Use the same music headers as pokecrystal (#382)

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Rangi 2022-08-11 21:23:08 -04:00 committed by GitHub
parent ac7263b1ad
commit bbb0e7e82d
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25 changed files with 1313 additions and 554 deletions

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@ -782,7 +782,7 @@ FaintEnemyPokemon:
ld a, SFX_FAINT_FALL
call PlaySoundWaitForCurrent
.sfxwait
ld a, [wChannelSoundIDs + Ch5]
ld a, [wChannelSoundIDs + CHAN5]
cp SFX_FAINT_FALL
jr z, .sfxwait
ld a, SFX_FAINT_THUD
@ -866,7 +866,7 @@ EndLowHealthAlarm:
; the low health alarm and prevents it from reactivating until the next battle.
xor a
ld [wLowHealthAlarm], a ; turn off low health alarm
ld [wChannelSoundIDs + Ch5], a
ld [wChannelSoundIDs + CHAN5], a
inc a
ld [wLowHealthAlarmDisabled], a ; prevent it from reactivating
ret
@ -1864,7 +1864,7 @@ DrawPlayerHUDAndHPBar:
ld [hl], $0
ret z
xor a
ld [wChannelSoundIDs + Ch5], a
ld [wChannelSoundIDs + CHAN5], a
ret
.setLowHealthAlarm
ld hl, wLowHealthAlarm

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@ -46,7 +46,7 @@ EndOfBattle:
.resetVariables
xor a
ld [wLowHealthAlarm], a ;disable low health alarm
ld [wChannelSoundIDs + Ch5], a
ld [wChannelSoundIDs + CHAN5], a
ld [wIsInBattle], a
ld [wBattleType], a
ld [wMoveMissed], a

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@ -37,7 +37,7 @@ SafariZoneGameOver:
ld a, SFX_SAFARI_ZONE_PA
call PlayMusic
.waitForMusicToPlay
ld a, [wChannelSoundIDs + Ch5]
ld a, [wChannelSoundIDs + CHAN5]
cp SFX_SAFARI_ZONE_PA
jr nz, .waitForMusicToPlay
ld a, TEXT_SAFARI_GAME_OVER

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@ -991,7 +991,7 @@ ItemUseMedicine:
.notFullHP ; if the pokemon's current HP doesn't equal its max HP
xor a
ld [wLowHealthAlarm], a ;disable low health alarm
ld [wChannelSoundIDs + Ch5], a
ld [wChannelSoundIDs + CHAN5], a
push hl
push de
ld bc, wPartyMon1MaxHP - (wPartyMon1HP + 1)
@ -1732,7 +1732,7 @@ ItemUsePokeflute:
call WaitForSoundToFinish ; wait for sound to end
farcall Music_PokeFluteInBattle ; play in-battle pokeflute music
.musicWaitLoop ; wait for music to finish playing
ld a, [wChannelSoundIDs + Ch7]
ld a, [wChannelSoundIDs + CHAN7]
and a ; music off?
jr nz, .musicWaitLoop
.skipMusic
@ -1799,7 +1799,7 @@ PlayedFluteHadEffectText:
ld c, BANK(SFX_Pokeflute)
call PlayMusic
.musicWaitLoop ; wait for music to finish playing
ld a, [wChannelSoundIDs + Ch3]
ld a, [wChannelSoundIDs + CHAN3]
cp SFX_POKEFLUTE
jr z, .musicWaitLoop
call PlayDefaultMusic ; start playing normal music again

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@ -8,7 +8,7 @@ EvolveMon:
push af
xor a
ld [wLowHealthAlarm], a
ld [wChannelSoundIDs + Ch5], a
ld [wChannelSoundIDs + CHAN5], a
dec a ; SFX_STOP_ALL_MUSIC
ld [wNewSoundID], a
call PlaySound

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@ -33,7 +33,7 @@ ShakeElevator::
ld a, SFX_SAFARI_ZONE_PA
call PlayMusic
.musicLoop
ld a, [wChannelSoundIDs + Ch5]
ld a, [wChannelSoundIDs + CHAN5]
cp SFX_SAFARI_ZONE_PA
jr z, .musicLoop
call UpdateSprites