I generally prefer there to be fewer differences in build and appearance for the same class unless it’s absolutely necessary (the Brigand being an obvious one). If the male version is wearing pants, the female version should be too.
Also the use of male/monster made me laugh.
Anyway, shameless edits for the promoted version. I think for my own works I’d use the last one, but the others are fine too. These and the T1 ones I posted above are F2E.
Also, I got this instrument into Fire Emblem 8. It’s from the Age of Wonders 1 title screen. The following is from the original ImpulseTracker file. It sounds pretty good on bass too.
Now to show it off in a song I got into FE8.
The midi for this is two other midis of this song smashed together. One of them was sequenced by DAR, the other … I have no idea who sequenced it, and I’m not sure I’ll ever find out.
The song is Firelake’s Live to Forget. If you’re at all familiar with S.T.A.L.K.E.R., you’ll recognize this.
The guitar is Don’s Twangster from the Timbres of Heaven soundfont, but, as mentioned already, I got it into FE8 with surprisingly few issues.
If you hear a slight popping with the vocal patch, that’s something that does not occur in FE8, and only does with the version pulled from the soundfont gba_mus_riper created. The vocals are from FF6a.
Thank you all for the warm responses to it, I’m never quite able to gauge the reactions people have to music I post here or elsewhere that doesn’t adhere to NIMAP 100%. Especially when I hear that I should force NIMAP to do things it simply isn’t capable of doing.
So here’s a download link for the AoW1 title screen glass string instrument;
For my own purposes, I put it as voice 89, but you can put it wherever you like. I trust y’all are smart enough.
In honor of classic Doom’s soundtrack being put in the Library of Congress in America… this uses an imported guitar from FE7.
A shortened version of Orc 2, from the original Warcraft. The first one. The RTS. The mastering is significantly different from the original CD Audio version, because the bass is LOUD, and it fits Warcraft 1. This was based off the original midi file, much like the In Sandy’s City conversion.
Has anyone heard of Weltorv Estleia? I like what I’ve heard about it. Also, doesn’t this sound like halfway-decent armory music?
This is from Starfox: Adventures when it was known as Dinosaur Planet. Pretty sure this exact sound made it into SFA. Sound file is a little big but it’s a lot smaller than I was expecting.
Ported this over for @TheAtlas on semi-short notice.
What a nice timing to see this after recently watching some Star Fox (I.e SF Event Horizon).
While I haven’t managed to beat SFA, I did play a bit of it (I’ll see if I’m able to get through it soon), and I do remember this ambiance sound. But man, does it sound scarier on the GBA (or maybe it sounds scarier if there’s no other music/you aren’t hearing it while exploring the temple).
Another song from Deus Ex: Revision, a mod for Deus Ex 1. Kinda.
I’ve mentioned this in this thread already, but in Deus Ex 1, there’s an unused Majestic 12 Labs theme. In Revision, that theme was remixed to be a motif for Gunther Hermann.
I basically converted the original song to a midi, and then remixed the midi in similar but not identical ways that EdenShard did for the song in Deus Ex: Revision, with some but not all of the same changes EdenShard made.
…and it’s related to this song, which I have fixed up. In Deus Ex: Revision, this is a boss battle theme. Might be fun to use it as a boss theme in a personal project, or at least, the enemy phase theme.
I’m not a huge fan of Dragon Quest, but I needed a song that fits a place the poors don’t belong in, and this just sounds on the nose.
And now for the highlight of this post.
This one is sort of unfinished. It’s the city theme from the good old dungeon crawler Mordor: Depths of Dejenol, cut a little bit short, with the FE7 inn ambience added in.
…and another song I’m working on; Age of Wonders 1’s Defenders. I did bring over the talking drum from the original even though, honestly, I wanted to avoid doing that if NIMAP had a passable alternative. I couldn’t get past what NIMAP offered. The percussion is a bit lacking compared to the original.
Why is this the only MP3 preview here? Because this is from Synthfont, not from an FE8 rom. The videos are all recorded in-game.
Some updates to the Cynon’s Fields tileset; wheat fields! The wheat fields use palette 1, which in the released version of this tileset, isn’t used at all.
A few technical changes;
Wheat fields use the forest terrain type. Probably going to amend that for my own use but we’ll see.
Dirt roads still use the Flat (cave floor) terrain type and that’s not really changing. The bare wheat fields also use the Flat terrain type. Why did I do that? Battle platforms!
The wall gate tiles in the top left corner use the Gate (Castle) terrain type, which is the terrain type the other ones use right now. The ones sorted with the rest of the wall tiles (bottom right-ish) use the Fort terrain type now.
The darker tree tiles use the Thicket terrain type, so they’re meant to be barriers to ground units.
The railroad tracks use terrain type 3E because for my own project, the railroad tracks have movement restrictions for cavalry and armor. In vanilla FE8 I think it’s identical to Plain terrain. This is the case in the released version of this.
I may change the color of the mountains a bit, because the mountains don’t use the same colors as the dirt roads but they do look similar. I may change the regular grass tiles a bit also, I’m not completely happy with them at the moment.
Oh, an example map. This is intended for a serious project. There are some tile changes here that aren’t being shown off, like a cracked wall that takes down multiple tiles. Lots of destruction possible here.
This is an introduction theme that Versus (later NBC Sports) used for IndyCar broadcasts for a few years. Sequenced it myself*, ported it to Fire Emblem 8 because why nobody could stop me.
The version without an intro might be a good player phase combat theme.
Asterisk used because an ancient form of wav-to-midi that pre-dates AI was used to make sure I was doing it right. I’m not sure it helped that much, to be honest!
IndyCar on Versus Theme:
No Intro:
Only imported instrument is from FE6.
NIMAP version:
Oh yeah, here’s a Legend of Dragoon song. The percussion in the original is kinda loud; and if you haven’t played Legend of Dragoon, the monsters “dance” in time with this song. Legend of Dragoon uses QTEs (the only game to do QTEs right IMO) for special attacks, and if you guessed that all of them are synced to this song, you’d be right – making it easier to time them. Really unique battle theme though.
Uses imported drums (from Deus Ex 1 and RPG Maker Advance) but is otherwise all NIMAP.
This song is listed with an incorrect title, the real name is More Control. Composer was listed accurately. I heard it from a TV show that aired in the US like 18 years ago. It popped back into my head a month or so and I decided to port a short version of it to FE8. This is NIMAP-compatible.
Today, on Why Is This Song In Fire Emblem?! we have the Rezopolis theme from Gex: Enter the Gecko…
There’s a lot of bass on this and I thought it should be louder, but I didn’t like how the volume looked as red as the background in the sound room. Will probably address it later.
There are two bars in the beginning that we cut out, because this sounds like it would fit for a late-game bonus chapter on the player’s turn and those might get repetitive.
Expect a NIMAP version that might be a little better because the NIMAP sawtooth is not presently in my main soundbank.
The original has a lot of mechanical sounds, like drills and air wrenches/torque wrenches, but those were surprisingly simple to assign to other percussion. The only thing that wasn’t simple was what to assign the crowd noise to. Both the white noise instrument in NIMAP and the FE7 inn sound work pretty well and aren’t that different, but we considered using the heavy wind sounds as well
NIMAP versions ahead, which have not been put in-game yet and still have the first two bars in;
With voice 100 as the lead;
With the harp as the lead;
With voice 110 (the string section that is basically a cheat code) as the lead;
Added a few extra river tiles, because I noticed I was going to need them sooner or later anyway.
So I’m going to go through some of the terrain type changes here because some things will not be immediately obvious, particularly as it concerns the extra gate tiles.
Tiles highlighted in red behave like wall tiles. The gates are solid gray, like a barred gate. Ground units aren’t supposed to pass here.
Tiles highlighted in yellow are breakable walls. That’s a wooden gate, you can break it. I also noted the locations of some added breakable wall tiles for east-west walls.
The tiles highlighted in pink are castle gates, because they make for great seize chapter points.
The tile in the bottom far right corner highlighted in blue is a river tile because that’s supposed to be for waterways that cut through a fortress. That’s also why the top and bottom edges of those gates are a little bigger.
The two wall gates that aren’t highlighted at all are Forts.
A Dare to Dream remix done years ago, ported to FE8. The original remix is on that same youtube channel, the original song this is based on is 10 seconds long.
Any IndyCar fans here? … yeah yeah, I know, you’re embarrassed about it too. Don’t lie, every IndyCar fan is embarrassed about something, if not many somethings.
The TV opening when Versus had the broadcast rights… remixed a bit.
…and when ABC/ESPN had the broadcast rights, this was the TV intro.
…
Church organ version of Jim Wooden’s song Nemesis, using both FE8 organs and the one from FE6.
Some tileset fun, I got animated fire tiles back on the Metro 2 tileset. They use the same palette the lampposts do, and since they also use a type 2 animation… they flicker, too. :]
@Cygnus and I were talking about Rohm Mohc’s theme from Star Wars: Dark Forces. Rohm Mohc wasn’t a huge standout for a villain other than Darth Vader took him seriously. This one uses one of the Nergal choir patches from FE7, but is otherwise NIMAP compatible.
…and a combat version of it, based on the last part of the original song (which isn’t in the above version).
…and an alternative version. Both of these are NIMAP-compatible.
Oh yeah here’s how the animated fire tiles on Metro 2 look. They’re mostly from or based on Square SNES/GBA games, with my own editing and originals made to copy that style. The fire pits from FF5 reminded me of artillery shells of some kind.
Thank you both, these are a lot of fun to make because there’s a lot of potential with tile 1 animations that I don’t think many people take advantage of (and the vanilla tiles generally don’t, but vanilla FE uses them for water mostly).
Here’s what the first frame of Metro 2’s Tile 1 Animation sheet looks like, right now, with palette 0;
Now, how much of that is actually in use? Pink/purple tiles are definitely open, but there’s still a few that could be taken out…