One opinion you can do is convert it to NSF2MIDI and put it in with the format documents Below
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***SMB 1, 2 and 3 music engine docs by various people***
SMB2's music ROM bank: ($8000-FFFF, Some Addresses not counting header)
RAM:
$4FD General song tempo
$6B Indexed indirect addressing pointer [ LDA ($6B),Y ]
$6C ??
$4D0 Triangle
$4FF Square 2
$4D1 Noise 1 (soft)
$4D2 Noise 2 (hard)
$4D5 Square 1 ?
$4D3 ??
$4D4 ??
Notes (Hex = Midi)
02 C#2
04 D2
06 D#2
08 E2
0A F2
0C F#2
0E G2
10 G#2
12 A2
14 A#2
16 B2
18 C3
1A C#3
1C D3
1E D#3
20 E3
22 F3
24 F#3
26 G3
28 G#3
2A A3
2C A#3
2E B3
30 C4 do4
32 C#4 do#
34 D4 ré
36 D#4 ré#
38 E4 mi
3A F4 fa
3C F#4 fa#
3E G4 sol
40 G#4 sol#
42 A4 la
44 A#4 la#
46 B4 si
48 C5
4A C#5
4C D5
4E D#5
50 E5
52 F5
54 F#5
56 G5
58 G#5
5A A5
5C A#5
5E B5
60 C6
62 C#6
64 D6
66 D#6
68 E6
6A F6
6C F#6
6E G6
70 G#6
72 A6
74 A#6
76 B7
78 C7
7A C#7
7C D7
7E blank
TRACKS FORMAT
-------------
00 : ends track
80---FE
|
---[ 1xxx yyyy ]
1 = defines "sound properties" byte
x = instrument type
y = sound duration
02-7E (even bytes : xxxx xxx0 ) : notes
01-7D (uneven bytes : xxxx xxx1 ) : other notes?
7F : blank note
00819F to 00829D (0000ff)= Sound effects data
00876F to 008F0F (0007a1) = Empty
008F10 to 008FC2 (0000b3) = Note Length Tables
008FC3 to 00900F (00004d) = Empty
009010 to 009039 (00002a) = Music Pointers (refer to the other section for this!)
00903A to 009112 (0000d9) = Music Headers
009113 to 00911B (000009) = Music Headers
00911C to 009124 (000009) = Music Headers
009125 to 00912D (000009) = Music Headers
00912E to 00A19D (001070) = Music Data
00A19E to 00A3FE (000261) = Instrument Sounds
00A3FF to 00C00F (001c11) = Empty
0x005061 - Sound a 1-up makes
0x00819F ~ 0x0081C5 - Sound Effect data for Subspace Door appearing
0x0081C6 ~ 0x0081EC - Sound Effect data for Throwing
0x0081ED ~ 0x00820B - Sound Effect data for Birdo Egg Spit
0x00820C ~ 0x008212 - Sound Effect data for Cherry grab, selection, etc.
0x008213 ~ 0x008229 - Sound Effect for Enemy hit
0x00822A ~ 0x008243 - Sound Effect data for Stop Watch click
0x008244 ~ 0x008275 - Sound Effect data for Wart Bubble Spit
0x008276 ~ 0x00829D - Sound Effect data for 1-Up grab
0x00876F ~ 0x008F0F - Empty
0x009010 - Pointer for Mushroom Grab
0x009011 - Pointer for Boss beaten
0x009012 - Pointer for Getting Lives in Bonus Chance
0x009013 - Pointer for Dying
0x009014 - Pointer for Game Over
0x009015 - Pointer for Crystal Grab
0x009016 - ???
