merge YamaArashi/pokered

hg-commit-id: 4a5294486028
This commit is contained in:
Bryan Bishop 2012-01-23 20:32:30 -06:00
commit 933732c629
3 changed files with 563 additions and 62 deletions

View file

@ -594,8 +594,8 @@ OverworldLoopLessDelay: ; 402
jr nz,.oddLoop\@
ld a,[$d52a]
ld [$d528],a
call $0683
jp c,$0637
call NewBattle
jp c,.battleOccurred\@
jp OverworldLoop
.noDirectionChange\@
ld a,[$d52a] ; current direction
@ -687,7 +687,7 @@ OverworldLoopLessDelay: ; 402
ld hl,$d736
res 2,[hl]
jp nc,CheckWarpsNoCollision ; check for warps if there was no battle
; if a battle occurred
.battleOccurred\@
ld hl,$d72d
res 6,[hl]
ld hl,$d733
@ -21225,7 +21225,7 @@ CooltrainerFAI:
BrockAI:
; if his active monster has a status condition, use a full heal
ld a,[W_OPPONENTSTATUS]
ld a,[W_ENEMYMONSTATUS]
and a
ret z
jp AIUseFullHeal
@ -21351,7 +21351,7 @@ AIUseFullRestore: ; 0x3a6a0
ld a,[hl]
ld [de],a
ld [$CEEA],a
ld [W_OPPONENTHP],a
ld [W_ENEMYMONCURHP],a
jr Function6718
; 0x3a6ca
@ -21456,13 +21456,13 @@ Function674B: ; 674B
; prepare to withdraw the active monster: copy hp, number, and status to roster
ld a,[W_OPPONENTNUMBER]
ld a,[W_ENEMYMONNUMBER]
ld hl,W_ENEMYMON1HP
ld bc,$2C
call AddNTimes
ld d,h
ld e,l
ld hl,W_OPPONENTHP
ld hl,W_ENEMYMONCURHP
ld bc,4
call CopyData
@ -21495,13 +21495,13 @@ AIUseFullHeal: ; 0x3a786
AICureStatus: ; 0x3a791
; cures the status of enemy's active pokemon
ld a,[W_OPPONENTNUMBER]
ld a,[W_ENEMYMONNUMBER]
ld hl,$D8A8
ld bc,$2C
call AddNTimes
xor a
ld [hl],a ; clear status in enemy team roster
ld [W_OPPONENTSTATUS],a ; clear status of active enemy
ld [W_ENEMYMONSTATUS],a ; clear status of active enemy
ld hl,$D069
res 0,[hl]
ret
@ -23988,7 +23988,7 @@ EnemySendOut: ; 490E
ld [hl],a
dec a
ld [W_AICOUNT],a
ld hl,$D062
ld hl,W_PLAYERBATTSTATUS1
res 5,[hl]
ld hl,$C3B2
ld a,8
@ -24194,7 +24194,7 @@ UnnamedText_3d430: ; 0x3d430
INCBIN "baserom.gbc",$3d435,$274
; in-battle stuff
ld hl,$D062
ld hl,W_PLAYERBATTSTATUS1
res 4,[hl]
res 6,[hl]
call $5AF5
@ -24202,17 +24202,17 @@ INCBIN "baserom.gbc",$3d435,$274
ld de,$CCDC ; pointer to the move just used
ld b,BANK(DecrementPP)
call Bankswitch
ld a,[$CFD3] ; effect of the move just used
ld a,[W_PLAYERMOVEEFFECT] ; effect of the move just used
ld hl,EffectsArray1
ld de,1
call IsInArray
jp c,$7132
ld a,[$CFD3]
ld a,[W_PLAYERMOVEEFFECT]
ld hl,EffectsArray5B
ld de,1
call IsInArray
call c,$7132
ld a,[$CFD3]
ld a,[W_PLAYERMOVEEFFECT]
ld hl,EffectsArray2
ld de,1
call IsInArray
@ -24227,33 +24227,33 @@ INCBIN "baserom.gbc",$3d435,$274
call $6687
call $656B
.next11\@
ld a,[$D05F]
ld a,[W_MOVEMISSED]
and a
jr z,.next\@
ld a,[$CFD3]
ld a,[W_PLAYERMOVEEFFECT]
sub a,7
jr z,.next2\@
jr .next3\@ ; 574B
.next\@
ld a,[$CFD3]
ld a,[W_PLAYERMOVEEFFECT]
and a
ld a,4
jr z,.next2\@
ld a,5
.next2\@
push af
ld a,[$D063]
ld a,[W_PLAYERBATTSTATUS2]
bit 4,a
ld hl,$5747
ld b,$1E
call nz,Bankswitch
pop af
ld [$CC5B],a
ld a,[$CFD2]
ld a,[W_PLAYERMOVENUM]
call $6F07
call $6ED3
call $4D60
ld a,[$D063]
ld a,[W_PLAYERBATTSTATUS2]
bit 4,a
ld hl,$5771
ld b,$1E
@ -24262,7 +24262,7 @@ INCBIN "baserom.gbc",$3d435,$274
.next3\@
ld c,$1E
call $3739
ld a,[$CFD3]
ld a,[W_PLAYERMOVEEFFECT]
cp a,$2B
jr z,.next5\@
cp a,$27 ; XXX SLP | FRZ ?
