/dmg-adventure-iii

A continuation of https://github.com/john-lay/dmg-adventure-ii

DMG Adventure III

A continuation of DMG Adventure part I and part II

Created with a fork of GB Studio

Weapons / Spells

  • calm (mystery island)
  • gold necklace (strength)
  • hammer
  • Joust
  • roar stick (strength)
  • bow + arrow

Items / Treasures

  • 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)

sprite duplication

gold necklace = jade amulet (mermaid necklace) red boots = golden boots (pegasus boots)

Enemies

Crockarock (lizard enemies near fire shrine) Lanmola (centipede) -> pincer enemy, mini moldorm

Technical notes

Variable list

A listing of variables and their types in re-usable components (Actors/Scenes)

Global

  • $00$: 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)