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FamiTracker > General > Show Off Your Work > just covered my first 2 songs Owner: Wingman626 New post
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just covered my first 2 songs Posted: 2011-10-12 13:03  (Last Edited: 2011-10-12 13:08) Reply | Quote
Wingman626

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#24168
[quote=rainwarrior]Do you feel like sharing the stuff you've been working on with us? I wouldn't mind hearing it, and maybe someone will help you with the parts that don't sound right.[/quote]

yhea sure

first one is metroid kraids theme from danooct1 tutorial
i fixed it when IaTM showed me the original and i changed only one note.
2nd to last frame dosent go in smoothly, when it hits that frame you can ehar a small popping sound (i think)

Second is chrono trigger underground sewer
when i finished covering it i found out that my version was almost exactly like Icesoldier's (and sounded a lot better) so i copied a few notes from him and i tried to make it sound like the original as posible

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Posted: 2011-10-12 13:16  (Last Edited: 2011-10-12 13:27) Reply | Quote
jrlepage
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#24170
I spotted one wrong note in your Metroid cover though - was it the one you changed? Also, some Pxx events are missing to make the cover 100% accurate. You said it was from danooct1's tutorial and you modified it? That makes it not technically your cover, doesn't it? Unless I'm mistaken somehow... (which I could be - it's 7.23 AM and I haven't slept since yesterday afternoon, heh).

I'm not familiar with the reference for your other cover, but I like what you've done, it sounds quite nice. Makes for quite a welcome change from the material we've been getting lately. :>

EDIT:
[quote=]when i finished covering it i found out that my version was almost exactly like Icesoldier's (and sounded a lot better) so i copied a few notes from him and i tried to make it sound like the original as posible[/quote]
I don't fully understand this. Did you start out with IceSoldier's FTM and then modify it? The FTM info seems to suggest this, at any rate... Also did you mean yours "sounded a lot better" or his did?

EDIT2:
I managed to dig up IceSoldier's version, and it does look like you 'copied' quite a bit of material from his version, especially in the second portion. :\

Posted: 2011-10-12 13:30 Reply | Quote
Mex

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#24172
[quote=jrlepage]Also, some Pxx events are missing to make your cover 100% accurate. Otherwise, excellent work my friend![/quote]

Have we forgotten that Metroid runs at a clock speed of 240Hz? Not to mention that in frames 01 - 03 of this module, Square 1 has a volume register of 0 for 8 ticks after 3 ticks of the previously triggered A#2 note. The voice should be carried until the next command. Sadly, in actuality this is the farthest thing from accurate.

But then again. what can one expect from a module generated from the poor excuse of stealing and outdated nicetas_c cover, and shamelessly dressing it up as an uninformative tutorial.

*sigh*

Posted: 2011-10-12 13:31 Reply | Quote
Eletious

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#24173
This is a lot of fun to listen to. I think that if I were to play Chrono Trigger, this would distract me from the game.


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Posted: 2011-10-12 13:35 Reply | Quote
jrlepage
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#24175
[quote=Mex][quote=jrlepage]Also, some Pxx events are missing to make your cover 100% accurate. Otherwise, excellent work my friend![/quote]
Sadly, in actuality this is the farthest thing from accurate.

But then again. what can one expect from a module generated from the poor excuse of stealing and outdated nicetas_c cover, and shamelessly dressing it up as an uninformative tutorial.[/quote]
Those are some pretty harsh words my friend.

Posted: 2011-10-12 13:37 Reply | Quote
Mex

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#24176
The truth can be harsh sometimes.

However, keep tracking, Wingman626. It is also indeed the truth that improvement comes from practice and application.

Posted: 2011-10-12 13:40 Reply | Quote
Eletious

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#24178
HEY! I found that tutorial to be quite useful. So there's my 5 cents, which isn't worth anything anymore... Pretty soon we'll have to say "here's my 5 bucks" instead.

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Posted: 2011-10-12 14:53 Reply | Quote
Xyz_39808

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#24179
Rather, I see it as a trump sounding loudly against the use of the word "accurate" just because a cover is recognizable. It seems like there we no attempt at making this a 100%cover. Sure, the notes and effects reflect what we hear in the music, but 100%s go much deeper in detail than that. To even use the word accurate, which implies some vieing towards 100%, seems blasphemous.


That said, I really couldn't care less for the work that goes into doing 100%s. Especially with NSFImport out there now. I just wanna see comprehensible 100% that isn't at 900bpm and not care for who did what amount of work.

Posted: 2011-10-12 14:57 Reply | Quote
Mex

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#24180
[quote=Xyz_39808]I just wanna see comprehensible 100% that isn't at 900bpm and not care for who did what amount of work.[/quote]

Prepare to not care for nicetas_c


Attachments:
metroid_complete_ost.ftm (45 Kb)
Posted: 2011-10-12 15:00  (Last Edited: 2011-10-12 15:03) Reply | Quote
Xyz_39808

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#24181
Rather, I'm glad that there exists good visual ways to see classic VGM translated from an NSF to FTM by dedicated people.

