Use the same music headers as pokecrystal (#382)

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Rangi 2022-08-11 21:23:08 -04:00 committed by GitHub
parent ac7263b1ad
commit bbb0e7e82d
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25 changed files with 1313 additions and 554 deletions

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@ -44,7 +44,7 @@ INCLUDE "audio/sfx/noise_instrument18_1.asm"
INCLUDE "audio/sfx/noise_instrument19_1.asm" INCLUDE "audio/sfx/noise_instrument19_1.asm"
Audio1_WavePointers: Audio1_WavePointers:
INCLUDE "audio/wave_instruments.asm" INCLUDE "audio/wave_samples.asm"
INCLUDE "audio/sfx/start_menu_1.asm" INCLUDE "audio/sfx/start_menu_1.asm"
INCLUDE "audio/sfx/pokeflute.asm" INCLUDE "audio/sfx/pokeflute.asm"
@ -144,7 +144,7 @@ INCLUDE "audio/sfx/noise_instrument18_2.asm"
INCLUDE "audio/sfx/noise_instrument19_2.asm" INCLUDE "audio/sfx/noise_instrument19_2.asm"
Audio2_WavePointers: Audio2_WavePointers:
INCLUDE "audio/wave_instruments.asm" INCLUDE "audio/wave_samples.asm"
INCLUDE "audio/sfx/press_ab_2.asm" INCLUDE "audio/sfx/press_ab_2.asm"
INCLUDE "audio/sfx/start_menu_2.asm" INCLUDE "audio/sfx/start_menu_2.asm"
@ -270,7 +270,7 @@ INCLUDE "audio/sfx/noise_instrument18_3.asm"
INCLUDE "audio/sfx/noise_instrument19_3.asm" INCLUDE "audio/sfx/noise_instrument19_3.asm"
Audio3_WavePointers: Audio3_WavePointers:
INCLUDE "audio/wave_instruments.asm" INCLUDE "audio/wave_samples.asm"
INCLUDE "audio/sfx/start_menu_3.asm" INCLUDE "audio/sfx/start_menu_3.asm"
INCLUDE "audio/sfx/cut_3.asm" INCLUDE "audio/sfx/cut_3.asm"

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@ -1,7 +1,7 @@
; The first of three duplicated sound engines. ; The first of three duplicated sound engines.
Audio1_UpdateMusic:: Audio1_UpdateMusic::
ld c, Ch1 ld c, CHAN1
.loop .loop
ld b, 0 ld b, 0
ld hl, wChannelSoundIDs ld hl, wChannelSoundIDs
@ -10,7 +10,7 @@ Audio1_UpdateMusic::
and a and a
jr z, .nextChannel jr z, .nextChannel
ld a, c ld a, c
cp Ch5 cp CHAN5
jr nc, .applyAffects ; if sfx channel jr nc, .applyAffects ; if sfx channel
ld a, [wMuteAudioAndPauseMusic] ld a, [wMuteAudioAndPauseMusic]
and a and a
@ -30,7 +30,7 @@ Audio1_UpdateMusic::
.nextChannel .nextChannel
ld a, c ld a, c
inc c ; inc channel number inc c ; inc channel number
cp Ch8 cp CHAN8
jr nz, .loop jr nz, .loop
ret ret
@ -46,9 +46,9 @@ Audio1_ApplyMusicAffects:
dec a ; otherwise, decrease the delay timer dec a ; otherwise, decrease the delay timer
ld [hl], a ld [hl], a
ld a, c ld a, c
cp Ch5 cp CHAN5
jr nc, .startChecks ; if a sfx channel jr nc, .startChecks ; if a sfx channel
ld hl, wChannelSoundIDs + Ch5 ld hl, wChannelSoundIDs + CHAN5
add hl, bc add hl, bc
ld a, [hl] ld a, [hl]
and a and a
@ -171,7 +171,7 @@ Audio1_sound_ret:
bit BIT_SOUND_CALL, [hl] bit BIT_SOUND_CALL, [hl]
jr nz, .returnFromCall jr nz, .returnFromCall
ld a, c ld a, c
cp Ch4 cp CHAN4
jr nc, .noiseOrSfxChannel jr nc, .noiseOrSfxChannel
jr .disableChannelOutput jr .disableChannelOutput
.noiseOrSfxChannel .noiseOrSfxChannel
@ -179,7 +179,7 @@ Audio1_sound_ret:
ld hl, wChannelFlags2 ld hl, wChannelFlags2
add hl, bc add hl, bc
res BIT_EXECUTE_MUSIC, [hl] res BIT_EXECUTE_MUSIC, [hl]
cp Ch7 cp CHAN7
jr nz, .skipSfxChannel3 jr nz, .skipSfxChannel3
; restart hardware channel 3 (wave channel) output ; restart hardware channel 3 (wave channel) output
ld a, $0 ld a, $0
@ -223,19 +223,19 @@ Audio1_sound_ret:
and [hl] and [hl]
ldh [rNR51], a ldh [rNR51], a
.afterDisable .afterDisable
ld a, [wChannelSoundIDs + Ch5] ld a, [wChannelSoundIDs + CHAN5]
cp CRY_SFX_START cp CRY_SFX_START
jr nc, .maybeCry jr nc, .maybeCry
jr .skipCry jr .skipCry
.maybeCry .maybeCry
ld a, [wChannelSoundIDs + Ch5] ld a, [wChannelSoundIDs + CHAN5]
cp CRY_SFX_END cp CRY_SFX_END
jr z, .skipCry jr z, .skipCry
jr c, .cry jr c, .cry
jr .skipCry jr .skipCry
.cry .cry
ld a, c ld a, c
cp Ch5 cp CHAN5
jr z, .skipRewind jr z, .skipRewind
call Audio1_GoBackOneCommandIfCry call Audio1_GoBackOneCommandIfCry
ret c ret c
@ -336,14 +336,14 @@ Audio1_note_type:
add hl, bc add hl, bc
ld [hl], a ; store low nibble as speed ld [hl], a ; store low nibble as speed
ld a, c ld a, c
cp Ch4 cp CHAN4
jr z, .noiseChannel ; noise channel has 0 params jr z, .noiseChannel ; noise channel has 0 params
call Audio1_GetNextMusicByte call Audio1_GetNextMusicByte
ld d, a ld d, a
ld a, c ld a, c
cp Ch3 cp CHAN3
jr z, .musicChannel3 jr z, .musicChannel3
cp Ch7 cp CHAN7
jr nz, .skipChannel3 jr nz, .skipChannel3
ld hl, wSfxWaveInstrument ld hl, wSfxWaveInstrument
jr .channel3 jr .channel3
@ -477,7 +477,7 @@ Audio1_tempo:
cp tempo_cmd cp tempo_cmd
jr nz, Audio1_stereo_panning jr nz, Audio1_stereo_panning
ld a, c ld a, c
cp Ch5 cp CHAN5
jr nc, .sfxChannel jr nc, .sfxChannel
call Audio1_GetNextMusicByte call Audio1_GetNextMusicByte
ld [wMusicTempo], a ; store first param ld [wMusicTempo], a ; store first param
@ -520,10 +520,10 @@ Audio1_unknownmusic0xef:
ld a, [wDisableChannelOutputWhenSfxEnds] ld a, [wDisableChannelOutputWhenSfxEnds]
and a and a
jr nz, .skip jr nz, .skip
ld a, [wChannelSoundIDs + Ch8] ld a, [wChannelSoundIDs + CHAN8]
ld [wDisableChannelOutputWhenSfxEnds], a ld [wDisableChannelOutputWhenSfxEnds], a
xor a xor a
ld [wChannelSoundIDs + Ch8], a ld [wChannelSoundIDs + CHAN8], a
.skip .skip
jp Audio1_sound_ret jp Audio1_sound_ret
@ -577,7 +577,7 @@ Audio1_sfx_note:
cp sfx_note_cmd cp sfx_note_cmd
jr nz, Audio1_pitch_sweep jr nz, Audio1_pitch_sweep
ld a, c ld a, c
cp Ch4 ; is this a noise or sfx channel? cp CHAN4 ; is this a noise or sfx channel?
jr c, Audio1_pitch_sweep ; no jr c, Audio1_pitch_sweep ; no
ld b, 0 ld b, 0
ld hl, wChannelFlags2 ld hl, wChannelFlags2
@ -607,7 +607,7 @@ Audio1_sfx_note:
call Audio1_GetNextMusicByte call Audio1_GetNextMusicByte
ld e, a ld e, a
ld a, c ld a, c
cp Ch8 cp CHAN8
ld a, 0 ld a, 0
jr z, .skip jr z, .skip
; Channels 1 through 3 have 2 registers that control frequency, but the noise ; Channels 1 through 3 have 2 registers that control frequency, but the noise
@ -627,7 +627,7 @@ Audio1_sfx_note:
Audio1_pitch_sweep: Audio1_pitch_sweep:
ld a, c ld a, c
cp Ch5 cp CHAN5
jr c, Audio1_note ; if not a sfx jr c, Audio1_note ; if not a sfx
ld a, d ld a, d
cp pitch_sweep_cmd cp pitch_sweep_cmd
@ -643,7 +643,7 @@ Audio1_pitch_sweep:
Audio1_note: Audio1_note:
ld a, c ld a, c
cp Ch4 cp CHAN4
jr nz, Audio1_note_length ; if not noise channel jr nz, Audio1_note_length ; if not noise channel
ld a, d ld a, d
and $f0 and $f0
@ -701,7 +701,7 @@ Audio1_note_length:
ld l, b ld l, b
call Audio1_MultiplyAdd call Audio1_MultiplyAdd
ld a, c ld a, c
cp Ch5 cp CHAN5
jr nc, .sfxChannel jr nc, .sfxChannel
ld a, [wMusicTempo] ld a, [wMusicTempo]
ld d, a ld d, a
@ -711,7 +711,7 @@ Audio1_note_length:
.sfxChannel .sfxChannel
ld d, $1 ld d, $1
ld e, $0 ld e, $0
cp Ch8 cp CHAN8
jr z, .skip ; if noise channel jr z, .skip ; if noise channel
call Audio1_SetSfxTempo call Audio1_SetSfxTempo
ld a, [wSfxTempo] ld a, [wSfxTempo]
@ -751,10 +751,10 @@ Audio1_note_pitch:
cp rest_cmd cp rest_cmd
jr nz, .notRest jr nz, .notRest
ld a, c ld a, c
cp Ch5 cp CHAN5
jr nc, .next jr nc, .next
; If this isn't an SFX channel, try the corresponding SFX channel. ; If this isn't an SFX channel, try the corresponding SFX channel.
ld hl, wChannelSoundIDs + Ch5 ld hl, wChannelSoundIDs + CHAN5
add hl, bc add hl, bc
ld a, [hl] ld a, [hl]
and a and a
@ -762,9 +762,9 @@ Audio1_note_pitch:
; fall through ; fall through
.next .next
ld a, c ld a, c
cp Ch3 cp CHAN3
jr z, .channel3 jr z, .channel3
cp Ch7 cp CHAN7
jr nz, .notChannel3 jr nz, .notChannel3
.channel3 .channel3
ld b, 0 ld b, 0
@ -800,10 +800,10 @@ Audio1_note_pitch:
.skipPitchSlide .skipPitchSlide
push de push de
ld a, c ld a, c
cp Ch5 cp CHAN5
jr nc, .sfxChannel ; if sfx channel jr nc, .sfxChannel ; if sfx channel
; If this isn't an SFX channel, try the corresponding SFX channel. ; If this isn't an SFX channel, try the corresponding SFX channel.
ld hl, wChannelSoundIDs + Ch5 ld hl, wChannelSoundIDs + CHAN5
ld d, 0 ld d, 0
ld e, a ld e, a
add hl, de add hl, de
@ -848,12 +848,12 @@ Audio1_EnableChannelOutput:
or [hl] ; set this channel's bits or [hl] ; set this channel's bits
ld d, a ld d, a
ld a, c ld a, c
cp Ch8 cp CHAN8
jr z, .noiseChannelOrNoSfx jr z, .noiseChannelOrNoSfx
cp Ch5 cp CHAN5
jr nc, .skip ; if sfx channel jr nc, .skip ; if sfx channel
; If this isn't an SFX channel, try the corresponding SFX channel. ; If this isn't an SFX channel, try the corresponding SFX channel.
ld hl, wChannelSoundIDs + Ch5 ld hl, wChannelSoundIDs + CHAN5
add hl, bc add hl, bc
ld a, [hl] ld a, [hl]
and a and a
@ -883,9 +883,9 @@ Audio1_ApplyDutyCycleAndSoundLength:
add hl, bc add hl, bc
ld d, [hl] ld d, [hl]
ld a, c ld a, c
cp Ch3 cp CHAN3
jr z, .skipDuty ; if music channel 3 jr z, .skipDuty ; if music channel 3
cp Ch7 cp CHAN7
jr z, .skipDuty ; if sfx channel 3 jr z, .skipDuty ; if sfx channel 3
; include duty cycle (except on channel 3 which doesn't have it) ; include duty cycle (except on channel 3 which doesn't have it)
ld a, d ld a, d
@ -904,15 +904,15 @@ Audio1_ApplyDutyCycleAndSoundLength:
Audio1_ApplyWavePatternAndFrequency: Audio1_ApplyWavePatternAndFrequency:
ld a, c ld a, c
cp Ch3 cp CHAN3
jr z, .channel3 jr z, .channel3
cp Ch7 cp CHAN7
jr nz, .notChannel3 jr nz, .notChannel3
; fall through ; fall through
.channel3 .channel3
push de push de
ld de, wMusicWaveInstrument ld de, wMusicWaveInstrument
cp Ch3 cp CHAN3
jr z, .next jr z, .next
ld de, wSfxWaveInstrument ld de, wSfxWaveInstrument
.next .next
@ -1016,7 +1016,7 @@ Audio1_GoBackOneCommandIfCry:
Audio1_IsCry: Audio1_IsCry:
; Returns whether the currently playing audio is a cry in carry. ; Returns whether the currently playing audio is a cry in carry.
ld a, [wChannelSoundIDs + Ch5] ld a, [wChannelSoundIDs + CHAN5]
cp CRY_SFX_START cp CRY_SFX_START
jr nc, .next jr nc, .next
jr .no jr .no
@ -1453,7 +1453,7 @@ Audio1_PlaySound::
and a and a
jr z, .playChannel jr z, .playChannel
ld a, e ld a, e
cp Ch8 cp CHAN8
jr nz, .notNoiseChannel jr nz, .notNoiseChannel
ld a, [wSoundID] ld a, [wSoundID]
cp NOISE_INSTRUMENTS_END cp NOISE_INSTRUMENTS_END
@ -1552,7 +1552,7 @@ Audio1_PlaySound::
add hl, de add hl, de
ld [hl], a ld [hl], a
ld a, e ld a, e
cp Ch5 cp CHAN5
jr nz, .skipSweepDisable jr nz, .skipSweepDisable
ld a, $8 ld a, $8
ldh [rNR10], a ; sweep off ldh [rNR10], a ; sweep off
@ -1654,7 +1654,7 @@ Audio1_PlaySound::
ld a, [wSoundID] ld a, [wSoundID]
ld [hl], a ld [hl], a
pop af pop af
cp Ch4 cp CHAN4
jr c, .skipSettingFlag jr c, .skipSettingFlag
ld hl, wChannelFlags1 ld hl, wChannelFlags1
add hl, bc add hl, bc
@ -1686,12 +1686,12 @@ Audio1_PlaySound::
jr c, .cry jr c, .cry
jr .done jr .done
.cry .cry
ld hl, wChannelSoundIDs + Ch5 ld hl, wChannelSoundIDs + CHAN5
ld [hli], a ld [hli], a
ld [hli], a ld [hli], a
ld [hli], a ld [hli], a
ld [hl], a ld [hl], a
ld hl, wChannelCommandPointers + Ch7 * 2 ; sfx wave channel pointer ld hl, wChannelCommandPointers + CHAN7 * 2 ; sfx wave channel pointer
ld de, Audio1_CryRet ld de, Audio1_CryRet
ld [hl], e ld [hl], e
inc hl inc hl

