mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-21 11:35:11 +00:00
Fix let's a go & okie dokie character sounds
This commit is contained in:
parent
9054a722e0
commit
8831360153
9 changed files with 43 additions and 17 deletions
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@ -4,8 +4,7 @@
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/**
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/**
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* @file config.h
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* @file config.h
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* A catch-all file for configuring various bugfixes and other settings
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* A catch-all file for configuring various bugfixes and other settings in SM64
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* (maybe eventually) in SM64
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*/
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*/
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// Bug Fixes
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// Bug Fixes
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@ -36,7 +36,7 @@
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#define SOUND_LUIGI_PUNCH_YAH SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x1E, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_LUIGI_PUNCH_YAH SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x1E, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_LUIGI_PUNCH_HOO SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x1F, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_LUIGI_PUNCH_HOO SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x1F, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_LUIGI_MAMA_MIA SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x20, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_LUIGI_MAMA_MIA SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x20, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_LUIGI_OKEY_DOKEY SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x21, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unused
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#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)
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#define SOUND_LUIGI_GROUND_POUND_WAH SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x22, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_LUIGI_GROUND_POUND_WAH SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x22, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_LUIGI_DROWNING SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x23, 0xF0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_LUIGI_DROWNING SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x23, 0xF0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_LUIGI_PUNCH_WAH SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x24, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_LUIGI_PUNCH_WAH SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x24, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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@ -54,7 +54,6 @@
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#define SOUND_LUIGI_SO_LONGA_BOWSER SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x36, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_LUIGI_SO_LONGA_BOWSER SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x36, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_LUIGI_IMA_TIRED SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x37, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_LUIGI_IMA_TIRED SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x37, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_LUIGI_OKEY_DOKEY SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x21, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_LUIGI_LETS_A_GO SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x38, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_LUIGI_LETS_A_GO SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x24, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#endif // LUIGI_SOUNDS_H
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#endif // LUIGI_SOUNDS_H
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@ -114,6 +114,7 @@ sound_ref .sound_luigi_wah2
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sound_ref .sound_luigi_snoring3
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sound_ref .sound_luigi_snoring3
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sound_ref .sound_luigi_so_longa_bowser
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sound_ref .sound_luigi_so_longa_bowser
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sound_ref .sound_luigi_ima_tired
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sound_ref .sound_luigi_ima_tired
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sound_ref .sound_luigi_lets_a_go
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.endif
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.endif
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.sound_luigi_jump_hoo:
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.sound_luigi_jump_hoo:
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@ -629,4 +630,14 @@ layer_jump .layer_luigi_C4E
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.layer_luigi_F08:
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.layer_luigi_F08:
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layer_note1 39, 0x96, 127
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layer_note1 39, 0x96, 127
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layer_end
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layer_end
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.sound_luigi_lets_a_go:
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chan_setbank 11
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chan_setinstr 26
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chan_setlayer 0, .layer_luigi_311D
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chan_end
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.layer_luigi_311D:
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layer_note1 39, 0x46, 127
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layer_end
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.endif
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.endif
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@ -114,6 +114,7 @@ sound_ref .sound_toad_wah2
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sound_ref .sound_toad_snoring3
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sound_ref .sound_toad_snoring3
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sound_ref .sound_toad_so_longa_bowser
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sound_ref .sound_toad_so_longa_bowser
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sound_ref .sound_toad_ima_tired
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sound_ref .sound_toad_ima_tired
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sound_ref .sound_toad_lets_a_go
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.endif
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.endif
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.sound_toad_jump_hoo:
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.sound_toad_jump_hoo:
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@ -631,4 +632,14 @@ layer_jump .layer_toad_C4E
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.layer_toad_F08:
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.layer_toad_F08:
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layer_note1 39, 0x96, 127
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layer_note1 39, 0x96, 127
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layer_end
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layer_end
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.sound_toad_lets_a_go:
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chan_setbank 15
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chan_setinstr 26
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chan_setlayer 0, .layer_toad_311D
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chan_end
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.layer_toad_311D:
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layer_note1 39, 0x5A, 127
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layer_end
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.endif
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.endif
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@ -114,6 +114,7 @@ sound_ref .sound_wario_wah2
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sound_ref .sound_wario_snoring3
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sound_ref .sound_wario_snoring3
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sound_ref .sound_wario_so_longa_bowser
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sound_ref .sound_wario_so_longa_bowser
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sound_ref .sound_wario_ima_tired
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sound_ref .sound_wario_ima_tired
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sound_ref .sound_wario_lets_a_go
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.endif
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.endif
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.sound_wario_jump_hoo:
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.sound_wario_jump_hoo:
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@ -624,4 +625,14 @@ layer_jump .layer_wario_C4E
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.layer_wario_F08:
