Name: | Mario's Keytastrophe |
Author: | S.N.N. |
Added: | |
Demo: | Yes |
Featured: | No |
Length: | 51 exit(s) |
Type: | Standard: Normal |
Description: | The musical land of Melodia has been cursed by an evil, shipwrecked crew. Their intentions are unknown, but their captain is seeking something that could scar the land for all time. Things only heat up when an ancient war between two kings is reawakened in the middle of the land. Will Mario be able to put an end to this? WARNING: Not fully compatible with SNES9x/bsnes. ZSNES 1.42 strongly recommended. [Music] |
Tags: | asm exgfx fixme music original soundtrack puzzle |
Comments: | 9 (jump to comments) |
Rating: |
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Comments (9)
The game does work fine in zsnes for me, but I'm playing the game with a friend over netplay and we need to toggle back and forth who is player 1 since this is a 1 player game. That's a very complicated ask on zsnes, and a hotkey in retroarch. Anyway, I've played this hack before, and left it a very favorable review
edit: I should add that I've tried all the different snes cores for retroarch and tinkered a bit in the audio settings. Resampler, synchronization, driver, etc.
I'm using ZSNES 1.42 but the game does not start and the screen goes black, can you help me?
Sequence data seems to be missing "echo off" commands (#$F0) for tunes that don't use echo. Echo write IS turned off properly though. Thus, when changing from overworld to in-level, echo buffer content from the previous tune is looped indefinitely, resulting in static noise. ZSNES was probably inaccurate enough to treat the "echo write" flag as a global "echo enable" flag which is not the case. Echo volume needs to be set to 0 as well.
I know nothing about SMW hacking but if you have the actual song files it should be possible to insert an "F0" command somewhere at the beginning of each tune (unless you want echo) and inject it again using addmusic?