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

View file

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

View file

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

View file

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

View file

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

View file

@ -1,66 +1,135 @@
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::
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::
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
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
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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
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
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
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
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
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
audio_header Music_JigglypuffSong, Ch1, Ch2
channel_count 2
channel 1, Music_JigglypuffSong_Ch1
channel 2, Music_JigglypuffSong_Ch2
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::
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::
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::
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
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
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
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::
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::
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::
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::
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::
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::
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
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::
audio_header SFX_Noise_Instrument02_1, Ch8
channel_count 1
channel 8, SFX_Noise_Instrument02_1_Ch8
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::
audio_header SFX_Noise_Instrument04_1, Ch8
channel_count 1
channel 8, SFX_Noise_Instrument04_1_Ch8
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::
audio_header SFX_Noise_Instrument06_1, Ch8
channel_count 1
channel 8, SFX_Noise_Instrument06_1_Ch8
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::
audio_header SFX_Noise_Instrument08_1, Ch8
channel_count 1
channel 8, SFX_Noise_Instrument08_1_Ch8
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::
audio_header SFX_Noise_Instrument10_1, Ch8
channel_count 1
channel 8, SFX_Noise_Instrument10_1_Ch8
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::
audio_header SFX_Noise_Instrument12_1, Ch8
channel_count 1
channel 8, SFX_Noise_Instrument12_1_Ch8
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::
audio_header SFX_Noise_Instrument14_1, Ch8
channel_count 1
channel 8, SFX_Noise_Instrument14_1_Ch8
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::
audio_header SFX_Noise_Instrument16_1, Ch8
channel_count 1
channel 8, SFX_Noise_Instrument16_1_Ch8
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::
audio_header SFX_Noise_Instrument18_1, Ch8
channel_count 1
channel 8, SFX_Noise_Instrument18_1_Ch8
SFX_Noise_Instrument19_1::
audio_header SFX_Noise_Instrument19_1, Ch8
channel_count 1
channel 8, SFX_Noise_Instrument19_1_Ch8
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
audio_header SFX_Tink_1, Ch5
channel_count 1
channel 5, SFX_Tink_1_Ch5
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::
audio_header SFX_Heal_Ailment_1, Ch5
channel_count 1
channel 5, SFX_Heal_Ailment_1_Ch5
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::
audio_header SFX_Press_AB_1, Ch5
channel_count 1
channel 5, SFX_Press_AB_1_Ch5
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::
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::
audio_header SFX_Poisoned_1, Ch5
channel_count 1
channel 5, SFX_Poisoned_1_Ch5
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::
audio_header SFX_Turn_On_PC_1, Ch5
channel_count 1
channel 5, SFX_Turn_On_PC_1_Ch5
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::
audio_header SFX_Enter_PC_1, Ch5
channel_count 1
channel 5, SFX_Enter_PC_1_Ch5
SFX_Shrink_1::
audio_header SFX_Shrink_1, Ch5
channel_count 1