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@ -3,7 +3,7 @@
; and the low health alarm that plays in battle ; and the low health alarm that plays in battle
Audio2_UpdateMusic:: Audio2_UpdateMusic::
ld c, Ch1 ld c, CHAN1
.loop .loop
ld b, 0 ld b, 0
ld hl, wChannelSoundIDs ld hl, wChannelSoundIDs
@ -12,7 +12,7 @@ Audio2_UpdateMusic::
and a and a
jr z, .nextChannel jr z, .nextChannel
ld a, c ld a, c
cp Ch5 cp CHAN5
jr nc, .applyAffects ; if sfx channel jr nc, .applyAffects ; if sfx channel
ld a, [wMuteAudioAndPauseMusic] ld a, [wMuteAudioAndPauseMusic]
and a and a
@ -32,7 +32,7 @@ Audio2_UpdateMusic::
.nextChannel .nextChannel
ld a, c ld a, c
inc c ; inc channel number inc c ; inc channel number
cp Ch8 cp CHAN8
jr nz, .loop jr nz, .loop
ret ret
@ -48,9 +48,9 @@ Audio2_ApplyMusicAffects:
dec a ; otherwise, decrease the delay timer dec a ; otherwise, decrease the delay timer
ld [hl], a ld [hl], a
ld a, c ld a, c
cp Ch5 cp CHAN5
jr nc, .startChecks ; if a sfx channel jr nc, .startChecks ; if a sfx channel
ld hl, wChannelSoundIDs + Ch5 ld hl, wChannelSoundIDs + CHAN5
add hl, bc add hl, bc
ld a, [hl] ld a, [hl]
and a and a
@ -161,7 +161,7 @@ Audio2_PlayNextNote:
res BIT_PITCH_SLIDE_DECREASING, [hl] res BIT_PITCH_SLIDE_DECREASING, [hl]
; --- this section is only present in this copy of the sound engine ; --- this section is only present in this copy of the sound engine
ld a, c ld a, c
cp Ch5 cp CHAN5
jr nz, .beginChecks jr nz, .beginChecks
ld a, [wLowHealthAlarm] ; low health alarm enabled? ld a, [wLowHealthAlarm] ; low health alarm enabled?
bit 7, a bit 7, a
@ -182,7 +182,7 @@ Audio2_sound_ret:
bit BIT_SOUND_CALL, [hl] bit BIT_SOUND_CALL, [hl]
jr nz, .returnFromCall jr nz, .returnFromCall
ld a, c ld a, c
cp Ch4 cp CHAN4
jr nc, .noiseOrSfxChannel jr nc, .noiseOrSfxChannel
jr .disableChannelOutput jr .disableChannelOutput
.noiseOrSfxChannel .noiseOrSfxChannel
@ -190,7 +190,7 @@ Audio2_sound_ret:
ld hl, wChannelFlags2 ld hl, wChannelFlags2
add hl, bc add hl, bc
res BIT_EXECUTE_MUSIC, [hl] res BIT_EXECUTE_MUSIC, [hl]
cp Ch7 cp CHAN7
jr nz, .skipSfxChannel3 jr nz, .skipSfxChannel3
; restart hardware channel 3 (wave channel) output ; restart hardware channel 3 (wave channel) output
ld a, $0 ld a, $0
@ -234,19 +234,19 @@ Audio2_sound_ret:
and [hl] and [hl]
ldh [rNR51], a ldh [rNR51], a
.afterDisable .afterDisable
ld a, [wChannelSoundIDs + Ch5] ld a, [wChannelSoundIDs + CHAN5]
cp CRY_SFX_START cp CRY_SFX_START
jr nc, .maybeCry jr nc, .maybeCry
jr .skipCry jr .skipCry
.maybeCry .maybeCry
ld a, [wChannelSoundIDs + Ch5] ld a, [wChannelSoundIDs + CHAN5]
cp CRY_SFX_END cp CRY_SFX_END
jr z, .skipCry jr z, .skipCry
jr c, .cry jr c, .cry
jr .skipCry jr .skipCry
.cry .cry
ld a, c ld a, c
cp Ch5 cp CHAN5
jr z, .skipRewind jr z, .skipRewind
call Audio2_GoBackOneCommandIfCry call Audio2_GoBackOneCommandIfCry
ret c ret c
@ -347,14 +347,14 @@ Audio2_note_type:
add hl, bc add hl, bc
ld [hl], a ; store low nibble as speed ld [hl], a ; store low nibble as speed
ld a, c ld a, c
cp Ch4 cp CHAN4
jr z, .noiseChannel ; noise channel has 0 params jr z, .noiseChannel ; noise channel has 0 params
call Audio2_GetNextMusicByte call Audio2_GetNextMusicByte
ld d, a ld d, a
ld a, c ld a, c
cp Ch3 cp CHAN3
jr z, .musicChannel3 jr z, .musicChannel3
cp Ch7 cp CHAN7
jr nz, .skipChannel3 jr nz, .skipChannel3
ld hl, wSfxWaveInstrument ld hl, wSfxWaveInstrument
jr .channel3 jr .channel3
@ -488,7 +488,7 @@ Audio2_tempo:
cp tempo_cmd cp tempo_cmd
jr nz, Audio2_stereo_panning jr nz, Audio2_stereo_panning
ld a, c ld a, c
cp Ch5 cp CHAN5
jr nc, .sfxChannel jr nc, .sfxChannel
call Audio2_GetNextMusicByte call Audio2_GetNextMusicByte
ld [wMusicTempo], a ; store first param ld [wMusicTempo], a ; store first param
@ -531,10 +531,10 @@ Audio2_unknownmusic0xef:
ld a, [wDisableChannelOutputWhenSfxEnds] ld a, [wDisableChannelOutputWhenSfxEnds]
and a and a
jr nz, .skip jr nz, .skip
ld a, [wChannelSoundIDs + Ch8] ld a, [wChannelSoundIDs + CHAN8]
ld [wDisableChannelOutputWhenSfxEnds], a ld [wDisableChannelOutputWhenSfxEnds], a
xor a xor a
ld [wChannelSoundIDs + Ch8], a ld [wChannelSoundIDs + CHAN8], a
.skip .skip
jp Audio2_sound_ret jp Audio2_sound_ret
@ -588,7 +588,7 @@ Audio2_sfx_note:
cp sfx_note_cmd cp sfx_note_cmd
jr nz, Audio2_pitch_sweep jr nz, Audio2_pitch_sweep
ld a, c ld a, c
cp Ch4 ; is this a noise or sfx channel? cp CHAN4 ; is this a noise or sfx channel?
jr c, Audio2_pitch_sweep ; no jr c, Audio2_pitch_sweep ; no
ld b, 0 ld b, 0
ld hl, wChannelFlags2 ld hl, wChannelFlags2
@ -618,7 +618,7 @@ Audio2_sfx_note:
call Audio2_GetNextMusicByte call Audio2_GetNextMusicByte
ld e, a ld e, a
ld a, c ld a, c
cp Ch8 cp CHAN8
ld a, 0 ld a, 0
jr z, .skip jr z, .skip
; Channels 1 through 3 have 2 registers that control frequency, but the noise ; Channels 1 through 3 have 2 registers that control frequency, but the noise
@ -638,7 +638,7 @@ Audio2_sfx_note:
Audio2_pitch_sweep: Audio2_pitch_sweep:
ld a, c ld a, c
cp Ch5 cp CHAN5
jr c, Audio2_note ; if not a sfx jr c, Audio2_note ; if not a sfx
ld a, d ld a, d
cp pitch_sweep_cmd cp pitch_sweep_cmd
@ -654,7 +654,7 @@ Audio2_pitch_sweep:
Audio2_note: Audio2_note:
ld a, c ld a, c
cp Ch4 cp CHAN4
jr nz, Audio2_note_length ; if not noise channel jr nz, Audio2_note_length ; if not noise channel
ld a, d ld a, d
and $f0 and $f0
@ -712,7 +712,7 @@ Audio2_note_length:
ld l, b ld l, b
call Audio2_MultiplyAdd call Audio2_MultiplyAdd
ld a, c ld a, c
cp Ch5 cp CHAN5
jr nc, .sfxChannel jr nc, .sfxChannel
ld a, [wMusicTempo] ld a, [wMusicTempo]
ld d, a ld d, a
@ -722,7 +722,7 @@ Audio2_note_length:
.sfxChannel .sfxChannel
ld d, $1 ld d, $1
ld e, $0 ld e, $0
cp Ch8 cp CHAN8
jr z, .skip ; if noise channel jr z, .skip ; if noise channel
call Audio2_SetSfxTempo call Audio2_SetSfxTempo
ld a, [wSfxTempo] ld a, [wSfxTempo]
@ -762,10 +762,10 @@ Audio2_note_pitch:
cp rest_cmd cp rest_cmd
jr nz, .notRest jr nz, .notRest
ld a, c ld a, c
cp Ch5 cp CHAN5
jr nc, .next jr nc, .next
; If this isn't an SFX channel, try the corresponding SFX channel. ; If this isn't an SFX channel, try the corresponding SFX channel.
ld hl, wChannelSoundIDs + Ch5 ld hl, wChannelSoundIDs + CHAN5
add hl, bc add hl, bc
ld a, [hl] ld a, [hl]
and a and a
@ -773,9 +773,9 @@ Audio2_note_pitch:
; fall through ; fall through
.next .next
ld a, c ld a, c
cp Ch3 cp CHAN3
jr z, .channel3 jr z, .channel3
cp Ch7 cp CHAN7
jr nz, .notChannel3 jr nz, .notChannel3
.channel3 .channel3
ld b, 0 ld b, 0
@ -811,10 +811,10 @@ Audio2_note_pitch:
.skipPitchSlide .skipPitchSlide
push de push de
ld a, c ld a, c
cp Ch5 cp CHAN5
jr nc, .sfxChannel ; if sfx channel jr nc, .sfxChannel ; if sfx channel
; If this isn't an SFX channel, try the corresponding SFX channel. ; If this isn't an SFX channel, try the corresponding SFX channel.
ld hl, wChannelSoundIDs + Ch5 ld hl, wChannelSoundIDs + CHAN5
ld d, 0 ld d, 0
ld e, a ld e, a
add hl, de add hl, de
@ -859,12 +859,12 @@ Audio2_EnableChannelOutput:
or [hl] ; set this channel's bits or [hl] ; set this channel's bits
ld d, a ld d, a
ld a, c ld a, c
cp Ch8 cp CHAN8
jr z, .noiseChannelOrNoSfx jr z, .noiseChannelOrNoSfx
cp Ch5 cp CHAN5
jr nc, .skip ; if sfx channel jr nc, .skip ; if sfx channel
; If this isn't an SFX channel, try the corresponding SFX channel. ; If this isn't an SFX channel, try the corresponding SFX channel.
ld hl, wChannelSoundIDs + Ch5 ld hl, wChannelSoundIDs + CHAN5
add hl, bc add hl, bc
ld a, [hl] ld a, [hl]
and a and a
@ -894,9 +894,9 @@ Audio2_ApplyDutyCycleAndSoundLength:
add hl, bc add hl, bc
ld d, [hl] ld d, [hl]
ld a, c ld a, c
cp Ch3 cp CHAN3
jr z, .skipDuty ; if music channel 3 jr z, .skipDuty ; if music channel 3
cp Ch7 cp CHAN7
jr z, .skipDuty ; if sfx channel 3 jr z, .skipDuty ; if sfx channel 3
; include duty cycle (except on channel 3 which doesn't have it) ; include duty cycle (except on channel 3 which doesn't have it)
ld a, d ld a, d
@ -915,15 +915,15 @@ Audio2_ApplyDutyCycleAndSoundLength:
Audio2_ApplyWavePatternAndFrequency: Audio2_ApplyWavePatternAndFrequency:
ld a, c ld a, c
cp Ch3 cp CHAN3
jr z, .channel3 jr z, .channel3
cp Ch7 cp CHAN7
jr nz, .notChannel3 jr nz, .notChannel3
; fall through ; fall through
.channel3 .channel3
push de push de
ld de, wMusicWaveInstrument ld de, wMusicWaveInstrument
cp Ch3 cp CHAN3
jr z, .next jr z, .next
ld de, wSfxWaveInstrument ld de, wSfxWaveInstrument
.next .next
@ -963,7 +963,7 @@ Audio2_ApplyWavePatternAndFrequency:
ld [hl], d ; store frequency high byte ld [hl], d ; store frequency high byte
; --- this section is only present in this copy of the sound engine ; --- this section is only present in this copy of the sound engine
ld a, c ld a, c
cp Ch5 cp CHAN5
jr c, .musicChannel jr c, .musicChannel
call Audio2_ApplyFrequencyModifier call Audio2_ApplyFrequencyModifier
.musicChannel .musicChannel
@ -974,7 +974,7 @@ Audio2_ApplyWavePatternAndFrequency:
; unused ; unused
Audio2_ResetCryModifiers: Audio2_ResetCryModifiers:
ld a, c ld a, c
cp Ch5 cp CHAN5
jr nz, .skip jr nz, .skip
ld a, [wLowHealthAlarm] ld a, [wLowHealthAlarm]
bit 7, a bit 7, a
@ -1056,7 +1056,7 @@ Audio2_GoBackOneCommandIfCry:
Audio2_IsCry: Audio2_IsCry:
; Returns whether the currently playing audio is a cry in carry. ; Returns whether the currently playing audio is a cry in carry.
ld a, [wChannelSoundIDs + Ch5] ld a, [wChannelSoundIDs + CHAN5]
cp CRY_SFX_START cp CRY_SFX_START
jr nc, .next jr nc, .next
jr .no jr .no
@ -1075,9 +1075,9 @@ Audio2_IsCry:
; --- this section is only present in this copy of the sound engine ; --- this section is only present in this copy of the sound engine
Audio2_IsBattleSFX: Audio2_IsBattleSFX:
; Returns whether the currently playing audio is a battle sfx in carry. ; Returns whether the currently playing audio is a battle sfx in carry.
ld a, [wChannelSoundIDs + Ch8] ld a, [wChannelSoundIDs + CHAN8]
ld b, a ld b, a
ld a, [wChannelSoundIDs + Ch5] ld a, [wChannelSoundIDs + CHAN5]
or b or b
cp BATTLE_SFX_START cp BATTLE_SFX_START
jr nc, .next jr nc, .next
@ -1516,7 +1516,7 @@ Audio2_PlaySound::
and a and a
jr z, .playChannel jr z, .playChannel
ld a, e ld a, e
cp Ch8 cp CHAN8
jr nz, .notNoiseChannel jr nz, .notNoiseChannel
ld a, [wSoundID] ld a, [wSoundID]
cp NOISE_INSTRUMENTS_END cp NOISE_INSTRUMENTS_END
@ -1615,7 +1615,7 @@ Audio2_PlaySound::
add hl, de add hl, de
ld [hl], a ld [hl], a
ld a, e ld a, e
cp Ch5 cp CHAN5
jr nz, .skipSweepDisable jr nz, .skipSweepDisable
ld a, $8 ld a, $8
ldh [rNR10], a ; sweep off ldh [rNR10], a ; sweep off
@ -1717,7 +1717,7 @@ Audio2_PlaySound::
ld a, [wSoundID] ld a, [wSoundID]
ld [hl], a ld [hl], a
pop af pop af
cp Ch4 cp CHAN4
jr c, .skipSettingFlag jr c, .skipSettingFlag
ld hl, wChannelFlags1 ld hl, wChannelFlags1
add hl, bc add hl, bc
@ -1749,12 +1749,12 @@ Audio2_PlaySound::
jr c, .cry jr c, .cry
jr .done jr .done
.cry .cry
ld hl, wChannelSoundIDs + Ch5 ld hl, wChannelSoundIDs + CHAN5
ld [hli], a ld [hli], a
ld [hli], a ld [hli], a
ld [hli], a ld [hli], a
ld [hl], a ld [hl], a
ld hl, wChannelCommandPointers + Ch7 * 2 ; sfx wave channel pointer ld hl, wChannelCommandPointers + CHAN7 * 2 ; sfx wave channel pointer
ld de, Audio2_CryRet ld de, Audio2_CryRet
ld [hl], e ld [hl], e
inc hl inc hl

