Ocarina Songs (Healing, Soaring, Storms)
This commit is contained in:
443
Items/ocarina.asm
Normal file
443
Items/ocarina.asm
Normal file
@@ -0,0 +1,443 @@
|
||||
; =============================================================================
|
||||
; Ocarina Multiple Song Select
|
||||
;
|
||||
; $7EF3CB - Ocarina Song RAM
|
||||
;
|
||||
; =============================================================================
|
||||
|
||||
org $0994FE
|
||||
AddTravelBird:
|
||||
|
||||
org $098D11
|
||||
AddWeathervaneExplosion:
|
||||
|
||||
; SFX2_Accomp
|
||||
; SFX2 13 (Previous $3E)
|
||||
org $1A8C60
|
||||
db $00
|
||||
|
||||
; SFX2_13
|
||||
org $1A9750
|
||||
Song_of_Healing:
|
||||
{
|
||||
db $E0, $0D
|
||||
db $2A ; change this to change length of quarter note
|
||||
db $46
|
||||
db $A3, $A1, $9D
|
||||
db $A3, $A1, $9D
|
||||
db $A3, $A1
|
||||
db $15 ; make this half of whatever you made quarter note
|
||||
db $9C, $9A
|
||||
db $7F ; make this triple whatever you made quarter note (max value 7F)
|
||||
db $9C
|
||||
db $00
|
||||
}
|
||||
|
||||
; D F D - D F D - E F E - F E C
|
||||
; D F d D F d e f e f e c
|
||||
; SFX2_12
|
||||
org $1A977D
|
||||
{
|
||||
db $E0, $0D ; set sfx instrument - twee
|
||||
|
||||
db $0F, $46 ; duration 1/4, params
|
||||
db $9A ; play note D3
|
||||
db $9D ; play note F3
|
||||
db $1E, $46 ; duration 1/2, params
|
||||
db $9A ; play note D3
|
||||
|
||||
db $0F, $46 ; duration 1/4, params
|
||||
db $9A ; play note D3
|
||||
db $9D ; play note F3
|
||||
db $1E, $46 ; duration 1/2, params
|
||||
db $9A ; play note D3
|
||||
|
||||
db $0F, $3C ; duration 1/4, params
|
||||
db $9C ; play note E3
|
||||
db $9D ; play note F3
|
||||
db $9C ; play note E3
|
||||
|
||||
db $9D ; play note F3
|
||||
db $9C ; play note E3
|
||||
db $1E, $3C ; duration 1/2, params
|
||||
db $98 ; play note C3
|
||||
|
||||
db $00 ; end sfx
|
||||
}
|
||||
|
||||
; =============================================================================
|
||||
|
||||
org $07A3DB
|
||||
LinkItem_FluteHook:
|
||||
{
|
||||
JSR LinkItem_NewFlute
|
||||
RTS
|
||||
}
|
||||
|
||||
; Free Space Bank07
|
||||
org $07FC69
|
||||
ReturnFromFluteHook:
|
||||
RTS
|
||||
|
||||
LinkItem_NewFlute:
|
||||
{
|
||||
; Code for the flute item (with or without the bird activated)
|
||||
|
||||
BIT $3A : BVC .y_button_not_held
|
||||
DEC $03F0 : LDA $03F0 : BNE ReturnFromFluteHook
|
||||
LDA $3A : AND.b #$BF : STA $3A
|
||||
|
||||
.y_button_not_held
|
||||
|
||||
; Check for Switch Swong
|
||||
JSR UpdateFluteSong
|
||||
JSR Link_CheckNewY_ButtonPress : BCC ReturnFromFluteHook
|
||||
|
||||
; Success... play the flute.
|
||||
LDA.b #$80 : STA $03F0
|
||||
|
||||
LDA $030F
|
||||
CMP.b #$01 : BEQ .song_of_soaring
|
||||
CMP.b #$02 : BEQ .song_of_healing
|
||||
CMP.b #$03 : BEQ .song_of_storms
|
||||
|
||||
.song_of_healing
|
||||
LDA.b #$13 : JSR Player_DoSfx2 : RTS
|
||||
|
||||
.song_of_storms
|
||||
; Play the Song of Storms SFX
|
||||
LDA.b #$12 : JSR Player_DoSfx2
|
||||
JSR OcarinaEffect_SummonStorms
|
||||
RTS
|
||||
|
||||
.song_of_soaring
|
||||
LDA.b #$3E : JSR Player_DoSfx2
|
||||
|
||||
; Are we indoors?
