-
Notifications
You must be signed in to change notification settings - Fork 83
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
NES core missing sounds in Super Mario Bros 3 #42
Comments
Yes. Noticing some missing sounds on other games too, like in Lifeforce when you destroy the grapper like things in the first level. |
@inDigiNeous : Do you have any idea on what the problem could be? |
The issue is here: mist-board/cores/nes/src/apu.v Line 74 in ae8e19a
Instead of: wire ValidFreq = Period[10:3] >= 8 && (SweepNegate || !NewSweepPeriod[11]); It should be: wire ValidFreq = (|Period[10:3]) && (SweepNegate || !NewSweepPeriod[11]); The test is for Period >= 8, but the code is accidently, effectively testing for Period>=64. |
@greyrogue, you are my hero. |
@greyrogue : Awesome! It seems to work perfectly well, Mario 3 sounds are complete now!! Also, do you see a flickering area on the upper-left part of the screen? Is it a PPU problem or a video signal problem? It's easy to see in Super Mario Bros. 1. |
Hi,
Has anybody else noticed that the NES core is missing some SMB3 sound effects?
-The sound effect of Mario materializing on the map screen is missing.
-The sound effect of Mario flying with the tanooki or racoon suits has missing notes.
The text was updated successfully, but these errors were encountered: