen Index
-dw $07AF ; Link X
-dw $0DE0 ; Link Y
-dw $0C8F ; BG1 Vertical Scroll
-dw $0D1E ; BG2 Vertical Scroll
-dw $06DF ; BG1 Horizontal Scroll
-dw $0700 ; BG2 Horizontal Scroll
-dw $0785 ; Scroll X
-dw $0D8B ; Scroll Y
-dw $08A0 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_lownmg_swamp_swamp_overworld_after
-
-preset_lownmg_swamp_antifairy_room:
-db $01 ; Overworld
-dw $003B ; Screen Index
-dw $0778 ; Link X
-dw $0EED ; Link Y
-dw $0E99 ; BG1 Vertical Scroll
-dw $0E8E ; BG2 Vertical Scroll
-dw $06FD ; BG1 Horizontal Scroll
-dw $06FB ; BG2 Horizontal Scroll
-dw $0780 ; Scroll X
-dw $0EFB ; Scroll Y
-dw $04A0 ; Unknown 1
-dw $0002 ; Unknown 2
-dw $0005 ; Unknown 3
-dw sram_lownmg_swamp_antifairy_room_after
-
-preset_lownmg_swamp_entrance:
-db $01 ; Overworld
-dw $007B ; Screen Index
-dw $0778 ; Link X
-dw $0EEE ; Link Y
-dw $0E97 ; BG1 Vertical Scroll
-dw $0E90 ; BG2 Vertical Scroll
-dw $06FD ; BG1 Horizontal Scroll
-dw $06FB ; BG2 Horizontal Scroll
-dw $0780 ; Scroll X
-dw $0EFD ; Scroll Y
-dw $04A0 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0005 ; Unknown 3
-dw sram_lownmg_swamp_entrance_after
-
-preset_lownmg_swamp_first_key_pot:
-db $02 ; Dungeon
-dw $0028 ; Room Index
-dw $0400 ; BG1 Vertical Scroll
-dw $0400 ; BG2 Vertical Scroll
-dw $1000 ; BG1 Horizontal Scroll
-dw $1000 ; BG2 Horizontal Scroll
-dw $1078 ; Link X
-dw $0425 ; Link Y
-dw $007F ; Camera X
-dw $0077 ; Camera Y
-dw $0000 ; Door Settings
-dw $0400 ; Relative Coords HU
-dw $0400 ; Relative Coords FU
-dw $0410 ; Relative Coords HD
-dw $0510 ; Relative Coords FD
-dw $1000 ; Relative Coords HL
-dw $1000 ; Relative Coords FL
-dw $1000 ; Relative Coords HR
-dw $1100 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_swamp_first_key_pot_after
-
-preset_lownmg_swamp_hallway_key_1:
-db $02 ; Dungeon
-dw $0037 ; Room Index
-dw $0700 ; BG1 Vertical Scroll
-dw $0700 ; BG2 Vertical Scroll
-dw $0E80 ; BG1 Horizontal Scroll
-dw $0E80 ; BG2 Horizontal Scroll
-dw $0EF8 ; Link X
-dw $0734 ; Link Y
-dw $00FF ; Camera X
-dw $0177 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0E00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0E00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_swamp_hallway_key_1_after
-
-preset_lownmg_swamp_water_lever_1:
-db $02 ; Dungeon
-dw $0037 ; Room Index
-dw $0700 ; BG1 Vertical Scroll
-dw $0700 ; BG2 Vertical Scroll
-dw $0E00 ; BG1 Horizontal Scroll
-dw $0E00 ; BG2 Horizontal Scroll
-dw $0E78 ; Link X
-dw $0724 ; Link Y
-dw $007F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0E00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0E00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_swamp_water_lever_1_after
-
-preset_lownmg_swamp_main_hub:
-db $02 ; Dungeon
-dw $0037 ; Room Index
-dw $070B ; BG1 Vertical Scroll
-dw $070B ; BG2 Vertical Scroll
-dw $0E00 ; BG1 Horizontal Scroll
-dw $0E00 ; BG2 Horizontal Scroll
-dw $0E1F ; Link X
-dw $0778 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0E00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0E00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_swamp_main_hub_after
-
-preset_lownmg_swamp_water_lever_2:
-db $02 ; Dungeon
-dw $0036 ; Room Index
-dw $060B ; BG1 Vertical Scroll
-dw $060B ; BG2 Vertical Scroll
-dw $0C00 ; BG1 Horizontal Scroll
-dw $0C00 ; BG2 Horizontal Scroll
-dw $0C1B ; Link X
-dw $0678 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0C00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0C00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_swamp_water_lever_2_after
-
-preset_lownmg_swamp_sociable_firebar:
-db $02 ; Dungeon
-dw $0034 ; Room Index
-dw $06B8 ; BG1 Vertical Scroll
-dw $06B8 ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $0878 ; Link X
-dw $0725 ; Link Y
-dw $007F ; Camera X
-dw $0130 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_swamp_sociable_firebar_after
-
-preset_lownmg_swamp_backtracking:
-db $02 ; Dungeon
-dw $0035 ; Room Index
-dw $060B ; BG1 Vertical Scroll
-dw $060B ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0A1C ; Link X
-dw $0678 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_swamp_backtracking_after
-
-preset_lownmg_swamp_hook_shot:
-db $02 ; Dungeon
-dw $0035 ; Room Index
-dw $070B ; BG1 Vertical Scroll
-dw $070B ; BG2 Vertical Scroll
-dw $0B00 ; BG1 Horizontal Scroll
-dw $0B00 ; BG2 Horizontal Scroll
-dw $0BD4 ; Link X
-dw $0778 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0B00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0B00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_swamp_hook_shot_after
-
-preset_lownmg_swamp_hookdash:
-db $02 ; Dungeon
-dw $0036 ; Room Index
-dw $0600 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $0C80 ; BG1 Horizontal Scroll
-dw $0C80 ; BG2 Horizontal Scroll
-dw $0CF8 ; Link X
-dw $0624 ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0C00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0C00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_swamp_hookdash_after
-
-preset_lownmg_swamp_water_lever_3:
-db $02 ; Dungeon
-dw $0026 ; Room Index
-dw $0400 ; BG1 Vertical Scroll
-dw $0400 ; BG2 Vertical Scroll
-dw $0D00 ; BG1 Horizontal Scroll
-dw $0D00 ; BG2 Horizontal Scroll
-dw $0DA8 ; Link X
-dw $0423 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0400 ; Relative Coords HU
-dw $0400 ; Relative Coords FU
-dw $0410 ; Relative Coords HD
-dw $0510 ; Relative Coords FD
-dw $0D00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0D00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_swamp_water_lever_3_after
-
-preset_lownmg_swamp_restock:
-db $02 ; Dungeon
-dw $0066 ; Room Index
-dw $0D00 ; BG1 Vertical Scroll
-dw $0D00 ; BG2 Vertical Scroll
-dw $0D00 ; BG1 Horizontal Scroll
-dw $0D00 ; BG2 Horizontal Scroll
-dw $0D78 ; Link X
-dw $0D33 ; Link Y
-dw $017F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0D00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0D10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $0D00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0D00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $0A ; Palace No
-db $01 ; Door Orientation
-db $01 ; Starting Background
-dw sram_lownmg_swamp_restock_after
-
-preset_lownmg_swamp_phelps_way:
-db $02 ; Dungeon
-dw $0016 ; Room Index
-dw $0210 ; BG1 Vertical Scroll
-dw $0210 ; BG2 Vertical Scroll
-dw $0D00 ; BG1 Horizontal Scroll
-dw $0D00 ; BG2 Horizontal Scroll
-dw $0D78 ; Link X
-dw $02D8 ; Link Y
-dw $017F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0D00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0D00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_swamp_phelps_way_after
-
-preset_lownmg_swamp_arrghus:
-db $02 ; Dungeon
-dw $0016 ; Room Index
-dw $0200 ; BG1 Vertical Scroll
-dw $0200 ; BG2 Vertical Scroll
-dw $0C00 ; BG1 Horizontal Scroll
-dw $0C00 ; BG2 Horizontal Scroll
-dw $0C78 ; Link X
-dw $0224 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0C00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0C00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_swamp_arrghus_after
-
-preset_lownmg_ice_outside_swamp:
-db $01 ; Overworld
-dw $007B ; Screen Index
-dw $0778 ; Link X
-dw $0EEB ; Link Y
-dw $0E8C ; BG1 Vertical Scroll
-dw $0E8D ; BG2 Vertical Scroll
-dw $06F2 ; BG1 Horizontal Scroll
-dw $06F2 ; BG2 Horizontal Scroll
-dw $077F ; Scroll X
-dw $0EFA ; Scroll Y
-dw $049E ; Unknown 1
-dw $0003 ; Unknown 2
-dw $FFFE ; Unknown 3
-dw sram_lownmg_ice_outside_swamp_after
-
-preset_lownmg_ice_swim_pumping:
-db $01 ; Overworld
-dw $003F ; Screen Index
-dw $0E0B ; Link X
-dw $0F79 ; Link Y
-dw $0F0E ; BG1 Vertical Scroll
-dw $0F17 ; BG2 Vertical Scroll
-dw $0E3A ; BG1 Horizontal Scroll
-dw $0E00 ; BG2 Horizontal Scroll
-dw $0E85 ; Scroll X
-dw $0F84 ; Scroll Y
-dw $0880 ; Unknown 1
-dw $FFF9 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_lownmg_ice_swim_pumping_after
-
-preset_lownmg_ice_ice_entrance:
-db $01 ; Overworld
-dw $0075 ; Screen Index
-dw $0CB8 ; Link X
-dw $0DCA ; Link Y
-dw $0D6E ; BG1 Vertical Scroll
-dw $0D68 ; BG2 Vertical Scroll
-dw $0C34 ; BG1 Horizontal Scroll
-dw $0C3B ; BG2 Horizontal Scroll
-dw $0CC0 ; Scroll X
-dw $0DD5 ; Scroll Y
-dw $0BC6 ; Unknown 1
-dw $0008 ; Unknown 2
-dw $FFF5 ; Unknown 3
-dw sram_lownmg_ice_ice_entrance_after
-
-preset_lownmg_ice_ice2:
-db $02 ; Dungeon
-dw $000E ; Room Index
-dw $010C ; BG1 Vertical Scroll
-dw $010C ; BG2 Vertical Scroll
-dw $1D00 ; BG1 Horizontal Scroll
-dw $1D00 ; BG2 Horizontal Scroll
-dw $1D18 ; Link X
-dw $0178 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0100 ; Relative Coords HU
-dw $0000 ; Relative Coords FU
-dw $0110 ; Relative Coords HD
-dw $0110 ; Relative Coords FD
-dw $1D00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1D00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $12 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_ice_ice2_after
-
-preset_lownmg_ice_penguin_switch_room:
-db $02 ; Dungeon
-dw $001E ; Room Index
-dw $030D ; BG1 Vertical Scroll
-dw $030B ; BG2 Vertical Scroll
-dw $1D00 ; BG1 Horizontal Scroll
-dw $1D00 ; BG2 Horizontal Scroll
-dw $1DD4 ; Link X
-dw $0378 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0300 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0310 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $1D00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1D00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $12 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_ice_penguin_switch_room_after
-
-preset_lownmg_ice_bombable_floor:
-db $02 ; Dungeon
-dw $001E ; Room Index
-dw $0306 ; BG1 Vertical Scroll
-dw $0300 ; BG2 Vertical Scroll
-dw $1D00 ; BG1 Horizontal Scroll
-dw $1D00 ; BG2 Horizontal Scroll
-dw $1D78 ; Link X
-dw $0320 ; Link Y
-dw $017F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0300 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0310 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $1D00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1D00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $12 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_ice_bombable_floor_after
-
-preset_lownmg_ice_conveyor_room:
-db $02 ; Dungeon
-dw $003E ; Room Index
-dw $0610 ; BG1 Vertical Scroll
-dw $0610 ; BG2 Vertical Scroll
-dw $1D1F ; BG1 Horizontal Scroll
-dw $1D00 ; BG2 Horizontal Scroll
-dw $1D78 ; Link X
-dw $06D8 ; Link Y
-dw $017F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1D00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1D00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $12 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_ice_conveyor_room_after
-
-preset_lownmg_ice_ipbj:
-db $02 ; Dungeon
-dw $003E ; Room Index
-dw $0710 ; BG1 Vertical Scroll
-dw $0710 ; BG2 Vertical Scroll
-dw $1BD7 ; BG1 Horizontal Scroll
-dw $1C00 ; BG2 Horizontal Scroll
-dw $1C78 ; Link X
-dw $07D3 ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1C00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1C00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $12 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_ice_ipbj_after
-
-preset_lownmg_ice_penguin_room:
-db $02 ; Dungeon
-dw $004E ; Room Index
-dw $0800 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $1D00 ; BG1 Horizontal Scroll
-dw $1D00 ; BG2 Horizontal Scroll
-dw $1DB8 ; Link X
-dw $0864 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $1D00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1D00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $12 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_ice_penguin_room_after
-
-preset_lownmg_ice_lonely_firebar:
-db $02 ; Dungeon
-dw $005E ; Room Index
-dw $0B0D ; BG1 Vertical Scroll
-dw $0B0B ; BG2 Vertical Scroll
-dw $1D00 ; BG1 Horizontal Scroll
-dw $1D00 ; BG2 Horizontal Scroll
-dw $1D1C ; Link X
-dw $0B78 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0B00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0B10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $1D00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1D00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $FD ; Starting Floor
-db $12 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_ice_lonely_firebar_after
-
-preset_lownmg_ice_last_two_screens:
-db $02 ; Dungeon
-dw $009E ; Room Index
-dw $130D ; BG1 Vertical Scroll
-dw $130B ; BG2 Vertical Scroll
-dw $1C00 ; BG1 Horizontal Scroll
-dw $1C00 ; BG2 Horizontal Scroll
-dw $1CD4 ; Link X
-dw $1378 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1300 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1310 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $1C00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1C00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $FB ; Starting Floor
-db $12 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_ice_last_two_screens_after
-
-preset_lownmg_ice_kholdstare:
-db $02 ; Dungeon
-dw $00CE ; Room Index
-dw $1808 ; BG1 Vertical Scroll
-dw $1810 ; BG2 Vertical Scroll
-dw $1D00 ; BG1 Horizontal Scroll
-dw $1D00 ; BG2 Horizontal Scroll
-dw $1D40 ; Link X
-dw $18A9 ; Link Y
-dw $017F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $1800 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1810 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $1D00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1D00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $FA ; Starting Floor
-db $12 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_ice_kholdstare_after
-
-preset_lownmg_trock_outside_ice:
-db $01 ; Overworld
-dw $0075 ; Screen Index
-dw $0CB8 ; Link X
-dw $0DCB ; Link Y
-dw $0D6B ; BG1 Vertical Scroll
-dw $0D6D ; BG2 Vertical Scroll
-dw $0C3E ; BG1 Horizontal Scroll
-dw $0C3E ; BG2 Horizontal Scroll
-dw $0CC3 ; Scroll X
-dw $0DDA ; Scroll Y
-dw $0BC6 ; Unknown 1
-dw $0003 ; Unknown 2
-dw $FFF2 ; Unknown 3
-dw sram_lownmg_trock_outside_ice_after
-
-preset_lownmg_trock_dm:
-db $01 ; Overworld
-dw $0003 ; Screen Index
-dw $0678 ; Link X
-dw $0328 ; Link Y
-dw $02CA ; BG1 Vertical Scroll
-dw $02CA ; BG2 Vertical Scroll
-dw $060D ; BG1 Horizontal Scroll
-dw $060A ; BG2 Horizontal Scroll
-dw $067F ; Scroll X
-dw $0337 ; Scroll Y
-dw $1600 ; Unknown 1
-dw $FFF6 ; Unknown 2
-dw $FFF6 ; Unknown 3
-dw sram_lownmg_trock_dm_after
-
-preset_lownmg_trock_squirrels:
-db $02 ; Dungeon
-dw $00DF ; Room Index
-dw $1B10 ; BG1 Vertical Scroll
-dw $1B10 ; BG2 Vertical Scroll
-dw $1E80 ; BG1 Horizontal Scroll
-dw $1E80 ; BG2 Horizontal Scroll
-dw $1EF8 ; Link X
-dw $1BDC ; Link Y
-dw $00FF ; Camera X
-dw $0187 ; Camera Y
-dw $0000 ; Door Settings
-dw $1B00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1B10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $1E00 ; Relative Coords HL
-dw $1E00 ; Relative Coords FL
-dw $1E00 ; Relative Coords HR
-dw $1F00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $06 ; Main Graphics
-db $12 ; Music Track
-db $01 ; Starting Floor
-db $FF ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_trock_squirrels_after
-
-preset_lownmg_trock_peg_puzzle:
-db $01 ; Overworld
-dw $0005 ; Screen Index
-dw $0DE7 ; Link X
-dw $0078 ; Link Y
-dw $0053 ; BG1 Vertical Scroll
-dw $0014 ; BG2 Vertical Scroll
-dw $0D00 ; BG1 Horizontal Scroll
-dw $0D00 ; BG2 Horizontal Scroll
-dw $0D7D ; Scroll X
-dw $0083 ; Scroll Y
-dw $0060 ; Unknown 1
-dw $000A ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_lownmg_trock_peg_puzzle_after
-
-preset_lownmg_trock_entrance:
-db $01 ; Overworld
-dw $0047 ; Screen Index
-dw $0F08 ; Link X
-dw $013D ; Link Y
-dw $00B3 ; BG1 Vertical Scroll
-dw $00DB ; BG2 Vertical Scroll
-dw $0E96 ; BG1 Horizontal Scroll
-dw $0E96 ; BG2 Horizontal Scroll
-dw $0F13 ; Scroll X
-dw $014A ; Scroll Y
-dw $0614 ; Unknown 1
-dw $0003 ; Unknown 2
-dw $000A ; Unknown 3
-dw sram_lownmg_trock_entrance_after
-
-preset_lownmg_trock_torches:
-db $02 ; Dungeon
-dw $00C6 ; Room Index
-dw $180B ; BG1 Vertical Scroll
-dw $180B ; BG2 Vertical Scroll
-dw $0D00 ; BG1 Horizontal Scroll
-dw $0D00 ; BG2 Horizontal Scroll
-dw $0DD4 ; Link X
-dw $1878 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1800 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1810 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0D00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0D00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $18 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_trock_torches_after
-
-preset_lownmg_trock_roller_room:
-db $02 ; Dungeon
-dw $00C7 ; Room Index
-dw $1800 ; BG1 Vertical Scroll
-dw $1800 ; BG2 Vertical Scroll
-dw $0E00 ; BG1 Horizontal Scroll
-dw $0E00 ; BG2 Horizontal Scroll
-dw $0E78 ; Link X
-dw $1822 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1800 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1810 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0E00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0E00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $18 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_trock_roller_room_after
-
-preset_lownmg_trock_pokey_0:
-db $02 ; Dungeon
-dw $00C6 ; Room Index
-dw $1800 ; BG1 Vertical Scroll
-dw $1800 ; BG2 Vertical Scroll
-dw $0C00 ; BG1 Horizontal Scroll
-dw $0C00 ; BG2 Horizontal Scroll
-dw $0C78 ; Link X
-dw $1823 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1800 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1810 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0C00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0C00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $18 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_trock_pokey_0_after
-
-preset_lownmg_trock_chomps:
-db $02 ; Dungeon
-dw $00B6 ; Room Index
-dw $1700 ; BG1 Vertical Scroll
-dw $1700 ; BG2 Vertical Scroll
-dw $0C00 ; BG1 Horizontal Scroll
-dw $0C00 ; BG2 Horizontal Scroll
-dw $0C78 ; Link X
-dw $1722 ; Link Y
-dw $007F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $1700 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1710 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $0C00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0C00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $18 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_trock_chomps_after
-
-preset_lownmg_trock_pokey_1:
-db $02 ; Dungeon
-dw $0014 ; Room Index
-dw $020B ; BG1 Vertical Scroll
-dw $020B ; BG2 Vertical Scroll
-dw $0880 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $081C ; Link X
-dw $0278 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $18 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_trock_pokey_1_after
-
-preset_lownmg_trock_pokeys_2:
-db $02 ; Dungeon
-dw $0014 ; Room Index
-dw $028D ; BG1 Vertical Scroll
-dw $0310 ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $0878 ; Link X
-dw $03D7 ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $0300 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0310 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $18 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_trock_pokeys_2_after
-
-preset_lownmg_trock_crystal_roller:
-db $02 ; Dungeon
-dw $0014 ; Room Index
-dw $0288 ; BG1 Vertical Scroll
-dw $0200 ; BG2 Vertical Scroll
-dw $0880 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $0878 ; Link X
-dw $0224 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $18 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_trock_crystal_roller_after
-
-preset_lownmg_trock_dark_room:
-db $02 ; Dungeon
-dw $0004 ; Room Index
-dw $0000 ; BG1 Vertical Scroll
-dw $0000 ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $0878 ; Link X
-dw $0024 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0000 ; Relative Coords HU
-dw $0000 ; Relative Coords FU
-dw $0010 ; Relative Coords HD
-dw $0110 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $18 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_trock_dark_room_after
-
-preset_lownmg_trock_laser_skip:
-db $02 ; Dungeon
-dw $00C5 ; Room Index
-dw $1910 ; BG1 Vertical Scroll
-dw $1910 ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0A78 ; Link X
-dw $19D8 ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $1900 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1910 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $18 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_trock_laser_skip_after
-
-preset_lownmg_trock_switch_room:
-db $02 ; Dungeon
-dw $00C5 ; Room Index
-dw $190B ; BG1 Vertical Scroll
-dw $190B ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0A18 ; Link X
-dw $1978 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1900 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1910 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $18 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_trock_switch_room_after
-
-preset_lownmg_trock_trinexx:
-db $02 ; Dungeon
-dw $00B4 ; Room Index
-dw $1600 ; BG1 Vertical Scroll
-dw $1600 ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $0878 ; Link X
-dw $1622 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $FD ; Starting Floor
-db $18 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_trock_trinexx_after
-
-preset_lownmg_gtower_outside_trock:
-db $01 ; Overworld
-dw $0047 ; Screen Index
-dw $0F08 ; Link X
-dw $013B ; Link Y
-dw $00DB ; BG1 Vertical Scroll
-dw $00DD ; BG2 Vertical Scroll
-dw $0E96 ; BG1 Horizontal Scroll
-dw $0E96 ; BG2 Horizontal Scroll
-dw $0F13 ; Scroll X
-dw $014A ; Scroll Y
-dw $0712 ; Unknown 1
-dw $0003 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_lownmg_gtower_outside_trock_after
-
-preset_lownmg_gtower_entrance:
-db $01 ; Overworld
-dw $0043 ; Screen Index
-dw $08F8 ; Link X
-dw $003D ; Link Y
-dw $8F77 ; BG1 Vertical Scroll
-dw $0000 ; BG2 Vertical Scroll
-dw $087A ; BG1 Horizontal Scroll
-dw $087A ; BG2 Horizontal Scroll
-dw $08FF ; Scroll X
-dw $006D ; Scroll Y
-dw $0050 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0006 ; Unknown 3
-dw sram_lownmg_gtower_entrance_after
-
-preset_lownmg_gtower_spike_skip:
-db $02 ; Dungeon
-dw $008B ; Room Index
-dw $100C ; BG1 Vertical Scroll
-dw $100C ; BG2 Vertical Scroll
-dw $1700 ; BG1 Horizontal Scroll
-dw $1700 ; BG2 Horizontal Scroll
-dw $171C ; Link X
-dw $1078 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1000 ; Relative Coords HU
-dw $1000 ; Relative Coords FU
-dw $1010 ; Relative Coords HD
-dw $1110 ; Relative Coords FD
-dw $1700 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1700 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $1A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_gtower_spike_skip_after
-
-preset_lownmg_gtower_pre_firesnakes_room:
-db $02 ; Dungeon
-dw $009B ; Room Index
-dw $120B ; BG1 Vertical Scroll
-dw $120B ; BG2 Vertical Scroll
-dw $1600 ; BG1 Horizontal Scroll
-dw $1600 ; BG2 Horizontal Scroll
-dw $16D2 ; Link X
-dw $1278 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1200 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1210 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $1600 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1600 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $1A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_gtower_pre_firesnakes_room_after
-
-preset_lownmg_gtower_bombable_floor:
-db $02 ; Dungeon
-dw $009C ; Room Index
-dw $1200 ; BG1 Vertical Scroll
-dw $1200 ; BG2 Vertical Scroll
-dw $1900 ; BG1 Horizontal Scroll
-dw $1900 ; BG2 Horizontal Scroll
-dw $1978 ; Link X
-dw $1223 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1200 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1210 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $1900 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1900 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_gtower_bombable_floor_after
-
-preset_lownmg_gtower_ice_armos:
-db $02 ; Dungeon
-dw $001C ; Room Index
-dw $0310 ; BG1 Vertical Scroll
-dw $0310 ; BG2 Vertical Scroll
-dw $1900 ; BG1 Horizontal Scroll
-dw $1900 ; BG2 Horizontal Scroll
-dw $19B0 ; Link X
-dw $03B8 ; Link Y
-dw $017F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $0300 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0310 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $1900 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1900 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $1A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_gtower_ice_armos_after
-
-preset_lownmg_gtower_floor_2:
-db $02 ; Dungeon
-dw $000C ; Room Index
-dw $0000 ; BG1 Vertical Scroll
-dw $0000 ; BG2 Vertical Scroll
-dw $1880 ; BG1 Horizontal Scroll
-dw $1880 ; BG2 Horizontal Scroll
-dw $18F8 ; Link X
-dw $0024 ; Link Y
-dw $00FF ; Camera X
-dw $0077 ; Camera Y
-dw $0000 ; Door Settings
-dw $0000 ; Relative Coords HU
-dw $0000 ; Relative Coords FU
-dw $0010 ; Relative Coords HD
-dw $0110 ; Relative Coords FD
-dw $1800 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1800 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $01 ; Starting Floor
-db $1A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_gtower_floor_2_after
-
-preset_lownmg_gtower_mimics1:
-db $02 ; Dungeon
-dw $006B ; Room Index
-dw $0C10 ; BG1 Vertical Scroll
-dw $0C10 ; BG2 Vertical Scroll
-dw $1600 ; BG1 Horizontal Scroll
-dw $1600 ; BG2 Horizontal Scroll
-dw $1678 ; Link X
-dw $0CD9 ; Link Y
-dw $007F ; Camera X
-dw $0087 ; Camera Y
-dw $0000 ; Door Settings
-dw $0C00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0C10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $1600 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1600 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $02 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_gtower_mimics1_after
-
-preset_lownmg_gtower_mimics2:
-db $02 ; Dungeon
-dw $006B ; Room Index
-dw $0D0B ; BG1 Vertical Scroll
-dw $0D0B ; BG2 Vertical Scroll
-dw $1600 ; BG1 Horizontal Scroll
-dw $1600 ; BG2 Horizontal Scroll
-dw $16D4 ; Link X
-dw $0D78 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0D00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0D10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $1600 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1600 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $02 ; Starting Floor
-db $1A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_gtower_mimics2_after
-
-preset_lownmg_gtower_spike_room:
-db $02 ; Dungeon
-dw $006B ; Room Index
-dw $0C00 ; BG1 Vertical Scroll
-dw $0C00 ; BG2 Vertical Scroll
-dw $1700 ; BG1 Horizontal Scroll
-dw $1700 ; BG2 Horizontal Scroll
-dw $1778 ; Link X
-dw $0C24 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0C00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0C10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $1700 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1700 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $02 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_gtower_spike_room_after
-
-preset_lownmg_gtower_gauntlet:
-db $02 ; Dungeon
-dw $005C ; Room Index
-dw $0A00 ; BG1 Vertical Scroll
-dw $0A00 ; BG2 Vertical Scroll
-dw $1900 ; BG1 Horizontal Scroll
-dw $1900 ; BG2 Horizontal Scroll
-dw $1978 ; Link X
-dw $0A24 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0A00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0A10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $1900 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1900 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $02 ; Starting Floor
-db $1A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_gtower_gauntlet_after
-
-preset_lownmg_gtower_gauntlet_3:
-db $02 ; Dungeon
-dw $005D ; Room Index
-dw $0A10 ; BG1 Vertical Scroll
-dw $0A10 ; BG2 Vertical Scroll
-dw $1A00 ; BG1 Horizontal Scroll
-dw $1A00 ; BG2 Horizontal Scroll
-dw $1A78 ; Link X
-dw $0AD9 ; Link Y
-dw $007F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $0A00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0A10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $1A00 ; Relative Coords HL
-dw $1A00 ; Relative Coords FL
-dw $1A00 ; Relative Coords HR
-dw $1B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $03 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_gtower_gauntlet_3_after
-
-preset_lownmg_gtower_lanmola2:
-db $02 ; Dungeon
-dw $006D ; Room Index
-dw $0D0B ; BG1 Vertical Scroll
-dw $0D0B ; BG2 Vertical Scroll
-dw $1A00 ; BG1 Horizontal Scroll
-dw $1A00 ; BG2 Horizontal Scroll
-dw $1A1C ; Link X
-dw $0D78 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0D00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0D10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $1A00 ; Relative Coords HL
-dw $1A00 ; Relative Coords FL
-dw $1A00 ; Relative Coords HR
-dw $1B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $03 ; Starting Floor
-db $1A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_gtower_lanmola2_after
-
-preset_lownmg_gtower_wizz1:
-db $02 ; Dungeon
-dw $006C ; Room Index
-dw $0C00 ; BG1 Vertical Scroll
-dw $0C00 ; BG2 Vertical Scroll
-dw $1800 ; BG1 Horizontal Scroll
-dw $1800 ; BG2 Horizontal Scroll
-dw $1878 ; Link X
-dw $0C24 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0C00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0C10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $1800 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1800 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $03 ; Starting Floor
-db $1A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_gtower_wizz1_after
-
-preset_lownmg_gtower_wizz2:
-db $02 ; Dungeon
-dw $00A5 ; Room Index
-dw $1500 ; BG1 Vertical Scroll
-dw $1500 ; BG2 Vertical Scroll
-dw $0B00 ; BG1 Horizontal Scroll
-dw $0B00 ; BG2 Horizontal Scroll
-dw $0B78 ; Link X
-dw $1524 ; Link Y
-dw $017F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $1500 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1510 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $0B00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0B00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $04 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_gtower_wizz2_after
-
-preset_lownmg_gtower_torches1:
-db $02 ; Dungeon
-dw $0095 ; Room Index
-dw $120B ; BG1 Vertical Scroll
-dw $120B ; BG2 Vertical Scroll
-dw $0B00 ; BG1 Horizontal Scroll
-dw $0B00 ; BG2 Horizontal Scroll
-dw $0BD4 ; Link X
-dw $1278 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1200 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1210 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $0B00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0B00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $04 ; Starting Floor
-db $1A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_gtower_torches1_after
-
-preset_lownmg_gtower_torches2:
-db $02 ; Dungeon
-dw $0096 ; Room Index
-dw $1310 ; BG1 Vertical Scroll
-dw $1310 ; BG2 Vertical Scroll
-dw $0D00 ; BG1 Horizontal Scroll
-dw $0D00 ; BG2 Horizontal Scroll
-dw $0D78 ; Link X
-dw $13A0 ; Link Y
-dw $017F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $1300 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1310 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $0D00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0D00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $04 ; Starting Floor
-db $1A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_gtower_torches2_after
-
-preset_lownmg_gtower_helma_key:
-db $02 ; Dungeon
-dw $003D ; Room Index
-dw $0708 ; BG1 Vertical Scroll
-dw $0700 ; BG2 Vertical Scroll
-dw $1B00 ; BG1 Horizontal Scroll
-dw $1B00 ; BG2 Horizontal Scroll
-dw $1B78 ; Link X
-dw $0723 ; Link Y
-dw $017F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1B00 ; Relative Coords HL
-dw $1A00 ; Relative Coords FL
-dw $1B00 ; Relative Coords HR
-dw $1B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $05 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_gtower_helma_key_after
-
-preset_lownmg_gtower_bombable_wall:
-db $02 ; Dungeon
-dw $003D ; Room Index
-dw $060D ; BG1 Vertical Scroll
-dw $060B ; BG2 Vertical Scroll
-dw $1B00 ; BG1 Horizontal Scroll
-dw $1B00 ; BG2 Horizontal Scroll
-dw $1B1C ; Link X
-dw $0678 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1B00 ; Relative Coords HL
-dw $1A00 ; Relative Coords FL
-dw $1B00 ; Relative Coords HR
-dw $1B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $05 ; Starting Floor
-db $1A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_gtower_bombable_wall_after
-
-preset_lownmg_gtower_moldorm_2:
-db $02 ; Dungeon
-dw $003D ; Room Index
-dw $0708 ; BG1 Vertical Scroll
-dw $0710 ; BG2 Vertical Scroll
-dw $1A00 ; BG1 Horizontal Scroll
-dw $1A00 ; BG2 Horizontal Scroll
-dw $1A78 ; Link X
-dw $07D5 ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1A00 ; Relative Coords HL
-dw $1A00 ; Relative Coords FL
-dw $1A00 ; Relative Coords HR
-dw $1B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $05 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_gtower_moldorm_2_after
-
-preset_lownmg_gtower_agahnim_2:
-db $02 ; Dungeon
-dw $001D ; Room Index
-dw $0200 ; BG1 Vertical Scroll
-dw $0200 ; BG2 Vertical Scroll
-dw $1A00 ; BG1 Horizontal Scroll
-dw $1A00 ; BG2 Horizontal Scroll
-dw $1A78 ; Link X
-dw $0223 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $1A00 ; Relative Coords HL
-dw $1A00 ; Relative Coords FL
-dw $1A00 ; Relative Coords HR
-dw $1B00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $06 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_lownmg_gtower_agahnim_2_after
-
-preset_lownmg_ganon_pyramid:
-db $01 ; Overworld
-dw $005B ; Screen Index
-dw $07F0 ; Link X
-dw $065C ; Link Y
-dw $0600 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $0778 ; BG1 Horizontal Scroll
-dw $0778 ; BG2 Horizontal Scroll
-dw $07F7 ; Scroll X
-dw $066D ; Scroll Y
-dw $002E ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF8 ; Unknown 3
-dw sram_lownmg_ganon_pyramid_after
-
-
-; Preset SRAM changes
-
-sram_lownmg_escape_bed:
-dl $7E0542 : db $02 : dw $16CA ; Object tilemap state
-dl SA1RAM.HUD+$04A : db $01 : db $7F ; Selected menu gfx, row 1
-dl $7EF36F : db $01 : db $FF ; Keys
-dl SA1RAM.HUD+$08A : db $01 : db $7F ; Selected menu gfx, row 2
-dl $7EF208 : db $02 : dw $0002 ; Room $0104: Unknown (...............q)
-dl $7EF20C : db $02 : dw $F000 ; Room $0106: Unknown (.dddb...........)
-dl $7EF36C : db $02 : dw $1818 ; Health (goal)
-dl $7EF378 : db $02 : dw $F800 ; ????
-dl $7EF3D8 : db $02 : dw $4E00 ;
-dl $7EF3DC : db $02 : dw $8C01 ; Player name
-dl $7EF3E0 : db $02 : dw $AA01 ; Player name
-dl $7EF400 : db $02 : dw $FF00 ; Deaths
-dl $7EF20E : db $02 : dw $F000 ; Room $0107: Unknown (.dddb...........)
-dl $7EF3DA : db $02 : dw $8C01 ; Player name
-dl $7EF3DE : db $02 : dw $8C01 ; Player name
-dl $7EF3E2 : db $02 : dw $0055 ; Player name
-dl $7EF402 : db $02 : dw $00FF ; Deaths
-dl $7EF4FE : db $02 : dw $CDEA ; Inverse checksum
-dl $7EC167 : db $01 : db $7D ; Underworld exit cache
-dl SA1RAM.HUD+$04B : db $01 : db $20 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08B : db $01 : db $20 ; Selected menu gfx, row 2
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $15CA ; Object tilemap state
-dl $7E0544 : db $02 : dw $17CA ; Object tilemap state
-dl $7EC165 : db $01 : db $23 ; Underworld exit cache
-dl SA1RAM.HUD+$04C : db $01 : db $7F ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $01 : db $7F ; Selected menu gfx, row 2
-dl $7EC142 : db $02 : dw $0015 ; Underworld exit cache
-dl $7EC166 : db $01 : db $51 ; Underworld exit cache
-dl SA1RAM.HUD+$04D : db $01 : db $20 ; Selected menu gfx, row 1
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl SA1RAM.HUD+$08D : db $01 : db $20 ; Selected menu gfx, row 2
-.after
-
-sram_lownmg_escape_courtyard:
-dl $7E0542 : db $02 : dw $19E6 ; Object tilemap state
-dl $7EF2BB : db $01 : db $00 ; Overworld $3B: Unknown (........)
-dl $7EF2FB : db $01 : db $00 ; Overworld $7B: Unknown (........)
-dl $7EF360 : db $02 : dw $0001 ; Rupees (goal)
-dl $7EF3C8 : db $01 : db $03 ; Entrances Phase
-dl $7EF359 : db $01 : db $01 ; Sword
-dl $7EF3C5 : db $01 : db $01 ; Game Phase 1
-dl $7EF0AA : db $02 : dw $000F ; Room $0055: Castle Secret Entrance / Uncle Death Room (.............qqq)
-dl $7EF35A : db $01 : db $01 ; Shield
-dl $7EF362 : db $02 : dw $0001 ; Rupees (actual)
-dl $7EF3C6 : db $01 : db $11 ; Game Phase 2
-dl $7FE0EF : db $01 : db $41 ; Room $B7 persistent: Turtle Rock (Map Chest / Key Chest / Roller Room)
-dl $7E0540 : db $02 : dw $18E6 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1850 ; Object tilemap state
-dl $7E0CBB : db $01 : db $00 ; Sprite drop
-dl $7E010F : db $01 : db $00 ;
-dl $7E0CC7 : db $01 : db $00 ; Sprite drop
-dl $7EF051 : db $01 : db $00 ; Room $0028: Swamp Palace (Entrance Room) (................)
-dl $7E0CC9 : db $01 : db $00 ; Sprite drop
-dl $7E010E : db $01 : db $7D ; Dungeon entrance index
-.after
-
-sram_lownmg_escape_entrance:
-dl $7E0CC1 : db $01 : db $00 ; Sprite drop
-dl $7E0CC3 : db $01 : db $00 ; Sprite drop
-dl $7E0CC5 : db $01 : db $00 ; Sprite drop
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lownmg_escape_1st_keyguard:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF0A0 : db $02 : dw $0005 ; Room $0050: Hyrule Castle (West Corridor) (..............q.)
-dl $7EF0C0 : db $02 : dw $0005 ; Room $0060: Hyrule Castle (West Entrance Room) (..............q.)
-dl $7EF002 : db $02 : dw $000C ; Room $0001: Hyrule Castle (North Corridor) (.............qq.)
-dl $7EF0C2 : db $02 : dw $000F ; Room $0061: Hyrule Castle (Main Entrance Room) (.............qqq)
-dl $7FE0EF : db $01 : db $00 ; Room $B7 persistent: Turtle Rock (Map Chest / Key Chest / Roller Room)
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E010E : db $01 : db $04 ; Dungeon entrance index
-.after
-
-sram_lownmg_escape_stealth_room:
-dl $7E0542 : db $02 : dw $2532 ; Object tilemap state
-dl $7EF0E4 : db $02 : dw $840F ; Room $0072: Hyrule Castle (Map Chest Room) (.d....K......qqq)
-dl $7EF104 : db $02 : dw $000F ; Room $0082: Hyrule Castle (Basement Chasm Room) (.............qqq)
-dl $7FE064 : db $02 : dw $0001 ; Room $72 persistent: Hyrule Castle (Map Chest Room)
-dl $7E0540 : db $02 : dw $324C ; Object tilemap state
-dl $7E0544 : db $02 : dw $2A32 ; Object tilemap state
-dl $7E0CBD : db $01 : db $00 ; Sprite drop
-dl $7E0CBF : db $01 : db $00 ; Sprite drop
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_lownmg_escape_2nd_keyguard:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF0E2 : db $02 : dw $0002 ; Room $0071: Hyrule Castle (Boomerang Chest Room) (...............q)
-dl $7EF102 : db $02 : dw $000F ; Room $0081: Hyrule Castle (.............qqq)
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0CBB : db $01 : db $01 ; Sprite drop
-dl $7FE062 : db $02 : dw $0001 ; Room $71 persistent: Hyrule Castle (Boomerang Chest Room)
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_lownmg_escape_ball_n_chains:
-dl $7EF0E0 : db $02 : dw $0008 ; Room $0070: Hyrule Castle (Small Corridor to Jail Cells) (.............q..)
-dl $7EF0E2 : db $02 : dw $840B ; Room $0071: Hyrule Castle (Boomerang Chest Room) (.d....K......q.q)
-dl $7FE064 : db $02 : dw $0000 ; Room $72 persistent: Hyrule Castle (Map Chest Room)
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0CBB : db $01 : db $00 ; Sprite drop
-dl $7FE062 : db $02 : dw $0003 ; Room $71 persistent: Hyrule Castle (Boomerang Chest Room)
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lownmg_escape_backtracking:
-dl $7E0542 : db $02 : dw $0434 ; Object tilemap state
-dl $7EF3D3 : db $01 : db $00 ; Super Bomb Boom
-dl $7EF3FF : db $02 : dw $0000 ; Deaths
-dl $7EF100 : db $02 : dw $043C ; Room $0080: Hyrule Castle (Jail Cell Room) (......K....cqqq.)
-dl $7EF3C8 : db $01 : db $02 ; Entrances Phase
-dl $7EF3CC : db $01 : db $01 ; Tagalong
-dl $7EF3E5 : db $02 : dw $0000 ; Validity (checksum)
-dl $7EF34A : db $01 : db $01 ; Torch
-dl $7EF366 : db $02 : dw $4000 ; BigKey1
-dl $7E0303 : db $01 : db $09 ; Selected menu item
-dl $7FE080 : db $02 : dw $0004 ; Room $80 persistent: Hyrule Castle (Jail Cell Room)
-dl $7E0540 : db $02 : dw $0430 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0438 ; Object tilemap state
-dl $7E0202 : db $01 : db $0B ; Selected menu item
-.after
-
-sram_lownmg_escape_keyguard_revisited:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7FE062 : db $02 : dw $0000 ; Room $71 persistent: Hyrule Castle (Boomerang Chest Room)
-dl $7E0CBA : db $01 : db $01 ; Sprite drop
-.after
-
-sram_lownmg_escape_throne_room:
-dl $7EF0A2 : db $02 : dw $000F ; Room $0051: Hyrule Castle (Throne Room) (.............qqq)
-dl $7FE080 : db $02 : dw $0000 ; Room $80 persistent: Hyrule Castle (Jail Cell Room)
-dl $7E0CBA : db $01 : db $00 ; Sprite drop
-.after
-
-sram_lownmg_escape_snake_avoidance_room:
-dl $7E0542 : db $02 : dw $0F34 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1694 ; Object tilemap state
-dl $7E054A : db $02 : dw $0E70 ; Object tilemap state
-dl $7EF3C8 : db $01 : db $04 ; Entrances Phase
-dl $7EF082 : db $02 : dw $000F ; Room $0041: Hyrule Castle (First Dark Room) (.............qqq)
-dl $7E0540 : db $02 : dw $0A64 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1034 ; Object tilemap state
-dl $7E0548 : db $02 : dw $053E ; Object tilemap state
-dl $7E054C : db $02 : dw $1590 ; Object tilemap state
-.after
-
-sram_lownmg_escape_water_rooms:
-dl $7E0542 : db $02 : dw $0B8A ; Object tilemap state
-dl $7E0546 : db $02 : dw $0FF2 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF064 : db $02 : dw $801F ; Room $0032: Hyrule Castle (Sewer Key Chest Room) (.d..........qqqq)
-dl $7EF084 : db $02 : dw $000C ; Room $0042: Hyrule Castle (6 Ropes Room) (.............qq.)
-dl $7FDFE4 : db $02 : dw $0010 ; Room $32 persistent: Hyrule Castle (Sewer Key Chest Room)
-dl $7E0540 : db $02 : dw $0D1C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0BF2 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-.after
-
-sram_lownmg_escape_keyrat:
-dl $7E0542 : db $02 : dw $1C64 ; Object tilemap state
-dl $7E0546 : db $02 : dw $18A8 ; Object tilemap state
-dl $7E054A : db $02 : dw $1C30 ; Object tilemap state
-dl $7E054E : db $02 : dw $0CEA ; Object tilemap state
-dl $7E0552 : db $02 : dw $1C8A ; Object tilemap state
-dl $7EF044 : db $02 : dw $8003 ; Room $0022: Hyrule Castle (Sewer Text Trigger Room) (.d.............q)
-dl $7EF042 : db $02 : dw $0003 ; Room $0021: Hyrule Castle (Key-rat Room) (...............q)
-dl $7E0540 : db $02 : dw $14A0 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C68 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1C52 ; Object tilemap state
-dl $7E054C : db $02 : dw $0C92 ; Object tilemap state
-dl $7E0550 : db $02 : dw $138A ; Object tilemap state
-dl $7E0CBA : db $01 : db $01 ; Sprite drop
-.after
-
-sram_lownmg_escape_last_two_screens:
-dl $7E0542 : db $02 : dw $0F98 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1390 ; Object tilemap state
-dl $7E054A : db $02 : dw $13A0 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0FC8 : db $01 : db $02 ; Prize pack index
-dl $7EF022 : db $02 : dw $2005 ; Room $0011: Hyrule Castle (Bombable Stock Room) (...d..........q.)
-dl $7EF042 : db $02 : dw $840F ; Room $0021: Hyrule Castle (Key-rat Room) (.d....K......qqq)
-dl $7E0540 : db $02 : dw $0F90 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0FA0 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1398 ; Object tilemap state
-dl $7E054C : db $02 : dw $455E ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7FDFA2 : db $02 : dw $0046 ; Room $11 persistent: Hyrule Castle (Bombable Stock Room)
-dl $7FDFC2 : db $02 : dw $0001 ; Room $21 persistent: Hyrule Castle (Key-rat Room)
-dl $7E0CBA : db $01 : db $00 ; Sprite drop
-.after
-
-sram_lownmg_eastern_before_cutscene:
-dl $7E0542 : db $02 : dw $2850 ; Object tilemap state
-dl $7E0546 : db $02 : dw $2A2C ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E0642 : db $01 : db $01 ; Room puzzle state (?)
-dl $7E0B09 : db $01 : db $B0 ; Arc variable
-dl $7E0B31 : db $01 : db $00 ; Arc variable
-dl $7E0B35 : db $01 : db $00 ; Arc variable
-dl $7E0B39 : db $01 : db $00 ; Arc variable
-dl $7E0B3D : db $01 : db $00 ; Arc variable
-dl $7EF004 : db $02 : dw $000F ; Room $0002: Hyrule Castle (Switch Room) (.............qqq)
-dl $7EF36D : db $01 : db $14 ; Health (actual)
-dl $7FDFE4 : db $02 : dw $0000 ; Room $32 persistent: Hyrule Castle (Sewer Key Chest Room)
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $2650 ; Object tilemap state
-dl $7E0544 : db $02 : dw $282C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B33 : db $01 : db $00 ; Arc variable
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7E0B3B : db $01 : db $00 ; Arc variable
-dl $7E0B3F : db $01 : db $00 ; Arc variable
-dl $7E0B0C : db $01 : db $A0 ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_lownmg_eastern_after_cutscene:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0642 : db $01 : db $00 ; Room puzzle state (?)
-dl $7EF29B : db $01 : db $20 ; Overworld $1B: Unknown (...?....)
-dl $7EF3C7 : db $01 : db $01 ; Map Phase
-dl $7EF3E3 : db $02 : dw $0000 ; Player name
-dl $7EF024 : db $02 : dw $000F ; Room $0012: Sanctuary (.............qqq)
-dl $7EF3C8 : db $01 : db $01 ; Entrances Phase
-dl $7EF3CC : db $01 : db $00 ; Tagalong
-dl $7EF3C5 : db $01 : db $02 ; Game Phase 1
-dl $7EF3C6 : db $01 : db $15 ; Game Phase 2
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-.after
-
-sram_lownmg_eastern_octorok:
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7FE14B : db $01 : db $47 ; Overworld $E5 persistent: UNKNOWN
-dl $7FE17B : db $01 : db $47 ; Overworld $FD persistent: UNKNOWN
-dl $7FDFEB : db $01 : db $AD ; Overworld $35 persistent: Lake Hylia
-dl $7FDFA2 : db $01 : db $00 ; Overworld $11 persistent: Fortune Teller's House
-dl $7FDFC2 : db $01 : db $00 ; Overworld $21 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $0006 ; Crystal switch state
-dl $7FE057 : db $01 : db $42 ; Overworld $6B persistent: Outside Haunted Grove
-.after
-
-sram_lownmg_eastern_outside_palace:
-dl $7FE14B : db $01 : db $00 ; Overworld $E5 persistent: UNKNOWN
-dl $7FE167 : db $01 : db $42 ; Overworld $F3 persistent: UNKNOWN
-dl $7FE17B : db $01 : db $00 ; Overworld $FD persistent: UNKNOWN
-dl $7FDFEB : db $01 : db $00 ; Overworld $35 persistent: Lake Hylia
-dl $7FE04E : db $01 : db $42 ; Overworld $67 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7FE057 : db $01 : db $00 ; Overworld $6B persistent: Outside Haunted Grove
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lownmg_eastern_entrance:
-dl $7E0FC8 : db $01 : db $03 ; Prize pack index
-dl $7EF360 : db $02 : dw $0006 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $0006 ; Rupees (actual)
-dl $7FE103 : db $01 : db $52 ; Overworld $C1 persistent: UNKNOWN
-dl $7FE167 : db $01 : db $00 ; Overworld $F3 persistent: UNKNOWN
-dl $7FE04E : db $01 : db $00 ; Overworld $67 persistent: UNKNOWN
-dl $7FE06E : db $01 : db $52 ; Overworld $77 persistent: Black Ice Cave
-.after
-
-sram_lownmg_eastern_stalfos_room:
-dl $7E0542 : db $02 : dw $13B2 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1CB2 ; Object tilemap state
-dl $7E054A : db $02 : dw $36E0 ; Object tilemap state
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF150 : db $02 : dw $0005 ; Room $00A8: Eastern Palace (Stalfos Spawn Room) (..............q.)
-dl $7EF36D : db $01 : db $18 ; Health (actual)
-dl $7EF152 : db $02 : dw $000F ; Room $00A9: Eastern Palace (Big Chest Room) (.............qqq)
-dl $7EF172 : db $02 : dw $000F ; Room $00B9: Eastern Palace (Lobby Cannonballs Room) (.............qqq)
-dl $7EF192 : db $02 : dw $000F ; Room $00C9: Eastern Palace (Entrance Room) (.............qqq)
-dl $7FE103 : db $01 : db $00 ; Room $C1 persistent: Misery Mire (Compass Chest / Tile Room)
-dl $7E0540 : db $02 : dw $138A ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C8A ; Object tilemap state
-dl $7E0548 : db $02 : dw $181E ; Object tilemap state
-dl $7FE06E : db $01 : db $00 ; Room $77 persistent: Tower of Hera (Entrance Room)
-dl $7E0B0C : db $01 : db $20 ; Arc variable
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E010E : db $01 : db $08 ; Dungeon entrance index
-.after
-
-sram_lownmg_eastern_big_chest_room_1:
-dl $7E0FCC : db $01 : db $02 ; Prize pack index
-dl $7EF150 : db $02 : dw $000F ; Room $00A8: Eastern Palace (Stalfos Spawn Room) (.............qqq)
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_lownmg_eastern_dark_key_room:
-dl $7E0542 : db $02 : dw $0A4C ; Object tilemap state
-dl $7E0546 : db $02 : dw $045E ; Object tilemap state
-dl $7E054A : db $02 : dw $0864 ; Object tilemap state
-dl $7E054E : db $02 : dw $0A70 ; Object tilemap state
-dl $7EF377 : db $01 : db $05 ; Arrows
-dl $7EF154 : db $02 : dw $000A ; Room $00AA: Eastern Palace (Map Chest Room) (.............q.q)
-dl $7EF174 : db $02 : dw $0008 ; Room $00BA: Eastern Palace (Dark Antifairy / Key Pot Room) (.............q..)
-dl $7E0468 : db $01 : db $00 ; Trap door state
-dl $7E0540 : db $02 : dw $064C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0858 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0C5E ; Object tilemap state
-dl $7E054C : db $02 : dw $0670 ; Object tilemap state
-.after
-
-sram_lownmg_eastern_big_key_dmg_boost:
-dl $7E0542 : db $02 : dw $1260 ; Object tilemap state
-dl $7E0546 : db $02 : dw $126C ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7EF373 : db $01 : db $00 ; Magic filler
-dl $7E0FC8 : db $01 : db $04 ; Prize pack index
-dl $7EF174 : db $02 : dw $840C ; Room $00BA: Eastern Palace (Dark Antifairy / Key Pot Room) (.d....K......qq.)
-dl $7EF360 : db $02 : dw $001A ; Rupees (goal)
-dl $7EF172 : db $02 : dw $800F ; Room $00B9: Eastern Palace (Lobby Cannonballs Room) (.d...........qqq)
-dl $7EF362 : db $02 : dw $001A ; Rupees (actual)
-dl $7EF36E : db $01 : db $10 ; Magic Power
-dl $7FE0F4 : db $02 : dw $0014 ; Room $BA persistent: Eastern Palace (Dark Antifairy / Key Pot Room)
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $125C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1268 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $FF ; Arc variable
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_lownmg_eastern_big_chest_room_2:
-dl $7E0542 : db $02 : dw $13B2 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1CB2 ; Object tilemap state
-dl $7E054A : db $02 : dw $35E0 ; Object tilemap state
-dl $7EF150 : db $02 : dw $200F ; Room $00A8: Eastern Palace (Stalfos Spawn Room) (...d.........qqq)
-dl $7EF170 : db $02 : dw $8015 ; Room $00B8: Eastern Palace (Big Key Room) (.d..........q.q.)
-dl $7EF36D : db $01 : db $0C ; Health (actual)
-dl $7EF366 : db $02 : dw $6000 ; BigKey1
-dl $7E0540 : db $02 : dw $138A ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C8A ; Object tilemap state
-dl $7E0548 : db $02 : dw $181E ; Object tilemap state
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7E0641 : db $02 : dw $0001 ; Room puzzle state (?)
-dl $7E002F : db $01 : db $06 ; Link's direction
-; Manual changes:
-dl $7E0CFB : db $02 : dw $041D ; Rupee pull kill and damage counters
-.after
-
-sram_lownmg_eastern_gwg:
-dl $7E0542 : db $02 : dw $1370 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1410 ; Object tilemap state
-dl $7E054A : db $02 : dw $2C90 ; Object tilemap state
-dl $7E054E : db $02 : dw $2CEC ; Object tilemap state
-dl $7EF34F : db $01 : db $00 ; Bottles
-dl $7EF377 : db $01 : db $0F ; Arrows
-dl $7EF340 : db $01 : db $02 ; Bow
-dl $7EF152 : db $02 : dw $201F ; Room $00A9: Eastern Palace (Big Chest Room) (...d........qqqq)
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7FE0F4 : db $02 : dw $0000 ; Room $BA persistent: Eastern Palace (Dark Antifairy / Key Pot Room)
-dl $7E0540 : db $02 : dw $146C ; Object tilemap state
-dl $7E0544 : db $02 : dw $130C ; Object tilemap state
-dl $7E0548 : db $02 : dw $2B90 ; Object tilemap state
-dl $7E054C : db $02 : dw $2BEC ; Object tilemap state
-dl $7E0641 : db $01 : db $00 ; Room puzzle state (?)
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-.after
-
-sram_lownmg_eastern_pot_room:
-dl $7E0542 : db $02 : dw $1454 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1CAA ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7EF377 : db $01 : db $0E ; Arrows
-dl $7EF132 : db $02 : dw $C403 ; Room $0099: Eastern Palace (Eyegore Key Room) (.dd...K........q)
-dl $7EF36E : db $01 : db $20 ; Magic Power
-dl $7E0540 : db $02 : dw $1428 ; Object tilemap state
-dl $7E0544 : db $02 : dw $13BE ; Object tilemap state
-dl $7E0548 : db $02 : dw $1CD2 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7FE0B2 : db $02 : dw $0008 ; Room $99 persistent: Eastern Palace (Eyegore Key Room)
-.after
-
-sram_lownmg_eastern_zeldagamer_room:
-dl $7E0542 : db $02 : dw $1C5C ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF377 : db $01 : db $18 ; Arrows
-dl $7EF1B4 : db $02 : dw $0002 ; Room $00DA: Eastern Palace (...............q)
-dl $7EF1B2 : db $02 : dw $0003 ; Room $00D9: Eastern Palace (Canonball Room) (...............q)
-dl $7E0468 : db $01 : db $00 ; Trap door state
-dl $7E0540 : db $02 : dw $145C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_lownmg_eastern_armos:
-dl $7E0542 : db $02 : dw $0ACA ; Object tilemap state
-dl $7E0546 : db $02 : dw $0AF2 ; Object tilemap state
-dl $7E054A : db $02 : dw $08F2 ; Object tilemap state
-dl $7E054E : db $02 : dw $1860 ; Object tilemap state
-dl $7EF377 : db $01 : db $1E ; Arrows
-dl $7E0FC8 : db $01 : db $01 ; Prize pack index
-dl $7EF1B0 : db $02 : dw $0005 ; Room $00D8: Eastern Palace (Zeldagamer Room / Pre-Armos Knights Room) (..............q.)
-dl $7EF360 : db $02 : dw $0024 ; Rupees (goal)
-dl $7EF36D : db $01 : db $14 ; Health (actual)
-dl $7EF362 : db $02 : dw $0024 ; Rupees (actual)
-dl $7E03C4 : db $01 : db $04 ; Ancilla Search Index
-dl $7E0540 : db $02 : dw $08CA ; Object tilemap state
-dl $7E0544 : db $02 : dw $0CCA ; Object tilemap state
-dl $7E0548 : db $02 : dw $0CF2 ; Object tilemap state
-dl $7E054C : db $02 : dw $185C ; Object tilemap state
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0FCB : db $01 : db $03 ; Prize pack index
-dl $7FE130 : db $02 : dw $07FF ; Room $D8 persistent: Eastern Palace (Zeldagamer Room / Pre-Armos Knights Room)
-.after
-
-sram_lownmg_desert_outside_eastern_palace:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B09 : db $01 : db $00 ; Arc variable
-dl $7E0B31 : db $01 : db $48 ; Arc variable
-dl $7E0B35 : db $01 : db $48 ; Arc variable
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF377 : db $01 : db $06 ; Arrows
-dl $7EF3E7 : db $02 : dw $0000 ; Deaths
-dl $7EF190 : db $02 : dw $0801 ; Room $00C8: Eastern Palace (Armos Knights[Boss]) (.....k..........)
-dl $7E0B32 : db $01 : db $48 ; Arc variable
-dl $7EF374 : db $01 : db $04 ; Pendants
-dl $7EF36D : db $01 : db $18 ; Health (actual)
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7FE103 : db $01 : db $52 ; Overworld $C1 persistent: UNKNOWN
-dl $7E029F : db $01 : db $00 ; Arc variable
-dl $7E0303 : db $01 : db $09 ; Selected menu item
-dl $7E03C4 : db $01 : db $03 ; Ancilla Search Index
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E02A1 : db $01 : db $00 ; Arc variable
-dl $7E0B33 : db $01 : db $48 ; Arc variable
-dl $7FE06E : db $01 : db $52 ; Overworld $77 persistent: Black Ice Cave
-dl $7FE0B2 : db $01 : db $00 ; Overworld $99 persistent: UNKNOWN
-dl $7E02A2 : db $01 : db $17 ; Arc variable
-dl $7E0B08 : db $01 : db $40 ; Arc variable
-dl $7E0B30 : db $01 : db $48 ; Arc variable
-dl $7E0B34 : db $01 : db $48 ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0202 : db $01 : db $0B ; Selected menu item
-dl $7FE130 : db $01 : db $00 ; Overworld $D8 persistent: UNKNOWN
-.after
-
-sram_lownmg_desert_ep_spinspeed:
-dl $7E0542 : db $02 : dw $1520 ; Object tilemap state
-dl $7EF343 : db $01 : db $03 ; Bombs
-dl $7EF3C7 : db $01 : db $03 ; Map Phase
-dl $7EF360 : db $02 : dw $0088 ; Rupees (goal)
-dl $7EF355 : db $01 : db $01 ; Boots
-dl $7EF375 : db $01 : db $00 ; Bomb filler
-dl $7EF379 : db $01 : db $FC ; Ability Flags
-dl $7EF20A : db $02 : dw $807A ; Room $0105: Unknown (.d........ccqq.q)
-dl $7EF362 : db $02 : dw $0088 ; Rupees (actual)
-dl $7FE103 : db $01 : db $00 ; Room $C1 persistent: Misery Mire (Compass Chest / Tile Room)
-dl $7EC167 : db $01 : db $05 ; Underworld exit cache
-dl $7EC140 : db $02 : dw $001E ; Underworld exit cache
-dl $7EC144 : db $02 : dw $06D8 ; Underworld exit cache
-dl $7EC148 : db $02 : dw $0738 ; Underworld exit cache
-dl $7EC14C : db $02 : dw $001E ; Underworld exit cache
-dl $7EC150 : db $02 : dw $0745 ; Underworld exit cache
-dl $7EC154 : db $02 : dw $0600 ; Underworld exit cache
-dl $7EC158 : db $02 : dw $0C00 ; Underworld exit cache
-dl $7EC15C : db $02 : dw $0520 ; Underworld exit cache
-dl $7EC160 : db $02 : dw $0B00 ; Underworld exit cache
-dl $7EC16C : db $02 : dw $FFF8 ; Underworld exit cache
-dl $7EC170 : db $02 : dw $FFF6 ; Underworld exit cache
-dl $7E0468 : db $01 : db $01 ; Trap door state
-dl $7E0540 : db $02 : dw $151C ; Object tilemap state
-dl $7E0544 : db $02 : dw $141E ; Object tilemap state
-dl $7EC165 : db $01 : db $20 ; Underworld exit cache
-dl $7FE06E : db $01 : db $00 ; Room $77 persistent: Tower of Hera (Entrance Room)
-dl $7EC142 : db $02 : dw $0016 ; Underworld exit cache
-dl $7EC146 : db $02 : dw $0C76 ; Underworld exit cache
-dl $7EC14A : db $02 : dw $0CF0 ; Underworld exit cache
-dl $7EC14E : db $02 : dw $0710 ; Underworld exit cache
-dl $7EC152 : db $02 : dw $0CFB ; Underworld exit cache
-dl $7EC156 : db $02 : dw $091E ; Underworld exit cache
-dl $7EC15A : db $02 : dw $0F00 ; Underworld exit cache
-dl $7EC15E : db $02 : dw $0A00 ; Underworld exit cache
-dl $7EC162 : db $02 : dw $1000 ; Underworld exit cache
-dl $7EC166 : db $01 : db $25 ; Underworld exit cache
-dl $7EC16A : db $02 : dw $0008 ; Underworld exit cache
-dl $7EC16E : db $02 : dw $000A ; Underworld exit cache
-dl $7E010E : db $01 : db $45 ; Dungeon entrance index
-.after
-
-sram_lownmg_desert_bridge_screen:
-dl $7FE167 : db $01 : db $42 ; Overworld $F3 persistent: UNKNOWN
-dl $7FE04E : db $01 : db $42 ; Overworld $67 persistent: UNKNOWN
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_lownmg_desert_unholy_spinspeed:
-dl $7FE167 : db $01 : db $00 ; Overworld $F3 persistent: UNKNOWN
-dl $7FE07C : db $01 : db $A0 ; Overworld $7E persistent: UNKNOWN
-dl $7FE019 : db $01 : db $1E ; Overworld $4C persistent: UNKNOWN
-dl $7FE06D : db $01 : db $A1 ; Overworld $76 persistent: UNKNOWN
-dl $7FE161 : db $01 : db $A1 ; Overworld $F0 persistent: UNKNOWN
-dl $7FE04E : db $01 : db $9F ; Overworld $67 persistent: UNKNOWN
-dl $7FE06E : db $01 : db $2F ; Overworld $77 persistent: Black Ice Cave
-dl $7EC172 : db $02 : dw $0900 ; Crystal switch state
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lownmg_desert_water_dash:
-dl $7E0542 : db $02 : dw $17DE ; Object tilemap state
-dl $7E0546 : db $02 : dw $19D6 ; Object tilemap state
-dl $7E054A : db $02 : dw $19E6 ; Object tilemap state
-dl $7E054E : db $02 : dw $1BE6 ; Object tilemap state
-dl $7EF20E : db $02 : dw $F002 ; Room $0107: Unknown (.dddb..........q)
-dl $7EF34E : db $01 : db $01 ; Book of Mudora
-dl $7FE07C : db $01 : db $00 ; Overworld $7E persistent: UNKNOWN
-dl $7FE019 : db $01 : db $00 ; Overworld $4C persistent: UNKNOWN
-dl $7FE06D : db $01 : db $00 ; Overworld $76 persistent: UNKNOWN
-dl $7E0540 : db $02 : dw $17D6 ; Object tilemap state
-dl $7E0544 : db $02 : dw $17E6 ; Object tilemap state
-dl $7E0548 : db $02 : dw $19DE ; Object tilemap state
-dl $7E054C : db $02 : dw $1BD6 ; Object tilemap state
-dl $7FE161 : db $01 : db $00 ; Overworld $F0 persistent: UNKNOWN
-dl $7FE04E : db $01 : db $00 ; Overworld $67 persistent: UNKNOWN
-dl $7FE06E : db $01 : db $00 ; Overworld $77 persistent: Black Ice Cave
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E010E : db $01 : db $49 ; Dungeon entrance index
-.after
-
-sram_lownmg_desert_outside_desert_palace:
-dl $7E0303 : db $01 : db $0C ; Selected menu item
-dl $7FE168 : db $01 : db $3F ; Overworld $F4 persistent: UNKNOWN
-dl $7FE01E : db $01 : db $01 ; Overworld $4F persistent: Mysterious Pond
-dl $7EC172 : db $02 : dw $05A0 ; Crystal switch state
-dl $7FE02B : db $01 : db $3F ; Overworld $55 persistent: Dark Waterway
-dl $7FE0D7 : db $01 : db $3A ; Overworld $AB persistent: UNKNOWN
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E0202 : db $01 : db $0F ; Selected menu item
-.after
-
-sram_lownmg_desert_desert_entrance:
-dl $7FE168 : db $01 : db $00 ; Overworld $F4 persistent: UNKNOWN
-dl $7FE01E : db $01 : db $00 ; Overworld $4F persistent: Mysterious Pond
-dl $7FE02B : db $01 : db $00 ; Overworld $55 persistent: Dark Waterway
-dl $7FE0D7 : db $01 : db $00 ; Overworld $AB persistent: UNKNOWN
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lownmg_desert_keybonk:
-dl $7E0542 : db $02 : dw $159E ; Object tilemap state
-dl $7E0546 : db $02 : dw $1890 ; Object tilemap state
-dl $7E054A : db $02 : dw $1B9A ; Object tilemap state
-dl $7E054E : db $02 : dw $1A24 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1724 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0CB2 ; Object tilemap state
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF377 : db $01 : db $0B ; Arrows
-dl $7EF0E8 : db $02 : dw $0003 ; Room $0074: Desert Palace (Map Chest Room) (...............q)
-dl $7EF108 : db $02 : dw $000F ; Room $0084: Desert Palace (Main Entrance Room) (.............qqq)
-dl $7EF0E6 : db $02 : dw $0001 ; Room $0073: Desert Palace (Big Chest Room) (................)
-dl $7FE068 : db $02 : dw $0001 ; Room $74 persistent: Desert Palace (Map Chest Room)
-dl $7E0540 : db $02 : dw $159A ; Object tilemap state
-dl $7E0544 : db $02 : dw $1714 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1A14 ; Object tilemap state
-dl $7E054C : db $02 : dw $1B9E ; Object tilemap state
-dl $7E0550 : db $02 : dw $18A8 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0C8A ; Object tilemap state
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E010E : db $01 : db $09 ; Dungeon entrance index
-.after
-
-sram_lownmg_desert_pre_cannonball_room:
-dl $7E0542 : db $02 : dw $1C30 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF0E6 : db $02 : dw $0405 ; Room $0073: Desert Palace (Big Chest Room) (......K.......q.)
-dl $7EF0EA : db $02 : dw $0002 ; Room $0075: Desert Palace (Big Key Chest Room) (...............q)
-dl $7EF10A : db $02 : dw $400A ; Room $0085: Desert Palace (East Entrance Room) (..d..........q.q)
-dl $7E0540 : db $02 : dw $1C2C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_lownmg_desert_pot_room:
-dl $7E0542 : db $02 : dw $159E ; Object tilemap state
-dl $7E0546 : db $02 : dw $1890 ; Object tilemap state
-dl $7E054A : db $02 : dw $1B9A ; Object tilemap state
-dl $7E054E : db $02 : dw $1A24 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1724 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0CB2 ; Object tilemap state
-dl $7EF377 : db $01 : db $10 ; Arrows
-dl $7E0FC8 : db $01 : db $02 ; Prize pack index
-dl $7EF0EA : db $02 : dw $0017 ; Room $0075: Desert Palace (Big Key Chest Room) (............q.qq)
-dl $7EF10A : db $02 : dw $400E ; Room $0085: Desert Palace (East Entrance Room) (..d..........qqq)
-dl $7EF366 : db $02 : dw $7000 ; BigKey1
-dl $7E0540 : db $02 : dw $159A ; Object tilemap state
-dl $7E0544 : db $02 : dw $1714 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1A14 ; Object tilemap state
-dl $7E054C : db $02 : dw $1B9E ; Object tilemap state
-dl $7E0550 : db $02 : dw $18A8 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0C8A ; Object tilemap state
-dl $7FE08A : db $02 : dw $001C ; Room $85 persistent: Desert Palace (East Entrance Room)
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_lownmg_desert_desert2_spinspeed:
-dl $7E0542 : db $02 : dw $0450 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1C50 ; Object tilemap state
-dl $7E054A : db $02 : dw $1914 ; Object tilemap state
-dl $7E054E : db $02 : dw $1928 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF377 : db $01 : db $1A ; Arrows
-dl $7EF354 : db $01 : db $01 ; Gloves
-dl $7EF0E6 : db $02 : dw $041F ; Room $0073: Desert Palace (Big Chest Room) (......K.....qqqq)
-dl $7EF106 : db $02 : dw $0007 ; Room $0083: Desert Palace (West Entrance Room) (..............qq)
-dl $7FE068 : db $02 : dw $0000 ; Room $74 persistent: Desert Palace (Map Chest Room)
-dl $7E0540 : db $02 : dw $044C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C4C ; Object tilemap state
-dl $7E0548 : db $02 : dw $1514 ; Object tilemap state
-dl $7E054C : db $02 : dw $191E ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_lownmg_desert_popo_genocide_room:
-dl $7E0542 : db $02 : dw $0B60 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0B68 ; Object tilemap state
-dl $7E054A : db $02 : dw $1368 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7EF37F : db $01 : db $00 ; Key for dungeon $03
-dl $7EF0A6 : db $02 : dw $0008 ; Room $0053: Desert Palace (Popos 2 / Beamos Hellway Room) (.............q..)
-dl $7EF0C6 : db $02 : dw $840A ; Room $0063: Desert Palace (Final Section Entrance Room) (.d....K......q.q)
-dl $7E0303 : db $01 : db $09 ; Selected menu item
-dl $7E0540 : db $02 : dw $0B5C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0B64 ; Object tilemap state
-dl $7E0548 : db $02 : dw $08E2 ; Object tilemap state
-dl $7E054C : db $02 : dw $1864 ; Object tilemap state
-dl $7E0B37 : db $01 : db $91 ; Arc variable
-dl $7FE08A : db $01 : db $00 ; Room $85 persistent: Desert Palace (East Entrance Room)
-dl $7E010E : db $01 : db $0C ; Dungeon entrance index
-dl $7E0202 : db $01 : db $0B ; Selected menu item
-.after
-
-sram_lownmg_desert_torches:
-dl $7E0542 : db $02 : dw $044E ; Object tilemap state
-dl $7E0546 : db $02 : dw $094E ; Object tilemap state
-dl $7E054A : db $02 : dw $1470 ; Object tilemap state
-dl $7E054E : db $02 : dw $1C70 ; Object tilemap state
-dl $7E0552 : db $02 : dw $03B6 ; Object tilemap state
-dl $7E0556 : db $02 : dw $09B6 ; Object tilemap state
-dl $7E0FC8 : db $01 : db $03 ; Prize pack index
-dl $7EF086 : db $02 : dw $6401 ; Room $0043: Desert Palace (Torch Puzzle / Moving Wall Room) (..dd..K.........)
-dl $7EF0A6 : db $02 : dw $240F ; Room $0053: Desert Palace (Popos 2 / Beamos Hellway Room) (...d..K......qqq)
-dl $7E0540 : db $02 : dw $0442 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0942 ; Object tilemap state
-dl $7E0548 : db $02 : dw $144C ; Object tilemap state
-dl $7E054C : db $02 : dw $1C4C ; Object tilemap state
-dl $7E0550 : db $02 : dw $03AA ; Object tilemap state
-dl $7E0554 : db $02 : dw $09AA ; Object tilemap state
-dl $7E0B37 : db $01 : db $96 ; Arc variable
-dl $7FE026 : db $02 : dw $06E0 ; Room $53 persistent: Desert Palace (Popos 2 / Beamos Hellway Room)
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lownmg_desert_lanmolas:
-dl $7E0552 : db $02 : dw $83B6 ; Object tilemap state
-dl $7E0556 : db $02 : dw $89B6 ; Object tilemap state
-dl $7EF377 : db $01 : db $1E ; Arrows
-dl $7EF086 : db $02 : dw $E48D ; Room $0043: Desert Palace (Torch Puzzle / Moving Wall Room) (.ddd..K..c...qq.)
-dl $7EF36E : db $01 : db $70 ; Magic Power
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7E0550 : db $02 : dw $83AA ; Object tilemap state
-dl $7E0554 : db $02 : dw $89AA ; Object tilemap state
-dl $7E0B37 : db $01 : db $8B ; Arc variable
-dl $7E02A2 : db $01 : db $00 ; Arc variable
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-.after
-
-sram_lownmg_hera_outside_desert_palace:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF377 : db $01 : db $0A ; Arrows
-dl $7EF374 : db $01 : db $06 ; Pendants
-dl $7EF3E9 : db $02 : dw $0000 ; Deaths
-dl $7EF066 : db $02 : dw $0802 ; Room $0033: Desert Palace (Lanmolas[Boss]) (.....k.........q)
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7E0303 : db $01 : db $09 ; Selected menu item
-dl $7E03C4 : db $01 : db $00 ; Ancilla Search Index
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7FE026 : db $01 : db $00 ; Overworld $53 persistent: Dark Sanctuary
-dl $7E02A2 : db $01 : db $17 ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0202 : db $01 : db $0B ; Selected menu item
-.after
-
-sram_lownmg_hera_lake_hylia:
-dl $7FE048 : db $01 : db $48 ; Overworld $64 persistent: UNKNOWN
-dl $7FE174 : db $01 : db $09 ; Overworld $FA persistent: UNKNOWN
-dl $7FE07E : db $01 : db $01 ; Overworld $7F persistent: Dark Waterfall
-dl $7EC172 : db $02 : dw $0800 ; Crystal switch state
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_lownmg_hera_icerod_overworld:
-dl $7FE038 : db $01 : db $56 ; Overworld $5C persistent: UNKNOWN
-dl $7FE048 : db $01 : db $00 ; Overworld $64 persistent: UNKNOWN
-dl $7FE174 : db $01 : db $00 ; Overworld $FA persistent: UNKNOWN
-dl $7FE0C1 : db $01 : db $09 ; Overworld $A0 persistent: UNKNOWN
-dl $7FE07E : db $01 : db $00 ; Overworld $7F persistent: Dark Waterfall
-dl $7FE0D6 : db $01 : db $09 ; Overworld $AB persistent: UNKNOWN
-dl $7FE047 : db $01 : db $BB ; Overworld $63 persistent: UNKNOWN
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lownmg_hera_waterwalk:
-dl $7EF2B7 : db $01 : db $02 ; Overworld $37: Unknown (.......?)
-dl $7EF343 : db $01 : db $02 ; Bombs
-dl $7EF240 : db $02 : dw $001A ; Room $0120: Unknown (............qq.q)
-dl $7EF346 : db $01 : db $01 ; Ice Rod
-dl $7EC167 : db $01 : db $04 ; Underworld exit cache
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7FE038 : db $01 : db $00 ; Room $5C persistent: Ganon's Tower (Ganon-Ball Z)
-dl $7EC140 : db $02 : dw $0037 ; Underworld exit cache
-dl $7EC144 : db $02 : dw $0C00 ; Underworld exit cache
-dl $7EC148 : db $02 : dw $0C47 ; Underworld exit cache
-dl $7EC14C : db $02 : dw $0037 ; Underworld exit cache
-dl $7EC150 : db $02 : dw $0C6F ; Underworld exit cache
-dl $7EC154 : db $02 : dw $0C00 ; Underworld exit cache
-dl $7EC158 : db $02 : dw $0E00 ; Underworld exit cache
-dl $7EC15C : db $02 : dw $0B20 ; Underworld exit cache
-dl $7EC160 : db $02 : dw $0D00 ; Underworld exit cache
-dl $7EC16C : db $02 : dw $0000 ; Underworld exit cache
-dl $7EC170 : db $02 : dw $0000 ; Underworld exit cache
-dl $7E0468 : db $01 : db $01 ; Trap door state
-dl $7FE0C1 : db $01 : db $00 ; Room $A0 persistent: Misery Mire (Pre-Vitreous Room)
-dl $7FE0D6 : db $01 : db $00 ; Room $AB persistent: Thieves Town (Moving Spikes / Key Pot Room)
-dl $7EC146 : db $02 : dw $0E00 ; Underworld exit cache
-dl $7EC14A : db $02 : dw $0E48 ; Underworld exit cache
-dl $7EC14E : db $02 : dw $0080 ; Underworld exit cache
-dl $7EC152 : db $02 : dw $0E7D ; Underworld exit cache
-dl $7EC156 : db $02 : dw $0D1E ; Underworld exit cache
-dl $7EC15E : db $02 : dw $0E00 ; Underworld exit cache
-dl $7EC166 : db $01 : db $27 ; Underworld exit cache
-dl $7EC16A : db $02 : dw $0000 ; Underworld exit cache
-dl $7EC16E : db $02 : dw $0000 ; Underworld exit cache
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7FE047 : db $01 : db $00 ; Room $63 persistent: Desert Palace (Final Section Entrance Room)
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E010E : db $01 : db $84 ; Dungeon entrance index
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-.after
-
-sram_lownmg_hera_dm:
-dl $7EF1E0 : db $02 : dw $000F ; Room $00F0: Cave (Lost Old Man Starting Cave) (.............qqq)
-dl $7EF360 : db $02 : dw $0089 ; Rupees (goal)
-dl $7EF3C8 : db $01 : db $05 ; Entrances Phase
-dl $7EF3CC : db $01 : db $04 ; Tagalong
-dl $7EF1E2 : db $02 : dw $000F ; Room $00F1: Cave (Lost Old Man Starting Cave) (.............qqq)
-dl $7EF362 : db $02 : dw $0089 ; Rupees (actual)
-dl $7E0540 : db $02 : dw $0540 ; Object tilemap state
-dl $7E010E : db $01 : db $06 ; Dungeon entrance index
-.after
-
-sram_lownmg_hera_after_mirror:
-dl $7EF353 : db $01 : db $02 ; Magic Mirror
-dl $7EF3C8 : db $01 : db $01 ; Entrances Phase
-dl $7EF3CC : db $01 : db $00 ; Tagalong
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7FDFCB : db $01 : db $F3 ; Overworld $25 persistent: Octorok Area
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_lownmg_hera_quickhop:
-dl $7EF343 : db $01 : db $01 ; Bombs
-dl $7E1ABF : db $01 : db $1B ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $08 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $38 ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $01 ; Warp Vortex Coordinate
-dl $7E029F : db $01 : db $02 ; Arc variable
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-.after
-
-sram_lownmg_hera_entrance:
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lownmg_hera_tile_room:
-dl $7EF36F : db $02 : dw $0000 ; Keys
-dl $7EF0EE : db $02 : dw $800F ; Room $0077: Tower of Hera (Entrance Room) (.d...........qqq)
-dl $7EF10E : db $02 : dw $0402 ; Room $0087: Tower of Hera (Tile Room) (......K........q)
-dl $7EF386 : db $01 : db $01 ; Key for dungeon $0A
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7FDFCB : db $01 : db $00 ; Room $25 persistent: Empty Clone Room
-dl $7E010E : db $01 : db $33 ; Dungeon entrance index
-.after
-
-sram_lownmg_hera_minimoldorm_switch:
-dl $7E0542 : db $02 : dw $0B10 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0C18 ; Object tilemap state
-dl $7E054A : db $02 : dw $0C28 ; Object tilemap state
-dl $7E054E : db $02 : dw $1470 ; Object tilemap state
-dl $7E0552 : db $02 : dw $186C ; Object tilemap state
-dl $7E0556 : db $02 : dw $1B6C ; Object tilemap state
-dl $7EF10E : db $02 : dw $040A ; Room $0087: Tower of Hera (Tile Room) (......K......q.q)
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $0B0C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0C10 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0C20 ; Object tilemap state
-dl $7E054C : db $02 : dw $144C ; Object tilemap state
-dl $7E0550 : db $02 : dw $1850 ; Object tilemap state
-dl $7E0554 : db $02 : dw $1B50 ; Object tilemap state
-dl $7E0B37 : db $01 : db $80 ; Arc variable
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_lownmg_hera_torches:
-dl $7EF10E : db $02 : dw $040E ; Room $0087: Tower of Hera (Tile Room) (......K......qqq)
-dl $7E0468 : db $01 : db $01 ; Trap door state
-dl $7EC172 : db $01 : db $00 ; Crystal switch state
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_lownmg_hera_beetles:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF10E : db $02 : dw $041F ; Room $0087: Tower of Hera (Tile Room) (......K.....qqqq)
-dl $7EF366 : db $02 : dw $7020 ; BigKey1
-dl $7EF36E : db $01 : db $70 ; Magic Power
-dl $7EF386 : db $01 : db $00 ; Key for dungeon $0A
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E02A2 : db $01 : db $00 ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lownmg_hera_petting_zoo:
-dl $7E0542 : db $02 : dw $1C60 ; Object tilemap state
-dl $7EF343 : db $01 : db $02 ; Bombs
-dl $7EF377 : db $01 : db $0F ; Arrows
-dl $7E0FCC : db $01 : db $04 ; Prize pack index
-dl $7EF062 : db $02 : dw $800F ; Room $0031: Tower of Hera (Hardhat Beetles Room) (.d...........qqq)
-dl $7E0540 : db $02 : dw $1C5C ; Object tilemap state
-dl $7FDFE2 : db $02 : dw $0580 ; Room $31 persistent: Tower of Hera (Hardhat Beetles Room)
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-.after
-
-sram_lownmg_hera_moldorm:
-dl $7E0542 : db $02 : dw $0E64 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1064 ; Object tilemap state
-dl $7E054A : db $02 : dw $1264 ; Object tilemap state
-dl $7E054E : db $02 : dw $0E68 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1068 ; Object tilemap state
-dl $7E0556 : db $02 : dw $1268 ; Object tilemap state
-dl $7EF357 : db $01 : db $01 ; Moon Pearl
-dl $7EF36D : db $01 : db $10 ; Health (actual)
-dl $7EF02E : db $02 : dw $000F ; Room $0017: Tower of Hera (Moldorm Fall Room) (.............qqq)
-dl $7EF04E : db $02 : dw $001F ; Room $0027: Tower of Hera (Big Chest) (............qqqq)
-dl $7E029F : db $01 : db $0C ; Arc variable
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7E0540 : db $02 : dw $0D64 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0F64 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1164 ; Object tilemap state
-dl $7E054C : db $02 : dw $0D68 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0F68 ; Object tilemap state
-dl $7E0554 : db $02 : dw $1168 ; Object tilemap state
-dl $7FDFCE : db $02 : dw $0002 ; Room $27 persistent: Tower of Hera (Big Chest)
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-.after
-
-sram_lownmg_aga_outside_hera:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF343 : db $01 : db $00 ; Bombs
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF3C7 : db $01 : db $04 ; Map Phase
-dl $7EF3F7 : db $02 : dw $0000 ; Deaths
-dl $7EF374 : db $01 : db $07 ; Pendants
-dl $7EF36D : db $01 : db $18 ; Health (actual)
-dl $7EF00E : db $02 : dw $080F ; Room $0007: Tower of Hera (Moldorm[Boss]) (.....k.......qqq)
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7E029F : db $01 : db $00 ; Arc variable
-dl $7E0303 : db $01 : db $06 ; Selected menu item
-dl $7E02A0 : db $01 : db $17 ; Arc variable
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7FDFCB : db $01 : db $F3 ; Overworld $25 persistent: Octorok Area
-dl $7FDFCE : db $01 : db $00 ; Overworld $27 persistent: UNKNOWN
-dl $7FDFE2 : db $01 : db $00 ; Overworld $31 persistent: UNKNOWN
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0202 : db $01 : db $07 ; Selected menu item
-.after
-
-sram_lownmg_aga_first_rupee_tree:
-dl $7E0542 : db $02 : dw $1058 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1838 ; Object tilemap state
-dl $7EF1CC : db $02 : dw $000F ; Room $00E6: Cave (.............qqq)
-dl $7EF1CE : db $02 : dw $000F ; Room $00E7: Cave (.............qqq)
-dl $7E0540 : db $02 : dw $0C6C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1448 ; Object tilemap state
-dl $7FDFCB : db $01 : db $00 ; Room $25 persistent: Empty Clone Room
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E010E : db $01 : db $2F ; Dungeon entrance index
-dl $7FE14E : db $02 : dw $0018 ; Room $E7 persistent: Cave
-.after
-
-sram_lownmg_aga_lost_woods:
-dl $7EF360 : db $02 : dw $0098 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $0098 ; Rupees (actual)
-dl $7EF36E : db $01 : db $70 ; Magic Power
-dl $7EC172 : db $02 : dw $0902 ; Crystal switch state
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7FE14E : db $01 : db $00 ; Overworld $E7 persistent: UNKNOWN
-; Manual changes:
-dl $7E0CFB : db $02 : dw $0001 ; Rupee pull kill and damage counters
-.after
-
-sram_lownmg_aga_after_grove:
-dl $7EF3C7 : db $01 : db $05 ; Map Phase
-dl $7EF300 : db $01 : db $40 ; Overworld $80: Unknown (..?.....)
-dl $7EF359 : db $01 : db $02 ; Sword
-dl $7FE1E8 : db $01 : db $E9 ; Overworld $134 persistent: UNKNOWN
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7FE132 : db $01 : db $01 ; Overworld $D9 persistent: UNKNOWN
-; Manual changes:
-dl $7E0CFB : db $02 : dw $0003 ; Rupee pull kill and damage counters
-.after
-
-sram_lownmg_aga_after_lost_woods:
-dl $7EF360 : db $02 : dw $00E8 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $00E8 ; Rupees (actual)
-; Manual changes:
-dl $7E0CFB : db $02 : dw $0001 ; Rupee pull kill and damage counters
-.after
-
-sram_lownmg_aga_castle_screen:
-dl $7FE06C : db $01 : db $43 ; Overworld $76 persistent: UNKNOWN
-dl $7FE1E8 : db $01 : db $00 ; Overworld $134 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $000C ; Crystal switch state
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7FE132 : db $01 : db $00 ; Overworld $D9 persistent: UNKNOWN
-dl $7FE144 : db $01 : db $42 ; Overworld $E2 persistent: UNKNOWN
-; Manual changes:
-dl $7E0CFB : db $02 : dw $0003 ; Rupee pull kill and damage counters
-.after
-
-sram_lownmg_aga_entrance:
-dl $7E0542 : db $02 : dw $044C ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF29B : db $01 : db $60 ; Overworld $1B: Unknown (..??....)
-dl $7EF360 : db $02 : dw $0138 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $0138 ; Rupees (actual)
-dl $7FE0EF : db $01 : db $41 ; Overworld $B7 persistent: UNKNOWN
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7FE06C : db $01 : db $00 ; Overworld $76 persistent: UNKNOWN
-dl $7E0540 : db $02 : dw $0470 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E010E : db $01 : db $04 ; Dungeon entrance index
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-dl $7FE144 : db $01 : db $00 ; Overworld $E2 persistent: UNKNOWN
-.after
-
-sram_lownmg_aga_fairy_skip:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF377 : db $01 : db $0D ; Arrows
-dl $7E0FC8 : db $01 : db $05 ; Prize pack index
-dl $7EF1C0 : db $02 : dw $000A ; Room $00E0: Agahnim's Tower (Entrance Room) (.............q.q)
-dl $7FE0EF : db $01 : db $00 ; Room $B7 persistent: Turtle Rock (Map Chest / Key Chest / Roller Room)
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E010E : db $01 : db $24 ; Dungeon entrance index
-dl $7FE140 : db $02 : dw $0003 ; Room $E0 persistent: Agahnim's Tower (Entrance Room)
-; Manual changes:
-dl $7EF377 : db $01 : db 10 ; Arrows
-.after
-
-sram_lownmg_aga_dark_room_of_despair:
-dl $7E0542 : db $02 : dw $0B8C ; Object tilemap state
-dl $7E0546 : db $02 : dw $1030 ; Object tilemap state
-dl $7E054A : db $02 : dw $1792 ; Object tilemap state
-dl $7E054E : db $02 : dw $1C16 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0D24 ; Object tilemap state
-dl $7EF1A0 : db $02 : dw $0004 ; Room $00D0: Agahnim's Tower (Dark Maze) (..............q.)
-dl $7EF1C0 : db $02 : dw $201E ; Room $00E0: Agahnim's Tower (Entrance Room) (...d........qqqq)
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $059E ; Object tilemap state
-dl $7E0544 : db $02 : dw $0D2A ; Object tilemap state
-dl $7E0548 : db $02 : dw $14B0 ; Object tilemap state
-dl $7E054C : db $02 : dw $1C0C ; Object tilemap state
-dl $7E0550 : db $02 : dw $0A1E ; Object tilemap state
-dl $7E0554 : db $02 : dw $1012 ; Object tilemap state
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7FE140 : db $02 : dw $000F ; Room $E0 persistent: Agahnim's Tower (Entrance Room)
-.after
-
-sram_lownmg_aga_dark_room_of_melancholy:
-dl $7E0542 : db $02 : dw $0E0C ; Object tilemap state
-dl $7E0546 : db $02 : dw $1B1C ; Object tilemap state
-dl $7E054A : db $02 : dw $06D8 ; Object tilemap state
-dl $7E054E : db $02 : dw $0D24 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1A10 ; Object tilemap state
-dl $7EF180 : db $02 : dw $0001 ; Room $00C0: Agahnim's Tower (Dark Bridge Room) (................)
-dl $7EF1A0 : db $02 : dw $801F ; Room $00D0: Agahnim's Tower (Dark Maze) (.d..........qqqq)
-dl $7E0540 : db $02 : dw $0A30 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1A0C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0710 ; Object tilemap state
-dl $7E054C : db $02 : dw $06E4 ; Object tilemap state
-dl $7E0550 : db $02 : dw $1518 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0CBD : db $01 : db $01 ; Sprite drop
-dl $7FE120 : db $02 : dw $0030 ; Room $D0 persistent: Agahnim's Tower (Dark Maze)
-.after
-
-sram_lownmg_aga_spear_guards:
-dl $7EF180 : db $02 : dw $240F ; Room $00C0: Agahnim's Tower (Dark Bridge Room) (...d..K......qqq)
-dl $7FE100 : db $02 : dw $0008 ; Room $C0 persistent: Agahnim's Tower (Dark Bridge Room)
-dl $7E0CBD : db $01 : db $00 ; Sprite drop
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lownmg_aga_circle_of_pots:
-dl $7E0CC4 : db $01 : db $01 ; Sprite drop
-dl $7E0542 : db $02 : dw $151C ; Object tilemap state
-dl $7E0546 : db $02 : dw $1528 ; Object tilemap state
-dl $7E054A : db $02 : dw $1910 ; Object tilemap state
-dl $7E054E : db $02 : dw $1824 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1B1C ; Object tilemap state
-dl $7E0556 : db $02 : dw $1B28 ; Object tilemap state
-dl $7E055A : db $02 : dw $172C ; Object tilemap state
-dl $7EF377 : db $01 : db $09 ; Arrows
-dl $7EF160 : db $02 : dw $000C ; Room $00B0: Agahnim's Tower (Circle of Pots) (.............qq.)
-dl $7FE0E0 : db $02 : dw $003F ; Room $B0 persistent: Agahnim's Tower (Circle of Pots)
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $1514 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1520 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1710 ; Object tilemap state
-dl $7E054C : db $02 : dw $1818 ; Object tilemap state
-dl $7E0550 : db $02 : dw $1B14 ; Object tilemap state
-dl $7E0554 : db $02 : dw $1B20 ; Object tilemap state
-dl $7E0558 : db $02 : dw $192C ; Object tilemap state
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_lownmg_aga_catwalk:
-dl $7E0CC4 : db $01 : db $00 ; Sprite drop
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF377 : db $01 : db $0E ; Arrows
-dl $7EF080 : db $02 : dw $0001 ; Room $0040: Agahnim's Tower (Final Bridge Room) (................)
-dl $7EF160 : db $02 : dw $240F ; Room $00B0: Agahnim's Tower (Circle of Pots) (...d..K......qqq)
-dl $7EF360 : db $02 : dw $0139 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $0139 ; Rupees (actual)
-dl $7FE0E0 : db $02 : dw $063F ; Room $B0 persistent: Agahnim's Tower (Circle of Pots)
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E0FC7 : db $01 : db $01 ; Prize pack index
-dl $7FE140 : db $02 : dw $0000 ; Room $E0 persistent: Agahnim's Tower (Entrance Room)
-.after
-
-sram_lownmg_aga_agahnim:
-dl $7EF060 : db $02 : dw $840A ; Room $0030: Agahnim's Tower (Maiden Sacrifice Chamber) (.d....K......q.q)
-dl $7EF080 : db $02 : dw $000B ; Room $0040: Agahnim's Tower (Final Bridge Room) (.............q.q)
-dl $7FDFE0 : db $02 : dw $0001 ; Room $30 persistent: Agahnim's Tower (Maiden Sacrifice Chamber)
-dl $7FE000 : db $02 : dw $0002 ; Room $40 persistent: Agahnim's Tower (Final Bridge Room)
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7FE120 : db $02 : dw $0000 ; Room $D0 persistent: Agahnim's Tower (Dark Maze)
-.after
-
-sram_lownmg_pod_pyramid:
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF3C7 : db $01 : db $06 ; Map Phase
-dl $7EF3EB : db $02 : dw $0000 ; Deaths
-dl $7EF040 : db $02 : dw $0802 ; Room $0020: Agahnim's Tower (Agahnim[Boss]) (.....k.........q)
-dl $7EF3C5 : db $01 : db $03 ; Game Phase 1
-dl $7EF282 : db $01 : db $20 ; Overworld $02: Unknown (...?....)
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7FDFE0 : db $01 : db $00 ; Overworld $30 persistent: Desert of Mystery
-dl $7FE000 : db $01 : db $00 ; Overworld $40 persistent: Skull Woods
-dl $7FE0E0 : db $01 : db $00 ; Overworld $B0 persistent: UNKNOWN
-dl $7FE100 : db $01 : db $00 ; Overworld $C0 persistent: UNKNOWN
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_lownmg_pod_pod_overworld:
-dl $7FE00C : db $01 : db $DB ; Overworld $46 persistent: UNKNOWN
-dl $7FE038 : db $01 : db $42 ; Overworld $5C persistent: UNKNOWN
-dl $7FE110 : db $01 : db $7A ; Overworld $C8 persistent: UNKNOWN
-dl $7FE160 : db $01 : db $42 ; Overworld $F0 persistent: UNKNOWN
-dl $7FE124 : db $01 : db $AD ; Overworld $D2 persistent: UNKNOWN
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lownmg_pod_entrance:
-dl $7EF360 : db $02 : dw $00CB ; Rupees (goal)
-dl $7EF2DE : db $01 : db $20 ; Overworld $5E: Unknown (...?....)
-dl $7EF362 : db $02 : dw $00CB ; Rupees (actual)
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7FE00C : db $01 : db $00 ; Overworld $46 persistent: UNKNOWN
-dl $7FE038 : db $01 : db $00 ; Overworld $5C persistent: UNKNOWN
-dl $7FE110 : db $01 : db $00 ; Overworld $C8 persistent: UNKNOWN
-dl $7FE160 : db $01 : db $00 ; Overworld $F0 persistent: UNKNOWN
-dl $7FDFCD : db $01 : db $23 ; Overworld $26 persistent: UNKNOWN
-dl $7FE124 : db $01 : db $00 ; Overworld $D2 persistent: UNKNOWN
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-.after
-
-sram_lownmg_pod_main_hub_small_key:
-dl $7E0542 : db $02 : dw $0520 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0B20 ; Object tilemap state
-dl $7E054A : db $02 : dw $0844 ; Object tilemap state
-dl $7E054E : db $02 : dw $056E ; Object tilemap state
-dl $7E0552 : db $02 : dw $0B6E ; Object tilemap state
-dl $7EF343 : db $01 : db $02 ; Bombs
-dl $7EF36F : db $02 : dw $0000 ; Keys
-dl $7EF094 : db $02 : dw $200F ; Room $004A: Palace of Darkness (Entrance Room) (...d.........qqq)
-dl $7EF012 : db $02 : dw $0018 ; Room $0009: Palace of Darkness (............qq..)
-dl $7EF382 : db $01 : db $01 ; Key for dungeon $06
-dl $7FDFCD : db $01 : db $00 ; Room $26 persistent: Swamp Palace (Statue Room)
-dl $7E0540 : db $02 : dw $050E ; Object tilemap state
-dl $7E0544 : db $02 : dw $0B0E ; Object tilemap state
-dl $7E0548 : db $02 : dw $0838 ; Object tilemap state
-dl $7E054C : db $02 : dw $055C ; Object tilemap state
-dl $7E0550 : db $02 : dw $0B5C ; Object tilemap state
-dl $7E010E : db $01 : db $26 ; Dungeon entrance index
-.after
-
-sram_lownmg_pod_main_hub_bk:
-dl $7E0B35 : db $01 : db $00 ; Arc variable
-dl $7EF343 : db $01 : db $03 ; Bombs
-dl $7EF36F : db $01 : db $01 ; Keys
-dl $7EF014 : db $02 : dw $001F ; Room $000A: Palace of Darkness (Stalfos Trap Room) (............qqqq)
-dl $7EF074 : db $02 : dw $800F ; Room $003A: Palace of Darkness (Bombable Floor Room) (.d...........qqq)
-dl $7E0B33 : db $01 : db $00 ; Arc variable
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7E0B0C : db $01 : db $D0 ; Arc variable
-dl $7E0B34 : db $01 : db $00 ; Arc variable
-.after
-
-sram_lownmg_pod_main_hub_hammeryump:
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF014 : db $02 : dw $801F ; Room $000A: Palace of Darkness (Stalfos Trap Room) (.d..........qqqq)
-dl $7EF074 : db $02 : dw $801F ; Room $003A: Palace of Darkness (Bombable Floor Room) (.d..........qqqq)
-dl $7EF366 : db $02 : dw $7220 ; BigKey1
-dl $7EF382 : db $01 : db $00 ; Key for dungeon $06
-.after
-
-sram_lownmg_pod_hammeryump:
-dl $7E0542 : db $02 : dw $1350 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF054 : db $02 : dw $402F ; Room $002A: Palace of Darkness (Big Hub Room) (..d........c.qqq)
-dl $7E0540 : db $02 : dw $0C50 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1328 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-.after
-
-sram_lownmg_pod_before_sexy_statue:
-dl $7E0542 : db $02 : dw $0B20 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0C20 ; Object tilemap state
-dl $7EF34B : db $01 : db $01 ; Hammer
-dl $7EF36F : db $01 : db $01 ; Keys
-dl $7EF034 : db $02 : dw $301A ; Room $001A: Palace of Darkness (Big Chest Room) (...db.......qq.q)
-dl $7EF36D : db $01 : db $10 ; Health (actual)
-dl $7EF032 : db $02 : dw $802F ; Room $0019: Palace of Darkness (Dark Maze) (.d.........c.qqq)
-dl $7EF382 : db $01 : db $01 ; Key for dungeon $06
-dl $7E0540 : db $02 : dw $0B1C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0C1C ; Object tilemap state
-dl $7E0548 : db $02 : dw $4E64 ; Object tilemap state
-dl $7E0FCD : db $01 : db $01 ; Prize pack index
-dl $7E0B37 : db $01 : db $08 ; Arc variable
-dl $7E0B3F : db $01 : db $01 ; Arc variable
-.after
-
-sram_lownmg_pod_sexy_statue_room:
-dl $7E0542 : db $02 : dw $1350 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF377 : db $01 : db $0D ; Arrows
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7E0540 : db $02 : dw $0C50 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1328 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-; Manual changes:
-dl $7EF377 : db $01 : db 14 ; Arrows
-.after
-
-sram_lownmg_pod_mimics:
-dl $7E0542 : db $02 : dw $0610 ; Object tilemap state
-dl $7E0546 : db $02 : dw $052C ; Object tilemap state
-dl $7E054A : db $02 : dw $072C ; Object tilemap state
-dl $7E054E : db $02 : dw $1692 ; Object tilemap state
-dl $7E0552 : db $02 : dw $16AA ; Object tilemap state
-dl $7E0556 : db $02 : dw $151E ; Object tilemap state
-dl $7E0642 : db $01 : db $01 ; Room puzzle state (?)
-dl $7EF343 : db $01 : db $05 ; Bombs
-dl $7EF36D : db $01 : db $18 ; Health (actual)
-dl $7EF056 : db $02 : dw $000A ; Room $002B: Palace of Darkness (Map Chest / Fairy Room) (.............q.q)
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $0510 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0710 ; Object tilemap state
-dl $7E0548 : db $02 : dw $062C ; Object tilemap state
-dl $7E054C : db $02 : dw $1592 ; Object tilemap state
-dl $7E0550 : db $02 : dw $15AA ; Object tilemap state
-dl $7E0554 : db $02 : dw $151A ; Object tilemap state
-dl $7E0558 : db $02 : dw $1522 ; Object tilemap state
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lownmg_pod_statue:
-dl $7E0542 : db $02 : dw $1728 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0642 : db $01 : db $00 ; Room puzzle state (?)
-dl $7EF377 : db $01 : db $18 ; Arrows
-dl $7EF036 : db $02 : dw $0002 ; Room $001B: Palace of Darkness (Mimics / Moving Wall Room) (...............q)
-dl $7E0540 : db $02 : dw $1714 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7FDFB6 : db $02 : dw $0038 ; Room $1B persistent: Palace of Darkness (Mimics / Moving Wall Room)
-dl $7E0FCB : db $01 : db $05 ; Prize pack index
-; Manual changes:
-dl $7EF377 : db $01 : db 25 ; Arrows
-.after
-
-sram_lownmg_pod_basement:
-dl $7EF377 : db $01 : db $16 ; Arrows
-dl $7EF036 : db $02 : dw $008E ; Room $001B: Palace of Darkness (Mimics / Moving Wall Room) (.........c...qqq)
-dl $7EF36E : db $01 : db $74 ; Magic Power
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7E02A0 : db $01 : db $00 ; Arc variable
-dl $7E03C4 : db $01 : db $0D ; Ancilla Search Index
-dl $7E0468 : db $01 : db $01 ; Trap door state
-dl $7EC172 : db $01 : db $00 ; Crystal switch state
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-; Manual changes:
-dl $7EF377 : db $01 : db 24 ; Arrows
-dl $7E03C4 : db $01 : db $00 ; Ancilla Search Index
-.after
-
-sram_lownmg_pod_turtle_room:
-dl $7E0542 : db $02 : dw $0966 ; Object tilemap state
-dl $7E0546 : db $02 : dw $03CA ; Object tilemap state
-dl $7E054A : db $02 : dw $076A ; Object tilemap state
-dl $7E054E : db $02 : dw $095E ; Object tilemap state
-dl $7E0552 : db $02 : dw $085E ; Object tilemap state
-dl $7E0556 : db $02 : dw $1814 ; Object tilemap state
-dl $7E055A : db $02 : dw $1854 ; Object tilemap state
-dl $7EF36F : db $02 : dw $0000 ; Keys
-dl $7EF016 : db $02 : dw $200C ; Room $000B: Palace of Darkness (Turtle Room) (...d.........qq.)
-dl $7E0540 : db $02 : dw $0962 ; Object tilemap state
-dl $7E0544 : db $02 : dw $096A ; Object tilemap state
-dl $7E0548 : db $02 : dw $0CCA ; Object tilemap state
-dl $7E054C : db $02 : dw $086A ; Object tilemap state
-dl $7E0550 : db $02 : dw $075E ; Object tilemap state
-dl $7E0554 : db $02 : dw $5760 ; Object tilemap state
-dl $7E0558 : db $02 : dw $1828 ; Object tilemap state
-dl $7E055C : db $02 : dw $1864 ; Object tilemap state
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-.after
-
-sram_lownmg_pod_helma:
-dl $7E0542 : db $02 : dw $03F2 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl $7E0FC8 : db $01 : db $02 ; Prize pack index
-dl $7EF0D4 : db $02 : dw $8005 ; Room $006A: Palace of Darkness (Rupee Room) (.d............q.)
-dl $7EF360 : db $02 : dw $00D0 ; Rupees (goal)
-dl $7EF016 : db $02 : dw $200F ; Room $000B: Palace of Darkness (Turtle Room) (...d.........qqq)
-dl $7EF362 : db $02 : dw $00D0 ; Rupees (actual)
-dl $7FE054 : db $02 : dw $0010 ; Room $6A persistent: Palace of Darkness (Rupee Room)
-dl $7E0540 : db $02 : dw $03CA ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055C : db $02 : dw $0000 ; Object tilemap state
-dl $7FDF96 : db $02 : dw $03F0 ; Room $B persistent: Palace of Darkness (Turtle Room)
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lownmg_thieves_outside_pod:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0ABD : db $01 : db $00 ; Palette swap
-dl $7E0B09 : db $01 : db $08 ; Arc variable
-dl $7E0B31 : db $01 : db $00 ; Arc variable
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF377 : db $01 : db $10 ; Arrows
-dl $7EF3C7 : db $01 : db $07 ; Map Phase
-dl $7EF3EF : db $02 : dw $0000 ; Deaths
-dl $7EF0B4 : db $02 : dw $0801 ; Room $005A: Palace of Darkness (Helmasaur King[Boss]) (.....k..........)
-dl $7E0B32 : db $01 : db $00 ; Arc variable
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7EF37A : db $01 : db $02 ; Crystals
-dl $7EF382 : db $01 : db $00 ; Key for dungeon $06
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7FE054 : db $01 : db $00 ; Overworld $6A persistent: Haunted Grove
-dl $7E03C4 : db $01 : db $04 ; Ancilla Search Index
-dl $7FDFCD : db $01 : db $23 ; Overworld $26 persistent: UNKNOWN
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B33 : db $01 : db $0F ; Arc variable
-dl $7FDF96 : db $01 : db $00 ; Overworld $B persistent: UNKNOWN
-dl $7FDFB6 : db $01 : db $00 ; Overworld $1B persistent: Hyrule Castle
-dl $7E0B08 : db $01 : db $08 ; Arc variable
-dl $7E0B0C : db $01 : db $4F ; Arc variable
-dl $7E0B30 : db $01 : db $02 ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-; Manual changes:
-dl $7EF377 : db $01 : db 18 ; Arrows
-.after
-
-sram_lownmg_thieves_ow_hammerdash:
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7FE00C : db $01 : db $DB ; Overworld $46 persistent: UNKNOWN
-dl $7FE038 : db $01 : db $42 ; Overworld $5C persistent: UNKNOWN
-dl $7FE110 : db $01 : db $7A ; Overworld $C8 persistent: UNKNOWN
-dl $7FE160 : db $01 : db $42 ; Overworld $F0 persistent: UNKNOWN
-dl $7FDFCD : db $01 : db $00 ; Overworld $26 persistent: UNKNOWN
-dl $7FE124 : db $01 : db $AD ; Overworld $D2 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $0004 ; Crystal switch state
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-.after
-
-sram_lownmg_thieves_grove:
-dl $7FE13B : db $01 : db $26 ; Overworld $DD persistent: UNKNOWN
-dl $7FE163 : db $01 : db $42 ; Overworld $F1 persistent: UNKNOWN
-dl $7FE00C : db $01 : db $00 ; Overworld $46 persistent: UNKNOWN
-dl $7FE038 : db $01 : db $00 ; Overworld $5C persistent: UNKNOWN
-dl $7FE110 : db $01 : db $00 ; Overworld $C8 persistent: UNKNOWN
-dl $7FE150 : db $01 : db $42 ; Overworld $E8 persistent: UNKNOWN
-dl $7FE160 : db $01 : db $00 ; Overworld $F0 persistent: UNKNOWN
-dl $7FE124 : db $01 : db $00 ; Overworld $D2 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $0020 ; Crystal switch state
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lownmg_thieves_usain_bolt:
-dl $7EF34C : db $01 : db $02 ; Flute
-dl $7E1ABF : db $01 : db $8C ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $04 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $88 ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $0A ; Warp Vortex Coordinate
-dl $7EF3CA : db $01 : db $00 ; LW/DW
-dl $7FE13B : db $01 : db $00 ; Overworld $DD persistent: UNKNOWN
-dl $7FE163 : db $01 : db $00 ; Overworld $F1 persistent: UNKNOWN
-dl $7E0303 : db $01 : db $08 ; Selected menu item
-dl $7FE07C : db $01 : db $A0 ; Overworld $7E persistent: UNKNOWN
-dl $7FE150 : db $01 : db $00 ; Overworld $E8 persistent: UNKNOWN
-dl $7FE019 : db $01 : db $1E ; Overworld $4C persistent: UNKNOWN
-dl $7FE06D : db $01 : db $A1 ; Overworld $76 persistent: UNKNOWN
-dl $7FE161 : db $01 : db $A1 ; Overworld $F0 persistent: UNKNOWN
-dl $7FE04E : db $01 : db $9F ; Overworld $67 persistent: UNKNOWN
-dl $7FE06E : db $01 : db $2F ; Overworld $77 persistent: Black Ice Cave
-dl $7EC172 : db $02 : dw $0900 ; Crystal switch state
-dl $7E0202 : db $01 : db $0D ; Selected menu item
-.after
-
-sram_lownmg_thieves_after_activating_flute:
-dl $7EF298 : db $01 : db $20 ; Overworld $18: Unknown (...?....)
-dl $7EF34C : db $01 : db $03 ; Flute
-dl $7FE07C : db $01 : db $00 ; Overworld $7E persistent: UNKNOWN
-dl $7FE019 : db $01 : db $00 ; Overworld $4C persistent: UNKNOWN
-dl $7FE06D : db $01 : db $00 ; Overworld $76 persistent: UNKNOWN
-dl $7FE161 : db $01 : db $00 ; Overworld $F0 persistent: UNKNOWN
-dl $7E02A1 : db $01 : db $23 ; Arc variable
-dl $7FE04E : db $01 : db $00 ; Overworld $67 persistent: UNKNOWN
-dl $7FE06E : db $01 : db $00 ; Overworld $77 persistent: Black Ice Cave
-dl $7FE102 : db $01 : db $42 ; Overworld $C1 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $0920 ; Crystal switch state
-dl $7E02A2 : db $01 : db $FD ; Arc variable
-dl $7FE128 : db $01 : db $DC ; Overworld $D4 persistent: UNKNOWN
-.after
-
-sram_lownmg_thieves_darkworld:
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7FE068 : db $01 : db $26 ; Overworld $74 persistent: Dark Swamp North
-dl $7FE045 : db $01 : db $13 ; Overworld $62 persistent: Locked Chest House
-dl $7FE102 : db $01 : db $00 ; Overworld $C1 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $001E ; Crystal switch state
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-dl $7FE128 : db $01 : db $00 ; Overworld $D4 persistent: UNKNOWN
-dl $7FE136 : db $01 : db $1A ; Overworld $DB persistent: UNKNOWN
-.after
-
-sram_lownmg_thieves_entrance:
-dl $7EF2D8 : db $01 : db $20 ; Overworld $58: Unknown (...?....)
-dl $7FE068 : db $01 : db $00 ; Overworld $74 persistent: Dark Swamp North
-dl $7FE045 : db $01 : db $00 ; Overworld $62 persistent: Locked Chest House
-dl $7FE0E3 : db $01 : db $13 ; Overworld $B1 persistent: UNKNOWN
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7FE136 : db $01 : db $00 ; Overworld $DB persistent: UNKNOWN
-dl $7FE148 : db $01 : db $26 ; Overworld $E4 persistent: UNKNOWN
-.after
-
-sram_lownmg_thieves_after_big_key:
-dl $7E0542 : db $02 : dw $0470 ; Object tilemap state
-dl $7E0546 : db $02 : dw $333E ; Object tilemap state
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF198 : db $02 : dw $000F ; Room $00CC: Thieves Town (North East Entrance Room) (.............qqq)
-dl $7EF1B8 : db $02 : dw $000F ; Room $00DC: Thieves Town (South East Entrance Room) (.............qqq)
-dl $7EF196 : db $02 : dw $000F ; Room $00CB: Thieves Town (North West Entrance Room) (.............qqq)
-dl $7EF1B6 : db $02 : dw $002F ; Room $00DB: Thieves Town (Main (South West) Entrance Room) (...........c.qqq)
-dl $7EF366 : db $02 : dw $7230 ; BigKey1
-dl $7E0540 : db $02 : dw $040C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1058 ; Object tilemap state
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7FE0E3 : db $01 : db $00 ; Room $B1 persistent: Misery Mire (Hourglass Room)
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E010E : db $01 : db $34 ; Dungeon entrance index
-dl $7FE148 : db $01 : db $00 ; Room $E4 persistent: Cave (Lost Old Man Final Cave)
-.after
-
-sram_lownmg_thieves_blind_hallway:
-dl $7E0542 : db $02 : dw $0424 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1C70 ; Object tilemap state
-dl $7EF198 : db $02 : dw $800F ; Room $00CC: Thieves Town (North East Entrance Room) (.d...........qqq)
-dl $7E0540 : db $02 : dw $0470 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C24 ; Object tilemap state
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lownmg_thieves_conveyor_gibos:
-dl $7E0542 : db $02 : dw $03B2 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0CB2 ; Object tilemap state
-dl $7E054A : db $02 : dw $1430 ; Object tilemap state
-dl $7E054E : db $02 : dw $1C30 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1520 ; Object tilemap state
-dl $7E0556 : db $02 : dw $1B20 ; Object tilemap state
-dl $7E055A : db $02 : dw $0466 ; Object tilemap state
-dl $7EF178 : db $02 : dw $C407 ; Room $00BC: Thieves Town (Conveyor Toilet) (.dd...K.......qq)
-dl $7FE0F8 : db $02 : dw $0340 ; Room $BC persistent: Thieves Town (Conveyor Toilet)
-dl $7E0540 : db $02 : dw $038A ; Object tilemap state
-dl $7E0544 : db $02 : dw $0C8A ; Object tilemap state
-dl $7E0548 : db $02 : dw $140C ; Object tilemap state
-dl $7E054C : db $02 : dw $1C0C ; Object tilemap state
-dl $7E0550 : db $02 : dw $151C ; Object tilemap state
-dl $7E0554 : db $02 : dw $1B1C ; Object tilemap state
-dl $7E0558 : db $02 : dw $0456 ; Object tilemap state
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_lownmg_thieves_hellway:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl $7E0ABD : db $01 : db $01 ; Palette swap
-dl $7EF176 : db $02 : dw $0001 ; Room $00BB: Thieves Town (Hellway) (................)
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-.after
-
-sram_lownmg_thieves_bombable_floor:
-dl $7E0542 : db $02 : dw $1560 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1660 ; Object tilemap state
-dl $7E054A : db $02 : dw $1C68 ; Object tilemap state
-dl $7E0ABD : db $01 : db $00 ; Palette swap
-dl $7EF0C8 : db $02 : dw $0003 ; Room $0064: Thieves Town (West Attic Room) (...............q)
-dl $7EF0CA : db $02 : dw $0002 ; Room $0065: Thieves Town (East Attic Room) (...............q)
-dl $7EF156 : db $02 : dw $8402 ; Room $00AB: Thieves Town (Moving Spikes / Key Pot Room) (.d....K........q)
-dl $7EF176 : db $02 : dw $000B ; Room $00BB: Thieves Town (Hellway) (.............q.q)
-dl $7FE0F8 : db $02 : dw $0000 ; Room $BC persistent: Thieves Town (Conveyor Toilet)
-dl $7E0540 : db $02 : dw $155C ; Object tilemap state
-dl $7E0544 : db $02 : dw $165C ; Object tilemap state
-dl $7E0548 : db $02 : dw $1C64 ; Object tilemap state
-dl $7E0B33 : db $01 : db $00 ; Arc variable
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7E0B3F : db $01 : db $00 ; Arc variable
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E0B0C : db $01 : db $B0 ; Arc variable
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_lownmg_thieves_backtracking_1:
-dl $7E0542 : db $02 : dw $1610 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1C24 ; Object tilemap state
-dl $7E054A : db $02 : dw $1C2C ; Object tilemap state
-dl $7EF343 : db $01 : db $04 ; Bombs
-dl $7EF0CA : db $02 : dw $0103 ; Room $0065: Thieves Town (East Attic Room) (........c......q)
-dl $7E029F : db $01 : db $03 ; Arc variable
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7E0540 : db $02 : dw $160C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1614 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1C28 ; Object tilemap state
-dl $7E054C : db $02 : dw $1C30 ; Object tilemap state
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-.after
-
-sram_lownmg_thieves_basement:
-dl $7E0542 : db $02 : dw $03B2 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0CB2 ; Object tilemap state
-dl $7E054A : db $02 : dw $1430 ; Object tilemap state
-dl $7E054E : db $02 : dw $1C30 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1520 ; Object tilemap state
-dl $7E0556 : db $02 : dw $1B20 ; Object tilemap state
-dl $7E055A : db $02 : dw $0466 ; Object tilemap state
-dl $7EF178 : db $02 : dw $C40F ; Room $00BC: Thieves Town (Conveyor Toilet) (.dd...K......qqq)
-dl $7EF176 : db $02 : dw $000F ; Room $00BB: Thieves Town (Hellway) (.............qqq)
-dl $7E0540 : db $02 : dw $038A ; Object tilemap state
-dl $7E0544 : db $02 : dw $0C8A ; Object tilemap state
-dl $7E0548 : db $02 : dw $140C ; Object tilemap state
-dl $7E054C : db $02 : dw $1C0C ; Object tilemap state
-dl $7E0550 : db $02 : dw $151C ; Object tilemap state
-dl $7E0554 : db $02 : dw $1B1C ; Object tilemap state
-dl $7E0558 : db $02 : dw $0456 ; Object tilemap state
-.after
-
-sram_lownmg_thieves_prison:
-dl $7E0542 : db $02 : dw $07A0 ; Object tilemap state
-dl $7E0546 : db $02 : dw $08A0 ; Object tilemap state
-dl $7E054A : db $02 : dw $0C30 ; Object tilemap state
-dl $7E054E : db $02 : dw $0B6C ; Object tilemap state
-dl $7E0552 : db $02 : dw $10EC ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF08A : db $02 : dw $000A ; Room $0045: Thieves Town (Jail Cells Room) (.............q.q)
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7E0540 : db $02 : dw $079C ; Object tilemap state
-dl $7E0544 : db $02 : dw $089C ; Object tilemap state
-dl $7E0548 : db $02 : dw $040C ; Object tilemap state
-dl $7E054C : db $02 : dw $0B5C ; Object tilemap state
-dl $7E0550 : db $02 : dw $10DC ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7FE00A : db $02 : dw $0002 ; Room $45 persistent: Thieves Town (Jail Cells Room)
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-.after
-
-sram_lownmg_thieves_after_gloves:
-dl $7E0542 : db $02 : dw $07D0 ; Object tilemap state
-dl $7E0546 : db $02 : dw $08D0 ; Object tilemap state
-dl $7E054A : db $02 : dw $1624 ; Object tilemap state
-dl $7E054E : db $02 : dw $1828 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1A18 ; Object tilemap state
-dl $7E0556 : db $02 : dw $1A20 ; Object tilemap state
-dl $7EF088 : db $02 : dw $4005 ; Room $0044: Thieves Town (Big Chest Room) (..d...........q.)
-dl $7EF3CC : db $01 : db $06 ; Tagalong
-dl $7EF08A : db $02 : dw $00FF ; Room $0045: Thieves Town (Jail Cells Room) (.........cccqqqq)
-dl $7E0540 : db $02 : dw $07CC ; Object tilemap state
-dl $7E0544 : db $02 : dw $08CC ; Object tilemap state
-dl $7E0548 : db $02 : dw $1618 ; Object tilemap state
-dl $7E054C : db $02 : dw $1728 ; Object tilemap state
-dl $7E0550 : db $02 : dw $1928 ; Object tilemap state
-dl $7E0554 : db $02 : dw $1A1C ; Object tilemap state
-dl $7E0558 : db $02 : dw $1A24 ; Object tilemap state
-dl $7E0B37 : db $01 : db $A0 ; Arc variable
-dl $7FE00A : db $02 : dw $00E2 ; Room $45 persistent: Thieves Town (Jail Cells Room)
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_lownmg_thieves_backtracking_2:
-dl $7EF088 : db $02 : dw $4017 ; Room $0044: Thieves Town (Big Chest Room) (..d.........q.qq)
-dl $7EF354 : db $01 : db $02 ; Gloves
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7E0B3F : db $01 : db $01 ; Arc variable
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_lownmg_thieves_pot_hammerdash:
-dl $7E0542 : db $02 : dw $07A0 ; Object tilemap state
-dl $7E0546 : db $02 : dw $08A0 ; Object tilemap state
-dl $7E054A : db $02 : dw $0C30 ; Object tilemap state
-dl $7E054E : db $02 : dw $0B6C ; Object tilemap state
-dl $7E0552 : db $02 : dw $10EC ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF377 : db $01 : db $15 ; Arrows
-dl $7FE008 : db $02 : dw $0080 ; Room $44 persistent: Thieves Town (Big Chest Room)
-dl $7E0540 : db $02 : dw $079C ; Object tilemap state
-dl $7E0544 : db $02 : dw $089C ; Object tilemap state
-dl $7E0548 : db $02 : dw $040C ; Object tilemap state
-dl $7E054C : db $02 : dw $0B5C ; Object tilemap state
-dl $7E0550 : db $02 : dw $10DC ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $03 ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-; Manual changes:
-dl $7EF377 : db $01 : db 23 ; Arrows
-.after
-
-sram_lownmg_thieves_blind:
-dl $7E0542 : db $02 : dw $03B2 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0CB2 ; Object tilemap state
-dl $7E054A : db $02 : dw $1430 ; Object tilemap state
-dl $7E054E : db $02 : dw $1C30 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1520 ; Object tilemap state
-dl $7E0556 : db $02 : dw $1B20 ; Object tilemap state
-dl $7E055A : db $02 : dw $0466 ; Object tilemap state
-dl $7EF36E : db $01 : db $74 ; Magic Power
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7FE0F8 : db $02 : dw $0002 ; Room $BC persistent: Thieves Town (Conveyor Toilet)
-dl $7E03C4 : db $01 : db $0A ; Ancilla Search Index
-dl $7E0540 : db $02 : dw $038A ; Object tilemap state
-dl $7E0544 : db $02 : dw $0C8A ; Object tilemap state
-dl $7E0548 : db $02 : dw $140C ; Object tilemap state
-dl $7E054C : db $02 : dw $1C0C ; Object tilemap state
-dl $7E0550 : db $02 : dw $151C ; Object tilemap state
-dl $7E0554 : db $02 : dw $1B1C ; Object tilemap state
-dl $7E0558 : db $02 : dw $0456 ; Object tilemap state
-dl $7E02A1 : db $01 : db $00 ; Arc variable
-dl $7E02A2 : db $01 : db $00 ; Arc variable
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-; Manual changes:
-dl $7E03C4 : db $01 : db $04 ; Ancilla Search Index
-.after
-
-sram_lownmg_skull_outside_thieves:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF377 : db $01 : db $0F ; Arrows
-dl $7EF158 : db $02 : dw $0A01 ; Room $00AC: Thieves Town (Blind The Thief[Boss]) (.....k.R........)
-dl $7EF3CC : db $01 : db $00 ; Tagalong
-dl $7EF3F9 : db $02 : dw $0000 ; Deaths
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7EF37A : db $01 : db $22 ; Crystals
-dl $7FE008 : db $01 : db $00 ; Overworld $44 persistent: UNKNOWN
-dl $7FE0F8 : db $01 : db $00 ; Overworld $BC persistent: UNKNOWN
-dl $7E03C4 : db $01 : db $04 ; Ancilla Search Index
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF387 : db $01 : db $00 ; Key for dungeon $0B
-dl $7FE00A : db $01 : db $00 ; Overworld $45 persistent: Death Mountain East
-dl $7FE0E3 : db $01 : db $13 ; Overworld $B1 persistent: UNKNOWN
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7FE148 : db $01 : db $26 ; Overworld $E4 persistent: UNKNOWN
-; Manual changes:
-dl $7EF377 : db $01 : db 18 ; Arrows
-.after
-
-sram_lownmg_skull_dash_to_sw:
-dl $7EF238 : db $02 : dw $0011 ; Room $011C: Unknown (............q...)
-dl $7EF360 : db $02 : dw $01FC ; Rupees (goal)
-dl $7EF362 : db $02 : dw $01FC ; Rupees (actual)
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E010E : db $01 : db $54 ; Dungeon entrance index
-.after
-
-sram_lownmg_skull_mummy_room:
-dl $7FE0FA : db $01 : db $23 ; Overworld $BD persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $091A ; Crystal switch state
-dl $7FE0E3 : db $01 : db $00 ; Overworld $B1 persistent: UNKNOWN
-dl $7FE148 : db $01 : db $00 ; Overworld $E4 persistent: UNKNOWN
-.after
-
-sram_lownmg_skull_bomb_jump:
-dl $7E0542 : db $02 : dw $0420 ; Object tilemap state
-dl $7E0546 : db $02 : dw $161E ; Object tilemap state
-dl $7E054A : db $02 : dw $1B4C ; Object tilemap state
-dl $7E054E : db $02 : dw $175C ; Object tilemap state
-dl $7E0FCC : db $01 : db $05 ; Prize pack index
-dl $7EF0AE : db $02 : dw $001A ; Room $0057: Skull Woods (Big Key Room) (............qq.q)
-dl $7EF366 : db $02 : dw $72B0 ; BigKey1
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7E0540 : db $02 : dw $075C ; Object tilemap state
-dl $7E0544 : db $02 : dw $140C ; Object tilemap state
-dl $7E0548 : db $02 : dw $1430 ; Object tilemap state
-dl $7E054C : db $02 : dw $1954 ; Object tilemap state
-dl $7E0550 : db $02 : dw $1764 ; Object tilemap state
-dl $7E0B37 : db $01 : db $FB ; Arc variable
-dl $7E0B3F : db $01 : db $00 ; Arc variable
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E010E : db $01 : db $29 ; Dungeon entrance index
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-.after
-
-sram_lownmg_skull_key_pot:
-dl $7E0542 : db $02 : dw $140C ; Object tilemap state
-dl $7E0546 : db $02 : dw $0A5C ; Object tilemap state
-dl $7E054A : db $02 : dw $080C ; Object tilemap state
-dl $7E054E : db $02 : dw $0614 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0724 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0918 ; Object tilemap state
-dl $7E055A : db $02 : dw $0924 ; Object tilemap state
-dl $7EF343 : db $01 : db $03 ; Bombs
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7E0FC8 : db $01 : db $03 ; Prize pack index
-dl $7EF0AC : db $02 : dw $0005 ; Room $0056: Skull Woods (Key Pot / Trap Room) (..............q.)
-dl $7EF0B0 : db $02 : dw $0012 ; Room $0058: Skull Woods (Big Chest Room) (............q..q)
-dl $7E0B36 : db $01 : db $D8 ; Arc variable
-dl $7EF360 : db $02 : dw $0201 ; Rupees (goal)
-dl $7EF345 : db $01 : db $01 ; Fire Rod
-dl $7EF36D : db $01 : db $10 ; Health (actual)
-dl $7EF362 : db $02 : dw $0201 ; Rupees (actual)
-dl $7E029F : db $01 : db $00 ; Arc variable
-dl $7E0540 : db $02 : dw $1430 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0664 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0A60 ; Object tilemap state
-dl $7E054C : db $02 : dw $0830 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0718 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0628 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0A14 ; Object tilemap state
-dl $7E055C : db $02 : dw $0A28 ; Object tilemap state
-dl $7E0B37 : db $01 : db $A0 ; Arc variable
-dl $7FE0FA : db $01 : db $00 ; Room $BD persistent: Empty Clone Room
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_lownmg_skull_skull_entrance:
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF0AC : db $02 : dw $0407 ; Room $0056: Skull Woods (Key Pot / Trap Room) (......K.......qq)
-dl $7EF2C0 : db $01 : db $20 ; Overworld $40: Unknown (...?....)
-dl $7E0B36 : db $01 : db $45 ; Arc variable
-dl $7EF384 : db $01 : db $01 ; Key for dungeon $08
-dl $7EF36E : db $01 : db $70 ; Magic Power
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7FE0FA : db $01 : db $23 ; Overworld $BD persistent: UNKNOWN
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-.after
-
-sram_lownmg_skull_mummy_hellway:
-dl $7E0542 : db $02 : dw $1490 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1B9C ; Object tilemap state
-dl $7E054A : db $02 : dw $14AC ; Object tilemap state
-dl $7E054E : db $02 : dw $18AC ; Object tilemap state
-dl $7E0552 : db $02 : dw $0F68 ; Object tilemap state
-dl $7E0556 : db $02 : dw $055C ; Object tilemap state
-dl $7E055A : db $02 : dw $0FEE ; Object tilemap state
-dl $7EF36F : db $02 : dw $0000 ; Keys
-dl $7E0FCC : db $01 : db $06 ; Prize pack index
-dl $7EF092 : db $02 : dw $2002 ; Room $0049: Skull Woods (Gibdo Torch Puzzle Room) (...d...........q)
-dl $7EF0B2 : db $02 : dw $800A ; Room $0059: Skull Woods (Final Section Entrance Room) (.d...........q.q)
-dl $7E0540 : db $02 : dw $1390 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1B90 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1BA0 ; Object tilemap state
-dl $7E054C : db $02 : dw $17AC ; Object tilemap state
-dl $7E0550 : db $02 : dw $1CAC ; Object tilemap state
-dl $7E0554 : db $02 : dw $1068 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0FCE ; Object tilemap state
-dl $7E055C : db $02 : dw $1870 ; Object tilemap state
-dl $7E0B37 : db $01 : db $B1 ; Arc variable
-dl $7FE012 : db $02 : dw $0400 ; Room $49 persistent: Skull Woods (Gibdo Torch Puzzle Room)
-dl $7FE032 : db $02 : dw $0003 ; Room $59 persistent: Skull Woods (Final Section Entrance Room)
-dl $7FE0FA : db $01 : db $00 ; Room $BD persistent: Empty Clone Room
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E010E : db $01 : db $2B ; Dungeon entrance index
-.after
-
-sram_lownmg_skull_mummy_key:
-dl $7E0556 : db $02 : dw $855C ; Object tilemap state
-dl $7E055A : db $02 : dw $8FEE ; Object tilemap state
-dl $7EF092 : db $02 : dw $A00F ; Room $0049: Skull Woods (Gibdo Torch Puzzle Room) (.d.d.........qqq)
-dl $7EF36E : db $01 : db $20 ; Magic Power
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0558 : db $02 : dw $8FCE ; Object tilemap state
-dl $7E055C : db $02 : dw $9870 ; Object tilemap state
-dl $7E0FC9 : db $01 : db $01 ; Prize pack index
-dl $7E0B37 : db $01 : db $9A ; Arc variable
-dl $7FE012 : db $02 : dw $0C01 ; Room $49 persistent: Skull Woods (Gibdo Torch Puzzle Room)
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lownmg_skull_mothula:
-dl $7E0542 : db $02 : dw $1C30 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1A64 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36D : db $01 : db $18 ; Health (actual)
-dl $7EF072 : db $02 : dw $4402 ; Room $0039: Skull Woods (Gibdo Key / Mothula Hole Room) (..d...K........q)
-dl $7EF36E : db $01 : db $10 ; Magic Power
-dl $7E0468 : db $01 : db $01 ; Trap door state
-dl $7E0540 : db $02 : dw $140C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1664 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $6B ; Arc variable
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7FDFF2 : db $02 : dw $0002 ; Room $39 persistent: Skull Woods (Gibdo Key / Mothula Hole Room)
-; Manual changes:
-dl $7EF377 : db $01 : db 23 ; Arrows
-.after
-
-sram_lownmg_mire_outside_skull:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF3F3 : db $02 : dw $0000 ; Deaths
-dl $7EF384 : db $01 : db $00 ; Key for dungeon $08
-dl $7EF052 : db $02 : dw $0801 ; Room $0029: Skull Woods (Mothula[Boss]) (.....k..........)
-dl $7EF072 : db $02 : dw $4403 ; Room $0039: Skull Woods (Gibdo Key / Mothula Hole Room) (..d...K........q)
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7EF37A : db $01 : db $62 ; Crystals
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $43 ; Arc variable
-dl $7FE012 : db $01 : db $00 ; Overworld $49 persistent: UNKNOWN
-dl $7FE032 : db $01 : db $00 ; Overworld $59 persistent: UNKNOWN
-dl $7FE0FA : db $01 : db $23 ; Overworld $BD persistent: UNKNOWN
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7FDFF2 : db $01 : db $00 ; Overworld $39 persistent: UNKNOWN
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-; Manual changes:
-dl $7EF377 : db $01 : db 18 ; Arrows
-.after
-
-sram_lownmg_mire_dm:
-dl $7E1ABF : db $01 : db $98 ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $00 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $CB ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $00 ; Warp Vortex Coordinate
-dl $7EF3CA : db $01 : db $00 ; LW/DW
-dl $7E0303 : db $01 : db $08 ; Selected menu item
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7FDFCB : db $01 : db $F3 ; Overworld $25 persistent: Octorok Area
-dl $7FE0FA : db $01 : db $00 ; Overworld $BD persistent: UNKNOWN
-dl $7E02A2 : db $01 : db $FD ; Arc variable
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E0202 : db $01 : db $0D ; Selected menu item
-.after
-
-sram_lownmg_mire_bridge_warp:
-dl $7EF348 : db $01 : db $01 ; Ether Medallion
-dl $7E1ABF : db $01 : db $1C ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $08 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $39 ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $01 ; Warp Vortex Coordinate
-dl $7FDFCB : db $01 : db $00 ; Overworld $25 persistent: Octorok Area
-dl $7E02A2 : db $01 : db $00 ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lownmg_mire_lottery:
-dl $7E0FC8 : db $01 : db $04 ; Prize pack index
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7FE17B : db $01 : db $DB ; Overworld $FD persistent: UNKNOWN
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7FE168 : db $01 : db $D4 ; Overworld $F4 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $0920 ; Crystal switch state
-dl $7FE166 : db $01 : db $12 ; Overworld $F3 persistent: UNKNOWN
-dl $7FE111 : db $01 : db $BB ; Overworld $C8 persistent: UNKNOWN
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-.after
-
-sram_lownmg_mire_medallion:
-dl $7FE17B : db $01 : db $00 ; Overworld $FD persistent: UNKNOWN
-dl $7FDFCC : db $01 : db $56 ; Overworld $26 persistent: UNKNOWN
-dl $7FE168 : db $01 : db $00 ; Overworld $F4 persistent: UNKNOWN
-dl $7FE06E : db $01 : db $09 ; Overworld $77 persistent: Black Ice Cave
-dl $7FE106 : db $01 : db $09 ; Overworld $C3 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $0280 ; Crystal switch state
-dl $7FE166 : db $01 : db $00 ; Overworld $F3 persistent: UNKNOWN
-dl $7FE111 : db $01 : db $00 ; Overworld $C8 persistent: UNKNOWN
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7FE128 : db $01 : db $09 ; Overworld $D4 persistent: UNKNOWN
-.after
-
-sram_lownmg_mire_zoras_domain:
-dl $7E1ABF : db $01 : db $9D ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $0E ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $A8 ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $02 ; Warp Vortex Coordinate
-dl $7EF349 : db $01 : db $01 ; Quake Medallion
-dl $7EF3CA : db $01 : db $00 ; LW/DW
-dl $7FDFCC : db $01 : db $00 ; Overworld $26 persistent: UNKNOWN
-dl $7FE05D : db $01 : db $59 ; Overworld $6E persistent: Outside Hedge Maze
-dl $7FDFA6 : db $01 : db $38 ; Overworld $13 persistent: Sanctuary
-dl $7FE06E : db $01 : db $00 ; Overworld $77 persistent: Black Ice Cave
-dl $7FE106 : db $01 : db $00 ; Overworld $C3 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $091E ; Crystal switch state
-dl $7FE128 : db $01 : db $00 ; Overworld $D4 persistent: UNKNOWN
-.after
-
-sram_lownmg_mire_darkworld_warp:
-dl $7EF304 : db $02 : dw $000F ;
-dl $7EF360 : db $02 : dw $000D ; Rupees (goal)
-dl $7EF379 : db $01 : db $FE ; Ability Flags
-dl $7EF356 : db $01 : db $01 ; Flippers
-dl $7EF362 : db $02 : dw $000D ; Rupees (actual)
-dl $7E0303 : db $01 : db $08 ; Selected menu item
-dl $7FE05D : db $01 : db $00 ; Overworld $6E persistent: Outside Hedge Maze
-dl $7FDFA6 : db $01 : db $00 ; Overworld $13 persistent: Sanctuary
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0202 : db $01 : db $0D ; Selected menu item
-; Manual changes:
-dl $7E02A2 : db $01 : db $8B ; Altitude
-.after
-
-sram_lownmg_mire_entrance:
-dl $7EF2F0 : db $01 : db $20 ; Overworld $70: Unknown (...?....)
-dl $7EF36E : db $01 : db $60 ; Magic Power
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7E0303 : db $01 : db $10 ; Selected menu item
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0202 : db $01 : db $09 ; Selected menu item
-.after
-
-sram_lownmg_mire_mire2:
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF130 : db $02 : dw $0003 ; Room $0098: Misery Mire (Entrance Room) (...............q)
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E010E : db $01 : db $27 ; Dungeon entrance index
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-.after
-
-sram_lownmg_mire_main_hub:
-dl $7E0FC8 : db $01 : db $06 ; Prize pack index
-dl $7EF1A4 : db $02 : dw $000F ; Room $00D2: Misery Mire (Mire02 / Wizzrobes Room) (.............qqq)
-dl $7EF36E : db $01 : db $50 ; Magic Power
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7FE124 : db $02 : dw $03EF ; Room $D2 persistent: Misery Mire (Mire02 / Wizzrobes Room)
-dl $7E0FC7 : db $01 : db $04 ; Prize pack index
-.after
-
-sram_lownmg_mire_beat_the_fireball:
-dl $7E0542 : db $02 : dw $2930 ; Object tilemap state
-dl $7E0546 : db $02 : dw $284C ; Object tilemap state
-dl $7E054A : db $02 : dw $2A4C ; Object tilemap state
-dl $7EF36F : db $01 : db $01 ; Keys
-dl $7EF377 : db $01 : db $14 ; Arrows
-dl $7EF144 : db $02 : dw $001F ; Room $00A2: Misery Mire (Bridge Key Chest Room) (............qqqq)
-dl $7EF164 : db $02 : dw $000D ; Room $00B2: Misery Mire (Slug Room) (.............qq.)
-dl $7EF184 : db $02 : dw $000F ; Room $00C2: Misery Mire (Big Hub Room) (.............qqq)
-dl $7E0540 : db $02 : dw $2830 ; Object tilemap state
-dl $7E0544 : db $02 : dw $2A30 ; Object tilemap state
-dl $7E0548 : db $02 : dw $294C ; Object tilemap state
-dl $7E054C : db $02 : dw $185E ; Object tilemap state
-dl $7E0641 : db $02 : dw $0001 ; Room puzzle state (?)
-dl $7E002F : db $01 : db $02 ; Link's direction
-; Manual changes:
-dl $7EF377 : db $01 : db 23 ; Arrows
-.after
-
-sram_lownmg_mire_bari_key:
-dl $7E0542 : db $02 : dw $3044 ; Object tilemap state
-dl $7E0546 : db $02 : dw $07B4 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $02 : dw $0000 ; Keys
-dl $7EF184 : db $02 : dw $400F ; Room $00C2: Misery Mire (Big Hub Room) (..d..........qqq)
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $2E64 ; Object tilemap state
-dl $7E0544 : db $02 : dw $3440 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0641 : db $01 : db $00 ; Room puzzle state (?)
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_lownmg_mire_sluggulas:
-dl $7E0542 : db $02 : dw $1430 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1C30 ; Object tilemap state
-dl $7EF182 : db $02 : dw $C403 ; Room $00C1: Misery Mire (Compass Chest / Tile Room) (.dd...K........q)
-dl $7E0540 : db $02 : dw $140C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C0C ; Object tilemap state
-dl $7FE124 : db $02 : dw $0000 ; Room $D2 persistent: Misery Mire (Mire02 / Wizzrobes Room)
-dl $7E0B37 : db $01 : db $94 ; Arc variable
-dl $7FE102 : db $02 : dw $0200 ; Room $C1 persistent: Misery Mire (Compass Chest / Tile Room)
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_lownmg_mire_torches:
-dl $7E0542 : db $02 : dw $0430 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0C70 ; Object tilemap state
-dl $7E054A : db $02 : dw $0470 ; Object tilemap state
-dl $7EF373 : db $01 : db $69 ; Magic filler
-dl $7EF1A2 : db $02 : dw $0008 ; Room $00D1: Misery Mire (Conveyor Slug / Big Key Room) (.............q..)
-dl $7EF36E : db $01 : db $57 ; Magic Power
-dl $7E0540 : db $02 : dw $07A8 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0C4C ; Object tilemap state
-dl $7E0548 : db $02 : dw $044C ; Object tilemap state
-dl $7E0B37 : db $01 : db $8F ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lownmg_mire_spark_avoidance:
-dl $7E0542 : db $02 : dw $1430 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1C30 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF373 : db $01 : db $00 ; Magic filler
-dl $7EF12E : db $02 : dw $010F ; Room $0097: Misery Mire (Torch Puzzle / Moving Wall Room) (........c....qqq)
-dl $7EF162 : db $02 : dw $0007 ; Room $00B1: Misery Mire (Hourglass Room) (..............qq)
-dl $7EF182 : db $02 : dw $C407 ; Room $00C1: Misery Mire (Compass Chest / Tile Room) (.dd...K.......qq)
-dl $7EF1A2 : db $02 : dw $001B ; Room $00D1: Misery Mire (Conveyor Slug / Big Key Room) (............qq.q)
-dl $7EF366 : db $02 : dw $73B0 ; BigKey1
-dl $7EF36E : db $01 : db $40 ; Magic Power
-dl $7E0540 : db $02 : dw $140C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C0C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0CC3 : db $01 : db $01 ; Sprite drop
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_lownmg_mire_big_chest_room:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF186 : db $02 : dw $000A ; Room $00C3: Misery Mire (Big Chest Room) (.............q.q)
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $A0 ; Arc variable
-dl $7FE102 : db $02 : dw $0000 ; Room $C1 persistent: Misery Mire (Compass Chest / Tile Room)
-.after
-
-sram_lownmg_mire_wizzrobe:
-dl $7E0542 : db $02 : dw $1430 ; Object tilemap state
-dl $7EF350 : db $01 : db $01 ; Cane of Somaria
-dl $7EF166 : db $02 : dw $840A ; Room $00B3: Misery Mire (Spike Key Chest Room) (.d....K......q.q)
-dl $7EF186 : db $02 : dw $001F ; Room $00C3: Misery Mire (Big Chest Room) (............qqqq)
-dl $7E0540 : db $02 : dw $140C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C30 ; Object tilemap state
-dl $7E0CC3 : db $01 : db $00 ; Sprite drop
-dl $7E0B37 : db $01 : db $10 ; Arc variable
-dl $7E0B3F : db $01 : db $01 ; Arc variable
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_lownmg_mire_basement:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF144 : db $02 : dw $801F ; Room $00A2: Misery Mire (Bridge Key Chest Room) (.d..........qqqq)
-dl $7EF164 : db $02 : dw $800D ; Room $00B2: Misery Mire (Slug Room) (.d...........qq.)
-dl $7EF360 : db $02 : dw $000E ; Rupees (goal)
-dl $7EF362 : db $02 : dw $000E ; Rupees (actual)
-dl $7FE0E4 : db $02 : dw $0001 ; Room $B2 persistent: Misery Mire (Slug Room)
-dl $7E0540 : db $02 : dw $1C0C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lownmg_mire_spooky_action_1:
-dl $7E0542 : db $02 : dw $0760 ; Object tilemap state
-dl $7E0546 : db $02 : dw $17A0 ; Object tilemap state
-dl $7E054A : db $02 : dw $18A0 ; Object tilemap state
-dl $7EF126 : db $02 : dw $000E ; Room $0093: Misery Mire (Dark Cane Floor Switch Puzzle Room) (.............qqq)
-dl $7EF36E : db $01 : db $38 ; Magic Power
-dl $7E0303 : db $01 : db $12 ; Selected menu item
-dl $7E0540 : db $02 : dw $071C ; Object tilemap state
-dl $7E0544 : db $02 : dw $179C ; Object tilemap state
-dl $7E0548 : db $02 : dw $189C ; Object tilemap state
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E0202 : db $01 : db $11 ; Selected menu item
-.after
-
-sram_lownmg_mire_spooky_action_2:
-dl $7E0542 : db $02 : dw $175C ; Object tilemap state
-dl $7E0546 : db $02 : dw $1768 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF124 : db $02 : dw $0005 ; Room $0092: Misery Mire (Dark Bomb Wall / Switches Room) (..............q.)
-dl $7EF36E : db $01 : db $28 ; Magic Power
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7E0540 : db $02 : dw $1756 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1762 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $5E ; Arc variable
-dl $7E0B3F : db $01 : db $00 ; Arc variable
-dl $7EC172 : db $01 : db $00 ; Crystal switch state
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-.after
-
-sram_lownmg_mire_vitty:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF124 : db $02 : dw $0007 ; Room $0092: Misery Mire (Dark Bomb Wall / Switches Room) (..............qq)
-dl $7EF140 : db $02 : dw $800F ; Room $00A0: Misery Mire (Pre-Vitreous Room) (.d...........qqq)
-dl $7EF122 : db $02 : dw $0005 ; Room $0091: Misery Mire (Final Switch Room) (..............q.)
-dl $7EF36E : db $01 : db $08 ; Magic Power
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7FE0E4 : db $02 : dw $0000 ; Room $B2 persistent: Misery Mire (Slug Room)
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $87 ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-.after
-
-sram_lownmg_swamp_outside_mire:
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF377 : db $01 : db $03 ; Arrows
-dl $7EF383 : db $01 : db $00 ; Key for dungeon $07
-dl $7EF120 : db $02 : dw $0802 ; Room $0090: Misery Mire (Vitreous[Boss]) (.....k.........q)
-dl $7EF3F1 : db $02 : dw $0000 ; Deaths
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7EF37A : db $01 : db $63 ; Crystals
-dl $7E0303 : db $01 : db $12 ; Selected menu item
-dl $7E03C4 : db $01 : db $00 ; Ancilla Search Index
-dl $7E02A2 : db $01 : db $00 ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0202 : db $01 : db $11 ; Selected menu item
-; Manual changes:
-dl $7EF377 : db $01 : db 6 ; Arrows
-.after
-
-sram_lownmg_swamp_links_house:
-dl $7E1ABF : db $01 : db $28 ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $01 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $DA ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $0C ; Warp Vortex Coordinate
-dl $7EF3CA : db $01 : db $00 ; LW/DW
-dl $7E0303 : db $01 : db $08 ; Selected menu item
-dl $7E02A2 : db $01 : db $FE ; Arc variable
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E0202 : db $01 : db $0D ; Selected menu item
-.after
-
-sram_lownmg_swamp_swamp_overworld:
-dl $7E0FC8 : db $01 : db $07 ; Prize pack index
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7FE147 : db $01 : db $AB ; Overworld $E3 persistent: UNKNOWN
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7FE164 : db $01 : db $A9 ; Overworld $F2 persistent: UNKNOWN
-dl $7FE059 : db $01 : db $13 ; Overworld $6C persistent: Dark Link's House
-dl $7EC172 : db $02 : dw $00A0 ; Crystal switch state
-dl $7E02A2 : db $01 : db $A7 ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-.after
-
-sram_lownmg_swamp_antifairy_room:
-dl $7E1ABF : db $01 : db $7C ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $07 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $04 ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $0F ; Warp Vortex Coordinate
-dl $7EF3CA : db $01 : db $00 ; LW/DW
-dl $7FE147 : db $01 : db $00 ; Overworld $E3 persistent: UNKNOWN
-dl $7FE153 : db $01 : db $D3 ; Overworld $E9 persistent: UNKNOWN
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7FE07C : db $01 : db $09 ; Overworld $7E persistent: UNKNOWN
-dl $7FE164 : db $01 : db $EC ; Overworld $F2 persistent: UNKNOWN
-dl $7FE059 : db $01 : db $00 ; Overworld $6C persistent: Dark Link's House
-dl $7EC172 : db $02 : dw $0020 ; Crystal switch state
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-.after
-
-sram_lownmg_swamp_entrance:
-dl $7E0542 : db $02 : dw $193E ; Object tilemap state
-dl $7EF2BB : db $01 : db $20 ; Overworld $3B: Unknown (...?....)
-dl $7EF2FB : db $01 : db $20 ; Overworld $7B: Unknown (...?....)
-dl $7E0B36 : db $01 : db $00 ; Arc variable
-dl $7EF216 : db $02 : dw $008F ; Room $010B: Unknown (.........c...qqq)
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7FE153 : db $01 : db $00 ; Overworld $E9 persistent: UNKNOWN
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7FE07C : db $01 : db $00 ; Overworld $7E persistent: UNKNOWN
-dl $7FE164 : db $01 : db $00 ; Overworld $F2 persistent: UNKNOWN
-dl $7FE07D : db $01 : db $13 ; Overworld $7E persistent: UNKNOWN
-dl $7E0540 : db $02 : dw $193A ; Object tilemap state
-dl $7E0544 : db $02 : dw $1842 ; Object tilemap state
-dl $7FE126 : db $01 : db $AB ; Overworld $D3 persistent: UNKNOWN
-dl $7EF051 : db $01 : db $01 ; Room $0028: Swamp Palace (Entrance Room) (................)
