Deprecated: mysql_connect(): The mysql extension is deprecated and will be removed in the future: use mysqli or PDO instead in /storage/content/49/145849/famitracker.com/public_html/forum/classes/dbHandler.php on line 29
In case anyone is still interested, I've been putting up recordings of the stuff on youtube.
Here are all the songs I've done:
[url=http://www.youtube.com/watch?v=vtqrg2Bw5Vw] -Intro themes 1, 2, and 3
[url=http://www.youtube.com/watch?v=4JEux14soPE]-Title screen
[url=http://www.youtube.com/watch?v=zHMNzfa88xk]-Tornado Man (not as good as it could have been)
[url=http://www.youtube.com/watch?v=RpuJY8kWu5M]-Plug Man (this recording is before the OST and erroneous in parts)
[url=http://www.youtube.com/watch?v=aX48gukKGvY]-Magma Man
[url=http://www.youtube.com/watch?v=7J2dlcMF0v0]-Hornet Man
[url=http://www.youtube.com/watch?v=fwpnfDs1ibc]-Concrete Man
[url=http://www.youtube.com/watch?v=xMUAG2-bmMg]-Splash Woman
[url=http://www.youtube.com/watch?v=sQlTACoi98A]-Galaxy Man
[url=http://www.youtube.com/watch?v=1dto3mAmnBU]-Jewel Man
[url=http://www.youtube.com/watch?v=SiFn3yGSz7c]-Boss
[url=http://www.youtube.com/watch?v=_pmA8HwRj2E]-Wily stage 1
[url=http://www.youtube.com/watch?v=7ChAUUZ_4gE]-Wily stage 2
[url=http://www.youtube.com/watch?v=jiHWaMoIjo8]-Wily stage 3
Regarding the inquiries about the actual FTM: I'm keeping that file to myself. I will post a newer NSF when I get some more stuff done. If people want, I COULD post the NSF now, but bear in mind that it will contain some incomplete songs.[url=]
If Capcom are using FamiTracker for making these songs, they definitly should pay som cash to jsr! I haven't acctually listned so much on the original songs. But are they made with some kind of NES hardware, or are they just sounding like NES music? I mean are they made with the NES limitations regarding soundchannels etc?
Considering how the game isn't released on the NES, I guess they could use whatever they want. Is the game released on its own or as a game for the Wii's virtual console? If it's on its own, my guess is that they took one of their old programmers to make the music on an actual nes, then recorded it and the game just plays back digital music (mp3 or what have you). I haven't played the game, I so don't know. Do some channels stop playing in the music when there are sound effects going on? That would be something to look for.
Not sure what they would use. It's conceivable they used their own Capcom engine. They do use some sounds that I know were used in their games such as those funky triangle drums at the beginning of Elec Man and such.
To Dafydd: Yes, they went the extra mile to make sound effects interrupt music.
[quote=]The game runs on a new, proprietary engine that emulates 8-bit video games, even going as far as including the option to add flicker and slowdown.[/quote]
A-ha. I wonder if this means the game is more or less a NES-rom, or if it's now possible to make NES game more easily.
[url=http://upload.wikimedia.org/wikipedia/en/6/63/MegaMan9PromoArt.JPG]Now he's holding a gun AND he has an armcannon? Well, at least Capcom has a sense of humor. 8-bit fidelity engine, hehehe.
[quote=Kreese]If Capcom are using FamiTracker for making these songs, they definitly should pay som cash to jsr! I haven't acctually listned so much on the original songs. But are they made with some kind of NES hardware, or are they just sounding like NES music? I mean are they made with the NES limitations regarding soundchannels etc?[/quote]
I still have yet to play the game, but after listening to the OST, I can definitely confirm that the new songs by the inti creates sound team were not created solely with the 2A03 PSG. Instead, it's likely they used VST instrument plugins and samplers run thru a regular sequencer.
