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Random Covers 2:
Fire Emblem 3: Monsyo no Nazo - Battle (Blue)
Kirby & The Amazing Mirror - Intro
Kirby GBA - Invincibility[color=#FF00FF]*
Kirby Super Star - Milky Way Wishes - Map
Super Mario 64 - Bowser
Super Mario 64 - Final Bowser
Super Mario World 2: Yoshi's Island - Athletic
Super Mario World - Koopaling
Super Mario World - Underworld
Yoshi's Safari - Bowser
Random Covers 3:
Kirby Super Star - Marx[color=#00FF00]*
Metroid Prime - Hive Mecha
New Super Mario Brothers - Athletic
New Super Mario Brothers - Bonus
New Super Mario Brothers - Dry Bowser
New Super Mario Brothers - Title
Super Metroid - Upper Brinstar
Super Metroid - Mother Brain
Super Metroid - Ridley[color=#00FFFF]*
Super Metroid - Samus Aran's Theme ~Galactic Warrior~
Random Covers 4:
Kirby Super Star - Game Select
Kirby Super Star - Halberd Demise
Kirby Super Star - Milky Way Wishes - Intro
Kirby Super Star - The Great Cave Offensive - Sub-tree/Old Tower
Kirby Super Star - The Great Cave Offensive - Crystal/Garden
Mario Kart 64 - 3 Raceways
Mario Kart: Super Circuit - Bowser's Castle (GBA)
Metroid Prime - Phendrana Depths
Metroid Prime - Record of Samus
Super Mario World - Athletic
Applicability of remixes:
All [u]Kirby Super Star[/u] covers are applicable for [u]Kirby Super Star Ultra[/u].
All [u]Super Mario 64[/u] covers are applicable for [u]Super Mario 64 DS[/u].
All [u]Metroid Prime[/u] covers are applicable for [u]Wii New Play Control: Metroid Prime[/u] and [u]Metroid Prime Trilogy[/u].
All [u]Super Mario World[/u] covers are applicable for [u]Super Mario All-Stars + Super Mario World[/u].
'Mario Kart 64 - 3 Raceways' is applicable for [u]Mario Kart Wii[/u].
'Mario Kart: Super Circuit - Bowser's Castle (GBA)' [color=#FF0000]ISN'T applicable for [u]Mario Kart Wii[/u].
'Fire Emblem 3: Monsyo no Nazo - Battle (Blue)' [color=#FF0000]ISN'T applicable for [u]Fire Emblem: Shadow Dragon[/u].
Notes:
[color=#FF00FF]*: Kirby GBA refers to 3 games as of now: [u]Kirby: Nightmare in Dream Land[/u], [u]Kirby & The Amazing Mirror[/u] and [u]Kirby: Squeak Squad[/u]. Change the duty of instrument 00 from 12.5% to 50% for 'Kirby Super Star: Invincibility'.
[color=#00FF00]*: In [u]Kirby Super Star Ultra[/u], also used for Marx Soul.
[color=#00FFFF]*: Contains two tracks: #1 is Ridley battle, #2 is escape BGM where the two MMC5 channels can be muted.
Your methods of making files in a tracker are weird to me-- you never use small patterns, just huge ones... I'd think that'd get tedious especially on the noise channel!
A lot of the covers are good, but efficiency-wise, Rushjet is right. Larger patterns means more "0"s for a mod to process, which is inefficient. While using very large patterns isn't the "wrong way" of doing things (it would be if you were making an actual Nintendo soundtrack since it's not very memory-cautious), it's harder to work with. But if you can work like that then hey, more power to ya.
That being said, most of the covers are good. I particularly enjoyed the mario ones.
on the contrary, short patterns can become annoying. particularly in longer songs, it's too much to scroll through in the frame window. i go for a happy middleground. infact all of the pattern nonsense gets annoying, i just work with new patterns for every channel, every frame, then copy+paste stuff as i need instead of reusing numbers. being efficient is time consuming and, yeah, pointless if you're only exporting nsfs. i am a failure of a tracker musician tho :D
if anything strikes me odd about these FTMs is that the patterns are sometimes irregular to the sections, and maybe the events could use being double-spaced. nonetheless! i am also enjoying these covers greatly, they're well made. yoshi's island athletic is ace, though i particularly like the kirby stuff. gonna download them all and export them to nsfs. nice work on these!
Dave: I agree, a pattern length of 64 for 4/4 timed songs, and 48/96 for 3/4 or triplet-only songs is my happy middleground. But what may be more efficient to work with production wise may not be as efficient memory-wise or optimization-wise for in-game. The less rows, the smaller the file size. The slower the speed (at least, according to IT -> NSF) the less chance of dropped or doubled frames.
If however the music is being made as just a song and not in-game, then the composer can work with whatever pattern legnth he/she would like to.
[quote=tssf]If however the music is being made as just a song and not in-game, then the composer can work with whatever pattern legnth he/she would like to. [/quote]
Well yeah, but it's not just about optimization-- "oh shit, I need to change one thing on my looping drum track... crap, it's all one big pattern *changes 30 things*" instead of just one.
RE: Random Covers 2-4Posted: 2012-02-06 20:01 (Last Edited: 2012-02-06 20:18)
great, but, in SMW_Athletic, in the 1st square, in frame 14, at row 4, there should be a 3:1E effect, followed two frames later by 3:00. There should be a small pitch-up.
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