658 lines
14 KiB
NASM
658 lines
14 KiB
NASM
; ---------------------[ Time system ]---------------------
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; tiles locations on HUD
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!hud_min_low = $7EC7CC
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!hud_min_high = $7EC7CA
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!hud_hours_low = $7EC7C6
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!hud_hours_high = $7EC7C4
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!hud_template = $0DFF07
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Hours = $7EE000
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Minutes = $7EE001
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TimeSpeed = $7EE002
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org !hud_template
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db $10,$24,$11,$24
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db $6C,$25
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db $90,$24,$90,$24
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db $6C,$25,$90,$24,$90,$24 ; HUD Template(adjusts timer's color)
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; Sprite_Main.dont_reset_drag
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; Executes every frame to update the clock
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org $068361
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JSL HUD_ClockDisplay
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pullpc
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HUD_ClockDisplay:
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{
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JSR RunClock
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JSR DrawClockToHud
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JSL $09B06E ; Restore Garnish_ExecuteUpperSlots_long
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RTL
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}
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; Zarby Intro and Credits fix
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pushpc
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org $0CC265 ; Intro_FadeLogoIn
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JSL LogoFadeInSetClock
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pullpc
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LogoFadeInSetClock:
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{
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JSL $00ED7C ; IntroLogoPaletteFadeIn
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LDA.b #$08 : STA.l $7EE000 ; Set the time to 6:00am
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LDA.b #$3F : STA.l $7EE002 ; Set the time speed
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RTL
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}
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pushpc
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org $0CCA59
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JSL ResetClockTriforceRoom
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pullpc
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ResetClockTriforceRoom:
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{
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JSL $00E384 ; LoadCommonSprites_long
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LDA.b #$00 : STA.l $7EE000 ; low hours for palette?
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LDA.b #$00 : STA.l $7EE001 ; high hours for palette?
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RTL
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}
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DrawClockToHudLong:
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{
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JSR DrawClockToHud
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RTL
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}
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DrawClockToHud:
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{
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LDX #$00
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.debut
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LDY #$00 : LDA $7EE000,x
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.debut2
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CMP #$0A : BMI .draw
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SBC #$0A : INY : BRA .debut2
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.draw
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ADC #$90 : CPX #$01 : BEQ .minutes_low
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STA.l !hud_hours_low
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LDA #$30 : STA.l !hud_hours_low+1 ; white palette
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BRA .continue_draw ; 04
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.minutes_low
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STA.l !hud_min_low
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LDA #$30 : STA.l !hud_min_low+1 ; white palette
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.continue_draw
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TYA
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CLC : ADC #$90 : CPX #$01 : BEQ .minutes_high
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STA.l !hud_hours_high
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LDA #$30 : STA.l !hud_hours_high+1 ; white palette
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BRA .finish_draw ; 04
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.minutes_high
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STA.l !hud_min_high
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LDA #$30 : STA.l !hud_min_high+1 ; white palette
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.finish_draw
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INX : CPX #$02 : BMI .debut
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RTS
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}
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; =========================================================
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RunClock:
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{
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LDA $10 ; checks current event in game
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CMP #$07 : BEQ .counter_increasing ; dungeon/building?
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CMP #$09 : BEQ .overworld ; overworld?
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CMP #$0B : BEQ .overworld ; sub-area ? (under the bridge; zora domain...)
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CMP #$0E : BEQ .dialog ; dialog box?
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RTS
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.overworld
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; Reload Sprite Gfx Properties
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JSL $00FC62 ; Sprite_LoadGraphicsProperties
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LDA $11 : CMP #$23 : BNE .mosaic ; HDMA transfer? (warping)
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; Lol what?
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.mosaic
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CMP #$0D : BMI .counter_increasing ; Mosaic ?
