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Author Topic: My SidTracker 64 songs (More Songs)  (Read 17487 times)
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spacefractal
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« on: October 07, 2015, 08:18:27 PM »

Yes im have purchase this software for my iPad, and im thinks its a execellent sid tracker software to playing around the sid chip. Id im ever do a music project, that require sid sound, im will property use SidTracker 64. This is the first tunes im have done in a few years, and have switched over to do programmering, stuff and my club (so sorry sokky im never got touch back to you, sorry about that).

here is songs made with it (im might add songs here), can been listen online:
http://blog.spacefractal.com/music/commodore64sidmusic/

(im removed the list, no reason to clone the list really anymore).

All above songs is now in 50hz and with MOS-8580 chip in mind (im mostly dont use filter, so its should ok with MOS 6581).


« Last Edit: December 04, 2016, 09:32:00 AM by spacefractal » Logged

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« Reply #1 on: October 07, 2015, 11:26:51 PM »

Makes me want to do a pixel version of Jungool!  Cool

For Mac users SIDPLAY works pretty well.
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« Reply #2 on: October 08, 2015, 05:46:51 AM »

Hehe, im would image this game in either Creatures or Goonies style.

Im would also love to see a c64 version of the title screen, hehe.

Im have update both songs to fix very minor issue (Sweet Home was slowed down from 140 to 135bpm and torned a little bit down on one snare in Waggabamba)
« Last Edit: October 08, 2015, 05:47:33 AM by spacefractal » Logged

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« Reply #3 on: October 08, 2015, 12:58:15 PM »

This is the first tunes im have done in a few years, and have switched over to do programmering, stuff and my club (so sorry sokky im never got touch back to you, sorry about that).
You rascal. Smiley Smiley

No worries mate - the project I asked for music for has been in limbo for months and months now, anyway.
Hopefully I'll get back to it within the next two months though. Everything just takes longer than you want them to these days.  Cry
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« Reply #4 on: October 09, 2015, 08:13:51 PM »

Im have still not finished out the Jungool Theme, even im have started it and is half into the song, im have added a another ingame song to the list.

This time Chi Whoopey. Im do property need to extends the ending something, but is anything does works fine.

Im do not have plan to do all songs, but some of them, all just for fun of course.

Could been fun to see a C64 version of Jungool :-D.
« Last Edit: October 09, 2015, 08:17:36 PM by spacefractal » Logged

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« Reply #5 on: October 10, 2015, 09:15:13 PM »

Yes im have done the Jungool Theme in the c64 wise sid file (edit: polished it a bit at this moment).

Howover its do miss few polish in that song as well in Chi Whoopey.sid

Oasis of Waggabamba.sid is ineeded turned out excellent.
« Last Edit: October 11, 2015, 08:53:59 AM by spacefractal » Logged

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« Reply #6 on: October 11, 2015, 05:34:42 PM »

Love 'Wagga Sweet Home' Smiley

They all sound great SF. Really well done.
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« Reply #7 on: October 16, 2015, 09:45:23 PM »

Im have added a another Jungool song, Its Iceblink Winds this time..
« Last Edit: October 17, 2015, 08:41:22 AM by spacefractal » Logged

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« Reply #8 on: October 17, 2015, 11:05:38 AM »

hahaha. Today after some years, im noticed a fun fact on two songs:

Chi Whoopey and Melody Nocturnal is the same song, just changed a reverb and speed. Rest seen unchanged or such.

Since its so long time ago, im newer know why im newer have noticed it at all. Hehe, oh well, both songs do works nicely in the game, and im thinks people too diddent notice it at all (nor im did).

On C64 im diddent used the string background instrument in Chi Whoopey (but the soundscape in the C64 would works nicely in that level throught), which im so could uses that in Melody Nocturnal and remove the drums property, me thinks, and being a little bit more ligther version.

Im have dedicated im have slowed down the C64 version of Chi Whoopey song a bit and removed the scary endning a bit (which im seen would not fit that level).
« Last Edit: October 17, 2015, 11:35:26 AM by spacefractal » Logged

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« Reply #9 on: October 19, 2015, 11:15:08 AM »

I never noticed that. lol...

Ps. Awesome sid work SF!
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« Reply #10 on: October 19, 2015, 11:45:27 AM »

either me. Its so long imo ago.

Even more wierd, im newer thinked about.

Im thinks this song should have been Chi Whoopey (even the filename was different in flstudio, its was tagged that song name)?
https://dl.dropboxusercontent.com/u/3236515/Triball/Cold%20overworld.mp3

When im see that level, im thinks that tune would have worked fine on that outdoor level (not sure the endning, but cool change). Im could eventuelly render that song to mp4 and use that in the game as its are, if you want and use it in a eventuelly Jungool update. So its possible to fix that issue. Im do wonder why im first have spotted that now, while redone some of the songs to C64?

