tssf

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tssf

tssf

@tssf

Audio engineer, video editor, composer, remaker, sample hunter, restorer. 16-bit music is my passion

Katılım Temmuz 2008
455 Takip Edilen1.4K Takipçiler
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tssf
tssf@tssf·
Wish I could get more views on this one considering how long it took me. youtu.be/Ax79tgye_rA
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tssf
tssf@tssf·
So I've been using @GeminiApp all weekend to vibe code an app. Its limits were acceptable and forced me to take a break. Last night around 9PM (which makes sense because of the eastern timezone) I use it for 5 mins and i'm 100% capped? Alright Gemini, time to unsub :( a shame.
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tssf
tssf@tssf·
I was attempting to identify the source of the bass piano used in the lunar Subramanian song in Final Fantasy 4. I found it in the K1200 pro 1 but it's a heavily modified patch. It made me go down a rabbit hole for the k1200 and now I've spent a week reverse engineering it haha
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tssf
tssf@tssf·
@ZopharsDomain This is really cool! One of my biggest complaints with ZSNES OG is the very poor sound timing (just try listening to the Super Mario World mushroom powerup sound effect you) This one is improved but it still does have some timing issues. hopefully that will get looked at!
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tssf
tssf@tssf·
Final Fantasy IV: The Dreadful Fight restored more accurate to the game. This actually didn't take long and I vibe coded more CAL scripts to help fix the more tedious issues with vgmtrans. To quote Console Wars: Uh oh, are we doing this?!
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sou:P
sou:P@ieatariana·
the leg length difference is taking me outttttt
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tssf
tssf@tssf·
@infidelity_nes When it comes time for music I would love to be involved somehow! I'm currently making a version that I'll try converting to n-spc later! youtu.be/anYqTk-czDI You're also free to use my mega man 9 nsfs if you want to add some mm9 music for whatever reason :) let me know
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infidelity
infidelity@infidelity_nes·
If you have 14min32sec to spare, here I am rambling and making 16-bit gfx appear in Air Man's stage for my Mega Man II port to the SNES. 🙂
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tssf
tssf@tssf·
@punchthekeysfgs All options are fun. There have been a couple people who've done ff4 remasters and I have already too, so I figure if I am going to do this, it might be fun to change it up
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tssf retweetledi
tssf
tssf@tssf·
If I were to make "Synthetic Origins: Final Fantasy IV Sample Remaster" (a restoration album more accurate to the SFC sound than FFMix or FF4 Minimum), what style would you want it to be in? Option 1 is DS style Option 2 is more SFC accurate Option 3 is fun
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tssf
tssf@tssf·
@yuzokoshiro I feel like Roland should have called it the 1010 to follow the numbering pattern!
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古代祐三 Yuzo Koshiro
古代祐三 Yuzo Koshiro@yuzokoshiro·
Roland TR-1000 未だにどこも入荷未定なのか… すごい人気だ
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tssf
tssf@tssf·
The second movie was not as good as the first, mostly because they strictly stuck to their run time. If they gave it 5 to 10 mins extra to let some of the scenes breathe a bit before jumping to the next thing, that would likely have made the movie a bit better. I liked it still.
Genki✨@Genki_JPN

Shigeru Miyamoto says he finds it strange that film critics were so negative about The Super Mario Galaxy Movie! via Nintendo Patents Watch/ @NDW_info “Regarding the critics' reviews of the first film, I remember thinking, ‘they have a point.’ But I figured this time would be different... only to find that the they were even harsher than last time, which I found rather odd (laughs). We stepped in from another medium and did our best to help energize the film industry. And yet the very people who are supposed to champion the film industry are the ones being so negative; it’s truly baffling.” bsky.app/profile/ninpat…

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tssf
tssf@tssf·
FF4 Fight 1 I'm starting to wonder if I should do a proper "remastered" or "uncompressed" or "restored" or whatever you want to call it album for FF4. The last one I did was actually made to sound like F.F. Mix/FF4 Minimum (hence the Kurzweil sounds) FF4 is full of U220 samples.
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tssf
tssf@tssf·
today, updated secureboot certs. Tomorrow, taxes..? maybe?
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Wormwood Studios
Wormwood Studios@WWSGames·
My first commercial project, running print ads after more than 25 years. Makes me feel like that rookie dev again! #ScreenshotSaturday
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infidelity
infidelity@infidelity_nes·
Hello everyone! I'd like to announce that I'm revisiting Mega Man II from the NES, to the SNES. Only this time, I'm going to attempt to port this over as a 16-bit port. This will NOT be a copy/paste of Wily Wars from the Mega Drive. There will be 2 choices within the port, which is to play the game as either it's original 8-bit version, or the 16-bit version. The 16-bit version will include multi bg layers, parallax horizontal scrolling, my usual QOL features with the L/R/X/A buttons, and more. I'm hoping to have a true, SPC700 soundtrack to accompany the 16-bit version. That is something i'll figure out at the very end of production. As for the gfx, I may look for an artist, or I may pull gfx from Mega Man VII, or Mega Man X, to match the level themes as best as I can. I am not looking to redraw the sprites, but rather have them shaded more to utilize the extra colors that will be available. As of 3-22-26, I've spent the past week starting from scratch re-porting to the SNES, so that I can write down where every palette request, and vram request takes place. With the 16-bit version, it will be using dedicated CGRAM tables, so there won't be my usual CGRAM swap for the 16-bit version, cause that would be a nightmare. For rom hackers, I will be moving all of the Wily 1-6 level data, out of the first 6 bosses level data locations. This will give the hackers more freedom with level construction, with all 14 stages in Mega Man II. This is mostly geared towards more space for 16x16/32x32 blocks. I am also going to be redoing the OAM software sprite flicker. I've had huge success in Super C with literally eliminating software sprite flicker, and I hope to do the same for Mega Man II (just think of the first scroll in Metal Man's stage with the multiple spiked chains that fall from the ceiling) I feel all of this work, will lead me to finally developing my own custom SNES game, something I've had planned ever since December 2022. I will also have MSU1 available for this port, no longer just limited to the "Random" OST as the only MSU1 option, there will be my traditional multiple OST choices with cover art. I want to thank all of you, for taking such an interest in my work! I am very excited with this project, as of this post, I've got the game running all the way to when you select any of the 8 bosses, and their introductions play. I'm literally going through the porting process with one operation at a time, so that along my journey I can prepare when to load either 8-bit data, or 16-bit data. The rom size will still be 4MB, with Hi-ROM/FastROM. That's all the news for now. Thanks for reading, and let's see how this goes for 2026! 🙂
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Dark Noob
Dark Noob@oficial_dkn·
Ken Masters Destroys Sagat with Tatsumaki Combos #ssf2
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National Videogame Museum
BREAKING: The NVM has acquired the mythical Nintendo Playstation! 🤯 This Sony MSF-1 is the OLDEST known existing Nintendo Playstation hardware artifact, and is the original development system for Sony’s planned Super Nintendo CD attachment. It is the ONLY known unit to exist! One of the biggest “What Ifs” of all time now lives here at the NVM! #nvmusa
National Videogame Museum tweet mediaNational Videogame Museum tweet mediaNational Videogame Museum tweet media
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tssf
tssf@tssf·
@JetSetDman @kanokaclubyt @nvmusa This is a development kit so it won't have games per se. The Nintendo play station has no official developed games, it plays Super Famicom games and that's it. There could be fan games. It's just an SNES with more storage, unlike Sega CD which had added processing power.
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