(sorry, being a noob)
You have no need to apologize. You've already shown more initiative than many newbies do. Nothing wrong with asking questions as long as you're willing to learn, which you seem to demonstrate quite well. :thumbsup:
where did you get the values A9 and 8D and also A9 and 20? I just changed the swim/stomp sound effect becuase I typed in the string shown and just messed with it until I thought it was good, but I'm not sure about how to find the others (besides the one you already gave surrounding values to)... I hope that made sense.
These are the opcodes which represent the 6502 instructions. A good reference page is here:
ObeliskLDA Immediate mode is represented by opcode A9. Therefore the line "lda #$40" would be seen as "A9 40" in the ROM. STA absolute is opcode 9D, therefore "sta $1234" would be seen as "9D 34 12" in the ROM. And so on.
EDIT:
Since I just realized I only answered part of your question...
It looks like a lot of the sound effects are 'hardcoded' which basically means that the data used in making them is intertwined with the code (all these immediate values -- the ones with the # symbol -- determine how the sound effect will sound, rather than a neat and easy-to-edit table like that SwimStompEnvelopeData table).
If you want to edit these sound effects, it'll be tricky, and you might not be able get it the way you want, but the key is to skim the code and change the immediate values. You should be able to use the comments and variable names in the disassembly to get some clue as to what the value does. For example in that code snippit I pasted before:
lda #$28 ;store length of sfx for both jumping sounds
sta Squ1_SfxLenCounter ;then continue on here
Here, the immediate (#) value of $28 is being written to Squ1_SfxLenCounter, which indicates that this value determines how long the sound effect is to play. So you can change that value to make the sound effect shorter/longer.
If you haven't already done so, you really should pick up the disassembly (I linked to it earlier) even if you don't understand 6502. You can use it to find data tables and other stuff like this in the ROM.
Below the section I pasted is another set of tables labelled 'ExtraLifeFreqData', 'PowerUpGrabFreqData', and 'PUp_VGrow_FreqData' which you might want to look at as well. Just skim that whole section of the disassembly to look for stuff that's editable.
EDIT AGAIN:
doh you replied before I finished editing! oh well :laugh: