The track for this town is "02" and the track for the villains in town is "0F" Save State #5 will have before entering town with villains. Save State #2 is before talking to Mallow and seeing how that plays out as I described earlier. Save State #1 will be at overworld map before entering town. srm file will show you what you need to see with the 3rd save slot and 4th save slot for when you return to the town with villains. After fighting one of the bad guy encounters in the town, the music will play normal until you enter a building where it will quickly fade out. When you return to this town later on and villains have over ran it, there is a new song that plays in this town called "here some weapons" and this song doesn't play at all, not even a fade out. After talking to Mallow and hearing the new party jingle, the track for the first town starts playing again until you enter into a building, then remains silent. When entering the very first town the music quickly fades out in less than a second and remains silent in the town. Last edited by Conn on Fri - 4:44 edited 10 times in total V7: prevent double spc/msu play, dying jingle Porting the code should be easyīreakpoint 2004 write hook to map the themes in bsnes I do not know if there exists a v.1.1 - if there is let me know. smc" (no header!) into "smrpg_msu1.smc" and run insertintro.bat (open the bat in a text editor to see what it does, it's self explaining). To apply the asm simply rename your "Super Mario RPG - Legend of the Seven Stars (U). The track list at the end of the asm isn't finished (all tracks are set to loop).
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