1
0
Fork 0
mirror of https://github.com/zeldaret/oot.git synced 2025-07-08 00:44:42 +00:00

Document Sequence Cutscene Effects (Sequence 109) (#1246)

* Seq 109 docs

* Fix

* Reorder function name
This commit is contained in:
engineer124 2022-06-02 17:49:10 +10:00 committed by GitHub
parent fa1ea37d54
commit 0a95d17aa8
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
12 changed files with 42 additions and 23 deletions

View file

@ -112,7 +112,7 @@
#define NA_BGM_STAFF_4 0x6A // End Credits IV
#define NA_BGM_FIRE_BOSS 0x6B // King Dodongo & Volvagia Boss Battle "NA_BGM_BOSS01"
#define NA_BGM_TIMED_MINI_GAME 0x6C // Mini-Game
#define NA_BGM_VARIOUS_SFX 0x6D // A small collection of various sound effects
#define NA_BGM_CUTSCENE_EFFECTS 0x6D // A small collection of various cutscene sounds
#define NA_BGM_NO_MUSIC 0x7F // No bgm music is played
#define NA_BGM_NATURE_SFX_RAIN 0x80 // Related to rain
#define NA_BGM_DISABLED 0xFFFF
@ -131,6 +131,25 @@ typedef enum {
/* 3 */ SEQ_MODE_IGNORE
} SequenceMode;
typedef enum {
/* 0x0 */ SEQ_CS_EFFECTS_SWORD_GLOW, // Master sword glow
/* 0x1 */ SEQ_CS_EFFECTS_SHEIK_TRANSFORM, // Sheik's transformation to Zelda
/* 0x2 */ SEQ_CS_EFFECTS_SAGE_SEAL, // Sages accumulating their power
/* 0x3 */ SEQ_CS_EFFECTS_FARORE_MAGIC, // Farore's magic creating life
/* 0x4 */ SEQ_CS_EFFECTS_NAYRU_MAGIC, // Nayru's magic establishing order
/* 0x5 */ SEQ_CS_EFFECTS_DIN_MAGIC, // Din's building of the earth
/* 0x6 */ SEQ_CS_EFFECTS_LAVA_ERUPT, // Lava erupting from Volvagia's pit
/* 0x7 */ SEQ_CS_EFFECTS_BONGO_HURL_LINK, // Link screaming while attacked by invisible Bongo Bongo
/* 0x8 */ SEQ_CS_EFFECTS_BONGO_HOVER, // Bongo Bongo hovering menacingly
/* 0x9 */ SEQ_CS_EFFECTS_BONGO_EMERGES, // Bongo Bongo emerging from the well
/* 0xA */ SEQ_CS_EFFECTS_TRIAL_WARP, // Warping from one of the trial barriers
/* 0xB */ SEQ_CS_EFFECTS_TRIAL_DESTROY, // Destroying one of the trial barriers
/* 0xC */ SEQ_CS_EFFECTS_DISPEL_BARRIER, // Dispelling the Tower barrier
/* 0xD */ SEQ_CS_EFFECTS_TOWER_COLLAPSE, // Ganon's Tower's collapse
/* 0xE */ SEQ_CS_EFFECTS_LINK_SCREAM, // Child Link screaming (unused)
/* 0xF */ SEQ_CS_EFFECTS_RAINFALL // Rain with thunder effects
} SequenceCutsceneEffects;
typedef enum {
/* 0x0 */ CHANNEL_IO_PORT_0,
/* 0x1 */ CHANNEL_IO_PORT_1,