Merge branch 'dr_sram' of https://github.com/cassidoxa/z3randomizer into cassidoxa-dr_sram
# Conflicts: # hooks.asm # menu/overworldmap.asm # music.asm
This commit is contained in:
46
music.asm
46
music.asm
@@ -22,7 +22,7 @@ PreOverworld_LoadProperties_ChooseMusic:
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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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;LDA ProgressIndicator : 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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@@ -33,7 +33,7 @@ PreOverworld_LoadProperties_ChooseMusic:
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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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LDA OverworldEventDataWRAM+$80 : AND.b #$40 : BEQ +
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LDX.b #$02 ; Default light world theme
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+
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@@ -45,14 +45,14 @@ PreOverworld_LoadProperties_ChooseMusic:
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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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LDA ProgressIndicator : 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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LDA CurrentWorld : BEQ .checkInverted+4
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LDX.b #$0F ; dark woods theme
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@@ -68,10 +68,10 @@ PreOverworld_LoadProperties_ChooseMusic:
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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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LDA CurrentWorld : 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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LDA MoonPearlEquipment : BNE +
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LDX.b #$04 ; bunny theme
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+
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@@ -117,8 +117,8 @@ Overworld_FinishMirrorWarp:
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LDX.b #$04 ; bunny theme
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; if not inverted and light world, or inverted and dark world, skip moon pearl check
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LDA $7EF3CA : CLC : ROL #$03 : CMP InvertedMode : BEQ +
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LDA $7EF357 : BEQ .endOfLightWorldChecks
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LDA CurrentWorld : CLC : ROL #$03 : CMP InvertedMode : BEQ +
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LDA MoonPearlEquipment : BEQ .endOfLightWorldChecks
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+
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LDX.b #$09 ; default dark world theme
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@@ -129,7 +129,7 @@ Overworld_FinishMirrorWarp:
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; Check if we're entering the lost woods
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CMP.b #$00 : BNE +
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LDA $7EF300 : AND.b #$40 : BNE .endOfLightWorldChecks
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LDA OverworldEventDataWRAM+$80 : AND.b #$40 : BNE .endOfLightWorldChecks
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LDX.b #$05 ; lost woods theme
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BRA .endOfLightWorldChecks
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+
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@@ -138,7 +138,7 @@ Overworld_FinishMirrorWarp:
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CMP.b #$18 : BNE .endOfLightWorldChecks
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; Check what phase we're in
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; LDA $7EF3C5 : CMP.b #$03 : !BGE .endOfLightWorldChecks
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; LDA ProgressIndicator : CMP.b #$03 : !BGE .endOfLightWorldChecks
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LDX.b #$07 ; Default village theme (phase <3)
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.endOfLightWorldChecks
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@@ -158,7 +158,7 @@ Overworld_FinishMirrorWarp:
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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 MoonPearlEquipment : ORA InvertedMode : BNE +
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LDX #$04 ; bunny theme
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+
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@@ -185,7 +185,7 @@ BirdTravel_LoadTargetAreaMusic:
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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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;LDA ProgressIndicator : 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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@@ -196,7 +196,7 @@ BirdTravel_LoadTargetAreaMusic:
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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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;LDA OverworldEventDataWRAM+$80 : AND.b #$40 : BEQ +
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; LDX.b #$02 ; Default light world theme
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;+
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@@ -208,21 +208,21 @@ BirdTravel_LoadTargetAreaMusic:
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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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LDA ProgressIndicator : 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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LDA CurrentWorld : BEQ .checkInverted+4
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LDX.b #$09 ; dark overworld theme
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LDA $8A
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; Misery Mire rain SFX
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CMP.b #$70 : BNE ++
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LDA $7EF2F0 : AND.b #$20 : BNE ++
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LDA OverworldEventDataWRAM+$70 : AND.b #$20 : BNE ++
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LDA.b #$01 : CMP $0131 : BEQ +
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STA $012D
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+ : BRA .checkInverted
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@@ -236,16 +236,16 @@ BirdTravel_LoadTargetAreaMusic:
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BRA .checkInverted
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.darkMountain
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LDA $7EF37A : CMP.b #$7F : BEQ +
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LDA CrystalsField : CMP.b #$7F : BEQ +
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LDX.b #$0D ; dark death mountain theme
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+ : LDA.b #$09 : STA $012D
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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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LDA CurrentWorld : 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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LDA MoonPearlEquipment : BNE +
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LDX.b #$04 ; bunny theme
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+
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@@ -275,7 +275,7 @@ Overworld_MosaicDarkWorldChecks:
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CMP.b #$51 : bne .doFade
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.checkCrystals
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LDA $7EF37A : CMP.b #$7F : BEQ .done
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LDA CrystalsField : CMP.b #$7F : BEQ .done
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.doFade
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LDA.b #$F1 : STA $012C ; thing we wrote over, fade out music
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@@ -290,7 +290,7 @@ Overworld_MosaicDarkWorldChecks:
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; On entry, A=16bit XY=8bit, A & X safe to mod, Y unknown
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Underworld_DoorDown_Entry:
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LDX #$FF ; some junk value to be used later to determine if the below lines will change the track
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LDA.l $7EF3C5 : AND.w #$00FF : CMP.w #2 : !BLT .vanilla
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LDA.l ProgressIndicator : AND.w #$00FF : CMP.w #2 : !BLT .vanilla
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LDA.l DRMode : BNE .done
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.vanilla ; thing we wrote over
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@@ -306,6 +306,6 @@ Underworld_DoorDown_Entry:
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;--------------------------------------------------------------------------------
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; Check if the boss in ToH has been defeated (16-bit accumulator)
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CheckHeraBossDefeated:
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LDA $7EF00F : AND #$00FF
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RTL
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LDA RoomDataWRAM[$08].high : AND #$00FF
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RTL
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;--------------------------------------------------------------------------------
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