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

@ -477,7 +477,7 @@ Music_DoLowHealthAlarm::
.asm_2138a .asm_2138a
ld a, $86 ld a, $86
ld [wChannelSoundIDs + CH4], a ;disable sound channel? ld [wChannelSoundIDs + Ch4], a ;disable sound channel?
ld a, [wLowHealthAlarm] ld a, [wLowHealthAlarm]
and $7f ;decrement alarm timer. and $7f ;decrement alarm timer.
dec a dec a
@ -491,7 +491,7 @@ Music_DoLowHealthAlarm::
.disableAlarm .disableAlarm
xor a xor a
ld [wLowHealthAlarm], a ;disable alarm ld [wLowHealthAlarm], a ;disable alarm
ld [wChannelSoundIDs + CH4], a ;re-enable sound channel? ld [wChannelSoundIDs + Ch4], a ;re-enable sound channel?
ld de, .toneDataSilence ld de, .toneDataSilence
jr .playTone jr .playTone
@ -542,7 +542,7 @@ Music_PokeFluteInBattle::
ld a, SFX_CAUGHT_MON ld a, SFX_CAUGHT_MON
call PlaySoundWaitForCurrent call PlaySoundWaitForCurrent
; then immediately overwrtie the channel pointers ; then immediately overwrtie the channel pointers
ld hl, wChannelCommandPointers + CH4 * 2 ld hl, wChannelCommandPointers + Ch4 * 2
ld de, SFX_08_PokeFlute_Ch4 ld de, SFX_08_PokeFlute_Ch4
call Audio2_OverwriteChannelPointer call Audio2_OverwriteChannelPointer
ld de, SFX_08_PokeFlute_Ch5 ld de, SFX_08_PokeFlute_Ch5

View file

@ -1,7 +1,7 @@
; The first of three duplicated sound engines. ; The first of three duplicated sound engines.
Audio1_UpdateMusic:: Audio1_UpdateMusic::
ld c, CH0 ld c, Ch0
.loop .loop
ld b, 0 ld b, 0
ld hl, wChannelSoundIDs ld hl, wChannelSoundIDs
@ -10,7 +10,7 @@ Audio1_UpdateMusic::
and a and a
jr z, .nextChannel jr z, .nextChannel
ld a, c ld a, c
cp CH4 cp Ch4
jr nc, .applyAffects ; if sfx channel jr nc, .applyAffects ; if sfx channel
ld a, [wMuteAudioAndPauseMusic] ld a, [wMuteAudioAndPauseMusic]
and a and a
@ -30,7 +30,7 @@ Audio1_UpdateMusic::
.nextChannel .nextChannel
ld a, c ld a, c
inc c ; inc channel number inc c ; inc channel number
cp CH7 cp Ch7
jr nz, .loop jr nz, .loop
ret ret
@ -46,9 +46,9 @@ Audio1_ApplyMusicAffects:
dec a ; otherwise, decrease the delay timer dec a ; otherwise, decrease the delay timer
ld [hl], a ld [hl], a
ld a, c ld a, c
cp CH4 cp Ch4
jr nc, .startChecks ; if a sfx channel jr nc, .startChecks ; if a sfx channel
ld hl, wChannelSoundIDs + CH4 ld hl, wChannelSoundIDs + Ch4
add hl, bc add hl, bc
ld a, [hl] ld a, [hl]
and a and a
@ -171,7 +171,7 @@ Audio1_endchannel:
bit BIT_CHANNEL_CALL, [hl] bit BIT_CHANNEL_CALL, [hl]
jr nz, .returnFromCall jr nz, .returnFromCall
ld a, c ld a, c
cp CH3 cp Ch3
jr nc, .noiseOrSfxChannel jr nc, .noiseOrSfxChannel
jr .disableChannelOutput jr .disableChannelOutput
.noiseOrSfxChannel .noiseOrSfxChannel
@ -179,7 +179,7 @@ Audio1_endchannel:
ld hl, wChannelFlags2 ld hl, wChannelFlags2
add hl, bc add hl, bc
res BIT_EXECUTE_MUSIC, [hl] res BIT_EXECUTE_MUSIC, [hl]
cp CH6 cp Ch6
jr nz, .skipSfxChannel3 jr nz, .skipSfxChannel3
; restart hardware channel 3 (wave channel) output ; restart hardware channel 3 (wave channel) output
ld a, $0 ld a, $0
@ -223,19 +223,19 @@ Audio1_endchannel:
and [hl] and [hl]
ld [rNR51], a ld [rNR51], a
.asm_9248 .asm_9248
ld a, [wChannelSoundIDs + CH4] ld a, [wChannelSoundIDs + Ch4]
cp CRY_SFX_START cp CRY_SFX_START
jr nc, .asm_9251 jr nc, .asm_9251
jr .skipCry jr .skipCry
.asm_9251 .asm_9251
ld a, [wChannelSoundIDs + CH4] ld a, [wChannelSoundIDs + Ch4]
cp CRY_SFX_END cp CRY_SFX_END
jr z, .skipCry jr z, .skipCry
jr c, .cry jr c, .cry
jr .skipCry jr .skipCry
.cry .cry
ld a, c ld a, c
cp CH4 cp Ch4
jr z, .asm_9265 jr z, .asm_9265
call Audio1_GoBackOneCommandIfCry call Audio1_GoBackOneCommandIfCry
ret c ret c
@ -336,14 +336,14 @@ Audio1_notetype:
add hl, bc add hl, bc
ld [hl], a ; store low nibble as speed ld [hl], a ; store low nibble as speed
ld a, c ld a, c
cp CH3 cp Ch3
jr z, .noiseChannel ; noise channel has 0 params jr z, .noiseChannel ; noise channel has 0 params
call Audio1_GetNextMusicByte call Audio1_GetNextMusicByte
ld d, a ld d, a
ld a, c ld a, c
cp CH2 cp Ch2
jr z, .musicChannel3 jr z, .musicChannel3
cp CH6 cp Ch6
jr nz, .skipChannel3 jr nz, .skipChannel3
ld hl, wSfxWaveInstrument ld hl, wSfxWaveInstrument
jr .channel3 jr .channel3
@ -477,7 +477,7 @@ Audio1_tempo:
cp $ed ; is this command a tempo? cp $ed ; is this command a tempo?
jr nz, Audio1_stereopanning ; no jr nz, Audio1_stereopanning ; no
ld a, c ld a, c
cp CH4 cp Ch4
jr nc, .sfxChannel jr nc, .sfxChannel
call Audio1_GetNextMusicByte call Audio1_GetNextMusicByte
ld [wMusicTempo], a ; store first param ld [wMusicTempo], a ; store first param
@ -520,10 +520,10 @@ Audio1_unknownmusic0xef:
ld a, [wDisableChannelOutputWhenSfxEnds] ld a, [wDisableChannelOutputWhenSfxEnds]
and a and a
jr nz, .skip jr nz, .skip
ld a, [wChannelSoundIDs + CH7] ld a, [wChannelSoundIDs + Ch7]
ld [wDisableChannelOutputWhenSfxEnds], a ld [wDisableChannelOutputWhenSfxEnds], a
xor a xor a
ld [wChannelSoundIDs + CH7], a ld [wChannelSoundIDs + Ch7], a
.skip .skip
jp Audio1_endchannel jp Audio1_endchannel
@ -576,7 +576,7 @@ Audio1_unknownsfx0x20:
cp $20 ; is this command an unknownsfx0x20? cp $20 ; is this command an unknownsfx0x20?
jr nz, Audio1_unknownsfx0x10 jr nz, Audio1_unknownsfx0x10
ld a, c ld a, c
cp CH3 ; is this a noise or sfx channel? cp Ch3 ; is this a noise or sfx channel?
jr c, Audio1_unknownsfx0x10 ; no jr c, Audio1_unknownsfx0x10 ; no
ld b, 0 ld b, 0
ld hl, wChannelFlags2 ld hl, wChannelFlags2
@ -606,7 +606,7 @@ Audio1_unknownsfx0x20:
call Audio1_GetNextMusicByte call Audio1_GetNextMusicByte
ld e, a ld e, a
ld a, c ld a, c
cp CH7 cp Ch7
ld a, 0 ld a, 0
jr z, .skip jr z, .skip
; Channels 1 through 3 have 2 registers that control frequency, but the noise ; Channels 1 through 3 have 2 registers that control frequency, but the noise
@ -626,7 +626,7 @@ Audio1_unknownsfx0x20:
Audio1_unknownsfx0x10: Audio1_unknownsfx0x10:
ld a, c ld a, c
cp CH4 cp Ch4
jr c, Audio1_note ; if not a sfx jr c, Audio1_note ; if not a sfx
ld a, d ld a, d
cp $10 ; is this command a unknownsfx0x10? cp $10 ; is this command a unknownsfx0x10?
@ -642,7 +642,7 @@ Audio1_unknownsfx0x10:
Audio1_note: Audio1_note:
ld a, c ld a, c
cp CH3 cp Ch3
jr nz, Audio1_notelength ; if not noise channel jr nz, Audio1_notelength ; if not noise channel
ld a, d ld a, d
and $f0 and $f0
@ -690,7 +690,7 @@ Audio1_notelength:
ld l, b ld l, b
call Audio1_MultiplyAdd call Audio1_MultiplyAdd
ld a, c ld a, c
cp CH4 cp Ch4
jr nc, .sfxChannel jr nc, .sfxChannel
ld a, [wMusicTempo] ld a, [wMusicTempo]
ld d, a ld d, a
@ -700,7 +700,7 @@ Audio1_notelength:
.sfxChannel .sfxChannel
ld d, $1 ld d, $1
ld e, $0 ld e, $0
cp CH7 cp Ch7
jr z, .skip ; if noise channel jr z, .skip ; if noise channel
call Audio1_SetSfxTempo call Audio1_SetSfxTempo
ld a, [wSfxTempo] ld a, [wSfxTempo]
@ -740,10 +740,10 @@ Audio1_notepitch:
cp $c0 ; compare to rest cp $c0 ; compare to rest
jr nz, .notRest jr nz, .notRest
ld a, c ld a, c
cp CH4 cp Ch4
jr nc, .next jr nc, .next
; If this isn't an SFX channel, try the corresponding SFX channel. ; If this isn't an SFX channel, try the corresponding SFX channel.
ld hl, wChannelSoundIDs + CH4 ld hl, wChannelSoundIDs + Ch4
add hl, bc add hl, bc
ld a, [hl] ld a, [hl]
and a and a
@ -751,9 +751,9 @@ Audio1_notepitch:
; fall through ; fall through
.next .next
ld a, c ld a, c
cp CH2 cp Ch2
jr z, .channel3 jr z, .channel3
cp CH6 cp Ch6
jr nz, .notChannel3 jr nz, .notChannel3
.channel3 .channel3
ld b, 0 ld b, 0
@ -789,10 +789,10 @@ Audio1_notepitch:
.skipPitchBend .skipPitchBend
push de push de
ld a, c ld a, c
cp CH4 cp Ch4
jr nc, .sfxChannel ; if sfx channel jr nc, .sfxChannel ; if sfx channel
; If this isn't an SFX channel, try the corresponding SFX channel. ; If this isn't an SFX channel, try the corresponding SFX channel.
ld hl, wChannelSoundIDs + CH4 ld hl, wChannelSoundIDs + Ch4
ld d, 0 ld d, 0
ld e, a ld e, a
add hl, de add hl, de
@ -837,12 +837,12 @@ Audio1_EnableChannelOutput:
or [hl] ; set this channel's bits or [hl] ; set this channel's bits
ld d, a ld d, a
ld a, c ld a, c
cp CH7 cp Ch7
jr z, .noiseChannelOrNoSfx jr z, .noiseChannelOrNoSfx
cp CH4 cp Ch4
jr nc, .skip ; if sfx channel jr nc, .skip ; if sfx channel
; If this isn't an SFX channel, try the corresponding SFX channel. ; If this isn't an SFX channel, try the corresponding SFX channel.
ld hl, wChannelSoundIDs + CH4 ld hl, wChannelSoundIDs + Ch4
add hl, bc add hl, bc
ld a, [hl] ld a, [hl]
and a and a
@ -872,9 +872,9 @@ Audio1_ApplyDutyAndSoundLength:
add hl, bc add hl, bc
ld d, [hl] ld d, [hl]
ld a, c ld a, c
cp CH2 cp Ch2
jr z, .skipDuty ; if music channel 3 jr z, .skipDuty ; if music channel 3
cp CH6 cp Ch6
jr z, .skipDuty ; if sfx channel 3 jr z, .skipDuty ; if sfx channel 3
; include duty (except on channel 3 which doesn't have it) ; include duty (except on channel 3 which doesn't have it)
ld a, d ld a, d
@ -893,15 +893,15 @@ Audio1_ApplyDutyAndSoundLength:
Audio1_ApplyWavePatternAndFrequency: Audio1_ApplyWavePatternAndFrequency:
ld a, c ld a, c
cp CH2 cp Ch2
jr z, .channel3 jr z, .channel3
cp CH6 cp Ch6
jr nz, .notChannel3 jr nz, .notChannel3
; fall through ; fall through
.channel3 .channel3
push de push de
ld de, wMusicWaveInstrument ld de, wMusicWaveInstrument
cp CH2 cp Ch2
jr z, .next jr z, .next
ld de, wSfxWaveInstrument ld de, wSfxWaveInstrument
.next .next
@ -1005,7 +1005,7 @@ Audio1_GoBackOneCommandIfCry:
Audio1_IsCry: Audio1_IsCry:
; Returns whether the currently playing audio is a cry in carry. ; Returns whether the currently playing audio is a cry in carry.
ld a, [wChannelSoundIDs + CH4] ld a, [wChannelSoundIDs + Ch4]
cp CRY_SFX_START cp CRY_SFX_START
jr nc, .next jr nc, .next
jr .no jr .no
@ -1541,7 +1541,7 @@ Audio1_PlaySound::
add hl, de add hl, de
ld [hl], a ld [hl], a
ld a, e ld a, e
cp CH4 cp Ch4
jr nz, .asm_9a2b jr nz, .asm_9a2b
ld a, $8 ld a, $8
ld [rNR10], a ; sweep off ld [rNR10], a ; sweep off
@ -1643,7 +1643,7 @@ Audio1_PlaySound::
ld a, [wSoundID] ld a, [wSoundID]
ld [hl], a ld [hl], a
pop af pop af
cp CH3 cp Ch3
jr c, .skipSettingFlag jr c, .skipSettingFlag
ld hl, wChannelFlags1 ld hl, wChannelFlags1
add hl, bc add hl, bc
@ -1675,12 +1675,12 @@ Audio1_PlaySound::
jr c, .cry jr c, .cry
jr .done jr .done
.cry .cry
ld hl, wChannelSoundIDs + CH4 ld hl, wChannelSoundIDs + Ch4
ld [hli], a ld [hli], a
ld [hli], a ld [hli], a
ld [hli], a ld [hli], a
ld [hl], a ld [hl], a
ld hl, wChannelCommandPointers + CH6 * 2 ; sfx wave channel pointer ld hl, wChannelCommandPointers + Ch6 * 2 ; sfx wave channel pointer
ld de, Audio1_CryEndchannel ld de, Audio1_CryEndchannel
ld [hl], e ld [hl], e
inc hl inc hl

