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| 1 | Things Found Under Lifted or Destroyed Objects | |
| 2 | (Bushes, Grass squares, Rocks, Rock Piles, Pots, Signs, and Big Square Blocks) | |
| 3 | Mini Algorithm Guide | |
| 4 | Version 1.0 | |
| 5 | by Assassin | |
| 6 | 21 August 2013 (and some mysterious earlier date, if the Deja Vu is believed) | |
| 7 | ||
| 8 | _______________________________________________________________________________ | |
| 9 | ||
| 10 | Upon lifting, slicing down, or bombing a bush (which can be green, purple, or | |
| 11 | brownish green), lifting a rock (which can be small or large, light or dark, | |
| 12 | normal or skull), lifting a pot (which can be brown or a skull), lifting a sign | |
| 13 | (which can be brown or yellow), slicing or bombing a square of grass, dashing | |
| 14 | into a rock pile, or lifting a large, gray, square block, the game performs the | |
| 15 | following steps to determine what will be found under it: | |
| 16 | ||
| 17 | 1) If there is a nonzero item ID assigned to the lifted/destroyed object, skip | |
| 18 | to Step 5. | |
| 19 | ||
| 20 | 2) If we're indoors, skip to Step 5. | |
| 21 | ||
| 22 | 3) If what we're looking under isn't grass or a normal green (not brownish | |
| 23 | green) or purple bush, skip to Step 5. | |
| 24 | ||
| 25 | 4) This step will "randomly" choose an item ID for what's under a bush or | |
| 26 | square of grass, as there was no specific entity assigned to it (or Item ID | |
| 27 | 00h - Nothing was literally assigned to it). It has several substeps: | |
| 28 | ||
| 29 | A. Randomly skip to Step 5 one half of the time. | |
| 30 | B. If there are four or more non-Link sprites/monsters onscreen (not | |
| 31 | counting Sprite 6Ch, whatever that is), skip to Step 5 to avoid | |
| 32 | overcrowding. | |
| 33 | C. If we're not in at least Phase 2 of the game (i.e. we haven't brought | |
| 34 | Princess Zelda to the Sanctuary yet), then skip to Step 5. | |
| 35 | D. Get our current square of the map. It'll be a 0-63 value, as the | |
| 36 | overworld maps are 8x8 grids. Two notes: | |
| 37 | - Large map sections are 2x2, with one square number taking the place of | |
| 38 | 4 positions. For example, the Mysterious Woods / Skeleton Forest is | |
| 39 | all indexed with Position 0, rather than with 0, 1, 8, and 9. | |
| 40 | - The square number actually comes from the bottom 6 bits of a Screen | |
| 41 | Number variable, which holds 0 - 63 for normal Light World map screens, | |
| 42 | 64 - 127 for normal Dark World map screens, and 128+ for special | |
| 43 | screens (e.g. the Master Sword screen, the camp under the bridge, and | |
| 44 | Zora's Lake). The top two bits are ignored. So the Zora area, for | |
| 45 | instance, is screen 129, but gets treated like it's Screen 1 (whose | |
| 46 | random prize/sprite data is a duplicate of Screen 0 - Mysterious | |
| 47 | Woods, and doesn't disable anything). This oversight allows for a | |
| 48 | crazy, garbled looking foe to turn up, as Zora's Waterfall lacks the | |
| 49 | tile set to properly display the Green Soldier. | |
| 50 | E. Load our 0 to 7 bush/grass prize pack counter, which indexes two prize | |
| 51 | packs (one for each world) of eight entries each. Increment it for our | |
| 52 | next use (wrapping to zero if it exceeds seven). On the GBA version, | |
| 53 | it apparently loads the post-incremented value instead. | |
| 54 | (Note that this counter is reinitialized to 0 after a system reset or | |
| 55 | powerdown, even if you'd saved your game. However, on the SNES version, | |
