6:03 - Here's the timestamp for anyone that wants to hear just the bass and drums. Unlike Sonic 2's staff roll, the bass track only stayed on one channel for the entire song, and possibly every track in the game. I wonder why Nakamura decided to switch between Channel 0 and Channel 1 for Sonic 2's bass.
Some notable timestamps: 1. 0:56 - Seems like the melody that used to be on Channel 4 is now on Channel 2. Don't know whether or not this was intentional. 2. 1:55 - That bass note on Channel 0 hits pretty hard. 3. 4:47 - Yeah PSG 3 is not supposed to sound like that. 4. 6:03 - Bass & Percussion segment. 5. 7:59 - Channels 2 & 3 were impatient. 6. 10:06 - PSG 3 was turned off for this loop I see. 7. 12:08 - Full song. 8. 14:09 - You motherfu-
Listen to 7:40 and then compare it with the main Spring Yard Zone track. A single note is different. Now, listen to the prototype version and tell me what you hear. :-)
An interesting discovery that was made recently when the music data in the SonicRetro disassembly of the game was converted from binary blobs to assembly macros: PSG 1 is not supposed to be silent during the coda at 5:53 and 13:58! It is supposed to play some notes there, but due to a couple of bugs in the song's data, they are not only silent, but play nearly 4 seconds after everything else is finished.
@@alsodenzel1913 hold on but he posted the sonic 2 sfx in high quality. So therefore he should be able to do the deconstructed oscilloscope version of this too
13:58 - it seems that second PSG channel doesn't do anything. The issue occurs due to stray sound command located near the end on second PSG channel data. You can hear missing notes in this video: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-5XOUcSVIKRc.html - they play on second PSG channel shortly after all the FM channels stop playing.
i have a request for a song from a nes game to do an oscilloscope deconstruction of can you deconstruct the normal mode theme from pac-man championship edition on the nes i think that would be very cool
Sadly, only the past tracks can be deconstructed, as they are programmed into the game (as well as the reason it would be hard to replace it when changing the soundtrack for the US). The only way to deconstruct CD/entire audio files entirely is to have the original source files (unlikely if you're not the creator of it, even more unlikely to be leaked) or make an incredibly accurate recreation of it. Someone recreated Quartz Quadrant Bad Future in order to do this.