mirror of https://github.com/pret/pokeemerald.git
549 lines
30 KiB
C
549 lines
30 KiB
C
#ifndef GUARD_CONSTANTS_SONGS_H
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#define GUARD_CONSTANTS_SONGS_H
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// Original JP names listed on right, along with any additional notes
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#define MUS_DUMMY 0 // MUS_DUMMY
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#define SE_USE_ITEM 1 // SE_KAIFUKU
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#define SE_PC_LOGIN 2 // SE_PC_LOGIN
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#define SE_PC_OFF 3 // SE_PC_OFF
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#define SE_PC_ON 4 // SE_PC_ON
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#define SE_SELECT 5 // SE_SELECT
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#define SE_WIN_OPEN 6 // SE_WIN_OPEN
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#define SE_WALL_HIT 7 // SE_WALL_HIT
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#define SE_DOOR 8 // SE_DOOR
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#define SE_EXIT 9 // SE_KAIDAN
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#define SE_LEDGE 10 // SE_DANSA
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#define SE_BIKE_BELL 11 // SE_JITENSYA
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#define SE_NOT_EFFECTIVE 12 // SE_KOUKA_L
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#define SE_EFFECTIVE 13 // SE_KOUKA_M
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#define SE_SUPER_EFFECTIVE 14 // SE_KOUKA_H
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#define SE_BALL_OPEN 15 // SE_BOWA2
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#define SE_FAINT 16 // SE_POKE_DEAD
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#define SE_FLEE 17 // SE_NIGERU
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#define SE_SLIDING_DOOR 18 // SE_JIDO_DOA
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#define SE_SHIP 19 // SE_NAMINORI
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#define SE_BANG 20 // SE_BAN
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#define SE_PIN 21 // SE_PIN (General "good", commonly for "!")
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#define SE_BOO 22 // SE_BOO (General "bad")
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#define SE_BALL 23 // SE_BOWA (Giving Poké Ball to nurse, Poké Ball shake, etc)
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#define SE_CONTEST_PLACE 24 // SE_JYUNI
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#define SE_A 25 // SE_A (Bard sounds)
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#define SE_I 26 // SE_I
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#define SE_U 27 // SE_U
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#define SE_E 28 // SE_E
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#define SE_O 29 // SE_O
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#define SE_N 30 // SE_N
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#define SE_SUCCESS 31 // SE_SEIKAI
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#define SE_FAILURE 32 // SE_HAZURE
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#define SE_EXP 33 // SE_EXP
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#define SE_BIKE_HOP 34 // SE_JITE_PYOKO
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#define SE_SWITCH 35 // SE_MU_PACHI
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#define SE_CLICK 36 // SE_TK_KASYA
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#define SE_FU_ZAKU 37 // SE_FU_ZAKU (Unknown purpose, unused)
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#define SE_CONTEST_CONDITION_LOSE 38 // SE_FU_ZAKU2
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#define SE_LAVARIDGE_FALL_WARP 39 // SE_FU_ZUZUZU
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#define SE_ICE_STAIRS 40 // SE_RU_GASHIN
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#define SE_ICE_BREAK 41 // SE_RU_GASYAN
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#define SE_ICE_CRACK 42 // SE_RU_BARI
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#define SE_FALL 43 // SE_RU_HYUU
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#define SE_UNLOCK 44 // SE_KI_GASYAN
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#define SE_WARP_IN 45 // SE_TK_WARPIN
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#define SE_WARP_OUT 46 // SE_TK_WARPOUT
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#define SE_REPEL 47 // SE_TU_SAA
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#define SE_ROTATING_GATE 48 // SE_HI_TURUN
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#define SE_TRUCK_MOVE 49 // SE_TRACK_MOVE
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#define SE_TRUCK_STOP 50 // SE_TRACK_STOP
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#define SE_TRUCK_UNLOAD 51 // SE_TRACK_HAIKI
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#define SE_TRUCK_DOOR 52 // SE_TRACK_DOOR
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#define SE_BERRY_BLENDER 53 // SE_MOTER
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#define SE_CARD 54 // SE_CARD (Unused, different from the RS card SE)
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#define SE_SAVE 55 // SE_SAVE
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#define SE_BALL_BOUNCE_1 56 // SE_KON
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#define SE_BALL_BOUNCE_2 57 // SE_KON2
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#define SE_BALL_BOUNCE_3 58 // SE_KON3
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#define SE_BALL_BOUNCE_4 59 // SE_KON4
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#define SE_BALL_TRADE 60 // SE_SUIKOMU
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#define SE_BALL_THROW 61 // SE_NAGERU
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#define SE_NOTE_C 62 // SE_TOY_C
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#define SE_NOTE_D 63 // SE_TOY_D
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#define SE_NOTE_E 64 // SE_TOY_E
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#define SE_NOTE_F 65 // SE_TOY_F
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#define SE_NOTE_G 66 // SE_TOY_G
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#define SE_NOTE_A 67 // SE_TOY_A
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#define SE_NOTE_B 68 // SE_TOY_B
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#define SE_NOTE_C_HIGH 69 // SE_TOY_C1
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#define SE_PUDDLE 70 // SE_MIZU
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#define SE_BRIDGE_WALK 71 // SE_HASHI
