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2021-05-01Incorporate the suggested fixesSatoMew
2021-05-01Identify the unused cry that was carried over to GSCSatoMew
2020-11-30Fix reference to unused_fanfare.asmSatoMew
2020-11-29Identify what became GSC's Key Item fanfareSatoMew
2020-10-19Some formatting changesRangi
2020-07-03INCLUDE "engine/pokemon/bills_pc.asm" in main.asm, not audio.asmRangi
2020-07-02Add subdirectories to engine/ similar to pokecrystalRangi
2020-06-27Separate maps.asm, pics.asm, sprites.asm, and tilesets.asm from main.asm (#251)Rangi
Each new file builds its own .o, along with separate main.o and home.o, which necessitates many more "exported::" labels.
2019-07-28Use generic names for noise instrumentsdannye
coming up with satisfactory names is hard, besides this will improve compatibility with crystal
2019-07-27Update audio macro namesdannye
change audio channel numbers from 0-7 back to 1-8 change all note macros back to single note macro todo: fix comments with old macro names, update noise macros/instrument names
2019-07-07Replace some hard-coded values with constantsRangi
2019-01-01Rename map files, labels, and constants to be consistent and work with ↵Rangi
Polished Map
2018-11-18Clean up pre-linkerscript remnants.luckytyphlosion
2017-06-24Fix typos in commentsdannye
2017-03-21Revert "Fix floating sections"AntonioND
This reverts commit cec6e6e2fb7886acc85200f921d3913fd2ea8a2b. Signed-off-by: AntonioND <antonio_nd@outlook.com>
2017-03-14Fix floating sectionsAntonioND
This is needed to prevent rgblink from moving them around in future releases. Signed-off-by: AntonioND <antonio_nd@outlook.com>
2016-07-27Redo audio header macrodannye
2016-07-27Fix sound effect channel numberingdannye
mostly so that sound effects that only use the noise channel are labelled 'Ch7' instead of 'Ch1'
2016-06-12Remove the last address commentsdannye
except for wram.asm and sram.asm also delete unused yellow file
2016-06-11remove address commentsYamaArashi
2015-08-30No more W_dannye
2015-08-10No more $C8dannye
Use OPP_ constants separate from trainer constants since valid opponents can be all Pokemon and trainers
2015-08-08commented audio codeYamaArashi
2015-07-22Unify audio bank referencesdannye
2→1 8→2 1f→3
2015-07-22Rename sound effect filesdannye
2015-07-21Name some battle sound effectsdannye
2015-07-19Name sound effectsdannye
2015-07-03Rename/organize part 3 of 4U-Daniel-PC\Daniel
rename functions, clean up address/wram comments, other misc only broken up so that all changes are viewable on github
2015-03-12Low health alarm documentationU-Daniel-PC\Daniel
RenaKunisaki
2014-09-09Labelled and commented mostly sprite-related thingsYamaArashi
2014-06-09Combine wave filesU-Fish-PC\Daniel
2014-05-26Remove most static wram addresses. Use labels instead.yenatch
For unknown addresses, use "w<address>". Label overleads are still an issue.
2014-05-22Pull a lot of engine out of main.asmU-Fish-PC\Daniel
2014-04-06combine audio and music foldersU-Fish-PC\Daniel
2014-03-30Use labels instead of static addresses in sound pointers.yenatch
Static address substraction would wreak havoc in other memory configurations.
2014-03-30Stop using [$ff00+$xx] syntax.yenatch
rgbasm treats $ffxx loads the same. This is more consistent and avoids confusion with $ff00+c,
2014-02-14audio: Include all constantsyenatch
2014-01-27Get rid of globals.asm. Use ::s to export labels between objects.yenatch
globals.asm was a hack that: - gave rgbasm an extra 100k lines to read - increased reliance on the python preprocessor - made the makefile a mess - gave object creation an extra step - wasn't even necessary This speeds up build time by at least a third.
2014-01-21use music constants everywhereyenatch
some sfx are treated as music, but don't have constants yet
2014-01-21define music constants instead of running around with ((label-$4000)/3)yenatch
2014-01-09rearrange audio.asmyenatch
2014-01-09split instrument duty into audio/yenatch
2014-01-09consolidate red/blue diffs in sfxyenatch
2014-01-09split audio components into audio_red.o and audio_blue.oyenatch