Rename bgm to clearer names

This commit is contained in:
engineer124
2021-11-13 16:04:58 +11:00
parent 85b280f68a
commit ea906f4280
8 changed files with 138 additions and 138 deletions
+127 -127
View File
@@ -3,133 +3,133 @@
#define NA_BGM_STOP 0x100000FF
#define NA_BGM_GENERAL_SFX 0x0 // General Sound Effects
#define NA_BGM_NATURE_AMBIENCE 0x01
#define NA_BGM_FIELD 0x02 // Termina Field
#define NA_BGM_CHASE 0x03 // Forest Chase
#define NA_BGM_STALKID 0x04 // Majora's Theme
#define NA_BGM_CLOCK_TOWER 0x05 // The Clock Tower
#define NA_BGM_RUIN_DUNGEON_FRONT 0x06 // Stone Tower Temple
#define NA_BGM_RUIN_DUNGEON_REVERSE 0x07 // Stone Tower Temple Inverted
#define NA_BGM_FAILURE_0 0x08 // Missed Event 1
#define NA_BGM_FAILURE_1 0x09 // Title
#define NA_BGM_OMENYA 0x0A // Mask Salesman
#define NA_BGM_DEMO_CURE 0x0B // Song of Healing
#define NA_BGM_DAMP_AREA 0x0C // Southern Swamp
#define NA_BGM_UFO 0x0D // Ghost Attack
#define NA_BGM_JUNGLE_CREWS 0x0E // Mini Game
#define NA_BGM_SHARP 0x0F // Sharp's Curse
#define NA_BGM_SEA_AREA 0x10 // Great Bay Coast
#define NA_BGM_IKANA_AREA 0x11 // Ikana Valley
#define NA_BGM_DEKU_KING 0x12 // Court of the Deku King
#define NA_BGM_SNOW_AREA 0x13 // Mountain Village
#define NA_BGM_PIRATE_AREA 0x14 // Pirates' Fortress
#define NA_BGM_DUMMY_21 0x15 // Clock Town Day 1 This song's filename is dummied out in MM3D
#define NA_BGM_DUMMY_22 0x16 // Clock Town Day 2 This song's filename is dummied out in MM3D
#define NA_BGM_DUMMY_23 0x17 // Clock Town Day 3 This song's filename is dummied out in MM3D
#define NA_BGM_FILE_SELECT 0x18 // This song has no track name, as it's a duplicate of the Fairy's Fountain
#define NA_BGM_EVENT_CLEAR 0x19 // Event Clear
#define NA_BGM_ENEMY 0x1A // Battle
#define NA_BGM_BOSS 0x1B // Boss Battle
#define NA_BGM_JUNGLE_DUNGEON 0x1C // Woodfall Temple
#define NA_BGM_MARKET 0x1D // Clock Town Day 1 Duplicate of #15. Interesting filename in MM3D. ✘
#define NA_BGM_OPENING 0x1E // Forest Ambush
#define NA_BGM_LINK_HOUSE 0x1F // House
#define NA_BGM_GAME_OVER 0x20 // Game Over
#define NA_BGM_BOSS_CLEAR 0x21 // Boss Clear
#define NA_BGM_ITEM_GET 0x22 // Item Catch
#define NA_BGM_GATE_OPEN 0x23 // Clock Town Day 2 Duplicate of #16. In MM3D, it shares its filename with the Door of Time song from OoT
#define NA_BGM_HEART_GET 0x24 // Complete a Heart Piece
#define NA_BGM_MINI_GAME_2 0x25 // Playing Minigame
#define NA_BGM_GORON_RACE 0x26 // Goron Race
#define NA_BGM_ORGEL_HOUSE 0x27 // Music Box House
#define NA_BGM_GODESS 0x28 // Fairy's Fountain In MM3D, it shares its filename with the Door of Time song from OoT
