Another WRAM label pass

Deleted compression.asm
This commit is contained in:
cassidoxa
2022-11-22 00:36:39 -05:00
parent 788cceaab9
commit 09d15f3294
63 changed files with 1438 additions and 1317 deletions

View File

@@ -9,7 +9,7 @@ PreOverworld_LoadProperties_ChooseMusic:
LDX.b #$02 ; Default light world theme
LDA.b $8A : ORA.b #$40 ; check both light and dark world DM at the same time
LDA.b OverworldIndex : ORA.b #$40 ; check both light and dark world DM at the same time
CMP.b #$43 : BEQ .endOfLightWorldChecks
CMP.b #$45 : BEQ .endOfLightWorldChecks
CMP.b #$47 : BEQ .endOfLightWorldChecks
@@ -17,12 +17,12 @@ PreOverworld_LoadProperties_ChooseMusic:
LDY.b #$5A ; Main overworld animated tileset
; Skip village and lost woods checks if entering dark world or a special area
LDA.b $8A : CMP.b #$40 : !BGE .notVillageOrWoods
LDA.b OverworldIndex : CMP.b #$40 : !BGE .notVillageOrWoods
LDX.b #$07 ; Default village theme
; Check if we're entering the village
LDA.b $8A : CMP.b #$18 : BEQ .endOfLightWorldChecks
LDA.b OverworldIndex : CMP.b #$18 : BEQ .endOfLightWorldChecks
; For NA release would we also branch on indexes #$22 #$28 #$29
LDX.b #$05 ; Lost woods theme
@@ -33,7 +33,7 @@ PreOverworld_LoadProperties_ChooseMusic:
+
; check if we are entering lost woods
LDA.b $8A : BEQ .endOfLightWorldChecks
LDA.b OverworldIndex : BEQ .endOfLightWorldChecks
.notVillageOrWoods
; Use the normal overworld (light world) music
@@ -52,7 +52,7 @@ PreOverworld_LoadProperties_ChooseMusic:
LDX.b #$0F ; dark woods theme
; This music is used in dark woods
LDA.b $8A
LDA.b OverworldIndex
CMP.b #$40 : BEQ +
LDX.b #$0D ; dark death mountain theme
@@ -118,7 +118,7 @@ Overworld_FinishMirrorWarp:
LDX.b #$09 ; default dark world theme
LDA.b $8A : CMP.b #$40 : !BGE .endOfLightWorldChecks
LDA.b OverworldIndex : CMP.b #$40 : !BGE .endOfLightWorldChecks
LDX.b #$02 ; hyrule field theme
@@ -136,9 +136,9 @@ Overworld_FinishMirrorWarp:
LDX.b #$07 ; Default village theme (phase <3)
.endOfLightWorldChecks
STX.w $012C
STX.w MusicControlRequest
LDA.b $8A : CMP.b #$40 : BNE +
LDA.b OverworldIndex : CMP.b #$40 : BNE +
LDX.b #$0F ; dark woods theme
BRA .bunny
+
@@ -148,7 +148,7 @@ Overworld_FinishMirrorWarp:
CMP.b #$47 : BNE .notDarkMountain
.darkMountain
LDA.b #$09 : STA.w $012D ; set storm ambient SFX
LDA.b #$09 : STA.w SFX1 ; set storm ambient SFX
LDX.b #$0D ; dark mountain theme
.bunny
@@ -156,16 +156,16 @@ Overworld_FinishMirrorWarp:
LDX.b #$04 ; bunny theme
+
STX.w $012C
STX.w MusicControlRequest
.notDarkMountain
LDA.b $11 : STA.w $010C
LDA.b GameSubMode : STA.w GameSubModeCache ; GameModeCache
STZ.b $11
STZ.b $B0
STZ.w $0200
STZ.w $0710
STZ.b GameSubMode
STZ.b SubSubModule
STZ.w SubModuleInterface
STZ.w SkipOAM
RTL
;--------------------------------------------------------------------------------
@@ -173,17 +173,17 @@ Overworld_FinishMirrorWarp:
;--------------------------------------------------------------------------------
BirdTravel_LoadTargetAreaMusic:
; Skip village and lost woods checks if entering dark world or a special area
LDA.b $8A : CMP.b #$43 : BEQ .endOfLightWorldChecks
LDA.b OverworldIndex : CMP.b #$43 : BEQ .endOfLightWorldChecks
CMP.b #$40 : !BGE .notVillageOrWoods
LDX.b #$07 ; Default village theme
; Check if we're entering the village
LDA.b $8A : CMP.b #$18 : BEQ .endOfLightWorldChecks
LDA.b OverworldIndex : CMP.b #$18 : BEQ .endOfLightWorldChecks
; For NA release would we also branch on indexes #$22 #$28 #$29
; check if we are entering lost woods
LDA.b $8A : BEQ .endOfLightWorldChecks
LDA.b OverworldIndex : BEQ .endOfLightWorldChecks
.notVillageOrWoods
; Use the normal overworld (light world) music
@@ -201,24 +201,24 @@ BirdTravel_LoadTargetAreaMusic:
LDX.b #$09 ; dark overworld theme
LDA.b $8A
LDA.b OverworldIndex
; Misery Mire rain SFX
CMP.b #$70 : BNE ++
LDA.l OverworldEventDataWRAM+$70 : AND.b #$20 : BNE ++
LDA.b #$01 : CMP.w $0131 : BEQ +
STA.w $012D
STA.w SFX1
+ : BRA .checkInverted
++
; This music is used in dark death mountain
CMP.b #$43 : BEQ .darkMountain
LDA.b #$05 : STA.w $012D
LDA.b #$05 : STA.w SFX1
BRA .checkInverted
.darkMountain
LDA.l CrystalsField : CMP.b #$7F : BEQ +
LDX.b #$0D ; dark death mountain theme
+ : LDA.b #$09 : STA.w $012D
+ : LDA.b #$09 : STA.w SFX1
; if not inverted and light world, or inverted and dark world, skip moon pearl check
.checkInverted
@@ -237,8 +237,8 @@ BirdTravel_LoadTargetAreaMusic:
;0 = Is Kakariko Overworld
;1 = Not Kakariko Overworld
PsychoSolder_MusicCheck:
LDA.w $040A : CMP.b #$18 : BNE .done ; thing we overwrote - check if overworld location is Kakariko
LDA.b $1B ; Also check that we are outdoors
LDA.b OverworldIndex : CMP.b #$18 : BNE .done ; thing we overwrote - check if overworld location is Kakariko
LDA.b IndoorsFlag ; Also check that we are outdoors
.done
RTL
;--------------------------------------------------------------------------------
@@ -258,7 +258,7 @@ Overworld_MosaicDarkWorldChecks:
LDA.l CrystalsField : CMP.b #$7F : BEQ .done
.doFade
LDA.b #$F1 : STA.w $012C ; thing we wrote over, fade out music
LDA.b #$F1 : STA.w MusicControlRequest ; thing we wrote over, fade out music
.done
RTL