mirror of
https://github.com/thornAvery/kep-hack.git
synced 2025-09-16 10:23:34 +12:00

Just a bit more to go! Added improved animations for the following moves, mostly taken from Vortiene's PureRGB hack: - Struggle (user now shakes before attacking) - Fire Punch (added sound effects) - Ice Punch (added sound effects) - ThunderPunch (added sound effects) - Swords Dance (increased duration by adding an unused subanimation) - Fairy Wind (changed sound effect) - Jump Kick (much more detailed, user's sprite dips down before attacking, and the hit is carried upwards) - Rolling Kick (user now shakes before attacking) - Thrash (user now shakes before attacking) - Iron Head (changed sound effect) - Poison Sting (added new graphic that looks like a needle being fired at the opponent) - Twineedle (added new graphic that looks like a pair of stingers being fired at the opponent) - Pin Missile (added new graphic that looks like a needle being fired at the opponent) - Hydro Pump (the first half of the attack now looks more like a blast of water instead of two rising colums of water) - Ice Beam (screen briefly brightens when used, added sound effects) - Blizzard (added sound effects) - Aurora Beam (screen briefly brightens when used) - Submission (much more detailed animation that shows the user falling back to the ground after the attack) - Draining Kiss (added Lovely Kiss' animation to the first half of the attack so it wasn't a clone of Absorb) - Growth (increased duration by adding more subanimations) - PoisonPowder (the palettes temporarily darken slightly when used) - Stun Spore (the screen temporarily lights up slightly when used) - Sleep Powder (the screen temporarily lights up slightly when used) - Dragon Rage (increased duration by adding more subanimations) - Rock Throw (changed sound effect slightly) - Agility (user now shakes when used) - Night Shade (the screen inverts colours temporarily when used) - Recover (changed sound effect slightly) - Focus Energy (reused its unused animation) - Egg Bomb and Magnet Bomb (sound effect changed) - Spike Cannon (added new graphic that looks like a needle being fired at the opponent) - Amnesia and Nasty Plot (completely new animation that doesn't reuse the confused animation) - Kinesis (completely new animation, looks more like a psychic move now) - Hi Jump Kick (much more detailed, user's sprite jumps up before attacking, then lands afterwards) - Dream Eater (changed sound effect, now has HP drain animation - Sky Attack (changed sound effect and subanimation) - Dazzling Gleam (the screen now turns wavy like Psychic after the initial flash) - Hyper Fang (the screen flashes for a moment when the attack lands) - Tri Attack (added the fire, ice and electric elements present in later animations, but note that the move still has no secondary effect) - Fake Tears (completely new animation that involves the user literally shaking and crying)
236 lines
4.6 KiB
NASM
236 lines
4.6 KiB
NASM
; Song ids are calculated by address to save space.
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; SFX_Headers_(1|2|3) indexes (see audio/headers/*.asm)
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;MACRO music_const
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; DEF \1 EQUS "((\2 - SFX_Headers_1) / 3)"
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;ENDM
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const_def 1
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const MUSIC_PALLET_TOWN
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const MUSIC_POKECENTER
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const MUSIC_GYM
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const MUSIC_CITIES1
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const MUSIC_CITIES2
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const MUSIC_CELADON
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const MUSIC_CINNABAR
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const MUSIC_VERMILION
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const MUSIC_LAVENDER
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const MUSIC_SS_ANNE
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const MUSIC_MEET_PROF_OAK
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const MUSIC_MEET_RIVAL
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const MUSIC_MUSEUM_GUY
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const MUSIC_SAFARI_ZONE
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const MUSIC_PKMN_HEALED
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const MUSIC_ROUTES1
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const MUSIC_ROUTES2
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const MUSIC_ROUTES3
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const MUSIC_ROUTES4
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const MUSIC_INDIGO_PLATEAU
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const MUSIC_AREA_ZERO
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const MUSIC_CITRINE
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const MUSIC_GYM_LEADER_BATTLE
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const MUSIC_TRAINER_BATTLE
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const MUSIC_WILD_BATTLE
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const MUSIC_FINAL_BATTLE
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const MUSIC_DEFEATED_TRAINER
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const MUSIC_DEFEATED_WILD_MON
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const MUSIC_DEFEATED_GYM_LEADER
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const MUSIC_TITLE_SCREEN
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const MUSIC_CREDITS
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const MUSIC_HALL_OF_FAME
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const MUSIC_OAKS_LAB
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const MUSIC_JIGGLYPUFF_SONG
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const MUSIC_BIKE_RIDING
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const MUSIC_SURFING
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const MUSIC_GAME_CORNER
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const MUSIC_INTRO_BATTLE
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const MUSIC_DUNGEON1
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const MUSIC_DUNGEON2
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const MUSIC_DUNGEON3
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const MUSIC_CINNABAR_MANSION
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const MUSIC_POKEMON_TOWER
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const MUSIC_SILPH_CO
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const MUSIC_MEET_EVIL_TRAINER
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const MUSIC_MEET_FEMALE_TRAINER
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const MUSIC_MEET_MALE_TRAINER
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const MUSIC_DIGDA01
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const MUSIC_FIELD06
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const MUSIC_MEET_JESSIE_JAMES
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const MUSIC_SAKAKI
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const MUSIC_VICTORY4
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const MUSIC_KINCHOU01
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const MUSIC_MEWTWO01
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const MUSIC_LEGENDARYBATTLE
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const MUSIC_GIOVANNIS_ROOM
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const NUM_SONGS
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const_def
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const SFX_CRY_00
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const SFX_CRY_01
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const SFX_CRY_02
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const SFX_CRY_03
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const SFX_CRY_04
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const SFX_CRY_05
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const SFX_CRY_06
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const SFX_CRY_07
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const SFX_CRY_08
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const SFX_CRY_09
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const SFX_CRY_0A
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const SFX_CRY_0B
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const SFX_CRY_0C
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const SFX_CRY_0D
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const SFX_CRY_0E
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const SFX_CRY_0F
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const SFX_CRY_10
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const SFX_CRY_11
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const SFX_CRY_12
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const SFX_CRY_13
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const SFX_CRY_14
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const SFX_CRY_15
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const SFX_CRY_16
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const SFX_CRY_17
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const SFX_CRY_18
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const SFX_CRY_19
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const SFX_CRY_1A
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const SFX_CRY_1B
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const SFX_CRY_1C
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const SFX_CRY_1D
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const SFX_CRY_1E
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const SFX_CRY_1F
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const SFX_CRY_20
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const SFX_CRY_21
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const SFX_CRY_22
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const SFX_CRY_23
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const SFX_CRY_24
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const SFX_CRY_25
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const_def 1
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; AUDIO_1 AUDIO_3
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const SFX_GET_ITEM_1
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; AUDIO_1 AUDIO_2 AUDIO_3
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const SFX_GET_ITEM_2
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const SFX_TINK
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const SFX_HEAL_HP
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const SFX_HEAL_AILMENT
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const SFX_START_MENU
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const SFX_PRESS_AB
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; AUDIO_1 AUDIO_3
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const SFX_POKEDEX_RATING
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const SFX_GET_KEY_ITEM
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const SFX_POISONED
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const SFX_TRADE_MACHINE
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const SFX_TURN_ON_PC
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const SFX_TURN_OFF_PC
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const SFX_ENTER_PC
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const SFX_SHRINK
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const SFX_SWITCH
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const SFX_HEALING_MACHINE
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const SFX_TELEPORT_EXIT_1
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const SFX_TELEPORT_ENTER_1
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const SFX_TELEPORT_EXIT_2
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const SFX_LEDGE
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const SFX_TELEPORT_ENTER_2
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const SFX_FLY
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const SFX_DENIED
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const SFX_ARROW_TILES
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const SFX_PUSH_BOULDER
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const SFX_SS_ANNE_HORN
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const SFX_WITHDRAW_DEPOSIT
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const SFX_CUT
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const SFX_GO_INSIDE
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const SFX_SWAP
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const SFX_59
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const SFX_PURCHASE
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const SFX_COLLISION
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const SFX_GO_OUTSIDE
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const SFX_SAVE
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; AUDIO_1
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const SFX_POKEFLUTE
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const SFX_SAFARI_ZONE_PA
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; AUDIO_2
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const SFX_LEVEL_UP
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const SFX_BALL_TOSS
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const SFX_BALL_POOF
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const SFX_FAINT_THUD
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const SFX_RUN
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const SFX_DEX_PAGE_ADDED
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const SFX_CAUGHT_MON
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const SFX_PECK
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const SFX_FAINT_FALL
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const SFX_BATTLE_09
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const SFX_POUND
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const SFX_ICE
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const SFX_BATTLE_0B
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const SFX_BATTLE_0C
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const SFX_BATTLE_0D
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const SFX_BATTLE_0E
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const SFX_BATTLE_0F
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const SFX_DAMAGE
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const SFX_NOT_VERY_EFFECTIVE
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const SFX_BATTLE_12
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const SFX_BATTLE_13
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const SFX_BATTLE_14
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const SFX_VINE_WHIP
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const SFX_BATTLE_16
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const SFX_BATTLE_17
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const SFX_BATTLE_18
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const SFX_BATTLE_19
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const SFX_SUPER_EFFECTIVE
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const SFX_BATTLE_1B
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const SFX_BATTLE_1C
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const SFX_DOUBLESLAP
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const SFX_BATTLE_1E
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const SFX_HORN_DRILL
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const SFX_BATTLE_20
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const SFX_BATTLE_21
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const SFX_BATTLE_22
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const SFX_BATTLE_23
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const SFX_BATTLE_24
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const SFX_BATTLE_25
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const SFX_BATTLE_26
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const SFX_BATTLE_27
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const SFX_BATTLE_28
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const SFX_BATTLE_29
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const SFX_BATTLE_2A
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const SFX_BATTLE_2B
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const SFX_BATTLE_2C
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const SFX_PSYBEAM
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const SFX_BATTLE_2E
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const SFX_BATTLE_2F
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const SFX_PSYCHIC_M
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const SFX_BATTLE_31
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const SFX_BATTLE_32
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const SFX_BATTLE_33
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const SFX_BATTLE_34
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const SFX_BATTLE_35
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const SFX_BATTLE_36
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const SFX_BATTLE_37
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const SFX_SILPH_SCOPE
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; AUDIO_3
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const SFX_INTRO_LUNGE
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const SFX_INTRO_HIP
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const SFX_INTRO_HOP
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const SFX_INTRO_RAISE
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const SFX_INTRO_CRASH
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const SFX_INTRO_WHOOSH
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const SFX_SLOTS_STOP_WHEEL
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const SFX_SLOTS_REWARD
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const SFX_SLOTS_NEW_SPIN
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const SFX_SHOOTING_STAR
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const SFX_POKEFLUTE_IN_BATTLE
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DEF SFX_STOP_ALL_MUSIC EQU $ff
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