well fudge guess I need to own this one too big_smile

2

(4 replies, posted in Nintendo Handhelds)

thanks guys!

3

(7 replies, posted in Nintendo Handhelds)

infradead wrote:

its cool but honestly that 4 dollar sync box that catskull sells works fine for me.   that said i already have two clock dividers and have no need for midi.

cool module though

did the clock dividers cost $4 too

4

(4 replies, posted in Nintendo Handhelds)

I helped on a new version of the manual, looking for feedback, mistakes!

https://github.com/trash80/Arduinoboy/b … /README.md

Most excited about: Max Editor Details!

5

(7 replies, posted in Nintendo Handhelds)

mm clock dividers mults please

thats dem fire beats

7

(11 replies, posted in Releases)

This rules

People are people
So why should it be?
Chiptune music, is almost always in c.

9

(9 replies, posted in Nintendo Handhelds)

If there is anything y'all need clarified let me know!

10

(9 replies, posted in Nintendo Handhelds)

I realized it wasnt documented very well so i redid the entire manual:
https://github.com/peterswimm/Arduinobo … max-editor

11

(9 replies, posted in Nintendo Handhelds)

Yep, you can do it over midi using the maxpat tool that comes with the code.

Just buy music direct from artists ok. If the artist doesn't promo the release, its probably garbage.

13

(9 replies, posted in Nintendo Handhelds)

If you set it to channel 10, it will work automatically with most general midi drums fwiw. You can really do whatever you want.

I take advtange of the ability to set different channels for notes or ccs:

My channels are:
Notes
pu1|pu2|wave|noise
10  | 1 | 1 | 10
So that gives me the ability to sequence up to six drum sounds at once if I use chords. At least kick snare is easy though!

Pu2 and wav is used to sequence an accent synth or my vocoder.

CC channels
10 (7ccs to tweak drum sounds) 1 (1cc scaled set to cc1 to control mod wheel on synth) 1 (Range of 7 CCs) 2 (7ccs, controls my fx pedals)

cyberic wrote:
herr_prof wrote:

Lsdj master works like  "your reverse map"
https://github.com/trash80/Arduinoboy#l … row-number
Youd have to grab the midi note and convert it to row position in your sequencer app, but its really handy for triggering for example an ableton live scene on live row trigger.

Does it send a midi note on each row number, while playing ?
I thought it was only sending the first row number when you pressed start...

Oh yea you might be right, its only on song start maybe?

Lsdj master works like  "your reverse map"
https://github.com/trash80/Arduinoboy#l … row-number
Youd have to grab the midi note and convert it to row position in your sequencer app, but its really handy for triggering for example an ableton live scene on live row trigger.


I just mean that arduinoboy is also just generating midi clock like something like this
http://www.disasterareaamps.com/shop/smartclock
And you can turn it on/ change the tempo using the midi command functionality already in LSDJ. Then you dont need to update LSDJ at all.

cyberic wrote:
Ledfyr wrote:

However, I think this requires a new LSDJ version. Currently there is no way to sync 2 gameboys while running in MIDI out mode. (Correct  me if I'm wrong anyone - I hope I am smile

I think you're right Ledfyr. It would be great to be able to send the midi clock (event 1/2 ticks for instance) AND midi notes

Thats probably never going to happen, but id love to be surprised.From what I understand the dmg serial port cant handle the heavy lifting of note ons AND midi clock

Maybe arduinoboy can be altered to work with LSDJ, using one of if the spare cc commands and something like this:

http://forum.arduino.cc/index.php?PHPSE … #msg118206

So everytime you do an X01, that is one quarter note pulse, and you can sequence downstream pulses. Then you can use a 2nd aboy on a bunch of gameboys that only derive clock from the channel.