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Sound Effects I/O Ports
Forum Index - SMW Hacking - Resource & Tool Releases - SMW Data Repository - Sound Effects I/O Ports
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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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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Wow, what a list! This will be useful. Thanks.
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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Go get demo 2.3 of my hack here!
Neritic Net
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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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
$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.

--------------------


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.

[?]

--------------------
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
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?
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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--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
11 drumroll forever
12 drumroll end

These :P
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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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
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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--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
Originally posted by InvisibleCoinBlock
Those 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.
I find this extra useful thanks!
What are the full offsets for the yoshi drums and what do you set them to?

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Who knows what post number this is?
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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<TLMB> I use YY-CHR to edit DNA
How do I put the music into the block???

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Who knows what post number this is?
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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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
#$FF to 1DF9 is the timer speedup & sound.
Funny thing about 1DF9 is that almost every value from #$A6 to #$FF is the speedup time. I'm not quite sure why.

--------------------
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
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 :P
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.
Pages: « 1 2 3 4 »
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