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Matches in 80281fa0, render_courses, and create defines for sound cues. (#276)
* Matches, add permute, and add notice to quick runners * 80281fa0 matches, render_courses, and create defines for audio * Renamed 80281fa0.h, func naming, and deleted data_121DA0 * Added clang format * Matched load_surface_map * Match func in memory.c
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@@ -122,7 +122,7 @@
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#define GAME_MODE_CC_OR_TIME_TRIALS_OPTIONS_SELECTION 5 // Selecting CC for GP and Versus. Selecting "Begin" or "Data" for Time Trials. Unused for Battle
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#define CONFIRM_OK_SELECTION 6
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#define CONFIRM_OK_SELECTION_FROM_BACK_OUT 7
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#define TIME_TRAILS_DATA_SELECTION_FROM_BACK_OUT 8
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#define TIME_TRIALS_DATA_SELECTION_FROM_BACK_OUT 8
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/**
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* Options for gControllerPakMenuSelection
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@@ -0,0 +1,116 @@
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#ifndef SOUNDS_H
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#define SOUNDS_H
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// todo: format like sm64 sounds.h
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// The sound cue bit fields can be split up into its basic pieces and put back together.
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/* Intro */
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#define SOUND_INTRO_LOGO 0x49018008
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// Welcome to Mario Kart. Used in intro and credits.
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#define SOUND_INTRO_WELCOME 0x49009009
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#define SOUND_INTRO_ENTER_MENU 0x4900801A
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/* Menus */
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#define SOUND_MENU_OK_CLICKED 0x49008016
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#define SOUND_MENU_CURSOR_MOVE 0x49008000
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#define SOUND_MENU_GO_BACK 0x49008002
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// Used elsewhere, seems same as above sound.
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#define SOUND_ACTION_GO_BACK_2 0x49008005
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#define SOUND_ACTION_UNKNOWN_CONFIRMATION 0x49008006
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#define SOUND_MENU_SELECT 0x49008001
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// Mario Grand Prix
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#define SOUND_MENU_GP 0x4900900A
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// Versus
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#define SOUND_MENU_VERSUS 0x4900900C
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// Time Trials
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#define SOUND_MENU_TIME_TRIALS 0x4900900B
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// Battle
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#define SOUND_MENU_BATTLE 0x4900900D
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// Select a level (Select a CC)
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#define SOUND_MENU_SELECT_LEVEL 0x4900900E
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// OK?
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#define SOUND_MENU_OK 0x4900900F
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// Select your player
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#define SOUND_MENU_SELECT_PLAYER 0x49009012
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// Select map
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#define SOUND_MENU_SELECT_MAP 0x49009013
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// Plays in option if no controller pak.
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#define SOUND_MENU_FILE_NOT_FOUND 0x4900FF07
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// Option
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#define SOUND_MENU_OPTION 0x49009010
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// Data
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#define SOUND_MENU_DATA 0x49009011
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// On delete course record?
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#define SOUND_MENU_EXPLOSION 0x4900801D
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#define SOUND_MENU_STEREO 0x49008024
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#define SOUND_MENU_HEADPHONES 0x49008025
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#define SOUND_MENU_MONO 0x49008029
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/* Staging */
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// Red and orange staging lights that Lakitu holds.
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#define SOUND_ACTION_COUNTDOWN_LIGHT 0x49008003
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#define SOUND_ACTION_GREEN_LIGHT 0x49008004
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// Activates when light turns green.
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#define SOUND_ACTION_REV_ENGINE 0x49008018
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#define SOUND_ACTION_REV_ENGINE_2 0x49008019
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/* Racing */
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// Volume Mode and unknown
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#define SOUND_ACTION_PING 0x4900801C
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#define SOUND_ACTION_TYRE_SQUEAL 0x100F908
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// Falling rock and bomb sound.
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#define SOUND_ACTION_EXPLOSION 0x19009005
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#define SOUND_ACTION_EXPLOSION_2 0x1900F00C
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/* Items */
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// There's likely more of these but they are in func arguments.
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// Did not rename in-case unrelated.
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#define SOUND_ITEM_STAR 0x31029008
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#define SOUND_ITEM_THUNDERBOLT 0x5101C00C
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/* Score Screen */
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// Coin pickup sound (perfect fourth; B to E)
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#define SOUND_ACTION_COUNT_SCORE 0x49008017
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#define SOUND_ACTION_NEXT_COURSE 0x49008015
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// Same sound as ENTER_MENU
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#define SOUND_ACTION_CONTINUE_UNKNOWN 0x4900801B
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/* Ceremony */
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// Congratulation
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#define SOUND_CEREMONY_CONGRATULATION 0x49009014
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#define SOUND_CEREMONY_BALLOON_POP 0x4900801E
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#define SOUND_CEREMONY_FISH 0x4900801F
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#define SOUND_CEREMONY_FISH_2 0x49008020
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#define SOUND_CEREMONY_SHOOT_TROPHY 0x49008021
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#define SOUND_CEREMONY_PODIUM 0x49008022
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// The sound of the trophy. Plays in the background
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#define SOUND_CEREMONY_TROPHY 0x49008023
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/* Credits */
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// Hey, you're very good. See you next time!
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#define SOUND_CREDITS_FAREWELL 0x49008026
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#endif // SOUNDS_H
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