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VLDCX results are out!
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Time: 2017-12-17 03:31:06 AM
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Tip: Avoid making large, flat, boring stretches of land. Vary up the architecture and spritework in your levels.Not logged in.
SM:AS includes SMW SFX!
Forum Index - Non-SMW Hacking - Misc. ROM Hacking - Super Mario All-Stars - SM:AS includes SMW SFX!
Pages: « 1 »
I don't know if it's been said yet but ALL of Super Mario World's SFX EXIST in the All-Stars ROM WITHOUT Super Mario World itself. So maybe it was actually intended to be included in the first release but didn't make the cut?

Code
$11/9659 A9 00       LDA #$00                A:F303 X:000A Y:0001 P:envMXdIZC
$11/965B 8D 43 21    STA $2143  [$11:2143]   A:F300 X:000A Y:0001 P:envMXdIzC


If you alter that value to anything else, you'll start hearing SFX of Super Mario World once then it'll stop playing. Just keep changing the value and it'll shuffle right through them.

Edit: Ha, I just checked The Cutting Room Floor. I should have checked that first, woops! At least there's an interesting bit of code discovered though that triggers the SFX.
Suika Ibuki UserID: 25107 ~ loading: Hibiki_Kuze_Layout.css
There's much more than only musics to be discovered on SMAS.
This makes sense since SMAS+SMW exist.
I believe this site don't have everything, since those "Hand" stages on the last world are very mysterious.
#unbanMB980
Also, just a little heads up, the BRR samples can be replaced with ease. SNESBRR handles it pretty nicely without any issues. I was able to replace the chattering noise at the beginning of the game with another voice to test and it handled without any issues.
This has been known for some time. Are you familiar with the Demo World 3 patch that Bouche did years ago? That essentially implanted the SMAS SPC engine into SMW, with the SMB3 tracks. Very few changes were made to it.

SMW's sound engine in the SMAS+SMW ROM is completely separate from the one shared by SMB1/2/3/Lost Levels, as there are moderate differences between the two. The SMAS engine has commands that the SMW engine is missing. Also, some sound effects (e.g. the spin stomp, pause/unpause and Grinder sounds) ARE different between the two.

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Huh, that's interesting. Was this covered in that giant ASM topic from awhile ago? Otherwise, I don't think I saw this anywhere. I'm pretty interested in this.
Pages: « 1 »
Forum Index - Non-SMW Hacking - Misc. ROM Hacking - Super Mario All-Stars - SM:AS includes SMW SFX!

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