Showing posts with label music. Show all posts
Showing posts with label music. Show all posts

Friday, August 13, 2010

Comments on my recent 8BitCollective uploads

This might be interesting to people who have been working in TFM or are curious about how the heck I make my music. Here's a relatively detailed explanation of the songs that I uploaded, with a bit more emphasis on how they were done in TFM.

Aqueuct of Dragons (from Harmony of Dissonance)

When I first heard the song, I was almost immediately reminded of the boss music from Shadow Dancer for the Genesis. Thus my angle for the song would be to arrange it pretty tightly to the original, but use (steal) the voices from that song. Of course, the main problem in doing so is that Shadow Dancer had sampled drums while TFM does not. I worked with a couple premade drum samples and tried to make them a bit deeper and louder to compensate; both Shadow Dancer and Harmony of Dissonance have rather low-rate sampled drums and as a result sound a bit muffled. Though the low-pass filter on the Genny does a lot to make FM drums less tinny, the drums still have much more treble than Shadow Dancer's rums. It's surprising how much using drums like that and livening up the tempo slightly improve on each song.

It's also slightly inspired by the Bravoo Man boss music from Gunstar Heroes, near the end there. I tried to add echo; doubling up the arpeggios with a delay helps that a lot, while having a second bass voice come in that has slower release and sustain rates helps too.

Iron Blue Intention (from CV: Bloodlines)

Although I did once do a fuller TFM remake of The Sinking Old Sanctuary for this game, the other songs from the game I've remade have all been done using PSGmod2 (which is an emulated tracker for the SN76489 chip that the Genny and Master System, among others, used). I went back to this after a couple experiments with Famitracker, partly as a comparison base. I'm always disappointed that the SN chip doesn't have configurable duty cycles or any sort of PCM playback channel, though, since the bass on the chip is always disappointing; in the bits where it feels like the bass suddenly "cuts out" it's because the chip can't play notes lower than a certain value.

Another thing that always bothers me about the tracker is that it doesn't seem to have a real "release" command; the command that's equivalent always leaves a little bit of noise. For once, though, I was going to try to cut that down by making that command completely silent. It's still a bit frustrating to change the volume for each note release, but can be done.

The tracker (and, of course, the chip itself) have a configurable frequency divider (basically tunes the entire song down an octave) which can be useful for getting those bass notes, but I don't know any easy-to-use replayers for the Genesis that support it! I dunno if that's simply because they got rid of that feature when they cloned the chip for their consoles (doubtful?) or if it's because nobody ever used it so they didn't think to support it. Would love to know if someone knows of a replayer that does support it; it would make my life a lot easier.

You Goddamned Bathead (from Castlevania Chronicles / CV X68000)

An interesting exercise. This is one of those sorts of songs I do that can't easily be converted from TFM into another tracker due to the use of some of the features involved in getting the sound right.

In making this song I decided I wanted to get it to sound at least a little like the version from Chronicles (though I feel that the music from that game tends to sound a bit over-produced at times). Like a lot of -- actually pretty much every -- electronic song out there, the song adjusts the main line's timbre to be higher as the song increases. With a little poking around I found I could get the same effect modifying the frequency multiple and total volume level of the first operator of one of the voices. Since TFM supports changing this every single line, what I ended up doing was modifying the total level every time the note hit and changing frequency basically every measure.

Unfortunately, the tracker doesn't support automatic incrementing and decrementing of these values! I had to input them all by hand (and convert between hexadecimal and decimal numbers). It's not hard so much as a bit laborious, which is why I don't use it much. Incidentally, the maximum volume level is 0 but the maximum frequency is at 15 (starting at 0 for the lowest). This makes it a bit more confusing.

Incidentally the only thing that I did to get a transcription of this one was watch the player output from Hoot in order to get most of the melody lines and then built the song from there. However, what I guess would be considered the "verse" of the song was sped up significantly and added in a reference to Psycho Warrior from one of the GB Castlevanias.

