480 lines
9.6 KiB
NASM
480 lines
9.6 KiB
NASM
; =============================================================================
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; Ocarina Multiple Song Select
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;
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; $7EF3CB - Ocarina Song RAM
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;
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; =============================================================================
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org $0994FE
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AddTravelBird:
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org $098D11
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AddWeathervaneExplosion:
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org $078021
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Player_DoSfx1:
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; =============================================================================
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; SFX2_Accomp
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; SFX2 13 (Previous $3E)
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org $1A8C60
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db $00
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; SFX2_13
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org $1A9750
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Song_of_Healing:
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{
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db $E0, $0D
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db $2A ; change this to change length of quarter note
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db $46
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db $A3, $A1, $9D
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db $A3, $A1, $9D
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db $A3, $A1
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db $15 ; make this half of whatever you made quarter note
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db $9C, $9A
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db $7F ; make this triple whatever you made quarter note (max value 7F)
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db $9C
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db $00
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}
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; =============================================================================
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; D F D - D F D - E F E - F E C
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; D F d D F d e f e f e c
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; SFX2_12
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; org $1A977D
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!Storms_Duration = $0F
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!Storms_Params = $46
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!Storms_Duration2 = $1E
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!Storms_Params2 = $3C
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; SFX1_18
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org $1A8F93
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Song_of_Storms:
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{
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db $E0, $0D ; set sfx instrument - twee
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db !Storms_Duration
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db !Storms_Params ; duration 1/4
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db $9A ; play note D3
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db $9D ; play note F3
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db !Storms_Duration2
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db !Storms_Params ; duration 1/2
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db $9A ; play note D3
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db !Storms_Duration
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db !Storms_Params ; duration 1/4
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db $9A ; play note D3
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db $9D ; play note F3
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db !Storms_Duration2
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db !Storms_Params ; duration 1/2
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db $9A ; play note D3
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db !Storms_Duration
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db !Storms_Params2 ; duration 1/4
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db $9C ; play note E3
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db $9D ; play note F3
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db $9C ; play note E3
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db $9D ; play note F3
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db $9C ; play note E3
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db !Storms_Duration2
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db !Storms_Params2 ; duration 1/2
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db $98 ; play note C3
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db $00 ; end sfx
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}
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; =============================================================================
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org $07A3DB
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LinkItem_FluteHook:
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{
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JSR LinkItem_NewFlute
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RTS
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}
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; =============================================================================
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; Free Space Bank07
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org $07FC69
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ReturnFromFluteHook:
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RTS
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; =============================================================================
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LinkItem_NewFlute:
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{
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; Code for the flute item (with or without the bird activated)
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BIT $3A : BVC .y_button_not_held
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DEC $03F0 : LDA $03F0 : BNE ReturnFromFluteHook
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LDA $3A : AND.b #$BF : STA $3A
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.y_button_not_held
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; Check for Switch Swong
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JSR UpdateFluteSong
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JSR Link_CheckNewY_ButtonPress : BCC ReturnFromFluteHook
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; Success... play the flute.
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LDA.b #$80 : STA $03F0
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LDA $030F
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CMP.b #$01 : BEQ .song_of_soaring
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CMP.b #$02 : BEQ .song_of_healing
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CMP.b #$03 : BEQ .song_of_storms
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.song_of_healing
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LDA.b #$13 : JSR Player_DoSfx2 : RTS
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.song_of_storms
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; Play the Song of Storms SFX
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; LDA.b #$12 : JSR Player_DoSfx2
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LDA.b #$18 : JSR Player_DoSfx1
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JSR OcarinaEffect_SummonStorms
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RTS
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.song_of_soaring
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LDA.b #$3E : JSR Player_DoSfx2
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; Are we indoors?
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LDA $1B : BNE .return
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; Are we in the dark world? The flute doesn't work there.
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LDA $8A : AND.b #$40 : BNE .return
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; Also doesn't work in special areas like Master Sword area.
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LDA $10 : CMP.b #$0B : BEQ .return
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LDX.b #$04
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.next_ancillary_slot
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; Is there already a travel bird effect in this slot?
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LDA $0C4A, X : CMP.b #$27 : BEQ .return
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; If there isn't one, keep checking.
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DEX : BPL .next_ancillary_slot
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; Paul's weathervane stuff Do we have a normal flute (without bird)?
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LDA $7EF34C : CMP.b #$02 : BNE .travel_bird_already_released
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REP #$20
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; check the area, is it #$18 = 30?
