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yellow: Bill's house Pikachu timing, collision and spawn cell, CLOSES #2165
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+18
-1
@@ -620,6 +620,23 @@ function Commands.play_sound(ctx, soundId)
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require("src.core.Sound").play(ctx.game.data, soundId)
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end
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-- wait_sound: WaitForSoundToFinish (home/delay.asm:15), the drain that
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-- follows every PlaySound in the cell-separator chain
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-- (engine/events/hidden_events/bills_house_pc.asm:22)
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local WAIT_SOUND_CEILING = 600
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function Commands.wait_sound(ctx)
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local Sound = require("src.core.Sound")
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if not Sound.sfxBusy() then return end
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local runner = ctx.runner
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local left = WAIT_SOUND_CEILING
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runner.waitingCheck = function()
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left = left - 1
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return left <= 0 or not Sound.sfxBusy()
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end
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runner:yield()
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end
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-- text_sound <soundId>: the jingle the ROM parks at the END of a string as
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-- a trailing text command (sound_get_item_1, sound_get_key_item ->
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-- home/text.asm TextCommand_SOUND). It arms the NEXT show_text the same
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@@ -1476,7 +1493,7 @@ end
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for _, verb in ipairs({ "show_text", "ask", "choice", "start_battle", "warp",
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"open_mart", "trade", "push_screen", "record_hall_of_fame",
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"old_man_demo", "static_battle", "rival_battle", "give_item",
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"give_pokemon", "wait",
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"give_pokemon", "wait", "wait_sound",
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"wait_flag", "move_player", "move_npc", "move_npc_to", "walk_npc",
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"emote", "fade", "pan_camera", "play_once", "pikachu_make_way",
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"ss_anne_departs" }) do
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