Fatso
Super Robot
Posts: 1579
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« on: 16 May 2008, 21:09:08 » |
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Called a music. When I'm not at school or playing video games or writing, this is what I'm up to. I dabble in video game music reproduction via MSGS and my trusty Anvil Studio. None of these are particularly awesome at the moment, and in fact all four of them are in progress, but what the hell, I need something to show. Mega Man X2 - Crystal SnailMega Man X - Launch OctopusMega Man X - Fortress Stage 1Mega Man 7 - Fortress Stage 1 - my personal favourite of the bunch, and probably the most faithful recreation of them. Also the only one not totally butchered by iTunes/QuickTime. I'm still going to recommend programs that use GS for all of them (in fact iTunes and QuickTime will totally ruin the top three ones). APPARENTLY I WASN'T BEING CLEAR ENOUGH, SO HERE'S MY WARNING: DON'T BLOODY WELL USE ITUNES OR QUICKTIME
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« Last Edit: 16 May 2008, 21:39:26 by Fatso »
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Fatso
Super Robot
Posts: 1579
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« Reply #11 on: 15 June 2008, 21:33:01 » |
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One more for your perusal, not from an MM game this time. Gundam Wing: Endless Duel - EpyonThis is a redo of a sequence I did of the same piece almost a year ago, which sucked hard. The fewer questions asked of how I obtained the source material the better :S Posted on: 10 June 2008, 02:33:28
LAPTOP SETUP ANNOYANCES MAN DEFEATED! YOU GET FL STUDIO 8. First upgrade: Launch Octopus touched up with modulation, pitch-bend and volume control effects I couldn't use in Anvil Studio. EDIT: Now seriously, this one will be 100% butchered by any Apple ##### you try to run it on.
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Fatso
Super Robot
Posts: 1579
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« Reply #47 on: 16 October 2008, 21:56:51 » |
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Out of sheer whimsy. Captain America & the Avengers - Scene Four: The Giant Laser CannonThe game suffers from serious play control issues, but the music is adequate. At this point, however, I'd like to talk for a few minutes about 'dynamic voice allocation,' and how it made this an absolute nightmare. Basically, the sound programmer, through laziness, ineptitude, or pure evil, decided not to give each line in the song its own channel. Instead, in his infinite wisdom, he concluded that it would be a great idea to have each note come in on a seemingly-random channel. Since channel-muting is one of my biggest tools in terms of making this easier, it screws me over. Fortunately it was a very simple tune anyway. Posted on: 26 July 2008, 20:20:46
Recently I found a very cool application called GXSCC that lets me run any of my MIDIs through an NES synthesizer (without any regard for channel restrictions either) and author a WAV from it. I've encoded MP3s of a few of them for your listening pleasure. Mega Man X - Spark Mandrill (middle of the range in terms of size) Gundam Wing: Endless Duel - Epyon (HUUUUUUUUGE file, upwards of nine megs) Mega Man 3 - Wily Stage 2 (this is basically a demo of how awesomely close to an actual NSF the program can get, small file too) EDIT: Crap, it seems not to have uploaded them correctly. I'll try again tomorrow. EDIT2: Actually, it did. Copy these into your address bar instead of clicking the links: http://www.freewebs.com/colonelfatso/X1_SparkMandrill.mp3http://www.freewebs.com/colonelfatso/GWED_Epyon.mp3http://www.freewebs.com/colonelfatso/MM3_Fortress2.mp3Posted on: August 22, 2008, 03:16:43 PM
MOAR! Things have been slow, partly due to lack of interest and partly due to the sheer difficulty of one of these two sequences. Front Mission: Gun Hazard - Map Screen - "Tension"This wasn't the difficult one. In fact, this one was dead easy. The notation took me less than a half-hour. Donkey Kong Country 2 - Castle - "Krook's March" (the second-best song in that entire game) Nightmare. Absolute nightmare. I regret trying to do it channel-by-channel like I did; rest assured I won't be trying that for overly-complicated tunes anymore. I'm working on the best song from that game right now, as well as a Splash Blue arrangement.
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