I had no idea that it could be recreated so perfectly with NES limitations! I was sure Toby had “cheated” a little bit, but it seems like he didnt, knowingly or not (though it’s rather likely he knew)
@@64_three I was referring to Toby Fox. I'm pretty sure quite a few songs in the UT soundtrack, including Metal Crusher, used a genesis vst, the genesis has PSG Channels, 3 of them, and the low notes sound similar to what the PSG the genesis uses would output.
I can definitely hear some virt inspiration in pulse 2, but the echo on that channel is amazing. The fact that he managed to make a melody/harmony/bass out of a white noise channel is such a beautiful 2a03 crime.
Very nice! I think with some effort if you took a page out of Tim Follin's book you could eliminate the PCM channel entirely and it'd be even more authentic, since that was rarely used back in the day due to memory limitations. All in all though, this is using the hardware to its fullest and I can't fault it for that. Again, great cover!
it uses DPCM only, so there is no issue here. Use banks to eliminate memory restrictions. And it uses a total of two samples of less than 0.25s, so it's not like you'll run out of space.
unironically my favourite, its the perfect cross between features and limitations plus i can use the pcm mode as a sort of get out of jail free card :P
@@luisgamercoolgaming Well, if we talk about green gameboy chip that have 2 channels of pulse (same, as in 2A03), wavetable and cool Noise channel, and every of channels have hard panning (left, right or both), then I'd say that YM2612 still better, cuz if we take YM2612 with extended FM 3 channel and Dual PCM, then we have 10 channels (FM 1 + FM 2 + OP 1 + OP 2 + OP 3 + OP 4 + FM 4 + FM 5 + PCM 1 + PCM 2) VS 4 gameboy channels. BUT if you're talking about GameBoy Advance sound chip, then I'd say that gba better than YM2612, because gba have 2 channels of PCM with soft pan, linear volume, and the best of it is software mixing, so it's literally 16 independent PCM channels vs 10 YM2612 channels, the only problem may be the software mixing, because it's eating a lot of CPU (of course if you want less crispier sound and higher sounds frequency). So, I'd say that YM2612 < GameBoy Advance sound chip
the 2a03 has two types of noise, 32768-bit noise and 93-bit noise the 32kbit one is the more "random" / "toneless" one that is commonly used for drums the 93bit one is the "melodic" one which is way less commonly used the one at the beginning of metal crusher is 93bit