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[Audio 8/?] Check-in handwritten sequences, build sequences, automate various sfx arrays (#1679)
* [Audio 8/?] Check-in handwritten sequences, build sequences, automate various sfx arrays * Fix whitespace in aseq.h * Suggested changes, adjust some MML syntax and add more instruction descriptions * Special case progress script (#9) * Hack progress script * Small adjustment to text fileSectionFixer * Add the dir of the input .seq file to the list of includes to sequence assembling so that assembler-level includes like .include or .incbin work intuitively * Remove old comment that was missed before * aseq.h tweaks * Review suggestions, aseq.h adjustments --------- Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
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#include "PR/ultratypes.h"
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#include "z64math.h"
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// For the defines below, the names in quotes come from the official soundtrack,
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// and the names in parentheses are internal names that come from MM3D.
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#define NA_BGM_GENERAL_SFX 0x00 // General Sound Effects
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#define NA_BGM_AMBIENCE 0x01 // Ambient background noises
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#define NA_BGM_TERMINA_FIELD 0x02 // "Termina Field" (NA_BGM_FIELD)
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#define NA_BGM_CHASE 0x03 // "Chase" (NA_BGM_CHASE)
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#define NA_BGM_MAJORAS_THEME 0x04 // "Majora's Theme" (NA_BGM_STALKID)
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#define NA_BGM_CLOCK_TOWER 0x05 // "Clock Tower" (NA_BGM_CLOCK_TOWER)
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#define NA_BGM_STONE_TOWER_TEMPLE 0x06 // "Stone Tower Temple" - used for both Stone Tower and the Temple (NA_BGM_RUIN_DUNGEON_FRONT)
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#define NA_BGM_INV_STONE_TOWER_TEMPLE 0x07 // "Stone Tower Temple Upside-down" - used for both Inverted Stone Tower and the Temple (NA_BGM_RUIN_DUNGEON_REVERSE)
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#define NA_BGM_FAILURE_0 0x08 // "Missed Event 1" (NA_BGM_FAILURE_0)
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#define NA_BGM_FAILURE_1 0x09 // "Missed Event 2" - used for failing the Milk Run (NA_BGM_FAILURE_1)
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#define NA_BGM_HAPPY_MASK_SALESMAN 0x0A // "Happy Mask Saleman's Theme" (NA_BGM_OMENYA)
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#define NA_BGM_SONG_OF_HEALING 0x0B // "Song Of Healing" (NA_BGM_DEMO_CURE)
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#define NA_BGM_SWAMP_REGION 0x0C // "Southern Swamp" - used for both Southern Swamp and Woodfall (NA_BGM_DAMP_AREA)
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#define NA_BGM_ALIEN_INVASION 0x0D // "Ghost Attack" (NA_BGM_UFO)
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#define NA_BGM_SWAMP_CRUISE 0x0E // "Boat Cruise" (NA_BGM_JUNGLE_CREWS)
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#define NA_BGM_SHARPS_CURSE 0x0F // "Sharp's Curse" (NA_BGM_SHARP)
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#define NA_BGM_GREAT_BAY_REGION 0x10 // "Great Bay Coast" - used for Great Bay Coast, Zora Cape, and Pinnacle Rock (NA_BGM_SEA_AREA)
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#define NA_BGM_IKANA_REGION 0x11 // "Ikana Valley" (NA_BGM_IKANA_AREA)
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#define NA_BGM_DEKU_PALACE 0x12 // "Deku Palace" (NA_BGM_DEKU_KING)
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#define NA_BGM_MOUNTAIN_REGION 0x13 // "Mountain Village" - used for Mountain Village, Snowhead, and Goron Village exterior (NA_BGM_SNOW_AREA)
