MSU coding style cleanup
This commit is contained in:
22
hooks.asm
22
hooks.asm
@@ -1449,8 +1449,8 @@ JSL.l GetMagicBatItem
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; MSU Music
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;--------------------------------------------------------------------------------
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org $0080D7 ; <- D7 - Bank00.asm:172 (SEP #$30)
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JML msu_main : NOP
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spc_continue:
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JML MSUMain : NOP
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SPCContinue:
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org $028B7A ; <- C220 A5A0 - Bank02.asm:2225 (REP #$20 : LDA $A0)
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JSL SpiralStairsPreCheck
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@@ -1462,30 +1462,30 @@ org $02D6E8 ; <- 9C0A01 - Bank02.asm:10811 (STZ $010A)
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NOP #3
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org $08C421 ; <- AD4021 F005 - ancilla_receive_item.asm:108 (LDA $2140 : BEQ .wait_for_music)
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JML pendant_fanfare : NOP
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pendant_continue:
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JML PendantFanfareWait : NOP
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PendantFanfareContinue:
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org $08C42B
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pendant_done:
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PendantFanfareDone:
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org $08C62A ; <- AD4021 D008 - ancilla_receive_item.asm:442 (LDA $2140 : BNE .waitForSilence)
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JML crystal_fanfare : NOP
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crystal_done:
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JML CrystalFanfareWait : NOP
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CrystalFanfareDone:
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org $08C637
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crystal_continue:
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CrystalFanfareContinue:
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org $0988A0 ; <- 8D2C01 8009 - ancilla_init.asm:1179 (STA $012C : BRA .doneWithSoundEffects)
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JML fanfare_preload : NOP
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JML FanfarePreload : NOP
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org $09F2A7 ; <- 8F27C27E - module_death.asm:56 (STA $7EC227)
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JSL.l StoreMusicOnDeath
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org $0CC100 ; <- A511 C904 - Bank0C.asm:07 (LDA $11 : CMP.b #$04)
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;JSL.l startup_wait
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;JSL.l StartupWait
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org $0EE6EC ; <- E220 A922 - Bank0E.asm:2892 (SEP #$20 : LDA.b #$22 : STA $012C)
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JSL.l ending_wait
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JSL.l EndingMusicWait
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; Process music commands in NMI from new location after muting is processed
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org $0080DD
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2
init.asm
2
init.asm
@@ -55,6 +55,6 @@ RTL
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;--------------------------------------------------------------------------------
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Init_PostRAMClear:
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JSL msu_init
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JSL MSUInit
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JML $00D463 ; The original target of the jump table that we hijacked
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132
msu.asm
132
msu.asm
@@ -145,6 +145,9 @@
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!VAL_VOLUME_HALF = #$80
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!VAL_VOLUME_FULL = #$FF
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;================================================================================
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; Extended OST/SPC fallback, decide which track to actually play
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;--------------------------------------------------------------------------------
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CheckMusicLoadRequest:
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PHP : REP #$10 : PHA : PHX : PHY
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LDA !REG_MUSIC_CONTROL_REQUEST : BEQ .skip+3 : BMI .skip+3
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@@ -176,7 +179,7 @@ CheckMusicLoadRequest:
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BRA +++
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+ : LDA !REG_MSU_PACK_CURRENT : STA !REG_MSU_PACK_REQUEST
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++ : STA !REG_MSU_PACK_CURRENT
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JSL msu_init_check_fallback
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JSL MSUInit_check_fallback
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+++
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LDA !REG_MUSIC_CONTROL_REQUEST : CMP #$08 : BEQ ++ ; Mirror SFX is not affected by NoBGM or pack $FE
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@@ -325,7 +328,11 @@ CheckMusicLoadRequest:
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PLY : PLX : PLA : PLP
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LDA.b #$05 : STA $012D
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JML Module_PreDungeon_setAmbientSfx
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;--------------------------------------------------------------------------------
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;================================================================================
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; Fade out music if we're changing tracks on a stair transition
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;--------------------------------------------------------------------------------
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SpiralStairsPreCheck:
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REP #$20 ; thing we wrote over
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LDA $A0
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@@ -351,7 +358,11 @@ SpiralStairsPreCheck:
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.done
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LDA $A0 ; thing we wrote over
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RTL
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;--------------------------------------------------------------------------------
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;================================================================================
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; Change music on stair transition (ToH/GT)
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;--------------------------------------------------------------------------------
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SpiralStairsPostCheck:
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LDA $A0
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CMP.w #$000C : BNE +
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@@ -372,15 +383,23 @@ SpiralStairsPostCheck:
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.done
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LDX.b #$1C : LDA $A0 ; thing we wrote over
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RTL
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;--------------------------------------------------------------------------------
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;================================================================================
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; Make sure expanded OST tracks load properly after death/fairy revival
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;--------------------------------------------------------------------------------
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StoreMusicOnDeath:
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STA.l $7EC227 ; thing we wrote over
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LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_AUDIO_PLAYING : BEQ .done
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LDA !REG_CURRENT_MSU_TRACK : STA.l $7EC227
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.done
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RTL
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;--------------------------------------------------------------------------------
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msu_init:
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;================================================================================
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; Check if MSU-1 is enabled and scan for missing tracks
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;--------------------------------------------------------------------------------
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MSUInit:
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PHP
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LDA NoBGM : BNE .done
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@@ -444,29 +463,34 @@ msu_init:
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PLA : DEC
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BRA .check_track
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msu_main:
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;--------------------------------------------------------------------------------
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;================================================================================
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; Play MSU-1 audio track
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;--------------------------------------------------------------------------------
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MSUMain:
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SEP #$20 ; set 8-BIT accumulator
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LDA $4210 ; thing we wrote over
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REP #$20 ; set 16-BIT accumulator
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LDA !REG_MSU_ID_01 : CMP !VAL_MSU_ID_01 : BEQ .continue
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.nomsu
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SEP #$30
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JML spc_continue
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JML SPCContinue
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.continue
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LDA !REG_MSU_ID_23 : CMP !VAL_MSU_ID_23 : BNE .nomsu
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LDA !REG_MSU_ID_45 : CMP !VAL_MSU_ID_45 : BNE .nomsu
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SEP #$30
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LDX !REG_MUSIC_CONTROL : BEQ +
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BRL command_ff
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BRL .command_ff
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+
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LDA !REG_MSU_DELAYED_COMMAND : BEQ do_fade
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LDA !REG_MSU_DELAYED_COMMAND : BEQ .do_fade
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msu_check_busy:
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.check_busy
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LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_AUDIO_BUSY : BEQ .ready
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JML spc_continue
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JML SPCContinue
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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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JML spc_continue
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JML SPCContinue
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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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@@ -486,13 +510,12 @@ msu_check_busy:
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+++ : STA !REG_MSU_CONTROL
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LDA.b #$00
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STA !REG_MSU_DELAYED_COMMAND
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JML spc_continue
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JML SPCContinue
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do_fade:
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LDA !REG_CURRENT_VOLUME : CMP !REG_TARGET_VOLUME : BNE .continue
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JML spc_continue
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.continue
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BCC .increment
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.do_fade:
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LDA !REG_CURRENT_VOLUME : CMP !REG_TARGET_VOLUME : BNE +
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JML SPCContinue
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+ : BCC .increment
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.decrement
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SBC !VAL_VOLUME_DECREMENT : BCS .set
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.mute
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@@ -505,41 +528,41 @@ do_fade:
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.set
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STA !REG_CURRENT_VOLUME
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STA !REG_MSU_VOLUME
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JML spc_continue
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JML SPCContinue
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command_ff:
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CPX !VAL_COMMAND_LOAD_NEW_BANK : BNE command_f3
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JML spc_continue
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.command_ff:
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CPX !VAL_COMMAND_LOAD_NEW_BANK : BNE .command_f3
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JML SPCContinue
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command_f3:
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CPX !VAL_COMMAND_FULL_VOLUME : BNE command_f2
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.command_f3:
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CPX !VAL_COMMAND_FULL_VOLUME : BNE .command_f2
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STX !REG_SPC_CONTROL
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LDA !VAL_VOLUME_FULL
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STA !REG_TARGET_VOLUME
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JML spc_continue
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JML SPCContinue
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command_f2:
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CPX !VAL_COMMAND_FADE_HALF : BNE command_f1
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.command_f2:
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CPX !VAL_COMMAND_FADE_HALF : BNE .command_f1
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STX !REG_SPC_CONTROL
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LDA !VAL_VOLUME_HALF
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STA !REG_TARGET_VOLUME
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JML spc_continue
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JML SPCContinue
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command_f1:
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CPX !VAL_COMMAND_FADE_OUT : BNE command_f0
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.command_f1:
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CPX !VAL_COMMAND_FADE_OUT : BNE .command_f0
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STX !REG_SPC_CONTROL
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STZ !REG_TARGET_VOLUME
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STZ !REG_CURRENT_MSU_TRACK
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JML spc_continue
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JML SPCContinue
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command_f0:
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CPX !VAL_COMMAND_STOP_PLAYBACK : !BLT load_track
