First group of vabID 0 sfx complete (#1542)

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SynaMax 2024-08-19 00:29:24 -04:00 committed by GitHub
parent 569e9450b9
commit 1bc839af1a
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GPG Key ID: B5690EEEBB952194
33 changed files with 89 additions and 82 deletions

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@ -185,14 +185,6 @@ typedef enum { MONO_SOUND, STEREO_SOUND } soundMode;
#define JP_VO_SH_SONO_TEIDO 0x530 // Shaft: Sono teido no chikara de tatakai...
#endif
#define SFX_UNK_669 0x669
#define NA_SE_EN_AXE_KNIGHT_BREAK_AXE 0x66B
#define NA_SE_EN_BONE_SCIMITAR_SWORD_SLASH 0x66D
#define NA_SE_EN_GAIBON_COLLAPSE 0x672
#define NA_SE_EV_SWITCH_CLICK 0x676
#define NA_SE_SY_MOVE_MENU_CURSOR 0x67B
#define NA_SE_PL_MP_GAUGE 0x67D
#define NA_SE_PL_BT_FIREBALL 0x680
#define NA_SE_PL_MAX_HP_MP_INCREASED 0x687
#define SFX_UNK_689 0x689
#define NA_SE_BREAK_GLASS 0x68B
@ -296,8 +288,6 @@ typedef enum { MONO_SOUND, STEREO_SOUND } soundMode;
#define SE_BOSS_DEFEATED 0x7D2
// UI SOUNDS
#define SE_UI_SELECT 0x67B
#define SE_UI_MAIN_MENU_SELECT 0x67D
#define SE_UI_ERROR 0x686
#define SE_UI_DEBUG_SELECT 0x688
#define SE_UI_OVERWRITE_SELECT 0x6A4
@ -310,7 +300,6 @@ typedef enum { MONO_SOUND, STEREO_SOUND } soundMode;
#define SFX_UNK_6F7 0x6F7
// WEAPON SOUNDS
#define SE_WPN_POWER_OF_SIRE 0x66A
#define SE_WPN_ALUCARD_SWORD_SWING 0x6A8
#define SE_WPN_PENTAGRAM 0x6E4
@ -318,8 +307,7 @@ typedef enum { MONO_SOUND, STEREO_SOUND } soundMode;
#define SFX_KARMA_COIN_HEADS 0x6B1
// UNUSED SOUNDS
#define SE_UNK_TE1_66F 0x66F
#define SE_UNK_TE3_679 0x679
#define SE_UNK_TE1_692 0x692
#define SE_UNK_TE1_6B3 0x6B3
#define SE_UNK_TE2_6B4 0x6B4
@ -341,7 +329,7 @@ enum Sfx {
SFX_HEART_PICKUP = 0x670,
SFX_ITEM_PICKUP = 0x672,
SFX_GOLD_PICKUP = 0x69D,
SFX_WEAPON_HIT = 0x6DB
SFX_WEAPON_HIT_A = 0x6DB
};
#else
enum Sfx {
@ -452,9 +440,31 @@ enum Sfx {
SFX_THUNDER_C,
SFX_UNK_LOW_UI,
SFX_TRANSFORM,
SFX_WEAPON_HIT = 0x678,
SFX_HEART_PICKUP = 0x67A,
SFX_ITEM_PICKUP = 0x67C,
SFX_MAGIC_WEAPON_APPEAR_A,
SFX_MAGIC_WEAPON_APPEAR_B,
SFX_WEAPON_BREAK,
SFX_BONE_SWORD_SWISH_A,
SFX_BONE_SWORD_SWISH_B,
SFX_BONE_SWORD_SWISH_C,
SFX_TELEPORT_BANG_SHORT_A,
SFX_TELEPORT_BANG_SHORT_B, // 0x670
SFX_TELEPORT_BANG_SHORT_C,
SFX_NOISE_SWEEP_DOWN_A,
SFX_NOISE_SWEEP_DOWN_B,
SFX_BOING,
SFX_LEVER_METAL_BANG,
SFX_SWITCH_CLICK,
SFX_WEAPON_ENERGY,
SFX_WEAPON_HIT_A,
SFX_WEAPON_HIT_B,
// vabid 9
SFX_HEART_PICKUP,
SFX_UI_MOVE,
SFX_ITEM_PICKUP,
SFX_UI_MP_FULL,
SFX_CANDLE_HIT_WHOOSH_A,
SFX_CANDLE_HIT_WHOOSH_B,
SFX_QUICK_STUTTER_EXPLODE, // 0x680
SFX_GOLD_PICKUP = 0x6A9,
};

