Language…
10 users online: Batata Douce, DanMario24YT, ForthRightMC, Isikoro, kurtistrydiz, LightAligns, mathew,  Saphros, simon.caio, TheOrangeToad - Guests: 285 - Bots: 372
Users: 64,795 (2,378 active)
Latest user: mathew

Level ender sprite music

I want to use mikeyk's level ender sprite for some bosses that don't end the level when defeated, however, it plays the underwater song (song 0C) instead of boss defeated song (song 03).
Is there a way to change this?
Gotta aim fast.
Originally posted by MegaSonic1999
I want to use mikeyk's level ender sprite for some bosses that don't end the level when defeated, however, it plays the underwater song (song 0C) instead of boss defeated song (song 03).
Is there a way to change this?


Just open the sprite's .asm and change the music to 03.
Originally posted by Batata Douce
Originally posted by MegaSonic1999
I want to use mikeyk's level ender sprite for some bosses that don't end the level when defeated, however, it plays the underwater song (song 0C) instead of boss defeated song (song 03).
Is there a way to change this?


Just open the sprite's .asm and change the music to 03.


Code
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Level end trigger, by mikeyk
;; asar and sa-1 compability by JackTheSpades
;;
;; Description: This sprite will cause the level to end when all the enemies on screen
;; are killed.  This version ignnores sprites that don't turn into a coin when the goal
;; tape is passed.
;;
;; Uses first extra bit: YES
;; When the first extra bit is clear, the sprite will trigger the regular exit.  When it
;; is set, the sprite will trigger the secret exit.
;;
;; *NOTE: The secret exit works only if the sprite is set to make the player walk
;; after touching it.  It's an annoying quirk of SMW's exit handling.  It is possible
;; to circumvent this by using the hex edit at $00C9FE.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;                          

                    
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; sprite init JSL
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

print "INIT ",pc
		RTL                 


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; sprite code JSL
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

print "MAIN ",pc

Main:
		LDA $1493|!Base2
		BNE Return
		LDA $13C6|!Base2
		BNE Return

		LDY #!SprSize-1
.loop
		LDA !14C8,y
		CMP #$08
		BCS .tweaker
.continue
		DEY
		BPL .loop

		LDA #$FF                ; \ set time before Return to overworld
		STA $1493|!Base2        ; /
		LDA !extra_bits,x       ; set secret exit if first extra bit is set
		LSR #2
		AND #$01
		STA $141C|!Base2

		LDA !extra_prop_1,x
		CMP #$01
		BEQ +
		DEC $13C6|!Base2        ; prevent mario from walking at level end
+
		LDA !extra_prop_2,x
		STA $1DFB|!Base2       
	
.tweaker
		LDA !1686,y
		AND #$20
		BNE .continue
Return:
		RTL                    


That's exactly the problem, there's nothing about the music in the.asm file.
Gotta aim fast.
The music is set with the first extra property byte, so you have to change its value in the cfg file.
Originally posted by KevinM
The music is set with the first extra property byte, so you have to change its value in the cfg file.

Ok, now I get it, thanks.
Gotta aim fast.