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LDA $8A : CMP.w #$0018 : BNE .not_weathervane_trigger
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; Y coordinate boundaries for setting it off.
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LDA $20
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CMP.w #$0760 : BCC .not_weathervane_trigger
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CMP.w #$07E0 : BCS .not_weathervane_trigger
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; do if( (Ycoord >= 0x0760) && (Ycoord < 0x07e0
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LDA $22
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CMP.w #$01CF : BCC .not_weathervane_trigger
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CMP.w #$0230 : BCS .not_weathervane_trigger
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; do if( (Xcoord >= 0x1cf) && (Xcoord < 0x0230)
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SEP #$20
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; Apparently a special Overworld mode for doing this?
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LDA.b #$2D : STA $11
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; Trigger the sequence to start the weathervane explosion.
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LDY.b #$00
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LDA.b #$37
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JSL AddWeathervaneExplosion
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.not_weathervane_trigger
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SEP #$20
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BRA .return
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.travel_bird_already_released
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LDY.b #$04
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LDA.b #$27
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JSL AddTravelBird
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STZ $03F8
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.return
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RTS
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}
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; =============================================================================
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; $7EF3CB - Ocarina Song SRAM
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; $030F - Current Song RAM
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; 00 - No Song
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; 01 - Song of Healing
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; 02 - Song of Soaring
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; 03 - Song of Storms
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UpdateFluteSong:
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{
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LDA $030F : BNE .songExists
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LDA #$01 : STA $030F ; if this code is running, we have the flute song 1
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.songExists
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LDA.b $F6
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BIT.b #$20 : BNE .left
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BIT.b #$10 : BNE .right
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RTS
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.left
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; LDA.b #$13 : JSR Player_DoSfx2
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DEC $030F
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LDA $030F
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BNE .notPressed
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LDA #$03
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STA $030F
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JMP .notPressed
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.right
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; R Button Pressed - Increment song
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INC $030F ; increment $030F Song RAM
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LDA $030F ; load incremented Song RAM
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CMP.b #$04 ; compare with 3
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BCC .notPressed ; if less than 3, branch to .notFlute
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LDA #$01 ; load value 1
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STA $030F ; set Song RAM to 1
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.notPressed
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RTS
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}
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OcarinaEffect_SummonStorms:
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{
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LDA.l $7EE00C : BEQ .summonStorms
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LDA #$01 : STA $7EE00D
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RTS
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.summonStorms
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LDA #$01 : STA $7EE00E
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RTS
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}
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; variables
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; 7EE00E - Rain Activator
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; 7EE00D - Rain Deactivator (overridden if rain is activated before the deactivation occurs)
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; 7EE00C - Activates the overlay animations and nonimmediate rain things
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; 7EE00F - Activates thunder and indoor ambience (can be set at the same time as the Rain Activator)
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; 7EE001 - Minutes in the time sequence script
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; 7EE000 - Hours in the time sequence script
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; 7EE00B - used to prevent my script from warping if rain is active, 0 allow rain disallow warp, 1 disallow rain allow warp
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;this is my loader for turning the rain on and off
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; executed on dungoen load (replaced an LDA $7EF3C5 which is read before we return)
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org $208100
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LoadRainEffect:
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{
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LDA $7EE00E : BNE .On
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LDA $7EE00D : BNE .Off
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BRA LoadRainEffect_End
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LoadRainEffect_On:
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LDA #$01 : STA $7EE00F : STA $7EE00C
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LDA #$01 : STA $7EE00E
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BRA LoadRainEffect_End
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LoadRainEffect_Off:
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LDA #$00
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STA $7EE00F
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STA $7EE00C
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STA $7EE00D
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BRA LoadRainEffect_End
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LoadRainEffect_End:
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LDA #$00
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STA $7EE00E
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STA $7EE00D
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LDA $7EF3C5
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RTL
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}
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org $208200 ; these are executed every frame
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RainOnTime:
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LDA $7EE001
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cmp #$1E
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bne .End
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LDA $7EE000
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cmp #$01
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bne .End
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LDA $7EE00B
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bne .End
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LDA #$01
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sta $7EE00E
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sta $7EE00F
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RainOnTime_End:
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rtl
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org $208300 ; these are executed every frame
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RainOffTime:
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LDA $7EE001
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cmp #$1E
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bne .End
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LDA $7EE000
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cmp #$03
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bne .End
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LDA #$01
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sta $7EE00D
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RainOffTime_End:
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rtl
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; moved this function to expanded space to change it, don't think i needed to though :()
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org $20C000
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LDA $8A : CMP #$70 : BEQ BRANCH_EVIL_SWAMP
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LDA $7EE00F : BEQ BRANCH_SKIPMOVEMENT
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BRANCH_EVIL_SWAMP:
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LDA $7EF2F0 ; If misery mire has been opened already, we're done
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AND #$20
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BNE BRANCH_SKIPMOVEMENT
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LDA $1A ; Check the frame counter.
