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	<title type="html"><![CDATA[ChipMusic.org - 2A03 - Super Mario Rewrite - Potential physical release]]></title>
	<link rel="self" href="https://chipmusic.org:80/forums/feed/atom/topic/9314/"/>
	<updated>2012-12-01T02:50:00Z</updated>
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	<id>https://chipmusic.org/forums/topic/9314/2a03-super-mario-rewrite-potential-physical-release/</id>
		<entry>
			<title type="html"><![CDATA[Re: 2A03 - Super Mario Rewrite - Potential physical release]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/144568/#p144568"/>
			<content type="html"><![CDATA[<p>If the plan is to replace the music in an NES cartridge you better get people&#039;s tracks in MML</p>]]></content>
			<author>
				<name><![CDATA[Saskrotch]]></name>
				<uri>https://chipmusic.org/Saskrotch</uri>
			</author>
			<updated>2012-12-01T02:50:00Z</updated>
			<id>https://chipmusic.org/forums/post/144568/#p144568</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: 2A03 - Super Mario Rewrite - Potential physical release]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/144355/#p144355"/>
			<content type="html"><![CDATA[<div class="quotebox"><cite>SketchMan3 wrote:</cite><blockquote><div class="quotebox"><blockquote><p>4. Plan for (or at least consider) the possibility of your channels being used to generate in-game sound effects while your track is playing.&nbsp; Hypothetically*.<br />5. Entrants should each pick a specific audio track from the game.&nbsp; All in-game SFX will be regarded as one &quot;track&quot;.</p></blockquote></div><p>Not quite sure I&#039;m following this. Is it as Saskrotch says?<br /></p><div class="quotebox"><blockquote><p>kind of a waste to leave out a pulse channel for that.</p></blockquote></div><p>??</p><p>What do you mean by &quot;track&quot;? Are you saying we&#039;re able to &quot;cover&quot; the sound effects as a musical submission?</p></blockquote></div><p>Exactly.</p>]]></content>
			<author>
				<name><![CDATA[nonfinite]]></name>
				<uri>https://chipmusic.org/nonfinite</uri>
			</author>
			<updated>2012-11-29T14:17:27Z</updated>
			<id>https://chipmusic.org/forums/post/144355/#p144355</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: 2A03 - Super Mario Rewrite - Potential physical release]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/144354/#p144354"/>
			<content type="html"><![CDATA[<div class="quotebox"><cite>Saskrotch wrote:</cite><blockquote><p>There&#039;s only like 4 songs though?</p><p>also NES games were usually programmed to take over a channel as SFX were playing and then go back to the song. kind of a waste to leave out a pulse channel for that.</p></blockquote></div><br /><p>Sorry, I simply meant to keep it in mind while writing, not to not use your second channel or anything drastic like that.&nbsp; &nbsp; If you have your second square channel doing crazy shit it might sound weird to cut it for fx. Basically,&nbsp; I&#039;m saying write for the consoles&#039; capabilities and needs,&nbsp; cuz we might be using it later. </p><p>Same goes for midines.&nbsp; &nbsp;If it&#039;ll prevent us from being able to port later,&nbsp; I&#039;d rather not, but I&#039;d find it hard to believe there wouldn&#039;t be a workaround for that...</p>]]></content>
			<author>
				<name><![CDATA[nonfinite]]></name>
				<uri>https://chipmusic.org/nonfinite</uri>
			</author>
			<updated>2012-11-29T14:16:21Z</updated>
			<id>https://chipmusic.org/forums/post/144354/#p144354</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: 2A03 - Super Mario Rewrite - Potential physical release]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/144344/#p144344"/>
			<content type="html"><![CDATA[<p>meh</p>]]></content>
			<author>
				<name><![CDATA[Heosphoros]]></name>
				<uri>https://chipmusic.org/Heosphoros</uri>
			</author>
			<updated>2012-11-29T12:07:04Z</updated>
			<id>https://chipmusic.org/forums/post/144344/#p144344</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: 2A03 - Super Mario Rewrite - Potential physical release]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/144334/#p144334"/>
			<content type="html"><![CDATA[<p>Is midines allowed? It&#039;s not 60Hz-aligned and you can&#039;t really use it to make a .nsf. But it&#039;s still 2A03.</p>]]></content>
			<author>
				<name><![CDATA[kvee]]></name>
				<uri>https://chipmusic.org/kvee</uri>
			</author>
			<updated>2012-11-29T08:38:28Z</updated>
			<id>https://chipmusic.org/forums/post/144334/#p144334</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: 2A03 - Super Mario Rewrite - Potential physical release]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/144322/#p144322"/>