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.command_f0:
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CPX !VAL_COMMAND_STOP_PLAYBACK : !BLT .load_track
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CPX !VAL_COMMAND_MUTE_SPC : BEQ + ; Don't allow executing the mute/umute
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CPX !VAL_COMMAND_UNMUTE_SPC : BNE ++ ; commands during NMI like this
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+ : LDA.b #$00 : STA !REG_MUSIC_CONTROL
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++ : JML spc_continue
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++ : JML SPCContinue
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load_track:
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.load_track:
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CPX !REG_CURRENT_MSU_TRACK : BNE +
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- : CPX #27 : BEQ +
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TXA
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@@ -590,9 +613,14 @@ load_track:
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LDA MSUExtendedFallbackList-1,X : BRA -
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+
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STA !REG_MUSIC_CONTROL
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JML spc_continue
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JML SPCContinue
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fanfare_preload:
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;--------------------------------------------------------------------------------
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;================================================================================
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; Wait for the fanfare music to start, or else it can get skipped entirely
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;--------------------------------------------------------------------------------
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FanfarePreload:
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STA !REG_MUSIC_CONTROL_REQUEST ; thing we wrote over
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PHA
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JSL CheckMusicLoadRequest
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@@ -600,8 +628,12 @@ fanfare_preload:
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PLA
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- : CMP !REG_SPC_CONTROL : BNE -
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JML AddReceivedItem_doneWithSoundEffects
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;--------------------------------------------------------------------------------
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pendant_fanfare:
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;================================================================================
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; Wait for pendant fanfare to finish
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;--------------------------------------------------------------------------------
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PendantFanfareWait:
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LDA TournamentSeed : BNE .spc
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LDA FastFanfare : BNE .done
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REP #$20
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@@ -614,15 +646,18 @@ pendant_fanfare:
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LDA !REG_MSU_DELAYED_COMMAND : BNE .continue
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LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_AUDIO_PLAYING : BEQ .done
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.continue
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jml pendant_continue
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jml PendantFanfareContinue
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.spc
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SEP #$20
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LDA !REG_SPC_CONTROL : BNE .continue
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.done
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jml pendant_done
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jml PendantFanfareDone
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;--------------------------------------------------------------------------------
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crystal_fanfare:
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;================================================================================
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; Wait for crystal fanfare to finish
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;--------------------------------------------------------------------------------
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CrystalFanfareWait:
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LDA TournamentSeed : BNE .spc
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LDA FastFanfare : BNE .done
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REP #$20
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@@ -635,24 +670,30 @@ crystal_fanfare:
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LDA !REG_MSU_DELAYED_COMMAND : BNE .continue
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LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_AUDIO_PLAYING : BEQ .done
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.continue
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jml crystal_continue
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jml CrystalFanfareContinue
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.spc
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SEP #$20
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LDA !REG_SPC_CONTROL : BNE .continue
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.done
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jml crystal_done
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jml CrystalFanfareDone
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;--------------------------------------------------------------------------------
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startup_wait:
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;================================================================================
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; Delay input scanning on startup/S&Q to avoid hard-lock from button mashing
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;--------------------------------------------------------------------------------
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StartupWait:
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LDA $11 : CMP.b #$04 : BCC .done ; thing we wrote over
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LDA !REG_SPC_CONTROL : BEQ .done-1
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CMP.b #$01 : BEQ .done
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CLC
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.done
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RTL
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;--------------------------------------------------------------------------------
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ending_wait:
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;================================================================================
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; Wait for ending credits music to finish
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;--------------------------------------------------------------------------------
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EndingMusicWait:
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REP #$20
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LDA !REG_MSU_ID_01 : CMP !VAL_MSU_ID_01 : BNE .done
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LDA !REG_MSU_ID_23 : CMP !VAL_MSU_ID_23 : BNE .done
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@@ -664,3 +705,4 @@ ending_wait:
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SEP #$20
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LDA.b #$22
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RTL
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;--------------------------------------------------------------------------------
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