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$7E1DF9 by KevinM
Forum Index - Valley of Bowser - Moderation Questions - RAM Map - $7E1DF9 by KevinM
Pages: « 1 »
Address Length Type Description Submitter
$7E1DF9 4 bytes I/O SPC700 I/O Ports. Write values to play music/SFX.
Note that the valid values refer to a clean rom, if using an Addmusic tool songs and sound effects are (usually) remapped (for example, with AddmusicK you can check them in "Addmusic_sound effects.txt" and "Addmusic_list.txt").
KevinM
Detail: $1DF9 Values
IDName
00Nothing
01Hit head
02Contact (spin jump on a spiky enemy)
03Kick shell
04Go in pipe / Get hurt
05Midway point
06Yoshi gulp
07Dry bones collapse
08Kill enemy with a spin jump
09Fly with cape
0AGet powerup
0BON/OFF switch
0CCarry item past the goal
0DGet cape
0ESwim
0FHurt while flying
10Magikoopa shoot magic
11Pause (stops music)
12Unpause (resumes music)
13Enemy stomp 1
14Enemy stomp 2
15Enemy stomp 3
16Enemy stomp 4
17Enemy stomp 5
18Enemy stomp 6
19Enemy stomp 7
1AGrinder (slightly louder than the one in $1DFA)
1BGrinder (slightly louder than the one in $1DFA)
1CDragon/Yoshi coin
1DRunning out of time (combine with the one in $1DFC, does not speed up tempo)
1EP-Balloon
1FKoopaling shrinking/defeated
20Yoshi spit ("OW!")
21Valley of Bowser appears (a low, looping, rumbling noise)
22Silence
23Lemmy/Wendy fall
24Silence
25Blargg roar
26Firework whistle 1
27Firework bang 1
28Firework whistle 2 (louder than #1)
29Firework bang 2 (louder than #1)
2APeach pops up from the Clown car
80+Time is running out (includes tempo hike)
Detail: $1DFA Values
IDName
00Nothing
01Jump
02Turn on Yoshi Drum channel (channel #5)
03Turn off Yoshi Drum channel (channel #5)
04Grinder
FFSpecial value used by the SPC to get ready to download data
Detail: $1DFB Values
IDName
01Piano
02Here we go!
03Water
04Bowser Fight 1
05Boss Battle
06Cave Drums
07Ghost House
08Castle
09Mario died (SFX)
0AGame Over (SFX)
0BBoss Clear (SFX)
0CStage Clear (SFX)
0DStarman
0EP-Switch / Directional coin
0FKeyhole (SFX)
10Keyhole (SFX)
11Iris out (SFX)
12Switch Palace
13Welcome! (SFX)
14Bonus Game end (SFX)
15Rescue egg (SFX)
16Bowser Fight 2
17Bowser zoom out (SFX)
18Bowser zoom in (SFX)
19Bowser fight 3
1ABowser fight 4
1BBowser Defeated (SFX)
1CPrincess Kiss (SFX)
1DBowser interlude (SFX)
80Music fade (also sets $1DFF to the written value)
Detail: $1DFC Values
IDName
00Nothing
01Coin
02Hit a ? block
03Hit a ? block with a vine inside
04Spin jump
051-Up
06Shoot fireball
07Shatter block / Monty Mole popping from the ground
08Springboard
09Bullet Bill shot
0AEgg hatch
0BItem placed in reserve box
0CItem falls from the reserve box
0DSame as 0C
0EL/R screen scroll
0FDoor
10Same as 09
11Drumroll start (looped)
12Drumroll end
13Lose Yoshi
14Unused (Used in SMW2:YI as the sound of a new level becoming available)
15Overworld tile revealed
16Overworld castle collapsed
17Fire spit (used by Yoshi and Bowser Statues)
18Thunder
19Clappin' Chuck clap / Bubble pop
1ACastle destruction bomb
1BCastle destruction bomb fuse
1COverworld Switch Palace block ejection
1DRunning out of time (combine with the one in $1DF9, does not speed up tempo)
1EWhistlin' Chuck whistle
1FMounting Yoshi
20Lemmy/Wendy lands in the lava
21Yoshi's tongue
22Message box / Save prompt
23Mario moves onto a level tile
24P-Switch time running out
25Yoshi stomps an enemy
26Swooper
27Podoboo
28Enemy stunned/hurt (like Chucks or Koopalings)
29Correct
2AWrong
2BFirework whistle
2CFirework bang
2DPodoboo (-100% pan)
2EPodoboo (-71% pan)
2FPodoboo (-43% pan)
30Podoboo (-14% pan)
31Podoboo (14% pan)
32Podoboo (43% pan)
33Podoboo (71% pan)
34Podoboo (100% pan)
35+Mirror of $1DF9's sound effects, starting at the "Hit head" SFX
Submitted update.
Pages: « 1 »
Forum Index - Valley of Bowser - Moderation Questions - RAM Map - $7E1DF9 by KevinM

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