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?):
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.
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.
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)
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.
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)