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dialog.asm
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dialog.asm
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;================================================================================
; Dialog Pointer Override
;--------------------------------------------------------------------------------
DialogOverride:
LDA $7F5035 : BEQ .skip
LDA $7F5700, X ; use alternate buffer
RTL
.skip
LDA $7F1200, X
RTL
;--------------------------------------------------------------------------------
; $7F5035 - Alternate Text Pointer Flag ; 0=Disable
; $7F5036 - Padding Byte (Must be Zero)
; $7F5700 - $7F57FF - Dialog Buffer
;--------------------------------------------------------------------------------
ResetDialogPointer:
STZ $1CF0 : STZ $1CF1 ; reset decompression buffer
LDA.b #$00 : STA $7F5035 ; zero out the alternate flag
LDA.b #$1C : STA $1CE9 ; thing we wrote over
RTL
;--------------------------------------------------------------------------------
;macro LoadDialog(index,table)
; PHA : PHX : PHY
; PHB : PHK : PLB
; LDA $00 : PHA
; LDA $01 : PHA
; LDA $02 : PHA
; LDA.b #$01 : STA $7F5035 ; set flag
;
; LDA <index> : ASL : !ADD.l <index> : TAX ; get quote offset *3, move to X
; LDA <table>, X : STA $00 ; write pointer to direct page
; LDA <table>+1, X : STA $01
; LDA <table>+2, X : STA $02
;
; LDX.b #$00 : LDY.b #$00
; -
; LDA [$00], Y ; load the next character from the pointer
; STA $7F5700, X ; write to the buffer
; INX : INY
; CMP.b #$7F : BNE -
; PLA : STA $02
; PLA : STA $01
; PLA : STA $00
; PLB
; PLY : PLX : PLA
;endmacro
;--------------------------------------------------------------------------------
;macro LoadDialogAddress(address)
; PHA : PHX : PHY
; PHP
; PHB : PHK : PLB
; SEP #$30 ; set 8-bit accumulator and index registers
; LDA $00 : PHA
; LDA $01 : PHA
; LDA $02 : PHA
; LDA.b #$01 : STA $7F5035 ; set flag
;
; LDA.b #<address> : STA $00 ; write pointer to direct page
; LDA.b #<address>>>8 : STA $01
; LDA.b #<address>>>16 : STA $02
;
; LDX.b #$00 : LDY.b #$00
; -
; LDA [$00], Y ; load the next character from the pointer
; STA $7F5700, X ; write to the buffer
; INX : INY
; CMP.b #$7F : BNE -
; PLA : STA $02
; PLA : STA $01
; PLA : STA $00
; PLB
; PLP
; PLY : PLX : PLA
;endmacro
;--------------------------------------------------------------------------------
!OFFSET_POINTER = "$7F5094"
!OFFSET_RETURN = "$7F5096"
!DIALOG_BUFFER = "$7F5700"
macro LoadDialogAddress(address)
PHA : PHX : PHY
PHP
PHB : PHK : PLB
SEP #$20 ; set 8-bit accumulator
REP #$10 ; set 16-bit index registers
LDA $00 : PHA
LDA $01 : PHA
LDA $02 : PHA
STZ $1CF0 : STZ $1CF1 ; reset decompression buffer
LDA.b #$01 : STA $7F5035 ; set flag
%CopyDialog(<address>)
PLA : STA $02
PLA : STA $01
PLA : STA $00
PLB
PLP
PLY : PLX : PLA
endmacro
;--------------------------------------------------------------------------------
macro CopyDialog(address)
LDA.b #<address> : STA $00 ; write pointer to direct page
LDA.b #<address>>>8 : STA $01
LDA.b #<address>>>16 : STA $02
%CopyDialogIndirect()
endmacro
;--------------------------------------------------------------------------------
macro CopyDialogIndirect()
REP #$20 : LDA !OFFSET_POINTER : TAX : LDY.w #$0000 : SEP #$20 ; copy 2-byte offset pointer to X and set Y to 0
?loop:
LDA [$00], Y ; load the next character from the pointer
STA !DIALOG_BUFFER, X ; write to the buffer
INX : INY
CMP.b #$7F : BNE ?loop
REP #$20 ; set 16-bit accumulator
TXA : INC : STA !OFFSET_RETURN ; copy out X into
LDA.w #$0000 : STA !OFFSET_POINTER
SEP #$20 ; set 8-bit accumulator
endmacro
;--------------------------------------------------------------------------------
LoadDialogAddressIndirect:
STZ $1CF0 : STZ $1CF1 ; reset decompression buffer
LDA.b #$01 : STA $7F5035 ; set flag
%CopyDialogIndirect()
;%LoadDialogAddress(UncleText)
RTL
;--------------------------------------------------------------------------------
!ITEM_TEMPORARY = "$7F5040"
FreeDungeonItemNotice:
STA !ITEM_TEMPORARY
PHA : PHX : PHY
PHP
PHB : PHK : PLB
SEP #$20 ; set 8-bit accumulator
REP #$10 ; set 16-bit index registers
LDA $00 : PHA
LDA $01 : PHA
LDA $02 : PHA
;--------------------------------
LDA.l FreeItemText : BNE + : BRL .skip : +
LDA #$00 : STA $7F5010 ; initialize scratch
LDA.l FreeItemText : AND.b #$01 : CMP.b #$01 : BNE + ; show message for general small key
LDA !ITEM_TEMPORARY : CMP.b #$24 : BNE + ; general small key
%CopyDialog(Notice_SmallKeyOf)
LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER
%CopyDialog(Notice_Self)
BRL .done
+ : LDA.l FreeItemText : AND.b #$02 : CMP.b #$02 : BNE + ; show message for general compass
LDA !ITEM_TEMPORARY : CMP.b #$25 : BNE + ; general compass
%CopyDialog(Notice_CompassOf)
LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER
%CopyDialog(Notice_Self)
BRL .done
+ : LDA.l FreeItemText : AND.b #$04 : CMP.b #$04 : BNE + ; show message for general map
LDA !ITEM_TEMPORARY : CMP.b #$33 : BNE + ; general map
%CopyDialog(Notice_MapOf)
LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER
%CopyDialog(Notice_Self)
BRL .done
+ : LDA.l FreeItemText : AND.b #$08 : CMP.b #$08 : BNE + ; show message for general big key
LDA !ITEM_TEMPORARY : CMP.b #$32 : BNE + ; general big key
%CopyDialog(Notice_BigKeyOf)
LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER
%CopyDialog(Notice_Self)
BRL .done
+
LDA.l FreeItemText : AND.b #$04 : CMP.b #$04 : BNE + ; show message for dungeon map
LDA !ITEM_TEMPORARY : AND.b #$F0 ; looking at high bits only
CMP.b #$70 : BNE + ; map of...
