From bbb0e7e82deb6741f75a12b48f81076d92f5d9dc Mon Sep 17 00:00:00 2001 From: Rangi <35663410+Rangi42@users.noreply.github.com> Date: Thu, 11 Aug 2022 21:23:08 -0400 Subject: Use the same music headers as pokecrystal (#382) --- engine/items/item_effects.asm | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'engine/items') diff --git a/engine/items/item_effects.asm b/engine/items/item_effects.asm index 913b8636..a89031b4 100644 --- a/engine/items/item_effects.asm +++ b/engine/items/item_effects.asm @@ -991,7 +991,7 @@ 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 + Ch5], a + ld [wChannelSoundIDs + CHAN5], a push hl push de ld bc, wPartyMon1MaxHP - (wPartyMon1HP + 1) @@ -1732,7 +1732,7 @@ ItemUsePokeflute: call WaitForSoundToFinish ; wait for sound to end farcall Music_PokeFluteInBattle ; play in-battle pokeflute music .musicWaitLoop ; wait for music to finish playing - ld a, [wChannelSoundIDs + Ch7] + ld a, [wChannelSoundIDs + CHAN7] and a ; music off? jr nz, .musicWaitLoop .skipMusic @@ -1799,7 +1799,7 @@ PlayedFluteHadEffectText: ld c, BANK(SFX_Pokeflute) call PlayMusic .musicWaitLoop ; wait for music to finish playing - ld a, [wChannelSoundIDs + Ch3] + ld a, [wChannelSoundIDs + CHAN3] cp SFX_POKEFLUTE jr z, .musicWaitLoop call PlayDefaultMusic ; start playing normal music again -- cgit v1.3.1-sl0p