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; Audio interfaces.
InitSound::
push hl
push de
push bc
push af
ldh a, [hROMBank]
push af
ld a, BANK(_InitSound)
ldh [hROMBank], a
ld [MBC3RomBank], a
call _InitSound
pop af
ldh [hROMBank], a
ld [MBC3RomBank], a
pop af
pop bc
pop de
pop hl
ret
UpdateSound::
push hl
push de
push bc
push af
ldh a, [hROMBank]
push af
ld a, BANK(_UpdateSound)
ldh [hROMBank], a
ld [MBC3RomBank], a
call _UpdateSound
pop af
ldh [hROMBank], a
ld [MBC3RomBank], a
pop af
pop bc
pop de
pop hl
ret
_LoadMusicByte::
; [wCurMusicByte] = [a:de]
ldh [hROMBank], a
ld [MBC3RomBank], a
ld a, [de]
ld [wCurMusicByte], a
ld a, BANK(LoadMusicByte)
ldh [hROMBank], a
ld [MBC3RomBank], a
ret
PlayMusic::
; Play music de.
push hl
push de
push bc
push af
ldh a, [hROMBank]
push af
ld a, BANK(_PlayMusic) ; aka BANK(_InitSound)
ldh [hROMBank], a
ld [MBC3RomBank], a
ld a, e
and a
jr z, .nomusic
call _PlayMusic
jr .end
.nomusic
call _InitSound
.end
pop af
ldh [hROMBank], a
ld [MBC3RomBank], a
pop af
pop bc
pop de
pop hl
ret
PlayMusic2::
; Stop playing music, then play music de.
push hl
push de
push bc
push af
ldh a, [hROMBank]
push af
ld a, BANK(_PlayMusic)
ldh [hROMBank], a
ld [MBC3RomBank], a
push de
ld de, MUSIC_NONE
call _PlayMusic
call DelayFrame
pop de
call _PlayMusic
pop af
ldh [hROMBank], a
ld [MBC3RomBank], a
pop af
pop bc
pop de
pop hl
ret
PlayCry::
; Play cry de.
push hl
push de
push bc
push af
ldh a, [hROMBank]
push af
; Cries are stuck in one bank.
ld a, BANK(PokemonCries)
ldh [hROMBank], a
ld [MBC3RomBank], a
ld hl, PokemonCries
rept MON_CRY_LENGTH
add hl, de
endr
ld e, [hl]
inc hl
ld d, [hl]
inc hl
ld a, [hli]
ld [wCryPitch], a
ld a, [hli]
ld [wCryPitch + 1], a
ld a, [hli]
ld [wCryLength], a
ld a, [hl]
ld [wCryLength + 1], a
ld a, BANK(_PlayCry)
ldh [hROMBank], a
ld [MBC3RomBank], a
call _PlayCry
pop af
ldh [hROMBank], a
ld [MBC3RomBank], a
pop af
pop bc
pop de
pop hl
ret
PlaySFX::
; Play sound effect de.
; Sound effects are ordered by priority (highest to lowest)
push hl
push de
push bc
push af
; Is something already playing?
call CheckSFX
jr nc, .play
; Does it have priority?
ld a, [wCurSFX]
cp e
jr c, .done
.play
ldh a, [hROMBank]
push af
ld a, BANK(_PlaySFX)
ldh [hROMBank], a
ld [MBC3RomBank], a
ld a, e
ld [wCurSFX], a
call _PlaySFX
pop af
ldh [hROMBank], a
ld [MBC3RomBank], a
.done
pop af
pop bc
pop de
pop hl
ret
WaitPlaySFX::
call WaitSFX
call PlaySFX
ret
WaitSFX::
; infinite loop until sfx is done playing
push hl
.wait
ld hl, wChannel5Flags1
bit 0, [hl]
jr nz, .wait
ld hl, wChannel6Flags1
bit 0, [hl]
jr nz, .wait
ld hl, wChannel7Flags1
bit 0, [hl]
jr nz, .wait
ld hl, wChannel8Flags1
bit 0, [hl]
jr nz, .wait
pop hl
ret
MaxVolume::
ld a, MAX_VOLUME
ld [wVolume], a
ret
LowVolume::
ld a, $33 ; 50%
ld [wVolume], a
ret
MinVolume::
xor a
ld [wVolume], a
ret
FadeOutToMusic:: ; unreferenced
ld a, 4
ld [wMusicFade], a
ret
FadeInToMusic::
ld a, 4 | (1 << MUSIC_FADE_IN_F)
ld [wMusicFade], a
ret
SkipMusic::
; Skip a frames of music.
