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	<title type="html"><![CDATA[ChipMusic.org - Nintendo Consoles]]></title>
	<link rel="self" href="https://chipmusic.org:80/forums/feed/atom/forum/14/"/>
	<updated>2025-01-14T21:22:11Z</updated>
	<generator>PunBB</generator>
	<id>https://chipmusic.org/forums/</id>
		<entry>
			<title type="html"><![CDATA[NEW music...]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/topic/25412/new-music/new/posts/"/>
			<summary type="html"><![CDATA[<p>Here is my new Killer Beats III album<br />Check it out<br /><a href="https://iloveui.bandcamp.com/album/killer-beats-iii" target="_blank">https://iloveui.bandcamp.com/album/killer-beats-iii</a><br /><a class="postimg" href="https://f4.bcbits.com/img/a2904632350_16.jpg" title="https://f4.bcbits.com/img/a2904632350_16.jpg" id="forum_image_81219828"><img src="https://f4.bcbits.com/img/a2904632350_16.jpg" /></a></p>]]></summary>
			<author>
				<name><![CDATA[ui]]></name>
				<uri>https://chipmusic.org/ui</uri>
			</author>
			<updated>2025-01-14T21:22:11Z</updated>
			<id>https://chipmusic.org/forums/topic/25412/new-music/new/posts/</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[New Cat Skull Famimimidi manual]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/topic/25230/new-cat-skull-famimimidi-manual/new/posts/"/>
			<summary type="html"><![CDATA[<p>Just redone the Famimimidi manual if anyone is intrested also included a Faderfox EC4 mapping Sysex file (link on PDF)</p><p>Link <a href="http://bit.ly/3Z1lI8C" target="_blank">http://bit.ly/3Z1lI8C</a></p>]]></summary>
			<author>
				<name><![CDATA[Membrandt]]></name>
				<uri>https://chipmusic.org/Membrandt</uri>
			</author>
			<updated>2024-10-22T06:37:15Z</updated>
			<id>https://chipmusic.org/forums/topic/25230/new-cat-skull-famimimidi-manual/new/posts/</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[NES Famimimidi MIDI cartridge]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/topic/25278/nes-famimimidi-midi-cartridge/new/posts/"/>
			<summary type="html"><![CDATA[<p>Lately there seems to be no way to obtain a Famimimidi Cartridge for the NES…</p><p>Is there any way to revive the Famimimidi cartridge project or is someone here who could develop a MIDI cartridge for the NES?</p>]]></summary>
			<author>
				<name><![CDATA[Membrandt]]></name>
				<uri>https://chipmusic.org/Membrandt</uri>
			</author>
			<updated>2023-09-19T14:44:14Z</updated>
			<id>https://chipmusic.org/forums/topic/25278/nes-famimimidi-midi-cartridge/new/posts/</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Using SGB without a SNES?]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/topic/25251/using-sgb-without-a-snes/new/posts/"/>
			<summary type="html"><![CDATA[<p>Hello, I might be completely off base here since I&#039;ve never seen anyone else do this, but from what I&#039;ve gathered the SGB is just a full Gameboy shoved in a cartridge and all the SNES is doing is processing the video and sound, and even then people have pro sound mods for SGB.&nbsp; So my question is ultimately, is there a reason you couldn&#039;t just pro sound an SBG and provide power to it and then use it as a headless synth? And if that is possible are there additional hoops to jump through? Just curious</p>]]></summary>
			<author>
				<name><![CDATA[soulgun16]]></name>
				<uri>https://chipmusic.org/soulgun16</uri>
			</author>
			<updated>2023-06-20T02:10:05Z</updated>
			<id>https://chipmusic.org/forums/topic/25251/using-sgb-without-a-snes/new/posts/</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Logic Pro Scripter - Vibrato for MidiNES. Interest? Suggestions?]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/topic/25238/logic-pro-scripter-vibrato-for-midines-interest-suggestions/new/posts/"/>
