Merge branch 'master' of https://github.com/KatDevsGames/z3randomizer into darkrooms

This commit is contained in:
Thomas Prescott
2020-06-06 21:31:28 -05:00
7 changed files with 224 additions and 195 deletions

View File

@@ -208,6 +208,9 @@ incsrc stats/main.asm
org $308000 ; bank #$30
incsrc tables.asm
org $348000
incsrc spc.asm
; uncomment for inverted adjustments
;incsrc sandbox.asm

View File

@@ -1449,8 +1449,8 @@ JSL.l GetMagicBatItem
; MSU Music
;--------------------------------------------------------------------------------
org $0080D7 ; <- D7 - Bank00.asm:172 (SEP #$30)
JML msu_main : NOP
spc_continue:
JML MSUMain : NOP
SPCContinue:
org $028B7A ; <- C220 A5A0 - Bank02.asm:2225 (REP #$20 : LDA $A0)
JSL SpiralStairsPreCheck
@@ -1462,30 +1462,30 @@ org $02D6E8 ; <- 9C0A01 - Bank02.asm:10811 (STZ $010A)
NOP #3
org $08C421 ; <- AD4021 F005 - ancilla_receive_item.asm:108 (LDA $2140 : BEQ .wait_for_music)
JML pendant_fanfare : NOP
pendant_continue:
JML PendantFanfareWait : NOP
PendantFanfareContinue:
org $08C42B
pendant_done:
PendantFanfareDone:
org $08C62A ; <- AD4021 D008 - ancilla_receive_item.asm:442 (LDA $2140 : BNE .waitForSilence)
JML crystal_fanfare : NOP
crystal_done:
JML CrystalFanfareWait : NOP
CrystalFanfareDone:
org $08C637
crystal_continue:
CrystalFanfareContinue:
org $0988A0 ; <- 8D2C01 8009 - ancilla_init.asm:1179 (STA $012C : BRA .doneWithSoundEffects)
JML fanfare_preload : NOP
JML FanfarePreload : NOP
org $09F2A7 ; <- 8F27C27E - module_death.asm:56 (STA $7EC227)
JSL.l StoreMusicOnDeath
org $0CC100 ; <- A511 C904 - Bank0C.asm:07 (LDA $11 : CMP.b #$04)
JSL.l startup_wait
;JSL.l StartupWait
org $0EE6EC ; <- E220 A922 - Bank0E.asm:2892 (SEP #$20 : LDA.b #$22 : STA $012C)
JSL.l ending_wait
JSL.l EndingMusicWait
; Process music commands in NMI from new location after muting is processed
org $0080DD

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@@ -55,6 +55,6 @@ RTL
;--------------------------------------------------------------------------------
Init_PostRAMClear:
JSL msu_init
JSL MSUInit
JML $00D463 ; The original target of the jump table that we hijacked

