Name sound effects

This commit is contained in:
dannye 2015-07-19 03:46:12 -05:00
parent 340230e997
commit ea9cc86949
56 changed files with 487 additions and 311 deletions

View file

@ -741,7 +741,7 @@ DoBallTossSpecialEffects: ; 78f3e (1e:4f3e)
cp a,11 ; is it the beginning of the subanimation?
jr nz,.skipPlayingSound
; if it is the beginning of the subanimation, play a sound
ld a,(SFX_08_41 - SFX_Headers_08) / 3
ld a,SFX_BATTLE_01
call PlaySound
.skipPlayingSound
ld a,[W_ISINBATTLE]
@ -787,7 +787,7 @@ DoBallShakeSpecialEffects: ; 78f96 (1e:4f96)
cp a,4 ; is it the beginning of a shake?
jr nz,.skipPlayingSound
; if it is the beginning of a shake, play a sound and wait 2/3 of a second
ld a,(SFX_08_3c - SFX_Headers_08) / 3
ld a,SFX_TINK
call PlaySound
ld c,40
call DelayFrames
@ -820,7 +820,7 @@ DoPoofSpecialEffects: ; 78fce (1e:4fce)
ld a,[W_SUBANIMCOUNTER]
cp a,5
ret nz
ld a,(SFX_08_42 - SFX_Headers_08) / 3
ld a,SFX_BATTLE_02
jp PlaySound
DoRockSlideSpecialEffects: ; 78fd9 (1e:4fd9)
@ -921,7 +921,7 @@ TradeShakePokeball: ; 7904c (1e:504c)
jr .loop
.done
call AnimationCleanOAM
ld a,(SFX_02_44 - SFX_Headers_02) / 3
ld a,SFX_TRADE_MACHINE
jp PlaySound
BallMoveDistances1: ; 79078 (1e:5078)
@ -952,7 +952,7 @@ TradeJumpPokeball: ; 507C
cp a,$ff
jr nz,.skipPlayingSound
.playSound ; play sound if next move distance is 12 or this is the last one
ld a,(SFX_08_58 - SFX_Headers_08) / 3
ld a,SFX_BATTLE_18
call PlaySound
.skipPlayingSound
push bc
@ -2329,172 +2329,172 @@ IsCryMove: ; 798ad (1e:58ad)
ret
MoveSoundTable: ; 798bc (1e:58bc)
db (SFX_08_4a - SFX_Headers_08) / 3,$00,$80
db (SFX_08_4c - SFX_Headers_08) / 3,$10,$80
db (SFX_08_5d - SFX_Headers_08) / 3,$00,$80
db (SFX_08_4b - SFX_Headers_08) / 3,$01,$80
db (SFX_08_4d - SFX_Headers_08) / 3,$00,$40
db (SFX_08_77 - SFX_Headers_08) / 3,$00,$ff
db (SFX_08_4d - SFX_Headers_08) / 3,$10,$60
db (SFX_08_4d - SFX_Headers_08) / 3,$20,$80
db (SFX_08_4d - SFX_Headers_08) / 3,$00,$a0
db (SFX_08_50 - SFX_Headers_08) / 3,$00,$80
db (SFX_08_4f - SFX_Headers_08) / 3,$20,$40
db (SFX_08_4f - SFX_Headers_08) / 3,$00,$80
db (SFX_08_4e - SFX_Headers_08) / 3,$00,$a0
