Files
oracle-of-secrets/Items/ocarina.asm
2023-05-15 18:23:05 -05:00

480 lines
9.6 KiB
NASM

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