2015-03-04 21:38:30 -08:00
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-- version-agnostic addresses
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2015-03-07 15:53:37 -08:00
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A = require "boilerplate"
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2015-03-04 21:38:30 -08:00
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function merge(t1, t2)
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for k, v in pairs(t1) do
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t2[k] = v
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end
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return t2
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end
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function Actor(addr)
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local function AA(a, s) return A(addr+a, s) end
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return {
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2015-03-07 07:38:16 -08:00
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num = AA(0x0, 2),
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type = AA(0x2, 1),
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flags = AA(0x4, 4),
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x_copy = AA(0x8, 'f'),
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y_copy = AA(0xC, 'f'),
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z_copy = AA(0x10, 'f'),
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var = AA(0x1C, 2),
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2015-03-04 21:38:30 -08:00
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x = AA(0x24, 'f'),
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y = AA(0x28, 'f'),
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z = AA(0x2C, 'f'),
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angle_old = AA(0x4A, 2),
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x_scale = AA(0x58, 'f'),
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y_scale = AA(0x5C, 'f'),
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z_scale = AA(0x60, 'f'),
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x_vel = AA(0x64, 'f'),
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y_vel = AA(0x68, 'f'),
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z_vel = AA(0x6C, 'f'),
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lin_vel_old = AA(0x70, 'f'),
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ground_y = AA(0x88, 'f'),
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2015-03-07 07:38:16 -08:00
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damage_table = AA(0xA0, 4),
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hp = AA(0xB7, 1),
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angle = AA(0xBA, 2),
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foot_left_x = AA(0xD4, 'f'),
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foot_left_y = AA(0xD8, 'f'),
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foot_left_z = AA(0xDC, 'f'),
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foot_right_x = AA(0xE0, 'f'),
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foot_right_y = AA(0xE4, 'f'),
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foot_right_z = AA(0xE8, 'f'),
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camera_rel_x = AA(0xEC, 'f'),
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camera_rel_y = AA(0xF0, 'f'),
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camera_rel_z = AA(0xF4, 'f'),
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unknown_z = AA(0xF8, 'f'),
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x_old = AA(0x108, 'f'),
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y_old = AA(0x10C, 'f'),
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z_old = AA(0x108, 'f'),
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prev = AA(0x128, 4),
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next = AA(0x12C, 4),
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}
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end
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return {
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link = A(link, 0x4000),
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area_mod = AL(0x02, 2), -- TODO: rename to exit_value?
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intro_completed = AL(0x05, 1),
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cutscene_status = AL(0x0A, 2),
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time = AL(0x0C, 2),
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owl_id = AL(0x0E, 2),
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day_night = AL(0x10, 4),
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time_speed = AL(0x14, 4),
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day = AL(0x18, 4),
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day_again = AL(0x1C, 4),
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transformation = AL(0x20, 1),
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zeroth_day = AL(0x23, 1), -- TODO: rename to owl_save
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ZELDA3 = AL(0x24, 6),
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sot_count = AL(0x2A, 2),
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name = AL(0x2C, 8),
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max_hearts = AL(0x34, 2),
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hearts = AL(0x36, 2),
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has_magic = AL(0x38, 1), -- ?
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magic = AL(0x39, 1),
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rupees = AL(0x3A, 2),
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has_normal_magic = AL(0x40, 1),
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has_double_magic = AL(0x41, 1),
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owls_hit = AL(0x46, 2),
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sword_shield = AL(0x6D, 1),
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inventory_items = AL(0x70, 24),
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inventory_masks = AL(0x88, 24),
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inventory_counts = AL(0xA0, 24),
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wallet_size = AL(0xBA, 1), -- 0, 16, 32, unused 48
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quiver_bag = AL(0xBB, 1),
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quest_items = AL(0xBC, 4),
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items_wft = AL(0xC0, 1),
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items_sht = AL(0xC1, 1),
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items_gbt = AL(0xC2, 1),
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items_stt = AL(0xC3, 1),
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keys_wft = AL(0xCA, 1),
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keys_sht = AL(0xCB, 1),
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keys_gbt = AL(0xCC, 1),
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keys_stt = AL(0xCD, 1),
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fairies_wft = AL(0xD4, 1),
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fairies_sht = AL(0xD5, 1),
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fairies_gbt = AL(0xD6, 1),
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fairies_stt = AL(0xD7, 1),
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strange_string = AL(0xDE, 6),
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scene_flags_save = AL(0x470, 0x960),
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--clock_town_map = AL(0xEB2, 1),
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banked_rupees = AL(0xEDE, 2),
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archery = AL(0xF00, 1),
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2015-03-07 15:53:37 -08:00
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chateau_romani = AL(0xF06, 1), -- 8
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disable_c_buttons = AL(0xF4A, 1), -- 8
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sword_disable_c = AL(0xF52, 1), -- 32
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map_visited = AL(0xF5E, 2),
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map_visible = AL(0xF62, 2),
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bombers_caught = AL(0xFE6, 1),
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bombers_order_1 = AL(0xFE7, 1),
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bombers_order_2 = AL(0xFE8, 1),
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bombers_order_3 = AL(0xFE9, 1),
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bombers_order_4 = AL(0xFEA, 1),
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bombers_order_5 = AL(0xFEB, 1),
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lottery_code_1 = AL(0xFEC, 3),
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lottery_code_2 = AL(0xFEF, 3),
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lottery_code_3 = AL(0xFF2, 3),
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spider_mask_color_1 = AL(0xFF5, 1), -- 0: red; 1: blue; 2: green; 3: yellow
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spider_mask_color_2 = AL(0xFF6, 1),
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spider_mask_color_3 = AL(0xFF7, 1),
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spider_mask_color_4 = AL(0xFF8, 1),
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spider_mask_color_5 = AL(0xFF9, 1),
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bombers_code_1 = AL(0xFFB, 1),
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bombers_code_2 = AL(0xFFC, 1),
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bombers_code_3 = AL(0xFFD, 1),
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bombers_code_4 = AL(0xFFE, 1),
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bombers_code_5 = AL(0xFFF, 1),
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inventory = {
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b_button = AL(0x4C, 1),
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c_left_item = AL(0x4D, 1),
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c_down_item = AL(0x4E, 1),
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c_right_item = AL(0x4F, 1),
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b_button_goron = AL(0x50, 1),
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b_button_zora = AL(0x54, 1),
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b_button_deku = AL(0x58, 1),
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b_button_slot = AL(0x5C, 1), -- unused?
