forked from MrCheeze/skywardsword-tools
-
Notifications
You must be signed in to change notification settings - Fork 1
/
201-ForestD1.c
422 lines (390 loc) · 29 KB
/
201-ForestD1.c
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
void entrypoint_201_51() {
/*< 2>*/ start()
/*< 12>*/ switch (temp_flags[0 /* 0x1 01 */]) {
case 0:
/*< 10>*/ printf(/* textboxtype: 3, unk: 0, line: 54 */ "")
case 1:
/*< 11>*/ printf(/* textboxtype: 3, unk: 0, line: 53 */ "")
}
}
void entrypoint_201_17() {
/*< 49>*/ start()
/*< 50>*/ printf(/* textboxtype: 2, unk: 0, line: 11 */ "You have acquired a new item.\nAnalysis of this object's insect-like\nprofile and wings indicates <sound 4>it can <color red<fly>coloroff>.\n\nTilt the Wii Remote to <color red<remotely>coloroff> <color red<pilot\n>coloroff>the device. The sharp structure on the\nfront of the device can sever threads\nand deliver a blow to smaller objects.\nTo launch the device, press (B) to\nready it for takeoff then press (A)<0x10011:0x01cd><0x10011:0x05cd>.")
}
void entrypoint_201_52() {
/*< 3>*/ start()
/*< 4>*/ printf(/* textboxtype: 3, unk: 0, line: 55 */ "")
}
void entrypoint_201_18() {
/*< 72>*/ start()
/*<228>*/ scene_flags[11 'Faron: Skyview Temple'][21 /* 0x3 20 */] = true;
/*< 75>*/ switch (story_flags[64 /* us: 805A9ADF 0x08, jp: 805ACD5F 0x08 */]) {
case 0:
/*< 77>*/ printf(/* textboxtype: 2, unk: 0, line: 14 */ "My readings indicate the presence\nof <color yellow<sacred water >coloroff>within the temple.\nUnfortunately, it is<color red< not possible to\nuse your <sound 4>dowsing>coloroff> ability here.\nBased on my calculations, I estimate\nthe water is located in the deepest\npart of the temple complex.")
/*<209>*/ scene_flags[11 'Faron: Skyview Temple'][98 /* 0xD 04 */] = true;
/*<204>*/ {'type': 'type3', 'subType': 4, 'param1': 0, 'param2': 0, 'next': 205, 'param3': 30}
/*<205>*/ wait_frames(15)
/*<206>*/ scene_flags[11 'Faron: Skyview Temple'][97 /* 0xD 02 */] = true;
/*<208>*/ printf(/* textboxtype: 2, unk: 0, line: 15 */ "I recommend using the (X) on your\nmap as a guide when revisiting the\ndeepest area of the temple.")
/*<207>*/ {'type': 'type3', 'subType': 0, 'param1': 0, 'param2': 1, 'next': 78, 'param3': 34}
/*< 78>*/ printf(/* textboxtype: 2, unk: 0, line: 13 */ "I am detecting a greater enemy\npresence in the vicinity than I\npreviously observed. You would be\nwise to proceed with caution.")
case 1:
/*< 76>*/ printf(/* textboxtype: 2, unk: 0, line: 13 */ "I am detecting a greater enemy\npresence in the vicinity than I\npreviously observed. You would be\nwise to proceed with caution.")
}
}
void entrypoint_201_01() {
start()
/*< 1>*/ printf(/* textboxtype: 7, unk: 0, line: 1 */ "Gaze upon your map until your\neye finds the (X), for it is there\nthat you must strike a glittering\ngemstone to reveal a path.\nYou shall find a temple map in\na room with two such gemstones.")
}
void entrypoint_201_53() {
/*< 5>*/ start()
/*< 6>*/ printf(/* textboxtype: 2, unk: 0, line: 61 */ "<0x10012:0x00000004>Master, as I just translated, it would\nappear that <color blue<Zelda>coloroff> purified herself in\nthe waters of this spring.\n\nI calculate a 97% chance that she has\nalready set out for <color blue<Eldin>coloroff>, where\nanother great spring exists.\n\nHowever, it is not clear what method of\ntravel Zelda used to move from here\nto her next destination.")
/*< 87>*/ set_camera(1, 0)
/*< 86>*/ printf(/* textboxtype: 2, unk: 0, line: 62 */ "My analysis suggests you should take\nthe tablet to the altar in Skyloft.\n\n\nDoing so will likely open a new <sound 4><color red<column\nof light >coloroff>on the surface, allowing you to\ndescend to another area and continue\nyour search for Zelda.")
