Name some battle sound effects

This commit is contained in:
dannye 2015-07-21 20:58:19 -05:00
parent 13e28b0ece
commit 4d88812f40
10 changed files with 360 additions and 358 deletions

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@ -538,8 +538,10 @@ INCLUDE "audio/engine_2.asm"
Music_PokeFluteInBattle:: ; 22306 (8:6306) Music_PokeFluteInBattle:: ; 22306 (8:6306)
ld a, SFX_BATTLE_06 ; PokeFlute outside of battle ; begin playing the "caught mon" sound effect
ld a, SFX_CAUGHT_MON
call PlaySoundWaitForCurrent call PlaySoundWaitForCurrent
; then immediately overwrtie the channel pointers
ld hl, wc00e ld hl, wc00e
ld de, SFX_08_PokeFlute_Ch1 ld de, SFX_08_PokeFlute_Ch1
call Music8_OverwriteChannelPointer call Music8_OverwriteChannelPointer
@ -586,7 +588,7 @@ PokedexRatingSfxPointers: ; 7d162 (1f:5162)
db SFX_DENIED, BANK(SFX_1f_51) db SFX_DENIED, BANK(SFX_1f_51)
db SFX_POKEDEX_RATING, BANK(SFX_02_41) db SFX_POKEDEX_RATING, BANK(SFX_02_41)
db SFX_GET_ITEM_1, BANK(SFX_02_3a) db SFX_GET_ITEM_1, BANK(SFX_02_3a)
db SFX_BATTLE_06, BANK(SFX_08_46) db SFX_CAUGHT_MON, BANK(SFX_08_46)
db SFX_LEVEL_UP, BANK(SFX_08_3a) db SFX_LEVEL_UP, BANK(SFX_08_3a)
db SFX_GET_KEY_ITEM, BANK(SFX_02_42) db SFX_GET_KEY_ITEM, BANK(SFX_02_42)
db SFX_GET_ITEM_2, BANK(SFX_02_3b) db SFX_GET_ITEM_2, BANK(SFX_02_3b)

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@ -56,175 +56,175 @@ ENDM
music_const MUSIC_MEET_MALE_TRAINER, Music_MeetMaleTrainer music_const MUSIC_MEET_MALE_TRAINER, Music_MeetMaleTrainer
; AUDIO_1 AUDIO_2 AUDIO_3 ; AUDIO_1 AUDIO_2 AUDIO_3
music_const SFX_SNARE_1, SFX_02_01 music_const SFX_SNARE_1, SFX_02_01
music_const SFX_SNARE_2, SFX_02_02 music_const SFX_SNARE_2, SFX_02_02
music_const SFX_SNARE_3, SFX_02_03 music_const SFX_SNARE_3, SFX_02_03
music_const SFX_SNARE_4, SFX_02_04 music_const SFX_SNARE_4, SFX_02_04
music_const SFX_SNARE_5, SFX_02_05 music_const SFX_SNARE_5, SFX_02_05
music_const SFX_TRIANGLE_1, SFX_02_06 music_const SFX_TRIANGLE_1, SFX_02_06
music_const SFX_TRIANGLE_2, SFX_02_07 music_const SFX_TRIANGLE_2, SFX_02_07
music_const SFX_SNARE_6, SFX_02_08 music_const SFX_SNARE_6, SFX_02_08
music_const SFX_SNARE_7, SFX_02_09 music_const SFX_SNARE_7, SFX_02_09
music_const SFX_SNARE_8, SFX_02_0a music_const SFX_SNARE_8, SFX_02_0a
music_const SFX_SNARE_9, SFX_02_0b music_const SFX_SNARE_9, SFX_02_0b
music_const SFX_CYMBAL_1, SFX_02_0c music_const SFX_CYMBAL_1, SFX_02_0c
music_const SFX_CYMBAL_2, SFX_02_0d music_const SFX_CYMBAL_2, SFX_02_0d
music_const SFX_CYMBAL_3, SFX_02_0e music_const SFX_CYMBAL_3, SFX_02_0e
music_const SFX_MUTED_SNARE_1, SFX_02_0f music_const SFX_MUTED_SNARE_1, SFX_02_0f
music_const SFX_TRIANGLE_3, SFX_02_10 music_const SFX_TRIANGLE_3, SFX_02_10
music_const SFX_MUTED_SNARE_2, SFX_02_11 music_const SFX_MUTED_SNARE_2, SFX_02_11
music_const SFX_MUTED_SNARE_3, SFX_02_12 music_const SFX_MUTED_SNARE_3, SFX_02_12
music_const SFX_MUTED_SNARE_4, SFX_02_13 music_const SFX_MUTED_SNARE_4, SFX_02_13
music_const SFX_CRY_00, SFX_02_14 music_const SFX_CRY_00, SFX_02_14
music_const SFX_CRY_01, SFX_02_15 music_const SFX_CRY_01, SFX_02_15
music_const SFX_CRY_02, SFX_02_16 music_const SFX_CRY_02, SFX_02_16
music_const SFX_CRY_03, SFX_02_17 music_const SFX_CRY_03, SFX_02_17
music_const SFX_CRY_04, SFX_02_18 music_const SFX_CRY_04, SFX_02_18
music_const SFX_CRY_05, SFX_02_19 music_const SFX_CRY_05, SFX_02_19
music_const SFX_CRY_06, SFX_02_1a music_const SFX_CRY_06, SFX_02_1a
music_const SFX_CRY_07, SFX_02_1b music_const SFX_CRY_07, SFX_02_1b
music_const SFX_CRY_08, SFX_02_1c music_const SFX_CRY_08, SFX_02_1c
music_const SFX_CRY_09, SFX_02_1d music_const SFX_CRY_09, SFX_02_1d
music_const SFX_CRY_0A, SFX_02_1e music_const SFX_CRY_0A, SFX_02_1e
music_const SFX_CRY_0B, SFX_02_1f music_const SFX_CRY_0B, SFX_02_1f
music_const SFX_CRY_0C, SFX_02_20 music_const SFX_CRY_0C, SFX_02_20
music_const SFX_CRY_0D, SFX_02_21 music_const SFX_CRY_0D, SFX_02_21
