Overseer190
Mega Man 8 Deconstructed Audio - Theme of Bass
updated
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The PS1 version has nine tracks in total with an additional broken track that doesn't play anything. The percussion track is broken due to the lack of effective conversion tools there are to rip PS1 sampled audio. In fact, I had to manually fix a few channels to play the audio correctly. Gameplay footage was taken on the Anniversary Collection, which is essentially the PS1 version.
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I hope you enjoy and please subscribe for more! Feedback would be very helpful too ^^
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Original Description:
Heat Man, Bubble Man, Metal Man, Quick Man, Flash Man, and Crash Man...megamixed together!! Got this from Nico Nico. Some original animated content not seen ANYWHERE else on YouTube!!
Original source: http://www.nicovideo.jp/watch/sm11690963
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Progress on Super Mario 63 Legacy Edition! The HUD is now 16:9 as well as many backgrounds. You can now play your custom stages in widescreen with uncompressed audio! A few custom levels have been sourced from the Hazy Maze Café!
I'm still working on Luigi's sounds and a few other backgrounds. Stay tuned and subscribe for more updates!
Download the current build here! discord.gg/PPKySk6JuQ
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This will be the last deconstruction video for awhile as I seek to look to produce new content. I need new ideas and would like to hear them. Feel free to join my Discord and send suggestions!
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I'm going to try a back to back tomorrow with Mega Man 7's Robot Museum as it's been requested.
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NOTES:
There are a multitude of unused samples and voice clips that aren't properly documented. Some of them appear in the PS1 June Prototype while others come from builds that haven't been acquired yet.
The off-pitch voices and samples come from the fact that the game plays the audio at a slower pitch in-game. It is a common technique to store compressed audio at a higher pitch (Super Paper Mario does that). The Mega Man Anniversary Collection version doesn't properly emulate the PS1 flags to modify audio in game which causes the weird high-pitched sounds or broken sounds.
Some sounds include the Wily Map sound effect, Mega Man obtaining a weapon, several sound effects for explosions and platforms,
This video does not account for Sega Saturn samples (roughly five of them are exclusive to the Saturn) and ripping them would be almost impossible since the only program that does that (which was made in 1997 for Microsoft DOS) does not function on modern operating systems.
If you want to download the samples yourself, join my Discord! discord.gg/NJnuWwu42z
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The track uses 9 channels, the opening channel sounds different compared to the PS1 version.
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This song only has four main channels: Keyboard, Bass, a "choir", and the percussion. Slowing down the music really brings out the QSound samples that
sound incredible. The choir sounds creepy though...
I might do Bubble Man eventually but we will see. There are other things I want to do in order to make up for the lack of videos in the past few months.
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I had to reupload the video since Davinci Resolve decided to render five extra minutes of blank video.
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Mega Man 3 GB has some obnoxious oddities with its engine, as the engine hardcodes where music data can be stored. Half of this range contains other sorts of random code (that crashes the game if you try to remove it!). I made a small track on the 2nd pulse channel that takes up about 15%-20% of the track's allocated space. Various techniques must be used to optimize what kind of custom music I can program into the rom.
Also this is just a random song I created in C minor. Unlike a lot of the NES titles where there are lots of tools to import music into roms, the GB games completely lack hacking tools unless if you are trying to work with Dr. Wily's Revenge which has its own level editor. Therefor I had to "write" the song by editing the hex values.
More information to come in the future. I'm still scratching the surface with how the engine works.
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.
. hi
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I might do more? Not sure. Like and subscribe for more content, and please let me know what you'd like me to do next!
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I'd say the romhackers involved did a great job. The music is great too, not to mention that it's still running on the original engine made for MMW2. Some editing was done to speed up the credits and load screens were reduced for your convenience in the video. Make sure to like and subscribe for more content like this!
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This time I am using Adobe Podcast which uses an algorithm to seek dialogue and restore it to a higher quality. The purpose of this video is to see how effective the app is. All in all, it's alright. All we need is something that can restore music as well. Some voices sounded sort of "grainy" when processing the clips through Adobe Podcast, so I had to do some manual edits and effects through WavePad. Go ahead and try it out here:
podcast.adobe.com/enhance
Note: no additional voices were generated in the making of this video and solely uses the original voice clips from Link: The Faces of Evil.
