Redo audio header macro

This commit is contained in:
dannye 2016-07-27 22:08:13 -05:00
parent dbe2a3b168
commit 5207a14af3
21 changed files with 528 additions and 564 deletions

View File

@ -477,7 +477,7 @@ Music_DoLowHealthAlarm::
.asm_2138a
ld a, $86
ld [wChannelSoundIDs + CH4], a ;disable sound channel?
ld [wChannelSoundIDs + Ch4], a ;disable sound channel?
ld a, [wLowHealthAlarm]
and $7f ;decrement alarm timer.
dec a
@ -491,7 +491,7 @@ Music_DoLowHealthAlarm::
.disableAlarm
xor a
ld [wLowHealthAlarm], a ;disable alarm
ld [wChannelSoundIDs + CH4], a ;re-enable sound channel?
ld [wChannelSoundIDs + Ch4], a ;re-enable sound channel?
ld de, .toneDataSilence
jr .playTone
@ -542,7 +542,7 @@ Music_PokeFluteInBattle::
ld a, SFX_CAUGHT_MON
call PlaySoundWaitForCurrent
; then immediately overwrtie the channel pointers
ld hl, wChannelCommandPointers + CH4 * 2
ld hl, wChannelCommandPointers + Ch4 * 2
ld de, SFX_08_PokeFlute_Ch4
call Audio2_OverwriteChannelPointer
ld de, SFX_08_PokeFlute_Ch5

View File

@ -1,7 +1,7 @@
; The first of three duplicated sound engines.
Audio1_UpdateMusic::
ld c, CH0
ld c, Ch0
.loop
ld b, 0
ld hl, wChannelSoundIDs
@ -10,7 +10,7 @@ Audio1_UpdateMusic::
and a
jr z, .nextChannel
ld a, c
cp CH4
cp Ch4
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 CH7
cp Ch7
jr nz, .loop
ret
@ -46,9 +46,9 @@ Audio1_ApplyMusicAffects:
dec a ; otherwise, decrease the delay timer
ld [hl], a
ld a, c
cp CH4
cp Ch4
jr nc, .startChecks ; if a sfx channel
ld hl, wChannelSoundIDs + CH4
ld hl, wChannelSoundIDs + Ch4
add hl, bc
ld a, [hl]
and a
@ -171,7 +171,7 @@ Audio1_endchannel:
bit BIT_CHANNEL_CALL, [hl]
jr nz, .returnFromCall
ld a, c
cp CH3
cp Ch3
jr nc, .noiseOrSfxChannel
jr .disableChannelOutput
.noiseOrSfxChannel
@ -179,7 +179,7 @@ Audio1_endchannel:
ld hl, wChannelFlags2
add hl, bc
res BIT_EXECUTE_MUSIC, [hl]
cp CH6
cp Ch6
jr nz, .skipSfxChannel3
; restart hardware channel 3 (wave channel) output
ld a, $0
@ -223,19 +223,19 @@ Audio1_endchannel:
and [hl]
ld [rNR51], a
.asm_9248
ld a, [wChannelSoundIDs + CH4]
ld a, [wChannelSoundIDs + Ch4]
cp CRY_SFX_START
jr nc, .asm_9251
jr .skipCry
.asm_9251
ld a, [wChannelSoundIDs + CH4]
ld a, [wChannelSoundIDs + Ch4]
cp CRY_SFX_END
jr z, .skipCry
jr c, .cry
jr .skipCry
.cry
ld a, c
cp CH4
cp Ch4
jr z, .asm_9265
call Audio1_GoBackOneCommandIfCry
ret c
@ -336,14 +336,14 @@ Audio1_notetype:
add hl, bc
ld [hl], a ; store low nibble as speed
ld a, c
cp CH3
cp Ch3
jr z, .noiseChannel ; noise channel has 0 params
call Audio1_GetNextMusicByte
ld d, a
ld a, c
cp CH2
cp Ch2
jr z, .musicChannel3
cp CH6
cp Ch6
jr nz, .skipChannel3
ld hl, wSfxWaveInstrument
jr .channel3
@ -477,7 +477,7 @@ Audio1_tempo:
cp $ed ; is this command a tempo?
jr nz, Audio1_stereopanning ; no
ld a, c
cp CH4
cp Ch4
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 + CH7]
ld a, [wChannelSoundIDs + Ch7]
ld [wDisableChannelOutputWhenSfxEnds], a
xor a
ld [wChannelSoundIDs + CH7], a
ld [wChannelSoundIDs + Ch7], a
.skip
jp Audio1_endchannel
@ -576,7 +576,7 @@ Audio1_unknownsfx0x20:
cp $20 ; is this command an unknownsfx0x20?
jr nz, Audio1_unknownsfx0x10
ld a, c
cp CH3 ; is this a noise or sfx channel?
cp Ch3 ; is this a noise or sfx channel?
jr c, Audio1_unknownsfx0x10 ; no
ld b, 0
ld hl, wChannelFlags2
@ -606,7 +606,7 @@ Audio1_unknownsfx0x20:
call Audio1_GetNextMusicByte
ld e, a
ld a, c
cp CH7
cp Ch7
ld a, 0
jr z, .skip
; Channels 1 through 3 have 2 registers that control frequency, but the noise
@ -626,7 +626,7 @@ Audio1_unknownsfx0x20:
Audio1_unknownsfx0x10:
ld a, c
cp CH4
cp Ch4
jr c, Audio1_note ; if not a sfx
ld a, d
cp $10 ; is this command a unknownsfx0x10?
@ -642,7 +642,7 @@ Audio1_unknownsfx0x10:
Audio1_note:
ld a, c
cp CH3
cp Ch3
jr nz, Audio1_notelength ; if not noise channel
ld a, d
and $f0
@ -690,7 +690,7 @@ Audio1_notelength:
ld l, b
call Audio1_MultiplyAdd
ld a, c
cp CH4
cp Ch4
jr nc, .sfxChannel
ld a, [wMusicTempo]
ld d, a
@ -700,7 +700,7 @@ Audio1_notelength:
.sfxChannel
ld d, $1
ld e, $0
cp CH7
cp Ch7
jr z, .skip ; if noise channel
call Audio1_SetSfxTempo
ld a, [wSfxTempo]
@ -740,10 +740,10 @@ Audio1_notepitch:
cp $c0 ; compare to rest
jr nz, .notRest
ld a, c
cp CH4
cp Ch4
jr nc, .next
; If this isn't an SFX channel, try the corresponding SFX channel.
ld hl, wChannelSoundIDs + CH4
ld hl, wChannelSoundIDs + Ch4
add hl, bc
ld a, [hl]
and a
@ -751,9 +751,9 @@ Audio1_notepitch:
; fall through
.next
ld a, c
cp CH2
cp Ch2
jr z, .channel3
cp CH6
cp Ch6
jr nz, .notChannel3
.channel3
ld b, 0
@ -789,10 +789,10 @@ Audio1_notepitch:
.skipPitchBend
push de
ld a, c
cp CH4
cp Ch4
jr nc, .sfxChannel ; if sfx channel
; If this isn't an SFX channel, try the corresponding SFX channel.
ld hl, wChannelSoundIDs + CH4
ld hl, wChannelSoundIDs + Ch4
ld d, 0
ld e, a
add hl, de
@ -837,12 +837,12 @@ Audio1_EnableChannelOutput:
or [hl] ; set this channel's bits
ld d, a
ld a, c
cp CH7
cp Ch7
jr z, .noiseChannelOrNoSfx
cp CH4
cp Ch4
jr nc, .skip ; if sfx channel
; If this isn't an SFX channel, try the corresponding SFX channel.
ld hl, wChannelSoundIDs + CH4
ld hl, wChannelSoundIDs + Ch4
add hl, bc
ld a, [hl]
and a
@ -872,9 +872,9 @@ Audio1_ApplyDutyAndSoundLength:
add hl, bc
ld d, [hl]
ld a, c
cp CH2
cp Ch2
jr z, .skipDuty ; if music channel 3
cp CH6
cp Ch6
jr z, .skipDuty ; if sfx channel 3
; include duty (except on channel 3 which doesn't have it)
ld a, d
@ -893,15 +893,15 @@ Audio1_ApplyDutyAndSoundLength:
Audio1_ApplyWavePatternAndFrequency:
ld a, c
cp CH2
cp Ch2
jr z, .channel3
cp CH6
cp Ch6
jr nz, .notChannel3
; fall through
.channel3
push de
ld de, wMusicWaveInstrument
cp CH2
cp Ch2
jr z, .next
ld de, wSfxWaveInstrument
.next
@ -1005,7 +1005,7 @@ Audio1_GoBackOneCommandIfCry:
Audio1_IsCry:
; Returns whether the currently playing audio is a cry in carry.
ld a, [wChannelSoundIDs + CH4]
ld a, [wChannelSoundIDs + Ch4]
cp CRY_SFX_START
jr nc, .next
jr .no
@ -1541,7 +1541,7 @@ Audio1_PlaySound::
add hl, de
ld [hl], a
ld a, e
cp CH4
cp Ch4
jr nz, .asm_9a2b
ld a, $8
ld [rNR10], a ; sweep off
@ -1643,7 +1643,7 @@ Audio1_PlaySound::
ld a, [wSoundID]
ld [hl], a
pop af
cp CH3
cp Ch3
jr c, .skipSettingFlag
ld hl, wChannelFlags1
add hl, bc
@ -1675,12 +1675,12 @@ Audio1_PlaySound::
jr c, .cry
jr .done
.cry
ld hl, wChannelSoundIDs + CH4
ld hl, wChannelSoundIDs + Ch4
ld [hli], a
ld [hli], a
ld [hli], a
ld [hl], a
ld hl, wChannelCommandPointers + CH6 * 2 ; sfx wave channel pointer
ld hl, wChannelCommandPointers + Ch6 * 2 ; sfx wave channel pointer
ld de, Audio1_CryEndchannel
ld [hl], e
inc hl

View File

@ -1,7 +1,7 @@
; The second of three duplicated sound engines.
Audio2_UpdateMusic::
ld c, CH0
ld c, Ch0
.loop
ld b, $0
ld hl, wChannelSoundIDs
@ -10,7 +10,7 @@ Audio2_UpdateMusic::
and a
jr z, .nextChannel
ld a, c
cp CH4
cp Ch4
jr nc, .applyAffects ; if sfx channel
ld a, [wMuteAudioAndPauseMusic]
and a
@ -30,7 +30,7 @@ Audio2_UpdateMusic::
.nextChannel
ld a, c
inc c
cp CH7
cp Ch7
jr nz, .loop
ret
@ -52,9 +52,9 @@ Audio2_ApplyMusicAffects:
dec a ; otherwise, decrease the delay timer
ld [hl], a
ld a, c
cp CH4
cp Ch4
jr nc, .startChecks ; if a sfx channel
ld hl, wChannelSoundIDs + CH4
ld hl, wChannelSoundIDs + Ch4
add hl, bc
ld a, [hl]
and a
@ -160,7 +160,7 @@ Audio2_PlayNextNote:
res 4, [hl]
res 5, [hl]
ld a, c
cp CH4
cp Ch4
jr nz, .beginChecks
ld a, [wLowHealthAlarm] ;low health alarm enabled?
bit 7, a
@ -180,7 +180,7 @@ Audio2_endchannel:
bit 1, [hl]
jr nz, .returnFromCall
ld a, c
cp CH3
cp Ch3
jr nc, .noiseOrSfxChannel
jr .asm_219c0
.noiseOrSfxChannel
@ -188,7 +188,7 @@ Audio2_endchannel:
ld hl, wChannelFlags2
add hl, bc
res 0, [hl]
cp CH6
cp Ch6
jr nz, .notSfxChannel3
ld a, $0
ld [rNR30], a
@ -231,19 +231,19 @@ Audio2_endchannel:
and [hl]
ld [rNR51], a
.asm_219c9
ld a, [wChannelSoundIDs + CH4]
ld a, [wChannelSoundIDs + Ch4]
cp $14
jr nc, .asm_219d2
jr .asm_219ef
.asm_219d2
ld a, [wChannelSoundIDs + CH4]
ld a, [wChannelSoundIDs + Ch4]
cp $86
jr z, .asm_219ef
jr c, .asm_219dd
jr .asm_219ef
.asm_219dd
ld a, c
cp CH4
cp Ch4
jr z, .asm_219e6
call Audio2_21e6d
ret c
@ -344,14 +344,14 @@ Audio2_notetype:
add hl, bc
ld [hl], a ; store low nibble as speed
ld a, c
cp CH3
cp Ch3
jr z, .noiseChannel ; noise channel has 0 params
call Audio2_GetNextMusicByte
ld d, a
ld a, c
cp CH2
cp Ch2
jr z, .musicChannel3
cp CH6
cp Ch6
jr nz, .notChannel3
ld hl, wSfxWaveInstrument
jr .sfxChannel3
@ -471,7 +471,7 @@ Audio2_tempo:
cp $ed ; is this command a tempo?
jr nz, Audio2_stereopanning ; no
ld a, c ; yes
cp CH4
cp Ch4
jr nc, .sfxChannel
call Audio2_GetNextMusicByte
ld [wMusicTempo], a ; store first param
@ -514,10 +514,10 @@ Audio2_unknownmusic0xef:
ld a, [wDisableChannelOutputWhenSfxEnds]
and a
jr nz, .skip
ld a, [wChannelSoundIDs + CH7]
ld a, [wChannelSoundIDs + Ch7]
ld [wDisableChannelOutputWhenSfxEnds], a
xor a
ld [wChannelSoundIDs + CH7], a
ld [wChannelSoundIDs + Ch7], a
.skip
jp Audio2_endchannel
@ -570,7 +570,7 @@ Audio2_unknownsfx0x20:
cp $20 ; is this command an unknownsfx0x20?
jr nz, Audio2_unknownsfx0x10 ; no
ld a, c
cp CH3 ; is this a noise or sfx channel?
cp Ch3 ; is this a noise or sfx channel?
jr c, Audio2_unknownsfx0x10 ; no
ld b, $0
ld hl, wChannelFlags2
@ -596,7 +596,7 @@ Audio2_unknownsfx0x20:
call Audio2_GetNextMusicByte
ld e, a
ld a, c
cp CH7
cp Ch7
ld a, $0
jr z, .sfxNoiseChannel ; only two params for noise channel
push de
@ -613,7 +613,7 @@ Audio2_unknownsfx0x20:
Audio2_unknownsfx0x10:
ld a, c
cp CH4
cp Ch4
jr c, Audio2_note ; if not a sfx
ld a, d
cp $10 ; is this command a unknownsfx0x10?
@ -629,7 +629,7 @@ Audio2_unknownsfx0x10:
Audio2_note:
ld a, c
cp CH3
cp Ch3
jr nz, Audio2_notelength ; if not noise channel
ld a, d
and $f0
@ -677,7 +677,7 @@ Audio2_notelength:
ld l, b
call Audio2_22006
ld a, c
cp CH4
cp Ch4
jr nc, .sfxChannel
ld a, [wMusicTempo]
ld d, a
@ -687,7 +687,7 @@ Audio2_notelength:
.sfxChannel
ld d, $1
ld e, $0
cp CH7
cp Ch7
jr z, .skip ; if noise channel
call Audio2_21e2f
ld a, [wSfxTempo]
@ -727,9 +727,9 @@ Audio2_notepitch:
cp $c0 ; compare to rest
jr nz, .notRest
ld a, c
cp CH4
cp Ch4
jr nc, .sfxChannel
ld hl, wChannelSoundIDs + CH4
ld hl, wChannelSoundIDs + Ch4
add hl, bc
ld a, [hl]
and a
@ -737,9 +737,9 @@ Audio2_notepitch:
; fall through
.sfxChannel
ld a, c
cp CH2
cp Ch2
jr z, .musicChannel3
cp CH6
cp Ch6
jr nz, .notSfxChannel3
.musicChannel3
ld b, $0
@ -775,9 +775,9 @@ Audio2_notepitch:
.asm_21d39
push de
ld a, c
cp CH4
cp Ch4
jr nc, .skip ; if sfx channel
ld hl, wChannelSoundIDs + CH4
ld hl, wChannelSoundIDs + Ch4
ld d, $0
ld e, a
add hl, de
@ -822,11 +822,11 @@ Audio2_21d79:
or [hl]
ld d, a
ld a, c
cp CH7
cp Ch7
jr z, .sfxNoiseChannel
cp CH4
cp Ch4
jr nc, .skip ; if sfx channel
ld hl, wChannelSoundIDs + CH4
ld hl, wChannelSoundIDs + Ch4
add hl, bc
ld a, [hl]
and a
@ -854,9 +854,9 @@ Audio2_21daa:
add hl, bc
ld d, [hl]
ld a, c
cp CH2
cp Ch2
jr z, .channel3 ; if music channel 3
cp CH6
cp Ch6
jr z, .channel3 ; if sfx channel 3
ld a, d
and $3f
@ -874,15 +874,15 @@ Audio2_21daa:
Audio2_21dcc:
ld a, c
cp CH2
cp Ch2
jr z, .channel3
cp CH6
cp Ch6
jr nz, .notSfxChannel3
; fall through
.channel3
push de
ld de, wMusicWaveInstrument
cp CH2
cp Ch2
jr z, .musicChannel3
ld de, wSfxWaveInstrument
.musicChannel3
@ -921,7 +921,7 @@ Audio2_21dcc:
inc hl
ld [hl], d
ld a, c
cp CH4
cp Ch4
jr c, .musicChannel
call Audio2_21e56
.musicChannel
@ -929,7 +929,7 @@ Audio2_21dcc:
Audio2_21e19:
ld a, c
cp CH4
cp Ch4
jr nz, .asm_21e2e
ld a, [wLowHealthAlarm]
bit 7, a
@ -1008,7 +1008,7 @@ Audio2_21e6d:
ret
Audio2_21e8b:
ld a, [wChannelSoundIDs + CH4]
ld a, [wChannelSoundIDs + Ch4]
cp $14
jr nc, .asm_21e94
jr .asm_21e9a
@ -1025,9 +1025,9 @@ Audio2_21e8b:
ret
Audio2_21e9f:
ld a, [wChannelSoundIDs + CH7]
ld a, [wChannelSoundIDs + Ch7]
ld b, a
ld a, [wChannelSoundIDs + CH4]
ld a, [wChannelSoundIDs + Ch4]
or b
cp $9d
jr nc, .asm_21ead
@ -1313,7 +1313,7 @@ Audio2_22017:
ld d, [hl]
ld a, b
.loop
cp CH7
cp Ch7
jr z, .done
sra d
rr e
@ -1682,12 +1682,12 @@ Audio2_2224e:
jr c, .asm_222b5
jr .asm_222d4
.asm_222b5
ld hl, wChannelSoundIDs + CH4
ld hl, wChannelSoundIDs + Ch4
ld [hli], a
ld [hli], a
ld [hli], a
ld [hl], a
ld hl, wChannelCommandPointers + CH6 * 2 ; sfx noise channel pointer
ld hl, wChannelCommandPointers + Ch6 * 2 ; sfx noise channel pointer
ld de, Noise2_endchannel
ld [hl], e
inc hl

