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Pursuit by Moonlight
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In the Shadow of the Ancients
aeryn_skirrow_-_mission_tiem.mp3
Pursuit by Moonlight
In the Shadow of the Ancients
MISSION TIEM
An NES-style action chiptune

Composed Using:
OpenMPT 1.18.03.00

BPM:
125

Length (Intro/Loop):
0:08 / 1:01

Total File Size:
29.8kB

Waveforms & Instruments:
2.3kB

DPCM Samples:
0.3kB

Song Data:
27.2kB


Things In My Head:
Unreal Tournament - DM-Tempest (Botpck10.IT),
Earthworm Jim (SNES) - New Junk City,
Jazz Jackrabbit,
Mission Impossible theme

--------------------------------------------------------------

(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.

<-- POINTLESS TECHNICAL RAMBLING BEGINS HERE -->

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 (vs. 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.  I don't have anything that can reasonably simulate the NES's DPCM format, and FamiTracker can only convert TO it, thus making them unusable outside of FamiTracker itself... :/
- Full, independent volume control is used on the triangle, noise, and DPCM channels (although I avoided using volume on the PCMs for anything but note volume, since envelopes would have lessened/hid some of the artifacting).
- Stereo sound with panning.

<-- POINTLESS TECHNICAL RAMBLING ENDS HERE -->

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.

... Yes, this is being uploaded here months late.  No, I don't have anything else/newer to upload.  Yes, that will hopefully change.  *Shrug*

... Oh bloody...  It does paragraph breaks after each alignment change?  That list at the beginning isn't supposed to be all spaced out like that, sorry.  :(

Keywords
game 11,769, videogame 4,913, rock 2,910, boss 1,325, electronic 562, nes 445, chiptune 127, lo-fi 43, famicom 42
Details
Type: Music - Single Track
Published: 12 years, 11 months ago
Rating: General

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