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1407 lines (1048 loc) · 22.5 KB
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.include "build.inc"
.include "../z2mmc5/mmc5regs.inc"
.include "bhop.inc"
.feature c_comments
.feature org_per_seg
.define FT_SAVE_BUFF_SIZE $140
.import __BHOP_RAM_LOAD__, __BHOP_RAM_SIZE__
BANK_SIZE = $2000
NUM_PRG_BANKS = $20
SOUND_BANK = $c
NUM_TRACKS = $13
MAX_TRACKS = $80
TITLE_TRACK_IDX = 0
OVERWORLD_TRACK_IDX = 1
BATTLE_TRACK_IDX = 3
ITEM_FANFARE_TRACK_IDX = 4
TOWN_TRACK_IDX = 5
HOUSE_TRACK_IDX = 7
SKILL_FANFARE_TRACK_IDX = 8
PALACE_TRACK_IDX = 9
BOSS_TRACK_IDX = $b
CRYSTAL_FANFARE_TRACK_IDX = $c
GREAT_PALACE_TRACK_IDX = $d
ENDING_TRACK_IDX = $f
CREDITS_TRACK_IDX = $10
GAME_COMPLETE_TRACK_IDX = $11
DARK_LINK_TRACK_IDX = $12
TRACK_FLAG_FANFARE = 1 ; Do not save to previous track if preempted
MUSIC_CMDS_START = $80
BEGIN_OVERWORLD_CMD = $80
RESUME_OVERWORLD_CMD = $81
BEGIN_ENCOUNTER_CMD = $82
RESUME_ENCOUNTER_CMD = $83
STOP_MUSIC_CMD = $84 ; And above
.define NUM_BHOP_TEMPS 6
.define SRC_OFFS(bank, offs) ((BANK_SIZE * (bank)) + (offs) + $10)
.define SRC_BOFFS(bank) SRC_OFFS (bank), 0
.macro inc_bank_part bank_idx, offs, size
.incbin SRC_ROM, SRC_OFFS bank_idx, offs, size
.endmacro
.macro inc_bank_range bank_idx, start_offs, end_offs
.incbin SRC_ROM, SRC_OFFS (bank_idx), (start_offs), (end_offs) - (start_offs)
.endmacro
.macro inc_banks start_bank, end_bank, new_start_bank
.ifnblank new_start_bank
tgt_bank .set (new_start_bank)
.else
tgt_bank .set (start_bank)
.endif
.repeat (end_bank) - (start_bank), bank_idx
.segment .sprintf("BANK%X", bank_idx + tgt_bank)
;.out .sprintf("BANK%X", bank_idx + tgt_bank)
.incbin SRC_ROM, SRC_BOFFS bank_idx + (start_bank), BANK_SIZE
.endrepeat
.endmacro
.macro patch_segment name, size, start_addr, end_addr
.segment .string(name)
.import .ident(.sprintf("__%s_SIZE__", .string(name)))
.assert .ident(.sprintf("__%s_SIZE__", .string(name))) <= (size), lderror, .sprintf("Segment '%s' exceeds size limit of $%x bytes", .string(name), (size))
.ifnblank start_addr
.import .ident(.sprintf("__%s_LOAD__", .string(name)))
.assert .ident(.sprintf("__%s_LOAD__", .string(name))) = (start_addr), lderror, .sprintf("Segment '%s' was not loaded at the correct address %x", .string(name), (start_addr))
.endif
.ifnblank end_addr
.assert (size) = (end_addr) + 1 - (start_addr), error, .sprintf("$%x + 1 - $%x != $%x", (end_addr), (start_addr), (size))
.endif
.endmacro
.macro patch_call seg_name, target
patch_segment seg_name, 3
jsr target
.endmacro
PpuStatus_2002 := $2002
Sq0Duty_4000 := $4000
Sq0Sweep_4001 := $4001
Sq0Timer_4002 := $4002
Sq0Length_4003 := $4003
Sq1Duty_4004 := $4004
Sq1Sweep_4005 := $4005
Sq1Timer_4006 := $4006
Sq1Length_4007 := $4007
TriLinear_4008 := $4008
TriTimer_400A := $400a
TriLength_400B := $400b
NoiseVolume_400C := $400c
NoisePeriod_400E := $400e
NoiseLength_400F := $400f
DmcFreq_4010 := $4010
DmcCounter_4011 := $4011
DmcAddress_4012 := $4012
DmcLength_4013 := $4013
ApuStatus_4015 := $4015
Ctrl1_4016 := $4016
UpdateNativeTitleMusic := $826a
UpdateNativeSound := $9000
UpdateNativeMusic := $9b18
StopNativeTrack := $9b3b
StopTitleTrack := $82cf
UpdateGame := $c2ca
SwitchToBank0 := $ffc5
.ifndef RANDOMIZER
CurBank8 := $7b2
CurBankA := $7b3
.else
; The randomizer changed where it puts these after z2ft was written.