%CopyDialog(Notice_MapOf)
BRL .dungeon
+ : LDA.l FreeItemText : AND.b #$02 : CMP.b #$02 : BNE + ; show message for dungeon compass
LDA !ITEM_TEMPORARY : AND.b #$F0 : CMP.b #$80 : BNE + ; compass of...
%CopyDialog(Notice_CompassOf)
BRL .dungeon
+ : LDA.l FreeItemText : AND.b #$08 : CMP.b #$08 : BNE + ; show message for dungeon big key
LDA !ITEM_TEMPORARY : AND.b #$F0 : CMP.b #$90 : BNE + ; big key of...
%CopyDialog(Notice_BigKeyOf)
BRA .dungeon
+ : LDA.l FreeItemText : AND.b #$01 : CMP.b #$01 : BNE + ; show message for dungeon small key
LDA !ITEM_TEMPORARY : AND.b #$F0 : CMP.b #$A0 : BNE + ; small key of...
LDA !ITEM_TEMPORARY : CMP.b #$AF : BNE ++ : BRL .skip : ++
%CopyDialog(Notice_SmallKeyOf)
PLA : AND.b #$0F : STA $7F5020 : LDA.b #$0F : !SUB $7F5020 : PHA
LDA #$01 : STA $7F5010 ; set up a flip for small keys
BRA .dungeon
+
BRL .skip ; it's not something we are going to give a notice for
.dungeon
LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER
LDA !ITEM_TEMPORARY
AND.b #$0F ; looking at low bits only
STA $7F5011
LDA $7F5010 : BEQ +
LDA $7F5010
LDA #$0F : !SUB $7F5011 : STA $7F5011 ; flip the values for small keys
+
LDA $7F5011
CMP.b #$00 : BNE + ; ...light world
%CopyDialog(Notice_LightWorld) : BRL .done
+ : CMP.b #$01 : BNE + ; ...dark world
%CopyDialog(Notice_DarkWorld) : BRL .done
+ : CMP.b #$02 : BNE + ; ...ganon's tower
%CopyDialog(Notice_GTower) : BRL .done
+ : CMP.b #$03 : BNE + ; ...turtle rock
%CopyDialog(Notice_TRock) : BRL .done
+ : CMP.b #$04 : BNE + ; ...thieves' town
%CopyDialog(Notice_Thieves) : BRL .done
+ : CMP.b #$05 : BNE + ; ...tower of hera
%CopyDialog(Notice_Hera) : BRL .done
+ : CMP.b #$06 : BNE + ; ...ice palace
%CopyDialog(Notice_Ice) : BRL .done
+ : CMP.b #$07 : BNE + ; ...skull woods
%CopyDialog(Notice_Skull) : BRL .done
+ : CMP.b #$08 : BNE + ; ...misery mire
%CopyDialog(Notice_Mire) : BRL .done
+ : CMP.b #$09 : BNE + ; ...dark palace
%CopyDialog(Notice_PoD) : BRL .done
+ : CMP.b #$0A : BNE + ; ...swamp palace
%CopyDialog(Notice_Swamp) : BRL .done
+ : CMP.b #$0B : BNE + ; ...agahnim's tower
%CopyDialog(Notice_AgaTower) : BRL .done
+ : CMP.b #$0C : BNE + ; ...desert palace
%CopyDialog(Notice_Desert) : BRL .done
+ : CMP.b #$0D : BNE + ; ...eastern palace
%CopyDialog(Notice_Eastern) : BRA .done
+ : CMP.b #$0E : BNE + ; ...hyrule castle
%CopyDialog(Notice_Castle) : BRA .done
+ : CMP.b #$0F : BNE + ; ...sewers
%CopyDialog(Notice_Sewers)
+
.done
STZ $1CF0 : STZ $1CF1 ; reset decompression buffer
LDA.b #$01 : STA $7F5035 ; set alternate dialog flag
LDA.b #$01 : STA $7F509F
;--------------------------------
PLA : STA $02
PLA : STA $01
PLA : STA $00
PLB
PLP
PLY : PLX : PLA
;JSL.l Main_ShowTextMessage_Alt
RTL
.skip
;--------------------------------
PLA : STA $02
PLA : STA $01
PLA : STA $00
PLB
PLP
PLY : PLX : PLA
RTL
;--------------------------------------------------------------------------------
DialogResetSelectionIndex:
JSL.l Attract_DecompressStoryGfx ; what we wrote over
STZ $1CE8
RTL
;--------------------------------------------------------------------------------
DialogItemReceive:
BCS .noMessage ; if doubling the item value overflowed it must be a rando item
CPY #$98 : !BLT + ;if the item is $4C or greater it must be a rando item
.noMessage
LDA.w #$FFFF
BRA .done
+
LDA.w Ancilla_ReceiveItem_item_messages, Y
.done
CMP.w #$FFFF
RTL
;--------------------------------------------------------------------------------
