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FamiTracker > General > Show Off Your Work > A regular VRC7 thread Owner: nicetas_c New post
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A regular VRC7 thread Posted: 2010-07-07 10:49  (Last Edited: 2010-07-08 14:20) Reply | Quote
nicetas_c



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#6941
Some of them were probably here already, but I decided to post all of again. All ports are based on the least inaccurate MIDIs from VGMusic.

[quote=][size=8]Super Mario 64 (DS) - Piranha Plant's Lullaby
My first VRC7 stuff.

Powerful Mario
This is the theme you will hear when Mario gets a Wing Cap in Super Mario 64 (DS) or when Mario gets a starman in New Super Mario Bros. (Wii).

VRC7 Slide
How I successfully create a pitch sliding chromatic scale in any VRC7 channel. THIS IS A TECHNICAL DEMO, NOT A COVER.

Kirby: Squeak Squad - Prism Plants Stage 1
In case you have not played it, this is based on Kirby's Dream Land 3 - Grass Land 3.

Super Mario 64 (DS) - Slider
I mastered the VRC7 pitch slide in a matter of seconds, so I did this one.[/quote]


Posted: 2010-07-07 11:03 Reply | Quote
Mex

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#6942
Wonderful as always, that lullaby cover is beautiful!

Posted: 2010-07-07 12:42 Reply | Quote
Dave
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#6943
my advice would be to [i]not[/i] base your transcriptions on other transcriptions found at vgmusic/wherever, and instead do it yourself by ear from scratch. you are opening yourself to the possibility of replicating other peoples errors, even if the midis seem like they're accurate to you. for instance, i noticed incorrect notes in your pirahna plant lullaby cover (frames 01+03, rows 22+23... should be E F#, not G A.)

heh, you even based your powerful mario FTM off of [url=http://www.youtube.com/watch?v=R1x05yBY8aY]my sequence. i can tell, since you even included the barely-audible CMaj7 arpeggio before the looppoint.

these sound pretty good anyway. just be very careful. it's better to spend time ensuring something is correct than to take a shortcut and do a slapdash job.

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Posted: 2010-07-07 20:16  (Last Edited: 2010-07-07 20:25) Reply | Quote
retrotails

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#6959
Why not use the ripped music?
EDIT: Super Mario 64 (DS) - Slider has some wrong notes. Most notably, VRC7 channel 6, frame 8.

Posted: 2010-07-08 07:13 Reply | Quote
nicetas_c



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#6967
[quote=retrotails]Why not use the ripped music?
EDIT: Super Mario 64 (DS) - Slider has some wrong notes. Most notably, VRC7 channel 6, frame 8.[/quote]
N64/DS music can't be ripped as I know of. Anyone who knows how would be highly appreciated.

Posted: 2010-07-08 07:19  (Last Edited: 2010-07-08 08:37) Reply | Quote
retrotails

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#6968
[quote=nicetas_c][quote=retrotails]Why not use the ripped music?
EDIT: Super Mario 64 (DS) - Slider has some wrong notes. Most notably, VRC7 channel 6, frame 8.[/quote]
N64/DS music can't be ripped as I know of. Anyone who knows how would be highly appreciated.[/quote]
I can rip DS music. N64 music is just short of impossible. Want SM64 DS MIDIs ripped? They wont have correct instruments (unless you have ModPlug)
EDIT: Here is the song and it's soundfont. I'll upload all of the songs to mediafire tomorrow. There's a really simple program that can rip the MIDIs called VGMTrans.
EDIT 2: SM64DS.zip has all of the MIDIs. It's only 153KB! Let me know if you want me to make some instruments for the DPCM.


Attachments:
athretic.mid (24 Kb)
sm64ds.zip (154 Kb)
athretic.dls (600 Kb)
Posted: 2010-07-08 10:35  (Last Edited: 2010-07-08 17:30) Reply | Quote
nicetas_c



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#6970
[quote=retrotails]There's a really simple program that can rip the MIDIs called VGMTrans.[/quote]

Ugh......

Good job, you are the first member in this forum who has the ability to make me speechless.

Now the next thing I want is a GBS2MIDI application... I am that greedy.

EDIT: VGMTrans is so crappy that I am really speechless of its quality. Even NDSSNDEXT Ver. 0.4 is way better than that thing. Thanks anyway.

EDIT2: I utterly fall in love with NDSSNDEXT, so I created an epic theme (at least in-game).