0x009017 ~ 0x00901F - Pointers for Character seleciion Screen
0x009020 ~ 0x009026 - Pointers for Main Theme
0x009027 - Pointer for Boss Theme
0x009028 - Pointer for Star Grab Music
0x009029 - Pointer for Wart's Room Music
0x00902A ~ 0x00902D - Pointers for Title Screen Music
0x00902E ~ 0x009032 - Pointers for Sub-Space Music
0x009033 ~ 0x009038 - Pointers for Ending
0x009039 - Pointer for Underground, Cave Music
0x00903A - Music Header for Selection Part 1
0x009040 - Music Header for Selection Part 2
0x009046 - Music Header for Selection Part 3
0x00904C - Music Header for Selection Part 5
0x009052 - Music Header for Selection Part 6
0x009058 - Music Header for Main Theme Part 1
0x00905E - Music Header for Main Theme Part 2
0x009064 - Music Header for Main Theme Part 3
0x00906A - Music Header for Main Theme Part 4
0x009070 - Music Header for Main Theme Part 5
0x009072 - Music Header for Boss Theme
0x009076 - Music Header for Main Theme Part 6
0x00907C - Music Header for Cave
0x009094 - Music Header for Crystal/1-Up won
0x00909E ~ 0x0090A3 - Beat a boss
0x0090A9 - Music Header for Beginning of Bonus
0x0090A3 - Music Header for Selection Part 9
0x0090AE - Music Header for Selection Part 8
0x0090B4 - Music Header for Death (only 1 part)
0x0090B9 - Music Header for Selection Part 7
0x0090BF - Music Header for Title Part 2
0x0090C5 - Music Header for Title Part 1
0x0090CB - Music Header for Title Part 3
0x0090D1 - Music Header for Title Part 4
0x0090D7 - Music Header for Subspace Part 1
0x0090DD - Music Header for Subspace Part 2
0x00912E ~ 0x0091AB - Music Data for Ending (Part 1)
0x0091AC ~ 0x00921C - Music Data for Ending (Part 2)
0x00921D ~ 0x00928F - Music Data for Ending (Part 5)
0x009290 ~ 0x009301 - Music Data for Ending (Part 3)
0x009302 ~ 0x009385 - Music Data for Ending (Part 4)
0x009386 ~ 0x009478 - Music Data for Ending (Part 6)
0x009479 ~ 0x0094CC - Music Data for Star
0x0094CD ~ 0x00955F - Music Data for Underground
0X009560 ~ 0x0095B2 - Music Data for Subspace (Part 1)
0X0095B3 ~ 0x0095EF - Music Data for Subspace (Part 2)
0X0095F0 ~ 0x00961E - Music Data for Subspace (Part 3)
0X00961F ~ 0x00965D - Music Data for Subspace (Part 4)
0X00964E ~ 0x0096B6 - Music Data for Intro (Part 2)
0X0096B7 ~ 0x0097A3 - Music Data for Intro (Part 1)
0X0097A4 ~ 0x009887 - Music Data for Intro (Part 3)
0X009888 ~ 0x0098BC - Music Data for Intro (Part 4)
0X0098BD ~ 0x00996B - Music Data for Selection (Part 1)
0X00996C ~ 0x0099A9 - Music Data for Selection (Part 2)
0X0099AA ~ 0x0099AD - Music Data for Selection (Part 3)
0X0099AE ~ 0x009A35 - Music Data for Selection (Part 4)
0X009A36 ~ 0x009A6C - Music Data for Selection (Part 5)
0X009A6D ~ 0x009AEE - Music Data for Selection (Part 8)
0X009AEF ~ 0x009BA2 - Music Data for Selection (Part 7)
0X009BA3 ~ 0x009BE3 - Music Data for Selection (Part 6)
0X009BE4 ~ 0x009C2F - Music Data for Main Theme (Part 1)
0X009C30 ~ 0x009D08 - Music Data for Main Theme (Part 2)
0X009D09 ~ 0x009D4E - Music Data for Main Theme (Part 3)
0X009D4F ~ 0x009E0F - Music Data for Main Theme (Part 4)
0X009E10 ~ 0x009E5C - Music Data for Main Theme (Part 5)
0X009E5D ~ 0x009F2B - Music Data for Main Theme (Part 6)
0X009F2C ~ 0x009FD6 - Music Data for Boss
0X009FD7 ~ 0x00A0CA - Music Data for Wart
0X00A0CB ~ 0x00A0DD - Music Data for Bonus
0X00A0DE ~ 0x00A101 - Music Data for Game Over
0X00A102 ~ 0x00A157 - Music Data for Boss Beaten
0X00A158 ~ 0x00A17E - Music Data for Bonus 2
0X00A17F = Music Data for Dying, Losing Bonus Chance
0x00A19E ~ 0x00A3FE - Instruments
0x00A25C ~ 0x00A260 - Instrument(s?)
MUSIC POINTERS AND STUFF:
$818F-8196 = Sound effect pointers
$8197-81B5 = Door appearing
$81B6-81DC = Throwing item
$81DD-81FB = Birdo spitting
$81FC-8202 = Selecting, getting cherry/heart
$8203-8219 = Defeating enemy
$821A-8233 = Clock ticking
$8234-8265 = Hawkmouth opening
$8266-828D = 1UP sound
$8397:B9 03 91 LDA $9103,Y --Load the start part pointer
$839A:8D EE 05 STA $05EE
$839D:B9 0C 91 LDA $910C,Y --Load the end part pointer
$83A0:18 CLC
$83A1:69 02 ADC #$02
$83A3:8D EF 05 STA $05EF
$83A6:B9 15 91 LDA $9115,Y --Load the loop part pointer
$83A9:8D F0 05 STA $05F0
0x00912E ~ 0x0091AB - Music Data for Ending (Part 1)
0x0091AC ~ 0x00921C - Music Data for Ending (Part 2)
0x00921D ~ 0x00928F - Music Data for Ending (Part 5)
0x009290 ~ 0x009301 - Music Data for Ending (Part 3)
0x009302 ~ 0x009385 - Music Data for Ending (Part 4)
0x009386 ~ 0x009478 - Music Data for Ending (Part 6)
0x009479 ~ 0x0094CC - Music Data for Star
0x0094CD ~ 0x00955F - Music Data for Underground
0X009560 ~ 0x0095B2 - Music Data for Subspace (Part 1)
0X0095B3 ~ 0x0095EF - Music Data for Subspace (Part 2)
0X0095F0 ~ 0x00961E - Music Data for Subspace (Part 3)
0X00961F ~ 0x00965D - Music Data for Subspace (Part 4)
0X00964E ~ 0x0096B6 - Music Data for Intro (Part 2)
0X0096B7 ~ 0x0097A3 - Music Data for Intro (Part 1)
0X0097A4 ~ 0x009887 - Music Data for Intro (Part 3)
0X009888 ~ 0x0098BC - Music Data for Intro (Part 4)
0X0098BD ~ 0x00996B - Music Data for Selection (Part 1)
0X00996C ~ 0x0099A9 - Music Data for Selection (Part 2)
0X0099AA ~ 0x0099AD - Music Data for Selection (Part 3)
0X0099AE ~ 0x009A35 - Music Data for Selection (Part 4)
0X009A36 ~ 0x009A6C - Music Data for Selection (Part 5)
0X009A6D ~ 0x009AEE - Music Data for Selection (Part 8)
0X009AEF ~ 0x009BA2 - Music Data for Selection (Part 7)
0X009BA3 ~ 0x009BE3 - Music Data for Selection (Part 6)
0X009BE4 ~ 0x009C2F - Music Data for Main Theme (Part 1)
0X009C30 ~ 0x009D08 - Music Data for Main Theme (Part 2)
0X009D09 ~ 0x009D4E - Music Data for Main Theme (Part 3)
0X009D4F ~ 0x009E0F - Music Data for Main Theme (Part 4)
0X009E10 ~ 0x009E5C - Music Data for Main Theme (Part 5)
0X009E5D ~ 0x009F2B - Music Data for Main Theme (Part 6)
0X009F2C ~ 0x009FD6 - Music Data for Boss
0X009FD7 ~ 0x00A0CA - Music Data for Wart
0X00A0CB ~ 0x00A0DD - Music Data for Bonus
0X00A0DE ~ 0x00A101 - Music Data for Game Over
0X00A102 ~ 0x00A157 - Music Data for Boss Beaten
0X00A158 ~ 0x00A17E - Music Data for Bonus 2
0X00A17F = Music Data for Dying, Losing Bonus Chance
$8000-8119 = ?? (contains data such as the jump sound, climbing sound, falling sound (in 1-1))
$811A-8137 = Mushroom sound (notes in reverse order)
$8138-818E = ??
