Files
oracle-of-secrets/Overworld/ZCustomOverworld2.asm

2694 lines
80 KiB
NASM

; ==============================================================================
; ZScream Custom Overworld ASM
; ==============================================================================
; ==============================================================================
; Non-Expanded Space
; ==============================================================================
pushpc
AnimatedTileGFXSet = $0FC0
TransGFXModuleIndex = $0CF3
Sound_LoadLightWorldSongBank = $808913
DecompOwAnimatedTiles = $80D394
GetAnimatedSpriteTile = $80D4DB
GetAnimatedSpriteTile_variable = $80D4ED
LoadTransAuxGFX_sprite_continue = $00D706
Do3To4High16Bit = $80DF4F
Do3To4Low16Bit = $00DFB8
InitTilesets = $80E19B
CopyFontToVram = $80E556
Decomp_bg_variable = $00E78F
DeleteCertainAncillaeStopDashing = $828B0C
Overworld_FinishTransGfx_firstHalf_Retrun = $02ABC5
Overworld_LoadSubscreenAndSilenceSFX1 = $82AF19
Dungeon_LoadPalettes_cacheSettings = $82C65F
LoadSubscreenOverlay = $82FD0D
Link_ItemReset_FromOverworldThings = $87B107
Tagalong_Init = $899EFC
Sprite_ReinitWarpVortex = $89AF89
Sprite_ResetAll = $89C44E
Sprite_OverworldReloadAll = $89C499
Overworld_SetFixedColorAndScroll = $8BFE70
Overworld_LoadPalettes = $8ED5A8
Palette_SetOwBgColor_Long = $8ED618
LoadGearPalettes_bunny = $8ED6DD
Palette_SpriteAux3 = $9BEC77
Palette_MainSpr = $9BEC9E
Palette_SpriteAux1 = $9BECC5
Palette_SpriteAux2 = $9BECE4
Palette_Sword = $9BED03
Palette_Shield = $9BED29
Palette_MiscSpr = $9BED6E
Palette_ArmorAndGloves = $9BEDF9
Palette_Hud = $9BEE52
Palette_OverworldBgMain = $9BEEC7
; ==============================================================================
; Fixing old hooks:
; ==============================================================================
; Loads the transparent color under some load conditions.
; Overworld_SetFixedColAndScroll
org $0BFEB6
STA.l $7EC500
; Main Palette loading routine.
; OverworldPalettesLoader.dont_change_e
org $0ED5E7
JSL $9BEEA8 ; Palette_OverworldBgAux3
; After leaving special areas like Zora's and the Master Sword area.
; LoadSpecialOverworld
org $02E94A
JSL $8ED5A8 ; Overworld_LoadPalettes
; ==============================================================================
; 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:
{
.BGColorTable ; $140000
; Valid values:
; 555 color value $0000 to $7FFF.
; LW
;dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
;dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
;dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
;dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
;dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
;dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
;dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
;dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
; DW
;dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
;dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
;dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
;dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
;dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
;dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
;dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
;dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
; SW
;dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
;dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
;dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
;dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
assert pc() <= $288140
org $288140 ; $140140
.EnableTable ; 0x20
; Valid values:
; $00 - Disabled
; $FF - Enabled
org $288140 ; $140140
.EnableBGColor ; 0x01
db $01
org $288141 ; $140141
.EnableMainPalette ; 0x01
db $01
org $288142 ; $140142
.EnableMosaic ; 0x01 Unused for now.
db $01
; When non 0 this will allow animated tiles to be updated between OW
; transitions. Default is $FF.
org $288143 ; $140143
.EnableAnimated ; 0x01
db $01
; When non 0 this will allow Subscreen Overlays to be updated between OW
; transitions. Default is $FF.
org $288144 ; $140144
.EnableSubScreenOverlay ; 0x01
db $01
; 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
db $00
; 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 $00
; When non 0 this will make the game reload all gfx in between OW
; transitions. Default is $FF.
org $288148 ; $140143
.EnableTransitionGFXGroupLoad ; 0x01
db $01
; The bridge color is different from the Master Sword area so we are going to
; hard code it here for now.
org $288149 ; $140149
.BGColorTable_Bridge ; 0x02
dw $2669 ; Defualt vanilla LW green.
; 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
assert pc() <= $288160
org $288160 ; $140160
.MainPaletteTable ; 0xA0
; 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?
; 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
assert pc() <= $288200
org $288200 ; $140200
.MosaicTable ; 0xA0
; Valid values:
; $01 to enable mosaic, $00 to disable.
; LW
;db $01, $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
;db $00, $00, $00, $00, $00, $00, $00, $00
; DW
;db $01, $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
;db $00, $00, $00, $00, $00, $00, $00, $00
; SW
;db $01, $01, $00, $00, $00, $00, $00, $00
;db $01, $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
assert pc() <= $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.
org $2882A0 ; $1402A0
.AnimatedTable ; 0xA0
; 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.
; 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
assert pc() <= $288340
org $288340 ; $140340
.OverlayTable ; 0x140
; 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.
; 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
assert pc() <= $288480
org $288480 ; $140480
.OWGFXGroupTable ; 0x500 (0xA0 * 0x08)
; 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. 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.
