Great stuff. Especially track 2 sounds a lot like something that could have been in Mega Man 3.
How DID you make those steel drums in the Game and Watch gallery song?
EDIT: Nm, muted the other channels and heard for myself. It's amazing how much those channels sound like steel drums when played with the others, considering how little they do so when played solo.
Sorry 'bout the late replies. When creating the Goof Troop NSF, I purposefully made track 2 sound like something close to Mega Man 3. Also, getting the NES Capcom style in this game was the whole idea, like it was a missing Disney NES Capcom game. Hopefully I can finish this soon.
By the way, new NSF on the first page!!!
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-Linker2A03
Anyway to get the Drum samples to sound better than what they do now? Any help would be really appreciated! Also, let me know what you think of the cover song, if I should change something around to make it sound better. Thanks in advance!
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-Linker2A03
What I've had to do in my current WIP track was use the noise channel with the following volume setting:
15 15 3 0
As well as a ZFF effect on every noise crash. I play such a crash whenever I play a DPCM drum so as to emphasize it. But that's just me talking; I'm sure there's a better way.
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I guess I could try that, but I was trying to avoid using the noise channel, since the original didn't. I'm basically trying to find out if there's anyway to make the samples sound a bit clearer.
If you want to, you can add the noise in the song to see how it sounds. Thanks!
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-Linker2A03
There FamiTracker DPCM samples from other NES games. Mind you, it shouldn't be difficult to use them (you can even play them through a DPCM player & record the sound to a WAV file using Audacity).
All of the DPCM samples that have ever been posted on this forum should work just file with any song (including Sega covers). The only problem I might expect would be the need to emphasize a drum beat or two using the noise channel & a Zxx effect.
Props to all the guys who originally took the time (& patience) to create these packages. they've really helped me & I hope they help others too.
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Whoops! I thought you were giving me better sounding samples from Sonic. I actually already have most of these DPCM samples(and others that aren't on the list).
I guess I'll have to deal with the sound quality in the percussion. It just doesn't sound good after converting the drums to the DPCM, so this song doesn't sit well with me.
Thanks for your going out of your way to help, though, appreciated!
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-Linker2A03
As a matter of fact, they most definitely are because the audio sample contains a greater amount of data in 16-bit than in 8-bit.
Here's what I mean:
If you have a simple sine wave, digitize it by converting the wave into 8 chunks that flow like steps on a staircase. The digitization process didn't produce a wave that's anywhere close to the original; this reduces sound quality.
But when you convert that wave into 16 chunks & do the same, you get a resulting sound that's closer to the i=original in quality.
That means the higher you go in bit-rate, the better the quality. This actually applies to all forms of pulse-modulation (PCM, PWM, DPCM, etc.,) even though I used PWM as the example here.
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