Merged DR v1.0.1.0
This commit is contained in:
24
music.asm
24
music.asm
@@ -15,7 +15,7 @@ PreOverworld_LoadProperties_ChooseMusic:
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LDY.b #$5A ; Main overworld animated tileset
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; if we are in the light world go ahead and set chosen selection
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;LDA $7EF3CA : BEQ .checkInverted+4
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;LDA CurrentWorld : BEQ .checkInverted+4
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+ JSL Overworld_DetermineMusic
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.lastCheck
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@@ -84,7 +84,7 @@ BirdTravel_LoadTargetAreaMusic:
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;--------------------------------------------------------------------------------
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;X to be set to music track to load
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Overworld_DetermineMusic:
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LDA $7EF3C5 : CMP.b #$02 : !BGE +
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LDA ProgressIndicator : CMP.b #$02 : !BGE +
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LDX.b #$03 ; If phase < 2, play the rain music
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BRA .done
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@@ -94,19 +94,19 @@ Overworld_DetermineMusic:
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LDX.b #$02 ; hyrule field theme
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LDA $7EF3CA : BEQ +
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LDA CurrentWorld : BEQ +
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LDX.b #$09 ; default dark world theme
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; Check if we're entering the village
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+ LDA $8A : CMP.b #$18 : BNE +
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; Check what phase we're in
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; LDA $7EF3C5 : CMP.b #$03 : !BGE .bunny
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; LDA ProgressIndicator : CMP.b #$03 : !BGE .bunny
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LDX.b #$07 ; Default village theme (phase <3)
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BRA .bunny
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; Check if we're entering the lost woods
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+ CMP.b #$00 : BNE +
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LDA $7EF300 : AND.b #$40 : BNE .bunny
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LDA OverworldEventDataWRAM+$80 : AND.b #$40 : BNE .bunny
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LDX.b #$05 ; lost woods theme
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BRA .bunny
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@@ -119,8 +119,8 @@ Overworld_DetermineMusic:
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.bunny
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; if not inverted and light world, or inverted and dark world, skip moon pearl check
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LDA $7EF3CA : CLC : ROL #$03 : CMP InvertedMode : BEQ .done
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LDA $7EF357 : BNE .done
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LDA CurrentWorld : CLC : ROL #$03 : CMP InvertedMode : BEQ .done
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LDA MoonPearlEquipment : BNE .done
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LDX #$04 ; bunny theme
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.done
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@@ -130,7 +130,7 @@ Overworld_DetermineMusic:
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;--------------------------------------------------------------------------------
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;$012D to be set to any ambient SFX for the area
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Overworld_DetermineAmbientSFX:
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LDA $7EF3C5 : CMP.b #$02 : !BGE +
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LDA ProgressIndicator : CMP.b #$02 : !BGE +
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BRA .done ; rain state sfx handled elsewhere
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+ LDA $8A : CMP.b #$43 : BEQ .darkMountain
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@@ -142,7 +142,7 @@ Overworld_DetermineAmbientSFX:
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LDA.b #$05 : BRA .setSfx ; silence
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.mire
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LDA $7EF2F0 : AND.b #$20 : BNE .done
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LDA OverworldEventDataWRAM+$70 : AND.b #$20 : BNE .done
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LDA.b #$01 : BRA .setSfx ; Misery Mire rain SFX
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.darkMountain
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@@ -179,7 +179,7 @@ Overworld_MosaicDarkWorldChecks:
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CMP.b #$51 : bne .doFade
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.checkCrystals
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LDA $7EF37A : CMP.b #$7F : BEQ .done
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LDA CrystalsField : CMP.b #$7F : BEQ .done
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.doFade
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LDA.b #$F1 : STA $012C ; thing we wrote over, fade out music
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@@ -194,7 +194,7 @@ Overworld_MosaicDarkWorldChecks:
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; On entry, A=16bit XY=8bit, A & X safe to mod, Y unknown
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Underworld_DoorDown_Entry:
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LDX #$FF ; some junk value to be used later to determine if the below lines will change the track
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LDA.l $7EF3C5 : AND.w #$00FF : CMP.w #2 : !BLT .vanilla
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LDA.l ProgressIndicator : AND.w #$00FF : CMP.w #2 : !BLT .vanilla
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LDA.l DRMode : BNE .done
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.vanilla ; thing we wrote over
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@@ -210,6 +210,6 @@ Underworld_DoorDown_Entry:
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;
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; A=16bit XY=8bit
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CheckHeraBossDefeated:
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LDA $7EF00F : AND.w #$00FF : BEQ +
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LDA RoomDataWRAM[$08].high : AND.w #$00FF : BEQ +
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SEC : RTL
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+ CLC : RTL
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