|
||||
LDA $1B : BNE .return
|
||||
|
||||
; Are we in the dark world? The flute doesn't work there.
|
||||
LDA $8A : AND.b #$40 : BNE .return
|
||||
|
||||
; Also doesn't work in special areas like Master Sword area.
|
||||
LDA $10 : CMP.b #$0B : BEQ .return
|
||||
|
||||
LDX.b #$04
|
||||
|
||||
.next_ancillary_slot
|
||||
|
||||
; Is there already a travel bird effect in this slot?
|
||||
LDA $0C4A, X : CMP.b #$27 : BEQ .return
|
||||
; If there isn't one, keep checking.
|
||||
DEX : BPL .next_ancillary_slot
|
||||
|
||||
; Paul's weathervane stuff Do we have a normal flute (without bird)?
|
||||
LDA $7EF34C : CMP.b #$02 : BNE .travel_bird_already_released
|
||||
|
||||
REP #$20
|
||||
|
||||
; check the area, is it #$18 = 30?
|
||||
LDA $8A : CMP.w #$0018 : BNE .not_weathervane_trigger
|
||||
|
||||
; Y coordinate boundaries for setting it off.
|
||||
LDA $20
|
||||
|
||||
CMP.w #$0760 : BCC .not_weathervane_trigger
|
||||
CMP.w #$07E0 : BCS .not_weathervane_trigger
|
||||
|
||||
; do if( (Ycoord >= 0x0760) && (Ycoord < 0x07e0
|
||||
LDA $22
|
||||
|
||||
CMP.w #$01CF : BCC .not_weathervane_trigger
|
||||
CMP.w #$0230 : BCS .not_weathervane_trigger
|
||||
|
||||
; do if( (Xcoord >= 0x1cf) && (Xcoord < 0x0230)
|
||||
SEP #$20
|
||||
; Apparently a special Overworld mode for doing this?
|
||||
LDA.b #$2D : STA $11
|
||||
|
||||
; Trigger the sequence to start the weathervane explosion.
|
||||
LDY.b #$00
|
||||
LDA.b #$37
|
||||
JSL AddWeathervaneExplosion
|
||||
|
||||
.not_weathervane_trigger
|
||||
|
||||
SEP #$20
|
||||
BRA .return
|
||||
|
||||
.travel_bird_already_released
|
||||
|
||||
LDY.b #$04
|
||||
LDA.b #$27
|
||||
JSL AddTravelBird
|
||||
STZ $03F8
|
||||
|
||||
.return
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
; =============================================================================
|
||||
|
||||
; $7EF3CB - Ocarina Song SRAM
|
||||
|
||||
; $030F - Current Song RAM
|
||||
; 00 - No Song
|
||||
; 01 - Song of Healing
|
||||
; 02 - Song of Soaring
|
||||
; 03 - Song of Storms
|
||||
|
||||
UpdateFluteSong:
|
||||
{
|
||||
LDA $030F : BNE .songExists
|
||||
LDA #$01 : STA $030F ; if this code is running, we have the flute song 1
|
||||
.songExists
|
||||
LDA.b $F6
|
||||
BIT.b #$20 : BNE .left
|
||||
BIT.b #$10 : BNE .right
|
||||
|
||||
RTS
|
||||
|
||||
.left
|
||||
; LDA.b #$13 : JSR Player_DoSfx2
|
||||
DEC $030F
|
||||
LDA $030F
|
||||
BNE .notPressed
|
||||
|
||||
LDA #$03
|
||||
STA $030F
|
||||
JMP .notPressed
|
||||
|
||||
.right
|
||||
; R Button Pressed - Increment song
|
||||
INC $030F ; increment $030F Song RAM
|
||||
LDA $030F ; load incremented Song RAM
|
||||
CMP.b #$04 ; compare with 3
|
||||
BCC .notPressed ; if less than 3, branch to .notFlute
|
||||
|
||||
LDA #$01 ; load value 1
|