Due the above the C64 sid have been renamed to Melody Nocturnal, but im do still thinks the slower version would suit it cool. So no other changes to it me thinks.

PS. Im know the folder is still named Triball, but in the eailer days im used that name and posted some tunes and work files used dropbox while we worked on it, so im have newer renamed the folder.
« Last Edit: October 19, 2015, 11:53:59 AM by spacefractal » Logged

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« Reply #11 on: October 20, 2015, 11:10:18 AM »

Another Jungool song finished:
Cockatoo Jalopy.sid

All songs seens to been using Cia timing. Do that have speed issue, if its was game running as long with the songs on a real Commdore 64? Im do not have used any advanced filters in any on the song, except its being cia timing (ticks is not used at 50 as normal, but various).

If the game ran on C64, im would rather see a scrolling game, this game could have been use flip screen on C64, and redone some levels that suit that screme (this would left out cpu cycles to sprites, gameplay, music rather than scrolling).
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« Reply #12 on: October 21, 2015, 07:49:40 PM »

og dman im missed the balders update, do that tomorrow. Also dont forget we have "Back to the Future" day, one of the levels we did in Manic Miner DS. We saw the movie today (Part II of course).

Im thinks im will later do more C64 songs. Im did recently take a look on the Greedy Moues song.
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« Reply #13 on: October 21, 2015, 09:31:24 PM »

Also dont forget we have "Back to the Future" day, one of the levels we did in Manic Miner DS. We saw the movie today (Part II of course).

See, this is one of the things I hate about the internet. Are we just supposed to believe everything we read (...if we're not stupid, that is)?
"Back to the Future" day...what does that even mean? (don't answer - it's rhetorical). The date in Back to the Future is October 26th. It's THAT simple.
Alright, so the 21st. is probably used in Part II (can't remember - it's been ages since I saw it)...but it doesn't make sense to call THAT "the future" as that is BEFORE the 26th. Things are rarely black and white and people calling the 21st. the "real" date are sheep as long as they don't specify which movie were talking about.
Always check your source reference...and make sure they're there before referring back to it. Wink Smiley
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« Reply #14 on: October 21, 2015, 10:11:52 PM »

You also quite black and write as well AND im did wrote Part II, so please read before hail me down on this one. Thanks.

21. Oct 2015 was extractly that day, Marty took a trip to in Part II, and we have just past that day right now. So course many net take this movie up, and some theaters even show all 3 movies in row. For me, its was quite fun to see the movie again on the movie "present" day, here of course Part II (even Part I mightbeen better than Part II).

Of course 26. oct was also used, but its a different story me thinks. Here its about the future scene.

now im thinks im will back to create mote sid songs, Mightbeen "Power of love", hehe.


* backtothefuture_partII.jpg (393.04 KB, 1920x1066 - viewed 155 times.)
« Last Edit: October 21, 2015, 10:32:47 PM by spacefractal » Logged

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« Reply #15 on: October 22, 2015, 07:22:44 AM »

Yes, I had a brain fart and was wrong. It was the 26th - in the first movie...which was set in 1985 - not 2015.
...I think I was too fast for my own good. Smiley
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« Reply #16 on: October 22, 2015, 08:09:02 AM »

Fasty pants. Lol
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« Reply #17 on: October 22, 2015, 10:20:03 AM »

hehe. Those dates in the movies can been confusing, hehe. Yes 26th oct was used in 1985. So that why 21st oct 2015 was the back to the future day. Still fun to watch that again yesterday. Im also remember that level for DS as well, its was fun to design that level.
« Last Edit: October 22, 2015, 10:21:44 AM by spacefractal » Logged

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« Reply #18 on: October 22, 2015, 11:27:51 AM »

I watched the first one yesterday too. Didn't have time to watch the second one, but I hope to do that tonight.  Grin
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« Reply #19 on: October 22, 2015, 02:11:57 PM »

hehe. Those dates in the movies can been confusing, hehe. Yes 26th oct was used in 1985. So that why 21st oct 2015 was the back to the future day. Still fun to watch that again yesterday. Im also remember that level for DS as well, its was fun to design that level.

Yes it was a very good level.



* Fack to the Buture.png (32.19 KB, 256x384 - viewed 215 times.)
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« Reply #20 on: October 22, 2015, 02:48:07 PM »

:-D.

Now back to typic. Im did not finish the Greedy Mouse yet, but here is a another Jungool song, which was one of the more simple one to do:

The Savage Claws
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« Reply #21 on: October 22, 2015, 08:34:43 PM »

Ah, but after looking at the BTTF level and remembering the wonderful graphics from Lobo alongside the great tune from that chap called "Space Fractal", how can you not just spare a minute or two in rememberance? LOL

PS, the MMLL tunes (a personal love of mine) would also be wonderful as SIDs. Also, much easier as a C64 port for the actual game.



hmmmmmmm......