#define NA_BGM_HIME 0x29 // Zelda's Lullaby
#define NA_BGM_SISTER_DANCER 0x2A // Rosa Sisters' Dance
#define NA_BGM_OPEN_TRE_BOX 0x2B // Open Chest
#define NA_BGM_DRUGSTORE 0x2C // Marine Research Laboratory
#define NA_BGM_KYOJIN_ROOM 0x2D // The Four Giants
#define NA_BGM_FUSHA 0x2E // Guru-Guru's Song
#define NA_BGM_ROMANI_RANCH 0x2F // Romani Ranch "RONRON"
#define NA_BGM_GORON 0x30 // Goron Village
#define NA_BGM_MEETING 0x31 // Mayor Dotour
#define NA_BGM_OCA_EPONA 0x32 // Ocarina Epona's Song
#define NA_BGM_OCA_SUN 0x33 // Ocarina Sun's Song
#define NA_BGM_OCA_TIME_NORMAL 0x34 // Ocarina Song of Time
#define NA_BGM_OCA_STORM 0x35 // Ocarina Song of Storms
#define NA_BGM_ZORA 0x36 // Zora Hall
#define NA_BGM_MASK_GET 0x37 // A New Mask
#define NA_BGM_MINI_BOSS 0x38 // Mini Boss "MIDDLE_BOSS"
#define NA_BGM_S_ITEM_GET 0x39 // Small Item Catch
#define NA_BGM_TENMONDAI 0x3A // Astral Observatory
#define NA_BGM_NORMAL_DUNGEON 0x3B // Clock Town Cavern
#define NA_BGM_MILK_BAR 0x3C // Milk Bar Latte
#define NA_BGM_APPEAR 0x3D // Meet Zelda (OoT)
#define NA_BGM_MAYOIMORI 0x3E // Woods of Mystery
#define NA_BGM_GORON_GOAL 0x3F // Goron Race Goal
#define NA_BGM_HORSE 0x40 // Gorman Race
#define NA_BGM_HORSE_GOAL 0x41 // Race Finish
#define NA_BGM_INGO 0x42 // Gorman Bros.
#define NA_BGM_KOTAKE_KOUME 0x43 // Kotake's Potion Shop
#define NA_BGM_SHOP 0x44 // Store
#define NA_BGM_OWL 0x45 // Gaebora's Theme
#define NA_BGM_MINI_GAME 0x46 // Target Practice
#define NA_BGM_OCA_BIGWING 0x47 // Ocarina Song of Soaring
#define NA_BGM_OCA_CURE 0x48 // Ocarina Song of Healing
#define NA_BGM_TIME_SPEED 0x49 // Inverted Song of Time
#define NA_BGM_TIME_JUMP 0x4A // Song of Double Time
#define NA_BGM_DEMO_AWAKING 0x4B // Sonata of Awakening
#define NA_BGM_DEMO_LULLABY 0x4C // Goron Lullaby
#define NA_BGM_DEMO_TIDE 0x4D // New Wave Bossa Nova
#define NA_BGM_DEMO_SHELL 0x4E // Elegy of Emptiness
#define NA_BGM_DEMO_PLEDGE 0x4F // Oath to Order
#define NA_BGM_EXERCISE_HALL 0x50 // Sword Training
#define NA_BGM_DEMO_LULLABY_HALF 0x51 // Ocarina Goron Lullaby Intro
#define NA_BGM_OCA_YOUSEI 0x52 // New Song
#define NA_BGM_FACEMASK 0x53 // Bremen March
#define NA_BGM_QUARTET 0x54 // Ballad of the Wind Fish
#define NA_BGM_WING_WARP 0x55 // Song of Soaring
#define NA_BGM_MILK_BAR_DUMMY 0x56 // Milk Bar Latte Duplicate.
#define NA_BGM_FINAL_HOURS 0x57 // Final Hours "TIME_LIMIT"
#define NA_BGM_MIKAU_LIFF 0x58 // Mikau's Tale
#define NA_BGM_MIKAU_FIN 0x59 // A single guitar chord.
