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Choose from 8-bit or 16-bit sounds in SMFR!; An old Super Mario MF feature returns!
Topic Started: Oct 29 2010, 04:44 PM (737 Views)
JudgeSpear
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[utube]http://www.youtube.com/watch?v=U5A8Hgg8VWI[/utube]

The old Super Mario MF had the option to select between the 16-bit and 8-bit Mario sound effects. Now, Super Mario Fusion Revival has that option too!
Edited by JudgeSpear, Oct 29 2010, 04:44 PM.
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Del
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Spriter, level designer, coder, etc.

Nice, I never liked the 16-bits sound effects for the Mario games.
v READ THE FAQ

---> http://s4.zetaboards.com/mkfusion/topic/8079134 <---

READ THE FAQ ^
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Keiang
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So for sound effects from games with no NES equivalent, I guess you'll just use an approximation?

But anyway, this seems really cool.
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JudgeSpear
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Keiang
Oct 29 2010, 05:45 PM
So for sound effects from games with no NES equivalent, I guess you'll just use an approximation?

But anyway, this seems really cool.
In that case, they'll stick to their original 16-bit Mario sounds, like Yoshi and the Chargin' Chuck and the Yoshi's Island Wheel Platforms.
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EvilMariobot
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So, who want's an ICBM?
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I think the flames/fireballs and full P-Meter are still using the 16-bit sound effect. I did notice a bug though, jumping while in quicksand somehow makes the 16-bit jump sound effect. Also the "mounting Yoshi" sound effect has an 8-bit equivalent in the NES puzzle game "Yoshi".
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JudgeSpear
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EvilMariobot
Oct 29 2010, 10:01 PM
I did notice a bug though, jumping while in quicksand somehow makes the 16-bit jump sound effect. Also the "mounting Yoshi" sound effect has an 8-bit equivalent in the NES puzzle game "Yoshi".
I fixed that bug, among other sounds I missed to be changed by this new system. I had to change all sound-playing routines by all objects to take advantage of this new system, and there are a few that I have missed.

Thanks for the heads up about the 8-bit Yoshi mount SFX. For the Spin Jump SFX, I will use the SML2 Spin Jump FX for the 8-bit version.
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EvilMariobot
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So, who want's an ICBM?
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JudgeSpear
Oct 29 2010, 10:10 PM
EvilMariobot
Oct 29 2010, 10:01 PM
I did notice a bug though, jumping while in quicksand somehow makes the 16-bit jump sound effect. Also the "mounting Yoshi" sound effect has an 8-bit equivalent in the NES puzzle game "Yoshi".
I fixed that bug, among other sounds I missed to be changed by this new system. I had to change all sound-playing routines by all objects to take advantage of this new system, and there are a few that I have missed.

Thanks for the heads up about the 8-bit Yoshi mount SFX. For the Spin Jump SFX, I will use the SML2 Spin Jump FX for the 8-bit version.
You're welcome. Now that I think about it, it may also have an egg crack SFX, too. By the way, is this strictly for Mario SFX, or are you going to implement it wherever you can?
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JudgeSpear
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EvilMariobot
Oct 29 2010, 10:50 PM
By the way, is this strictly for Mario SFX, or are you going to implement it wherever you can?
Yes, this will be just for Mario SFX.
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Cap'n Coconuts
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I am Captain Cook, and I approve this message.
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Keiang
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The Following Message has been approved by Presidential Candidate Dante.


That is all.
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Cap'n Coconuts
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what does baby-eating have to do with my approval of 8 bit sounds in smfr
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Keiang
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Smear Campaign. But yeah, this is a really cool feature.
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