music_const SFX_CRY_0E, SFX_02_22 music_const SFX_CRY_0E, SFX_02_22
music_const SFX_CRY_0F, SFX_02_23 music_const SFX_CRY_0F, SFX_02_23
music_const SFX_CRY_10, SFX_02_24 music_const SFX_CRY_10, SFX_02_24
music_const SFX_CRY_11, SFX_02_25 music_const SFX_CRY_11, SFX_02_25
music_const SFX_CRY_12, SFX_02_26 music_const SFX_CRY_12, SFX_02_26
music_const SFX_CRY_13, SFX_02_27 music_const SFX_CRY_13, SFX_02_27
music_const SFX_CRY_14, SFX_02_28 music_const SFX_CRY_14, SFX_02_28
music_const SFX_CRY_15, SFX_02_29 music_const SFX_CRY_15, SFX_02_29
music_const SFX_CRY_16, SFX_02_2a music_const SFX_CRY_16, SFX_02_2a
music_const SFX_CRY_17, SFX_02_2b music_const SFX_CRY_17, SFX_02_2b
music_const SFX_CRY_18, SFX_02_2c music_const SFX_CRY_18, SFX_02_2c
music_const SFX_CRY_19, SFX_02_2d music_const SFX_CRY_19, SFX_02_2d
music_const SFX_CRY_1A, SFX_02_2e music_const SFX_CRY_1A, SFX_02_2e
music_const SFX_CRY_1B, SFX_02_2f music_const SFX_CRY_1B, SFX_02_2f
music_const SFX_CRY_1C, SFX_02_30 music_const SFX_CRY_1C, SFX_02_30
music_const SFX_CRY_1D, SFX_02_31 music_const SFX_CRY_1D, SFX_02_31
music_const SFX_CRY_1E, SFX_02_32 music_const SFX_CRY_1E, SFX_02_32
music_const SFX_CRY_1F, SFX_02_33 music_const SFX_CRY_1F, SFX_02_33
music_const SFX_CRY_20, SFX_02_34 music_const SFX_CRY_20, SFX_02_34
music_const SFX_CRY_21, SFX_02_35 music_const SFX_CRY_21, SFX_02_35
music_const SFX_CRY_22, SFX_02_36 music_const SFX_CRY_22, SFX_02_36
music_const SFX_CRY_23, SFX_02_37 music_const SFX_CRY_23, SFX_02_37
music_const SFX_CRY_24, SFX_02_38 music_const SFX_CRY_24, SFX_02_38
music_const SFX_CRY_25, SFX_02_39 music_const SFX_CRY_25, SFX_02_39
music_const SFX_GET_ITEM_2, SFX_02_3b music_const SFX_GET_ITEM_2, SFX_02_3b
music_const SFX_TINK, SFX_02_3c music_const SFX_TINK, SFX_02_3c
music_const SFX_HEAL_HP, SFX_02_3d music_const SFX_HEAL_HP, SFX_02_3d
music_const SFX_HEAL_AILMENT, SFX_02_3e music_const SFX_HEAL_AILMENT, SFX_02_3e
music_const SFX_START_MENU, SFX_02_3f music_const SFX_START_MENU, SFX_02_3f
music_const SFX_PRESS_AB, SFX_02_40 music_const SFX_PRESS_AB, SFX_02_40
; AUDIO_1 AUDIO_3 ; AUDIO_1 AUDIO_3
music_const SFX_GET_ITEM_1, SFX_02_3a music_const SFX_GET_ITEM_1, SFX_02_3a
music_const SFX_POKEDEX_RATING, SFX_02_41 music_const SFX_POKEDEX_RATING, SFX_02_41
music_const SFX_GET_KEY_ITEM, SFX_02_42 music_const SFX_GET_KEY_ITEM, SFX_02_42
music_const SFX_POISONED, SFX_02_43 music_const SFX_POISONED, SFX_02_43
music_const SFX_TRADE_MACHINE, SFX_02_44 music_const SFX_TRADE_MACHINE, SFX_02_44
music_const SFX_TURN_ON_PC, SFX_02_45 music_const SFX_TURN_ON_PC, SFX_02_45
music_const SFX_TURN_OFF_PC, SFX_02_46 music_const SFX_TURN_OFF_PC, SFX_02_46
music_const SFX_ENTER_PC, SFX_02_47 music_const SFX_ENTER_PC, SFX_02_47
music_const SFX_SHRINK, SFX_02_48 music_const SFX_SHRINK, SFX_02_48
music_const SFX_SWITCH, SFX_02_49 music_const SFX_SWITCH, SFX_02_49
music_const SFX_HEALING_MACHINE, SFX_02_4a music_const SFX_HEALING_MACHINE, SFX_02_4a
music_const SFX_TELEPORT_1, SFX_02_4b music_const SFX_TELEPORT_1, SFX_02_4b
music_const SFX_TELEPORT_2, SFX_02_4c music_const SFX_TELEPORT_2, SFX_02_4c
music_const SFX_TELEPORT_3, SFX_02_4d music_const SFX_TELEPORT_3, SFX_02_4d
music_const SFX_LEDGE, SFX_02_4e music_const SFX_LEDGE, SFX_02_4e
music_const SFX_FLY_1, SFX_02_4f music_const SFX_FLY_1, SFX_02_4f
music_const SFX_FLY_2, SFX_02_50 music_const SFX_FLY_2, SFX_02_50
music_const SFX_DENIED, SFX_02_51 music_const SFX_DENIED, SFX_02_51
music_const SFX_ARROW_TILES, SFX_02_52 music_const SFX_ARROW_TILES, SFX_02_52
music_const SFX_PUSH_BOULDER, SFX_02_53 music_const SFX_PUSH_BOULDER, SFX_02_53
music_const SFX_SS_ANNE_HORN, SFX_02_54 music_const SFX_SS_ANNE_HORN, SFX_02_54
music_const SFX_WITHDRAW_DEPOSIT, SFX_02_55 music_const SFX_WITHDRAW_DEPOSIT, SFX_02_55
music_const SFX_CUT, SFX_02_56 music_const SFX_CUT, SFX_02_56
music_const SFX_GO_INSIDE, SFX_02_57 music_const SFX_GO_INSIDE, SFX_02_57
music_const SFX_SWAP, SFX_02_58 music_const SFX_SWAP, SFX_02_58
music_const SFX_59, SFX_02_59 ; unused, sounds similar to SFX_SLOTS_STOP_WHEEL music_const SFX_59, SFX_02_59 ; unused, sounds similar to SFX_SLOTS_STOP_WHEEL
music_const SFX_PURCHASE, SFX_02_5a music_const SFX_PURCHASE, SFX_02_5a
music_const SFX_COLLISION, SFX_02_5b music_const SFX_COLLISION, SFX_02_5b
music_const SFX_GO_OUTSIDE, SFX_02_5c music_const SFX_GO_OUTSIDE, SFX_02_5c
music_const SFX_SAVE, SFX_02_5d music_const SFX_SAVE, SFX_02_5d
; AUDIO_1 ; AUDIO_1
music_const SFX_POKEFLUE, SFX_02_5e music_const SFX_POKEFLUE, SFX_02_5e
music_const SFX_SAFARI_ZONE_PA, SFX_02_5f music_const SFX_SAFARI_ZONE_PA, SFX_02_5f
; AUDIO_2 ; AUDIO_2
music_const SFX_LEVEL_UP, SFX_08_3a music_const SFX_LEVEL_UP, SFX_08_3a
music_const SFX_BATTLE_01, SFX_08_41 music_const SFX_BALL_TOSS, SFX_08_41
music_const SFX_BATTLE_02, SFX_08_42 music_const SFX_BALL_POOF, SFX_08_42
music_const SFX_BATTLE_03, SFX_08_43 music_const SFX_FAINT_THUD, SFX_08_43
music_const SFX_BATTLE_04, SFX_08_44 music_const SFX_RUN, SFX_08_44
music_const SFX_BATTLE_05, SFX_08_45 music_const SFX_DEX_PAGE_ADDED, SFX_08_45
music_const SFX_BATTLE_06, SFX_08_46 music_const SFX_CAUGHT_MON, SFX_08_46
music_const SFX_BATTLE_07, SFX_08_47 music_const SFX_PECK, SFX_08_47
music_const SFX_BATTLE_08, SFX_08_48 music_const SFX_FAINT_FALL, SFX_08_48
music_const SFX_BATTLE_09, SFX_08_49 music_const SFX_BATTLE_09, SFX_08_49
music_const SFX_BATTLE_0A, SFX_08_4a music_const SFX_POUND, SFX_08_4a
music_const SFX_BATTLE_0B, SFX_08_4b music_const SFX_BATTLE_0B, SFX_08_4b
music_const SFX_BATTLE_0C, SFX_08_4c music_const SFX_BATTLE_0C, SFX_08_4c
music_const SFX_BATTLE_0D, SFX_08_4d music_const SFX_BATTLE_0D, SFX_08_4d
music_const SFX_BATTLE_0E, SFX_08_4e music_const SFX_BATTLE_0E, SFX_08_4e
music_const SFX_BATTLE_0F, SFX_08_4f music_const SFX_BATTLE_0F, SFX_08_4f
music_const SFX_BATTLE_10, SFX_08_50 music_const SFX_DAMAGE, SFX_08_50
music_const SFX_BATTLE_11, SFX_08_51 music_const SFX_NOT_VERY_EFFECTIVE, SFX_08_51
music_const SFX_BATTLE_12, SFX_08_52 music_const SFX_BATTLE_12, SFX_08_52
music_const SFX_BATTLE_13, SFX_08_53 music_const SFX_BATTLE_13, SFX_08_53
music_const SFX_BATTLE_14, SFX_08_54 music_const SFX_BATTLE_14, SFX_08_54
music_const SFX_BATTLE_15, SFX_08_55 music_const SFX_VINE_WHIP, SFX_08_55
music_const SFX_BATTLE_16, SFX_08_56 ; unused? music_const SFX_BATTLE_16, SFX_08_56 ; unused?
music_const SFX_BATTLE_17, SFX_08_57 music_const SFX_BATTLE_17, SFX_08_57
music_const SFX_BATTLE_18, SFX_08_58 music_const SFX_BATTLE_18, SFX_08_58
music_const SFX_BATTLE_19, SFX_08_59 music_const SFX_BATTLE_19, SFX_08_59
music_const SFX_BATTLE_1A, SFX_08_5a music_const SFX_SUPER_EFFECTIVE, SFX_08_5a
music_const SFX_BATTLE_1B, SFX_08_5b music_const SFX_BATTLE_1B, SFX_08_5b
music_const SFX_BATTLE_1C, SFX_08_5c music_const SFX_BATTLE_1C, SFX_08_5c
music_const SFX_BATTLE_1D, SFX_08_5d music_const SFX_DOUBLESLAP, SFX_08_5d
music_const SFX_BATTLE_1E, SFX_08_5e music_const SFX_BATTLE_1E, SFX_08_5e
music_const SFX_BATTLE_1F, SFX_08_5f music_const SFX_HORN_DRILL, SFX_08_5f
music_const SFX_BATTLE_20, SFX_08_60 music_const SFX_BATTLE_20, SFX_08_60
music_const SFX_BATTLE_21, SFX_08_61 music_const SFX_BATTLE_21, SFX_08_61
music_const SFX_BATTLE_22, SFX_08_62 music_const SFX_BATTLE_22, SFX_08_62
music_const SFX_BATTLE_23, SFX_08_63 music_const SFX_BATTLE_23, SFX_08_63
music_const SFX_BATTLE_24, SFX_08_64 music_const SFX_BATTLE_24, SFX_08_64
music_const SFX_BATTLE_25, SFX_08_65 music_const SFX_BATTLE_25, SFX_08_65
music_const SFX_BATTLE_26, SFX_08_66 music_const SFX_BATTLE_26, SFX_08_66
music_const SFX_BATTLE_27, SFX_08_67 music_const SFX_BATTLE_27, SFX_08_67
music_const SFX_BATTLE_28, SFX_08_68 music_const SFX_BATTLE_28, SFX_08_68
music_const SFX_BATTLE_29, SFX_08_69 music_const SFX_BATTLE_29, SFX_08_69
music_const SFX_BATTLE_2A, SFX_08_6a music_const SFX_BATTLE_2A, SFX_08_6a
music_const SFX_BATTLE_2B, SFX_08_6b music_const SFX_BATTLE_2B, SFX_08_6b
music_const SFX_BATTLE_2C, SFX_08_6c music_const SFX_BATTLE_2C, SFX_08_6c
music_const SFX_BATTLE_2D, SFX_08_6d music_const SFX_PSYBEAM, SFX_08_6d
music_const SFX_BATTLE_2E, SFX_08_6e music_const SFX_BATTLE_2E, SFX_08_6e
music_const SFX_BATTLE_2F, SFX_08_6f music_const SFX_BATTLE_2F, SFX_08_6f
music_const SFX_BATTLE_30, SFX_08_70 music_const SFX_PSYCHIC_M, SFX_08_70
music_const SFX_BATTLE_31, SFX_08_71 music_const SFX_BATTLE_31, SFX_08_71
music_const SFX_BATTLE_32, SFX_08_72 music_const SFX_BATTLE_32, SFX_08_72
music_const SFX_BATTLE_33, SFX_08_73 music_const SFX_BATTLE_33, SFX_08_73
music_const SFX_BATTLE_34, SFX_08_74 music_const SFX_BATTLE_34, SFX_08_74
music_const SFX_BATTLE_35, SFX_08_75 music_const SFX_BATTLE_35, SFX_08_75
music_const SFX_BATTLE_36, SFX_08_76 music_const SFX_BATTLE_36, SFX_08_76
music_const SFX_BATTLE_37, SFX_08_77 music_const SFX_SILPH_SCOPE, SFX_08_77
; AUDIO_3 ; AUDIO_3
music_const SFX_INTRO_LUNGE, SFX_1f_5e music_const SFX_INTRO_LUNGE, SFX_1f_5e
music_const SFX_INTRO_HIP, SFX_1f_5f music_const SFX_INTRO_HIP, SFX_1f_5f
music_const SFX_INTRO_HOP, SFX_1f_60 music_const SFX_INTRO_HOP, SFX_1f_60
music_const SFX_INTRO_RAISE, SFX_1f_61 music_const SFX_INTRO_RAISE, SFX_1f_61
music_const SFX_INTRO_CRASH, SFX_1f_62 music_const SFX_INTRO_CRASH, SFX_1f_62
music_const SFX_INTRO_WHOOSH, SFX_1f_63 music_const SFX_INTRO_WHOOSH, SFX_1f_63
music_const SFX_SLOTS_STOP_WHEEL, SFX_1f_64 music_const SFX_SLOTS_STOP_WHEEL, SFX_1f_64
music_const SFX_SLOTS_REWARD, SFX_1f_65 music_const SFX_SLOTS_REWARD, SFX_1f_65
music_const SFX_SLOTS_NEW_SPIN, SFX_1f_66 music_const SFX_SLOTS_NEW_SPIN, SFX_1f_66
music_const SFX_SHOOTING_STAR, SFX_1f_67 music_const SFX_SHOOTING_STAR, SFX_1f_67

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@ -76,7 +76,7 @@ DisplayCreditsMon: ; 740cb (1d:40cb)
ld hl,vBGMap1 ld hl,vBGMap1
call CopyTileMapToVRAM call CopyTileMapToVRAM
call FillMiddleOfScreenWithWhite call FillMiddleOfScreenWithWhite
ld a,%11111100 ; make the mon a black silhouette ld a,%11111100 ; make the mon a black silhouette
ld [rBGP],a ld [rBGP],a
; scroll the mon left by one tile 7 times ; scroll the mon left by one tile 7 times
@ -88,7 +88,7 @@ DisplayCreditsMon: ; 740cb (1d:40cb)
; scroll the mon left by one tile 20 times ; scroll the mon left by one tile 20 times
; This time, we have to move the window left too in order to hide the text that ; This time, we have to move the window left too in order to hide the text that
; is wrapping around to the right side of the screen. ; is wrapping around to the right side of the screen.
ld c,20 ld c,20
.scrollLoop2 .scrollLoop2
call ScrollCreditsMonLeft call ScrollCreditsMonLeft

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@ -741,7 +741,7 @@ DoBallTossSpecialEffects: ; 78f3e (1e:4f3e)
cp a,11 ; is it the beginning of the subanimation? cp a,11 ; is it the beginning of the subanimation?
jr nz,.skipPlayingSound jr nz,.skipPlayingSound
; if it is the beginning of the subanimation, play a sound ; if it is the beginning of the subanimation, play a sound
ld a,SFX_BATTLE_01 ld a,SFX_BALL_TOSS
call PlaySound call PlaySound
.skipPlayingSound .skipPlayingSound
ld a,[W_ISINBATTLE] ld a,[W_ISINBATTLE]
@ -820,7 +820,7 @@ DoPoofSpecialEffects: ; 78fce (1e:4fce)
ld a,[W_SUBANIMCOUNTER] ld a,[W_SUBANIMCOUNTER]
cp a,5 cp a,5
ret nz ret nz
ld a,SFX_BATTLE_02 ld a,SFX_BALL_POOF
jp PlaySound jp PlaySound
DoRockSlideSpecialEffects: ; 78fd9 (1e:4fd9) DoRockSlideSpecialEffects: ; 78fd9 (1e:4fd9)
@ -2274,7 +2274,7 @@ GetMoveSoundB: ; 79869 (1e:5869)
ld b, a ld b, a
ret ret
; get the sound of the move id in a ; get the sound of the (move id - 1) in a
GetMoveSound: ; 7986f (1e:586f) GetMoveSound: ; 7986f (1e:586f)
ld hl,MoveSoundTable ld hl,MoveSoundTable
ld e,a ld e,a
@ -2329,172 +2329,172 @@ IsCryMove: ; 798ad (1e:58ad)
ret ret
