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Removal log of submissions (except hacks)

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Removed: Custom Music
Donkey Kong Country 2 - Klubba's Reveille by Ice Man
Submitted by Ice Man

Reasons
The octaves jump around a little, but the main problem is that the tempo is too slow. There are also unlooped rests in the TXT.



Removed: Custom Music
Donkey Kong Country 3 - Hot Pursuit by Ice Man
Submitted by Ice Man

Reasons
Seems a bit too fast, and once again, rests are unlooped. The end cuts off as well. It also appears that the song plays twice in the TXT. By making it only loop once in the TXT, you can cut the insert size in half, and reduce file size with the L command.



Removed: Custom Music
Donkey Kong Country 2 - Boss Bossanova by Ice Man
Submitted by Ice Man

Reasons
Quite a bit slower than the original, and the main melody is overwhelmed by the other channels. S.N.N.'s version of the songs sounds more accurate, sorry.



Removed: Custom Music
Donkey Kong Country - Simian Segue by Ice Man
Submitted by Ice Man

Reasons
Unlooped rests, and the @2 doesn't fit in the song. The octaves seem to jump around throughout the song as well.



Removed: Custom Music
Donkey Kong Country 3 - Cavern Caprice by Ice Man
Submitted by Ice Man

Reasons
Tempo is slower than the original, it also has unlooped rests, and the @2 seems a little too high. You might want to try using @3 at a lower octave instead.



Removed: Custom Music
Donkey Kong Land 2 - Ice - In A Snow Bound Land by Ice Man
Submitted by Ice Man

Reasons
There are unlooped rests again, but the entire song plays twice. You have loops for entire channels like this:
[f4r8f8f4f8f4^8r8f8f4f8f8
a+4r8a+8a+4a+8a+4^8r8a+8a+4a+8a+8
d4r8d8d4d8d4^8r8d8d4d8d8
e4r8e8e4e8e4^8r8e8e4e8e8
f4r8f8f4f8f4^8r8f8f4f8f8
a+4r8a+8a+4a+8a+4^8r8a+8a+4a+8a+8
d4r8d8d4d8d4^8r8d8d4d8d8
e4r8e8e4e8e4^8r8e8e4e8e8
f4r8f8f4f8f4^8r8f8f4f8f8
a+4r8a+8a+4a+8a+4^8r8a+8a+4a+8a+8
d4r8d8d4d8d4^8r8d8d4d8d8
e4r8e8e4e8e4^8r8e8e4e8e8
g4r8g8g4g8g4^8r8g8g4g8g8
>c4r8c8c4c8c4^8r8c8c4c8c8
<d+4r8d+8d+4d+8d+4^8r8d+8d+4d+8d+8
f4r8f8f4f8f4^8r8f8f4f8f8
g4r8g8g4g8g4^8r8g8g4g8g8
>c4r8c8c4c8c4^8r8c8c4c8c8
<d+4r8d+8d+4d+8d+4^8r8d+8d+4d+8d+8]2
when they aren't necessary. By getting rid of them, you can work on looping the channel itself, and reduce the file size a bit more.

The port sounds quite good other than that though.
Removed
Section * Custom Music
Game Name: Who wants to be a Millionaire?
Song Name: In-Game
Description: The in-game tune of WWTBAM. It's better than my earlier submission, but it's a little quiet.

I recommend it for cutscenes. Or a OW.
Author: Superyoshi
Submitted by: Superyoshi
File Size: 37.3 KB

1. Serious lack of loops. The whole song also goes through twice, so anything that's [the whole channel]2 should have the loops removed, and you should line the song up and look for a perfect match in data and remove the second half of it. You can cut file size down by half this way, and then you'd have other channels to loop. Refer to the first page of this removal log for posts describing asterisk command as well.

2. Melody is almost non-existant since it's so quiet. This would be the channel with @17 v50 and only like eight notes in it. What you should do is apply ADSR to it - I recommend $ED $FF $E0 and @1, perhaps apply a light vibrato (p10,30), and a raised volume - perhaps v200 would be good, although the support is quite loud.... so maybe even go all the way up to v255 on that. Keep in mind you will need to insert more.asm to be able to hear any songs that use ADSR. If you can't do this because you have problems with more.asm, then give me the text and I'll produce an SPC for you and make any minor tweaks you'd need.

3. Other channels have v0, meaning they do not make any sound AT ALL. You may as well remove these channels in that case... unless you actually give them an audible volume and try to make them sound good.

So, uh... yeah, I will agree with you on the fact that this did come out better than your previous submission, but I think you should work a bit more thoroughly with your ports and keep on going until you think it can't possibly sound closer to the original.

Also, a side note: Channels #4, #6, and #7 get cut off by sound effects ingame, so change #4 to #5 and none of the song will get cut off.

</font size>

Removed
Section * Custom Music
Game Name: Super Tetris 3
Song Name: Tetoroika
Description: Gotta love the Tetris themes.
Author: Ice Man
Submitted by: Ice Man
File Size: 38.4 KB

Reasons
1. Broken loops. There is no [, but a lot of things end in ]3 and such, and that's probably what is causing the song to cut back way too early. Fix these.

2. The song goes through in the text twice. You can eliminate half of it, therefore, and dramatically reduce the insertion size.

</font size>

Removed
Game Name: Street Fighter 2
Song Name: Turbo Vega's Stage

Description: Vega Stage Music from Street Fighter 2 Turbo or SF2.

The Costum music made by me ;).
Author: Cellcen
Submitted by: Cellcen
File Size: 79.8 KB

Reasons
1. Absolutely -nothing- is looped. For example:

a8r8a8r8a8a16a16a8a8
a8r8a8r8a8a16a16a8a8
a8r8a8r8a8a16a16a8a8
a8r8a8r8a8a16a16a8a8
a8r8a8r8a8a16a16a8a8
a8r8a8r8a8a16a16a8a8
a8r8a8r8a8a16a16a8a8
a8r8a8r8a8a16a16a8a8
a8r8a8r8a8a16a16a8a8
a8r8a8r8a8a16a16a8a8
a8r8a8r8a8a16a16a8a8

can become

[a8r8a8r8a8a16a16a8a8]11

Which is literally a teeny bit over 1/11 the insert size of the unlooped portion. The size can be reduced by more than half if you loop it.

2. The SPC labeled the fast one is actually the SMW overworld, and the slow version text is empty. Also keep in mind that you do not need a slow and fast version - get yours to have a tempo close to or equal to the original, and then the person who downloads it can change t## to whatever they want.

</font size>

Removed
Section * Custom Music
Game Name: Romancing Saga
Song Name: Last Dungeon
Description: This one would suit the last castle or something.
Author: Ice Man
Submitted by: Ice Man
File Size: 38.2 KB

Reasons
1. The whole song goes through twice and a half, almost. That excess should be eliminated, and it will bring the file and insert size down dramatically.