View file

@ -1,7 +1,7 @@
; The second of three duplicated sound engines. ; The second of three duplicated sound engines.
Audio2_UpdateMusic:: Audio2_UpdateMusic::
ld c, CH0 ld c, Ch0
.loop .loop
ld b, $0 ld b, $0
ld hl, wChannelSoundIDs ld hl, wChannelSoundIDs
@ -10,7 +10,7 @@ Audio2_UpdateMusic::
and a and a
jr z, .nextChannel jr z, .nextChannel
ld a, c ld a, c
cp CH4 cp Ch4
jr nc, .applyAffects ; if sfx channel jr nc, .applyAffects ; if sfx channel
ld a, [wMuteAudioAndPauseMusic] ld a, [wMuteAudioAndPauseMusic]
and a and a
@ -30,7 +30,7 @@ Audio2_UpdateMusic::
.nextChannel .nextChannel
ld a, c ld a, c
inc c inc c
cp CH7 cp Ch7
jr nz, .loop jr nz, .loop
ret ret
@ -52,9 +52,9 @@ Audio2_ApplyMusicAffects:
dec a ; otherwise, decrease the delay timer dec a ; otherwise, decrease the delay timer
ld [hl], a ld [hl], a
ld a, c ld a, c
cp CH4 cp Ch4
jr nc, .startChecks ; if a sfx channel jr nc, .startChecks ; if a sfx channel
ld hl, wChannelSoundIDs + CH4 ld hl, wChannelSoundIDs + Ch4
add hl, bc add hl, bc
ld a, [hl] ld a, [hl]
and a and a
@ -160,7 +160,7 @@ Audio2_PlayNextNote:
res 4, [hl] res 4, [hl]
res 5, [hl] res 5, [hl]
ld a, c ld a, c
cp CH4 cp Ch4
jr nz, .beginChecks jr nz, .beginChecks
ld a, [wLowHealthAlarm] ;low health alarm enabled? ld a, [wLowHealthAlarm] ;low health alarm enabled?
bit 7, a bit 7, a
@ -180,7 +180,7 @@ Audio2_endchannel:
bit 1, [hl] bit 1, [hl]
jr nz, .returnFromCall jr nz, .returnFromCall
ld a, c ld a, c
cp CH3 cp Ch3
jr nc, .noiseOrSfxChannel jr nc, .noiseOrSfxChannel
jr .asm_219c0 jr .asm_219c0
.noiseOrSfxChannel .noiseOrSfxChannel
@ -188,7 +188,7 @@ Audio2_endchannel:
ld hl, wChannelFlags2 ld hl, wChannelFlags2
add hl, bc add hl, bc
res 0, [hl] res 0, [hl]
cp CH6 cp Ch6
jr nz, .notSfxChannel3 jr nz, .notSfxChannel3
ld a, $0 ld a, $0
ld [rNR30], a ld [rNR30], a
@ -231,19 +231,19 @@ Audio2_endchannel:
and [hl] and [hl]
ld [rNR51], a ld [rNR51], a
.asm_219c9 .asm_219c9
ld a, [wChannelSoundIDs + CH4] ld a, [wChannelSoundIDs + Ch4]
cp $14 cp $14
jr nc, .asm_219d2 jr nc, .asm_219d2
jr .asm_219ef jr .asm_219ef
.asm_219d2 .asm_219d2
ld a, [wChannelSoundIDs + CH4] ld a, [wChannelSoundIDs + Ch4]
cp $86 cp $86
jr z, .asm_219ef jr z, .asm_219ef
jr c, .asm_219dd jr c, .asm_219dd
jr .asm_219ef jr .asm_219ef
.asm_219dd .asm_219dd
ld a, c ld a, c
cp CH4 cp Ch4
jr z, .asm_219e6 jr z, .asm_219e6
call Audio2_21e6d call Audio2_21e6d
ret c ret c
@ -344,14 +344,14 @@ Audio2_notetype:
add hl, bc add hl, bc
ld [hl], a ; store low nibble as speed ld [hl], a ; store low nibble as speed
ld a, c ld a, c
cp CH3 cp Ch3
jr z, .noiseChannel ; noise channel has 0 params jr z, .noiseChannel ; noise channel has 0 params
call Audio2_GetNextMusicByte call Audio2_GetNextMusicByte
ld d, a ld d, a
ld a, c ld a, c
cp CH2 cp Ch2
jr z, .musicChannel3 jr z, .musicChannel3
cp CH6 cp Ch6
jr nz, .notChannel3 jr nz, .notChannel3
ld hl, wSfxWaveInstrument ld hl, wSfxWaveInstrument
jr .sfxChannel3 jr .sfxChannel3
@ -471,7 +471,7 @@ Audio2_tempo:
cp $ed ; is this command a tempo? cp $ed ; is this command a tempo?
jr nz, Audio2_stereopanning ; no jr nz, Audio2_stereopanning ; no
ld a, c ; yes ld a, c ; yes
cp CH4 cp Ch4
jr nc, .sfxChannel jr nc, .sfxChannel
call Audio2_GetNextMusicByte call Audio2_GetNextMusicByte
ld [wMusicTempo], a ; store first param ld [wMusicTempo], a ; store first param
@ -514,10 +514,10 @@ Audio2_unknownmusic0xef:
ld a, [wDisableChannelOutputWhenSfxEnds] ld a, [wDisableChannelOutputWhenSfxEnds]
and a and a
jr nz, .skip jr nz, .skip
ld a, [wChannelSoundIDs + CH7] ld a, [wChannelSoundIDs + Ch7]
ld [wDisableChannelOutputWhenSfxEnds], a ld [wDisableChannelOutputWhenSfxEnds], a
xor a xor a
ld [wChannelSoundIDs + CH7], a ld [wChannelSoundIDs + Ch7], a
.skip .skip
jp Audio2_endchannel jp Audio2_endchannel
@ -570,7 +570,7 @@ Audio2_unknownsfx0x20:
cp $20 ; is this command an unknownsfx0x20? cp $20 ; is this command an unknownsfx0x20?
jr nz, Audio2_unknownsfx0x10 ; no jr nz, Audio2_unknownsfx0x10 ; no
ld a, c ld a, c
cp CH3 ; is this a noise or sfx channel? cp Ch3 ; is this a noise or sfx channel?
jr c, Audio2_unknownsfx0x10 ; no jr c, Audio2_unknownsfx0x10 ; no
ld b, $0 ld b, $0
ld hl, wChannelFlags2 ld hl, wChannelFlags2
@ -596,7 +596,7 @@ Audio2_unknownsfx0x20:
call Audio2_GetNextMusicByte call Audio2_GetNextMusicByte
ld e, a ld e, a
ld a, c ld a, c
cp CH7 cp Ch7
ld a, $0 ld a, $0
jr z, .sfxNoiseChannel ; only two params for noise channel jr z, .sfxNoiseChannel ; only two params for noise channel
push de push de
@ -613,7 +613,7 @@ Audio2_unknownsfx0x20:
Audio2_unknownsfx0x10: Audio2_unknownsfx0x10:
ld a, c ld a, c
cp CH4 cp Ch4
jr c, Audio2_note ; if not a sfx jr c, Audio2_note ; if not a sfx
ld a, d ld a, d
cp $10 ; is this command a unknownsfx0x10? cp $10 ; is this command a unknownsfx0x10?
@ -629,7 +629,7 @@ Audio2_unknownsfx0x10:
Audio2_note: Audio2_note:
ld a, c ld a, c
cp CH3 cp Ch3
jr nz, Audio2_notelength ; if not noise channel jr nz, Audio2_notelength ; if not noise channel
ld a, d ld a, d
and $f0 and $f0
@ -677,7 +677,7 @@ Audio2_notelength:
ld l, b ld l, b
call Audio2_22006 call Audio2_22006
ld a, c ld a, c
cp CH4 cp Ch4
jr nc, .sfxChannel jr nc, .sfxChannel
ld a, [wMusicTempo] ld a, [wMusicTempo]
ld d, a ld d, a
@ -687,7 +687,7 @@ Audio2_notelength:
.sfxChannel .sfxChannel
ld d, $1 ld d, $1
ld e, $0 ld e, $0
cp CH7 cp Ch7
jr z, .skip ; if noise channel jr z, .skip ; if noise channel
call Audio2_21e2f call Audio2_21e2f
ld a, [wSfxTempo] ld a, [wSfxTempo]
@ -727,9 +727,9 @@ Audio2_notepitch:
cp $c0 ; compare to rest cp $c0 ; compare to rest
jr nz, .notRest jr nz, .notRest
ld a, c ld a, c
cp CH4 cp Ch4
jr nc, .sfxChannel jr nc, .sfxChannel
ld hl, wChannelSoundIDs + CH4 ld hl, wChannelSoundIDs + Ch4
add hl, bc add hl, bc
ld a, [hl] ld a, [hl]
and a and a
@ -737,9 +737,9 @@ Audio2_notepitch:
; fall through ; fall through
.sfxChannel .sfxChannel
ld a, c ld a, c
cp CH2 cp Ch2
jr z, .musicChannel3 jr z, .musicChannel3
cp CH6 cp Ch6
jr nz, .notSfxChannel3 jr nz, .notSfxChannel3
.musicChannel3 .musicChannel3
ld b, $0 ld b, $0
@ -775,9 +775,9 @@ Audio2_notepitch:
.asm_21d39 .asm_21d39
push de push de
ld a, c ld a, c
cp CH4 cp Ch4
jr nc, .skip ; if sfx channel jr nc, .skip ; if sfx channel
ld hl, wChannelSoundIDs + CH4 ld hl, wChannelSoundIDs + Ch4
ld d, $0 ld d, $0
ld e, a ld e, a
add hl, de add hl, de
@ -822,11 +822,11 @@ Audio2_21d79:
or [hl] or [hl]
ld d, a ld d, a
ld a, c ld a, c
cp CH7 cp Ch7
jr z, .sfxNoiseChannel jr z, .sfxNoiseChannel
cp CH4 cp Ch4
jr nc, .skip ; if sfx channel jr nc, .skip ; if sfx channel
ld hl, wChannelSoundIDs + CH4 ld hl, wChannelSoundIDs + Ch4
add hl, bc add hl, bc
ld a, [hl] ld a, [hl]
and a and a
@ -854,9 +854,9 @@ Audio2_21daa:
add hl, bc add hl, bc
ld d, [hl] ld d, [hl]
ld a, c ld a, c
cp CH2 cp Ch2
jr z, .channel3 ; if music channel 3 jr z, .channel3 ; if music channel 3
cp CH6 cp Ch6
jr z, .channel3 ; if sfx channel 3 jr z, .channel3 ; if sfx channel 3
ld a, d ld a, d
and $3f and $3f
@ -874,15 +874,15 @@ Audio2_21daa:
Audio2_21dcc: Audio2_21dcc:
ld a, c ld a, c
cp CH2 cp Ch2
jr z, .channel3 jr z, .channel3
cp CH6 cp Ch6
jr nz, .notSfxChannel3 jr nz, .notSfxChannel3
; fall through ; fall through
.channel3 .channel3
push de push de
ld de, wMusicWaveInstrument ld de, wMusicWaveInstrument
cp CH2 cp Ch2
jr z, .musicChannel3 jr z, .musicChannel3
ld de, wSfxWaveInstrument ld de, wSfxWaveInstrument
.musicChannel3 .musicChannel3
@ -921,7 +921,7 @@ Audio2_21dcc:
inc hl inc hl
ld [hl], d ld [hl], d
ld a, c ld a, c
cp CH4 cp Ch4
jr c, .musicChannel jr c, .musicChannel
call Audio2_21e56 call Audio2_21e56
.musicChannel .musicChannel
@ -929,7 +929,7 @@ Audio2_21dcc:
Audio2_21e19: Audio2_21e19:
ld a, c ld a, c
cp CH4 cp Ch4
jr nz, .asm_21e2e jr nz, .asm_21e2e
ld a, [wLowHealthAlarm] ld a, [wLowHealthAlarm]
bit 7, a bit 7, a
@ -1008,7 +1008,7 @@ Audio2_21e6d:
ret ret
Audio2_21e8b: Audio2_21e8b:
ld a, [wChannelSoundIDs + CH4] ld a, [wChannelSoundIDs + Ch4]
cp $14 cp $14
jr nc, .asm_21e94 jr nc, .asm_21e94
jr .asm_21e9a jr .asm_21e9a
@ -1025,9 +1025,9 @@ Audio2_21e8b:
ret ret
Audio2_21e9f: Audio2_21e9f:
ld a, [wChannelSoundIDs + CH7] ld a, [wChannelSoundIDs + Ch7]
ld b, a ld b, a
ld a, [wChannelSoundIDs + CH4] ld a, [wChannelSoundIDs + Ch4]
or b or b
cp $9d cp $9d
jr nc, .asm_21ead jr nc, .asm_21ead
@ -1313,7 +1313,7 @@ Audio2_22017:
ld d, [hl] ld d, [hl]
ld a, b ld a, b
.loop .loop
cp CH7 cp Ch7
jr z, .done jr z, .done
sra d sra d
rr e rr e
@ -1682,12 +1682,12 @@ Audio2_2224e:
jr c, .asm_222b5 jr c, .asm_222b5
jr .asm_222d4 jr .asm_222d4
.asm_222b5 .asm_222b5
ld hl, wChannelSoundIDs + CH4 ld hl, wChannelSoundIDs + Ch4
ld [hli], a ld [hli], a
ld [hli], a ld [hli], a
ld [hli], a ld [hli], a
ld [hl], a ld [hl], a
ld hl, wChannelCommandPointers + CH6 * 2 ; sfx noise channel pointer ld hl, wChannelCommandPointers + Ch6 * 2 ; sfx noise channel pointer
ld de, Noise2_endchannel ld de, Noise2_endchannel
ld [hl], e ld [hl], e
inc hl inc hl

