242 lines
7.8 KiB
NASM
242 lines
7.8 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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JSL FixFrogSmith ; Just a convenient spot to install this hook
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LDY.b #$58 ; death mountain animated tileset.
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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 +
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CMP.b #$45 : BEQ +
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CMP.b #$47 : BEQ +
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LDY.b #$5A ; Main overworld animated tileset
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+ JSL Overworld_DetermineMusic
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.lastCheck
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LDA.w MusicControlQueue : CMP.b #$F2 : BNE +
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CPX.w LastAPUCommand : BNE +
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; If the last played command (MusicControlQueue) was half volume (#$F2)
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; and the actual song playing (LastAPUCommand) is same as the one for this area (X)
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; then play the full volume command (#F3) instead of restarting the song
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LDX.b #$F3
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+
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JML 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 IrisPtr+$0000, X : STA.w IrisPtr+$0040, X
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STA.w IrisPtr+$0080, X : STA.w IrisPtr+$00C0, X
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STA.w IrisPtr+$0100, X : STA.w IrisPtr+$0140, X
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STA.w IrisPtr+$0180, X
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DEX #2 : BPL .clear_hdma_table
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LDA.w #$0000 : STA.l FadeTimer : STA.l FadeDirection
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SEP #$20
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JSL ReloadPreviouslyLoadedSheets
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LDA.b #$80 : STA.b HDMAENABLEQ
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JSL Overworld_DetermineAmbientSFX
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JSL Overworld_DetermineMusic
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.done
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STX.w MusicControlRequest
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LDA.b GameSubMode : STA.w GameSubModeCache
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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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JSL Overworld_DetermineAmbientSFX
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JSL Overworld_DetermineMusic
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STZ.w $04C8 ; Clear peg puzzle count
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RTL
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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Overworld_DetermineAndSetMusic:
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PHX
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JSL Overworld_DetermineMusic : STX.w MusicControlRequest
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PLX
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RTL
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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;X to be set to music track to load
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Overworld_DetermineMusic:
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LDA.l ProgressIndicator : CMP.b #$02 : !BGE +
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LDX.b #$03 ; If phase < 2, play the rain music
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BRA .done
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+
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LDA.l CurrentWorld : BEQ +
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LDA.b OverworldIndex : ORA.b #$40
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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 : BEQ .darkMountain
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LDX.b #$09 ; default dark world theme
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BRA .default_set
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+
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LDX.b #$02 ; hyrule field theme
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.default_set
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; Check if we're entering the village
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LDA.b OverworldIndex : CMP.b #$18 : BNE +
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; Check what phase we're in
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; LDA ProgressIndicator : CMP.b #$03 : !BGE .bunny
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LDX.b #$07 ; Default village theme (phase <3)
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BRA .bunny
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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 .bunny
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LDX.b #$05 ; lost woods theme
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BRA .bunny
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+ CMP.b #$40 : BNE .bunny
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LDX.b #$0F ; dark woods theme
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BRA .bunny
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.darkMountain
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LDX.b #$0D ; dark mountain theme
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.bunny
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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 .done
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LDA.l MoonPearlEquipment : BNE .done
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LDX.b #$04 ; bunny theme
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.done
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RTL
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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;$012D to be set to any ambient SFX for the area
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Overworld_DetermineAmbientSFX:
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LDA.l ProgressIndicator : CMP.b #$02 : !BGE +
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BRA .done ; rain state sfx handled elsewhere
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+ LDA.b OverworldIndex : CMP.b #$43 : BEQ .darkMountain
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CMP.b #$45 : BEQ .darkMountain
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CMP.b #$47 : BEQ .darkMountain
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CMP.b #$70 : BEQ .mire
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LDA.b #$05 : BRA .setSfx ; silence
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.mire
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LDA OverworldEventDataWRAM+$70 : AND.b #$20 : BNE .done
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LDA.b #$01 : BRA .setSfx ; Misery Mire rain SFX
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.darkMountain
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LDA.b #$09 : BRA .setSfx ; set storm ambient SFX
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.setSfx
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CMP.w LastSFX1 : BEQ +
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STA.w SFX1
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+ STZ.w SFX1
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.done
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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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; 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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LDX.b #$FF ; some junk value to be used later to determine if the below lines will change the track
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LDA.l ProgressIndicator : AND.w #$00FF : CMP.w #2 : !BLT .vanilla
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LDA.l DRMode : BNE .done
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.vanilla ; thing we wrote over
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LDA.b RoomIndex : CMP.w #$0012 : BNE +
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LDX.b #$14 ; value for Sanc music
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BRA .done
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+ LDA.b PreviousRoom : CMP.w #$0012 : BNE .done
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LDX.b #$10 ; value for Hyrule Castle music
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.done
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LDA.b RoomIndex : RTL
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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CheckHeraBossDefeated_AlsoCheckMusic:
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LDA.w LastAPUCommand : AND.w #$00FF : CMP.w #$0015 : BNE + ; if boss music is playing
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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.l RoomDataWRAM[$07].high : AND.w #$00FF : BNE +
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CLC : RTL
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+ SEC : RTL
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FallingMusicFadeOut:
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CMP.w #$0017 ; what we wrote over
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BNE .return
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LDA.w LastAPUCommand : AND.w #$00FF : CMP.w #$0015 ; if boss music is playing, then fade out
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.return
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RTL
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;--------------------------------------------------------------------------------
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FixHalfVolumeOnSpawnExitToOverworld:
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BEQ .exit : STA.w MusicControlRequest ; what we wrote over
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LDA.w DungeonID : BNE .exit
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LDA.b LinkPosY+1 : ROR : LDA.b LinkPosY : ROR
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CMP.b #$DC : BCS .exit ; check if link loading in room from a spawn
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; set queue to half volume to trigger full volume on exit
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LDA.b #$F2 : STA.w MusicControlQueue
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.exit
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RTL
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;--------------------------------------------------------------------------------
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