2. A pause at the beginning caused by r1. Take that out of the beginning of each channel.

</font size>

Removed
Section * Custom Music
Game Name: Romancing Saga
Song Name: Dungeon
Description: This would be best used somewhere at the end of the game.
Author: Ice Man
Submitted by: Ice Man
File Size: 40.2 KB

Reasons
1. The big pause when the song restarts, caused by the r1. Remove r1 from the start of each channel.

2. Taking a deeper look, there's some stuff that could be looped still.

#5 o4r1
^32
a8 > c8e8a8 < a8 > d8f8a8 < a8 > c8e8a8 < g+8b8 > d8g+8 <
a8 > c8e8a8 < a8 > d8f8a8 < a8 > c8e8a8 < g+8b8 > d8g+8[< a8 > c8e8a8]2 < b8 >

could be changed to

#5 o4r1
^32
[a8 > c8e8a8 < a8 > d8f8a8 < a8 > c8e8a8 < g+8b8 > d8g+8 <]2 [a8 > c8e8a8 < ]2 b8 >

Then of course... you have the rests you should loop, but it's not completely necessary in this case since there's very few bytes you could shave off worth of rests.

r1^1^1^2

could be made into

[r2]7

</font size>

Removed
Section * Custom Music
Game Name: Romancing Saga
Song Name: Battle Theme
Description: Oh yea, Romancing Saga got alot of cool songs. This one suits a battle as well.
Author: Ice Man
Submitted by: Ice Man
File Size: 39 KB

Reasons
1. Whole song goes through twice again, so really, the file and insertion size is not reduced at all. Undo labels so that you can remove the unneeded loops, and then reloop the data that matters. It sounds pretty cool, though.

</font size>

Removed
Section * Custom Music
Game Name: Megaman 2
Song Name: Quickman's Stage
Description: This song is played on Quickman's stage in Megaman 2.Don't ask me what level this would go to, but you will figure it out. Also, I have made other ports, I never submitted them though. This song is an OKAY port.
Author: crushed
Submitted by: crushed
File Size: 39 KB

Reasons
1. Same as above. The whole song goes through in the text twice, meaning it's not reduced at all. All the information in one channel is looped twice, and the other stuff in the other channels match the top half - no exception anywhere. Trim off the whole second time the song goes through.

2. The first three channels are in dire need of looping. There is so much there that can be looped or asterisk-commanded, yet none of it is at all. Only submit songs when they are the smallest they can possibly be - we won't approve a quality-sounding port if the file/insertion size hasn't been reduced to as low as it will go.

c8 < g8 > c8ccrc8 < gd+8 > c8
c8 < g8 > c8ccrc8 < gd+8 > c8
< a+8f8a+8a+a+ra+8fd8a+8
a+8f8a+8a+a+ra+8fd8a+8 >
c8 < g8 > c8ccrc8 < gd+8 > c8
c8 < g8 > c8ccrc8 < gd+8 > c8
< a+8f8a+8a+a+ra+8fd8a+8

can be

[c8 < g8 > c8ccrc8 < gd+8 > c8]2
< [a+8f8a+8a+a+ra+8fd8a+8]2 >
[c8< g8 >c8ccrc8 < gd+8 > c8]2
< a+8f8a+8a+a+ra+8fd8a+8

Just look above you...
If it's something that can be stopped, then just try to stop it!
Removed: Custom Music
CUSTOM - Night Desert by Superyoshi
Submitted by Superyoshi

Reasons
An extremely short, repetitive song with bass that you can barely hear, and fairly random, loud percussion. It's nice to see people try original songs, but please put a little more effort into this one.



Removed: Custom Music
Custom - Mysterious Shrine by Ice Man
Submitted by Ice Man

Reasons
The TXT will not insert, due to a label error in line 54. Please try to fix this and resubmit.



Removed: Custom Music
Dragon View - Field Battle by Ice Man
Submitted by Ice Man

Reasons
You've set each channel to loop twice in the TXT. Eliminating the loop will allow you to reduce file size in the channel more.

Also, it isn't necessary, but you can try some synth effects since it would work for the song. Try the $ED command using $4F, $5F, or $6F with @11 instead of @3.



Removed: Custom Music
Dragon View - Mysterious Cave by Ice Man
Submitted by Ice Man

Reasons
Same as mentioned above. Otherwise, this port sounds very well done. Easily one of your best.



Removed: Custom Music
Custom - Mysterious Shrine by Ice Man
Submitted by Ice Man

Reasons
The ZIP you submitted includes a SPC, but no TXT!



Removed: Custom Music
Mega Man Soccer - Rock Field by Ice Man
Submitted by Ice Man

This song loops twice in the TXT. Eliminating the loop around entire channels will help to reduce file size.

Removed: Custom Music
Mega Man X4 - Magma Dragoon by Ice Man
Submitted by Ice Man

Again, this song plays twice. There is also quite a bit of dischord in the song, with octaves changing abruptly.
Removed
Section * Custom Music
Game Name: Castlevania: Circle of the Moon
Song Name: Observation Tower
Description: The awesome version of Vampire Killer heard in Castlevania: Circle of the Moon.

The looping is a tiny bit off, but I'll fic that in a future update. Apart from that I think it's pretty good for a first try
Author: Doomdragon
Submitted by: Doomdragon
File Size: 40.1 KB

Reasons
1. Wow... I just got hit with a massive wall of raw data. v_V

Let me teach you how the asterisk command works, since this is going to help you tremendously. Look at this block of data taken from your text:

o2b32r16^32 > f+32r32 < b32r32 > e32r16^32f+32r32f+32r32
f+32r32e32r32f+32r32 < b32r32 > f+32r16^32< b32r32 > e32r32
< b32r16^32 > f+32r32 < b32r32> e32r16^32f+32r32f+32r32
f+32r32e32r32f+32r32 < b32r32 >f+32r32e32r32 < b32r32 > e32r32
< b32r16^32 > f+32r32< b32r32>e32r16^32
f+32r32f+32r32f+32r32e32r32f+32r32 < b32r32 >
f+32r16^32 < b32r32 > e32r32
< b32r16^32 > f+32r32< b32r32 > e32r16^32f+32r32f+32r32f+32r32
e32r32f+32r32 < b32r32 > f+32r32e32r32 < b32r32 > e32r32

This can be turned into:

[o2b32r16^32 > f+32r32< b32r32 > e32r16^32f+32r32f+32r32
f+32r32e32r32f+32r32 < b32r32 > f+32]1
r16^32 < b32r32 > e32r32
*r32e32r32 < b32r32 > e32r32
*r16^32 < b32r32 > e32r32
*r32e32r32 < b32r32 > e32r32

