Cleanup Time System code

This commit is contained in:
scawful
2024-09-22 10:52:38 -04:00
parent 378c05fc20
commit 75cb1e3c23

View File

@@ -16,7 +16,7 @@ org !hud_template
db $6C,$25 db $6C,$25
db $90,$24,$90,$24 db $90,$24,$90,$24
db $6C,$25,$90,$24,$90,$24 ; HUD Template(adjusts timer's color) db $6C,$25,$90,$24,$90,$24 ; HUD Template(adjusts timer's color)
; Sprite_Main.dont_reset_drag ; Sprite_Main.dont_reset_drag
; Executes every frame to update the clock ; Executes every frame to update the clock
org $068361 org $068361
@@ -40,7 +40,7 @@ LogoFadeInSetClock:
JSL $00ED7C ; IntroLogoPaletteFadeIn JSL $00ED7C ; IntroLogoPaletteFadeIn
LDA.b #$08 : STA.l $7EE000 ; Set the time to 6:00am LDA.b #$08 : STA.l $7EE000 ; Set the time to 6:00am
LDA.b #$3F : STA.l $7EE002 ; Set the time speed LDA.b #$3F : STA.l $7EE002 ; Set the time speed
RTL RTL
} }
pushpc pushpc
@@ -58,7 +58,6 @@ ResetClockTriforceRoom:
DrawClockToHudLong: DrawClockToHudLong:
{ {
JSR DrawClockToHud JSR DrawClockToHud
RTL RTL
} }
@@ -95,7 +94,7 @@ DrawClockToHud:
.minutes_high .minutes_high
STA.l !hud_min_high STA.l !hud_min_high
LDA #$30 : STA.l !hud_min_high+1 ; white palette LDA #$30 : STA.l !hud_min_high+1 ; white palette
.finish_draw .finish_draw
@@ -136,13 +135,13 @@ RunClock:
LDA $0FFF : CMP #$00 : BEQ .light_world LDA $0FFF : CMP #$00 : BEQ .light_world
LDA $02B2 : CMP.b #$05 : BCS .already_gbc_or_minish LDA $02B2 : CMP.b #$05 : BCS .already_gbc_or_minish
JSL UpdateGbcPalette JSL UpdateGbcPalette
LDA.b #$3B : STA $BC ; change link's sprite LDA.b #$3B : STA $BC ; change link's sprite
LDA.b #$06 : STA $02B2 ; set the form id LDA.b #$06 : STA $02B2 ; set the form id
.light_world .light_world
.already_gbc_or_minish .already_gbc_or_minish
JSR CheckForSongOfTime JSR CheckForSongOfTime
; time speed (1,3,5,7,F,1F,3F,7F,FF) ; time speed (1,3,5,7,F,1F,3F,7F,FF)
; #$3F is almost 1 sec = 1 game minute ; #$3F is almost 1 sec = 1 game minute
LDA $1A : AND TimeSpeed : BEQ .increase_minutes ; 05 LDA $1A : AND TimeSpeed : BEQ .increase_minutes ; 05
.end .end
@@ -173,14 +172,11 @@ RunClock:
CMP #$97 : BEQ .skip_bg_updt0 ; fog layer? CMP #$97 : BEQ .skip_bg_updt0 ; fog layer?
JSL $0BFE70 ;update background color JSL $0BFE70 ;update background color
BRA .inc_hours_end BRA .inc_hours_end
.skip_bg_updt0 ;prevent the sub layer from disappearing ($1D zeroed) .skip_bg_updt0 ;prevent the sub layer from disappearing ($1D zeroed)
JSL $0BFE72 JSL $0BFE72
.inc_hours_end .inc_hours_end
RTS RTS
.reset_hours .reset_hours
@@ -199,7 +195,7 @@ RunClock:
LDA $8C : CMP #$9E : BEQ .skip_bg_updt1 ; canopy layer ? LDA $8C : CMP #$9E : BEQ .skip_bg_updt1 ; canopy layer ?
JSL $0BFE70 ;update background color JSL $0BFE70 ;update background color
BRA .reset_end BRA .reset_end
.skip_bg_updt1 ;prevent the sub layer from disappearing ($1D zeroed) .skip_bg_updt1 ;prevent the sub layer from disappearing ($1D zeroed)
JSL $0BFE72 JSL $0BFE72
@@ -245,7 +241,7 @@ org $02FF80 ; free space on bank $02
buff_to_eff: buff_to_eff:
JSR $C769 ; $02:C65F -> palette buffer to effective routine JSR $C769 ; $02:C65F -> palette buffer to effective routine
RTL RTL
rom_to_buff: rom_to_buff:
JSR $AAF4 ; $02:AAF4 -> change buffer palette of trees,houses,rivers,etc. JSR $AAF4 ; $02:AAF4 -> change buffer palette of trees,houses,rivers,etc.
JSR $C692 ; $02:C692 -> rom to palette buffer for other colors JSR $C692 ; $02:C692 -> rom to palette buffer for other colors
@@ -284,7 +280,6 @@ LoadDayNightPaletteEffect:
CPX #$0041 : BPL .title_check CPX #$0041 : BPL .title_check
STA PaletteBuffer_HUD,X STA PaletteBuffer_HUD,X
RTL RTL
.title_check .title_check
; title or file select screen ? ; title or file select screen ?
@@ -337,7 +332,7 @@ ColorSubEffect:
LDA #$0400 ; LDA smallest blue value LDA #$0400 ; LDA smallest blue value
.no_blue_sign_change .no_blue_sign_change
STA.l !blue_value STA.l !blue_value
do_green: do_green:
LDA !pal_color : AND #$03E0 : STA !green_value LDA !pal_color : AND #$03E0 : STA !green_value
@@ -350,7 +345,7 @@ ColorSubEffect:
.no_green_sign_change .no_green_sign_change
STA.l !green_value STA.l !green_value
.do_red .do_red
LDA.l !pal_color : AND #$001F : STA.l !red_value LDA.l !pal_color : AND #$001F : STA.l !red_value
SEC : SBC.l red_table,x ; substract amount to red field based on a table SEC : SBC.l red_table,x ; substract amount to red field based on a table
@@ -366,7 +361,7 @@ ColorSubEffect:
LDA.l !blue_value LDA.l !blue_value
ORA.l !green_value ORA.l !green_value
ORA.l !red_value ORA.l !red_value
RTL RTL
} }
@@ -402,7 +397,7 @@ BackgroundFix:
{ {
BEQ .no_effect ;BRAnch if A=#$0000 (transparent bg) BEQ .no_effect ;BRAnch if A=#$0000 (transparent bg)
JSL ColorSubEffect JSL ColorSubEffect
.no_effect: .no_effect:
STA.l PaletteCgram_HUD STA.l PaletteCgram_HUD
STA.l PaletteBuffer_HUD STA.l PaletteBuffer_HUD
@@ -467,7 +462,7 @@ ColorBgFix:
; Check for save and quit ; Check for save and quit
LDA.b $10 : CMP.b #$17 : BEQ .vanilla LDA.b $10 : CMP.b #$17 : BEQ .vanilla
REP #$30 REP #$30
PLA PLA
JSL ColorSubEffect JSL ColorSubEffect
STA.l PaletteCgram_HUD STA.l PaletteCgram_HUD
STA.l PaletteCgram_BG STA.l PaletteCgram_BG
@@ -502,7 +497,7 @@ if ZS_CUSTOM_OW_V2 == 0
; Custom BG Color Mosaic Background Color fix ; Custom BG Color Mosaic Background Color fix
org $028464 org $028464
NOP #6 NOP #6
else else
; SetBGColorMainBuffer ; SetBGColorMainBuffer
org $0ED5F9 org $0ED5F9
JSL ColorBgFix JSL ColorBgFix
@@ -518,7 +513,7 @@ org $02AE92
; ZS OW - ReplaceBGColor ; ZS OW - ReplaceBGColor
if ZS_CUSTOM_OW_V2 == 0 if ZS_CUSTOM_OW_V2 == 0
org $2886B4 org $2886B4
STA !pal_color STA !pal_color
JSL BackgroundFix JSL BackgroundFix
;NOP #8 ;NOP #8
@@ -541,21 +536,20 @@ org $0ED601
JSL SubAreasFix JSL SubAreasFix
; ========================================================= ; =========================================================
; Gloves color loading routine ; Gloves color loading routine
;$1B/EE1B C2 30 REP #$30 ;$1B/EE1B C2 30 REP #$30
;$1B/EE1D AF 54 F3 7E LDA $7EF354[$7E:F354] ;$1B/EE1D AF 54 F3 7E LDA $7EF354[$7E:F354]
;$1B/EE21 29 FF 00 AND #$00FF ;$1B/EE21 29 FF 00 AND #$00FF
;$1B/EE24 F0 0F BEQ $0F [$EE35] ;$1B/EE24 F0 0F BEQ $0F [$EE35]
;$1B/EE26 3A DEC A ;$1B/EE26 3A DEC A
;$1B/EE27 0A ASL A ;$1B/EE27 0A ASL A
;$1B/EE28 AA TAX ;$1B/EE28 AA TAX
;$1B/EE29 BF F5 ED 1B LDA $1BEDF5,x[$1B:EDF7] ;$1B/EE29 BF F5 ED 1B LDA $1BEDF5,x[$1B:EDF7]
;$1B/EE2D 8F FA C4 7E STA $7EC4FA[$7E:C4FA] ;$1B/EE2D 8F FA C4 7E STA $7EC4FA[$7E:C4FA]
;$1B/EE31 8F FA C6 7E STA $7EC6FA[$7E:C6FA] ;$1B/EE31 8F FA C6 7E STA $7EC6FA[$7E:C6FA]
;$1B/EE35 E2 30 SEP #$30 ;$1B/EE35 E2 30 SEP #$30
;$1B/EE37 E6 15 INC $15 [$00:0015] ;$1B/EE37 E6 15 INC $15 [$00:0015]
;$1B/EE39 6B RTL ;$1B/EE39 6B RTL
; Palettes_Load_LinkGloves ; Palettes_Load_LinkGloves
org $1BEE2D org $1BEE2D
@@ -589,7 +583,7 @@ LoadPeacetimeSprites:
{ {
; Map 2E, 2F if CRYSTALS && 0x10 == 0 ; Map 2E, 2F if CRYSTALS && 0x10 == 0
LDA $8A : CMP.b #$2E : BEQ .tail_palace LDA $8A : CMP.b #$2E : BEQ .tail_palace
CMP.b #$2F : BEQ .tail_palace CMP.b #$2F : BEQ .tail_palace
JMP + JMP +
.tail_palace .tail_palace
LDA.l CRYSTALS : AND #$10 : BNE .load_peacetime LDA.l CRYSTALS : AND #$10 : BNE .load_peacetime
@@ -668,4 +662,4 @@ org $09F604
GameOver_SaveAndQuit: GameOver_SaveAndQuit:
{ {
JSL FixSaveAndQuit JSL FixSaveAndQuit
} }