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https://github.com/thornAvery/kep-hack.git
synced 2026-02-06 23:55:24 +13:00
Fix battle sound pitch/tempo modifiers
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parent
b2afaae7ab
commit
17044ab7eb
6 changed files with 200 additions and 43 deletions
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@ -200,7 +200,7 @@ PlayAnimation:
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push hl
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push de
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call GetMoveSound
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call nc, AnimPlaySFX
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call nc, PlayBattleSound
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pop de
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pop hl
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.skipPlayingSound
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@ -256,15 +256,6 @@ PlayAnimation:
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.AnimationOver
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ret
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AnimPlaySFX:
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push de
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ld e, a
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xor a
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ld d, a
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call PlaySFX
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pop de
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ret
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LoadSubanimation:
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ld a, [wSubAnimAddrPtr + 1]
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ld h, a
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@ -560,7 +551,7 @@ PlaySubanimation:
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cp NO_MOVE - 1
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jr z, .skipPlayingSound
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call GetMoveSound
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call nc, AnimPlaySFX
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call nc, PlayBattleSound
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.skipPlayingSound
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ld hl, wOAMBuffer ; base address of OAM buffer
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ld a, l
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@ -2208,13 +2199,19 @@ GetMoveSound:
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; jr .done
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.NotCryMove
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; todo: fix sound modifiers
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push bc
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ld a, [hli]
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; ld [wFrequencyModifier], a
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ld c, a
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ld b, 0
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ld a, [hli]
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; ld [wTempoModifier], a
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add $80
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ld e, a
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ld a, 0
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adc 0
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ld d, a
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pop af
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.done
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ld a, b
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and a
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ret
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IsCryMove:
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@ -2625,21 +2622,20 @@ PlayApplyingAttackSound:
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and $7f
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ret z
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cp 10
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ld a, $20
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ld b, $30
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ld c, GSSFX_DAMAGE ; SFX_DAMAGE
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ld bc, $20
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ld de, $30 + $80
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ld a, SFX_DAMAGE
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jr z, .playSound
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ld a, $e0
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ld b, $ff
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ld c, GSSFX_SUPER_EFFECTIVE ; SFX_SUPER_EFFECTIVE
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ld bc, $e0
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ld de, $ff + $80
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ld a, SFX_SUPER_EFFECTIVE
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jr nc, .playSound
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ld a, $50
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ld b, $1
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ld c, GSSFX_NOT_VERY_EFFECTIVE ; SFX_NOT_VERY_EFFECTIVE
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ld bc, $50
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ld de, $1 + $80
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ld a, SFX_NOT_VERY_EFFECTIVE
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.playSound
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; todo: fix sound modifiers
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; ld [wFrequencyModifier], a
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ld a, b
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; ld a, b
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; ld [wTempoModifier], a
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ld a, c
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jp PlaySound
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; ld a, c
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jp PlayBattleSound
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@ -776,16 +776,19 @@ FaintEnemyPokemon:
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ld a, [wIsInBattle]
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dec a
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jr z, .wild_win
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call WaitForSoundToFinish
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ld bc, $00
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ld de, $80
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ld a, SFX_FAINT_FALL
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call PlayBattleSound
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; xor a
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; ld [wFrequencyModifier], a
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; ld [wTempoModifier], a
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ld a, SFX_FAINT_FALL
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call PlaySoundWaitForCurrent
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; ld a, SFX_FAINT_FALL
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; call PlaySoundWaitForCurrent
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; using WaitForSoundToFinish causes a noticeable delay
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; so use a smaller hard-coded delay for now
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ld c, 10
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call DelayFrames
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call WaitForSoundToFinish
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;.sfxwait
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; ld a, [wChannelSoundIDs + Ch5]
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; cp SFX_FAINT_FALL
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