Files
alttpr-baserom/msu.asm
cassidy e4d917c47c First pass-through adding labels
Added items, equipment, and tracking/indicators
Added playername changes
Removed some defines
2021-12-16 17:19:54 -05:00

829 lines
24 KiB
NASM

;=======================================
;
; 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_RESUME = #$04
!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
!FLAG_RESUME_CANCEL = #$01
!FLAG_RESUME_FADEIN = #$02
!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 = $4210
!VAL_COMMAND_STOP_PLAYBACK = #$F0
!VAL_COMMAND_FADE_OUT = #$F1
!VAL_COMMAND_FADE_HALF = #$F2
!VAL_COMMAND_FULL_VOLUME = #$F3
!VAL_COMMAND_MUTE_SPC = #$FA
!VAL_COMMAND_UNMUTE_SPC = #$FB
!VAL_COMMAND_LOAD_NEW_BANK = #$FF
!VAL_VOLUME_INCREMENT = #$10
!VAL_VOLUME_DECREMENT = #$02
!VAL_VOLUME_HALF = #$80
!VAL_VOLUME_FULL = #$FF
;================================================================================
; Check if A has an overworld track
;--------------------------------------------------------------------------------
IsOverworldTrack:
CMP #02 : BEQ .yes ; 2 - Hyrule Field
CMP #03 : BEQ .yes ; 3 - Time of Falling Rain
CMP #04 : BEQ .yes ; 4 - The Silly Pink Rabbit
CMP #05 : BEQ .yes ; 5 - Forest of Mystery
CMP #07 : BEQ .yes ; 7 - Kakariko Village
CMP #09 : BEQ .yes ; 9 - Dark Golden Land
CMP #15 : BEQ .yes ; 15 - Dark Woods
CMP #60 : BEQ .yes ; 60 - Light World OW (after ped pull)
CMP #61 : BEQ .yes ; 61 - Dark World OW (with all crystals)
.no
CLC : RTS
.yes
SEC : RTS
;--------------------------------------------------------------------------------
;================================================================================
; Check if the track in A should be resumed
;--------------------------------------------------------------------------------
IsResumableTrack:
PHA
LDA MSUResumeType : BEQ +
PLA
JSR IsOverworldTrack
RTS
+
PLA
SEC
RTS
;--------------------------------------------------------------------------------
;================================================================================
; Extended OST/SPC fallback, decide which track to actually play
;--------------------------------------------------------------------------------
CheckMusicLoadRequest:
PHP : PHB : PHD : REP #$30 : PHA : PHX : PHY
LDA #$0000 : TCD : SEP #$20 : PHA : PLB
LDA !REG_MUSIC_CONTROL_REQUEST : BEQ .skip+3 : BMI .skip+3
CMP !REG_CURRENT_COMMAND : BNE .continue
CMP.b #22 : BNE .skip ; Check GT when mirroring from upstairs
LDA !REG_CURRENT_MSU_TRACK : CMP.b #59 : BNE .skip
LDA.b #$00 : STA !REG_CURRENT_COMMAND
BRA .continue
.skip
LDA !REG_MUSIC_CONTROL_REQUEST
STA !REG_MUSIC_CONTROL : STZ !REG_MUSIC_CONTROL_REQUEST
REP #$30 : PLY : PLX : PLA : PLD : PLB : PLP
RTL
.continue
LDA TournamentSeed : BNE +++
LDA !REG_MSU_PACK_REQUEST
CMP !REG_MSU_PACK_CURRENT : BEQ +++
CMP !REG_MSU_PACK_COUNT : !BLT ++
CMP #$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 MSUInit_check_fallback
+++
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 ++
+ : JMP .mute
++
LDX !REG_MSU_ID_01 : CPX !VAL_MSU_ID_01 : BEQ +
- : JMP .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 #15 : 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 CrystalsField : CMP.b #$7F : BNE --
- : PLA
LDA.b #61 : BRA .check_fallback-3
.darkwoods
PHA
LDA CrystalsField : CMP.b #$7F : BEQ -
LDA CurrentWorld : 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
.check_fallback
LDX !REG_MUSIC_CONTROL_REQUEST
LDA MusicShuffleTable-1,X : 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 !VAL_COMMAND_MUTE_SPC
