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Posted: Fri Sep 24, 2010 12:08 pm
by mic_
I've never looked at the compiler source. Maybe it's easy to fix, I don't know.

Posted: Fri Sep 24, 2010 3:19 pm
by Memblers
AndiNo wrote:
Memblers wrote:what parts you would have to code in assembly
First thing that comes to mind is the code for the SPC as there is no C compiler for it. And I'm absolutely no good at compiler programming. And a game without sound is no game to me ;)
D'oh, I forgot about that part. But that's because I always use other people's engines and have been satisfied with the existing editors. Good old Fasttracker 2 (XM format) would do great for writing SNES music, if you separately handle any needed DSP effects, and avoid going by how it sounds in the tracker, when writing it - results of the SPC's interpolation can sound really impressive with low bit-rate samples.

The good news is that an XM player is available for SPC.
BTW what has been on my mind for some time, are you the same as this person?
http://ocremix.org/artist/4344/memblers
Just looking at the homepage link on OC Remix, I think I have answered the question myself :)
Yeah, and wow it was at least 10 years ago. I had forgotten about it for a long time, but I still get comments about it every now and then, I guess it's kind of an underground hit, heheh. I didn't know that stuff was even on their website still, reading the comments page on there is hilarious (for both songs). If you've heard the version they have on there though, please forget you ever did, and listen to the correct version. At some point at OCRemix they re-recorded it and fuxored it, I kinda feel bad for the people who hear it, haha.

Posted: Fri Sep 24, 2010 3:46 pm
by AndiNo
Cool. Nice to "meet" you :)
Your "x" was number 35 on OC Remix, one could say you are one of the founders of OC ;) From just looking at it, of all the OC Remix songs I have only about 40% are still in my playlist. And "x" is one of it ^^ Please go ahead and create a comeback song :-D

Sorry for OT. Let's just say I'll keep the sound engines in mind if I try SNES programming next time :)

edit: I just heard the difference in both songs. How could that happen? Did you ever try to resubmit your song? Or was this (especially the organ) something you fixed after submitting it? One of the guys wrote that there was a version of "Grim Reaper" with a real ending. Is that true?

Posted: Fri Sep 24, 2010 6:18 pm
by Memblers
AndiNo wrote: edit: I just heard the difference in both songs. How could that happen? Did you ever try to resubmit your song? Or was this (especially the organ) something you fixed after submitting it? One of the guys wrote that there was a version of "Grim Reaper" with a real ending. Is that true?
I never resubmitted it. The one with an ending just had a fade-out at the end, it was probably the one I sent to vgmix (site no longer is around). It sounds different because I made in FT2 (which originated the XM format), but a lot of XM players get things wrong. I looked on my drive and found other ones I had sent to vgmix as MP3s, I put them here if you want to check them out. It's all really old stuff. http://membler-industries.com/music/remixes/

There's also this dusty old corner of the website, that has most of these in XM and other tracked format http://nesdev.com/music/

I'll definitely do some remixes sometime using the synth that I've been making.

Posted: Fri Sep 24, 2010 10:46 pm
by mic_
D'oh, I forgot about that part. But that's because I always use other people's engines and have been satisfied with the existing editors. Good old Fasttracker 2 (XM format) would do great for writing SNES music, if you separately handle any needed DSP effects, and avoid going by how it sounds in the tracker, when writing it - results of the SPC's interpolation can sound really impressive with low bit-rate samples.

The good news is that an XM player is available for SPC.
Wouldn't you be screwed when it comes to sound effects if you used XM2SNES or Modlite? For a non-interactive demo that's fine, but in a game you'll usually want to have some sound effects that are triggered whenever the user takes some specific action.

Posted: Sat Sep 25, 2010 12:54 am
by Memblers
I've seen MODs that had several looped songs and different sound effects are all in the same file (using loop and jump commands). I'm not exactly sure how that would be implemented in the code, though. Probably would need modification to the player of some sort.

Posted: Tue Sep 28, 2010 11:51 am
by KungFuFurby
SNESMod supports streaming sound effects (one channel at a time if I presume correctly)... and I presume sampled sound effects.