; LW
org $288480 ; $140480
.OWGFXGroupTable_sheet0
;db $3A ; 0x00 sheet 0
org $288481 ; $140481
.OWGFXGroupTable_sheet1
;db $3B ; 0x00 sheet 1
org $288482 ; $140482
.OWGFXGroupTable_sheet2
;db $3C ; 0x00 sheet 2
org $288483 ; $140483
.OWGFXGroupTable_sheet3
;db $3D ; 0x00 sheet 3
org $288484 ; $140484
.OWGFXGroupTable_sheet4
;db $57 ; 0x00 sheet 4
org $288485 ; $140485
.OWGFXGroupTable_sheet5
;db $4C ; 0x00 sheet 5
org $288486 ; $140486
.OWGFXGroupTable_sheet6
;db $3E ; 0x00 sheet 6
org $288487 ; $140487
.OWGFXGroupTable_sheet7
;db $5B ; 0x00 sheet 7
;db $3A, $3B, $3C, $3D, $57, $4C, $3E, $5B ; 0x01
;db $3A, $3B, $3C, $3D, $57, $4C, $3E, $5B ; 0x02
;db $3A, $3B, $3C, $3D, $56, $4F, $3E, $5B ; 0x03
;db $3A, $3B, $3C, $3D, $56, $4F, $3E, $5B ; 0x04
;db $3A, $3B, $3C, $3D, $56, $4F, $3E, $5B ; 0x05
;db $3A, $3B, $3C, $3D, $56, $4F, $3E, $5B ; 0x06
;db $3A, $3B, $3C, $3D, $56, $4F, $3E, $5B ; 0x07
;db $3A, $3B, $3C, $3D, $57, $4C, $3E, $5B ; 0x08
;db $3A, $3B, $3C, $3D, $57, $4C, $3E, $5B ; 0x09
;db $3A, $3B, $3C, $3D, $57, $4C, $3E, $5B ; 0x0A
;db $3A, $3B, $3C, $3D, $56, $4F, $3E, $5B ; 0x0B
;db $3A, $3B, $3C, $3D, $56, $4F, $3E, $5B ; 0x0C
;db $3A, $3B, $3C, $3D, $56, $4F, $3E, $5B ; 0x0D
;db $3A, $3B, $3C, $3D, $56, $4F, $3E, $5B ; 0x0E
;db $3A, $3B, $3C, $3D, $51, $4E, $3E, $5B ; 0x0F
;db $3A, $3B, $3C, $3D, $53, $4D, $3E, $5B ; 0x10
;db $3A, $3B, $3C, $3D, $53, $4D, $3E, $5B ; 0x11
;db $3A, $3B, $3C, $3D, $53, $4D, $3E, $5B ; 0x12
;db $3A, $3B, $3C, $3D, $50, $4B, $3E, $5B ; 0x13
;db $3A, $3B, $3C, $3D, $50, $4B, $3E, $5B ; 0x14
;db $3A, $3B, $3C, $3D, $53, $4D, $3E, $5B ; 0x15
;db $3A, $3B, $3C, $3D, $50, $4B, $3E, $5B ; 0x16
;db $3A, $3B, $3C, $3D, $50, $4B, $3E, $5B ; 0x17
;db $3A, $3B, $3C, $3D, $53, $4D, $3E, $5B ; 0x18
;db $3A, $3B, $3C, $3D, $53, $4D, $3E, $5B ; 0x19
;db $3A, $3B, $3C, $3D, $53, $4D, $3E, $5B ; 0x1A
;db $3A, $3B, $3C, $3D, $52, $49, $3E, $5B ; 0x1B
;db $3A, $3B, $3C, $3D, $52, $49, $3E, $5B ; 0x1C
;db $3A, $3B, $3C, $3D, $51, $4E, $3E, $5B ; 0x1D
;db $3A, $3B, $3C, $3D, $55, $4A, $3E, $5B ; 0x1E
;db $3A, $3B, $3C, $3D, $55, $4A, $3E, $5B ; 0x1F
;db $3A, $3B, $3C, $3D, $53, $4D, $3E, $5B ; 0x20
;db $3A, $3B, $3C, $3D, $53, $4D, $3E, $5B ; 0x21
;db $3A, $3B, $3C, $3D, $53, $4D, $3E, $5B ; 0x22
;db $3A, $3B, $3C, $3D, $52, $49, $3E, $5B ; 0x23
;db $3A, $3B, $3C, $3D, $52, $49, $3E, $5B ; 0x24
;db $3A, $3B, $3C, $3D, $53, $4D, $3E, $5B ; 0x25
;db $3A, $3B, $3C, $3D, $55, $4A, $3E, $5B ; 0x26
;db $3A, $3B, $3C, $3D, $55, $4A, $3E, $5B ; 0x27
;db $3A, $3B, $3C, $3D, $53, $4D, $3E, $5B ; 0x28
;db $3A, $3B, $3C, $3D, $50, $4B, $3E, $5B ; 0x29
;db $3A, $3B, $3C, $3D, $57, $4C, $3E, $5B ; 0x2A
;db $3A, $3B, $3C, $3D, $53, $4D, $3E, $5B ; 0x2B
;db $3A, $3B, $3C, $3D, $53, $4D, $3E, $5B ; 0x2C
;db $3A, $3B, $3C, $3D, $51, $4E, $3E, $5B ; 0x2D
;db $3A, $3B, $3C, $3D, $53, $4D, $3E, $5B ; 0x2E
;db $3A, $3B, $3C, $3D, $55, $4A, $3E, $5B ; 0x2F
;db $3A, $3B, $3C, $3D, $55, $54, $3E, $5B ; 0x30
;db $3A, $3B, $3C, $3D, $55, $54, $3E, $5B ; 0x31
;db $3A, $3B, $3C, $3D, $53, $4D, $3E, $5B ; 0x32
;db $3A, $3B, $3C, $3D, $51, $4E, $3E, $5B ; 0x33
;db $3A, $3B, $3C, $3D, $51, $4E, $3E, $5B ; 0x34
;db $3A, $3B, $3C, $3D, $51, $4E, $3E, $5B ; 0x35
;db $3A, $3B, $3C, $3D, $51, $4E, $3E, $5B ; 0x36
;db $3A, $3B, $3C, $3D, $51, $4E, $3E, $5B ; 0x37
;db $3A, $3B, $3C, $3D, $55, $54, $3E, $5B ; 0x38
;db $3A, $3B, $3C, $3D, $55, $54, $3E, $5B ; 0x39
;db $3A, $3B, $3C, $3D, $53, $4D, $3E, $5B ; 0x3A
;db $3A, $3B, $3C, $3D, $51, $4E, $3E, $5B ; 0x3B
;db $3A, $3B, $3C, $3D, $51, $4E, $3E, $5B ; 0x3C
;db $3A, $3B, $3C, $3D, $51, $4E, $3E, $5B ; 0x3D
;db $3A, $3B, $3C, $3D, $51, $4E, $3E, $5B ; 0x3E
;db $3A, $3B, $3C, $3D, $51, $4E, $3E, $5B ; 0x3F
; DW
;db $42, $43, $44, $45, $2D, $2E, $3F, $59 ; 0x40