/*< 88>*/ set_camera(-1, 0)
/*< 9>*/ switch (story_flags[86 /* us: 805A9AE8 0x04, jp: 805ACD68 0x04 */]) {
case 0:
/*< 7>*/ printf(/* textboxtype: 2, unk: 0, line: 63 */ "Let's return to the sky once more\nbefore continuing our search. The <color blue<bird\nstatue>coloroff> outside can take us back up.")
flw_79:
/*< 79>*/ zone_temp_flags[3 /* 0x1 08 */] = true;
/*< 80>*/ {'type': 'type3', 'subType': 0, 'param1': 0, 'param2': 0, 'next': 81, 'param3': 36}
/*< 81>*/ wait_frames(15)
case 1:
/*< 8>*/ printf(/* textboxtype: 2, unk: 0, line: 64 */ "The bird statue that transports you\nback to the sky should be in the forest\nyou previously passed through.")
goto flw_79
}
}
void entrypoint_201_19() {
/*< 73>*/ start()
/*< 74>*/ printf(/* textboxtype: 2, unk: 0, line: 16 */ "I detect <color red<sacred water>coloroff> nearby. There\nare no monster auras causing\ninterference, so you can <color red<dowse >coloroff>here.")
}
void entrypoint_201_02() {
/*< 21>*/ start()
/*< 22>*/ printf(/* textboxtype: 7, unk: 0, line: 2 */ "He who descended from the sky:\nlend your ear to the wise voice\nof the servant who brought you\nto the firm soil.")
}
void entrypoint_201_54() {
/*< 23>*/ start()
/*<171>*/ {'type': 'type3', 'subType': 1, 'param1': 47, 'param2': 0, 'next': 167, 'param3': 40}
/*<167>*/ {'type': 'type3', 'subType': 1, 'param1': 330, 'param2': 0, 'next': 168, 'param3': 51}
/*<168>*/ {'type': 'type3', 'subType': 1, 'param1': 100, 'param2': 3, 'next': 169, 'param3': 17}
/*<169>*/ set_camera(9, 0)
/*< 26>*/ switch (story_flags[64 /* us: 805A9ADF 0x08, jp: 805ACD5F 0x08 */]) {
case 0:
/*< 24>*/ printf(/* textboxtype: 2, unk: 0, line: 65 */ "There is a 95% probability that the\nwater here is identical to the water\nwithin the Water Dragon's basin.\nI suggest we take it back to her.")
/*< 82>*/ zone_temp_flags[3 /* 0x1 08 */] = true;
/*<264>*/ story_flags[818 /* us: 805A9B30 0x04, jp: 805ACDB0 0x04 */] = false;
/*< 83>*/ {'type': 'type3', 'subType': 0, 'param1': 0, 'param2': 0, 'next': 84, 'param3': 36}
/*< 84>*/ set_camera(10, 0)
/*<170>*/ wait_frames(15)
case 1:
/*< 25>*/ printf(/* textboxtype: 2, unk: 0, line: 66 */ "My analysis of the water here reveals\nan extraordinarily high concentration\nof energy.\n\nThere is a strong likelihood that this\nenergy will be amplified upon contact\nwith an object of conforming\nwavelength.")
/*<166>*/ {'type': 'type3', 'subType': 0, 'param1': 0, 'param2': 0, 'next': -1, 'param3': 36}
}
}
void entrypoint_201_03() {
/*< 27>*/ start()
/*< 28>*/ printf(/* textboxtype: 7, unk: 0, line: 3 */ "Two doors lead to rooms left and\nright, but they will only open\nwhen the gemstones are struck.\nOne is above, one below.")
}
void entrypoint_201_55() {
/*< 34>*/ start()
/*< 35>*/ printf(/* textboxtype: 1, unk: 0, line: 57 */ "Well...<pause 15> You put up more of a fight than\nI would have thought possible out of\nsuch a soft boy.\n\nBut don't clap for yourself quite yet.\n<pause 15>That sword of yours is the only reason\nyou still live.")
}
void entrypoint_201_20() {
/*< 91>*/ start()
/*< 92>*/ printf(/* textboxtype: 2, unk: 0, line: 17 */ "<0x10012:0x00000004>Master <heroname>, it is likely\nthat I am the servant this tablet is\nreferring to.\n\nTo help you<0x10012:0x00000002> with your mission, the\ngoddess gave me a massive quantity\nof knowledge about this land.\n\nShould you find yourself in need of\nanswers, I hope you won't hesitate to\ncall on me by pressing (v).\n<0x10011:0x09cd>\nIf you <color green<target >coloroff>an object with (Z) and\nthen <color red<press >coloroff>(v), I will tell you all the\ninformation I know about it.<0x10011:0x07cd><0x10011:0x09cd>")
/*< 93>*/ scene_flags[11 'Faron: Skyview Temple'][68 /* 0x9 10 */] = true;
}
void entrypoint_201_04() {
/*< 29>*/ start()
/*< 30>*/ printf(/* textboxtype: 7, unk: 0, line: 4 */ "")
}
void entrypoint_201_56() {
/*< 36>*/ start()
/*< 33>*/ printf(/* textboxtype: 1, unk: 0, line: 58 */ "I fear I spent far too long teasing and\ntoying with you.\n\n\nThe girl's presence has all but faded\nfrom this place, which means there's\nno reason to linger here.\n\nGood-bye, sky child. Run and play this\ntime. Get in my way again, though,\nand you're dead.")
