Cleanup ocarina.asm

This commit is contained in:
scawful
2024-10-01 00:53:37 -04:00
parent a8d10d583a
commit 6881fde0e0

View File

@@ -125,12 +125,8 @@ assert pc() <= $1A922B
org $07A3DB org $07A3DB
LinkItem_FluteHook: LinkItem_FluteHook:
{
JSR LinkItem_NewFlute JSR LinkItem_NewFlute
RTS RTS
}
; =========================================================
; Free Space Bank07 ; Free Space Bank07
pullpc pullpc
@@ -145,7 +141,6 @@ LinkItem_NewFlute:
BIT.b $3A : BVC .y_button_not_held BIT.b $3A : BVC .y_button_not_held
DEC.w $03F0 : LDA.w $03F0 : BNE ReturnFromFluteHook DEC.w $03F0 : LDA.w $03F0 : BNE ReturnFromFluteHook
LDA.b $3A : AND.b #$BF : STA.b $3A LDA.b $3A : AND.b #$BF : STA.b $3A
.y_button_not_held .y_button_not_held
; Check for Switch Swong ; Check for Switch Swong
@@ -252,10 +247,8 @@ LinkItem_NewFlute:
; ========================================================= ; =========================================================
UpdateFluteSong: UpdateFluteSong:
{
JSL UpdateFluteSong_Long JSL UpdateFluteSong_Long
RTS RTS
}
Link_HandleCardinalCollision_Long: Link_HandleCardinalCollision_Long:
{ {
@@ -328,7 +321,6 @@ PlayThunderAndRain:
RTL RTL
} }
CheckRealTable: CheckRealTable:
{ {
LDA $7EE00E : CMP #$00 : BEQ .continue LDA $7EE00E : CMP #$00 : BEQ .continue
@@ -351,12 +343,11 @@ ResetOcarinaFlag:
REP #$30 REP #$30
LDA #$0000 : STA.l $7EE00E LDA #$0000 : STA.l $7EE00E
SEP #$30 SEP #$30
.continue .continue
LDA.w $0416 : ASL A LDA.w $0416 : ASL A
RTL RTL
} }
; $030F - Current Song RAM ; $030F - Current Song RAM
; 00 - No Song ; 00 - No Song
; 01 - Song of Storms ; 01 - Song of Storms
@@ -372,31 +363,25 @@ ResetOcarinaFlag:
UpdateFluteSong_Long: UpdateFluteSong_Long:
{ {
LDA $7EF34C : CMP.b #$01 : BEQ .notPressed LDA $7EF34C : CMP.b #$01 : BEQ .not_pressed
LDA $030F : BNE .song_exists
LDA $030F : BNE .songExists
; if this code is running, we have the flute song 1 ; if this code is running, we have the flute song 1
LDA #$01 : STA $030F LDA #$01 : STA $030F
.songExists .song_exists
LDA.b $F6 LDA.b $F6
BIT.b #$20 : BNE .left ; pressed left BIT.b #$20 : BNE .left ; pressed left
BIT.b #$10 : BNE .right ; pressed right BIT.b #$10 : BNE .right ; pressed right
RTL RTL
.left .left ; L Button Pressed - Decrement song
; L Button Pressed - Decrement song
; LDA.b #$13 : JSR Player_DoSfx2 ; LDA.b #$13 : JSR Player_DoSfx2
DEC $030F DEC $030F
LDA $030F LDA $030F : CMP #$00 : BEQ .wrap_to_max
CMP #$00 : BEQ .wrap_to_max
BRA .update_song BRA .update_song
.right .right ; R Button Pressed - Increment song
; R Button Pressed - Increment song INC $030F
INC $030F ; increment $030F Song RAM LDA $030F : CMP.b #$05 : BCS .wrap_to_min
LDA $030F ; load incremented Song RAM
CMP.b #$05
BCS .wrap_to_min
.update_song .update_song
RTL RTL
@@ -414,7 +399,7 @@ UpdateFluteSong_Long:
.wrap_to_min .wrap_to_min
LDA #$01 : STA $030F LDA #$01 : STA $030F
.notPressed .not_pressed
RTL RTL
} }
print "End of Items/ocarina.asm ", pc print "End of Items/ocarina.asm ", pc
@@ -437,7 +422,7 @@ RainAnimation_Overridden:
.rainOverlaySet .rainOverlaySet
; If misery mire has been opened already, we're done. ; If misery mire has been opened already, we're done.
;LDA.l $7EF2F0 : AND.b #$20 : BNE .skipMovement ; LDA.l $7EF2F0 : AND.b #$20 : BNE .skipMovement
; Check the frame counter. ; Check the frame counter.
; On the third frame do a flash of lightning. ; On the third frame do a flash of lightning.
LDA.b $1A LDA.b $1A
@@ -459,7 +444,7 @@ RainAnimation_Overridden:
.thunder .thunder
; Play the thunder sound when outdoors. ; Play the thunder sound when outdoors.
;LDX.b #$36 : STX.w $012E ; LDX.b #$36 : STX.w $012E
JSL PlayThunderAndRain JSL PlayThunderAndRain
.lightning .lightning
@@ -475,10 +460,8 @@ RainAnimation_Overridden:
; Overlay is only moved every 4th frame. ; Overlay is only moved every 4th frame.
LDA.b $1A : AND.b #$03 : BNE .skipMovement LDA.b $1A : AND.b #$03 : BNE .skipMovement
LDA.w $0494 : INC A : AND.b #$03 : STA.w $0494 : TAX LDA.w $0494 : INC A : AND.b #$03 : STA.w $0494 : TAX
LDA.b $E1 : CLC : ADC.l $02A46D, X : STA.b $E1 LDA.b $E1 : CLC : ADC.l $02A46D, X : STA.b $E1
LDA.b $E7 : CLC : ADC.l $02A471, X : STA.b $E7 LDA.b $E7 : CLC : ADC.l $02A471, X : STA.b $E7
.skipMovement .skipMovement
RTL RTL