A continuation of DMG Adventure part I and part II
Created with a fork of GB Studio
- calm (mystery island)
- gold necklace (strength)
- hammer
- Joust
- roar stick (strength)
- bow + arrow
- Bouquet (strength)
- candle
- coal
- compass
- golden boots
- map (Destiny shrine, water, strength, fire)
- plank (water shrine)
- raft
- red ribbon (strength)
- repellant (Zora)
- saltcellar (strength)
- tickets x2 (strength)
- vial of wind (piece of power)
3x overworld hearts start with 8 (3 + earth, illusion, air, destiny, torian)
gold necklace = jade amulet (mermaid necklace) red boots = golden boots (pegasus boots)
Crockarock (lizard enemies near fire shrine) Lanmola (centipede) -> pincer enemy, mini moldorm
A listing of variables and their types in re-usable components (Actors/Scenes)
$00$: Variable 000
_Health -number
. (Private variable. Represents the old/cached health. 2 health units equal 1 heart)$01$: Variable 001
Health -number
. (Public variable. Can be updated in GB Studio. If the value above is different it triggers a HUD redraw)$02$: Variable 002
_Max Hearts -number
. (Private variable. Represents the old/cached maximum hearts. 2 health units equal 1 heart)$03$: Variable 003
Max Hearts -number
. (Public variable. Can be updated in GB Studio. If the value above is different it triggers a HUD redraw)$04$: Variable 004
_Rupees -number
. (Private variable. Indicates the old/cached number of rupees Zelda has collected)$05$: Variable 005
Rupees -number
. (Public variable. Can be updated in GB Studio. If the value above is different it triggers a HUD redraw)$06$: Variable 006
Zelda PosX -number
. (Stores Zelda's position when she exits the screen. Used to maintain her relative position on the next screen)$07$: Variable 007
Zelda PosY -number
. (Stores Zelda's position when she exits the screen. Used to maintain her relative position on the next screen)$08$: Variable 008
Exit Screen: Top, Right, Bottom, Left -number
. (Indicates the direction Zelda was facing when exiting the screen. Used with the above)- (0 represents null/no position)
- (1 represents Zelda exitted at the top of the screen)
- (2 represents Zelda exitted at the right side of the screen)
- (3 represents Zelda exitted at the bottom of the screen)
- (4 represents Zelda exitted at the left side of the screen)
$09$: Variable 009
Scene Flags -byte
.- (Flag 1 represents the enemy dropping a rupee)
- (Flag 2 represents the enemy dropping a heart)
- (Flag 3 represent the enemy dropped a rupee or a heart)
- (Flag 4 represents Zelda has spoken to a fairy)
- (Flag 5 represents Zelda has defeated the sea monster)
- (Flag 6 is ???)
- (Flag 7 is ???)
- (Flag 8 is ???)
$10$: Variable 010
Wand Equipped -bool
.$11$: Variable 011
Spell Equipped -byte
.- (Flag 1 represents Zelda has the Calm spell equipped - costs 1 Rupee to cast)
- (Flag 2 represents Zelda has the bow + arrow spell equipped - costs 1 Rupee to cast)
- (Flag 3 represents Zelda has the joust spell equipped - costs 3 Rupee to cast)
- (Flag 4 represents Zelda has the gold necklace spell equipped - costs 2 Rupee to cast)
- (Flag 5 represents Zelda has the roar stick spell equipped - costs 3 Rupee to cast)
- (Flag 6 represents Zelda has the hammer spell equipped - costs 2 Rupee to cast)
- (Flag 7 represents Zelda has the turquoise ring spell equipped - costs 26 Rupee to cast)
- (Flag 8 represents Zelda has the broadsword spell equipped - costs 2 Rupee to cast)
$12$: Variable 012
Spell Cost -number
. (Cost of the equipped spell)$13$: Variable 013
Collectable -byte
.- (Flag 1 is the Destiny Shrine Map)
- (Flag 2 is the Golden Boots)
- (Flag 3 is the Joust spell)
- (Flag 4 is the Plank)
- (Flag 5 is the Lump of Coal)
- (Flag 6 is the Gold Necklace)
- (Flag 7 is the Roar Stick spell)
- (Flag 8 is the Hammer spell)
$14$: Variable 014
Inventory Screen -byte
.- (Flag 1 represents we've come from Quest Status screen 1)
- (Flag 2 represents we've come from Quest Status screen 2)
- (Flag 3 represents we've come from Quest Status screen 3)
- (Flag 4 represents we've come from Quest Status screen 4)
- (Flag 5 is ???)