156
msu.asm
View File

@@ -145,6 +145,9 @@
!VAL_VOLUME_HALF = #$80
!VAL_VOLUME_FULL = #$FF
;================================================================================
; Extended OST/SPC fallback, decide which track to actually play
;--------------------------------------------------------------------------------
CheckMusicLoadRequest:
PHP : REP #$10 : PHA : PHX : PHY
LDA !REG_MUSIC_CONTROL_REQUEST : BEQ .skip+3 : BMI .skip+3
@@ -176,7 +179,7 @@ CheckMusicLoadRequest:
BRA +++
+ : LDA !REG_MSU_PACK_CURRENT : STA !REG_MSU_PACK_REQUEST
++ : STA !REG_MSU_PACK_CURRENT
JSL msu_init_check_fallback
JSL MSUInit_check_fallback
+++
LDA !REG_MUSIC_CONTROL_REQUEST : CMP #$08 : BEQ ++ ; Mirror SFX is not affected by NoBGM or pack $FE
@@ -325,7 +328,11 @@ CheckMusicLoadRequest:
PLY : PLX : PLA : PLP
LDA.b #$05 : STA $012D
JML Module_PreDungeon_setAmbientSfx
;--------------------------------------------------------------------------------
;================================================================================
; Fade out music if we're changing tracks on a stair transition
;--------------------------------------------------------------------------------
SpiralStairsPreCheck:
REP #$20 ; thing we wrote over
LDA $A0
@@ -351,7 +358,11 @@ SpiralStairsPreCheck:
.done
LDA $A0 ; thing we wrote over
RTL
;--------------------------------------------------------------------------------
;================================================================================
; Change music on stair transition (ToH/GT)
;--------------------------------------------------------------------------------
SpiralStairsPostCheck:
LDA $A0
CMP.w #$000C : BNE +
@@ -372,29 +383,25 @@ SpiralStairsPostCheck:
.done
LDX.b #$1C : LDA $A0 ; thing we wrote over
RTL
;--------------------------------------------------------------------------------
;================================================================================
; Make sure expanded OST tracks load properly after death/fairy revival
;--------------------------------------------------------------------------------
StoreMusicOnDeath:
STA.l $7EC227 ; thing we wrote over
LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_AUDIO_PLAYING : BEQ .done
LDA !REG_CURRENT_MSU_TRACK : STA.l $7EC227
.done
RTL
;--------------------------------------------------------------------------------
msu_init:
;================================================================================
; Check if MSU-1 is enabled and scan for missing tracks
;--------------------------------------------------------------------------------
MSUInit:
PHP
STZ $4200
LDA.b #$FF : STA $2140
LDA.b #SPCEngineNewCode : STA.b $00
LDA.b #SPCEngineNewCode>>8 : STA.b $01
LDA.b #SPCEngineNewCode>>16
JSL Sound_LoadLightWorldSongBank_do_load
LDA.b #$81 : STA $4200
LDA NoBGM : BNE .done
REP #$20
@@ -456,29 +463,34 @@ msu_init:
PLA : DEC
BRA .check_track
msu_main:
;--------------------------------------------------------------------------------
;================================================================================
; Play MSU-1 audio track
;--------------------------------------------------------------------------------
MSUMain:
SEP #$20 ; set 8-BIT accumulator
LDA $4210 ; thing we wrote over
REP #$20 ; set 16-BIT accumulator
LDA !REG_MSU_ID_01 : CMP !VAL_MSU_ID_01 : BEQ .continue
.nomsu
SEP #$30
JML spc_continue
JML SPCContinue
.continue
LDA !REG_MSU_ID_23 : CMP !VAL_MSU_ID_23 : BNE .nomsu
LDA !REG_MSU_ID_45 : CMP !VAL_MSU_ID_45 : BNE .nomsu
SEP #$30
LDX !REG_MUSIC_CONTROL : BEQ +
BRL command_ff
BRL .command_ff
+
LDA !REG_MSU_DELAYED_COMMAND : BEQ do_fade
LDA !REG_MSU_DELAYED_COMMAND : BEQ .do_fade
msu_check_busy:
.check_busy
LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_AUDIO_BUSY : BEQ .ready
JML spc_continue
JML SPCContinue
.ready
LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_TRACK_MISSING : BEQ .start
JML spc_continue
JML SPCContinue
.start
LDA !VAL_VOLUME_FULL
STA !REG_TARGET_VOLUME
@@ -498,60 +510,61 @@ msu_check_busy:
+++ : STA !REG_MSU_CONTROL
LDA.b #$00
STA !REG_MSU_DELAYED_COMMAND
JML spc_continue
JML SPCContinue
do_fade:
LDA !REG_CURRENT_VOLUME : CMP !REG_TARGET_VOLUME : BNE .continue
JML spc_continue
.continue
BCC .increment
.do_fade:
LDA !REG_CURRENT_VOLUME : CMP !REG_TARGET_VOLUME : BNE +
JML SPCContinue
+ : BCC .increment
.decrement
SBC !VAL_VOLUME_DECREMENT : BCS .set
SBC !VAL_VOLUME_DECREMENT : BCC .mute
CMP !REG_TARGET_VOLUME : !BGE .set
LDA !REG_TARGET_VOLUME : BRA .set
.mute
STZ !REG_CURRENT_VOLUME
STZ !REG_MSU_CONTROL
BRA .set
.increment
ADC !VAL_VOLUME_INCREMENT : BCC .set
