2F of Coneria castle can't use a 'warp' staircase to go back because you can teleport into it by talking to the princess in ToF. If it had a warp staircase, going down the stairs would warp you back to ToF! So it has to have a two-directional staircase there.
That's a rare exception to the rule. The only other place that can't use warps is the Ice Cave (because of the pits creating a circular path).
Figures I'd test it with the one place that its wonky. But using warp magic in the Ice Cave would still set you back to the previous teleport, right?
Thanks for all the answers to everything else! I did already figure out how to keep music going, the issue was silencing things while MusicPlay isn't being called. Using #$30 to set the volume for the squares worked though! Just putting a 0 was making weird noises when it stopped and started. So I was setting the bit in each track to make MusicPlay re-set the duty and everything else when it re-started and that wasn't necessary after all. Or maybe doing that would make things smoother, but as it is now, I think it sounds good enough!
Having learned that $0300 is not swapped with RAM, I have some more re-arranging to do. Gonna use that space for extra music stuff. Right now its mostly shop/battle message things, so... look forward to all that getting screwed up again!
Hmmm... then I guess if that could be done I would still want a version of the battle intro jingle that uses the Old Marsh Cave baseline instead of the normal one.
I might be able to do that myself.
Any tips for how to accomplish this?
Sorry, I just kinda did it! Marsh Cave bassline plays $0x (C note) notes to start, 5 tones above the usual battle intro bassline. So I set the octave higher, copied those notes and the pauses over, then set the octave lower for the two-note dip ($Ax, or Bb), loop it once, then use the "no questions asked" loop code to play the original Marsh Cave music after.
It took some thinking, but it seems like I got it set so we can add a lot more music tracks, too? So that's nice.
The Marsh Cave battle music is listed as "Fiend Battle 2" in the sound test menu. For now.
Before using the new variables.inc file, make sure your magic inventory is empty! Otherwise you will lose spells! (You may also somehow gain spells after...)
Now that I understand things better, I'm trying to have music also restore itself after battles. It mostly works, but so far only after the second battle after switching between ship/on land music. I just pushed a tiny fix for that that I hope will work, so maybe not.
Sometimes the music squeaks when restoring. I might try muting things for a frame before it restarts. (Update on that: It waits 2 frames now, so let me know if you hear wrong notes after battles!)
Otherwise, I've noticed a crunchy sort of sound when getting on the ship. It might just have been the wave SFX starting quiet, dropping to 0 before starting up again?
And there it is again, on land music starting up after saving on the ship! Grr. But then, maybe the tiny fix I just pushed fixes that too! Since it makes sure to save the ship/on land music as the backup song once it switches.
BAH NOW THE FANFARE JUST KEEPS PLAYING ON THE OVERWORLD! WHY!!
I had the walking to the left animation be a JMP instead of a JRS and somehow that wasn't breaking things so I didn't notice the mistake until now. Pbbblt. Just to find out now if you walk to the left after beating Chaos or what...