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Hey people! I'm here because I've been making custom music for my Megaman 3 hack, with DPCM bass, triangle drums and lots of other goodies, and I need opinions whether these tracks are ok or not. Don't let your nostalgic feelings out now, because it's not trying to sound like Megaman music.
The last track is not going to be used.
Also keep in mind that I have limited space in the ROM file for this, so you might notice an awful lot of repetition.
Well, people aren't really going to be able to pinpoint errors, and fix them for you. I seriously recommend you reconsider attaching the FTM, as I see no reason not to.
RE: Megaman 3 hack music - Feedback needed!Posted: 2014-03-05 13:30
These tracks are good. Tracks 2, 3 and 5 are pretty good, I like them! The only one I didn't like was track 9, but that's just me because it isn't bad... although some variation would help, in case you are willing to tweak it a little.
What kind of hack are you making? Is it the same old Mega Man we all know or you'll do something different? I see some of these tracks fitting within a Mega Man game for sure.
The only reason I'd rather have the FTM is because it would be easier for me to know when the song loops, but NSF is okay.
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Implying the purpose of posting FTMs is to let other people "fix your mistakes".
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Are you insane? Editing other people's stuff without permission is actively discouraged.
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I record (some) NSFs on hardware. Feel free to [url=http://www.famitracker.com/forum/posts.php?id=3633]request a hardware render.
Thank God people realized why I posted the nsf by itself. I didn't want anyone to edit these because first off, I posted this thread to ask for opinions, and that's something you can easily give just by listening to the nsf, and second, I bet none of you are actually aware of the limitations imposed by the sound engine in the actual game. For example there's no Qxx/Rxx equivalent in the Capcom engine, nor is there an option for any kind of wild volume envelopes you would come up with.
The bass sample is actually a horribly downsampled slap bass instrument from my sound card, but unlike most other samples, these still sounded ok after the DPCM conversion so I decided to go with these. I also had a tiny bit of space for the Konami blip-kick and another one to use with snares, whenever I want to use the triangle for melody.
I have to say I'm pretty happy with this, I tend to get positive feedback.
Track 5 is indeed the boss music, and 6 will probably be used during the Wily bosses. The really short ones are mostly things like stage select, password, etc.
Oh, and I've ripped the nsf from the game. It sounds crazy with the edited instruments, but it NSFPlay you can see that it's trying to read the samples, however nes2nsf could not rip them for some reason.
Also, it's a built in transposing command I replaced with the DPCM player, so now you can hear what some of the songs would've originally sounded like.
For the curious, one of the reasons I wanted the ftm was so I could extract the instruments. I can't use the instruments window, so I'm forced to import the instruments from elseware.
If za909 doesn't want to upload the ftm file, then you should respect his decision!
za909, these songs are very interesting and cool, keep up the great work! I don't know why but some of the songs makes me think of Bomberman games for the TG-16...
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