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#define SE_ITEMFINDER 72 // SE_DAUGI
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#define SE_DING_DONG 73 // SE_PINPON
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#define SE_BALLOON_RED 74 // SE_FUUSEN1
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#define SE_BALLOON_BLUE 75 // SE_FUUSEN2
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#define SE_BALLOON_YELLOW 76 // SE_FUUSEN3
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#define SE_BREAKABLE_DOOR 77 // SE_TOY_KABE
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#define SE_MUD_BALL 78 // SE_TOY_DANGO
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#define SE_FIELD_POISON 79 // SE_DOKU
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#define SE_ESCALATOR 80 // SE_ESUKA
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#define SE_THUNDERSTORM 81 // SE_T_AME
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#define SE_THUNDERSTORM_STOP 82 // SE_T_AME_E
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#define SE_DOWNPOUR 83 // SE_T_OOAME
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#define SE_DOWNPOUR_STOP 84 // SE_T_OOAME_E
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#define SE_RAIN 85 // SE_T_KOAME
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#define SE_RAIN_STOP 86 // SE_T_KOAME_E
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#define SE_THUNDER 87 // SE_T_KAMI
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#define SE_THUNDER2 88 // SE_T_KAMI2
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#define SE_ELEVATOR 89 // SE_ELEBETA
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#define SE_LOW_HEALTH 90 // SE_HINSI
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#define SE_EXP_MAX 91 // SE_EXPMAX
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#define SE_ROULETTE_BALL 92 // SE_TAMAKORO
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#define SE_ROULETTE_BALL2 93 // SE_TAMAKORO_E
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#define SE_TAILLOW_WING_FLAP 94 // SE_BASABASA
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#define SE_SHOP 95 // SE_REGI
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#define SE_CONTEST_HEART 96 // SE_C_GAJI
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#define SE_CONTEST_CURTAIN_RISE 97 // SE_C_MAKU_U
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#define SE_CONTEST_CURTAIN_FALL 98 // SE_C_MAKU_D
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#define SE_CONTEST_ICON_CHANGE 99 // SE_C_PASI
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#define SE_CONTEST_ICON_CLEAR 100 // SE_C_SYU
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#define SE_CONTEST_MONS_TURN 101 // SE_C_PIKON
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#define SE_SHINY 102 // SE_REAPOKE
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#define SE_INTRO_BLAST 103 // SE_OP_BASYU
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#define SE_MUGSHOT 104 // SE_BT_START
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#define SE_APPLAUSE 105 // SE_DENDOU
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#define SE_VEND 106 // SE_JIHANKI
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#define SE_ORB 107 // SE_TAMA
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#define SE_DEX_SCROLL 108 // SE_Z_SCROLL
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#define SE_DEX_PAGE 109 // SE_Z_PAGE
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#define SE_POKENAV_ON 110 // SE_PN_ON
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#define SE_POKENAV_OFF 111 // SE_PN_OFF
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#define SE_DEX_SEARCH 112 // SE_Z_SEARCH
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#define SE_EGG_HATCH 113 // SE_TAMAGO
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#define SE_BALL_TRAY_ENTER 114 // SE_TB_START
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#define SE_BALL_TRAY_BALL 115 // SE_TB_KON
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#define SE_BALL_TRAY_EXIT 116 // SE_TB_KARA
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#define SE_GLASS_FLUTE 117 // SE_BIDORO
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// Move SFX
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#define SE_M_THUNDERBOLT 118 // SE_W085
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#define SE_M_THUNDERBOLT2 119 // SE_W085B
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#define SE_M_HARDEN 120 // SE_W231
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#define SE_M_NIGHTMARE 121 // SE_W171
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#define SE_M_VITAL_THROW 122 // SE_W233
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#define SE_M_VITAL_THROW2 123 // SE_W233B
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#define SE_M_BUBBLE 124 // SE_W145
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#define SE_M_BUBBLE2 125 // SE_W145B
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#define SE_M_BUBBLE3 126 // SE_W145C
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#define SE_M_RAIN_DANCE 127 // SE_W240
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#define SE_M_CUT 128 // SE_W015
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#define SE_M_STRING_SHOT 129 // SE_W081
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#define SE_M_STRING_SHOT2 130 // SE_W081B
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#define SE_M_ROCK_THROW 131 // SE_W088
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#define SE_M_GUST 132 // SE_W016
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#define SE_M_GUST2 133 // SE_W016B
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#define SE_M_DOUBLE_SLAP 134 // SE_W003
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#define SE_M_DOUBLE_TEAM 135 // SE_W104
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#define SE_M_RAZOR_WIND 136 // SE_W013
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#define SE_M_ICY_WIND 137 // SE_W196
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#define SE_M_THUNDER_WAVE 138 // SE_W086
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#define SE_M_COMET_PUNCH 139 // SE_W004
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#define SE_M_MEGA_KICK 140 // SE_W025
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#define SE_M_MEGA_KICK2 141 // SE_W025B
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#define SE_M_CRABHAMMER 142 // SE_W152
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#define SE_M_JUMP_KICK 143 // SE_W026
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#define SE_M_FLAME_WHEEL 144 // SE_W172
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#define SE_M_FLAME_WHEEL2 145 // SE_W172B
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#define SE_M_FLAMETHROWER 146 // SE_W053
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#define SE_M_FIRE_PUNCH 147 // SE_W007
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#define SE_M_TOXIC 148 // SE_W092
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#define SE_M_SACRED_FIRE 149 // SE_W221
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#define SE_M_SACRED_FIRE2 150 // SE_W221B
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#define SE_M_EMBER 151 // SE_W052
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#define SE_M_TAKE_DOWN 152 // SE_W036
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#define SE_M_BLIZZARD 153 // SE_W059
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#define SE_M_BLIZZARD2 154 // SE_W059B
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#define SE_M_SCRATCH 155 // SE_W010
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#define SE_M_VICEGRIP 156 // SE_W011
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#define SE_M_WING_ATTACK 157 // SE_W017
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#define SE_M_FLY 158 // SE_W019
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#define SE_M_SAND_ATTACK 159 // SE_W028
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#define SE_M_RAZOR_WIND2 160 // SE_W013B
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#define SE_M_BITE 161 // SE_W044
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#define SE_M_HEADBUTT 162 // SE_W029
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#define SE_M_SURF 163 // SE_W057
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#define SE_M_HYDRO_PUMP 164 // SE_W056
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#define SE_M_WHIRLPOOL 165 // SE_W250
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#define SE_M_HORN_ATTACK 166 // SE_W030
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#define SE_M_TAIL_WHIP 167 // SE_W039
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#define SE_M_MIST 168 // SE_W054
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#define SE_M_POISON_POWDER 169 // SE_W077
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#define SE_M_BIND 170 // SE_W020
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#define SE_M_DRAGON_RAGE 171 // SE_W082
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#define SE_M_SING 172 // SE_W047
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#define SE_M_PERISH_SONG 173 // SE_W195
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#define SE_M_PAY_DAY 174 // SE_W006
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#define SE_M_DIG 175 // SE_W091
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#define SE_M_DIZZY_PUNCH 176 // SE_W146
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#define SE_M_SELF_DESTRUCT 177 // SE_W120
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#define SE_M_EXPLOSION 178 // SE_W153
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#define SE_M_ABSORB_2 179 // SE_W071B
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#define SE_M_ABSORB 180 // SE_W071
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#define SE_M_SCREECH 181 // SE_W103
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#define SE_M_BUBBLE_BEAM 182 // SE_W062
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#define SE_M_BUBBLE_BEAM2 183 // SE_W062B
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#define SE_M_SUPERSONIC 184 // SE_W048
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#define SE_M_BELLY_DRUM 185 // SE_W187
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#define SE_M_METRONOME 186 // SE_W118
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#define SE_M_BONEMERANG 187 // SE_W155
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#define SE_M_LICK 188 // SE_W122
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#define SE_M_PSYBEAM 189 // SE_W060
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#define SE_M_FAINT_ATTACK 190 // SE_W185
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#define SE_M_SWORDS_DANCE 191 // SE_W014
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#define SE_M_LEER 192 // SE_W043
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#define SE_M_SWAGGER 193 // SE_W207
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#define SE_M_SWAGGER2 194 // SE_W207B
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#define SE_M_HEAL_BELL 195 // SE_W215
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#define SE_M_CONFUSE_RAY 196 // SE_W109
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#define SE_M_SNORE 197 // SE_W173
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#define SE_M_BRICK_BREAK 198 // SE_W280
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#define SE_M_GIGA_DRAIN 199 // SE_W202
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#define SE_M_PSYBEAM2 200 // SE_W060B
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#define SE_M_SOLAR_BEAM 201 // SE_W076
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#define SE_M_PETAL_DANCE 202 // SE_W080
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#define SE_M_TELEPORT 203 // SE_W100
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#define SE_M_MINIMIZE 204 // SE_W107
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#define SE_M_SKETCH 205 // SE_W166
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#define SE_M_SWIFT 206 // SE_W129
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#define SE_M_REFLECT 207 // SE_W115
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#define SE_M_BARRIER 208 // SE_W112
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#define SE_M_DETECT 209 // SE_W197
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#define SE_M_LOCK_ON 210 // SE_W199
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#define SE_M_MOONLIGHT 211 // SE_W236
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#define SE_M_CHARM 212 // SE_W204
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#define SE_M_CHARGE 213 // SE_W268
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#define SE_M_STRENGTH 214 // SE_W070
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#define SE_M_HYPER_BEAM 215 // SE_W063
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#define SE_M_WATERFALL 216 // SE_W127
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#define SE_M_REVERSAL 217 // SE_W179
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#define SE_M_ACID_ARMOR 218 // SE_W151
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#define SE_M_SANDSTORM 219 // SE_W201
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#define SE_M_TRI_ATTACK 220 // SE_W161
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#define SE_M_TRI_ATTACK2 221 // SE_W161B
