shithub: pokered

Download patch

ref: 4d88812f40c4165e4b893a0631fa658e72d17874
parent: 13e28b0ece7c7888cba792cc6f7219b384213427
author: dannye <corrnondacqb@yahoo.com>
date: Tue Jul 21 16:58:19 EDT 2015

Name some battle sound effects

--- a/audio.asm
+++ b/audio.asm
@@ -538,8 +538,10 @@
 
 
 Music_PokeFluteInBattle:: ; 22306 (8:6306)
-	ld a, SFX_BATTLE_06 ; PokeFlute outside of battle
+	; begin playing the "caught mon" sound effect
+	ld a, SFX_CAUGHT_MON
 	call PlaySoundWaitForCurrent
+	; then immediately overwrtie the channel pointers
 	ld hl, wc00e
 	ld de, SFX_08_PokeFlute_Ch1
 	call Music8_OverwriteChannelPointer
@@ -586,7 +588,7 @@
 	db SFX_DENIED,         BANK(SFX_1f_51)
 	db SFX_POKEDEX_RATING, BANK(SFX_02_41)
 	db SFX_GET_ITEM_1,     BANK(SFX_02_3a)
-	db SFX_BATTLE_06,      BANK(SFX_08_46)
+	db SFX_CAUGHT_MON,     BANK(SFX_08_46)
 	db SFX_LEVEL_UP,       BANK(SFX_08_3a)
 	db SFX_GET_KEY_ITEM,   BANK(SFX_02_42)
 	db SFX_GET_ITEM_2,     BANK(SFX_02_3b)
--- a/constants/music_constants.asm
+++ b/constants/music_constants.asm
@@ -56,175 +56,175 @@
 	music_const MUSIC_MEET_MALE_TRAINER,   Music_MeetMaleTrainer
 
 	; AUDIO_1 AUDIO_2 AUDIO_3
-	music_const SFX_SNARE_1,          SFX_02_01
-	music_const SFX_SNARE_2,          SFX_02_02
-	music_const SFX_SNARE_3,          SFX_02_03
-	music_const SFX_SNARE_4,          SFX_02_04
-	music_const SFX_SNARE_5,          SFX_02_05
-	music_const SFX_TRIANGLE_1,       SFX_02_06
-	music_const SFX_TRIANGLE_2,       SFX_02_07
-	music_const SFX_SNARE_6,          SFX_02_08
-	music_const SFX_SNARE_7,          SFX_02_09
-	music_const SFX_SNARE_8,          SFX_02_0a
-	music_const SFX_SNARE_9,          SFX_02_0b
-	music_const SFX_CYMBAL_1,         SFX_02_0c
-	music_const SFX_CYMBAL_2,         SFX_02_0d
-	music_const SFX_CYMBAL_3,         SFX_02_0e
-	music_const SFX_MUTED_SNARE_1,    SFX_02_0f
-	music_const SFX_TRIANGLE_3,       SFX_02_10
-	music_const SFX_MUTED_SNARE_2,    SFX_02_11
-	music_const SFX_MUTED_SNARE_3,    SFX_02_12
-	music_const SFX_MUTED_SNARE_4,    SFX_02_13
-	music_const SFX_CRY_00,           SFX_02_14
-	music_const SFX_CRY_01,           SFX_02_15
-	music_const SFX_CRY_02,           SFX_02_16
-	music_const SFX_CRY_03,           SFX_02_17
-	music_const SFX_CRY_04,           SFX_02_18
-	music_const SFX_CRY_05,           SFX_02_19
-	music_const SFX_CRY_06,           SFX_02_1a
-	music_const SFX_CRY_07,           SFX_02_1b
-	music_const SFX_CRY_08,           SFX_02_1c
-	music_const SFX_CRY_09,           SFX_02_1d
-	music_const SFX_CRY_0A,           SFX_02_1e
-	music_const SFX_CRY_0B,           SFX_02_1f
-	music_const SFX_CRY_0C,           SFX_02_20
-	music_const SFX_CRY_0D,           SFX_02_21
-	music_const SFX_CRY_0E,           SFX_02_22
-	music_const SFX_CRY_0F,           SFX_02_23
-	music_const SFX_CRY_10,           SFX_02_24
-	music_const SFX_CRY_11,           SFX_02_25
-	music_const SFX_CRY_12,           SFX_02_26
-	music_const SFX_CRY_13,           SFX_02_27
-	music_const SFX_CRY_14,           SFX_02_28
-	music_const SFX_CRY_15,           SFX_02_29
-	music_const SFX_CRY_16,           SFX_02_2a
-	music_const SFX_CRY_17,           SFX_02_2b
-	music_const SFX_CRY_18,           SFX_02_2c
-	music_const SFX_CRY_19,           SFX_02_2d
-	music_const SFX_CRY_1A,           SFX_02_2e
-	music_const SFX_CRY_1B,           SFX_02_2f
-	music_const SFX_CRY_1C,           SFX_02_30
-	music_const SFX_CRY_1D,           SFX_02_31
-	music_const SFX_CRY_1E,           SFX_02_32
-	music_const SFX_CRY_1F,           SFX_02_33
-	music_const SFX_CRY_20,           SFX_02_34
-	music_const SFX_CRY_21,           SFX_02_35
-	music_const SFX_CRY_22,           SFX_02_36
-	music_const SFX_CRY_23,           SFX_02_37
-	music_const SFX_CRY_24,           SFX_02_38
-	music_const SFX_CRY_25,           SFX_02_39
+	music_const SFX_SNARE_1,            SFX_02_01
+	music_const SFX_SNARE_2,            SFX_02_02
+	music_const SFX_SNARE_3,            SFX_02_03
+	music_const SFX_SNARE_4,            SFX_02_04
+	music_const SFX_SNARE_5,            SFX_02_05
+	music_const SFX_TRIANGLE_1,         SFX_02_06
+	music_const SFX_TRIANGLE_2,         SFX_02_07
+	music_const SFX_SNARE_6,            SFX_02_08
+	music_const SFX_SNARE_7,            SFX_02_09
+	music_const SFX_SNARE_8,            SFX_02_0a
+	music_const SFX_SNARE_9,            SFX_02_0b
+	music_const SFX_CYMBAL_1,           SFX_02_0c
+	music_const SFX_CYMBAL_2,           SFX_02_0d
+	music_const SFX_CYMBAL_3,           SFX_02_0e
+	music_const SFX_MUTED_SNARE_1,      SFX_02_0f
+	music_const SFX_TRIANGLE_3,         SFX_02_10
+	music_const SFX_MUTED_SNARE_2,      SFX_02_11
+	music_const SFX_MUTED_SNARE_3,      SFX_02_12
+	music_const SFX_MUTED_SNARE_4,      SFX_02_13
+	music_const SFX_CRY_00,             SFX_02_14
+	music_const SFX_CRY_01,             SFX_02_15
+	music_const SFX_CRY_02,             SFX_02_16
+	music_const SFX_CRY_03,             SFX_02_17
+	music_const SFX_CRY_04,             SFX_02_18
+	music_const SFX_CRY_05,             SFX_02_19
+	music_const SFX_CRY_06,             SFX_02_1a
+	music_const SFX_CRY_07,             SFX_02_1b
+	music_const SFX_CRY_08,             SFX_02_1c
+	music_const SFX_CRY_09,             SFX_02_1d
+	music_const SFX_CRY_0A,             SFX_02_1e
+	music_const SFX_CRY_0B,             SFX_02_1f
+	music_const SFX_CRY_0C,             SFX_02_20
+	music_const SFX_CRY_0D,             SFX_02_21
+	music_const SFX_CRY_0E,             SFX_02_22
+	music_const SFX_CRY_0F,             SFX_02_23
+	music_const SFX_CRY_10,             SFX_02_24
+	music_const SFX_CRY_11,             SFX_02_25
+	music_const SFX_CRY_12,             SFX_02_26
+	music_const SFX_CRY_13,             SFX_02_27
+	music_const SFX_CRY_14,             SFX_02_28
+	music_const SFX_CRY_15,             SFX_02_29
+	music_const SFX_CRY_16,             SFX_02_2a
+	music_const SFX_CRY_17,             SFX_02_2b
+	music_const SFX_CRY_18,             SFX_02_2c
+	music_const SFX_CRY_19,             SFX_02_2d
+	music_const SFX_CRY_1A,             SFX_02_2e
+	music_const SFX_CRY_1B,             SFX_02_2f
+	music_const SFX_CRY_1C,             SFX_02_30
+	music_const SFX_CRY_1D,             SFX_02_31
+	music_const SFX_CRY_1E,             SFX_02_32
+	music_const SFX_CRY_1F,             SFX_02_33
+	music_const SFX_CRY_20,             SFX_02_34
+	music_const SFX_CRY_21,             SFX_02_35
+	music_const SFX_CRY_22,             SFX_02_36
+	music_const SFX_CRY_23,             SFX_02_37
+	music_const SFX_CRY_24,             SFX_02_38
+	music_const SFX_CRY_25,             SFX_02_39
 
