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Yeah, the heavy use of V02 and the strange tuning is definitely reminiscent of POKEY.
I don't know what to say about the tuning though. Seems like something that would be caused by a misunderstanding of what the NES is capable of, or how to use it, or how to tune a scale, or something.
I like my music tuned sharp, but yeah, some of the notes sound off the tuning scale. It was probably a rushed sound driver and seeing as it was developed by a US company, they most likely converted MIDI files to the NES. For sh*ts and giggles, I'll post my cover. It's pretty much the same as yours, just at 150 instead of 75. Plus you got more songs done than I did. One of us still has to finish that one that goes out of sync. Who wants to do it?
I took a hard look at some of these pitch values being used. My guess as to how this tuning was created is a misunderstanding on how to divide an octave into 12 parts.
It's supposed to divide the octave (ratio of 2/1) be 12 equal parts logarithmically (so the 12th root of 2/1), but if you divide it linearly instead (1/12 of 2/1) you get an approximation of this that is bad at the edges of the scale.
May not be exactly what's going on here; I am having trouble finding all the notes in the scale anyway (maybe they avoided using the more out of tune sounding ones) but in the parts of the scales I can find, I am seeing linear spacing. (I'm actually having trouble trying to find a pitch table in the NSF binary; possibly these numbers are being generated on the fly, which is something you'd never try to do on an NES if you were actually calculating logarithms, but would be reasonable for a linear scale step. There could be other reasons I can't find these values here though, there's a lot of ways to store your tuning data.)
Also, since the tuning often falls between notes of the equal tempered scale FamiTracker uses, you get a lot of enharmonic spellings from the importer that aren't appropriate. For instance, on pattern 00 row 0C in square 1 that should be spelled C# C A# G# (with different Pxx values, of course).
I have no idea what any of this means, all I've figured out is that every game has specific Pitch offsets for each note, and it differs for every game.