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Add subdirectories to engine/ similar to pokecrystal
This commit is contained in:
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234
audio.asm
234
audio.asm
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@ -352,248 +352,27 @@ INCLUDE "audio/sfx/cry21_3.asm"
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INCLUDE "audio/sfx/cry22_3.asm"
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INCLUDE "audio/sfx/cry22_3.asm"
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SECTION "Audio Engine 1", ROMX
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SECTION "Audio Engine 1", ROMX
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PlayBattleMusic::
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INCLUDE "audio/play_battle_music.asm"
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xor a
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ld [wAudioFadeOutControl], a
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ld [wLowHealthAlarm], a
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dec a
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ld [wNewSoundID], a
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call PlaySound ; stop music
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call DelayFrame
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ld c, BANK(Music_GymLeaderBattle)
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ld a, [wGymLeaderNo]
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and a
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jr z, .notGymLeaderBattle
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ld a, MUSIC_GYM_LEADER_BATTLE
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jr .playSong
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.notGymLeaderBattle
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ld a, [wCurOpponent]
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cp OPP_ID_OFFSET
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jr c, .wildBattle
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cp OPP_SONY3
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jr z, .finalBattle
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cp OPP_LANCE
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jr nz, .normalTrainerBattle
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ld a, MUSIC_GYM_LEADER_BATTLE ; lance also plays gym leader theme
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jr .playSong
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.normalTrainerBattle
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ld a, MUSIC_TRAINER_BATTLE
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jr .playSong
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.finalBattle
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ld a, MUSIC_FINAL_BATTLE
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jr .playSong
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.wildBattle
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ld a, MUSIC_WILD_BATTLE
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.playSong
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jp PlayMusic
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INCLUDE "audio/engine_1.asm"
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INCLUDE "audio/engine_1.asm"
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INCLUDE "audio/alternate_tempo.asm"
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; an alternate start for MeetRival which has a different first measure
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Music_RivalAlternateStart::
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ld c, BANK(Music_MeetRival)
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ld a, MUSIC_MEET_RIVAL
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call PlayMusic
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ld hl, wChannelCommandPointers
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ld de, Music_MeetRival_branch_b1a2
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call Audio1_OverwriteChannelPointer
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ld de, Music_MeetRival_branch_b21d
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call Audio1_OverwriteChannelPointer
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ld de, Music_MeetRival_branch_b2b5
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Audio1_OverwriteChannelPointer:
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ld a, e
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ld [hli], a
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ld a, d
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ld [hli], a
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ret
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; an alternate tempo for MeetRival which is slightly slower
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Music_RivalAlternateTempo::
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ld c, BANK(Music_MeetRival)
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ld a, MUSIC_MEET_RIVAL
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call PlayMusic
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ld hl, wChannelCommandPointers
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ld de, Music_MeetRival_branch_b119
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jp Audio1_OverwriteChannelPointer
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; applies both the alternate start and alternate tempo
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Music_RivalAlternateStartAndTempo::
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call Music_RivalAlternateStart
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ld hl, wChannelCommandPointers
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ld de, Music_MeetRival_branch_b19b
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jp Audio1_OverwriteChannelPointer
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; an alternate tempo for Cities1 which is used for the Hall of Fame room
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Music_Cities1AlternateTempo::
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ld a, 10
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ld [wAudioFadeOutCounterReloadValue], a
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ld [wAudioFadeOutCounter], a
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ld a, $ff ; stop playing music after the fade-out is finished
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ld [wAudioFadeOutControl], a
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ld c, 100
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call DelayFrames ; wait for the fade-out to finish
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ld c, BANK(Music_Cities1)
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ld a, MUSIC_CITIES1
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call PlayMusic
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ld hl, wChannelCommandPointers
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ld de, Music_Cities1_branch_aa6f
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jp Audio1_OverwriteChannelPointer
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SECTION "Audio Engine 2", ROMX
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SECTION "Audio Engine 2", ROMX
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Music_DoLowHealthAlarm::
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INCLUDE "audio/low_health_alarm.asm"
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ld a, [wLowHealthAlarm]
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INCLUDE "engine/pokemon/bills_pc.asm"
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cp $ff
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jr z, .disableAlarm
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bit 7, a ;alarm enabled?
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ret z ;nope
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and $7f ;low 7 bits are the timer.
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jr nz, .asm_21383 ;if timer > 0, play low tone.
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call .playToneHi
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ld a, 30 ;keep this tone for 30 frames.
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jr .asm_21395 ;reset the timer.
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.asm_21383
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cp 20
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jr nz, .asm_2138a ;if timer == 20,
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call .playToneLo ;actually set the sound registers.
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.asm_2138a
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ld a, $86
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ld [wChannelSoundIDs + Ch5], a ;disable sound channel?
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ld a, [wLowHealthAlarm]
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and $7f ;decrement alarm timer.
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dec a
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.asm_21395
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; reset the timer and enable flag.
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set 7, a
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ld [wLowHealthAlarm], a
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ret
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.disableAlarm
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xor a
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ld [wLowHealthAlarm], a ;disable alarm
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ld [wChannelSoundIDs + Ch5], a ;re-enable sound channel?
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ld de, .toneDataSilence
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jr .playTone
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;update the sound registers to change the frequency.
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;the tone set here stays until we change it.
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.playToneHi
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ld de, .toneDataHi
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jr .playTone
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.playToneLo
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ld de, .toneDataLo
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;update sound channel 1 to play the alarm, overriding all other sounds.
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.playTone
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ld hl, rNR10 ;channel 1 sound register
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ld c, $5
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xor a
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.copyLoop
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ld [hli], a
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ld a, [de]
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inc de
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dec c
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jr nz, .copyLoop
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ret
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;bytes to write to sound channel 1 registers for health alarm.
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;starting at FF11 (FF10 is always zeroed), so these bytes are:
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;length, envelope, freq lo, freq hi
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.toneDataHi
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db $A0,$E2,$50,$87
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.toneDataLo
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db $B0,$E2,$EE,$86
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;written to stop the alarm
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.toneDataSilence
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db $00,$00,$00,$80
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INCLUDE "engine/menu/bills_pc.asm"
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INCLUDE "audio/engine_2.asm"
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INCLUDE "audio/engine_2.asm"
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INCLUDE "audio/poke_flute.asm"
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Music_PokeFluteInBattle::
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; begin playing the "caught mon" sound effect
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ld a, SFX_CAUGHT_MON
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call PlaySoundWaitForCurrent
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; then immediately overwrite the channel pointers
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ld hl, wChannelCommandPointers + Ch5 * 2
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ld de, SFX_Pokeflute_Ch5
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call Audio2_OverwriteChannelPointer
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ld de, SFX_Pokeflute_Ch6
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call Audio2_OverwriteChannelPointer
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ld de, SFX_Pokeflute_Ch7
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Audio2_OverwriteChannelPointer:
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ld a, e
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ld [hli], a
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ld a, d
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ld [hli], a
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ret
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SECTION "Audio Engine 3", ROMX
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SECTION "Audio Engine 3", ROMX
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PlayPokedexRatingSfx::
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INCLUDE "audio/pokedex_rating_sfx.asm"
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ld a, [$ffdc]
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ld c, $0
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ld hl, OwnedMonValues
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.getSfxPointer
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cp [hl]
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jr c, .gotSfxPointer
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inc c
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inc hl
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jr .getSfxPointer
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.gotSfxPointer
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push bc
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ld a, $ff
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ld [wNewSoundID], a
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call PlaySoundWaitForCurrent
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pop bc
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ld b, $0
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ld hl, PokedexRatingSfxPointers
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add hl, bc
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add hl, bc
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ld a, [hli]
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ld c, [hl]
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call PlayMusic
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jp PlayDefaultMusic
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PokedexRatingSfxPointers:
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db SFX_DENIED, BANK(SFX_Denied_3)
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db SFX_POKEDEX_RATING, BANK(SFX_Pokedex_Rating_1)
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db SFX_GET_ITEM_1, BANK(SFX_Get_Item1_1)
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db SFX_CAUGHT_MON, BANK(SFX_Caught_Mon)
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db SFX_LEVEL_UP, BANK(SFX_Level_Up)
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db SFX_GET_KEY_ITEM, BANK(SFX_Get_Key_Item_1)
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db SFX_GET_ITEM_2, BANK(SFX_Get_Item2_1)
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OwnedMonValues:
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db 10, 40, 60, 90, 120, 150, $ff
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INCLUDE "audio/engine_3.asm"
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INCLUDE "audio/engine_3.asm"
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SECTION "Music 1", ROMX
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SECTION "Music 1", ROMX
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INCLUDE "audio/music/pkmnhealed.asm"
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INCLUDE "audio/music/pkmnhealed.asm"
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@ -663,4 +442,3 @@ INCLUDE "audio/music/surfing.asm"
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INCLUDE "audio/music/jigglypuffsong.asm"
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INCLUDE "audio/music/jigglypuffsong.asm"
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INCLUDE "audio/music/halloffame.asm"
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INCLUDE "audio/music/halloffame.asm"
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INCLUDE "audio/music/credits.asm"
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INCLUDE "audio/music/credits.asm"
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50
audio/alternate_tempo.asm
Normal file
50
audio/alternate_tempo.asm
Normal file
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@ -0,0 +1,50 @@
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; an alternate start for MeetRival which has a different first measure
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Music_RivalAlternateStart::
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ld c, BANK(Music_MeetRival)
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ld a, MUSIC_MEET_RIVAL
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call PlayMusic
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ld hl, wChannelCommandPointers
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ld de, Music_MeetRival_branch_b1a2
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call Audio1_OverwriteChannelPointer
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ld de, Music_MeetRival_branch_b21d
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call Audio1_OverwriteChannelPointer
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ld de, Music_MeetRival_branch_b2b5
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Audio1_OverwriteChannelPointer:
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ld a, e
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ld [hli], a
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ld a, d
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ld [hli], a
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ret
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; an alternate tempo for MeetRival which is slightly slower
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Music_RivalAlternateTempo::
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ld c, BANK(Music_MeetRival)
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ld a, MUSIC_MEET_RIVAL
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call PlayMusic
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ld hl, wChannelCommandPointers
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ld de, Music_MeetRival_branch_b119
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jp Audio1_OverwriteChannelPointer
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; applies both the alternate start and alternate tempo
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Music_RivalAlternateStartAndTempo::
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call Music_RivalAlternateStart
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ld hl, wChannelCommandPointers
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ld de, Music_MeetRival_branch_b19b
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jp Audio1_OverwriteChannelPointer
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; an alternate tempo for Cities1 which is used for the Hall of Fame room
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Music_Cities1AlternateTempo::
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ld a, 10
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ld [wAudioFadeOutCounterReloadValue], a
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ld [wAudioFadeOutCounter], a
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ld a, $ff ; stop playing music after the fade-out is finished
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ld [wAudioFadeOutControl], a
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ld c, 100
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call DelayFrames ; wait for the fade-out to finish
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ld c, BANK(Music_Cities1)
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ld a, MUSIC_CITIES1
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call PlayMusic
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ld hl, wChannelCommandPointers
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ld de, Music_Cities1_branch_aa6f
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jp Audio1_OverwriteChannelPointer
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75
audio/low_health_alarm.asm
Normal file
75
audio/low_health_alarm.asm
Normal file
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@ -0,0 +1,75 @@
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Music_DoLowHealthAlarm::
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ld a, [wLowHealthAlarm]
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cp $ff
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jr z, .disableAlarm
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bit 7, a ;alarm enabled?
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ret z ;nope
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and $7f ;low 7 bits are the timer.
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jr nz, .asm_21383 ;if timer > 0, play low tone.
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call .playToneHi
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ld a, 30 ;keep this tone for 30 frames.
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jr .asm_21395 ;reset the timer.
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.asm_21383
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cp 20
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jr nz, .asm_2138a ;if timer == 20,
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call .playToneLo ;actually set the sound registers.
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.asm_2138a
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ld a, $86
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ld [wChannelSoundIDs + Ch5], a ;disable sound channel?
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ld a, [wLowHealthAlarm]
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and $7f ;decrement alarm timer.
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dec a
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.asm_21395
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; reset the timer and enable flag.
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set 7, a
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ld [wLowHealthAlarm], a
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ret
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.disableAlarm
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xor a
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ld [wLowHealthAlarm], a ;disable alarm
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ld [wChannelSoundIDs + Ch5], a ;re-enable sound channel?
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ld de, .toneDataSilence
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jr .playTone
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;update the sound registers to change the frequency.
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;the tone set here stays until we change it.
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.playToneHi
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ld de, .toneDataHi
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jr .playTone
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.playToneLo
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ld de, .toneDataLo
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;update sound channel 1 to play the alarm, overriding all other sounds.
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.playTone
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ld hl, rNR10 ;channel 1 sound register
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ld c, $5
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xor a
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.copyLoop
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ld [hli], a
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ld a, [de]
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inc de
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dec c
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jr nz, .copyLoop
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ret
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;bytes to write to sound channel 1 registers for health alarm.
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;starting at FF11 (FF10 is always zeroed), so these bytes are:
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;length, envelope, freq lo, freq hi
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.toneDataHi
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db $A0,$E2,$50,$87
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.toneDataLo
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db $B0,$E2,$EE,$86
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;written to stop the alarm
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.toneDataSilence
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db $00,$00,$00,$80
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@ -1,3 +1,5 @@
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; This file is INCLUDEd three times, once in each audio engine.
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dw $F82C ; C_
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dw $F82C ; C_
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dw $F89D ; C#
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dw $F89D ; C#
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dw $F907 ; D_
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dw $F907 ; D_
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34
audio/play_battle_music.asm
Normal file
34
audio/play_battle_music.asm
Normal file
|
@ -0,0 +1,34 @@
|
||||||
|
PlayBattleMusic::
|
||||||
|
xor a
|
||||||
|