Then, there's traditional looping you can put to good use here:

f+32r32f+32r32f+32r32f+32r32f+32r32
f+32r32f+32r32f+32r32
e32r32
f+32r32f+32r32f+32r32f+32r32f+32r32
f+32r32f+32r32f+32r32f+32r32f+32r32
f+32r32f+32r32f+32r32f+32r32f+32r32
e32r32
f+32r32f+32r32f+32r32f+32r32f+32r32
f+32r32f+32r32f+32r32f+32r32f+32r32
f+32r32f+32r32f+32r32f+32r32f+32r32
e32r32
f+32r32f+32r32f+32r32f+32r32f+32r32
f+32r32f+32r32f+32r32f+32r32f+32r32
f+32r32f+32r32f+32r32f+32r32f+32r32
e32r16^32
e32e32e32e32e32r32e32r16^32 < b32r32

becomes

[f+32r32]8e32r32*15
e32r32*15
e32r32*15
e32r16^32
[e32]5r32e32r16^32 < b32r32

2. The text goes through twice, so before you even begin looping, you can approximate where the song ends by taking the end, copying it, pressing CTRL+F, pasting the data in, select up, and search, and press enter right after the highlight. You should end up with two matching sets of data if the part you pressed enter at was the end of the song - delete the second set. If it seems a little off, press enter at the end of the starting octave of the first set, and after any < or > that's at the start of the second set so you can find out where the data repeats itself.

I can't stress this enough, people.. you MUST. LOOP. YOUR. DATA. "It's my first port" is never an excuse, just as "it's my first hack" is not an excuse to have cutoffness, glitched sprites, and floating munchers.

Just look above you...
If it's something that can be stopped, then just try to stop it!
REMOVED: CUSTOM - Nights of Fourplay - By General Ike

Unfortunately, this does not qualify for the music section, due to the quality, and some internal issues. Here is what I recommend doing.

1. A one channel song generally doesn't work too well .. not to mention the random note lengths and key changes.
2. You took a part of "Castlevania - Bloody Tears" and put it in there. Since the styles are completely different, it sounds very out of place.
3. It's generally good to keep a specific key and set of note lengths when you're composing. Using 9s and 12s aren't a good idea unless you understand triplets. Start with the basics (1, 2, 4, 8, 16, 32) and work off of that.

Good luck.
Removed
Section * Custom Music

Custom
Song Name: March of the 1-Ups
Description: My 1st real custom music. This might go well in some forest levels.
Author: General Ike
Submitted by: General Ike
File Size: 38.5 KB

Reasons
1. Much like the problems above. There seems to be little substance to the actual song itself, and the percussion is rather messy. The melody's first half seems very inconsistent with the last, as if it's two different songs entire welded together. For future songs, you should add these things:

- a counter melody
- more varied and rhythmic percussion
- a bass line to add support

Just look above you...
If it's something that can be stopped, then just try to stop it!
Removed
Game Name: 'Mario & Luigi: Partners in Time
Song Name: "Behind Yoshi Village"
Song Description: Progress soundtrack
Song Info
Authors: S.N.N., Supertails
Submitted by: Letty Whiterock
File Size: 35.2 KB

1. It's not looped the best it can be, and channel #2 is undoubtedly a mess. (Proof: The insert size of the text was 2329 bytes, three more than the info said, but I could get it down to 2075 bytes, which is a rather dramatic amount that constitutes removal.) There were numerous spots where the asterisk command could be used, and spots where it would cut down more file size than loops alone.

Example (now this is not all of it. If you really need the whole text, I will PM it to you.):
#1 @0 v220 y10


$ED $EA $ED
l16
o3
[r1]11
r2^4^8
> g+32a+ > c32
c+rc+rc+d+ff+rf+rfd+rc+8
d+rd+rd+c+cc+rcr < a+ > cr < g+8
>
c+rc+rc+d+fd+rd+rd+f+fd+f
c+rc+rc+d+fd+rd+rd+f+rc8
[r1]3
r2^4^8
< c32c+d+32
fg+>c+frf+^32r32fd+8cc+r < a+rg+2^4^
ra+rg+
a+8^g+2^8f+8^
ff+g+2^8r < a+8^
[g+8^ > g+g+4^r32a+g+^32f+^32fd+^32
c+8^ > c+c+4^r32d+c+^32c^32c+ < a+^32
g+8f > c+r < f^32r32d+8rf+ra+r > c+^32r32]1
c8^ < a+8rg+8f+8fd+rf^32r32 < a+
*1
o5
c2^8r < a+8^ > cr
c+8 < g+f+rc+r > c+8^ < g+rf+rc+^32r32
g+8f > c+4^
[r1]100;

is better as

#1 @0 v220 y10


$ED $EA $ED
l16
o3
[r1]11
r2^4^8
> g+32a+ > c32
[c+rc+rc+d+f]1f+rf+rfd+rc+8
d+rd+rd+c+cc+rcr < a+ > cr < g+8
>
*d+rd+rd+f+fd+f
*d+rd+rd+f+rc8
[r1]3
r2^4^8
< c32c+d+32
fg+ > c+frf+^32r32fd+8cc+r < a+rg+2^4^
ra+rg+
a+8^g+2^8f+8^
ff+g+2^8r g+g+4^r32a+g+^32f+^32fd+^32
c+8^ > c+c+4^r32d+c+^32c^32c+ < a+^32
g+8f > c+r < f^32r32d+8rf+ra+r > c+^32r32]1
c8^ < a+8rg+8f+8fd+rf^32r32 < a+
*1
o5
c2^8r < a+8^ > cr
c+8 < g+f+rc+r > c+8^ < g+rf+rc+^32r32
g+8f > c+4^
[r1]100;

