# This file maps each sequence to a set of sound banks it needs. .include "macros.inc" .section .data .macro banks name .hword (\name - gBankSetsData) .endm glabel gBankSetsData banks bank_set_00 banks bank_set_01 banks bank_set_02 banks bank_set_03 banks bank_set_04 banks bank_set_05 banks bank_set_06 banks bank_set_07 banks bank_set_08 banks bank_set_09 banks bank_set_0A banks bank_set_0B banks bank_set_0C banks bank_set_0D banks bank_set_0E banks bank_set_0F banks bank_set_10 banks bank_set_11 banks bank_set_12 banks bank_set_13 banks bank_set_14 banks bank_set_15 banks bank_set_16 banks bank_set_17 banks bank_set_18 banks bank_set_19 banks bank_set_1A banks bank_set_1B banks bank_set_1C banks bank_set_1D banks bank_set_1E banks bank_set_1F banks bank_set_20 banks bank_set_21 .ifndef VERSION_JP banks bank_set_22 .endif bank_set_00: # SEQ_SOUND_PLAYER .byte 11, 0x0A, 0x09, 0x08, 0x07, 0x06, 0x05, 0x04, 0x03, 0x02, 0x01, 0x00 bank_set_01: # SEQ_EVENT_CUTSCENE_COLLECT_STAR .byte 1, 0x22 bank_set_02: # SEQ_MENU_TITLE_SCREEN .byte 1, 0x11 bank_set_03: # SEQ_LEVEL_GRASS .byte 1, 0x22 bank_set_04: # SEQ_LEVEL_INSIDE_CASTLE .byte 1, 0x0E bank_set_05: # SEQ_LEVEL_WATER .byte 1, 0x13 bank_set_06: # SEQ_LEVEL_HOT .byte 1, 0x0F bank_set_07: # SEQ_LEVEL_BOSS_KOOPA .byte 1, 0x12 bank_set_08: # SEQ_LEVEL_SNOW .byte 1, 0x0B bank_set_09: # SEQ_LEVEL_SLIDE .byte 1, 0x0D bank_set_0A: # SEQ_LEVEL_SPOOKY .byte 2, 0x21, 0x10 bank_set_0B: # SEQ_EVENT_PIRANHA_PLANT .byte 1, 0x14 bank_set_0C: # SEQ_LEVEL_UNDERGROUND .byte 1, 0x15 bank_set_0D: # SEQ_MENU_STAR_SELECT .byte 1, 0x16 bank_set_0E: # SEQ_EVENT_POWERUP .byte 1, 0x17 bank_set_0F: # SEQ_EVENT_METAL_CAP .byte 1, 0x18 bank_set_10: # SEQ_EVENT_KOOPA_MESSAGE .byte 1, 0x12 bank_set_11: # SEQ_LEVEL_KOOPA_ROAD .byte 1, 0x19 bank_set_12: # SEQ_EVENT_HIGH_SCORE .byte 1, 0x1F bank_set_13: # SEQ_EVENT_MERRY_GO_ROUND .byte 1, 0x21 bank_set_14: # SEQ_EVENT_RACE .byte 1, 0x1A bank_set_15: # SEQ_EVENT_CUTSCENE_STAR_SPAWN .byte 1, 0x0E bank_set_16: # SEQ_EVENT_BOSS .byte 1, 0x1B bank_set_17: # SEQ_EVENT_CUTSCENE_COLLECT_KEY .byte 1, 0x1A bank_set_18: # SEQ_EVENT_ENDLESS_STAIRS .byte 1, 0x1C bank_set_19: # SEQ_LEVEL_BOSS_KOOPA_FINAL .byte 1, 0x1D bank_set_1A: # SEQ_EVENT_CUTSCENE_CREDITS .byte 1, 0x25 bank_set_1B: # SEQ_EVENT_SOLVE_PUZZLE .byte 1, 0x14 bank_set_1C: # SEQ_EVENT_TOAD_MESSAGE .byte 1, 0x20 bank_set_1D: # SEQ_EVENT_PEACH_MESSAGE .byte 1, 0x1E bank_set_1E: # SEQ_EVENT_CUTSCENE_INTRO .byte 1, 0x1B bank_set_1F: # SEQ_EVENT_CUTSCENE_VICTORY .byte 1, 0x1A bank_set_20: # SEQ_EVENT_CUTSCENE_ENDING .byte 1, 0x23 bank_set_21: # SEQ_MENU_FILE_SELECT .byte 1, 0x24 .ifndef VERSION_JP bank_set_22: # SEQ_EVENT_CUTSCENE_LAKITU .byte 1, 0x1B .endif bank_sets_end: