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Wait_Next_Frame:
POP DE
LD A, $saved_rom_bank
LD ($mem_sound_effect_pc), A
LD A, D
LD ($mem_sound_effect_pc+1), A
LD A, E
LD ($mem_sound_effect_pc+2), A
RET
.MACRODEF RET_WAIT_NEXT_FRAME
CALL =Wait_Next_Frame
.END
.MACRODEF RET_WAIT_NEXT_FRAME_SAVE_HL
LD A, H
LD ($mem_sound_effect_hl), A
LD A, L
LD ($mem_sound_effect_hl+1), A
CALL =Wait_Next_Frame
LD A, ($mem_sound_effect_hl)
LD H, A
LD A, ($mem_sound_effect_hl+1)
LD L, A
.END
.MACRODEF CHANNEL_2_SOUND_EFFECT_LOOP =start =end
LD HL, =start
$loop:
LD A, (HL+)
LD ($18), A
LD A, (HL+)
LD ($19), A
.RET_WAIT_NEXT_FRAME_SAVE_HL
LD A, H
CP high(=end)
JR NZ, =$loop
LD A, L
CP low(=end)
JR NZ, =$loop
$end:
.END
Play_Sound_Effect:
LD A, ($mem_sound_effect_pc)
CP $ff
RET Z
.CHANGE_BANK_TO_A
LD A, ($mem_sound_effect_pc+1)
LD D, A
LD A, ($mem_sound_effect_pc+2)
LD E, A
PUSH DE
RET
.MACRODEF SET_SOUND_EFFECT =addr
PUSH AF
LD A, $mem_sound_flags
AND 0b00111110
JR NZ =$end
LD A, bank(=addr)
LD ($mem_sound_effect_pc), A
LD A, high(ptr(=addr))
LD ($mem_sound_effect_pc+1), A
LD A, low(ptr(=addr))
LD ($mem_sound_effect_pc+2), A
$end:
POP AF
.END
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