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@ -279,7 +279,7 @@ void func_80109990(void) {
if (D_80137FB4 == 0) {
if (g_Status.mp == g_Status.mpMax && !(g_Player.unk0C & 0x100000)) {
CreateEntFactoryFromEntity(g_CurrentEntity, FACTORY(0, 40), 0);
PlaySfx(NA_SE_PL_MP_GAUGE);
PlaySfx(SFX_UI_MP_FULL);
D_80137FB4++;
}
} else if (g_Status.mp != g_Status.mpMax) {

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@ -1276,7 +1276,7 @@ void func_8010FB68(void) { // Related to Dark Metamorphosis
func_8010E3E0();
SetPlayerAnim(0xBA);
PlaySfx(NA_SE_VO_AL_DARK_METAMORPHOSIS);
PlaySfx(NA_SE_PL_MP_GAUGE);
PlaySfx(SFX_UI_MP_FULL);
g_Player.D_80072F00[11] =
GetStatusAilmentTimer(STATUS_AILMENT_DARK_METAMORPHOSIS, 0x400);
func_801092E8(1);

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@ -1209,7 +1209,7 @@ void func_80118640(void) {
void func_80118670(void) {
if (PLAYER.animFrameIdx == 7 && PLAYER.animFrameDuration == 1) {
CreateEntFactoryFromEntity(g_CurrentEntity, FACTORY(0x1600, 40), 0);
PlaySfx(NA_SE_PL_MP_GAUGE);
PlaySfx(SFX_UI_MP_FULL);
CreateEntFactoryFromEntity(g_CurrentEntity, FACTORY(0, 112), 0);
}
if (PLAYER.animFrameDuration < 0) {

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@ -1177,7 +1177,7 @@ void EntityPlayerPinkEffect(Entity* self) {
(data_idx->unk16[self->ext.factory.unk7E] << 16)),
0);
if (data_idx->pad2[self->ext.factory.unk7E] == 0x28) {
PlaySfx(NA_SE_PL_MP_GAUGE);
PlaySfx(SFX_UI_MP_FULL);
}
}
@ -1194,11 +1194,11 @@ void EntityPlayerPinkEffect(Entity* self) {
break;
case 0x80:
g_Player.D_80072F00[0] = 2;
PlaySfx(SFX_UNK_669);
PlaySfx(SFX_MAGIC_WEAPON_APPEAR_A);
break;
case 0x81:
g_Player.D_80072F00[1] = 2;
PlaySfx(SFX_UNK_669);
PlaySfx(SFX_MAGIC_WEAPON_APPEAR_A);
break;
case 0x84:
g_Player.unk56 = 1;
@ -1215,13 +1215,13 @@ void EntityPlayerPinkEffect(Entity* self) {
g_Player.unk58 = g_Status.hpMax;
break;
case 0x87:
PlaySfx(SFX_UNK_669);
PlaySfx(SFX_MAGIC_WEAPON_APPEAR_A);
g_Status.mp = g_Status.mpMax;
break;
default:
CreateEntFactoryFromEntity(
self, (D_800AE120[temp2] << 0x10) + 0x2F, 0);
PlaySfx(SFX_UNK_669);
PlaySfx(SFX_MAGIC_WEAPON_APPEAR_A);
case 0x82:
break;
}

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@ -1455,7 +1455,7 @@ void EntityBatFireball(Entity* self) {
switch (self->step) {
case 0:
PlaySfx(NA_SE_PL_BT_FIREBALL);
PlaySfx(SFX_QUICK_STUTTER_EXPLODE);
self->flags = FLAG_UNK_08000000 | FLAG_UNK_100000;
self->animSet = 9;
self->anim = D_800B0798;
@ -2829,7 +2829,7 @@ void EntitySummonSpirit(Entity* self) {
}
// Blueprint 44 is child 11. EntityPlayerBlinkWhite
CreateEntFactoryFromEntity(self, FACTORY(0x6700, 44), 0);
PlaySfx(NA_SE_PL_MP_GAUGE);
PlaySfx(SFX_UI_MP_FULL);
self->step++;
}
break;

