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FamiTracker > General > Show Off Your Work > SMB Pack (Last update: Ver. 0.7.1 9-3-10) Owner: nicetas_c New post
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Posted: 2010-02-13 08:50  (Last Edited: 2010-02-24 15:42) Reply | Quote
nicetas_c



Member for: 6128 days
Location: AB, CA
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#4443
ElHuesudoII wrote:
Oh, and a question: Are you planning to add the fireball effect anytime?

Done.

Posted: 2010-02-22 01:42 Reply | Quote
Hamtaro126



Member for: 6649 days
Status: Offline

#4533
a list of needed music - SMB3, SMB2, DDP (Doki Doki Panic), then SFX:

SMB3 music: Death

SMB2 music: Title, Player Selection, OverWorld, Underground, SubSpace, Star, Miniboss, Wart (Mamu), Game Over, Death, Boss Victory, Ending

Doki Doki Panic music:


Title (FDS -> MMC5)
Star (2a03)
Subspace (2a03)
Ending 1 (2a03)
Ending 2 (FDS -> MMC5)

all nessicary SMB2 Sound Effects (DPCM and 2a03, ones that are already picked from other Mario games must not be duplicated from SMB2)

Posted: 2010-02-22 05:45  (Last Edited: 2010-02-22 05:54) Reply | Quote
tssf



Member for: 6483 days
Location: Victoria, BC
Status: Offline

#4537
I did some SMB sound effects a while ago on GBC, but they should translate over to famitracker. You'll have to figure out the exact pitches but these are pretty close.

Keep in mind the Gameboy octaves in the Paragon 5 GB tracker could be different (adjust to compensate)

Here is the 1-up (notice how it has a bit of the regular power up starting before it like i mentioned?):

Quote:
C-3 P01 A01
-
G-2
c-3
E-4 A02 P02
-
-
-
G-4
-
-
-
E-5
-
-
-
C-5
-
-
-
D-5
-
-
-
G-5
-
-
-
===


It's not exactly frame-accurate, but you get the idea.


Here is the fireball (it's easier than it sounds):

Quote:
G-1 P02 A01
G-2
G-3
G-4
===


I uploaded an MP3 that might help you out, too.

EDIT: God I hate this forum's tags.


Attachments:
smb_1up_and_fireball.mp3 (579 Kb)
Posted: 2010-02-22 11:22  (Last Edited: 2010-02-22 11:28) Reply | Quote
nicetas_c



Member for: 6128 days
Location: AB, CA
Status: Offline

#4539
tssf wrote:
Here is the 1-up (notice how it has a bit of the regular power up starting before it like i mentioned?):

It is possible to get 100 coins and get a 1-up, so thre are cases where the bit of the regular power up SFX doesn't appear. Maybe 4 frames of the coin gets SFX will be played before the 1-up SFX, but I'm unsure because I have never done that in SMB1. By the way, it is also possible to keep stomping a shell in front of stairways to get numerous 1-ups, thus I might need to cheak that too, but I will never do duplicates with 4 extra frames. Lastly, the SFX once again appears in SMB3, does it mean that I have to check yet again?

Also, due to the fact that a FamiTracker Module allows 64 songs only, SMB2(U) and Doki Doki Panic will be released in another file. While an FTM file contains at most 64 songs, there doesn't seem to have a limit in an NSF file (for example, Gimmick! contains 106 tracks, 86 of which are SFXs).

Once again, any ideas about volumes in NSFplay like E13 or E2?

Hamtaro126 wrote:
a list of needed music - SMB3, SMB2, DDP (Doki Doki Panic), then SFX:

SMB3 music: Death

SMB2 music: Title, Player Selection, OverWorld, Underground, SubSpace, Star, Miniboss, Wart (Mamu), Game Over, Death, Boss Victory, Ending

Doki Doki Panic music:


Title (FDS -> MMC5)
Star (2a03)
Subspace (2a03)
Ending 1 (2a03)
Ending 2 (FDS -> MMC5)

all nessicary SMB2 Sound Effects (DPCM and 2a03, ones that are already picked from other Mario games must not be duplicated from SMB2)


I'll wait until the next version is out for the FDS covers since jsr said that he is going to include FDS and VRC7 support in the next version.

And I won't do the SMB3 death SFX because its slides are far too complicated.

Posted: 2010-02-22 20:37  (Last Edited: 2010-02-23 00:19) Reply | Quote
tssf



Member for: 6483 days
Location: Victoria, BC
Status: Offline

#4540
Hmm agreed, it was probably a mistake in how Nintendo handled getting a 1-up item in the original game.

