From ac8c689d9c921456c5bb6cb1ad5e8d45bb500a93 Mon Sep 17 00:00:00 2001 From: scawful Date: Fri, 29 Nov 2024 16:05:14 -0500 Subject: [PATCH] Add ZSCustomOverworld_Latest, speed up transitions and fix exit bug --- Oracle_main.asm | 2 +- Overworld/ZSCustomOverworld_Latest.asm | 3924 ++++++++++++++++++++++++ 2 files changed, 3925 insertions(+), 1 deletion(-) create mode 100644 Overworld/ZSCustomOverworld_Latest.asm diff --git a/Oracle_main.asm b/Oracle_main.asm index f04a2ce..ad1edf0 100644 --- a/Oracle_main.asm +++ b/Oracle_main.asm @@ -31,7 +31,7 @@ ; Kept in case of serious issues which impedes progress ZS_CUSTOM_OW_V2 = 1 if ZS_CUSTOM_OW_V2 == 1 - incsrc "Overworld/ZCustomOverworld2.asm" + incsrc "Overworld/ZSCustomOverworld_Latest.asm" print "End of ZCustomOverworld2.asm ", pc else incsrc "Overworld/ZCustomOverworld.asm" diff --git a/Overworld/ZSCustomOverworld_Latest.asm b/Overworld/ZSCustomOverworld_Latest.asm new file mode 100644 index 0000000..d6a92a5 --- /dev/null +++ b/Overworld/ZSCustomOverworld_Latest.asm @@ -0,0 +1,3924 @@ +; ============================================================================== +; ZScream Custom Overworld ASM +; Written by Jared_Brian_ +; With help and testing from Jeimuzu, Letterbomb, Scawful, and Zarby89 +; ============================================================================== +; The purpose of this ASM is to give users the ability to customize many aspects +; of the ALTTP overworld that were previously hardcoded. +; Features include: +; The ability to add a mosaic on any transition. +; The ability to change the main palette for each area. +; The ability to give each area a custom background transparent color. +; The ability to give each area its own tile GFX set. +; The ability to give each area its own animated tile set. +; The ability to add or remove a subscreen overlay on each area. +; (rain, fog, sky, lava, pyramid, etc.) +; The ability to disable the rain in the beginning phase. +; Removed hardcoded exits playing music instead of using the area's set music. +; +; To achieve this, large portions of the game's vanilla code had to be edited or +; even re-written entirely to instead read from tables in expanded space. These +; tables are written to and generated by ZScream. Tables based on the vanilla +; configuration can be used by changing the debug variable !UseVanillaPool +; down below to a 1, thus removing the need for ZScream although this is not +; reccomended for your average user. +; Some of the new features require a bit more computation time (to decompress +; GFX for example) causing load times to be slightly longer (1-2 frames more at +; most). Because of this, I have made it so certain features can be disabled to +; instead use the original vanilla code if speed is prefered. See the +; EnableTable below for more details. +; +; There are certain things that are still hardcoded here as a result but can be +; changed if you know a bit of ASM, such as: +; The rain that is originally present in the Misery Mire area. +; The Lost Woods changing to the tree canopy overlay after obtaining the +; master sword. +; The fog overlay being disabled after obtaining the master sword in the +; master sword area. +; The bridge overlay present in the under the bridge area. +; The BG color present in the under the bridge area. +; The pyramid overlay only scrolling properly on area $5B. +; ============================================================================== + +; ============================================================================== +; Non-Expanded Space +; ============================================================================== + +pushpc + +incsrc Core/hardware.asm + +; Free RAM +AnimatedTileGFXSet = $0FC0 ; [0x01] +TransGFXModuleFrame = $0CF3 ; [0x01] +TransGFXModule_PriorSheets = $04CB ; [0x08] May use more in the future here. +NewNMITarget1 = $04D3 ; [0x02] +NewNMISource1 = $04D5 ; [0x02] +NewNMICount1 = $04D7 ; [0x02] +NewNMITarget2 = $04D9 ; [0x02] +NewNMISource2 = $04DB ; [0x02] +NewNMICount2 = $04DD ; [0x02] + +; Hooks +Sound_LoadLightWorldSongBank = $008913 +GFXSheetPointers_sprite_bank = $00CFF3 +GFXSheetPointers_sprite_high = $00D0D2 +GFXSheetPointers_sprite_low = $00D1B1 +DecompOwAnimatedTiles = $00D394 +GetAnimatedSpriteTile = $00D4DB +GetAnimatedSpriteTile_variable = $00D4ED +LoadTransAuxGFX_sprite_continue = $00D706 +PrepTransAuxGFX = $00DF1A +Do3To4High16Bit = $00DF4F +Do3To4Low16Bit = $00DFB8 +InitTilesets = $00E19B +CopyFontToVram = $00E556 +Decomp_bg_variable = $00E78F +OverworldPalettesScreenToSet = $00FD1C + +Credits_LoadScene_PrepGFX_sprite_gfx = $0285E2 +Credits_LoadScene_PrepGFX_sprite_palette = $0285F3 +DeleteCertainAncillaeStopDashing = $028B0C +OWOverlay_HShift = $02A46D +OWOverlay_VShift = $02A471 +Overworld_FinishTransGfx_firstHalf_Retrun = $02ABC5 +Overworld_LoadSubscreenAndSilenceSFX1 = $02AF19 +Overworld_ReloadSubscreenOverlayAndAdvance = $02B1F4 +Dungeon_LoadPalettes_cacheSettings = $02C65F +SpecialOverworld_CopyPalettesToCache = $02C6EB +LoadSubscreenOverlay = $02FD0D + +Link_ItemReset_FromOverworldThings = $07B107 + +Tagalong_Init = $099EFC +Sprite_ReinitWarpVortex = $09AF89 +Sprite_ResetAll = $09C44E +Sprite_OverworldReloadAll = $09C499 + +Overworld_SetFixedColorAndScroll = $0BFE70 + +Overworld_LoadPalettes = $0ED5A8 +Palette_SetOwBgColor_Long = $0ED618 +LoadGearPalettes_bunny = $0ED6DD + +PaletteIDtoOffset_OW2 = $1BEC3B +Palette_SpriteAux3 = $1BEC77 +Palette_MainSpr = $1BEC9E +Palette_SpriteAux1 = $1BECC5 +Palette_SpriteAux2 = $1BECE4 +Palette_Sword = $1BED03 +Palette_Shield = $1BED29 +Palette_MiscSpr = $1BED6E +Palette_ArmorAndGloves = $1BEDF9 +Palette_Hud = $1BEE52 +Palette_OverworldBgAux3 = $1BEEA8 +Palette_OverworldBgMain = $1BEEC7 + +; ============================================================================== +; Debug addresses: +; ============================================================================== + +; These can be used to turn off each hook used. Some are reliant on eachother +; and disabling only some can break entire features. + +; TODO: Re-assess the letters and numbers. A lot has changed since they were +; originally marked. +; The letter indicates during which process the hook is called and the letter is +; roughly the order in which it is called. +; W = Takes place during a warp +; T = Takes place during a regular transition +; E = Takes place when exiting a dungeon +; S = Takes place when entering a special area + +; W7 +; Animated tiles on warp. +; $00D8D5 +!Func00D8D5 = $01 + +; W8 +; Enable/Disable subscreen. +; $00DA63 +!Func00DA63 = $01 + +; T2.5 (probably) +; Makes the game decompress the 3 static OW tile sheets on transition. +; $00D585 +!Func00D585 = $01 + +; Changes the InitTilesets function to call from the long tables. +; $006221 +!Func00E221 = $01 + +; Zeros out the BG color when mirror warping to the pyramid area. +; $00EEBB +!Func00EEBB = $01 + +; W9 BG scrolling for HC and the pyramid area. +; $00FF7C +!Func00FF7C = $01 + +; E2 +; Changes the function that loads overworld properties when exiting a dungeon. +; Includes removing asm that plays music in certain areas and changing how +; animated tiles are loaded. +; $0283EE +!Func0283EE = $01 + +; Changes a function that loads animated tiles under certain conditions. +; $028632 +!Func028632 = $01 + +; E1 +; Changes part of a function that changes the sub mask color when leaving +; dungeons. +; $029AA6 +!Func029AA6 = $01 + +; T2 S2 W2 +; Main subscreen loading function. +; $02AF58 +!Func02AF58 = $01 + +; W1 +; turns on subscreen for pyramid. +; $02B2D4 +!Func02B2D4 = $01 + +; W6 +; Activate subscreen durring pyramid warp. +; $02B3A1 +!Func02B3A1 = $01 + +; Controls overworld vertical subscreen movement for the pyramid BG. +; $02BC44 +!Func02BC44 = $01 + +; T4 Changes how the pyramid BG scrolls durring transition. +; $02C02D +!Func02C02D = $01 + +; W3 Main palette loading routine. +; $02C692 +!Func02C692 = $01 + +; Rain animation code. +; $02A4CD +!Func02A4CD = $01 + +; T1 +; Mosaic. +; $02AADB +!Func02AADB = $01 + +; T3 +; Transition animated and main palette. +; $02ABBE +!Func02ABBE = $01 + +; Loads the animated tiles after the overworld map is closed. +; $0ABC5A +!Func0ABC5A = $01 + +; Loads different animated tiles when returning from bird travel. +; $0AB8F5 +!Func0AB8F5 = $01 + +; W5 +; Load overlay, fixed color, and BG color. +; $0BFEC6 +!Func0BFEC6 = $01 + +; S1 W4 +; Transparent color durring warp and during special area enter. +; $0ED627 +!Func0ED627 = $01 + +; Resets the area special color after the screen flashes. +; $0ED8AE +!Func0ED8AE = $01 + +; If 1, all of the default vanilla pool values will be applied. 00 by default. +!UseVanillaPool = $02 + +; Use this var to disable all of the debug vars above. +!AllOff = $00 + +if !AllOff == 1 +!Func00D8D5 = $00 +!Func00DA63 = $00 +!Func00D585 = $00 +!Func00E221 = $00 +!Func00EEBB = $00 +!Func00FF7C = $00 +!Func0283EE = $00 +!Func028632 = $00 +!Func029AA6 = $00 +!Func02AF58 = $00 +!Func02B2D4 = $00 +!Func02B3A1 = $00 +!Func02BC44 = $00 +!Func02C02D = $00 +!Func02C692 = $00 +!Func02A4CD = $00 +!Func02AADB = $00 +!Func02ABBE = $00 +!Func0ABC5A = $00 +!Func0AB8F5 = $00 +!Func0BFEC6 = $00 +!Func0ED627 = $00 +!Func0ED8AE = $00 +endif + +; ============================================================================== +; Fixing old hooks: +; ============================================================================== + +; TODO: Eventually remove these? I'm not sure. If anyone uses an old ZS on their +; ROM these will need to be fixed but also could block people from hooking into +; these spots. + +; Loads the transparent color under some load conditions. +org $0BFEB6 + STA.l $7EC500 + +; Main Palette loading routine. +org $0ED5E7 + JSL.l Palette_OverworldBgAux3 + +; After leaving special areas like Zora's and the Master Sword area. +org $02E94A + JSL.l Overworld_LoadPalettes + +; Repairs an old ZS call. +org $02ABB8 ; $012BB8 + db $A9, $09, $80, $02 + +; Some old but now unused addresses: +; $028027 +; $029C0C +; $029D1E +; $029F82 + +; ============================================================================== +; Expanded Space +; ============================================================================== + +; Reserved ZS space. +; Avoid moving this at all costs. If you do, you will have to change where ZS +; saves this data as well and previous data will be lost or corrupted. +org $288000 ; $140000 +Pool: +{ + ; Valid values: + ; 555 color value $0000 to $7FFF. + ; $2669 LW green grass color + ; $2A32 DW dead grass color + ; $19C6 SW dark green shadow color + .BGColorTable ; $140000 + if !UseVanillaPool == 1 + ; LW + dw $2669, $2669, $2669, $0000, $0000, $0000, $0000, $0000 + dw $2669, $2669, $2669, $0000, $0000, $0000, $0000, $2669 + dw $2669, $2669, $2669, $2669, $2669, $2669, $2669, $2669 + dw $2669, $2669, $2669, $2669, $2669, $2669, $2669, $2669 + dw $2669, $2669, $2669, $2669, $2669, $2669, $2669, $2669 + dw $2669, $2669, $2669, $2669, $2669, $2669, $2669, $2669 + dw $2669, $2669, $2669, $2669, $2669, $2669, $2669, $2669 + dw $2669, $2669, $2669, $2669, $2669, $2669, $2669, $2669 + + ; DW + dw $2A32, $2A32, $2A32, $0000, $0000, $0000, $0000, $0000 + dw $2A32, $2A32, $2A32, $0000, $0000, $0000, $0000, $2A32 + dw $2A32, $2A32, $2A32, $2A32, $2A32, $2A32, $2A32, $2A32 + dw $2A32, $2A32, $2A32, $0000, $0000, $2A32, $2A32, $2A32 + dw $2A32, $2A32, $2A32, $0000, $0000, $2A32, $2A32, $2A32 + dw $2A32, $2A32, $2A32, $2A32, $2A32, $2A32, $2A32, $2A32 + dw $2A32, $2A32, $2A32, $2A32, $2A32, $2A32, $2A32, $2A32 + dw $2A32, $2A32, $2A32, $2A32, $2A32, $2A32, $2A32, $2A32 + + ; SW + dw $19C6, $19C6, $19C6, $0000, $0000, $0000, $0000, $0000 + dw $0000, $19C6, $19C6, $0000, $0000, $0000, $0000, $0000 + dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000 + dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000 + endif + warnpc $288140 + + ; Valid values: + ; $00 - Disabled + ; Non $00 - Enabled + org $288140 ; $140140 + .EnableTable ; 0x20 + + org $288140 ; $140140 + .EnableBGColor ; 0x01 + if !UseVanillaPool > 0 + db $01 + endif + + org $288141 ; $140141 + .EnableMainPalette ; 0x01 + if !UseVanillaPool > 0 + db $01 + endif + + org $288142 ; $140142 + .EnableMosaic ; 0x01 Unused for now. + if !UseVanillaPool > 0 + db $01 + endif + + ; When non 0 this will allow animated tiles to be updated between OW + ; transitions. Default is $FF. + org $288143 ; $140143 + .EnableAnimated ; 0x01 + if !UseVanillaPool > 0 + db $01 + endif + + ; When non 0 this will allow Subscreen Overlays to be updated between OW + ; transitions. Default is $FF. + org $288144 ; $140144 + .EnableSubScreenOverlay ; 0x01 + if !UseVanillaPool > 0 + db $01 + endif + + ; This is a reserved value that ZS will write to when it has applied the + ; ASM. That way the next time ZS loads the ROM it knows to read the custom + ; values instead of using the default ones. The current version is 02. + org $288145 ; $140145 + .ZSAppliedASM ; 0x01 + db $02 + + ; When non 0 this will cause rain to appear on all areas in the beginning + ; phase. Default is $FF. + org $288146 ; $140146 + .EnableBeginningRain ; 0x01 + if !UseVanillaPool > 0 + db $FF + endif + + ; TODO: Add a place to change this in ZS. Once that is done add this to the + ; vanilla pool checks as well. + ; When non 0 this will disable the ambiant sound that plays in the mire + ; area after the event is triggered. Default is $FF. + org $288147 ; $140147 + .EnableRainMireEvent ; 0x01 + db $FF + + ; When non 0 this will make the game reload all gfx in between OW + ; transitions. Default is $FF. + org $288148 ; $140143 + .EnableTransitionGFXGroupLoad ; 0x01 + if !UseVanillaPool > 0 + db $01 + endif + + ; The bridge color is different from the Master Sword area so we are going to + ; hard code it here for now. Defualt is $2669 which is the vanilla LW green. + org $288149 ; $140149 + .BGColorTable_Bridge ; 0x02 + if !UseVanillaPool > 0 + dw $2669 + endif + + ; The rest of these are extra bytes that can be used for anything else + ; later on. + ;db $00, $00, $00, $00, $00, $00, $00, $00 + ;db $00, $00, $00, $00, $00, $00, $00, $00 + ;db $00, $00, $00, $00, $00 + warnpc $288160 + + ; Valid values: + ; Main overworld palette index $00 to $05. + ; $00 is the normal light world palette. + ; $01 is the normal dark world palette. + ; $02 is the normal light world death mountain palette. + ; $03 is the normal dark world death mountain palette. + ; $04 is the Triforce room palette. + ; $05 is the title screen palette? + org $288160 ; $140160 + .MainPaletteTable ; 0xA0 + if !UseVanillaPool == 1 + ; LW + db $00, $00, $00, $02, $00, $20, $00, $20 + db $00, $00, $00, $00, $00, $00, $00, $00 + db $00, $00, $00, $00, $00, $00, $00, $00 + db $00, $00, $00, $00, $00, $00, $00, $00 + db $00, $00, $00, $00, $00, $00, $00, $00 + db $00, $00, $00, $00, $00, $00, $00, $00 + db $00, $00, $00, $00, $00, $00, $00, $00 + db $00, $00, $00, $00, $00, $00, $00, $00 + ; DW + db $01, $01, $01, $03, $01, $03, $01, $03 + db $01, $01, $01, $01, $01, $01, $01, $01 + db $01, $01, $01, $01, $01, $01, $01, $01 + db $01, $01, $01, $01, $01, $01, $01, $01 + db $01, $01, $01, $01, $01, $01, $01, $01 + db $01, $01, $01, $01, $01, $01, $01, $01 + db $01, $01, $01, $01, $01, $01, $01, $01 + db $01, $01, $01, $01, $01, $01, $01, $01 + ; SW + db $00, $00, $00, $00, $00, $00, $00, $00 + db $04, $00, $00, $00, $00, $00, $00, $00 + db $00, $00, $00, $00, $00, $00, $00, $00 + db $00, $00, $00, $00, $00, $00, $00, $00 + endif + warnpc $288200 + + ; Valid values: + ; ; ----udlr + ; u - Up + ; d - Down + ; l - Left + ; r - Right + org $288200 ; $140200 + .MosaicTable ; 0xA0 + if !UseVanillaPool == 1 + ; LW + db $05, $00, $02, $00, $00, $00, $00, $00 + db $00, $00, $02, $00, $00, $00, $00, $08 + db $08, $08, $00, $00, $00, $00, $00, $00 + db $00, $00, $00, $00, $00, $00, $00, $00 + db $00, $00, $00, $00, $00, $00, $00, $00 + db $00, $00, $00, $00, $00, $00, $00, $00 + db $00, $00, $00, $00, $00, $00, $00, $00 + db $00, $00, $00, $00, $00, $00, $00, $00 + ; DW + db $05, $00, $02, $00, $00, $00, $00, $00 + db $00, $00, $02, $00, $00, $00, $00, $00 + db $08, $08, $00, $00, $00, $00, $00, $00 + db $00, $00, $00, $00, $00, $00, $00, $00 + db $00, $00, $00, $00, $00, $00, $00, $00 + db $00, $00, $00, $00, $00, $00, $00, $00 + db $00, $00, $00, $00, $00, $00, $00, $00 + db $00, $00, $00, $00, $00, $00, $00, $00 + ; SW + db $04, $01, $00, $00, $00, $00, $00, $00 + db $04, $00, $00, $00, $00, $00, $00, $00 + db $00, $00, $00, $00, $00, $00, $00, $00 + db $00, $00, $00, $00, $00, $00, $00, $00 + endif + warnpc $2882A0 + + ; Not the same as OWGFXGroupTable_sheet7. The game uses a combination of $59 + ; and $5B to create the sheet in sheet #7. This is done by first transfering + ; all the gfx that is needed for the bottom half of the sheet (the door + ; frames for example) which is different depending on whether we are in the + ; LW or DW. It then loads the actual animated tile frames into a buffer + ; where it can transfer over from durring NMI based on whether we are on + ; Death Mountain or not (LW or DW). This table is to control the latter. + ; Valid values: + ; GFX index $00 to $FF. + ; In vanilla, $59 are the DW door frames and clouds and $5B are the Lw door + ; frames and the regular water tiles. + org $2882A0 ; $1402A0 + .AnimatedTable ; 0xA0 + if !UseVanillaPool == 1 + ; LW + db $5B, $5B, $5B, $59, $5B, $59, $5B, $59 + db $5B, $5B, $5B, $5B, $5B, $5B, $5B, $5B + db $5B, $5B, $5B, $5B, $5B, $5B, $5B, $5B + db $5B, $5B, $5B, $5B, $5B, $5B, $5B, $5B + db $5B, $5B, $5B, $5B, $5B, $5B, $5B, $5B + db $5B, $5B, $5B, $5B, $5B, $5B, $5B, $5B + db $5B, $5B, $5B, $5B, $5B, $5B, $5B, $5B + db $5B, $5B, $5B, $5B, $5B, $5B, $5B, $5B + + ; DW + db $5B, $5B, $5B, $59, $5B, $59, $5B, $59 + db $5B, $5B, $5B, $5B, $5B, $5B, $5B, $5B + db $5B, $5B, $5B, $5B, $5B, $5B, $5B, $5B + db $5B, $5B, $5B, $5B, $5B, $5B, $5B, $5B + db $5B, $5B, $5B, $5B, $5B, $5B, $5B, $5B + db $5B, $5B, $5B, $5B, $5B, $5B, $5B, $5B + db $5B, $5B, $5B, $5B, $5B, $5B, $5B, $5B + db $5B, $5B, $5B, $5B, $5B, $5B, $5B, $5B + + ; SW + db $5B, $5B, $5B, $5B, $5B, $5B, $5B, $5B + db $5B, $5B, $5B, $5B, $5B, $5B, $5B, $5B + db $5B, $5B, $5B, $5B, $5B, $5B, $5B, $5B + db $5B, $5B, $5B, $5B, $5B, $5B, $5B, $5B + endif + warnpc $288340 + + ; Valid values: + ; Can be any value $00 to $FF but is stored as 2 bytes instead of one to + ; help the code out below. $FF is for no overlay area. Hopefully no crazy + ; person decides to expand their overworld to $FF areas. + ; $0093 is the triforce room curtain overlay. + ; $0094 is the under the bridge overlay. + ; $0095 is the sky background overlay. + ; $0096 is the pyramid background overlay. + ; $0097 is the first fog overlay. + + ; $009C is the lava background overlay. + ; $009D is the second fog overlay. + ; $009E is the tree canopy overlay. + ; $009F is the rain overlay. + org $288340 ; $140340 + .OverlayTable ; 0x140 + if !UseVanillaPool == 1 + ; LW + dw $009D, $00FF, $00FF, $0095, $00FF, $0095, $00FF, $0095 + dw $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF + dw $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF + dw $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF + dw $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF + dw $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF + dw $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF + dw $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF + + ; DW + dw $009D, $00FF, $00FF, $009C, $00FF, $009C, $00FF, $009C + dw $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF + dw $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF + dw $00FF, $00FF, $00FF, $0096, $00FF, $00FF, $00FF, $00FF + dw $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF + dw $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF + dw $009F, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF + dw $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF + + ; SP + dw $0097, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF + dw $0093, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF + dw $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF + dw $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF, $00FF + endif + warnpc $288480 + + ; Just in case 0xFF is used and there is no sheet to load when warping using + ; the bird, unloading the map, or exiting a dungeon, the DefaultGFXGroups + ; values are used. 0xFF is used instead of 0x00 as the "don't change the + ; sheet" value. That way, we can actually use sheet 00 if we want. + org $288480 ; $140480 + .OWGFXGroupTable ; 0x500 (0xA0 * 0x08) + + ; LW + org $288480 ; $140480 + .OWGFXGroupTable_sheet0 + if !UseVanillaPool == 1 + db $3A ; 0x00 sheet 0 + endif + + org $288481 ; $140481 + .OWGFXGroupTable_sheet1 + if !UseVanillaPool == 1 + db $3B ; 0x00 sheet 1 + endif + + org $288482 ; $140482 + .OWGFXGroupTable_sheet2 + if !UseVanillaPool == 1 + db $3C ; 0x00 sheet 2 + endif + + org $288483 ; $140483 + .OWGFXGroupTable_sheet3 + if !UseVanillaPool == 1 + db $FF ; 0x00 sheet 3 + endif + + org $288484 ; $140484 + .OWGFXGroupTable_sheet4 + if !UseVanillaPool == 1 + db $57 ; 0x00 sheet 4 + endif + + org $288485 ; $140485 + .OWGFXGroupTable_sheet5 + if !UseVanillaPool == 1 + db $4C ; 0x00 sheet 5 + endif + + org $288486 ; $140486 + .OWGFXGroupTable_sheet6 + if !UseVanillaPool == 1 + db $FF ; 0x00 sheet 6 + endif + + org $288487 ; $140487 + .OWGFXGroupTable_sheet7 + if !UseVanillaPool == 1 + db $5B ; 0x00 sheet 7 + + db $3A, $3B, $3C, $FF, $57, $4C, $FF, $5B ; 0x01 + db $3A, $3B, $3C, $FF, $57, $4C, $FF, $5B ; 0x02 + db $3A, $3B, $3C, $FF, $56, $4F, $FF, $5B ; 0x03 + db $3A, $3B, $3C, $FF, $56, $4F, $FF, $5B ; 0x04 + db $3A, $3B, $3C, $FF, $56, $4F, $FF, $5B ; 0x05 + db $3A, $3B, $3C, $FF, $56, $4F, $FF, $5B ; 0x06 + db $3A, $3B, $3C, $FF, $56, $4F, $FF, $5B ; 0x07 + + db $3A, $3B, $3C, $FF, $57, $4C, $FF, $5B ; 0x08 + db $3A, $3B, $3C, $FF, $57, $4C, $FF, $5B ; 0x09 + db $3A, $3B, $3C, $FF, $57, $4C, $FF, $5B ; 0x0A + db $3A, $3B, $3C, $FF, $56, $4F, $FF, $5B ; 0x0B + db $3A, $3B, $3C, $FF, $56, $4F, $FF, $5B ; 0x0C + db $3A, $3B, $3C, $FF, $56, $4F, $FF, $5B ; 0x0D + db $3A, $3B, $3C, $FF, $56, $4F, $FF, $5B ; 0x0E + db $3A, $3B, $3C, $FF, $51, $4E, $FF, $5B ; 0x0F + + db $3A, $3B, $3C, $FF, $53, $4D, $FF, $5B ; 0x10 + db $3A, $3B, $3C, $FF, $53, $4D, $FF, $5B ; 0x11 + db $3A, $3B, $3C, $FF, $FF, $FF, $FF, $5B ; 0x12 + db $3A, $3B, $3C, $FF, $50, $4B, $FF, $5B ; 0x13 + db $3A, $3B, $3C, $FF, $50, $4B, $FF, $5B ; 0x14 + db $3A, $3B, $3C, $FF, $FF, $FF, $FF, $5B ; 0x15 + db $3A, $3B, $3C, $FF, $50, $4B, $FF, $5B ; 0x16 + db $3A, $3B, $3C, $FF, $50, $4B, $FF, $5B ; 0x17 + + db $3A, $3B, $3C, $FF, $53, $4D, $FF, $5B ; 0x18 + db $3A, $3B, $3C, $FF, $53, $4D, $FF, $5B ; 0x19 + db $3A, $3B, $3C, $FF, $FF, $FF, $FF, $5B ; 0x1A + db $3A, $3B, $3C, $FF, $52, $49, $FF, $5B ; 0x1B + db $3A, $3B, $3C, $FF, $52, $49, $FF, $5B ; 0x1C + db $3A, $3B, $3C, $FF, $51, $4E, $FF, $5B ; 0x1D + db $3A, $3B, $3C, $FF, $55, $4A, $FF, $5B ; 0x1E + db $3A, $3B, $3C, $FF, $55, $4A, $FF, $5B ; 0x1F + + db $3A, $3B, $3C, $FF, $53, $4D, $FF, $5B ; 0x20 + db $3A, $3B, $3C, $FF, $53, $4D, $FF, $5B ; 0x21 + db $3A, $3B, $3C, $FF, $53, $4D, $FF, $5B ; 0x22 + db $3A, $3B, $3C, $FF, $52, $49, $FF, $5B ; 0x23 + db $3A, $3B, $3C, $FF, $52, $49, $FF, $5B ; 0x24 + db $3A, $3B, $3C, $FF, $FF, $FF, $FF, $5B ; 0x25 + db $3A, $3B, $3C, $FF, $55, $4A, $FF, $5B ; 0x26 + db $3A, $3B, $3C, $FF, $55, $4A, $FF, $5B ; 0x27 + + db $3A, $3B, $3C, $FF, $53, $4D, $FF, $5B ; 0x28 + db $3A, $3B, $3C, $FF, $53, $4D, $FF, $5B ; 0x29 + db $3A, $3B, $3C, $FF, $57, $4C, $FF, $5B ; 0x2A + db $3A, $3B, $3C, $FF, $FF, $FF, $FF, $5B ; 0x2B + db $3A, $3B, $3C, $FF, $FF, $FF, $FF, $5B ; 0x2C + db $3A, $3B, $3C, $FF, $51, $4E, $FF, $5B ; 0x2D + db $3A, $3B, $3C, $FF, $FF, $FF, $FF, $5B ; 0x2E + db $3A, $3B, $3C, $FF, $55, $4A, $FF, $5B ; 0x2F + + db $3A, $3B, $3C, $FF, $55, $54, $FF, $5B ; 0x30 + db $3A, $3B, $3C, $FF, $55, $54, $FF, $5B ; 0x31 + db $3A, $3B, $3C, $FF, $FF, $FF, $FF, $5B ; 0x32 + db $3A, $3B, $3C, $FF, $51, $4E, $FF, $5B ; 0x33 + db $3A, $3B, $3C, $FF, $51, $4E, $FF, $5B ; 0x34 + db $3A, $3B, $3C, $FF, $51, $4E, $FF, $5B ; 0x35 + db $3A, $3B, $3C, $FF, $51, $4E, $FF, $5B ; 0x36 + db $3A, $3B, $3C, $FF, $51, $4E, $FF, $5B ; 0x37 + + db $3A, $3B, $3C, $FF, $55, $54, $FF, $5B ; 0x38 + db $3A, $3B, $3C, $FF, $55, $54, $FF, $5B ; 0x39 + db $3A, $3B, $3C, $FF, $FF, $FF, $FF, $5B ; 0x3A + db $3A, $3B, $3C, $FF, $51, $4E, $FF, $5B ; 0x3B + db $3A, $3B, $3C, $FF, $51, $4E, $FF, $5B ; 0x3C + db $3A, $3B, $3C, $FF, $51, $4E, $FF, $5B ; 0x3D + db $3A, $3B, $3C, $FF, $51, $4E, $FF, $5B ; 0x3E + db $3A, $3B, $3C, $FF, $51, $4E, $FF, $5B ; 0x3F + + ; DW + db $42, $43, $44, $FF, $2D, $2E, $FF, $59 ; 0x40 + db $42, $43, $44, $FF, $2D, $2E, $FF, $59 ; 0x41 + db $42, $43, $44, $FF, $2D, $2E, $FF, $59 ; 0x42 + db $42, $43, $44, $FF, $33, $34, $FF, $59 ; 0x43 + db $42, $43, $44, $FF, $33, $34, $FF, $59 ; 0x44 + db $42, $43, $44, $FF, $33, $34, $FF, $59 ; 0x45 + db $42, $43, $44, $FF, $33, $34, $FF, $59 ; 0x46 + db $42, $43, $44, $FF, $60, $34, $FF, $59 ; 0x47 + + db $42, $43, $44, $FF, $2D, $2E, $FF, $59 ; 0x48 + db $42, $43, $44, $FF, $2D, $2E, $FF, $59 ; 0x49 + db $42, $43, $44, $FF, $2D, $2E, $FF, $59 ; 0x4A + db $42, $43, $44, $FF, $33, $34, $FF, $59 ; 0x4B + db $42, $43, $44, $FF, $33, $34, $FF, $59 ; 0x4C + db $42, $43, $44, $FF, $33, $34, $FF, $59 ; 0x4D + db $42, $43, $44, $FF, $33, $34, $FF, $59 ; 0x4E + db $42, $43, $44, $FF, $37, $38, $FF, $59 ; 0x4F + + db $42, $43, $44, $FF, $2F, $30, $FF, $59 ; 0x50 + db $42, $43, $44, $FF, $2F, $30, $FF, $59 ; 0x51 + db $42, $43, $44, $FF, $FF, $FF, $FF, $59 ; 0x52 + db $42, $43, $44, $FF, $37, $38, $FF, $59 ; 0x53 + db $42, $43, $44, $FF, $37, $38, $FF, $59 ; 0x54 + db $42, $43, $44, $FF, $FF, $FF, $FF, $59 ; 0x55 + db $42, $43, $44, $FF, $37, $38, $FF, $59 ; 0x56 + db $42, $43, $44, $FF, $FF, $FF, $FF, $59 ; 0x57 + + db $42, $43, $44, $FF, $2F, $30, $FF, $59 ; 0x58 + db $42, $43, $44, $FF, $2F, $30, $FF, $59 ; 0x59 + db $42, $43, $44, $FF, $FF, $FF, $FF, $59 ; 0x5A + db $42, $43, $44, $FF, $35, $36, $FF, $59 ; 0x5B + db $42, $43, $44, $FF, $35, $36, $FF, $59 ; 0x5C + db $42, $43, $44, $FF, $37, $38, $FF, $59 ; 0x5D + db $42, $43, $44, $FF, $2B, $2C, $FF, $59 ; 0x5E + db $42, $43, $44, $FF, $2B, $2C, $FF, $59 ; 0x5F + + db $42, $43, $44, $FF, $2F, $30, $FF, $59 ; 0x60 + db $42, $43, $44, $FF, $2F, $30, $FF, $59 ; 0x61 + db $42, $43, $44, $FF, $2F, $30, $FF, $59 ; 0x62 + db $42, $43, $44, $FF, $35, $36, $FF, $59 ; 0x63 + db $42, $43, $44, $FF, $35, $36, $FF, $59 ; 0x64 + db $42, $43, $44, $FF, $FF, $FF, $FF, $59 ; 0x65 + db $42, $43, $44, $FF, $2B, $2C, $FF, $59 ; 0x66 + db $42, $43, $44, $FF, $2B, $2C, $FF, $59 ; 0x67 + + db $42, $43, $44, $FF, $2F, $30, $FF, $59 ; 0x68 + db $42, $43, $44, $FF, $2F, $30, $FF, $59 ; 0x69 + db $42, $43, $44, $FF, $FF, $FF, $FF, $59 ; 0x6A + db $42, $43, $44, $FF, $FF, $FF, $FF, $59 ; 0x6B + db $42, $43, $44, $FF, $FF, $FF, $FF, $59 ; 0x6C + db $42, $43, $44, $FF, $20, $2B, $FF, $59 ; 0x6D + db $42, $43, $44, $FF, $FF, $FF, $FF, $59 ; 0x6E + db $42, $43, $44, $FF, $2B, $2C, $FF, $59 ; 0x6F + + db $42, $43, $44, $FF, $31, $32, $FF, $59 ; 0x70 + db $42, $43, $44, $FF, $31, $32, $FF, $59 ; 0x71 + db $42, $43, $44, $FF, $FF, $FF, $FF, $59 ; 0x72 + db $42, $43, $44, $FF, $37, $38, $FF, $59 ; 0x73 + db $42, $43, $44, $FF, $37, $38, $FF, $59 ; 0x74 + db $42, $43, $44, $FF, $31, $32, $FF, $59 ; 0x75 + db $42, $43, $44, $FF, $31, $32, $FF, $59 ; 0x76 + db $42, $43, $44, $FF, $37, $38, $FF, $59 ; 0x77 + + db $42, $43, $44, $FF, $31, $32, $FF, $59 ; 0x78 + db $42, $43, $44, $FF, $31, $32, $FF, $59 ; 0x79 + db $42, $43, $44, $FF, $FF, $FF, $FF, $59 ; 0x7A + db $42, $43, $44, $Ff, $37, $38, $FF, $59 ; 0x7B + db $42, $43, $44, $FF, $37, $38, $FF, $59 ; 0x7C + db $42, $43, $44, $FF, $31, $32, $FF, $59 ; 0x7D + db $42, $43, $44, $FF, $31, $32, $FF, $59 ; 0x7E + db $42, $43, $44, $FF, $FF, $FF, $FF, $59 ; 0x7F + + ; SW + db $3A, $3B, $3C, $FF, $47, $48, $FF, $5B ; 0x80 + db $3A, $3B, $3C, $FF, $47, $48, $FF, $5B ; 0x81 + db $3A, $3B, $3C, $FF, $47, $48, $FF, $5B ; 0x82 + db $3A, $3B, $3C, $FF, $53, $4D, $FF, $5B ; 0x83 + db $3A, $3B, $3C, $FF, $53, $4D, $FF, $5B ; 0x84 + db $3A, $3B, $3C, $FF, $53, $4D, $FF, $5B ; 0x85 + db $3A, $3B, $3C, $FF, $53, $4D, $FF, $5B ; 0x86 + db $3A, $3B, $3C, $FF, $53, $4D, $FF, $5B ; 0x87 + + db $3A, $3B, $3C, $17, $40, $41, $39, $5B ; 0x88 + db $3A, $3B, $3C, $FF, $47, $48, $FF, $5B ; 0x89 + db $3A, $3B, $3C, $FF, $47, $48, $FF, $5B ; 0x8A + db $3A, $3B, $3C, $FF, $53, $4D, $FF, $5B ; 0x8B + db $3A, $3B, $3C, $FF, $53, $4D, $FF, $5B ; 0x8C + db $3A, $3B, $3C, $FF, $53, $4D, $FF, $5B ; 0x8D + db $3A, $3B, $3C, $FF, $53, $4D, $FF, $5B ; 0x8E + db $3A, $3B, $3C, $FF, $53, $4D, $FF, $5B ; 0x8F + + db $3A, $3B, $3C, $08, $00, $22, $1B, $5B ; 0x90 + db $3A, $3B, $3C, $08, $FF, $22, $1B, $5B ; 0x91 + db $3A, $3B, $3C, $06, $FF, $1F, $18, $5B ; 0x92 + db $3A, $3B, $3C, $08, $FF, $22, $1B, $5B ; 0x93 + db $3A, $3B, $3C, $3D, $53, $47, $48, $5B ; 0x94 + db $3A, $3B, $3C, $3D, $53, $56, $4F, $5B ; 0x95 + db $3A, $3B, $3C, $3D, $35, $36, $3E, $5B ; 0x96 + db $3A, $3B, $3C, $3D, $57, $4C, $3E, $5B ; 0x97 + + db $3A, $3B, $3C, $08, $FF, $22, $1B, $5B ; 0x98 + db $3A, $3B, $3C, $08, $FF, $22, $1B, $5B ; 0x99 + db $3A, $3B, $3C, $06, $FF, $1F, $18, $5B ; 0x9A + db $3A, $3B, $3C, $06, $FF, $1F, $18, $5B ; 0x9B + db $3A, $3B, $3C, $3D, $53, $33, $34, $5B ; 0x9C + db $3A, $3B, $3C, $3D, $53, $57, $4C, $5B ; 0x9D + db $3A, $3B, $3C, $3D, $57, $4C, $3E, $5B ; 0x9E + db $3A, $3B, $3C, $3D, $53, $4D, $3E, $5B ; 0x9F + endif + warnpc $288980 + + ; TODO: Add a way to edit these within ZS? Unsure. + org $288980 ; $140980 + .DefaultGFXGroups + + ; LW + org $288980 ; $140980 + .DefaultGFXGroups_sheet0 + db $3A ; Sheet 0 + + org $288981 ; $140981 + .DefaultGFXGroups_sheet1 + db $3B ; Sheet 1 + + org $288982 ; $140982 + .DefaultGFXGroups_sheet2 + db $3C ; Sheet 2 + + org $288983 ; $140983 + .DefaultGFXGroups_sheet3 + db $3D ; Sheet 3 + + org $288984 ; $140984 + .DefaultGFXGroups_sheet4 + db $53 ; Sheet 4 + + org $288985 ; $140985 + .DefaultGFXGroups_sheet5 + db $4D ; Sheet 5 + + org $288986 ; $140986 + .DefaultGFXGroups_sheet6 + db $3E ; Sheet 6 + + org $288987 ; $140987 + .DefaultGFXGroups_sheet7 + db $5B ; Sheet 7 + + ; DW + db $42, $43, $44, $45, $2F, $30, $3F, $59 + + ; SW + db $3A, $3B, $3C, $3D, $47, $48, $3E, $5B + warnpc $288998 ; $140998 +} + +; ============================================================================== +; Start of function space. +; ============================================================================== + +org $2892B8 ; $1412B8 +pushpc + +; ============================================================================== + +if !Func00D8D5 == 1 + +; Replaces a function that decompresses animated tiles in certain mirror warp +; conditions. +org $00D8D5 ; $0058D5 +AnimateMirrorWarp_DecompressAnimatedTiles: +{ + PHX + + ; The decompression function increases it by 1 so subtract 1 here. + JSL.l ReadAnimatedTable : DEC : TAY + + PLX + + JSL.l DecompOwAnimatedTiles + + RTL +} +warnpc $00D8EE + +else + +; Undo the function above: +org $00D8D5 ; $0058D5 +db $A0, $58, $A5, $8A, $29, $BF, $C9, $03 +db $F0, $0A, $C9, $05, $F0, $06, $C9, $07 +db $F0, $02, $A0, $5A, $22, $94, $D3, $00 +db $6B + +endif + +pullpc +ReadAnimatedTable: +{ + PHB : PHK : PLB + + REP #$30 ; Set A, X, and Y in 16bit mode. + LDA.b $8A : TAX + AND.w #$00C0 : LSR #3 : TAY ; (Area / 8) = LW, DW, or SW *8 + SEP #$20 ; Set A in 8bit mode. + + ; TODO: For the sake of speed, remove these checks. + ; $00 crashes the game so just double check that. + LDA.w Pool_AnimatedTable, X : BNE .not00 + LDA.w Pool_DefaultGFXGroups_sheet7, Y + + BRA .notFF + + .not00 + + ; Load the default sheet if the value is FF. + CMP.b #$FF : BNE .notFF + LDA.w Pool_DefaultGFXGroups_sheet7, Y + + .notFF + + SEP #$10 ; Set X and Y in 8bit mode. + + PLB + + RTL +} +pushpc + +; ============================================================================== + +if !Func00DA63 == 1 + +org $00D8F4 ; $0058F4 + SheetsTable_0AA4: + +; The first half of this function enables or disables BG1 for subscreen overlay +; use depending on the area. The second half reloads global sprite #2 sheet +; (rock vs skulls, different bush gfx, fish vs bone fish, etc.) based on what +; world we are in. +org $00DA63 ; $005A63 +AnimateMirrorWarp_LoadSubscreen: +{ + JSL.l ActivateSubScreen + + ; From this point on it is the vanilla function. + PHB : PHK : PLB + + ; TODO: Eventually un-hardcode this. + ; X = 0 for LW, 8 for DW + LDA.l SheetsTable_0AA4, X : TAY + + ; Get the pointer for one of the 2 Global sprite #2 sheets. + LDA.w GFXSheetPointers_sprite_low, Y : STA.b $00 + LDA.w GFXSheetPointers_sprite_high, Y : STA.b $01 + LDA.w GFXSheetPointers_sprite_bank, Y : STA.b $02 + STA.b $05 + + PLB + + REP #$31 ; Set A, X, and Y in 16bit mode. +1 no idea. + + ; Source address is determined above, number of tiles is 0x0040, base + ; target address is $7F0000. + LDX.w #$0000 + LDY.w #$0040 + + LDA.b $00 + + JSR.w Do3To4High16Bit + + SEP #$30 ; Set A, X, and Y in 8bit mode. + + RTL +} +warnpc $00DABB + +else + +; Undo the function above: +org $00DA63 ; $005A63 +db $64, $1D, $A5, $8A, $F0, $24, $C9, $70 +db $F0, $20, $C9, $40, $F0, $1C, $C9, $5B +db $F0, $18, $C9, $03, $F0, $14, $C9, $05 +db $F0, $10, $C9, $07, $F0, $0C, $C9, $43 +db $F0, $08, $C9, $45, $F0, $04, $C9, $47 +db $D0, $04, $A9, $01, $85, $1D, $8B, $4B +db $AB, $BF, $F4, $D8, $00, $A8, $B9, $B1 +db $D1, $85, $00, $B9, $D2, $D0, $85, $01 +db $B9, $F3, $CF, $85, $02, $85, $05, $AB +db $C2, $31, $A2, $00, $00, $A0, $40, $00 +db $A5, $00, $20, $4F, $DF, $E2, $30, $6B + +endif + +pullpc +ActivateSubScreen: +{ + STZ.b $1D + + PHX + + REP #$20 ; Set A in 16bit mode. + + LDA.b $8A : BNE .notForest + ; Check if we have the master sword. + LDA.l $7EF300 : AND.w #$0040 : BEQ .notForest + ; The forest canopy overlay. + BRA .turnOn + + .notForest + + ; Check if we need to disable the rain in the misery mire. + LDA.w Pool_EnableRainMireEvent : BEQ .notMire + LDA.b $8A : CMP.w #$0070 : BNE .notMire + ; Has Misery Mire been triggered yet? + LDA.l $7EF2F0 : AND.w #$0020 : BNE .notMire + BRA .turnOn + + .notMire + + ; Check if we are in the beginning phase, if not, no rain. + ; If $7EF3C5 >= 0x02. + LDA.l $7EF3C5 : AND.w #$00FF : CMP.w #$0002 : BCS .noRain + BRA .turnOn + + .noRain + + ; Get the overlay value for this overworld area. + ; ReadOverlayArray + LDA.b $8A : ASL : TAX + LDA.w Pool_OverlayTable, X : CMP.w #$00FF : BEQ .normal + ; If not $FF, assume we want an overlay. + + .turnOn + SEP #$20 ; Set A in 8bit mode. + + ; Turn on BG1. + LDA.b #$01 : STA.b $1D + + .normal + + SEP #$20 ; Set A in 8bit mode. + + PLX + + RTL +} +pushpc + +; ============================================================================== + +if !Func00EEBB == 1 + +; Zeros out the BG color when mirror warping to the pyramid area. +; TODO: This is done in the vanilla I think as just a precaution at the apex of +; the fade to white to make sure all of the colors truly are white but it may +; not actually be needed. +org $00EEBB ; $006EBB +Func00EEBB: +{ + ; Check if we are warping to an area with the pyramid BG. + JSL.l ReadOverlayArray : CMP.w #$0096 : BNE .notHyruleCastle + ; This is annoying but I just needed a little bit of extra space. + JSL.l EraseBGColors + + .notHyruleCastle + + SEP #$20 ; Set A in 8bit mode. + + LDA.b #$08 : STA.w $06BB + + STZ.w $06BA + + RTL +} +warnpc $00EEE0 + +else + +; Undo the function above: +org $00EEBB ; $006EBB +db $A5, $8A, $C9, $1B, $00, $D0, $13, $A9 +db $00, $00, $8F, $00, $C3, $7E, $8F, $40 +db $C3, $7E, $8F, $00, $C5, $7E, $8F, $40 +db $C5, $7E, $E2, $20, $A9, $08, $8D, $BB +db $06, $9C, $BA, $06, $6B + +endif + +pullpc +EraseBGColors: +{ + LDA.w #$0000 : STA.l $7EC300 : STA.l $7EC340 : STA.l $7EC500 : STA.l $7EC540 + + RTL +} +pushpc + +; ============================================================================== + +if !Func00FF7C == 1 + +; Controls the BG scrolling for HC and the pyramid area. +org $00FF7C ; $007F7C +Func00FF7C: +{ + LDA.w $1C80 : ORA.w $1C90 : ORA.w $1CA0 : ORA.w $1CB0 : CMP.b $E2 : BNE .BRANCH_DELTA + SEP #$30 ; Set A, X, and Y in 8bit mode. + + STZ.b $9B + + INC.b $B0 + + JSL.l Overworld_SetFixedColorAndScroll + + REP #$30 ; Set A, X, and Y in 16bit mode. + + ; Check if we are warping to an area with the pyramid BG. + JSL.l ReadOverlayArray : CMP.w #$0096 : BEQ .dont_align_bgs + LDA.b $E2 : STA.b $E0 : STA.w $0120 : STA.w $011E + LDA.b $E8 : STA.b $E6 : STA.w $0122 : STA.w $0124 + + .dont_align_bgs + .BRANCH_DELTA + + SEP #$30 ; Set A, X, and Y in 8bit mode. + + RTL +} +; NOTE: This end point also uses up a null block at the end of the function. +warnpc $00FFC0 + +else + +; Undo the function above: +org $00FF7C ; $007F7C +db $AD, $80, $1C, $0D, $90, $1C, $0D, $A0 +db $1C, $0D, $B0, $1C, $C5, $E2, $D0, $28 +db $E2, $20, $64, $9B, $E6, $B0, $22, $70 +db $FE, $0B, $A5, $8A, $29, $3F, $C9, $1B +db $F0, $16, $C2, $20, $A5, $E2, $85, $E0 +db $8D, $20, $01, $8D, $1E, $01, $A5, $E8 +db $85, $E6, $8D, $22, $01, $8D, $24, $01 +db $E2, $30, $6B, $FF, $FF, $FF, $FF, $FF +db $FF, $FF, $FF, $FF + +endif + +; ============================================================================== + +if !Func0283EE == 1 + +; Replaces a bunch of calls to a shared function. +; Intro_SetupScreen: +org $028027 ; $010027 + JSR.w PreOverworld_LoadProperties_LoadMain_LoadMusicIfNeeded + +warnpc $02802B + +; Dungeon_LoadSongBankIfNeeded: +org $029C0C ; $011C0C + JMP PreOverworld_LoadProperties_LoadMain_LoadMusicIfNeeded + +warnpc $029C0F + +; Mirror_LoadMusic: +org $029D1E ; $011D1E + JSR.w PreOverworld_LoadProperties_LoadMain_LoadMusicIfNeeded + +warnpc $029D21 + +; GanonEmerges_LoadPyramidArea: +org $029F82 ; $011F82 + JSR.w PreOverworld_LoadProperties_LoadMain_LoadMusicIfNeeded + +warnpc $029F85 + +; Changes the function that loads overworld properties when exiting a dungeon. +; Includes removing asm that plays music in certain areas and changing how +; animated tiles are loaded. +org $0283EE ; $0103EE +PreOverworld_LoadProperties_LoadMain: +{ + LDX.b #$F3 + + ; If the volume was set to half, set it back to full. + LDA.w $0132 : CMP.b #$F2 : BEQ .setToFull + ; If we're in the dark world + ; If area number is < 0x40 or >= 80 we are not in the dark world. + LDA.b $8A : CMP.b #$40 : BCC .setNormalSong + CMP.b #$80 : BCS .setNormalSong + ; Does Link have a moon pearl? + LDA.l $7EF357 : BNE .setNormalSong + ; If not, play the music that plays when you're a bunny in the + ; Dark World. + LDX.b #$04 + + BRA .setToFull + + .setNormalSong + + LDX.b $8A + LDA.l $7F5B00, X : AND.b #$0F : TAX + + .setToFull + + ; The value written here will take effect during NMI. + STX.w $0132 + + ; Set the ambient sound. Removed becuase this is also done later on. + ;LDX.b $8A + ;LDA.l $7F5B00, X : LSR #4 : STA.w $012D + + ; The decompression function increases it by 1 so subtract 1 here. + JSL.l ReadAnimatedTable : DEC : TAY + + JSL.l DecompOwAnimatedTiles + + ; Decompress all other graphics. + JSL.l InitTilesets + + ; Load palettes for overworld. + JSR.w Overworld_LoadAreaPalettes + + LDX.b $8A + + LDA.l $7EFD40, X : STA.b $00 + + LDA.l OverworldPalettesScreenToSet, X + + ; Load some other palettes. + JSL.l Overworld_LoadPalettes + + ; Sets the background color (changes depending on area). + JSL.l Palette_SetOwBgColor_Long + + LDA.b $10 : CMP.b #$08 : BNE .specialArea2 + ; Copies $7EC300[0x200] to $7EC500[0x200]. + JSR.w Dungeon_LoadPalettes_cacheSettings + + BRA .normalArea2 + + .specialArea2 + + ; Apparently special overworld handles palettes a bit differently? + JSR.w SpecialOverworld_CopyPalettesToCache + + .normalArea2 + + ; Sets fixed colors and scroll values. + JSL.l Overworld_SetFixedColorAndScroll + + ; Set darkness level to zero for the overworld. + LDA.b #$00 : STA.l $7EC017 + + ; Sets up properties in the event a tagalong shows up. + JSL.l Tagalong_Init + + ; Set animated sprite gfx for area 0x00 and 0x40. + LDA.b $8A : AND.b #$3F : BNE .notForestArea + LDA.b #$1E + + JSL.l GetAnimatedSpriteTile_variable + + .notForestArea + + ; Cache the overworld mode 0x09. + LDA.b #$09 : STA.w $010C + JSL.l Sprite_OverworldReloadAll + + ; Are we in the dark world? If so, there's no warp vortex there. + LDA.b $8A : AND.b #$40 : BNE .noWarpVortex + JSL.l Sprite_ReinitWarpVortex + + .noWarpVortex + + ; Check if Blind disguised as a crystal maiden was following us when + ; we left the dungeon area. + LDA.l $7EF3CC : CMP.b #$06 : BNE .notBlindGirl + ; If it is Blind, kill her! + LDA.b #$00 : STA.l $7EF3CC + + .notBlindGirl + + ; Reset player variables. + STZ.b $6C ; In doorway flag + STZ.b $3A ; BY Bitfield + STZ.b $3C ; B Button timer + STZ.b $50 ; Link strafe + STZ.b $5E ; Link speed handler + STZ.w $0351 ; Link feet gfx fx + + ; Reinitialize many of Link's gameplay variables. + JSR.w DeleteCertainAncillaeStopDashing + + LDA.l $7EF357 : BNE .notBunny + LDA.l $7EF3CA : BEQ .notBunny + LDA.b #$01 : STA.w $02E0 : STA.b $56 + + LDA.b #$17 : STA.b $5D + + JSL.l LoadGearPalettes_bunny + + .notBunny + + ; Set screen to mode 1 with BG3 priority. + LDA.b #$09 : STA.b $94 + + LDA.b #$00 : STA.l $7EC005 + + STZ.w $046C ; Collision BG1 flag + STZ.b $EE ; Reset Link layer to BG2 + STZ.w $0476 ; Another layer flag + + INC.b $11 ; SCAWFUL: We should verify what submodule this is moving to. + INC.b $16 ; NMI HUD Update flag + + STZ.w $0402 : STZ.w $0403 + + ; Vanilla alternate entry point. Called in 4 different locations all of + ; which are overwritten above. + .LoadMusicIfNeeded + + LDA.w $0136 : BEQ .no_music_load_needed + SEI + + ; Shut down NMI until music loads. + STZ.w SNES.NMIVHCountJoypadEnable + + ; Stop all HDMA. + STZ.w SNES.HDMAChannelEnable + + STZ.w $0136 + + LDA.b #$FF : STA.w SNES.APUIOPort0 + + JSL.l Sound_LoadLightWorldSongBank + + ; Re-enable NMI and joypad. + LDA.b #$81 : STA.w SNES.NMIVHCountJoypadEnable + + .no_music_load_needed + + ; PLACE CUSTOM GFX LOAD HERE! + JSL Oracle_CheckForChangeGraphicsNormalLoadBoat + + RTS +} +warnpc $02856A ; $01056A + +else + +; Undo the function above: +org $028027 ; $010027 + db $20, $4C, $85, $C2 + +org $029C0C ; $011C0C + db $4C, $4C, $85, $A5 + +org $029D1E ; $011D1E + db $20, $4C, $85 + +org $029F82 ; $011F82 + db $20, $4C, $85 + +org $0283EE ; $0103EE +db $A0, $58, $A2, $02, $A5, $8A, $C9, $03 +db $F0, $6F, $C9, $05, $F0, $6B, $C9, $07 +db $F0, $67, $A2, $09, $A5, $8A, $C9, $43 +db $F0, $5F, $C9, $45, $F0, $5B, $C9, $47 +db $F0, $57, $A0, $5A, $A5, $8A, $C9, $40 +db $B0, $3A, $A2, $07, $AF, $C5, $F3, $7E +db $C9, $03, $90, $02, $A2, $02, $A5, $A0 +db $C9, $E3, $F0, $3D, $C9, $18, $F0, $39 +db $C9, $2F, $F0, $35, $A5, $A0, $C9, $1F +db $D0, $06, $A5, $8A, $C9, $18, $F0, $29 +db $A2, $05, $AF, $00, $F3, $7E, $29, $40 +db $F0, $02, $A2, $02, $A5, $A0, $F0, $19 +db $C9, $E1, $F0, $15, $A2, $F3, $AD, $32 +db $01, $C9, $F2, $F0, $30, $A2, $02, $AF +db $C5, $F3, $7E, $C9, $02, $B0, $02, $A2 +db $03, $AF, $CA, $F3, $7E, $F0, $1E, $A2 +db $0D, $A5, $8A, $C9, $40, $F0, $0E, $C9 +db $43, $F0, $0A, $C9, $45, $F0, $06, $C9 +db $47, $F0, $02, $A2, $09, $AF, $57, $F3 +db $7E, $D0, $02, $A2, $04, $8E, $32, $01 +db $22, $94, $D3, $00, $22, $9B, $E1, $00 +db $20, $92, $C6, $A6, $8A, $BF, $40, $FD +db $7E, $85, $00, $BF, $1C, $FD, $00, $22 +db $A8, $D5, $0E, $22, $18, $D6, $0E, $A5 +db $10, $C9, $08, $D0, $05, $20, $5F, $C6 +db $80, $03, $20, $EB, $C6, $22, $70, $FE +db $0B, $A9, $00, $8F, $17, $C0, $7E, $22 +db $FC, $9E, $09, $A5, $8A, $29, $3F, $D0 +db $06, $A9, $1E, $22, $ED, $D4, $00, $A9 +db $09, $8D, $0C, $01, $22, $99, $C4, $09 +db $A5, $8A, $29, $40, $D0, $04, $22, $89 +db $AF, $09, $A2, $05, $AF, $C5, $F3, $7E +db $C9, $02, $B0, $02, $A2, $01, $8E, $2D +db $01, $AF, $CC, $F3, $7E, $C9, $06, $D0 +db $06, $A9, $00, $8F, $CC, $F3, $7E, $64 +db $6C, $64, $3A, $64, $3C, $64, $50, $64 +db $5E, $9C, $51, $03, $20, $0C, $8B, $AF +db $57, $F3, $7E, $D0, $15, $AF, $CA, $F3 +db $7E, $F0, $0F, $A9, $01, $8D, $E0, $02 +db $85, $56, $A9, $17, $85, $5D, $22, $DD +db $D6, $0E, $A9, $09, $85, $94, $A9, $00 +db $8F, $05, $C0, $7E, $9C, $6C, $04, $64 +db $EE, $9C, $76, $04, $E6, $11, $E6, $16 +db $9C, $02, $04, $9C, $03, $04, $AD, $36 +db $01, $F0, $18, $78, $9C, $00, $42, $9C +db $0C, $42, $9C, $36, $01, $A9, $FF, $8D +db $40, $21, $22, $13, $89, $00, $A9, $81 +db $8D, $00, $42, $60 + +endif + +; ============================================================================== + +if !Func028632 == 1 + +; Changes a function that loads animated tiles under certain conditions. +org $028632 ; $010632 +Func028632: +{ + ; The decompression function increases it by 1 so subtract 1 here. + JSL.l ReadAnimatedTable : DEC : TAY + + JSL.l DecompOwAnimatedTiles + + ; SCAWFUL: Verify the submodule ID being manipulated here. + LDA.b $11 : LSR A : TAX + + LDA.l Credits_LoadScene_PrepGFX_sprite_gfx, X : STA.w $0AA3 + + LDA.l Credits_LoadScene_PrepGFX_sprite_palette, X : PHA + + JSL.l InitTilesets + + ; Load Palettes. + JSR.w Overworld_LoadAreaPalettes + PLA : STA.b $00 + + LDX.b $8A + + LDA.l OverworldPalettesScreenToSet, X + + JSL.l Overworld_LoadPalettes + + LDA.b #$01 : STA.w $0AB2 + + JSL.l Palette_Hud + + LDA.l $11 : BNE .BRANCH_4 + JSL.l CopyFontToVram + + .BRANCH_4 + + JSR.w Dungeon_LoadPalettes_cacheSettings + JSL.l Overworld_SetFixedColorAndScroll + + LDA.l $8A : CMP.b #$80 : BCC .BRANCH_5 + JSL.l Palette_SetOwBgColor_Long + + .BRANCH_5 + + LDA.b #$09 : STA.b $94 + + INC.b $B0 + + RTS +} +warnpc $028697 + +else + +; Undo the function above: +org $028632 ; $010632 +db $A0, $58, $A5, $8A, $29, $BF, $C9, $03 +db $F0, $0A, $C9, $05, $F0, $06, $C9, $07 +db $F0, $02, $A0, $5A, $22, $94, $D3, $00 +db $A5, $11, $4A, $AA, $BF, $E2, $85, $02 +db $8D, $A3, $0A, $BF, $F3, $85, $02, $48 +db $22, $9B, $E1, $00, $20, $92, $C6, $68 +db $85, $00, $A6, $8A, $BF, $1C, $FD, $00 +db $22, $A8, $D5, $0E, $A9, $01, $8D, $B2 +db $0A, $22, $52, $EE, $1B, $A5, $11, $D0 +db $04, $22, $56, $E5, $00, $20, $5F, $C6 +db $22, $70, $FE, $0B, $A5, $8A, $C9, $80 +db $90, $04, $22, $18, $D6, $0E, $A9, $09 +db $85, $94, $E6, $B0, $60 + +endif + +; ============================================================================== + +if !Func029AA6 == 1 + +; Changes part of a function that changes the sub mask color when leaving +; dungeons. +org $029AA6 ; $011AA6 +Func029AA6: +{ + ; Setup fixed color values based on area number. + LDX.w #$4C26 + LDY.w #$8C4C + + ; TODO: Wtf why is this 0x00? + ; Check for LW death mountain. + JSL.l ReadOverlayArray : CMP.w #$0095 : BEQ .mountain + LDX.w #$4A26 : LDY.w #$874A + + ; Check for DW death mountain. + CMP.w #$009C : BEQ .mountain + BRA .other + + .mountain + + STX.b $9C : STY.b $9D + + .other + + SEP #$30 ; Set A, X, and Y in 8bit mode. + + RTS +} +warnpc $029AD3 + +else + +; Undo the function above: +org $029AA6 ; $011AA6 +db $A5, $8A, $C9, $03, $00, $F0, $1F, $C9 +db $05, $00, $F0, $1A, $C9, $07, $00, $F0 +db $15, $A2, $26, $4A, $A0, $4A, $87, $C9 +db $43, $00, $F0, $0A, $C9, $45, $00, $F0 +db $05, $C9, $47, $00, $D0, $04, $86, $9C +db $84, $9D, $E2, $30, $60 + +endif + +; ============================================================================== + +if !Func02AF58 == 1 + +; Main subscreen overlay loading function. Changed so that they will load +; from a table. This does not change the event overlays like the lost woods +; changing to the tree canopy, the master sword area or the misery mire rain. +; This also does not change the overlay for under the bridge because it shares +; an area with the master sword. +org $02AF58 ; $012F58 +CustomOverworld_LoadSubscreenOverlay_PostInit: +{ + SEP #$20 ; Set A in 8bit mode. + + ; Check to see if we are using the mirror so that our $A0 doesn't + ; accidentally persist and we trigger rain sounds when we don't want them. + LDA.b $11 : CMP.b #$23 : BEQ .mirrorWarp + CMP.b #$24 : BEQ .mirrorWarp + CMP.b #$2C : BEQ .mirrorWarp + ; We can't warp to or from a special area anyway so this is fine. + + REP #$20 ; Set A in 16bit mode. + + ; Check to see if we are in a SW overworld area. + LDA.b $8A : CMP.w #$0080 : BCC .notExtendedArea + ; $0182 is the exit room number used for getting to Zora's Domain. + LDA.b $A0 : CMP.w #$0182 : BNE .notZoraFalls + SEP #$20 ; Set A in 8bit mode. + + ; Play rain (waterfall) sound. + ; TODO: Write a patch to change/disable this. + LDA.b #$01 : STA.w $012D + + REP #$20 ; Set A in 16bit mode. + + .notZoraFalls + + ; Check for exit rooms (the faked way of getting from one overworld + ; area to another). $0180 is the exit room number used for getting + ; into the mastersword area. + LDA.b $A0 : CMP.w #$0180 : BNE .notMasterSwordArea + ; If the Master sword is retrieved, don't do the mist overlay. + LDA.l $7EF300 : AND.w #$0040 : BNE .masterSwordRecieved + JSL.l ReadOverlayArray : TAX + + .loadOverlayShortcut + + ; Save the overlay for later. + PHX + + JMP .loadSubScreenOverlay + + .masterSwordRecieved + + ; TODO: Write a patch to change what overlay is loaded here? + BRA .noSubscreenOverlay + + .notMasterSwordArea + + ; TODO: Write a patch to change what overlay is loaded here? + ; The second mastersword/under the bridge area. + LDX.w #$0094 + + ; $0181 is the exit room number used for getting into the under the + ; bridge area. + LDA.b $A0 : CMP.w #$0181 : BEQ .loadOverlayShortcut + ; TODO: Write a patch to change what overlay is loaded here? + ; The second Triforce room area. + LDX.w #$0093 + + ; $0189 is the exit room number used for getting to the + ; Triforce room. + CMP.w #$0189 : BEQ .loadOverlayShortcut + .noSubscreenOverlay + + SEP #$30 ; Set A, X, and Y in 8bit mode. + + ; Clear TSQ PPU Register, to be handled in NMI. + STZ.b $1D + + INC.b $11 ; SCAWFUL: Verify the submodule we are moving to. + + RTS + + .notExtendedArea + .mirrorWarp + + REP #$20 ; Set A in 16bit mode. + + JSL.l ReadOverlayArray : TAX + + LDA.b $8A : BNE .notForest + ; Check if we have the master sword. + LDA.l $7EF300 : AND.w #$0040 : BEQ .notForest + ; TODO: Write a patch to change this? + ; The forest canopy overlay. + LDX.w #$009E + + .notForest + + ; Check if we need to disable the rain in the misery mire. + LDA.l Pool_EnableRainMireEvent : BEQ .notMire + LDA.b $8A : CMP.w #$0070 : BNE .notMire + ; Has Misery Mire been triggered yet? + LDA.l $7EF2F0 : AND.w #$0020 : BNE .notMire + ; The rain