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1 change: 0 additions & 1 deletion .gitignore
Original file line number Diff line number Diff line change
Expand Up @@ -15,7 +15,6 @@
/subprojects/libpng-*/
/subprojects/zlib-*/
/subprojects/packagecache
/subprojects/SDATTool/
/subprojects/metang/
/subprojects/rapidjson-*/
/subprojects/meson-*/
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18 changes: 9 additions & 9 deletions asm/macros/btlanimcmd.inc
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
#include "generated/sdat.h"
#include "res/sound/pl_sound_data.naix"
#include "constants/battle/battle_anim.h"
#include "res/graphics/battle/moves/anim_ncer.naix"
#include "res/graphics/battle/moves/anim_nanr.naix"
Expand Down Expand Up @@ -39,7 +39,7 @@
.endm

// Plays a sound effect.
// seqID: The ID of the sound effect to play. See build/generated/sdat.h for a list of sound effect IDs.
// seqID: The ID of the sound effect to play. See build/res/sound/pl_sound_data.naix for a list of sound effect IDs.
.macro PlaySoundEffect seqID:req
.long BTLANIMCMD_PLAYSOUNDEFFECT
.long \seqID
Expand Down Expand Up @@ -158,7 +158,7 @@
.endm

// Plays a sound effect with panning
// seqID: The ID of the sound effect to play. See build/generated/sdat.h
// seqID: The ID of the sound effect to play. See build/res/sound/pl_sound_data.naix
// pan: The pan of the sound effect. [-117, 117] See BATTLE_SOUND_PAN_*
// Note: In most cases, using PlaySoundEffectL/C/R is preferred.
.macro PlayPannedSoundEffect seqID:req, pan:req
Expand Down Expand Up @@ -188,7 +188,7 @@
.endm

// Plays a sound effect that moves from startPan to endPan over time, adjusted for attacker/defender positions
// seqID: The ID of the sound effect to play. See build/generated/sdat.h
// seqID: The ID of the sound effect to play. See build/res/sound/pl_sound_data.naix
// startPan: The starting pan of the sound effect.
// endPan: The ending pan of the sound effect.
// panStep: The amount to change the pan by each interval.
Expand All @@ -205,7 +205,7 @@
.endm

// Plays a sound effect N times in a loop with panning
// seqID: The ID of the sound effect to play. See build/generated/sdat.h
// seqID: The ID of the sound effect to play. See build/res/sound/pl_sound_data.naix
// pan: The pan of the sound effect.
// applyInterval: The number of frames between each sound effect play.
// repeatCount: The number of times to repeat the sound effect.
Expand All @@ -231,7 +231,7 @@
.endm

// Plays a sound effect after a delay
// seqID: The ID of the sound effect to play. See build/generated/sdat.h
// seqID: The ID of the sound effect to play. See build/res/sound/pl_sound_data.naix
// pan: The pan of the sound effect.
// delay: The number of frames to wait before playing the sound effect.
.macro PlayDelayedSoundEffect seqID:req, pan:req, delay:req
Expand Down Expand Up @@ -311,7 +311,7 @@
.endm

// Plays a sound effect that moves from startPan to endPan over time, without adjusting for attacker/defender positions
// seqID: The ID of the sound effect to play. See build/generated/sdat.h
// seqID: The ID of the sound effect to play. See build/res/sound/pl_sound_data.naix
// startPan: The starting pan of the sound effect.
// endPan: The ending pan of the sound effect.
// panStep: The amount to change the pan by each interval.
Expand All @@ -326,7 +326,7 @@
.endm

// Plays a sound effect that moves from startPan to endPan over time, adjusted for attacker/defender positions
// seqID: The ID of the sound effect to play. See build/generated/sdat.h
// seqID: The ID of the sound effect to play. See build/res/sound/pl_sound_data.naix
// startPan: The starting pan of the sound effect.
// endPan: The ending pan of the sound effect.
// panStep: The amount to change the pan by each interval.
Expand All @@ -351,7 +351,7 @@
// 43: Nop

