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Sound Test in Debug Menu

sabra55 edited this page Jan 23, 2024 · 4 revisions

Code by Cram-o-Dev (in Cramorant Version)

Edited a bit to disable SFX_PRESS_AB when selecting music, reset cursor position and put the Sound Test in the Debug Menu, rather than the overworld like Pokémon Cramorant Ver.

constants\item_constants.asm:

; item ids
...
...
	const MAX_ELIXER    ; $53
DEF NUM_ITEMS EQU const_value - 1

; elevator floors use item IDs
	const FLOOR_B2F     ; $54
	const FLOOR_B1F     ; $55
	const FLOOR_1F      ; $56
	const FLOOR_2F      ; $57
	const FLOOR_3F      ; $58
	const FLOOR_4F      ; $59
	const FLOOR_5F      ; $5A
	const FLOOR_6F      ; $5B
	const FLOOR_7F      ; $5C
	const FLOOR_8F      ; $5D
	const FLOOR_9F      ; $5E
	const FLOOR_10F     ; $5F
	const FLOOR_11F     ; $60
	const FLOOR_B4F     ; $61
+
+; for sound test
+	const PALLET_TOWN_M ; $62
+	const POKECENTER_MS ; $63
+	const GYM_MUSIC_PLA ; $64
DEF NUM_FLOORS EQU const_value - 1 - NUM_ITEMS

	const_next $C4

; HMs are defined before TMs, so the actual number of TM definitions
...

data\items\names.asm:

ItemNames::
...
...
	li "MAX ELIXER"
	assert_list_length NUM_ITEMS
	li "B2F"
	li "B1F"
	li "1F"
	li "2F"
	li "3F"
	li "4F"
	li "5F"
	li "6F"
	li "7F"
	li "8F"
	li "9F"
	li "10F"
	li "11F"
	li "B4F"
+	li "PALLET TOWN"
+	li "# CENTER"
+	li "GYM MUSIC"
	assert_list_length NUM_ITEMS + NUM_FLOORS

data\items\prices.asm:

ItemPrices::
	table_width 3, ItemPrices
...
...
	bcd3 0     ; MAX_ELIXER
	assert_table_length NUM_ITEMS
	bcd3 0     ; FLOOR_B2F
	bcd3 0     ; FLOOR_B1F
	bcd3 0     ; FLOOR_1F
	bcd3 0     ; FLOOR_2F
	bcd3 0     ; FLOOR_3F
	bcd3 0     ; FLOOR_4F
	bcd3 0     ; FLOOR_5F
	bcd3 0     ; FLOOR_6F
	bcd3 0     ; FLOOR_7F
	bcd3 0     ; FLOOR_8F
	bcd3 0     ; FLOOR_9F
	bcd3 0     ; FLOOR_10F
	bcd3 0     ; FLOOR_11F
	bcd3 0     ; FLOOR_B4F
+	bcd3 0     ; PALLET_TOWN_M
+	bcd3 0     ; POKECENTER_MS
+	bcd3 0     ; GYM_MUSIC_PLA
	assert_table_length NUM_ITEMS + NUM_FLOORS

data\text\text_3.asm:

...
_DreamWasEatenText::
	text "<TARGET>'s"
	line "dream was eaten!"
	prompt

_TradeCenterOpponentText::
	text "!"
	done

_ColosseumOpponentText::
	text "!"
	done

+_CDPowerOn::
+	text "Powering on..."
+	prompt
	
+_CDSelectTrack:: 
+	text "Please select a"
+	line "track."
+	done
	
+_CDNowPlaying::
+	text "Now playing..."
+	prompt
	
+_CDPowerOff::
+	text "Powering off..."
+	prompt

engine\debug\debug_menu.asm:

DebugMenu:
IF DEF(_DEBUG)
	call ClearScreen

+; enable SFX_PRESS_AB again
+	ld hl, wFlags_0xcd60
+	res 5, [hl]

	; These debug names are used for TestBattle.
	; StartNewGameDebug uses the debug names from PrepareOakSpeech.
	ld hl, DebugBattlePlayerName
	ld de, wPlayerName
	ld bc, NAME_LENGTH
	call CopyData

	ld hl, DebugBattleRivalName
	ld de, wRivalName
	ld bc, NAME_LENGTH
	call CopyData

	call LoadFontTilePatterns
	call LoadHpBarAndStatusTilePatterns
	call ClearSprites
	call RunDefaultPaletteCommand