#define NA_BGM_FROG_SONG 0x5A // Don Gero's Song
#define NA_BGM_OCA_AWAKING 0x5B // Ocarina Sonata of Awakening
#define NA_BGM_OCA_LULLABY 0x5C // Ocarina Goron Lullaby
#define NA_BGM_OCA_TIDE 0x5D // Ocarina New Wave Bossa Nova
#define NA_BGM_OCA_SHELL 0x5E // Ocarina Elegy of Emptiness
#define NA_BGM_OCA_PLEDGE 0x5F // Ocarina Oath to Order
#define NA_BGM_LAST_DUNGEON 0x60 //
#define NA_BGM_OCA_LULLABY_HALF 0x61 //
#define NA_BGM_OCA_SESSION 0x62 // Bass and Guitar Session
#define NA_BGM_DEMO_SESSION 0x63 // Piano Solo
#define NA_BGM_ALLPART_SESSION 0x64 // The Indigo-Go's Rehearsal
#define NA_BGM_SILVER_DUNGEON 0x65 // Snowhead Temple
#define NA_BGM_DEEPBLUE_DUNGEON 0x66 // Great Bay Temple
#define NA_BGM_DEMO_TIDE_SAX 0x67 //
#define NA_BGM_DEMO_TIDE_VOCAL 0x68 //
#define NA_BGM_MUJURA_1 0x69 // Majora's Wrath
#define NA_BGM_MUJURA_2 0x6A // Majora's Incarnation
#define NA_BGM_MUJURA_3 0x6B // Majora's Mask Battle
#define NA_BGM_BASS_PLAY 0x6C // Bass Practice
#define NA_BGM_DRUMS_PLAY 0x6D // Drums Practice
#define NA_BGM_PIANO_PLAY 0x6E // Piano Practice
#define NA_BGM_IKANA_CASTLE 0x6F // Ikana Castle
#define NA_BGM_GATHERING 0x70 // Calling the Four Giants
#define NA_BGM_CAMARO_DANCE 0x71 // Kamaro's Dance
#define NA_BGM_DONKEY_CART 0x72 // Cremia's Carriage
#define NA_BGM_QUIZ 0x73 // Keaton
#define NA_BGM_END_DEMO 0x74 // The End/Credits I
#define NA_BGM_OPENING_LOOP 0x75 // Forest Ambush (?) Duplicate.
#define NA_BGM_TITLE 0x76 // Title Screen
#define NA_BGM_DUNGEON_APPEAR 0x77 // Surfacing of Woodfall
#define NA_BGM_PURIFICATION_0 0x78 // Woodfall Clear
#define NA_BGM_PURIFICATION_1 0x79 // Snowhead Clear
#define NA_BGM_INTO_THE_MOON 0x7B // To the Moon
#define NA_BGM_GOODBYE_GIANT 0x7C //
#define NA_BGM_CHAT 0x7D // Tatl and Tael
#define NA_BGM_MOON_VANISH 0x7E // Moon's Destruction
#define NA_BGM_STAFFROLL2 0x7F // The End/Credits II
#define NA_BGM_GENERAL_SFX 0x0 // General Sound Effects
#define NA_BGM_NATURE_BACKGROUND 0x01 // Ambient background noises
#define NA_BGM_TERMINA_FIELD 0x02 // Termina Field
#define NA_BGM_CHASE 0x03 // Forest Chase
#define NA_BGM_MAJORAS_THEME 0x04 // Majora's Theme "STALKID"
#define NA_BGM_CLOCK_TOWER 0x05 // The Clock Tower
#define NA_BGM_STONE_TOWER_TEMPLE 0x06 // Stone Tower Temple
#define NA_BGM_INV_STONE_TOWER_TEMPLE 0x07 // Stone Tower Temple Inverted
#define NA_BGM_FAILURE_0 0x08 // Missed Event 1
#define NA_BGM_FAILURE_1 0x09 // Title
#define NA_BGM_HAPPY_MASK_SALESMAN 0x0A // Mask Salesman "OMENYA"
#define NA_BGM_SONG_OF_HEALING 0x0B // Song of Healing "DEMO_CURE"
#define NA_BGM_SWAMP_REGION 0x0C // Southern Swamp and Woodfall "DAMP_AREA"
#define NA_BGM_ALIEN_INVASION 0x0D // Ghost Attack "UFO"