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#define NA_BGM_PIRATES_FORTRESS 0x14 // "Pirates' Fortress" (NA_BGM_PIRATE_AREA)
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#define NA_BGM_CLOCK_TOWN_DAY_1 0x15 // "Clock Town, First Day" - Loaded from the main Clock Town seqeuence (sequence 0x1D) (NA_BGM_DUMMY_21)
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#define NA_BGM_CLOCK_TOWN_DAY_2 0x16 // "Clock Town, Second Day" - Loaded from the main Clock Town seqeuence (sequence 0x1D) (NA_BGM_DUMMY_22)
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#define NA_BGM_CLOCK_TOWN_DAY_3 0x17 // "Clock Town, Third Day" - Loaded from the main Clock Town seqeuence (sequence 0x1D) (NA_BGM_DUMMY_23)
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#define NA_BGM_FILE_SELECT 0x18 // File Select (NA_BGM_FILE_SELECT)
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#define NA_BGM_CLEAR_EVENT 0x19 // "Event Clear" (NA_BGM_EVENT_CLEAR)
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#define NA_BGM_ENEMY 0x1A // "Battle" (NA_BGM_ENEMY)
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#define NA_BGM_BOSS 0x1B // "Boss Battle" (NA_BGM_BOSS00)
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#define NA_BGM_WOODFALL_TEMPLE 0x1C // "Woodfall Temple" (NA_BGM_JUNGLE_DUNGEON)
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#define NA_BGM_CLOCK_TOWN_MAIN_SEQUENCE 0x1D // Loads one of sequences 0x15, 0x16, or 0x17. Will also play the "morning theme" if it is the start of a day (NA_BGM_MARKET)
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#define NA_BGM_OPENING 0x1E // "Opening" - plays during the ambush in the opening forest area (NA_BGM_OPENING)
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#define NA_BGM_INSIDE_A_HOUSE 0x1F // "House" (NA_BGM_LINK_HOUSE)
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#define NA_BGM_GAME_OVER 0x20 // "Game Over" (NA_BGM_GAME_OVER)
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#define NA_BGM_CLEAR_BOSS 0x21 // "Boss Clear" (NA_BGM_BOSS_CLEAR)
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#define NA_BGM_GET_ITEM 0x22 // "Item Catch" (NA_BGM_ITEM_GET)
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#define NA_BGM_CLOCK_TOWN_DAY_2_PTR 0x23 // Just points to the "Clock Town, Second Day" sequence (sequence 0x16) (NA_BGM_GATE_OPEN, same name as the Door of Time song from OoT)
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#define NA_BGM_GET_HEART 0x24 // "Get A Heart Container!" (NA_BGM_HEART_GET)
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#define NA_BGM_TIMED_MINI_GAME 0x25 // "Mini Game" (NA_BGM_MINI_GAME_2)
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#define NA_BGM_GORON_RACE 0x26 // "Goron Race" (NA_BGM_GORON_RACE)
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#define NA_BGM_MUSIC_BOX_HOUSE 0x27 // "Music Box House" (NA_BGM_ORGEL_HOUSE)
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#define NA_BGM_FAIRY_FOUNTAIN 0x28 // "Fairy's Fountain" - just points to the File Select sequence (sequence 0x18) (NA_BGM_GODESS)
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#define NA_BGM_ZELDAS_LULLABY 0x29 // "Zelda's Theme" (NA_BGM_HIME)
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#define NA_BGM_ROSA_SISTERS 0x2A // "Rosa Sisters" (NA_BGM_SISTER_DANCER)
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#define NA_BGM_OPEN_CHEST 0x2B // "Open Treasure Box" (NA_BGM_OPEN_TRE_BOX)
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#define NA_BGM_MARINE_RESEARCH_LAB 0x2C // "Marine Research Laboratory" (NA_BGM_DRUGSTORE)
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#define NA_BGM_GIANTS_THEME 0x2D // "Giants' Theme" (NA_BGM_KYOJIN_ROOM)
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#define NA_BGM_SONG_OF_STORMS 0x2E // "Guru-Guru's Song" (NA_BGM_FUSHA)
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#define NA_BGM_ROMANI_RANCH 0x2F // "Romani Ranch" (NA_BGM_RONRON)
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#define NA_BGM_GORON_VILLAGE 0x30 // "Goron Village" (NA_BGM_GORON)
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#define NA_BGM_MAYORS_OFFICE 0x31 // "Mayor's Meeting" (NA_BGM_MEETING)
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#define NA_BGM_OCARINA_EPONA 0x32 // "Ocarina “Epona's Song”" (NA_BGM_OCA_EPONA)
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#define NA_BGM_OCARINA_SUNS 0x33 // "Ocarina “Sun's Song”" - leftover from OoT (NA_BGM_OCA_SUNS)
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#define NA_BGM_OCARINA_TIME 0x34 // "Ocarina “Song Of Time”" (NA_BGM_TIME_NORMAL)
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#define NA_BGM_OCARINA_STORM 0x35 // "Ocarina “Song Of Storms”" (NA_BGM_OCA_STORM)
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#define NA_BGM_ZORA_HALL 0x36 // "Zora Hall" (NA_BGM_ZORA)
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#define NA_BGM_GET_NEW_MASK 0x37 // "Get A Mask!" (NA_BGM_MASK_GET)
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#define NA_BGM_MINI_BOSS 0x38 // "Middle Boss Battle" (NA_BGM_MIDDLE_BOSS)
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#define NA_BGM_GET_SMALL_ITEM 0x39 // "Small Item Catch" (NA_BGM_S_ITEM_GET)
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#define NA_BGM_ASTRAL_OBSERVATORY 0x3A // "Astral Observatory" (NA_BGM_TENMONDAI)
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#define NA_BGM_CAVERN 0x3B // "Cavern" - used for grottos (NA_BGM_NORMAL_DUNGEON)
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#define NA_BGM_MILK_BAR 0x3C // "Milk Bar" (NA_BGM_MILK_BAR)
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#define NA_BGM_ZELDA_APPEAR 0x3D // "Enter Zelda" - leftover from OoT (NA_BGM_APPEAR)
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#define NA_BGM_SARIAS_SONG 0x3E // "Woods Of Mystery" - Saria's Song from OoT, also used when dancing with the scarecrow (NA_BGM_MAYOIMORI)
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#define NA_BGM_GORON_GOAL 0x3F // "Goron Race Goal" (NA_BGM_GORON_GOAL)
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#define NA_BGM_HORSE 0x40 // "Horse Race" (NA_BGM_HORSE)
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#define NA_BGM_HORSE_GOAL 0x41 // "Horse Race Goal" (NA_BGM_HORSE_GOAL)
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#define NA_BGM_INGO 0x42 // "Gorman Track" (NA_BGM_INGO)
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#define NA_BGM_KOTAKE_POTION_SHOP 0x43 // "Magic Hags' Potion Shop" (NA_BGM_KOTAKE_KOUME)
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#define NA_BGM_SHOP 0x44 // "Shop" (NA_BGM_SHOP)
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#define NA_BGM_OWL 0x45 // "Owl" (NA_BGM_OWL)
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#define NA_BGM_SHOOTING_GALLERY 0x46 // "Shooting Gallery" (NA_BGM_MINI_GAME)
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#define NA_BGM_OCARINA_SOARING 0x47 // "Ocarina “Song Of Soaring”" (NA_BGM_OCA_BIGWING)
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#define NA_BGM_OCARINA_HEALING 0x48 // "Ocarina “Song Of Healing”" (NA_BGM_OCA_CURE)
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#define NA_BGM_INVERTED_SONG_OF_TIME 0x49 // "Ocarina “Inverted Song Of Time”" (NA_BGM_TIME_SPEED)
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#define NA_BGM_SONG_OF_DOUBLE_TIME 0x4A // "Ocarina “Song Of Double Time”" (NA_BGM_TIME_JUMP)
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#define NA_BGM_SONATA_OF_AWAKENING 0x4B // "Sonata of Awakening" (NA_BGM_DEMO_AWAKING)
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#define NA_BGM_GORON_LULLABY 0x4C // "Goron Lullaby" (NA_BGM_DEMO_LULLABY)
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#define NA_BGM_NEW_WAVE_BOSSA_NOVA 0x4D // "New Wave Bossa Nova" - both saxophone and vocals (NA_BGM_DEMO_TIDE)
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#define NA_BGM_ELEGY_OF_EMPTINESS 0x4E // "Elegy Of Emptiness" (NA_BGM_DEMO_SHELL)
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#define NA_BGM_OATH_TO_ORDER 0x4F // "Oath To Order" (NA_BGM_DEMO_PLEDGE)
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#define NA_BGM_SWORD_TRAINING_HALL 0x50 // "Swordsman's School" (NA_BGM_EXERCISE_HALL)
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#define NA_BGM_OCARINA_LULLABY_INTRO 0x51 // "Ocarina “Goron Lullaby Intro”" (NA_BGM_DEMO_LULLABY_HALF)
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#define NA_BGM_LEARNED_NEW_SONG 0x52 // "Get The Ocarina!" (NA_BGM_OCA_YOUSEI)
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#define NA_BGM_BREMEN_MARCH 0x53 // "Bremen March" (NA_BGM_FACEMASK)
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#define NA_BGM_BALLAD_OF_THE_WIND_FISH 0x54 // "Ballad Of The Wind Fish" - quartet performed in on the Milk Bar stage (NA_BGM_QUARTET)
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#define NA_BGM_SONG_OF_SOARING 0x55 // "Song Of Soaring" (NA_BGM_WING_WARP)
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#define NA_BGM_MILK_BAR_DUPLICATE 0x56 // Just points to the "Milk Bar" sequence (sequence 0x3C) (NA_BGM_MILK_BAR_DUMMY)
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#define NA_BGM_FINAL_HOURS 0x57 // "Last Day" (NA_BGM_TIME_LIMIT)
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#define NA_BGM_MIKAU_RIFF 0x58 // "Mikau" - looping part of the song (NA_BGM_MIKAU_LIFF)
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#define NA_BGM_MIKAU_FINALE 0x59 // "Mikau" - a single guitar chord to end the song (NA_BGM_MIKAU_FIN)
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#define NA_BGM_FROG_SONG 0x5A // "Frog Song" - conducting the frogs with Don Gero's Mask (NA_BGM_FROG_SONG)
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#define NA_BGM_OCARINA_SONATA 0x5B // "Ocarina “Sonata Of Awakening”" (NA_BGM_OCA_AWAKING)
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#define NA_BGM_OCARINA_LULLABY 0x5C // "Ocarina “Goron Lullaby”" (NA_BGM_OCA_LULLABY)
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#define NA_BGM_OCARINA_NEW_WAVE 0x5D // "Ocarina “New Wave Bossa Nova”" (NA_BGM_OCA_TIDE)
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#define NA_BGM_OCARINA_ELEGY 0x5E // "Ocarina “Elegy of Emptiness”" (NA_BGM_OCA_SHELL)
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#define NA_BGM_OCARINA_OATH 0x5F // "Ocarina “Oath To Order”" (NA_BGM_OCA_PLEDGE)
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#define NA_BGM_MAJORAS_LAIR 0x60 // Majora Boss Room. Just points to the "Last Day" sequence (sequence 0x57) (NA_BGM_LAST_DUNGEON)
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#define NA_BGM_OCARINA_LULLABY_INTRO_PTR 0x61 // Just points to the "Ocarina “Goron Lullaby Intro”" sequence (sequence 0x51) (NA_BGM_OCA_LULLABY_HALF)
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#define NA_BGM_OCARINA_GUITAR_BASS_SESSION 0x62 // "Bass & Guitar Session" (NA_BGM_OCA_SESSION)
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#define NA_BGM_PIANO_SESSION 0x63 // "Piano Solo" (NA_BGM_DEMO_SESSION)
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#define NA_BGM_INDIGO_GO_SESSION 0x64 // "The Indigo-Go's" (NA_BGM_ALLPART_SESSION)
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#define NA_BGM_SNOWHEAD_TEMPLE 0x65 // "Snowhead Temple" (NA_BGM_SILVER_DUNGEON)
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#define NA_BGM_GREAT_BAY_TEMPLE 0x66 // "Great Bay Temple" (NA_BGM_DEEPBLUE_DUNGEON)
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#define NA_BGM_NEW_WAVE_SAXOPHONE 0x67 // "New Wave Bossa Nova" - saxophone only, no vocals (NA_BGM_DEMO_TIDE_SAX)
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#define NA_BGM_NEW_WAVE_VOCAL 0x68 // "New Wave Bossa Nova" - vocals only, no saxophone (NA_BGM_DEMO_TIDE_VOCAL)
