data/claims/tmc.yamlThe Legend of Zelda: The Minish Cap (zeldaret/tmc, and the US ROM)
The Minish Cap counts Link's health in eighths of a heart, as A Link to the Past does and as the zladx annotators' comment on Link's Awakening's health byte says ("$08 = 1 heart"); a new file starts him at 24, three hearts. When Link holds up a Piece of Heart, the code refills his health to its maximum and adds 1 to the piece count. The fourth piece resets the count to 0 and then does what a Heart Container does: it adds 8 to the maximum, capped at 160 (20 hearts, A Link to the Past's cap), and refills his health again. Both earlier games also make a container from every fourth piece. tmc/heart-pieces
About: The Legend of Zelda: The Minish Cap Health upgrade
Value
{
"pieces": 4,
"perContainer": 8,
"max": 160,
"start": 24
}src/object/linkHoldingItem.c#L131-L150case 2: if (super->type != ITEM_HEART_CONTAINER) { if (super->type != ITEM_HEART_PIECE) { break; } ModHealth(160); gSave.stats.heartPieces++; if (gSave.stats.heartPieces < 4) { break; } gSave.stats.heartPieces = 0; } gSave.stats.maxHealth += 8; if (gSave.stats.maxHealth > 160) { gSave.stats.maxHealth = 160; } ModHealth(160);tmc: a decompilation of The Legend of Zelda: The Minish Cap (zeldaret/tmc) · src/gameUtils.c#L204-L216s32 ModHealth(s32 delta) { … newHealth = stats->health + delta; … if (stats->maxHealth < newHealth) { newHealth = stats->maxHealth; } stats->health = newHealth;tmc: a decompilation of The Legend of Zelda: The Minish Cap (zeldaret/tmc) · src/fileselect.c#L1688-L1689save->stats.health = 24; save->stats.maxHealth = 24;tmc: a decompilation of The Legend of Zelda: The Minish Cap (zeldaret/tmc) · src/fileselect.c#L776-L797maxQuarterHearts = gSave.stats.maxHealth / 2; … maxHearts = maxQuarterHearts / 4;usdasm: A Link to the Past US Disassembly · bank_05.asm#L20390-L20402|05F08A| LDA.l $7EF36B |05F08E| INC A |05F08F| AND.b #$03 |05F091| STA.l $7EF36B |05F095| BNE .not_full_set … |05F09C| LDY.b #$26 ; ITEMGET 26usdasm: A Link to the Past US Disassembly · bank_08.asm#L13527-L13535|08C48B| LDA.l $7EF36C |08C48F| CMP.b #$A0 |08C491| BEQ .not_heart |08C493| CLC |08C494| ADC.b #$08 |08C496| STA.l $7EF36CLADX-Disassembly: Disassembly of Link's Awakening DX · src/code/entities/bank3.asm#L2922-L2937; If found 4 heart pieces… ld a, [wHeartPiecesCount] … cp $04 … ; Clear heart pieces count … ; Increase the maximum number of hearts ld hl, wMaxHearts … inc [hl]LADX-Disassembly: Disassembly of Link's Awakening DX · src/constants/memory/wram.asm#L3382-L3384; Amount of health ($08 = 1 heart) wHealth::Checked by claude-agent, 2026-10-22 — read LinkHoldingItem_Action3's heart branch (item-get modes 0 to 2), ModHealth, which clamps to the maximum, the new-file stats, and the file-select hearts (maximum / 2 quarter hearts, / 4 hearts); then A Link to the Past's piece count modulo 4 and its container branch, which skips at a capacity of $A0 and adds 8, and Link's Awakening's count test at 4 and its health commentThe scripted ScriptCommand_IncreaseMaxHealth (src/script.c L1499-L1502) does the same +8, cap 160, and full refill. The heart branch runs when the item-get's mode (the entity's timer) is 0, 1, or 2; mode 3 empties a bottle instead.
