Motoi Sakuraba is a god. Listen to his other music, you could easily put them all together in a single album and you'll wont notice the difference from one game to another
He and Nobuo Uematsu apparently have a background in progrock. I think there's someone who uploads progrock and progrock-adjacent music in the FF7 soundfont (such as YYZ by Rush) and it fits right in.
@@JAMllostthegame Listen to Dancing Mad, then listen to Emerson, Lake, and Palmer's song "Tarkus," as well as their arrangement of Fanfare for the Common Man. There are stylistic similarities and clear inspirations in Dancing Mad from those tracks. Plus, in the Final Fantasy VI fan tribute album Balance and Ruin, Zircon and Sixto Sounds's rock cover of Dancing Mad, "Demon, Fiend, and Goddess," has an homage to Fanfare at the 5-minute mark, in addition to being stylistically similar to ELP's works.
Et c'est seulement maintenant que je réalise que c'est une copie française de Golden Sun 2 que tu as dans le fond ! Merci pour la restauration ! Cette musique est juste épique !
oh cool thats whats up, i play these gba music files on my SC-88 pro but they sound even better on a mu2000ex cause they have more in common wit the XG midi format they sound dope on those units
Could you please elaborate? I'm curious! The synths are a 100% match with the ones in game thanks to ipatix's hard work on his agbplay tool. That said, I've changed the reverb, because I feel the one from the game "muddies" the synths a bit too much, if that makes sense? And of course the mix is different.
@@JusteDnithe synth at the beginning don't feel as "sharp". Also I'm curious I used to ROM hack music in Golden Sun, can you tell me more about that project regarding the synth? I knew they did something custom to support the synth generation but idk much about it and now im curious 🤔
@@PunishedFelix I think I see what you mean about the synth in the intro. That slight difference can be explained by the absence of the GS2 reverb in my version, which gives it an extra brightness for sure. I made that decision because I felt like the default reverb made some synths "dirtier" somehow and preferred to keep them as clean as possible. That's the kind of thing that you can try yourself if you get agbplay! :) You can get it on ipatix's github: github.com/ipatix/agbplay Ok so basically on the GBA there are a few channels available for music, mainly samples and synths. The "synths" ones are very close to what the original Game Boy had so it's quite low quality. Ipatix explained to me that Camelot wanted better synths, so they "hacked" something into the GBA sound engine, in the section that handled sample sounds. They did this by defining "incorrect" PCM instruments with a sample length of 0, but their assembly code catches that condition and overrides the processing and mixing routines of the audio engine. This allowed them to write their own synth generation code, at a higher quality + better sample rate + custom parameters, etc. Ipatix is incredibly talented and he managed to reverse-engineer that assembly code and he made it available in C++ via his tool agbplay. Most GBA music tools work well with sample-based instruments but none of them (to my knowledge) handle the GS synths at all, except for agbplay. Some tools tried in the past (like GBA Mus Riper) but never came close to the original thing.
@@JusteDnithat's sick!!! 😮 I used to use Sappy16 but only for pointers. I was familiar somewhat with the sample format those games used on the hex level but I never mastered manipulating the synth instruments in GS. So cool though, gonna take a look! Thank you so much!!
jo nice Videos ! can u pls make a Video with from Golden Sun The Elemental Stars - The Broken Seal it was my first Game what i bought :D i Love that Game ! :D
What if you wanted to go to heaven
But god said
Djinn Storm
My fondest Doom Dragon Battle memory was Ivan landing a hit on the last head as a hail mary since everyone else was down and getting the kill
Ivan useful? A legendary moment for sure
Cruel Ruin is the most imponent final attack of all videogames
And the worse is... That makes sense
Cruel Ruin!
These games and music are so epic. I wish more people played them!
This game has such a phenomenal OST, and the metal elements in this track in particular and a few others are incredible.
