Llinos Evans
78d3ed63f2
Citrine Rocket House
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This map is pretty much finished, save for the map sprites for Jessie, James, and the unused Cat (aka Meowth) being imported, as well as an & symbol. This adds everything else - the marts, the Rocket Trio fight, the meeting music, the tileset, the trainer class for Jessie/James, I could go on. A ton of work well-done.
2023-04-22 20:49:19 +01:00
MementoMartha
707e3ae7a9
Lavenbar Island-Town
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This is an attempt to recreate the music in the video below. Still unfinished as the new channel isn't in sync.
(https://www.youtube.com/watch?v=60toSFxt_Jo&t=59s )
2023-04-20 21:28:48 +01:00
Llinos Evans
afc8d3caf0
DIGDA
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This adds Digda01 and Field06 to the music repertoire, and has Digda01 be used in Diglett's Cave, as God intended.
2023-04-20 07:02:13 +01:00
dannye
3f691fcb21
Merge branch 'master' of https://github.com/pret/pokered
2022-12-28 17:38:38 -06:00
vulcandth
6b5be9129c
RGBDS syntax updates ( #358 )
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New MACRO and DEF syntax
2022-06-06 17:25:31 -04:00
dannye
e2220aaa57
Don't include old audio constants
2021-04-03 22:16:13 -05:00
dannye
17044ab7eb
Fix battle sound pitch/tempo modifiers
2021-04-03 13:02:22 -05:00
dannye
c1278c478e
Fix pokeflute in battle sfx
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and other small improvements
2021-03-28 23:23:45 -05:00
dannye
e8dd755e18
Merge branch 'master' of https://github.com/pret/pokered
2021-03-23 01:19:51 -05:00
Rangi
69788c536b
Add comments associating constants with data, and identify some more data
2020-07-20 12:31:35 -04:00
Rangi
7e92d5ba8c
Make suggested changes from review
2020-07-04 00:37:10 -04:00
Rangi
9878f01e29
Organize macros/ like pokecrystal
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While doing so I replaced the StopAllMusic macro with a SFX_STOP_ALL_MUSIC constant and applied it throughout the code.
2020-07-03 16:37:47 -04:00
Rangi
ccb01731fe
Make suggested edits:
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- data/mapWilds -> data/wild/maps
- diglett_sculpture.asm -> book_or_sculpture.asm
- relocate some audio/music constants
2020-07-03 15:57:35 -04:00
Rangi
c9c59dc343
Reorganize constants/
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To do: add comments associating constants with data and code
2020-07-03 12:44:47 -04:00
dannye
969b43d443
Update labels to match new audio macro names
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and synchronize engine_2 and engine_3 with engine_1
2019-08-17 14:47:16 -05:00
dannye
6574881cda
Use generic names for noise instruments
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coming up with satisfactory names is hard, besides this will improve compatibility with crystal
2019-07-28 17:29:35 -05:00
dannye
84e5331fcc
Bug fix: stop channels from cutting out during battle
2019-04-14 13:24:55 -05:00
dannye
e2c81e10f1
Merge commit '42cfe3d36192aca4d0c4ca222be0088c03236e0d'
2019-04-13 16:30:36 -05:00
dannye
e9f33ce19c
Typo: SFX_POKEFLUE → SFX_POKEFLUTE
2017-05-08 02:54:20 -05:00
dannye
87eed68710
Insert Crystal audio engine and music
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most credit goes to Sanqui
2017-05-07 15:30:08 -05:00
YamaArashi
2b01815999
commented audio code
2015-08-08 22:32:44 -07:00
dannye
a6f04b4349
Unify audio bank references
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2→1
8→2
1f→3
2015-07-22 10:22:46 -05:00
dannye
b4081e851a
Rename sound effect files
2015-07-22 09:57:31 -05:00
dannye
4d88812f40
Name some battle sound effects
2015-07-21 21:04:21 -05:00
dannye
ea9cc86949
Name sound effects
2015-07-19 03:46:12 -05:00
yenatch
0d51959c83
Use labels instead of static addresses in sound pointers.
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Static address substraction would wreak havoc in other memory configurations.
2014-03-30 16:56:42 -07:00
yenatch
001270908a
define music constants instead of running around with ((label-$4000)/3)
2014-01-21 14:08:06 -05:00