View file

@ -1,7 +1,7 @@
; The third of three duplicated sound engines. ; The third of three duplicated sound engines.
Audio3_UpdateMusic:: Audio3_UpdateMusic::
ld c, CH0 ld c, Ch0
.loop .loop
ld b, $0 ld b, $0
ld hl, wChannelSoundIDs ld hl, wChannelSoundIDs
@ -10,7 +10,7 @@ Audio3_UpdateMusic::
and a and a
jr z, .nextChannel jr z, .nextChannel
ld a, c ld a, c
cp CH4 cp Ch4
jr nc, .applyAffects ; if sfx channel jr nc, .applyAffects ; if sfx channel
ld a, [wMuteAudioAndPauseMusic] ld a, [wMuteAudioAndPauseMusic]
and a and a
@ -30,7 +30,7 @@ Audio3_UpdateMusic::
.nextChannel .nextChannel
ld a, c ld a, c
inc c ; inc channel number inc c ; inc channel number
cp CH7 cp Ch7
jr nz, .loop jr nz, .loop
ret ret
@ -52,9 +52,9 @@ Audio3_ApplyMusicAffects:
dec a ; otherwise, decrease the delay timer dec a ; otherwise, decrease the delay timer
ld [hl], a ld [hl], a
ld a, c ld a, c
cp CH4 cp Ch4
jr nc, .startChecks ; if a sfx channel jr nc, .startChecks ; if a sfx channel
ld hl, wChannelSoundIDs + CH4 ld hl, wChannelSoundIDs + Ch4
add hl, bc add hl, bc
ld a, [hl] ld a, [hl]
and a and a
@ -173,7 +173,7 @@ Audio3_endchannel:
bit 1, [hl] bit 1, [hl]
jr nz, .returnFromCall jr nz, .returnFromCall
ld a, c ld a, c
cp CH3 cp Ch3
jr nc, .noiseOrSfxChannel jr nc, .noiseOrSfxChannel
jr .asm_7d2b3 jr .asm_7d2b3
.noiseOrSfxChannel .noiseOrSfxChannel
@ -181,7 +181,7 @@ Audio3_endchannel:
ld hl, wChannelFlags2 ld hl, wChannelFlags2
add hl, bc add hl, bc
res 0, [hl] res 0, [hl]
cp CH6 cp Ch6
jr nz, .notSfxChannel3 jr nz, .notSfxChannel3
ld a, $0 ld a, $0
ld [rNR30], a ld [rNR30], a
@ -224,19 +224,19 @@ Audio3_endchannel:
and [hl] and [hl]
ld [rNR51], a ld [rNR51], a
.asm_7d2bc .asm_7d2bc
ld a, [wChannelSoundIDs + CH4] ld a, [wChannelSoundIDs + Ch4]
cp $14 cp $14
jr nc, .asm_7d2c5 jr nc, .asm_7d2c5
jr .asm_7d2e2 jr .asm_7d2e2
.asm_7d2c5 .asm_7d2c5
ld a, [wChannelSoundIDs + CH4] ld a, [wChannelSoundIDs + Ch4]
cp $86 cp $86
jr z, .asm_7d2e2 jr z, .asm_7d2e2
jr c, .asm_7d2d0 jr c, .asm_7d2d0
jr .asm_7d2e2 jr .asm_7d2e2
.asm_7d2d0 .asm_7d2d0
ld a, c ld a, c
cp CH4 cp Ch4
jr z, .asm_7d2d9 jr z, .asm_7d2d9
call Audio3_7d73b call Audio3_7d73b
ret c ret c
@ -337,14 +337,14 @@ Audio3_notetype:
add hl, bc add hl, bc
ld [hl], a ; store low nibble as speed ld [hl], a ; store low nibble as speed
ld a, c ld a, c
cp CH3 cp Ch3
jr z, .noiseChannel ; noise channel has 0 params jr z, .noiseChannel ; noise channel has 0 params
call Audio3_GetNextMusicByte call Audio3_GetNextMusicByte
ld d, a ld d, a
ld a, c ld a, c
cp CH2 cp Ch2
jr z, .musicChannel3 jr z, .musicChannel3
cp CH6 cp Ch6
jr nz, .notChannel3 jr nz, .notChannel3
ld hl, wSfxWaveInstrument ld hl, wSfxWaveInstrument
jr .sfxChannel3 jr .sfxChannel3
@ -464,7 +464,7 @@ Audio3_tempo:
cp $ed ; is this command a tempo? cp $ed ; is this command a tempo?
jr nz, Audio3_stereopanning ; no jr nz, Audio3_stereopanning ; no
ld a, c ; yes ld a, c ; yes
cp CH4 cp Ch4
jr nc, .sfxChannel jr nc, .sfxChannel
call Audio3_GetNextMusicByte call Audio3_GetNextMusicByte
ld [wMusicTempo], a ; store first param ld [wMusicTempo], a ; store first param
@ -507,10 +507,10 @@ Audio3_unknownmusic0xef:
ld a, [wDisableChannelOutputWhenSfxEnds] ld a, [wDisableChannelOutputWhenSfxEnds]
and a and a
jr nz, .skip jr nz, .skip
ld a, [wChannelSoundIDs + CH7] ld a, [wChannelSoundIDs + Ch7]
ld [wDisableChannelOutputWhenSfxEnds], a ld [wDisableChannelOutputWhenSfxEnds], a
xor a xor a
ld [wChannelSoundIDs + CH7], a ld [wChannelSoundIDs + Ch7], a
.skip .skip
jp Audio3_endchannel jp Audio3_endchannel
@ -563,7 +563,7 @@ Audio3_unknownsfx0x20:
cp $20 ; is this command an unknownsfx0x20? cp $20 ; is this command an unknownsfx0x20?
jr nz, Audio3_unknownsfx0x10 ; no jr nz, Audio3_unknownsfx0x10 ; no
ld a, c ld a, c
cp CH3 ; is this a noise or sfx channel? cp Ch3 ; is this a noise or sfx channel?
jr c, Audio3_unknownsfx0x10 ; no jr c, Audio3_unknownsfx0x10 ; no
ld b, $0 ld b, $0
ld hl, wChannelFlags2 ld hl, wChannelFlags2
@ -589,7 +589,7 @@ Audio3_unknownsfx0x20:
call Audio3_GetNextMusicByte call Audio3_GetNextMusicByte
ld e, a ld e, a
ld a, c ld a, c
cp CH7 cp Ch7
ld a, $0 ld a, $0
jr z, .sfxNoiseChannel ; only two params for noise channel jr z, .sfxNoiseChannel ; only two params for noise channel
push de push de
@ -606,7 +606,7 @@ Audio3_unknownsfx0x20:
Audio3_unknownsfx0x10: Audio3_unknownsfx0x10:
ld a, c ld a, c
cp CH4 cp Ch4
jr c, Audio3_note ; if not a sfx jr c, Audio3_note ; if not a sfx
ld a, d ld a, d
cp $10 ; is this command an unknownsfx0x10? cp $10 ; is this command an unknownsfx0x10?
@ -622,7 +622,7 @@ Audio3_unknownsfx0x10:
Audio3_note: Audio3_note:
ld a, c ld a, c
cp CH3 cp Ch3
jr nz, Audio3_notelength ; if not noise channel jr nz, Audio3_notelength ; if not noise channel
ld a, d ld a, d
and $f0 and $f0
@ -670,7 +670,7 @@ Audio3_notelength:
ld l, b ld l, b
call Audio3_7d8bb call Audio3_7d8bb
ld a, c ld a, c
cp CH4 cp Ch4
jr nc, .sfxChannel jr nc, .sfxChannel
ld a, [wMusicTempo] ld a, [wMusicTempo]
ld d, a ld d, a
@ -680,7 +680,7 @@ Audio3_notelength:
.sfxChannel .sfxChannel
ld d, $1 ld d, $1
ld e, $0 ld e, $0
cp CH7 cp Ch7
jr z, .skip ; if noise channel jr z, .skip ; if noise channel
call Audio3_7d707 call Audio3_7d707
ld a, [wSfxTempo] ld a, [wSfxTempo]
@ -720,9 +720,9 @@ Audio3_notepitch:
cp $c0 ; compare to rest cp $c0 ; compare to rest
jr nz, .notRest jr nz, .notRest
ld a, c ld a, c
cp CH4 cp Ch4
jr nc, .sfxChannel jr nc, .sfxChannel
ld hl, wChannelSoundIDs + CH4 ld hl, wChannelSoundIDs + Ch4
add hl, bc add hl, bc
ld a, [hl] ld a, [hl]
and a and a
@ -730,9 +730,9 @@ Audio3_notepitch:
; fall through ; fall through
.sfxChannel .sfxChannel
ld a, c ld a, c
cp CH2 cp Ch2
jr z, .musicChannel3 jr z, .musicChannel3
cp CH6 cp Ch6
jr nz, .notSfxChannel3 jr nz, .notSfxChannel3
.musicChannel3 .musicChannel3
ld b, $0 ld b, $0
@ -768,9 +768,9 @@ Audio3_notepitch:
.asm_7d62c .asm_7d62c
push de push de
ld a, c ld a, c
cp CH4 cp Ch4
jr nc, .skip ; if sfx Channel jr nc, .skip ; if sfx Channel
ld hl, wChannelSoundIDs + CH4 ld hl, wChannelSoundIDs + Ch4
ld d, $0 ld d, $0
ld e, a ld e, a
add hl, de add hl, de
@ -815,11 +815,11 @@ Audio3_7d66c:
or [hl] or [hl]
ld d, a ld d, a
ld a, c ld a, c
cp CH7 cp Ch7
jr z, .sfxNoiseChannel jr z, .sfxNoiseChannel
cp CH4 cp Ch4
jr nc, .skip ; if sfx channel jr nc, .skip ; if sfx channel
ld hl, wChannelSoundIDs + CH4 ld hl, wChannelSoundIDs + Ch4
add hl, bc add hl, bc
ld a, [hl] ld a, [hl]
and a and a
@ -847,9 +847,9 @@ Audio3_7d69d:
add hl, bc add hl, bc
ld d, [hl] ld d, [hl]
ld a, c ld a, c
cp CH2 cp Ch2
jr z, .channel3 ; if music channel 3 jr z, .channel3 ; if music channel 3
cp CH6 cp Ch6
jr z, .channel3 ; if sfx channel 3 jr z, .channel3 ; if sfx channel 3
ld a, d ld a, d
and $3f and $3f
@ -867,15 +867,15 @@ Audio3_7d69d:
Audio3_7d6bf: Audio3_7d6bf:
ld a, c ld a, c
cp CH2 cp Ch2
jr z, .channel3 jr z, .channel3
cp CH6 cp Ch6
jr nz, .notSfxChannel3 jr nz, .notSfxChannel3
; fall through ; fall through
.channel3 .channel3
push de push de
ld de, wMusicWaveInstrument ld de, wMusicWaveInstrument
cp CH2 cp Ch2
jr z, .musicChannel3 jr z, .musicChannel3
ld de, wSfxWaveInstrument ld de, wSfxWaveInstrument
.musicChannel3 .musicChannel3
@ -977,7 +977,7 @@ Audio3_7d73b:
ret ret
Audio3_7d759: Audio3_7d759:
ld a, [wChannelSoundIDs + CH4] ld a, [wChannelSoundIDs + Ch4]
cp $14 cp $14
jr nc, .asm_7d762 jr nc, .asm_7d762
jr .asm_7d768 jr .asm_7d768
@ -1631,12 +1631,12 @@ Audio3_7db03:
jr c, .asm_7db6a jr c, .asm_7db6a
jr .asm_7db89 jr .asm_7db89
.asm_7db6a .asm_7db6a
ld hl, wChannelSoundIDs + CH4 ld hl, wChannelSoundIDs + Ch4
ld [hli], a ld [hli], a
ld [hli], a ld [hli], a
ld [hli], a ld [hli], a
ld [hl], a ld [hl], a
ld hl, wChannelCommandPointers + CH6 * 2 ; sfx noise channel pointer ld hl, wChannelCommandPointers + Ch6 * 2 ; sfx noise channel pointer
ld de, Noise3_endchannel ld de, Noise3_endchannel
ld [hl], e ld [hl], e
inc hl inc hl

View file

@ -1,66 +1,66 @@
Music_PalletTown:: Music_PalletTown::
music Music_PalletTown, CH0_ | CH1_ | CH2_ audio Music_PalletTown, Ch0, Ch1, Ch2
Music_Pokecenter:: Music_Pokecenter::
music Music_Pokecenter, CH0_ | CH1_ | CH2_ audio Music_Pokecenter, Ch0, Ch1, Ch2
Music_Gym:: Music_Gym::
music Music_Gym, CH0_ | CH1_ | CH2_ audio Music_Gym, Ch0, Ch1, Ch2
; Viridian City, Pewter City, Saffron City ; Viridian City, Pewter City, Saffron City
Music_Cities1:: Music_Cities1::
music Music_Cities1, CH0_ | CH1_ | CH2_ | CH3_ audio Music_Cities1, Ch0, Ch1, Ch2, Ch3
; Cerulean City, Fuchsia City ; Cerulean City, Fuchsia City
Music_Cities2:: Music_Cities2::
music Music_Cities2, CH0_ | CH1_ | CH2_ audio Music_Cities2, Ch0, Ch1, Ch2
Music_Celadon:: Music_Celadon::
music Music_Celadon, CH0_ | CH1_ | CH2_ audio Music_Celadon, Ch0, Ch1, Ch2
Music_Cinnabar:: Music_Cinnabar::
music Music_Cinnabar, CH0_ | CH1_ | CH2_ audio Music_Cinnabar, Ch0, Ch1, Ch2
Music_Vermilion:: Music_Vermilion::
music Music_Vermilion, CH0_ | CH1_ | CH2_ | CH3_ audio Music_Vermilion, Ch0, Ch1, Ch2, Ch3
Music_Lavender:: Music_Lavender::
music Music_Lavender, CH0_ | CH1_ | CH2_ | CH3_ audio Music_Lavender, Ch0, Ch1, Ch2, Ch3
Music_SSAnne:: Music_SSAnne::
music Music_SSAnne, CH0_ | CH1_ | CH2_ audio Music_SSAnne, Ch0, Ch1, Ch2
Music_MeetProfOak:: Music_MeetProfOak::
music Music_MeetProfOak, CH0_ | CH1_ | CH2_ audio Music_MeetProfOak, Ch0, Ch1, Ch2
Music_MeetRival:: Music_MeetRival::
music Music_MeetRival, CH0_ | CH1_ | CH2_ audio Music_MeetRival, Ch0, Ch1, Ch2
Music_MuseumGuy:: Music_MuseumGuy::
music Music_MuseumGuy, CH0_ | CH1_ | CH2_ | CH3_ audio Music_MuseumGuy, Ch0, Ch1, Ch2, Ch3
Music_SafariZone:: Music_SafariZone::
music Music_SafariZone, CH0_ | CH1_ | CH2_ audio Music_SafariZone, Ch0, Ch1, Ch2
Music_PkmnHealed:: Music_PkmnHealed::
music Music_PkmnHealed, CH0_ | CH1_ | CH2_ audio Music_PkmnHealed, Ch0, Ch1, Ch2
; Routes 1 and 2 ; Routes 1 and 2
Music_Routes1:: Music_Routes1::
music Music_Routes1, CH0_ | CH1_ | CH2_ | CH3_ audio Music_Routes1, Ch0, Ch1, Ch2, Ch3
; Routes 24 and 25 ; Routes 24 and 25
Music_Routes2:: Music_Routes2::
music Music_Routes2, CH0_ | CH1_ | CH2_ | CH3_ audio Music_Routes2, Ch0, Ch1, Ch2, Ch3
; Routes 3, 4, 5, 6, 7, 8, 9, 10, 16, 17, 18, 19, 20, 21, 22 ; Routes 3, 4, 5, 6, 7, 8, 9, 10, 16, 17, 18, 19, 20, 21, 22
Music_Routes3:: Music_Routes3::
music Music_Routes3, CH0_ | CH1_ | CH2_ | CH3_ audio Music_Routes3, Ch0, Ch1, Ch2, Ch3
; Routes 11, 12, 13, 14, 15 ; Routes 11, 12, 13, 14, 15
Music_Routes4:: Music_Routes4::
music Music_Routes4, CH0_ | CH1_ | CH2_ | CH3_ audio Music_Routes4, Ch0, Ch1, Ch2, Ch3
; Route 23, Indigo Plateau ; Route 23, Indigo Plateau
Music_IndigoPlateau:: Music_IndigoPlateau::
music Music_IndigoPlateau, CH0_ | CH1_ | CH2_ | CH3_ audio Music_IndigoPlateau, Ch0, Ch1, Ch2, Ch3