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RTS
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.dialog
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LDA $11 ; check submodule to prevent the counter from increasing if save/menu open
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CMP #$02 : BEQ .counter_increasing ; NPC/signs speech
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RTS
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.counter_increasing
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; GBC Link code
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LDA $0FFF : CMP #$00 : BEQ .light_world
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LDA $02B2 : CMP.b #$05 : BCS .already_gbc_or_minish
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JSL UpdateGbcPalette
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LDA.b #$3B : STA $BC ; change link's sprite
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LDA.b #$06 : STA $02B2 ; set the form id
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.light_world
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.already_gbc_or_minish
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JSR CheckForSongOfTime
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; time speed (1,3,5,7,F,1F,3F,7F,FF)
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; #$3F is almost 1 sec = 1 game minute
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LDA $1A : AND TimeSpeed : BEQ .increase_minutes ; 05
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.end
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RTS
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.increase_minutes
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LDA $7EE001 : INC A : STA $7EE001
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CMP #$3C : BPL .increase_hours ; minutes = #60 ?
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RTS
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.increase_hours
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LDA #$00 : STA $7EE001
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LDA $7EE000 : INC A : STA $7EE000
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CMP #$18 : BPL .reset_hours ; hours = #24 ?
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;check indoors/outdoors
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LDA $1B : BEQ .outdoors0
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RTS
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.outdoors0
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JSL rom_to_buff ; update buffer palette
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JSL buff_to_eff ; update effective palette
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;rain layer ?
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LDA $8C : CMP #$9F : BEQ .skip_bg_updt0
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LDA $8C : CMP #$9E : BEQ .skip_bg_updt0 ; canopy layer ?
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CMP #$97 : BEQ .skip_bg_updt0 ; fog layer?
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JSL $0BFE70 ; update background color
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BRA .inc_hours_end
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.skip_bg_updt0 ; prevent the sub layer from disappearing ($1D zeroed)
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JSL $0BFE72
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.inc_hours_end
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RTS
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.reset_hours
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LDA #$00 : STA $7EE000
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; check indoors/outdoors
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LDA $1B : BEQ .outdoors1
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RTS
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.outdoors1
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JSL rom_to_buff
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JSL buff_to_eff
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LDA $8C : CMP #$9F : BEQ .skip_bg_updt1 ; rain layer ?
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LDA $8C : CMP #$9E : BEQ .skip_bg_updt1 ; canopy layer ?
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JSL $0BFE70 ; update background color
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BRA .reset_end
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.skip_bg_updt1 ; prevent the sub layer from disappearing ($1D zeroed)
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JSL $0BFE72
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.reset_end
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RTS
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}
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CheckForSongOfTime:
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{
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LDA $FE : CMP.b #$02 : BNE +
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LDA.b #$00 : STA.l $7EE002
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LDA.l $7EE000 : CMP.b #$06 : BNE ++
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LDA.l $7EE001 : BNE ++
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LDA.b #$3F : STA.l $7EE002
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STZ $FE
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++
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LDA.l $7EE000 : CMP.b #$12 : BNE ++
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LDA.l $7EE001 : BNE ++
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LDA.b #$3F : STA.l $7EE002
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STZ $FE
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++
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+
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RTS
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}
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pushpc
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; =========================================================
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;----[ Day / Night system * palette effect ]----
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; =========================================================
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!blue_value = $7EE010
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!green_value = $7EE012
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!red_value = $7EE014
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!temp_value = $7EE016
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!pal_color = $7EE018
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org $02FF80 ; free space on bank $02
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buff_to_eff:
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JSR $C769 ; $02:C65F -> palette buffer to effective routine
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RTL
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rom_to_buff:
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JSR $AAF4 ; $02:AAF4 -> change buffer palette of trees,houses,rivers,etc.
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JSR $C692 ; $02:C692 -> rom to palette buffer for other colors
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RTL
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PaletteBuffer_HUD = $7EC300
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PaletteBuffer_BG = $7EC340
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PaletteBuffer_Spr = $7EC400
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PaletteCgram_HUD = $7EC500
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PaletteCgram_BG = $7EC540
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PaletteCgram_Spr = $7EC600
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; part of rom pal to buffer routine
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; $1B/EF61 9F 00 C3 7E STA $7EC300,x[$7E:C422]
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; $1B/EF3D 9F 00 C3 7E STA $7EC300,x[$7E:C412]
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; $1B/EF84 9F 00 C3 7E STA $7EC300,x[$7E:C4B2]
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; Palettes_LoadSingle.next_color
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org $1BEF3D
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JSL LoadDayNightPaletteEffect
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; Palettes_LoadMultiple.next_color
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org $1BEF61
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JSL LoadDayNightPaletteEffect
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; Palettes_LoadMultiple_Arbitrary.next_color
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org $1BEF84
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JSL LoadDayNightPaletteEffect
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pullpc
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LoadDayNightPaletteEffect:
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{
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STA.l !pal_color
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CPX #$0041 : BPL .title_check
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STA PaletteBuffer_HUD,X
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RTL
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.title_check
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; title or file select screen ?