||||
STA $030F ; set Song RAM to 1
|
||||
|
||||
.notPressed
|
||||
RTS
|
||||
}
|
||||
|
||||
OcarinaEffect_SummonStorms:
|
||||
{
|
||||
LDA.l $7EE00C : BEQ .summonStorms
|
||||
|
||||
LDA #$01 : STA $7EE00D
|
||||
RTS
|
||||
|
||||
.summonStorms
|
||||
LDA #$01 : STA $7EE00E
|
||||
RTS
|
||||
}
|
||||
|
||||
; variables
|
||||
; 7EE00E - Rain Activator
|
||||
; 7EE00D - Rain Deactivator (overridden if rain is activated before the deactivation occurs)
|
||||
; 7EE00C - Activates the overlay animations and nonimmediate rain things
|
||||
; 7EE00F - Activates thunder and indoor ambience (can be set at the same time as the Rain Activator)
|
||||
; 7EE001 - Minutes in the time sequence script
|
||||
; 7EE000 - Hours in the time sequence script
|
||||
; 7EE00B - used to prevent my script from warping if rain is active, 0 allow rain disallow warp, 1 disallow rain allow warp
|
||||
|
||||
;this is my loader for turning the rain on and off
|
||||
; executed on dungoen load (replaced an LDA $7EF3C5 which is read before we return)
|
||||
org $208100
|
||||
LoadRainEffect:
|
||||
{
|
||||
lda $7EE00E
|
||||
bne .On
|
||||
lda $7EE00D
|
||||
bne .Off
|
||||
bra Rain_End
|
||||
Rain_On:
|
||||
lda #$01
|
||||
sta $7EE00F
|
||||
sta $7EE00C
|
||||
lda #$01
|
||||
sta $7EE00E
|
||||
bra Rain_End
|
||||
Rain_Off:
|
||||
lda #$00
|
||||
sta $7EE00F
|
||||
sta $7EE00C
|
||||
sta $7EE00D
|
||||
bra Rain_End
|
||||
Rain_End:
|
||||
lda #$00
|
||||
sta $7EE00E
|
||||
sta $7EE00D
|
||||
lda $7EF3C5
|
||||
rtl
|
||||
}
|
||||
|
||||
|
||||
org $208200 ; these are executed every frame
|
||||
RainOnTime:
|
||||
lda $7EE001
|
||||
cmp #$1E
|
||||
bne .End
|
||||
lda $7EE000
|
||||
cmp #$01
|
||||
bne .End
|
||||
lda $7EE00B
|
||||
bne .End
|
||||
lda #$01
|
||||
sta $7EE00E
|
||||
sta $7EE00F
|
||||
RainOnTime_End:
|
||||
rtl
|
||||
|
||||
org $208300 ; these are executed every frame
|
||||
RainOffTime:
|
||||
lda $7EE001
|
||||
cmp #$1E
|
||||
bne .End
|
||||
lda $7EE000
|
||||
cmp #$03
|
||||
bne .End
|
||||
lda #$01
|
||||
sta $7EE00D
|
||||
RainOffTime_End:
|
||||
rtl
|
||||
|
||||
org $20C000 ; moved this function to expanded space to change it, don't think i needed to though :(
|
||||
LDA $8A
|
||||
CMP #$70
|
||||
BEQ BRANCH_EVIL_SWAMP
|
||||
LDA $7EE00F
|
||||
Beq BRANCH_SKIPMOVEMENT
|
||||
BRANCH_EVIL_SWAMP:
|
||||
LDA $7EF2F0 ; If misery mire has been opened already, weíre done
|
||||
AND #$20
|
||||
BNE BRANCH_SKIPMOVEMENT
|
||||
LDA $1A ; Check the frame counter.
|
||||
CMP #$03 ; On the third frame do a flash of lightning.
|
||||
BEQ BRANCH_LIGHTNING
|
||||
CMP #$05
|
||||
BEQ BRANCH_NORMAL_LIGHT
|
||||
CMP #$24 ; On the #$24-th frame cue the thunder.
|
||||
BEQ BRANCH_THUNDER
|
||||
CMP #$2C ; On the #$2C-th frame bring the light back to normal.