Attachments:
mlbis_bowser_theme.ftm (7 Kb)
Posted: 2010-07-08 17:54 Reply | Quote
retrotails

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#6974
[quote=nicetas_c][quote=retrotails]There's a really simple program that can rip the MIDIs called VGMTrans.[/quote]

Ugh......

Good job, you are the first member in this forum who has the ability to make me speechless.

Now the next thing I want is a GBS2MIDI application... I am that greedy.

EDIT: VGMTrans is so crappy that I am really speechless of its quality. Even NDSSNDEXT Ver. 0.4 is way better than that thing. Thanks anyway.

EDIT2: I utterly fall in love with NDSSNDEXT, so I created an epic theme (at least in-game).[/quote]
Crappy? It has wrong instruments. Here is an IT with proper instruments (after the DLS was added with the MIDI)
Also, there IS a GBS2MIDI but the addresses for the music must be found, thus it doesn't support all games. That's how I made MK: SC Bowser's Castle.


Attachments:
kuppa.zip (216 Kb)
Posted: 2010-07-08 18:07 Reply | Quote
Dave
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#6975
yea it's anything but crappy, vgmtrans rips the exact sequence data. there's no reinterpretation involved like with nsf2mid, spc2mid, etc. the patches, registers, and percussion map will be incorrect but that's all.

an older vgmtrans worked with n64 roms as well but it was not anywhere near as successful as the DS one (won't go into why.)

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Posted: 2010-07-08 18:33  (Last Edited: 2010-07-08 18:37) Reply | Quote
nicetas_c



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#6976
[quote=retrotails]Crappy? It has wrong instruments. Here is an IT with proper instruments (after the DLS was added with the MIDI)
Also, there IS a GBS2MIDI but the addresses for the music must be found, thus it doesn't support all games. That's how I made MK: SC Bowser's Castle.[/quote]
1) NDSSNDEXT is easier for me to use. Maybe I am better with command prompts, I don't know. It also has wrong instruments, but it does rip some percussion properly. VGMTrans does not automatically create percussion channel(s) using channel 10 but NDSSNDEXT does. (that said, both applications have a favour of using instrument #127/#128 'Gunshot')
2) GBS stands for [u]G[/u]ame [u]B[/u]oy [u]s[/u]ound file, not [u]G[/u]ame Boy Advance [u]s[/u]ound [u]f[/u]ile. I do have a GBA2MIDI as well.

[color=#333333]MINIGSF is the most common format as I know of, but just like VGMTrans/NDSSNDEXT, it rips MIDIs (or its equivalents) directly from a ROM instead of turning a game music file, e.g. SPC700 sound file into a MIDI. Maybe that's why it is not named 'GSF2MIDI', but not that matters too much.(What's with the space?)

Posted: 2010-07-08 18:42 Reply | Quote
retrotails

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#6977
[quote=Dave]yea it's anything but crappy, vgmtrans rips the exact sequence data. there's no reinterpretation involved like with nsf2mid, spc2mid, etc. the patches, registers, and percussion map will be incorrect but that's all.

an older vgmtrans worked with n64 roms as well but it was not anywhere near as successful as the DS one (won't go into why.)[/quote]
I've seen one of those threads that went into why...
If you have the older VGMTrans could you PLEASE send it? I've been looking everywhere. The NDSSNDEXT MIDIs were a slightly different size but I couldn't tell what changed. Also, nicetas_c, there was an old GBS player that could log to MIDI. I had it a long time ago and can't find it anymore.

Posted: 2010-07-10 13:30 Reply | Quote
Dave
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#7079
http://www.shakal.net/lunar/temp/vgmtrans.rar
both versions are in there.

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Posted: 2010-07-16 01:18 Reply | Quote
kinkinkijkin

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#7390
Hey, your powerful mario FTM was close, but slower than the real thing. I should know because I use emulators and the real systems to get song info instead of listening to a fanmade MIDI or ripping a DS MIDI. I sped up to the proper speed and attached it.


Attachments:
powerful_mario.ftm (5 Kb)
Posted: 2010-07-16 13:02 Reply | Quote
kinkinkijkin

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#7412
Forgot to say this. I use the emulator Project 64 which only emulates in PAL, so I think that's slower than the NTSC. I had an N64, but it was PAL and N64 doesn't read if the cartridge is PAL or NTSC, so I was playing it in PAL. So, it could actually be faster than that.

Posted: 2010-07-16 13:04 Reply | Quote
nicetas_c



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#7413
[quote=kinkinkijkin]Forgot to say this...[/quote]
You can edit your existing post instead of making a new one.

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