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https://gitlab.com/xCrystal/pokecrystal-board.git
synced 2024-11-16 11:27:33 -08:00
Clean up and add a couple functions in bank 0
Mostly related to sound
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225
main.asm
225
main.asm
@ -3920,60 +3920,122 @@ BattleTextBox: ; 3ac3
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FarBattleTextBox: ; 3ad5
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; save bank
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ld a, [$ff9d] ; bank
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; Open a textbox and print text at 20:hl.
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ld a, [hROMBank]
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push af
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; bank 20
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ld a, $20
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rst $10
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; print text at hl
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rst Bankswitch
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call BattleTextBox
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; restore bank
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pop af
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rst $10
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rst Bankswitch
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ret
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; 3ae1
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INCBIN "baserom.gbc", $3ae1, $3b86 - $3ae1
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INCBIN "baserom.gbc", $3ae1, $3b4e - $3ae1
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LoadMusicByte: ; 3b86
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; load music data into CurMusicByte
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; input:
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; a: bank
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; de: address
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ld [hROMBank], a
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ld [$2000], a ; bankswitch
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ld a, [de]
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ld [CurMusicByte], a
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ld a, $3a ; manual bank restore
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ld [hROMBank], a
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ld [$2000], a ; bankswitch
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ret
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; 3b97
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StartMusic: ; 3b97
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; input:
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; e = song number
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CleanSoundRestart: ; 3b4e
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push hl
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push de
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push bc
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push af
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ld a, [hROMBank] ; save bank
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ld a, [hROMBank]
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push af
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ld a, BANK(LoadMusic)
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ld a, BANK(SoundRestart)
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ld [hROMBank], a
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ld [$2000], a ; bankswitch
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ld a, e ; song number
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ld [$2000], a
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call SoundRestart
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pop af
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ld [hROMBank], a
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ld [$2000], a
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pop af
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pop bc
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pop de
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pop hl
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ret
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; 3b6a
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CleanUpdateSound: ; 3b6a
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push hl
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push de
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push bc
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push af
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ld a, [hROMBank]
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push af
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ld a, BANK(UpdateSound)
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ld [hROMBank], a
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ld [$2000], a
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call UpdateSound
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pop af
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ld [hROMBank], a
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ld [$2000], a
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pop af
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pop bc
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pop de
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pop hl
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ret
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; 3b86
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LoadMusicByte: ; 3b86
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; CurMusicByte = [a:de]
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ld [hROMBank], a
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ld [$2000], a
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ld a, [de]
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ld [CurMusicByte], a
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ld a, $3a ; manual bank restore
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ld [hROMBank], a
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ld [$2000], a
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ret
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; 3b97
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StartMusic: ; 3b97
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; Play music de.
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push hl
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push de
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push bc
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push af
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ld a, [hROMBank]
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push af
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ld a, BANK(LoadMusic) ; and BANK(SoundRestart)
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ld [hROMBank], a
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ld [$2000], a
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ld a, e
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and a
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jr z, .nomusic
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call LoadMusic
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jr .end
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.nomusic
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call SoundRestart
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.end
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pop af
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ld [hROMBank], a ; restore bank
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ld [hROMBank], a
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ld [$2000], a
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pop af
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pop bc
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@ -3982,25 +4044,58 @@ StartMusic: ; 3b97
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ret
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; 3bbc
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INCBIN "baserom.gbc", $3bbc, $3be3 - $3bbc
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PlayCryHeader: ; 3be3
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; Play a cry given parameters in header de
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StartMusic2: ; 3bbc
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; Stop playing music, then play music de.
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push hl
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push de
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push bc
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push af
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ld a, [hROMBank]
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push af
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ld a, BANK(LoadMusic)
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ld [hROMBank], a
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ld [$2000], a
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push de
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ld de, MUSIC_NONE
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call LoadMusic
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call DelayFrame
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pop de
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call LoadMusic
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pop af
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ld [hROMBank], a
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ld [$2000], a
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pop af
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pop bc
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pop de
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pop hl
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ret
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; 3be3
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PlayCryHeader: ; 3be3
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; Play a cry given parameters in header de
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push hl
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push de
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push bc
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push af
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; Save current bank
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ld a, [hROMBank]
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push af
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; Cry headers are stuck in one bank.
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ld a, BANK(CryHeaders)
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ld [hROMBank], a
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ld [$2000], a
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; Each header is 6 bytes long:
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ld hl, CryHeaders
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add hl, de
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@ -4009,33 +4104,27 @@ PlayCryHeader: ; 3be3
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add hl, de
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add hl, de
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add hl, de
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; Header struct:
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; id
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ld e, [hl]
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inc hl
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ld d, [hl]
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inc hl
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; pitch
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ld a, [hli]
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ld [CryPitch], a
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; echo
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ld a, [hli]
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ld [CryEcho], a
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; length
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ld a, [hli]
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ld [CryLength], a
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ld a, [hl]
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ld [CryLength+1], a
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; That's it for the header
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ld a, BANK(PlayCry)
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ld [hROMBank], a
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ld [$2000], a
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call PlayCry
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; Restore bank
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pop af
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ld [hROMBank], a
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ld [$2000], a
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@ -4049,31 +4138,35 @@ PlayCryHeader: ; 3be3
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StartSFX: ; 3c23
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; sfx id order is by priority (highest to lowest)
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; to disable this, remove the check!
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; input: de = sfx id
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; Play sound effect de.
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; Sound effects are ordered by priority (lowest to highest)
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push hl
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push de
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push bc
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push af
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; is something already playing?
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; Is something already playing?
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call CheckSFX
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jr nc, .asm_3c32
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; only play sfx if it has priority
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jr nc, .play
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; Does it have priority?
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ld a, [CurSFX]
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cp e
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jr c, .quit
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.asm_3c32
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ld a, [hROMBank] ; save bank
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.play
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ld a, [hROMBank]
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push af
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ld a, $3a ; music bank
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ld a, BANK(LoadSFX)
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ld [hROMBank], a
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ld [$2000], a ; bankswitch
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ld a, e
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ld [CurSFX], a
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call LoadSFX
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pop af
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ld [hROMBank], a ; restore bank
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ld [hROMBank], a
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ld [$2000], a ; bankswitch
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.quit
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pop af
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@ -4083,31 +4176,37 @@ StartSFX: ; 3c23
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ret
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; 3c4e
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INCBIN "baserom.gbc", $3c4e, $3c55-$3c4e
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WaitPlaySFX: ; 3c4e
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call WaitSFX
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call StartSFX
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ret
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; 3c55
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WaitSFX: ; 3c55
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; infinite loop until sfx is done playing
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push hl
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.loop
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; ch5 on?
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ld hl, $c1cc ; Channel5Flags
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ld hl, Channel5 + Channel1Flags - Channel1
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bit 0, [hl]
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jr nz, .loop
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; ch6 on?
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ld hl, $c1fe ; Channel6Flags
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ld hl, Channel6 + Channel1Flags - Channel1
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bit 0, [hl]
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jr nz, .loop
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; ch7 on?
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ld hl, $c230 ; Channel7Flags
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ld hl, Channel7 + Channel1Flags - Channel1
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bit 0, [hl]
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jr nz, .loop
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; ch8 on?
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ld hl, $c262 ; Channel8Flags
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ld hl, Channel8 + Channel1Flags - Channel1
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bit 0, [hl]
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jr nz, .loop
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; we're done
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pop hl
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ret
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; 3c74
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