ld [wAudioFadeOutControl], a
|
||||||
|
ld [wLowHealthAlarm], a
|
||||||
|
dec a
|
||||||
|
ld [wNewSoundID], a
|
||||||
|
call PlaySound ; stop music
|
||||||
|
call DelayFrame
|
||||||
|
ld c, BANK(Music_GymLeaderBattle)
|
||||||
|
ld a, [wGymLeaderNo]
|
||||||
|
and a
|
||||||
|
jr z, .notGymLeaderBattle
|
||||||
|
ld a, MUSIC_GYM_LEADER_BATTLE
|
||||||
|
jr .playSong
|
||||||
|
.notGymLeaderBattle
|
||||||
|
ld a, [wCurOpponent]
|
||||||
|
cp OPP_ID_OFFSET
|
||||||
|
jr c, .wildBattle
|
||||||
|
cp OPP_SONY3
|
||||||
|
jr z, .finalBattle
|
||||||
|
cp OPP_LANCE
|
||||||
|
jr nz, .normalTrainerBattle
|
||||||
|
ld a, MUSIC_GYM_LEADER_BATTLE ; lance also plays gym leader theme
|
||||||
|
jr .playSong
|
||||||
|
.normalTrainerBattle
|
||||||
|
ld a, MUSIC_TRAINER_BATTLE
|
||||||
|
jr .playSong
|
||||||
|
.finalBattle
|
||||||
|
ld a, MUSIC_FINAL_BATTLE
|
||||||
|
jr .playSong
|
||||||
|
.wildBattle
|
||||||
|
ld a, MUSIC_WILD_BATTLE
|
||||||
|
.playSong
|
||||||
|
jp PlayMusic
|
18
audio/poke_flute.asm
Normal file
18
audio/poke_flute.asm
Normal file
|
@ -0,0 +1,18 @@
|
||||||
|
Music_PokeFluteInBattle::
|
||||||
|
; begin playing the "caught mon" sound effect
|
||||||
|
ld a, SFX_CAUGHT_MON
|
||||||
|
call PlaySoundWaitForCurrent
|
||||||
|
; then immediately overwrite the channel pointers
|
||||||
|
ld hl, wChannelCommandPointers + Ch5 * 2
|
||||||
|
ld de, SFX_Pokeflute_Ch5
|
||||||
|
call Audio2_OverwriteChannelPointer
|
||||||
|
ld de, SFX_Pokeflute_Ch6
|
||||||
|
call Audio2_OverwriteChannelPointer
|
||||||
|
ld de, SFX_Pokeflute_Ch7
|
||||||
|
|
||||||
|
Audio2_OverwriteChannelPointer:
|
||||||
|
ld a, e
|
||||||
|
ld [hli], a
|
||||||
|
ld a, d
|
||||||
|
ld [hli], a
|
||||||
|
ret
|
36
audio/pokedex_rating_sfx.asm
Normal file
36
audio/pokedex_rating_sfx.asm
Normal file
|
@ -0,0 +1,36 @@
|
||||||
|
PlayPokedexRatingSfx::
|
||||||
|
ld a, [$ffdc]
|
||||||
|
ld c, $0
|
||||||
|
ld hl, OwnedMonValues
|
||||||
|
.getSfxPointer
|
||||||
|
cp [hl]
|
||||||
|
jr c, .gotSfxPointer
|
||||||
|
inc c
|
||||||
|
inc hl
|
||||||
|
jr .getSfxPointer
|
||||||
|
.gotSfxPointer
|
||||||
|
push bc
|
||||||
|
ld a, $ff
|
||||||
|
ld [wNewSoundID], a
|
||||||
|
call PlaySoundWaitForCurrent
|
||||||
|
pop bc
|
||||||
|
ld b, $0
|
||||||
|
ld hl, PokedexRatingSfxPointers
|
||||||
|
add hl, bc
|
||||||
|
add hl, bc
|
||||||
|
ld a, [hli]
|
||||||
|
ld c, [hl]
|
||||||
|
call PlayMusic
|
||||||
|
jp PlayDefaultMusic
|
||||||
|
|
||||||
|
PokedexRatingSfxPointers:
|
||||||
|
db SFX_DENIED, BANK(SFX_Denied_3)
|
||||||
|
db SFX_POKEDEX_RATING, BANK(SFX_Pokedex_Rating_1)
|
||||||
|
db SFX_GET_ITEM_1, BANK(SFX_Get_Item1_1)
|
||||||
|
db SFX_CAUGHT_MON, BANK(SFX_Caught_Mon)
|
||||||
|
db SFX_LEVEL_UP, BANK(SFX_Level_Up)
|
||||||
|
db SFX_GET_KEY_ITEM, BANK(SFX_Get_Key_Item_1)
|
||||||
|
db SFX_GET_ITEM_2, BANK(SFX_Get_Item2_1)
|
||||||
|
|
||||||
|
OwnedMonValues:
|
||||||
|
db 10, 40, 60, 90, 120, 150, $ff
|
|
@ -1,3 +1,5 @@
|
||||||
|
; This file is INCLUDEd three times, once for each audio engine.
|
||||||
|
|
||||||
dw .wave0
|
dw .wave0
|
||||||
dw .wave1
|
dw .wave1
|
||||||
dw .wave2
|
dw .wave2
|
||||||
|
|
7
data/hm_moves.asm
Normal file
7
data/hm_moves.asm
Normal file
|
@ -0,0 +1,7 @@
|
||||||
|
HMMoveArray:
|
||||||
|
db CUT
|
||||||
|
db FLY
|
||||||
|
db SURF
|
||||||
|
db STRENGTH
|
||||||
|
db FLASH
|
||||||
|
db -1
|
|
@ -279,7 +279,7 @@ INCLUDE "data/trainer_pic_money_pointers.asm"
|
||||||
|
|
||||||
INCLUDE "text/trainer_names.asm"
|
INCLUDE "text/trainer_names.asm"
|
||||||
|
|
||||||
INCLUDE "engine/battle/bank_e_misc.asm"
|
INCLUDE "engine/battle/misc.asm"
|
||||||
|
|
||||||
INCLUDE "engine/battle/read_trainer_party.asm"
|
INCLUDE "engine/battle/read_trainer_party.asm"
|
||||||
|
|
||||||
|
|
Some files were not shown because too many files have changed in this diff Show more
Loading…
Reference in a new issue