/*< 85>*/ story_flags[83 /* us: 805A9AE9 0x80, jp: 805ACD69 0x80 */] = true;
}
void entrypoint_201_21() {
/*<214>*/ start()
/*<215>*/ printf(/* textboxtype: 2, unk: 0, line: 18 */ "The sentries you see here are born of\nevil magic. They have a tendency to fix\ntheir gaze on any pointed object that\nmoves within their view. ")
/*<216>*/ set_camera(13, 0)
/*<217>*/ printf(/* textboxtype: 2, unk: 0, line: 19 */ "This set of sentries is bound together.\nThis allows them to resist being rotated\nindependently of one another.")
/*<218>*/ wait_frames(15)
/*<219>*/ {'type': 'type3', 'subType': 1, 'param1': 3, 'param2': -1, 'next': -1, 'param3': 42}
}
void entrypoint_201_91() {
/*< 42>*/ start()
/*<195>*/ {'type': 'type3', 'subType': 0, 'param1': 0, 'param2': 16, 'next': 196, 'param3': 32}
/*<196>*/ make_actor_do_something(3, 16)
/*<197>*/ {'type': 'type3', 'subType': 1, 'param1': 16, 'param2': 99, 'next': 198, 'param3': 16}
/*<198>*/ wait_frames(5)
/*<194>*/ set_camera(12, 0)
/*<212>*/ scene_flags[11 'Faron: Skyview Temple'][31 /* 0x2 80 */] = true;
/*<265>*/ story_flags[1112 /* us: 805A9B54 0x40, jp: 805ACDD4 0x40 */] = true;
/*<193>*/ make_actor_do_something(4, 16)
/*<255>*/ switch (story_flags[1111 /* us: 805A9B54 0x20, jp: 805ACDD4 0x20 */]) {
case 0:
/*<257>*/ entrypoint_201_96();
case 1:
/*< 48>*/ {'type': 'type3', 'subType': 4, 'param1': 4115, 'param2': 4100, 'next': 46, 'param3': 13}
/*< 46>*/ printf(/* textboxtype: 1, unk: 0, line: 22 */ "Just fantastic. I work like a weasel\njust to swipe a key from that monster,\nand then I hafta go and lose it.")
/*< 47>*/ {'type': 'type3', 'subType': 4, 'param1': 4117, 'param2': 4103, 'next': 43, 'param3': 13}
/*< 43>*/ printf(/* textboxtype: 1, unk: 0, line: 23 */ "I just can't remember which hole\nI hid it in.")
/*<258>*/ switch (scene_flags[15 /* 0x0 80 */]) {
case 0:
/*<259>*/ entrypoint_201_96();
case 1:
/*< 44>*/ {'type': 'type3', 'subType': 4, 'param1': 4351, 'param2': 2057, 'next': 45, 'param3': 13}
/*< 45>*/ printf(/* textboxtype: 1, unk: 0, line: 24 */ "Eh, what do I need a key for, anyway?\nI can buy a trunk full of those things\nonce I find the treasure I'm after!")
/*< 89>*/ {'type': 'type3', 'subType': 1, 'param1': 3, 'param2': -1, 'next': -1, 'param3': 42}
}
}
}
void entrypoint_201_57() {
/*<210>*/ start()
/*<211>*/ printf(/* textboxtype: 1, unk: 0, line: 59 */ "<0x10005:0x004b0000>Hah, quite the sword you have here.<pause 15>\nBut so long as <color red<you telegraph your\nattacks >coloroff>like the novice you are,\nyou'll never land a blow.")