ADC !VAL_VOLUME_INCREMENT : BCS .max
CMP !REG_TARGET_VOLUME : !BLT .set
LDA !REG_TARGET_VOLUME : BRA .set
.max
LDA !VAL_VOLUME_FULL
.set
STA !REG_CURRENT_VOLUME
STA !REG_MSU_VOLUME
JML spc_continue
JML SPCContinue
command_ff:
CPX !VAL_COMMAND_LOAD_NEW_BANK : BNE command_f3
JML spc_continue
.command_ff:
CPX !VAL_COMMAND_LOAD_NEW_BANK : BNE .command_f3
JML SPCContinue
command_f3:
CPX !VAL_COMMAND_FULL_VOLUME : BNE command_f2
STX !REG_SPC_CONTROL
.command_f3:
CPX !VAL_COMMAND_FULL_VOLUME : BNE .command_f2
LDA !VAL_VOLUME_FULL
STA !REG_TARGET_VOLUME
JML spc_continue
JML SPCContinue
command_f2:
CPX !VAL_COMMAND_FADE_HALF : BNE command_f1
STX !REG_SPC_CONTROL
.command_f2:
CPX !VAL_COMMAND_FADE_HALF : BNE .command_f1
LDA !VAL_VOLUME_HALF
STA !REG_TARGET_VOLUME
JML spc_continue
JML SPCContinue
command_f1:
CPX !VAL_COMMAND_FADE_OUT : BNE command_f0
STX !REG_SPC_CONTROL
.command_f1:
CPX !VAL_COMMAND_FADE_OUT : BNE .command_f0
STZ !REG_TARGET_VOLUME
STZ !REG_CURRENT_MSU_TRACK
JML spc_continue
JML SPCContinue
command_f0:
CPX !VAL_COMMAND_STOP_PLAYBACK : !BLT load_track
.command_f0:
CPX !VAL_COMMAND_STOP_PLAYBACK : !BLT .load_track
CPX !VAL_COMMAND_MUTE_SPC : BEQ + ; Don't allow executing the mute/umute
CPX !VAL_COMMAND_UNMUTE_SPC : BNE ++ ; commands during NMI like this
+ : LDA.b #$00 : STA !REG_MUSIC_CONTROL
++ : JML spc_continue
++ : JML SPCContinue
load_track:
.load_track:
CPX !REG_CURRENT_MSU_TRACK : BNE +
- : CPX #27 : BEQ +
TXA
@@ -602,9 +615,14 @@ load_track:
LDA MSUExtendedFallbackList-1,X : BRA -
+
STA !REG_MUSIC_CONTROL
JML spc_continue
JML SPCContinue
fanfare_preload:
;--------------------------------------------------------------------------------
;================================================================================
; Wait for the fanfare music to start, or else it can get skipped entirely
;--------------------------------------------------------------------------------
FanfarePreload:
STA !REG_MUSIC_CONTROL_REQUEST ; thing we wrote over
PHA
JSL CheckMusicLoadRequest
@@ -612,8 +630,12 @@ fanfare_preload:
PLA
- : CMP !REG_SPC_CONTROL : BNE -
JML AddReceivedItem_doneWithSoundEffects
;--------------------------------------------------------------------------------
pendant_fanfare:
;================================================================================
; Wait for pendant fanfare to finish
;--------------------------------------------------------------------------------
PendantFanfareWait:
LDA TournamentSeed : BNE .spc
LDA FastFanfare : BNE .done
REP #$20
@@ -626,15 +648,18 @@ pendant_fanfare:
LDA !REG_MSU_DELAYED_COMMAND : BNE .continue
LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_AUDIO_PLAYING : BEQ .done
.continue
jml pendant_continue
jml PendantFanfareContinue
.spc
SEP #$20
LDA !REG_SPC_CONTROL : BNE .continue
.done
jml pendant_done
jml PendantFanfareDone
;--------------------------------------------------------------------------------
crystal_fanfare:
;================================================================================
; Wait for crystal fanfare to finish
;--------------------------------------------------------------------------------
CrystalFanfareWait:
LDA TournamentSeed : BNE .spc
LDA FastFanfare : BNE .done
REP #$20
@@ -647,24 +672,30 @@ crystal_fanfare:
LDA !REG_MSU_DELAYED_COMMAND : BNE .continue
LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_AUDIO_PLAYING : BEQ .done
.continue
jml crystal_continue
jml CrystalFanfareContinue
.spc
SEP #$20
LDA !REG_SPC_CONTROL : BNE .continue
.done
jml crystal_done
jml CrystalFanfareDone
;--------------------------------------------------------------------------------
startup_wait:
;================================================================================
; Delay input scanning on startup/S&Q to avoid hard-lock from button mashing
;--------------------------------------------------------------------------------
StartupWait:
LDA $11 : CMP.b #$04 : BCC .done ; thing we wrote over
LDA !REG_SPC_CONTROL : BEQ .done-1
CMP.b #$01 : BEQ .done
CLC
.done
RTL
;--------------------------------------------------------------------------------
ending_wait:
;================================================================================
; Wait for ending credits music to finish
;--------------------------------------------------------------------------------
EndingMusicWait:
REP #$20
LDA !REG_MSU_ID_01 : CMP !VAL_MSU_ID_01 : BNE .done
LDA !REG_MSU_ID_23 : CMP !VAL_MSU_ID_23 : BNE .done
@@ -676,3 +707,4 @@ ending_wait:
SEP #$20
LDA.b #$22
RTL
;--------------------------------------------------------------------------------