;db $42, $43, $44, $45, $2D, $2E, $3F, $59 ; 0x41
;db $42, $43, $44, $45, $2D, $2E, $3F, $59 ; 0x42
;db $42, $43, $44, $45, $33, $34, $3F, $59 ; 0x43
;db $42, $43, $44, $45, $33, $34, $3F, $59 ; 0x44
;db $42, $43, $44, $45, $33, $34, $3F, $59 ; 0x45
;db $42, $43, $44, $45, $33, $34, $3F, $59 ; 0x46
;db $42, $43, $44, $45, $60, $34, $3F, $59 ; 0x47
;db $42, $43, $44, $45, $2D, $2E, $3F, $59 ; 0x48
;db $42, $43, $44, $45, $2D, $2E, $3F, $59 ; 0x49
;db $42, $43, $44, $45, $2D, $2E, $3F, $59 ; 0x4A
;db $42, $43, $44, $45, $33, $34, $3F, $59 ; 0x4B
;db $42, $43, $44, $45, $33, $34, $3F, $59 ; 0x4C
;db $42, $43, $44, $45, $33, $34, $3F, $59 ; 0x4D
;db $42, $43, $44, $45, $33, $34, $3F, $59 ; 0x4E
;db $42, $43, $44, $45, $37, $38, $3F, $59 ; 0x4F
;db $42, $43, $44, $45, $2F, $30, $3F, $59 ; 0x50
;db $42, $43, $44, $45, $2F, $30, $3F, $59 ; 0x51
;db $42, $43, $44, $45, $20, $2B, $3F, $59 ; 0x52
;db $42, $43, $44, $45, $37, $38, $3F, $59 ; 0x53
;db $42, $43, $44, $45, $37, $38, $3F, $59 ; 0x54
;db $42, $43, $44, $45, $20, $2B, $3F, $59 ; 0x55
;db $42, $43, $44, $45, $37, $38, $3F, $59 ; 0x56
;db $42, $43, $44, $45, $20, $2B, $3F, $59 ; 0x57
;db $42, $43, $44, $45, $2F, $30, $3F, $59 ; 0x58
;db $42, $43, $44, $45, $2F, $30, $3F, $59 ; 0x59
;db $42, $43, $44, $45, $20, $2B, $3F, $59 ; 0x5A
;db $42, $43, $44, $45, $35, $36, $3F, $59 ; 0x5B
;db $42, $43, $44, $45, $35, $36, $3F, $59 ; 0x5C
;db $42, $43, $44, $45, $37, $38, $3F, $59 ; 0x5D
;db $42, $43, $44, $45, $2B, $2C, $3F, $59 ; 0x5E
;db $42, $43, $44, $45, $2B, $2C, $3F, $59 ; 0x5F
;db $42, $43, $44, $45, $2F, $30, $3F, $59 ; 0x60
;db $42, $43, $44, $45, $2F, $30, $3F, $59 ; 0x61
;db $42, $43, $44, $45, $2F, $30, $3F, $59 ; 0x62
;db $42, $43, $44, $45, $35, $36, $3F, $59 ; 0x63
;db $42, $43, $44, $45, $35, $36, $3F, $59 ; 0x64
;db $42, $43, $44, $45, $37, $38, $3F, $59 ; 0x65
;db $42, $43, $44, $45, $2B, $2C, $3F, $59 ; 0x66
;db $42, $43, $44, $45, $2B, $2C, $3F, $59 ; 0x67
;db $42, $43, $44, $45, $2F, $30, $3F, $59 ; 0x68
;db $42, $43, $44, $45, $2F, $30, $3F, $59 ; 0x69
;db $42, $43, $44, $45, $20, $2B, $3F, $59 ; 0x6A
;db $42, $43, $44, $45, $20, $2B, $3F, $59 ; 0x6B
;db $42, $43, $44, $45, $20, $2B, $3F, $59 ; 0x6C
;db $42, $43, $44, $45, $20, $2B, $3F, $59 ; 0x6D
;db $42, $43, $44, $45, $20, $2B, $3F, $59 ; 0x6E
;db $42, $43, $44, $45, $2B, $2C, $3F, $59 ; 0x6F
;db $42, $43, $44, $45, $31, $32, $3F, $59 ; 0x70
;db $42, $43, $44, $45, $31, $32, $3F, $59 ; 0x71
;db $42, $43, $44, $45, $20, $2B, $3F, $59 ; 0x72
;db $42, $43, $44, $45, $37, $38, $3F, $59 ; 0x73
;db $42, $43, $44, $45, $37, $38, $3F, $59 ; 0x74
;db $42, $43, $44, $45, $31, $32, $3F, $59 ; 0x75
;db $42, $43, $44, $45, $31, $32, $3F, $59 ; 0x76
;db $42, $43, $44, $45, $37, $38, $3F, $59 ; 0x77
;db $42, $43, $44, $45, $31, $32, $3F, $59 ; 0x78
;db $42, $43, $44, $45, $31, $32, $3F, $59 ; 0x79
;db $42, $43, $44, $45, $20, $2B, $3F, $59 ; 0x7A
;db $42, $43, $44, $45, $37, $38, $3F, $59 ; 0x7B
;db $42, $43, $44, $45, $37, $38, $3F, $59 ; 0x7C
;db $42, $43, $44, $45, $31, $32, $3F, $59 ; 0x7D
;db $42, $43, $44, $45, $31, $32, $3F, $59 ; 0x7E
;db $42, $43, $44, $45, $20, $2B, $3F, $59 ; 0x7F
; SW
;db $3A, $3B, $3C, $3D, $47, $48, $3E, $5B ; 0x80
;db $3A, $3B, $3C, $3D, $47, $48, $3E, $5B ; 0x81
;db $3A, $3B, $3C, $3D, $47, $48, $3E, $5B ; 0x82
;db $3A, $3B, $3C, $3D, $53, $4D, $3E, $5B ; 0x83
;db $3A, $3B, $3C, $3D, $53, $4D, $3E, $5B ; 0x84
;db $3A, $3B, $3C, $3D, $53, $4D, $3E, $5B ; 0x85
;db $3A, $3B, $3C, $3D, $53, $4D, $3E, $5B ; 0x86
;db $3A, $3B, $3C, $3D, $53, $4D, $3E, $5B ; 0x87
;db $3A, $3B, $3C, $17, $40, $41, $39, $5B ; 0x88
;db $3A, $3B, $3C, $3D, $47, $48, $3E, $5B ; 0x89
;db $3A, $3B, $3C, $3D, $47, $48, $3E, $5B ; 0x8A
;db $3A, $3B, $3C, $3D, $53, $4D, $3E, $5B ; 0x8B