Cited by: Health upgrade, The Legend of Zelda: The Minish Cap
The Minish Cap takes a touch's effects from a collision matrix: the entry at the toucher's hit type × 34 + the touched one's hurt type. For an Octorok or a Leever (hit type 25) touching Link in his normal state (hurt type 0), the US ROM's entry gives Link 30 invincibility frames, a knockback duration of 8, and 2 damage, a quarter heart. The collision loop skips a pair while either has a nonzero iframe count, unless either has bit 7 of its collision flags set, and Link's count steps one toward 0 each frame his update runs, so the protection lasts 30 frames. Link's Awakening sets its count to 80 and A Link to the Past to 58. tmc/hurt-iframes
About: The Legend of Zelda: The Minish Cap Invincibility frames
Value
{
"iframes": 30,
"knockbackDuration": 8,
"damage": 2,
"hitType": 25
}asm/src/intr.s#L436-L452bl arm_CalcCollisionDirection mov r6, r0 ldrb r1, [OTHER, #0x3f] // hitType mov r0, #0x22 mul r1, r0, r1 ldrb r0, [THIS, #0x40] // hurtType add r0, r0, r1 mov r1, #0xc mul r2, r0, r1 ldr r1, _080B2014 @ =gCollisionMtxtmc: a decompilation of The Legend of Zelda: The Minish Cap (zeldaret/tmc) · asm/src/intr.s#L329-L335ldrb r0, [OTHER, #0x3c] // collisionFlags orr r0, r0, r3 lsrs r0, r0, #7 // top bhs _080B1D20 ldrb r0, [OTHER, #0x3d] // iframes orrs r0, r0, r2 bne next_othertmc: a decompilation of The Legend of Zelda: The Minish Cap (zeldaret/tmc) · src/collision.c#L729-L737org->knockbackSpeed = 16 * settings->orgKnockbackSpeed; org->iframes = settings->orgIframes; if (org->iframes == 0) org->iframes = -1; org->knockbackDuration = settings->orgKnockbackDuration; tgt->damage = settings->tgtDamage;tmc: a decompilation of The Legend of Zelda: The Minish Cap (zeldaret/tmc) · src/collision.c#L224-L236if (org->kind == PLAYER) { damage = tgt->damage; … health = ModHealth(-damage);tmc: a decompilation of The Legend of Zelda: The Minish Cap (zeldaret/tmc) · src/player.c#L424super->hurtType = 0;tmc: a decompilation of The Legend of Zelda: The Minish Cap (zeldaret/tmc) · src/enemyUtils.c#L87super->hitType = definition->damageType;tmc: a decompilation of The Legend of Zelda: The Minish Cap (zeldaret/tmc) · src/enemy.c#L239-L240const EnemyDefinition gEnemyDefinition_0[] = { { 1, 0, &gHitbox_0, SPRITE_OCTOROK, { 3, 1, 1, 1 }, 2, 96, 25, 15 },tmc: a decompilation of The Legend of Zelda: The Minish Cap (zeldaret/tmc) · src/enemy.c#L185-L186const EnemyDefinition gEnemyDefinition_2[] = { { 2, 175, &gHitbox_0, SPRITE_LEEVER, { 3, 0, 0, 1 }, 6, 128, 25, 139 },tmc: a decompilation of The Legend of Zelda: The Minish Cap (zeldaret/tmc) · src/interrupts.c#L224-L228HandlePlayerLife(super); DoPlayerAction(this); … sub_080171F0();tmc: a decompilation of The Legend of Zelda: The Minish Cap (zeldaret/tmc) · src/interrupts.c#L322-L335static void sub_080171F0(void) { … sub_080028E0(&gPlayerEntity.base);tmc: a decompilation of The Legend of Zelda: The Minish Cap (zeldaret/tmc) · asm/src/code_08001A7C.s#L1167-L1177sub_080028E0: @ 0x080028E0 movs r1, #0x3d movs r3, #1 ldrsb r2, [r0, r1] cmp r2, #0 beq _080028F2 bmi _080028EE rsbs r3, r3, #0 _080028EE: adds r2, r2, r3 strb r2, [r0, r1]Legend of Zelda, The - The Minish Cap (USA) · 0xB2014-0xB2017 — the literal `_080B2014` that intr.s loads as gCollisionMtx; it holds 0x080B7B74Legend of Zelda, The - The Minish Cap (USA) · 0xBA34C-0xBA357 — gCollisionMtx entry 34 × 25 + 0 = 850, at 0x080B7B74 + 12 × 850; its 12 bytes in ColSettings order (collision.c L26-L39) are 24, 30, 8, 2, 0, 16, 255, 1, 0, 0, 0, 0: Link's knockback speed 24, iframes 30, knockback duration 8, the