Merge branch 'OWMain' into overworld_kara

This commit is contained in:
2021-07-17 12:19:56 -07:00
6 changed files with 40 additions and 6 deletions

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@@ -580,8 +580,8 @@ dw $00bc, $00a2, $00a3, $00c2, $001a, $0049, $0014, $008c
; Ice Many Pots, Swamp Waterfall, GT Gauntlet 3, Eastern Push Block, Eastern Courtyard, Eastern Map Valley
; Eastern Cannonball, HC East Hall
dw $009f, $0066, $005d, $00a8, $00a9, $00aa, $00b9, $0052
; HC West Hall, TR Dash Bridge, TR Hub, Pod Arena, GT Petting Zoo
dw $0050, $00c5, $00c6, $0009, $0003, $002a, $007d
; HC West Hall, TR Dash Bridge, TR Hub, Pod Arena, GT Petting Zoo, Ice Spike Cross
dw $0050, $00c5, $00c6, $0009, $0003, $002a, $007d, $005e
dw $ffff
; dungeon tables

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@@ -1668,6 +1668,17 @@ dw !REG_MUSIC_CONTROL
org $0CF05F
dw !REG_MUSIC_CONTROL
; Conditionally disable UW music changes in Door Rando
org $028ADB ; <- Bank02.asm:2088-2095 (LDX.b #$14 : LDA $A0 ...)
JSL.l Underworld_DoorDown_Entry : CPX #$10
db $B0, $21 ; BCS $028B04
BRA + : NOP #6 : +
org $02C3F2 ; <- Bank02.asm:10521 Unused call
Underworld_DoorDown_Call:
org $02C3F3
dw $8AD9 ; address of Bank02.asm:2085
;--------------------------------------------------------------------------------
;================================================================================

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@@ -52,7 +52,8 @@ PreOverworld_LoadProperties_ChooseMusic:
.endOfLightWorldChecks
; if we are in the light world go ahead and set chosen selection
LDA $7EF3CA : BEQ .checkInverted+4
;LDA $7EF3CA : BEQ .checkInverted+4
JSL OWWorldCheck : BEQ .checkInverted+4
LDX.b #$0F ; dark woods theme
@@ -68,7 +69,7 @@ PreOverworld_LoadProperties_ChooseMusic:
; if not inverted and light world, or inverted and dark world, skip moon pearl check
.checkInverted
LDA $7EF3CA : CLC : ROL #$03 : CMP InvertedMode : BEQ .lastCheck
JSL OWWorldCheck : CLC : ROL #$03 : CMP InvertedMode : BEQ .lastCheck
; Does Link have a moon pearl?
LDA $7EF357 : BNE +
@@ -285,3 +286,21 @@ Overworld_MosaicDarkWorldChecks:
.done
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; This is the where the music can change due to an UW transition
;
; On entry, A=16bit XY=8bit, A & X safe to mod, Y unknown
Underworld_DoorDown_Entry:
LDA.l DRMode : TAX : LDA $A0 : CPX #0 : BNE .done
.vanilla ; thing we wrote over
LDX #$14 ;: LDA $A0
CMP.w #$0012 : BEQ .done
LDX.b #$10 ; value for Hyrule Castle music
CMP.w #$0002 : BEQ .done
.done
RTL
;--------------------------------------------------------------------------------

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@@ -398,7 +398,7 @@ StraightStairsTrapDoor:
.animateTraps
lda #$05 : sta $11
inc $0468 : stz $068e : stz $0690
++ rtl
++ JSL Underworld_DoorDown_Call : rtl
+ JML Dungeon_ApproachFixedColor ; what we wrote over
}

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@@ -31,6 +31,10 @@ db #$b0 ; BCS to replace BEQ
org $06907f ; < 3107f - sprite_prep.asm:2170 (LDA $7EF3CA)
lda $8a : and.b #$40
; Dark Bonk Rocks Rain Sequence Guards (allowing Tile Swap on Dark Bonk Rocks)
;org $09c957 ; <- 4c957
;dw #$cb5f ; matches value on Central Bonk Rocks screen
;(replacing -> LDA $8A : AND.b #$40)
org $00d8c4 ; < ? - Bank00.asm:4068 ()
jsl.l OWWorldCheck

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@@ -848,7 +848,7 @@ db #$08 ; #$08 = 1 Heart (default) - #$02 = 1/4 Heart
;================================================================================
org $308169 ; PC 0x180169
AgahnimDoorStyle:
db #$02 ; #00 = Never Locked - #$01 = Locked During Escape (default) - #$02 = Locked Without 7 Crystals
db #$01 ; #00 = Never Locked - #$01 = Locked During Escape (default) - #$02 = Locked Without 7 Crystals
;================================================================================
org $30816A ; PC 0x18016A
FreeItemText: