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Niosai

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Everything posted by Niosai

  1. Interestingly, he did leave the source up. So if someone interest and skilled enough decided to have a go at it, they theoretically could.
  2. I don't understand that. honestly. Why let other people on a forum dictate your own actions, you know? But I don't really want to get into it. It was a cool idea. Sad to see it die.
  3. Tons and tons of Star Wars merch. It was beautiful.
  4. I also am wondering what the issue was. Making an engine that works identically to OoT doesn't seem like it'd be too problematic and would open the way for fan games/mods that can exist entirely outside of the confines of N64's limits. I wish I knew how to code and such because this is something that I've always dreamed of doing.
  5. I might share my (admittedly simplistic) levels when I get home in a few days.
  6. Stuff like this blows my mind. Keep up the good work.
  7. Looking back at that picture, jeez I look tired. I was midway through finals so I guess that explains it. But jeeeeeez.
  8. Also, if you use music software, you can manually fine-tune instruments. I'm too lazy to do so, but I know it's fairly easily do-able.
  9. I can't speak for punk, but I do know that you can use it to make songs in the style of Ocarina of Time using its actual instruments. But yes, you could test songs using its instruments as well, if you're planning on importing. I can't elaborate any further on that, though, since my knowledge of music-importing is limited at best.
  10. Well, something interesting that's kind of hard to explain is that... He used a single looped sample. the sample has only a beat and two snares. It's over in roughly three seconds at normal speed. What he did was cut up the samples to make different kicks, etc. Also, as a sidenote, he used samples even in place of MIDIs. If it sounds like it's MIDI, it's STILL sampled.
  11. I whipped a lil somethin' somethin' up. https://soundcloud.com/niosai/because-i-can
  12. I was almost about to upload examples of the sped up samples, but I realized that could potentially cross the legal threshold.
  13. Well, to begin, pretty much the entire soundtrack to Angel Beats! can move me and make me happysad. But, the first and foremost song would be Ichiban no Takaramono. Plays at some very very emotional moments. There's two versions, but I'm only going to link one since the other includes spoilers in the video background. There's also the second ending to Madoka Magica, called Magia, which... Is technically spoilers. But... It's just so unexpected and then awesome at the same time. There's many more, but... I'll post those some other time.
  14. Figured I'd update. Taken earlier today because I'm going to have to inevitably shave before I go back home from college. EDIT: You know, I don't know what it is about me and pictures of myself, but my lips just do that. But only in pictures. Not naturally. I don't know. O_O
  15. Hey guys! I haven't bee on here in ages! I figured I'd share some stuff that I've recently learned about the PlayStation 1 game "The Legend of Dragoon"s soundtrack! Here goes. PlayStation 1 games, for the most part, traditionally use MIDI to process and output music. Occasionally, those MIDIs also include samples of pre-recorded sounds from outside recorded sources. In the case of Legend of Dragoon, though, there's a difference. Using software called "VGMTrans" that extracts/converts in-game music as MIDI files and samples as WAV files, I discovered that the way Legend of Dragoon handles its music is actually much, much different in that it uses purely samples, even when it could use MIDI. If you listen to the drumline in the video above, you can tell that it is not generated via MIDI, and that it has kind of a muffled grainy noise, making the song sound very stylized. PlayStation 1 CDs did not have much space for music on them. Games used either MIDI, samples, or full length songs, albeit not many of them. Legend of Dragoon's composer, Dennis Martin (and Takeo Miratsu), used a method that is smart, but simple. In the menu theme I linked above, the full basic drumline is included as a single sample. The way it is done, though, is by recording the sample and then condensing it into an incredibly high pitched and fast, nearly unrecognizable sample. The PS1 hardware reads these samples at normal speed though, albeit at a slightly lower quality, explaining the graininess. I know most won't care about this or already knew this, but I just wanted to share what I found as I've been delving into music and music processing lately and found this very intriguing. Thanks for reading!
  16. *looks* Hmmm... ... ... ... ... Y'know, you're quite cute. >.> Not intending to creep you out or anything, just a compliment.
  17. So, errr, xdaniel. I'm just gonna go out on a limb and assume you like Madoka. Also:
  18. Picture of me from October. Of 2012... Edit: OH GOD IT'S SO BIG I'M SO SORRY
  19. I wasn't aware there were a lot of topics on it. Sorry. if it's an issue, I don't mind it being closed. Just felt like saying something about it. This was a big part of my life at one point. T_T
  20. So... I haven't checked the GCN in awhile. I'll occasionally check out the Ura Project page to see the goings on, (such as the search for a new composer and all that jolly stuff) but not much more. I used to be an active member of the whole Zelda modding community. I mean, I was terrible at the modding process itself, but I enjoyed playing around with a big part of my childhood, such as doing textures and all that jazz. I intentionally have not looked at anything on the forums before making this post. I was actually completely unaware of the situation until I saw ZeldaInformer post about it. I then decided to read the news sections and figure stuff out. First and foremost: This makes sense. Zeth and the team have been working tirelessly, it seems. This would normally sound like a good thing to the fans of this project, but I've seen what it takes to do simple maneuvers in the confines of the Zelda64 engine. They're doing stuff I didn't even fathom possible 5-6 years ago when I first saw this kinda stuff being done. They seemed like they were doing incredibly well on stuff, but again, I've seen how much it takes and I'm sure that what we've seen what with gameplay videos, screenshots, etc. is hundreds of man-hours of trial and error. Recently, a project I've been following for years now was cancelled. That project is called Shadows of Lylat (you can find it here: http://www.shadowsoflylat.net/). This was a project that was a total conversion mod of the Freespace 2 engine to make a Star Fox game. It was looking incredible, and the team was making leaps and bounds on it. Then, after awhile, progress slowed. And slowed. And slowed. And not only were they making little to no progress at that point, they'd lost interest. That is the worst thing that can happen. Not only because the project wasn't done, but because something they were inspired and determined to make was also something they held dear, and getting tired of something you love to do is not a good thing. EDIT: Just want to clarify, they also had jobs and personal lives and such to worry about. That's a big part of it. Even if they won't admit it, the developers on that project probably like Star Fox at least a little less than they did when they started the project. That's why this break that the team is taking is a good thing. I'm going to go ahead and assume that one day, this project will come back. I'm also going to assume that everyone will be more experienced. Now, it won't be the same. I'm sure by that point, some people may move on past this community, but people like Zeth I know will come back. Zeth, specifically, had (has) determination that I've never seen anyone invest in something like this. He deserves a break. Everyone on the team deserves a break. If they don't take a break, they will get tired of doing the project. They might have continued on the project, but begrudgingly. Now, a disclaimer. As I said earlier, I have a very very slight clue as to what's going on right now. This whole post could be pointless and I could be entirely wrong, but I do know that in my eyes, this all makes sense. Thank you for reading.
  21. Contributing mine: PS3: Assassin's Creed 3 (Beat it) Battlefield 3 Premium Edition Gran Turismo 5 Batman Arkham Asylum GOTY (Never got around to playing this all the way through) Dishonored
  22. I'll make a new, more professional-looking post for E3 2012.
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