BitFight?
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- Ain't Talkin' 'Bout Love
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BitFight?
Okay. Being the geek I am, i wondered if anyone would be up for a side fight based loosely upon old computer game 'chip' tunes.
Basically, as i see it the rules would be something like this:
* a Title, as per usual fight rules.
* no more than 3 different noises must occur at any time (though you are not restricted to these three noises for the entire song, just for any particular moment in the song, the polyphony must be kept to 3)
* everything must be synthesised (nothing acoustic. no vocals ). Though you may record/sample external synths/beep makers/old computers/whatnot... as long as it's a sample of something generated by a machine, and not a 'real life' noise.
ie a sine wav, theremin, speak and spell, c64, gameboy, or analogue synth keyboard = OK.
sound of cars screeching, microwave cooking, shaking rocks in a tin, real instruments etc = NOT OK.
Effected stuff like vocoded vocals, instruments is a no. Thats too high tech :)
* I'm up in the air about effects. I might limit effects to phasor, flange, compressor, vibrato (if that counts as an 'effect', noise gate, equalisers, and sound filters (ie, cuts). Delay is okay, but it counts as +1 polyphony per delay 'tap'. Chorus is maybe +1 as well.
I'm tempted to force everyone to make songs at a forced bpm. like 85 or something along the lines of old computer games.
Does this idea appeal to anyone else? and does anyone else have any ideas to contribute.
If anyone thinks it sounds interesting, but isn't quite sure what types of tunes i'm going for here, i can post some samples.
Thanks :P
Basically, as i see it the rules would be something like this:
* a Title, as per usual fight rules.
* no more than 3 different noises must occur at any time (though you are not restricted to these three noises for the entire song, just for any particular moment in the song, the polyphony must be kept to 3)
* everything must be synthesised (nothing acoustic. no vocals ). Though you may record/sample external synths/beep makers/old computers/whatnot... as long as it's a sample of something generated by a machine, and not a 'real life' noise.
ie a sine wav, theremin, speak and spell, c64, gameboy, or analogue synth keyboard = OK.
sound of cars screeching, microwave cooking, shaking rocks in a tin, real instruments etc = NOT OK.
Effected stuff like vocoded vocals, instruments is a no. Thats too high tech :)
* I'm up in the air about effects. I might limit effects to phasor, flange, compressor, vibrato (if that counts as an 'effect', noise gate, equalisers, and sound filters (ie, cuts). Delay is okay, but it counts as +1 polyphony per delay 'tap'. Chorus is maybe +1 as well.
I'm tempted to force everyone to make songs at a forced bpm. like 85 or something along the lines of old computer games.
Does this idea appeal to anyone else? and does anyone else have any ideas to contribute.
If anyone thinks it sounds interesting, but isn't quite sure what types of tunes i'm going for here, i can post some samples.
Thanks :P
I am a failure as a dave and as a human being!!
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- Ain't Talkin' 'Bout Love
- Posts: 80
- Joined: Mon Sep 27, 2004 12:12 pm
- Location: Perth, Australia
-
- Ain't Talkin' 'Bout Love
- Posts: 80
- Joined: Mon Sep 27, 2004 12:12 pm
- Location: Perth, Australia
Truely. It's the best review ever Feel free to be as liberal with our reviews in future. hehe. I also like blue's comment in that fight about giant metal mosquitos.fodroy wrote:i said that? wow. i am truly an ass. if you ever see me walking down the street, feel free to assault me.I felt like taking a pen and shoving it into both of my ears until I felt blood running down my cheeks.
- fodroy ~ upon listening to our music. *wipes away happy tear*
pure class.
off topic however.
I am a failure as a dave and as a human being!!
- Adam!
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I'm all over this... but I don’t see how a title restriction works in. The format you've suggested is so restrictive that a) anyone could make an eligible song before the title is announced, b) few songs without vocals would obviously represent the title (unless the title was "Attack!", "Nighttime In-Town", or "Link Drops Acid"), and c) I think the format of the fight is challenging enough that we don't need the extra challenge of a title. I'd really like to see what the SongFfight community could come up with under these restrictions. Ideally the full set of criteria would be listed and we'd be given one week to turn in our 8-bit opus.
