Refactor Time System: Introduce TimeState struct and modularize RunClock
This commit is contained in:
@@ -1,4 +1,3 @@
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struct Sprite $7E0BA0
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{
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.BulletProof: skip 16
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@@ -61,3 +60,16 @@ struct Sprite $7E0BA0
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}
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endstruct
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struct TimeState $7EE000
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{
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.Hours: skip 1
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.Minutes: skip 1
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.Speed: skip 1
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.Padding: skip 13 ; Pad to $7EE010
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.BlueVal: skip 2
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.GreenVal: skip 2
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.RedVal: skip 2
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.TempColor: skip 2
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.SubColor: skip 2
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}
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endstruct
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@@ -43,7 +43,7 @@ HouseTag_Main:
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HouseTag_TelepathicPlea:
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{
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LDA.b #$08 : STA $7EE000 ; Set the time to 8:00am
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LDA.b #$08 : STA.l TimeState.Hours ; Set the time to 8:00am
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LDA.b #$03 : STA.w $012C ; Play the deku tree music
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; Set Link's coordinates to this specific position.
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@@ -27,7 +27,7 @@ UpdateBunnyPalette:
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.loop
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LDA.l bunny_palette, X
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PHX
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STA.l !SubPalColor
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STA.l TimeState.SubColor
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JSL ColorSubEffect
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PLX
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STA $7EC6E0, X
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@@ -15,7 +15,7 @@ UpdateDekuPalette:
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.loop
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LDA.l deku_palette, X
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PHX
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STA.l !SubPalColor
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STA.l TimeState.SubColor
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JSL ColorSubEffect
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PLX
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STA $7EC6E0, X
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@@ -11,7 +11,7 @@ UpdateWolfPalette:
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.loop
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LDA.l WolfPalette, X
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PHX
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STA.l !SubPalColor
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STA.l TimeState.SubColor
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JSL ColorSubEffect
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PLX
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STA $7EC6E0, X
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@@ -19,7 +19,7 @@ UpdateZoraPalette:
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.loop
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LDA.l zora_palette, X
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PHX
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STA.l !SubPalColor
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STA.l TimeState.SubColor
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JSL ColorSubEffect
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PLX
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STA $7EC6E0, X
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@@ -58,7 +58,7 @@ PlaytimeLabel:
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Menu_DrawHourDigit:
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{
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SEP #$30
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LDA.l $7EE000
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LDA.l TimeState.Hours
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ASL A : ASL A
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TAX
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REP #$30
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@@ -71,7 +71,7 @@ Menu_DrawHourDigit:
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Menu_DrawMinuteDigit:
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{
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SEP #$30
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LDA.l $7EE001
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LDA.l TimeState.Minutes
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ASL A : ASL A
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TAX
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REP #$30
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@@ -37,6 +37,7 @@
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; =========================================================
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incsrc "Util/macros.asm"
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incsrc "Core/structs.asm"
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incsrc "Overworld/ZSCustomOverworld.asm"
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%log_end("ZSCustomOverworld.asm", !LOG_OVERWORLD)
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@@ -3176,7 +3176,7 @@ CheckForChangeGraphicsTransitionLoad:
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; Where ZS saves the array of palettes
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LDA.w Pool_BGColorTable, X
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STA.l $7EE018
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STA.l TimeState.SubColor
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JSL Oracle_BackgroundFix
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; STA.l $7EC300 : STA.l $7EC500
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; STA.l $7EC540 : STA.l $7EC340
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@@ -3238,7 +3238,7 @@ CheckForChangeGraphicsTransitionLoad:
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; Set transparent color. only set the buffer so it fades in right
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; during mosaic transition.
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STA.l $7EE018
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STA.l TimeState.SubColor
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JSL Oracle_MosaicFix
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;STA.l $7EC300 : STA.l $7EC340
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@@ -3351,7 +3351,7 @@ Palette_MultiLoad_NonBuffer:
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.copyColors
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; We're loading A from the address set up in the calling function.
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LDA.b [$00]
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STA.l $7EE018
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STA.l TimeState.SubColor
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BEQ +
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JSL Oracle_ColorSubEffect
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+
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@@ -3845,7 +3845,7 @@ ReplaceBGColor:
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; Set the BG color buffer.
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PLA
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STA.l $7EE018
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STA.l TimeState.SubColor
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JSL Oracle_BackgroundFix ; $3482DD ; Background Fix
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; STA.l $7EC300 : STA.l $7EC340 ; Set the BG color.
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; STA.l $7EC500 : STA.l $7EC540
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@@ -3858,7 +3858,7 @@ ReplaceBGColor:
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; Set the BG color.