-	music_const SFX_GET_ITEM_2,       SFX_02_3b
-	music_const SFX_TINK,             SFX_02_3c
-	music_const SFX_HEAL_HP,          SFX_02_3d
-	music_const SFX_HEAL_AILMENT,     SFX_02_3e
-	music_const SFX_START_MENU,       SFX_02_3f
-	music_const SFX_PRESS_AB,         SFX_02_40
+	music_const SFX_GET_ITEM_2,         SFX_02_3b
+	music_const SFX_TINK,               SFX_02_3c
+	music_const SFX_HEAL_HP,            SFX_02_3d
+	music_const SFX_HEAL_AILMENT,       SFX_02_3e
+	music_const SFX_START_MENU,         SFX_02_3f
+	music_const SFX_PRESS_AB,           SFX_02_40
 
 	; AUDIO_1 AUDIO_3
-	music_const SFX_GET_ITEM_1,       SFX_02_3a
+	music_const SFX_GET_ITEM_1,         SFX_02_3a
 
-	music_const SFX_POKEDEX_RATING,   SFX_02_41
-	music_const SFX_GET_KEY_ITEM,     SFX_02_42
-	music_const SFX_POISONED,         SFX_02_43
-	music_const SFX_TRADE_MACHINE,    SFX_02_44
-	music_const SFX_TURN_ON_PC,       SFX_02_45
-	music_const SFX_TURN_OFF_PC,      SFX_02_46
-	music_const SFX_ENTER_PC,         SFX_02_47
-	music_const SFX_SHRINK,           SFX_02_48
-	music_const SFX_SWITCH,           SFX_02_49
-	music_const SFX_HEALING_MACHINE,  SFX_02_4a
-	music_const SFX_TELEPORT_1,       SFX_02_4b
-	music_const SFX_TELEPORT_2,       SFX_02_4c
-	music_const SFX_TELEPORT_3,       SFX_02_4d
-	music_const SFX_LEDGE,            SFX_02_4e
-	music_const SFX_FLY_1,            SFX_02_4f
-	music_const SFX_FLY_2,            SFX_02_50
-	music_const SFX_DENIED,           SFX_02_51
-	music_const SFX_ARROW_TILES,      SFX_02_52
-	music_const SFX_PUSH_BOULDER,     SFX_02_53
-	music_const SFX_SS_ANNE_HORN,     SFX_02_54
-	music_const SFX_WITHDRAW_DEPOSIT, SFX_02_55
-	music_const SFX_CUT,              SFX_02_56
-	music_const SFX_GO_INSIDE,        SFX_02_57
-	music_const SFX_SWAP,             SFX_02_58
-	music_const SFX_59,               SFX_02_59 ; unused, sounds similar to SFX_SLOTS_STOP_WHEEL
-	music_const SFX_PURCHASE,         SFX_02_5a
-	music_const SFX_COLLISION,        SFX_02_5b
-	music_const SFX_GO_OUTSIDE,       SFX_02_5c
-	music_const SFX_SAVE,             SFX_02_5d
+	music_const SFX_POKEDEX_RATING,     SFX_02_41
+	music_const SFX_GET_KEY_ITEM,       SFX_02_42
+	music_const SFX_POISONED,           SFX_02_43
+	music_const SFX_TRADE_MACHINE,      SFX_02_44
+	music_const SFX_TURN_ON_PC,         SFX_02_45
+	music_const SFX_TURN_OFF_PC,        SFX_02_46
+	music_const SFX_ENTER_PC,           SFX_02_47
+	music_const SFX_SHRINK,             SFX_02_48
+	music_const SFX_SWITCH,             SFX_02_49
+	music_const SFX_HEALING_MACHINE,    SFX_02_4a
+	music_const SFX_TELEPORT_1,         SFX_02_4b
+	music_const SFX_TELEPORT_2,         SFX_02_4c
+	music_const SFX_TELEPORT_3,         SFX_02_4d
+	music_const SFX_LEDGE,              SFX_02_4e
+	music_const SFX_FLY_1,              SFX_02_4f
+	music_const SFX_FLY_2,              SFX_02_50
+	music_const SFX_DENIED,             SFX_02_51
+	music_const SFX_ARROW_TILES,        SFX_02_52
+	music_const SFX_PUSH_BOULDER,       SFX_02_53
+	music_const SFX_SS_ANNE_HORN,       SFX_02_54
+	music_const SFX_WITHDRAW_DEPOSIT,   SFX_02_55
+	music_const SFX_CUT,                SFX_02_56
+	music_const SFX_GO_INSIDE,          SFX_02_57
+	music_const SFX_SWAP,               SFX_02_58
+	music_const SFX_59,                 SFX_02_59 ; unused, sounds similar to SFX_SLOTS_STOP_WHEEL
+	music_const SFX_PURCHASE,           SFX_02_5a
+	music_const SFX_COLLISION,          SFX_02_5b
+	music_const SFX_GO_OUTSIDE,         SFX_02_5c
+	music_const SFX_SAVE,               SFX_02_5d
 
 	; AUDIO_1
-	music_const SFX_POKEFLUE,         SFX_02_5e
-	music_const SFX_SAFARI_ZONE_PA,   SFX_02_5f
+	music_const SFX_POKEFLUE,           SFX_02_5e
+	music_const SFX_SAFARI_ZONE_PA,     SFX_02_5f
 
 	; AUDIO_2
-	music_const SFX_LEVEL_UP,         SFX_08_3a
-	
-	music_const SFX_BATTLE_01,        SFX_08_41
-	music_const SFX_BATTLE_02,        SFX_08_42
-	music_const SFX_BATTLE_03,        SFX_08_43
-	music_const SFX_BATTLE_04,        SFX_08_44
-	music_const SFX_BATTLE_05,        SFX_08_45
-	music_const SFX_BATTLE_06,        SFX_08_46
-	music_const SFX_BATTLE_07,        SFX_08_47
-	music_const SFX_BATTLE_08,        SFX_08_48
-	music_const SFX_BATTLE_09,        SFX_08_49
-	music_const SFX_BATTLE_0A,        SFX_08_4a
-	music_const SFX_BATTLE_0B,        SFX_08_4b
-	music_const SFX_BATTLE_0C,        SFX_08_4c
-	music_const SFX_BATTLE_0D,        SFX_08_4d
-	music_const SFX_BATTLE_0E,        SFX_08_4e
-	music_const SFX_BATTLE_0F,        SFX_08_4f
-	music_const SFX_BATTLE_10,        SFX_08_50
-	music_const SFX_BATTLE_11,        SFX_08_51
-	music_const SFX_BATTLE_12,        SFX_08_52
-	music_const SFX_BATTLE_13,        SFX_08_53
-	music_const SFX_BATTLE_14,        SFX_08_54
-	music_const SFX_BATTLE_15,        SFX_08_55
-	music_const SFX_BATTLE_16,        SFX_08_56 ; unused?
-	music_const SFX_BATTLE_17,        SFX_08_57
-	music_const SFX_BATTLE_18,        SFX_08_58
-	music_const SFX_BATTLE_19,        SFX_08_59
-	music_const SFX_BATTLE_1A,        SFX_08_5a
-	music_const SFX_BATTLE_1B,        SFX_08_5b
-	music_const SFX_BATTLE_1C,        SFX_08_5c
-	music_const SFX_BATTLE_1D,        SFX_08_5d
-	music_const SFX_BATTLE_1E,        SFX_08_5e
-	music_const SFX_BATTLE_1F,        SFX_08_5f
-	music_const SFX_BATTLE_20,        SFX_08_60
-	music_const SFX_BATTLE_21,        SFX_08_61
-	music_const SFX_BATTLE_22,        SFX_08_62
-	music_const SFX_BATTLE_23,        SFX_08_63
-	music_const SFX_BATTLE_24,        SFX_08_64
-	music_const SFX_BATTLE_25,        SFX_08_65
-	music_const SFX_BATTLE_26,        SFX_08_66
-	music_const SFX_BATTLE_27,        SFX_08_67
-	music_const SFX_BATTLE_28,        SFX_08_68
-	music_const SFX_BATTLE_29,        SFX_08_69
-	music_const SFX_BATTLE_2A,        SFX_08_6a
-	music_const SFX_BATTLE_2B,        SFX_08_6b
-	music_const SFX_BATTLE_2C,        SFX_08_6c
-	music_const SFX_BATTLE_2D,        SFX_08_6d
-	music_const SFX_BATTLE_2E,        SFX_08_6e
-	music_const SFX_BATTLE_2F,        SFX_08_6f
-	music_const SFX_BATTLE_30,        SFX_08_70
-	music_const SFX_BATTLE_31,        SFX_08_71
-	music_const SFX_BATTLE_32,        SFX_08_72
-	music_const SFX_BATTLE_33,        SFX_08_73
-	music_const SFX_BATTLE_34,        SFX_08_74
-	music_const SFX_BATTLE_35,        SFX_08_75
-	music_const SFX_BATTLE_36,        SFX_08_76
-	music_const SFX_BATTLE_37,        SFX_08_77
+	music_const SFX_LEVEL_UP,           SFX_08_3a
 