View File

@ -1,7 +1,7 @@
; The third of three duplicated sound engines.
Audio3_UpdateMusic::
ld c, CH0
ld c, Ch0
.loop
ld b, $0
ld hl, wChannelSoundIDs
@ -10,7 +10,7 @@ Audio3_UpdateMusic::
and a
jr z, .nextChannel
ld a, c
cp CH4
cp Ch4
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 CH7
cp Ch7
jr nz, .loop
ret
@ -52,9 +52,9 @@ Audio3_ApplyMusicAffects:
dec a ; otherwise, decrease the delay timer
ld [hl], a
ld a, c
cp CH4
cp Ch4
jr nc, .startChecks ; if a sfx channel
ld hl, wChannelSoundIDs + CH4
ld hl, wChannelSoundIDs + Ch4
add hl, bc
ld a, [hl]
and a
@ -173,7 +173,7 @@ Audio3_endchannel:
bit 1, [hl]
jr nz, .returnFromCall
ld a, c
cp CH3
cp Ch3
jr nc, .noiseOrSfxChannel
jr .asm_7d2b3
.noiseOrSfxChannel
@ -181,7 +181,7 @@ Audio3_endchannel:
ld hl, wChannelFlags2
add hl, bc
res 0, [hl]
cp CH6
cp Ch6
jr nz, .notSfxChannel3
ld a, $0
ld [rNR30], a
@ -224,19 +224,19 @@ Audio3_endchannel:
and [hl]
ld [rNR51], a
.asm_7d2bc
ld a, [wChannelSoundIDs + CH4]
ld a, [wChannelSoundIDs + Ch4]
cp $14
jr nc, .asm_7d2c5
jr .asm_7d2e2
.asm_7d2c5
ld a, [wChannelSoundIDs + CH4]
ld a, [wChannelSoundIDs + Ch4]
cp $86
jr z, .asm_7d2e2
jr c, .asm_7d2d0
jr .asm_7d2e2
.asm_7d2d0
ld a, c
cp CH4
cp Ch4
jr z, .asm_7d2d9
call Audio3_7d73b
ret c
@ -337,14 +337,14 @@ Audio3_notetype:
add hl, bc
ld [hl], a ; store low nibble as speed
ld a, c
cp CH3
cp Ch3
jr z, .noiseChannel ; noise channel has 0 params
call Audio3_GetNextMusicByte
ld d, a
ld a, c
cp CH2
cp Ch2
jr z, .musicChannel3
cp CH6
cp Ch6
jr nz, .notChannel3
ld hl, wSfxWaveInstrument
jr .sfxChannel3
@ -464,7 +464,7 @@ Audio3_tempo:
cp $ed ; is this command a tempo?
jr nz, Audio3_stereopanning ; no
ld a, c ; yes
cp CH4
cp Ch4
jr nc, .sfxChannel
call Audio3_GetNextMusicByte
ld [wMusicTempo], a ; store first param
@ -507,10 +507,10 @@ Audio3_unknownmusic0xef:
ld a, [wDisableChannelOutputWhenSfxEnds]
and a
jr nz, .skip
ld a, [wChannelSoundIDs + CH7]
ld a, [wChannelSoundIDs + Ch7]
ld [wDisableChannelOutputWhenSfxEnds], a
xor a
ld [wChannelSoundIDs + CH7], a
ld [wChannelSoundIDs + Ch7], a
.skip
jp Audio3_endchannel
@ -563,7 +563,7 @@ Audio3_unknownsfx0x20:
cp $20 ; is this command an unknownsfx0x20?
jr nz, Audio3_unknownsfx0x10 ; no
ld a, c
cp CH3 ; is this a noise or sfx channel?
cp Ch3 ; is this a noise or sfx channel?
jr c, Audio3_unknownsfx0x10 ; no
ld b, $0
ld hl, wChannelFlags2
@ -589,7 +589,7 @@ Audio3_unknownsfx0x20:
call Audio3_GetNextMusicByte
ld e, a
ld a, c
cp CH7
cp Ch7
ld a, $0
jr z, .sfxNoiseChannel ; only two params for noise channel
push de
@ -606,7 +606,7 @@ Audio3_unknownsfx0x20:
Audio3_unknownsfx0x10:
ld a, c
cp CH4
cp Ch4
jr c, Audio3_note ; if not a sfx
ld a, d
cp $10 ; is this command an unknownsfx0x10?
@ -622,7 +622,7 @@ Audio3_unknownsfx0x10:
Audio3_note:
ld a, c
cp CH3
cp Ch3
jr nz, Audio3_notelength ; if not noise channel
ld a, d
and $f0
@ -670,7 +670,7 @@ Audio3_notelength:
ld l, b
call Audio3_7d8bb
ld a, c
cp CH4
cp Ch4
jr nc, .sfxChannel
ld a, [wMusicTempo]
ld d, a
@ -680,7 +680,7 @@ Audio3_notelength:
.sfxChannel
ld d, $1
ld e, $0
cp CH7
cp Ch7
jr z, .skip ; if noise channel
call Audio3_7d707
ld a, [wSfxTempo]
@ -720,9 +720,9 @@ Audio3_notepitch:
cp $c0 ; compare to rest
jr nz, .notRest
ld a, c
cp CH4
cp Ch4
jr nc, .sfxChannel
ld hl, wChannelSoundIDs + CH4
ld hl, wChannelSoundIDs + Ch4
add hl, bc
ld a, [hl]
and a
@ -730,9 +730,9 @@ Audio3_notepitch:
; fall through
.sfxChannel
ld a, c
cp CH2
cp Ch2
jr z, .musicChannel3
cp CH6
cp Ch6
jr nz, .notSfxChannel3
.musicChannel3
ld b, $0
@ -768,9 +768,9 @@ Audio3_notepitch:
.asm_7d62c
push de
ld a, c
cp CH4
cp Ch4
jr nc, .skip ; if sfx Channel
ld hl, wChannelSoundIDs + CH4
ld hl, wChannelSoundIDs + Ch4
ld d, $0
ld e, a
add hl, de
@ -815,11 +815,11 @@ Audio3_7d66c:
or [hl]
ld d, a
ld a, c
cp CH7
cp Ch7
jr z, .sfxNoiseChannel
cp CH4
cp Ch4
jr nc, .skip ; if sfx channel
ld hl, wChannelSoundIDs + CH4
ld hl, wChannelSoundIDs + Ch4
add hl, bc
ld a, [hl]
and a
@ -847,9 +847,9 @@ Audio3_7d69d:
add hl, bc
ld d, [hl]
ld a, c
cp CH2
cp Ch2
jr z, .channel3 ; if music channel 3
cp CH6
cp Ch6
jr z, .channel3 ; if sfx channel 3
ld a, d
and $3f
@ -867,15 +867,15 @@ Audio3_7d69d:
Audio3_7d6bf:
ld a, c
cp CH2
cp Ch2
jr z, .channel3
cp CH6
cp Ch6
jr nz, .notSfxChannel3
; fall through
.channel3
push de
ld de, wMusicWaveInstrument
cp CH2
cp Ch2
jr z, .musicChannel3
ld de, wSfxWaveInstrument
.musicChannel3
@ -977,7 +977,7 @@ Audio3_7d73b:
ret
Audio3_7d759:
ld a, [wChannelSoundIDs + CH4]
ld a, [wChannelSoundIDs + Ch4]
cp $14
jr nc, .asm_7d762
jr .asm_7d768
@ -1631,12 +1631,12 @@ Audio3_7db03:
jr c, .asm_7db6a
jr .asm_7db89
.asm_7db6a
ld hl, wChannelSoundIDs + CH4
ld hl, wChannelSoundIDs + Ch4
ld [hli], a
ld [hli], a
ld [hli], a
ld [hl], a
ld hl, wChannelCommandPointers + CH6 * 2 ; sfx noise channel pointer
ld hl, wChannelCommandPointers + Ch6 * 2 ; sfx noise channel pointer
ld de, Noise3_endchannel
ld [hl], e
inc hl

View File

@ -1,66 +1,66 @@
Music_PalletTown::
music Music_PalletTown, CH0_ | CH1_ | CH2_
audio Music_PalletTown, Ch0, Ch1, Ch2
Music_Pokecenter::
music Music_Pokecenter, CH0_ | CH1_ | CH2_
audio Music_Pokecenter, Ch0, Ch1, Ch2
Music_Gym::
music Music_Gym, CH0_ | CH1_ | CH2_
audio Music_Gym, Ch0, Ch1, Ch2
; Viridian City, Pewter City, Saffron City
Music_Cities1::
music Music_Cities1, CH0_ | CH1_ | CH2_ | CH3_
audio Music_Cities1, Ch0, Ch1, Ch2, Ch3
; Cerulean City, Fuchsia City
Music_Cities2::
music Music_Cities2, CH0_ | CH1_ | CH2_
audio Music_Cities2, Ch0, Ch1, Ch2
Music_Celadon::
music Music_Celadon, CH0_ | CH1_ | CH2_
audio Music_Celadon, Ch0, Ch1, Ch2
Music_Cinnabar::
music Music_Cinnabar, CH0_ | CH1_ | CH2_
audio Music_Cinnabar, Ch0, Ch1, Ch2
Music_Vermilion::
music Music_Vermilion, CH0_ | CH1_ | CH2_ | CH3_
audio Music_Vermilion, Ch0, Ch1, Ch2, Ch3
Music_Lavender::
music Music_Lavender, CH0_ | CH1_ | CH2_ | CH3_
audio Music_Lavender, Ch0, Ch1, Ch2, Ch3
Music_SSAnne::
music Music_SSAnne, CH0_ | CH1_ | CH2_
audio Music_SSAnne, Ch0, Ch1, Ch2
Music_MeetProfOak::
music Music_MeetProfOak, CH0_ | CH1_ | CH2_
audio Music_MeetProfOak, Ch0, Ch1, Ch2
Music_MeetRival::
music Music_MeetRival, CH0_ | CH1_ | CH2_
audio Music_MeetRival, Ch0, Ch1, Ch2
Music_MuseumGuy::
music Music_MuseumGuy, CH0_ | CH1_ | CH2_ | CH3_
audio Music_MuseumGuy, Ch0, Ch1, Ch2, Ch3
Music_SafariZone::
music Music_SafariZone, CH0_ | CH1_ | CH2_
audio Music_SafariZone, Ch0, Ch1, Ch2
Music_PkmnHealed::
music Music_PkmnHealed, CH0_ | CH1_ | CH2_
audio Music_PkmnHealed, Ch0, Ch1, Ch2
; Routes 1 and 2
Music_Routes1::
music Music_Routes1, CH0_ | CH1_ | CH2_ | CH3_
audio Music_Routes1, Ch0, Ch1, Ch2, Ch3
; Routes 24 and 25
Music_Routes2::
music Music_Routes2, CH0_ | CH1_ | CH2_ | CH3_
audio Music_Routes2, Ch0, Ch1, Ch2, Ch3
; Routes 3, 4, 5, 6, 7, 8, 9, 10, 16, 17, 18, 19, 20, 21, 22
Music_Routes3::
music Music_Routes3, CH0_ | CH1_ | CH2_ | CH3_
audio Music_Routes3, Ch0, Ch1, Ch2, Ch3
; Routes 11, 12, 13, 14, 15
Music_Routes4::
music Music_Routes4, CH0_ | CH1_ | CH2_ | CH3_
audio Music_Routes4, Ch0, Ch1, Ch2, Ch3
; Route 23, Indigo Plateau
Music_IndigoPlateau::
music Music_IndigoPlateau, CH0_ | CH1_ | CH2_ | CH3_
audio Music_IndigoPlateau, Ch0, Ch1, Ch2, Ch3

View File

@ -1,20 +1,20 @@
Music_GymLeaderBattle::
music Music_GymLeaderBattle, CH0_ | CH1_ | CH2_
audio Music_GymLeaderBattle, Ch0, Ch1, Ch2
Music_TrainerBattle::
music Music_TrainerBattle, CH0_ | CH1_ | CH2_
audio Music_TrainerBattle, Ch0, Ch1, Ch2
Music_WildBattle::
music Music_WildBattle, CH0_ | CH1_ | CH2_
audio Music_WildBattle, Ch0, Ch1, Ch2
Music_FinalBattle::
music Music_FinalBattle, CH0_ | CH1_ | CH2_
audio Music_FinalBattle, Ch0, Ch1, Ch2
Music_DefeatedTrainer::
music Music_DefeatedTrainer, CH0_ | CH1_ | CH2_
audio Music_DefeatedTrainer, Ch0, Ch1, Ch2
Music_DefeatedWildMon::
music Music_DefeatedWildMon, CH0_ | CH1_ | CH2_
audio Music_DefeatedWildMon, Ch0, Ch1, Ch2
Music_DefeatedGymLeader::
music Music_DefeatedGymLeader, CH0_ | CH1_ | CH2_
audio Music_DefeatedGymLeader, Ch0, Ch1, Ch2

View File

@ -1,56 +1,56 @@
Music_TitleScreen::
music Music_TitleScreen, CH0_ | CH1_ | CH2_ | CH3_
audio Music_TitleScreen, Ch0, Ch1, Ch2, Ch3
Music_Credits::
music Music_Credits, CH0_ | CH1_ | CH2_
audio Music_Credits, Ch0, Ch1, Ch2
Music_HallOfFame::
music Music_HallOfFame, CH0_ | CH1_ | CH2_
audio Music_HallOfFame, Ch0, Ch1, Ch2
Music_OaksLab::
music Music_OaksLab, CH0_ | CH1_ | CH2_
audio Music_OaksLab, Ch0, Ch1, Ch2
Music_JigglypuffSong::
music Music_JigglypuffSong, CH0_ | CH1_
audio Music_JigglypuffSong, Ch0, Ch1
Music_BikeRiding::
music Music_BikeRiding, CH0_ | CH1_ | CH2_ | CH3_
audio Music_BikeRiding, Ch0, Ch1, Ch2, Ch3
Music_Surfing::
music Music_Surfing, CH0_ | CH1_ | CH2_
audio Music_Surfing, Ch0, Ch1, Ch2
Music_GameCorner::
music Music_GameCorner, CH0_ | CH1_ | CH2_
audio Music_GameCorner, Ch0, Ch1, Ch2
Music_IntroBattle::
music Music_IntroBattle, CH0_ | CH1_ | CH2_ | CH3_
audio Music_IntroBattle, Ch0, Ch1, Ch2, Ch3
; Power Plant, Unknown Dungeon, Rocket HQ
Music_Dungeon1::
music Music_Dungeon1, CH0_ | CH1_ | CH2_ | CH3_
audio Music_Dungeon1, Ch0, Ch1, Ch2, Ch3
; Viridian Forest, Seafoam Islands
Music_Dungeon2::
music Music_Dungeon2, CH0_ | CH1_ | CH2_ | CH3_
audio Music_Dungeon2, Ch0, Ch1, Ch2, Ch3
; Mt. Moon, Rock Tunnel, Victory Road
Music_Dungeon3::
music Music_Dungeon3, CH0_ | CH1_ | CH2_ | CH3_
audio Music_Dungeon3, Ch0, Ch1, Ch2, Ch3
Music_CinnabarMansion::
music Music_CinnabarMansion, CH0_ | CH1_ | CH2_ | CH3_
audio Music_CinnabarMansion, Ch0, Ch1, Ch2, Ch3
Music_PokemonTower::
music Music_PokemonTower, CH0_ | CH1_ | CH2_
audio Music_PokemonTower, Ch0, Ch1, Ch2
Music_SilphCo::
music Music_SilphCo, CH0_ | CH1_ | CH2_
audio Music_SilphCo, Ch0, Ch1, Ch2
Music_MeetEvilTrainer::
music Music_MeetEvilTrainer, CH0_ | CH1_ | CH2_
audio Music_MeetEvilTrainer, Ch0, Ch1, Ch2
Music_MeetFemaleTrainer::
music Music_MeetFemaleTrainer, CH0_ | CH1_ | CH2_
audio Music_MeetFemaleTrainer, Ch0, Ch1, Ch2
Music_MeetMaleTrainer::
music Music_MeetMaleTrainer, CH0_ | CH1_ | CH2_
audio Music_MeetMaleTrainer, Ch0, Ch1, Ch2

