273 lines
8.1 KiB
NASM
273 lines
8.1 KiB
NASM
;--------------------------------------------------------------------------------
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PreOverworld_LoadProperties_ChooseMusic:
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; A: scratch space (value never used)
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; Y: set to overworld animated tileset
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; X: set to music track/command id
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JSR.w FixFrogSmith ; Just a convenient spot to install this hook
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LDY.b #$58 ; death mountain animated tileset.
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LDX.b #$02 ; Default light world theme
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LDA.b OverworldIndex : ORA.b #$40 ; check both light and dark world DM at the same time
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CMP.b #$43 : BEQ .endOfLightWorldChecks
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CMP.b #$45 : BEQ .endOfLightWorldChecks
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CMP.b #$47 : BEQ .endOfLightWorldChecks
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LDY.b #$5A ; Main overworld animated tileset
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; Skip village and lost woods checks if entering dark world or a special area
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LDA.b OverworldIndex : CMP.b #$40 : !BGE .notVillageOrWoods
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LDX.b #$07 ; Default village theme
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; Check if we're entering the village
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LDA.b OverworldIndex : CMP.b #$18 : BEQ .endOfLightWorldChecks
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; For NA release would we also branch on indexes #$22 #$28 #$29
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LDX.b #$05 ; Lost woods theme
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; check if we've pulled from the master sword pedestal
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LDA.b OverworldEventDataWRAM+$80 : AND.b #$40 : BEQ +
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LDX.b #$02 ; Default light world theme
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+
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; check if we are entering lost woods
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LDA.b OverworldIndex : BEQ .endOfLightWorldChecks
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.notVillageOrWoods
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; Use the normal overworld (light world) music
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LDX.b #$02
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; Check phase ; In phase >= 2
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LDA.l ProgressIndicator : CMP.b #$02 : !BGE +
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; If phase < 2, play the legend music
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LDX.b #$03
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+
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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.l CurrentWorld : BEQ .checkInverted+4
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LDX.b #$0F ; dark woods theme
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; This music is used in dark woods
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LDA.b OverworldIndex
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CMP.b #$40 : BEQ +
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LDX.b #$0D ; dark death mountain theme
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; This music is used in dark death mountain
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CMP.b #$43 : BEQ + : CMP.b #$45 : BEQ + : CMP.b #$47 : BEQ +
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LDX.b #$09 ; dark overworld theme
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+
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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.l CurrentWorld : CLC : ROL #$03 : CMP.l InvertedMode : BEQ .lastCheck
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; Does Link have a moon pearl?
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LDA.l MoonPearlEquipment : BNE +
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LDX.b #$04 ; bunny theme
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+
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.lastCheck
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LDA.w $0132 : CMP.b #$F2 : BNE +
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CPX.w $0130 : BNE +
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; If the last played command ($0132) was half volume (#$F2)
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; and the actual song playing ($0130) is same as the one for this area (X)
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; then play the full volume command (#F3) instead of restarting the song
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LDX.b #$F3
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+
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JML.l PreOverworld_LoadProperties_SetSong
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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Overworld_FinishMirrorWarp:
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REP #$20
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LDA.w #$2641 : STA.w DMAP7
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LDX.b #$3E
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LDA.w #$FF00
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.clear_hdma_table
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STA.w $1B00, X : STA.w $1B40, X
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STA.w $1B80, X : STA.w $1BC0, X
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STA.w $1C00, X : STA.w $1C40, X
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STA.w $1C80, X
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DEX #2 : BPL .clear_hdma_table
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LDA.w #$0000 : STA.l $7EC007 : STA.l $7EC009
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SEP #$20
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JSL $00D7C8 ; $57C8 IN ROM
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LDA.b #$80 : STA.b $9B
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LDX.b #$04 ; bunny theme
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; if not inverted and light world, or inverted and dark world, skip moon pearl check
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LDA.l CurrentWorld : CLC : ROL #$03 : CMP.l InvertedMode : BEQ +
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LDA.l MoonPearlEquipment : BEQ .endOfLightWorldChecks
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+
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LDX.b #$09 ; default dark world theme
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LDA.b OverworldIndex : CMP.b #$40 : !BGE .endOfLightWorldChecks
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LDX.b #$02 ; hyrule field theme
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; Check if we're entering the lost woods
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CMP.b #$00 : BNE +
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LDA.l OverworldEventDataWRAM+$80 : AND.b #$40 : BNE .endOfLightWorldChecks
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LDX.b #$05 ; lost woods theme
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BRA .endOfLightWorldChecks
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+
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; Check if we're entering the village
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CMP.b #$18 : BNE .endOfLightWorldChecks
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; Check what phase we're in
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LDX.b #$07 ; Default village theme (phase <3)