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@ -2657,7 +2657,7 @@ void MenuHandleCursorInput(s32* nav, u8 nOptions, u32 arg2) {
}
if (prevCursor != *nav) {
PlaySfx(SE_UI_SELECT);
PlaySfx(SFX_UI_MOVE);
}
}

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@ -2386,7 +2386,7 @@ void EntitySubwpnCrashVibhuti(Entity* self) {
/* fallthrough */
case 2:
if (!(++D_80175890 & 7)) {
g_api.PlaySfx(0x672);
g_api.PlaySfx(SFX_NOISE_SWEEP_DOWN_A);
}
prim = &g_PrimBuf[self->primIndex];
for (i = 0; i < 9; i++) {

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@ -340,7 +340,7 @@ void AddHearts(s32 value) {
temp = g_Entities;
g_api.CreateEntFactoryFromEntity(temp, 99, 0); // g_api is new
PlaySfx(NA_SE_PL_COLLECT_HEART);
PlaySfx(SFX_HEART_PICKUP);
}
}

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@ -21,7 +21,7 @@ typedef unsigned long long u64;
#define STAGE_ST0 0x1F
#define TOTAL_ENTITY_COUNT 256
#define NA_SE_PL_COLLECT_HEART 0x67A
#define SFX_HEART_PICKUP 0x67A
#define PLAYER g_Entities[PLAYER_CHARACTER]

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@ -492,7 +492,7 @@ void EntityElevatorStationary(Entity* self) {
self->step = 1;
}
if (self->animFrameIdx == 4 && self->animFrameDuration == 0) {
g_api.PlaySfx(SE_CEN_ELEVATOR_DOOR);
g_api.PlaySfx(SFX_LEVER_METAL_BANG);
}
}
break;
@ -509,7 +509,7 @@ void EntityElevatorStationary(Entity* self) {
self->step_s++;
}
if (self->animFrameIdx == 4 && self->animFrameDuration == 0) {
g_api.PlaySfx(SE_CEN_ELEVATOR_DOOR);
g_api.PlaySfx(SFX_LEVER_METAL_BANG);
}
break;

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@ -8,10 +8,6 @@
#define CASTLE_FLAG_BANK 0x00
// CEN Sound IDs
#define SE_CEN_ELEVATOR_DOOR 0X675
typedef enum {
/* 0x00 */ E_NONE,
/* 0x01 */ E_ID_01,

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@ -462,7 +462,7 @@ void HitDetection(void) {
} else if (iterEnt2->hitEffect & 0x80) {
g_api.PlaySfx(SFX_WEAPON_STAB_B);
} else {
g_api.PlaySfx(SFX_WEAPON_HIT);
g_api.PlaySfx(SFX_WEAPON_HIT_A);
}
}
if (entFrom5C->hitPoints != 0x7FFE) {

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@ -394,7 +394,7 @@ void HitDetection(void) {
if (iterEnt2->hitEffect & 0x80) {
g_api.PlaySfx(SFX_WEAPON_STAB_B);
} else {
g_api.PlaySfx(SFX_WEAPON_HIT);
g_api.PlaySfx(SFX_WEAPON_HIT_A);
}
}
if (entFrom5C->hitPoints != 0x7FFE) {

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@ -757,11 +757,11 @@ void EntityCavernDoorLever(Entity* entity) {
if (entity->rotZ > 0) {
entity->rotZ = 0;
if (g_CastleFlags[0x30] == 0) {
g_api.PlaySfx(SE_LEVER_SWITCH_MOVE);
g_api.PlaySfx(SFX_LEVER_METAL_BANG);
}
g_CastleFlags[0x30] = 1;
} else if (!(g_Timer & 0xF)) {
g_api.PlaySfx(SE_LEVER_SWITCH_MOVE);
g_api.PlaySfx(SFX_LEVER_METAL_BANG);
}
}
break;
@ -854,7 +854,7 @@ void EntityCavernDoor(Entity* self) {
case 1:
if (g_CastleFlags[48]) {
g_api.PlaySfx(SE_FLOOR_SWITCH_CLICK);
g_api.PlaySfx(SFX_SWITCH_CLICK);
self->step++;
}
break;
@ -973,7 +973,7 @@ void EntityClickSwitch(Entity* entity) {
entity->posY.val += FIX(0.75);
if ((g_Tilemap.scrollY.i.hi + entity->posY.i.hi) > 160) {
entity->posY.i.hi = 160 - g_Tilemap.scrollY.i.hi;
g_api.PlaySfx(SE_FLOOR_SWITCH_CLICK);
g_api.PlaySfx(SFX_SWITCH_CLICK);
g_CastleFlags[0x31] = 1;
entity->step++;
}