|
||||
BEQ BRANCH_NORMAL_LIGHT
|
||||
CMP #$58 ; On the #$58-th frame cue the lightning
|
||||
BEQ BRANCH_LIGHTNING
|
||||
CMP #$5A ; On the #$5A-th frame
|
||||
BNE BRANCH_MOVEOVERLAY
|
||||
BRANCH_NORMAL_LIGHT:
|
||||
LDA #$72 ; Keep the screen semi-dark.
|
||||
BRA BRANCH_SETBRIGHTNESS
|
||||
BRANCH_THUNDER:
|
||||
LDX #$36
|
||||
STX $012E ; Play the thunder sound when outdoors.
|
||||
BRANCH_LIGHTNING:
|
||||
LDA #$32 ; Make the screen flash with lightning.
|
||||
BRANCH_SETBRIGHTNESS:
|
||||
STA $9A
|
||||
BRANCH_MOVEOVERLAY:
|
||||
LDA $1A ; if the first two bits are set, do nothing
|
||||
AND #$03
|
||||
BNE BRANCH_SKIPMOVEMENT
|
||||
LDA $0494 ; otherwise start moving some rain
|
||||
INC
|
||||
AND #$03
|
||||
STA $0494
|
||||
TAX
|
||||
LDA $E1
|
||||
CLC
|
||||
ADC $02A46D, X
|
||||
; $01246D IN ROM
|
||||
STA $E1
|
||||
LDA $E7
|
||||
CLC
|
||||
ADC $02A471, X
|
||||
; $012471
|
||||
STA $E7
|
||||
BRANCH_SKIPMOVEMENT:
|
||||
RTL
|
||||
|
||||
org $02A4CD ; rain animating overlays, thunder lightning, darkness (can do immediate)
|
||||
jsl $20C000
|
||||
bra $59
|
||||
org $02AC12 ; load overlays OW to OW
|
||||
lda $7EE00C
|
||||
nop #2
|
||||
beq $03
|
||||
org $02AFFC ; load overlays dungeon to OW
|
||||
lda $7EE00C
|
||||
nop #06
|
||||
beq $03
|
||||
org $02838C ; indoor ambience (can do immediate)
|
||||
lda $7EE00F
|
||||
nop #02
|
||||
beq $1e
|
||||
org $02845D ; music routine
|
||||
lda $7EE00C
|
||||
nop #02
|
||||
beq $02
|
||||
org $0284EA ; outdoor ambience
|
||||
lda $7EE00C
|
||||
nop #2
|
||||
beq $02
|
||||
org $02C463 ; overworld music routine, modified to use the 'Beginning' music if 7EE00C is not equal to zero (Rain activated)
|
||||
PHB
|
||||
PHK
|
||||
PLB
|
||||
REP #$10
|
||||
LDA #$02
|
||||
STA $00
|
||||
LDX #$0000
|
||||
LDA $7EE00C
|
||||
BNE $25
|
||||
LDY #$00C0
|
||||
LDA $7EF3C5
|
||||
CMP #$03
|
||||
BCS $1D
|
||||
LDY #$0080
|
||||
LDA $7EF359
|
||||
CMP #$02
|
||||
BCS $12
|
||||
LDA #$05
|
||||
STA $00
|
||||
LDY #$0040
|
||||
LDA $7EF3C5
|
||||
CMP #$02
|
||||
BCS $03
|
||||
LDY #$0000
|
||||
LDA $C303,Y
|
||||
STA $7F5B00,X
|
||||
INY
|
||||
INX
|
||||
CPX #$0040
|
||||
BNE $F2
|
||||
LDY #$0000
|
||||
LDA $C403,Y
|
||||
STA $7F5B00,X
|
||||
INX
|
||||
INY
|
||||
CPY #$0060
|
||||
BNE $F2
|
||||
LDA $00
|
||||
STA $7F5B80
|
||||
SEP #$10
|
||||
PLB
|
||||
RTL
|
||||
|
||||