View file

@ -1,7 +1,7 @@
; The third of three duplicated sound engines. ; The third of three duplicated sound engines.
Audio3_UpdateMusic:: Audio3_UpdateMusic::
ld c, Ch1 ld c, CHAN1
.loop .loop
ld b, 0 ld b, 0
ld hl, wChannelSoundIDs ld hl, wChannelSoundIDs
@ -10,7 +10,7 @@ Audio3_UpdateMusic::
and a and a
jr z, .nextChannel jr z, .nextChannel
ld a, c ld a, c
cp Ch5 cp CHAN5
jr nc, .applyAffects ; if sfx channel jr nc, .applyAffects ; if sfx channel
ld a, [wMuteAudioAndPauseMusic] ld a, [wMuteAudioAndPauseMusic]
and a and a
@ -30,7 +30,7 @@ Audio3_UpdateMusic::
.nextChannel .nextChannel
ld a, c ld a, c
inc c ; inc channel number inc c ; inc channel number
cp Ch8 cp CHAN8
jr nz, .loop jr nz, .loop
ret ret
@ -46,9 +46,9 @@ Audio3_ApplyMusicAffects:
dec a ; otherwise, decrease the delay timer dec a ; otherwise, decrease the delay timer
ld [hl], a ld [hl], a
ld a, c ld a, c
cp Ch5 cp CHAN5
jr nc, .startChecks ; if a sfx channel jr nc, .startChecks ; if a sfx channel
ld hl, wChannelSoundIDs + Ch5 ld hl, wChannelSoundIDs + CHAN5
add hl, bc add hl, bc
ld a, [hl] ld a, [hl]
and a and a
@ -171,7 +171,7 @@ Audio3_sound_ret:
bit BIT_SOUND_CALL, [hl] bit BIT_SOUND_CALL, [hl]
jr nz, .returnFromCall jr nz, .returnFromCall
ld a, c ld a, c
cp Ch4 cp CHAN4
jr nc, .noiseOrSfxChannel jr nc, .noiseOrSfxChannel
jr .disableChannelOutput jr .disableChannelOutput
.noiseOrSfxChannel .noiseOrSfxChannel
@ -179,7 +179,7 @@ Audio3_sound_ret:
ld hl, wChannelFlags2 ld hl, wChannelFlags2
add hl, bc add hl, bc
res BIT_EXECUTE_MUSIC, [hl] res BIT_EXECUTE_MUSIC, [hl]
cp Ch7 cp CHAN7
jr nz, .skipSfxChannel3 jr nz, .skipSfxChannel3
; restart hardware channel 3 (wave channel) output ; restart hardware channel 3 (wave channel) output
ld a, $0 ld a, $0
@ -223,19 +223,19 @@ Audio3_sound_ret:
and [hl] and [hl]
ldh [rNR51], a ldh [rNR51], a
.afterDisable .afterDisable
ld a, [wChannelSoundIDs + Ch5] ld a, [wChannelSoundIDs + CHAN5]
cp CRY_SFX_START cp CRY_SFX_START
jr nc, .maybeCry jr nc, .maybeCry
jr .skipCry jr .skipCry
.maybeCry .maybeCry
ld a, [wChannelSoundIDs + Ch5] ld a, [wChannelSoundIDs + CHAN5]
cp CRY_SFX_END cp CRY_SFX_END
jr z, .skipCry jr z, .skipCry
jr c, .cry jr c, .cry
jr .skipCry jr .skipCry
.cry .cry
ld a, c ld a, c
cp Ch5 cp CHAN5
jr z, .skipRewind jr z, .skipRewind
call Audio3_GoBackOneCommandIfCry call Audio3_GoBackOneCommandIfCry
ret c ret c
@ -336,14 +336,14 @@ Audio3_note_type:
add hl, bc add hl, bc
ld [hl], a ; store low nibble as speed ld [hl], a ; store low nibble as speed
ld a, c ld a, c
cp Ch4 cp CHAN4
jr z, .noiseChannel ; noise channel has 0 params jr z, .noiseChannel ; noise channel has 0 params
call Audio3_GetNextMusicByte call Audio3_GetNextMusicByte
ld d, a ld d, a
ld a, c ld a, c
cp Ch3 cp CHAN3
jr z, .musicChannel3 jr z, .musicChannel3
cp Ch7 cp CHAN7
jr nz, .skipChannel3 jr nz, .skipChannel3
ld hl, wSfxWaveInstrument ld hl, wSfxWaveInstrument
jr .channel3 jr .channel3
@ -477,7 +477,7 @@ Audio3_tempo:
cp tempo_cmd cp tempo_cmd
jr nz, Audio3_stereo_panning jr nz, Audio3_stereo_panning
ld a, c ld a, c
cp Ch5 cp CHAN5
jr nc, .sfxChannel jr nc, .sfxChannel
call Audio3_GetNextMusicByte call Audio3_GetNextMusicByte
ld [wMusicTempo], a ; store first param ld [wMusicTempo], a ; store first param
@ -520,10 +520,10 @@ Audio3_unknownmusic0xef:
ld a, [wDisableChannelOutputWhenSfxEnds] ld a, [wDisableChannelOutputWhenSfxEnds]
and a and a
jr nz, .skip jr nz, .skip
ld a, [wChannelSoundIDs + Ch8] ld a, [wChannelSoundIDs + CHAN8]
ld [wDisableChannelOutputWhenSfxEnds], a ld [wDisableChannelOutputWhenSfxEnds], a
xor a xor a
ld [wChannelSoundIDs + Ch8], a ld [wChannelSoundIDs + CHAN8], a
.skip .skip
jp Audio3_sound_ret jp Audio3_sound_ret
@ -577,7 +577,7 @@ Audio3_sfx_note:
cp sfx_note_cmd cp sfx_note_cmd
jr nz, Audio3_pitch_sweep jr nz, Audio3_pitch_sweep
ld a, c ld a, c
cp Ch4 ; is this a noise or sfx channel? cp CHAN4 ; is this a noise or sfx channel?
jr c, Audio3_pitch_sweep ; no jr c, Audio3_pitch_sweep ; no
ld b, 0 ld b, 0
ld hl, wChannelFlags2 ld hl, wChannelFlags2
@ -607,7 +607,7 @@ Audio3_sfx_note:
call Audio3_GetNextMusicByte call Audio3_GetNextMusicByte
ld e, a ld e, a
ld a, c ld a, c
cp Ch8 cp CHAN8
ld a, 0 ld a, 0
jr z, .skip jr z, .skip
; Channels 1 through 3 have 2 registers that control frequency, but the noise ; Channels 1 through 3 have 2 registers that control frequency, but the noise
@ -627,7 +627,7 @@ Audio3_sfx_note:
Audio3_pitch_sweep: Audio3_pitch_sweep:
ld a, c ld a, c
cp Ch5 cp CHAN5
jr c, Audio3_note ; if not a sfx jr c, Audio3_note ; if not a sfx
ld a, d ld a, d
cp pitch_sweep_cmd cp pitch_sweep_cmd
@ -643,7 +643,7 @@ Audio3_pitch_sweep:
Audio3_note: Audio3_note:
ld a, c ld a, c
cp Ch4 cp CHAN4
jr nz, Audio3_note_length ; if not noise channel jr nz, Audio3_note_length ; if not noise channel
ld a, d ld a, d
and $f0 and $f0
@ -701,7 +701,7 @@ Audio3_note_length:
ld l, b ld l, b
call Audio3_MultiplyAdd call Audio3_MultiplyAdd
ld a, c ld a, c
cp Ch5 cp CHAN5
jr nc, .sfxChannel jr nc, .sfxChannel
ld a, [wMusicTempo] ld a, [wMusicTempo]
ld d, a ld d, a
@ -711,7 +711,7 @@ Audio3_note_length:
.sfxChannel .sfxChannel
ld d, $1 ld d, $1
ld e, $0 ld e, $0
cp Ch8 cp CHAN8
jr z, .skip ; if noise channel jr z, .skip ; if noise channel
call Audio3_SetSfxTempo call Audio3_SetSfxTempo
ld a, [wSfxTempo] ld a, [wSfxTempo]
@ -751,10 +751,10 @@ Audio3_note_pitch:
cp rest_cmd cp rest_cmd
jr nz, .notRest jr nz, .notRest
ld a, c ld a, c
cp Ch5 cp CHAN5
jr nc, .next jr nc, .next
; If this isn't an SFX channel, try the corresponding SFX channel. ; If this isn't an SFX channel, try the corresponding SFX channel.
ld hl, wChannelSoundIDs + Ch5 ld hl, wChannelSoundIDs + CHAN5
add hl, bc add hl, bc
ld a, [hl] ld a, [hl]
and a and a
@ -762,9 +762,9 @@ Audio3_note_pitch:
; fall through ; fall through
.next .next
ld a, c ld a, c
cp Ch3 cp CHAN3
jr z, .channel3 jr z, .channel3
cp Ch7 cp CHAN7
jr nz, .notChannel3 jr nz, .notChannel3
.channel3 .channel3
ld b, 0 ld b, 0
@ -800,10 +800,10 @@ Audio3_note_pitch:
.skipPitchSlide .skipPitchSlide
push de push de
ld a, c ld a, c
cp Ch5 cp CHAN5
jr nc, .sfxChannel ; if sfx channel jr nc, .sfxChannel ; if sfx channel
; If this isn't an SFX channel, try the corresponding SFX channel. ; If this isn't an SFX channel, try the corresponding SFX channel.
ld hl, wChannelSoundIDs + Ch5 ld hl, wChannelSoundIDs + CHAN5
ld d, 0 ld d, 0
ld e, a ld e, a
add hl, de add hl, de
@ -848,12 +848,12 @@ Audio3_EnableChannelOutput:
or [hl] ; set this channel's bits or [hl] ; set this channel's bits
ld d, a ld d, a
ld a, c ld a, c
cp Ch8 cp CHAN8
jr z, .noiseChannelOrNoSfx jr z, .noiseChannelOrNoSfx
cp Ch5 cp CHAN5
jr nc, .skip ; if sfx channel jr nc, .skip ; if sfx channel
; If this isn't an SFX channel, try the corresponding SFX channel. ; If this isn't an SFX channel, try the corresponding SFX channel.
ld hl, wChannelSoundIDs + Ch5 ld hl, wChannelSoundIDs + CHAN5
add hl, bc add hl, bc
ld a, [hl] ld a, [hl]
and a and a
@ -883,9 +883,9 @@ Audio3_ApplyDutyCycleAndSoundLength:
add hl, bc add hl, bc
ld d, [hl] ld d, [hl]
ld a, c ld a, c
cp Ch3 cp CHAN3
jr z, .skipDuty ; if music channel 3 jr z, .skipDuty ; if music channel 3
cp Ch7 cp CHAN7
jr z, .skipDuty ; if sfx channel 3 jr z, .skipDuty ; if sfx channel 3
; include duty cycle (except on channel 3 which doesn't have it) ; include duty cycle (except on channel 3 which doesn't have it)
ld a, d ld a, d
@ -904,15 +904,15 @@ Audio3_ApplyDutyCycleAndSoundLength:
Audio3_ApplyWavePatternAndFrequency: Audio3_ApplyWavePatternAndFrequency:
ld a, c ld a, c
cp Ch3 cp CHAN3
jr z, .channel3 jr z, .channel3
cp Ch7 cp CHAN7
jr nz, .notChannel3 jr nz, .notChannel3
; fall through ; fall through
.channel3 .channel3
push de push de
ld de, wMusicWaveInstrument ld de, wMusicWaveInstrument
cp Ch3 cp CHAN3
jr z, .next jr z, .next
ld de, wSfxWaveInstrument ld de, wSfxWaveInstrument
.next .next
@ -1016,7 +1016,7 @@ Audio3_GoBackOneCommandIfCry:
Audio3_IsCry: Audio3_IsCry:
; Returns whether the currently playing audio is a cry in carry. ; Returns whether the currently playing audio is a cry in carry.
ld a, [wChannelSoundIDs + Ch5] ld a, [wChannelSoundIDs + CHAN5]
cp CRY_SFX_START cp CRY_SFX_START
jr nc, .next jr nc, .next
jr .no jr .no
@ -1453,7 +1453,7 @@ Audio3_PlaySound::
and a and a
jr z, .playChannel jr z, .playChannel
ld a, e ld a, e
cp Ch8 cp CHAN8
jr nz, .notNoiseChannel jr nz, .notNoiseChannel
ld a, [wSoundID] ld a, [wSoundID]
cp NOISE_INSTRUMENTS_END cp NOISE_INSTRUMENTS_END
@ -1552,7 +1552,7 @@ Audio3_PlaySound::
add hl, de add hl, de
ld [hl], a ld [hl], a
ld a, e ld a, e
cp Ch5 cp CHAN5
jr nz, .skipSweepDisable jr nz, .skipSweepDisable
ld a, $8 ld a, $8
ldh [rNR10], a ; sweep off ldh [rNR10], a ; sweep off
@ -1654,7 +1654,7 @@ Audio3_PlaySound::
ld a, [wSoundID] ld a, [wSoundID]
ld [hl], a ld [hl], a
pop af pop af
cp Ch4 cp CHAN4
jr c, .skipSettingFlag jr c, .skipSettingFlag
ld hl, wChannelFlags1 ld hl, wChannelFlags1
add hl, bc add hl, bc
@ -1686,12 +1686,12 @@ Audio3_PlaySound::
jr c, .cry jr c, .cry
jr .done jr .done
.cry .cry
ld hl, wChannelSoundIDs + Ch5 ld hl, wChannelSoundIDs + CHAN5
ld [hli], a ld [hli], a
ld [hli], a ld [hli], a
ld [hli], a ld [hli], a
ld [hl], a ld [hl], a
ld hl, wChannelCommandPointers + Ch7 * 2 ; sfx wave channel pointer ld hl, wChannelCommandPointers + CHAN7 * 2 ; sfx wave channel pointer
ld de, Audio3_CryRet ld de, Audio3_CryRet
ld [hl], e ld [hl], e
inc hl inc hl

View file

@ -1,66 +1,135 @@
Music_PalletTown:: Music_PalletTown::
audio_header Music_PalletTown, Ch1, Ch2, Ch3 channel_count 3
channel 1, Music_PalletTown_Ch1
channel 2, Music_PalletTown_Ch2
channel 3, Music_PalletTown_Ch3
Music_Pokecenter:: Music_Pokecenter::
audio_header Music_Pokecenter, Ch1, Ch2, Ch3 channel_count 3
channel 1, Music_Pokecenter_Ch1
channel 2, Music_Pokecenter_Ch2
channel 3, Music_Pokecenter_Ch3
Music_Gym:: Music_Gym::
audio_header Music_Gym, Ch1, Ch2, Ch3 channel_count 3
channel 1, Music_Gym_Ch1
channel 2, Music_Gym_Ch2
channel 3, Music_Gym_Ch3
; Viridian City, Pewter City, Saffron City ; Viridian City, Pewter City, Saffron City
Music_Cities1:: Music_Cities1::
audio_header Music_Cities1, Ch1, Ch2, Ch3, Ch4 channel_count 4
channel 1, Music_Cities1_Ch1
channel 2, Music_Cities1_Ch2
channel 3, Music_Cities1_Ch3
channel 4, Music_Cities1_Ch4
; Cerulean City, Fuchsia City ; Cerulean City, Fuchsia City
Music_Cities2:: Music_Cities2::
audio_header Music_Cities2, Ch1, Ch2, Ch3 channel_count 3
channel 1, Music_Cities2_Ch1
channel 2, Music_Cities2_Ch2
channel 3, Music_Cities2_Ch3
Music_Celadon:: Music_Celadon::
audio_header Music_Celadon, Ch1, Ch2, Ch3 channel_count 3
channel 1, Music_Celadon_Ch1
channel 2, Music_Celadon_Ch2
channel 3, Music_Celadon_Ch3
Music_Cinnabar:: Music_Cinnabar::
audio_header Music_Cinnabar, Ch1, Ch2, Ch3 channel_count 3
channel 1, Music_Cinnabar_Ch1
channel 2, Music_Cinnabar_Ch2
channel 3, Music_Cinnabar_Ch3
Music_Vermilion:: Music_Vermilion::
audio_header Music_Vermilion, Ch1, Ch2, Ch3, Ch4 channel_count 4
channel 1, Music_Vermilion_Ch1
channel 2, Music_Vermilion_Ch2
channel 3, Music_Vermilion_Ch3
channel 4, Music_Vermilion_Ch4
Music_Lavender:: Music_Lavender::
audio_header Music_Lavender, Ch1, Ch2, Ch3, Ch4 channel_count 4
channel 1, Music_Lavender_Ch1
channel 2, Music_Lavender_Ch2
channel 3, Music_Lavender_Ch3
channel 4, Music_Lavender_Ch4
Music_SSAnne:: Music_SSAnne::
audio_header Music_SSAnne, Ch1, Ch2, Ch3 channel_count 3
channel 1, Music_SSAnne_Ch1
channel 2, Music_SSAnne_Ch2
channel 3, Music_SSAnne_Ch3
Music_MeetProfOak:: Music_MeetProfOak::
audio_header Music_MeetProfOak, Ch1, Ch2, Ch3 channel_count 3
channel 1, Music_MeetProfOak_Ch1
channel 2, Music_MeetProfOak_Ch2
channel 3, Music_MeetProfOak_Ch3
Music_MeetRival:: Music_MeetRival::
audio_header Music_MeetRival, Ch1, Ch2, Ch3 channel_count 3
channel 1, Music_MeetRival_Ch1
channel 2, Music_MeetRival_Ch2
channel 3, Music_MeetRival_Ch3
Music_MuseumGuy:: Music_MuseumGuy::
audio_header Music_MuseumGuy, Ch1, Ch2, Ch3, Ch4 channel_count 4
channel 1, Music_MuseumGuy_Ch1
channel 2, Music_MuseumGuy_Ch2
channel 3, Music_MuseumGuy_Ch3
channel 4, Music_MuseumGuy_Ch4
Music_SafariZone:: Music_SafariZone::
audio_header Music_SafariZone, Ch1, Ch2, Ch3 channel_count 3
channel 1, Music_SafariZone_Ch1
channel 2, Music_SafariZone_Ch2
channel 3, Music_SafariZone_Ch3
Music_PkmnHealed:: Music_PkmnHealed::
audio_header Music_PkmnHealed, Ch1, Ch2, Ch3 channel_count 3
channel 1, Music_PkmnHealed_Ch1
channel 2, Music_PkmnHealed_Ch2
channel 3, Music_PkmnHealed_Ch3
; Routes 1 and 2 ; Routes 1 and 2
Music_Routes1:: Music_Routes1::
audio_header Music_Routes1, Ch1, Ch2, Ch3, Ch4 channel_count 4
channel 1, Music_Routes1_Ch1
channel 2, Music_Routes1_Ch2
channel 3, Music_Routes1_Ch3
channel 4, Music_Routes1_Ch4
; Routes 24 and 25 ; Routes 24 and 25
Music_Routes2:: Music_Routes2::
audio_header Music_Routes2, Ch1, Ch2, Ch3, Ch4 channel_count 4
channel 1, Music_Routes2_Ch1
channel 2, Music_Routes2_Ch2
channel 3, Music_Routes2_Ch3
channel 4, Music_Routes2_Ch4
; Routes 3, 4, 5, 6, 7, 8, 9, 10, 16, 17, 18, 19, 20, 21, 22 ; Routes 3, 4, 5, 6, 7, 8, 9, 10, 16, 17, 18, 19, 20, 21, 22
Music_Routes3:: Music_Routes3::
audio_header Music_Routes3, Ch1, Ch2, Ch3, Ch4 channel_count 4
channel 1, Music_Routes3_Ch1
channel 2, Music_Routes3_Ch2
channel 3, Music_Routes3_Ch3
channel 4, Music_Routes3_Ch4
; Routes 11, 12, 13, 14, 15 ; Routes 11, 12, 13, 14, 15
Music_Routes4:: Music_Routes4::
audio_header Music_Routes4, Ch1, Ch2, Ch3, Ch4 channel_count 4
channel 1, Music_Routes4_Ch1
channel 2, Music_Routes4_Ch2
channel 3, Music_Routes4_Ch3
channel 4, Music_Routes4_Ch4
; Route 23, Indigo Plateau ; Route 23, Indigo Plateau
Music_IndigoPlateau:: Music_IndigoPlateau::
audio_header Music_IndigoPlateau, Ch1, Ch2, Ch3, Ch4 channel_count 4
channel 1, Music_IndigoPlateau_Ch1
channel 2, Music_IndigoPlateau_Ch2
channel 3, Music_IndigoPlateau_Ch3
channel 4, Music_IndigoPlateau_Ch4

View file

@ -1,20 +1,41 @@
Music_GymLeaderBattle:: Music_GymLeaderBattle::
audio_header Music_GymLeaderBattle, Ch1, Ch2, Ch3 channel_count 3
channel 1, Music_GymLeaderBattle_Ch1
channel 2, Music_GymLeaderBattle_Ch2
channel 3, Music_GymLeaderBattle_Ch3
Music_TrainerBattle:: Music_TrainerBattle::
audio_header Music_TrainerBattle, Ch1, Ch2, Ch3 channel_count 3
channel 1, Music_TrainerBattle_Ch1
channel 2, Music_TrainerBattle_Ch2
channel 3, Music_TrainerBattle_Ch3
Music_WildBattle:: Music_WildBattle::
audio_header Music_WildBattle, Ch1, Ch2, Ch3 channel_count 3
channel 1, Music_WildBattle_Ch1
channel 2, Music_WildBattle_Ch2
channel 3, Music_WildBattle_Ch3
Music_FinalBattle:: Music_FinalBattle::
audio_header Music_FinalBattle, Ch1, Ch2, Ch3 channel_count 3
channel 1, Music_FinalBattle_Ch1
channel 2, Music_FinalBattle_Ch2
channel 3, Music_FinalBattle_Ch3
Music_DefeatedTrainer:: Music_DefeatedTrainer::
audio_header Music_DefeatedTrainer, Ch1, Ch2, Ch3 channel_count 3
channel 1, Music_DefeatedTrainer_Ch1
channel 2, Music_DefeatedTrainer_Ch2
channel 3, Music_DefeatedTrainer_Ch3
Music_DefeatedWildMon:: Music_DefeatedWildMon::
audio_header Music_DefeatedWildMon, Ch1, Ch2, Ch3 channel_count 3
channel 1, Music_DefeatedWildMon_Ch1
channel 2, Music_DefeatedWildMon_Ch2
channel 3, Music_DefeatedWildMon_Ch3
Music_DefeatedGymLeader:: Music_DefeatedGymLeader::
audio_header Music_DefeatedGymLeader, Ch1, Ch2, Ch3 channel_count 3
channel 1, Music_DefeatedGymLeader_Ch1
channel 2, Music_DefeatedGymLeader_Ch2
channel 3, Music_DefeatedGymLeader_Ch3

View file

@ -1,56 +1,116 @@
Music_TitleScreen:: Music_TitleScreen::
audio_header Music_TitleScreen, Ch1, Ch2, Ch3, Ch4 channel_count 4
channel 1, Music_TitleScreen_Ch1
channel 2, Music_TitleScreen_Ch2
channel 3, Music_TitleScreen_Ch3
channel 4, Music_TitleScreen_Ch4
Music_Credits:: Music_Credits::
audio_header Music_Credits, Ch1, Ch2, Ch3 channel_count 3
channel 1, Music_Credits_Ch1
channel 2, Music_Credits_Ch2
channel 3, Music_Credits_Ch3
Music_HallOfFame:: Music_HallOfFame::
audio_header Music_HallOfFame, Ch1, Ch2, Ch3 channel_count 3
channel 1, Music_HallOfFame_Ch1
channel 2, Music_HallOfFame_Ch2
channel 3, Music_HallOfFame_Ch3
Music_OaksLab:: Music_OaksLab::
audio_header Music_OaksLab, Ch1, Ch2, Ch3 channel_count 3
channel 1, Music_OaksLab_Ch1
channel 2, Music_OaksLab_Ch2
channel 3, Music_OaksLab_Ch3
Music_JigglypuffSong:: Music_JigglypuffSong::
audio_header Music_JigglypuffSong, Ch1, Ch2 channel_count 2
channel 1, Music_JigglypuffSong_Ch1
channel 2, Music_JigglypuffSong_Ch2
Music_BikeRiding:: Music_BikeRiding::
audio_header Music_BikeRiding, Ch1, Ch2, Ch3, Ch4 channel_count 4
channel 1, Music_BikeRiding_Ch1
channel 2, Music_BikeRiding_Ch2
channel 3, Music_BikeRiding_Ch3
channel 4, Music_BikeRiding_Ch4
Music_Surfing:: Music_Surfing::
audio_header Music_Surfing, Ch1, Ch2, Ch3 channel_count 3
channel 1, Music_Surfing_Ch1
channel 2, Music_Surfing_Ch2
channel 3, Music_Surfing_Ch3
Music_GameCorner:: Music_GameCorner::
audio_header Music_GameCorner, Ch1, Ch2, Ch3 channel_count 3
channel 1, Music_GameCorner_Ch1
channel 2, Music_GameCorner_Ch2
channel 3, Music_GameCorner_Ch3
Music_IntroBattle:: Music_IntroBattle::
audio_header Music_IntroBattle, Ch1, Ch2, Ch3, Ch4 channel_count 4
channel 1, Music_IntroBattle_Ch1
channel 2, Music_IntroBattle_Ch2
channel 3, Music_IntroBattle_Ch3
channel 4, Music_IntroBattle_Ch4
; Power Plant, Cerulean Cave, Rocket HQ ; Power Plant, Cerulean Cave, Rocket HQ
Music_Dungeon1:: Music_Dungeon1::
audio_header Music_Dungeon1, Ch1, Ch2, Ch3, Ch4 channel_count 4
channel 1, Music_Dungeon1_Ch1
channel 2, Music_Dungeon1_Ch2
channel 3, Music_Dungeon1_Ch3
channel 4, Music_Dungeon1_Ch4
; Viridian Forest, Seafoam Islands ; Viridian Forest, Seafoam Islands
Music_Dungeon2:: Music_Dungeon2::
audio_header Music_Dungeon2, Ch1, Ch2, Ch3, Ch4 channel_count 4
channel 1, Music_Dungeon2_Ch1
channel 2, Music_Dungeon2_Ch2
channel 3, Music_Dungeon2_Ch3
channel 4, Music_Dungeon2_Ch4
; Mt. Moon, Rock Tunnel, Victory Road ; Mt. Moon, Rock Tunnel, Victory Road
Music_Dungeon3:: Music_Dungeon3::
audio_header Music_Dungeon3, Ch1, Ch2, Ch3, Ch4 channel_count 4
channel 1, Music_Dungeon3_Ch1
channel 2, Music_Dungeon3_Ch2
channel 3, Music_Dungeon3_Ch3
channel 4, Music_Dungeon3_Ch4
Music_CinnabarMansion:: Music_CinnabarMansion::
audio_header Music_CinnabarMansion, Ch1, Ch2, Ch3, Ch4 channel_count 4
channel 1, Music_CinnabarMansion_Ch1
channel 2, Music_CinnabarMansion_Ch2
channel 3, Music_CinnabarMansion_Ch3
channel 4, Music_CinnabarMansion_Ch4
Music_PokemonTower:: Music_PokemonTower::
audio_header Music_PokemonTower, Ch1, Ch2, Ch3 channel_count 3
channel 1, Music_PokemonTower_Ch1
channel 2, Music_PokemonTower_Ch2
channel 3, Music_PokemonTower_Ch3
Music_SilphCo:: Music_SilphCo::
audio_header Music_SilphCo, Ch1, Ch2, Ch3 channel_count 3
channel 1, Music_SilphCo_Ch1
channel 2, Music_SilphCo_Ch2
channel 3, Music_SilphCo_Ch3
Music_MeetEvilTrainer:: Music_MeetEvilTrainer::
audio_header Music_MeetEvilTrainer, Ch1, Ch2, Ch3 channel_count 3
channel 1, Music_MeetEvilTrainer_Ch1
channel 2, Music_MeetEvilTrainer_Ch2
channel 3, Music_MeetEvilTrainer_Ch3
Music_MeetFemaleTrainer:: Music_MeetFemaleTrainer::
audio_header Music_MeetFemaleTrainer, Ch1, Ch2, Ch3 channel_count 3
channel 1, Music_MeetFemaleTrainer_Ch1
channel 2, Music_MeetFemaleTrainer_Ch2
channel 3, Music_MeetFemaleTrainer_Ch3
Music_MeetMaleTrainer:: Music_MeetMaleTrainer::
audio_header Music_MeetMaleTrainer, Ch1, Ch2, Ch3 channel_count 3
channel 1, Music_MeetMaleTrainer_Ch1
channel 2, Music_MeetMaleTrainer_Ch2
channel 3, Music_MeetMaleTrainer_Ch3

View file

@ -2,287 +2,472 @@ SFX_Headers_1::
db $ff, $ff, $ff ; padding db $ff, $ff, $ff ; padding
SFX_Noise_Instrument01_1:: SFX_Noise_Instrument01_1::
audio_header SFX_Noise_Instrument01_1, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument01_1_Ch8
SFX_Noise_Instrument02_1:: SFX_Noise_Instrument02_1::
audio_header SFX_Noise_Instrument02_1, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument02_1_Ch8
SFX_Noise_Instrument03_1:: SFX_Noise_Instrument03_1::
audio_header SFX_Noise_Instrument03_1, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument03_1_Ch8
SFX_Noise_Instrument04_1:: SFX_Noise_Instrument04_1::
audio_header SFX_Noise_Instrument04_1, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument04_1_Ch8
SFX_Noise_Instrument05_1:: SFX_Noise_Instrument05_1::
audio_header SFX_Noise_Instrument05_1, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument05_1_Ch8
SFX_Noise_Instrument06_1:: SFX_Noise_Instrument06_1::
audio_header SFX_Noise_Instrument06_1, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument06_1_Ch8
SFX_Noise_Instrument07_1:: SFX_Noise_Instrument07_1::
audio_header SFX_Noise_Instrument07_1, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument07_1_Ch8
SFX_Noise_Instrument08_1:: SFX_Noise_Instrument08_1::
audio_header SFX_Noise_Instrument08_1, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument08_1_Ch8
SFX_Noise_Instrument09_1:: SFX_Noise_Instrument09_1::
audio_header SFX_Noise_Instrument09_1, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument09_1_Ch8
SFX_Noise_Instrument10_1:: SFX_Noise_Instrument10_1::
audio_header SFX_Noise_Instrument10_1, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument10_1_Ch8
SFX_Noise_Instrument11_1:: SFX_Noise_Instrument11_1::
audio_header SFX_Noise_Instrument11_1, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument11_1_Ch8
SFX_Noise_Instrument12_1:: SFX_Noise_Instrument12_1::
audio_header SFX_Noise_Instrument12_1, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument12_1_Ch8
SFX_Noise_Instrument13_1:: SFX_Noise_Instrument13_1::
audio_header SFX_Noise_Instrument13_1, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument13_1_Ch8
SFX_Noise_Instrument14_1:: SFX_Noise_Instrument14_1::
audio_header SFX_Noise_Instrument14_1, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument14_1_Ch8
SFX_Noise_Instrument15_1:: SFX_Noise_Instrument15_1::
audio_header SFX_Noise_Instrument15_1, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument15_1_Ch8
SFX_Noise_Instrument16_1:: SFX_Noise_Instrument16_1::
audio_header SFX_Noise_Instrument16_1, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument16_1_Ch8
SFX_Noise_Instrument17_1:: SFX_Noise_Instrument17_1::
audio_header SFX_Noise_Instrument17_1, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument17_1_Ch8
SFX_Noise_Instrument18_1:: SFX_Noise_Instrument18_1::
audio_header SFX_Noise_Instrument18_1, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument18_1_Ch8
SFX_Noise_Instrument19_1:: SFX_Noise_Instrument19_1::
audio_header SFX_Noise_Instrument19_1, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument19_1_Ch8
SFX_Cry00_1:: SFX_Cry00_1::
audio_header SFX_Cry00_1, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry00_1_Ch5
channel 6, SFX_Cry00_1_Ch6
channel 8, SFX_Cry00_1_Ch8
SFX_Cry01_1:: SFX_Cry01_1::
audio_header SFX_Cry01_1, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry01_1_Ch5
channel 6, SFX_Cry01_1_Ch6
channel 8, SFX_Cry01_1_Ch8
SFX_Cry02_1:: SFX_Cry02_1::
audio_header SFX_Cry02_1, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry02_1_Ch5
channel 6, SFX_Cry02_1_Ch6
channel 8, SFX_Cry02_1_Ch8
SFX_Cry03_1:: SFX_Cry03_1::
audio_header SFX_Cry03_1, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry03_1_Ch5
channel 6, SFX_Cry03_1_Ch6
channel 8, SFX_Cry03_1_Ch8
SFX_Cry04_1:: SFX_Cry04_1::
audio_header SFX_Cry04_1, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry04_1_Ch5
channel 6, SFX_Cry04_1_Ch6
channel 8, SFX_Cry04_1_Ch8
SFX_Cry05_1:: SFX_Cry05_1::
audio_header SFX_Cry05_1, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry05_1_Ch5
channel 6, SFX_Cry05_1_Ch6
channel 8, SFX_Cry05_1_Ch8
SFX_Cry06_1:: SFX_Cry06_1::
audio_header SFX_Cry06_1, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry06_1_Ch5
channel 6, SFX_Cry06_1_Ch6
channel 8, SFX_Cry06_1_Ch8
SFX_Cry07_1:: SFX_Cry07_1::
audio_header SFX_Cry07_1, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry07_1_Ch5
channel 6, SFX_Cry07_1_Ch6
channel 8, SFX_Cry07_1_Ch8
SFX_Cry08_1:: SFX_Cry08_1::
audio_header SFX_Cry08_1, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry08_1_Ch5
channel 6, SFX_Cry08_1_Ch6
channel 8, SFX_Cry08_1_Ch8
SFX_Cry09_1:: SFX_Cry09_1::
audio_header SFX_Cry09_1, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry09_1_Ch5
channel 6, SFX_Cry09_1_Ch6
channel 8, SFX_Cry09_1_Ch8
SFX_Cry0A_1:: SFX_Cry0A_1::
audio_header SFX_Cry0A_1, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry0A_1_Ch5
channel 6, SFX_Cry0A_1_Ch6
channel 8, SFX_Cry0A_1_Ch8
SFX_Cry0B_1:: SFX_Cry0B_1::
audio_header SFX_Cry0B_1, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry0B_1_Ch5
channel 6, SFX_Cry0B_1_Ch6
channel 8, SFX_Cry0B_1_Ch8
SFX_Cry0C_1:: SFX_Cry0C_1::
audio_header SFX_Cry0C_1, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry0C_1_Ch5
channel 6, SFX_Cry0C_1_Ch6
channel 8, SFX_Cry0C_1_Ch8
SFX_Cry0D_1:: SFX_Cry0D_1::
audio_header SFX_Cry0D_1, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry0D_1_Ch5
channel 6, SFX_Cry0D_1_Ch6
channel 8, SFX_Cry0D_1_Ch8
SFX_Cry0E_1:: SFX_Cry0E_1::
audio_header SFX_Cry0E_1, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry0E_1_Ch5
channel 6, SFX_Cry0E_1_Ch6
channel 8, SFX_Cry0E_1_Ch8
SFX_Cry0F_1:: SFX_Cry0F_1::
audio_header SFX_Cry0F_1, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry0F_1_Ch5
channel 6, SFX_Cry0F_1_Ch6
channel 8, SFX_Cry0F_1_Ch8
SFX_Cry10_1:: SFX_Cry10_1::
audio_header SFX_Cry10_1, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry10_1_Ch5
channel 6, SFX_Cry10_1_Ch6
channel 8, SFX_Cry10_1_Ch8
SFX_Cry11_1:: SFX_Cry11_1::
audio_header SFX_Cry11_1, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry11_1_Ch5
channel 6, SFX_Cry11_1_Ch6
channel 8, SFX_Cry11_1_Ch8
SFX_Cry12_1:: SFX_Cry12_1::
audio_header SFX_Cry12_1, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry12_1_Ch5
channel 6, SFX_Cry12_1_Ch6
channel 8, SFX_Cry12_1_Ch8
SFX_Cry13_1:: SFX_Cry13_1::
audio_header SFX_Cry13_1, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry13_1_Ch5
channel 6, SFX_Cry13_1_Ch6
channel 8, SFX_Cry13_1_Ch8
SFX_Cry14_1:: SFX_Cry14_1::
audio_header SFX_Cry14_1, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry14_1_Ch5
channel 6, SFX_Cry14_1_Ch6
channel 8, SFX_Cry14_1_Ch8
SFX_Cry15_1:: SFX_Cry15_1::
audio_header SFX_Cry15_1, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry15_1_Ch5
channel 6, SFX_Cry15_1_Ch6
channel 8, SFX_Cry15_1_Ch8
SFX_Cry16_1:: SFX_Cry16_1::
audio_header SFX_Cry16_1, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry16_1_Ch5
channel 6, SFX_Cry16_1_Ch6
channel 8, SFX_Cry16_1_Ch8
SFX_Cry17_1:: SFX_Cry17_1::
audio_header SFX_Cry17_1, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry17_1_Ch5
channel 6, SFX_Cry17_1_Ch6
channel 8, SFX_Cry17_1_Ch8
SFX_Cry18_1:: SFX_Cry18_1::
audio_header SFX_Cry18_1, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry18_1_Ch5
channel 6, SFX_Cry18_1_Ch6
channel 8, SFX_Cry18_1_Ch8
SFX_Cry19_1:: SFX_Cry19_1::
audio_header SFX_Cry19_1, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry19_1_Ch5
channel 6, SFX_Cry19_1_Ch6
channel 8, SFX_Cry19_1_Ch8
SFX_Cry1A_1:: SFX_Cry1A_1::
audio_header SFX_Cry1A_1, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry1A_1_Ch5
channel 6, SFX_Cry1A_1_Ch6
channel 8, SFX_Cry1A_1_Ch8
SFX_Cry1B_1:: SFX_Cry1B_1::
audio_header SFX_Cry1B_1, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry1B_1_Ch5
channel 6, SFX_Cry1B_1_Ch6
channel 8, SFX_Cry1B_1_Ch8
SFX_Cry1C_1:: SFX_Cry1C_1::
audio_header SFX_Cry1C_1, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry1C_1_Ch5
channel 6, SFX_Cry1C_1_Ch6
channel 8, SFX_Cry1C_1_Ch8
SFX_Cry1D_1:: SFX_Cry1D_1::
audio_header SFX_Cry1D_1, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry1D_1_Ch5
channel 6, SFX_Cry1D_1_Ch6
channel 8, SFX_Cry1D_1_Ch8
SFX_Cry1E_1:: SFX_Cry1E_1::
audio_header SFX_Cry1E_1, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry1E_1_Ch5
channel 6, SFX_Cry1E_1_Ch6
channel 8, SFX_Cry1E_1_Ch8
SFX_Cry1F_1:: SFX_Cry1F_1::
audio_header SFX_Cry1F_1, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry1F_1_Ch5
channel 6, SFX_Cry1F_1_Ch6
channel 8, SFX_Cry1F_1_Ch8
SFX_Cry20_1:: SFX_Cry20_1::
audio_header SFX_Cry20_1, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry20_1_Ch5
channel 6, SFX_Cry20_1_Ch6
channel 8, SFX_Cry20_1_Ch8
SFX_Cry21_1:: SFX_Cry21_1::
audio_header SFX_Cry21_1, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry21_1_Ch5
channel 6, SFX_Cry21_1_Ch6
channel 8, SFX_Cry21_1_Ch8
SFX_Cry22_1:: SFX_Cry22_1::
audio_header SFX_Cry22_1, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry22_1_Ch5
channel 6, SFX_Cry22_1_Ch6
channel 8, SFX_Cry22_1_Ch8
SFX_Cry23_1:: SFX_Cry23_1::
audio_header SFX_Cry23_1, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry23_1_Ch5
channel 6, SFX_Cry23_1_Ch6
channel 8, SFX_Cry23_1_Ch8
SFX_Cry24_1:: SFX_Cry24_1::
audio_header SFX_Cry24_1, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry24_1_Ch5
channel 6, SFX_Cry24_1_Ch6
channel 8, SFX_Cry24_1_Ch8
SFX_Cry25_1:: SFX_Cry25_1::
audio_header SFX_Cry25_1, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry25_1_Ch5
channel 6, SFX_Cry25_1_Ch6
channel 8, SFX_Cry25_1_Ch8
SFX_Get_Item1_1:: SFX_Get_Item1_1::
audio_header SFX_Get_Item1_1, Ch5, Ch6, Ch7 channel_count 3
channel 5, SFX_Get_Item1_1_Ch5
channel 6, SFX_Get_Item1_1_Ch6
channel 7, SFX_Get_Item1_1_Ch7
SFX_Get_Item2_1:: SFX_Get_Item2_1::
audio_header SFX_Get_Item2_1, Ch5, Ch6, Ch7 channel_count 3
channel 5, SFX_Get_Item2_1_Ch5
channel 6, SFX_Get_Item2_1_Ch6
channel 7, SFX_Get_Item2_1_Ch7
SFX_Tink_1:: SFX_Tink_1::
audio_header SFX_Tink_1, Ch5 channel_count 1
channel 5, SFX_Tink_1_Ch5
SFX_Heal_HP_1:: SFX_Heal_HP_1::
audio_header SFX_Heal_HP_1, Ch5 channel_count 1
channel 5, SFX_Heal_HP_1_Ch5
SFX_Heal_Ailment_1:: SFX_Heal_Ailment_1::
audio_header SFX_Heal_Ailment_1, Ch5 channel_count 1
channel 5, SFX_Heal_Ailment_1_Ch5
SFX_Start_Menu_1:: SFX_Start_Menu_1::
audio_header SFX_Start_Menu_1, Ch8 channel_count 1
channel 8, SFX_Start_Menu_1_Ch8
SFX_Press_AB_1:: SFX_Press_AB_1::
audio_header SFX_Press_AB_1, Ch5 channel_count 1
channel 5, SFX_Press_AB_1_Ch5
SFX_Pokedex_Rating_1:: SFX_Pokedex_Rating_1::
audio_header SFX_Pokedex_Rating_1, Ch5, Ch6, Ch7 channel_count 3
channel 5, SFX_Pokedex_Rating_1_Ch5
channel 6, SFX_Pokedex_Rating_1_Ch6
channel 7, SFX_Pokedex_Rating_1_Ch7
SFX_Get_Key_Item_1:: SFX_Get_Key_Item_1::
audio_header SFX_Get_Key_Item_1, Ch5, Ch6, Ch7 channel_count 3
channel 5, SFX_Get_Key_Item_1_Ch5
channel 6, SFX_Get_Key_Item_1_Ch6
channel 7, SFX_Get_Key_Item_1_Ch7
SFX_Poisoned_1:: SFX_Poisoned_1::
audio_header SFX_Poisoned_1, Ch5 channel_count 1
channel 5, SFX_Poisoned_1_Ch5
SFX_Trade_Machine_1:: SFX_Trade_Machine_1::
audio_header SFX_Trade_Machine_1, Ch5 channel_count 1
channel 5, SFX_Trade_Machine_1_Ch5
SFX_Turn_On_PC_1:: SFX_Turn_On_PC_1::
audio_header SFX_Turn_On_PC_1, Ch5 channel_count 1
channel 5, SFX_Turn_On_PC_1_Ch5
SFX_Turn_Off_PC_1:: SFX_Turn_Off_PC_1::
audio_header SFX_Turn_Off_PC_1, Ch5 channel_count 1
channel 5, SFX_Turn_Off_PC_1_Ch5
SFX_Enter_PC_1:: SFX_Enter_PC_1::
audio_header SFX_Enter_PC_1, Ch5 channel_count 1
channel 5, SFX_Enter_PC_1_Ch5
SFX_Shrink_1:: SFX_Shrink_1::
audio_header SFX_Shrink_1, Ch5 channel_count 1
channel 5, SFX_Shrink_1_Ch5
SFX_Switch_1:: SFX_Switch_1::
audio_header SFX_Switch_1, Ch5 channel_count 1
channel 5, SFX_Switch_1_Ch5
SFX_Healing_Machine_1:: SFX_Healing_Machine_1::
audio_header SFX_Healing_Machine_1, Ch5 channel_count 1
channel 5, SFX_Healing_Machine_1_Ch5
SFX_Teleport_Exit1_1:: SFX_Teleport_Exit1_1::
audio_header SFX_Teleport_Exit1_1, Ch5 channel_count 1
channel 5, SFX_Teleport_Exit1_1_Ch5
SFX_Teleport_Enter1_1:: SFX_Teleport_Enter1_1::
audio_header SFX_Teleport_Enter1_1, Ch5 channel_count 1
channel 5, SFX_Teleport_Enter1_1_Ch5
SFX_Teleport_Exit2_1:: SFX_Teleport_Exit2_1::
audio_header SFX_Teleport_Exit2_1, Ch5 channel_count 1
channel 5, SFX_Teleport_Exit2_1_Ch5
SFX_Ledge_1:: SFX_Ledge_1::
audio_header SFX_Ledge_1, Ch5 channel_count 1
channel 5, SFX_Ledge_1_Ch5
SFX_Teleport_Enter2_1:: SFX_Teleport_Enter2_1::
audio_header SFX_Teleport_Enter2_1, Ch8 channel_count 1
channel 8, SFX_Teleport_Enter2_1_Ch8
SFX_Fly_1:: SFX_Fly_1::
audio_header SFX_Fly_1, Ch8 channel_count 1
channel 8, SFX_Fly_1_Ch8
SFX_Denied_1:: SFX_Denied_1::
audio_header SFX_Denied_1, Ch5, Ch6 channel_count 2
channel 5, SFX_Denied_1_Ch5
channel 6, SFX_Denied_1_Ch6
SFX_Arrow_Tiles_1:: SFX_Arrow_Tiles_1::
audio_header SFX_Arrow_Tiles_1, Ch5 channel_count 1
channel 5, SFX_Arrow_Tiles_1_Ch5
SFX_Push_Boulder_1:: SFX_Push_Boulder_1::
audio_header SFX_Push_Boulder_1, Ch8 channel_count 1
channel 8, SFX_Push_Boulder_1_Ch8
SFX_SS_Anne_Horn_1:: SFX_SS_Anne_Horn_1::
audio_header SFX_SS_Anne_Horn_1, Ch5, Ch6 channel_count 2
channel 5, SFX_SS_Anne_Horn_1_Ch5
channel 6, SFX_SS_Anne_Horn_1_Ch6
SFX_Withdraw_Deposit_1:: SFX_Withdraw_Deposit_1::
audio_header SFX_Withdraw_Deposit_1, Ch5 channel_count 1
channel 5, SFX_Withdraw_Deposit_1_Ch5
SFX_Cut_1:: SFX_Cut_1::
audio_header SFX_Cut_1, Ch8 channel_count 1
channel 8, SFX_Cut_1_Ch8
SFX_Go_Inside_1:: SFX_Go_Inside_1::
audio_header SFX_Go_Inside_1, Ch8 channel_count 1
channel 8, SFX_Go_Inside_1_Ch8
SFX_Swap_1:: SFX_Swap_1::
audio_header SFX_Swap_1, Ch5, Ch6 channel_count 2
channel 5, SFX_Swap_1_Ch5
channel 6, SFX_Swap_1_Ch6
SFX_59_1:: SFX_59_1::
audio_header SFX_59_1, Ch5, Ch6 channel_count 2
channel 5, SFX_59_1_Ch5
channel 6, SFX_59_1_Ch6
SFX_Purchase_1:: SFX_Purchase_1::
audio_header SFX_Purchase_1, Ch5, Ch6 channel_count 2
channel 5, SFX_Purchase_1_Ch5
channel 6, SFX_Purchase_1_Ch6
SFX_Collision_1:: SFX_Collision_1::
audio_header SFX_Collision_1, Ch5 channel_count 1
channel 5, SFX_Collision_1_Ch5
SFX_Go_Outside_1:: SFX_Go_Outside_1::
audio_header SFX_Go_Outside_1, Ch8 channel_count 1
channel 8, SFX_Go_Outside_1_Ch8
SFX_Save_1:: SFX_Save_1::
audio_header SFX_Save_1, Ch5, Ch6 channel_count 2
channel 5, SFX_Save_1_Ch5
channel 6, SFX_Save_1_Ch6
; the Pokeflute sound effect directly hijacks channel 3 ; the Pokeflute sound effect directly hijacks channel 3
SFX_Pokeflute:: SFX_Pokeflute::
audio_header SFX_Pokeflute, Ch3 channel_count 1
channel 3, SFX_Pokeflute_Ch3
SFX_Safari_Zone_PA:: SFX_Safari_Zone_PA::
audio_header SFX_Safari_Zone_PA, Ch5 channel_count 1
channel 5, SFX_Safari_Zone_PA_Ch5

View file

@ -2,358 +2,591 @@ SFX_Headers_2::
db $ff, $ff, $ff ; padding db $ff, $ff, $ff ; padding
SFX_Noise_Instrument01_2:: SFX_Noise_Instrument01_2::
audio_header SFX_Noise_Instrument01_2, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument01_2_Ch8
SFX_Noise_Instrument02_2:: SFX_Noise_Instrument02_2::
audio_header SFX_Noise_Instrument02_2, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument02_2_Ch8
SFX_Noise_Instrument03_2:: SFX_Noise_Instrument03_2::
audio_header SFX_Noise_Instrument03_2, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument03_2_Ch8
SFX_Noise_Instrument04_2:: SFX_Noise_Instrument04_2::
audio_header SFX_Noise_Instrument04_2, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument04_2_Ch8
SFX_Noise_Instrument05_2:: SFX_Noise_Instrument05_2::
audio_header SFX_Noise_Instrument05_2, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument05_2_Ch8
SFX_Noise_Instrument06_2:: SFX_Noise_Instrument06_2::
audio_header SFX_Noise_Instrument06_2, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument06_2_Ch8
SFX_Noise_Instrument07_2:: SFX_Noise_Instrument07_2::
audio_header SFX_Noise_Instrument07_2, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument07_2_Ch8
SFX_Noise_Instrument08_2:: SFX_Noise_Instrument08_2::
audio_header SFX_Noise_Instrument08_2, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument08_2_Ch8
SFX_Noise_Instrument09_2:: SFX_Noise_Instrument09_2::
audio_header SFX_Noise_Instrument09_2, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument09_2_Ch8
SFX_Noise_Instrument10_2:: SFX_Noise_Instrument10_2::
audio_header SFX_Noise_Instrument10_2, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument10_2_Ch8
SFX_Noise_Instrument11_2:: SFX_Noise_Instrument11_2::
audio_header SFX_Noise_Instrument11_2, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument11_2_Ch8
SFX_Noise_Instrument12_2:: SFX_Noise_Instrument12_2::
audio_header SFX_Noise_Instrument12_2, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument12_2_Ch8
SFX_Noise_Instrument13_2:: SFX_Noise_Instrument13_2::
audio_header SFX_Noise_Instrument13_2, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument13_2_Ch8
SFX_Noise_Instrument14_2:: SFX_Noise_Instrument14_2::
audio_header SFX_Noise_Instrument14_2, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument14_2_Ch8
SFX_Noise_Instrument15_2:: SFX_Noise_Instrument15_2::
audio_header SFX_Noise_Instrument15_2, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument15_2_Ch8
SFX_Noise_Instrument16_2:: SFX_Noise_Instrument16_2::
audio_header SFX_Noise_Instrument16_2, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument16_2_Ch8
SFX_Noise_Instrument17_2:: SFX_Noise_Instrument17_2::
audio_header SFX_Noise_Instrument17_2, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument17_2_Ch8
SFX_Noise_Instrument18_2:: SFX_Noise_Instrument18_2::
audio_header SFX_Noise_Instrument18_2, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument18_2_Ch8
SFX_Noise_Instrument19_2:: SFX_Noise_Instrument19_2::
audio_header SFX_Noise_Instrument19_2, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument19_2_Ch8
SFX_Cry00_2:: SFX_Cry00_2::
audio_header SFX_Cry00_2, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry00_2_Ch5
channel 6, SFX_Cry00_2_Ch6
channel 8, SFX_Cry00_2_Ch8
SFX_Cry01_2:: SFX_Cry01_2::
audio_header SFX_Cry01_2, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry01_2_Ch5
channel 6, SFX_Cry01_2_Ch6
channel 8, SFX_Cry01_2_Ch8
SFX_Cry02_2:: SFX_Cry02_2::
audio_header SFX_Cry02_2, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry02_2_Ch5
channel 6, SFX_Cry02_2_Ch6
channel 8, SFX_Cry02_2_Ch8
SFX_Cry03_2:: SFX_Cry03_2::
audio_header SFX_Cry03_2, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry03_2_Ch5
channel 6, SFX_Cry03_2_Ch6
channel 8, SFX_Cry03_2_Ch8
SFX_Cry04_2:: SFX_Cry04_2::
audio_header SFX_Cry04_2, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry04_2_Ch5
channel 6, SFX_Cry04_2_Ch6
channel 8, SFX_Cry04_2_Ch8
SFX_Cry05_2:: SFX_Cry05_2::
audio_header SFX_Cry05_2, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry05_2_Ch5
channel 6, SFX_Cry05_2_Ch6
channel 8, SFX_Cry05_2_Ch8
SFX_Cry06_2:: SFX_Cry06_2::
audio_header SFX_Cry06_2, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry06_2_Ch5
channel 6, SFX_Cry06_2_Ch6
channel 8, SFX_Cry06_2_Ch8
SFX_Cry07_2:: SFX_Cry07_2::
audio_header SFX_Cry07_2, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry07_2_Ch5
channel 6, SFX_Cry07_2_Ch6
channel 8, SFX_Cry07_2_Ch8
SFX_Cry08_2:: SFX_Cry08_2::
audio_header SFX_Cry08_2, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry08_2_Ch5
channel 6, SFX_Cry08_2_Ch6
channel 8, SFX_Cry08_2_Ch8
SFX_Cry09_2:: SFX_Cry09_2::
audio_header SFX_Cry09_2, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry09_2_Ch5
channel 6, SFX_Cry09_2_Ch6
channel 8, SFX_Cry09_2_Ch8
SFX_Cry0A_2:: SFX_Cry0A_2::
audio_header SFX_Cry0A_2, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry0A_2_Ch5
channel 6, SFX_Cry0A_2_Ch6
channel 8, SFX_Cry0A_2_Ch8
SFX_Cry0B_2:: SFX_Cry0B_2::
audio_header SFX_Cry0B_2, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry0B_2_Ch5
channel 6, SFX_Cry0B_2_Ch6
channel 8, SFX_Cry0B_2_Ch8
SFX_Cry0C_2:: SFX_Cry0C_2::
audio_header SFX_Cry0C_2, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry0C_2_Ch5
channel 6, SFX_Cry0C_2_Ch6
channel 8, SFX_Cry0C_2_Ch8
SFX_Cry0D_2:: SFX_Cry0D_2::
audio_header SFX_Cry0D_2, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry0D_2_Ch5
channel 6, SFX_Cry0D_2_Ch6
channel 8, SFX_Cry0D_2_Ch8
SFX_Cry0E_2:: SFX_Cry0E_2::
audio_header SFX_Cry0E_2, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry0E_2_Ch5
channel 6, SFX_Cry0E_2_Ch6
channel 8, SFX_Cry0E_2_Ch8
SFX_Cry0F_2:: SFX_Cry0F_2::
audio_header SFX_Cry0F_2, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry0F_2_Ch5
channel 6, SFX_Cry0F_2_Ch6
channel 8, SFX_Cry0F_2_Ch8
SFX_Cry10_2:: SFX_Cry10_2::
audio_header SFX_Cry10_2, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry10_2_Ch5
channel 6, SFX_Cry10_2_Ch6
channel 8, SFX_Cry10_2_Ch8
SFX_Cry11_2:: SFX_Cry11_2::
audio_header SFX_Cry11_2, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry11_2_Ch5
channel 6, SFX_Cry11_2_Ch6
channel 8, SFX_Cry11_2_Ch8
SFX_Cry12_2:: SFX_Cry12_2::
audio_header SFX_Cry12_2, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry12_2_Ch5
channel 6, SFX_Cry12_2_Ch6
channel 8, SFX_Cry12_2_Ch8
SFX_Cry13_2:: SFX_Cry13_2::
audio_header SFX_Cry13_2, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry13_2_Ch5
channel 6, SFX_Cry13_2_Ch6
channel 8, SFX_Cry13_2_Ch8
SFX_Cry14_2:: SFX_Cry14_2::
audio_header SFX_Cry14_2, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry14_2_Ch5
channel 6, SFX_Cry14_2_Ch6
channel 8, SFX_Cry14_2_Ch8
SFX_Cry15_2:: SFX_Cry15_2::
audio_header SFX_Cry15_2, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry15_2_Ch5
channel 6, SFX_Cry15_2_Ch6
channel 8, SFX_Cry15_2_Ch8
SFX_Cry16_2:: SFX_Cry16_2::
audio_header SFX_Cry16_2, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry16_2_Ch5
channel 6, SFX_Cry16_2_Ch6
channel 8, SFX_Cry16_2_Ch8
SFX_Cry17_2:: SFX_Cry17_2::
audio_header SFX_Cry17_2, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry17_2_Ch5
channel 6, SFX_Cry17_2_Ch6
channel 8, SFX_Cry17_2_Ch8
SFX_Cry18_2:: SFX_Cry18_2::
audio_header SFX_Cry18_2, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry18_2_Ch5
channel 6, SFX_Cry18_2_Ch6
channel 8, SFX_Cry18_2_Ch8
SFX_Cry19_2:: SFX_Cry19_2::
audio_header SFX_Cry19_2, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry19_2_Ch5
channel 6, SFX_Cry19_2_Ch6
channel 8, SFX_Cry19_2_Ch8
SFX_Cry1A_2:: SFX_Cry1A_2::
audio_header SFX_Cry1A_2, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry1A_2_Ch5
channel 6, SFX_Cry1A_2_Ch6
channel 8, SFX_Cry1A_2_Ch8
SFX_Cry1B_2:: SFX_Cry1B_2::
audio_header SFX_Cry1B_2, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry1B_2_Ch5
channel 6, SFX_Cry1B_2_Ch6
channel 8, SFX_Cry1B_2_Ch8
SFX_Cry1C_2:: SFX_Cry1C_2::
audio_header SFX_Cry1C_2, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry1C_2_Ch5
channel 6, SFX_Cry1C_2_Ch6
channel 8, SFX_Cry1C_2_Ch8
SFX_Cry1D_2:: SFX_Cry1D_2::
audio_header SFX_Cry1D_2, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry1D_2_Ch5
channel 6, SFX_Cry1D_2_Ch6
channel 8, SFX_Cry1D_2_Ch8
SFX_Cry1E_2:: SFX_Cry1E_2::
audio_header SFX_Cry1E_2, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry1E_2_Ch5
channel 6, SFX_Cry1E_2_Ch6
channel 8, SFX_Cry1E_2_Ch8
SFX_Cry1F_2:: SFX_Cry1F_2::
audio_header SFX_Cry1F_2, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry1F_2_Ch5
channel 6, SFX_Cry1F_2_Ch6
channel 8, SFX_Cry1F_2_Ch8
SFX_Cry20_2:: SFX_Cry20_2::
audio_header SFX_Cry20_2, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry20_2_Ch5
channel 6, SFX_Cry20_2_Ch6
channel 8, SFX_Cry20_2_Ch8
SFX_Cry21_2:: SFX_Cry21_2::
audio_header SFX_Cry21_2, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry21_2_Ch5
channel 6, SFX_Cry21_2_Ch6
channel 8, SFX_Cry21_2_Ch8
SFX_Cry22_2:: SFX_Cry22_2::
audio_header SFX_Cry22_2, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry22_2_Ch5
channel 6, SFX_Cry22_2_Ch6
channel 8, SFX_Cry22_2_Ch8
SFX_Cry23_2:: SFX_Cry23_2::
audio_header SFX_Cry23_2, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry23_2_Ch5
channel 6, SFX_Cry23_2_Ch6
channel 8, SFX_Cry23_2_Ch8
SFX_Cry24_2:: SFX_Cry24_2::
audio_header SFX_Cry24_2, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry24_2_Ch5
channel 6, SFX_Cry24_2_Ch6
channel 8, SFX_Cry24_2_Ch8
SFX_Cry25_2:: SFX_Cry25_2::
audio_header SFX_Cry25_2, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry25_2_Ch5
channel 6, SFX_Cry25_2_Ch6
channel 8, SFX_Cry25_2_Ch8
SFX_Level_Up:: SFX_Level_Up::
audio_header SFX_Level_Up, Ch5, Ch6, Ch7 channel_count 3
channel 5, SFX_Level_Up_Ch5
channel 6, SFX_Level_Up_Ch6
channel 7, SFX_Level_Up_Ch7
SFX_Get_Item2_2:: SFX_Get_Item2_2::
audio_header SFX_Get_Item2_2, Ch5, Ch6, Ch7 channel_count 3
channel 5, SFX_Get_Item2_2_Ch5
channel 6, SFX_Get_Item2_2_Ch6
channel 7, SFX_Get_Item2_2_Ch7
SFX_Tink_2:: SFX_Tink_2::
audio_header SFX_Tink_2, Ch5 channel_count 1
channel 5, SFX_Tink_2_Ch5
SFX_Heal_HP_2:: SFX_Heal_HP_2::
audio_header SFX_Heal_HP_2, Ch5 channel_count 1
channel 5, SFX_Heal_HP_2_Ch5
SFX_Heal_Ailment_2:: SFX_Heal_Ailment_2::
audio_header SFX_Heal_Ailment_2, Ch5 channel_count 1
channel 5, SFX_Heal_Ailment_2_Ch5
SFX_Start_Menu_2:: SFX_Start_Menu_2::
audio_header SFX_Start_Menu_2, Ch8 channel_count 1
channel 8, SFX_Start_Menu_2_Ch8
SFX_Press_AB_2:: SFX_Press_AB_2::
audio_header SFX_Press_AB_2, Ch5 channel_count 1
channel 5, SFX_Press_AB_2_Ch5
SFX_Ball_Toss:: SFX_Ball_Toss::
audio_header SFX_Ball_Toss, Ch5, Ch6 channel_count 2
channel 5, SFX_Ball_Toss_Ch5
channel 6, SFX_Ball_Toss_Ch6
SFX_Ball_Poof:: SFX_Ball_Poof::
audio_header SFX_Ball_Poof, Ch5, Ch8 channel_count 2
channel 5, SFX_Ball_Poof_Ch5
channel 8, SFX_Ball_Poof_Ch8
SFX_Faint_Thud:: SFX_Faint_Thud::
audio_header SFX_Faint_Thud, Ch5, Ch8 channel_count 2
channel 5, SFX_Faint_Thud_Ch5
channel 8, SFX_Faint_Thud_Ch8
SFX_Run:: SFX_Run::
audio_header SFX_Run, Ch8 channel_count 1
channel 8, SFX_Run_Ch8
SFX_Dex_Page_Added:: SFX_Dex_Page_Added::
audio_header SFX_Dex_Page_Added, Ch5, Ch6 channel_count 2
channel 5, SFX_Dex_Page_Added_Ch5
channel 6, SFX_Dex_Page_Added_Ch6
SFX_Caught_Mon:: SFX_Caught_Mon::
audio_header SFX_Caught_Mon, Ch5, Ch6, Ch7 channel_count 3
channel 5, SFX_Caught_Mon_Ch5
channel 6, SFX_Caught_Mon_Ch6
channel 7, SFX_Caught_Mon_Ch7
SFX_Peck:: SFX_Peck::
audio_header SFX_Peck, Ch8 channel_count 1
channel 8, SFX_Peck_Ch8
SFX_Faint_Fall:: SFX_Faint_Fall::
audio_header SFX_Faint_Fall, Ch5 channel_count 1
channel 5, SFX_Faint_Fall_Ch5
SFX_Battle_09:: SFX_Battle_09::
audio_header SFX_Battle_09, Ch5 channel_count 1
channel 5, SFX_Battle_09_Ch5
SFX_Pound:: SFX_Pound::
audio_header SFX_Pound, Ch8 channel_count 1
channel 8, SFX_Pound_Ch8
SFX_Battle_0B:: SFX_Battle_0B::
audio_header SFX_Battle_0B, Ch8 channel_count 1
channel 8, SFX_Battle_0B_Ch8
SFX_Battle_0C:: SFX_Battle_0C::
audio_header SFX_Battle_0C, Ch8 channel_count 1
channel 8, SFX_Battle_0C_Ch8
SFX_Battle_0D:: SFX_Battle_0D::
audio_header SFX_Battle_0D, Ch8 channel_count 1
channel 8, SFX_Battle_0D_Ch8
SFX_Battle_0E:: SFX_Battle_0E::
audio_header SFX_Battle_0E, Ch8 channel_count 1
channel 8, SFX_Battle_0E_Ch8
SFX_Battle_0F:: SFX_Battle_0F::
audio_header SFX_Battle_0F, Ch8 channel_count 1
channel 8, SFX_Battle_0F_Ch8
SFX_Damage:: SFX_Damage::
audio_header SFX_Damage, Ch8 channel_count 1
channel 8, SFX_Damage_Ch8
SFX_Not_Very_Effective:: SFX_Not_Very_Effective::
audio_header SFX_Not_Very_Effective, Ch8 channel_count 1
channel 8, SFX_Not_Very_Effective_Ch8
SFX_Battle_12:: SFX_Battle_12::
audio_header SFX_Battle_12, Ch8 channel_count 1
channel 8, SFX_Battle_12_Ch8
SFX_Battle_13:: SFX_Battle_13::
audio_header SFX_Battle_13, Ch8 channel_count 1
channel 8, SFX_Battle_13_Ch8
SFX_Battle_14:: SFX_Battle_14::
audio_header SFX_Battle_14, Ch8 channel_count 1
channel 8, SFX_Battle_14_Ch8
SFX_Vine_Whip:: SFX_Vine_Whip::
audio_header SFX_Vine_Whip, Ch8 channel_count 1
channel 8, SFX_Vine_Whip_Ch8
SFX_Battle_16:: SFX_Battle_16::
audio_header SFX_Battle_16, Ch8 channel_count 1
channel 8, SFX_Battle_16_Ch8
SFX_Battle_17:: SFX_Battle_17::
audio_header SFX_Battle_17, Ch8 channel_count 1
channel 8, SFX_Battle_17_Ch8
SFX_Battle_18:: SFX_Battle_18::
audio_header SFX_Battle_18, Ch8 channel_count 1
channel 8, SFX_Battle_18_Ch8
SFX_Battle_19:: SFX_Battle_19::
audio_header SFX_Battle_19, Ch8 channel_count 1
channel 8, SFX_Battle_19_Ch8
SFX_Super_Effective:: SFX_Super_Effective::
audio_header SFX_Super_Effective, Ch8 channel_count 1
channel 8, SFX_Super_Effective_Ch8
SFX_Battle_1B:: SFX_Battle_1B::
audio_header SFX_Battle_1B, Ch8 channel_count 1
channel 8, SFX_Battle_1B_Ch8
SFX_Battle_1C:: SFX_Battle_1C::
audio_header SFX_Battle_1C, Ch8 channel_count 1
channel 8, SFX_Battle_1C_Ch8
SFX_Doubleslap:: SFX_Doubleslap::
audio_header SFX_Doubleslap, Ch8 channel_count 1
channel 8, SFX_Doubleslap_Ch8
SFX_Battle_1E:: SFX_Battle_1E::
audio_header SFX_Battle_1E, Ch5, Ch8 channel_count 2
channel 5, SFX_Battle_1E_Ch5
channel 8, SFX_Battle_1E_Ch8
SFX_Horn_Drill:: SFX_Horn_Drill::
audio_header SFX_Horn_Drill, Ch8 channel_count 1
channel 8, SFX_Horn_Drill_Ch8
SFX_Battle_20:: SFX_Battle_20::
audio_header SFX_Battle_20, Ch8 channel_count 1
channel 8, SFX_Battle_20_Ch8
SFX_Battle_21:: SFX_Battle_21::
audio_header SFX_Battle_21, Ch8 channel_count 1
channel 8, SFX_Battle_21_Ch8
SFX_Battle_22:: SFX_Battle_22::
audio_header SFX_Battle_22, Ch8 channel_count 1
channel 8, SFX_Battle_22_Ch8
SFX_Battle_23:: SFX_Battle_23::
audio_header SFX_Battle_23, Ch8 channel_count 1
channel 8, SFX_Battle_23_Ch8
SFX_Battle_24:: SFX_Battle_24::
audio_header SFX_Battle_24, Ch5, Ch8 channel_count 2
channel 5, SFX_Battle_24_Ch5
channel 8, SFX_Battle_24_Ch8
SFX_Battle_25:: SFX_Battle_25::
audio_header SFX_Battle_25, Ch8 channel_count 1
channel 8, SFX_Battle_25_Ch8
SFX_Battle_26:: SFX_Battle_26::
audio_header SFX_Battle_26, Ch8 channel_count 1
channel 8, SFX_Battle_26_Ch8
SFX_Battle_27:: SFX_Battle_27::
audio_header SFX_Battle_27, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Battle_27_Ch5
channel 6, SFX_Battle_27_Ch6
channel 8, SFX_Battle_27_Ch8
SFX_Battle_28:: SFX_Battle_28::
audio_header SFX_Battle_28, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Battle_28_Ch5
channel 6, SFX_Battle_28_Ch6
channel 8, SFX_Battle_28_Ch8
SFX_Battle_29:: SFX_Battle_29::
audio_header SFX_Battle_29, Ch5, Ch8 channel_count 2
channel 5, SFX_Battle_29_Ch5
channel 8, SFX_Battle_29_Ch8
SFX_Battle_2A:: SFX_Battle_2A::
audio_header SFX_Battle_2A, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Battle_2A_Ch5
channel 6, SFX_Battle_2A_Ch6
channel 8, SFX_Battle_2A_Ch8
SFX_Battle_2B:: SFX_Battle_2B::
audio_header SFX_Battle_2B, Ch5, Ch8 channel_count 2
channel 5, SFX_Battle_2B_Ch5
channel 8, SFX_Battle_2B_Ch8
SFX_Battle_2C:: SFX_Battle_2C::
audio_header SFX_Battle_2C, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Battle_2C_Ch5
channel 6, SFX_Battle_2C_Ch6
channel 8, SFX_Battle_2C_Ch8
SFX_Psybeam:: SFX_Psybeam::
audio_header SFX_Psybeam, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Psybeam_Ch5
channel 6, SFX_Psybeam_Ch6
channel 8, SFX_Psybeam_Ch8
SFX_Battle_2E:: SFX_Battle_2E::
audio_header SFX_Battle_2E, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Battle_2E_Ch5
channel 6, SFX_Battle_2E_Ch6
channel 8, SFX_Battle_2E_Ch8
SFX_Battle_2F:: SFX_Battle_2F::
audio_header SFX_Battle_2F, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Battle_2F_Ch5
channel 6, SFX_Battle_2F_Ch6
channel 8, SFX_Battle_2F_Ch8
SFX_Psychic_M:: SFX_Psychic_M::
audio_header SFX_Psychic_M, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Psychic_M_Ch5
channel 6, SFX_Psychic_M_Ch6
channel 8, SFX_Psychic_M_Ch8
SFX_Battle_31:: SFX_Battle_31::
audio_header SFX_Battle_31, Ch5, Ch6 channel_count 2
channel 5, SFX_Battle_31_Ch5
channel 6, SFX_Battle_31_Ch6
SFX_Battle_32:: SFX_Battle_32::
audio_header SFX_Battle_32, Ch5, Ch6 channel_count 2
channel 5, SFX_Battle_32_Ch5
channel 6, SFX_Battle_32_Ch6
SFX_Battle_33:: SFX_Battle_33::
audio_header SFX_Battle_33, Ch5, Ch6 channel_count 2
channel 5, SFX_Battle_33_Ch5
channel 6, SFX_Battle_33_Ch6
SFX_Battle_34:: SFX_Battle_34::
audio_header SFX_Battle_34, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Battle_34_Ch5
channel 6, SFX_Battle_34_Ch6
channel 8, SFX_Battle_34_Ch8
SFX_Battle_35:: SFX_Battle_35::
audio_header SFX_Battle_35, Ch5, Ch6 channel_count 2
channel 5, SFX_Battle_35_Ch5
channel 6, SFX_Battle_35_Ch6
SFX_Battle_36:: SFX_Battle_36::
audio_header SFX_Battle_36, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Battle_36_Ch5
channel 6, SFX_Battle_36_Ch6
channel 8, SFX_Battle_36_Ch8
SFX_Silph_Scope:: SFX_Silph_Scope::
audio_header SFX_Silph_Scope, Ch5 channel_count 1
channel 5, SFX_Silph_Scope_Ch5