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PLA
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STA.l $7EE018
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STA.l TimeState.SubColor
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JSL Oracle_BackgroundFix
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; STA.l $7EC500
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; STA.l $7EC540
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@@ -3956,7 +3956,7 @@ InitColorLoad2:
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.storeColor
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; Set transparent color.
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STA.l $7EE018 ; Set temp color for tinting
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STA.l TimeState.SubColor ; Set temp color for tinting
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JSL Oracle_BackgroundFix ; Apply tint and write to buffers
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INC.b $15
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@@ -6,10 +6,6 @@
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!hud_hours_low = $7EC7C6
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!hud_hours_high = $7EC7C4
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Hours = $7EE000
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Minutes = $7EE001
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TimeSpeed = $7EE002
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; HUD Template adjusts timer's color
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org $0DFF07
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db $10, $24, $11, $24
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@@ -38,8 +34,8 @@ pullpc
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LogoFadeInSetClock:
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{
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JSL $00ED7C ; IntroLogoPaletteFadeIn
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LDA.b #$08 : STA.l Hours ; Set the time to 6:00am
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LDA.b #$3F : STA.l TimeSpeed ; Set the time speed
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LDA.b #$08 : STA.l TimeState.Hours ; Set the time to 6:00am
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LDA.b #$3F : STA.l TimeState.Speed ; Set the time speed
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RTL
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}
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@@ -50,8 +46,8 @@ pullpc
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ResetClockTriforceRoom:
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{
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JSL $00E384 ; LoadCommonSprites_long
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LDA.b #$00 : STA.l Hours ; low hours for palette?
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LDA.b #$00 : STA.l Minutes ; high hours for palette?
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LDA.b #$00 : STA.l TimeState.Hours ; low hours for palette?
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LDA.b #$00 : STA.l TimeState.Minutes ; high hours for palette?
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RTL
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}
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@@ -65,7 +61,7 @@ DrawClockToHud:
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{
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LDX #$00
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.debut
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LDY #$00 : LDA Hours,x
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LDY #$00 : LDA TimeState.Hours,x
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.debut2
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CMP #$0A : BMI .draw
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SBC #$0A : INY : BRA .debut2
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@@ -97,13 +93,28 @@ Overworld_SetFixedColAndScroll = $0BFE70
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Overworld_SetFixedColAndScroll_AltEntry = $0BFE72
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RunClock:
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{
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JSR TimeSystem_CheckCanRun : BCC .return
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JSR TimeSystem_UpdateGBCLink
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JSR CheckForSongOfTime
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JSR TimeSystem_IncrementTime : BCC .return
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JSR TimeSystem_UpdatePalettes
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.return
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RTS
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}
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TimeSystem_CheckCanRun:
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{
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; checks current event in game
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LDA $10 : CMP #$07 : BEQ .counter_increasing ; dungeon/building?
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CMP #$09 : BEQ .overworld ; overworld?
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CMP #$0B : BEQ .overworld ; special overworld?
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CMP #$0E : BEQ .dialog ; dialog box?
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RTS
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CLC : RTS
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.overworld
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; Reload Sprite Gfx Properties
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JSL $00FC62 ; Sprite_LoadGraphicsProperties
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@@ -113,14 +124,19 @@ RunClock:
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.mosaic
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CMP #$0D : BMI .counter_increasing ; Mosaic ?
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RTS
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CLC : RTS
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.dialog
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; check submodule to prevent the counter from increasing if save/menu open
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LDA $11 : CMP #$02 : BEQ .counter_increasing ; NPC/signs speech
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RTS
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CLC : RTS
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.counter_increasing
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SEC : RTS
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}
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TimeSystem_UpdateGBCLink:
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{
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; GBC Link code
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LDA $0FFF : CMP #$00 : BEQ .light_world
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LDA $02B2 : BNE .already_gbc_or_minish
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@@ -129,65 +145,53 @@ RunClock:
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LDA.b #$06 : STA $02B2 ; set the form id
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.light_world
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.already_gbc_or_minish
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RTS
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}
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JSR CheckForSongOfTime
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TimeSystem_IncrementTime:
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{
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; time speed (1,3,5,7,F,1F,3F,7F,FF)
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; #$3F is almost 1 sec = 1 game minute
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LDA $1A : AND TimeSpeed : BEQ .increase_minutes ; 05
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.end
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RTS
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LDA $1A : AND TimeState.Speed : BEQ .increase_minutes ; 05
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CLC : RTS
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.increase_minutes
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LDA.l Minutes : INC A : STA.l Minutes
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LDA.l TimeState.Minutes : INC A : STA.l TimeState.Minutes
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CMP #$3C : BPL .increase_hours ; minutes = 60 ?
