Cleanup time_system.asm
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@@ -11,11 +11,12 @@ Hours = $7EE000
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Minutes = $7EE001
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TimeSpeed = $7EE002
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; HUD Template adjusts timer's color
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org !hud_template
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db $10, $24, $11, $24
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db $6C, $25
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db $90, $24, $90, $24
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db $6C,$25,$90,$24,$90,$24 ; HUD Template(adjusts timer's color)
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db $6C, $25, $90, $24, $90, $24
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; Sprite_Main.dont_reset_drag
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; Executes every frame to update the clock
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@@ -105,6 +106,9 @@ DrawClockToHud:
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; =========================================================
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Overworld_SetFixedColAndScroll = $0BFE70
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Overworld_SetFixedColAndScroll_AltEntry = $0BFE72
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RunClock:
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{
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LDA $10 ; checks current event in game
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@@ -147,33 +151,32 @@ RunClock:
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RTS
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.increase_minutes
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LDA $7EE001 : INC A : STA $7EE001
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CMP #$3C : BPL .increase_hours ; minutes = #60 ?
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LDA.l Minutes : INC A : STA.l Minutes
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CMP #$3C : BPL .increase_hours ; minutes = 60 ?
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RTS
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.increase_hours
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LDA #$00 : STA $7EE001
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LDA $7EE000 : INC A : STA $7EE000
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CMP #$18 : BPL .reset_hours ; hours = #24 ?
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LDA #$00 : STA.l Minutes
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LDA.l Hours : INC A : STA.l Hours
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CMP #$18 : BPL .reset_hours ; hours = 24 ?
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;check indoors/outdoors
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LDA $1B : BEQ .outdoors0
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RTS
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.outdoors0
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JSL rom_to_buff ; update buffer palette
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JSL buff_to_eff ; update effective palette
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JSL RomToPaletteBuffer ; update buffer palette
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JSL PaletteBufferToEffective ; update effective palette
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;rain layer ?
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LDA $8C : CMP #$9F : BEQ .skip_bg_updt0
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LDA $8C : CMP #$9E : BEQ .skip_bg_updt0 ; canopy layer ?
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CMP #$97 : BEQ .skip_bg_updt0 ; fog layer?
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JSL $0BFE70 ; update background color
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JSL Overworld_SetFixedColAndScroll ; update background color
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BRA .inc_hours_end
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.skip_bg_updt0 ; prevent the sub layer from disappearing ($1D zeroed)
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JSL $0BFE72
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JSL Overworld_SetFixedColAndScroll_AltEntry
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.inc_hours_end
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RTS
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@@ -186,18 +189,16 @@ RunClock:
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RTS
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.outdoors1
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JSL rom_to_buff
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JSL buff_to_eff
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JSL RomToPaletteBuffer
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JSL PaletteBufferToEffective
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LDA $8C : CMP #$9F : BEQ .skip_bg_updt1 ; rain layer ?
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LDA $8C : CMP #$9E : BEQ .skip_bg_updt1 ; canopy layer ?
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JSL $0BFE70 ; update background color
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JSL Overworld_SetFixedColAndScroll ; update background color
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BRA .reset_end
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.skip_bg_updt1 ; prevent the sub layer from disappearing ($1D zeroed)
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JSL $0BFE72
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JSL Overworld_SetFixedColAndScroll_AltEntry
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.reset_end
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RTS
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}
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@@ -205,17 +206,17 @@ RunClock:
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CheckForSongOfTime:
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{
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LDA $FE : CMP.b #$02 : BNE +
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LDA.b #$00 : STA.l $7EE002
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LDA.b #$00 : STA.l TimeSpeed
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LDA.l $7EE000 : CMP.b #$06 : BNE ++
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LDA.l $7EE001 : BNE ++
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LDA.b #$3F : STA.l $7EE002
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LDA.l Hours : CMP.b #$06 : BNE ++
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LDA.l Minutes : BNE ++
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LDA.b #$3F : STA.l TimeSpeed
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STZ $FE
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++
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LDA.l $7EE000 : CMP.b #$12 : BNE ++
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LDA.l $7EE001 : BNE ++
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LDA.b #$3F : STA.l $7EE002
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LDA.l Hours : CMP.b #$12 : BNE ++
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LDA.l Minutes : BNE ++
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LDA.b #$3F : STA.l TimeSpeed
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STZ $FE
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++
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+
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@@ -235,12 +236,14 @@ pushpc
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!temp_value = $7EE016
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!pal_color = $7EE018
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Overworld_CopyPalettesToCache = $02C769
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org $02FF80 ; free space on bank $02
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buff_to_eff:
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PaletteBufferToEffective:
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JSR $C769 ; $02:C65F -> palette buffer to effective routine
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RTL
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rom_to_buff:
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RomToPaletteBuffer:
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JSR $AAF4 ; $02:AAF4 -> change buffer palette of trees,houses,rivers,etc.
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JSR $C692 ; $02:C692 -> rom to palette buffer for other colors
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RTL
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@@ -439,9 +442,9 @@ GlovesFix:
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CheckIfNight:
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{
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JSR LoadPeacetimeSprites : BCS +
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RTL
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+
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;JSR LoadPeacetimeSprites : BCS +
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; RTL
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;+
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LDA.l $7EF3C5 : CMP.b #$02 : BCC .day_time
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LDA $7EE000 : CMP.b #$12 : BCS .night_time
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LDA $7EE000 : CMP.b #$06 : BCC .night_time
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@@ -475,9 +478,9 @@ ColorBgFix:
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CheckIfNight16Bit:
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{
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JSR LoadPeacetimeSprites : BCS +
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RTL
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+
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;JSR LoadPeacetimeSprites : BCS +
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; RTL
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;+
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; Don't change the spriteset during the intro sequence
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LDA.l $7EF3C5 : AND.w #$00FF : CMP.w #$0002 : BCC .day_time
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; 0x12 = 18 hours or 6 pm
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@@ -551,7 +554,6 @@ FixDungeonMapColors:
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RestoreTimeForDungeonMap:
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{
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; Restore the time
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LDA $7EF900 : STA $7EE000
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LDA $7EF901 : STA $7EE001
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LDA.l $7EC017
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