View File

@@ -179,7 +179,8 @@ Overworld_FinishMirrorWarp:
;--------------------------------------------------------------------------------
BirdTravel_LoadTargetAreaMusic:
; Skip village and lost woods checks if entering dark world or a special area
LDA $8A : CMP.b #$40 : !BGE .notVillageOrWoods
LDA $8A : CMP.b #$43 : BEQ .endOfLightWorldChecks
CMP.b #$40 : !BGE .notVillageOrWoods
LDX.b #$07 ; Default village theme
@@ -192,12 +193,12 @@ BirdTravel_LoadTargetAreaMusic:
LDA $8A : CMP.b #$18 : BEQ .endOfLightWorldChecks
; For NA release would we also branch on indexes #$22 #$28 #$29
LDX.b #$05 ; Lost woods theme
;LDX.b #$05 ; Lost woods theme
; check if we've pulled from the master sword pedestal
LDA $7EF300 : AND.b #$40 : BEQ +
LDX.b #$02 ; Default light world theme
+
;LDA $7EF300 : AND.b #$40 : BEQ +
; LDX.b #$02 ; Default light world theme
;+
; check if we are entering lost woods
LDA $8A : BEQ .endOfLightWorldChecks
@@ -228,13 +229,16 @@ BirdTravel_LoadTargetAreaMusic:
++
; This music is used in dark death mountain
CMP.b #$43 : BEQ + : CMP.b #$45 : BEQ + : CMP.b #$47 : BEQ +
CMP.b #$43 : BEQ .darkMountain
; CMP.b #$45 : BEQ .darkMountain
; CMP.b #$47 : BEQ .darkMountain
LDA.b #$05 : STA $012D
BRA .checkInverted
+
LDX.b #$0D ; dark death mountain theme
LDA.b #$09 : STA $012D
.darkMountain
LDA $7EF37A : CMP.b #$7F : BEQ +
LDX.b #$0D ; dark death mountain theme
+ : LDA.b #$09 : STA $012D
; if not inverted and light world, or inverted and dark world, skip moon pearl check
.checkInverted
@@ -279,22 +283,3 @@ Overworld_MosaicDarkWorldChecks:
.done
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
!SPCFreeSpace = $0700
SPCEngineNewCode:
dw .end-.start
dw !SPCFreeSpace
.start
incsrc spc.asm
.end
dw $0004
dw $0A73 ; $0A73: CMP A,#$F0
db $5F ; JMP SPCFreeSpace
dw !SPCFreeSpace
db $00 ; NOP
dw $0000, $0000
;--------------------------------------------------------------------------------