View file

@ -1,20 +1,20 @@
Music_GymLeaderBattle:: Music_GymLeaderBattle::
music Music_GymLeaderBattle, CH0_ | CH1_ | CH2_ audio Music_GymLeaderBattle, Ch0, Ch1, Ch2
Music_TrainerBattle:: Music_TrainerBattle::
music Music_TrainerBattle, CH0_ | CH1_ | CH2_ audio Music_TrainerBattle, Ch0, Ch1, Ch2
Music_WildBattle:: Music_WildBattle::
music Music_WildBattle, CH0_ | CH1_ | CH2_ audio Music_WildBattle, Ch0, Ch1, Ch2
Music_FinalBattle:: Music_FinalBattle::
music Music_FinalBattle, CH0_ | CH1_ | CH2_ audio Music_FinalBattle, Ch0, Ch1, Ch2
Music_DefeatedTrainer:: Music_DefeatedTrainer::
music Music_DefeatedTrainer, CH0_ | CH1_ | CH2_ audio Music_DefeatedTrainer, Ch0, Ch1, Ch2
Music_DefeatedWildMon:: Music_DefeatedWildMon::
music Music_DefeatedWildMon, CH0_ | CH1_ | CH2_ audio Music_DefeatedWildMon, Ch0, Ch1, Ch2
Music_DefeatedGymLeader:: Music_DefeatedGymLeader::
music Music_DefeatedGymLeader, CH0_ | CH1_ | CH2_ audio Music_DefeatedGymLeader, Ch0, Ch1, Ch2

View file

@ -1,56 +1,56 @@
Music_TitleScreen:: Music_TitleScreen::
music Music_TitleScreen, CH0_ | CH1_ | CH2_ | CH3_ audio Music_TitleScreen, Ch0, Ch1, Ch2, Ch3
Music_Credits:: Music_Credits::
music Music_Credits, CH0_ | CH1_ | CH2_ audio Music_Credits, Ch0, Ch1, Ch2
Music_HallOfFame:: Music_HallOfFame::
music Music_HallOfFame, CH0_ | CH1_ | CH2_ audio Music_HallOfFame, Ch0, Ch1, Ch2
Music_OaksLab:: Music_OaksLab::
music Music_OaksLab, CH0_ | CH1_ | CH2_ audio Music_OaksLab, Ch0, Ch1, Ch2
Music_JigglypuffSong:: Music_JigglypuffSong::
music Music_JigglypuffSong, CH0_ | CH1_ audio Music_JigglypuffSong, Ch0, Ch1
Music_BikeRiding:: Music_BikeRiding::
music Music_BikeRiding, CH0_ | CH1_ | CH2_ | CH3_ audio Music_BikeRiding, Ch0, Ch1, Ch2, Ch3
Music_Surfing:: Music_Surfing::
music Music_Surfing, CH0_ | CH1_ | CH2_ audio Music_Surfing, Ch0, Ch1, Ch2
Music_GameCorner:: Music_GameCorner::
music Music_GameCorner, CH0_ | CH1_ | CH2_ audio Music_GameCorner, Ch0, Ch1, Ch2
Music_IntroBattle:: Music_IntroBattle::
music Music_IntroBattle, CH0_ | CH1_ | CH2_ | CH3_ audio Music_IntroBattle, Ch0, Ch1, Ch2, Ch3
; Power Plant, Unknown Dungeon, Rocket HQ ; Power Plant, Unknown Dungeon, Rocket HQ
Music_Dungeon1:: Music_Dungeon1::
music Music_Dungeon1, CH0_ | CH1_ | CH2_ | CH3_ audio Music_Dungeon1, Ch0, Ch1, Ch2, Ch3
; Viridian Forest, Seafoam Islands ; Viridian Forest, Seafoam Islands
Music_Dungeon2:: Music_Dungeon2::
music Music_Dungeon2, CH0_ | CH1_ | CH2_ | CH3_ audio Music_Dungeon2, Ch0, Ch1, Ch2, Ch3
; Mt. Moon, Rock Tunnel, Victory Road ; Mt. Moon, Rock Tunnel, Victory Road
Music_Dungeon3:: Music_Dungeon3::
music Music_Dungeon3, CH0_ | CH1_ | CH2_ | CH3_ audio Music_Dungeon3, Ch0, Ch1, Ch2, Ch3
Music_CinnabarMansion:: Music_CinnabarMansion::
music Music_CinnabarMansion, CH0_ | CH1_ | CH2_ | CH3_ audio Music_CinnabarMansion, Ch0, Ch1, Ch2, Ch3
Music_PokemonTower:: Music_PokemonTower::
music Music_PokemonTower, CH0_ | CH1_ | CH2_ audio Music_PokemonTower, Ch0, Ch1, Ch2
Music_SilphCo:: Music_SilphCo::
music Music_SilphCo, CH0_ | CH1_ | CH2_ audio Music_SilphCo, Ch0, Ch1, Ch2
Music_MeetEvilTrainer:: Music_MeetEvilTrainer::
music Music_MeetEvilTrainer, CH0_ | CH1_ | CH2_ audio Music_MeetEvilTrainer, Ch0, Ch1, Ch2
Music_MeetFemaleTrainer:: Music_MeetFemaleTrainer::
music Music_MeetFemaleTrainer, CH0_ | CH1_ | CH2_ audio Music_MeetFemaleTrainer, Ch0, Ch1, Ch2
Music_MeetMaleTrainer:: Music_MeetMaleTrainer::
music Music_MeetMaleTrainer, CH0_ | CH1_ | CH2_ audio Music_MeetMaleTrainer, Ch0, Ch1, Ch2

