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https://github.com/thornAvery/kep-hack.git
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Insert Crystal audio engine and music
most credit goes to Sanqui
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832c28eaea
commit
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586 changed files with 193763 additions and 6447 deletions
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@ -200,7 +200,7 @@ PlayAnimation:
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push hl
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push de
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call GetMoveSound
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call PlaySound
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call nc, AnimPlaySFX
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pop de
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pop hl
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.skipPlayingSound
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@ -256,6 +256,15 @@ PlayAnimation:
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.AnimationOver
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ret
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AnimPlaySFX:
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push de
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ld e, a
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xor a
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ld d, a
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call PlaySFX
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pop de
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ret
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LoadSubanimation:
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ld a,[wSubAnimAddrPtr + 1]
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ld h,a
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@ -551,7 +560,7 @@ PlaySubanimation:
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cp a,$FF
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jr z,.skipPlayingSound
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call GetMoveSound
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call PlaySound
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call nc, AnimPlaySFX
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.skipPlayingSound
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ld hl,wOAMBuffer ; base address of OAM buffer
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ld a,l
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@ -2328,18 +2337,28 @@ GetMoveSound:
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.next
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ld a,[wEnemyMonSpecies]
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.Continue
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push hl
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call GetCryData
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ld b,a
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pop hl
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ld a,[wFrequencyModifier]
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add [hl]
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ld [wFrequencyModifier],a
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inc hl
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ld a,[wTempoModifier]
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add [hl]
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ld [wTempoModifier],a
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jr .done
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push af
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ld a, 1
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ld [wSFXDontWait], a
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pop af
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call PlayCry
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xor a
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ld [wSFXDontWait], a
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ld a, b
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scf
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ret
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;push hl
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;call GetCryData
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;ld b,a
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;pop hl
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;ld a,[wFrequencyModifier]
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;add [hl]
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;ld [wFrequencyModifier],a
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;inc hl
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;ld a,[wTempoModifier]
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;add [hl]
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;ld [wTempoModifier],a
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;jr .done
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.NotCryMove
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ld a,[hli]
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ld [wFrequencyModifier],a
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@ -3011,24 +3030,27 @@ PlayApplyingAttackSound:
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; play a different sound depending if move is not very effective, neutral, or super-effective
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; don't play any sound at all if move is ineffective
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call WaitForSoundToFinish
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ld a, [wDamageMultipliers]
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ld a, [wDamageMultipliers] ; effectiveness
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and $7f
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ret z
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cp 10
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ld a, $20
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ld b, $30
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ld c, SFX_DAMAGE
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ld c, GSSFX_DAMAGE ; SFX_DAMAGE
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jr z, .playSound
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ld a, $e0
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ld b, $ff
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ld c, SFX_SUPER_EFFECTIVE
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ld c, GSSFX_SUPER_EFFECTIVE ; SFX_SUPER_EFFECTIVE
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jr nc, .playSound
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ld a, $50
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ld b, $1
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ld c, SFX_NOT_VERY_EFFECTIVE
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ld c, GSSFX_NOT_VERY_EFFECTIVE ; SFX_NOT_VERY_EFFECTIVE
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.playSound
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ld [wFrequencyModifier], a
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ld a, b
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ld [wTempoModifier], a
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ld a, c
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jp PlaySound
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jp PlaySound
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@ -955,7 +955,7 @@ EndLowHealthAlarm:
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; This function is called when the player has the won the battle. It turns off
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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 [wDanger], a ; turn off low health alarm
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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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@ -1051,7 +1051,7 @@ PlayBattleVictoryMusic:
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ld a, $ff
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ld [wNewSoundID], a
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call PlaySoundWaitForCurrent
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ld c, BANK(Music_DefeatedTrainer)
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ld c, 0 ; BANK(Music_DefeatedTrainer)
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pop af
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call PlayMusic
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jp Delay3
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@ -1098,11 +1098,11 @@ RemoveFaintedPlayerMon:
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predef FlagActionPredef ; clear gain exp flag for fainted mon
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ld hl, wEnemyBattleStatus1
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res 2, [hl] ; reset "attacking multiple times" flag
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ld a, [wLowHealthAlarm]
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ld a, [wDanger]
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bit 7, a ; skip sound flag (red bar (?))
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jr z, .skipWaitForSound
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ld a, $ff
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ld [wLowHealthAlarm], a ;disable low health alarm
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ld [wDanger], a ;disable low health alarm
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call WaitForSoundToFinish
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.skipWaitForSound
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; a is 0, so this zeroes the enemy's accumulated damage.
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@ -1949,7 +1949,7 @@ DrawPlayerHUDAndHPBar:
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cp HP_BAR_RED
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jr z, .setLowHealthAlarm
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.fainted
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ld hl, wLowHealthAlarm
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ld hl, wDanger
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bit 7, [hl] ;low health alarm enabled?
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ld [hl], $0
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ret z
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@ -1957,7 +1957,7 @@ DrawPlayerHUDAndHPBar:
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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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ld hl, wDanger
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set 7, [hl] ;enable low health alarm
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ret
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@ -45,7 +45,7 @@ EndOfBattle:
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predef EvolutionAfterBattle
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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 [wDanger], a ;disable low health alarm
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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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