You could always find a GBS player plugin for winamp and mute the channels there, that's how I would do it. But yeah, whatever I get your point, great work on this whole project.
I started doing Mario on Gameboy using your instruments but then realized the Gameboy version used different instrument configurations, then I realized how much of a pain it was going to be to get it all out there, so I quit after just one song.
The only one that's "new" is the GBC "Menu" music. However, I modified several "original songs" to sound more like their GBC version. Not perfect by a long shot, it was just something to do yesterday when I was bored.
Well, since nobody else seems to want to do it, I've taken up the challenge of doing Super Mario Land covers by ear. Started it last night, so I don't have all too much thus far, and I'm not really going for extreme accuracy here, so any feedback would be nice.
I've actually been covering music from Nemesis II on the gameboy. You can use audio overload to separate the different channels on the .gbs file then record them with audacity. It's a bit of a pain, but it works reasonably well.
I attached my WIP if anyone's interested. It's by all means no where near completion...
Please keep in mind that GBS files are GB-Z80 ASM code and are not just music dumps.
So in order to get around that:
* Ask (Email) GIGO for the NSF2MIDI and GNSF source code.
* Translate it, Rename to GBS2MIDI and PlayGBS (or choose your own names!)
* Give it modifications to work with GB-Z80 instead of 2A03
* Give Credit to GIGO
And you can distribute it after you are done if you need to.
I want to cry.
Anyway, I can obtain data of the notes playing at a time via an emulator, including volumes, frequency registers and the arbitrary waveform.
I downloaded NSF2MIDI 0.05 and converted the Level Clear fanfare. Near the end there are 3 detached D-4 notes in the MIDI, while the original has one long note only. What happened?
the NSFs created with S3M2NSF and FamiTracker tend to retrigger notes instead of using note lengths. It's understandable. It's all in the nature of how tracker music systems work, as opposed to straight MML/MIDI.
the NSFs created with S3M2NSF and FamiTracker tend to retrigger notes instead of using note lengths. It's understandable. It's all in the nature of how tracker music systems work, as opposed to straight MML/MIDI.
I mean, the NSF is downloaded somewhere in the Internet.
EDIT: Notes converted to MIDI are 2 frames shorter than usual. Now I have no problems working with the triangle channel!
This is quality work here, excellent! I'm just now posting about this, but I've heard the module since the beginning. I will say something that few people would catch:
In the Super Mario Bros. level clear music, the very last note between the two square channels need to swap places. Contrary to popular belief, the main melody of the original NES song always went from an A#, down to E on the last note, while the harmony went from D to C. I haven't check the newest file yet, but if you haven't changed it already, basically you just have the notes in the opposite channel.
Actually, N64 Smash Bros. Mario Fanfare does the same thing with the main melody. Aside from this, once again, excellent work.
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Thanks for listening!
-Linker2A03
In the Super Mario Bros. level clear music, the very last note between the two square channels need to swap places. Contrary to popular belief, the main melody of the original NES song always went from an A#, down to E on the last note, while the harmony went from D to C. I haven't check the newest file yet, but if you haven't changed it already, basically you just have the notes in the opposite channel.
Looks like I have to check the channels the melody/harmony go into. For all songs.
When I was doing the quick Super Mario DX conversion of this FTM, I noticed the same thing. It seems to be pretty common, just goes to show people's perception of the music! Maybe there's something psychological about it hehe