#define NA_BGM_SWAMP_CRUISE 0x0E // Mini Game "JUNGLE_CREWS"
#define NA_BGM_SHARPS_CURSE 0x0F // Sharp's Curse
#define NA_BGM_GREAT_BAY_REGION 0x10 // Great Bay Coast "SEA_AREA"
#define NA_BGM_IKANA_REGION 0x11 // Ikana Valley
#define NA_BGM_DEKU_KING 0x12 // Court of the Deku King
#define NA_BGM_MOUNTAIN_REGION 0x13 // Mountain Village "SNOW_AREA"
#define NA_BGM_PIRATES_FORTRESS 0x14 // Pirates' Fortress "PIRATE_AREA"
#define NA_BGM_CLOCK_TOWN_DAY_1 0x15 // Clock Town Day 1 This song's filename is dummied out in MM3D "DUMMY_21"
#define NA_BGM_CLOCK_TOWN_DAY_2 0x16 // Clock Town Day 2 his song's filename is dummied out in MM3D "DUMMY_22"
#define NA_BGM_CLOCK_TOWN_DAY_3 0x17 // Clock Town Day 3 This song's filename is dummied out in MM3D "DUMMY_23"
#define NA_BGM_FILE_SELECT 0x18 // This song has no track name, as it's a duplicate of the Fairy's Fountain
#define NA_BGM_CLEAR_EVENT 0x19 // Event Clear
#define NA_BGM_ENEMY 0x1A // Battle
#define NA_BGM_BOSS 0x1B // Boss Battle
#define NA_BGM_WOODFALL_TEMPLE 0x1C // Woodfall Temple "JUNGLE_DUNGEON"
#define NA_BGM_MARKET 0x1D // Clock Town Day 1 Duplicate of #15. Interesting filename in MM3D. ✘
#define NA_BGM_OPENING 0x1E // Forest Ambush
#define NA_BGM_HOUSE 0x1F // House "LINK_HOUSE"
#define NA_BGM_GAME_OVER 0x20 // Game Over
#define NA_BGM_CLEAR_BOSS 0x21 // Boss Clear
#define NA_BGM_GET_ITEM 0x22 // Item Catch
#define NA_BGM_GATE_OPEN 0x23 // Clock Town Day 2 Duplicate of #16. In MM3D, it shares its filename with the Door of Time song from OoT
#define NA_BGM_GET_HEART 0x24 // Complete a Heart Piece
#define NA_BGM_MINI_GAME_2 0x25 // Playing Minigame
#define NA_BGM_GORON_RACE 0x26 // Goron Race
#define NA_BGM_MUSIC_BOX_HOUSE 0x27 // Music Box House "ORGEL_HOUSE"
#define NA_BGM_FAIRY_FOUNTAIN 0x28 // Fairy's Fountain In MM3D, it shares its filename with the Door of Time song from OoT "GODESS"
#define NA_BGM_ZELDAS_LULLABY 0x29 // Zelda's Lullaby "HIME"
#define NA_BGM_ROSA_SISTERS 0x2A // Rosa Sisters' Dance "SISTER_DANCER"
#define NA_BGM_OPEN_CHEST 0x2B // Open Chest "OPEN_TRE_BOX"
#define NA_BGM_MARINE_RESEARCH_LAB 0x2C // Marine Research Laboratory "DRUGSTORE"
#define NA_BGM_GIANTS_THEME 0x2D // The Four Giants "KYOJIN_ROOM"
#define NA_BGM_GURU_GURU 0x2E // Guru-Guru's Song "FUSHA"
#define NA_BGM_ROMANI_RANCH 0x2F // Romani Ranch "RONRON"
#define NA_BGM_GORON_VILLAGE 0x30 // Goron Village
#define NA_BGM_MAYORS_OFFICE 0x31 // Mayor Dotour "MEETING"
#define NA_BGM_OCA_EPONA 0x32 // Ocarina Epona's Song
#define NA_BGM_OCA_SUNS 0x33 // Ocarina Sun's Song
#define NA_BGM_OCA_TIME 0x34 // Ocarina Song of Time "TIME_NORMAL"
#define NA_BGM_OCA_STORM 0x35 // Ocarina Song of Storms
#define NA_BGM_ZORA_HALL 0x36 // Zora Hall