PPS. Sorry for the 'slight' derailment!
« Last Edit: October 22, 2015, 08:35:23 PM by Flash » Logged

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« Reply #22 on: October 23, 2015, 05:18:46 AM »

haha, its was really fun to create that tune. Im used "Power the love" chords with a bassline from the C64 game, Slug. That tune was quite fun to do. Could been fun as a C64 tune as well.

the only "issue" is im used the same tune in many levels, but in various style. On C64 you have limited in instruments and use. But im do have some ideas, so the song not been too boing.

But, yes agree, MMLL would been quite easier than Jungool to do a port, due nature of the game, style and the original resolution used.

Property im will also take a look on some tunes from that game :-D. Its could been also been fun too.

PS. Jungool is possible on C64, but im would seen this as a flip/single screen game and redesign the game to that, not a scrolling game in either Goonies/Creatures graphics style. Im would not do a 100% port of course, that is not possible.
« Last Edit: October 23, 2015, 09:08:29 PM by spacefractal » Logged

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« Reply #23 on: October 23, 2015, 08:37:02 PM »

There is now a sid tune from MMLL :-).


PS. IM have edited various post, so im not wrote a bit to much, due im now released one tune from MMLL.
« Last Edit: October 25, 2015, 11:21:35 AM by spacefractal » Logged

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« Reply #24 on: October 24, 2015, 09:47:42 AM »

Im have now created a another MMLL song, so im have not forget it Smiley. Im stilll love the game.

This Its Commodore's Little Willy, here renamed to Coupe's Little Willy. This due the inspiration came directly from the excellent music from the Sam Coupe version, and we have some levels from that format.

on those spectrum levels we used with the original spectrum graphics, here we can of course use the c64 port, using that graphics instead.

EDIT, just for fun:
Here is how Willy could look, using 4 sprites (or 3, when multiplexing is used for the head and the body) for the middle sprite and 3 for the right Willy. Most enemies can either been multiplexed and/or using multi color. Im not sure im ever seen having 5 enemies on a line, except effects.

http://c64.superdefault.com/ seens do a pretty nice job, but of course missing some details and artifact, but im thinks Lobo could have fixed the missing details after that.... Howover with MMLL the resolution on DS was actuelly a bit lower (if not counting the double char graphics on C64). That means levels might require tweeks.

EDIT 2:
The song, Miner Willy, Space Explorer, was acteully used a another classic, which im now dedicated to use that one in the C64 version. This is now the third MMLL song, used the original song intended to been used (im guess you know the song, hehe).

EDIT 3:
Im gonna thinks all songs or most of them for MMLL should uses 50hz. Im diddent do that in first go. While Coupe Little Wily and Space Adventure both got sound nice in 50hz timing, im could not get ReggieLikesReggae sound right, due tempo im want it. Its settle just between 8 and 9 ticks per note when Ticks per second is set to 50.

Im will use 50hz in the future MMLL songs (where possible), but for Jungool, im will still using CIA for all songs, but newer over 50 ticks per second.


* c64_willy.png (0.98 KB, 180x68 - viewed 209 times.)
« Last Edit: October 25, 2015, 03:27:37 PM by spacefractal » Logged

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« Reply #25 on: October 27, 2015, 08:06:50 PM »

He does look pretty cool as a C64 sprite.

I wish I could remember all the stuff I used to know about coding the C64, so so long ago now since I was working with it. I know that in this day and age there are easy ways with PC based dev kits (not that I know of any good ones).

PS. Not had a chance to listen to the MMLL tunes as yet - but will do soon...
« Last Edit: October 27, 2015, 08:09:00 PM by Flash » Logged

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« Reply #26 on: October 28, 2015, 09:39:04 PM »

Im came up with a bit different version of the title MMLL song.

Im tried to do something to that song which was in the subsong 6 in "Circus Games" by Tynosoft in that version they used The Blue Danube versio of. But as guessed, its did do sound a bit too much circus, but this do got me to change it to a more fun version of.

There is few issues me thinks, but does works pretty nice as its are. Im do might do a longer version.
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« Reply #27 on: November 03, 2015, 04:15:48 PM »

currectly today and yesterday, im got converted all songs to been use vbr 50hz rather than using cia timing. Im thinks its easier in a regular game.

The only tune that still not sound 100% right is the Jungool Theme, but still is 100% listable as its are and property only me that would notice it.

Its would been nice if there was a feature in SidTracker that could expand patterns from 32 to 64, and strect the notes to that. Then im could better fix the speed issue better.
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« Reply #28 on: November 04, 2015, 10:46:10 AM »

another MMLL song added.
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« Reply #29 on: November 04, 2015, 10:56:53 AM »

I get a 404 error on Willy Space Adventure Sad

Love the Last Waltz LOL...

and,

The Titled Sir Willy is just plain AWESOME!
« Last Edit: November 04, 2015, 10:58:06 AM by Flash » Logged

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