@ -24274,7 +24274,7 @@ INCBIN "baserom.gbc",$3d435,$274
ld a,$A7
call $6F07
.next4\@
ld a,[$CFD3]
ld a,[W_PLAYERMOVEEFFECT]
cp a,9
jr nz,.next6\@ ; 577A
call $62FD
@ -24288,16 +24288,16 @@ INCBIN "baserom.gbc",$3d435,$274
call $6348
jp $569A
.next7\@
ld a,[$CFD3]
ld a,[W_PLAYERMOVEEFFECT]
ld hl,EffectsArray3
ld de,1
call IsInArray
jp c,$7132
ld a,[$D05F]
ld a,[W_MOVEMISSED]
and a
jr z,.next8\@ ; 57A6
call $5BE2
ld a,[$CFD3]
ld a,[W_PLAYERMOVEEFFECT]
cp a,7
jr z,.next9\@ ; 57B9
jp Function580A
@ -24310,7 +24310,7 @@ INCBIN "baserom.gbc",$3d435,$274
ld a,1
ld [$CCF4],a
.next9\@
ld a,[$CFD3]
ld a,[W_PLAYERMOVEEFFECT]
ld hl,EffectsArray4
ld de,1
call IsInArray
@ -24322,7 +24322,7 @@ INCBIN "baserom.gbc",$3d435,$274
ret z
call $62B6
ld hl,$D062
ld hl,W_PLAYERBATTSTATUS1
bit 2,[hl]
jr z,.next10\@ ; 57EF
ld a,[$D06A]
@ -24336,7 +24336,7 @@ INCBIN "baserom.gbc",$3d435,$274
xor a
ld [W_NUMHITS],a ; reset
.next10\@
ld a,[$CFD3]
ld a,[W_PLAYERMOVEEFFECT]
and a
jp z,Function580A
ld hl,EffectsArray5
@ -24362,7 +24362,7 @@ Function5811: ; 0x3d811 5811
ld a,[H_WHOSETURN]
and a
jr nz,.Ghost\@
ld a,[W_CURMONSTATUS] ; players turn
ld a,[W_PLAYERMONSTATUS] ; players turn
and a,SLP | FRZ
ret nz
ld hl,ScaredText
@ -24401,13 +24401,13 @@ Function583A: ; 0x3d83a 583A
ret
Function5854: ; 5854
ld hl,W_CURMONSTATUS
ld hl,W_PLAYERMONSTATUS
ld a,[hl]
and a,SLP
jr z,.FrozenCheck\@ ; to 5884
dec a
ld [W_CURMONSTATUS],a ; decrement sleep count
ld [W_PLAYERMONSTATUS],a ; decrement sleep count
and a
jr z,.WakeUp\@ ; to 5874
@ -24438,7 +24438,7 @@ Function5854: ; 5854
jp $5A37
.HeldInPlaceCheck\@
ld a,[W_CURMONBATTSTATUS]
ld a,[W_ENEMYBATTSTATUS1]
bit 5,a
jp z,FlinchedCheck
ld hl,CantMoveText
@ -24447,7 +24447,7 @@ Function5854: ; 5854
jp $5A37
FlinchedCheck: ; 58AC
ld hl,$D062
ld hl,W_PLAYERBATTSTATUS1
bit 3,[hl]
jp z,HyperBeamCheck
res 3,[hl]
@ -24457,7 +24457,7 @@ FlinchedCheck: ; 58AC
jp $5A37
HyperBeamCheck: ; 58C2
ld hl,$D063
ld hl,W_PLAYERBATTSTATUS2
bit 5,[hl]
jr z,.next\@ ; 58D7
res 5,[hl]
@ -24479,13 +24479,13 @@ HyperBeamCheck: ; 58C2
ld hl,DisabledNoMoreText
call PrintText
.next2\@
ld a,[$D062]
ld a,[W_PLAYERBATTSTATUS1]
add a
jr nc,.next3\@ ; 5929
ld hl,$D06B
dec [hl]
jr nz,.next4\@ ; 5907
ld hl,$D062
ld hl,W_PLAYERBATTSTATUS1
res 7,[hl]
ld hl,ConfusedNoMoreText
call PrintText
@ -24500,7 +24500,7 @@ HyperBeamCheck: ; 58C2
call $6E9B
cp a,$80
jr c,.next3\@
ld hl,$D062
ld hl,W_PLAYERBATTSTATUS1
ld a,[hl]
and a,$80
ld [hl],a
@ -24517,7 +24517,7 @@ HyperBeamCheck: ; 58C2
ld hl,$580A
jp $5A37
.ParalysisCheck\@
ld hl,W_CURMONSTATUS
ld hl,W_PLAYERMONSTATUS
bit 6,[hl]
jr z,.next7\@ ; 5975
call $6E9B ; random number?
@ -24526,11 +24526,11 @@ HyperBeamCheck: ; 58C2
ld hl,FullyParalyzedText
call PrintText
.next5\@
ld hl,$D062
ld hl,W_PLAYERBATTSTATUS1
ld a,[hl]
and a,$CC
ld [hl],a
ld a,[$CFD3]
ld a,[W_PLAYERMOVEEFFECT]
cp a,$2B
jr z,.next8\@ ; 5966
cp a,$27
@ -24545,11 +24545,11 @@ HyperBeamCheck: ; 58C2
ld hl,$580A
jp $5A37
.next7\@
ld hl,$D062
ld hl,W_PLAYERBATTSTATUS1
bit 0,[hl]
jr z,.next10\@ ; 59D0
xor a
ld [$CFD2],a
ld [W_PLAYERMOVENUM],a
ld hl,$D0D7
ld a,[hli]
ld b,a
@ -24567,7 +24567,7 @@ HyperBeamCheck: ; 58C2
ld hl,$580A
jp $5A37
.next11\@
ld hl,$D062
ld hl,W_PLAYERBATTSTATUS1
res 0,[hl]
ld hl,UnleashedEnergyText
call PrintText
@ -24584,20 +24584,20 @@ HyperBeamCheck: ; 58C2
or b
jr nz,.next12\@ ; 59C2
ld a,1
ld [$D05F],a
ld [W_MOVEMISSED],a
.next12\@
xor a
ld [hli],a
ld [hl],a
ld a,$75
ld [$CFD2],a
ld [W_PLAYERMOVENUM],a
ld hl,$5705
jp $5A37
.next10\@
bit 1,[hl]
jr z,.next13\@ ; 59FF
ld a,$25
ld [$CFD2],a
ld [W_PLAYERMOVENUM],a
ld hl,ThrashingAboutText
call PrintText
ld hl,$D06A
@ -24605,7 +24605,7 @@ HyperBeamCheck: ; 58C2
ld hl,$56DC
jp nz,$5A37
push hl
ld hl,$D062
ld hl,W_PLAYERBATTSTATUS1
res 1,[hl]
set 7,[hl]
call $6E9B ; random number?