#define NA_BGM_GET_NEW_MASK 0x37 // A New Mask
#define NA_BGM_MINI_BOSS 0x38 // Mini Boss "MIDDLE_BOSS"
#define NA_BGM_GET_SMALL_ITEM 0x39 // Small Item Catch "S_ITEM_GET"
#define NA_BGM_ASTRAL_OBSERVATORY 0x3A // Astral Observatory "TENMONDAI"
#define NA_BGM_CAVERN 0x3B // Clock Town Cavern "NORMAL_DUNGEON"
#define NA_BGM_MILK_BAR 0x3C // Milk Bar Latte
#define NA_BGM_ZELDA_APPEAR 0x3D // Meet Zelda (OoT)
#define NA_BGM_WOODS_OF_MYSTERY 0x3E // Saria's Song from OoT "MAYOIMORI"
#define NA_BGM_GORON_GOAL 0x3F // Goron Race Goal
#define NA_BGM_HORSE 0x40 // Gorman Race
#define NA_BGM_HORSE_GOAL 0x41 // Race Finish
#define NA_BGM_INGO 0x42 // Gorman Bros. "INGO"
#define NA_BGM_KOTAKE_POTION_SHOP 0x43 // Kotake's Potion Shop "KOTAKE_KOUME"
#define NA_BGM_SHOP 0x44 // Store
#define NA_BGM_OWL 0x45 // Gaebora's Theme
#define NA_BGM_MINI_GAME 0x46 // Target Practice
#define NA_BGM_OCA_SOARING 0x47 // Ocarina Song of Soaring "OCA_BIGWING"
#define NA_BGM_OCA_HEALING 0x48 // Ocarina Song of Healing "OCA_CURE"
#define NA_BGM_INVERTED_SONG_OF_TIME 0x49 // Inverted Song of Time "_SPEED"
#define NA_BGM_SONG_OF_DOUBLE_TIME 0x4A // Song of Double Time "TIME_JUMP"
#define NA_BGM_SONATA_OF_AWAKENING 0x4B // Sonata of Awakening "DEMO_AWAKING"
#define NA_BGM_GORON_LULLABY 0x4C // Goron Lullaby "DEMO_LULLABY"
#define NA_BGM_NEW_WAVE_BOSSA_NOVA 0x4D // New Wave Bossa Nova "DEMO_TIDE"
#define NA_BGM_ELEGY_OF_EMPTINESS 0x4E // Elegy of Emptiness "DEMO_SHELL"
#define NA_BGM_OATH_TO_ORDER 0x4F // Oath to Order "DEMO_PLEDGE"
#define NA_BGM_SWORD_TRAINING_HALL 0x50 // Sword Training "EXERCISE_HALL"
#define NA_BGM_GORON_LULLABY_INTRO 0x51 // Ocarina Goron Lullaby Intro "DEMO_LULLABY_HALF"
#define NA_BGM_OCA_FAIRY 0x52 // New Song "OCA_YOUSEI"
#define NA_BGM_BREMEN_MARCH 0x53 // Bremen March "FACEMASK"
#define NA_BGM_BALLAD_OF_THE_WIND_FISH 0x54 // Quartet performed in on the milk bar stage "QUARTET"
#define NA_BGM_SONG_OF_SOARING 0x55 // Song of Soaring "WING_WARP"
#define NA_BGM_MILK_BAR_DUPLICATE 0x56 // Milk Bar Latte Duplicate. "MILK_BAR_DUMMY"
#define NA_BGM_FINAL_HOURS 0x57 // Final Hours "TIME_LIMIT"
#define NA_BGM_MIKAU_RIFF 0x58 // Mikau's Tale "MIKAU_LIFF"
#define NA_BGM_MIKAU_FINALE 0x59 // A single guitar chord. "MIKAU_FIN"
#define NA_BGM_FROG_SONG 0x5A // Don Gero's Song
#define NA_BGM_OCA_SONATA 0x5B // Ocarina Sonata of Awakening "OCA_AWAKING"
#define NA_BGM_OCA_LULLABY 0x5C // Ocarina Goron Lullaby "OCA_LULLABY"
#define NA_BGM_OCA_NEW_WAVE 0x5D // Ocarina New Wave Bossa Nova "OCA_TIDE"
#define NA_BGM_OCA_ELEGY 0x5E // Ocarina Elegy of Emptiness "OCA_SHELL"
#define NA_BGM_OCA_OATH 0x5F // Ocarina Oath to Order "OCA_PLEDGE"
#define NA_BGM_MAJORAS_LAIR 0x60 // "LAST_DUNGEON"
#define NA_BGM_OCA_LULLABY_INTRO 0x61 // "OCA_LULLABY_HALF"
#define NA_BGM_OCA_GUITAR_BASS_SESSION 0x62 // Bass and Guitar Session "OCA_SESSION"
#define NA_BGM_PIANO_SESSION 0x63 // Piano Solo "DEMO_SESSION"
#define NA_BGM_INDIGO_GO_SESSION 0x64 // The Indigo-Go's Rehearsal "ALLPART_SESSION"
#define NA_BGM_SNOWHEAD_TEMPLE 0x65 // Snowhead Temple "SILVER_DUNGEON"
#define NA_BGM_GREAT_BAY_TEMPLE 0x66 // Great Bay Temple "DEEPBLUE_DUNGEON"
#define NA_BGM_NEW_WAVE_SAXOPHONE 0x67 // "DEMO_TIDE_SAX"
#define NA_BGM_NEW_WAVE_VOCAL 0x68 // "DEMO_TIDE_VOCAL"
#define NA_BGM_MAJORAS_WRATH 0x69 // Majora's Wrath "MUJURA_1"
#define NA_BGM_MAJORAS_INCARNATION 0x6A // Majora's Incarnation "MUJURA_2"
#define NA_BGM_MAJORAS_MASK 0x6B // Majora's Mask Battle "MUJURA_3"
#define NA_BGM_BASS_PLAY 0x6C // Bass Practice "BASS_PLAY"
#define NA_BGM_DRUMS_PLAY 0x6D // Drums Practice "DRUMS_PLAY"
#define NA_BGM_PIANO_PLAY 0x6E // Piano Practice "PIANO_PLAY"
#define NA_BGM_IKANA_CASTLE 0x6F // Ikana Castle
#define NA_BGM_GATHERING_GIANTS 0x70 // Calling the Four Giants
#define NA_BGM_KAMARO_DANCE 0x71 // Kamaro's Dance "CAMARO_DANCE"
#define NA_BGM_CREMIA_CARRIAGE 0x72 // Cremia's Carriage "DONKEY_CART"
#define NA_BGM_KEATON_QUIZ 0x73 // Keaton "QUIZ"
#define NA_BGM_END_CREDITS_1 0x74 // The End/Credits I "END_DEMO"
#define NA_BGM_OPENING_LOOP 0x75 // Forest Ambush (?) Duplicate.
#define NA_BGM_TITLE_THEME 0x76 // Title Screen
#define NA_BGM_DUNGEON_APPEAR 0x77 // Surfacing of Woodfall
#define NA_BGM_WOODFALL_CLEAR 0x78 // Woodfall Clear "PURIFICATION_0"
#define NA_BGM_SNOWHEAD_CLEAR 0x79 // Snowhead Clear "PURIFICATION_1"
#define NA_BGM_INTO_THE_MOON 0x7B // To the Moon
#define NA_BGM_GOODBYE_GIANT 0x7C //
#define NA_BGM_TATL_AND_TAEL 0x7D // Tatl and Tael "CHAT"
#define NA_BGM_MOONS_DESTRUCTION 0x7E // Moon's Destruction "MOON_VANISH"
#define NA_BGM_END_CREDITS_2 0x7F // The End/Credits II "STAFFROLL2"
#define NA_BGM_DISABLED 0xFFFF
#endif
+1 -1
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@@ -1005,7 +1005,7 @@ void func_809DAB78(Boss02* this, GlobalContext* globalCtx) {
}
if (spB0->unk_0144 >= 10) {
Audio_QueueSeqCmd(NA_BGM_BOSS_CLEAR | 0x8000);
Audio_QueueSeqCmd(NA_BGM_CLEAR_BOSS | 0x8000);
}
Audio_PlayActorSound2(&this->actor, NA_SE_EN_INBOSS_DEAD_OLD);
@@ -464,7 +464,7 @@ void EnElforg_FreeFloating(EnElforg* this, GlobalContext* globalCtx) {
gSaveContext.inventory.strayFairies[gSaveContext.unk_48C8]++;
func_801518B0(globalCtx, 0x11, NULL);
if (gSaveContext.inventory.strayFairies[(void)0, gSaveContext.unk_48C8] >= 15) {
func_801A3098(NA_BGM_ITEM_GET | 0x900);
func_801A3098(NA_BGM_GET_ITEM | 0x900);
}
}
}
+1 -1
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@@ -804,7 +804,7 @@ void func_80962F4C(EnFu* this, GlobalContext* globalCtx) {