--

l16
o4
<
f+8f+f+8f+f+f+8f+^f+8f+f+f+
f+8f+f+8f+f+f+8f+^f+
>

should be

l16
o4
<
[f+8f+f+8f+f+f+8f+^]1
f+8f+f+f+
*
f+>

--

NOW for channel #2:
#2 @16 v220 y10


l32
o3
c+2^4^16^16c+^16^
c+2^16c+^c+16^^g+^16^ < g+8
>
[c+8^^g+^g+8^16]1
c+16^16c+^16^g+^g+^16^ < g+^ > g+^
*1
< g+16^16g+^16^g+^ > g+^16^ < g+^ > d+^
[c+8^^g+^g+8^16c+16^16c+^16^g+^g+^16^ < g+^ > g+^
c+8^^g+^g+8^16c+16^16c+^16^g+^g+^16^ < g+^ > d+^]4
f+8^^ > c+^c+8^16 < f16^16f^16^ > c+^c+^16^ < f^ > c+^
< g8^^ > c+^c+8^16 < g+16^16g+^16^ > d+^d+^16^ < f+^ > d+^
[ < f8^^ > c+^c+8^16 < f+16^16f+^16^ > c+^c+^16^ < f+^ > c+^]2
<
[
c+8^^g+^g+8^16c+16^16c+^16^g+^g+^16^ < g+^ > g+^
c+8^^g+^g+8^16c+16^16c+^16^g+^g+^16^ < g+^ > d+^
c+8^^g+^g+8^16c+16^16c+^16^g+^g+^16^ < g+^ > g+^
c+8^^g+^g+8^16c+16^16c+^16^g+^g+^16^ < g+^ > d+^]2
[c+8^^g+^g+8^16d+16^16d+^16^a+^a+^16^d+^a+^
f8^^ > c+^c+8^16 < f+16^16f+^16^ > c+^c+^16^ < f+^ > c+^
< f8^^ > c+^c+8^16 < d+16^16d+^16^a+^a+^16^d+^a+^
< g+8^^ > g+^g+8^16 < g+16^16g+^16^ > g+^g+^16^ < g+^ > g+^]2
< a8^^ > a^a8^16 < b16^16b^16^ > b^b^16^ < b^ > b^
c+8^^ > c+^c+8^8 < c+^16^c+^16^c+16c+
[r1]100;

should be

#2 @16 v220 y10


l32
o3
c+2^4^8c+8
c+2^16c+16c+8g+8 < g+8
>
[c+8^16g+16g+8^16]1
c+8c+8g+16g+8 < g+16 > g+16
*1
< g+8g+8g+16 > g+8 < g+16 > d+16
[c+8^16g+16g+8^16c+8c+8g+16g+8 < g+16 > g+16
c+8^16g+16g+8^16c+8c+8g+16g+8 < g+16 > d+16]4
f+8^16 > c+16c+8^16 < f8f8 > c+16c+8 < f16 > c+16
< g8^16 > c+16c+8^16 < g+8g+8 > d+16d+8 < f+16 > d+16
[ < f8^16 > c+16c+8^16 < f+8f+8 > c+16c+8 < f+16 > c+16]2
<
[c+8^16g+16g+8^16c+8c+8g+16g+8 < g+16 > ]1g+16
*d+16*g+16*d+16*g+16*d+16*g+16*d+16
[c+8^16g+16g+8^16d+8d+8a+16a+8d+16a+16
f8^16 > c+16c+8^16 < f+8f+8 > c+16c+8 < f+16 > c+16
< f8^16 > c+16c+8^16 < d+8d+8a+16a+8d+16a+16
< g+8^16 > g+16g+8^16 < g+8g+8 > g+16g+8 < g+16 > g+16]2
< a8^16 > a16a8^16 < b8b8 > b16b8 < b16 > b16
c+8^16 > c+16c+4 < c+8c+8c+16c+32
[r1]100;

Even then, you can still make use of dotted notation and a new l-command since there's only one 32 in the entire channel.



Removed
Game Name: Megaman X2
Song Name: Magna Centipede
Description: Theme from Magna Centipede\Central Computer Stage. It's a fast-paced music, good for a action level.
Author: Caio L.
Submitted by: Caio L.
File Size: 33.7 KB

Reasons
1. Lots of unlooped data.

Examples:

For channel #0:
b16^32r32b16^32r32
b16^32r32b16^32r32
b16^32r32b16^32r32
b16^32r32b16^32r32

a+16^32r32a+16^32r32
a+16^32r32a+16^32r32
a+16^32r32a+16^32r32
a+16^32r32a+16^32r32

a16^32r32a16^32r32
a16^32r32a16^32r32
a16^32r32a16^32r32
a16^32r32a16^32r32
a16^32r32a16^32r32
a16^32r32a16^32r32
a16^32r32a16^32r32
a16^32r32a16^32r32

b16^32r32b16^32r32
b16^32r32b16^32r32
b16^32r32b16^32r32
b16^32r32b16^32r32

a+16^32r32a+16^32r32
a+16^32r32a+16^32r32
a+16^32r32a+16^32r32
a+16^32r32a+16^32r32

a16^32r32a16^32r32
a16^32r32a16^32r32
a16^32r32a16^32r32
a16^32r32a16^32r32

g+16^32r32g+16^32r32
g+16^32r32g+16^32r32
g+16^32r32g+16^32r32
g+16^32r32g+16^32r32

b16^32r32b16^32r32
b16^32r32b16^32r32
b16^32r32b16^32r32
b16^32r32b16^32r32

a+16^32r32a+16^32r32
a+16^32r32a+16^32r32
a+16^32r32a+16^32r32
a+16^32r32a+16^32r32

a16^32r32a16^32r32
a16^32r32a16^32r32
a16^32r32a16^32r32
a16^32r32a16^32r32

g+16^32r32g+16^32r32
g+16^32r32g+16^32r32
g+16^32r32g+16^32r32
g+16^32r32g+16^32r32

-should be-

[b16^32r32]8
[a+16^32r32]8
[a16^32r32]16
[b16^32r32]8
[a+16^32r32]8
[a16^32r32]8
[g+16^32r32]8
[b16^32r32]8
[a+16^32r32]8
[a16^32r32]8
[g+16^32r32]8

For channel #3:

b8r8b8r4
b8b8r8b8b16b16b16b16r4
b8b8r8b8b16b16b16b16r4
b8b8r8b8r4b16b16r8
b8b8r8b8r2
b8b8r8b8b8b8r8b16b16
b8b8r8b8b8b8r8b16b16
b8b8r8b8b8b8r8b16b16
b8b8r8b8b8b8r8b16b16
b8b8r8b8b8b8r8b16b16
b8b8r8b8b8b8r8b16b16
b8b8r8b8b8b8r8b16b16
b8b8r8b8b8b8r8b16b16
b8b8r8b8b8b8r8b16b16
b8b8r8b8b8b8r8b16b16
b8b8r8b8b8b8r8b16b16

-should be-


b8r8b8
[r4b8b8r8b8b16b16b16b16]2
r4b8b8r8b8r4b16b16r8
b8b8r8b8r2
[b8b8r8b8b8b8r8b16b16]11

So look some more for parts you can loop to drastically reduce the insert size. (Also see the above removal for an example of the asterisk command, since that will help more.) The smaller the insert size, the better, because it takes up less space in the ROM and allows you space for more songs or other things. It doesn't sound that bad though, so if this is one of your first ports, you did pretty well sound-wise.



Removed
Game Name: Final Fantasy 3 (DS)
Song Name: World Map
Description: I changed ...'s version to sound better. I compared it to the DS version just to make sure it was accurate. All I did was change some instruments, volumes, and an octave change, so credit is due to "...".
Author: ..., lucario777
Submitted by: lucario777
File Size: 38.1 KB

Reasons
1. One channel has a volume of 0, rendering it completely useless and just a waste of bytes. Either remove it, or try to find a suitable instrument and volume for it.

2. The bass instrument, a steel drum set at v250, is far too dominant, and the support steel drum is a tad too quiet. Lower #3's volume to about v200, raise #3's to v105, and it should be fine. Also, I'm not too sure the steel drums are the best instrument for the bass. It sounds more like a low volume @4 would suit it better, judging by a DS version MIDI (I'm unable to get the original as of now.)

You might also want to use ADSR on the steel drums in channel #2 - $ED $F8 $E0 would soften the steel drum at the beginning so there isn't a huge BING. If you don't want to have to apply more.asm to your hack to test that, then just go with @0 and see how it sounds.



Removed
Game Name: Megaman X2
Song Name: Crystal Snail
Description: Theme from the Crystal Snail stage.
Use it as you like.
I've requested it, but I made it by myself. Thanks to Kyoseron.
Insert size: 3,23kb
Length: about 40 sec
Author: Caio L.
Submitted by: Caio L.
File Size: 34.1 KB

Reasons
1. Sorry to have to remove this again, but there's still a few looping issues. I think maybe you're running out of the number of loops it would allow you for the old AddMusic (128 is the limit of loops in old AddMusics) so here's a little advice:

[a+16]2 is such a loop that actually increases the insert size a little, so this should be undone, and in favor of undoing this loop, you are able to loop something else.

a+16f+16f+16r8a+8f+16f+16r8^16
a+16f+16f+16r8a+8f+16f+16r8^16
a+16f+16f+16r8a+8f+16f+16r8^16

can be

[a+16f+16f+16r8a+8f+16f+16r8^16]3

or

a+8f+16f+16f+16
a+8f+16f+16f+16
a+8f+16a+8f+16
a+8f+16f+16f+16
a+8f+16f+16f+16
a+8f+16a+8f+16
a+8f+16f+16f+16
a+8f+16f+16f+16
a+8f+16a+8f+16

can be

[a+8f+16f+16f+16
a+8f+16f+16f+16
a+8f+16a+8f+16]3

Also, channel #5 can benefit from loops too. Remember, loop bigger chunks of data for best insert size reduction. The song currently inserts at 1994 bytes, which is still a bit big, but I think you could get it down to the 1700's range rather easily.

2. The @2 is a little loud. Lower it about v20 and it should be alright. Overall, aside from this factor, the song sounds good when it all comes together though.



Removed
Game Name: Super Mario Land
Song Name: Skypop/Marinepop
Description: I Have created the Skypop and Marinepop to the fun of the gamer... Have fun with... BUT Read the readme because it has a VERY IMPORTANT THING...
Thanks to read and use.
Author: motherbrain
Submitted by: motherbrain
File Size: 72.9 KB

Reasons
1. The whole text goes through the song four times, and all the data is left raw (unlooped.) Please trim the MIDI, or approximate in the text where the song starts over, and trim off those. You can cut the file size and insert size down by 75% this way immediately, and plus there is still much looping to be done, especially in the percussion channel. You don't need the song to go through this many times, since the SPC will automatically start over when a channel ends.

2. There's a brief intro that hasn't been marked in the song. It lasts a duration of one beat, so it should be very easy to find. Put a / after you count up one beat at the beginning of each song. Remember that each note is a fraction, e.g. 32 is 1/32 of a beat, so "32" + "32" = "16" in music.

3. Percussion could use a bit of working with rather than being left one instrument. In channel #2, the note "g+" would be best as @21, and "d+" might be best as @10, for example. Sometimes, like in this case, all the same notes in a MIDI's percussion channel, when you go to port it, will use the same instrument, so this is an easy guide to making a good, rhythmic percussion line.

Tag (a) was not closed.

Just look above you...
If it's something that can be stopped, then just try to stop it!
Removed: GFX Ripping Tutorial
By: Skharr
Description: A small, detailed, tutorial in ripping GFX from other games. In rich text format.
Removal Reason:
This one is actually pretty obvious. He used Pac's tutorial as a base and edited some small stuff. In other words, it is meaningless. Therefore, rejected.
Removed
Game Name: Punch out
Song Name: Training
Description: This is my first song, so its not entirely perfect. I'm not sure where this could fit into a hack, but I'll leave it to people who download this song to find out.
Enjoy!
Author: ilovelaurenp
Submitted by: ilovelaurenp
File Size: 37.7 KB

Reasons
1. The whole song goes through twice. The channels can be trimmed where you see the ||||| I put in. (Delete the stuff after the ||||| mark up until the end of the channel.) I use an ellipsis to save some space and not post the whole song.

#0:
...f8g8a8 > c8 < b8a8f8
< e1^1
|||||
>
a1
e4e8e4e4d1^8
d4d8d4d4c1^8...

#1:
... < e8e8e8e8e8e8e8e8
e8e8d8d8c8c8 < b8g8
|||||
>
a1
> e8r8d8c8r8 < b8r8g1^8
> d8r8c8 < b8r8a8r8f1^8...

#2:
... > e8 < e8e8 > e8 < e8e8 > e8 < e8
> e8e8d8d8c8c8 < b8g8
|||||
a8 > a8 < a8 > a8 < a8 > a8 < a8 > a8
< a8 > a8 < a8 > a8 < a8> a8 < a8 > a8...

This will reduce the insertion size by about 50%, just a little less.

2. Needs better looping in some parts.

For example:
[a16a16a16a16a16a16a16a16a16a16a16a16a16a16a16a16]2

is better as:

[a16]32

-

o3
a8 > a8 < a8 > a8 < a8 > a8 < a8 > a8
< a8 > a8 < a8 > a8 < a8 > a8 < a8 > a8

could be

[o3a8 > a8]8

Overall it doesn't sound too bad, and you are on the right track, but need to keep a closer eye out for places you can reduce the insertion size more. Lastly I would recommend lowering the volume of the guitar channel a little around where it gets fast notes, then bringing it back up after the fast notes, since it's a little irritating in that part with the volume it's currently at.

Just look above you...
If it's something that can be stopped, then just try to stop it!
Removed
Game Name: Super Mario World 2: Yoshi's Island
Song Name: "Touch Fuzzy Get Dizzy!"
Description: I know there's already a port for that level from Yoshi's Island, but this one is a sort of remix - it's not too close from the original, but it's cheerier and would fit well in a tropical jungle or something. Also, this is my second port ever, and the best out of my two ports - that's why I decided to submit it. :P

Well... enjoy. N-SPC patch is not required, and nor does credit, although it'd be nice.
Author: Brrrrrrzer
Submitted by: Brrrrrrzer
File Size: 37.5 KB

Reasons
1. No loops at all. You must loop as much data as possible to minimize the insertion size to save room for other things in the ROM.

