Merge branch 'OWMain' into overworld_kara
This commit is contained in:
@@ -2480,7 +2480,11 @@ dl Overworld_FinishMirrorWarp
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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org $0AB949 ; <- Bank0A.asm:270 (Different from US ROM)
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org $0AB949 ; <- Bank0A.asm:270 (Different from US ROM)
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JSL BirdTravel_LoadTargetAreaMusic
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JSL BirdTravel_LoadTargetAreaMusic
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NOP #16
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BRA + : NOP #14 : +
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;--------------------------------------------------------------------------------
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org $02B027 ; <- Bank02.asm:7535-7541
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JSL Overworld_DetermineMusicSFX
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BRA + : NOP #42 : +
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;================================================================================
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;================================================================================
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;================================================================================
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;================================================================================
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2
msu.asm
2
msu.asm
@@ -263,7 +263,7 @@ CheckMusicLoadRequest:
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.darkwoods
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.darkwoods
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PHA
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PHA
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LDA $7EF37A : CMP.b #$7F : BEQ -
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LDA $7EF37A : CMP.b #$7F : BEQ -
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LDA $7EF3CA : BEQ --
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;LDA $7EF3CA : BEQ --
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LDA $8A : CMP #$40 : BNE --
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LDA $8A : CMP #$40 : BNE --
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PLA
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PLA
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LDA.b #15 : BRA .check_fallback-3
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LDA.b #15 : BRA .check_fallback-3
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224
music.asm
224
music.asm
@@ -7,74 +7,16 @@ PreOverworld_LoadProperties_ChooseMusic:
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LDY.b #$58 ; death mountain animated tileset.
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LDY.b #$58 ; death mountain animated tileset.
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LDX.b #$02 ; Default light world theme
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LDA $8A : ORA #$40 ; check both light and dark world DM at the same time
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LDA $8A : ORA #$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 #$43 : BEQ +
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CMP.b #$45 : BEQ .endOfLightWorldChecks
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CMP.b #$45 : BEQ +
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CMP.b #$47 : BEQ .endOfLightWorldChecks
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CMP.b #$47 : BEQ +
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LDY.b #$5A ; Main overworld animated tileset
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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 $8A : CMP.b #$40 : !BGE .notVillageOrWoods
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LDX.b #$07 ; Default village theme
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; Check what phase we're in
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;LDA $7EF3C5 : CMP.b #$03 : !BLT +
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; LDX.b #$02 ; Default light world theme (phase >=3)
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;+
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; Check if we're entering the village
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LDA $8A : 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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; check if we've pulled from the master sword pedestal
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LDA $7EF300 : AND.b #$40 : BEQ +
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LDX.b #$02 ; Default light world theme
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+
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; check if we are entering lost woods
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LDA $8A : BEQ .endOfLightWorldChecks
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.notVillageOrWoods
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; Use the normal overworld (light world) music
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LDX.b #$02
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; Check phase ; In phase >= 2
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LDA $7EF3C5 : CMP.b #$02 : !BGE +
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; If phase < 2, play the legend music
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LDX.b #$03
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+
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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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; 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 $7EF3CA : BEQ .checkInverted+4
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JSL OWWorldCheck : BEQ .checkInverted+4
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+ JSL Overworld_DetermineMusicSFX
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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 $8A
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CMP.b #$40 : BEQ +
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LDX.b #$0D ; dark death mountain theme
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; This music is used in dark death mountain
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CMP.b #$43 : BEQ + : CMP.b #$45 : BEQ + : CMP.b #$47 : BEQ +
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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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JSL OWWorldCheck : 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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+
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.lastCheck
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.lastCheck
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LDA $0132 : CMP.b #$F2 : BNE +
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LDA $0132 : CMP.b #$F2 : BNE +
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@@ -115,58 +57,11 @@ Overworld_FinishMirrorWarp:
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LDA.b #$80 : STA $9B
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LDA.b #$80 : STA $9B
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LDX.b #$04 ; bunny theme
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JSL Overworld_DetermineMusicSFX
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; if not inverted and light world, or inverted and dark world, skip moon pearl check
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.done
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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 lost woods
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CMP.b #$00 : BNE +
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LDA $7EF300 : AND.b #$40 : BNE .endOfLightWorldChecks
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LDX.b #$05 ; lost woods theme
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BRA .endOfLightWorldChecks
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+
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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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STX $012C
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LDA $8A : CMP.b #$40 : BNE +
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LDX #$0F ; dark woods theme
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BRA .bunny
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+
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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.b #$09 : STA $012D ; set storm ambient SFX
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LDX.b #$0D ; dark mountain theme
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.bunny
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LDA $7EF357 : ORA InvertedMode : BNE +
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LDX #$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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LDA $11 : STA $010C
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STZ $11
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STZ $11
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@@ -179,80 +74,63 @@ Overworld_FinishMirrorWarp:
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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BirdTravel_LoadTargetAreaMusic:
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BirdTravel_LoadTargetAreaMusic:
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LDX.b #$02 ; Default OW theme
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JSL Overworld_DetermineMusicSFX
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RTL
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;--------------------------------------------------------------------------------
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; Skip village and lost woods checks if entering dark world or a special area
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;--------------------------------------------------------------------------------
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LDA $8A : CMP.b #$43 : BEQ .endOfLightWorldChecks
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;X to be set to music track to load
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CMP.b #$40 : !BGE .notVillageOrWoods
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;$012D to be set to any ambient SFX for the area
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Overworld_DetermineMusicSFX:
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LDA $7EF3C5 : 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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+ LDA $8A : CMP.b #$43 : BEQ .darkMountain
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CMP.b #$45 : BEQ .darkMountain
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CMP.b #$47 : BEQ .darkMountain
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LDX.b #$07 ; Default village theme
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LDX.b #$02 ; hyrule field theme
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LDA.b #$05 : STA $012D
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; Check what phase we're in
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LDA $7EF3CA : BEQ +
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;LDA $7EF3C5 : CMP.b #$03 : !BLT +
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LDX.b #$09 ; default dark world theme
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; LDX.b #$02 ; Default light world theme (phase >=3)
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;+
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; Check if we're entering the village
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; Check if we're entering the village
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LDA $8A : CMP.b #$18 : BEQ .endOfLightWorldChecks
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+ LDA $8A : CMP.b #$18 : BNE +
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; For NA release would we also branch on indexes #$22 #$28 #$29
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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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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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LDX.b #$05 ; lost woods theme
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BRA .bunny
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+ LDA $8A : CMP.b #$40 : BNE +
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LDX #$0F ; dark woods theme
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BRA .bunny
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;LDX.b #$05 ; Lost woods theme
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; check if we've pulled from the master sword pedestal
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;LDA $7EF300 : AND.b #$40 : BEQ +
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; LDX.b #$02 ; Default light world theme
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;+
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; check if we are entering lost woods
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LDA $8A : BEQ .endOfLightWorldChecks
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.notVillageOrWoods
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; Use the normal overworld (light world) music
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LDX.b #$02
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; Check phase ; In phase >= 2
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LDA $7EF3C5 : CMP.b #$02 : !BGE +
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; If phase < 2, play the legend music
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LDX.b #$03
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+
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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 .checkInverted+4
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LDX.b #$09 ; dark overworld theme
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LDA $8A
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; Misery Mire rain SFX
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; Misery Mire rain SFX
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CMP.b #$70 : BNE ++
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+ CMP.b #$70 : BNE .bunny
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LDA $7EF2F0 : AND.b #$20 : BNE ++
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LDA $7EF2F0 : AND.b #$20 : BNE .bunny
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LDA.b #$01 : CMP $0131 : BEQ +
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LDA.b #$01 : CMP $0131 : BEQ +
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STA $012D
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STA $012D : BRA .bunny
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+ : BRA .checkInverted
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+ STZ $012D : BRA .bunny
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++
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; This music is used in dark death mountain
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.darkMountain
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CMP.b #$43 : BEQ .darkMountain
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LDA.b #$09 : STA $012D ; set storm ambient SFX
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; CMP.b #$45 : BEQ .darkMountain
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LDX.b #$0D ; dark mountain theme
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; CMP.b #$47 : BEQ .darkMountain
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LDA.b #$05 : STA $012D
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BRA .checkInverted
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.darkMountain
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LDA $7EF37A : CMP.b #$7F : BEQ +
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LDX.b #$0D ; dark death mountain theme
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+ : LDA.b #$09 : STA $012D
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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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; 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 .done
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LDA $7EF3CA : CLC : ROL #$03 : CMP InvertedMode : BEQ .lastCheck
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LDA $7EF357 : BNE .done
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LDX #$04 ; bunny theme
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; Does Link have a moon pearl?
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.done
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LDA $7EF357 : BNE +
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LDX.b #$04 ; bunny theme
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+
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.lastCheck
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RTL
|
RTL
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;--------------------------------------------------------------------------------
|
;--------------------------------------------------------------------------------
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||||||
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||||||
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|||||||
Reference in New Issue
Block a user