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.endOfLightWorldChecks
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STX.w MusicControlRequest
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LDA.b OverworldIndex : CMP.b #$40 : BNE +
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LDX.b #$0F ; dark woods theme
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BRA .bunny
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+
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CMP.b #$43 : BEQ .darkMountain
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CMP.b #$45 : BEQ .darkMountain
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CMP.b #$47 : BNE .notDarkMountain
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.darkMountain
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LDA.b #$09 : STA.w SFX1 ; set storm ambient SFX
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LDX.b #$0D ; dark mountain theme
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.bunny
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LDA.l MoonPearlEquipment : ORA.l InvertedMode : BNE +
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LDX.b #$04 ; bunny theme
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+
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STX.w MusicControlRequest
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.notDarkMountain
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LDA.b GameSubMode : STA.w GameSubModeCache ; GameModeCache
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STZ.b GameSubMode
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STZ.b SubSubModule
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STZ.w SubModuleInterface
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STZ.w SkipOAM
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RTL
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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BirdTravel_LoadTargetAreaMusic:
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; Skip village and lost woods checks if entering dark world or a special area
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LDA.b OverworldIndex : CMP.b #$43 : BEQ .endOfLightWorldChecks
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CMP.b #$40 : !BGE .notVillageOrWoods
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LDX.b #$07 ; Default village theme
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; Check if we're entering the village
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LDA.b OverworldIndex : CMP.b #$18 : BEQ .endOfLightWorldChecks
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; For NA release would we also branch on indexes #$22 #$28 #$29
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; check if we are entering lost woods
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LDA.b OverworldIndex : BEQ .endOfLightWorldChecks
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.notVillageOrWoods
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; Use the normal overworld (light world) music
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LDX.b #$02
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; Check phase ; In phase >= 2
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LDA.l ProgressIndicator : CMP.b #$02 : !BGE +
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; If phase < 2, play the legend music
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LDX.b #$03
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+
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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.l CurrentWorld : BEQ .checkInverted+4
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LDX.b #$09 ; dark overworld theme
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LDA.b OverworldIndex
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; Misery Mire rain SFX
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CMP.b #$70 : BNE ++
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LDA.l OverworldEventDataWRAM+$70 : AND.b #$20 : BNE ++
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LDA.b #$01 : CMP.w $0131 : BEQ +
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STA.w SFX1
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+ : BRA .checkInverted
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++
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; This music is used in dark death mountain
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CMP.b #$43 : BEQ .darkMountain
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LDA.b #$05 : STA.w SFX1
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BRA .checkInverted
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.darkMountain
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LDA.l CrystalsField : CMP.b #$7F : BEQ +
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LDX.b #$0D ; dark death mountain theme
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+ : LDA.b #$09 : STA.w SFX1
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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.l CurrentWorld : CLC : ROL #$03 : CMP.l InvertedMode : BEQ .lastCheck
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; Does Link have a moon pearl?
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LDA.l MoonPearlEquipment : BNE +
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LDX.b #$04 ; bunny theme
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+
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.lastCheck
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RTL
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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;0 = Is Kakariko Overworld
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;1 = Not Kakariko Overworld
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PsychoSolder_MusicCheck:
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LDA.b OverworldIndex : CMP.b #$18 : BNE .done ; thing we overwrote - check if overworld location is Kakariko
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LDA.b IndoorsFlag ; Also check that we are outdoors
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.done
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RTL
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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; Additional dark world checks to determine whether or not to fade out music
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; on mosaic transitions
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;
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; On entry, A = $8A (overworld area being loaded)
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Overworld_MosaicDarkWorldChecks:
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CMP.b #$40 : beq .checkCrystals
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CMP.b #$42 : beq .checkCrystals
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CMP.b #$50 : beq .checkCrystals
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CMP.b #$51 : bne .doFade
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.checkCrystals
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LDA.l CrystalsField : CMP.b #$7F : BEQ .done
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.doFade
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LDA.b #$F1 : STA.w MusicControlRequest ; thing we wrote over, fade out music
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.done
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RTL
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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; Check if the boss in ToH has been defeated (16-bit accumulator)
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CheckHeraBossDefeated:
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LDA $7EF00F : AND #$00FF
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RTL
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;--------------------------------------------------------------------------------
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