Fix inverted bunny music
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@@ -2213,6 +2213,9 @@ PreOverworld_LoadProperties_SetSong:
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org $05CC58 ; <- Bank05.asm:1307 (LDA $040A : CMP.b #$18)
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JSL PsychoSolder_MusicCheck
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NOP #1
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;--------------------------------------------------------------------------------
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org $02B13A ; <- Bank02.asm:7647
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dl Overworld_FinishMirrorWarp
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;================================================================================
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;================================================================================
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86
music.asm
86
music.asm
@@ -52,7 +52,7 @@ PreOverworld_LoadProperties_ChooseMusic:
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.endOfLightWorldChecks
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; if we are in the light world go ahead and set chosen selection
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LDA $7EF3CA : BEQ .lastCheck
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LDA $7EF3CA : BEQ .checkInverted+4
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LDX.b #$0D ; dark woods theme
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@@ -62,6 +62,10 @@ PreOverworld_LoadProperties_ChooseMusic:
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LDX.b #$09 ; dark overworld theme
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+
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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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LDA $7EF3CA : CLC : ROL #$03 : CMP InvertedMode : BEQ .lastCheck
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; Does Link have a moon pearl?
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LDA $7EF357 : BNE +
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LDX.b #$04 ; bunny theme
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@@ -79,6 +83,86 @@ PreOverworld_LoadProperties_ChooseMusic:
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JML.l PreOverworld_LoadProperties_SetSong
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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Overworld_FinishMirrorWarp:
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REP #$20
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LDA.w #$2641 : STA $4370
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LDX.b #$3E
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LDA.w #$FF00
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.clear_hdma_table
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STA $1B00, X : STA $1B40, X
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STA $1B80, X : STA $1BC0, X
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STA $1C00, X : STA $1C40, X
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STA $1C80, X
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DEX #2 : BPL .clear_hdma_table
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LDA.w #$0000 : STA $7EC007 : STA $7EC009
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SEP #$20
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JSL $00D7C8 ; $57C8 IN ROM
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LDA.b #$80 : STA $9B
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LDX.b #$04 ; bunny theme
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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 +
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LDA $7EF357 : BEQ .endOfLightWorldChecks
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+
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LDX.b #$09 ; default dark world theme
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LDA $8A : CMP.b #$40 : !BGE .endOfLightWorldChecks
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LDX.b #$02 ; hyrule field theme
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; Check if we're entering the village
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CMP.b #$18 : BNE .endOfLightWorldChecks
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; Check what phase we're in
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LDA $7EF3C5 : CMP.b #$03 : !BGE .endOfLightWorldChecks
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LDX.b #$07 ; Default village theme (phase <3)
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.endOfLightWorldChecks
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STX $012C
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LDA $8A : CMP.b #$40 : BEQ .darkWoods
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CMP.b #$43 : BEQ .darkMountain
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CMP.b #$45 : BEQ .darkMountain
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CMP.b #$47 : BNE .notDarkMountain
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.darkMountain
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LDA #$09 : STA $012D ; set storm ambient SFX
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.darkWoods
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LDX.b #$0D ; dark mountain/woods theme
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LDA $7EF357 : ORA InvertedMode : BNE +
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LDA #$04 ; bunny theme
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+
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STX $012C
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.notDarkMountain
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LDA $11 : STA $010C
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STZ $11
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STZ $B0
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STZ $0200
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STZ $0710
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RTL
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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;0 = Is Kakariko Overworld
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;1 = Not Kakariko Overworld
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