Examples using this song's text file:

eeeecre < ar8^a > cdr8
eeeecre < ar8^ > ecddr
eeeecre < ar8^a > cdr8
eeeecre < ar8^ > ecddr

becomes

[eeeecre < ar8^a > cdr8
eeeecre < ar8^ > ecddr]2

-

ggg > c8 < age8ggg4ag8ag8c8e8ccc4r
ggg > c8 < age8ggg4ag8ag8c8e8ccc4

becomes

[ggg > c8 < age8ggg4ag8ag8c8e8ccc4]1r
*

-

ag8ag8f8r2
ag8ag8a8r2
ag8ag8f8r2
ag8ag8a8r2^

becomes

[ag8ag8f8r2ag8ag8a8r2]2^

-

ggggergcr8^cefr8
ggggergcr8^geffr
ggggergcr8^cefr8
ggggergcr8^geff

becomes

[ggggergcr8^cef]1r8
*fr
*r8
*f

-

a+ < c+d+e >
a+ < c+d+e >
a+ < c+d+e >
a+ < c+d+e >
a+ < c+d+e >
a+ < c+d+e >
a+ < c+d+e >
a+ < c+d+e >
a+ < c+d+e >
a+ < c+d+e >
a+ < c+d+e >
a+ < c+d+e >
a+ < c+d+e >
a+ < c+d+e >
a+ < c+d+e >

becomes

[a+ < c+d+e >]15

2. The whole song goes through twice in the text - the repeat should be removed. Also because one channel ends long before another, it causes a cutoffness in the song that makes it repeat the intro twice at the "end" of it. Removing this first even before starting loops will cut the insertion and file size both down by nearly 50%

3. The end of the flute channel is offkey (if it was part of a chord, then it's important you find the other channel or two for the chords), and there are some noticable missing parts of the melody as well near the end. If you removed any channels from the MIDI, you should probably bring them back since there's a bit of space available for more channels.

4. With volume balancing, the bongos seem a little too loud. It's a remix, so the much elevated tempo is okay... although I would recommend slowing it down a bit since it's so fast that the song might be too short for a standard-length level. :s

Just look above you...
If it's something that can be stopped, then just try to stop it!
Removed Goomba To Pac-Man patch made by gameboy because it causes a ROM corruption.

Patch Description: This patch converts all goombas to pac-mans!
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
Removed
Section * Custom Music (Need to make a habit of this)
Game Name: Donkey Kong Country 2
Song Name: Death
Description: The music that plays when you die on DKC2
Author: ilovelaurenp
Submitted by: ilovelaurenp
File Size: 38.4 KB

1. The SPC only plays the last two notes + some percussion. Remember the exact instant after "MARIO START" disappears is when you have to dump the SPC - don't be afraid to set this as level music just for this purpose to make it more easy to dump the whole song.

2. Putting / at the end of each channel will prevent the song from repeating. There's another method as well: putting "?0" at the top of the song, without the quotes.

3. It's already very small but here's a pretty big loop:

f16r16f16f16f16f16f16r16f16f16r16f16r8^16f16
f16r16f16f16f16f16f16r16f16f16r16f16r8^16f16

can be

[f16r16f16f16f16f16f16r16f16f16r16f16r8^16f16]2

☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼

Removed
Section * Custom Music
Game Name: Mario Party
Song Name: The Wide Wide Ocean
Description: A port I made a few months ago. It is one of my favorite themes from Mario Party.
Author: Bluemoon
Submitted by: Bluemoon
File Size: 38.5 KB

Reasons
1. First of all, this sounds really great. But, the text goes through the song twice, meaning before major looping, the file+insertion size can be dropped by about half. Around the start of the song the second time is the correct octave which should be used at the very start of the channel as well.

2. Unfortunately there's a ton of spots it can be looped or asterisk'd. Here's just a few examples - if you would like me to supply the text just spaced out differently for ease of looping the rest + seeing where the song repeats, I would. PM or query me.

rgg^16^32r32gg
rgg^16^32r32gg
rgg^16^32r32gg
rff^16^32r32ffraa^16^32r32
aa > c < ba+^16^32r32aa
raa^16^32r32abr > c
ccr4^ <
gg^16^32r32g16g16gr
gg^16^32r32gg
rgg^16^32r32gg
rff^16^32r32f16f16f
rff^16^32r32ff
rff^16^32r32f16f16f
rff^16^32r32ff
rgg^16^32r32g16g16g
rgg^16^32r32gg
rgg^16^32r32gg
rgg^16^32r32gg
raa^16^32r32aa
raa^16^32r32aa > c < ba+^16^32r32aa
raa^16^32r32abr > cccr4^ <

becomes

[rgg^16^32r32gg]3
rff^16^32r32ffraa^16^32r32
aa > c < ba+^16^32r32aa
raa^16^32r32abr > c
ccr4^ <
gg^16^32r32g16g16g
[rgg^16^32r32gg]2
[rff^16^32r32f16f16f
rff^16^32r32ff]2
rgg^16^32r32g16g16g
[rgg^16^32r32gg]3
[raa^16^32r32aa]2 > c < ba+^16^32r32aa
raa^16^32r32abr > cccr4^ <

☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼

Removed
Game Name: The Legend of Zelda: Ocarina of Time
Song Name: Gerudo Valley
Description: The song that plays while in Gerudo Valley on TLoZ: Ocarina of Time.
Author: ilovelaurenp
Submitted by: ilovelaurenp
File Size: 38.8 KB

Reasons
1. Instrument choice, to be blunt, doesn't work. :x What would be better is, if instead of piano, you chose perhaps one of the pick-string instruments, like acoustic guitar or harpsichord, and over the flute, choose @4 or if you know the ADSR command, a heavily distorted @14 (pick a mediumish attack value so that it doesn't take long to fade in, but is just enough to hide the "pluck" part of the instrument and make it sound like a softer @4 synth.) As for the part using @6... I don't know but I believe it should be much more gentle than @6.

2. Around 1:33, the song cuts off back to the beginning. Approximate the beginning of the song that it should loop back to after the main part ends, and put a / after it to create an intro - anything before the / will not repeat, but in doing this, be sure to count up the durations so that all channels have exactly the same intro time, otherwise the song will become desynchronized when repeating. (Good thing to know is that in the MML, you should mentally replace 32 with 1/32, as every beat is like a fraction. It would take eight 8th notes (8) to make a whole note (1) for instance.)

3. Some more parts need looping, but some with the asterisk command since they aren't next to each other. First the no-brainer, rests:

r1^1^1^1^1^1^1^1^1^1^1^1^1^1^1^1

becomes

[r1]16

--

c+16f+16g+16a8^16c+16f+16g+16a4^8r16d16f+16g+16a8^16d16f+16g+16a4^8r16 < b16 > e16f+16g+8^16 < b16 > e16f+16g+4^8
r16f+16g+16f+16f2r4^16
c+16f+16g+16a8^16c+16f+16g+16a4^8r16d16f+16g+16a8^16d16f+16g+16a4^8r16 < b16 > e16f+16g+8^16 < b16 > e16f+16g+4^8
r16a16b16a16g+2r4^8

becomes

[c+16f+16g+16a8^16c+16f+16g+16a4^8r16d16f+16g+16a8^16d16f+16g+16a4^8r16 < b16 > e16f+16g+8^16 < b16 > e16f+16g+4^8]1
r16f+16g+16f+16f2r4^16
*
r16a16b16a16g+2r4^8

4. You never want to put an important channel in #4, #6, or #7 because it will get cut off by sound effects ingame and ruin the song. The channel you put in #4 is pretty crucial for the melody to sound correct. I recommend putting what you have for #1 or #5 in #4 and moving your current #4 to one of those two.