CurBank8 := $6380
CurBankA := $6381
.endif
; This is set by Z2R in the randomizer build and must be at a hard-coded address
RealCurMapArea := $69ff
WorldRegionDivYs := $cb32
CurWorldMap := $706
CurZone := $707
CurMapArea := $748
CurTerrain := $563
CurEnemyType := $75a
IsPaused := $ea
EncounterWorldY := $6a3e
TitleTrackToPlay := $ea
TrackToPlay := $eb
ComplexSfxToPlay := $ec
NoiseSfxToPlay := $ed
Square2SfxToPlay := $ee
CurNativeTitleTrack := $e8
CurNativeTrack := $7fb
CurTitleSquareSfx := $e9
CurSquare1Sfx := $7ff
CurSquare1Sfx2 := $7df
CurSquare2Sfx := $7fe
CurNoiseSfx := $7fd
CurNoiseSfx2 := $7e0
NO_FT_TRACK_TO_PLAY = $ff
.segment "ZEROPAGE": zeropage
.org $4c - NUM_BHOP_TEMPS
BhopTemps: .res NUM_BHOP_TEMPS
.org $4c
Temp: .byte 0
.org $dc
; Only valid during the title screen
TitleMusicPhase: .byte 0
TitleMusicPhaseFlag: .byte 0
TitlePhaseFramesLeft: .word 0
.segment "VARS"
.org $76a
IsInit: .byte 0
.segment "HIVARS"
TrackIdxToPlay: .byte 0 ; 0 if none, $80 to stop music
PrevSfxChans: .byte 0 ; MSB indicates that FT track is resuming after being paused
CurSfxChans: .byte 0
; $80 if none
CurTrack: .byte 0
PrevTrack: .byte 0 ; Restored after fanfares
PrevFtTrack: .byte 0 ; Can be paused and resumed if no new FT track plays
PlayingFt: .byte 0
FtEngineBank: .byte 0
CurFtBank: .byte 0
TrackZone: .byte 0
FtTrackToPlay: .byte 0 ; $80 if none
FtBankToPlay: .byte 0
FtAddrToPlay: .word 0
SavedBhopTemps: .res NUM_BHOP_TEMPS
SavedFtTrack: .byte 0 ; $80 if none
SavedFtEngineBank: .byte 0
SavedFtBank: .byte 0
END_HIVARS:
.segment "FT_SAVE_BUFFER"
FtSaveBuff: .res FT_SAVE_BUFF_SIZE
END_FT_SAVE_BUFFER:
.assert __BHOP_RAM_SIZE__ <= FT_SAVE_BUFF_SIZE, lderror, "BHOP RAM size exceeds FtSaveBuff size"
.macro save_bhop_temps
.repeat NUM_BHOP_TEMPS, i
lda BhopTemps + i
sta SavedBhopTemps + i
.endrepeat
.endmacro
.macro restore_bhop_temps
.repeat NUM_BHOP_TEMPS, i
lda SavedBhopTemps + i
sta BhopTemps + i
.endrepeat
.endmacro
.segment "HDR"
.incbin SRC_ROM, 0, $10
