Giving me Follin Brothers vibes, which is never a bad thing.
@MacUser2-il2cx5 ай бұрын
Either that or MCKIds
@Korisuito5 ай бұрын
FOLLIN BROTHERS MENTIONED ‼️‼️‼️ THE CHIPTUNE GODS OMG
@deafomega5 ай бұрын
love it.
@8_bit_dragon_original4 ай бұрын
love how you add ccm too, awesome cover!
@Monke80s5 ай бұрын
When I read "In the style of" I thought it was made using more instruments than the hardware could originally handle. I was suprised to read the description and find out that it's an actual gameboy rom lol
@notube4me5 ай бұрын
@@Monke80s The recording is from an emulator, so it's not 100% authentic. For future recordings I hope to use a real Game Boy. Indeed, making it sound like there are more instruments/channels than the hardware supports is a fun challenge!
@RionaMusicOfficial_FNF5 ай бұрын
SO COOL I LOVE IT!!!
@e-mananimates22745 ай бұрын
This sounds like something you would hear in the Capcom DuckTales game.
@notube4me5 ай бұрын
@@e-mananimates2274 thanks for noticing! I went all in on that DuckTales sound. The vibrato and portamento effects on the "waa-waa" lead; the grace notes on the pure square lead; the echo/reverb effect on both leads; the grainy drums; the "swing" tempo; the funky bass. I previously applied the same style on the "Save your kisses for the ole rubber duck" mix, which is available in both Game Boy and NES versions. DuckTales never had arpeggios, though, so I did break the rules slightly. Arpeggios are too hard to resist.
@jreddtrex16185 ай бұрын
That was excellent! :)
@Yoylesphere5 ай бұрын
YEAHHHHHHHH LOVE THIS
@rid1coza5 ай бұрын
Makes me want to bring out my N64 emulator with the only one rom i have Mario 64
@memedood28 күн бұрын
Super Mario Rpg
@notube4me3 ай бұрын
There is now a Game Boy Advance version as well ❤kzbin.info/www/bejne/fZubh6iIrN2Yr9k
@MaverickHunter_ZeroАй бұрын
#soretro
@Hamburger80795 ай бұрын
I’m really curious as to how you make these covers
@notube4me5 ай бұрын
I would be happy to describe it in detail. The source code is available on GitHub (linked in the description). What is missing is a tutorial-style document or video that explains how to make a tune from scratch. The basic steps are 0. Install the tools as described in the readme file on GitHub (only needs to be done once). Find a piece of software that can read and write XM files, such as the FastTracker 2 clone from 16-bits.org, or OpenMPT. 1. Copy an existing project folder (all the code and assets needed to make a new Game Boy ROM) in the git repository. 2. Clear the track data in the copied XM file to get a clean slate. 3. Start sequencing the new tune. Aside from listening intently and repeatedly to the source material, watching piano tutorials for it (if they exist) can be helpful. Initially you might create a skeleton that captures the structure and chord progression. No fancy effects (reverb, vibrato, portamento, etc.) yet. No custom instruments or custom volume envelopes yet. 4. Build ("make") the Game Boy ROM. 5. Open the Game Boy ROM in an emulator and listen to the result. 6. Continue refining the tune. For example, add new sections, add drums, add or adjust instruments and volume envelopes, add effects. Listen to the original tune(s) for more inspiration. Go back to step 4 as needed. 7. Listen to the near-final tune a few dozen times. Look for opportunities to improve production quality, such as: Make sure channel volumes are suitably balanced throughout, transitions are good, instruments usage is varied, effects are not over- or underdone (unless it's on purpose...), add some drum rolls for extra variation. 8. Adjust the text and visuals of the ROM so they suit the music. Sometimes, like when I programmed the "Dire, Dire Docks" ROM, this step can take longer than creating the cover itself. 9. Optional: Optimize the ROM data for size. So far I've not been close to reaching 32 kilobytes (the smallest possible Game Boy ROM file size), but it can be fun to see how few bytes it can be squeezed down to.