Also, the 100% of SMB is a real eye-opener in that the very first NES cartridge (in America at least, I think) makes use of Zxx.

[edit:] Is there any explanation as to why Metroid runs at 240hz? I thought 60hz was the set clock speed for the 2A03 itself. Wouldn't any commands sent out by a ROM in between those ticks just be ignored?

Posted: 2011-10-12 18:06  (Last Edited: 2011-10-12 18:22) Reply | Quote
rainwarrior

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#24188
60hz is the framerate. The clock speed of the 2A03 is actually 357960 times faster than that. (The clocks are counted and a new frame begins every 357960 clocks.) Some parts of the audio hardware update at other clock divisions, such as 120hz or 240hz.

Importantly, though, nobody really updates the audio registers at greater than 60hz. That is, audio code only runs at 60hz. (Raw PCM playback is an exception to this, but you can't update your game and make raw PCM sounds at the same time.)

So, the three relevant things that don't operate at 60hz:

1. There is a length counter which will halt a square/noise channel after a given number of 120hz frames. The triangle has this for 240hz frames. FamiTracker does not have this control.

2. There is a volume envelope generator for the square/noise channels which operates at 240hz. Every n ( where n = 1 to 16 ) 240hz frames it will decrement the volume by 1, and optionally will loop (resetting to 15 and continuing when it hits 0). FamiTracker does not have this control.

3. Hardware pitch sweeps on the square channels. These are run at 120hz, changing the pitch every n ( where n = 1 to 8 ) 120hz frames. FamiTracker has these fully implemented as Hxx/Ixx.


So anyhow, the two things you are missing are hardware envelopes and length counters. Neither of these things are particularly noticable musically.

Metroid the game does not run audio code at 240hz, and the NSF produced by nicetas_c's cover will not run on a real NES. The only thing he needed it for was instruments 01 and 02 (hi hats and cymbals), which use the envelope feature. In both of these cases you could use a 60hz envelope that approximates it and would not notice the difference. (This is generally true for all use of the hardware envelope.)

The only time I've seen the length counter be relevant was for the hi-hats in SMB3, which use a 120hz burst of noise that FamiTracker can't do. For lengths any longer than that the difference gets very minor very quickly. The higher resolution of the triangle counter isn't very useful either (it's pitch is usually too low to really be relevant to having a 240hz halt control).

Similarly, I don't know why anyone would mention the Pxx tweaks as necessary for accuracy. It's not like Hirokazu Tanaka was in there hand-tuning individual notes like that; his note table was just using a different rounding method than ours, and the difference is not noticeable.

All of these effects are things you actually need a machine/program to break it down for you. They are not something you would discern by listening. It's rather pointless to quibble about them, especially to someone who is just starting out with FamiTracker.


Edit: xyz, well technically the audio code runs at the clock rate, but it is executed immediately after a 60hz timer fires, and generally takes 1 or 2 milliseconds to execute; there will actually be some sloppiness during those milliseconds where certain things are partially updated, but it's generally so fast as to be inaudible/irrelevant (and emulators won't account for it either).

ALSO: THERE ARE NO 240HZ EFFECTS USED IN NICETAS_C'S KRAID COVER. SHUT UP.

Posted: 2011-10-12 18:31  (Last Edited: 2011-10-12 18:35) Reply | Quote
Xyz_39808

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#24190
So, if the Envelope Sweep were implemented, could that make it possible to have 60hz hats in the noise? Kinda like the resolution of using X00 for a DPCM snare roll?

[edit:]Okay, so nicetas' cover only uses 240hz as a workaround for the missing envelope sweep functionality.

I guess, for now, a current workaround to any composition using those would be to just work in 240hz.

Posted: 2011-10-12 18:48  (Last Edited: 2011-10-12 18:51) Reply | Quote
rainwarrior

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#24192
Attached is an example that shows the full extent of the difference that working at 240hz made in covering that soundtrack.


Edit: xyz, I wouldn't suggest working at 240hz as a workaround, because there's not really anything to work around. These features are almost useless on top of what we already have.


Attachments:
240hz_metroid.ftm (1 Kb)
jrlepage, please move offtopic posts kthxbai Posted: 2011-10-12 19:46 Reply | Quote
Xyz_39808

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#24194
I only hear a difference for the last 60hz frame. Where the 60hz version goes from vol4 on the 3rd frame to instantly (and awkwardly) to vol0 on the 4th frame. And the EnvSweep version goes from ending with vol4 on the 3rd frame to a smooth fade out throughout the duration of the 4th frame.

It's like the musical difference between leaving your bow on the string when stopping a note and lifting it. It sounds like EnvSweep would be useful for very anal phrasing of a melody.

Posted: 2011-10-12 20:04 Reply | Quote
psn

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#24195
So basically this guy has taken nicetas' and Icesoldier's FTMs and made changes.

I hesitate to call them 'improvements' because he's mainly just removed things from them (notes, SFX etc.) and, quite frankly, they sound worse for it.

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