Just look above you...
If it's something that can be stopped, then just try to stop it!
Removed
Section * Custom Music
Game Name: Paper Mario
Angry Bowser
Bowser's Theme in Paper Mario. This one sounds very good in SMW IMO. Author: DragonKnightSimba
Submitted by: DragonKnightSimba
File Size: 0.8 KB

Reasons
1. No SPC included. You must dump an SPC that starts at the very beginning of the song and put it in the ZIP with the song. You dump an SPC by going to File -> Dump SPC in SNESGT, or by pressing F1 and selecting "Save SPC" in ZSNES, etc. Make sure that if you have it inserted as a level song, you insert it the MOMENT "MARIO START!" disappears, or you'll miss a note or two.

2. No looped data, so it can't be accepted as it is. Also, the song goes through twice, so the file size and insert size can be halved even before starting to loop the data. Lastly, there's also an intro, the duration of two beats, that should be marked in each channel to get it to play accurately. Using just one channel of your text to show you an example:

#1 @17 v190
l16
o3
e1^1
e1 > c1 < g1a1
e1 > c1 < g1a1
ereeg8era8er8^er8^
eeg8ergrgrg+rar
ereeg8era8er8^er8^
erg8ergaa+rb > cdr <
ereeg8era8er8^er8^
eeg8ergrgrg+rar
ereeg8era8er8^er8^
erg8ergaa+rb > cdr <
d1c+1 < a1^1
o4
d1 < c+1 > e1^1 <
e1 > f1 < c1^1
e1 > f1 < c1^1
e1 > c1 < g1a1
e1 > c1 < g1a1
ereeg8era8er8^er8^
eeg8ergrgrg+rar
ereeg8era8er8^er8^
erg8ergaa+rb > cdr <
ereeg8era8er8^er8^
eeg8ergrgrg+rar
ereeg8era8er8^er8^
erg8ergaa+rb > cdr <
d1c+1 < a1^1
o4d1 < c+1 > e1^1<
e1 > f1 < c1^1
e1 > f1 < c1^1
;

should be

#1 @17 v190
l16
o3
e1^1/
[e1 > c1 < g1a1]2
[ereeg8era8er8^er8^
eeg8ergrgrg+rar
ereeg8era8er8^er8^
erg8ergaa+rb > cdr <]2
d1c+1 < a1^1
o4
d1 < c+1 > e1^1 <
[e1 > f1 < c1^1]2
;

(also I might suggest changing o3 to o2 and o4 to o3, raising the volume to maybe v220 and seeing if it sounds more "evil" and accurate. If that doesn't work out so well, just undo the octave change.)

3. The same channel above needs ADSR to sound good, really. $ED $CF $A0 is my recommendation to use in the distortion guitar channel because that has slight fade, no release, instant volume peak.

4. You have the percussion channel mixed up. The channel you use @2 in should be the percussion channel, and the one you use @12 in should be @1 $ED $C6 $80 or something similar that fades in.

5. The guitar dies at the end because of the high octave. By "dies", I mean goes so high that it drops extremely low. Similar issues will also happen with @14, and @9 at such octaves will cause the song not to insert, but you should either lower the octave of the guitar channel by one or find an appropriate substitute for it.

Just look above you...
If it's something that can be stopped, then just try to stop it!
Removed
Game Name: Pokemon R/B/G
Song Name: Lavender Town
Description: The other song had an error. I fixed it. Again, does not loop perfectly.
Author: Exor
Submitted by: Exor
File Size: 32.3 KB

Reasons
1. Like you said, the loop is off (by a lot), and that ruins the whole song. Here's a tip for fixing it quickly though: look for where the song repeats itself, because the whole text goes through more than once. Deleting all that will also let you cut the file and insertion size down by nearly half.

2. Sound quality isn't good, but that's probably because of the MIDI you selected being offkey. Unfortunately, you'd have to fix this either by using an accurate MIDI (if you want, just copy the correct notes over by ear), by ear, or if those fail, looking into Pokémon R/B/Y's sound data to learn the exact notes to put in over the old ones, but the latter isn't recommended unless you know a lot about Pokémon's sound format or are willing to put in a lot of time learning it.

3. There's a brief intro that's needed. Mark intros with a /. Make sure each intro has the same duration before the /, or the song will desynch when it loops.

Just look above you...
If it's something that can be stopped, then just try to stop it!
Removed
Section * Custom Music
(CUSTOM)
Song Name: "Calm Mind"
Description: As the title suggests, a calm music. Can be used as an overworld music,or for a level that is relaxing or one with puzzles and such.
Author: Umutist
Submitted by: Umutist
File Size: 41.2 KB

Reasons
1. There's a few parts from :23 onward where the key-switching of the bass is really strange, and there's a bit of discord in the melody at a few other random parts until the end. Some notable moments are :33, :37, and :41 where it doesn't seem to harmonize at all. Some parts of the guitar even prior to :23 just don't work either. Notes "clash".

2. A little bit of unlooped data but for a song this small, it's not as significant. For example:

o2
d4d4d4d4d4d4d4d4
e4e4e4e4
d4d4d4d4d4d4d4d4
c+4c+4c+4c+4
d4d4d4d4g4g4g4g4
a4a4f4f4b4g4f+4f+4
a4a4a4a4a4a4a4a4

should be

o2
[d4]8[e4]4[d4]8
[c+4]4[d4]4[g4]4
a4a4f4f4b4g4f+4f+4
[a4]8

Just look above you...
If it's something that can be stopped, then just try to stop it!
Removed
Section * Custom Music

Game Name: Super Mario Brothers 3
Song Name: Toad House/P-Switch
Description: My first port! Use it as a P-Switch song since it doesn't loop. I reduced the tempo a bit so that it ends properly with the SMW P-switch length.
Author: Iceolated Snowshi Egg
Submitted by: Iceolated Snowshi Egg
File Size: 0.4 KB

Reasons
1. You did not include an SPC. Make an SPC dump and include it in your file. If you have this inserted as level music, the instant after "MARIO START!" disappears is when you want to make the SPC file - too early and the SPC is silent, too late and you miss a few notes.

If you're using SNESGT, go to File -> Dump SPC.
If you're using ZSNES, press F1 and select "Save SPC".

