Another WRAM label pass
Deleted compression.asm
This commit is contained in:
50
music.asm
50
music.asm
@@ -9,7 +9,7 @@ PreOverworld_LoadProperties_ChooseMusic:
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LDX.b #$02 ; Default light world theme
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LDA.b $8A : ORA.b #$40 ; check both light and dark world DM at the same time
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LDA.b OverworldIndex : ORA.b #$40 ; check both light and dark world DM at the same time
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CMP.b #$43 : BEQ .endOfLightWorldChecks
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CMP.b #$45 : BEQ .endOfLightWorldChecks
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CMP.b #$47 : BEQ .endOfLightWorldChecks
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@@ -17,12 +17,12 @@ PreOverworld_LoadProperties_ChooseMusic:
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LDY.b #$5A ; Main overworld animated tileset
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; Skip village and lost woods checks if entering dark world or a special area
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LDA.b $8A : CMP.b #$40 : !BGE .notVillageOrWoods
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LDA.b OverworldIndex : CMP.b #$40 : !BGE .notVillageOrWoods
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LDX.b #$07 ; Default village theme
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; Check if we're entering the village
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LDA.b $8A : CMP.b #$18 : BEQ .endOfLightWorldChecks
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LDA.b OverworldIndex : CMP.b #$18 : BEQ .endOfLightWorldChecks
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; For NA release would we also branch on indexes #$22 #$28 #$29
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LDX.b #$05 ; Lost woods theme
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@@ -33,7 +33,7 @@ PreOverworld_LoadProperties_ChooseMusic:
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+
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; check if we are entering lost woods
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LDA.b $8A : BEQ .endOfLightWorldChecks
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LDA.b OverworldIndex : BEQ .endOfLightWorldChecks
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.notVillageOrWoods
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; Use the normal overworld (light world) music
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@@ -52,7 +52,7 @@ PreOverworld_LoadProperties_ChooseMusic:
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LDX.b #$0F ; dark woods theme
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; This music is used in dark woods
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LDA.b $8A
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LDA.b OverworldIndex
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CMP.b #$40 : BEQ +
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LDX.b #$0D ; dark death mountain theme
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@@ -118,7 +118,7 @@ Overworld_FinishMirrorWarp:
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LDX.b #$09 ; default dark world theme
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LDA.b $8A : CMP.b #$40 : !BGE .endOfLightWorldChecks
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LDA.b OverworldIndex : CMP.b #$40 : !BGE .endOfLightWorldChecks
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LDX.b #$02 ; hyrule field theme
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@@ -136,9 +136,9 @@ Overworld_FinishMirrorWarp:
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LDX.b #$07 ; Default village theme (phase <3)
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.endOfLightWorldChecks
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STX.w $012C
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STX.w MusicControlRequest
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LDA.b $8A : CMP.b #$40 : BNE +
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LDA.b OverworldIndex : CMP.b #$40 : BNE +
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LDX.b #$0F ; dark woods theme
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BRA .bunny
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+
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@@ -148,7 +148,7 @@ Overworld_FinishMirrorWarp:
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CMP.b #$47 : BNE .notDarkMountain
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.darkMountain
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LDA.b #$09 : STA.w $012D ; set storm ambient SFX
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LDA.b #$09 : STA.w SFX1 ; set storm ambient SFX
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LDX.b #$0D ; dark mountain theme
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.bunny
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@@ -156,16 +156,16 @@ Overworld_FinishMirrorWarp:
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LDX.b #$04 ; bunny theme
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+
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STX.w $012C
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STX.w MusicControlRequest
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.notDarkMountain
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LDA.b $11 : STA.w $010C
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LDA.b GameSubMode : STA.w GameSubModeCache ; GameModeCache
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STZ.b $11
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STZ.b $B0
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STZ.w $0200
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STZ.w $0710
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STZ.b GameSubMode
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STZ.b SubSubModule
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STZ.w SubModuleInterface
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STZ.w SkipOAM
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RTL
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;--------------------------------------------------------------------------------
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@@ -173,17 +173,17 @@ Overworld_FinishMirrorWarp:
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;--------------------------------------------------------------------------------
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BirdTravel_LoadTargetAreaMusic:
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; Skip village and lost woods checks if entering dark world or a special area
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LDA.b $8A : CMP.b #$43 : BEQ .endOfLightWorldChecks
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LDA.b OverworldIndex : CMP.b #$43 : BEQ .endOfLightWorldChecks
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CMP.b #$40 : !BGE .notVillageOrWoods
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LDX.b #$07 ; Default village theme
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; Check if we're entering the village
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LDA.b $8A : CMP.b #$18 : BEQ .endOfLightWorldChecks
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LDA.b OverworldIndex : CMP.b #$18 : BEQ .endOfLightWorldChecks
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; For NA release would we also branch on indexes #$22 #$28 #$29
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; check if we are entering lost woods
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LDA.b $8A : BEQ .endOfLightWorldChecks
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LDA.b OverworldIndex : BEQ .endOfLightWorldChecks
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.notVillageOrWoods
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; Use the normal overworld (light world) music
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@@ -201,24 +201,24 @@ BirdTravel_LoadTargetAreaMusic:
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LDX.b #$09 ; dark overworld theme
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LDA.b $8A
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LDA.b OverworldIndex
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; Misery Mire rain SFX
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CMP.b #$70 : BNE ++
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LDA.l OverworldEventDataWRAM+$70 : AND.b #$20 : BNE ++
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LDA.b #$01 : CMP.w $0131 : BEQ +
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STA.w $012D
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STA.w SFX1
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+ : BRA .checkInverted
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++
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; This music is used in dark death mountain
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CMP.b #$43 : BEQ .darkMountain
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LDA.b #$05 : STA.w $012D
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LDA.b #$05 : STA.w SFX1
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BRA .checkInverted
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.darkMountain
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LDA.l CrystalsField : CMP.b #$7F : BEQ +
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LDX.b #$0D ; dark death mountain theme
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+ : LDA.b #$09 : STA.w $012D
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+ : LDA.b #$09 : STA.w SFX1
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; if not inverted and light world, or inverted and dark world, skip moon pearl check
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.checkInverted
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@@ -237,8 +237,8 @@ BirdTravel_LoadTargetAreaMusic:
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;0 = Is Kakariko Overworld
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;1 = Not Kakariko Overworld
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PsychoSolder_MusicCheck:
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LDA.w $040A : CMP.b #$18 : BNE .done ; thing we overwrote - check if overworld location is Kakariko
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LDA.b $1B ; Also check that we are outdoors
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LDA.b OverworldIndex : CMP.b #$18 : BNE .done ; thing we overwrote - check if overworld location is Kakariko
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LDA.b IndoorsFlag ; Also check that we are outdoors
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.done
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RTL
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;--------------------------------------------------------------------------------
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@@ -258,7 +258,7 @@ Overworld_MosaicDarkWorldChecks:
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LDA.l CrystalsField : CMP.b #$7F : BEQ .done
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.doFade
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LDA.b #$F1 : STA.w $012C ; thing we wrote over, fade out music
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LDA.b #$F1 : STA.w MusicControlRequest ; thing we wrote over, fade out music
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.done
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RTL
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