Fix let's a go & okie dokie character sounds

This commit is contained in:
Agent X 2024-06-27 11:09:28 -04:00
parent 9054a722e0
commit 8831360153
9 changed files with 43 additions and 17 deletions

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@ -4,8 +4,7 @@
/** /**
* @file config.h * @file config.h
* A catch-all file for configuring various bugfixes and other settings * A catch-all file for configuring various bugfixes and other settings in SM64
* (maybe eventually) in SM64
*/ */
// Bug Fixes // Bug Fixes

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@ -36,7 +36,7 @@
#define SOUND_LUIGI_PUNCH_YAH SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x1E, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_PUNCH_YAH SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x1E, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_PUNCH_HOO SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x1F, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_PUNCH_HOO SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x1F, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_MAMA_MIA SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x20, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_MAMA_MIA SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x20, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_OKEY_DOKEY SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x21, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unused #define SOUND_LUIGI_OKEY_DOKEY SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x21, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_NO_VOLUME_LOSS | SOUND_CONSTANT_FREQUENCY | SOUND_DISCRETE)
#define SOUND_LUIGI_GROUND_POUND_WAH SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x22, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_GROUND_POUND_WAH SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x22, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_DROWNING SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x23, 0xF0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_DROWNING SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x23, 0xF0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_PUNCH_WAH SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x24, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_PUNCH_WAH SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x24, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
@ -54,7 +54,6 @@
#define SOUND_LUIGI_SO_LONGA_BOWSER SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x36, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_SO_LONGA_BOWSER SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x36, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_IMA_TIRED SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x37, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_IMA_TIRED SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x37, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_OKEY_DOKEY SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x21, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_LETS_A_GO SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x38, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_LETS_A_GO SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x24, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#endif // LUIGI_SOUNDS_H #endif // LUIGI_SOUNDS_H

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@ -114,6 +114,7 @@ sound_ref .sound_luigi_wah2
sound_ref .sound_luigi_snoring3 sound_ref .sound_luigi_snoring3
sound_ref .sound_luigi_so_longa_bowser sound_ref .sound_luigi_so_longa_bowser
sound_ref .sound_luigi_ima_tired sound_ref .sound_luigi_ima_tired
sound_ref .sound_luigi_lets_a_go
.endif .endif
.sound_luigi_jump_hoo: .sound_luigi_jump_hoo:
@ -629,4 +630,14 @@ layer_jump .layer_luigi_C4E
.layer_luigi_F08: .layer_luigi_F08:
layer_note1 39, 0x96, 127 layer_note1 39, 0x96, 127
layer_end layer_end
.sound_luigi_lets_a_go:
chan_setbank 11
chan_setinstr 26
chan_setlayer 0, .layer_luigi_311D
chan_end
.layer_luigi_311D:
layer_note1 39, 0x46, 127
layer_end
.endif .endif

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@ -114,6 +114,7 @@ sound_ref .sound_toad_wah2
sound_ref .sound_toad_snoring3 sound_ref .sound_toad_snoring3
sound_ref .sound_toad_so_longa_bowser sound_ref .sound_toad_so_longa_bowser
sound_ref .sound_toad_ima_tired sound_ref .sound_toad_ima_tired
sound_ref .sound_toad_lets_a_go
.endif .endif
.sound_toad_jump_hoo: .sound_toad_jump_hoo:
@ -631,4 +632,14 @@ layer_jump .layer_toad_C4E
.layer_toad_F08: .layer_toad_F08:
layer_note1 39, 0x96, 127 layer_note1 39, 0x96, 127
layer_end layer_end
.sound_toad_lets_a_go:
chan_setbank 15
chan_setinstr 26
chan_setlayer 0, .layer_toad_311D
chan_end
.layer_toad_311D:
layer_note1 39, 0x5A, 127
layer_end
.endif .endif

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@ -114,6 +114,7 @@ sound_ref .sound_wario_wah2
sound_ref .sound_wario_snoring3 sound_ref .sound_wario_snoring3
sound_ref .sound_wario_so_longa_bowser sound_ref .sound_wario_so_longa_bowser
sound_ref .sound_wario_ima_tired sound_ref .sound_wario_ima_tired
sound_ref .sound_wario_lets_a_go
.endif .endif
.sound_wario_jump_hoo: .sound_wario_jump_hoo:
@ -624,4 +625,14 @@ layer_jump .layer_wario_C4E
.layer_wario_F08: .layer_wario_F08:
layer_note1 39, 0xe1, 127 layer_note1 39, 0xe1, 127
layer_end layer_end
.sound_wario_lets_a_go:
chan_setbank 13
chan_setinstr 26
chan_setlayer 0, .layer_wario_311D
chan_end
.layer_wario_311D:
layer_note1 39, 0x5A, 127
layer_end
.endif .endif

