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authoryenatch <yenatch@gmail.com>2014-03-30 16:56:42 -0700
committeryenatch <yenatch@gmail.com>2014-03-30 16:56:42 -0700
commit0d51959c83aa0f361e53bf93d184c9d31543d953 (patch)
tree79a702432e9eec93619bafc28d2f91222413aa73
parentebce80653c82931cd684dfa2be23ffb6418753d3 (diff)
Use labels instead of static addresses in sound pointers.
Static address substraction would wreak havoc in other memory configurations.
-rw-r--r--audio.asm23
-rw-r--r--constants/music_constants.asm2
-rw-r--r--main.asm12
3 files changed, 15 insertions, 22 deletions
diff --git a/audio.asm b/audio.asm
index 160ae6cc..c18bc041 100644
--- a/audio.asm
+++ b/audio.asm
@@ -521,7 +521,7 @@ INCLUDE "audio/engine_2.asm"
Music_PokeFluteInBattle:: ; 22306 (8:6306)
- ld a, (SFX_08_46 - $4000) / 3 ; PokeFlute outside of battle
+ ld a, (SFX_08_46 - SFX_Headers_08) / 3 ; PokeFlute outside of battle
call PlaySoundWaitForCurrent
ld hl, $c00e
ld de, SFX_08_PokeFlute_Ch1
@@ -566,20 +566,13 @@ Func_7d13b:: ; 7d13b (1f:513b)
jp Func_2307
PokedexRatingSfxPointers: ; 7d162 (1f:5162)
- db (SFX_1f_51 - $4000) / 3
- db BANK(SFX_1f_51)
- db (SFX_02_41 - $4000) / 3
- db BANK(SFX_02_41)
- db (SFX_02_3a - $4000) / 3
- db BANK(SFX_02_3a)
- db (SFX_08_46 - $4000) / 3
- db BANK(SFX_08_46)
- db (SFX_08_3a - $4000) / 3
- db BANK(SFX_08_3a)
- db (SFX_02_42 - $4000) / 3
- db BANK(SFX_02_42)
- db (SFX_02_3b - $4000) / 3
- db BANK(SFX_02_3b)
+ db (SFX_1f_51 - SFX_Headers_1f) / 3, BANK(SFX_1f_51)
+ db (SFX_02_41 - SFX_Headers_02) / 3, BANK(SFX_02_41)
+ db (SFX_02_3a - SFX_Headers_02) / 3, BANK(SFX_02_3a)
+ db (SFX_08_46 - SFX_Headers_08) / 3, BANK(SFX_08_46)
+ db (SFX_08_3a - SFX_Headers_08) / 3, BANK(SFX_08_3a)
+ db (SFX_02_42 - SFX_Headers_02) / 3, BANK(SFX_02_42)
+ db (SFX_02_3b - SFX_Headers_02) / 3, BANK(SFX_02_3b)
OwnedMonValues: ; 7d170 (1f:5170)
db 10, 40, 60, 90, 120, 150, $ff
diff --git a/constants/music_constants.asm b/constants/music_constants.asm
index 3d2ac3f8..30d11543 100644
--- a/constants/music_constants.asm
+++ b/constants/music_constants.asm
@@ -1,7 +1,7 @@
; Song ids are calculated by address to save space.
music_const: MACRO
-\1 EQUS "((\2 - $4000) / 3)"
+\1 EQUS "((\2 - SFX_Headers_02) / 3)"
ENDM
music_const MUSIC_PALLET_TOWN, Music_PalletTown
diff --git a/main.asm b/main.asm
index 9c03f9df..4ef38380 100644
--- a/main.asm
+++ b/main.asm
@@ -6996,7 +6996,7 @@ DisplayStartMenu:: ; 2acd (0:2acd)
ld [$2000],a ; ROM bank 4
ld a,[$d700] ; walking/biking/surfing
ld [$d11a],a
- ld a, (SFX_02_3f - $4000) / 3 ; Start menu sound
+ ld a, (SFX_02_3f - SFX_Headers_02) / 3 ; Start menu sound
call PlaySound
RedisplayStartMenu:: ; 2adf (0:2adf)
@@ -7125,7 +7125,7 @@ AddAmountSoldToMoney:: ; 2b9e (0:2b9e)
ld a,$13
ld [$d125],a
call DisplayTextBoxID ; redraw money text box
- ld a, (SFX_02_5a - $4000) / 3
+ ld a, (SFX_02_5a - SFX_Headers_02) / 3
call PlaySoundWaitForCurrent ; play sound
jp WaitForSoundToFinish ; wait until sound is done playing
@@ -26084,7 +26084,7 @@ PlayedFluteHadEffectText: ; e215 (3:6215)
; play out-of-battle pokeflute music
ld a,$ff
call PlaySound ; turn off music
- ld a, (SFX_02_5e - $4000) / 3
+ ld a, (SFX_02_5e - SFX_Headers_02) / 3
ld c, BANK(SFX_02_5e)
call PlayMusic ; play music
.musicWaitLoop ; wait for music to finish playing
@@ -41968,7 +41968,7 @@ asm_1e9b0: ; 1e9b0 (7:69b0)
dec a
call PlaySound
ld c, BANK(SFX_02_5f)
- ld a, (SFX_02_5f - $4000) / 3
+ ld a, (SFX_02_5f - SFX_Headers_02) / 3
call PlayMusic
.asm_1e9c2
ld a, [$c02a]
@@ -115553,7 +115553,7 @@ Func_7bf15: ; 7bf15 (1e:7f15)
ld [$ffaf], a
push bc
ld c, BANK(SFX_02_5b)
- ld a, (SFX_02_5b - $4000) / 3
+ ld a, (SFX_02_5b - SFX_Headers_02) / 3
call PlayMusic
pop bc
ld c, $2
@@ -115565,7 +115565,7 @@ Func_7bf15: ; 7bf15 (1e:7f15)
ld a, $ff
call PlaySound
ld c, BANK(SFX_02_5f)
- ld a, (SFX_02_5f - $4000) / 3
+ ld a, (SFX_02_5f - SFX_Headers_02) / 3
call PlayMusic
.asm_7bf57
ld a, [$c02a]