kep-hack/constants/music_constants.asm
Martha Schilling 185e598a2e PureRGB move enhancements + Nasty Plot and Fake Tears animation fix
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)
2024-01-03 21:41:24 +00:00

236 lines
4.6 KiB
NASM

; Song ids are calculated by address to save space.
; SFX_Headers_(1|2|3) indexes (see audio/headers/*.asm)
;MACRO music_const
; DEF \1 EQUS "((\2 - SFX_Headers_1) / 3)"
;ENDM
const_def 1
const MUSIC_PALLET_TOWN
const MUSIC_POKECENTER
const MUSIC_GYM
const MUSIC_CITIES1
const MUSIC_CITIES2
const MUSIC_CELADON
const MUSIC_CINNABAR
const MUSIC_VERMILION
const MUSIC_LAVENDER
const MUSIC_SS_ANNE
const MUSIC_MEET_PROF_OAK
const MUSIC_MEET_RIVAL
const MUSIC_MUSEUM_GUY
const MUSIC_SAFARI_ZONE
const MUSIC_PKMN_HEALED
const MUSIC_ROUTES1
const MUSIC_ROUTES2
const MUSIC_ROUTES3
const MUSIC_ROUTES4
const MUSIC_INDIGO_PLATEAU
const MUSIC_AREA_ZERO
const MUSIC_CITRINE
const MUSIC_GYM_LEADER_BATTLE
const MUSIC_TRAINER_BATTLE
const MUSIC_WILD_BATTLE
const MUSIC_FINAL_BATTLE
const MUSIC_DEFEATED_TRAINER
const MUSIC_DEFEATED_WILD_MON
const MUSIC_DEFEATED_GYM_LEADER
const MUSIC_TITLE_SCREEN
const MUSIC_CREDITS
const MUSIC_HALL_OF_FAME
const MUSIC_OAKS_LAB
const MUSIC_JIGGLYPUFF_SONG
const MUSIC_BIKE_RIDING
const MUSIC_SURFING
const MUSIC_GAME_CORNER
const MUSIC_INTRO_BATTLE
const MUSIC_DUNGEON1
const MUSIC_DUNGEON2
const MUSIC_DUNGEON3
const MUSIC_CINNABAR_MANSION
const MUSIC_POKEMON_TOWER
const MUSIC_SILPH_CO
const MUSIC_MEET_EVIL_TRAINER
const MUSIC_MEET_FEMALE_TRAINER
const MUSIC_MEET_MALE_TRAINER
const MUSIC_DIGDA01
const MUSIC_FIELD06
const MUSIC_MEET_JESSIE_JAMES
const MUSIC_SAKAKI
const MUSIC_VICTORY4
const MUSIC_KINCHOU01
const MUSIC_MEWTWO01
const MUSIC_LEGENDARYBATTLE
const MUSIC_GIOVANNIS_ROOM
const NUM_SONGS
const_def
const SFX_CRY_00
const SFX_CRY_01
const SFX_CRY_02
const SFX_CRY_03
const SFX_CRY_04
const SFX_CRY_05
const SFX_CRY_06
const SFX_CRY_07
const SFX_CRY_08
const SFX_CRY_09
const SFX_CRY_0A
const SFX_CRY_0B
const SFX_CRY_0C
const SFX_CRY_0D
const SFX_CRY_0E
const SFX_CRY_0F
const SFX_CRY_10
const SFX_CRY_11
const SFX_CRY_12
const SFX_CRY_13
const SFX_CRY_14
const SFX_CRY_15
const SFX_CRY_16
const SFX_CRY_17
const SFX_CRY_18
const SFX_CRY_19
const SFX_CRY_1A
const SFX_CRY_1B
const SFX_CRY_1C
const SFX_CRY_1D
const SFX_CRY_1E
const SFX_CRY_1F
const SFX_CRY_20
const SFX_CRY_21
const SFX_CRY_22