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@ -234,7 +234,6 @@
#define SOUND_MARIO_GROUND_POUND_WAH /* 0x24228080 */ SOUND_ARG_LOAD(SOUND_BANK_MARIO_VOICE, 0x22, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_MARIO_GROUND_POUND_WAH /* 0x24228080 */ SOUND_ARG_LOAD(SOUND_BANK_MARIO_VOICE, 0x22, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_MARIO_DROWNING /* 0x2423F080 */ SOUND_ARG_LOAD(SOUND_BANK_MARIO_VOICE, 0x23, 0xF0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_MARIO_DROWNING /* 0x2423F080 */ SOUND_ARG_LOAD(SOUND_BANK_MARIO_VOICE, 0x23, 0xF0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_MARIO_PUNCH_WAH /* 0x24248080 */ SOUND_ARG_LOAD(SOUND_BANK_MARIO_VOICE, 0x24, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_MARIO_PUNCH_WAH /* 0x24248080 */ SOUND_ARG_LOAD(SOUND_BANK_MARIO_VOICE, 0x24, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_MARIO_LETS_A_GO SOUND_MENU_STAR_SOUND_LETS_A_GO
/* Mario Sound Effects (US/EU only) */ /* Mario Sound Effects (US/EU only) */
#define SOUND_PEACH_DEAR_MARIO /* 0x2428FF80 */ SOUND_ARG_LOAD(SOUND_BANK_MARIO_VOICE, 0x28, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_PEACH_DEAR_MARIO /* 0x2428FF80 */ SOUND_ARG_LOAD(SOUND_BANK_MARIO_VOICE, 0x28, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
@ -262,6 +261,9 @@
#define SOUND_PEACH_FOR_MARIO /* 0x243EFF80 */ SOUND_ARG_LOAD(SOUND_BANK_MARIO_VOICE, 0x3E, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_PEACH_FOR_MARIO /* 0x243EFF80 */ SOUND_ARG_LOAD(SOUND_BANK_MARIO_VOICE, 0x3E, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_PEACH_MARIO2 /* 0x243FFF80 */ SOUND_ARG_LOAD(SOUND_BANK_MARIO_VOICE, 0x3F, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_PEACH_MARIO2 /* 0x243FFF80 */ SOUND_ARG_LOAD(SOUND_BANK_MARIO_VOICE, 0x3F, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
/* Mario Sound Effects (Coop) */
#define SOUND_MARIO_LETS_A_GO /* 0x7024FF80 */ SOUND_MENU_STAR_SOUND_LETS_A_GO
/* General Sound Effects */ /* General Sound Effects */
#define SOUND_GENERAL_ACTIVATE_CAP_SWITCH /* 0x30008080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x00, 0x80, SOUND_DISCRETE) #define SOUND_GENERAL_ACTIVATE_CAP_SWITCH /* 0x30008080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x00, 0x80, SOUND_DISCRETE)
#define SOUND_GENERAL_FLAME_OUT /* 0x30038080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x03, 0x80, SOUND_DISCRETE) // unverified #define SOUND_GENERAL_FLAME_OUT /* 0x30038080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x03, 0x80, SOUND_DISCRETE) // unverified

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@ -36,7 +36,7 @@
#define SOUND_TOAD_PUNCH_YAH SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x1E, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_TOAD_PUNCH_YAH SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x1E, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_PUNCH_HOO SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x1F, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_TOAD_PUNCH_HOO SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x1F, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_MAMA_MIA SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x20, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_TOAD_MAMA_MIA SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x20, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_OKEY_DOKEY SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x21, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unused #define SOUND_TOAD_OKEY_DOKEY SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x21, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_NO_VOLUME_LOSS | SOUND_CONSTANT_FREQUENCY | SOUND_DISCRETE)
#define SOUND_TOAD_GROUND_POUND_WAH SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x22, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_TOAD_GROUND_POUND_WAH SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x22, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_DROWNING SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x23, 0xF0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_TOAD_DROWNING SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x23, 0xF0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_PUNCH_WAH SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x24, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_TOAD_PUNCH_WAH SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x24, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
@ -54,7 +54,6 @@
#define SOUND_TOAD_SO_LONGA_BOWSER SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x36, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_TOAD_SO_LONGA_BOWSER SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x36, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_IMA_TIRED SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x37, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_TOAD_IMA_TIRED SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x37, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_OKEY_DOKEY SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x21, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_TOAD_LETS_A_GO SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x38, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_LETS_A_GO SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x24, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#endif // TOAD_SOUNDS_H #endif // TOAD_SOUNDS_H

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@ -36,7 +36,7 @@
#define SOUND_WARIO_PUNCH_YAH SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x1E, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_WARIO_PUNCH_YAH SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x1E, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_WARIO_PUNCH_HOO SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x1F, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_WARIO_PUNCH_HOO SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x1F, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_WARIO_MAMA_MIA SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x20, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_WARIO_MAMA_MIA SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x20, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_WARIO_OKEY_DOKEY SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x21, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unused #define SOUND_WARIO_OKEY_DOKEY SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x21, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_NO_VOLUME_LOSS | SOUND_CONSTANT_FREQUENCY | SOUND_DISCRETE)
#define SOUND_WARIO_GROUND_POUND_WAH SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x22, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_WARIO_GROUND_POUND_WAH SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x22, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_WARIO_DROWNING SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x23, 0xF0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_WARIO_DROWNING SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x23, 0xF0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_WARIO_PUNCH_WAH SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x24, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_WARIO_PUNCH_WAH SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x24, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
@ -54,7 +54,6 @@
#define SOUND_WARIO_SO_LONGA_BOWSER SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x36, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_WARIO_SO_LONGA_BOWSER SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x36, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_WARIO_IMA_TIRED SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x37, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_WARIO_IMA_TIRED SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x37, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_WARIO_OKEY_DOKEY SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x21, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_WARIO_LETS_A_GO SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x38, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_WARIO_LETS_A_GO SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x24, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#endif // WARIO_SOUNDS_H #endif // WARIO_SOUNDS_H

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@ -7888,11 +7888,6 @@ chan_end
chan_setbank 8 chan_setbank 8
chan_setinstr 26 chan_setinstr 26
chan_setlayer 0, .layer_311D chan_setlayer 0, .layer_311D
chan_setval 1
chan_call .delay
chan_setbank 4
chan_setinstr 14
chan_setlayer 1, .layer_1344
chan_end chan_end
.layer_311D: .layer_311D: