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	* Proof of concept for loading rom assets at runtime * Added skybox textures * Adjusted format * Load all texture assets from rom * Adjusted rom asset loading * Load all Vtx lists from rom * clean up toad, wario and his cap conflicts * Load sound samples from rom * fix toad sounds * Loaded sequences from rom * Load collisions from rom * Object animations are now loaded from the rom * Load player animations from rom * Load goddard anims from rom * whoops * fix some compile errors * drag and drop rom checker, everything works now. * fix errors due to merge conflicts * fix compile errors on windows, switch to md5 * fix vertex colors during load Co-Authored-By: Agent X <44549182+agent-11@users.noreply.github.com> * Load dialogs from rom * Loaded course/act names from rom * Loaded ingame text from rom * rerun autogen & blacklist smlua_text_utils_init * fix ttc_seg7_vertex_0700B238 colors --------- Co-authored-by: MysterD <myster@d> Co-authored-by: Agent X <44549182+agent-11@users.noreply.github.com>
		
			
				
	
	
		
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			60 lines
		
	
	
		
			No EOL
		
	
	
		
			6.6 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
#ifndef WARIO_SOUNDS_H
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#define WARIO_SOUNDS_H
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/* Wario Sound Effects */
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// A random number 0-2 is added to the sound ID before playing, producing Yah/Wah/Hoo
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#define SOUND_WARIO_YAH_WAH_HOO                 SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x00, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_HOOHOO                      SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x03, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_YAHOO                       SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x04, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_UH                          SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x05, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_HRMM                        SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x06, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_WAH2                        SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x07, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_WHOA                        SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x08, 0xC0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_EEUH                        SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x09, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_ATTACKED                    SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x0A, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_OOOF                        SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x0B, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_OOOF2                       SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x0B, 0xD0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_HERE_WE_GO                  SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x0C, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_YAWNING                     SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x0D, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_SNORING1                    SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x0E, 0x00, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_SNORING2                    SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x0F, 0x00, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_WAAAOOOW                    SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x10, 0xC0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_HAHA                        SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x11, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_HAHA_2                      SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x11, 0xF0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_UH2                         SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x13, 0xD0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_UH2_2                       SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x13, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_ON_FIRE                     SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x14, 0xA0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_DYING                       SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x15, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_PANTING_COLD                SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x16, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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// A random number 0-2 is added to the sound ID before playing
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#define SOUND_WARIO_PANTING                     SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x18, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_COUGHING1                   SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x1B, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_COUGHING2                   SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x1C, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_COUGHING3                   SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x1D, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_PUNCH_YAH                   SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x1E, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_PUNCH_HOO                   SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x1F, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_MAMA_MIA                    SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x20, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_OKEY_DOKEY                  SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x21, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unused
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#define SOUND_WARIO_GROUND_POUND_WAH            SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x22, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_DROWNING                    SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x23, 0xF0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_PUNCH_WAH                   SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x24, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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// A random number 0-4 is added to the sound ID before playing, producing one of
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// Yahoo! (60% chance), Waha! (20%), or Yippee! (20%).
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#define SOUND_WARIO_YAHOO_WAHA_YIPPEE           SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x2B, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_DOH                         SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x30, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_GAME_OVER                   SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x31, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_HELLO                       SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x32, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_PRESS_START_TO_PLAY         SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x33, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_NO_ECHO | SOUND_DISCRETE)
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#define SOUND_WARIO_TWIRL_BOUNCE                SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x34, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_SNORING3                    SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x35, 0x00, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_SO_LONGA_BOWSER             SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x36, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_IMA_TIRED                   SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x37, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_OKEY_DOKEY                  SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x21, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_WARIO_LETS_A_GO                   SOUND_ARG_LOAD(SOUND_BANK_WARIO_VOICE, 0x24, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#endif // WARIO_SOUNDS_H
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