The mario-turning-grinding sound from SMB3 is actually introduced in SMB2j.

I threw together this FTM very quickly for you using your own instruments. I thought it might help. Keep in mind FamiTracker's timing issues make the fireball sound like it's incorrect, but rest assured if you export to NSF it sounds right.

Hope this helps.




Attachments:
smb3_death.ftm (12 Kb)
Posted: 2010-02-22 22:34 Reply | Quote
ElHuesudoII

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Member for: 6071 days
Status: Offline

#4541
I got the big jump SFX for SMB1:

Big Jump wrote:
D-3 00 - V02 A04 201
--- -- - --- --- ---
--- -- - --- --- ---
--- -- - V01 --- ---
--- -- - --- --- ---
--- -- - --- --- ---
D-3 00 - --- 107 ---

and a C00 at line 3B.

Quite simple.

I'm checking out for other things that could be missing.


Posted: 2010-02-23 11:29  (Last Edited: 2010-02-24 10:31) Reply | Quote
nicetas_c



Member for: 6128 days
Location: AB, CA
Status: Offline

#4549
Added.

Only 3 slots remaining; Everything then has to be done in seperate files.

Here is a list of SFXs:

SMB1:
Death, Bowser Defeated

SMB1/3:
Stomp, Kick, Bullet Bill, Pause, Bump

SMB3:
Item Page (and a few similar jingles), P-gauge Full, Boomerang, Enter Stage


Obviously, more than one FTMs will be needed in the future; I should request for a greater number of slots.

EDIT: OMG I messed the percussion in SMB1! To be fixed in next version with F6 stops replacing F8 stops.

EDIT2: This post is outdated.

Posted: 2010-02-23 12:55 Reply | Quote
tssf



Member for: 6483 days
Location: Victoria, BC
Status: Offline

#4551
You should separate music and sound effects into separate FTM files. That will surely give you enough room to work with for the two games.

Posted: 2010-02-23 13:10  (Last Edited: 2010-03-07 06:13) Reply | Quote
nicetas_c



Member for: 6128 days
Location: AB, CA
Status: Offline

#4552
Or maybe I can make the single-channel SFXs into instruments, and then put them into a zipped file with an FAQ about SMB music.

Music to be done:

SMB2J:
Ending (FDS) - Wait until next release

SMB3:
Hurry Up Versions - Simple BPM edit
Ending - Working in process.

SMB2U:
Placeholder - Leave this until I've done most of them.

V.S.SMB:
Highscore Table - Bizarre slide down retriggers.


Posted: 2010-02-23 23:02 Reply | Quote
tssf



Member for: 6483 days
Location: Victoria, BC
Status: Offline

#4557
A good way to do a BPM match is to play the original song with yours, then simply adjust yours to match the speed playback of the original.


Posted: 2010-02-24 03:09  (Last Edited: 2010-02-24 03:10) Reply | Quote
ElHuesudoII

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Member for: 6071 days
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#4559
My guess is around 170 BPM.

I used a speed of 5 and a tempo of 140~150 and the beat sounds quite similar in timing.

Posted: 2010-02-24 15:41 Reply | Quote
nicetas_c



Member for: 6128 days
Location: AB, CA
Status: Offline

#4562
This is outdated:
Quote:
Added 5 BGMs and 2 SFXs. Version 0.5 is now available at the first post.


Added 1 BGM and 4 SFXs. New version is now available at the first post.

Posted: 2010-02-24 17:04 Reply | Quote
tssf



Member for: 6483 days
Location: Victoria, BC
Status: Offline

#4564
Hah very nice Super Mario All-Starts nes version.

You gonna remake the Gameboy's Super Mario Bros DX music too? Haha I bet that just made you slap your head and say "There's Super Mario DX music?!" (It's ending credits music is kind of a looong remix of the invincibility theme..it's kinda cool)

Posted: 2010-02-24 18:20 Reply | Quote
Mex

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Member for: 6187 days
Location: Victoria, British Columbia
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#4565
Speaking of Mario on Gameboy, covers of the Super Mario Land games in this style would be cool as well. Not that anyone has to do it, but it's an interesting idea.

Posted: 2010-02-25 09:44  (Last Edited: 2010-02-25 09:54) Reply | Quote
nicetas_c



Member for: 6128 days
Location: AB, CA
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#4570
Good suggestions here!

However, there aren't any stand-alone GBS (Game Boy Sound File) players, so I won't do them unless there is a way to get 100% accurate music information.

SMBDX uses different instruments, plus some of the notes have been changed. (for example, the first group of triplets in Overworld theme is linked on triangle channel)

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