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https://gitlab.com/xCrystal/pokecrystal-board.git
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commit
c5bb392e36
@ -2352,72 +2352,87 @@ LoadMusic: ; e8b30
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; e8b79
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PlayCry: ; e8b79
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; input: de = cry id
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; Play cry de using parameters:
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; CryPitch
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; CryEcho
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; CryLength
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call MusicOff
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; load cry id
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; Overload the music id with the cry id
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ld hl, MusicID
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ld [hl], e
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inc hl
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ld [hl], d
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; seek pointer table
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; 3-byte pointers (bank, address)
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ld hl, Cries
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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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; get bank
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ld a, [hli]
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ld [MusicBank], a
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; get address
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ld e, [hl]
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inc hl
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ld d, [hl]
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; read cry header
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; get byte at bank:address
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; Read the cry's sound header
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call FarLoadMusicByte
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; get top 2 bits (# chs)
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; Top 2 bits contain the number of channels
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rlca
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rlca
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and a, $03
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inc a ; ch count -> loop count
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and a, 3
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; For each channel:
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inc a
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.loop
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push af
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call LoadChannel
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ld hl, Channel1Flags - Channel1
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add hl, bc
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set 5, [hl]
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ld hl, Channel1Flags2 - Channel1
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add hl, bc
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set 4, [hl]
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ld hl, $0027
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ld hl, Channel1CryPitch - Channel1
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add hl, bc
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ld a, [$c2b0]
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ld a, [CryPitch]
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ld [hli], a
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ld a, [$c2b1]
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ld a, [CryEcho]
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ld [hl], a
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; are we on the last channel? (music & sfx)
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; No tempo for channel 4
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ld a, [CurChannel]
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and a, $03
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cp a, $03
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and a, 3
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cp 3
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jr nc, .start
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; update tempo
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; Tempo is effectively length
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ld hl, Channel1Tempo - Channel1
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add hl, bc
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ld a, [$c2b2]
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ld a, [CryLength]
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ld [hli], a
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ld a, [$c2b3]
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ld a, [CryLength+1]
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ld [hl], a
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.start
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call StartChannel
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ld a, [$c2bc]
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and a
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jr z, .next
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; play cry from the side of the monster it's coming from (stereo only)
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; outside of battles cries play on both tracks
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; is stereo on?
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; Stereo only: Play cry from the monster's side.
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; This only applies in-battle.
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ld a, [Options]
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bit 5, a ; stereo
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jr z, .next
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; and [Tracks], [CryTracks]
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; [Tracks] &= [CryTracks]
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ld hl, Channel1Tracks - Channel1
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add hl, bc
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ld a, [hl]
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@ -2426,21 +2441,25 @@ PlayCry: ; e8b79
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ld hl, Channel1Tracks - Channel1
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add hl, bc
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ld [hl], a
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.next
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pop af
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dec a
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jr nz, .loop
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; save current volume
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; Cries play at max volume, so we save the current volume for later.
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ld a, [LastVolume]
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and a
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jr nz, .end
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ld a, [Volume]
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ld [LastVolume], a
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; cries have max volume
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ld a, $77
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ld [Volume], a
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.end
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ld a, $01 ; stop playing music
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ld a, 1 ; stop playing music
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ld [SFXPriority], a
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call MusicOn
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ret
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196
main.asm
196
main.asm
@ -4,7 +4,7 @@ SECTION "rst0",HOME[$0]
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jp Start
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SECTION "rst8",HOME[$8] ; FarCall
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jp $2d63
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jp FarJpHl
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SECTION "rst10",HOME[$10] ; Bankswitch
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ld [$ff9d], a
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@ -2355,7 +2355,43 @@ GetWorldMapLocation: ; 0x2caf
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ret
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; 0x2cbd
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INCBIN "baserom.gbc",$2cbd,$2d83-$2cbd
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INCBIN "baserom.gbc",$2cbd,$2d63-$2cbd
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FarJpHl: ; 2d63
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; Jump to a:hl.
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; Preserves all registers besides a.
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; Switch to the new bank.
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ld [$ff8b], a
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ld a, [$ff9d]
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push af
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ld a, [$ff8b]
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rst Bankswitch
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call .hl
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; We want to retain the contents of f.
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; To do this, we can pop to bc instead of af.
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ld a, b
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ld [$cfb9], a
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ld a, c
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ld [$cfba], a
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; Restore the working bank.
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pop bc
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ld a, b
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rst Bankswitch
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ld a, [$cfb9]
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ld b, a
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ld a, [$cfba]
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ld c, a
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ret
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.hl
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jp [hl]
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; 2d83
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Predef: ; 2d83
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; call a function from given id a
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@ -3392,7 +3428,71 @@ StartMusic: ; 3b97
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ret
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; 3bbc
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INCBIN "baserom.gbc",$3bbc,$3c23 - $3bbc
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INCBIN "baserom.gbc",$3bbc,$3be3 - $3bbc
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PlayCryHeader: ; 3be3
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; Play a cry given parameters in header de
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push hl
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push de
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push bc
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push af
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; Save current bank
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ld a, [$ff9d]
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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 [$ff9d], a
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ld [$2000], a
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; Each header is 6 bytes long:
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ld hl, CryHeaders
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add hl, de
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add hl, de
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add hl, de
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add hl, de
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add hl, de
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add hl, de
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; Header struct:
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; id
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ld e, [hl]
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inc hl
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ld d, [hl]
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inc hl
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; pitch
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ld a, [hli]
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ld [CryPitch], a
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; echo
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ld a, [hli]
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ld [CryEcho], a
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; length
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ld a, [hli]
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ld [CryLength], a
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ld a, [hl]
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ld [CryLength+1], a
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; That's it for the header
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ld a, BANK(PlayCry)
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ld [$ff9d], a
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ld [$2000], a
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call PlayCry
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; Restore bank
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pop af
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ld [$ff9d], 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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; 3c23
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StartSFX: ; 3c23
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; sfx id order is by priority (highest to lowest)
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@ -3541,7 +3641,66 @@ IntroFadePalettes: ; 0x617c
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db %11100100
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; 6182
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INCBIN "baserom.gbc",$6182,$669f - $6182
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INCBIN "baserom.gbc",$6182,$6274 - $6182
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FarStartTitleScreen: ; 6274
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callba StartTitleScreen
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ret
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; 627b
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INCBIN "baserom.gbc",$627b,$62bc - $627b
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TitleScreenEntrance: ; 62bc
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; Animate the logo:
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; Move each line by 4 pixels until our count hits 0.
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ld a, [$ffcf]
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and a
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jr z, .done
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sub 4
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ld [$ffcf], a
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; Lay out a base (all lines scrolling together).
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ld e, a
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ld hl, $d100
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ld bc, 8 * 10 ; logo height
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call ByteFill
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; Alternate signage for each line's position vector.
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; This is responsible for the interlaced effect.
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ld a, e
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xor $ff
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inc a
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ld b, 8 * 10 / 2 ; logo height / 2
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ld hl, $d101
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.loop
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ld [hli], a
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inc hl
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dec b
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jr nz, .loop
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callba AnimateTitleCrystal
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ret
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.done
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; Next scene
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ld hl, $cf63
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inc [hl]
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xor a
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ld [$ffc6], a
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; Play the title screen music.
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ld de, MUSIC_TITLE
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call StartMusic
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ld a, $88
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ld [$ffd2], a
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ret
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; 62f6
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INCBIN "baserom.gbc",$62f6,$669f - $62f6
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CheckNickErrors: ; 669f
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; error-check monster nick before use
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@ -12660,7 +12819,7 @@ SECTION "bank43",DATA,BANK[$43]
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INCBIN "baserom.gbc", $10c000, $10ed67 - $10c000
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TitleScreen: ; 10ed67
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StartTitleScreen: ; 10ed67
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call WhiteBGMap
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call ClearSprites
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@ -12896,7 +13055,32 @@ TitleScreen: ; 10ed67
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ret
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; 10eea7
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INCBIN "baserom.gbc", $10eea7, $10ef46 - $10eea7
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INCBIN "baserom.gbc", $10eea7, $10ef32 - $10eea7
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AnimateTitleCrystal: ; 10ef32
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; Move the title screen crystal downward until it's fully visible
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; Stop at y=6
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; y is really from the bottom of the sprite, which is two tiles high
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ld hl, Sprites
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ld a, [hl]
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cp 6 + 16
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ret z
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; Move all 30 parts of the crystal down by 2
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ld c, 30
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.loop
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ld a, [hl]
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add 2
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ld [hli], a
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inc hl
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inc hl
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inc hl
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dec c
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jr nz, .loop
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ret
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; 10ef46
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TitleSuicuneGFX: ; 10ef46
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INCBIN "gfx/title/suicune.lz"
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17
wram.asm
17
wram.asm
@ -168,7 +168,13 @@ Channel1VibratoRate: ; c121
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ds 1
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; c126
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ds 1
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ds 7
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; c127
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ds 1
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Channel1CryPitch: ; c128
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ds 1
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Channel1CryEcho: ; c129
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ds 1
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ds 4
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Channel1NoteLength: ; c12e
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; # frames per 16th note
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ds 1
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@ -278,9 +284,14 @@ MusicFadeIDLo: ; c2a9
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ds 1
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MusicFadeIDHi: ; c2aa
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ds 1
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ds 9
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ds 5
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CryPitch: ; c2b0
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ds 1
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CryEcho: ; c2b1
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ds 1
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CryLength: ; c2b2
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ds 2
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LastVolume: ; c2b4
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; preserves volume of a song playing so cries can have their own volume
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ds 1
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ds 1
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SFXPriority: ; c2b6
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