View file

@ -2,288 +2,287 @@ SFX_Headers_1::
db $ff, $ff, $ff ; padding db $ff, $ff, $ff ; padding
SFX_Snare1_1:: SFX_Snare1_1::
sfx SFX_Snare1_1, CH7_ audio SFX_Snare1_1, Ch7
SFX_Snare2_1:: SFX_Snare2_1::
sfx SFX_Snare2_1, CH7_ audio SFX_Snare2_1, Ch7
SFX_Snare3_1:: SFX_Snare3_1::
sfx SFX_Snare3_1, CH7_ audio SFX_Snare3_1, Ch7
SFX_Snare4_1:: SFX_Snare4_1::
sfx SFX_Snare4_1, CH7_ audio SFX_Snare4_1, Ch7
SFX_Snare5_1:: SFX_Snare5_1::
sfx SFX_Snare5_1, CH7_ audio SFX_Snare5_1, Ch7
SFX_Triangle1_1:: SFX_Triangle1_1::
sfx SFX_Triangle1_1, CH7_ audio SFX_Triangle1_1, Ch7
SFX_Triangle2_1:: SFX_Triangle2_1::
sfx SFX_Triangle2_1, CH7_ audio SFX_Triangle2_1, Ch7
SFX_Snare6_1:: SFX_Snare6_1::
sfx SFX_Snare6_1, CH7_ audio SFX_Snare6_1, Ch7
SFX_Snare7_1:: SFX_Snare7_1::
sfx SFX_Snare7_1, CH7_ audio SFX_Snare7_1, Ch7
SFX_Snare8_1:: SFX_Snare8_1::
sfx SFX_Snare8_1, CH7_ audio SFX_Snare8_1, Ch7
SFX_Snare9_1:: SFX_Snare9_1::
sfx SFX_Snare9_1, CH7_ audio SFX_Snare9_1, Ch7
SFX_Cymbal1_1:: SFX_Cymbal1_1::
sfx SFX_Cymbal1_1, CH7_ audio SFX_Cymbal1_1, Ch7
SFX_Cymbal2_1:: SFX_Cymbal2_1::
sfx SFX_Cymbal2_1, CH7_ audio SFX_Cymbal2_1, Ch7
SFX_Cymbal3_1:: SFX_Cymbal3_1::
sfx SFX_Cymbal3_1, CH7_ audio SFX_Cymbal3_1, Ch7
SFX_Muted_Snare1_1:: SFX_Muted_Snare1_1::
sfx SFX_Muted_Snare1_1, CH7_ audio SFX_Muted_Snare1_1, Ch7
SFX_Triangle3_1:: SFX_Triangle3_1::
sfx SFX_Triangle3_1, CH7_ audio SFX_Triangle3_1, Ch7
SFX_Muted_Snare2_1:: SFX_Muted_Snare2_1::
sfx SFX_Muted_Snare2_1, CH7_ audio SFX_Muted_Snare2_1, Ch7
SFX_Muted_Snare3_1:: SFX_Muted_Snare3_1::
sfx SFX_Muted_Snare3_1, CH7_ audio SFX_Muted_Snare3_1, Ch7
SFX_Muted_Snare4_1:: SFX_Muted_Snare4_1::
sfx SFX_Muted_Snare4_1, CH7_ audio SFX_Muted_Snare4_1, Ch7
SFX_Cry00_1:: SFX_Cry00_1::
sfx SFX_Cry00_1, CH4_ | CH5_ | CH7_ audio SFX_Cry00_1, Ch4, Ch5, Ch7
SFX_Cry01_1:: SFX_Cry01_1::
sfx SFX_Cry01_1, CH4_ | CH5_ | CH7_ audio SFX_Cry01_1, Ch4, Ch5, Ch7
SFX_Cry02_1:: SFX_Cry02_1::
sfx SFX_Cry02_1, CH4_ | CH5_ | CH7_ audio SFX_Cry02_1, Ch4, Ch5, Ch7
SFX_Cry03_1:: SFX_Cry03_1::
sfx SFX_Cry03_1, CH4_ | CH5_ | CH7_ audio SFX_Cry03_1, Ch4, Ch5, Ch7
SFX_Cry04_1:: SFX_Cry04_1::
sfx SFX_Cry04_1, CH4_ | CH5_ | CH7_ audio SFX_Cry04_1, Ch4, Ch5, Ch7
SFX_Cry05_1:: SFX_Cry05_1::
sfx SFX_Cry05_1, CH4_ | CH5_ | CH7_ audio SFX_Cry05_1, Ch4, Ch5, Ch7
SFX_Cry06_1:: SFX_Cry06_1::
sfx SFX_Cry06_1, CH4_ | CH5_ | CH7_ audio SFX_Cry06_1, Ch4, Ch5, Ch7
SFX_Cry07_1:: SFX_Cry07_1::
sfx SFX_Cry07_1, CH4_ | CH5_ | CH7_ audio SFX_Cry07_1, Ch4, Ch5, Ch7
SFX_Cry08_1:: SFX_Cry08_1::
sfx SFX_Cry08_1, CH4_ | CH5_ | CH7_ audio SFX_Cry08_1, Ch4, Ch5, Ch7
SFX_Cry09_1:: SFX_Cry09_1::
sfx SFX_Cry09_1, CH4_ | CH5_ | CH7_ audio SFX_Cry09_1, Ch4, Ch5, Ch7
SFX_Cry0A_1:: SFX_Cry0A_1::
sfx SFX_Cry0A_1, CH4_ | CH5_ | CH7_ audio SFX_Cry0A_1, Ch4, Ch5, Ch7
SFX_Cry0B_1:: SFX_Cry0B_1::
sfx SFX_Cry0B_1, CH4_ | CH5_ | CH7_ audio SFX_Cry0B_1, Ch4, Ch5, Ch7
SFX_Cry0C_1:: SFX_Cry0C_1::
sfx SFX_Cry0C_1, CH4_ | CH5_ | CH7_ audio SFX_Cry0C_1, Ch4, Ch5, Ch7
SFX_Cry0D_1:: SFX_Cry0D_1::
sfx SFX_Cry0D_1, CH4_ | CH5_ | CH7_ audio SFX_Cry0D_1, Ch4, Ch5, Ch7
SFX_Cry0E_1:: SFX_Cry0E_1::
sfx SFX_Cry0E_1, CH4_ | CH5_ | CH7_ audio SFX_Cry0E_1, Ch4, Ch5, Ch7
SFX_Cry0F_1:: SFX_Cry0F_1::
sfx SFX_Cry0F_1, CH4_ | CH5_ | CH7_ audio SFX_Cry0F_1, Ch4, Ch5, Ch7
SFX_Cry10_1:: SFX_Cry10_1::
sfx SFX_Cry10_1, CH4_ | CH5_ | CH7_ audio SFX_Cry10_1, Ch4, Ch5, Ch7
SFX_Cry11_1:: SFX_Cry11_1::
sfx SFX_Cry11_1, CH4_ | CH5_ | CH7_ audio SFX_Cry11_1, Ch4, Ch5, Ch7
SFX_Cry12_1:: SFX_Cry12_1::
sfx SFX_Cry12_1, CH4_ | CH5_ | CH7_ audio SFX_Cry12_1, Ch4, Ch5, Ch7
SFX_Cry13_1:: SFX_Cry13_1::
sfx SFX_Cry13_1, CH4_ | CH5_ | CH7_ audio SFX_Cry13_1, Ch4, Ch5, Ch7
SFX_Cry14_1:: SFX_Cry14_1::
sfx SFX_Cry14_1, CH4_ | CH5_ | CH7_ audio SFX_Cry14_1, Ch4, Ch5, Ch7
SFX_Cry15_1:: SFX_Cry15_1::
sfx SFX_Cry15_1, CH4_ | CH5_ | CH7_ audio SFX_Cry15_1, Ch4, Ch5, Ch7
SFX_Cry16_1:: SFX_Cry16_1::
sfx SFX_Cry16_1, CH4_ | CH5_ | CH7_ audio SFX_Cry16_1, Ch4, Ch5, Ch7
SFX_Cry17_1:: SFX_Cry17_1::
sfx SFX_Cry17_1, CH4_ | CH5_ | CH7_ audio SFX_Cry17_1, Ch4, Ch5, Ch7
SFX_Cry18_1:: SFX_Cry18_1::
sfx SFX_Cry18_1, CH4_ | CH5_ | CH7_ audio SFX_Cry18_1, Ch4, Ch5, Ch7
SFX_Cry19_1:: SFX_Cry19_1::
sfx SFX_Cry19_1, CH4_ | CH5_ | CH7_ audio SFX_Cry19_1, Ch4, Ch5, Ch7
SFX_Cry1A_1:: SFX_Cry1A_1::
sfx SFX_Cry1A_1, CH4_ | CH5_ | CH7_ audio SFX_Cry1A_1, Ch4, Ch5, Ch7
SFX_Cry1B_1:: SFX_Cry1B_1::
sfx SFX_Cry1B_1, CH4_ | CH5_ | CH7_ audio SFX_Cry1B_1, Ch4, Ch5, Ch7
SFX_Cry1C_1:: SFX_Cry1C_1::
sfx SFX_Cry1C_1, CH4_ | CH5_ | CH7_ audio SFX_Cry1C_1, Ch4, Ch5, Ch7
SFX_Cry1D_1:: SFX_Cry1D_1::
sfx SFX_Cry1D_1, CH4_ | CH5_ | CH7_ audio SFX_Cry1D_1, Ch4, Ch5, Ch7
SFX_Cry1E_1:: SFX_Cry1E_1::
sfx SFX_Cry1E_1, CH4_ | CH5_ | CH7_ audio SFX_Cry1E_1, Ch4, Ch5, Ch7
SFX_Cry1F_1:: SFX_Cry1F_1::
sfx SFX_Cry1F_1, CH4_ | CH5_ | CH7_ audio SFX_Cry1F_1, Ch4, Ch5, Ch7
SFX_Cry20_1:: SFX_Cry20_1::
sfx SFX_Cry20_1, CH4_ | CH5_ | CH7_ audio SFX_Cry20_1, Ch4, Ch5, Ch7
SFX_Cry21_1:: SFX_Cry21_1::
sfx SFX_Cry21_1, CH4_ | CH5_ | CH7_ audio SFX_Cry21_1, Ch4, Ch5, Ch7
SFX_Cry22_1:: SFX_Cry22_1::
sfx SFX_Cry22_1, CH4_ | CH5_ | CH7_ audio SFX_Cry22_1, Ch4, Ch5, Ch7
SFX_Cry23_1:: SFX_Cry23_1::
sfx SFX_Cry23_1, CH4_ | CH5_ | CH7_ audio SFX_Cry23_1, Ch4, Ch5, Ch7
SFX_Cry24_1:: SFX_Cry24_1::
sfx SFX_Cry24_1, CH4_ | CH5_ | CH7_ audio SFX_Cry24_1, Ch4, Ch5, Ch7
SFX_Cry25_1:: SFX_Cry25_1::
sfx SFX_Cry25_1, CH4_ | CH5_ | CH7_ audio SFX_Cry25_1, Ch4, Ch5, Ch7
SFX_Get_Item1_1:: SFX_Get_Item1_1::
sfx SFX_Get_Item1_1, CH4_ | CH5_ | CH6_ audio SFX_Get_Item1_1, Ch4, Ch5, Ch6
SFX_Get_Item2_1:: SFX_Get_Item2_1::
sfx SFX_Get_Item2_1, CH4_ | CH5_ | CH6_ audio SFX_Get_Item2_1, Ch4, Ch5, Ch6
SFX_Tink_1:: SFX_Tink_1::
sfx SFX_Tink_1, CH4_ audio SFX_Tink_1, Ch4
SFX_Heal_HP_1:: SFX_Heal_HP_1::
sfx SFX_Heal_HP_1, CH4_ audio SFX_Heal_HP_1, Ch4
SFX_Heal_Ailment_1:: SFX_Heal_Ailment_1::
sfx SFX_Heal_Ailment_1, CH4_ audio SFX_Heal_Ailment_1, Ch4
SFX_Start_Menu_1:: SFX_Start_Menu_1::
sfx SFX_Start_Menu_1, CH7_ audio SFX_Start_Menu_1, Ch7
SFX_Press_AB_1:: SFX_Press_AB_1::
sfx SFX_Press_AB_1, CH4_ audio SFX_Press_AB_1, Ch4
SFX_Pokedex_Rating_1:: SFX_Pokedex_Rating_1::
sfx SFX_Pokedex_Rating_1, CH4_ | CH5_ | CH6_ audio SFX_Pokedex_Rating_1, Ch4, Ch5, Ch6
SFX_Get_Key_Item_1:: SFX_Get_Key_Item_1::
sfx SFX_Get_Key_Item_1, CH4_ | CH5_ | CH6_ audio SFX_Get_Key_Item_1, Ch4, Ch5, Ch6
SFX_Poisoned_1:: SFX_Poisoned_1::
sfx SFX_Poisoned_1, CH4_ audio SFX_Poisoned_1, Ch4
SFX_Trade_Machine_1:: SFX_Trade_Machine_1::
sfx SFX_Trade_Machine_1, CH4_ audio SFX_Trade_Machine_1, Ch4
SFX_Turn_On_PC_1:: SFX_Turn_On_PC_1::
sfx SFX_Turn_On_PC_1, CH4_ audio SFX_Turn_On_PC_1, Ch4
SFX_Turn_Off_PC_1:: SFX_Turn_Off_PC_1::
sfx SFX_Turn_Off_PC_1, CH4_ audio SFX_Turn_Off_PC_1, Ch4
SFX_Enter_PC_1:: SFX_Enter_PC_1::
sfx SFX_Enter_PC_1, CH4_ audio SFX_Enter_PC_1, Ch4
SFX_Shrink_1:: SFX_Shrink_1::
sfx SFX_Shrink_1, CH4_ audio SFX_Shrink_1, Ch4
SFX_Switch_1:: SFX_Switch_1::
sfx SFX_Switch_1, CH4_ audio SFX_Switch_1, Ch4
SFX_Healing_Machine_1:: SFX_Healing_Machine_1::
sfx SFX_Healing_Machine_1, CH4_ audio SFX_Healing_Machine_1, Ch4
SFX_Teleport_Exit1_1:: SFX_Teleport_Exit1_1::
sfx SFX_Teleport_Exit1_1, CH4_ audio SFX_Teleport_Exit1_1, Ch4
SFX_Teleport_Enter1_1:: SFX_Teleport_Enter1_1::
sfx SFX_Teleport_Enter1_1, CH4_ audio SFX_Teleport_Enter1_1, Ch4
SFX_Teleport_Exit2_1:: SFX_Teleport_Exit2_1::
sfx SFX_Teleport_Exit2_1, CH4_ audio SFX_Teleport_Exit2_1, Ch4
SFX_Ledge_1:: SFX_Ledge_1::
sfx SFX_Ledge_1, CH4_ audio SFX_Ledge_1, Ch4
SFX_Teleport_Enter2_1:: SFX_Teleport_Enter2_1::
sfx SFX_Teleport_Enter2_1, CH7_ audio SFX_Teleport_Enter2_1, Ch7
SFX_Fly_1:: SFX_Fly_1::
sfx SFX_Fly_1, CH7_ audio SFX_Fly_1, Ch7
SFX_Denied_1:: SFX_Denied_1::
sfx SFX_Denied_1, CH4_ | CH5_ audio SFX_Denied_1, Ch4, Ch5
SFX_Arrow_Tiles_1:: SFX_Arrow_Tiles_1::
sfx SFX_Arrow_Tiles_1, CH4_ audio SFX_Arrow_Tiles_1, Ch4
SFX_Push_Boulder_1:: SFX_Push_Boulder_1::
sfx SFX_Push_Boulder_1, CH7_ audio SFX_Push_Boulder_1, Ch7
SFX_SS_Anne_Horn_1:: SFX_SS_Anne_Horn_1::
sfx SFX_SS_Anne_Horn_1, CH4_ | CH5_ audio SFX_SS_Anne_Horn_1, Ch4, Ch5
SFX_Withdraw_Deposit_1:: SFX_Withdraw_Deposit_1::
sfx SFX_Withdraw_Deposit_1, CH4_ audio SFX_Withdraw_Deposit_1, Ch4
SFX_Cut_1:: SFX_Cut_1::
sfx SFX_Cut_1, CH7_ audio SFX_Cut_1, Ch7
SFX_Go_Inside_1:: SFX_Go_Inside_1::
sfx SFX_Go_Inside_1, CH7_ audio SFX_Go_Inside_1, Ch7
SFX_Swap_1:: SFX_Swap_1::
sfx SFX_Swap_1, CH4_ | CH5_ audio SFX_Swap_1, Ch4, Ch5
SFX_59_1:: SFX_59_1::
sfx SFX_59_1, CH4_ | CH5_ audio SFX_59_1, Ch4, Ch5
SFX_Purchase_1:: SFX_Purchase_1::
sfx SFX_Purchase_1, CH4_ | CH5_ audio SFX_Purchase_1, Ch4, Ch5
SFX_Collision_1:: SFX_Collision_1::
sfx SFX_Collision_1, CH4_ audio SFX_Collision_1, Ch4
SFX_Go_Outside_1:: SFX_Go_Outside_1::
sfx SFX_Go_Outside_1, CH7_ audio SFX_Go_Outside_1, Ch7
SFX_Save_1:: SFX_Save_1::
sfx SFX_Save_1, CH4_ | CH5_ audio SFX_Save_1, Ch4, Ch5
; the Pokeflute sound effect directly hijacks channel 2 ; the Pokeflute sound effect directly hijacks channel 2
SFX_Pokeflute:: SFX_Pokeflute::
db CH2 audio SFX_Pokeflute, Ch2
dw SFX_Pokeflute_Ch2
SFX_Safari_Zone_PA:: SFX_Safari_Zone_PA::
sfx SFX_Safari_Zone_PA, CH4_ audio SFX_Safari_Zone_PA, Ch4