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CMP #$03 ; On the third frame do a flash of lightning.
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BEQ BRANCH_LIGHTNING
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CMP #$05
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BEQ BRANCH_NORMAL_LIGHT
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CMP #$24 ; On the #$24-th frame cue the thunder.
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BEQ BRANCH_THUNDER
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CMP #$2C ; On the #$2C-th frame bring the light back to normal.
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BEQ BRANCH_NORMAL_LIGHT
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CMP #$58 ; On the #$58-th frame cue the lightning
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BEQ BRANCH_LIGHTNING
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CMP #$5A ; On the #$5A-th frame
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BNE BRANCH_MOVEOVERLAY
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BRANCH_NORMAL_LIGHT:
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LDA #$72 ; Keep the screen semi-dark.
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BRA BRANCH_SETBRIGHTNESS
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BRANCH_THUNDER:
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LDX #$36
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STX $012E ; Play the thunder sound when outdoors.
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BRANCH_LIGHTNING:
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LDA #$32 ; Make the screen flash with lightning.
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BRANCH_SETBRIGHTNESS:
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STA $9A
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BRANCH_MOVEOVERLAY:
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LDA $1A ; if the first two bits are set, do nothing
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AND #$03
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BNE BRANCH_SKIPMOVEMENT
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LDA $0494 ; otherwise start moving some rain
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INC
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AND #$03
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STA $0494
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TAX
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LDA $E1
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CLC
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ADC $02A46D, X
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; $01246D IN ROM
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STA $E1
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LDA $E7
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CLC
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ADC $02A471, X
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; $012471
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STA $E7
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BRANCH_SKIPMOVEMENT:
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RTL
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org $02A4CD ; rain animating overlays, thunder lightning, darkness (can do immediate)
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JSL $20C000
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BRA $59
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org $02AC12 ; load overlays OW to OW
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LDA $7EE00C
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NOP #2
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BEQ $03
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org $02AFFC ; load overlays dungeon to OW
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LDA $7EE00C
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NOP #06
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BEQ $03
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org $02838C ; indoor ambience (can do immediate)
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LDA $7EE00F
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NOP #02
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BEQ $1e
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org $02845D ; music routine
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LDA $7EE00C
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NOP #02
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BEQ $02
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org $0284EA ; outdoor ambience
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LDA $7EE00C
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NOP #2
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BEQ $02
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; overworld music routine
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; modified to use the 'Beginning' music if 7EE00C is not zero (Rain activated)
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org $02C463
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PHB : PHK : PLB
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REP #$10
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LDA #$02 : STA $00
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LDX #$0000
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LDA $7EE00C
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BNE $25
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LDY #$00C0
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LDA $7EF3C5
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CMP #$03
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BCS $1D
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LDY #$0080
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LDA $7EF359
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CMP #$02
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BCS $12
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LDA #$05
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STA $00
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LDY #$0040
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LDA $7EF3C5
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CMP #$02
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BCS $03
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LDY #$0000
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LDA $C303,Y
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STA $7F5B00,X
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INY
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INX
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CPX #$0040
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BNE $F2
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LDY #$0000
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LDA $C403,Y
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STA $7F5B00,X
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INX
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INY
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CPY #$0060
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BNE $F2
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LDA $00
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STA $7F5B80
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SEP #$10
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PLB
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RTL
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; Overworld beginning music for each OW Screen
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; changes the music to use heavy rain outside of lost woods, and light rain inside
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org $02C303
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db $25,$25,$13,$13,$13,$13,$13,$13
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db $25,$25,$13,$13,$13,$13,$13,$13
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db $13,$13,$13,$13,$13,$13,$13,$13
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db $13,$13,$13,$13,$13,$13,$13,$13
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db $13,$13,$13,$13,$13,$13,$13,$13
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db $13,$13,$13,$13,$13,$13,$13,$13
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db $13,$13,$13,$13,$13,$13,$13,$13
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db $13,$13,$13,$13,$13,$13,$13,$13
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; executed on dungoen load
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org $028356 ; replaced an LDA $7EF3C5 which is read before we return
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JSL $208100 |