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c_left_slot = AL(0x5D, 1),
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c_down_slot = AL(0x5E, 1),
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c_right_slot = AL(0x5F, 1),
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ocarina = AL(0x70, 1),
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bow = AL(0x71, 1),
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fire_arrows = AL(0x72, 1),
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ice_arrows = AL(0x73, 1),
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light_arrows = AL(0x74, 1),
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event_1 = AL(0x75, 1),
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bombs = AL(0x76, 1),
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bombchu = AL(0x77, 1),
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deku_stick = AL(0x78, 1),
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deku_nut = AL(0x79, 1),
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magic_beans = AL(0x7A, 1),
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event_2 = AL(0x7B, 1),
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powder_keg = AL(0x7C, 1),
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pictograph = AL(0x7D, 1),
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lens_of_truth = AL(0x7E, 1),
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hookshot = AL(0x7F, 1),
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fairy_sword = AL(0x80, 1),
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event_3 = AL(0x81, 1),
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bottle_1 = AL(0x82, 1),
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bottle_2 = AL(0x83, 1),
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bottle_3 = AL(0x84, 1),
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bottle_4 = AL(0x85, 1),
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bottle_5 = AL(0x86, 1),
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bottle_6 = AL(0x87, 1),
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},
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masks = {
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postman = AL(0x88, 1),
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all_night = AL(0x89, 1),
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blast = AL(0x8A, 1),
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stone = AL(0x8B, 1),
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great_fairy = AL(0x8C, 1),
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deku = AL(0x8D, 1),
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keaton = AL(0x8E, 1),
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bremen = AL(0x8F, 1),
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bunny = AL(0x90, 1),
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don_gero = AL(0x91, 1),
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scents = AL(0x92, 1),
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goron = AL(0x93, 1),
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romani = AL(0x94, 1),
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troupe_leader = AL(0x95, 1),
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kafei = AL(0x96, 1),
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couples = AL(0x97, 1),
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truth = AL(0x98, 1),
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zora = AL(0x99, 1),
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kamaro = AL(0x9A, 1),
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gibdo = AL(0x9B, 1),
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garos = AL(0x9C, 1),
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captains = AL(0x9D, 1),
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giants = AL(0x9E, 1),
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fierce_deity = AL(0x9F, 1),
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},
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counts = {
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arrows = AL(0xA1, 1),
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bombs = AL(0xA6, 1),
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bombchu = AL(0xA7, 1),
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sticks = AL(0xA8, 1),
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nuts = AL(0xA9, 1),
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beans = AL(0xAA, 1),
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kegs = AL(0xAC, 1),
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},
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buttons_1 = AG(0x1A, 1),
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buttons_2 = AG(0x1B, 1),
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framerate_limiter = AG(0xA2, 1),
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camera_target = AG(0x2B0, 4),
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actor_count_0 = AG(0x1CB0, 4),
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actor_first_0 = AG(0x1CB4, 4),
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actor_count_1 = AG(0x1CBC, 4),
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actor_first_1 = AG(0x1CC0, 4),
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actor_count_2 = AG(0x1CC8, 4),
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actor_first_2 = AG(0x1CCC, 4),
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actor_count_3 = AG(0x1CD4, 4),
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actor_first_3 = AG(0x1CD8, 4),
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actor_count_4 = AG(0x1CE0, 4),
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actor_first_4 = AG(0x1CE4, 4),
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actor_count_5 = AG(0x1CEC, 4),
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actor_first_5 = AG(0x1CF0, 4),
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actor_count_6 = AG(0x1CF8, 4),
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actor_first_6 = AG(0x1CFC, 4),
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actor_count_7 = AG(0x1D04, 4),
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actor_first_7 = AG(0x1D08, 4),
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actor_count_8 = AG(0x1D10, 4),
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actor_first_8 = AG(0x1D14, 4),
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actor_count_9 = AG(0x1D1C, 4),
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actor_first_9 = AG(0x1D20, 4),
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actor_count_10 = AG(0x1D28, 4),
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actor_first_10 = AG(0x1D2C, 4),
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actor_count_11 = AG(0x1D34, 4),
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actor_first_11 = AG(0x1D38, 4),
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bomb_counter = AG(0x1CD4, 1),
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z_cursor_actor = AG(0x1DF8, 4),
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z_target_actor = AG(0x1DFC, 4),
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link_actor = merge(Actor(AA(0,0).addr), {
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item_in_hand = AA(0x148, 1),
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animation_id = AA(0x24A, 2),
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link_flags = AA(0xA6C, 0xC),
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lin_vel = AA(0xAD0, 'f'),
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movement_angle = AA(0xAD4, 2),
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active_sword = AA(0xADB, 1),
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}),
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}
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