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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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If it comes to the crunch... you then better trust in FamiTracker!
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".
_______________________
If it comes to the crunch... you then better trust in FamiTracker!
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.
_______________________
If it comes to the crunch... you then better trust in FamiTracker!
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.
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!
_______________________
If it comes to the crunch... you then better trust in FamiTracker!