todos for rain overlay song of storms
This commit is contained in:
@@ -271,8 +271,8 @@ print "Bank07 Free Space: ", pc
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; ZS OW
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; ZS OW
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; Load the rain overlay by default for the song of storms
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; Load the rain overlay by default for the song of storms
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org $02B011
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; org $02B011
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LDX #$009F
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; LDX #$009F
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org $2B8000
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org $2B8000
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OcarinaEffect_SummonStorms:
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OcarinaEffect_SummonStorms:
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@@ -335,6 +335,9 @@ PlayThunderAndRain:
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RTL
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RTL
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}
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}
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if ZS_CUSTOM_OW_V2 = 1
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; TODO: Setup Song of Storms and Rain Overlay for V2
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else
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CheckRealTable:
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CheckRealTable:
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{
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{
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LDA $7EE00E : CMP #$00 : BEQ .continue
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LDA $7EE00E : CMP #$00 : BEQ .continue
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@@ -349,6 +352,7 @@ CheckRealTable:
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JML RainAnimation_Overridden_skipMovement
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JML RainAnimation_Overridden_skipMovement
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}
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}
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endif
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ResetOcarinaFlag:
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ResetOcarinaFlag:
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{
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{
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@@ -432,6 +436,9 @@ org $02F210 ; OverworldTransitionScrollAndLoadMap
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JSL ResetOcarinaFlag
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JSL ResetOcarinaFlag
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}
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}
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if ZS_CUSTOM_OW_V2 = 1
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; TODO: Setup Song of Storms and Rain Overlay for V2
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else
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; ZS OW
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; ZS OW
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org $02A4CD
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org $02A4CD
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RainAnimation_Overridden:
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RainAnimation_Overridden:
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@@ -490,3 +497,4 @@ RainAnimation_Overridden:
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RTL
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RTL
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}
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}
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warnpc $02A52D
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warnpc $02A52D
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endif
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@@ -80,10 +80,10 @@ LoadOverworld_CheckForGbcLink:
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JSL UpdateGbcPalette
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JSL UpdateGbcPalette
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JMP .return
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JMP .return
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.return_lw
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.return_lw
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STZ.w $02B2
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STZ.w $02B2
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.return
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.return
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JSL Palette_ArmorAndGloves
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JSL Palette_ArmorAndGloves
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STZ.b $B0
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STZ.b $B0
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STZ.b $11
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STZ.b $11
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@@ -147,13 +147,13 @@ Pool:
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; phase. Default is $FF.
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; phase. Default is $FF.
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org $288146 ; $140146
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org $288146 ; $140146
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.EnableBeginningRain ; 0x01
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.EnableBeginningRain ; 0x01
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db $FF
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db $00
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; When non 0 this will disable the ambiant sound that plays in the mire
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; When non 0 this will disable the ambiant sound that plays in the mire
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; area after the event is triggered. Default is $FF.
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; area after the event is triggered. Default is $FF.
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org $288147 ; $140147
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org $288147 ; $140147
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.EnableRainMireEvent ; 0x01
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.EnableRainMireEvent ; 0x01
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db $FF
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db $00
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; When non 0 this will make the game reload all gfx in between OW
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; When non 0 this will make the game reload all gfx in between OW
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; transitions. Default is $FF.
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; transitions. Default is $FF.
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@@ -989,7 +989,7 @@ PreOverworld_LoadProperties_LoadMain:
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STZ.b $EE ; Reset Link layer to BG2
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STZ.b $EE ; Reset Link layer to BG2
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STZ.w $0476 ; Another layer flag
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STZ.w $0476 ; Another layer flag
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INC.b $11 ; SCAWFUL: We should verify what submodule this is moving to.
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INC.b $11 ; Move to Overworld_LoadSubscreenAndSilenceSFX1
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INC.b $16 ; NMI HUD Update flag
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INC.b $16 ; NMI HUD Update flag
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STZ.w $0402 : STZ.w $0403
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STZ.w $0402 : STZ.w $0403
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@@ -1,10 +1,3 @@
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org $02E94A
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JSL CheckForSpecialAreaGraphics
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org $0ED5A8
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OverworldPalettesLoader:
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; ==============================================================================
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org $3F8000
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org $3F8000
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CheckForChangeGraphicsNormalLoadBoat:
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CheckForChangeGraphicsNormalLoadBoat:
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@@ -19,22 +12,6 @@ CheckForChangeGraphicsNormalLoadBoat:
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RTL
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RTL
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}
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}
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CheckForSpecialAreaGraphics:
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{
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JSL OverworldPalettesLoader
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LDA $8A : CMP.b #$81 : BNE .korok_area
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PHB : PHK : PLB
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JSL ApplyKorokSpriteSheets
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PLB
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.korok_area
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RTL
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}
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; ==============================================================================
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; ==============================================================================
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ApplyGraphics1:
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ApplyGraphics1:
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