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Tip: Bad things to do in the title demo: Enter a door or a pipe, activate a P-switch or a star, complete the level, hit a message block, or die. These will either glitch the music, or force the player into an endlessly looping title level until they reset the game.Not logged in.
Final Fantasy VI - Slam Shuffle by Gloomy
Forum Index - Valley of Bowser - Moderation Questions - Music - Final Fantasy VI - Slam Shuffle by Gloomy
Pages: « 1 »
File Name: Final Fantasy VI - Slam Shuffle
Submitted: by Gloomy
Authors: Gloomy
Insert Size: 0x06EB bytes
Type: Song
Sample Usage: Many
Source: Port
Duration: 1:08
Featured: No
Description: A shady but bouncy song that plays in the town of thieves, Zozo. I used surround for the echo and the rain effect to make it sound crisper and more ambient.

WARNING: this music has some weird crackling in its rain effect on Snes9X, but can be minimized if you activate "Dynamic Rate Control" in the emulator's sound settings (ver 1.60). This issue is also present when playing the original game on that emulator, so I'm not blaming my port nor my modifications here. In higan v097 (Performance), SPC700 Player and in SD2SNES (as in, real hardware) the issue doesn't occur and the song plays perfectly fine.
SPC

Channel 5 (#4) and channel 6 (#5) both have technical flaws in them that cause these channels to permanently break when the game is paused. Whenever a legato command ($F4 $01) is toggled once before a loop, and there's no rests or other legato commands after the note, the length of the note is infinitely long. This means that the current note will stop once it gets cut off by the game pausing, and the next note will never start. Basically, you can't have this scenario in your channels:

Code
$F4 $01 {MML} / {MML (no rests or $F4 $01)}

You'll have to find an alternative such adding in rests or more $F4 $01 commands so that these two channels do not break.

Another thing is that those same two channels have room for optimization. Channel 5 (#4) contains two really long notes with the help of the ties, but those ties are pointless because the $F4 $01 is already tying the notes together. So, in a way, those two long notes could be optimized as if it was a rest. This is what I got:

Code
#4

@34 v66 y10,1,1 o4

$F4 $01
[c2]12
/
[c2]54

Channel 5 (#6) has a repeating cycle of panning fades that can be optimized into loops too.

That should be all there is that need to be fixed.

I have one other recommendation: Submit a version of this song but without the ambient rain sound effects. I feel like it should be optional to the creator if they want to include the rain or not in the background of their level. Just a thought that came to mind when moderating this port. I'' leave that up to you if you feel that's necessary.
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Forum Index - Valley of Bowser - Moderation Questions - Music - Final Fantasy VI - Slam Shuffle by Gloomy

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