Use labels instead of static addresses in sound pointers.

Static address substraction would wreak havoc in other memory configurations.
This commit is contained in:
yenatch 2014-03-30 16:56:42 -07:00
parent ebce80653c
commit 0d51959c83
3 changed files with 15 additions and 22 deletions

View file

@ -521,7 +521,7 @@ INCLUDE "audio/engine_2.asm"
Music_PokeFluteInBattle:: ; 22306 (8:6306)
ld a, (SFX_08_46 - $4000) / 3 ; PokeFlute outside of battle
ld a, (SFX_08_46 - SFX_Headers_08) / 3 ; PokeFlute outside of battle
call PlaySoundWaitForCurrent
ld hl, $c00e
ld de, SFX_08_PokeFlute_Ch1
@ -566,20 +566,13 @@ Func_7d13b:: ; 7d13b (1f:513b)
jp Func_2307
PokedexRatingSfxPointers: ; 7d162 (1f:5162)
db (SFX_1f_51 - $4000) / 3
db BANK(SFX_1f_51)
db (SFX_02_41 - $4000) / 3
db BANK(SFX_02_41)
db (SFX_02_3a - $4000) / 3
db BANK(SFX_02_3a)
db (SFX_08_46 - $4000) / 3
db BANK(SFX_08_46)
db (SFX_08_3a - $4000) / 3
db BANK(SFX_08_3a)
db (SFX_02_42 - $4000) / 3
db BANK(SFX_02_42)
db (SFX_02_3b - $4000) / 3
db BANK(SFX_02_3b)
db (SFX_1f_51 - SFX_Headers_1f) / 3, BANK(SFX_1f_51)
db (SFX_02_41 - SFX_Headers_02) / 3, BANK(SFX_02_41)
db (SFX_02_3a - SFX_Headers_02) / 3, BANK(SFX_02_3a)
db (SFX_08_46 - SFX_Headers_08) / 3, BANK(SFX_08_46)
db (SFX_08_3a - SFX_Headers_08) / 3, BANK(SFX_08_3a)
db (SFX_02_42 - SFX_Headers_02) / 3, BANK(SFX_02_42)
db (SFX_02_3b - SFX_Headers_02) / 3, BANK(SFX_02_3b)
OwnedMonValues: ; 7d170 (1f:5170)
db 10, 40, 60, 90, 120, 150, $ff

View file

@ -1,7 +1,7 @@
; Song ids are calculated by address to save space.
music_const: MACRO
\1 EQUS "((\2 - $4000) / 3)"
\1 EQUS "((\2 - SFX_Headers_02) / 3)"
ENDM
music_const MUSIC_PALLET_TOWN, Music_PalletTown

View file

@ -6996,7 +6996,7 @@ DisplayStartMenu:: ; 2acd (0:2acd)
ld [$2000],a ; ROM bank 4
ld a,[$d700] ; walking/biking/surfing
ld [$d11a],a
ld a, (SFX_02_3f - $4000) / 3 ; Start menu sound
ld a, (SFX_02_3f - SFX_Headers_02) / 3 ; Start menu sound
call PlaySound
RedisplayStartMenu:: ; 2adf (0:2adf)
@ -7125,7 +7125,7 @@ AddAmountSoldToMoney:: ; 2b9e (0:2b9e)
ld a,$13
ld [$d125],a
call DisplayTextBoxID ; redraw money text box
ld a, (SFX_02_5a - $4000) / 3
ld a, (SFX_02_5a - SFX_Headers_02) / 3
call PlaySoundWaitForCurrent ; play sound
jp WaitForSoundToFinish ; wait until sound is done playing
@ -26084,7 +26084,7 @@ PlayedFluteHadEffectText: ; e215 (3:6215)
; play out-of-battle pokeflute music
ld a,$ff
call PlaySound ; turn off music
ld a, (SFX_02_5e - $4000) / 3
ld a, (SFX_02_5e - SFX_Headers_02) / 3
ld c, BANK(SFX_02_5e)
call PlayMusic ; play music
.musicWaitLoop ; wait for music to finish playing
@ -41968,7 +41968,7 @@ asm_1e9b0: ; 1e9b0 (7:69b0)
dec a
call PlaySound
ld c, BANK(SFX_02_5f)
ld a, (SFX_02_5f - $4000) / 3
ld a, (SFX_02_5f - SFX_Headers_02) / 3
call PlayMusic
.asm_1e9c2
ld a, [$c02a]
@ -115553,7 +115553,7 @@ Func_7bf15: ; 7bf15 (1e:7f15)
ld [$ffaf], a
push bc
ld c, BANK(SFX_02_5b)
ld a, (SFX_02_5b - $4000) / 3
ld a, (SFX_02_5b - SFX_Headers_02) / 3
call PlayMusic
pop bc
ld c, $2
@ -115565,7 +115565,7 @@ Func_7bf15: ; 7bf15 (1e:7f15)
ld a, $ff
call PlaySound
ld c, BANK(SFX_02_5f)
ld a, (SFX_02_5f - $4000) / 3
ld a, (SFX_02_5f - SFX_Headers_02) / 3
call PlayMusic
.asm_7bf57
ld a, [$c02a]