Octorok's damage to him 2, then the Octorok's own speed 16, iframes −1, and duration 1LADX-Disassembly: Disassembly of Link's Awakening DX · src/code/entities/bank3.asm#L5347-L5348ld a, $50 ;; 03:6DB2 $3E $50 ld [wInvincibilityCounter], ausdasm: A Link to the Past US Disassembly · bank_07.asm#L146-L150|0780B4| LDA.w $031F |0780B7| BNE .have_iframes … |0780B9| LDA.b #$3A |0780BB| STA.w $031FChecked by claude-agent, 2026-10-22 — read arm_CollideAll's iframe test and arm_CalcCollision's matrix index (OTHER's hitType × 34 + THIS's hurtType, × 12 bytes) and handler pick (a first byte of $FF picks a handler, else CollisionDefault); CollisionDefault's stores into org, the touched entity; the hurt type PlayerNormal sets and the hit type an enemy takes from its definition; and the countdown sub_080028E0, which PlayerUpdate reaches through sub_080171F0. Read the literal word and the 12 matrix bytes from the US ROM; then Link's Awakening's `$50` store and A Link to the Past's 58 (`$3A`)The iframe count is signed: a negative count (the Octorok's −1) also blocks contact and steps up toward 0. A Peahat (hit type 112) gets the same twelve bytes. Charms divide the damage, Nayru's by 4 and Farore's by 2, with a floor of 1 (collision.c L226-L235). The matrix's knockback speed is not the speed Link moves at (knockback).
Cited by: The Legend of Zelda: The Minish Cap
While Link's knockback duration is nonzero, a routine that his normal state calls each frame counts it one step toward 0 and, if it's still nonzero, moves him 0x280 along the knockback direction; the code's walking speed kWalkSpeed is Q_8_8(1.25), 0x140, so the atlas reads the push as twice walking speed, though the move routine wasn't read. His normal state skips the code that reads the d-pad while the duration is nonzero, so the player can't steer. The collision loop stores the direction for both parties, Link's the reverse of the toucher's. Among the cancels: a jump, a dash, a roll, a fall, swimming (a swim state above 1), a held object (states 1–4), and climbing unless the push is south. After an Octorok's touch (duration 8) that's 7 moves (computed). Link's Awakening's push runs a 16-frame countdown. tmc/knockback
About: The Legend of Zelda: The Minish Cap Knockback
Value
{
"speed": 640,
"walkSpeed": 320,
"octorokDuration": 8,
"moves": 7
}src/playerUtils.c#L1889-L1923void sub_080792D8(void) { … if (playerEntity->knockbackDuration == 0) return; if (playerEntity->action == PLAYER_08071DB8 || gPlayerState.dash_state || (u8)(gPlayerState.heldObject - 1) < 4 || gPlayerState.jump_status || … playerEntity->action == PLAYER_FALL || gPlayerState.flags & PL_ROLLING) { playerEntity->knockbackDuration = 0; } else if (playerEntity->action == PLAYER_CLIMB && playerEntity->knockbackDirection != DirectionSouth) { … if ((s8)playerEntity->knockbackDuration >= 1) { playerEntity->knockbackDuration--; … if (playerEntity->knockbackDuration == 0) return; … LinearMoveDirectionOLD(playerEntity, 0x280, playerEntity->knockbackDirection);tmc: a decompilation of The Legend of Zelda: The Minish Cap (zeldaret/tmc) · src/player.c#L37#define kWalkSpeed Q_8_8(1.25)tmc: a decompilation of The Legend of Zelda: The Minish Cap (zeldaret/tmc) · src/player.c#L498sub_080792D8();tmc: a decompilation of The Legend of Zelda: The Minish Cap (zeldaret/tmc) · src/player.c#L522-L543if (super->knockbackDuration == 0) { … super->direction = gPlayerState.direction;tmc: a decompilation of The Legend of Zelda: The Minish Cap (zeldaret/tmc) · src/player.c#L564-L569} else { if (gPlayerState.item == NULL) UpdateAnimationSingleFrame(super); … return;tmc: a decompilation of The Legend of Zelda: The Minish Cap (zeldaret/tmc) · asm/src/intr.s#L475-L478_080B1F10: strb r6, [OTHER, #0x3e] eor r6, r6, #0x10 strb r6, [THIS, #0x3e]tmc: a decompilation of The Legend of Zelda: The Minish Cap (zeldaret/tmc) · src/collision.c#L735org->knockbackDuration = settings->orgKnockbackDuration;LADX-Disassembly: Disassembly of Link's Awakening DX · src/code/entities/bank3.asm#L5376-L5398ld a, $10 … ld [wIgnoreLinkCollisionsCountdown], a … cp ENTITY_MOLDORM … ld a, $14 … ld a, $18 … call func_003_7565LADX-Disassembly: Disassembly of Link's Awakening DX · src/code/bank2.asm#L588-L614func_002_44C2:: ld a, [wIgnoreLinkCollisionsCountdown] … ret z … dec a … call UpdateFinalLinkPosition … pop af … jp ApplyLinkMotionStateChecked by claude-agent, 2026-10-22 — read sub_080792D8 whole, its call in PlayerNormal, PlayerNormal's branch on the duration (the d-pad read at L543 is inside it; the else branch only animates and returns), the direction stores after the collision handler (r6 is the collision direction, callee-saved across the handler call), and Link's Awakening's 16-frame countdown and its routine that moves Link and returns earlyThe 7 counts the decrement before each move: 8 to 7 moves, …, 2 to 1 moves, 1 to 0 returns. LinearMoveDirectionOLD is assembly the atlas didn't read, so the units of 0x280 are inferred from the walking-speed constant, not shown. While iframes are positive and Link isn't swimming, a Minish, or jumping, the push also puts away his items and plays the bounce animation (L1913-L1920). The matrix's knockback speed (24 × 16 for an Octorok's touch) goes to Link's knockbackSpeed field, which this routine doesn't read.
Cited by: The Legend of Zelda: The Minish Cap
When a monster dies, its death effect calls the drop routine with the monster's drop table: 6 for Octoroks, ChuChus, Leevers, and Peahats. Unless the room disables random drops, the routine adds the table's 16 weights to an active Picolyte's row, then adds 5 to the heart weight at 8 health (one heart) or less, 3 to bombs with none carried, 3 to arrows with none, and 1 to the 5-rupee weight at 10 rupees or fewer; a weight below 0 (the tables rule an entry out with −999) counts as 0. One Random() value then picks the entry: its bits 24–27 choose where to start, and the value modulo the weights' sum walks the 16 entries from there. Table 6 weighs nothing 73, a green rupee 25, a heart 5, bombs 1, and arrows 1, so with no Picolyte and no need bonus an Octorok drops nothing about 70% of the time (computed). Bombs and arrows drop only once Link has the bag or the bow. A Link to the Past instead steps each prize pack through 8 prizes in order. tmc/drops
About: The Legend of Zelda: The Minish Cap Item drop table
Value
{
"table6": {
"none": 73,
"greenRupee": 25,
"heart": 5,
"bombs": 1,
"arrows": 1,
"sum": 105
},
"lowHealthHeartBonus": 5,
"noBombsBonus": 3,
"noArrowsBonus": 3,
"lowRupeeBonus": 1
}src/object/deathFx.c#L123-L127static const u8 DeathFx_EnemyDroptables[] = { [OCTOROK] = 6, [CHUCHU] = 6, [LEEVER] = 6, [PEAHAT] = 6,tmc: a decompilation of The Legend of Zelda: The Minish Cap (zeldaret/tmc) · src/object/deathFx.c#L237-L238if (this->parentId < 0xf0) { CreateRandomItemDrop(super, DeathFx_EnemyDroptables[this->parentId]);tmc: a decompilation of The Legend of Zelda: The Minish Cap (zeldaret/tmc) · src/itemUtils.c#L427-L432if (gRoomVars.randomDropsDisabled != TRUE) { ptr2 = &gDroptableModifiers[DROPTABLE_NONE]; ptr4 = NULL; switch (r3) { case 1 ... 