Pages: « 12345
Posted on 03-21-24, 06:37 pm in demo avalaible Super Mario Bros.: The Missing Lands
The boy who always has something up his sleeve

Karma: 968
Posts: 748/754
Since: 02-01-21
This hack looks good, i can't wait for play it!!!
_________________________
The star project that shows my brilliant mind



Posted on 08-27-25, 03:45 pm in How i edit sound effects?
The boy who always has something up his sleeve

Karma: 968
Posts: 753/754
Since: 02-01-21
It is extremely simple, just open the . sdat and check the sequence files, and there look for the sound you want to edit, to find it you must listen to which one you want to edit in the . swav files, and replace it with the one you want, but if you want more dynamism I recommend that you open the sequence files and play with the code there, the syntax is simple: prg means instrument and things like cn4 for example, are equivalent to the musical note, it may seem complex at first but it will help you a lot.

Remember to use Nitro Studio 2.
_________________________
The star project that shows my brilliant mind



Posted on 11-21-25, 03:35 pm in The songs are not working in NSMBDS
The boy who always has something up his sleeve

Karma: 968
Posts: 754/754
Since: 02-01-21
You need to replace the sseq, sbnk, and swav files with the originals or adapt the sseq to the NSMB soundfont. This is a very common problem when trying to explore the limits of NSMB with music. The truth is, if a piece of music has many complex samples or is very long, the SDAT file gets corrupted. I don't know if it's due to lack of space or something similar, but the solution is to adapt the sseq or create an sbnk file and a swav file with NSMB DS-compatible samples. If this doesn't convince you, you can experiment with the notes in Nitro Studio 2. That's my recommendation. It might seem tedious, but it's always possible.


_________________________
The star project that shows my brilliant mind



Pages: « 12345