Files
alttpr-baserom/music.asm

216 lines
6.3 KiB
NASM

;--------------------------------------------------------------------------------
PreOverworld_LoadProperties_ChooseMusic:
; A: scratch space (value never used)
; Y: set to overworld animated tileset
; X: set to music track/command id
JSL.l FixFrogSmith ; Just a convenient spot to install this hook
LDY.b #$58 ; death mountain animated tileset.
LDA $8A : ORA #$40 ; check both light and dark world DM at the same time
CMP.b #$43 : BEQ +
CMP.b #$45 : BEQ +
CMP.b #$47 : BEQ +
LDY.b #$5A ; Main overworld animated tileset
; if we are in the light world go ahead and set chosen selection
;LDA $7EF3CA : BEQ .checkInverted+4
+ JSL Overworld_DetermineMusic
.lastCheck
LDA $0132 : CMP.b #$F2 : BNE +
CPX $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 $4370
LDX.b #$3E
LDA.w #$FF00
.clear_hdma_table
STA $1B00, X : STA $1B40, X
STA $1B80, X : STA $1BC0, X
STA $1C00, X : STA $1C40, X
STA $1C80, X
DEX #2 : BPL .clear_hdma_table
LDA.w #$0000 : STA $7EC007 : STA $7EC009
SEP #$20
JSL $00D7C8 ; $57C8 IN ROM
LDA.b #$80 : STA $9B
JSL Overworld_DetermineAmbientSFX
JSL Overworld_DetermineMusic
.done
STX $012C
LDA $11 : STA $010C
STZ $11
STZ $B0
STZ $0200
STZ $0710
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
BirdTravel_LoadTargetAreaMusic:
JSL Overworld_DetermineAmbientSFX
JSL Overworld_DetermineMusic
STZ $04C8 ; Clear peg puzzle count
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
;X to be set to music track to load
Overworld_DetermineMusic:
LDA $7EF3C5 : CMP.b #$02 : !BGE +
LDX.b #$03 ; If phase < 2, play the rain music
BRA .done
+ LDA $8A : CMP.b #$43 : BEQ .darkMountain
CMP.b #$45 : BEQ .darkMountain
CMP.b #$47 : BEQ .darkMountain
LDX.b #$02 ; hyrule field theme
LDA $7EF3CA : BEQ +
LDX.b #$09 ; default dark world theme
; Check if we're entering the village
+ LDA $8A : CMP.b #$18 : BNE +
; Check what phase we're in
; LDA $7EF3C5 : CMP.b #$03 : !BGE .bunny
LDX.b #$07 ; Default village theme (phase <3)
BRA .bunny
; Check if we're entering the lost woods
+ CMP.b #$00 : BNE +
LDA $7EF300 : AND.b #$40 : BNE .bunny
LDX.b #$05 ; lost woods theme
BRA .bunny
+ LDA $8A : CMP.b #$40 : BNE +
LDX #$0F ; dark woods theme
BRA .bunny
.darkMountain
LDX.b #$0D ; dark mountain theme
.bunny
; if not inverted and light world, or inverted and dark world, skip moon pearl check
LDA $7EF3CA : CLC : ROL #$03 : CMP InvertedMode : BEQ .done
LDA $7EF357 : BNE .done
LDX #$04 ; bunny theme
.done
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
;$012D to be set to any ambient SFX for the area
Overworld_DetermineAmbientSFX:
LDA $7EF3C5 : CMP.b #$02 : !BGE +
BRA .done ; rain state sfx handled elsewhere
+ LDA $8A : CMP.b #$43 : BEQ .darkMountain
CMP.b #$45 : BEQ .darkMountain
CMP.b #$47 : BEQ .darkMountain
CMP.b #$70 : BEQ .mire
LDA.b #$05 : BRA .setSfx ; silence
.mire
LDA $7EF2F0 : AND.b #$20 : BNE .done
LDA.b #$01 : BRA .setSfx ; Misery Mire rain SFX
.darkMountain
LDA.b #$09 : BRA .setSfx ; set storm ambient SFX
.setSfx
CMP $0131 : BEQ +
STA $012D
+ STZ $012D
.done
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
;0 = Is Kakariko Overworld
;1 = Not Kakariko Overworld
PsychoSolder_MusicCheck:
LDA $040A : CMP.b #$18 : BNE .done ; thing we overwrote - check if overworld location is Kakariko
LDA $1B ; 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 $7EF37A : CMP.b #$7F : BEQ .done
.doFade
LDA.b #$F1 : STA $012C ; thing we wrote over, fade out music
.done
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; This is the where the music can change due to an UW transition
;
; On entry, A=16bit XY=8bit, A & X safe to mod, Y unknown
Underworld_DoorDown_Entry:
LDX #$FF ; some junk value to be used later to determine if the below lines will change the track
LDA.l $7EF3C5 : AND.w #$00FF : CMP.w #2 : !BLT .vanilla
LDA.l DRMode : BNE .done
.vanilla ; thing we wrote over
LDA $A0 : CMP.w #$0012 : BNE +
LDX.b #$14 ; value for Sanc music
BRA .done
+ LDA $A2 : CMP.w #$0012 : BNE .done
LDX.b #$10 ; value for Hyrule Castle music
.done
LDA $A0 : RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; Check if the boss in ToH has been defeated (16-bit accumulator)
CheckHeraBossDefeated:
LDA $7EF00F : AND #$00FF
RTL
;--------------------------------------------------------------------------------