Uploaded April 2025 | Updated September 2026, 3 weeks ago
Composer: Bobby Prince
00:00 - 01. Enter The Hero
03:09 - 02. Bruising For A Crusing
06:13 - 03. Myrtle Come Back
09:00 - 04. You Hurt Me
12:19 - 05. Puncture The Other Guy's Heart
15:02 - 06. Destroy
19:18 - 07. Dirty Tricks
22:29 - 08. Straight From Hell
26:09 - 09. Suffer!
29:56 - 10. Strainin' At The Leash
32:59 - 11. Xenorage
36:28 - 12. Wound
38:03 - 13. You're In The Wrong Weight Class
41:39 - 14. Pakophage
These are all new releases. This time around I tackled PC games with Midi GM soundtracks from the mid 90s. I did these over a couple of months though I already looked before that into the topic since I first needed to figure out a process that makes it possible to render HQ audio because that Roland SCVA 1.16 VST was really picky about the DAW and most didnt work but FL Studio worked fine in combination with loopMIDI.
I usually tracked down the original MIDIs and avoided mus conversions as much as possible for instrument and BPM accuracy. This is why you might notice a few little differences in comparison to other renders since the Doom renders are based on the leaked Doom source code which still had the original Bobby Prince midi compositions rather than mus. They still had their Roland GS extensions intact for example.
After getting all the MIDI files I mostly rendered all channels one by one so that I can do more precise cleaning and mixing. The Bobby Prince and Lee Jackson compositions were most of the time left as is since they were composed on Roland and sounded right to me. Heretic and Hexen were highly reworked though and the mixing might be quite different from what you are used to since I really wasnt happy with the instrument balance and I tried to make clean balanced mixes with every detail audible and a clean soundstage. The James Paddock compositions were only slightly reworked since they were usually fine with the soundfont.
What was made completely different is Descent though. This is because there wasnt really a way to render the midis directly due to them being hmi files and some of the MIDI information and samples coming straight from the games code. Therefore I setup Dosbox and recorded the MIDI output and then did the mastering. In this case I also included the Redbook audio as bonus which I declicked and remastered too.
All renders and masters were saved as 96khz 24bit though it should be said that the majority of the SCVA samples seem to be 16khz.
Composer: Bobby Prince
00:00 - 01. Enter The Hero
03:09 - 02. Bruising For A Crusing
06:13 - 03. Myrtle Come Back
09:00 - 04. You Hurt Me
12:19 - 05. Puncture The Other Guy's Heart
15:02 - 06. Destroy
19:18 - 07. Dirty Tricks
22:29 - 08. Straight From Hell
26:09 - 09. Suffer!
29:56 - 10. Strainin' At The Leash
32:59 - 11. Xenorage
36:28 - 12. Wound
38:03 - 13. You're In The Wrong Weight Class
41:39 - 14. Pakophage
These are all new releases. This time around I tackled PC games with Midi GM soundtracks from the mid 90s. I did these over a couple of months though I already looked before that into the topic since I first needed to figure out a process that makes it possible to render HQ audio because that Roland SCVA 1.16 VST was really picky about the DAW and most didnt work but FL Studio worked fine in combination with loopMIDI.
I usually tracked down the original MIDIs and avoided mus conversions as much as possible for instrument and BPM accuracy. This is why you might notice a few little differences in comparison to other renders since the Doom renders are based on the leaked Doom source code which still had the original Bobby Prince midi compositions rather than mus. They still had their Roland GS extensions intact for example.
After getting all the MIDI files I mostly rendered all channels one by one so that I can do more precise cleaning and mixing. The Bobby Prince and Lee Jackson compositions were most of the time left as is since they were composed on Roland and sounded right to me. Heretic and Hexen were highly reworked though and the mixing might be quite different from what you are used to since I really wasnt happy with the instrument balance and I tried to make clean balanced mixes with every detail audible and a clean soundstage. The James Paddock compositions were only slightly reworked since they were usually fine with the soundfont.
What was made completely different is Descent though. This is because there wasnt really a way to render the midis directly due to them being hmi files and some of the MIDI information and samples coming straight from the games code. Therefore I setup Dosbox and recorded the MIDI output and then did the mastering. In this case I also included the Redbook audio as bonus which I declicked and remastered too.
All renders and masters were saved as 96khz 24bit though it should be said that the majority of the SCVA samples seem to be 16khz.