db (SFX_08_51 - SFX_Headers_08) / 3,$10,$c0
db (SFX_08_51 - SFX_Headers_08) / 3,$00,$a0
db (SFX_08_52 - SFX_Headers_08) / 3,$00,$c0
db (SFX_08_52 - SFX_Headers_08) / 3,$10,$a0
db (SFX_08_53 - SFX_Headers_08) / 3,$00,$e0
db (SFX_08_51 - SFX_Headers_08) / 3,$20,$c0
db (SFX_08_54 - SFX_Headers_08) / 3,$00,$80
db (SFX_08_62 - SFX_Headers_08) / 3,$00,$80
db (SFX_08_55 - SFX_Headers_08) / 3,$01,$80
db (SFX_08_60 - SFX_Headers_08) / 3,$00,$80
db (SFX_08_57 - SFX_Headers_08) / 3,$f0,$40
db (SFX_08_5a - SFX_Headers_08) / 3,$00,$80
db (SFX_08_57 - SFX_Headers_08) / 3,$00,$80
db (SFX_08_61 - SFX_Headers_08) / 3,$10,$80
db (SFX_08_5b - SFX_Headers_08) / 3,$01,$a0
db (SFX_08_58 - SFX_Headers_08) / 3,$00,$80
db (SFX_08_5e - SFX_Headers_08) / 3,$00,$60
db (SFX_08_5e - SFX_Headers_08) / 3,$01,$40
db (SFX_08_5f - SFX_Headers_08) / 3,$00,$a0
db (SFX_08_5a - SFX_Headers_08) / 3,$10,$a0
db (SFX_08_60 - SFX_Headers_08) / 3,$00,$c0
db (SFX_08_54 - SFX_Headers_08) / 3,$10,$60
db (SFX_08_5a - SFX_Headers_08) / 3,$00,$a0
db (SFX_08_62 - SFX_Headers_08) / 3,$11,$c0
db (SFX_08_5a - SFX_Headers_08) / 3,$20,$c0
db (SFX_08_61 - SFX_Headers_08) / 3,$00,$80
db (SFX_08_5b - SFX_Headers_08) / 3,$00,$80
db (SFX_08_5b - SFX_Headers_08) / 3,$20,$c0
db (SFX_08_59 - SFX_Headers_08) / 3,$00,$80
db (SFX_08_71 - SFX_Headers_08) / 3,$ff,$40
db (SFX_08_5e - SFX_Headers_08) / 3,$00,$80
db (SFX_08_4b - SFX_Headers_08) / 3,$00,$c0
db (SFX_08_4b - SFX_Headers_08) / 3,$00,$40
db (SFX_08_75 - SFX_Headers_08) / 3,$00,$80
db (SFX_08_67 - SFX_Headers_08) / 3,$40,$60
db (SFX_08_67 - SFX_Headers_08) / 3,$00,$80
db (SFX_08_67 - SFX_Headers_08) / 3,$ff,$40
db (SFX_08_6a - SFX_Headers_08) / 3,$80,$c0
db (SFX_08_59 - SFX_Headers_08) / 3,$10,$a0
db (SFX_08_59 - SFX_Headers_08) / 3,$21,$e0
db (SFX_08_69 - SFX_Headers_08) / 3,$00,$80
db (SFX_08_64 - SFX_Headers_08) / 3,$20,$60
db (SFX_08_6a - SFX_Headers_08) / 3,$00,$80
db (SFX_08_6c - SFX_Headers_08) / 3,$00,$80
db (SFX_08_68 - SFX_Headers_08) / 3,$40,$80
db (SFX_08_69 - SFX_Headers_08) / 3,$f0,$e0
db (SFX_08_6d - SFX_Headers_08) / 3,$00,$80
db (SFX_08_6a - SFX_Headers_08) / 3,$f0,$60
db (SFX_08_68 - SFX_Headers_08) / 3,$00,$80