View file

@ -2,310 +2,504 @@ SFX_Headers_3::
db $ff, $ff, $ff ; padding db $ff, $ff, $ff ; padding
SFX_Noise_Instrument01_3:: SFX_Noise_Instrument01_3::
audio_header SFX_Noise_Instrument01_3, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument01_3_Ch8
SFX_Noise_Instrument02_3:: SFX_Noise_Instrument02_3::
audio_header SFX_Noise_Instrument02_3, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument02_3_Ch8
SFX_Noise_Instrument03_3:: SFX_Noise_Instrument03_3::
audio_header SFX_Noise_Instrument03_3, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument03_3_Ch8
SFX_Noise_Instrument04_3:: SFX_Noise_Instrument04_3::
audio_header SFX_Noise_Instrument04_3, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument04_3_Ch8
SFX_Noise_Instrument05_3:: SFX_Noise_Instrument05_3::
audio_header SFX_Noise_Instrument05_3, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument05_3_Ch8
SFX_Noise_Instrument06_3:: SFX_Noise_Instrument06_3::
audio_header SFX_Noise_Instrument06_3, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument06_3_Ch8
SFX_Noise_Instrument07_3:: SFX_Noise_Instrument07_3::
audio_header SFX_Noise_Instrument07_3, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument07_3_Ch8
SFX_Noise_Instrument08_3:: SFX_Noise_Instrument08_3::
audio_header SFX_Noise_Instrument08_3, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument08_3_Ch8
SFX_Noise_Instrument09_3:: SFX_Noise_Instrument09_3::
audio_header SFX_Noise_Instrument09_3, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument09_3_Ch8
SFX_Noise_Instrument10_3:: SFX_Noise_Instrument10_3::
audio_header SFX_Noise_Instrument10_3, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument10_3_Ch8
SFX_Noise_Instrument11_3:: SFX_Noise_Instrument11_3::
audio_header SFX_Noise_Instrument11_3, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument11_3_Ch8
SFX_Noise_Instrument12_3:: SFX_Noise_Instrument12_3::
audio_header SFX_Noise_Instrument12_3, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument12_3_Ch8
SFX_Noise_Instrument13_3:: SFX_Noise_Instrument13_3::
audio_header SFX_Noise_Instrument13_3, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument13_3_Ch8
SFX_Noise_Instrument14_3:: SFX_Noise_Instrument14_3::
audio_header SFX_Noise_Instrument14_3, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument14_3_Ch8
SFX_Noise_Instrument15_3:: SFX_Noise_Instrument15_3::
audio_header SFX_Noise_Instrument15_3, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument15_3_Ch8
SFX_Noise_Instrument16_3:: SFX_Noise_Instrument16_3::
audio_header SFX_Noise_Instrument16_3, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument16_3_Ch8
SFX_Noise_Instrument17_3:: SFX_Noise_Instrument17_3::
audio_header SFX_Noise_Instrument17_3, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument17_3_Ch8
SFX_Noise_Instrument18_3:: SFX_Noise_Instrument18_3::
audio_header SFX_Noise_Instrument18_3, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument18_3_Ch8
SFX_Noise_Instrument19_3:: SFX_Noise_Instrument19_3::
audio_header SFX_Noise_Instrument19_3, Ch8 channel_count 1
channel 8, SFX_Noise_Instrument19_3_Ch8
SFX_Cry00_3:: SFX_Cry00_3::
audio_header SFX_Cry00_3, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry00_3_Ch5
channel 6, SFX_Cry00_3_Ch6
channel 8, SFX_Cry00_3_Ch8
SFX_Cry01_3:: SFX_Cry01_3::
audio_header SFX_Cry01_3, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry01_3_Ch5
channel 6, SFX_Cry01_3_Ch6
channel 8, SFX_Cry01_3_Ch8
SFX_Cry02_3:: SFX_Cry02_3::
audio_header SFX_Cry02_3, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry02_3_Ch5
channel 6, SFX_Cry02_3_Ch6
channel 8, SFX_Cry02_3_Ch8
SFX_Cry03_3:: SFX_Cry03_3::
audio_header SFX_Cry03_3, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry03_3_Ch5
channel 6, SFX_Cry03_3_Ch6
channel 8, SFX_Cry03_3_Ch8
SFX_Cry04_3:: SFX_Cry04_3::
audio_header SFX_Cry04_3, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry04_3_Ch5
channel 6, SFX_Cry04_3_Ch6
channel 8, SFX_Cry04_3_Ch8
SFX_Cry05_3:: SFX_Cry05_3::
audio_header SFX_Cry05_3, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry05_3_Ch5
channel 6, SFX_Cry05_3_Ch6
channel 8, SFX_Cry05_3_Ch8
SFX_Cry06_3:: SFX_Cry06_3::
audio_header SFX_Cry06_3, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry06_3_Ch5
channel 6, SFX_Cry06_3_Ch6
channel 8, SFX_Cry06_3_Ch8
SFX_Cry07_3:: SFX_Cry07_3::
audio_header SFX_Cry07_3, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry07_3_Ch5
channel 6, SFX_Cry07_3_Ch6
channel 8, SFX_Cry07_3_Ch8
SFX_Cry08_3:: SFX_Cry08_3::
audio_header SFX_Cry08_3, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry08_3_Ch5
channel 6, SFX_Cry08_3_Ch6
channel 8, SFX_Cry08_3_Ch8
SFX_Cry09_3:: SFX_Cry09_3::
audio_header SFX_Cry09_3, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry09_3_Ch5
channel 6, SFX_Cry09_3_Ch6
channel 8, SFX_Cry09_3_Ch8
SFX_Cry0A_3:: SFX_Cry0A_3::
audio_header SFX_Cry0A_3, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry0A_3_Ch5
channel 6, SFX_Cry0A_3_Ch6
channel 8, SFX_Cry0A_3_Ch8
SFX_Cry0B_3:: SFX_Cry0B_3::
audio_header SFX_Cry0B_3, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry0B_3_Ch5
channel 6, SFX_Cry0B_3_Ch6
channel 8, SFX_Cry0B_3_Ch8
SFX_Cry0C_3:: SFX_Cry0C_3::
audio_header SFX_Cry0C_3, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry0C_3_Ch5
channel 6, SFX_Cry0C_3_Ch6
channel 8, SFX_Cry0C_3_Ch8
SFX_Cry0D_3:: SFX_Cry0D_3::
audio_header SFX_Cry0D_3, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry0D_3_Ch5
channel 6, SFX_Cry0D_3_Ch6
channel 8, SFX_Cry0D_3_Ch8
SFX_Cry0E_3:: SFX_Cry0E_3::
audio_header SFX_Cry0E_3, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry0E_3_Ch5
channel 6, SFX_Cry0E_3_Ch6
channel 8, SFX_Cry0E_3_Ch8
SFX_Cry0F_3:: SFX_Cry0F_3::
audio_header SFX_Cry0F_3, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry0F_3_Ch5
channel 6, SFX_Cry0F_3_Ch6
channel 8, SFX_Cry0F_3_Ch8
SFX_Cry10_3:: SFX_Cry10_3::
audio_header SFX_Cry10_3, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry10_3_Ch5
channel 6, SFX_Cry10_3_Ch6
channel 8, SFX_Cry10_3_Ch8
SFX_Cry11_3:: SFX_Cry11_3::
audio_header SFX_Cry11_3, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry11_3_Ch5
channel 6, SFX_Cry11_3_Ch6
channel 8, SFX_Cry11_3_Ch8
SFX_Cry12_3:: SFX_Cry12_3::
audio_header SFX_Cry12_3, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry12_3_Ch5
channel 6, SFX_Cry12_3_Ch6
channel 8, SFX_Cry12_3_Ch8
SFX_Cry13_3:: SFX_Cry13_3::
audio_header SFX_Cry13_3, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry13_3_Ch5
channel 6, SFX_Cry13_3_Ch6
channel 8, SFX_Cry13_3_Ch8
SFX_Cry14_3:: SFX_Cry14_3::
audio_header SFX_Cry14_3, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry14_3_Ch5
channel 6, SFX_Cry14_3_Ch6
channel 8, SFX_Cry14_3_Ch8
SFX_Cry15_3:: SFX_Cry15_3::
audio_header SFX_Cry15_3, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry15_3_Ch5
channel 6, SFX_Cry15_3_Ch6
channel 8, SFX_Cry15_3_Ch8
SFX_Cry16_3:: SFX_Cry16_3::
audio_header SFX_Cry16_3, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry16_3_Ch5
channel 6, SFX_Cry16_3_Ch6
channel 8, SFX_Cry16_3_Ch8
SFX_Cry17_3:: SFX_Cry17_3::
audio_header SFX_Cry17_3, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry17_3_Ch5
channel 6, SFX_Cry17_3_Ch6
channel 8, SFX_Cry17_3_Ch8
SFX_Cry18_3:: SFX_Cry18_3::
audio_header SFX_Cry18_3, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry18_3_Ch5
channel 6, SFX_Cry18_3_Ch6
channel 8, SFX_Cry18_3_Ch8
SFX_Cry19_3:: SFX_Cry19_3::
audio_header SFX_Cry19_3, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry19_3_Ch5
channel 6, SFX_Cry19_3_Ch6
channel 8, SFX_Cry19_3_Ch8
SFX_Cry1A_3:: SFX_Cry1A_3::
audio_header SFX_Cry1A_3, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry1A_3_Ch5
channel 6, SFX_Cry1A_3_Ch6
channel 8, SFX_Cry1A_3_Ch8
SFX_Cry1B_3:: SFX_Cry1B_3::
audio_header SFX_Cry1B_3, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry1B_3_Ch5
channel 6, SFX_Cry1B_3_Ch6
channel 8, SFX_Cry1B_3_Ch8
SFX_Cry1C_3:: SFX_Cry1C_3::
audio_header SFX_Cry1C_3, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry1C_3_Ch5
channel 6, SFX_Cry1C_3_Ch6
channel 8, SFX_Cry1C_3_Ch8
SFX_Cry1D_3:: SFX_Cry1D_3::
audio_header SFX_Cry1D_3, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry1D_3_Ch5
channel 6, SFX_Cry1D_3_Ch6
channel 8, SFX_Cry1D_3_Ch8
SFX_Cry1E_3:: SFX_Cry1E_3::
audio_header SFX_Cry1E_3, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry1E_3_Ch5
channel 6, SFX_Cry1E_3_Ch6
channel 8, SFX_Cry1E_3_Ch8
SFX_Cry1F_3:: SFX_Cry1F_3::
audio_header SFX_Cry1F_3, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry1F_3_Ch5
channel 6, SFX_Cry1F_3_Ch6
channel 8, SFX_Cry1F_3_Ch8
SFX_Cry20_3:: SFX_Cry20_3::
audio_header SFX_Cry20_3, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry20_3_Ch5
channel 6, SFX_Cry20_3_Ch6
channel 8, SFX_Cry20_3_Ch8
SFX_Cry21_3:: SFX_Cry21_3::
audio_header SFX_Cry21_3, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry21_3_Ch5
channel 6, SFX_Cry21_3_Ch6
channel 8, SFX_Cry21_3_Ch8
SFX_Cry22_3:: SFX_Cry22_3::
audio_header SFX_Cry22_3, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry22_3_Ch5
channel 6, SFX_Cry22_3_Ch6
channel 8, SFX_Cry22_3_Ch8
SFX_Cry23_3:: SFX_Cry23_3::
audio_header SFX_Cry23_3, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry23_3_Ch5
channel 6, SFX_Cry23_3_Ch6
channel 8, SFX_Cry23_3_Ch8
SFX_Cry24_3:: SFX_Cry24_3::
audio_header SFX_Cry24_3, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry24_3_Ch5
channel 6, SFX_Cry24_3_Ch6
channel 8, SFX_Cry24_3_Ch8
SFX_Cry25_3:: SFX_Cry25_3::
audio_header SFX_Cry25_3, Ch5, Ch6, Ch8 channel_count 3
channel 5, SFX_Cry25_3_Ch5
channel 6, SFX_Cry25_3_Ch6
channel 8, SFX_Cry25_3_Ch8
SFX_Get_Item1_3:: SFX_Get_Item1_3::
audio_header SFX_Get_Item1_3, Ch5, Ch6, Ch7 channel_count 3
channel 5, SFX_Get_Item1_3_Ch5
channel 6, SFX_Get_Item1_3_Ch6
channel 7, SFX_Get_Item1_3_Ch7
SFX_Get_Item2_3:: SFX_Get_Item2_3::
audio_header SFX_Get_Item2_3, Ch5, Ch6, Ch7 channel_count 3
channel 5, SFX_Get_Item2_3_Ch5
channel 6, SFX_Get_Item2_3_Ch6
channel 7, SFX_Get_Item2_3_Ch7
SFX_Tink_3:: SFX_Tink_3::
audio_header SFX_Tink_3, Ch5 channel_count 1
channel 5, SFX_Tink_3_Ch5
SFX_Heal_HP_3:: SFX_Heal_HP_3::
audio_header SFX_Heal_HP_3, Ch5 channel_count 1
channel 5, SFX_Heal_HP_3_Ch5
SFX_Heal_Ailment_3:: SFX_Heal_Ailment_3::
audio_header SFX_Heal_Ailment_3, Ch5 channel_count 1
channel 5, SFX_Heal_Ailment_3_Ch5
SFX_Start_Menu_3:: SFX_Start_Menu_3::
audio_header SFX_Start_Menu_3, Ch8 channel_count 1
channel 8, SFX_Start_Menu_3_Ch8
SFX_Press_AB_3:: SFX_Press_AB_3::
audio_header SFX_Press_AB_3, Ch5 channel_count 1
channel 5, SFX_Press_AB_3_Ch5
SFX_Pokedex_Rating_3:: SFX_Pokedex_Rating_3::
audio_header SFX_Pokedex_Rating_3, Ch5, Ch6, Ch7 channel_count 3
channel 5, SFX_Pokedex_Rating_3_Ch5
channel 6, SFX_Pokedex_Rating_3_Ch6
channel 7, SFX_Pokedex_Rating_3_Ch7
SFX_Get_Key_Item_3:: SFX_Get_Key_Item_3::
audio_header SFX_Get_Key_Item_3, Ch5, Ch6, Ch7 channel_count 3
channel 5, SFX_Get_Key_Item_3_Ch5
channel 6, SFX_Get_Key_Item_3_Ch6
channel 7, SFX_Get_Key_Item_3_Ch7
SFX_Poisoned_3:: SFX_Poisoned_3::
audio_header SFX_Poisoned_3, Ch5 channel_count 1
channel 5, SFX_Poisoned_3_Ch5
SFX_Trade_Machine_3:: SFX_Trade_Machine_3::
audio_header SFX_Trade_Machine_3, Ch5 channel_count 1
channel 5, SFX_Trade_Machine_3_Ch5
SFX_Turn_On_PC_3:: SFX_Turn_On_PC_3::
audio_header SFX_Turn_On_PC_3, Ch5 channel_count 1
channel 5, SFX_Turn_On_PC_3_Ch5
SFX_Turn_Off_PC_3:: SFX_Turn_Off_PC_3::
audio_header SFX_Turn_Off_PC_3, Ch5 channel_count 1
channel 5, SFX_Turn_Off_PC_3_Ch5
SFX_Enter_PC_3:: SFX_Enter_PC_3::
audio_header SFX_Enter_PC_3, Ch5 channel_count 1
channel 5, SFX_Enter_PC_3_Ch5
SFX_Shrink_3:: SFX_Shrink_3::
audio_header SFX_Shrink_3, Ch5 channel_count 1
channel 5, SFX_Shrink_3_Ch5
SFX_Switch_3:: SFX_Switch_3::
audio_header SFX_Switch_3, Ch5 channel_count 1
channel 5, SFX_Switch_3_Ch5
SFX_Healing_Machine_3:: SFX_Healing_Machine_3::
audio_header SFX_Healing_Machine_3, Ch5 channel_count 1
channel 5, SFX_Healing_Machine_3_Ch5
SFX_Teleport_Exit1_3:: SFX_Teleport_Exit1_3::
audio_header SFX_Teleport_Exit1_3, Ch5 channel_count 1
channel 5, SFX_Teleport_Exit1_3_Ch5
SFX_Teleport_Enter1_3:: SFX_Teleport_Enter1_3::
audio_header SFX_Teleport_Enter1_3, Ch5 channel_count 1
channel 5, SFX_Teleport_Enter1_3_Ch5
SFX_Teleport_Exit2_3:: SFX_Teleport_Exit2_3::
audio_header SFX_Teleport_Exit2_3, Ch5 channel_count 1
channel 5, SFX_Teleport_Exit2_3_Ch5
SFX_Ledge_3:: SFX_Ledge_3::
audio_header SFX_Ledge_3, Ch5 channel_count 1
channel 5, SFX_Ledge_3_Ch5
SFX_Teleport_Enter2_3:: SFX_Teleport_Enter2_3::
audio_header SFX_Teleport_Enter2_3, Ch8 channel_count 1
channel 8, SFX_Teleport_Enter2_3_Ch8
SFX_Fly_3:: SFX_Fly_3::
audio_header SFX_Fly_3, Ch8 channel_count 1
channel 8, SFX_Fly_3_Ch8
SFX_Denied_3:: SFX_Denied_3::
audio_header SFX_Denied_3, Ch5, Ch6 channel_count 2
channel 5, SFX_Denied_3_Ch5
channel 6, SFX_Denied_3_Ch6
SFX_Arrow_Tiles_3:: SFX_Arrow_Tiles_3::
audio_header SFX_Arrow_Tiles_3, Ch5 channel_count 1
channel 5, SFX_Arrow_Tiles_3_Ch5
SFX_Push_Boulder_3:: SFX_Push_Boulder_3::
audio_header SFX_Push_Boulder_3, Ch8 channel_count 1
channel 8, SFX_Push_Boulder_3_Ch8
SFX_SS_Anne_Horn_3:: SFX_SS_Anne_Horn_3::
audio_header SFX_SS_Anne_Horn_3, Ch5, Ch6 channel_count 2
channel 5, SFX_SS_Anne_Horn_3_Ch5
channel 6, SFX_SS_Anne_Horn_3_Ch6
SFX_Withdraw_Deposit_3:: SFX_Withdraw_Deposit_3::
audio_header SFX_Withdraw_Deposit_3, Ch5 channel_count 1
channel 5, SFX_Withdraw_Deposit_3_Ch5
SFX_Cut_3:: SFX_Cut_3::
audio_header SFX_Cut_3, Ch8 channel_count 1
channel 8, SFX_Cut_3_Ch8
SFX_Go_Inside_3:: SFX_Go_Inside_3::
audio_header SFX_Go_Inside_3, Ch8 channel_count 1
channel 8, SFX_Go_Inside_3_Ch8
SFX_Swap_3:: SFX_Swap_3::
audio_header SFX_Swap_3, Ch5, Ch6 channel_count 2
channel 5, SFX_Swap_3_Ch5
channel 6, SFX_Swap_3_Ch6
SFX_59_3:: SFX_59_3::
audio_header SFX_59_3, Ch5, Ch6 channel_count 2
channel 5, SFX_59_3_Ch5
channel 6, SFX_59_3_Ch6
SFX_Purchase_3:: SFX_Purchase_3::
audio_header SFX_Purchase_3, Ch5, Ch6 channel_count 2
channel 5, SFX_Purchase_3_Ch5
channel 6, SFX_Purchase_3_Ch6
SFX_Collision_3:: SFX_Collision_3::
audio_header SFX_Collision_3, Ch5 channel_count 1
channel 5, SFX_Collision_3_Ch5
SFX_Go_Outside_3:: SFX_Go_Outside_3::
audio_header SFX_Go_Outside_3, Ch8 channel_count 1
channel 8, SFX_Go_Outside_3_Ch8
SFX_Save_3:: SFX_Save_3::
audio_header SFX_Save_3, Ch5, Ch6 channel_count 2
channel 5, SFX_Save_3_Ch5
channel 6, SFX_Save_3_Ch6
SFX_Intro_Lunge:: SFX_Intro_Lunge::
audio_header SFX_Intro_Lunge, Ch8 channel_count 1
channel 8, SFX_Intro_Lunge_Ch8
SFX_Intro_Hip:: SFX_Intro_Hip::
audio_header SFX_Intro_Hip, Ch5 channel_count 1
channel 5, SFX_Intro_Hip_Ch5
SFX_Intro_Hop:: SFX_Intro_Hop::
audio_header SFX_Intro_Hop, Ch5 channel_count 1
channel 5, SFX_Intro_Hop_Ch5
SFX_Intro_Raise:: SFX_Intro_Raise::
audio_header SFX_Intro_Raise, Ch8 channel_count 1
channel 8, SFX_Intro_Raise_Ch8
SFX_Intro_Crash:: SFX_Intro_Crash::
audio_header SFX_Intro_Crash, Ch8 channel_count 1
channel 8, SFX_Intro_Crash_Ch8
SFX_Intro_Whoosh:: SFX_Intro_Whoosh::
audio_header SFX_Intro_Whoosh, Ch8 channel_count 1
channel 8, SFX_Intro_Whoosh_Ch8
SFX_Slots_Stop_Wheel:: SFX_Slots_Stop_Wheel::
audio_header SFX_Slots_Stop_Wheel, Ch5 channel_count 1
channel 5, SFX_Slots_Stop_Wheel_Ch5
SFX_Slots_Reward:: SFX_Slots_Reward::
audio_header SFX_Slots_Reward, Ch5 channel_count 1
channel 5, SFX_Slots_Reward_Ch5
SFX_Slots_New_Spin:: SFX_Slots_New_Spin::
audio_header SFX_Slots_New_Spin, Ch5, Ch6 channel_count 2
channel 5, SFX_Slots_New_Spin_Ch5
channel 6, SFX_Slots_New_Spin_Ch6
SFX_Shooting_Star:: SFX_Shooting_Star::
audio_header SFX_Shooting_Star, Ch5 channel_count 1
channel 5, SFX_Shooting_Star_Ch5