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RTS
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CLC : RTS
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.increase_hours
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LDA #$00 : STA.l Minutes
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LDA.l Hours : INC A : STA.l Hours
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LDA #$00 : STA.l TimeState.Minutes
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LDA.l TimeState.Hours : INC A : STA.l TimeState.Hours
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CMP #$18 : BPL .reset_hours ; hours = 24 ?
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SEC : RTS
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.reset_hours
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JSR CheckForDailyQuests
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LDA.b #$00 : STA.l TimeState.Hours
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SEC : RTS
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}
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TimeSystem_UpdatePalettes:
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{
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; check indoors/outdoors
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LDA $1B : BEQ .outdoors0
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LDA $1B : BEQ .outdoors
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RTS
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.outdoors0
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.outdoors
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JSL RomToPaletteBuffer ; update buffer palette
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JSL PaletteBufferToEffective ; update effective palette
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; rain layer ?
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LDA $8C : CMP #$9F : BEQ .skip_bg_updt0
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LDA $8C : CMP #$9E : BEQ .skip_bg_updt0 ; canopy layer ?
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CMP #$97 : BEQ .skip_bg_updt0 ; fog layer?
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LDA $8C : CMP #$9F : BEQ .skip_bg_updt
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LDA $8C : CMP #$9E : BEQ .skip_bg_updt ; canopy layer ?
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CMP #$97 : BEQ .skip_bg_updt ; fog layer?
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JSL Overworld_SetFixedColAndScroll ; update background color
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BRA .inc_hours_end
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RTS
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.skip_bg_updt0 ; prevent the sub layer from disappearing ($1D zeroed)
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.skip_bg_updt ; prevent the sub layer from disappearing ($1D zeroed)
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JSL Overworld_SetFixedColAndScroll_AltEntry
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.inc_hours_end
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RTS
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.reset_hours
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JSR CheckForDailyQuests
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LDA.b #$00 : STA.l Hours
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; check indoors/outdoors
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LDA.b $1B : BEQ .outdoors1
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RTS
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.outdoors1
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JSL RomToPaletteBuffer
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JSL PaletteBufferToEffective
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LDA $8C : CMP #$9F : BEQ .skip_bg_updt1 ; rain layer ?
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LDA $8C : CMP #$9E : BEQ .skip_bg_updt1 ; canopy layer ?
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JSL Overworld_SetFixedColAndScroll ; update background color
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BRA .reset_end
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.skip_bg_updt1 ; prevent the sub layer from disappearing ($1D zeroed)
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JSL Overworld_SetFixedColAndScroll_AltEntry
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.reset_end
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RTS
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}
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CheckForSongOfTime:
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@@ -195,19 +199,19 @@ CheckForSongOfTime:
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; Check if Song of Time was activated
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LDA.b SongFlag : CMP.b #$02 : BNE +
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; Speed up the time
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LDA.b #$00 : STA.l TimeSpeed
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LDA.b #$00 : STA.l TimeState.Speed
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; If we reached 6am
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LDA.l Hours : CMP.b #$06 : BNE ++
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LDA.l Minutes : BNE ++
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LDA.b #$3F : STA.l TimeSpeed
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LDA.l TimeState.Hours : CMP.b #$06 : BNE ++
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LDA.l TimeState.Minutes : BNE ++
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LDA.b #$3F : STA.l TimeState.Speed
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STZ.b SongFlag
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++
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; If we reached 6pm
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LDA.l Hours : CMP.b #$12 : BNE ++
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LDA.l Minutes : BNE ++
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LDA.b #$3F : STA.l TimeSpeed
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LDA.l TimeState.Hours : CMP.b #$12 : BNE ++
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LDA.l TimeState.Minutes : BNE ++
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LDA.b #$3F : STA.l TimeState.Speed
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STZ.b SongFlag
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++
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+
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@@ -239,8 +243,8 @@ CheckIfNight:
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RTL
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+
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LDA.l GameState : CMP.b #$02 : BCC .day_time
