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Tip: Take advantage of easy to install Patches in your hack. The No More Sprite Tile Limits or SA-1 patches should be considered if you're encountering glitches where Mario and/or sprites are turning invisible.
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Removal log of submissions (except hacks)
Forum Index - Sunken Ghost Ship - Display Case - Removal log of submissions (except hacks)
Pages: « 1 2 3 416 17 » Link - Thread Closed
This is a removal log for Custom Blocks, Custom Sprites, Documents, ExGFX, Patches, Tools, Custom Music and he said it's okay to make it here and he will stickie it, so this is just like The hack removal log, but your requesting to remove any Custom Blocks, Custom Sprites, Documents, ExGFX, Patches, Tools, Custom Music that need to be fixed or updated.
Every once in a while, a user comes along with a rather nice idea. This would be one of those ideas that would benefit the site.

To moderators: Upon removing a file, please post the section (bolded), username, name of file, and the reason why it was removed. If you are not prompted to send a PM, please do so.

Thank you.
Custom Music
Black Yoshi
Earthworm Jim - Who Turned Out The Lights?

This song inserts at 3361 bytes, which may be acceptable if it couldn't get any smaller. It's nice that the l command was used, however, many areas can be looped to reduce file size further. For example...

r1r1r1r1r1r1
r1r1r1r1r1r1
r1r1r1r1r1r1
r1r1r1r1r1r1
r1r1r1r1r1r1

...can simply become [r1]30. Please try to loop as much as you can to reduce file size and resubmit.

Other than that, it isn't bad by any means. The steel drum at the very high octaves hurts the ears a bit, but it's not a big deal.
Removed
- Section * Custom Music
Game name: Mega Man 9
Song title: Concrete Man Stage (Concrete Jungle)
Description: Really good song use it however you want.
Author: sonik121
Submitted by: sonik121
File size: 992 KB

Reasons
It's an MP3 file. You are only allowed to upload a text file grouped with the corresponding SPC file. Not only can the MP3 file not be inserted into a hack, but it's an MP3 of copyrighted music and that is illegal to distribute.

---

Removed
- Section * Custom Music
Game name: Mega Man 9
Song title: Tornado Man Stage (Thunder Tornado)
Description: Would go great as a mega man stage doesn't have to be 9. Really good song use it however you want.
Author: sonik121
Submitted by: sonik121
File size: 523.8 KB

Reasons
Same as above.

---

Removed
- Section * Custom Music
Game name: Duck Tales
Song title: The Moon
Description: Great song, great game use it well.
Author: sonik121
Submitted by: sonik121
File size: 1.4 MB

Removed
Same as above...


---

Removed
- Section * Custom Music
Game name: (None; custom)
Song title: Moltony
Description: Try it in a lava cave, I guess... No credit needed, but I'd be happy if you credited me.
Author: Mint
Submitted by: Mint
File size: 39.2 KB

Reasons
The song sounds great, but there's a lot of unlooped data that could reduce the file size much more. Hope you will resubmit it after the changes are made.

r1^1^1^1

can be turned into

[r1]4

---

eeddeer2^8eeddeeffffr4^8eeddeee2r8eeddeeffffg4^8

can be turned into

[eeddee]1r2^8*ffffr4^8*e2r8*ffffg4^8

---

eder2^ededffr4eder2^ededffr4eder2^ededffr4eder2^ededffr4

can be turned into

[eder2^ededffr4]4

---

r1^2^4 > efgar2^4efgaefgaefgar2efgaefgaefgaefga

can be turned into

> r1[r2^4efga]2[efga]2r2*4

---

e8r4eeerer4^
e8r4eeerer4^
e8r4eeerer4^
e8r4eeerer
e4e4e4e4e4e4
eeeeerer
[e4r4eeerer8e]6
e4e4e4e4r4
e8r4eeerer4^
e8r4eeerer4^
e8r4eeerer4^
e8r4eeere

can be turned into

[e8r4eeere]1r4^*r4^*r4^[e4]6[e]5rer[e4r4eeerer8e]6
[e4]4r4[e8r4eeere]1r4^*r4^*r4^*

---

o3c4c4r2
c4c4r2
c > b < cr2^
c > b < cr2^
[cc > b < ccc > b < c]9
[ccrcccr4]3
ccrcccer4
e16e16e16r16e16
r4^16er4e16e16e16r16e16
r4^16er4e16e16e16r16e16
r4^16er4e16e16e16r16e16
r16e4e4e4e4e4e4
e16e16e16e16
e16r16e16r16
e4r4e16e16e16r16e16re16
e4r4e16e16e16r16e16re16
e4r4e16e16e16r16e16re16
e4r4e16e16e16r16e16re16
e4r4e16e16e16r16e16re16
e4r4e16e16e16r16e16re16
e4e4e4e4r4
er4e16e16e16r16e16r4^16
er4e16e16e16r16e16r4^16
er4e16e16e16r16e16r4^16
er4e16e16e16r16e16e4e4e4e4;

can be turned into

o3
[c4c4r2]2
[c > b < cr2^]2
[cc > b < ccc > b < c]9
[ccrcccr4]3
ccrcccer4
e16e16e16r16e16
[r4^16er4e16e16e16r16e16]3
r16[e4]6[e16]4[e16r16]2
[e4r4e16e16e16r16e16re16]6
[e4]4r4
[er4e16e16e16r16e16r4^16]3
er4e16e16e16r16e16[e4]4;


Just look above you...
If it's something that can be stopped, then just try to stop it!
Removed
Section: Custom Music
Game Name: Mega Man 3L
Song Title: Title screen remix
Description: This song could be used as your title screen intro or map music.
I tried my best to make it sound decent, I included the midi so you can see how closely I was trying match it to the spc.
I will reupdate it again very soon until then, enjoy!
Author: MikeFuryXP
Submitted by: MikeFuryXP
File Size: 41.3 KB

Another case in which by simply looping, the file size could be reduced quite a bit.

e8ee<e8>eee8ee<e8>ee
e8ee<e8>eee8ee<e8>ee
e8ee<e8>eee8ee<e8>ee
e8ee<e8>eee8ee<e8>ee

...can become.
[e8ee<e8>ee]8
etc. Generally, if you're going to submit music, try to reduce file size as much as possible.
There are some other problems in the song too: the octaves sometimes sound too low, it's a bit jumpy in places, and it doesn't appear to loop correctly. Keep trying and I'm sure it will sound a lot better.