Hopefully the purpose of this exercise would be to create some amazing music that would not sound out of place coming from an NES game (Dr. Mario has the best sound track I've ever heard for any game, new or old). To achieve this we'd have to limit ourselves to 2 pulse wave channels, a triangle wave channel, a noise channel and a 1-bit sample channel. Each synth channel is monophonic and is produced at a glorious 4-bits of fidelity. The pulse channels are restricted to widths of 14%, 25% and 50%. The only effect you can have on these is vibrato, and the only volume envelopes are decays. The triangle wave has no parameters aside from pitch and volume. The noise channel provides you with white noise passed through a sample-rate/bit-rate quantizer, and gets a decay envelope and the ability to grab up to one second of audio from this channel and loop it. Finally the sample channel gets a 16-kb wavetable of 1-bit, 8khz samples. These samples only play at one speed, so you cant get different pitches from the same sample. Note that the NES had no low-pass filters, no EQ, no chorus, no delay, no phaser and no flanger.
If this fight happens I will adhere to the above restrictions, even if the rules are not this strict. Excited.
Hopefully the purpose of this exercise would be to create some amazing music that would not sound out of place coming from an NES game (Dr. Mario has the best sound track I've ever heard for any game, new or old). To achieve this we'd have to limit ourselves to 2 pulse wave channels, a triangle wave channel, a noise channel and a 1-bit sample channel. Each synth channel is monophonic and is produced at a glorious 4-bits of fidelity. The pulse channels are restricted to widths of 14%, 25% and 50%. The only effect you can have on these is vibrato, and the only volume envelopes are decays. The triangle wave has no parameters aside from pitch and volume. The noise channel provides you with white noise passed through a sample-rate/bit-rate quantizer, and gets a decay envelope and the ability to grab up to one second of audio from this channel and loop it. Finally the sample channel gets a 16-kb wavetable of 1-bit, 8khz samples. These samples only play at one speed, so you cant get different pitches from the same sample. Note that the NES had no low-pass filters, no EQ, no chorus, no delay, no phaser and no flanger.
If this fight happens I will adhere to the above restrictions, even if the rules are not this strict. Excited.
i would love to take part in this.
"I believe the common character of the universe is not harmony, but hostility, chaos and murder." - Werner Herzog
jute gyte
jute gyte
I like this, but I think the limitation should be that it can be played on an NES, at least theoretically. Ideally, someone would find out what set of sounds the NES had to work with, and we could use only those. Also, same limitations with regard to polyphony/BPM, etc.
I don't think we'd need to set a title, since, like someone else said, the medium is restrictive enough.
I don't think we'd need to set a title, since, like someone else said, the medium is restrictive enough.
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<a href="http://nesdev.parodius.com/nt2/">*cough cough*</a>c hack wrote:I like this, but I think the limitation should be that it can be played on an NES, at least theoretically. Ideally, someone would find out what set of sounds the NES had to work with, and we could use only those. Also, same limitations with regard to polyphony/BPM, etc.
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wow, nerdtracker. that's cool.
i actually used a mod tracker to do my very first compositions.
i have one of them available on my website
-bill
i actually used a mod tracker to do my very first compositions.
i have one of them available on my website
-bill
152612141617123326211316121416172329292119162316331829382412351416132117152332252921
http://heuristicsinc.com
Liner Notes
SF Lyric Ideas
http://heuristicsinc.com
Liner Notes
SF Lyric Ideas
Okay, that is off the hook. But I'm guessing I need a PC to run it -- guessing Virtual PC won't cut it. Gonna try it out though.soda wrote: <a href="http://nesdev.parodius.com/nt2/">*cough cough*</a>
Might be easier if there was a MIDI patch with all those sounds sampled and loaded on it, but the fact that you can compile it into a .NES file really kicks ass.
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none blacker, dude.Phil. Redmon. wrote: Also: Jute Gytes avatar is awesome.
and nerdtracker is cool.
"I believe the common character of the universe is not harmony, but hostility, chaos and murder." - Werner Herzog
jute gyte
jute gyte
- Adam!
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How the NES creates sound.c hack wrote:I like this, but I think the limitation should be that it can be played on an NES, at least theoretically. Ideally, someone would find out what set of sounds the NES had to work with, and we could use only those. Also, same limitations with regard to polyphony/BPM, etc.
- Future Boy
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I think I'd be into this. I'm not sure I'd go as far as Puce with the restrictions (mainly because I'm not sure everyone has the capability to create such sounds easily) but I might be into learning that Tracker that Soda linked to. I think if we required everyone to use that particular tracker software that we'd have to allow, like, 3-4 weeks to learn the software and then one more week to write the song. I realize that some would pick it up faster than others, but, it'd be nice to have the breathing time.
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- Adam!
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Problem Solved!Future Boy wrote:I'm not sure everyone has the capability to create such sounds easily
Dunno about that. I rank them:Puce wrote:(Dr. Mario has the best sound track I've ever heard for any game, new or old)
1. Super Mario Bros.
2. The Legend of Zelda
3. Dr. Mario
or, in other words, *bump*
edit: also, i found this:
http://www.zophar.net/utilities/soundfont.html
the top NES one and the SNES one seem to wrok alright when I load them into the sampler in Reason. The NES one only has a few actual sounds though -- maybe it's the same as in the real NES?
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Agreed. I'm, of course, an old tracker fan of yore, and love table-based synths anyway, so I'm kinda salavating to play w/ that tracker.Future Boy wrote:...but I might be into learning that Tracker that Soda linked to. I think if we required everyone to use that particular tracker software that we'd have to allow, like, 3-4 weeks to learn the software and then one more week to write the song. I realize that some would pick it up faster than others, but, it'd be nice to have the breathing time.
I guess I probably should see if I can get it to run 'fo I get too excited, but, at first glance, I'd be into a fight like this.
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Ah hah! i wasn't expecting people to take to this quite so well..
and yes, i was trying to base it around the nes/gameboy/c64 sound structure. Not the say the nes/gameboy sound chip was on the same level as the C64.
I figured some people would have problems getting the sounds, so tried to make it simpler. I suppose one way we could go is that all sounds have to be made from pure waves (sine, square, saw, pure noise etc) this would let some people without the patience to use an 8bit tracker use stuff like the ts404 in fruityloops.
But i'm happy to make it so songs must be in code format, ie .nsf or .sid but we'll have to make rules on what an acceptable entry is. And also, take note that if we use this sort fo submission basis, the sound is going to be quite different depending on what we use to listen to the song with. Ie: an emulated sid sounds completely different to a real C64 playing the file, as does a different C64 sid chip, because they were all a bit buggy anyway.
We'd need alot more time however, as making songs in this way takes alot longer recording a normal song. Making the instruments is easily half the effort of making the song.
Depending on time, i'll use GoatTracker: http://www.google.com/search?ie=UTF-8&o ... oattracker (which has *nix and mac ports), and is C64 based... that is if i get started early enough, if not, i'll probably cop out and use something like Quadrasid http://www.refx.net/pro_QuadraSID.htm?lang=eng
I also have carillion http://www.cncd.fi/aeeben/ at home on my gameboy colour which is fun, but irritating to program using the gbc gamepad. The help file in carillion is the best i've seen for any 'oldschool' tracker of this sort, and helped me understand how to create sounds on alot of other trackers of this sort, so might be worth checking out on an emulator for the rest of you who are a little unsure.
I've been meaning to try little sound dj, which is supposed to be the good one on the gbc. but yesss...
i found this just before in a search too: http://www.wayfar.net/index.php I'd so get one if i had a NES. *looks in 2nd hand shops*
as for best game tunes ever
1. Last Ninja 3 (intro tune)
2. Ocean Loader (the original one)
3. Commando (main theme)
4. Delta (main theme)
5. Last Ninja 2 (the street level)
grin.
I really like Sober Irishman's idea of the Boss/Battle etc theme.
I would however say perhaps:
Title Theme (intro style),
Battle theme
High Score/ending/credits theme
We could group submissions under these catagories or go for three rounds...