overlay. + LDX.w #$009F + + SEP #$20 ; Set A in 8bit mode. + + ; Load the rain sound effect. + ; This is done here because of some jank in the vanilla code in + ; this function a bit further down. Basically it loads the + ; overlay's ambient sound instead of the acutal areas, which + ; only seems to benefit us here. + LDA.b #$01 : STA.w $012D + + REP #$20 ; Set A in 16bit mode. + + .notMire + + ; Check if we are in the beginning phase, if not, no rain. + ; If $7EF3C5 >= 0x02. + LDA.l Pool_EnableBeginningRain : BEQ .noRain + LDA.l $7EF3C5 : AND.w #$00FF : CMP.w #$0002 : BCS .noRain + ; The rain overlay. + LDX.w #$009F + + .noRain + + ; Store the overlay for later. + PHX + + ; If the value is 0xFF that means we didn't set any overlay so load the + ; pyramid one by default. + CPX.w #$00FF : BNE .notFF + ; The pyramid background. + LDX.w #$0096 + + .notFF + + ; TODO: Verify this. If it is an alternate entry I can't find where it is + ; referenced anywhere. + ; $01300B ALTERNATE ENTRY POINT + .loadSubScreenOverlay + STY.b $84 + + STX.b $8A : STX.b $8C + + ; Overworld map16 buffer manipulation during scrolling. + LDA.b $84 : SEC : SBC.w #$0400 : AND.w #$0F80 : ASL A : XBA : STA.b $88 + LDA.b $84 : SEC : SBC.w #$0010 : AND.w #$003E : LSR A : STA.b $86 + + STZ.w $0418 : STZ.w $0410 : STZ.w $0416 + + SEP #$30 ; Set A, X, and Y in 8bit mode. + + ; Color +/- buffered register. + LDA.b #$82 : STA.b $99 + + ; Puts OBJ, BG2, and BG3 on the main screen. + LDA.b #$16 : STA.b $1C + + ; Puts BG1 on the subscreen. + LDA.b #$01 : STA.b $1D + + ; Pull the 16 bit overlay from earlier and just discard the high byte. + PLX : PLA + + ; One possible configuration for SNES.AddSubtractSelectAndEnable (CGADSUB). + LDA.b #$72 + + ; Comparing different screen types. + CPX.b #$97 : BEQ .loadOverlay ; Fog 1 + CPX.b #$94 : BEQ .loadOverlay ; Master sword/bridge 2 + CPX.b #$93 : BEQ .loadOverlay ; Triforce room 2 + CPX.b #$9D : BEQ .loadOverlay ; Fog 2 + CPX.b #$9E : BEQ .loadOverlay ; Tree canopy + CPX.b #$9F : BEQ .loadOverlay ; Rain + ; Alternative setting for CGADSUB (only background is enabled on + ; subscreen). + LDA.b #$20 + + CPX.b #$95 : BEQ .loadOverlay ; Sky + CPX.b #$9C : BEQ .loadOverlay ; Lava + CPX.b #$96 : BEQ .loadOverlay ; Pyramid BG + LDX.b $11 + + ; TODO: Investigate what these checks are for. + CPX.b #$23 : BEQ .loadOverlay + CPX.b #$2C : BEQ .loadOverlay + STZ.b $1D + + .loadOverlay + + ; Apply the selected settings to CGADSUB's mirror ($9A). + STA.b $9A + + JSR.w LoadSubscreenOverlay + + ; This is the "under the bridge" area. + LDA.b $8C : CMP.b #$94 : BNE .notUnderBridge + ; All this is doing is setting the X coordinate of BG1 to 0x0100 + ; rather than 0x0000. (this area uses the second half of the data only, + ; similar to the master sword area). + LDA.b $E7 : ORA.b #$01 : STA.b $E7 + + .notUnderBridge + + REP #$20 ; Set A in 16bit mode. + + ; We were pretending to be in a different area to load the subscreen + ; overlay, so we're restoring all those settings. + LDA.l $7EC213 : STA.b $8A + LDA.l $7EC215 : STA.b $84 + LDA.l $7EC217 : STA.b $88 + LDA.l $7EC219 : STA.b $86 + + LDA.l $7EC21B : STA.w $0418 + LDA.l $7EC21D : STA.w $0410 + LDA.l $7EC21F : STA.w $0416 + + SEP #$20 ; Set A in 8bit mode. + + RTS +} +warnpc $02B0D2 ; $0130D2 + +else + +; Undo the function above: +org $02AF58 ; $012F58 +db $A5, $8A, $C9, $80, $00, $90, $44, $A2 +db $97, $00, $A5, $A0, $C9, $80, $01, $D0 +db $12, $A2, $80, $00, $BF, $80, $F2, $7E +db $A2, $97, $00, $29, $40, $00, $D0, $24 +db $4C, $0B, $B0, $A2, $94, $00, $C9, $81 +db $01, $F0, $F5, $A2, $93, $00, $C9, $89 +db $01, $F0, $ED, $C9, $82, $01, $F0, $05 +db $C9, $83, $01, $D0, $07, $E2, $30, $A9 +db $01, $8D, $2D, $01, $E2, $30, $64, $1D +db $E6, $11, $60, $29, $3F, $00, $D0, $1B +db $A5, $8A, $29, $40, $00, $D0, $0F, $A2 +db $80, $00, $BF, $80, $F2, $7E, $A2, $9E +db $00, $29, $40, $00, $D0, $4D, $A2, $9D +db $00, $80, $48, $A2, $95, $00, $A5, $8A +db $C9, $03, $00, $F0, $3E, $C9, $05, $00 +db $F0, $39, $C9, $07, $00, $F0, $34, $A2 +db $9C, $00, $C9, $43, $00, $F0, $2C, $C9 +db $45, $00, $F0, $27, $C9, $47, $00, $F0 +db $22, $C9, $70, $00, $D0, $0B, $AF, $F0 +db $F2, $7E, $29, $20, $00, $D0, $14, $80 +db $0F, $A2, $96, $00, $AF, $C5, $F3, $7E +db $29, $FF, $00, $C9, $02, $00, $B0, $03 +db $A2, $9F, $00, $84, $84, $86, $8A, $86 +db $8C, $A5, $84, $38, $E9, $00, $04, $29 +db $80, $0F, $0A, $EB, $85, $88, $A5, $84 +db $38, $E9, $10, $00, $29, $3E, $00, $4A +db $85, $86, $9C, $18, $04, $9C, $10, $04 +db $9C, $16, $04, $E2, $30, $A9, $82, $85 +db $99, $A9, $16, $85, $1C, $A9, $01, $85 +db $1D, $DA, $A6, $8A, $BF, $00, $5B, $7F +db $4A, $4A, $4A, $4A, $8D, $2D, $01, $FA +db $A9, $72, $E0, $97, $F0, $39, $E0, $94 +db $F0, $35, $E0, $93, $F0, $31, $E0, $9D +db $F0, $2D, $E0, $9E, $F0, $29, $E0, $9F +db $F0, $25, $A9, $20, $E0, $95, $F0, $1F +db $E0, $9C, $F0, $1B, $AF, $13, $C2, $7E +db $AA, $A9, $20, $E0, $5B, $F0, $10, $E0 +db $1B, $D0, $0A, $A6, $11, $E0, $23, $F0 +db $06, $E0, $2C, $F0, $02, $64, $1D, $85 +db $9A, $20, $0D, $FD, $A5, $8C, $C9, $94 +db $D0, $06, $A5, $E7, $09, $01, $85, $E7 +db $C2, $20, $AF, $13, $C2, $7E, $85, $8A +db $AF, $15, $C2, $7E, $85, $84, $AF, $17 +db $C2, $7E, $85, $88, $AF, $19, $C2, $7E +db $85, $86, $AF, $1B, $C2, $7E, $8D, $18 +db $04, $AF, $1D, $C2, $7E, $8D, $10, $04 +db $AF, $1F, $C2, $7E, $8D, $16, $04, $E2 +db $20, $60 + +endif + +; ============================================================================== + +if !Func02B2D4 == 1 + +; Turns on the subscreen if the pyramid is loaded. +org $02B2D4 ; $0132D4 +Func02B2D4: +{ + JSR.w Overworld_LoadSubscreenAndSilenceSFX1 + + ; In vanilla a check for the overlay is done here but we don't need + ; it at all. It is handled in Func02B3A1 later on. + ;JSL.l EnableSubScreenCheckForPyramid + + RTL +} +warnpc $02B2E6 ; $0132E6 + +else + +; Undo the function above: +org $02B2D4 ; $0132D4 +db $20, $19, $AF, $A5, $8A, $C9, $1B, $F0 +db $04, $C9, $5B, $D0, $04, $A9, $01, $85 +db $1D, $6B + +endif + +pullpc +EnableSubScreenCheckForPyramid: +{ + REP #$20 ; Set A in 16bit mode. + + ; ReadOverlayArray + LDA.b $8A : ASL : TAX + LDA.w Pool_OverlayTable, X + + CMP.w #$0096 : BNE .notPyramidOrCastle + SEP #$20 ; Set A in 8bit mode. + LDA.b #$01 : STA.b $1D + + .notPyramidOrCastle + + SEP #$20 ; Set A in 8bit mode. + + RTL +} +pushpc + +; ============================================================================== + +if !Func02B3A1 == 1 + +; Handles activating the subscreen and special BG color when warping to an area +; with the pyramid BG. +org $02B3A1 ; $0133A1 +Func02B3A1: +{ + JSL.l EnableSubScreenCheckForPyramid + + REP #$20 ; Set A in 16bit mode. + + LDX.b #$00 + + LDA.w #$7FFF + + .setBgPalettesToWhite + STA.l $7EC540, X + STA.l $7EC560, X + STA.l $7EC580, X + + STA.l $7EC5A0, X + STA.l $7EC5C0, X + STA.l $7EC5E0, X + + INX #2 : CPX.b #$20 : BNE .setBgPalettesToWhite + + ; Also set the background color to white. + STA.l $7EC500 + + JSL.l ReadOverlayArray + + ; This sets the color to transparent so that we don't see an additional + ; white layer on top of the pyramid bg. + CMP.w #$0096 : BNE .notPyramidOfPower + LDA.w #$0000 : STA.l $7EC500 : STA.l $7EC540 + + .notPyramidOfPower + + SEP #$20 ; Set A in 8bit mode. + + JSL.l Sprite_ResetAll + JSL.l Sprite_OverworldReloadAll + JSL.l Link_ItemReset_FromOverworldThings + JSR.w DeleteCertainAncillaeStopDashing + + LDA.b #$14 : STA.b $5D + + LDA.b $8A : AND.b #$40 : BNE .darkWorld + JSL.l Sprite_ReinitWarpVortex + + .darkWorld + + RTL +} +warnpc $02B40A ; $01340A + +else + +; Undo the function above: +org $02B3A1 ; $0133A1 +db $A5, $8A, $C9, $1B, $F0, $04, $C9, $5B +db $D0, $04, $A9, $01, $85, $1D, $C2, $20 +db $A2, $00, $A9, $FF, $7F, $9F, $40, $C5 +db $7E, $9F, $60, $C5, $7E, $9F, $80, $C5 +db $7E, $9F, $A0, $C5, $7E, $9F, $C0, $C5 +db $7E, $9F, $E0, $C5, $7E, $E8, $E8, $E0 +db $20, $D0, $E2, $8F, $00, $C5, $7E, $A5 +db $8A, $C9, $5B, $00, $D0, $0B, $A9, $00 +db $00, $8F, $00, $C5, $7E, $8F, $40, $C5 +db $7E, $E2, $20, $22, $4E, $C4, $09, $22 +db $99, $C4, $09, $22, $07, $B1, $07, $20 +db $0C, $8B, $A9, $14, $85, $5D, $A5, $8A +db $29, $40, $D0, $04, $22, $89, $AF, $09 +db $6B + +endif + +; ============================================================================== + +if !Func02BC44 == 1 + +; Controls overworld vertical subscreen movement for the pyramid BG. +org $02BC44 ; $013C44 +Func02BC44: +{ + ; Check for the pyramid BG. + JSL.l ReadOverlayArray : CMP.w #$0096 : BNE .BRANCH_IOTA + JSL.l BGControl + BRA .BRANCH_IOTA + + warnpc $02BC60 ; $013C60 + + org $02BC60 ; $013C60 + .BRANCH_IOTA +} +warnpc $02BC60 + +else + +; Undo the function above: +org $02BC44 ; $013C44 +db $A5, $8A, $29, $3F, $00, $C9, $1B, $00 +db $D0, $12, $A9, $00, $06, $C5, $E6, $90 +db $02, $85, $E6, $A9, $C0, $06, $C5, $E6 +db $B0, $02, $85, $E6 + +endif + +pullpc +ReadOverlayArray: +{ + PHB : PHK : PLB + + LDA.b $8A : ASL : TAX + LDA.w Pool_OverlayTable, X + + PLB + + RTL +} + +; TODO: These comparison values will need to be calulated somehow or set +; depending on the area. Right now they are hardcoded to work with the +; pyramid area. +BGControl: +{ + ; Check link's Y position. This will need to be changed per area and per + ; need. + LDA.b $20 : CMP.w #$08E0 : BCC .startShowingMountains + ; Lock the position so that nothing shows through the trees. + LDA.w #$06C0 : STA.b $E6 + + RTL + + .startShowingMountains + + ; Don't let the BG scroll down further than the "top" of the bg when + ; walking up. + LDA.w #$0600 : CMP.b $E6 : BCC .dontLock ; #$0600 + STA.b $E6 + + .dontLock + + ; Don't let the BG scroll up further than the "bottom" of the bg when + ; walking down. + LDA.w #$06C0 : CMP.b $E6 : BCS .dontLock2 ; #$06C0 + STA.b $E6 ; $TODO: I had this at $E2 for some reason. + + .dontLock2 + + RTL +} +pushpc + +; ============================================================================== + +if !Func02C02D == 1 + +; Changes how the pyramid BG scrolls durring transition. +org $02C02D ; $01402D +Func02C02D: +{ + PHA + JSL.l ReadOverlayArray2 + PLA + + ; Check for the pyramid BG. + CPY.b #$96 : BEQ .dontMoveBg1 + ; This shifts the BG over by a half small area's width. This is to + ; line up the mountain with the tower in the distance at the appropriate + ; location when coming into the pyramid area from the right. + STA.b $E0, X + + ; NOTE: There is currently a bug in vanilla where if you exit a dungeon + ; into the LW death mountain the sky background will become miss-aligned + ; and this movement will cause the sky to flicker or jump when moving to + ; another area. In order to fix this you would have to find the + ; alignment exit code and change how the game aligns BG2 when exiting. + ; Possibly when using the bird too. + + .dontMoveBg1 +} +warnpc $02C039 ; $014039 + +else + +; Undo the function above: +org $02C02D ; $01402D +db $A4, $8A, $C0, $1B, $F0, $06, $C0, $5B +db $F0, $02, $95, $E0 + +endif + +pullpc +ReadOverlayArray2: +{ + PHX + + ; A is already 16 bit here. + REP #$10 ; Set X and Y in 16bit mode. + + ; ReadOverlayArray + LDA.b $8A : ASL : TAX + LDA.w Pool_OverlayTable, X : TAY + + SEP #$10 ; Set X and Y in 8bit mode. + + PLX + + RTL +} +pushpc + +; ============================================================================== + +if !Func02C692 == 1 + +; Replaces a call to a shared function. Normally this is goes to .lightworld +; to change the main color palette manually but we change it here so that it +; just uses the same table as everything else. +org $02A07A ; $01207A + JSR.w Overworld_LoadAreaPalettes + +warnpc $02A07D ; $01207D + +; The main overworld palette loading routine un-hardcoded to load the custom +; main palette. +org $02C692 ; $014692 +Overworld_LoadAreaPalettes: +{ + LDX.b $8A + LDA.l Pool_MainPaletteTable, X + + ; $0AB3 = + ; 0 - LW + ; 1 - DW + ; 2 - LW death mountain + ; 3 - DW death mountain + ; 4 - triforce room + STA.w $0AB3 + + ; Reset pal buffer high byte. + STZ.w $0AA9 + + ; Load SP1 through SP4. + JSL.l Palette_MainSpr + + ; Load SP0 (2nd half) and SP6 (2nd half). + JSL.l Palette_MiscSpr + + ; Load SP5 (1st half). + JSL.l Palette_SpriteAux1 + + ; Load SP6 (1st half). + JSL.l Palette_SpriteAux2 + + ; Load SP5 (2nd half, 1st 3 colors), which is the sword palette. + JSL.l Palette_Sword + + ; Load SP5 (2nd half, next 4 colors), which is the shield. + JSL.l Palette_Shield + + ; Load SP7 (full) Link's whole palette, including Armor. + JSL.l Palette_ArmorAndGloves + + LDX.b #$01 + + ; Changes the Palette_SpriteAux3 load depending on if we are in the LW or + ; not. Will probably need it own custom table in the future? not