diff --git a/Items/ocarina.asm b/Items/ocarina.asm index 0b0cafa..6c438e7 100644 --- a/Items/ocarina.asm +++ b/Items/ocarina.asm @@ -303,20 +303,21 @@ PlayThunderAndRain: RTL } -CheckRealTable: -{ - LDA $7EE00E : CMP #$00 : BEQ .continue - JML RainAnimation_Overridden_rainOverlaySet - .continue - LDA #$05 : STA $012D - LDA.b $8A : ASL : TAX - LDA.l Pool_OverlayTable, X - CMP.b #$9F : BNE .not_rain_area - RTL - .not_rain_area - STZ.b $1D - JML RainAnimation_Overridden_skipMovement -} +; Temporarily commented out while porting to ZSOWv3 +; CheckRealTable: +; { +; LDA $7EE00E : CMP #$00 : BEQ .continue +; JML RainAnimation_Overridden_rainOverlaySet +; .continue +; LDA #$05 : STA $012D +; LDA.b $8A : ASL : TAX +; LDA.l Pool_OverlayTable, X +; CMP.b #$9F : BNE .not_rain_area +; RTL +; .not_rain_area +; STZ.b $1D +; JML RainAnimation_Overridden_skipMovement +; } ResetOcarinaFlag: { @@ -393,58 +394,59 @@ pushpc ; Bank2B freespace org $02F210 : JSL ResetOcarinaFlag ; ZS OW -org $02A4CD -RainAnimation_Overridden: -{ - JSL CheckRealTable : BEQ .rainOverlaySet - ; LDA.b $8C : CMP.b #$9F : - ; Check the progress indicator - LDA.l GameState : CMP.b #$02 : BRA .skipMovement - .rainOverlaySet +; Temporarily commented out while porting to ZSOWv3 +; org $02A4CD +; RainAnimation_Overridden: +; { +; JSL CheckRealTable : BEQ .rainOverlaySet +; ; LDA.b $8C : CMP.b #$9F : +; ; Check the progress indicator +; LDA.l GameState : CMP.b #$02 : BRA .skipMovement +; .rainOverlaySet - ; If misery mire has been opened already, we're done. - ; LDA.l $7EF2F0 : AND.b #$20 : BNE .skipMovement - ; Check the frame counter. - ; On the third frame do a flash of lightning. - LDA.b $1A +; ; If misery mire has been opened already, we're done. +; ; LDA.l $7EF2F0 : AND.b #$20 : BNE .skipMovement +; ; Check the frame counter. +; ; On the third frame do a flash of lightning. +; 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 #$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. - .normalLight +; .normalLight - ; Keep the screen semi-dark. - LDA.b #$72 +; ; Keep the screen semi-dark. +; LDA.b #$72 - BRA .setBrightness +; BRA .setBrightness - .thunder +; .thunder - ; Play the thunder sound when outdoors. - ; LDX.b #$36 : STX.w $012E - JSL PlayThunderAndRain +; ; Play the thunder sound when outdoors. +; ; LDX.b #$36 : STX.w $012E +; JSL PlayThunderAndRain - .lightning +; .lightning - LDA.b #$32 ; Make the screen flash with lightning. +; LDA.b #$32 ; Make the screen flash with lightning. - .setBrightness +; .setBrightness - STA.b $9A +; STA.b $9A - .moveOverlay +; .moveOverlay - ; Overlay is only moved every 4th frame. - LDA.b $1A : AND.b #$03 : BNE .skipMovement - LDA.w $0494 : INC A : AND.b #$03 : STA.w $0494 : TAX - LDA.b $E1 : CLC : ADC.l $02A46D, X : STA.b $E1 - LDA.b $E7 : CLC : ADC.l $02A471, X : STA.b $E7 - .skipMovement +; ; Overlay is only moved every 4th frame. +; LDA.b $1A : AND.b #$03 : BNE .skipMovement +; LDA.w $0494 : INC A : AND.b #$03 : STA.w $0494 : TAX +; LDA.b $E1 : CLC : ADC.l $02A46D, X : STA.b $E1 +; LDA.b $E7 : CLC : ADC.l $02A471, X : STA.b $E7 +; .skipMovement - RTL -} -assert pc() <= $02A52D +; RTL +; } +; assert pc() <= $02A52D diff --git a/Overworld/ZSCustomOverworld.asm b/Overworld/ZSCustomOverworld.asm index 5375d6b..ebb0bfc 100644 --- a/Overworld/ZSCustomOverworld.asm +++ b/Overworld/ZSCustomOverworld.asm @@ -3350,8 +3350,13 @@ Palette_MultiLoad_NonBuffer: .copyColors ; We're loading A from the address set up in the calling function. - LDA.b [$00] : STA.l $7EC300, X - STA.l $7EC500, X + LDA.b [$00] + STA.l $7EE018 + BEQ + + JSL Oracle_ColorSubEffect + + + STA.l $7EC300, X + STA.l $7EC500, X ; Increment the absolute portion of the address by two, and ; decrease the color count by one. diff --git a/Overworld/time_system.asm b/Overworld/time_system.asm index 0393d08..983b6dc 100644 --- a/Overworld/time_system.asm +++ b/Overworld/time_system.asm @@ -275,10 +275,12 @@ CheckIfNight16Bit: pushpc ; Overworld_LoadSprites -org $09C4E3 : JSL CheckIfNight +; Temporarily commented out while porting to ZSOWv3 +; org $09C4E3 : JSL CheckIfNight ; Sprite_LoadGraphicsProperties_light_world_only -org $00FC6A : JSL CheckIfNight16Bit +; Temporarily commented out while porting to ZSOWv3 +; org $00FC6A : JSL CheckIfNight16Bit ; ========================================================= ; ----[ Day / Night system * palette effect ]---- @@ -601,7 +603,8 @@ org $02AE92 : NOP #6 ; $0E/D601 8F 00 C3 7E STA $7EC300[$7E:C300] ; $0E/D605 8F 40 C3 7E STA $7EC340[$7E:C340] -org $0ED601 : JSL SubAreasFix +; Temporarily commented out while porting to ZSOWv3 +; org $0ED601 : JSL SubAreasFix ; ========================================================= ; Gloves color loading routine