inc_banks 0, $c
inc_banks $e, $1f
.repeat $40, i
.segment .sprintf("CHRBANK%X", i)
.incbin SRC_ROM, (NUM_PRG_BANKS * BANK_SIZE + i * $800 + $10), $800
.endrepeat
patch_call PATCH_CALL_UPDATE_TITLE_MUSIC, UpdateTitleMusic
patch_call PATCH_CALL_UPDATE_GAME_MUSIC, UpdateGameMusic
.ifndef RANDOMIZER
; In Z2R this is set in its own code
patch_call PATCH_CALL_SAVE_REAL_MAP_AREA1, SaveRealMapArea
patch_call PATCH_CALL_SAVE_REAL_MAP_AREA2, SaveRealMapArea2
patch_segment PATCH_SAVE_REAL_MAP_AREA, $10, $a970, $a97f
.proc SaveRealMapArea
stx CurMapArea
stx RealCurMapArea
rts
.endproc ; SaveRealMapArea
.proc SaveRealMapArea2
sta CurMapArea
sta RealCurMapArea
rts
.endproc ; SaveRealMapArea
.endif
patch_segment PATCH_HANDLE_NATIVE_TRACK_END, $12, $9b4f, $9b60
.scope
and #$1
jsr HandleEndOfTrack
jmp @Continue
.res $a
@Continue:
.endscope
.ifndef RANDOMIZER
patch_segment PATCH_CALL_UPDATE_SOUND, 3, $c12f
; Defer updating sound till after setting up the screen split
jsr SwitchToBank0
patch_call PATCH_NEW_CALL_UPDATE_SOUND, CallUpdateSound
patch_segment PATCH_CALL_UPDATE_SOUND_JUMP_STUB, $23, $d3a7, $d3c9
.proc CallUpdateSound
; $21 bytes
lda #(SOUND_BANK | PRG_BANK_ROM)
sta PrgBank8Reg
ora #$1
sta PrgBankAReg
jsr UpdateSound
lda CurBank8
sta PrgBank8Reg
lda CurBankA
sta PrgBankAReg
lda PpuStatus_2002
rts
.endproc ; CallUpdateSound
.res 6
.endif ; !defined(RANDOMIZER)
patch_segment PATCH_READ_ZONE1, 3, $9b24
lda TrackZone
patch_segment PATCH_READ_ZONE2, 3, $9b80
lda TrackZone
patch_segment PATCH_READ_TITLE_PHASE1, 2, $a787
lda TitleMusicPhaseFlag
patch_segment PATCH_READ_TITLE_PHASE2, 2, $a778
lda TitleMusicPhaseFlag
patch_segment PATCH_SET_OLD_KASUTO_TRACK, 3, $cf1b
lda #$1
patch_segment PATCH_RESTART_LAST_BOSS_TRACK, 9, $988e, $9896
lda CurTrack
bpl :+
lda #$40
sta $eb
:
; The fire SFX is started every frame a fire is on screen and simply sets the noise registers without setting $7fd to indicate a SFX is playing. Make it set $7fd so music doesn't interfere.