+	music_const SFX_BALL_TOSS,          SFX_08_41
+	music_const SFX_BALL_POOF,          SFX_08_42
+	music_const SFX_FAINT_THUD,         SFX_08_43
+	music_const SFX_RUN,                SFX_08_44
+	music_const SFX_DEX_PAGE_ADDED,     SFX_08_45
+	music_const SFX_CAUGHT_MON,         SFX_08_46
+	music_const SFX_PECK,               SFX_08_47
+	music_const SFX_FAINT_FALL,         SFX_08_48
+	music_const SFX_BATTLE_09,          SFX_08_49
+	music_const SFX_POUND,              SFX_08_4a
+	music_const SFX_BATTLE_0B,          SFX_08_4b
+	music_const SFX_BATTLE_0C,          SFX_08_4c
+	music_const SFX_BATTLE_0D,          SFX_08_4d
+	music_const SFX_BATTLE_0E,          SFX_08_4e
+	music_const SFX_BATTLE_0F,          SFX_08_4f
+	music_const SFX_DAMAGE,             SFX_08_50
+	music_const SFX_NOT_VERY_EFFECTIVE, SFX_08_51
+	music_const SFX_BATTLE_12,          SFX_08_52
+	music_const SFX_BATTLE_13,          SFX_08_53
+	music_const SFX_BATTLE_14,          SFX_08_54
+	music_const SFX_VINE_WHIP,          SFX_08_55
+	music_const SFX_BATTLE_16,          SFX_08_56 ; unused?
+	music_const SFX_BATTLE_17,          SFX_08_57
+	music_const SFX_BATTLE_18,          SFX_08_58
+	music_const SFX_BATTLE_19,          SFX_08_59
+	music_const SFX_SUPER_EFFECTIVE,    SFX_08_5a
+	music_const SFX_BATTLE_1B,          SFX_08_5b
+	music_const SFX_BATTLE_1C,          SFX_08_5c
+	music_const SFX_DOUBLESLAP,         SFX_08_5d
+	music_const SFX_BATTLE_1E,          SFX_08_5e
+	music_const SFX_HORN_DRILL,         SFX_08_5f
+	music_const SFX_BATTLE_20,          SFX_08_60
+	music_const SFX_BATTLE_21,          SFX_08_61
+	music_const SFX_BATTLE_22,          SFX_08_62
+	music_const SFX_BATTLE_23,          SFX_08_63
+	music_const SFX_BATTLE_24,          SFX_08_64
+	music_const SFX_BATTLE_25,          SFX_08_65
+	music_const SFX_BATTLE_26,          SFX_08_66
+	music_const SFX_BATTLE_27,          SFX_08_67
+	music_const SFX_BATTLE_28,          SFX_08_68
+	music_const SFX_BATTLE_29,          SFX_08_69
+	music_const SFX_BATTLE_2A,          SFX_08_6a
+	music_const SFX_BATTLE_2B,          SFX_08_6b
+	music_const SFX_BATTLE_2C,          SFX_08_6c
+	music_const SFX_PSYBEAM,            SFX_08_6d
+	music_const SFX_BATTLE_2E,          SFX_08_6e
+	music_const SFX_BATTLE_2F,          SFX_08_6f
+	music_const SFX_PSYCHIC_M,          SFX_08_70
+	music_const SFX_BATTLE_31,          SFX_08_71
+	music_const SFX_BATTLE_32,          SFX_08_72
+	music_const SFX_BATTLE_33,          SFX_08_73
+	music_const SFX_BATTLE_34,          SFX_08_74
+	music_const SFX_BATTLE_35,          SFX_08_75
+	music_const SFX_BATTLE_36,          SFX_08_76
+	music_const SFX_SILPH_SCOPE,        SFX_08_77
+
 	; AUDIO_3
-	music_const SFX_INTRO_LUNGE,      SFX_1f_5e
-	music_const SFX_INTRO_HIP,        SFX_1f_5f
-	music_const SFX_INTRO_HOP,        SFX_1f_60
-	music_const SFX_INTRO_RAISE,      SFX_1f_61
-	music_const SFX_INTRO_CRASH,      SFX_1f_62
-	music_const SFX_INTRO_WHOOSH,     SFX_1f_63
-	music_const SFX_SLOTS_STOP_WHEEL, SFX_1f_64
-	music_const SFX_SLOTS_REWARD,     SFX_1f_65
-	music_const SFX_SLOTS_NEW_SPIN,   SFX_1f_66
-	music_const SFX_SHOOTING_STAR,    SFX_1f_67
+	music_const SFX_INTRO_LUNGE,        SFX_1f_5e
+	music_const SFX_INTRO_HIP,          SFX_1f_5f
+	music_const SFX_INTRO_HOP,          SFX_1f_60
+	music_const SFX_INTRO_RAISE,        SFX_1f_61
+	music_const SFX_INTRO_CRASH,        SFX_1f_62
+	music_const SFX_INTRO_WHOOSH,       SFX_1f_63
+	music_const SFX_SLOTS_STOP_WHEEL,   SFX_1f_64
+	music_const SFX_SLOTS_REWARD,       SFX_1f_65
+	music_const SFX_SLOTS_NEW_SPIN,     SFX_1f_66
+	music_const SFX_SHOOTING_STAR,      SFX_1f_67
--- a/engine/HoF_room_pc.asm
+++ b/engine/HoF_room_pc.asm
@@ -76,7 +76,7 @@
 	ld hl,vBGMap1
 	call CopyTileMapToVRAM
 	call FillMiddleOfScreenWithWhite
-	ld a,%11111100 ; make the mon a black silhouette 
+	ld a,%11111100 ; make the mon a black silhouette
 	ld [rBGP],a
 
 ; scroll the mon left by one tile 7 times
@@ -88,7 +88,7 @@
 
 ; scroll the mon left by one tile 20 times
 ; This time, we have to move the window left too in order to hide the text that
-; is wrapping around to the right side of the screen. 
+; is wrapping around to the right side of the screen.
 	ld c,20
 .scrollLoop2
 	call ScrollCreditsMonLeft
--- a/engine/battle/animations.asm
+++ b/engine/battle/animations.asm
@@ -741,7 +741,7 @@
 	cp a,11 ; is it the beginning of the subanimation?
 	jr nz,.skipPlayingSound
 ; if it is the beginning of the subanimation, play a sound
-	ld a,SFX_BATTLE_01
+	ld a,SFX_BALL_TOSS
 	call PlaySound
 .skipPlayingSound
 	ld a,[W_ISINBATTLE]
@@ -820,7 +820,7 @@
 	ld a,[W_SUBANIMCOUNTER]
 	cp a,5
 	ret nz
-	ld a,SFX_BATTLE_02
+	ld a,SFX_BALL_POOF
 	jp PlaySound
 
 DoRockSlideSpecialEffects: ; 78fd9 (1e:4fd9)
@@ -2274,7 +2274,7 @@
 	ld b, a
 	ret
 
-; get the sound of the move id in a
+; get the sound of the (move id - 1) in a
 GetMoveSound: ; 7986f (1e:586f)
 	ld hl,MoveSoundTable
 	ld e,a
@@ -2329,172 +2329,172 @@
 	ret
 