DialogFairyThrow:
LDA.l Restrict_Ponds : BEQ .normal
LDA $7EF35C : ORA $7EF35D : ORA $7EF35E : ORA $7EF35F : BNE .normal
.noInventory
LDA $0D80, X : !ADD #$08 : STA $0D80, X
LDA.b #$51
LDY.b #$01
RTL
.normal
LDA.b #$88
LDY.b #$00
RTL
;--------------------------------------------------------------------------------
DialogGanon1:
JSL.l CheckGanonVulnerability : BCS +
REP #$20 : LDA.w #$018C : STA $1CF0 : SEP #$20
BRA ++
+
REP #$20 : LDA.w #$016D : STA $1CF0 : SEP #$20
++
JSL.l Sprite_ShowMessageMinimal_Alt
RTL
;--------------------------------------------------------------------------------
; #$0192 - no bow
; #$0193 - no silvers alternate
; #$0194 - no silvers
; #$0195 - silvers
; $7EF38E - bsp-- ---
; b = bow
; s = silver arrow bow
; p = 2nd progressive bow
DialogGanon2:
JSL.l CheckGanonVulnerability : BCS +
REP #$20 : LDA.w #$018D : STA $1CF0 : SEP #$20
BRA ++
+
LDA.l $7EF38E : AND #$80 : BNE + ; branch if bow
REP #$20 : LDA.w #$0192 : STA $1CF0 : SEP #$20 ; no bow
BRA ++
+
LDA.l $7EF38E : AND #$40 : BEQ + ; branch if no silvers
REP #$20 : LDA.w #$0195 : STA $1CF0 : SEP #$20 ;has silvers
BRA ++
+
LDA.l $7EF38E : AND #$20 : BNE + ; branch if p bow
REP #$20 : LDA.w #$0194 : STA $1CF0 : SEP #$20 ; bow, no-silvers, no-p-bow
BRA ++
+
LDA.l $7EF38E : AND #$80 : BEQ + ; branch if no bow
REP #$20 : LDA.w #$0193 : STA $1CF0 : SEP #$20 ; bow, no-silvers, p-bow
BRA ++
+
REP #$20 : LDA.w #$016E : STA $1CF0 : SEP #$20 ; both bow and no bow. impossible.
++
JSL.l Sprite_ShowMessageMinimal_Alt
RTL
;--------------------------------------------------------------------------------
DialogEtherTablet:
PHA
LDA $0202 : CMP.b #$0F : BEQ + ; Show normal text if book is not equipped
-
PLA : JSL Sprite_ShowMessageUnconditional ; Wacky Hylian Text
RTL
+
BIT $F4 : BVC - ; Show normal text if Y is not pressed
LDA.l AllowHammerTablets : BEQ ++
LDA $7EF34B : BEQ .yesText : BRA .noText
++
LDA $7EF359 : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : !BGE .noText
;++
.yesText
PLA
LDA.b #$0c
LDY.b #$01
JSL Sprite_ShowMessageUnconditional ; Text From MSPedestalText (tables.asm)
RTL
.noText
PLA
RTL
;--------------------------------------------------------------------------------
DialogBombosTablet:
PHA
LDA $0202 : CMP.b #$0F : BEQ + ; Show normal text if book is not equipped
-
PLA : JSL Sprite_ShowMessageUnconditional ; Wacky Hylian Text
RTL
+
BIT $F4 : BVC - ; Show normal text if Y is not pressed
LDA.l AllowHammerTablets : BEQ ++
LDA $7EF34B : BEQ .yesText : BRA .noText
++
LDA $7EF359 : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : !BGE .noText
;++
.yesText
PLA
LDA.b #$0D
LDY.b #$01
JSL Sprite_ShowMessageUnconditional ; Text From MSPedestalText (tables.asm)
RTL
.noText
PLA
RTL
;--------------------------------------------------------------------------------
DialogSahasrahla:
LDA.l $7EF374 : AND #$04 : BEQ + ;Check if player has green pendant
LDA.b #$2F
LDY.b #$00
JSL.l Sprite_ShowMessageUnconditional
+
RTL
;--------------------------------------------------------------------------------
DialogBombShopGuy:
LDA.l $7EF37A : AND #$05 : CMP #$05 : BEQ + ;Check if player has crystals 5 & 6
LDA.b #$15
LDY.b #$01
JSL.l Sprite_ShowMessageUnconditional
RTL
+
LDA.b #$16
LDY.b #$01
JSL.l Sprite_ShowMessageUnconditional
RTL
;--------------------------------------------------------------------------------
Main_ShowTextMessage_Alt:
; Are we in text mode? If so then end the routine.