}
void entrypoint_201_22() {
/*<220>*/ start()
/*<221>*/ printf(/* textboxtype: 2, unk: 0, line: 20 */ "<0x10012:0x00000004>Master, I detect targetable objects in\nyour immediate vicinity.\n\n\nIf you press (v) while <color green<targeting>coloroff> a\nperson or object with (Z), I will provide\nyou with information on that subject.<0x10011:0x07cd><0x10011:0x09cd>")
/*<222>*/ scene_flags[11 'Faron: Skyview Temple'][113 /* 0xF 02 */] = true;
/*<223>*/ {'type': 'type3', 'subType': 0, 'param1': 0, 'param2': 101, 'next': 224, 'param3': 32}
/*<224>*/ {'type': 'type3', 'subType': 1, 'param1': 100, 'param2': 101, 'next': 225, 'param3': 17}
/*<225>*/ wait_frames(15)
/*<226>*/ {'type': 'type3', 'subType': 0, 'param1': 0, 'param2': 0, 'next': 227, 'param3': 36}
/*<227>*/ {'type': 'type3', 'subType': 1, 'param1': 3, 'param2': -1, 'next': -1, 'param3': 42}
}
void entrypoint_201_92() {
/*< 51>*/ start()
/*<142>*/ {'type': 'type3', 'subType': 0, 'param1': 0, 'param2': 16, 'next': 154, 'param3': 32}
/*<154>*/ make_actor_do_something(3, 16)
/*<155>*/ {'type': 'type3', 'subType': 1, 'param1': 16, 'param2': 100, 'next': 161, 'param3': 17}
/*<161>*/ {'type': 'type3', 'subType': 1, 'param1': 16, 'param2': -1, 'next': 57, 'param3': 16}
/*< 57>*/ {'type': 'type3', 'subType': 4, 'param1': 4113, 'param2': 3342, 'next': 55, 'param3': 13}
/*< 55>*/ printf(/* textboxtype: 1, unk: 0, line: 36 */ "Hold it... You're that guy. That guy\nI met in the volcano!")
/*< 56>*/ {'type': 'type3', 'subType': 4, 'param1': 4117, 'param2': 2065, 'next': 52, 'param3': 13}
/*< 52>*/ printf(/* textboxtype: 1, unk: 0, line: 37 */ "Here to do some treasure hunting too?\n[1-]Yep![2-]Nope.")
/*< 58>*/ switch (choice(2)) {
case 0:
/*< 59>*/ {'type': 'type3', 'subType': 4, 'param1': 4113, 'param2': 3346, 'next': 60, 'param3': 13}
/*< 60>*/ printf(/* textboxtype: 1, unk: 0, line: 38 */ "I called it! You got treasure hunter\nwritten all over your face.")
flw_61:
/*< 61>*/ {'type': 'type3', 'subType': 4, 'param1': 4105, 'param2': 2059, 'next': 62, 'param3': 13}
/*< 62>*/ printf(/* textboxtype: 1, unk: 0, line: 40 */ "Did the big stone guy out there tip ya\noff to the loot too?\n[1-]Stone guy?[2-]Tip?")
/*< 95>*/ {'type': 'type3', 'subType': 4, 'param1': 4117, 'param2': 2050, 'next': 96, 'param3': 13}
/*< 96>*/ printf(/* textboxtype: 1, unk: 0, line: 41 */ "Yeah, what'd he say again?\n“<sound 4><color green<Strum a chord >coloroff>most beautiful\nin the place within the temple\nwhere the butterflies dance.\"")
/*< 97>*/ {'type': 'type3', 'subType': 4, 'param1': 4116, 'param2': 2057, 'next': 98, 'param3': 13}
/*< 98>*/ printf(/* textboxtype: 1, unk: 0, line: 42 */ "So I get here, and I let loose with\nsome of the most gorgeous humming\nI've done in my entire life, and\nnothing happens!")
/*< 99>*/ {'type': 'type3', 'subType': 4, 'param1': 4105, 'param2': 2050, 'next': 100, 'param3': 13}
/*<100>*/ printf(/* textboxtype: 1, unk: 0, line: 43 */ "But seeing how I've come this far,\nthere's no chance I'm gonna give\nup the hunt for treasure just yet!")
/*<157>*/ story_flags[493 /* us: 805A9B13 0x08, jp: 805ACD93 0x08 */] = true;
/*<156>*/ {'type': 'type3', 'subType': 1, 'param1': 3, 'param2': -1, 'next': -1, 'param3': 42}
case 1:
/*< 53>*/ {'type': 'type3', 'subType': 4, 'param1': 4116, 'param2': 4617, 'next': 54, 'param3': 13}
/*< 54>*/ printf(/* textboxtype: 1, unk: 0, line: 39 */ "You're a terrible liar, guy. Ya got\ntreasure hunter written all over\nyour face.")
goto flw_61
}
}
void entrypoint_201_23() {
/*<229>*/ start()
/*<230>*/ printf(/* textboxtype: 2, unk: 0, line: 21 */ "<0x10012:0x00000004>Master <heroname>, the water\nin this room is...<pause 15><color red<ordinary water>coloroff>.\n\n\nThe <color yellow<sacred water >coloroff>that the Water\nDragon seeks is likely located in \nthe deepest part of the temple.")
