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NES core missing sounds in Super Mario Bros 3 #42

vanfanel opened this Issue Dec 3, 2016 · 5 comments


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vanfanel commented Dec 3, 2016


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.


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inDigiNeous commented May 13, 2017

Yes. Noticing some missing sounds on other games too, like in Lifeforce when you destroy the grapper like things in the first level.


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vanfanel commented May 24, 2017

@inDigiNeous : Do you have any idea on what the problem could be?


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greyrogue commented Apr 3, 2018

The issue is here:

wire ValidFreq = Period[10:3] >= 8 && (SweepNegate || !NewSweepPeriod[11]);

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.


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sebdel commented Apr 3, 2018

@greyrogue, you are my hero.


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vanfanel commented Apr 3, 2018

@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.

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