Hey guys, completely unrelated, but check out my UltraBox cover of Studiopolis zone act 1! ua-cam.com/video/PpX7OTXjWAM/v-deo.htmlsi=ushjVkQd4UjvtE7U Also why is this video suddenly getting thousands of views?
@ I see. Janky nes emulators have always been an interest of mine for some reason😂. Now it’s gone from that, to janky snes emulators. There is just something so charming about them.
Just what I was going to post in a comment. In fact, it reminds me quite a lot of "South Park Mario", one of those fanmade South Park-themed games that came out for Windows several years ago.
Its like someone replaced the NES’ sound hardware with a MIDI card... Back when I was a kid, I used to listen to MIDIs on VGMusic A LOT; and I mispronounced them as “My-DIE”. Sometimes certain MIDIs can sound so bad, you might as well die after listening to them!
There’s no pitch up or pitch down in MIDI, so without accommodations, just a singular tone for pipe entries or jumping. The way pitch up/down works in this emulator is by repeatedly adding notes to simulate a pitch up or down every few milliseconds.
@@MedachodActually, most of the sounds in these games slide manually, which means instead of actually sliding the notes, the notes are individually placed in order (or sometimes out of order) to create the bending sound effect. That’s how I made the sounds in this video (ua-cam.com/video/EQwim7CH3FQ/v-deo.htmlsi=hHbLfEcjHAgURqi4) almost accurate.
@@Daniel-fk3lr A lot of NES music does pitch bends "in software" by updating the frequency of notes frame by frame, but I believe the Mario jump sound makes use of the 2A03's hardware pitch slide feature available on the pulse wave channels. For this reason, I found it odd that this emulator didn't map that feature to the MIDI pitch wheel event and instead chose to output a series of "tweening" notes to simulate the effect.
MIDI CC5 is for portamento rate, CC65 is an on/off switch for portamento, and CC84 is for portamento amount, although that last one is often unused. *Edit:* MIDI 1.0 implements the portamento commands on a per-channel basis, but MIDI 2.0 implements the portamento commands as note-specific functions, similar to velocity.
Slide notes I’ve seen a video with similar sound to this- but that didn’t include the sliding for its “emulator that can play Super Mario Bros. badly” (they add *so much* to the listening experience)
@vittosphonecollection57289 wow you got a hearted comment you are officially the coolest person in the world you deserve 30 Guinness world record award congratulations!11!1!
Some are good, some are bad. GBA and anything before it are likely to run games perfectly fine without any issues at all. The DS and anything after it like 3DS, Wii, etc, are definitely not worth it and you're better off playing with real hardware if that's a possible option for you. Even using the best possible emulators, like Melon DS, Citrus, and Dolphin, the games have sound, loading, and framerate issues. I love playing games that have glitchy noises and music, freezes for a moment every time it loads something new, and lags for no reason. Playing Dragon Quest Monsters Joker 3 was an awful experience because of these problems.
they should have used the clavinet preset as opposed to square wave as with msgs, clavinet sounds similar to a pulse wave whereas square wave is going for more of a synthy sound
I once had a PC that simply couldnt run two MIDI's at once, because that was the limit. All the reason why the effects for other games were wav files or something
In high school I programmed a Game Maker 8 game that had sampled audio for music and MIDI for sound effects, because I found that the music cut away when I tried to make sound effects also audio samples.
Hey guys, completely unrelated, but check out my UltraBox cover of Studiopolis zone act 1! ua-cam.com/video/PpX7OTXjWAM/v-deo.htmlsi=ushjVkQd4UjvtE7U
Also why is this video suddenly getting thousands of views?
people love janky nes emulators now, and people really wanted to hear the midi part done right
@ I see. Janky nes emulators have always been an interest of mine for some reason😂. Now it’s gone from that, to janky snes emulators. There is just something so charming about them.
This legit sounds like someone's fanmade port of Mario to Windows 95, I love it.
Just what I was going to post in a comment. In fact, it reminds me quite a lot of "South Park Mario", one of those fanmade South Park-themed games that came out for Windows several years ago.
Its like someone replaced the NES’ sound hardware with a MIDI card...
Back when I was a kid, I used to listen to MIDIs on VGMusic A LOT; and I mispronounced them as “My-DIE”. Sometimes certain MIDIs can sound so bad, you might as well die after listening to them!
VGMusic!!
I used to pronounce them that way too 😭
What's up, my DIE?
I still listen to a bunch of MIDIs from VGMusic. Gives me the warm-fuzzies!
There was that one MIDI I found on VGMusic that was surprisingly beautiful. It was "Mega Man Zero 2 - Neo Arcadia". I'll never forget that intro.
There’s no pitch up or pitch down in MIDI, so without accommodations, just a singular tone for pipe entries or jumping. The way pitch up/down works in this emulator is by repeatedly adding notes to simulate a pitch up or down every few milliseconds.
There is pitch bending in MIDI (i think its called portamento), but somehow the NES to MIDI thing broke the pitch bending
@@somethingorsomeone-qe5jo That settles it. We need an update for this emulator that has better MIDI accuracy.
@@MedachodActually, most of the sounds in these games slide manually, which means instead of actually sliding the notes, the notes are individually placed in order (or sometimes out of order) to create the bending sound effect. That’s how I made the sounds in this video (ua-cam.com/video/EQwim7CH3FQ/v-deo.htmlsi=hHbLfEcjHAgURqi4) almost accurate.
@@Daniel-fk3lr A lot of NES music does pitch bends "in software" by updating the frequency of notes frame by frame, but I believe the Mario jump sound makes use of the 2A03's hardware pitch slide feature available on the pulse wave channels.
For this reason, I found it odd that this emulator didn't map that feature to the MIDI pitch wheel event and instead chose to output a series of "tweening" notes to simulate the effect.
MIDI CC5 is for portamento rate, CC65 is an on/off switch for portamento, and CC84 is for portamento amount, although that last one is often unused.
*Edit:* MIDI 1.0 implements the portamento commands on a per-channel basis, but MIDI 2.0 implements the portamento commands as note-specific functions, similar to velocity.
Yup, it reminds me playing NesCube on Nokia 3110.
thanks so much, this is something i actually wanted for a long time after listening to enough old vgmusic midis in old mario flash games and stuff
The Jummbox soundfont actually makes this listenable
*beepbox
@@HalfBreadOrder Actually the answer is both.
@@stgigamovement I know.
@@HalfBreadOrder *ultrabox
Isn't it just... the Roland SC-55 but worse?
Love how the fireballs sound the same
mariones but it locked in
@@Colin7555MO lmao
sounds like sega sonic
thats what i tought!
Oh thank God you specified that, I always first assume Microsoft Sonic
@@theallknowingsause8940 There’s an arcade game called “SegaSonic The Hedgehog.”
Tbh it sound pretty good with midi
Expected some sonic jam chip and dale music when the level title card hit
Slide notes
I’ve seen a video with similar sound to this- but that didn’t include the sliding for its “emulator that can play Super Mario Bros. badly”
(they add *so much* to the listening experience)
i like how this sounds
Sounds almost accurate to the worst Nes Emulator MarioNES
except it doesn't look & act like crap
yeah because MarioNES uses midi too, but this emulator has ADSR capabillities, unlike MarioNES.
That ROM hack (the second one) has a lot of personality, I like it!
Thx for the heart btw
@vittosphonecollection57289 wow you got a hearted comment you are officially the coolest person in the world you deserve 30 Guinness world record award congratulations!11!1!
@@Mikko-Maggie-Morethe fuck
Unexpectedly faithful to the original
I love that the SFX sound similar to New Super Mario Bros DS.
Microsoft GS Wavetable Synth mentioned??!
Microsoft GS Wavetable Synth my beloved
this is what retro game purists think emulators are like
who would have a problem hearing nes games in different soundfonts?
@@farmervillager1376 retro game purists i guess
Some are good, some are bad.
GBA and anything before it are likely to run games perfectly fine without any issues at all.
The DS and anything after it like 3DS, Wii, etc, are definitely not worth it and you're better off playing with real hardware if that's a possible option for you. Even using the best possible emulators, like Melon DS, Citrus, and Dolphin, the games have sound, loading, and framerate issues.
I love playing games that have glitchy noises and music, freezes for a moment every time it loads something new, and lags for no reason. Playing Dragon Quest Monsters Joker 3 was an awful experience because of these problems.
if mariones was peak
Mario and Yoshi Collection (1995, Nintendo PC)
Also released as part of the Mario and Doonsbury Pack in 99
This is wayy better than j2me nes emulator
pretty cool that the powerup sound sounds really similar to the one from New Soup DS
is this what soup or mario bros sounds like
0:54 even the captions thank you for passing 1-1
they should have used the clavinet preset as opposed to square wave as with msgs, clavinet sounds similar to a pulse wave whereas square wave is going for more of a synthy sound
Is the last one a remake of Super Mario Land?
MSGS nes... bizarre
It's.... interesting.
The high note in the song at the end sounds like it's in the wrong key or something
@@ZoofyZoof it’s like that on a real nes too😂
this is just what super mario all stars sounds like
At least it ain't MarioNES
Ah yes, Super Mario Bros on the PS1!
YAHOOOOOOOOOOO!!!
Would it be possible to save the sound output as a .mid file?
@@AndrejusDovidaitis idk sorry
@@Daniel-fk3lrif it’s an open source program then it might be possible if someone programs it in
Now replace the colors with EGA palette.
Twisted ending.
Sounds like a drunk NES.
I once had a PC that simply couldnt run two MIDI's at once, because that was the limit. All the reason why the effects for other games were wav files or something
In high school I programmed a Game Maker 8 game that had sampled audio for music and MIDI for sound effects, because I found that the music cut away when I tried to make sound effects also audio samples.
No voice samples tho.
what if you try this with virtualmidisynth and a nes soundfont
Isn't this just replacing all the chiptunes with the squarewave instrument? It's not very surprising that it's going to sound right then.
It is when you compare it too basicnes or mariones
hey, for some reason, the emulator's display is only showing whitescreen.
@@OrenjiPerson I think you need a pallet file
@Daniel-fk3lr and where do I put it? I always have the default one in the same directory.
@@OrenjiPerson Put it in your documents directory in file explorer, and rename it "nes.pal"
@@Daniel-fk3lrStill doesn't work. I'm so confused
Quick! Bring Vinny and Joel!
Now we need to figure out how to put soundfonts and different instruments
Better version of mariones
super baldi bros.
so retro
How do you emulate the DPCM channel with MIDI?
The emulator is in the description, I also put the steps on how to do it in there too
@@Daniel-fk3lr That you did, but that doesn't tell me how the emulator is able to emulate the DPCM channel.
@ oh sorry, I don’t know how
Is it possible to use this with OPL3 FM Synth?
@@henryfreeman1256 not sure, sorry
@@Daniel-fk3lr Thanks for replying to me honestly.
Still sounds weird
The percussion in the Super Mario Bros. ground theme is just a *s y m b o l*
cymbal?
@emilyy03 yeah
What is the first romhack called
super mario unlimited deluxe :)
Where song?
this feels right but also very very wrong
Please be Game over…
Koopa
Basicnes
Someone should mod mesen with this I beggeth
The colors are gross
My name is Daniel too.