See that's what I mean, Intro 2 didn't use triplet notes, they used dotted notes. They equal the same amount, but they have different rhythmic properties.
It really proves that I don't know anything about music ^_^;; So I knew something was different but I didn't know what it was. I still have a long way to go before I can visualize triplets properly then
I like the new capcom intro, sounds more like the real one. The mm6 one now sounds rubbish!
Edit:
I know that I may be asking too much but if you have time, could you make a sample ftm that show an example of all the notes you explained? It doesn't have to be a song, just a frame with the same note is more than enough. For example, song 1 shows normal notes, song #2 are half note, song #3 are triplets etc. Since I'm visual, you don't know how much it would help to see and hear the difference in a controlled environment. It may even help other peoples along the way too.
Yeah, those are definitely dotted notes in that song, and triplets are different..
I made a very minor adjustment to Plugman to get rid of the echo near the "silent" part at the end of the song loop..uploaded, updated.. it's definitely the most accurate plugman remake I've done, and I did it mostly from scratch, not referencing the S3M at all. heh.
Yeah, those are definitely dotted notes in that song, and triplets are different..
I will need to learn the difference then. You wrote your message just at the same time I was updating mine and you may have miss the extra details. Regarding the sample I asked, if you have the time and you don't mind, that would help (I hope) many people that don't have a background in music.
BTW, I really don't know what I got myself into. There's tons of new ones missing. For the old ones, I relied on FCEUX, a sound editor, and the NSF for SNES rom (the same tool I used for my Mega Man instrument package)
I'll also upload these two files on the main post.
Keeping in mind SOME of the MM9 SFX can't be reproduced because they do some illegal things (like going past the triangle pitch limitation, and utilize some triangle volume instances, which the NES obviously can't do so I compromised and used a square channel instead).
The SFX mod is designed to utilize the MM9 FTM I posted earlier (since most SFX in MM9 use Square Channel 1, so Square Channel 2 in the other FTM is where the lead is played, in most cases)
That's a nice idea to make the soundfx in an ftm. That will be useful as reference to remake them.
The only thing is that you cannot really use the ftm in the game since the driver doesn't allow to play another "song" at the same time one is running. I don't think that would be easily possible. But still, that information is quite valuable.
Okay everyone, I updated both the sound effects and the music FTMs.. I remade We are the Robots in FamiTracker from scratch..like right from scratch, and I tried making it Wii-accurate, to the point where I actually included some of the "mistakes" the Wii version had (though the "fade in" instrument part sounds more accurate to the sound track, heh)
Is there anything else anyone wants me to remake in this soundtrack/sound FX-wise before I lose this urge to re-remake MM9's music in Fami?
Request? hmmm... You could always take my song (concrete jungle), import it in your list and improve what could be better in it. Replace the instrument to your set too. This way, the job should be shorter (?) and you get closer to have the complete song track back again but in ftm format. Don't recreate from scratch this one, I don't see any point from this exercise, unless you like pain It's based on your s3m and I have no objection that you take my file for the source.
You could always (but don't have to) remake willy stage 1. It's a nice song. You already started in one of your ftm sample for instrument examples.
edit:
When I hear the songs in this good condition by you and other people too and that I can put that in my project or just in a test file that works on the real nes.. You don't know how much I would like to be able to have the time to remake the game and see how it would be on the real thing. But remake the complete game alone.. hmm.. How many years would it take? And can I do it first of all? hahah... For now, just the scrolling of the camera is working. Baby steps but who knows.. It may works someday. To port that game on the nes is not an easy task right now.
For sure, it that proof of concept gets ever done (I'm almost working a little bit every day), your name is in the credits
Capcom logo sounds nice, kind of a mix between the NES and SNES ones. Plug Man's stage is almost perfect (can't compare right now, don't have the original right here) but some of the note transitions near the 2-channel echo part sound a bit choppy (going to zero volume, should be like 4 volume or something low).
I always wanted to see Maze of Death done, but even me remaking the FTM from the S3M was a lot of work and I didn't even finish. So I'll put in a request to see that done but I always liked Jewel Man's stage music too. So TSSF if you make either one I will be extremely happy. Thanks.
- Two tracks that need "urgent" fix: the boss chosen theme (from half point) and the password theme (ending part).
I will answer for this part since I know some of Tssf songs (and did them myself):
for the password theme, the vibrato part + pitch slide (or something like that) is quite hard to do with famitracker. I tried many time but never was able to get it right.
For the #8 game start, boss selection song, I'm not sure what is the issue since it's not clear what is wrong from what you said. I guess Tssf will say the same thing.
For full recreation, it's a good question and Tssf would be better placed to answer this one. From my (small) experience, mega man song play with the pitch often to create a vibrato effect. With famitracker, it's hard to get the exact same fine vibrato pitch as Mega man songs.
I'm guessing, but it must be related to the LUT used for the vibrato. The values used by mega man songs and famitracker are different, that's it. Maybe the mega man game had a finer LUT table causing better vibrato in their own songs. The problem is, if you update the LUT of famitracker, all songs will be affected. And would it be for the better?
As for the game start, I think I found what you mean. The triangle channel, in the second part, there is a vibrato missing on it. I had it in my version but it's missing at the moment in Tssf one. It does make a difference
Edit:
Actually, the megaman 9 version doesn't have the vibrato on the triangle channel. I just checked on the original soundtrack. So they didn't make 100% identical like mega man 2.