Files
alttpr-baserom/msu.asm

468 lines
11 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
;
; 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
;
;=======================================
!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_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
!REG_CURRENT_MSU_TRACK = $010B
!REG_CURRENT_VOLUME = $0127
!REG_TARGET_VOLUME = $0129
!REG_MUSIC_CONTROL = $012B
;!REG_MUSIC_CONTROL = $012C
!REG_MUSIC_CONTROL_REQUEST = $012C
!REG_CURRENT_TRACK = $0130
!REG_CURRENT_COMMAND = $0133
!REG_SPC_CONTROL = $2140
!REG_NMI_FLAGS = $4210
; $7EF50A0 - $7EF50AF Reserved block in main RAM
!REG_MSU_FALLBACK_TABLE = $7F50A0 ; 8 bytes
!REG_MSU_DELAYED_COMMAND = $7F50A9
!REG_MSU_PACK_COUNT = $7F50AA
!REG_MSU_PACK_CURRENT = $7F50AB
!VAL_COMMAND_FADE_OUT = #$F1
!VAL_COMMAND_FADE_HALF = #$F2
!VAL_COMMAND_FULL_VOLUME = #$F3
!VAL_COMMAND_LOAD_NEW_BANK = #$FF
!VAL_VOLUME_INCREMENT = #$10
!VAL_VOLUME_DECREMENT = #$02
!VAL_VOLUME_HALF = #$80
!VAL_VOLUME_FULL = #$FF
CheckMusicLoadRequest:
PHP : REP #$10 : PHA : PHX
LDA !REG_MUSIC_CONTROL_REQUEST : BEQ .done : BMI .done : CMP $0133 : BEQ .done
+; ; Shut down NMI until music loads
STZ $4200
; Set SPC into loader mode
LDA.b #$FF : STA $2140
LDA NoBGM : BNE .mute
LDX !REG_MSU_ID_01 : CPX !VAL_MSU_ID_01 : BNE .unmute
LDX !REG_MSU_ID_23 : CPX !VAL_MSU_ID_23 : BNE .unmute
LDX !REG_MSU_ID_45 : CPX !VAL_MSU_ID_45 : BNE .unmute
; TODO: actually look up the current track in the table
LDA !REG_MSU_FALLBACK_TABLE : BEQ .unmute
.mute
LDA.b #SPCMutePayload : STA $00
LDA.b #SPCMutePayload>>8 : STA $01
LDA.b #SPCMutePayload>>16
BRA .load
.unmute
LDA.b #SPCUnmutePayload : STA $00
LDA.b #SPCUnmutePayload>>8 : STA $01
LDA.b #SPCUnmutePayload>>16
.load
JSL Sound_LoadLightWorldSongBank_do_load
; Re-enable NMI and joypad
LDA.b #$81 : STA $4200
LDA $10
CMP #$07 : BEQ .sfx_indoors : CMP #$0E : BEQ .sfx_indoors
CMP #$09 : BNE .done
.sfx_outdoors
SEP #$10
; PreOverworld_LoadProperties.noWarpVortex ; Bank02.asm:820
LDX.b #$05
LDA $7EF3C5 : CMP.b #$02 : BCS +
LDX.b #$01 : +
STX $012D
REP #$10
.done
LDA !REG_MUSIC_CONTROL_REQUEST : STA !REG_MUSIC_CONTROL : STZ !REG_MUSIC_CONTROL_REQUEST
PLX : PLA : PLP
RTL
.sfx_indoors
LDA !REG_MUSIC_CONTROL_REQUEST : STA !REG_MUSIC_CONTROL : STZ !REG_MUSIC_CONTROL_REQUEST
PLX : PLA : PLP
JML Module_PreDungeon_setAmbientSfx
msu_init:
PHP : REP #$20
LDA #$0000
STA !REG_MSU_VOLUME
STA !REG_MSU_PACK_COUNT
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.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
.done
PLP
RTL
msu_main:
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 spc_continue
.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 : BNE command_ff
LDA !REG_MSU_DELAYED_COMMAND : BEQ do_fade
msu_check_busy:
LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_AUDIO_BUSY : BEQ .ready
JML spc_continue
.ready
LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_TRACK_MISSING : BEQ .start
BRL alternate_fallback
.start
LDA !VAL_VOLUME_FULL
STA !REG_TARGET_VOLUME
STA !REG_CURRENT_VOLUME
STA !REG_MSU_VOLUME
LDA !REG_MSU_DELAYED_COMMAND
STA !REG_MSU_CONTROL
LDA #$00
STA !REG_MSU_DELAYED_COMMAND
JML spc_continue
do_fade:
LDA !REG_CURRENT_VOLUME : CMP !REG_TARGET_VOLUME : BNE .continue
