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Description |
Everybody knows the trivia, okay? But what if SMB2 could've sounded closer to Yume Kojo: Doki Doki Panic (Dream Factory: Lub-Dub Panic)? This hack aims to sound as close as possible, with about 95% of the sound restored from the form of translated instrument data, to the very DPCM samples you should be hearing.
V1.3 Changes:
-Bomb sound added to mimic bomb sound
-World warp values restored
V1.2 Changes:
-Doubled PRG size
-Implemented lead DPCM for title and warpless ending themes
V1.1 Changes:
-Restored DPCM constants to original order
-Removed 1.0's testing features
-Fixed CHR switching bug
-Inexplicably fixed bomb collision by altering sound processing
-All DPCM sound effects now processed under one subroutine
-Restored "subcons freed" theme and used it for warped playthroughs.
-DPCM now continues playing while music stops
Main Features:
-Fresh DPCM Samples - And More of Them - All 16 FDS-exclusive sound effects were all recorded to the DPCM channel, even the unused sound that was presumably replaced by the 1UP sound. This is possible due to upgrading to the MMC5, and using its capabilities to swap out data where DPCM normally goes.
-Music is redone - Yes, even the "subcons freed" music which was replaced by a copy of the slot fanfare, although it doesn't play beyond the first segment.
-Queues have been reverted to its original state, although their constants have been shuffled around.
-All coin inserts act like they originally did in Lub Dub Panic on the slot machines.
-DPCM features priority to let the bosses squawk uninterrupted as they did originally.
-Mainstay pulse queue migrated to Channel 2.
Testing related features:
-Quadrupled Starman time
-Doubled stopwatch time
-Infinite 1UP's
-Infinite Subspace visits for coins
-Subspace time extended by ~2.66x
-Toad has a higher running speed and jumps higher |
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