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I've been working on a huge FTM project, and right now, I composed 20 original songs (some are WIPs and one song is from a game I like very much). I used the VRC6 expansion chip on the songs.
I'll attach only the FTM because the NSF is buggy (see my thread at Bug Report section).
Enjoy and give C+C
EDIT: For some reason, the VRC6 squares can't reach notes below than A-0 if you play the 'Level 3' song first. What does that mean?
What the point to put everything in single file, including WIPs and covers? It's not very comfortable to listen.
Didn't listened everything much, but I've noticed you use quite few instruments and your overall tech is low, though music is fine. You must improve your tech - use vibrato on long notes, use echo, don't use long notes always (I mean notes without pauses or volume drops between them). All this could add expression and depth to your music.
Well, all I can say is that I like to have a lot of songs in one FTM. This way, I can work on several songs without having to open the tracker a lot. About the cover... well, I was planning to include it in my game (if it ever gets completed: my friend is learning programming while I work on the songs and graphics).
I used a lot of long, unedited notes to create that 'very old NES games' effect, but I think I can place some effects here and there
I want to create the effect, not FOLLOW it. Check Cave Story's soundtrack, for example. It has got more than 5 sound channels, but it still has that retro feel, understand?
I said that, but I didn't said anything about number of channels.
Cave story music has no sampled drums, and uses even less timbres than 2A03 has, not speaking about VRC6. Also, it uses everything I said in first post.
Early systems had only square and noise generators. 2A03 had pulse and triangle. VRC6 added few more waveforms. Later systems had more and more timbres, up to unlimited number (PCM). So, first thing to create retro feel is to limit number of timbres, but using DPCM and VRC6 you increase it instead.
Yes, but some channels fit better as a VRC6 square/saw than a regular pulse. Also, you're wrong, Cave Story does use more channels than 2a03 chip. You can even compare the main theme with this remix:
http://www.youtube.com/watch?v=6AQ9YlWIfNQ&feature=channel_page
Notice how it is simpler-looking than the original (principally the BETA version). The drums might be a combo of noise and square, but who knows...?
I was aiming for a simple, effect-less style, but I think you're right. I'm working with the vibrato/volume from the songs right now...
[quote=Shiru]If you want to stylize music to old NES games, you must not use extension chips and DPCM.[/quote]
What are you talking about? Who made that decision?
The NES has always had a DPCM channel, hasn't it? And the FamiCom (which supports expansion chips, and which also has DPCM just like the NES) is even older than the NES. So how in the world does music need to be void of DPCM to qualify as old NES game music?
History made that decision. Most of pre-1990 Famicom and NES games didn't used DPCM, and quite few japanese games used extension chips. 'Old NES games' is not newer than 1987-1988 for sure, when big games like Contra and others came out. Why argue with obvious things?
I listened to all tracks, and imho it sounds really nice. It's minimalistic, but still brings me back to the good old days while adding new ideas at the same time. (^-^ )b
As far as tracking goes, there ARE times I need more than three channels of timbre (Just Like You Imagined), and there are times when three channels of timbre work just fine (triangle for bass, usually). It all really depends on what you are trying to achieve musically, I suppose. (^-^ )7
Nothing, though, compares to three timbre channels with noise. It's how nothing sounds quite like an 808, as the Beastie Boys put it.
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You now process Dracula's Rib. Good luck processing it...
[quote=Shiru]History made that decision. Most of pre-1990 Famicom and NES games didn't used DPCM, and quite few japanese games used extension chips. 'Old NES games' is not newer than 1987-1988 for sure, when big games like Contra and others came out. Why argue with obvious things?[/quote]
Oh... so he wants to make music that sounds like in Excite Bike and Ice Hockey? Wonderful. Point taken though.