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11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - Changing the Bullet Bill noise? | |
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Dart Zaidyer

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Posted on 07-02-05 10:45 AM Link | Quote
I know I saw it somewhere, but I can't seem to find it...

I want to change the noise made when a Bullet Bill is fired (And when Bob-ombs explode, while I'm at it) into something more "explosive", as in SMAS. Like maybe the TNT blast from the "Mario destroys a castle" cutscene.

I'm assuming this can only be done with hex editing, but the question is, what exactly do I change?
Mattrizzle

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Posted on 07-02-05 07:51 PM Link | Quote
Change the following addresses from 09 to 1A:

8591 Banzai Bill
9832 Bob-omb
13289 Bullet Bill L/R generator
132E0 4-Bullet Bill generators
136A8 Bullet Bill cannon generator

If your rom has the SMB3 music patch you can use 4A instead of 1A for the SMAS explosion sfx.

Edit: One of the addresses was wrong. I've corrected it (in bold).
Edit 2: I organized the addresses and noted what each one is for.


(edited by BigMattrizzle on 07-02-05 10:52 AM)
(edited by BigMattrizzle on 07-03-05 02:27 PM)
(edited by BigMattrizzle on 07-03-05 03:01 PM)
Dart Zaidyer

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Posted on 07-03-05 02:10 AM Link | Quote
Hey, that works! Thanks.

Interestingly though, it doesn't cover the sound for the random left/right Bullet Bill enemy generator. the 4-way generators work, though.
Do Banzai Bills share with regular Bullet Bills? or can I change them separately, so like in a hack with SMB3 music the little ones get the usual SMAS sound, and Banzai Bills get the more thunderous TNT explosion?
Also, what's the address for the sound effect when Mario is blasted out of a diagonal pipe cannon?


(edited by Dart Zaidyer on 07-02-05 05:13 PM)
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 07-03-05 05:46 AM Link | Quote
If you can get Geiger's Snes9x Debugger to work you can find these easily. Go into a level, get near a point where the sound will be made, and set breakpoints for 7E1DF9, 7E1DFA, 7E1DFB and 7E1DFC on write. Right away you should see something like 'STZ $1DF9'. You will have to use an AR code to remove that. (I'd look into what the exact codes are but I can't get it to run. Basically you use the address that comes up and add 'EA' to the end, and again with that address plus one and that address plus two.) Once you've got rid of those write down these codes so you won't need to do that part again, then the next time a breakpoint triggers, you should see the address that played the sound. It's usually something like 'STA $1DF9'. One byte before the address, just about every time is the sound effect number.

This may work for some music, like the star/POW themes too. Keep in mind these are all SNES addresses though; you need to convert them to file addresses before you use them in a hex editor. Also if you don't like any of the available sounds you can change the address (1DFx) after it too, but keep in mind that only one sound from each address can play at a time.
Mattrizzle

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Posted on 07-04-05 12:08 AM Link | Quote
Yes, Dart Zaidyer. The sounds for Bullet Bills and Banzai Bills are at different addresses, so they can be changed separately.

The address for the diagonal pipe blasting sound is 54A6. By the way, look at my first post again, for I goofed up on the left/right generator address.
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