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LDA Hours : CMP.b #$12 : BCS .night_time
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LDA Hours : CMP.b #$06 : BCC .night_time
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LDA TimeState.Hours : CMP.b #$12 : BCS .night_time
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LDA TimeState.Hours : CMP.b #$06 : BCC .night_time
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.day_time
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LDA.l GameState
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RTL
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@@ -260,9 +264,9 @@ CheckIfNight16Bit:
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; Don't change the spriteset during the intro sequence
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LDA.l GameState : AND.w #$00FF : CMP.w #$0002 : BCC .day_time
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; 0x12 = 18 hours or 6 pm
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LDA Hours : AND.w #$00FF : CMP.w #$0012 : BCS .night_time
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LDA TimeState.Hours : AND.w #$00FF : CMP.w #$0012 : BCS .night_time
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; If it's less than 6 am, jump to night time
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LDA Hours : AND.w #$00FF : CMP.w #$0006 : BCC .night_time
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LDA TimeState.Hours : AND.w #$00FF : CMP.w #$0006 : BCC .night_time
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.day_time
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LDA.l GameState
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RTL
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@@ -286,13 +290,6 @@ pushpc
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; ----[ Day / Night system * palette effect ]----
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; =========================================================
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!BlueVal = $7EE010
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!GreenVal = $7EE012
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!RedVal = $7EE014
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!TempPalColor = $7EE016
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!SubPalColor = $7EE018
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Overworld_CopyPalettesToCache = $02C769
|
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|
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org $02FF80 ; free space on bank $02
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@@ -341,14 +338,14 @@ org $1BEF84 : JSL LoadDayNightPaletteEffect
|
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pullpc
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LoadDayNightPaletteEffect:
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{
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STA.l !SubPalColor : CPX #$0041 : BPL .title_check
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STA.l TimeState.SubColor : CPX #$0041 : BPL .title_check
|
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STA.l PalBuf300_HUD, X
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RTL
|
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.title_check
|
||||
|
||||
; title or file select screen ?
|
||||
LDA $10 : AND #$00FF : CMP #$0002 : BCS .outin_check
|
||||
LDA.l !SubPalColor
|
||||
LDA.l TimeState.SubColor
|
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STA.l PalBuf300_HUD, X
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RTL
|
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.outin_check
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@@ -357,13 +354,13 @@ LoadDayNightPaletteEffect:
|
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CMP.w #$0012 : BCS .restorecode
|
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BRA .overworld
|
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.restorecode
|
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LDA.l !SubPalColor
|
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LDA.l TimeState.SubColor
|
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STA.l PalBuf300_HUD, X
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RTL
|
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|
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.overworld
|
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LDA $1B : AND #$00FF : BEQ .outdoors2
|
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LDA.l !SubPalColor
|
||||
LDA.l TimeState.SubColor
|
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STA.l PalBuf300_HUD,X
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RTL
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.outdoors2
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@@ -383,40 +380,40 @@ LoadDayNightPaletteEffect:
|
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|
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ColorSubEffect:
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{
|
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LDA.l Hours : AND #$00FF : CLC : ADC.l Hours ; hours * 2
|
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LDA.l TimeState.Hours : AND #$00FF : CLC : ADC.l TimeState.Hours ; hours * 2
|
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AND #$00FF : TAX
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|
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; Subtract amount to blue field based on a table
|
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LDA.l !SubPalColor : AND #$7C00 : STA.l !BlueVal
|
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SEC : SBC.l .blue, X : STA.l !TempPalColor
|
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LDA.l TimeState.SubColor : AND #$7C00 : STA.l TimeState.BlueVal
|
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SEC : SBC.l .blue, X : STA.l TimeState.TempColor
|
||||
|
||||
; mask out everything except the blue bits
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||||
AND #$7C00 : CMP.l !TempPalColor : BEQ .no_blue_sign_change ; overflow ?
|
||||
AND #$7C00 : CMP.l TimeState.TempColor : BEQ .no_blue_sign_change ; overflow ?
|
||||
LDA.l !SmallestBlue
|
||||
.no_blue_sign_change
|
||||
STA.l !BlueVal
|
||||
STA.l TimeState.BlueVal
|
||||
|
||||
; Subtract amount to green field based on a table
|
||||
LDA.l !SubPalColor : AND #$03E0 : STA.l !GreenVal
|
||||
SEC : SBC.l .green, X : STA.l !TempPalColor
|
||||
LDA.l TimeState.SubColor : AND #$03E0 : STA.l TimeState.GreenVal
|
||||
SEC : SBC.l .green, X : STA.l TimeState.TempColor
|
||||
|
||||
; Mask out everything except the green bits
|
||||
AND #$03E0 : CMP.l !TempPalColor : BEQ .no_green_sign_change ; overflow ?
|
||||
AND #$03E0 : CMP.l TimeState.TempColor : BEQ .no_green_sign_change ; overflow ?