LDA $10 : CMP.b #$0E : BEQ .already_in_text_mode
Sprite_ShowMessageMinimal_Alt:
STZ $11
PHX : PHY
LDA.b $00 : PHA
LDA.b $01 : PHA
LDA.b $02 : PHA
LDA.b #$1C : STA.b $02
REP #$30
LDA.w $1CF0 : ASL : TAX
LDA.l $7f71c0, X
STA.b $00
SEP #$30
LDY.b #$00
LDA [$00], Y : CMP.b #$fe : BNE +
INY : LDA [$00], Y : CMP.b #$6e : BNE +
INY : LDA [$00], Y : : BNE +
INY : LDA [$00], Y : CMP.b #$fe : BNE +
INY : LDA [$00], Y : CMP.b #$6b : BNE +
INY : LDA [$00], Y : CMP.b #$04 : BNE +
STZ $1CE8
BRL .end
+
STZ $0223 ; Otherwise set it so we are in text mode.
STZ $1CD8 ; Initialize the step in the submodule
; Go to text display mode (as opposed to maps, etc)
LDA.b #$02 : STA $11
; Store the current module in the temporary location.
LDA $10 : STA $010C
; Switch the main module ($10) to text mode.
LDA.b #$0E : STA $10
.end
PLA : STA.b $02
PLA : STA.b $01
PLA : STA.b $00
PLY : PLX
Main_ShowTextMessage_Alt_already_in_text_mode:
RTL
CalculateSignIndex:
; for the big 1024x1024 screens we are calculating link's effective
; screen area, as though the screen was 4 different 512x512 screens.
; And we do this in a way that will likely give the right value even
; with major glitches.
LDA $8A : ASL A : TAY ;what we wrote over
LDA $0712 : BEQ .done ; If a small map, we can skip these calculations.
LDA $21 : AND.w #$0002 : ASL #2 : EOR $8A : AND.w #$0008 : BEQ +
TYA : !ADD.w #$0010 : TAY ;add 16 if we are in lower half of big screen.
+
LDA $23 : AND.w #$0002 : LSR : EOR $8A : AND.w #$0001 : BEQ +
TYA : INC #2 : TAY ;add 16 if we are in lower half of big screen.
+
; ensure even if things go horribly wrong, we don't read the sign out of bounds and crash:
TYA : AND.w #$00FF : TAY
.done
RTL
;--------------------------------------------------------------------------------
; A0 - A9 - 0 - 9
; AA - C3 - A - Z
; C6 - ?
; C7 - !
; C8 - ,
; C9 - - Hyphen
; CD - Japanese period
; CE - ~
; D8 - ` apostraphe
;;--------------------------------------------------------------------------------
;DialogUncleData:
;;--------------------------------------------------------------------------------
; .pointers
; dl #DialogUncleData_weetabix
; dl #DialogUncleData_bootlessUntilBoots
; dl #DialogUncleData_onlyOneBed
; dl #DialogUncleData_onlyTextBox
; dl #DialogUncleData_mothTutorial
; dl #DialogUncleData_seedWorst
; dl #DialogUncleData_chasingTail
; dl #DialogUncleData_doneBefore
; dl #DialogUncleData_capeCanPass
; dl #DialogUncleData_bootsAtRace
; dl #DialogUncleData_kanzeonSeed
; dl #DialogUncleData_notRealUncle
; dl #DialogUncleData_haveAVeryBadTime
; dl #DialogUncleData_todayBadLuck
; dl #DialogUncleData_leavingGoodbye
; dl #DialogUncleData_iGotThis
; dl #DialogUncleData_raceToCastle
; dl #DialogUncleData_69BlazeIt
; dl #DialogUncleData_hi
; dl #DialogUncleData_gettingSmokes
; dl #DialogUncleData_dangerousSeeYa
; dl #DialogUncleData_badEnoughDude
; dl #DialogUncleData_iAmError
; dl #DialogUncleData_sub2Guaranteed
; dl #DialogUncleData_chestSecretEverybody
; dl #DialogUncleData_findWindFish
; dl #DialogUncleData_shortcutToGanon
; dl #DialogUncleData_moonCrashing
; dl #DialogUncleData_fightVoldemort
; dl #DialogUncleData_redMailForCowards
; dl #DialogUncleData_heyListen
; dl #DialogUncleData_excuseMePrincess
;;--------------------------------------------------------------------------------
; .weetabix
; ; We’re out of / Weetabix. To / the store!
; db $00, $c0, $00, $ae, $00, $d8, $00, $bb, $00, $ae, $00, $ff, $00, $b8, $00, $be, $00, $bd, $00, $ff, $00, $b8, $00, $af
; db $75, $00, $c0, $00, $ae, $00, $ae, $00, $bd, $00, $aa, $00, $ab, $00, $b2, $00, $c1, $00, $cD, $00, $ff, $00, $bd, $00, $b8
; db $76, $00, $bd, $00, $b1, $00, $ae, $00, $ff, $00, $bc, $00, $bd, $00, $b8, $00, $bb, $00, $ae, $00, $c7
; db $7f, $7f
;;--------------------------------------------------------------------------------
; .bootlessUntilBoots
; ; This seed is / bootless / until boots.