- (Flag 6 is ???)
- (Flag 7 is ???)
- (Flag 8 is ???)
$15$: Variable 015
Cursor PosX -number
. (Stores the cursor's position. Used to maintain its relative position between screen)$16$: Variable 016
Cursor PosY -number
. (Stores the cursor's position. Used to maintain its relative position between screen)$17$: Variable 017
Purchasable -byte
.- (Flag 1 is the Zola Repellant)
- (Flag 2 is the Candle)
- (Flag 3 is the Life Potion)
- (Flag 4 is the Salt Cellar)
- (Flag 5 is the Bouquet)
- (Flag 6 is the Red Ribbon)
- (Flag 7 is ticket A)
- (Flag 8 is ticket B)
$18$: Variable 018
Overworld Flags -byte
.- (Flag 1 represents Zelda has completed the Water Shrine)
- (Flag 2 represents Zelda has completed the Strength Shrine)
- (Flag 3 represents Zelda has completed the Fire Shrine)
- (Flag 4 represents Zelda has collected the Canvula Heart)
- (Flag 5 represents Zelda has collected the South Port Heart)
- (Flag 6 represents Zelda has collected the Mystery Island Heart)
- (Flag 7 is ???)
- (Flag 8 is ???)
$19$: Variable 019
Resume location -byte
.- (Flag 1 represents a Save and Continue operation)
- (Flag 2 represents a Save and Quit operation)
- (Flag 3 represents Zelda should resume in the Water Shrine)
- (Flag 4 represents Zelda should resume in the Strength Shrine)
- (Flag 5 represents Zelda should resume in the Fire Shrine)
- (Flag 6 is ???)
- (Flag 7 is ???)
- (Flag 8 is ???)
$20$: Variable 020
Dungeon Room -number
. (Indicates the dungeon room Zelda occupies)$21$: Variable 021
Enemy Counter -number
. (Indicates the number of Zelda has defeated in this scene)$22$: Variable 022
Water Shrine Flags -byte
.- (Flag 1 is the Water Shrine Map)
- (Flag 2 is the Water Shrine Compass)
- (Flag 3 is ???)
- (Flag 4 is ???)
- (Flag 5 is ???)
- (Flag 6 is ???)
- (Flag 7 is ???)
- (Flag 8 is ???)
$23$: Variable 023
Strength Shrine Flags -byte
.- (Flag 1 is the Strength Shrine Map)
- (Flag 2 is the Strength Shrine Compass)
- (Flag 3 represents Zelda has played the archery game, target 1)
- (Flag 4 represents Zelda has played the archery game, target 2)
- (Flag 5 represents Zelda has played the archery game, target 3)
- (Flag 6 represents Zelda has unlocked the door in the Roar stick room)
- (Flag 7 represents Zelda has defeated the blue knight)
- (Flag 8 represents Zelda has defeated the green knight)
$24$: Variable 024
Fire Shrine Flags -byte
.- (Flag 1 is the Fire Shrine Map)
- (Flag 2 is the Fire Shrine Compass)
- (Flag 3 is ???)
- (Flag 4 is ???)
- (Flag 5 is ???)
- (Flag 6 is ???)
- (Flag 7 is ???)
- (Flag 8 is ???)
$25$: Variable 025
Is Sailing -bool
. (Indicates whether or not Zelda is sailing from the Seacoast dock to the Sea Island)$26$: Variable 026
Map PosX -number
. (Stores the player's dungeon position. Shows which dungeon room the player is in on the minimap)$27$: Variable 027
Map PosY -number
. (Stores the player's dungeon position. Shows which dungeon room the player is in on the minimap)