}
void entrypoint_201_93() {
/*< 63>*/ start()
/*<199>*/ {'type': 'type3', 'subType': 0, 'param1': 0, 'param2': 16, 'next': 200, 'param3': 32}
/*<200>*/ make_actor_do_something(3, 16)
/*<201>*/ {'type': 'type3', 'subType': 1, 'param1': 16, 'param2': 99, 'next': 202, 'param3': 16}
/*<202>*/ wait_frames(5)
/*<160>*/ set_camera(11, 0)
/*<213>*/ zone_temp_flags[56 /* 0x6 01 */] = true;
/*<203>*/ make_actor_do_something(4, 16)
/*< 69>*/ {'type': 'type3', 'subType': 4, 'param1': 4115, 'param2': 4364, 'next': 67, 'param3': 13}
/*< 67>*/ printf(/* textboxtype: 1, unk: 0, line: 44 */ "Sheesh. I dig some serious miles to\nget my paws on treasure, and I've\nfound squat. Talk about bad luck!")
/*< 68>*/ {'type': 'type3', 'subType': 4, 'param1': 4116, 'param2': 4112, 'next': 64, 'param3': 13}
/*< 64>*/ printf(/* textboxtype: 1, unk: 0, line: 45 */ "I think some no-good thief beat me\nto the goods. There's nuttin' here\nbut <color red<water >coloroff>now.")
/*< 65>*/ {'type': 'type3', 'subType': 4, 'param1': 4117, 'param2': 4615, 'next': 66, 'param3': 13}
/*< 66>*/ printf(/* textboxtype: 1, unk: 0, line: 46 */ "Who in the stinkin' world would\ncome all this way for water?\nNobody, that's who.")
/*< 70>*/ {'type': 'type3', 'subType': 4, 'param1': 4351, 'param2': 2061, 'next': 71, 'param3': 13}
/*< 71>*/ printf(/* textboxtype: 1, unk: 0, line: 47 */ "I'm cuttin' my losses and headin' home.\nSee ya!")
/*< 90>*/ {'type': 'type3', 'subType': 1, 'param1': 3, 'param2': -1, 'next': -1, 'param3': 42}
}
void entrypoint_201_94() {
/*<101>*/ start()
/*<140>*/ {'type': 'type3', 'subType': 6, 'param1': 0, 'param2': 1, 'next': 138, 'param3': 46}
/*<138>*/ set_camera(2, 0)
/*<141>*/ {'type': 'type3', 'subType': 0, 'param1': 0, 'param2': 16, 'next': 143, 'param3': 32}
/*<143>*/ {'type': 'type3', 'subType': 0, 'param1': 0, 'param2': 16, 'next': 139, 'param3': 49}
/*<139>*/ make_actor_do_something(4, 16)
/*<137>*/ {'type': 'type3', 'subType': 0, 'param1': 0, 'param2': 100, 'next': 105, 'param3': 49}
/*<105>*/ {'type': 'type3', 'subType': 4, 'param1': 4096, 'param2': 1, 'next': 113, 'param3': 13}
/*<113>*/ {'type': 'type3', 'subType': 1, 'param1': 25, 'param2': 0, 'next': 136, 'param3': 40}
/*<136>*/ {'type': 'type3', 'subType': 1, 'param1': 100, 'param2': 16, 'next': 106, 'param3': 17}
/*<106>*/ wait_frames(45)
/*<107>*/ set_camera(3, 0)
/*<108>*/ {'type': 'type3', 'subType': 2, 'param1': 13, 'param2': 356, 'next': 109, 'param3': 15}
/*<109>*/ {'type': 'type3', 'subType': 1, 'param1': 16, 'param2': 100, 'next': 111, 'param3': 17}
/*<111>*/ wait_frames(15)
/*<110>*/ set_camera(4, 0)
/*<104>*/ {'type': 'type3', 'subType': 2, 'param1': 13, 'param2': 100, 'next': 112, 'param3': 14}
/*<112>*/ {'type': 'type3', 'subType': 1, 'param1': 100, 'param2': 16, 'next': 103, 'param3': 17}
/*<103>*/ wait_frames(15)
/*<102>*/ entrypoint_201_92();
}
void entrypoint_201_95() {
/*<114>*/ start()
/*<150>*/ {'type': 'type3', 'subType': 6, 'param1': 0, 'param2': 1, 'next': 148, 'param3': 46}
/*<148>*/ set_camera(5, 0)
/*<151>*/ {'type': 'type3', 'subType': 0, 'param1': 0, 'param2': 17, 'next': 149, 'param3': 32}
/*<149>*/ make_actor_do_something(4, 17)
/*<147>*/ {'type': 'type3', 'subType': 0, 'param1': 0, 'param2': 100, 'next': 145, 'param3': 49}
/*<145>*/ {'type': 'type3', 'subType': 1, 'param1': 25, 'param2': 0, 'next': 146, 'param3': 40}
/*<146>*/ {'type': 'type3', 'subType': 1, 'param1': 100, 'param2': 17, 'next': 144, 'param3': 17}
/*<144>*/ wait_frames(15)
/*<162>*/ {'type': 'type3', 'subType': 1, 'param1': 17, 'param2': -1, 'next': 115, 'param3': 16}
/*<115>*/ switch (scene_flags[58 /* 0x6 04 */]) {
case 0:
/*<116>*/ {'type': 'type3', 'subType': 4, 'param1': 4369, 'param2': 3346, 'next': 117, 'param3': 13}
/*<117>*/ printf(/* textboxtype: 1, unk: 0, line: 48 */ "Whoa there, buddy. I bet you think\nyou're going to run ahead and swipe\nall the best treasure for yourself.")
/*<118>*/ {'type': 'type3', 'subType': 4, 'param1': 4373, 'param2': 3345, 'next': 119, 'param3': 13}
/*<119>*/ printf(/* textboxtype: 1, unk: 0, line: 49 */ "But I say you're setting yourself\nup for big-time disappointment.<pause 30>\n\n\nJust 'cause some weird design popped\nup on the wall doesn't mean you're any\ncloser to finding treasure, all right?")
/*<120>*/ {'type': 'type3', 'subType': 4, 'param1': 4372, 'param2': 2057, 'next': 121, 'param3': 13}
/*<121>*/ printf(/* textboxtype: 1, unk: 0, line: 50 */ "I think you've been had by that\nboulder with legs!")
/*<122>*/ {'type': 'type3', 'subType': 4, 'param1': 4361, 'param2': 2050, 'next': 123, 'param3': 13}
/*<123>*/ printf(/* textboxtype: 1, unk: 0, line: 51 */ "Stay here if ya want. I'm going on\nahead!")
/*<124>*/ {'type': 'type3', 'subType': 1, 'param1': 3, 'param2': -1, 'next': -1, 'param3': 42}
case 1:
/*<128>*/ {'type': 'type3', 'subType': 4, 'param1': 4369, 'param2': 3329, 'next': 126, 'param3': 13}
/*<126>*/ printf(/* textboxtype: 1, unk: 0, line: 36 */ "Hold it... You're that guy. That guy\nI met in the volcano!")
/*<127>*/ {'type': 'type3', 'subType': 4, 'param1': 4373, 'param2': 3345, 'next': 125, 'param3': 13}
/*<125>*/ printf(/* textboxtype: 1, unk: 0, line: 37 */ "Here to do some treasure hunting too?\n[1-]Yep![2-]Nope.")
/*<131>*/ switch (choice(2)) {
case 0:
/*<132>*/ {'type': 'type3', 'subType': 4, 'param1': 4369, 'param2': 3346, 'next': 133, 'param3': 13}
/*<133>*/ printf(/* textboxtype: 1, unk: 0, line: 38 */ "I called it! You got treasure hunter\nwritten all over your face.")
flw_152:
/*<152>*/ {'type': 'type3', 'subType': 4, 'param1': 4361, 'param2': 2062, 'next': 153, 'param3': 13}
/*<153>*/ printf(/* textboxtype: 1, unk: 0, line: 40 */ "Did the big stone guy out there tip ya\noff to the loot too?\n[1-]Stone guy?[2-]Tip?")
/*<134>*/ {'type': 'type3', 'subType': 4, 'param1': 4369, 'param2': 3339, 'next': 135, 'param3': 13}
/*<135>*/ printf(/* textboxtype: 1, unk: 0, line: 52 */ "No one's beatin' me to all the sweet\nloot piled up in this place!")
/*<159>*/ story_flags[493 /* us: 805A9B13 0x08, jp: 805ACD93 0x08 */] = true;
/*<158>*/ {'type': 'type3', 'subType': 1, 'param1': 3, 'param2': -1, 'next': -1, 'param3': 42}
case 1:
/*<129>*/ {'type': 'type3', 'subType': 4, 'param1': 4372, 'param2': 4617, 'next': 130, 'param3': 13}
/*<130>*/ printf(/* textboxtype: 1, unk: 0, line: 39 */ "You're a terrible liar, guy. Ya got\ntreasure hunter written all over\nyour face.")
goto flw_152
}
}
}
void entrypoint_201_96() {
/*<172>*/ start()
/*<260>*/ {'type': 'type3', 'subType': 0, 'param1': 0, 'param2': 16, 'next': 261, 'param3': 32}
/*<261>*/ {'type': 'type3', 'subType': 1, 'param1': 16, 'param2': 99, 'next': 173, 'param3': 16}
/*<173>*/ switch (scene_flags[15 /* 0x0 80 */]) {
case 0:
/*<174>*/ switch (scene_flags[69 /* 0x9 20 */]) {
case 0:
/*<181>*/ {'type': 'type3', 'subType': 4, 'param1': 4113, 'param2': 3345, 'next': 177, 'param3': 13}
/*<177>*/ printf(/* textboxtype: 1, unk: 0, line: 33 */ "What?! Ya found my key and then\nused it already?")
flw_182:
/*<182>*/ {'type': 'type3', 'subType': 4, 'param1': 4116, 'param2': 4617, 'next': 178, 'param3': 13}
/*<178>*/ printf(/* textboxtype: 1, unk: 0, line: 34 */ "Hmm. I was just thinkin', what use do\nus Mogmas have for keys? We can dig\nour way in and out of anything!")