View File

@ -2,288 +2,287 @@ SFX_Headers_1::
db $ff, $ff, $ff ; padding
SFX_Snare1_1::
sfx SFX_Snare1_1, CH7_
audio SFX_Snare1_1, Ch7
SFX_Snare2_1::
sfx SFX_Snare2_1, CH7_
audio SFX_Snare2_1, Ch7
SFX_Snare3_1::
sfx SFX_Snare3_1, CH7_
audio SFX_Snare3_1, Ch7
SFX_Snare4_1::
sfx SFX_Snare4_1, CH7_
audio SFX_Snare4_1, Ch7
SFX_Snare5_1::
sfx SFX_Snare5_1, CH7_
audio SFX_Snare5_1, Ch7
SFX_Triangle1_1::
sfx SFX_Triangle1_1, CH7_
audio SFX_Triangle1_1, Ch7
SFX_Triangle2_1::
sfx SFX_Triangle2_1, CH7_
audio SFX_Triangle2_1, Ch7
SFX_Snare6_1::
sfx SFX_Snare6_1, CH7_
audio SFX_Snare6_1, Ch7
SFX_Snare7_1::
sfx SFX_Snare7_1, CH7_
audio SFX_Snare7_1, Ch7
SFX_Snare8_1::
sfx SFX_Snare8_1, CH7_
audio SFX_Snare8_1, Ch7
SFX_Snare9_1::
sfx SFX_Snare9_1, CH7_
audio SFX_Snare9_1, Ch7
SFX_Cymbal1_1::
sfx SFX_Cymbal1_1, CH7_
audio SFX_Cymbal1_1, Ch7
SFX_Cymbal2_1::
sfx SFX_Cymbal2_1, CH7_
audio SFX_Cymbal2_1, Ch7
SFX_Cymbal3_1::
sfx SFX_Cymbal3_1, CH7_
audio SFX_Cymbal3_1, Ch7
SFX_Muted_Snare1_1::
sfx SFX_Muted_Snare1_1, CH7_
audio SFX_Muted_Snare1_1, Ch7
SFX_Triangle3_1::
sfx SFX_Triangle3_1, CH7_
audio SFX_Triangle3_1, Ch7
SFX_Muted_Snare2_1::
sfx SFX_Muted_Snare2_1, CH7_
audio SFX_Muted_Snare2_1, Ch7
SFX_Muted_Snare3_1::
sfx SFX_Muted_Snare3_1, CH7_
audio SFX_Muted_Snare3_1, Ch7
SFX_Muted_Snare4_1::
sfx SFX_Muted_Snare4_1, CH7_
audio SFX_Muted_Snare4_1, Ch7
SFX_Cry00_1::
sfx SFX_Cry00_1, CH4_ | CH5_ | CH7_
audio SFX_Cry00_1, Ch4, Ch5, Ch7
SFX_Cry01_1::
sfx SFX_Cry01_1, CH4_ | CH5_ | CH7_
audio SFX_Cry01_1, Ch4, Ch5, Ch7
SFX_Cry02_1::
sfx SFX_Cry02_1, CH4_ | CH5_ | CH7_
audio SFX_Cry02_1, Ch4, Ch5, Ch7
SFX_Cry03_1::
sfx SFX_Cry03_1, CH4_ | CH5_ | CH7_
audio SFX_Cry03_1, Ch4, Ch5, Ch7
SFX_Cry04_1::
sfx SFX_Cry04_1, CH4_ | CH5_ | CH7_
audio SFX_Cry04_1, Ch4, Ch5, Ch7
SFX_Cry05_1::
sfx SFX_Cry05_1, CH4_ | CH5_ | CH7_
audio SFX_Cry05_1, Ch4, Ch5, Ch7
SFX_Cry06_1::
sfx SFX_Cry06_1, CH4_ | CH5_ | CH7_
audio SFX_Cry06_1, Ch4, Ch5, Ch7
SFX_Cry07_1::
sfx SFX_Cry07_1, CH4_ | CH5_ | CH7_
audio SFX_Cry07_1, Ch4, Ch5, Ch7
SFX_Cry08_1::
sfx SFX_Cry08_1, CH4_ | CH5_ | CH7_
audio SFX_Cry08_1, Ch4, Ch5, Ch7
SFX_Cry09_1::
sfx SFX_Cry09_1, CH4_ | CH5_ | CH7_
audio SFX_Cry09_1, Ch4, Ch5, Ch7
SFX_Cry0A_1::
sfx SFX_Cry0A_1, CH4_ | CH5_ | CH7_
audio SFX_Cry0A_1, Ch4, Ch5, Ch7
SFX_Cry0B_1::
sfx SFX_Cry0B_1, CH4_ | CH5_ | CH7_
audio SFX_Cry0B_1, Ch4, Ch5, Ch7
SFX_Cry0C_1::
sfx SFX_Cry0C_1, CH4_ | CH5_ | CH7_
audio SFX_Cry0C_1, Ch4, Ch5, Ch7
SFX_Cry0D_1::
sfx SFX_Cry0D_1, CH4_ | CH5_ | CH7_
audio SFX_Cry0D_1, Ch4, Ch5, Ch7
SFX_Cry0E_1::
sfx SFX_Cry0E_1, CH4_ | CH5_ | CH7_
audio SFX_Cry0E_1, Ch4, Ch5, Ch7
SFX_Cry0F_1::
sfx SFX_Cry0F_1, CH4_ | CH5_ | CH7_
audio SFX_Cry0F_1, Ch4, Ch5, Ch7
SFX_Cry10_1::
sfx SFX_Cry10_1, CH4_ | CH5_ | CH7_
audio SFX_Cry10_1, Ch4, Ch5, Ch7
SFX_Cry11_1::
sfx SFX_Cry11_1, CH4_ | CH5_ | CH7_
audio SFX_Cry11_1, Ch4, Ch5, Ch7
SFX_Cry12_1::
sfx SFX_Cry12_1, CH4_ | CH5_ | CH7_
audio SFX_Cry12_1, Ch4, Ch5, Ch7
SFX_Cry13_1::
sfx SFX_Cry13_1, CH4_ | CH5_ | CH7_
audio SFX_Cry13_1, Ch4, Ch5, Ch7
SFX_Cry14_1::
sfx SFX_Cry14_1, CH4_ | CH5_ | CH7_
audio SFX_Cry14_1, Ch4, Ch5, Ch7
SFX_Cry15_1::
sfx SFX_Cry15_1, CH4_ | CH5_ | CH7_
audio SFX_Cry15_1, Ch4, Ch5, Ch7
SFX_Cry16_1::
sfx SFX_Cry16_1, CH4_ | CH5_ | CH7_
audio SFX_Cry16_1, Ch4, Ch5, Ch7
SFX_Cry17_1::
sfx SFX_Cry17_1, CH4_ | CH5_ | CH7_
audio SFX_Cry17_1, Ch4, Ch5, Ch7
SFX_Cry18_1::
sfx SFX_Cry18_1, CH4_ | CH5_ | CH7_
audio SFX_Cry18_1, Ch4, Ch5, Ch7
SFX_Cry19_1::
sfx SFX_Cry19_1, CH4_ | CH5_ | CH7_
audio SFX_Cry19_1, Ch4, Ch5, Ch7
SFX_Cry1A_1::
sfx SFX_Cry1A_1, CH4_ | CH5_ | CH7_
audio SFX_Cry1A_1, Ch4, Ch5, Ch7
SFX_Cry1B_1::
sfx SFX_Cry1B_1, CH4_ | CH5_ | CH7_
audio SFX_Cry1B_1, Ch4, Ch5, Ch7
SFX_Cry1C_1::
sfx SFX_Cry1C_1, CH4_ | CH5_ | CH7_
audio SFX_Cry1C_1, Ch4, Ch5, Ch7
SFX_Cry1D_1::
sfx SFX_Cry1D_1, CH4_ | CH5_ | CH7_
audio SFX_Cry1D_1, Ch4, Ch5, Ch7
SFX_Cry1E_1::
sfx SFX_Cry1E_1, CH4_ | CH5_ | CH7_
audio SFX_Cry1E_1, Ch4, Ch5, Ch7
SFX_Cry1F_1::
sfx SFX_Cry1F_1, CH4_ | CH5_ | CH7_
audio SFX_Cry1F_1, Ch4, Ch5, Ch7
SFX_Cry20_1::
sfx SFX_Cry20_1, CH4_ | CH5_ | CH7_
audio SFX_Cry20_1, Ch4, Ch5, Ch7
SFX_Cry21_1::
sfx SFX_Cry21_1, CH4_ | CH5_ | CH7_
audio SFX_Cry21_1, Ch4, Ch5, Ch7
SFX_Cry22_1::
sfx SFX_Cry22_1, CH4_ | CH5_ | CH7_
audio SFX_Cry22_1, Ch4, Ch5, Ch7
SFX_Cry23_1::
sfx SFX_Cry23_1, CH4_ | CH5_ | CH7_
audio SFX_Cry23_1, Ch4, Ch5, Ch7
SFX_Cry24_1::
sfx SFX_Cry24_1, CH4_ | CH5_ | CH7_
audio SFX_Cry24_1, Ch4, Ch5, Ch7
SFX_Cry25_1::
sfx SFX_Cry25_1, CH4_ | CH5_ | CH7_
audio SFX_Cry25_1, Ch4, Ch5, Ch7
SFX_Get_Item1_1::
sfx SFX_Get_Item1_1, CH4_ | CH5_ | CH6_
audio SFX_Get_Item1_1, Ch4, Ch5, Ch6
SFX_Get_Item2_1::
sfx SFX_Get_Item2_1, CH4_ | CH5_ | CH6_
audio SFX_Get_Item2_1, Ch4, Ch5, Ch6
SFX_Tink_1::
sfx SFX_Tink_1, CH4_
audio SFX_Tink_1, Ch4
SFX_Heal_HP_1::
sfx SFX_Heal_HP_1, CH4_
audio SFX_Heal_HP_1, Ch4
SFX_Heal_Ailment_1::
sfx SFX_Heal_Ailment_1, CH4_
audio SFX_Heal_Ailment_1, Ch4
SFX_Start_Menu_1::
sfx SFX_Start_Menu_1, CH7_
audio SFX_Start_Menu_1, Ch7
SFX_Press_AB_1::
sfx SFX_Press_AB_1, CH4_
audio SFX_Press_AB_1, Ch4
SFX_Pokedex_Rating_1::
sfx SFX_Pokedex_Rating_1, CH4_ | CH5_ | CH6_
audio SFX_Pokedex_Rating_1, Ch4, Ch5, Ch6
SFX_Get_Key_Item_1::
sfx SFX_Get_Key_Item_1, CH4_ | CH5_ | CH6_
audio SFX_Get_Key_Item_1, Ch4, Ch5, Ch6
SFX_Poisoned_1::
sfx SFX_Poisoned_1, CH4_
audio SFX_Poisoned_1, Ch4
SFX_Trade_Machine_1::
sfx SFX_Trade_Machine_1, CH4_
audio SFX_Trade_Machine_1, Ch4
SFX_Turn_On_PC_1::
sfx SFX_Turn_On_PC_1, CH4_
audio SFX_Turn_On_PC_1, Ch4
SFX_Turn_Off_PC_1::
sfx SFX_Turn_Off_PC_1, CH4_
audio SFX_Turn_Off_PC_1, Ch4
SFX_Enter_PC_1::
sfx SFX_Enter_PC_1, CH4_
audio SFX_Enter_PC_1, Ch4
SFX_Shrink_1::
sfx SFX_Shrink_1, CH4_
audio SFX_Shrink_1, Ch4
SFX_Switch_1::
sfx SFX_Switch_1, CH4_
audio SFX_Switch_1, Ch4
SFX_Healing_Machine_1::
sfx SFX_Healing_Machine_1, CH4_
audio SFX_Healing_Machine_1, Ch4
SFX_Teleport_Exit1_1::
sfx SFX_Teleport_Exit1_1, CH4_
audio SFX_Teleport_Exit1_1, Ch4
SFX_Teleport_Enter1_1::
sfx SFX_Teleport_Enter1_1, CH4_
audio SFX_Teleport_Enter1_1, Ch4
SFX_Teleport_Exit2_1::
sfx SFX_Teleport_Exit2_1, CH4_
audio SFX_Teleport_Exit2_1, Ch4
SFX_Ledge_1::
sfx SFX_Ledge_1, CH4_
audio SFX_Ledge_1, Ch4
SFX_Teleport_Enter2_1::
sfx SFX_Teleport_Enter2_1, CH7_
audio SFX_Teleport_Enter2_1, Ch7
SFX_Fly_1::
sfx SFX_Fly_1, CH7_
audio SFX_Fly_1, Ch7
SFX_Denied_1::
sfx SFX_Denied_1, CH4_ | CH5_
audio SFX_Denied_1, Ch4, Ch5
SFX_Arrow_Tiles_1::
sfx SFX_Arrow_Tiles_1, CH4_
audio SFX_Arrow_Tiles_1, Ch4
SFX_Push_Boulder_1::
sfx SFX_Push_Boulder_1, CH7_
audio SFX_Push_Boulder_1, Ch7
SFX_SS_Anne_Horn_1::
sfx SFX_SS_Anne_Horn_1, CH4_ | CH5_
audio SFX_SS_Anne_Horn_1, Ch4, Ch5
SFX_Withdraw_Deposit_1::
sfx SFX_Withdraw_Deposit_1, CH4_
audio SFX_Withdraw_Deposit_1, Ch4
SFX_Cut_1::
sfx SFX_Cut_1, CH7_
audio SFX_Cut_1, Ch7
SFX_Go_Inside_1::
sfx SFX_Go_Inside_1, CH7_
audio SFX_Go_Inside_1, Ch7
SFX_Swap_1::
sfx SFX_Swap_1, CH4_ | CH5_
audio SFX_Swap_1, Ch4, Ch5
SFX_59_1::
sfx SFX_59_1, CH4_ | CH5_
audio SFX_59_1, Ch4, Ch5
SFX_Purchase_1::
sfx SFX_Purchase_1, CH4_ | CH5_
audio SFX_Purchase_1, Ch4, Ch5
SFX_Collision_1::
sfx SFX_Collision_1, CH4_
audio SFX_Collision_1, Ch4
SFX_Go_Outside_1::
sfx SFX_Go_Outside_1, CH7_
audio SFX_Go_Outside_1, Ch7
SFX_Save_1::
sfx SFX_Save_1, CH4_ | CH5_
audio SFX_Save_1, Ch4, Ch5
; the Pokeflute sound effect directly hijacks channel 2
SFX_Pokeflute::
db CH2
dw SFX_Pokeflute_Ch2
audio SFX_Pokeflute, Ch2
SFX_Safari_Zone_PA::
sfx SFX_Safari_Zone_PA, CH4_
audio SFX_Safari_Zone_PA, Ch4

