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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@ -146,10 +146,10 @@ PlaySound::
and a
jr z, .next
xor a
ld [wChannelSoundIDs + Ch5], a
ld [wChannelSoundIDs + Ch6], a
ld [wChannelSoundIDs + Ch7], a
ld [wChannelSoundIDs + Ch8], a
ld [wChannelSoundIDs + CHAN5], a
ld [wChannelSoundIDs + CHAN6], a
ld [wChannelSoundIDs + CHAN7], a
ld [wChannelSoundIDs + CHAN8], a
.next
ld a, [wAudioFadeOutControl]
and a ; has a fade-out length been specified?

View file

@ -18,7 +18,7 @@ WaitForSoundToFinish::
ret nz
push hl
.waitLoop
ld hl, wChannelSoundIDs + Ch5
ld hl, wChannelSoundIDs + CHAN5
xor a
or [hl]
inc hl

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@ -1244,7 +1244,7 @@ CollisionCheckOnLand::
call CheckTilePassable
jr nc, .noCollision
.collision
ld a, [wChannelSoundIDs + Ch5]
ld a, [wChannelSoundIDs + CHAN5]
cp SFX_COLLISION ; check if collision sound is already playing
jr z, .setCarry
ld a, SFX_COLLISION
@ -1925,7 +1925,7 @@ CollisionCheckOnWater::
jr z, .stopSurfing ; stop surfing if the tile is passable
jr .loop
.collision
ld a, [wChannelSoundIDs + Ch5]
ld a, [wChannelSoundIDs + CHAN5]
cp SFX_COLLISION ; check if collision sound is already playing
jr z, .setCarry
ld a, SFX_COLLISION