sure. + LDA.l $7EF3CA : AND.b #$40 : BEQ .lightWorld2 + LDX.b #$03 + + .lightWorld2 + + ; Reset pal buffer0. + STX.w $0AAC + + ; Load SP0 (first half) (or SP7 (first half)). + JSL.l Palette_SpriteAux3 + + ; Load BP0 and BP1 (first halves). + JSL.l Palette_Hud + + ; Load BP2 through BP5 (first halves). + JSL.l Palette_OverworldBgMain + + RTS +} +warnpc $02C6EB ; $0146EB + +else + +; Undo the function above: +org $02A07A ; $01207A +db $20, $AD, $C6 + +org $02C692 ; $14692 +db $A2, $02, $A5, $8A, $29, $3F, $C9, $03 +db $F0, $0A, $C9, $05, $F0, $06, $C9, $07 +db $F0, $02, $A2, $00, $A5, $8A, $29, $40 +db $F0, $01, $E8, $8E, $B3, $0A, $9C, $A9 +db $0A, $22, $9E, $EC, $1B, $22, $6E, $ED +db $1B, $22, $C5, $EC, $1B, $22, $E4, $EC +db $1B, $22, $03, $ED, $1B, $22, $29, $ED +db $1B, $22, $F9, $ED, $1B, $A2, $01, $AF +db $CA, $F3, $7E, $29, $40, $F0, $02, $A2 +db $03, $8E, $AC, $0A, $22, $77, $EC, $1B +db $22, $52, $EE, $1B, $22, $C7, $EE, $1B +db $60 + +endif + +; ============================================================================== + +if !Func02A4CD == 1 + +; Rain animation code. Just replaces a single check that checks for the +; misery mire to instead check the current overlay to see if it's rain. +org $02A4CD ; $0124CD +RainAnimation: +{ + LDA.b $8C : CMP.b #$9F : BEQ .rainOverlaySet + ; Check the progress indicator. + LDA.l $7EF3C5 : 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 + + ; On the 0x03rd frame, cue the lightning. + CMP.b #$03 : BEQ .lightning + ; On the 0x05th frame, normal light level. + CMP.b #$05 : BEQ .normalLight + ; On the 0x24th frame, cue the thunder. + CMP.b #$24 : BEQ .thunder + ; On the 0x2Cth frame, normal light level. + CMP.b #$2C : BEQ .normalLight + ; On the 0x58th frame, cue the lightning. + CMP.b #$58 : BEQ .lightning + ; On the 0x5Ath frame, normal light level. + CMP.b #$5A : BNE .moveOverlay + + .normalLight + + ; Keep the screen semi-dark. + LDA.b #$72 + + BRA .setBrightness + + .thunder + + ; Play the thunder sound when outdoors. + LDX.b #$36 : STX.w $012E + + .lightning + + ; Make the screen flash with lightning. + LDA.b #$32 + + .setBrightness + + STA.b $9A + + .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 OWOverlay_HShift, X : STA.b $E1 + LDA.b $E7 : CLC : ADC.l OWOverlay_VShift, X : STA.b $E7 + + .skipMovement + + RTL +} +warnpc $02A52D ; $01252D + +else + +; Undo the function above: +org $02A4CD ; $0124CD +db $A5, $8A, $C9, $70, $F0, $08, $AF, $C5 +db $F3, $7E, $C9, $02, $B0, $51, $AF, $F0 +db $F2, $7E, $29, $20, $D0, $49, $A5, $1A +db $C9, $03, $F0, $1D, $C9, $05, $F0, $10 +db $C9, $24, $F0, $10, $C9, $2C, $F0, $08 +db $C9, $58, $F0, $0D, $C9, $5A, $D0, $0D +db $A9, $72, $80, $07, $A2, $36, $8E, $2E +db $01, $A9, $32, $85, $9A, $A5, $1A, $29 +db $03, $D0, $1C, $AD, $94, $04, $1A, $29 +db $03, $8D, $94, $04, $AA, $A5, $E1, $18 +db $7F, $6D, $A4, $02, $85, $E1, $A5, $E7 +db $18, $7F, $71, $A4, $02, $85, $E7, $6B + +endif + +; ============================================================================== + +if !Func02AADB == 1 + +; Main Mosaic Hook. Changes it to use a table instead of hardcoded to the woods +; areas. +org $02AADB ; $012ADB + JML MosaicAreaCheck + +warnpc $02AADF ; $012ADF + +else + +; Undo the function above: +org $02AADB ; $012ADB +db $29, $3F, $F0, $06 + +endif + +pullpc +MosaicAreaCheck: +{ + PHB : PHK : PLB + + ; Check if the area we are in needs a mosaic. + TAX + LDA.w Pool_MosaicTable, x + + ; ----udlr + ; u - Up + ; d - Down + ; l - Left + ; r - Right + ; Filter out the the direction of the transition we are looking for. + AND.w $0416 : BEQ .noMosaic2 + ; Return to normal, with mosaic. + PLB + JML $02AAE5 + + .noMosaic2 + + ; Return to normal, no mosaic. + PLB + JML $02AAF4 +} +pushpc + +; ============================================================================== + +if !Func02ABBE == 1 + +org $02ABBE ; $012BBE + JSL.l NewOverworld_FinishTransGfx + NOP : NOP : NOP + +warnpc $02ABC5 ; $012BC5 + +else + +; Undo the function above: +org $02ABBE ; $012BBE +db $85, $17, $8D, $10, $07, $E6, $11 + +endif + +pullpc +; Loads the animated tiles after most of the transition gfx changes take place. +NewOverworld_FinishTransGfx: +{ + PHB : PHK : PLB + + LDA.w TransGFXModuleFrame : BNE .notFirstFrame + JSR.w CheckForChangeGraphicsTransitionLoad + + ; Prep the new static gfx tile sets. + JSR.w LoadTransMainGFX + + ; A check to see if we need to Prep the GFX in the buffer. + ; Saves about a frame. + LDA.b $04 : BEQ .dontPrep + JSR.w PrepTransMainGFX + + .dontPrep + + ; Move on to next submodule. + INC.b $11 + + .notFirstFrame + + LDA.b #$08 : STA.b $06 + + JSR.w BlockGFXCheck + + ; If we haven't made it to frame 8, don't move on yet. + LDA.w TransGFXModuleFrame : CMP.b #$08 : BCC .return + ; Move on to next submodule. + INC.b $11 + + .return + + PLB + + RTL +} + +BlockGFXCheck: +{ + REP #$30 + ; $0E = $8A * 8 + LDA.b $8A : AND.w #$00FF : ASL #3 : STA.b $0E + + STZ.b $02 + STZ.b $04 + STZ.w NewNMITarget1 + STZ.w NewNMISource1 + STZ.w NewNMICount1 + STZ.w NewNMITarget2 + STZ.w NewNMISource2 + STZ.w NewNMICount2 + + SEP #$30 + + LDY.w TransGFXModuleFrame + .loop + + ; Get the sheet that needs to be loaded. + LDA.w .sheetLoadOrder, Y : STA $02 + REP #$30 + AND.w #$00FF : CLC : ADC.b $0E : TAX + SEP #$20 + LDA.l Pool_OWGFXGroupTable_sheet0, X : STA.b $00 + SEP #$10 + + ; Check if it is #$FF. + CMP.b #$FF : BEQ .dontLoadThisSheet + ; Get the sheet that is currently loaded. + LDX.b $02 + LDA.w TransGFXModule_PriorSheets, X + + ; Check if the sheets are the same. + CMP.b $00 : BEQ .dontLoadThisSheet + LDA.b $00 : STA.w TransGFXModule_PriorSheets, X + + ; Trigger NMI module: NMI_DoNothing which we replaced with + ; NMI_UpdateChr_Bg2HalfAndAnimated down below. + LDA.b #$06 + + ; Signal for a graphics transfer in the NMI routine later. + STA.b $17 : STA.w $0710 + + TXA : ASL : TAX + + REP #$20 + + LDA.b $04 : BNE .second + LDA.w .sheetTarget, X : STA.w NewNMITarget1 + LDA.w .sheetSource, X : STA.w NewNMISource1 + LDA.w .sheetCount, X : STA.w NewNMICount1 + + SEP #$20 + + INC.b $04 + + BRA .first + + .second + + LDA.w .sheetTarget, X : STA.w NewNMITarget2 + LDA.w .sheetSource, X : STA.w NewNMISource2 + LDA.w .sheetCount, X : STA.w NewNMICount2 + + SEP #$20 + + INC.b $04 + + INY + + BRA .twoReady + + .first + .dontLoadThisSheet + INY : CPY.b $06 : BCC .loop + + .twoReady + + STY.w TransGFXModuleFrame + + RTS + + .sheetLoadOrder + db $03, $04, $05, $06, $00, $01, $02, $07 + + .sheetTarget + dw #$2000, #$2400, #$2800, #$2C00, #$3000, #$3400, #$3800, #$3E00 + + .sheetSource + dw #$2000, #$2800, #$3000, #$0000, #$0800, #$1000, #$1800, #$3C00 + + .sheetCount + dw #$0800, #$0800, #$0800, #$0800, #$0800, #$0800, #$0800, #$0400 + + ; Only copy the latter half of the sheet to prevent the animated tiles + ; from flickering on transition. +} + +CheckForChangeGraphicsTransitionLoad: +{ + ; Are we currently in a mosaic? + LDA.b $11 : CMP.b #$0F : BEQ .mosaic + ; Are we entering a special area? + CMP.b #$1A : BEQ .mosaic + ; Are we leaving a special area? + CMP.b #$26 : BEQ .mosaic + ; Just a normal transition, Not a mosaic. + LDA.l Pool_EnableAnimated : BEQ .dontUpdateAnimated1 + ; Check to see if we need to update the animated tiles + ; by checking what was previously loaded. + JSL.l ReadAnimatedTable : CMP.w AnimatedTileGFXSet : BEQ .dontUpdateAnimated1 + STA.w AnimatedTileGFXSet : DEC : TAY + + ; This forces the game toupdate the animated tiles + ; when going from one area to another. + JSL.l DecompOwAnimatedTiles + + .dontUpdateAnimated1 + + LDA.w Pool_EnableMainPalette : BEQ .dontUpdateMain1 + ; Check to see if we need to update the main palette by + ; checking what was previously loaded. + LDX.b $8A + LDA.w Pool_MainPaletteTable, X : CMP.w $0AB3 : BEQ .dontUpdateMain1 + STA.w $0AB3 + + ; Run the modified routine that loads the buffer + ; and normal color ram. + JSL.l Palette_OverworldBgMain2 + + .dontUpdateMain1 + + LDA.w Pool_EnableBGColor : BEQ .dontUpdateBGColor1 + REP #$30 ; Set A, X, and Y in 16bit mode. + + ; Get area code and times it by 2. + LDA.b $8A : ASL : TAX + + ; Where ZS saves the array of palettes + LDA.w Pool_BGColorTable, X + JSL Oracle_BackgroundFix + NOP #8 + ;STA.l $7EC300 : STA.l $7EC500 + ;STA.l $7EC540 : STA.l $7EC340 + + SEP #$30 ; Set A, X, and Y in 8bit mode. + + ; Don't update the CRAM until later when the overlays are + ; loaded so that way the BG overlays have a chance to hide + ; the cracks. + ;INC.b $15 + + .dontUpdateBGColor1 + + RTS + + .mosaic + + ; Check to see if we need to update the animated tiles by checking what + ; was previously loaded. + JSL.l ReadAnimatedTable : CMP.w AnimatedTileGFXSet : BEQ .dontUpdateAnimated2 + STA.w AnimatedTileGFXSet : DEC : TAY + + ; This forces the game to update the animated tiles when going + ; from one area to another. + JSL.l DecompOwAnimatedTiles + + .dontUpdateAnimated2 + + ; Check to see if we need to update the main palette by checking + ; what was previously loaded. + LDX.b $8A + LDA.w Pool_MainPaletteTable, X : CMP.w $0AB3 : BEQ .dontUpdateMain2 + STA.w $0AB3 + + ; Run the vanilla routine that only loads the buffer. + JSL.l Palette_OverworldBgMain + + .dontUpdateMain2 + + REP #$30 ; Set A, X, and Y in 16bit mode. + + ; $0181 is the exit room number used for getting into the under the bridge + ; area. + LDA.b $A0 : CMP.w #$0181 : BNE .notBridge + LDA.w Pool_BGColorTable_Bridge + + BRA .storeColor + + .notBridge + + ; Get area code and times it by 2. + LDA.b $8A : ASL : TAX + + ; Where ZS saves the array of palettes. + LDA.w Pool_BGColorTable, X + + .storeColor + + ; Set transparent color. only set the buffer so it fades in right + ; during mosaic transition. + STA $7EE018 + JSL Oracle_MosaicFix + ;STA.l $7EC300 : STA.l $7EC340 + + ; Write the fixed color. + LDX.w #$4020 : STX.b $9C + LDX.w #$8040 : STX.b $9D + + LDX.w #$4F33 + LDY.w #$894F + + ; Change the fixed color depending on our sub screen overlay. + ; Lost woods and skull woods. + ; ReadOverlayArray + LDA.b $8A : ASL : TAX + LDA.w Pool_OverlayTable, X : CMP.w #$009D : BEQ .noSpecialColor + CMP.w #$0040 : BEQ .noSpecialColor + ; Pyramid area. + CMP.w #$0096 : BEQ .specialColor + LDX.w #$4C26 + LDY.w #$8C4C + + ; LW death mountain. + CMP.w #$0095 : BEQ .specialColor + LDX.w #$4A26 + LDY.w #$874A + + ; DW death mountain. + CMP.w #$009C : BEQ .specialColor + BRA .noSpecialColor + + .specialColor + + ; Write the fixed color. + STX.b $9C + STY.b $9D + + .noSpecialColor + + SEP #$30 ; Set A, X, and Y in 8bit mode. + + ; Don't update the CRAM until later when the overlays are loaded so + ; that way the BG overlays have a chance to hide the cracks. + ;INC.b $15 + + ; PLACE CUSTOM GFX LOAD HERE! + ;JML CheckForChangeGraphicsTransitionLoadCastle + + CheckForChangeGraphicsTransitionLoadRetrun: + + RTS + + SkipOverworld_FinishTransGfx_firstHalf: + + ; Move on to next submodule. + INC.b $11 + + RTS +} + +; The following 2 functions are copied from the palettes.asm but they only +; copied colors into the buffer so these copy colors into the normal ram as +; well. +Palette_OverworldBgMain2: +{ + REP #$21 + + LDA.w $0AB3 : ASL A : TAX + + LDA.l PaletteIDtoOffset_OW2, X : ADC.w #$E6C8 : STA.b $00 + + REP #$10 + + ; Target BP2 through BP6 (first halves). + ; Each palette has 7 colors. + ; Load 5 palettes. + LDA.w #$0042 + LDX.w #$0006 + LDY.w #$0004 + + JSR.w Palette_MultiLoad2 + + SEP #$30 + + RTL +} + +; Description: Generally used to load multiple palettes for BGs. +; Upon close inspection, one sees that this algorithm is almost the same as +; the last subroutine. +; Name = Palette_MultiLoad(A, X, Y). + +; Parameters: X = (number of colors in the palette - 1). +; A = offset to add to $7EC300, in other words, where to write +; in palette memory. +; Y = (number of palettes to load - 1). +Palette_MultiLoad2: +{ + STA.b $04 ; Save the values for future reference. + STX.b $06 + STY.b $08 + + ; The absolute address at $00 was planted in the calling function. This + ; value is the bank #$1B ( => D in Rom) The address is found from $0AB6 and + ; of course, store it at $02. + LDA.w #$001B : STA.b $02 + + .nextPalette + ; $0AA8 + A parameter will be the X value. + LDA.w $0AA8 : CLC : ADC.b $04 : TAX + + LDY.b $06 ; Tell me how long the palette is. + + .