Merge pull request #1146 from GriffinRichards/rename-songs

Give songs meaningful english names
This commit is contained in:
GriffinR
2020-08-28 16:14:21 -04:00
committed by GitHub
1178 changed files with 10482 additions and 10477 deletions
+10 -10
View File
@@ -1869,7 +1869,7 @@ static void FreeRestoreBattleData(void)
gScanlineEffect.state = 3;
gMain.inBattle = 0;
ZeroEnemyPartyMons();
m4aSongNumStop(SE_HINSI);
m4aSongNumStop(SE_LOW_HEALTH);
FreeMonSpritesGfx();
FreeBattleSpritesData();
FreeBattleResources();
@@ -2114,7 +2114,7 @@ void sub_8038B74(struct Sprite *sprite)
{
StartSpriteAffineAnim(sprite, 1);
sprite->callback = sub_8038B04;
PlaySE(SE_BT_START);
PlaySE(SE_MUGSHOT);
}
static void sub_8038B94(u8 taskId)
@@ -5010,9 +5010,9 @@ static void HandleEndTurn_BattleWon(void)
gBattlescriptCurrInstr = BattleScript_FrontierTrainerBattleWon;
if (gTrainerBattleOpponent_A == TRAINER_FRONTIER_BRAIN)
PlayBGM(MUS_KACHI3);
PlayBGM(MUS_VICTORY_GYM_LEADER);
else
PlayBGM(MUS_KACHI1);
PlayBGM(MUS_VICTORY_TRAINER);
}
else if (gBattleTypeFlags & BATTLE_TYPE_TRAINER && !(gBattleTypeFlags & BATTLE_TYPE_LINK))
{
@@ -5023,7 +5023,7 @@ static void HandleEndTurn_BattleWon(void)
{
case TRAINER_CLASS_ELITE_FOUR:
case TRAINER_CLASS_CHAMPION:
PlayBGM(MUS_KACHI5);
PlayBGM(MUS_VICTORY_LEAGUE);
break;
case TRAINER_CLASS_TEAM_AQUA:
case TRAINER_CLASS_TEAM_MAGMA:
@@ -5031,13 +5031,13 @@ static void HandleEndTurn_BattleWon(void)
case TRAINER_CLASS_AQUA_LEADER:
case TRAINER_CLASS_MAGMA_ADMIN:
case TRAINER_CLASS_MAGMA_LEADER:
PlayBGM(MUS_KACHI4);
PlayBGM(MUS_VICTORY_AQUA_MAGMA);
break;
case TRAINER_CLASS_LEADER:
PlayBGM(MUS_KACHI3);
PlayBGM(MUS_VICTORY_GYM_LEADER);
break;
default:
PlayBGM(MUS_KACHI1);
PlayBGM(MUS_VICTORY_TRAINER);
break;
}
}
@@ -5270,7 +5270,7 @@ static void ReturnFromBattleToOverworld(void)
SetRoamerInactive();
}
m4aSongNumStop(SE_HINSI);
m4aSongNumStop(SE_LOW_HEALTH);
SetMainCallback2(gMain.savedCallback);
}
@@ -5817,7 +5817,7 @@ static void HandleAction_GoNear(void)
static void HandleAction_SafariZoneRun(void)
{
gBattlerAttacker = gBattlerByTurnOrder[gCurrentTurnActionNumber];
PlaySE(SE_NIGERU);
PlaySE(SE_FLEE);
gCurrentTurnActionNumber = gBattlersCount;
gBattleOutcome = B_OUTCOME_RAN;
}