149
spc.asm
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@@ -1,47 +1,102 @@
;=======================================
; SPC engine changes
;
; Free space at $040F-07FF (probably)
;
; If we ever switch to ASAR we can rewrite
; this as actual SPC asm instead of this
; db jank.
; seek($0700)
db $68, $F0 ; CMP A,#$F0 ; the thing we overwrote
db $D0, $03 ; BNE +
db $5F, $81, $0A ; JMP SilenceSong ; ($0A81)
db $68, $FA ; + : CMP A,#$FA ; new mute command $FA
db $D0, $1C ; BNE +
db $C4, $F4 ; MOV $F4,A
db $E8, $00 ; MOV A,#$00
db $C5, $4A, $0A ; MOV $0A4A,A ; $0A49: MOV A,#$70 -> MOV A,#$00
db $C5, $F3, $0A ; MOV $0AF3,A ; $0AF2: MOV $059,#$C0 -> MOV $059,#$00
db $C5, $32, $0C ; MOV $0C32,A ; $0C32: MOVW $058,YA -> NOP #2
db $C5, $33, $0C ; MOV $0C33,A
db $E8, $C4 ; MOV A,#$C4 ; $0D19: MOVW $058,YA -> MOV $058,A
db $C5, $19, $0D ; MOV $0D19,A
db $E8, $58 ; MOV A,#$58
db $C5, $1A, $0D ; MOV $0D1A,A
db $2F, $23 ; BRA ++
db $68, $FB ; + : CMP A,#$FB ; new unmute command $FB
db $F0, $03 ; BEQ +
db $5F, $9D, $0A ; JMP NewSongInput ; ($0A9D)
db $C4, $F4 ; + : MOV $F4,A
db $E8, $70 ; MOV A,#$70
db $C5, $4A, $0A ; MOV $0A4A,A ; $0A49: MOV A,#$70
db $E8, $C0 ; MOV A,#$C0
db $C5, $F3, $0A ; MOV $0AF3,A ; $0AF2: MOV $059,#$C0
db $E8, $DA ; MOV A,#$DA
db $C5, $32, $0C ; MOV $0C32,A ; $0C32: MOVW $058,YA
db $C5, $19, $0D ; MOV $0D19,A ; $0D19: MOVW $058,YA
db $E8, $58 ; MOV A,#$58
db $C5, $33, $0C ; MOV $0C33,A
db $C5, $1A, $0D ; MOV $0D1A,A
db $3F, $81, $0A ; ++ : CALL SilenceSong ; ($0A81)
db $E4, $F4 ; - : MOV A,$F4
db $D0, $FC ; BNE -
db $64, $F4 ; CMP A,$F4
db $D0, $F8 ; BNE -
db $FA, $00, $F4 ; MOV $F4,#$00
db $6F ; RET
; WARNING: THIS CODE IS EXTREMELY FRAGILE
macro copybin(source, length)
!copycount #= 0
while !copycount+3 < <length>
dd read4(pctosnes(<source>+!copycount))
!copycount #= !copycount+4
endif
while !copycount < <length>
db read1(pctosnes(<source>+!copycount))
!copycount #= !copycount+1
endif
endmacro
;@ pushpc
org $008901
LDA.b #SPCData : STA $00
LDA.b #SPCData>>8 : STA $01
LDA.b #SPCData>>16 : STA $02
;@ pullpc
SPCData:
;@ check bankcross off
%copybin($0C8000, $7BCA)
!SPCEngineStart = $0800
!SPCCodeStart = $07A7
dw ($0F9E+(!SPCEngineStart-!SPCCodeStart))
dw !SPCCodeStart
;@ pushpc
;@ pushbase
arch spc700
base !SPCCodeStart
org $34FBCE;-(!SPCEngineStart-!SPCCodeStart)
NewSPCCode:
SpecialCommand_Mute:
CMP A,#$F0 ; The thing we overwrote
BNE +
JMP $0A81 ; SilenceSong
+
CMP A,#$FA ; New mute command $FA
BNE +
MOV $F4,A
MOV A,#$00
MOV $0A4A,A ; $0A49: MOV A,#$70 -> MOV A,#$00
MOV $0AF3,A ; $0AF2: MOV $059,#$C0 -> MOV $059,#$00
MOV $0C32,A ; $0C32: MOVW $058,YA -> NOP #2
MOV $0C33,A
MOV A,#$C4 ; $0D19: MOVW $058,YA -> MOV A,$058
MOV $0D19,A
MOV A,#$58
MOV $0D1A,A
BRA +++
+
CMP A,#$FB ; New unmute command $FB
BEQ +
JMP $0A9D ; NewSongInput
+
MOV $F4,A
MOV A,#$70
MOV $0A49,A ; $0A49: MOV A,#$70
MOV A,#$C0
MOV $0AF3,A ; $0AF2: MOV $059,#$C0
MOV A,#$DA
MOV $0C32,A ; $0C32: MOVW $058,YA
MOV $0D19,A ; $0D19: MOVW $058,YA
MOV A,#$58
MOV $0C33,A
MOV $0D1A,A
+++
CALL $0A81 ; SilenceSong
- : MOV A,$F4
BNE -
CMP A,$F4
BNE -
MOV $F4,$00
RET
org !SPCEngineStart
arch 65816
SPCEngineStart:
;@ pullbase
;@ pullpc
skip !SPCEngineStart-!SPCCodeStart
%copybin($0CFBCE, $57B2)
SPCEngineEnd:
;@ check bankcross on
; Change track 15 (unused) to point to 13 (Death Mountain) so dark woods can be track 15
org $359F6E ; PC 0x1A9F6E ; SPC $D01C
dw #$2B00 ; Set track 15 pointer to track 13's data
arch spc700
org $34FE9A ; PC 0x1A7E9A ; SPC $0A73
JMP !SPCCodeStart : NOP
arch 65816