Motoi Sakuraba is a god. Listen to his other music, you could easily put them all together in a single album and you'll wont notice the difference from one game to another
He and Nobuo Uematsu apparently have a background in progrock. I think there's someone who uploads progrock and progrock-adjacent music in the FF7 soundfont (such as YYZ by Rush) and it fits right in.
@@JAMllostthegame Listen to Dancing Mad, then listen to Emerson, Lake, and Palmer's song "Tarkus," as well as their arrangement of Fanfare for the Common Man. There are stylistic similarities and clear inspirations in Dancing Mad from those tracks.
Plus, in the Final Fantasy VI fan tribute album Balance and Ruin, Zircon and Sixto Sounds's rock cover of Dancing Mad, "Demon, Fiend, and Goddess," has an homage to Fanfare at the 5-minute mark, in addition to being stylistically similar to ELP's works.
"Djinn Storm"
My heart sank when it made that move the first time 😢
the best theme in the golden sun series and most recognizable
Man, that sound brings me so many memories, thank you so much for doing this.
hot damn this goes harder when it's not crunchy
Man every battle track has turned out so goood. Can't wait to hear TLA's boss theme in this quality!
Thanks! And by pure coincidence I was already working on TLA's boss theme, I've just uploaded it now :)
Et c'est seulement maintenant que je réalise que c'est une copie française de Golden Sun 2 que tu as dans le fond !
Merci pour la restauration ! Cette musique est juste épique !
Hééé oui! Vive la VF de Golden Sun! ^^ Merci bien! :)
oh cool thats whats up, i play these gba music files on my SC-88 pro but they sound even better on a mu2000ex cause they have more in common wit the XG midi format they sound dope on those units
Damn this song slaps. The synths hits totally different though.
Could you please elaborate? I'm curious! The synths are a 100% match with the ones in game thanks to ipatix's hard work on his agbplay tool. That said, I've changed the reverb, because I feel the one from the game "muddies" the synths a bit too much, if that makes sense? And of course the mix is different.
@@JusteDni Maybe they meant that synths sound much realer and not like 8-bit compared to the original.
@@JusteDnithe synth at the beginning don't feel as "sharp". Also I'm curious I used to ROM hack music in Golden Sun, can you tell me more about that project regarding the synth? I knew they did something custom to support the synth generation but idk much about it and now im curious 🤔
@@PunishedFelix I think I see what you mean about the synth in the intro. That slight difference can be explained by the absence of the GS2 reverb in my version, which gives it an extra brightness for sure. I made that decision because I felt like the default reverb made some synths "dirtier" somehow and preferred to keep them as clean as possible. That's the kind of thing that you can try yourself if you get agbplay! :) You can get it on ipatix's github: github.com/ipatix/agbplay
Ok so basically on the GBA there are a few channels available for music, mainly samples and synths. The "synths" ones are very close to what the original Game Boy had so it's quite low quality. Ipatix explained to me that Camelot wanted better synths, so they "hacked" something into the GBA sound engine, in the section that handled sample sounds. They did this by defining "incorrect" PCM instruments with a sample length of 0, but their assembly code catches that condition and overrides the processing and mixing routines of the audio engine. This allowed them to write their own synth generation code, at a higher quality + better sample rate + custom parameters, etc. Ipatix is incredibly talented and he managed to reverse-engineer that assembly code and he made it available in C++ via his tool agbplay. Most GBA music tools work well with sample-based instruments but none of them (to my knowledge) handle the GS synths at all, except for agbplay. Some tools tried in the past (like GBA Mus Riper) but never came close to the original thing.
@@JusteDnithat's sick!!! 😮 I used to use Sappy16 but only for pointers. I was familiar somewhat with the sample format those games used on the hex level but I never mastered manipulating the synth instruments in GS. So cool though, gonna take a look! Thank you so much!!
Remember when players said nah I'm just gonna ignore Doom Dragon and skip the entire boss fight
jo nice Videos ! can u pls make a Video with from Golden Sun The Elemental Stars - The Broken Seal it was my first Game what i bought :D i Love that Game ! :D