patch_segment PATCH_CHECK_NOISE_SFX, $b, $95db, $95e5
; $a bytes
.org $95db
.proc PatchCheckNoiseSfx
; *ed is in Y, *7fd >> 6 is in A, *ed:carry is >>= 7
; Can clobber all
; Highest precedence: start fire ($40)
bcc @NoStartFire
@StartFire:
sty CurNoiseSfx
bcs $9597
@NoStartFire:
jmp PatchCheckNoiseSfxCont
.endproc ; PatchCheckNoiseSfx
.res 1
.segment "BANKC_LOW"
inc_bank_part SOUND_BANK, 0, $78c
; $674 bytes available
UpdateSound:
jmp UpdateSoundBody
; Need to replace the original so that music-stopping SFX can be captured before they're processed
.proc UpdateSoundBody
lda TrackToPlay
bne @CallUpdate
lda ComplexSfxToPlay
and #$1 ; Death
ora Square2SfxToPlay
and #$7 ; Death, falling, entering/exiting enemy encounter,
beq @CallUpdate
ldx #$0
stx PlayingFt ; Soft stop play
dex
stx CurTrack
stx PrevTrack
@CallUpdate:
jmp UpdateNativeSound
.endproc ; UpdateSoundBody
.proc UpdateTitleMusic
lda IsInit
bne @AlreadyInit
@Initialize:
sta PlayingFt
sta TrackIdxToPlay
sta PrevSfxChans
sta CurSfxChans
;sta CurFtBank
sta global_attenuation
sta TitleMusicPhase
sta TitleMusicPhaseFlag
lda #NO_FT_TRACK_TO_PLAY
sta CurTrack
sta PrevTrack
sta PrevFtTrack
sta FtTrackToPlay
sta SavedFtTrack
sta IsInit
@AlreadyInit:
lda TitleTrackToPlay
beq @NoTrackToPlay
pha
; Always stop the previous track before starting a new one
lda #$0
sta PlayingFt
sta TitleTrackToPlay
sta TitleMusicPhase
sta TitleMusicPhaseFlag
lda #$80
sta CurTrack
sta PrevTrack
jsr StopTitleTrack
pla
lsr a
bcc @NoTrackToPlay
@BeginTrack:
lda #(TITLE_TRACK_IDX + 1)
jsr BeginTrack
sta TitleTrackToPlay
lda #$1
sta TitleMusicPhase
sta TitleMusicPhaseFlag
asl a
tax
lda @FramesPerTitleSegment - 2, x
sta TitlePhaseFramesLeft
lda @FramesPerTitleSegment - 1, x
sta TitlePhaseFramesLeft + 1
bpl @TitlePhaseDone
@NoTrackToPlay:
lda TitleMusicPhase
beq @TitlePhaseDone
lda TitlePhaseFramesLeft
sec
sbc #$1
sta TitlePhaseFramesLeft
bcs @TitlePhaseDone
dec TitlePhaseFramesLeft + 1
bpl @TitlePhaseDone
asl TitleMusicPhaseFlag
inc TitleMusicPhase
lda TitleMusicPhase
cmp #$6
bcc @NoLoop
lda #$2
sta TitleMusicPhase
sta TitleMusicPhaseFlag
@NoLoop:
asl a
tax
lda @FramesPerTitleSegment - 2, x
sta TitlePhaseFramesLeft
lda @FramesPerTitleSegment - 1, x
sta TitlePhaseFramesLeft + 1
@TitlePhaseDone:
lda PlayingFt
bne @PlayingFt
jsr UpdateNativeTitleMusic
rts
@PlayingFt:
lda #$0
ldx CurTitleSquareSfx
beq @NoSfx
lda #$3
@NoSfx:
sta CurSfxChans
jsr CallUpdateFtMusic
rts
@FramesPerTitleSegment:
.word $1ff - 1, $3fe - 1, $1ff - 1, $3fe - 1, $3fe - 1
.endproc ; UpdateTitleMusic
.proc UpdateGameMusic
; NMI does NOT save X and Y for you
txa
pha
tya
pha
@CheckForTrack:
lda TrackToPlay
beq @CheckForTrackIdx
jsr DecodeTrackIdx
sta TrackIdxToPlay
@CheckForTrackIdx:
lda TrackIdxToPlay
beq @UpdateMusic
@RecheckIdxToPlay:
pha
lda #$0
sta PlayingFt
sta TrackToPlay
sta TrackIdxToPlay
jsr StopNativeTrack
pla
@BeginTrack:
jsr BeginTrack
sta TrackToPlay
@UpdateMusic:
lda PlayingFt
bne @UpdateFt
@PlayingNative:
jsr UpdateNativeMusic
jmp @AfterUpdate
@UpdateFt:
; Update the channel mask
lda IsPaused
beq @NotPaused
lda #$ff
sta CurSfxChans
bne @CallUpdate
@NotPaused:
lda #$0
sta CurSfxChans
lda CurNoiseSfx
ora CurNoiseSfx2
cmp #$1
rol CurSfxChans
lda CurNoiseSfx
and #$a
cmp #$1
rol CurSfxChans
lda CurSquare2Sfx
cmp #$1
rol CurSfxChans
lda CurSquare1Sfx
ora CurSquare1Sfx2
cmp #$1
rol CurSfxChans
@CallUpdate:
jsr CallUpdateFtMusic
@AfterUpdate:
lda TrackIdxToPlay
bne @RecheckIdxToPlay
pla
tay
pla
tax
rts
.endproc ; UpdateGameMusic
.proc DecodeTrackIdx
beq @Done
pha
and #$f
beq @CheckHighNibble
@CheckLowNibble:
pla
tax
lda @MaskToIdxTbl, x
bpl @HaveIdx
@CheckHighNibble:
pla
lsr a
lsr a
lsr a
lsr a
tax
lda @MaskToIdxTbl, x
clc
adc #$4
@HaveIdx:
sta Temp
lda CurZone ;;; IS THIS SAFE OR DOES IT NEED TO BE SET IN INTRO??
