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WIP > SUPERMARIOBROS.SFXKEYBOARD


This 2nd experiment added a slightly buggy sound player with final sprites and tiles.
made by BOGDO
uploaded by BOGDO
added:
download cartridge
- CLICK TO PLAY -

0


It surely doesn't seem to be much progress, but I am happy that I learned how sfx and music API functions work and took advantage of them to recreate the sounds behaviour of Super Mario Bros. (NES) in TIC-80 and simulate audio gameplay through the keyboard.
Changes since the first experiment (https://tic80.com/play?cart=2669):
* Optimized the underwater music (1 slot gained);
* Fixed 2 wrong notes in the overworld music and shifted the slots order (so I can add the pipe cutscene music in a smart way);
* Optimized the castle complete music (3 slots gained, but the finale part is now slower as a regression);
* Finalized all the sprites and tiles from the original game, somewhat respecting the original sprite order with the intended 4 colors in 4BPP mode (there is a lot of free space so these can be modded with extra colors and sprites if you want);
* Added life losing and game over music (now I have used all the remaining slots);
* Added all used sounds (there are very small inaccuracies and the complex sounds overlap the standard ones, I don't know how to fix these for now);
* Added less time remaining music as a complex sound (still no underground music, sorry);
* Fixed the speed inaccuracy of all music, added the hurry up version of those and fixed the volume of the first 2 channels in music, because those are quieter than the sounds (of course the hurry up underground music is also missing).
I have also included very few details in case anybody (maybe not me this time?) will continue this experiment, such as resizing the "game" to the aspect ratio of the NES.
Every number and letter plus the space key leads to a sound or music, maybe a very basic sprite effect too.


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