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Redo audio header macro
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dbe2a3b168
commit
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21 changed files with 528 additions and 564 deletions
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@ -872,7 +872,7 @@ FaintEnemyPokemon:
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ld a, SFX_FAINT_FALL
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call PlaySoundWaitForCurrent
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.sfxwait
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ld a, [wChannelSoundIDs + CH4]
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ld a, [wChannelSoundIDs + Ch4]
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cp SFX_FAINT_FALL
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jr z, .sfxwait
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ld a, SFX_FAINT_THUD
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@ -956,7 +956,7 @@ EndLowHealthAlarm:
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; the low health alarm and prevents it from reactivating until the next battle.
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xor a
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ld [wLowHealthAlarm], a ; turn off low health alarm
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ld [wChannelSoundIDs + CH4], a
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ld [wChannelSoundIDs + Ch4], a
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inc a
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ld [wLowHealthAlarmDisabled], a ; prevent it from reactivating
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ret
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@ -1954,7 +1954,7 @@ DrawPlayerHUDAndHPBar:
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ld [hl], $0
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ret z
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xor a
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ld [wChannelSoundIDs + CH4], a
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ld [wChannelSoundIDs + Ch4], a
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ret
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.setLowHealthAlarm
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ld hl, wLowHealthAlarm
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@ -46,7 +46,7 @@ EndOfBattle:
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.resetVariables
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xor a
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ld [wLowHealthAlarm], a ;disable low health alarm
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ld [wChannelSoundIDs + CH4], a
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ld [wChannelSoundIDs + Ch4], a
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ld [wIsInBattle], a
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ld [wBattleType], a
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ld [wMoveMissed], a
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@ -8,7 +8,7 @@ EvolveMon:
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push af
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xor a
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ld [wLowHealthAlarm], a
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ld [wChannelSoundIDs + CH4], a
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ld [wChannelSoundIDs + Ch4], a
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dec a
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ld [wNewSoundID], a
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call PlaySound
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@ -71,7 +71,7 @@ SafariZoneGameOver:
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ld a, SFX_SAFARI_ZONE_PA
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call PlayMusic
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.waitForMusicToPlay
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ld a, [wChannelSoundIDs + CH4]
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ld a, [wChannelSoundIDs + Ch4]
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cp SFX_SAFARI_ZONE_PA
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jr nz, .waitForMusicToPlay
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ld a, TEXT_SAFARI_GAME_OVER
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@ -990,7 +990,7 @@ ItemUseMedicine:
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.notFullHP ; if the pokemon's current HP doesn't equal its max HP
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xor a
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ld [wLowHealthAlarm],a ;disable low health alarm
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ld [wChannelSoundIDs + CH4],a
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ld [wChannelSoundIDs + Ch4],a
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push hl
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push de
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ld bc,wPartyMon1MaxHP - (wPartyMon1HP + 1)
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@ -1777,7 +1777,7 @@ ItemUsePokeflute:
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call WaitForSoundToFinish ; wait for sound to end
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callba Music_PokeFluteInBattle ; play in-battle pokeflute music
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.musicWaitLoop ; wait for music to finish playing
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ld a,[wChannelSoundIDs + CH6]
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ld a,[wChannelSoundIDs + Ch6]
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and a ; music off?
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jr nz,.musicWaitLoop
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.skipMusic
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@ -1850,7 +1850,7 @@ PlayedFluteHadEffectText:
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ld c, BANK(SFX_Pokeflute)
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call PlayMusic
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.musicWaitLoop ; wait for music to finish playing
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ld a,[wChannelSoundIDs + CH2]
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ld a,[wChannelSoundIDs + Ch2]
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cp a, SFX_POKEFLUE
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jr z,.musicWaitLoop
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call PlayDefaultMusic ; start playing normal music again
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@ -33,7 +33,7 @@ ShakeElevator:
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ld a, SFX_SAFARI_ZONE_PA
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call PlayMusic
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.musicLoop
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ld a, [wChannelSoundIDs + CH4]
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ld a, [wChannelSoundIDs + Ch4]
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cp SFX_SAFARI_ZONE_PA
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jr z, .musicLoop
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call UpdateSprites
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