diff --git a/Items/ocarina.asm b/Items/ocarina.asm index 8e00a2c..ceeb480 100644 --- a/Items/ocarina.asm +++ b/Items/ocarina.asm @@ -3,14 +3,9 @@ ; ; ========================================================= -org $0994FE - AddTravelBird: - -org $098D11 - AddWeathervaneExplosion: - -org $078021 - Player_DoSfx1: +AddTravelBird = $0994FE +AddWeathervaneExplosion = $098D11 +Player_DoSfx1 = $078021 ; ========================================================= ; Song of Healing @@ -87,9 +82,12 @@ Song_of_Storms: } ; assert pc() <= $1A8FD4 +; ========================================================= + ; A, D, F, A, D, F ; SFX3_27 Agahnim charge ; 0x003B + org $1A91F0 Song_of_Time: { @@ -361,12 +359,12 @@ ResetOcarinaFlag: ; $030F - Current Song RAM ; 00 - No Song -; 01 - Song of Storms -; 02 - Song of Healing +; 01 - Song of Storms +; 02 - Song of Healing ; 03 - Song of Soaring ; 04 - Song of Time -; Values at $7EF34C determine scrolling behavior +; Values at $7EF34C determine scrolling behavior ; 01 - No scrolling allowed ; 02 - Scroll between two songs ; 03 - Scroll between three songs @@ -378,10 +376,10 @@ UpdateFluteSong_Long: LDA $030F : BNE .songExists ; if this code is running, we have the flute song 1 - LDA #$01 : STA $030F + LDA #$01 : STA $030F .songExists LDA.b $F6 - BIT.b #$20 : BNE .left ; pressed left + BIT.b #$20 : BNE .left ; pressed left BIT.b #$10 : BNE .right ; pressed right RTL @@ -433,7 +431,7 @@ org $02A4CD RainAnimation_Overridden: { JSL CheckRealTable : BEQ .rainOverlaySet - ; LDA.b $8C : CMP.b #$9F : + ; LDA.b $8C : CMP.b #$9F : ; Check the progress indicator LDA.l $7EF3C5 : CMP.b #$02 : BRA .skipMovement .rainOverlaySet @@ -445,11 +443,11 @@ RainAnimation_Overridden: LDA.b $1A CMP.b #$03 : BEQ .lightning ; On the 0x03rd frame, cue the lightning. - CMP.b #$05 : BEQ .normalLight ; On the 0x05th frame, normal light level. - CMP.b #$24 : BEQ .thunder ; On the 0x24th frame, cue the thunder. - CMP.b #$2C : BEQ .normalLight ; On the 0x2Cth frame, normal light level. - CMP.b #$58 : BEQ .lightning ; On the 0x58th frame, cue the lightning. - CMP.b #$5A : BNE .moveOverlay ; On the 0x5Ath frame, normal light level. + CMP.b #$05 : BEQ .normalLight ; On the 0x05th frame, normal light level. + CMP.b #$24 : BEQ .thunder ; On the 0x24th frame, cue the thunder. + CMP.b #$2C : BEQ .normalLight ; On the 0x2Cth frame, normal light level. + CMP.b #$58 : BEQ .lightning ; On the 0x58th frame, cue the lightning. + CMP.b #$5A : BNE .moveOverlay ; On the 0x5Ath frame, normal light level. .normalLight