View file

@ -2,358 +2,358 @@ SFX_Headers_2::
db $ff, $ff, $ff ; padding db $ff, $ff, $ff ; padding
SFX_Snare1_2:: SFX_Snare1_2::
sfx SFX_Snare1_2, CH7_ audio SFX_Snare1_2, Ch7
SFX_Snare2_2:: SFX_Snare2_2::
sfx SFX_Snare2_2, CH7_ audio SFX_Snare2_2, Ch7
SFX_Snare3_2:: SFX_Snare3_2::
sfx SFX_Snare3_2, CH7_ audio SFX_Snare3_2, Ch7
SFX_Snare4_2:: SFX_Snare4_2::
sfx SFX_Snare4_2, CH7_ audio SFX_Snare4_2, Ch7
SFX_Snare5_2:: SFX_Snare5_2::
sfx SFX_Snare5_2, CH7_ audio SFX_Snare5_2, Ch7
SFX_Triangle1_2:: SFX_Triangle1_2::
sfx SFX_Triangle1_2, CH7_ audio SFX_Triangle1_2, Ch7
SFX_Triangle2_2:: SFX_Triangle2_2::
sfx SFX_Triangle2_2, CH7_ audio SFX_Triangle2_2, Ch7
SFX_Snare6_2:: SFX_Snare6_2::
sfx SFX_Snare6_2, CH7_ audio SFX_Snare6_2, Ch7
SFX_Snare7_2:: SFX_Snare7_2::
sfx SFX_Snare7_2, CH7_ audio SFX_Snare7_2, Ch7
SFX_Snare8_2:: SFX_Snare8_2::
sfx SFX_Snare8_2, CH7_ audio SFX_Snare8_2, Ch7
SFX_Snare9_2:: SFX_Snare9_2::
sfx SFX_Snare9_2, CH7_ audio SFX_Snare9_2, Ch7
SFX_Cymbal1_2:: SFX_Cymbal1_2::
sfx SFX_Cymbal1_2, CH7_ audio SFX_Cymbal1_2, Ch7
SFX_Cymbal2_2:: SFX_Cymbal2_2::
sfx SFX_Cymbal2_2, CH7_ audio SFX_Cymbal2_2, Ch7
SFX_Cymbal3_2:: SFX_Cymbal3_2::
sfx SFX_Cymbal3_2, CH7_ audio SFX_Cymbal3_2, Ch7
SFX_Muted_Snare1_2:: SFX_Muted_Snare1_2::
sfx SFX_Muted_Snare1_2, CH7_ audio SFX_Muted_Snare1_2, Ch7
SFX_Triangle3_2:: SFX_Triangle3_2::
sfx SFX_Triangle3_2, CH7_ audio SFX_Triangle3_2, Ch7
SFX_Muted_Snare2_2:: SFX_Muted_Snare2_2::
sfx SFX_Muted_Snare2_2, CH7_ audio SFX_Muted_Snare2_2, Ch7
SFX_Muted_Snare3_2:: SFX_Muted_Snare3_2::
sfx SFX_Muted_Snare3_2, CH7_ audio SFX_Muted_Snare3_2, Ch7
SFX_Muted_Snare4_2:: SFX_Muted_Snare4_2::
sfx SFX_Muted_Snare4_2, CH7_ audio SFX_Muted_Snare4_2, Ch7
SFX_Cry00_2:: SFX_Cry00_2::
sfx SFX_Cry00_2, CH4_ | CH5_ | CH7_ audio SFX_Cry00_2, Ch4, Ch5, Ch7
SFX_Cry01_2:: SFX_Cry01_2::
sfx SFX_Cry01_2, CH4_ | CH5_ | CH7_ audio SFX_Cry01_2, Ch4, Ch5, Ch7
SFX_Cry02_2:: SFX_Cry02_2::
sfx SFX_Cry02_2, CH4_ | CH5_ | CH7_ audio SFX_Cry02_2, Ch4, Ch5, Ch7
SFX_Cry03_2:: SFX_Cry03_2::
sfx SFX_Cry03_2, CH4_ | CH5_ | CH7_ audio SFX_Cry03_2, Ch4, Ch5, Ch7
SFX_Cry04_2:: SFX_Cry04_2::
sfx SFX_Cry04_2, CH4_ | CH5_ | CH7_ audio SFX_Cry04_2, Ch4, Ch5, Ch7
SFX_Cry05_2:: SFX_Cry05_2::
sfx SFX_Cry05_2, CH4_ | CH5_ | CH7_ audio SFX_Cry05_2, Ch4, Ch5, Ch7
SFX_Cry06_2:: SFX_Cry06_2::
sfx SFX_Cry06_2, CH4_ | CH5_ | CH7_ audio SFX_Cry06_2, Ch4, Ch5, Ch7
SFX_Cry07_2:: SFX_Cry07_2::
sfx SFX_Cry07_2, CH4_ | CH5_ | CH7_ audio SFX_Cry07_2, Ch4, Ch5, Ch7
SFX_Cry08_2:: SFX_Cry08_2::
sfx SFX_Cry08_2, CH4_ | CH5_ | CH7_ audio SFX_Cry08_2, Ch4, Ch5, Ch7
SFX_Cry09_2:: SFX_Cry09_2::
sfx SFX_Cry09_2, CH4_ | CH5_ | CH7_ audio SFX_Cry09_2, Ch4, Ch5, Ch7
SFX_Cry0A_2:: SFX_Cry0A_2::
sfx SFX_Cry0A_2, CH4_ | CH5_ | CH7_ audio SFX_Cry0A_2, Ch4, Ch5, Ch7
SFX_Cry0B_2:: SFX_Cry0B_2::
sfx SFX_Cry0B_2, CH4_ | CH5_ | CH7_ audio SFX_Cry0B_2, Ch4, Ch5, Ch7
SFX_Cry0C_2:: SFX_Cry0C_2::
sfx SFX_Cry0C_2, CH4_ | CH5_ | CH7_ audio SFX_Cry0C_2, Ch4, Ch5, Ch7
SFX_Cry0D_2:: SFX_Cry0D_2::
sfx SFX_Cry0D_2, CH4_ | CH5_ | CH7_ audio SFX_Cry0D_2, Ch4, Ch5, Ch7
SFX_Cry0E_2:: SFX_Cry0E_2::
sfx SFX_Cry0E_2, CH4_ | CH5_ | CH7_ audio SFX_Cry0E_2, Ch4, Ch5, Ch7
SFX_Cry0F_2:: SFX_Cry0F_2::
sfx SFX_Cry0F_2, CH4_ | CH5_ | CH7_ audio SFX_Cry0F_2, Ch4, Ch5, Ch7
SFX_Cry10_2:: SFX_Cry10_2::
sfx SFX_Cry10_2, CH4_ | CH5_ | CH7_ audio SFX_Cry10_2, Ch4, Ch5, Ch7
SFX_Cry11_2:: SFX_Cry11_2::
sfx SFX_Cry11_2, CH4_ | CH5_ | CH7_ audio SFX_Cry11_2, Ch4, Ch5, Ch7
SFX_Cry12_2:: SFX_Cry12_2::
sfx SFX_Cry12_2, CH4_ | CH5_ | CH7_ audio SFX_Cry12_2, Ch4, Ch5, Ch7
SFX_Cry13_2:: SFX_Cry13_2::
sfx SFX_Cry13_2, CH4_ | CH5_ | CH7_ audio SFX_Cry13_2, Ch4, Ch5, Ch7
SFX_Cry14_2:: SFX_Cry14_2::
sfx SFX_Cry14_2, CH4_ | CH5_ | CH7_ audio SFX_Cry14_2, Ch4, Ch5, Ch7
SFX_Cry15_2:: SFX_Cry15_2::
sfx SFX_Cry15_2, CH4_ | CH5_ | CH7_ audio SFX_Cry15_2, Ch4, Ch5, Ch7
SFX_Cry16_2:: SFX_Cry16_2::
sfx SFX_Cry16_2, CH4_ | CH5_ | CH7_ audio SFX_Cry16_2, Ch4, Ch5, Ch7
SFX_Cry17_2:: SFX_Cry17_2::
sfx SFX_Cry17_2, CH4_ | CH5_ | CH7_ audio SFX_Cry17_2, Ch4, Ch5, Ch7
SFX_Cry18_2:: SFX_Cry18_2::
sfx SFX_Cry18_2, CH4_ | CH5_ | CH7_ audio SFX_Cry18_2, Ch4, Ch5, Ch7
SFX_Cry19_2:: SFX_Cry19_2::
sfx SFX_Cry19_2, CH4_ | CH5_ | CH7_ audio SFX_Cry19_2, Ch4, Ch5, Ch7
SFX_Cry1A_2:: SFX_Cry1A_2::
sfx SFX_Cry1A_2, CH4_ | CH5_ | CH7_ audio SFX_Cry1A_2, Ch4, Ch5, Ch7
SFX_Cry1B_2:: SFX_Cry1B_2::
sfx SFX_Cry1B_2, CH4_ | CH5_ | CH7_ audio SFX_Cry1B_2, Ch4, Ch5, Ch7
SFX_Cry1C_2:: SFX_Cry1C_2::
sfx SFX_Cry1C_2, CH4_ | CH5_ | CH7_ audio SFX_Cry1C_2, Ch4, Ch5, Ch7
SFX_Cry1D_2:: SFX_Cry1D_2::
sfx SFX_Cry1D_2, CH4_ | CH5_ | CH7_ audio SFX_Cry1D_2, Ch4, Ch5, Ch7
SFX_Cry1E_2:: SFX_Cry1E_2::
sfx SFX_Cry1E_2, CH4_ | CH5_ | CH7_ audio SFX_Cry1E_2, Ch4, Ch5, Ch7
SFX_Cry1F_2:: SFX_Cry1F_2::
sfx SFX_Cry1F_2, CH4_ | CH5_ | CH7_ audio SFX_Cry1F_2, Ch4, Ch5, Ch7
SFX_Cry20_2:: SFX_Cry20_2::
sfx SFX_Cry20_2, CH4_ | CH5_ | CH7_ audio SFX_Cry20_2, Ch4, Ch5, Ch7
SFX_Cry21_2:: SFX_Cry21_2::
sfx SFX_Cry21_2, CH4_ | CH5_ | CH7_ audio SFX_Cry21_2, Ch4, Ch5, Ch7
SFX_Cry22_2:: SFX_Cry22_2::
sfx SFX_Cry22_2, CH4_ | CH5_ | CH7_ audio SFX_Cry22_2, Ch4, Ch5, Ch7
SFX_Cry23_2:: SFX_Cry23_2::
sfx SFX_Cry23_2, CH4_ | CH5_ | CH7_ audio SFX_Cry23_2, Ch4, Ch5, Ch7
SFX_Cry24_2:: SFX_Cry24_2::
sfx SFX_Cry24_2, CH4_ | CH5_ | CH7_ audio SFX_Cry24_2, Ch4, Ch5, Ch7
SFX_Cry25_2:: SFX_Cry25_2::
sfx SFX_Cry25_2, CH4_ | CH5_ | CH7_ audio SFX_Cry25_2, Ch4, Ch5, Ch7
SFX_Level_Up:: SFX_Level_Up::
sfx SFX_Level_Up, CH4_ | CH5_ | CH6_ audio SFX_Level_Up, Ch4, Ch5, Ch6
SFX_Get_Item2_2:: SFX_Get_Item2_2::
sfx SFX_Get_Item2_2, CH4_ | CH5_ | CH6_ audio SFX_Get_Item2_2, Ch4, Ch5, Ch6
SFX_Tink_2:: SFX_Tink_2::
sfx SFX_Tink_2, CH4_ audio SFX_Tink_2, Ch4
SFX_Heal_HP_2:: SFX_Heal_HP_2::
sfx SFX_Heal_HP_2, CH4_ audio SFX_Heal_HP_2, Ch4
SFX_Heal_Ailment_2:: SFX_Heal_Ailment_2::
sfx SFX_Heal_Ailment_2, CH4_ audio SFX_Heal_Ailment_2, Ch4
SFX_Start_Menu_2:: SFX_Start_Menu_2::
sfx SFX_Start_Menu_2, CH7_ audio SFX_Start_Menu_2, Ch7
SFX_Press_AB_2:: SFX_Press_AB_2::
sfx SFX_Press_AB_2, CH4_ audio SFX_Press_AB_2, Ch4
SFX_Ball_Toss:: SFX_Ball_Toss::
sfx SFX_Ball_Toss, CH4_ | CH5_ audio SFX_Ball_Toss, Ch4, Ch5
SFX_Ball_Poof:: SFX_Ball_Poof::
sfx SFX_Ball_Poof, CH4_ | CH7_ audio SFX_Ball_Poof, Ch4, Ch7
SFX_Faint_Thud:: SFX_Faint_Thud::
sfx SFX_Faint_Thud, CH4_ | CH7_ audio SFX_Faint_Thud, Ch4, Ch7
SFX_Run:: SFX_Run::
sfx SFX_Run, CH7_ audio SFX_Run, Ch7
SFX_Dex_Page_Added:: SFX_Dex_Page_Added::
sfx SFX_Dex_Page_Added, CH4_ | CH5_ audio SFX_Dex_Page_Added, Ch4, Ch5
SFX_Caught_Mon:: SFX_Caught_Mon::
sfx SFX_Caught_Mon, CH4_ | CH5_ | CH6_ audio SFX_Caught_Mon, Ch4, Ch5, Ch6
SFX_Peck:: SFX_Peck::
sfx SFX_Peck, CH7_ audio SFX_Peck, Ch7
SFX_Faint_Fall:: SFX_Faint_Fall::
sfx SFX_Faint_Fall, CH4_ audio SFX_Faint_Fall, Ch4
SFX_Battle_09:: SFX_Battle_09::
sfx SFX_Battle_09, CH4_ audio SFX_Battle_09, Ch4
SFX_Pound:: SFX_Pound::
sfx SFX_Pound, CH7_ audio SFX_Pound, Ch7
SFX_Battle_0B:: SFX_Battle_0B::
sfx SFX_Battle_0B, CH7_ audio SFX_Battle_0B, Ch7
SFX_Battle_0C:: SFX_Battle_0C::
sfx SFX_Battle_0C, CH7_ audio SFX_Battle_0C, Ch7
SFX_Battle_0D:: SFX_Battle_0D::
sfx SFX_Battle_0D, CH7_ audio SFX_Battle_0D, Ch7
SFX_Battle_0E:: SFX_Battle_0E::
sfx SFX_Battle_0E, CH7_ audio SFX_Battle_0E, Ch7
SFX_Battle_0F:: SFX_Battle_0F::
sfx SFX_Battle_0F, CH7_ audio SFX_Battle_0F, Ch7
SFX_Damage:: SFX_Damage::
sfx SFX_Damage, CH7_ audio SFX_Damage, Ch7
SFX_Not_Very_Effective:: SFX_Not_Very_Effective::
sfx SFX_Not_Very_Effective, CH7_ audio SFX_Not_Very_Effective, Ch7
SFX_Battle_12:: SFX_Battle_12::
sfx SFX_Battle_12, CH7_ audio SFX_Battle_12, Ch7
SFX_Battle_13:: SFX_Battle_13::
sfx SFX_Battle_13, CH7_ audio SFX_Battle_13, Ch7
SFX_Battle_14:: SFX_Battle_14::
sfx SFX_Battle_14, CH7_ audio SFX_Battle_14, Ch7
SFX_Vine_Whip:: SFX_Vine_Whip::
sfx SFX_Vine_Whip, CH7_ audio SFX_Vine_Whip, Ch7
SFX_Battle_16:: SFX_Battle_16::
sfx SFX_Battle_16, CH7_ audio SFX_Battle_16, Ch7
SFX_Battle_17:: SFX_Battle_17::
sfx SFX_Battle_17, CH7_ audio SFX_Battle_17, Ch7
SFX_Battle_18:: SFX_Battle_18::
sfx SFX_Battle_18, CH7_ audio SFX_Battle_18, Ch7
SFX_Battle_19:: SFX_Battle_19::
sfx SFX_Battle_19, CH7_ audio SFX_Battle_19, Ch7
SFX_Super_Effective:: SFX_Super_Effective::
sfx SFX_Super_Effective, CH7_ audio SFX_Super_Effective, Ch7
SFX_Battle_1B:: SFX_Battle_1B::
sfx SFX_Battle_1B, CH7_ audio SFX_Battle_1B, Ch7
SFX_Battle_1C:: SFX_Battle_1C::
sfx SFX_Battle_1C, CH7_ audio SFX_Battle_1C, Ch7
SFX_Doubleslap:: SFX_Doubleslap::
sfx SFX_Doubleslap, CH7_ audio SFX_Doubleslap, Ch7
SFX_Battle_1E:: SFX_Battle_1E::
sfx SFX_Battle_1E, CH4_ | CH7_ audio SFX_Battle_1E, Ch4, Ch7
SFX_Horn_Drill:: SFX_Horn_Drill::
sfx SFX_Horn_Drill, CH7_ audio SFX_Horn_Drill, Ch7
SFX_Battle_20:: SFX_Battle_20::
sfx SFX_Battle_20, CH7_ audio SFX_Battle_20, Ch7
SFX_Battle_21:: SFX_Battle_21::
sfx SFX_Battle_21, CH7_ audio SFX_Battle_21, Ch7
SFX_Battle_22:: SFX_Battle_22::
sfx SFX_Battle_22, CH7_ audio SFX_Battle_22, Ch7
SFX_Battle_23:: SFX_Battle_23::
sfx SFX_Battle_23, CH7_ audio SFX_Battle_23, Ch7
SFX_Battle_24:: SFX_Battle_24::
sfx SFX_Battle_24, CH4_ | CH7_ audio SFX_Battle_24, Ch4, Ch7
SFX_Battle_25:: SFX_Battle_25::
sfx SFX_Battle_25, CH7_ audio SFX_Battle_25, Ch7
SFX_Battle_26:: SFX_Battle_26::
sfx SFX_Battle_26, CH7_ audio SFX_Battle_26, Ch7
SFX_Battle_27:: SFX_Battle_27::
sfx SFX_Battle_27, CH4_ | CH5_ | CH7_ audio SFX_Battle_27, Ch4, Ch5, Ch7
SFX_Battle_28:: SFX_Battle_28::
sfx SFX_Battle_28, CH4_ | CH5_ | CH7_ audio SFX_Battle_28, Ch4, Ch5, Ch7
SFX_Battle_29:: SFX_Battle_29::
sfx SFX_Battle_29, CH4_ | CH7_ audio SFX_Battle_29, Ch4, Ch7
SFX_Battle_2A:: SFX_Battle_2A::
sfx SFX_Battle_2A, CH4_ | CH5_ | CH7_ audio SFX_Battle_2A, Ch4, Ch5, Ch7
SFX_Battle_2B:: SFX_Battle_2B::
sfx SFX_Battle_2B, CH4_ | CH7_ audio SFX_Battle_2B, Ch4, Ch7
SFX_Battle_2C:: SFX_Battle_2C::
sfx SFX_Battle_2C, CH4_ | CH5_ | CH7_ audio SFX_Battle_2C, Ch4, Ch5, Ch7
SFX_Psybeam:: SFX_Psybeam::
sfx SFX_Psybeam, CH4_ | CH5_ | CH7_ audio SFX_Psybeam, Ch4, Ch5, Ch7
SFX_Battle_2E:: SFX_Battle_2E::
sfx SFX_Battle_2E, CH4_ | CH5_ | CH7_ audio SFX_Battle_2E, Ch4, Ch5, Ch7
SFX_Battle_2F:: SFX_Battle_2F::
sfx SFX_Battle_2F, CH4_ | CH5_ | CH7_ audio SFX_Battle_2F, Ch4, Ch5, Ch7
SFX_Psychic_M:: SFX_Psychic_M::
sfx SFX_Psychic_M, CH4_ | CH5_ | CH7_ audio SFX_Psychic_M, Ch4, Ch5, Ch7
SFX_Battle_31:: SFX_Battle_31::
sfx SFX_Battle_31, CH4_ | CH5_ audio SFX_Battle_31, Ch4, Ch5
SFX_Battle_32:: SFX_Battle_32::
sfx SFX_Battle_32, CH4_ | CH5_ audio SFX_Battle_32, Ch4, Ch5
SFX_Battle_33:: SFX_Battle_33::
sfx SFX_Battle_33, CH4_ | CH5_ audio SFX_Battle_33, Ch4, Ch5
SFX_Battle_34:: SFX_Battle_34::
sfx SFX_Battle_34, CH4_ | CH5_ | CH7_ audio SFX_Battle_34, Ch4, Ch5, Ch7
SFX_Battle_35:: SFX_Battle_35::
sfx SFX_Battle_35, CH4_ | CH5_ audio SFX_Battle_35, Ch4, Ch5
SFX_Battle_36:: SFX_Battle_36::
sfx SFX_Battle_36, CH4_ | CH5_ | CH7_ audio SFX_Battle_36, Ch4, Ch5, Ch7
SFX_Silph_Scope:: SFX_Silph_Scope::
sfx SFX_Silph_Scope, CH4_ audio SFX_Silph_Scope, Ch4

