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https://github.com/thornAvery/kep-hack.git
synced 2025-10-17 04:26:28 +13:00
Use labels instead of static addresses in sound pointers.
Static address substraction would wreak havoc in other memory configurations.
This commit is contained in:
parent
ebce80653c
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0d51959c83
23
audio.asm
23
audio.asm
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@ -521,7 +521,7 @@ INCLUDE "audio/engine_2.asm"
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Music_PokeFluteInBattle:: ; 22306 (8:6306)
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ld a, (SFX_08_46 - $4000) / 3 ; PokeFlute outside of battle
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ld a, (SFX_08_46 - SFX_Headers_08) / 3 ; PokeFlute outside of battle
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call PlaySoundWaitForCurrent
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ld hl, $c00e
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ld de, SFX_08_PokeFlute_Ch1
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@ -566,20 +566,13 @@ Func_7d13b:: ; 7d13b (1f:513b)
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jp Func_2307
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PokedexRatingSfxPointers: ; 7d162 (1f:5162)
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db (SFX_1f_51 - $4000) / 3
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db BANK(SFX_1f_51)
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db (SFX_02_41 - $4000) / 3
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db BANK(SFX_02_41)
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db (SFX_02_3a - $4000) / 3
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db BANK(SFX_02_3a)
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db (SFX_08_46 - $4000) / 3
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db BANK(SFX_08_46)
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db (SFX_08_3a - $4000) / 3
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db BANK(SFX_08_3a)
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db (SFX_02_42 - $4000) / 3
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db BANK(SFX_02_42)
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db (SFX_02_3b - $4000) / 3
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db BANK(SFX_02_3b)
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db (SFX_1f_51 - SFX_Headers_1f) / 3, BANK(SFX_1f_51)
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db (SFX_02_41 - SFX_Headers_02) / 3, BANK(SFX_02_41)
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db (SFX_02_3a - SFX_Headers_02) / 3, BANK(SFX_02_3a)
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db (SFX_08_46 - SFX_Headers_08) / 3, BANK(SFX_08_46)
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db (SFX_08_3a - SFX_Headers_08) / 3, BANK(SFX_08_3a)
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db (SFX_02_42 - SFX_Headers_02) / 3, BANK(SFX_02_42)
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db (SFX_02_3b - SFX_Headers_02) / 3, BANK(SFX_02_3b)
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OwnedMonValues: ; 7d170 (1f:5170)
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db 10, 40, 60, 90, 120, 150, $ff
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@ -1,7 +1,7 @@
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; Song ids are calculated by address to save space.
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music_const: MACRO
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\1 EQUS "((\2 - $4000) / 3)"
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\1 EQUS "((\2 - SFX_Headers_02) / 3)"
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ENDM
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music_const MUSIC_PALLET_TOWN, Music_PalletTown
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12
main.asm
12
main.asm
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@ -6996,7 +6996,7 @@ DisplayStartMenu:: ; 2acd (0:2acd)
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ld [$2000],a ; ROM bank 4
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ld a,[$d700] ; walking/biking/surfing
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ld [$d11a],a
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ld a, (SFX_02_3f - $4000) / 3 ; Start menu sound
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ld a, (SFX_02_3f - SFX_Headers_02) / 3 ; Start menu sound
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call PlaySound
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RedisplayStartMenu:: ; 2adf (0:2adf)
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@ -7125,7 +7125,7 @@ AddAmountSoldToMoney:: ; 2b9e (0:2b9e)
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ld a,$13
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ld [$d125],a
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call DisplayTextBoxID ; redraw money text box
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ld a, (SFX_02_5a - $4000) / 3
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ld a, (SFX_02_5a - SFX_Headers_02) / 3
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call PlaySoundWaitForCurrent ; play sound
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jp WaitForSoundToFinish ; wait until sound is done playing
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@ -26084,7 +26084,7 @@ PlayedFluteHadEffectText: ; e215 (3:6215)
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; play out-of-battle pokeflute music
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ld a,$ff
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call PlaySound ; turn off music
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ld a, (SFX_02_5e - $4000) / 3
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ld a, (SFX_02_5e - SFX_Headers_02) / 3
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ld c, BANK(SFX_02_5e)
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call PlayMusic ; play music
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.musicWaitLoop ; wait for music to finish playing
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@ -41968,7 +41968,7 @@ asm_1e9b0: ; 1e9b0 (7:69b0)
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dec a
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call PlaySound
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ld c, BANK(SFX_02_5f)
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ld a, (SFX_02_5f - $4000) / 3
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ld a, (SFX_02_5f - SFX_Headers_02) / 3
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call PlayMusic
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.asm_1e9c2
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ld a, [$c02a]
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@ -115553,7 +115553,7 @@ Func_7bf15: ; 7bf15 (1e:7f15)
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ld [$ffaf], a
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push bc
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ld c, BANK(SFX_02_5b)
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ld a, (SFX_02_5b - $4000) / 3
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ld a, (SFX_02_5b - SFX_Headers_02) / 3
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call PlayMusic
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pop bc
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ld c, $2
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@ -115565,7 +115565,7 @@ Func_7bf15: ; 7bf15 (1e:7f15)
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ld a, $ff
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call PlaySound
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ld c, BANK(SFX_02_5f)
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ld a, (SFX_02_5f - $4000) / 3
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ld a, (SFX_02_5f - SFX_Headers_02) / 3
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call PlayMusic
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.asm_7bf57
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ld a, [$c02a]
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