View File

@ -2,358 +2,358 @@ SFX_Headers_2::
db $ff, $ff, $ff ; padding
SFX_Snare1_2::
sfx SFX_Snare1_2, CH7_
audio SFX_Snare1_2, Ch7
SFX_Snare2_2::
sfx SFX_Snare2_2, CH7_
audio SFX_Snare2_2, Ch7
SFX_Snare3_2::
sfx SFX_Snare3_2, CH7_
audio SFX_Snare3_2, Ch7
SFX_Snare4_2::
sfx SFX_Snare4_2, CH7_
audio SFX_Snare4_2, Ch7
SFX_Snare5_2::
sfx SFX_Snare5_2, CH7_
audio SFX_Snare5_2, Ch7
SFX_Triangle1_2::
sfx SFX_Triangle1_2, CH7_
audio SFX_Triangle1_2, Ch7
SFX_Triangle2_2::
sfx SFX_Triangle2_2, CH7_
audio SFX_Triangle2_2, Ch7
SFX_Snare6_2::
sfx SFX_Snare6_2, CH7_
audio SFX_Snare6_2, Ch7
SFX_Snare7_2::
sfx SFX_Snare7_2, CH7_
audio SFX_Snare7_2, Ch7
SFX_Snare8_2::
sfx SFX_Snare8_2, CH7_
audio SFX_Snare8_2, Ch7
SFX_Snare9_2::
sfx SFX_Snare9_2, CH7_
audio SFX_Snare9_2, Ch7
SFX_Cymbal1_2::
sfx SFX_Cymbal1_2, CH7_
audio SFX_Cymbal1_2, Ch7
SFX_Cymbal2_2::
sfx SFX_Cymbal2_2, CH7_
audio SFX_Cymbal2_2, Ch7
SFX_Cymbal3_2::
sfx SFX_Cymbal3_2, CH7_
audio SFX_Cymbal3_2, Ch7
SFX_Muted_Snare1_2::
sfx SFX_Muted_Snare1_2, CH7_
audio SFX_Muted_Snare1_2, Ch7
SFX_Triangle3_2::
sfx SFX_Triangle3_2, CH7_
audio SFX_Triangle3_2, Ch7
SFX_Muted_Snare2_2::
sfx SFX_Muted_Snare2_2, CH7_
audio SFX_Muted_Snare2_2, Ch7
SFX_Muted_Snare3_2::
sfx SFX_Muted_Snare3_2, CH7_
audio SFX_Muted_Snare3_2, Ch7
SFX_Muted_Snare4_2::
sfx SFX_Muted_Snare4_2, CH7_
audio SFX_Muted_Snare4_2, Ch7
SFX_Cry00_2::
sfx SFX_Cry00_2, CH4_ | CH5_ | CH7_
audio SFX_Cry00_2, Ch4, Ch5, Ch7
SFX_Cry01_2::
sfx SFX_Cry01_2, CH4_ | CH5_ | CH7_
audio SFX_Cry01_2, Ch4, Ch5, Ch7
SFX_Cry02_2::
sfx SFX_Cry02_2, CH4_ | CH5_ | CH7_
audio SFX_Cry02_2, Ch4, Ch5, Ch7
SFX_Cry03_2::
sfx SFX_Cry03_2, CH4_ | CH5_ | CH7_
audio SFX_Cry03_2, Ch4, Ch5, Ch7
SFX_Cry04_2::
sfx SFX_Cry04_2, CH4_ | CH5_ | CH7_
audio SFX_Cry04_2, Ch4, Ch5, Ch7
SFX_Cry05_2::
sfx SFX_Cry05_2, CH4_ | CH5_ | CH7_
audio SFX_Cry05_2, Ch4, Ch5, Ch7
SFX_Cry06_2::
sfx SFX_Cry06_2, CH4_ | CH5_ | CH7_
audio SFX_Cry06_2, Ch4, Ch5, Ch7
SFX_Cry07_2::
sfx SFX_Cry07_2, CH4_ | CH5_ | CH7_
audio SFX_Cry07_2, Ch4, Ch5, Ch7
SFX_Cry08_2::
sfx SFX_Cry08_2, CH4_ | CH5_ | CH7_
audio SFX_Cry08_2, Ch4, Ch5, Ch7
SFX_Cry09_2::
sfx SFX_Cry09_2, CH4_ | CH5_ | CH7_
audio SFX_Cry09_2, Ch4, Ch5, Ch7
SFX_Cry0A_2::
sfx SFX_Cry0A_2, CH4_ | CH5_ | CH7_
audio SFX_Cry0A_2, Ch4, Ch5, Ch7
SFX_Cry0B_2::
sfx SFX_Cry0B_2, CH4_ | CH5_ | CH7_
audio SFX_Cry0B_2, Ch4, Ch5, Ch7
SFX_Cry0C_2::
sfx SFX_Cry0C_2, CH4_ | CH5_ | CH7_
audio SFX_Cry0C_2, Ch4, Ch5, Ch7
SFX_Cry0D_2::
sfx SFX_Cry0D_2, CH4_ | CH5_ | CH7_
audio SFX_Cry0D_2, Ch4, Ch5, Ch7
SFX_Cry0E_2::
sfx SFX_Cry0E_2, CH4_ | CH5_ | CH7_
audio SFX_Cry0E_2, Ch4, Ch5, Ch7
SFX_Cry0F_2::
sfx SFX_Cry0F_2, CH4_ | CH5_ | CH7_
audio SFX_Cry0F_2, Ch4, Ch5, Ch7
SFX_Cry10_2::
sfx SFX_Cry10_2, CH4_ | CH5_ | CH7_
audio SFX_Cry10_2, Ch4, Ch5, Ch7
SFX_Cry11_2::
sfx SFX_Cry11_2, CH4_ | CH5_ | CH7_
audio SFX_Cry11_2, Ch4, Ch5, Ch7
SFX_Cry12_2::
sfx SFX_Cry12_2, CH4_ | CH5_ | CH7_
audio SFX_Cry12_2, Ch4, Ch5, Ch7
SFX_Cry13_2::
sfx SFX_Cry13_2, CH4_ | CH5_ | CH7_
audio SFX_Cry13_2, Ch4, Ch5, Ch7
SFX_Cry14_2::
sfx SFX_Cry14_2, CH4_ | CH5_ | CH7_
audio SFX_Cry14_2, Ch4, Ch5, Ch7
SFX_Cry15_2::
sfx SFX_Cry15_2, CH4_ | CH5_ | CH7_
audio SFX_Cry15_2, Ch4, Ch5, Ch7
SFX_Cry16_2::
sfx SFX_Cry16_2, CH4_ | CH5_ | CH7_
audio SFX_Cry16_2, Ch4, Ch5, Ch7
SFX_Cry17_2::
sfx SFX_Cry17_2, CH4_ | CH5_ | CH7_
audio SFX_Cry17_2, Ch4, Ch5, Ch7
SFX_Cry18_2::
sfx SFX_Cry18_2, CH4_ | CH5_ | CH7_
audio SFX_Cry18_2, Ch4, Ch5, Ch7
SFX_Cry19_2::
sfx SFX_Cry19_2, CH4_ | CH5_ | CH7_
audio SFX_Cry19_2, Ch4, Ch5, Ch7
SFX_Cry1A_2::
sfx SFX_Cry1A_2, CH4_ | CH5_ | CH7_
audio SFX_Cry1A_2, Ch4, Ch5, Ch7
SFX_Cry1B_2::
sfx SFX_Cry1B_2, CH4_ | CH5_ | CH7_
audio SFX_Cry1B_2, Ch4, Ch5, Ch7
SFX_Cry1C_2::
sfx SFX_Cry1C_2, CH4_ | CH5_ | CH7_
audio SFX_Cry1C_2, Ch4, Ch5, Ch7
SFX_Cry1D_2::
sfx SFX_Cry1D_2, CH4_ | CH5_ | CH7_
audio SFX_Cry1D_2, Ch4, Ch5, Ch7
SFX_Cry1E_2::
sfx SFX_Cry1E_2, CH4_ | CH5_ | CH7_
audio SFX_Cry1E_2, Ch4, Ch5, Ch7
SFX_Cry1F_2::
sfx SFX_Cry1F_2, CH4_ | CH5_ | CH7_
audio SFX_Cry1F_2, Ch4, Ch5, Ch7
SFX_Cry20_2::
sfx SFX_Cry20_2, CH4_ | CH5_ | CH7_
audio SFX_Cry20_2, Ch4, Ch5, Ch7
SFX_Cry21_2::
sfx SFX_Cry21_2, CH4_ | CH5_ | CH7_
audio SFX_Cry21_2, Ch4, Ch5, Ch7
SFX_Cry22_2::
sfx SFX_Cry22_2, CH4_ | CH5_ | CH7_
audio SFX_Cry22_2, Ch4, Ch5, Ch7
SFX_Cry23_2::
sfx SFX_Cry23_2, CH4_ | CH5_ | CH7_
audio SFX_Cry23_2, Ch4, Ch5, Ch7
SFX_Cry24_2::
sfx SFX_Cry24_2, CH4_ | CH5_ | CH7_
audio SFX_Cry24_2, Ch4, Ch5, Ch7
SFX_Cry25_2::
sfx SFX_Cry25_2, CH4_ | CH5_ | CH7_
audio SFX_Cry25_2, Ch4, Ch5, Ch7
SFX_Level_Up::