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Credit to peiru_mun and Chef Hexcellence for helping me obtain these tracks. All audio stems come from the XBOX 360 version of Mega Man 9.
0:00 Triangle
0:38 Square 2
1:03 Square 1
1:29 Square 1 and 2
1:55 Noise
2:33 Overlaying Channels
4:15 All Channels
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#deconstruction #vgm
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While everyone was probably streaming Mario Kart 7 before 7:00PM Eastern Time, I wanted to document an online function of a more obscure game, that being Sonic Generations 3DS which has an exclusive race mode.
The race mode however runs in 15fps and it's almost impossible to play. I was immediately disconnected after the round ended as all 3DS and Wii U servers shut down at the same time.
I'm sorry that the video and audio quality sucks. Capture cards for 3DS handhelds are extremely rare to come across as all of them have been discontinued for a few years now. Previous auctions have been up to $500 or $600 for one recording set. I will be uploading some content from the 3DS Internet Browser tomorrow. Subscribe for more content!
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Back to the video, the PSG tracks work with some volume mixing which gives this cool vibey effect (idk how to describe it ;-;). PSG 3 and Channel 5 also make a really good percussion track!
#deconstruction #vgm
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Released June 17th, 2020.
This song is a compilation of various Sonic tracks that I don't own. Please subscribe for future archive re-uploads!
TRACKLIST:
00:00 Tomoya Ohtani - Opening- Going My Way (Remix)
00:55 Naofumi Hataya - Stardust Speedway ''B'' mix
02:05 Tomoya Ohtani - Aquarium Park (Act 2)
04:07 Tomoya Ohtani - Dreams Of An Absolution (Starry Night Remix)
06:28 Mariko Nanba - White Acropolis -Snowy Peak-
08:04 Tomoya Ohtani & Jun Senoue - The Ark
10:07 Tomoya Ohtani - Battle with Infinite (First Bout)
11:52 Naofumi Hataya - Palmtree Panic ''B'' mix
13:14 Tee Lopes - Prime Time - Studiopolis Zone Act 2
14:26 Koji Sakurai - Theme of Rocky Ridge
15:55 Jun Senoue - Blizzard Peaks (J.S. Rock Mix)
17:36 Tee Lopes & Naofumi Hataya - Metallic Madness Zone Act 2
18:57 Richard Jacques - Reactive Factory (Work It Out)
20:04 Tomoya Ohtani - Fading World (Imperial Tower)
22:40 Tomoya Ohtani - Sky Babylon (Act 1)
24:24 Koji Sakurai - Theme of Metropolis Speedway
25:55 Richard Jacques - Regal Ruin (Back In Time)
28:24 Kenichi Tokoi - Planet Wisp (Act 1)
29:26 Tomoya Ohtani - Metropolitan Highway
31:08 Tomoya Ohtani - Eggman's Facility [Rhythm and Balance Remix]
33:40 Fumie Kumatani - Skyscraper Scamper (Day)
35:31 Kenichi Tokoi - Asteroid Coaster (Act 2)
37:25 Tomoya Ohtani - Rooftop Run (Act 1)
39:25 Tomoya Ohtani - Moonlight Battlefield (Aqua Road)
41:31 Tomoya Ohtani - Sky Road (Lap Music)
43:47 Kenichi Tokoi - Dragon Road (Day)
46:34 Tomoya Ohtani - Cool Edge (Day)
47:55 Hyper Potions & Jun Senoue - Ice Mountain (Lap Music)
49:06 Mariko Nanba & Tomoya Ohtani - Wave Ocean -The Inlet-
51:31 Tomoya Ohtani - A New Venture (Surfin' S.R.A Remix)
54:15 Tomoya Ohtani - Tropical Resort (Act 2)
56:00 Tomoya Ohtani - Beyond The Speed Of…
59:25 Tomoya Ohtani - Reach For The Stars (Short ver.)
ALL CREDITS GO TO THE RESPECTIVE ARTISTS AND OWNERS.