MoveSoundTable: ; 798bc (1e:58bc) MoveSoundTable: ; 798bc (1e:58bc)
db SFX_BATTLE_0A,$00,$80 db SFX_POUND, $00,$80 ; POUND
db SFX_BATTLE_0C,$10,$80 db SFX_BATTLE_0C, $10,$80 ; KARATE_CHOP
db SFX_BATTLE_1D,$00,$80 db SFX_DOUBLESLAP, $00,$80 ; DOUBLESLAP
db SFX_BATTLE_0B,$01,$80 db SFX_BATTLE_0B, $01,$80 ; COMET_PUNCH
db SFX_BATTLE_0D,$00,$40 db SFX_BATTLE_0D, $00,$40 ; MEGA_PUNCH
db SFX_BATTLE_37,$00,$ff db SFX_SILPH_SCOPE, $00,$ff ; PAY_DAY
db SFX_BATTLE_0D,$10,$60 db SFX_BATTLE_0D, $10,$60 ; FIRE_PUNCH
db SFX_BATTLE_0D,$20,$80 db SFX_BATTLE_0D, $20,$80 ; ICE_PUNCH
db SFX_BATTLE_0D,$00,$a0 db SFX_BATTLE_0D, $00,$a0 ; THUNDERPUNCH
db SFX_BATTLE_10,$00,$80 db SFX_DAMAGE, $00,$80 ; SCRATCH
db SFX_BATTLE_0F,$20,$40 db SFX_BATTLE_0F, $20,$40 ; VICEGRIP
db SFX_BATTLE_0F,$00,$80 db SFX_BATTLE_0F, $00,$80 ; GUILLOTINE
db SFX_BATTLE_0E,$00,$a0 db SFX_BATTLE_0E, $00,$a0 ; RAZOR_WIND
db SFX_BATTLE_11,$10,$c0 db SFX_NOT_VERY_EFFECTIVE,$10,$c0 ; SWORDS_DANCE
db SFX_BATTLE_11,$00,$a0 db SFX_NOT_VERY_EFFECTIVE,$00,$a0 ; CUT
db SFX_BATTLE_12,$00,$c0 db SFX_BATTLE_12, $00,$c0 ; GUST
db SFX_BATTLE_12,$10,$a0 db SFX_BATTLE_12, $10,$a0 ; WING_ATTACK
db SFX_BATTLE_13,$00,$e0 db SFX_BATTLE_13, $00,$e0 ; WHIRLWIND
db SFX_BATTLE_11,$20,$c0 db SFX_NOT_VERY_EFFECTIVE,$20,$c0 ; FLY
db SFX_BATTLE_14,$00,$80 db SFX_BATTLE_14, $00,$80 ; BIND
db SFX_BATTLE_22,$00,$80 db SFX_BATTLE_22, $00,$80 ; SLAM
db SFX_BATTLE_15,$01,$80 db SFX_VINE_WHIP, $01,$80 ; VINE_WHIP
db SFX_BATTLE_20,$00,$80 db SFX_BATTLE_20, $00,$80 ; STOMP
db SFX_BATTLE_17,$f0,$40 db SFX_BATTLE_17, $f0,$40 ; DOUBLE_KICK
db SFX_BATTLE_1A,$00,$80 db SFX_SUPER_EFFECTIVE, $00,$80 ; MEGA_KICK
db SFX_BATTLE_17,$00,$80 db SFX_BATTLE_17, $00,$80 ; JUMP_KICK
db SFX_BATTLE_21,$10,$80 db SFX_BATTLE_21, $10,$80 ; ROLLING_KICK
db SFX_BATTLE_1B,$01,$a0 db SFX_BATTLE_1B, $01,$a0 ; SAND_ATTACK
db SFX_BATTLE_18,$00,$80 db SFX_BATTLE_18, $00,$80 ; HEADBUTT
db SFX_BATTLE_1E,$00,$60 db SFX_BATTLE_1E, $00,$60 ; HORN_ATTACK
db SFX_BATTLE_1E,$01,$40 db SFX_BATTLE_1E, $01,$40 ; FURY_ATTACK
db SFX_BATTLE_1F,$00,$a0 db SFX_HORN_DRILL, $00,$a0 ; HORN_DRILL
db SFX_BATTLE_1A,$10,$a0 db SFX_SUPER_EFFECTIVE, $10,$a0 ; TACKLE
db SFX_BATTLE_20,$00,$c0 db SFX_BATTLE_20, $00,$c0 ; BODY_SLAM
db SFX_BATTLE_14,$10,$60 db SFX_BATTLE_14, $10,$60 ; WRAP
db SFX_BATTLE_1A,$00,$a0 db SFX_SUPER_EFFECTIVE, $00,$a0 ; TAKE_DOWN
db SFX_BATTLE_22,$11,$c0 db SFX_BATTLE_22, $11,$c0 ; THRASH
db SFX_BATTLE_1A,$20,$c0 db SFX_SUPER_EFFECTIVE, $20,$c0 ; DOUBLE_EDGE
db SFX_BATTLE_21,$00,$80 db SFX_BATTLE_21, $00,$80 ; TAIL_WHIP
db SFX_BATTLE_1B,$00,$80 db SFX_BATTLE_1B, $00,$80 ; POISON_STING
db SFX_BATTLE_1B,$20,$c0 db SFX_BATTLE_1B, $20,$c0 ; TWINEEDLE
db SFX_BATTLE_19,$00,$80 db SFX_BATTLE_19, $00,$80 ; PIN_MISSILE
db SFX_BATTLE_31,$ff,$40 db SFX_BATTLE_31, $ff,$40 ; LEER
db SFX_BATTLE_1E,$00,$80 db SFX_BATTLE_1E, $00,$80 ; BITE
db SFX_BATTLE_0B,$00,$c0 db SFX_BATTLE_0B, $00,$c0 ; GROWL
db SFX_BATTLE_0B,$00,$40 db SFX_BATTLE_0B, $00,$40 ; ROAR
db SFX_BATTLE_35,$00,$80 db SFX_BATTLE_35, $00,$80 ; SING
db SFX_BATTLE_27,$40,$60 db SFX_BATTLE_27, $40,$60 ; SUPERSONIC
db SFX_BATTLE_27,$00,$80 db SFX_BATTLE_27, $00,$80 ; SONICBOOM
db SFX_BATTLE_27,$ff,$40 db SFX_BATTLE_27, $ff,$40 ; DISABLE
db SFX_BATTLE_2A,$80,$c0 db SFX_BATTLE_2A, $80,$c0 ; ACID
db SFX_BATTLE_19,$10,$a0 db SFX_BATTLE_19, $10,$a0 ; EMBER
db SFX_BATTLE_19,$21,$e0 db SFX_BATTLE_19, $21,$e0 ; FLAMETHROWER
db SFX_BATTLE_29,$00,$80 db SFX_BATTLE_29, $00,$80 ; MIST
db SFX_BATTLE_24,$20,$60 db SFX_BATTLE_24, $20,$60 ; WATER_GUN
db SFX_BATTLE_2A,$00,$80 db SFX_BATTLE_2A, $00,$80 ; HYDRO_PUMP
db SFX_BATTLE_2C,$00,$80 db SFX_BATTLE_2C, $00,$80 ; SURF
db SFX_BATTLE_28,$40,$80 db SFX_BATTLE_28, $40,$80 ; ICE_BEAM
db SFX_BATTLE_29,$f0,$e0 db SFX_BATTLE_29, $f0,$e0 ; BLIZZARD
db SFX_BATTLE_2D,$00,$80 db SFX_PSYBEAM, $00,$80 ; PSYBEAM
db SFX_BATTLE_2A,$f0,$60 db SFX_BATTLE_2A, $f0,$60 ; BUBBLEBEAM
db SFX_BATTLE_28,$00,$80 db SFX_BATTLE_28, $00,$80 ; AURORA_BEAM
db SFX_BATTLE_36,$00,$80 db SFX_BATTLE_36, $00,$80 ; HYPER_BEAM
db SFX_BATTLE_07,$01,$a0 db SFX_PECK,$01, $a0 ; PECK
db SFX_BATTLE_13,$f0,$20 db SFX_BATTLE_13, $f0,$20 ; DRILL_PECK
db SFX_BATTLE_23,$01,$c0 db SFX_BATTLE_23, $01,$c0 ; SUBMISSION
db SFX_BATTLE_23,$00,$80 db SFX_BATTLE_23, $00,$80 ; LOW_KICK
db SFX_BATTLE_1A,$00,$e0 db SFX_SUPER_EFFECTIVE, $00,$e0 ; COUNTER
db SFX_BATTLE_26,$01,$60 db SFX_BATTLE_26, $01,$60 ; SEISMIC_TOSS
db SFX_BATTLE_26,$20,$40 db SFX_BATTLE_26, $20,$40 ; STRENGTH
db SFX_BATTLE_24,$00,$80 db SFX_BATTLE_24, $00,$80 ; ABSORB
db SFX_BATTLE_24,$40,$c0 db SFX_BATTLE_24, $40,$c0 ; MEGA_DRAIN
db SFX_BATTLE_1B,$03,$60 db SFX_BATTLE_1B, $03,$60 ; LEECH_SEED
db SFX_BATTLE_25,$11,$e0 db SFX_BATTLE_25, $11,$e0 ; GROWTH
db SFX_BATTLE_12,$20,$e0 db SFX_BATTLE_12, $20,$e0 ; RAZOR_LEAF
db SFX_BATTLE_2E,$00,$80 db SFX_BATTLE_2E, $00,$80 ; SOLARBEAM
db SFX_BATTLE_1C,$00,$80 db SFX_BATTLE_1C, $00,$80 ; POISONPOWDER
db SFX_BATTLE_1C,$11,$a0 db SFX_BATTLE_1C, $11,$a0 ; STUN_SPORE
db SFX_BATTLE_1C,$01,$c0 db SFX_BATTLE_1C, $01,$c0 ; SLEEP_POWDER
db SFX_BATTLE_13,$14,$c0 db SFX_BATTLE_13, $14,$c0 ; PETAL_DANCE
db SFX_BATTLE_1B,$02,$a0 db SFX_BATTLE_1B, $02,$a0 ; STRING_SHOT
db SFX_BATTLE_29,$f0,$80 db SFX_BATTLE_29, $f0,$80 ; DRAGON_RAGE
db SFX_BATTLE_29,$20,$c0 db SFX_BATTLE_29, $20,$c0 ; FIRE_SPIN
db SFX_BATTLE_2F,$00,$20 db SFX_BATTLE_2F, $00,$20 ; THUNDERSHOCK
db SFX_BATTLE_2F,$20,$80 db SFX_BATTLE_2F, $20,$80 ; THUNDERBOLT
db SFX_BATTLE_2E,$12,$60 db SFX_BATTLE_2E, $12,$60 ; THUNDER_WAVE
db SFX_BATTLE_26,$00,$80 db SFX_BATTLE_26, $00,$80 ; THUNDER
db SFX_BATTLE_14,$01,$e0 db SFX_BATTLE_14, $01,$e0 ; ROCK_THROW
db SFX_BATTLE_29,$0f,$e0 db SFX_BATTLE_29, $0f,$e0 ; EARTHQUAKE
db SFX_BATTLE_29,$11,$20 db SFX_BATTLE_29, $11,$20 ; FISSURE
db SFX_BATTLE_10,$10,$40 db SFX_DAMAGE, $10,$40 ; DIG
db SFX_BATTLE_0F,$10,$c0 db SFX_BATTLE_0F, $10,$c0 ; TOXIC
db SFX_BATTLE_14,$00,$20 db SFX_BATTLE_14, $00,$20 ; CONFUSION
db SFX_BATTLE_30,$00,$80 db SFX_PSYCHIC_M, $00,$80 ; PSYCHIC_M
db SFX_BATTLE_35,$11,$18 db SFX_BATTLE_35, $11,$18 ; HYPNOSIS
db SFX_BATTLE_09,$20,$c0 db SFX_BATTLE_09, $20,$c0 ; MEDITATE
db SFX_BATTLE_08,$20,$c0 db SFX_FAINT_FALL, $20,$c0 ; AGILITY
db SFX_BATTLE_25,$00,$10 db SFX_BATTLE_25, $00,$10 ; QUICK_ATTACK
db SFX_BATTLE_26,$f0,$20 db SFX_BATTLE_26, $f0,$20 ; RAGE
db SFX_BATTLE_33,$f0,$c0 db SFX_BATTLE_33, $f0,$c0 ; TELEPORT
db SFX_BATTLE_11,$f0,$e0 db SFX_NOT_VERY_EFFECTIVE,$f0,$e0 ; NIGHT_SHADE
db SFX_BATTLE_09,$f0,$40 db SFX_BATTLE_09, $f0,$40 ; MIMIC
db SFX_BATTLE_31,$00,$80 db SFX_BATTLE_31, $00,$80 ; SCREECH
db SFX_BATTLE_33,$80,$40 db SFX_BATTLE_33, $80,$40 ; DOUBLE_TEAM
db SFX_BATTLE_33,$00,$80 db SFX_BATTLE_33, $00,$80 ; RECOVER
db SFX_BATTLE_14,$11,$20 db SFX_BATTLE_14, $11,$20 ; HARDEN
db SFX_BATTLE_14,$22,$10 db SFX_BATTLE_14, $22,$10 ; MINIMIZE
db SFX_BATTLE_1B,$f1,$ff db SFX_BATTLE_1B, $f1,$ff ; SMOKESCREEN
db SFX_BATTLE_13,$f1,$ff db SFX_BATTLE_13, $f1,$ff ; CONFUSE_RAY
db SFX_BATTLE_14,$33,$30 db SFX_BATTLE_14, $33,$30 ; WITHDRAW
db SFX_BATTLE_32,$40,$c0 db SFX_BATTLE_32, $40,$c0 ; DEFENSE_CURL
db SFX_BATTLE_0E,$20,$20 db SFX_BATTLE_0E, $20,$20 ; BARRIER
db SFX_BATTLE_0E,$f0,$10 db SFX_BATTLE_0E, $f0,$10 ; LIGHT_SCREEN
db SFX_BATTLE_0F,$f8,$10 db SFX_BATTLE_0F, $f8,$10 ; HAZE
db SFX_BATTLE_11,$f0,$10 db SFX_NOT_VERY_EFFECTIVE,$f0,$10 ; REFLECT
db SFX_BATTLE_25,$00,$80 db SFX_BATTLE_25, $00,$80 ; FOCUS_ENERGY
db SFX_BATTLE_18,$00,$c0 db SFX_BATTLE_18, $00,$c0 ; BIDE
db SFX_BATTLE_32,$c0,$ff db SFX_BATTLE_32, $c0,$ff ; METRONOME
db SFX_BATTLE_09,$f2,$20 db SFX_BATTLE_09, $f2,$20 ; MIRROR_MOVE
db SFX_BATTLE_34,$00,$80 db SFX_BATTLE_34, $00,$80 ; SELFDESTRUCT
db SFX_BATTLE_34,$00,$40 db SFX_BATTLE_34, $00,$40 ; EGG_BOMB
db SFX_BATTLE_09,$00,$40 db SFX_BATTLE_09, $00,$40 ; LICK
db SFX_BATTLE_11,$10,$ff db SFX_NOT_VERY_EFFECTIVE,$10,$ff ; SMOG
