These are NSF files for you to play in Winamp or NES emulators like VirtuaNES and NESticle
I'm working on some others.
http://2a03.free.fr/dl.php?file=2029
http://2a03.free.fr/dl.php?file=2019
nice work :)
i really dig the ninja spirit track.
Could you talk about what songs they are before we commit to DL?
I pulled off quite a few more, with that said, I started a YouTube channel strictly for NES covers of PCE/TG Music
name is "FCEngine"
https://www.youtube.com/user/FCEngine
Ninja Spirit: You could try out the MML music engine I did for PCE, if you want to make some PCE music.
Quote from: Tom on 06/21/2009, 04:40 PMNinja Spirit: You could try out the MML music engine I did for PCE, if you want to make some PCE music.
Ah that's cool.
I recently got my hands on Modplug Tracker.
I would like to know to obtain Konami's PC Engine sound (the Gradius/Salamander/Detana!! Twinbee drums) and the instruments on PCE Batman (to redo the rest of the NES Batman tracks). I noticed in the Batman HES, one of the tracks is the slap bass sample played in a scale.
Quote from: Ninja Spirit on 06/21/2009, 08:49 PMQuote from: Tom on 06/21/2009, 04:40 PMNinja Spirit: You could try out the MML music engine I did for PCE, if you want to make some PCE music.
Ah that's cool.
I recently got my hands on Modplug Tracker.
I would like to know to obtain Konami's PC Engine sound (the Gradius/Salamander/Detana!! Twinbee drums) and the instruments on PCE Batman (to redo the rest of the NES Batman tracks). I noticed in the Batman HES, one of the tracks is the slap bass sample played in a scale.
You *could* simulate PCE sound with Modplug or such tracker, but it lacks specific functions that software engines provide. In other words, it's you're going to get less complex sounds or even really generic tones *and* your gonna need to do a lot of instrument sounds manually via FX args. PCE needs a tracker from the ground up specifically for this reason.
Anyway, if you want to try then here's some tips. For non sample channels, only use 32byte wave samples. And only forward looping (no ping-pong looping). Set the looping at the very start and very end. I recommend using XM format or such, so that you can create envelopes(modplug seems pretty lacking for this), add vibrato, and such. A simple setup is have 5 channels for these short waveforms and 1 channel for sample playback. Resample all samples for this channel to 7khz. They won't sound identical to PCE when using notes higher than A1(for this sample channel), but it's the closest sounding thing. Also, turn off any interpolation (set it for linear on for modplug is it has unatural sounding artifacts, skale and milky are fine with it off though). If you're using MilkyTracker or Skale tracker, set the period/frequency table to Amiga.
Here are some waveforms that I ripped from Air Zonk (http://pcedev.net//louis/32b_waveforms.zip). They're just the waveforms, you still need to make instruments out of them. Oh, and they are 8bit signed format incase the tracker asks for the format.
OK yesterday was the best day of my life.
With the help of Audacity, the Salamander HES (every individual track on it is divided channels) Modplug Tracker and Turbo Engine (fuck Ootake since it's a hassle to toggle sound channels), I managed to rip Konami's PCE instruments
Here's a small MP3 of a small track I put together, followed by an unfinished cover of a NES Konami game tune (surprise, its not contra either...)
http://rapidshare.com/files/255003469/Konami_PC_Engine_Instrument_Demo.mp3.html
Sounding great!
You should consider putting up instrument libraries for download at some point, I'd love to (fail to) play around with them (as I have no musical talent at all) and I'm sure others would.