View file

@ -20,7 +20,7 @@ Music_DoLowHealthAlarm::
.noTone .noTone
ld a, $86 ld a, $86
ld [wChannelSoundIDs + Ch5], a ;disable sound channel? ld [wChannelSoundIDs + CHAN5], a ;disable sound channel?
ld a, [wLowHealthAlarm] ld a, [wLowHealthAlarm]
and $7f ;decrement alarm timer. and $7f ;decrement alarm timer.
dec a dec a
@ -34,7 +34,7 @@ Music_DoLowHealthAlarm::
.disableAlarm .disableAlarm
xor a xor a
ld [wLowHealthAlarm], a ;disable alarm ld [wLowHealthAlarm], a ;disable alarm
ld [wChannelSoundIDs + Ch5], a ;re-enable sound channel? ld [wChannelSoundIDs + CHAN5], a ;re-enable sound channel?
ld de, .toneDataSilence ld de, .toneDataSilence
jr .playTone jr .playTone

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@ -3,7 +3,7 @@ Music_PokeFluteInBattle::
ld a, SFX_CAUGHT_MON ld a, SFX_CAUGHT_MON
call PlaySoundWaitForCurrent call PlaySoundWaitForCurrent
; then immediately overwrite the channel pointers ; then immediately overwrite the channel pointers
ld hl, wChannelCommandPointers + Ch5 * 2 ld hl, wChannelCommandPointers + CHAN5 * 2
ld de, SFX_Pokeflute_Ch5 ld de, SFX_Pokeflute_Ch5
call Audio2_OverwriteChannelPointer call Audio2_OverwriteChannelPointer
ld de, SFX_Pokeflute_Ch6 ld de, SFX_Pokeflute_Ch6

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@ -19,15 +19,15 @@ DEF NUM_NOTES EQU const_value
; Audio[1|2|3]_HWChannelBaseAddresses, Audio[1|2|3]_HWChannelDisableMasks, ; Audio[1|2|3]_HWChannelBaseAddresses, Audio[1|2|3]_HWChannelDisableMasks,
; and Audio[1|2|3]_HWChannelEnableMasks indexes (see audio/engine_[1|2|3].asm) ; and Audio[1|2|3]_HWChannelEnableMasks indexes (see audio/engine_[1|2|3].asm)
const_def const_def
const Ch1 ; 0 const CHAN1 ; 0
const Ch2 ; 1 const CHAN2 ; 1
const Ch3 ; 2 const CHAN3 ; 2
const Ch4 ; 3 const CHAN4 ; 3
DEF NUM_MUSIC_CHANS EQU const_value DEF NUM_MUSIC_CHANS EQU const_value
const Ch5 ; 4 const CHAN5 ; 4
const Ch6 ; 5 const CHAN6 ; 5
const Ch7 ; 6 const CHAN7 ; 6
const Ch8 ; 7 const CHAN8 ; 7
DEF NUM_NOISE_CHANS EQU const_value - NUM_MUSIC_CHANS DEF NUM_NOISE_CHANS EQU const_value - NUM_MUSIC_CHANS
DEF NUM_CHANNELS EQU const_value DEF NUM_CHANNELS EQU const_value

View file

@ -782,7 +782,7 @@ FaintEnemyPokemon:
ld a, SFX_FAINT_FALL ld a, SFX_FAINT_FALL
call PlaySoundWaitForCurrent call PlaySoundWaitForCurrent
.sfxwait .sfxwait
ld a, [wChannelSoundIDs + Ch5] ld a, [wChannelSoundIDs + CHAN5]
cp SFX_FAINT_FALL cp SFX_FAINT_FALL
jr z, .sfxwait jr z, .sfxwait
ld a, SFX_FAINT_THUD ld a, SFX_FAINT_THUD
@ -866,7 +866,7 @@ EndLowHealthAlarm:
; the low health alarm and prevents it from reactivating until the next battle. ; the low health alarm and prevents it from reactivating until the next battle.
xor a xor a
ld [wLowHealthAlarm], a ; turn off low health alarm ld [wLowHealthAlarm], a ; turn off low health alarm
ld [wChannelSoundIDs + Ch5], a ld [wChannelSoundIDs + CHAN5], a
inc a inc a
ld [wLowHealthAlarmDisabled], a ; prevent it from reactivating ld [wLowHealthAlarmDisabled], a ; prevent it from reactivating
ret ret
@ -1864,7 +1864,7 @@ DrawPlayerHUDAndHPBar:
ld [hl], $0 ld [hl], $0
ret z ret z
xor a xor a
ld [wChannelSoundIDs + Ch5], a ld [wChannelSoundIDs + CHAN5], a
ret ret
.setLowHealthAlarm .setLowHealthAlarm
ld hl, wLowHealthAlarm ld hl, wLowHealthAlarm

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@ -46,7 +46,7 @@ EndOfBattle:
.resetVariables .resetVariables
xor a xor a
ld [wLowHealthAlarm], a ;disable low health alarm ld [wLowHealthAlarm], a ;disable low health alarm
ld [wChannelSoundIDs + Ch5], a ld [wChannelSoundIDs + CHAN5], a
ld [wIsInBattle], a ld [wIsInBattle], a
ld [wBattleType], a ld [wBattleType], a
ld [wMoveMissed], a ld [wMoveMissed], a

View file

@ -37,7 +37,7 @@ SafariZoneGameOver:
ld a, SFX_SAFARI_ZONE_PA ld a, SFX_SAFARI_ZONE_PA
call PlayMusic call PlayMusic
.waitForMusicToPlay .waitForMusicToPlay
ld a, [wChannelSoundIDs + Ch5] ld a, [wChannelSoundIDs + CHAN5]
cp SFX_SAFARI_ZONE_PA cp SFX_SAFARI_ZONE_PA
jr nz, .waitForMusicToPlay jr nz, .waitForMusicToPlay
ld a, TEXT_SAFARI_GAME_OVER ld a, TEXT_SAFARI_GAME_OVER

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@ -991,7 +991,7 @@ ItemUseMedicine:
.notFullHP ; if the pokemon's current HP doesn't equal its max HP .notFullHP ; if the pokemon's current HP doesn't equal its max HP
xor a xor a
ld [wLowHealthAlarm], a ;disable low health alarm ld [wLowHealthAlarm], a ;disable low health alarm
ld [wChannelSoundIDs + Ch5], a ld [wChannelSoundIDs + CHAN5], a
push hl push hl
push de push de
ld bc, wPartyMon1MaxHP - (wPartyMon1HP + 1) ld bc, wPartyMon1MaxHP - (wPartyMon1HP + 1)
@ -1732,7 +1732,7 @@ ItemUsePokeflute:
call WaitForSoundToFinish ; wait for sound to end call WaitForSoundToFinish ; wait for sound to end
farcall Music_PokeFluteInBattle ; play in-battle pokeflute music farcall Music_PokeFluteInBattle ; play in-battle pokeflute music
.musicWaitLoop ; wait for music to finish playing .musicWaitLoop ; wait for music to finish playing
ld a, [wChannelSoundIDs + Ch7] ld a, [wChannelSoundIDs + CHAN7]
and a ; music off? and a ; music off?
jr nz, .musicWaitLoop jr nz, .musicWaitLoop
.skipMusic .skipMusic
@ -1799,7 +1799,7 @@ PlayedFluteHadEffectText:
ld c, BANK(SFX_Pokeflute) ld c, BANK(SFX_Pokeflute)
call PlayMusic call PlayMusic
.musicWaitLoop ; wait for music to finish playing .musicWaitLoop ; wait for music to finish playing
ld a, [wChannelSoundIDs + Ch3] ld a, [wChannelSoundIDs + CHAN3]
cp SFX_POKEFLUTE cp SFX_POKEFLUTE
jr z, .musicWaitLoop jr z, .musicWaitLoop
call PlayDefaultMusic ; start playing normal music again call PlayDefaultMusic ; start playing normal music again

View file

@ -8,7 +8,7 @@ EvolveMon:
push af push af
xor a xor a
ld [wLowHealthAlarm], a ld [wLowHealthAlarm], a
ld [wChannelSoundIDs + Ch5], a ld [wChannelSoundIDs + CHAN5], a
dec a ; SFX_STOP_ALL_MUSIC dec a ; SFX_STOP_ALL_MUSIC
ld [wNewSoundID], a ld [wNewSoundID], a
call PlaySound call PlaySound

View file

@ -33,7 +33,7 @@ ShakeElevator::
ld a, SFX_SAFARI_ZONE_PA ld a, SFX_SAFARI_ZONE_PA
call PlayMusic call PlayMusic
.musicLoop .musicLoop
ld a, [wChannelSoundIDs + Ch5] ld a, [wChannelSoundIDs + CHAN5]
cp SFX_SAFARI_ZONE_PA cp SFX_SAFARI_ZONE_PA
jr z, .musicLoop jr z, .musicLoop
call UpdateSprites call UpdateSprites

View file

@ -146,10 +146,10 @@ PlaySound::
and a and a
jr z, .next jr z, .next
xor a xor a
ld [wChannelSoundIDs + Ch5], a ld [wChannelSoundIDs + CHAN5], a
ld [wChannelSoundIDs + Ch6], a ld [wChannelSoundIDs + CHAN6], a
ld [wChannelSoundIDs + Ch7], a ld [wChannelSoundIDs + CHAN7], a
ld [wChannelSoundIDs + Ch8], a ld [wChannelSoundIDs + CHAN8], a
.next .next
ld a, [wAudioFadeOutControl] ld a, [wAudioFadeOutControl]
and a ; has a fade-out length been specified? and a ; has a fade-out length been specified?

View file

@ -18,7 +18,7 @@ WaitForSoundToFinish::
ret nz ret nz
push hl push hl
.waitLoop .waitLoop
ld hl, wChannelSoundIDs + Ch5 ld hl, wChannelSoundIDs + CHAN5
xor a xor a
or [hl] or [hl]
inc hl inc hl

View file

@ -1244,7 +1244,7 @@ CollisionCheckOnLand::
call CheckTilePassable call CheckTilePassable
jr nc, .noCollision jr nc, .noCollision
.collision .collision
ld a, [wChannelSoundIDs + Ch5] ld a, [wChannelSoundIDs + CHAN5]
cp SFX_COLLISION ; check if collision sound is already playing cp SFX_COLLISION ; check if collision sound is already playing
jr z, .setCarry jr z, .setCarry
ld a, SFX_COLLISION ld a, SFX_COLLISION
@ -1925,7 +1925,7 @@ CollisionCheckOnWater::
jr z, .stopSurfing ; stop surfing if the tile is passable jr z, .stopSurfing ; stop surfing if the tile is passable
jr .loop jr .loop
.collision .collision
ld a, [wChannelSoundIDs + Ch5] ld a, [wChannelSoundIDs + CHAN5]
cp SFX_COLLISION ; check if collision sound is already playing cp SFX_COLLISION ; check if collision sound is already playing
jr z, .setCarry jr z, .setCarry
ld a, SFX_COLLISION ld a, SFX_COLLISION

View file

@ -1,18 +1,15 @@
MACRO audio_header MACRO channel_count
db (_NARG - 2) << 6 | \2 ASSERT 0 < (\1) && (\1) <= NUM_MUSIC_CHANS, \
dw \1_\2 "channel_count must be 1-{d:NUM_MUSIC_CHANS}"
IF _NARG > 2 DEF _num_channels = \1 - 1
db \3 ENDM
dw \1_\3
ENDC MACRO channel
IF _NARG > 3 ASSERT 0 < (\1) && (\1) <= NUM_CHANNELS, \
db \4 "channel id must be 1-{d:NUM_CHANNELS}"
dw \1_\4 dn (_num_channels << 2), \1 - 1 ; channel id
ENDC dw \2 ; address
IF _NARG > 4 DEF _num_channels = 0
db \5
dw \1_\5
ENDC
ENDM ENDM
const_def $10 const_def $10
@ -27,9 +24,9 @@ ENDM
MACRO pitch_sweep MACRO pitch_sweep
db pitch_sweep_cmd db pitch_sweep_cmd
IF \2 < 0 IF \2 < 0
db (\1 << 4) | (%1000 | (\2 * -1)) dn \1, %1000 | (\2 * -1)
ELSE ELSE
db (\1 << 4) | \2 dn \1, \2
ENDC ENDC
ENDM ENDM
@ -45,9 +42,9 @@ DEF square_note_cmd EQU sfx_note_cmd ; $20
MACRO square_note MACRO square_note
db square_note_cmd | \1 db square_note_cmd | \1
IF \3 < 0 IF \3 < 0
db (\2 << 4) | (%1000 | (\3 * -1)) dn \2, %1000 | (\3 * -1)
ELSE ELSE
db (\2 << 4) | \3 dn \2, \3
ENDC ENDC
dw \4 dw \4
ENDM ENDM
@ -60,16 +57,16 @@ DEF noise_note_cmd EQU sfx_note_cmd ; $20
MACRO noise_note MACRO noise_note
db noise_note_cmd | \1 db noise_note_cmd | \1
IF \3 < 0 IF \3 < 0
db (\2 << 4) | (%1000 | (\3 * -1)) dn \2, %1000 | (\3 * -1)
ELSE ELSE
db (\2 << 4) | \3 dn \2, \3
ENDC ENDC
db \4 db \4
ENDM ENDM
; arguments: pitch, length [1, 16] ; arguments: pitch, length [1, 16]
MACRO note MACRO note
db (\1 << 4) | (\2 - 1) dn \1, \2 - 1
ENDM ENDM
const_next $b0 const_next $b0
@ -86,7 +83,7 @@ ENDM
; can only be used with instruments 1-10, excluding 2 ; can only be used with instruments 1-10, excluding 2
; unused ; unused
MACRO drum_note_short MACRO drum_note_short
db (\1 << 4) | (\2 - 1) note \1, \2
ENDM ENDM
const_next $c0 const_next $c0
@ -107,9 +104,9 @@ ENDM
MACRO note_type MACRO note_type
db note_type_cmd | \1 db note_type_cmd | \1
IF \3 < 0 IF \3 < 0
db (\2 << 4) | (%1000 | (\3 * -1)) dn \2, %1000 | (\3 * -1)
ELSE ELSE
db (\2 << 4) | \3 dn \2, \3
ENDC ENDC
ENDM ENDM
@ -145,7 +142,7 @@ ENDM
MACRO vibrato MACRO vibrato
db vibrato_cmd db vibrato_cmd
db \1 db \1
db (\2 << 4) | \3 dn \2, \3
ENDM ENDM
; arguments: length [1, 256], octave [1, 8], pitch ; arguments: length [1, 256], octave [1, 8], pitch
@ -153,7 +150,7 @@ ENDM
MACRO pitch_slide MACRO pitch_slide
db pitch_slide_cmd db pitch_slide_cmd
db \1 - 1 db \1 - 1
db ((8 - \2) << 4) | \3 dn 8 - \2, \3
ENDM ENDM
; arguments: duty cycle [0, 3] (12.5%, 25%, 50%, 75%) ; arguments: duty cycle [0, 3] (12.5%, 25%, 50%, 75%)
@ -179,7 +176,7 @@ ENDM
const stereo_panning_cmd ; $ee const stereo_panning_cmd ; $ee
MACRO stereo_panning MACRO stereo_panning
db stereo_panning_cmd db stereo_panning_cmd
db (\1 << 4) | \2 dn \1, \2
ENDM ENDM
const unknownmusic0xef_cmd ; $ef const unknownmusic0xef_cmd ; $ef
@ -192,7 +189,7 @@ ENDM
const volume_cmd ; $f0 const volume_cmd ; $f0
MACRO volume MACRO volume
db volume_cmd db volume_cmd
db (\1 << 4) | \2 dn \1, \2
ENDM ENDM
const_next $f8 const_next $f8

View file

@ -62,7 +62,7 @@ PewterJigglypuffText:
call DelayFrames call DelayFrames
ld a, [wChannelSoundIDs] ld a, [wChannelSoundIDs]
ld b, a ld b, a
ld a, [wChannelSoundIDs + Ch2] ld a, [wChannelSoundIDs + CHAN2]
or b or b
jr nz, .spinMovementLoop jr nz, .spinMovementLoop