Audio BGM Macros (#460)

* Introduce bgms

* Fill in bgm enums

* Rename bgm to clearer names

* Fix spacing

* Fix "No_Music" define

* remove comment

* Improve bgm names, found another seqId function

* Another seqId function

* Another name change

* Woods of Mystery -> Sarias Song

* add saria's song bgm to pierre

* Another bgm function found!

* Add bgm's to `gSaveContext.seqIndex`
This commit is contained in:
engineer124
2021-11-21 01:01:37 +11:00
committed by GitHub
parent 97425f68ae
commit ea17d924e4
28 changed files with 184 additions and 54 deletions
+1 -1
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@@ -296,7 +296,7 @@
#pragma GLOBAL_ASM("asm/non_matchings/code/code_8019AF00/func_801A2D54.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/code_8019AF00/func_801A2DE0.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/code_8019AF00/Audio_IsSequencePlaying.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/code_8019AF00/func_801A2E54.s")
+2 -2
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@@ -5,9 +5,9 @@ SaveContext gSaveContext;
void SaveContext_Init(void) {
bzero(&gSaveContext, sizeof(gSaveContext));
gSaveContext.playerForm = 0;
gSaveContext.seqIndex = 0xFF;
gSaveContext.seqIndex = (u8)NA_BGM_DISABLED;
gSaveContext.nightSeqIndex = 0xFF;
gSaveContext.unk_3F46 = 0;
gSaveContext.unk_3F46 = NA_BGM_GENERAL_SFX;
gSaveContext.nextCutsceneIndex = 0xFFEF;
gSaveContext.cutsceneTrigger = 0;
gSaveContext.unk_3F4D = 0;
+2 -2
View File
@@ -45,7 +45,7 @@ void GameOver_Update(GlobalContext* globalCtx) {
gSaveContext.unk_3DC0 = 2000;
gSaveContext.naviTimer = 0;
gSaveContext.seqIndex = 0xFF;
gSaveContext.seqIndex = (u8)NA_BGM_DISABLED;
gSaveContext.nightSeqIndex = 0xFF;
gSaveContext.eventInf[0] = 0;
gSaveContext.eventInf[1] = 0;
@@ -66,7 +66,7 @@ void GameOver_Update(GlobalContext* globalCtx) {
gameOverCtx->state = GAMEOVER_DEATH_WAIT_GROUND;
break;
case GAMEOVER_DEATH_FADE_OUT:
if (func_801A8A50(1) != 32) {
if (func_801A8A50(1) != NA_BGM_GAME_OVER) {
func_80169F78(globalCtx);
if (gSaveContext.respawnFlag != -7) {
gSaveContext.respawnFlag = -6;
+1 -1
View File
@@ -449,7 +449,7 @@ void Scene_HeaderCmdSoundSettings(GlobalContext* globalCtx, SceneCmd* cmd) {
globalCtx->soundCtx.seqIndex = cmd->soundSettings.musicSeq;
globalCtx->soundCtx.nightSeqIndex = cmd->soundSettings.nighttimeSFX;
if (gSaveContext.seqIndex == 0xFF || func_801A8A50(0) == 0x57) {
if (gSaveContext.seqIndex == (u8)NA_BGM_DISABLED || func_801A8A50(0) == NA_BGM_FINAL_HOURS) {
audio_setBGM(cmd->soundSettings.bgmId);
}
}