 MoveSoundTable: ; 798bc (1e:58bc)
-	db SFX_BATTLE_0A,$00,$80
-	db SFX_BATTLE_0C,$10,$80
-	db SFX_BATTLE_1D,$00,$80
-	db SFX_BATTLE_0B,$01,$80
-	db SFX_BATTLE_0D,$00,$40
-	db SFX_BATTLE_37,$00,$ff
-	db SFX_BATTLE_0D,$10,$60
-	db SFX_BATTLE_0D,$20,$80
-	db SFX_BATTLE_0D,$00,$a0
-	db SFX_BATTLE_10,$00,$80
-	db SFX_BATTLE_0F,$20,$40
-	db SFX_BATTLE_0F,$00,$80
-	db SFX_BATTLE_0E,$00,$a0
-	db SFX_BATTLE_11,$10,$c0
-	db SFX_BATTLE_11,$00,$a0
-	db SFX_BATTLE_12,$00,$c0
-	db SFX_BATTLE_12,$10,$a0
-	db SFX_BATTLE_13,$00,$e0
-	db SFX_BATTLE_11,$20,$c0
-	db SFX_BATTLE_14,$00,$80
-	db SFX_BATTLE_22,$00,$80
-	db SFX_BATTLE_15,$01,$80
-	db SFX_BATTLE_20,$00,$80
-	db SFX_BATTLE_17,$f0,$40
-	db SFX_BATTLE_1A,$00,$80
-	db SFX_BATTLE_17,$00,$80
-	db SFX_BATTLE_21,$10,$80
-	db SFX_BATTLE_1B,$01,$a0
-	db SFX_BATTLE_18,$00,$80
-	db SFX_BATTLE_1E,$00,$60
-	db SFX_BATTLE_1E,$01,$40
-	db SFX_BATTLE_1F,$00,$a0
-	db SFX_BATTLE_1A,$10,$a0
-	db SFX_BATTLE_20,$00,$c0
-	db SFX_BATTLE_14,$10,$60
-	db SFX_BATTLE_1A,$00,$a0
-	db SFX_BATTLE_22,$11,$c0
-	db SFX_BATTLE_1A,$20,$c0
-	db SFX_BATTLE_21,$00,$80
-	db SFX_BATTLE_1B,$00,$80
-	db SFX_BATTLE_1B,$20,$c0
-	db SFX_BATTLE_19,$00,$80
-	db SFX_BATTLE_31,$ff,$40
-	db SFX_BATTLE_1E,$00,$80
-	db SFX_BATTLE_0B,$00,$c0
-	db SFX_BATTLE_0B,$00,$40
-	db SFX_BATTLE_35,$00,$80
-	db SFX_BATTLE_27,$40,$60
-	db SFX_BATTLE_27,$00,$80
-	db SFX_BATTLE_27,$ff,$40
-	db SFX_BATTLE_2A,$80,$c0
-	db SFX_BATTLE_19,$10,$a0
-	db SFX_BATTLE_19,$21,$e0
-	db SFX_BATTLE_29,$00,$80
-	db SFX_BATTLE_24,$20,$60
-	db SFX_BATTLE_2A,$00,$80
-	db SFX_BATTLE_2C,$00,$80
-	db SFX_BATTLE_28,$40,$80
-	db SFX_BATTLE_29,$f0,$e0
-	db SFX_BATTLE_2D,$00,$80
-	db SFX_BATTLE_2A,$f0,$60
-	db SFX_BATTLE_28,$00,$80
-	db SFX_BATTLE_36,$00,$80
-	db SFX_BATTLE_07,$01,$a0
-	db SFX_BATTLE_13,$f0,$20
-	db SFX_BATTLE_23,$01,$c0
-	db SFX_BATTLE_23,$00,$80
-	db SFX_BATTLE_1A,$00,$e0
-	db SFX_BATTLE_26,$01,$60
-	db SFX_BATTLE_26,$20,$40
-	db SFX_BATTLE_24,$00,$80
-	db SFX_BATTLE_24,$40,$c0
-	db SFX_BATTLE_1B,$03,$60
-	db SFX_BATTLE_25,$11,$e0
-	db SFX_BATTLE_12,$20,$e0
-	db SFX_BATTLE_2E,$00,$80
-	db SFX_BATTLE_1C,$00,$80
-	db SFX_BATTLE_1C,$11,$a0
-	db SFX_BATTLE_1C,$01,$c0
-	db SFX_BATTLE_13,$14,$c0
-	db SFX_BATTLE_1B,$02,$a0
-	db SFX_BATTLE_29,$f0,$80
-	db SFX_BATTLE_29,$20,$c0
-	db SFX_BATTLE_2F,$00,$20
-	db SFX_BATTLE_2F,$20,$80
-	db SFX_BATTLE_2E,$12,$60
-	db SFX_BATTLE_26,$00,$80
-	db SFX_BATTLE_14,$01,$e0
-	db SFX_BATTLE_29,$0f,$e0
-	db SFX_BATTLE_29,$11,$20
-	db SFX_BATTLE_10,$10,$40
-	db SFX_BATTLE_0F,$10,$c0
-	db SFX_BATTLE_14,$00,$20
-	db SFX_BATTLE_30,$00,$80
-	db SFX_BATTLE_35,$11,$18
-	db SFX_BATTLE_09,$20,$c0
-	db SFX_BATTLE_08,$20,$c0
-	db SFX_BATTLE_25,$00,$10
-	db SFX_BATTLE_26,$f0,$20
-	db SFX_BATTLE_33,$f0,$c0
-	db SFX_BATTLE_11,$f0,$e0
-	db SFX_BATTLE_09,$f0,$40
-	db SFX_BATTLE_31,$00,$80
-	db SFX_BATTLE_33,$80,$40
-	db SFX_BATTLE_33,$00,$80
-	db SFX_BATTLE_14,$11,$20
-	db SFX_BATTLE_14,$22,$10
-	db SFX_BATTLE_1B,$f1,$ff
-	db SFX_BATTLE_13,$f1,$ff
-	db SFX_BATTLE_14,$33,$30
-	db SFX_BATTLE_32,$40,$c0
-	db SFX_BATTLE_0E,$20,$20
-	db SFX_BATTLE_0E,$f0,$10
-	db SFX_BATTLE_0F,$f8,$10
-	db SFX_BATTLE_11,$f0,$10
-	db SFX_BATTLE_25,$00,$80
-	db SFX_BATTLE_18,$00,$c0
-	db SFX_BATTLE_32,$c0,$ff
-	db SFX_BATTLE_09,$f2,$20
-	db SFX_BATTLE_34,$00,$80
-	db SFX_BATTLE_34,$00,$40
-	db SFX_BATTLE_09,$00,$40
-	db SFX_BATTLE_11,$10,$ff
-	db SFX_BATTLE_2A,$20,$20
-	db SFX_BATTLE_32,$00,$80
-	db SFX_BATTLE_29,$1f,$20
-	db SFX_BATTLE_25,$2f,$80
-	db SFX_BATTLE_0F,$1f,$ff
-	db SFX_BATTLE_2B,$1f,$60
-	db SFX_BATTLE_26,$1e,$20
-	db SFX_BATTLE_26,$1f,$18
-	db SFX_BATTLE_14,$0f,$80
-	db SFX_BATTLE_09,$f8,$10
-	db SFX_BATTLE_08,$18,$20
-	db SFX_BATTLE_32,$08,$40
-	db SFX_BATTLE_17,$01,$e0
-	db SFX_BATTLE_11,$09,$ff
-	db SFX_BATTLE_35,$42,$01
-	db SFX_BATTLE_1C,$00,$ff
-	db SFX_BATTLE_32,$08,$e0
-	db SFX_BATTLE_24,$00,$80
-	db SFX_BATTLE_09,$88,$10
-	db SFX_BATTLE_25,$48,$ff
-	db SFX_BATTLE_08,$ff,$ff
-	db SFX_BATTLE_24,$ff,$10
-	db SFX_BATTLE_08,$ff,$04
-	db SFX_BATTLE_1C,$01,$ff
-	db SFX_BATTLE_13,$f8,$ff
-	db SFX_BATTLE_0C,$f0,$f0
-	db SFX_BATTLE_0F,$08,$10
-	db SFX_BATTLE_0D,$f0,$ff
-	db SFX_BATTLE_1A,$f0,$ff
-	db SFX_BATTLE_34,$10,$ff
-	db SFX_BATTLE_0E,$f0,$20
-	db SFX_BATTLE_2B,$f0,$60
-	db SFX_BATTLE_21,$12,$10
-	db SFX_BATTLE_36,$f0,$20
-	db SFX_BATTLE_1E,$12,$ff
-	db SFX_BATTLE_31,$80,$04
-	db SFX_BATTLE_33,$f0,$10
-	db SFX_BATTLE_29,$f8,$ff
-	db SFX_BATTLE_26,$f0,$ff
-	db SFX_BATTLE_11,$01,$ff
-	db SFX_BATTLE_2C,$d8,$04
-	db SFX_BATTLE_0B,$00,$80
-	db SFX_BATTLE_0B,$00,$80
+	db SFX_POUND,             $00,$80 ; POUND
+	db SFX_BATTLE_0C,         $10,$80 ; KARATE_CHOP
+	db SFX_DOUBLESLAP,        $00,$80 ; DOUBLESLAP
+	db SFX_BATTLE_0B,         $01,$80 ; COMET_PUNCH
+	db SFX_BATTLE_0D,         $00,$40 ; MEGA_PUNCH
+	db SFX_SILPH_SCOPE,       $00,$ff ; PAY_DAY
+	db SFX_BATTLE_0D,         $10,$60 ; FIRE_PUNCH
+	db SFX_BATTLE_0D,         $20,$80 ; ICE_PUNCH
+	db SFX_BATTLE_0D,         $00,$a0 ; THUNDERPUNCH
+	db SFX_DAMAGE,            $00,$80 ; SCRATCH
+	db SFX_BATTLE_0F,         $20,$40 ; VICEGRIP
+	db SFX_BATTLE_0F,         $00,$80 ; GUILLOTINE
+	db SFX_BATTLE_0E,         $00,$a0 ; RAZOR_WIND
+	db SFX_NOT_VERY_EFFECTIVE,$10,$c0 ; SWORDS_DANCE
+	db SFX_NOT_VERY_EFFECTIVE,$00,$a0 ; CUT
+	db SFX_BATTLE_12,         $00,$c0 ; GUST
+	db SFX_BATTLE_12,         $10,$a0 ; WING_ATTACK
+	db SFX_BATTLE_13,         $00,$e0 ; WHIRLWIND
+	db SFX_NOT_VERY_EFFECTIVE,$20,$c0 ; FLY
+	db SFX_BATTLE_14,         $00,$80 ; BIND
+	db SFX_BATTLE_22,         $00,$80 ; SLAM
+	db SFX_VINE_WHIP,         $01,$80 ; VINE_WHIP
+	db SFX_BATTLE_20,         $00,$80 ; STOMP
+	db SFX_BATTLE_17,         $f0,$40 ; DOUBLE_KICK
+	db SFX_SUPER_EFFECTIVE,   $00,$80 ; MEGA_KICK
+	db SFX_BATTLE_17,         $00,$80 ; JUMP_KICK
+	db SFX_BATTLE_21,         $10,$80 ; ROLLING_KICK
+	db SFX_BATTLE_1B,         $01,$a0 ; SAND_ATTACK
+	db SFX_BATTLE_18,         $00,$80 ; HEADBUTT
+	db SFX_BATTLE_1E,         $00,$60 ; HORN_ATTACK
+	db SFX_BATTLE_1E,         $01,$40 ; FURY_ATTACK
+	db SFX_HORN_DRILL,        $00,$a0 ; HORN_DRILL
+	db SFX_SUPER_EFFECTIVE,   $10,$a0 ; TACKLE
+	db SFX_BATTLE_20,         $00,$c0 ; BODY_SLAM
+	db SFX_BATTLE_14,         $10,$60 ; WRAP
