Files
alttpr-baserom/music.asm
cassidoxa 09d15f3294 Another WRAM label pass
Deleted compression.asm
2022-11-22 00:36:39 -05:00

273 lines
8.1 KiB
NASM

;--------------------------------------------------------------------------------
PreOverworld_LoadProperties_ChooseMusic:
; A: scratch space (value never used)
; Y: set to overworld animated tileset
; X: set to music track/command id
JSR.w 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 $0132 : CMP.b #$F2 : BNE +
CPX.w $0130 : BNE +
; If the last played command ($0132) was half volume (#$F2)
; and the actual song playing ($0130) is same as the one for this area (X)
; then play the full volume command (#F3) instead of restarting the song
LDX.b #$F3
+
JML.l PreOverworld_LoadProperties_SetSong
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
Overworld_FinishMirrorWarp:
REP #$20
LDA.w #$2641 : STA.w DMAP7
LDX.b #$3E
LDA.w #$FF00
.clear_hdma_table
STA.w $1B00, X : STA.w $1B40, X
STA.w $1B80, X : STA.w $1BC0, X
STA.w $1C00, X : STA.w $1C40, X
STA.w $1C80, X
DEX #2 : BPL .clear_hdma_table
LDA.w #$0000 : STA.l $7EC007 : STA.l $7EC009
SEP #$20
JSL $00D7C8 ; $57C8 IN ROM
LDA.b #$80 : STA.b $9B
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 $0131 : 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
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; Check if the boss in ToH has been defeated (16-bit accumulator)
CheckHeraBossDefeated:
LDA $7EF00F : AND #$00FF
RTL
;--------------------------------------------------------------------------------