Now this is really funky. Looks like I have a Gameboy track that I actually like now. smile

82

(6 replies, posted in Releases)

ChronoWolf wrote:

Awesome! Thank you so much!

You're velcom! It is inspiring stuff.

I have started working on an orchestra/RPG soundtrack using only the Sega Genesis soundchip. A lot of interesting stuff you can do with it. I hope to be able to stick the whole soundtrack within a 32 Megabit cartridge that would work on any Sega Genesis. It would take very efficient usage of samples. I normally abuse the DAC/PCM channel, though. tongue

83

(6 replies, posted in Releases)

ChronoWolf wrote:

Thanks! A lot of people really like that one. I love hearing feedback on the tracks... helps me develop. smile

Your composition skills are really dynamic. Much better than "pop" music for sure. This is just a really well done and polished album! I reposted on Google +.

84

(66 replies, posted in General Discussion)

I'm working on getting my driver's license renewed, and also trying to find a better paying job. Hopefully at a T-mobile store or some cell phone sales place. Nicer environment where I can put my brains to work.

And taking a break from music stuffs until I can really get those things in place. With the exception of piano practice. smile

Love you guys lots! heart

mr.spastic wrote:

So i use a NES for my music but i have never found a good way to remove the noisy hum from the output of the Noise/Triangle/PCM channel.

It has a really noticeable hum at 50/60hz which is problematic. (at least i think is at 50/60hz)

I always have to remove the noise in mixing and mastering.

I would really rather have another methodology.

Is there a way to make the noise not so noticeable?
say invert and mix the 50/60hz buzz from another location on the circuit board?

Any ideas or tutorials about this would be helpful.

Thank you.

I have not heard of any such methods other than what "e.s.c." has already described. But why would you want to do that??? hmm

Analog distortion of the original game system is part of the charm.

However, you should look up a bloke named Tiido Priimägi. He has cleaned up the audio with his own special circuit mod on the Sega Genesis Model 2. He might know how to do something for the NES... or might know who does.

Look at the bottom of this page: http://www.tmeeco.eu/ABOUT.HTM

86

(18 replies, posted in Software & Plug-ins)

Princedmorn wrote:

Thank you so much for this! Downloaded everything last night but test it all out tomorrow (my day off work). Do you happen to know if it accepts midi controllers?

Sweet! I'm glad I could be of service. I haven't really made an SNES tune, but I have gained the knowledge from friends and Google searching throughout all my chipping exploits. It may take a bit of toying around with to figure out though, but that can be half the fun don'tcha know. smile

To my best memory, Yes it can accept MIDI controllers for OpenMPT. However, I don't know if the control is very great. You'll just have to read up on the website a little.

Princedmorn wrote:

Also, another silly question to ask. If I have LSDJ and the SNES adapter for gameboy cartridges, will I be using the SNES sounds?

Looks like some other chipper's were able to help you out. I'm not the most knowledgeable with LSDJ, or with how Super Gameboy works.

87

(18 replies, posted in Software & Plug-ins)

Princedmorn wrote:

Do I need a copy of the game or are the sounds provided for me?

My apologies, Princedmorn.

No, you don't need a copy of the game. I will provide what you need below.

Here is the ".SPC" file for Chrono Trigger: http://chronofan.com/Black/Music%20(Chr … r)/cts.rar

And here is the ".SPC" file for Final Fantasy VI: http://ocremix.org/chip/6384

Just so you know, an .SPC file is the music data that is actually extracted from the original SNES game. It's in a small portable format which is good for playing on special media players that can read the format. The sound you get is always at highest quality and only takes a few KB! But if you use an .mp3 version, it takes much more space and may not sound as good.

For NES files, the format is ".NSF".
For Sega Genesis, it is most often a ".VGM" file.

Various old video game console and computer systems have their own specialized Sound Data file formats.

By the way, that OCR Remix website is a huge source of extracted music data from a variety of old games.