			<summary type="html"><![CDATA[<p>Hi y&#039;all.</p><p>I am on mission to set up nice midi controls for MidiNES in Logic Pro. I&#039;ve tried doing it in the midi environment, but I&#039;m not really happy with the clunkiness of that setup. I&#039;ve started exploring the Midi effect, Scripter, and it looks like a much better option.</p><p>As part of this process, I&#039;ve managed to get nice vibrato using Logic&#039;s Midi Scripter. Yay! The bummer is that the built-in midi modulator in Logic is set up for 7-bit rather than 14-bit midi messages, so control over pitch bend is very coarse. With Scripter, I can finetune the pitch bend amounts and get really nice vibrato.</p><p>I&#039;m currently in the middle of building scripter presets to control all the CC messages for the Pulse, Triangle, Noise, and DMC channels. Along with the built-in midiNES controls, I&#039;m also planning to script some extra features (I realize that some of these non-vibrato controls can easily be implemented using the built-in modulator midi fx, so I don&#039;t know how crazy I&#039;ll get).</p><p>* Custom ASDR settings for vibrato depth (and speed?).<br />* Volume Tremelo (with Depth and Speed)<br />* Custom ASDR settings for volume (with option to retrigger on each NoteOn or only on first NoteOn)<br />* Hold option for Fine Tune Pitch (so new notes are automatically detuned)<br />* Menu with some nice instrument presets.</p><p>Come to think of it... it might be a nice idea to add sweep, constant oscillation between 2 values, and ASDR options to many of the parameters (like the DMC wave traveller or DMC pitch).</p><p>Anyway! If folks have any interest in this, please let me know. Suggestions/ideas are welcome.</p>]]></summary>
			<author>
				<name><![CDATA[runwithb]]></name>
				<uri>https://chipmusic.org/runwithb</uri>
			</author>
			<updated>2023-03-31T01:42:22Z</updated>
			<id>https://chipmusic.org/forums/topic/25238/logic-pro-scripter-vibrato-for-midines-interest-suggestions/new/posts/</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[SGB2 ROM replacement]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/topic/25231/sgb2-rom-replacement/new/posts/"/>
			<summary type="html"><![CDATA[<p>Hi all! I recently discovered a cool visual patch for the Super Game Boy 2 (<a href="https://www.romhacking.net/hacks/6449/" target="_blank">https://www.romhacking.net/hacks/6449/</a>) that according to the documentation, MIGHT work on actual hardware via an EEPROM. I&#039;m itching to try. I&#039;ve looked at the PCB compared it to the schematics for the original SGB (found on gbdev wiki); I&#039;ve read all I could find on teardowns of the SGB2, but I&#039;m still unsure about which chip has the rom for the software that I want to replace and which one has the smaller bootrom that checks the Nintendo logo on startup. Does anyone have any guidance?</p>]]></summary>
			<author>
				<name><![CDATA[Xuriik]]></name>
				<uri>https://chipmusic.org/Xuriik</uri>
			</author>
			<updated>2023-03-11T15:12:08Z</updated>
			<id>https://chipmusic.org/forums/topic/25231/sgb2-rom-replacement/new/posts/</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Super Midi pak - SNES midi synth]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/topic/25050/super-midi-pak-snes-midi-synth/new/posts/"/>
			<summary type="html"><![CDATA[<p>I saw this today. Looks cool!<br />It is a midi-cartridge for SNES so you can play it via midi.<br />Maybe it’s been featured here already but if not:<br /><a href="https://www.supermidipak.com/" target="_blank">https://www.supermidipak.com/</a></p>]]></summary>
			<author>
