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audio flag constants
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parent
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233
audio/engine.asm
233
audio/engine.asm
File diff suppressed because it is too large
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@ -31,3 +31,4 @@ INCLUDE "constants/tilemap_constants.asm"
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INCLUDE "constants/cgb_constants.asm"
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INCLUDE "constants/battle_tower_constants.asm"
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INCLUDE "constants/cry_constants.asm"
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INCLUDE "constants/audio_constants.asm"
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62
constants/audio_constants.asm
Executable file
62
constants/audio_constants.asm
Executable file
@ -0,0 +1,62 @@
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; pitch
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const_def
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const __
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const C_
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const C#
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const D_
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const D#
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const E_
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const F_
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const F#
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const G_
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const G#
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const A_
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const A#
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const B_
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; channel
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const_def
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const CHAN1
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const CHAN2
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const CHAN3
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const CHAN4
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NUM_MUSIC_CHANS EQU const_value
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NUM_NOISE_CHANS EQU const_value
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const CHAN5
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const CHAN6
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const CHAN7
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const CHAN8
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NUM_CHANNELS EQU const_value
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; Flags1
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SOUND_CHANNEL_ON EQU 0
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SOUND_SUBROUTINE EQU 1
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SOUND_LOOPING EQU 2
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SOUND_SFX EQU 3
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SOUND_NOISE EQU 4
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SOUND_REST EQU 5
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; Flags2
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SOUND_VIBRATO EQU 0
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SOUND_UNKN_09 EQU 1
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SOUND_DUTY EQU 2
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SOUND_UNKN_0B EQU 3
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SOUND_CRY_PITCH EQU 4
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SOUND_UNKN_0D EQU 5
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SOUND_UNKN_0E EQU 6
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SOUND_UNKN_0F EQU 7
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; Flags3
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SOUND_VIBRATO_DIR EQU 0
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SOUND_UNKN_11 EQU 1
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; NoteFlags
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NOTE_UNKN_0 EQU 0
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NOTE_UNKN_1 EQU 1
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NOTE_UNKN_3 EQU 3
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NOTE_UNKN_4 EQU 4
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NOTE_REST EQU 5
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NOTE_UNKN_6 EQU 6
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@ -23,35 +23,6 @@ cry_header: macro
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dw \1, \2, \3
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endm
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; pitch
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__ EQU 0
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C_ EQU 1
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C# EQU 2
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D_ EQU 3
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D# EQU 4
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E_ EQU 5
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F_ EQU 6
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F# EQU 7
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G_ EQU 8
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G# EQU 9
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A_ EQU 10
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A# EQU 11
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B_ EQU 12
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; channel
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const_def
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const CHAN1
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const CHAN2
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const CHAN3
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const CHAN4
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NUM_MUSIC_CHANS EQU const_value
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NUM_NOISE_CHANS EQU const_value
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const CHAN5
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const CHAN6
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const CHAN7
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const CHAN8
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NUM_CHANNELS EQU const_value
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enum_start $d8
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enum notetype_cmd
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octave: macro
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10
wram.asm
10
wram.asm
@ -88,7 +88,7 @@ channel_struct: MACRO
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\1MusicID:: dw
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\1MusicBank:: db
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\1Flags:: db ; 0:on/off 1:subroutine 3:sfx 4:noise 5:rest
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\1Flags2:: db ; 0:vibrato on/off 2:duty
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\1Flags2:: db ; 0:vibrato on/off 2:duty 4:cry pitch
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\1Flags3:: db ; 0:vibrato up/down
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\1MusicAddress:: dw
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\1LastMusicAddress:: dw
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@ -293,10 +293,10 @@ SFXPriority:: ; c2b6
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; if nonzero, turn off music when playing sfx
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ds 1
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ds 1
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wc2b8:: ds 1
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wc2b9:: ds 1
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wc2ba:: ds 1
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wc2bb:: ds 1
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Channel1JumpCondition:: ds 1
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Channel2JumpCondition:: ds 1
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Channel3JumpCondition:: ds 1
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Channel4JumpCondition:: ds 1
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wc2bc:: ds 1
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CryTracks:: ; c2bd
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; plays only in left or right track depending on what side the monster is on
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