12: ptr4 = &gEnemyDroptables[r3];tmc: a decompilation of The Legend of Zelda: The Minish Cap (zeldaret/tmc) · src/itemUtils.c#L456-L480if (ptr4 != 0) { if ((r1 = gSave.stats.picolyteType) == 0) { … ptr3 = &gEnemyDroptables[r1 + 6]; … SumDropProbabilities(droptable.a, ptr4->a, ptr2->a, ptr3->a); if (gSave.stats.health <= 8) { droptable.s.hearts += 5; } if (gSave.stats.bombCount == 0) { droptable.s.bombs += 3; } if (gSave.stats.arrowCount == 0) { droptable.s.arrows += 3; } if (gSave.stats.rupees <= 10) { droptable.s.rupee5++; }tmc: a decompilation of The Legend of Zelda: The Minish Cap (zeldaret/tmc) · src/itemUtils.c#L495-L510summOdds = SumDropProbabilities2(droptable.a, droptable.a, ptr2->a, ptr3->a); rand = Random(); item = (rand >> 0x18); item &= 0xF; rand = rand % summOdds; … for (r3 = 0, r1 = 0; r3 < 0x10; r3++, item = (item + 1) & 0xF) { if ((r1 += droptable.a[item]) > rand) { break; } } } r1 = gUnk_080FE1B4[item]; if (r1 != ITEM_NONE) { return CreateItemDrop(arg0, r1, 0);tmc: a decompilation of The Legend of Zelda: The Minish Cap (zeldaret/tmc) · asm/src/code_08000F10.s#L29-L47// sum 3 drop probabilities, clamp to 0, return scalar sum … bpl positive_drop_chance // clamp to 0 movs r5, #0 positive_drop_chance: strh r5, [r0, r4] // store in output adds r7, r5tmc: a decompilation of The Legend of Zelda: The Minish Cap (zeldaret/tmc) · asm/src/code_08000E44.s#L18-L27Random: @ 0x08000E50 ldr r2, =gRand ldr r0, [r2] lsls r1, r0, #1 adds r0, r0, r1 movs r1, #0xd rors r0, r1 str r0, [r2] lsrs r0, r0, #1tmc: a decompilation of The Legend of Zelda: The Minish Cap (zeldaret/tmc) · src/droptables.c#L112-L129[6] = { { .none = 73, .rupee1 = 25, .rupee5 = -999, .rupee20 = -999, .hearts = 5, .fairy = 0, .bombs = 1, .arrows = 1, .mysteriousShells = 0,tmc: a decompilation of The Legend of Zelda: The Minish Cap (zeldaret/tmc) · src/itemUtils.c#L526-L536case ITEM_BOMBS5: if (!GetInventoryValue(ITEM_BOMBBAG)) { return ITEM_NONE; } … case ITEM_ARROWS5: if (!GetInventoryValue(ITEM_BOW)) { return ITEM_NONE; }Legend of Zelda, The - The Minish Cap (USA) · 0xFE1B4-0xFE1C3 — gUnk_080FE1B4, the entry-to-item table, whose values the decompilers give only in a comment (itemUtils.c L416-L420); the ROM's 16 bytes are 0, 84, 85, 86, 95, 96, 93, 94, 63, 252, 253, 254, 255, 0, 0, 0, which include/item.h names none, the 1-, 5-, and 20-rupee pieces, heart, fairy, 5 bombs, 5 arrows, shells, the red, blue, and green Kinstones, and the enemy beetleusdasm: A Link to the Past US Disassembly · bank_06.asm#L24107-L24162|06F9B2| JSL GetRandomNumber |06F9B6| PLY |06F9B7| AND.w PrizePackRarities,Y |06F9BA| BNE .you_dont_get_a_drop … |06F9C4| LDA.w $0FC7,Y |06F9C7| INC A |06F9C8| AND.b #$07 |06F9CA| STA.w $0FC7,YChecked by claude-agent, 2026-10-22 — read DeathFx's table and call, CreateRandomItemDrop from the disabled-drops test to the drop, SumDropProbabilities2's clamp, Random, table 6, and CreateItemDrop's bag and bow tests; matched the ROM's entry-to-item bytes against include/item.h's enum; then A Link to the Past's pack counter, which steps modulo 8. The 70% is 73 / 105 with no Picolyte and no need bonusFor a fixed start each entry covers its weight's share of the sum, so the shares are about weight / sum (73/105 nothing, 25/105 green rupee, 5/105 heart); the start and the threshold come from one random value, so the exact odds weren't computed. At one heart or less the heart's share rises to 10/110. The 5-rupee bonus can't revive table 6's −999. After all figurines a modifier row rules out shells, and after all fusions another rules out Kinstones (itemUtils.c L481-L494). Tables 24 and 25 switch rows on a low-health flag (itemUtils.c L434-L441).
