Request: Additional sound trigger for Mushroom Gorge
#3
(04-14-2024, 06:56 AM)_Ro Wrote: If the entire purpose is to remove both wind and cave ambience sounds entirely on a specific track then it is easier to use a cheat code that removes both sounds . You'll need to write a hook that checks for the courses you want it to play on (if you have more courses that you want it to not happen than courses that you want to happen, else, do the opposite).

NTSC-U  80711178

Example:
lis r12, 0xXXXX - First half of address that holds current course ID (either from EVA or some static address that holds the ID)
lwz r12, 0xYYYY (r12) - Load offset which then loads value into r12
cmpwi r12, 0xXX - check course ID you want the sound the play on (you can do multiple checks, but do it based on the amount of courses, example, 10 courses using Mushroom Gorge slot, you want the sound to play on 4 of them, it is better to check for the four ones instead of all ten) - or maybe do some array with all IDs you want to check. I don't know how to do it though, I think you'd also need loop thru all of them;
bnelr - if not the course, do not play the sounds
stwu r1,-64(r1)  - original instruction, start function

Also another solution I just thought of which could be much easier, is to enable bouncy mushroom SFX on any slot. The reason some tracks "require" the MG slot is because it makes the KCL flag jump pad variant 4 produce a bouncy mushroom sound. On other slots it doesn't work. If there was a code that enabled bouncy mushroom SFX on any slot, then there wouldn't be a need to place certain custom tracks on the Mushroom gorge slot. For example, I could place Mushroom Hideaway on the DK Jungle Parkway slot and gain forest ambience without losing the bouncy mushroom SFX.
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RE: Request: Additional sound trigger for Mushroom Gorge - by lschlick - 04-14-2024, 05:50 PM

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