Merge branch 'OWMain' into overworld_kara
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@@ -580,8 +580,8 @@ dw $00bc, $00a2, $00a3, $00c2, $001a, $0049, $0014, $008c
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; Ice Many Pots, Swamp Waterfall, GT Gauntlet 3, Eastern Push Block, Eastern Courtyard, Eastern Map Valley
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; Eastern Cannonball, HC East Hall
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dw $009f, $0066, $005d, $00a8, $00a9, $00aa, $00b9, $0052
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; HC West Hall, TR Dash Bridge, TR Hub, Pod Arena, GT Petting Zoo
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dw $0050, $00c5, $00c6, $0009, $0003, $002a, $007d
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; HC West Hall, TR Dash Bridge, TR Hub, Pod Arena, GT Petting Zoo, Ice Spike Cross
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dw $0050, $00c5, $00c6, $0009, $0003, $002a, $007d, $005e
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dw $ffff
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; dungeon tables
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11
hooks.asm
11
hooks.asm
@@ -1668,6 +1668,17 @@ dw !REG_MUSIC_CONTROL
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org $0CF05F
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dw !REG_MUSIC_CONTROL
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; Conditionally disable UW music changes in Door Rando
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org $028ADB ; <- Bank02.asm:2088-2095 (LDX.b #$14 : LDA $A0 ...)
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JSL.l Underworld_DoorDown_Entry : CPX #$10
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db $B0, $21 ; BCS $028B04
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BRA + : NOP #6 : +
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org $02C3F2 ; <- Bank02.asm:10521 Unused call
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Underworld_DoorDown_Call:
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org $02C3F3
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dw $8AD9 ; address of Bank02.asm:2085
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;--------------------------------------------------------------------------------
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;================================================================================
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23
music.asm
23
music.asm
@@ -52,7 +52,8 @@ PreOverworld_LoadProperties_ChooseMusic:
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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 $7EF3CA : BEQ .checkInverted+4
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JSL OWWorldCheck : BEQ .checkInverted+4
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LDX.b #$0F ; dark woods theme
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@@ -68,7 +69,7 @@ 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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JSL OWWorldCheck : 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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@@ -285,3 +286,21 @@ Overworld_MosaicDarkWorldChecks:
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.done
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RTL
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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; This is the where the music can change due to an UW transition
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;
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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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LDA.l DRMode : TAX : LDA $A0 : CPX #0 : BNE .done
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.vanilla ; thing we wrote over
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LDX #$14 ;: LDA $A0
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CMP.w #$0012 : BEQ .done
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LDX.b #$10 ; value for Hyrule Castle music
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CMP.w #$0002 : BEQ .done
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.done
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RTL
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;--------------------------------------------------------------------------------
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@@ -398,7 +398,7 @@ StraightStairsTrapDoor:
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.animateTraps
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lda #$05 : sta $11
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inc $0468 : stz $068e : stz $0690
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++ rtl
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++ JSL Underworld_DoorDown_Call : rtl
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+ JML Dungeon_ApproachFixedColor ; what we wrote over
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}
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@@ -31,6 +31,10 @@ db #$b0 ; BCS to replace BEQ
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org $06907f ; < 3107f - sprite_prep.asm:2170 (LDA $7EF3CA)
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lda $8a : and.b #$40
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; Dark Bonk Rocks Rain Sequence Guards (allowing Tile Swap on Dark Bonk Rocks)
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;org $09c957 ; <- 4c957
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;dw #$cb5f ; matches value on Central Bonk Rocks screen
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;(replacing -> LDA $8A : AND.b #$40)
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org $00d8c4 ; < ? - Bank00.asm:4068 ()
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jsl.l OWWorldCheck
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@@ -848,7 +848,7 @@ db #$08 ; #$08 = 1 Heart (default) - #$02 = 1/4 Heart
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;================================================================================
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org $308169 ; PC 0x180169
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AgahnimDoorStyle:
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db #$02 ; #00 = Never Locked - #$01 = Locked During Escape (default) - #$02 = Locked Without 7 Crystals
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db #$01 ; #00 = Never Locked - #$01 = Locked During Escape (default) - #$02 = Locked Without 7 Crystals
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;================================================================================
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org $30816A ; PC 0x18016A
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FreeItemText:
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