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@ -5,10 +5,6 @@
#define CASTLE_FLAG_BANK 0x34
// NO3 Sound IDs
#define SE_SKEL_SWORD_SWING 0x66D
#define SE_LEVER_SWITCH_MOVE 0x675
#define SE_FLOOR_SWITCH_CLICK 0x676
// #define 0x684
#define SE_OWL_WING_FLAP 0x68C
#define SE_WARG_DEATH_EXPLODE 0x697
#define SE_BAT_DEATH 0x69C

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@ -665,11 +665,11 @@ void EntityCavernDoorLever(Entity* entity) {
if (entity->rotZ > 0) {
entity->rotZ = 0;
if (g_CastleFlags[48] == 0) {
g_api.PlaySfx(0x675);
g_api.PlaySfx(SFX_LEVER_METAL_BANG);
}
g_CastleFlags[48] = 1;
} else if (!(g_Timer & 0xF)) {
g_api.PlaySfx(0x675);
g_api.PlaySfx(SFX_LEVER_METAL_BANG);
}
}
break;
@ -766,7 +766,7 @@ void EntityCavernDoor(Entity* self) {
case 1:
if (g_CastleFlags[48]) {
// Missing line compared to NO3
// g_api.PlaySfx(SE_FLOOR_SWITCH_CLICK);
// g_api.PlaySfx(SFX_SWITCH_CLICK);
self->step++;
}
break;
@ -890,7 +890,7 @@ void EntityClickSwitch(Entity* entity) {
entity->posY.val += FIX(0.75);
if ((g_Tilemap.scrollY.i.hi + entity->posY.i.hi) > 160) {
entity->posY.i.hi = 160 - g_Tilemap.scrollY.i.hi;
g_api.PlaySfx(NA_SE_EV_SWITCH_CLICK);
g_api.PlaySfx(SFX_SWITCH_CLICK);
g_CastleFlags[49] = 1;
entity->step++;
}
@ -1621,7 +1621,7 @@ void EntitySwitch(Entity* self) {
if ((g_Tilemap.scrollY.i.hi + self->posY.i.hi) > 193) {
self->posY.i.hi = 193 - g_Tilemap.scrollY.i.hi;
g_CastleFlags[50] = true;
g_api.PlaySfx(NA_SE_EV_SWITCH_CLICK);
g_api.PlaySfx(SFX_SWITCH_CLICK);
self->step++;
}
}

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@ -134,7 +134,7 @@ void EntityBoneScimitar(Entity* self) {
}
if (self->animFrameIdx == 7 && self->animFrameDuration == 0) {
func_801916C4(NA_SE_EN_BONE_SCIMITAR_SWORD_SLASH);
func_801916C4(SFX_BONE_SWORD_SWISH_B);
}
if (animStatus == 0) {

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@ -344,7 +344,7 @@ void EntityOwl(Entity* self) {
case 2:
AnimateEntity(D_80182710, self);
if ((g_Timer & 7) == 7) {
func_801916C4(0x66D);
func_801916C4(SFX_BONE_SWORD_SWISH_B);
}
if (self->ext.owl.unk80 & 0x40) {
SetStep(7);
@ -980,7 +980,7 @@ void EntityOwlKnight(Entity* self) {
}
AnimateEntity(D_801828A0, self);
if (!--self->ext.owl.unk82) {
func_801916C4(0x672);
func_801916C4(SFX_NOISE_SWEEP_DOWN_A);
SetStep(18);
}
break;