$818F-8196 = Pointers to sound effects
$8197-828D = Sound effects
$828E-8746 = ?? (must be the code that generates music from the data)
$8747-875E = Note frequency data (base scale)
$875F-8EFF = unused
$8F00-8FB2 = Note length tables
$8FB3-8FFF = unused (can be used to add note length tables)
$9000-9029 = Music part pointers
$902A-9102 = Music part headers
$9103-910B = Pointers to first music part (for each song)
$910C-9114 = Pointers to last music part
$9115-911D = Pointers to looping music part
$911E-A18D = Music data
$A18E-A3EE = Instrument sound data (square pulse property bits)
$A3EF-BFFF = unused
----------
Pointers to
first/last/loop part of:
$9103-910C-9115 = Normal level ($10-16-11)
$9104-910D-9116 = Character select ($07-0F-08)
$9105-910E-9117 = Underground ($29-29-29)
$9106-910F-9118 = Boss ($17-17-17)
$9107-9110-9119 = Star ($18-18-18)
$9108-9111-911A = Sub-space ($1E-22-1E)
$9109-9112-911B = Wart ($19-19-19)
$910A-9113-911C = Intro ($1A-1D-00)
$910B-9114-911D = Ending ($23-28-28)
--> pointing from $9000
$9000-9029 = Music part pointers
Default:
$9000 = Bonus (get mushroom) ($99)
$9001 = Boss beaten ($8E)
$9002 = Bonus 2 (get ball) ($84)
$9003 = Die, lose ($A4)
$9004 = Game Over ($89)
$9005 = Same as $9002 ($84)
$9006 = Same as $9000 ($99)
$9007-900F = Character select ($2A,30,36,30,3C,42,A9,9E,93)
$9010-9016 = Normal level ($48,4E,54,5A,54,60,66)
$9017 = Boss ($72)
$9018 = Star ($78)
$9019 = Wart ($7E)
$901A-901D = Intro ($B5,AF,BB,C1)
$901E-9022 = Subspace ($C7,CD,D3,CD,D9)
$9023-9028 = Ending ($DF,EB,E5,F7,F1,FD)
$9029 = Underground ($6C)
--> pointing from $9000
Music part headers:
$902A-902F \
$9030-9035 |
$9036-903B | Character select
$903C-9041 | (part 1)
$9042-9047 /
$9048-904D \
$904E-9053 |
$9054-9059 | Normal level
$905A-905F |
$9060-9065 |
$9066-906B /
$906C-9071 = Underground
$9072-9077 = Boss
$9078-907D = Star
$907E-9083 = Wart
$9084-9088 = Bonus 2
$9089-908D = Game Over
$908E-9092 = Boss beaten
$9093-9098 = Character select (2)
$9099-909D = Bonus
$909E-90A3 = Character select (3)
$90A4-90A8 = Die, lose
$90A9-90AE = Character select (4)
$90AF-90B4 \
$90B5-90BA | Intro
$90BB-90C0 |
$90C1-90C6 /
$90C7-90CC \
$90CD-90D2 | Subspace
$90D3-90D8 |
$90D9-90DE /
$90DF-90E4 \
$90E5-90EA |
$90EB-90F0 | Ending
$90F1-90F6 |
$90F7-90FC |
$90FD-9102 /
Music header bytes:
00 = Pointer to note length table (points from $8F00)
01-02 = Pointer for square 1 channel (main pointer)
03 = Data offset for triangle (from main address)
04 = Data offset for square 2
05 = Data offset for noise
Note length tables:
$8F00-8F0C = $03,03,04,04,06,09,08,08,0C,12,18,24,30
$8F0D-8F1A = $03,04,05,04,07,0A,09,0A,0E,15,1C,2A,38,0B
$8F1B-8F27 = $04,04,05,06,08,0C,0B,0A,10,18,20,30,40
$8F28-8F36 = $04,05,06,06,09,0D,0C,0C,12,1B,24,36,48,0E,03
$8F37-8F43 = $05,05,07,06,0A,0F,0D,0E,14,1E,28,3C,50
$8F44-8F51 = $05,06,07,08,0B,10,0F,0E,16,21,2C,42,58,11
$8F52-8F5f = $06,06,08,08,0C,12,10,10,18,24,30,48,60,02
$8F50-8F6D = $06,07,09,08,0D,13,11,12,1A,27,34,4E,68,14
$8F6E-8F7C = $07,07,09,0A,0E,15,13,12,1C,2A,38,54,70,03,04
$8F7D-8F8A = $07,08,0A,0A,0F,16,14,14,1E,2D,3C,5A,78,17
$8F8B-8F97 = $08,08,0B,0A,10,18,15,16,20,30,40,60,80
$8F98-8FA5 = $08,09,0B,0C,11,19,15,16,22,33,44,60,88,1A
$8FA6-8FB2 = $09,09,0C,0C,12,1B,18,18,24,36,48,6C,90
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Note: NSF to Midi should be appropriate to view and convert with OpenMPT and/or Skale tracker. Or if you have a MIDI editor or such.
http://www.zophar.net/utilities/download/nsf2mid-0.131-eng-icemod.rar
or
http://www.zophar.net/utilities/download/nsf2mid-0.131-eng.zip
Hope that helps you a lot.