channel 5, SFX_Shrink_1_Ch5
SFX_Switch_1::
audio_header SFX_Switch_1, Ch5
channel_count 1
channel 5, SFX_Switch_1_Ch5
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::
audio_header SFX_Teleport_Exit1_1, Ch5
channel_count 1
channel 5, SFX_Teleport_Exit1_1_Ch5
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::
audio_header SFX_Teleport_Exit2_1, Ch5
channel_count 1
channel 5, SFX_Teleport_Exit2_1_Ch5
SFX_Ledge_1::
audio_header SFX_Ledge_1, Ch5
channel_count 1
channel 5, SFX_Ledge_1_Ch5
SFX_Teleport_Enter2_1::
audio_header SFX_Teleport_Enter2_1, Ch8
channel_count 1
channel 8, SFX_Teleport_Enter2_1_Ch8
SFX_Fly_1::
audio_header SFX_Fly_1, Ch8
channel_count 1
channel 8, SFX_Fly_1_Ch8
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::
audio_header SFX_Arrow_Tiles_1, Ch5
channel_count 1
channel 5, SFX_Arrow_Tiles_1_Ch5
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::
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::
audio_header SFX_Withdraw_Deposit_1, Ch5
channel_count 1
channel 5, SFX_Withdraw_Deposit_1_Ch5
SFX_Cut_1::
audio_header SFX_Cut_1, Ch8
channel_count 1
channel 8, SFX_Cut_1_Ch8
SFX_Go_Inside_1::
audio_header SFX_Go_Inside_1, Ch8
channel_count 1
channel 8, SFX_Go_Inside_1_Ch8
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::
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::
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::
audio_header SFX_Collision_1, Ch5
channel_count 1
channel 5, SFX_Collision_1_Ch5
SFX_Go_Outside_1::
audio_header SFX_Go_Outside_1, Ch8
channel_count 1
channel 8, SFX_Go_Outside_1_Ch8
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
SFX_Pokeflute::
audio_header SFX_Pokeflute, Ch3
channel_count 1
channel 3, SFX_Pokeflute_Ch3
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
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::
audio_header SFX_Noise_Instrument02_2, Ch8
channel_count 1
channel 8, SFX_Noise_Instrument02_2_Ch8
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::
audio_header SFX_Noise_Instrument04_2, Ch8
channel_count 1
channel 8, SFX_Noise_Instrument04_2_Ch8
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::
audio_header SFX_Noise_Instrument06_2, Ch8
channel_count 1
channel 8, SFX_Noise_Instrument06_2_Ch8
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::
audio_header SFX_Noise_Instrument08_2, Ch8
channel_count 1
channel 8, SFX_Noise_Instrument08_2_Ch8
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::
audio_header SFX_Noise_Instrument10_2, Ch8
channel_count 1
channel 8, SFX_Noise_Instrument10_2_Ch8
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::
audio_header SFX_Noise_Instrument12_2, Ch8
channel_count 1
channel 8, SFX_Noise_Instrument12_2_Ch8
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::
audio_header SFX_Noise_Instrument14_2, Ch8
channel_count 1
channel 8, SFX_Noise_Instrument14_2_Ch8
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::
audio_header SFX_Noise_Instrument16_2, Ch8
channel_count 1
channel 8, SFX_Noise_Instrument16_2_Ch8
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::
audio_header SFX_Noise_Instrument18_2, Ch8
channel_count 1
channel 8, SFX_Noise_Instrument18_2_Ch8
SFX_Noise_Instrument19_2::
audio_header SFX_Noise_Instrument19_2, Ch8
channel_count 1
channel 8, SFX_Noise_Instrument19_2_Ch8
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
audio_header SFX_Tink_2, Ch5
channel_count 1
channel 5, SFX_Tink_2_Ch5
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::
audio_header SFX_Heal_Ailment_2, Ch5
channel_count 1
channel 5, SFX_Heal_Ailment_2_Ch5
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::
audio_header SFX_Press_AB_2, Ch5
channel_count 1
channel 5, SFX_Press_AB_2_Ch5
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::
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::
audio_header SFX_Faint_Thud, Ch5, Ch8
channel_count 2
channel 5, SFX_Faint_Thud_Ch5
channel 8, SFX_Faint_Thud_Ch8
SFX_Run::
audio_header SFX_Run, Ch8
channel_count 1
channel 8, SFX_Run_Ch8
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::
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::
audio_header SFX_Peck, Ch8
channel_count 1
channel 8, SFX_Peck_Ch8
SFX_Faint_Fall::
audio_header SFX_Faint_Fall, Ch5
