Banner
Views: 723,280,076
Time:
26 users online: Blizzard Buffalo, bruninhopz, chickaDEE Magazine, chillyfox, CosmicTiff, E-man38, Flippn'Fences, o FPzero, FreezyFoop, Hiro-sofT, idol, izaguirrefermin28, JP32, Kusrry, Lizard_84, Magikey, MarioFan22, MercuryPenny, Quantix, RagnarokTheLostEsper, Sixcorby, Telinc1, Tobio, Tsutarja, turbofa, Tweyxx - Guests: 76 - Bots: 216Users: 37,841 (1,849 active)
Latest: Medo
Tip: Check this thread for a list of SMW sound effects.Not logged in.
Magikoopa Appearing/Disappearing SFX by Yan
Forum Index - Valley of Bowser - Moderation Questions - Patches - Magikoopa Appearing/Disappearing SFX by Yan
Pages: « 1 »
File Name: Magikoopa Appearing/Disappearing SFX
Submitted: by Yan
Authors: Yan
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This is a simple patch that adds a sound effect when Magikoopa appears and disappears in levels.
Screenshots:
You're almost there, there's just one minor oversight which keeps me from approving this.

The code you hijack is a bit jumbled up, which is probably why you've made this mistake. Tracing the possible paths through it shows that, in order for the Magikoopa to work properly, the A register must not be $40 when you get to $01BE86 (your return address) through $01BE80. In the vanilla game, this is always true because $01BE80 will only be executed if A is zero due to the branch at $01BE7E. Additionally, the code at $01BE96 uses the value loaded at $01BE7B to index a table, thus introducing the possibility of the animation being broken.

Your patch clobbers the A register to store the sound effect. In most cases, this will have no practical consequences. No valid vanilla sound effect has a value of $40 (so the branch at $01BE88 will not break) and all valid vanilla sound effects produce a 0 when shifted right 6 times at $01BE96 (so the animation will never break). Regardless, this could be triggered by the end user if they use custom sound effects, which is why I'm treating this as a rejection reason.

In spite of the long-winded explanation, fixing this is actually quite simple. The Y register is pretty much completely free in the code you're hijacking, so you should use Y instead of A to store the sound effect. Do that and this patch will be acceptable.

As a side note, your code never messes with the data bank, so using freecode is not needed. It's safe to change it to freedata.
Pages: « 1 »
Forum Index - Valley of Bowser - Moderation Questions - Patches - Magikoopa Appearing/Disappearing SFX by Yan

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

Copyright © 2005 - 2019 - SMW Central
Legal Information - Privacy Policy - Link To Us


Total queries: 24

Menu

Follow Us On

  • Facebook
  • Twitter
  • YouTube

Affiliates

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