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123 lines
2.7 KiB
ArmAsm
123 lines
2.7 KiB
ArmAsm
# This file maps each sequence to a set of sound banks it needs.
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.include "macros.inc"
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.section .data
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.macro banks name
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.hword (\name - gBankSetsData)
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.endm
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glabel gBankSetsData
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banks bank_set_00
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banks bank_set_01
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banks bank_set_02
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banks bank_set_03
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banks bank_set_04
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banks bank_set_05
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banks bank_set_06
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banks bank_set_07
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banks bank_set_08
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banks bank_set_09
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banks bank_set_0A
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banks bank_set_0B
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banks bank_set_0C
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banks bank_set_0D
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banks bank_set_0E
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banks bank_set_0F
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banks bank_set_10
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banks bank_set_11
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banks bank_set_12
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banks bank_set_13
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banks bank_set_14
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banks bank_set_15
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banks bank_set_16
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banks bank_set_17
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banks bank_set_18
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banks bank_set_19
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banks bank_set_1A
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banks bank_set_1B
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banks bank_set_1C
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banks bank_set_1D
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banks bank_set_1E
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banks bank_set_1F
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banks bank_set_20
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banks bank_set_21
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.ifndef VERSION_JP
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banks bank_set_22
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.endif
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bank_set_00: # SEQ_SOUND_PLAYER
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.byte 11, 0x0A, 0x09, 0x08, 0x07, 0x06, 0x05, 0x04, 0x03, 0x02, 0x01, 0x00
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bank_set_01: # SEQ_EVENT_CUTSCENE_COLLECT_STAR
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.byte 1, 0x22
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bank_set_02: # SEQ_MENU_TITLE_SCREEN
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.byte 1, 0x11
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bank_set_03: # SEQ_LEVEL_GRASS
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.byte 1, 0x22
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bank_set_04: # SEQ_LEVEL_INSIDE_CASTLE
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.byte 1, 0x0E
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bank_set_05: # SEQ_LEVEL_WATER
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.byte 1, 0x13
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bank_set_06: # SEQ_LEVEL_HOT
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.byte 1, 0x0F
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bank_set_07: # SEQ_LEVEL_BOSS_KOOPA
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.byte 1, 0x12
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bank_set_08: # SEQ_LEVEL_SNOW
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.byte 1, 0x0B
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bank_set_09: # SEQ_LEVEL_SLIDE
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.byte 1, 0x0D
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bank_set_0A: # SEQ_LEVEL_SPOOKY
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.byte 2, 0x21, 0x10
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bank_set_0B: # SEQ_EVENT_PIRANHA_PLANT
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.byte 1, 0x14
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bank_set_0C: # SEQ_LEVEL_UNDERGROUND
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.byte 1, 0x15
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bank_set_0D: # SEQ_MENU_STAR_SELECT
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.byte 1, 0x16
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bank_set_0E: # SEQ_EVENT_POWERUP
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.byte 1, 0x17
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bank_set_0F: # SEQ_EVENT_METAL_CAP
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.byte 1, 0x18
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bank_set_10: # SEQ_EVENT_KOOPA_MESSAGE
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.byte 1, 0x12
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bank_set_11: # SEQ_LEVEL_KOOPA_ROAD
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.byte 1, 0x19
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bank_set_12: # SEQ_EVENT_HIGH_SCORE
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.byte 1, 0x1F
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bank_set_13: # SEQ_EVENT_MERRY_GO_ROUND
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.byte 1, 0x21
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bank_set_14: # SEQ_EVENT_RACE
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.byte 1, 0x1A
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bank_set_15: # SEQ_EVENT_CUTSCENE_STAR_SPAWN
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.byte 1, 0x0E
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bank_set_16: # SEQ_EVENT_BOSS
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.byte 1, 0x1B
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bank_set_17: # SEQ_EVENT_CUTSCENE_COLLECT_KEY
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.byte 1, 0x1A
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bank_set_18: # SEQ_EVENT_ENDLESS_STAIRS
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.byte 1, 0x1C
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bank_set_19: # SEQ_LEVEL_BOSS_KOOPA_FINAL
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.byte 1, 0x1D
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bank_set_1A: # SEQ_EVENT_CUTSCENE_CREDITS
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.byte 1, 0x25
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bank_set_1B: # SEQ_EVENT_SOLVE_PUZZLE
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.byte 1, 0x14
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bank_set_1C: # SEQ_EVENT_TOAD_MESSAGE
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.byte 1, 0x20
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bank_set_1D: # SEQ_EVENT_PEACH_MESSAGE
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.byte 1, 0x1E
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bank_set_1E: # SEQ_EVENT_CUTSCENE_INTRO
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.byte 1, 0x1B
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bank_set_1F: # SEQ_EVENT_CUTSCENE_VICTORY
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.byte 1, 0x1A
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bank_set_20: # SEQ_EVENT_CUTSCENE_ENDING
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.byte 1, 0x23
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bank_set_21: # SEQ_MENU_FILE_SELECT
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.byte 1, 0x24
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.ifndef VERSION_JP
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bank_set_22: # SEQ_EVENT_CUTSCENE_LAKITU
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.byte 1, 0x1B
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.endif
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bank_sets_end:
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