| Sound Effects I/O Ports |
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Forum Index - SMW Hacking - General SMW Hacking Help - SMW Data Repository - Sound Effects I/O Ports |
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| Posted on 2008-04-12 05:41:02 PM |
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I found out that there are 2 more sound effects banks other than the first one (Which is $00:1DFC. There is a list of those sounds in the Documents section).
This thread is to list all of the sounds in each bank. First is bank 1, which is $00:1DF9. Second is the very sparse $00:1DFA, which deals with Mario Jumping, and Yoshi drums. There are two other banks, one of which is known, but not in RAM Map (Level Music, $00:1DFB.), and Overworld Music, which I don't know, and I can't find documented.
This will be useful for people who want to put sounds with their sprites, and will hopefully help in the creation of a Custom SFX adder program.
$7E:1DF9:
00 - Nothing
01 - Hit head
02 - Contact (spin jump on a spiky enemy)
03 - Kick shell
04 - Go in pipe, get hurt
05 - Midway point
06 - Yoshi gulp
07 - Dry bones collapse
08 - Kill enemy with a spin jump
09 - Fly with cape
0A - Get powerup
0B - ON/OFF switch
0C - Carry item past the goal
0D - Get cape
0E - Swim
0F - Hurt while flying
10 - Magikoopa shoot magic
11 - Pause (stops music)
12 - Pause (resumes music)
13 - Enemy stomp 1
14 - Enemy stomp 2
15 - Enemy stomp 3
16 - Enemy stomp 4
17 - Enemy stomp 5
18 - Enemy stomp 6
19 - Enemy stomp 7
1A - Grinder (slightly louder than the one in 1DFA)
1B - Grinder (slightly louder than the one in 1DFA)
1C - Yoshi/Dragon coin
1D - Running out of time (combine this with the one in 1DFC, does not speed up tempo)
1E - P balloon
1F - Koopaling shrink/defeated
20 - Yoshi spit ("OW!")
21 - Valley of Bowser appears (a low, looping, rumbling noise)
23 - Lemmy/Wendy fall
25 - Blargg roar
26 - Firework whistle 1
27 - Firework bang 1
28 - Firework whistle 2 (louder than #1)
29 - Firework bang 2 (louder than #1)
2A - Peach pops up from the Clown Car
80+- Time is running out! (includes tempo hike)
$7E:1DFA
00 - Nothing
01 - Jump
02 - Turn on Yoshi Drum channel (channel #5)
03 - Turn off Yoshi Drum channel (channel #5)
04 - Grinder
FF - Special value used to tell the SPC to get ready to download data.
$7E:1DFB
01 - Piano
02 - Here we go!
03 - Water Level
04 - Fight Bowser 1
05 - Boss Battle
06 - Cave Drums
07 - Ghost House
08 - Castle
09 - Mario Died (SFX)
0A - Game Over (SFX)
0B - Passed Boss (SFX)
0C - Passed Level (SFX)
0D - Have Star
0E - Direct Coins
0F - Into Keyhole (SFX)
10 - Into Keyhole (SFX)
11 - Zoom In (SFX)
12 - Switch Palace
13 - Welcome! (SFX)
14 - Done Bonus Game (SFX)
15 - Rescue Egg (SFX)
16 - Fight Bowser 2
17 - Bowser Zoom Out (SFX)
18 - Bowser Zoom In (SFX)
19 - Fight Bowser 3
1A - Fight Bowser 4
1B - Bowser Died (SFX)
1C - Princess Kiss ^^ (SFX)
1D - Bowser Interlude (SFX)
80 - Music fade (Also sets $1DFF to the written value)
$7E:1DFC
00 - Nothing
01 - Coin
02 - Hit a ? Block
03 - Hit a ? Block with a vine inside
04 - Spin jump
05 - 1up
06 - Shoot fireball
07 - Shatter block/Monty Mole popping from the ground
08 - Springboard
09 - Bullet bill shoot
0A - Egg hatch
0B - Item placed in reserve box
0C - Item falls from the reserve box
0D - Same as 0C
0E - L/R scroll
0F - Door
10 - Same as 09
11 - Drumroll start
12 - Drumroll end
13 - Lose Yoshi
14 - Unused? (In SMW2: Yoshi's Island it's the sound of a new level becoming available)
15 - Overworld tile reveal
16 - Overworld castle collapse
17 - Fire spit (Used by Yoshi and the Bowser Statues)
18 - Thunder
19 - Clappin' Chuck clap/bubble snap
1A - Castle destruction bomb
1B - Castle destruction bomb fuse
1C - Overworld switch palace block ejection
1D - Running out of time (combine this with the one in 1DF9, does not speed up tempo)
1E - Whistlin' Chuck whistle
1F - Yoshi mount
20 - Lemmy/Wendy lands in the lava
21 - Yoshi's tongue
22 - Message box/save prompt
23 - Mario moves onto a level tile
24 - P-switch running out
25 - Yoshi stomps an enemy
26 - Swooper
27 - Podoboo
28 - Enemy stunned/hurt (like Chargin' Chucks or the Koopalings)
29 - Correct
2A - Wrong
2B - Firework whistle
2C - Firework bang
2D - Podoboo (-100% pan) <- sound only comes out of the left speaker
2E - Podoboo (-71% pan)
2F - Podoboo (-43% pan)
30 - Podoboo (-14% pan)
31 - Podoboo (14% pan)
32 - Podoboo (43% pan)
33 - Podoboo (71% pan)
34 - Podoboo (100% pan) <- sound only comes out of the right speaker
35+- Mirror of $1DF9's sound effects, starting at the hit head sound
[?]
