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loomcore

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Everything posted by loomcore

  1. Too strict? For stealing someone else's ReMix?
  2. Just to clarify, foo_input_usf is for N64 USF files, foo_gep covers pretty much everything else you'll ever need. RSNs are just renamed RAR files containing lots of SPCs, which are the SPC700 sound format (SNES music). This
  3. Cool, looking forward to hearing the next revision
  4. I'm not hearing any crackling But yeah, these sound pretty similar to the sources; it's a fine medley but it needs to be more original.
  5. siiicckkk i'll be watching my back from now on
  6. Don't use Chipamp. Use foobar2000 with the foo_gep and foo_input_usf plugins, and you can export to MP3 by right-clicking on the tracks you want and choosing Convert, etc. Make sure you have lame_enc.dll somewhere so you can encode to MP3. Alternatively, if you've got a device running Android, you can play most chiptune and module formats using DroidSound (http://swimmer.se/droidsound/), which is a nice (albeit basic) implementation of GME, TinySid and libmodplug in Java. Hope that helps
  7. Wow! Thanks Rayza, plenty of useful tips there Nice remix too.
  8. Do you mean games by Nintendo or games on Nintendo consoles? Either way, F-Zero
  9. I think that the kick rolls detract from your solos somewhat, and that the drums are a bit too quiet, but apart from that, I really rather liked it - well done
  10. YouTube's fine, Tindeck will host MP3s, you can set up a MySpace profile or use BandCamp. There are lots of options available to you, but YouTube'll do if it's what you've already been using. Recommend using YouTube and linking to Tindeck for higher-quality downloads of your works. Not sure if there are any forums dedicated to that sort of thing but you're welcome here. If you want to start ReMixing, have a go, post in the work-in-progress board and a lot of very helpful people will tell you how to make it better You can learn a lot from the people here; make the most of it!
  11. Make sure you hang around the Workshop btw, you'll learn a lot about music production there :-)

  12. Yeah option 2's alright, but it's always fun to have some actual hardware to play with If you're on a tightish budget get something like a microKorg, they're pretty cheap and awesome, or go hunting around second-hand electronics shops and see what you can find
  13. Oh yeah, I liked them fine, they just weren't OCR material, that's all PM me if you ever need help
  14. I'll be honest, those MP3s you posted sound almost exactly like the sources. OCR is for complete reinterpretations of video game music, not just covers - ReMixes tend to be done in an entirely different style to the original. Cases in point:- - Dirty Mix, by A Scholar And A Physician (Source: Super Mario Bros. - Overworld BGM, YouTube) - Spinlock, by Aluminum (Source: Super Mario 64 - File Select, )Notice how different these ReMixes are to the originals. The artists have taken the original music and completely reimagined and reinvented them; that is what OCR is all about. It's not that your mixes were bad, just that they were covers rather than ReMixes. See the Submission Standards page for more info, especially sections 3 and 4. Good luck and happy ReMixing!
  15. Right. If you want more "realistic" sounds then you'll probably want to be using sampled instruments. Samples are usually in WAV (or some other uncompressed) format rather than MP3, and are just small snippets of sound, be they recordings of a real instrument, a small section of another song or whatever. You'll control a sampler using MIDI to play back the samples at the desired frequency. However, this is not always the case; it is more than likely that you'll find yourself using synthesisers to create your own sounds to be used in your compositions. These are also controlled by MIDI. Basically, make sure you know all about what MIDI is and does (http://en.wikipedia.org/wiki/Musical_Instrument_Digital_Interface ), because it'll be pretty much at the heart of most (if not all) of your work. A couple of example MP3s would be good to hear I recommend Tindeck (here) for hosting your works-in-progress. EDIT 1: lol just as I posted this you put up your examples, listening now EDIT 2: I'm unfamiliar with the sources, can you give me names/YouTube links please? Cheers
  16. Don't worry about not being able to "compose" - play around with the music and you'll see what feels right eventually MIDI doesn't have sounds, it is a means of storing a sequence of note data and control changes. What you're talking about are the default sounds with which your comp plays back a MIDI sequence. You can run that MIDI sequence through any software or hardware you like, and it'll play it back with that. You can use spc2midi (here) to convert an SPC to a MIDI sequence, but really this is no different to working with MIDIs from somewhere like vgmusic.com; remember that OCR is not for MIDI rips, it is for reinterpretations. You can use an existing MIDI as a starting point, but make sure that it's not just the same as the original composition with the instruments changed. If you want to nick samples from an SPC, use openspc (I've uploaded it here) and ModPlug Tracker (here). You'll need DOSBox (here) to run openspc. This will create an Impulse Tracker file from your SPC. Open it in MPT and you can export the samples used to WAV, which you can then use in your own works.If you were thinking of creating a remixed version of the SPC still in SPC format, do as above, then save your remix (in MPT) as an XM file, then use xmsnes (here) to convert it to SPC. Bear in mind that OCR does not accept SPC format submissions though. Not sure what you mean by "moving off of MIDI" - MIDI is an integral part of most producers' workflow, and by the sound of it yours too. Can you clarify? And while we're at it, what software are you using, is it still Anvil Studio or are you changing? Hope all this helped
  17. Blimey 40MB! Convert it to an MP3 and use tindeck next time lol I thought the intro was waaay too long, and felt a bit disconnected from the rest; the first piano (around 1:10-1:30) sounded a bit weird and out-of-place too. Maybe use the same one you're using for the chords afterwards? Arrangement-wise, I felt it was a bit conservative. You stuck pretty closely to the original - like you said, you could solo over it but try to deviate a bit more from the melody we all aready know. Surprise us Overall, I liked the ethereal mood of it (you've got some pretty interesting sounds in there), but it needs to build and go places more: some percussion might help drive it. The ending, too, needs some work; don't just cut the music, bring it to a proper close. Hope that helped
  18. That's true, but i was talking about trying to recreate the way samples sound on old consoles, like with the game boy's wave channel or the nes' pcm channel, rather than drums synthesized with noise. Samples of noise are fine though
  19. Tru dat. However, I'm going to continue the trend because nobody's covered this yet You can get samples from spc files (not sure if similar utilities exist for other formats). There's an old ms-dos program that converts spc to impulse tracker format (I think it's called spc2it or something like that), which you can use with dosbox and then extract samples from with something like modplug tracker. EDIT: It's called OpenSPC, and you can dump ITs from it like this: I've uploaded it for anyone who wants it (MegaUpload). Hope that helps, at least with regard to this tangent about ripping samples
  20. Depends what sort of drums you're after - you can use normal samples with a heavy bitcrusher to emulate the pcm channel or you can synthesise percussive sounds using static. Reason's Thor is good for it, but it's not VST unfortunately.
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