				<name><![CDATA[Avrilcadabra]]></name>
				<uri>https://chipmusic.org/Avrilcadabra</uri>
			</author>
			<updated>2022-07-12T07:22:16Z</updated>
			<id>https://chipmusic.org/forums/topic/25050/super-midi-pak-snes-midi-synth/new/posts/</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[9999-in-1 - an open source multicart ROM by NO CARRIER]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/topic/1566/9999in1-an-open-source-multicart-rom-by-no-carrier/new/posts/"/>
			<summary type="html"><![CDATA[<p>Yes, that&#039;s right, make your own pirate mulitcart for the NES:</p><p><a class="postimg" href="http://www.no-carrier.com/img/9999-in-1.png" title="http://www.no-carrier.com/img/9999-in-1.png" id="forum_image_83519027"><img src="http://www.no-carrier.com/img/9999-in-1.png" /></a></p><p><a href="http://www.no-carrier.com/index.php?/9999-in-1/" target="_blank">http://www.no-carrier.com/index.php?/9999-in-1/</a></p><p>Have fun!</p>]]></summary>
			<author>
				<name><![CDATA[ehks]]></name>
				<uri>https://chipmusic.org/ehks</uri>
			</author>
			<updated>2021-11-09T20:52:23Z</updated>
			<id>https://chipmusic.org/forums/topic/1566/9999in1-an-open-source-multicart-rom-by-no-carrier/new/posts/</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[NES AUDIO TOOLS (make music using your NES!)]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/topic/24723/nes-audio-tools-make-music-using-your-nes/new/posts/"/>
			<summary type="html"><![CDATA[<h5><span class="bbu">-----=====[NES AUDIO TOOLS]=====-----</span></h5><br /><p>Here you will find: [if not right now, then soon!]<br />-list of available audio tools;<br />-advantages of each;<br />-tips and tricks to get you started;<br />-audio examples found online;<br />-links to download NES trackers/emulators;<br />-NES audio quirks/tips&amp;tricks/problems;<br />also many more various interesting links relating to NES and 2A03 soundchip!</p><div class="spoilerbox" id="spoiler7002297"><h3 onclick="$('#spoilerbox7002297').css('display','block');$('#spoiler7002297').css('display','none')">&#8250; About this list:</h3></div><div class="spoilerbox" id="spoilerbox7002297" style="display:none"><h3 onclick="$('#spoilerbox7002297').css('display','none');$('#spoiler7002297').css('display','block')">&#8249; About this list:</h3><p>(Original post in 2020:) I wanted to create a main post somewhere on the internet that collects all audio tools available &amp; designed to make music using NES console or emulator, focusing on native music making solutions! I got idea for it after I discovered that nes-audio com site belonging to Neil Baldwin, genius who created trackers on NES disappeared early 2020, and even genius himself went absolutely offline. NES audio homebrew is criminally underappreciated compared to LSDJ, and overshadowed by trackers available on modern platforms. My goal is to to change that, starting here!</p><p>(2021 edit:) Months after that, having Neil Baldwin responding to emails, uploading copies of his sites and releasing source code of his software is extreme success of this little guide and personal achievement, especially considering how I still remember 10 years ago all that software being released, being excited about it all even though I had no clue how trackers work, or how to make chiptune at all. I&#039;m extremely happy to be able to bring it all back to life!</p></div><p><em><span class="bbu">Dear Chipster</span>, if you enjoy my collection of knowledge below and would like to contribute to it somehow, feel free to post here or DM me with content that would fit well here, or with a suggestion that would improve it!