don't forget http://no-carrier.com/index.php?/nesflix/

sieken is now known as kouhai https://soundcloud.com/kouhai

does anyone know where to buy the 3rd party adapter that lets you charge GBA SP while using headphones? I ordered one off of Amazon that showed as having both ports in the picture, but when it arrived it was just the regular headphone adapter. I'd like to buy at least 2 of them, thanks!

in no particular order

Fighter X
Roboctopus
DBOYD
Hypnogram
Je Mappelle
Pain Perdu
Nanode
uraboroshi
yukkerom
tobokegao
Slime Girls
donotrunwithpixels
Infodrive
Cooshinator/Muzak Efron
sieken
HarleyLikesMusic
seconding IAYD

IMHO just listen to everything, regardless of genre, because it will open you up to new sounds and at this stage that's really important

edit: VVV oh yeah that reminds me, Abandoned On Fire!

urbster1 wrote:

So you'd send controller data on those CC numbers to change each sample.

Has anyone else tried this with this port? I'm using the nanoloop USB adapter and it's receiving note data just fine, but sending values on those CCs doesn't change the WAV sound. I'll give it a shot with the arduinoboy next.

cool! I don't think hot glue will hold it, I used JB weld epoxy on mine

right, negative wire stays where it's at. good luck!

the trimpot has 3 legs right? to the best of my knowledge you need to solder the red wire to one of the outer legs of the trimpot, bend the other 2 legs together so they are close enough to touching, and solder another piece of wire touching both legs to the power point on the board (where the red wire goes). check the lengths of wires so the trimpot will reach where you want to mount it, but not so long that you have a bunch of excess wire. you might want to test it with and without the resistor too. hope this makes sense.

Pain Perdu wrote:

However, I don't know if I've misread something in the doc but there is no mention on how to specify what the waves will actually be.

big_smile actually there is mention! you have 32 MIDI controls, 1 for each sample in the waveform:

doc wrote:

As well, you can change the Wave Pattern RAM while it plays. With enough controller tweaking, you can create a sound that morphs between, say, triangle and sine. To change the Wave Pattern RAM during play, use MIDI controller numbers 54 through 85. Each controller scales to a sample in the pattern.

So you'd send controller data on those CC numbers to change each sample. With a DAW it should be fairly straightforward to set up a few presets and/or automation to get good sounds. (Samples on the other hand are a different story and sound like kind of a nightmare to deal with in this situation!)

edit: looks like the range of values is 0-15 per the spec

Wave Pattern RAM:
54  Sample #0. Range 0-15, a 4-bit sample.
55  Sample #1. Range 0-15, a 4-bit sample.
56  Sample #2. Range 0-15, a 4-bit sample.
..
85  Sample #31. Range 0-15, a 4-bit sample.

10

(5 replies, posted in Constructive Criticism)

i like it. somewhere around 2:00 i think you could change up the bassline pattern though. maybe use a couple different variations. drop a bunch of notes from it, then bring them back in, etc.

toasterpastries wrote:

I'm assuming that if you use a swing, this will still work the same way, but if you use a different groove entirely (3/3, 4/4), these values will be different

but when you say "these values" you are referring specifically to the 8th note, 16th note, etc values right? the number of ticks themselves are not the values that change are they? example: at length 2, speed 1, if you are using 3/3 groove, those are still using 3 ticks per frame, thus they are now 16th notes, if i understand correctly. (the note values i'm sure are important for some, for me as long as the tick values are correct that is what's most important)

toasterpastries wrote:

The descriptions for the Speed and Length settings are very vague in the LSDj manual. They should be edited to specify that Speed = # of ticks per frame and Length excludes frames inside of total playback.

right i remember asking Johan about that and he gave a vague response. but since these are now known, i think it would be worth updating the manual (which is now open source), not to add every value, just what you stated here

edit:
so on the first tab, the numbers in columns labeled Speed=1, Speed=2, etc. are referring to the number of ticks per frame, correct? those don't change even if you use a different groove, do they? this is great info though thanks!

toasterpastries wrote:

Also contains which frames are included with each length (thanks danimal cannon!)

oh wow yeah thanks!!! might have to suggest adding this to the LSDJ manual...

also goomba does not support 128k SRAM so you will only be able to work on 1 song at a time - you'll need multiple copies of LSDJ to work on multiple songs

unexpectedbowtie wrote:

With the empty save files... how does that work? Every time you put a ROM on, you need to create an empty sav file as well, correct?

Yes, BennVenn includes blank 32k and 128k SAV files on his website so you can download those and copy them to the cart, as many times as you need to.

The only exception is for games like Tetris, Battletoads, Mega Man, and ROMs like mGB, etc. which do not save - then there is no SAV file needed.

unexpectedbowtie wrote:

Anything else to watch out for?

Actually, this is listed on the FAQ, but every once in a while you might find a ROM that doesn't quite function correctly due to memory mapping. In that case you'll have to patch the ROM before it plays. BennVenn says he will make those patches available in the near future. Right now I'm waiting on Kirby Pinball... yikes

unexpectedbowtie wrote:

And... Can you load different savs for the same ROM, or is it always tied to one sav?

Yes, you can load any number of SAVs for any ROM. Which is cool for LSDJ since you can have multiple projects going on at once, or load a friend's SAV to collaborate, etc. Just remember to save your SAV back to the SD card first before loading the next one!

no problem. I know many people are waiting for v2.0 to be released which will have RTC support for pokemon crystal etc.

yes, you're right - that's the older v1.6 that only supports ROMS up to 1MByte. versions 1.8 or newer support ROMS up to 4MByte. but you also reminded me that nonfinite has them in stock as well, although he doesn't specify which version