Removed
Section: Custom Music
Game Name: Final Fantasy 3
Song Title: celes jumps Newyork style
Description: This is really meant for city's towns or sad part of a story in a game.
Do "NOT" use this as OW music it will not fit in well on your OW map.
Enjoy.
Author: MikeFuryXP
Submitted by: MikeFuryXP
File Size: 41.4 KB

This one has less of a file size issue, but octaves seem to be jumping all over the place, and instrument choice could be a lot better. I hope you're remembering to swap the < and > after running the MIDI through tinymm.

Your other submission, (Maximum Carnage: Renagde boss) was accepted, however.
Removed: Custom Music
Castlevania: Wicked Child by HackSMW

The actual SPC you provided was quite impressive, especially for a first submission. However, the TXT weighs in at nearly 7 KB, and, while you've made some effort to reduce file size, there are opportunities to reduce it even more.

For example, areas like this.

c16c16d16c16c16c16d16c16c16c16d16c16c16c16d16c16
c16c16d16c16c16c16d16c16c16c16d16c16d16c16d16d16
c16c16d16c16c16c16d16c16c16c16d16c16c16c16d16c16

can reduce to...
[c16c16d16c16]12

Also, try using the l (lower case L) command to reduce file size even more. If you put "l16" before channel #1, say, you can eliminate all the "16" numbers from that channel. It's very effective for making it even smaller.

So, other than that, the actual song isn't bad at all. I hope you'll work on reducing file size and resubmit it! :)
Removed
Section * Custom Music
Song Name: Forest Interlude (slightly remixed)
Description: The forest theme from DKC 2 slightly remixed. This could possibly be used for levels other than forests though.
Author: mario90
Submitted by: mario90
Size: 75 KB

Reasons
You just took my port of Forest Interlude without permission and added a percussion channel, and didn't give credit. I know this because of how the data is looped, and the fact I did have a mistake in that port that had the bongos run longer than normal - that error is present in this port too, even with the same numbers left at the end of the loop brackets on the bongos. Do not tweak and submit other people's ports if they did not give you permission in advance. :[


-------

Removed
Section * Custom Music
Song name: Booster Tower
Game: Super Mario RPG
Description: This is the song in Super Mario RPG played in Booster Tower.
Give credit if you want.
Author: Mint
Submitted by: Mint
Size: 32.8 KB

Reasons
1. Lack of trimming and looping.

Some key examples:

l32
o3
c4r8g8g8^16^rc8^16^r
< a+4r8 >g8g8^16^r < a+8^16^r
g+4r8 > f8f8^16^r < g+8^16^r
f4r8 > c8c8^16^r < f8^16^r
a+4r8 > f8f8^16^r < a+8^16^r
> d4r8a+8a+8^16^rd8^16^r
d+4r8a+8a+8^16^rd+8^16^r
< g4r8 > d8d8^16^r < g8^16^r
>

c4r8g8g8^16^rc8^16^r
< a+4r8 > g8g8^16^r < a+8^16^r
g+4r8 > f8f8^16^r < g+8^16^r
f4r8 >c8c8^16^r < f8^16^r
a+4r8 > f8f8^16^r < a+8^16^r
g4r8 > d8d8^16^r < g8^16^r
>

c4r8g8g8^16^r < a+8^16^r
a4r8 > f8f8^16^r < a8^16^r
g+4r8 > d+8d+8^16^r < g+8^16^r
a+4r8 > f8f8^16^r < a+8^16^r
> c4r8g8g8^16^rc8^16^r
< f4r8 > c8c8^16^r < f8^16^;

becomes

l32
[o3c4r8g8g8^16^rc8^16^r < a+4r8 > g8g8^16^r <
a+8^16^rg+4r8 > f8f8^16^r < g+8^16^rf4r8 > c8c8^16^r
< f8^16^ra+4r8 > f8f8^16^r < a+8^16^r]1
> d4r8a+8a+8^16^rd8^16^rd+4r8a+8
a+8^16^rd+8^16^r < g4r8>d8d8^16^r < g8^16^r

*
g4r8 > d8d8^16^r < g8^16^r
>

c4r8g8g8^16^r < a+8^16^r
a4r8 > f8f8^16^r < a8^16^r
g+4r8 > d+8d+8^16^r < g+8^16^r
a+4r8 > f8f8^16^r < a+8^16^r
> c4r8g8g8^16^rc8^16^r
< f4r8 > c8c8^16^r < f8^16^;

-

o3
crererererere > f+32r32 < e > f+32r32
< erererererere > f+32r32< e > f+32r32
< erererererere > f+32r32< e > f+32r32
< erererererere > f+32r32< e > f+32r32
< erererererere > f+32r32< e > f+32r32
< erererererere > f+32r32< e > f+32r32
< erererererere > f+32r32< e > f+32r32
< erererererere > f+32r32< e > f+32r32
< erererererere > f+32r32< e > f+32r32
< erererererere > f+32r32< e > f+32r32
< erererererere > f+32r32< e > f+32r32
< erererererere > f+32r32< e > f+32r32
< erererererere > f+32r32< e > f+32r32
< erererererere > f+32r32< e > f+32r32
< erererererere > f+32r32< e > f+32r32
< erererererere > f+32r32< e > f+32r32
< erererererere > f+32r32< e > f+32r32
< erererererere > f+32r32< e > f+32r32
< erererererere > f+32r32< e > f+32r32
< erererererere > f+32r32< e > f+32;

becomes

o3crererererere > f+32r32< e > f+32r32
[< erererererere > f+32r32< e > f+32r32]19;

There is a reason why you can do this without ruining the song - a rest at the end of the channel doesn't show up if another channel ends before that rest "plays" BUT if this is the channel that ends first, then you solve problem number 2, most likely.

2. Probably as you can figure from above, the song cuts off early and goes back to the beginning. Add rests to the ends of all channels, and figure out which channel ends last. Remove the rests from only that channel.

-------

Removed
Song name: Animal Village
Game name: The Legend of Zelda: Link's Awakening
Description: A really short, but... good sounding song...
Author: Mint
Submitted by: Mint
Size: 32.9 KB

Reasons
1. No looping.

g8^r16^d8^r16^g8a8b8 > c8
d8^r16^f+16g8^rd4r4
< g8^r16^d8^r16^g8a8b8 > c8
d8^r16^f+16g8^rd4r4
c8^r16^ < g8^r16^ > c8d8e8f8
g8^r16^b16 > c8^r < g4r4
c8^r16^< g8^r16^ > c8d8e8f8
g8^r16^b16>c8^r < g4r4r4;

becomes

[g8^r16^d8^r16^g8a8b8 > c8d8^r16^f+16g8^rd4r4 <]2
>
[c8^r16^ < g8^r16^ > c8d8e8f8g8^r16^b16 > c8^r < g4r4]2
r4;

-

d16r16d16r16c+16r2^8^16
d16r16d16r16d+16r2^8^16
d16r16d16r16c+16r2^8^16
< b16r16a+16r16b16r2^8^16
> g16r16g16r16f+16r2^8^16
g16r16g16r16g+16r2^8^16
g16r16g16r16f+16r2^8^16
g16r16g16r16g+16r2^8^16r4;

becomes

[d16r16d16r16c+16r2^8^16]1
d16r16d16r16d+16r2^8^16
*
< b16r16a+16r16b16r2^8^16
>
[g16r16g16r16f+16r2^8^16g16r16g16r16g+16r2^8^16]2r4;

-

g16^r2^8^ > d16^rd16^r
<
g16^r2^8^g+16^rg+16^r
g16^r2^8^ > d16^rd16^r
< g16^r2^8^g16^rg16^r
> c16^r2^8^g16^rg16^r
c16^r2^8^c+16^rc+16^r
c16^r2^8^g16^rg16^r
c16^r2^8^c16^rc16^r
c16^r2^8^c16^rc16^rr4

becomes

[g16^r2^8^ > d16^rd16^r <]1
g16^r2^8^g+16^rg+16^r*
g16^r2^8^g16^rg16^r
>
[c16^r2^8^g16^rg16^r]1
c16^r2^8^c+16^rc+16^r
*
[c16^r2^8^c16^rc16^r]2r4

-

l32
o2b16^r8^b16^rb16^r > d16^r8^ < b16^rb16^r
b16^rb16^rb16^rb16^r > d16^r8^ > f+16^r8^

o2b16^r8^b16^rb16^r > d16^r8^ < b16^rb16^r
b16^rb16^rb16^rb16^r > d16^r8^ > f+16^r8^

o2b16^r8^b16^rb16^r > d16^r8^ < b16^rb16^r
b16^rb16^rb16^rb16^r > d16^r8^ > f+16^r8^

o2b16^r8^b16^rb16^r > d16^r8^ < b16^rb16^r
b16^rb16^rb16^rb16^r > d16^r8^ > f+16^r8^;

becomes

l32
[o2b16^r8^b16^rb16^r > d16^r8^ < b16^rb16^r
b16^rb16^rb16^rb16^r > d16^r8^ > f+16^r8^]4;


-----------

Removed
Section * Custom Music
Song name: Moonsong
Game name: Cave Story
Added: 2007-11-25 12:20:15 PM
Author: Unknown
Submitted by: Onion
Size: 38.3 KB

Reasons
After doing some searching around, I found that this song was taken from PukiWiki and submitted here. Due to the fact that it clearly says on the site that material is not to be taken from PukiWiki and redistributed, this song was removed. You can still find it on PukiWiki though. Please do not resubmit Moonsong here, or any material you find on other sites.

Just look above you...
If it's something that can be stopped, then just try to stop it!
Removed: Custom Music
Song Name: Katy Perry - I Kissed a Girl by RussianSMWHacker

You've got to be kidding me. Here I was, expecting a MP3 or another photoshopped Katy Perry image in a SMW hack, and all the ZIP has is a SPC and TXT that have no data and don't work at all!

(pssst... you get banned for submitting stuff like this)
Removed: Custom Music
Kirby Super Star Invincible Lolipop by dgbarca

The SPC you provided does not work! Be sure you choose "Save SPC Data" in ZNES right before the level loads. I inserted the song to listen, and the melody sounded quite off. Did you remember to swap each < with > and vice versa?

Removed: Custom Music
Mario Brothers 3 World 2:Koopahari by X-Zombie-King

The song you provided only has a single channel, and even it sounds off in places. Plus, we already have another version of the song available in the Custom Music section, which was submitted by S.N.N.

Removed: Custom Music
Terranigma: Meeting Elle by X-Zombie-King

Once again, this song is only a single channel long and sounds a bit off. Be sure you've switched the < and >, as mentioned in the first removal. Also, be sure to use the l (lower case L) command to reduce file size even further. Placing l, then a note number such as 4, 8, 16, etc will allow you to eliminate all of said numbers in a channel. Keep working on custom music and don't be afraid of using multiple channels. I did the exact same thing with some of my first ports, but you'll find that multiple instruments come together very nicely in the end.

Removed: Custom Music
Bramble Blast (slight remix) by mario90

You didn't include a SPC with this, and I believe you've already submitted this song to the custom music section, unless it is an update. Otherwise, it's a well done remix.
Removed: Custom Music
Mega Man 7 Intro Stage Theme by Buster Beetle

The port itself is pretty well done (@8 sounds strange at one point, drums seem a bit off, but nothing major) but there are some opportunities for file size reduction.

Areas like this:

c+16r^16drc+16r16c+16r16dr
c+16r^16drc+16r^16dr
c+16r^16drc+16r16c+16r16dr
c+16r^16drc+16r^16dr
c+16r^16drc+16r16c+16r16dr
c+16r^16drc+16r^16dr

can become:

[c+16r^16drc+16r16c+16r16dr
c+16r^16drc+16r^16dr]3

Please try reducing file size as much as you can and resubmit. At slightly more than 3 KB, it isn't a huge deal, but it would be nice to have it as small as possible.
Removed: Corpse Temple by PrincessPeachFan002

Uh... it isn't enough just to submit a MIDI. You need convert it into a TXT file with tinymm and provide a SPC to go along with it. Hey, it's a good song though. :D
Removed
Section * Custom Music
Game name: Mega Man X
Song name: Flame Mammoth Stage
Description: The music that plays during Flame Mammoth's stage (the weapon factory) in Mega Man X. Would suit a factory type level I guess.
Author: Buster Beetle
Submitted by: Buster Beetle
File size: 32.9 KB

Reasons
1. None of the data is looped. The song also goes through twice so the file and insert size can be halved.

