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Sonic 4: Episode 1 Discussion

Discussion in 'General Sonic Discussion' started by Cinossu, Oct 11, 2010.

  1. amphobius

    amphobius

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    Every track needs to be a MIDI Out channel and usually a unique channel number - routing to MIDI ports is unnecessary - and then export.
     
  2. evilhamwizard

    evilhamwizard

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    omg thanks that did it

    I'll see if I can get all the music done by tonight. But here's a little something I did in about 10 minutes with FM8 VSTi:

    Casino Street Zone Act 1 (FM8)

    Wish it looped a few times, though. But I did do this in 10 minutes, after all. :P

    But yeah, having the MIDIs to this game can prove to be a lot of fun for all.

    Back to work...
     
  3. steveswede

    steveswede

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    @evilhamwizard

    Can you share the original CSZ act 2 midi file please, the one before you put it though the converter you made.
     
  4. evilhamwizard

    evilhamwizard

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    Sure.

    I included the original converted MIDI from the RSEQ, the "repaired" MIDI, the separate tracks, and the newly mixed MIDI.

    Hope this is what you meant...
     
  5. steveswede

    steveswede

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    Thanks.

    By the way are you going to export the sound fx samples as well. The quality of them sound better than the ones from the 16bit series and I would like them for my sample archives (or am I just thinking that they sound better).
     
  6. Blue Emerald

    Blue Emerald

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    I specifically remember Iiizuka saying that the minecart and 10,000-point levels were built specifically for iPhone.

    Guess that's why it needed testing on all three platforms, right? :v:
     
  7. Skyler

    Skyler

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    Thanks a bunch for the MIDI. :D
     
  8. evilhamwizard

    evilhamwizard

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    Here are all the MIDIs for Sonic 4's music.

    I left out the speed up versions of the level music because they use events that couldn't be ported over with Live 8.2.1. I included the original .rseq files from the final version of the game, as well as the original MIDIs generated from RSEQ2MID, and the "repaired" MIDI files that were generated from Anvil Studio - as well as the separate tracks pulled from the original MIDIs with Live 8.2.1.

    Just a few notes, though.

    A majority of the MIDIs only use the piano instrument for every track, because I didn't select a specific instrument for each track for every single MIDI. There are a few MIDIs that do have their own instruments but I only have them in there because I needed to check to see what they were and how it played. Also, unfortunately, all of Lost Labyrinth Zone's MIDIs need editing. All the notes are there and they're correct, but for some reason they aren't playing in the right spots. Speaking of editing, some songs were edited because some tracks started too soon or too late, and was easily remedied by pushing all the notes in each track so that they were in sync with the drums. I tried to edit one song - the Boss 2 Pinch Mode one, but it still isn't coming out right for some reason. There are some parts in Boss 2's MIDI that are playing right, like the drum track and some of the other tracks, but there's something wrong with it. There's only one MIDI file that's probably a lost cause, and that's the Staff Credits MIDI. I included it just for shits and giggles, but the MIDI requires events to change the instruments and the tempo while the song is playing - something that I can't port over with Live 8.2.1.

    Everything else should be in good shape. I indicated what I edited, etc - so it'd be easier for you to go through them. I really only created these MIDIs for people who want to do remixes and rearrangements with them (and maybe use them in Sonic 4 Genesis if it ever happens again).

    So with that said, enjoy!
     
  9. LockOnRommy11

    LockOnRommy11

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    I'm curious. What's the boss theme like in the beta Wii version? There was a lot of hoo ha about it being different because some other guy created the Wii's version or something.
     
  10. Spanner

    Spanner

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    Someone named Tadashi Kinukawa converted the songs to the Wii version and a few songs don't use the normal Sonic 4 instruments, they use standard MIDI patches.
     
  11. Eduardo Knuckles

    Eduardo Knuckles

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    I can't wait to see how many THOUSANDS of SMPS songs of this game will be made after this post. Thank you very much, mate!
     
  12. LockOnRommy11

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    Not sure if this has been seen, but this guy is just amazing;


    It's what I imagined a large part of the song would be like when I first started listening, with some changes in the beat, Sonic style. The original is still awesome, but holy crap this is perfect.

    Edit; if you have seen it before, it's likely it was just the normal version. This is extended, and the guy has added some new cool stuff.
     
  13. Yuzoboy

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    I love Splash Hill Zone Act 3, my favourite Sonic 4 track. It sounds even better like that.
     
  14. Covarr

    Covarr

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    Eh. The new bits sound okay, but they also don't have enough of a clear melody or really seem to go anywhere, like they're just background for a tune that isn't there.
     
  15. Sonic Warrior TJ

    Sonic Warrior TJ

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    Ooohh, I love that remix. There's really no excuse for Dimps to have used generic sounding synth instruments when normal folks like you and I are posting these kinds of remixes all over the Internet.

    It's cool to see that Tails may be on board for Episode II (there's really nobody else, not even Knuckles, who deserves that sidekick spot). The way I see it, even if they don't fix the physics (I don't really expect them to at this point, especially if folks have already gotten a sneak peek), Episode II couldn't possibly be any worse than its prequel. The fact alone that we're getting a second character ramps up the replay value a bit at least. I enjoyed Episode I for what it ended up being, but I've hardly touched it after speeding through it a few times with all the Emeralds.
     
  16. Rika Chou

    Rika Chou

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    Sega knows that a lot of people, even casual players, didn't like the physics very much. This time they cant give us the excuse of having to redesign the levels, so I wonder what other excuse they will use.

    I'm very curious to see how the new levels look in episode 2.
     
  17. I have a few things that may be of interest to you guys.

    1st, as stated on TSSZ News (I won't link it, look it up), it seems that the entire Project Needlemouse campaign was strictly to destroy the "Sonic Cycle" perception the Sonic series had up to that point.

    As stated by RubyEclipse:
    Another thing you guys might want to know is the latest Izukai quote:

    This makes me think he really does have his head on straight, and that DIMPS was the one that was incompetent regarding the series. This would make sense to me as I felt Colors was spectacular, and HE was the one in charge of both titles.
     
  18. Sonic Warrior TJ

    Sonic Warrior TJ

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    I thought we were all able to agree on the fact that Dimps had no idea what the hell what people expected from a 'Sonic 4'. For all we know, Iizuka just told them to make the level design like Sonic 2, fix a few issues people had with the PartnerNet build after Ruby & Pals conveyed our complaints, and went back to making sure Colors was totally bitchin'.

    I'm probably wrong, but fuck it, whatever.
     
  19. Diablohead

    Diablohead

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    If sonic 4 was to break/stop the sonic cycle then they must have thought up that idea on opposite day.
     
  20. MykonosFan

    MykonosFan

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    It was referring to the campaign (art contests, needlemouse character elimination of the week, etc.) as opposed to the game itself.