Have a great day now! ^-^

88

(18 replies, posted in Software & Plug-ins)

Princedmorn wrote:

Thank you everyone for the responses! I'm just looking for the best way to get a sound similar to Nobuo Uemastu's Final Fantasy VI or Yasunori Mitsuda's Chrono Trigger. They are what influenced me to compose my own music, and I would like to incorporate that with this software.

Hey Princedmorn,

Here is a conversion tool that will transform your .IT file into a .SPC file which is playable off of a real Super Nintendo.

http://snes.mukunda.com/snesmodlite_july09.zip

Read the instructions, and they'll tell you how to structure your tracker module.

It may involve a bit of "trial and error", but you'll figure it out.

89

(18 replies, posted in Software & Plug-ins)

SketchMan3 wrote:
marcb0t wrote:

Ah! Those are actually Super Nintendo games you mentioned. You have to use samples for that.

I recommend getting the actual sample set from those particular games, for starters.

Then using a program like Open MPT, use 8 channels ONLY, using the samples. This stays within the SNES limits.

Open up Super Nintendo game music file (in SPC format) with this utility: http://www.dwedit.org/dwedit_board/atta … p?item=348

Follow the instructions on the last post found on this thread: http://www.zophar.net/forums/showthread.php?t=8085

Don't forget to download OpenMPT: http://openmpt.org/

OpenMPT will allow you to design music for the SNES by opening up the IT file that is produced by the first utility I linked to you.

I'll be looking into how to convert that back to an SNES file afterwards.

You know what'd be cool? if people used their own samples to make tunes that they convert to spc, then reripped the samples back from SNES and then they'd be legit SNES samples big_smile

True, but you gotta start somewhere. Sometimes using something that's already there and making a cover song, or your own tune with premade samples is a good way to "learn the ropes" or "get your hands dirty" with designing for a particular chip set.

I started Genesis music making by using preset samples. Eventually, I learned how to design my own FM and PSG instruments and inserting samples that don't come from Sonic games. tongue

90

(18 replies, posted in Software & Plug-ins)

Princedmorn wrote:

Thank you everyone for the responses! I'm just looking for the best way to get a sound similar to Nobuo Uemastu's Final Fantasy VI or Yasunori Mitsuda's Chrono Trigger. They are what influenced me to compose my own music, and I would like to incorporate that with this software.

Ah! Those are actually Super Nintendo games you mentioned. You have to use samples for that.

I recommend getting the actual sample set from those particular games, for starters.

Then using a program like Open MPT, use 8 channels ONLY, using the samples. This stays within the SNES limits.

Open up Super Nintendo game music file (in SPC format) with this utility: http://www.dwedit.org/dwedit_board/atta … p?item=348

Follow the instructions on the last post found on this thread: http://www.zophar.net/forums/showthread.php?t=8085

Don't forget to download OpenMPT: http://openmpt.org/

OpenMPT will allow you to design music for the SNES by opening up the IT file that is produced by the first utility I linked to you.

I'll be looking into how to convert that back to an SNES file afterwards.

91

(18 replies, posted in Software & Plug-ins)

Princedmorn wrote:

So yea, kind of new to the chipmusic scene. I'm coming from a background in music, but now wish to combine my love of video games from when I was a kid to music that I compose. I have been seeing a lot of this VRC6/7 and when I saw a screenshot of it I noticed more channels. Thought this might come in handy since I write a lot of 'full chords' (7ths and 9ths, and don't really want the arpeggio feel). Can anyone help explain this to me? And if it is something useful, where could I download it?

Yes, VRC 6 and 7 expansion chips would definitely allow for those 7ths and 9th chords you want. (By the way, I really like music that deals with more complex chords like that smile

These are special expansion chips that were only available in only a few Japanese NES (Famicom) cartridges.

VRC 6 - this expansion adds 2 additional square wave channels, and 1 Saw wave channel. There is a little more variety of sound from the 2 new square channels for the Pulse Width.

VRC 7 - this expansion, as stated above adds 6 channels of FM sound. The FM is only 2OP and has 15 presets, and 1 setting that allows you to make custom FM sound.

Other chips you might be interested in are the Turbo Grafx (PC-Engine). It has 6 channels of Wave Table modulated sound. The sounds can sound as much like an NES as you want, or beyond!

