Applied labels and byte designators
This commit is contained in:
18
music.asm
18
music.asm
@@ -3,7 +3,7 @@ PreOverworld_LoadProperties_ChooseMusic:
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; A: scratch space (value never used)
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; Y: set to overworld animated tileset
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; X: set to music track/command id
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JSL.l FixFrogSmith ; Just a convenient spot to install this hook
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JSL FixFrogSmith ; Just a convenient spot to install this hook
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LDY.b #$58 ; death mountain animated tileset.
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@@ -79,7 +79,7 @@ PreOverworld_LoadProperties_ChooseMusic:
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LDX.b #$F3
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+
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JML.l PreOverworld_LoadProperties_SetSong
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JML PreOverworld_LoadProperties_SetSong
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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@@ -103,8 +103,8 @@ Overworld_FinishMirrorWarp:
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LDA.w #$0000 : STA.l FadeTimer : STA.l FadeDirection
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SEP #$20
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JSL $80D7C8
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LDA.b #$80 : STA.b HDMAENQ
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JSL ReloadPreviouslyLoadedSheets
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LDA.b #$80 : STA.b HDMAENABLEQ
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LDX.b #$04 ; bunny theme
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; if not inverted and light world, or inverted and dark world, skip moon pearl check
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@@ -265,24 +265,24 @@ Overworld_MosaicDarkWorldChecks:
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;
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; On entry, A=16bit XY=8bit, A & X safe to mod, Y unknown
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Underworld_DoorDown_Entry:
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LDX #$FF ; some junk value to be used later to determine if the below lines will change the track
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LDX.b #$FF ; some junk value to be used later to determine if the below lines will change the track
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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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LDA $A0 : CMP.w #$0012 : BNE +
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LDA.b RoomIndex : CMP.w #$0012 : BNE +
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LDX.b #$14 ; value for Sanc music
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BRA .done
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+ LDA $A2 : CMP.w #$0012 : BNE .done
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+ LDA.b PreviousRoom : CMP.w #$0012 : BNE .done
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LDX.b #$10 ; value for Hyrule Castle music
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.done
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LDA $A0 : RTL
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LDA.b RoomIndex : RTL
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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; Check if the boss in ToH has been defeated (16-bit accumulator)
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CheckHeraBossDefeated:
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LDA RoomDataWRAM[$07].high : AND.w #$00FF : BEQ +
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LDA.l RoomDataWRAM[$07].high : AND.w #$00FF : BEQ +
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SEC : RTL
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+ CLC : RTL
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