Played guitar since age 12 (13 years), play in an established, touring band, studied theory and composition of music at university for four years, basically always worked on music in some shape or form at all hours of every day, including trackers. Also dabble in creating soundfonts by ripping sounds from SNES roms. It's all paying off, finally.
354 Apr 9, 2013 7:45 pm
Re: Live Song Transitions? (42 replies, posted in General Discussion)
use tunes with endings and then start new tunes? /devil's advocate
355 Apr 9, 2013 5:20 pm
Re: How To Music Really Good - Chords (19 replies, posted in General Discussion)
dat outro tune
I love it and I lol'd
356 Apr 8, 2013 9:59 am
Re: How would you integrate nsf/.ftm into a game? (15 replies, posted in Software & Plug-ins)
Way helpful, thank you. I've always wondered how you would do that and it's one of those things that once you hear it you're like, oh well yeah duh, of course. We're discussing sound specifics in coming days, just literally joined this project at midnight, so I figured it was as good a time as ever to ask about it.
357 Apr 8, 2013 8:30 am
Re: How would you integrate nsf/.ftm into a game? (15 replies, posted in Software & Plug-ins)
I honestly doubt they'll want any of this noise but it's something I've been wondering about a lot lately anyway. I just dislike dealing with mp3s and oggs when it comes to vg looping and I'd be curious to try implementing music more traditionally. a la the nes, gen, snes, n64 etc. If low-fi is the aim it seems easier to cut out the middle man export process.
358 Apr 8, 2013 7:07 am
Re: How would you integrate nsf/.ftm into a game? (15 replies, posted in Software & Plug-ins)
Sorry man, I misread your post! I would like to know however, are you asking to put NSF files into a modern game engine, or something along those lines? (Just out of curiosity)
Totally fine. Yeah I'd like to use Fami to write the soundtrack and I think it'd be cool to implement either the ftm or nsf instead of using bulkier (and harder to loop) mp3s.
359 Apr 8, 2013 6:56 am
Re: How would you integrate nsf/.ftm into a game? (15 replies, posted in Software & Plug-ins)
Thanks, this looks promising
360 Apr 8, 2013 6:54 am
Re: How would you integrate nsf/.ftm into a game? (15 replies, posted in Software & Plug-ins)
I played a Megaman fangame (Megaman Revolution) that used NES samples in a single .it module for the entire soundtrack.
Yeah, this is more what I'm talking about. I can track/create instruments/export music just fine but I'd like to know more about how you would actually cue a project file in-game.
361 Apr 8, 2013 6:40 am
Re: How would you integrate nsf/.ftm into a game? (15 replies, posted in Software & Plug-ins)
Yeah, I know the guy coded his own tracker but for some reason I remember Fami being included in a version I had. I could be wrong though.
362 Apr 8, 2013 6:27 am
Topic: How would you integrate nsf/.ftm into a game? (15 replies, posted in Software & Plug-ins)
So I'm about to start scoring this new game prototype for a kickstarter campaign and they want authentic sounding chip music. So I got to thinking about maybe using an actual chip format. If I remember correctly the desktop version of Cave Story actually came with a copy of Famitracker included and it would just cue up certain files in the background as you played the game. I'm no coder, can anyone shed some light on this?
363 Apr 3, 2013 7:20 am
Re: Danimal Cannon - Cursor Curse OST (6 replies, posted in Releases)
dat victory fanfare false ending
364 Apr 3, 2013 7:17 am
Re: Is there a precision limit to the NES? (18 replies, posted in Nintendo Consoles)
sleepytimejesse wrote:You can make famitracker sound very human, you just have to become really acquainted with the humanizing commands like Gxx and Sxx to escape the grid. Which comes back to the note-by-note composition, not the fluid improv you want though. At least not in fami.
You could probably use a keyboard and FamiTracker's MIDI in function to record improvy stuff, and then go back and use the G and S commands to undo the auto-quantize it'll put in
True. But I feel by the time you record a good take and then go back to re-/un-quantize things you don't really save any time. This is just me though, everyone works differently.
365 Apr 2, 2013 3:29 pm
Re: Chiptune + Shoegaze (19 replies, posted in Nintendo Handhelds)
I actually experimented with this myself recently.
http://chipmusic.org/sleepytimejesse/music/bitgaze
I tried to keep it in Fami but give things time to pan out and give some sections a lot of space to breath, if that makes sense, to compensate.
366 Apr 1, 2013 7:04 pm
Re: Classical Chip (25 replies, posted in General Discussion)
I did some Mozart a bit ago. Translating musical notation into famitracker's syntax and putting my own creative spin on sections during the process was a fun experiment.
http://chipmusic.org/sleepytimejesse/mu alla-turka
(the "someone" gag also changes links but if you click quote on any of these replies you should find their actual link)
367 Mar 31, 2013 5:05 am
Re: Is there a precision limit to the NES? (18 replies, posted in Nintendo Consoles)
You can make famitracker sound very human, you just have to become really acquainted with the humanizing commands like Gxx and Sxx to escape the grid. Which comes back to the note-by-note composition, not the fluid improv you want though. At least not in fami.
368 Mar 31, 2013 5:02 am
Re: Is there a precision limit to the NES? (18 replies, posted in Nintendo Consoles)
I think the line "restriction" is for convenience. In my experience upping the tempo (effectively increasing this lines-per-beat idea) works fine. And I think the Gxx command proves that smaller increments of time are well within reach of the programming but since we are working with a tracker designed for note-by-note composition rather than live performance these strict-ish lines are imposed for easy organization of events across time.