The one that always springs to mind and I think it was mentioned in an article in Amiga Format was Operation Wolf, the cracking team removed the protection, reduced from two disks to one, put a front end on AND trained it - awesome.
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How did Japanese music composers write music for consoles?
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Originally posted by Zaki Matar View PostThat Ecco track is amazing TA!
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C64 demo scene > Amiga demo scene, but then I'm biased
Back to the original question, there's an interview with the guy who composed the Sonic tunes here:
He mentions composing them on an Atari (ST, presumably?), recording it onto tape, and sending it to a sound engineer (who I'm guessing was essentially a coder with expertise in the Megadrive's sound chip) who would create it on the Megadrive. Presumably, the composer would have a good idea of what the sound chip was capable of, so would base his compositions around those.
I'm guessing Sonic probably has a higher development budget most games though, so this might not have been typical.
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Originally posted by hudson View PostI think we need an Amiga music thread as these are great trip down memory lane.
If anyone can help with the initial thread question, that'd be sweet lol
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Originally posted by replicashooter View Post
Oh man, thanks so much for this heads up. I've been thinking about making an intro like these from the Amigarrr hey days. It'll never happen, but would be cool. If anyone here can help do some pixel gfx for a mock up crack intro and possibly a spinning polygon shapely thing, that would be awesome. [MENTION=2447]EvilBoris[/MENTION] [MENTION=3985]chopemon[/MENTION]
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Originally posted by ZipZap View PostC64 demo scene > Amiga demo scene, but then I'm biased
Loved the Amiga and so wished I never threw it out (along with the ton games) just to make room
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Originally posted by Team Andromeda View PostI loved the Amiga demo scene,
Originally posted by Team Andromeda View Postsame the sound chip couldn't really handle a number of sound effects and music to the played at the same time, but the music was amazing
Originally posted by Chris HuelsbeckThe sound chips in home computers back then were pretty limited in terms of possibilities. How did you manage to compose such a good music?
The Amiga originally supported only four channels. I was able to use seven. The trick was to mix four software channels into only one of the Amiga hardware channels. I managed to do that with some coding help by Jochen Hippel who already did similar things on the Atari ST. As a result, I was able to use the remaining three high-quality hardware channels for instruments with higher frequency content.
How many of these possibilities were documented by Commodore?
Today you would call it homebrew! Commodore wasn’t involved at all. I guess the original hardware developers were probably blown away when they realized years after what people were able to do with their hardware… it was a very interesting time.
Here are some more excellent examples of Amiga music.
Lethal Xcess
Supposedly this game also managed to have 7 channel sound.
( A hauntingly brilliant end theme. )
The best Amiga music will always stay with me and continue to impress me whenever I go back to it. They were special days because musicians got to use a sound chip that enabled them to do things previous 8-bit machines just couldn't. It inspired creativity that resulted in lots of classic tunes.Last edited by Leon Retro; 22-03-2018, 10:25.
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I've been active in the C64 demo scene for about 25 years (shameless self promotion: http://csdb.dk/scener/?id=2293 ), so it's always my true love, but of course there are lots of great Amiga productions as well. The big thing for me about the c64 is that the hardware configuration barely changed. A production released in 2018 would run on one of the first C64 models out of the factory (PAL/NTSC differences aside).
And from the point of view of a pixel-graphician, AGA is boring
Here are a few modern SID sounds!
Some of these are from a rather great SID album: https://multistylelabs.bandcamp.com/...-love-classics
A couple of demos
Quite long, but definitely take a look at the scrolling intro logo and then the dancing stickman at 10:05...
Lots of nice effects, and ends with the C64's answer to State of the Art
All running on the exact same hardware you used to play Paradroid onLast edited by ZipZap; 22-03-2018, 19:37.
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Red Bull Music Academy did an insightful series a couple of years back called Digging in the Carts. The videos are still online, along with a lot of added bonus content.
In episode 1, Junko Ozawa of Namco explains how she composed music, created waveforms (sounds) and translated the data for both into numerical data for the sound chip to understand.
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