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7FE0E2 : db $01 : db $AA ; Overworld $B1 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E0B0C : db $01 : db $F0 ; Arc variable
-dl $7E010E : db $01 : db $4E ; Dungeon entrance index
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-.after
-
-sram_lownmg_swamp_first_key_pot:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $02 : dw $0000 ; Keys
-dl $7EF050 : db $02 : dw $811F ; Room $0028: Swamp Palace (Entrance Room) (.d......c...qqqq)
-dl $7FDFD0 : db $02 : dw $000E ; Room $28 persistent: Swamp Palace (Entrance Room)
-dl $7FE07D : db $01 : db $00 ; Room $7E persistent: Ice Palace (Hidden Chest / Bombable Floor Room)
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7FE126 : db $01 : db $00 ; Room $D3 persistent: Empty Clone Room
-dl $7FE0E2 : db $01 : db $00 ; Room $B1 persistent: Misery Mire (Hourglass Room)
-dl $7E010E : db $01 : db $25 ; Dungeon entrance index
-.after
-
-sram_lownmg_swamp_hallway_key_1:
-dl $7E0542 : db $02 : dw $0520 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1430 ; Object tilemap state
-dl $7EF343 : db $01 : db $04 ; Bombs
-dl $7EF070 : db $02 : dw $440A ; Room $0038: Swamp Palace (Key Pot Room) (..d...K......q.q)
-dl $7EF06E : db $02 : dw $1003 ; Room $0037: Swamp Palace (Map Chest / Water Fill Room) (....b..........q)
-dl $7FDFF0 : db $02 : dw $0002 ; Room $38 persistent: Swamp Palace (Key Pot Room)
-dl $7E0540 : db $02 : dw $0420 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0620 ; Object tilemap state
-dl $7E0548 : db $02 : dw $063C ; Object tilemap state
-.after
-
-sram_lownmg_swamp_water_lever_1:
-dl $7EF06E : db $02 : dw $340F ; Room $0037: Swamp Palace (Map Chest / Water Fill Room) (...db.K......qqq)
-.after
-
-sram_lownmg_swamp_main_hub:
-dl $7EF06E : db $02 : dw $348F ; Room $0037: Swamp Palace (Map Chest / Water Fill Room) (...db.K..c...qqq)
-dl $7FDFEE : db $02 : dw $0002 ; Room $37 persistent: Swamp Palace (Map Chest / Water Fill Room)
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_lownmg_swamp_water_lever_2:
-dl $7E0542 : db $02 : dw $0F9A ; Object tilemap state
-dl $7E0546 : db $02 : dw $05C0 ; Object tilemap state
-dl $7E054A : db $02 : dw $0470 ; Object tilemap state
-dl $7E054E : db $02 : dw $1072 ; Object tilemap state
-dl $7E0B35 : db $01 : db $BE ; Arc variable
-dl $7E0FCC : db $01 : db $07 ; Prize pack index
-dl $7EF06C : db $02 : dw $200F ; Room $0036: Swamp Palace (Big Chest Room) (...d.........qqq)
-dl $7E0B36 : db $01 : db $C3 ; Arc variable
-dl $7EF360 : db $02 : dw $000F ; Rupees (goal)
-dl $7EF06A : db $02 : dw $040F ; Room $0035: Swamp Palace (Big Key / BS Room) (......K......qqq)
-dl $7EF362 : db $02 : dw $000F ; Rupees (actual)
-dl $7FDFD0 : db $02 : dw $0000 ; Room $28 persistent: Swamp Palace (Entrance Room)
-dl $7FDFEC : db $02 : dw $0031 ; Room $36 persistent: Swamp Palace (Big Chest Room)
-dl $7E0540 : db $02 : dw $100A ; Object tilemap state
-dl $7E0544 : db $02 : dw $05BC ; Object tilemap state
-dl $7E0548 : db $02 : dw $046C ; Object tilemap state
-dl $7E054C : db $02 : dw $0FDE ; Object tilemap state
-dl $7E0B33 : db $01 : db $AF ; Arc variable
-dl $7E0B37 : db $01 : db $BB ; Arc variable
-dl $7FDFEA : db $02 : dw $0240 ; Room $35 persistent: Swamp Palace (Big Key / BS Room)
-dl $7E0B0C : db $01 : db $A0 ; Arc variable
-dl $7E0B34 : db $01 : db $B9 ; Arc variable
-.after
-
-sram_lownmg_swamp_sociable_firebar:
-dl $7E0542 : db $02 : dw $085C ; Object tilemap state
-dl $7E0546 : db $02 : dw $572A ; Object tilemap state
-dl $7E054A : db $02 : dw $5922 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B35 : db $01 : db $C5 ; Arc variable
-dl $7EF068 : db $02 : dw $000F ; Room $0034: Swamp Palace (Push Block Puzzle / Pre-Big Key Room) (.............qqq)
-dl $7E0B36 : db $01 : db $C9 ; Arc variable
-dl $7EF06A : db $02 : dw $848F ; Room $0035: Swamp Palace (Big Key / BS Room) (.d....K..c...qqq)
-dl $7FDFF0 : db $02 : dw $0000 ; Room $38 persistent: Swamp Palace (Key Pot Room)
-dl $7E0540 : db $02 : dw $084E ; Object tilemap state
-dl $7E0544 : db $02 : dw $5722 ; Object tilemap state
-dl $7E0548 : db $02 : dw $5726 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B33 : db $01 : db $B9 ; Arc variable
-dl $7E0B37 : db $01 : db $CD ; Arc variable
-dl $7E0B34 : db $01 : db $BF ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lownmg_swamp_backtracking:
-dl $7E0542 : db $02 : dw $0818 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0820 ; Object tilemap state
-dl $7E054A : db $02 : dw $1430 ; Object tilemap state
-dl $7E054E : db $02 : dw $1C4C ; Object tilemap state
-dl $7E0552 : db $02 : dw $1B64 ; Object tilemap state
-dl $7E0556 : db $02 : dw $1CF2 ; Object tilemap state
-dl $7EF0A8 : db $02 : dw $000F ; Room $0054: Swamp Palace (Upstairs Pits Room) (.............qqq)
-dl $7EF06A : db $02 : dw $849F ; Room $0035: Swamp Palace (Big Key / BS Room) (.d....K..c..qqqq)
-dl $7EF366 : db $02 : dw $77B0 ; BigKey1
-dl $7E0540 : db $02 : dw $0814 ; Object tilemap state
-dl $7E0544 : db $02 : dw $081C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0824 ; Object tilemap state
-dl $7E054C : db $02 : dw $174C ; Object tilemap state
-dl $7E0550 : db $02 : dw $16F0 ; Object tilemap state
-dl $7E0554 : db $02 : dw $1758 ; Object tilemap state
-dl $7E0558 : db $02 : dw $063C ; Object tilemap state
-dl $7FDFEE : db $02 : dw $0000 ; Room $37 persistent: Swamp Palace (Map Chest / Water Fill Room)
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_lownmg_swamp_hook_shot:
-dl $7FDFE8 : db $02 : dw $0003 ; Room $34 persistent: Swamp Palace (Push Block Puzzle / Pre-Big Key Room)
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_lownmg_swamp_hookdash:
-dl $7E0542 : db $02 : dw $0F9A ; Object tilemap state
-dl $7E0546 : db $02 : dw $05C0 ; Object tilemap state
-dl $7E054A : db $02 : dw $0470 ; Object tilemap state
-dl $7E054E : db $02 : dw $1072 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B35 : db $01 : db $A2 ; Arc variable
-dl $7EF06C : db $02 : dw $641F ; Room $0036: Swamp Palace (Big Chest Room) (..dd..K.....qqqq)
-dl $7E0B36 : db $01 : db $75 ; Arc variable
-dl $7EF342 : db $01 : db $01 ; Hookshot
-dl $7E0303 : db $01 : db $0E ; Selected menu item
-dl $7E0540 : db $02 : dw $100A ; Object tilemap state
-dl $7E0544 : db $02 : dw $05BC ; Object tilemap state
-dl $7E0548 : db $02 : dw $046C ; Object tilemap state
-dl $7E054C : db $02 : dw $0FDE ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B33 : db $01 : db $89 ; Arc variable
-dl $7E0B37 : db $01 : db $9B ; Arc variable
-dl $7E0B34 : db $01 : db $94 ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0202 : db $01 : db $03 ; Selected menu item
-.after
-
-sram_lownmg_swamp_water_lever_3:
-dl $7E0542 : db $02 : dw $041C ; Object tilemap state
-dl $7E0546 : db $02 : dw $1A16 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B35 : db $01 : db $97 ; Arc variable
-dl $7EF04C : db $02 : dw $8007 ; Room $0026: Swamp Palace (Statue Room) (.d............qq)
-dl $7E0B36 : db $01 : db $6A ; Arc variable
-dl $7FDFCC : db $02 : dw $0400 ; Room $26 persistent: Swamp Palace (Statue Room)
-dl $7FDFEC : db $02 : dw $0000 ; Room $36 persistent: Swamp Palace (Big Chest Room)
-dl $7E0540 : db $02 : dw $080C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1396 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1ADC ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B33 : db $01 : db $75 ; Arc variable
-dl $7E0B37 : db $01 : db $90 ; Arc variable
-dl $7E0B34 : db $01 : db $89 ; Arc variable
-; Manual changes:
-dl $7EF377 : db $01 : db 11 ; Arrows
-.after
-
-sram_lownmg_swamp_restock:
-dl $7E0542 : db $02 : dw $0654 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0668 ; Object tilemap state
-dl $7E054A : db $02 : dw $2630 ; Object tilemap state
-dl $7E054E : db $02 : dw $2634 ; Object tilemap state
-dl $7E0552 : db $02 : dw $2638 ; Object tilemap state
-dl $7E0B35 : db $01 : db $27 ; Arc variable
-dl $7EF0CC : db $02 : dw $0003 ; Room $0066: Swamp Palace (Hidden Chest / Hidden Door Room) (...............q)
-dl $7EF0EC : db $02 : dw $008E ; Room $0076: Swamp Palace (Water Drain Room) (.........c...qqq)
-dl $7E0B36 : db $01 : db $23 ; Arc variable
-dl $7FDFE8 : db $02 : dw $0000 ; Room $34 persistent: Swamp Palace (Push Block Puzzle / Pre-Big Key Room)
-dl $7FE04C : db $02 : dw $00C0 ; Room $66 persistent: Swamp Palace (Hidden Chest / Hidden Door Room)
-dl $7FE06C : db $02 : dw $0002 ; Room $76 persistent: Swamp Palace (Water Drain Room)
-dl $7E0540 : db $02 : dw $0554 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0568 ; Object tilemap state
-dl $7E0548 : db $02 : dw $2530 ; Object tilemap state
-dl $7E054C : db $02 : dw $2534 ; Object tilemap state
-dl $7E0550 : db $02 : dw $2538 ; Object tilemap state
-dl $7E0554 : db $02 : dw $383C ; Object tilemap state
-dl $7E0B37 : db $01 : db $1F ; Arc variable
-dl $7FDFEA : db $02 : dw $0000 ; Room $35 persistent: Swamp Palace (Big Key / BS Room)
-.after
-
-sram_lownmg_swamp_phelps_way:
-dl $7E0542 : db $02 : dw $03C0 ; Object tilemap state
-dl $7E0546 : db $02 : dw $04C0 ; Object tilemap state
-dl $7E054A : db $02 : dw $05C0 ; Object tilemap state
-dl $7E054E : db $02 : dw $06C0 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B35 : db $01 : db $62 ; Arc variable
-dl $7EF343 : db $01 : db $05 ; Bombs
-dl $7EF377 : db $01 : db $08 ; Arrows
-dl $7EF02C : db $02 : dw $000C ; Room $0016: Swamp Palace (Swimming Treadmill) (.............qq.)
-dl $7EF0CC : db $02 : dw $000F ; Room $0066: Swamp Palace (Hidden Chest / Hidden Door Room) (.............qqq)
-dl $7E0B36 : db $01 : db $5E ; Arc variable
-dl $7FDFAC : db $02 : dw $0004 ; Room $16 persistent: Swamp Palace (Swimming Treadmill)
-dl $7E0540 : db $02 : dw $03BC ; Object tilemap state
-dl $7E0544 : db $02 : dw $04BC ; Object tilemap state
-dl $7E0548 : db $02 : dw $05BC ; Object tilemap state
-dl $7E054C : db $02 : dw $06BC ; Object tilemap state
-dl $7E0550 : db $02 : dw $13F0 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $63 ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-; Manual changes:
-dl $7EF377 : db $01 : db 16 ; Arrows
-.after
-
-sram_lownmg_swamp_arrghus:
-dl $7EF02C : db $02 : dw $440F ; Room $0016: Swamp Palace (Swimming Treadmill) (..d...K......qqq)
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lownmg_ice_outside_swamp:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B09 : db $01 : db $1B ; Arc variable
-dl $7E0B31 : db $01 : db $B4 ; Arc variable
-dl $7E0B35 : db $01 : db $AF ; Arc variable
-dl $7E0B39 : db $01 : db $B9 ; Arc variable
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF00C : db $02 : dw $0802 ; Room $0006: Swamp Palace (Arrghus[Boss]) (.....k.........q)
-dl $7E0B32 : db $01 : db $BD ; Arc variable
-dl $7E0B36 : db $01 : db $A4 ; Arc variable
-dl $7E0B3A : db $01 : db $BC ; Arc variable
-dl $7EF381 : db $01 : db $00 ; Key for dungeon $05
-dl $7EF3ED : db $02 : dw $0000 ; Deaths
-dl $7EF37A : db $01 : db $73 ; Crystals
-dl $7E0303 : db $01 : db $12 ; Selected menu item
-dl $7FDFAC : db $01 : db $00 ; Overworld $16 persistent: Witch's Hut
-dl $7FDFCC : db $01 : db $00 ; Overworld $26 persistent: UNKNOWN
-dl $7FE04C : db $01 : db $00 ; Overworld $66 persistent: UNKNOWN
-dl $7FE06C : db $01 : db $00 ; Overworld $76 persistent: UNKNOWN
-dl $7FE07D : db $01 : db $13 ; Overworld $7E persistent: UNKNOWN
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E02A1 : db $01 : db $02 ; Arc variable
-dl $7FE126 : db $01 : db $AB ; Overworld $D3 persistent: UNKNOWN
-dl $7E0B33 : db $01 : db $C0 ; Arc variable
-dl $7E0B37 : db $01 : db $A0 ; Arc variable
-dl $7E0B3B : db $01 : db $B2 ; Arc variable
-dl $7FE0E2 : db $01 : db $AA ; Overworld $B1 persistent: UNKNOWN
-dl $7E02A2 : db $01 : db $00 ; Arc variable
-dl $7E0B08 : db $01 : db $4D ; Arc variable
-dl $7E0B0C : db $01 : db $01 ; Arc variable
-dl $7E0B30 : db $01 : db $A9 ; Arc variable
-dl $7E0B34 : db $01 : db $BB ; Arc variable
-dl $7E0B38 : db $01 : db $AC ; Arc variable
-dl $7E0B3C : db $01 : db $A9 ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0202 : db $01 : db $11 ; Selected menu item
-.after
-
-sram_lownmg_ice_swim_pumping:
-dl $7EF2BB : db $01 : db $00 ; Overworld $3B: Unknown (........)
-dl $7EF2FB : db $01 : db $00 ; Overworld $7B: Unknown (........)
-dl $7E1ABF : db $01 : db $7D ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $FA ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $0E ; Warp Vortex Coordinate
-dl $7EF216 : db $01 : db $0F ; Room $010B: Unknown (.............qqq)
-dl $7EF3CA : db $01 : db $00 ; LW/DW
-dl $7E0303 : db $01 : db $08 ; Selected menu item
-dl $7FE07D : db $01 : db $00 ; Overworld $7E persistent: UNKNOWN
-dl $7FE126 : db $01 : db $00 ; Overworld $D3 persistent: UNKNOWN
-dl $7EF051 : db $01 : db $80 ; Room $0028: Swamp Palace (Entrance Room) (.........c......)
-dl $7FE0D6 : db $01 : db $0B ; Overworld $AB persistent: UNKNOWN
-dl $7FE0E2 : db $01 : db $00 ; Overworld $B1 persistent: UNKNOWN
-dl $7FE047 : db $01 : db $BB ; Overworld $63 persistent: UNKNOWN
-dl $7E02A2 : db $01 : db $C2 ; Arc variable
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E0202 : db $01 : db $0D ; Selected menu item
-.after
-
-sram_lownmg_ice_ice_entrance:
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7FDFF9 : db $01 : db $42 ; Overworld $3C persistent: Great Swamp SE
-dl $7FDFDA : db $01 : db $D4 ; Overworld $2D persistent: Bridge to Hyrule Castle
-dl $7FE0D6 : db $01 : db $00 ; Overworld $AB persistent: UNKNOWN
-dl $7FE01B : db $01 : db $42 ; Overworld $4D persistent: UNKNOWN
-dl $7FE047 : db $01 : db $00 ; Overworld $63 persistent: UNKNOWN
-dl $7E02A2 : db $01 : db $00 ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-.after
-
-sram_lownmg_ice_ice2:
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF01C : db $02 : dw $0001 ; Room $000E: Ice Palace (Entrance Room) (................)
-dl $7EF36E : db $01 : db $70 ; Magic Power
-dl $7FDF9C : db $02 : dw $0001 ; Room $E persistent: Ice Palace (Entrance Room)
-dl $7FDFF9 : db $01 : db $00 ; Room $3C persistent: Cave
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0CBD : db $01 : db $01 ; Sprite drop
-dl $7FDFDA : db $01 : db $00 ; Room $2D persistent: Empty Clone Room
-dl $7FE01B : db $01 : db $00 ; Room $4D persistent: Ganon's Tower (Moldorm Room)
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E010E : db $01 : db $2D ; Dungeon entrance index
-.after
-
-sram_lownmg_ice_penguin_switch_room:
-dl $7E0542 : db $02 : dw $0760 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0860 ; Object tilemap state
-dl $7E054A : db $02 : dw $575E ; Object tilemap state
-dl $7EF01C : db $02 : dw $8403 ; Room $000E: Ice Palace (Entrance Room) (.d....K........q)
-dl $7EF03C : db $02 : dw $0003 ; Room $001E: Ice Palace (Bomb Floor / Bari Room) (...............q)
-dl $7EF05C : db $02 : dw $0004 ; Room $002E: Ice Palace (Compass Room) (..............q.)
-dl $7FDF9C : db $02 : dw $000D ; Room $E persistent: Ice Palace (Entrance Room)
-dl $7E0540 : db $02 : dw $075C ; Object tilemap state
-dl $7E0544 : db $02 : dw $085C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0954 ; Object tilemap state
-dl $7E0CBD : db $01 : db $00 ; Sprite drop
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_lownmg_ice_bombable_floor:
-dl $7E054A : db $02 : dw $585A ; Object tilemap state
-dl $7EF03E : db $02 : dw $0002 ; Room $001F: Ice Palace (Pengator / Big Key Room) (...............q)
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lownmg_ice_conveyor_room:
-dl $7E0542 : db $02 : dw $0664 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0A5C ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF343 : db $01 : db $03 ; Bombs
-dl $7EF03C : db $02 : dw $0007 ; Room $001E: Ice Palace (Bomb Floor / Bari Room) (..............qq)
-dl $7EF07C : db $02 : dw $0004 ; Room $003E: Ice Palace (Stalfos Knights / Conveyor Hellway) (..............q.)
-dl $7E0FCA : db $01 : db $02 ; Prize pack index
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7FDF9C : db $02 : dw $0000 ; Room $E persistent: Ice Palace (Entrance Room)
-dl $7FDFFC : db $02 : dw $0006 ; Room $3E persistent: Ice Palace (Stalfos Knights / Conveyor Hellway)
-dl $7E0540 : db $02 : dw $0660 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0A58 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $9F ; Arc variable
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-dl $7E0CC2 : db $01 : db $01 ; Sprite drop
-.after
-
-sram_lownmg_ice_ipbj:
-dl $7E0FCC : db $01 : db $00 ; Prize pack index
-dl $7EF07C : db $02 : dw $4407 ; Room $003E: Ice Palace (Stalfos Knights / Conveyor Hellway) (..d...K.......qq)
-dl $7FDFFC : db $02 : dw $0326 ; Room $3E persistent: Ice Palace (Stalfos Knights / Conveyor Hellway)
-dl $7E0468 : db $01 : db $01 ; Trap door state
-dl $7E0B37 : db $01 : db $22 ; Arc variable
-dl $7E0CC2 : db $01 : db $00 ; Sprite drop
-.after
-
-sram_lownmg_ice_penguin_room:
-dl $7E0542 : db $02 : dw $0B8C ; Object tilemap state
-dl $7E0546 : db $02 : dw $0A30 ; Object tilemap state
-dl $7EF343 : db $01 : db $02 ; Bombs
-dl $7EF09C : db $02 : dw $400C ; Room $004E: Ice Palace (Bomb-Jump Room) (..d..........qq.)
-dl $7E0540 : db $02 : dw $078C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0C1C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0C70 ; Object tilemap state
-dl $7E0B37 : db $01 : db $1A ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lownmg_ice_lonely_firebar:
-dl $7E0542 : db $02 : dw $0460 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0870 ; Object tilemap state
-dl $7EF343 : db $01 : db $00 ; Bombs
-dl $7EF0BC : db $02 : dw $0001 ; Room $005E: Ice Palace (Lonely Firebar) (................)
-dl $7EF0DC : db $02 : dw $0004 ; Room $006E: Ice Palace (Pengators Room) (..............q.)
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7FE05C : db $02 : dw $001F ; Room $6E persistent: Ice Palace (Pengators Room)
-dl $7E0540 : db $02 : dw $045C ; Object tilemap state
-dl $7E0544 : db $02 : dw $084C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0FC9 : db $01 : db $04 ; Prize pack index
-dl $7E0B37 : db $01 : db $A0 ; Arc variable
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-.after
-
-sram_lownmg_ice_last_two_screens:
-dl $7E0542 : db $02 : dw $1858 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1CA4 ; Object tilemap state
-dl $7EF0BC : db $02 : dw $0003 ; Room $005E: Ice Palace (Lonely Firebar) (...............q)
-dl $7EF0FC : db $02 : dw $0002 ; Room $007E: Ice Palace (Hidden Chest / Bombable Floor Room) (...............q)
-dl $7EF13C : db $02 : dw $0002 ; Room $009E: Ice Palace (Big Chest Room) (...............q)
-dl $7FDFFC : db $02 : dw $0000 ; Room $3E persistent: Ice Palace (Stalfos Knights / Conveyor Hellway)
-dl $7E0540 : db $02 : dw $13A4 ; Object tilemap state
-dl $7E0544 : db $02 : dw $179C ; Object tilemap state
-dl $7E0548 : db $02 : dw $5764 ; Object tilemap state
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_lownmg_ice_kholdstare:
-dl $7E0542 : db $02 : dw $0850 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0BD0 ; Object tilemap state
-dl $7E054A : db $02 : dw $0CD0 ; Object tilemap state
-dl $7E054E : db $02 : dw $0AD0 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0C70 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0AF0 ; Object tilemap state
-dl $7E055A : db $02 : dw $0870 ; Object tilemap state
-dl $7E055E : db $02 : dw $0970 ; Object tilemap state
-dl $7EF13C : db $02 : dw $0003 ; Room $009E: Ice Palace (Big Chest Room) (...............q)
-dl $7EF17C : db $02 : dw $0001 ; Room $00BE: Ice Palace (Block Puzzle Room) (................)
-dl $7EF19C : db $02 : dw $0004 ; Room $00CE: Ice Palace (Hole to Kholdstare Room) (..............q.)
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7FE05C : db $02 : dw $0000 ; Room $6E persistent: Ice Palace (Pengators Room)
-dl $7E0540 : db $02 : dw $084C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0BCC ; Object tilemap state
-dl $7E0548 : db $02 : dw $0CCC ; Object tilemap state
-dl $7E054C : db $02 : dw $0ACC ; Object tilemap state
-dl $7E0550 : db $02 : dw $0C6C ; Object tilemap state
-dl $7E0554 : db $02 : dw $0AEC ; Object tilemap state
-dl $7E0558 : db $02 : dw $086C ; Object tilemap state
-dl $7E055C : db $02 : dw $096C ; Object tilemap state
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-.after
-
-sram_lownmg_trock_outside_ice:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl $7E055E : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF1BC : db $02 : dw $0804 ; Room $00DE: Ice Palace (Kholdstare[Boss]) (.....k........q.)
-dl $7EF385 : db $01 : db $00 ; Key for dungeon $09
-dl $7EF3F5 : db $02 : dw $0000 ; Deaths
-dl $7EF37A : db $01 : db $77 ; Crystals
-dl $7E0303 : db $01 : db $12 ; Selected menu item
-dl $7FDFF9 : db $01 : db $42 ; Overworld $3C persistent: Great Swamp SE
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055C : db $02 : dw $0000 ; Object tilemap state
-dl $7E02A1 : db $01 : db $05 ; Arc variable
-dl $7FDFDA : db $01 : db $D4 ; Overworld $2D persistent: Bridge to Hyrule Castle
-dl $7FE01B : db $01 : db $42 ; Overworld $4D persistent: UNKNOWN
-dl $7E0202 : db $01 : db $11 ; Selected menu item
-.after
-
-sram_lownmg_trock_dm:
-dl $7E1ABF : db $01 : db $B8 ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $0C ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $CB ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $0D ; Warp Vortex Coordinate
-dl $7EF3CA : db $01 : db $00 ; LW/DW
-dl $7E0303 : db $01 : db $08 ; Selected menu item
-dl $7FDFF9 : db $01 : db $00 ; Overworld $3C persistent: Great Swamp SE
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7FDFCB : db $01 : db $F3 ; Overworld $25 persistent: Octorok Area
-dl $7FDFDA : db $01 : db $00 ; Overworld $2D persistent: Bridge to Hyrule Castle
-dl $7FE01B : db $01 : db $00 ; Overworld $4D persistent: UNKNOWN
-dl $7E02A2 : db $01 : db $FD ; Arc variable
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E0202 : db $01 : db $0D ; Selected menu item
-.after
-
-sram_lownmg_trock_squirrels:
-dl $7EF1BE : db $02 : dw $0003 ; Room $00DF: Cave (...............q)
-dl $7EF1DE : db $02 : dw $0003 ; Room $00EF: Cave (Crystal Switch / 5 Chests Room) (...............q)
-dl $7E0303 : db $01 : db $0E ; Selected menu item
-dl $7FDFCB : db $01 : db $00 ; Room $25 persistent: Empty Clone Room
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E02A2 : db $01 : db $66 ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E010E : db $01 : db $1F ; Dungeon entrance index
-dl $7E0202 : db $01 : db $03 ; Selected menu item
-dl $7FE13E : db $02 : dw $0003 ; Room $DF persistent: Cave
-.after
-
-sram_lownmg_trock_peg_puzzle:
-dl $7FE17F : db $01 : db $CA ; Overworld $FF persistent: UNKNOWN
-dl $7FE1BF : db $01 : db $EC ; Overworld $11F persistent: UNKNOWN
-dl $7FE058 : db $01 : db $CA ; Overworld $6C persistent: Dark Link's House
-dl $7FE16E : db $01 : db $28 ; Overworld $F7 persistent: UNKNOWN
-dl $7FE037 : db $01 : db $28 ; Overworld $5B persistent: Pyramid of Power
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7FE13E : db $01 : db $00 ; Overworld $DF persistent: UNKNOWN
-.after
-
-sram_lownmg_trock_entrance:
-dl $7EF287 : db $02 : dw $0020 ; Overworld $07: Unknown (...?....)
-dl $7EF2C7 : db $01 : db $20 ; Overworld $47: Unknown (...?....)
-dl $7EF36E : db $01 : db $60 ; Magic Power
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7FE17F : db $01 : db $00 ; Overworld $FF persistent: UNKNOWN
-dl $7FE1BF : db $01 : db $00 ; Overworld $11F persistent: UNKNOWN
-dl $7E0303 : db $01 : db $12 ; Selected menu item
-dl $7FE058 : db $01 : db $00 ; Overworld $6C persistent: Dark Link's House
-dl $7FE16E : db $01 : db $00 ; Overworld $F7 persistent: UNKNOWN
-dl $7FE037 : db $01 : db $00 ; Overworld $5B persistent: Pyramid of Power
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0202 : db $01 : db $11 ; Selected menu item
-.after
-
-sram_lownmg_trock_torches:
-dl $7E0542 : db $02 : dw $190C ; Object tilemap state
-dl $7EF343 : db $01 : db $01 ; Bombs
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF18C : db $02 : dw $000F ; Room $00C6: Turtle Rock (.............qqq)
-dl $7EF1AC : db $02 : dw $8005 ; Room $00D6: Turtle Rock (Entrance Room) (.d............q.)
-dl $7EF36E : db $01 : db $70 ; Magic Power
-dl $7FE10C : db $02 : dw $0020 ; Room $C6 persistent: Turtle Rock
-dl $7E0540 : db $02 : dw $070C ; Object tilemap state
-dl $7E02A2 : db $01 : db $00 ; Arc variable
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E010E : db $01 : db $35 ; Dungeon entrance index
-.after
-
-sram_lownmg_trock_roller_room:
-dl $7E0542 : db $02 : dw $0B0C ; Object tilemap state
-dl $7E0546 : db $02 : dw $160C ; Object tilemap state
-dl $7E054A : db $02 : dw $894A ; Object tilemap state
-dl $7E054E : db $02 : dw $8DCA ; Object tilemap state
-dl $7EF36D : db $01 : db $10 ; Health (actual)
-dl $7EF18E : db $02 : dw $000F ; Room $00C7: Turtle Rock (Torch Puzzle) (.............qqq)
-dl $7EF36E : db $01 : db $38 ; Magic Power
-dl $7E0303 : db $01 : db $0E ; Selected menu item
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $0A0C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C0C ; Object tilemap state
-dl $7E0548 : db $02 : dw $8932 ; Object tilemap state
-dl $7E054C : db $02 : dw $8DB2 ; Object tilemap state
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0202 : db $01 : db $03 ; Selected menu item
-.after
-
-sram_lownmg_trock_pokey_0:
-dl $7E0542 : db $02 : dw $190C ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0FCC : db $01 : db $01 ; Prize pack index
-dl $7EF18C : db $02 : dw $800F ; Room $00C6: Turtle Rock (.d...........qqq)
-dl $7EF36D : db $01 : db $18 ; Health (actual)
-dl $7EF16E : db $02 : dw $002A ; Room $00B7: Turtle Rock (Map Chest / Key Chest / Roller Room) (...........c.q.q)
-dl $7EF36E : db $01 : db $78 ; Magic Power
-dl $7E0303 : db $01 : db $12 ; Selected menu item
-dl $7FE10C : db $02 : dw $0025 ; Room $C6 persistent: Turtle Rock
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $070C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $11 ; Selected menu item
-.after
-
-sram_lownmg_trock_chomps:
-dl $7E0542 : db $02 : dw $0A96 ; Object tilemap state
-dl $7EF16C : db $02 : dw $3402 ; Room $00B6: Turtle Rock (Chain Chomps Room) (...db.K........q)
-dl $7EF36E : db $01 : db $68 ; Magic Power
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7FE0EC : db $02 : dw $0020 ; Room $B6 persistent: Turtle Rock (Chain Chomps Room)
-dl $7E0540 : db $02 : dw $095E ; Object tilemap state
-dl $7E0544 : db $02 : dw $0AA6 ; Object tilemap state
-dl $7E0FCD : db $01 : db $02 ; Prize pack index
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-.after
-
-sram_lownmg_trock_pokey_1:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF028 : db $02 : dw $000F ; Room $0014: Turtle Rock (Big Key Room) (.............qqq)
-dl $7EF16C : db $02 : dw $B41A ; Room $00B6: Turtle Rock (Chain Chomps Room) (.d.db.K.....qq.q)
-dl $7EF02A : db $02 : dw $000F ; Room $0015: Turtle Rock (.............qqq)
-dl $7EF36E : db $01 : db $58 ; Magic Power
-dl $7FE10C : db $02 : dw $0000 ; Room $C6 persistent: Turtle Rock
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_lownmg_trock_pokeys_2:
-dl $7EF028 : db $02 : dw $401F ; Room $0014: Turtle Rock (Big Key Room) (..d.........qqqq)
-dl $7EF026 : db $02 : dw $8405 ; Room $0013: Turtle Rock (Hokku-Bokku Key Room 2) (.d....K.......q.)
-dl $7EF366 : db $02 : dw $77B8 ; BigKey1
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7E0FCD : db $01 : db $03 ; Prize pack index
-dl $7FDFA6 : db $02 : dw $0040 ; Room $13 persistent: Turtle Rock (Hokku-Bokku Key Room 2)
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_lownmg_trock_crystal_roller:
-dl $7EF028 : db $02 : dw $C01F ; Room $0014: Turtle Rock (Big Key Room) (.dd.........qqqq)
-dl $7EF048 : db $02 : dw $800C ; Room $0024: Turtle Rock (Double Hokku-Bokku / Big chest Room) (.d...........qq.)
-dl $7EF36E : db $01 : db $60 ; Magic Power
-dl $7E0303 : db $01 : db $12 ; Selected menu item
-dl $7FDFC8 : db $02 : dw $0028 ; Room $24 persistent: Turtle Rock (Double Hokku-Bokku / Big chest Room)
-dl $7FE0EC : db $02 : dw $0000 ; Room $B6 persistent: Turtle Rock (Chain Chomps Room)
-dl $7E0FCD : db $01 : db $05 ; Prize pack index
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0202 : db $01 : db $11 ; Selected menu item
-.after
-
-sram_lownmg_trock_dark_room:
-dl $7E0542 : db $02 : dw $16A2 ; Object tilemap state
-dl $7E0546 : db $02 : dw $19A2 ; Object tilemap state
-dl $7E054A : db $02 : dw $13F0 ; Object tilemap state
-dl $7E0B35 : db $01 : db $00 ; Arc variable
-dl $7EF008 : db $02 : dw $C01A ; Room $0004: Turtle Rock (Crysta-roller Room) (.dd.........qq.q)
-dl $7E0B36 : db $01 : db $00 ; Arc variable
-dl $7E0540 : db $02 : dw $1698 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1998 ; Object tilemap state
-dl $7E0548 : db $02 : dw $13CC ; Object tilemap state
-dl $7E054C : db $02 : dw $5A5E ; Object tilemap state
-dl $7E0B33 : db $01 : db $00 ; Arc variable
-dl $7E0B37 : db $01 : db $4C ; Arc variable
-dl $7E0B3B : db $01 : db $00 ; Arc variable
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E0B0C : db $01 : db $A0 ; Arc variable
-dl $7E0B34 : db $01 : db $00 ; Arc variable
-dl $7E0B3C : db $01 : db $00 ; Arc variable
-.after
-
-sram_lownmg_trock_laser_skip:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36D : db $01 : db $10 ; Health (actual)
-dl $7EF16A : db $02 : dw $000F ; Room $00B5: Turtle Rock (Dark Maze) (.............qqq)
-dl $7EF18A : db $02 : dw $000A ; Room $00C5: Turtle Rock (Laser Bridge) (.............q.q)
-dl $7EF36E : db $01 : db $58 ; Magic Power
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $49 ; Arc variable
-dl $7FDFA6 : db $02 : dw $0000 ; Room $13 persistent: Turtle Rock (Hokku-Bokku Key Room 2)
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_lownmg_trock_switch_room:
-dl $7EF18A : db $02 : dw $800A ; Room $00C5: Turtle Rock (Laser Bridge) (.d...........q.q)
-dl $7EF1AA : db $02 : dw $008A ; Room $00D5: Turtle Rock (Laser Key Room) (.........c...q.q)
-dl $7FDFC8 : db $02 : dw $0000 ; Room $24 persistent: Turtle Rock (Double Hokku-Bokku / Big chest Room)
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7FE12A : db $02 : dw $0010 ; Room $D5 persistent: Turtle Rock (Laser Key Room)
-.after
-
-sram_lownmg_trock_trinexx:
-dl $7E0542 : db $02 : dw $1C30 ; Object tilemap state
-dl $7EF168 : db $02 : dw $800F ; Room $00B4: Turtle Rock (Pre-Trinexx Room) (.d...........qqq)
-dl $7EF188 : db $02 : dw $800F ; Room $00C4: Turtle Rock (Final Crystal Switch Puzzle Room) (.d...........qqq)
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7E0303 : db $01 : db $06 ; Selected menu item
-dl $7E0540 : db $02 : dw $1C2C ; Object tilemap state
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0202 : db $01 : db $07 ; Selected menu item
-.after
-
-sram_lownmg_gtower_outside_trock:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B09 : db $01 : db $80 ; Arc variable
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF3C7 : db $01 : db $08 ; Map Phase
-dl $7EF3FB : db $02 : dw $0000 ; Deaths
-dl $7EF148 : db $02 : dw $0802 ; Room $00A4: Turtle Rock (Trinexx[Boss]) (.....k.........q)
-dl $7EF36D : db $01 : db $18 ; Health (actual)
-dl $7EF37A : db $01 : db $7F ; Crystals
-dl $7E0303 : db $01 : db $12 ; Selected menu item
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E02A1 : db $01 : db $00 ; Arc variable
-dl $7E0B08 : db $01 : db $90 ; Arc variable
-dl $7E0B0C : db $01 : db $90 ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0202 : db $01 : db $11 ; Selected menu item
-dl $7FE12A : db $01 : db $00 ; Overworld $D5 persistent: UNKNOWN
-.after
-
-sram_lownmg_gtower_entrance:
-dl $7EF2C3 : db $01 : db $20 ; Overworld $43: Unknown (...?....)
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-.after
-
-sram_lownmg_gtower_spike_skip:
-dl $7E0542 : db $02 : dw $171C ; Object tilemap state
-dl $7E0546 : db $02 : dw $0864 ; Object tilemap state
-dl $7E054A : db $02 : dw $085C ; Object tilemap state
-dl $7E054E : db $02 : dw $0C4C ; Object tilemap state
-dl $7E0552 : db $02 : dw $144C ; Object tilemap state
-dl $7E0556 : db $02 : dw $0864 ; Object tilemap state
-dl $7EF36F : db $01 : db $01 ; Keys
-dl $7EF018 : db $02 : dw $000F ; Room $000C: Ganon's Tower (Entrance Room) (.............qqq)
-dl $7EF118 : db $02 : dw $0008 ; Room $008C: Ganon's Tower (East and West Downstairs / Big Chest Room) (.............q..)
-dl $7EF116 : db $02 : dw $0404 ; Room $008B: Ganon's Tower (Block Puzzle / Spike Skip / Map Chest Room) (......K.......q.)
-dl $7E0468 : db $01 : db $00 ; Trap door state
-dl $7E0540 : db $02 : dw $0920 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1720 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0760 ; Object tilemap state
-dl $7E054C : db $02 : dw $0960 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0C70 ; Object tilemap state
-dl $7E0554 : db $02 : dw $1C4C ; Object tilemap state
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E0641 : db $02 : dw $0001 ; Room puzzle state (?)
-dl $7E0B0C : db $01 : db $50 ; Arc variable
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E010E : db $01 : db $37 ; Dungeon entrance index
-.after
-
-sram_lownmg_gtower_pre_firesnakes_room:
-dl $7E0542 : db $02 : dw $0C30 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1820 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF116 : db $02 : dw $040E ; Room $008B: Ganon's Tower (Block Puzzle / Spike Skip / Map Chest Room) (......K......qqq)
-dl $7EF136 : db $02 : dw $8408 ; Room $009B: Ganon's Tower (Many Spikes / Warp Maze Room) (.d....K......q..)
-dl $7EF36E : db $01 : db $70 ; Magic Power
-dl $7E0303 : db $01 : db $0E ; Selected menu item
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $0430 ; Object tilemap state
-dl $7E0544 : db $02 : dw $181C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7FE096 : db $02 : dw $0020 ; Room $8B persistent: Ganon's Tower (Block Puzzle / Spike Skip / Map Chest Room)
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E0641 : db $01 : db $00 ; Room puzzle state (?)
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E0202 : db $01 : db $03 ; Selected menu item
-.after
-
-sram_lownmg_gtower_bombable_floor:
-dl $7E0542 : db $02 : dw $0938 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF377 : db $01 : db $0D ; Arrows
-dl $7EF138 : db $02 : dw $000F ; Room $009C: Ganon's Tower (Invisible Floor Maze Room) (.............qqq)
-dl $7EF0FA : db $02 : dw $201E ; Room $007D: Ganon's Tower (Winder / Warp Maze Room) (...d........qqqq)
-dl $7EF136 : db $02 : dw $840F ; Room $009B: Ganon's Tower (Many Spikes / Warp Maze Room) (.d....K......qqq)
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7FE0B8 : db $02 : dw $0033 ; Room $9C persistent: Ganon's Tower (Invisible Floor Maze Room)
-dl $7E0540 : db $02 : dw $0838 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0550 ; Object tilemap state
-dl $7EC172 : db $01 : db $00 ; Crystal switch state
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-; Manual changes:
-dl $7EF377 : db $01 : db 21 ; Arrows
-.after
-
-sram_lownmg_gtower_ice_armos:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF377 : db $01 : db $17 ; Arrows
-dl $7EF038 : db $02 : dw $0001 ; Room $001C: Ganon's Tower (Ice Armos) (................)
-dl $7EF118 : db $02 : dw $0089 ; Room $008C: Ganon's Tower (East and West Downstairs / Big Chest Room) (.........c...q..)
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7FE096 : db $02 : dw $0000 ; Room $8B persistent: Ganon's Tower (Block Puzzle / Spike Skip / Map Chest Room)
-dl $7E0302 : db $01 : db $01 ; Selected menu item
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-; Manual changes:
-dl $7EF377 : db $01 : db 21 ; Arrows
-.after
-
-sram_lownmg_gtower_floor_2:
-dl $7E0B09 : db $01 : db $00 ; Arc variable
-dl $7E0B31 : db $01 : db $BD ; Arc variable
-dl $7E0B35 : db $01 : db $70 ; Arc variable
-dl $7EF377 : db $01 : db $0F ; Arrows
-dl $7EF038 : db $02 : dw $0035 ; Room $001C: Ganon's Tower (Ice Armos) (...........cq.q.)
-dl $7E0B32 : db $01 : db $90 ; Arc variable
-dl $7EF389 : db $01 : db $01 ; Key for dungeon $0D
-dl $7EF366 : db $02 : dw $77BC ; BigKey1
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7FE0B8 : db $01 : db $00 ; Room $9C persistent: Ganon's Tower (Invisible Floor Maze Room)
-dl $7E03C4 : db $01 : db $03 ; Ancilla Search Index
-dl $7E0B33 : db $01 : db $52 ; Arc variable
-dl $7E0B37 : db $01 : db $06 ; Arc variable
-dl $7E0302 : db $01 : db $00 ; Selected menu item
-dl $7E0B08 : db $01 : db $40 ; Arc variable
-dl $7E0B30 : db $01 : db $AD ; Arc variable
-dl $7E0B34 : db $01 : db $42 ; Arc variable
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-; Manual changes:
-dl $7EF377 : db $01 : db 13 ; Arrows
-.after
-
-sram_lownmg_gtower_mimics1:
-dl $7E0542 : db $02 : dw $052C ; Object tilemap state
-dl $7E0546 : db $02 : dw $082C ; Object tilemap state
-dl $7E054A : db $02 : dw $0B2C ; Object tilemap state
-dl $7E054E : db $02 : dw $1962 ; Object tilemap state
-dl $7EF0D6 : db $02 : dw $000C ; Room $006B: Ganon's Tower (Mimics Rooms) (.............qq.)
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7E0468 : db $01 : db $00 ; Trap door state
-dl $7E0540 : db $02 : dw $051C ; Object tilemap state
-dl $7E0544 : db $02 : dw $081C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0B1C ; Object tilemap state
-dl $7E054C : db $02 : dw $195A ; Object tilemap state
-dl $7E0550 : db $02 : dw $070C ; Object tilemap state
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E0641 : db $02 : dw $0001 ; Room puzzle state (?)
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-.after
-
-sram_lownmg_gtower_mimics2:
-dl $7EF377 : db $01 : db $0B ; Arrows
-dl $7EF0D6 : db $02 : dw $000E ; Room $006B: Ganon's Tower (Mimics Rooms) (.............qqq)
-dl $7FE056 : db $02 : dw $0240 ; Room $6B persistent: Ganon's Tower (Mimics Rooms)
-dl $7E0641 : db $01 : db $00 ; Room puzzle state (?)
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E0FCB : db $01 : db $07 ; Prize pack index
-; Manual changes:
-dl $7EF377 : db $01 : db 9 ; Arrows
-.after
-
-sram_lownmg_gtower_spike_room:
-dl $7EF377 : db $01 : db $07 ; Arrows
-dl $7EF0D6 : db $02 : dw $800F ; Room $006B: Ganon's Tower (Mimics Rooms) (.d...........qqq)
-dl $7E0468 : db $01 : db $01 ; Trap door state
-dl $7FE056 : db $02 : dw $2640 ; Room $6B persistent: Ganon's Tower (Mimics Rooms)
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0FCB : db $01 : db $00 ; Prize pack index
-; Manual changes:
-dl $7EF377 : db $01 : db 5 ; Arrows
-.after
-
-sram_lownmg_gtower_gauntlet:
-dl $7E0542 : db $02 : dw $16D8 ; Object tilemap state
-dl $7E0546 : db $02 : dw $19D8 ; Object tilemap state
-dl $7E054A : db $02 : dw $19E4 ; Object tilemap state
-dl $7E054E : db $02 : dw $16E4 ; Object tilemap state
-dl $7EF0B8 : db $02 : dw $000C ; Room $005C: Ganon's Tower (Ganon-Ball Z) (.............qq.)
-dl $7EF0B6 : db $02 : dw $8005 ; Room $005B: Ganon's Tower (Spike Pit Room) (.d............q.)
-dl $7E0540 : db $02 : dw $165E ; Object tilemap state
-dl $7E0544 : db $02 : dw $1854 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1A5E ; Object tilemap state
-dl $7E054C : db $02 : dw $1868 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7EC172 : db $01 : db $00 ; Crystal switch state
-.after
-
-sram_lownmg_gtower_gauntlet_3:
-dl $7E0542 : db $02 : dw $052C ; Object tilemap state
-dl $7E0546 : db $02 : dw $0B2C ; Object tilemap state
-dl $7E054A : db $02 : dw $1430 ; Object tilemap state
-dl $7E054E : db $02 : dw $1C30 ; Object tilemap state
-dl $7EF377 : db $01 : db $05 ; Arrows
-dl $7E0FCC : db $01 : db $05 ; Prize pack index
-dl $7EF0BA : db $02 : dw $000C ; Room $005D: Ganon's Tower (Gauntlet 1/2/3) (.............qq.)
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $0510 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0B10 ; Object tilemap state
-dl $7E0548 : db $02 : dw $140C ; Object tilemap state
-dl $7E054C : db $02 : dw $1C0C ; Object tilemap state
-dl $7FE03A : db $02 : dw $00FD ; Room $5D persistent: Ganon's Tower (Gauntlet 1/2/3)
-dl $7E002F : db $01 : db $02 ; Link's direction
-; Manual changes:
-dl $7EF377 : db $01 : db 8 ; Arrows
-.after
-
-sram_lownmg_gtower_lanmola2:
-dl $7E0542 : db $02 : dw $1A20 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1B20 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7EF377 : db $01 : db $04 ; Arrows
-dl $7E0FCC : db $01 : db $06 ; Prize pack index
-dl $7EF0BA : db $02 : dw $000E ; Room $005D: Ganon's Tower (Gauntlet 1/2/3) (.............qqq)
-dl $7EF0DA : db $02 : dw $000A ; Room $006D: Ganon's Tower (Gauntlet 4/5) (.............q.q)
-dl $7EF36E : db $01 : db $70 ; Magic Power
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7E0540 : db $02 : dw $1A1C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1B1C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7FE03A : db $02 : dw $0EFD ; Room $5D persistent: Ganon's Tower (Gauntlet 1/2/3)
-dl $7FE056 : db $02 : dw $0000 ; Room $6B persistent: Ganon's Tower (Mimics Rooms)
-dl $7FE05A : db $02 : dw $00C9 ; Room $6D persistent: Ganon's Tower (Gauntlet 4/5)
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-; Manual changes:
-dl $7EF377 : db $01 : db 7 ; Arrows
-.after
-
-sram_lownmg_gtower_wizz1:
-dl $7E0542 : db $02 : dw $0628 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0A28 ; Object tilemap state
-dl $7EF0D8 : db $02 : dw $000B ; Room $006C: Ganon's Tower (Lanmolas Room) (.............q.q)
-dl $7EF36E : db $01 : db $20 ; Magic Power
-dl $7E0468 : db $01 : db $01 ; Trap door state
-dl $7E0540 : db $02 : dw $0614 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0A14 ; Object tilemap state
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lownmg_gtower_wizz2:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF360 : db $02 : dw $0010 ; Rupees (goal)
-dl $7EF14A : db $02 : dw $000B ; Room $00A5: Ganon's Tower (Wizzrobes Rooms) (.............q.q)
-dl $7EF362 : db $02 : dw $0010 ; Rupees (actual)
-dl $7EF36E : db $01 : db $18 ; Magic Power
-dl $7E0303 : db $01 : db $12 ; Selected menu item
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7FE0CA : db $02 : dw $008C ; Room $A5 persistent: Ganon's Tower (Wizzrobes Rooms)
-dl $7E0202 : db $01 : db $11 ; Selected menu item
-dl $7E0FC7 : db $01 : db $06 ; Prize pack index
-.after
-
-sram_lownmg_gtower_torches1:
-dl $7EF12A : db $02 : dw $0005 ; Room $0095: Ganon's Tower (Final Collapsing Bridge Room) (..............q.)
-dl $7EF14A : db $02 : dw $000F ; Room $00A5: Ganon's Tower (Wizzrobes Rooms) (.............qqq)
-dl $7EF36E : db $01 : db $10 ; Magic Power
-dl $7E0303 : db $01 : db $09 ; Selected menu item
-dl $7E0B37 : db $01 : db $05 ; Arc variable
-dl $7E0B3F : db $01 : db $01 ; Arc variable
-dl $7FE03A : db $02 : dw $0000 ; Room $5D persistent: Ganon's Tower (Gauntlet 1/2/3)
-dl $7FE0AA : db $02 : dw $0008 ; Room $95 persistent: Ganon's Tower (Final Collapsing Bridge Room)
-dl $7FE0CA : db $02 : dw $08EF ; Room $A5 persistent: Ganon's Tower (Wizzrobes Rooms)
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E0202 : db $01 : db $0B ; Selected menu item
-dl $7E0FC7 : db $01 : db $00 ; Prize pack index
-.after
-
-sram_lownmg_gtower_torches2:
-dl $7E0542 : db $02 : dw $1570 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0B2E ; Object tilemap state
-dl $7E054A : db $02 : dw $120E ; Object tilemap state
-dl $7E054E : db $02 : dw $1820 ; Object tilemap state
-dl $7E0552 : db $02 : dw $8B0C ; Object tilemap state
-dl $7E0556 : db $02 : dw $9220 ; Object tilemap state
-dl $7EF373 : db $01 : db $1F ; Magic filler
-dl $7EF12C : db $02 : dw $000B ; Room $0096: Ganon's Tower (Torches 1 Room) (.............q.q)
-dl $7EF36E : db $01 : db $65 ; Magic Power
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $154C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0520 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1120 ; Object tilemap state
-dl $7E054C : db $02 : dw $180E ; Object tilemap state
-dl $7E0550 : db $02 : dw $8420 ; Object tilemap state
-dl $7E0554 : db $02 : dw $8B32 ; Object tilemap state
-dl $7E0B37 : db $01 : db $08 ; Arc variable
-dl $7FE05A : db $02 : dw $0000 ; Room $6D persistent: Ganon's Tower (Gauntlet 4/5)
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-.after
-
-sram_lownmg_gtower_helma_key:
-dl $7E0CBC : db $01 : db $01 ; Sprite drop
-dl $7E0542 : db $02 : dw $0C70 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1628 ; Object tilemap state
-dl $7E054A : db $02 : dw $1A14 ; Object tilemap state
-dl $7E054E : db $02 : dw $954C ; Object tilemap state
-dl $7E0552 : db $02 : dw $9C50 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF373 : db $01 : db $00 ; Magic filler
-dl $7EF07A : db $02 : dw $0001 ; Room $003D: Ganon's Tower (Torch Room 2) (................)
-dl $7EF36E : db $01 : db $40 ; Magic Power
-dl $7E0540 : db $02 : dw $0C4C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1618 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1820 ; Object tilemap state
-dl $7E054C : db $02 : dw $1A24 ; Object tilemap state
-dl $7E0550 : db $02 : dw $9570 ; Object tilemap state
-dl $7E0554 : db $02 : dw $9C6C ; Object tilemap state
-dl $7E0B37 : db $01 : db $0B ; Arc variable
-.after
-
-sram_lownmg_gtower_bombable_wall:
-dl $7EF36F : db $02 : dw $0000 ; Keys
-dl $7EF07A : db $02 : dw $4005 ; Room $003D: Ganon's Tower (Torch Room 2) (..d...........q.)
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7E0B37 : db $01 : db $09 ; Arc variable
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-.after
-
-sram_lownmg_gtower_moldorm_2:
-dl $7EF343 : db $01 : db $00 ; Bombs
-dl $7EF07A : db $02 : dw $704F ; Room $003D: Ganon's Tower (Torch Room 2) (..ddb.....c..qqq)
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7E0303 : db $01 : db $0E ; Selected menu item
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0554 : db $02 : dw $1C6C ; Object tilemap state
-dl $7E0B37 : db $01 : db $10 ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0202 : db $01 : db $03 ; Selected menu item
-.after
-
-sram_lownmg_gtower_agahnim_2:
-dl $7E0CBC : db $01 : db $00 ; Sprite drop
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF098 : db $02 : dw $0005 ; Room $004C: Ganon's Tower (Mini-Helmasaur Conveyor Room) (..............q.)
-dl $7EF03A : db $02 : dw $800C ; Room $001D: Ganon's Tower (Final Hallway) (.d...........qq.)
-dl $7EF09A : db $02 : dw $800F ; Room $004D: Ganon's Tower (Moldorm Room) (.d...........qqq)
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7FE0AA : db $02 : dw $0000 ; Room $95 persistent: Ganon's Tower (Final Collapsing Bridge Room)
-dl $7FE0CA : db $02 : dw $0000 ; Room $A5 persistent: Ganon's Tower (Wizzrobes Rooms)
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_lownmg_ganon_pyramid:
-dl $7EF2DB : db $01 : db $20 ; Overworld $5B: Unknown (...?....)
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF389 : db $01 : db $00 ; Key for dungeon $0D
-dl $7EF3FD : db $02 : dw $0000 ; Deaths
-dl $7EF01A : db $02 : dw $0802 ; Room $000D: Ganon's Tower (Agahnim2[Boss]) (.....k.........q)
-dl $7E02A1 : db $01 : db $D1 ; Arc variable
-dl $7E02A2 : db $01 : db $FE ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-
diff --git a/src/presetsold/preset_data_nmg.asm b/src/presetsold/preset_data_nmg.asm
deleted file mode 100644
index b24162e..0000000
--- a/src/presetsold/preset_data_nmg.asm
+++ /dev/null
@@ -1,8779 +0,0 @@
-; Preset locations
-
-preset_nmg_escape_bed:
-db $02 ; Dungeon
-dw $0104 ; Room Index
-dw $2110 ; BG1 Vertical Scroll
-dw $2110 ; BG2 Vertical Scroll
-dw $0900 ; BG1 Horizontal Scroll
-dw $0900 ; BG2 Horizontal Scroll
-dw $0940 ; Link X
-dw $215A ; Link Y
-dw $017F ; Camera X
-dw $017F ; Camera Y
-dw $0816 ; Door Settings
-dw $2100 ; Relative Coords HU
-dw $2000 ; Relative Coords FU
-dw $2110 ; Relative Coords HD
-dw $2110 ; Relative Coords FD
-dw $0900 ; Relative Coords HL
-dw $0900 ; Relative Coords FL
-dw $0900 ; Relative Coords HR
-dw $0A00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $03 ; Main Graphics
-db $FF ; Music Track
-db $00 ; Starting Floor
-db $FF ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_escape_bed_after
-
-preset_nmg_escape_courtyard:
-db $02 ; Dungeon
-dw $0055 ; Room Index
-dw $0B10 ; BG1 Vertical Scroll
-dw $0B10 ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0A78 ; Link X
-dw $0BC6 ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $0B00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0B10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $01 ; Main Graphics
-db $03 ; Music Track
-db $FF ; Starting Floor
-db $FF ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_escape_courtyard_after
-
-preset_nmg_escape_entrance:
-db $01 ; Overworld
-dw $001B ; Screen Index
-dw $07F9 ; Link X
-dw $0709 ; Link Y
-dw $06C0 ; BG1 Vertical Scroll
-dw $06AB ; BG2 Vertical Scroll
-dw $39EC ; BG1 Horizontal Scroll
-dw $0785 ; BG2 Horizontal Scroll
-dw $0804 ; Scroll X
-dw $0718 ; Scroll Y
-dw $05B2 ; Unknown 1
-dw $0005 ; Unknown 2
-dw $0009 ; Unknown 3
-dw sram_nmg_escape_entrance_after
-
-preset_nmg_escape_1st_keyguard:
-db $02 ; Dungeon
-dw $0001 ; Room Index
-dw $0000 ; BG1 Vertical Scroll
-dw $0000 ; BG2 Vertical Scroll
-dw $0280 ; BG1 Horizontal Scroll
-dw $0280 ; BG2 Horizontal Scroll
-dw $02F8 ; Link X
-dw $0062 ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0000 ; Relative Coords HU
-dw $0000 ; Relative Coords FU
-dw $0010 ; Relative Coords HD
-dw $0110 ; Relative Coords FD
-dw $0200 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0200 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $00 ; Starting Floor
-db $02 ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_nmg_escape_1st_keyguard_after
-
-preset_nmg_escape_stealth_room:
-db $02 ; Dungeon
-dw $0082 ; Room Index
-dw $110B ; BG1 Vertical Scroll
-dw $110B ; BG2 Vertical Scroll
-dw $0400 ; BG1 Horizontal Scroll
-dw $0400 ; BG2 Horizontal Scroll
-dw $040B ; Link X
-dw $1178 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1100 ; Relative Coords HU
-dw $1000 ; Relative Coords FU
-dw $1110 ; Relative Coords HD
-dw $1110 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FF ; Starting Floor
-db $02 ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_nmg_escape_stealth_room_after
-
-preset_nmg_escape_2nd_keyguard:
-db $02 ; Dungeon
-dw $0071 ; Room Index
-dw $0F0B ; BG1 Vertical Scroll
-dw $0F0B ; BG2 Vertical Scroll
-dw $0200 ; BG1 Horizontal Scroll
-dw $0200 ; BG2 Horizontal Scroll
-dw $02AD ; Link X
-dw $0F78 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0F00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0F10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0200 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0200 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FF ; Starting Floor
-db $02 ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_nmg_escape_2nd_keyguard_after
-
-preset_nmg_escape_ball_n_chains:
-db $02 ; Dungeon
-dw $0070 ; Room Index
-dw $0E00 ; BG1 Vertical Scroll
-dw $0E00 ; BG2 Vertical Scroll
-dw $0000 ; BG1 Horizontal Scroll
-dw $0000 ; BG2 Horizontal Scroll
-dw $0050 ; Link X
-dw $0E2D ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0E00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0E10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0000 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0000 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FE ; Starting Floor
-db $02 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_escape_ball_n_chains_after
-
-preset_nmg_escape_backtracking:
-db $02 ; Dungeon
-dw $0080 ; Room Index
-dw $1000 ; BG1 Vertical Scroll
-dw $1000 ; BG2 Vertical Scroll
-dw $0000 ; BG1 Horizontal Scroll
-dw $0000 ; BG2 Horizontal Scroll
-dw $0050 ; Link X
-dw $1026 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1000 ; Relative Coords HU
-dw $1000 ; Relative Coords FU
-dw $1010 ; Relative Coords HD
-dw $1110 ; Relative Coords FD
-dw $0000 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0000 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FD ; Starting Floor
-db $02 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_escape_backtracking_after
-
-preset_nmg_escape_keyguard_revisited:
-db $02 ; Dungeon
-dw $0072 ; Room Index
-dw $0F00 ; BG1 Vertical Scroll
-dw $0F00 ; BG2 Vertical Scroll
-dw $0480 ; BG1 Horizontal Scroll
-dw $0480 ; BG2 Horizontal Scroll
-dw $04F8 ; Link X
-dw $0F2D ; Link Y
-dw $00FF ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0F00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0F10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FF ; Starting Floor
-db $02 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_escape_keyguard_revisited_after
-
-preset_nmg_escape_throne_room:
-db $02 ; Dungeon
-dw $0051 ; Room Index
-dw $0A21 ; BG1 Vertical Scroll
-dw $0A21 ; BG2 Vertical Scroll
-dw $0280 ; BG1 Horizontal Scroll
-dw $0280 ; BG2 Horizontal Scroll
-dw $02F8 ; Link X
-dw $0A8E ; Link Y
-dw $00FF ; Camera X
-dw $0099 ; Camera Y
-dw $0000 ; Door Settings
-dw $0A00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0A10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $0200 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0200 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $01 ; Starting Floor
-db $02 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_escape_throne_room_after
-
-preset_nmg_escape_snake_avoidance_room:
-db $02 ; Dungeon
-dw $0041 ; Room Index
-dw $0040 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $FFCF ; BG1 Horizontal Scroll
-dw $0300 ; BG2 Horizontal Scroll
-dw $03A8 ; Link X
-dw $082D ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0300 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0300 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $01 ; Starting Floor
-db $00 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_escape_snake_avoidance_room_after
-
-preset_nmg_escape_water_rooms:
-db $02 ; Dungeon
-dw $0032 ; Room Index
-dw $0040 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $FFFF ; BG1 Horizontal Scroll
-dw $0480 ; BG2 Horizontal Scroll
-dw $04F8 ; Link X
-dw $061F ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FF ; Starting Floor
-db $00 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_escape_water_rooms_after
-
-preset_nmg_escape_keyrat:
-db $02 ; Dungeon
-dw $0021 ; Room Index
-dw $0040 ; BG1 Vertical Scroll
-dw $0500 ; BG2 Vertical Scroll
-dw $FFFF ; BG1 Horizontal Scroll
-dw $0280 ; BG2 Horizontal Scroll
-dw $02F8 ; Link X
-dw $052D ; Link Y
-dw $00FF ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0500 ; Relative Coords HU
-dw $0400 ; Relative Coords FU
-dw $0510 ; Relative Coords HD
-dw $0510 ; Relative Coords FD
-dw $0200 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0200 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FF ; Starting Floor
-db $00 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_escape_keyrat_after
-
-preset_nmg_escape_last_two_screens:
-db $02 ; Dungeon
-dw $0011 ; Room Index
-dw $0200 ; BG1 Vertical Scroll
-dw $0200 ; BG2 Vertical Scroll
-dw $0300 ; BG1 Horizontal Scroll
-dw $0300 ; BG2 Horizontal Scroll
-dw $0378 ; Link X
-dw $022D ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0300 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0300 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $FF ; Starting Floor
-db $00 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_escape_last_two_screens_after
-
-preset_nmg_eastern_before_cutscene:
-db $02 ; Dungeon
-dw $0002 ; Room Index
-dw $0110 ; BG1 Vertical Scroll
-dw $0110 ; BG2 Vertical Scroll
-dw $0480 ; BG1 Horizontal Scroll
-dw $0480 ; BG2 Horizontal Scroll
-dw $04F8 ; Link X
-dw $01AC ; Link Y
-dw $00FF ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $0100 ; Relative Coords HU
-dw $0000 ; Relative Coords FU
-dw $0110 ; Relative Coords HD
-dw $0110 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $00 ; Starting Floor
-db $00 ; Palace No
-db $01 ; Door Orientation
-db $01 ; Starting Background
-dw sram_nmg_eastern_before_cutscene_after
-
-preset_nmg_eastern_after_cutscene:
-db $02 ; Dungeon
-dw $0012 ; Room Index
-dw $020D ; BG1 Vertical Scroll
-dw $020D ; BG2 Vertical Scroll
-dw $0480 ; BG1 Horizontal Scroll
-dw $0480 ; BG2 Horizontal Scroll
-dw $04F8 ; Link X
-dw $027A ; Link Y
-dw $00FF ; Camera X
-dw $0085 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $00 ; Starting Floor
-db $00 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_eastern_after_cutscene_after
-
-preset_nmg_eastern_octorok:
-db $01 ; Overworld
-dw $001D ; Screen Index
-dw $0B10 ; Link X
-dw $07DC ; Link Y
-dw $068F ; BG1 Vertical Scroll
-dw $071E ; BG2 Vertical Scroll
-dw $0A4F ; BG1 Horizontal Scroll
-dw $0A9E ; BG2 Horizontal Scroll
-dw $0B1B ; Scroll X
-dw $078B ; Scroll Y
-dw $0894 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0002 ; Unknown 3
-dw sram_nmg_eastern_octorok_after
-
-preset_nmg_eastern_outside_palace:
-db $01 ; Overworld
-dw $002E ; Screen Index
-dw $0C70 ; Link X
-dw $0A08 ; Link Y
-dw $0A00 ; BG1 Vertical Scroll
-dw $0A00 ; BG2 Vertical Scroll
-dw $0C00 ; BG1 Horizontal Scroll
-dw $0C00 ; BG2 Horizontal Scroll
-dw $0C7D ; Scroll X
-dw $0A6D ; Scroll Y
-dw $0000 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_nmg_eastern_outside_palace_after
-
-preset_nmg_eastern_entrance:
-db $01 ; Overworld
-dw $001E ; Screen Index
-dw $0F50 ; Link X
-dw $0637 ; Link Y
-dw $0791 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $0D6F ; BG1 Horizontal Scroll
-dw $0EDE ; BG2 Horizontal Scroll
-dw $0F5B ; Scroll X
-dw $066F ; Scroll Y
-dw $005A ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF2 ; Unknown 3
-dw sram_nmg_eastern_entrance_after
-
-preset_nmg_eastern_stalfos_room:
-db $02 ; Dungeon
-dw $00A8 ; Room Index
-dw $150A ; BG1 Vertical Scroll
-dw $150A ; BG2 Vertical Scroll
-dw $1100 ; BG1 Horizontal Scroll
-dw $1100 ; BG2 Horizontal Scroll
-dw $1128 ; Link X
-dw $1577 ; Link Y
-dw $017F ; Camera X
-dw $0182 ; Camera Y
-dw $0000 ; Door Settings
-dw $1500 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1510 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $1100 ; Relative Coords HL
-dw $1000 ; Relative Coords FL
-dw $1100 ; Relative Coords HR
-dw $1100 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_eastern_stalfos_room_after
-
-preset_nmg_eastern_big_chest_room_1:
-db $02 ; Dungeon
-dw $00A8 ; Room Index
-dw $140B ; BG1 Vertical Scroll
-dw $140B ; BG2 Vertical Scroll
-dw $1100 ; BG1 Horizontal Scroll
-dw $1100 ; BG2 Horizontal Scroll
-dw $11C6 ; Link X
-dw $1478 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1400 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1410 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $1100 ; Relative Coords HL
-dw $1000 ; Relative Coords FL
-dw $1100 ; Relative Coords HR
-dw $1100 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $02 ; Door Orientation
-db $01 ; Starting Background
-dw sram_nmg_eastern_big_chest_room_1_after
-
-preset_nmg_eastern_dark_key_room:
-db $02 ; Dungeon
-dw $00BA ; Room Index
-dw $0105 ; BG1 Vertical Scroll
-dw $160B ; BG2 Vertical Scroll
-dw $00B0 ; BG1 Horizontal Scroll
-dw $1400 ; BG2 Horizontal Scroll
-dw $14CA ; Link X
-dw $1678 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $1400 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1400 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_eastern_dark_key_room_after
-
-preset_nmg_eastern_big_key_dmg_boost:
-db $02 ; Dungeon
-dw $00B9 ; Room Index
-dw $160B ; BG1 Vertical Scroll
-dw $160B ; BG2 Vertical Scroll
-dw $1200 ; BG1 Horizontal Scroll
-dw $1200 ; BG2 Horizontal Scroll
-dw $1225 ; Link X
-dw $1678 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_eastern_big_key_dmg_boost_after
-
-preset_nmg_eastern_big_chest_room_2:
-db $02 ; Dungeon
-dw $00A8 ; Room Index
-dw $140B ; BG1 Vertical Scroll
-dw $140B ; BG2 Vertical Scroll
-dw $1100 ; BG1 Horizontal Scroll
-dw $1100 ; BG2 Horizontal Scroll
-dw $11B2 ; Link X
-dw $1478 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1400 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1410 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $1100 ; Relative Coords HL
-dw $1000 ; Relative Coords FL
-dw $1100 ; Relative Coords HR
-dw $1100 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $02 ; Door Orientation
-db $01 ; Starting Background
-dw sram_nmg_eastern_big_chest_room_2_after
-
-preset_nmg_eastern_gwg:
-db $02 ; Dungeon
-dw $00A9 ; Room Index
-dw $1400 ; BG1 Vertical Scroll
-dw $1400 ; BG2 Vertical Scroll
-dw $1280 ; BG1 Horizontal Scroll
-dw $1280 ; BG2 Horizontal Scroll
-dw $12F8 ; Link X
-dw $142B ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1400 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1410 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_eastern_gwg_after
-
-preset_nmg_eastern_pot_room:
-db $02 ; Dungeon
-dw $0099 ; Room Index
-dw $0040 ; BG1 Vertical Scroll
-dw $1300 ; BG2 Vertical Scroll
-dw $FFFF ; BG1 Horizontal Scroll
-dw $1200 ; BG2 Horizontal Scroll
-dw $1278 ; Link X
-dw $132D ; Link Y
-dw $007F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $1300 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1310 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $04 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_eastern_pot_room_after
-
-preset_nmg_eastern_zeldagamer_room:
-db $02 ; Dungeon
-dw $00D9 ; Room Index
-dw $1B0B ; BG1 Vertical Scroll
-dw $1B0B ; BG2 Vertical Scroll
-dw $1200 ; BG1 Horizontal Scroll
-dw $1200 ; BG2 Horizontal Scroll
-dw $1225 ; Link X
-dw $1B78 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1B00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1B10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $04 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_eastern_zeldagamer_room_after
-
-preset_nmg_eastern_armos:
-db $02 ; Dungeon
-dw $00D8 ; Room Index
-dw $1A00 ; BG1 Vertical Scroll
-dw $1A00 ; BG2 Vertical Scroll
-dw $1100 ; BG1 Horizontal Scroll
-dw $1100 ; BG2 Horizontal Scroll
-dw $1178 ; Link X
-dw $1A30 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1A00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1A10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $1100 ; Relative Coords HL
-dw $1000 ; Relative Coords FL
-dw $1100 ; Relative Coords HR
-dw $1100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $04 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_eastern_armos_after
-
-preset_nmg_desert_outside_eastern_palace:
-db $01 ; Overworld
-dw $001E ; Screen Index
-dw $0F50 ; Link X
-dw $0638 ; Link Y
-dw $0600 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $0ED6 ; BG1 Horizontal Scroll
-dw $0ED6 ; BG2 Horizontal Scroll
-dw $0F5B ; Scroll X
-dw $066D ; Scroll Y
-dw $005A ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_nmg_desert_outside_eastern_palace_after
-
-preset_nmg_desert_ep_spinspeed:
-db $02 ; Dungeon
-dw $0105 ; Room Index
-dw $2110 ; BG1 Vertical Scroll
-dw $2110 ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0A78 ; Link X
-dw $21C2 ; Link Y
-dw $007F ; Camera X
-dw $0187 ; Camera Y
-dw $0000 ; Door Settings
-dw $2100 ; Relative Coords HU
-dw $2000 ; Relative Coords FU
-dw $2110 ; Relative Coords HD
-dw $2110 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0F ; Main Graphics
-db $18 ; Music Track
-db $00 ; Starting Floor
-db $FF ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_desert_ep_spinspeed_after
-
-preset_nmg_desert_bridge_screen:
-db $01 ; Overworld
-dw $002E ; Screen Index
-dw $0C13 ; Link X
-dw $0A69 ; Link Y
-dw $0A06 ; BG1 Vertical Scroll
-dw $0A0B ; BG2 Vertical Scroll
-dw $0C3B ; BG1 Horizontal Scroll
-dw $0C00 ; BG2 Horizontal Scroll
-dw $0C85 ; Scroll X
-dw $0A78 ; Scroll Y
-dw $0000 ; Unknown 1
-dw $FFF5 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_nmg_desert_bridge_screen_after
-
-preset_nmg_desert_unholy_spinspeed:
-db $01 ; Overworld
-dw $002A ; Screen Index
-dw $0407 ; Link X
-dw $0B9A ; Link Y
-dw $0B20 ; BG1 Vertical Scroll
-dw $0B1E ; BG2 Vertical Scroll
-dw $0480 ; BG1 Horizontal Scroll
-dw $0400 ; BG2 Horizontal Scroll
-dw $0485 ; Scroll X
-dw $0B8D ; Scroll Y
-dw $0900 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_nmg_desert_unholy_spinspeed_after
-
-preset_nmg_desert_water_dash:
-db $01 ; Overworld
-dw $002C ; Screen Index
-dw $08D2 ; Link X
-dw $0BE2 ; Link Y
-dw $0B20 ; BG1 Vertical Scroll
-dw $0B1E ; BG2 Vertical Scroll
-dw $0830 ; BG1 Horizontal Scroll
-dw $0860 ; BG2 Horizontal Scroll
-dw $08DD ; Scroll X
-dw $0B8D ; Scroll Y
-dw $090C ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_nmg_desert_water_dash_after
-
-preset_nmg_desert_outside_desert_palace:
-db $01 ; Overworld
-dw $003A ; Screen Index
-dw $040E ; Link X
-dw $0F88 ; Link Y
-dw $0E8F ; BG1 Vertical Scroll
-dw $0F1E ; BG2 Vertical Scroll
-dw $0480 ; BG1 Horizontal Scroll
-dw $0400 ; BG2 Horizontal Scroll
-dw $0485 ; Scroll X
-dw $0F8B ; Scroll Y
-dw $0880 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_nmg_desert_outside_desert_palace_after
-
-preset_nmg_desert_desert_entrance:
-db $01 ; Overworld
-dw $0030 ; Screen Index
-dw $0128 ; Link X
-dw $0CB8 ; Link Y
-dw $0D2B ; BG1 Vertical Scroll
-dw $0C56 ; BG2 Vertical Scroll
-dw $01D5 ; BG1 Horizontal Scroll
-dw $00AA ; BG2 Horizontal Scroll
-dw $012F ; Scroll X
-dw $0CC3 ; Scroll Y
-dw $0294 ; Unknown 1
-dw $0008 ; Unknown 2
-dw $FFF6 ; Unknown 3
-dw sram_nmg_desert_desert_entrance_after
-
-preset_nmg_desert_keybonk:
-db $02 ; Dungeon
-dw $0073 ; Room Index
-dw $0F00 ; BG1 Vertical Scroll
-dw $0F00 ; BG2 Vertical Scroll
-dw $0700 ; BG1 Horizontal Scroll
-dw $0700 ; BG2 Horizontal Scroll
-dw $0778 ; Link X
-dw $0F22 ; Link Y
-dw $017F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0F00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0F10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0700 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0700 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $12 ; Main Graphics
-db $11 ; Music Track
-db $FF ; Starting Floor
-db $06 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_desert_keybonk_after
-
-preset_nmg_desert_pre_cannonball_room:
-db $02 ; Dungeon
-dw $0085 ; Room Index
-dw $100B ; BG1 Vertical Scroll
-dw $100B ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0ACB ; Link X
-dw $1078 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1000 ; Relative Coords HU
-dw $1000 ; Relative Coords FU
-dw $1010 ; Relative Coords HD
-dw $1110 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $12 ; Main Graphics
-db $11 ; Music Track
-db $FF ; Starting Floor
-db $06 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_desert_pre_cannonball_room_after
-
-preset_nmg_desert_pot_room:
-db $02 ; Dungeon
-dw $0073 ; Room Index
-dw $0F0B ; BG1 Vertical Scroll
-dw $0F0B ; BG2 Vertical Scroll
-dw $0700 ; BG1 Horizontal Scroll
-dw $0700 ; BG2 Horizontal Scroll
-dw $0725 ; Link X
-dw $0F78 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0F00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0F10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0700 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0700 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $12 ; Main Graphics
-db $11 ; Music Track
-db $FF ; Starting Floor
-db $06 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_desert_pot_room_after
-
-preset_nmg_desert_desert2_spinspeed:
-db $02 ; Dungeon
-dw $0083 ; Room Index
-dw $1110 ; BG1 Vertical Scroll
-dw $1110 ; BG2 Vertical Scroll
-dw $0600 ; BG1 Horizontal Scroll
-dw $0600 ; BG2 Horizontal Scroll
-dw $0678 ; Link X
-dw $11C3 ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $1100 ; Relative Coords HU
-dw $1000 ; Relative Coords FU
-dw $1110 ; Relative Coords HD
-dw $1110 ; Relative Coords FD
-dw $0600 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0600 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $12 ; Main Graphics
-db $11 ; Music Track
-db $FF ; Starting Floor
-db $06 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_desert_desert2_spinspeed_after
-
-preset_nmg_desert_popo_genocide_room:
-db $02 ; Dungeon
-dw $0053 ; Room Index
-dw $0A10 ; BG1 Vertical Scroll
-dw $0A10 ; BG2 Vertical Scroll
-dw $0600 ; BG1 Horizontal Scroll
-dw $0600 ; BG2 Horizontal Scroll
-dw $0678 ; Link X
-dw $0AC6 ; Link Y
-dw $007F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $0A00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0A10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $0600 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0600 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $12 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $06 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_desert_popo_genocide_room_after
-
-preset_nmg_desert_torches:
-db $02 ; Dungeon
-dw $0043 ; Room Index
-dw $0900 ; BG1 Vertical Scroll
-dw $0900 ; BG2 Vertical Scroll
-dw $0700 ; BG1 Horizontal Scroll
-dw $0700 ; BG2 Horizontal Scroll
-dw $0778 ; Link X
-dw $092E ; Link Y
-dw $017F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0900 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0910 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0700 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0700 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $12 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $06 ; Palace No
-db $01 ; Door Orientation
-db $01 ; Starting Background
-dw sram_nmg_desert_torches_after
-
-preset_nmg_desert_lanmolas:
-db $02 ; Dungeon
-dw $0043 ; Room Index
-dw $0800 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $064A ; BG1 Horizontal Scroll
-dw $0600 ; BG2 Horizontal Scroll
-dw $0678 ; Link X
-dw $082E ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0600 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0600 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $12 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $06 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_desert_lanmolas_after
-
-preset_nmg_hera_outside_desert_palace:
-db $01 ; Overworld
-dw $0030 ; Screen Index
-dw $0128 ; Link X
-dw $0C41 ; Link Y
-dw $0C00 ; BG1 Vertical Scroll
-dw $0C00 ; BG2 Vertical Scroll
-dw $00A2 ; BG1 Horizontal Scroll
-dw $00A2 ; BG2 Horizontal Scroll
-dw $012F ; Scroll X
-dw $0C6D ; Scroll Y
-dw $0016 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $000E ; Unknown 3
-dw sram_nmg_hera_outside_desert_palace_after
-
-preset_nmg_hera_fake_flippers:
-db $01 ; Overworld
-dw $003C ; Screen Index
-dw $09E0 ; Link X
-dw $0F7C ; Link Y
-dw $0D8F ; BG1 Vertical Scroll
-dw $0F1E ; BG2 Vertical Scroll
-dw $0880 ; BG1 Horizontal Scroll
-dw $0900 ; BG2 Horizontal Scroll
-dw $097D ; Scroll X
-dw $0F8B ; Scroll Y
-dw $0820 ; Unknown 1
-dw $FFF2 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_nmg_hera_fake_flippers_after
-
-preset_nmg_hera_dm:
-db $02 ; Dungeon
-dw $00F1 ; Room Index
-dw $FFC0 ; BG1 Vertical Scroll
-dw $1F10 ; BG2 Vertical Scroll
-dw $00FF ; BG1 Horizontal Scroll
-dw $0300 ; BG2 Horizontal Scroll
-dw $0378 ; Link X
-dw $1FC1 ; Link Y
-dw $017F ; Camera X
-dw $0187 ; Camera Y
-dw $0000 ; Door Settings
-dw $1F00 ; Relative Coords HU
-dw $1E00 ; Relative Coords FU
-dw $1F10 ; Relative Coords HD
-dw $1F10 ; Relative Coords FD
-dw $0300 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0300 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $06 ; Main Graphics
-db $12 ; Music Track
-db $00 ; Starting Floor
-db $FF ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_hera_dm_after
-
-preset_nmg_hera_after_mirror:
-db $01 ; Overworld
-dw $0003 ; Screen Index
-dw $071E ; Link X
-dw $03C0 ; Link Y
-dw $02D9 ; BG1 Vertical Scroll
-dw $031E ; BG2 Vertical Scroll
-dw $062D ; BG1 Horizontal Scroll
-dw $06AA ; BG2 Horizontal Scroll
-dw $0729 ; Scroll X
-dw $038D ; Scroll Y
-dw $1816 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF6 ; Unknown 3
-dw sram_nmg_hera_after_mirror_after
-
-preset_nmg_hera_quickhop:
-db $01 ; Overworld
-dw $0003 ; Screen Index
-dw $081B ; Link X
-dw $0138 ; Link Y
-dw $00D4 ; BG1 Vertical Scroll
-dw $00D4 ; BG2 Vertical Scroll
-dw $07A5 ; BG1 Horizontal Scroll
-dw $07A5 ; BG2 Horizontal Scroll
-dw $0824 ; Scroll X
-dw $0143 ; Scroll Y
-dw $0638 ; Unknown 1
-dw $000A ; Unknown 2
-dw $000B ; Unknown 3
-dw sram_nmg_hera_quickhop_after
-
-preset_nmg_hera_entrance:
-db $01 ; Overworld
-dw $0003 ; Screen Index
-dw $08F0 ; Link X
-dw $0085 ; Link Y
-dw $007A ; BG1 Vertical Scroll
-dw $0021 ; BG2 Vertical Scroll
-dw $07DB ; BG1 Horizontal Scroll
-dw $087C ; BG2 Horizontal Scroll
-dw $08FB ; Scroll X
-dw $0090 ; Scroll Y
-dw $00D0 ; Unknown 1
-dw $000D ; Unknown 2
-dw $FFF4 ; Unknown 3
-dw sram_nmg_hera_entrance_after
-
-preset_nmg_hera_tile_room:
-db $02 ; Dungeon
-dw $0077 ; Room Index
-dw $0E00 ; BG1 Vertical Scroll
-dw $0E00 ; BG2 Vertical Scroll
-dw $0E00 ; BG1 Horizontal Scroll
-dw $0E00 ; BG2 Horizontal Scroll
-dw $0E78 ; Link X
-dw $0E45 ; Link Y
-dw $007F ; Camera X
-dw $0077 ; Camera Y
-dw $0000 ; Door Settings
-dw $0E00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0E10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0E00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0E00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $14 ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_nmg_hera_tile_room_after
-
-preset_nmg_hera_torches:
-db $02 ; Dungeon
-dw $0087 ; Room Index
-dw $1010 ; BG1 Vertical Scroll
-dw $1010 ; BG2 Vertical Scroll
-dw $0F00 ; BG1 Horizontal Scroll
-dw $0F00 ; BG2 Horizontal Scroll
-dw $0F78 ; Link X
-dw $10BC ; Link Y
-dw $017F ; Camera X
-dw $0087 ; Camera Y
-dw $0000 ; Door Settings
-dw $1000 ; Relative Coords HU
-dw $1000 ; Relative Coords FU
-dw $1010 ; Relative Coords HD
-dw $1110 ; Relative Coords FD
-dw $0F00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0F00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $00 ; Starting Floor
-db $14 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_hera_torches_after
-
-preset_nmg_hera_beetles:
-db $02 ; Dungeon
-dw $0077 ; Room Index
-dw $0EE2 ; BG1 Vertical Scroll
-dw $0EE2 ; BG2 Vertical Scroll
-dw $0EF0 ; BG1 Horizontal Scroll
-dw $0EF0 ; BG2 Horizontal Scroll
-dw $0F68 ; Link X
-dw $0F4E ; Link Y
-dw $016F ; Camera X
-dw $0159 ; Camera Y
-dw $0000 ; Door Settings
-dw $0F00 ; Relative Coords HU
-dw $0E00 ; Relative Coords FU
-dw $0F10 ; Relative Coords HD
-dw $0F10 ; Relative Coords FD
-dw $0F00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0F00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $01 ; Starting Floor
-db $14 ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_nmg_hera_beetles_after
-
-preset_nmg_hera_petting_zoo:
-db $02 ; Dungeon
-dw $0031 ; Room Index
-dw $060F ; BG1 Vertical Scroll
-dw $060F ; BG2 Vertical Scroll
-dw $0280 ; BG1 Horizontal Scroll
-dw $0300 ; BG2 Horizontal Scroll
-dw $03B8 ; Link X
-dw $067C ; Link Y
-dw $017F ; Camera X
-dw $0087 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0300 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0300 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $02 ; Starting Floor
-db $14 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_hera_petting_zoo_after
-
-preset_nmg_hera_moldorm:
-db $02 ; Dungeon
-dw $0017 ; Room Index
-dw $0206 ; BG1 Vertical Scroll
-dw $020D ; BG2 Vertical Scroll
-dw $0E80 ; BG1 Horizontal Scroll
-dw $0F00 ; BG2 Horizontal Scroll
-dw $0FA8 ; Link X
-dw $027A ; Link Y
-dw $017F ; Camera X
-dw $0085 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0F00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0F00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $05 ; Main Graphics
-db $11 ; Music Track
-db $04 ; Starting Floor
-db $14 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_hera_moldorm_after
-
-preset_nmg_aga_outside_hera:
-db $01 ; Overworld
-dw $0003 ; Screen Index
-dw $08F0 ; Link X
-dw $007C ; Link Y
-dw $0016 ; BG1 Vertical Scroll
-dw $0018 ; BG2 Vertical Scroll
-dw $087C ; BG1 Horizontal Scroll
-dw $087C ; BG2 Horizontal Scroll
-dw $08FB ; Scroll X
-dw $0087 ; Scroll Y
-dw $0050 ; Unknown 1
-dw $0006 ; Unknown 2
-dw $FFF4 ; Unknown 3
-dw sram_nmg_aga_outside_hera_after
-
-preset_nmg_aga_first_rupee_tree:
-db $02 ; Dungeon
-dw $00E6 ; Room Index
-dw $FFC0 ; BG1 Vertical Scroll
-dw $1D10 ; BG2 Vertical Scroll
-dw $00FF ; BG1 Horizontal Scroll
-dw $0C00 ; BG2 Horizontal Scroll
-dw $0C78 ; Link X
-dw $1DB8 ; Link Y
-dw $007F ; Camera X
-dw $0187 ; Camera Y
-dw $0000 ; Door Settings
-dw $1D00 ; Relative Coords HU
-dw $1C00 ; Relative Coords FU
-dw $1D10 ; Relative Coords HD
-dw $1D10 ; Relative Coords FD
-dw $0C00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0C00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $06 ; Main Graphics
-db $12 ; Music Track
-db $00 ; Starting Floor
-db $FF ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_aga_first_rupee_tree_after
-
-preset_nmg_aga_lost_woods:
-db $01 ; Overworld
-dw $0002 ; Screen Index
-dw $0406 ; Link X
-dw $007A ; Link Y
-dw $009C ; BG1 Vertical Scroll
-dw $0016 ; BG2 Vertical Scroll
-dw $0480 ; BG1 Horizontal Scroll
-dw $0400 ; BG2 Horizontal Scroll
-dw $048D ; Scroll X
-dw $0085 ; Scroll Y
-dw $0100 ; Unknown 1
-dw $0008 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_nmg_aga_lost_woods_after
-
-preset_nmg_aga_after_grove:
-db $01 ; Overworld
-dw $0000 ; Screen Index
-dw $00A0 ; Link X
-dw $00CB ; Link Y
-dw $0057 ; BG1 Vertical Scroll
-dw $006B ; BG2 Vertical Scroll
-dw $0022 ; BG1 Horizontal Scroll
-dw $0022 ; BG2 Horizontal Scroll
-dw $00A7 ; Scroll X
-dw $00DA ; Scroll Y
-dw $0306 ; Unknown 1
-dw $FFF3 ; Unknown 2
-dw $000E ; Unknown 3
-dw sram_nmg_aga_after_grove_after
-
-preset_nmg_aga_after_lost_woods:
-db $01 ; Overworld
-dw $0000 ; Screen Index
-dw $0388 ; Link X
-dw $03D0 ; Link Y
-dw $01AF ; BG1 Vertical Scroll
-dw $031E ; BG2 Vertical Scroll
-dw $00D9 ; BG1 Horizontal Scroll
-dw $0300 ; BG2 Horizontal Scroll
-dw $0385 ; Scroll X
-dw $038D ; Scroll Y
-dw $1860 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_nmg_aga_after_lost_woods_after
-
-preset_nmg_aga_castle_screen:
-db $01 ; Overworld
-dw $001A ; Screen Index
-dw $05E5 ; Link X
-dw $0728 ; Link Y
-dw $0665 ; BG1 Vertical Scroll
-dw $06CA ; BG2 Vertical Scroll
-dw $0480 ; BG1 Horizontal Scroll
-dw $0500 ; BG2 Horizontal Scroll
-dw $057D ; Scroll X
-dw $0737 ; Scroll Y
-dw $0620 ; Unknown 1
-dw $FFF6 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_nmg_aga_castle_screen_after
-
-preset_nmg_aga_entrance:
-db $01 ; Overworld
-dw $001B ; Screen Index
-dw $07F8 ; Link X
-dw $065C ; Link Y
-dw $0600 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $0716 ; BG1 Horizontal Scroll
-dw $077E ; BG2 Horizontal Scroll
-dw $0803 ; Scroll X
-dw $066D ; Scroll Y
-dw $002E ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF2 ; Unknown 3
-dw sram_nmg_aga_entrance_after
-
-preset_nmg_aga_fairy_skip:
-db $02 ; Dungeon
-dw $00E0 ; Room Index
-dw $1C0B ; BG1 Vertical Scroll
-dw $1C0B ; BG2 Vertical Scroll
-dw $0000 ; BG1 Horizontal Scroll
-dw $0000 ; BG2 Horizontal Scroll
-dw $00DA ; Link X
-dw $1C78 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1C00 ; Relative Coords HU
-dw $1C00 ; Relative Coords FU
-dw $1C10 ; Relative Coords HD
-dw $1D10 ; Relative Coords FD
-dw $0000 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0000 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $01 ; Starting Floor
-db $08 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_aga_fairy_skip_after
-
-preset_nmg_aga_dark_room_of_despair:
-db $02 ; Dungeon
-dw $00D0 ; Room Index
-dw $0105 ; BG1 Vertical Scroll
-dw $1A0B ; BG2 Vertical Scroll
-dw $004E ; BG1 Horizontal Scroll
-dw $0100 ; BG2 Horizontal Scroll
-dw $0125 ; Link X
-dw $1A78 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1A00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1A10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $0100 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0100 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $02 ; Starting Floor
-db $08 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_aga_dark_room_of_despair_after
-
-preset_nmg_aga_dark_room_of_melancholy:
-db $02 ; Dungeon
-dw $00C0 ; Room Index
-dw $0105 ; BG1 Vertical Scroll
-dw $190B ; BG2 Vertical Scroll
-dw $004E ; BG1 Horizontal Scroll
-dw $0100 ; BG2 Horizontal Scroll
-dw $0125 ; Link X
-dw $1978 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1900 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1910 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0100 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0100 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $03 ; Starting Floor
-db $08 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_aga_dark_room_of_melancholy_after
-
-preset_nmg_aga_spear_guards:
-db $02 ; Dungeon
-dw $00C0 ; Room Index
-dw $0040 ; BG1 Vertical Scroll
-dw $1800 ; BG2 Vertical Scroll
-dw $FFFF ; BG1 Horizontal Scroll
-dw $0100 ; BG2 Horizontal Scroll
-dw $0178 ; Link X
-dw $182C ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1800 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1810 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0100 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0100 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $03 ; Starting Floor
-db $08 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_aga_spear_guards_after
-
-preset_nmg_aga_circle_of_pots:
-db $02 ; Dungeon
-dw $00B0 ; Room Index
-dw $1610 ; BG1 Vertical Scroll
-dw $1610 ; BG2 Vertical Scroll
-dw $0000 ; BG1 Horizontal Scroll
-dw $0000 ; BG2 Horizontal Scroll
-dw $0078 ; Link X
-dw $16C4 ; Link Y
-dw $007F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $0000 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0000 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $04 ; Starting Floor
-db $08 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_aga_circle_of_pots_after
-
-preset_nmg_aga_pit_room:
-db $02 ; Dungeon
-dw $0040 ; Room Index
-dw $090B ; BG1 Vertical Scroll
-dw $090B ; BG2 Vertical Scroll
-dw $0100 ; BG1 Horizontal Scroll
-dw $0100 ; BG2 Horizontal Scroll
-dw $012C ; Link X
-dw $0978 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0900 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0910 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0100 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0100 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $05 ; Starting Floor
-db $08 ; Palace No
-db $02 ; Door Orientation
-db $01 ; Starting Background
-dw sram_nmg_aga_pit_room_after
-
-preset_nmg_aga_agahnim:
-db $02 ; Dungeon
-dw $0030 ; Room Index
-dw $0600 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $0000 ; BG1 Horizontal Scroll
-dw $0000 ; BG2 Horizontal Scroll
-dw $0078 ; Link X
-dw $062D ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0000 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0000 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $04 ; Main Graphics
-db $10 ; Music Track
-db $06 ; Starting Floor
-db $08 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_aga_agahnim_after
-
-preset_nmg_pod_pyramid:
-db $01 ; Overworld
-dw $005B ; Screen Index
-dw $07F0 ; Link X
-dw $0660 ; Link Y
-dw $0601 ; BG1 Vertical Scroll
-dw $0602 ; BG2 Vertical Scroll
-dw $0778 ; BG1 Horizontal Scroll
-dw $0778 ; BG2 Horizontal Scroll
-dw $07F7 ; Scroll X
-dw $066F ; Scroll Y
-dw $002E ; Unknown 1
-dw $FFFE ; Unknown 2
-dw $FFF8 ; Unknown 3
-dw sram_nmg_pod_pyramid_after
-
-preset_nmg_pod_pod_overworld:
-db $01 ; Overworld
-dw $006E ; Screen Index
-dw $0C70 ; Link X
-dw $0A0C ; Link Y
-dw $0A00 ; BG1 Vertical Scroll
-dw $0A00 ; BG2 Vertical Scroll
-dw $0C00 ; BG1 Horizontal Scroll
-dw $0C00 ; BG2 Horizontal Scroll
-dw $0C7D ; Scroll X
-dw $0A6D ; Scroll Y
-dw $0000 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_nmg_pod_pod_overworld_after
-
-preset_nmg_pod_entrance:
-db $01 ; Overworld
-dw $005E ; Screen Index
-dw $0F50 ; Link X
-dw $064C ; Link Y
-dw $0791 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $0D6F ; BG1 Horizontal Scroll
-dw $0EDE ; BG2 Horizontal Scroll
-dw $0F5B ; Scroll X
-dw $066F ; Scroll Y
-dw $005A ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF2 ; Unknown 3
-dw sram_nmg_pod_entrance_after
-
-preset_nmg_pod_main_hub_small_key:
-db $02 ; Dungeon
-dw $004A ; Room Index
-dw $0800 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $1480 ; BG1 Horizontal Scroll
-dw $1480 ; BG2 Horizontal Scroll
-dw $14F8 ; Link X
-dw $081B ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $1400 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1400 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_pod_main_hub_small_key_after
-
-preset_nmg_pod_main_hub_bk:
-db $02 ; Dungeon
-dw $004A ; Room Index
-dw $0800 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $1480 ; BG1 Horizontal Scroll
-dw $1480 ; BG2 Horizontal Scroll
-dw $14F8 ; Link X
-dw $081A ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $1400 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1400 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_pod_main_hub_bk_after
-
-preset_nmg_pod_main_hub_hammeryump:
-db $02 ; Dungeon
-dw $004A ; Room Index
-dw $0800 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $1480 ; BG1 Horizontal Scroll
-dw $1480 ; BG2 Horizontal Scroll
-dw $14F8 ; Link X
-dw $0818 ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $1400 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1400 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_pod_main_hub_hammeryump_after
-
-preset_nmg_pod_hammeryump:
-db $02 ; Dungeon
-dw $002A ; Room Index
-dw $0400 ; BG1 Vertical Scroll
-dw $0400 ; BG2 Vertical Scroll
-dw $1400 ; BG1 Horizontal Scroll
-dw $1400 ; BG2 Horizontal Scroll
-dw $1478 ; Link X
-dw $0424 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0400 ; Relative Coords HU
-dw $0400 ; Relative Coords FU
-dw $0410 ; Relative Coords HD
-dw $0510 ; Relative Coords FD
-dw $1400 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1400 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_pod_hammeryump_after
-
-preset_nmg_pod_before_sexy_statue:
-db $02 ; Dungeon
-dw $003A ; Room Index
-dw $0688 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $14C0 ; BG1 Horizontal Scroll
-dw $1500 ; BG2 Horizontal Scroll
-dw $1578 ; Link X
-dw $062C ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1500 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1500 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_pod_before_sexy_statue_after
-
-preset_nmg_pod_sexy_statue_room:
-db $02 ; Dungeon
-dw $002A ; Room Index
-dw $048B ; BG1 Vertical Scroll
-dw $048B ; BG2 Vertical Scroll
-dw $1500 ; BG1 Horizontal Scroll
-dw $1500 ; BG2 Horizontal Scroll
-dw $15B4 ; Link X
-dw $04F8 ; Link Y
-dw $017F ; Camera X
-dw $0103 ; Camera Y
-dw $0000 ; Door Settings
-dw $0400 ; Relative Coords HU
-dw $0400 ; Relative Coords FU
-dw $0410 ; Relative Coords HD
-dw $0510 ; Relative Coords FD
-dw $1500 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1500 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_pod_sexy_statue_room_after
-
-preset_nmg_pod_mimics:
-db $02 ; Dungeon
-dw $002B ; Room Index
-dw $0400 ; BG1 Vertical Scroll
-dw $0400 ; BG2 Vertical Scroll
-dw $1600 ; BG1 Horizontal Scroll
-dw $1600 ; BG2 Horizontal Scroll
-dw $1678 ; Link X
-dw $0413 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0400 ; Relative Coords HU
-dw $0400 ; Relative Coords FU
-dw $0410 ; Relative Coords HD
-dw $0510 ; Relative Coords FD
-dw $1600 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1600 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_pod_mimics_after
-
-preset_nmg_pod_statue:
-db $02 ; Dungeon
-dw $001B ; Room Index
-dw $0300 ; BG1 Vertical Scroll
-dw $0300 ; BG2 Vertical Scroll
-dw $1600 ; BG1 Horizontal Scroll
-dw $1600 ; BG2 Horizontal Scroll
-dw $1678 ; Link X
-dw $0320 ; Link Y
-dw $007F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0300 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0310 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $1600 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1600 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $01 ; Starting Background
-dw sram_nmg_pod_statue_after
-
-preset_nmg_pod_basement:
-db $02 ; Dungeon
-dw $001B ; Room Index
-dw $0200 ; BG1 Vertical Scroll
-dw $0200 ; BG2 Vertical Scroll
-dw $1678 ; BG1 Horizontal Scroll
-dw $1700 ; BG2 Horizontal Scroll
-dw $1790 ; Link X
-dw $0251 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $1700 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1700 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0C ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_pod_basement_after
-
-preset_nmg_pod_turtle_room:
-db $02 ; Dungeon
-dw $000B ; Room Index
-dw $FFC0 ; BG1 Vertical Scroll
-dw $0010 ; BG2 Vertical Scroll
-dw $00FF ; BG1 Horizontal Scroll
-dw $1600 ; BG2 Horizontal Scroll
-dw $1678 ; Link X
-dw $00C8 ; Link Y
-dw $007F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $0000 ; Relative Coords HU
-dw $0000 ; Relative Coords FU
-dw $0010 ; Relative Coords HD
-dw $0110 ; Relative Coords FD
-dw $1600 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1600 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_pod_turtle_room_after
-
-preset_nmg_pod_helma:
-db $02 ; Dungeon
-dw $006A ; Room Index
-dw $0040 ; BG1 Vertical Scroll
-dw $0C00 ; BG2 Vertical Scroll
-dw $FFFF ; BG1 Horizontal Scroll
-dw $1500 ; BG2 Horizontal Scroll
-dw $1578 ; Link X
-dw $0C24 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0C00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0C10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $1500 ; Relative Coords HL
-dw $1400 ; Relative Coords FL
-dw $1500 ; Relative Coords HR
-dw $1500 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $07 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0C ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_pod_helma_after
-
-preset_nmg_thieves_outside_pod:
-db $01 ; Overworld
-dw $005E ; Screen Index
-dw $0F50 ; Link X
-dw $063E ; Link Y
-dw $0600 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $0ED6 ; BG1 Horizontal Scroll
-dw $0ED6 ; BG2 Horizontal Scroll
-dw $0F5B ; Scroll X
-dw $066D ; Scroll Y
-dw $005A ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_nmg_thieves_outside_pod_after
-
-preset_nmg_thieves_ow_hammerdash:
-db $01 ; Overworld
-dw $006E ; Screen Index
-dw $0C06 ; Link X
-dw $0A6A ; Link Y
-dw $0A06 ; BG1 Vertical Scroll
-dw $0A0C ; BG2 Vertical Scroll
-dw $0D6B ; BG1 Horizontal Scroll
-dw $0C00 ; BG2 Horizontal Scroll
-dw $0C85 ; Scroll X
-dw $0A79 ; Scroll Y
-dw $0000 ; Unknown 1
-dw $FFF4 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_nmg_thieves_ow_hammerdash_after
-
-preset_nmg_thieves_grove:
-db $01 ; Overworld
-dw $0072 ; Screen Index
-dw $04DA ; Link X
-dw $0C0C ; Link Y
-dw $0C00 ; BG1 Vertical Scroll
-dw $0C00 ; BG2 Vertical Scroll
-dw $04AE ; BG1 Horizontal Scroll
-dw $045C ; BG2 Horizontal Scroll
-dw $04E1 ; Scroll X
-dw $0C6D ; Scroll Y
-dw $000C ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0004 ; Unknown 3
-dw sram_nmg_thieves_grove_after
-
-preset_nmg_thieves_usain_bolt:
-db $01 ; Overworld
-dw $002A ; Screen Index
-dw $0407 ; Link X
-dw $0B99 ; Link Y
-dw $0B20 ; BG1 Vertical Scroll
-dw $0B1E ; BG2 Vertical Scroll
-dw $040F ; BG1 Horizontal Scroll
-dw $0400 ; BG2 Horizontal Scroll
-dw $0485 ; Scroll X
-dw $0B8D ; Scroll Y
-dw $0900 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_nmg_thieves_usain_bolt_after
-
-preset_nmg_thieves_after_activating_flute:
-db $01 ; Overworld
-dw $0018 ; Screen Index
-dw $01CA ; Link X
-dw $0798 ; Link Y
-dw $082B ; BG1 Vertical Scroll
-dw $0734 ; BG2 Vertical Scroll
-dw $0226 ; BG1 Horizontal Scroll
-dw $014C ; BG2 Horizontal Scroll
-dw $01D1 ; Scroll X
-dw $07A3 ; Scroll Y
-dw $092A ; Unknown 1
-dw $000A ; Unknown 2
-dw $0004 ; Unknown 3
-dw sram_nmg_thieves_after_activating_flute_after
-
-preset_nmg_thieves_darkworld:
-db $01 ; Overworld
-dw $0050 ; Screen Index
-dw $0161 ; Link X
-dw $0553 ; Link Y
-dw $04F5 ; BG1 Vertical Scroll
-dw $04F5 ; BG2 Vertical Scroll
-dw $00E8 ; BG1 Horizontal Scroll
-dw $00E3 ; BG2 Horizontal Scroll
-dw $0168 ; Scroll X
-dw $0562 ; Scroll Y
-dw $079E ; Unknown 1
-dw $FFFB ; Unknown 2
-dw $000D ; Unknown 3
-dw sram_nmg_thieves_darkworld_after
-
-preset_nmg_thieves_entrance:
-db $01 ; Overworld
-dw $0058 ; Screen Index
-dw $01F8 ; Link X
-dw $07C2 ; Link Y
-dw $06B2 ; BG1 Vertical Scroll
-dw $0764 ; BG2 Vertical Scroll
-dw $0136 ; BG1 Horizontal Scroll
-dw $017E ; BG2 Horizontal Scroll
-dw $0203 ; Scroll X
-dw $07D1 ; Scroll Y
-dw $0BAE ; Unknown 1
-dw $000C ; Unknown 2
-dw $FFF2 ; Unknown 3
-dw sram_nmg_thieves_entrance_after
-
-preset_nmg_thieves_after_big_key:
-db $02 ; Dungeon
-dw $00DB ; Room Index
-dw $1AFB ; BG1 Vertical Scroll
-dw $1AFB ; BG2 Vertical Scroll
-dw $1700 ; BG1 Horizontal Scroll
-dw $1700 ; BG2 Horizontal Scroll
-dw $17BA ; Link X
-dw $1B68 ; Link Y
-dw $017F ; Camera X
-dw $0173 ; Camera Y
-dw $0000 ; Door Settings
-dw $1B00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1B10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $1700 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1700 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $16 ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_nmg_thieves_after_big_key_after
-
-preset_nmg_thieves_blind_hallway:
-db $02 ; Dungeon
-dw $00CC ; Room Index
-dw $1800 ; BG1 Vertical Scroll
-dw $1800 ; BG2 Vertical Scroll
-dw $1900 ; BG1 Horizontal Scroll
-dw $1900 ; BG2 Horizontal Scroll
-dw $1978 ; Link X
-dw $181D ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1800 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1810 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $1900 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1900 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $16 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_thieves_blind_hallway_after
-
-preset_nmg_thieves_conveyor_gibos:
-db $02 ; Dungeon
-dw $00BC ; Room Index
-dw $170B ; BG1 Vertical Scroll
-dw $170B ; BG2 Vertical Scroll
-dw $1800 ; BG1 Horizontal Scroll
-dw $1800 ; BG2 Horizontal Scroll
-dw $181D ; Link X
-dw $1778 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1700 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1710 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $1800 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1800 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $16 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_thieves_conveyor_gibos_after
-
-preset_nmg_thieves_hellway:
-db $02 ; Dungeon
-dw $00BB ; Room Index
-dw $170B ; BG1 Vertical Scroll
-dw $170B ; BG2 Vertical Scroll
-dw $1700 ; BG1 Horizontal Scroll
-dw $1700 ; BG2 Horizontal Scroll
-dw $1716 ; Link X
-dw $1778 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1700 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1710 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $1700 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1700 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $16 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_thieves_hellway_after
-
-preset_nmg_thieves_bombable_floor:
-db $02 ; Dungeon
-dw $0065 ; Room Index
-dw $0D0B ; BG1 Vertical Scroll
-dw $0D0B ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0AE7 ; Link X
-dw $0D78 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0D00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0D10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $16 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_thieves_bombable_floor_after
-
-preset_nmg_thieves_backtracking_1:
-db $02 ; Dungeon
-dw $0064 ; Room Index
-dw $0D00 ; BG1 Vertical Scroll
-dw $0D00 ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $0878 ; Link X
-dw $0D28 ; Link Y
-dw $007F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0D00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0D10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $16 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_thieves_backtracking_1_after
-
-preset_nmg_thieves_basement:
-db $02 ; Dungeon
-dw $00BC ; Room Index
-dw $1600 ; BG1 Vertical Scroll
-dw $1600 ; BG2 Vertical Scroll
-dw $1800 ; BG1 Horizontal Scroll
-dw $1800 ; BG2 Horizontal Scroll
-dw $1878 ; Link X
-dw $162A ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $1800 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1800 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $16 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_thieves_basement_after
-
-preset_nmg_thieves_prison:
-db $02 ; Dungeon
-dw $0045 ; Room Index
-dw $090B ; BG1 Vertical Scroll
-dw $090B ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0AE4 ; Link X
-dw $0978 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0900 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0910 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $16 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_thieves_prison_after
-
-preset_nmg_thieves_after_gloves:
-db $02 ; Dungeon
-dw $0044 ; Room Index
-dw $090B ; BG1 Vertical Scroll
-dw $090B ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $08DC ; Link X
-dw $0978 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0900 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0910 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $16 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_thieves_after_gloves_after
-
-preset_nmg_thieves_backtracking_2:
-db $02 ; Dungeon
-dw $0044 ; Room Index
-dw $090B ; BG1 Vertical Scroll
-dw $090B ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $08E4 ; Link X
-dw $0978 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0900 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0910 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $16 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_thieves_backtracking_2_after
-
-preset_nmg_thieves_pot_hammerdash:
-db $02 ; Dungeon
-dw $0045 ; Room Index
-dw $0800 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0A78 ; Link X
-dw $082C ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $16 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_thieves_pot_hammerdash_after
-
-preset_nmg_thieves_blind:
-db $02 ; Dungeon
-dw $00BC ; Room Index
-dw $1600 ; BG1 Vertical Scroll
-dw $1600 ; BG2 Vertical Scroll
-dw $1900 ; BG1 Horizontal Scroll
-dw $1900 ; BG2 Horizontal Scroll
-dw $1978 ; Link X
-dw $1619 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $1900 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1900 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0A ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $16 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_thieves_blind_after
-
-preset_nmg_skull_outside_thieves:
-db $01 ; Overworld
-dw $0058 ; Screen Index
-dw $01F8 ; Link X
-dw $07C8 ; Link Y
-dw $0762 ; BG1 Vertical Scroll
-dw $076A ; BG2 Vertical Scroll
-dw $0176 ; BG1 Horizontal Scroll
-dw $0176 ; BG2 Horizontal Scroll
-dw $0203 ; Scroll X
-dw $07D7 ; Scroll Y
-dw $0B2E ; Unknown 1
-dw $FFF6 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_nmg_skull_outside_thieves_after
-
-preset_nmg_skull_cursed_dwarf:
-db $01 ; Overworld
-dw $0058 ; Screen Index
-dw $0280 ; Link X
-dw $09C0 ; Link Y
-dw $0904 ; BG1 Vertical Scroll
-dw $091E ; BG2 Vertical Scroll
-dw $019A ; BG1 Horizontal Scroll
-dw $01FE ; BG2 Horizontal Scroll
-dw $028B ; Scroll X
-dw $098B ; Scroll Y
-dw $183E ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF2 ; Unknown 3
-dw sram_nmg_skull_cursed_dwarf_after
-
-preset_nmg_skull_getting_tempered:
-db $01 ; Overworld
-dw $0058 ; Screen Index
-dw $03E1 ; Link X
-dw $091A ; Link Y
-dw $08EC ; BG1 Vertical Scroll
-dw $08B6 ; BG2 Vertical Scroll
-dw $021B ; BG1 Horizontal Scroll
-dw $0300 ; BG2 Horizontal Scroll
-dw $038D ; Scroll X
-dw $0925 ; Scroll Y
-dw $1560 ; Unknown 1
-dw $0008 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_nmg_skull_getting_tempered_after
-
-preset_nmg_skull_fence_dash:
-db $01 ; Overworld
-dw $0062 ; Screen Index
-dw $0408 ; Link X
-dw $0909 ; Link Y
-dw $085E ; BG1 Vertical Scroll
-dw $08A6 ; BG2 Vertical Scroll
-dw $0433 ; BG1 Horizontal Scroll
-dw $0400 ; BG2 Horizontal Scroll
-dw $047D ; Scroll X
-dw $0915 ; Scroll Y
-dw $0400 ; Unknown 1
-dw $FFF8 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_nmg_skull_fence_dash_after
-
-preset_nmg_skull_dash_to_sw:
-db $01 ; Overworld
-dw $0058 ; Screen Index
-dw $0348 ; Link X
-dw $0608 ; Link Y
-dw $06A2 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $02CA ; BG1 Horizontal Scroll
-dw $02CA ; BG2 Horizontal Scroll
-dw $034F ; Scroll X
-dw $066F ; Scroll Y
-dw $005A ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0006 ; Unknown 3
-dw sram_nmg_skull_dash_to_skull_after
-
-preset_nmg_skull_mummy_room:
-db $01 ; Overworld
-dw $0040 ; Screen Index
-dw $0248 ; Link X
-dw $0250 ; Link Y
-dw $0367 ; BG1 Vertical Scroll
-dw $01F0 ; BG2 Vertical Scroll
-dw $032C ; BG1 Horizontal Scroll
-dw $01CA ; BG2 Horizontal Scroll
-dw $024F ; Scroll X
-dw $025F ; Scroll Y
-dw $0EBA ; Unknown 1
-dw $FFFE ; Unknown 2
-dw $0006 ; Unknown 3
-dw sram_nmg_skull_mummy_room_after
-
-preset_nmg_skull_bomb_jump:
-db $01 ; Overworld
-dw $0040 ; Screen Index
-dw $02E8 ; Link X
-dw $025B ; Link Y
-dw $021A ; BG1 Vertical Scroll
-dw $01FD ; BG2 Vertical Scroll
-dw $01F6 ; BG1 Horizontal Scroll
-dw $0266 ; BG2 Horizontal Scroll
-dw $02F3 ; Scroll X
-dw $026A ; Scroll Y
-dw $0F4E ; Unknown 1
-dw $0003 ; Unknown 2
-dw $000A ; Unknown 3
-dw sram_nmg_skull_bomb_jump_after
-
-preset_nmg_skull_key_pot:
-db $02 ; Dungeon
-dw $0056 ; Room Index
-dw $0B0C ; BG1 Vertical Scroll
-dw $0B0C ; BG2 Vertical Scroll
-dw $0D00 ; BG1 Horizontal Scroll
-dw $0D00 ; BG2 Horizontal Scroll
-dw $0D1A ; Link X
-dw $0B78 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0B00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0B10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $0D00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0D00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $09 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $10 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_skull_key_pot_after
-
-preset_nmg_skull_skull_entrance:
-db $01 ; Overworld
-dw $0040 ; Screen Index
-dw $0098 ; Link X
-dw $00C7 ; Link Y
-dw $01CA ; BG1 Vertical Scroll
-dw $0066 ; BG2 Vertical Scroll
-dw $0086 ; BG1 Horizontal Scroll
-dw $0012 ; BG2 Horizontal Scroll
-dw $009F ; Scroll X
-dw $00D3 ; Scroll Y
-dw $0282 ; Unknown 1
-dw $000A ; Unknown 2
-dw $FFFE ; Unknown 3
-dw sram_nmg_skull_skull_entrance_after
-
-preset_nmg_skull_mummy_hellway:
-db $02 ; Dungeon
-dw $0049 ; Room Index
-dw $090B ; BG1 Vertical Scroll
-dw $090B ; BG2 Vertical Scroll
-dw $1200 ; BG1 Horizontal Scroll
-dw $1200 ; BG2 Horizontal Scroll
-dw $12DC ; Link X
-dw $0978 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0900 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0910 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $09 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $10 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_skull_mummy_hellway_after
-
-preset_nmg_skull_mummy_key:
-db $02 ; Dungeon
-dw $0049 ; Room Index
-dw $0800 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $1200 ; BG1 Horizontal Scroll
-dw $1200 ; BG2 Horizontal Scroll
-dw $1278 ; Link X
-dw $0815 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $09 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $10 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_skull_mummy_key_after
-
-preset_nmg_skull_mothula:
-db $02 ; Dungeon
-dw $0039 ; Room Index
-dw $070D ; BG1 Vertical Scroll
-dw $070B ; BG2 Vertical Scroll
-dw $1200 ; BG1 Horizontal Scroll
-dw $1200 ; BG2 Horizontal Scroll
-dw $12D0 ; Link X
-dw $0778 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1200 ; Relative Coords HL
-dw $1200 ; Relative Coords FL
-dw $1200 ; Relative Coords HR
-dw $1300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $09 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $10 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_skull_mothula_after
-
-preset_nmg_ice_outside_skull:
-db $01 ; Overworld
-dw $0040 ; Screen Index
-dw $0098 ; Link X
-dw $00CB ; Link Y
-dw $0066 ; BG1 Vertical Scroll
-dw $0069 ; BG2 Vertical Scroll
-dw $0016 ; BG1 Horizontal Scroll
-dw $0016 ; BG2 Horizontal Scroll
-dw $00A3 ; Scroll X
-dw $00D6 ; Scroll Y
-dw $0282 ; Unknown 1
-dw $0007 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_nmg_ice_outside_skull_after
-
-preset_nmg_ice_bridge_warp:
-db $01 ; Overworld
-dw $002C ; Screen Index
-dw $0898 ; Link X
-dw $0A0C ; Link Y
-dw $0A5C ; BG1 Vertical Scroll
-dw $0A00 ; BG2 Vertical Scroll
-dw $0830 ; BG1 Horizontal Scroll
-dw $0820 ; BG2 Horizontal Scroll
-dw $089F ; Scroll X
-dw $0A6D ; Scroll Y
-dw $0004 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_nmg_ice_bridge_warp_after
-
-preset_nmg_ice_lottery:
-db $01 ; Overworld
-dw $0055 ; Screen Index
-dw $0BE1 ; Link X
-dw $0587 ; Link Y
-dw $0520 ; BG1 Vertical Scroll
-dw $051E ; BG2 Vertical Scroll
-dw $0A80 ; BG1 Horizontal Scroll
-dw $0B00 ; BG2 Horizontal Scroll
-dw $0B7D ; Scroll X
-dw $058D ; Scroll Y
-dw $0920 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_nmg_ice_lottery_after
-
-preset_nmg_ice_medallion:
-db $01 ; Overworld
-dw $0057 ; Screen Index
-dw $0F70 ; Link X
-dw $040C ; Link Y
-dw $0491 ; BG1 Vertical Scroll
-dw $0400 ; BG2 Vertical Scroll
-dw $0E7F ; BG1 Horizontal Scroll
-dw $0EFE ; BG2 Horizontal Scroll
-dw $0F7B ; Scroll X
-dw $046F ; Scroll Y
-dw $009E ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF2 ; Unknown 3
-dw sram_nmg_ice_medallion_after
-
-preset_nmg_ice_zoras_domain:
-db $01 ; Overworld
-dw $000F ; Screen Index
-dw $0F40 ; Link X
-dw $0215 ; Link Y
-dw $0221 ; BG1 Vertical Scroll
-dw $0200 ; BG2 Vertical Scroll
-dw $0E7A ; BG1 Horizontal Scroll
-dw $0ECD ; BG2 Horizontal Scroll
-dw $0F4A ; Scroll X
-dw $026F ; Scroll Y
-dw $0098 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF3 ; Unknown 3
-dw sram_nmg_ice_zoras_domain_after
-
-preset_nmg_ice_tiny_warp:
-db $01 ; Overworld
-dw $000F ; Screen Index
-dw $0F40 ; Link X
-dw $0221 ; Link Y
-dw $0200 ; BG1 Vertical Scroll
-dw $0200 ; BG2 Vertical Scroll
-dw $0ECD ; BG1 Horizontal Scroll
-dw $0ECD ; BG2 Horizontal Scroll
-dw $0F4A ; Scroll X
-dw $026F ; Scroll Y
-dw $0098 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF3 ; Unknown 3
-dw sram_nmg_ice_tiny_warp_after
-
-preset_nmg_ice_ice_entrance:
-db $01 ; Overworld
-dw $0075 ; Screen Index
-dw $0CB8 ; Link X
-dw $0DCB ; Link Y
-dw $0D70 ; BG1 Vertical Scroll
-dw $0D69 ; BG2 Vertical Scroll
-dw $0C2C ; BG1 Horizontal Scroll
-dw $0C32 ; BG2 Horizontal Scroll
-dw $0CBF ; Scroll X
-dw $0DD6 ; Scroll Y
-dw $0BC6 ; Unknown 1
-dw $0007 ; Unknown 2
-dw $FFFE ; Unknown 3
-dw sram_nmg_ice_ice_entrance_after
-
-preset_nmg_ice_ice2:
-db $02 ; Dungeon
-dw $000E ; Room Index
-dw $010C ; BG1 Vertical Scroll
-dw $010C ; BG2 Vertical Scroll
-dw $1D00 ; BG1 Horizontal Scroll
-dw $1D00 ; BG2 Horizontal Scroll
-dw $1D1E ; Link X
-dw $0178 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0100 ; Relative Coords HU
-dw $0000 ; Relative Coords FU
-dw $0110 ; Relative Coords HD
-dw $0110 ; Relative Coords FD
-dw $1D00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1D00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $12 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_ice_ice2_after
-
-preset_nmg_ice_penguin_switch_room:
-db $02 ; Dungeon
-dw $001E ; Room Index
-dw $030D ; BG1 Vertical Scroll
-dw $030B ; BG2 Vertical Scroll
-dw $1D00 ; BG1 Horizontal Scroll
-dw $1D00 ; BG2 Horizontal Scroll
-dw $1DD8 ; Link X
-dw $0378 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0300 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0310 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $1D00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1D00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $12 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_ice_penguin_switch_room_after
-
-preset_nmg_ice_bombable_floor:
-db $02 ; Dungeon
-dw $001E ; Room Index
-dw $0306 ; BG1 Vertical Scroll
-dw $0300 ; BG2 Vertical Scroll
-dw $1D00 ; BG1 Horizontal Scroll
-dw $1D00 ; BG2 Horizontal Scroll
-dw $1D78 ; Link X
-dw $0314 ; Link Y
-dw $017F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0300 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0310 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $1D00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1D00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $12 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_ice_bombable_floor_after
-
-preset_nmg_ice_conveyor_room:
-db $02 ; Dungeon
-dw $003E ; Room Index
-dw $0610 ; BG1 Vertical Scroll
-dw $0610 ; BG2 Vertical Scroll
-dw $1D60 ; BG1 Horizontal Scroll
-dw $1D00 ; BG2 Horizontal Scroll
-dw $1D78 ; Link X
-dw $06D0 ; Link Y
-dw $017F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1D00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1D00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $12 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_ice_conveyor_room_after
-
-preset_nmg_ice_ipbj:
-db $02 ; Dungeon
-dw $003E ; Room Index
-dw $0710 ; BG1 Vertical Scroll
-dw $0710 ; BG2 Vertical Scroll
-dw $1BD7 ; BG1 Horizontal Scroll
-dw $1C00 ; BG2 Horizontal Scroll
-dw $1C78 ; Link X
-dw $07D3 ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1C00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1C00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $12 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_ice_ipbj_after
-
-preset_nmg_ice_penguin_room:
-db $02 ; Dungeon
-dw $004E ; Room Index
-dw $0800 ; BG1 Vertical Scroll
-dw $0800 ; BG2 Vertical Scroll
-dw $1D00 ; BG1 Horizontal Scroll
-dw $1D00 ; BG2 Horizontal Scroll
-dw $1DB8 ; Link X
-dw $0862 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0800 ; Relative Coords HU
-dw $0800 ; Relative Coords FU
-dw $0810 ; Relative Coords HD
-dw $0910 ; Relative Coords FD
-dw $1D00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1D00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $12 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_ice_penguin_room_after
-
-preset_nmg_ice_lonely_firebar:
-db $02 ; Dungeon
-dw $005E ; Room Index
-dw $0B0D ; BG1 Vertical Scroll
-dw $0B0B ; BG2 Vertical Scroll
-dw $1D00 ; BG1 Horizontal Scroll
-dw $1D00 ; BG2 Horizontal Scroll
-dw $1D10 ; Link X
-dw $0B78 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0B00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0B10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $1D00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1D00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $FD ; Starting Floor
-db $12 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_ice_lonely_firebar_after
-
-preset_nmg_ice_last_two_screens:
-db $02 ; Dungeon
-dw $009E ; Room Index
-dw $130D ; BG1 Vertical Scroll
-dw $130B ; BG2 Vertical Scroll
-dw $1D00 ; BG1 Horizontal Scroll
-dw $1D00 ; BG2 Horizontal Scroll
-dw $1D50 ; Link X
-dw $1378 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1300 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1310 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $1D00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1D00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $FB ; Starting Floor
-db $12 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_ice_last_two_screens_after
-
-preset_nmg_ice_kholdstare:
-db $02 ; Dungeon
-dw $00CE ; Room Index
-dw $1808 ; BG1 Vertical Scroll
-dw $1810 ; BG2 Vertical Scroll
-dw $1D00 ; BG1 Horizontal Scroll
-dw $1D00 ; BG2 Horizontal Scroll
-dw $1D40 ; Link X
-dw $18AA ; Link Y
-dw $017F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $1800 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1810 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $1D00 ; Relative Coords HL
-dw $1C00 ; Relative Coords FL
-dw $1D00 ; Relative Coords HR
-dw $1D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0B ; Main Graphics
-db $16 ; Music Track
-db $FA ; Starting Floor
-db $12 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_ice_kholdstare_after
-
-preset_nmg_swamp_outside_ice:
-db $01 ; Overworld
-dw $0075 ; Screen Index
-dw $0CB8 ; Link X
-dw $0DCB ; Link Y
-dw $0D6B ; BG1 Vertical Scroll
-dw $0D6D ; BG2 Vertical Scroll
-dw $0C3E ; BG1 Horizontal Scroll
-dw $0C3E ; BG2 Horizontal Scroll
-dw $0CC3 ; Scroll X
-dw $0DDA ; Scroll Y
-dw $0BC6 ; Unknown 1
-dw $0003 ; Unknown 2
-dw $FFF2 ; Unknown 3
-dw sram_nmg_swamp_outside_ice_after
-
-preset_nmg_swamp_links_house:
-db $01 ; Overworld
-dw $002C ; Screen Index
-dw $08B8 ; Link X
-dw $0B23 ; Link Y
-dw $0ABF ; BG1 Vertical Scroll
-dw $0AC5 ; BG2 Vertical Scroll
-dw $0840 ; BG1 Horizontal Scroll
-dw $0840 ; BG2 Horizontal Scroll
-dw $08BF ; Scroll X
-dw $0B32 ; Scroll Y
-dw $0608 ; Unknown 1
-dw $FFFB ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_nmg_swamp_links_house_after
-
-preset_nmg_swamp_swamp_overworld:
-db $01 ; Overworld
-dw $0073 ; Screen Index
-dw $07AF ; Link X
-dw $0DD9 ; Link Y
-dw $0C8F ; BG1 Vertical Scroll
-dw $0D1E ; BG2 Vertical Scroll
-dw $06DF ; BG1 Horizontal Scroll
-dw $0700 ; BG2 Horizontal Scroll
-dw $0785 ; Scroll X
-dw $0D93 ; Scroll Y
-dw $08A0 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_nmg_swamp_swamp_overworld_after
-
-preset_nmg_swamp_antifairy_room:
-db $01 ; Overworld
-dw $003B ; Screen Index
-dw $0778 ; Link X
-dw $0EF0 ; Link Y
-dw $0E9C ; BG1 Vertical Scroll
-dw $0E91 ; BG2 Vertical Scroll
-dw $06FC ; BG1 Horizontal Scroll
-dw $06FA ; BG2 Horizontal Scroll
-dw $077F ; Scroll X
-dw $0EFE ; Scroll Y
-dw $0520 ; Unknown 1
-dw $000F ; Unknown 2
-dw $0006 ; Unknown 3
-dw sram_nmg_swamp_antifairy_room_after
-
-preset_nmg_swamp_entrance:
-db $01 ; Overworld
-dw $007B ; Screen Index
-dw $0778 ; Link X
-dw $0EEF ; Link Y
-dw $0E99 ; BG1 Vertical Scroll
-dw $0E91 ; BG2 Vertical Scroll
-dw $06FC ; BG1 Horizontal Scroll
-dw $06FA ; BG2 Horizontal Scroll
-dw $077F ; Scroll X
-dw $0EFE ; Scroll Y
-dw $0520 ; Unknown 1
-dw $000F ; Unknown 2
-dw $0006 ; Unknown 3
-dw sram_nmg_swamp_entrance_after
-
-preset_nmg_swamp_first_key_pot:
-db $02 ; Dungeon
-dw $0028 ; Room Index
-dw $0400 ; BG1 Vertical Scroll
-dw $0400 ; BG2 Vertical Scroll
-dw $1000 ; BG1 Horizontal Scroll
-dw $1000 ; BG2 Horizontal Scroll
-dw $1078 ; Link X
-dw $0426 ; Link Y
-dw $007F ; Camera X
-dw $0077 ; Camera Y
-dw $0000 ; Door Settings
-dw $0400 ; Relative Coords HU
-dw $0400 ; Relative Coords FU
-dw $0410 ; Relative Coords HD
-dw $0510 ; Relative Coords FD
-dw $1000 ; Relative Coords HL
-dw $1000 ; Relative Coords FL
-dw $1000 ; Relative Coords HR
-dw $1100 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_swamp_first_key_pot_after
-
-preset_nmg_swamp_hallway_key_1:
-db $02 ; Dungeon
-dw $0037 ; Room Index
-dw $0700 ; BG1 Vertical Scroll
-dw $0700 ; BG2 Vertical Scroll
-dw $0E80 ; BG1 Horizontal Scroll
-dw $0E80 ; BG2 Horizontal Scroll
-dw $0EF8 ; Link X
-dw $0728 ; Link Y
-dw $00FF ; Camera X
-dw $0177 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0E00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0E00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_swamp_hallway_key_1_after
-
-preset_nmg_swamp_water_lever_1:
-db $02 ; Dungeon
-dw $0037 ; Room Index
-dw $0700 ; BG1 Vertical Scroll
-dw $0700 ; BG2 Vertical Scroll
-dw $0E00 ; BG1 Horizontal Scroll
-dw $0E00 ; BG2 Horizontal Scroll
-dw $0E78 ; Link X
-dw $071D ; Link Y
-dw $007F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0E00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0E00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_swamp_water_lever_1_after
-
-preset_nmg_swamp_main_hub:
-db $02 ; Dungeon
-dw $0037 ; Room Index
-dw $070B ; BG1 Vertical Scroll
-dw $070B ; BG2 Vertical Scroll
-dw $0E00 ; BG1 Horizontal Scroll
-dw $0E00 ; BG2 Horizontal Scroll
-dw $0E18 ; Link X
-dw $0778 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0E00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0E00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_swamp_main_hub_after
-
-preset_nmg_swamp_water_lever_2:
-db $02 ; Dungeon
-dw $0036 ; Room Index
-dw $060B ; BG1 Vertical Scroll
-dw $060B ; BG2 Vertical Scroll
-dw $0C00 ; BG1 Horizontal Scroll
-dw $0C00 ; BG2 Horizontal Scroll
-dw $0C17 ; Link X
-dw $0678 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0C00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0C00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_swamp_water_lever_2_after
-
-preset_nmg_swamp_sociable_firebar:
-db $02 ; Dungeon
-dw $0034 ; Room Index
-dw $06BF ; BG1 Vertical Scroll
-dw $06BF ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $0878 ; Link X
-dw $072C ; Link Y
-dw $007F ; Camera X
-dw $0137 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_swamp_sociable_firebar_after
-
-preset_nmg_swamp_backtracking:
-db $02 ; Dungeon
-dw $0035 ; Room Index
-dw $060B ; BG1 Vertical Scroll
-dw $060B ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0A19 ; Link X
-dw $0678 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_swamp_backtracking_after
-
-preset_nmg_swamp_hook_shot:
-db $02 ; Dungeon
-dw $0035 ; Room Index
-dw $070B ; BG1 Vertical Scroll
-dw $070B ; BG2 Vertical Scroll
-dw $0B00 ; BG1 Horizontal Scroll
-dw $0B00 ; BG2 Horizontal Scroll
-dw $0BDA ; Link X
-dw $0778 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0B00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0B00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_swamp_hook_shot_after
-
-preset_nmg_swamp_hookdash:
-db $02 ; Dungeon
-dw $0036 ; Room Index
-dw $0600 ; BG1 Vertical Scroll
-dw $0600 ; BG2 Vertical Scroll
-dw $0C80 ; BG1 Horizontal Scroll
-dw $0C80 ; BG2 Horizontal Scroll
-dw $0CF8 ; Link X
-dw $062C ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $0C00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0C00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_swamp_hookdash_after
-
-preset_nmg_swamp_water_lever_3:
-db $02 ; Dungeon
-dw $0026 ; Room Index
-dw $0400 ; BG1 Vertical Scroll
-dw $0400 ; BG2 Vertical Scroll
-dw $0D00 ; BG1 Horizontal Scroll
-dw $0D00 ; BG2 Horizontal Scroll
-dw $0DA8 ; Link X
-dw $0426 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0400 ; Relative Coords HU
-dw $0400 ; Relative Coords FU
-dw $0410 ; Relative Coords HD
-dw $0510 ; Relative Coords FD
-dw $0D00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0D00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_swamp_water_lever_3_after
-
-preset_nmg_swamp_restock:
-db $02 ; Dungeon
-dw $0066 ; Room Index
-dw $0D00 ; BG1 Vertical Scroll
-dw $0D00 ; BG2 Vertical Scroll
-dw $0D00 ; BG1 Horizontal Scroll
-dw $0D00 ; BG2 Horizontal Scroll
-dw $0D78 ; Link X
-dw $0D2A ; Link Y
-dw $017F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0D00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0D10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $0D00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0D00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $0A ; Palace No
-db $01 ; Door Orientation
-db $01 ; Starting Background
-dw sram_nmg_swamp_restock_after
-
-preset_nmg_swamp_phelps_way:
-db $02 ; Dungeon
-dw $0016 ; Room Index
-dw $0210 ; BG1 Vertical Scroll
-dw $0210 ; BG2 Vertical Scroll
-dw $0D00 ; BG1 Horizontal Scroll
-dw $0D00 ; BG2 Horizontal Scroll
-dw $0D78 ; Link X
-dw $02D8 ; Link Y
-dw $017F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0D00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0D00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_swamp_phelps_way_after
-
-preset_nmg_swamp_arrghus:
-db $02 ; Dungeon
-dw $0016 ; Room Index
-dw $0200 ; BG1 Vertical Scroll
-dw $0200 ; BG2 Vertical Scroll
-dw $0C00 ; BG1 Horizontal Scroll
-dw $0C00 ; BG2 Horizontal Scroll
-dw $0C78 ; Link X
-dw $0212 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0C00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0C00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $08 ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_swamp_arrghus_after
-
-preset_nmg_mire_outside_swamp:
-db $01 ; Overworld
-dw $007B ; Screen Index
-dw $077A ; Link X
-dw $0EFA ; Link Y
-dw $0E94 ; BG1 Vertical Scroll
-dw $0E9C ; BG2 Vertical Scroll
-dw $06F3 ; BG1 Horizontal Scroll
-dw $06F4 ; BG2 Horizontal Scroll
-dw $0781 ; Scroll X
-dw $0F09 ; Scroll Y
-dw $049E ; Unknown 1
-dw $FFF4 ; Unknown 2
-dw $FFFC ; Unknown 3
-dw sram_nmg_mire_outside_swamp_after
-
-preset_nmg_mire_dm:
-db $01 ; Overworld
-dw $0003 ; Screen Index
-dw $067B ; Link X
-dw $0328 ; Link Y
-dw $02CA ; BG1 Vertical Scroll
-dw $02CA ; BG2 Vertical Scroll
-dw $060D ; BG1 Horizontal Scroll
-dw $060D ; BG2 Horizontal Scroll
-dw $0682 ; Scroll X
-dw $0337 ; Scroll Y
-dw $1600 ; Unknown 1
-dw $FFF6 ; Unknown 2
-dw $FFF3 ; Unknown 3
-dw sram_nmg_mire_dm_after
-
-preset_nmg_mire_free_flutedash:
-db $01 ; Overworld
-dw $0003 ; Screen Index
-dw $06C1 ; Link X
-dw $004B ; Link Y
-dw $006C ; BG1 Vertical Scroll
-dw $0000 ; BG2 Vertical Scroll
-dw $0757 ; BG1 Horizontal Scroll
-dw $0653 ; BG2 Horizontal Scroll
-dw $06C8 ; Scroll X
-dw $006D ; Scroll Y
-dw $000A ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFFD ; Unknown 3
-dw sram_nmg_mire_free_flutedash_after
-
-preset_nmg_mire_darkworld_warp:
-db $01 ; Overworld
-dw $0030 ; Screen Index
-dw $008E ; Link X
-dw $0FA8 ; Link Y
-dw $0F1E ; BG1 Vertical Scroll
-dw $0F1E ; BG2 Vertical Scroll
-dw $0006 ; BG1 Horizontal Scroll
-dw $000C ; BG2 Horizontal Scroll
-dw $0099 ; Scroll X
-dw $0F8D ; Scroll Y
-dw $1880 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFF4 ; Unknown 3
-dw sram_nmg_mire_darkworld_warp_after
-
-preset_nmg_mire_entrance:
-db $01 ; Overworld
-dw $0070 ; Screen Index
-dw $0128 ; Link X
-dw $0CE6 ; Link Y
-dw $F3D0 ; BG1 Vertical Scroll
-dw $0C82 ; BG2 Vertical Scroll
-dw $8562 ; BG1 Horizontal Scroll
-dw $00A6 ; BG2 Horizontal Scroll
-dw $0133 ; Scroll X
-dw $0CF1 ; Scroll Y
-dw $0414 ; Unknown 1
-dw $000C ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_nmg_mire_entrance_after
-
-preset_nmg_mire_mire2:
-db $02 ; Dungeon
-dw $0098 ; Room Index
-dw $1300 ; BG1 Vertical Scroll
-dw $1300 ; BG2 Vertical Scroll
-dw $1100 ; BG1 Horizontal Scroll
-dw $1100 ; BG2 Horizontal Scroll
-dw $1188 ; Link X
-dw $132A ; Link Y
-dw $017F ; Camera X
-dw $0177 ; Camera Y
-dw $0000 ; Door Settings
-dw $1300 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1310 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $1100 ; Relative Coords HL
-dw $1000 ; Relative Coords FL
-dw $1100 ; Relative Coords HR
-dw $1100 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $0E ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_mire_mire2_after
-
-preset_nmg_mire_main_hub:
-db $02 ; Dungeon
-dw $00D2 ; Room Index
-dw $1A00 ; BG1 Vertical Scroll
-dw $1A00 ; BG2 Vertical Scroll
-dw $0500 ; BG1 Horizontal Scroll
-dw $0500 ; BG2 Horizontal Scroll
-dw $0578 ; Link X
-dw $1A1C ; Link Y
-dw $017F ; Camera X
-dw $0077 ; Camera Y
-dw $0000 ; Door Settings
-dw $1A00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1A10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $0500 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0500 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_mire_main_hub_after
-
-preset_nmg_mire_beat_the_fireball:
-db $02 ; Dungeon
-dw $00B2 ; Room Index
-dw $1710 ; BG1 Vertical Scroll
-dw $1710 ; BG2 Vertical Scroll
-dw $0500 ; BG1 Horizontal Scroll
-dw $0500 ; BG2 Horizontal Scroll
-dw $0578 ; Link X
-dw $17E2 ; Link Y
-dw $017F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $1700 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1710 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $0500 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0500 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_mire_beat_the_fireball_after
-
-preset_nmg_mire_bari_key:
-db $02 ; Dungeon
-dw $00C2 ; Room Index
-dw $190B ; BG1 Vertical Scroll
-dw $190B ; BG2 Vertical Scroll
-dw $0400 ; BG1 Horizontal Scroll
-dw $0400 ; BG2 Horizontal Scroll
-dw $0415 ; Link X
-dw $1978 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1900 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1910 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_mire_bari_key_after
-
-preset_nmg_mire_sluggulas:
-db $02 ; Dungeon
-dw $00C1 ; Room Index
-dw $1910 ; BG1 Vertical Scroll
-dw $1910 ; BG2 Vertical Scroll
-dw $0200 ; BG1 Horizontal Scroll
-dw $0200 ; BG2 Horizontal Scroll
-dw $0278 ; Link X
-dw $19CF ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $1900 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1910 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0200 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0200 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_mire_sluggulas_after
-
-preset_nmg_mire_torches:
-db $02 ; Dungeon
-dw $00D1 ; Room Index
-dw $1A00 ; BG1 Vertical Scroll
-dw $1A00 ; BG2 Vertical Scroll
-dw $0200 ; BG1 Horizontal Scroll
-dw $0200 ; BG2 Horizontal Scroll
-dw $02A8 ; Link X
-dw $1A28 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1A00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1A10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $0200 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0200 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_mire_torches_after
-
-preset_nmg_mire_spark_gamble:
-db $02 ; Dungeon
-dw $00C1 ; Room Index
-dw $180B ; BG1 Vertical Scroll
-dw $180B ; BG2 Vertical Scroll
-dw $0300 ; BG1 Horizontal Scroll
-dw $0300 ; BG2 Horizontal Scroll
-dw $03D6 ; Link X
-dw $1878 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1800 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1810 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0300 ; Relative Coords HL
-dw $0200 ; Relative Coords FL
-dw $0300 ; Relative Coords HR
-dw $0300 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_mire_spark_gamble_after
-
-preset_nmg_mire_big_chest_room:
-db $02 ; Dungeon
-dw $00C3 ; Room Index
-dw $190B ; BG1 Vertical Scroll
-dw $190B ; BG2 Vertical Scroll
-dw $0600 ; BG1 Horizontal Scroll
-dw $0600 ; BG2 Horizontal Scroll
-dw $06D8 ; Link X
-dw $1978 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1900 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1910 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0600 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0600 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_mire_big_chest_room_after
-
-preset_nmg_mire_spike_key:
-db $02 ; Dungeon
-dw $00C3 ; Room Index
-dw $1800 ; BG1 Vertical Scroll
-dw $1800 ; BG2 Vertical Scroll
-dw $0600 ; BG1 Horizontal Scroll
-dw $0600 ; BG2 Horizontal Scroll
-dw $0678 ; Link X
-dw $1814 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1800 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1810 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0600 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0600 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_mire_spike_key_after
-
-preset_nmg_mire_wizzrobe:
-db $02 ; Dungeon
-dw $00B3 ; Room Index
-dw $160B ; BG1 Vertical Scroll
-dw $160B ; BG2 Vertical Scroll
-dw $0600 ; BG1 Horizontal Scroll
-dw $0600 ; BG2 Horizontal Scroll
-dw $0624 ; Link X
-dw $1678 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $0600 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0600 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $02 ; Door Orientation
-db $01 ; Starting Background
-dw sram_nmg_mire_wizzrobe_after
-
-preset_nmg_mire_basement:
-db $02 ; Dungeon
-dw $00A2 ; Room Index
-dw $1400 ; BG1 Vertical Scroll
-dw $1400 ; BG2 Vertical Scroll
-dw $0480 ; BG1 Horizontal Scroll
-dw $0480 ; BG2 Horizontal Scroll
-dw $04F8 ; Link X
-dw $1444 ; Link Y
-dw $00FF ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1400 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1410 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $0400 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0400 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $00 ; Door Orientation
-db $01 ; Starting Background
-dw sram_nmg_mire_basement_after
-
-preset_nmg_mire_spooky_action_1:
-db $02 ; Dungeon
-dw $0093 ; Room Index
-dw $0105 ; BG1 Vertical Scroll
-dw $130B ; BG2 Vertical Scroll
-dw $004E ; BG1 Horizontal Scroll
-dw $0600 ; BG2 Horizontal Scroll
-dw $0612 ; Link X
-dw $1378 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1300 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1310 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $0600 ; Relative Coords HL
-dw $0600 ; Relative Coords FL
-dw $0600 ; Relative Coords HR
-dw $0700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $0E ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_mire_spooky_action_1_after
-
-preset_nmg_mire_spooky_action_2:
-db $02 ; Dungeon
-dw $0092 ; Room Index
-dw $0105 ; BG1 Vertical Scroll
-dw $130B ; BG2 Vertical Scroll
-dw $004E ; BG1 Horizontal Scroll
-dw $0500 ; BG2 Horizontal Scroll
-dw $0515 ; Link X
-dw $1378 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1300 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1310 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $0500 ; Relative Coords HL
-dw $0400 ; Relative Coords FL
-dw $0500 ; Relative Coords HR
-dw $0500 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $0E ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_mire_spooky_action_2_after
-
-preset_nmg_mire_vitty:
-db $02 ; Dungeon
-dw $00A0 ; Room Index
-dw $1400 ; BG1 Vertical Scroll
-dw $1400 ; BG2 Vertical Scroll
-dw $0000 ; BG1 Horizontal Scroll
-dw $0000 ; BG2 Horizontal Scroll
-dw $0078 ; Link X
-dw $1428 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1400 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1410 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $0000 ; Relative Coords HL
-dw $0000 ; Relative Coords FL
-dw $0000 ; Relative Coords HR
-dw $0100 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0C ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $0E ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_mire_vitty_after
-
-preset_nmg_trock_outside_mire:
-db $01 ; Overworld
-dw $0070 ; Screen Index
-dw $0128 ; Link X
-dw $0CDA ; Link Y
-dw $0C7D ; BG1 Vertical Scroll
-dw $0C7C ; BG2 Vertical Scroll
-dw $00A6 ; BG1 Horizontal Scroll
-dw $00A6 ; BG2 Horizontal Scroll
-dw $0133 ; Scroll X
-dw $0CE9 ; Scroll Y
-dw $0414 ; Unknown 1
-dw $0004 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_nmg_trock_outside_mire_after
-
-preset_nmg_trock_icerod_overworld:
-db $01 ; Overworld
-dw $003F ; Screen Index
-dw $0F70 ; Link X
-dw $0E07 ; Link Y
-dw $0E82 ; BG1 Vertical Scroll
-dw $0E00 ; BG2 Vertical Scroll
-dw $0EB5 ; BG1 Horizontal Scroll
-dw $0EF6 ; BG2 Horizontal Scroll
-dw $0F7B ; Scroll X
-dw $0E6D ; Scroll Y
-dw $001E ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_nmg_trock_icerod_overworld_after
-
-preset_nmg_trock_dm:
-db $01 ; Overworld
-dw $0003 ; Screen Index
-dw $067B ; Link X
-dw $0328 ; Link Y
-dw $02CA ; BG1 Vertical Scroll
-dw $02CA ; BG2 Vertical Scroll
-dw $060D ; BG1 Horizontal Scroll
-dw $060D ; BG2 Horizontal Scroll
-dw $0682 ; Scroll X
-dw $0337 ; Scroll Y
-dw $1600 ; Unknown 1
-dw $FFF6 ; Unknown 2
-dw $FFF3 ; Unknown 3
-dw sram_nmg_trock_dm_after
-
-preset_nmg_trock_squirrels:
-db $02 ; Dungeon
-dw $00DF ; Room Index
-dw $1B10 ; BG1 Vertical Scroll
-dw $1B10 ; BG2 Vertical Scroll
-dw $1E80 ; BG1 Horizontal Scroll
-dw $1E80 ; BG2 Horizontal Scroll
-dw $1EF8 ; Link X
-dw $1BD9 ; Link Y
-dw $00FF ; Camera X
-dw $0187 ; Camera Y
-dw $0000 ; Door Settings
-dw $1B00 ; Relative Coords HU
-dw $1A00 ; Relative Coords FU
-dw $1B10 ; Relative Coords HD
-dw $1B10 ; Relative Coords FD
-dw $1E00 ; Relative Coords HL
-dw $1E00 ; Relative Coords FL
-dw $1E00 ; Relative Coords HR
-dw $1F00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $06 ; Main Graphics
-db $12 ; Music Track
-db $01 ; Starting Floor
-db $FF ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_trock_squirrels_after
-
-preset_nmg_trock_peg_puzzle:
-db $01 ; Overworld
-dw $0005 ; Screen Index
-dw $0DE1 ; Link X
-dw $0077 ; Link Y
-dw $0053 ; BG1 Vertical Scroll
-dw $0013 ; BG2 Vertical Scroll
-dw $0D00 ; BG1 Horizontal Scroll
-dw $0D00 ; BG2 Horizontal Scroll
-dw $0D7D ; Scroll X
-dw $0082 ; Scroll Y
-dw $0060 ; Unknown 1
-dw $000B ; Unknown 2
-dw $0000 ; Unknown 3
-dw sram_nmg_trock_peg_puzzle_after
-
-preset_nmg_trock_entrance:
-db $01 ; Overworld
-dw $0047 ; Screen Index
-dw $0F08 ; Link X
-dw $013D ; Link Y
-dw $00B3 ; BG1 Vertical Scroll
-dw $00DB ; BG2 Vertical Scroll
-dw $0E96 ; BG1 Horizontal Scroll
-dw $0E96 ; BG2 Horizontal Scroll
-dw $0F13 ; Scroll X
-dw $014A ; Scroll Y
-dw $0614 ; Unknown 1
-dw $0003 ; Unknown 2
-dw $000A ; Unknown 3
-dw sram_nmg_trock_entrance_after
-
-preset_nmg_trock_torches:
-db $02 ; Dungeon
-dw $00C6 ; Room Index
-dw $180B ; BG1 Vertical Scroll
-dw $180B ; BG2 Vertical Scroll
-dw $0D00 ; BG1 Horizontal Scroll
-dw $0D00 ; BG2 Horizontal Scroll
-dw $0DCD ; Link X
-dw $1878 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1800 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1810 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0D00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0D00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $18 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_trock_torches_after
-
-preset_nmg_trock_roller_room:
-db $02 ; Dungeon
-dw $00C7 ; Room Index
-dw $1800 ; BG1 Vertical Scroll
-dw $1800 ; BG2 Vertical Scroll
-dw $0E00 ; BG1 Horizontal Scroll
-dw $0E00 ; BG2 Horizontal Scroll
-dw $0E78 ; Link X
-dw $1820 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1800 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1810 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0E00 ; Relative Coords HL
-dw $0E00 ; Relative Coords FL
-dw $0E00 ; Relative Coords HR
-dw $0F00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $18 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_trock_roller_room_after
-
-preset_nmg_trock_pokey_0:
-db $02 ; Dungeon
-dw $00C6 ; Room Index
-dw $1800 ; BG1 Vertical Scroll
-dw $1800 ; BG2 Vertical Scroll
-dw $0C00 ; BG1 Horizontal Scroll
-dw $0C00 ; BG2 Horizontal Scroll
-dw $0C78 ; Link X
-dw $182B ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1800 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1810 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0C00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0C00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $18 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_trock_pokey_0_after
-
-preset_nmg_trock_chomps:
-db $02 ; Dungeon
-dw $00B6 ; Room Index
-dw $1700 ; BG1 Vertical Scroll
-dw $1700 ; BG2 Vertical Scroll
-dw $0C00 ; BG1 Horizontal Scroll
-dw $0C00 ; BG2 Horizontal Scroll
-dw $0C78 ; Link X
-dw $1718 ; Link Y
-dw $007F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $1700 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1710 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $0C00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0C00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $18 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_trock_chomps_after
-
-preset_nmg_trock_pokey_1:
-db $02 ; Dungeon
-dw $0014 ; Room Index
-dw $020B ; BG1 Vertical Scroll
-dw $020B ; BG2 Vertical Scroll
-dw $0880 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $0819 ; Link X
-dw $0278 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $18 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_trock_pokey_1_after
-
-preset_nmg_trock_pokeys_2:
-db $02 ; Dungeon
-dw $0014 ; Room Index
-dw $028E ; BG1 Vertical Scroll
-dw $0310 ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $0878 ; Link X
-dw $03C4 ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $0300 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0310 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $18 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_trock_pokeys_2_after
-
-preset_nmg_trock_crystal_roller:
-db $02 ; Dungeon
-dw $0014 ; Room Index
-dw $0288 ; BG1 Vertical Scroll
-dw $0200 ; BG2 Vertical Scroll
-dw $0880 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $0878 ; Link X
-dw $022B ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $18 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_trock_crystal_roller_after
-
-preset_nmg_trock_dark_room:
-db $02 ; Dungeon
-dw $0004 ; Room Index
-dw $0000 ; BG1 Vertical Scroll
-dw $0000 ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $0878 ; Link X
-dw $0025 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0000 ; Relative Coords HU
-dw $0000 ; Relative Coords FU
-dw $0010 ; Relative Coords HD
-dw $0110 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $18 ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_trock_dark_room_after
-
-preset_nmg_trock_laser_skip:
-db $02 ; Dungeon
-dw $00C5 ; Room Index
-dw $1910 ; BG1 Vertical Scroll
-dw $1910 ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0A78 ; Link X
-dw $19DE ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $1900 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1910 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $18 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_trock_laser_skip_after
-
-preset_nmg_trock_switch_room:
-db $02 ; Dungeon
-dw $00C5 ; Room Index
-dw $190B ; BG1 Vertical Scroll
-dw $190B ; BG2 Vertical Scroll
-dw $0A00 ; BG1 Horizontal Scroll
-dw $0A00 ; BG2 Horizontal Scroll
-dw $0A18 ; Link X
-dw $1978 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $1900 ; Relative Coords HU
-dw $1800 ; Relative Coords FU
-dw $1910 ; Relative Coords HD
-dw $1910 ; Relative Coords FD
-dw $0A00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0A00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $FE ; Starting Floor
-db $18 ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_trock_switch_room_after
-
-preset_nmg_trock_trinexx:
-db $02 ; Dungeon
-dw $00B4 ; Room Index
-dw $1600 ; BG1 Vertical Scroll
-dw $1600 ; BG2 Vertical Scroll
-dw $0800 ; BG1 Horizontal Scroll
-dw $0800 ; BG2 Horizontal Scroll
-dw $0878 ; Link X
-dw $161D ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1600 ; Relative Coords HU
-dw $1600 ; Relative Coords FU
-dw $1610 ; Relative Coords HD
-dw $1710 ; Relative Coords FD
-dw $0800 ; Relative Coords HL
-dw $0800 ; Relative Coords FL
-dw $0800 ; Relative Coords HR
-dw $0900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0D ; Main Graphics
-db $16 ; Music Track
-db $FD ; Starting Floor
-db $18 ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_trock_trinexx_after
-
-preset_nmg_gtower_outside_trock:
-db $01 ; Overworld
-dw $0047 ; Screen Index
-dw $0F08 ; Link X
-dw $013E ; Link Y
-dw $00DD ; BG1 Vertical Scroll
-dw $00E0 ; BG2 Vertical Scroll
-dw $0E96 ; BG1 Horizontal Scroll
-dw $0E96 ; BG2 Horizontal Scroll
-dw $0F13 ; Scroll X
-dw $014D ; Scroll Y
-dw $0712 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $FFFA ; Unknown 3
-dw sram_nmg_gtower_outside_trock_after
-
-preset_nmg_gtower_entrance:
-db $01 ; Overworld
-dw $0043 ; Screen Index
-dw $08F8 ; Link X
-dw $0037 ; Link Y
-dw $9180 ; BG1 Vertical Scroll
-dw $0000 ; BG2 Vertical Scroll
-dw $087A ; BG1 Horizontal Scroll
-dw $087A ; BG2 Horizontal Scroll
-dw $08FF ; Scroll X
-dw $006D ; Scroll Y
-dw $0050 ; Unknown 1
-dw $0000 ; Unknown 2
-dw $0006 ; Unknown 3
-dw sram_nmg_gtower_entrance_after
-
-preset_nmg_gtower_spike_skip:
-db $02 ; Dungeon
-dw $008B ; Room Index
-dw $100C ; BG1 Vertical Scroll
-dw $100C ; BG2 Vertical Scroll
-dw $1700 ; BG1 Horizontal Scroll
-dw $1700 ; BG2 Horizontal Scroll
-dw $1715 ; Link X
-dw $1078 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1000 ; Relative Coords HU
-dw $1000 ; Relative Coords FU
-dw $1010 ; Relative Coords HD
-dw $1110 ; Relative Coords FD
-dw $1700 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1700 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $1A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_gtower_spike_skip_after
-
-preset_nmg_gtower_pre_firesnakes_room:
-db $02 ; Dungeon
-dw $009B ; Room Index
-dw $120B ; BG1 Vertical Scroll
-dw $120B ; BG2 Vertical Scroll
-dw $1600 ; BG1 Horizontal Scroll
-dw $1600 ; BG2 Horizontal Scroll
-dw $16D4 ; Link X
-dw $1278 ; Link Y
-dw $007F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1200 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1210 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $1600 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1600 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $1A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_gtower_pre_firesnakes_room_after
-
-preset_nmg_gtower_bombable_floor:
-db $02 ; Dungeon
-dw $009C ; Room Index
-dw $1200 ; BG1 Vertical Scroll
-dw $1200 ; BG2 Vertical Scroll
-dw $1900 ; BG1 Horizontal Scroll
-dw $1900 ; BG2 Horizontal Scroll
-dw $1978 ; Link X
-dw $1224 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $1200 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1210 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $1900 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1900 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $00 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_gtower_bombable_floor_after
-
-preset_nmg_gtower_ice_armos:
-db $02 ; Dungeon
-dw $001C ; Room Index
-dw $0310 ; BG1 Vertical Scroll
-dw $0310 ; BG2 Vertical Scroll
-dw $1900 ; BG1 Horizontal Scroll
-dw $1900 ; BG2 Horizontal Scroll
-dw $199F ; Link X
-dw $03A8 ; Link Y
-dw $017F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $0300 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0310 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $1900 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1900 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $FF ; Starting Floor
-db $1A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_gtower_ice_armos_after
-
-preset_nmg_gtower_floor_2:
-db $02 ; Dungeon
-dw $000C ; Room Index
-dw $0000 ; BG1 Vertical Scroll
-dw $0000 ; BG2 Vertical Scroll
-dw $1880 ; BG1 Horizontal Scroll
-dw $1880 ; BG2 Horizontal Scroll
-dw $18F8 ; Link X
-dw $0026 ; Link Y
-dw $00FF ; Camera X
-dw $0077 ; Camera Y
-dw $0000 ; Door Settings
-dw $0000 ; Relative Coords HU
-dw $0000 ; Relative Coords FU
-dw $0010 ; Relative Coords HD
-dw $0110 ; Relative Coords FD
-dw $1800 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1800 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0202 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $01 ; Starting Floor
-db $1A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_gtower_floor_2_after
-
-preset_nmg_gtower_mimics1:
-db $02 ; Dungeon
-dw $006B ; Room Index
-dw $0C10 ; BG1 Vertical Scroll
-dw $0C10 ; BG2 Vertical Scroll
-dw $1600 ; BG1 Horizontal Scroll
-dw $1600 ; BG2 Horizontal Scroll
-dw $1678 ; Link X
-dw $0CCC ; Link Y
-dw $007F ; Camera X
-dw $0087 ; Camera Y
-dw $0000 ; Door Settings
-dw $0C00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0C10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $1600 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1600 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $02 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_gtower_mimics1_after
-
-preset_nmg_gtower_mimics2:
-db $02 ; Dungeon
-dw $006B ; Room Index
-dw $0D0B ; BG1 Vertical Scroll
-dw $0D0B ; BG2 Vertical Scroll
-dw $1600 ; BG1 Horizontal Scroll
-dw $1600 ; BG2 Horizontal Scroll
-dw $16D8 ; Link X
-dw $0D78 ; Link Y
-dw $007F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0D00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0D10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $1600 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1600 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $02 ; Starting Floor
-db $1A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_gtower_mimics2_after
-
-preset_nmg_gtower_spike_room:
-db $02 ; Dungeon
-dw $006B ; Room Index
-dw $0C00 ; BG1 Vertical Scroll
-dw $0C00 ; BG2 Vertical Scroll
-dw $1700 ; BG1 Horizontal Scroll
-dw $1700 ; BG2 Horizontal Scroll
-dw $1778 ; Link X
-dw $0C1C ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0C00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0C10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $1700 ; Relative Coords HL
-dw $1600 ; Relative Coords FL
-dw $1700 ; Relative Coords HR
-dw $1700 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $02 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_gtower_spike_room_after
-
-preset_nmg_gtower_gauntlet:
-db $02 ; Dungeon
-dw $005C ; Room Index
-dw $0A00 ; BG1 Vertical Scroll
-dw $0A00 ; BG2 Vertical Scroll
-dw $1900 ; BG1 Horizontal Scroll
-dw $1900 ; BG2 Horizontal Scroll
-dw $1978 ; Link X
-dw $0A23 ; Link Y
-dw $017F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0A00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0A10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $1900 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1900 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $02 ; Starting Floor
-db $1A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_gtower_gauntlet_after
-
-preset_nmg_gtower_gauntlet_3:
-db $02 ; Dungeon
-dw $005D ; Room Index
-dw $0A10 ; BG1 Vertical Scroll
-dw $0A10 ; BG2 Vertical Scroll
-dw $1A00 ; BG1 Horizontal Scroll
-dw $1A00 ; BG2 Horizontal Scroll
-dw $1A78 ; Link X
-dw $0AE0 ; Link Y
-dw $007F ; Camera X
-dw $0088 ; Camera Y
-dw $0000 ; Door Settings
-dw $0A00 ; Relative Coords HU
-dw $0A00 ; Relative Coords FU
-dw $0A10 ; Relative Coords HD
-dw $0B10 ; Relative Coords FD
-dw $1A00 ; Relative Coords HL
-dw $1A00 ; Relative Coords FL
-dw $1A00 ; Relative Coords HR
-dw $1B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $03 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_gtower_gauntlet_3_after
-
-preset_nmg_gtower_lanmola2:
-db $02 ; Dungeon
-dw $006C ; Room Index
-dw $0D0B ; BG1 Vertical Scroll
-dw $0D0B ; BG2 Vertical Scroll
-dw $1900 ; BG1 Horizontal Scroll
-dw $1900 ; BG2 Horizontal Scroll
-dw $19D5 ; Link X
-dw $0D78 ; Link Y
-dw $017F ; Camera X
-dw $0183 ; Camera Y
-dw $0000 ; Door Settings
-dw $0D00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0D10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $1900 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1900 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $03 ; Starting Floor
-db $1A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_gtower_lanmola2_after
-
-preset_nmg_gtower_wizz1:
-db $02 ; Dungeon
-dw $006C ; Room Index
-dw $0C00 ; BG1 Vertical Scroll
-dw $0C00 ; BG2 Vertical Scroll
-dw $1800 ; BG1 Horizontal Scroll
-dw $1800 ; BG2 Horizontal Scroll
-dw $1878 ; Link X
-dw $0C26 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0C00 ; Relative Coords HU
-dw $0C00 ; Relative Coords FU
-dw $0C10 ; Relative Coords HD
-dw $0D10 ; Relative Coords FD
-dw $1800 ; Relative Coords HL
-dw $1800 ; Relative Coords FL
-dw $1800 ; Relative Coords HR
-dw $1900 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $03 ; Starting Floor
-db $1A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_gtower_wizz1_after
-
-preset_nmg_gtower_wizz2:
-db $02 ; Dungeon
-dw $00A5 ; Room Index
-dw $1500 ; BG1 Vertical Scroll
-dw $1500 ; BG2 Vertical Scroll
-dw $0B00 ; BG1 Horizontal Scroll
-dw $0B00 ; BG2 Horizontal Scroll
-dw $0B78 ; Link X
-dw $1524 ; Link Y
-dw $017F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $1500 ; Relative Coords HU
-dw $1400 ; Relative Coords FU
-dw $1510 ; Relative Coords HD
-dw $1510 ; Relative Coords FD
-dw $0B00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0B00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $04 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_gtower_wizz2_after
-
-preset_nmg_gtower_torches1:
-db $02 ; Dungeon
-dw $0095 ; Room Index
-dw $120B ; BG1 Vertical Scroll
-dw $120B ; BG2 Vertical Scroll
-dw $0B00 ; BG1 Horizontal Scroll
-dw $0B00 ; BG2 Horizontal Scroll
-dw $0BD3 ; Link X
-dw $1278 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $1200 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1210 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $0B00 ; Relative Coords HL
-dw $0A00 ; Relative Coords FL
-dw $0B00 ; Relative Coords HR
-dw $0B00 ; Relative Coords FR
-dw $0200 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $04 ; Starting Floor
-db $1A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_gtower_torches1_after
-
-preset_nmg_gtower_torches2:
-db $02 ; Dungeon
-dw $0096 ; Room Index
-dw $1310 ; BG1 Vertical Scroll
-dw $1310 ; BG2 Vertical Scroll
-dw $0D00 ; BG1 Horizontal Scroll
-dw $0D00 ; BG2 Horizontal Scroll
-dw $0D78 ; Link X
-dw $13A2 ; Link Y
-dw $017F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $1300 ; Relative Coords HU
-dw $1200 ; Relative Coords FU
-dw $1310 ; Relative Coords HD
-dw $1310 ; Relative Coords FD
-dw $0D00 ; Relative Coords HL
-dw $0C00 ; Relative Coords FL
-dw $0D00 ; Relative Coords HR
-dw $0D00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $04 ; Starting Floor
-db $1A ; Palace No
-db $00 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_gtower_torches2_after
-
-preset_nmg_gtower_helma_key:
-db $02 ; Dungeon
-dw $003D ; Room Index
-dw $0708 ; BG1 Vertical Scroll
-dw $0700 ; BG2 Vertical Scroll
-dw $1B00 ; BG1 Horizontal Scroll
-dw $1B00 ; BG2 Horizontal Scroll
-dw $1B78 ; Link X
-dw $0724 ; Link Y
-dw $017F ; Camera X
-dw $0178 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1B00 ; Relative Coords HL
-dw $1A00 ; Relative Coords FL
-dw $1B00 ; Relative Coords HR
-dw $1B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0201 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $05 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_gtower_helma_key_after
-
-preset_nmg_gtower_bombable_wall:
-db $02 ; Dungeon
-dw $003D ; Room Index
-dw $060E ; BG1 Vertical Scroll
-dw $060B ; BG2 Vertical Scroll
-dw $1B00 ; BG1 Horizontal Scroll
-dw $1B00 ; BG2 Horizontal Scroll
-dw $1B16 ; Link X
-dw $0678 ; Link Y
-dw $017F ; Camera X
-dw $0083 ; Camera Y
-dw $0000 ; Door Settings
-dw $0600 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0610 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1B00 ; Relative Coords HL
-dw $1A00 ; Relative Coords FL
-dw $1B00 ; Relative Coords HR
-dw $1B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0001 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $05 ; Starting Floor
-db $1A ; Palace No
-db $02 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_gtower_bombable_wall_after
-
-preset_nmg_gtower_moldorm_2:
-db $02 ; Dungeon
-dw $003D ; Room Index
-dw $0708 ; BG1 Vertical Scroll
-dw $0710 ; BG2 Vertical Scroll
-dw $1A00 ; BG1 Horizontal Scroll
-dw $1A00 ; BG2 Horizontal Scroll
-dw $1A78 ; Link X
-dw $07D0 ; Link Y
-dw $007F ; Camera X
-dw $0188 ; Camera Y
-dw $0000 ; Door Settings
-dw $0700 ; Relative Coords HU
-dw $0600 ; Relative Coords FU
-dw $0710 ; Relative Coords HD
-dw $0710 ; Relative Coords FD
-dw $1A00 ; Relative Coords HL
-dw $1A00 ; Relative Coords FL
-dw $1A00 ; Relative Coords HR
-dw $1B00 ; Relative Coords FR
-dw $0000 ; Quadrant 1
-dw $0200 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $05 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_gtower_moldorm_2_after
-
-preset_nmg_gtower_agahnim_2:
-db $02 ; Dungeon
-dw $001D ; Room Index
-dw $0200 ; BG1 Vertical Scroll
-dw $0200 ; BG2 Vertical Scroll
-dw $1A00 ; BG1 Horizontal Scroll
-dw $1A00 ; BG2 Horizontal Scroll
-dw $1A78 ; Link X
-dw $0226 ; Link Y
-dw $007F ; Camera X
-dw $0078 ; Camera Y
-dw $0000 ; Door Settings
-dw $0200 ; Relative Coords HU
-dw $0200 ; Relative Coords FU
-dw $0210 ; Relative Coords HD
-dw $0310 ; Relative Coords FD
-dw $1A00 ; Relative Coords HL
-dw $1A00 ; Relative Coords FL
-dw $1A00 ; Relative Coords HR
-dw $1B00 ; Relative Coords FR
-dw $0002 ; Quadrant 1
-dw $0000 ; Quadrant 2
-db $0E ; Main Graphics
-db $16 ; Music Track
-db $06 ; Starting Floor
-db $1A ; Palace No
-db $01 ; Door Orientation
-db $00 ; Starting Background
-dw sram_nmg_gtower_agahnim_2_after
-
-preset_nmg_ganon_pyramid:
-db $01 ; Overworld
-dw $005B ; Screen Index
-dw $07F0 ; Link X
-dw $0668 ; Link Y
-dw $0605 ; BG1 Vertical Scroll
-dw $060A ; BG2 Vertical Scroll
-dw $0778 ; BG1 Horizontal Scroll
-dw $0778 ; BG2 Horizontal Scroll
-dw $07F7 ; Scroll X
-dw $0677 ; Scroll Y
-dw $002E ; Unknown 1
-dw $FFF6 ; Unknown 2
-dw $FFF8 ; Unknown 3
-dw sram_nmg_ganon_pyramid_after
-
-preset_nmg_ganon_pyramid_magic:
-db $01 ; Overworld
-dw $005B ; Screen Index
-dw $07F0 ; Link X
-dw $0669 ; Link Y
-dw $0605 ; BG1 Vertical Scroll
-dw $060B ; BG2 Vertical Scroll
-dw $0778 ; BG1 Horizontal Scroll
-dw $0778 ; BG2 Horizontal Scroll
-dw $07F7 ; Scroll X
-dw $0678 ; Scroll Y
-dw $002E ; Unknown 1
-dw $FFF5 ; Unknown 2
-dw $FFF8 ; Unknown 3
-dw sram_nmg_ganon_pyramid_magic_after
-
-
-; Preset SRAM changes
-
-sram_nmg_escape_bed:
-dl $7E0542 : db $02 : dw $16CA ; Object tilemap state
-dl SA1RAM.HUD+$04A : db $01 : db $7F ; Selected menu gfx, row 1
-dl $7EF36F : db $01 : db $FF ; Keys
-dl SA1RAM.HUD+$08A : db $01 : db $7F ; Selected menu gfx, row 2
-dl $7EF208 : db $02 : dw $0002 ; Room $0104: Unknown (...............q)
-dl $7EF20C : db $02 : dw $F000 ; Room $0106: Unknown (.dddb...........)