; db $00, $bd, $00, $b1, $00, $b2, $00, $bc, $00, $ff, $00, $bc, $00, $ae, $00, $ae, $00, $ad, $00, $ff, $00, $b2, $00, $bc
; db $75, $00, $ab, $00, $b8, $00, $b8, $00, $bd, $00, $b5, $00, $ae, $00, $bc, $00, $bc
; db $76, $00, $be, $00, $b7, $00, $bd, $00, $b2, $00, $b5, $00, $ff, $00, $ab, $00, $b8, $00, $b8, $00, $bd, $00, $bc, $00, $cD
; db $7f, $7f
;;--------------------------------------------------------------------------------
; .onlyOneBed
; ; Why do we only / have one bed?
; db $00, $c0, $00, $b1, $00, $c2, $00, $ff, $00, $ad, $00, $b8, $00, $ff, $00, $c0, $00, $ae, $00, $ff, $00, $b8, $00, $b7, $00, $b5, $00, $c2
; db $75, $00, $b1, $00, $aa, $00, $bf, $00, $ae, $00, $ff, $00, $b8, $00, $b7, $00, $ae, $00, $ff, $00, $ab, $00, $ae, $00, $ad, $00, $c6
; db $7f, $7f
;;--------------------------------------------------------------------------------
; .onlyTextBox
; ; This is the / only textbox.
; db $00, $bd, $00, $b1, $00, $b2, $00, $bc, $00, $ff, $00, $b2, $00, $bc, $00, $ff, $00, $bd, $00, $b1, $00, $ae
; db $75, $00, $b8, $00, $b7, $00, $b5, $00, $c2, $00, $ff, $00, $bd, $00, $ae, $00, $c1, $00, $bd, $00, $ab, $00, $b8, $00, $c1, $00, $cD
; db $7f, $7f
;;--------------------------------------------------------------------------------
; .mothTutorial
; ; I'm going to / go watch the / Moth tutorial.
; db $00, $b2, $00, $d8, $00, $b6, $00, $ff, $00, $b0, $00, $b8, $00, $b2, $00, $b7, $00, $b0, $00, $ff, $00, $bd, $00, $b8
; db $75, $00, $b0, $00, $b8, $00, $ff, $00, $c0, $00, $aa, $00, $bd, $00, $ac, $00, $b1, $00, $ff, $00, $bd, $00, $b1, $00, $ae
; db $76, $00, $b6, $00, $b8, $00, $bd, $00, $b1, $00, $ff, $00, $bd, $00, $be, $00, $bd, $00, $b8, $00, $bb, $00, $b2, $00, $aa, $00, $b5, $00, $cD
; db $7f, $7f
;;--------------------------------------------------------------------------------
; .seedWorst
; ; This seed is / the worst.
; db $00, $bd, $00, $b1, $00, $b2, $00, $bc, $00, $ff, $00, $bc, $00, $ae, $00, $ae, $00, $ad, $00, $ff, $00, $b2, $00, $bc
; db $75, $00, $bd, $00, $b1, $00, $ae, $00, $ff, $00, $c0, $00, $b8, $00, $bb, $00, $bc, $00, $bd, $00, $cD
; db $7f, $7f
;;--------------------------------------------------------------------------------
; .chasingTail
; ; Chasing tail. / Fly ladies. / Do not follow.
; db $00, $ac, $00, $b1, $00, $aa, $00, $bc, $00, $b2, $00, $b7, $00, $b0, $00, $ff, $00, $bd, $00, $aa, $00, $b2, $00, $b5, $00, $cD
; db $75, $00, $af, $00, $b5, $00, $c2, $00, $ff, $00, $b5, $00, $aa, $00, $ad, $00, $b2, $00, $ae, $00, $bc, $00, $cD
; db $76, $00, $ad, $00, $b8, $00, $ff, $00, $b7, $00, $b8, $00, $bd, $00, $ff, $00, $af, $00, $b8, $00, $b5, $00, $b5, $00, $b8, $00, $c0, $00, $cD
; db $7f, $7f
;;--------------------------------------------------------------------------------
; .doneBefore
; ; I feel like / I’ve done this / before…
; db $00, $b2, $00, $ff, $00, $af, $00, $ae, $00, $ae, $00, $b5, $00, $ff, $00, $b5, $00, $b2, $00, $b4, $00, $ae
; db $75, $00, $b2, $00, $d8, $00, $bf, $00, $ae, $00, $ff, $00, $ad, $00, $b8, $00, $b7, $00, $ae, $00, $ff, $00, $bd, $00, $b1, $00, $b2, $00, $bc
; db $76, $00, $ab, $00, $ae, $00, $af, $00, $b8, $00, $bb, $00, $ae, $00, $cD, $00, $cD, $00, $cD
; db $7f, $7f
;;--------------------------------------------------------------------------------
; .capeCanPass
; ; Magic cape can / pass through / the barrier!