NO COPYRIGHT INFRINGEMENT INTENDED.
"Copyright Disclaimer Under Section 107 of the Copyright Act 1976, allowance is made for "fair use" for purposes such as criticism, comment, news reporting, teaching, scholarship, and research. Fair use is a use permitted by copyright statute that might otherwise be infringing. Non-profit, educational or personal use tips the balance in favor of fair use".
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Original Description: My Pingas level is over 9,000!
(Source music: Sonic the Hedgehog 3: Big Arms)
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I'm surprised I didn't do this one yet. Channels 3, 4, and 5 have the same melody, but channel 5 tries to pull the illusion of playing two extra channels through clever instrument swapping.
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0:00 First Attempt
1:38 Second Attempt
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I really like the bass guitar in this song. Being the first intro stage for a Mega Man game (in the classic series), this song gives a feeling of must needed action for an emergency. Channel 1 is a quiet version of channel 3 and is not played alone in this video.
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Due to a special interest in dubbing and audio files, I decided to compare Sonic's voices between the English and Japanese games. I would've done this with Mega Man, but the franchise is extremely inconsistent with dubbing and voice overs. Something interesting with Kanemaru is that he's fluent and English and was an English teacher (many of his solos are in English as well). Some of his "emotes" (expressions such as "OUCH" or "YES!" are mostly in English). Considering he has played the role of Sonic in the Japanese dub since 1998, I thought it would be cool to use AI to dub the English translations in his voice.
I used a variety of games across the series to show a "what if" scenario if there was one VA consistent with the entire series (similar to Charles Martinet from 1996 - 2023). Games ranging from Sonic Adventure 1 to Sonic Generations are used.
For Sonic Adventure 1 and 2, I tried to replicate the compression effect that was used for all voice clips and sound effects. Additional audio mixing was used. Each cutscene had to be parsed through a vocal remover to get the exact outputs. Other AI dubbing might come out wrong as some individuals will insert the entire unedited clip with music and other voices and receive broken output. Some English clips are used from the Japanese dubs and are not AI-generated.
Some issues I've encountered were any voice lines with "th" or "ng" at the end. ElevenLabs still struggles with these sounds. Certain emoting such as "WOAH" in the unedited clip or short lines with enthusiasm ("AND RUN!") break. I wanted to do a part with Sonic Color's "NO COPYRIGHT CAN STOP ME", but each time, Elevenlabs couldn't properly generate the line. Maybe I might make a second video if this does well.
Clips past 11:33 are the raw files generated from ElevenLabs AI Voice Generator and are in 48khz 128kbps quality. Not every clip was used, so be sure to check that out!
TIMESTAMPS:
0:00 Sonic Adventure
4:20 Sonic Adventure 2
6:53 Sonic the Hedgehog (2006)
10:42 Sonic Generations
11:33 Raw Generations
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#elevenlabs #aidubbing
Upload Date: May 25th, 2016
Siivagunner
youtube.com/@UC9ecwl3FTG66jIKA9JRDtmg
Grand dad is version song!!
youtube.com/watch?v=7jRnpUKHCTg&spfreload=10
tags:
Automatic Mario Sequencer Grand dad 自動マリオシーケンサU.N. owen was her U.N.オーエンは彼女なのか? 東方 touhou Silvagunner Auto Jido mario shikensa
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I had to re-upload this video due to a glaring typo! I love the melody between Channel 1 and 2 and how it echoes off of each other. The overlaying channels have different volume mixing to emphasize Channel 1. The way how I did it made the audio sound like it came from a Master System console using its PSG bank and not from a NES.
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Original Upload Date: Dec 4, 2019
Original Description: No midi file used. Arranged by ear. Background image by me.
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You can play the game on my Discord, however it'll require a .SWF player.
discord.gg/XWHmd4ep2j
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Some footage was reused from my past deconstructions, you should check those out when you can!
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Credit to peiru_mun and Chef Hexcellence for helping me obtain these tracks. All audio stems come from the XBOX 360 version of Mega Man 9.
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I believe the original upload date was around 2016. All Megacocorock content was deleted sometime in early 2019.
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