-dl $7EF36C : db $02 : dw $1818 ; Health (goal)
-dl $7EF378 : db $02 : dw $F800 ; ????
-dl $7EF3D8 : db $02 : dw $4B00 ;
-dl $7EF3DC : db $02 : dw $8C01 ; Player name
-dl $7EF3E0 : db $02 : dw $AA01 ; Player name
-dl $7EF400 : db $02 : dw $FF00 ; Deaths
-dl $7EF20E : db $02 : dw $F000 ; Room $0107: Unknown (.dddb...........)
-dl $7EF3DA : db $02 : dw $8C01 ; Player name
-dl $7EF3DE : db $02 : dw $8C01 ; Player name
-dl $7EF3E2 : db $02 : dw $0055 ; Player name
-dl $7EF402 : db $02 : dw $00FF ; Deaths
-dl $7EF4FE : db $02 : dw $D0EA ; Inverse checksum
-dl $7EC167 : db $01 : db $7D ; Underworld exit cache
-dl SA1RAM.HUD+$04B : db $01 : db $20 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08B : db $01 : db $20 ; Selected menu gfx, row 2
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $15CA ; Object tilemap state
-dl $7E0544 : db $02 : dw $17CA ; Object tilemap state
-dl $7EC165 : db $01 : db $23 ; Underworld exit cache
-dl SA1RAM.HUD+$04C : db $01 : db $7F ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $01 : db $7F ; Selected menu gfx, row 2
-dl $7EC142 : db $02 : dw $0015 ; Underworld exit cache
-dl $7EC166 : db $01 : db $51 ; Underworld exit cache
-dl SA1RAM.HUD+$04D : db $01 : db $20 ; Selected menu gfx, row 1
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl SA1RAM.HUD+$08D : db $01 : db $20 ; Selected menu gfx, row 2
-.after
-
-sram_nmg_escape_courtyard:
-dl $7E0542 : db $02 : dw $19E6 ; Object tilemap state
-dl $7EF2BB : db $01 : db $00 ; Overworld $3B: Unknown (........)
-dl $7EF2FB : db $01 : db $00 ; Overworld $7B: Unknown (........)
-dl $7EF360 : db $02 : dw $0001 ; Rupees (goal)
-dl $7EF3C8 : db $01 : db $03 ; Entrances Phase
-dl $7EF359 : db $01 : db $01 ; Sword
-dl $7EF3C5 : db $01 : db $01 ; Game Phase 1
-dl $7EF0AA : db $02 : dw $000F ; Room $0055: Castle Secret Entrance / Uncle Death Room (.............qqq)
-dl $7EF35A : db $01 : db $01 ; Shield
-dl $7EF362 : db $02 : dw $0001 ; Rupees (actual)
-dl $7EF3C6 : db $01 : db $11 ; Game Phase 2
-dl $7FE0EF : db $01 : db $41 ; Room $B7 persistent: Turtle Rock (Map Chest / Key Chest / Roller Room)
-dl $7E0303 : db $01 : db $00 ; Selected menu item
-dl $7E0540 : db $02 : dw $18E6 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1850 ; Object tilemap state
-dl $7E0202 : db $01 : db $00 ; Selected menu item
-dl $7E0CBB : db $01 : db $00 ; Sprite drop
-dl $7E010F : db $01 : db $00 ;
-dl $7E0CC7 : db $01 : db $00 ; Sprite drop
-dl $7EF051 : db $01 : db $00 ; Room $0028: Swamp Palace (Entrance Room) (................)
-dl $7E0CC9 : db $01 : db $00 ; Sprite drop
-dl $7E010E : db $01 : db $7D ; Dungeon entrance index
-.after
-
-sram_nmg_escape_entrance:
-dl $7E0CC1 : db $01 : db $00 ; Sprite drop
-dl $7E0CC3 : db $01 : db $00 ; Sprite drop
-dl $7E0CC5 : db $01 : db $00 ; Sprite drop
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_nmg_escape_1st_keyguard:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF0A0 : db $02 : dw $0005 ; Room $0050: Hyrule Castle (West Corridor) (..............q.)
-dl $7EF0C0 : db $02 : dw $0005 ; Room $0060: Hyrule Castle (West Entrance Room) (..............q.)
-dl $7EF002 : db $02 : dw $000C ; Room $0001: Hyrule Castle (North Corridor) (.............qq.)
-dl $7EF0C2 : db $02 : dw $000F ; Room $0061: Hyrule Castle (Main Entrance Room) (.............qqq)
-dl $7FE0EF : db $01 : db $00 ; Room $B7 persistent: Turtle Rock (Map Chest / Key Chest / Roller Room)
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E010E : db $01 : db $04 ; Dungeon entrance index
-.after
-
-sram_nmg_escape_stealth_room:
-dl $7E0542 : db $02 : dw $2532 ; Object tilemap state
-dl $7EF0E4 : db $02 : dw $840F ; Room $0072: Hyrule Castle (Map Chest Room) (.d....K......qqq)
-dl $7EF104 : db $02 : dw $000F ; Room $0082: Hyrule Castle (Basement Chasm Room) (.............qqq)
-dl $7FE064 : db $02 : dw $0001 ; Room $72 persistent: Hyrule Castle (Map Chest Room)
-dl $7E0540 : db $02 : dw $324C ; Object tilemap state
-dl $7E0544 : db $02 : dw $2A32 ; Object tilemap state
-dl $7E0CBD : db $01 : db $00 ; Sprite drop
-dl $7E0CBF : db $01 : db $00 ; Sprite drop
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_nmg_escape_2nd_keyguard:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF0E2 : db $02 : dw $0002 ; Room $0071: Hyrule Castle (Boomerang Chest Room) (...............q)
-dl $7EF102 : db $02 : dw $000F ; Room $0081: Hyrule Castle (.............qqq)
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0CBB : db $01 : db $01 ; Sprite drop
-dl $7FE062 : db $02 : dw $0001 ; Room $71 persistent: Hyrule Castle (Boomerang Chest Room)
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E0FC7 : db $01 : db $01 ; Prize pack index
-.after
-
-sram_nmg_escape_ball_n_chains:
-dl SA1RAM.HUD+$04A : db $02 : dw $2CB8 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08A : db $02 : dw $2CF5 ; Selected menu gfx, row 2
-dl $7EF0E0 : db $02 : dw $0008 ; Room $0070: Hyrule Castle (Small Corridor to Jail Cells) (.............q..)
-dl $7EF341 : db $01 : db $01 ; Boomerang
-dl $7EF0E2 : db $02 : dw $841B ; Room $0071: Hyrule Castle (Boomerang Chest Room) (.d....K.....qq.q)
-dl $7E0303 : db $01 : db $02 ; Selected menu item
-dl $7FE064 : db $02 : dw $0000 ; Room $72 persistent: Hyrule Castle (Map Chest Room)
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0202 : db $01 : db $02 ; Selected menu item
-dl $7E0CBB : db $01 : db $00 ; Sprite drop
-dl SA1RAM.HUD+$04C : db $02 : dw $2CB9 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $2CC9 ; Selected menu gfx, row 2
-dl $7FE062 : db $02 : dw $0003 ; Room $71 persistent: Hyrule Castle (Boomerang Chest Room)
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_nmg_escape_backtracking:
-dl $7E0542 : db $02 : dw $0434 ; Object tilemap state
-dl $7EF3D3 : db $01 : db $00 ; Super Bomb Boom
-dl $7EF3FF : db $02 : dw $0000 ; Deaths
-dl $7EF100 : db $02 : dw $043C ; Room $0080: Hyrule Castle (Jail Cell Room) (......K....cqqq.)
-dl $7EF3C8 : db $01 : db $02 ; Entrances Phase
-dl $7EF3CC : db $01 : db $01 ; Tagalong
-dl $7EF3E5 : db $02 : dw $0000 ; Validity (checksum)
-dl $7EF34A : db $01 : db $01 ; Torch
-dl $7EF366 : db $02 : dw $4000 ; BigKey1
-dl $7FE080 : db $02 : dw $0004 ; Room $80 persistent: Hyrule Castle (Jail Cell Room)
-dl $7E0540 : db $02 : dw $0430 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0438 ; Object tilemap state
-.after
-
-sram_nmg_escape_keyguard_revisited:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7FE062 : db $02 : dw $0000 ; Room $71 persistent: Hyrule Castle (Boomerang Chest Room)
-dl $7E0CBA : db $01 : db $01 ; Sprite drop
-.after
-
-sram_nmg_escape_throne_room:
-dl $7EF0A2 : db $02 : dw $000F ; Room $0051: Hyrule Castle (Throne Room) (.............qqq)
-dl $7FE080 : db $02 : dw $0000 ; Room $80 persistent: Hyrule Castle (Jail Cell Room)
-dl $7E0CBA : db $01 : db $00 ; Sprite drop
-.after
-
-sram_nmg_escape_snake_avoidance_room:
-dl $7E0542 : db $02 : dw $0F34 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1694 ; Object tilemap state
-dl $7E054A : db $02 : dw $0E70 ; Object tilemap state
-dl $7EF3C8 : db $01 : db $04 ; Entrances Phase
-dl $7EF082 : db $02 : dw $000F ; Room $0041: Hyrule Castle (First Dark Room) (.............qqq)
-dl $7E0540 : db $02 : dw $0A64 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1034 ; Object tilemap state
-dl $7E0548 : db $02 : dw $053E ; Object tilemap state
-dl $7E054C : db $02 : dw $1590 ; Object tilemap state
-.after
-
-sram_nmg_escape_water_rooms:
-dl $7E0542 : db $02 : dw $0B8A ; Object tilemap state
-dl $7E0546 : db $02 : dw $0FF2 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF064 : db $02 : dw $801F ; Room $0032: Hyrule Castle (Sewer Key Chest Room) (.d..........qqqq)
-dl $7EF084 : db $02 : dw $000C ; Room $0042: Hyrule Castle (6 Ropes Room) (.............qq.)
-dl $7E0540 : db $02 : dw $0D1C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0BF2 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-.after
-
-sram_nmg_escape_keyrat:
-dl $7E0542 : db $02 : dw $1C64 ; Object tilemap state
-dl $7E0546 : db $02 : dw $18A8 ; Object tilemap state
-dl $7E054A : db $02 : dw $1C30 ; Object tilemap state
-dl $7E054E : db $02 : dw $0CEA ; Object tilemap state
-dl $7E0552 : db $02 : dw $1C8A ; Object tilemap state
-dl $7EF044 : db $02 : dw $8003 ; Room $0022: Hyrule Castle (Sewer Text Trigger Room) (.d.............q)
-dl $7EF042 : db $02 : dw $0003 ; Room $0021: Hyrule Castle (Key-rat Room) (...............q)
-dl $7E0540 : db $02 : dw $14A0 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C68 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1C52 ; Object tilemap state
-dl $7E054C : db $02 : dw $0C92 ; Object tilemap state
-dl $7E0550 : db $02 : dw $138A ; Object tilemap state
-dl $7E0CBA : db $01 : db $01 ; Sprite drop
-.after
-
-sram_nmg_escape_last_two_screens:
-dl $7E0542 : db $02 : dw $0F98 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1390 ; Object tilemap state
-dl $7E054A : db $02 : dw $13A0 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF022 : db $02 : dw $2005 ; Room $0011: Hyrule Castle (Bombable Stock Room) (...d..........q.)
-dl $7EF042 : db $02 : dw $840F ; Room $0021: Hyrule Castle (Key-rat Room) (.d....K......qqq)
-dl $7E0540 : db $02 : dw $0F90 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0FA0 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1398 ; Object tilemap state
-dl $7E054C : db $02 : dw $455E ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7FDFC2 : db $02 : dw $0001 ; Room $21 persistent: Hyrule Castle (Key-rat Room)
-dl $7E0CBA : db $01 : db $00 ; Sprite drop
-.after
-
-sram_nmg_eastern_before_cutscene:
-dl $7E0542 : db $02 : dw $2850 ; Object tilemap state
-dl $7E0546 : db $02 : dw $2A2C ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E0642 : db $01 : db $01 ; Room puzzle state (?)
-dl $7E0B09 : db $01 : db $B0 ; Arc variable
-dl $7E0B31 : db $01 : db $00 ; Arc variable
-dl $7E0B35 : db $01 : db $00 ; Arc variable
-dl $7E0B39 : db $01 : db $00 ; Arc variable
-dl $7E0B3D : db $01 : db $00 ; Arc variable
-dl $7E0FC8 : db $01 : db $02 ; Prize pack index
-dl $7EF004 : db $02 : dw $000F ; Room $0002: Hyrule Castle (Switch Room) (.............qqq)
-dl $7FDF84 : db $02 : dw $000A ; Room $2 persistent: Hyrule Castle (Switch Room)
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $2650 ; Object tilemap state
-dl $7E0544 : db $02 : dw $282C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B33 : db $01 : db $00 ; Arc variable
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7E0B3B : db $01 : db $00 ; Arc variable
-dl $7E0B3F : db $01 : db $00 ; Arc variable
-dl $7E0B0C : db $01 : db $A0 ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_nmg_eastern_after_cutscene:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0642 : db $01 : db $00 ; Room puzzle state (?)
-dl $7EF29B : db $01 : db $20 ; Overworld $1B: Unknown (...?....)
-dl $7EF3C7 : db $01 : db $01 ; Map Phase
-dl $7EF3E3 : db $02 : dw $0000 ; Player name
-dl $7EF024 : db $02 : dw $000F ; Room $0012: Sanctuary (.............qqq)
-dl $7EF3C8 : db $01 : db $01 ; Entrances Phase
-dl $7EF3CC : db $01 : db $00 ; Tagalong
-dl $7EF3C5 : db $01 : db $02 ; Game Phase 1
-dl $7EF3C6 : db $01 : db $15 ; Game Phase 2
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-.after
-
-sram_nmg_eastern_octorok:
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7FE14B : db $01 : db $47 ; Overworld $E5 persistent: UNKNOWN
-dl $7FE17B : db $01 : db $47 ; Overworld $FD persistent: UNKNOWN
-dl $7FDF84 : db $01 : db $00 ; Overworld $2 persistent: Northeast House
-dl $7FDFC2 : db $01 : db $00 ; Overworld $21 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $0006 ; Crystal switch state
-dl $7FDFEB : db $01 : db $AD ; Overworld $35 persistent: Lake Hylia
-dl $7FE057 : db $01 : db $42 ; Overworld $6B persistent: Outside Haunted Grove
-.after
-
-sram_nmg_eastern_outside_palace:
-dl $7FE14B : db $01 : db $00 ; Overworld $E5 persistent: UNKNOWN
-dl $7FE167 : db $01 : db $42 ; Overworld $F3 persistent: UNKNOWN
-dl $7FE17B : db $01 : db $00 ; Overworld $FD persistent: UNKNOWN
-dl $7FE04E : db $01 : db $42 ; Overworld $67 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7FDFEB : db $01 : db $00 ; Overworld $35 persistent: Lake Hylia
-dl $7FE057 : db $01 : db $00 ; Overworld $6B persistent: Outside Haunted Grove
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_nmg_eastern_entrance:
-dl $7E0FC8 : db $01 : db $03 ; Prize pack index
-dl $7FE103 : db $01 : db $52 ; Overworld $C1 persistent: UNKNOWN
-dl $7FE167 : db $01 : db $00 ; Overworld $F3 persistent: UNKNOWN
-dl $7FE04E : db $01 : db $00 ; Overworld $67 persistent: UNKNOWN
-dl $7FE06E : db $01 : db $52 ; Overworld $77 persistent: Black Ice Cave
-.after
-
-sram_nmg_eastern_stalfos_room:
-dl $7E0542 : db $02 : dw $13B2 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1CB2 ; Object tilemap state
-dl $7E054A : db $02 : dw $36E0 ; Object tilemap state
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF150 : db $02 : dw $0005 ; Room $00A8: Eastern Palace (Stalfos Spawn Room) (..............q.)
-dl $7EF152 : db $02 : dw $000F ; Room $00A9: Eastern Palace (Big Chest Room) (.............qqq)
-dl $7EF172 : db $02 : dw $000F ; Room $00B9: Eastern Palace (Lobby Cannonballs Room) (.............qqq)
-dl $7EF192 : db $02 : dw $000F ; Room $00C9: Eastern Palace (Entrance Room) (.............qqq)
-dl $7FE103 : db $01 : db $00 ; Room $C1 persistent: Misery Mire (Compass Chest / Tile Room)
-dl $7E0540 : db $02 : dw $138A ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C8A ; Object tilemap state
-dl $7E0548 : db $02 : dw $181E ; Object tilemap state
-dl $7FE06E : db $01 : db $00 ; Room $77 persistent: Tower of Hera (Entrance Room)
-dl $7E0B0C : db $01 : db $20 ; Arc variable
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E010E : db $01 : db $08 ; Dungeon entrance index
-.after
-
-sram_nmg_eastern_big_chest_room_1:
-dl $7EF373 : db $01 : db $00 ; Magic filler
-dl $7E0FCC : db $01 : db $01 ; Prize pack index
-dl $7EF150 : db $02 : dw $000F ; Room $00A8: Eastern Palace (Stalfos Spawn Room) (.............qqq)
-dl $7EF36E : db $01 : db $10 ; Magic Power
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_nmg_eastern_dark_key_room:
-dl $7E0542 : db $02 : dw $0A4C ; Object tilemap state
-dl $7E0546 : db $02 : dw $045E ; Object tilemap state
-dl $7E054A : db $02 : dw $0864 ; Object tilemap state
-dl $7E054E : db $02 : dw $0A70 ; Object tilemap state
-dl $7EF154 : db $02 : dw $000A ; Room $00AA: Eastern Palace (Map Chest Room) (.............q.q)
-dl $7EF174 : db $02 : dw $0008 ; Room $00BA: Eastern Palace (Dark Antifairy / Key Pot Room) (.............q..)
-dl $7E0468 : db $01 : db $00 ; Trap door state
-dl $7E0540 : db $02 : dw $064C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0858 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0C5E ; Object tilemap state
-dl $7E054C : db $02 : dw $0670 ; Object tilemap state
-.after
-
-sram_nmg_eastern_big_key_dmg_boost:
-dl $7E0542 : db $02 : dw $1260 ; Object tilemap state
-dl $7E0546 : db $02 : dw $126C ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0FC8 : db $01 : db $05 ; Prize pack index
-dl $7EF174 : db $02 : dw $840C ; Room $00BA: Eastern Palace (Dark Antifairy / Key Pot Room) (.d....K......qq.)
-dl $7EF360 : db $02 : dw $0015 ; Rupees (goal)
-dl $7EF172 : db $02 : dw $800F ; Room $00B9: Eastern Palace (Lobby Cannonballs Room) (.d...........qqq)
-dl $7EF362 : db $02 : dw $0015 ; Rupees (actual)
-dl $7FE0F4 : db $02 : dw $0050 ; Room $BA persistent: Eastern Palace (Dark Antifairy / Key Pot Room)
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $125C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1268 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $FF ; Arc variable
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_nmg_eastern_big_chest_room_2:
-dl $7E0542 : db $02 : dw $13B2 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1CB2 ; Object tilemap state
-dl $7E054A : db $02 : dw $35E0 ; Object tilemap state
-dl $7EF150 : db $02 : dw $200F ; Room $00A8: Eastern Palace (Stalfos Spawn Room) (...d.........qqq)
-dl $7EF170 : db $02 : dw $8015 ; Room $00B8: Eastern Palace (Big Key Room) (.d..........q.q.)
-dl $7EF36D : db $01 : db $0C ; Health (actual)
-dl $7EF366 : db $02 : dw $6000 ; BigKey1
-dl $7E0540 : db $02 : dw $138A ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C8A ; Object tilemap state
-dl $7E0548 : db $02 : dw $181E ; Object tilemap state
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7E0641 : db $02 : dw $0001 ; Room puzzle state (?)
-dl $7E002F : db $01 : db $06 ; Link's direction
-; Manual changes:
-dl $7E0CFB : db $02 : dw $041D ; Rupee pull kill and damage counters
-.after
-
-sram_nmg_eastern_gwg:
-dl $7E0542 : db $02 : dw $1370 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1410 ; Object tilemap state
-dl $7E054A : db $02 : dw $2C90 ; Object tilemap state
-dl $7E054E : db $02 : dw $2CEC ; Object tilemap state
-dl $7EF377 : db $01 : db $0A ; Arrows
-dl $7EF340 : db $01 : db $02 ; Bow
-dl $7EF152 : db $02 : dw $201F ; Room $00A9: Eastern Palace (Big Chest Room) (...d........qqqq)
-dl $7FE0F4 : db $02 : dw $0000 ; Room $BA persistent: Eastern Palace (Dark Antifairy / Key Pot Room)
-dl $7E0540 : db $02 : dw $146C ; Object tilemap state
-dl $7E0544 : db $02 : dw $130C ; Object tilemap state
-dl $7E0548 : db $02 : dw $2B90 ; Object tilemap state
-dl $7E054C : db $02 : dw $2BEC ; Object tilemap state
-dl $7E0641 : db $01 : db $00 ; Room puzzle state (?)
-dl $7E002F : db $01 : db $00 ; Link's direction
-; Manual changes:
-dl SA1RAM.HUD+$04C : db $02 : dw $284A ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$04A : db $02 : dw $28BA ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08A : db $02 : dw $2849 ; Selected menu gfx, row 2
-dl SA1RAM.HUD+$08C : db $02 : dw $28CB ; Selected menu gfx, row 2
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-.after
-
-sram_nmg_eastern_pot_room:
-dl $7E0542 : db $02 : dw $1454 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1CAA ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0FC8 : db $01 : db $00 ; Prize pack index
-dl $7EF360 : db $02 : dw $001B ; Rupees (goal)
-dl $7EF132 : db $02 : dw $C403 ; Room $0099: Eastern Palace (Eyegore Key Room) (.dd...K........q)
-dl $7EF362 : db $02 : dw $001B ; Rupees (actual)
-dl $7EF36E : db $01 : db $20 ; Magic Power
-dl $7E0540 : db $02 : dw $1428 ; Object tilemap state
-dl $7E0544 : db $02 : dw $13BE ; Object tilemap state
-dl $7E0548 : db $02 : dw $1CD2 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7FE0B2 : db $02 : dw $00D8 ; Room $99 persistent: Eastern Palace (Eyegore Key Room)
-.after
-
-sram_nmg_eastern_zeldagamer_room:
-dl $7E0542 : db $02 : dw $1C5C ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF377 : db $01 : db $14 ; Arrows
-dl $7EF1B4 : db $02 : dw $0002 ; Room $00DA: Eastern Palace (...............q)
-dl $7EF1B2 : db $02 : dw $0003 ; Room $00D9: Eastern Palace (Canonball Room) (...............q)
-dl $7E0468 : db $01 : db $00 ; Trap door state
-dl $7E0540 : db $02 : dw $145C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_nmg_eastern_armos:
-dl $7E0542 : db $02 : dw $0ACA ; Object tilemap state
-dl $7E0546 : db $02 : dw $0AF2 ; Object tilemap state
-dl $7E054A : db $02 : dw $08F2 ; Object tilemap state
-dl $7E054E : db $02 : dw $1860 ; Object tilemap state
-dl SA1RAM.HUD+$04A : db $02 : dw $28BA ; Selected menu gfx, row 1
-dl $7EF34F : db $01 : db $00 ; Bottles
-dl $7EF377 : db $01 : db $12 ; Arrows
-dl SA1RAM.HUD+$08A : db $02 : dw $2849 ; Selected menu gfx, row 2
-dl $7E0FC8 : db $01 : db $02 ; Prize pack index
-dl $7EF1B0 : db $02 : dw $0005 ; Room $00D8: Eastern Palace (Zeldagamer Room / Pre-Armos Knights Room) (..............q.)
-dl $7EF360 : db $02 : dw $001C ; Rupees (goal)
-dl $7EF362 : db $02 : dw $001C ; Rupees (actual)
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7E0540 : db $02 : dw $08CA ; Object tilemap state
-dl $7E0544 : db $02 : dw $0CCA ; Object tilemap state
-dl $7E0548 : db $02 : dw $0CF2 ; Object tilemap state
-dl $7E054C : db $02 : dw $185C ; Object tilemap state
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-dl SA1RAM.HUD+$04C : db $02 : dw $284A ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $28CB ; Selected menu gfx, row 2
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7FE130 : db $02 : dw $07FF ; Room $D8 persistent: Eastern Palace (Zeldagamer Room / Pre-Armos Knights Room)
-.after
-
-sram_nmg_desert_outside_eastern_palace:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B09 : db $01 : db $00 ; Arc variable
-dl $7E0B31 : db $01 : db $30 ; Arc variable
-dl $7E0B35 : db $01 : db $30 ; Arc variable
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF377 : db $01 : db $00 ; Arrows
-dl SA1RAM.HUD+$08A : db $02 : dw $28E8 ; Selected menu gfx, row 2
-dl $7EF3E7 : db $02 : dw $0000 ; Deaths
-dl $7EF190 : db $02 : dw $0801 ; Room $00C8: Eastern Palace (Armos Knights[Boss]) (.....k..........)
-dl $7E0B32 : db $01 : db $30 ; Arc variable
-dl $7EF340 : db $01 : db $01 ; Bow
-dl $7EF36C : db $01 : db $20 ; Health (goal)
-dl $7EF374 : db $01 : db $04 ; Pendants
-dl $7EF36D : db $01 : db $20 ; Health (actual)
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7FE103 : db $01 : db $52 ; Overworld $C1 persistent: UNKNOWN
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E02A1 : db $01 : db $17 ; Arc variable
-dl $7E0B33 : db $01 : db $30 ; Arc variable
-dl $7E0B37 : db $01 : db $BF ; Arc variable
-dl SA1RAM.HUD+$04C : db $02 : dw $28E9 ; Selected menu gfx, row 1
-dl $7FE06E : db $01 : db $52 ; Overworld $77 persistent: Black Ice Cave
-dl $7FE0B2 : db $01 : db $00 ; Overworld $99 persistent: UNKNOWN
-dl $7E0B08 : db $01 : db $40 ; Arc variable
-dl $7E0B30 : db $01 : db $30 ; Arc variable
-dl $7E0B34 : db $01 : db $30 ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7FE130 : db $01 : db $00 ; Overworld $D8 persistent: UNKNOWN
-.after
-
-sram_nmg_desert_ep_spinspeed:
-dl $7E0542 : db $02 : dw $1520 ; Object tilemap state
-dl $7EF3C7 : db $01 : db $03 ; Map Phase
-dl $7EF355 : db $01 : db $01 ; Boots
-dl $7EF379 : db $01 : db $FC ; Ability Flags
-dl $7EF20A : db $02 : dw $0002 ; Room $0105: Unknown (...............q)
-dl $7FE103 : db $01 : db $00 ; Room $C1 persistent: Misery Mire (Compass Chest / Tile Room)
-dl $7EC167 : db $01 : db $05 ; Underworld exit cache
-dl $7EC140 : db $02 : dw $001E ; Underworld exit cache
-dl $7EC144 : db $02 : dw $06D7 ; Underworld exit cache
-dl $7EC148 : db $02 : dw $0736 ; Underworld exit cache
-dl $7EC14C : db $02 : dw $001E ; Underworld exit cache
-dl $7EC150 : db $02 : dw $0744 ; Underworld exit cache
-dl $7EC154 : db $02 : dw $0600 ; Underworld exit cache
-dl $7EC158 : db $02 : dw $0C00 ; Underworld exit cache
-dl $7EC15C : db $02 : dw $0520 ; Underworld exit cache
-dl $7EC160 : db $02 : dw $0B00 ; Underworld exit cache
-dl $7EC16C : db $02 : dw $FFF7 ; Underworld exit cache
-dl $7EC170 : db $02 : dw $FFF6 ; Underworld exit cache
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $151C ; Object tilemap state
-dl $7E0544 : db $02 : dw $141E ; Object tilemap state
-dl $7EC165 : db $01 : db $20 ; Underworld exit cache
-dl $7FE06E : db $01 : db $00 ; Room $77 persistent: Tower of Hera (Entrance Room)
-dl $7EC142 : db $02 : dw $0016 ; Underworld exit cache
-dl $7EC146 : db $02 : dw $0C76 ; Underworld exit cache
-dl $7EC14A : db $02 : dw $0CF0 ; Underworld exit cache
-dl $7EC14E : db $02 : dw $0710 ; Underworld exit cache
-dl $7EC152 : db $02 : dw $0CFB ; Underworld exit cache
-dl $7EC156 : db $02 : dw $091E ; Underworld exit cache
-dl $7EC15A : db $02 : dw $0F00 ; Underworld exit cache
-dl $7EC15E : db $02 : dw $0A00 ; Underworld exit cache
-dl $7EC162 : db $02 : dw $1000 ; Underworld exit cache
-dl $7EC166 : db $01 : db $25 ; Underworld exit cache
-dl $7EC16A : db $02 : dw $0009 ; Underworld exit cache
-dl $7EC16E : db $02 : dw $000A ; Underworld exit cache
-dl $7E010E : db $01 : db $45 ; Dungeon entrance index
-.after
-
-sram_nmg_desert_bridge_screen:
-dl $7FE167 : db $01 : db $42 ; Overworld $F3 persistent: UNKNOWN
-dl $7FE04E : db $01 : db $42 ; Overworld $67 persistent: UNKNOWN
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_nmg_desert_unholy_spinspeed:
-dl $7FE167 : db $01 : db $00 ; Overworld $F3 persistent: UNKNOWN
-dl $7FE07C : db $01 : db $A0 ; Overworld $7E persistent: UNKNOWN
-dl $7FE019 : db $01 : db $1E ; Overworld $4C persistent: UNKNOWN
-dl $7FE06D : db $01 : db $A1 ; Overworld $76 persistent: UNKNOWN
-dl $7FE161 : db $01 : db $A1 ; Overworld $F0 persistent: UNKNOWN
-dl $7FE04E : db $01 : db $9F ; Overworld $67 persistent: UNKNOWN
-dl $7FE06E : db $01 : db $2F ; Overworld $77 persistent: Black Ice Cave
-dl $7EC172 : db $02 : dw $0900 ; Crystal switch state
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_nmg_desert_water_dash:
-dl $7E0542 : db $02 : dw $17DE ; Object tilemap state
-dl $7E0546 : db $02 : dw $19D6 ; Object tilemap state
-dl $7E054A : db $02 : dw $19E6 ; Object tilemap state
-dl $7E054E : db $02 : dw $1BE6 ; Object tilemap state
-dl $7EF20E : db $02 : dw $F002 ; Room $0107: Unknown (.dddb..........q)
-dl $7EF34E : db $01 : db $01 ; Book of Mudora
-dl $7FE07C : db $01 : db $00 ; Overworld $7E persistent: UNKNOWN
-dl $7FE019 : db $01 : db $00 ; Overworld $4C persistent: UNKNOWN
-dl $7FE06D : db $01 : db $00 ; Overworld $76 persistent: UNKNOWN
-dl $7E0540 : db $02 : dw $17D6 ; Object tilemap state
-dl $7E0544 : db $02 : dw $17E6 ; Object tilemap state
-dl $7E0548 : db $02 : dw $19DE ; Object tilemap state
-dl $7E054C : db $02 : dw $1BD6 ; Object tilemap state
-dl $7FE161 : db $01 : db $00 ; Overworld $F0 persistent: UNKNOWN
-dl $7FE04E : db $01 : db $00 ; Overworld $67 persistent: UNKNOWN
-dl $7FE06E : db $01 : db $00 ; Overworld $77 persistent: Black Ice Cave
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E010E : db $01 : db $49 ; Dungeon entrance index
-.after
-
-sram_nmg_desert_outside_desert_palace:
-dl $7FE168 : db $01 : db $3F ; Overworld $F4 persistent: UNKNOWN
-dl $7FE01E : db $01 : db $01 ; Overworld $4F persistent: Mysterious Pond
-dl $7EC172 : db $02 : dw $05A0 ; Crystal switch state
-dl $7FE02B : db $01 : db $3F ; Overworld $55 persistent: Dark Waterway
-dl $7FE0D7 : db $01 : db $3A ; Overworld $AB persistent: UNKNOWN
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_nmg_desert_desert_entrance:
-dl SA1RAM.HUD+$04A : db $02 : dw $3CA5 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08A : db $02 : dw $3CD8 ; Selected menu gfx, row 2
-dl $7E0303 : db $01 : db $0C ; Selected menu item
-dl $7FE168 : db $01 : db $00 ; Overworld $F4 persistent: UNKNOWN
-dl $7E0202 : db $01 : db $0F ; Selected menu item
-dl SA1RAM.HUD+$04C : db $02 : dw $3CA6 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $3CD9 ; Selected menu gfx, row 2
-dl $7FE01E : db $01 : db $00 ; Overworld $4F persistent: Mysterious Pond
-dl $7FE02B : db $01 : db $00 ; Overworld $55 persistent: Dark Waterway
-dl $7FE0D7 : db $01 : db $00 ; Overworld $AB persistent: UNKNOWN
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E010E : db $01 : db $09 ; Dungeon entrance index
-.after
-
-sram_nmg_desert_keybonk:
-dl $7E0542 : db $02 : dw $159E ; Object tilemap state
-dl $7E0546 : db $02 : dw $1890 ; Object tilemap state
-dl $7E054A : db $02 : dw $1B9A ; Object tilemap state
-dl $7E054E : db $02 : dw $1A24 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1724 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0CB2 ; Object tilemap state
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF377 : db $01 : db $05 ; Arrows
-dl $7EF0E8 : db $02 : dw $0003 ; Room $0074: Desert Palace (Map Chest Room) (...............q)
-dl $7EF108 : db $02 : dw $000F ; Room $0084: Desert Palace (Main Entrance Room) (.............qqq)
-dl $7EF340 : db $01 : db $02 ; Bow
-dl $7EF0E6 : db $02 : dw $0001 ; Room $0073: Desert Palace (Big Chest Room) (................)
-dl $7FE068 : db $02 : dw $0001 ; Room $74 persistent: Desert Palace (Map Chest Room)
-dl $7E0540 : db $02 : dw $159A ; Object tilemap state
-dl $7E0544 : db $02 : dw $1714 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1A14 ; Object tilemap state
-dl $7E054C : db $02 : dw $1B9E ; Object tilemap state
-dl $7E0550 : db $02 : dw $18A8 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0C8A ; Object tilemap state
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-.after
-
-sram_nmg_desert_pre_cannonball_room:
-dl $7E0542 : db $02 : dw $1C30 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF0E6 : db $02 : dw $0405 ; Room $0073: Desert Palace (Big Chest Room) (......K.......q.)
-dl $7EF0EA : db $02 : dw $0002 ; Room $0075: Desert Palace (Big Key Chest Room) (...............q)
-dl $7EF10A : db $02 : dw $400A ; Room $0085: Desert Palace (East Entrance Room) (..d..........q.q)
-dl $7E0540 : db $02 : dw $1C2C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_nmg_desert_pot_room:
-dl $7E0542 : db $02 : dw $159E ; Object tilemap state
-dl $7E0546 : db $02 : dw $1890 ; Object tilemap state
-dl $7E054A : db $02 : dw $1B9A ; Object tilemap state
-dl $7E054E : db $02 : dw $1A24 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1724 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0CB2 ; Object tilemap state
-dl $7EF377 : db $01 : db $0A ; Arrows
-dl $7E0FC8 : db $01 : db $03 ; Prize pack index
-dl $7EF0EA : db $02 : dw $0017 ; Room $0075: Desert Palace (Big Key Chest Room) (............q.qq)
-dl $7EF10A : db $02 : dw $400E ; Room $0085: Desert Palace (East Entrance Room) (..d..........qqq)
-dl $7EF366 : db $02 : dw $7000 ; BigKey1
-dl $7E0540 : db $02 : dw $159A ; Object tilemap state
-dl $7E0544 : db $02 : dw $1714 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1A14 ; Object tilemap state
-dl $7E054C : db $02 : dw $1B9E ; Object tilemap state
-dl $7E0550 : db $02 : dw $18A8 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0C8A ; Object tilemap state
-dl $7FE08A : db $02 : dw $001C ; Room $85 persistent: Desert Palace (East Entrance Room)
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_nmg_desert_desert2_spinspeed:
-dl $7E0542 : db $02 : dw $0450 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1C50 ; Object tilemap state
-dl $7E054A : db $02 : dw $1914 ; Object tilemap state
-dl $7E054E : db $02 : dw $1928 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF377 : db $01 : db $14 ; Arrows
-dl $7EF354 : db $01 : db $01 ; Gloves
-dl $7EF0E6 : db $02 : dw $041F ; Room $0073: Desert Palace (Big Chest Room) (......K.....qqqq)
-dl $7EF106 : db $02 : dw $0007 ; Room $0083: Desert Palace (West Entrance Room) (..............qq)
-dl $7FE068 : db $02 : dw $0000 ; Room $74 persistent: Desert Palace (Map Chest Room)
-dl $7E0540 : db $02 : dw $044C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C4C ; Object tilemap state
-dl $7E0548 : db $02 : dw $1514 ; Object tilemap state
-dl $7E054C : db $02 : dw $191E ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_nmg_desert_popo_genocide_room:
-dl $7E0542 : db $02 : dw $0B60 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0B68 ; Object tilemap state
-dl $7E054A : db $02 : dw $1368 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7EF37F : db $01 : db $00 ; Key for dungeon $03
-dl $7EF0A6 : db $02 : dw $0008 ; Room $0053: Desert Palace (Popos 2 / Beamos Hellway Room) (.............q..)
-dl $7EF0C6 : db $02 : dw $840A ; Room $0063: Desert Palace (Final Section Entrance Room) (.d....K......q.q)
-dl $7E0540 : db $02 : dw $0B5C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0B64 ; Object tilemap state
-dl $7E0548 : db $02 : dw $08E2 ; Object tilemap state
-dl $7E054C : db $02 : dw $1864 ; Object tilemap state
-dl $7E0B37 : db $01 : db $9D ; Arc variable
-dl $7FE08A : db $01 : db $00 ; Room $85 persistent: Desert Palace (East Entrance Room)
-dl $7E010E : db $01 : db $0C ; Dungeon entrance index
-.after
-
-sram_nmg_desert_torches:
-dl $7E0542 : db $02 : dw $044E ; Object tilemap state
-dl $7E0546 : db $02 : dw $094E ; Object tilemap state
-dl $7E054A : db $02 : dw $1470 ; Object tilemap state
-dl $7E054E : db $02 : dw $1C70 ; Object tilemap state
-dl $7E0552 : db $02 : dw $03B6 ; Object tilemap state
-dl $7E0556 : db $02 : dw $09B6 ; Object tilemap state
-dl SA1RAM.HUD+$04A : db $02 : dw $24BC ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08A : db $02 : dw $24CC ; Selected menu gfx, row 2
-dl $7E0FC8 : db $01 : db $04 ; Prize pack index
-dl $7EF086 : db $02 : dw $6401 ; Room $0043: Desert Palace (Torch Puzzle / Moving Wall Room) (..dd..K.........)
-dl $7EF0A6 : db $02 : dw $240F ; Room $0053: Desert Palace (Popos 2 / Beamos Hellway Room) (...d..K......qqq)
-dl $7E0303 : db $01 : db $09 ; Selected menu item
-dl $7E0540 : db $02 : dw $0442 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0942 ; Object tilemap state
-dl $7E0548 : db $02 : dw $144C ; Object tilemap state
-dl $7E054C : db $02 : dw $1C4C ; Object tilemap state
-dl $7E0550 : db $02 : dw $03AA ; Object tilemap state
-dl $7E0554 : db $02 : dw $09AA ; Object tilemap state
-dl $7E0202 : db $01 : db $0B ; Selected menu item
-dl $7E0B37 : db $01 : db $A8 ; Arc variable
-dl SA1RAM.HUD+$04C : db $02 : dw $24BD ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $24CD ; Selected menu gfx, row 2
-dl $7FE026 : db $02 : dw $06E0 ; Room $53 persistent: Desert Palace (Popos 2 / Beamos Hellway Room)
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_nmg_desert_lanmolas:
-dl $7E0552 : db $02 : dw $83B6 ; Object tilemap state
-dl $7E0556 : db $02 : dw $89B6 ; Object tilemap state
-dl $7EF377 : db $01 : db $19 ; Arrows
-dl $7EF086 : db $02 : dw $E48D ; Room $0043: Desert Palace (Torch Puzzle / Moving Wall Room) (.ddd..K..c...qq.)
-dl $7EF36E : db $01 : db $70 ; Magic Power
-dl $7E0550 : db $02 : dw $83AA ; Object tilemap state
-dl $7E0554 : db $02 : dw $89AA ; Object tilemap state
-dl $7E0B37 : db $01 : db $96 ; Arc variable
-.after
-
-sram_nmg_hera_outside_desert_palace:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl SA1RAM.HUD+$04A : db $02 : dw $28BA ; Selected menu gfx, row 1
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF377 : db $01 : db $0C ; Arrows
-dl SA1RAM.HUD+$08A : db $02 : dw $2849 ; Selected menu gfx, row 2
-dl $7EF36C : db $01 : db $28 ; Health (goal)
-dl $7EF374 : db $01 : db $06 ; Pendants
-dl $7EF36D : db $01 : db $28 ; Health (actual)
-dl $7EF3E9 : db $02 : dw $0000 ; Deaths
-dl $7EF066 : db $02 : dw $0802 ; Room $0033: Desert Palace (Lanmolas[Boss]) (.....k.........q)
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-dl SA1RAM.HUD+$04C : db $02 : dw $284A ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $28CB ; Selected menu gfx, row 2
-dl $7FE026 : db $01 : db $00 ; Overworld $53 persistent: Dark Sanctuary
-dl $7E02A2 : db $01 : db $17 ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_nmg_hera_fake_flippers:
-dl $7FE048 : db $01 : db $48 ; Overworld $64 persistent: UNKNOWN
-dl $7FE174 : db $01 : db $09 ; Overworld $FA persistent: UNKNOWN
-dl $7FE07E : db $01 : db $01 ; Overworld $7F persistent: Dark Waterfall
-dl $7EC172 : db $02 : dw $0800 ; Crystal switch state
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_nmg_hera_dm:
-dl $7EF377 : db $01 : db $0B ; Arrows
-dl $7EF1E0 : db $02 : dw $000F ; Room $00F0: Cave (Lost Old Man Starting Cave) (.............qqq)
-dl $7EF3C8 : db $01 : db $05 ; Entrances Phase
-dl $7EF3CC : db $01 : db $04 ; Tagalong
-dl $7EF1E2 : db $02 : dw $000F ; Room $00F1: Cave (Lost Old Man Starting Cave) (.............qqq)
-dl $7FE048 : db $01 : db $00 ; Room $64 persistent: Thieves Town (West Attic Room)
-dl $7FE174 : db $01 : db $00 ; Room $FA persistent: Cave
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $0540 ; Object tilemap state
-dl $7E0FC9 : db $01 : db $01 ; Prize pack index
-dl $7FE07E : db $01 : db $00 ; Room $7F persistent: Ice Palace ( Big Spike Traps Room)
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E010E : db $01 : db $06 ; Dungeon entrance index
-.after
-
-sram_nmg_hera_after_mirror:
-dl $7EF353 : db $01 : db $02 ; Magic Mirror
-dl $7EF3C8 : db $01 : db $01 ; Entrances Phase
-dl $7EF3CC : db $01 : db $00 ; Tagalong
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7FDFCB : db $01 : db $F3 ; Overworld $25 persistent: Octorok Area
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_nmg_hera_quickhop:
-dl SA1RAM.HUD+$04A : db $02 : dw $2C62 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08A : db $02 : dw $2C72 ; Selected menu gfx, row 2
-dl $7E1ABF : db $01 : db $1C ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $08 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $38 ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $01 ; Warp Vortex Coordinate
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-dl SA1RAM.HUD+$04C : db $02 : dw $2C63 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $2C73 ; Selected menu gfx, row 2
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_nmg_hera_entrance:
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_nmg_hera_tile_room:
-dl SA1RAM.HUD+$04A : db $02 : dw $2CB8 ; Selected menu gfx, row 1
-dl $7EF36F : db $02 : dw $0000 ; Keys
-dl SA1RAM.HUD+$08A : db $02 : dw $2CF5 ; Selected menu gfx, row 2
-dl $7EF0EE : db $02 : dw $800F ; Room $0077: Tower of Hera (Entrance Room) (.d...........qqq)
-dl $7EF10E : db $02 : dw $0402 ; Room $0087: Tower of Hera (Tile Room) (......K........q)
-dl $7EF386 : db $01 : db $01 ; Key for dungeon $0A
-dl $7E0303 : db $01 : db $02 ; Selected menu item
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $02 ; Selected menu item
-dl SA1RAM.HUD+$04C : db $02 : dw $2CB9 ; Selected menu gfx, row 1
-dl $7FDFCB : db $01 : db $00 ; Room $25 persistent: Empty Clone Room
-dl SA1RAM.HUD+$08C : db $02 : dw $2CC9 ; Selected menu gfx, row 2
-dl $7E02A2 : db $01 : db $00 ; Arc variable
-dl $7E010E : db $01 : db $33 ; Dungeon entrance index
-.after
-
-sram_nmg_hera_torches:
-dl $7E0542 : db $02 : dw $0B10 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0C18 ; Object tilemap state
-dl $7E054A : db $02 : dw $0C28 ; Object tilemap state
-dl $7E054E : db $02 : dw $1470 ; Object tilemap state
-dl $7E0552 : db $02 : dw $186C ; Object tilemap state
-dl $7E0556 : db $02 : dw $1B6C ; Object tilemap state
-dl $7EF10E : db $02 : dw $040E ; Room $0087: Tower of Hera (Tile Room) (......K......qqq)
-dl $7E0540 : db $02 : dw $0B0C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0C10 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0C20 ; Object tilemap state
-dl $7E054C : db $02 : dw $144C ; Object tilemap state
-dl $7E0550 : db $02 : dw $1850 ; Object tilemap state
-dl $7E0554 : db $02 : dw $1B50 ; Object tilemap state
-dl $7E0B37 : db $01 : db $80 ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_nmg_hera_beetles:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl SA1RAM.HUD+$04A : db $02 : dw $2C62 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08A : db $02 : dw $2C72 ; Selected menu gfx, row 2
-dl $7EF10E : db $02 : dw $041F ; Room $0087: Tower of Hera (Tile Room) (......K.....qqqq)
-dl $7EF366 : db $02 : dw $7020 ; BigKey1
-dl $7EF36E : db $01 : db $70 ; Magic Power
-dl $7EF386 : db $01 : db $00 ; Key for dungeon $0A
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E02A1 : db $01 : db $00 ; Arc variable
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-dl SA1RAM.HUD+$04C : db $02 : dw $2C63 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $2C73 ; Selected menu gfx, row 2
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_nmg_hera_petting_zoo:
-dl $7E0542 : db $02 : dw $1C60 ; Object tilemap state
-dl $7EF343 : db $01 : db $01 ; Bombs
-dl $7E0FCC : db $01 : db $02 ; Prize pack index
-dl $7EF375 : db $01 : db $00 ; Bomb filler
-dl $7EF062 : db $02 : dw $800F ; Room $0031: Tower of Hera (Hardhat Beetles Room) (.d...........qqq)
-dl $7E0540 : db $02 : dw $1C5C ; Object tilemap state
-dl $7FDFE2 : db $02 : dw $0580 ; Room $31 persistent: Tower of Hera (Hardhat Beetles Room)
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-.after
-
-sram_nmg_hera_moldorm:
-dl $7E0542 : db $02 : dw $0E64 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1064 ; Object tilemap state
-dl $7E054A : db $02 : dw $1264 ; Object tilemap state
-dl $7E054E : db $02 : dw $0E68 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1068 ; Object tilemap state
-dl $7E0556 : db $02 : dw $1268 ; Object tilemap state
-dl SA1RAM.HUD+$04A : db $02 : dw $28BA ; Selected menu gfx, row 1
-dl $7EF357 : db $01 : db $01 ; Moon Pearl
-dl SA1RAM.HUD+$08A : db $02 : dw $2849 ; Selected menu gfx, row 2
-dl $7E0FC8 : db $01 : db $05 ; Prize pack index
-dl $7EF36D : db $01 : db $20 ; Health (actual)
-dl $7EF02E : db $02 : dw $000F ; Room $0017: Tower of Hera (Moldorm Fall Room) (.............qqq)
-dl $7EF04E : db $02 : dw $001F ; Room $0027: Tower of Hera (Big Chest) (............qqqq)
-dl $7E029F : db $01 : db $19 ; Arc variable
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7E0540 : db $02 : dw $0D64 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0F64 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1164 ; Object tilemap state
-dl $7E054C : db $02 : dw $0D68 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0F68 ; Object tilemap state
-dl $7E0554 : db $02 : dw $1168 ; Object tilemap state
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-dl SA1RAM.HUD+$04C : db $02 : dw $284A ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $28CB ; Selected menu gfx, row 2
-dl $7FDFCE : db $02 : dw $0024 ; Room $27 persistent: Tower of Hera (Big Chest)
-.after
-
-sram_nmg_aga_outside_hera:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF3C7 : db $01 : db $04 ; Map Phase
-dl $7EF3F7 : db $02 : dw $0000 ; Deaths
-dl $7EF36C : db $01 : db $30 ; Health (goal)
-dl $7EF374 : db $01 : db $07 ; Pendants
-dl $7EF36D : db $01 : db $30 ; Health (actual)
-dl $7EF00E : db $02 : dw $080F ; Room $0007: Tower of Hera (Moldorm[Boss]) (.....k.......qqq)
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7FDFCB : db $01 : db $F3 ; Overworld $25 persistent: Octorok Area
-dl $7FDFCE : db $01 : db $00 ; Overworld $27 persistent: UNKNOWN
-dl $7FDFE2 : db $01 : db $00 ; Overworld $31 persistent: UNKNOWN
-dl $7E02A2 : db $01 : db $17 ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_nmg_aga_first_rupee_tree:
-dl $7E0542 : db $02 : dw $1058 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1838 ; Object tilemap state
-dl $7EF1CC : db $02 : dw $000F ; Room $00E6: Cave (.............qqq)
-dl $7EF1CE : db $02 : dw $000F ; Room $00E7: Cave (.............qqq)
-dl $7E0540 : db $02 : dw $0C6C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1448 ; Object tilemap state
-dl $7FDFCB : db $01 : db $00 ; Room $25 persistent: Empty Clone Room
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E010E : db $01 : db $2F ; Dungeon entrance index
-dl $7FE14E : db $02 : dw $0008 ; Room $E7 persistent: Cave
-.after
-
-sram_nmg_aga_lost_woods:
-dl $7EF377 : db $01 : db $0A ; Arrows
-dl $7EF360 : db $02 : dw $0026 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $0026 ; Rupees (actual)
-dl $7EC172 : db $02 : dw $0900 ; Crystal switch state
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7FE14E : db $01 : db $00 ; Overworld $E7 persistent: UNKNOWN
-; Manual changes:
-dl $7E0CFB : db $02 : dw $0001 ; Rupee pull kill and damage counters
-.after
-
-sram_nmg_aga_after_grove:
-dl $7EF3C7 : db $01 : db $05 ; Map Phase
-dl $7EF300 : db $01 : db $40 ; Overworld $80: Unknown (..?.....)
-dl $7EF359 : db $01 : db $02 ; Sword
-dl $7FE1E8 : db $01 : db $E9 ; Overworld $134 persistent: UNKNOWN
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7FE132 : db $01 : db $01 ; Overworld $D9 persistent: UNKNOWN
-; Manual changes:
-dl $7E0CFB : db $02 : dw $0003 ; Rupee pull kill and damage counters
-.after
-
-sram_nmg_aga_after_lost_woods:
-dl $7EF3C7 : db $01 : db $05 ; Map Phase
-dl $7EF300 : db $01 : db $40 ; Overworld $80: Unknown (..?.....)
-dl $7EF360 : db $02 : dw $0076 ; Rupees (goal)
-dl $7EF359 : db $01 : db $02 ; Sword
-dl $7EF362 : db $02 : dw $0076 ; Rupees (actual)
-dl $7FE1E8 : db $01 : db $E9 ; Overworld $134 persistent: UNKNOWN
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7FE132 : db $01 : db $01 ; Overworld $D9 persistent: UNKNOWN
-; Manual changes:
-dl $7E0CFB : db $02 : dw $0001 ; Rupee pull kill and damage counters
-.after
-
-sram_nmg_aga_castle_screen:
-dl $7FE06C : db $01 : db $43 ; Overworld $76 persistent: UNKNOWN
-dl $7FE1E8 : db $01 : db $00 ; Overworld $134 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $000A ; Crystal switch state
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7FE132 : db $01 : db $00 ; Overworld $D9 persistent: UNKNOWN
-dl $7FE144 : db $01 : db $42 ; Overworld $E2 persistent: UNKNOWN
-; Manual changes:
-dl $7E0CFB : db $02 : dw $0003 ; Rupee pull kill and damage counters
-.after
-
-sram_nmg_aga_entrance:
-dl $7E0542 : db $02 : dw $044C ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF29B : db $01 : db $60 ; Overworld $1B: Unknown (..??....)
-dl $7FE0EF : db $01 : db $41 ; Overworld $B7 persistent: UNKNOWN
-dl $7FE06C : db $01 : db $00 ; Overworld $76 persistent: UNKNOWN
-dl $7E0540 : db $02 : dw $0470 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E010E : db $01 : db $04 ; Dungeon entrance index
-dl $7FE144 : db $01 : db $00 ; Overworld $E2 persistent: UNKNOWN
-.after
-
-sram_nmg_aga_fairy_skip:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF377 : db $01 : db $08 ; Arrows
-dl $7E0FC8 : db $01 : db $07 ; Prize pack index
-dl $7EF1C0 : db $02 : dw $000A ; Room $00E0: Agahnim's Tower (Entrance Room) (.............q.q)
-dl $7FE0EF : db $01 : db $00 ; Room $B7 persistent: Turtle Rock (Map Chest / Key Chest / Roller Room)
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E010E : db $01 : db $24 ; Dungeon entrance index
-dl $7FE140 : db $02 : dw $0003 ; Room $E0 persistent: Agahnim's Tower (Entrance Room)
-.after
-
-sram_nmg_aga_dark_room_of_despair:
-dl $7E0542 : db $02 : dw $0B8C ; Object tilemap state
-dl $7E0546 : db $02 : dw $1030 ; Object tilemap state
-dl $7E054A : db $02 : dw $1792 ; Object tilemap state
-dl $7E054E : db $02 : dw $1C16 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0D24 ; Object tilemap state
-dl $7EF1A0 : db $02 : dw $0004 ; Room $00D0: Agahnim's Tower (Dark Maze) (..............q.)
-dl $7EF1C0 : db $02 : dw $201E ; Room $00E0: Agahnim's Tower (Entrance Room) (...d........qqqq)
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $059E ; Object tilemap state
-dl $7E0544 : db $02 : dw $0D2A ; Object tilemap state
-dl $7E0548 : db $02 : dw $14B0 ; Object tilemap state
-dl $7E054C : db $02 : dw $1C0C ; Object tilemap state
-dl $7E0550 : db $02 : dw $0A1E ; Object tilemap state
-dl $7E0554 : db $02 : dw $1012 ; Object tilemap state
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7FE140 : db $02 : dw $000F ; Room $E0 persistent: Agahnim's Tower (Entrance Room)
-.after
-
-sram_nmg_aga_dark_room_of_melancholy:
-dl $7E0542 : db $02 : dw $0E0C ; Object tilemap state
-dl $7E0546 : db $02 : dw $1B1C ; Object tilemap state
-dl $7E054A : db $02 : dw $06D8 ; Object tilemap state
-dl $7E054E : db $02 : dw $0D24 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1A10 ; Object tilemap state
-dl $7EF180 : db $02 : dw $0001 ; Room $00C0: Agahnim's Tower (Dark Bridge Room) (................)
-dl $7EF1A0 : db $02 : dw $801F ; Room $00D0: Agahnim's Tower (Dark Maze) (.d..........qqqq)
-dl $7E0540 : db $02 : dw $0A30 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1A0C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0710 ; Object tilemap state
-dl $7E054C : db $02 : dw $06E4 ; Object tilemap state
-dl $7E0550 : db $02 : dw $1518 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0CBD : db $01 : db $01 ; Sprite drop
-dl $7FE120 : db $02 : dw $0020 ; Room $D0 persistent: Agahnim's Tower (Dark Maze)
-.after
-
-sram_nmg_aga_spear_guards:
-dl $7EF180 : db $02 : dw $240F ; Room $00C0: Agahnim's Tower (Dark Bridge Room) (...d..K......qqq)
-dl $7FE100 : db $02 : dw $0018 ; Room $C0 persistent: Agahnim's Tower (Dark Bridge Room)
-dl $7E0CBD : db $01 : db $00 ; Sprite drop
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_nmg_aga_circle_of_pots:
-dl $7E0CC4 : db $01 : db $01 ; Sprite drop
-dl $7E0542 : db $02 : dw $151C ; Object tilemap state
-dl $7E0546 : db $02 : dw $1528 ; Object tilemap state
-dl $7E054A : db $02 : dw $1910 ; Object tilemap state
-dl $7E054E : db $02 : dw $1824 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1B1C ; Object tilemap state
-dl $7E0556 : db $02 : dw $1B28 ; Object tilemap state
-dl $7E055A : db $02 : dw $172C ; Object tilemap state
-dl $7EF377 : db $01 : db $03 ; Arrows
-dl $7EF160 : db $02 : dw $000C ; Room $00B0: Agahnim's Tower (Circle of Pots) (.............qq.)
-dl $7FE0E0 : db $02 : dw $003F ; Room $B0 persistent: Agahnim's Tower (Circle of Pots)
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $1514 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1520 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1710 ; Object tilemap state
-dl $7E054C : db $02 : dw $1818 ; Object tilemap state
-dl $7E0550 : db $02 : dw $1B14 ; Object tilemap state
-dl $7E0554 : db $02 : dw $1B20 ; Object tilemap state
-dl $7E0558 : db $02 : dw $192C ; Object tilemap state
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0FC7 : db $01 : db $02 ; Prize pack index
-.after
-
-sram_nmg_aga_pit_room:
-dl $7E0CC4 : db $01 : db $00 ; Sprite drop
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl SA1RAM.HUD+$04A : db $02 : dw $2CB8 ; Selected menu gfx, row 1
-dl $7EF377 : db $01 : db $07 ; Arrows
-dl SA1RAM.HUD+$08A : db $02 : dw $2CF5 ; Selected menu gfx, row 2
-dl $7EF080 : db $02 : dw $0001 ; Room $0040: Agahnim's Tower (Final Bridge Room) (................)
-dl $7EF160 : db $02 : dw $240F ; Room $00B0: Agahnim's Tower (Circle of Pots) (...d..K......qqq)
-dl $7EF360 : db $02 : dw $0077 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $0077 ; Rupees (actual)
-dl $7E0303 : db $01 : db $02 ; Selected menu item
-dl $7FE0E0 : db $02 : dw $043F ; Room $B0 persistent: Agahnim's Tower (Circle of Pots)
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $02 ; Selected menu item
-dl SA1RAM.HUD+$04C : db $02 : dw $2CB9 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $2CC9 ; Selected menu gfx, row 2
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7FE140 : db $02 : dw $0000 ; Room $E0 persistent: Agahnim's Tower (Entrance Room)
-.after
-
-sram_nmg_aga_agahnim:
-dl $7EF060 : db $02 : dw $840A ; Room $0030: Agahnim's Tower (Maiden Sacrifice Chamber) (.d....K......q.q)
-dl $7EF080 : db $02 : dw $000B ; Room $0040: Agahnim's Tower (Final Bridge Room) (.............q.q)
-dl $7FDFE0 : db $02 : dw $0001 ; Room $30 persistent: Agahnim's Tower (Maiden Sacrifice Chamber)
-dl $7E02A2 : db $01 : db $00 ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7FE120 : db $02 : dw $0000 ; Room $D0 persistent: Agahnim's Tower (Dark Maze)
-.after
-
-sram_nmg_pod_pyramid:
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF3C7 : db $01 : db $06 ; Map Phase
-dl $7EF3EB : db $02 : dw $0000 ; Deaths
-dl $7EF040 : db $02 : dw $0802 ; Room $0020: Agahnim's Tower (Agahnim[Boss]) (.....k.........q)
-dl $7EF3C5 : db $01 : db $03 ; Game Phase 1
-dl $7EF282 : db $01 : db $20 ; Overworld $02: Unknown (...?....)
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7FDFE0 : db $01 : db $00 ; Overworld $30 persistent: Desert of Mystery
-dl $7FE0E0 : db $01 : db $00 ; Overworld $B0 persistent: UNKNOWN
-dl $7FE100 : db $01 : db $00 ; Overworld $C0 persistent: UNKNOWN
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_nmg_pod_pod_overworld:
-dl $7FE00C : db $01 : db $DB ; Overworld $46 persistent: UNKNOWN
-dl $7FE038 : db $01 : db $42 ; Overworld $5C persistent: UNKNOWN
-dl $7FE110 : db $01 : db $7A ; Overworld $C8 persistent: UNKNOWN
-dl $7FE160 : db $01 : db $42 ; Overworld $F0 persistent: UNKNOWN
-dl $7FE124 : db $01 : db $AD ; Overworld $D2 persistent: UNKNOWN
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_nmg_pod_entrance:
-dl $7EF360 : db $02 : dw $0009 ; Rupees (goal)
-dl $7EF2DE : db $01 : db $20 ; Overworld $5E: Unknown (...?....)