org $02C303 ; Overworld beginning music for each OW Screen changes the music to use heavy rain outside of lost woods, and light rain inside
|
||||
db $25,$25,$13,$13,$13,$13,$13,$13
|
||||
db $25,$25,$13,$13,$13,$13,$13,$13
|
||||
db $13,$13,$13,$13,$13,$13,$13,$13
|
||||
db $13,$13,$13,$13,$13,$13,$13,$13
|
||||
db $13,$13,$13,$13,$13,$13,$13,$13
|
||||
db $13,$13,$13,$13,$13,$13,$13,$13
|
||||
db $13,$13,$13,$13,$13,$13,$13,$13
|
||||
db $13,$13,$13,$13,$13,$13,$13,$13
|
||||
|
||||
; executed on dungoen load
|
||||
org $028356 ; replaced an LDA $7EF3C5 which is read before we return
|
||||
; org $02A4CD
|
||||
JSL $208100
|
||||
@@ -287,71 +287,6 @@ Menu_StatsScreen:
|
||||
{
|
||||
JSR Menu_CheckHScroll
|
||||
|
||||
; ; Increase selector time and check music RAM
|
||||
; INC $0207 : LDA.w $02D5 : BEQ .no_inputs
|
||||
|
||||
; ; Scroll through joypad 1 inputs
|
||||
; ASL : TAY : LDA.b $F4
|
||||
; LSR : BCS .move_right
|
||||
; LSR : BCS .move_left
|
||||
; BRA .no_inputs
|
||||
|
||||
; .move_right
|
||||
; JSR Menu_DeleteSongCursor
|
||||
; JSR Menu_FindNextSong
|
||||
; BRA .draw_cursor
|
||||
|
||||
; .move_left
|
||||
; JSR Menu_DeleteSongCursor
|
||||
; JSR Menu_FindPrevSong
|
||||
; BRA .draw_cursor
|
||||
|
||||
; .draw_cursor
|
||||
; LDA.b #$20 : STA.w $012F ; cursor move sound effect
|
||||
|
||||
; .no_inputs
|
||||
; SEP #$30
|
||||
; LDA.w $02D5
|
||||
; ASL : TAY
|
||||
; REP #$10
|
||||
; LDX.w Menu_OcarinaSongPositions, Y
|
||||
|
||||
; LDA.b #$20 : BIT.w $0207
|
||||
|
||||
; REP #$20
|
||||
|
||||
; BEQ .no_delete
|
||||
|
||||
; LDA.w #$20F5
|
||||
; STA.w $1108, X
|
||||
; STA.w $1148, X
|
||||
; STA.w $114E, X
|
||||
; STA.w $110E, X
|
||||
; STA.w $11C8, X
|
||||
; STA.w $1188, X
|
||||
; STA.w $118E, X
|
||||
; STA.w $11CE, X
|
||||
; BRA .done
|
||||
|
||||
; .no_delete
|
||||
|
||||
; LDA.w #$3060 : STA.w $1108, X ; corner
|
||||
; LDA.w #$3070 : STA.w $1148, X
|
||||
|
||||
; LDA.w #$7060 : STA.w $110E, X ; corner
|
||||
; LDA.w #$7070 : STA.w $114E, X
|
||||
|
||||
; LDA.w #$3070 : STA.w $1188, X
|
||||
; LDA.w #$B060 : STA.w $11C8, X ; corner
|
||||
|
||||
; LDA.w #$7070 : STA.w $118E, X
|
||||
; LDA.w #$F060 : STA.w $11CE, X ; corner
|
||||
|
||||
; .done
|
||||
; SEP #$20
|
||||
; LDA.b #$22 : STA.w $0116
|
||||
; LDA.b #$01 : STA.b $17
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
|
||||
@@ -198,6 +198,7 @@ HUD_Update:
|
||||
|
||||
; If the key digit is blank, also blank out the key icon.