Example:

r1^1^1^1^4^ > g+4^g4f1^r4g+4^g4 < g1^r4 > g+4^g4f1^r4g+4^g4 < g1^
r1^1^1^1^1^1^1^1^1^1^1^1^1^1^1^1^1^1^1^1^1^1^1^1
^1^1^1^1^4 > g+4^g4f1^r4g+4^g4 < g1^r4 > g+4^g4f1^r4g+4^g4 < g1^

becomes

[r1]4^
[r4 > g+4^g4f1^r4g+4^g4 < g1^]2
[r1]24

2. Rogue rests in the percussion channel. This is why a midi editor is very useful in porting music - you can separate staves on a channel so that tinymm doesn't export just one piece of the channel and generate a bunch of useless rests that throw the sound off-synch and add onto the file and insert size.

Of course, if you would rather not re-export just a fixed percussion channel, then look for series of rests. It shouldn't occur in a "natural" MIDI (unnatural being the badly formatted ones that come out of converters like SPC2MIDI and NSF2MIDI, natural ones being ones made with MIDI programs like Anvil Studio, Noteworthy Composer, etc.) Whenever you see rests right next to each other, delete all of them in a set except for the last one.

Example:
r16d16c16r^16r^16r^16a+a+a+a+a+
a+a+a+a+a+a+a+a+

becomes

r16d16c16r^16[a+]13

Just look above you...
If it's something that can be stopped, then just try to stop it!
Removed: Custom Music
Sonic CD (Japan) - Quartz Quadrant (Present) by Blue Warrior

Just a slight thing. I believe you're a bit confused with the l command. If you put l16 before a channel, you can eliminate all 16's in the channel. What you did was replace them with l's, which makes addmusic unable to insert the song. So, simply use CTL + H and replace all l's with blank and you'll be good to go.

Actual port is acceptable, but could use more variation among instruments.
Removed
Section * Custom Music
Game name: The Legend Of Zelda - A Link To The Past
Song name: Cave
Description: Good old cave music from ALLtP.
Author: Ice Man
Submitted by: Ice Man
File Size: 37.4 KB

Reasons
1. It cuts off back to the beginning too early. This can be remedied by adding rests to all channels, and listening for the one that ends last, and taking the rests off the end of only the channel that ends last.

----------

Removed
Section * Custom Music
Game Name: Turrican 2
Song Name: The Great Bath
Description: Relaxing and smooth song. Probably great for sky levels.
P.S. I know SNN did it already but this is different again. :P
Author: Ice Man
Submitted by: Ice Man
38.3 KB

Reasons
It pains me to do this because I LOVE how this port sounds... but business is business. :(

1. Similar problem to the above. At 2:33, it cuts back to the beginning abruptly. The r1^1^1^1^1^1^1^1^1^1^1^1^1's should also be looped, and use of the / command is needed to give the song a proper intro rather than completely restarting the whole song.


----------

Removed
Section * Custom Music
Game Name: Turrican 2
Song Name: Desert
Description: Sorry for the bad start in this one. That was due to the instruments I didn't have in SMW. Sounds perfect at 0:27 and would suit a fortress or fast level.
Author: Ice Man
Submitted by: Ice Man
File Size: 39.9 KB

Reasons
1. The beginning, and the part after 2:08, need some touch-up. Of course, SMW's instruments don't exactly make that an easy task at all. But nice job from 0:27 to 2:07. This is a hard port to get correct, and it's a nice effort.

----------
Removed
Section * Custom Music
Game Name: Chrono Trigger
Song Name: Singing Mountain
Description: Kinda sad song in my opinion. Probably best for an ending.
Author: Ice Man
Submitted by: Ice Man
File Size: 37.7 KB

Reasons
1. The tempo (t) is too low. Whereas the port ends at 63 seconds, the original version ends at 55 seconds.

2. Instrument choice is very good, but the flute is overly dominant and the violin is somewhat masked. I'd suggest lowering the volume of the flute about 20-30, and using the ADSR command on the violin to prevent it from fading out so quickly, as the violin is an important element in the song to keep it sounding full. Maybe a light, but fast vibrato (example: p5,40) on the violin would also make it more true to the original.

3. When the song restarts, there is an octave problem with the flute - it jumps up one octave higher than how it originally started. Assign an o4 (or whatever the correct starting octave for the flute channel was) to the beginning of the flute channel and it shouldn't change octaves like that.


----------

Removed
Game Name: Seiken Densetsu 2
Song Name: The Wind Never Ceases
Description: Lots of crystal effects in this. Would suit a cave or so.
Author: Ice Man
Submitted by: Ice Man
File Size: 37.8 KB

Reasons
1. Tempo's a bit too high in this one. The port ends at 1:44 when the actual song is 1:58. It also seems like maybe a couple of notes get cut off as well, so be sure to add rests to the end of all the channels except the crystally effect channel, and that should fix it. Pretty nicely done otherwise.

Just look above you...
If it's something that can be stopped, then just try to stop it!
Note: All removed submissions were custom music.


Turrican II - The Great Bath

BY ICE MAN


Don't get me wrong, this is still an amazing port. But, unfortunately, it still has its problems.

  • The violins(?) sound off. I'm not very familiar with SMW's instrument bank, but I'm pretty sure you could find a better replacement.

  • The loop, albeit quite a bit better, is still off: I'd, personally, begin a loop at 1:06 in the song, and loop to that point upon reaching 2:24. That's how the song was looped in the original game.



    Turrican II - The Final Challenge

    BY ICE MAN


    The .spc is broken in this submission. From the seven or so seconds that it seems to play, though, the song could quite use some work.




    Turrican II - Secret Dungeon

    BY ICE MAN

    This is another decent port, but once again plagued by a few problems.
  • The... "beeping" instrument introduced in the beginning could use a change. It's not godawful, but it sounds wrong (at least, to me, being familiar with the music).

  • Strange notes around 1:55. If I remember correctly, this is a problem with the MIDI, but...





  • Turrican II - Dragonfight

    BY ICE MAN

    Another port that it pains me to remove...
  • The "beeping" introduced around 0:18 could be changed.

  • This isn't quite a detrimental problem, but the tempo of the song feels a little bit slow. You could get away with leaving it the same as it is, though, since it actually doesn't sound bad.





  • Turrican II - Secret Dungeon

    (mistagged as Rock & Roll Balance - another problem with the MIDI)

    BY ICE MAN

    This one's actually better than the first one I removed - but once again, tiny issues...
  • Notes around 0:45-0:57are wrong.

  • The whole song actually CUTS OFF at 1:52 - again, possibly a problem with the MIDI.

  • Things seem a little... "flat" at 1:30...

  • This is also a song with a slow tempo, but it also could also get away with remaining the same.





  • Sorry I had to delete all the Turrican 2 ports, but there were inaccuracy issues with them for the most part. Other than the small issues, these ports were quite good, and I'd expect them to be even better with mentioned issues fixed.
    Tag (li) was not closed.

    --------------------
    Removed
    Game Name: Seiken Densetsu 2
    Song Name: Star of Darkness
    Description: No real clue where to put this in game, lol. Probably at the end as well.
    Author: Ice Man
    Submitted by: Ice Man
    File Size: 37.8 KB

    Reasons
    1. 1:53 - long pause, cuts back to beginning, which should be intro'd. The tempo is also slightly too high, as the song ends at 2:04 and goes back to the point at around :24 in.

    2. Some nitpicks about instruments used:
    @5 -> @16
    @6 -> @1, or @16 with ADSR to sound like an organ
    @0 is overly dominant, so it should have the volume cut down, and I think would sound closer to the one in the original with ADSR - $ED $99 $ED is a good command for this.

    ----------

    Removed
    Game Name: Seiken Densetsu 3
    Song Name: Axe Bring Storm
    Description: Might suit a castle or fortress.
    Author: Ice Man
    Submitted by: Ice Man
    File Size: 38.6 KB

    Reasons
    1. So many unlooped rests... you can easily take over 100 bytes off of insertion size. r1^1^1^1^1^1^1^1^1^1 can become [r1]10, for instance. You have to loop these.

    2. Song should be intro'd at 0:04. The song is supposed to end at 2:14, meaning the tempo is also off, and if you let the song run long enough, you notice it cutting off, pausing, and returning to the beginning. The song goes through one-and-a-half times, and you can also shave that stuff off to reduce insert size even more.

    To get rid of the huge pause, get rid of r1 from the beginning of each channel.

    3. Minor thing: the @13 in channel #1 that have parts where the notes occur in rapid succession should have a volume slide fading out, then return to normal volume after the rests to stay true to the original.


    ----------

    Removed
    Game Name: Seiken Densetsu 3
    Song Name: Breezin'
    Description: Something for a night sky overworld map.
    Author: Ice Man
    Submitted by: Ice Man
    File Size: 38.3 KB

    1. Massive cutoff at 1:34 - a huge part of the song is lost, and it cuts abruply back to the beginning, with a long, annoying, sustained note. Add rests to the end of all the channels - many of them.

    2. The tempo is much too high - the original song ends at 2:33.

    3. Some instrument choice could be improved.

    -Bass channel -> Piano with ADSR so it's not super-abrupt
    [email protected] should be raised an octave, and changed to a piano IF it will not cause the song to break - otherwise, just raise the octave.
    -Perhaps try @6 with vibrato rather than @1, and reduce @2's dominance over its counterpart.
    [email protected] instead of @5
    [email protected] should have ADSR and be gentle, but maybe there's a distortion for @3 that would be perfect for it - if not, stick with @0

    4. Needs looping on the rests again. >:E

    ----------

    Removed
    Game Name: Seiken Densetsu 3
    Song Name: Weird Counterpoint
    Description: And another SD3 song. :P Could be used in a cave.
    Author: Ice Man
    Submitted by: Ice Man
    File Size: 40.4 KB

    1. Cutoffness again. A huge chunk of the song is missing. Add rests.

    2. A lot of data is unlooped... such as:
    d16r16d16r16 < a16r16a16 > c16r16c16 < f8
    g16a16 > c16 < a16 > d16r16d16r16 < a16r16a16 > c16r16c16 < f8
    g16a16 > c16e16
    d16r16d16r16 < a16r16a16 > c16r16c16 < f8
    g16a16 > c16 < a16 > d16r16d16r16 < a16r16a16 > c16r16c16 < f8
    g16a16 > c16e16

    in channel #0, which could be made into:

    [d16r16d16r16 < a16r16a16 > c16r16c16 < f8
    g16a16 > c16 < a16 > d16r16d16r16 < a16r16a16 > c16r16c16 < f8
    g16a16 > c16e16]2

    --

    f16r16f16r16e16r16e16f16r16f16d8
    < a16 > c16d16c16
    f16r16f16r16e16r16e16f16r16f16d8
    < a16 > c16d16g16
    f16r16f16r16e16r16e16f16r16f16d8
    < a16 > c16d16c16

    which could be made into

    [f16r16f16r16e16r16e16f16r16f16d8
    < a16 > c16d16]1c16*g16*c16

    Plus far more stuff.

    3. There is an intro in this song that is the duration of a quarter note. This should be very easy to implement.

    The overall sound in this port is pretty decent though.


    ----------

    Removed
    Final Fantasy 2 - Rebel Army Great song. Use it for how it suits you. crushed
    Submitted by: crushed 38.6 KB

    Reasons
    1. Huge pause when the song finishes. Remove r2^4 from the beginning of each channel.

    2. Octaves are a bit jumpy. Put a fixed octave (o#) at the beginning of each channel.

    3. Not too fond of the instrument choice. @9 at high octaves is extremely abrupt and sometimes annoying (makes this song feel very empty too), and @6 at a low octave is.. meh, for lack of a better word. The GBA version of The Rebel Army uses an instrument similar to @1 in most channels. Perhaps in the bass channel (where you use @6), use ADSR so that the notes don't fade out, since violin at a low octave can sometimes be very hard to hear.

    ----------

    Removed
    Game Name: Final Fantasy 2
    Song Name: Restless Memories
    Description: A nice upbeat song. Can be used for a boss or a castle?
    Author: crushed
    Submitted by: crushed
    File Size: 38.6 KB

    Reasons
    1. Broken SPC. Always test your SPC and verify that it plays the full song.


    ----------

    Removed
    Game Name: Final Fantasy 4
    Song Name: Chocobo Forest
    Description: Need a song for a forest map? Here ya go.
    Author: Ice Man
    Submitted by: Ice Man
    File Size: 37.4 KB

    Reasons
    1. Tempo is far too low. Try t60.

    2. Instrument picks are nearly flawless, but the flute's octave sounds like it's one too low. I also have a feeling @6 might fit at o5 better than @1 for this song, but @0 still works very well.

    ----------

    Removed
    Game Name: Chrono Trigger
    Song Name: Singing Mountain
    Description: Now with fixed octave when the song repeats and some other fixes.
    Author: Ice Man
    Submitted by: Ice Man
    File Size: 37.7 KB

    Reasons
    1. The octave of the flute still drops down too low after the song loops (which is really weird considering you tacked a fixed octave onto the start of the channels... perhaps instead of > when you go from o3 to o4 near the beginning, just replace the > with o4 and see if that does something), but other than that, it's wonderful... Nice job on the overall sound and quality.


    ----------

    Removed
    Game Name: Breath Of Fire
    Song Name: Auria
    Description: Perfect for your underwater levels!
    P.S. This one reminds me of the SMB underwater theme for some reason. Author: Ice Man
    Submitted by: Ice Man
    File Size: 38.1 KB

    Reasons
    1. Tempo is slightly too low in comparison to the original.

    2. 1:17, it loops all the way back to the beginning. The part where it scales up should be marked as an intro so it doesn't repeat when the whole song starts over. I believe this is the first whole + half (note 1^2) of the song. Make sure when you put intros, that the same duration is before the / in each channel or it will get thrown off-synch when it starts over. :S

    Other than those things, the song sounds really nice.

    Reasons

    ----------

    Removed
    Game Name: Breath Of Fire 2
    Song Name: The Township Well
    Description: Short looping song yet spooky. Either fits a small ghost house or deep cave map.
    Author: Ice Man
    Submitted by: Ice Man
    File Size: 37.3 KB

    Reasons
    1. Tempo is slightly too high.

    2. The bass (in this case, @1) is barely audible, and could use a higher volume ADSR to keep it audible, as well as some strong, quick vibrato to make it feel closer ot the original one.


    ----------

    Removed
    Game Name: Lufia 2
    Song Name: Last Battle
    Description: This does not really fit a last battle but still somewhere at the end of the game.
    Author: Ice Man
    Submitted by: Ice Man
    File Size: 40 KB

    Reasons
    1. Long pause when the song loops back to the beginning. This can be taken care of by removing r1 from the start of every channel.

    2. The text goes through twice, with a small smidge of the beginning at the very end of it too. You can remove a good chunk of the song and loop more stuff you couldn't before, and you should also go back and loop the rests, as this song is very big.

    3. Instrument choice here isn't very accurate to the original song - five of the eight channels use @13 or @16, which are the same instrument, whereas the song sounds more like the string instruments are appropriate in most of those parts - experiment a bit to find which of them fit best in each channel - @4, @6, and @1 are ones you'll want to look into, and @14 with ASDR has a nice synthy @4ish effect that is softer, and would work near the beginning of the song. The flute is also an octave too high.

    4. It's also slightly slow - not very, but noticable.

    ----------

    Removed
    Game Name: 7th Saga
    Song Name: Lemele Town
    Description: Slow and relaxing song. Would suit the main overworld.
    Author: Ice Man
    Submitted by: Ice Man
    File Size: 40.1 KB

    Reasons
    1. Cutoff at 1:40. The song goes through twice so if you trim off the excess and leave a few rests on the end of every channel except for #0 (as "b1." is the last note) then the song should be fixed and all ready to submit.


    ----------

    Removed
    Game Name: Terranigma
    Song Name: Beruga's Lab
    Description: Definetely fits a castle theme.
    Author: Ice Man
    Submitted by: Ice Man
    File Size: 37.8 KB

    Reasons
    1. It sounds a bit empty. Try a different ADSR command to keep the volume of @6 constant. (If you could split the chords and export them as a separate channel, that would be fabulous for making the song sound full, but that might be more work than is needed to make the port satisfactory, as the midi editors I'm familiar with don't let you split chords into separate channels, so the best you can do is read the notes, copy the channel, and write the other notes in the chord down into the copied channel. :/ )

    2. Percussion needs some work because the part where the first and second channels are muted is very empty as a result - for g+, you will want @21, and for c, @10 or @27 would be suitable - I think @29 would be too strong. You can do the replace all function like this:

    g+ -> @21g+
    c -> @10c

    The insertion size is already a little less than average so the additional bytes gained from doing this shouldn't be much of a hinderance.

    Just look above you...
    If it's something that can be stopped, then just try to stop it!
    REMOVED: Actraiser: Fillmore Act 1 - "crushed"

    I am a large fan of any Actraiser tracks, and I was very disappointed with this port, because it was very inaccurate. Here are a few things that really stand out.

    -Instruments were very off. I realize it's very hard to match Actraiser's instruments, but the main melody could have been a trumpet (@4) to sound perfect.
    -Orchestra hit does not work in this.
    -Volume issues a-plenty.

    I would really recommend redoing this one, and referencing an MP3 or SPC to get as close as you can. This just didn't cut it.


    --------------------------------

    REMOVED: Mega Man X2: Flame Stag's Stage - "Buster Beetle"

    Wasn't entirely bad, as the melody was rather correct, but it needs quite a bit of work on the support channels.