;db $3A, $3B, $3C, $3D, $53, $4D, $3E, $5B ; 0x8C
;db $3A, $3B, $3C, $3D, $53, $4D, $3E, $5B ; 0x8D
;db $3A, $3B, $3C, $3D, $53, $4D, $3E, $5B ; 0x8E
;db $3A, $3B, $3C, $3D, $53, $4D, $3E, $5B ; 0x8F
;db $3A, $3B, $3C, $08, $00, $22, $1B, $5B ; 0x90
;db $3A, $3B, $3C, $08, $00, $22, $1B, $5B ; 0x91
;db $3A, $3B, $3C, $06, $53, $1F, $18, $5B ; 0x92
;db $3A, $3B, $3C, $08, $53, $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, $00, $22, $1B, $5B ; 0x98
;db $3A, $3B, $3C, $08, $00, $22, $1B, $5B ; 0x99
;db $3A, $3B, $3C, $06, $53, $1F, $18, $5B ; 0x9A
;db $3A, $3B, $3C, $06, $53, $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
assert pc() <= $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
assert pc() <= $288998 ; $140998
}
; Start of expanded space.
org $2892B8 ; $1412B8
pushpc
; ==============================================================================
; 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 ReadAnimatedTable : DEC : TAY
PLX
JSL DecompOwAnimatedTiles
RTL
}
assert pc() <= $00D8EE
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.
; $00 crashes the game so just double check that.
LDA.w Pool_AnimatedTable, X : BNE .not007
LDA.w Pool_DefaultGFXGroups_sheet7, Y
BRA .notFF7
.not007
; Load the default sheet if the value is FF.
CMP.b #$FF : BNE .notFF7
LDA.w Pool_DefaultGFXGroups_sheet7, Y
.notFF7
SEP #$10 ; Set X and Y in 8bit mode.
PLB
RTL
}
pushpc
; ==============================================================================
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 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 $D1B1, Y : STA.b $00
LDA.w $D0D2, Y : STA.b $01
LDA.w $CFF3, 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
}
assert pc() <= $00DABB
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.
JSL ReadOverlayArray : 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
; ==============================================================================
; 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.
; PaletteFilter_InitializeWhiteFilter
org $00EEBB ; $006EBB
Func00EEBB:
{
; Check if we are warping to an area with the pyramid BG.
JSL ReadOverlayArray : CMP.w #$0096 : BNE .notHyruleCastle
; This is annoying but I just needed a little bit of extra space.
JSL EraseBGColors
.notHyruleCastle
SEP #$20 ; Set A in 8bit mode.
LDA.b #$08 : STA.w $06BB
STZ.w $06BA
RTL
}
assert pc() <= $00EEE0
pullpc
EraseBGColors:
{
LDA.w #$0000 : STA.l $7EC300 : STA.l $7EC340 : STA.l $7EC500 : STA.l $7EC540
RTL
}
pushpc
; ==============================================================================
; Controls the BG scrolling for HC and the pyramid area.
; MirrorWarp_BuildDewavingHDMATable
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 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 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
}
; This end point also uses up a null block at the end of the function.
assert pc() <= $00FFC0
; ==============================================================================
; Replaces a bunch of calls to a shared function.
; Intro_SetupScreen:
org $028027 ; $010027
JSR.w PreOverworld_LoadProperties_LoadMain_LoadMusicIfNeeded
assert pc() <= $02802B
; Dungeon_LoadSongBankIfNeeded:
org $029C0C ; $011C0C
JMP PreOverworld_LoadProperties_LoadMain_LoadMusicIfNeeded
assert pc() <= $029C0F
; Mirror_LoadMusic:
org $029D1E ; $011D1E
JSR.w PreOverworld_LoadProperties_LoadMain_LoadMusicIfNeeded
assert pc() <= $029D21
; GanonEmerges_LoadPyramidArea:
org $029F82 ; $011F82
JSR.w PreOverworld_LoadProperties_LoadMain_LoadMusicIfNeeded
assert pc() <= $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 ReadAnimatedTable : DEC : TAY
JSL DecompOwAnimatedTiles
; Decompress all other graphics.
