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

Joined July 2008
1,959 Photos and videos
Jun 11
I always thought @YasunoriMitsuda sampled the clock sound effect in Chrono Trigger from a sample CD and it was the straight clock sound. It was actually a double click sound that was edited very short and faded out, and pitched down! Wow. I have the CD it came from finally.
3
27
819
tssf retweeted
FF4 パロムポロム石化シーン 2024年制作 あの衝撃的なシーンを立体で制作。 金の針使わなかった人は1人もいないよね。 #アイロンビーズ #ちおん展
26
283
1,375
162,589
Jun 3
Final Fantasy VII's Costa del Sol using FF7's source samples and not in-game samples.
3
3
26
807
Jun 2
Alright so I'm super excited, it only took 5 years but it was finally found.. and someone probably has already found this but I'm still excited stumbling across it. The Final Fantasy 7 Tambourine has finally been found. JJ Jeczalik's Art of Sampling
7
41
344
19,215
May 26
Hmm so Chrono Trigger's sound effects were found. Looks like the only way I can buy them is by navigating japanese auction sites.. This is going to be difficult
1
2
62
4,157
May 26
Purchased but won't arrive until mid to late june
6
239
May 26
I just spent more money than I should care to admit just to purchase a couple sample CDs to get a single clock tick tock sound >.>
1
8
306
May 20
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.
4
268
May 15
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
1
1
7
290
Apr 26
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?!
3
9
333
tssf retweeted
Apr 23
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
12% Original full instruments
38% Full unedited samples
50% Like a 1st gen PS1 game
8 votes • Final results
1
2
3
409
Apr 22
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.
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/ninpatentsw…
2
279
Apr 20
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.
1
4
11
373
Apr 12
today, updated secureboot certs. Tomorrow, taxes..? maybe?
116
tssf retweeted
My first commercial project, running print ads after more than 25 years. Makes me feel like that rookie dev again! #ScreenshotSaturday
5
18
847
tssf retweeted
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! 🙂
82
183
1,186
39,121
tssf retweeted
Replying to @InfinityGBC
@InfinityGBC Backer update #78 is available. kickstarter.com/projects/inc… Production is in the last miles! Watch this short compilation of photos and videos! @benoit_tranchet @ichiohta @tssf @MDagois @crashati82 @WWSGames
1
3
20
1,176
Feb 8
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.
2
12
328