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So I've been playing around with FamiTracker the past week or so. I didn't redo the entire soundtrack, just enough that would be appropriate for say, an "NES demo" of Mega Man 9.
I utilized my experience with reversing the technique that Mega Man 1 - 6 used on the NES.
With this version unlike my S3M version, I could use macro instrumentation so I attempted an "accurate as possible on the NES" remake. With this in mind, I utilized both the Mega Man 1-2 music system style of music (for the MM2 remakes obviously), and a Mega Man 3-6 music system style for the rest of the Mega Man 9 songs, unless it wasn't appropriate. Overdrive Scramble is an example of a mixture of Mega Man 1-2 and Mega Man 3-6 music system styles, even going so far as to utilizing some Mega Man 3 techniques for repeated notes.
In places where Mega Man 9 relied on retriggering notes without taking into effect the 2A03 couldn't reinitialize the square channels to "retrigger" notes, I had to use the "note cut before new note" technique. (The Title screen is an example of this). I tried using the Mega Man 3 style of fading out before the next repeat note, but the notes are too fast that it just didn't work, it didn't have the same feeling.
Most songs are made so that the melody is on channel 2, so sound FX can be used on Channel 1 (Except the intros and title, etc, since they basically use very little sound FX)
Anyway, enough talk. Here are the songs I remade in this FTM:
Last Update: August 3rd, 2009.
**Keep in mind this soundtrack is based on the Wii version, which means pulse width settings and some other minute details may be missing, or different, compared to the soundtrack/PS3/Xbox 360 version**
-Capcom Logo (Thanks to RushJet1 for some suggestions on it. Added little "blip" sounds on the Triangle channel, and added "tings" to the noise channel to give it a different feel)
-Intro 1 (This uses a very fine vibrato. Can't get anymore fine than what I'm using because of the high pitch)
-Intro 2
-Intro 3
-Title (changed it to have the echoes distinct. Fx3 should be happy. )
-Menu
-Stage Select
-Game Start (Added note delays. Fixed Trill. Faithful to MM2, but still in MM9's style.
-Tornado Man (This one was the most fun.
-Concrete Man (Added in hihat echo sound)
-Jewel Man (This will be updated when the new FamiTracker is released, because there's 12 instruments in use for this song alone)
-Plug Man (Made notes more distinct, fixed bass line)
-Boss Theme (NES Timing could mess this one up. Tried some fixes, fixed the hihat lines)
-Stage Clear
-Get Weapon
-Get Rush Jet
-Wily Castle Intro
-Wily Stage 1
-Wily Stage 2 (As close to Wii-accurate as I could get)
-Wily Stage 3 (S3M version I released missed triangle slides because you could barely hear them. The Wii version actually has them and I like them, so I kept them)
-Wily Stage 4
-Wily Machine (Not 100% perfect, however I got very close. I'd say I got about 95%)
-Overdrive Scramble
-Maze of Death (This is completely glitched out, until a new version of FamiTracker fixes Dxx bugs. This song plays notes that the 2A03 cannot replicate, mainly because they're playing TOO fast. 32nd and 64th notes at 150.. I could simulate those parts with DPCM, however, no Mega Man game ever used PCM..so I'm tempted to keep it the way it is.)
-Game Over
-Protoman Whistle (Based off of Megaman 3)
UPDATE: I'm starting to remake some sound effects from MM9.. most "old" SFX are recreated, straight from their source. (MM9 sampled sound effects from MM1, 2, 3 and 4.. it's interesting how they mix and matched the sound system styles between it all. For consistency's sake, I kept the sound effects true to MM9, and not true to any one Megaman sound system in this FTM)
Now included sound effects (FamiTracker won't play this back well, the NSF will play it at full speed):
-MM1 - Enemy Land
-MM2 - Big Mecha Enemy Land
-MM2 - Teleport Out
-MM2 - Menu Item Move
-MM2 - Menu Open
-MM2 - Mega Man Land (Modified it slightly to have a "ting" sound added, but it's from MM2 and not MM3. MM2's didn't have the ting, MM3's did)
-MM2 - Mega Man Shoot
-MM2 - Mega Man Teleport Landing
-MM2 - Enemy Shooting
-MM2 - Mega Man Taking Damage
-MM1 - Boss Door Open
-MM2 - Gain Energy (Non-looped)
-MM2 - Gain Energy (looped) / Wily Map Progression Line
-MM2 - Enemy Taking Damage
-MM2 - Enemy Reflect
-MM2 - Mega Man Death
-MM2 - Entering Water
-MM2 - Disappearing Block
-MM2 - Fire Charging High
-MM2 - Fire Charging Mid
-MM2 - Wily UFO (Looped)..Volume would be lowered in-game.
-MM3 - Explosion
-MM3 - 1-Up
-MM3 - Big Ball Shooting
-MM3 - Absorbing Enemy Power
-MM3 - Enemy Landing (Concrete Man SFX for hitting wall / Landing)
-MM9 - Telephone Ring
-MM9 - Store - Select Item
-MM9 - Collect Bolt
-MM9 - Jewel Shield Activate
-MM9 - Plug Weapon Shooting
-MM9 - Concrete Shooting
-MM9 - Galaxy Weapon Shooting
-MM9 - Galaxy Weapon Exploding
-MM9 - Elephant Sucking Air
-MM9 - Platform Rising (Echo not doable on the NES, used SQ1)
-MM9 - Platform Falling (See above)
-MM9 - Invalid Selection
-MM9 - Acheivement
-MM9 - Falling Rock
-MM9 - UFO (looped)
-MM9 - Popped Balloon (this one took a while..I went through it frame by frame)
-MM9 - Concrete Block
-MM9 - Hornet
-MM9 - Splash Woman Spear sound
I don't know if I'll do more. Tornado man's weapon sound effects and some other Tornado man level sfx still need to be created. Again, not sure I'm willing to do it. Maybe.