    -The original has a rather distinct guitar in it. Sounds like a rather high bass to be, so I'd try (@8) to match that. If that fails, try (@5)
    -The percussion needs to be strengthened and more varied to match the original more.
    -Try throwing a bit of vibrato on your distortion guitar. Use the p##,## command, and experiment with values. This should add a bit more of a vibrating effect on it, to make it more similar to the one used in the original.
    Removed
    Section * Custom Music
    Game Name: Secret of Mana
    Song Name: Spirit of the Night
    Description: My first serious rip.
    I am not sure of the name but it is the name of the MIDI in VGMusic. Enjoyed.
    Author: dgbarca
    Submitted by: dgbarca
    File Size: 40 KB

    Reasons
    1. The whole song goes through twice, so the data that was looped in the text didn't really cut the file size of the song. If you look at it, you see that most channels are [songdata]2, and others would line up to be exactly like that as well. Remove the excess, then remove the loop labels, and then you should be able to cut the file and insert size down more.

    2. Instrument choice is not exactly favorable, though it is not that bad. The melody early on seems like a "chime" instrument, which @3 or @2 would be suited to, rather than the piano and acoustic guitar (@9 and @5) which are abrupt, but still somehow capture the somber mood of this beautiful song.

    3. Tempo is slightly off - it's t15 in the text, which is slightly too slow, but t16 seems to be the perfect speed for this.

    This is a great first attempt at porting, however! I see a bright future for you in music porting, and would be happy to offer any assistance and advice if you need it.

    Since I like this song so much, I decided to do some of my own fixes to it, which I will send you via PM. Feel free to make some changes to those edits.

    In it, I have added things like the ADSR command to distort instruments for a slightly more full sound. Find out more about the ADSR command here. You will need the "more.asm" patch to get ADSR working in your ROM, unless a new AddMusic already inserts the code.

    ♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫


    Removed
    Section * Custom Music
    Game Name: Mega Man X8
    Song Name: Boss Battle
    Description: This would suit a last battle in my opinion. Author: InsaneSPC
    Submitted by: InsaneSPC
    File Size: 40.5 KB

    Reasons
    1. At least a hundred bytes worth of unlooped rests.

    r1^1^1^1^1^1^1^1^1^1 -> [r1]10 for example.

    2. Brief pause at the end because of excess rests at the beginning. Remove r2 from the beginning of each channel.

    3. There is also a brief intro that should be marked with a / so that it doesn't repeat when the song loops. However, in doing that, the r2 excess at the beginning would no longer make a brief pause at the beginning... although perhaps you should just remove the r2's anyways just because they increase the size slightly of an already big song.


    ♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫


    Removed
    Section * Custom Music
    Game Name: Megaman
    Song Name: Gutsman's Stage
    Description: Gutsman's Stage from Megaman. In my opinion, this would fit a castle or some evil level. I played with the instruments a little bit, so it sound eviler (I hope).
    Author: crushed
    Submitted by: crushed
    File Size: 37.7 KB

    Reasons
    1. The song goes through three times in the text. It's best to trim the song of excess times the song goes through before you begin looping the data, since by looping the song by the times it goes through, you have not reduced the insertion size at all - in fact, you have increased the insertion size as opposed to if it were just raw, unlooped data from a midi in which the song goes through only once. Undo the loops you have, identify where the song ends before restarting, trim off the excess, then reloop it.

    2. The intro is not labeled, so after the third time the song goes through, it completely starts over. Use the / command to create a proper intro. You have to have the same duration total before each / in each channel.

    3. Percussion is weak. You should have it alternating between a light bass drum and a strong beat - different notes in the midi you used appear to be relevant to what instrument would be best, so assign a specific note an instrument and listen to how it sounds. For instance, put @21 before all the f's, and @10 before all the f+'s, and @23 before all the g+'s. It might not be true for this midi, but keep swapping them up until you get something that sounds more fitting.

    4. Tempo is too low. Much too low. Change t45 to t60.

    5. On a similar note, even if you set it at v255 for the percussion, the other instruments are way too dominant over it. Work with the volume balancing a bit more. Lower the bass and the melody channels maybe about v25 in the final product.

    ♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫


    Removed
    Game Name: Super Mario RPG
    Song Name: Transformed Smithy Battle
    Description: Music of Mario battling with Smithy on SMRPG.

    Not done by me.
    Author: Unknown
    Submitted by: Black Yoshi
    File Size: 35.3 KB

    Reasons
    1. Maybe we approved songs in the past without knowing who made them, but not anymore. Don't resubmit it again unless you can show us the site you got it from, identify the author, and get permission.

    2. The percussion choice and some instruments are kind of damaging to sensitive ears. >_<



    ♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫


    Removed
    Game Name: Hana No Keiji
    Song Name: Candlestick Room Battle
    Description: Could be used for some quick boss battles or athletic level. Author: InsaneSPC
    Submitted by: InsaneSPC
    File Size: 38.1 KB

    Reasons
    1. You should put a set octave at the beginning of the flute channel because it ends up being much too high at the start and restart of the song.

    2. There is a brief intro that isn't marked, as well as some excess rests at the beginning. Remove r8 from the beginning of each channel and identify the notes that make up the intro.

    3. Unlooped r1^1^1^1^1^1 trains.

    4. @0 would be better as @14, and the trumpet is overly dominant - @1 sounds more appropriate, or at least @6. It would also be good to use ADSR in all channels except percussion and the ones that currently have @0, to be $ED $** $E0 (** is whatever you want, and $E0 is to prevent the sound from fading out since the notes in the original are sustained indefinitely.)

    ♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫


    Removed
    Original Artist: Blink.182
    Song Name: All the Small Things
    Description: My first custom Music, and it turned out quite good. Sometimes sounds a bit strange, but overall it's good, I think.
    Thanks to Ice Man for helping!

    Includes SPC and TXT.
    Author: Superyoshi
    Submitted by: Superyoshi
    File Size: 33.8 KB

    Reasons
    1. Distortion guitar and steel drums are incredibly strong and 90% of the time, clash. There's only one song I recall that actually had them fit together nicely... I do remember the original song and just rewatched the video though to give the best possible advice, and the distortion guitar is an alright instrument choice, but should be toned down a bit in volume. If it still sounds kind of aaaaaaaaaaaaaaaaaaaa, then try lowering it an octave (move all o's down by one point in that channel) and see if it's easier on the ears.