|
||||
STA $7EC724
|
||||
|
||||
.dontBlankKeyIcon
|
||||
SEP #$30
|
||||
|
||||
@@ -335,8 +336,13 @@ HUD_UpdateItemBox:
|
||||
LDA.w #$0004
|
||||
.loadBottleContent
|
||||
TXY : TAX : LDA $7EF35B, X : AND.w #$00FF : TYX
|
||||
|
||||
|
||||
.bottleNotEquipped
|
||||
CPX.w #$000D : BNE .fluteNotEquipped
|
||||
LDA $030F
|
||||
|
||||
.fluteNotEquipped
|
||||
|
||||
STA $02
|
||||
TXA : DEC A : ASL A : TAX
|
||||
LDA $FA93, X : STA $04
|
||||
@@ -434,11 +440,19 @@ HudItems:
|
||||
; hammer, lamp, fire rod, Ice Rod, mirror, bottle2
|
||||
dw $F701, $F6F1, $F6A1, $F6B1, $F7C9, $F751
|
||||
; flute, book, somaria, byrna, feather, bottle3
|
||||
dw $F711, $F741, $F799, $F7A9, $F731, $F751
|
||||
dw $F859, $F741, $F799, $F7A9, $F731, $F751
|
||||
; deku, zora, wolf, bunny, stne
|
||||
dw $F6E1, $F821, $F6D1, $F7B9, $F811, $F751
|
||||
}
|
||||
|
||||
; F711
|
||||
; Ocarina
|
||||
org $0DF859
|
||||
dw $2CD4, $2CD5, $2CE4, $2CE5
|
||||
dw $2CD4, $2CD5, $2CE4, $2CE5 ; Blue
|
||||
dw $3CD4, $3CD5, $3CE4, $3CE5 ; Green
|
||||
dw $24D4, $24D5, $24E4, $24E5 ; Red
|
||||
|
||||
org $0DF751
|
||||
dw $20F5, $20F5, $20F5, $20F5 ; No bottle
|
||||
dw $2044, $2045, $2046, $2047 ; Mushroom
|
||||
|
||||
@@ -181,73 +181,4 @@ Menu_InitItemScreen:
|
||||
LDA.b #$04
|
||||
STA.w $0200
|
||||
RTS
|
||||
}
|
||||
|
||||
; =============================================================================
|
||||
; Song Selection Code
|
||||
|
||||
; -----------------------------------------------------------------------------
|
||||
|
||||
Menu_SongAddressIndex:
|
||||
db $01
|
||||
db $02
|
||||
db $03
|
||||
|
||||
; -----------------------------------------------------------------------------
|
||||
|
||||
Menu_OcarinaSongPositions:
|
||||
dw menu_offset(16,12) ; song of
|
||||
dw menu_offset(16,15) ; song of
|
||||
dw menu_offset(16,18) ; song of
|
||||
|
||||
; -----------------------------------------------------------------------------
|
||||
|
||||
Menu_FindNextSong:
|
||||
{
|
||||
LDY.w $02D5 : INY
|
||||
CPY.b #$03 : BCC .no_reset
|
||||
LDY.b #$01
|
||||
.no_reset
|
||||
STY.w $02D5
|
||||
LDX.w Menu_SongAddressIndex-1, Y
|
||||
LDA.l $7EF407, X
|
||||
BEQ Menu_FindNextSong
|
||||
RTS
|
||||
}
|
||||
|
||||
; -----------------------------------------------------------------------------
|
||||
|
||||
Menu_FindPrevSong:
|
||||
{
|
||||
LDY.w $02D5 : DEY : BNE .no_reset
|
||||
LDY.b #$02
|
||||
.no_reset
|
||||
STY.w $02D5
|
||||
LDX.w Menu_SongAddressIndex-1, Y
|
||||
LDA.l $7EF407, X
|
||||
BEQ Menu_FindPrevSong
|
||||
RTS
|
||||
}
|
||||
|
||||
; -----------------------------------------------------------------------------
|
||||
|
||||
Menu_DeleteSongCursor:
|
||||
{
|
||||
REP #$30
|
||||
LDX.w Menu_OcarinaSongPositions-2, Y
|
||||
|
||||
LDA.w #$20F5
|
||||
STA.w $1422, X
|
||||
STA.w $1462, X
|
||||
STA.w $14A2, X
|
||||
STA.w $14E2, X
|
||||
STA.w $11C8, X
|
||||
STA.w $1188, X
|
||||
STA.w $118E, X
|
||||
STA.w $11CE, X
|
||||
SEP #$30
|
||||
STZ $0207
|
||||
RTS
|
||||
}
|
||||
|
||||
; -----------------------------------------------------------------------------
|
||||
}
|
||||
Reference in New Issue
Block a user