The triangle channel is the first audibly obvious indicator, as it doesn't feature the 16-step "aliasing" that gives the channel its subtle character. At first I thought they just used a slightly inaccurate NSF player such as GNSF (as it exhibits the same clean triangle sound). Then, I heard the pitch-sweeped triangle toms -- in which the stepping magically appears. (thus proving those were sampled from recordings/emulations of their previous Megaman NES games)
Next, if you listen closely to the the noise channel (the noise-drums intro to Concrete Man's stage is a good example) you'll notice that the noise generator isn't pseudo-randomized like it is on the real NES. Instead it sounds like they sampled a few single noise hits from the real thing (or from accurate emulation), then used those few sampled snippets throughout the whole soundtrack. Same holds true for the short-looped noise buzzes, where you'll hear the same exact buzz seed even when it switches to and from the regular noise mode (normally switching between short & long looped modes would capture a distinctively different short loop each time)
However all secrets reveal themselves when you examine the tunes in a wave editor.
For instance, MM9's pulsewaves (noticeable when a single pulse channel plays alone with a sharp ADSR attack) have an [url=http://www.nanjamonja.com/muzak/megaman_9_bipolar.png]un-PSG-like bipolar waveform. The real NES' pulsewaves on the other hand are [url=http://www.nanjamonja.com/muzak/2a03_unipolar.png]unipolar, which a subtle low-frequency impulse pop can be heard on more drastic attacks (though eventually DC correction normalizes the overall audio.)
Well, nevermind that some of the [url=http://www.nanjamonja.com/muzak/megaman_9_rampedattack.png]ADSR ramping on MM9's instruments violate the 4-bit volume scaling and vblank-timed segmenting. The triangle channel has [url=http://www.nanjamonja.com/muzak/megaman_9_triangle.png]short yet ramped releases, too!
On the robots' boss track, I also noticed that the lead melody's instrument kicks in a low-pass filter when it sustains its lowest note for a few measures before pitch-sweeping up two octaves. That sort of filtering is characteristic of samplers that employ interpolation whenever the samplerate goes below a certain threshold. Sounds like pulling the pitchbend down kicked in that sampler's capability!
The new SFX track is rather interesting in its own way. It seems like they did use the 2A03's PSG architecture to program the sounds. However, they also utilized some post-production editing -- notably the pseudo-echo effects on some of the samples. Two of the effects have the triangle channel attenuate in volume for their echo trails -- something not possible on the real thing... or at least not without making register $4011 pop the shit out of the volume.
That's pretty neato that they went all the way to include SFX interrupts on the channels though. It makes me wonder if the soundtrack is at least synthesized via the host console's soundchip, or if they used four separate channels of [b]streamed[/b] audio and utilized some sort of channel muting routine that cuts the appropriate channels depending on flags set on each & every different SFX.
Of course, the average gamer wouldn't give a rats ass about these technicalities, and I bet the the NES chiptune enthusiast or Megaman fanatic would be just as forgiving. Inti Creates sound team did a good job making the whole NES PSG simulation transparent enough for even the most discerning NES chiptune listener to enjoy. I still think this soundtrack is (aside from a few songs) an amazing palette of melodic genius. It's at least a more faithful rendition of NES music than... saaaaay... [url=http://www.plasticshards.com/archives/69]this load of ear-infecting-MIDI-file-in-fruityloops-posing-as-NES-music crapola. And it's definitely more faithful than [url=http://www.mmv.co.jp/special/game/ps2/zero2/ff.html]having globs of reverb inexplicably drenched all over the soundtrack.
Quoting RushJet1 as tl;dr: "[i]It's about as accurate as one could hope without true emulation or complete nerdiness.[/i]"
Well, I'll post the NSF when I get some more themes in there so you can have your 8-bit listening pleasure. If people want it now, I could do that. Just bear in mind there are some incomplete tracks.
One note: For all but the most recent Wily one I created the NSF and recorded using the playback in FCE Ultra. I used NEStopia for the Wily stage 2 one since FCE must not like the much larger-sized NSF file now!