sfx SFX_Level_Up, CH4_ | CH5_ | CH6_
audio SFX_Level_Up, Ch4, Ch5, Ch6
SFX_Get_Item2_2::
sfx SFX_Get_Item2_2, CH4_ | CH5_ | CH6_
audio SFX_Get_Item2_2, Ch4, Ch5, Ch6
SFX_Tink_2::
sfx SFX_Tink_2, CH4_
audio SFX_Tink_2, Ch4
SFX_Heal_HP_2::
sfx SFX_Heal_HP_2, CH4_
audio SFX_Heal_HP_2, Ch4
SFX_Heal_Ailment_2::
sfx SFX_Heal_Ailment_2, CH4_
audio SFX_Heal_Ailment_2, Ch4
SFX_Start_Menu_2::
sfx SFX_Start_Menu_2, CH7_
audio SFX_Start_Menu_2, Ch7
SFX_Press_AB_2::
sfx SFX_Press_AB_2, CH4_
audio SFX_Press_AB_2, Ch4
SFX_Ball_Toss::
sfx SFX_Ball_Toss, CH4_ | CH5_
audio SFX_Ball_Toss, Ch4, Ch5
SFX_Ball_Poof::
sfx SFX_Ball_Poof, CH4_ | CH7_
audio SFX_Ball_Poof, Ch4, Ch7
SFX_Faint_Thud::
sfx SFX_Faint_Thud, CH4_ | CH7_
audio SFX_Faint_Thud, Ch4, Ch7
SFX_Run::
sfx SFX_Run, CH7_
audio SFX_Run, Ch7
SFX_Dex_Page_Added::
sfx SFX_Dex_Page_Added, CH4_ | CH5_
audio SFX_Dex_Page_Added, Ch4, Ch5
SFX_Caught_Mon::
sfx SFX_Caught_Mon, CH4_ | CH5_ | CH6_
audio SFX_Caught_Mon, Ch4, Ch5, Ch6
SFX_Peck::
sfx SFX_Peck, CH7_
audio SFX_Peck, Ch7
SFX_Faint_Fall::
sfx SFX_Faint_Fall, CH4_
audio SFX_Faint_Fall, Ch4
SFX_Battle_09::
sfx SFX_Battle_09, CH4_
audio SFX_Battle_09, Ch4
SFX_Pound::
sfx SFX_Pound, CH7_
audio SFX_Pound, Ch7
SFX_Battle_0B::
sfx SFX_Battle_0B, CH7_
audio SFX_Battle_0B, Ch7
SFX_Battle_0C::
sfx SFX_Battle_0C, CH7_
audio SFX_Battle_0C, Ch7
SFX_Battle_0D::
sfx SFX_Battle_0D, CH7_
audio SFX_Battle_0D, Ch7
SFX_Battle_0E::
sfx SFX_Battle_0E, CH7_
audio SFX_Battle_0E, Ch7
SFX_Battle_0F::
sfx SFX_Battle_0F, CH7_
audio SFX_Battle_0F, Ch7
SFX_Damage::
sfx SFX_Damage, CH7_
audio SFX_Damage, Ch7
SFX_Not_Very_Effective::
sfx SFX_Not_Very_Effective, CH7_
audio SFX_Not_Very_Effective, Ch7
SFX_Battle_12::
sfx SFX_Battle_12, CH7_
audio SFX_Battle_12, Ch7
SFX_Battle_13::
sfx SFX_Battle_13, CH7_
audio SFX_Battle_13, Ch7
SFX_Battle_14::
sfx SFX_Battle_14, CH7_
audio SFX_Battle_14, Ch7
SFX_Vine_Whip::
sfx SFX_Vine_Whip, CH7_
audio SFX_Vine_Whip, Ch7
SFX_Battle_16::
sfx SFX_Battle_16, CH7_
audio SFX_Battle_16, Ch7
SFX_Battle_17::
sfx SFX_Battle_17, CH7_
audio SFX_Battle_17, Ch7
SFX_Battle_18::
sfx SFX_Battle_18, CH7_
audio SFX_Battle_18, Ch7
SFX_Battle_19::
sfx SFX_Battle_19, CH7_
audio SFX_Battle_19, Ch7
SFX_Super_Effective::
sfx SFX_Super_Effective, CH7_
audio SFX_Super_Effective, Ch7
SFX_Battle_1B::
sfx SFX_Battle_1B, CH7_
audio SFX_Battle_1B, Ch7
SFX_Battle_1C::
sfx SFX_Battle_1C, CH7_
audio SFX_Battle_1C, Ch7
SFX_Doubleslap::
sfx SFX_Doubleslap, CH7_
audio SFX_Doubleslap, Ch7
SFX_Battle_1E::
sfx SFX_Battle_1E, CH4_ | CH7_
audio SFX_Battle_1E, Ch4, Ch7
SFX_Horn_Drill::
sfx SFX_Horn_Drill, CH7_
audio SFX_Horn_Drill, Ch7
SFX_Battle_20::
sfx SFX_Battle_20, CH7_
audio SFX_Battle_20, Ch7
SFX_Battle_21::
sfx SFX_Battle_21, CH7_
audio SFX_Battle_21, Ch7
SFX_Battle_22::
sfx SFX_Battle_22, CH7_
audio SFX_Battle_22, Ch7
SFX_Battle_23::
sfx SFX_Battle_23, CH7_
audio SFX_Battle_23, Ch7
SFX_Battle_24::
sfx SFX_Battle_24, CH4_ | CH7_
audio SFX_Battle_24, Ch4, Ch7
SFX_Battle_25::
sfx SFX_Battle_25, CH7_
audio SFX_Battle_25, Ch7
SFX_Battle_26::
sfx SFX_Battle_26, CH7_
audio SFX_Battle_26, Ch7
SFX_Battle_27::
sfx SFX_Battle_27, CH4_ | CH5_ | CH7_
audio SFX_Battle_27, Ch4, Ch5, Ch7
SFX_Battle_28::
sfx SFX_Battle_28, CH4_ | CH5_ | CH7_
audio SFX_Battle_28, Ch4, Ch5, Ch7
SFX_Battle_29::
sfx SFX_Battle_29, CH4_ | CH7_
audio SFX_Battle_29, Ch4, Ch7
SFX_Battle_2A::
sfx SFX_Battle_2A, CH4_ | CH5_ | CH7_
audio SFX_Battle_2A, Ch4, Ch5, Ch7
SFX_Battle_2B::
sfx SFX_Battle_2B, CH4_ | CH7_
audio SFX_Battle_2B, Ch4, Ch7
SFX_Battle_2C::
sfx SFX_Battle_2C, CH4_ | CH5_ | CH7_
audio SFX_Battle_2C, Ch4, Ch5, Ch7
SFX_Psybeam::
sfx SFX_Psybeam, CH4_ | CH5_ | CH7_
audio SFX_Psybeam, Ch4, Ch5, Ch7
SFX_Battle_2E::
sfx SFX_Battle_2E, CH4_ | CH5_ | CH7_
audio SFX_Battle_2E, Ch4, Ch5, Ch7
SFX_Battle_2F::
sfx SFX_Battle_2F, CH4_ | CH5_ | CH7_
audio SFX_Battle_2F, Ch4, Ch5, Ch7
SFX_Psychic_M::
sfx SFX_Psychic_M, CH4_ | CH5_ | CH7_
audio SFX_Psychic_M, Ch4, Ch5, Ch7
SFX_Battle_31::
sfx SFX_Battle_31, CH4_ | CH5_
audio SFX_Battle_31, Ch4, Ch5
SFX_Battle_32::
sfx SFX_Battle_32, CH4_ | CH5_
audio SFX_Battle_32, Ch4, Ch5
SFX_Battle_33::
sfx SFX_Battle_33, CH4_ | CH5_
audio SFX_Battle_33, Ch4, Ch5
SFX_Battle_34::
sfx SFX_Battle_34, CH4_ | CH5_ | CH7_
audio SFX_Battle_34, Ch4, Ch5, Ch7
SFX_Battle_35::
sfx SFX_Battle_35, CH4_ | CH5_
audio SFX_Battle_35, Ch4, Ch5
SFX_Battle_36::
sfx SFX_Battle_36, CH4_ | CH5_ | CH7_
audio SFX_Battle_36, Ch4, Ch5, Ch7
SFX_Silph_Scope::
sfx SFX_Silph_Scope, CH4_
audio SFX_Silph_Scope, Ch4

View File

@ -2,310 +2,310 @@ SFX_Headers_3::
db $ff, $ff, $ff ; padding
SFX_Snare1_3::
sfx SFX_Snare1_3, CH7_
audio SFX_Snare1_3, Ch7
SFX_Snare2_3::
sfx SFX_Snare2_3, CH7_
audio SFX_Snare2_3, Ch7
SFX_Snare3_3::
sfx SFX_Snare3_3, CH7_
audio SFX_Snare3_3, Ch7
SFX_Snare4_3::
sfx SFX_Snare4_3, CH7_
audio SFX_Snare4_3, Ch7
SFX_Snare5_3::
sfx SFX_Snare5_3, CH7_
audio SFX_Snare5_3, Ch7
SFX_Triangle1_3::
sfx SFX_Triangle1_3, CH7_
audio SFX_Triangle1_3, Ch7
SFX_Triangle2_3::
sfx SFX_Triangle2_3, CH7_
audio SFX_Triangle2_3, Ch7
SFX_Snare6_3::
sfx SFX_Snare6_3, CH7_
audio SFX_Snare6_3, Ch7
SFX_Snare7_3::
sfx SFX_Snare7_3, CH7_
audio SFX_Snare7_3, Ch7
SFX_Snare8_3::
sfx SFX_Snare8_3, CH7_
audio SFX_Snare8_3, Ch7
SFX_Snare9_3::
sfx SFX_Snare9_3, CH7_
audio SFX_Snare9_3, Ch7
SFX_Cymbal1_3::
sfx SFX_Cymbal1_3, CH7_
audio SFX_Cymbal1_3, Ch7
SFX_Cymbal2_3::
sfx SFX_Cymbal2_3, CH7_
audio SFX_Cymbal2_3, Ch7
SFX_Cymbal3_3::
sfx SFX_Cymbal3_3, CH7_
audio SFX_Cymbal3_3, Ch7
SFX_Muted_Snare1_3::
sfx SFX_Muted_Snare1_3, CH7_
audio SFX_Muted_Snare1_3, Ch7
SFX_Triangle3_3::
sfx SFX_Triangle3_3, CH7_
audio SFX_Triangle3_3, Ch7
SFX_Muted_Snare2_3::
sfx SFX_Muted_Snare2_3, CH7_
audio SFX_Muted_Snare2_3, Ch7
SFX_Muted_Snare3_3::
sfx SFX_Muted_Snare3_3, CH7_
audio SFX_Muted_Snare3_3, Ch7
SFX_Muted_Snare4_3::
sfx SFX_Muted_Snare4_3, CH7_
audio SFX_Muted_Snare4_3, Ch7
SFX_Cry00_3::
sfx SFX_Cry00_3, CH4_ | CH5_ | CH7_
audio SFX_Cry00_3, Ch4, Ch5, Ch7
SFX_Cry01_3::
sfx SFX_Cry01_3, CH4_ | CH5_ | CH7_
audio SFX_Cry01_3, Ch4, Ch5, Ch7
SFX_Cry02_3::
sfx SFX_Cry02_3, CH4_ | CH5_ | CH7_
audio SFX_Cry02_3, Ch4, Ch5, Ch7
SFX_Cry03_3::
sfx SFX_Cry03_3, CH4_ | CH5_ | CH7_
audio SFX_Cry03_3, Ch4, Ch5, Ch7
SFX_Cry04_3::
sfx SFX_Cry04_3, CH4_ | CH5_ | CH7_
audio SFX_Cry04_3, Ch4, Ch5, Ch7
SFX_Cry05_3::
sfx SFX_Cry05_3, CH4_ | CH5_ | CH7_
audio SFX_Cry05_3, Ch4, Ch5, Ch7
SFX_Cry06_3::
sfx SFX_Cry06_3, CH4_ | CH5_ | CH7_
audio SFX_Cry06_3, Ch4, Ch5, Ch7
SFX_Cry07_3::
sfx SFX_Cry07_3, CH4_ | CH5_ | CH7_
audio SFX_Cry07_3, Ch4, Ch5, Ch7
SFX_Cry08_3::
sfx SFX_Cry08_3, CH4_ | CH5_ | CH7_
audio SFX_Cry08_3, Ch4, Ch5, Ch7
SFX_Cry09_3::
sfx SFX_Cry09_3, CH4_ | CH5_ | CH7_
audio SFX_Cry09_3, Ch4, Ch5, Ch7
SFX_Cry0A_3::
sfx SFX_Cry0A_3, CH4_ | CH5_ | CH7_
audio SFX_Cry0A_3, Ch4, Ch5, Ch7
SFX_Cry0B_3::
sfx SFX_Cry0B_3, CH4_ | CH5_ | CH7_
audio SFX_Cry0B_3, Ch4, Ch5, Ch7
SFX_Cry0C_3::
sfx SFX_Cry0C_3, CH4_ | CH5_ | CH7_
audio SFX_Cry0C_3, Ch4, Ch5, Ch7
SFX_Cry0D_3::
sfx SFX_Cry0D_3, CH4_ | CH5_ | CH7_
audio SFX_Cry0D_3, Ch4, Ch5, Ch7
SFX_Cry0E_3::
sfx SFX_Cry0E_3, CH4_ | CH5_ | CH7_
audio SFX_Cry0E_3, Ch4, Ch5, Ch7
SFX_Cry0F_3::
sfx SFX_Cry0F_3, CH4_ | CH5_ | CH7_
audio SFX_Cry0F_3, Ch4, Ch5, Ch7
SFX_Cry10_3::
sfx SFX_Cry10_3, CH4_ | CH5_ | CH7_
audio SFX_Cry10_3, Ch4, Ch5, Ch7
SFX_Cry11_3::
sfx SFX_Cry11_3, CH4_ | CH5_ | CH7_
audio SFX_Cry11_3, Ch4, Ch5, Ch7
SFX_Cry12_3::
sfx SFX_Cry12_3, CH4_ | CH5_ | CH7_
audio SFX_Cry12_3, Ch4, Ch5, Ch7
SFX_Cry13_3::
sfx SFX_Cry13_3, CH4_ | CH5_ | CH7_
audio SFX_Cry13_3, Ch4, Ch5, Ch7
SFX_Cry14_3::
sfx SFX_Cry14_3, CH4_ | CH5_ | CH7_
audio SFX_Cry14_3, Ch4, Ch5, Ch7
SFX_Cry15_3::
sfx SFX_Cry15_3, CH4_ | CH5_ | CH7_
audio SFX_Cry15_3, Ch4, Ch5, Ch7
SFX_Cry16_3::
sfx SFX_Cry16_3, CH4_ | CH5_ | CH7_
audio SFX_Cry16_3, Ch4, Ch5, Ch7
SFX_Cry17_3::
sfx SFX_Cry17_3, CH4_ | CH5_ | CH7_
audio SFX_Cry17_3, Ch4, Ch5, Ch7
SFX_Cry18_3::
sfx SFX_Cry18_3, CH4_ | CH5_ | CH7_
audio SFX_Cry18_3, Ch4, Ch5, Ch7
SFX_Cry19_3::
sfx SFX_Cry19_3, CH4_ | CH5_ | CH7_
audio SFX_Cry19_3, Ch4, Ch5, Ch7
SFX_Cry1A_3::
sfx SFX_Cry1A_3, CH4_ | CH5_ | CH7_
audio SFX_Cry1A_3, Ch4, Ch5, Ch7
SFX_Cry1B_3::
sfx SFX_Cry1B_3, CH4_ | CH5_ | CH7_
audio SFX_Cry1B_3, Ch4, Ch5, Ch7
SFX_Cry1C_3::
sfx SFX_Cry1C_3, CH4_ | CH5_ | CH7_
audio SFX_Cry1C_3, Ch4, Ch5, Ch7
SFX_Cry1D_3::
sfx SFX_Cry1D_3, CH4_ | CH5_ | CH7_
audio SFX_Cry1D_3, Ch4, Ch5, Ch7
SFX_Cry1E_3::
sfx SFX_Cry1E_3, CH4_ | CH5_ | CH7_
audio SFX_Cry1E_3, Ch4, Ch5, Ch7
SFX_Cry1F_3::
sfx SFX_Cry1F_3, CH4_ | CH5_ | CH7_
audio SFX_Cry1F_3, Ch4, Ch5, Ch7
SFX_Cry20_3::
sfx SFX_Cry20_3, CH4_ | CH5_ | CH7_
audio SFX_Cry20_3, Ch4, Ch5, Ch7
SFX_Cry21_3::
sfx SFX_Cry21_3, CH4_ | CH5_ | CH7_
audio SFX_Cry21_3, Ch4, Ch5, Ch7
SFX_Cry22_3::
sfx SFX_Cry22_3, CH4_ | CH5_ | CH7_
audio SFX_Cry22_3, Ch4, Ch5, Ch7
SFX_Cry23_3::
sfx SFX_Cry23_3, CH4_ | CH5_ | CH7_
audio SFX_Cry23_3, Ch4, Ch5, Ch7
SFX_Cry24_3::
sfx SFX_Cry24_3, CH4_ | CH5_ | CH7_
audio SFX_Cry24_3, Ch4, Ch5, Ch7
SFX_Cry25_3::
sfx SFX_Cry25_3, CH4_ | CH5_ | CH7_
audio SFX_Cry25_3, Ch4, Ch5, Ch7
SFX_Get_Item1_3::
sfx SFX_Get_Item1_3, CH4_ | CH5_ | CH6_
audio SFX_Get_Item1_3, Ch4, Ch5, Ch6
SFX_Get_Item2_3::
sfx SFX_Get_Item2_3, CH4_ | CH5_ | CH6_
audio SFX_Get_Item2_3, Ch4, Ch5, Ch6
SFX_Tink_3::
sfx SFX_Tink_3, CH4_
audio SFX_Tink_3, Ch4
SFX_Heal_HP_3::
sfx SFX_Heal_HP_3, CH4_
audio SFX_Heal_HP_3, Ch4
SFX_Heal_Ailment_3::
sfx SFX_Heal_Ailment_3, CH4_
audio SFX_Heal_Ailment_3, Ch4
SFX_Start_Menu_3::
sfx SFX_Start_Menu_3, CH7_
audio SFX_Start_Menu_3, Ch7
SFX_Press_AB_3::
sfx SFX_Press_AB_3, CH4_
audio SFX_Press_AB_3, Ch4
SFX_Pokedex_Rating_3::
sfx SFX_Pokedex_Rating_3, CH4_ | CH5_ | CH6_
audio SFX_Pokedex_Rating_3, Ch4, Ch5, Ch6
SFX_Get_Key_Item_3::
sfx SFX_Get_Key_Item_3, CH4_ | CH5_ | CH6_
audio SFX_Get_Key_Item_3, Ch4, Ch5, Ch6
SFX_Poisoned_3::
sfx SFX_Poisoned_3, CH4_
audio SFX_Poisoned_3, Ch4
SFX_Trade_Machine_3::
sfx SFX_Trade_Machine_3, CH4_
audio SFX_Trade_Machine_3, Ch4
SFX_Turn_On_PC_3::
sfx SFX_Turn_On_PC_3, CH4_
audio SFX_Turn_On_PC_3, Ch4
SFX_Turn_Off_PC_3::
sfx SFX_Turn_Off_PC_3, CH4_
audio SFX_Turn_Off_PC_3, Ch4
SFX_Enter_PC_3::
sfx SFX_Enter_PC_3, CH4_
audio SFX_Enter_PC_3, Ch4
SFX_Shrink_3::
sfx SFX_Shrink_3, CH4_
audio SFX_Shrink_3, Ch4
SFX_Switch_3::
sfx SFX_Switch_3, CH4_
audio SFX_Switch_3, Ch4
SFX_Healing_Machine_3::
sfx SFX_Healing_Machine_3, CH4_
audio SFX_Healing_Machine_3, Ch4
SFX_Teleport_Exit1_3::
sfx SFX_Teleport_Exit1_3, CH4_
audio SFX_Teleport_Exit1_3, Ch4
SFX_Teleport_Enter1_3::
sfx SFX_Teleport_Enter1_3, CH4_
audio SFX_Teleport_Enter1_3, Ch4
SFX_Teleport_Exit2_3::
sfx SFX_Teleport_Exit2_3, CH4_
audio SFX_Teleport_Exit2_3, Ch4
SFX_Ledge_3::
sfx SFX_Ledge_3, CH4_
audio SFX_Ledge_3, Ch4
SFX_Teleport_Enter2_3::
sfx SFX_Teleport_Enter2_3, CH7_
audio SFX_Teleport_Enter2_3, Ch7
SFX_Fly_3::
sfx SFX_Fly_3, CH7_
audio SFX_Fly_3, Ch7
SFX_Denied_3::
sfx SFX_Denied_3, CH4_ | CH5_
audio SFX_Denied_3, Ch4, Ch5
SFX_Arrow_Tiles_3::
sfx SFX_Arrow_Tiles_3, CH4_
audio SFX_Arrow_Tiles_3, Ch4
SFX_Push_Boulder_3::
sfx SFX_Push_Boulder_3, CH7_
audio SFX_Push_Boulder_3, Ch7
SFX_SS_Anne_Horn_3::
sfx SFX_SS_Anne_Horn_3, CH4_ | CH5_
audio SFX_SS_Anne_Horn_3, Ch4, Ch5
SFX_Withdraw_Deposit_3::
sfx SFX_Withdraw_Deposit_3, CH4_
audio SFX_Withdraw_Deposit_3, Ch4
SFX_Cut_3::
sfx SFX_Cut_3, CH7_
audio SFX_Cut_3, Ch7
SFX_Go_Inside_3::
sfx SFX_Go_Inside_3, CH7_
audio SFX_Go_Inside_3, Ch7
SFX_Swap_3::
sfx SFX_Swap_3, CH4_ | CH5_
audio SFX_Swap_3, Ch4, Ch5
SFX_59_3::
sfx SFX_59_3, CH4_ | CH5_
audio SFX_59_3, Ch4, Ch5
SFX_Purchase_3::
sfx SFX_Purchase_3, CH4_ | CH5_
audio SFX_Purchase_3, Ch4, Ch5
SFX_Collision_3::
sfx SFX_Collision_3, CH4_
audio SFX_Collision_3, Ch4
SFX_Go_Outside_3::
sfx SFX_Go_Outside_3, CH7_
audio SFX_Go_Outside_3, Ch7
SFX_Save_3::
sfx SFX_Save_3, CH4_ | CH5_
audio SFX_Save_3, Ch4, Ch5
SFX_Intro_Lunge::
sfx SFX_Intro_Lunge, CH7_
audio SFX_Intro_Lunge, Ch7
SFX_Intro_Hip::
sfx SFX_Intro_Hip, CH4_
audio SFX_Intro_Hip, Ch4
SFX_Intro_Hop::
sfx SFX_Intro_Hop, CH4_
audio SFX_Intro_Hop, Ch4
SFX_Intro_Raise::
sfx SFX_Intro_Raise, CH7_
audio SFX_Intro_Raise, Ch7
SFX_Intro_Crash::
sfx SFX_Intro_Crash, CH7_
audio SFX_Intro_Crash, Ch7
SFX_Intro_Whoosh::
sfx SFX_Intro_Whoosh, CH7_
audio SFX_Intro_Whoosh, Ch7
SFX_Slots_Stop_Wheel::
sfx SFX_Slots_Stop_Wheel, CH4_
audio SFX_Slots_Stop_Wheel, Ch4
SFX_Slots_Reward::
sfx SFX_Slots_Reward, CH4_
audio SFX_Slots_Reward, Ch4
SFX_Slots_New_Spin::
sfx SFX_Slots_New_Spin, CH4_ | CH5_
audio SFX_Slots_New_Spin, Ch4, Ch5
SFX_Shooting_Star::
sfx SFX_Shooting_Star, CH4_
audio SFX_Shooting_Star, Ch4

