fix: disable flute in rain state (except glitched modes)
fix(msu): GTBK music in DR
This commit is contained in:
@@ -1179,6 +1179,9 @@ JSL.l RestoreMenu_SetSubModule : NOP
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org $88D395 ; <- 45395 - ancilla_bird_travel_intro.asm : 253
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org $88D395 ; <- 45395 - ancilla_bird_travel_intro.asm : 253
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JSL.l UpgradeFlute : NOP #2
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JSL.l UpgradeFlute : NOP #2
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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org $87A408 ; LDA.l $7EF34C
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JSL.l FluteCallForDuck
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;--------------------------------------------------------------------------------
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org $85E4D7 ; <- 2E4D7 - sprite_witch.asm : 213
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org $85E4D7 ; <- 2E4D7 - sprite_witch.asm : 213
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JSL RemoveMushroom : NOP #2
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JSL RemoveMushroom : NOP #2
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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@@ -462,6 +462,20 @@ UpgradeFlute:
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LDA.b #$03 : STA.l FluteEquipment ; upgrade primary inventory
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LDA.b #$03 : STA.l FluteEquipment ; upgrade primary inventory
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RTL
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RTL
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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; FluteCallForDuck:
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;--------------------------------------------------------------------------------
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; sets A to #$02 to ignore summoning the duck
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FluteCallForDuck:
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LDA.l WarningFlags : AND.b #$20 : BNE .vanilla ; glitched modes allowed flute in rain state
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LDA.l ProgressIndicator : CMP.b #$02 : BCS .vanilla ; must rescue Zelda first
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.noDuck
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LDA.b #$02 : RTL
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.vanilla
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LDA.l FluteEquipment ; what we wrote over
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RTL
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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; CheckKeys:
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; CheckKeys:
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8
msu.asm
8
msu.asm
@@ -233,7 +233,13 @@ CheckMusicLoadRequest:
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LDA.w DungeonID
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LDA.w DungeonID
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CMP.b #$08 : BNE .check_fallback ; Hyrule Castle 2
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CMP.b #$08 : BNE .check_fallback ; Hyrule Castle 2
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.dungeon
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.dungeon
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LDA.w DungeonID : LSR : !ADD.b #33 : STA.w MusicControlRequest
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LDA.w DungeonID : CMP.b #$1A : BNE +
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PHA : LDA.l DRMode : BEQ ++
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LDA.w BigKeyField : AND.b #$04 : BEQ ++
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; if door rando and entering GT with BK
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PLA : LDA.b #59 : BRA .check_fallback-3
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++ PLA
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+ LSR : !ADD.b #33 : STA.w MusicControlRequest
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.check_fallback
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.check_fallback
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LDX.w MusicControlRequest
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LDX.w MusicControlRequest
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