db (SFX_08_76 - SFX_Headers_08) / 3,$00,$80
db (SFX_08_47 - SFX_Headers_08) / 3,$01,$a0
db (SFX_08_53 - SFX_Headers_08) / 3,$f0,$20
db (SFX_08_63 - SFX_Headers_08) / 3,$01,$c0
db (SFX_08_63 - SFX_Headers_08) / 3,$00,$80
db (SFX_08_5a - SFX_Headers_08) / 3,$00,$e0
db (SFX_08_66 - SFX_Headers_08) / 3,$01,$60
db (SFX_08_66 - SFX_Headers_08) / 3,$20,$40
db (SFX_08_64 - SFX_Headers_08) / 3,$00,$80
db (SFX_08_64 - SFX_Headers_08) / 3,$40,$c0
db (SFX_08_5b - SFX_Headers_08) / 3,$03,$60
db (SFX_08_65 - SFX_Headers_08) / 3,$11,$e0
db (SFX_08_52 - SFX_Headers_08) / 3,$20,$e0
db (SFX_08_6e - SFX_Headers_08) / 3,$00,$80
db (SFX_08_5c - SFX_Headers_08) / 3,$00,$80
db (SFX_08_5c - SFX_Headers_08) / 3,$11,$a0
db (SFX_08_5c - SFX_Headers_08) / 3,$01,$c0
db (SFX_08_53 - SFX_Headers_08) / 3,$14,$c0
db (SFX_08_5b - SFX_Headers_08) / 3,$02,$a0
db (SFX_08_69 - SFX_Headers_08) / 3,$f0,$80
db (SFX_08_69 - SFX_Headers_08) / 3,$20,$c0
db (SFX_08_6f - SFX_Headers_08) / 3,$00,$20
db (SFX_08_6f - SFX_Headers_08) / 3,$20,$80
db (SFX_08_6e - SFX_Headers_08) / 3,$12,$60
db (SFX_08_66 - SFX_Headers_08) / 3,$00,$80
db (SFX_08_54 - SFX_Headers_08) / 3,$01,$e0
db (SFX_08_69 - SFX_Headers_08) / 3,$0f,$e0
db (SFX_08_69 - SFX_Headers_08) / 3,$11,$20
db (SFX_08_50 - SFX_Headers_08) / 3,$10,$40
db (SFX_08_4f - SFX_Headers_08) / 3,$10,$c0
db (SFX_08_54 - SFX_Headers_08) / 3,$00,$20
db (SFX_08_70 - SFX_Headers_08) / 3,$00,$80
db (SFX_08_75 - SFX_Headers_08) / 3,$11,$18
db (SFX_08_49 - SFX_Headers_08) / 3,$20,$c0
db (SFX_08_48 - SFX_Headers_08) / 3,$20,$c0
db (SFX_08_65 - SFX_Headers_08) / 3,$00,$10
db (SFX_08_66 - SFX_Headers_08) / 3,$f0,$20
db (SFX_08_73 - SFX_Headers_08) / 3,$f0,$c0
db (SFX_08_51 - SFX_Headers_08) / 3,$f0,$e0
db (SFX_08_49 - SFX_Headers_08) / 3,$f0,$40
db (SFX_08_71 - SFX_Headers_08) / 3,$00,$80
db (SFX_08_73 - SFX_Headers_08) / 3,$80,$40
db (SFX_08_73 - SFX_Headers_08) / 3,$00,$80
db (SFX_08_54 - SFX_Headers_08) / 3,$11,$20
db (SFX_08_54 - SFX_Headers_08) / 3,$22,$10
db (SFX_08_5b - SFX_Headers_08) / 3,$f1,$ff
db (SFX_08_53 - SFX_Headers_08) / 3,$f1,$ff
db (SFX_08_54 - SFX_Headers_08) / 3,$33,$30
db (SFX_08_72 - SFX_Headers_08) / 3,$40,$c0
db (SFX_08_4e - SFX_Headers_08) / 3,$20,$20
db (SFX_08_4e - SFX_Headers_08) / 3,$f0,$10
db (SFX_08_4f - SFX_Headers_08) / 3,$f8,$10
db (SFX_08_51 - SFX_Headers_08) / 3,$f0,$10
db (SFX_08_65 - SFX_Headers_08) / 3,$00,$80
db (SFX_08_58 - SFX_Headers_08) / 3,$00,$c0
db (SFX_08_72 - SFX_Headers_08) / 3,$c0,$ff
db (SFX_08_49 - SFX_Headers_08) / 3,$f2,$20
db (SFX_08_74 - SFX_Headers_08) / 3,$00,$80
db (SFX_08_74 - SFX_Headers_08) / 3,$00,$40
db (SFX_08_49 - SFX_Headers_08) / 3,$00,$40
db (SFX_08_51 - SFX_Headers_08) / 3,$10,$ff
db (SFX_08_6a - SFX_Headers_08) / 3,$20,$20
db (SFX_08_72 - SFX_Headers_08) / 3,$00,$80
db (SFX_08_69 - SFX_Headers_08) / 3,$1f,$20
db (SFX_08_65 - SFX_Headers_08) / 3,$2f,$80
db (SFX_08_4f - SFX_Headers_08) / 3,$1f,$ff
db (SFX_08_6b - SFX_Headers_08) / 3,$1f,$60
db (SFX_08_66 - SFX_Headers_08) / 3,$1e,$20
db (SFX_08_66 - SFX_Headers_08) / 3,$1f,$18
db (SFX_08_54 - SFX_Headers_08) / 3,$0f,$80
db (SFX_08_49 - SFX_Headers_08) / 3,$f8,$10
db (SFX_08_48 - SFX_Headers_08) / 3,$18,$20
db (SFX_08_72 - SFX_Headers_08) / 3,$08,$40
db (SFX_08_57 - SFX_Headers_08) / 3,$01,$e0
db (SFX_08_51 - SFX_Headers_08) / 3,$09,$ff
db (SFX_08_75 - SFX_Headers_08) / 3,$42,$01
db (SFX_08_5c - SFX_Headers_08) / 3,$00,$ff
db (SFX_08_72 - SFX_Headers_08) / 3,$08,$e0
db (SFX_08_64 - SFX_Headers_08) / 3,$00,$80
db (SFX_08_49 - SFX_Headers_08) / 3,$88,$10
db (SFX_08_65 - SFX_Headers_08) / 3,$48,$ff
db (SFX_08_48 - SFX_Headers_08) / 3,$ff,$ff
db (SFX_08_64 - SFX_Headers_08) / 3,$ff,$10
db (SFX_08_48 - SFX_Headers_08) / 3,$ff,$04
db (SFX_08_5c - SFX_Headers_08) / 3,$01,$ff
db (SFX_08_53 - SFX_Headers_08) / 3,$f8,$ff
db (SFX_08_4c - SFX_Headers_08) / 3,$f0,$f0
db (SFX_08_4f - SFX_Headers_08) / 3,$08,$10
db (SFX_08_4d - SFX_Headers_08) / 3,$f0,$ff
db (SFX_08_5a - SFX_Headers_08) / 3,$f0,$ff
db (SFX_08_74 - SFX_Headers_08) / 3,$10,$ff
db (SFX_08_4e - SFX_Headers_08) / 3,$f0,$20
db (SFX_08_6b - SFX_Headers_08) / 3,$f0,$60
db (SFX_08_61 - SFX_Headers_08) / 3,$12,$10
db (SFX_08_76 - SFX_Headers_08) / 3,$f0,$20
db (SFX_08_5e - SFX_Headers_08) / 3,$12,$ff
db (SFX_08_71 - SFX_Headers_08) / 3,$80,$04
db (SFX_08_73 - SFX_Headers_08) / 3,$f0,$10
db (SFX_08_69 - SFX_Headers_08) / 3,$f8,$ff
db (SFX_08_66 - SFX_Headers_08) / 3,$f0,$ff
db (SFX_08_51 - SFX_Headers_08) / 3,$01,$ff
db (SFX_08_6c - SFX_Headers_08) / 3,$d8,$04
db (SFX_08_4b - SFX_Headers_08) / 3,$00,$80
db (SFX_08_4b - SFX_Headers_08) / 3,$00,$80
db SFX_BATTLE_0A,$00,$80
db SFX_BATTLE_0C,$10,$80
db SFX_BATTLE_1D,$00,$80
db SFX_BATTLE_0B,$01,$80
db SFX_BATTLE_0D,$00,$40
db SFX_BATTLE_37,$00,$ff
db SFX_BATTLE_0D,$10,$60
db SFX_BATTLE_0D,$20,$80
db SFX_BATTLE_0D,$00,$a0
db SFX_BATTLE_10,$00,$80
db SFX_BATTLE_0F,$20,$40
db SFX_BATTLE_0F,$00,$80
db SFX_BATTLE_0E,$00,$a0
db SFX_BATTLE_11,$10,$c0
db SFX_BATTLE_11,$00,$a0
db SFX_BATTLE_12,$00,$c0
db SFX_BATTLE_12,$10,$a0
db SFX_BATTLE_13,$00,$e0
db SFX_BATTLE_11,$20,$c0
db SFX_BATTLE_14,$00,$80
db SFX_BATTLE_22,$00,$80
db SFX_BATTLE_15,$01,$80
db SFX_BATTLE_20,$00,$80
db SFX_BATTLE_17,$f0,$40
db SFX_BATTLE_1A,$00,$80
db SFX_BATTLE_17,$00,$80
db SFX_BATTLE_21,$10,$80
db SFX_BATTLE_1B,$01,$a0
db SFX_BATTLE_18,$00,$80
db SFX_BATTLE_1E,$00,$60
db SFX_BATTLE_1E,$01,$40
db SFX_BATTLE_1F,$00,$a0
db SFX_BATTLE_1A,$10,$a0
db SFX_BATTLE_20,$00,$c0
db SFX_BATTLE_14,$10,$60
db SFX_BATTLE_1A,$00,$a0
db SFX_BATTLE_22,$11,$c0
db SFX_BATTLE_1A,$20,$c0
db SFX_BATTLE_21,$00,$80
db SFX_BATTLE_1B,$00,$80
db SFX_BATTLE_1B,$20,$c0
db SFX_BATTLE_19,$00,$80
db SFX_BATTLE_31,$ff,$40
db SFX_BATTLE_1E,$00,$80
db SFX_BATTLE_0B,$00,$c0
db SFX_BATTLE_0B,$00,$40
db SFX_BATTLE_35,$00,$80
db SFX_BATTLE_27,$40,$60
db SFX_BATTLE_27,$00,$80
db SFX_BATTLE_27,$ff,$40
db SFX_BATTLE_2A,$80,$c0
db SFX_BATTLE_19,$10,$a0
db SFX_BATTLE_19,$21,$e0
db SFX_BATTLE_29,$00,$80
db SFX_BATTLE_24,$20,$60
db SFX_BATTLE_2A,$00,$80
db SFX_BATTLE_2C,$00,$80
db SFX_BATTLE_28,$40,$80
db SFX_BATTLE_29,$f0,$e0
db SFX_BATTLE_2D,$00,$80
db SFX_BATTLE_2A,$f0,$60
db SFX_BATTLE_28,$00,$80
db SFX_BATTLE_36,$00,$80
db SFX_BATTLE_07,$01,$a0
db SFX_BATTLE_13,$f0,$20
db SFX_BATTLE_23,$01,$c0
db SFX_BATTLE_23,$00,$80
db SFX_BATTLE_1A,$00,$e0
db SFX_BATTLE_26,$01,$60
db SFX_BATTLE_26,$20,$40
db SFX_BATTLE_24,$00,$80
db SFX_BATTLE_24,$40,$c0
db SFX_BATTLE_1B,$03,$60
db SFX_BATTLE_25,$11,$e0
db SFX_BATTLE_12,$20,$e0
db SFX_BATTLE_2E,$00,$80
db SFX_BATTLE_1C,$00,$80
db SFX_BATTLE_1C,$11,$a0
db SFX_BATTLE_1C,$01,$c0
db SFX_BATTLE_13,$14,$c0
db SFX_BATTLE_1B,$02,$a0
db SFX_BATTLE_29,$f0,$80
db SFX_BATTLE_29,$20,$c0
db SFX_BATTLE_2F,$00,$20
db SFX_BATTLE_2F,$20,$80
db SFX_BATTLE_2E,$12,$60
db SFX_BATTLE_26,$00,$80
db SFX_BATTLE_14,$01,$e0
db SFX_BATTLE_29,$0f,$e0
db SFX_BATTLE_29,$11,$20
db SFX_BATTLE_10,$10,$40
db SFX_BATTLE_0F,$10,$c0
db SFX_BATTLE_14,$00,$20
db SFX_BATTLE_30,$00,$80
db SFX_BATTLE_35,$11,$18
db SFX_BATTLE_09,$20,$c0
db SFX_BATTLE_08,$20,$c0
db SFX_BATTLE_25,$00,$10
db SFX_BATTLE_26,$f0,$20
db SFX_BATTLE_33,$f0,$c0
db SFX_BATTLE_11,$f0,$e0
db SFX_BATTLE_09,$f0,$40
db SFX_BATTLE_31,$00,$80
db SFX_BATTLE_33,$80,$40
db SFX_BATTLE_33,$00,$80
db SFX_BATTLE_14,$11,$20
db SFX_BATTLE_14,$22,$10
db SFX_BATTLE_1B,$f1,$ff
db SFX_BATTLE_13,$f1,$ff
db SFX_BATTLE_14,$33,$30
db SFX_BATTLE_32,$40,$c0
db SFX_BATTLE_0E,$20,$20
db SFX_BATTLE_0E,$f0,$10
db SFX_BATTLE_0F,$f8,$10
db SFX_BATTLE_11,$f0,$10
db SFX_BATTLE_25,$00,$80
db SFX_BATTLE_18,$00,$c0
db SFX_BATTLE_32,$c0,$ff
db SFX_BATTLE_09,$f2,$20
db SFX_BATTLE_34,$00,$80
db SFX_BATTLE_34,$00,$40
db SFX_BATTLE_09,$00,$40
db SFX_BATTLE_11,$10,$ff
db SFX_BATTLE_2A,$20,$20
db SFX_BATTLE_32,$00,$80
db SFX_BATTLE_29,$1f,$20
db SFX_BATTLE_25,$2f,$80
db SFX_BATTLE_0F,$1f,$ff
db SFX_BATTLE_2B,$1f,$60
db SFX_BATTLE_26,$1e,$20
db SFX_BATTLE_26,$1f,$18
db SFX_BATTLE_14,$0f,$80
db SFX_BATTLE_09,$f8,$10
db SFX_BATTLE_08,$18,$20
db SFX_BATTLE_32,$08,$40
db SFX_BATTLE_17,$01,$e0
db SFX_BATTLE_11,$09,$ff
db SFX_BATTLE_35,$42,$01
db SFX_BATTLE_1C,$00,$ff
db SFX_BATTLE_32,$08,$e0
db SFX_BATTLE_24,$00,$80
db SFX_BATTLE_09,$88,$10
db SFX_BATTLE_25,$48,$ff
db SFX_BATTLE_08,$ff,$ff
db SFX_BATTLE_24,$ff,$10
db SFX_BATTLE_08,$ff,$04
db SFX_BATTLE_1C,$01,$ff
db SFX_BATTLE_13,$f8,$ff
db SFX_BATTLE_0C,$f0,$f0
db SFX_BATTLE_0F,$08,$10
db SFX_BATTLE_0D,$f0,$ff
db SFX_BATTLE_1A,$f0,$ff
db SFX_BATTLE_34,$10,$ff
db SFX_BATTLE_0E,$f0,$20
db SFX_BATTLE_2B,$f0,$60
db SFX_BATTLE_21,$12,$10
db SFX_BATTLE_36,$f0,$20
db SFX_BATTLE_1E,$12,$ff
db SFX_BATTLE_31,$80,$04
