The fact that the 3rd voice can be manipulated in whatever way you want really does wonders, it's practially it's own little FM channel! Though the NES can also pull it's own weight with it's DPCM channel, at the expense of memory.
Recent versions of LSDj have reduced noise during wave channel waveform switching, making for a more ideal synth bass sound. (More information can be found in the changelog.) I used an older version of LSDj with almost the same sound as the bass I previously used in this song, but the sound is clearly different. Other than that, I made the first and last values of all waveform data to go through the zero crossing point as much as possible.
@@nanka8bit pretty impressive. if i may ask, i saw somewhere that those noise kicks are made by toggling the noise on and off. how does that work? is it just a regular arpeggio?
@@hiddenboy007 First of all, for this song, we set the maximum BPM that LSDj can use. This is because it is more advantageous for creating detailed sounds. Next, regarding the noise kick, turning any channel on or off at a specific frequency will create a different pitch at the specified frequency, regardless of the pitch being played at the time. Directly specifying the pitch using this method is how we create the kick in the noise channel for this song.
That's some really impressive noise kicks
I personally like its sound. It is a boon to be able to create more detailed tones with the latest version.
@@nanka8bit what being overclocked at 120 hz does to an mf
dude you're gonna become the next tim follin
excellent sound design!! I wasn't expecting that bass
音数自体はかなり減ってるはずなのに一切それを感じさせない再現度で超好きです!
ベースとアルペジオが最高すぎます!
Seeing this track remixed is fantastic. I’ve actually started this remix a good few months ago using VRC6, but never completed it. Great work!
It sounds like Tim Follin and Alberto Jose Gonzalez worked together.
Thank you. I also like Tim Follin and Alberto Jose Gonzalez. They are legends.
@@nanka8bit I couldn't say better words !
Without a doubt, the best music I've ever heard from a gameboy. This is definitive proof that the Gameboy's sound is better than the NES's.
The fact that the 3rd voice can be manipulated in whatever way you want really does wonders, it's practially it's own little FM channel! Though the NES can also pull it's own weight with it's DPCM channel, at the expense of memory.
Sounds like some arrangement Tim and/or Geoff Follin himself would make
Them funky wave tho
It's got that New Jack Swang to it. I like it.
You definitely know what you're doing! This is fantastic!
Nice LSDJ cover of the song, and nice wave bass and synth!😄🤩😎👌
oh this is wonderful!
Wow, that's groovy!
How is it possible to change waves like this without that horrid popping noise? Some kind of precise timing trick?
Recent versions of LSDj have reduced noise during wave channel waveform switching, making for a more ideal synth bass sound. (More information can be found in the changelog.)
I used an older version of LSDj with almost the same sound as the bass I previously used in this song, but the sound is clearly different.
Other than that, I made the first and last values of all waveform data to go through the zero crossing point as much as possible.
I feel like the “bells” @ 1:50 should’ve been panned like in the original, but other than that…
W for “wow”.!.!
“❤” (11 minutes ago)
Oh, I really mean 1:46-
I have bad time perception for some reason-
great cover! i love lsdj! very good tune from tim follin, too
This is sick!!!
This is stunning!
I love your synthbass sound!
Beyond impressive, i’ve subbed
That's possible with noise?!
Wow, this is very impressive! Incredible cover! :D
Nice :O
Cool
Well done 👍
How did you produce kick drums with the noise channel?
Simply put, it toggles the noise channel on and off at high speed.
@@nanka8bit how come old gameboy games never used this technique?
@@blockplease420 Because Tim Follin never composed for the game boy. That's why. We didn't have his ninja skills to create killer gameboy soundtracks.
is this overclocked?
nope.
@@nanka8bit pretty impressive. if i may ask, i saw somewhere that those noise kicks are made by toggling the noise on and off. how does that work? is it just a regular arpeggio?
@@hiddenboy007 First of all, for this song, we set the maximum BPM that LSDj can use. This is because it is more advantageous for creating detailed sounds.
Next, regarding the noise kick, turning any channel on or off at a specific frequency will create a different pitch at the specified frequency, regardless of the pitch being played at the time. Directly specifying the pitch using this method is how we create the kick in the noise channel for this song.
@@nanka8bit interesting. that's quite crazy, props for working with this crazy speed too!
flde
So
this is epic! well done! can you share the .lsdsng or .sav of this cover?
Okay, If the post on my Twitter page reaches 22 RTs, I will publish it.