Note Cut on frame. Most mod specifications do this. And why would volume on frame be retarded? How many mods out there contain ENTIRE soundtracks? How many mods manipulate the sound system so specifically that you need to have complete control over every individual frame? Also, just because YOU don't need that functioning, why condemn me when I could cut my instrument list in half by having it? It's a function I've wished were in other mod specs for so long.
Megaman music, especially that of Megaman 9's, is so specific in spots that unless I want to work in a pattern speed of 1, 2 or 3 all the time (which I don't, it's sloppy and wastes memory)..then having this functionality not only helps a great deal, it also makes the sound system have that much more control.
Think outside the box. You may even see yourself using that kind of command every now and then.
I'm hoping that jsr will add in that little suggestion I made..instead of having a note cut on frame effect, to have a note volume on frame effect instead. Same idea, different function that can do the same thing. If that function can be added, I could axe a good 60% of my instruments.
I did something similar to this, though it was more "add a note cut to the end of each note to MCK" because MCK didn't have this feature, but this should work for you. (edit: actually MCK/PPMCK both have this effect in quantization but it doubles your note count so is very inefficient)
Make the tracker go at a speed of one for one frame. This way you have a single frame of offset. Put notes on this frame that you do want to have the volume cut. For notes where you don't want to have this effect, just put them on the next line. So now, notes with your "cut" effect will be one frame earlier than notes without it. Set your volumes for these notes to where the first frame of volume is a lower volume, like {4 10 9 9 9 9 9 9 9 8} instead of just {10 9 9 9 9 9 9 9 8}. This way, every note will appear to end on a volume of 4, even though it's actually beginning on the 4, regardless of note length.
I did something similar to this, though it was more "add a note cut to the end of each note to MCK" because MCK didn't have this feature, but this should work for you. (edit: actually MCK/PPMCK both have this effect in quantization but it doubles your note count so is very inefficient)
Make the tracker go at a speed of one for one frame. This way you have a single frame of offset. Put notes on this frame that you do want to have the volume cut. For notes where you don't want to have this effect, just put them on the next line. So now, notes with your "cut" effect will be one frame earlier than notes without it. Set your volumes for these notes to where the first frame of volume is a lower volume, like {4 10 9 9 9 9 9 9 9 8} instead of just {10 9 9 9 9 9 9 9 8}. This way, every note will appear to end on a volume of 4, even though it's actually beginning on the 4, regardless of note length.
That's actually very inventive, and will work. I'd have to get majorly used to that tracking style, but it could also work without having tons of note cut instruments for the triangle channel as well.
I'll play around with the idea.
In the mean time everyone, here's the latest works. I finished Wily Machine too. I think I'm pretty much done actually, I figured I redid enough of the soundtrack to make me happy, and make anyone doing an MM9 demo happy as well. I've also got a lot new sound effects recreated as well, which will also support such a product. Check the first post for it.
Thanks for your effort. Maze of death "literally" killed the driver so it got a fun twist to it As for remaking fake man stage... Hmm.. That could be doable but a lot of work. The dragon part... hmm.. would flicker like hell
Cool stuff. There was one sound effect I was curious about and that's those pink ring things in Galaxy Man's stage that teleport you around. I was thinking of trying to make something similar to that in my game.
By the way, thanks for the Plug Man weapon. I made a variation of it and used it.
@tssf
- You lowered the triangle pitch, specially in tracks Intro 2, 3 and Game Start (Boss chosen). With my respect, I was ready to upload some records for comparison, but I gave up.
@tssf
- You lowered the triangle pitch, specially in tracks Intro 2, 3 and Game Start (Boss chosen). With my respect, I was ready to upload some records for comparison, but I gave up.
Dude, you've had nothing but negative things to say about this whole project.
First too much vibrato.
Then, the boss theme second half was completely screwed up (which was a timing issue)
The menu theme didn't sound MM2-enough.
The sound effects didn't sound right (which was a FamiTracker timing issue, the NSF played them perfectly)
The Title screen echoes didn't sound good enough.
When I fixed all those things, not one word of approval. :P Now the pitches are wrong?
Yes the triangle pitches are wrong by a semi-tone on all those songs. Easily fixed. Frankly, though, you were more supportive when I was doing the less accurate, less timing-friendly S3M versions. :P
Sivak: The Galaxy Teleport was a pretty tricky one. Attached is the updated FTM with it included..I think it was pretty close but not perfect.. close enough maybe?
First too much vibrato.
Then, the boss theme second half was completely screwed up (which was a timing issue)
The menu theme didn't sound MM2-enough.
The sound effects didn't sound right (which was a FamiTracker timing issue, the NSF played them perfectly)
The Title screen echoes didn't sound good enough.
When I fixed all those things, not one word of approval. :P Now the pitches are wrong?
Yes the triangle pitches are wrong by a semi-tone on all those songs. Easily fixed.
- Looks like you're not accepting my feedback, as taking all these small problems into a negative thing, like a snowball. Well, I'm really sorry. Keep in mind I'm not flaming you or your project, as I really like it a lot... but ok, I got the point.
Sure I'm accepting the feedback (I fixed every one of those problems, even the pitch one now, but I didn't upload the new FTM/NSF yet until I do something more significant..like I still want to insert one of my own songs in there. Maybe a Megaman tribute song), but yes it does feel negative when the only time someone responds is when they have something to criticize about. Constructive criticism isn't bad, but I am feeling like you're hating on the project because so far there wasn't anything really overly positive in any of the messages, except this one right now. :P
All of that being said, I applaud, and thank you for helping with the accuracy of my project.
Sivak: The Galaxy Teleport was a pretty tricky one. Attached is the updated FTM with it included..I think it was pretty close but not perfect.. close enough maybe?
Yeah, that's cool. As long as it sounds similar enough for me to make my own variation of it, that's all I need.
Okay.. here's a sneak peak of the tribute medley song I'm working on.
It IS a part of my FTM, however, I'm not releasing any NSF or FTMs until it's done.
For now, this is the MP3. It's supposed to go from Megaman 1 to 9. You're gonna have to change the default timers of your NSF players to get this to play properly.