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| Last edited on 2012-04-17 10:51:11 AM by Kipernal. |
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| Posted on 2008-04-13 01:58:32 AM |
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Wow, what a list! This will be useful. Thanks.
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| Posted on 2008-04-13 02:32:36 AM |
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That's a nice list!
Since there are four banks, maybe each bank has its own sound effect slot in music (four sound effect slots, four banks).
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| Posted on 2008-04-13 08:55:18 AM |
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I think each one has it's own track. And I may be wrong to call them banks, because they may simply be tracks. I remember reading somewhere that tracks 1, 4 and 7 are used by SFX.
This is why Mario's jump and the yoshi drums are on a list all by themselves. It keeps sounds from canceling out when Mario jumps, and keeps the Yoshi drums from starting over.
[?]
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| Last edited on 2008-04-13 08:56:14 AM by 1524. |
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| Posted on 2008-04-16 10:18:18 AM |
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$1DF9-1DFC should be called I/O ports. (I/O stands for input/output)
Music banks are the groups of music tracks, named for the fact that each of these groups usually has its own $8000-byte boundary.
When I say tracks, I'm referring to the different music values. For example, track $01 in the overworld music bank is the title screen music.
The SPC700 sound processor has 8 channels which can be used by both instruments and sound effects.
The channels reserved for the sound effects are as follows:
$1DF9: 5
$1DFC: 7
$1DFA: 8
Yoshi drums are always playing on channel 6, but they're muted by default in the music tracks that use them.
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| Posted on 2008-04-16 11:18:09 AM |
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Interesting. I was wondering why Yoshi drums didn't work with custom music.
I have a question. If I wanted to change the instrument that Mario's jump sound uses, or even the notes or octaves it uses, where would I go? I extracted the SPC file from the game and looked at it in HEX, but I don't have any clue where to start.
[?]
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| Posted on 2008-04-25 08:42:39 PM |
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Damn good list, very helpful.
I've also come across the drum roll but can never recall where it is in the game.
Is it in the special world or unused?
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| Posted on 2008-04-26 05:18:37 AM |
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Originally posted by InvisibleCoinBlock
Sounds in bank $00:1DF9
2A Mysterious musical scale
Uhm... it's not that mysterious. It appears in the Bowser battle, when Peach throws a mushroom.
@ D4RK M4R10 : Which drums? The Yoshi drums?
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| Posted on 2008-04-28 01:28:12 PM |
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11 drumroll forever
12 drumroll end
These
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| Posted on 2008-04-28 01:33:40 PM |
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Those are for the goal, when it adds up your time and turns it into points. #$11 plays forever until #$12 stops it.
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| Posted on 2008-05-01 11:32:48 AM |
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1D in bank 1DF9 also is a Hurry Up (but then higher pitched). Also, 1F in this bank is a sound that displays when Morton/Roy/Ludwig shrinks and disappears (but somewhat different that the actual sound).
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| Last edited on 2008-05-04 09:59:02 AM by Roy. |
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| Posted on 2008-05-01 09:17:45 PM |
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Originally posted by InvisibleCoinBlockThose are for the goal, when it adds up your time and turns it into points. #$11 plays forever until #$12 stops it.
Rofl, I never noticed the drum plays when it adds up the time at the end. xD wow.
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| Posted on 2008-05-02 05:13:23 PM |
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I find this extra useful thanks!
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| Posted on 2008-05-16 04:04:05 PM |
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What are the full offsets for the yoshi drums and what do you set them to?
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| Last edited on 2008-05-16 04:06:19 PM by YoshiFan501. |
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| Posted on 2008-05-17 10:41:04 PM |
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Is it possible to change (in SMW's original SFX) what sound effect uses what bank? And if so, how?
Also, i think this should be stickied. There's alot of useful information here.
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| Posted on 2008-05-18 06:43:10 PM |
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How do I put the music into the block???
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| Posted on 2008-05-18 07:21:53 PM |
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Read the ASM file. It has a description. Change the offset that says FA to FB, and pick the number of the song. It won't work with custom music.
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| Posted on 2008-06-12 06:23:34 PM |
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#$FF to 1DF9 is the timer speedup & sound.
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| Posted on 2008-06-12 08:08:01 PM |
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Funny thing about 1DF9 is that almost every value from #$A6 to #$FF is the speedup time. I'm not quite sure why.
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| Posted on 2008-06-22 04:51:59 PM |
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but, will it insert the block ONCE-- that will insert it on a complete page of map16, and does diffrewnt sounds for each tiles, like the changing music in block tool?
EDIT: ive found out.
ok, you know, what i mean, right? for example, if you put tile ?54, the block will play sound 54, or if you put 69, itll play sound 69 
just open the bin in a hex editor and type this:
A5 03 8D F9 1D 60
here! no need to insert 255 blocks now, everything will be in one file! By the way, make the "full page" checked in the block editor.
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| Last edited on 2008-06-22 05:18:41 PM by diamondphoenix. |
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