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Do any of you guys know how to make this echo-like effect like in MegaMan 5's stage Select screen?
http://www.youtube.com/watch?v=sXizm81ckfU
Or MegaMan 9 Dr Wily Stage 1 second part (Listen at 0:11):
http://www.youtube.com/watch?v=ltslPAxbUsU
It sounds like the 2 Squares are playing notes at the same time in different Duty settings. But... I've managed to get some kind of echo but not sounding as strong as this one... It almost sounds like the music is playing in a pipe... any tips?
Mega Man 5 isn't doing an echo effect actually, but the chorusing:
Channel 1 and Channel 2 both have exactly the same notes, except Channel 1 has a default lower pitch set (in FamiTracker, Channel 1 would have the effect "P7D" or something similar to achieve it)
In the Megaman 9 song, it's the same idea except the notes aren't playing on both channels at the same time, channel 1 would start, Channel 2 would echo, and Channel 1's pitch would be set lower (to prevent phase problems)
Check out my "How to make Mega Man music in FamiTracker" thread (contains the file with examples and a TXT file explaining a lot of the musical theory and the perceived programming theory of how older Mega Man music worked):
Here's a download link directly to the file within that thread, but that thread had additions which would be to your benefit to read. Anyway here's the file:
Here, I made a ftm file of some samples of different ways to do this effect. I think the first one sounds best, but the other ones can be adjusted to taste.
No problem! That's the whole purpose of my Megaman examples. Thanks for saying that though! I hope there's more people out there who'll make more Megaman stuff.
I just checked out one of the examples that you had for the first time, the Skull Man one. That's definitely accurate. Good work! As far as making music like Mega Man, check out my original NSF, in the New Game Music topic in the 'Show off your works' forum. The second song is said to sound a bit like a Mega Man game, from different people I've asked. I recreated the instruments myself, while changing a few of them. I have an NSF player that's a bit more primitive than what other people use, so following the instruments from other games was a bit more tedious. I will say, it's a lot of fun when you find out how the instruments work by yourself, too!
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Thanks for listening!
-Linker2A03
That's pretty cool. I know what you mean about recreating the instrumentation. That's what we all had to do for Mega Man 9. Me, I had the most fun since the NSF I created doesn't use any macro instrumentation since they originated from S3Ms. All the effects had to be done via pattern.
How'd you get the music playing through the Megaman 4 engine for your "Megaman 10"? I ask because I would be willing to do some FT versions of my MM9 mods (I already did one in that example pack) if someone's willing to inject them into a ROM hack somehow..
Thanks! I'm sure you went to the correct topic, right?
Also, I think you might be asking how I recreated the engine in Famitracker. It was mostly by ear, but I slowed down the games' music a lot, so I could get a good replica, while changing a few things in the instruments.
Did you want to see the Famitracker module?
If this isn't what you were asking, though, sorry, my brain is fried right now.
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Thanks for listening!
-Linker2A03
I probably went to the wrong topic. You better link me.
I was referring to that Megaman 10 game that had music in it, since the music was done in FamiTracker I was just wondering how someone was able to get the music into it without "rewriting" the sound engine code in the game.
Ha ha, no problem. [url=]http://famitracker.shoodot.net/forum/posts.php?id=452 I was no part of the Mega Man 10 thing at all.
I took it as you were being funny, calling my music Mega Man 10. Oh well. Check out the second song in particular.
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Thanks for listening!
-Linker2A03