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Finding a little more time these days to get back into Famitracker work.
Edited again on 3-15-2011 to include eight tracks (two new tracks since last upadte on 3-13-2011):
Track 1: Area Select Screen
Track 2: Area 00
Track 3: Area 01
Track 4: Area 02 (And other neutral zones)
Track 6: Enemy Encounter (enemy chopper on map)
Track 7: Boss Battle
Track 8: Area Complete
They're by no means perfect. More of a "rough draft" than anything at this point, as I'm still learning Famitracker and some of the tricks to making good, authentic-sounding NES music. But more to come as I get time on it on this one!
NSF and FTM files attached. And as always, critiques, advice, or sample edits are most welcome!
Well, when you have stuff defined to be faster than the 6frame workspace using blank restricts you to (assuming speed of 6 @150bpm...it's 6frames per 16th note right?), it's not redundant. Defined instruments get in the crevices no amount of tech can do. Sure, enough tech and Gxx will get you a [2 1] pulsewidth, but I'd like to see your tech do [2| 2 1 0]
I borrowed the Time Tangent instrument set because the thing is the most Capcom-like that I saw available and, being Bionic Commando is a Capcom game, I felt it'd fit the feel more appropriately.
I'm still working on getting some of the other tracks but I'm going by ear to do all this. This also means playing the game through myself and, quite frankly, I've always been a bit lousy at Bionic Commando, what with the need to use the arm instead of jumping and all.
But they're coming. Depending on time. And my skill at getting through the game in the first darn place.
But thanks for all the kind words to everyone, really! I appreciate the opportunity to give back to the Famitracker community when I'm able to.
And since this post is still at the bottom I'll reuse it to announce yet another update. This time two new tracks. See first post for details!
[quote=Xyz_39808]Well, when you have stuff defined to be faster than the 6frame workspace using blank restricts you to (assuming speed of 6 @150bpm...it's 6frames per 16th note right?), it's not redundant. Defined instruments get in the crevices no amount of tech can do. Sure, [u]enough tech[/u] and Gxx will get you a [2 1] pulsewidth, but I'd like to see your tech do [2| 2 1 0][/quote]
[/sarcasm]
One last update for the weekend. This one is the tune from Area 02 in the game.
This will probably be the last update I do for a while since I've got to go out out town due to my work soon. I'll be getting ready for that so the project will go on hold for just a little bit, but I'm not done with it so there will be more tracks added in the future.
New upload before my trip out of town. This includes the music track that plays in the stages when you encounter an enemy chopper on the map. Updates and latest versions of ftm and nsf files in the first post.