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I was gonna push the rest of the 1.3 stuff at the same time, but these are probably the biggest additions so I'm committing them now just to be safe. - Made a variant of the Gym Leader battle theme that's pitched down a bit, using it for the battles against the Elite Four (basically what Diamond and Pearl did for its own Elite Four theme). Oak uses it too, given his apparent involvement with the Pokemon League as shown by the email in his lab and his history with Agatha. - Also, a slower, heavier pitched version of the Rival's encounter theme has been added, which I'm thinking will play in his Pokemon League room if it gets used. This one currently can't be heard in-game, it's just in the files and will stay there until 1.3 comes out or until it gets cut.
240 lines
4.7 KiB
NASM
240 lines
4.7 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 MUSIC_ROCKET_RBY
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const MUSIC_GIOVANNI_BATTLE
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const MUSIC_ELITE_FOUR_BATTLE
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const MUSIC_CHAMP_RIVAL
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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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