db SFX_BATTLE_2A,$20,$20 db SFX_BATTLE_2A, $20,$20 ; SLUDGE
db SFX_BATTLE_32,$00,$80 db SFX_BATTLE_32, $00,$80 ; BONE_CLUB
db SFX_BATTLE_29,$1f,$20 db SFX_BATTLE_29, $1f,$20 ; FIRE_BLAST
db SFX_BATTLE_25,$2f,$80 db SFX_BATTLE_25, $2f,$80 ; WATERFALL
db SFX_BATTLE_0F,$1f,$ff db SFX_BATTLE_0F, $1f,$ff ; CLAMP
db SFX_BATTLE_2B,$1f,$60 db SFX_BATTLE_2B, $1f,$60 ; SWIFT
db SFX_BATTLE_26,$1e,$20 db SFX_BATTLE_26, $1e,$20 ; SKULL_BASH
db SFX_BATTLE_26,$1f,$18 db SFX_BATTLE_26, $1f,$18 ; SPIKE_CANNON
db SFX_BATTLE_14,$0f,$80 db SFX_BATTLE_14, $0f,$80 ; CONSTRICT
db SFX_BATTLE_09,$f8,$10 db SFX_BATTLE_09, $f8,$10 ; AMNESIA
db SFX_BATTLE_08,$18,$20 db SFX_FAINT_FALL, $18,$20 ; KINESIS
db SFX_BATTLE_32,$08,$40 db SFX_BATTLE_32, $08,$40 ; SOFTBOILED
db SFX_BATTLE_17,$01,$e0 db SFX_BATTLE_17, $01,$e0 ; HI_JUMP_KICK
db SFX_BATTLE_11,$09,$ff db SFX_NOT_VERY_EFFECTIVE,$09,$ff ; GLARE
db SFX_BATTLE_35,$42,$01 db SFX_BATTLE_35, $42,$01 ; DREAM_EATER
db SFX_BATTLE_1C,$00,$ff db SFX_BATTLE_1C, $00,$ff ; POISON_GAS
db SFX_BATTLE_32,$08,$e0 db SFX_BATTLE_32, $08,$e0 ; BARRAGE
db SFX_BATTLE_24,$00,$80 db SFX_BATTLE_24, $00,$80 ; LEECH_LIFE
db SFX_BATTLE_09,$88,$10 db SFX_BATTLE_09, $88,$10 ; LOVELY_KISS
db SFX_BATTLE_25,$48,$ff db SFX_BATTLE_25, $48,$ff ; SKY_ATTACK
db SFX_BATTLE_08,$ff,$ff db SFX_FAINT_FALL, $ff,$ff ; TRANSFORM
db SFX_BATTLE_24,$ff,$10 db SFX_BATTLE_24, $ff,$10 ; BUBBLE
db SFX_BATTLE_08,$ff,$04 db SFX_FAINT_FALL, $ff,$04 ; DIZZY_PUNCH
db SFX_BATTLE_1C,$01,$ff db SFX_BATTLE_1C, $01,$ff ; SPORE
db SFX_BATTLE_13,$f8,$ff db SFX_BATTLE_13, $f8,$ff ; FLASH
db SFX_BATTLE_0C,$f0,$f0 db SFX_BATTLE_0C, $f0,$f0 ; PSYWAVE
db SFX_BATTLE_0F,$08,$10 db SFX_BATTLE_0F, $08,$10 ; SPLASH
db SFX_BATTLE_0D,$f0,$ff db SFX_BATTLE_0D, $f0,$ff ; ACID_ARMOR
db SFX_BATTLE_1A,$f0,$ff db SFX_SUPER_EFFECTIVE, $f0,$ff ; CRABHAMMER
db SFX_BATTLE_34,$10,$ff db SFX_BATTLE_34, $10,$ff ; EXPLOSION
db SFX_BATTLE_0E,$f0,$20 db SFX_BATTLE_0E, $f0,$20 ; FURY_SWIPES
db SFX_BATTLE_2B,$f0,$60 db SFX_BATTLE_2B, $f0,$60 ; BONEMERANG
db SFX_BATTLE_21,$12,$10 db SFX_BATTLE_21, $12,$10 ; REST
db SFX_BATTLE_36,$f0,$20 db SFX_BATTLE_36, $f0,$20 ; ROCK_SLIDE
db SFX_BATTLE_1E,$12,$ff db SFX_BATTLE_1E, $12,$ff ; HYPER_FANG
db SFX_BATTLE_31,$80,$04 db SFX_BATTLE_31, $80,$04 ; SHARPEN
db SFX_BATTLE_33,$f0,$10 db SFX_BATTLE_33, $f0,$10 ; CONVERSION
db SFX_BATTLE_29,$f8,$ff db SFX_BATTLE_29, $f8,$ff ; TRI_ATTACK
db SFX_BATTLE_26,$f0,$ff db SFX_BATTLE_26, $f0,$ff ; SUPER_FANG
db SFX_BATTLE_11,$01,$ff db SFX_NOT_VERY_EFFECTIVE,$01,$ff ; SLASH
db SFX_BATTLE_2C,$d8,$04 db SFX_BATTLE_2C, $d8,$04 ; SUBSTITUTE
db SFX_BATTLE_0B,$00,$80 db SFX_BATTLE_0B, $00,$80 ; STRUGGLE
db SFX_BATTLE_0B,$00,$80 db SFX_BATTLE_0B, $00,$80
CopyPicTiles: ; 79aae (1e:5aae) CopyPicTiles: ; 79aae (1e:5aae)
ld a, [H_WHOSETURN] ld a, [H_WHOSETURN]
@ -2929,7 +2929,7 @@ TossBallAnimation: ; 79e16 (1e:5e16)
ld a,TOSS_ANIM ld a,TOSS_ANIM
ld [W_ANIMATIONID],a ld [W_ANIMATIONID],a
call PlayAnimation call PlayAnimation
ld a,SFX_BATTLE_03 ld a,SFX_FAINT_THUD
call PlaySound call PlaySound
ld a,BLOCKBALL_ANIM ld a,BLOCKBALL_ANIM
ld [W_ANIMATIONID],a ld [W_ANIMATIONID],a
@ -2945,15 +2945,15 @@ PlayApplyingAttackSound: ; 79e6a (1e:5e6a)
cp $a cp $a
ld a, $20 ld a, $20
ld b, $30 ld b, $30
ld c, SFX_BATTLE_10 ld c, SFX_DAMAGE
jr z, .asm_79e8b jr z, .asm_79e8b
ld a, $e0 ld a, $e0
ld b, $ff ld b, $ff
ld c, SFX_BATTLE_1A ld c, SFX_SUPER_EFFECTIVE
jr nc, .asm_79e8b jr nc, .asm_79e8b
ld a, $50 ld a, $50
ld b, $1 ld b, $1
ld c, SFX_BATTLE_11 ld c, SFX_NOT_VERY_EFFECTIVE
.asm_79e8b .asm_79e8b
ld [wc0f1], a ld [wc0f1], a
ld a, b ld a, b

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@ -64,7 +64,7 @@ PrintBeginningBattleText: ; 58d99 (16:4d99)
ld [wc0f1], a ld [wc0f1], a
ld a, $80 ld a, $80
ld [wc0f2], a ld [wc0f2], a
ld a, SFX_BATTLE_37 ld a, SFX_SILPH_SCOPE
call PlaySound call PlaySound
jp WaitForSoundToFinish jp WaitForSoundToFinish
.done .done

