Files
alttpr-baserom/music.asm
2024-08-27 07:12:57 -05:00

233 lines
7.4 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 FixFrogSmith ; Just a convenient spot to install this hook
LDY.b #$58 ; death mountain animated tileset.
LDA.b OverworldIndex : ORA.b #$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 #$5A ; Main overworld animated tileset
+ JSL Overworld_DetermineMusic
.lastCheck
LDA.w MusicControlQueue : CMP.b #$F2 : BNE +
CPX.w LastAPUCommand : BNE +
; If the last played command (MusicControlQueue) was half volume (#$F2)
; and the actual song playing (LastAPUCommand) is same as the one for this area (X)
; then play the full volume command (#F3) instead of restarting the song
LDX.b #$F3
+
JML PreOverworld_LoadProperties_SetSong
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
Overworld_FinishMirrorWarp:
REP #$20
LDA.w #$2641 : STA.w DMAP7
LDX.b #$3E
LDA.w #$FF00
.clear_hdma_table
STA.w IrisPtr+$0000, X : STA.w IrisPtr+$0040, X
STA.w IrisPtr+$0080, X : STA.w IrisPtr+$00C0, X
STA.w IrisPtr+$0100, X : STA.w IrisPtr+$0140, X
STA.w IrisPtr+$0180, X
DEX #2 : BPL .clear_hdma_table
LDA.w #$0000 : STA.l FadeTimer : STA.l FadeDirection
SEP #$20
JSL ReloadPreviouslyLoadedSheets
LDA.b #$80 : STA.b HDMAENABLEQ
JSL Overworld_DetermineAmbientSFX
JSL Overworld_DetermineMusic
.done
STX.w MusicControlRequest
LDA.b GameSubMode : STA.w GameSubModeCache
STZ.b GameSubMode
STZ.b SubSubModule
STZ.w SubModuleInterface
STZ.w SkipOAM
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
BirdTravel_LoadTargetAreaMusic:
JSL Overworld_DetermineAmbientSFX
JSL Overworld_DetermineMusic
STZ.w $04C8 ; Clear peg puzzle count
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
Overworld_DetermineAndSetMusic:
PHX
JSL Overworld_DetermineMusic : STX.w MusicControlRequest
PLX
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
;X to be set to music track to load
Overworld_DetermineMusic:
LDA.l ProgressIndicator : CMP.b #$02 : !BGE +
LDX.b #$03 ; If phase < 2, play the rain music
BRA .done
+
LDA.l CurrentWorld : BEQ +
LDA.b OverworldIndex : ORA.b #$40
CMP.b #$43 : BEQ .darkMountain
CMP.b #$45 : BEQ .darkMountain
CMP.b #$47 : BEQ .darkMountain
+
LDX.b #$02 ; hyrule field theme
LDA.l CurrentWorld : BEQ +
LDX.b #$09 ; default dark world theme
; Check if we're entering the village
+ LDA.b OverworldIndex : CMP.b #$18 : BNE +
; Check what phase we're in
; LDA ProgressIndicator : 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.l OverworldEventDataWRAM+$80 : AND.b #$40 : BNE .bunny
LDX.b #$05 ; lost woods theme
BRA .bunny
+ CMP.b #$40 : BNE .bunny
LDX.b #$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.l CurrentWorld : CLC : ROL #$03 : CMP.l InvertedMode : BEQ .done
LDA.l MoonPearlEquipment : BNE .done
LDX.b #$04 ; bunny theme
.done
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
;$012D to be set to any ambient SFX for the area
Overworld_DetermineAmbientSFX:
LDA.l ProgressIndicator : CMP.b #$02 : !BGE +
BRA .done ; rain state sfx handled elsewhere
+ LDA.b OverworldIndex : 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 OverworldEventDataWRAM+$70 : 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.w LastSFX1 : BEQ +
STA.w SFX1
+ STZ.w SFX1
.done
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
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; 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.b #$FF ; some junk value to be used later to determine if the below lines will change the track
LDA.l ProgressIndicator : AND.w #$00FF : CMP.w #2 : !BLT .vanilla
LDA.l DRMode : BNE .done
.vanilla ; thing we wrote over
LDA.b RoomIndex : CMP.w #$0012 : BNE +
LDX.b #$14 ; value for Sanc music
BRA .done
+ LDA.b PreviousRoom : CMP.w #$0012 : BNE .done
LDX.b #$10 ; value for Hyrule Castle music
.done
LDA.b RoomIndex : RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
CheckHeraBossDefeated_AlsoCheckMusic:
LDA.w LastAPUCommand : AND.w #$00FF : CMP.w #$0015 : BNE + ; if boss music is playing
; Check if the boss in ToH has been defeated (16-bit accumulator)
CheckHeraBossDefeated:
LDA.l RoomDataWRAM[$07].high : AND.w #$00FF : BNE +
CLC : RTL
+ SEC : RTL
FallingMusicFadeOut:
CMP.w #$0017 ; what we wrote over
BNE .return
LDA.w LastAPUCommand : AND.w #$00FF : CMP.w #$0015 ; if boss music is playing, then fade out
.return
RTL
;--------------------------------------------------------------------------------