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LDA $10 : AND #$00FF : CMP #$0002 : BCS .outin_check
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LDA.l !pal_color : STA PaletteBuffer_HUD,X
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RTL
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.outin_check
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LDA.b $10 : AND #$00FF
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CMP.w #$0005 : BCC .restorecode
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CMP.w #$0012 : BCS .restorecode
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BRA .overworld
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.restorecode
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LDA.l !pal_color : STA.l PaletteBuffer_HUD, X
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RTL
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.overworld
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LDA $1B : AND #$00FF : BEQ .outdoors2
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LDA.l !pal_color
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STA PaletteBuffer_HUD,X
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RTL
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.outdoors2
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PHX
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JSL ColorSubEffect
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PLX
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STA.l PaletteBuffer_HUD,X
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RTL
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}
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; =========================================================
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ColorSubEffect:
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{
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LDA $7EE000 ; LDA #hours
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AND #$00FF
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CLC
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ADC $7EE000 ; #hours * 2
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AND #$00FF
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TAX
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.do_blue
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LDA.l !pal_color : AND #$7C00 : STA !blue_value
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; Subtract amount to blue field based on a table
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SEC : SBC.l blue_table, X : STA !temp_value
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; mask out everything except the blue bits
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AND #$7C00 : CMP !temp_value : BEQ .no_blue_sign_change ; overflow ?
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.blue_sign_change
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LDA #$0400 ; LDA smallest blue value
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.no_blue_sign_change
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STA.l !blue_value
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do_green:
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LDA !pal_color : AND #$03E0 : STA !green_value
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SEC : SBC.l green_table,x ; Subtract amount to blue field based on a table
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STA.l !temp_value
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; Mask out everything except the green bits
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AND #$03E0 : CMP !temp_value : BEQ .no_green_sign_change ; overflow ?
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.green_sign_change
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LDA #$0020 ; LDA smallest green value
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.no_green_sign_change
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STA.l !green_value
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.do_red
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LDA.l !pal_color : AND #$001F : STA.l !red_value
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SEC : SBC.l red_table,x ; substract amount to red field based on a table
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STA.l !temp_value
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AND #$001F ; mask out everything except the red bits
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CMP !temp_value : BEQ .no_red_sign_change ; overflow ?
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.red_sign_change
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LDA #$0001 ; LDA smallest red value
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.no_red_sign_change
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STA.l !red_value
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LDA.l !blue_value
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ORA.l !green_value
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ORA.l !red_value
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RTL
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}
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; =========================================================
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; color_sub_tables : 24 * 2 bytes each = 48 bytes (2 bytes = 1 color sub for each hour)
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blue_table:
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dw $1000, $1000, $1000, $1000
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dw $1000, $1000, $1000, $0800
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dw $0000, $0000, $0000, $0000
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dw $0000, $0000, $0000, $0000
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dw $0000, $0400, $0800, $0800
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dw $0800, $1000, $1000, $1000
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green_table:
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dw $0100, $0100, $0100, $0100
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dw $0100, $00C0, $0080, $0040
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dw $0000, $0000, $0000, $0000
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dw $0000, $0000, $0000, $0000
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dw $0000, $0020, $0040, $0080
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dw $00C0, $0100, $0100, $0100
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red_table:
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dw $0008, $0008, $0008, $0008
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dw $0008, $0006, $0004, $0002
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dw $0000, $0000, $0000, $0000
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dw $0000, $0000, $0000, $0000
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dw $0000, $0000, $0000, $0002
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dw $0004, $0006, $0008, $0008
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BackgroundFix:
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{
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BEQ .no_effect ;BRAnch if A=#$0000 (transparent bg)
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JSL ColorSubEffect
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.no_effect:
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STA.l PaletteCgram_HUD
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STA.l PaletteBuffer_HUD
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STA.l PaletteCgram_BG
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STA.l PaletteBuffer_BG
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RTL
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}
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SubAreasFix:
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{
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BEQ .no_effect
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STA.l !pal_color
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PHX
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REP #$20
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JSL ColorSubEffect
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SEP #$20
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PLX
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.no_effect
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STA.l PaletteBuffer_HUD
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STA.l PaletteBuffer_BG
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RTL
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}
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GlovePalettePosition = $7EC4FA
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GlovesFix:
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{
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STA.l !pal_color
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LDA $1B : AND #$00FF : BEQ .outdoors3
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LDA.l !pal_color
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STA GlovePalettePosition
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RTL
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.outdoors3:
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PHX
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JSL ColorSubEffect
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PLX
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STA GlovePalettePosition
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RTL
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}
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CheckIfNight:
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{
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JSR LoadPeacetimeSprites : BCS +
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RTL
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+
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LDA.l $7EF3C5 : CMP.b #$02 : BCC .day_time
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LDA $7EE000 : CMP.b #$12 : BCS .night_time
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LDA $7EE000 : CMP.b #$06 : BCC .night_time
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.day_time
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LDA.l $7EF3C5
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RTL
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.night_time
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LDA.b #$03
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RTL
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}
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ColorBgFix:
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{
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PHA
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SEP #$30
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; Check for save and quit
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LDA.b $10 : CMP.b #$17 : BEQ .vanilla
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REP #$30
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PLA
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JSL ColorSubEffect
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STA.l PaletteCgram_HUD
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STA.l PaletteCgram_BG
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RTL
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.vanilla
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REP #$30
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PLA
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STA.l PaletteCgram_HUD
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RTL
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}
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CheckIfNight16Bit:
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{
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JSR LoadPeacetimeSprites : BCS +
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RTL
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+
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; Don't change the spriteset during the intro sequence
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LDA.l $7EF3C5 : AND.w #$00FF : CMP.w #$0002 : BCC .day_time
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; 0x12 = 18 hours or 6 pm
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LDA $7EE000 : AND.w #$00FF : CMP.w #$0012 : BCS .night_time
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; If it's less than 6 am, jump to night time
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LDA $7EE000 : AND.w #$00FF : CMP.w #$0006 : BCC .night_time
