vgmrips

The forum about vgm files
It is currently 2017-04-30, 5:16:26

All times are UTC + 1 hour [ DST ]




Post new topic Reply to topic  [ 52 posts ]  Go to page Previous  1, 2, 3, 4
Author Message
 Post subject: Hi!
PostPosted: 2015-11-01, 23:23:58 
Offline
User avatar

Joined: 2015-11-01, 22:18:27
Posts: 32
Location: Canada
Hi, I'm Shywolf. I've always been interested in the music and sound hardware of video games, and that eventually made me ponder what it'd be like to port music to different sound hardware, or write original things altogether. I started with, continue to use, and mostly use the FC/NES via FamiTracker for this, but, starting with VGM Music Maker 1.1 about three years ago, I sometimes use the SMS, GG, and SMD as well. I hope to share some of my .vgm/.vgz stuff in due time.
EDIT: reworded


Last edited by Shywolf on 2016-02-01, 5:03:05, edited 1 time in total.

Top
 Profile  
 
 Post subject:
PostPosted: 2015-11-05, 11:31:40 

Programmers Programmers
Offline
User avatar

Joined: 2012-08-12, 8:47:12
Posts: 9
Location: Riverside, CA, USA
Hi, I'm kode54, or kuroshi, depending on where you find me. I hail from Southern California, the land where it's fricking Summer 365 days a year, and some people are insane enough to like that, but I'm not one of them.

I started learning computer programming back in the mid 1990s, in my teens, when I was plonking away on an Apple II+, and then eventually co-opted my dad's Apple IIgs. I eventually learned much of the ins and outs of the IIgs system tool kit, with only a tool list to go by, and the system monitor / assembler / disassembler, which assisted in finding how to call various tools, without me having the luck of buying the actual manual for that stuff. I eventually wrote a lot of interfaces to the Basic interpreter for that stuff. At one point, I even wrote a pokable program, written from data statements in a Basic program, that allowed for the following syntax to be called at any time, even from a running program:

& <line number> "line of code to interpret and overwrite the given line number"

And it would use the program editor, fix up the bytecode, and continue execution. No mere fixed size program only thing, but actual code relocation and self modification. Naturally, I never did account for self modifying the current line of code, only other lines of code. The code to this whole thing is now lost to the sands of time.

I eventually moved on to my first PC around 1994, in 7th grade, where I learned the idea from fellow students how to make LOGO's turtle draw a naked woman and then animate in and out of her butt repeatedly.

I still programmed Basic and such at the time, but eventually, I got ahold of my first copy of Quake, and read about how it was programmed. So I had to schlep down to my Internet source, a Kinko's shop that I paid $0.20 per minute to use their Internet equipped computers at, to download DJGPP onto a set of recycled AOL floppies.

And thus began my journey into learning C and eventually C++. I'm mostly self taught, learning from reading other people's code, and very rarely from reading through programming manuals.

I also contributed to a number of minor projects over the years, such as ZSNES, Snes9x, and more recently, Higan/bsnes. And the whole foobar2000 audio player got me started on learning several different evolutions of C++ interfaces. I also within the last few years forked the Cog audio player for Mac OS X, and also produced a couple of plugins for DeaDBeeF, and built them into a bundle for OS X.

My avatar also hints at something, that probably a few people may know about, including RichterEX2, who periodically bugs me about things, even though I've been Hardly Working for nearly a year now. Such is life.


Top
 Profile  
 
 Post subject:
PostPosted: 2015-11-12, 15:36:19 
Offline
User avatar

Joined: 2012-12-21, 15:30:24
Posts: 49
Location: UK
You are an asset to the game audio community, kode54!

_________________
http://iridescentaudio.co.uk


Top
 Profile  
 
 Post subject:
PostPosted: 2015-11-13, 8:38:47 
Offline

Joined: 2015-11-06, 1:21:21
Posts: 1
Hello!! I have many usernames on the internet, but in vgm stuff you find me as 'eduhunter' or 'e-tracker'. I love listening to all kinds of vgm and after some time i was searching for the 'source' files of the awesome audio we find on the net. Eventually i find this amazing site. Thank you for the amazing work so far and keep it up!!


Top
 Profile  
 
 Post subject:
PostPosted: 2016-01-27, 23:48:15 

Contributors Contributors
Offline
User avatar

Joined: 2015-08-30, 14:24:00
Posts: 68
Location: Scotland
I should've done this months ago lol, but I'll join in now.

I'm Dr Devil. I'm 14, yet I have a strong love for video game music (particularly Sega music) and its composers. I make music myself, and I hope to become a video game composer. Right now, I create tunes on Famitracker and a cracked version of Cubase 5. Someday, I'll submit my own vgm tracks to the homebrew section and I also plan to correct song credits, identify composers, etc. (kinda like what dissident93 does) Outside of music, I write shitty stories on Wikia, help out on Wikipedia and I occasionally take photos of places in Scotland.

_________________
I'm HarmoDevil. Formerly Dr Devil, but I still use the drdevil username here.

Check out my Soundcloud.

I might get back to VGM ripping someday.


Top
 Profile  
 
 Post subject:
PostPosted: 2016-02-17, 20:37:46 
Offline

Joined: 2016-02-16, 12:54:37
Posts: 66
i'm just another fan of chiptunes, specially these classic ones that this website hosts, which are surely an excellent resource of materials to be studied! studying them really feels like studying baroque and medieval music in a conservatoire! :) (btw, i'm a huge fan of Hisayoshi Ogura ( https://vimeo.com/144780980 worth seeing ) , Miki Higashino ( http://www.vgmonline.net/mikihigashinointerview/ worth reading ) , Tamayo Kawamoto, Ayako Mori, Cesar “Gominolas” Astudillo (i wonder why nothing from him is hosted here yet), etc. )

i'm a graphic designer, with some curiousity about music composing, electronic music, sound processors, and tried to develop some experimental stuff (games included) for the retro scene (mostly using a cross-compiler, ZXBasic-Compiler - i guess that is easy to find out what i have done, since i submitted stuff for smspower, msxdev and csscgc in these last years)

since i never effectively composed anything for the retro-hardware materials i were developed, i guess that analyzing the materials hosted here might help me to get the clues about scales, harmonies, effects and etc., used decades ago, and i think we often find brilliant solutions then than from what we find from chiptunes made now, and i wanted to get back that idea, and trying to be the most original as possible as well (and perhaps try to arrive at results never reached from anyone else, mostly from the experimental viewpoint, not necessarily meaning excellence seeking )

well, i think that’s all


Top
 Profile  
 
 Post subject:
PostPosted: 2017-03-15, 21:10:33 

Contributors Contributors
Offline

Joined: 2017-03-14, 14:34:06
Posts: 5
I'm sc00pj0hn. A quite hyped but sorta repulsive guy who is really curious to learn drawing (and manga, obvs).
To the origins of my passion of listening video game music is back when i was a kid, i had a PlayStation 2 with a good ol' copy of Capcom Classics Collection Vol. 2 (which now both of these are sold because i've completed halfly of the collection + we weren't interested playing it anymore). When that collection had a sound test section for after i beaten each arcade game, i felt dancing at these (lol) and i've pretty much enjoyed how great many of Capcom's arcade soundtracks can be. :wink:
Much later, flowing the time to almost my current age, i got interested into using FamiTracker which got me in use with a tracker, i covered many video game music as possible, with a good start with covering a obscure Data East RPG called Metal Max, then later on i learned using VGMPlay to find the notes for covering Arcade system (and other systems) games!
In that, i'm also a fanatic of retro games and i've always wished about bizarre ideas of making NES-styled games in the game engines i'm capable, but none of them ever happened because they were all ambitious stuff for me, therefore i'm even lazy to do big stuff like these! :lol:
Then i'm here, in vgmrips.net, the lovely community that got me into listening arcade music at last! I'm sure i can get along with this .vgm files stuff soon. C'ya!


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 52 posts ]  Go to page Previous  1, 2, 3, 4

All times are UTC + 1 hour [ DST ]


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group