Cited by: The Legend of Zelda: The Minish Cap
Each Kinstone fuser in The Minish Cap has a data entry whose second byte, which the decompilers call its stability, is the percent chance it offers a fusion: GetFusionToOffer returns no fusion when that byte is at most Random() % 100, none before Link has the Kinstone Bag, and none before the story's progress reaches the entry's first byte. The one call the atlas read is in the Blade Brothers' first action, which sets them up. An entry of 0xFF in a fuser's list stands for a shared fusion: from a random start among 18, the first not yet fused. In the US ROM's table, of the 119 fusers after entry 0, 77 have 100, 20 have 50, 21 have 30, and one has 60 (computed). tmc/fusion-offer
About: The Legend of Zelda: The Minish Cap Kinstone fusion
Value
{
"stability100": 77,
"stability50": 20,
"stability30": 21,
"stability60": 1,
"shared": 18
}src/common.c#L1235-L1239fuserId = GetFuserId(entity); fuserData = gUnk_08001DCC[fuserId]; if (GetInventoryValue(ITEM_KINSTONE_BAG) == 0 || fuserData[0] > gSave.global_progress) { return KINSTONE_NONE; }tmc: a decompilation of The Legend of Zelda: The Minish Cap (zeldaret/tmc) · src/common.c#L1257-L1259if (offeredFusion == KINSTONE_RANDOM) { // random shared fusion offeredFusion = GetRandomSharedFusion(fuserData); }tmc: a decompilation of The Legend of Zelda: The Minish Cap (zeldaret/tmc) · src/common.c#L1274-L1278randomMood = Random(); fuserStability = fuserData[1]; if (fuserStability <= randomMood % 100) { return KINSTONE_NONE; // ficklenesstmc: a decompilation of The Legend of Zelda: The Minish Cap (zeldaret/tmc) · src/common.c#L1943-L1958const u8 SharedFusions[] = { 0x18, 0x2D, 0x35, 0x36, … u32 GetRandomSharedFusion(u8* fuserData) { s32 r = (s32)Random() % 18; u32 i; for (i = 0; i < 18; ++i) { u32 kinstoneId = SharedFusions[r]; if (!CheckKinstoneFused(kinstoneId)) return kinstoneId; r = (r + 1) % 18; } return KINSTONE_JUST_FUSED;tmc: a decompilation of The Legend of Zelda: The Minish Cap (zeldaret/tmc) · include/kinstone.h#L154KINSTONE_RANDOM = 0xFF,tmc: a decompilation of The Legend of Zelda: The Minish Cap (zeldaret/tmc) · src/npc/bladeBrothers.c#L314-L317void sub_08068AFC(BladeBrothersEntity* this) { super->action = 1; super->spriteSettings.draw = 1; this->fusionOffer = GetFusionToOffer(super);tmc: a decompilation of The Legend of Zelda: The Minish Cap (zeldaret/tmc) · asm/src/code_08001A7C.s#L307-L309gUnk_08001DCC:: @ 08001DCC .4byte gUnk_08001FAC .4byte gUnk_08001FB4Legend of Zelda, The - The Minish Cap (USA) · 0x1DCC-0x1FAB — the fusers' pointer table, 120 words, the first pointing at 0x08001FAC where the table endsLegend of Zelda, The - The Minish Cap (USA) · 0x1FAC-0x232D — the fusers' entries, every pointer landing in this range; second bytes counted: entry 0 (first byte 99) has 0, and of entries 1–119, 77 have 100, 20 have 50, 21 have 30, one has 60Checked by claude-agent, 2026-10-22 — read GetFusionToOffer from the bag and progress test to the mood roll, GetRandomSharedFusion and its 18-entry list, the KINSTONE_RANDOM value, and the Blade Brothers' init action; read the pointer table's label in code_08001A7C.s, then walked the US ROM's 120 pointers and counted each entry's second byteThe offer itself is saved per fuser (fuserOffers); the mood roll only decides whether the fuser shows it this time. Forty-seven other files call GetFusionToOffer; only the Blade Brothers' call site was read. Entry 0 is what MarkFuserDone skips (npcUtils.c L361-L364). An offer outside 1–100 becomes no fusion (common.c L1279-L1281).
Cited by: Kinstone fusion, The Legend of Zelda: The Minish Cap