Dermot's chiptune covers - Page 5 - FamiTracker

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## Dermot's chiptune covers

Post your cover music here and receive feedback.
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This area is dedicated to covers of existing songs. When posting a song, please include information about the original song.
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Dermot
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### Battletoads (MD/Gen) - Wookie Hole (VRC6)

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Post by Dermot » Sat Jan 30, 2016 11:01 pm

My fourth MegaDrive/Genesis Battletoads cover. I think this was one of my better-sounding covers from that game, along with my Surf City cover.
Download: https://dl.dropboxusercontent.com/u/109 ... %20NSF.zip
(EDIT: Updated to reduce the echo problem.)
Last edited by Dermot on Sat Feb 06, 2016 2:37 pm, edited 2 times in total.
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Dermot
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### Re: Dermot's chiptune covers

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Post by Dermot » Sat Jan 30, 2016 11:02 pm

Shywolf: Thank you so much. I really appreciate it. ^_^
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Dermot
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### Battletoads & Double Dragon (SNES) - Shadow Boss Showdown (VRC6)

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Post by Dermot » Sat Jan 30, 2016 11:06 pm

This song wasn't my favorite from Battletoads & Double Dragon, but of all my covers from that game, this is the one my friends ended up liking the most. I must say though, I struggled even more with the jazz guitar chords in this one than I did with Blag Alley; technically, what I reproduced weren't chords, because VRC6 simply didn't have enough voices to accommodate more than one note at a time, so I made the "echo" accommodate a different note. Still, I guess it did turn out sounding really good, and part of a good chiptune is making the best out of relatively little to work with.
Download: https://dl.dropboxusercontent.com/u/109 ... %20NSF.zip
(EDIT: Updated to reduce the echo problem.)
Last edited by Dermot on Sat Feb 06, 2016 2:37 pm, edited 2 times in total.
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Dermot
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### Battletoads in Battlemaniacs - The Hollow Tree (2A03)

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Post by Dermot » Sat Jan 30, 2016 11:12 pm

So, I eventually ended up returning to Battlemaniacs. And since I ended up preferring the 2A03 cover of Khaos Mountains over the VRC6 one, I decided to do only 2A03 covers this time.
For this, I had the dilemma of needing (wanting, really) to have a kick and a cymbal play at the same time in the noise channel at certain moments. So I designed a "kick cymbal" instrument that combines both, playing whichever percussion instrument is louder at any given tick.
But really, surprisingly enough, the most difficult part was the ambience that plays in one of the pulse channels. It was more complicated than expected just to reverse engineer and duplicate, and it would have felt wrong just excluding it.
Download: https://dl.dropboxusercontent.com/u/109 ... %20NSF.zip
Last edited by Dermot on Sat Feb 06, 2016 2:37 pm, edited 1 time in total.
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Dermot
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### Battletoads in Battlemaniacs - Roller Coaster (Rip the Rat) (2A03)

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Post by Dermot » Sat Jan 30, 2016 11:16 pm

Learning the lessons of The Hollow Tree, this cover was easier to make now that I had already designed the kick cymbals and had a better grasp of adapting the ambience. And the original song was catchy as hell, even if this stage was annoying as hell.
Donwload: https://dl.dropboxusercontent.com/u/109 ... %20NSF.zip
Last edited by Dermot on Sat Feb 06, 2016 2:38 pm, edited 1 time in total.
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Dermot
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### Battletoads in Battlemaniacs - Bonus Stage 1 & Dark Queen (2A03)

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Post by Dermot » Sat Jan 30, 2016 11:20 pm

This time, while still constraining myself to 2A03, I realized I couldn't do all the percussion I wanted to do, so I used the DPCM channel to host some of it. Theoretically, my other Battlemaniacs covers could be upgraded to do the same thing, but I've never seen fit to go back and overhaul them.
Download: https://dl.dropboxusercontent.com/u/109 ... %20NSF.zip
Last edited by Dermot on Sat Feb 06, 2016 2:38 pm, edited 1 time in total.
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Dermot
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### Battletoads Game Boy complete soundtrack (VRC6 sawtooth bass, 2A03 triangle bass & Pongball's Namco 163 bass)

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Post by Dermot » Sat Jan 30, 2016 11:38 pm

  Battletoads GB NSF 2x.png (3.16 KiB) Viewed 3382 times

And this was the moment I must have gone truly insane. On a total whim, I decided to do a cover of the Battletoads Game Boy complete soundtrack - all 14 tracks of it - and finished within a few days. There was never a NES version of this game, and I always kind of wondered what this music would sound like in NSF.
It's a straightforward adaptation, though I decided not to adapt the sequencing bugs audible in the original version. The original was also in stereo, and I considered doing left- and right-panned voices at only half loudness, but decided to give those full volume, and decided it sounded better.
I made three versions: One with VRC6 for sawtooth bass, one with 2A03 for triangle wave bass (though it loses the volume control), and a third one in Namco 163 using an instrument that simulates the Game Boy's slightly corrupted version of the triangle wave bass, to give a more authentic sound. That particular instrument was originally used by my friend Pongball when she composed the chiptune music for the independent game Cuckoo Castle ( http://gamejolt.com/games/cuckoo-castle/87063 ).
Download: https://dl.dropboxusercontent.com/u/109 ... %20NSF.zip
(EDIT: Updated to reduce the echo problem.)
Last edited by Dermot on Sat Feb 06, 2016 2:39 pm, edited 2 times in total.
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Sky Yoshi
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### Re: Dermot's chiptune covers

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Post by Sky Yoshi » Sat Jan 30, 2016 11:41 pm

Wow... sooooooooooo many...
I'm Sky Yoshi and I'm a Japanese Tracker.
I am back from 5 months of absent!
Check out my Links to see what I do!
Do you wanna be pointless? Click here!
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Dr. Merio
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### Re: Dermot's chiptune covers

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Post by Dr. Merio » Sat Jan 30, 2016 11:42 pm

Alright this is becoming quite a mess. Try making less posts and posting more songs instead.
Also try waiting before posting more music too.
My current avatar is why we need bigger avatars. >:C
Check out my YouTube channel!
[Dropbox (my FT stuff)]
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Dermot
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### Star Fox (SNES) - Fortuna (VRC6)

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Post by Dermot » Sat Jan 30, 2016 11:46 pm

I'm really proud of the ambience in this cover. I considered importing the "flying saucer" noise as a DPCM sample, but didn't want to disrupt the noise or triangle wave channels. So I designed two instruments to simulate it in pulse channels. One of the two instruments plays at a constantly repeating volume of "15 10 5 0 0 5 10 15", and the other plays concurrently at a constantly repeating volume of "0 5 10 15 15 10 5 0", causing them to play tug of war with each other and create a good flying saucer effect.
Download: https://dl.dropboxusercontent.com/u/109 ... %20NSF.zip
(EDIT: Updated to reduce the echo problem.)
Last edited by Dermot on Sat Feb 06, 2016 2:39 pm, edited 2 times in total.
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