# LADX template for Pump Island

Source: https://github.com/zladx/LADX-Disassembly
Commit: `968956783bd7ca4487a5712c46e98ae894d8dc0f`

Pump Island is a Pump.fun launch interface presented as a Link's Awakening-style village. It is **not** a rebuilt or patched LADX ROM. These reference-game assets and data tables are used as the graphical and room-structure template; Nintendo owns the original game assets and this attribution asserts no license over them.

## Graphics taken from the template (all DMG 2bpp sheets)

| File in this folder | Upstream path | Used for |
|---|---|---|
| `ow_mabe_village.dmg.png`, `overworld_landscape.dmg.png`, `overworld_1.dmg.png` | `src/gfx/world/` | Village exterior tiles (VRAM `$00-$1F`, `$20-$7F`, `$F0-$FF` as in the game) |
| `animated_tiles.w32.dmg.png` | `src/gfx/world/` | Village flowers/water animation frames and the title-screen tide |
| `gfx/world/ow_beach.dmg.png` | `src/gfx/world/` | Title screen sand, sea and palm trees |
| `oam_link_2.dmg.png` | `src/gfx/characters/` | Player walking frames |
| `oam_npc_1.dmg.png`, `gfx/characters/oam_npc_2.dmg.png`, `gfx/characters/oam_npc_3.dmg.png` | `src/gfx/characters/` | Marin, Tarin, the dog, BowWow, the kids, Papahl, the cucco, both Ulriras, the shopkeeper, the fisherman, Madam MeowMeow and the Trendy Game owner (spritesheet bytes listed in `scripts/build-island.py`) |
| `gfx/indoor/*.dmg.png`, `gfx/dungeons/walls_*.dmg.png`, `gfx/dungeons/floor_*.dmg.png`, `gfx/dungeons/doors.dmg.png`, `gfx/items/house_a.dmg.png`, `gfx/items/house_b.dmg.png`, `gfx/items/dungeon_c.dmg.png`, `gfx/items/dungeon_d.dmg.png`, `gfx/items/items_1.dmg.png` | `src/gfx/indoor/tilesets/`, `src/gfx/dungeons/`, `src/gfx/items/` | Building interiors, composed exactly as `LoadIndoorTiles` lays them out in VRAM |
| `gfx/fonts/font.png` | `src/gfx/fonts/` | The dialogue font (mapped through `src/data/codepoint_to_tile.asm`); `# $ % * + / = @ [ ] _` are original glyphs drawn in the same style |

## Data taken from the template

| File in this folder | Upstream path | Used for |
|---|---|---|
| `overworld.dmg.asm` | `src/data/objects_tilemaps/overworld.dmg.asm` | Four-tile overworld objects |
| `data/indoor.dmg.asm` | `src/data/objects_tilemaps/indoor.dmg.asm` | Four-tile indoor objects |
| `data/rooms_overworld_village.asm` | `src/data/rooms/overworld_b.asm` | Mabe Village rooms `80-83`, `90-93`, `A0-A3`, `B0-B3` (the 4x4 village grid) and beach rooms `F1-F2` |
| `data/rooms_indoors_village.asm` | `src/data/rooms/indoors_b.asm` | Marin's house, Ulrira's house, Madam MeowMeow's house, the phone booth, the shop, the Trendy Game and the Dream Shrine interiors |
| `data/physics.asm` | `src/data/objects/physics.asm` | Walkable/solid collision per object |
| `data/floor_wall_tables.asm`, `data/indoors_tileset_table.asm` | `src/data/rooms_gfx/` | Which floor, wall, item and room tile banks each interior loads |

Room object macros (trees, houses, palm trees), the indoor wall templates and the doorway objects are re-implemented in `scripts/build-island.py` from `src/code/overworld_macros.asm`, `src/code/bank14.asm` and `LoadObject_IndoorEntrance`. Sprite conversion treats source black as transparent, dark gray as outlines and white as highlights.

## Original Pump Island work

The Pump.fun objects (pill monument, pill prize, trading terminal, chart poster, rocket, pump station, pill vending machine, server racks, coin stacks, laptop, moon sign), the pill and rocket sprites, the desk icons, the title logo, the library layout, every dialogue line, the launch desk, the C runtime, the banked cartridge layout and the browser/serial launch protocol are Pumpboy code and art. The eight-room set of interiors keeps the template layouts but replaces the Dream Shrine bed with the pump station and rocket, and adds the terminal and posters to the house, the vending machine and coins to the shop, and the pill prize to the arcade.
