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Merge branch 'master' of https://github.com/dannye/pokered-crysaudio
This commit is contained in:
commit
8021cbdf04
530 changed files with 153841 additions and 14088 deletions
156
ram/wram.asm
156
ram/wram.asm
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@ -1,79 +1,106 @@
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SECTION "Audio RAM", WRAM0
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wUnusedC000:: db
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; crysaudio start
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wSoundID:: db
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; nonzero if playing
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wMusicPlaying:: db
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; bit 7: whether sound has been muted
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; all bits: whether the effective is active
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; Store 1 to activate effect (any value in the range [1, 127] works).
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; All audio is muted and music is paused. Sfx continues playing until it
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; ends normally.
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; Store 0 to resume music.
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wMuteAudioAndPauseMusic:: db
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wAudio::
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wChannel1:: channel_struct wChannel1
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wChannel2:: channel_struct wChannel2
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wChannel3:: channel_struct wChannel3
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wChannel4:: channel_struct wChannel4
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wDisableChannelOutputWhenSfxEnds:: db
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ds 1
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wStereoPanning:: db
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wCurTrackDuty:: db
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wCurTrackVolumeEnvelope:: db
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wCurTrackFrequency:: dw
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wUnusedBCDNumber:: db ; BCD value, dummied out
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wCurNoteDuration:: db ; used in MusicE0 and LoadNote
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wSavedVolume:: db
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wCurMusicByte:: db
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wCurChannel:: db
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wVolume::
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; corresponds to rNR50
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; Channel control / ON-OFF / Volume (R/W)
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; bit 7 - Vin->SO2 ON/OFF
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; bit 6-4 - SO2 output level (volume) (# 0-7)
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; bit 3 - Vin->SO1 ON/OFF
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; bit 2-0 - SO1 output level (volume) (# 0-7)
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db
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wSoundOutput::
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; corresponds to rNR51
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; bit 4-7: ch1-4 so2 on/off
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; bit 0-3: ch1-4 so1 on/off
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db
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wPitchSweep::
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; corresponds to rNR10
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; bit 7: unused
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; bit 4-6: sweep time
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; bit 3: sweep direction
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; but 0-2: sweep shift
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db
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wChannelCommandPointers:: ds NUM_CHANNELS * 2
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wChannelReturnAddresses:: ds NUM_CHANNELS * 2
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wMusicID:: dw
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wMusicBank:: db
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wNoiseSampleAddress:: dw
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wNoiseSampleDelay:: db
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ds 1
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wMusicNoiseSampleSet:: db
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wSFXNoiseSampleSet:: db
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wChannelSoundIDs:: ds NUM_CHANNELS
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wLowHealthAlarm::
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; bit 7: on/off
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; bit 4: pitch
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; bit 0-3: counter
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db
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wChannelFlags1:: ds NUM_CHANNELS
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wChannelFlags2:: ds NUM_CHANNELS
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wMusicFade::
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; fades volume over x frames
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; bit 7: fade in/out
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; bit 0-5: number of frames for each volume level
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; $00 = none (default)
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db
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wMusicFadeCount:: db
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wMusicFadeID:: dw
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wChannelDutyCycles:: ds NUM_CHANNELS
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wChannelDutyCyclePatterns:: ds NUM_CHANNELS
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ds 5
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; reloaded at the beginning of a note. counts down until the vibrato begins.
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wChannelVibratoDelayCounters:: ds NUM_CHANNELS
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wChannelVibratoExtents:: ds NUM_CHANNELS
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; high nybble is rate (counter reload value) and low nybble is counter.
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; time between applications of vibrato.
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wChannelVibratoRates:: ds NUM_CHANNELS
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wChannelFrequencyLowBytes:: ds NUM_CHANNELS
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; delay of the beginning of the vibrato from the start of the note
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wChannelVibratoDelayCounterReloadValues:: ds NUM_CHANNELS
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wCryPitch:: dw
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wCryLength:: dw
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wChannelPitchSlideLengthModifiers:: ds NUM_CHANNELS
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wChannelPitchSlideFrequencySteps:: ds NUM_CHANNELS
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wChannelPitchSlideFrequencyStepsFractionalPart:: ds NUM_CHANNELS
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wChannelPitchSlideCurrentFrequencyFractionalPart:: ds NUM_CHANNELS
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wChannelPitchSlideCurrentFrequencyHighBytes:: ds NUM_CHANNELS
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wChannelPitchSlideCurrentFrequencyLowBytes:: ds NUM_CHANNELS
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wChannelPitchSlideTargetFrequencyHighBytes:: ds NUM_CHANNELS
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wChannelPitchSlideTargetFrequencyLowBytes:: ds NUM_CHANNELS
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wLastVolume:: db
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wUnusedMusicF9Flag:: db
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; Note delays are stored as 16-bit fixed-point numbers where the integer part
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; is 8 bits and the fractional part is 8 bits.
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wChannelNoteDelayCounters:: ds NUM_CHANNELS
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wChannelLoopCounters:: ds NUM_CHANNELS
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wChannelNoteSpeeds:: ds NUM_CHANNELS
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wChannelNoteDelayCountersFractionalPart:: ds NUM_CHANNELS
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wSFXPriority::
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; if nonzero, turn off music when playing sfx
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db
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wChannelOctaves:: ds NUM_CHANNELS
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; also includes fade for hardware channels that support it
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wChannelVolumes:: ds NUM_CHANNELS
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ds 1
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wMusicWaveInstrument:: db
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wSfxWaveInstrument:: db
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wMusicTempo:: dw
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wSfxTempo:: dw
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wSfxHeaderPointer:: dw
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wChannel1JumpCondition:: db
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wChannel2JumpCondition:: db
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wChannel3JumpCondition:: db
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wChannel4JumpCondition:: db
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wNewSoundID:: db
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wStereoPanningMask:: db
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wAudioROMBank:: db
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wAudioSavedROMBank:: db
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wCryTracks::
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; plays only in left or right track depending on what side the monster is on
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; both tracks active outside of battle
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db
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wFrequencyModifier:: db
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wTempoModifier:: db
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wSFXDuration:: db
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wCurSFX::
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; id of sfx currently playing
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db
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ds 13
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wSFXDontWait:: ds 1
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wAudioEnd::
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; crysaudio end
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SECTION "Sprite State Data", WRAM0
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@ -1367,7 +1394,7 @@ wBaseCoordY:: db
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; low health alarm counter/enable
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; high bit = enable, others = timer to cycle frequencies
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wLowHealthAlarm:: db
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wLowHealthAlarmOrig:: db
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; counts how many tiles of the current frame block have been drawn
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wFBTileCounter:: db
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@ -2065,10 +2092,15 @@ wSeafoamIslandsB3FCurScript:: db
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wRoute23CurScript:: db
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wSeafoamIslandsB4FCurScript:: db
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wRoute18Gate1FCurScript:: db
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ds 78
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ds 6
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wGameProgressFlagsEnd::
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ds 56
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UNION
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ds 128
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NEXTU
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wChannel7:: channel_struct wChannel7
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wChannel8:: channel_struct wChannel8
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ENDU
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wObtainedHiddenItemsFlags:: flag_array 112
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@ -2351,8 +2383,12 @@ wBoxMonNicksEnd::
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wBoxDataEnd::
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wChannel5:: channel_struct wChannel5
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wChannel6:: channel_struct wChannel6
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SECTION "Stack", WRAM0
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; the stack grows downward
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ds $FD - 1
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ds $99 - 1
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wStack:: db
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