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- ; HW sound channel register base addresses
- HW_CH1_BASE EQU (rNR10 % $100)
- HW_CH2_BASE EQU ((rNR21 % $100) - 1)
- HW_CH3_BASE EQU (rNR30 % $100)
- HW_CH4_BASE EQU ((rNR41 % $100) - 1)
- ; HW sound channel enable bit masks
- HW_CH1_ENABLE_MASK EQU %00010001
- HW_CH2_ENABLE_MASK EQU %00100010
- HW_CH3_ENABLE_MASK EQU %01000100
- HW_CH4_ENABLE_MASK EQU %10001000
- ; HW sound channel disable bit masks
- HW_CH1_DISABLE_MASK EQU (~HW_CH1_ENABLE_MASK & $ff)
- HW_CH2_DISABLE_MASK EQU (~HW_CH2_ENABLE_MASK & $ff)
- HW_CH3_DISABLE_MASK EQU (~HW_CH3_ENABLE_MASK & $ff)
- HW_CH4_DISABLE_MASK EQU (~HW_CH4_ENABLE_MASK & $ff)
- REG_DUTY_SOUND_LEN EQU 1
- REG_VOLUME_ENVELOPE EQU 2
- REG_FREQUENCY_LO EQU 3
- MAX_SFX_ID EQU $B9
- CRY_SFX_START EQU $14
- CRY_SFX_END EQU $86
- ; wChannelFlags1 constants
- BIT_PERFECT_PITCH EQU 0 ; controlled by toggleperfectpitch command
- BIT_CHANNEL_CALL EQU 1 ; if in channel call
- BIT_NOISE_OR_SFX EQU 2 ; if channel is the music noise channel or an SFX channel
- BIT_VIBRATO_DIRECTION EQU 3 ; if the pitch is above or below normal (cycles)
- BIT_PITCH_BEND_ON EQU 4 ; if pitch bend is active
- BIT_PITCH_BEND_DECREASING EQU 5 ; if the pitch bend frequency is decreasing (instead of increasing)
- BIT_ROTATE_DUTY EQU 6 ; if rotating duty
- ; wChannelFlags2 constant (only has one flag)
- BIT_EXECUTE_MUSIC EQU 0 ; if in execute music
- ; Song ids are calculated by address to save space.
- music_const: MACRO
- \1 EQUS "((\2 - SFX_Headers_1) / 3)"
- ENDM
- ; AUDIO_1
- music_const MUSIC_PALLET_TOWN, Music_PalletTown
- music_const MUSIC_POKECENTER, Music_Pokecenter
- music_const MUSIC_GYM, Music_Gym
- music_const MUSIC_CITIES1, Music_Cities1
- music_const MUSIC_CITIES2, Music_Cities2
- music_const MUSIC_CELADON, Music_Celadon
- music_const MUSIC_CINNABAR, Music_Cinnabar
- music_const MUSIC_VERMILION, Music_Vermilion
- music_const MUSIC_LAVENDER, Music_Lavender
- music_const MUSIC_SS_ANNE, Music_SSAnne
- music_const MUSIC_MEET_PROF_OAK, Music_MeetProfOak
- music_const MUSIC_MEET_RIVAL, Music_MeetRival
- music_const MUSIC_MUSEUM_GUY, Music_MuseumGuy
- music_const MUSIC_SAFARI_ZONE, Music_SafariZone
- music_const MUSIC_PKMN_HEALED, Music_PkmnHealed
- music_const MUSIC_ROUTES1, Music_Routes1
- music_const MUSIC_ROUTES2, Music_Routes2
- music_const MUSIC_ROUTES3, Music_Routes3
- music_const MUSIC_ROUTES4, Music_Routes4
- music_const MUSIC_INDIGO_PLATEAU, Music_IndigoPlateau
- ; AUDIO_2
- music_const MUSIC_GYM_LEADER_BATTLE, Music_GymLeaderBattle
- music_const MUSIC_TRAINER_BATTLE, Music_TrainerBattle
- music_const MUSIC_WILD_BATTLE, Music_WildBattle
- music_const MUSIC_FINAL_BATTLE, Music_FinalBattle
- music_const MUSIC_DEFEATED_TRAINER, Music_DefeatedTrainer
- music_const MUSIC_DEFEATED_WILD_MON, Music_DefeatedWildMon
- music_const MUSIC_DEFEATED_GYM_LEADER, Music_DefeatedGymLeader
- ; AUDIO_3
- music_const MUSIC_TITLE_SCREEN, Music_TitleScreen
- music_const MUSIC_CREDITS, Music_Credits