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.day_time
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LDA.l $7EF3C5
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RTL
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.night_time
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; Load the gamestate 03 spritesets, but don't change the save ram
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LDA.l $7EF3C5 : CLC : ADC #$0001
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RTL
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}
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LoadPeacetimeSprites:
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{
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; Map 2E, 2F if CRYSTALS && 0x10 == 0
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LDA $8A : CMP.b #$2E : BEQ .tail_palace
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CMP.b #$2F : BEQ .tail_palace
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JMP +
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.tail_palace
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LDA.l CRYSTALS : AND #$10 : BNE .load_peacetime
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JMP +
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.load_peacetime
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LDA.b #$01
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CLC
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RTS
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+
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SEC
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RTS
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}
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FixSaveAndQuit:
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{
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LDA #$08 : STA $7EE000
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LDA.l $7EF3C5
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RTL
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}
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FixShockPalette:
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{
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PHA
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LDA $1B : BNE .indoors
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PLA
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STA !pal_color
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PHX
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JSL ColorSubEffect
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PLX
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STA.l PaletteCgram_HUD, X
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RTL
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.indoors
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PLA
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RTL
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}
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FixDungeonMapColors:
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{
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PHA
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; Cache the current time
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LDA $7EE000 : STA $7EF900
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LDA $7EE001 : STA $7EF901
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; Set the time to 8:00am while map is open
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LDA #$08 : STA $7EE000
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LDA #$00 : STA $7EE001
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PLA
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STA $7EC229
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RTL
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}
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|
RestoreTimeForDungeonMap:
|
|
{
|
|
; Restore the time
|
|
LDA $7EF900 : STA $7EE000
|
|
LDA $7EF901 : STA $7EE001
|
|
LDA.l $7EC017
|
|
RTL
|
|
}
|
|
|
|
pushpc
|
|
|
|
; Overworld_LoadSprites
|
|
org $09C4E3
|
|
JSL CheckIfNight
|
|
|
|
; Sprite_LoadGraphicsProperties_light_world_only
|
|
org $00FC6A
|
|
JSL CheckIfNight16Bit
|
|
|
|
|
|
; $0BFE70 -> background color loading routine
|
|
;Background color write fix - 16 bytes
|
|
;$0B/FEB6 8F 00 C5 7E STA $7EC500
|
|
;$0B/FEBA 8F 00 C3 7E STA $7EC300
|
|
;$0B/FEBE 8F 40 C5 7E STA $7EC540
|
|
;$0B/FEC2 8F 40 C3 7E STA $7EC340
|
|
|
|
if ZS_CUSTOM_OW_V2 == 0
|
|
; Custom BG Color Mosaic Background Color fix
|
|
org $028464
|
|
NOP #6
|
|
else
|
|
; SetBGColorMainBuffer
|
|
org $0ED5F9
|
|
JSL ColorBgFix
|
|
endif
|
|
|
|
; OverworldMosaicTransition_HandleScreensAndLoadShroom
|
|
org $02AE92
|
|
NOP #6
|
|
|
|
; =========================================================
|
|
|
|
; org $0BFEB6 VANILLA DAY/NIGHT HOOK
|
|
|
|
; ZS OW - ReplaceBGColor
|
|
if ZS_CUSTOM_OW_V2 == 0
|
|
org $2886B4
|
|
STA !pal_color
|
|
JSL BackgroundFix
|
|
;NOP #8
|
|
endif
|
|
|
|
; ZS OW - CheckForChangeGraphicsTransitionLoad
|
|
if ZS_CUSTOM_OW_V2 == 1
|
|
org $289447
|
|
JSL SubAreasFix
|
|
else
|
|
org $2885F9
|
|
JSL SubAreasFix
|
|
endif
|
|
|
|
; Subareas background color fix (under the bridge; zora...)
|
|
;$0E/D601 8F 00 C3 7E STA $7EC300[$7E:C300]
|
|
;$0E/D605 8F 40 C3 7E STA $7EC340[$7E:C340]
|
|
|
|
org $0ED601
|
|
JSL SubAreasFix
|
|
|
|
; =========================================================
|
|
; Gloves color loading routine
|
|
;$1B/EE1B C2 30 REP #$30
|
|
;$1B/EE1D AF 54 F3 7E LDA $7EF354[$7E:F354]
|
|
;$1B/EE21 29 FF 00 AND #$00FF
|
|
;$1B/EE24 F0 0F BEQ $0F [$EE35]
|
|
;$1B/EE26 3A DEC A
|
|
;$1B/EE27 0A ASL A
|
|
;$1B/EE28 AA TAX
|
|
;$1B/EE29 BF F5 ED 1B LDA $1BEDF5,x[$1B:EDF7]
|
|
;$1B/EE2D 8F FA C4 7E STA $7EC4FA[$7E:C4FA]
|
|
;$1B/EE31 8F FA C6 7E STA $7EC6FA[$7E:C6FA]
|
|
;$1B/EE35 E2 30 SEP #$30
|
|
;$1B/EE37 E6 15 INC $15 [$00:0015]
|
|
;$1B/EE39 6B RTL
|
|
|
|
; Palettes_Load_LinkGloves
|
|
org $1BEE2D
|
|
JSL GlovesFix
|
|
|
|
; =========================================================
|
|
|
|
; org $0ABA5A
|
|
; TODO: Handle overworld map palette for flashing icons
|
|
|
|
org $0ED956
|
|
JSL FixDungeonMapColors
|
|
|
|
org $0AEFA6
|
|
JSL RestoreTimeForDungeonMap
|
|
|
|
org $0ED745
|
|
JSL FixShockPalette
|
|
|
|
org $09F604
|
|
GameOver_SaveAndQuit:
|
|
JSL FixSaveAndQuit
|