These are a bunch of Dance eJay 5 samples I strung together in 2008. I then recreated it using instruments I put in FE8. Both versions were recorded in VBA and put on Youtube, as you can see below;
Oh yeah, I updated the Mineshaft tileset and sent it in to the repo the other day. The main change is the addition of the bed tiles from the fort tileset.
Hello, I have to say these tilesets are something else.
I saw them like two weeks ago for the first time and I am still trying to learn how to make a good map with the field tileset. Thou I won’t use the rail tiles in my project that I startet, I really like the idea behind it and will probably try to make some maps just for fun with these tiles.
This was the first map I came up with while using the field tileset by the way:
Cleaned up some of the instrumentation on Gruppa Krovi (Группа Крови, literal translation is Blood Type), a very famous anti-war song from the 1980s by Russian band Kino.
The irony of this song being in a Fire Emblem hack is not lost on me, once I heard the lyrics and understood the double meanings I think it can work really well. Not topical at all.
… oh hey a quasi original. Based on a few sample bars from Dance eJay 5 that I pitch shifted, and redid drums for.
I like this one a lot, but I may need to turn the volume up on all tracks; it’s the song Rapture from Marathon. The original Marathon. M1A1. From the levels where you’re in that pink Pfhor ship.
… similar vibe to the original with different instrumentation. Made an effort to give it a heavy warm bass pad.
Never played this game, but when I heard the craft select theme, I thought if you changed the instruments around, it’s a great early game enemy phase theme;
This was from a song I arranged from Dance eJay 5 samples back in 2007, and the show it’s for is what I might be the most well-known for. I’m really proud of the drums on this song, which have very little in common with the original. The string samples use the same tune that the two variants of Pleasure (which I think I’ll rename “It is a Pleasure” and “It Was a Pleasure”) use.
What’s the best use of this? Great question! Probably a victory theme for when there’s not many enemies left, or as an easter egg song. This song was intentionally placed in slot 44 in the sound room.
Been at it with maps again. I want to be a bit more aggressive with the number of visitable locations, to maximize the number of … uh, let’s say Choices and Consequences available.
Also thought I’d post these to give people a reference for what I made this tileset to do, so you can stop trying to force buildings with bigger rooftops then they’re supposed to have, to increase the playable space.
A portrait I’m working on. Torso piece is just Beran’s, with the colors changed. Head is based on a Hitman NPC, but some of the features are a fair bit different.
…and another portrait I based on a Hitman NPC, but I made her look about 30 years older than the character I loosely based her on. She’s supposed to look in her 50s or so. Probably great for a cutscene-only character.
Some music from Forsaken, specifically, the main menu theme. Might need to adjust the volume on it.
Two versions of another Forsaken song that hasn’t been previewed in-game yet. Version 002 and version 117 refers to the only difference between each version. Voice 002, in my main soundbank, is the Perfect Dark Electric Piano, and 117 is the same as NIMAP – the melodic tom.
The song name is Dead System, although … not on the PC Version of Forsaken, where it had no name at all, and a different song had the name Dead System. No idea why.
002:
117:
Both versions use the New Yevon choir, beyond that, there aren’t any imported instruments with this one, believe it or not.
…and here’s what Dead System sounds like in-game. I went with the melodic tom.
So the Metro 2 tilesets got sent into the repo again. Kinda major change this time; dirt pathways don’t use vanilla styling anymore so they don’t look like sand. Are these new dirt path tiles derived from the ones I used on Cynon’s Fields? Yes they are.
Palette 3 looks a bit different, I wanted the dirt to look more reddish, kind of like the more iron-rich soil in parts of Brazil or in the American Southeast. Rooftops and grass are slightly different colors as well.
There is a slight problem; I didn’t update the Tile 1 animations to reflect this, so the sand coastlines will look a bit off.
Is this going to be fixed soon? Yes it will, but I will have a few other changes included as well (on some versions); cobblestone pathways blending into the dirt tiles.
Trials of Mana’s “Intolerance”. Not imported into FE8 yet, and uses a lot of imported instruments. Someone might have converted this already, but I also don’t care. If someone wants it badly enough for their hack, annoy me enough about it and I’ll toss it and all instruments you need your way.
Just make sure to credit it the way I want you to in the soundroom! I’ve seen at least one project not live up to that pretty simple ask and I don’t want to have to police that.
