MSU coding style cleanup

This commit is contained in:
qwertymodo
2019-12-19 11:42:44 -08:00
parent 605a344368
commit d9481fe346
3 changed files with 99 additions and 57 deletions

132
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 +
@@ -372,15 +383,23 @@ 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
LDA NoBGM : BNE .done
@@ -444,29 +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
@@ -486,13 +510,12 @@ 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
.mute
@@ -505,41 +528,41 @@ do_fade:
.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
.command_f3:
CPX !VAL_COMMAND_FULL_VOLUME : BNE .command_f2
STX !REG_SPC_CONTROL
LDA !VAL_VOLUME_FULL
STA !REG_TARGET_VOLUME
JML spc_continue
JML SPCContinue
command_f2:
CPX !VAL_COMMAND_FADE_HALF : BNE command_f1
.command_f2:
CPX !VAL_COMMAND_FADE_HALF : BNE .command_f1
STX !REG_SPC_CONTROL
LDA !VAL_VOLUME_HALF
STA !REG_TARGET_VOLUME
JML spc_continue
JML SPCContinue
command_f1:
CPX !VAL_COMMAND_FADE_OUT : BNE command_f0
.command_f1:
CPX !VAL_COMMAND_FADE_OUT : BNE .command_f0
STX !REG_SPC_CONTROL
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
@@ -590,9 +613,14 @@ 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
@@ -600,8 +628,12 @@ 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
@@ -614,15 +646,18 @@ 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
@@ -635,24 +670,30 @@ 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
@@ -664,3 +705,4 @@ ending_wait:
SEP #$20
LDA.b #$22
RTL
;--------------------------------------------------------------------------------