JSL InitTilesets
; Load palettes for overworld.
JSR.w Overworld_LoadAreaPalettes
LDX.b $8A
LDA.l $7EFD40, X : STA.b $00
LDA.l $00FD1C, X
; Load some other palettes.
JSL Overworld_LoadPalettes
; Sets the background color (changes depending on area).
JSL 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 $C6EB ; $0146EB IN ROM
.normalArea2
; Sets fixed colors and scroll values.
JSL 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 Tagalong_Init
; Set animated sprite gfx for area 0x00 and 0x40.
LDA.b $8A : AND.b #$3F : BNE .notForestArea
LDA.b #$1E
JSL GetAnimatedSpriteTile_variable
.notForestArea
; Cache the overworld mode 0x09.
LDA.b #$09 : STA.w $010C
JSL Sprite_OverworldReloadAll ; $09C499
; Are we in the dark world? If so, there's no warp vortex there.
LDA.b $8A : AND.b #$40 : BNE .noWarpVortex
JSL 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 $8B0C ; $010B0C IN ROM
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 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 ; Move to Overworld_LoadSubscreenAndSilenceSFX1
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 $4200
; Stop all HDMA.
STZ.w $420C
STZ.w $0136
LDA.b #$FF : STA.w $2140
JSL Sound_LoadLightWorldSongBank
; Re-enable NMI and joypad.
LDA.b #$81 : STA.w $4200
.no_music_load_needed
; PLACE CUSTOM GFX LOAD HERE!
JSL Oracle_CheckForChangeGraphicsNormalLoadBoat
RTS
}
assert pc() <= $02856A ; $01056A
; ==============================================================================
; Changes a function that loads animated tiles under certain conditions.
; Credits_LoadScene_Overworld_PrepGFX
org $028632 ; $010632
Func028632:
{
; The decompression function increases it by 1 so subtract 1 here.
JSL ReadAnimatedTable : DEC : TAY
JSL DecompOwAnimatedTiles
; SCAWFUL: Verify the submodule ID being manipulated here.
LDA.b $11 : LSR A : TAX
; SCAWFUL: Spriteset1 $0AA3 is being modified, let's verify the table.
LDA.l $0285E2, X : STA.w $0AA3
LDA.l $0285F3, X : PHA
JSL InitTilesets
; Load Palettes.
JSR.w Overworld_LoadAreaPalettes
PLA : STA.b $00
LDX.b $8A
LDA.l $00FD1C, X
JSL Overworld_LoadPalettes
LDA.b #$01 : STA.w $0AB2
JSL Palette_Hud
LDA.l $11 : BNE .BRANCH_4
JSL CopyFontToVram
.BRANCH_4
JSR.w Dungeon_LoadPalettes_cacheSettings
JSL Overworld_SetFixedColorAndScroll
LDA.l $8A : CMP.b #$80 : BCC .BRANCH_5
JSL Palette_SetOwBgColor_Long
.BRANCH_5
LDA.b #$09 : STA.b $94
INC.b $B0
RTS
}
assert pc() <= $028697
; ==============================================================================
; Changes part of a function that changes the sub mask color when leaving
; dungeons.
; Spotlight_ConfigureTableAndControl_dont_restore_y_coord
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 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
}
assert pc() <= $029AD3
; ==============================================================================
; 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 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.
STZ.b $1D ; Clear TSQ PPU Register, to be handled in NMI.
INC.b $11 ; SCAWFUL: Verify the submodule we are moving to.
RTS
.notExtendedArea
.mirrorWarp
REP #$20 ; Set A in 16bit mode.
JSL 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 #$009F
.notFF
; $01300B ALTERNATE ENTRY POINT ; TODO: Verify this. If it is an alternate
; entry I can't find where it is referenced anywhere.
.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 $2131 (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
}
assert pc() <= $02B0D2 ; $0130D2
; ==============================================================================
; 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 HandleSubscreenBgColorPyramidBgWarp later on.
;JSL EnableSubScreenCheckForPyramid
RTL
}
assert pc() <= $02B2E6 ; $0132E6
pullpc
EnableSubScreenCheckForPyramid:
{
REP #$20 ; Set A in 16bit mode.
JSL ReadOverlayArray
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
; ==============================================================================
; Handles activating the subscreen and special BG color when warping to an area
; with the pyramid BG.
org $02B3A1 ; $0133A1
HandleSubscreenBgColorPyramidBgWarp:
{
JSL 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 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 Sprite_ResetAll
JSL Sprite_OverworldReloadAll
JSL Link_ItemReset_FromOverworldThings
JSR.w DeleteCertainAncillaeStopDashing
LDA.b #$14 : STA.b $5D
LDA.b $8A : AND.b #$40 : BNE .darkWorld
JSL Sprite_ReinitWarpVortex
.darkWorld
RTL
}
assert pc() <= $02B40A ; $01340A
; ==============================================================================
; Controls overworld vertical subscreen movement for the pyramid BG.
org $02BC44 ; $013C44
Func02BC44:
{
; Check for the pyramid BG.
JSL ReadOverlayArray : CMP.w #$0096 : BNE .BRANCH_IOTA
JSL BGControl
BRA .BRANCH_IOTA
assert pc() <= $02BC60 ; $013C60
org $02BC60 ; $013C60
.BRANCH_IOTA
}
assert pc() <= $02BC60
pullpc
ReadOverlayArray:
{
PHB : PHK : PLB
LDA.b $8A : ASL : TAX
LDA.w Pool_OverlayTable, X
PLB
RTL
}
BGControl:
{
; 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.