We can just start with Title Theme, which can basically be anything, anyway, and if we want we can continue the following rounds.
Wow.. i'm really excited about this now!
and yes, i was trying to base it around the nes/gameboy/c64 sound structure. Not the say the nes/gameboy sound chip was on the same level as the C64.
I figured some people would have problems getting the sounds, so tried to make it simpler. I suppose one way we could go is that all sounds have to be made from pure waves (sine, square, saw, pure noise etc) this would let some people without the patience to use an 8bit tracker use stuff like the ts404 in fruityloops.
But i'm happy to make it so songs must be in code format, ie .nsf or .sid but we'll have to make rules on what an acceptable entry is. And also, take note that if we use this sort fo submission basis, the sound is going to be quite different depending on what we use to listen to the song with. Ie: an emulated sid sounds completely different to a real C64 playing the file, as does a different C64 sid chip, because they were all a bit buggy anyway.
We'd need alot more time however, as making songs in this way takes alot longer recording a normal song. Making the instruments is easily half the effort of making the song.
Depending on time, i'll use GoatTracker: http://www.google.com/search?ie=UTF-8&o ... oattracker (which has *nix and mac ports), and is C64 based... that is if i get started early enough, if not, i'll probably cop out and use something like Quadrasid http://www.refx.net/pro_QuadraSID.htm?lang=eng
I also have carillion http://www.cncd.fi/aeeben/ at home on my gameboy colour which is fun, but irritating to program using the gbc gamepad. The help file in carillion is the best i've seen for any 'oldschool' tracker of this sort, and helped me understand how to create sounds on alot of other trackers of this sort, so might be worth checking out on an emulator for the rest of you who are a little unsure.
I've been meaning to try little sound dj, which is supposed to be the good one on the gbc. but yesss...
i found this just before in a search too: http://www.wayfar.net/index.php I'd so get one if i had a NES. *looks in 2nd hand shops*
as for best game tunes ever
1. Last Ninja 3 (intro tune)
2. Ocean Loader (the original one)
3. Commando (main theme)
4. Delta (main theme)
5. Last Ninja 2 (the street level)
grin.
I really like Sober Irishman's idea of the Boss/Battle etc theme.
I would however say perhaps:
Title Theme (intro style),
Battle theme
High Score/ending/credits theme
We could group submissions under these catagories or go for three rounds...
We can just start with Title Theme, which can basically be anything, anyway, and if we want we can continue the following rounds.
Wow.. i'm really excited about this now!
I am a failure as a dave and as a human being!!
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- Ain't Talkin' 'Bout Love
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Well. I'd like to enter the Children's Song Sidefight as well, so i'll make the entry date 3 weeks from the end of that.
so Monday, 8th November.
Is everyone happy with that?
I'll provide a way for people to upload their submissions on my domain soon.
I wont officially start the fight till the 18th. So we have until then to set rules everyone can follow. Not that I think it's that important, as long as the song sounds like it's coming from an old computer game, and uses a maximum of 4 sounds simultaniously it'll fit in fine.
I'd also like a brief bit of text to say what programs/hardware each person used to make their piece, but it's not necessary.
so Monday, 8th November.
Is everyone happy with that?
I'll provide a way for people to upload their submissions on my domain soon.
I wont officially start the fight till the 18th. So we have until then to set rules everyone can follow. Not that I think it's that important, as long as the song sounds like it's coming from an old computer game, and uses a maximum of 4 sounds simultaniously it'll fit in fine.
I'd also like a brief bit of text to say what programs/hardware each person used to make their piece, but it's not necessary.
I am a failure as a dave and as a human being!!
- Future Boy
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That does sound cool. I should point out that there is a band called <a href="http://www.treewave.com">Treewave</a> that makes all of their music with Commodore 64s and Ataris. The guy has made a custom cartridge for the Atari to play live with. It was pretty freaking cool.HKD - Unit Z wrote: i found this just before in a search too: http://www.wayfar.net/index.php I'd so get one if i had a NES. *looks in 2nd hand shops*
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