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#define NA_BGM_MAJORAS_WRATH 0x69 // "Majora's Wrath Battle" (NA_BGM_MUJURA_1)
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#define NA_BGM_MAJORAS_INCARNATION 0x6A // "Majora's Incarnate Battle" (NA_BGM_MUJURA_2)
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#define NA_BGM_MAJORAS_MASK 0x6B // "Majora's Mask Battle" (NA_BGM_MUJURA_3)
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#define NA_BGM_BASS_PLAY 0x6C // "Bass Practice" (NA_BGM_BASS_PLAY)
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#define NA_BGM_DRUMS_PLAY 0x6D // "Drums Practice" (NA_BGM_DRUMS_PLAY)
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#define NA_BGM_PIANO_PLAY 0x6E // "Piano Practice" (NA_BGM_PIANO_PLAY)
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#define NA_BGM_IKANA_CASTLE 0x6F // "Ikana Castle" (NA_BGM_IKANA_CASTLE)
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#define NA_BGM_GATHERING_GIANTS 0x70 // "Calling The Four Giants" (NA_BGM_GATHERING)
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#define NA_BGM_KAMARO_DANCE 0x71 // "Kamaro's Dance" (NA_BGM_CAMARO_DANCE)
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#define NA_BGM_CREMIA_CARRIAGE 0x72 // "Cremia's Carriage" (NA_BGM_DONKEY_CART)
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#define NA_BGM_KEATON_QUIZ 0x73 // "Keaton's Quiz" (NA_BGM_QUIZ)
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#define NA_BGM_END_CREDITS 0x74 // "The End / Credits" - plays the first half, then loads sequence 0x7F for the second half (NA_BGM_END_DEMO)
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#define NA_BGM_OPENING_LOOP 0x75 // Similar to "Opening" (sequence 0x1E), but the intro loops endlessly (NA_BGM_OPENING_LOOP)
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#define NA_BGM_TITLE_THEME 0x76 // "Title Theme" (NA_BGM_TITLE)
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#define NA_BGM_DUNGEON_APPEAR 0x77 // "Woodfall Rises" (NA_BGM_DUNGEON_APPEAR)
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#define NA_BGM_WOODFALL_CLEAR 0x78 // "Southern Swamp Clears" (NA_BGM_PURIFICATION_0)
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#define NA_BGM_SNOWHEAD_CLEAR 0x79 // "Snowhead Clear" (NA_BGM_PURIFICATION_1)
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#define NA_BGM_INTO_THE_MOON 0x7B // "To The Moon" (NA_BGM_INTO_THE_MOON)
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#define NA_BGM_GOODBYE_GIANT 0x7C // "The Giants' Exit" (NA_BGM_GOODBYE_GIANT)
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#define NA_BGM_TATL_AND_TAEL 0x7D // "Tatl & Tael" (NA_BGM_CHAT)
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#define NA_BGM_MOONS_DESTRUCTION 0x7E // "Moon's Destruction" (NA_BGM_MOON_VANISH)
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#define NA_BGM_END_CREDITS_SECOND_HALF 0x7F // "The End / Credits" - second half. Sequence 0x74 loads this after playing the first half (NA_BGM_OCA_MUS)
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#define DEFINE_SEQUENCE(_0, seqId, _2, _3, _4) seqId,
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#define DEFINE_SEQUENCE_PTR(_0, seqId, _2, _3, _4) seqId,
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typedef enum {
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#include "tables/sequence_table.h"
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NA_BGM_MAX
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} NA_BGM;
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#undef DEFINE_SEQUENCE
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#undef DEFINE_SEQUENCE_PTR
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// This is used as a placeholder in scene commands to indicate to use the nature ambience instead.
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#define NA_BGM_NO_MUSIC 0x7F
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