</em></p><br /><br /><h5>-----=====[<span class="bbu">NATIVE</span> AUDIO TOOLS]=====-----</h5><br /><p>----------<strong>[HOMEBREW:]</strong>----------</p><div class="spoilerbox" id="spoiler5329083"><h3 onclick="$('#spoilerbox5329083').css('display','block');$('#spoiler5329083').css('display','none')">&#8250; (Image comparison of major ones)</h3></div><div class="spoilerbox" id="spoilerbox5329083" style="display:none"><h3 onclick="$('#spoilerbox5329083').css('display','none');$('#spoiler5329083').css('display','block')">&#8249; (Image comparison of major ones)</h3><p><a class="postimg" href="https://cdn.discordapp.com/attachments/721765335413424149/728584648095170580/NESTRACKERS.png" title="Trackers" id="forum_image_81848351"><img src="https://cdn.discordapp.com/attachments/721765335413424149/728584648095170580/NESTRACKERS.png" /></a></p></div><br /><p><strong>-----</strong><span class="bbu">NTRQ</span><strong>-----</strong> <a href="https://www.youtube.com/watch?v=cKcCxIhG4UQ" target="_blank">Track made in NTRQ</a>, <a href="https://www.youtube.com/watch?v=YDZhZmX5klg" target="_blank">Example nr.2</a><br />This is FIRST native NES tracker! runs on any emulator, and despite looking simplistic/archaic, it&#039;s very advanced!<br />For sure 1st thing I recommend you to do is go to options and enable ALT NOTE ENTRY so changing notes/octaves will function same like LSDJ/Pulsar!<br /></p><div class="spoilerbox" id="spoiler2434608"><h3 onclick="$('#spoilerbox2434608').css('display','block');$('#spoiler2434608').css('display','none')">&#8250; &gt;NTRQ links and downloads&lt;</h3></div><div class="spoilerbox" id="spoilerbox2434608" style="display:none"><h3 onclick="$('#spoilerbox2434608').css('display','none');$('#spoiler2434608').css('display','block')">&#8249; &gt;NTRQ links and downloads&lt;</h3><p>-(Newest version available: 1.9)<br />-<a href="https://neilbaldwin.github.io/nes-audio/downloads/ntrq-v1-9.zip" target="_blank">Official Download</a><em>(also includes all tools released for it!)</em><br />-<a href="https://archive.org/details/NB_NES" target="_blank">backup download/manual here!</a><br />-<a href="https://neilbaldwin.github.io/nes-audio/manuals/ntrq/NTRQ%20Manual.pdf" target="_blank">NTRQ&#039;s manual</a><br />-<a href="https://battleofthebits.org/lyceum/View/NTRQ#Usage" target="_blank">BotB&#039;s guide what chapters from manual to read</a><em>(you may skip rest of links there)</em><br />-<a href="https://web.archive.org/web/20200221053639/http://blog.ntrq.net/?page_id=9" target="_blank">Tutorial mini series made by Neil Baldwin</a><br />-<a href="https://web.archive.org/web/20190930010138/http://blog.ntrq.net/?p=312" target="_blank">Heroquest&#039;s sav for NTRQ</a><br />-<a href="https://twitter.com/Infu_av/status/1344315498259951619?s=20" target="_blank">2x NTRQ track running on VCVrack</a></p></div><br /><p><strong>-----</strong><span class="bbu">Pulsar</span><strong>-----</strong> <a href="https://twitter.com/Infu_av/status/1262030506721521664?s=20" target="_blank">Audio example nr.1</a>, <a href="https://twitter.com/Infu_av/status/1267582588891402241?s=20" target="_blank">Example nr.2</a><br />Basically LSDJ on NES! I could say it&#039;s THE most advanced audio-tool homebrew available on NES thanks to it&#039;s automation/groove tables, and high refresh rate! Thankfully manual is quite accessible and easy to read/learn from!