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
456 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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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
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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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tssf
tssf@tssf·
@jonathanperos I'm embarrassed about how much it cost, especially since I have all of FF7's sequence data and soundtrack already in digital form lol. I guess this is like collecting a rare coin
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tssf
tssf@tssf·
At the Royal Theatre enjoying Final Fantasy: A New World. Oh and I spent way too much money on an FF7 OST disc set when I likely did not need it haha.
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tssf
tssf@tssf·
I will be going to this on February 8 2026 in Victoria. I don't have many Victoria friends here on Twitter but if you're interested in going let me know! A New World: intimate music from FINAL FANTASY ffnewworld.com
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HacheE
HacheE@ericsgamemusic·
#infinitygbc - Infinity (GBC) Arranged Soundtrack for the Gameboy Color game 'Infinity' is finally out! I worked hard to make arranged versions for this game and it's so special that @yuzokoshiro, who inspired me to write music is in this album as well! incube8.bandcamp.com/album/infinity…
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tssf
tssf@tssf·
Not to mention there were many instances in the past where an audible bounce or freezing of the track had to be done because the automation lanes malfunction (MIDI lanes are fine because you can bounce them to CC's, but I've had pitchbend automations end up very bad as a result
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tssf
tssf@tssf·
Haha @CakewalkInc wants me to pay for it when it can't even get its automation lanes working correctly.. Bugs since before the Bandlabs days are still there. Some nodes have to be moved well before the beginning of a note because the timing of the parameter change is off, etc
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tssf
tssf@tssf·
It's happening!
Incube8 Games@Incube8Games

#infinitygbc backer update 75 is live! In short, the final US Gold Master ROM version of Infinity was generated on November 3rd! 🎉 This means that Infinity, in its US version, is officially finished! Read the update here: kickstarter.com/projects/incub… Pre-orders for INFINITY are also open, and you can get the Digital Edition at 50% off until Monday, 11:59 P.M.! incube8games.com/collections/in… @benoit_tranchet @ichiohta @tssf @MDagois @crashati82 @WWSGames

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tssf
tssf@tssf·
@DaisyCherry18 @UematsuNobuo Thank you but this isn't new :) It's part of Synthetic Origins FF5. Those songs were from the Final Fantasy Mix album. The Remake of Mambo de Chocobo using original roland sounds has what I believe is Uematsu-san laughing (sampled from the FFMix Mambo de Chocobo remix too)
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Daisy Cherry
Daisy Cherry@DaisyCherry18·
@tssf @UematsuNobuo Incredible work Mat, I always loved the unused music of FF5. Especially Matoya. Nice to see you working on FF again!
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tssf
tssf@tssf·
This was a remake of @UematsuNobuo 's unreleased Final Fantasy 5 Second airship theme. No sequence data of this song exists so this song was 100% remade from ear. This version uses original instruments from Roland sample banks before edited down for Super Famicom :)
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tssf
tssf@tssf·
@GavelGamer Haha then you might like this translation. Had to pull a lot of tricks to get this 12 channel song to fit into 8 channels. @brr890 does a ton of awesome FF7 translations and he does them more faithfully than me since he uses the actual MML sequence data (I always remade it)
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Gavel
Gavel@GavelGamer·
@tssf This is one of my favorite tracks from VII! I'm a sucker for a good march track.
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Gavel
Gavel@GavelGamer·
Bombing Mission makes FFVII's opening one of the greatest playable intros in gaming history. -Pure Hollywood blockbuster heist vibe -Frantic piano and brass volley escalating stakes -Muted synth sections evoke modernity, espionage You're not in the SNES anymore, Toto:
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