@ -24844,7 +24844,128 @@ HighCriticalMoves: ; 0x3e08e
db $FF
; 0x3e093
INCBIN "baserom.gbc",$3e093,$3e2ac - $3e093
INCBIN "baserom.gbc",$3e093,$3e0df - $3e093
ApplyDamageToEnemyPokemon: ; 60DF
ld a,[W_PLAYERMOVEEFFECT]
cp a,$26 ; OHKO
jr z,.applyDamage\@
cp a,$28 ; super fang's effect
jr z,.superFangEffect\@
cp a,$29 ; special damage (fixed or random damage)
jr z,.specialDamage\@
ld a,[W_PLAYERMOVEPOWER]
and a
jp z,.done\@
jr .applyDamage\@
.superFangEffect\@
; set the damage to half the target's HP
ld hl,W_ENEMYMONCURHP
ld de,W_DAMAGE
ld a,[hli]
srl a
ld [de],a
inc de
ld b,a
ld a,[hl]
rr a
ld [de],a
or b
jr nz,.applyDamage\@
; make sure Super Fang's damage is always at least 1
ld a,$01
ld [de],a
jr .applyDamage\@
.specialDamage\@
ld hl,W_PLAYERMONLEVEL
ld a,[hl]
ld b,a
ld a,[W_PLAYERMOVENUM]
cp a,SEISMIC_TOSS
jr z,.storeDamage\@
cp a,NIGHT_SHADE
jr z,.storeDamage\@
ld b,$14 ; Sonic Boom damage
cp a,SONICBOOM
jr z,.storeDamage\@
ld b,$28 ; Dragon Rage damage
cp a,DRAGON_RAGE
jr z,.storeDamage\@
; Psywave
ld a,[hl]
ld b,a
srl a
add b
ld b,a ; b = level * 1.5
; loop until a random number between 1 and b is found
.loop\@
call $6e9b ; random number
and a
jr z,.loop\@
cp b
jr nc,.loop\@
ld b,a
.storeDamage\@
ld hl,W_DAMAGE
xor a
ld [hli],a
ld a,b
ld [hl],a
.applyDamage\@
ld hl,W_DAMAGE
ld a,[hli]
ld b,a
ld a,[hl]
or b
jr z,.done\@ ; we're done if damage is 0
ld a,[W_ENEMYBATTSTATUS2]
bit 4,a ; does the enemy have a substitute?
jp nz,$625e
; subtract the damage from the pokemon's current HP
; also, save the current HP at $CEEB
ld a,[hld]
ld b,a
ld a,[W_ENEMYMONCURHP + 1]
ld [$ceeb],a
sub b
ld [W_ENEMYMONCURHP + 1],a
ld a,[hl]
ld b,a
ld a,[W_ENEMYMONCURHP]
ld [$ceec],a
sbc b
ld [W_ENEMYMONCURHP],a
jr nc,.animateHpBar\@
; if more damage was done than the current HP, zero the HP and set the damage
; equal to how much HP the pokemon had before fainting
ld a,[$ceec]
ld [hli],a
ld a,[$ceeb]
ld [hl],a
xor a
ld hl,W_ENEMYMONCURHP
ld [hli],a
ld [hl],a
.animateHpBar\@
ld hl,W_ENEMYMONMAXHP
ld a,[hli]
ld [$ceea],a
ld a,[hl]
ld [$cee9],a
ld hl,W_ENEMYMONCURHP
ld a,[hli]
ld [$ceee],a
ld a,[hl]
ld [$ceed],a
ld hl,$c3ca
xor a
ld [$cf94],a
ld a,$48
call Predef ; animate the HP bar shortening
.done\@
jp $4d5a ; redraw pokemon names and HP bars
INCBIN "baserom.gbc",$3e1a0,$3e2ac - $3e1a0
UnnamedText_3e2ac: ; 0x3e2ac
TX_FAR _UnnamedText_3e2ac
@ -47376,12 +47497,12 @@ DecrementPP: ; 0x68000
cp a, STRUGGLE
ret z ; if the pokemon is using "struggle", there's nothing to do
; we don't decrement PP for "struggle"
ld hl, $D062
ld a, [hli] ; load the $D062 pokemon status flags and increment hl to load the
; $D063 status flags later
ld hl, W_PLAYERBATTSTATUS1
ld a, [hli] ; load the W_PLAYERBATTSTATUS1 pokemon status flags and increment hl to load the
; W_PLAYERBATTSTATUS2 status flags later
and a, 7 ; check to see if bits 0, 1, or 2 are set
ret nz ; if any of these statuses are true, don't decrement PP
bit 6, [hl] ; check 6th bit status flag on $D063
bit 6, [hl] ; check 6th bit status flag on W_PLAYERBATTSTATUS2
ret nz ; and return if it is set
ld hl, $D02D ; PP of first move (in battle)
call .DecrementPP\@

View file