const SFX_CRY_23
const SFX_CRY_24
const SFX_CRY_25
const_def 1
; AUDIO_1 AUDIO_3
const SFX_GET_ITEM_1
; AUDIO_1 AUDIO_2 AUDIO_3
const SFX_GET_ITEM_2
const SFX_TINK
const SFX_HEAL_HP
const SFX_HEAL_AILMENT
const SFX_START_MENU
const SFX_PRESS_AB
; AUDIO_1 AUDIO_3
const SFX_POKEDEX_RATING
const SFX_GET_KEY_ITEM
const SFX_POISONED
const SFX_TRADE_MACHINE
const SFX_TURN_ON_PC
const SFX_TURN_OFF_PC
const SFX_ENTER_PC
const SFX_SHRINK
const SFX_SWITCH
const SFX_HEALING_MACHINE
const SFX_TELEPORT_EXIT_1
const SFX_TELEPORT_ENTER_1
const SFX_TELEPORT_EXIT_2
const SFX_LEDGE
const SFX_TELEPORT_ENTER_2
const SFX_FLY
const SFX_DENIED
const SFX_ARROW_TILES
const SFX_PUSH_BOULDER
const SFX_SS_ANNE_HORN
const SFX_WITHDRAW_DEPOSIT
const SFX_CUT
const SFX_GO_INSIDE
const SFX_SWAP
const SFX_59
const SFX_PURCHASE
const SFX_COLLISION
const SFX_GO_OUTSIDE
const SFX_SAVE
; AUDIO_1
const SFX_POKEFLUTE
const SFX_SAFARI_ZONE_PA
; AUDIO_2
const SFX_LEVEL_UP
const SFX_BALL_TOSS
const SFX_BALL_POOF
const SFX_FAINT_THUD
const SFX_RUN
const SFX_DEX_PAGE_ADDED
const SFX_CAUGHT_MON
const SFX_PECK
const SFX_FAINT_FALL
const SFX_BATTLE_09
const SFX_POUND
const SFX_ICE
const SFX_BATTLE_0B
const SFX_BATTLE_0C
const SFX_BATTLE_0D
const SFX_BATTLE_0E
const SFX_BATTLE_0F
const SFX_DAMAGE
const SFX_NOT_VERY_EFFECTIVE
const SFX_BATTLE_12
const SFX_BATTLE_13
const SFX_BATTLE_14
const SFX_VINE_WHIP
const SFX_BATTLE_16
const SFX_BATTLE_17
const SFX_BATTLE_18
const SFX_BATTLE_19
const SFX_SUPER_EFFECTIVE
const SFX_BATTLE_1B
const SFX_BATTLE_1C
const SFX_DOUBLESLAP
const SFX_BATTLE_1E
const SFX_HORN_DRILL
const SFX_BATTLE_20
const SFX_BATTLE_21
const SFX_BATTLE_22
const SFX_BATTLE_23
const SFX_BATTLE_24
const SFX_BATTLE_25
const SFX_BATTLE_26
const SFX_BATTLE_27
const SFX_BATTLE_28
const SFX_BATTLE_29
const SFX_BATTLE_2A
const SFX_BATTLE_2B
const SFX_BATTLE_2C
const SFX_PSYBEAM
const SFX_BATTLE_2E
const SFX_BATTLE_2F
const SFX_PSYCHIC_M
const SFX_BATTLE_31
const SFX_BATTLE_32
const SFX_BATTLE_33
const SFX_BATTLE_34
const SFX_BATTLE_35
const SFX_BATTLE_36
const SFX_BATTLE_37
const SFX_SILPH_SCOPE
; AUDIO_3
const SFX_INTRO_LUNGE
const SFX_INTRO_HIP
const SFX_INTRO_HOP
const SFX_INTRO_RAISE
const SFX_INTRO_CRASH
const SFX_INTRO_WHOOSH
const SFX_SLOTS_STOP_WHEEL
const SFX_SLOTS_REWARD
const SFX_SLOTS_NEW_SPIN
const SFX_SHOOTING_STAR
const SFX_POKEFLUTE_IN_BATTLE
DEF SFX_STOP_ALL_MUSIC EQU $ff