Super Mario Bros NES With N64 Samples 7-BIT PCM Mode

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  • เผยแพร่เมื่อ 6 ก.ย. 2024
  • Ever wonder what Super Mario Bros was like if the samples from Super Mario 64 were inserted (using the NES 7-BIT PCM mode)? Actually, the samples are quite clear though you can tell there is a very small amount of loss of quality due to the interrupt timer having to cut down on samples being pushed tot he NES in order for the game logic to run. slowdown was removed as much as possible and looking at the modified code, it is very impressive. (NO, I DIDN'T MAKE THIS MODIFICATION, MUCH TO YOUR SURPRISE: HERE www.romhacking.... - Although I could have to be honest.) - I don't usually show other people's work, but I was very surprised and impressed when I saw it earlier.
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ความคิดเห็น • 41

  • @Aeiutube
    @Aeiutube 3 ปีที่แล้ว +47

    Super Mario Advance 5 looking great

    • @tomyyoung2624
      @tomyyoung2624 3 หลายเดือนก่อน

      YES I DID MAKE THIS MODIFICATION, MUCH TO YOUR SURPRISE:

  • @maquiztop6018
    @maquiztop6018 2 ปีที่แล้ว +30

    when Mario speaks, the game has a small slow down

    • @rhayden658
      @rhayden658 2 ปีที่แล้ว +7

      *NES limitations*

  • @DanTheLoler_17
    @DanTheLoler_17 3 หลายเดือนก่อน +3

    0/10 Mario doesn't say 'just what i needed' when he gets a 1up

  • @rhayden658
    @rhayden658 2 ปีที่แล้ว +6

    Nintendo,
    HIRE THIS PERSON

  • @ssg-eggunner
    @ssg-eggunner ปีที่แล้ว +6

    "that's just what i needed"

    • @ssg-eggunner
      @ssg-eggunner 3 หลายเดือนก่อน

      @@tomyyoung2624 wdym?

  • @Nikku4211
    @Nikku4211 3 ปีที่แล้ว +15

    How big is the final patched ROM?

    • @52298datoyo
      @52298datoyo 3 ปีที่แล้ว +13

      264 KB (270.352 bytes)
      The original Super Mario Bros. ROM is 40KB (40.976 bytes)

    • @Nikku4211
      @Nikku4211 3 ปีที่แล้ว +4

      @@52298datoyo Wow, that's tiny.

  • @BagOfMagicFood
    @BagOfMagicFood 9 หลายเดือนก่อน +2

    Oh, I expected the music to be made of samples too.

    • @nensondubois
      @nensondubois  8 หลายเดือนก่อน +2

      That would not be possible unless you want the game to run at 2-4 frames per second.

  • @MrCheeze
    @MrCheeze 3 ปีที่แล้ว +11

    Wow, compare this to the attempted Pikachu voice in Pokemon Yellow and it's just night and day. Karmic did a great job with this.

    • @godzpeedx7ii75
      @godzpeedx7ii75 3 ปีที่แล้ว +1

      No

    • @tauon_
      @tauon_ ปีที่แล้ว +2

      the gameboy didn't have a pcm channel though

    • @luigikoopa8771
      @luigikoopa8771 9 หลายเดือนก่อน +3

      the gameboy didn't have a pcm channel. the pikachu voice was wavetable abuse.

  • @binarypench
    @binarypench 3 ปีที่แล้ว +6

    I must be dreaming...

  • @ericwilliamofficial
    @ericwilliamofficial 9 หลายเดือนก่อน

    Damn, Didn't Even Know You Could Play 7-Bit PCM And Make The Gameplay Nearly The Same Speed Too.

    • @nensondubois
      @nensondubois  8 หลายเดือนก่อน +1

      Quality is noticeably reduced in this implementation, it is still possible to get perfect quality, or as much as possible if more of the IRQ timer was dedicated to the samples with reduced gameplay speed.

    • @tomyyoung2624
      @tomyyoung2624 3 หลายเดือนก่อน

      @@nensondubois Yepe!

  • @fungo6631
    @fungo6631 5 หลายเดือนก่อน +1

    There's still some 60 Hz crackling. It seems like the IRQ timing isn't quite smooth.

    • @nensondubois
      @nensondubois  5 หลายเดือนก่อน +1

      Glad someone noticed. The timing had to be balanced with the game logic without slowing the game down to a crawl.

    • @fungo6631
      @fungo6631 5 หลายเดือนก่อน

      @@nensonduboisBut with a proper IRQ timer in the cartridge that should be a non issue, as the cartridge does the timing and the CPU just responds to the interrupt.

    • @nensondubois
      @nensondubois  5 หลายเดือนก่อน

      It definitely wasn't possible.

    • @fungo6631
      @fungo6631 5 หลายเดือนก่อน

      @@nensondubois Why so?

  • @NicolARark
    @NicolARark 2 ปีที่แล้ว +3

    Super Mario Advance 5??? 2021????????

  • @Gecko1993HogheadIncOfficial
    @Gecko1993HogheadIncOfficial 9 หลายเดือนก่อน +2

    What have you done? You gave Mario a Gexually Transmitted Disease!

  • @lamiamekni2802
    @lamiamekni2802 2 ปีที่แล้ว +2

    What's PCM

    • @mazionach
      @mazionach 2 ปีที่แล้ว +4

      Pulse Code Modulation, basically, a way of storing sound wich involves taking the height of the sound wave at many different points in time. The nes was cappable of outputting 7 bit PCM sound, but it uses lots of memory and cpu, so it was seldom used.

    • @lamiamekni2802
      @lamiamekni2802 2 ปีที่แล้ว

      @@mazionach if samples came from a digital music or a PCM sound chip, do they take a lot of storage space

    • @rotatingcat1957
      @rotatingcat1957 11 หลายเดือนก่อน +2

      Pulse code modulation, storing sound samples e.g the bang bong drum sound in SMB3 in the 1-1 theme.

  • @retneychozken
    @retneychozken 8 หลายเดือนก่อน

    1-Bit DPCM my beloved. ❤
    ( Yes i know it isnt DPCM because of the few slowdowns, specially with the "boing" sample )

    • @nensondubois
      @nensondubois  7 หลายเดือนก่อน +1

      1-BIT DPCM was the most common method for sample playback from the NES. 7-BIT was rarely used because it requires a lot of resources in both limited ROM space and processing memory, and it wasn't feasible without interrupting or slowing down the game logic for both to play simultaneously.

    • @retneychozken
      @retneychozken 7 หลายเดือนก่อน

      @@nensondubois yes thats what i said in the parenthesis, but still thank you

  • @tomypower4898
    @tomypower4898 9 หลายเดือนก่อน

    cool mario

  • @RaposaCadela
    @RaposaCadela 2 ปีที่แล้ว

    Heheheheheh AMAZING

    • @tomypower4898
      @tomypower4898 9 หลายเดือนก่อน

      YES I DID MAKE THIS MODIFICATION, MUCH TO YOUR SURPRISE: HERE

  • @RadicalSharkRS
    @RadicalSharkRS 3 ปีที่แล้ว +1

    Do we really f@ckin care about that? (joke jk xd I care a lot)

    • @rv2y
      @rv2y ปีที่แล้ว

      What a stupid comment.