; db $00, $b6, $00, $aa, $00, $b0, $00, $b2, $00, $ac, $00, $ff, $00, $ac, $00, $aa, $00, $b9, $00, $ae, $00, $ff, $00, $ac, $00, $aa, $00, $b7
; db $75, $00, $b9, $00, $aa, $00, $bc, $00, $bc, $00, $ff, $00, $bd, $00, $b1, $00, $bb, $00, $b8, $00, $be, $00, $b0, $00, $b1
; db $76, $00, $bd, $00, $b1, $00, $ae, $00, $ff, $00, $ab, $00, $aa, $00, $bb, $00, $bb, $00, $b2, $00, $ae, $00, $bb, $00, $c7
; db $7f, $7f
;;--------------------------------------------------------------------------------
; .bootsAtRace
; ; Boots at race? / Seed confirmed / impossible.
; db $00, $ab, $00, $b8, $00, $b8, $00, $bd, $00, $bc, $00, $ff, $00, $aa, $00, $bd, $00, $ff, $00, $bb, $00, $aa, $00, $ac, $00, $ae, $00, $c6
; db $75, $00, $bc, $00, $ae, $00, $ae, $00, $ad, $00, $ff, $00, $ac, $00, $b8, $00, $b7, $00, $af, $00, $b2, $00, $bb, $00, $b6, $00, $ae, $00, $ad
; db $76, $00, $b2, $00, $b6, $00, $b9, $00, $b8, $00, $bc, $00, $bc, $00, $b2, $00, $ab, $00, $b5, $00, $ae, $00, $cD
; db $7f, $7f
;;--------------------------------------------------------------------------------
; .kanzeonSeed
; ; If this is a / Kanzeon seed, / I'm quitting.
; db $00, $b2, $00, $af, $00, $ff, $00, $bd, $00, $b1, $00, $b2, $00, $bc, $00, $ff, $00, $b2, $00, $bc, $00, $ff, $00, $aa
; db $75, $00, $b4, $00, $aa, $00, $b7, $00, $c3, $00, $ae, $00, $b8, $00, $b7, $00, $ff, $00, $bc, $00, $ae, $00, $ae, $00, $ad, $00, $c8
; db $76, $00, $b2, $00, $d8, $00, $b6, $00, $ff, $00, $ba, $00, $be, $00, $b2, $00, $bd, $00, $bd, $00, $b2, $00, $b7, $00, $b0, $00, $cD
; db $7f, $7f
;;--------------------------------------------------------------------------------
; .notRealUncle
; ; I am not your / real uncle.
; db $00, $b2, $00, $ff, $00, $aa, $00, $b6, $00, $ff, $00, $b7, $00, $b8, $00, $bd, $00, $ff, $00, $c2, $00, $b8, $00, $be, $00, $bb
; db $75, $00, $bb, $00, $ae, $00, $aa, $00, $b5, $00, $ff, $00, $be, $00, $b7, $00, $ac, $00, $b5, $00, $ae, $00, $cD
; db $7f, $7f
;;--------------------------------------------------------------------------------
; .haveAVeryBadTime
; ; You're going / to have a very / bad time.
; db $00, $c2, $00, $b8, $00, $be, $00, $d8, $00, $bb, $00, $ae, $00, $ff, $00, $b0, $00, $b8, $00, $b2, $00, $b7, $00, $b0
; db $75, $00, $bd, $00, $b8, $00, $ff, $00, $b1, $00, $aa, $00, $bf, $00, $ae, $00, $ff, $00, $aa, $00, $ff, $00, $bf, $00, $ae, $00, $bb, $00, $c2
; db $76, $00, $ab, $00, $aa, $00, $ad, $00, $ff, $00, $bd, $00, $b2, $00, $b6, $00, $ae, $00, $cD
; db $7f, $7f
;;--------------------------------------------------------------------------------
; .todayBadLuck
; ; Today you / will have / bad luck.
; db $00, $bd, $00, $b8, $00, $ad, $00, $aa, $00, $c2, $00, $ff, $00, $c2, $00, $b8, $00, $be, $00, $ff, $00, $c0, $00, $b2, $00, $b5, $00, $b5
; db $75, $00, $b1, $00, $aa, $00, $bf, $00, $ae, $00, $ff, $00, $ab, $00, $aa, $00, $ad, $00, $ff, $00, $b5, $00, $be, $00, $ac, $00, $b4, $00, $c7
; db $7f, $7f
;;--------------------------------------------------------------------------------
; .leavingGoodbye
; ; I am leaving / forever. / Goodbye.
; db $00, $b2, $00, $ff, $00, $aa, $00, $b6, $00, $ff, $00, $b5, $00, $ae, $00, $aa, $00, $bf, $00, $b2, $00, $b7, $00, $b0
; db $75, $00, $af, $00, $b8, $00, $bb, $00, $ae, $00, $bf, $00, $ae, $00, $bb, $00, $cD
; db $76, $00, $b0, $00, $b8, $00, $b8, $00, $ad, $00, $ab, $00, $c2, $00, $ae, $00, $cD
; db $7f, $7f
;;--------------------------------------------------------------------------------
; .iGotThis
; ; Don’t worry. / I got this / covered.