- music_const MUSIC_HALL_OF_FAME, Music_HallOfFame
- music_const MUSIC_OAKS_LAB, Music_OaksLab
- music_const MUSIC_JIGGLYPUFF_SONG, Music_JigglypuffSong
- music_const MUSIC_BIKE_RIDING, Music_BikeRiding
- music_const MUSIC_SURFING, Music_Surfing
- music_const MUSIC_GAME_CORNER, Music_GameCorner
- music_const MUSIC_INTRO_BATTLE, Music_IntroBattle
- music_const MUSIC_DUNGEON1, Music_Dungeon1
- music_const MUSIC_DUNGEON2, Music_Dungeon2
- music_const MUSIC_DUNGEON3, Music_Dungeon3
- music_const MUSIC_CINNABAR_MANSION, Music_CinnabarMansion
- music_const MUSIC_POKEMON_TOWER, Music_PokemonTower
- music_const MUSIC_SILPH_CO, Music_SilphCo
- music_const MUSIC_MEET_EVIL_TRAINER, Music_MeetEvilTrainer
- music_const MUSIC_MEET_FEMALE_TRAINER, Music_MeetFemaleTrainer
- music_const MUSIC_MEET_MALE_TRAINER, Music_MeetMaleTrainer
- ; AUDIO_1 AUDIO_2 AUDIO_3
- music_const SFX_SNARE_1, SFX_Snare1_1
- music_const SFX_SNARE_2, SFX_Snare2_1
- music_const SFX_SNARE_3, SFX_Snare3_1
- music_const SFX_SNARE_4, SFX_Snare4_1
- music_const SFX_SNARE_5, SFX_Snare5_1
- music_const SFX_TRIANGLE_1, SFX_Triangle1_1
- music_const SFX_TRIANGLE_2, SFX_Triangle2_1
- music_const SFX_SNARE_6, SFX_Snare6_1
- music_const SFX_SNARE_7, SFX_Snare7_1
- music_const SFX_SNARE_8, SFX_Snare8_1
- music_const SFX_SNARE_9, SFX_Snare9_1
- music_const SFX_CYMBAL_1, SFX_Cymbal1_1
- music_const SFX_CYMBAL_2, SFX_Cymbal2_1
- music_const SFX_CYMBAL_3, SFX_Cymbal3_1
- music_const SFX_MUTED_SNARE_1, SFX_Muted_Snare1_1
- music_const SFX_TRIANGLE_3, SFX_Triangle3_1
- music_const SFX_MUTED_SNARE_2, SFX_Muted_Snare2_1
- music_const SFX_MUTED_SNARE_3, SFX_Muted_Snare3_1
- music_const SFX_MUTED_SNARE_4, SFX_Muted_Snare4_1
- music_const SFX_CRY_00, SFX_Cry00_1
- music_const SFX_CRY_01, SFX_Cry01_1
- music_const SFX_CRY_02, SFX_Cry02_1
- music_const SFX_CRY_03, SFX_Cry03_1
- music_const SFX_CRY_04, SFX_Cry04_1
- music_const SFX_CRY_05, SFX_Cry05_1
- music_const SFX_CRY_06, SFX_Cry06_1
- music_const SFX_CRY_07, SFX_Cry07_1
- music_const SFX_CRY_08, SFX_Cry08_1
- music_const SFX_CRY_09, SFX_Cry09_1
- music_const SFX_CRY_0A, SFX_Cry0A_1
- music_const SFX_CRY_0B, SFX_Cry0B_1
- music_const SFX_CRY_0C, SFX_Cry0C_1
- music_const SFX_CRY_0D, SFX_Cry0D_1
- music_const SFX_CRY_0E, SFX_Cry0E_1
- music_const SFX_CRY_0F, SFX_Cry0F_1
- music_const SFX_CRY_10, SFX_Cry10_1
- music_const SFX_CRY_11, SFX_Cry11_1
- music_const SFX_CRY_12, SFX_Cry12_1
- music_const SFX_CRY_13, SFX_Cry13_1
- music_const SFX_CRY_14, SFX_Cry14_1
- music_const SFX_CRY_15, SFX_Cry15_1
- music_const SFX_CRY_16, SFX_Cry16_1
- music_const SFX_CRY_17, SFX_Cry17_1
- music_const SFX_CRY_18, SFX_Cry18_1
- music_const SFX_CRY_19, SFX_Cry19_1
- music_const SFX_CRY_1A, SFX_Cry1A_1
- music_const SFX_CRY_1B, SFX_Cry1B_1
- music_const SFX_CRY_1C, SFX_Cry1C_1
- music_const SFX_CRY_1D, SFX_Cry1D_1
- music_const SFX_CRY_1E, SFX_Cry1E_1
- music_const SFX_CRY_1F, SFX_Cry1F_1
- music_const SFX_CRY_20, SFX_Cry20_1
- music_const SFX_CRY_21, SFX_Cry21_1
