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

@ -61,14 +61,16 @@ PlayDefaultMusicCommon::
.next4
ld a, c
ld [wAudioFadeOutControl], a
and a
jr nz, .next5
inc a
.next5
ld [wMusicFade], a
ld a, b
ld [wLastMusicSoundID], a
ld [wNewSoundID], a
ld [wMusicFadeID], a
ld a, 8
ld [wMusicFade], a
;call FadeMusic ; called in updatemusic
ret
;UpdateMusic6Times::

View file

@ -760,6 +760,7 @@ HandleBlackOut::
call GBFadeOutToBlack
ld a, $08
call StopMusic
call WaitForSongToFinish
ld hl, wd72e
res 5, [hl]
ld a, BANK(ResetStatusAndHalveMoneyOnBlackout) ; also BANK(SpecialWarpIn) and BANK(SpecialEnterMap)
@ -1256,17 +1257,16 @@ CollisionCheckOnLand::
call CheckTilePassable
jr nc, .noCollision
.collision
;ld a, [wChannelSoundIDs + Ch5]
;cp SFX_COLLISION ; check if collision sound is already playing
;jr z, .setCarry
; curSFX is not cleared for some reason.
; ld a, [wChannelSoundIDs + Ch5]
; cp SFX_COLLISION ; check if collision sound is already playing
; jr z, .setCarry
; ch5 on?
ld hl, wChannel5 + wChannel1Flags1 - wChannel1 ; + CHANNEL_FLAGS1
bit 0, [hl]
jr nz, .setCarry
ld a, SFX_COLLISION
call PlaySound ; play collision sound (if it's not already playing)
.setCarry
@ -1945,17 +1945,16 @@ CollisionCheckOnWater::
jr z, .stopSurfing ; stop surfing if the tile is passable
jr .loop
.collision
;ld a, [wChannelSoundIDs + Ch5]
;cp SFX_COLLISION ; check if collision sound is already playing
;jr z, .setCarry
; curSFX is not cleared for some reason.
; ld a, [wChannelSoundIDs + Ch5]
; cp SFX_COLLISION ; check if collision sound is already playing
; jr z, .setCarry
; ch5 on?
ld hl, wChannel5 + wChannel1Flags1 - wChannel1 ; + CHANNEL_FLAGS1
bit 0, [hl]
jr nz, .setCarry
ld a, SFX_COLLISION
call PlaySound ; play collision sound (if it's not already playing)
.setCarry
@ -2307,6 +2306,10 @@ LoadMapHeader::
ld a, [hli]
ld [wMapMusicSoundID], a ; music 1
ld a, [hl]
; give vanilla red a fair shot at running our savs
ld a, BANK("Audio Engine 1")
ld [wMapMusicROMBank], a ; music 2
pop af
ldh [hLoadedROMBank], a