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https://github.com/thornAvery/kep-hack.git
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commented audio code
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40c1ecb437
commit
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42 changed files with 1740 additions and 1515 deletions
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@ -658,7 +658,7 @@ CheckMapConnections:: ; 07ba (0:07ba)
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ld [wCurrentTileBlockMapViewPointer + 1],a
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.loadNewMap ; load the connected map that was entered
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call LoadMapHeader
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call Func_2312 ; music
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call PlayDefaultMusicFadeOutCurrent
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ld b,$09
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call GoPAL_SET
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; Since the sprite set shouldn't change, this will just update VRAM slots at
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@ -750,16 +750,16 @@ HandleBlackOut::
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ld [MBC1RomBank], a
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call ResetStatusAndHalveMoneyOnBlackout
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call SpecialWarpIn
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call Func_2312
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call PlayDefaultMusicFadeOutCurrent
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jp SpecialEnterMap
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StopMusic::
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ld [wMusicHeaderPointer], a
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ld [wAudioFadeOutControl], a
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ld a, $ff
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ld [wc0ee], a
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ld [wNewSoundID], a
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call PlaySound
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.wait
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ld a, [wMusicHeaderPointer]
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ld a, [wAudioFadeOutControl]
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and a
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jr nz, .wait
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jp StopAllSounds
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@ -1224,7 +1224,7 @@ CollisionCheckOnLand:: ; 0bd1 (0:0bd1)
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call CheckTilePassable
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jr nc,.noCollision
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.collision
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ld a,[wc02a]
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ld a,[wChannelSoundIDs + CH4]
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cp a,SFX_COLLISION ; check if collision sound is already playing
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jr z,.setCarry
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ld a,SFX_COLLISION
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@ -1927,7 +1927,7 @@ CollisionCheckOnWater:: ; 0fb7 (0:0fb7)
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jr z,.stopSurfing ; stop surfing if the tile is passable
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jr .loop
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.collision
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ld a,[wc02a]
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ld a,[wChannelSoundIDs + CH4]
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cp a,SFX_COLLISION ; check if collision sound is already playing
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jr z,.setCarry
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ld a,SFX_COLLISION
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@ -2279,9 +2279,9 @@ LoadMapHeader:: ; 107c (0:107c)
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add hl,bc
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add hl,bc
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ld a,[hli]
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ld [wd35b],a ; music 1
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ld [wMapMusicSoundID],a ; music 1
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ld a,[hl]
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ld [wd35c],a ; music 2
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ld [wMapMusicROMBank],a ; music 2
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pop af
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ld [H_LOADEDROMBANK],a
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ld [MBC1RomBank],a
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@ -2352,8 +2352,8 @@ LoadMapData:: ; 1241 (0:1241)
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ld a,[W_FLAGS_D733]
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bit 1,a
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jr nz,.restoreRomBank
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call Func_235f ; music related
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call Func_2312 ; music related
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call UpdateMusic6Times
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call PlayDefaultMusicFadeOutCurrent
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.restoreRomBank
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pop af
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ld [H_LOADEDROMBANK],a
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