Sega Genesis has 6 channels of 4OP FM sound, and 3 additional channels of PSG (square wave/blip bleep) sound. Combining all 9 of these melodic channels can really expand your polyphony and chord structures quite a bit. And that's not even mentioning special tricks to get chords from a single FM channel!

Hope this helps to answer you question. smile

92

(18 replies, posted in Software & Plug-ins)

SketchMan3 wrote:

The NES music writing program Famitracker supports composing with the VRC6 expansion channels.

AND also VRC7 as well.

VRC7 has 6 additional channels of FM (Frequency Modulated) sound. This is added on top of the original NES chip. It's very close to the Sega Genesis configuration in some ways. You can definitely get a similar sound.

93

(14 replies, posted in Releases)

Tomy wrote:

Thank you Imaginary & ptesquad! I wasn't planning to do this release, but since I found new things from the SN76489 I knew I had to do it. So many hours spent tracking the music... But I'm very happy with the outcome. Exactly what I wanted to show - a different side of Master System music.

marcb0t, no problem. smile Just hit me with a message somewhere if you need any more hardware recordings, I can do SMS & MD (NTSC / PAL, shouldn't matter).

Wow! Thank you for that offer! I really feel like I owe you so much. See ya around!

(P.S. How can I send you a donation? I did not see a PayPal link on your Bandcamp page.)

94

(14 replies, posted in Releases)

Tomy wrote:

I tested this with MD1, MD2, SMS1 and SMS2. The MD's have the same balance between them (CCAM makes the MD2 PSG a bit brighter) and the SMS's have the same balance between them. The SMS PSG is super bright.

Haha, yeah your SuperPSG test version sounds wildly different. big_smile I'd definitely use it to make deeper tone drums in my music, that's one thing I miss.

Let's see.. I couldn't get the rom to work. But you had the .vgm file there, so I grabbed that and made another rom using Maxim's VGM Player. Works now. Let me know if something goes wrong, here's Tarzan Boy recorded from my SMS2 in .wav and .mp3 (I only boosted the volume):

https://www.dropbox.com/s/k5hatuod93utx … 2.wav?dl=0
https://www.dropbox.com/s/2026ge9nw38cl … 2.mp3?dl=0

Tomy, thank you very much for those! They sound great. I like the way the melodic noise sounds on hardware. It's got this softer warmer buzz. I noticed a couple of spots that had a sudden dip in volume for one of the instruments, and also one breakdown section that had the snare drums sounding a little funny, but everything else sounded very nice. It was very neat to hear!

You are right, the PSG sounds brighter on SMS. Even my little brother noticed the difference in quality. And I heard just a little bit of clicking in a couple of spots. But it does not bother me. I like the glitchiness of the original hardware. This made my day. Thanks again! big_smile

95

(14 replies, posted in Releases)

Tomy wrote:

I have now re-recorded the whole album from real SMS hardware.

Couple of things were found out the hard way while doing this. First of all, lower frequency noise isn't as audible on SMS than it is on MD. I have not found any emulation of SMS PSG to be accurate, either the noise balance is based on MD or the noise channel can't properly play the more advanced sounds. This means that I had to re-balance everything. The other thing is that also the PSG suffers from the usual pops/clicks, but emulation and MD (filtering?) mask those. You can't do too extreme frequency jumps. Just wanted to mention this information, so someone could learn from my mistakes. Check with hardware if you can. The good news is that the sound quality is very good, volume changing is smoother and instruments are "longer". It doesn't sound that obvious now that I'm interrupting sounds all over the place. smile

marcb0t, thank you once again for your awesome comment! About making the music lower in tone.. I actually use a trick in some of these tracks where I transpose everything below what is normally the lowest note in Master System with standard tuning, the note A. It can go little bit deeper than that, not enough for G# though. 5th Unit for example is done this way, also slightly lower frequency thanks to PAL format, it's about the lowest you can go with square tone bass. But it's painful to do, I have to transpose every single note by hand.

Very interested to hear more examples of that modulation technique, and most of all when hardware playback is possible. It's exciting to hear you're getting things working out in Deflemask too, I can't wait to hear more Master System music!