; db $00, $ad, $00, $b8, $00, $b7, $00, $d8, $00, $bd, $00, $ff, $00, $c0, $00, $b8, $00, $bb, $00, $bb, $00, $c2, $00, $cD
; db $75, $00, $b2, $00, $ff, $00, $b0, $00, $b8, $00, $bd, $00, $ff, $00, $bd, $00, $b1, $00, $b2, $00, $bc
; db $76, $00, $ac, $00, $b8, $00, $bf, $00, $ae, $00, $bb, $00, $ae, $00, $ad, $00, $cD
; db $7f, $7f
;;--------------------------------------------------------------------------------
; .raceToCastle
; ; Race you to / the castle!
; db $00, $bb, $00, $aa, $00, $ac, $00, $ae, $00, $ff, $00, $c2, $00, $b8, $00, $be, $00, $ff, $00, $bd, $00, $b8
; db $75, $00, $bd, $00, $b1, $00, $ae, $00, $ff, $00, $ac, $00, $aa, $00, $bc, $00, $bd, $00, $b5, $00, $ae, $00, $c7
; db $7f, $7f
;;--------------------------------------------------------------------------------
; .69BlazeIt
; ; ~69 Blaze It!~
; db $75, $00, $cE, $00, $a6, $00, $a9, $00, $ff, $00, $ab, $00, $b5, $00, $aa, $00, $c3, $00, $ae, $00, $ff, $00, $b2, $00, $bd, $00, $c7, $00, $cE
; db $7f, $7f
;;--------------------------------------------------------------------------------
; .hi
; ; hi
; db $75, $00, $ff, $00, $ff, $00, $ff, $00, $ff, $00, $ff, $00, $ff, $00, $b1, $00, $b2
; db $7f, $7f
;;--------------------------------------------------------------------------------
; .gettingSmokes
; ; I'M JUST GOING / OUT FOR A / PACK OF SMOKES.
; db $00, $b2, $00, $d8, $00, $b6, $00, $ff, $00, $b3, $00, $be, $00, $bc, $00, $bd, $00, $ff, $00, $b0, $00, $b8, $00, $b2, $00, $b7, $00, $b0
; db $75, $00, $b8, $00, $be, $00, $bd, $00, $ff, $00, $af, $00, $b8, $00, $bb, $00, $ff, $00, $aa
; db $76, $00, $b9, $00, $aa, $00, $ac, $00, $b4, $00, $ff, $00, $b8, $00, $af, $00, $ff, $00, $bc, $00, $b6, $00, $b8, $00, $b4, $00, $ae, $00, $bc, $00, $cD
; db $7f, $7f
;;--------------------------------------------------------------------------------
; .dangerousSeeYa
; ; It's dangerous / to go alone. / See ya!
; db $00, $b2, $00, $bd, $00, $d8, $00, $bc, $00, $ff, $00, $ad, $00, $aa, $00, $b7, $00, $b0, $00, $ae, $00, $bb, $00, $b8, $00, $be, $00, $bc
; db $75, $00, $bd, $00, $b8, $00, $ff, $00, $b0, $00, $b8, $00, $ff, $00, $aa, $00, $b5, $00, $b8, $00, $b7, $00, $ae, $00, $cD
; db $76, $00, $bc, $00, $ae, $00, $ae, $00, $ff, $00, $c2, $00, $aa, $00, $c7
; db $7f, $7f
;;--------------------------------------------------------------------------------
; .badEnoughDude
; ; ARE YOU A BAD / ENOUGH DUDE TO / RESCUE ZELDA?
; db $00, $aa, $00, $bb, $00, $ae, $00, $ff, $00, $c2, $00, $b8, $00, $be, $00, $ff, $00, $aa, $00, $ff, $00, $ab, $00, $aa, $00, $ad
; db $75, $00, $ae, $00, $b7, $00, $b8, $00, $be, $00, $b0, $00, $b1, $00, $ff, $00, $ad, $00, $be, $00, $ad, $00, $ae, $00, $ff, $00, $bd, $00, $b8
; db $76, $00, $bb, $00, $ae, $00, $bc, $00, $ac, $00, $be, $00, $ae, $00, $ff, $00, $c3, $00, $ae, $00, $b5, $00, $ad, $00, $aa, $00, $c6
; db $7f, $7f
;;--------------------------------------------------------------------------------
; .iAmError
; ; I AM ERROR
; db $76, $00, $ff, $00, $ff, $00, $ff, $00, $ff, $00, $b2, $00, $ff, $00, $aa, $00, $b6, $00, $ff, $00, $ae, $00, $bb, $00, $bb, $00, $b8, $00, $bb
; db $7f, $7f
;;--------------------------------------------------------------------------------
; .sub2Guaranteed
; ; This seed is / sub 2 hours, / guaranteed.
; db $00, $bd, $00, $b1, $00, $b2, $00, $bc, $00, $ff, $00, $bc, $00, $ae, $00, $ae, $00, $ad, $00, $ff, $00, $b2, $00, $bc
; db $75, $00, $bc, $00, $be, $00, $ab, $00, $ff, $00, $a2, $00, $ff, $00, $b1, $00, $b8, $00, $be, $00, $bb, $00, $bc, $00, $c8
; db $76, $00, $b0, $00, $be, $00, $aa, $00, $bb, $00, $aa, $00, $b7, $00, $bd, $00, $ae, $00, $ae, $00, $ad, $00, $cD
; db $7f, $7f
;;--------------------------------------------------------------------------------
; .chestSecretEverybody
; ; The chest is / a secret to / everybody.
