From ea906f4280afacbf6f278bdca28c0cbd54f34041 Mon Sep 17 00:00:00 2001 From: engineer124 Date: Sat, 13 Nov 2021 16:04:58 +1100 Subject: [PATCH] Rename bgm to clearer names --- include/bgm.h | 254 +++++++++--------- src/overlays/actors/ovl_Boss_02/z_boss_02.c | 2 +- .../actors/ovl_En_Elforg/z_en_elforg.c | 2 +- src/overlays/actors/ovl_En_Fu/z_en_fu.c | 2 +- .../actors/ovl_En_Guruguru/z_en_guruguru.c | 4 +- .../actors/ovl_En_Invadepoh/z_en_invadepoh.c | 6 +- .../ovl_En_Syateki_Man/z_en_syateki_man.c | 2 +- src/overlays/actors/ovl_En_Toto/z_en_toto.c | 4 +- 8 files changed, 138 insertions(+), 138 deletions(-) diff --git a/include/bgm.h b/include/bgm.h index 1dc9acdc3..5038f66e0 100644 --- a/include/bgm.h +++ b/include/bgm.h @@ -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 diff --git a/src/overlays/actors/ovl_Boss_02/z_boss_02.c b/src/overlays/actors/ovl_Boss_02/z_boss_02.c index dc7f3639a..498455011 100644 --- a/src/overlays/actors/ovl_Boss_02/z_boss_02.c +++ b/src/overlays/actors/ovl_Boss_02/z_boss_02.c @@ -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); diff --git a/src/overlays/actors/ovl_En_Elforg/z_en_elforg.c b/src/overlays/actors/ovl_En_Elforg/z_en_elforg.c index e1b71acb2..1efecd257 100644 --- a/src/overlays/actors/ovl_En_Elforg/z_en_elforg.c +++ b/src/overlays/actors/ovl_En_Elforg/z_en_elforg.c @@ -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); } } } diff --git a/src/overlays/actors/ovl_En_Fu/z_en_fu.c b/src/overlays/actors/ovl_En_Fu/z_en_fu.c index 7a0386183..a278711b5 100644 --- a/src/overlays/actors/ovl_En_Fu/z_en_fu.c +++ b/src/overlays/actors/ovl_En_Fu/z_en_fu.c @@ -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); diff --git a/src/overlays/actors/ovl_En_Guruguru/z_en_guruguru.c b/src/overlays/actors/ovl_En_Guruguru/z_en_guruguru.c index 252b1e973..edc0135a8 100644 --- a/src/overlays/actors/ovl_En_Guruguru/z_en_guruguru.c +++ b/src/overlays/actors/ovl_En_Guruguru/z_en_guruguru.c @@ -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--; diff --git a/src/overlays/actors/ovl_En_Invadepoh/z_en_invadepoh.c b/src/overlays/actors/ovl_En_Invadepoh/z_en_invadepoh.c index 15eed7e02..b10894b16 100644 --- a/src/overlays/actors/ovl_En_Invadepoh/z_en_invadepoh.c +++ b/src/overlays/actors/ovl_En_Invadepoh/z_en_invadepoh.c @@ -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) { diff --git a/src/overlays/actors/ovl_En_Syateki_Man/z_en_syateki_man.c b/src/overlays/actors/ovl_En_Syateki_Man/z_en_syateki_man.c index bd961b7ad..1a038f5a7 100644 --- a/src/overlays/actors/ovl_En_Syateki_Man/z_en_syateki_man.c +++ b/src/overlays/actors/ovl_En_Syateki_Man/z_en_syateki_man.c @@ -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); } } diff --git a/src/overlays/actors/ovl_En_Toto/z_en_toto.c b/src/overlays/actors/ovl_En_Toto/z_en_toto.c index f846a2399..0acdc0485 100644 --- a/src/overlays/actors/ovl_En_Toto/z_en_toto.c +++ b/src/overlays/actors/ovl_En_Toto/z_en_toto.c @@ -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) {