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pikachu volume
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@@ -193,6 +193,11 @@ flushes the live options. Old saves that still embed an `options` table are
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migrated once into `options.lua` on load.
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- Music / SFX volume
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- PIKACHU VOL (0-7, Yellow only): trims Pikachu's PCM voice clips under the
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SFX level, so the follower's constant chatter, the title-screen cry and
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every in-battle "Pika!" can be pulled down (or muted at 0) without
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quieting the rest of the sound effects. The row is hidden on Red/Blue,
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which have no voice clips.
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- Music Filter
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- OG GLITCHES on / off (Gen 1 quirks vs. modern-clean battle rules)
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- BATTLE LAYOUT (OG / WIDE); see "Widescreen battle layout" below
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@@ -223,6 +223,9 @@ function SaveData.defaultOptions()
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-- 0-7 like the GB's NR50 master volume
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musicVol = 7,
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sfxVol = 7,
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-- Yellow only: 0-7 trim for Pikachu's PCM voice clips on top of sfxVol
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-- (the PIKACHU VOL row appears only on Yellow; see Sound.lua)
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pikaVol = 7,
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musicFilter = 0,
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-- logic fast-forward multiplier; audio is unaffected (GameSpeed.lua)
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speed = 1,
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+47
-10
@@ -16,6 +16,30 @@ local cache = {}
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-- scaling the 0.8 base every source gets
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local BASE_VOLUME = 0.8
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local volumeScale = 1
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-- port addition (Yellow only): 0-7 trim from save.options.pikaVol on top of
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-- the SFX level, for Pikachu's voice clips alone. Yellow voices every
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-- Pikachu cry with PCM samples that are far louder and far more frequent
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-- than the chip cries around them (the follower alone talks on every
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-- interaction), so this is the one source players want to pull down
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-- without muting the rest of the SFX bus. 7 = untouched, 0 = silent.
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local pikaScale = 1
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-- cache keys whose volume the Pikachu trim applies to: the PCM clips, plus
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-- the chip PIKACHU cry that a Yellow cache without extracted clips falls
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-- back to (playCry). Red/Blue never reach the second branch, so a shared
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-- options.lua carrying a low pikaVol cannot quiet their Pikachu.
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local function isPikaKey(key)
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if type(key) ~= "string" then return false end
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if key:sub(1, 8) == "pikacry:" then return true end
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return key == "cry:PIKACHU"
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and require("src.core.GameVersion").isYellow()
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end
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local function volumeFor(key)
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local scale = volumeScale
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if isPikaKey(key) then scale = scale * pikaScale end
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return BASE_VOLUME * scale
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end
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-- Fanfares occupy the music's tone channels on the Game Boy: their sfx
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-- headers claim channels 5-7 (= hardware channels 1-3), silencing the
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@@ -91,7 +115,7 @@ local function playPath(data, key, def, pitch, tempo)
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reportBadDef("sfx", key, owner(data, "sfx", key), err)
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return nil
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end
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s:setVolume(BASE_VOLUME * volumeScale)
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s:setVolume(volumeFor(key))
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cache[key] = s
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src = s
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end
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@@ -215,7 +239,7 @@ function Sound.playPikaCry(data, n)
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cache[key] = false
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return nil
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end
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s:setVolume(BASE_VOLUME * volumeScale)
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s:setVolume(volumeFor(key))
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cache[key] = s
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src = s
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end
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@@ -249,7 +273,7 @@ function Sound.playCry(data, species)
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owner(data, "cries", species), err)
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return nil
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end
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s:setVolume(BASE_VOLUME * volumeScale)
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s:setVolume(volumeFor(key))
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cache[key] = s
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src = s
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end
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@@ -325,7 +349,7 @@ function Sound.startLoop(data, name)
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return
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end
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s:setLooping(true)
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s:setVolume(BASE_VOLUME * volumeScale)
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s:setVolume(volumeFor(name))
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loopCache[name] = s
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src = s
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end
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@@ -349,14 +373,26 @@ end
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-- 0-7 SFX volume level (0 mutes); cached sources (menu beeps, cries,
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-- the low-health alarm loop) update immediately so the change is heard
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-- on the next play
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local function reapplyVolumes()
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for key, src in pairs(cache) do
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if src then pcall(src.setVolume, src, volumeFor(key)) end
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end
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for key, src in pairs(loopCache) do
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if src then pcall(src.setVolume, src, volumeFor(key)) end
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end
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end
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function Sound.setVolumeLevel(level)
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volumeScale = math.max(0, math.min(7, level or 7)) / 7
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for _, src in pairs(cache) do
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if src then pcall(src.setVolume, src, BASE_VOLUME * volumeScale) end
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end
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for _, src in pairs(loopCache) do
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if src then pcall(src.setVolume, src, BASE_VOLUME * volumeScale) end
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end
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reapplyVolumes()
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end
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-- 0-7 Pikachu-voice trim on top of the SFX level (7 = no trim, 0 mutes the
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-- clips while the rest of the SFX bus keeps its level). Yellow only: on
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-- Red/Blue no cached key answers isPikaKey, so this is inert there.
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function Sound.setPikaVolumeLevel(level)
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pikaScale = math.max(0, math.min(7, level or 7)) / 7
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reapplyVolumes()
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end
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-- hot reload / jukebox A-B: drop one key's sources (its pitch-tempo
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@@ -390,6 +426,7 @@ Assets.register(Sound.invalidate)
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-- loading a save)
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function Sound.applyOptions(opts)
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Sound.setVolumeLevel(opts and opts.sfxVol or 7)
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Sound.setPikaVolumeLevel(opts and opts.pikaVol or 7)
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end
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return Sound
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@@ -153,7 +153,8 @@ local function defaultsSave()
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options = {
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textSpeed = 3, animations = true, battleStyle = "shift",
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battleLayout = "og",
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ruleset = "gen1_faithful", musicVol = 7, sfxVol = 7, musicFilter = 0,
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ruleset = "gen1_faithful", musicVol = 7, sfxVol = 7, pikaVol = 7,
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musicFilter = 0,
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speed = 1, colors = "gbc", tilt = 0, gbcfx = 0,
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videoMode = "windowed", mods = {},
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},
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+26
-1
@@ -2,7 +2,8 @@
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-- (engine/menus/main_menu.asm DisplayOptionMenu), the battle ruleset
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-- (cycles the merged rulesets registry; gen1_faithful keeps the original
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-- quirks), plus the port's audio rows and display rows: music/SFX
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-- volume (0-7), music low-pass filter (OFF/1X/2X/3X), COLORS / TILT /
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-- volume (0-7), PIKACHU VOL (0-7, Yellow only: trims the PCM voice clips
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-- under SFX VOL), music low-pass filter (OFF/1X/2X/3X), COLORS / TILT /
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-- GBC FX / ZOOM / VOID FILL / VIDEO MODE, and the MODS row that opens
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-- the mod manager.
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-- Rows are descriptors fed through the ui.options.rows hook, so mods can
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@@ -16,6 +17,7 @@ local GBCFX = require("src.render.GBCFX")
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local Zoom = require("src.render.Zoom")
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local TileRenderer = require("src.render.TileRenderer")
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local GameSpeed = require("src.core.GameSpeed")
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local GameVersion = require("src.core.GameVersion")
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local VideoMode = require("src.core.VideoMode")
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local FrameCap = require("src.core.FrameCap")
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local Logger = require("src.core.Logger")
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@@ -178,6 +180,18 @@ local function buildRows(game)
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require("src.core.Sound").setVolumeLevel(o.sfxVol)
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return true
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end },
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-- Yellow only (filtered out below on Red/Blue): trims Pikachu's voice
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-- clips under the SFX level, since Yellow plays them constantly (every
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-- follower interaction, the title screen, the dex) and they are mixed
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-- much hotter than the chip cries.
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{ id = "pikaVol", label = Strings("PIKACHU VOL"),
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value = function(g) return volLabel(g.save.options.pikaVol) end,
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step = function(g, dir)
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local o = g.save.options
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o.pikaVol = stepVolume(o.pikaVol, dir)
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require("src.core.Sound").setPikaVolumeLevel(o.pikaVol)
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return true
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end },
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{ id = "musicFilter", label = Strings("MUSIC FILTER"),
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value = function(g)
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return FILTERS[(g.save.options.musicFilter or 0) + 1]
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@@ -317,6 +331,17 @@ local function buildRows(game)
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end
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rows = filtered
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end
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-- PIKACHU VOL only means something where the voice clips exist: Yellow
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-- (data.audio.pikaCries is the clip count the importer wrote). Red/Blue
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-- keep the row list they always had.
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local audio = game and game.data and game.data.audio
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if not (GameVersion.isYellow() and audio and audio.pikaCries) then
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local filtered = {}
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for _, row in ipairs(rows) do
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if row.id ~= "pikaVol" then filtered[#filtered + 1] = row end
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end
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rows = filtered
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end
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-- A mod's render pipelines are display modes like TILT, so their rows sit
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-- with it rather than at the end of the list where a mod's own
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-- ui.options.rows additions land. Nothing registered means nothing
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