Originally posted by Zeldara109
- How to change which music header settings disable items? (By default, music 3, 5, 7, 8, and 9 disable items, while the rest do not.)
@Zeldara:
Finding this out is easy as hell, the Item-Denial table is right beneath the Music Bank ID table. There you go:
SNES 0x851C, ROM 0x71C:
Item-Denial table for each track value:
[00 00 00 01 00 01 00 01 01 01 00 00 01 00 00 00]
It's very easy to understand:
Each of those bytes represent one of the tracks from #0 to #F in exactly that order.
A [00] byte enables Items and a [01] disables them. Other values won't add effects: From [01] to [7F] it disables Items, [00] and values from [80] to [FF] enable Items. As you can see by looking at the table, not only tracks #3, #5, #7, #8 and #9 got that, but #C also, because while fighting Big Bad Baby Bowser you can't use items either.
Weird, it would have saved a bit of free space, if they would easily have made it bit-wise, like this:
[15 C8] = [00010101 11001000]
Since tracks #E and #F are unused and ExMusic is not supported yet, you could easily use those two empty entries, to copy tracks, that allow items to create copies of them, that don't.
I guess there's one point you can remove from your request-list now.
Well... Three to go.
To disable the hardcoded music the tweak that plays that music must be deactivated, by replacing some code with [EA]-bytes, I think. Since the track loads some samples incorrectly, I guess other tracks would also lack some samples, if the track is easily replaced in that code. Romi's DisableEscape ASM-patch, which disables, that you can leave the Intro-Scene by Start/Select -ing works in bank $01. It seems likely, that this tweak is somewhere in bank $01, too.
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Last update: 2012-12-31