Changes to R9 and add R9 music

This commit is contained in:
Lucas S. Vieira 2025-02-27 14:04:56 -03:00
parent 57d96933fa
commit 6c230465aa
11 changed files with 120 additions and 25 deletions

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View file

@ -95,7 +95,8 @@ typedef enum {
BGM_DAWNCANYON = 11, BGM_DAWNCANYON = 11,
BGM_AMAZINGOCEAN = 12, BGM_AMAZINGOCEAN = 12,
BGM_EGGMANLAND = 13, BGM_EGGMANLAND = 13,
BGM_NUM_SONGS = BGM_EGGMANLAND + 1, BGM_WINDMILLISLE = 14,
BGM_NUM_SONGS = BGM_WINDMILLISLE + 1,
} BGMOption; } BGMOption;
typedef struct { typedef struct {

View file

@ -366,6 +366,9 @@
<file name="BGM003.XA" <file name="BGM003.XA"
type="xa" type="xa"
source="${PROJECT_SOURCE_DIR}/assets/bgm/BGM003.XA" /> source="${PROJECT_SOURCE_DIR}/assets/bgm/BGM003.XA" />
<file name="BGM004.XA"
type="xa"
source="${PROJECT_SOURCE_DIR}/assets/bgm/BGM004.XA" />
<file name="MNU001.XA" <file name="MNU001.XA"
type="xa" type="xa"
source="${PROJECT_SOURCE_DIR}/assets/bgm/MNU001.XA" /> source="${PROJECT_SOURCE_DIR}/assets/bgm/MNU001.XA" />

View file

@ -90,6 +90,11 @@ static const char *creditstxt[] = {
"By Richard Jacques", "By Richard Jacques",
"\r", "\r",
"Windmill Isle",
"Windmill Isle Day: Silent Dreams Remix",
"By Silent Dreams",
"\r",
/* SFX */ /* SFX */
"Sound Effects Ripping", "Sound Effects Ripping",
"luksamuk", "luksamuk",

View file

@ -1009,6 +1009,7 @@ level_play_music(uint8_t round, uint8_t act)
case 6: break; // TODO case 6: break; // TODO
case 7: break; // TODO case 7: break; // TODO
case 8: sound_bgm_play(BGM_EGGMANLAND); break; case 8: sound_bgm_play(BGM_EGGMANLAND); break;
case 9: sound_bgm_play(BGM_WINDMILLISLE); break;
default: break; default: break;
} }
} }

View file

@ -22,6 +22,8 @@ const BGMTableEntry bgm_table[] = {
{"\\BGM\\BGM003.XA;1", 0, 3900, 0}, // DCZ {"\\BGM\\BGM003.XA;1", 0, 3900, 0}, // DCZ
{"\\BGM\\BGM003.XA;1", 2, 7420, 0}, // A0Z {"\\BGM\\BGM003.XA;1", 2, 7420, 0}, // A0Z
{"\\BGM\\BGM003.XA;1", 1, 2830, 0}, // EZ {"\\BGM\\BGM003.XA;1", 1, 2830, 0}, // EZ
{"\\BGM\\BGM004.XA;1", 0, 9300, 0}, // WIZ
}; };
static CdlLOC bgm_table_locs[BGM_NUM_SONGS]; static CdlLOC bgm_table_locs[BGM_NUM_SONGS];