Team Sonic Racing - Wisp Circuit (Sega Genesis Remix)

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Published on ● Video Link: https://www.youtube.com/watch?v=_Ghw0f1PeFo



Team Sonic Racing
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Duration: 7:45
2,391 views
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16-bit chiptune demake of "Wisp Circuit: Intro Fly-by/Lap Music" from Team Sonic Racing, compatible with the Sega Genesis / Sega Mega Drive console.

DOWNLOAD (MP3, VGZ & DMF):
https://drive.google.com/file/d/1v7QkvQrh8SfL4FW3EeRJRpyzmXky4p7r/view?usp=sharing
Feel free to use it for your videos or fangames.
NOTE: You need a VGM player to open the VGZ file, and the DMF is only for DefleMask.
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Technical info
·Tempo: 180 BPM (NTSC, speed 03/02)
·FM instruments loaded: 5
·PSG volume macros loaded: 2
·PSG channel 4: Free range white noise
·PCM samples loaded: 3
·Time in development: 4 days
·Music program: DefleMask Tracker v0.12.0
·Channel audio visualizer: Corrscope 0.7.0
·Stereo audio visualizer: Spectralizer plugin for OBS
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About the song:
I tried starting from the intro, but I wasn't sure what row length I should use or what clock speeds I should use, and it seemed to be at a slower tempo than the rest of the song, so I skipped the intro entirely. I started from that part where the drums start playing normally, that was much easier to follow and the tempo seemed to be the same as the regular ones in NTSC. Then I loaded some samples and then the first instrument I loaded, of course, was the Dis. Guitar '94 I always use. I didn't edit it much because I needed more instruments to get an idea of what it would sound like as a whole so I could see what should be emphasized in each operator, so I thought about where I had ever heard a Genesis sax and Ristar came to mind, though I'm not sure it had any. Regardless, I found a good instrument from it and then I got the Casino Night bass. Then I tried making the instruments sound as close as the original as possible, and once it all starting sounding good together I continued inserting notes. Then when the guitar came in I got the one from Metropolis Zone and edited it to the best of my ability. The unedited guitar had a high-pitched whistly sound, and even after messing with the TL and DT values it felt too electric and noisy, but somehow I managed to balance it out. I ended up doing that thing I've described before about raising the operators' values and lowering the octave to get a different sound. What I found interesting is that I was trying to make the soundwave "move" (to avoid it feeling like a harsh beep when held) by editing the MULTs in a way that made it vibrate in a different way, but what actually ended up working was making the MULTs align nicely with each other and then separating them with the DT values last. Kinda hard to explain. I wasn't entirely convinced it was good enough to stand on its own like that, so I put some echo to sort of fill in the gaps, and that changed everything.

Then after a short break I came back to continue with the repeating section before the chorus. I had taken a break because I was not really in the mood for copying sections and listening to minor differences after hours of adjusting instruments, but it was a completely different thing to start the day working on light work like that. Taking breaks keeps you motivated I guess. Anyways, I eventually got to the chorus, and for that I realized the guitar I was using could work there too. After a while though, I noticed the ADSR was making the long notes lose too much volume and it was overall too static-y, so I tried editing it again but as a separate instrument. At first I was messing around with values sorta at random until I started muting operators to see where all the static was coming from. Usually, TL1 is the one adding static while the other operators add their own timbre, but in this case all operators but OP4 were adding static as their TLs got higher. Realizing this, I muted the first two TLs to adjust TL3 as close to the original song's guitars as possible. It sounded like a bell-like piano if kept at low values, but after adding the other operators it would sound like a guitar again, so I just focused on "aligning" its timbre to the low tones of the guitar. Then the other operators were just a matter of raising their TLs to an acceptable level. It's pretty much the first time I've actively edited instruments additively, the way FM actually works.

This isn't actually the full length of the original song, I had to loop it a little earlier because I hit DefleMask's length limit.

There's a nasty glitch-like noise that happens at 0:44 that's produced by the guitars and the square waves together, and I think it happens more than once. There's no way to fix it other than muting either one of them, so enjoy the sudden NES scratches I guess. Can't imagine what it must sound like with Youtube compression on top.




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