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