So awhile ago I remixed this version of Silverstein’s Friends in Fall River, using a midi by a friend of mine, gone-sovereign;
Here’s it in action as a class promotion song;
Suburb version of Metro 2 again. I started using some of the water tiles I used on Cynon’s fields and I really want to know why I wasn’t doing this earlier because these are so much easier to work with and more stylistically consistent than the vanilla water tiles/cliffs were.
There’s a lot of garbage tiles still here where the vanilla water cliff tiles were, but I’m going to insert the river tiles there, so that will more than make up for it. Gonna have a lot of copy and paste work ahead of me for the other variants of these tiles though.
…and now for some more Metro 2 updates. I think switching the water tiles was the right move, and something I should have done waaaay earlier. River tiles are back and I had space on all four variants for them.
There’s still a few garbage tiles that I’m going to pull out, and the Ravaged tiles might get spun off into their own tileset out of necessity, but I love what I have here.
A remix of F-Zero X’s Port Town theme, based on a midi sequenced by Dave Phaneuf. Probably won’t play in FE8 as-is, it has a way to go still. I hope y’all like it as much as I do. If people like it, I’ll make it available.
Imported instruments;
FE6 Pizzicato (lol) String
FE7 choir section
FF6advance opera singer
Loops once, probably not the loop point the final version will use though.
Crazy Call at Cry, from F-Zero X, remixed to be a map theme. Based on a midi sequenced by Dave Phaneuf in 2001, credit should go to him as well. Hope he’s doing well, if he ever finds this.
This was made under the assumption that you would be importing a few instruments, but I did a version for NIMAP as well, although it doesn’t sound great. Download both versions and all imported instruments here. Free to use and all that.
I’ve remixed most of the F-Zero X OST in FE8 (it’s on my many links on the assets thread), but I never thought about a slower version with more orchestral instruments.
I’m impressed at how well it worked. You and Dave did an excellent remix, Cynon!
It’s a little bit of a pet peeve of mine that midi sequencers often don’t get credited for the work they’ve done for (in 99% of cases) no pay, when their works have been heard in romhacks. If it’s on VGMusic, the sequencer name is usually there. I know in some other cases it can be harder to get that information, or it may have been lost to time, but it really should be done more often.
I used to have a more blasé attitude about this until, in 2016, someone recognized my username on Twitter for something I had made in 2007 and I had a very happy cry.
…
Anyway.
I converted more Hitman screenshots to conversation backgrounds. Use them if you want.
Thank you! I try and experiment with as many different things as possible.
Music time, why not a good version of FE6’s Revenge! for FE8? Converting this song to FE8, with no instrument imports, basically loses all of the tension the original has, IMO. FE8’s instruments can’t convey the same feeling that well at all, and the lack of a half decent polysynth is a big reason why. So my solution? Crank the tension up, use some fake delays on almost every instrument, and turn the BPM from 150 to 174.
…and a NIMAP version, which isn’t as good IMO.
Oh, and a short cut of an unused song from Jet Force Gemini (Star Twins in Europe, apparently);
Took a stab at making a class card for the Court Mage battle animations I finished like 18-20 months ago. Decided to base them off of Roy’s official art, because the battle animations are also based on Roy.
I think these have turned out looking fine. Not nearly as hard as I was expecting, but, again, I just shrunk down Roy’s official art, photoshopped out the sword, reduced the colors, and winged it.
Oh, and spliced in the thief for the hood and the Mogall’s fire when necessary.
It’s supposed to be a gender neutral classcard, I’m not much of a believer in male and female versions of classes, especially ones with armor, being all that different.
Got no idea what I’d do for the promoted class other than just shamelessly mirror it. IS did that more than enough times.
Yeah, I do agree with the gendered armor classes being kind of redundant at times, especially with the way knights, generals and wyvern riders were done in the GBA games. They’re done just like most other classes, having two versions of them based on their gender, even tho visually they’re exactly similar, no distinction at all if you don’t count the unique palette colors, and as for the stats for the female version it’s kind of unnecessary too since they’re just for one female unit (and in FE7, there isn’t even any for the knight class). Honestly, they’re just more distinct on the 3DS games and onwards where the female units had different voices from the male/monster ones, and it’s easier to differentiate them on the GBA games if they’re given a new and unique battle animation.