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1
Show Off Your Work / Re: Video game music cover thread
« Last post by JetStar1997 on Today at 12:03:00 PM »
It was quite a long song to do, but it was worth it!
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General / Re: DefleMask v0.12.1 pre-release
« Last post by JetStar1997 on Today at 12:00:48 PM »
I want the Gameboy volume macro back for compatibility with songs that were done in versions that supported it.

I'm pretty sure there was a reason why the volume macro was removed from the Game Boy soundset. Here is something from the Deflemask manual:

Quote from: Page 28 of the Deflemask Manual
Attention!: Due to how volume is handled inside the soundchip, you should always use Volume Envelopes to shape your volume fades. Using the volume column directly is only available at the start of the notes, while the note is sounding the volume envelope controls it all.
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General / Re: DefleMask v0.12.1 pre-release
« Last post by Bruce A. Dyson on Today at 03:24:36 AM »
You haven't fixed the offset on the Gameboy and PCE noise. Plus, I want the Gameboy volume macro back for compatibility with songs that were done in versions that supported it.
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Show Off Your Work / Re: C64 Samples Using Volume Macro
« Last post by Michirin9801 on Today at 02:25:42 AM »
I tried to do this on the Master System but I failed, I suppose I didn't have the frequency high enough...
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Show Off Your Work / Re: Video game music cover thread
« Last post by Michirin9801 on Today at 02:22:54 AM »
Cybernoid II 's main theme covered on PC Engine/TurboGrafx-16.

I originally covered this song back in March, and I made some changes about a month later. I made some more changes today to the song, and I have decided to share the .dmf today. No square waves used because I'm not that person who wants to use the PC Engine's soundchip as a "NES-on-steroids" chip or as just a plain old NES sound. I usually want to make at least good waveforms when making PCE/TG-16 music. One of the later changes was making multiple copies of the same waveform, modifying them, and using the wave marco to make a waveform cycling modulation (wave-phasing, as most of you call it). Enjoy! (I also want to apologize to Michirin ahead of time for the excessive use of arpeggios).
I was gonna say: "Goddamn it, you beat me to it!" as I also want to cover this song on the PCE, but then I've listened to it, and it's pretty different from how I'd have done it... So that's a sigh of relief!
It's pretty good though! Yeah, I generally don't like arps, but this song is a bit of an exception...
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Show Off Your Work / C64 Samples Using Volume Macro
« Last post by Genatari on July 21, 2017, 11:59:00 PM »
Using a really high clock speed, you can use the volume macro as a wavetable. To change pitch, change the size of the macro. In the included DMF is some crudely pitched samples with their Hz levels.

(This probably is not new, but at least we can use some type of C64 samples in Deflemask)
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Show Off Your Work / Re: Video game music cover thread
« Last post by JetStar1997 on July 21, 2017, 11:18:57 PM »
Cybernoid II 's main theme covered on PC Engine/TurboGrafx-16.

I originally covered this song back in March, and I made some changes about a month later. I made some more changes today to the song, and I have decided to share the .dmf today. No square waves used because I'm not that person who wants to use the PC Engine's soundchip as a "NES-on-steroids" chip or as just a plain old NES sound. I usually want to make at least good waveforms when making PCE/TG-16 music. One of the later changes was making multiple copies of the same waveform, modifying them, and using the wave marco to make a waveform cycling modulation (wave-phasing, as most of you call it). Enjoy! (I also want to apologize to Michirin ahead of time for the excessive use of arpeggios).
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Show Off Your Work / Sonic Blast Bonus Level
« Last post by We Wuz FMwaves on July 20, 2017, 01:54:14 AM »
I did this in a few hours.
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Show Off Your Work / Flooded Cellar (YM2151 Original Song)
« Last post by JetStar1997 on July 18, 2017, 08:16:21 PM »
Since Bruce has spread the news about me using a VRC7ish sounding instrument in the chatbox above, I decided to share my song using this instrument: Flooded Cellar. You'll also notice the OPLish instrument that I have created a while back. By the way, does anyone else use the YM2151's noise generator on its last channel?
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General / Re: We NEED to be able to export songs as an Smps bin!
« Last post by Demick12 on July 18, 2017, 01:10:17 PM »
As someone who can write Sonic-esque toons, it would be amazing to see my work put into a hack as well. SMPS export would be an absolute "game-changer".  :D

However, in order to use certain music, the musician has to keep in mind which SMPS format to use, like Sonic 1 (which uses 3 samples), Sonic 2 (which uses 5 or 6 - forgot), or Sonic 3/Knux (which uses a whole bunch of samples, but has to have the same list for FM instruments all across the board - i.e. EVERY song made for S3/K HAS to use the same instrument master list). That shouldn't be too hard if one understands these limitations, though.

All that said, I am all for it!  8)
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