Fix pokeflute in battle sfx

and other small improvements
This commit is contained in:
dannye 2021-03-28 23:23:45 -05:00
parent 5f87413b23
commit c1278c478e
28 changed files with 108 additions and 131 deletions

View file

@ -2183,6 +2183,7 @@ GetMoveSound:
.next
ld a, [wEnemyMonSpecies]
.Continue
push af
ld a, 1
ld [wSFXDontWait], a
@ -2193,18 +2194,19 @@ GetMoveSound:
ld a, b
scf
ret
;push hl
;call GetCryData
;ld b, a
;pop hl
;ld a, [wFrequencyModifier]
;add [hl]
;ld [wFrequencyModifier], a
;inc hl
;ld a, [wTempoModifier]
;add [hl]
;ld [wTempoModifier], a
;jr .done
; push hl
; call GetCryData
; ld b, a
; pop hl
; ld a, [wFrequencyModifier]
; add [hl]
; ld [wFrequencyModifier], a
; inc hl
; ld a, [wTempoModifier]
; add [hl]
; ld [wTempoModifier], a
; jr .done
.NotCryMove
ld a, [hli]
ld [wFrequencyModifier], a

View file

@ -781,10 +781,16 @@ FaintEnemyPokemon:
ld [wTempoModifier], a
ld a, SFX_FAINT_FALL
call PlaySoundWaitForCurrent
; using WaitForSoundToFinish causes a noticeable delay
; so use a smaller hard-coded delay for now
ld c, 10
call DelayFrames
;.sfxwait
; ld a, [wChannelSoundIDs + Ch5]
; cp SFX_FAINT_FALL
; jr z, .sfxwait
ld a, SFX_FAINT_THUD
call PlaySound
call WaitForSoundToFinish