*notices a fixed version popped up in its place the moment it was deleted*

Hmm... fffffffffffffff

Removed
Section * Custom Music

Game Name: Super Mario Bros.3
Song Name: Toad House / P-switch
Description: My first port! Use it as a P-Switch song since it doesn't loop. I reduced the tempo a bit so that it ends properly with the SMW P-switch length. The SPC sounds faster than the txt file for some reason. (Delete the other one, I forgot an spc)
Author: Iceolated Snowshi Egg
Submitted by: Iceolated Snowshi Egg
File Size: 36.6 KB

Reasons
1. @3 is unreasonably loud and annoying. Lower its volume. A quieter staccato flute would be much more fitting than @3 as well. If you can use ADSR, then @0 $ED $FF $FC should be close, maybe change the last byte to $FD or $FE depending on how abrupt you need it to be. This also eliminates the need in that channel to have to break a note with a rest, so you can merge the rests into the previous notes and reduce the insert size a little more, though the song is so small already that you don't have to.

2. The melody channel is offkey, or it belongs to a chord and really needs the rest of that chord to sound right. This is not caused by you, it's likely a problem with the MIDI itself or the way it's interpreted. Tinymm hates polyphonic MIDIs - I don't think MIDI2MML will like them any more, really. If you have a MIDI editor, you can read the notes in the polyphonic channel - if it's on another staff, separate the staff so you can export both parts as a different channel, or if it's a chord on the same staff, copy your channel and write in the fitting chord over it. If none of that works/is worth the time, use a different MIDI.

Or, I'll tell you what. You want a perfect-sounding Toad House theme? SMAS just happens to use N-SPC, which is very well-documented and easy to understand. Use these two guides, and you should be able to transpose the song perfectly - this way you're not relying on a MIDI that may have more errors than meets the ear, but the actual data of the original song itself to work with. I've done a few songs this way and can assure you it sounds so much cleaner. Try it. :]
http://www.angelfire.com/anime5/erikau/f-zero_sound_document.txt
http://www.freewebs.com/mtg87/docs/spc_scale.txt

3. Also don't be afraid to just let it loop and restore its tempo to the original speed. The P-switch music loops infinitely, but cuts back to whatever the original song is when the switch expires. By doing this you limit its use solely to the P-switch. Perhaps include another version with the "true-to-the-original" one and then a version similar to the one you have submitted but with the fixes above.

Just look above you...
If it's something that can be stopped, then just try to stop it!
Removed
Section * Custom Music

(CUSTOM)
Song Name: Fear of the Darkness
Description: Can't descripe it. The name says evrything.
Author: GammaProject
Submitted by: GammaProject
File Size: 40.4 KB

Reasons
1. Volume balancing needs a bit of work. @4 is much too loud - this is a strong instrument, so you can keep it at a medium volume even if it's the main melody. @0 is slightly irritating because it's at a high octave, so I would suggest lowering its volume and maybe the octave by one, but if that ruins the feel, just stick with the same octave, but lower volume.

2. Some parts of this is really nice, but after :28, the flute stops being a consonant counter-melody and creates more of a problem than an effective support, in the fact that it seemingly randomly throws notes in decreasing pitch. That should be worked on a little more so that the flute and trumpet harmonize better from that point until the flute is at a long rest. (There are also two moments before that, around :24 where the flute is extremely abrupt, that seem awkward.)

:05 to :14 is probably my favorite part of this song, when the percussion picks up and the melody kicks into tension - :10 being THE moment. Yes, THE moment. It's hard to explain, so we'll just leave it at that.

Overall, not a bad attempt at a custom song. I would recommend adding in another bass line and having your current (the low-pitch @2) be a support rather than the main bass (you don't need to change anything about that channel) to give the song a stronger foundation. @14 at low octaves is probably the most excellent bass instrument SMW offers, in my opinion. Keep working on it; you have potential in writing video game music.

Just look above you...
If it's something that can be stopped, then just try to stop it!
Removed Makinaman's Mario into megaman patch because the death frame is screwed up and some odd sprite is in level 105. Otherwise, the patch is just fine.

Patch description: Well, this patch has nothing in common with the other one...

With this patch, mario will WEAR megaman suit, and he can shoot in all forms. Also added a health bar. Enjoy!

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

Just fix the death frame and keep the sprite out of the ROM, and you'll be fine.
Removed
Section * Custom Music

Game Name: Sonic Heroes
Song Name: intro theme
Description: The intro theme from the game sonic heroes.
Author: SnowOrb
Submitted by: SnowOrb
File Size: 38.3 KB

1. No looped/asterisk'd data. For example:

c < ffffffffffffffff
aaaaaaaa8aaa8aaa
a+a+a+a+a+a+a+a+ > cccccccc
< gggggggga+a+a+ > c8ccc
< ffffffffffffffff
aaaaaaaa8aaa8aaa
gggggggga+a+a+a+ > cccc
< gggggggga+a+a+ > c8c < a+8
> dd+d+d+dd+d+d+d+ffff < f > f < f
> dd+d+d+dd+d+d+d+ffff < f > f < f
> dd+d+d+dd+d+d+d+ffff < f > f < f

becomes

c
<
[f]16 [a]7 [a8aa]2a [a+]8 > [c]8
<
[g]8 a+a+a+ > c8ccc < [f]16
[a]8 [a8aa]2a
[g]8 a+a+a+a+ > cccc
<
[g]8 a+a+a+ > c8c < a+8
[> dd+d+d+dd+d+d+d+ffff < f > f < f]3
(three bytes per loop, four bytes per asterisk, so don't loop/asterisk the really tiny stuff.)

2. MIDI2MML is so unclean for porting music... I don't even know why we host it. It spams unnecessary pitch slides in place of ties... this does affect the sound quality. Since you have nothing looped, it wouldn't hurt to just run the MIDI through tinymm and switch the < and >'s and put the correct headers on those.

Just look above you...
If it's something that can be stopped, then just try to stop it!
Removed 'upsidedown tiles' patch submitted by hackerman222 because IT HAD A ROM FILE INSIDE AND WE DO NOT ACCEPT ROMS PERIOD.</b></big> </big></big> File description was:
upsidedown tiles this patch includes:upsidedown bushes,upsidedown bulletshooters,upsidedown munchers,upsidedown corner edge tiles,and upsidedown goal point sign tiles.

Removed 'Beta Small Mario Patch' submitted by Nintendo. Graphics stuff belong to the ExGFX section, NOT the patches section. File description was:

this gfx edit is not finshed yet but a good head start, i riped this form the snes test program.other beta mario world patches and gfx comein soon

Unexpected end tag (</b>) at 191, expected </span>
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Unexpected end tag (</big>) at 211, expected </b>
Unexpected end tag (</big>) at 217, expected </b>
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