View File

@@ -731,10 +731,6 @@ org $06C93B ; PC 0x3493B
PyramidPotion:
db #$2C ; #$2C = Green Potion
;--------------------------------------------------------------------------------
; Change track 15 (unused) to point to 13 (Death Mountain) so dark woods can be track 15
org $1A9F15 ; PC 0xD1F15
dw #$2B00 ; Set track 15 pointer to track 13's data
;--------------------------------------------------------------------------------
org $308140 ; PC 0x180140 - 0x18014A [encrypted]
HeartPieceOutdoorValues:
HeartPiece_Spectacle:
@@ -1634,48 +1630,6 @@ db $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
;================================================================================
org $30D800 ; PC 0x185800 - 0x18591F
SPCMutePayload:
dw $0001 ; Transfer size
dw $0A4A ; Transfer destination
db $00 ; mov a,#$70 -> mov a,#$00
dw $0001 ; Transfer size
dw $0AF3 ; Transfer destination
db $00 ; mov $059,#$c0 -> mov $059,#$00
dw $0002 ; Transfer size
dw $0C32 ; Transfer destination
db $00, $00 ; movw $058,ya -> nop #2
dw $0001 ; Transfer size
dw $0D19 ; Transfer destination
db $34 ; movw $058,ya -> mov $058,a
dw $0000 ; Transfer size (end of transfer)
dw $FFFF ; Dummy destination
db $FF, $FF, $FF, $FF, $FF, $FF, $FF ; Padding
SPCUnmutePayload:
dw $0001 ; Transfer size
dw $0A4A ; Transfer destination
db $70 ; mov a,#$70
dw $0001 ; Transfer size
dw $0AF3 ; Transfer destination
db $C0 ; mov $059,#$c0
dw $0002 ; Transfer size
dw $0C32 ; Transfer destination
db $da, $58 ; movw $058,ya
dw $0001 ; Transfer size
dw $0D19 ; Transfer destination
db $34 ; movw $058,ya
dw $0000 ; Transfer size (end of transfer)
dw $FFFF ; Dummy destination
db $FF, $FF, $FF, $FF, $FF, $FF, $FF ; Padding
MSUTrackList:
db $01,$03,$03,$03,$03,$03,$03,$01
db $03,$01,$03,$03,$03,$03,$03,$03