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#define SE_M_ENCORE 222 // SE_W227
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#define SE_M_ENCORE2 223 // SE_W227B
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#define SE_M_BATON_PASS 224 // SE_W226
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#define SE_M_MILK_DRINK 225 // SE_W208
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#define SE_M_ATTRACT 226 // SE_W213
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#define SE_M_ATTRACT2 227 // SE_W213B
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#define SE_M_MORNING_SUN 228 // SE_W234
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#define SE_M_FLATTER 229 // SE_W260
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#define SE_M_SAND_TOMB 230 // SE_W328
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#define SE_M_GRASSWHISTLE 231 // SE_W320
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#define SE_M_SPIT_UP 232 // SE_W255
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#define SE_M_DIVE 233 // SE_W291
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#define SE_M_EARTHQUAKE 234 // SE_W089
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#define SE_M_TWISTER 235 // SE_W239
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#define SE_M_SWEET_SCENT 236 // SE_W230
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#define SE_M_YAWN 237 // SE_W281
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#define SE_M_SKY_UPPERCUT 238 // SE_W327
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#define SE_M_STAT_INCREASE 239 // SE_W287
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#define SE_M_HEAT_WAVE 240 // SE_W257
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#define SE_M_UPROAR 241 // SE_W253
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#define SE_M_HAIL 242 // SE_W258
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#define SE_M_COSMIC_POWER 243 // SE_W322
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#define SE_M_TEETER_DANCE 244 // SE_W298
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#define SE_M_STAT_DECREASE 245 // SE_W287B
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#define SE_M_HAZE 246 // SE_W114
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#define SE_M_HYPER_BEAM2 247 // SE_W063B
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// FRLG SFX
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#define SE_RG_DOOR 248 // SE_RG_W_DOOR
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#define SE_RG_CARD_FLIP 249 // SE_RG_CARD1
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#define SE_RG_CARD_FLIPPING 250 // SE_RG_CARD2
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#define SE_RG_CARD_OPEN 251 // SE_RG_CARD3
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#define SE_RG_BAG_CURSOR 252 // SE_RG_BAG1
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#define SE_RG_BAG_POCKET 253 // SE_RG_BAG2
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#define SE_RG_BALL_CLICK 254 // SE_RG_GETTING
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#define SE_RG_SHOP 255 // SE_RG_SHOP
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#define SE_RG_SS_ANNE_HORN 256 // SE_RG_KITEKI
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#define SE_RG_HELP_OPEN 257 // SE_RG_HELP_OP
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#define SE_RG_HELP_CLOSE 258 // SE_RG_HELP_CL
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#define SE_RG_HELP_ERROR 259 // SE_RG_HELP_NG
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#define SE_RG_DEOXYS_MOVE 260 // SE_RG_DEOMOV
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#define SE_RG_POKE_JUMP_SUCCESS 261 // SE_RG_EXCELLENT
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#define SE_RG_POKE_JUMP_FAILURE 262 // SE_RG_NAWAMISS
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// New Emerald SFX
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#define SE_POKENAV_CALL 263 // SE_TOREEYE
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#define SE_POKENAV_HANG_UP 264 // SE_TOREOFF
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#define SE_ARENA_TIMEUP1 265 // SE_HANTEI1
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#define SE_ARENA_TIMEUP2 266 // SE_HANTEI2
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#define SE_PIKE_CURTAIN_CLOSE 267 // SE_CURTAIN
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#define SE_PIKE_CURTAIN_OPEN 268 // SE_CURTAIN1
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#define SE_SUDOWOODO_SHAKE 269 // SE_USSOKI
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// Music
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#define MUS_LITTLEROOT_TEST 350 // MUS_TETSUJI // Unused, likely a test track.
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#define MUS_GSC_ROUTE38 351 // MUS_FIELD13 // Unused, likely a test track.
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#define MUS_CAUGHT 352 // MUS_KACHI22
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#define MUS_VICTORY_WILD 353 // MUS_KACHI2
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#define MUS_VICTORY_GYM_LEADER 354 // MUS_KACHI3 // Also used in Frontier Brain victories.
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#define MUS_VICTORY_LEAGUE 355 // MUS_KACHI5
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#define MUS_C_COMM_CENTER 356 // MUS_PCC // Unused, likely a test track.
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#define MUS_GSC_PEWTER 357 // MUS_NIBI // Used in unused Contest Halls.
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#define MUS_C_VS_LEGEND_BEAST 358 // MUS_SUIKUN // Unused, likely a test track.
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#define MUS_ROUTE101 359 // MUS_DOORO1 // Also used in Routes 102 and 103.
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#define MUS_ROUTE110 360 // MUS_DOORO_X1 // Also used in Routes 112, 114, 117, 111's non-desert section and 118's west half.
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#define MUS_ROUTE120 361 // MUS_DOORO_X3 // Also used in Routes 121, 124, 125, 126, 127 and 128.
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#define MUS_PETALBURG 362 // MUS_MACHI_S2 // Also used in Mr. Briney's House and Pretty Petal Flower Shop.
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#define MUS_OLDALE 363 // MUS_MACHI_S4 // Also used in Lavaridge Town.
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#define MUS_GYM 364 // MUS_GIM
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#define MUS_SURF 365 // MUS_NAMINORI
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#define MUS_PETALBURG_WOODS 366 // MUS_DAN01 // Also used in Artisan Cave, Fiery Path, Granite Cave, Jagged Pass, Marine Cave, Rusturf Tunnel, Scorched Slab and Terra Cave.