    I believe instead of steel drum, you want actual percussion. Here's an incomplete but still useful list:
    @10 - snare drum (volume - medium)
    @12 - bongo (volume - medium)
    @21 - bass drum (volume - medium on the first beat the instrument is assigned to, low on the rest)
    @23 - maraca (volume - medium)
    @27 - sounds like a uh.. ... ..well it sounds good. At high octaves it sounds like when you hit a wood block with a wood stick, but it's really cool at the o3ish range. x_X (volume - medium)
    @29 - kick drum thing (volume - first beat is VERY loud)

    Now, alternate between percussion until you get something that sounds good. Lots of midis I have seen will have a certain instrument assigned to a certain note, for instance, all of the f+'s might be @21. (Not saying that for this song, the f+'s are @21, but it will likely be that all of the c's in that channel equate to one instrument, all of the f+'s use another, so on and so forth. Use replace all function to switch "f+" with "@21f+" for example, then remove redundant instruments so that the channel isn't unnecessarily huge.)

    2. Not looped well. r1^1^1^1^1^1^1^1^1^1 should be [r1]10 for example, and f8f8f8f8f8f8f8f8f8f8f8f8f8f8f8f8 should be [f8]16.

    3. This file can benefit greatly from l-command, not for reducing insertion size, but for making the file size smaller to help conserve a little bandwidth. Every bit helps. Channel #2 should use l16, channel #1 should use l8, and channel #0 should use l4. Copy and paste an individual channel into notepad, replace all of a certain number with CTRL+H, and paste it back in, and put l# at the top of the channel, replacing # with the number you deleted.


    Just look above you...
    If it's something that can be stopped, then just try to stop it!
    REMOVED - CUSTOM: Big Explorer Cave - By Superyoshi

    1. You cannot have loops inside of loops. In your text file, you have:

    [[g4]3b4]16

    You need to correct this and split it into separate loops.

    2. The song itself is far, far too short to suit pretty much anything. I'd strongly suggest extending it to make it better.
    Removed
    Section * Custom Music
    Game Name: Duck Tales
    Song Name: The Moon
    Description: My version of "The Moon" from Duck Tales. :P
    Author: Ice Man
    Submitted by: Ice Man
    File Size: 38.2 KB

    Reasons
    1. Extreme desynching. It doesn't seem to be rogue rests caused by polyphonic channels screwing up when you use tinymm, so it has to be a looping error.

    2. Volume balancing isn't very good - the crystally effects are overly dominant and ear-searing.

    3. Overall, Spigmike's version of "The Moon" was more accurate, and inserted at a much smaller file size. Don't forget - loop those rests.

    ♪♪♪♪♪♪♪♪♪♪♪♪♪♪♪♪♪♪♪♪♪♪♪♪♪


    Removed
    Section * Custom Music
    Game Name: Megaman 9
    Song Name: Title Screen
    Description: This is my first port ever, and that chances are that it'll probably get deleted due to some things in the .txt file. (No, not that it doesn't work. It works 100%)

    But, anyway, this is basiclly just the Megaman 9 Title Screen theme.
    I'd say it's a good song for an actual title screen and probably boss fights.
    SPC and TXT included.
    Author: Wierdboo
    Submitted by: Wierdboo
    File Size: 35.6 KB

    Reasons
    1. Key thing: The song goes through twice and nothing is looped. Here's a trick to help you out - when the midi goes through twice, copy the end of it, paste into the "Find" box, select up, and pick "Find Next". You should then press Enter right after the highlighted part to space it out - if there is a rest at the end of the highlighted space, press enter after the rest instead. Once you got two even-sized sections of data, you will know where the song ends.

    Also, press enter after the octave at the start of the channel and the start of the next segment too, just so that in case one part doesn't have a fixed octave, you can clearly see if the song does indeed repeat itself needlessly. That reveals the next error:

    2. Channel 1 is too high-pitched, and too dominant over other channels. Lower its volume a little bit, and change the octave to 3, since in the MIDI, the second time the song repeats itself, it has fixed octave 3.

    3. After you trim off half the song, you should loop what needs to be looped. That will make the insert size less than half of what it is now, although the song is already tiny. Every little bit helps though.


    ♪♪♪♪♪♪♪♪♪♪♪♪♪♪♪♪♪♪♪♪♪♪♪♪♪

    Removed
    Game Name: Super Mario Bros. 3
    Song Name: Credits
    Description: A very tough song to port but here it is. The credits theme from SMB3. Includes the "original" and one with my own little twist on it. Author: mario90
    Submitted by: mario90
    File Size: 75.3 KB

    Reasons
    1. In dire need of asterisk command. There is a lot of unlooped data that can be looped here to reduce the file size far more.

    Here's one example:
    Let's assume this starts with o4, which I think it does, judging by the sound, and we'll throw that in there.

    o4
    r2^4
    g4 > e2rdefg2r4a4g2rfefc2r4g4f2redec2 < b^16 > c^16ed2rc < b > cd2r4 <
    g4 > e2rdefg2r4a4g2rfefc2r4g4f2redec2 < b^16 > c^16ed2rc < b > cgrg

    You can move rests freely around before or after an octave change as long as you don't move it before or after a note, and the sound won't change, and the data is the same when inserted into the ROM, as rests follow no octave. So then, you should get this:

    r2
    [^4o4g4 > e2rdefg2r4a4g2rfefc2r4g4f2redec2 < b^16 > c^16ed2rc < b > c]1d2
    *grg

    Note how I took the < out and moved the o4 inside the loop, since if we didn't remove the <, then it would read down one octave after the loop ends, and the notes after the asterisk would be one octave lower. In N-SPC (SMW uses a variant of N-SPC), notes are built into the octave, so o1 c+ in MML is 81 in N-SPC, o2 c+ is 8D, so on and so forth, so when you loop things, the data will be exactly the same no matter how many octaves up you're wanting it to go, but at the end of it all, all the raises or times it's lowered will be factored in. So be cautious about that.

    There is much more data that could be looped in this manner. If you want help in finding it all, I can show you every point I see.

    2. A broken loop at the end of the first channel... there is no [ but at the end there is a ]100.

    Props on the remix, though. The percussion sounds excellent, and gives the whole song loads of energy and makes it sound quite full, however, I think it would have a more harmonized and overall better effect if you had the upbeat percussion start when @6 starts playing.

    Just look above you...
    If it's something that can be stopped, then just try to stop it!
    Pages: « 1 2 3 416 17 » Link - Thread Closed
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