The problem is that it's not as easy as swapping the two columns.Guiguins wrote:October 11th, 2017, 7:58 amHey,
I am currently working on a mod for PoP on Snes and I am using your tool wich I really like a lot.
There is a request however i would like to ask:
In the hacks setting, you offer the option to choose the voice type of guards. But is it actually possible to make it the other way around so I can choose wich type of voice ( or none at all ) will be used for each ennemy type?
For example if I want to change the Blue guard into a fat one or an amazone I cannot change his/ her voice wich is bugging me since i try to diversify ennemy types etc...
It could be achieved by interverting the way you offer the possibility to choose the voices:
So for example instead of "Female voice" you add "Girl" , and the selection would be: normal, deeper, deeper echo voice or skel, for each ennemy time.
That would be an useful addition and a big help for me and my mod in progress.
This is the code in the game that handles guards' voices:
Code: Select all
guard hurt by sword: 01:CEE0: ad 2b 06 LDA $062b ; guard type 01:CEE3: c9 04 CMP #$04 ; guard type: amazon 01:CEE5: f0 20 BEQ $cf07 01:CEE7: c9 01 CMP #$01 ; guard type: skeleton 01:CEE9: f0 20 BEQ $cf0b 01:CEEB: c9 02 CMP #$02 ; guard type: brown skeleton 01:CEED: f0 1c BEQ $cf0b 01:CEEF: c9 03 CMP #$03 ; guard type: golden skeleton 01:CEF1: f0 18 BEQ $cf0b 01:CEF3: c9 05 CMP #$05 ; guard type: fat 01:CEF5: f0 18 BEQ $cf0f 01:CEF7: c9 0d CMP #$0d ; guard type: red knight 01:CEF9: f0 14 BEQ $cf0f 01:CEFB: c9 0e CMP #$0e ; guard type: blue knight 01:CEFD: f0 10 BEQ $cf0f 01:CEFF: c9 10 CMP #$10 ; guard type: Jaffar 01:CF01: f0 10 BEQ $cf13 01:CF03: a9 15 LDA #$15 ; sound: guard is hurt 01:CF05: 80 0e BRA $cf15 01:CF07: a9 24 LDA #$24 ; sound: amazon is hurt 01:CF09: 80 0a BRA $cf15 01:CF0B: a9 27 LDA #$27 ; sound: skeleton is hurt 01:CF0D: 80 06 BRA $cf15 01:CF0F: a9 2c LDA #$2c ; sound: fat/knight is hurt 01:CF11: 80 02 BRA $cf15 01:CF13: a9 2d LDA #$2d ; sound: Jaffar is hurt 01:CF15: 20 3a c9 JSR $c93a ; play sound effect A ; addsound 01:CF18: 4c 8a 95 JMP $958a ; play char sequence ; animchar
To be able to do what you want, this should use a table instead of the series of comparisons.
I think I can patch the ROM like that, though...
The question is, how to integrate that to the editor?
I think the best solution would be to automatically patch the ROM to use a table (when I will have that patch), if it's not done yet in the current ROM.
Then scrap the current voice editor and add the "flipped" one that can safely assume that the table is being used.
@everyone, what do you think about this?