The answer given by kinkinkijkin maybe was a little bit rude, but it is more or less what I think.
However, implementing systems with fully PCM based channels (like PC-Engine) plus the current support for wav samples loading, makes the XM export a feature that can be done without much effort
Suddenly, YMUsomething's 4-operator mode makes OP2's sliders change OP3's stuff and vice versa and 2-operator mode still doesn't work right.
EDIT: Oh, only the AR. And now 2-operator mode's second operator's AR just doesn't change at all, yet the slider moves.
Yeah, I fixed this already. The bug is that the value of the ARs of the operators 2 and 3 are SWITCHED. When I fixed the YMU's second operator problem, I forgot to fix this issue too.
In the new version. Btw I am spending so much time in the ROM exporter for PC-Engine, and it is only done in a 10%.
Maybe I should release a 5.2 version with GB Rom Exporter, Arpeggios Envelopes and Duty Envelopes before the PC Engine release.
Other than the echo hardware there's not really anything I'm aware of that's special about the SNES's sound. Even the echo itself isn't really that special...
Calling it "reverb" I think is overselling it; it's just a delay with feedback and a simple filter. (Filter is an 8 sample FIR, and the delay length is up to 1/4 second, I think.)
I think all you'd need to do is use a note delay effect. Besides, you can make any SNES music in Fasttracker 2, Milkytracker, etc. I've talked to some composers who have used Fasttracker II for their SNES music.
If you're still not happy, there is a tool that will rip instrument samples out of SNES games, though they have to be SPC, I have ripped a few myself from games that can't be dumped with SPC files. I can only do legit SNES music since I have music development tools for it.
The only thing the SNES had it going for is noise generation and pitch change. But in reality most of the samples sound like crap because they had to compress on top of playing the high pitch to save ram and playing at a lower note(this lose the lower frequencies of samples, which examples why most games have weak bass). Hell I could do this easily with a mega drive tracker: Take a high quality sample, compress it , record it at high pitch, play it back at a lower pitch in tracker. It will sound exactly like a MIDI instrument. What's worse with snes games is that they re-use samples from the music library for SFX and play it at different notes. Only plok and Tales of phantasa had any noticeable quality in samples.(Tales of phantasa cheated by streaming 4-bit sound samples). I think Plok use selective compression on samples that won't suffer much from compression (bass,drums,) and shorting samples with high clarity and looping them to avoid having too much of a clarity loss. Tim follin is really a genius.
The only thing that would make SNES music worth it in Deflemask is it being able to export SPCs or SNSF files and being able to play on the real hardware.
There's no software player for spc on the snes I know of. Maybe he can create a dedicated one? Real hardware tend to sound bad any ways incomparsion to hardware play back. The same can't be said electronic synthesizers.