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.layer_wario_F08:
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layer_note1 39, 0xe1, 127
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layer_note1 39, 0xe1, 127
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layer_end
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layer_end
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.sound_wario_lets_a_go:
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chan_setbank 13
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chan_setinstr 26
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chan_setlayer 0, .layer_wario_311D
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chan_end
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.layer_wario_311D:
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layer_note1 39, 0x5A, 127
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layer_end
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.endif
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.endif
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@ -234,7 +234,6 @@
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#define SOUND_MARIO_GROUND_POUND_WAH /* 0x24228080 */ SOUND_ARG_LOAD(SOUND_BANK_MARIO_VOICE, 0x22, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_MARIO_GROUND_POUND_WAH /* 0x24228080 */ SOUND_ARG_LOAD(SOUND_BANK_MARIO_VOICE, 0x22, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_MARIO_DROWNING /* 0x2423F080 */ SOUND_ARG_LOAD(SOUND_BANK_MARIO_VOICE, 0x23, 0xF0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_MARIO_DROWNING /* 0x2423F080 */ SOUND_ARG_LOAD(SOUND_BANK_MARIO_VOICE, 0x23, 0xF0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_MARIO_PUNCH_WAH /* 0x24248080 */ SOUND_ARG_LOAD(SOUND_BANK_MARIO_VOICE, 0x24, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_MARIO_PUNCH_WAH /* 0x24248080 */ SOUND_ARG_LOAD(SOUND_BANK_MARIO_VOICE, 0x24, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_MARIO_LETS_A_GO SOUND_MENU_STAR_SOUND_LETS_A_GO
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/* Mario Sound Effects (US/EU only) */
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/* Mario Sound Effects (US/EU only) */
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#define SOUND_PEACH_DEAR_MARIO /* 0x2428FF80 */ SOUND_ARG_LOAD(SOUND_BANK_MARIO_VOICE, 0x28, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_PEACH_DEAR_MARIO /* 0x2428FF80 */ SOUND_ARG_LOAD(SOUND_BANK_MARIO_VOICE, 0x28, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_PEACH_FOR_MARIO /* 0x243EFF80 */ SOUND_ARG_LOAD(SOUND_BANK_MARIO_VOICE, 0x3E, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_PEACH_FOR_MARIO /* 0x243EFF80 */ SOUND_ARG_LOAD(SOUND_BANK_MARIO_VOICE, 0x3E, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_PEACH_MARIO2 /* 0x243FFF80 */ SOUND_ARG_LOAD(SOUND_BANK_MARIO_VOICE, 0x3F, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_PEACH_MARIO2 /* 0x243FFF80 */ SOUND_ARG_LOAD(SOUND_BANK_MARIO_VOICE, 0x3F, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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/* Mario Sound Effects (Coop) */
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#define SOUND_MARIO_LETS_A_GO /* 0x7024FF80 */ SOUND_MENU_STAR_SOUND_LETS_A_GO
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/* General Sound Effects */
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/* General Sound Effects */
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#define SOUND_GENERAL_ACTIVATE_CAP_SWITCH /* 0x30008080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x00, 0x80, SOUND_DISCRETE)
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#define SOUND_GENERAL_ACTIVATE_CAP_SWITCH /* 0x30008080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x00, 0x80, SOUND_DISCRETE)
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#define SOUND_GENERAL_FLAME_OUT /* 0x30038080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x03, 0x80, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_FLAME_OUT /* 0x30038080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x03, 0x80, SOUND_DISCRETE) // unverified
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#define SOUND_TOAD_PUNCH_YAH SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x1E, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_TOAD_PUNCH_YAH SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x1E, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_TOAD_PUNCH_HOO SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x1F, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_TOAD_PUNCH_HOO SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x1F, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_TOAD_MAMA_MIA SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x20, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_TOAD_MAMA_MIA SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x20, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_TOAD_OKEY_DOKEY SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x21, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unused
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#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)
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#define SOUND_TOAD_GROUND_POUND_WAH SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x22, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_TOAD_GROUND_POUND_WAH SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x22, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_TOAD_DROWNING SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x23, 0xF0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_TOAD_DROWNING SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x23, 0xF0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_TOAD_PUNCH_WAH SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x24, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_TOAD_PUNCH_WAH SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x24, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_TOAD_SO_LONGA_BOWSER SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x36, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_TOAD_SO_LONGA_BOWSER SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x36, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_TOAD_IMA_TIRED SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x37, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_TOAD_IMA_TIRED SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x37, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_TOAD_OKEY_DOKEY SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x21, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_TOAD_LETS_A_GO SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x38, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_TOAD_LETS_A_GO SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x24, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#endif // TOAD_SOUNDS_H
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#endif // TOAD_SOUNDS_H
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#define SOUND_WARIO_PUNCH_YAH SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x1E, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_PUNCH_YAH SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x1E, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_PUNCH_HOO SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x1F, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_PUNCH_HOO SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x1F, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_MAMA_MIA SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x20, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_MAMA_MIA SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x20, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_OKEY_DOKEY SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x21, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unused
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#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)
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#define SOUND_WARIO_GROUND_POUND_WAH SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x22, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_GROUND_POUND_WAH SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x22, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_DROWNING SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x23, 0xF0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_DROWNING SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x23, 0xF0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_PUNCH_WAH SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x24, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_PUNCH_WAH SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x24, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_SO_LONGA_BOWSER SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x36, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_SO_LONGA_BOWSER SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x36, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_IMA_TIRED SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x37, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_IMA_TIRED SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x37, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_OKEY_DOKEY SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x21, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_LETS_A_GO SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x38, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#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
|
|
@ -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:
|
||||||
|
|
Loading…
Reference in a new issue