Language…
22 users online: AmazingChest,  AmperSam, anonimzwx, Blizzard Buffalo,  Eden_, elegist, Fozymandias, GRIMMKIN, h.carrell, Heitor Porfirio, Hiro-sofT, Maw, NTI Productions, Null42, playagmes169, Snowfool948,  Telinc1,  Thomas, tOaO, Tulip Time Scholarship Games, underway,  yoshi3706 - Guests: 289 - Bots: 474
Users: 64,795 (2,373 active)
Latest user: mathew

Super Mario 3D World - Footlight Lane by Epic_stuff

File Name: Super Mario 3D World - Footlight Lane
Submitted: by Epic_stuff
Authors: Epic_stuff
Insert Size: 0x03C7 bytes
Type: Song
Sample Usage: None
Source: Port
Duration: 0:54
Featured: No
Description: A port of the best 3D World song, Footlight Lane.
SPC

This port is off to a very good start, and I love the instrumentation of the backing, but it has a number of issues that prevent me from accepting it.

First, the timing for a lot of the note lengths of the lead feels a bit off; either they're cutting out abruptly where the original has a gradual fadeout, or they last too long. However, this may be caused by the ADSR not having the appropriate fadeout you wanted, which brings me to my next point. The instruments you defined in #instruments aren't actually used anywhere in the port, since you're calling the original SMW instruments with default ADSR (@0, @2, @1), instead of the ones you defined (which would respectively be @30, @31, and @32). Therefore, the #instruments definition are actually unused here and take up unnecessary space in ARAM. Keep in mind that the #instruments does not replace the original ADSR, but defines an entirely new instrument, starting at number @30, with the custom ADSR. These instruments coexist along with the default ones. As well, I could be mistaken, but I believe the lead should be an octave higher. Since you're at o5 already, you can tune the @13 to be an octave higher by doubling its tuning from $03 $00 to $06 $00.

Second, the vibrato and tremolo commands you defined don't actually do anything since they're placed before any channel data. Technically, they might get shoveled into #0, but given that the notes on #0 are short and the delay you defined for each of them is super long, in practice, you don't hear it at all since they never kick in. If you want to define vibrato or tremolo, put them on whichever channel you want them on. They're defined per-channel. You can also toggle the commands or change their values as many times as you want.

Third, a tiny note about optimization. Stuff like
(1)[d+ a+ > d+ g < a+ > d+ g r4^6]
(1)3

can be merged into
(1)[d+ a+ > d+ g < a+ > d+ g r4^6]4
instead. This saves more space.

Fourth, you could change around your channel distribution. While maybe a bit more difficult to do, you have ample room to move some of what's on #6 and #7 into #3 and #5, since they are empty for a long while. It's not a huge loss since #7 is just echo, but minimizing cutoff regardless is good.

Fifth, the harp around 0:28 should be a bit louder. The @2 that kick in around 0:30 aren't entirely accurate to the original either, though that's a bit of a tricky thing to fix since it's hard to make out what exactly the notes in the original are.

I think that should be it. Best of luck! I look forward to hearing the fixed up version.