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[ASM & Hex] Nulling out the "interaction chime" for byte scripts.

  • 222
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    7
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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.
     
    Last edited:
    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.
    Back track from the function at 080722CC, it would be calling this function when it beeps.
     
    Back track from the function at 080722CC, it would be calling this function when it beeps.

    Thanks for the help, however, there are no pointers in the ROM referencing this offset, as I cannot find CC 22 07 08 in the ROM. Therefore there is no place to backtrack to
     
    Thanks for the help, however, there are no pointers in the ROM referencing this offset, as I cannot find CC 22 07 08 in the ROM. Therefore there is no place to backtrack to

    That is a function. You need to open some sort of debugger and step back through the link register's address when that function is called. You won't find it in a hex editor like that.
     
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