From 5207a14af34f9b84a9e40cc1d4988a0858a4a4e6 Mon Sep 17 00:00:00 2001 From: dannye Date: Wed, 27 Jul 2016 22:08:13 -0500 Subject: Redo audio header macro --- engine/items/items.asm | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'engine/items/items.asm') diff --git a/engine/items/items.asm b/engine/items/items.asm index 42d05981..aaddc396 100755 --- a/engine/items/items.asm +++ b/engine/items/items.asm @@ -990,7 +990,7 @@ ItemUseMedicine: .notFullHP ; if the pokemon's current HP doesn't equal its max HP xor a ld [wLowHealthAlarm],a ;disable low health alarm - ld [wChannelSoundIDs + CH4],a + ld [wChannelSoundIDs + Ch4],a push hl push de ld bc,wPartyMon1MaxHP - (wPartyMon1HP + 1) @@ -1777,7 +1777,7 @@ ItemUsePokeflute: call WaitForSoundToFinish ; wait for sound to end callba Music_PokeFluteInBattle ; play in-battle pokeflute music .musicWaitLoop ; wait for music to finish playing - ld a,[wChannelSoundIDs + CH6] + ld a,[wChannelSoundIDs + Ch6] and a ; music off? jr nz,.musicWaitLoop .skipMusic @@ -1850,7 +1850,7 @@ PlayedFluteHadEffectText: ld c, BANK(SFX_Pokeflute) call PlayMusic .musicWaitLoop ; wait for music to finish playing - ld a,[wChannelSoundIDs + CH2] + ld a,[wChannelSoundIDs + Ch2] cp a, SFX_POKEFLUE jr z,.musicWaitLoop call PlayDefaultMusic ; start playing normal music again -- cgit v1.3.1-sl0p