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Song Title

    100%

    Pokémon: Ruby, Sapphire & Emerald - Meteor Falls / Cave of Origin

    SMW Music → Pokémon: Ruby, Sapphire & Emerald - Meteor Falls / Cave of Origin

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    Submission Details

    Name: Pokémon: Ruby, Sapphire & Emerald - Meteor Falls / Cave of Origin
    Author: 84GSMeister
    Added:
    Insert Size: 0x97E bytes
    Type: Song
    Sample Usage: Many
    Source: Port
    Duration: 0:43
    Featured: No
    Description: Cave of Origin theme from GBA Pokémon games Ruby, Sapphire & Emerald

    Requested by Brutapode89

    If you want to give the sound more "harshness" like on the GBA, best thing would probably be to disable interpolation on ZSnes's sound settings.
    Tags: cave dark
    Comments: 6 (jump to comments)
    Rating:
    5.0 (1 rating)
    No rating
    Download 74.52 KiB | 144 downloads ▶   Play SPC

    Comments (6)

     icrawfish Link
    Mod note: added #path and changed sample folder name to be more unique. Some minor volume/fading differences compared to the original, but nothing too offensive, so this is perfectly fine.
    Brutapode89 Link
    Ah! Thanks to have fixed it, 84GS!#smrpg{<3} 5/5, now!#wario{^_^}
    84GSMeister Author Link
    Originally posted by brickblock369
    Originally posted by 84GSMeister
    On the GBA it sounds like that because it does not use sample interpolation and has only 8-bit sound depth, whereas the SNES uses gaussian interpolation and has 16-bit depth.

    C700 VST by default has "Preemphasis" enabled when importing a WAV, so it would have some high-end emphasized in order to combat the muffled gaussian interpolation. I wonder if you were using something different for BRR imports.

    I use OpenMPT with C700VST Plugin, and I believe I've had the Preemphasis always enabled.

    With a quick search I couldn't find any GBA ports in the Music section that would be able to replicate the GBA's authentic sound. Do you know any techniques that would achieve something similar?
    brickblock369 Link
    Originally posted by 84GSMeister
    On the GBA it sounds like that because it does not use sample interpolation and has only 8-bit sound depth, whereas the SNES uses gaussian interpolation and has 16-bit depth.

    C700 VST by default has "Preemphasis" enabled when importing a WAV, so it would have some high-end emphasized in order to combat the muffled gaussian interpolation. I wonder if you were using something different for BRR imports.
    Brutapode89 Link
    Nice port! But need some adjustment to make sure the sound more "harshness" like on the GBA like samples volumes, please. Thanks.

    Listen well the music in this video#tb{;)}


    I'll renote 5/5 once it's done#tb{;)}
    84GSMeister Author Link
    I'm not sure if that can be done, I used samples directly from the GBA ROM.

    On the GBA it sounds like that because it does not use sample interpolation and has only 8-bit sound depth, whereas the SNES uses gaussian interpolation and has 16-bit depth.

    Maybe there are some effects that can be used to achieve similar results. Do you know any GBA soundtrack ports here that I could use as a reference?