;The following ASM file is shared between the SPC700-side and SNES-side
;code. Some defines will only affect the SPC700 side, and some will only
;affect the SNES-side, but all of them are stored here for the sake of
;having them stored in a consistent location.

includeonce

;=======================================
;---------------
!PSwitchIsSFX = !false

;Default setting: !false
;---------------
; If you set this to true, then the P-switch song will be a sound effect
; instead of a song that interrupts the current music.
; Note, however, that it is hardcoded and cannot be changed unless you
; do it yourself.
; This also enables a hijack on the SNES side to account for the
; modification made on the SPC700-side.
;=======================================

;=======================================
;---------------
!noSFX = !false

;Default setting: !false
;---------------
; Causes the sound driver to have no SFX-related code in it.
;=======================================

;=======================================
;---------------
!noiseFrequencySFXInstanceResolution = !false

;Default setting: !false
;---------------
; Requires SFX code to actually be present (!noSFX is false).
; Adds in code that resolves noise frequency conflicts between SFX
; instances.
; Not needed unless you're using noise SFX across more than one channel.
; Vanilla SMW doesn't use noise SFX across more than one channel.
;=======================================

;=======================================
;---------------
!1DF9SFXChannel = 6

;Default setting: 6
;Vanilla SMW setting: 4
;---------------
; Changes the channel assigned to 1DF9.
; WARNING: This number starts from zero, not 1, like the MML channels!
; Also, please don't include the # sign: this is used for more than just a
; constant number: it's also involved in math operations.
;=======================================

;=======================================
;---------------
!1DFASFXChannel = 7

;Default setting: 7
;Vanilla SMW setting: 7
;---------------
; Changes the channel assigned to 1DFA.
; WARNING: This number starts from zero, not 1, like the MML channels!
; Also, please don't include the # sign: this is used for more than just a
; constant number: it's also involved in math operations.
;=======================================

;=======================================
;---------------
!1DFCSFXChannel = 7

;Default setting: 7
;Vanilla SMW setting: 6
;---------------
; Changes the channel assigned to 1DFC.
; WARNING: This number starts from zero, not 1, like the MML channels!
; Also, please don't include the # sign: this is used for more than just a
; constant number: it's also involved in math operations.
;=======================================

;=======================================
;---------------
!JumpSFXOn1DF9 = !false

;Default setting: !false
;Vanilla SMW setting: !false
;---------------
; Change this to !true to move the jump sound effect to 1DF9.
;=======================================

;=======================================
;---------------
!JumpSFXOn1DFC = !true

;Default setting: !true
;Vanilla SMW setting: !false
;---------------
; Change this to !true to move the jump sound effect to 1DFC.
;=======================================

;=======================================
;---------------
!GrinderSFXOn1DF9 = !true

;Default setting: !true
;Vanilla SMW setting: !false
;---------------
; Change this to !true to move the grinder sound effect to 1DF9.
;=======================================

;=======================================
;---------------
!GrinderSFXOn1DFC = !false

;Default setting: !false
;Vanilla SMW setting: !false
;---------------
; Change this to !true to move the grinder sound effect to 1DFC.
;=======================================

;=======================================
;---------------
!JumpSFX1DFAPriority = #$00

;Default setting: #$00
;Vanilla SMW setting: #$20
;---------------
; Sets the priority for the jump SFX in 1DFA.
;=======================================

;=======================================
;---------------
!GirderSFX1DFAPriority = #$00

;Default setting: #$00
;Vanilla SMW setting: #$10
;---------------
; Sets the priority for the girder SFX in 1DFA.
;=======================================

;=======================================
;---------------
!PSwitchSFXCh0ID = 5

;Default setting: 5
;---------------
; Requires !PSwitchIsSFX to be true to do anything.
; Changes the channel assigned to the first channel of the P-Switch SFX.
; WARNING: This number starts from zero, not 1, like the MML channels!
; Also, please don't include the # sign: this is used for more than just a
; constant number: it's also involved in math operations.
;=======================================

;=======================================
;---------------
!PSwitchSFXCh1ID = 6

;Default setting: 6
;---------------
; Requires !PSwitchIsSFX to be true to do anything.
; Changes the channel assigned to the second channel of the P-Switch SFX.
; WARNING: This number starts from zero, not 1, like the MML channels!
; Also, please don't include the # sign: this is used for more than just a
; constant number: it's also involved in math operations.
;=======================================

;=======================================
;---------------
!PSwitchSFXCh2ID = 7

;Default setting: 7
;---------------
; Requires !PSwitchIsSFX to be true to do anything.
; Changes the channel assigned to the third channel of the P-Switch SFX.
; WARNING: This number starts from zero, not 1, like the MML channels!
; Also, please don't include the # sign: this is used for more than just a
; constant number: it's also involved in math operations.
;=======================================

;=======================================
;---------------
!PSwitchSFXTriggerChID = 4

;Default setting: 4
;---------------
; Requires !PSwitchIsSFX to be true to do anything.
; Changes the channel assigned to the trigger SFX for the P-Switch.
; WARNING: This number starts from zero, not 1, like the MML channels!
; Also, please don't include the # sign: this is used for more than just a
; constant number: it's also involved in math operations.
;=======================================

;=======================================
; If you've changed list.txt and plan on using the original SMW songs
; change these constants to whatever they are in list.txt
; For example, if you changed the "Stage Clear" music to be number 9,
; Then you'd change "!StageClear = #$04" to "!StageClear = #$09".
!Starman	= #$05
!Miss		= #$01			
!GameOver	= #$02			
!BossClear	= #$03			
!StageClear	= #$04			
!PSwitch	= #$06
!Keyhole	= #$07
!IrisOut	= #$08
!BonusEnd	= #$09
!Piano		= #$0A
!HereWeGo	= #$0B
!Water		= #$0C
!Bowser		= #$0D
!Boss		= #$0E
!Cave		= #$0F
!GhostHouse	= #$10
!Castle		= #$11
!SwitchPalace	= #$12
!Welcome	= #$13
!RescueEgg	= #$14
!Title		= #$15
!VoBAppears	= #$16
!Overworld	= #$17
!YoshisIsland	= #$18
!VanillaDome	= #$19
!StarRoad	= #$1A
!ForestOfIllusion = #$1B
!ValleyOfBowser	= #$1C
!SpecialWorld	= #$1D
!NintPresents   = #$1E		; Note that this is a song, not a sound effect!

!Bowser2	= #$1F		;
!Bowser3	= #$20
!BowserDefeated = #$21
!BowserIntrlude = #$22
!BowserZoomIn	= #$23
!BowserZoomOut	= #$24
!PrincessSaved	= #$25
!StaffRoll	= #$26
!YoshisAreHome	= #$27
!CastList	= #$28
;=======================================