| 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 2010-06-10 06:45:03 AM |
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I think we should not assume that sound effects so far beyond are actually 'valid' sound effects - I think you've had most if not all sound effects there are with the first $30 already.
It's possible that #$60 generates that sound, but there's probably a value way before that that does that too.
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| Posted on 2010-08-31 08:50:28 AM |
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Could any mod confirm these sound effects and update the first post?...
(I know, huge bump, but this thread needs some attention, because the first post needs to get updated)
$7E:1DF9 Sound 26: It's when you kill a chuck with a fireball.
1DFC: 07: Also the sound when braking/shattering a turn block. (Spin jump)
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| Posted on 2010-09-04 09:26:53 PM |
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Originally posted by RoyI think we should not assume that sound effects so far beyond are actually 'valid' sound effects - I think you've had most if not all sound effects there are with the first $30 already.
It's possible that #$60 generates that sound, but there's probably a value way before that that does that too.
This is correct. After a while you simply exceed the bounds of the sfx table and start reading in invalid bytes from whatever is beyond that.
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| Posted on 2011-01-10 02:11:56 AM |
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is it possible to put the Yoshi bongos in custom music to play only when Mario is ON YOSHI ONLY "like in the original SMW music" with a command or something in the music ".txt" file ?? it should be cool... and so interesting to know how as well!!
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| Last edited on 2011-01-10 02:20:29 AM by Phantom Kid. |
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| Posted on 2011-01-10 08:37:50 AM |
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This is the wrong thread/subforum, you'd post that in General Hacking.
There isn't a command in Romi's or Carol's Addmusic. but it can be done in LevelASM easy.
Codelevelxx:
LDA $187A
BEQ Skip
LDA #$02
STA $1DFA
RTS
Skip:
LDA #$02
TRB $1DFA
RTS
that'll do it (i think)
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| Posted on 2011-01-15 09:23:18 PM |
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oki and where should I put this in the asm??
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| Posted on 2011-01-15 09:27:50 PM |
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you put that in levelcode.asm and you put it in the level want it on (meaning you put it on the level that has the custom music that you want to have Bongos when on Yoshi).
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| Posted on 2011-01-15 10:23:27 PM |
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I tried out and it didn't work, my hack crashed when I added it what can I do to add it correctly?
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| Posted on 2011-01-15 10:52:45 PM |
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I have just created a much more accurate list here, if anyone's interested. Note that any blank value is assumed to be nothing, and XX+ means any number beyond XX.
$7E:1DF9:
00 - Do 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
2B - Garbage? (a pop followed by two bass drums)
2C - Garbage? (a melody of pops)
2D - Garbage? (looping low music box)
2E - Garbage? (a looping melody of pops)
2F - Garbage? (a delayed melody of pops)
31 - Garbage? (a looping melody of pops and hi-hats)
80+- Time is running out! (includes tempo hike)
$7E:1DFA
00 - Do nothing
01 - Jump
02 - Turn on Yoshi Drum channel (channel #5)
03 - Turn off Yoshi Drum channel (channel #5)
04 - Grinder
FF - Crash (likely a special message used by the SPC engine)
$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 - Do 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 bang
2C - Firework whistle
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
Perhaps a moderator could link to this post in the topic's first post?
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| Posted on 2011-01-16 01:41:03 AM |
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Ah, thanks. Those old lists was pretty crappy. Replaced.
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| Posted on 2011-01-16 06:30:33 AM |
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how could I edit this...
Codelorom
header
org $0096C3
jsr $8134
...so it load a custom level music, not the "piano song of the level music bank??
It worked well loading the ending music bank but I don't know how to make it load the level music I want... I'm new at coding and I don't know must of the codes and commands
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| Last edited on 2011-01-16 07:23:25 AM by Phantom Kid. |
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| Posted on 2011-01-16 07:22:11 AM |
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Changing the $8159 to $810E should do the trick.
Also, please post your questions elsewhere next time. This forum's for collecting data and stuff, not for asking for help.
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| Posted on 2011-03-13 09:22:41 PM |
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I press command prompt, and I type Addmusic.exe smw.smc -se, but it said "Sound effect shoud not edited"
I NEED HELP!!!!!!!!!!!!!!!!!!!!!!
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| Posted on 2011-03-13 09:25:00 PM |
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Don't post questions here, for heaven's sake. Please post them in this forum instead.
EDIT: I just realized that sounded kinda backseat-moderator-y. Sorry mods.
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| Last edited on 2011-03-13 09:25:53 PM by imjake9. |
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| Posted on 2011-08-04 08:18:30 AM |
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Originally posted by tehaxor69
These are very handy -- it might even be worthwhile submitting these to the music section or somewhere like that, for easy reference.
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