Improve bgm names, found another seqId function

This commit is contained in:
engineer124
2021-11-16 02:58:40 +11:00
parent f5f52dbaf0
commit f0ddf5a017
5 changed files with 9 additions and 9 deletions
+3 -3
View File
@@ -3,8 +3,8 @@
#define NA_BGM_STOP 0x100000FF
#define NA_BGM_GENERAL_SFX 0x0 // General Sound Effects
#define NA_BGM_NATURE_BACKGROUND 0x01 // Ambient background noises
#define NA_BGM_GENERAL_SFX 0x00 // General Sound Effects
#define NA_BGM_NATURE_AMBIENCE 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"
@@ -49,7 +49,7 @@
#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_SONG_OF_STORMS 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"
+1 -1
View File
@@ -3911,7 +3911,7 @@ void func_801A246C(u8 param_1, u8 param_2);
// void func_801A27E8(void);
// void func_801A281C(void);
void func_801A29D4(UNK_TYPE arg0, f32 arg1, UNK_TYPE arg2);
void func_801A2BB8(s32 arg0);
void func_801A2BB8(s32 seqId);
void func_801A2C20(void);
// void func_801A2C44(void);
// void func_801A2C88(void);
+1 -1
View File
@@ -543,7 +543,7 @@ void func_80962660(EnFu* this, GlobalContext* globalCtx) {
player->stateFlags1 |= 0x20;
this->unk_53C = 0;
func_800BDC5C(&this->skelAnime, sAnimations, 3);
func_801A2BB8(0x25);
func_801A2BB8(NA_BGM_MINI_GAME_2);
if (this->unk_542 == 0) {
if (this->unk_546 == 1) {
func_80961EC8(globalCtx);
@@ -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_GURU_GURU, 540.0f);
func_801A1DB8(&this->actor.projectedPos, NA_BGM_SONG_OF_STORMS, 540.0f);
}
return;
}
if (fabsf(player->actor.world.pos.y - this->actor.world.pos.y) < 200.0f) {
func_801A1D44(&this->actor.projectedPos, NA_BGM_GURU_GURU, 540.0f);
func_801A1D44(&this->actor.projectedPos, NA_BGM_SONG_OF_STORMS, 540.0f);
}
if (this->unusedTimer != 0) {
this->unusedTimer--;
@@ -337,7 +337,7 @@ void func_809C6C2C(EnSyatekiMan* this, GlobalContext* globalCtx) {
func_80123F2C(globalCtx, 80);
this->unk_26A = 1;
this->actionFunc = func_809C80C0;
func_801A2BB8(0x25);
func_801A2BB8(NA_BGM_MINI_GAME_2);
break;
case 0xA32:
@@ -657,7 +657,7 @@ void func_809C7620(EnSyatekiMan* this, GlobalContext* globalCtx) {
func_80112AFC(globalCtx);
func_80123F2C(globalCtx, 0x63);
this->unk_26A = 1;
func_801A2BB8(0x25);
func_801A2BB8(NA_BGM_MINI_GAME_2);
this->actionFunc = func_809C8808;
break;