asl a
asl a
asl a
ora Temp
tax
lda GameTrackIdxMap, x
bmi @Done
@NormalTrack:
clc
adc #$1
@Done:
rts
; Index of lowest bit set in a nibble or $ff if none
@MaskToIdxTbl: .byt $ff, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0
.endproc ; DecodeTrackIdx
.proc BeginTrack
cmp #$0
beq @Done
bpl @IsTrack
jmp @IsCommand
@IsTrack:
sec
sbc #$1
@IsTrack0:
cmp PrevFtTrack
beq @RestoreFtTrack
cmp SavedFtTrack
beq @LoadSavedFtTrack
asl a
tax
ldy TrackMap + 1, x
bmi @StopMusic
pha
ldx CurTrack
bmi @NoSaveCurTrack
lda TrackFlags, x
and #TRACK_FLAG_FANFARE
bne @NoSaveCurTrack
@SaveCurTrack:
stx PrevTrack
@NoSaveCurTrack:
pla
tax
lsr a
sta CurTrack
@BeginTrack:
lda TrackMap, x
bmi @IsFtTrack
@IsNativeTrack:
lda RevTrackZoneMap, y
sta TrackZone
lda RevTrackFlagMap, y
bpl @Done
bmi @Return0
@IsFtTrack:
;;; TODO: Support FT fanfares
pha
lda PrevFtTrack
bmi :+
txa
pha
jsr SaveFtData
pla
tax
@:
pla
eor #$ff
ora #PRG_BANK_ROM
sta FtBankToPlay
sty FtTrackToPlay
lda #(<.bank(UpdateFtMusic) | PRG_BANK_ROM)
sta FtEngineBank
lda TrackAddrMap, x
sta FtAddrToPlay
lda TrackAddrMap + 1, x
sta FtAddrToPlay + 1
sta PlayingFt
@Return0:
lda #$0
@Done:
rts
@RestoreFtTrack:
sta CurTrack
@RestoreFtTrackCommon:
lda #NO_FT_TRACK_TO_PLAY
; sta PrevFtTrack
sta PrevTrack ;;; TODO: Support FT fanfares?
