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Identify and label sfx #146

Merged
merged 3 commits into from
May 12, 2024
Merged

Identify and label sfx #146

merged 3 commits into from
May 12, 2024

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FrenchOrange
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Proper labels for each sound effect. Solves Issue n°54.

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@ElectroDeoxys ElectroDeoxys left a comment

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Looks good, if I had to nitpick I would suggest names in the infinitive form rather than in the past tense, so "COIN_TOSS" instead of "TOSSED_COIN" and "POKEMON_EVOLUTION" instead of "EVOLVED_POKEMON".

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@dannye dannye left a comment

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Thanks, fantastic stuff! I left 3 minor suggestions if you agree.

Also, and this is extremely minor, in src/macros/scripts.asm there is:

db \1 ; Sound Effect (ex SFX_56)

where SFX_56 could be replaced with SFX_SAVED_GAME (or SFX_SAVE_GAME).

src/engine/duel/core.asm Outdated Show resolved Hide resolved
src/engine/link/card_pop.asm Outdated Show resolved Hide resolved
src/engine/menus/diary.asm Outdated Show resolved Hide resolved
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dannye commented May 11, 2024

Here is a bit of code you can add (for example, right after Script_Tech1:) to hear every sound effect:

	call PauseSong
	ld a, 0
.loop
	push af
	call PlaySFX
.wait_sfx
	call AssertSFXFinished
	or a
	jr nz, .wait_sfx
	ld a, 60
	call DoAFrames
	pop af
	inc a
	cp NUM_SFX
	jr nz, .loop
	call ResumeSong

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dannye commented May 12, 2024

Thanks!!

@dannye dannye merged commit 50e0299 into pret:master May 12, 2024
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3 participants