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#define MUS_LEVEL_UP 367 // MUS_FANFA1
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#define MUS_HEAL 368 // MUS_ME_ASA
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#define MUS_OBTAIN_BADGE 369 // MUS_ME_BACHI
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#define MUS_OBTAIN_ITEM 370 // MUS_FANFA4
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#define MUS_EVOLVED 371 // MUS_FANFA5 // Also used in egg hatching, trades and upon catching.
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#define MUS_OBTAIN_TMHM 372 // MUS_ME_WAZA
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#define MUS_LILYCOVE_MUSEUM 373 // MUS_BIJYUTU // Also used in the Battle Frontier's Ranking Hall.
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#define MUS_ROUTE122 374 // MUS_DOORO_X4 // Also used in Route 123 and Birch's intro speech.
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#define MUS_OCEANIC_MUSEUM 375 // MUS_FUNE_KAN
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#define MUS_EVOLUTION_INTRO 376 // MUS_ME_SHINKA // Also used in egg hatching.
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#define MUS_EVOLUTION 377 // MUS_SHINKA // Also used in egg hatching and trades.
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#define MUS_MOVE_DELETED 378 // MUS_ME_WASURE
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#define MUS_ENCOUNTER_GIRL 379 // MUS_SYOUJOEYE
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#define MUS_ENCOUNTER_MALE 380 // MUS_BOYEYE
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#define MUS_ABANDONED_SHIP 381 // MUS_DAN02 // Also used in Faraway and Southern Islands.
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#define MUS_FORTREE 382 // MUS_MACHI_S3 // Also used in Secret Bases and the Safari Zone's entrance.
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#define MUS_BIRCH_LAB 383 // MUS_ODAMAKI
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#define MUS_B_TOWER_RS 384 // MUS_B_TOWER // Used in Battle Tents, Trainer Hill and Battle Frontier's lounges and Exchange Service Corner.
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#define MUS_ENCOUNTER_SWIMMER 385 // MUS_SWIMEYE
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#define MUS_CAVE_OF_ORIGIN 386 // MUS_DAN03 // Also used in Meteor Falls.
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#define MUS_OBTAIN_BERRY 387 // MUS_ME_KINOMI
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#define MUS_AWAKEN_LEGEND 388 // MUS_ME_TAMA
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#define MUS_SLOTS_JACKPOT 389 // MUS_ME_B_BIG // Also used in the Roulette.
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#define MUS_SLOTS_WIN 390 // MUS_ME_B_SMALL // Also used in the Roulette.
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#define MUS_TOO_BAD 391 // MUS_ME_ZANNEN
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#define MUS_ROULETTE 392 // MUS_BD_TIME
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#define MUS_LINK_CONTEST_P1 393 // MUS_TEST1
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#define MUS_LINK_CONTEST_P2 394 // MUS_TEST2
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#define MUS_LINK_CONTEST_P3 395 // MUS_TEST3
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#define MUS_LINK_CONTEST_P4 396 // MUS_TEST4
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#define MUS_ENCOUNTER_RICH 397 // MUS_TEST
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#define MUS_VERDANTURF 398 // MUS_GOMACHI0
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#define MUS_RUSTBORO 399 // MUS_GOTOWN // Also used in Mauville City, Mossdeep City, Daycare, Weather Institute and several Route houses.
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#define MUS_POKE_CENTER 400 // MUS_POKECEN // Also used in the Pokémon League's lobby.
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#define MUS_ROUTE104 401 // MUS_NEXTROAD // Also used in Routes 105, 106, 107, 108, 109, 115 and 116.
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#define MUS_ROUTE119 402 // MUS_GRANROAD // Also used in Routes 129, 130, 131, 132, 133, 134 and 118's east half.
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#define MUS_CYCLING 403 // MUS_CYCLING
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#define MUS_POKE_MART 404 // MUS_FRIENDLY // Also used in Lilycove's Department Store.
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#define MUS_LITTLEROOT 405 // MUS_MISHIRO
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#define MUS_MT_CHIMNEY 406 // MUS_TOZAN // Also used in Desert Underpass, Mirage Tower, Seafloor Cavern and Sky Pillar.
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#define MUS_ENCOUNTER_FEMALE 407 // MUS_GIRLEYE
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#define MUS_LILYCOVE 408 // MUS_MINAMO // Also used in Pacifidlog Town and the Diving Treasure Hunter's house.
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#define MUS_DESERT 409 // MUS_ASHROAD
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#define MUS_HELP 410 // MUS_EVENT0
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#define MUS_UNDERWATER 411 // MUS_DEEPDEEP
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#define MUS_VICTORY_TRAINER 412 // MUS_KACHI1
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#define MUS_TITLE 413 // MUS_TITLE3
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#define MUS_INTRO 414 // MUS_DEMO1
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#define MUS_ENCOUNTER_MAY 415 // MUS_GIRL_SUP
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#define MUS_ENCOUNTER_INTENSE 416 // MUS_HAGESHII
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#define MUS_ENCOUNTER_COOL 417 // MUS_KAKKOII
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#define MUS_ROUTE113 418 // MUS_KAZANBAI
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#define MUS_ENCOUNTER_AQUA 419 // MUS_AQA_0
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#define MUS_FOLLOW_ME 420 // MUS_TSURETEK
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#define MUS_ENCOUNTER_BRENDAN 421 // MUS_BOY_SUP
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#define MUS_EVER_GRANDE 422 // MUS_RAINBOW // Also used in link rooms.
