;-------------------------------------------------------------------------------- PreOverworld_LoadProperties_ChooseMusic: ; A: scratch space (value never used) ; Y: set to overworld animated tileset ; X: set to music track/command id JSL FixFrogSmith ; Just a convenient spot to install this hook LDY.b #$58 ; death mountain animated tileset. LDX.b #$02 ; Default light world theme LDA.b OverworldIndex : ORA.b #$40 ; check both light and dark world DM at the same time CMP.b #$43 : BEQ .endOfLightWorldChecks CMP.b #$45 : BEQ .endOfLightWorldChecks CMP.b #$47 : BEQ .endOfLightWorldChecks LDY.b #$5A ; Main overworld animated tileset ; Skip village and lost woods checks if entering dark world or a special area LDA.b OverworldIndex : CMP.b #$40 : !BGE .notVillageOrWoods LDX.b #$07 ; Default village theme ; Check if we're entering the village LDA.b OverworldIndex : CMP.b #$18 : BEQ .endOfLightWorldChecks ; For NA release would we also branch on indexes #$22 #$28 #$29 LDX.b #$05 ; Lost woods theme ; check if we've pulled from the master sword pedestal LDA.b OverworldEventDataWRAM+$80 : AND.b #$40 : BEQ + LDX.b #$02 ; Default light world theme + ; check if we are entering lost woods LDA.b OverworldIndex : BEQ .endOfLightWorldChecks .notVillageOrWoods ; Use the normal overworld (light world) music LDX.b #$02 ; Check phase ; In phase >= 2 LDA.l ProgressIndicator : CMP.b #$02 : !BGE + ; If phase < 2, play the legend music LDX.b #$03 + .endOfLightWorldChecks ; if we are in the light world go ahead and set chosen selection LDA.l CurrentWorld : BEQ .checkInverted+4 LDX.b #$0F ; dark woods theme ; This music is used in dark woods LDA.b OverworldIndex CMP.b #$40 : BEQ + LDX.b #$0D ; dark death mountain theme ; This music is used in dark death mountain CMP.b #$43 : BEQ + : CMP.b #$45 : BEQ + : CMP.b #$47 : BEQ + LDX.b #$09 ; dark overworld theme + ; if not inverted and light world, or inverted and dark world, skip moon pearl check .checkInverted LDA.l CurrentWorld : CLC : ROL #$03 : CMP.l InvertedMode : BEQ .lastCheck ; Does Link have a moon pearl? LDA.l MoonPearlEquipment : BNE + LDX.b #$04 ; bunny theme + .lastCheck LDA.w MusicControlQueue : CMP.b #$F2 : BNE + CPX.w LastAPUCommand : BNE + ; If the last played command (MusicControlQueue) was half volume (#$F2) ; and the actual song playing (LastAPUCommand) is same as the one for this area (X) ; then play the full volume command (#F3) instead of restarting the song LDX.b #$F3 + JML PreOverworld_LoadProperties_SetSong ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- Overworld_FinishMirrorWarp: REP #$20 LDA.w #$2641 : STA.w DMAP7 LDX.b #$3E LDA.w #$FF00 .clear_hdma_table STA.w IrisPtr+$0000, X : STA.w IrisPtr+$0040, X STA.w IrisPtr+$0080, X : STA.w IrisPtr+$00C0, X STA.w IrisPtr+$0100, X : STA.w IrisPtr+$0140, X STA.w IrisPtr+$0180, X DEX #2 : BPL .clear_hdma_table LDA.w #$0000 : STA.l FadeTimer : STA.l FadeDirection SEP #$20 JSL ReloadPreviouslyLoadedSheets LDA.b #$80 : STA.b HDMAENABLEQ LDX.b #$04 ; bunny theme ; if not inverted and light world, or inverted and dark world, skip moon pearl check LDA.l CurrentWorld : CLC : ROL #$03 : CMP.l InvertedMode : BEQ + LDA.l MoonPearlEquipment : BEQ .endOfLightWorldChecks + LDX.b #$09 ; default dark world theme LDA.b OverworldIndex : CMP.b #$40 : !BGE .endOfLightWorldChecks LDX.b #$02 ; hyrule field theme ; Check if we're entering the lost woods CMP.b #$00 : BNE + LDA.l OverworldEventDataWRAM+$80 : AND.b #$40 : BNE .endOfLightWorldChecks LDX.b #$05 ; lost woods theme BRA .endOfLightWorldChecks + ; Check if we're entering the village CMP.b #$18 : BNE .endOfLightWorldChecks ; Check what phase we're in LDX.b #$07 ; Default village theme (phase <3) .endOfLightWorldChecks STX.w MusicControlRequest LDA.b OverworldIndex : CMP.b #$40 : BNE + LDX.b #$0F ; dark woods theme BRA .bunny + CMP.b #$43 : BEQ .darkMountain CMP.b #$45 : BEQ .darkMountain CMP.b #$47 : BNE .notDarkMountain .darkMountain LDA.b #$09 : STA.w SFX1 ; set storm ambient SFX LDX.b #$0D ; dark mountain theme .bunny LDA.l MoonPearlEquipment : ORA.l InvertedMode : BNE + LDX.b #$04 ; bunny theme + STX.w MusicControlRequest .notDarkMountain LDA.b GameSubMode : STA.w GameSubModeCache ; GameModeCache STZ.b GameSubMode STZ.b SubSubModule STZ.w SubModuleInterface STZ.w SkipOAM RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- BirdTravel_LoadTargetAreaMusic: ; Skip village and lost woods checks if entering dark world or a special area LDA.b OverworldIndex : CMP.b #$43 : BEQ .endOfLightWorldChecks CMP.b #$40 : !BGE .notVillageOrWoods LDX.b #$07 ; Default village theme ; Check if we're entering the village LDA.b OverworldIndex : CMP.b #$18 : BEQ .endOfLightWorldChecks ; For NA release would we also branch on indexes #$22 #$28 #$29 ; check if we are entering lost woods LDA.b OverworldIndex : BEQ .endOfLightWorldChecks .notVillageOrWoods ; Use the normal overworld (light world) music LDX.b #$02 ; Check phase ; In phase >= 2 LDA.l ProgressIndicator : CMP.b #$02 : !BGE + ; If phase < 2, play the legend music LDX.b #$03 + .endOfLightWorldChecks ; if we are in the light world go ahead and set chosen selection LDA.l CurrentWorld : BEQ .checkInverted+4 LDX.b #$09 ; dark overworld theme LDA.b OverworldIndex ; Misery Mire rain SFX CMP.b #$70 : BNE ++ LDA.l OverworldEventDataWRAM+$70 : AND.b #$20 : BNE ++ LDA.b #$01 : CMP.w LastSFX1 : BEQ + STA.w SFX1 + : BRA .checkInverted ++ ; This music is used in dark death mountain CMP.b #$43 : BEQ .darkMountain LDA.b #$05 : STA.w SFX1 BRA .checkInverted .darkMountain LDA.l CrystalsField : CMP.b #$7F : BEQ + LDX.b #$0D ; dark death mountain theme + : LDA.b #$09 : STA.w SFX1 ; if not inverted and light world, or inverted and dark world, skip moon pearl check .checkInverted LDA.l CurrentWorld : CLC : ROL #$03 : CMP.l InvertedMode : BEQ .lastCheck ; Does Link have a moon pearl? LDA.l MoonPearlEquipment : BNE + LDX.b #$04 ; bunny theme + .lastCheck RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ;0 = Is Kakariko Overworld ;1 = Not Kakariko Overworld PsychoSolder_MusicCheck: LDA.b OverworldIndex : CMP.b #$18 : BNE .done ; thing we overwrote - check if overworld location is Kakariko LDA.b IndoorsFlag ; Also check that we are outdoors .done RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; Additional dark world checks to determine whether or not to fade out music ; on mosaic transitions ; ; On entry, A = $8A (overworld area being loaded) Overworld_MosaicDarkWorldChecks: CMP.b #$40 : BEQ .checkCrystals CMP.b #$42 : BEQ .checkCrystals CMP.b #$50 : BEQ .checkCrystals CMP.b #$51 : BNE .doFade .checkCrystals LDA.l CrystalsField : CMP.b #$7F : BEQ .done .doFade LDA.b #$F1 : STA.w MusicControlRequest ; thing we wrote over, fade out music .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: LDX.b #$FF ; some junk value to be used later to determine if the below lines will change the track LDA.l ProgressIndicator : AND.w #$00FF : CMP.w #2 : !BLT .vanilla LDA.l DRMode : BNE .done .vanilla ; thing we wrote over LDA.b RoomIndex : CMP.w #$0012 : BNE + LDX.b #$14 ; value for Sanc music BRA .done + LDA.b PreviousRoom : CMP.w #$0012 : BNE .done LDX.b #$10 ; value for Hyrule Castle music .done LDA.b RoomIndex : RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; Check if the boss in ToH has been defeated (16-bit accumulator) CheckHeraBossDefeated: LDA.l RoomDataWRAM[$07].high : AND.w #$00FF : BEQ + SEC : RTL + CLC : RTL FallingMusicFadeOut: CMP.w #$0017 ; what we wrote over BNE .return LDA.w LastAPUCommand : AND.w #$00FF : CMP.w #$0015 ; if boss music is playing, then fade out .return RTL ;-------------------------------------------------------------------------------- FixPreAgaMusicFadeOut: LDA.l DRMode : TAX : CPX.b #$01 : BCS .exit_no_fade+1 LDA.b RoomIndex : CMP.w #$0030 : BEQ .exit_and_fade ; what we CMP.w #$0040 : BEQ .exit_and_fade ; wrote over .exit_no_fade SEC : RTL .exit_and_fade CLC : RTL ;--------------------------------------------------------------------------------