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@ -339,7 +339,7 @@ void EntityBlade(Entity* self) {
func_801D0A00(var_s2);
if ((self->ext.GH_Props.unkB0[0] == 1) &&
(self->ext.GH_Props.unkB0[2] == 0)) {
func_801916C4(0x66E);
func_801916C4(SFX_BONE_SWORD_SWISH_C);
}
func_801CE258(&D_80183494);
if ((self->ext.GH_Props.unkB0[0] == 0) &&

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@ -1,4 +1,5 @@
#include "nz0.h"
#include "sfx.h"
void func_801B6DE4(Entity* self) {
s32 temp_s1;
@ -43,7 +44,7 @@ void func_801B6DE4(Entity* self) {
self->posY.i.hi = (u16)(self->ext.generic.unk80.modeS16.unk0 -
(g_Tilemap.scrollY.i.hi - 4));
self->step++;
func_801C29B0(NA_SE_EV_SWITCH_CLICK);
func_801C29B0(SFX_SWITCH_CLICK);
g_ElevatorTarget = self->params;
}
}

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@ -457,7 +457,7 @@ void EntityAxeKnightThrowingAxe(Entity* entity) {
s32 velocityX;
if (entity->flags & FLAG_DEAD) {
func_801C29B0(NA_SE_EN_AXE_KNIGHT_BREAK_AXE);
func_801C29B0(SFX_WEAPON_BREAK);
EntityExplosionSpawn(0, 0);
return;
}

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@ -166,7 +166,7 @@ void EntityBoneScimitar(Entity* self) {
}
if (self->animFrameIdx == 7 && self->animFrameDuration == 0) {
func_801C29B0(NA_SE_EN_BONE_SCIMITAR_SWORD_SLASH);
func_801C29B0(SFX_BONE_SWORD_SWISH_B);
}
if (animStatus == 0) {

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@ -488,7 +488,7 @@ void EntityGaibon(Entity* self) {
self->ext.GS_Props.flag = 0;
SetSubStep(GAIBON_NEAR_DEATH_TRANSFORM);
if (self->flags & FLAG_DEAD) {
func_801C29B0(NA_SE_EN_GAIBON_COLLAPSE);
func_801C29B0(SFX_NOISE_SWEEP_DOWN_A);
SetStep(GAIBON_DYING);
} else {
func_801C29B0(NA_SE_EN_GAIBON_SCREAM);