; db $00, $bd, $00, $b1, $00, $ae, $00, $ff, $00, $ac, $00, $b1, $00, $ae, $00, $bc, $00, $bd, $00, $ff, $00, $b2, $00, $bc
; db $75, $00, $aa, $00, $ff, $00, $bc, $00, $ae, $00, $ac, $00, $bb, $00, $ae, $00, $bd, $00, $ff, $00, $bd, $00, $b8
; db $76, $00, $ae, $00, $bf, $00, $ae, $00, $bb, $00, $c2, $00, $ab, $00, $b8, $00, $ad, $00, $c2, $00, $cD
; db $7f, $7f
;;--------------------------------------------------------------------------------
; .findWindFish
; ; I'm off to / find the / wind fish.
; db $00, $b2, $00, $d8, $00, $b6, $00, $ff, $00, $b8, $00, $af, $00, $af, $00, $ff, $00, $bd, $00, $b8
; db $75, $00, $af, $00, $b2, $00, $b7, $00, $ad, $00, $ff, $00, $bd, $00, $b1, $00, $ae
; db $76, $00, $c0, $00, $b2, $00, $b7, $00, $ad, $00, $ff, $00, $af, $00, $b2, $00, $bc, $00, $b1, $00, $cD
; db $7f, $7f
;;--------------------------------------------------------------------------------
; .shortcutToGanon
; ; The shortcut / to Ganon / is this way!
; db $00, $bd, $00, $b1, $00, $ae, $00, $ff, $00, $bc, $00, $b1, $00, $b8, $00, $bb, $00, $bd, $00, $ac, $00, $be, $00, $bd
; db $75, $00, $bd, $00, $b8, $00, $ff, $00, $b0, $00, $aa, $00, $b7, $00, $b8, $00, $b7
; db $76, $00, $b2, $00, $bc, $00, $ff, $00, $bd, $00, $b1, $00, $b2, $00, $bc, $00, $ff, $00, $c0, $00, $aa, $00, $c2, $00, $c7
; db $7f, $7f
;;--------------------------------------------------------------------------------
; .moonCrashing
; ; THE MOON IS / CRASHING! RUN / FOR YOUR LIFE!
; db $00, $bd, $00, $b1, $00, $ae, $00, $ff, $00, $b6, $00, $b8, $00, $b8, $00, $b7, $00, $ff, $00, $b2, $00, $bc
; db $75, $00, $ac, $00, $bb, $00, $aa, $00, $bc, $00, $b1, $00, $b2, $00, $b7, $00, $b0, $00, $c7, $00, $ff, $00, $bb, $00, $be, $00, $b7
; db $76, $00, $af, $00, $b8, $00, $bb, $00, $ff, $00, $c2, $00, $b8, $00, $be, $00, $bb, $00, $ff, $00, $b5, $00, $b2, $00, $af, $00, $ae, $00, $c7
; db $7f, $7f
;;--------------------------------------------------------------------------------
; .fightVoldemort
; ; Time to fight / he who must / not be named.
; db $00, $bd, $00, $b2, $00, $b6, $00, $ae, $00, $ff, $00, $bd, $00, $b8, $00, $ff, $00, $af, $00, $b2, $00, $b0, $00, $b1, $00, $bd
; db $75, $00, $b1, $00, $ae, $00, $ff, $00, $c0, $00, $b1, $00, $b8, $00, $ff, $00, $b6, $00, $be, $00, $bc, $00, $bd
; db $76, $00, $b7, $00, $b8, $00, $bd, $00, $ff, $00, $ab, $00, $ae, $00, $ff, $00, $b7, $00, $aa, $00, $b6, $00, $ae, $00, $ad, $00, $cD
; db $7f, $7f
;;--------------------------------------------------------------------------------
; .redMailForCowards
; ; RED MAIL / IS FOR / COWARDS.
; db $00, $bb, $00, $ae, $00, $ad, $00, $ff, $00, $b6, $00, $aa, $00, $b2, $00, $b5
; db $75, $00, $b2, $00, $bc, $00, $ff, $00, $af, $00, $b8, $00, $bb
; db $76, $00, $ac, $00, $b8, $00, $c0, $00, $aa, $00, $bb, $00, $ad, $00, $bc, $00, $cD
; db $7f, $7f
;;--------------------------------------------------------------------------------
; .heyListen
; ; HEY! / / LISTEN!
; db $00, $b1, $00, $ae, $00, $c2, $00, $c7
; db $76, $00, $b5, $00, $b2, $00, $bc, $00, $bd, $00, $ae, $00, $b7, $00, $c7
; db $7f, $7f
;;--------------------------------------------------------------------------------
; .excuseMePrincess
; ; Well / excuuuuuse me, / princess!
; db $00, $c0, $00, $ae, $00, $b5, $00, $b5
; db $75, $00, $ae, $00, $c1, $00, $ac, $00, $be, $00, $be, $00, $be, $00, $be, $00, $be, $00, $bc, $00, $ae, $00, $ff, $00, $b6, $00, $ae, $00, $c8
; db $76, $00, $b9, $00, $bb, $00, $b2, $00, $b7, $00, $ac, $00, $ae, $00, $bc, $00, $bc, $00, $c7
; db $7f, $7f
;;-------------------------------------------------------------------------------- ^32nd