
FDS version, it's just missing 1 track which is the expanded audio. Idk why I need to redo the song? The song sounds just the same as it does within the. It may not sound 100% the same, but if you recreate the same song, it should be just as good. FDS audio at Princess Toadstool.Īnother solution would be to remake the song using the same sound format that the rest of the game uses. If I'm able to get the FDS audio to playback via an emulator, then Ill see if whether or not my HDMI NES will play the. And I am pretty bad at SMB2J as well, I don't feel like trying to tear through that game, only to find out after all of that i'm back at square 1 with the audio. I own the KEVTRIS HiDefNES, and I enable all the of the expanded audio channels. Might work if you enable the channel on a HiDefNES. But if this is a no-go, then this game is completely finished. If however, there is a solution to getting the. I'm not changing or swapping anything anymore. That would be the easiest fix in my honest opinion so it will play properly when put onto an NES cart and played on an actual NES system like for example the original NES system. Whoa! That is crazy! I wonder if it is possible to simply use the ending song from Super Mario Bros 1? It is the same song and to be honest I really do not care to have the Super Mario Bros 2J song from the FDS as it is simply the same song. I figured FCEUX or Nestopia would've played the. I may have to goto nesdev and see if anyone can help me out with it. I beat the game, and turned off all of the sound except for. So I used the cheat function, to hex edit the ram registers to take me directly to 8-4, instead of playing the entire game. My version of SMB2J in All-Stars has that address set correctly when I boot the game. I looked on nesdev wiki, to see what register(s) are used within the Famicom, to inititate the. I looked within my All-Stars game, and the same table is there. I think that I found the wavetable that is used for the. Now, with FCEUX, I tried sniffing through the RAM of the. OK, I did some tests, specifically with Nestopia on my laptop, since that gives you the option to mess with the volume control of the. If so, load up Mario 2J, start 1-1, open up the hex viewer, set $75C to 03 (might be $75D, this register is the vram write for the sub world number), $75F to 07, and $760 to 03, then die, then you should start at 8-4. This should be evident via fceux correct? 3 of 04-27-17 11:32 PM)Ĭan someone confirm if this is infact intact? I would advise using a game genie or cheats if possible if you are using a retron 5 to help get through the game faster because Super Mario Bros 2J can be a real pain to beat. That would be better if you tried it since you are using the actual rom for this hack. The cartridge that I had made for me long ago, I could test it out to find out if the waveform data was left intact from the conversion I've been working with. I have the kevtris hdmi for my Nintendo, which allows playback of the expanded. Idk if the waveform data for the expanded audio is in this. I have a few Super Mario Bros 2J on NES cart and I will try to play them all to see if I find any issues with the music on my Retron 3. The ony way to know if the theme song can play with no problems is playing it on an actual cart. I'm more than willing to chat with someone who has experience in utilizing the square channels with the mmc5. Plus, that Famicom sound is quite unique, idk if a square channel can duplicate it.
Fceux palette swap how to#
On top of that, I haven't learned how to utilize the extra square channels within the mmc5, I've only worked with the raw pcm. I thought it was something more that was missing. Hmm, quite honestly I'm not feeling the drive to add those 2 small durations.

I didnt make these videos, but they should be what your looking for. fds version, so I can't say what's missing, if you can provide me comparison videos, I'll take a listen. I'll be honest, I've never played smb2j fully on the. logo drawn at the top of the name table, and semi-hidden. So that's the reasoning for having the Mario Bros. I would've been screwed because the game falls between Mario 3, and SMB, so the transition color-wise would not work. uses 3 sets of palettes for the entire logo. IF, I was to accomplish #1, then I'd be faced with a palette swap dilemma. But then with Mario Bros., that pushed the number to 5 logos, and I would've had to completely redo my vram routine, so that every logo would be written to both nametables, when that time came. The original 4 games had hard coded address values to draw the tiles to. I would've had to redo my entire vram routine, for drawing the title logos onto the screen. To be technical, there were a few reasons for this decision.ġ. had to be made into the Easter Egg it currently is.
