Add BGM for DCZ

This commit is contained in:
Lucas S. Vieira 2024-11-16 15:14:10 -03:00
parent 9d5c717d5c
commit d95e4acb01
8 changed files with 39 additions and 23 deletions

4
assets/bgm/BGM003.txt Normal file
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@ -0,0 +1,4 @@
1 xa chaosisland2.xa 1 0
1 null
1 null
1 null

Binary file not shown.

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@ -88,7 +88,8 @@ typedef enum {
BGM_PLAYGROUND4 = 7,
BGM_GREENHILL = 8,
BGM_SURELYWOOD = 9,
BGM_NUM_SONGS = BGM_SURELYWOOD + 1,
BGM_DAWNCANYON = 10,
BGM_NUM_SONGS = BGM_DAWNCANYON + 1,
} BGMOption;
typedef struct {

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@ -265,6 +265,9 @@
<file name="BGM002.XA"
type="xa"
source="${PROJECT_SOURCE_DIR}/assets/bgm/BGM002.XA" />
<file name="BGM003.XA"
type="xa"
source="${PROJECT_SOURCE_DIR}/assets/bgm/BGM003.XA" />
<file name="MNU001.XA"
type="xa"
source="${PROJECT_SOURCE_DIR}/assets/bgm/MNU001.XA" />

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@ -67,6 +67,12 @@ static const char *creditstxt[] = {
"By pkVortex",
"\r",
"Dawn Canyon Zone",
"Chaos Island Act 2",
"From Sonic x Shadow Generations",
"By Sonic Team",
"\r",
"Level Select Theme",
"Sonic 3D Blast Main Title:",
"Youre My Hero",

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@ -22,7 +22,6 @@
extern int debug_mode;
static uint8_t level = 0;
static uint8_t music_channel = 0;
// Accessible in other source
Player player;
@ -514,6 +513,8 @@ level_load_level(screen_level_data *data)
case 5: sound_bgm_play(BGM_GREENHILL); break;
case 6:
case 7: sound_bgm_play(BGM_SURELYWOOD); break;
case 8:
case 9: sound_bgm_play(BGM_DAWNCANYON); break;
default: break;
}
}

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@ -150,7 +150,19 @@ screen_levelselect_update(void *d)
}
}
}
// Sound test movement
if(data->menu_choice == CHOICE_SOUNDTEST) {
if(pad_pressed(PAD_LEFT)) {
if(data->soundtest_selection == 0)
data->soundtest_selection = BGM_NUM_SONGS - 1;
else data->soundtest_selection--;
} else if(pad_pressed(PAD_RIGHT)) {
if(data->soundtest_selection == BGM_NUM_SONGS - 1)
data->soundtest_selection = 0;
else data->soundtest_selection++;
}
}
if(pad_pressed(PAD_DOWN))
data->menu_choice++;
@ -191,19 +203,6 @@ screen_levelselect_update(void *d)
}
}
// Sound test movement
if(data->menu_choice == CHOICE_SOUNDTEST) {
if(pad_pressed(PAD_LEFT)) {
if(data->soundtest_selection == 0)
data->soundtest_selection = BGM_NUM_SONGS - 1;
else data->soundtest_selection--;
} else if(pad_pressed(PAD_RIGHT)) {
if(data->soundtest_selection == BGM_NUM_SONGS - 1)
data->soundtest_selection = 0;
else data->soundtest_selection++;
}
}
sound_bgm_check_stop(data->music_selected);
}

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@ -7,15 +7,17 @@ const BGMTableEntry bgm_table[] = {
{"\\BGM\\MNU001.XA;1", 1, 0, 450}, // Title
{"\\BGM\\MNU001.XA;1", 2, 0, 4850}, // Credits
{"\\BGM\\EVENT001.XA;1", 0, 0, 300}, // Level clear
{"\\BGM\\EVENT001.XA;1", 0, 0, 300}, // Level clear
{"\\BGM\\BGM001.XA;1", 0, 4000, 0}, // PZ1
{"\\BGM\\BGM001.XA;1", 1, 4800, 0}, // PZ2
{"\\BGM\\BGM001.XA;1", 2, 3230, 0}, // PZ3
{"\\BGM\\BGM001.XA;1", 0, 4000, 0}, // PZ1
{"\\BGM\\BGM001.XA;1", 1, 4800, 0}, // PZ2
{"\\BGM\\BGM001.XA;1", 2, 3230, 0}, // PZ3
{"\\BGM\\BGM002.XA;1", 0, 4050, 0}, // PZ4
{"\\BGM\\BGM002.XA;1", 1, 4050, 0}, // GHZ
{"\\BGM\\BGM002.XA;1", 2, 3250, 0}, // SWZ
{"\\BGM\\BGM002.XA;1", 0, 4050, 0}, // PZ4
{"\\BGM\\BGM002.XA;1", 1, 4050, 0}, // GHZ
{"\\BGM\\BGM002.XA;1", 2, 3250, 0}, // SWZ
{"\\BGM\\BGM003.XA;1", 0, 10020, 0}, // DCZ
};
void