JML spc_continue
.continue
BCC .increment
.decrement
SBC !VAL_VOLUME_DECREMENT : BCS .set
.mute
STZ !REG_CURRENT_VOLUME
STZ !REG_MSU_CONTROL
BRA .set
.increment
ADC !VAL_VOLUME_INCREMENT : BCC .set
LDA !VAL_VOLUME_FULL
.set
STA !REG_CURRENT_VOLUME
STA !REG_MSU_VOLUME
JML spc_continue
command_ff:
CPX !VAL_COMMAND_LOAD_NEW_BANK : BNE command_f3
JML spc_continue
command_f3:
CPX !VAL_COMMAND_FULL_VOLUME : BNE command_f2
STX !REG_SPC_CONTROL
LDA !VAL_VOLUME_FULL
STA !REG_TARGET_VOLUME
JML spc_continue
command_f2:
CPX !VAL_COMMAND_FADE_HALF : BNE command_f1
STX !REG_SPC_CONTROL
LDA !VAL_VOLUME_HALF
STA !REG_TARGET_VOLUME
JML spc_continue
command_f1:
CPX !VAL_COMMAND_FADE_OUT : BNE load_track
STX !REG_SPC_CONTROL
STZ !REG_TARGET_VOLUME
STZ !REG_CURRENT_MSU_TRACK
JML spc_continue
load_track:
CPX !REG_CURRENT_MSU_TRACK : BNE .check_dungeon
CPX #$1B : BEQ .continue
JML spc_continue
.check_dungeon
; Convert dungeon tracks to dungeon-specific ones
CPX #$10 : BEQ .castle
CPX #$11 : BEQ .dungeon
CPX #$16 : BEQ .dungeon
CPX #$15 : BNE .continue
; boss
LDA $040C : LSR : !ADD #$2D
BRA .continue-1
.castle
LDA $040C : CMP #$08 : BEQ .dungeon+3 : BRA .continue
.dungeon
LDA $040C : LSR : !ADD #$21 : TAX
.continue
CPX !REG_CURRENT_MSU_TRACK : BNE +
JML spc_continue
+
LDA #$00 : XBA
LDA !REG_MSU_PACK_CURRENT : BEQ +
-
CMP !REG_MSU_PACK_COUNT : !BLT +
!SUB !REG_MSU_PACK_COUNT : BRA -
+
PHX : PHA : TXA : PLX
REP #$20
BEQ +
-
!ADD.w #100
DEX : BNE -
+
STA !REG_MSU_TRACK
SEP #$20
STZ !REG_MSU_CONTROL
PLX
LDA.l MSUTrackList,x
STA !REG_MSU_DELAYED_COMMAND
STX !REG_CURRENT_MSU_TRACK
JML spc_continue
alternate_fallback:
LDA !REG_CURRENT_MSU_TRACK : AND #$3F
CMP #$0F : BEQ .woods ; 15: dark woods
CMP #$23 : !BLT spc_fallback ; < 35: normal tracks
CMP #$2F : !BGE .boss ; > 46: boss-specific tracks
CMP #$25 : BEQ .castle ; 37: aga tower, fall back to hyrule castle
BRA .dungeon ; 35-46: dungeon-specific tracks
.woods
LDA #$0D : BRA .fallback
.boss
LDA #$15 : BRA .fallback
.castle
LDA #$10 : BRA .fallback
.dungeon
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
.fallback
STA !REG_CURRENT_MSU_TRACK
TAX
LDA #$00 : XBA
LDA !REG_MSU_PACK_CURRENT : BEQ +
-
CMP !REG_MSU_PACK_COUNT : !BLT +
!SUB !REG_MSU_PACK_COUNT : BRA -
+
PHA : TXA : PLX
REP #$20
BEQ +
-
!ADD.w #100
DEX : BNE -
+
STA !REG_MSU_TRACK
SEP #$20
JML spc_continue
spc_fallback:
LDA #$00
STA !REG_MSU_DELAYED_COMMAND
STZ !REG_MSU_CONTROL
STZ !REG_CURRENT_MSU_TRACK
STZ !REG_TARGET_VOLUME
STZ !REG_CURRENT_VOLUME
STZ !REG_MSU_VOLUME
JML spc_continue
pendant_fanfare:
LDA TournamentSeed : BNE .spc
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_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 pendant_continue
.spc
SEP #$20
LDA !REG_SPC_CONTROL : BNE .continue
.done
jml pendant_done
crystal_fanfare:
LDA TournamentSeed : BNE .spc
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_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 crystal_continue
.spc
SEP #$20
LDA !REG_SPC_CONTROL : BNE .continue
.done
jml crystal_done
ending_wait:
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 !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_AUDIO_PLAYING : BNE .wait
.done
SEP #$20
LDA #$22
RTL