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#define MUS_ENCOUNTER_SUSPICIOUS 423 // MUS_AYASII
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#define MUS_VICTORY_AQUA_MAGMA 424 // MUS_KACHI4
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#define MUS_CABLE_CAR 425 // MUS_ROPEWAY
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#define MUS_GAME_CORNER 426 // MUS_CASINO
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#define MUS_DEWFORD 427 // MUS_HIGHTOWN // Also used in Route 109's Seashore house.
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#define MUS_SAFARI_ZONE 428 // MUS_SAFARI
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#define MUS_VICTORY_ROAD 429 // MUS_C_ROAD // Also used in Pokémon League's E4/Champion rooms and halls.
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#define MUS_AQUA_MAGMA_HIDEOUT 430 // MUS_AJITO
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#define MUS_SAILING 431 // MUS_M_BOAT
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#define MUS_MT_PYRE 432 // MUS_M_DUNGON // Also used in New Mauville and Shoal Cave.
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#define MUS_SLATEPORT 433 // MUS_FINECITY // Also used in Cycling Road's entrances.
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#define MUS_MT_PYRE_EXTERIOR 434 // MUS_MACHUPI
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#define MUS_SCHOOL 435 // MUS_P_SCHOOL
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#define MUS_HALL_OF_FAME 436 // MUS_DENDOU
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#define MUS_FALLARBOR 437 // MUS_TONEKUSA // Also used in Route 114's houses.
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#define MUS_SEALED_CHAMBER 438 // MUS_MABOROSI // Also used in Ancient Tomb, Desert Ruins and Island Cave.
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#define MUS_CONTEST_WINNER 439 // MUS_CON_FAN
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#define MUS_CONTEST 440 // MUS_CONTEST0
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#define MUS_ENCOUNTER_MAGMA 441 // MUS_MGM0
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#define MUS_INTRO_BATTLE 442 // MUS_T_BATTLE
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#define MUS_ABNORMAL_WEATHER 443 // MUS_OOAME // Replaces MUS_WEATHER_KYOGRE from R/S.
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#define MUS_WEATHER_GROUDON 444 // MUS_HIDERI // Unused, from R/S.
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#define MUS_SOOTOPOLIS 445 // MUS_RUNECITY
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#define MUS_CONTEST_RESULTS 446 // MUS_CON_K
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#define MUS_HALL_OF_FAME_ROOM 447 // MUS_EIKOU_R
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#define MUS_TRICK_HOUSE 448 // MUS_KARAKURI
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#define MUS_ENCOUNTER_TWINS 449 // MUS_HUTAGO
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#define MUS_ENCOUNTER_ELITE_FOUR 450 // MUS_SITENNOU
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#define MUS_ENCOUNTER_HIKER 451 // MUS_YAMA_EYE
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#define MUS_CONTEST_LOBBY 452 // MUS_CONLOBBY
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#define MUS_ENCOUNTER_INTERVIEWER 453 // MUS_INTER_V // Also used during Petalburg City report at the beginning of the game.
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#define MUS_ENCOUNTER_CHAMPION 454 // MUS_DAIGO
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#define MUS_CREDITS 455 // MUS_THANKFOR
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#define MUS_END 456 // MUS_END
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#define MUS_B_FRONTIER 457 // MUS_B_FRONTIER
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#define MUS_B_ARENA 458 // MUS_B_ARENA
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#define MUS_OBTAIN_B_POINTS 459 // MUS_ME_POINTGET
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#define MUS_REGISTER_MATCH_CALL 460 // MUS_ME_TORE_EYE
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#define MUS_B_PYRAMID 461 // MUS_PYRAMID
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#define MUS_B_PYRAMID_TOP 462 // MUS_PYRAMID_TOP
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#define MUS_B_PALACE 463 // MUS_B_PALACE
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#define MUS_RAYQUAZA_APPEARS 464 // MUS_REKKUU_KOURIN
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#define MUS_B_TOWER 465 // MUS_SATTOWER
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#define MUS_OBTAIN_SYMBOL 466 // MUS_ME_SYMBOLGET
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#define MUS_B_DOME 467 // MUS_B_DOME
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#define MUS_B_PIKE 468 // MUS_B_TUBE
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#define MUS_B_FACTORY 469 // MUS_B_FACTORY
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#define MUS_VS_RAYQUAZA 470 // MUS_VS_REKKU // Identical to MUS_VS_KYOGRE_GROUDON.