| 56 | it is retained after Saving, Quitting, and reloading (and you can even | |
| 57 | temporarily copy it between save slots by saving on one, then loading | |
| 58 | another).) | |
| 59 | F. The prize packs for each world are: | |
| 60 | ||
| 61 | Light World = 01h, 01h, 01h, 01h, 0Fh, 01h, 01h, 12h | |
| 62 | (Green Rupee, Green Rupee, Green Rupee, Green Rupee, Green Soldier | |
| 63 | with Sword, Green Rupee, Green Rupee, Ground Bomb / Land Mine) | |
| 64 | Dark World = 10h, 01h, 01h, 01h, 11h, 01h, 01h, 03h | |
| 65 | (Awakening Skull Rock, Green Rupee, Green Rupee, Green Rupee, | |
| 66 | Blue Helmeted Bull with Poker, Green Rupee, Green Rupee, Bee) | |
| 67 | ||
| 68 | Get the Item ID from the slot indexed by our loaded prize pack counter. | |
| 69 | However, instead proceed to Step 5 without loading an Item ID if both of | |
| 70 | these conditions are met: | |
| 71 | - Our intended prize pack slot is preventable in the current world (see | |
| 72 | list); that is, it has a nonzero prevention flag. | |
| 73 | - The current map square has this prevention flag present in its list of | |
| 74 | exclusions. (Each square has a single list used for both worlds.) | |
| 75 | ||
| 76 | Preventable "random" sprites: | |
| 77 | Light World = Slot 4, Slot 7 | |
| 78 | (Green Soldier with Sword, Ground Bomb / Land Mine) | |
| 79 | Dark World = Slot 0, Slot 4 | |
| 80 | (Stal / Awakening Skull Rock, Blue Helmeted Bull with Poker) | |
| 81 | ||
| 82 | 5) If we're indoors, skip to Step 7. | |
| 83 | ||
| 84 | 6) Randomly exit and return nothing one half of the time. | |
| 85 | ||
| 86 | 7) If an ID of 00h (or nothing) was originally assigned to the bush/grass/rock/ | |
| 87 | pot/rock pile/sign/block, and Step 4 did not change it by picking a new ID, | |
| 88 | exit and return nothing. | |
| 89 | ||
| 90 | 8) If an ID of 04h (Random) was originally assigned to the lifted/destroyed | |
| 91 | object, randomly pick an item ID ranging from 13h through 16h. Otherwise, | |
| 92 | just stick with the assigned ID. | |
| 93 | ||
| 94 | 9) Convert the Item ID into a sprite using the table below. If the sprite is | |
| 95 | 00h (Nothing), then don't actually put that on the map (as it'd be a | |
| 96 | Crow/Raven or Kyune/Horned bird), but exit and don't return anything. | |
| 97 | ||
| 98 | Item ID | Sprite (ID) | |
| 99 | -------------+------------------------------------------------------ | |
| 100 | 01h | Green Rupee (D9h) | |
| 101 | 02h | Rock Spider/Beetle/Crab/Hoarder (3Eh) | |
| 102 | 03h | Bee (79h) | |
| 103 | 04h | Random (special case - see Step 8) | |
| 104 | | (Note that Green Rupee is in the data here, but | |
| 105 | | it's just a placeholder.) | |
| 106 | 05h | Bomb x 1 (DCh) | |
| 107 | 06h | Heart (D8h) | |
| 108 | 07h | Blue Rupee (DAh) | |
| 109 | 08h | Key (E4h) | |
| 110 | 09h | Arrow x 5 (E1h) | |
| 111 | 0Ah | Bomb x 1 (DCh) | |
| 112 | 0Bh | Heart (D8h) | |
| 113 | 0Ch | Partial Magic refill (DFh) | |
| 114 | 0Dh | Full Magic refill (E0h) | |
| 115 | 0Eh | Cucco/Chicken [LW] or Cucco/Chicken skeleton [DW] | |
| 116 | | (both 0Bh) | |
| 117 | 0Fh | Green Soldier with Sword (42h) | |
| 118 | 10h | Stal / Awakening Skull Rock (D3h) | |
| 119 | 11h | Blue Soldier with Sword [LW] or Blue Helmeted Bull | |
| 120 | | with Poker [DW] (both 41h) | |
| 121 | 12h | Ground Bomb aka Land Mine (D4h) | |
| 122 | 13h | Green Rupee (D9h) | |
| 123 | 14h | Faerie/Fairy (E3h) | |
| 124 | 15h | Heart (D8h) | |
| 125 | 16h | Nothing (00h - special case, see above) | |
| 126 | ||
| 127 | _______________________________________________________________________________ | |
| 128 | ||
