Change dark woods to track 15
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8
msu.asm
8
msu.asm
@@ -159,7 +159,7 @@ msu_check_busy:
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JML spc_continue
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.ready
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LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_TRACK_MISSING : BEQ .start
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BRL dungeon_fallback
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BRL alternate_fallback
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.start
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LDA !VAL_VOLUME_FULL
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STA !REG_TARGET_VOLUME
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@@ -238,16 +238,18 @@ load_track:
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STX !REG_CURRENT_MSU_TRACK
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JML spc_continue
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dungeon_fallback:
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alternate_fallback:
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LDA !REG_CURRENT_MSU_TRACK : AND #$3F
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CMP #$0F : BEQ .woods ; 15: dark woods
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CMP #$23 : !BLT spc_fallback ; < 35: normal tracks
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CMP #$2F : !BGE .boss ; > 46: boss-specific tracks
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CMP #$25 : BEQ .castle ; 37: aga tower, fall back to hyrule castle
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BRA .dungeon ; 35-46: dungeon-specific tracks
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.woods
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LDA #$0D : BRA .fallback
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.boss
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LDA #$15 : BRA .fallback
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.castle
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LDA #$10 : BRA .fallback
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22
music.asm
22
music.asm
@@ -54,11 +54,15 @@ PreOverworld_LoadProperties_ChooseMusic:
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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 #$0D ; dark woods theme
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LDX.b #$0F ; dark woods theme
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; This music is used in dark woods, and dark death mountain
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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 + : CMP.b #$43 : BEQ + : CMP.b #$45 : BEQ + : CMP.b #$47 : BEQ +
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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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@@ -133,18 +137,20 @@ Overworld_FinishMirrorWarp:
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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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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 #$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.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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LDA #$04 ; bunny theme
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+
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@@ -713,6 +713,10 @@ org $06C93B ; PC 0x3493B
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PyramidPotion:
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db #$2C ; #$2C = Green Potion
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;--------------------------------------------------------------------------------
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; Change track 15 (unused) to point to 13 (Death Mountain) so dark woods can be track 15
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org $1A9F15 ; PC 0xD1F15
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dw #$2B00 ; Set track 15 pointer to track 13's data
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;--------------------------------------------------------------------------------
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org $308140 ; PC 0x180140 - 0x18014A [encrypted]
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HeartPieceOutdoorValues:
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HeartPiece_Spectacle:
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