Temporarily comment out sections for porting to ZSOWv3 in ocarina.asm, ZSCustomOverworld.asm, and time_system.asm
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@@ -303,20 +303,21 @@ PlayThunderAndRain:
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RTL
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}
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CheckRealTable:
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{
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LDA $7EE00E : CMP #$00 : BEQ .continue
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JML RainAnimation_Overridden_rainOverlaySet
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.continue
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LDA #$05 : STA $012D
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LDA.b $8A : ASL : TAX
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LDA.l Pool_OverlayTable, X
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CMP.b #$9F : BNE .not_rain_area
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RTL
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.not_rain_area
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STZ.b $1D
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JML RainAnimation_Overridden_skipMovement
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}
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; Temporarily commented out while porting to ZSOWv3
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; CheckRealTable:
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; {
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; LDA $7EE00E : CMP #$00 : BEQ .continue
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; JML RainAnimation_Overridden_rainOverlaySet
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; .continue
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; LDA #$05 : STA $012D
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; LDA.b $8A : ASL : TAX
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; LDA.l Pool_OverlayTable, X
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; CMP.b #$9F : BNE .not_rain_area
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; RTL
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; .not_rain_area
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; STZ.b $1D
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; JML RainAnimation_Overridden_skipMovement
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; }
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ResetOcarinaFlag:
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{
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@@ -393,58 +394,59 @@ pushpc ; Bank2B freespace
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org $02F210 : JSL ResetOcarinaFlag
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; ZS OW
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org $02A4CD
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RainAnimation_Overridden:
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{
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JSL CheckRealTable : BEQ .rainOverlaySet
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; LDA.b $8C : CMP.b #$9F :
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; Check the progress indicator
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LDA.l GameState : CMP.b #$02 : BRA .skipMovement
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.rainOverlaySet
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; Temporarily commented out while porting to ZSOWv3
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; org $02A4CD
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; RainAnimation_Overridden:
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; {
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; JSL CheckRealTable : BEQ .rainOverlaySet
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; ; LDA.b $8C : CMP.b #$9F :
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; ; Check the progress indicator
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; LDA.l GameState : CMP.b #$02 : BRA .skipMovement
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; .rainOverlaySet
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; If misery mire has been opened already, we're done.
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; LDA.l $7EF2F0 : AND.b #$20 : BNE .skipMovement
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; Check the frame counter.
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; On the third frame do a flash of lightning.
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LDA.b $1A
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; ; If misery mire has been opened already, we're done.
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; ; LDA.l $7EF2F0 : AND.b #$20 : BNE .skipMovement
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; ; Check the frame counter.
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; ; On the third frame do a flash of lightning.
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; LDA.b $1A
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CMP.b #$03 : BEQ .lightning ; On the 0x03rd frame, cue the lightning.
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CMP.b #$05 : BEQ .normalLight ; On the 0x05th frame, normal light level.
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CMP.b #$24 : BEQ .thunder ; On the 0x24th frame, cue the thunder.
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CMP.b #$2C : BEQ .normalLight ; On the 0x2Cth frame, normal light level.
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CMP.b #$58 : BEQ .lightning ; On the 0x58th frame, cue the lightning.
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CMP.b #$5A : BNE .moveOverlay ; On the 0x5Ath frame, normal light level.
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; CMP.b #$03 : BEQ .lightning ; On the 0x03rd frame, cue the lightning.
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; CMP.b #$05 : BEQ .normalLight ; On the 0x05th frame, normal light level.
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; CMP.b #$24 : BEQ .thunder ; On the 0x24th frame, cue the thunder.
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; CMP.b #$2C : BEQ .normalLight ; On the 0x2Cth frame, normal light level.
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; CMP.b #$58 : BEQ .lightning ; On the 0x58th frame, cue the lightning.
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; CMP.b #$5A : BNE .moveOverlay ; On the 0x5Ath frame, normal light level.
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.normalLight
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; .normalLight
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; Keep the screen semi-dark.
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LDA.b #$72
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; ; Keep the screen semi-dark.
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; LDA.b #$72
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BRA .setBrightness
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; BRA .setBrightness
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.thunder
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; .thunder
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; Play the thunder sound when outdoors.
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; LDX.b #$36 : STX.w $012E
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JSL PlayThunderAndRain
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; ; Play the thunder sound when outdoors.
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; ; LDX.b #$36 : STX.w $012E
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; JSL PlayThunderAndRain
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.lightning
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; .lightning
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LDA.b #$32 ; Make the screen flash with lightning.
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; LDA.b #$32 ; Make the screen flash with lightning.
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.setBrightness
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; .setBrightness
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STA.b $9A
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; STA.b $9A
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.moveOverlay
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; .moveOverlay
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; Overlay is only moved every 4th frame.
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LDA.b $1A : AND.b #$03 : BNE .skipMovement
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LDA.w $0494 : INC A : AND.b #$03 : STA.w $0494 : TAX
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LDA.b $E1 : CLC : ADC.l $02A46D, X : STA.b $E1
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LDA.b $E7 : CLC : ADC.l $02A471, X : STA.b $E7
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.skipMovement
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; ; Overlay is only moved every 4th frame.
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; LDA.b $1A : AND.b #$03 : BNE .skipMovement
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; LDA.w $0494 : INC A : AND.b #$03 : STA.w $0494 : TAX
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; LDA.b $E1 : CLC : ADC.l $02A46D, X : STA.b $E1
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; LDA.b $E7 : CLC : ADC.l $02A471, X : STA.b $E7
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; .skipMovement
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RTL
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}
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assert pc() <= $02A52D
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; RTL
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; }
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; assert pc() <= $02A52D
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