File Name: | Teenage Mutant Ninja Turtles 2 (NES) - Fire!! |
Submitted: | by Segment1Zone2 |
Authors: | Segment1Zone2 |
Insert Size: | 0x0644 bytes |
Type: | Song |
Sample Usage: | Many |
Source: | Port |
Duration: | 0:45 |
Featured: | No |
Description: | A quite accurate port of Fire!! from TMNT 2 for the (NES). Can be used in tense levels. Oh boy, I did quite a bad job at optimizing this one last time. =P Anyway, I removed the alternate pitches, since they didn't add much to the port and didn't sound quite good. |
Octaves are all over the place.
#0's octave needs to start with o4, and then have o5 after its loop point.
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c8 is not supposed to be jumped up an octave and the g after that only needs to octave jump once, not twice. Same thing in two lines after.(1)[ggfggggg]fgg>c8<<ga+>c
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the < is supposed to be located before f8., not g<gaa+>cf8.g+8.a+8>c4d+8.
In channel #1:
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it needs to be an octave higher, but considering how it reached AMK's high pitch limit, you should temporarily apply $FA$02$0C on it instead, then zero the $FA$02 once the line is over.g+32a+32>c+32f32c32d+32g32a+32<fff+8
All the octave values in this channel need to be higher by 1.
In channel #2:
Do not just consecutively repeat the note like [c]14, the notes need to sync with the snare drum hits rather than consecutively hitting the note.
The beginning octave needs to be set as o2, but then after <a+a+b8, you need to add a >.
The second (5) and after needs to be an octave lower, by applying $FA$02$F4. Remember to zero the $FA$02 right after the loop point to reset its transposition when looping.
The triangle is also too soft compared to the pulse waves, you should turn up the volume more.
The square's decay and release speed in the ADSR needs to be varied too, a lot of times they decay or release faster than what you have here. Sometimes they need to change to 25% pulse as well, not just 12.5%.