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So I was fooling around with a MegaMan style instrument pack, so I thought I'd try doing an OST in that style, and since RockMan 7 FC's demixes are meh at most, I thought I would do MegaMan 7 (or at least part of it) So yeah, tell me if I got the style accurately or not, I'm pretty proud of how it sounds so far.
NOTE: Yes I know that last little part in the intro stage theme is missing, I'll be adding that in soon.
EDIT: Sorry I forgot to credit tssf's instruments, thanks to Warheart for the reminder I'll work on this for a little while and post again when I have some good stuff.
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G-Rank rule #1: Literally never take a hit.
You should give tssf at least some credit since this is his Mega Man 10 instrument pack.
And as for covering Mega Man 7 songs, you really need to think what you are doing since these songs could end up being way too simple, or in worse case, boring.
Right now, these covers sound pretty meh because the volume control is in my opinion too simple. Adding volume slides or one channel echoes might help A LOT.
The instruments, idk, I personally think you also need to use instruments from other Mega Man games than just from Mega Man 10. You could even create your own instruments to make these songs even more interesting.
So my advice is: Better volume control (especially the slides) and more instruments. You have to keep in mind that the Mega Man 7 soundtrack already has a pretty good sound design (in my opinion). So covering these songs are easier said than done, I mean just look how bad the RM7FC's soundtrack is...
But I'm sure you will get better when covering these
When I was learning Famitracker, I did this horrible 2A03 cover of Shade Man. It sucks donkey balls, but I think it should give you an idea of how you could use your instruments on other songs.
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Ponies, Mega Man, Meshuggah, Rotten Sound and ice-cream! <3
[url=http://www.youtube.com/user/seppowarheart]YOUTUBE
[quote=insomniacovrlrd]Hey you used the P effect. I have a question man.
With 80 being 'the note you told it to play'
how much deviation in the P effect results in one half step?
like to go from C to c#. How many p, man?[/quote]
Not sure actually, but I think it depends on the frequency of the note and what channel you're talking about.
Here are some links that might help, but I don't know if it answers your question...
Okay fixed up a few things in Title and Intro Stage, and did Wily 2. Hope this is better than before. I'm probably not doing the entire OST but just my favorite tracks, so sorry if that disappoints anybody. I'm also sticking to MM10 instruments because I'm lazy. My favorite out of all three I have done is probably Wily 2 so far.
[color=#333333]Well, I just lost a long post, thanks to a small navigation mistake brought on by the need to make sure which thread I was posting on, thanks to the accidental post which was above mine at the time of posting. A good reason why you should definitely sausage accidental posts upon noticing, and, I'd like if it was amended into the rules to sausage accidental posts while waiting for an admin to get on and delete them.
Anyways, on to the module this thread's about.
The intro is hit hard by the lack of G0x commands. The false cuts in the lead take up too much time in the lead, and closely-grouped notes are hardly audible, along with the fact that they start quieter in the first place. If you delay the fake cuts by a frame or two, then the notes become more audible. And, yes, I know the hardly-audible grouped notes was intentional. I'm just saying that the intended effect isn't great when used non-sparingly.
The noise percs draw out rather long and weak, and though that makes Wily 2 sound BETTER, it makes the title sound WORSE. This can easily be fixed by making a separate set of percs that's punchier, though that'd eventually get rather cluttered, and, well, clutter is the reason why I didn't mention above that the triangle cuts in the intro are exactly a frame off of sounding right.
And, lastly, the strings in Wily 2 are technically a chord of sorts (don't remember which kind, and am too lazy to find my rip of the game and listen to the sample), and should be represented by an arp. The singulation causes painful dissonance between the lead and strings, while, in the original song, the dissonance is cleverly covered up by the other parts of the chord. Probably also helps that the real thing's an octave lower than your representation, but, while string pads still sound like string pads in lower octaves, it's pushing it to say that even a center-octave pulse wave is a string pad, so I don't think it would continue to sound good if ramped down an octave.