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FamiTracker > General > FamiTracker Talk > Konami's Nintendo/Game Boy music rocks! Owner: ChipWarrior New post
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Konami's Nintendo/Game Boy music rocks! Posted: 2009-04-02 13:47 Reply | Quote
ChipWarrior



Member for: 4827 days
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#2692
Hi there, everyone!

I am pretty sure that everyone of you knows Game Boy or Nintendo Games like "Nemesis" and "Gradius II" as well as "Teenage Mutant Ninja Turtles II: Back from the Sewers".

If you listen to the music (chiptunes) closely, you will notice that the quality revealed especially in these games is excellent!

Marvelous about the music is the drum kit, which sounds realistic, powerful if I regard the effects for snares, toms and the echo effects for the leads.

I've been trying hard to simulate those sounds, but I still got some problems.

The snare is a combination of a pitch- down square and a noise effect. It is close to the original but it doesn't sound that powerful...

Can anyone of you tell me how Konami created reverbs with just 2 square channels and how they managed to compose music which includes great drum sounds??

If anyone'd like to share instrument data, please feel free.

Thanks a lot


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Posted: 2009-04-02 14:55 Reply | Quote
Dafydd

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Member for: 5304 days
Location: Uppsala, Sweden
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#2694
Konami uses DPCM in nearly all of their soundtracks. There's a DPCM sample collection somewhere on this forum.

Posted: 2009-04-02 17:00  (Last Edited: 2009-04-02 20:38) Reply | Quote
ChipWarrior



Member for: 4827 days
Status: Offline

#2698
This will be the answer! Thanks a lot for that! Within famitracker, most of the samples in DPCM sound "unclean" or "outwashed" due to down-sampling.

I'll give it a try nonetheless.

What about chorus, echoes and reverbs for the lead? Sometimes, tracks in TMNT 2 sound as if they are being played in a huge hangar. Can't create such an effect...

EDIT:

I analysed the GAME BOY drum kit for "TMNT 2" a lot now and I am sure that you can simulate these sounds/instruments with FamiTracker. The DPCM is not necessarily required, it does all work with the noise channel.

Does anyone have the exact values to enter for the electric snare/drum/tom? Konami also used the same in "Gradius II - The Interstellar Assault".

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Posted: 2009-04-02 21:39 Reply | Quote
Shiru



Member for: 4890 days
Location: Russia, Moscow
Status: Offline

#2701
Echo (same for chorus): http://famitracker.shoodot.net/wiki/index.php5?title=How_to_make_echo

GB does not have DPCM channel, so samples drums aren't used.

Posted: 2009-04-03 12:10 Reply | Quote
ChipWarrior



Member for: 4827 days
Status: Offline

#2709
Thanks for the link!

The echo- technique which requires two channels is pretty easy, whereas I am still training using only one channel for a certain reverb. Great misfortune I couldn't figure that first duo- channel method out all by myself. :P

Now I am still missing the functions of spec- sine, up, fish, brol 1-3 and quad to make real "Konami- like" chiptunes concerning the bass line which turns a chiptune into a more vivid track you can listen to.

That drum kit in TMNT 2 is difficult to accomplish, even though Konami's composers definitely used noise + square to create that powerful electric snare/tom, often audible at the beginning of a track.



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Posted: 2009-04-05 20:14 Reply | Quote
Dafydd

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Member for: 5304 days
Location: Uppsala, Sweden
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#2719
The noise and square channels don't sound the same on the GB as they do on the NES though.

Posted: 2009-04-05 22:12 Reply | Quote
ChipWarrior



Member for: 4827 days
Status: Offline

#2723
yeah, but at least it was an attempt to simulate GB music with the Fami.

I hope the electric snare/gated snare is dominant enough...


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Posted: 2009-04-07 18:42 Reply | Quote
TristEndo

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Member for: 5135 days
Location: Chino/Sactown
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#2791
Dpcm doesn't have to sound all washed. You have to use a clear sample in order to get a quality sample. any back noise will corrupt your sound. also any silence after the sample will come out as ringing. Gameboy has a sample channel but it is also the custom wave channel so you have to compromise the wave channel to get any samples, and for the most part i find the gameboy's samples to be a bit distant. I don't know if this is any help at all, I just wanted to inform you on the joys of Dpcm clerity.

Posted: 2009-04-07 19:32 Reply | Quote
ChipWarrior



Member for: 4827 days
Status: Offline

#2794
Thanks, TristEndo!

I've been listening expecially to the music in TMNT 2 (GB). I extracted only the drum channels, turned on the volume and tried to immitate the drums.

I am convinced now that even the electric snare/drum, gated snares, cymbals etc. were all created by the noise channel.

If I create such a drum- line in Fami, it still sounds in a way clumpsy, but i guess I am much closer now.
Soon, I am going to upload my noise/drum- pattern here in comparison to the original, because it is the best!

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