+	db SFX_SUPER_EFFECTIVE,   $00,$a0 ; TAKE_DOWN
+	db SFX_BATTLE_22,         $11,$c0 ; THRASH
+	db SFX_SUPER_EFFECTIVE,   $20,$c0 ; DOUBLE_EDGE
+	db SFX_BATTLE_21,         $00,$80 ; TAIL_WHIP
+	db SFX_BATTLE_1B,         $00,$80 ; POISON_STING
+	db SFX_BATTLE_1B,         $20,$c0 ; TWINEEDLE
+	db SFX_BATTLE_19,         $00,$80 ; PIN_MISSILE
+	db SFX_BATTLE_31,         $ff,$40 ; LEER
+	db SFX_BATTLE_1E,         $00,$80 ; BITE
+	db SFX_BATTLE_0B,         $00,$c0 ; GROWL
+	db SFX_BATTLE_0B,         $00,$40 ; ROAR
+	db SFX_BATTLE_35,         $00,$80 ; SING
+	db SFX_BATTLE_27,         $40,$60 ; SUPERSONIC
+	db SFX_BATTLE_27,         $00,$80 ; SONICBOOM
+	db SFX_BATTLE_27,         $ff,$40 ; DISABLE
+	db SFX_BATTLE_2A,         $80,$c0 ; ACID
+	db SFX_BATTLE_19,         $10,$a0 ; EMBER
+	db SFX_BATTLE_19,         $21,$e0 ; FLAMETHROWER
+	db SFX_BATTLE_29,         $00,$80 ; MIST
+	db SFX_BATTLE_24,         $20,$60 ; WATER_GUN
+	db SFX_BATTLE_2A,         $00,$80 ; HYDRO_PUMP
+	db SFX_BATTLE_2C,         $00,$80 ; SURF
+	db SFX_BATTLE_28,         $40,$80 ; ICE_BEAM
+	db SFX_BATTLE_29,         $f0,$e0 ; BLIZZARD
+	db SFX_PSYBEAM,           $00,$80 ; PSYBEAM
+	db SFX_BATTLE_2A,         $f0,$60 ; BUBBLEBEAM
+	db SFX_BATTLE_28,         $00,$80 ; AURORA_BEAM
+	db SFX_BATTLE_36,         $00,$80 ; HYPER_BEAM
+	db SFX_PECK,$01,          $a0 ; PECK
+	db SFX_BATTLE_13,         $f0,$20 ; DRILL_PECK
+	db SFX_BATTLE_23,         $01,$c0 ; SUBMISSION
+	db SFX_BATTLE_23,         $00,$80 ; LOW_KICK
+	db SFX_SUPER_EFFECTIVE,   $00,$e0 ; COUNTER
+	db SFX_BATTLE_26,         $01,$60 ; SEISMIC_TOSS
+	db SFX_BATTLE_26,         $20,$40 ; STRENGTH
+	db SFX_BATTLE_24,         $00,$80 ; ABSORB
+	db SFX_BATTLE_24,         $40,$c0 ; MEGA_DRAIN
+	db SFX_BATTLE_1B,         $03,$60 ; LEECH_SEED
+	db SFX_BATTLE_25,         $11,$e0 ; GROWTH
+	db SFX_BATTLE_12,         $20,$e0 ; RAZOR_LEAF
+	db SFX_BATTLE_2E,         $00,$80 ; SOLARBEAM
+	db SFX_BATTLE_1C,         $00,$80 ; POISONPOWDER
+	db SFX_BATTLE_1C,         $11,$a0 ; STUN_SPORE
+	db SFX_BATTLE_1C,         $01,$c0 ; SLEEP_POWDER
+	db SFX_BATTLE_13,         $14,$c0 ; PETAL_DANCE
+	db SFX_BATTLE_1B,         $02,$a0 ; STRING_SHOT
+	db SFX_BATTLE_29,         $f0,$80 ; DRAGON_RAGE
+	db SFX_BATTLE_29,         $20,$c0 ; FIRE_SPIN
+	db SFX_BATTLE_2F,         $00,$20 ; THUNDERSHOCK
+	db SFX_BATTLE_2F,         $20,$80 ; THUNDERBOLT
+	db SFX_BATTLE_2E,         $12,$60 ; THUNDER_WAVE
+	db SFX_BATTLE_26,         $00,$80 ; THUNDER
+	db SFX_BATTLE_14,         $01,$e0 ; ROCK_THROW
+	db SFX_BATTLE_29,         $0f,$e0 ; EARTHQUAKE
+	db SFX_BATTLE_29,         $11,$20 ; FISSURE
+	db SFX_DAMAGE,            $10,$40 ; DIG
+	db SFX_BATTLE_0F,         $10,$c0 ; TOXIC
+	db SFX_BATTLE_14,         $00,$20 ; CONFUSION
+	db SFX_PSYCHIC_M,         $00,$80 ; PSYCHIC_M
+	db SFX_BATTLE_35,         $11,$18 ; HYPNOSIS
+	db SFX_BATTLE_09,         $20,$c0 ; MEDITATE
+	db SFX_FAINT_FALL,        $20,$c0 ; AGILITY
+	db SFX_BATTLE_25,         $00,$10 ; QUICK_ATTACK
+	db SFX_BATTLE_26,         $f0,$20 ; RAGE
+	db SFX_BATTLE_33,         $f0,$c0 ; TELEPORT
+	db SFX_NOT_VERY_EFFECTIVE,$f0,$e0 ; NIGHT_SHADE
+	db SFX_BATTLE_09,         $f0,$40 ; MIMIC
+	db SFX_BATTLE_31,         $00,$80 ; SCREECH
+	db SFX_BATTLE_33,         $80,$40 ; DOUBLE_TEAM
+	db SFX_BATTLE_33,         $00,$80 ; RECOVER
+	db SFX_BATTLE_14,         $11,$20 ; HARDEN
+	db SFX_BATTLE_14,         $22,$10 ; MINIMIZE
+	db SFX_BATTLE_1B,         $f1,$ff ; SMOKESCREEN
+	db SFX_BATTLE_13,         $f1,$ff ; CONFUSE_RAY
+	db SFX_BATTLE_14,         $33,$30 ; WITHDRAW
+	db SFX_BATTLE_32,         $40,$c0 ; DEFENSE_CURL
+	db SFX_BATTLE_0E,         $20,$20 ; BARRIER
+	db SFX_BATTLE_0E,         $f0,$10 ; LIGHT_SCREEN
+	db SFX_BATTLE_0F,         $f8,$10 ; HAZE
+	db SFX_NOT_VERY_EFFECTIVE,$f0,$10 ; REFLECT
+	db SFX_BATTLE_25,         $00,$80 ; FOCUS_ENERGY
+	db SFX_BATTLE_18,         $00,$c0 ; BIDE
+	db SFX_BATTLE_32,         $c0,$ff ; METRONOME
+	db SFX_BATTLE_09,         $f2,$20 ; MIRROR_MOVE
+	db SFX_BATTLE_34,         $00,$80 ; SELFDESTRUCT
+	db SFX_BATTLE_34,         $00,$40 ; EGG_BOMB
+	db SFX_BATTLE_09,         $00,$40 ; LICK
+	db SFX_NOT_VERY_EFFECTIVE,$10,$ff ; SMOG
+	db SFX_BATTLE_2A,         $20,$20 ; SLUDGE
+	db SFX_BATTLE_32,         $00,$80 ; BONE_CLUB
+	db SFX_BATTLE_29,         $1f,$20 ; FIRE_BLAST
+	db SFX_BATTLE_25,         $2f,$80 ; WATERFALL
+	db SFX_BATTLE_0F,         $1f,$ff ; CLAMP
+	db SFX_BATTLE_2B,         $1f,$60 ; SWIFT
+	db SFX_BATTLE_26,         $1e,$20 ; SKULL_BASH
+	db SFX_BATTLE_26,         $1f,$18 ; SPIKE_CANNON
+	db SFX_BATTLE_14,         $0f,$80 ; CONSTRICT
+	db SFX_BATTLE_09,         $f8,$10 ; AMNESIA
+	db SFX_FAINT_FALL,        $18,$20 ; KINESIS
+	db SFX_BATTLE_32,         $08,$40 ; SOFTBOILED
+	db SFX_BATTLE_17,         $01,$e0 ; HI_JUMP_KICK
+	db SFX_NOT_VERY_EFFECTIVE,$09,$ff ; GLARE
+	db SFX_BATTLE_35,         $42,$01 ; DREAM_EATER
+	db SFX_BATTLE_1C,         $00,$ff ; POISON_GAS
+	db SFX_BATTLE_32,         $08,$e0 ; BARRAGE
+	db SFX_BATTLE_24,         $00,$80 ; LEECH_LIFE
+	db SFX_BATTLE_09,         $88,$10 ; LOVELY_KISS
+	db SFX_BATTLE_25,         $48,$ff ; SKY_ATTACK
+	db SFX_FAINT_FALL,        $ff,$ff ; TRANSFORM
+	db SFX_BATTLE_24,         $ff,$10 ; BUBBLE
+	db SFX_FAINT_FALL,        $ff,$04 ; DIZZY_PUNCH
+	db SFX_BATTLE_1C,         $01,$ff ; SPORE
+	db SFX_BATTLE_13,         $f8,$ff ; FLASH
+	db SFX_BATTLE_0C,         $f0,$f0 ; PSYWAVE
+	db SFX_BATTLE_0F,         $08,$10 ; SPLASH
+	db SFX_BATTLE_0D,         $f0,$ff ; ACID_ARMOR
+	db SFX_SUPER_EFFECTIVE,   $f0,$ff ; CRABHAMMER
+	db SFX_BATTLE_34,         $10,$ff ; EXPLOSION
+	db SFX_BATTLE_0E,         $f0,$20 ; FURY_SWIPES
+	db SFX_BATTLE_2B,         $f0,$60 ; BONEMERANG
+	db SFX_BATTLE_21,         $12,$10 ; REST
+	db SFX_BATTLE_36,         $f0,$20 ; ROCK_SLIDE
+	db SFX_BATTLE_1E,         $12,$ff ; HYPER_FANG
+	db SFX_BATTLE_31,         $80,$04 ; SHARPEN
+	db SFX_BATTLE_33,         $f0,$10 ; CONVERSION
+	db SFX_BATTLE_29,         $f8,$ff ; TRI_ATTACK
+	db SFX_BATTLE_26,         $f0,$ff ; SUPER_FANG
+	db SFX_NOT_VERY_EFFECTIVE,$01,$ff ; SLASH
+	db SFX_BATTLE_2C,         $d8,$04 ; SUBSTITUTE
+	db SFX_BATTLE_0B,         $00,$80 ; STRUGGLE
+	db SFX_BATTLE_0B,         $00,$80
 
