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I'm still trying to get to grips with Famitracker, but yeah, after working with a piano roll for a good time it's kinda hard to work with a tracker. That said, I still done something after a good hour. It's the same thing [url=http://www.youtube.com/watch?v=pIj5V05wIJQ]I posted on YouTube a while back, but I've come here to see if anyone could help me make this better.
Anywho, any help would really be appreciated. The attached file is the same FTM featured in the video.
EDIT: Oh, and I might have nicked a few voice envelopes from around here
[quote=moviemovies1]This is great! It is in the style of Mega Man. I modified it a little to make it fit more in the NES Mega Man Games[/quote]
That's kinda what I was intending, but it's not exactly in the style - the NES MM songs aren't really progressive in style, whereas this one is.
I've changed that a little to a little more of a chorused note, I think it's a little better than clashing notes. It felt odd to me, too, but I wasn't too sure how to change it at the time. I'm still not sure on what to do with the chords themselves, though, they're just sitting there, being dull.
Not bad for a first song I suppose. as Nicetas pointed out, there are more than a few redundant and unnecessary effects in the piece. It is probably good to note that when a command is processed, it is carried throughout the following notes unless interrupted by another command with the same carrier and a different variable.
DPCM wasn't really a Capcom trait either, if you want to stick closer in the style you should get rid of it like moviemovies1 suggested.
Granted, not that bad for a first piece. I'm curious to see what you create later down the road.
I'm very well aware that once an effect is activated, it's applied until modified or interupted. To be honest, I just went going through all the notes with the effects because I often mute channels and unmute them soon after, usually to hear a specific part. Usually, I don't get the volume effect or whatever and it sounds odd, so yeah..