db SFX_BATTLE_33,$f0,$10
db SFX_BATTLE_29,$f8,$ff
db SFX_BATTLE_26,$f0,$ff
db SFX_BATTLE_11,$01,$ff
db SFX_BATTLE_2C,$d8,$04
db SFX_BATTLE_0B,$00,$80
db SFX_BATTLE_0B,$00,$80
CopyPicTiles: ; 79aae (1e:5aae)
ld a, [H_WHOSETURN]
@ -2929,7 +2929,7 @@ TossBallAnimation: ; 79e16 (1e:5e16)
ld a,TOSS_ANIM
ld [W_ANIMATIONID],a
call PlayAnimation
ld a,(SFX_08_43 - SFX_Headers_08) / 3
ld a,SFX_BATTLE_03
call PlaySound
ld a,BLOCKBALL_ANIM
ld [W_ANIMATIONID],a
@ -2945,15 +2945,15 @@ PlayApplyingAttackSound: ; 79e6a (1e:5e6a)
cp $a
ld a, $20
ld b, $30
ld c, (SFX_08_50 - SFX_Headers_08) / 3
ld c, SFX_BATTLE_10
jr z, .asm_79e8b
ld a, $e0
ld b, $ff
ld c, (SFX_08_5a - SFX_Headers_08) / 3
ld c, SFX_BATTLE_1A
jr nc, .asm_79e8b
ld a, $50
ld b, $1
ld c, (SFX_08_51 - SFX_Headers_08) / 3
ld c, SFX_BATTLE_11
.asm_79e8b
ld [wc0f1], a
ld a, b

View file

@ -64,7 +64,7 @@ PrintBeginningBattleText: ; 58d99 (16:4d99)
ld [wc0f1], a
ld a, $80
ld [wc0f2], a
ld a, (SFX_08_77 - SFX_Headers_08) / 3
ld a, SFX_BATTLE_37
call PlaySound
jp WaitForSoundToFinish
.done

View file

@ -355,7 +355,7 @@ EnemyRan: ; 3c202 (f:4202)
ld hl, EnemyRanText
.printText
call PrintText
ld a, (SFX_08_44 - SFX_Headers_08) / 3
ld a, SFX_BATTLE_04
call PlaySoundWaitForCurrent
xor a
ld [H_WHOSETURN], a
@ -864,13 +864,13 @@ FaintEnemyPokemon: ; 0x3c567
xor a
ld [wc0f1], a
ld [wc0f2], a
ld a, (SFX_08_48 - SFX_Headers_08) / 3 ; SFX_FALL?
ld a, SFX_BATTLE_08 ; SFX_FALL?
call PlaySoundWaitForCurrent
.sfxwait
ld a, [wc02a]
cp (SFX_08_48 - SFX_Headers_08) / 3
cp SFX_BATTLE_08
jr z, .sfxwait
ld a, (SFX_08_43 - SFX_Headers_08) / 3 ; SFX_DROP
ld a, SFX_BATTLE_03 ; SFX_DROP
call PlaySound
call WaitForSoundToFinish
jr .sfxplayed
@ -1678,7 +1678,7 @@ TryRunningFromBattle: ; 3cab9 (f:4ab9)
dec a
.playSound
ld [wBattleResult], a
ld a, (SFX_08_44 - SFX_Headers_08) / 3
ld a, SFX_BATTLE_04
call PlaySoundWaitForCurrent
ld hl, GotAwayText
call PrintText

View file

@ -553,7 +553,7 @@ DecrementAICount: ; 3a695 (e:6695)
ret
AIPlayRestoringSFX: ; 3a69b (e:669b)
ld a,(SFX_08_3e - SFX_Headers_08) / 3
ld a,SFX_HEAL_AILMENT
jp PlaySoundWaitForCurrent
AIUseFullRestore: ; 3a6a0 (e:66a0)