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add encounter music hook

ipatix hace 7 años
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5483f96a1c
Se han modificado 3 ficheros con 106 adiciones y 14 borrados
  1. 19
    14
      patches/hooks.asm
  2. 60
    0
      src/include/songlist.h
  3. 27
    0
      src/music/encounter_lookup.c

+ 19
- 14
patches/hooks.asm Ver fichero

@@ -1,36 +1,41 @@
1 1
 //Ipatix sound stuff
2
-  .org 0x080007B4
2
+.org 0x080007B4
3 3
     .word  0x0203E000   // new PCM work area
4
-  .org 0x081DD0B4
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+.org 0x081DD0B4
5 5
     .word  main_mixer   // new mixer ROM location
6 6
     .word  0x03005F50   // new mixer RAM location (used for loading)
7 7
     .halfword mixer_size
8 8
     .halfword 0x400        // CpuSet, copy code by 32 bit units
9 9
     .word  0x0203E000   // new PCM work area
10
-  .org 0x081DD0C8
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+.org 0x081DD0C8
11 11
      // set correct sound driver operation mode
12 12
      // 12 channels at 26758 Hz samplerate
13 13
     .byte  0x00, 0xCC, 0x98, 0x00
14
-  .org 0x081DC094
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+.org 0x081DC094
15 15
     .word  0x03005F50+1 // new mixer RAM location (used for branch)
16 16
 
17 17
    // repoint correctly to the new cry tables
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-  .org 0x080720C8
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-  .include "patches/disable_cry_table_blocks.s"
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+.org 0x080720C8
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+    .include "patches/disable_cry_table_blocks.s"
20 20
 
21 21
    // cry-ID = poke-ID
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-  .org 0x08043304
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-  LSL	R0, R0, #0x10
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-  LSR	R0, R0, #0x10
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-  BX  LR
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+.org 0x08043304
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+    LSL R0, R0, #0x10
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+    LSR R0, R0, #0x10
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+    BX  LR
26 26
 
27 27
    // music overrides
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-  .org 0x081DD0F4
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+.org 0x081DD0F4
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     LDR R1, =music_override|1
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-    BX R1
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-   .pool
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-
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+    BX  R1
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+    .pool
33 32
 
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+.org 0x0808064C
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+    LDR R1, =trainer_intro_music_id_to_song|1
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+    LDR R2, =0x080806BA|1 // return location
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+    MOV LR, R2
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+    BX  R1
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+    .pool
34 39
 
35 40
 //End of sound stuff
36 41
 

+ 60
- 0
src/include/songlist.h Ver fichero

@@ -0,0 +1,60 @@
1
+#pragma once
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+
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+// TODO add missing FR/LG song IDs
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+
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+// Towns
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+
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+#define SEQ_BGM_TOWN_HESPERIA       267
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+
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+// Cities
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+
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+#define SEQ_BGM_CITY_CARUN          272
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+#define SEQ_BGM_CITY_URBANIA        273
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+
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+// Routes
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+
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+#define SEQ_BGM_ROUTE_1             302
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+#define SEQ_BGM_ROUTE_2             303
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+
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+// Special Buildings
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+
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+#define SEQ_BGM_PC                  347
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+#define SEQ_BGM_LAB                 382
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+
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+// Special Places
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+
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+#define SEQ_BGM_DESERT              350
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+
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+// Forests
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+
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+#define SEQ_BGM_FOREST_YELINA       352
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+
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+// Encounter
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+
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+#define SEQ_BGM_E_RIV_F             368
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+#define SEQ_BGM_E_RIV_M             369
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+#define SEQ_BGM_E_TT                385
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+#define SEQ_BGM_E_TT_BOSS           386
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+#define SEQ_FRLG_E_1                283
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+#define SEQ_FRLG_E_2                284
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+#define SEQ_FRLG_E_3                285
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+
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+// Battles
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+
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+#define SEQ_BGM_VS_RIVAL            379
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+#define SEQ_BGM_VS_TT_ADMIN         381
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+#define SEQ_BGM_VS_TT_BOSS_JANA     384
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+#define SEQ_BGM_VS_TT_BOSS_NORMAN   388
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+
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+// Victories
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+
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+#define SEQ_BGM_VIC_TT              387
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+#define SEQ_BGM_VIC_TRAINER         310
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+
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+// Various Events
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+
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+#define SEQ_BGM_EVENT_TT_RAID       375
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+
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+// Misc
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+
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+#define SEQ_BGM_TITLE_SCREEN        278

+ 27
- 0
src/music/encounter_lookup.c Ver fichero

@@ -0,0 +1,27 @@
1
+#include <songlist.h>
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+#include <game_engine.h>
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+
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+u16 trainer_intro_music_id_to_song(u8 introid) {
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+    u16 res = 0;
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+    switch (introid) {
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+        case 0:
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+        case 4:
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+        case 5:
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+        case 8:
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+        case 10:
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+        case 11:
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+        case 12:
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+        case 13:
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+            res = SEQ_FRLG_E_3;
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+            break;
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+        case 1:
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+        case 2:
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+        case 9:
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+            res = SEQ_FRLG_E_2;
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+            break;
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+        default:
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+            res = SEQ_FRLG_E_3;
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+            break;
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+    }
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+    return res;
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+}