Fix inverted mode flute loading light world music
This commit is contained in:
@@ -2216,6 +2216,10 @@ NOP #1
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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org $02B13A ; <- Bank02.asm:7647
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org $02B13A ; <- Bank02.asm:7647
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dl Overworld_FinishMirrorWarp
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dl Overworld_FinishMirrorWarp
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;--------------------------------------------------------------------------------
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org $0AB949 ; <- Bank0A.asm:270 (Different from US ROM)
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JSL BirdTravel_LoadTargetAreaMusic
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NOP #16
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;================================================================================
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;================================================================================
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;================================================================================
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;================================================================================
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65
music.asm
65
music.asm
@@ -169,6 +169,71 @@ Overworld_FinishMirrorWarp:
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RTL
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RTL
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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BirdTravel_LoadTargetAreaMusic:
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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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LDA $7EF3CA : BEQ .checkInverted+4
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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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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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+
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.lastCheck
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RTL
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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;0 = Is Kakariko Overworld
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;0 = Is Kakariko Overworld
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;1 = Not Kakariko Overworld
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;1 = Not Kakariko Overworld
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