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:
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