/*<183>*/ {'type': 'type3', 'subType': 4, 'param1': 4105, 'param2': 2050, 'next': 179, 'param3': 13}
/*<179>*/ printf(/* textboxtype: 1, unk: 0, line: 35 */ "Well, good to know where that key\nwent. I gotta get back to hunting for\ntreasure. Here's hoping we both\nstrike it rich in here! See ya!")
/*<192>*/ scene_flags[11 'Faron: Skyview Temple'][55 /* 0x7 80 */] = true;
flw_256:
/*<256>*/ {'type': 'type3', 'subType': 1, 'param1': 3, 'param2': -1, 'next': -1, 'param3': 42}
case 1:
/*<180>*/ {'type': 'type3', 'subType': 4, 'param1': 4113, 'param2': 3346, 'next': 176, 'param3': 13}
/*<176>*/ printf(/* textboxtype: 1, unk: 0, line: 32 */ "Say, that's my missing key! You found\nit and brought it back to me!")
goto flw_182
}
case 1:
/*<249>*/ switch (story_flags[1111 /* us: 805A9B54 0x20, jp: 805ACDD4 0x20 */]) {
case 0:
/*<254>*/ {'type': 'type3', 'subType': 4, 'param1': 4115, 'param2': 4100, 'next': 251, 'param3': 13}
/*<251>*/ printf(/* textboxtype: 1, unk: 0, line: 27 */ "Huh? I can't find it anywhere...")
/*<252>*/ story_flags[1111 /* us: 805A9B54 0x20, jp: 805ACDD4 0x20 */] = false;
flw_189:
/*<189>*/ {'type': 'type3', 'subType': 4, 'param1': 4105, 'param2': 2050, 'next': 188, 'param3': 13}
/*<188>*/ printf(/* textboxtype: 1, unk: 0, line: 28 */ "It's the darnedest thing. I buried a key\naround here, but I can't recall where\nexactly I put it.")
/*<191>*/ {'type': 'type3', 'subType': 4, 'param1': 4117, 'param2': 3345, 'next': 190, 'param3': 13}
/*<190>*/ printf(/* textboxtype: 1, unk: 0, line: 30 */ "Now where could I have hidden that\nkey? I guess it might not be this room\nafter all. You don't happen to have a\nmap on you, do you, pal?")
goto flw_256
case 1:
/*<253>*/ {'type': 'type3', 'subType': 4, 'param1': 4113, 'param2': 3329, 'next': 250, 'param3': 13}
/*<250>*/ printf(/* textboxtype: 1, unk: 1, line: 26 */ "Hey. What do you want?\n[1-]Key?[2-]Treasure?[3]Never mind.")
/*<175>*/ switch (choice(3)) {
case 0:
goto flw_189
case 1:
/*<185>*/ {'type': 'type3', 'subType': 4, 'param1': 4105, 'param2': 2050, 'next': 184, 'param3': 13}
/*<184>*/ printf(/* textboxtype: 1, unk: 0, line: 29 */ "You know that big guy? The one who\nlooks like a boulder with legs?\nCraaazy eyebrows too.\n\nSo anyway, he told me about this\n<color red<golden sculpture >coloroff>that opens a\ndoor to some fancy place here.")
/*<187>*/ {'type': 'type3', 'subType': 4, 'param1': 4117, 'param2': 3332, 'next': 186, 'param3': 13}
/*<186>*/ printf(/* textboxtype: 1, unk: 0, line: 31 */ "Heyyy, what's with the grin? Ya know\nsomething, don'tcha? Come on.\nSpit it out, kid.")
