So you guys are AMAZING!!!!! Thanks to your advice I've managed to to create a whole fucking piano part using just 10 samples! Honestly you've helped me create the chiptune of my dreams!

So the game is called Silver Grapple, its out on August 26 and I'm making sure you both get listed in the credits, I couldn't have done this without you! heres a link if you want to look http://store.steampowered.com/app/59508 … r_Grapple/ (i really hope I'm allowed to post that, I'm not sure about the rules on promotion here).

If you guys have emails I'll gladly send you on the soundtrack as well, least I can do!

Hey Chiptune Fans!

So for the past year I've been working on the soundtrack for a game called Silver Grapple (not sure what the rules are on promotion here) and have been entirely emulating (to a tee may I add) the NES VRC6 chipset via Plogue's Chipsounds. I'm looking to do something special for one or two of the tracks, but Chipsounds isn't able to accurately emulate the way NES hardware dealt with its DPCM samples. so I want to do everything I can to MAKE it emulate it. I can load in individual samples to play on individual midi notes (can't pitch them) but what I need to know is:

1. What were the size and quality limitations on DPCM samples?
2. How were they programmed and tuned, such the famous SunSoft Bass!?
3. Were there any limitations on how many samples or how heavily a sample could be used?

Basically what I plan on doing is loading the samples into Chipsounds and (following your guidelines) ensure that they are programmed in a way that I could nearly 100% perfectly recreate the song using Famitracker and an actual VRC6 chip (something i'm not doing now because time and lazy)

Any help you can give would be ENORMOUSLY appreciated, so thank you in advance, oh and I'll try and get your usernames in the credits or something, you helped so you definitely deserve it.