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Mission Tiem
Title can't be empty.
Title can't be empty.
[b]MISSION TIEM[/b]
[i]An NES-style action chiptune[/i]
[b]Composed Using:[/b] OpenMPT 1.18.03.00
[b]BPM:[/b] 125
[b]Length (Intro/Loop):[/b] 0:08 / 1:01
[b]Total File Size:[/b] 29.8kB
[b]Waveforms & Instruments:[/b] 2.3kB
[b]DPCM Samples:[/b] 0.3kB
[b]Song Data:[/b] 27.2kB
[b]Things In My Head:[/b]
Unreal Tournament - DM-Tempest (Botpck10.IT),
Earthworm Jim (SNES) - New Junk City,
Jazz Jackrabbit,
Mission Impossible theme
On MediaFire:
- Q -2 / 32kbps .OGG
- Q 2.5 / 104kbps .OGG
- Q6 / 192kbps .OGG
- .FLAC
- .MPTM (Samples only; no VST dependencies)
--------------------------------------------------------------
(You may want to turn your volume up a bit; this was only normalized, no compressor was used. Also, this loops once.)
It's a song (track, composition, whatever) of a NES-ish, kind of action/boss-ish sort. Maybe involving a mechanical-ish or sort-of-futuristic building (a factory, maybe?), or some robot(s) or cyborg(s) or something. Honestly, I'm not too sure myself -- this wasn't composed with a specific theme or setting in mind, it was just channeled compulsion.
This basically originated from a case of composing block -- I've started no less than six different tracks since I began composing again a couple months ago, yet couldn't finish ANY of them... I kept either hitting a point where I ran out of ideas, or found I hadn't any samples or VSTs that matched up well enough to what I needed, or simply lost interest and working on them became a chore. In the end, I basically went "How about something un-serious and compulsive instead?", and started this (on the idea of "something roughly NES-ish, and maybe boss-y") on a whim.
[i]<-- POINTLESS TECHNICAL RAMBLING BEGINS HERE -->[/i]
The sound is set up to be basically NES stuff, although it bends a variety of rules and specifications. It uses a total of five discrete channels (square, square, triangle, noise, PCM) with no overlap, and the actual waveforms used in those channels are basically accurate (square has only 1/2, 1/4, or 1/8 duty cycle, triangle is plain, noise is 1-bit, PCMs are shit).
Exceptions are as follows:
- The volume and pitch controls are more precise than NES spec, both level- and time-wise; 200/s rate (instead of 60/s) combined with 0-64 volume range (0-15) with smooth envelope interpolation).
- The waveforms are not 100% accurate -- the triangle isn't 4-bit, the white noise is continuously random instead of a short, ordered loop, and the drum samples are just 4-bit @ 8192Hz instead of actual delta PCMs. Actually, I don't even know exactly what the playback frequencies /are/ for the NES's DPCMs, but it's about half that at max. :/
- Full, independant volume control is used on the triangle, noise, and DPCM channels (although I avoided using volume on the PCMs for anything but note volume -- envelopes would have lessened/hid the artifacting).
- Stereo sound with panning.
[i]<-- POINTLESS TECHNICAL RAMBLING ENDS HERE -->[/i]
So, basically, it follows most of the rough design specs and limitations of the NES's sound system, but with a higher overall fidelity.
I might arrange a non-chiptune version of this. If I do that, though, it'll probably be after a bit of revision. It's also possible I might put up some of the half-finished stuff I tried, and maybe I'll actually finish one or two of them eventually.
[i]An NES-style action chiptune[/i]
[b]Composed Using:[/b] OpenMPT 1.18.03.00
[b]BPM:[/b] 125
[b]Length (Intro/Loop):[/b] 0:08 / 1:01
[b]Total File Size:[/b] 29.8kB
[b]Waveforms & Instruments:[/b] 2.3kB
[b]DPCM Samples:[/b] 0.3kB
[b]Song Data:[/b] 27.2kB
[b]Things In My Head:[/b]
Unreal Tournament - DM-Tempest (Botpck10.IT),
Earthworm Jim (SNES) - New Junk City,
Jazz Jackrabbit,
Mission Impossible theme
On MediaFire:
- Q -2 / 32kbps .OGG
- Q 2.5 / 104kbps .OGG
- Q6 / 192kbps .OGG
- .FLAC
- .MPTM (Samples only; no VST dependencies)
--------------------------------------------------------------
(You may want to turn your volume up a bit; this was only normalized, no compressor was used. Also, this loops once.)
It's a song (track, composition, whatever) of a NES-ish, kind of action/boss-ish sort. Maybe involving a mechanical-ish or sort-of-futuristic building (a factory, maybe?), or some robot(s) or cyborg(s) or something. Honestly, I'm not too sure myself -- this wasn't composed with a specific theme or setting in mind, it was just channeled compulsion.
This basically originated from a case of composing block -- I've started no less than six different tracks since I began composing again a couple months ago, yet couldn't finish ANY of them... I kept either hitting a point where I ran out of ideas, or found I hadn't any samples or VSTs that matched up well enough to what I needed, or simply lost interest and working on them became a chore. In the end, I basically went "How about something un-serious and compulsive instead?", and started this (on the idea of "something roughly NES-ish, and maybe boss-y") on a whim.
[i]<-- POINTLESS TECHNICAL RAMBLING BEGINS HERE -->[/i]
The sound is set up to be basically NES stuff, although it bends a variety of rules and specifications. It uses a total of five discrete channels (square, square, triangle, noise, PCM) with no overlap, and the actual waveforms used in those channels are basically accurate (square has only 1/2, 1/4, or 1/8 duty cycle, triangle is plain, noise is 1-bit, PCMs are shit).
Exceptions are as follows:
- The volume and pitch controls are more precise than NES spec, both level- and time-wise; 200/s rate (instead of 60/s) combined with 0-64 volume range (0-15) with smooth envelope interpolation).
- The waveforms are not 100% accurate -- the triangle isn't 4-bit, the white noise is continuously random instead of a short, ordered loop, and the drum samples are just 4-bit @ 8192Hz instead of actual delta PCMs. Actually, I don't even know exactly what the playback frequencies /are/ for the NES's DPCMs, but it's about half that at max. :/
- Full, independant volume control is used on the triangle, noise, and DPCM channels (although I avoided using volume on the PCMs for anything but note volume -- envelopes would have lessened/hid the artifacting).
- Stereo sound with panning.
[i]<-- POINTLESS TECHNICAL RAMBLING ENDS HERE -->[/i]
So, basically, it follows most of the rough design specs and limitations of the NES's sound system, but with a higher overall fidelity.
I might arrange a non-chiptune version of this. If I do that, though, it'll probably be after a bit of revision. It's also possible I might put up some of the half-finished stuff I tried, and maybe I'll actually finish one or two of them eventually.
15 years ago
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