Redo audio header macro

This commit is contained in:
dannye 2016-07-27 22:08:13 -05:00
parent dbe2a3b168
commit 5207a14af3
21 changed files with 528 additions and 564 deletions

View file

@ -872,7 +872,7 @@ FaintEnemyPokemon:
ld a, SFX_FAINT_FALL
call PlaySoundWaitForCurrent
.sfxwait
ld a, [wChannelSoundIDs + CH4]
ld a, [wChannelSoundIDs + Ch4]
cp SFX_FAINT_FALL
jr z, .sfxwait
ld a, SFX_FAINT_THUD
@ -956,7 +956,7 @@ EndLowHealthAlarm:
; the low health alarm and prevents it from reactivating until the next battle.
xor a
ld [wLowHealthAlarm], a ; turn off low health alarm
ld [wChannelSoundIDs + CH4], a
ld [wChannelSoundIDs + Ch4], a
inc a
ld [wLowHealthAlarmDisabled], a ; prevent it from reactivating
ret
@ -1954,7 +1954,7 @@ DrawPlayerHUDAndHPBar:
ld [hl], $0
ret z
xor a
ld [wChannelSoundIDs + CH4], a
ld [wChannelSoundIDs + Ch4], a
ret
.setLowHealthAlarm
ld hl, wLowHealthAlarm

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@ -46,7 +46,7 @@ EndOfBattle:
.resetVariables
xor a
ld [wLowHealthAlarm], a ;disable low health alarm
ld [wChannelSoundIDs + CH4], a
ld [wChannelSoundIDs + Ch4], a
ld [wIsInBattle], a
ld [wBattleType], a
ld [wMoveMissed], a

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@ -8,7 +8,7 @@ EvolveMon:
push af
xor a
ld [wLowHealthAlarm], a
ld [wChannelSoundIDs + CH4], a
ld [wChannelSoundIDs + Ch4], a
dec a
ld [wNewSoundID], a
call PlaySound

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@ -71,7 +71,7 @@ SafariZoneGameOver:
ld a, SFX_SAFARI_ZONE_PA
call PlayMusic
.waitForMusicToPlay
ld a, [wChannelSoundIDs + CH4]
ld a, [wChannelSoundIDs + Ch4]
cp SFX_SAFARI_ZONE_PA
jr nz, .waitForMusicToPlay
ld a, TEXT_SAFARI_GAME_OVER

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@ -990,7 +990,7 @@ ItemUseMedicine:
.notFullHP ; if the pokemon's current HP doesn't equal its max HP
xor a
ld [wLowHealthAlarm],a ;disable low health alarm
ld [wChannelSoundIDs + CH4],a
ld [wChannelSoundIDs + Ch4],a
push hl
push de
ld bc,wPartyMon1MaxHP - (wPartyMon1HP + 1)
@ -1777,7 +1777,7 @@ ItemUsePokeflute:
call WaitForSoundToFinish ; wait for sound to end
callba Music_PokeFluteInBattle ; play in-battle pokeflute music
.musicWaitLoop ; wait for music to finish playing
ld a,[wChannelSoundIDs + CH6]
ld a,[wChannelSoundIDs + Ch6]
and a ; music off?
jr nz,.musicWaitLoop
.skipMusic
@ -1850,7 +1850,7 @@ PlayedFluteHadEffectText:
ld c, BANK(SFX_Pokeflute)
call PlayMusic
.musicWaitLoop ; wait for music to finish playing
ld a,[wChannelSoundIDs + CH2]
ld a,[wChannelSoundIDs + Ch2]
cp a, SFX_POKEFLUE
jr z,.musicWaitLoop
call PlayDefaultMusic ; start playing normal music again

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@ -33,7 +33,7 @@ ShakeElevator:
ld a, SFX_SAFARI_ZONE_PA
call PlayMusic
.musicLoop
ld a, [wChannelSoundIDs + CH4]
ld a, [wChannelSoundIDs + Ch4]
cp SFX_SAFARI_ZONE_PA
jr z, .musicLoop
call UpdateSprites