Pierre de La Morinerie
Pierre de La Morinerie
LINK_MOTION_UNKNOWN_0A is used in a couple of places (mostly related to the Blaino mini boss), but it is not clear yet what it does. Find out, and then rename the...
A little cutscene plays when taking each photo picture. These cutscenes are defined in https://github.com/zladx/LADX-Disassembly/blob/master/src/code/photos.asm. Each cutscene is splitted into several small fragments: - loading resources, - starting the cutscene...
Many places in the code still have sound effects (sfx, or music tracks) referenced by a numeric value. For instance: ``` ld a, $35 ld [hNextMusicTrack], a ``` We should...
The code for entities AI (i.e. actors, NPCs, enemies, etc) has been entirely decompiled. But much of the code is still undocumented. A useful task is to **pick [one of...
At 01:5DE6 sees to be the code for [saving the game data](https://github.com/zladx/LADX-Disassembly/blob/master/src/code/bank1.asm#L2455) to the battery-powered save area. The [format of the saved data](https://xkeeper.net/hacking/linksawakening/savedata.php) has been reverse-engineered, but it is not...
There are several variables controlling the music track playback: - `hMusicTrack`, - `hNextMusicTrack`, - `wActiveMusicTrack` These variables are often used together, but seem to have subtle differences (like one of...
Sounds effects (i.e. jingles, waveform-based sfx and noise-based sfx) are generated in https://github.com/zladx/LADX-Disassembly/blob/master/src/code/audio/sfx.asm. The format seems pretty straightforward; probably no op-codes are involved. Still, the code needs documentation, and at...
The purpose of some audio opcodes is still unknown. We should figure them out. - List of the audio opcodes: https://github.com/zladx/LADX-Disassembly/blob/master/src/code/audio_macros.asm
Several unknown entities are unused throughout the code. These are mostly visible in the [entities handlers table](https://github.com/zladx/LADX-Disassembly/blob/master/src/code/entities/_handlers_table.asm#L16): all the entities labeled `EntityXXXHandler` are not used in the final game–but point...
For now map headers data is not separated from the map blocks. It looks like this: ```asm Overworld00:: db $0B, $E5, $8A, $00, $00, $8A, $10, $00, $8A, $20, $EF,...