I want to contribute music. I've learned how to use AddmusicK (I added a tune with custom samples into Mario World, so I can now test things in the game and on real hardware). My intention is to write fun, swing Koji Kondo style Mario tunes like this:
Note: This is just a demo I wrote as a starting point and isn't an SPC file.
I come from a background of making music in DAW programs. I've never really used MIDI and I'm not a programmer. It's early days and I'm finding the transition of using SNES GSS to be a steep learning curve. I'm intending to persevere in making SNES music though.
Any pointers for someone with my background would be appreciated. Also, any answers to questions below will probably save a lot of time figuring things out:
1. Is using a SNES tracker the easiest way of making music that works in real hardware? It would be nice to have something with a piano roll but I don't think there's anything that does that. Is creating a MIDI file and dropping it into SNES GSS the best workaround or that?
2. Is it possible to offset notes to get the bouncy, swing timing without cranking up the tempo? The demo above runs at 440bpm to achieve that (everything is 4x spaced out because it should only really be 110bpm) but my concern is that this isn't the right approach. I'm not sure if that means it's using 4x more more memory for sound placements as an SPC file.
I'm rebuilding the track in the same way in SNES GSS with the speed at 05, which comes out around 120bpm (to my ears, I've not tested it). If keeping the speed at 05 is the correct way to do this, is there any way of changing this? The speed at 06 reduces the tempo too much
3. Are there any channels to avoid in Mario World so that it doesn't clash with game sound effects?
4. Is it possible to put the addition 'riding yoshi' beat into the track? I'm guessing AddMusicK removes that functionality.
5. Is there any benefit to using SNES Tracker over SNES GSS? I chose SNES GSS because it's bigger and cleaner to look at. I'm not sure how other features compare but the WAV to BRR functionality in SNES GSS looks useful.