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 + + ; Increment the absolute portion of the address by two, and + ; decrease the color count by one. + INC.b $00 : INC.b $00 + + INX #2 + + ; So basically loop (Y+1) times, taking (Y * 2 bytes) to $7EC300, X. + DEY : BPL .copyColors + + ; This technique bumps us up to the next 4bpp (16 color) palette. + LDA.b $04 : CLC : ADC.w #$0020 : STA.b $04 + + ; Decrease the number of palettes we have to load. + DEC.b $08 + + BPL .nextPalette + + ; We're done loading palettes. + + RTS +} + +LoadTransMainGFX: +{ + ; Setup the decompression buffer address. + ; $00[3] = $7E4000 + STZ.b $00 + LDA.b #$40 : STA.b $01 + LDA.b #$7E : STA.b $02 + + STZ.b $04 + + REP #$30 + ; $0E = $8A * 8 + LDA.b $8A : AND.w #$00FF : ASL #3 : STA.b $0E + SEP #$20 + + ; Sheet 0 (static 0) + LDX.b $0E + LDA.w Pool_OWGFXGroupTable_sheet0, X : CMP.b #$FF : BEQ .noBgGfxChange0 + SEP #$10 + CMP.w TransGFXModule_PriorSheets+0 : BEQ .noBgGfxChange0 + TAY + + INC.b $04 + + JSL.l Decomp_bg_variableLONG + + .noBgGfxChange0 + + SEP #$10 + + ; Increment buffer address by 0x0600. + LDA.b $01 : CLC : ADC.b #$06 : STA.b $01 + REP #$10 + + ; Sheet 1 (static 1) + LDX.b $0E + LDA.w Pool_OWGFXGroupTable_sheet1, X : CMP.b #$FF : BEQ .noBgGfxChange1 + SEP #$10 + CMP.w TransGFXModule_PriorSheets+1 : BEQ .noBgGfxChange1 + TAY + + INC.b $04 + + JSL.l Decomp_bg_variableLONG + + .noBgGfxChange1 + + SEP #$10 + + ; Increment buffer address by 0x0600. + LDA.b $01 : CLC : ADC.b #$06 : STA.b $01 + REP #$10 + + ; Sheet 2 (static 2) + LDX.b $0E + LDA.w Pool_OWGFXGroupTable_sheet2, X : CMP.b #$FF : BEQ .noBgGfxChange2 + SEP #$10 + CMP.w TransGFXModule_PriorSheets+2 : BEQ .noBgGfxChange2 + TAY + + INC.b $04 + + JSL.l Decomp_bg_variableLONG + + .noBgGfxChange2 + + SEP #$10 + + ; Increment buffer address by 0x0600. + LDA.b $01 : CLC : ADC.b #$06 : STA.b $01 + REP #$10 + + ; Sheet 7 (animated) + LDX.b $0E + LDA.w Pool_OWGFXGroupTable_sheet7, X : CMP.b #$FF : BEQ .noBgGfxChange7 + SEP #$10 + CMP.w TransGFXModule_PriorSheets+7 : BEQ .noBgGfxChange7 + TAY + + INC.b $04 + + JSL.l Decomp_bg_variableLONG + + .noBgGfxChange7 + + RTS +} + +; Prepares the transition graphics to be transferred to VRAM during NMI. +; This could occur either during this frame or any subsequent frame. +PrepTransMainGFX: +{ + ; Set bank for source address. + LDA.b #$7E : STA.b $02 : STA.b $05 + + REP #$31 + + ; Source address is $7E4000, number of tiles is 0x40, + ; base address is $7F0000. + LDX.w #$2000 + LDY.w #$0040 + LDA.w #$4000 + + ; The first graphics pack always uses the higher 8 palette values. + JSL.l Do3To4High16BitLONG + + ; Number of tiles for next set is 0xC0. + LDY.w #$00C0 + + LDA.b $03 + + JSL.l Do3To4Low16BitLONG + + SEP #$30 + + RTS +} +pushpc + +; ============================================================================== + +if !Func0ABC5A == 1 + +org $0ABC5A ; $053C5A + JSL.l CheckForChangeGraphicsNormalLoad + +warnpc $0ABC5E ; $053C5E + +else + +; Undo the function above: +org $0ABC5A ; $053C5A +db $22, $9B, $E1, $00 + +endif + +pullpc +; Loads the animated tiles after the overworld map is closed. +CheckForChangeGraphicsNormalLoad: +{ + PHB : PHK : PLB + + JSL.l InitTilesets ; Replaced code. + + JSL.l ReadAnimatedTable : STA.w AnimatedTileGFXSet : DEC : TAY + + ; This function is not needed here and is handled somewhere else. This + ; forces the game to update the animated tiles when going from one area to + ; another. + ;JSL.l DecompOwAnimatedTiles + + ; PLACE CUSTOM GFX LOAD HERE! + JSL Oracle_CheckForChangeGraphicsNormalLoadBoat + PLB + + RTL +} +pushpc + +; ============================================================================== + +if !Func0AB8F5 == 1 + +; Loads different animated tiles when returning from bird travel. +org $0AB8F5 ; $0538F5 +Func0AB8F5: +{ + JSL.l ReadAnimatedTable : STA.w AnimatedTileGFXSet + DEC : TAY + + ; From this point on it is the vanilla function. + JSL.l DecompOwAnimatedTiles + JSL.l Overworld_SetFixedColorAndScroll + + STZ.w $0AA9 + STZ.w $0AB2 + + JSL.l InitTilesets + + ; SCAWFUL: Verify the interface submodule ID being used here. + ; Provides context on where in the jump table we're at. + INC.w $0200 + + STZ.b $B2 + + JSL.l Overworld_ReloadSubscreenOverlayAndAdvance + + ; Play sound effect indicating we're coming out of map mode. + LDA.b #$10 : STA.w $012F + + JSL.l LoadAmbientSound + + ; If it's a different music track than was playing where we came from, + ; simply change to it (as opposed to setting volume back to full). + LDA.l $7F5B00, X : AND.b #$0F : TAX : CPX.w $0130 : BNE .different_music + ; Otherwise, just set the volume back to full. + LDX.b #$F3 + + .different_music + + STX.w $012C + + ; PLACE CUSTOM GFX LOAD HERE! + JSL Oracle_CheckForChangeGraphicsNormalLoadBoat + + RTL +} +warnpc $0AB948 ; $053948 + +else + +; Undo the function above: +org $0AB8F5 ; $0538F5 +db $A0, $58, $A5, $8A, $29, $BF, $C9, $03 +db $F0, $0A, $C9, $05, $F0, $06, $C9, $07 +db $F0, $02, $A0, $5A, $22, $94, $D3, $00 +db $22, $70, $FE, $0B, $9C, $A9, $0A, $9C +db $B2, $0A, $22, $9B, $E1, $00, $EE, $00 +db $02, $64, $B2, $22, $F4, $B1, $02, $A9 +db $10, $8D, $2F, $01, $A6, $8A, $BF, $00 +db $5B, $7F, $4A, $4A, $4A, $4A, $8D, $2D +db $01, $BF, $00, $5B, $7F, $29, $0F, $AA +db $EC, $30, $01, $D0, $02, $A2, $F3, $8E +db $2C, $01, $6B + +endif + +pullpc +LoadAmbientSound: +{ + PHB : PHK : PLB + + ; Reset the ambient sound effect to what it was. + LDX.b $8A : LDA.l $7F5B00, X : LSR #4 : STA.w $012D + + ; Check if we need to stop the rain sound in the misery mire. + LDA.w Pool_EnableRainMireEvent : BEQ .disableRainSound + LDA.b $8A : CMP.b #$70 : BNE .disableRainSound + ; Has Misery Mire been triggered yet? + LDA.l $7EF2F0 : AND.b #$20 : BNE .disableRainSound + LDA.b #$01 : STA.w $012D + + .disableRainSound + + PLB + + RTL +} +pushpc + +; ============================================================================== + +if !Func0BFEC6 == 1 + +; Loads different special transparent colors and overlay speeds based on the +; overlay during transition and under other certain cases. Exact cases need to be +; investigated. When leaving dungeon. +org $0BFEC6 ; $05FEC6 +Overworld_LoadBGColorAndSubscreenOverlay: +{ + JSL.l ReplaceBGColor + + ; Set fixed color to neutral. + LDA.w #$4020 : STA.b $9C + LDA.w #$8040 : STA.b $9D + + ; Check if we need to load the rain in the misery mire. + LDA.l Pool_EnableRainMireEvent : BEQ .notMire + LDA.b $8A : CMP.w #$0070 : BNE .notMire + ; Has Misery Mire been triggered yet? + LDA.l $7EF2F0 : AND.w #$0020 : BNE .notMire + JMP .subscreenOnAndReturn + + .notMire + + JSL.l ReadOverlayArray + + ; Check for misery mire. + CMP.w #$009F : BNE .notRain + JMP .subscreenOnAndReturn + + .notRain + + ; Change the fixed color depending on our sub screen overlay. + ; Check for lost woods?, skull woods, and pyramid area. + CMP.w #$009D : BEQ .noCustomFixedColor + CMP.w #$0096 : BEQ .noCustomFixedColor + LDX.w #$4C26 + LDY.w #$8C4C + + ; Check for LW Death mountain. + CMP.w #$0095 : BEQ .setCustomFixedColor + LDX.w #$4A26 + LDY.w #$874A + + ; Check for DW Death mountain. (not turtle rock?). + CMP.w #$009C : BEQ .setCustomFixedColor + SEP #$30 ; Set A, X, and Y in 8bit mode. + + ; Update CGRAM this frame. + INC.b $15 + + RTL + + .setCustomFixedColor + + ; Set the fixed color addition color values. + STX.b $9C + STY.b $9D + + .noCustomFixedColor + + LDA.b $11 : AND.w #$00FF : CMP.w #$0004 : BEQ .BRANCH_11 + ; Make sure BG2 and BG1 Y scroll values are synchronized. + ; Same for X scroll. + LDA.b $E8 : STA.b $E6 + LDA.b $E2 : STA.b $E0 + + ; Just because I need a bit more space. + JSL.l ReadOverlayArray + + ; Are we at Hyrule Castle or Pyramid of Power? + CMP.w #$0096 : BNE .subscreenOnAndReturn + JSL.l NeedSomeSpaceForWhateverThisIs + + BRA .subscreenOnAndReturn + + .BRANCH_11 + + ; Check for the pyramid BG. + JSL.l ReadOverlayArray : CMP.w #$0096 : BNE .subscreenOnAndReturn + ; Synchronize Y scrolls on BG0 and BG1. Same for X scrolls. + LDA.b $E8 : STA.b $E6 + LDA.b $E2 : STA.b $E0 + + LDA.w $0410 : AND.w #$00FF : CMP.w #$0008 : BEQ .BRANCH_12 + ; Handles scroll for special areas maybe? + LDA.w #$0838 : STA.b $E0 + + .BRANCH_12 + + LDA.w #$06C0 : STA.b $E6 + + .subscreenOnAndReturn + + SEP #$30 ; Set A, X, and Y in 8bit mode. + + ; Put BG0 on the subscreen. + LDA.b #$01 : STA.b $1D + + ; Update palette. + INC.b $15 + + RTL +} +warnpc $0BFFA8 ; $05FFA8 + +else + +; Undo the function above: +org $0BFEC6 ; $05FEC6 +db $A9, $20, $40, $85, $9C, $A9, $40, $80 +db $85, $9D, $A5, $8A, $F0, $40, $C9, $70 +db $00, $D0, $03, $4C, $9D, $FF, $C9, $40 +db $00, $F0, $33, $C9, $5B, $00, $F0, $2E +db $A2, $26, $4C, $A0, $4C, $8C, $C9, $03 +db $00, $F0, $1F, $C9, $05, $00, $F0, $1A +db $C9, $07, $00, $F0, $15, $A2, $26, $4A +db $A0, $4A, $87, $C9, $43, $00, $F0, $0A +db $C9, $45, $00, $F0, $05, $E2, $30, $E6 +db $15, $6B, $86, $9C, $84, $9D, $A5, $11 +db $29, $FF, $00, $C9, $04, $00, $F0, $58 +db $A5, $E8, $85, $E6, $A5, $E2, $85, $E0 +db $A5, $8A, $29, $3F, $00, $C9, $1B, $00 +db $D0, $6D, $A5, $E2, $38, $E9, $78, $07 +db $4A, $A8, $29, $00, $40, $F0, $05, $98 +db $09, $00, $80, $A8, $84, $00, $A5, $E2 +db $38, $E5, $00, $85, $E0, $A5, $E6, $C9 +db $C0, $06, $90, $17, $38, $E9, $00, $06 +db $29, $FF, $03, $C9, $80, $01, $B0, $06 +db $4A, $09, $00, $06, $80, $0E, $A9, $C0 +db $06, $80, $09, $A5, $E6, $29, $FF, $00 +db $4A, $09, $00, $06, $85, $E6, $80, $27 +db $A5, $8A, $29, $3F, $00, $C9, $1B, $00 +db $D0, $1D, $A5, $E8, $85, $E6, $A5, $E2 +db $85, $E0, $AD, $10, $04, $29, $FF, $00 +db $C9, $08, $00, $F0, $05, $A9, $38, $08 +db $85, $E0, $A9, $C0, $06, $85, $E6, $E2 +db $20, $A9, $01, $85, $1D, $E2, $30, $E6 +db $15, $6B + +endif + +pullpc +ReplaceBGColor: +{ + PHB : PHK : PLB + + SEP #$20 ; Set A in 8bit mode. + + LDA.w Pool_EnableBGColor : BNE .custom + REP #$20 ; Set A in 16bit mode. + + PLB + + RTL + + .custom + + REP #$20 ; Set A in 16bit mode. + + ; TODO: Saving the Y may not be necessary, done just in case. + PHY + + ; Get area code and times it by 2. + LDA.b $8A : ASL : TAX + + ; Get the color. + LDA.w Pool_BGColorTable, X + + ; ORACLE TIME SYSTEM + STA $7EE018 + JSL Oracle_BackgroundFix ; $3482DD ; Background Fix + ;STA.l $7EC300 : STA.l $7EC340 ; Set the BG color. + STA.l $7EC500 : STA.l $7EC540 + TAY ; Save the color. + SEP #$20 ; Set A in 8bit mode. + + ; TODO: Pretty sure this is needed. Just keep an eye out for it. + ; Set the buffer color when exiting to the OW to prevent a bug when using the + ; map in an area with a subscreen overlay. + LDA.b $10 : CMP.b #$08 : BNE .notPreOverworld + BRA .setBuffer + + .notPreOverworld + + ; TODO: Check if this is needed. I think it is. If not, it should always + ; set the buffer too. If not the warp fades into the wrong color for a + ; second. + ; Only set the buffer color during warps. + LDA.b $11 : CMP.b #$23 : BNE .notWarp + .setBuffer + + REP #$20 ; Set A in 16bit mode. + + TYA + + ; Set the BG color buffer. + STA.l $7EE018 + JSL Oracle_BackgroundFix + ; STA.l $7EC300 + STA.l $7EC340 + + .notWarp + + REP #$20 ; Set A in 16bit mode. + + PLY + + PLB + + RTL +} + +; TODO: Doccument this better and fiture out what it actually does. +; This sets the initial scroll offsets for the pyramid BG. It seems highly +; hardcoded and overly complicated. it could probably be changed to just a +; standard clamp function to keep it from being too high or too low. +NeedSomeSpaceForWhateverThisIs: +{ + LDA.b $E2 : SEC : SBC.w #$0778 : LSR A : TAY : AND.w #$4000 : BEQ .BRANCH_7 + TYA : ORA.w #$8000 : TAY + + .BRANCH_7 + + STY.b $00 + + LDA.b $E2 : SEC : SBC.b $00 : STA.b $E0 + + LDA.b $E6 : CMP.w #$06C0 : BCC .BRANCH_9 + SEC : SBC.w #$0600 : AND.w #$03FF : CMP.w #$0180 : BCS .BRANCH_8 + LSR A : ORA.w #$0600 + + BRA .BRANCH_10 + + .BRANCH_8 + + LDA.w #$06C0 + + BRA .BRANCH_10 + + .BRANCH_9 + + LDA.b $E6 : AND.w #$00FF : LSR A : ORA.w #$0600 + + .BRANCH_10 + + ; Set BG1 vertical scroll. + STA.b $E6 + + RTL +} +pushpc + +; ============================================================================== + +if !Func0ED627 == 1 + +; Loads the transparent color under some load conditions such as the +; mirror\warp. +; TODO: Investigate the other conditions. Exiting dungeons. +org $0ED627 ; $075627 + JML InitColorLoad2 + NOP + +warnpc $0ED62C ; $07562C + +else + +; Undo the function above: +org $0ED627 ; $075627 +db $A5, $8A, $C9, $80, $00 + +endif + +org $0ED652 +InitColorLoad2_Return: + +pullpc +InitColorLoad2: +{ + PHB : PHK : PLB + + ; $0181 is the exit room number used for getting into the under the bridge + ; area. + LDA.b $A0 : CMP.w #$0181 : BNE .notBridge + LDA.w Pool_BGColorTable_Bridge + + BRA .storeColor + + .notBridge + + ; Get area code and times it by 2. + LDA.b $8A : ASL : TAX + + ; Get the color. + LDA.w Pool_BGColorTable, X + + .storeColor + + STA.l $7EE018 + JSL Oracle_BackgroundFix + ; STA.l $7EC300 + STA.l $7EC340 ; Set transparent color. + ;STA.l $7EC500 : STA.l $7EC540 + + INC.b $15 + + PLB + + JML InitColorLoad2_Return +} +pushpc + +; ============================================================================== + +if !Func0ED8AE == 1 + +; Resets the area special color after the screen flashes. +org $0ED8AE ; $0758AE +Func0ED8AE: +{ + LDA.b $1B : BNE .noSpecialColor + REP #$30 ; Set A, X, and Y in 16bit mode. + + LDX.w #$4020 : STX.b $9C + LDX.w #$8040 : STX.b $9D + + LDX.w #$4F33 + LDY.w #$894F + + ; Change the fixed color depending on our sub screen overlay. + ; Lost woods and skull woods. + JSL.l ReadOverlayArray : CMP.w #$009D : BEQ .noSpecialColor + CMP.w #$0040 : BEQ .noSpecialColor + ; Pyramid area. + CMP.w #$0096 : BEQ .specialColor + LDX.w #$4C26 + LDY.w #$8C4C + + ; LW death mountain. + CMP.w #$0095 : BEQ .specialColor + LDX.w #$4A26 + LDY.w #$874A + + ; DW death mountain. + CMP.w #$009C : BEQ .specialColor + BRA .noSpecialColor + + .specialColor + + STX.b $9C + STY.b $9D + + .noSpecialColor + + SEP #$30 ; Set A, X, and Y in 8bit mode. + + RTL +} +warnpc $0ED8FB ; $0758FB + +else + +; Undo the function above: +org $0ED8AE ; $0758AE +db $A5, $1B, $D0, $46, $C2, $10, $A2, $20 +db $40, $86, $9C, $A2, $40, $80, $86, $9D +db $A2, $33, $4F, $A0, $4F, $89, $A5, $8A +db $F0, $30, $C9, $40, $F0, $2C, $C9, $5B +db $F0, $24, $A2, $26, $4C, $A0, $4C, $8C +db $C9, $03, $F0, $1A, $C9, $05, $F0, $16 +db $C9, $07, $F0, $12, $A2, $26, $4A, $A0 +db $4A, $87, $C9, $43, $F0, $08, $C9, $45 +db $F0, $04, $C9, $47, $D0, $04, $86, $9C +db $84, $9D, $E2, $10, $6B + +endif + +; ============================================================================== + +if !Func00D585 == 1 + +; Interupts the vanilla LoadTransAuxGFX function +org $00D673 ; $005673 + JML NewLoadTransAuxGFX + +warnpc $00D677 ; $005677 + +org $008C8A ; $000C8A + dw NMI_UpdateChr_Bg2HalfAndAnimated + +warnpc $008C8C ; $000C8C + +org $02ABB4 + JSL.l NewPrepTransAuxGFX + +warnpc $02ABB8 ; $012BB8 + +; Replaces the UNREACHABLE_00D585 which is unused. +org $00D585 ; $005585 +Decomp_bg_variableLONG: +{ + PHB : PHK : PLB + + JSR Decomp_bg_variable + + PLB + + RTL +} + +Do3To4Low16BitLONG: +{ + PHB : PHK : PLB + + JSR.w Do3To4Low16Bit + + PLB + + RTL +} + +Do3To4High16BitLONG: +{ + PHB : PHK : PLB + + JSR.w Do3To4High16Bit + + PLB + + RTL +} + +NMI_UpdateChr_Bg2HalfAndAnimated: +{ + JSL.l NMI_UpdateChr_Bg2HalfAndAnimatedLONG + + RTS +} + +warnpc $00D5CB ; $0055CB + +else + +; Undo the functions above: +org $00D673 ; $005673 +db $A9, $60, $85, $01 + +org $008C8A ; $000C8A +db $4B, $8E + +org $00D585 ; $005585 +db $A0, $08, $00, $84, $0E, $85, $00, $18 +db $69, $10, $00, $85, $03, $A0, $07, $00 +db $A7, $00, $9F, $00, $90, $7E, $E6, $00 +db $E6, $00, $A7, $03, $29, $FF, $00, $9F +db $10, $90, $7E, $E6, $03, $E8, $E8, $88 +db $10, $E6, $8A, $18, $69, $10, $00, $AA +db $A5, $03, $29, $78, $00, $D0, $08, $A5 +db $03, $18, $69, $80, $01, $85, $03, $A5 +db $03, $C6, $0E, $D0, $C0, $60 + +endif + +pullpc +NewLoadTransAuxGFX: +{ + PHB : PHK : PLB + + LDA.b $1B : BNE .indoors + LDA.w Pool_EnableTransitionGFXGroupLoad : BNE .notNormalLoad + .indoors + + PLB + + ; Replaced code: + LDA.b #$60 : STA.b $01 + + JML $00D677 ; $005677 Return to regular code. + + .notNormalLoad + + ; Setup the decompression buffer address. + ; $00[3] = $7E6000 + STZ.b $00 + LDA.b #$60 : STA.b $01 + LDA.b #$7E : STA.b $02 + + STZ.b $04 + + REP #$30 + ; $0E = $8A * 8 + LDA.b $8A : AND.w #$00FF : ASL #3 : STA.b $0E + SEP #$20 + + ; Sheet 3 (variable 0) + LDX.b $0E + LDA.w Pool_OWGFXGroupTable_sheet3, X : CMP.b #$FF : BEQ .noBgGfxChange3 + SEP #$10 + CMP.w TransGFXModule_PriorSheets+3 : BEQ .noBgGfxChange3 + TAY + + INC.b $04 + + JSL.l Decomp_bg_variableLONG + + .noBgGfxChange3 + + SEP #$10 + ; Increment buffer address by 0x0600. + LDA.b $01 : CLC : ADC.b #$06 : STA.b $01 + REP #$10 + + ; Sheet 4 (variable 1) + LDX.b $0E + LDA.w Pool_OWGFXGroupTable_sheet4, X : CMP.b #$FF : BEQ .noBgGfxChange4 + SEP #$10 + CMP.w TransGFXModule_PriorSheets+4 : BEQ .noBgGfxChange4 + TAY + + INC.b $04 + + JSL.l Decomp_bg_variableLONG + + .noBgGfxChange4 + + SEP #$10 + ; Increment buffer address by 0x0600. + LDA.b $01 : CLC : ADC.b #$06 : STA.b $01 + REP #$10 + + ; Sheet 5 (variable 2) + LDX.b $0E + LDA.w Pool_OWGFXGroupTable_sheet5, X : CMP.b #$FF : BEQ .noBgGfxChange5 + SEP #$10 + CMP.w TransGFXModule_PriorSheets+5 : BEQ .noBgGfxChange5 + TAY + + INC.b $04 + + JSL.l Decomp_bg_variableLONG + + .noBgGfxChange5 + + SEP #$10 + ; Increment buffer address by 0x0600. + LDA.b $01 : CLC : ADC.b #$06 : STA.b $01 + REP #$10 + + ; Sheet 6 (variable 3) + LDX.b $0E + LDA.w Pool_OWGFXGroupTable_sheet6, X : CMP.b #$FF : BEQ .noBgGfxChange6 + SEP #$10 + CMP.w TransGFXModule_PriorSheets+6 : BEQ .noBgGfxChange6 + TAY + + INC.b $04 + + JSL.l Decomp_bg_variableLONG + + .noBgGfxChange6 + + SEP #$10 + ; Increment buffer address by 0x0600. + LDA.b $01 : CLC : ADC.b #$06 : STA.b $01 + REP #$10 + + STZ.w TransGFXModuleFrame + + PLB + + ; $005706 Return to regular code. + JML LoadTransAuxGFX_sprite_continue +} + +NMI_UpdateChr_Bg2HalfAndAnimatedLONG: +{ + PHB : PHK : PLB + + REP #$20 + + ; Increment on writes to SNES.VRAMDataWriteHigh. + LDY.b #$80 : STY.w SNES.VRAMAddrIncrementVal + + ; Target is SNES.VRAMDataWriteLow, write two registers once + ; (SNES.VRAMDataWriteLow / SNES.VRAMDataWriteHigh). + LDA.w #$1801 : STA.w DMA.0_TransferParameters + + LDA.w NewNMICount1 : BEQ .skipFirst + ; Sheet 1 + ; Target address + LDA.w NewNMITarget1 : STA.w SNES.VRAMAddrReadWriteLow + + ; Source address + LDA.w NewNMISource1 : STA.w DMA.0_SourceAddrOffsetLow + LDY.b #$7F : STY.w DMA.0_SourceAddrBank + + ; Write count + LDA.w NewNMICount1 : STA.w DMA.0_TransferSizeLow + + ; Transfer data on channel 0. + LDY.b #$01 : STY.w SNES.DMAChannelEnable + + .skipFirst + + LDA.w NewNMICount2 : BEQ .skipSecond + ; Sheet 2 + ; Target address + LDA.w NewNMITarget2 : STA.w SNES.VRAMAddrReadWriteLow + + ; Source address + LDA.w NewNMISource2 : STA.w DMA.0_SourceAddrOffsetLow + LDY.b #$7F : STY.w DMA.0_SourceAddrBank + + ; Write count + LDA.w NewNMICount2 : STA.w DMA.0_TransferSizeLow + + ; Transfer data on channel 0. + LDY.b #$01 : STY.w SNES.DMAChannelEnable + + .skipSecond + + SEP #$20 + + STZ.w $0710 + + PLB + + RTL +} + +NewPrepTransAuxGFX: +{ + LDA.b $04 : BEQ .dontPrep + JSL.l PrepTransAuxGFX + + .dontPrep + + RTL +} + +pushpc + +; ============================================================================== + +if !Func00E221 == 1 + +org $00E221 ; $006221 + JML InitTilesetsLongCalls + +warnpc $00E225 ; $006225 + +org $00D904 ; $005904 + JML AnimateMirrorWarp_DecompressNewTileSetsLongCalls + +warnpc $00D908 ; $005908 + +org $00D97D ; $00597D + JML AnimateMirrorWarp_DecompressNewTileSetsLongCalls2 + +warnpc $00D981 ; $005981 + +org $00D9BC ; $0059BC + JML AnimateMirrorWarp_DecompressBackgroundsALongCalls + +warnpc $00D9C1 ; $0059C1 + +org $00DA2F ; $005A2F + JML AnimateMirrorWarp_DecompressBackgroundsCLongCalls + +else + +; Undo the functions above: +org $00E221 ; $006221 +db $AD, $A1, $0A, $29 + +org $00D904 ; $005904 +db $AD, $A1, $0A, $29 + +org $00D97D ; $00597D +db $BF, $EF, $D8, $00 + +org $00D9BC ; $0059BC +db $BF, $F1, $D8, $00 + +org $00DA2F ; $005A2F +db $BF, $F3, $D8, $00 + +endif + +pullpc +InitTilesetsLongCalls: +{ + PHB : PHK : PLB + + SEP #$20 + ; TODO: This will eventually be changed when changing the dungeon GFX. + ; Only trigger the new code when in the: + ; Pre-overworld main module + LDA.b $10 : CMP.b #$08 : BEQ .outdoors + ; Text Mode/Item Screen/Map module + ;CMP.b #$0E : BEQ .outdoors + REP #$30 + + PLB + + ; Replaced code. + LDA.w $0AA1 : AND.w #$00FF + + ; Return to normal code. + JML $00E227 ; $006227 + + .outdoors + + REP #$30 + LDA.b $8A : AND.w #$00FF : ASL #3 : TAX + LDA.b $8A : AND.w #$00C0 : LSR #3 : TAY ; (Area / 8) = LW, DW, or SW *8 + SEP #$20 + + LDA.w Pool_OWGFXGroupTable_sheet0, X : CMP.b #$FF : BNE .notFF0 + LDA.w Pool_DefaultGFXGroups_sheet0, Y + + .notFF0 + + STA.b $0D : STA.w TransGFXModule_PriorSheets+0 + + LDA.w Pool_OWGFXGroupTable_sheet1, X : CMP.b #$FF : BNE .notFF1 + LDA.w Pool_DefaultGFXGroups_sheet1, Y + + .notFF1 + + STA.b $0C : STA.w TransGFXModule_PriorSheets+1 + + LDA.w Pool_OWGFXGroupTable_sheet2, X : CMP.b #$FF : BNE .notFF2 + LDA.w Pool_DefaultGFXGroups_sheet2, Y + + .notFF2 + + STA.b $0B : STA.w TransGFXModule_PriorSheets+2 + + LDA.w Pool_OWGFXGroupTable_sheet3, X : CMP.b #$FF : BNE .notFF3 + LDA.w Pool_DefaultGFXGroups_sheet3, Y + + .notFF3 + + STA.l $7EC2F8 : STA.b $0A : STA.w TransGFXModule_PriorSheets+3 + + LDA.w Pool_OWGFXGroupTable_sheet4, X : CMP.b #$FF : BNE .notFF4 + LDA.w Pool_DefaultGFXGroups_sheet4, Y + + .notFF4 + + STA.l $7EC2F9 : STA.b $09 : STA.w TransGFXModule_PriorSheets+4 + + LDA.w Pool_OWGFXGroupTable_sheet5, X : CMP.b #$FF : BNE .notFF5 + LDA.w Pool_DefaultGFXGroups_sheet5, Y + + .notFF5 + + STA.l $7EC2FA : STA.b $08 : STA.w TransGFXModule_PriorSheets+5 + + LDA.w Pool_OWGFXGroupTable_sheet6, X : CMP.b #$FF : BNE .notFF6 + LDA.w Pool_DefaultGFXGroups_sheet6, Y + + .notFF6 + + STA.l $7EC2FB : STA.b $07 : STA.w TransGFXModule_PriorSheets+6 + + LDA.w Pool_OWGFXGroupTable_sheet7, X : CMP.b #$FF : BNE .notFF7 + LDA.w Pool_DefaultGFXGroups_sheet7, Y + + .notFF7 + + STA.b $06 : STA.w TransGFXModule_PriorSheets+7 + + PLB + + ; $006282 Skip normal sheet load. + JML $00E282 +} + +AnimateMirrorWarp_DecompressNewTileSetsLongCalls: +{ + PHB : PHK : PLB + + LDA.b $8A : AND.w #$00FF : ASL #3 : TAX + LDA.b $8A : AND.w #$00C0 : LSR #3 : TAY ; (Area / 8) = LW, DW, or SW *8 + SEP #$20 + + LDA.w Pool_OWGFXGroupTable_sheet3, X : CMP.b #$FF : BNE .notFF3 + LDA.w Pool_DefaultGFXGroups_sheet3, Y + + .notFF3 + + STA.l $7EC2F8 : STA.w TransGFXModule_PriorSheets+3 + + LDA.w Pool_OWGFXGroupTable_sheet4, X : CMP.b #$FF : BNE .notFF4 + LDA.w Pool_DefaultGFXGroups_sheet4, Y + + .notFF4 + + STA.l $7EC2F9 : STA.w TransGFXModule_PriorSheets+4 + + LDA.w Pool_OWGFXGroupTable_sheet5, X : CMP.b #$FF : BNE .notFF5 + LDA.w Pool_DefaultGFXGroups_sheet5, Y + + .notFF5 + + STA.l $7EC2FA : STA.w TransGFXModule_PriorSheets+5 + + LDA.w Pool_OWGFXGroupTable_sheet6, X : CMP.b #$FF : BNE .notFF6 + LDA.w Pool_DefaultGFXGroups_sheet6, Y + + .notFF6 + + STA.l $7EC2FB : STA.w TransGFXModule_PriorSheets+6 + + PLB + + ; $005949 Skip normal sheet load. + JML $00D949 +} + +AnimateMirrorWarp_DecompressNewTileSetsLongCalls2: +{ + PHB : PHK : PLB + + REP #$30 + LDA.b $8A : AND.w #$00FF : ASL #3 : TAX + LDA.b $8A : AND.w #$00C0 : LSR #3 : TAY ; (Area / 8) = LW, DW, or SW *8 + SEP #$20 + + LDA.w Pool_OWGFXGroupTable_sheet1, X : CMP.b #$FF : BNE .notFF1 + LDA.w Pool_DefaultGFXGroups_sheet1, Y + + .notFF1 + + STA.b $08 : STA.w TransGFXModule_PriorSheets+1 + + LDA.w Pool_OWGFXGroupTable_sheet0, X : CMP.b #$FF : BNE .notFF0 + LDA.w Pool_DefaultGFXGroups_sheet0, Y + + .notFF0 + + TAY : STA.w TransGFXModule_PriorSheets+0 + + SEP #$10 + + PLB + + ; $005988 Skip normal sheet load. + JML $00D988 +} + +AnimateMirrorWarp_DecompressBackgroundsALongCalls: +{ + PHB : PHK : PLB + + REP #$30 + LDA.b $8A : AND.w #$00FF : ASL #3 : TAX + LDA.b $8A : AND.w #$00C0 : LSR #3 : TAY ; (Area / 8) = LW, DW, or SW *8 + SEP #$20 + + LDA.w Pool_OWGFXGroupTable_sheet3, X : CMP.b #$FF : BNE .notFF3 + LDA.w Pool_DefaultGFXGroups_sheet3, Y + + .notFF3 + + STA.b $08 : STA.w TransGFXModule_PriorSheets+3 + + LDA.w Pool_OWGFXGroupTable_sheet2, X : CMP.b #$FF : BNE .notFF2 + LDA.w Pool_DefaultGFXGroups_sheet2, Y + + .notFF2 + + TAY : STA.w TransGFXModule_PriorSheets+2 + + SEP #$10 + + PLB + + ; $0059C7 Skip normal sheet load. + JML $00D9C7 +} + +AnimateMirrorWarp_DecompressBackgroundsCLongCalls: +{ + PHB : PHK : PLB + + REP #$30 + LDA.b $8A : AND.w #$00FF : ASL #3 : TAX + LDA.b $8A : AND.w #$00C0 : LSR #3 : TAY ; (Area / 8) = LW, DW, or SW *8 + SEP #$20 + + LDA.w Pool_OWGFXGroupTable_sheet7, X : CMP.b #$FF : BNE .notFF7 + LDA.w Pool_DefaultGFXGroups_sheet7, Y + + .notFF7 + + STA.b $08 : STA.w AnimatedTileGFXSet : STA.w TransGFXModule_PriorSheets+7 + + LDA.w Pool_OWGFXGroupTable_sheet6, X : CMP.b #$FF : BNE .notFF6 + LDA.w Pool_DefaultGFXGroups_sheet6, Y + + .notFF6 + + TAY : STA.w TransGFXModule_PriorSheets+6 + + SEP #$10 + + PLB + + ; $005A3A Skip normal sheet load. + JML $00DA3A +} + +pushpc + +; ============================================================================== + +; $013CFB +; In the fog scrolling code, there is a bit that checks for the turtle rock area. +; If left unchanged, this will prevent the fog and lava from working poperly in +; this area. + +; ============================================================================== + +; NOTE: A second pullpc is needed here just in case someone incorperates this +; ASM into their own code base. + +pullpc +pullpc