# probably I should generate this from the list file static_item_data_location = 0xe9d static_item_element_size = 9 static_first_dragon_index = 6 item_position_table = 0x402 items_ram_start = 0xa1 connector_port_offset = 0xff9 # dragon speeds are hardcoded directly in their respective movement subroutines, not in their item table or state data # so this is the second byte of an LDA immediate instruction yorgle_speed_data_location = 0x724 grundle_speed_data_location = 0x73f rhindle_speed_data_location = 0x709 # in case I need to place a rom address in the rom rom_address_space_start = 0xf000 start_castle_offset = 0x39c start_castle_values = [0x11, 0x10, 0x0F] """yellow, black, white castle gate rooms""" # indexed by static item table index. 0x00 indicates the position data is in ROM and is irrelevant to the randomizer item_ram_addresses = [ 0xD9, # lamp 0x00, # portcullis 1 0x00, # portcullis 2 0x00, # portcullis 3 0x00, # author name 0x00, # GO object 0xA4, # Rhindle 0xA9, # Yorgle 0xAE, # Grundle 0xB6, # Sword 0xBC, # Bridge 0xBF, # Yellow Key 0xC2, # White key 0xC5, # Black key 0xCB, # Bat 0xA1, # Dot 0xB9, # Chalice 0xB3, # Magnet 0xE7, # AP object 1 0xEA, # AP bat object 0xBC, # NULL object (end of table) ]