Would be kinda cool if someone could remake the Time Attack stage (Fake Man) on the NES..
If anyone uses any of these songs in their project, all I ask is for credit.
So you finished the song you were looking for (Tornado man) and added the boss theme too. I think this time I will not try to remake the few left missing and just give you credit in my nes learning project. I'm too exhausted because of concrete man
That's true, I should update my thread with my the ftm of the song since I promised to upload it. I'm still not happy about the noise instrument but what the heck. Maybe someone can find how to improve them. Maybe we should try to make a thread with all the MM9 music together, that would be useful.
So I decided to edit your file and reupload it. Changed the volumes on the Title screen to sound closer to the original. Hope you like it.. I did this in Fami 2.8, so if the version is an issue (if it ruins other effects in the songs), then just see what I did and make the same changes to your file.
Fx3: While your comment was very vague, I did agree, so I went throughout the entire FTM and changed nearly all the vibrato. In other words, I changed speeds to match the sound track more than Mega Man 3-6's vibratos, and I changed the depths to be more subtle in most, except where songs that needed the deep vibrato (like the menu)
I re-uploaded the FTM and NSF. Please comment so I can make these perfect. Thank you.
RushJet: Yeah, I'm just not sure how well note fades work in that area. I really wish there were a way to reinitialize the square generator.
If I made the song in the Mega Man 2 style, then the note cuts aren't as obvious (apparent in this S3M version of the song I did last year)
Think I should simply do it in that style? (It will require a rework of the song that may take about 10 to 20 minutes, but not sure how many people are a fan of the "cut note before next note starts" style in MM2)
Actually, tssf, I did complete a version of Overdrive Scramble several days ago and uploaded a video of it on YouTube, but never posted about it here. It's not quite as good as yours but it'll suffice for me. Attached here, and you can see the video if you go to my channel (name there is danooct1 as well).
TSSF: Compared to the original it sounds too choppy when you have 0 volume in there between notes. Take my version and change the last volume value from 8 to 5 or something, make it quieter if you want more separation there but don't make it zero.
Okay, Rushjet, try it now. All I basically did was down the amplitude a few points on the fifth frame, no pattern volume fading and it creates the illusion of retriggered square generators.. Actually it sounds a lot like the techniques used in MM3, so I'm pretty happy with it..
Now if only I could do something about that tempo in the Boss theme. Oh well.
The musicians over at capcom cheated a lot. The reason why MM9 was so large I guess is because most of the old sfx / musical macro'd drums were all SAMPLED. (I know this because of how they react playing back in the dolphin emulator)
Um I think that all the songs are just compressed PCM audio of some kind separated by channel, and when a sound effect plays it mutes specific audio streams to give the illusion of being interrupted.
Well, it isn't really, because like they said in their interview, the music is still made with MML. However, playing back in the dolphin emulator, the music actually plays back at different speeds (depending on CPU specs) without typical waveform jittering that happens when a song that's recorded is stretched / played at a speed that's not what it's intended to be played back at.
However, all the sound effects and musical "samples" (the MM2 snares, etc) all play back at their proper speeds, despite the slow downs, which tells me they have to be sampled instead of playing back in real time.. It's sort of like an NES MIDI file using a soundfont. It's kinda cheating, but I guess it got around having to emulate the 2A03.
Well, I don't have Wii, have seen MM9 only briefly on video, not much interested in MM in general starting from Legengs, and not much interested in exact covers (I always can listen to original versions). I think, same for some other people, thus not that much comments here. All I can say, it sounds fine.
Well anyway yeah you know how to do the echoes. You did them in the intro.. You just have to work on keeping the pitch the same for the echo.. If I may make a few suggestions about your version though:
153 = a bad tempo, it sounds like the frames are jumping back and forth. Take the 3 point hit, and set it to 150.. it will make things nice and even.
Also, your portamentos should use the "Q" effect not a bend up, it's easier in FamiTracker for that effect.
Hmm,
but if you want to do the echoes later in climax of the song, you could simply cut a frame before the next note, or you could lower the volume to the "echo volume" like I'm doing.. It all depends on which style you want to emulate when recreating the song.
EDIT: I noticed you mixed 2 composing styles. The tempo may not what be what's causing the "frame skipping" that I'm hearing, it could be you mixing MM2's and MM3's composing styles.
frame cut before note = MM2 style
No Frame Cut before note = MM3 style
if they're mixed, the notes won't sound quantized.. try to axe the MM2 style you have going on, and stick to the MM3 style..OR you could just for for the MM2 style, and put a frame cut in front of every single instrument, that should square things up nicely.
I am not an advanced enough user to really comment on the songs other than to say they do sound more like the in game than your S3M files. I made a famitracker version of Overdrive Scramble a few months back based on the S3M by tssf. After looking at the new files here though it would not help any to post it now.