shithub: pokecrystal

Download patch

ref: fbf931f5d3b505bb336c3bc17d4d332ab374d033
parent: cbde91d7edb4be3c8773d71ef814fb599ee7e7f3
author: Remy Oukaour <[email protected]>
date: Fri Dec 15 19:50:03 EST 2017

Ad some more constants for meaningful audio WRAM bits

--- a/audio/engine.asm
+++ b/audio/engine.asm
@@ -245,7 +245,7 @@
 
 .Channel1:
 	ld a, [Danger]
-	bit 7, a
+	bit DANGER_ON_F, a
 	ret nz
 .Channel5:
 	ld hl, Channel1NoteFlags - Channel1
@@ -537,9 +537,9 @@
 
 PlayDanger: ; e8307
 	ld a, [Danger]
-	bit 7, a
+	bit DANGER_ON_F, a
 	ret z
-	and $7f
+	and $ff - (1 << DANGER_ON_F)
 	ld d, a
 	call _CheckSFX
 	jr c, .asm_e8335
@@ -573,7 +573,7 @@
 	jr c, .asm_e833c
 	xor a
 .asm_e833c
-	or $80
+	or 1 << DANGER_ON_F
 	ld [Danger], a
 	; is hw ch1 on?
 	ld a, [SoundOutput]
@@ -632,9 +632,9 @@
 	ld [MusicFadeCount], a
 	; get SO1 volume
 	ld a, [Volume]
-	and $7
+	and VOLUME_SO1_LEVEL
 	; which way are we fading?
-	bit 7, d
+	bit MUSIC_FADE_IN_F, d
 	jr nz, .fadein
 	; fading out
 	and a
@@ -648,7 +648,7 @@
 	ld [Volume], a
 	; did we just get on a bike?
 	ld a, [PlayerState]
-	cp $1 ; bicycle
+	cp PLAYER_BIKE
 	jr z, .bicycle
 	push bc
 	; restart sound
@@ -688,7 +688,7 @@
 	pop bc
 	; fade in
 	ld hl, MusicFade
-	set 7, [hl]
+	set MUSIC_FADE_IN_F, [hl]
 	ret
 
 .fadein
@@ -2976,7 +2976,7 @@
 	ld [MusicFade], a
 	; play nothing for one frame
 	push de
-	ld de, 0 ; id: Music_Nothing
+	ld de, MUSIC_NONE
 	call PlayMusic
 	call DelayFrame
 	; play new song
--- a/battle/core.asm
+++ b/battle/core.asm
@@ -4822,12 +4822,12 @@
 
 .no_danger
 	ld hl, Danger
-	res 7, [hl]
+	res DANGER_ON_F, [hl]
 	jr .done
 
 .danger
 	ld hl, Danger
-	set 7, [hl]
+	set DANGER_ON_F, [hl]
 
 .done
 	ret
--- a/constants/audio_constants.asm
+++ b/constants/audio_constants.asm
@@ -67,4 +67,22 @@
 	const NOTE_VIBRATO_OVERRIDE ; 6
 
 ; Volume:
+VOLUME_SO1_F EQU 3
+VOLUME_SO2_F EQU 7
+VOLUME_SO1_LEVEL EQU %00000111
+VOLUME_SO2_LEVEL EQU %01110000
 MAX_VOLUME EQU $77
+
+; SoundInput:
+SOUND_INPUT_CH1_F    EQU 0
+SOUND_INPUT_CH2_F    EQU 1
+SOUND_INPUT_CH3_F    EQU 2
+SOUND_INPUT_CH4_F    EQU 3
+SOUND_INPUT_GLOBAL_F EQU 7
+
+; Danger:
+DANGER_PITCH_F EQU 4
+DANGER_ON_F    EQU 7
+
+; MusicFade:
+MUSIC_FADE_IN_F EQU 7
--- a/engine/item_effects.asm
+++ b/engine/item_effects.asm
@@ -2398,7 +2398,7 @@
 	call PrintText
 
 	ld a, [Danger]
-	and $80
+	and 1 << DANGER_ON_F
 	jr nz, .dummy2
 .dummy2
 	ld hl, .AllSleepingMonWokeUp