Name: | Etrian Odyssey II - Cherry Tree Bridge |
Author: | Maxodex |
Added: | |
Insert Size: | 0xC6D bytes |
Type: | Song |
Sample Usage: | None |
Source: | Port |
Duration: | 2:36 |
Featured: | Yes |
Description: | A nice and sweet song from EO2. Works very well for calm enviorments, like forests, icy places, clouds, etc. Note: Percussion will tend to cut off frequently. Preferably suitable for long levels with little SFX (such as cutscenes), but it's not a big deal. |
Tags: | calm credits cutscene forest ice night sky temple |
Comments: | 10 (jump to comments) |
Rating: |
Etrian Odyssey II - Cherry Tree Bridge
SMW Music → Etrian Odyssey II - Cherry Tree Bridge
Turn on JavaScript to preview files without downloading them.
Comments (10)
The only downsides (in comparison to AM4 only, AMM had them too) are that
1. samples are tied to songs and not levels (which itself is more a function of sample tool rather then AM4) but than again, almost nobody used that feature to use a different sample set for the same music, not to mention that switching samples is a bit of a hassle with AM4 and
2. only one local song is stored at time (AM4 stores for custom songs 4 locals at time) so when you switch between local songs, the game freezes a bit.
And the latter was chosen for a clear reason: Using one local song at time allows you to use more ARAM (i.e. more stuff for music engine, larger songs, more samples and greater echo delay) then with AM4, not to mention that the freeze would have appeared when you want to use songs from a different bank than the current one or change samples in AM4 anyway in addition for using some more code.
3. A third downside is that the song numbers are rearranged (related to one local song in ARAM at time). This cause that wrong musics are played but that can be easily fixed too anyway.
Again, not without a reason too: SMW stores levels, overworld + title screen and credit musics in seperate banks which is IMO unnecessarry pretty complicated (then again, ARAM is limited). That way you can use overworld and credit musics in levels and vice versa.
In addition, it also has got a failsave to not overwrite parts of ARAM where the music engine lies i.e. crashes of the music engine are generally averted which is a must for SMWC.
The only reason to prefer the older ones over AMK is for romi's VWF cutscenes due to the way how or rather when the SNES interacts with SPC700 with the latter's modifications.
So just one question after this wall of text: What is your definition of "inferior"?
(jk, I like the port a lot.)
I wasn't being passive-aggressive or generally itchy in any way until you came along.
Masterlink spoke nicely to you.
MaxodeX was hella rude but honestly considering how you're replying
Would you rather use, say xkas/TRASM and BTSD over Asar and GPS?
'Cause, that's kinda what you're implying brah
not if you refuse to LOL
Also, if you're being passive-aggressive just because something doesn't work with outdated tools, you can't expect everyone to react in a nice way.