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#define MUS_VS_FRONTIER_BRAIN 471 // MUS_VS_FRONT
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#define MUS_VS_MEW 472 // MUS_VS_MEW
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#define MUS_B_DOME_LOBBY 473 // MUS_B_DOME1
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#define MUS_VS_WILD 474 // MUS_BATTLE27
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#define MUS_VS_AQUA_MAGMA 475 // MUS_BATTLE31
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#define MUS_VS_TRAINER 476 // MUS_BATTLE20
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#define MUS_VS_GYM_LEADER 477 // MUS_BATTLE32
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#define MUS_VS_CHAMPION 478 // MUS_BATTLE33
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#define MUS_VS_REGI 479 // MUS_BATTLE36
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#define MUS_VS_KYOGRE_GROUDON 480 // MUS_BATTLE34
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#define MUS_VS_RIVAL 481 // MUS_BATTLE35
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#define MUS_VS_ELITE_FOUR 482 // MUS_BATTLE38
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#define MUS_VS_AQUA_MAGMA_LEADER 483 // MUS_BATTLE30
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// FRLG Music
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#define MUS_RG_FOLLOW_ME 484 // MUS_RG_ANNAI
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#define MUS_RG_GAME_CORNER 485 // MUS_RG_SLOT
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#define MUS_RG_ROCKET_HIDEOUT 486 // MUS_RG_AJITO
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#define MUS_RG_GYM 487 // MUS_RG_GYM
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#define MUS_RG_JIGGLYPUFF 488 // MUS_RG_PURIN
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#define MUS_RG_INTRO_FIGHT 489 // MUS_RG_DEMO
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#define MUS_RG_TITLE 490 // MUS_RG_TITLE
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#define MUS_RG_CINNABAR 491 // MUS_RG_GUREN
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#define MUS_RG_LAVENDER 492 // MUS_RG_SHION
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#define MUS_RG_HEAL 493 // MUS_RG_KAIHUKU
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#define MUS_RG_CYCLING 494 // MUS_RG_CYCLING
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#define MUS_RG_ENCOUNTER_ROCKET 495 // MUS_RG_ROCKET
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#define MUS_RG_ENCOUNTER_GIRL 496 // MUS_RG_SHOUJO
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#define MUS_RG_ENCOUNTER_BOY 497 // MUS_RG_SHOUNEN
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#define MUS_RG_HALL_OF_FAME 498 // MUS_RG_DENDOU
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#define MUS_RG_VIRIDIAN_FOREST 499 // MUS_RG_T_MORI
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#define MUS_RG_MT_MOON 500 // MUS_RG_OTSUKIMI
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#define MUS_RG_POKE_MANSION 501 // MUS_RG_POKEYASHI
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#define MUS_RG_CREDITS 502 // MUS_RG_ENDING
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#define MUS_RG_ROUTE1 503 // MUS_RG_LOAD01
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#define MUS_RG_ROUTE24 504 // MUS_RG_OPENING
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#define MUS_RG_ROUTE3 505 // MUS_RG_LOAD02
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#define MUS_RG_ROUTE11 506 // MUS_RG_LOAD03
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#define MUS_RG_VICTORY_ROAD 507 // MUS_RG_CHAMP_R
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#define MUS_RG_VS_GYM_LEADER 508 // MUS_RG_VS_GYM
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#define MUS_RG_VS_TRAINER 509 // MUS_RG_VS_TORE
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#define MUS_RG_VS_WILD 510 // MUS_RG_VS_YASEI
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#define MUS_RG_VS_CHAMPION 511 // MUS_RG_VS_LAST
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#define MUS_RG_PALLET 512 // MUS_RG_MASARA
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#define MUS_RG_OAK_LAB 513 // MUS_RG_KENKYU
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#define MUS_RG_OAK 514 // MUS_RG_OHKIDO
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#define MUS_RG_POKE_CENTER 515 // MUS_RG_POKECEN
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#define MUS_RG_SS_ANNE 516 // MUS_RG_SANTOAN
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#define MUS_RG_SURF 517 // MUS_RG_NAMINORI
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#define MUS_RG_POKE_TOWER 518 // MUS_RG_P_TOWER
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#define MUS_RG_SILPH 519 // MUS_RG_SHIRUHU
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#define MUS_RG_FUCHSIA 520 // MUS_RG_HANADA
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#define MUS_RG_CELADON 521 // MUS_RG_TAMAMUSI
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#define MUS_RG_VICTORY_TRAINER 522 // MUS_RG_WIN_TRE // Identical to MUS_VICTORY_TRAINER.
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#define MUS_RG_VICTORY_WILD 523 // MUS_RG_WIN_YASEI // Identical to MUS_VICTORY_WILD.
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#define MUS_RG_VICTORY_GYM_LEADER 524 // MUS_RG_WIN_GYM // Identical to MUS_VICTORY_GYM_LEADER.
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#define MUS_RG_VERMILLION 525 // MUS_RG_KUCHIBA
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#define MUS_RG_PEWTER 526 // MUS_RG_NIBI
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#define MUS_RG_ENCOUNTER_RIVAL 527 // MUS_RG_RIVAL1
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#define MUS_RG_RIVAL_EXIT 528 // MUS_RG_RIVAL2
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#define MUS_RG_DEX_RATING 529 // MUS_RG_FAN2
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#define MUS_RG_OBTAIN_KEY_ITEM 530 // MUS_RG_FAN5
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#define MUS_RG_CAUGHT_INTRO 531 // MUS_RG_FAN6
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#define MUS_RG_PHOTO 532 // MUS_ME_RG_PHOTO
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#define MUS_RG_GAME_FREAK 533 // MUS_RG_TITLEROG
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#define MUS_RG_CAUGHT 534 // MUS_RG_GET_YASEI
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#define MUS_RG_NEW_GAME_INSTRUCT 535 // MUS_RG_SOUSA
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#define MUS_RG_NEW_GAME_INTRO 536 // MUS_RG_SEKAIKAN
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#define MUS_RG_NEW_GAME_EXIT 537 // MUS_RG_SEIBETU
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#define MUS_RG_POKE_JUMP 538 // MUS_RG_JUMP
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#define MUS_RG_UNION_ROOM 539 // MUS_RG_UNION
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#define MUS_RG_NET_CENTER 540 // MUS_RG_NETWORK
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#define MUS_RG_MYSTERY_GIFT 541 // MUS_RG_OKURIMONO
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#define MUS_RG_BERRY_PICK 542 // MUS_RG_KINOMIKUI
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#define MUS_RG_SEVII_CAVE 543 // MUS_RG_NANADUNGEON // Identical to MUS_RG_MT_MOON.