-	hlcoord 5, 6
-	ld b, 3
-	ld c, 9
+	hlcoord 4, 6
+	lb bc, 5, 10
	call TextBoxBorder

-	hlcoord 7, 7
+       hlcoord 6, 7
	ld de, DebugMenuOptions
	call PlaceString

	ld a, TEXT_DELAY_MEDIUM
	ld [wOptions], a

	ld a, A_BUTTON | B_BUTTON | START
	ld [wMenuWatchedKeys], a
	xor a
	ld [wMenuJoypadPollCount], a
-	inc a
+       ld a, 2
	ld [wMaxMenuItem], a
	ld a, 7
	ld [wTopMenuItemY], a
-	dec a
+       ld a, 5
	ld [wTopMenuItemX], a
	xor a
	ld [wCurrentMenuItem], a
	ld [wLastMenuItem], a
	ld [wMenuWatchMovingOutOfBounds], a

	call HandleMenuInput
	bit BIT_B_BUTTON, a
	jp nz, DisplayTitleScreen

	ld a, [wCurrentMenuItem]
-	and a ; FIGHT?
+       and a                 ; first option? (FIGHT)
	jp z, TestBattle
+       cp 1                  ; second option? (DEBUG)
+	jp z, DebugModeOption
+       jp SoundTestDebugMenu ; last option? (SOUNDTEST)

-	; DEBUG
+DebugModeOption:
	ld hl, wd732
	set BIT_DEBUG_MODE, [hl]
	jp StartNewGameDebug

DebugBattlePlayerName:
	db "Tom@"

DebugBattleRivalName:
	db "Juerry@"

DebugMenuOptions:
	db   "FIGHT"
-	next "DEBUG@"
+       next "DEBUG"
+	next "SOUNDTEST@"
ELSE
	ret
ENDC

TestBattle: ; unreferenced except in _DEBUG
.loop
	call GBPalNormal

	; Don't mess around with obedience.
	ld a, 1 << BIT_EARTHBADGE
	ld [wObtainedBadges], a

	ld hl, wFlags_D733
	set BIT_TEST_BATTLE, [hl]

	; wNumBagItems and wBagItems are not initialized here,
	; and their garbage values happen to act as if EXP_ALL
	; is in the bag at the end of the test battle.
	; pokeyellow fixes this by initializing them with a
	; list of items.

	; Reset the party.
	ld hl, wPartyCount
	xor a
	ld [hli], a
	dec a
	ld [hl], a

	; Give the player a level 20 Rhydon.
	ld a, RHYDON
	ld [wcf91], a
	ld a, 20
	ld [wCurEnemyLVL], a
	xor a
	ld [wMonDataLocation], a
	ld [wCurMap], a
	call AddPartyMon

	; Fight against a level 20 Rhydon.
	ld a, RHYDON
	ld [wCurOpponent], a

	predef InitOpponent

	; When the battle ends, do it all again.
	; There are some graphical quirks in SGB mode.
	ld a, 1
	ld [wUpdateSpritesEnabled], a
	ldh [hAutoBGTransferEnabled], a
	jr .loop

+SoundTestDebugMenu:

+; don't play SFX_PRESS_AB when A or B is pressed in menu
+	ld hl, wFlags_0xcd60
+	bit 5, [hl]
+	set 5, [hl]

; yellow
+	call StopAllMusic

; green/red/blue
+	ld a, SFX_STOP_ALL_MUSIC
+	ld [wNewSoundID], a
+	call PlaySound

+; reset cursor position
+	xor a
+	ld [wCurrentMenuItem], a
+	ld [wListScrollOffset], a

+	ld hl, CDPowerOn
+	call PrintText
+.playmusic
+	ld hl, CDSelectTrack
+	call PrintText
+	hlcoord 5, 1
+	ld de, SoundTestText
+	call PlaceString
+	ld hl, MusicItemList
+	call LoadItemList
+	ld hl, wItemList
+	ld a, l
+	ld [wListPointer], a
+	ld a, h
+	ld [wListPointer + 1], a
+	xor a
+	ld [wPrintItemPrices], a
+	ld [wMenuItemToSwap], a
+	ld a, SPECIALLISTMENU
+	ld [wListMenuID], a
+	call DisplayListMenuID
+	jr c, .asm_74e60
+	ld hl, CDTextPointers
+	ld a, [wcf91]
+	sub PALLET_TOWN_M ; first option for sound_test in item_constants
+	add a
+	ld d, $0
+	ld e, a
+	add hl, de
+	ld a, [hli]
+	ld h, [hl]
+	ld l, a
+	call PrintText
+	jr .playmusic
+.asm_74e60
+	xor a
+	ld [wListScrollOffset], a
+	ld hl, CDPowerOff
+	call PrintText
+	jp DebugMenu

+CDPowerOn:
+	text_far _CDPowerOn
+	text_end
	
+CDSelectTrack:
+	text_far _CDSelectTrack
+	text_end

+CDPowerOff:
+	text_far _CDPowerOff
+	text_end

+CDNowPlaying:
+	text_far _CDNowPlaying
+	text_end

+SoundTestText:
+	db   "SOUND TEST@"

+MusicItemList:
+	db 3 ; tracks number
+	db PALLET_TOWN_M
+	db POKECENTER_MS
+	db GYM_MUSIC_PLA
+	db -1 ; end

+CDTextPointers:
+	dw PalletTownMusicCdPlayer
+	dw PokecenterMusicCdPlayer
+	dw GymMusicCdPlayer

; pokered (vanilla)
+PalletTownMusicCdPlayer:
+	text_asm
+	ld c, BANK(Music_PalletTown)
+	ld a, MUSIC_PALLET_TOWN
+	call PlayMusic
+	ld hl, CDNowPlaying
+	call PrintText
+	jp TextScriptEnd

+PokecenterMusicCdPlayer:
+	text_asm
+	ld c, BANK(Music_Pokecenter)
+	ld a, MUSIC_POKECENTER
+	call PlayMusic
+	ld hl, CDNowPlaying
+	call PrintText
+	jp TextScriptEnd

+GymMusicCdPlayer:
+	text_asm
+	ld c, BANK(Music_Gym)
+	ld a, MUSIC_GYM
+	call PlayMusic
+	ld hl, CDNowPlaying
+	call PrintText
+	jp TextScriptEnd

; pokered_crysaudio
+PalletTownMusicCdPlayer:
+	text_asm
+	ld c, 0
+	ld a, MUSIC_PALLET_TOWN
+	call PlayMusic
+	ld hl, CDNowPlaying
+	call PrintText
+	jp TextScriptEnd

+PokecenterMusicCdPlayer:
+	text_asm
+	ld c, 0
+	ld a, MUSIC_POKECENTER
+	call PlayMusic
+	ld hl, CDNowPlaying
+	call PrintText
+	jp TextScriptEnd

+GymMusicCdPlayer:
+	text_asm
+	ld c, 0
+	ld a, MUSIC_GYM
+	call PlayMusic
+	ld hl, CDNowPlaying
+	call PrintText
+	jp TextScriptEnd

Number of Musics

Any ITEM_LIST is held by wItemList, included that music list.

ram\wram.asm:

...
wGymCityName:: ds 17

wGymLeaderName:: ds NAME_LENGTH

-wItemList:: ds 16

wListPointer:: dw

; used to store pointers, but never read
wUnusedCF8D:: dw

wItemPrices:: dw

wcf91:: db ; used with a lot of things (too much to list here)

; which pokemon you selected
wWhichPokemon:: db

; if non-zero, then print item prices when displaying lists
wPrintItemPrices:: db

; type of HP bar
; $00 = enemy HUD in battle
...

So, in vanilla, this soundtrack can hold 16 musics...

Increasing wItemList:

...
wGymCityName:: ds 17

wGymLeaderName:: ds NAME_LENGTH

-wItemList:: ds 16
+	ds 16

wListPointer:: dw

; used to store pointers, but never read
wUnusedCF8D:: dw

wItemPrices:: dw

wcf91:: db ; used with a lot of things (too much to list here)

; which pokemon you selected
wWhichPokemon:: db

; if non-zero, then print item prices when displaying lists
wPrintItemPrices:: db

; type of HP bar
; $00 = enemy HUD in battle
...
...
; current map warp entries
wWarpEntries:: ds 32 * 4 ; Y, X, warp ID, map ID

; if $ff, the player's coordinates are not updated when entering the map
wDestinationWarpID:: db

-	ds 128
+wItemList:: ds 128

; number of signs in the current map (up to 16)
wNumSigns:: db

wSignCoords:: ds 16 * 2 ; Y, X
wSignTextIDs:: ds 16

; number of sprites on the current map (up to 16)
wNumSprites:: db
...
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