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@ -700,13 +700,13 @@ const char* D_80180454[] = {
};
void func_801AD590(void) {
if (g_pads[0].tapped & (PAD_RIGHT + PAD_DOWN)) {
g_api.PlaySfx(NA_SE_PL_MP_GAUGE);
g_api.PlaySfx(SFX_UI_MP_FULL); // MP sfx also used for Main Menu Select
if (++g_MainMenuCursor == 5) {
g_MainMenuCursor = 1;
}
}
if (g_pads[0].tapped & (PAD_LEFT + PAD_UP)) {
g_api.PlaySfx(NA_SE_PL_MP_GAUGE);
g_api.PlaySfx(SFX_UI_MP_FULL);
if (--g_MainMenuCursor == 0) {
g_MainMenuCursor = 4;
}
@ -782,34 +782,34 @@ void func_801AD78C(void) {
void UpdateNameEntry(void) {
if (g_pads[0].repeat & PAD_RIGHT) {
g_api.PlaySfx(NA_SE_SY_MOVE_MENU_CURSOR);
g_api.PlaySfx(SFX_UI_MOVE);
D_801BC3E0 = (D_801BC3E0 & 0x18) | ((D_801BC3E0 + 1) & 7);
}
if (g_pads[0].repeat & PAD_DOWN) {
g_api.PlaySfx(NA_SE_SY_MOVE_MENU_CURSOR);
g_api.PlaySfx(SFX_UI_MOVE);
D_801BC3E0 = ((D_801BC3E0 + 8) & 0x18) | (D_801BC3E0 & 7);
}
if (g_pads[0].repeat & PAD_LEFT) {
g_api.PlaySfx(NA_SE_SY_MOVE_MENU_CURSOR);
g_api.PlaySfx(SFX_UI_MOVE);
D_801BC3E0 = (D_801BC3E0 & 0x18) | ((D_801BC3E0 - 1) & 7);
}
if (g_pads[0].repeat & PAD_UP) {
g_api.PlaySfx(NA_SE_SY_MOVE_MENU_CURSOR);
g_api.PlaySfx(SFX_UI_MOVE);
D_801BC3E0 = ((D_801BC3E0 - 8) & 0x18) | (D_801BC3E0 & 7);
}
if (g_pads[0].tapped & (PAD_R1 + PAD_R2)) {
g_api.PlaySfx(NA_SE_PL_MP_GAUGE);
g_api.PlaySfx(SFX_UI_MP_FULL);
if (++g_InputCursorPos == 8) {
g_InputCursorPos = 0;
}
}
if (g_pads[0].tapped & (PAD_L1 + PAD_L2)) {
g_api.PlaySfx(NA_SE_PL_MP_GAUGE);
g_api.PlaySfx(SFX_UI_MP_FULL);
if (--g_InputCursorPos == -1) {
g_InputCursorPos = 7;
}
@ -834,32 +834,32 @@ void UpdateNameEntry(void) {
void UpdateFileSelect(void) {
if (g_SaveSummary[0].padding >= 0 || g_SaveSummary[1].padding >= 0) {
if (g_pads[0].repeat & PAD_RIGHT) { // move selector to the right
g_api.PlaySfx(NA_SE_SY_MOVE_MENU_CURSOR);
g_api.PlaySfx(SFX_UI_MOVE);
// clamp selector inside the 6 possible X coord positions
g_MemCardSelectorX = (g_MemCardSelectorX + 1) % 6;
}
if (g_pads[0].repeat & PAD_DOWN) { // move selector down
g_api.PlaySfx(NA_SE_SY_MOVE_MENU_CURSOR);
g_api.PlaySfx(SFX_UI_MOVE);
// clamp selector inside the 5 possible Y coord positions
g_MemCardSelectorY = (g_MemCardSelectorY + 4) % 5;
}
if (g_pads[0].repeat & PAD_LEFT) { // move selector to the left
g_api.PlaySfx(NA_SE_SY_MOVE_MENU_CURSOR);
g_api.PlaySfx(SFX_UI_MOVE);
// clamp selector inside the 6 possible X coord positions
g_MemCardSelectorX = (g_MemCardSelectorX + 5) % 6;
}
if (g_pads[0].repeat & PAD_UP) { // move selector up
g_api.PlaySfx(NA_SE_SY_MOVE_MENU_CURSOR);
g_api.PlaySfx(SFX_UI_MOVE);
// clamp selector inside the 5 possible Y coord positions
g_MemCardSelectorY = (g_MemCardSelectorY + 1) % 5;
}
if (g_SaveSummary[0].padding > 0 && g_SaveSummary[1].padding > 0 &&
(g_pads[0].tapped & (PAD_L2 + PAD_R2 + PAD_L1 + PAD_R1))) {
g_api.PlaySfx(NA_SE_PL_MP_GAUGE);
g_api.PlaySfx(SFX_UI_MP_FULL);
// clamp selector inside the 6 possible X coord positions
g_MemCardSelectorX = (g_MemCardSelectorX + 3) % 6;
}

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@ -140,7 +140,7 @@ void func_801A805C(Entity* self) {
posY += 16;
paramsPtr++;
}
g_api.PlaySfx(0x67F);
g_api.PlaySfx(SFX_CANDLE_HIT_WHOOSH_B);
} else {
if (params == 9) {
newEntity = AllocEntity(&g_Entities[160], &g_Entities[192]);

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@ -371,7 +371,7 @@ void EntityWeaponShieldSpell(Entity* self) {
prim->drawMode &= ~DRAW_HIDE;
prim = prim->next;
}
g_api.PlaySfx(SE_WPN_POWER_OF_SIRE);
g_api.PlaySfx(SFX_MAGIC_WEAPON_APPEAR_B);
self->step++;
}
break;

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@ -309,7 +309,7 @@ void EntityWeaponShieldSpell(Entity* self) {
prim = prim->next;
}
self->ext.shield.unk80 = 0x20;
g_api.PlaySfx(SFX_UNK_669);
g_api.PlaySfx(SFX_MAGIC_WEAPON_APPEAR_A);
self->step++;
}
break;

