mirror of https://github.com/AbePralle/FGB.git
[Refactor] Added 'eat' sound sample
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@ -28,19 +28,19 @@ select_hero_bg:
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INCBIN "Data/Cinema/CharSelect/charselecthills.bg"
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select_ba_sp:
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INCBIN "charselect/select_ba.sp"
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INCBIN "Data/Cinema/CharSelect/select_ba.sp"
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select_ba_name_bg:
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INCBIN "Data/Cinema/CharSelect/select_ba_name.bg"
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select_bs_sp:
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INCBIN "charselect/select_bs.sp"
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INCBIN "Data/Cinema/CharSelect/select_bs.sp"
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select_bs_name_bg:
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INCBIN "Data/Cinema/CharSelect/select_bs_name.bg"
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select_haiku_sp:
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INCBIN "charselect/select_haiku.sp"
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INCBIN "Data/Cinema/CharSelect/select_haiku.sp"
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select_haiku_name_bg:
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INCBIN "Data/Cinema/CharSelect/select_haiku_name.bg"
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@ -83,13 +83,13 @@ L1100_Load2:
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ld [gamePalette+2],a
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ld [gamePalette+3],a
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;if my hero type is the same as both hero types (e.g. the other
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;if my hero type is the same as both hero types (e.g. the other
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;hero's types) then pick an alternate hero (probably just
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;joined game)
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LDHL_CURHERODATA HERODATA_TYPE
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ld b,[hl]
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ld a,[hero0_type]
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cp b
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cp b
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jr nz,.myTypeOkay
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ld a,[amLinkMaster]
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bit 7,a
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@ -408,10 +408,10 @@ L1100_Load2:
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xor a
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ld [mapLeft],a
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ret
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.loadCurHeroSprite
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xor a
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ldio [backBufferReady],a
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ldio [backBufferReady],a
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LDHL_CURHERODATA HERODATA_TYPE
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ld a,[hl]
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@ -544,7 +544,7 @@ CharSelectOnHBlank:
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;restore background palette 0, color zero
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ld a,%10000000 ;specification
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ld c,$68
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ld c,$68
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ld hl,mapColor
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ld [c],a ;ff68
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ld a,[hl+] ;[mapColor]
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@ -3,6 +3,6 @@
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;---------------------------------------------------------------------
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SECTION "Section_eat_0",ROMX
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eat_gbw::
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INCBIN "wave/eat/eat.gbw"
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INCBIN "Data/SoundSamples/eat.gbw"
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DB $80,$00 ;terminate sample
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