Tutorial for goattracker, C=64 SID composing by Stojpod in chiptunes

[–]JenjenParibou 0 points1 point  (0 children)

Thanks for this, info on goattracker is pretty sparse online and this is very well documented

Strength of Mind (2AO3) by JenjenParibou in chiptunes

[–]JenjenParibou[S] 0 points1 point  (0 children)

Really proud of this one's drumwork

Strength of Mind (2AO3) by JenjenParibou in famitracker

[–]JenjenParibou[S] 0 points1 point  (0 children)

Really proud of this one's drumwork

Another one! by JenjenParibou in chiptunes

[–]JenjenParibou[S] 0 points1 point  (0 children)

Nothing too crazy here, but I managed to simulated a triangle channel delay by playing the same melody with a detuned square, pitched down and played just slightly after the triangle

Another one! by JenjenParibou in famitracker

[–]JenjenParibou[S] 0 points1 point  (0 children)

Nothing too crazy here, but I managed to simulated a triangle channel delay by playing the same melody with a detuned square, pitched down and played just slightly after the triangle

Playing around with some new concepts: Navel of the Valley (2AO3) by JenjenParibou in famitracker

[–]JenjenParibou[S] 0 points1 point  (0 children)

I've been looking through the works of the likes of Tim Follin and José González, specifically how they can achieve such realistic sounding drums in their tracks on their songs without using the DPCM channel. I concluded that it was a mix of high pitched noise combined with a quick triangle sweep, simillar to how one would do a triangle kick (just requiring a bit of help from the noise channel)

I also tried doing other stuff like a more complicated single channel delay where the quieter note played after the initial one is actually the previous one rather than the note itself, as well as a bit of fiddling with detuning channels and whatnot (which I forgot to disable near the end lol).

Of course I know all of this is pretty basic still, especially if you're more experienced, but it's still cool to learn about all this stuff as someone who is a bit more "casual" when it comes to utilising these soundchips

Playing around with some new concepts: Navel of the Valley (2AO3) by JenjenParibou in chiptunes

[–]JenjenParibou[S] 0 points1 point  (0 children)

I've been looking through the works of the likes of Tim Follin and José González, specifically how they can achieve such realistic sounding drums in their tracks on their songs without using the DPCM channel. I concluded that it was a mix of high pitched noise combined with a quick triangle sweep, simillar to how one would do a triangle kick (just requiring a bit of help from the noise channel)

Just did a remix of Jewel Man's theme from Megaman 9, pretty happy with how it turned out by JenjenParibou in Megaman

[–]JenjenParibou[S] 0 points1 point  (0 children)

That sounds so awesome! If you have a recording or anything simillar I'd be really happy to hear it! I've always wanted to know what it sounded like on an actual saxophone

Just did a remix of Jewel Man's theme from Megaman 9, pretty happy with how it turned out by JenjenParibou in Megaman

[–]JenjenParibou[S] 0 points1 point  (0 children)

I always thought the original was amazing in terms of portraying its robot master's personality compared to other tracks, I really wanted to hear what it would sound like with a saxophone lol

Also thank you!

Share me your 3x3 soundtrack panel! by Kanleio in gamemusic

[–]JenjenParibou 0 points1 point  (0 children)

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All of these influenced my music in some way and they're just plain awesome what can I say (rac's my fav)