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

@ -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