-dl $7EF362 : db $02 : dw $0009 ; Rupees (actual)
-dl $7FE00C : db $01 : db $00 ; Overworld $46 persistent: UNKNOWN
-dl $7FE038 : db $01 : db $00 ; Overworld $5C persistent: UNKNOWN
-dl $7FE110 : db $01 : db $00 ; Overworld $C8 persistent: UNKNOWN
-dl $7FE160 : db $01 : db $00 ; Overworld $F0 persistent: UNKNOWN
-dl $7FDFCD : db $01 : db $23 ; Overworld $26 persistent: UNKNOWN
-dl $7FE124 : db $01 : db $00 ; Overworld $D2 persistent: UNKNOWN
-.after
-
-sram_nmg_pod_main_hub_small_key:
-dl $7E0542 : db $02 : dw $0520 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0B20 ; Object tilemap state
-dl $7E054A : db $02 : dw $0844 ; Object tilemap state
-dl $7E054E : db $02 : dw $056E ; Object tilemap state
-dl $7E0552 : db $02 : dw $0B6E ; Object tilemap state
-dl $7EF343 : db $01 : db $03 ; Bombs
-dl SA1RAM.HUD+$04A : db $02 : dw $2C62 ; Selected menu gfx, row 1
-dl $7EF36F : db $02 : dw $0000 ; Keys
-dl SA1RAM.HUD+$08A : db $02 : dw $2C72 ; Selected menu gfx, row 2
-dl $7EF094 : db $02 : dw $200F ; Room $004A: Palace of Darkness (Entrance Room) (...d.........qqq)
-dl $7EF012 : db $02 : dw $0018 ; Room $0009: Palace of Darkness (............qq..)
-dl $7EF382 : db $01 : db $01 ; Key for dungeon $06
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7FDFCD : db $01 : db $00 ; Room $26 persistent: Swamp Palace (Statue Room)
-dl $7E0540 : db $02 : dw $050E ; Object tilemap state
-dl $7E0544 : db $02 : dw $0B0E ; Object tilemap state
-dl $7E0548 : db $02 : dw $0838 ; Object tilemap state
-dl $7E054C : db $02 : dw $055C ; Object tilemap state
-dl $7E0550 : db $02 : dw $0B5C ; Object tilemap state
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-dl SA1RAM.HUD+$04C : db $02 : dw $2C63 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $2C73 ; Selected menu gfx, row 2
-dl $7E010E : db $01 : db $26 ; Dungeon entrance index
-.after
-
-sram_nmg_pod_main_hub_bk:
-dl $7E0B35 : db $01 : db $00 ; Arc variable
-dl $7EF343 : db $01 : db $04 ; Bombs
-dl $7EF36F : db $01 : db $01 ; Keys
-dl $7EF014 : db $02 : dw $001F ; Room $000A: Palace of Darkness (Stalfos Trap Room) (............qqqq)
-dl $7EF074 : db $02 : dw $800F ; Room $003A: Palace of Darkness (Bombable Floor Room) (.d...........qqq)
-dl $7E0B33 : db $01 : db $00 ; Arc variable
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7E0B0C : db $01 : db $D0 ; Arc variable
-dl $7E0B34 : db $01 : db $00 ; Arc variable
-.after
-
-sram_nmg_pod_main_hub_hammeryump:
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF014 : db $02 : dw $801F ; Room $000A: Palace of Darkness (Stalfos Trap Room) (.d..........qqqq)
-dl $7EF074 : db $02 : dw $801F ; Room $003A: Palace of Darkness (Bombable Floor Room) (.d..........qqqq)
-dl $7EF366 : db $02 : dw $7220 ; BigKey1
-dl $7EF382 : db $01 : db $00 ; Key for dungeon $06
-dl $7E029F : db $01 : db $00 ; Arc variable
-.after
-
-sram_nmg_pod_hammeryump:
-dl $7E0542 : db $02 : dw $1350 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF054 : db $02 : dw $402F ; Room $002A: Palace of Darkness (Big Hub Room) (..d........c.qqq)
-dl $7E0540 : db $02 : dw $0C50 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1328 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-.after
-
-sram_nmg_pod_before_sexy_statue:
-dl $7E0542 : db $02 : dw $0B20 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0C20 ; Object tilemap state
-dl $7EF34B : db $01 : db $01 ; Hammer
-dl $7EF36F : db $01 : db $01 ; Keys
-dl $7EF034 : db $02 : dw $301A ; Room $001A: Palace of Darkness (Big Chest Room) (...db.......qq.q)
-dl $7EF36D : db $01 : db $28 ; Health (actual)
-dl $7EF032 : db $02 : dw $802F ; Room $0019: Palace of Darkness (Dark Maze) (.d.........c.qqq)
-dl $7EF382 : db $01 : db $01 ; Key for dungeon $06
-dl $7E0540 : db $02 : dw $0B1C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0C1C ; Object tilemap state
-dl $7E0548 : db $02 : dw $4E64 ; Object tilemap state
-dl $7E0FCD : db $01 : db $01 ; Prize pack index
-dl $7E0B37 : db $01 : db $01 ; Arc variable
-dl $7E0B3F : db $01 : db $01 ; Arc variable
-.after
-
-sram_nmg_pod_sexy_statue_room:
-dl $7E0542 : db $02 : dw $1350 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl SA1RAM.HUD+$04A : db $02 : dw $28BA ; Selected menu gfx, row 1
-dl $7EF377 : db $01 : db $06 ; Arrows
-dl SA1RAM.HUD+$08A : db $02 : dw $2849 ; Selected menu gfx, row 2
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7E0540 : db $02 : dw $0C50 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1328 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-dl SA1RAM.HUD+$04C : db $02 : dw $284A ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $28CB ; Selected menu gfx, row 2
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_nmg_pod_mimics:
-dl $7E0542 : db $02 : dw $0610 ; Object tilemap state
-dl $7E0546 : db $02 : dw $052C ; Object tilemap state
-dl $7E054A : db $02 : dw $072C ; Object tilemap state
-dl $7E054E : db $02 : dw $1692 ; Object tilemap state
-dl $7E0552 : db $02 : dw $16AA ; Object tilemap state
-dl $7E0556 : db $02 : dw $151E ; Object tilemap state
-dl $7E0642 : db $01 : db $01 ; Room puzzle state (?)
-dl $7EF343 : db $01 : db $06 ; Bombs
-dl $7EF36D : db $01 : db $30 ; Health (actual)
-dl $7EF056 : db $02 : dw $000A ; Room $002B: Palace of Darkness (Map Chest / Fairy Room) (.............q.q)
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $0510 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0710 ; Object tilemap state
-dl $7E0548 : db $02 : dw $062C ; Object tilemap state
-dl $7E054C : db $02 : dw $1592 ; Object tilemap state
-dl $7E0550 : db $02 : dw $15AA ; Object tilemap state
-dl $7E0554 : db $02 : dw $151A ; Object tilemap state
-dl $7E0558 : db $02 : dw $1522 ; Object tilemap state
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_nmg_pod_statue:
-dl $7E0542 : db $02 : dw $1728 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0642 : db $01 : db $00 ; Room puzzle state (?)
-dl $7EF377 : db $01 : db $07 ; Arrows
-dl $7EF036 : db $02 : dw $0002 ; Room $001B: Palace of Darkness (Mimics / Moving Wall Room) (...............q)
-dl $7E0540 : db $02 : dw $1714 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7FDFB6 : db $02 : dw $0038 ; Room $1B persistent: Palace of Darkness (Mimics / Moving Wall Room)
-dl $7E0FCB : db $01 : db $02 ; Prize pack index
-.after
-
-sram_nmg_pod_basement:
-dl SA1RAM.HUD+$04A : db $02 : dw $20B6 ; Selected menu gfx, row 1
-dl $7EF377 : db $01 : db $06 ; Arrows
-dl SA1RAM.HUD+$08A : db $02 : dw $20C6 ; Selected menu gfx, row 2
-dl $7EF036 : db $02 : dw $008E ; Room $001B: Palace of Darkness (Mimics / Moving Wall Room) (.........c...qqq)
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7E0468 : db $01 : db $01 ; Trap door state
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-dl SA1RAM.HUD+$04C : db $02 : dw $20B7 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $20C7 ; Selected menu gfx, row 2
-dl $7EC172 : db $01 : db $00 ; Crystal switch state
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_nmg_pod_turtle_room:
-dl $7E0542 : db $02 : dw $0966 ; Object tilemap state
-dl $7E0546 : db $02 : dw $03CA ; Object tilemap state
-dl $7E054A : db $02 : dw $076A ; Object tilemap state
-dl $7E054E : db $02 : dw $095E ; Object tilemap state
-dl $7E0552 : db $02 : dw $085E ; Object tilemap state
-dl $7E0556 : db $02 : dw $1814 ; Object tilemap state
-dl $7E055A : db $02 : dw $1854 ; Object tilemap state
-dl $7EF36F : db $02 : dw $0000 ; Keys
-dl $7EF016 : db $02 : dw $200C ; Room $000B: Palace of Darkness (Turtle Room) (...d.........qq.)
-dl $7E0540 : db $02 : dw $0962 ; Object tilemap state
-dl $7E0544 : db $02 : dw $096A ; Object tilemap state
-dl $7E0548 : db $02 : dw $0CCA ; Object tilemap state
-dl $7E054C : db $02 : dw $086A ; Object tilemap state
-dl $7E0550 : db $02 : dw $075E ; Object tilemap state
-dl $7E0554 : db $02 : dw $5760 ; Object tilemap state
-dl $7E0558 : db $02 : dw $1828 ; Object tilemap state
-dl $7E055C : db $02 : dw $1864 ; Object tilemap state
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-.after
-
-sram_nmg_pod_helma:
-dl $7E0542 : db $02 : dw $03F2 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl $7E0FC8 : db $01 : db $01 ; Prize pack index
-dl $7EF0D4 : db $02 : dw $8005 ; Room $006A: Palace of Darkness (Rupee Room) (.d............q.)
-dl $7EF016 : db $02 : dw $200F ; Room $000B: Palace of Darkness (Turtle Room) (...d.........qqq)
-dl $7FE054 : db $02 : dw $0010 ; Room $6A persistent: Palace of Darkness (Rupee Room)
-dl $7E0540 : db $02 : dw $03CA ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055C : db $02 : dw $0000 ; Object tilemap state
-dl $7FDF96 : db $02 : dw $03F0 ; Room $B persistent: Palace of Darkness (Turtle Room)
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_nmg_thieves_outside_pod:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0ABD : db $01 : db $00 ; Palette swap
-dl $7E0B31 : db $01 : db $38 ; Arc variable
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF3C7 : db $01 : db $07 ; Map Phase
-dl $7EF3EF : db $02 : dw $0000 ; Deaths
-dl $7EF0B4 : db $02 : dw $0801 ; Room $005A: Palace of Darkness (Helmasaur King[Boss]) (.....k..........)
-dl $7E0B32 : db $01 : db $00 ; Arc variable
-dl $7EF36C : db $01 : db $38 ; Health (goal)
-dl $7EF36D : db $01 : db $38 ; Health (actual)
-dl $7EF37A : db $01 : db $02 ; Crystals
-dl $7EF382 : db $01 : db $00 ; Key for dungeon $06
-dl $7FE054 : db $01 : db $00 ; Overworld $6A persistent: Haunted Grove
-dl $7FDFCD : db $01 : db $23 ; Overworld $26 persistent: UNKNOWN
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E02A1 : db $01 : db $17 ; Arc variable
-dl $7E0B33 : db $01 : db $0F ; Arc variable
-dl $7FDF96 : db $01 : db $00 ; Overworld $B persistent: UNKNOWN
-dl $7FDFB6 : db $01 : db $00 ; Overworld $1B persistent: Hyrule Castle
-dl $7E0B08 : db $01 : db $08 ; Arc variable
-dl $7E0B0C : db $01 : db $8E ; Arc variable
-dl $7E0B30 : db $01 : db $0E ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_nmg_thieves_ow_hammerdash:
-dl $7FE00C : db $01 : db $DB ; Overworld $46 persistent: UNKNOWN
-dl $7FE038 : db $01 : db $42 ; Overworld $5C persistent: UNKNOWN
-dl $7FE110 : db $01 : db $7A ; Overworld $C8 persistent: UNKNOWN
-dl $7FE160 : db $01 : db $42 ; Overworld $F0 persistent: UNKNOWN
-dl $7FDFCD : db $01 : db $00 ; Overworld $26 persistent: UNKNOWN
-dl $7FE124 : db $01 : db $AD ; Overworld $D2 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $0004 ; Crystal switch state
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_nmg_thieves_grove:
-dl $7FE13B : db $01 : db $26 ; Overworld $DD persistent: UNKNOWN
-dl $7FE163 : db $01 : db $42 ; Overworld $F1 persistent: UNKNOWN
-dl $7FE00C : db $01 : db $00 ; Overworld $46 persistent: UNKNOWN
-dl $7FE038 : db $01 : db $00 ; Overworld $5C persistent: UNKNOWN
-dl $7FE110 : db $01 : db $00 ; Overworld $C8 persistent: UNKNOWN
-dl $7FE150 : db $01 : db $42 ; Overworld $E8 persistent: UNKNOWN
-dl $7FE160 : db $01 : db $00 ; Overworld $F0 persistent: UNKNOWN
-dl $7FE124 : db $01 : db $00 ; Overworld $D2 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $0020 ; Crystal switch state
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_nmg_thieves_usain_bolt:
-dl SA1RAM.HUD+$04A : db $02 : dw $2CD4 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08A : db $02 : dw $2CE4 ; Selected menu gfx, row 2
-dl $7EF34C : db $01 : db $02 ; Flute
-dl $7E1ABF : db $01 : db $9D ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $04 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $9C ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $0A ; Warp Vortex Coordinate
-dl $7EF3CA : db $01 : db $00 ; LW/DW
-dl $7FE13B : db $01 : db $00 ; Overworld $DD persistent: UNKNOWN
-dl $7FE163 : db $01 : db $00 ; Overworld $F1 persistent: UNKNOWN
-dl $7E0303 : db $01 : db $08 ; Selected menu item
-dl $7FE07C : db $01 : db $A0 ; Overworld $7E persistent: UNKNOWN
-dl $7FE150 : db $01 : db $00 ; Overworld $E8 persistent: UNKNOWN
-dl $7FE019 : db $01 : db $1E ; Overworld $4C persistent: UNKNOWN
-dl $7FE06D : db $01 : db $A1 ; Overworld $76 persistent: UNKNOWN
-dl $7FE161 : db $01 : db $A1 ; Overworld $F0 persistent: UNKNOWN
-dl $7E0202 : db $01 : db $0D ; Selected menu item
-dl SA1RAM.HUD+$04C : db $02 : dw $2CD5 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $2CE5 ; Selected menu gfx, row 2
-dl $7FE04E : db $01 : db $9F ; Overworld $67 persistent: UNKNOWN
-dl $7FE06E : db $01 : db $2F ; Overworld $77 persistent: Black Ice Cave
-dl $7EC172 : db $02 : dw $0900 ; Crystal switch state
-.after
-
-sram_nmg_thieves_after_activating_flute:
-dl $7EF298 : db $01 : db $20 ; Overworld $18: Unknown (...?....)
-dl $7EF34C : db $01 : db $03 ; Flute
-dl $7FE07C : db $01 : db $00 ; Overworld $7E persistent: UNKNOWN
-dl $7FE019 : db $01 : db $00 ; Overworld $4C persistent: UNKNOWN
-dl $7FE06D : db $01 : db $00 ; Overworld $76 persistent: UNKNOWN
-dl $7FE161 : db $01 : db $00 ; Overworld $F0 persistent: UNKNOWN
-dl $7E02A1 : db $01 : db $23 ; Arc variable
-dl $7FE04E : db $01 : db $00 ; Overworld $67 persistent: UNKNOWN
-dl $7FE06E : db $01 : db $00 ; Overworld $77 persistent: Black Ice Cave
-dl $7FE102 : db $01 : db $42 ; Overworld $C1 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $0920 ; Crystal switch state
-dl $7E02A2 : db $01 : db $FD ; Arc variable
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7FE128 : db $01 : db $DC ; Overworld $D4 persistent: UNKNOWN
-.after
-
-sram_nmg_thieves_darkworld:
-dl SA1RAM.HUD+$04A : db $02 : dw $20B6 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08A : db $02 : dw $20C6 ; Selected menu gfx, row 2
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7FE068 : db $01 : db $26 ; Overworld $74 persistent: Dark Swamp North
-dl $7FE045 : db $01 : db $13 ; Overworld $62 persistent: Locked Chest House
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-dl SA1RAM.HUD+$04C : db $02 : dw $20B7 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $20C7 ; Selected menu gfx, row 2
-dl $7FE102 : db $01 : db $00 ; Overworld $C1 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $001E ; Crystal switch state
-dl $7FE128 : db $01 : db $00 ; Overworld $D4 persistent: UNKNOWN
-dl $7FE136 : db $01 : db $1A ; Overworld $DB persistent: UNKNOWN
-.after
-
-sram_nmg_thieves_entrance:
-dl $7EF2D8 : db $01 : db $20 ; Overworld $58: Unknown (...?....)
-dl $7EF360 : db $02 : dw $000A ; Rupees (goal)
-dl $7EF362 : db $02 : dw $000A ; Rupees (actual)
-dl $7FE068 : db $01 : db $00 ; Overworld $74 persistent: Dark Swamp North
-dl $7FE045 : db $01 : db $00 ; Overworld $62 persistent: Locked Chest House
-dl $7FE0E3 : db $01 : db $13 ; Overworld $B1 persistent: UNKNOWN
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7FE136 : db $01 : db $00 ; Overworld $DB persistent: UNKNOWN
-dl $7FE148 : db $01 : db $26 ; Overworld $E4 persistent: UNKNOWN
-.after
-
-sram_nmg_thieves_after_big_key:
-dl $7E0542 : db $02 : dw $0470 ; Object tilemap state
-dl $7E0546 : db $02 : dw $333E ; Object tilemap state
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7EF198 : db $02 : dw $000F ; Room $00CC: Thieves Town (North East Entrance Room) (.............qqq)
-dl $7EF1B8 : db $02 : dw $000F ; Room $00DC: Thieves Town (South East Entrance Room) (.............qqq)
-dl $7EF196 : db $02 : dw $000F ; Room $00CB: Thieves Town (North West Entrance Room) (.............qqq)
-dl $7EF1B6 : db $02 : dw $002F ; Room $00DB: Thieves Town (Main (South West) Entrance Room) (...........c.qqq)
-dl $7EF366 : db $02 : dw $7230 ; BigKey1
-dl $7E0540 : db $02 : dw $040C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1058 ; Object tilemap state
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7FE0E3 : db $01 : db $00 ; Room $B1 persistent: Misery Mire (Hourglass Room)
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E010E : db $01 : db $34 ; Dungeon entrance index
-dl $7FE148 : db $01 : db $00 ; Room $E4 persistent: Cave (Lost Old Man Final Cave)
-.after
-
-sram_nmg_thieves_blind_hallway:
-dl $7E0542 : db $02 : dw $0424 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1C70 ; Object tilemap state
-dl $7EF198 : db $02 : dw $800F ; Room $00CC: Thieves Town (North East Entrance Room) (.d...........qqq)
-dl $7E0540 : db $02 : dw $0470 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C24 ; Object tilemap state
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7FE138 : db $02 : dw $0080 ; Room $DC persistent: Thieves Town (South East Entrance Room)
-.after
-
-sram_nmg_thieves_conveyor_gibos:
-dl $7E0542 : db $02 : dw $03B2 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0CB2 ; Object tilemap state
-dl $7E054A : db $02 : dw $1430 ; Object tilemap state
-dl $7E054E : db $02 : dw $1C30 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1520 ; Object tilemap state
-dl $7E0556 : db $02 : dw $1B20 ; Object tilemap state
-dl $7E055A : db $02 : dw $0466 ; Object tilemap state
-dl $7EF178 : db $02 : dw $C407 ; Room $00BC: Thieves Town (Conveyor Toilet) (.dd...K.......qq)
-dl $7FE0F8 : db $02 : dw $0340 ; Room $BC persistent: Thieves Town (Conveyor Toilet)
-dl $7E0540 : db $02 : dw $038A ; Object tilemap state
-dl $7E0544 : db $02 : dw $0C8A ; Object tilemap state
-dl $7E0548 : db $02 : dw $140C ; Object tilemap state
-dl $7E054C : db $02 : dw $1C0C ; Object tilemap state
-dl $7E0550 : db $02 : dw $151C ; Object tilemap state
-dl $7E0554 : db $02 : dw $1B1C ; Object tilemap state
-dl $7E0558 : db $02 : dw $0456 ; Object tilemap state
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_nmg_thieves_hellway:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl $7E0ABD : db $01 : db $01 ; Palette swap
-dl SA1RAM.HUD+$04A : db $02 : dw $2CB2 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08A : db $02 : dw $2CC2 ; Selected menu gfx, row 2
-dl $7EF176 : db $02 : dw $0001 ; Room $00BB: Thieves Town (Hellway) (................)
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-dl SA1RAM.HUD+$04C : db $02 : dw $2CB3 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $6CC2 ; Selected menu gfx, row 2
-.after
-
-sram_nmg_thieves_bombable_floor:
-dl $7E0542 : db $02 : dw $1560 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1660 ; Object tilemap state
-dl $7E054A : db $02 : dw $1C68 ; Object tilemap state
-dl $7E0ABD : db $01 : db $00 ; Palette swap
-dl $7EF0C8 : db $02 : dw $0003 ; Room $0064: Thieves Town (West Attic Room) (...............q)
-dl $7EF0CA : db $02 : dw $0002 ; Room $0065: Thieves Town (East Attic Room) (...............q)
-dl $7EF156 : db $02 : dw $8402 ; Room $00AB: Thieves Town (Moving Spikes / Key Pot Room) (.d....K........q)
-dl $7EF176 : db $02 : dw $000B ; Room $00BB: Thieves Town (Hellway) (.............q.q)
-dl $7FE0F8 : db $02 : dw $0000 ; Room $BC persistent: Thieves Town (Conveyor Toilet)
-dl $7E0540 : db $02 : dw $155C ; Object tilemap state
-dl $7E0544 : db $02 : dw $165C ; Object tilemap state
-dl $7E0548 : db $02 : dw $1C64 ; Object tilemap state
-dl $7E0B33 : db $01 : db $00 ; Arc variable
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7E0B3F : db $01 : db $00 ; Arc variable
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E0B0C : db $01 : db $B0 ; Arc variable
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7FE138 : db $02 : dw $0000 ; Room $DC persistent: Thieves Town (South East Entrance Room)
-.after
-
-sram_nmg_thieves_backtracking_1:
-dl $7E0542 : db $02 : dw $1610 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1C24 ; Object tilemap state
-dl $7E054A : db $02 : dw $1C2C ; Object tilemap state
-dl $7EF343 : db $01 : db $05 ; Bombs
-dl $7EF0CA : db $02 : dw $0103 ; Room $0065: Thieves Town (East Attic Room) (........c......q)
-dl $7E029F : db $01 : db $01 ; Arc variable
-dl $7E0540 : db $02 : dw $160C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1614 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1C28 ; Object tilemap state
-dl $7E054C : db $02 : dw $1C30 ; Object tilemap state
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_nmg_thieves_basement:
-dl $7E0542 : db $02 : dw $03B2 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0CB2 ; Object tilemap state
-dl $7E054A : db $02 : dw $1430 ; Object tilemap state
-dl $7E054E : db $02 : dw $1C30 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1520 ; Object tilemap state
-dl $7E0556 : db $02 : dw $1B20 ; Object tilemap state
-dl $7E055A : db $02 : dw $0466 ; Object tilemap state
-dl $7EF178 : db $02 : dw $C40F ; Room $00BC: Thieves Town (Conveyor Toilet) (.dd...K......qqq)
-dl $7EF176 : db $02 : dw $000F ; Room $00BB: Thieves Town (Hellway) (.............qqq)
-dl $7E0540 : db $02 : dw $038A ; Object tilemap state
-dl $7E0544 : db $02 : dw $0C8A ; Object tilemap state
-dl $7E0548 : db $02 : dw $140C ; Object tilemap state
-dl $7E054C : db $02 : dw $1C0C ; Object tilemap state
-dl $7E0550 : db $02 : dw $151C ; Object tilemap state
-dl $7E0554 : db $02 : dw $1B1C ; Object tilemap state
-dl $7E0558 : db $02 : dw $0456 ; Object tilemap state
-.after
-
-sram_nmg_thieves_prison:
-dl $7E0542 : db $02 : dw $07A0 ; Object tilemap state
-dl $7E0546 : db $02 : dw $08A0 ; Object tilemap state
-dl $7E054A : db $02 : dw $0C30 ; Object tilemap state
-dl $7E054E : db $02 : dw $0B6C ; Object tilemap state
-dl $7E0552 : db $02 : dw $10EC ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl SA1RAM.HUD+$04A : db $02 : dw $20B6 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08A : db $02 : dw $20C6 ; Selected menu gfx, row 2
-dl $7EF08A : db $02 : dw $000A ; Room $0045: Thieves Town (Jail Cells Room) (.............q.q)
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7E0540 : db $02 : dw $079C ; Object tilemap state
-dl $7E0544 : db $02 : dw $089C ; Object tilemap state
-dl $7E0548 : db $02 : dw $040C ; Object tilemap state
-dl $7E054C : db $02 : dw $0B5C ; Object tilemap state
-dl $7E0550 : db $02 : dw $10DC ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-dl SA1RAM.HUD+$04C : db $02 : dw $20B7 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $20C7 ; Selected menu gfx, row 2
-dl $7FE00A : db $02 : dw $0002 ; Room $45 persistent: Thieves Town (Jail Cells Room)
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_nmg_thieves_after_gloves:
-dl $7E0542 : db $02 : dw $07D0 ; Object tilemap state
-dl $7E0546 : db $02 : dw $08D0 ; Object tilemap state
-dl $7E054A : db $02 : dw $1624 ; Object tilemap state
-dl $7E054E : db $02 : dw $1828 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1A18 ; Object tilemap state
-dl $7E0556 : db $02 : dw $1A20 ; Object tilemap state
-dl $7EF088 : db $02 : dw $4017 ; Room $0044: Thieves Town (Big Chest Room) (..d.........q.qq)
-dl $7EF354 : db $01 : db $02 ; Gloves
-dl $7EF3CC : db $01 : db $06 ; Tagalong
-dl $7EF08A : db $02 : dw $00FF ; Room $0045: Thieves Town (Jail Cells Room) (.........cccqqqq)
-dl $7E0540 : db $02 : dw $07CC ; Object tilemap state
-dl $7E0544 : db $02 : dw $08CC ; Object tilemap state
-dl $7E0548 : db $02 : dw $1618 ; Object tilemap state
-dl $7E054C : db $02 : dw $1728 ; Object tilemap state
-dl $7E0550 : db $02 : dw $1928 ; Object tilemap state
-dl $7E0554 : db $02 : dw $1A1C ; Object tilemap state
-dl $7E0558 : db $02 : dw $1A24 ; Object tilemap state
-dl $7E0B37 : db $01 : db $0E ; Arc variable
-dl $7E0B3F : db $01 : db $01 ; Arc variable
-dl $7FE00A : db $02 : dw $0162 ; Room $45 persistent: Thieves Town (Jail Cells Room)
-.after
-
-sram_nmg_thieves_backtracking_2:
-dl $7E0B37 : db $01 : db $0C ; Arc variable
-.after
-
-sram_nmg_thieves_pot_hammerdash:
-dl $7E0542 : db $02 : dw $07A0 ; Object tilemap state
-dl $7E0546 : db $02 : dw $08A0 ; Object tilemap state
-dl $7E054A : db $02 : dw $0C30 ; Object tilemap state
-dl $7E054E : db $02 : dw $0B6C ; Object tilemap state
-dl $7E0552 : db $02 : dw $10EC ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF377 : db $01 : db $0B ; Arrows
-dl $7FE008 : db $02 : dw $0080 ; Room $44 persistent: Thieves Town (Big Chest Room)
-dl $7E0540 : db $02 : dw $079C ; Object tilemap state
-dl $7E0544 : db $02 : dw $089C ; Object tilemap state
-dl $7E0548 : db $02 : dw $040C ; Object tilemap state
-dl $7E054C : db $02 : dw $0B5C ; Object tilemap state
-dl $7E0550 : db $02 : dw $10DC ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $07 ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_nmg_thieves_blind:
-dl $7E0542 : db $02 : dw $03B2 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0CB2 ; Object tilemap state
-dl $7E054A : db $02 : dw $1430 ; Object tilemap state
-dl $7E054E : db $02 : dw $1C30 ; Object tilemap state
-dl $7E0552 : db $02 : dw $1520 ; Object tilemap state
-dl $7E0556 : db $02 : dw $1B20 ; Object tilemap state
-dl $7E055A : db $02 : dw $0466 ; Object tilemap state
-dl $7FE0F8 : db $02 : dw $0002 ; Room $BC persistent: Thieves Town (Conveyor Toilet)
-dl $7E0540 : db $02 : dw $038A ; Object tilemap state
-dl $7E0544 : db $02 : dw $0C8A ; Object tilemap state
-dl $7E0548 : db $02 : dw $140C ; Object tilemap state
-dl $7E054C : db $02 : dw $1C0C ; Object tilemap state
-dl $7E0550 : db $02 : dw $151C ; Object tilemap state
-dl $7E0554 : db $02 : dw $1B1C ; Object tilemap state
-dl $7E0558 : db $02 : dw $0456 ; Object tilemap state
-.after
-
-sram_nmg_skull_outside_thieves:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF158 : db $02 : dw $0A01 ; Room $00AC: Thieves Town (Blind The Thief[Boss]) (.....k.R........)
-dl $7EF36C : db $01 : db $40 ; Health (goal)
-dl $7EF3CC : db $01 : db $00 ; Tagalong
-dl $7EF36D : db $01 : db $40 ; Health (actual)
-dl $7EF3F9 : db $02 : dw $0000 ; Deaths
-dl $7EF37A : db $01 : db $22 ; Crystals
-dl $7FE008 : db $01 : db $00 ; Overworld $44 persistent: UNKNOWN
-dl $7FE0F8 : db $01 : db $00 ; Overworld $BC persistent: UNKNOWN
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E02A1 : db $01 : db $17 ; Arc variable
-dl $7EF387 : db $01 : db $00 ; Key for dungeon $0B
-dl $7FE00A : db $01 : db $00 ; Overworld $45 persistent: Death Mountain East
-dl $7E02A2 : db $01 : db $00 ; Arc variable
-dl $7FE0E3 : db $01 : db $13 ; Overworld $B1 persistent: UNKNOWN
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7FE148 : db $01 : db $26 ; Overworld $E4 persistent: UNKNOWN
-.after
-
-sram_nmg_skull_cursed_dwarf:
-dl $7EF343 : db $01 : db $04 ; Bombs
-dl SA1RAM.HUD+$04A : db $02 : dw $2CB2 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08A : db $02 : dw $2CC2 ; Selected menu gfx, row 2
-dl $7EF20C : db $02 : dw $F012 ; Room $0106: Unknown (.dddb.......q..q)
-dl $7EF2D8 : db $01 : db $22 ; Overworld $58: Unknown (...?...?)
-dl $7EF360 : db $02 : dw $0136 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $0136 ; Rupees (actual)
-dl $7E029F : db $01 : db $18 ; Arc variable
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7E0540 : db $02 : dw $1B6C ; Object tilemap state
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-dl SA1RAM.HUD+$04C : db $02 : dw $2CB3 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $6CC2 ; Selected menu gfx, row 2
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E010E : db $01 : db $48 ; Dungeon entrance index
-.after
-
-sram_nmg_skull_getting_tempered:
-dl SA1RAM.HUD+$04A : db $02 : dw $2C62 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08A : db $02 : dw $2C72 ; Selected menu gfx, row 2
-dl $7EF3CC : db $01 : db $07 ; Tagalong
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-dl SA1RAM.HUD+$04C : db $02 : dw $2C63 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $2C73 ; Selected menu gfx, row 2
-dl $7EC172 : db $02 : dw $0018 ; Crystal switch state
-.after
-
-sram_nmg_skull_fence_dash:
-dl $7EF360 : db $02 : dw $012C ; Rupees (goal)
-dl $7EF3CC : db $01 : db $00 ; Tagalong
-dl $7E1ABF : db $01 : db $D8 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $78 ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $08 ; Warp Vortex Coordinate
-dl $7EF359 : db $01 : db $03 ; Sword
-dl $7EF3C9 : db $01 : db $20 ; Game Phase 3
-dl $7EF242 : db $02 : dw $0002 ; Room $0121: Unknown (...............q)
-dl $7EF362 : db $02 : dw $012C ; Rupees (actual)
-dl $7FDFDD : db $01 : db $B5 ; Overworld $2E persistent: South of Eastern Palace
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7FE0E3 : db $01 : db $00 ; Overworld $B1 persistent: UNKNOWN
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E010E : db $01 : db $64 ; Dungeon entrance index
-dl $7FE148 : db $01 : db $00 ; Overworld $E4 persistent: UNKNOWN
-.after
-
-sram_nmg_skull_dash_to_sw:
-dl $7EF238 : db $02 : dw $0011 ; Room $011C: Unknown (............q...)
-dl $7EF360 : db $02 : dw $0258 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $0258 ; Rupees (actual)
-dl $7FDFDD : db $01 : db $00 ; Overworld $2E persistent: South of Eastern Palace
-dl $7FE0E3 : db $01 : db $13 ; Overworld $B1 persistent: UNKNOWN
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E010E : db $01 : db $54 ; Dungeon entrance index
-dl $7FE148 : db $01 : db $26 ; Overworld $E4 persistent: UNKNOWN
-.after
-
-sram_nmg_skull_mummy_room:
-dl $7FE0FA : db $01 : db $23 ; Overworld $BD persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $091A ; Crystal switch state
-dl $7FE0E3 : db $01 : db $00 ; Overworld $B1 persistent: UNKNOWN
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7FE148 : db $01 : db $00 ; Overworld $E4 persistent: UNKNOWN
-.after
-
-sram_nmg_skull_bomb_jump:
-dl $7E0542 : db $02 : dw $0420 ; Object tilemap state
-dl $7E0546 : db $02 : dw $161E ; Object tilemap state
-dl $7E054A : db $02 : dw $1B4C ; Object tilemap state
-dl $7E054E : db $02 : dw $175C ; Object tilemap state
-dl $7EF377 : db $01 : db $10 ; Arrows
-dl $7E0FCC : db $01 : db $04 ; Prize pack index
-dl $7EF0AE : db $02 : dw $001A ; Room $0057: Skull Woods (Big Key Room) (............qq.q)
-dl $7EF366 : db $02 : dw $72B0 ; BigKey1
-dl $7E0540 : db $02 : dw $075C ; Object tilemap state
-dl $7E0544 : db $02 : dw $140C ; Object tilemap state
-dl $7E0548 : db $02 : dw $1430 ; Object tilemap state
-dl $7E054C : db $02 : dw $1954 ; Object tilemap state
-dl $7E0550 : db $02 : dw $1764 ; Object tilemap state
-dl $7E0B37 : db $01 : db $FB ; Arc variable
-dl $7E0B3F : db $01 : db $00 ; Arc variable
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E010E : db $01 : db $29 ; Dungeon entrance index
-.after
-
-sram_nmg_skull_key_pot:
-dl $7E0542 : db $02 : dw $140C ; Object tilemap state
-dl $7E0546 : db $02 : dw $0A5C ; Object tilemap state
-dl $7E054A : db $02 : dw $080C ; Object tilemap state
-dl $7E054E : db $02 : dw $0614 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0724 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0918 ; Object tilemap state
-dl $7E055A : db $02 : dw $0924 ; Object tilemap state
-dl $7EF343 : db $01 : db $03 ; Bombs
-dl SA1RAM.HUD+$04A : db $02 : dw $2CB2 ; Selected menu gfx, row 1
-dl $7EF36F : db $01 : db $00 ; Keys
-dl SA1RAM.HUD+$08A : db $02 : dw $2CC2 ; Selected menu gfx, row 2
-dl $7EF0AC : db $02 : dw $0005 ; Room $0056: Skull Woods (Key Pot / Trap Room) (..............q.)
-dl $7EF0B0 : db $02 : dw $0012 ; Room $0058: Skull Woods (Big Chest Room) (............q..q)
-dl $7E0B36 : db $01 : db $D9 ; Arc variable
-dl $7EF345 : db $01 : db $01 ; Fire Rod
-dl $7EF36D : db $01 : db $30 ; Health (actual)
-dl $7E029F : db $01 : db $00 ; Arc variable
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7E0540 : db $02 : dw $1430 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0664 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0A60 ; Object tilemap state
-dl $7E054C : db $02 : dw $0830 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0718 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0628 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0A14 ; Object tilemap state
-dl $7E055C : db $02 : dw $0A28 ; Object tilemap state
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-dl $7E0B37 : db $01 : db $A0 ; Arc variable
-dl SA1RAM.HUD+$04C : db $02 : dw $2CB3 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $6CC2 ; Selected menu gfx, row 2
-dl $7FE0FA : db $01 : db $00 ; Room $BD persistent: Empty Clone Room
-dl $7E002F : db $01 : db $04 ; Link's direction
-; Manual changes:
-dl $7EF343 : db $01 : db $04 ; Bombs
-.after
-
-sram_nmg_skull_skull_entrance:
-dl SA1RAM.HUD+$04A : db $02 : dw $24B0 ; Selected menu gfx, row 1
-dl $7EF36F : db $01 : db $FF ; Keys
-dl SA1RAM.HUD+$08A : db $02 : dw $24C0 ; Selected menu gfx, row 2
-dl $7EF0AC : db $02 : dw $0407 ; Room $0056: Skull Woods (Key Pot / Trap Room) (......K.......qq)
-dl $7EF2C0 : db $01 : db $20 ; Overworld $40: Unknown (...?....)
-dl $7E0B36 : db $01 : db $50 ; Arc variable
-dl $7EF384 : db $01 : db $01 ; Key for dungeon $08
-dl $7EF36E : db $01 : db $70 ; Magic Power
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-dl SA1RAM.HUD+$04C : db $02 : dw $24B1 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $24C1 ; Selected menu gfx, row 2
-dl $7FE0FA : db $01 : db $23 ; Overworld $BD persistent: UNKNOWN
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E010E : db $01 : db $2B ; Dungeon entrance index
-.after
-
-sram_nmg_skull_mummy_hellway:
-dl $7E0542 : db $02 : dw $1490 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1B9C ; Object tilemap state
-dl $7E054A : db $02 : dw $14AC ; Object tilemap state
-dl $7E054E : db $02 : dw $18AC ; Object tilemap state
-dl $7E0552 : db $02 : dw $0F68 ; Object tilemap state
-dl $7E0556 : db $02 : dw $055C ; Object tilemap state
-dl $7E055A : db $02 : dw $0FEE ; Object tilemap state
-dl $7EF36F : db $02 : dw $0000 ; Keys
-dl $7EF092 : db $02 : dw $2002 ; Room $0049: Skull Woods (Gibdo Torch Puzzle Room) (...d...........q)
-dl $7EF0B2 : db $02 : dw $800A ; Room $0059: Skull Woods (Final Section Entrance Room) (.d...........q.q)
-dl $7E0540 : db $02 : dw $1390 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1B90 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1BA0 ; Object tilemap state
-dl $7E054C : db $02 : dw $17AC ; Object tilemap state
-dl $7E0550 : db $02 : dw $1CAC ; Object tilemap state
-dl $7E0554 : db $02 : dw $1068 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0FCE ; Object tilemap state
-dl $7E055C : db $02 : dw $1870 ; Object tilemap state
-dl $7E0B37 : db $01 : db $AF ; Arc variable
-dl $7FE032 : db $02 : dw $0003 ; Room $59 persistent: Skull Woods (Final Section Entrance Room)
-dl $7FE0FA : db $01 : db $00 ; Room $BD persistent: Empty Clone Room
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_nmg_skull_mummy_key:
-dl $7E0556 : db $02 : dw $855C ; Object tilemap state
-dl $7E055A : db $02 : dw $8FEE ; Object tilemap state
-dl $7EF092 : db $02 : dw $A00F ; Room $0049: Skull Woods (Gibdo Torch Puzzle Room) (.d.d.........qqq)
-dl $7EF36E : db $01 : db $30 ; Magic Power
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0558 : db $02 : dw $8FCE ; Object tilemap state
-dl $7E055C : db $02 : dw $9870 ; Object tilemap state
-dl $7E0B37 : db $01 : db $B0 ; Arc variable
-dl $7FE012 : db $02 : dw $0801 ; Room $49 persistent: Skull Woods (Gibdo Torch Puzzle Room)
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_nmg_skull_mothula:
-dl $7E0542 : db $02 : dw $1C30 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1A64 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF072 : db $02 : dw $4402 ; Room $0039: Skull Woods (Gibdo Key / Mothula Hole Room) (..d...K........q)
-dl $7E0468 : db $01 : db $01 ; Trap door state
-dl $7E0540 : db $02 : dw $140C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1664 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $8F ; Arc variable
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7FDFF2 : db $02 : dw $0002 ; Room $39 persistent: Skull Woods (Gibdo Key / Mothula Hole Room)
-.after
-
-sram_nmg_ice_outside_skull:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl SA1RAM.HUD+$04A : db $02 : dw $2C62 ; Selected menu gfx, row 1
-dl $7EF36F : db $01 : db $FF ; Keys
-dl SA1RAM.HUD+$08A : db $02 : dw $2C72 ; Selected menu gfx, row 2
-dl $7EF3F3 : db $02 : dw $0000 ; Deaths
-dl $7EF36C : db $01 : db $48 ; Health (goal)
-dl $7EF384 : db $01 : db $00 ; Key for dungeon $08
-dl $7E1ABF : db $01 : db $98 ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $00 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $CB ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $00 ; Warp Vortex Coordinate
-dl $7EF36D : db $01 : db $48 ; Health (actual)
-dl $7EF052 : db $02 : dw $0801 ; Room $0029: Skull Woods (Mothula[Boss]) (.....k..........)
-dl $7EF072 : db $02 : dw $4403 ; Room $0039: Skull Woods (Gibdo Key / Mothula Hole Room) (..d...K........q)
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7EF37A : db $01 : db $62 ; Crystals
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-dl $7E0B37 : db $01 : db $19 ; Arc variable
-dl SA1RAM.HUD+$04C : db $02 : dw $2C63 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $2C73 ; Selected menu gfx, row 2
-dl $7FE012 : db $01 : db $00 ; Overworld $49 persistent: UNKNOWN
-dl $7FE032 : db $01 : db $00 ; Overworld $59 persistent: UNKNOWN
-dl $7FE0FA : db $01 : db $23 ; Overworld $BD persistent: UNKNOWN
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7FDFF2 : db $01 : db $00 ; Overworld $39 persistent: UNKNOWN
-.after
-
-sram_nmg_ice_bridge_warp:
-dl SA1RAM.HUD+$04A : db $02 : dw $2CD4 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08A : db $02 : dw $2CE4 ; Selected menu gfx, row 2
-dl $7EF3CA : db $01 : db $00 ; LW/DW
-dl $7E0303 : db $01 : db $08 ; Selected menu item
-dl $7E0202 : db $01 : db $0D ; Selected menu item
-dl SA1RAM.HUD+$04C : db $02 : dw $2CD5 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $2CE5 ; Selected menu gfx, row 2
-dl $7FE0FA : db $01 : db $00 ; Overworld $BD persistent: UNKNOWN
-dl $7E02A2 : db $01 : db $D0 ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-; Manual changes:
-dl $7E02A2 : db $01 : db $00 ; Altitude
-.after
-
-sram_nmg_ice_lottery:
-dl $7E0FC8 : db $01 : db $02 ; Prize pack index
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7FE17B : db $01 : db $DB ; Overworld $FD persistent: UNKNOWN
-dl $7FE168 : db $01 : db $D4 ; Overworld $F4 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $0920 ; Crystal switch state
-dl $7FE166 : db $01 : db $12 ; Overworld $F3 persistent: UNKNOWN
-dl $7FE111 : db $01 : db $BB ; Overworld $C8 persistent: UNKNOWN
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_nmg_ice_medallion:
-dl SA1RAM.HUD+$04A : db $02 : dw $2C62 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08A : db $02 : dw $2C72 ; Selected menu gfx, row 2
-dl $7FE17B : db $01 : db $00 ; Overworld $FD persistent: UNKNOWN
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7FDFCC : db $01 : db $56 ; Overworld $26 persistent: UNKNOWN
-dl $7FE168 : db $01 : db $00 ; Overworld $F4 persistent: UNKNOWN
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-dl SA1RAM.HUD+$04C : db $02 : dw $2C63 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $2C73 ; Selected menu gfx, row 2
-dl $7FE06E : db $01 : db $09 ; Overworld $77 persistent: Black Ice Cave
-dl $7FE106 : db $01 : db $09 ; Overworld $C3 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $0280 ; Crystal switch state
-dl $7FE166 : db $01 : db $00 ; Overworld $F3 persistent: UNKNOWN
-dl $7FE111 : db $01 : db $00 ; Overworld $C8 persistent: UNKNOWN
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7FE128 : db $01 : db $09 ; Overworld $D4 persistent: UNKNOWN
-.after
-
-sram_nmg_ice_zoras_domain:
-dl $7E1ABF : db $01 : db $9D ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $0E ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $A6 ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $02 ; Warp Vortex Coordinate
-dl $7EF349 : db $01 : db $01 ; Quake Medallion
-dl $7EF3CA : db $01 : db $00 ; LW/DW
-dl $7FDFCC : db $01 : db $00 ; Overworld $26 persistent: UNKNOWN
-dl $7FE05D : db $01 : db $59 ; Overworld $6E persistent: Outside Hedge Maze
-dl $7FDFA6 : db $01 : db $38 ; Overworld $13 persistent: Sanctuary
-dl $7FE06E : db $01 : db $00 ; Overworld $77 persistent: Black Ice Cave
-dl $7FE106 : db $01 : db $00 ; Overworld $C3 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $091E ; Crystal switch state
-dl $7FE128 : db $01 : db $00 ; Overworld $D4 persistent: UNKNOWN
-.after
-
-sram_nmg_ice_tiny_warp:
-dl $7EF360 : db $02 : dw $0064 ; Rupees (goal)
-dl $7EF379 : db $01 : db $FE ; Ability Flags
-dl $7EF356 : db $01 : db $01 ; Flippers
-dl $7EF362 : db $02 : dw $0064 ; Rupees (actual)
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_nmg_ice_ice_entrance:
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7FDFF9 : db $01 : db $42 ; Overworld $3C persistent: Great Swamp SE
-dl $7FE05D : db $01 : db $00 ; Overworld $6E persistent: Outside Hedge Maze
-dl $7FDFA6 : db $01 : db $00 ; Overworld $13 persistent: Sanctuary
-dl $7FDFDA : db $01 : db $D4 ; Overworld $2D persistent: Bridge to Hyrule Castle
-dl $7FE01B : db $01 : db $42 ; Overworld $4D persistent: UNKNOWN
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_nmg_ice_ice2:
-dl SA1RAM.HUD+$04A : db $02 : dw $24B0 ; Selected menu gfx, row 1
-dl $7EF36F : db $01 : db $00 ; Keys
-dl SA1RAM.HUD+$08A : db $02 : dw $24C0 ; Selected menu gfx, row 2
-dl $7EF01C : db $02 : dw $0001 ; Room $000E: Ice Palace (Entrance Room) (................)
-dl $7EF36E : db $01 : db $70 ; Magic Power
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7FDF9C : db $02 : dw $0001 ; Room $E persistent: Ice Palace (Entrance Room)
-dl $7FDFF9 : db $01 : db $00 ; Room $3C persistent: Cave
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-dl $7E0CBD : db $01 : db $01 ; Sprite drop
-dl SA1RAM.HUD+$04C : db $02 : dw $24B1 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $24C1 ; Selected menu gfx, row 2
-dl $7FDFDA : db $01 : db $00 ; Room $2D persistent: Empty Clone Room
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7FE01B : db $01 : db $00 ; Room $4D persistent: Ganon's Tower (Moldorm Room)
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7E010E : db $01 : db $2D ; Dungeon entrance index
-.after
-
-sram_nmg_ice_penguin_switch_room:
-dl $7E0542 : db $02 : dw $0760 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0860 ; Object tilemap state
-dl $7E054A : db $02 : dw $575E ; Object tilemap state
-dl $7E0FCC : db $01 : db $05 ; Prize pack index
-dl $7EF01C : db $02 : dw $8403 ; Room $000E: Ice Palace (Entrance Room) (.d....K........q)
-dl $7EF03C : db $02 : dw $0003 ; Room $001E: Ice Palace (Bomb Floor / Bari Room) (...............q)
-dl $7EF05C : db $02 : dw $0004 ; Room $002E: Ice Palace (Compass Room) (..............q.)
-dl $7EF36E : db $01 : db $60 ; Magic Power
-dl $7FDF9C : db $02 : dw $000B ; Room $E persistent: Ice Palace (Entrance Room)
-dl $7E0540 : db $02 : dw $075C ; Object tilemap state
-dl $7E0544 : db $02 : dw $085C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0954 ; Object tilemap state
-dl $7E0CBD : db $01 : db $00 ; Sprite drop
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_nmg_ice_bombable_floor:
-dl $7E054A : db $02 : dw $585A ; Object tilemap state
-dl $7EF03E : db $02 : dw $0002 ; Room $001F: Ice Palace (Pengator / Big Key Room) (...............q)
-dl $7E0FC9 : db $01 : db $02 ; Prize pack index
-dl $7FDFBE : db $02 : dw $0071 ; Room $1F persistent: Ice Palace (Pengator / Big Key Room)
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_nmg_ice_conveyor_room:
-dl $7E0542 : db $02 : dw $0664 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0A5C ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF343 : db $01 : db $01 ; Bombs
-dl SA1RAM.HUD+$04A : db $02 : dw $2CB2 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08A : db $02 : dw $2CC2 ; Selected menu gfx, row 2
-dl $7EF03C : db $02 : dw $0007 ; Room $001E: Ice Palace (Bomb Floor / Bari Room) (..............qq)
-dl $7EF07C : db $02 : dw $0004 ; Room $003E: Ice Palace (Stalfos Knights / Conveyor Hellway) (..............q.)
-dl $7E0FCA : db $01 : db $02 ; Prize pack index
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7FDF9C : db $02 : dw $0000 ; Room $E persistent: Ice Palace (Entrance Room)
-dl $7FDFFC : db $02 : dw $0006 ; Room $3E persistent: Ice Palace (Stalfos Knights / Conveyor Hellway)
-dl $7E0540 : db $02 : dw $0660 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0A58 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl SA1RAM.HUD+$04C : db $02 : dw $2CB3 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $6CC2 ; Selected menu gfx, row 2
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E0CC2 : db $01 : db $01 ; Sprite drop
-; Manual changes:
-dl $7EF343 : db $01 : db $02 ; Bombs
-.after
-
-sram_nmg_ice_ipbj:
-dl $7EF07C : db $02 : dw $4407 ; Room $003E: Ice Palace (Stalfos Knights / Conveyor Hellway) (..d...K.......qq)
-dl $7EF36D : db $01 : db $40 ; Health (actual)
-dl $7FDFFC : db $02 : dw $0306 ; Room $3E persistent: Ice Palace (Stalfos Knights / Conveyor Hellway)
-dl $7E0468 : db $01 : db $01 ; Trap door state
-dl $7E0B37 : db $01 : db $59 ; Arc variable
-dl $7E0CC2 : db $01 : db $00 ; Sprite drop
-.after
-
-sram_nmg_ice_penguin_room:
-dl $7E0542 : db $02 : dw $0B8C ; Object tilemap state
-dl $7E0546 : db $02 : dw $0A30 ; Object tilemap state
-dl $7EF343 : db $01 : db $00 ; Bombs
-dl SA1RAM.HUD+$04A : db $02 : dw $20B6 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08A : db $02 : dw $20C6 ; Selected menu gfx, row 2
-dl $7EF09C : db $02 : dw $400C ; Room $004E: Ice Palace (Bomb-Jump Room) (..d..........qq.)
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7E0540 : db $02 : dw $078C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0C1C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0C70 ; Object tilemap state
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-dl $7E0B37 : db $01 : db $4F ; Arc variable
-dl SA1RAM.HUD+$04C : db $02 : dw $20B7 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $20C7 ; Selected menu gfx, row 2
-dl $7E002F : db $01 : db $00 ; Link's direction
-; Manual changes:
-dl $7EF343 : db $01 : db $01 ; Bombs
-.after
-
-sram_nmg_ice_lonely_firebar:
-dl $7E0542 : db $02 : dw $0460 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0870 ; Object tilemap state
-dl $7EF0BC : db $02 : dw $0001 ; Room $005E: Ice Palace (Lonely Firebar) (................)
-dl $7EF0DC : db $02 : dw $0004 ; Room $006E: Ice Palace (Pengators Room) (..............q.)
-dl $7EF36D : db $01 : db $38 ; Health (actual)
-dl $7FE05C : db $02 : dw $001F ; Room $6E persistent: Ice Palace (Pengators Room)
-dl $7E0540 : db $02 : dw $045C ; Object tilemap state
-dl $7E0544 : db $02 : dw $084C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0FC9 : db $01 : db $06 ; Prize pack index
-dl $7E0B37 : db $01 : db $A0 ; Arc variable
-dl $7FDFBE : db $02 : dw $0000 ; Room $1F persistent: Ice Palace (Pengator / Big Key Room)
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_nmg_ice_last_two_screens:
-dl $7E0542 : db $02 : dw $1858 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1CA4 ; Object tilemap state
-dl $7EF0BC : db $02 : dw $0003 ; Room $005E: Ice Palace (Lonely Firebar) (...............q)
-dl $7EF0FC : db $02 : dw $0002 ; Room $007E: Ice Palace (Hidden Chest / Bombable Floor Room) (...............q)
-dl $7EF13C : db $02 : dw $0003 ; Room $009E: Ice Palace (Big Chest Room) (...............q)
-dl $7FDFFC : db $02 : dw $0000 ; Room $3E persistent: Ice Palace (Stalfos Knights / Conveyor Hellway)
-dl $7E0540 : db $02 : dw $13A4 ; Object tilemap state
-dl $7E0544 : db $02 : dw $179C ; Object tilemap state
-dl $7E0548 : db $02 : dw $5764 ; Object tilemap state
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_nmg_ice_kholdstare:
-dl $7E0542 : db $02 : dw $0850 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0BD0 ; Object tilemap state
-dl $7E054A : db $02 : dw $0CD0 ; Object tilemap state
-dl $7E054E : db $02 : dw $0AD0 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0C70 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0AF0 ; Object tilemap state
-dl $7E055A : db $02 : dw $0870 ; Object tilemap state
-dl $7E055E : db $02 : dw $0970 ; Object tilemap state
-dl $7EF17C : db $02 : dw $0001 ; Room $00BE: Ice Palace (Block Puzzle Room) (................)
-dl $7EF19C : db $02 : dw $0004 ; Room $00CE: Ice Palace (Hole to Kholdstare Room) (..............q.)
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7FE05C : db $02 : dw $0000 ; Room $6E persistent: Ice Palace (Pengators Room)
-dl $7E0540 : db $02 : dw $084C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0BCC ; Object tilemap state
-dl $7E0548 : db $02 : dw $0CCC ; Object tilemap state
-dl $7E054C : db $02 : dw $0ACC ; Object tilemap state
-dl $7E0550 : db $02 : dw $0C6C ; Object tilemap state
-dl $7E0554 : db $02 : dw $0AEC ; Object tilemap state
-dl $7E0558 : db $02 : dw $086C ; Object tilemap state
-dl $7E055C : db $02 : dw $096C ; Object tilemap state
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_nmg_swamp_outside_ice:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055A : db $02 : dw $0000 ; Object tilemap state
-dl $7E055E : db $02 : dw $0000 ; Object tilemap state
-dl SA1RAM.HUD+$04A : db $02 : dw $2C62 ; Selected menu gfx, row 1
-dl $7EF36F : db $01 : db $FF ; Keys
-dl SA1RAM.HUD+$08A : db $02 : dw $2C72 ; Selected menu gfx, row 2
-dl $7EF1BC : db $02 : dw $0804 ; Room $00DE: Ice Palace (Kholdstare[Boss]) (.....k........q.)
-dl $7EF36C : db $01 : db $50 ; Health (goal)
-dl $7EF36D : db $01 : db $50 ; Health (actual)
-dl $7EF385 : db $01 : db $00 ; Key for dungeon $09
-dl $7EF3F5 : db $02 : dw $0000 ; Deaths
-dl $7EF37A : db $01 : db $66 ; Crystals
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7FDFF9 : db $01 : db $42 ; Overworld $3C persistent: Great Swamp SE
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E055C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-dl SA1RAM.HUD+$04C : db $02 : dw $2C63 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $2C73 ; Selected menu gfx, row 2
-dl $7FDFDA : db $01 : db $D4 ; Overworld $2D persistent: Bridge to Hyrule Castle
-dl $7FE01B : db $01 : db $42 ; Overworld $4D persistent: UNKNOWN
-dl $7E02A2 : db $01 : db $00 ; Arc variable
-.after
-
-sram_nmg_swamp_links_house:
-dl SA1RAM.HUD+$04A : db $02 : dw $2CD4 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08A : db $02 : dw $2CE4 ; Selected menu gfx, row 2
-dl $7E1ABF : db $01 : db $B8 ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $0C ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $CB ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $0D ; Warp Vortex Coordinate
-dl $7EF3CA : db $01 : db $00 ; LW/DW
-dl $7E0303 : db $01 : db $08 ; Selected menu item
-dl $7FDFF9 : db $01 : db $00 ; Overworld $3C persistent: Great Swamp SE
-dl $7E0202 : db $01 : db $0D ; Selected menu item
-dl SA1RAM.HUD+$04C : db $02 : dw $2CD5 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $2CE5 ; Selected menu gfx, row 2
-dl $7FDFDA : db $01 : db $00 ; Overworld $2D persistent: Bridge to Hyrule Castle
-dl $7FE01B : db $01 : db $00 ; Overworld $4D persistent: UNKNOWN
-dl $7E02A2 : db $01 : db $FC ; Arc variable
-.after
-
-sram_nmg_swamp_swamp_overworld:
-dl SA1RAM.HUD+$04A : db $02 : dw $20B6 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08A : db $02 : dw $20C6 ; Selected menu gfx, row 2
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7FE147 : db $01 : db $AB ; Overworld $E3 persistent: UNKNOWN
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7FE164 : db $01 : db $A9 ; Overworld $F2 persistent: UNKNOWN
-dl $7FE059 : db $01 : db $13 ; Overworld $6C persistent: Dark Link's House
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-dl SA1RAM.HUD+$04C : db $02 : dw $20B7 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $20C7 ; Selected menu gfx, row 2
-dl $7EC172 : db $02 : dw $00A0 ; Crystal switch state
-dl $7E02A2 : db $01 : db $A8 ; Arc variable
-.after
-
-sram_nmg_swamp_antifairy_room:
-dl SA1RAM.HUD+$04A : db $02 : dw $2C62 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08A : db $02 : dw $2C72 ; Selected menu gfx, row 2
-dl $7E1ABF : db $01 : db $7C ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $07 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $07 ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $0F ; Warp Vortex Coordinate
-dl $7EF3CA : db $01 : db $00 ; LW/DW
-dl $7FE147 : db $01 : db $00 ; Overworld $E3 persistent: UNKNOWN
-dl $7FE153 : db $01 : db $D3 ; Overworld $E9 persistent: UNKNOWN
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7FE07C : db $01 : db $09 ; Overworld $7E persistent: UNKNOWN
-dl $7FE164 : db $01 : db $EC ; Overworld $F2 persistent: UNKNOWN
-dl $7FE059 : db $01 : db $00 ; Overworld $6C persistent: Dark Link's House
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-dl SA1RAM.HUD+$04C : db $02 : dw $2C63 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $2C73 ; Selected menu gfx, row 2
-dl $7EC172 : db $02 : dw $0020 ; Crystal switch state
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_nmg_swamp_entrance:
-dl $7E0542 : db $02 : dw $193E ; Object tilemap state
-dl $7EF2BB : db $01 : db $20 ; Overworld $3B: Unknown (...?....)
-dl $7EF2FB : db $01 : db $20 ; Overworld $7B: Unknown (...?....)
-dl $7E0B36 : db $01 : db $00 ; Arc variable
-dl $7EF216 : db $02 : dw $008F ; Room $010B: Unknown (.........c...qqq)
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7FE153 : db $01 : db $00 ; Overworld $E9 persistent: UNKNOWN
-dl $7FE07C : db $01 : db $00 ; Overworld $7E persistent: UNKNOWN
-dl $7FE164 : db $01 : db $00 ; Overworld $F2 persistent: UNKNOWN
-dl $7FE07D : db $01 : db $13 ; Overworld $7E persistent: UNKNOWN
-dl $7E0540 : db $02 : dw $193A ; Object tilemap state
-dl $7E0544 : db $02 : dw $1842 ; Object tilemap state
-dl $7FE126 : db $01 : db $AB ; Overworld $D3 persistent: UNKNOWN
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7EF051 : db $01 : db $01 ; Room $0028: Swamp Palace (Entrance Room) (................)
-dl $7FE0E2 : db $01 : db $AA ; Overworld $B1 persistent: UNKNOWN
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E0B0C : db $01 : db $F0 ; Arc variable
-dl $7E010E : db $01 : db $4E ; Dungeon entrance index
-.after
-
-sram_nmg_swamp_first_key_pot:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $02 : dw $0000 ; Keys
-dl $7EF050 : db $02 : dw $811F ; Room $0028: Swamp Palace (Entrance Room) (.d......c...qqqq)
-dl $7FDFD0 : db $02 : dw $000E ; Room $28 persistent: Swamp Palace (Entrance Room)
-dl $7FE07D : db $01 : db $00 ; Room $7E persistent: Ice Palace (Hidden Chest / Bombable Floor Room)
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7FE126 : db $01 : db $00 ; Room $D3 persistent: Empty Clone Room
-dl $7FE0E2 : db $01 : db $00 ; Room $B1 persistent: Misery Mire (Hourglass Room)
-dl $7E010E : db $01 : db $25 ; Dungeon entrance index
-.after
-
-sram_nmg_swamp_hallway_key_1:
-dl $7E0542 : db $02 : dw $0520 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1430 ; Object tilemap state
-dl $7EF343 : db $01 : db $01 ; Bombs
-dl SA1RAM.HUD+$04A : db $02 : dw $20B6 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08A : db $02 : dw $20C6 ; Selected menu gfx, row 2
-dl $7EF070 : db $02 : dw $440A ; Room $0038: Swamp Palace (Key Pot Room) (..d...K......q.q)
-dl $7EF06E : db $02 : dw $1003 ; Room $0037: Swamp Palace (Map Chest / Water Fill Room) (....b..........q)
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7E0540 : db $02 : dw $0420 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0620 ; Object tilemap state
-dl $7E0548 : db $02 : dw $063C ; Object tilemap state
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-dl SA1RAM.HUD+$04C : db $02 : dw $20B7 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $20C7 ; Selected menu gfx, row 2
-.after
-
-sram_nmg_swamp_water_lever_1:
-dl $7EF06E : db $02 : dw $340F ; Room $0037: Swamp Palace (Map Chest / Water Fill Room) (...db.K......qqq)
-.after
-
-sram_nmg_swamp_main_hub:
-dl $7EF06E : db $02 : dw $348F ; Room $0037: Swamp Palace (Map Chest / Water Fill Room) (...db.K..c...qqq)
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_nmg_swamp_water_lever_2:
-dl $7E0542 : db $02 : dw $0F9A ; Object tilemap state
-dl $7E0546 : db $02 : dw $05C0 ; Object tilemap state
-dl $7E054A : db $02 : dw $0470 ; Object tilemap state
-dl $7E054E : db $02 : dw $1072 ; Object tilemap state
-dl $7E0B35 : db $01 : db $CA ; Arc variable
-dl $7EF06C : db $02 : dw $200F ; Room $0036: Swamp Palace (Big Chest Room) (...d.........qqq)
-dl $7E0B36 : db $01 : db $C5 ; Arc variable
-dl $7EF06A : db $02 : dw $040F ; Room $0035: Swamp Palace (Big Key / BS Room) (......K......qqq)
-dl $7FDFD0 : db $02 : dw $0000 ; Room $28 persistent: Swamp Palace (Entrance Room)
-dl $7FDFEC : db $02 : dw $0031 ; Room $36 persistent: Swamp Palace (Big Chest Room)
-dl $7E0540 : db $02 : dw $100A ; Object tilemap state
-dl $7E0544 : db $02 : dw $05BC ; Object tilemap state
-dl $7E0548 : db $02 : dw $046C ; Object tilemap state
-dl $7E054C : db $02 : dw $0FDE ; Object tilemap state
-dl $7E0B33 : db $01 : db $C5 ; Arc variable
-dl $7E0B37 : db $01 : db $D3 ; Arc variable
-dl $7E0B0C : db $01 : db $A0 ; Arc variable
-dl $7E0B34 : db $01 : db $CE ; Arc variable
-.after
-
-sram_nmg_swamp_sociable_firebar:
-dl $7E0542 : db $02 : dw $085C ; Object tilemap state
-dl $7E0546 : db $02 : dw $572A ; Object tilemap state
-dl $7E054A : db $02 : dw $5922 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B35 : db $01 : db $B8 ; Arc variable
-dl $7EF068 : db $02 : dw $000F ; Room $0034: Swamp Palace (Push Block Puzzle / Pre-Big Key Room) (.............qqq)
-dl $7E0B36 : db $01 : db $B9 ; Arc variable
-dl $7EF06A : db $02 : dw $848F ; Room $0035: Swamp Palace (Big Key / BS Room) (.d....K..c...qqq)
-dl $7E0540 : db $02 : dw $084E ; Object tilemap state
-dl $7E0544 : db $02 : dw $5722 ; Object tilemap state
-dl $7E0548 : db $02 : dw $5726 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B33 : db $01 : db $C3 ; Arc variable
-dl $7E0B37 : db $01 : db $BA ; Arc variable
-dl $7E0B34 : db $01 : db $BE ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_nmg_swamp_backtracking:
-dl $7E0542 : db $02 : dw $0818 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0820 ; Object tilemap state
-dl $7E054A : db $02 : dw $1430 ; Object tilemap state
-dl $7E054E : db $02 : dw $1C4C ; Object tilemap state
-dl $7E0552 : db $02 : dw $1B64 ; Object tilemap state
-dl $7E0556 : db $02 : dw $1CF2 ; Object tilemap state
-dl $7EF0A8 : db $02 : dw $000F ; Room $0054: Swamp Palace (Upstairs Pits Room) (.............qqq)
-dl $7EF06A : db $02 : dw $849F ; Room $0035: Swamp Palace (Big Key / BS Room) (.d....K..c..qqqq)
-dl $7EF366 : db $02 : dw $76B0 ; BigKey1
-dl $7E0540 : db $02 : dw $0814 ; Object tilemap state
-dl $7E0544 : db $02 : dw $081C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0824 ; Object tilemap state
-dl $7E054C : db $02 : dw $174C ; Object tilemap state
-dl $7E0550 : db $02 : dw $16F0 ; Object tilemap state
-dl $7E0554 : db $02 : dw $1758 ; Object tilemap state
-dl $7E0558 : db $02 : dw $063C ; Object tilemap state
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_nmg_swamp_hook_shot:
-dl $7E0FC8 : db $01 : db $03 ; Prize pack index
-dl $7FDFE8 : db $02 : dw $0001 ; Room $34 persistent: Swamp Palace (Push Block Puzzle / Pre-Big Key Room)
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_nmg_swamp_hookdash:
-dl $7E0542 : db $02 : dw $0F9A ; Object tilemap state
-dl $7E0546 : db $02 : dw $05C0 ; Object tilemap state
-dl $7E054A : db $02 : dw $0470 ; Object tilemap state
-dl $7E054E : db $02 : dw $1072 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B35 : db $01 : db $CD ; Arc variable
-dl SA1RAM.HUD+$04A : db $02 : dw $24F5 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08A : db $02 : dw $24C0 ; Selected menu gfx, row 2
-dl $7EF06C : db $02 : dw $641F ; Room $0036: Swamp Palace (Big Chest Room) (..dd..K.....qqqq)
-dl $7E0B36 : db $01 : db $D4 ; Arc variable
-dl $7EF342 : db $01 : db $01 ; Hookshot
-dl $7E0303 : db $01 : db $0E ; Selected menu item
-dl $7E0540 : db $02 : dw $100A ; Object tilemap state
-dl $7E0544 : db $02 : dw $05BC ; Object tilemap state
-dl $7E0548 : db $02 : dw $046C ; Object tilemap state
-dl $7E054C : db $02 : dw $0FDE ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0558 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $03 ; Selected menu item
-dl $7E0B33 : db $01 : db $E8 ; Arc variable
-dl $7E0B37 : db $01 : db $ED ; Arc variable
-dl SA1RAM.HUD+$04C : db $02 : dw $24F6 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $24F5 ; Selected menu gfx, row 2
-dl $7E0B34 : db $01 : db $DB ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_nmg_swamp_water_lever_3:
-dl $7E0542 : db $02 : dw $041C ; Object tilemap state
-dl $7E0546 : db $02 : dw $1A16 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B35 : db $01 : db $BC ; Arc variable
-dl $7EF377 : db $01 : db $15 ; Arrows
-dl $7EF04C : db $02 : dw $8007 ; Room $0026: Swamp Palace (Statue Room) (.d............qq)
-dl $7E0B36 : db $01 : db $C3 ; Arc variable
-dl $7FDFCC : db $02 : dw $0400 ; Room $26 persistent: Swamp Palace (Statue Room)
-dl $7FDFEC : db $02 : dw $0000 ; Room $36 persistent: Swamp Palace (Big Chest Room)
-dl $7E0540 : db $02 : dw $080C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1396 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1ADC ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B33 : db $01 : db $D7 ; Arc variable
-dl $7E0B37 : db $01 : db $DC ; Arc variable
-dl $7E0B34 : db $01 : db $CA ; Arc variable
-.after
-
-sram_nmg_swamp_restock:
-dl $7E0542 : db $02 : dw $0654 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0668 ; Object tilemap state
-dl $7E054A : db $02 : dw $2630 ; Object tilemap state
-dl $7E054E : db $02 : dw $2634 ; Object tilemap state
-dl $7E0552 : db $02 : dw $2638 ; Object tilemap state
-dl $7E0B35 : db $01 : db $2A ; Arc variable
-dl $7EF0CC : db $02 : dw $0003 ; Room $0066: Swamp Palace (Hidden Chest / Hidden Door Room) (...............q)
-dl $7EF0EC : db $02 : dw $008E ; Room $0076: Swamp Palace (Water Drain Room) (.........c...qqq)
-dl $7E0B36 : db $01 : db $24 ; Arc variable
-dl $7FDFE8 : db $02 : dw $0000 ; Room $34 persistent: Swamp Palace (Push Block Puzzle / Pre-Big Key Room)
-dl $7FE04C : db $02 : dw $0080 ; Room $66 persistent: Swamp Palace (Hidden Chest / Hidden Door Room)
-dl $7FE06C : db $02 : dw $0002 ; Room $76 persistent: Swamp Palace (Water Drain Room)
-dl $7E0540 : db $02 : dw $0554 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0568 ; Object tilemap state
-dl $7E0548 : db $02 : dw $2530 ; Object tilemap state
-dl $7E054C : db $02 : dw $2534 ; Object tilemap state
-dl $7E0550 : db $02 : dw $2538 ; Object tilemap state
-dl $7E0554 : db $02 : dw $383C ; Object tilemap state
-dl $7E0B37 : db $01 : db $1B ; Arc variable
-.after
-
-sram_nmg_swamp_phelps_way:
-dl $7E0542 : db $02 : dw $03C0 ; Object tilemap state
-dl $7E0546 : db $02 : dw $04C0 ; Object tilemap state
-dl $7E054A : db $02 : dw $05C0 ; Object tilemap state
-dl $7E054E : db $02 : dw $06C0 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B35 : db $01 : db $A9 ; Arc variable
-dl $7EF343 : db $01 : db $02 ; Bombs
-dl $7EF02C : db $02 : dw $000C ; Room $0016: Swamp Palace (Swimming Treadmill) (.............qq.)
-dl $7EF0CC : db $02 : dw $000F ; Room $0066: Swamp Palace (Hidden Chest / Hidden Door Room) (.............qqq)
-dl $7E0B36 : db $01 : db $A3 ; Arc variable
-dl $7E0540 : db $02 : dw $03BC ; Object tilemap state
-dl $7E0544 : db $02 : dw $04BC ; Object tilemap state
-dl $7E0548 : db $02 : dw $05BC ; Object tilemap state
-dl $7E054C : db $02 : dw $06BC ; Object tilemap state
-dl $7E0550 : db $02 : dw $13F0 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $9A ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_nmg_swamp_arrghus:
-dl $7EF02C : db $02 : dw $440F ; Room $0016: Swamp Palace (Swimming Treadmill) (..d...K......qqq)
-dl $7EF36D : db $01 : db $48 ; Health (actual)
-dl $7FDFAC : db $02 : dw $0004 ; Room $16 persistent: Swamp Palace (Swimming Treadmill)
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_nmg_mire_outside_swamp:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B09 : db $01 : db $03 ; Arc variable
-dl $7E0B31 : db $01 : db $94 ; Arc variable
-dl $7E0B35 : db $01 : db $71 ; Arc variable
-dl $7E0B39 : db $01 : db $88 ; Arc variable
-dl SA1RAM.HUD+$04A : db $02 : dw $24B0 ; Selected menu gfx, row 1
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF00C : db $02 : dw $0802 ; Room $0006: Swamp Palace (Arrghus[Boss]) (.....k.........q)
-dl $7E0B32 : db $01 : db $91 ; Arc variable
-dl $7E0B36 : db $01 : db $74 ; Arc variable
-dl $7E0B3A : db $01 : db $81 ; Arc variable
-dl $7EF36C : db $01 : db $58 ; Health (goal)
-dl $7EF36D : db $01 : db $58 ; Health (actual)
-dl $7EF381 : db $01 : db $00 ; Key for dungeon $05
-dl $7EF3ED : db $02 : dw $0000 ; Deaths
-dl $7EF37A : db $01 : db $76 ; Crystals
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7FDFAC : db $01 : db $00 ; Overworld $16 persistent: Witch's Hut
-dl $7FDFCC : db $01 : db $00 ; Overworld $26 persistent: UNKNOWN
-dl $7FE04C : db $01 : db $00 ; Overworld $66 persistent: UNKNOWN
-dl $7FE06C : db $01 : db $00 ; Overworld $76 persistent: UNKNOWN
-dl $7FE07D : db $01 : db $13 ; Overworld $7E persistent: UNKNOWN
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7FE126 : db $01 : db $AB ; Overworld $D3 persistent: UNKNOWN
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-dl $7E0B33 : db $01 : db $85 ; Arc variable
-dl $7E0B37 : db $01 : db $7E ; Arc variable
-dl $7E0B3B : db $01 : db $79 ; Arc variable
-dl SA1RAM.HUD+$04C : db $02 : dw $24B1 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $24C1 ; Selected menu gfx, row 2
-dl $7FE0E2 : db $01 : db $AA ; Overworld $B1 persistent: UNKNOWN
-dl $7E02A2 : db $01 : db $00 ; Arc variable
-dl $7E0B08 : db $01 : db $AE ; Arc variable
-dl $7E0B0C : db $01 : db $01 ; Arc variable
-dl $7E0B30 : db $01 : db $8B ; Arc variable
-dl $7E0B34 : db $01 : db $78 ; Arc variable
-dl $7E0B38 : db $01 : db $84 ; Arc variable
-dl $7E0B3C : db $01 : db $7B ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_nmg_mire_dm:
-dl $7EF2BB : db $01 : db $00 ; Overworld $3B: Unknown (........)
-dl $7EF2FB : db $01 : db $00 ; Overworld $7B: Unknown (........)
-dl SA1RAM.HUD+$04A : db $02 : dw $24F5 ; Selected menu gfx, row 1
-dl $7E1ADF : db $01 : db $FD ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $0E ; Warp Vortex Coordinate
-dl $7EF216 : db $01 : db $0F ; Room $010B: Unknown (.............qqq)
-dl $7EF3CA : db $01 : db $00 ; LW/DW
-dl $7E0303 : db $01 : db $0E ; Selected menu item
-dl $7FE07D : db $01 : db $00 ; Overworld $7E persistent: UNKNOWN
-dl $7FE126 : db $01 : db $00 ; Overworld $D3 persistent: UNKNOWN
-dl $7E0202 : db $01 : db $03 ; Selected menu item
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7EF051 : db $01 : db $80 ; Room $0028: Swamp Palace (Entrance Room) (.........c......)
