Change GT2 music to only play upstairs
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@@ -207,13 +207,6 @@ RTL
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PostItemAnimation:
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LDA.b #$00 : STA !ITEM_BUSY ; mark item as finished
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LDA $02D8 : CMP #$32 : BNE + ; Big Key
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LDA $1B : BEQ + ; Check that we're indoors
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LDA $040C : CMP #$1A : BNE + ; Check that we're in Ganon's Tower
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LDA !REG_MSU_FALLBACK_TABLE+7 : AND #$04 : BEQ +
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LDA.b #59 : STA !REG_MUSIC_CONTROL_REQUEST
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+
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LDA $7F509F : BEQ +
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STZ $1CF0 : STZ $1CF1 ; reset decompression buffer
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JSL.l Main_ShowTextMessage_Alt
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@@ -1447,6 +1447,15 @@ 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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org $028B7A ; <- C220 A5A0 - Bank02.asm:2225 (REP #$20 : LDA $A0)
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JSL SpiralStairsPreCheck
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org $029069 ; <- A21C A5A0 - Bank02.asm:3081 (LDX.b #$1C : LDA $A0)
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JSL SpiralStairsPostCheck
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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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19
msu.asm
19
msu.asm
@@ -146,8 +146,14 @@
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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 : BMI .skip : CMP !REG_CURRENT_COMMAND : BNE .continue
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LDA !REG_MUSIC_CONTROL_REQUEST : BEQ .skip+3 : BMI .skip+3
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CMP !REG_CURRENT_COMMAND : BNE .continue
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CMP.b #22 : BNE .continue ; Check GT when mirroring from upstairs
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LDA !REG_CURRENT_MSU_TRACK : CMP.b #59 : BNE .skip
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LDA.b #$00 : STA !REG_CURRENT_COMMAND
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BRA .continue
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.skip
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LDA !REG_MUSIC_CONTROL_REQUEST
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STA !REG_MUSIC_CONTROL : STZ !REG_MUSIC_CONTROL_REQUEST
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PLY : PLX : PLA : PLP
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RTL
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@@ -170,9 +176,7 @@ CheckMusicLoadRequest:
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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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; Shut down NMI until music loads
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+++ : STZ $4200
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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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LDA NoBGM : BNE +
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@@ -224,13 +228,6 @@ CheckMusicLoadRequest:
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CMP.b #$08 : BNE .check_fallback ; Hyrule Castle 2
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.dungeon
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LDA $040C : LSR : !ADD.b #33 : STA !REG_MUSIC_CONTROL_REQUEST
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CMP.b #46 : BNE .check_fallback
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; Ganon's Tower
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LDA $7EF366 : AND.b #$04 : BEQ .check_fallback ; Check if we have the GT big key
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LDA !REG_MSU_FALLBACK_TABLE+7 : AND.b #$04 : BEQ .check_fallback ; Check if the 2nd GT track exists
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LDA.b #59
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STA !REG_MUSIC_CONTROL_REQUEST
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.check_fallback
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LDA !REG_MUSIC_CONTROL_REQUEST : DEC : PHA
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