Cleanup Ocarina item code

This commit is contained in:
scawful
2024-09-21 14:36:08 -04:00
parent 353cacde63
commit 7ee71def8f

View File

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