Files
alttpr-baserom/music.asm
2019-08-21 19:05:02 -07:00

181 lines
4.9 KiB
NASM

;--------------------------------------------------------------------------------
PreOverworld_LoadProperties_ChooseMusic:
; A: scratch space (value never used)
; Y: set to overworld animated tileset
; X: set to music track/command id
JSR.w FixFrogSmith ; Just a convenient spot to install this hook
LDY.b #$58 ; death mountain animated tileset.
LDX.b #$02 ; Default light world theme
LDA $8A : ORA #$40 ; check both light and dark world DM at the same time
CMP.b #$43 : BEQ .endOfLightWorldChecks
CMP.b #$45 : BEQ .endOfLightWorldChecks
CMP.b #$47 : BEQ .endOfLightWorldChecks
LDY.b #$5A ; Main overworld animated tileset
; Skip village and lost woods checks if entering dark world or a special area
LDA $8A : CMP.b #$40 : !BGE .notVillageOrWoods
LDX.b #$07 ; Default village theme
; Check what phase we're in
LDA $7EF3C5 : CMP.b #$03 : !BLT +
LDX.b #$02 ; Default light world theme (phase >=3)
+
; Check if we're entering the village
LDA $8A : CMP.b #$18 : BEQ .endOfLightWorldChecks
; For NA release would we also branch on indexes #$22 #$28 #$29
LDX.b #$05 ; Lost woods theme
; check if we've pulled from the master sword pedestal
LDA $7EF300 : AND.b #$40 : BEQ +
LDX.b #$02 ; Default light world theme
+
; check if we are entering lost woods
LDA $8A : BEQ .endOfLightWorldChecks
.notVillageOrWoods
; Use the normal overworld (light world) music
LDX.b #$02
; Check phase ; In phase >= 2
LDA $7EF3C5 : CMP.b #$02 : !BGE +
; If phase < 2, play the legend music
LDX.b #$03
+
.endOfLightWorldChecks
; if we are in the light world go ahead and set chosen selection
LDA $7EF3CA : BEQ .checkInverted+4
LDX.b #$0F ; dark woods theme
; This music is used in dark woods
LDA $8A
CMP.b #$40 : BEQ +
LDX.b #$0D ; dark death mountain theme
; This music is used in dark death mountain
CMP.b #$43 : BEQ + : CMP.b #$45 : BEQ + : CMP.b #$47 : BEQ +
LDX.b #$09 ; dark overworld theme
+
; if not inverted and light world, or inverted and dark world, skip moon pearl check
.checkInverted
LDA $7EF3CA : CLC : ROL #$03 : CMP InvertedMode : BEQ .lastCheck
; Does Link have a moon pearl?
LDA $7EF357 : BNE +
LDX.b #$04 ; bunny theme
+
.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
LDX.b #$04 ; bunny theme
; if not inverted and light world, or inverted and dark world, skip moon pearl check
LDA $7EF3CA : CLC : ROL #$03 : CMP InvertedMode : BEQ +
LDA $7EF357 : BEQ .endOfLightWorldChecks
+
LDX.b #$09 ; default dark world theme
LDA $8A : CMP.b #$40 : !BGE .endOfLightWorldChecks
LDX.b #$02 ; hyrule field theme
; Check if we're entering the village
CMP.b #$18 : BNE .endOfLightWorldChecks
; Check what phase we're in
LDA $7EF3C5 : CMP.b #$03 : !BGE .endOfLightWorldChecks
LDX.b #$07 ; Default village theme (phase <3)
.endOfLightWorldChecks
STX $012C
LDA $8A : CMP.b #$40 : BNE +
LDX #$0F ; dark woods theme
BRA .bunny
+
CMP.b #$43 : BEQ .darkMountain
CMP.b #$45 : BEQ .darkMountain
CMP.b #$47 : BNE .notDarkMountain
.darkMountain
LDA.b #$09 : STA $012D ; set storm ambient SFX
LDX.b #$0D ; dark mountain theme
.bunny
LDA $7EF357 : ORA InvertedMode : BNE +
LDA #$04 ; bunny theme
+
STX $012C
.notDarkMountain
LDA $11 : STA $010C
STZ $11
STZ $B0
STZ $0200
STZ $0710
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
;--------------------------------------------------------------------------------