![Sonic Battle (Re-Engineered Soundtrack) [XQ AGBPlay]
Composers: Kenichi Tokoi, Hideaki Kobayashi
00:00 - 01. Title
01:59 - 02. Main Menu
03:41 - 03. Emerald Town
07:27 - 04. Emerald Beach
10:12 - 05. Comedy Demo
13:47 - 06. Tails Lab
16:43 - 07. Holy Summit
19:15 - 08. Chao Ruins
22:31 - 09. Confrontation Demo
24:18 - 10. Central City
26:53 - 11. Amys Room
29:47 - 12. Battle Highway
33:33 - 13. History Demo
36:50 - 14. Library
38:56 - 15. Night Babylon
42:26 - 16. Club Rouge
45:11 - 17. Gimme Shelter
47:04 - 18. Metal Depot
49:43 - 19. Emerl Demo
52:38 - 20. Colosseum
56:32 - 21. Holy Summit Crater
59:38 - 22. Chaos Battle
1:02:42 - 23. Skill Edit
1:05:08 - 24. Death Egg
1:07:38 - 25. Dr. Eggman Demo
1:11:39 - 26. Final Boss
1:15:49 - 27. Staff Roll 1
1:19:41 - 28. Staff Roll 2
1:21:29 - 29. Green Hill
1:24:37 - 30. Challenge Mode
1:27:02 - 31. Challenge Mode Clear
1:30:01 - 32. Challenge Mode Results
1:31:12 - 33. Battle Record
And here is now also Sonic Battle and Sonic Pinball in XQ, which completes the Sonic GBA collection. Sonic Battle (Re-Engineered Soundtrack) [XQ AGBPlay]](https://i.ytimg.com/vi/yBl_S6aDaDo/mqdefault.jpg)

![Tekken Advance (Re-Engineered Soundtrack) [XQ AGBPlay]
Composer: Namco Sounds
00:00 - 01. Opening Movie
00:20 - 02. Character Select
01:06 - 03. Jin Kazama
03:44 - 04. Nina Williams
06:13 - 05. Paul Phoenix & King
09:28 - 06. Gun Jack
12:06 - 07. Hwoarang & Ling Xiayou
14:51 - 08. Forest Law
18:46 - 09. Yoshimitsu
23:08 - 10. Heihachi Mishima
27:15 - 11. Continue
27:49 - 12. Staff Roll
Just a quickie I made while I was working on other XQ GBA soundtracks. I always liked the Tekken OSTs and this here has some catchy exclusive tracks and weirdly enough this is the only Tekken game that never had a soundtrack release. Some tracks are also just copies from other games like Forest Law. Weirdly enough all the tracks are in mono, no idea why they composed them like that. Maybe due to GBA soundmixing limitations? Tekken Advance (Re-Engineered Soundtrack) [XQ AGBPlay]](https://i.ytimg.com/vi/zD3On9B8BXA/mqdefault.jpg)


![Sonic Pinball Party (Re-Engineered Soundtrack) [XQ AGBPlay]
Composers: Tatsuyuki Maeda, Teruhiko Nakagawa, Yutaka Minobe
00:00 - 01. Title
00:18 - 02. Main Menu
01:34 - 03. Story Demo
02:59 - 04. Neo Green Hill Table
06:00 - 05. Egg Mode
06:55 - 06. Casino Paradise Table
10:03 - 07. Jackpot Mode
11:34 - 08. Ice Mountain Table
13:36 - 09. Hang Air Mode
15:21 - 10. Secret Base Table
18:31 - 11. Ring Mode
20:02 - 12. Angel Island Table
22:36 - 13. Multi Ball Mode
26:03 - 14. Egg Rocket Table
28:40 - 15. Spin Shot Mode
30:06 - 16. X-Zone Table
33:14 - 17. 100 Rings Mode
34:06 - 18. Table Clear Bonus
36:27 - 19. Story Clear Demo
37:38 - 20. Spring Valley Table
42:02 - 21. Star Chip Mode
43:17 - 22. Splash Garden Table
47:57 - 23. Mystic Forest Table
50:33 - 24. Frozen Bell Table
55:27 - 25. Jet Stream Mode
56:24 - 26. Soft Museum Table
59:09 - 27. Stick Canyon Table
1:02:31 - 28. Twin Seeds Table
1:05:12 - 29. Nightmaren Boss Table
1:09:48 - 30. Samba De Amigo Table
1:13:12 - 31. Burning Hearts
1:16:31 - 32. Chu-Chu Rocket
1:20:14 - 33. Mambo De Verano
1:22:39 - 34. I Can Still See The Light
1:26:19 - 35. Phantasy Star Online Mode
1:29:13 - 36. We Are Burning Rangers
1:32:35 - 37. Dreams Dreams
1:36:05 - 38. Chu-Chu Fever
1:36:41 - 39. Casinopolis
1:37:46 - 40. Casinopolis Table
1:42:13 - 41. Casinopolis Roulette Jackpot
1:43:15 - 42. Highscore Board
1:44:43 - 43. Staff Roll
1:47:59 - 44. BGM03
1:49:14 - 45. BGM07
1:49:51 - 46. BGM09
1:51:45 - 47. BGM47
And here is now also Sonic Battle and Sonic Pinball in XQ, which completes the Sonic GBA collection.
If anybody happens to know what the last four BGM tracks are, feel free to share your knowledge with me so I can update the titles. Sonic Pinball Party (Re-Engineered Soundtrack) [XQ AGBPlay]](https://i.ytimg.com/vi/znMWRRl9fiU/mqdefault.jpg)
