I do say.
But obviously you don't need to take my advice. I mean, what do I know, right?
You ripped these from the SPC's, you say...
You know, if you're using something like a program (like spc2mid), know that it auto-detunes some/all of the resulting MIDI notes by default unless you uncheck PitchBending option for any one instrument sample remapping. However, when unchecking the Pitchbending you run into the problem that you lose all of the Modulation Envelopes as well, so if, say, a tune has a rocking wailing guitar that shifts pitch, you lose ALL of that.
I will repeat: If you used a ripping program, some or all of your notes are subject to be detuned (they may sound flat or sharp).
Why? The SPC chip programmers would often save the samples off-tune on purpose, and would have duplicate samples of the same instrument in sharp or flat tones or in alternate notes, depending on the need for the sample to be played in certain ways (it's why when you load up the SPC samples, you'd often hear apparent copies of the same samples). For example, if a sample were to be played on high notes, they would often flatten the sound (detune it so that it sounds flat) so that when played a couple of octaves up by being pitch-shifted by the chip software, it would sound in tune.
These were sample and note specific, so when translated to MIDI, you're gonna be using an on-tune (non-detuned, usually) sound to play the same note sequence with the same modulations... and that makes the sound... sound off-tune.
On top of that, sometimes channels that you think are empty really aren't, and have either a low-pitched noise or something else that maybe you're not noticing when playing back the MIDI through another device. It's possible your ears aren't picking it up, but mine are (could be experience or could be my inner pitch). I'm totally picking up one of those tones in the FFV battle theme, though I think what may be happening there is that there are multiple instances of off-key pitches creating a harmonic or an overtone that stands out.
Try this experiment so you can clearly hear what I'm talking about:
-load up your ripping program, and look for an SPC with an easy track... like the FFVI Title Music, and uncheck the "Pitch Shifting" for the instrument that maps to the Church Organ.
-save the file for the first 10 seconds or so (just long enough to play that one first note).
-do it again, but check the "Pitch Shifting" box. Save the MIDI as a different file.
-play the MIDI files back using a tuned instrument sample. You will note that the pitch will be off on one of the files, guaranteed. How much the pitch is off depends on what the developers intended the instrument to be doing.
Look, I've gone and done the work for you:
Original FFVI Intro Organ using Winamp and Alpha-II SPC Player - 82.6hz
Pitch-Bending OFF FFVI Intro Organ - Soundfont - 82.2hz
Pitch-Bending ON FFVI Intro Organ - Soundfont - 82.9hz
The original (using Winamp and SPC plugin) is a modest, slightly sharp 82.6. An E2, according to my tuning fork programs, is in between 82.3hz and 82.4hz
One of these is being detuned only by the soundfont I'm using (and only by about 5 cents flat of a pitch, so it's virtually undetectable - at 82.3hz E2).
The other is being detuned by the soundfont as well as the SPC's original Note Modulation Envelope translated into MIDI (it's about 10-15 cents sharp off of the pitch, at 82.9hz, and that's AFTER the 5 cents from the soundfont - so on a perfect instrument, it'd be 20 cents sharp. That's almost one fifth of the tone!).
And that's just one instrument. You have to repeat that for every instrument sample as well as every note, since the higher notes may use the same sample but may modulate it differently.
This is why you can't just 'rip' the SPCs to MIDI outright. You have to have an understanding of what the developers were trying to do with a particular sample at a particular time in a tune, and then adjust the ripped MIDI to either nullify what they did so that it works with the MIDI standard (editing note modulation wheel values), or editing the samples you're using to play back the tunes so that when they are played, the detuning of the sample compensates for the detuning of the Modulation Wheel and they cancel each other out. Both are challenges to overcome.
It's a careful game of reverse-engineering. The note data as well as the sample data have to be analyzed, interpreted, and then a decision has to be made with regards to how to translate it into the new medium.
I give you lots of props for the attempt, but my ears are picking up this stuff and I can guarantee that others will also pick up on it. I know you're hearing it, too. I'm attempting to help you overcome it so that you put out even more high-quality stuff. You can hear how off-tune your track notes are by downloading (if you use Android) DaTuner Lite for your smartphone and just playing the note. The smartphone will listen and will show you how off the note is and the hz and cents (if on iPhone, I don't know what you would download, but I'm sure there's an equivalent).
An example of a glaringly off-tune harmony is in the FFV Battle theme you mentioned. On the third measure, as soon as the build-up is done, there is a synthesized strings section (they're synth strings in the original FFV) playing a 2nd melody to compliment the trumpet's main melody. Those strings are off starting on the first note and probably throughout the whole thing on your version.
And yes, there's a bit too much reverb (notice I said 'a bit too much', not 'way too much'). I'm not sure if you're using it to smoothen out the notes or to hide note imperfections, but it doesn't have to sound like you're in a cave for every tune. A 10% reverb is usually all you need, at best. It sounds like you're using more than that, though.
But yeah, it's only me talking. Maybe I don't know what I'm talking about.