[Refactor] Added 'eat' sound sample

This commit is contained in:
Abe Pralle 2020-06-14 18:07:23 -07:00
parent bb16f97382
commit fd7f5df7d5
4 changed files with 9 additions and 9 deletions

BIN
Assets/SoundSamples/eat.wav Normal file

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BIN
Data/SoundSamples/eat.gbw Normal file

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@ -28,19 +28,19 @@ select_hero_bg:
INCBIN "Data/Cinema/CharSelect/charselecthills.bg"
select_ba_sp:
INCBIN "charselect/select_ba.sp"
INCBIN "Data/Cinema/CharSelect/select_ba.sp"
select_ba_name_bg:
INCBIN "Data/Cinema/CharSelect/select_ba_name.bg"
select_bs_sp:
INCBIN "charselect/select_bs.sp"
INCBIN "Data/Cinema/CharSelect/select_bs.sp"
select_bs_name_bg:
INCBIN "Data/Cinema/CharSelect/select_bs_name.bg"
select_haiku_sp:
INCBIN "charselect/select_haiku.sp"
INCBIN "Data/Cinema/CharSelect/select_haiku.sp"
select_haiku_name_bg:
INCBIN "Data/Cinema/CharSelect/select_haiku_name.bg"
@ -83,13 +83,13 @@ L1100_Load2:
ld [gamePalette+2],a
ld [gamePalette+3],a
;if my hero type is the same as both hero types (e.g. the other
;if my hero type is the same as both hero types (e.g. the other
;hero's types) then pick an alternate hero (probably just
;joined game)
LDHL_CURHERODATA HERODATA_TYPE
ld b,[hl]
ld a,[hero0_type]
cp b
cp b
jr nz,.myTypeOkay
ld a,[amLinkMaster]
bit 7,a
@ -408,10 +408,10 @@ L1100_Load2:
xor a
ld [mapLeft],a
ret
.loadCurHeroSprite
xor a
ldio [backBufferReady],a
ldio [backBufferReady],a
LDHL_CURHERODATA HERODATA_TYPE
ld a,[hl]
@ -544,7 +544,7 @@ CharSelectOnHBlank:
;restore background palette 0, color zero
ld a,%10000000 ;specification
ld c,$68
ld c,$68
ld hl,mapColor
ld [c],a ;ff68
ld a,[hl+] ;[mapColor]

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@ -3,6 +3,6 @@
;---------------------------------------------------------------------
SECTION "Section_eat_0",ROMX
eat_gbw::
INCBIN "wave/eat/eat.gbw"
INCBIN "Data/SoundSamples/eat.gbw"
DB $80,$00 ;terminate sample