; 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
; ==============================================================================
; Changes how the pyramid BG scrolls durring transition.
org $02C02D ; $01402D
Func02C02D:
{
PHA
JSL 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
}
assert pc() <= $02C039 ; $014039
pullpc
ReadOverlayArray2:
{
PHX
; A is already 16 bit here.
REP #$10 ; Set X and Y in 16bit mode.
JSL ReadOverlayArray : TAY
SEP #$10 ; Set X and Y in 8bit mode.
PLX
RTL
}
pushpc
; ==============================================================================
; 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
assert pc() <= $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 Palette_MainSpr
; Load SP0 (2nd half) and SP6 (2nd half).
JSL Palette_MiscSpr
; Load SP5 (1st half).
JSL Palette_SpriteAux1
; Load SP6 (1st half).
JSL Palette_SpriteAux2
; Load SP5 (2nd half, 1st 3 colors), which is the sword palette.
JSL Palette_Sword
; Load SP5 (2nd half, next 4 colors), which is the shield.
JSL Palette_Shield
; Load SP7 (full) Link's whole palette, including Armor.
JSL 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 Palette_SpriteAux3
; Load BP0 and BP1 (first halves).
JSL Palette_Hud
; Load BP2 through BP5 (first halves).
JSL Palette_OverworldBgMain
RTS
}
assert pc() <= $02C6EB ; $0146EB
; ==============================================================================
; 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 $02A46D, X : STA.b $E1
LDA.b $E7 : CLC : ADC.l $02A471, X : STA.b $E7
.skipMovement
RTL
}
assert pc() <= $02A52D ; $01252D
; ==============================================================================
; Main Mosaic Hook. Changes it to use a table instead of hardcoded to the woods
; areas.
; OverworldHandleTransitions.shift
org $02AADB ; $012ADB
JML MosaicAreaCheck
assert pc() <= $02AADF ; $012ADF
pullpc
MosaicAreaCheck:
{
PHB : PHK : PLB
; Check if the area we are in needs a mosaic.
TAX
LDA.w Pool_MosaicTable, X
BEQ .noMosaic1
PLB
JML $02AAE5
.noMosaic1
; Check if the area we are going to needs a mosaic.
LDX.b $8A
LDA.w Pool_MosaicTable, X
BEQ .noMosaic2
PLB
JML $02AAE5
.noMosaic2
PLB
JML $02AAF4
}
pushpc
; ==============================================================================
; Repairs an old ZS call.
; Module09_LoadAuxGFX
org $02ABB8 ; $012BB8
db $A9, $09, $80, $02
; Module09_TriggerTilemapUpdate
org $02ABBE ; $012BBE
JSL NewOverworld_FinishTransGfx
NOP : NOP : NOP
assert pc() <= $02ABC5 ; $012BC5
pullpc
; Loads the animated tiles after most of the transition gfx changes take place.
NewOverworld_FinishTransGfx:
{
PHB : PHK : PLB
; First frame
LDA.w TransGFXModuleIndex : BNE .notLoad
JSR CheckForChangeGraphicsTransitionLoad
; Trigger NMI module: NMI_UpdateBgChrSlots_3_to_4.
LDA.b #$09
; Signal for a graphics transfer in the NMI routine later.
STA.b $17 : STA.w $0710
; Move on to next submodule.
INC.b $11
; Move on to next subsubmodule.
INC.w TransGFXModuleIndex
BRA .return
.notLoad
; Second frame
CMP.b #$01 : BNE .notFinish
; Trigger NMI module: NMI_UpdateBgChrSlots_5_to_6.
LDA.b #$0A
; Signal for a graphics transfer in the NMI routine later.
STA.b $17 : STA.w $0710
; Don't move on to the next submodule yet.
; Move on to next subsubmodule.
INC.w TransGFXModuleIndex
BRA .return
.notFinish
; Third frame
CMP.b #$02 : BNE .notMain1
LDA.w Pool_EnableTransitionGFXGroupLoad : BEQ .moveOn
; Prep the new static gfx tile sets.
JSR LoadTransMainGFX
JSR NewPrepTransAuxGFX
; Trigger NMI module: NMI_UpdateChr_Bg0.
LDA.b #$0E
; Signal for a graphics transfer in the NMI routine later.
STA.b $17 : STA.w $0710
; Move on to next subsubmodule.
INC.w TransGFXModuleIndex
BRA .return
.notMain1
; Fourth frame
LDA.w Pool_EnableTransitionGFXGroupLoad : BEQ .moveOn
; 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
.moveOn
; Move on to next submodule.
INC.b $11
.return
PLB
RTL
}
print "CheckForChangeGraphicsTransitionLoad: ", pc
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 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 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 Palette_OverworldBgMain2
.dontUpdateMain1
LDA.w Pool_EnableBGColor : BEQ .dontUpdateBGColor1
REP #$30 ; Set A, X, and Y in 16bit mode.
LDA.b $8A : ASL : TAX ; Get area code and times it by 2.
; Where ZS saves the array of palettes
LDA.w Pool_BGColorTable, X
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 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 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 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
LDA.b $8A : ASL : TAX ; Get area code and times it by 2.
LDA.w Pool_BGColorTable, X ; Where ZS saves the array of palettes.
.storeColor
; Set transparent color. only set the buffer so it fades in right
; during mosaic transition.
STA.l $7EC300 : STA.l $7EC340
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 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.
; 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 $1BEC3B, X : ADC.w #$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
}
Palette_MultiLoad2:
{
; 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).
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] = $7E6000
STZ.b $00
LDA.b #$40 : STA.b $01
LDA.b #$7E : STA.b $02
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
TAY
JSL 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
TAY
JSL 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
TAY
JSL 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
TAY
JSL Decomp_bg_variableLONG
.noBgGfxChange7
RTS
}
NewPrepTransAuxGFX:
{
; Prepares the transition graphics to be transferred to VRAM during NMI.