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@ -872,7 +872,7 @@ FaintEnemyPokemon:
ld a, SFX_FAINT_FALL
call PlaySoundWaitForCurrent
.sfxwait
ld a, [wChannelSoundIDs + CH4]
ld a, [wChannelSoundIDs + Ch4]
cp SFX_FAINT_FALL
jr z, .sfxwait
ld a, SFX_FAINT_THUD
@ -956,7 +956,7 @@ 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 + CH4], a
ld [wChannelSoundIDs + Ch4], a
inc a
ld [wLowHealthAlarmDisabled], a ; prevent it from reactivating
ret
@ -1954,7 +1954,7 @@ DrawPlayerHUDAndHPBar:
ld [hl], $0
ret z
xor a
ld [wChannelSoundIDs + CH4], a
ld [wChannelSoundIDs + Ch4], a
ret
.setLowHealthAlarm
ld hl, wLowHealthAlarm

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@ -46,7 +46,7 @@ EndOfBattle:
.resetVariables
xor a
ld [wLowHealthAlarm], a ;disable low health alarm
ld [wChannelSoundIDs + CH4], a
ld [wChannelSoundIDs + Ch4], a
ld [wIsInBattle], a
ld [wBattleType], a
ld [wMoveMissed], a

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@ -8,7 +8,7 @@ EvolveMon:
push af
xor a
ld [wLowHealthAlarm], a
ld [wChannelSoundIDs + CH4], a
ld [wChannelSoundIDs + Ch4], a
dec a
ld [wNewSoundID], a
call PlaySound

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@ -71,7 +71,7 @@ SafariZoneGameOver:
ld a, SFX_SAFARI_ZONE_PA
call PlayMusic
.waitForMusicToPlay
ld a, [wChannelSoundIDs + CH4]
ld a, [wChannelSoundIDs + Ch4]
cp SFX_SAFARI_ZONE_PA
jr nz, .waitForMusicToPlay
ld a, TEXT_SAFARI_GAME_OVER

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@ -990,7 +990,7 @@ 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 + CH4],a
ld [wChannelSoundIDs + Ch4],a
push hl
push de
ld bc,wPartyMon1MaxHP - (wPartyMon1HP + 1)
@ -1777,7 +1777,7 @@ ItemUsePokeflute:
call WaitForSoundToFinish ; wait for sound to end
callba Music_PokeFluteInBattle ; play in-battle pokeflute music
.musicWaitLoop ; wait for music to finish playing
ld a,[wChannelSoundIDs + CH6]
ld a,[wChannelSoundIDs + Ch6]
and a ; music off?
jr nz,.musicWaitLoop
.skipMusic
@ -1850,7 +1850,7 @@ PlayedFluteHadEffectText:
ld c, BANK(SFX_Pokeflute)
call PlayMusic
.musicWaitLoop ; wait for music to finish playing
ld a,[wChannelSoundIDs + CH2]
ld a,[wChannelSoundIDs + Ch2]
cp a, SFX_POKEFLUE
jr z,.musicWaitLoop
call PlayDefaultMusic ; start playing normal music again

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@ -33,7 +33,7 @@ ShakeElevator:
ld a, SFX_SAFARI_ZONE_PA
call PlayMusic
.musicLoop
ld a, [wChannelSoundIDs + CH4]
ld a, [wChannelSoundIDs + Ch4]
cp SFX_SAFARI_ZONE_PA
jr z, .musicLoop
call UpdateSprites

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@ -3214,7 +3214,7 @@ WaitForSoundToFinish::
ret nz
push hl
.waitLoop
ld hl, wChannelSoundIDs + CH4
ld hl, wChannelSoundIDs + Ch4
xor a
or [hl]
inc hl

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@ -148,10 +148,10 @@ PlaySound::
and a
jr z, .next
xor a
ld [wChannelSoundIDs + CH4], a
ld [wChannelSoundIDs + CH5], a
ld [wChannelSoundIDs + CH6], a
ld [wChannelSoundIDs + CH7], a
ld [wChannelSoundIDs + Ch4], a
ld [wChannelSoundIDs + Ch5], a
ld [wChannelSoundIDs + Ch6], a
ld [wChannelSoundIDs + Ch7], a
.next
ld a, [wAudioFadeOutControl]
and a ; has a fade-out length been specified?

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@ -1244,7 +1244,7 @@ CollisionCheckOnLand::
call CheckTilePassable
jr nc,.noCollision
.collision
ld a,[wChannelSoundIDs + CH4]
ld a,[wChannelSoundIDs + Ch4]
cp SFX_COLLISION ; check if collision sound is already playing
jr z,.setCarry
ld a,SFX_COLLISION
@ -1948,7 +1948,7 @@ CollisionCheckOnWater::
jr z,.stopSurfing ; stop surfing if the tile is passable
jr .loop
.collision
ld a,[wChannelSoundIDs + CH4]
ld a,[wChannelSoundIDs + Ch4]
cp SFX_COLLISION ; check if collision sound is already playing
jr z,.setCarry
ld a,SFX_COLLISION

View File

@ -392,64 +392,29 @@ StopAllMusic: macro
call PlaySound
endm
;1_channel EQU $00
;2_channels EQU $40
;3_channels EQU $80
;4_channels EQU $C0
Ch0 EQU 0
Ch1 EQU 1
Ch2 EQU 2
Ch3 EQU 3
Ch4 EQU 4
Ch5 EQU 5
Ch6 EQU 6
Ch7 EQU 7
CH0 EQU 0
CH1 EQU 1
CH2 EQU 2
CH3 EQU 3
CH4 EQU 4
CH5 EQU 5
CH6 EQU 6
CH7 EQU 7
CH0_ EQU 1 << CH0
CH1_ EQU 1 << CH1
CH2_ EQU 1 << CH2
CH3_ EQU 1 << CH3
CH4_ EQU 1 << CH4
CH5_ EQU 1 << CH5
CH6_ EQU 1 << CH6
CH7_ EQU 1 << CH7
; channel 0 is not optional
music: MACRO
db ((((\2 & CH0_) >> CH0) + ((\2 & CH1_) >> CH1) + ((\2 & CH2_) >> CH2) + ((\2 & CH3_) >> CH3)) - 1) << 6 | CH0
dw \1_Ch0
IF \2 & CH1_
db CH1
dw \1_Ch1
audio: MACRO
db (_NARG - 2) << 6 | \2
dw \1_\2
IF _NARG > 2
db \3
dw \1_\3
ENDC
IF \2 & CH2_
db CH2
dw \1_Ch2
IF _NARG > 3
db \4
dw \1_\4
ENDC
IF \2 & CH3_
db CH3
dw \1_Ch3
ENDC
ENDM
; do not start a sound effect with channel 5 or 6, only channel 4 or 7
sfx: MACRO
IF \2 & CH4_
db ((((\2 & CH4_) >> CH4) + ((\2 & CH5_) >> CH5) + ((\2 & CH6_) >> CH6) + ((\2 & CH7_) >> CH7)) - 1) << 6 | CH4
dw \1_Ch4
ENDC
IF \2 & CH5_
db CH5
dw \1_Ch5
ENDC
IF \2 & CH6_
db CH6
dw \1_Ch6
ENDC
IF \2 & CH7_
db CH7
dw \1_Ch7
IF _NARG > 4
db \5
dw \1_\5
ENDC
ENDM

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@ -60,7 +60,7 @@ PewterJigglypuffText:
ld a, [wChannelSoundIDs]
ld b, a
ld a, [wChannelSoundIDs + CH1]
ld a, [wChannelSoundIDs + Ch1]
or b
jr nz, .loop