...Cloudman's theme from Megaman 7 on the PC en...
Eyes. Only. See.
Ears. Hear. All.
Magnifico.
UPDATE: Now that I had a chance to listen to it a few more times and elaborate on my initial impressions...re-posting from TubeYou...
"Magnífico. For me, this has a strong NCS/Masaya flavor (a la mode de PCE), which is a very good thing and warms my heart. Not that this actually uses a NCS/Masaya sound engine (the percussion for this track is rather modest, for example)—but there is some sort of spiritual link (lead synth?) I won't get into. Splendid."
Title: Re: Megaman 7 Cloudman on PC engine (Music)
Post by: ParanoiaDragon on June 18, 2017, 12:40:31 PM
I deffinitely detect NCS/Masaya, good call Steve! The exception being the lack of sampled drums which is used in 99% of their games, as I do believe there was 1 or 2 that didn't go that route.
BTW, very nice, loving it! I do gotta wonder what it'd sound like with sampled drums though. Either way, this makes me happy! :D
Title: Re: Megaman 7 Cloudman on PC engine (Music)
Post by: Michirin9801 on June 18, 2017, 01:08:08 PM
[Repost from Youtube (applies for both comments above)]
Thanks ^^ It's strange because I wasn't thinking of Masaya at all when I made this, I generally use the bass from Shockman in nearly all of my songs because I really like it, but I went with an original bass instrument for this one, and even the percussion instruments are all original and all PSG, not a single sample was used in this, they're probably more subdued than usual in here though because the original track uses 2 channels for the percussion and I did the best that I could to cram them both into a single channel, so all of the percussion instruments keep cutting out one another, but it's barely noticeable... The rest of the instruments are all from Magical Chase and Ys IV, some of them were edited by me but not too much, I guess it kinda sounds like Masaya because this is a Capcom song and Masaya has a somewhat similar style on the PCE...
[End of Repost]
I could maybe make a version with sampled drums but I like my PSG drums ya know >w> But well, using samples it would be a lot easier to put both percussion channels into a single channel because then I could have samples with both a kick and a hi-hat playing at once and also with a kick and crash, and with a snare and hi-hat, and with a snare and crash, so on and so forth, and I could even use the same drums as the original SNES game, but hi-hats and crashes sound like s*** at 8KHz or lower and Deflemask doesn't yet support the more sensible 7KHz, so I'd most likely go for the 16 KHz option...
Title: Re: Megaman 7 Cloudman on PC engine (Music)
Post by: roflmao on June 23, 2017, 05:08:55 AM
Sounds great!
Title: Re: Megaman 7 Cloudman on PC engine (Music)
Post by: Michirin9801 on June 23, 2017, 06:15:15 AM