@ -89,6 +89,9 @@ TX_RAM: MACRO
; wram locations
W_PLAYERSELECTEDMOVE EQU $CCDC
W_ENEMYSELECTEDMOVE EQU $CCDD
W_AICOUNT EQU $CCDF ; number of times remaining that AI action can occur
W_WHICHTRADE EQU $CD3D ; which entry from TradeMons to select
@ -97,9 +100,23 @@ W_WHICHPOKEMON EQU $CF92 ; which pokemon you selected
W_WALKCOUNTER EQU $CFC5 ; walk animation counter
W_OPPONENTHP EQU $CFE6 ; active opponent's hp (16 bits)
W_OPPONENTNUMBER EQU $CFE8 ; active opponent's position in team (0 to 5)
W_OPPONENTSTATUS EQU $CFE9 ; active opponent's status condition
W_ENEMYMOVENUM EQU $CFCC
W_ENEMYMOVEEFFECT EQU $CFCD
W_ENEMYMOVEPOWER EQU $CFCE
W_ENEMYMOVETYPE EQU $CFCF
W_ENEMYMOVEACCURACY EQU $CFD0
W_ENEMYMOVEMAXPP EQU $CFD1
W_PLAYERMOVENUM EQU $CFD2
W_PLAYERMOVEEFFECT EQU $CFD3
W_PLAYERMOVEPOWER EQU $CFD4
W_PLAYERMOVETYPE EQU $CFD5
W_PLAYERMOVEACCURACY EQU $CFD6
W_PLAYERMOVEMAXPP EQU $CFD7
W_ENEMYMONCURHP EQU $CFE6 ; active opponent's hp (16 bits)
W_ENEMYMONNUMBER EQU $CFE8 ; active opponent's position in team (0 to 5)
W_ENEMYMONSTATUS EQU $CFE9 ; active opponent's status condition
; bit 0 slp
; bit 1 slp
; bit 2 slp
@ -108,8 +125,11 @@ W_OPPONENTSTATUS EQU $CFE9 ; active opponent's status condition
; bit 5 frz
; bit 6 par
; unused? (XXX confirm)
W_ENEMYMONLEVEL EQU $CFF3
W_ENEMYMONMAXHP EQU $CFF4 ; (16 bits)
W_CURMONSTATUS EQU $D018 ; the status of the players current monster
W_PLAYERMONCURHP EQU $D015 ; active opponent's hp (16 bits)
W_PLAYERMONSTATUS EQU $D018 ; the status of the players current monster
; bit 0 slp
; bit 1 slp
; bit 2 slp
@ -118,9 +138,8 @@ W_CURMONSTATUS EQU $D018 ; the status of the players current monster
; bit 5 frz
; bit 6 par
; unused? (XXX confirm)
W_CURMONBATTSTATUS EQU $D067 ; various battle statuses
; bit 5 held in place (Bind, Clamp, etc.)
W_PLAYERMONLEVEL EQU $D022
W_PLAYERMONMAXHP EQU $D023 ; (16 bits)
W_TRAINERCLASS EQU $D031
@ -138,8 +157,52 @@ W_BATTLETYPE EQU $D05A ; in normal battle, this is 0
W_LONEATTACKNO EQU $D05C ; which entry in LoneAttacks to use
W_TRAINERNO EQU $D05D ; which instance of [youngster, lass, etc] is this?
W_MOVEMISSED EQU $D05F
; not entirely sure that all these bits are 100% correct
; Battle Status Byte 1
; bit 0 - bide
; bit 1 - thrash / petal dance
; bit 2 - attacking multiple times (e.g. double kick)
; bit 3 - flinch
; bit 4 - charging up for attack
; bit 5 - using multi-turn move (e.g. wrap)
; bit 6 - invulnerable to normal attack (using fly/dig)
; bit 7 - confusion
; Battle Status Byte 2
; bit 0 - X Accuracy effect
; bit 1 - protected by "mist"
; bit 2 - focus energy effect
; bit 4 - has a substitute
; bit 5 - need to recharge
; bit 6 - rage
; bit 7 - leech seeded
; Battle Status Byte 3
; bit 0 - toxic
; bit 1 - light screen
; bit 2 - reflect
; bit 3 - tranformed
W_PLAYERBATTSTATUS1 EQU $D062
W_PLAYERBATTSTATUS2 EQU $D063
W_PLAYERBATTSTATUS3 EQU $D062
W_ENEMYBATTSTATUS1 EQU $D067
W_ENEMYBATTSTATUS2 EQU $D068
W_ENEMYBATTSTATUS3 EQU $D069
W_PLAYERTOXICCOUNTER EQU $D06C
W_PLAYERDISABLEDMOVE EQU $D06D
W_ENEMYTOXICCOUNTER EQU $D071
W_ENEMYDISABLEDMOVE EQU $D072
W_NUMHITS EQU $D074 ; number of hits in attacks like Doubleslap, etc.
W_DAMAGE EQU $D0D7
; List type
; used in $D0B6
MONSTER_NAME EQU 1

323
music.asm
View file

@ -2801,7 +2801,7 @@ branch_A4A8:
mus_note noteC#, note8
mus_note noteB, note8
mus_note noteC#, note8
mus_jump 0, $64A8
mus_jump 0, branch_A4A8
; A5EF
;No end byte until indigo plateu channel 1
@ -3975,12 +3975,329 @@ branch_a9d8:
; AA6F
mus_tempo 0, 232
mus_jump 0, $6A79 ;;Leads into city music not dugout yet
mus_jump 0, branch_aa79
; AA75
;Viridian City, Pewter City, Saffron City
Cities1_md_1: ;AA76 - AB91
INCBIN "baserom.gbc",$aa76,$ab92 - $aa76
; AA76
mus_tempo 0, 144
branch_aa79:
mus_volume 119
mus_mod 8, 2, 4
mus_duty duty75
branch_aa80:
mus_vel 12, 5
mus_octave oct2
mus_note noteG#, note4
mus_note noteF#, note4
mus_note noteE, note8
mus_note noteE, note8
mus_note noteF#, note8
mus_note noteD#, note8
mus_note noteE, note8
mus_note noteE, note8
mus_note noteD#, note8
mus_note noteC#, note4
mus_note noteD#, note4
mus_note noteE, note8
mus_note noteD#, note4
mus_note noteC#, note8
mus_note noteE, note8
mus_note noteE, note4
mus_vel 10, 5
mus_note noteC#, note4
mus_octave oct1
mus_note noteB, note4_8
mus_octave oct2
mus_note noteC#, note8
mus_note noteC#, note4
mus_octave oct1
mus_note noteB, note4
mus_vel 12, 5
mus_call branch_ab7d
mus_octave oct2
mus_note noteD#, note4_8
mus_note noteE, note8
mus_octave oct1
mus_note noteB, note4
mus_vel 10, 5
mus_octave oct2
mus_note noteC#, note8
mus_octave oct1
mus_note noteB, note8
mus_note noteA, note4
mus_note noteB, note4
mus_note noteB, note8
mus_octave oct2
mus_note noteC#, note8
mus_note noteD#, note8
mus_note noteE, note8
mus_note noteD#, note8
mus_note noteC#, note8
mus_note noteD#, note8
mus_vel 12, 5
mus_note noteG#, note8
mus_note noteE, note8
mus_note noteF#, note8
mus_note noteE, note8
mus_note noteE, note4
mus_note noteF#, note8
mus_note noteD#, note8
mus_note noteE, note4
mus_note noteD#, note8
mus_note noteC#, note4
mus_note noteD#, note4
mus_note noteE, note8
mus_note noteD#, note8
mus_note noteC#, note8
mus_note noteC#, note8
mus_note noteE, note8
mus_note noteE, note4
mus_vel 10, 5
mus_note noteC#, note8
mus_octave oct1
mus_note noteA, note8
mus_note noteB, note4_8
mus_octave oct2
mus_note noteC#, note8
mus_note noteC#, note8
mus_octave oct1
mus_note noteB, note8
mus_note noteB, note4
mus_vel 12, 5
mus_call branch_ab7d
mus_octave oct2
mus_note noteD#, note4
mus_note noteD#, note8
mus_note noteE, note8
mus_octave oct1
mus_note noteB, note8
mus_octave oct2
mus_note noteC#, note8
mus_note noteG#, note8
mus_note noteE, note4
mus_octave oct1
mus_note noteB, note8
mus_octave oct2
mus_note noteE, note8
mus_vel 10, 5
mus_note noteC#, note4
mus_octave oct1
mus_note noteB, note8
mus_octave oct2
mus_note noteD#, note4
mus_note noteC#, note8
mus_note noteE, note4
mus_vel 11, 3
mus_call branch_ab8a
mus_note noteA, note8
mus_note noteB, note8
mus_note noteA, note8
mus_note noteG#, note8
mus_note noteA, note4
mus_note noteF#, note4
mus_note noteG#, note8
mus_note noteE, note8
mus_octave oct1
mus_note noteB, note8
mus_octave oct2
mus_note noteE, note4
mus_note noteG#, note8
mus_octave oct1
mus_note noteB, note8
mus_octave oct2
mus_note noteE, note8
mus_note noteE, note8
mus_note noteF#, note8
mus_note noteE, note8
mus_note noteD#, note8
mus_note noteE, note8
mus_note noteD#, note8
mus_note noteC#, note8
mus_octave oct1
mus_note noteB, note8
mus_octave oct2
branch_ab12:
mus_note noteC#, note8
mus_note noteD#, note8
mus_note noteC#, note8
mus_octave oct1
mus_note noteB, note4
mus_note noteB, note8
mus_octave oct2
mus_note noteC#, note8
mus_note noteD#, note8
mus_jump 2, branch_ab12
mus_note noteE, note8
mus_octave oct1
mus_note noteB, note4
mus_octave oct2
mus_note noteE, note4
mus_octave oct1
mus_note noteB, note8
mus_octave oct2
mus_note noteC#, note8
mus_note noteG#, note8
mus_note noteG#, note8
mus_octave oct1
mus_note noteB, note8
mus_octave oct2
mus_note noteF#, note8
mus_octave oct1
mus_note noteB, note8
mus_octave oct2
mus_note noteE, note8
mus_octave oct1
mus_note noteB, note8
mus_octave oct2
mus_note noteD#, note8
mus_octave oct1
mus_note noteB, note8
mus_octave oct2
mus_call branch_ab8a
mus_note noteA, note8
mus_note noteE, note8
mus_note noteA, note8
mus_note noteB, note8
mus_note noteA, note8
mus_note noteG#, note8
mus_note noteA, note8
mus_note noteF#, note8
mus_note noteG#, note8
mus_note noteE, note8
mus_octave oct1
mus_note noteB, note8
mus_octave oct2
mus_note noteE, note8
mus_note noteC#, note8
mus_note noteG#, note8
mus_note noteC#, note8
mus_note noteD#, note8
mus_note noteB, note8
mus_note noteE, note8
mus_note noteG#, note8
mus_note noteE, note8
mus_note noteF#, note8
mus_note noteE, note4
mus_note noteG#, note8
mus_note noteF#, note8
mus_note noteD#, note8
mus_octave oct1
mus_note noteB, note8
mus_octave oct2
mus_note noteD#, note4
mus_note noteF#, note8
mus_note noteD#, note8
mus_note noteD#, note8
mus_note noteF#, note8
mus_octave oct1
mus_note noteB, note8
mus_octave oct2
mus_note noteE, note8
mus_octave oct1
mus_note noteB, note8
mus_octave oct2
mus_note noteD#, note8
mus_octave oct1
mus_note noteB, note8
mus_note noteB, note8
mus_octave oct2
mus_note noteD#, note8
mus_vel 11, 6
mus_note noteF#, note2
mus_note noteF#, note4
mus_note noteD#, note4
mus_note noteE, note2
mus_vel 8, 4
mus_octave oct1
mus_note noteB, note4
mus_octave oct2
mus_note noteE, note8
mus_note noteF#, note8
mus_jump 0, branch_aa80
branch_ab7d:
mus_octave oct2
mus_note noteF#, note8
mus_note noteD#, note4
mus_note noteE, note8
mus_note noteD#, note4
mus_note noteC#, note4
mus_octave oct1
mus_note noteB, note4
mus_octave oct2
mus_note noteC#, note8
mus_note noteD#, note8
mus_note noteC#, note8
mus_end
; AB89
; AB8A
branch_ab8a:
mus_note noteA, note8
mus_note noteE, note8
mus_note noteC#, note8
mus_note noteE, note4
mus_note noteA, note8
mus_note noteC#, note8
mus_note noteE, note8
mus_end
; AB91
Cities1_md_2: ;AB92 - AC02
INCBIN "baserom.gbc",$ab92,$ac32 - $ab92