tadpole
Level 22 Chipist
 
*WILD_CHIP*
1st/22

 
heart-magic 
19th Σ5.422

 
brain-tech 
13th Σ5.498

 
bleep-squeeze 
18th Σ5.353

 
deep-tweak 
3rd Σ5.998

 
lost my pants 
13th Σ5.269

 
Green Mountain
 
  6th/183   Σ27.540   Feb 15th 2011 7:54pm
 
/player/EntryPlay/5080/
5080
 
This is my homage to Square, Rare, and Nintendo SNES music. Written in MML/romi's addmusic for the Super Mario World music engine. I used 'Sample Tool' to insert some samples from Chrono Trigger, Star Fox, Super Metroid, DKC2, and others.
BotB has no SNES format, so here it is in wildcard.
Creative Commons License
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14563
Level 30 chipist
post #14563 :: 2011.02.15 8:05pm
hella snes bro! ^^
 
 
14564
Level 16 OHCist
post #14564 :: 2011.02.15 8:11pm
Superb composition. Superb format. 'nough said. :)
 
 
14567
Level 21 Chipist
post #14567 :: 2011.02.16 5:25am
Sounds really, really great
 
 
14581
Level 14 chipist
post #14581 :: 2011.02.17 8:54pm
love it, great work tadpole
 
 
15115
Level 26 Chipist
post #15115 :: 2011.03.10 8:37pm
Not only is it proper SPC, but it's a really really good one. If this one doesn't get first I'll be disappointed, BotB! ):O
 
 
15122
Level 23 Chipist
post #15122 :: 2011.03.10 9:43pm
I say goal achieved, nice
 
 
15139
Level 9 Chipist
post #15139 :: 2011.03.11 1:35pm
speechless by the amount of effort you put into it.
 
 
15168
Level 17 Chipist
post #15168 :: 2011.03.12 3:59pm :: edit 2011.03.12 4:02pm
It reminds me of Nifflas' games. And Chrono Trigger. C'est très beau.
 
 
15395
Level 29 Mixist
post #15395 :: 2011.03.15 8:40pm
This track reminds me of LoZ 3 - probably the classic SNES samples. It doesn't get boring after a while like most LoZ 3 tunes either! ;D
 
 
15413
Level 15 Chipist
post #15413 :: 2011.03.15 11:04pm
Those voices really make it!
 
 
15517
Level 24 Mixist
cce
post #15517 :: 2011.03.17 3:11pm
Oh man how did I miss this, really atmospheric.
 
 
15520
Level 22 Chipist
post #15520 :: 2011.03.17 3:18pm :: edit 2011.03.17 5:33pm
Thanks everybody! By the way, did anybody feel like some parts were slightly out of tune?
 
 
19337
Level 25 Chipist
post #19337 :: 2012.07.30 8:29am
The way you handled the echo makes the entire thing fatally flawed at thirty five seconds into the tune... in the SPC file, you lose the sample data and the directory due to the echo overwriting that region. :(
 
 
19338
Level 24 Mixist
post #19338 :: 2012.07.30 8:38am
  
  tadpole liēkd this
oh man, thanks for bumping this. this is the finest spc on the site.
 
 
19342
Level 25 Chipist
post #19342 :: 2012.07.30 11:56am
Hate to admit it, but this is probably one of the glitchiest SPCs in the entire collection that I have found... this requires more than just an echo delay fix. The sample IDs get corrupted fifty two seconds into the song, and if this is ever going to play on anything other than the older SPC players (and possibly ZSNES and earlier versions of SNES9X), this requires a serious bugfix. This is definitely a song whose echo delays cannot fit into the allocated memory of 64k (the maximum here is a EDL of 10, not 13 or 15... plus, the sound effects have to go and the echo region needs to be pushed back a lot).
 
 
19371
Level 18 Chipist
post #19371 :: 2012.07.31 1:28am
I'd be curious to know if this SPC runs on an SNES Power Pak.
 
 
19372
Level 22 Chipist
post #19372 :: 2012.07.31 5:30am
Sorry about how buggy it is. Why it's buggy: The different emulators and players all sound different (especially the echo), and I don't know which one is most accurate. I decided to go with winamp's in_snes.dll.
If you play it in foobar2000, the echo goes crazy and it's unlistenable.
 
 
19388
Level 25 Chipist
post #19388 :: 2012.07.31 11:39am
I don't think it would run on a SNES Power Pak due to a memory overflow related to the echo. And with a bit of hex editing magic on my end, I fixed said echo problem. I had to do an instrument table relocation (That was getting overwritten by the echo. A code comparison with a SPC file from Super Mario World allowed me to hunt down how it was setting up such the pointer.), set the start of the echo ring buffer to earlier in the file (I set it to $30 rather than $60. You were losing the instrument table the moment the echo was enabled), and set all of the echo delay parameters to $0A (via $F1 xx in the music data). The reason for this is that anything above $0A will result in a memory overflow into the sample directory, resulting in playback failure. Don't try to play back sound effects with this one (and definitely don't insert this into a Super Mario World hack!), because the sound effects are completely gone. Previously, I could do that, but the sample pack had already been completely replaced by your custom set. https://www.box.com/s/b76f9b3b1fe5fc5fb56f
 
 
19389
Level 29 Mixist
post #19389 :: 2012.07.31 12:49pm
Well.......That's the beauty of making a SMW tune for listening purposes rather than hacking purposes...You don't really have to worry about leaving some channels open for FX.
Having said that, Tadpole, you're a freak! I know how hard it is to write mml, insert into ROM, listen, fix, insert, listen, fix, insert...Incredible work!!!
 
 
19390
Level 22 Chipist
post #19390 :: 2012.07.31 3:46pm
  
  mootbooxle and KungFuFurby liēkd this
Thank you so much, KungFuFurby! And next time I write SNES, I will make sure to follow the rules with the echo!

Thanks you guys for liking my tune! It sure makes me feel good!
 
 
19391
Level 25 Chipist
post #19391 :: 2012.07.31 4:32pm
You're welcome. ^_^
 
 
42154
Level 24 Chipist
post #42154 :: 2014.04.30 9:47am
  
  stinkbug and tadpole liēkd this
Great piece! :O A little surprised I never favourited or commented on this before, especially when it was released. That's been fixed accordingly :)

I think I heard this played on Heossentials once before too..
 
 
82372
Level 27 Mixist
post #82372 :: 2017.04.10 7:24pm :: edit 2017.04.10 7:24pm
  
  tadpole liēkd this
I love how this sounds like it would fit in an actual SNES game.
 
 

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