215576
So, the past couple of days, as I've been scrambling to get work on the BOTB game jam done, I've fallen into a rabbit hole of creating my own SNES samples, and just samples in general.
Sadly, I can't find that many resources that go super in depth on sampling for the SNES, so I'm making it up on the fly. I've made this thread so our 3 collective braincells can share tips. Feel free to talk SNES samples, or general s3xmodit/chiptune sampling stuff.
I'll go first. I've found that with a liberal amount of vibrato, and a dash of pitch modulation (owie my ears), I can make a semi-convincing sample of FM patches. The best example I can think of ATM is this port of thunder force 4: https://www.youtube.com/watch?v=9sLy0C-7y5w
As a 2nd tip (I'm not so sure about this one), I've found I get more mileage sampling PS1 era romplers (like the JV 1080) than sampling common SNES era synths (like Korg M1). Any more technologically advanced tho, and it gets waaay harder to sample.
Sadly, I can't find that many resources that go super in depth on sampling for the SNES, so I'm making it up on the fly. I've made this thread so our 3 collective braincells can share tips. Feel free to talk SNES samples, or general s3xmodit/chiptune sampling stuff.
I'll go first. I've found that with a liberal amount of vibrato, and a dash of pitch modulation (owie my ears), I can make a semi-convincing sample of FM patches. The best example I can think of ATM is this port of thunder force 4: https://www.youtube.com/watch?v=9sLy0C-7y5w
As a 2nd tip (I'm not so sure about this one), I've found I get more mileage sampling PS1 era romplers (like the JV 1080) than sampling common SNES era synths (like Korg M1). Any more technologically advanced tho, and it gets waaay harder to sample.