;======================================= ; ; MSU-1 Enhanced Audio Patch ; Zelda no Densetsu - Kamigami no Triforce ; Modified for VT Randomizer ; ; Author: qwertymodo ; ; Track List: ; ; 1 - Title ~ Link to the Past ; 2 - Hyrule Field ; 3 - Time of Falling Rain ; 4 - The Silly Pink Rabbit ; 5 - Forest of Mystery ; 6 - Seal of Seven Maidens ; 7 - Kakariko Village ; 8 - Dimensional Shift (Mirror) ; 9 - Dark Golden Land ; 10 - Unsealing the Master Sword ; 11 - Beginning of the Journey ; 12 - Soldiers of Kakariko Village ; 13 - Black Mist ; 14 - Guessing Game House ; 15 - Dark Woods ; 16 - Majestic Castle ; 17 - Lost Ancient Ruins ; 18 - Dank Dungeons ; 19 - Great Victory! ; 20 - Safety in the Sanctuary ; 21 - Anger of the Guardians ; 22 - Dungeon of Shadows ; 23 - Fortune Teller ; 24 - Dank Dungeons (Copy) ; 25 - Princess Zelda's Rescue ; 26 - Meeting the Maidens ; 27 - The Goddess Appears ; 28 - Priest of the Dark Order ; 29 - Release of Ganon ; 30 - Ganon's Message ; 31 - The Prince of Darkness ; 32 - Power of the Gods ; 33 - Epilogue ~ Beautiful Hyrule ; 34 - Staff Roll ; ; Dungeon-specific tracks ; ; 35 - Eastern Palace ; 36 - Desert Palace ; 37 - Agahnim's Tower ; 38 - Swamp Palace ; 39 - Palace of Darkness ; 40 - Misery Mire ; 41 - Skull Woods ; 42 - Ice Palace ; 43 - Tower of Hera ; 44 - Thieves' Town ; 45 - Turtle Rock ; 46 - Ganon's Tower ; 59 - Ganon's Tower (Upstairs) ; ; Bosses ; ; 47 - Eastern Palace ; 48 - Desert Palace ; 49 - Agahnim's Tower ; 50 - Swamp Palace ; 51 - Palace of Darkness ; 52 - Misery Mire ; 53 - Skull Woods ; 54 - Ice Palace ; 55 - Tower of Hera ; 56 - Thieves' Town ; 57 - Turtle Rock ; 58 - Ganon's Tower ; ; Additional tracks ; ; 60 - Light World OW (after ped pull) ; 61 - Dark World OW (with all crystals) ; ;======================================= !REG_MSU_STATUS = $2000 !REG_MSU_ID_0 = $2002 !REG_MSU_ID_1 = $2003 !REG_MSU_ID_2 = $2004 !REG_MSU_ID_3 = $2005 !REG_MSU_ID_4 = $2006 !REG_MSU_ID_5 = $2007 !REG_MSU_ID_01 = $2002 !REG_MSU_ID_23 = $2004 !REG_MSU_ID_45 = $2006 !VAL_MSU_ID_0 = #$53 ; 'S' !VAL_MSU_ID_1 = #$2D ; '-' !VAL_MSU_ID_2 = #$4D ; 'M' !VAL_MSU_ID_3 = #$53 ; 'S' !VAL_MSU_ID_4 = #$55 ; 'U' !VAL_MSU_ID_5 = #$31 ; '1' !VAL_MSU_ID_01 = #$2D53 ; 'S-' !VAL_MSU_ID_23 = #$534D ; 'MS' !VAL_MSU_ID_45 = #$3155 ; 'U1' !REG_MSU_TRACK = $2004 !REG_MSU_TRACK_LO = $2004 !REG_MSU_TRACK_HI = $2005 !REG_MSU_VOLUME = $2006 !REG_MSU_CONTROL = $2007 !FLAG_MSU_PLAY = #$01 !FLAG_MSU_REPEAT = #$02 !FLAG_MSU_STATUS_TRACK_MISSING = #$08 !FLAG_MSU_STATUS_AUDIO_PLAYING = #$10 !FLAG_MSU_STATUS_AUDIO_REPEATING = #$20 !FLAG_MSU_STATUS_AUDIO_BUSY = #$40 !FLAG_MSU_STATUS_DATA_BUSY = #$80 !REG_CURRENT_MSU_TRACK = $010B !REG_CURRENT_VOLUME = $0127 !REG_TARGET_VOLUME = $0129 !REG_CURRENT_TRACK = $0130 !REG_CURRENT_COMMAND = $0133 !REG_SPC_CONTROL = $2140 !REG_NMI_FLAGS = $4210 !VAL_COMMAND_FADE_OUT = #$F1 !VAL_COMMAND_FADE_HALF = #$F2 !VAL_COMMAND_FULL_VOLUME = #$F3 !VAL_COMMAND_LOAD_NEW_BANK = #$FF !VAL_VOLUME_INCREMENT = #$10 !VAL_VOLUME_DECREMENT = #$02 !VAL_VOLUME_HALF = #$80 !VAL_VOLUME_FULL = #$FF CheckMusicLoadRequest: PHP : REP #$10 : PHA : PHX : PHY LDA !REG_MUSIC_CONTROL_REQUEST : BEQ .skip : BMI .skip : CMP !REG_CURRENT_COMMAND : BNE .continue .skip STA !REG_MUSIC_CONTROL : STZ !REG_MUSIC_CONTROL_REQUEST PLY : PLX : PLA : PLP RTL .continue LDA TournamentSeed : BNE +++ LDA !REG_MSU_PACK_REQUEST CMP !REG_MSU_PACK_CURRENT : BEQ +++ CMP !REG_MSU_PACK_COUNT : !BLT ++ CMP #$FE : !BLT + STA !REG_MSU_PACK_CURRENT SEP #$10 LDA #$00 LDX #$07 - STA !REG_MSU_FALLBACK_TABLE,X DEX : BPL - REP #$10 BRA +++ + : LDA !REG_MSU_PACK_CURRENT : STA !REG_MSU_PACK_REQUEST ++ : STA !REG_MSU_PACK_CURRENT JSL msu_init_check_fallback ; Shut down NMI until music loads +++ : STZ $4200 LDA !REG_MUSIC_CONTROL_REQUEST : CMP #$08 : BEQ ++ ; Mirror SFX is not affected by NoBGM or pack $FE LDA NoBGM : BNE + LDA !REG_MSU_PACK_CURRENT : CMP #$FE : BNE ++ + : BRL .mute ++ LDX !REG_MSU_ID_01 : CPX !VAL_MSU_ID_01 : BEQ + - : BRL .unmute + LDX !REG_MSU_ID_23 : CPX !VAL_MSU_ID_23 : BNE - LDX !REG_MSU_ID_45 : CPX !VAL_MSU_ID_45 : BNE - SEP #$10 ; Load alternate or dungeon-specific tracks LDA !REG_MUSIC_CONTROL_REQUEST CMP.b #02 : BEQ .lightworld CMP.b #09 : BEQ .darkworld CMP.b #13 : BEQ .darkwoods CMP.b #16 : BEQ .castle CMP.b #17 : BEQ .dungeon CMP.b #22 : BEQ .dungeon CMP.b #21 : BNE .check_fallback ;.boss LDA $040C : LSR : !ADD.b #45 BRA .check_fallback-3 .lightworld PHA LDA $7EF300 : AND.b #$40 : BEQ + PLA LDA.b #60 : BRA .check_fallback-3 + - : PLA : BRA .check_fallback-3 .darkworld PHA LDA $7EF371 : CMP.b #$7F : BNE - PLA LDA.b #61 : BRA .check_fallback-3 .darkwoods PHA LDA $7EF3CA : BEQ - LDA $8A : CMP #$40 : BNE - PLA LDA.b #15 : BRA .check_fallback-3 .castle LDA $040C CMP.b #$08 : BNE .check_fallback ; Hyrule Castle 2 .dungeon LDA $040C : LSR : !ADD.b #33 : STA !REG_MUSIC_CONTROL_REQUEST CMP.b #46 : BNE .check_fallback ; Ganon's Tower LDA $7EF366 : AND.b #$04 : BEQ .check_fallback ; Check if we have the GT big key LDA !REG_MSU_FALLBACK_TABLE+7 : AND.b #$04 : BEQ .check_fallback ; Check if the 2nd GT track exists LDA.b #59 STA !REG_MUSIC_CONTROL_REQUEST .check_fallback LDA !REG_MUSIC_CONTROL_REQUEST : DEC : PHA AND.b #$07 : TAY PLA : LSR #3 : TAX LDA !REG_MSU_FALLBACK_TABLE,X : BEQ .secondary_fallback : CMP.b #$FF : BEQ .mute - : CPY #$00 : BEQ + LSR : DEY : BRA - + AND.b #$01 : BEQ .secondary_fallback .mute LDA.b #$FF : STA $2140 LDA.b #SPCMutePayload : STA $00 LDA.b #SPCMutePayload>>8 : STA $01 LDA.b #SPCMutePayload>>16 BRA .load .secondary_fallback LDX !REG_MUSIC_CONTROL_REQUEST : LDA MSUExtendedFallbackList-1,X CMP !REG_MUSIC_CONTROL_REQUEST : BEQ .unmute CPX #35 : !BLT + CPX #47 : !BLT .dungeon_fallback + STA !REG_MUSIC_CONTROL_REQUEST BRA .check_fallback .dungeon_fallback PHB : REP #$10 LDX $040C LDA.b #Music_Eastern>>16 : PHA : PLB ; Set bank to music pointers LDY $00 : PHY REP #$20 LDA MSUDungeonFallbackList,X : STA $00 SEP #$20 LDA ($00) PLY : STY $00 : SEP #$10 : PLB STA !REG_MUSIC_CONTROL_REQUEST BRA .check_fallback .unmute LDA.b #$FF : STA $2140 LDA.b #SPCUnmutePayload : STA $00 LDA.b #SPCUnmutePayload>>8 : STA $01 LDA.b #SPCUnmutePayload>>16 .load REP #$10 JSL Sound_LoadLightWorldSongBank_do_load LDA.b #$01 : STA !REG_SPC_LOADING ; Re-enable NMI and joypad LDA.b #$81 : STA $4200 LDA !REG_MUSIC_CONTROL_REQUEST : CMP.b #08 : BEQ .done+3 ; No SFX during warp track LDA $10 CMP.b #$07 : BEQ .sfx_indoors CMP.b #$0E : BEQ .sfx_indoors CMP.b #$09 : BNE .done .sfx_outdoors SEP #$10 LDX.b #$05 LDA $8A : CMP.b #$70 : BNE + ; Misery Mire LDA $7EF2F0 : AND.b #$20 : BEQ .rain + LDA $7EF3C5 : CMP.b #$02 : BCS + .rain LDX.b #$01 + STX $012D REP #$10 .done LDA !REG_MUSIC_CONTROL_REQUEST : STA !REG_MUSIC_CONTROL : STZ !REG_MUSIC_CONTROL_REQUEST PLY : PLX : PLA : PLP RTL .sfx_indoors LDA !REG_MUSIC_CONTROL_REQUEST : STA !REG_MUSIC_CONTROL : STZ !REG_MUSIC_CONTROL_REQUEST PLY : PLX : PLA : PLP JML Module_PreDungeon_setAmbientSfx msu_init: PHP LDA NoBGM : BNE .done REP #$20 LDA !REG_MSU_ID_01 : CMP !VAL_MSU_ID_01 : BNE .done LDA !REG_MSU_ID_23 : CMP !VAL_MSU_ID_23 : BNE .done LDA !REG_MSU_ID_45 : CMP !VAL_MSU_ID_45 : BNE .done ; Count the number of available MSU-1 packs LDA.w #$0000 LDX.b #$FF LDY.b #$01 SEP #$20 .check_pack TYA REP #$20 STA !REG_MSU_TRACK !ADD.w #100 INX SEP #$20 TAY .wait_pack LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_AUDIO_BUSY : BNE .wait_pack LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_TRACK_MISSING : BEQ .check_pack TXA : STA !REG_MSU_PACK_COUNT BRA + ; Check the current MSU-1 pack for tracks that require SPC fallback .check_fallback PHP : SEP #$10 LDA NoBGM : BNE .done + : LDA.b #64 LDX.b #7 LDY.b #7 .check_track STA !REG_MSU_TRACK_LO STZ !REG_MSU_TRACK_HI PHA CLC .wait_track LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_AUDIO_BUSY : BNE .wait_track LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_TRACK_MISSING : BNE + SEC + LDA !REG_MSU_FALLBACK_TABLE,X : ROL : STA !REG_MSU_FALLBACK_TABLE,X DEY : BPL .next_track DEX : BPL + PLA .done PLP RTL + LDY.b #7 .next_track PLA : DEC BRA .check_track msu_main: SEP #$20 ; set 8-BIT accumulator LDA $4210 ; thing we wrote over REP #$20 ; set 16-BIT accumulator LDA !REG_MSU_ID_01 : CMP !VAL_MSU_ID_01 : BEQ .continue .nomsu SEP #$30 JML spc_continue .continue LDA !REG_MSU_ID_23 : CMP !VAL_MSU_ID_23 : BNE .nomsu LDA !REG_MSU_ID_45 : CMP !VAL_MSU_ID_45 : BNE .nomsu SEP #$30 LDX !REG_MUSIC_CONTROL : BEQ + BRL command_ff + LDA !REG_MSU_DELAYED_COMMAND : BEQ do_fade msu_check_busy: LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_AUDIO_BUSY : BEQ .ready JML spc_continue .ready LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_TRACK_MISSING : BEQ .start JML spc_continue .start LDA !VAL_VOLUME_FULL STA !REG_TARGET_VOLUME STA !REG_CURRENT_VOLUME STA !REG_MSU_VOLUME LDA !REG_CURRENT_MSU_TRACK : DEC : PHA AND.b #$07 : TAY PLA : LSR #3 : TAX LDA !REG_MSU_FALLBACK_TABLE,X : BEQ +++ : CMP.b #$FF : BEQ ++ - : CPY #$00 : BEQ + LSR : DEY : BRA - + AND.b #$01 : BEQ +++ ++ : LDA !REG_MSU_DELAYED_COMMAND +++ : STA !REG_MSU_CONTROL LDA.b #$00 STA !REG_MSU_DELAYED_COMMAND JML spc_continue do_fade: LDA !REG_CURRENT_VOLUME : CMP !REG_TARGET_VOLUME : BNE .continue JML spc_continue .continue BCC .increment .decrement SBC !VAL_VOLUME_DECREMENT : BCS .set .mute STZ !REG_CURRENT_VOLUME STZ !REG_MSU_CONTROL BRA .set .increment ADC !VAL_VOLUME_INCREMENT : BCC .set LDA !VAL_VOLUME_FULL .set STA !REG_CURRENT_VOLUME STA !REG_MSU_VOLUME JML spc_continue command_ff: CPX !VAL_COMMAND_LOAD_NEW_BANK : BNE command_f3 JML spc_continue command_f3: CPX !VAL_COMMAND_FULL_VOLUME : BNE command_f2 STX !REG_SPC_CONTROL LDA !VAL_VOLUME_FULL STA !REG_TARGET_VOLUME JML spc_continue command_f2: CPX !VAL_COMMAND_FADE_HALF : BNE command_f1 STX !REG_SPC_CONTROL LDA !VAL_VOLUME_HALF STA !REG_TARGET_VOLUME JML spc_continue command_f1: CPX !VAL_COMMAND_FADE_OUT : BNE load_track STX !REG_SPC_CONTROL STZ !REG_TARGET_VOLUME STZ !REG_CURRENT_MSU_TRACK JML spc_continue load_track: CPX !REG_CURRENT_MSU_TRACK : BNE + - : CPX #27 : BEQ + JML spc_continue + CPX !REG_CURRENT_COMMAND : BEQ - LDA.b #$00 : XBA LDA !REG_MSU_PACK_CURRENT : BEQ + - : CMP !REG_MSU_PACK_COUNT : !BLT + !SUB !REG_MSU_PACK_COUNT : BRA - + PHX : PHA : TXA : PLX REP #$20 BEQ + - !ADD.w #100 DEX : BNE - + STA !REG_MSU_TRACK SEP #$20 STZ !REG_MSU_CONTROL PLX STX !REG_CURRENT_MSU_TRACK LDA !REG_MSU_PACK_CURRENT : CMP #$FE : !BLT + LDA #$00 : BRA ++ + : LDA MSUTrackList,X ++ : STA !REG_MSU_DELAYED_COMMAND LDA MSUExtendedFallbackList-1,X CMP.b #17 : BEQ + CMP.b #22 : BEQ + CMP.b #35 : !BLT .done CMP.b #47 : !BGE .done + : PHB : REP #$10 LDX $040C LDA.b #Music_Eastern>>16 : PHA : PLB ; Set bank to music pointers LDY $00 : PHY REP #$20 LDA MSUDungeonFallbackList,X : STA $00 SEP #$20 LDA ($00) PLY : STY $00 : SEP #$10 : PLB .done - : TAX : CMP MSUExtendedFallbackList-1,X : BEQ + LDA MSUExtendedFallbackList-1,X : BRA - + STA !REG_MUSIC_CONTROL JML spc_continue ; No longer used, keeping as a reference for ; multi-pack fallback with the new lookup table ; Delete this once lookup fallback supports multi-pack .fallback STA !REG_CURRENT_MSU_TRACK TAX LDA.b #$00 : XBA LDA !REG_MSU_PACK_CURRENT : BEQ + - CMP !REG_MSU_PACK_COUNT : !BLT + !SUB !REG_MSU_PACK_COUNT : BRA - + PHA : TXA : PLX REP #$20 BEQ + - !ADD.w #100 DEX : BNE - + STA !REG_MSU_TRACK SEP #$20 JML spc_continue pendant_fanfare: LDA TournamentSeed : BNE .spc LDA FastFanfare : BNE .done REP #$20 LDA !REG_MSU_ID_01 : CMP !VAL_MSU_ID_01 : BNE .spc LDA !REG_MSU_ID_23 : CMP !VAL_MSU_ID_23 : BNE .spc LDA !REG_MSU_ID_45 : CMP !VAL_MSU_ID_45 : BNE .spc SEP #$20 LDA !REG_MSU_PACK_CURRENT : CMP #$FE : !BGE .spc LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_TRACK_MISSING : BNE .spc LDA !REG_MSU_DELAYED_COMMAND : BNE .continue LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_AUDIO_PLAYING : BEQ .done .playing LDA #$00 : STA !REG_SPC_LOADING .continue jml pendant_continue .spc SEP #$20 LDA !REG_SPC_CONTROL : BNE .playing LDA !REG_SPC_LOADING : BNE .continue .done jml pendant_done crystal_fanfare: LDA TournamentSeed : BNE .spc LDA FastFanfare : BNE .done REP #$20 LDA !REG_MSU_ID_01 : CMP !VAL_MSU_ID_01 : BNE .spc LDA !REG_MSU_ID_23 : CMP !VAL_MSU_ID_23 : BNE .spc LDA !REG_MSU_ID_45 : CMP !VAL_MSU_ID_45 : BNE .spc SEP #$20 LDA !REG_MSU_PACK_CURRENT : CMP #$FE : !BGE .spc LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_TRACK_MISSING : BNE .spc LDA !REG_MSU_DELAYED_COMMAND : BNE .continue LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_AUDIO_PLAYING : BEQ .done .playing LDA #$00 : STA !REG_SPC_LOADING .continue jml crystal_continue .spc SEP #$20 LDA !REG_SPC_CONTROL : BNE .playing LDA !REG_SPC_LOADING : BNE .continue .done jml crystal_done ending_wait: REP #$20 LDA !REG_MSU_ID_01 : CMP !VAL_MSU_ID_01 : BNE .done LDA !REG_MSU_ID_23 : CMP !VAL_MSU_ID_23 : BNE .done LDA !REG_MSU_ID_45 : CMP !VAL_MSU_ID_45 : BNE .done SEP #$20 .wait LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_AUDIO_PLAYING : BNE .wait .done SEP #$20 LDA.b #$22 RTL