channel_count 1
channel 5, SFX_Faint_Fall_Ch5
SFX_Battle_09::
audio_header SFX_Battle_09, Ch5
channel_count 1
channel 5, SFX_Battle_09_Ch5
SFX_Pound::
audio_header SFX_Pound, Ch8
channel_count 1
channel 8, SFX_Pound_Ch8
SFX_Battle_0B::
audio_header SFX_Battle_0B, Ch8
channel_count 1
channel 8, SFX_Battle_0B_Ch8
SFX_Battle_0C::
audio_header SFX_Battle_0C, Ch8
channel_count 1
channel 8, SFX_Battle_0C_Ch8
SFX_Battle_0D::
audio_header SFX_Battle_0D, Ch8
channel_count 1
channel 8, SFX_Battle_0D_Ch8
SFX_Battle_0E::
audio_header SFX_Battle_0E, Ch8
channel_count 1
channel 8, SFX_Battle_0E_Ch8
SFX_Battle_0F::
audio_header SFX_Battle_0F, Ch8
channel_count 1
channel 8, SFX_Battle_0F_Ch8
SFX_Damage::
audio_header SFX_Damage, Ch8
channel_count 1
channel 8, SFX_Damage_Ch8
SFX_Not_Very_Effective::
audio_header SFX_Not_Very_Effective, Ch8
channel_count 1
channel 8, SFX_Not_Very_Effective_Ch8
SFX_Battle_12::
audio_header SFX_Battle_12, Ch8
channel_count 1
channel 8, SFX_Battle_12_Ch8
SFX_Battle_13::
audio_header SFX_Battle_13, Ch8
channel_count 1
channel 8, SFX_Battle_13_Ch8
SFX_Battle_14::
audio_header SFX_Battle_14, Ch8
channel_count 1
channel 8, SFX_Battle_14_Ch8
SFX_Vine_Whip::
audio_header SFX_Vine_Whip, Ch8
channel_count 1
channel 8, SFX_Vine_Whip_Ch8
SFX_Battle_16::
audio_header SFX_Battle_16, Ch8
channel_count 1
channel 8, SFX_Battle_16_Ch8
SFX_Battle_17::
audio_header SFX_Battle_17, Ch8
channel_count 1
channel 8, SFX_Battle_17_Ch8
SFX_Battle_18::
audio_header SFX_Battle_18, Ch8
channel_count 1
channel 8, SFX_Battle_18_Ch8
SFX_Battle_19::
audio_header SFX_Battle_19, Ch8
channel_count 1
channel 8, SFX_Battle_19_Ch8
SFX_Super_Effective::
audio_header SFX_Super_Effective, Ch8
channel_count 1
channel 8, SFX_Super_Effective_Ch8
SFX_Battle_1B::
audio_header SFX_Battle_1B, Ch8
channel_count 1
channel 8, SFX_Battle_1B_Ch8
SFX_Battle_1C::
audio_header SFX_Battle_1C, Ch8
channel_count 1
channel 8, SFX_Battle_1C_Ch8
SFX_Doubleslap::
audio_header SFX_Doubleslap, Ch8
channel_count 1
channel 8, SFX_Doubleslap_Ch8
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::
audio_header SFX_Horn_Drill, Ch8
channel_count 1
channel 8, SFX_Horn_Drill_Ch8
SFX_Battle_20::
audio_header SFX_Battle_20, Ch8
channel_count 1
channel 8, SFX_Battle_20_Ch8
SFX_Battle_21::
audio_header SFX_Battle_21, Ch8
channel_count 1
channel 8, SFX_Battle_21_Ch8
SFX_Battle_22::
audio_header SFX_Battle_22, Ch8
channel_count 1
channel 8, SFX_Battle_22_Ch8
SFX_Battle_23::
audio_header SFX_Battle_23, Ch8
channel_count 1
channel 8, SFX_Battle_23_Ch8
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::
audio_header SFX_Battle_25, Ch8
channel_count 1
channel 8, SFX_Battle_25_Ch8
SFX_Battle_26::
audio_header SFX_Battle_26, Ch8
channel_count 1
channel 8, SFX_Battle_26_Ch8
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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
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::
audio_header SFX_Noise_Instrument02_3, Ch8
channel_count 1
channel 8, SFX_Noise_Instrument02_3_Ch8
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::
audio_header SFX_Noise_Instrument04_3, Ch8
channel_count 1
channel 8, SFX_Noise_Instrument04_3_Ch8
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::
audio_header SFX_Noise_Instrument06_3, Ch8
channel_count 1
channel 8, SFX_Noise_Instrument06_3_Ch8
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::
audio_header SFX_Noise_Instrument08_3, Ch8
channel_count 1
channel 8, SFX_Noise_Instrument08_3_Ch8
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::
audio_header SFX_Noise_Instrument10_3, Ch8
channel_count 1
channel 8, SFX_Noise_Instrument10_3_Ch8
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::
audio_header SFX_Noise_Instrument12_3, Ch8
channel_count 1
channel 8, SFX_Noise_Instrument12_3_Ch8
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::
audio_header SFX_Noise_Instrument14_3, Ch8
channel_count 1
channel 8, SFX_Noise_Instrument14_3_Ch8
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::
audio_header SFX_Noise_Instrument16_3, Ch8
channel_count 1
channel 8, SFX_Noise_Instrument16_3_Ch8
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::
audio_header SFX_Noise_Instrument18_3, Ch8
channel_count 1
channel 8, SFX_Noise_Instrument18_3_Ch8
