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It's been discussed a bit in [url=http://famitracker.com/forum/posts.php?id=1925&pid=30417#30417]this thread. The post I linked to might have the answer you're looking for; if not I recommend contacting the post's author himself for more info.
As far as I'm concerned, you could just track a 64KB module in any old tracker (like Fast Tracker II), and add some reverb in post-processing if you need to, and you could safely call that SNES music, but I understand some people might want to compose for the real hardware or something.
If all else fails, there's always IT2SPC.. Or is it XM2SPC? I can't remember. Google it, I guess...
Specific thing in the SNES sound is ADPCM-compressed samples (BRR format) that are decompressed during playback. They sounds muffled, looping is forward only and has resolution of 16 samples (you can't loop to arbitrary position).
So easy way to imitate the sound is to convert your samples into the BRR and back, this give them the typical quality, then use them without using ping-pong looping. You can use [url=http://www.romhacking.net/utilities/407/]this tool to do this.
There is [url=http://ekid.nintendev.com/xms/]XMS (XM to SNES converter) as well.
Oh, and I'm not intending you bother Coatlesscarl about these things. If you want to track SNES music, figure it out on your own time instead of asking people to tell you everything. If you don't have the patience to figure it out yourself, you truely haven't the patience to want to make SNES music.
It is very easy to know who wrote FamiTracker and what language he used if you visit main page of the site and download section.
FamiTracker has nothing to do with SNES music, you can't use it for this puprose. You need a sample based tracker such as FastTracker II/Scale/OpenMPT/Milkytracker/many others.
So easy way to imitate the sound is to convert your samples into the BRR and back, this give them the typical quality, then use them without using ping-pong looping. You can use [url=http://www.romhacking.net/utilities/407/]this tool to do this.
There is [url=http://ekid.nintendev.com/xms/]XMS (XM to SNES converter) as well.[/quote]
Strange, I could never get that program to work on my Windows 7 computer. I think it worked before on Vista but now I can't use it. Made me sad that I can't use custom instruments in some spc songs.
I'd highly reccomend SNESMOD. It's a bit of a pain, but once you get down how to rig an .it session just right, it's perfect. You can even use your own samples with SNESMOD and not have to be limited to just soundfonts you find.
[quote=warlockkaal]I have lots of soundbanks, but whenever I throw them into a program they sound too new.[/quote]
Yea man, don't settle for that. You just can't match the sound you get from how the snes handles samples and even the sound of the hardware delay can't really be simulated with vst's(being extremely picky).
I've found a pretty reliable approach with using openmpt and SNESMOD. Again, it's a pain to get working, but it [i]does[/i] work!
I wouldn't mind walking you through some things. Feel free to PM me if that's somethig you'd be interested in.
You can check out the Blaster Master SNES music I made for Super Mario Crossover 2 as references if you'd like.
Go find Schism Tracker or Modplug Tracker, those are two good tracking softwares for .IT files. Schism Tracker is an Impulse Tracker (90's Tracker) clone. I grew up on that software so it's second nature to me.