Hi Tomy!

You know, part of the bass not being as loud with your Master System recording, is probably because when you record it off of the MegaDrive, you are using Tiido's Crystal Clear Audio Mod. That would make the sound quality much better than an original Sega Master System. Those are my thoughts. Also, volume fade-in's and fade-out's are very good for masking those clicks and pops. Which I see you do a lot... which I also enjoy alot! So keep it up, hehe!

In the back of my mind, I was aware about the lower than normal note when using PAL, but since you mentioned it, I want to play around with that a little more. And, wow! That's a lot of work to transpose every note like that. I know how tedious it can be. Your recording on real SMS hardware sounds fantastic though!

Here's another example I made of the square modulation stuff: https://ucollective.org/audio/marcb0t/m … rpsg+test/

This time, I basically took the vgm file from a GameGear Sonic game and converted it to MIDI data. Then I played it using Super PSG, which emulates ALL the features of Sega Master System, even the weird modulation. So what you will hear is very close to how that music would sound through an actual GameGear with Stereo! Just without the analog distortion.

Here is how the song sounds without square modulation: https://www.youtube.com/watch?v=lT6XJN3BTn0

I have a request, though. Could you record Tarzan Boy playing through Sega Master System hardware? :3  The ROM download on the description of the song should be in PAL format! Here it is again: https://drive.google.com/file/d/0B2C160 … sp=sharing

Thank you, and have a good week!

96

(14 replies, posted in Releases)

Tomy wrote:

Thank you for the comments! Makes me happy to hear that there were some little surprises too. There are some things on the album that I wouldn't have believed to be possible. I got ideas that at first were like: "No way it would work, I'll just try it for fun"... And then the SN76489 actually pulled it off. This chip is really underused, not as bad as it's reputation seems.

marcb0t, many thanks for your kind words. It feels weird to hear that I've inspired someone with my weird music, but really, thanks! Trying to get the most out of any soundchip is about half the fun, I love to use synthesized sounds and create my own. One soundchip/synthesizer making every sound in a track is awesome. Great to hear you like my occasional dissonance, I've mostly heard negative feedback about that. That and the chromatic stuff is what I like too.

That is very cool that you're working with the PSG chip! The "DEMO Rob0t In Action" at your soundcloud is such a fun track. That square wave modulation is just killer, would be cool to hear more of that used on the hardware.

Hope that Series 4 doesn't disappoint you. smile

Hi there!

Hey, sorry I never saw you reply until today. tongue

Yeah, I totally agree with the Sega VDP PSG chip being underused. Hopefully, we can fix that. GameBoy is not the only chipset to play with. And also, about the dissonance, it just adds such an interesting flavor, like putting a little bit of spice on your food. For me, it's just the right amount, and fits well with the whole "cyberpunk" theme of a lot of your music. I kind of want to start trying that as well. smile  Afterall, who says that 12 note western music is the "correct" style anyway?  I am always open to new ideas and experimentation, and I really enjoyed how you did it. Even my little brother, got hooked on your 4th FM Album. That one is probably my favorite.

The square wave modulation in my "DEMO Rob0t In Action" song, that is a little difficult to get onto actual hardware. I know that Aly James is working on a way to convert his MIDI data to cartridge data. He's a smart guy, so I think eventually it will happen. But it takes too much CPU to run a game at the same time. Haha! XD  But as you said, getting the most out of a soundchip is half the fun. And there is a whole new dimension of sound just waiting to be explored on the SMS. You can do the same modulation stuff on a Sega Genesis. And if you use a Game Gear, then you can do stereo as well! I'll keep you updated with that project, as I can.

Your PSG Series 4 album inspired me to start experimenting more with PSG lately. Especially when I heard a pitch bend of melodic noise in one of your tunes. I was baffled that you did that in VGM Music Maker! A few days ago, I figured out how to do the same thing in Deflemask, so things are going well!  I like how you make the music lower in tone, and it just has this really deep moody feel in a lot of your songs. You sir, are an outstanding audio engineer!

I will see you around!