SFX_Noise_Instrument19_3::
audio_header SFX_Noise_Instrument19_3, Ch8
channel_count 1
channel 8, SFX_Noise_Instrument19_3_Ch8
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
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::
audio_header SFX_Tink_3, Ch5
channel_count 1
channel 5, SFX_Tink_3_Ch5
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::
audio_header SFX_Heal_Ailment_3, Ch5
channel_count 1
channel 5, SFX_Heal_Ailment_3_Ch5
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::
audio_header SFX_Press_AB_3, Ch5
channel_count 1
channel 5, SFX_Press_AB_3_Ch5
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::
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::
audio_header SFX_Poisoned_3, Ch5
channel_count 1
channel 5, SFX_Poisoned_3_Ch5
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::
audio_header SFX_Turn_On_PC_3, Ch5
channel_count 1
channel 5, SFX_Turn_On_PC_3_Ch5
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::
audio_header SFX_Enter_PC_3, Ch5
channel_count 1
channel 5, SFX_Enter_PC_3_Ch5
SFX_Shrink_3::
audio_header SFX_Shrink_3, Ch5
channel_count 1
channel 5, SFX_Shrink_3_Ch5
SFX_Switch_3::
audio_header SFX_Switch_3, Ch5
channel_count 1
channel 5, SFX_Switch_3_Ch5
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::
audio_header SFX_Teleport_Exit1_3, Ch5
channel_count 1
channel 5, SFX_Teleport_Exit1_3_Ch5
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::
audio_header SFX_Teleport_Exit2_3, Ch5
channel_count 1
channel 5, SFX_Teleport_Exit2_3_Ch5
SFX_Ledge_3::
audio_header SFX_Ledge_3, Ch5
channel_count 1
channel 5, SFX_Ledge_3_Ch5
SFX_Teleport_Enter2_3::
audio_header SFX_Teleport_Enter2_3, Ch8
channel_count 1
channel 8, SFX_Teleport_Enter2_3_Ch8
SFX_Fly_3::
audio_header SFX_Fly_3, Ch8
channel_count 1
channel 8, SFX_Fly_3_Ch8
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::
audio_header SFX_Arrow_Tiles_3, Ch5
channel_count 1
channel 5, SFX_Arrow_Tiles_3_Ch5
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::
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::
audio_header SFX_Withdraw_Deposit_3, Ch5
channel_count 1
channel 5, SFX_Withdraw_Deposit_3_Ch5
SFX_Cut_3::
audio_header SFX_Cut_3, Ch8
channel_count 1
channel 8, SFX_Cut_3_Ch8
SFX_Go_Inside_3::
audio_header SFX_Go_Inside_3, Ch8
channel_count 1
channel 8, SFX_Go_Inside_3_Ch8
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::
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::
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::
audio_header SFX_Collision_3, Ch5
channel_count 1
channel 5, SFX_Collision_3_Ch5
SFX_Go_Outside_3::
audio_header SFX_Go_Outside_3, Ch8
channel_count 1
channel 8, SFX_Go_Outside_3_Ch8
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::
audio_header SFX_Intro_Lunge, Ch8
channel_count 1
channel 8, SFX_Intro_Lunge_Ch8
SFX_Intro_Hip::
audio_header SFX_Intro_Hip, Ch5
channel_count 1
channel 5, SFX_Intro_Hip_Ch5
SFX_Intro_Hop::
audio_header SFX_Intro_Hop, Ch5
channel_count 1
channel 5, SFX_Intro_Hop_Ch5
SFX_Intro_Raise::
audio_header SFX_Intro_Raise, Ch8
channel_count 1
channel 8, SFX_Intro_Raise_Ch8
SFX_Intro_Crash::
audio_header SFX_Intro_Crash, Ch8
channel_count 1
channel 8, SFX_Intro_Crash_Ch8
SFX_Intro_Whoosh::
audio_header SFX_Intro_Whoosh, Ch8
channel_count 1
channel 8, SFX_Intro_Whoosh_Ch8
SFX_Slots_Stop_Wheel::
audio_header SFX_Slots_Stop_Wheel, Ch5
channel_count 1
channel 5, SFX_Slots_Stop_Wheel_Ch5
SFX_Slots_Reward::
audio_header SFX_Slots_Reward, Ch5
channel_count 1
channel 5, SFX_Slots_Reward_Ch5
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::
audio_header SFX_Shooting_Star, Ch5
channel_count 1
channel 5, SFX_Shooting_Star_Ch5

View file

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

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

View file

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

View file

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

View file

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

View file

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

View file

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

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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