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Pokémon Black 2/White 2 - Rival Battle by Ultima
Forum Index - Valley of Bowser - Moderation Questions - Music - Pokémon Black 2/White 2 - Rival Battle by Ultima
Pages: « 1 »
File Name: Pokémon Black 2/White 2 - Rival Battle
Submitted: by Ultima
Authors: Ultima
Insert Size: 0x2BE9 bytes
Type: Song
Sample Usage: Many
Source: Port
Duration: 1:08
Featured: No
Description: And here's a surprise port: the Rival Battle theme from Pokemon B2/W2!

I was actually working on this a few days after I did my Route 209 port, and well, I wanted to release this port alongside the Route 209 one a bit sooner, but I definitely didn't expect this to take that long to do; I should have expected this tho, especially since Go Ichinose really likes to go nuts with his battle themes... a lot :V

Anyway, this was very hard to keep in a fairly acceptable size, so sadly I had to remove the Thunder SFX, the bongo, and the orchestra hit from the list of SFX, which means you can't use Thunders, Blaargs or Yoshis in a level with this theme :( (you can use this for a regular boss battle theme tho if you'd like, the removed SFX was kind of designed to take advantage of that anyway haha)

EDIT: Fixed the notes on channels #1 and #3, specifically the ones at 0:41 since they weren't playing the way they should have; that also means the size has gone up a few bytes tho sadly D:

I'll start this off with rejection reasons that can be fixed easily. "synth1_bouncy_eurosaw.brr" sounds a little sharp. I found that $0B $77 for thhe tuning values sound more accurate. In the original, these synths don't have any release, but they do have it here and it doesn't sound right. I'd also lower the attack by one to get rid of the slight popping sounds on the sample. Alsom I feel like there's a better bass drum sample than the one you have right now. Listen to your port around 0:20 and compare it with the original.

Now for more general reasons for the rejection. The staccato is a problem here. The note lengths sound shorted out, and this occurrence feels scattered randomly in your port. It's likely due to some of the q0Fs and q1Fs.

The port honestly needs some echo parameters. I heard some good reverb in the original and it doesn't sound that good without that reverb.

Then there's the insert size of 0x2BE9. I know there's some optimization in there, but there's a massive mount of volume changes AND qXX commands. Now upon looking deep into it, I've noticed that every qXX command uses F for the second digit. Essentially this means that the only thing the q commands are doing is shortening the lengths of the notes. Having all the volume commands bunched together with these qXF commands is not a good practice at all. Here's why: The changes in volume which could have been done by the q command are being done with v instead.

Here's line 207 with everything shown in red being an example of a point where a v command isn't needed, since the q command could've done the same thing:

v250 q5F e16 v234 q0F d32 v250 q5F e16 v234 q0F d32 v250 q5F e16 q0F d32 v248 q5F e16 v234 q0F d32 v248 q0F e32 v244 q5F <b16.]2

(also is it really necessary to go from v250 → v248?)

So to go about optimizing this port, I suggest eliminating as many v commands as you can and use the second value of qXX to do just that. There's a lot of them, and it does seem to micro-transact to the large insert size. But, by lowering the insert size, you should be able to free up enough ARAM to be able to add in echo parameters which will definitely help.
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