lda #$8f
sta PrevSfxChans
sta PlayingFt
bne @Return0
@LoadSavedFtTrack:
; Neither X nor Y are needed after this
jsr SwapFtSaveData
jmp @RestoreFtTrackCommon
@StopMusic:
lda #NO_FT_TRACK_TO_PLAY
sta CurTrack
sta PrevTrack
bmi @Return0
@IsCommand:
cmp #STOP_MUSIC_CMD
bcs @StopMusic
jsr GetEncounterTrack
bmi @Return0
jmp @IsTrack0
.endproc ; BeginTrack
.proc GetEncounterTrack
pha
cmp #BEGIN_ENCOUNTER_CMD
bcs @BeginEncounter
@BeginOverworld:
lda #OVERWORLD_TRACK_IDX
bne @EncounterCommon
@BeginEncounter:
; If it's a fixed encounter use RealCurMapArea, else it's an enemy encounter
lda CurMapArea
cmp #$3e
bne @FixedEncounter
@EnemyEncounter:
ldx CurWorldMap
lda EncounterWorldY
cmp WorldRegionDivYs, x
lda CurWorldMap
rol a
asl a
asl a
asl a
sta Temp
lda CurTerrain
sec
sbc #$4
and #$7
ora Temp
sta Temp
asl a
clc
adc Temp
adc CurEnemyType
tax
lda EnemyTrackMap, x
jmp @EncounterCommon
@FixedEncounter:
lda CurWorldMap
and #$3
lsr a
ror a
ror a
ora RealCurMapArea
tax
lda EncounterTrackMap, x
@EncounterCommon:
tay ; Target track
pla ; Command
lsr a ; Resume flag into carry
bcc @RestartTrack
@CheckNativeForResume:
tya
asl a
tax
lda TrackMap, x
bmi @RestartTrack
@IsNativeForResume:
lda @ResumeTrackIdcs, y
rts
@RestartTrack:
tya
rts
; Resume track indices for the given Index
@ResumeTrackIdcs:
.byte 0, 2, 2, 3, 4, 6, 6, 7
.byte 8, $a, $a, $b, $c, $e, $e, $f
.byte $10, $11, $12
.endproc ; GetEncounterTrack
.proc HandleEndOfTrack
; A is current track & 1
beq @NotIntroTrack
@IsIntroTrack:
; Advance to loop track
;;; TODO: Use track flags?
lda CurTrack
clc
adc #$1
sta CurTrack
lda #$2
sta CurNativeTrack
@Done:
rts
@NotIntroTrack:
lda CurNativeTrack ;;; TODO: Use TrackFlags
and #%01001110
bne @Done
@IsEndOfTrack:
lda CurTrack
; Ensure the finished track isn't copied to PrevTrack by BeginTrack
ldx #NO_FT_TRACK_TO_PLAY
stx CurTrack
;;; TODO: Use TrackFlags
cmp #ITEM_FANFARE_TRACK_IDX
beq @RestorePrev
cmp #SKILL_FANFARE_TRACK_IDX
beq @RestorePrev
@StopMusic:
ldx #NO_FT_TRACK_TO_PLAY
bmi @Common
@RestorePrev:
;;; Should TrackIdxToPlay be set to $ff or 0 if no prev track??
ldx PrevTrack
bmi @Common
inx
@Common:
stx TrackIdxToPlay
lda #$0
rts
.endproc ; HandleEndOfTrack
.proc SaveFtData
; Clobbers A and X
.repeat (FT_SAVE_BUFF_SIZE + $ff) / $100, page
page_offs .set page * $100
page_size .set .min(FT_SAVE_BUFF_SIZE - page_offs, $100)
ldx #<page_size
@:
dex
lda __BHOP_RAM_LOAD__ + page_offs, x
sta FtSaveBuff + page_offs, x
txa
bne :-
.endrepeat ; page
lda PrevFtTrack
sta SavedFtTrack
lda FtEngineBank
sta SavedFtEngineBank
lda CurFtBank
sta SavedFtBank
rts
.endproc ; SaveFtData
.proc SwapFtSaveData
; Clobbers all registers
.repeat (FT_SAVE_BUFF_SIZE + $ff) / $100, page
page_offs .set page * $100
page_size .set .min(FT_SAVE_BUFF_SIZE - page_offs, $100)
ldx #<page_size
@:
dex
lda __BHOP_RAM_LOAD__ + page_offs, x
ldy FtSaveBuff + page_offs, x
sta FtSaveBuff + page_offs, x
tya
sta __BHOP_RAM_LOAD__ + page_offs, x
txa
bne :-
.endrepeat ; page
lda PrevFtTrack
ldy SavedFtTrack
sta SavedFtTrack
sty CurTrack
sty PrevFtTrack
lda FtEngineBank
ldy SavedFtEngineBank
sta SavedFtEngineBank
sty FtEngineBank
lda CurFtBank
ldy SavedFtBank
sta SavedFtBank
sty CurFtBank
rts
.endproc ; SwapFtSaveData
; Maps from zone:track indices to global track indices/commands