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Rysen: Question Concerning NES Instruments Displaying 1-5 of 5 total.
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Omni
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I was recently looking at NES music, and I was wondering how you found the samples for some of your NES tunes, in particular 'ff7nes.xm.'
I understand instrument1 and 2 (samples 2 and 4) since I know the NES has two square wave channels, and I remember the triangle wave, and I know that it has an extra channel for PCM sound. But...
1. Why do you have an extra...(I don't know what to call it) 'perfect' square wave on sample 5? The NES only has two, so...er, why does it have three?
2. What exactly do you use the for the PCM sample channel? It sounds like some kind of ...beatish, percussion, thing, but I don't actually see it anywhere in the song. (though I haven't looked through _every_ page in Modplug Tracker yet)
3. Shouldn't there be some kind of 'random noise' channel? Is that why there are extra square waves (one of the distorted ones being some random noise)?
If it turns out you just have an extra square wave 'because you wanted to', that's fine. I'm just trying to research a tiny bit on NES music and thought I could use your FF7NES theme as a reference example.
Posted on 2005-03-23 10:21:35
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Troupe
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Rysen is a wanker. There should be 5 channels, he just doesn't use the noise or PCM channels. He instead opted to use a fourth square channel (or triangle? I can't recall). I'm fairly certain you can use any type of square wave, I don't know where you got the impression that there are only two. I know for sure there are at least 3. There are a bunch more restrictions and stuff I'd be happy to tell you about on IRC. Ask me next time you're on.
But make sure not to use Rysen's tune as an example of NES-accuracy. Try looking for some virt mods, he knows about authentic NES style!
Posted on 2005-03-27 11:19:45
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Overkill
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You see... there's only 2 channels for square-waves, one channel for triangle waves, one channel for noise, and one channel for the rarely-used PCM (found as nice drumming sounds in Mario Bros. 3 and boss roaring in Zelda). However, since modules can't easily screw around with the NES 'instruments' for the different effects which are easily achieved on the NES, they opt to use many samples.
Heh, if you wanted to be all NES-purist, you'd have to have all your triangle-wave made percussion (as opposed to noise, Megaman does this quite a bit) on a seperate channel as well.
Also, a lot of people these days don't care about channel limits and restrictions any more when making NES tunes, and instead just opt for simply making good-sounding music without the added difficulty of channel-hogging. This is less authentic, but the songs that result can still be quite impressive, nonetheless.
Posted on 2005-03-27 14:29:07 (last edited on 2005-03-27 14:34:26)
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Omni
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Hey, thanks. This is very useful information.
Posted on 2005-03-27 16:32:44
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Rysen
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It is true I am a wanker.
Anyway, I haven't had the net for the last little while and have a lot of crapola to take care of, so this'll be breif, but to summarise:
No, don't follow my NES remixes for an idea of how real NES music works. I basically just wanted the remixes to sound NESish, but I still wanted to keep that 4 (appearntly 5) channel feel to it.
Man I've missed the internet. It's good to be back. ;_;
Posted on 2005-04-01 14:16:11
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Displaying 1-5 of 5 total.
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