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by Master_E at 11:29 PM EST on January 6, 2016
I've been mildly enamored by the chromatic climbs/slides from the tracks "Giant Krusty-Balloon" and "Giant Bowling Ball" in The Simpsons Arcade game and was wondering what Norio Hanzawa used for the samples, primarily the Orchestra Hit Hanzawa forms into a sort of organ when used alongside the 2151.
by dj4uk6cjm at 12:38 AM EST on January 7, 2016
@benjamin yes that's true but that's the one from NSMBDS/NSMBWII it's not the same as the one from NSMB2/NSMBU, you can tell the difference.
by felineki at 4:43 AM EST on January 8, 2016
Since the subject of remastering songs has come up, here's my WIP attempt at remastering the Gradius III title screen. Mostly VOPM, but I do have the timpanis and orchestra hits implemented, since I have source versions of those samples. Also experimenting with adding stereo panning, since the original soundtrack is mono. Will need to to do some closer studying to implement the tempo variation at the end of the song.
by Master_E at 4:36 PM EST on January 8, 2016
I wonder where you would need to look at the hex in order to find the hardware state of the channels?

If we could pinpoint the registers, we could just copy all the instructions the CPU sends to the sound chip and make a 1:1 copy of the song.

An old friend of mine showed me how to do it on GameBoy games to copy sounds from the Waveform channel, so it's already got a proof of concept.
by felineki at 5:38 PM EST on January 8, 2016
Well for Gradius III it looks like the sound channel RAM starts at 0xF800 on the audio CPU's memory space. I did find where the tempo value(s) are (each channel has its own).

One thing I'm finding though is that if we were to do 1:1 data dumps, some adjustments afterward to the raw data might still be necessary depending on how we go about remastering. For example, some of the FM instruments in Gradius III have VERY long note release envelopes. That doesn't mater all that much on the original chip, since each channel is monophonic, so each note's decay will get chopped off as soon as the next one plays. But then when you port that data to VOPM, you're suddenly polyphonic, and you have every note you sound bleeding on for several seconds and it becomes a mess. Of course, you can switch VOPM to a monophonic mode if you want to recreate things 100%, but I figure adding polyphony and letting notes' decays play out a bit (but not so long it becomes a mess like it does when using the raw data) might be a desirable goal for a remastered version.
by felineki at 7:58 PM EST on January 10, 2016
On the subject of Gradius III, is it me or does the track "Haru no Otozure" on the Koneko Monogatari soundtrack sound like it's using the same synthy string stab sample that Gradius III uses for its title screen and equipment selection songs? The film is from 1986 and Gradius III is from 1989, so they're from the same era.
by icecream at 11:13 PM EST on January 10, 2016
The music that plays during the Pokemon World Tournament in B2W2 (I believe the song is called Pokemon World Tournament Venue in the OST release) uses a drum loop from Spectrasonics Stylus RMX, called "Nasty Mutation". dunno if this was reported anywhere but yeah.

Man, B2W2 and Stylus are like freaking bed buddies with all this!

edited 11:14 PM EST January 10, 2016
by Enclave123 at 2:09 PM EST on January 11, 2016
I find a very familiar sounding organ in the Sound Convas VST it sound like the same one from Blast Corps.

It call rotary org, it in the organ sounds.
by Master_E at 1:44 PM EST on January 12, 2016
I think you're on to something there felineki.

Good one.
by Master_E at 5:28 PM EST on January 14, 2016
I was likely too hard on you guys asking where that Simpsons Orchestra Hit was from amidst that rather dense mix.

Here, have just the Hit from Giant Krusty-Balloon.

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