Give songs meaningful english names

This commit is contained in:
GriffinR
2020-08-29 03:11:03 -04:00
parent c5839905a1
commit bb56d4a3f4
964 changed files with 8731 additions and 8814 deletions
+6 -6
View File
@@ -279,7 +279,7 @@ static u32 BerryCrushCommand_SignalReadyToBegin(struct BerryCrushGame * game, UN
case 1:
if (IsLinkTaskFinished())
{
PlayNewMapMusic(MUS_SLOT);
PlayNewMapMusic(MUS_GAME_CORNER);
BerryCrush_RunOrScheduleCommand(BCCMD_AskPickBerry, 1, NULL);
game->gameState = 3;
game->cmdState = 0;
@@ -390,7 +390,7 @@ static u32 BerryCrushCommand_DropBerriesIntoCrusher(struct BerryCrushGame * game
case 2:
game->spritesManager.berrySprites[game->spritesManager.animBerryIdx]->callback = SpriteCB_DropBerryIntoCrusher;
game->spritesManager.berrySprites[game->spritesManager.animBerryIdx]->affineAnimPaused = FALSE;
PlaySE(SE_NAGERU);
PlaySE(SE_BALL_THROW);
break;
case 3:
if (game->spritesManager.berrySprites[game->spritesManager.animBerryIdx]->callback == SpriteCB_DropBerryIntoCrusher)
@@ -416,7 +416,7 @@ static u32 BerryCrushCommand_DropBerriesIntoCrusher(struct BerryCrushGame * game
case 6:
if (!IsLinkTaskFinished())
return 0;
PlaySE(SE_RU_HYUU);
PlaySE(SE_FALL);
BerryCrush_RunOrScheduleCommand(BCCMD_DropLid, 1, NULL);
game->gameState = 5;
game->cmdState = 0;
@@ -438,7 +438,7 @@ static u32 BerryCrushCommand_DropLid(struct BerryCrushGame * game, UNUSED u8 *p
game->spritesManager.unk1 = 4;
game->spritesManager.animBerryIdx = 0;
game->spritesManager.unk2 = gUnknown_846E2F0[game->spritesManager.unk1][0];
PlaySE(SE_W070);
PlaySE(SE_M_STRENGTH);
break;
case 1:
game->vibration = gUnknown_846E2F0[game->spritesManager.unk1][game->spritesManager.animBerryIdx];
@@ -832,7 +832,7 @@ static u32 BerryCrushCommand_FinishGame(struct BerryCrushGame * game, UNUSED u8
{
case 0:
game->gameState = 8;
PlaySE(SE_W070);
PlaySE(SE_M_STRENGTH);
BlendPalettes(0xFFFFFFFF, 8, RGB(31, 31, 0));
game->spritesManager.animBerryIdx = 2;
break;
@@ -889,7 +889,7 @@ static u32 BerryCrushCommand_HandleTimeUp(struct BerryCrushGame * game, u8 *para
{
case 0:
game->gameState = 9;
PlaySE(SE_HAZURE);
PlaySE(SE_FAILURE);
BlendPalettes(0xFFFFFFFF, 8, RGB(31, 0, 0));
game->spritesManager.animBerryIdx = 4;
break;