For agents, on top of README.md, which they read first.
- A step byte (
$7E0011) means a different thing in each mode, soStep::readtakes the mode. Never name a step without one. - Several bytes share one step name where the game's table points them at the same routine. That is the table, not a shortcut.
- A MODE or STEP byte with no name stays
Numbered/Unrecognisedand carries its value. Name it only from a dispatch table you have read, and cite the file and lines on the type. The source's ownOverworld_FuncNNentries are not names. Mode::kindhas no wildcard arm and must not grow one. It is what lets a caller handle every screen the game can put up; a new mode is a compile error there until somebody says which kind it is. That is the whole point.- Modes 10 and 11 (
0x0A/0x0B) are the special overworld, not the dark world; light or dark is$7EF3CA(research/, corrected 2026-09-20). - Freeing Zelda is
$7EF3CC(Follower), not$7EF3C5(Progress). The progress byte only becomes 2 when she reaches the Sanctuary; reading the rescue off it made the rescue and the Sanctuary one event (seeFollower's doc comment).