BRA .load
.secondary_fallback
LDX !REG_MUSIC_CONTROL_REQUEST : LDA MSUExtendedFallbackList-1,X
PHX
TAX : LDA MusicShuffleTable-1,X
PLX
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
TAX : LDA MusicShuffleTable-1,X
STA !REG_MUSIC_CONTROL_REQUEST
JMP .check_fallback
.unmute
LDA.b !VAL_COMMAND_UNMUTE_SPC
.load
REP #$10
STZ $4200
- : STA !REG_SPC_CONTROL : CMP !REG_SPC_CONTROL : BNE - ; Wait until mute/unmute command is ACK'ed
- : STZ !REG_SPC_CONTROL : LDA !REG_SPC_CONTROL : BNE - ; Wait until mute/unmute command is completed
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 #$09
LDA $8A ; Dark Death Mountain
CMP.b #$43 : BEQ + : CMP.b #$45 : BEQ + : CMP.b #$47 : BEQ +
LDX.b #$05
+
CMP.b #$70 : BNE + ; Misery Mire
LDA $7EF2F0 : AND.b #$20 : BEQ .rain
+
LDA ProgressIndicator : 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
REP #$30 : PLY : PLX : PLA : PLD : PLB : PLP
RTL
.sfx_indoors
LDA !REG_MUSIC_CONTROL_REQUEST : STA !REG_MUSIC_CONTROL : STZ !REG_MUSIC_CONTROL_REQUEST
SEP #$20 : LDA.b #$05 : STA $012D
REP #$30 : PLY : PLX : PLA : PLD : PLB : PLP
JML Module_PreDungeon_setAmbientSfx
;--------------------------------------------------------------------------------
;================================================================================
; Fade out music if we're changing tracks on a stair transition
;--------------------------------------------------------------------------------
SpiralStairsPreCheck:
REP #$20 ; thing we wrote over
LDA $A0
CMP.w #$000C : BNE +
LDA !REG_CURRENT_MSU_TRACK : AND.w #$00FF : CMP.w #59 : BNE .done
BRA .fade
+
CMP.w #$006B : BNE .done+2
LDA TournamentSeed : CMP.w #$0001 : BEQ +
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
+
LDA BigKeyField : AND.w #$0004 : BEQ .done ; Check that we have the GT big key
LDA !REG_MSU_FALLBACK_TABLE+7 : AND.w #$0004 : BEQ .done ; Check that we have the extended track
.fade
LDX.b #$F1 : STX !REG_MUSIC_CONTROL_REQUEST
.done
LDA $A0 ; thing we wrote over
RTL
;--------------------------------------------------------------------------------
;================================================================================
; Change music on stair transition (ToH/GT)
;--------------------------------------------------------------------------------
SpiralStairsPostCheck:
LDA $A0
CMP.w #$000C : BNE +
; Ganon's tower entrance
LDX $0130 : CPX.b #$F1 : BNE .done ; Check that we were fading out
LDX #22 : STX !REG_MUSIC_CONTROL_REQUEST
BRA .done
+
CMP.w #$006B : BNE .done
; Ganon's tower upstairs (with big key)
LDX $0130 : CPX.b #$F1 : BNE .done ; Check that we were fading out
LDX #59 : STX !REG_MUSIC_CONTROL_REQUEST
.done
LDX.b #$1C : LDA $A0 ; thing we wrote over
RTL
;--------------------------------------------------------------------------------
;================================================================================
; Make sure expanded OST tracks load properly after death/fairy revival
;--------------------------------------------------------------------------------
StoreMusicOnDeath:
STA.l $7EC227 ; thing we wrote over
LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_AUDIO_PLAYING : BEQ .done
LDA !REG_CURRENT_MSU_TRACK : STA.l $7EC227
.done
RTL
;--------------------------------------------------------------------------------
;================================================================================
; Check if MSU-1 is enabled and scan for missing tracks
;--------------------------------------------------------------------------------
MSUInit:
PHP
LDA #$00
STA !MSU_LOADED_TRACK
STA !MSU_RESUME_TRACK
STA !MSU_RESUME_TIME : STA !MSU_RESUME_TIME+1 : STA !MSU_RESUME_TIME+2 : STA !MSU_RESUME_TIME+3
STA !MSU_RESUME_CONTROL
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
;--------------------------------------------------------------------------------
;================================================================================
; Stop MSU-1 audio track and save the current position when approriate
;--------------------------------------------------------------------------------
MSUStopPlaying:
PHA : XBA : PHA
LDA !MSU_LOADED_TRACK
JSR IsResumableTrack : BCC +
; dont save if we already saved recently
REP #$20
LDA !MSU_RESUME_TRACK : AND #$00FF : BEQ ++
LDA !NMI_COUNTER : !SUB !MSU_RESUME_TIME : PHA
LDA !NMI_COUNTER+2 : SBC !MSU_RESUME_TIME+2 : BNE +++
PLA : CMP MSUResumeTimer : !BLT .too_early
BRA ++
+++
PLA
++
; saving
LDA !NMI_COUNTER : STA !MSU_RESUME_TIME
LDA !NMI_COUNTER+2 : STA !MSU_RESUME_TIME+2
SEP #$20
LDA !MSU_LOADED_TRACK : STA !MSU_RESUME_TRACK
LDA #$00 : STA !MSU_LOADED_TRACK ; dont take this path if we're calling again
LDA !FLAG_MSU_RESUME : STA !REG_MSU_CONTROL ; save this track's position
PLA : XBA : PLA
RTS
.too_early
SEP #$20
+
LDA #$00 : STA !REG_MSU_CONTROL
PLA : XBA : PLA
RTS
;--------------------------------------------------------------------------------
;================================================================================
; Play MSU-1 audio track
;--------------------------------------------------------------------------------
MSUMain:
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 SPCContinue
.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 +
JMP .command_ff
+
LDA !REG_MSU_DELAYED_COMMAND : BEQ .do_fade
.check_busy
LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_AUDIO_BUSY : BNE -
.ready
LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_TRACK_MISSING : BNE -
.start
LDA !MSU_RESUME_CONTROL : BIT !FLAG_RESUME_CANCEL : BEQ +
EOR !FLAG_RESUME_CANCEL : STA !MSU_RESUME_CONTROL
REP #$20 : LDA !REG_MSU_LOADED_TRACK : STA !REG_MSU_TRACK : SEP #$20
BRA -
+
LDA !VAL_VOLUME_FULL
STA !REG_TARGET_VOLUME
LDA !MSU_RESUME_CONTROL : BIT !FLAG_RESUME_FADEIN : BEQ +
EOR !FLAG_RESUME_FADEIN : STA !MSU_RESUME_CONTROL
LDA #$00
BRA ++
+
LDA !VAL_VOLUME_FULL
++
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 SPCContinue
.do_fade:
LDA !REG_CURRENT_VOLUME : CMP !REG_TARGET_VOLUME : BNE +
JML SPCContinue
+ : BCC .increment
.decrement
SBC !VAL_VOLUME_DECREMENT : BCC .mute
CMP !REG_TARGET_VOLUME : !BGE .set
LDA !REG_TARGET_VOLUME : BRA .set
.mute
STZ !REG_CURRENT_VOLUME
JSR MSUStopPlaying
BRA .set
.increment
ADC !VAL_VOLUME_INCREMENT : BCS .max
CMP !REG_TARGET_VOLUME : !BLT .set
LDA !REG_TARGET_VOLUME : BRA .set
.max
LDA !VAL_VOLUME_FULL
.set
STA !REG_CURRENT_VOLUME
STA !REG_MSU_VOLUME
JML SPCContinue
.command_ff:
CPX !VAL_COMMAND_LOAD_NEW_BANK : BNE .command_f3
JML SPCContinue
.command_f3:
CPX !VAL_COMMAND_FULL_VOLUME : BNE .command_f2
LDA !VAL_VOLUME_FULL
STA !REG_TARGET_VOLUME
JML SPCContinue
.command_f2:
CPX !VAL_COMMAND_FADE_HALF : BNE .command_f1
LDA !VAL_VOLUME_HALF
STA !REG_TARGET_VOLUME
JML SPCContinue
.command_f1:
CPX !VAL_COMMAND_FADE_OUT : BNE .command_f0
STZ !REG_TARGET_VOLUME
STZ !REG_CURRENT_MSU_TRACK
JML SPCContinue
.command_f0:
CPX !VAL_COMMAND_STOP_PLAYBACK : !BLT .load_track
CPX !VAL_COMMAND_MUTE_SPC : BEQ + ; Don't allow executing the mute/umute
CPX !VAL_COMMAND_UNMUTE_SPC : BNE ++ ; commands during NMI like this