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@ -353,7 +353,7 @@ EnemyRan: ; 3c202 (f:4202)
ld hl, EnemyRanText ld hl, EnemyRanText
.printText .printText
call PrintText call PrintText
ld a, SFX_BATTLE_04 ld a, SFX_RUN
call PlaySoundWaitForCurrent call PlaySoundWaitForCurrent
xor a xor a
ld [H_WHOSETURN], a ld [H_WHOSETURN], a
@ -860,13 +860,13 @@ FaintEnemyPokemon: ; 0x3c567
xor a xor a
ld [wc0f1], a ld [wc0f1], a
ld [wc0f2], a ld [wc0f2], a
ld a, SFX_BATTLE_08 ; SFX_FALL? ld a, SFX_FAINT_FALL
call PlaySoundWaitForCurrent call PlaySoundWaitForCurrent
.sfxwait .sfxwait
ld a, [wc02a] ld a, [wc02a]
cp SFX_BATTLE_08 cp SFX_FAINT_FALL
jr z, .sfxwait jr z, .sfxwait
ld a, SFX_BATTLE_03 ; SFX_DROP ld a, SFX_FAINT_THUD
call PlaySound call PlaySound
call WaitForSoundToFinish call WaitForSoundToFinish
jr .sfxplayed jr .sfxplayed
@ -1672,7 +1672,7 @@ TryRunningFromBattle: ; 3cab9 (f:4ab9)
dec a dec a
.playSound .playSound
ld [wBattleResult], a ld [wBattleResult], a
ld a, SFX_BATTLE_04 ld a, SFX_RUN
call PlaySoundWaitForCurrent call PlaySoundWaitForCurrent
ld hl, GotAwayText ld hl, GotAwayText
call PrintText call PrintText

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@ -443,7 +443,7 @@ WriteMonMoves: ; 3afb8 (e:6fb8)
jr nz, .findEmptySlotLoop jr nz, .findEmptySlotLoop
; no empty move slots found ; no empty move slots found
pop de pop de
push de push de
push hl push hl
ld h, d ld h, d
@ -472,7 +472,7 @@ WriteMonMoves: ; 3afb8 (e:6fb8)
jr z, .nextMove jr z, .nextMove
; write move PP value if learning moves from day care ; write move PP value if learning moves from day care
push hl push hl
ld a, [hl] ld a, [hl]
ld hl, wPartyMon1PP - wPartyMon1Moves ld hl, wPartyMon1PP - wPartyMon1Moves
add hl, de add hl, de

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@ -1463,7 +1463,7 @@ DisplayListMenuIDLoop:: ; 2c53 (0:2c53)
; pointless because both values are overwritten before they are read ; pointless because both values are overwritten before they are read
ld a,$01 ld a,$01
ld [wMenuExitMethod],a ld [wMenuExitMethod],a
ld [wChosenMenuItem],a ld [wChosenMenuItem],a
xor a xor a
ld [wMenuWatchMovingOutOfBounds],a ld [wMenuWatchMovingOutOfBounds],a

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@ -627,12 +627,12 @@ TextCommand0B:: ; 1c31 (0:1c31)
; format: text command ID, sound ID or cry ID ; format: text command ID, sound ID or cry ID
TextCommandSounds:: ; 1c64 (0:1c64) TextCommandSounds:: ; 1c64 (0:1c64)
db $0B,SFX_GET_ITEM_1 db $0B,SFX_GET_ITEM_1
db $12,SFX_BATTLE_06 db $12,SFX_CAUGHT_MON
db $0E,SFX_POKEDEX_RATING db $0E,SFX_POKEDEX_RATING
db $0F,SFX_GET_ITEM_1 db $0F,SFX_GET_ITEM_1
db $10,SFX_GET_ITEM_2 db $10,SFX_GET_ITEM_2
db $11,SFX_GET_KEY_ITEM db $11,SFX_GET_KEY_ITEM
db $13,SFX_BATTLE_05 db $13,SFX_DEX_PAGE_ADDED
db $14,NIDORINA ; used in OakSpeech db $14,NIDORINA ; used in OakSpeech
db $15,PIDGEOT ; used in SaffronCityText12 db $15,PIDGEOT ; used in SaffronCityText12
db $16,DEWGONG ; unused? db $16,DEWGONG ; unused?

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@ -66,15 +66,15 @@ jpab: MACRO
ENDM ENDM
bcd2: MACRO bcd2: MACRO
dn ((\1) / 1000) % 10, ((\1) / 100) % 10 dn ((\1) / 1000) % 10, ((\1) / 100) % 10
dn ((\1) / 10) % 10, (\1) % 10 dn ((\1) / 10) % 10, (\1) % 10
ENDM ENDM
bcd3: MACRO bcd3: MACRO
dn ((\1) / 100000) % 10, ((\1) / 10000) % 10 dn ((\1) / 100000) % 10, ((\1) / 10000) % 10
dn ((\1) / 1000) % 10, ((\1) / 100) % 10 dn ((\1) / 1000) % 10, ((\1) / 100) % 10
dn ((\1) / 10) % 10, (\1) % 10 dn ((\1) / 10) % 10, (\1) % 10
ENDM ENDM
coins equs "bcd2" coins equs "bcd2"
money equs "bcd3" money equs "bcd3"
@ -263,7 +263,7 @@ NONE EQU $FF
;\7 trainers only: trainer class/pokemon id ;\7 trainers only: trainer class/pokemon id
;\8 trainers only: trainer number/pokemon level ;\8 trainers only: trainer number/pokemon level
object: MACRO object: MACRO
db \1 db \1
db \3 + 4 db \3 + 4
db \2 + 4 db \2 + 4
db \4 db \4