Temporarily comment out sections for porting to ZSOWv3 in ocarina.asm, ZSCustomOverworld.asm, and time_system.asm

This commit is contained in:
scawful
2025-10-01 13:29:54 -04:00
parent ed1a30adce
commit 8d4d2b8f41
3 changed files with 70 additions and 60 deletions

View File

@@ -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