 CopyPicTiles: ; 79aae (1e:5aae)
 	ld a, [H_WHOSETURN]
@@ -2929,7 +2929,7 @@
 	ld a,TOSS_ANIM
 	ld [W_ANIMATIONID],a
 	call PlayAnimation
-	ld a,SFX_BATTLE_03
+	ld a,SFX_FAINT_THUD
 	call PlaySound
 	ld a,BLOCKBALL_ANIM
 	ld [W_ANIMATIONID],a
@@ -2945,15 +2945,15 @@
 	cp $a
 	ld a, $20
 	ld b, $30
-	ld c, SFX_BATTLE_10
+	ld c, SFX_DAMAGE
 	jr z, .asm_79e8b
 	ld a, $e0
 	ld b, $ff
-	ld c, SFX_BATTLE_1A
+	ld c, SFX_SUPER_EFFECTIVE
 	jr nc, .asm_79e8b
 	ld a, $50
 	ld b, $1
-	ld c, SFX_BATTLE_11
+	ld c, SFX_NOT_VERY_EFFECTIVE
 .asm_79e8b
 	ld [wc0f1], a
 	ld a, b
--- a/engine/battle/common_text.asm
+++ b/engine/battle/common_text.asm
@@ -64,7 +64,7 @@
 	ld [wc0f1], a
 	ld a, $80
 	ld [wc0f2], a
-	ld a, SFX_BATTLE_37
+	ld a, SFX_SILPH_SCOPE
 	call PlaySound
 	jp WaitForSoundToFinish
 .done
--- a/engine/battle/core.asm
+++ b/engine/battle/core.asm
@@ -353,7 +353,7 @@
 	ld hl, EnemyRanText
 .printText
 	call PrintText
-	ld a, SFX_BATTLE_04
+	ld a, SFX_RUN
 	call PlaySoundWaitForCurrent
 	xor a
 	ld [H_WHOSETURN], a
@@ -860,13 +860,13 @@
 	xor a
 	ld [wc0f1], a
 	ld [wc0f2], a
-	ld a, SFX_BATTLE_08 ; SFX_FALL?
+	ld a, SFX_FAINT_FALL
 	call PlaySoundWaitForCurrent
 .sfxwait
 	ld a, [wc02a]
-	cp SFX_BATTLE_08
+	cp SFX_FAINT_FALL
 	jr z, .sfxwait
-	ld a, SFX_BATTLE_03 ; SFX_DROP
+	ld a, SFX_FAINT_THUD
 	call PlaySound
 	call WaitForSoundToFinish
 	jr .sfxplayed
@@ -1672,7 +1672,7 @@
 	dec a
 .playSound
 	ld [wBattleResult], a
-	ld a, SFX_BATTLE_04
+	ld a, SFX_RUN
 	call PlaySoundWaitForCurrent
 	ld hl, GotAwayText
 	call PrintText
--- a/engine/evos_moves.asm
+++ b/engine/evos_moves.asm
@@ -443,7 +443,7 @@
 	jr nz, .findEmptySlotLoop
 
 ; no empty move slots found
-	pop de                        
+	pop de
 	push de
 	push hl
 	ld h, d
@@ -472,7 +472,7 @@
 	jr z, .nextMove
 
 ; write move PP value if learning moves from day care
-	push hl            
+	push hl
 	ld a, [hl]
 	ld hl, wPartyMon1PP - wPartyMon1Moves
 	add hl, de
--- a/home.asm
+++ b/home.asm
@@ -1463,7 +1463,7 @@
 ; pointless because both values are overwritten before they are read
 	ld a,$01
 	ld [wMenuExitMethod],a
-	ld [wChosenMenuItem],a 
+	ld [wChosenMenuItem],a
 
 	xor a
 	ld [wMenuWatchMovingOutOfBounds],a
--- a/home/text.asm
+++ b/home/text.asm
@@ -627,12 +627,12 @@
 ; format: text command ID, sound ID or cry ID
 TextCommandSounds:: ; 1c64 (0:1c64)
 	db $0B,SFX_GET_ITEM_1
-	db $12,SFX_BATTLE_06
+	db $12,SFX_CAUGHT_MON
 	db $0E,SFX_POKEDEX_RATING
 	db $0F,SFX_GET_ITEM_1
 	db $10,SFX_GET_ITEM_2
 	db $11,SFX_GET_KEY_ITEM
-	db $13,SFX_BATTLE_05
+	db $13,SFX_DEX_PAGE_ADDED
 	db $14,NIDORINA ; used in OakSpeech
 	db $15,PIDGEOT  ; used in SaffronCityText12
 	db $16,DEWGONG  ; unused?
--- a/macros.asm
+++ b/macros.asm
@@ -66,15 +66,15 @@
 	ENDM
 
 bcd2: MACRO
-    dn ((\1) / 1000) % 10, ((\1) / 100) % 10
-    dn ((\1) / 10) % 10, (\1) % 10
-    ENDM
+	dn ((\1) / 1000) % 10, ((\1) / 100) % 10
+	dn ((\1) / 10) % 10, (\1) % 10
+	ENDM
 
 bcd3: MACRO
-    dn ((\1) / 100000) % 10, ((\1) / 10000) % 10
-    dn ((\1) / 1000) % 10, ((\1) / 100) % 10
-    dn ((\1) / 10) % 10, (\1) % 10
-    ENDM
+	dn ((\1) / 100000) % 10, ((\1) / 10000) % 10
+	dn ((\1) / 1000) % 10, ((\1) / 100) % 10
+	dn ((\1) / 10) % 10, (\1) % 10
+	ENDM
 
 coins equs "bcd2"
 money equs "bcd3"
@@ -263,7 +263,7 @@
 ;\7 trainers only: trainer class/pokemon id
 ;\8 trainers only: trainer number/pokemon level
 object: MACRO
-    db \1
+	db \1
 	db \3 + 4
 	db \2 + 4
 	db \4