| 129 | RECOMMENDED READING | |
| 130 | _______________________________________________________________________________ | |
| 131 | ||
| 132 | This document doesn't get into which prize pack slots are disabled by which | |
| 133 | map squares. To see that information, you'll want to consult the "Commented | |
| 134 | code and data for item uncovering" on my website: | |
| 135 | ||
| 136 | http://home.comcast.net/~assassin17/zelda3_guides.htm OR | |
| 137 | http://www14.brinkster.com/assassin17/zelda3_guides.htm | |
| 138 | ||
| 139 | Compare the map data in the 1A/FB7B structure to the 1A/FBCB or 1A/FBD3 | |
| 140 | structure (depending on which world), and see when common bits are set. | |
| 141 | ||
| 142 | _______________________________________________________________________________ | |
| 143 | ||
| 144 | CREDITS | |
| 145 | _______________________________________________________________________________ | |
| 146 | ||
| 147 | - Susan Carriere, for suggesting I create a more readable document to | |
| 148 | supplement the commented disassembly of the findings under bushes, grass, | |
| 149 | rocks, etc. Then for providing various helpful feedback on the document: | |
| 150 | suggesting a preamble, pointing out a step omission which would have allowed | |
| 151 | keys under pots being randomly missable, asking for elaboration on | |
| 152 | preventable random prizes, clearing up ambiguity in Step 8, and suggesting I | |
| 153 | account for the different-sized rocks (which eventually led to me listing | |
| 154 | every relevant covering object). | |
| 155 | ||
| 156 | - Lady_Birdo for pointing out that the glitched enemy at Zora's Waterfall was | |
| 157 | a soldier. I couldn't tell what I was looking at. | |
| 158 | ||
| 159 | - BaronDante for explaining that the glitched appearance stems from the | |
| 160 | soldier's tile set not being loaded in that area. | |
| 161 | ||
| 162 | _______________________________________________________________________________ | |
| 163 | ||
| 164 | REVISION HISTORY | |
| 165 | _______________________________________________________________________________ | |
| 166 | ||
| 167 | Version 1.0: 2009 and maybe 2010; July 10-13 and 15, 2013; August 14-16, 18-19, | |
| 168 | and 21, 2013: | |
| 169 | ||
| 170 | - Released a commented disassembly on July 12, 2009, after starting work on | |
| 171 | it sometime before March 27, 2009. But that wasn't necessarily readable by | |
| 172 | most humans. | |
| 173 | - Starting in August 2009 and maybe extending into early 2010, wrote a | |
| 174 | document that had about 90% of the step content you see here. However, I | |
| 175 | never uploaded it anywhere, as it wasn't quite done, and the hard drive of | |
| 176 | the computer housing it crashed. :O I couldn't stomach the idea of | |
| 177 | re-composing something I'd already done, and figured I'd retrieve it | |
| 178 | whenever the hard drive was restored. (It's probably just a service sector | |
| 179 | issue.) However, by mid 2013, still having yet to bring the disk anywhere, | |
| 180 | I had an epiphany that I am even cheaper than I am lazy. So I decided to | |
| 181 | bite the bullet and remake the document. | |
| 182 | - July 10-13 and 15, 2013: Wrote document, then improved it based on Susan | |
| 183 | Carriere's suggestions. | |
| 184 | - August 14-16 and 18-19: Added "Stal" as a name for the skull rock enemy, and | |
| 185 | "Hoarder" and "Crab" for the Rock Beetle/Spider. Added Credits and Revision | |
| 186 | History sections. Added GBA and reset/reload info to Step 4E. | |
| 187 | - August 21, 2013: Released document. |