cool!AndrewSimon wrote:Nintendo Sound?
Here is a quick tutorial:
Check out the video:
http://video.google.com/videoplay?docid ... rio+guitar (http://video.google.com/videoplay?docid=3521440202511044568&q=super+mario+guitar)
What Makes Nintendo Sound So Nintendo?
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- KVRer
- 4 posts since 18 Feb, 2004
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- Tunesmith
- 2889 posts since 12 Mar, 2002 from Toronto
Yeah and the best part about the classics were those guys didn't have the luxury of using sequencers like what we have today. Rob Hubbard and Hirokazu Tanaka are great examples of people who wrote amazing music that had to be programmed from scratch. Unfortunately in their time the role as video game composers was underrated compared to the work of today's geniousessplattabreakz wrote:totally... those composers were brilliant, the legend of zelda music was just fantastico.Mr. Tunes wrote:does anyone agree with me?
- KVRAF
- 6478 posts since 16 Dec, 2002
Those days were the culmination of all good things related to three tone polyphony. I remember the music (and nowadays know the names of the composers) fondly.Mr. Tunes wrote:Rob Hubbard and Hirokazu Tanaka are great examples of people who wrote amazing music that had to be programmed from scratch. Unfortunately in their time the role as video game composers was underrated compared to the work of today's geniouses
The C64 forced loader music made people focus on the music much more than any games of today, and I know lots of unlikely people who still remember them well, and liked them much. (including even my mom and little sister ).
C64 kind of forced the miniature music on you and you just had to learn to like it.
I still think the original mario tune is a masterpiece of three voice arrangements, along with many other tunes of those days.
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- Tunesmith
- 2889 posts since 12 Mar, 2002 from Toronto
According to this video, you're right it's only 3 voicesKingston wrote:I still think the original mario tune is a masterpiece of three voice arrangements, along with many other tunes of those days.
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- KVRist
- 278 posts since 1 Feb, 2003 from NY, NY
I used this research directly when i made Triforce. http://www.slack.net/~ant/bl-synth/
Peach & Toad are wavetable based. So obviously the sound is direct. I've never tried to recreate SID type sounds, as I feel ReFX has nailed it completely, and affordably.
Peach & Toad are wavetable based. So obviously the sound is direct. I've never tried to recreate SID type sounds, as I feel ReFX has nailed it completely, and affordably.
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- KVRAF
- Topic Starter
- 10588 posts since 13 Jun, 2004 from Alberto Balsam
Oi. My nintendo always gets sent through the hifi.Rabid wrote:You need to tailor the eq to match the speakers of a TV.
This was a helpful thread. I've made a lot of chiptunes for the cafe since making it and I think I've gotten quite close to the sound.
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- KVRAF
- Topic Starter
- 10588 posts since 13 Jun, 2004 from Alberto Balsam
Minor discovery...Lower time base, or PPQ, in the host. Of coarse the nintendo didnt have as high a timebase as FL Studio. Lowering it works wonders for emulating NES/SID envelopes, a surprisingly large part of the sound. Don't know why I didnt think of this earlier.
- KVRAF
- 6478 posts since 16 Dec, 2002
jmh (a respectable sid composer) could chime to this with exact details, as he told me a few facts of SID music and timing tricks.The Chase wrote:Minor discovery...Lower time base, or PPQ, in the host. Of coarse the nintendo didnt have as high a timebase as FL Studio. Lowering it works wonders for emulating NES/SID envelopes, a surprisingly large part of the sound. Don't know why I didnt think of this earlier.
Basically it has everything to do with how much 64 CPU you are willing to allocate to the music. If it's a game/demo we're talking about obviously timing and envelope/portamento speeds and accuracy will suffer as you'll generally want to allocate as much CPU to the graphics and game engine as possible.
Things change when it's pure SID tracker music we're talking about, as everything is now available to the music.
The High Voltage SID Collection illustrates this very well, as there's plenty of examples with absolutely hideous control rate and timing, and some that rival todays gadgets. One has to remember that the older SID music had no trackers, no timing trickery and exploits.
Then there were byte for byte restrictions on music, because only so much could be fitted to the memory with all the graphics and engine running at the same time. The composers had to resort to all kinds of transposition and pattern re-use tricks because of this. Surely it was one of the things that made up the sound of those days.
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- KVRAF
- 2277 posts since 2 Dec, 2003