Insert Crystal audio engine and music

most credit goes to Sanqui
This commit is contained in:
dannye 2017-05-07 15:30:08 -05:00
parent 832c28eaea
commit 87eed68710
586 changed files with 193763 additions and 6447 deletions

View file

@ -989,7 +989,7 @@ ItemUseMedicine:
jp .cureStatusAilment
.notFullHP ; if the pokemon's current HP doesn't equal its max HP
xor a
ld [wLowHealthAlarm],a ;disable low health alarm
ld [wDanger],a ;disable low health alarm
ld [wChannelSoundIDs + Ch4],a
push hl
push de
@ -1771,11 +1771,11 @@ ItemUsePokeflute:
; if some pokemon were asleep
ld hl,PlayedFluteHadEffectText
call PrintText
ld a,[wLowHealthAlarm]
ld a,[wDanger]
and a,$80
jr nz,.skipMusic
call WaitForSoundToFinish ; wait for sound to end
callba Music_PokeFluteInBattle ; play in-battle pokeflute music
;callba Music_PokeFluteInBattle ; play in-battle pokeflute music ; XXX
.musicWaitLoop ; wait for music to finish playing
ld a,[wChannelSoundIDs + Ch6]
and a ; music off?
@ -1847,12 +1847,9 @@ PlayedFluteHadEffectText:
ld a,$ff
call PlaySound ; turn off music
ld a, SFX_POKEFLUE
ld c, BANK(SFX_Pokeflute)
call PlayMusic
.musicWaitLoop ; wait for music to finish playing
ld a,[wChannelSoundIDs + Ch2]
cp a, SFX_POKEFLUE
jr z,.musicWaitLoop
ld c, 0 ; BANK(SFX_Pokeflute)
call PlaySound
call WaitForSoundToFinish
call PlayDefaultMusic ; start playing normal music again
.done
jp TextScriptEnd ; end text