func_801A2C20();
gSaveContext.unk_3DE0[4] = 0;
gSaveContext.unk_3DD0[4] = 5;
func_801A3098(NA_BGM_ITEM_GET | 0x900);
func_801A3098(NA_BGM_GET_ITEM | 0x900);
func_8011B4E0(globalCtx, 1);
this->unk_54A = 3;
func_809632D0(this);
@@ -339,12 +339,12 @@ void EnGuruguru_Update(Actor* thisx, GlobalContext* globalCtx) {
if (this->actor.params == 2) {
if (fabsf(player->actor.world.pos.y - this->actor.world.pos.y) < 100.0f) {
func_801A1DB8(&this->actor.projectedPos, NA_BGM_FUSHA, 540.0f);
func_801A1DB8(&this->actor.projectedPos, NA_BGM_GURU_GURU, 540.0f);
}
return;
}
if (fabsf(player->actor.world.pos.y - this->actor.world.pos.y) < 200.0f) {
func_801A1D44(&this->actor.projectedPos, NA_BGM_FUSHA, 540.0f);
func_801A1D44(&this->actor.projectedPos, NA_BGM_GURU_GURU, 540.0f);
}
if (this->unusedTimer != 0) {
this->unusedTimer--;
@@ -1699,7 +1699,7 @@ void func_80B4627C(EnInvadepoh* this, GlobalContext* globalCtx) {
} else {
func_80B454BC(this, globalCtx);
func_80B452EC(this, globalCtx);
Audio_QueueSeqCmd(NA_BGM_UFO | 0x8000);
Audio_QueueSeqCmd(NA_BGM_ALIEN_INVASION | 0x8000);
func_80B46F88(this);
}
} else if (D_80B4E940 == 3) {
@@ -1987,7 +1987,7 @@ void func_80B46EE8(EnInvadepoh* this, GlobalContext* globalCtx) {
this->actionTimer--;
if (this->actionTimer <= 0) {
ActorCutscene_Stop(D_80B50404[0]);
Audio_QueueSeqCmd(NA_BGM_UFO | 0x8000);
Audio_QueueSeqCmd(NA_BGM_ALIEN_INVASION | 0x8000);
func_80B46F88(this);
}
}
@@ -2036,7 +2036,7 @@ void func_80B470E0(EnInvadepoh* this) {
void func_80B47108(EnInvadepoh* this, GlobalContext* globalCtx) {
if (this->actionTimer == 100) {
func_801A3098(NA_BGM_EVENT_CLEAR);
func_801A3098(NA_BGM_CLEAR_EVENT);
}
this->actionTimer--;
if (this->actionTimer <= 0) {
@@ -1160,7 +1160,7 @@ void func_809C898C(EnSyatekiMan* this, GlobalContext* globalCtx) {
func_801A2C20();
this->actionFunc = func_809C8BF0;
if (this->unk_280 == 50) {
func_801A3098(NA_BGM_ITEM_GET | 0x900);
func_801A3098(NA_BGM_GET_ITEM | 0x900);
func_8011B4E0(globalCtx, 1);
}
}
+2 -2
View File
@@ -612,7 +612,7 @@ s32 func_80BA47E0(EnToto* this, GlobalContext* globalCtx) {
s32 func_80BA49A4(EnToto* this, GlobalContext* globalCtx) {
func_800B7298(globalCtx, NULL, 0x44);
func_801A31EC(NA_BGM_QUARTET, 4, this->unk2B3 ^ 0xF);
func_801A31EC(NA_BGM_BALLAD_OF_THE_WIND_FISH, 4, this->unk2B3 ^ 0xF);
this->unk2B1 = 4;
return 0;
}
@@ -621,7 +621,7 @@ s32 func_80BA4A00(EnToto* this, GlobalContext* globalCtx) {
Actor* actor;
if (DECR(this->unk2B1) == 0) {
if (!Audio_IsSequencePlaying(NA_BGM_QUARTET)) {
if (!Audio_IsSequencePlaying(NA_BGM_BALLAD_OF_THE_WIND_FISH)) {
actor = &GET_PLAYER(globalCtx)->actor;
actor = actor->next;
while (actor != NULL) {