; This could occur either during this frame or any subsequent frame.
; Set bank for source address.
LDA.b #$7E : STA.b $02 : STA.b $05
REP #$31
; Source address is $7E6000, number of tiles is 0x40,
; base address is $7F0000.
LDX.w #$0000
LDY.w #$0040
LDA.w #$4000
; The first graphics pack always uses the higher 8 palette values.
JSL Do3To4High16BitLONG
; Number of tiles for next set is 0xC0.
LDY.w #$00C0
LDA.b $03
JSL Do3To4Low16BitLONG
SEP #$30
RTS
}
pushpc
; ==============================================================================
; WorldMap_ExitMap
org $0ABC5A ; $053C5A
JSL CheckForChangeGraphicsNormalLoad
assert pc() <= $0ABC5E ; $053C5E
; Loads the animated tiles after the overworld map is closed.
pullpc
CheckForChangeGraphicsNormalLoad:
{
PHB : PHK : PLB
JSL InitTilesets ; Replaced code.
JSL 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 DecompOwAnimatedTiles
; PLACE CUSTOM GFX LOAD HERE!
JSL Oracle_CheckForChangeGraphicsNormalLoadBoat
PLB
RTL
}
pushpc
; ==============================================================================
; Loads different animated tiles when returning from bird travel.
; FluteMenu_LoadSelectedScreen
org $0AB8F5 ; $0538F5
Func0AB8F5:
{
JSL ReadAnimatedTable : STA.w AnimatedTileGFXSet : DEC : TAY
; From this point on it is the vanilla function.
JSL DecompOwAnimatedTiles
JSL Overworld_SetFixedColorAndScroll
STZ.w $0AA9
STZ.w $0AB2
JSL InitTilesets
INC.w $0200 ; SCAWFUL: Verify the interface submodule ID being used here.
; Provides context on where in the jump table we're at.
STZ.b $B2
JSL $02B1F4 ; $0131F4 IN ROM
; Play sound effect indicating we're coming out of map mode.
LDA.b #$10 : STA.w $012F
JSL 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
}
assert pc() <= $0AB948 ; $053948
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
; ==============================================================================
; Loads different special transparent colors and overlay speeds based on the
; overlay duringtransition and under other certain cases. Exact cases need to be
; investigated. When leaving dungeon.
org $0BFEC6 ; $05FEC6
Overworld_LoadBGColorAndSubscreenOverlay:
{
JSL 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 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
STX.b $9C
STY.b $9D ; Set the fixed color addition color values.
.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 ReadOverlayArray
; Are we at Hyrule Castle or Pyramid of Power?
CMP.w #$0096 : BNE .subscreenOnAndReturn
JSL NeedSomeSpaceForWhateverThisIs
BRA .subscreenOnAndReturn
.BRANCH_11
; Check for the pyramid BG.
JSL 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
}
assert pc() <= $0BFFA8 ; $05FFA8
pullpc
print "ReplaceBGColor: ", pc
ReplaceBGColor:
{
PHB : PHK : PLB
; TODO: This may need to check if we are in a warp and then if so load the
; custom color. If not, then chceck if its enabled or not.
;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.
LDA.b $8A : ASL : TAX ; Get area code and times it by 2.
LDA.w Pool_BGColorTable, X ; Get the color.
; 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
PLB
RTL
}
; TODO: Doccument this better and fiture out what it actually does.
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
; ==============================================================================
; 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
assert pc() <= $0ED62C ; $07562C
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
LDA.b $8A : ASL : TAX ; Get area code and times it by 2.
LDA.w Pool_BGColorTable, X ; Get the color.
.storeColor
STA.l $7EC300 : STA.l $7EC340 ; Set transparent color.
;STA.l $7EC500 : STA.l $7EC540
INC.b $15
PLB
JML InitColorLoad2_Return
}
pushpc
; ==============================================================================
; 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 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
}
assert pc() <= $0ED8FB ; $0758FB
; ==============================================================================
; Interupts the vanilla LoadTransAuxGFX function
org $00D673 ; $005673
JML NewLoadTransAuxGFX
assert pc() <= $00D677 ; $005677
org $008C8A ; $000C8A
dw NMI_UpdateChr_Bg2HalfAndAnimated
assert pc() <= $00D677 ; $005677
; 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 NMI_UpdateChr_Bg2HalfAndAnimatedLONG
RTS
}
assert pc() <= $00D5CB ; $0055CB
pullpc
NewLoadTransAuxGFX:
{
PHB : PHK : PLB
LDA $1B : BNE .normal_load
LDA.w Pool_EnableTransitionGFXGroupLoad : BNE .notNormalLoad
.normal_load
; Replaced code:
LDA.b #$60 : STA.b $01
PLB
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
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
TAY
JSL 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
TAY
JSL 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
TAY
JSL 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
TAY
JSL 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 TransGFXModuleIndex
PLB
JML LoadTransAuxGFX_sprite_continue ; $005706 Return to regular code.
}
NMI_UpdateChr_Bg2HalfAndAnimatedLONG:
{
PHB : PHK : PLB
REP #$20
; Sheet 1
; Set VRAM target to $3000 (word).
LDA.w #$2800 : STA.w $2116
; Increment on writes to $2119.
LDY.b #$80 : STY.w $2115
; Target is $2118, write two registers once ($2118 / $2119).
LDA.w #$1801 : STA.w $4300
; Source address is $7F1000.
LDA.w #$1000 : STA.w $4302
LDY.b #$7F : STY.w $4304
; Write 0x0800 bytes.
LDA.w #$0800 : STA.w $4305
; Transfer data on channel 1.
LDY.b #$01 : STY.w $420B
; Sheet 2
; Set VRAM target to $3000 (word).
LDA.w #$3E00 : STA.w $2116
; Increment on writes to $2119.
LDY.b #$80 : STY.w $2115
; Target is $2118, write two registers once ($2118 / $2119).
LDA.w #$1801 : STA.w $4300
; Only copy the latter half of the sheet to prevent the animated tiles from
; flickering on transition.
; Source address is $7F1C00.
LDA.w #$1C00 : STA.w $4302
LDY.b #$7F : STY.w $4304
; Write 0x08400 bytes.
LDA.w #$0400 : STA.w $4305
; Transfer data on channel 1.
LDY.b #$01 : STY.w $420B
SEP #$20
STZ.w $0710
PLB
RTL
}
pushpc
; ==============================================================================
org $00E221 ; $006221
JML InitTilesetsLongCalls
assert pc() <= $00E225 ; $006225
org $00D904 ; $005904
JML AnimateMirrorWarp_DecompressNewTileSetsLongCalls
assert pc() <= $00D908 ; $005908
org $00D97D ; $00597D
JML AnimateMirrorWarp_DecompressNewTileSetsLongCalls2
assert pc() <= $00D981 ; $005981
org $00D9BC ; $0059BC
JML AnimateMirrorWarp_DecompressBackgroundsALongCalls
assert pc() <= $00D9C1 ; $0059C1
org $00DA2F ; $005A2F
JML AnimateMirrorWarp_DecompressBackgroundsCLongCalls
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:
LDA.b $10 : CMP.b #$08 : BEQ .outdoors ; Pre-overworld main module
CMP.b #$0E : BEQ .interface ; Text Mode/Item Screen/Map module
.dungeon_map_restore_normal
REP #$30
LDA.w $0AA1 : AND.w #$00FF ; Replaced code.
PLB
JML $00E227 ; $006227 Return to normal code.
.interface
LDA.b $11 : CMP.b #$03 : BEQ .dungeon_map_restore_normal
.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 $0D
LDA.w Pool_OWGFXGroupTable_sheet1, X : CMP.b #$FF : BNE .notFF1
LDA.w Pool_DefaultGFXGroups_sheet1, Y
.notFF1
STA.b $0C
LDA.w Pool_OWGFXGroupTable_sheet2, X : CMP.b #$FF : BNE .notFF2
LDA.w Pool_DefaultGFXGroups_sheet2, Y
.notFF2
STA.b $0B
LDA.w Pool_OWGFXGroupTable_sheet3, X : CMP.b #$FF : BNE .notFF3
LDA.w Pool_DefaultGFXGroups_sheet3, Y
.notFF3
STA.l $7EC2F8 : STA.b $0A
LDA.w Pool_OWGFXGroupTable_sheet4, X : CMP.b #$FF : BNE .notFF4
LDA.w Pool_DefaultGFXGroups_sheet4, Y
.notFF4
STA.l $7EC2F9 : STA.b $09
LDA.w Pool_OWGFXGroupTable_sheet5, X : CMP.b #$FF : BNE .notFF5
LDA.w Pool_DefaultGFXGroups_sheet5, Y
.notFF5
STA.l $7EC2FA : STA.b $08
LDA.w Pool_OWGFXGroupTable_sheet6, X : CMP.b #$FF : BNE .notFF6
LDA.w Pool_DefaultGFXGroups_sheet6, Y
.notFF6
STA.l $7EC2FB : STA.b $07
LDA.w Pool_OWGFXGroupTable_sheet7, X : CMP.b #$FF : BNE .notFF7
LDA.w Pool_DefaultGFXGroups_sheet7, Y
.notFF7
STA.b $06
PLB
JML $00E282 ; $006282 Skip normal sheet load.
}
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 $7EC2F8
LDA.w Pool_OWGFXGroupTable_sheet4, X : CMP.b #$FF : BNE .notFF4
LDA.w Pool_DefaultGFXGroups_sheet4, Y
.notFF4
STA.l $7EC2F9
LDA.w Pool_OWGFXGroupTable_sheet5, X : CMP.b #$FF : BNE .notFF5
LDA.w Pool_DefaultGFXGroups_sheet5, Y
.notFF5
STA.l $7EC2FA
LDA.w Pool_OWGFXGroupTable_sheet6, X : CMP.b #$FF : BNE .notFF6
LDA.w Pool_DefaultGFXGroups_sheet6, Y
.notFF6
STA.l $7EC2FB
PLB
JML $00D949 ; $005949 Skip normal sheet load.
}
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 $08
LDA.w Pool_OWGFXGroupTable_sheet0, X : CMP.b #$FF : BNE .notFF0
LDA.w Pool_DefaultGFXGroups_sheet0, Y
.notFF0
TAY
SEP #$10
PLB
JML $00D988 ; $005988 Skip normal sheet load.
}
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 $08
LDA.w Pool_OWGFXGroupTable_sheet2, X : CMP.b #$FF : BNE .notFF2
LDA.w Pool_DefaultGFXGroups_sheet2, Y
.notFF2
TAY
SEP #$10
PLB
JML $00D9C7 ; $0059C7 Skip normal sheet load.
}
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 $08 : STA AnimatedTileGFXSet
LDA.w Pool_OWGFXGroupTable_sheet6, X : CMP.b #$FF : BNE .notFF6
LDA.w Pool_DefaultGFXGroups_sheet6, Y
.notFF6
TAY
SEP #$10
PLB
JML $00DA3A ; $005A3A Skip normal sheet load.
}
pushpc
; ==============================================================================
; A second pullpc is needed here just in case someone incorperates this ASM into
; their own code base.
pullpc
pullpc