(In reply to this post by ShaneM)
You are correct, The pause SFX is available, but the music is frozen/corrupt. Something like this happened when I tried to do a revamp of SMB2j's ending music to work in SMB1 (NES version) in case I wanted to work on it, so the only one I used to fix this is a comparsion-and-reconstruction of it using Beneficii's old disassembly as the base for the alternate music engine
It's a (dis)assembly error, I think, and I know it's not your fault.
EDIT: Check the Victory Music Header loading routines, If they are unmodified, that's where it might've gone wrong, not 100% sure though, maybe it's more than that...
Also there needs to be two more bytes at the end of the VictoryMusEnvData as another fix (the last two were shared as the first two bytes of WaveformHeaderOffsets in the original disk)
You are correct, The pause SFX is available, but the music is frozen/corrupt. Something like this happened when I tried to do a revamp of SMB2j's ending music to work in SMB1 (NES version) in case I wanted to work on it, so the only one I used to fix this is a comparsion-and-reconstruction of it using Beneficii's old disassembly as the base for the alternate music engine
It's a (dis)assembly error, I think, and I know it's not your fault.
EDIT: Check the Victory Music Header loading routines, If they are unmodified, that's where it might've gone wrong, not 100% sure though, maybe it's more than that...
Also there needs to be two more bytes at the end of the VictoryMusEnvData as another fix (the last two were shared as the first two bytes of WaveformHeaderOffsets in the original disk)