+ : LDA.b #$00 : STA !REG_MUSIC_CONTROL
++ : JML SPCContinue
.load_track:
CPX !REG_CURRENT_MSU_TRACK : BNE +
- : CPX #27 : BEQ +
TXA
JMP .done+1
+
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 -
+
JSR MSUStopPlaying
PHX : PHA : TXA : PLX
REP #$20
BEQ +
-
!ADD.w #100
DEX : BNE -
+
STA !REG_MSU_TRACK
STA !REG_MSU_LOADED_TRACK
SEP #$20
PLX
TXA : CMP !MSU_RESUME_TRACK : BNE + ; dont resume if too late
REP #$20
LDA !NMI_COUNTER : !SUB !MSU_RESUME_TIME : PHA
LDA !NMI_COUNTER+2 : SBC !MSU_RESUME_TIME+2 : BNE ++
PLA : CMP MSUResumeTimer : !BGE +++
SEP #$20
LDA !FLAG_RESUME_FADEIN : BRA .done_resume
++
PLA
+++
SEP #$20
LDA !FLAG_RESUME_CANCEL
.done_resume:
STA !MSU_RESUME_CONTROL
LDA #$00 : STA !MSU_RESUME_TRACK
+
CPX #07 : BNE + ; Kakariko Village
LDA $10 : CMP #$07 : BNE +
; we're in link's house -> ignore
LDA #$00
BRA ++
+
TXA
++
STA !MSU_LOADED_TRACK
STX !REG_CURRENT_MSU_TRACK
LDA !REG_MSU_PACK_CURRENT : CMP #$FE : !BLT +
LDA #$00 : BRA ++
+ : LDA MSUTrackList-1,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 SPCContinue
;--------------------------------------------------------------------------------
;================================================================================
; Wait for the fanfare music to start, or else it can get skipped entirely
;--------------------------------------------------------------------------------
FanfarePreload:
STA.l !REG_MUSIC_CONTROL_REQUEST ; thing we wrote over
PHA
JSL CheckMusicLoadRequest
WAI
PLA
- : CMP.l !REG_SPC_CONTROL : BNE -
JML AddReceivedItem_doneWithSoundEffects
;--------------------------------------------------------------------------------
;================================================================================
; Wait for pendant fanfare to finish
;--------------------------------------------------------------------------------
PendantFanfareWait:
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
.continue
jml PendantFanfareContinue
.spc
SEP #$20
LDA.l !REG_SPC_CONTROL : BNE .continue
.done
jml PendantFanfareDone
;--------------------------------------------------------------------------------
;================================================================================
; Wait for crystal fanfare to finish
;--------------------------------------------------------------------------------
CrystalFanfareWait:
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
.continue
jml CrystalFanfareContinue
.spc
SEP #$20
LDA.l !REG_SPC_CONTROL : BNE .continue
.done
jml CrystalFanfareDone
;--------------------------------------------------------------------------------
;================================================================================
; Delay input scanning on startup/S&Q to avoid hard-lock from button mashing
;--------------------------------------------------------------------------------
StartupWait:
LDA $11 : CMP.b #$04 : BCC .done ; thing we wrote over
LDA !REG_SPC_CONTROL : BEQ .done-1
CMP.b #$01 : BEQ .done
CLC
.done
RTL
;--------------------------------------------------------------------------------
;================================================================================
; Wait for ending credits music to finish
;--------------------------------------------------------------------------------
EndingMusicWait:
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.b $50 : BNE .done
LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_AUDIO_PLAYING : BNE .wait
.done
SEP #$20
LDA.b #$22
RTL
;--------------------------------------------------------------------------------