|
||||
LDA.l !SmallestGreen
|
||||
.no_green_sign_change
|
||||
STA.l !GreenVal
|
||||
STA.l TimeState.GreenVal
|
||||
|
||||
; substract amount to red field based on a table
|
||||
LDA.l !SubPalColor : AND #$001F : STA.l !RedVal
|
||||
SEC : SBC.l .red, X : STA.l !TempPalColor
|
||||
LDA.l TimeState.SubColor : AND #$001F : STA.l TimeState.RedVal
|
||||
SEC : SBC.l .red, X : STA.l TimeState.TempColor
|
||||
|
||||
; mask out everything except the red bits
|
||||
AND #$001F : CMP.l !TempPalColor : BEQ .no_red_sign_change ; overflow ?
|
||||
AND #$001F : CMP.l TimeState.TempColor : BEQ .no_red_sign_change ; overflow ?
|
||||
LDA.l !SmallestRed
|
||||
.no_red_sign_change
|
||||
STA.l !RedVal
|
||||
STA.l TimeState.RedVal
|
||||
|
||||
LDA.l !BlueVal : ORA.l !GreenVal : ORA.l !RedVal
|
||||
LDA.l TimeState.BlueVal : ORA.l TimeState.GreenVal : ORA.l TimeState.RedVal
|
||||
RTL
|
||||
|
||||
; color_sub_tables : 24 * 2 bytes each = 48 bytes
|
||||
@@ -472,7 +469,7 @@ MosaicFix:
|
||||
SubAreasFix:
|
||||
{
|
||||
BEQ .no_effect
|
||||
STA.l !SubPalColor
|
||||
STA.l TimeState.SubColor
|
||||
PHX
|
||||
REP #$20
|
||||
JSL ColorSubEffect
|
||||
@@ -488,9 +485,9 @@ GlovePalettePosition = $7EC4FA
|
||||
|
||||
GlovesFix:
|
||||
{
|
||||
STA.l !SubPalColor
|
||||
STA.l TimeState.SubColor
|
||||
LDA $1B : AND #$00FF : BEQ .outdoors3
|
||||
LDA.l !SubPalColor
|
||||
LDA.l TimeState.SubColor
|
||||
STA GlovePalettePosition
|
||||
RTL
|
||||
|
||||
@@ -510,7 +507,7 @@ ColorBgFix:
|
||||
LDA.b $10 : CMP.b #$17 : BEQ .vanilla
|
||||
REP #$30
|
||||
PLA
|
||||
STA.l !SubPalColor
|
||||
STA.l TimeState.SubColor
|
||||
JSL ColorSubEffect
|
||||
STA.l PalCgram500_HUD
|
||||
STA.l PalCgram540_BG
|
||||
@@ -546,7 +543,7 @@ LoadPeacetimeSprites:
|
||||
|
||||
FixSaveAndQuit:
|
||||
{
|
||||
LDA.b #$08 : STA.l Hours
|
||||
LDA.b #$08 : STA.l TimeState.Hours
|
||||
LDA.l GameState
|
||||
RTL
|
||||
}
|
||||
@@ -556,7 +553,7 @@ FixShockPalette:
|
||||
PHA
|
||||
LDA.b $1B : BNE .indoors
|
||||
PLA
|
||||
STA !SubPalColor
|
||||
STA TimeState.SubColor
|
||||
PHX
|
||||
JSL ColorSubEffect
|
||||
PLX
|
||||
@@ -571,11 +568,11 @@ FixDungeonMapColors:
|
||||
{
|
||||
PHA
|
||||
; Cache the current time
|
||||
LDA Hours : STA $7EF900
|
||||
LDA Minutes : STA $7EF901
|
||||
LDA TimeState.Hours : STA $7EF900
|
||||
LDA TimeState.Minutes : STA $7EF901
|
||||
; Set the time to 8:00am while map is open
|
||||
LDA.b #$08 : STA Hours
|
||||
LDA.b #$00 : STA Minutes
|
||||
LDA.b #$08 : STA TimeState.Hours
|
||||
LDA.b #$00 : STA TimeState.Minutes
|
||||
PLA
|
||||
STA.l $7EC229
|
||||
RTL
|
||||
@@ -583,8 +580,8 @@ FixDungeonMapColors:
|
||||
|
||||
RestoreTimeForDungeonMap:
|
||||
{
|
||||
LDA $7EF900 : STA Hours
|
||||
LDA $7EF901 : STA Minutes
|
||||
LDA $7EF900 : STA TimeState.Hours
|
||||
LDA $7EF901 : STA TimeState.Minutes
|
||||
LDA.l $7EC017
|
||||
RTL
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user