It's not an incredibly complex song. :P

Successor of Fate (Harmony of Dissonance)

I love the volume changes in the original that make the chorus stand out so much. I tried to capture the same feeling of the original in that regard (and the bassy sound that the game had -- hard to do when the percussion's not sampled, as it tends to be more treble than GBA or Genny sampled drums, as I suggeste above!). The main inspiration for the direction of this piece was the overworld music from Shining Force II as it had similar aspects of the original, such as being a bit booming (like in the intro) and having a feeling of more reverb than a lot of Genny songs. It had the advantage of some deep drum samples to getting that sound (which, again also had a lot to do with the GBA game's bassy tone as well). Once again the lack of sample playback in TFM would come to haunt me.

Thus this song actually took a while to get "right" because I kept having to worry about keeping the percussion in balance (I didn't want it to get drowned out, since it needs to be forceful) and to try to get the sort of resonating tone (hey, the Castle is gigantic and the entryway in particular is open; why not have the music for that section be so echoey). Thus I kept a lot of the voices really quiet -- as much as I could, while leaving the percussion super loud.

Some might notice that a lot of the voices sound like they came from Shining Force II. Though I took some stylistic cues from there, I did not actually rip instruments from the game. All were pre-made for TFM and had small modifications done (mainly to increase attack rate and eliminate sharp decays so they don't seem to either "fade in" or "click").

What exactly was taken from that game, then? Most importantly, when notes were released in the song I linked from it above, they didn't use a clean release. Instead the volume was cut significantly (so the note played, though quietly) behind everything else --except the main melody line, which was doubled (much like in Aqueduct above). For the most part the effect is subtle here, but would probably be more noticeable if I'd created a version that didn't have it in it. Separating the individual lines also makes the effect more obvious -- just as it does in the song I patterned it on.

One thing you'll notice is that on the repeat of the chorus the melody comes in a little later; on the transcription I used I'd pushed everything off by a quarter note on one of the lines. I liked the effect here as it was haunting to hear the strings playing on their own with the slightly dissonant note from the melody still resonating; the rhythm of line that then comes in still fits with everything else (it's not like everything's been shifted from downbeats to upbeats or anything), so I think it works.

Incidentally, the slightly distorted "static" tone the organ has at the start of the song comes from the fact that the console produces noise, which is more noticeable when the music playing is quieter. Most of the songs I make are loud enough that this noise isn't really audible, but you can hear it a few places where I cut the volume down on a few other hardware recordings.

Friday, May 21, 2010

Actually, it's NOT just Masuda...

If you really just want to hear what I'd come up with -- and keep in mind this is like 3-4 years old at this point, scroll down to the bold text, but you'll miss what I think is a fairly interesting story.

Hahaha, this is probably the most insane music coincidence possible ever really -- I was, about 3-4 years ago working on a MIDI remix project of a bunch of tunes from Sonic 3 -- largely for the sake of making them sound better than the music in Sonic and Knuckles Collection for PC. You can probably find some of the songs on youtube if you look.

Although my first couple songs were songs from Sonic 3 that got replaced by slightly-less-awesome tunage in the game (the Sonic 3 credits and Ice Cap Zone are a couple notable examples), it quickly ballooned into a general let's-remix-everything-in-the-game project. But it didn't ever get completed because I am lazy, easily distracted, and moved on to other things.

Anyway, one of the songs was Mushroom Hill Zone -- original song can be found here (act 1) and here (act 2) but if you'd like to hear the versions from the PC collection, you can go here and here but I should warn you these are recorded off the default roland sound canvas most PCs use. If you've got a better player you might want to trawl around for the actual MIDIs from the game, which have been ripped and can be found around the internet somewhere, I'm sure...

There was also a remix version of the song on an album, found here. The album's actually pretty crappy but amusing because of it -- good for one or two listens. It also only has S&K music, but there are little bits added on here and there in a couple places. My goal was, in some of the transitions, to add in a couple references to this album inasmuch as it was apparently official/licensed. Also if I could make references to other songs in Sonic or even other Sega games, I'd do it.

Now, my rendition of the song sounded a bit different from all of these, naturally. I added a lot of dischord because I felt that the zone was meant to be a bit hyperactive, fast, and somewhat of a bad trip (I mean, giant mushrooms? Sounds like a particularly strong surreal fever dream to me!). Now, the song's still at more-or-less the same tempo as the original, but it's got a lot of odd things going on in the background an dissonances here and there.