			<content type="html"><![CDATA[<div class="quotebox"><blockquote><p>4. Plan for (or at least consider) the possibility of your channels being used to generate in-game sound effects while your track is playing.&nbsp; Hypothetically*.<br />5. Entrants should each pick a specific audio track from the game.&nbsp; All in-game SFX will be regarded as one &quot;track&quot;.</p></blockquote></div><p>Not quite sure I&#039;m following this. Is it as Saskrotch says?<br /></p><div class="quotebox"><blockquote><p>kind of a waste to leave out a pulse channel for that.</p></blockquote></div><p>??</p><p>What do you mean by &quot;track&quot;? Are you saying we&#039;re able to &quot;cover&quot; the sound effects as a musical submission?</p>]]></content>
			<author>
				<name><![CDATA[SketchMan3]]></name>
				<uri>https://chipmusic.org/SketchMan3</uri>
			</author>
			<updated>2012-11-29T04:54:48Z</updated>
			<id>https://chipmusic.org/forums/post/144322/#p144322</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: 2A03 - Super Mario Rewrite - Potential physical release]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/144315/#p144315"/>
			<content type="html"><![CDATA[<p>If only I were more familiar with the 2A03......</p><p>Oh well, looking forward to hearing the entries!</p>]]></content>
			<author>
				<name><![CDATA[VCMG]]></name>
				<uri>https://chipmusic.org/VCMG</uri>
			</author>
			<updated>2012-11-29T03:02:14Z</updated>
			<id>https://chipmusic.org/forums/post/144315/#p144315</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: 2A03 - Super Mario Rewrite - Potential physical release]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/144314/#p144314"/>
			<content type="html"><![CDATA[<p>Got your email, count me in.</p>]]></content>
			<author>
				<name><![CDATA[sleepytimejesse]]></name>
				<uri>https://chipmusic.org/sleepytimejesse</uri>
			</author>
			<updated>2012-11-29T02:47:31Z</updated>
			<id>https://chipmusic.org/forums/post/144314/#p144314</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: 2A03 - Super Mario Rewrite - Potential physical release]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/144283/#p144283"/>
			<content type="html"><![CDATA[<p>There&#039;s only like 4 songs though?</p><p>also NES games were usually programmed to take over a channel as SFX were playing and then go back to the song. kind of a waste to leave out a pulse channel for that.</p>]]></content>
			<author>
				<name><![CDATA[Saskrotch]]></name>
				<uri>https://chipmusic.org/Saskrotch</uri>
			</author>
			<updated>2012-11-28T22:27:11Z</updated>
			<id>https://chipmusic.org/forums/post/144283/#p144283</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[2A03 - Super Mario Rewrite - Potential physical release]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/144282/#p144282"/>
			<content type="html"><![CDATA[<p>I&#039;m organizing a compilation focused on writing covers of the original Super Mario Bros. on it&#039;s original chip: the 2A03.&nbsp; </p><p>THE RULES:<br />******************************************<br />1. Take creative liberties with the songs as you rewrite them.<br />2. Use straight 2A03 for your composition.<br />3. Build looping into your track.<br />4. Plan for (or at least consider) the possibility of your channels being used to generate in-game sound effects while your track is playing.&nbsp; Hypothetically<span style="color: red">*</span>.<br />5. Entrants should each pick a specific audio track from the game.&nbsp; All in-game SFX will be regarded as one &quot;track&quot;.</p><p>THE PLAN:<br />******************************************<br />I&#039;ll find hosting for the comp. somewhere if it turns out well.<br />IF THE SUBMISSIONS ARE EPIC: I&#039;d also like to make a few hundred legit, physical copies in professionally printed envelopes and distribute them (for free) with nonelectronics packages.&nbsp; Full credit will be given online and on the printed materials.&nbsp; Entering into the compilation would be considered consent to distribute your track.<br /><span style="color: red">*</span>IF THE SUBMISSIONS ARE SUPERMEGAHOLYFUCKFACEMELTEPIC: There&#039;s a possibility of flashing the new NSFs onto legit SMB cartridges.&nbsp; We&#039;ll worry about that when (and if) we get there.<br />Submissions due by Dec. 31st, 2012. @ midnight in your time zone, don&#039;t sweat the hour really.</p><br /><br /><p>(examples will be uploaded shortly)</p>]]></content>
			<author>
				<name><![CDATA[nonfinite]]></name>
				<uri>https://chipmusic.org/nonfinite</uri>
			</author>
			<updated>2012-11-28T22:13:08Z</updated>
			<id>https://chipmusic.org/forums/post/144282/#p144282</id>
		</entry>
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