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* Add comments associating constants with data, and identify some more dataRangi2020-07-201-0/+1
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* Make suggested changes from reviewRangi2020-07-041-0/+1
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* Organize macros/ like pokecrystalRangi2020-07-031-0/+2
| | | | While doing so I replaced the StopAllMusic macro with a SFX_STOP_ALL_MUSIC constant and applied it throughout the code.
* Make suggested edits:Rangi2020-07-031-1/+11
| | | | | | - data/mapWilds -> data/wild/maps - diglett_sculpture.asm -> book_or_sculpture.asm - relocate some audio/music constants
* Reorganize constants/Rangi2020-07-031-47/+0
| | | | To do: add comments associating constants with data and code
* Update labels to match new audio macro namesdannye2019-08-171-10/+18
| | | | and synchronize engine_2 and engine_3 with engine_1
* Use generic names for noise instrumentsdannye2019-07-281-20/+20
| | | | coming up with satisfactory names is hard, besides this will improve compatibility with crystal
* Typo: SFX_POKEFLUE → SFX_POKEFLUTEdannye2017-05-081-1/+1
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* commented audio codeYamaArashi2015-08-081-0/+39
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* Unify audio bank referencesdannye2015-07-221-1/+1
| | | | | | 2→1 8→2 1f→3
* Rename sound effect filesdannye2015-07-221-161/+161
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* Name some battle sound effectsdannye2015-07-211-162/+162
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* Name sound effectsdannye2015-07-191-0/+176
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* Use labels instead of static addresses in sound pointers.yenatch2014-03-301-1/+1
| | | | Static address substraction would wreak havoc in other memory configurations.
* define music constants instead of running around with ((label-$4000)/3)yenatch2014-01-211-0/+54