-dl SA1RAM.HUD+$04C : db $02 : dw $24F6 ; Selected menu gfx, row 1
-dl $7FDFCB : db $01 : db $F3 ; Overworld $25 persistent: Octorok Area
-dl SA1RAM.HUD+$08C : db $02 : dw $24F5 ; Selected menu gfx, row 2
-dl $7FE0E2 : db $01 : db $00 ; Overworld $B1 persistent: UNKNOWN
-dl $7E02A2 : db $01 : db $FE ; Arc variable
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_nmg_mire_free_flutedash:
-dl SA1RAM.HUD+$04A : db $02 : dw $3CA5 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08A : db $02 : dw $3CD8 ; Selected menu gfx, row 2
-dl $7EF348 : db $01 : db $01 ; Ether Medallion
-dl $7E1ABF : db $01 : db $1C ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $08 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $3D ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $01 ; Warp Vortex Coordinate
-dl $7E0303 : db $01 : db $0C ; Selected menu item
-dl $7E0202 : db $01 : db $0F ; Selected menu item
-dl SA1RAM.HUD+$04C : db $02 : dw $3CA6 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $3CD9 ; Selected menu gfx, row 2
-dl $7E02A2 : db $01 : db $0F ; Arc variable
-.after
-
-sram_nmg_mire_darkworld_warp:
-dl SA1RAM.HUD+$04A : db $02 : dw $2CD4 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08A : db $02 : dw $2CE4 ; Selected menu gfx, row 2
-dl $7E0303 : db $01 : db $08 ; Selected menu item
-dl $7E0202 : db $01 : db $0D ; Selected menu item
-dl SA1RAM.HUD+$04C : db $02 : dw $2CD5 ; Selected menu gfx, row 1
-dl $7FDFCB : db $01 : db $00 ; Overworld $25 persistent: Octorok Area
-dl SA1RAM.HUD+$08C : db $02 : dw $2CE5 ; Selected menu gfx, row 2
-dl $7E02A2 : db $01 : db $F7 ; Arc variable
-; Manual changes:
-dl $7E02A2 : db $01 : db $8B ; Altitude
-dl $7EF346 : db $01 : db $01 ; Ice Rod
-.after
-
-sram_nmg_mire_entrance:
-dl SA1RAM.HUD+$04A : db $02 : dw $2876 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08A : db $02 : dw $E877 ; Selected menu gfx, row 2
-dl $7EF2F0 : db $01 : db $20 ; Overworld $70: Unknown (...?....)
-dl $7EF36E : db $01 : db $60 ; Magic Power
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7E0303 : db $01 : db $10 ; Selected menu item
-dl $7E0202 : db $01 : db $09 ; Selected menu item
-dl SA1RAM.HUD+$04C : db $02 : dw $2877 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $E876 ; Selected menu gfx, row 2
-dl $7E02A2 : db $01 : db $8B ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_nmg_mire_mire2:
-dl SA1RAM.HUD+$04A : db $02 : dw $24B0 ; Selected menu gfx, row 1
-dl $7EF36F : db $01 : db $00 ; Keys
-dl SA1RAM.HUD+$08A : db $02 : dw $24C0 ; Selected menu gfx, row 2
-dl $7EF130 : db $02 : dw $0003 ; Room $0098: Misery Mire (Entrance Room) (...............q)
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-dl SA1RAM.HUD+$04C : db $02 : dw $24B1 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $24C1 ; Selected menu gfx, row 2
-dl $7E010E : db $01 : db $27 ; Dungeon entrance index
-.after
-
-sram_nmg_mire_main_hub:
-dl $7E0FC8 : db $01 : db $04 ; Prize pack index
-dl $7EF1A4 : db $02 : dw $000F ; Room $00D2: Misery Mire (Mire02 / Wizzrobes Room) (.............qqq)
-dl $7EF36E : db $01 : db $50 ; Magic Power
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7FE124 : db $02 : dw $03EF ; Room $D2 persistent: Misery Mire (Mire02 / Wizzrobes Room)
-.after
-
-sram_nmg_mire_beat_the_fireball:
-dl $7E0542 : db $02 : dw $2930 ; Object tilemap state
-dl $7E0546 : db $02 : dw $284C ; Object tilemap state
-dl $7E054A : db $02 : dw $2A4C ; Object tilemap state
-dl $7EF36F : db $01 : db $01 ; Keys
-dl $7EF164 : db $02 : dw $0001 ; Room $00B2: Misery Mire (Slug Room) (................)
-dl $7EF184 : db $02 : dw $000F ; Room $00C2: Misery Mire (Big Hub Room) (.............qqq)
-dl $7EF166 : db $02 : dw $0402 ; Room $00B3: Misery Mire (Spike Key Chest Room) (......K........q)
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $2830 ; Object tilemap state
-dl $7E0544 : db $02 : dw $2A30 ; Object tilemap state
-dl $7E0548 : db $02 : dw $294C ; Object tilemap state
-dl $7E054C : db $02 : dw $175E ; Object tilemap state
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_nmg_mire_bari_key:
-dl $7E0542 : db $02 : dw $3044 ; Object tilemap state
-dl $7E0546 : db $02 : dw $07B4 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36F : db $02 : dw $0000 ; Keys
-dl $7EF184 : db $02 : dw $400F ; Room $00C2: Misery Mire (Big Hub Room) (..d..........qqq)
-dl $7E0540 : db $02 : dw $2E64 ; Object tilemap state
-dl $7E0544 : db $02 : dw $3440 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_nmg_mire_sluggulas:
-dl $7E0542 : db $02 : dw $1430 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1C30 ; Object tilemap state
-dl $7EF182 : db $02 : dw $C403 ; Room $00C1: Misery Mire (Compass Chest / Tile Room) (.dd...K........q)
-dl $7E0540 : db $02 : dw $140C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C0C ; Object tilemap state
-dl $7FE124 : db $02 : dw $0000 ; Room $D2 persistent: Misery Mire (Mire02 / Wizzrobes Room)
-dl $7E0B37 : db $01 : db $9E ; Arc variable
-dl $7FE102 : db $02 : dw $0200 ; Room $C1 persistent: Misery Mire (Compass Chest / Tile Room)
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_nmg_mire_torches:
-dl $7E0542 : db $02 : dw $0430 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0C70 ; Object tilemap state
-dl $7E054A : db $02 : dw $0470 ; Object tilemap state
-dl $7EF373 : db $01 : db $6F ; Magic filler
-dl $7E0FCA : db $01 : db $03 ; Prize pack index
-dl $7EF1A2 : db $02 : dw $0008 ; Room $00D1: Misery Mire (Conveyor Slug / Big Key Room) (.............q..)
-dl $7EF36E : db $01 : db $51 ; Magic Power
-dl $7E0540 : db $02 : dw $07A8 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0C4C ; Object tilemap state
-dl $7E0548 : db $02 : dw $044C ; Object tilemap state
-dl $7E0B37 : db $01 : db $91 ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7FE122 : db $02 : dw $0040 ; Room $D1 persistent: Misery Mire (Conveyor Slug / Big Key Room)
-.after
-
-sram_nmg_mire_spark_gamble:
-dl $7E0542 : db $02 : dw $1430 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1C30 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF373 : db $01 : db $00 ; Magic filler
-dl $7EF12E : db $02 : dw $010F ; Room $0097: Misery Mire (Torch Puzzle / Moving Wall Room) (........c....qqq)
-dl $7EF162 : db $02 : dw $0007 ; Room $00B1: Misery Mire (Hourglass Room) (..............qq)
-dl $7EF182 : db $02 : dw $C407 ; Room $00C1: Misery Mire (Compass Chest / Tile Room) (.dd...K.......qq)
-dl $7EF1A2 : db $02 : dw $001B ; Room $00D1: Misery Mire (Conveyor Slug / Big Key Room) (............qq.q)
-dl $7EF366 : db $02 : dw $77B0 ; BigKey1
-dl $7EF36E : db $01 : db $40 ; Magic Power
-dl $7E0540 : db $02 : dw $140C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C0C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0CC3 : db $01 : db $01 ; Sprite drop
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_nmg_mire_big_chest_room:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl SA1RAM.HUD+$04A : db $02 : dw $24F5 ; Selected menu gfx, row 1
-dl $7EF36D : db $01 : db $50 ; Health (actual)
-dl $7EF186 : db $02 : dw $000A ; Room $00C3: Misery Mire (Big Chest Room) (.............q.q)
-dl $7E0303 : db $01 : db $0E ; Selected menu item
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $03 ; Selected menu item
-dl $7E0B37 : db $01 : db $A0 ; Arc variable
-dl SA1RAM.HUD+$04C : db $02 : dw $24F6 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $24F5 ; Selected menu gfx, row 2
-dl $7FE102 : db $02 : dw $0000 ; Room $C1 persistent: Misery Mire (Compass Chest / Tile Room)
-dl $7FE122 : db $02 : dw $0000 ; Room $D1 persistent: Misery Mire (Conveyor Slug / Big Key Room)
-.after
-
-sram_nmg_mire_spike_key:
-dl $7EF350 : db $01 : db $01 ; Cane of Somaria
-dl $7EF186 : db $02 : dw $001F ; Room $00C3: Misery Mire (Big Chest Room) (............qqqq)
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7E0B3F : db $01 : db $01 ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_nmg_mire_wizzrobe:
-dl $7E0542 : db $02 : dw $1430 ; Object tilemap state
-dl $7EF36D : db $01 : db $38 ; Health (actual)
-dl $7EF166 : db $02 : dw $841A ; Room $00B3: Misery Mire (Spike Key Chest Room) (.d....K.....qq.q)
-dl $7E0540 : db $02 : dw $140C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C30 ; Object tilemap state
-dl $7E0CC3 : db $01 : db $00 ; Sprite drop
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_nmg_mire_basement:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF144 : db $02 : dw $800F ; Room $00A2: Misery Mire (Bridge Key Chest Room) (.d...........qqq)
-dl $7EF164 : db $02 : dw $800D ; Room $00B2: Misery Mire (Slug Room) (.d...........qq.)
-dl $7EF360 : db $02 : dw $0065 ; Rupees (goal)
-dl $7EF362 : db $02 : dw $0065 ; Rupees (actual)
-dl $7FE0E4 : db $02 : dw $0001 ; Room $B2 persistent: Misery Mire (Slug Room)
-dl $7E0540 : db $02 : dw $1C0C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_nmg_mire_spooky_action_1:
-dl $7E0542 : db $02 : dw $0760 ; Object tilemap state
-dl $7E0546 : db $02 : dw $17A0 ; Object tilemap state
-dl $7E054A : db $02 : dw $18A0 ; Object tilemap state
-dl SA1RAM.HUD+$04A : db $02 : dw $24DC ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08A : db $02 : dw $24EC ; Selected menu gfx, row 2
-dl $7EF126 : db $02 : dw $000E ; Room $0093: Misery Mire (Dark Cane Floor Switch Puzzle Room) (.............qqq)
-dl $7EF36E : db $01 : db $38 ; Magic Power
-dl $7E0303 : db $01 : db $12 ; Selected menu item
-dl $7E0540 : db $02 : dw $071C ; Object tilemap state
-dl $7E0544 : db $02 : dw $179C ; Object tilemap state
-dl $7E0548 : db $02 : dw $189C ; Object tilemap state
-dl $7E0202 : db $01 : db $11 ; Selected menu item
-dl SA1RAM.HUD+$04C : db $02 : dw $24DD ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $24ED ; Selected menu gfx, row 2
-dl $7E02A2 : db $01 : db $00 ; Arc variable
-dl $7E002F : db $01 : db $04 ; Link's direction
-; Manual changes:
-dl $7E02A2 : db $01 : db $8B ; Altitude
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl SA1RAM.HUD+$04A : db $02 : dw $24B0 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$04C : db $02 : dw $24B1 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08A : db $02 : dw $24C0 ; Selected menu gfx, row 2
-dl SA1RAM.HUD+$08C : db $02 : dw $24C1 ; Selected menu gfx, row 2
-.after
-
-sram_nmg_mire_spooky_action_2:
-dl $7E0542 : db $02 : dw $175C ; Object tilemap state
-dl $7E0546 : db $02 : dw $1768 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl SA1RAM.HUD+$04A : db $02 : dw $2CB2 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08A : db $02 : dw $2CC2 ; Selected menu gfx, row 2
-dl $7EF124 : db $02 : dw $0005 ; Room $0092: Misery Mire (Dark Bomb Wall / Switches Room) (..............q.)
-dl $7EF36E : db $01 : db $30 ; Magic Power
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7E0540 : db $02 : dw $1756 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1762 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-dl $7E0B37 : db $01 : db $17 ; Arc variable
-dl $7E0B3F : db $01 : db $00 ; Arc variable
-dl SA1RAM.HUD+$04C : db $02 : dw $2CB3 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $6CC2 ; Selected menu gfx, row 2
-dl $7EC172 : db $01 : db $00 ; Crystal switch state
-; Manual changes:
-dl $7E02A2 : db $01 : db $8B ; Altitude
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl SA1RAM.HUD+$04A : db $02 : dw $24B0 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$04C : db $02 : dw $24B1 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08A : db $02 : dw $24C0 ; Selected menu gfx, row 2
-dl SA1RAM.HUD+$08C : db $02 : dw $24C1 ; Selected menu gfx, row 2
-.after
-
-sram_nmg_mire_vitty:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF343 : db $01 : db $01 ; Bombs
-dl SA1RAM.HUD+$04A : db $02 : dw $28BA ; Selected menu gfx, row 1
-dl $7EF377 : db $01 : db $14 ; Arrows
-dl SA1RAM.HUD+$08A : db $02 : dw $2849 ; Selected menu gfx, row 2
-dl $7EF124 : db $02 : dw $400F ; Room $0092: Misery Mire (Dark Bomb Wall / Switches Room) (..d..........qqq)
-dl $7EF140 : db $02 : dw $800F ; Room $00A0: Misery Mire (Pre-Vitreous Room) (.d...........qqq)
-dl $7EF122 : db $02 : dw $0005 ; Room $0091: Misery Mire (Final Switch Room) (..............q.)
-dl $7EF36E : db $01 : db $40 ; Magic Power
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7FE0A4 : db $02 : dw $0200 ; Room $92 persistent: Misery Mire (Dark Bomb Wall / Switches Room)
-dl $7FE0E4 : db $02 : dw $0000 ; Room $B2 persistent: Misery Mire (Slug Room)
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-dl $7E0B37 : db $01 : db $1D ; Arc variable
-dl SA1RAM.HUD+$04C : db $02 : dw $284A ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $28CB ; Selected menu gfx, row 2
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_nmg_trock_outside_mire:
-dl SA1RAM.HUD+$04A : db $02 : dw $2C62 ; Selected menu gfx, row 1
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF377 : db $01 : db $0C ; Arrows
-dl $7EF383 : db $01 : db $00 ; Key for dungeon $07
-dl SA1RAM.HUD+$08A : db $02 : dw $2C72 ; Selected menu gfx, row 2
-dl $7EF120 : db $02 : dw $0802 ; Room $0090: Misery Mire (Vitreous[Boss]) (.....k.........q)
-dl $7EF36C : db $01 : db $60 ; Health (goal)
-dl $7EF36D : db $01 : db $60 ; Health (actual)
-dl $7EF3F1 : db $02 : dw $0000 ; Deaths
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7EF37A : db $01 : db $77 ; Crystals
-dl $7E0303 : db $01 : db $14 ; Selected menu item
-dl $7FE0A4 : db $01 : db $00 ; Overworld $92 persistent: UNKNOWN
-dl $7E0202 : db $01 : db $14 ; Selected menu item
-dl SA1RAM.HUD+$04C : db $02 : dw $2C63 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $2C73 ; Selected menu gfx, row 2
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_nmg_trock_icerod_overworld:
-dl SA1RAM.HUD+$04A : db $02 : dw $2CD4 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08A : db $02 : dw $2CE4 ; Selected menu gfx, row 2
-dl $7E1ABF : db $01 : db $28 ; Warp Vortex Coordinate
-dl $7E1ACF : db $01 : db $01 ; Warp Vortex Coordinate
-dl $7E1ADF : db $01 : db $DA ; Warp Vortex Coordinate
-dl $7E1AEF : db $01 : db $0C ; Warp Vortex Coordinate
-dl $7EF3CA : db $01 : db $00 ; LW/DW
-dl $7E0303 : db $01 : db $08 ; Selected menu item
-dl $7E0202 : db $01 : db $0D ; Selected menu item
-dl SA1RAM.HUD+$04C : db $02 : dw $2CD5 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $2CE5 ; Selected menu gfx, row 2
-dl $7FE0D6 : db $01 : db $0B ; Overworld $AB persistent: UNKNOWN
-dl $7E02A2 : db $01 : db $38 ; Arc variable
-dl $7FE047 : db $01 : db $BB ; Overworld $63 persistent: UNKNOWN
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_nmg_trock_dm:
-dl $7EF2B7 : db $01 : db $02 ; Overworld $37: Unknown (.......?)
-dl $7EF343 : db $01 : db $00 ; Bombs
-dl $7EF240 : db $02 : dw $001A ; Room $0120: Unknown (............qq.q)
-dl $7EF346 : db $01 : db $01 ; Ice Rod
-dl $7E029F : db $01 : db $FF ; Arc variable
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl $7FDFCB : db $01 : db $F3 ; Overworld $25 persistent: Octorok Area
-dl $7FE0D6 : db $01 : db $00 ; Overworld $AB persistent: UNKNOWN
-dl $7E02A2 : db $01 : db $FE ; Arc variable
-dl $7FE047 : db $01 : db $00 ; Overworld $63 persistent: UNKNOWN
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E010E : db $01 : db $84 ; Dungeon entrance index
-.after
-
-sram_nmg_trock_squirrels:
-dl SA1RAM.HUD+$04A : db $02 : dw $24F5 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08A : db $02 : dw $24C0 ; Selected menu gfx, row 2
-dl $7EF1BE : db $02 : dw $0003 ; Room $00DF: Cave (...............q)
-dl $7EF1DE : db $02 : dw $0003 ; Room $00EF: Cave (Crystal Switch / 5 Chests Room) (...............q)
-dl $7E0303 : db $01 : db $0E ; Selected menu item
-dl $7E0202 : db $01 : db $03 ; Selected menu item
-dl SA1RAM.HUD+$04C : db $02 : dw $24F6 ; Selected menu gfx, row 1
-dl $7FDFCB : db $01 : db $00 ; Room $25 persistent: Empty Clone Room
-dl SA1RAM.HUD+$08C : db $02 : dw $24F5 ; Selected menu gfx, row 2
-dl $7E02A2 : db $01 : db $84 ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7E010E : db $01 : db $1F ; Dungeon entrance index
-dl $7FE13E : db $02 : dw $0003 ; Room $DF persistent: Cave
-.after
-
-sram_nmg_trock_peg_puzzle:
-dl $7FE17F : db $01 : db $CA ; Overworld $FF persistent: UNKNOWN
-dl $7FE1BF : db $01 : db $EC ; Overworld $11F persistent: UNKNOWN
-dl $7FE058 : db $01 : db $CA ; Overworld $6C persistent: Dark Link's House
-dl $7FE16E : db $01 : db $28 ; Overworld $F7 persistent: UNKNOWN
-dl $7FE037 : db $01 : db $28 ; Overworld $5B persistent: Pyramid of Power
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7FE13E : db $01 : db $00 ; Overworld $DF persistent: UNKNOWN
-.after
-
-sram_nmg_trock_entrance:
-dl $7EF287 : db $02 : dw $0020 ; Overworld $07: Unknown (...?....)
-dl $7EF2C7 : db $01 : db $20 ; Overworld $47: Unknown (...?....)
-dl SA1RAM.HUD+$04A : db $02 : dw $24DC ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08A : db $02 : dw $24EC ; Selected menu gfx, row 2
-dl $7EF36E : db $01 : db $60 ; Magic Power
-dl $7EF3CA : db $01 : db $40 ; LW/DW
-dl $7FE17F : db $01 : db $00 ; Overworld $FF persistent: UNKNOWN
-dl $7FE1BF : db $01 : db $00 ; Overworld $11F persistent: UNKNOWN
-dl $7E0303 : db $01 : db $12 ; Selected menu item
-dl $7FE058 : db $01 : db $00 ; Overworld $6C persistent: Dark Link's House
-dl $7E0202 : db $01 : db $11 ; Selected menu item
-dl SA1RAM.HUD+$04C : db $02 : dw $24DD ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $24ED ; Selected menu gfx, row 2
-dl $7FE16E : db $01 : db $00 ; Overworld $F7 persistent: UNKNOWN
-dl $7FE037 : db $01 : db $00 ; Overworld $5B persistent: Pyramid of Power
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_nmg_trock_torches:
-dl $7E0542 : db $02 : dw $190C ; Object tilemap state
-dl $7EF343 : db $01 : db $01 ; Bombs
-dl $7EF36F : db $01 : db $00 ; Keys
-dl $7E0FCC : db $01 : db $06 ; Prize pack index
-dl $7EF18C : db $02 : dw $000F ; Room $00C6: Turtle Rock (.............qqq)
-dl $7EF1AC : db $02 : dw $8005 ; Room $00D6: Turtle Rock (Entrance Room) (.d............q.)
-dl $7EF36E : db $01 : db $70 ; Magic Power
-dl $7FE10C : db $02 : dw $0028 ; Room $C6 persistent: Turtle Rock
-dl $7E0540 : db $02 : dw $070C ; Object tilemap state
-dl $7E02A2 : db $01 : db $00 ; Arc variable
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E010E : db $01 : db $35 ; Dungeon entrance index
-.after
-
-sram_nmg_trock_roller_room:
-dl $7E0542 : db $02 : dw $0B0C ; Object tilemap state
-dl $7E0546 : db $02 : dw $160C ; Object tilemap state
-dl $7E054A : db $02 : dw $894A ; Object tilemap state
-dl $7E054E : db $02 : dw $8DCA ; Object tilemap state
-dl SA1RAM.HUD+$04A : db $02 : dw $24F5 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08A : db $02 : dw $24C0 ; Selected menu gfx, row 2
-dl $7EF36D : db $01 : db $58 ; Health (actual)
-dl $7EF18E : db $02 : dw $000F ; Room $00C7: Turtle Rock (Torch Puzzle) (.............qqq)
-dl $7EF36E : db $01 : db $38 ; Magic Power
-dl $7E0303 : db $01 : db $0E ; Selected menu item
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $0A0C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1C0C ; Object tilemap state
-dl $7E0548 : db $02 : dw $8932 ; Object tilemap state
-dl $7E054C : db $02 : dw $8DB2 ; Object tilemap state
-dl $7E0202 : db $01 : db $03 ; Selected menu item
-dl SA1RAM.HUD+$04C : db $02 : dw $24F6 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $24F5 ; Selected menu gfx, row 2
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_nmg_trock_pokey_0:
-dl $7E0542 : db $02 : dw $190C ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl SA1RAM.HUD+$04A : db $02 : dw $24DC ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08A : db $02 : dw $24EC ; Selected menu gfx, row 2
-dl $7EF18C : db $02 : dw $800F ; Room $00C6: Turtle Rock (.d...........qqq)
-dl $7EF36D : db $01 : db $40 ; Health (actual)
-dl $7EF16E : db $02 : dw $002A ; Room $00B7: Turtle Rock (Map Chest / Key Chest / Roller Room) (...........c.q.q)
-dl $7EF36E : db $01 : db $30 ; Magic Power
-dl $7E0303 : db $01 : db $12 ; Selected menu item
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $070C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $11 ; Selected menu item
-dl SA1RAM.HUD+$04C : db $02 : dw $24DD ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $24ED ; Selected menu gfx, row 2
-.after
-
-sram_nmg_trock_chomps:
-dl $7E0542 : db $02 : dw $0A96 ; Object tilemap state
-dl $7EF16C : db $02 : dw $3402 ; Room $00B6: Turtle Rock (Chain Chomps Room) (...db.K........q)
-dl $7EF36D : db $01 : db $48 ; Health (actual)
-dl $7EF372 : db $01 : db $30 ; Hearts filler
-dl $7FE0EC : db $02 : dw $0020 ; Room $B6 persistent: Turtle Rock (Chain Chomps Room)
-dl $7E0540 : db $02 : dw $095E ; Object tilemap state
-dl $7E0544 : db $02 : dw $0AA6 ; Object tilemap state
-dl $7E0FCD : db $01 : db $02 ; Prize pack index
-.after
-
-sram_nmg_trock_pokey_1:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF377 : db $01 : db $11 ; Arrows
-dl $7EF028 : db $02 : dw $000F ; Room $0014: Turtle Rock (Big Key Room) (.............qqq)
-dl $7EF16C : db $02 : dw $B41A ; Room $00B6: Turtle Rock (Chain Chomps Room) (.d.db.K.....qq.q)
-dl $7EF36D : db $01 : db $60 ; Health (actual)
-dl $7EF02A : db $02 : dw $000F ; Room $0015: Turtle Rock (.............qqq)
-dl $7EF36E : db $01 : db $28 ; Magic Power
-dl $7EF372 : db $01 : db $00 ; Hearts filler
-dl $7FE10C : db $02 : dw $0000 ; Room $C6 persistent: Turtle Rock
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E002F : db $01 : db $04 ; Link's direction
-; Manual changes:
-dl $7EC172 : db $01 : db $00 ; Crystal switch state
-.after
-
-sram_nmg_trock_pokeys_2:
-dl $7EF028 : db $02 : dw $401F ; Room $0014: Turtle Rock (Big Key Room) (..d.........qqqq)
-dl $7EF360 : db $02 : dw $0079 ; Rupees (goal)
-dl $7EF026 : db $02 : dw $8405 ; Room $0013: Turtle Rock (Hokku-Bokku Key Room 2) (.d....K.......q.)
-dl $7EF362 : db $02 : dw $0079 ; Rupees (actual)
-dl $7EF366 : db $02 : dw $77B8 ; BigKey1
-dl $7EF36E : db $01 : db $78 ; Magic Power
-dl $7E0FCD : db $01 : db $04 ; Prize pack index
-dl $7FDFA6 : db $02 : dw $0040 ; Room $13 persistent: Turtle Rock (Hokku-Bokku Key Room 2)
-dl $7EC172 : db $01 : db $00 ; Crystal switch state
-dl $7E002F : db $01 : db $02 ; Link's direction
-; Manual changes:
-dl $7EC172 : db $01 : db $00 ; Crystal switch state
-.after
-
-sram_nmg_trock_crystal_roller:
-dl $7EF028 : db $02 : dw $C01F ; Room $0014: Turtle Rock (Big Key Room) (.dd.........qqqq)
-dl $7EF048 : db $02 : dw $800C ; Room $0024: Turtle Rock (Double Hokku-Bokku / Big chest Room) (.d...........qq.)
-dl $7FDFC8 : db $02 : dw $0028 ; Room $24 persistent: Turtle Rock (Double Hokku-Bokku / Big chest Room)
-dl $7FE0EC : db $02 : dw $0000 ; Room $B6 persistent: Turtle Rock (Chain Chomps Room)
-dl $7E0FCD : db $01 : db $06 ; Prize pack index
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_nmg_trock_dark_room:
-dl $7E0542 : db $02 : dw $16A2 ; Object tilemap state
-dl $7E0546 : db $02 : dw $19A2 ; Object tilemap state
-dl $7E054A : db $02 : dw $13F0 ; Object tilemap state
-dl $7E0B35 : db $01 : db $00 ; Arc variable
-dl $7EF008 : db $02 : dw $C01A ; Room $0004: Turtle Rock (Crysta-roller Room) (.dd.........qq.q)
-dl $7E0B36 : db $01 : db $00 ; Arc variable
-dl $7E0540 : db $02 : dw $1698 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1998 ; Object tilemap state
-dl $7E0548 : db $02 : dw $13CC ; Object tilemap state
-dl $7E054C : db $02 : dw $5A5E ; Object tilemap state
-dl $7E0B33 : db $01 : db $00 ; Arc variable
-dl $7E0B37 : db $01 : db $62 ; Arc variable
-dl $7E0B3B : db $01 : db $00 ; Arc variable
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E0B0C : db $01 : db $A0 ; Arc variable
-dl $7E0B34 : db $01 : db $00 ; Arc variable
-dl $7E0B3C : db $01 : db $00 ; Arc variable
-.after
-
-sram_nmg_trock_laser_skip:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7EF36D : db $01 : db $58 ; Health (actual)
-dl $7EF16A : db $02 : dw $000F ; Room $00B5: Turtle Rock (Dark Maze) (.............qqq)
-dl $7EF18A : db $02 : dw $000A ; Room $00C5: Turtle Rock (Laser Bridge) (.............q.q)
-dl $7EF36E : db $01 : db $70 ; Magic Power
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B37 : db $01 : db $5F ; Arc variable
-dl $7FDFA6 : db $02 : dw $0000 ; Room $13 persistent: Turtle Rock (Hokku-Bokku Key Room 2)
-dl $7FE10A : db $02 : dw $0040 ; Room $C5 persistent: Turtle Rock (Laser Bridge)
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_nmg_trock_switch_room:
-dl $7EF18A : db $02 : dw $800A ; Room $00C5: Turtle Rock (Laser Bridge) (.d...........q.q)
-dl $7EF1AA : db $02 : dw $008A ; Room $00D5: Turtle Rock (Laser Key Room) (.........c...q.q)
-dl $7FDFC8 : db $02 : dw $0000 ; Room $24 persistent: Turtle Rock (Double Hokku-Bokku / Big chest Room)
-dl $7E002F : db $01 : db $04 ; Link's direction
-dl $7FE12A : db $02 : dw $0010 ; Room $D5 persistent: Turtle Rock (Laser Key Room)
-.after
-
-sram_nmg_trock_trinexx:
-dl $7E0542 : db $02 : dw $1C30 ; Object tilemap state
-dl $7EF168 : db $02 : dw $800F ; Room $00B4: Turtle Rock (Pre-Trinexx Room) (.d...........qqq)
-dl $7EF188 : db $02 : dw $800F ; Room $00C4: Turtle Rock (Final Crystal Switch Puzzle Room) (.d...........qqq)
-dl $7EF36E : db $01 : db $60 ; Magic Power
-dl $7E0540 : db $02 : dw $1C2C ; Object tilemap state
-dl $7E02A1 : db $01 : db $00 ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_nmg_gtower_outside_trock:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0B09 : db $01 : db $60 ; Arc variable
-dl SA1RAM.HUD+$04A : db $02 : dw $24F5 ; Selected menu gfx, row 1
-dl $7EF36F : db $01 : db $FF ; Keys
-dl SA1RAM.HUD+$08A : db $02 : dw $24C0 ; Selected menu gfx, row 2
-dl $7EF3C7 : db $01 : db $08 ; Map Phase
-dl $7EF3FB : db $02 : dw $0000 ; Deaths
-dl $7EF148 : db $02 : dw $0802 ; Room $00A4: Turtle Rock (Trinexx[Boss]) (.....k.........q)
-dl $7EF36C : db $01 : db $68 ; Health (goal)
-dl $7EF36D : db $01 : db $68 ; Health (actual)
-dl $7EF36E : db $01 : db $80 ; Magic Power
-dl $7EF37A : db $01 : db $7F ; Crystals
-dl $7E0303 : db $01 : db $0E ; Selected menu item
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $03 ; Selected menu item
-dl SA1RAM.HUD+$04C : db $02 : dw $24F6 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $24F5 ; Selected menu gfx, row 2
-dl $7FE10A : db $01 : db $00 ; Overworld $C5 persistent: UNKNOWN
-dl $7E0B08 : db $01 : db $78 ; Arc variable
-dl $7E0B0C : db $01 : db $3C ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-dl $7FE12A : db $01 : db $00 ; Overworld $D5 persistent: UNKNOWN
-.after
-
-sram_nmg_gtower_entrance:
-dl $7EF2C3 : db $01 : db $20 ; Overworld $43: Unknown (...?....)
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E010E : db $01 : db $37 ; Dungeon entrance index
-.after
-
-sram_nmg_gtower_spike_skip:
-dl $7E0542 : db $02 : dw $171C ; Object tilemap state
-dl $7E0546 : db $02 : dw $0864 ; Object tilemap state
-dl $7E054A : db $02 : dw $085C ; Object tilemap state
-dl $7E054E : db $02 : dw $0C4C ; Object tilemap state
-dl $7E0552 : db $02 : dw $144C ; Object tilemap state
-dl $7E0556 : db $02 : dw $0864 ; Object tilemap state
-dl SA1RAM.HUD+$04A : db $02 : dw $20B6 ; Selected menu gfx, row 1
-dl $7EF36F : db $01 : db $01 ; Keys
-dl SA1RAM.HUD+$08A : db $02 : dw $20C6 ; Selected menu gfx, row 2
-dl $7EF018 : db $02 : dw $000F ; Room $000C: Ganon's Tower (Entrance Room) (.............qqq)
-dl $7EF118 : db $02 : dw $0008 ; Room $008C: Ganon's Tower (East and West Downstairs / Big Chest Room) (.............q..)
-dl $7EF116 : db $02 : dw $0404 ; Room $008B: Ganon's Tower (Block Puzzle / Spike Skip / Map Chest Room) (......K.......q.)
-dl $7E0303 : db $01 : db $04 ; Selected menu item
-dl $7E0468 : db $01 : db $00 ; Trap door state
-dl $7E0540 : db $02 : dw $0920 ; Object tilemap state
-dl $7E0544 : db $02 : dw $1720 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0760 ; Object tilemap state
-dl $7E054C : db $02 : dw $0960 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0C70 ; Object tilemap state
-dl $7E0554 : db $02 : dw $1C4C ; Object tilemap state
-dl $7E0202 : db $01 : db $0C ; Selected menu item
-dl $7E0B37 : db $01 : db $00 ; Arc variable
-dl SA1RAM.HUD+$04C : db $02 : dw $20B7 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $20C7 ; Selected menu gfx, row 2
-dl $7EC172 : db $02 : dw $0000 ; Crystal switch state
-dl $7E0641 : db $02 : dw $0001 ; Room puzzle state (?)
-dl $7E0B0C : db $01 : db $50 ; Arc variable
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_nmg_gtower_pre_firesnakes_room:
-dl $7E0542 : db $02 : dw $0C30 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1820 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl SA1RAM.HUD+$04A : db $02 : dw $2CB8 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08A : db $02 : dw $2CF5 ; Selected menu gfx, row 2
-dl $7EF116 : db $02 : dw $040E ; Room $008B: Ganon's Tower (Block Puzzle / Spike Skip / Map Chest Room) (......K......qqq)
-dl $7EF136 : db $02 : dw $8408 ; Room $009B: Ganon's Tower (Many Spikes / Warp Maze Room) (.d....K......q..)
-dl $7E0303 : db $01 : db $02 ; Selected menu item
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $0430 ; Object tilemap state
-dl $7E0544 : db $02 : dw $181C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $02 ; Selected menu item
-dl SA1RAM.HUD+$04C : db $02 : dw $2CB9 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $2CC9 ; Selected menu gfx, row 2
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E0641 : db $01 : db $00 ; Room puzzle state (?)
-dl $7E002F : db $01 : db $06 ; Link's direction
-.after
-
-sram_nmg_gtower_bombable_floor:
-dl $7E0542 : db $02 : dw $0938 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl SA1RAM.HUD+$04A : db $02 : dw $2CB2 ; Selected menu gfx, row 1
-dl $7EF377 : db $01 : db $16 ; Arrows
-dl SA1RAM.HUD+$08A : db $02 : dw $2CC2 ; Selected menu gfx, row 2
-dl $7EF138 : db $02 : dw $000F ; Room $009C: Ganon's Tower (Invisible Floor Maze Room) (.............qqq)
-dl $7EF36D : db $01 : db $60 ; Health (actual)
-dl $7EF0FA : db $02 : dw $201E ; Room $007D: Ganon's Tower (Winder / Warp Maze Room) (...d........qqqq)
-dl $7EF136 : db $02 : dw $840F ; Room $009B: Ganon's Tower (Many Spikes / Warp Maze Room) (.d....K......qqq)
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7FE0B8 : db $02 : dw $0002 ; Room $9C persistent: Ganon's Tower (Invisible Floor Maze Room)
-dl $7E0540 : db $02 : dw $0838 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0550 ; Object tilemap state
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-dl SA1RAM.HUD+$04C : db $02 : dw $2CB3 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $6CC2 ; Selected menu gfx, row 2
-dl $7EC172 : db $01 : db $00 ; Crystal switch state
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_nmg_gtower_ice_armos:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl SA1RAM.HUD+$04A : db $02 : dw $24B0 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08A : db $02 : dw $24C0 ; Selected menu gfx, row 2
-dl $7EF038 : db $02 : dw $0001 ; Room $001C: Ganon's Tower (Ice Armos) (................)
-dl $7EF118 : db $02 : dw $0009 ; Room $008C: Ganon's Tower (East and West Downstairs / Big Chest Room) (.............q..)
-dl $7E029F : db $01 : db $00 ; Arc variable
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-dl SA1RAM.HUD+$04C : db $02 : dw $24B1 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $24C1 ; Selected menu gfx, row 2
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_nmg_gtower_floor_2:
-dl $7E0B09 : db $01 : db $00 ; Arc variable
-dl $7E0B31 : db $01 : db $BD ; Arc variable
-dl $7E0B35 : db $01 : db $70 ; Arc variable
-dl SA1RAM.HUD+$04A : db $02 : dw $28BA ; Selected menu gfx, row 1
-dl $7EF377 : db $01 : db $0E ; Arrows
-dl SA1RAM.HUD+$08A : db $02 : dw $2849 ; Selected menu gfx, row 2
-dl $7EF038 : db $02 : dw $0035 ; Room $001C: Ganon's Tower (Ice Armos) (...........cq.q.)
-dl $7E0B32 : db $01 : db $90 ; Arc variable
-dl $7EF389 : db $01 : db $01 ; Key for dungeon $0D
-dl $7EF366 : db $02 : dw $77BC ; BigKey1
-dl $7E0303 : db $01 : db $03 ; Selected menu item
-dl $7FE0B8 : db $01 : db $00 ; Room $9C persistent: Ganon's Tower (Invisible Floor Maze Room)
-dl $7E0202 : db $01 : db $01 ; Selected menu item
-dl $7E0B33 : db $01 : db $52 ; Arc variable
-dl $7E0B37 : db $01 : db $13 ; Arc variable
-dl SA1RAM.HUD+$04C : db $02 : dw $284A ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $28CB ; Selected menu gfx, row 2
-dl $7E0B08 : db $01 : db $40 ; Arc variable
-dl $7E0B30 : db $01 : db $AD ; Arc variable
-dl $7E0B34 : db $01 : db $42 ; Arc variable
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_nmg_gtower_mimics1:
-dl $7E0542 : db $02 : dw $052C ; Object tilemap state
-dl $7E0546 : db $02 : dw $082C ; Object tilemap state
-dl $7E054A : db $02 : dw $0B2C ; Object tilemap state
-dl $7E054E : db $02 : dw $1962 ; Object tilemap state
-dl $7EF377 : db $01 : db $0D ; Arrows
-dl $7EF36D : db $01 : db $48 ; Health (actual)
-dl $7EF0D6 : db $02 : dw $000C ; Room $006B: Ganon's Tower (Mimics Rooms) (.............qq.)
-dl $7E0468 : db $01 : db $00 ; Trap door state
-dl $7E0540 : db $02 : dw $051C ; Object tilemap state
-dl $7E0544 : db $02 : dw $081C ; Object tilemap state
-dl $7E0548 : db $02 : dw $0B1C ; Object tilemap state
-dl $7E054C : db $02 : dw $195A ; Object tilemap state
-dl $7E0550 : db $02 : dw $050C ; Object tilemap state
-dl $7EC172 : db $01 : db $01 ; Crystal switch state
-dl $7E0641 : db $02 : dw $0001 ; Room puzzle state (?)
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_nmg_gtower_mimics2:
-dl $7EF377 : db $01 : db $0E ; Arrows
-dl $7EF0D6 : db $02 : dw $000E ; Room $006B: Ganon's Tower (Mimics Rooms) (.............qqq)
-dl $7FE056 : db $02 : dw $0240 ; Room $6B persistent: Ganon's Tower (Mimics Rooms)
-dl $7E0641 : db $01 : db $00 ; Room puzzle state (?)
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E0FCB : db $01 : db $04 ; Prize pack index
-.after
-
-sram_nmg_gtower_spike_room:
-dl $7EF377 : db $01 : db $0A ; Arrows
-dl $7EF0D6 : db $02 : dw $800F ; Room $006B: Ganon's Tower (Mimics Rooms) (.d...........qqq)
-dl $7E0468 : db $01 : db $01 ; Trap door state
-dl $7FE056 : db $02 : dw $2640 ; Room $6B persistent: Ganon's Tower (Mimics Rooms)
-dl $7E002F : db $01 : db $00 ; Link's direction
-dl $7E0FCB : db $01 : db $05 ; Prize pack index
-.after
-
-sram_nmg_gtower_gauntlet:
-dl $7E0542 : db $02 : dw $16D8 ; Object tilemap state
-dl $7E0546 : db $02 : dw $19D8 ; Object tilemap state
-dl $7E054A : db $02 : dw $19E4 ; Object tilemap state
-dl $7E054E : db $02 : dw $16E4 ; Object tilemap state
-dl $7EF0B8 : db $02 : dw $000C ; Room $005C: Ganon's Tower (Ganon-Ball Z) (.............qq.)
-dl $7EF0B6 : db $02 : dw $8005 ; Room $005B: Ganon's Tower (Spike Pit Room) (.d............q.)
-dl $7E0540 : db $02 : dw $165E ; Object tilemap state
-dl $7E0544 : db $02 : dw $1854 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1A5E ; Object tilemap state
-dl $7E054C : db $02 : dw $1868 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7EC172 : db $01 : db $00 ; Crystal switch state
-.after
-
-sram_nmg_gtower_gauntlet_3:
-dl $7E0542 : db $02 : dw $052C ; Object tilemap state
-dl $7E0546 : db $02 : dw $0B2C ; Object tilemap state
-dl $7E054A : db $02 : dw $1430 ; Object tilemap state
-dl $7E054E : db $02 : dw $1C30 ; Object tilemap state
-dl $7EF377 : db $01 : db $08 ; Arrows
-dl $7E0FCC : db $01 : db $02 ; Prize pack index
-dl $7EF0BA : db $02 : dw $000C ; Room $005D: Ganon's Tower (Gauntlet 1/2/3) (.............qq.)
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $0510 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0B10 ; Object tilemap state
-dl $7E0548 : db $02 : dw $140C ; Object tilemap state
-dl $7E054C : db $02 : dw $1C0C ; Object tilemap state
-dl $7FE03A : db $02 : dw $00FD ; Room $5D persistent: Ganon's Tower (Gauntlet 1/2/3)
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_nmg_gtower_lanmola2:
-dl $7E0542 : db $02 : dw $0628 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0A28 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl SA1RAM.HUD+$04A : db $02 : dw $24B0 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08A : db $02 : dw $24C0 ; Selected menu gfx, row 2
-dl $7E0FCC : db $01 : db $04 ; Prize pack index
-dl $7EF0D8 : db $02 : dw $0001 ; Room $006C: Ganon's Tower (Lanmolas Room) (................)
-dl $7EF36D : db $01 : db $40 ; Health (actual)
-dl $7EF0BA : db $02 : dw $000E ; Room $005D: Ganon's Tower (Gauntlet 1/2/3) (.............qqq)
-dl $7EF0DA : db $02 : dw $000A ; Room $006D: Ganon's Tower (Gauntlet 4/5) (.............q.q)
-dl $7EF36E : db $01 : db $70 ; Magic Power
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $0614 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0A14 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-dl SA1RAM.HUD+$04C : db $02 : dw $24B1 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $24C1 ; Selected menu gfx, row 2
-dl $7FE03A : db $02 : dw $0EFD ; Room $5D persistent: Ganon's Tower (Gauntlet 1/2/3)
-dl $7FE056 : db $02 : dw $0000 ; Room $6B persistent: Ganon's Tower (Mimics Rooms)
-dl $7FE05A : db $02 : dw $00C9 ; Room $6D persistent: Ganon's Tower (Gauntlet 4/5)
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_nmg_gtower_wizz1:
-dl $7EF0D8 : db $02 : dw $000B ; Room $006C: Ganon's Tower (Lanmolas Room) (.............q.q)
-dl $7EF36E : db $01 : db $20 ; Magic Power
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_nmg_gtower_wizz2:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl SA1RAM.HUD+$04A : db $02 : dw $24DC ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08A : db $02 : dw $24EC ; Selected menu gfx, row 2
-dl $7EF36D : db $01 : db $48 ; Health (actual)
-dl $7EF14A : db $02 : dw $000B ; Room $00A5: Ganon's Tower (Wizzrobes Rooms) (.............q.q)
-dl $7EF36E : db $01 : db $18 ; Magic Power
-dl $7E0303 : db $01 : db $12 ; Selected menu item
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0202 : db $01 : db $11 ; Selected menu item
-dl SA1RAM.HUD+$04C : db $02 : dw $24DD ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $24ED ; Selected menu gfx, row 2
-dl $7FE0CA : db $02 : dw $008C ; Room $A5 persistent: Ganon's Tower (Wizzrobes Rooms)
-dl $7E0FC7 : db $01 : db $04 ; Prize pack index
-.after
-
-sram_nmg_gtower_torches1:
-dl SA1RAM.HUD+$04A : db $02 : dw $24BC ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08A : db $02 : dw $24CC ; Selected menu gfx, row 2
-dl $7EF12A : db $02 : dw $0005 ; Room $0095: Ganon's Tower (Final Collapsing Bridge Room) (..............q.)
-dl $7EF14A : db $02 : dw $000F ; Room $00A5: Ganon's Tower (Wizzrobes Rooms) (.............qqq)
-dl $7EF36E : db $01 : db $10 ; Magic Power
-dl $7E0303 : db $01 : db $09 ; Selected menu item
-dl $7E0202 : db $01 : db $0B ; Selected menu item
-dl $7E0B37 : db $01 : db $0C ; Arc variable
-dl $7E0B3F : db $01 : db $01 ; Arc variable
-dl SA1RAM.HUD+$04C : db $02 : dw $24BD ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $24CD ; Selected menu gfx, row 2
-dl $7FE03A : db $02 : dw $0000 ; Room $5D persistent: Ganon's Tower (Gauntlet 1/2/3)
-dl $7FE0CA : db $02 : dw $00EF ; Room $A5 persistent: Ganon's Tower (Wizzrobes Rooms)
-dl $7E002F : db $01 : db $06 ; Link's direction
-dl $7E0FC7 : db $01 : db $06 ; Prize pack index
-.after
-
-sram_nmg_gtower_torches2:
-dl $7E0542 : db $02 : dw $1570 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0B2E ; Object tilemap state
-dl $7E054A : db $02 : dw $120E ; Object tilemap state
-dl $7E054E : db $02 : dw $1820 ; Object tilemap state
-dl $7E0552 : db $02 : dw $8B0C ; Object tilemap state
-dl $7E0556 : db $02 : dw $9220 ; Object tilemap state
-dl SA1RAM.HUD+$04A : db $02 : dw $24B0 ; Selected menu gfx, row 1
-dl $7EF373 : db $01 : db $25 ; Magic filler
-dl SA1RAM.HUD+$08A : db $02 : dw $24C0 ; Selected menu gfx, row 2
-dl $7EF12C : db $02 : dw $000B ; Room $0096: Ganon's Tower (Torches 1 Room) (.............q.q)
-dl $7EF36E : db $01 : db $5F ; Magic Power
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7E0468 : db $02 : dw $0000 ; Trap door state
-dl $7E0540 : db $02 : dw $154C ; Object tilemap state
-dl $7E0544 : db $02 : dw $0520 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1120 ; Object tilemap state
-dl $7E054C : db $02 : dw $180E ; Object tilemap state
-dl $7E0550 : db $02 : dw $8420 ; Object tilemap state
-dl $7E0554 : db $02 : dw $8B32 ; Object tilemap state
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-dl $7E0B37 : db $01 : db $0E ; Arc variable
-dl SA1RAM.HUD+$04C : db $02 : dw $24B1 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $24C1 ; Selected menu gfx, row 2
-dl $7FE05A : db $02 : dw $0000 ; Room $6D persistent: Ganon's Tower (Gauntlet 4/5)
-dl $7E002F : db $01 : db $00 ; Link's direction
-.after
-
-sram_nmg_gtower_helma_key:
-dl $7E0CBC : db $01 : db $01 ; Sprite drop
-dl $7E0542 : db $02 : dw $0C70 ; Object tilemap state
-dl $7E0546 : db $02 : dw $1628 ; Object tilemap state
-dl $7E054A : db $02 : dw $1A14 ; Object tilemap state
-dl $7E054E : db $02 : dw $954C ; Object tilemap state
-dl $7E0552 : db $02 : dw $9C50 ; Object tilemap state
-dl $7E0556 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF373 : db $01 : db $00 ; Magic filler
-dl $7EF07A : db $02 : dw $0001 ; Room $003D: Ganon's Tower (Torch Room 2) (................)
-dl $7EF36E : db $01 : db $40 ; Magic Power
-dl $7E0540 : db $02 : dw $0C4C ; Object tilemap state
-dl $7E0544 : db $02 : dw $1618 ; Object tilemap state
-dl $7E0548 : db $02 : dw $1820 ; Object tilemap state
-dl $7E054C : db $02 : dw $1A24 ; Object tilemap state
-dl $7E0550 : db $02 : dw $9570 ; Object tilemap state
-dl $7E0554 : db $02 : dw $9C6C ; Object tilemap state
-dl $7E0B37 : db $01 : db $06 ; Arc variable
-.after
-
-sram_nmg_gtower_bombable_wall:
-dl $7E0CBC : db $01 : db $00 ; Sprite drop
-dl SA1RAM.HUD+$04A : db $02 : dw $2CB2 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08A : db $02 : dw $2CC2 ; Selected menu gfx, row 2
-dl $7EF36D : db $01 : db $40 ; Health (actual)
-dl $7EF07A : db $02 : dw $4405 ; Room $003D: Ganon's Tower (Torch Room 2) (..d...K.......q.)
-dl $7E0303 : db $01 : db $01 ; Selected menu item
-dl $7E0202 : db $01 : db $04 ; Selected menu item
-dl $7E0B37 : db $01 : db $0D ; Arc variable
-dl SA1RAM.HUD+$04C : db $02 : dw $2CB3 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $6CC2 ; Selected menu gfx, row 2
-dl $7FDFFA : db $02 : dw $000C ; Room $3D persistent: Ganon's Tower (Torch Room 2)
-dl $7E002F : db $01 : db $04 ; Link's direction
-.after
-
-sram_nmg_gtower_moldorm_2:
-dl $7EF343 : db $01 : db $00 ; Bombs
-dl SA1RAM.HUD+$04A : db $02 : dw $24B0 ; Selected menu gfx, row 1
-dl $7EF36F : db $02 : dw $0000 ; Keys
-dl SA1RAM.HUD+$08A : db $02 : dw $24C0 ; Selected menu gfx, row 2
-dl $7EF36D : db $01 : db $38 ; Health (actual)
-dl $7EF07A : db $02 : dw $740F ; Room $003D: Ganon's Tower (Torch Room 2) (..ddb.K......qqq)
-dl $7E0303 : db $01 : db $05 ; Selected menu item
-dl $7E0202 : db $01 : db $06 ; Selected menu item
-dl $7E0B37 : db $01 : db $10 ; Arc variable
-dl SA1RAM.HUD+$04C : db $02 : dw $24B1 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08C : db $02 : dw $24C1 ; Selected menu gfx, row 2
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_nmg_gtower_agahnim_2:
-dl $7E0542 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0546 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054A : db $02 : dw $0000 ; Object tilemap state
-dl $7E054E : db $02 : dw $0000 ; Object tilemap state
-dl $7E0552 : db $02 : dw $0000 ; Object tilemap state
-dl $7EF098 : db $02 : dw $0005 ; Room $004C: Ganon's Tower (Mini-Helmasaur Conveyor Room) (..............q.)
-dl $7EF03A : db $02 : dw $800C ; Room $001D: Ganon's Tower (Final Hallway) (.d...........qq.)
-dl $7EF09A : db $02 : dw $800F ; Room $004D: Ganon's Tower (Moldorm Room) (.d...........qqq)
-dl $7E0468 : db $02 : dw $0001 ; Trap door state
-dl $7E0540 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0544 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0548 : db $02 : dw $0000 ; Object tilemap state
-dl $7E054C : db $02 : dw $0000 ; Object tilemap state
-dl $7E0550 : db $02 : dw $0000 ; Object tilemap state
-dl $7E0554 : db $02 : dw $0000 ; Object tilemap state
-dl $7FE0CA : db $02 : dw $0000 ; Room $A5 persistent: Ganon's Tower (Wizzrobes Rooms)
-dl $7E002F : db $01 : db $00 ; Link's direction
-; Manual changes:
-dl $7E0202 : db $01 : db $03 ; Selected menu item
-dl $7E0303 : db $01 : db $0E ; Selected menu item
-dl SA1RAM.HUD+$04A : db $02 : dw $24F5 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$04C : db $02 : dw $24F6 ; Selected menu gfx, row 1
-dl SA1RAM.HUD+$08A : db $02 : dw $24C0 ; Selected menu gfx, row 2
-dl SA1RAM.HUD+$08C : db $02 : dw $24F5 ; Selected menu gfx, row 2
-.after
-
-sram_nmg_ganon_pyramid:
-dl $7EF2DB : db $01 : db $20 ; Overworld $5B: Unknown (...?....)
-dl $7EF36F : db $01 : db $FF ; Keys
-dl $7EF389 : db $01 : db $00 ; Key for dungeon $0D
-dl $7EF3FD : db $02 : dw $0000 ; Deaths
-dl $7EF01A : db $02 : dw $0802 ; Room $000D: Ganon's Tower (Agahnim2[Boss]) (.....k.........q)
-dl $7FDFFA : db $01 : db $00 ; Overworld $3D persistent: UNKNOWN
-dl $7E02A2 : db $01 : db $FC ; Arc variable
-dl $7E002F : db $01 : db $02 ; Link's direction
-.after
-
-sram_nmg_ganon_pyramid_magic:
-; Manual changes:
-dl $7EF36E : db $01 : db $80 ; Magic Power
-.after
-
-
diff --git a/src/resources/bsodhex.2bpp b/src/resources/bsodhex.2bpp
new file mode 100644
index 0000000..cc546f8
Binary files /dev/null and b/src/resources/bsodhex.2bpp differ
diff --git a/src/resources/bsodhex.png b/src/resources/bsodhex.png
new file mode 100644
index 0000000..5cc84db
Binary files /dev/null and b/src/resources/bsodhex.png differ
diff --git a/src/resources/hud_gfx.2bpp b/src/resources/hud_gfx.2bpp
index 1d55184..392c2e2 100644
Binary files a/src/resources/hud_gfx.2bpp and b/src/resources/hud_gfx.2bpp differ
diff --git a/src/resources/hud_gfx.png b/src/resources/hud_gfx.png
index b1b8151..6777165 100644
Binary files a/src/resources/hud_gfx.png and b/src/resources/hud_gfx.png differ
diff --git a/src/resources/hud_gfx.xcf b/src/resources/hud_gfx.xcf
index 2301a1e..cef74be 100644
Binary files a/src/resources/hud_gfx.xcf and b/src/resources/hud_gfx.xcf differ
diff --git a/src/resources/menu.tbl b/src/resources/menu.tbl
index c86d76f..d78681a 100644
--- a/src/resources/menu.tbl
+++ b/src/resources/menu.tbl
@@ -48,6 +48,7 @@ $=25
~=2E
'=2E
=2F
+_=2F
a=4A
b=4B
c=4C
diff --git a/src/resources/menu_font.2bpp b/src/resources/menu_font.2bpp
index 5e3a76a..56451dc 100644
Binary files a/src/resources/menu_font.2bpp and b/src/resources/menu_font.2bpp differ
diff --git a/src/resources/menu_font.png b/src/resources/menu_font.png
index 750879f..b20b017 100644
Binary files a/src/resources/menu_font.png and b/src/resources/menu_font.png differ
diff --git a/src/resources/menu_font.xcf b/src/resources/menu_font.xcf
index 001e55e..667fb21 100644
Binary files a/src/resources/menu_font.xcf and b/src/resources/menu_font.xcf differ
diff --git a/src/resources/movie/100nmg.bk2 b/src/resources/movie/100nmg.bk2
new file mode 100644
index 0000000..df80c9d
Binary files /dev/null and b/src/resources/movie/100nmg.bk2 differ
diff --git a/src/resources/movie/100nmg.txt b/src/resources/movie/100nmg.txt
new file mode 100644
index 0000000..d6e4e5a
--- /dev/null
+++ b/src/resources/movie/100nmg.txt
@@ -0,0 +1,284 @@
+@ 100% NMG
+
+= Escape
+755 Link's Bed
+2576 Outside
+4095 Uncle
+5122 Courtyard
+5847 Entrance
+7846 1st Key Guard
+9329 Stealth Room
+10272 2nd Key Guard
+11629 Ball 'n Chains
+13975 Backtracking
+16168 Key Guard Revisited
+18475 Throne Room
+20095 Snake Avoidance Room
+21357 Sewer Rooms
+22402 Key Rat
+23680 Into Sanctuary
+
+= Eastern Palace
+24611 Before Cutscene
+26199 After Cutscene
+28490 Octorok Overworld
+29394 Eastern Overworld
+31070 Entrance
+33152 Stalfos Room
+34165 Big Chest Room 1
+35499 Dark Key Room
+36902 Big Key Damage Boost
+38149 Big Chest Room 2
+39130 Gifted with Greenies
+39775 Pot Room
+41125 Zeldagamer Room
+42196 Armos
+
+= Desert Palace
+44318 Outside Eastern Palace
+47121 Eastern Palace Spinspeed
+48318 Bridge Screen
+49924 Unholy Spinspeed
+51044 Holy Spinspeed
+52633 Water Dash
+53134 Dam Dash
+54065 Outside Desert Palace
+55578 Entrance
+56727 Key Bonk
+58040 Pre Cannonball Room
+60327 Pot Room
+62029 Desert Ledge
+63966 Popo Genocide
+65166 Torches
+66231 Lanmolas
+
+= Tower of Hera
+70087 Outside Desert Palace
+71417 Aginah Cave
+75058 Fake Flippers
+76280 Bonk Rocks
+77892 Boulder Lift
+78757 Old Man Cave
+80898 Death Mountain
+81882 After Mirror
+82913 Spectacle Rock Choice
+88167 Quickhop
+88492 Entrance
+90163 Tile Room
+92933 Mini Moldorm Room
+93396 Torches
+94604 Beetles
+96706 Petting Zoo
+98552 Bumper Skip
+99054 Moldorm
+
+= Agahnim's Tower
+102426 Outside Hera
+104124 Lumberjacks
+104938 Lost Woods
+109281 After Grove
+111679 After Lost Woods
+112841 Castle Screen
+113513 Castle Entrance
+114663 Tower Entrance
+115546 Prize Pack Guards
+116359 Dark Maze
+118621 Dark Catwalk
+119593 Spear Guards
+120847 Red Alert II
+121368 Circle of Pots
+123547 Catwalk
+125856 Agahnim
+
+= Palace of Darkness
+132846 Pyramid #manual
+134486 Palace Overworld Screen
+137375 Entrance
+140037 Main Hub (Small Key)
+141290 Main Hub (Big Key)
+143336 Main Hub (Hammerjump)
+144505 Hammerjump
+147162 Pre Sexy Statue
+147884 Sexy Statue Room
+148969 Mimics
+149396 Eye Statue
+151237 Basement
+152164 Turtle Room
+153902 Helmasaur
+
+= Minigames
+159749 Outside PoD
+161779 Overworld Hammerdash
+162609 Hype Cave
+163642 Dash to Grove
+165533 Grove
+167977 South Grove Cave
+170297 Digging Game
+173077 Arrow Game Spinspeed
+175392 Usain Bolt
+180093 After Activating Flute
+182631 Return to Town
+183586 Blind's Hut
+185500 Kakariko Well
+188141 One Musketeer
+188504 Three Musketeers
+190175 After Warp
+190582 Chest Game
+
+= Thieves' Town
+192221 Red Boomerang
+194530 Entrance
+196309 After Big Key
+197241 Stalfos Hallway
+198119 Conveyor Gibos
+198457 Hellway
+200157 Bombable Floor
+201030 Backtracking
+202634 Basement
+203507 Prison
+204752 Gloves
+205152 After Gloves
+205807 Pot Hammerdash
+206536 Blind
+
+= Skull Woods
+211155 Outside Thieves
+212453 Cursed Dwarf
+213599 Hammer Pegs
+217965 Purple Chest
+223385 Locksmith
+226414 After Warp
+228049 Mummy Room
+230333 Bomb Jump
+232484 Key Pot
+233475 Skull Entrance
+234153 Mummy Hellway
+234984 Mummy Key
+235418 Mothula
+
+= Ice Palace
+240236 Outside Skull
+242051 Bridge Warp
+243052 Moblin Dash
+243726 Lottery
+244807 Medallion
+247294 Zora's Domain
+251402 Tiny Warp Dik
+252694 Entrance
+253028 Ice 2
+254877 Penguin Switch Room
+255565 Bombable Floor
+256890 Conveyor Room
+257700 IPBJ
+258814 Penguin Lineup
+259675 Lonely Firebar
+260669 Last 2 Rooms
+262107 Kholdstare
+
+= Misery Mire
+267034 Outside Ice
+267875 Death Mountain
+269685 Spike Cave
+271670 Dark Death Mountain
+274454 Free Flutedash
+275043 Mire Portal
+278289 Mire Entrance
+278932 Mire 2
+279631 Main Hub
+281012 Beat the Fireball
+281673 Bari Key
+282212 Sluggulas
+282594 Torches
+285875 Spark Gamble
+286926 Big Chest Room
+287851 Spike Key
+288542 Wizzrobe
+289345 Basement
+290584 Spooky Action 1
+291257 Spooky Action 2
+292626 Vitreous
+
+= Swamp Palace
+296904 Outside Mire
+299464 Link's House
+300500 After Warp
+301304 Bombos Medallion
+305909 Dam
+308108 Entrance
+308888 First Key Pot
+309923 Tiny Hallway Key
+310481 Hammer Peg Lever
+311617 Main Hub
+313715 Crystal Switch Lever
+316654 Sociable Firebar
+318169 Backtracking
+319427 Hookshot
+320830 Hookdash
+321867 Final Lever
+322902 Waterfall Room
+323351 Restock Room
+324071 Phelps' Way
+325246 Arrghus
+
+= Collection
+330596 Outside Swamp
+331173 Lake Hylia
+333765 Hobo
+336468 Hammer Peg Bridge
+338105 Super Bomb
+343897 After Fat Fairy
+345517 King's Tomb
+347394 Graveyard Ledge
+350717 Pmurderdactyl Trio
+351298 Bumper Cave
+352784 Lumberjack Tree
+355391 Ice Rod Overworld
+
+= Turtle Rock
+357690 Death Mountain
+359958 Squirrels
+360366 Peg Puzzle
+362549 Entrance
+363825 Torches
+364859 Roller Room
+366479 Pokey 0
+366989 Chomps
+369412 Pokey 1
+372106 Pokeys 2
+373008 Bomb Yeet
+376553 Mimic Cave
+379967 Crystaroller Room
+380790 Dark Maze
+382714 Laser Skip
+383764 Switch Room
+385030 Trinexx
+
+= Ganon's Tower
+390562 Outside Turtle Rock
+393461 Hookshot Cave
+397957 Entrance
+399632 Spike Skip
+401473 Pre Firesnakes Room
+404581 Bombable Floor
+405265 Ice Armos
+406423 Red Mail
+407943 Floor 3
+408721 Mimics 1
+409209 Mimics 2
+409730 Spike Room
+411061 Gauntlet 1
+412071 Gauntlet 3
+413639 Lanmola 2
+414649 Wizzrobes 1
+415624 Wizzrobes 2
+416269 Torches 1
+417705 Torches 2
+418231 Helma Key
+418622 Bombable Wall
+419720 Moldorm 2
+421971 Agahnim 2
+
+= Ganon
+425701 Ganon
+
+= End
diff --git a/src/resources/movie/lanmorta.bk2 b/src/resources/movie/lanmorta.bk2
new file mode 100644
index 0000000..96757e3
Binary files /dev/null and b/src/resources/movie/lanmorta.bk2 differ
diff --git a/src/resources/movie/preset_scraper.lua b/src/resources/movie/preset_scraper.lua
index abb7665..0e62f1c 100644
--- a/src/resources/movie/preset_scraper.lua
+++ b/src/resources/movie/preset_scraper.lua
@@ -37,7 +37,7 @@ function labelize_trim(s)
end
function stylize(s)
- return s:gsub('[%s_]+', ' '):gsub('[^a-zA-Z0-9%%%$ .,?!#%(%)-]', '')
+ return s:gsub('[%s_]+', ' '):gsub("[^a-zA-Z0-9%%%$ .,'?!#%(%)-]", '')
end
----------------------------------------------------------------------------------------------------
@@ -252,7 +252,7 @@ function print_persist()
if xl == 0 and xh == 0 and yl == 0 and yh == 0 then
dprint('%write_sq()')
else
- dprint(string.format('%%write_mirror($%02, $%02, $%02, $%02)', xl, xh, yl, yh))
+ dprint(string.format('%%write_mirror($%02X, $%02X, $%02X, $%02X)', xl, xh, yl, yh))
end
else
dprint(string.format('%%write8($%06X, $%02X) ; %s', g.addr, g.value, g.comment))
@@ -281,8 +281,8 @@ function print_sram()
dprint(string.format('%%%s($%06X, $%02X) ; %s', x.funcy, x.addr, x.value, x.comment))
elseif x.funcy == 'write16sram' then
dprint(string.format('%%%s($%06X, $%04X) ; %s', x.funcy, x.addr, x.value, x.comment))
- else
- dprint(string.format('%%%s($%03X, $%04X) ; %s', x.funcy, x.addr, x.value, x.comment))
+ elseif x.funcy == 'writeroom' then
+ dprint(string.format('%%%s($%03X, $%04X)', x.funcy, x.addr, x.value))
end
end
dprint('...end')
@@ -321,7 +321,6 @@ ow_args = {
mscr_X = { f = u16, l = 0x061C },
mscr_Y = { f = u16, l = 0x0618 },
tmap = { f = u16, l = 0x0084 },
-
}
single_args = {
@@ -369,6 +368,8 @@ single_args = {
}
single_arg_funcs = {
+ nofilter = function() return true end,
+
nonzero = function(a) return a ~= 0 end,
camerax = function()
@@ -394,8 +395,11 @@ single_arg_funcs = {
}
persist_args = {
+ { addr = 0x01ABF, comment = 'Mirror portal' },
+
{ addr = 0x00B08, comment = 'Arc variable' },
{ addr = 0x00B09, comment = 'Arc variable' },
+
{ addr = 0x002A1, comment = 'Slot 3 Altitude' },
{ addr = 0x002A2, comment = 'Slot 4 Altitude' },
@@ -411,8 +415,6 @@ persist_args = {
{ addr = 0x00FCD, comment = 'Prize pack 6' },
{ addr = 0x00FCE, comment = 'Prize pack 7' },
- { addr = 0x01ABF, comment = 'Mirror portal' },
-
{ addr = 0x00CFB, comment = 'Rupee pull kills' },
{ addr = 0x00CFC, comment = 'Rupee pull hits' },
}
@@ -482,6 +484,8 @@ sram_args = {
{ addr = 0x0F3CA, reader = u8, comment = 'LW/DW' },
{ addr = 0x0F3CC, reader = u8, comment = 'Follower' },
{ addr = 0x0F360, reader = u16, comment = 'Rupees' },
+ { addr = 0x0F364, reader = u16, comment = 'Compasses' },
+ { addr = 0x0F368, reader = u16, comment = 'Maps' },
{ addr = 0x0F366, reader = u16, comment = 'Big keys' },
}
@@ -511,7 +515,7 @@ while movie.mode() == 'PLAY' do
if state then
local s = state.s
local p = state.p
- savestate.save(string.format('../movie/states/%s.%s.%s.%s.%s.%s.state',
+ savestate.save(string.format('states/%s.%s.%s.%s.%s.%s.state',
labelize_trim(category),
s,
p,
@@ -559,7 +563,7 @@ while movie.mode() == 'PLAY' do
sid = memory.read_u16_le(0x00A0)
ptype = 'UW'
arglist = uw_args
- preset_values.dead = memory.read_u16_le(0x1FD80+(sid*2))
+ preset_values.dead = memory.read_u16_le(0x1DF80+(sid*2))
end
for n, v in pairs(arglist) do
@@ -590,7 +594,7 @@ while movie.mode() == 'PLAY' do
current_sram[i] = t
local screenid = bit.band(i,0xFFF)-0x280
table.insert(sram_values, {
- addr = bit.bor(v.addr, 0x7E0000),
+ addr = bit.bor(i, 0x7E0000),
value = t,
comment = string.format('OW screen $%02X', screenid),
funcy = 'write8'
@@ -601,6 +605,19 @@ while movie.mode() == 'PLAY' do
for i=0x0F000,0x0F27E,2 do
local t = memory.read_u16_le(i)
if t ~= current_sram[i] then
+
+ -- dumb special shit for current room's flags
+ if not ow then
+ if (bit.band(i,0xFFF) == (sid*2)) then
+ local rdata = 0x0000
+ rdata = bit.bor(rdata, memory.read_u8(0x00408))
+ rdata = bit.bor(rdata, bit.lshift(memory.read_u8(0x00403), 4))
+ rdata = bit.bor(rdata, bit.band(memory.read_u16_le(0x00401), 0xF000))
+
+ t = rdata
+ end
+ end
+
current_sram[i] = t
local roomid = bit.rshift(bit.band(i,0xFFF), 1)
table.insert(sram_values, {
@@ -614,7 +631,7 @@ while movie.mode() == 'PLAY' do
-- Do WRAM normal
for _, v in ipairs(single_args) do
- if v.indoors ~= ow then
+ if (v.indoors == nil) or v.indoors ~= ow then
local t = memory[v.reader](v.addr)
if single_arg_funcs[v.filter](t) then
local M8 = v.reader == u8
@@ -683,6 +700,7 @@ while movie.mode() == 'PLAY' do
end
end
end
+
presets[seg][pre].ptype = ptype
presets[seg][pre].preset_values = preset_values
presets[seg][pre].sram_values = sram_values
diff --git a/src/resources/movie/states/lanmorta.1.1.escape.linksbed.738.state b/src/resources/movie/states/lanmorta.1.1.escape.linksbed.738.state
deleted file mode 100644
index 792c5a2..0000000
Binary files a/src/resources/movie/states/lanmorta.1.1.escape.linksbed.738.state and /dev/null differ
diff --git a/src/resources/movie/states/lanmorta.1.2.escape.lamp.2410.state b/src/resources/movie/states/lanmorta.1.2.escape.lamp.2410.state
deleted file mode 100644
index c8ea7d8..0000000
Binary files a/src/resources/movie/states/lanmorta.1.2.escape.lamp.2410.state and /dev/null differ
diff --git a/src/resources/movie/states/lanmorta.1.3.escape.outside.2936.state b/src/resources/movie/states/lanmorta.1.3.escape.outside.2936.state
deleted file mode 100644
index 9d9e536..0000000
Binary files a/src/resources/movie/states/lanmorta.1.3.escape.outside.2936.state and /dev/null differ
diff --git a/src/resources/movie/states/lanmorta.1.4.escape.uncle.4434.state b/src/resources/movie/states/lanmorta.1.4.escape.uncle.4434.state
deleted file mode 100644
index 9b003b8..0000000
Binary files a/src/resources/movie/states/lanmorta.1.4.escape.uncle.4434.state and /dev/null differ
diff --git a/src/resources/movie/states/lanmorta.1.5.escape.courtyard.5402.state b/src/resources/movie/states/lanmorta.1.5.escape.courtyard.5402.state
deleted file mode 100644
index 7200580..0000000
Binary files a/src/resources/movie/states/lanmorta.1.5.escape.courtyard.5402.state and /dev/null differ
diff --git a/src/resources/movie/states/lanmorta.1.6.escape.entrance.6013.state b/src/resources/movie/states/lanmorta.1.6.escape.entrance.6013.state
deleted file mode 100644
index 013fb63..0000000
Binary files a/src/resources/movie/states/lanmorta.1.6.escape.entrance.6013.state and /dev/null differ
diff --git a/src/resources/movie/states/lanmorta.1.7.escape.stairclip.6809.state b/src/resources/movie/states/lanmorta.1.7.escape.stairclip.6809.state
deleted file mode 100644
index 36b1220..0000000
Binary files a/src/resources/movie/states/lanmorta.1.7.escape.stairclip.6809.state and /dev/null differ
diff --git a/src/resources/movie/states/lanmorta.1.8.escape.rearmeg.7284.state b/src/resources/movie/states/lanmorta.1.8.escape.rearmeg.7284.state
deleted file mode 100644
index 060a0b5..0000000
Binary files a/src/resources/movie/states/lanmorta.1.8.escape.rearmeg.7284.state and /dev/null differ
diff --git a/src/resources/movie/states/lanmorta.2.1.desert.tileroom.8646.state b/src/resources/movie/states/lanmorta.2.1.desert.tileroom.8646.state
deleted file mode 100644
index 523df43..0000000
Binary files a/src/resources/movie/states/lanmorta.2.1.desert.tileroom.8646.state and /dev/null differ
diff --git a/src/resources/movie/states/lanmorta.2.2.desert.backtracking.9077.state b/src/resources/movie/states/lanmorta.2.2.desert.backtracking.9077.state
deleted file mode 100644
index 6e5e092..0000000
Binary files a/src/resources/movie/states/lanmorta.2.2.desert.backtracking.9077.state and /dev/null differ
diff --git a/src/resources/movie/states/lanmorta.2.3.desert.reversegenocide.9438.state b/src/resources/movie/states/lanmorta.2.3.desert.reversegenocide.9438.state
deleted file mode 100644
index 4724c7c..0000000
Binary files a/src/resources/movie/states/lanmorta.2.3.desert.reversegenocide.9438.state and /dev/null differ
diff --git a/src/resources/movie/states/lanmorta.2.4.desert.tileroom2.10134.state b/src/resources/movie/states/lanmorta.2.4.desert.tileroom2.10134.state
deleted file mode 100644
index 90bc348..0000000
Binary files a/src/resources/movie/states/lanmorta.2.4.desert.tileroom2.10134.state and /dev/null differ
diff --git a/src/resources/movie/states/lanmorta.2.5.desert.dungeonreload.10977.state b/src/resources/movie/states/lanmorta.2.5.desert.dungeonreload.10977.state
deleted file mode 100644
index bc25f8e..0000000
Binary files a/src/resources/movie/states/lanmorta.2.5.desert.dungeonreload.10977.state and /dev/null differ
diff --git a/src/resources/movie/states/lanmorta.2.6.desert.darkroom.12034.state b/src/resources/movie/states/lanmorta.2.6.desert.darkroom.12034.state
deleted file mode 100644
index 45f98ee..0000000
Binary files a/src/resources/movie/states/lanmorta.2.6.desert.darkroom.12034.state and /dev/null differ
diff --git a/src/resources/movie/states/lanmorta.2.7.desert.lanmolas.13336.state b/src/resources/movie/states/lanmorta.2.7.desert.lanmolas.13336.state
deleted file mode 100644
index 5ed430e..0000000
Binary files a/src/resources/movie/states/lanmorta.2.7.desert.lanmolas.13336.state and /dev/null differ
diff --git a/src/resources/pekola.8bpp b/src/resources/pekola.8bpp
new file mode 100644
index 0000000..02d1014
Binary files /dev/null and b/src/resources/pekola.8bpp differ
diff --git a/src/resources/pekola.png b/src/resources/pekola.png
new file mode 100644
index 0000000..f2faad9
Binary files /dev/null and b/src/resources/pekola.png differ
diff --git a/src/rng.asm b/src/rng.asm
index e01886e..3eec85f 100644
--- a/src/rng.asm
+++ b/src/rng.asm
@@ -1,201 +1,114 @@
pushpc
-; Pokeys
-org $0688E9
- ; 0688e9 jsl $0dba71
- ; 0688ed and #$03
- ; 0688ef tay
- ; 0688f0 lda $88d7,y
- ; 0688f3 sta $0d50,x
- ; 0688f6 lda $88db,y
- ; 0688f9 sta $0d40,x
- ; 0688fc rts
- JSL rng_pokey_hook
- RTS
-; Agahnim
-org $01ED6EF
- ; 1ed6ef jsl $0dba71
- JSL rng_agahnim_hook
-
-; Helmasaur
-org $01E8262
- ; 1e8262 jsl $0dba71
- JSL rng_helmasaur_hook
-
-; Ganon warp location
-org $1D9488
- ; 1d9488 jsl $0dba71
- JSL rng_ganon_warp_location
-
-; Ganon warp
-org $1D91E3
- ; 1d91e3 jsl $0dba71
- JSL rng_ganon_warp
-
-; vitreous first eye
-org $1DE5E4
- JSL choose_vitty_eye
-
-; Eyegore
-org $1EC89C
- ;1ec89c jsl $0dba71
- JSL rng_eyegore
-
-; Arrghus
-org $1EB5F7
- ;1eb5f7 jsl $0dba71
- JSL rng_arrghus
-
-; Turtles
-org $1EB2A6
- ;1eb2a6 jsl $0dba71
- JSL rng_turtles
-
-; Lanmola
-; 05a3f4 jsl $0dba71
-; 05a3f8 and #$07
-; 05a3fa tay
-; 05a3fb lda $a3d6,y
-; 05a3fe sta $0da0,x
-; 05a401 jsl $0dba71
-; 05a405 and #$07
-; 05a407 tay
-; 05a408 lda $a3de,y
-; 05a40b sta $0db0,x
-org $05A3F4
- JSL rng_lanmola_1
-
-org $05A401
- JSL rng_lanmola_2
-
-
-; Conveyor belt
-org $09BD5D
- ; 09bd5d jsl $0dba71
- ; 09bd61 and #$03
- ; 09bd63 ldy $0b08,x
- JSL rng_conveyor_belt
+org $0688E9 : JSL rng_pokey
-pullpc
+org $01ED6EF : JSL rng_agahnim
-tbl_pokey_speed:
- ; 00
- db -16, -16, -16, -16 ; ul ul
- db -16, 16, -16, -16 ; ur ul
- db 16, 16, -16, -16 ; dr ul
- db 16, -16, -16, -16 ; dl ul
+org $01E8262 : JSL rng_helmasaur
- ; 10
- db -16, -16, -16, 16 ; ul ur
- db -16, 16, -16, 16 ; ur ur
- db 16, 16, -16, 16 ; dr ur
- db 16, -16, -16, 16 ; dl ur
+org $1D9488 : JSL rng_ganon_warp_location
+org $1D91E3 : JSL rng_ganon_warp
- ; 20
- db -16, -16, 16, 16 ; ul dr
- db -16, 16, 16, 16 ; ur dr
- db 16, 16, 16, 16 ; dr dr
- db 16, -16, 16, 16 ; dl dr
+org $1DE5E4 : JSL choose_vitty_eye
- ; 30
- db -16, -16, 16, -16 ; ul dl
- db -16, 16, 16, -16 ; ur dl
- db 16, 16, 16, -16 ; dr dl
- db 16, -16, 16, -16 ; dl dl
+org $1EC89C : JSL rng_eyegore
-tbl_real_pokey_x:
- db 16, -16, 16, -16
+org $1EB5F7 : JSL rng_arrghus
-tbl_real_pokey_y:
- db 16, 16, -16, -16
+org $1EB2A6 : JSL rng_turtles
-rng_pokey_hook:
- PHB : PHK : PLB
+org $05A3F4 : JSL rng_lanmola_1
+org $05A401 : JSL rng_lanmola_2
- LDA.w SA1RAM.pokey_rng : BEQ .random
+org $09BD5D : JSL rng_conveyor_belt
- LDA.w SA1RAM.rng_counter : ASL : STA $72
- LDA.w SA1RAM.pokey_rng : DEC : ASL #2 : CLC : ADC $72 : TAY
+pullpc
- LDA.w tbl_pokey_speed+0,Y : STA $0D40,X
- LDA.w tbl_pokey_speed+1,Y : STA $0D50,X
+;===================================================================================================
- LDA.w SA1RAM.rng_counter : INC : STA.w SA1RAM.rng_counter
- BRA .done
+rng_pokey:
+ LDA.w SA1RAM.pokey_rng : BEQ JML_to_RNG
-.random
- JSL GetRandomInt : AND #$03 : TAY
- LDA.w tbl_real_pokey_x,Y : STA $0D50,X
- LDA.w tbl_real_pokey_y,Y : STA $0D40,X
+ DEC
-.done
- PLB
- RTL
+ ; left = 3 ; right = 5
+ CPX.b #$05 : BNE ++
-; == Agahnim ==
+ LSR : LSR
-rng_agahnim_hook:
+++ RTL
+
+;===================================================================================================
+
+; Agahnim
+rng_agahnim:
LDA.w SA1RAM.agahnim_rng : BEQ JML_to_RNG
- CMP #$01 : BEQ .done
- LDA #$00
+ CMP.b #$01 : BEQ .done
+
+ LDA.b #$00
.done
RTL
-; == Helmasaur ==
+;===================================================================================================
-rng_helmasaur_hook:
+rng_helmasaur:
LDA.w SA1RAM.helmasaur_rng : BEQ JML_to_RNG
DEC
RTL
-; == Ganon Warp Location ==
+;===================================================================================================
rng_ganon_warp_location:
LDA.w SA1RAM.ganon_warp_location_rng : BEQ JML_to_RNG
DEC
RTL
-; == Ganon Warp ==
+;===================================================================================================
rng_ganon_warp:
LDA.w SA1RAM.ganon_warp_rng : BEQ JML_to_RNG
DEC
RTL
-; == Eyegore ==
+;===================================================================================================
rng_eyegore:
LDA.w SA1RAM.eyegore_rng : BEQ JML_to_RNG
DEC
RTL
-; == Arrghus ==
-
-arrghus_speeds:
- db $00, $10, $20, $30, $3F
+;===================================================================================================
rng_arrghus:
LDA.w SA1RAM.arrghus_rng : BEQ JML_to_RNG
- PHX
- DEC
- TAX : LDA.l arrghus_speeds,X
- PLX
+
+ TXY
+
+ TAX : LDA.l .speeds-1,X
+
+ TYX
+
RTL
+.speeds
+ db $00, $10, $20, $30, $3F
+
+;===================================================================================================
+
; In the middle for best access
JML_to_RNG:
JML GetRandomInt
-; == Turtles ==
+;===================================================================================================
rng_turtles:
LDA.w SA1RAM.turtles_rng : BEQ JML_to_RNG
DEC
RTL
-; == Lanmola ==
+;===================================================================================================
rng_lanmola_1:
LDA.w SA1RAM.lanmola_rng : BEQ JML_to_RNG
@@ -207,19 +120,21 @@ rng_lanmola_2:
DEC : LSR #3
RTL
-; Conveyor Belt
+;===================================================================================================
+
rng_conveyor_belt:
LDA.w SA1RAM.conveyor_rng : BEQ JML_to_RNG
DEC
RTL
-; Vitreous
+;===================================================================================================
+
choose_vitty_eye:
LDA.w SA1RAM.vitreous_rng : BEQ JML_to_RNG
- LDA $0E70,X : BNE JML_to_RNG
+ LDA.w $0E70,X : BNE JML_to_RNG
- INC : STA $0E70,X ; set to 1
+ INC : STA.w $0E70,X ; set to 1
LDA.w SA1RAM.vitreous_rng
DEC
- RTL
+ RTL
diff --git a/src/roomload.asm b/src/roomload.asm
index 19833ad..e9700bd 100644
--- a/src/roomload.asm
+++ b/src/roomload.asm
@@ -1,41 +1,172 @@
+pushpc
+
+org $02C23A
+CacheRoomEntryPropertiesLong:
+ JSR.w $028C83
+ RTL
+
+pullpc
+
+;===================================================================================================
+
LoadArbitraryRoom:
+ PHK
+ PLB
+
JSR ResetBeforeLoading
+ PEA.w $0000 : PLD
+
SEP #$30
- LDX.w SA1RAM.loadroomid
- LDA.l .entrance,X : JSR SetDungeonEntranceAndProperties
+ LDA.b #$00 : STA.b $13
+
+ LDA.b $1B : BEQ ++
+
+ JSL $02A0BE
+ JSL $02B87B
+
+++ REP #$20
+
+ LDA.w SA1RAM.loadroomid : JSR SetLoadedRoomID
+
+ SEP #$30
+ TAX
+
+ LDA.w $044A : STA.w SA1RAM.loadroomeg
+
+ STZ.w $044A
+
+ LDY.w .layerfloor,X
+
+ LDA.w SA1RAM.loadroomworldset : BEQ .default_world
+ CMP.b #$02 : BEQ .light_world
+ BCC .set_floor
+
+.dark_world
+ LDA.b #$40 : BRA .set_world
+
+.light_world
+ LDA.b #$00 : BRA .set_world
+
+.default_world
+ TYA
+ AND.b #$40
+
+.set_world
+ STA.l $7EF3CA
+
+.set_floor
+ TYA : AND.b #$0F : BEQ +
+ BIT.b #$08 : BEQ ++
+
+ ORA.b #$F0
+ BRA +
+
+++ DEC ; 0 = floor 1, but it's easier to do it this way (also can use 0 to mean nothing)
++ STA.b $A4
+
+ LDA.w $040C : PHA
+
+ LDA.w .entrance,X : JSR SetDungeonEntranceAndProperties
+
+ SEP #$30
+
+ PLA
+
+ LDX.w SA1RAM.loadroomdungeonset : BEQ .done_dungeon_id
+ CPX.w #$01 : BEQ .use_old_dungeon_id
+
+ LDA.w DungeonID-2,X
+
+.use_old_dungeon_id
+ STA.w $040C
+
+.done_dungeon_id
+ LDA.w SA1RAM.loadroompegset : CMP.b #$02 : BCC .explicit_pegs
+
+ ; since this address is reused, make sure it takes on a valid value
+ LDA.l $7EC172 : CMP.b #$02 : BCC .explicit_pegs
+
+ LDA.b #$00
+
+.explicit_pegs
+ STA.w SA1RAM.loadroompegstate
+
+ LDA.w SA1RAM.loadroomequip : BEQ .equipment_done
+ CMP.b #$01 : BEQ .loadout
+
+ JSL gamemode_fill_everything
+ BRA .equipment_done
+
+.loadout
+ JSR LoadCustomLoadOut
+
+.equipment_done
+ JSL SetHUDItemGraphics
+
+ SEP #$30
+
+ LDA.l $7EF3C5 : BNE ++
+
+ INC : STA.l $7EF3C5
+
+++ JSL PresetLoadArea_UW
+
+ SEP #$30
+
+ LDA.w SA1RAM.loadroompegstate
+ JSR HandlePegState
+
+ SEP #$30
+
+ LDA.w SA1RAM.loadroomshutters : AND.b #$01 : EOR.b #$01
+ JSR HandleOpenShutters
- SEP #$10
LDX.w SA1RAM.loadroomid
+ PHK
+ PLB
+
REP #$30
LDA.w #$3000 : TCD
- TXA : ASL : ADC.w SA1RAM.loadroomid : TAX
+ TXA
+ ASL : ADC.w SA1RAM.loadroomid : TAX
LDA.l $1F83C0,X : STA.b SA1IRAM.preset_scratch+0
LDA.l $1F83C1,X : STA.b SA1IRAM.preset_scratch+1
+ ; need a very special exception for this duplicated room
+ LDA.w $00A0 : CMP.w #$004F : BEQ .no_doors
+
LDA.b [SA1IRAM.preset_scratch]
- CMP.b #$FFFF : BEQ .no_doors
+ CMP.w #$FFFF : BEQ .no_doors
- ; Find optimal door type
- ; TODO
+ JSR FindOptimalDoorType
+ STA.b SA1IRAM.preset_scratch+2
-.save_door
- SEP #$20
+ SEP #$30
- ; door direction
- STZ.b SA1IRAM.preset_scratch+3
- LSR : ROL.b SA1IRAM.preset_scratch+3
- LSR : ROL.b SA1IRAM.preset_scratch+3
- LSR
+ PHA
- SEP #$10
+ AND.b #$03 : TAX
+ LDY.w .dir,X : STY.w $002F
+
+ ASL : TAX
+
+ LDA.b #$01
- LDX.b SA1IRAM.preset_scratch+3
+ CPY.b #$03
+
+ ADC.b #$00 : STA.w $006C
+ AND.b #$02 : STA.w $0062
+
+ PLA
+ LSR : LSR : LSR
+
+ STZ.b SA1IRAM.preset_scratch+2
; door position
REP #$30
@@ -43,136 +174,542 @@ LoadArbitraryRoom:
AND.w #$001E
TAY
- STZ.b SA1IRAM.preset_scratch+1
+ LDA.w .door_position_tables,X
+ STA.b SA1IRAM.preset_scratch
+
+ LDA.b [SA1IRAM.preset_scratch],Y
- ; calc link's direction
- TXA
+ PEA.w $0000
+ PLD
- SEP #$20
- BIT.b #$02 : BNE ++
+ JSR ConfigureCoordinatesToTilemap
- EOR.b #$03 ; flip both bits; will unflip bit 1 on next op
+ JMP .adjust_coords
-++ EOR.b #$02
+ ; TODO find good coordinates based on room ID
+ ; use entrance if room of entrance matches
+.no_doors
+ LDA.w #$0000 : TCD
- ASL : STA.w $002F
+ ; check entrance for matching room ID
+ LDA.w $010E : ASL : TAX
+ LDA.l $02C577,X : CMP.b $A0 : BNE .not_entrance
- ; find proper table to read
- REP #$30
+ LDA.l $02CCBD,X : STA.b $20
+ LDA.l $02CDC7,X : STA.b $22
- LDA.l .door_position_tables,X
- STA.b SA1IRAM.preset_scratch
+ SEP #$20
- LDA.b [SA1IRAM.preset_scratch],Y
- PHA
+ LDA.l $02D274,X : STA.b $6C
- AND.w #$01FF
- ASL : ASL
- ADC.w #$0008
- STA.w $0022
+ LDA.l $02D2F9,X : LSR : LSR : LSR : LSR : STA.b $EE
+ LDA.l $02D2F9,X : AND.b #$0F : STA.w $0476
- PLA
- AND.w #$0E00
- LSR : LSR : LSR : LSR
- STA.w $0020
+ REP #$20
BRA .adjust_coords
-.no_doors
+.not_entrance
+ ; check for interroom stairs
+ LDA.w $06B0 : BEQ .no_stairs
+
+ ASL
+
+ JSR ConfigureCoordinatesToTilemap
+
+ BRA .adjust_coords
+
+;---------------------------------------------------------------------------------------------------
+
+.no_stairs
+ ; hardcoded positionings
+ LDA.b $A0
+ CMP.w #$0029 : BEQ .mothula
+ CMP.w #$004F : BEQ .ip_fairies
+ CMP.w #$00DE : BEQ .kholdstare
+ CMP.w #$00CA : BEQ .dumb_block_room
+ CMP.w #$0089 : BEQ .ep_fairies
+
+ ; anything else just goes to center of top left
+ ; hera fairies are fine to use the default
LDA.w #$0078
- STA.w $0020
- STA.w $0022
+
+.force_y_x
+ STA.b $20
+
+.force_x
+ STA.b $22
+ BRA .adjust_coords
+
+.dumb_block_room
+ LDA.w #$0178 : STA.b $20
+ LDA.w #$0078 : BRA .force_x
+
+.mothula
+ LDA.w #$0178 : BRA .force_y_x
+
+.kholdstare
+.ip_fairies
+ LDA.w #$0078 : STA.b $20
+ LDA.w #$0178 : BRA .force_x
+
+.ep_fairies
+ LDA.w #$0078 : STA.b $20
+ LDA.w #$00F8 : BRA .force_x
+
+;---------------------------------------------------------------------------------------------------
; fix X and Y coordinates to match
.adjust_coords
+ LDA.w #$0007 : STA.b $10
+
+ SEP #$20
+
+ LDA.b $A0 : AND.b #$F0 : LSR : LSR : LSR : TSB.b $21
+ LDA.b $A0 : AND.b #$0F : ASL : TSB.b $23
+
+ SEP #$30
+
+ ; control layer, based on door we're on
+ STZ.w $0476 : STZ.b $EE
+
+ LDA.w SA1IRAM.preset_scratch+3
+ LDX.b #.lower_layer_doors_end-.lower_layer_doors-1
+
+-- CMP.w .lower_layer_doors,X
+ BEQ .lower_layer
+ DEX
+ BPL --
+
+ BRA .upper_layer
+
+.lower_layer
+ REP #$20
+
+ LDA.b $A0
+ CMP.w #$0012 : BEQ .set_10
+ CMP.w #$0082 : BEQ .set_11
+
+ SEP #$20
+ LDA.w $044A : BNE .dont_refresh_eg
+
+ PHA
+ LDA.w SA1RAM.loadroomeg : STA.w $044A
+ PLA
+
+.dont_refresh_eg
+ CMP.b #$02 : BEQ .set_10
+
+.set_11
SEP #$20
- LDA.w $00A0 : AND.b #$F0 : LSR : LSR : LSR : TSB.w $0020
- LDA.b $00A0 : AND.b #$0F : ASL : TSB.w $0020
+
+ LDA.b #$01 : STA.b $EE
+ STA.w $0476
+
+ BRA .done_layer
+
+.set_10
+ SEP #$20
+
+ STZ.b $EE
+ LDA.b #$01 : STA.w $0476
+
+.done_layer
+.upper_layer
+ REP #$30
+
+ LDA.w #$0007 : STA.b $10
+
+ SEP #$30
+
+ LDA.b $23 : LSR
+ LDA.b #$00 : ROL : STA.b $A9
+
+ LDA.b $21 : LSR
+ LDA.b #$00 : ROL : ASL : STA.b $AA
+
+ LDA.w $040E : LSR : TAX
+ ORA.b $AA : ORA.b $A9
+ STA.b $A8
+
+ JSR (.bound_setters,X)
+
+ JSR ConfigureCameraToCoordinates
+ JSR SetCameraToCoordinates
+ JSL CacheRoomEntryPropertiesLong
+
+ LDA.w SA1RAM.loadroomkill : BEQ ++
+
+ REP #$30
+
+ LDA.w #$FFFF : JSR KillSpritesInRoom
+
+++ JSR ApplyAfterLoading
JMP TriggerTimerAndReset
;---------------------------------------------------------------------------------------------------
+.dir
+ db $02, $00, $06, $04
+
.door_position_tables
dw $00997E ; North
dw $009996 ; South
dw $0099AE ; West
dw $0099C6 ; East
+.lower_layer_doors
+ db $02, $04, $06, $0C, $10, $40, $44, $46, $48, $4A
+..end
+
+.bound_setters
+ dw .layout00
+ dw .layout01
+ dw .layout02
+ dw .layout03
+ dw .layout04
+ dw .layout05
+ dw .layout06
+ dw .layout07
+
+.layout00
+ STZ.b $A6 : STZ.b $A7
+ RTS
+
+.layout01
+ LDA.b #$02 : STA.b $A7
+ STZ.b $A6
+ RTS
+
+.layout02
+ LDA.b $A9 : ASL : STA.b $A7
+ STZ.b $A6
+ RTS
+
+.layout03
+ LDA.b $A9 : EOR.b #$01 : ASL : STA.b $A7
+ STZ.b $A6
+ RTS
+
+.layout04
+ LDA.b #$02 : STA.b $A6
+ STZ.b $A7
+ RTS
+
+.layout05
+ LDA.b $AA : STA.b $A6
+ STZ.b $A7
+ RTS
+
+.layout06
+ LDA.b $AA : EOR.b #$02 : STA.b $A6
+ STZ.b $A7
+ RTS
+
+.layout07
+ LDA.b #$02
+ STA.b $A6 : STA.b $A7
+ RTS
;---------------------------------------------------------------------------------------------------
.entrance
fillbyte $00 : fill 256
-; TODO
-;%room_load($7B) ; 0000
-;%room_load($82) ; 0003
-;%room_load($38) ; 0008
-;%room_load($37) ; 000C
-;%room_load($2D) ; 000E
-;%room_load($36) ; 0010
-;%room_load($81) ; 0011
-;%room_load($02) ; 0012
-;%room_load($7C) ; 0018
-;%room_load($15) ; 0023
-;%room_load($19) ; 0024
-;%room_load($25) ; 0028
-;%room_load($3B) ; 002C
-;%room_load($39) ; 002F
-;%room_load($75) ; 0030
-;%room_load($3A) ; 003C
-;%room_load($26) ; 004A
-;%room_load($74) ; 0051
-;%room_load($32) ; 0055
-;%room_load($28) ; 0056
-;%room_load($29) ; 0057
-;%room_load($2A) ; 0058
-;%room_load($2B) ; 0059
-;%room_load($03) ; 0060
-;%room_load($04) ; 0061
-;%room_load($05) ; 0062
-;%room_load($0C) ; 0063
-;%room_load($77) ; 0067
-;%room_load($78) ; 0068
-;%room_load($33) ; 0077
-;%room_load($73) ; 0080
-;%room_load($0B) ; 0083
-;%room_load($09) ; 0084
-;%room_load($0A) ; 0085
-;%room_load($27) ; 0098
-;%room_load($08) ; 00C9
-;%room_load($18) ; 00D5
-;%room_load($35) ; 00D6
-;%room_load($34) ; 00DB
-;%room_load($20) ; 00DF
-;%room_load($24) ; 00E0
-;%room_load($2C) ; 00E1
-;%room_load($12) ; 00E2
-;%room_load($11) ; 00E3
-;%room_load($30) ; 00E4
-;%room_load($31) ; 00E5
-;%room_load($2E) ; 00E6
-;%room_load($2F) ; 00E7
-;%room_load($14) ; 00E8
-;%room_load($23) ; 00EA
-;%room_load($17) ; 00EB
-;%room_load($1B) ; 00ED
-;%room_load($1D) ; 00EE
-;%room_load($1F) ; 00EF
-;%room_load($06) ; 00F0
-;%room_load($07) ; 00F1
-;%room_load($0D) ; 00F2
-;%room_load($0E) ; 00F3
-;%room_load($0F) ; 00F4
-;%room_load($10) ; 00F5
-;%room_load($13) ; 00F8
-;%room_load($21) ; 00F9
-;%room_load($22) ; 00FA
-;%room_load($16) ; 00FB
-;%room_load($1A) ; 00FD
-;%room_load($1C) ; 00FE
-;%room_load($1E) ; 00FF
+.layerfloor
+ fillbyte $00 : fill 256
+
+; TODO add: layer, floor number
+; .w.. ffff
+; w = world
+; ffff = A4 & 0x0F - sign extend after read
+!ROOM_ID = 0
+macro room_load(e, w, f)
+ pushpc
+ org .entrance+!ROOM_ID : db
+ org .layerfloor+!ROOM_ID : db (&$F)|((&$01)<<6)
+
+ pullpc
+ !ROOM_ID #= !ROOM_ID+1
+endmacro
+
+%room_load($7B, 1, 2) ; 0000
+%room_load($04, 0, 1) ; 0001
+%room_load($81, 0, 1) ; 0002
+%room_load($82, 0, -1) ; 0003
+%room_load($19, 1, -1) ; 0004
+%room_load($25, 1, 0) ; 0005
+%room_load($25, 1, -1) ; 0006
+%room_load($33, 0, 6) ; 0007
+%room_load($38, 0, -1) ; 0008
+%room_load($26, 1, -1) ; 0009
+%room_load($26, 1, -1) ; 000A
+%room_load($26, 1, -1) ; 000B
+%room_load($37, 1, 2) ; 000C
+%room_load($37, 1, 7) ; 000D
+%room_load($2D, 1, 1) ; 000E
+%room_load($7B, 0, 0) ; 000F
+%room_load($36, 1, 1) ; 0010
+%room_load($81, 0, -1) ; 0011
+%room_load($02, 0, 1) ; 0012
+%room_load($19, 1, -1) ; 0013
+%room_load($19, 1, -1) ; 0014
+%room_load($19, 1, -1) ; 0015
+%room_load($25, 1, -1) ; 0016
+%room_load($33, 0, 5) ; 0017
+%room_load($7C, 0, -1) ; 0018
+%room_load($26, 1, 1) ; 0019
+%room_load($26, 1, 1) ; 001A
+%room_load($26, 1, 1) ; 001B
+%room_load($37, 1, -1) ; 001C
+%room_load($37, 1, 7) ; 001D
+%room_load($2D, 1, -1) ; 001E
+%room_load($2D, 1, -1) ; 001F
+%room_load($24, 0, 7) ; 0020
+%room_load($81, 0, -1) ; 0021
+%room_load($81, 0, -1) ; 0022
+%room_load($15, 1, -1) ; 0023
+%room_load($19, 1, -1) ; 0024
+%room_load($25, 1, 0) ; 0025
+%room_load($25, 1, -1) ; 0026
+%room_load($33, 0, 4) ; 0027
+%room_load($25, 1, 1) ; 0028
+%room_load($2B, 1, -2) ; 0029
+%room_load($26, 1, 1) ; 002A
+%room_load($26, 1, 1) ; 002B
+%room_load($3B, 1, -1) ; 002C
+%room_load($2D, 1, 0) ; 002D
+%room_load($2D, 1, -1) ; 002E
+%room_load($39, 0, -1) ; 002F
+%room_load($24, 0, 7) ; 0030
+%room_load($33, 0, 3) ; 0031
+%room_load($81, 0, -1) ; 0032
+%room_load($0C, 0, 2) ; 0033
+%room_load($25, 1, -1) ; 0034
+%room_load($25, 1, -1) ; 0035
+%room_load($25, 1, -1) ; 0036
+%room_load($25, 1, -1) ; 0037
+%room_load($25, 1, -1) ; 0038
+%room_load($2B, 1, -1) ; 0039
+%room_load($26, 1, 1) ; 003A
+%room_load($26, 1, -1) ; 003B
+%room_load($3A, 1, -1) ; 003C
+%room_load($37, 1, 6) ; 003D
+%room_load($2D, 1, -2) ; 003E
+%room_load($2D, 1, -2) ; 003F
+%room_load($24, 0, 6) ; 0040
+%room_load($81, 0, 2) ; 0041
+%room_load($81, 0, 1) ; 0042
+%room_load($0C, 0, 2) ; 0043
+%room_load($34, 1, -2) ; 0044
+%room_load($34, 1, -2) ; 0045
+%room_load($25, 1, -1) ; 0046
+%room_load($29, 0, 0) ; 0047
+%room_load($29, 0, 0) ; 0048
+%room_load($2B, 1, -1) ; 0049
+%room_load($26, 1, 1) ; 004A
+%room_load($26, 1, -1) ; 004B
+%room_load($37, 1, 6) ; 004C
+%room_load($37, 1, 6) ; 004D
+%room_load($2D, 1, -2) ; 004E
+%room_load($2D, 1, -6) ; 004F
+%room_load($03, 0, 1) ; 0050
+%room_load($04, 0, 2) ; 0051
+%room_load($05, 0, 1) ; 0052
+%room_load($0C, 0, 2) ; 0053
+%room_load($25, 1, 1) ; 0054
+%room_load($32, 0, -1) ; 0055
+%room_load($28, 1, -1) ; 0056
+%room_load($29, 1, -1) ; 0057
+%room_load($2A, 1, -1) ; 0058
+%room_load($2B, 1, -1) ; 0059
+%room_load($26, 1, -1) ; 005A
+%room_load($37, 1, 3) ; 005B
+%room_load($37, 1, 3) ; 005C
+%room_load($37, 1, 4) ; 005D
+%room_load($2D, 1, -3) ; 005E
+%room_load($2D, 1, -3) ; 005F
+%room_load($03, 0, 1) ; 0060
+%room_load($04, 0, 1) ; 0061
+%room_load($05, 0, 1) ; 0062
+%room_load($0C, 0, 1) ; 0063
+%room_load($34, 1, 1) ; 0064
+%room_load($34, 1, 1) ; 0065
+%room_load($25, 1, -2) ; 0066
+%room_load($77, 1, -1) ; 0067
+%room_load($78, 1, -1) ; 0068
+%room_load($26, 1, 0) ; 0069
+%room_load($26, 1, -1) ; 006A
+%room_load($37, 1, 3) ; 006B
+%room_load($37, 1, 4) ; 006C
+%room_load($37, 1, 4) ; 006D
+%room_load($2D, 1, -3) ; 006E
+%room_load($2D, 1, 0) ; 006F
+%room_load($04, 0, -2) ; 0070
+%room_load($04, 0, -1) ; 0071
+%room_load($04, 0, -1) ; 0072
+%room_load($09, 0, -1) ; 0073
+%room_load($09, 0, -1) ; 0074
+%room_load($09, 0, -1) ; 0075
+%room_load($25, 1, -2) ; 0076
+%room_load($33, 0, 2) ; 0077
+%room_load($37, 1, 0) ; 0078
+%room_load($37, 1, 0) ; 0079
+%room_load($37, 1, 0) ; 007A
+%room_load($37, 1, 1) ; 007B
+%room_load($37, 1, 1) ; 007C
+%room_load($37, 1, 1) ; 007D
+%room_load($2D, 1, -4) ; 007E
+%room_load($2D, 1, -4) ; 007F
+%room_load($04, 0, -3) ; 0080
+%room_load($04, 0, -1) ; 0081
+%room_load($04, 0, -1) ; 0082
+%room_load($0B, 0, -1) ; 0083
+%room_load($09, 0, -1) ; 0084
+%room_load($0A, 0, -1) ; 0085
+%room_load($33, 0, 0) ; 0086
+%room_load($33, 0, 1) ; 0087
+%room_load($27, 1, 0) ; 0088
+%room_load($08, 0, 1) ; 0089
+%room_load($37, 1, 0) ; 008A
+%room_load($37, 1, 1) ; 008B
+%room_load($37, 1, 1) ; 008C
+%room_load($37, 1, 1) ; 008D
+%room_load($2D, 1, -4) ; 008E
+%room_load($2D, 1, 0) ; 008F
+%room_load($27, 1, -1) ; 0090
+%room_load($27, 1, -2) ; 0091
+%room_load($27, 1, -2) ; 0092
+%room_load($27, 1, -2) ; 0093
+%room_load($37, 1, 0) ; 0094
+%room_load($37, 1, 5) ; 0095
+%room_load($37, 1, 5) ; 0096
+%room_load($27, 1, 1) ; 0097
+%room_load($27, 1, 1) ; 0098
+%room_load($08, 0, 1) ; 0099
+%room_load($37, 1, 0) ; 009A
+%room_load($37, 1, 1) ; 009B
+%room_load($37, 1, 1) ; 009C
+%room_load($37, 1, 1) ; 009D
+%room_load($2D, 1, -5) ; 009E
+%room_load($2D, 1, -5) ; 009F
+%room_load($27, 1, -1) ; 00A0
+%room_load($27, 1, -1) ; 00A1
+%room_load($27, 1, -1) ; 00A2
+%room_load($27, 1, -1) ; 00A3
+%room_load($18, 1, -3) ; 00A4
+%room_load($37, 1, 5) ; 00A5
+%room_load($37, 1, 5) ; 00A6
+%room_load($33, 0, 2) ; 00A7
+%room_load($08, 0, 1) ; 00A8
+%room_load($08, 0, 1) ; 00A9
+%room_load($08, 0, 1) ; 00AA
+%room_load($34, 1, -1) ; 00AB
+%room_load($34, 1, -1) ; 00AC
+%room_load($2D, 1, 0) ; 00AD
+%room_load($2D, 1, -5) ; 00AE
+%room_load($2D, 1, -5) ; 00AF
+%room_load($24, 0, 5) ; 00B0
+%room_load($27, 1, -1) ; 00B1
+%room_load($27, 1, -1) ; 00B2
+%room_load($27, 1, -1) ; 00B3
+%room_load($18, 1, -3) ; 00B4
+%room_load($18, 1, -2) ; 00B5
+%room_load($35, 1, 1) ; 00B6
+%room_load($35, 1, 1) ; 00B7
+%room_load($08, 0, 1) ; 00B8
+%room_load($08, 0, 1) ; 00B9
+%room_load($08, 0, 1) ; 00BA
+%room_load($34, 1, -1) ; 00BB
+%room_load($34, 1, -1) ; 00BC
+%room_load($2D, 1, 0) ; 00BD
+%room_load($2D, 1, -6) ; 00BE
+%room_load($2D, 1, -6) ; 00BF
+%room_load($24, 0, 4) ; 00C0
+%room_load($27, 1, -1) ; 00C1
+%room_load($27, 1, -1) ; 00C2
+%room_load($27, 1, -1) ; 00C3
+%room_load($18, 1, -2) ; 00C4
+%room_load($18, 1, -2) ; 00C5
+%room_load($35, 1, 1) ; 00C6
+%room_load($35, 1, 1) ; 00C7
+%room_load($08, 0, 2) ; 00C8
+%room_load($08, 0, 1) ; 00C9
+%room_load($08, 0, 0) ; 00CA
+%room_load($34, 1, -1) ; 00CB
+%room_load($34, 1, -1) ; 00CC
+%room_load($2D, 1, 0) ; 00CD
+%room_load($2D, 1, -6) ; 00CE
+%room_load($2D, 1, 0) ; 00CF
+%room_load($24, 0, 3) ; 00D0
+%room_load($27, 1, -1) ; 00D1
+%room_load($27, 1, -1) ; 00D2
+%room_load($27, 1, 0) ; 00D3
+%room_load($27, 1, 0) ; 00D4
+%room_load($18, 1, -2) ; 00D5
+%room_load($35, 1, 1) ; 00D6
+%room_load($08, 0, 0) ; 00D7
+%room_load($08, 0, 2) ; 00D8
+%room_load($08, 0, 2) ; 00D9
+%room_load($08, 0, 2) ; 00DA
+%room_load($34, 1, -1) ; 00DB
+%room_load($34, 1, -1) ; 00DC
+%room_load($2D, 1, 0) ; 00DD
+%room_load($2D, 1, -7) ; 00DE
+%room_load($20, 0, 2) ; 00DF
+%room_load($24, 0, 2) ; 00E0
+%room_load($2C, 0, -1) ; 00E1
+%room_load($12, 0, -1) ; 00E2
+%room_load($11, 0, -1) ; 00E3
+%room_load($30, 0, 1) ; 00E4
+%room_load($31, 0, 1) ; 00E5
+%room_load($2E, 0, 1) ; 00E6
+%room_load($2F, 0, 1) ; 00E7
+%room_load($14, 1, 2) ; 00E8
+%room_load($14, 0, 0) ; 00E9
+%room_load($23, 0, 2) ; 00EA
+%room_load($17, 1, 2) ; 00EB
+%room_load($17, 0, 0) ; 00EC
+%room_load($1B, 0, 2) ; 00ED
+%room_load($1D, 0, 2) ; 00EE
+%room_load($1F, 0, 1) ; 00EF
+%room_load($06, 0, 1) ; 00F0
+%room_load($07, 0, 1) ; 00F1
+%room_load($0D, 0, 1) ; 00F2
+%room_load($0E, 0, 1) ; 00F3
+%room_load($0F, 0, 1) ; 00F4
+%room_load($10, 0, 1) ; 00F5
+%room_load($13, 0, 0) ; 00F6
+%room_load($13, 0, 0) ; 00F7
+%room_load($13, 1, 1) ; 00F8
+%room_load($21, 0, 1) ; 00F9
+%room_load($22, 0, 1) ; 00FA
+%room_load($16, 1, 1) ; 00FB
+%room_load($16, 0, 0) ; 00FC
+%room_load($1A, 0, 1) ; 00FD
+%room_load($1C, 0, 1) ; 00FE
+%room_load($1E, 0, -1) ; 00FF
+
+;===================================================================================================
+
+DungeonID:
+ db $00 ; Sewers
+ db $02 ; Hyrule Castle
+ db $04 ; Eastern Palace
+ db $06 ; Desert Palace
+ db $14 ; Tower of Hera
+ db $08 ; Agahnim's Tower
+ db $0C ; Palace of Darkness
+ db $0A ; Swamp Palace
+ db $10 ; Skull Woods
+ db $16 ; Thieves' Town
+ db $12 ; Ice Palace
+ db $0E ; Misery Mire
+ db $18 ; Turtle Rock
+ db $1A ; Ganon's Tower
+ db $FF ; Cave
+ db $FD ; Cave FD
;===================================================================================================
@@ -196,6 +733,9 @@ ResetBeforeLoading:
STZ.b $EA
STZ.w $012C
STZ.w $012E
+ STZ.w $06B0
+
+ LDA.w #$0DF3 : STA.w $02CD
SEP #$30
@@ -203,9 +743,6 @@ ResetBeforeLoading:
JSL $07F18C
- LDA.b #$F0 : STA.b $2140
- LDA.b #$05 : STA.b $2143
-
STZ.w $0112
STZ.w $0126
STZ.w $0128
@@ -216,6 +753,7 @@ ResetBeforeLoading:
STZ.w $02F0
STZ.w $0322
STZ.w $0345
+ STZ.w $036B
STZ.w $03F3
STZ.w $03FC
STZ.w $046C
@@ -224,12 +762,14 @@ ResetBeforeLoading:
STZ.b $57
STZ.b $5D
+ STZ.b $62
+ STZ.b $6C
STZ.b $EF
STZ.b $9B
- STZ.w SA1IRAM.LanmoCycles+0
- STZ.w SA1IRAM.LanmoCycles+1
- STZ.w SA1IRAM.LanmoCycles+2
+ STZ.w SA1IRAM.BossCycles+0
+ STZ.w SA1IRAM.BossCycles+1
+ STZ.w SA1IRAM.BossCycles+2
STZ.w $0128 ; disable IRQ
; big blocks of zeros clear tile map
@@ -238,9 +778,11 @@ ResetBeforeLoading:
LDA.w #$2100 : TCD
+ LDX.b #$80 : STX.b $2100
+
; disable sound effects now
LDX.b #$05 : STX.b $2141
- LDX.b #$80 : STX.b $2100
+ LDX.b #$F0 : STX.b $2140
; clear text tile map
LDY.b #$00 : STY.b $2115
@@ -303,12 +845,24 @@ ResetBeforeLoading:
;===================================================================================================
ApplyAfterLoading:
- PEA.w $0000
- PLD
+ REP #$20
+
+ LDA.w #$0000
+ TCD
+
+ ; We need to enable HDMA to get proper lag times
+ LDA.w #$2641 : STA.w $4360 : STA.w $4370
+ LDA.w #$F2F6 : STA.w $4362 : STA.w $4372
- ; run palettes
SEP #$30
+ STZ.w $4364 : STZ.w $4374
+ STZ.w $4367 : STZ.w $4377
+
+ LDA.b #$80 : STA.b $9B
+
+ ; palettes
+
; check translucency
LDA.w $0ABD : BEQ ++
@@ -375,7 +929,7 @@ TriggerTimerAndReset:
SetLoadedRoomID:
STA.w $00A0 : STA.w $048E
- STZ.w $00A4 ; clear previous room to prevent weirdness
+ STZ.w $00A2 ; clear previous room to prevent weirdness
STZ.w $008A ; clear DW to prevent palette weirdness
STZ.w $00A6 ; quadrants, which get manipulated shortly
@@ -423,9 +977,52 @@ SetDungeonEntranceAndProperties:
LDA.w $00A0
CMP.w #$0012 : BEQ .sanc_music
- SEP #$20
-
CPX.w #$0014 : BEQ .verify_sanc
+
+ CMP.w #$0030 : BEQ .pre_aga
+
+ PHX
+
+ LDX.w #$0016
+
+-- CMP.l $028856,X
+ BEQ .boss_room
+ DEX
+ DEX
+ BPL --
+
+ PLX
+ BRA ++
+
+.verify_sanc
+ CMP.w #$0012 : BNE .set_both
+
+ LDX.w #$0010 : BRA .set_both ; HC music
+
+.set_both
+ TXA
+ STA.w $0132
+
+.set_queue
+ STA.w $012C
+
+.done_music
+ RTS
+
+.sanc_music
+ LDX.w #$0014 : BRA .set_both
+
+.boss_room
+ PLX
+ LDX.w #$0015
+ BRA .set_both
+
+.pre_aga
+ LDX.w #$001C
+ BRA .set_both
+
+++ SEP #$20
+
CPX.w #$00FF : BEQ .links_bed
CPX.w #$00F2 : BEQ .fading
@@ -470,28 +1067,27 @@ SetDungeonEntranceAndProperties:
LDA.b #$F2
BRA .set_queue
-.sanc_music
- LDX.w #$0014 : BRA .set_both
-
.dw_theme
LDX.w #$0009 : BRA .set_fade
.lw_theme
LDX.w #$0009 : BRA .set_fade
-.verify_sanc
- CMP.w #$0012 : BNE .set_both
-
- LDX.w #$0010 : BRA .set_both ; HC music
+;===================================================================================================
-.set_both
- TXA
- STA.w $0132
+ConfigureCoordinatesToTilemap:
+ PHA
+ AND.w #$007F
+ ASL : ASL
+ ADC.w #$0008
+ STA.b $22
-.set_queue
- STA.w $012C
+ PLA
+ AND.w #$FFF0
+ LSR : LSR : LSR : LSR
+ AND.w #$01FF
+ STA.b $20
-.done_music
RTS
;===================================================================================================
@@ -510,20 +1106,203 @@ ConfigureCameraToCoordinates:
AND.w #$FE00 : STA.w $060A
ORA.w #$0100 : STA.w $060E
- LDA.w $00E8 : SEC : SBC.w #$0186 : AND.w #$01FF
+AdjustCameraScrollFromCamera:
+ LDA.w $00E8
+ SEC : SBC.w #$0186 : AND.w #$01FF
STA.w $061A : DEC : DEC : STA.w $0618
- LDA.w $00E2 : SEC : SBC.w #$017F : AND.w #$01FF
+ LDA.w $00E2
+ SEC : SBC.w #$017F : AND.w #$01FF
STA.w $061E : DEC : DEC : STA.w $061C
--- RTS
+ RTS
+
+;===================================================================================================
+
+SetCameraToCoordinates:
+ REP #$20
+ SEP #$10
+
+ LDX.b $A7 : BNE .tall_room
+
+ LDA.w $0600
+ LDX.b $20
+ CPX.b #$65 : BCC .set_y
+ CPX.b #$74 : BCS .add_10
+
+ TXA
+ ADC.w $0600
+ SEC
+ SBC.w #$0064
+ BRA .set_y
+
+.add_10
+ CLC
+ ADC.w #$0010
+ BRA .set_y
+
+.tall_room
+ SEC
+
+ LDA.b $20 : SBC.w #$0080 : BMI +
+ CMP.w $0600,X : BCS ++
+
++ LDA.w $0600,X : BRA .set_y
+
+++ CMP.w $0604,X : BCC ++
+
+ LDA.w $0604,X
+
+.set_y
+++ STA.b $E8
+
+ LDA.w $0608
+ LDX.b $A6 : BEQ .set_x
+
+ SEC
+ LDA.b $22 : SBC.w #$0080 : BMI +
+ CMP.w $0608,X : BCS ++
+
++ LDA.w $0608,X : BRA .set_x
+
+++ CMP.w $060C,X : BCC .set_x
+
+ LDA.w $060C,X
+
+.set_x
+ STA.b $E2
+
+ JMP AdjustCameraScrollFromCamera
+
+;===================================================================================================
+
+FindOptimalDoorType:
+ REP #$20
+
+ LDY.w #$FFFF
+
+ STZ.b SA1IRAM.preset_writer ; clear best door index
+ STY.b SA1IRAM.preset_reader2 ; clear best door score
+
+ INY ; Y = 0
+
+.next
+ LDA.b [SA1IRAM.preset_scratch],Y
+ CMP.w #$FFFF : BEQ .done
+
+ ; find score, based on index in the table
+ ; lower = better
+ SEP #$20
+ XBA
+ LDX.w #.end-.best_doors-1
+
+-- CMP.w .best_doors,X
+ BEQ .compare_score
+ DEX
+ BPL --
+
+ DEX ; one more dex to say we found a score
+
+.compare_score
+
+ CPX.b SA1IRAM.preset_reader2 : BCS .to_next
+
+ CMP.b #$12 : BEQ .find_associated_entrance_door
+
+ STX.b SA1IRAM.preset_reader2
+ STY.b SA1IRAM.preset_writer
+
+.to_next
+ REP #$20
+ INY
+ INY
+ BRA .next
+
+
+
+
+.done
+ LDY.b SA1IRAM.preset_writer
+ LDA.b [SA1IRAM.preset_scratch],Y
+
+ RTS
+
+.find_associated_entrance_door
+ PHY
+ XBA
+ PHA
+
+ LDY.w #$0000
+
+-- REP #$20
+ LDA.b [SA1IRAM.preset_scratch],Y
+ CMP.w #$FFFF : BEQ .done_exit_find
+
+ SEP #$20
+ XBA
+ CMP.b #$12
+ BEQ .skip_exit_find
+
+ XBA
+ ; compare the positions
+ CMP 1,S : BEQ .match
+
+.skip_exit_find
+ INY
+ INY
+ BRA --
+
+.match
+ PLA
+
+ STX.b SA1IRAM.preset_reader2
+ STY.b SA1IRAM.preset_writer
+
+ PLY
+ BRA .to_next
+
+.done_exit_find
+ SEP #$20
+ PLA
+
+ PLY
+ BRA .to_next
+
+.best_doors
+ db $0A ; dungeon exit
+ db $0C ; dungeon exit
+ db $06 ; cave exit
+ db $04 ; cave exit
+ db $0E ; cave exit
+ db $10 ; cave exit
+ db $2A ; bombable cave exit
+ db $12 ; exit marker
+ db $00 ; Normal door
+ db $02 ; lower layer door
+ db $40 ; normal door
+ db $08 ; waterfall door
+ db $46 ; room door
+ db $18 ; shutter door
+ db $38 ; shutter door
+ db $36 ; shutter door
+ db $42 ; shutter door
+ db $44 ; shutter door
+ db $4A ; shutter door
+ db $48 ; shutter door
+ db $28 ; dash wall
+ db $2E ; bombable wall
+ db $32 ; curtain
+ db $1C ; small key door
+ db $1E ; big key door
+.end
;===================================================================================================
HandleOpenShutters:
- STA.l $7E0468
- EOR.b #$01 : STA.l $0641
- BEQ --
+ STA.w $0468
+
+ EOR.b #$01 : STA.w $0641
+ BEQ ++
JMP OpenShutterDoors
@@ -562,3 +1341,207 @@ KillSpritesInRoom:
BPL --
RTS
+
+;===================================================================================================
+
+LoadCustomLoadOut:
+ SEP #$20
+ REP #$10
+
+ LDX.w #$0021
+-- LDA.l !config_custom_load,X
+ STA.l $7EF340,X
+
+ DEX
+ BPL --
+
+ LDA.l !config_custom_load_2+0 : STA.l $7EF36C
+ LDA.l !config_custom_load_2+1 : STA.l $7EF36D
+ LDA.l !config_custom_load_2+2 : STA.l $7EF36E
+ LDA.l !config_custom_load_2+3 : STA.l $7EF37B
+ LDA.l !config_custom_load_2+4 : STA.l $7E0303
+
+ LDA.b #$F8 : STA.l $7EF379
+ LDA.l $7EF355 : CMP.b #$01
+ LDA.b #$00 : ROL
+ PHA
+ LDA.l $7EF356 : CMP.b #$01
+ PLA
+ ROL
+ ROL
+ ORA.l $7EF379
+ STA.l $7EF379
+
+ RTS
+
+;===================================================================================================
+
+SetHUDItemGraphics:
+ PHD
+
+ PHB
+ PHK
+ PLB
+
+ PEA.w $3000
+ PLD
+
+ SEP #$30
+ LDA.b #$7E : STA.b SA1IRAM.preset_reader+2
+
+ LDY.w $0303
+ LDA.w .item_to_menu,Y
+ STA.w $0202
+
+ TAX
+ LDA.l $7EF340-1,X
+ BEQ ++
+
+ CPY.b #$00
+++ REP #$30
+ BEQ .missing_item
+
+.have_item
+ TYA
+ ASL : ASL
+ TAY
+
+ LDX.w .item_HUD-4,Y ; bank0D offset
+ STX.b SA1IRAM.preset_reader2
+
+ LDA.w .item_HUD-2,Y ; bank7E SRAM val
+ STA.b SA1IRAM.preset_reader+0
+
+ LDA.b [SA1IRAM.preset_reader]
+ AND.w #$00FF
+ BEQ .missing_item
+
+ CPY.w #$0001*4 : BEQ .bombs_adjust
+ CPY.w #$000B*4 : BNE .normal_item
+
+.bottle_adjust
+ TAX
+ LDA.l $7EF35C-1,X
+ AND.w #$00FF
+
+.normal_item
+ ASL
+ ASL
+ ASL
+ ADC.b SA1IRAM.preset_reader2
+ TAX
+ BRA .draw_item
+
+.missing_item
+ SEP #$30
+
+ TYA
+ LSR
+ LSR
+ STA.b SA1IRAM.preset_reader2
+
+ TAX
+
+-- DEX
+ BPL ++
+
+ LDX.b #$13
+
+++ CPX.b SA1IRAM.preset_reader2
+ BEQ .no_item_at_all
+
+ LDA.l $7EF340,X
+ BEQ --
+
+ ; find index
+ TXA : INC
+ LDY.b #$14
+
+-- CMP.w .item_to_menu,Y
+ BEQ ++
+
+ DEY
+ BPL --
+
+ BRA .no_item_at_all
+
+++ LDA.w .item_to_menu,Y
+ STA.w $0202
+ STY.w $0303
+
+ REP #$30
+ BRA .have_item
+
+.bombs_adjust
+ CMP.w #$0001
+ BCC .missing_item
+
+ LDA.w #$0001
+ BRA .normal_item
+
+.no_item_at_all
+ STZ.w $0202
+ STZ.w $0303
+
+ REP #$30
+
+.no_item
+ LDX.w #$FEE7 ; value happens to have $207F x4
+
+.draw_item
+ LDA.l $0D0000,X : STA.w SA1RAM.HUD+$04A
+ LDA.l $0D0002,X : STA.w SA1RAM.HUD+$04C
+ LDA.l $0D0004,X : STA.w SA1RAM.HUD+$08A
+ LDA.l $0D0006,X : STA.w SA1RAM.HUD+$08C
+
+ PLB
+ PLD
+ RTL
+
+;---------------------------------------------------------------------------------------------------
+; $0303 -> $0202
+.item_to_menu
+ db $00 ; $00 - Nothing
+ db $04 ; $01 - Bombs
+ db $02 ; $02 - Boomerang
+ db $01 ; $03 - Bow
+ db $0C ; $04 - Hammer
+ db $06 ; $05 - Fire Rod
+ db $07 ; $06 - Ice Rod
+ db $0E ; $07 - Bug catching net
+ db $0D ; $08 - Flute
+ db $0B ; $09 - Lamp
+ db $05 ; $0A - Magic Powder
+ db $10 ; $0B - Bottle
+ db $0F ; $0C - Book of Mudora
+ db $12 ; $0D - Cane of Byrna
+ db $03 ; $0E - Hookshot
+ db $08 ; $0F - Bombos Medallion
+ db $09 ; $10 - Ether Medallion
+ db $0A ; $11 - Quake Medallion
+ db $11 ; $12 - Cane of Somaria
+ db $13 ; $13 - Cape
+ db $14 ; $14 - Magic Mirror
+
+; dw bank0D address, SRAM address
+.item_HUD
+ dw $0DF699, $7EF343 ; $01 - Bombs
+ dw $0DF671, $7EF341 ; $02 - Boomerang
+ dw $0DF649, $7EF340 ; $03 - Bow
+ dw $0DF721, $7EF34B ; $04 - Hammer
+ dw $0DF6C1, $7EF345 ; $05 - Fire Rod
+ dw $0DF6D1, $7EF346 ; $06 - Ice Rod
+ dw $0DF751, $7EF34D ; $07 - Bug catching net
+ dw $0DF731, $7EF34C ; $08 - Flute
+ dw $0DF711, $7EF34A ; $09 - Lamp
+ dw $0DF6A9, $7EF344 ; $0A - Magic Powder
+ dw $0DF771, $7EF34F ; $0B - Bottle
+ dw $0DF761, $7EF34E ; $0C - Book of Mudora
+ dw $0DF7C9, $7EF351 ; $0D - Cane of Byrna
+ dw $0DF689, $7EF342 ; $0E - Hookshot
+ dw $0DF6E1, $7EF347 ; $0F - Bombos Medallion
+ dw $0DF6F1, $7EF348 ; $10 - Ether Medallion
+ dw $0DF701, $7EF349 ; $11 - Quake Medallion
+ dw $0DF7B9, $7EF350 ; $12 - Cane of Somaria
+ dw $0DF7D9, $7EF352 ; $13 - Cape
+ dw $0DF7E9, $7EF353 ; $14 - Magic Mirror
diff --git a/src/sa1hooks.asm b/src/sa1hooks.asm
index 46711f7..33afec4 100644
--- a/src/sa1hooks.asm
+++ b/src/sa1hooks.asm
@@ -77,20 +77,18 @@ struct SA1IRAM $003000
.SEG_TIME_S_DISPLAY: skip 2
.SEG_TIME_M_DISPLAY: skip 2
- .CNTVAL1: skip 2
- .CNTVAL2: skip 2
- .CNTVAL3: skip 2
- .CNTVAL4: skip 2
- .CNTVAL5: skip 2
-
- .CNTADD1: skip 2
- .CNTADD2: skip 2
- .CNTADD3: skip 2
- .CNTADD4: skip 2
- .CNTADD5: skip 2
-
- .CopyOf_10: skip 1
- .CopyOf_11: skip 1
+ .SNTVAL1: skip 2
+ .SNTVAL2: skip 2
+ .SNTVAL3: skip 2
+ .SNTVAL4: skip 2
+ .SNTVAL5: skip 2
+
+ .SNTADD1: skip 2
+ .SNTADD2: skip 2
+ .SNTADD3: skip 2
+ .SNTADD4: skip 2
+ .SNTADD5: skip 2
+
.CopyOf_12: skip 1
.CopyOf_1A: skip 1
.CopyOf_1B: skip 1
@@ -99,19 +97,15 @@ struct SA1IRAM $003000
.CopyOf_22: skip 1
.CopyOf_23: skip 1
- .CopyOf_30: skip 1
- .CopyOf_31: skip 1
+ .CopyOf_57: skip 1
+ .CopyOf_5B: skip 1
.CopyOf_6C: skip 1
+ .CopyOf_0372: skip 1
+
.CopyOf_A0: skip 1
.CopyOf_A1: skip 1
.CopyOf_A4: skip 1
- .CopyOf_A5: skip 1
- .CopyOf_B0: skip 1
- .CopyOf_E2: skip 2
- .CopyOf_E8: skip 2
-
- .CopyOf_04A0: skip 1
- .CopyOf_04B4: skip 1
+ .CopyOf_E2: skip 1
.CopyOf_7EF36C: skip 1
.CopyOf_7EF36D: skip 1
@@ -122,8 +116,11 @@ struct SA1IRAM $003000
.Moved_0209: skip 1
.Moved_020A: skip 1
+ .Moved_04A0: skip 2
+ .Moved_04B4: skip 1
+
; extra stuff
- .LanmoCycles: skip 16 ; 16 to be safe
+ .BossCycles: skip 16 ; 16 to be safe
print ""
print "SA1 dp: $", pc
@@ -139,9 +136,8 @@ struct SA1IRAM $003000
.LINE3VAL: skip 16
.LINE4VAL: skip 16
-
-
print "SA1 mirroring: $", pc
+
endstruct
;===================================================================================================
@@ -292,37 +288,39 @@ WasteTimeIfNeeded:
; TODO arbitrary transfers with jump table?
CacheSA1Stuff:
REP #$30 ; 16 bit first
- PHD
+
LDA.w #$3000
TCD
- LDA.w $0010 : STA.b SA1IRAM.CopyOf_10
LDA.w $001A : STA.b SA1IRAM.CopyOf_1A
LDA.w $0020 : STA.b SA1IRAM.CopyOf_20
LDA.w $0022 : STA.b SA1IRAM.CopyOf_22
LDA.w $00A0 : STA.b SA1IRAM.CopyOf_A0
- LDA.w $00A4 : STA.b SA1IRAM.CopyOf_A4
- LDA.w $00E2 : STA.b SA1IRAM.CopyOf_E2
- LDA.w $00E8 : STA.b SA1IRAM.CopyOf_E8
LDA.l $7EF36C : STA.b SA1IRAM.CopyOf_7EF36C
- LDX.b SA1IRAM.CNTADD1 : LDA.l $7E0000,X : STA.b SA1IRAM.CNTVAL1
- LDX.b SA1IRAM.CNTADD2 : LDA.l $7E0000,X : STA.b SA1IRAM.CNTVAL2
- LDX.b SA1IRAM.CNTADD3 : LDA.l $7E0000,X : STA.b SA1IRAM.CNTVAL3
- LDX.b SA1IRAM.CNTADD4 : LDA.l $7E0000,X : STA.b SA1IRAM.CNTVAL4
- LDX.b SA1IRAM.CNTADD5 : LDA.l $7E0000,X : STA.b SA1IRAM.CNTVAL5
+ LDX.b SA1IRAM.SNTADD1 : LDA.l $7E0000,X : STA.b SA1IRAM.SNTVAL1
+ LDX.b SA1IRAM.SNTADD2 : LDA.l $7E0000,X : STA.b SA1IRAM.SNTVAL2
+ LDX.b SA1IRAM.SNTADD3 : LDA.l $7E0000,X : STA.b SA1IRAM.SNTVAL3
+ LDX.b SA1IRAM.SNTADD4 : LDA.l $7E0000,X : STA.b SA1IRAM.SNTVAL4
+ LDX.b SA1IRAM.SNTADD5 : LDA.l $7E0000,X : STA.b SA1IRAM.SNTVAL5
+
+ LDA.w #$0000 ; top byte 0x00
; 8 bit stuff
SEP #$30
+
+ LDA.w $00E2 : STA.b SA1IRAM.CopyOf_E2
+ LDA.w $0057 : STA.b SA1IRAM.CopyOf_57
+ LDA.w $005B : STA.b SA1IRAM.CopyOf_5B
LDA.w $006C : STA.b SA1IRAM.CopyOf_6C
- LDA.w $00B0 : STA.b SA1IRAM.CopyOf_B0
- LDA.w $04A0 : STA.b SA1IRAM.CopyOf_04A0
- LDA.w $04B4 : STA.b SA1IRAM.CopyOf_04B4
+ LDA.w $00A4 : STA.b SA1IRAM.CopyOf_A4
+ LDA.w $0372 : STA.b SA1IRAM.CopyOf_0372
LDA.l $7EF3CA : STA.b SA1IRAM.CopyOf_7EF3CA
INC.b SA1IRAM.CachedThisFrame ; flag this
- PLD
+ LDA.b #$00 : TCD
+
RTL
Extra_SA1_Transfers:
@@ -331,7 +329,7 @@ Extra_SA1_Transfers:
LDY.b #$00
.next
- LDA.w !ram_linecounter1,Y
+ LDA.w !config_linesentry1,Y
ASL
TAX
@@ -439,7 +437,7 @@ Extra_SA1_Transfers:
LSR
LSR
TAY
- LDA.w !ram_ancprop1,Y
+ LDA.w !config_ancprop1,Y
PLY
ASL
@@ -465,7 +463,7 @@ Extra_SA1_Transfers:
InitSA1:
REP #$20
- LDA #$0020
+ LDA.w #$0020
STA.w $2200
LDA.w #SA1Reset00
@@ -482,13 +480,13 @@ InitSA1:
STA.w $2222
SEP #$20
- LDA #$80
+ LDA.b #$80
STA.w $2226
LDA.b #$03
STA.w $2224
- LDA #$FF
+ LDA.b #$FF
STA.w $2202
STA.w $2229
STZ.w $2228
@@ -531,10 +529,10 @@ SA1Reset:
REP #$FB
- LDA #$0000
+ LDA.w #$0000
TCD
- LDA #$37FF
+ LDA.w #$37FF
TCS
PHK
@@ -618,7 +616,7 @@ SA1NMI:
.nmis
dw .disable_custom_nmi
dw .enable_custom_nmi
- dw SA1NMI_COUNTERS
+ dw SA1NMI_SENTRIES
dw .nothing_at_all
.disable_custom_nmi
@@ -634,10 +632,10 @@ SA1NMI:
;---------------------------------------------------------------------------------------------------
-SA1NMI_COUNTERS:
+SA1NMI_SENTRIES:
SED
-.update_counters
+.update_sentries
; if $12 = 1, then we weren't done with game code
; that means we're in a lag frame
LDA.b SA1IRAM.CopyOf_12
@@ -683,10 +681,10 @@ SA1NMI_COUNTERS:
STA.b SA1IRAM.SEG_TIME_S
REP #$20
- LDA.b SA1IRAM.SEG_TIME_M : ADC #$0000 ; increments by 1 if S>=60
+ LDA.b SA1IRAM.SEG_TIME_M : ADC.w #$0000 ; increments by 1 if S>=60
STA.b SA1IRAM.SEG_TIME_M
-.dont_update_counters
+.dont_update_sentries
CLD
SEP #$20
@@ -713,7 +711,8 @@ SA1NMI_COUNTERS:
.dontreset
SEP #$30
- LDA #$80
+
+ LDA.b #$80
STA.b SA1IRAM.TIMER_FLAG
.donothing
diff --git a/src/sa1hud.asm b/src/sa1hud.asm
index ad931c1..e344af6 100644
--- a/src/sa1hud.asm
+++ b/src/sa1hud.asm
@@ -91,5 +91,28 @@ org $0DF19E : LDA.w SA1IRAM.Moved_0209
org $0DF1A4 : STA.w SA1IRAM.Moved_0209
org $0DF1AE : STZ.w SA1IRAM.Moved_020A
+; Neither does HUD number
+org $028DCD : STA.w SA1IRAM.Moved_04A0
+org $028DDA : STZ.w SA1IRAM.Moved_04A0
+org $029904 : STZ.w SA1IRAM.Moved_04A0
+org $09F32A : STZ.w SA1IRAM.Moved_04A0
+org $0AFD2E : LDA.w SA1IRAM.Moved_04A0
+org $0AFD3F : STZ.w SA1IRAM.Moved_04A0
-
+org $028243 : STZ.w SA1IRAM.Moved_04B4
+org $02A49D : LDA.w SA1IRAM.Moved_04B4
+org $07959D : STA.w SA1IRAM.Moved_04B4
+org $07AAA3 : STA.w SA1IRAM.Moved_04B4
+org $09A08C : STA.w SA1IRAM.Moved_04B4
+org $09A2C4 : STA.w SA1IRAM.Moved_04B4
+org $09A2DF : LDA.w SA1IRAM.Moved_04B4
+org $09AB06 : LDA.w SA1IRAM.Moved_04B4
+org $09C471 : STA.w SA1IRAM.Moved_04B4
+org $0AFDCD : LDA.w SA1IRAM.Moved_04B4
+org $0AFDD2 : DEC.w SA1IRAM.Moved_04B4
+org $0AFDDD : LDA.w SA1IRAM.Moved_04B4
+org $0AFDE4 : STA.w SA1IRAM.Moved_04B4
+org $0AFDEB : LDA.w SA1IRAM.Moved_04B4
+org $1DFD14 : STA.w SA1IRAM.Moved_04B4
+org $1DFD18 : LDA.w SA1IRAM.Moved_04B4
+org $1DFD3E : STA.w SA1IRAM.Moved_04B4
\ No newline at end of file
diff --git a/src/tiles.asm b/src/tiles.asm
index 6229234..3342f53 100644
--- a/src/tiles.asm
+++ b/src/tiles.asm
@@ -1,58 +1,50 @@
pushpc
-; TILES
-;
-; Takes care to expand the tileset with our own stuff, so we can draw custom HUD items.
-; Load Tiles Hijack
-org $028068
- JSL load_default_tileset
+org $028068 : JSL LoadCustomHUDGFX
-; Load Tiles Hook
pullpc
-load_default_tileset:
+
LoadCustomHUDGFX:
REP #$20
SEP #$10
- LDY #$01 ; dma channel 0
- LDX #$80 : STX $2115
- LDA #$7000 : STA $2116 ; VRAM address ($E000 in vram)
- LDA #$1801 : STA $4300 ; word, normal increment, destination $2118
- LDA.w #hud_table : STA $4302 ; Source offset
- LDX.b #hud_table>>16 : STX $4304 ; Source bank
- LDA #$1800 : STA $4305 ; Size (0x800 = 1 sheet)
+ LDY.b #$01
+
+ LDX.b #$80 : STX.w $2115
+ LDA.w #$E000>>1 : STA.w $2116
+ LDA.w #$1801 : STA.w $4300
+ LDA.w #hud_table : STA.w $4302
+ LDX.b #hud_table>>16 : STX.w $4304
+ LDA.w #$1800 : STA.w $4305
- STY $420B ; initiate DMA (channel 1)
+ STY.w $420B ; initiate DMA (channel 1)
- ; next, load the font
-LoadHudFont:
- LDA #$7080 : STA $2116
- LDA #$1801 : STA $4300
+ ; Font
+ LDA.w #$7080 : STA.w $2116
+ LDA.w #$1801 : STA.w $4300
; we're writing 16 2BPP tiles to VRAM
- ; so 16*64*2 = 2048 bits, or 256 bytes
+ ; 16*64*2 = 2048 bits, or 256 bytes
; AKA 0x100 bytes
- ; since the offset is a multiple of 256,
- ; we can just swap the bytes and
- ; add them in as the offset
- LDA.w !ram_hud_font : XBA : CLC : ADC.w #hud_font : STA $4302
- LDX.b #hud_font>>16 : STX $4304
- LDA #$0100 : STA $4305
-
- STY $420B
-
-LoadHudInputDisplay:
- LDA.w !ram_input_display : AND #$0002 : BEQ CustomCharsDone
- LDA #$7000 : STA $2116
- LDA #$1801 : STA $4300
- LDA #hud_inputchars : STA $4302
- LDX.b #hud_inputchars>>16 : STX $4304
- ; we're writing 12 2BPP tiles to VRAM
- LDA.w #12*8*2 : STA $4305
-
- STY $420B
-
-CustomCharsDone:
- SEP #$30 ; expected flags from both entry points/DecompAndDirectCopy
+ ; since the offset is a multiple of 256, we can just swap the bytes and
+ LDA.w !config_hud_font : XBA : CLC : ADC.w #hud_font : STA.w $4302
+ LDX.b #hud_font>>16 : STX.w $4304
+ LDA.w #$0100 : STA.w $4305
+
+ STY.w $420B
+
+ ; Input display
+ LDA.w !config_input_display : AND.w #$0002 : BEQ .done
+ LDA.w #$7000 : STA.w $2116
+ LDA.w #$1801 : STA.w $4300
+ LDA.w #hud_inputchars : STA.w $4302
+ LDX.b #hud_inputchars>>16 : STX.w $4304
+ LDA.w #12*8*2 : STA.w $4305 ; writing 12 2BPP tiles
+
+ STY.w $420B
+
+.done
+ SEP #$30
+
RTL
hud_table:
@@ -65,4 +57,4 @@ cm_gfx:
incbin resources/menu_font.2bpp
hud_inputchars:
- incbin resources/inputchars.2bpp
\ No newline at end of file
+ incbin resources/inputchars.2bpp
diff --git a/src/timers.asm b/src/timers.asm
index aab626b..8eaf729 100644
--- a/src/timers.asm
+++ b/src/timers.asm
@@ -22,7 +22,7 @@ org $01F6A7 : JSL UpdateOnTriforceDoor
; so it should be fine
org $01C3A7 : JSL UpdateOnInterRoomStairs
-org $09969E : STZ $0380 ; just changes order of operations for the STZ
+org $09969E : STZ.w $0380 ; just changes order of operations for the STZ
JSL UpdateOnExplodingWall ; so that this can replace STZ dp LDA dp
; Overworld
@@ -42,53 +42,41 @@ org $08E06A : JSL UpdateOnFlute
org $028818 : JSL UpdateOnItemMenu
org $0DDFD3 : JSL UpdateOnItemMenuClose
org $0EF27C : JSL UpdateOnExitingText
-org $1CFD7E : JSL UpdateOnEnteringMessaging
+org $1CFD7E : JML UpdateOnEnteringMessaging
org $05FC83 : JSL UpdateOnKey ; bonk key
org $06D192 : JSL UpdateOnKey ; normal key
org $078FFB : JSL UpdateOnBonk
org $07999D : PHB : JSL UpdateOnReceiveItem
-;org $0DFA90 : PHB : JSL StupidMVN : NOP
; Waitkey
org $0EFB90
- LDA $F4 ; vanilla pointlessly used absolute; dp is better
+ LDA.b $F4 ; vanilla pointlessly used absolute; dp is better
JSL idle_waitkey ; now we have an easy 4 bytes here for the JSL
; EndMessage
-org $0EFBBB
- JSL idle_endmessage
+org $0EFBBB : JSL idle_endmessage
; MenuActive
-org $0DDF1E
- JSL idle_menu
+org $0DDF1E : JSL idle_menu
; BottleMenu
-org $0DE0E2
- JSL idle_menu
+org $0DE0E2 : JSL idle_menu
-!reset = $42
-!update = $02
pullpc
macro update_timer()
- LDA #$02 : STA.w SA1IRAM.TIMER_FLAG
+ LDA.b #$02 : STA.w SA1IRAM.TIMER_FLAG
endmacro
macro reset_timer()
- LDA #$41 : STA.w SA1IRAM.TIMER_FLAG
+ LDA.b #$41 : STA.w SA1IRAM.TIMER_FLAG
endmacro
-;StupidMVN:
-; LDA #$80 : TSB.w SA1IRAM.TIMER_FLAG
-; REP #$30
-; LDA #$0149
-; RTL
-
; Underworld updates
UpdateOnUWTransition:
%reset_timer()
- LDA $67 : AND #$03
+ LDA.b $67 : AND.b #$03
RTL
UpdateOnUWStairs:
@@ -96,45 +84,45 @@ UpdateOnUWStairs:
JML $07F243
UpdateOnSwitchPress:
- STA $11
+ STA.b $11
%update_timer()
- LDX $0C
+ LDX.b $0C
RTL
UpdateOnUWMirror:
- STA $11 : STZ $B0
+ STA.b $11 : STZ.b $B0
%reset_timer()
RTL
UpdateOnUWPitTransition:
%reset_timer()
- LDA $01C31F,X
+ LDA.l $01C31F,X
RTL
UpdateOnKillRoom:
%update_timer()
- LDA #$05 : STA $11
+ LDA.b #$05 : STA.b $11
RTL
UpdateOnBombableWallOW:
UpdateOnExitingText:
%update_timer()
- LDA #$01 : STA $14
+ LDA.b #$01 : STA.b $14
RTL
UpdateOnPegSwitch:
%update_timer()
- LDA #$16 : STA $11
+ LDA.b #$16 : STA.b $11
RTL
UpdateOnWarpTile:
%reset_timer()
- LDA #$15 : STA $11
+ LDA.b #$15 : STA.b $11
RTL
UpdateOnIntraroomStairs:
%update_timer()
- LDA #$07 : STA $10
+ LDA.b #$07 : STA.b $10
RTL
UpdateOnInterRoomStairs:
@@ -143,19 +131,19 @@ UpdateOnInterRoomStairs:
UpdateOnBombableWallUW:
%update_timer()
- LDA #$09 : STA $11
+ LDA.b #$09 : STA.b $11
RTL
UpdateOnBombableFloor:
SEP #$30
%update_timer()
- LDA #$1B
+ LDA.b #$1B
RTL
UpdateOnExplodingWall:
%update_timer()
- STZ $50
- LDA $EE
+ STZ.b $50
+ LDA.b $EE
RTL
UpdateOnGanonKill:
@@ -172,13 +160,13 @@ UpdateOnTriforceDoor:
UpdateOnMovingWallStart:
%update_timer()
- LDA #$01 : STA $02E4
+ LDA.b #$01 : STA.w $02E4
RTL
; mire/pod: 1704->17
UpdateOnMovingWallEndPodMire:
- LDA.w !ram_fast_moving_walls : BEQ .slowwalls
+ LDA.w !config_fast_moving_walls : BEQ .slowwalls
SED
CLC
LDA.w SA1IRAM.ROOM_TIME_F : ADC.w #$47
@@ -190,13 +178,13 @@ UpdateOnMovingWallEndPodMire:
CLD
.slowwalls
- LDY #$02 : STY.w SA1IRAM.TIMER_FLAG
- LDY #$00 : STY $AE,X
+ LDY.b #$02 : STY.w SA1IRAM.TIMER_FLAG
+ LDY.b #$00 : STY.b $AE,X
RTL
; desert: 918->10
UpdateOnMovingWallEndDesert:
- LDA.w !ram_fast_moving_walls : BEQ .slowwalls
+ LDA.w !config_fast_moving_walls : BEQ .slowwalls
SED
CLC
LDA.w SA1IRAM.ROOM_TIME_F : ADC.w #$08
@@ -208,29 +196,29 @@ UpdateOnMovingWallEndDesert:
CLD
.slowwalls
- LDY #$02 : STY.w SA1IRAM.TIMER_FLAG
- LDY #$00 : STY $AE,X
+ LDY.b #$02 : STY.w SA1IRAM.TIMER_FLAG
+ LDY.b #$00 : STY.b $AE,X
RTL
; Overworld updates
UpdateOnOWUWTransition:
%reset_timer()
- STZ $11 : STZ $B0
+ STZ.b $11 : STZ.b $B0
RTL
UpdateOnOWTransition:
%reset_timer()
- INC $11 : LDA $00
+ INC.b $11 : LDA.b $00
RTL
UpdateOnOWMirror:
%reset_timer()
- LDA #$23 : STA $11
+ LDA.b #$23 : STA.b $11
RTL
UpdateOnOWMirror2:
%reset_timer()
- LDA #$14 : STA $5D
+ LDA.b #$14 : STA.b $5D
RTL
UpdateOnOWPitTransition:
@@ -239,52 +227,52 @@ UpdateOnOWPitTransition:
UpdateOnOWToSpecial:
%reset_timer()
- LDA #$17 : STA $11
+ LDA.b #$17 : STA.b $11
RTL
UpdateOnSpecialToOW:
%reset_timer()
- LDA #$24 : STA $11
+ LDA.b #$24 : STA.b $11
RTL
UpdateOnWhirlPool:
%reset_timer()
- LDA #$2E : STA $11
+ LDA.b #$2E : STA.b $11
RTL
UpdateOnFlute:
%reset_timer()
- LDA #$0A : STA $11
+ LDA.b #$0A : STA.b $11
RTL
; Messaging updates
UpdateOnEnteringMessaging:
UpdateOnItemMenu:
%update_timer()
- LDA #$0E : STA $10
+ LDA.b #$0E : STA.b $10
RTL
UpdateOnItemMenuClose:
- STA $10
+ STA.b $10
%update_timer()
- LDA $11
+ LDA.b $11
RTL
; Other updates
UpdateOnKey:
- STA $7EF36F
+ STA.l $7EF36F
%update_timer()
RTL
UpdateOnBonk:
%update_timer()
- STA $5D ; needs $02
+ STA.b $5D ; needs $02
RTL
UpdateOnReceiveItem:
- LDA #$07 : PHA : PLB ; to make up for PHK : PLB
+ LDA.b #$07 : PHA : PLB ; to make up for PHK : PLB
%update_timer()
- LDA $4D
+ LDA.b $4D
RTL
;===================================================================================================
@@ -293,34 +281,34 @@ UpdateOnReceiveItem:
macro inc_idle()
REP #$21
SED
- LDA SA1IRAM.ROOM_TIME_IDLE : ADC #$0001 : STA SA1IRAM.ROOM_TIME_IDLE
+ LDA.w SA1IRAM.ROOM_TIME_IDLE : ADC.w #$0001 : STA.w SA1IRAM.ROOM_TIME_IDLE
CLD
SEP #$20
endmacro
idle_waitkey:
; LDA $F4 from entry point
- ORA $F6 : AND #$C0 : BNE .pressed_key
+ ORA.b $F6 : AND.b #$C0 : BNE .pressed_key
%inc_idle()
- LDA $F4 : ORA $F6 : AND #$C0
+ LDA.b $F4 : ORA.b $F6 : AND.b #$C0
.pressed_key
RTL
idle_endmessage:
- LDA $F4 : ORA $F6 : BNE .pressed_key
+ LDA.b $F4 : ORA.b $F6 : BNE .pressed_key
%inc_idle()
- LDA $F4 : ORA $F6
+ LDA.b $F4 : ORA.b $F6
.pressed_key
RTL
idle_menu:
- LDA $F4 : BNE .pressed_key
+ LDA.b $F4 : BNE .pressed_key
%inc_idle()
- LDA $F4
+ LDA.b $F4
.pressed_key
- AND #$10
+ AND.b #$10
RTL