goto flw_256
case 2:
}
}
}
}
void entrypoint_201_97() {
/*<231>*/ start()
/*<241>*/ {'type': 'type3', 'subType': 0, 'param1': 0, 'param2': 16, 'next': 242, 'param3': 32}
/*<242>*/ make_actor_do_something(3, 16)
/*<243>*/ {'type': 'type3', 'subType': 1, 'param1': 16, 'param2': 99, 'next': 244, 'param3': 16}
/*<244>*/ wait_frames(5)
/*<240>*/ set_camera(12, 0)
/*<245>*/ zone_temp_flags[55 /* 0x7 80 */] = true;
/*<266>*/ story_flags[1112 /* us: 805A9B54 0x40, jp: 805ACDD4 0x40 */] = true;
/*<248>*/ story_flags[1111 /* us: 805A9B54 0x20, jp: 805ACDD4 0x20 */] = true;
/*<239>*/ make_actor_do_something(4, 16)
/*<237>*/ {'type': 'type3', 'subType': 4, 'param1': 4115, 'param2': 4100, 'next': 235, 'param3': 13}
/*<235>*/ printf(/* textboxtype: 1, unk: 0, line: 22 */ "Just fantastic. I work like a weasel\njust to swipe a key from that monster,\nand then I hafta go and lose it.")
/*<236>*/ {'type': 'type3', 'subType': 4, 'param1': 4117, 'param2': 4103, 'next': 232, 'param3': 13}
/*<232>*/ printf(/* textboxtype: 1, unk: 0, line: 23 */ "I just can't remember which hole\nI hid it in.")
/*<246>*/ switch (scene_flags[15 /* 0x0 80 */]) {
case 0:
/*<247>*/ entrypoint_201_96();
case 1:
/*<233>*/ {'type': 'type3', 'subType': 4, 'param1': 4351, 'param2': 2057, 'next': 234, 'param3': 13}
/*<234>*/ printf(/* textboxtype: 1, unk: 0, line: 25 */ "Aww...and here I thought that key\nwould be my ticket to a life of luxury.<pause 15>\nI could have sworn I <color red<buried it right\naround here>coloroff>...")
/*<238>*/ {'type': 'type3', 'subType': 1, 'param1': 3, 'param2': -1, 'next': -1, 'param3': 42}
}
}
void entrypoint_201_11() {
/*< 13>*/ start()
/*< 14>*/ printf(/* textboxtype: 2, unk: 0, line: 5 */ "I detect Zelda's aura! There is a high\nprobability that she is beyond this\nlarge door.")
/*< 31>*/ scene_flags[11 'Faron: Skyview Temple'][32 /* 0x5 01 */] = true;
}
void entrypoint_201_12() {
/*< 15>*/ start()
/*< 16>*/ printf(/* textboxtype: 2, unk: 0, line: 6 */ "")
}
void entrypoint_201_99() {
/*<163>*/ start()
/*<164>*/ switch (temp_flags[63 /* 0x6 80 */]) {
case 0:
/*<165>*/ scene_flags[11 'Faron: Skyview Temple'][16 /* 0x3 01 */] = true;
case 1:
}
}
void entrypoint_201_13() {
/*< 17>*/ start()
/*< 18>*/ printf(/* textboxtype: 2, unk: 0, line: 7 */ "The mechanism controlling the lock on\nthis door appears to have been\ndeactivated.")
/*< 32>*/ scene_flags[11 'Faron: Skyview Temple'][34 /* 0x5 04 */] = true;
}
void entrypoint_201_14() {
/*< 19>*/ start()
/*< 20>*/ printf(/* textboxtype: 2, unk: 0, line: 8 */ "<0x10012:0x0000000b>Master, I have bad news. The auras of\nmany creatures reverberate\nthroughout this temple.\n\nAs a result, I can't isolate Zelda's aura<0x10006:0xfecd>.\n<pause 15>You will <color red<not be able to track her>coloroff> here.\n\n\n<0x10012:0x00000001>Given the situation, I suggest you\n<color green<look around >coloroff>to see where we should\nmove next.")
/*< 94>*/ temp_flags[50 /* 0x7 04 */] = true;
/*<262>*/ story_flags[818 /* us: 805A9B30 0x04, jp: 805ACDB0 0x04 */] = false;
/*<263>*/ {'type': 'type3', 'subType': 1, 'param1': 4, 'param2': -1, 'next': -1, 'param3': 42}
}
void entrypoint_201_15() {
/*< 37>*/ start()
/*< 38>*/ printf(/* textboxtype: 2, unk: 0, line: 9 */ "<0x10012:0x00000004>Master <heroname>, I have\ninformation concerning the\nmechanisms that open the doors.\n\nGiven their function, logic dictates\nthat the mechanisms are positioned\nnear the doors that they open.\n\nThere is an 80% probability you will\nlocate these mechanisms if you\nthoroughly explore and <color green<look around\n>coloroff>in every direction.")
}
void entrypoint_201_16() {
/*< 39>*/ start()
/*< 40>*/ printf(/* textboxtype: 2, unk: 0, line: 10 */ "It appears one of Ghirahim's \nunderlings has reengaged the lock\nhere. You will need to search the\narea for the key once again.")
/*< 41>*/ scene_flags[11 'Faron: Skyview Temple'][20 /* 0x3 10 */] = true;
}