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- Seen Nov 18, 2023
Hello, I am making custom byte scripts using JPAN's hack where you can define a script for a specific behavior byte. Several of my custom scripts do nothing 95% of the time, however when the player presses A on them the "beep" still plays even though the script checks a flag and simply ends.
To a player, the tiles with these behavior bytes look like normal walls, and the interaction chime is A) annoying and B) Might spoil a future game mechanic too soon in the game
Does anyone know where the call for this sound effect occurs during the byte script routine so I can nop it out? I want to be able to call this sound effect manually via commands in the cases where the script would actually do something other than end itself.
I don't really want to take as brash an action as removing to sound effect from Sappy alltogether, but that might be my only option here unless I find the asm routine for behavior bytes.
To a player, the tiles with these behavior bytes look like normal walls, and the interaction chime is A) annoying and B) Might spoil a future game mechanic too soon in the game
Does anyone know where the call for this sound effect occurs during the byte script routine so I can nop it out? I want to be able to call this sound effect manually via commands in the cases where the script would actually do something other than end itself.
I don't really want to take as brash an action as removing to sound effect from Sappy alltogether, but that might be my only option here unless I find the asm routine for behavior bytes.
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