If you'd like to listen to my version, it's right here: http://www.box.net/shared/8a9sbpvelo (please share if you like it)

Now, the funny thing is that *after* making this, I realized that I had forgotten one potential source for material -- there was another instance of Mushroom Hill Zone, in the lesser-known video game Sonic the Fighters. Now I've still never played the game and hadn't heard any of the music at the time, so I was a little upset I'd looked over potential source material. So I took a listen to it.

Uncanny, yet again. Similar instrumentation, lots of bends upward like in my version of the song, some chromaticism in the background like my song. Holy crap, I apparently referenced it without ever hearing the damn song in the first place. I am entirely amazed that this happened and was laughing for a good long time (in fact I am right now giggling to myself a little at it, having gone back and listened to it again).

I'm not really sure how to explain the similarity. I can't recall ever hearing the song before that point. It's not something that was necessarily a consistent style choice throughout the rest of the project. I'm actually not sure how I feel about the rendition itself at this point -- like the album of S&K remix tunes it seems mainly something to listen to, chuckle if you've heard the Fighters soundtrack, and then file away in the recycle bin.

Anyway, if you'd like to hear the other 6-or-so songs that I made before basically putting the project on an indefinite hiatus, feel free to comment or something. I can link to them fairly easily, and will put in a little description or something even maybe.

Friday, April 16, 2010

The 32X 15th Anniversary Collection Album

The 32X. The power glove of consoles. Certainly not as big a failure as the contemporary consoles it was trying to compete with, like the Jaguar and 3DO, especially for a console add-on but due to poor communication between hardware development teams in Sega ended up being hard to program for (thanks to having 2 32-bit Hitachi SH2 processors but no dedicated graphics chip, very limited memory, and a fairly tenuous connection between it and the main Genesis processors), redundant (thanks to the Saturn having similar hardware which was easy to use -- not that that's saying much given that it, too, was hastily developed at times), and maybe just a little ugly.

I love the damn thing so much. Got one for $24 with the express purpose of using it for testing out independently coded projects for it (think like the Amiga or Commodore demoscenes) but did end up greatly enjoying the ports of games like Space Harrier, After Burner, Virtua Racing, and NBA Jam (T.E.), as well as taking an interest in the games made specifically for it like Knuckles Chaotix (pretty good), Shadow Squadron (actually quite nice indeed), Kolibri (it's all right but not amazing), Zaxxon's Motherbase 2000 (a nicer idea on paper than in execution but it's not without merit) and Tempo (probably not going to pick this one up).

The system ultimately has a high ratio of at least pretty-good games to bad ones, which is admittedly not surprising because it's a programming behemoth, and thus not friendly to shovelware. It also helps that the port of Virtua Fighter is damn good and there are only like 35 games on the system total.

The music, on a 3-disc set, comes from -- in this order -- Space Harrier, Stellar Assault [Shadow Squadron here in the US], Virtua Racing Deluxe, Parasquad (not "Pallas Code" as a number of sites foolishly trusting Google Translate) [Zaxxon's Motherbase elsewhere], Metal Head, and Virtua Fighter.

Now, most of the music here has been released in other remix or gotten superior cover versions; a number of these games got Saturn ports that were able to take advantage of a more powerful sound chip (able to take advantage of several-channel sample playback, for example) or used actual CD-audio. Further, the games in question -- except for Shadow Squadron, which got a superior Saturn port/follow-up of sorts instead -- originated on the arcade anyway, making tying them so closely with the 32X almost silly.

Again, soundtracks for games like After Burner and Space Harrier exist in other forms, probably superior, elsewhere. Do check out the S.S.T. Band recordings if this album interests you, before you bother with this. Furthermore, WHERE IS THE CHAOTIX SOUNDTRACK? That one was excellent, 32x-exclusive, and probably the best of all Sonic soundtracks even to this day (Sonic Rush is pretty close in awesomeness though).

As a result the collection seems not entirely without merit but ill thought-out and largely redundant.

A FITTING TRIBUTE!

(Oh, by the way, if you'd like to see what the album looks like and view the tracklist so you can make your own off your own 32X hardware recordings like I *might*, you can find them over at http://game.watch.impress.co.jp/docs/news/20100319_355799.html.)