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

View File

@@ -3350,7 +3350,12 @@ Palette_MultiLoad_NonBuffer:
.copyColors .copyColors
; We're loading A from the address set up in the calling function. ; We're loading A from the address set up in the calling function.
LDA.b [$00] : STA.l $7EC300, X LDA.b [$00]
STA.l $7EE018
BEQ +
JSL Oracle_ColorSubEffect
+
STA.l $7EC300, X
STA.l $7EC500, X STA.l $7EC500, X
; Increment the absolute portion of the address by two, and ; Increment the absolute portion of the address by two, and

View File

@@ -275,10 +275,12 @@ CheckIfNight16Bit:
pushpc pushpc
; Overworld_LoadSprites ; Overworld_LoadSprites
org $09C4E3 : JSL CheckIfNight ; Temporarily commented out while porting to ZSOWv3
; org $09C4E3 : JSL CheckIfNight
; Sprite_LoadGraphicsProperties_light_world_only ; 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 ]---- ; ----[ Day / Night system * palette effect ]----
@@ -601,7 +603,8 @@ org $02AE92 : NOP #6
; $0E/D601 8F 00 C3 7E STA $7EC300[$7E:C300] ; $0E/D601 8F 00 C3 7E STA $7EC300[$7E:C300]
; $0E/D605 8F 40 C3 7E STA $7EC340[$7E:C340] ; $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 ; Gloves color loading routine