.loop
and a
ret z
dec a
call UpdateSound
jr .loop
FadeToMapMusic::
push hl
push de
push bc
push af
call GetMapMusic_MaybeSpecial
ld a, [wMapMusic]
cp e
jr z, .done
ld a, 8
ld [wMusicFade], a
ld a, e
ld [wMusicFadeID], a
ld a, d
ld [wMusicFadeID + 1], a
ld a, e
ld [wMapMusic], a
.done
pop af
pop bc
pop de
pop hl
ret
PlayMapMusic::
push hl
push de
push bc
push af
call GetMapMusic_MaybeSpecial
ld a, [wMapMusic]
cp e
jr z, .done
push de
ld de, MUSIC_NONE
call PlayMusic
call DelayFrame
pop de
ld a, e
ld [wMapMusic], a
call PlayMusic
.done
pop af
pop bc
pop de
pop hl
ret
PlayMapMusicBike::
; If the player's on a bike, play the bike music instead of the map music
push hl
push de
push bc
push af
xor a
ld [wDontPlayMapMusicOnReload], a
ld de, MUSIC_BICYCLE
ld a, [wPlayerState]
cp PLAYER_BIKE
jr z, .play
call GetMapMusic_MaybeSpecial
.play
push de
ld de, MUSIC_NONE
call PlayMusic
call DelayFrame
pop de
ld a, e
ld [wMapMusic], a
call PlayMusic
pop af
pop bc
pop de
pop hl
ret
TryRestartMapMusic::
ld a, [wDontPlayMapMusicOnReload]
and a
jr z, RestartMapMusic
xor a
ld [wMapMusic], a
ld de, MUSIC_NONE
call PlayMusic
call DelayFrame
xor a
ld [wDontPlayMapMusicOnReload], a
ret
RestartMapMusic::
push hl
push de
push bc
push af
ld de, MUSIC_NONE
call PlayMusic
call DelayFrame
ld a, [wMapMusic]
ld e, a
ld d, 0
call PlayMusic
pop af
pop bc
pop de
pop hl
ret
SpecialMapMusic::
ld a, [wPlayerState]
cp PLAYER_SURF
jr z, .surf
cp PLAYER_SURF_PIKA
jr z, .surf
ld a, [wStatusFlags2]
bit STATUSFLAGS2_BUG_CONTEST_TIMER_F, a
jr nz, .contest
.no
and a
ret
.bike ; unreferenced
ld de, MUSIC_BICYCLE
scf
ret
.surf
ld de, MUSIC_SURF
scf
ret
.contest
ld a, [wMapGroup]
cp GROUP_ROUTE_35_NATIONAL_PARK_GATE
jr nz, .no
ld a, [wMapNumber]
cp MAP_ROUTE_35_NATIONAL_PARK_GATE
jr z, .ranking
cp MAP_ROUTE_36_NATIONAL_PARK_GATE
jr nz, .no
.ranking
ld de, MUSIC_BUG_CATCHING_CONTEST_RANKING
scf
ret
GetMapMusic_MaybeSpecial::
call SpecialMapMusic
ret c
call GetMapMusic
ret
PlaceBCDNumberSprite:: ; unreferenced
; Places a BCD number at the upper center of the screen.
ld a, 4 * TILE_WIDTH
ld [wVirtualOAMSprite38YCoord], a
ld [wVirtualOAMSprite39YCoord], a
ld a, 10 * TILE_WIDTH
ld [wVirtualOAMSprite38XCoord], a
ld a, 11 * TILE_WIDTH
ld [wVirtualOAMSprite39XCoord], a
xor a
ld [wVirtualOAMSprite38Attributes], a
ld [wVirtualOAMSprite39Attributes], a
ld a, [wUnusedBCDNumber]
cp 100
jr nc, .max
add 1
daa
ld b, a
swap a
and $f
add "0"
ld [wVirtualOAMSprite38TileID], a
ld a, b
and $f
add "0"
ld [wVirtualOAMSprite39TileID], a
ret
.max
ld a, "9"
ld [wVirtualOAMSprite38TileID], a
ld [wVirtualOAMSprite39TileID], a
ret
CheckSFX::
; Return carry if any SFX channels are active.
ld a, [wChannel5Flags1]
bit 0, a
jr nz, .playing
ld a, [wChannel6Flags1]
bit 0, a
jr nz, .playing
ld a, [wChannel7Flags1]
bit 0, a
jr nz, .playing
ld a, [wChannel8Flags1]
bit 0, a
jr nz, .playing
and a
ret
.playing
scf
ret
TerminateExpBarSound::
xor a
ld [wChannel5Flags1], a
ld [wPitchSweep], a
ldh [rNR10], a
ldh [rNR11], a
ldh [rNR12], a
ldh [rNR13], a
ldh [rNR14], a
ret
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