DOOM (SNES)
Zeldix :: MSU-1 Hacking :: MSU-1 Development :: Finished
Page 2 of 2
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Re: DOOM (SNES)
I see. To mute the music I would hijack here:
$5F/A64F AD 34 07 LDA $0734
asm hirom, hook at df/a64f with jsR (3 bytes)
org $freespace
LDA $0734
PHA
PHP
Sep #$20
cmp #$FF
BNE $07
LDA #$03
STA $2007
Bra exit
cmp #$00
BNE $03
STZ $2007
exit:
PLP
PLA
RTS
$5F/A64F AD 34 07 LDA $0734
asm hirom, hook at df/a64f with jsR (3 bytes)
org $freespace
LDA $0734
PHA
PHP
Sep #$20
cmp #$FF
BNE $07
LDA #$03
STA $2007
Bra exit
cmp #$00
BNE $03
STZ $2007
exit:
PLP
PLA
RTS
Conn- Since : 2013-06-30
Re: DOOM (SNES)
Making small changes in my code seems to just be consistently breaking everything at this point.
I'm going to put in your pause fix as it is truer to normal operation and call this a 1.0.
If people don't want the music to play, they shouldn't be playing this patch! Time to move on to patching more new games. Thank you for all your help!
I'm going to put in your pause fix as it is truer to normal operation and call this a 1.0.
If people don't want the music to play, they shouldn't be playing this patch! Time to move on to patching more new games. Thank you for all your help!
Re: DOOM (SNES)
Nice and yes, no need for a complete adaption of the original - I completely concur: if people don't want the music to play, they shouldn't apply the msu code
Conn- Since : 2013-06-30
Re: DOOM (SNES)
Seeing as this is released I'm going to lock it down, any bug reports etc. can be reported in the release.
Relikk- Since : 2017-02-17
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Zeldix :: MSU-1 Hacking :: MSU-1 Development :: Finished
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