// Stops a sound effect
// seqID: The ID of the sound effect to stop. See build/generated/sdat.h
// seqID: The ID of the sound effect to stop. See build/res/sound/pl_sound_data.naix
.macro StopSoundEffect seqID:req
.long BTLANIMCMD_STOPSOUNDEFFECT
.long \seqID
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2 changes: 1 addition & 1 deletion asm/macros/btlcmd.inc
Original file line number Diff line number Diff line change
Expand Up @@ -11,7 +11,7 @@
#include "generated/move_attributes.h"
#include "generated/moves.h"
#include "generated/pokemon_types.h"
#include "generated/sdat.h"
#include "res/sound/pl_sound_data.naix"
#include "generated/species_data_params.h"
#include "battle/btlcmd.h"
#include "res/text/bank/battle_strings.h"
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2 changes: 1 addition & 1 deletion asm/macros/frscrcmd.inc
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
#include "generated/battle_tower_modes.h"
#include "generated/fade_types.h"
#include "generated/game_records.h"
#include "generated/sdat.h"
#include "res/sound/pl_sound_data.naix"
#include "generated/trainer_score_events.h"
#include "generated/vars_flags.h"
#include "constants/battle_frontier_movements.h"
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14 changes: 7 additions & 7 deletions asm/macros/scrcmd.inc
Original file line number Diff line number Diff line change
Expand Up @@ -23,7 +23,7 @@
#include "generated/poketch_apps.h"
#include "generated/roaming_slots.h"
#include "generated/save_types.h"
#include "generated/sdat.h"
#include "res/sound/pl_sound_data.naix"
#include "generated/signpost_commands.h"
#include "generated/signpost_types.h"
#include "generated/time_of_day.h"
Expand Down Expand Up @@ -5189,7 +5189,7 @@
.endm

.macro NPCMessage messageID
PlaySE SEQ_SE_CONFIRM
PlaySE SE_CONFIRM_sseq_3
LockAll
FacePlayer
Message \messageID
Expand All @@ -5199,7 +5199,7 @@
.endm

.macro EventMessage messageID
PlaySE SEQ_SE_CONFIRM
PlaySE SE_CONFIRM_sseq_3
LockAll
Message \messageID
WaitButton
Expand All @@ -5208,10 +5208,10 @@
.endm

.macro PokemonCryAndMessage species, messageID, unused=0
PlaySE SEQ_SE_CONFIRM
PlaySE SE_CONFIRM_sseq_3
LockAll
FacePlayer
WaitSE SEQ_SE_CONFIRM
WaitSE SE_CONFIRM_sseq_3
PlayCry \species, \unused
Message \messageID
WaitCry
Expand All @@ -5221,7 +5221,7 @@
.endm

.macro PokeMartCommonWithGreeting unused=1
PlaySE SEQ_SE_CONFIRM
PlaySE SE_CONFIRM_sseq_3
LockAll
FacePlayer
Common_VendorGreeting
Expand All @@ -5231,7 +5231,7 @@
.endm

.macro PokeMartSpecialtiesWithGreeting martID
PlaySE SEQ_SE_CONFIRM
PlaySE SE_CONFIRM_sseq_3
LockAll
FacePlayer
Common_VendorGreeting
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4 changes: 2 additions & 2 deletions docs/bugs_and_glitches.md
Original file line number Diff line number Diff line change
Expand Up @@ -194,8 +194,8 @@ each other, resulting in the sprite permanently moving upward.
Also update the sound effect timings to sync with the new delays:

```diff
- PlayLoopedSoundEffectL SEQ_SE_DP_W207, 8, 6
+ PlayLoopedSoundEffectL SEQ_SE_DP_W207, 10, 6
- PlayLoopedSoundEffectL SEQ_SE_DP_W207_sseq, 8, 6
+ PlayLoopedSoundEffectL SEQ_SE_DP_W207_sseq, 10, 6
```

### Using DynamicPunch Moves the Target's Sprite One Pixel Left
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2 changes: 1 addition & 1 deletion docs/datafiles/moves.md
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Expand Up @@ -96,7 +96,7 @@ L_0:
SetExtraParams 0, 2, 2, 0, 0, 0
Func_FadeBattlerSprite BATTLE_ANIM_DEFENDER, 0, 1, BATTLE_COLOR_RED, 10, 0
Func_Shake 1, 0, 1, 2, BATTLE_ANIM_BATTLER_SPRITE_DEFENDER
PlayLoopedSoundEffectR SEQ_SE_DP_W052, 3, 4
PlayLoopedSoundEffectR SEQ_SE_DP_W052_sseq, 3, 4

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question: Could we strip the extension before generating the NAIX? That would greatly reduce the scope of changes. As-is, GitHub is choking on this PR quite a bit due to the number of files that have been touched.

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I would prefer the extensions, but that can be reverted if required

WaitForAllEmitters
UnloadParticleSystem 0
End
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1 change: 0 additions & 1 deletion generated/meson.build
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Expand Up @@ -93,7 +93,6 @@ metang_generators = {
'ribbons': { 'type': 'enum', 'tag': 'RibbonID' },
'roaming_slots': { 'type': 'enum', 'tag': 'RoamingSlot' },
'save_types': { 'type': 'enum', 'tag': 'SaveType' },
'sdat': { 'type': 'enum', 'tag': 'SDATID' },
'seals': { 'type': 'enum', 'tag': 'Seal' },
'signpost_commands': { 'type': 'enum', 'tag': 'SignpostCommand' },
'signpost_types': { 'type': 'enum', 'tag': 'SignpostType' },
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