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@ -348,7 +348,7 @@ static void func_ptr_80170008(Entity* self) {
self->drawFlags = 0;
}
if (self->ext.heavenSword.unk82 == 0x34) {
g_api.PlaySfx(0x66A);
g_api.PlaySfx(SFX_MAGIC_WEAPON_APPEAR_B);
self->drawFlags = FLAG_DRAW_ROTX | FLAG_DRAW_ROTY;
self->rotX = self->rotY = 0x100;
self->palette = PAL_OVL(0x15F);

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@ -8,6 +8,7 @@ extern s32 g_HandId;
#include "w_018_2.h"
#define g_Animset w_018_1
#define g_Animset2 w_018_2
#include "sfx.h"
extern const char D_82000_8017A73C[]; // "\no\n"
extern s32 D_82000_8017B1B4; // g_DebugWaitInfoTimer
@ -57,7 +58,7 @@ void EntityWeaponAttack(Entity* self) {
self->zPriority = PLAYER.zPriority - 4;
self->anim = D_82000_8017A6A8;
SetWeaponProperties(self, 1);
g_api.PlaySfx(SE_WPN_POWER_OF_SIRE);
g_api.PlaySfx(SFX_MAGIC_WEAPON_APPEAR_B);
g_Player.D_80072F00[12] = 4;
self->step++;
break;

View File

@ -13,6 +13,7 @@ extern s32 g_HandId;
#include "w_021_2.h"
#define g_Animset w_021_1
#define g_Animset2 w_021_2
#include "sfx.h"
extern SpriteParts D_97000_8017A040[];
@ -461,7 +462,7 @@ s32 func_ptr_80170004(Entity* self) {
g_api.FreePrimitives(g_unkGraphicsStruct.BottomCornerTextPrims);
g_unkGraphicsStruct.BottomCornerTextTimer = 0;
}
g_api.PlaySfx(0x67C);
g_api.PlaySfx(SFX_ITEM_PICKUP);
temp_s1 = g_api.equipDefs[upperParams].name;
g_api.AddToInventory(upperParams, EQUIP_HAND);
func_97000_8017AB54(temp_s1, 1);
@ -520,7 +521,7 @@ s32 func_ptr_80170004(Entity* self) {
g_api.FreePrimitives(g_unkGraphicsStruct.BottomCornerTextPrims);
g_unkGraphicsStruct.BottomCornerTextTimer = 0;
}
g_api.PlaySfx(0x67C);
g_api.PlaySfx(SFX_ITEM_PICKUP);
temp_s1 = g_api.equipDefs[upperParams].name;
g_api.AddToInventory(upperParams, EQUIP_HAND);
func_97000_8017AB54(temp_s1, 1);

View File

@ -8,6 +8,7 @@ extern s32 g_HandId;
#include "w_022_2.h"
#define g_Animset w_022_1
#define g_Animset2 w_022_2
#include "sfx.h"
extern AnimationFrame D_9E000_8017A760[];
extern AnimationFrame D_9E000_8017A800[];
@ -40,7 +41,7 @@ void EntityWeaponAttack(Entity* self) {
self->posY.i.hi -= 6;
self->posX.i.hi += deltaX;
g_api.PlaySfx(0x669);
g_api.PlaySfx(SFX_MAGIC_WEAPON_APPEAR_A);
DestroyEntityWeapon(1);
g_Player.D_80072F00[10] = 4;
self->step++;

View File

@ -8,6 +8,7 @@ extern s32 g_HandId;
#include "w_050_2.h"
#define g_Animset w_050_1
#define g_Animset2 w_050_2
#include "sfx.h"
extern WeaponAnimation D_162000_8017AFC0[];
extern SpriteParts D_162000_8017A040[];
@ -46,7 +47,7 @@ void EntityWeaponAttack(Entity* self) {
self->drawMode = DRAW_TPAGE2 | DRAW_TPAGE;
if (animIndex == 1) {
g_api.PlaySfx(0x669);
g_api.PlaySfx(SFX_MAGIC_WEAPON_APPEAR_A);
g_api.CreateEntFactoryFromEntity(
self, ((g_HandId + 1) << 0xC) | 0x3A, 0);
g_api.CreateEntFactoryFromEntity(