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Endgame - this one speaks for itself. It's supposed to have a kind of dramatic/apocalyptic feel.
Impact - this theme is supposed to be a more motivating song for a major event ingame. Unfinished.
Clarity - this was originally a very early song, one of my first ever. It got stuck in my head for the first time in months and I felt like remaking it, though it probably still shows that it's early/incomplete. Unfortunately I can't post the original, my hard drive shit itself last year and any .org or .ftm that didn't make it onto a flash drive is gone.
Song5 - This is an early game level theme. I'm pretty satisfied with the progress of this song but I want opinons before I go any further, that way any problems can be fixed before it's too late.
Also included are incomplete covers of:
eyes of flame [Cave story]
moonsong [Cave story]
Pier Walk [Cave story]
Running Hell [Cave story]
Cannonball [Megaman Zero 3] (this one is basically complete, just lacking polish.)
Cruel Angel's Thesis [Evangelion]
I felt like I needed to post these covers, because while I am somewhat proud of what's there, progress has basically halted and I kind of feel like they'll never get done, and I'll go crazy just sitting on them.
I also have a question about the Tempo feature of Famitracker. I know that you can use the tempo effect to change the tempo, but I often see people's ftms switching between two tempos using the tempo effect [Fxx] to achieve a different speed. I tried to emulate this myself [a perfect example can be seen in the evangelion cover.] My question is: what exactly does this do? I think it sounds better/more steady so I used it in a couple of of my own songs, but what exactly does it achieve?
Anyway, please give any opinions, thoughts, etc. on the songs, and enjoy.
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I upload originals and sometimes covers. Fan of cave story, megaman, and games in general.
What it does is that, assuming you leave the tempo field at 150, it lets the user know and be in control of exactly how many frames each row lasts. Rather than letting the engine and it's math decide which rows play longer or shorter in order to fit into the tempi not integral with 60hz refresh rate. Unless you're doing math all the time, it's not easily predictable just from looking knowing which frames will be longer.
One can change the tempo in the "Tempo" NumericUpDown box, but they would have to change the engine speed (Hz) to account for this:
For every 5 BPM that is incremented/decremented, increment/decrement the engine speed by 2 Hz, respectively. For example, changing the tempo to 165 would require an engine speed of 66 Hz:
165 - 150 = 15; 15 / 5 = 3; 3 * 2 = 6; 60 + 6 = 66 (Hz).
Values that end in 1, 2, 6 and 7 require only an increase of 1 Hz (plus whatever Hz change is already required), whilst values ending in 3, 4, 8 and 9 require an increase of 3 Hz (plus whatever Hz change is already required). For example, a tempo of 152 requires an engine speed of 61 Hz; a tempo of 162 requires an engine speed of 65 Hz; a tempo of 147 requires 57 Hz, etc.
This does not invalidate rational tempos - or even groove settings for those that use 0CC - but they can be used in conjunction with altered tempos and engine speeds to accomplish more specific/accurate tempos.
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Chiptune artist; atheist; brony; eagerly awaiting Season 5.