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#define MUS_RG_TEACHY_TV_SHOW 544 // MUS_RG_OSHIE_TV // Identical to MUS_RG_FOLLOW_ME.
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#define MUS_RG_SEVII_ROUTE 545 // MUS_RG_NANASHIMA
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#define MUS_RG_SEVII_DUNGEON 546 // MUS_RG_NANAISEKI // Identical to MUS_RG_VIRIDIAN_FOREST.
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#define MUS_RG_SEVII_123 547 // MUS_RG_NANA123 // Identical to MUS_RG_PEWTER
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#define MUS_RG_SEVII_45 548 // MUS_RG_NANA45
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#define MUS_RG_SEVII_67 549 // MUS_RG_NANA67
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#define MUS_RG_POKE_FLUTE 550 // MUS_RG_POKEFUE
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#define MUS_RG_VS_DEOXYS 551 // MUS_RG_VS_DEO
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#define MUS_RG_VS_MEWTWO 552 // MUS_RG_VS_MYU2
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#define MUS_RG_VS_LEGEND 553 // MUS_RG_VS_DEN
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#define MUS_RG_ENCOUNTER_GYM_LEADER 554 // MUS_RG_EXEYE
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#define MUS_RG_ENCOUNTER_DEOXYS 555 // MUS_RG_DEOEYE
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#define MUS_RG_TRAINER_TOWER 556 // MUS_RG_T_TOWER
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#define MUS_RG_SLOW_PALLET 557 // MUS_RG_SLOWMASARA
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#define MUS_RG_TEACHY_TV_MENU 558 // MUS_RG_TVNOIZE
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|
|
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#define PH_TRAP_BLEND 559
|
|
#define PH_TRAP_HELD 560
|
|
#define PH_TRAP_SOLO 561
|
|
#define PH_FACE_BLEND 562
|
|
#define PH_FACE_HELD 563
|
|
#define PH_FACE_SOLO 564
|
|
#define PH_CLOTH_BLEND 565
|
|
#define PH_CLOTH_HELD 566
|
|
#define PH_CLOTH_SOLO 567
|
|
#define PH_DRESS_BLEND 568
|
|
#define PH_DRESS_HELD 569
|
|
#define PH_DRESS_SOLO 570
|
|
#define PH_FLEECE_BLEND 571
|
|
#define PH_FLEECE_HELD 572
|
|
#define PH_FLEECE_SOLO 573
|
|
#define PH_KIT_BLEND 574
|
|
#define PH_KIT_HELD 575
|
|
#define PH_KIT_SOLO 576
|
|
#define PH_PRICE_BLEND 577
|
|
#define PH_PRICE_HELD 578
|
|
#define PH_PRICE_SOLO 579
|
|
#define PH_LOT_BLEND 580
|
|
#define PH_LOT_HELD 581
|
|
#define PH_LOT_SOLO 582
|
|
#define PH_GOAT_BLEND 583
|
|
#define PH_GOAT_HELD 584
|
|
#define PH_GOAT_SOLO 585
|
|
#define PH_THOUGHT_BLEND 586
|
|
#define PH_THOUGHT_HELD 587
|
|
#define PH_THOUGHT_SOLO 588
|
|
#define PH_CHOICE_BLEND 589
|
|
#define PH_CHOICE_HELD 590
|
|
#define PH_CHOICE_SOLO 591
|
|
#define PH_MOUTH_BLEND 592
|
|
#define PH_MOUTH_HELD 593
|
|
#define PH_MOUTH_SOLO 594
|
|
#define PH_FOOT_BLEND 595
|
|
#define PH_FOOT_HELD 596
|
|
#define PH_FOOT_SOLO 597
|
|
#define PH_GOOSE_BLEND 598
|
|
#define PH_GOOSE_HELD 599
|
|
#define PH_GOOSE_SOLO 600
|
|
#define PH_STRUT_BLEND 601
|
|
#define PH_STRUT_HELD 602
|
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#define PH_STRUT_SOLO 603
|
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#define PH_CURE_BLEND 604
|
|
#define PH_CURE_HELD 605
|
|
#define PH_CURE_SOLO 606
|
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#define PH_NURSE_BLEND 607
|
|
#define PH_NURSE_HELD 608
|
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#define PH_NURSE_SOLO 609
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#define MUS_ROUTE118 0x7FFF // Map is split into 2 music sections. controlled by GetCurrLocationDefaultMusic().
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#define MUS_NONE 0xFFFF
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#endif // GUARD_CONSTANTS_SONGS_H
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