Banner
Views: 693,030,921
Time:
4 users online: kyasarintsu, NGB, Romano338, VLSkoot - Guests: 39 - Bots: 133Users: 36,299 (1,496 active)
Latest: DizzyBot
Tip: Use PIXI to insert custom sprites into your hack.Not logged in.
Reducing SFX Length via ASM
Forum Index - SMW Hacking - SMW Hacking Help - Custom Music - Reducing SFX Length via ASM
Pages: « 1 »
Good whatever time fo day you're reading this,

I've been messing around with different ASM patches for the Fire Flower, and I really like the Charged Fireball patch by Ladida and SuperMariaSis. However, I can't seem to find any tutorials on editing SFX length when it's looping.

See, (for the initiated) the patch allows you to charge your fireball into the more powerful Yoshi's fireball. It plays a loop of sound effects 16 (while it charges, which is the fourth enemy stomp variation) and 19 (for when it's charged, which is the seventh enemy stomp variation). I'd like to edit the code so it plays a different sound effect once (so it isn't on a loop). That way, the sound effect doesn't detract from the level music.

There's a lot of code in the ASM file (which is why I haven't posted all of it). However, I theorize it has to do with something in this string:

Code
.flashing
LDA $14
AND #$03
BNE .skip2
LDA !SFX2
STA $1DF9
.skip2
LDA #$04
STA $149B
LDA #$02
STA $18D3
JML $00D0AD


Long story short, where should I start, and I how do I edit the playback mode of the sound effect?

--------------------
Looking for high quality rips from our Grand Dad SiIvaGunner for my hack. Much appreciation to anyone who links me to any (besides Athletic PAL).
I've found a suitable solution for anyone curious/noobish (like myself):

1) Take "ChargedFire.asm" and change the extension from ".asm" to ".txt".

2) Open it up and take a looks at these lines:

Code
!SFX1 = #$16	
!SFX2 = #$19


3) SFX1 corresponds to when you're charging. SFX2 corresponds to when you're charged. So change the value for SFX2 to #$00 (so no sound plays when you're fully charged).

4) The magic here happens in SFX1. Using the link provided below, look through the sound effects listed under $7E:1DF9. Choose a sound effect that'll loop quickly (for a d-d-d-d-d-d-d sound), then end with the full sound effect.
Personally, I chose sound effect 0D, so once my character's charged up it plays the "Get Cape" sound, then ends. This way, the background music can still be heard while you're character's charged.

That's my solution, anyway. A very "A to B" answer for a small question. The sound effect list is below:

https://www.smwcentral.net/?p=viewthread&t=6665

Have fun!

--------------------
Looking for high quality rips from our Grand Dad SiIvaGunner for my hack. Much appreciation to anyone who links me to any (besides Athletic PAL).
Originally posted by Chairman of the Bored
The sound effect list is below:

https://www.smwcentral.net/?p=viewthread&t=6665

Have fun!

Might as well mention that this statement is false if your rom is using AMK: storing to 1DFA, infact, will make SFX sound glitched. The true list of SFX, in case you use AMK, can be seen straight into the AMK folder, where you'll find two folders (1DF9 and 1DFC), both containing certain SFX.


🐦 | ▶️ | 🎮 | 👙
Pages: « 1 »
Forum Index - SMW Hacking - SMW Hacking Help - Custom Music - Reducing SFX Length via ASM

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2018 - SMW Central
Legal Information - Privacy Policy - Link To Us


Total queries: 21

Menu

Follow Us On

  • Facebook
  • Twitter
  • YouTube

Affiliates

  • Talkhaus
  • SMBX Community
  • GTx0
  • Super Luigi Bros
  • ROMhacking.net
  • MFGG
  • Gaming Reinvented