View file

@ -2,310 +2,310 @@ SFX_Headers_3::
db $ff, $ff, $ff ; padding db $ff, $ff, $ff ; padding
SFX_Snare1_3:: SFX_Snare1_3::
sfx SFX_Snare1_3, CH7_ audio SFX_Snare1_3, Ch7
SFX_Snare2_3:: SFX_Snare2_3::
sfx SFX_Snare2_3, CH7_ audio SFX_Snare2_3, Ch7
SFX_Snare3_3:: SFX_Snare3_3::
sfx SFX_Snare3_3, CH7_ audio SFX_Snare3_3, Ch7
SFX_Snare4_3:: SFX_Snare4_3::
sfx SFX_Snare4_3, CH7_ audio SFX_Snare4_3, Ch7
SFX_Snare5_3:: SFX_Snare5_3::
sfx SFX_Snare5_3, CH7_ audio SFX_Snare5_3, Ch7
SFX_Triangle1_3:: SFX_Triangle1_3::
sfx SFX_Triangle1_3, CH7_ audio SFX_Triangle1_3, Ch7
SFX_Triangle2_3:: SFX_Triangle2_3::
sfx SFX_Triangle2_3, CH7_ audio SFX_Triangle2_3, Ch7
SFX_Snare6_3:: SFX_Snare6_3::
sfx SFX_Snare6_3, CH7_ audio SFX_Snare6_3, Ch7
SFX_Snare7_3:: SFX_Snare7_3::
sfx SFX_Snare7_3, CH7_ audio SFX_Snare7_3, Ch7
SFX_Snare8_3:: SFX_Snare8_3::
sfx SFX_Snare8_3, CH7_ audio SFX_Snare8_3, Ch7
SFX_Snare9_3:: SFX_Snare9_3::
sfx SFX_Snare9_3, CH7_ audio SFX_Snare9_3, Ch7
SFX_Cymbal1_3:: SFX_Cymbal1_3::
sfx SFX_Cymbal1_3, CH7_ audio SFX_Cymbal1_3, Ch7
SFX_Cymbal2_3:: SFX_Cymbal2_3::
sfx SFX_Cymbal2_3, CH7_ audio SFX_Cymbal2_3, Ch7
SFX_Cymbal3_3:: SFX_Cymbal3_3::
sfx SFX_Cymbal3_3, CH7_ audio SFX_Cymbal3_3, Ch7
SFX_Muted_Snare1_3:: SFX_Muted_Snare1_3::
sfx SFX_Muted_Snare1_3, CH7_ audio SFX_Muted_Snare1_3, Ch7
SFX_Triangle3_3:: SFX_Triangle3_3::
sfx SFX_Triangle3_3, CH7_ audio SFX_Triangle3_3, Ch7
SFX_Muted_Snare2_3:: SFX_Muted_Snare2_3::
sfx SFX_Muted_Snare2_3, CH7_ audio SFX_Muted_Snare2_3, Ch7
SFX_Muted_Snare3_3:: SFX_Muted_Snare3_3::
sfx SFX_Muted_Snare3_3, CH7_ audio SFX_Muted_Snare3_3, Ch7
SFX_Muted_Snare4_3:: SFX_Muted_Snare4_3::
sfx SFX_Muted_Snare4_3, CH7_ audio SFX_Muted_Snare4_3, Ch7
SFX_Cry00_3:: SFX_Cry00_3::
sfx SFX_Cry00_3, CH4_ | CH5_ | CH7_ audio SFX_Cry00_3, Ch4, Ch5, Ch7
SFX_Cry01_3:: SFX_Cry01_3::
sfx SFX_Cry01_3, CH4_ | CH5_ | CH7_ audio SFX_Cry01_3, Ch4, Ch5, Ch7
SFX_Cry02_3:: SFX_Cry02_3::
sfx SFX_Cry02_3, CH4_ | CH5_ | CH7_ audio SFX_Cry02_3, Ch4, Ch5, Ch7
SFX_Cry03_3:: SFX_Cry03_3::
sfx SFX_Cry03_3, CH4_ | CH5_ | CH7_ audio SFX_Cry03_3, Ch4, Ch5, Ch7
SFX_Cry04_3:: SFX_Cry04_3::
sfx SFX_Cry04_3, CH4_ | CH5_ | CH7_ audio SFX_Cry04_3, Ch4, Ch5, Ch7
SFX_Cry05_3:: SFX_Cry05_3::
sfx SFX_Cry05_3, CH4_ | CH5_ | CH7_ audio SFX_Cry05_3, Ch4, Ch5, Ch7
SFX_Cry06_3:: SFX_Cry06_3::
sfx SFX_Cry06_3, CH4_ | CH5_ | CH7_ audio SFX_Cry06_3, Ch4, Ch5, Ch7
SFX_Cry07_3:: SFX_Cry07_3::
sfx SFX_Cry07_3, CH4_ | CH5_ | CH7_ audio SFX_Cry07_3, Ch4, Ch5, Ch7
SFX_Cry08_3:: SFX_Cry08_3::
sfx SFX_Cry08_3, CH4_ | CH5_ | CH7_ audio SFX_Cry08_3, Ch4, Ch5, Ch7
SFX_Cry09_3:: SFX_Cry09_3::
sfx SFX_Cry09_3, CH4_ | CH5_ | CH7_ audio SFX_Cry09_3, Ch4, Ch5, Ch7
SFX_Cry0A_3:: SFX_Cry0A_3::
sfx SFX_Cry0A_3, CH4_ | CH5_ | CH7_ audio SFX_Cry0A_3, Ch4, Ch5, Ch7
SFX_Cry0B_3:: SFX_Cry0B_3::
sfx SFX_Cry0B_3, CH4_ | CH5_ | CH7_ audio SFX_Cry0B_3, Ch4, Ch5, Ch7
SFX_Cry0C_3:: SFX_Cry0C_3::
sfx SFX_Cry0C_3, CH4_ | CH5_ | CH7_ audio SFX_Cry0C_3, Ch4, Ch5, Ch7
SFX_Cry0D_3:: SFX_Cry0D_3::
sfx SFX_Cry0D_3, CH4_ | CH5_ | CH7_ audio SFX_Cry0D_3, Ch4, Ch5, Ch7
SFX_Cry0E_3:: SFX_Cry0E_3::
sfx SFX_Cry0E_3, CH4_ | CH5_ | CH7_ audio SFX_Cry0E_3, Ch4, Ch5, Ch7
SFX_Cry0F_3:: SFX_Cry0F_3::
sfx SFX_Cry0F_3, CH4_ | CH5_ | CH7_ audio SFX_Cry0F_3, Ch4, Ch5, Ch7
SFX_Cry10_3:: SFX_Cry10_3::
sfx SFX_Cry10_3, CH4_ | CH5_ | CH7_ audio SFX_Cry10_3, Ch4, Ch5, Ch7
SFX_Cry11_3:: SFX_Cry11_3::
sfx SFX_Cry11_3, CH4_ | CH5_ | CH7_ audio SFX_Cry11_3, Ch4, Ch5, Ch7
SFX_Cry12_3:: SFX_Cry12_3::
sfx SFX_Cry12_3, CH4_ | CH5_ | CH7_ audio SFX_Cry12_3, Ch4, Ch5, Ch7
SFX_Cry13_3:: SFX_Cry13_3::
sfx SFX_Cry13_3, CH4_ | CH5_ | CH7_ audio SFX_Cry13_3, Ch4, Ch5, Ch7
SFX_Cry14_3:: SFX_Cry14_3::
sfx SFX_Cry14_3, CH4_ | CH5_ | CH7_ audio SFX_Cry14_3, Ch4, Ch5, Ch7
SFX_Cry15_3:: SFX_Cry15_3::
sfx SFX_Cry15_3, CH4_ | CH5_ | CH7_ audio SFX_Cry15_3, Ch4, Ch5, Ch7
SFX_Cry16_3:: SFX_Cry16_3::
sfx SFX_Cry16_3, CH4_ | CH5_ | CH7_ audio SFX_Cry16_3, Ch4, Ch5, Ch7
SFX_Cry17_3:: SFX_Cry17_3::
sfx SFX_Cry17_3, CH4_ | CH5_ | CH7_ audio SFX_Cry17_3, Ch4, Ch5, Ch7
SFX_Cry18_3:: SFX_Cry18_3::
sfx SFX_Cry18_3, CH4_ | CH5_ | CH7_ audio SFX_Cry18_3, Ch4, Ch5, Ch7
SFX_Cry19_3:: SFX_Cry19_3::
sfx SFX_Cry19_3, CH4_ | CH5_ | CH7_ audio SFX_Cry19_3, Ch4, Ch5, Ch7
SFX_Cry1A_3:: SFX_Cry1A_3::
sfx SFX_Cry1A_3, CH4_ | CH5_ | CH7_ audio SFX_Cry1A_3, Ch4, Ch5, Ch7
SFX_Cry1B_3:: SFX_Cry1B_3::
sfx SFX_Cry1B_3, CH4_ | CH5_ | CH7_ audio SFX_Cry1B_3, Ch4, Ch5, Ch7
SFX_Cry1C_3:: SFX_Cry1C_3::
sfx SFX_Cry1C_3, CH4_ | CH5_ | CH7_ audio SFX_Cry1C_3, Ch4, Ch5, Ch7
SFX_Cry1D_3:: SFX_Cry1D_3::
sfx SFX_Cry1D_3, CH4_ | CH5_ | CH7_ audio SFX_Cry1D_3, Ch4, Ch5, Ch7
SFX_Cry1E_3:: SFX_Cry1E_3::
sfx SFX_Cry1E_3, CH4_ | CH5_ | CH7_ audio SFX_Cry1E_3, Ch4, Ch5, Ch7
SFX_Cry1F_3:: SFX_Cry1F_3::
sfx SFX_Cry1F_3, CH4_ | CH5_ | CH7_ audio SFX_Cry1F_3, Ch4, Ch5, Ch7
SFX_Cry20_3:: SFX_Cry20_3::
sfx SFX_Cry20_3, CH4_ | CH5_ | CH7_ audio SFX_Cry20_3, Ch4, Ch5, Ch7
SFX_Cry21_3:: SFX_Cry21_3::
sfx SFX_Cry21_3, CH4_ | CH5_ | CH7_ audio SFX_Cry21_3, Ch4, Ch5, Ch7
SFX_Cry22_3:: SFX_Cry22_3::
sfx SFX_Cry22_3, CH4_ | CH5_ | CH7_ audio SFX_Cry22_3, Ch4, Ch5, Ch7
SFX_Cry23_3:: SFX_Cry23_3::
sfx SFX_Cry23_3, CH4_ | CH5_ | CH7_ audio SFX_Cry23_3, Ch4, Ch5, Ch7
SFX_Cry24_3:: SFX_Cry24_3::
sfx SFX_Cry24_3, CH4_ | CH5_ | CH7_ audio SFX_Cry24_3, Ch4, Ch5, Ch7
SFX_Cry25_3:: SFX_Cry25_3::
sfx SFX_Cry25_3, CH4_ | CH5_ | CH7_ audio SFX_Cry25_3, Ch4, Ch5, Ch7
SFX_Get_Item1_3:: SFX_Get_Item1_3::
sfx SFX_Get_Item1_3, CH4_ | CH5_ | CH6_ audio SFX_Get_Item1_3, Ch4, Ch5, Ch6
SFX_Get_Item2_3:: SFX_Get_Item2_3::
sfx SFX_Get_Item2_3, CH4_ | CH5_ | CH6_ audio SFX_Get_Item2_3, Ch4, Ch5, Ch6
SFX_Tink_3:: SFX_Tink_3::
sfx SFX_Tink_3, CH4_ audio SFX_Tink_3, Ch4
SFX_Heal_HP_3:: SFX_Heal_HP_3::
sfx SFX_Heal_HP_3, CH4_ audio SFX_Heal_HP_3, Ch4
SFX_Heal_Ailment_3:: SFX_Heal_Ailment_3::
sfx SFX_Heal_Ailment_3, CH4_ audio SFX_Heal_Ailment_3, Ch4
SFX_Start_Menu_3:: SFX_Start_Menu_3::
sfx SFX_Start_Menu_3, CH7_ audio SFX_Start_Menu_3, Ch7
SFX_Press_AB_3:: SFX_Press_AB_3::
sfx SFX_Press_AB_3, CH4_ audio SFX_Press_AB_3, Ch4
SFX_Pokedex_Rating_3:: SFX_Pokedex_Rating_3::
sfx SFX_Pokedex_Rating_3, CH4_ | CH5_ | CH6_ audio SFX_Pokedex_Rating_3, Ch4, Ch5, Ch6
SFX_Get_Key_Item_3:: SFX_Get_Key_Item_3::
sfx SFX_Get_Key_Item_3, CH4_ | CH5_ | CH6_ audio SFX_Get_Key_Item_3, Ch4, Ch5, Ch6
SFX_Poisoned_3:: SFX_Poisoned_3::
sfx SFX_Poisoned_3, CH4_ audio SFX_Poisoned_3, Ch4
SFX_Trade_Machine_3:: SFX_Trade_Machine_3::
sfx SFX_Trade_Machine_3, CH4_ audio SFX_Trade_Machine_3, Ch4
SFX_Turn_On_PC_3:: SFX_Turn_On_PC_3::
sfx SFX_Turn_On_PC_3, CH4_ audio SFX_Turn_On_PC_3, Ch4
SFX_Turn_Off_PC_3:: SFX_Turn_Off_PC_3::
sfx SFX_Turn_Off_PC_3, CH4_ audio SFX_Turn_Off_PC_3, Ch4
SFX_Enter_PC_3:: SFX_Enter_PC_3::
sfx SFX_Enter_PC_3, CH4_ audio SFX_Enter_PC_3, Ch4
SFX_Shrink_3:: SFX_Shrink_3::
sfx SFX_Shrink_3, CH4_ audio SFX_Shrink_3, Ch4
SFX_Switch_3:: SFX_Switch_3::
sfx SFX_Switch_3, CH4_ audio SFX_Switch_3, Ch4
SFX_Healing_Machine_3:: SFX_Healing_Machine_3::
sfx SFX_Healing_Machine_3, CH4_ audio SFX_Healing_Machine_3, Ch4
SFX_Teleport_Exit1_3:: SFX_Teleport_Exit1_3::
sfx SFX_Teleport_Exit1_3, CH4_ audio SFX_Teleport_Exit1_3, Ch4
SFX_Teleport_Enter1_3:: SFX_Teleport_Enter1_3::
sfx SFX_Teleport_Enter1_3, CH4_ audio SFX_Teleport_Enter1_3, Ch4
SFX_Teleport_Exit2_3:: SFX_Teleport_Exit2_3::
sfx SFX_Teleport_Exit2_3, CH4_ audio SFX_Teleport_Exit2_3, Ch4
SFX_Ledge_3:: SFX_Ledge_3::
sfx SFX_Ledge_3, CH4_ audio SFX_Ledge_3, Ch4
SFX_Teleport_Enter2_3:: SFX_Teleport_Enter2_3::
sfx SFX_Teleport_Enter2_3, CH7_ audio SFX_Teleport_Enter2_3, Ch7
SFX_Fly_3:: SFX_Fly_3::
sfx SFX_Fly_3, CH7_ audio SFX_Fly_3, Ch7
SFX_Denied_3:: SFX_Denied_3::
sfx SFX_Denied_3, CH4_ | CH5_ audio SFX_Denied_3, Ch4, Ch5
SFX_Arrow_Tiles_3:: SFX_Arrow_Tiles_3::
sfx SFX_Arrow_Tiles_3, CH4_ audio SFX_Arrow_Tiles_3, Ch4
SFX_Push_Boulder_3:: SFX_Push_Boulder_3::
sfx SFX_Push_Boulder_3, CH7_ audio SFX_Push_Boulder_3, Ch7
SFX_SS_Anne_Horn_3:: SFX_SS_Anne_Horn_3::
sfx SFX_SS_Anne_Horn_3, CH4_ | CH5_ audio SFX_SS_Anne_Horn_3, Ch4, Ch5
SFX_Withdraw_Deposit_3:: SFX_Withdraw_Deposit_3::
sfx SFX_Withdraw_Deposit_3, CH4_ audio SFX_Withdraw_Deposit_3, Ch4
SFX_Cut_3:: SFX_Cut_3::
sfx SFX_Cut_3, CH7_ audio SFX_Cut_3, Ch7
SFX_Go_Inside_3:: SFX_Go_Inside_3::
sfx SFX_Go_Inside_3, CH7_ audio SFX_Go_Inside_3, Ch7
SFX_Swap_3:: SFX_Swap_3::
sfx SFX_Swap_3, CH4_ | CH5_ audio SFX_Swap_3, Ch4, Ch5
SFX_59_3:: SFX_59_3::
sfx SFX_59_3, CH4_ | CH5_ audio SFX_59_3, Ch4, Ch5
SFX_Purchase_3:: SFX_Purchase_3::
sfx SFX_Purchase_3, CH4_ | CH5_ audio SFX_Purchase_3, Ch4, Ch5
SFX_Collision_3:: SFX_Collision_3::
sfx SFX_Collision_3, CH4_ audio SFX_Collision_3, Ch4
SFX_Go_Outside_3:: SFX_Go_Outside_3::
sfx SFX_Go_Outside_3, CH7_ audio SFX_Go_Outside_3, Ch7
SFX_Save_3:: SFX_Save_3::
sfx SFX_Save_3, CH4_ | CH5_ audio SFX_Save_3, Ch4, Ch5
SFX_Intro_Lunge:: SFX_Intro_Lunge::
sfx SFX_Intro_Lunge, CH7_ audio SFX_Intro_Lunge, Ch7
SFX_Intro_Hip:: SFX_Intro_Hip::
sfx SFX_Intro_Hip, CH4_ audio SFX_Intro_Hip, Ch4
SFX_Intro_Hop:: SFX_Intro_Hop::
sfx SFX_Intro_Hop, CH4_ audio SFX_Intro_Hop, Ch4
SFX_Intro_Raise:: SFX_Intro_Raise::
sfx SFX_Intro_Raise, CH7_ audio SFX_Intro_Raise, Ch7
SFX_Intro_Crash:: SFX_Intro_Crash::
sfx SFX_Intro_Crash, CH7_ audio SFX_Intro_Crash, Ch7
SFX_Intro_Whoosh:: SFX_Intro_Whoosh::
sfx SFX_Intro_Whoosh, CH7_ audio SFX_Intro_Whoosh, Ch7
SFX_Slots_Stop_Wheel:: SFX_Slots_Stop_Wheel::
sfx SFX_Slots_Stop_Wheel, CH4_ audio SFX_Slots_Stop_Wheel, Ch4
SFX_Slots_Reward:: SFX_Slots_Reward::
sfx SFX_Slots_Reward, CH4_ audio SFX_Slots_Reward, Ch4
SFX_Slots_New_Spin:: SFX_Slots_New_Spin::
sfx SFX_Slots_New_Spin, CH4_ | CH5_ audio SFX_Slots_New_Spin, Ch4, Ch5
SFX_Shooting_Star:: SFX_Shooting_Star::
sfx SFX_Shooting_Star, CH4_ audio SFX_Shooting_Star, Ch4

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

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

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

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@ -71,7 +71,7 @@ SafariZoneGameOver:
ld a, SFX_SAFARI_ZONE_PA ld a, SFX_SAFARI_ZONE_PA
call PlayMusic call PlayMusic
.waitForMusicToPlay .waitForMusicToPlay
ld a, [wChannelSoundIDs + CH4] ld a, [wChannelSoundIDs + Ch4]
cp SFX_SAFARI_ZONE_PA cp SFX_SAFARI_ZONE_PA
jr nz, .waitForMusicToPlay jr nz, .waitForMusicToPlay
ld a, TEXT_SAFARI_GAME_OVER 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 .notFullHP ; if the pokemon's current HP doesn't equal its max HP
xor a xor a
ld [wLowHealthAlarm],a ;disable low health alarm ld [wLowHealthAlarm],a ;disable low health alarm
ld [wChannelSoundIDs + CH4],a ld [wChannelSoundIDs + Ch4],a
push hl push hl
push de push de
ld bc,wPartyMon1MaxHP - (wPartyMon1HP + 1) ld bc,wPartyMon1MaxHP - (wPartyMon1HP + 1)
@ -1777,7 +1777,7 @@ ItemUsePokeflute:
call WaitForSoundToFinish ; wait for sound to end call WaitForSoundToFinish ; wait for sound to end
callba Music_PokeFluteInBattle ; play in-battle pokeflute music callba Music_PokeFluteInBattle ; play in-battle pokeflute music
.musicWaitLoop ; wait for music to finish playing .musicWaitLoop ; wait for music to finish playing
ld a,[wChannelSoundIDs + CH6] ld a,[wChannelSoundIDs + Ch6]
and a ; music off? and a ; music off?
jr nz,.musicWaitLoop jr nz,.musicWaitLoop
.skipMusic .skipMusic
@ -1850,7 +1850,7 @@ PlayedFluteHadEffectText:
ld c, BANK(SFX_Pokeflute) ld c, BANK(SFX_Pokeflute)
call PlayMusic call PlayMusic
.musicWaitLoop ; wait for music to finish playing .musicWaitLoop ; wait for music to finish playing
ld a,[wChannelSoundIDs + CH2] ld a,[wChannelSoundIDs + Ch2]
cp a, SFX_POKEFLUE cp a, SFX_POKEFLUE
jr z,.musicWaitLoop jr z,.musicWaitLoop
call PlayDefaultMusic ; start playing normal music again call PlayDefaultMusic ; start playing normal music again

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

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@ -3214,7 +3214,7 @@ WaitForSoundToFinish::
ret nz ret nz
push hl push hl
.waitLoop .waitLoop
ld hl, wChannelSoundIDs + CH4 ld hl, wChannelSoundIDs + Ch4
xor a xor a
or [hl] or [hl]
inc hl inc hl

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@ -148,10 +148,10 @@ PlaySound::
and a and a
jr z, .next jr z, .next
xor a xor a
ld [wChannelSoundIDs + CH4], a ld [wChannelSoundIDs + Ch4], a
ld [wChannelSoundIDs + CH5], a ld [wChannelSoundIDs + Ch5], a
ld [wChannelSoundIDs + CH6], a ld [wChannelSoundIDs + Ch6], a
ld [wChannelSoundIDs + CH7], a ld [wChannelSoundIDs + Ch7], a
.next .next
ld a, [wAudioFadeOutControl] ld a, [wAudioFadeOutControl]
and a ; has a fade-out length been specified? and a ; has a fade-out length been specified?

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@ -1244,7 +1244,7 @@ CollisionCheckOnLand::
call CheckTilePassable call CheckTilePassable
jr nc,.noCollision jr nc,.noCollision
.collision .collision
ld a,[wChannelSoundIDs + CH4] ld a,[wChannelSoundIDs + Ch4]
cp SFX_COLLISION ; check if collision sound is already playing cp SFX_COLLISION ; check if collision sound is already playing
jr z,.setCarry jr z,.setCarry
ld a,SFX_COLLISION ld a,SFX_COLLISION
@ -1948,7 +1948,7 @@ CollisionCheckOnWater::
jr z,.stopSurfing ; stop surfing if the tile is passable jr z,.stopSurfing ; stop surfing if the tile is passable
jr .loop jr .loop
.collision .collision
ld a,[wChannelSoundIDs + CH4] ld a,[wChannelSoundIDs + Ch4]
cp SFX_COLLISION ; check if collision sound is already playing cp SFX_COLLISION ; check if collision sound is already playing
jr z,.setCarry jr z,.setCarry
ld a,SFX_COLLISION ld a,SFX_COLLISION

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@ -392,64 +392,29 @@ StopAllMusic: macro
call PlaySound call PlaySound
endm endm
;1_channel EQU $00 Ch0 EQU 0
;2_channels EQU $40 Ch1 EQU 1
;3_channels EQU $80 Ch2 EQU 2
;4_channels EQU $C0 Ch3 EQU 3
Ch4 EQU 4
Ch5 EQU 5
Ch6 EQU 6
Ch7 EQU 7
CH0 EQU 0 audio: MACRO
CH1 EQU 1 db (_NARG - 2) << 6 | \2
CH2 EQU 2 dw \1_\2
CH3 EQU 3 IF _NARG > 2
CH4 EQU 4 db \3
CH5 EQU 5 dw \1_\3
CH6 EQU 6
CH7 EQU 7
CH0_ EQU 1 << CH0
CH1_ EQU 1 << CH1
CH2_ EQU 1 << CH2
CH3_ EQU 1 << CH3
CH4_ EQU 1 << CH4
CH5_ EQU 1 << CH5
CH6_ EQU 1 << CH6
CH7_ EQU 1 << CH7
; channel 0 is not optional
music: MACRO
db ((((\2 & CH0_) >> CH0) + ((\2 & CH1_) >> CH1) + ((\2 & CH2_) >> CH2) + ((\2 & CH3_) >> CH3)) - 1) << 6 | CH0
dw \1_Ch0
IF \2 & CH1_
db CH1
dw \1_Ch1
ENDC ENDC
IF \2 & CH2_ IF _NARG > 3
db CH2 db \4
dw \1_Ch2 dw \1_\4
ENDC ENDC
IF \2 & CH3_ IF _NARG > 4
db CH3 db \5
dw \1_Ch3 dw \1_\5
ENDC
ENDM
; do not start a sound effect with channel 5 or 6, only channel 4 or 7
sfx: MACRO
IF \2 & CH4_
db ((((\2 & CH4_) >> CH4) + ((\2 & CH5_) >> CH5) + ((\2 & CH6_) >> CH6) + ((\2 & CH7_) >> CH7)) - 1) << 6 | CH4
dw \1_Ch4
ENDC
IF \2 & CH5_
db CH5
dw \1_Ch5
ENDC
IF \2 & CH6_
db CH6
dw \1_Ch6
ENDC
IF \2 & CH7_
db CH7
dw \1_Ch7
ENDC ENDC
ENDM ENDM

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@ -60,7 +60,7 @@ PewterJigglypuffText:
ld a, [wChannelSoundIDs] ld a, [wChannelSoundIDs]
ld b, a ld b, a
ld a, [wChannelSoundIDs + CH1] ld a, [wChannelSoundIDs + Ch1]
or b or b
jr nz, .loop jr nz, .loop