Add some more asm comments
.open "sys/main.dol"
; First we modify the createItemForBoss function itself to not hardcode the item ID as 8 (Heart Container).
; We nop out the two instructions that load 8 into r4. This way it simply passes whatever it got as argument r4 into the next function call to createItem.
-.org 0x80026A90
+.org 0x80026A90 ; In fopAcM_createItemForBoss
nop
-.org 0x80026AB0
+.org 0x80026AB0 ; In fopAcM_createItemForBoss
nop
; Second we modify the code for the "disappear" cloud of smoke when the boss dies.
; This cloud of smoke is what spawns the item when Gohma, Kalle Demos, Helmaroc King, and Jalhalla die.
; We change it to be a halfword and stored with the mask FFFF0000.
; The lower byte is unchanged from vanilla, it's still whatever argument r7 used to be for.
; But the upper byte, which used to be unused, now has the item ID in it.
-.org 0x80027AC4
+.org 0x80027AC4 ; In fopAcM_createDisappear
rlwimi r4, r7, 16, 0, 15
; Then we need to read the item ID parameter when the cloud is about to call createItemForBoss.
-.org 0x800E7A1C
+.org 0x800E7A1C ; In daDisappear_Execute
lbz r4, 0x00B0(r7)
.close
; Third we change how the boss item ACTR calls createItemForBoss.
; This param was unused and just 00 in the original game, but the randomizer will set it to the item ID it randomizes to that location.
; Then we will be calling createItemForBoss with the item ID to spawn in argument r4. Which due to the above change, will be used correctly now.
.open "files/rels/d_a_boss_item.rel"
-.org 0x1C4
+.org 0x1C4 ; In daBossItem_Create
lbz r4, 0x00B2(r30)
.close
; The final change necessary is for all 6 bosses' code to be modified so that they pass the item ID to spawn to a function call.