- music_const SFX_CRY_22, SFX_Cry22_1
- music_const SFX_CRY_23, SFX_Cry23_1
- music_const SFX_CRY_24, SFX_Cry24_1
- music_const SFX_CRY_25, SFX_Cry25_1
- music_const SFX_GET_ITEM_2, SFX_Get_Item2_1
- music_const SFX_TINK, SFX_Tink_1
- music_const SFX_HEAL_HP, SFX_Heal_HP_1
- music_const SFX_HEAL_AILMENT, SFX_Heal_Ailment_1
- music_const SFX_START_MENU, SFX_Start_Menu_1
- music_const SFX_PRESS_AB, SFX_Press_AB_1
- ; AUDIO_1 AUDIO_3
- music_const SFX_GET_ITEM_1, SFX_Get_Item1_1
- music_const SFX_POKEDEX_RATING, SFX_Pokedex_Rating_1
- music_const SFX_GET_KEY_ITEM, SFX_Get_Key_Item_1
- music_const SFX_POISONED, SFX_Poisoned_1
- music_const SFX_TRADE_MACHINE, SFX_Trade_Machine_1
- music_const SFX_TURN_ON_PC, SFX_Turn_On_PC_1
- music_const SFX_TURN_OFF_PC, SFX_Turn_Off_PC_1
- music_const SFX_ENTER_PC, SFX_Enter_PC_1
- music_const SFX_SHRINK, SFX_Shrink_1
- music_const SFX_SWITCH, SFX_Switch_1
- music_const SFX_HEALING_MACHINE, SFX_Healing_Machine_1
- music_const SFX_TELEPORT_EXIT_1, SFX_Teleport_Exit1_1
- music_const SFX_TELEPORT_ENTER_1, SFX_Teleport_Enter1_1
- music_const SFX_TELEPORT_EXIT_2, SFX_Teleport_Exit2_1
- music_const SFX_LEDGE, SFX_Ledge_1
- music_const SFX_TELEPORT_ENTER_2, SFX_Teleport_Enter2_1
- music_const SFX_FLY, SFX_Fly_1
- music_const SFX_DENIED, SFX_Denied_1
- music_const SFX_ARROW_TILES, SFX_Arrow_Tiles_1
- music_const SFX_PUSH_BOULDER, SFX_Push_Boulder_1
- music_const SFX_SS_ANNE_HORN, SFX_SS_Anne_Horn_1
- music_const SFX_WITHDRAW_DEPOSIT, SFX_Withdraw_Deposit_1
- music_const SFX_CUT, SFX_Cut_1
- music_const SFX_GO_INSIDE, SFX_Go_Inside_1
- music_const SFX_SWAP, SFX_Swap_1
- music_const SFX_59, SFX_59_1 ; unused, sounds similar to SFX_SLOTS_STOP_WHEEL
- music_const SFX_PURCHASE, SFX_Purchase_1
- music_const SFX_COLLISION, SFX_Collision_1
- music_const SFX_GO_OUTSIDE, SFX_Go_Outside_1
- music_const SFX_SAVE, SFX_Save_1
- ; AUDIO_1
- music_const SFX_POKEFLUTE, SFX_Pokeflute
- music_const SFX_SAFARI_ZONE_PA, SFX_Safari_Zone_PA
- ; AUDIO_2
- music_const SFX_LEVEL_UP, SFX_Level_Up
- music_const SFX_BALL_TOSS, SFX_Ball_Toss
- music_const SFX_BALL_POOF, SFX_Ball_Poof
- music_const SFX_FAINT_THUD, SFX_Faint_Thud
- music_const SFX_RUN, SFX_Run
- music_const SFX_DEX_PAGE_ADDED, SFX_Dex_Page_Added
- music_const SFX_CAUGHT_MON, SFX_Caught_Mon
- music_const SFX_PECK, SFX_Peck
- music_const SFX_FAINT_FALL, SFX_Faint_Fall
- music_const SFX_BATTLE_09, SFX_Battle_09
- music_const SFX_POUND, SFX_Pound
- music_const SFX_BATTLE_0B, SFX_Battle_0B
- music_const SFX_BATTLE_0C, SFX_Battle_0C
- music_const SFX_BATTLE_0D, SFX_Battle_0D
- music_const SFX_BATTLE_0E, SFX_Battle_0E
- music_const SFX_BATTLE_0F, SFX_Battle_0F
- music_const SFX_DAMAGE, SFX_Damage
- music_const SFX_NOT_VERY_EFFECTIVE, SFX_Not_Very_Effective
- music_const SFX_BATTLE_12, SFX_Battle_12
- music_const SFX_BATTLE_13, SFX_Battle_13
- music_const SFX_BATTLE_14, SFX_Battle_14
- music_const SFX_VINE_WHIP, SFX_Vine_Whip
- music_const SFX_BATTLE_16, SFX_Battle_16 ; unused?
- music_const SFX_BATTLE_17, SFX_Battle_17
- music_const SFX_BATTLE_18, SFX_Battle_18
- music_const SFX_BATTLE_19, SFX_Battle_19
- music_const SFX_SUPER_EFFECTIVE, SFX_Super_Effective
- music_const SFX_BATTLE_1B, SFX_Battle_1B
- music_const SFX_BATTLE_1C, SFX_Battle_1C
- music_const SFX_DOUBLESLAP, SFX_Doubleslap
- music_const SFX_BATTLE_1E, SFX_Battle_1E
- music_const SFX_HORN_DRILL, SFX_Horn_Drill
- music_const SFX_BATTLE_20, SFX_Battle_20
- music_const SFX_BATTLE_21, SFX_Battle_21
- music_const SFX_BATTLE_22, SFX_Battle_22
- music_const SFX_BATTLE_23, SFX_Battle_23
- music_const SFX_BATTLE_24, SFX_Battle_24
- music_const SFX_BATTLE_25, SFX_Battle_25
- music_const SFX_BATTLE_26, SFX_Battle_26
- music_const SFX_BATTLE_27, SFX_Battle_27
- music_const SFX_BATTLE_28, SFX_Battle_28
- music_const SFX_BATTLE_29, SFX_Battle_29
- music_const SFX_BATTLE_2A, SFX_Battle_2A
- music_const SFX_BATTLE_2B, SFX_Battle_2B
- music_const SFX_BATTLE_2C, SFX_Battle_2C
- music_const SFX_PSYBEAM, SFX_Psybeam
- music_const SFX_BATTLE_2E, SFX_Battle_2E
- music_const SFX_BATTLE_2F, SFX_Battle_2F
- music_const SFX_PSYCHIC_M, SFX_Psychic_M
- music_const SFX_BATTLE_31, SFX_Battle_31
- music_const SFX_BATTLE_32, SFX_Battle_32
- music_const SFX_BATTLE_33, SFX_Battle_33
- music_const SFX_BATTLE_34, SFX_Battle_34
- music_const SFX_BATTLE_35, SFX_Battle_35
- music_const SFX_BATTLE_36, SFX_Battle_36
- music_const SFX_SILPH_SCOPE, SFX_Silph_Scope
- ; AUDIO_3
- music_const SFX_INTRO_LUNGE, SFX_Intro_Lunge
- music_const SFX_INTRO_HIP, SFX_Intro_Hip
- music_const SFX_INTRO_HOP, SFX_Intro_Hop
- music_const SFX_INTRO_RAISE, SFX_Intro_Raise
- music_const SFX_INTRO_CRASH, SFX_Intro_Crash
- music_const SFX_INTRO_WHOOSH, SFX_Intro_Whoosh
- music_const SFX_SLOTS_STOP_WHEEL, SFX_Slots_Stop_Wheel
- music_const SFX_SLOTS_REWARD, SFX_Slots_Reward
- music_const SFX_SLOTS_NEW_SPIN, SFX_Slots_New_Spin
- music_const SFX_SHOOTING_STAR, SFX_Shooting_Star
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