Hello,
Have not posted in like 4 years, since the old board. Had to re-register! Makes me feel old. Glad to see it is still alive and kicking.
I am trying to record sequences of sound effects from SMB1, without the background music getting in the way.
Is there a known .ips patch or game genie / cheat code to delete the music tracks while preserving the sound effects?
Any other good techniques to achieve this goal?
Thanks,
philtulju
Odds are there's an NSF dump of the game that includes the sound effects. You could just use that.
Thanks, I'll look into that - do you have such a .nsf?
Ideally, however, I want to record some sequences - like hit coin box, jump, kill koopa, etc. I could simulate it with the sound effects, but it is not really the same.
Thanks,
philtulju
I'm sure Zophars Domain has a SMB1 NSF dump w/ sound effects. OCRemix should have them as well.
Seems like all the .nsfs I can find have only 19 tracks, and OCRemix is the same, or remixes of the same.
Please post if you have ever seen or captured the actual sound effects (not background music) like breaking bricks, bouncing on koopas, getting coins, etc.
Thanks,
philtulju
I looked around after I saw this thread, and the only NSF I found was the 19 track one.
Check this out, it is a flash SMB soundboard:
http://www.albinoblacksheep.com/flash/smbsynth
Hope that helps!
NC
Thanks a lot, NC.
The interface is good enough that I can even simulate playing easily. This will be good enough for my project (generating ringtones!).
It does make me curious however - where did they get the sound effects?
philtulju
With a little searching, this looks like Octorok's profile on MySpace:
http://www.myspace.com/0ctorok
On the soundboard there is a "thanks" to 4 Color Rebellion, and I see that person/group on the top 8 of that profile.
Ask him yourself!
Thanks again, NC, you rock!
Will post more if I learn anything cool from Octorock / 4CR
Getting the effects would really be as simple as disabling a one or two sound channels in an emulator, playing the game while having the emulator writing to a WAV file, & then just cutting them out in an audio editor like Audacity or Goldwave.
Maybe I am missing something, but the basic sound generating channels, noise, square 1 and 2, triangle, etc. are used to generate both sound and music. So when I disable channels, I can get parts of the music to go away, but it also changes the sound effects, or disables them entirely.
Sound effects generally use one or two sound channels, & seldom EVER use both of the square wave channels. Simply disable the one or both square channels not used in effects, depending on which effect you want, & there you go.
The brick-smashing sound, for example, probably doesn't use any of the square wave channels. The pipe noise might. Jumping probably uses 1 square wave.
If I had known about this question, I'd have answered it sooner...
To get rid of the music in SMB1 and keep the sound effects, all you have to do is this: change the byte at file offset 07364h in the .NES file from $20 to $2c. This will skip over the music processing subroutine completely.
Does SMB with this hack still update some variables in RAM based on what music is supposed to be playing? (An emu could track these bytes and substitute an MP3 cover.)
No Carrier wrote:
Nifty, and you even get room echo as a bonus (recorded live from a TV?). Sounds like it doesn't limit sound effects to one at a time, so you get oversaturation when playing a bunch of coins in a row.
The two queue variables that are written to in order to play music are still written to, and are actually never erased as a result of the music engine being skipped.