<br /></p><div class="spoilerbox" id="spoiler9170292"><h3 onclick="$('#spoilerbox9170292').css('display','block');$('#spoiler9170292').css('display','none')">&#8250; Quick &amp; dirty guide of differences between LSDJ and Pulsar</h3></div><div class="spoilerbox" id="spoilerbox9170292" style="display:none"><h3 onclick="$('#spoilerbox9170292').css('display','none');$('#spoiler9170292').css('display','block')">&#8249; Quick &amp; dirty guide of differences between LSDJ and Pulsar</h3><p>-Extremely buggy;<br />-No Live mode;<br />-B to move between pages instead of SELECT;<br />-Warp zone navigation, LEFT/RIGHT limited/different functionality;<br />-you copy entire pattern(no precise selection) and paste it from cursor position and below, does not overlap the top so everything above is safe;<br />-32 different envelopes, E command takes you to selected one instead of actually being an envelope (looks like ADSR vs multifuncional of LSDJ&#039;s volume envelope);<br />-Some values like Retrig or envelope numbers are reversed (FF is fastest on Pulsar);<br />-DPCM is very different from WAVE channel;<br />-<span class="bbu">Swapping DMC samples only through rebuilding from source!</span><br />-1st instrument advice: apply gate!<br />-<strong>CHECK THE MANUAL ANYWAY!</strong></p></div><div class="spoilerbox" id="spoiler1007098"><h3 onclick="$('#spoilerbox1007098').css('display','block');$('#spoiler1007098').css('display','none')">&#8250; &gt;Pulsar links and downloads&lt;</h3></div><div class="spoilerbox" id="spoilerbox1007098" style="display:none"><h3 onclick="$('#spoilerbox1007098').css('display','none');$('#spoiler1007098').css('display','block')">&#8249; &gt;Pulsar links and downloads&lt;</h3><p>-(Newest version available: 1.04)<br />-<a href="https://github.com/neilbaldwin/Pulsar" target="_blank">Github source code + up to date ROMs</a><em>(pulsar.nes / pulsar_PAL1.nes)</em><br />-<a href="https://neilbaldwin.github.io/nes-audio/manuals/pulsar/Pulsar.html" target="_blank">Pulsar&#039;s Manual</a><br />-<a href="https://archive.org/details/NB_NES" target="_blank">backup download/manual here!</a><br />-<a href="https://web.archive.org/web/20190930010840/http://blog.ntrq.net/?p=330" target="_blank">First mention of Pulsar</a><br />-<a href="https://chipmusic.org/forums/topic/24987/pulsar-source-code/" target="_blank">Pulsar&#039;s source code release thread</a></p></div><br /><p><strong>-----</strong><span class="bbu">cajoNES</span><strong>-----</strong> <a href="https://www.youtube.com/watch?v=z5d19i6Ak-U" target="_blank">Official Demonstration</a><br />Instead of traditional tracker cajoNES aims for live-performance music making! It has randomiser, high modulation rate and quick save/load making it very playable it&#039;s relatively easy to grasp!<br /></p><div class="spoilerbox" id="spoiler9741271"><h3 onclick="$('#spoilerbox9741271').css('display','block');$('#spoiler9741271').css('display','none')">&#8250; &gt;cajoNES links and downloads&lt;</h3></div><div class="spoilerbox" id="spoilerbox9741271" style="display:none"><h3 onclick="$('#spoilerbox9741271').css('display','none');$('#spoiler9741271').css('display','block')">&#8249; &gt;cajoNES links and downloads&lt;</h3><p>-(Newest version available: 1.0)<br />-<a href="https://neilbaldwin.github.io/nes-audio/downloads/cajoNES.zip" target="_blank">Official download</a><br />-<a href="https://neilbaldwin.github.io/nes-audio/manuals/cajoNES/cajoNES_manual.txt" target="_blank">cajoNES&#039;s manual</a><br />-<a href="https://archive.org/details/NB_NES" target="_blank">backup download/manual here!</a></p></div><div class="spoilerbox" id="spoiler1976709"><h3 onclick="$('#spoilerbox1976709').css('display','block');$('#spoiler1976709').css('display','none')">&#8250; &gt;Advanced Guide / Workflow&lt;</h3></div><div class="spoilerbox" id="spoilerbox1976709" style="display:none"><h3 onclick="$('#spoilerbox1976709').css('display','none');$('#spoiler1976709').css('display','block')">&#8249; &gt;Advanced Guide / Workflow&lt;</h3><p>If you played with cajoNES, you probably noticed how fun it is to use, and make up stuff on the go - The manual ends there, leaving user to figure out themselves how to make anything longer than 1-2&nbsp; loop.<br />In this guide I want to show my way around the program, from early start all the way to finished song/set!</p><p><span class="bbu">-----1. Preparation-----</span></p><p>-<span class="bbu">cajoNES+</span> Deluxe version is required as we need saving and loading to store our track!<br />-I&#039;d recommend to <span class="bbu"> keep manual close</span>&nbsp; - I tend to forget the combos required to do things - it&#039;s easy to make difficult mistake ruining your loop, like accidentally randomizing whole row or loading the original state of the loop, reverting your progress!<br />-Using <span class="bbu"> emulator with rewind function</span>&nbsp; is highly recommended! It&#039;s mostly to prevent mistakes above, saving you stress and rewinding back the mistake!</p><p><span class="bbu">-----2. Building your loops-----</span></p><p>-Small loop first! Starting from scratch, on 4th CTRL row I place [10], looping the first 4 rows only - That allows me to make couple sounds and drums first without need to constantly restart the sequencer just to hear what you&#039;re working on!<br />-Copy often! I usually start my loops with making good kick, then I copy it over rest of the pattern where I want kick to play! Same applies to rest of instruments, it&#039;s super easy to make cool random sound, paste it few times around and do small little changes<br />-Sweep Depth &amp; Speed tips: I recommend you to make your kicks using high Depth, and low Speed (i.e. setting MDC to about [20], and MSC around [07]) - this will make your kick much more consistent every time it plays!<br />-Speed aware drums! While taking the advice just above, I do recommend to tune the envelopes of your drums so they don&#039;t sound strange when you do little SPEED/SWING adjustments - this will allow you to integrate live speed changes in your songs keeping your kicks stable!</p><p><span class="bbu">-----3. Song structure-----</span><br />-Coming soon!</p><p><span class="bbu">-----4. Sequencer Techniques &amp; Live play Tricks-----</span><br />-Coming soon!</p><p><span class="bbu">-----5. TAS (Tool Assisted Speedrun)-----</span><br />-Coming soon!</p></div><br /><p><strong>-----</strong><span class="bbu">PR8</span><strong>-----</strong> <a href="https://www.youtube.com/watch?v=iqkOvHr0ytY" target="_blank">Demo song playaround</a><br />It&#039;s &quot;drum-machine-style synth&quot;, sports interesting non-tracker-like design enabling the user to create multi-channel instruments and play live with ease! Compared to Elektron synthesizers like Octatrack for it&#039;s automation possibilities, it&#039;s extremely powerful tool to create complete tracks!<br /></p><div class="spoilerbox" id="spoiler1748585"><h3 onclick="$('#spoilerbox1748585').css('display','block');$('#spoiler1748585').css('display','none')">&#8250; WORKFLOW ADVICE:</h3></div><div class="spoilerbox" id="spoilerbox1748585" style="display:none"><h3 onclick="$('#spoilerbox1748585').css('display','none');$('#spoiler1748585').css('display','block')">&#8249; WORKFLOW ADVICE:</h3><p>[DISCLAIMER: THIS GUIDE IS NOT MANUAL REPLACEMENT]<br />(please take time to read it, especially CONTROLS and QUICK START!)<br />-----3 first things you need to know:<br />*(SMALL BUG+EASY FIX) PR8 is tuned for PAL mode, so if you&#039;re using NTSC, set OSC-C value to FF for channel A,B and C (Noise keeps it&#039;s shape across regions though!)<br />*KEEP PHRASE 0 EMPTY! It&#039;s necessary for pattern cloning;<br />*PR8 SAVES ALL THE TIME! All changes you make are permanent, there&#039;s no undo!<br />-----PR8 priorities<br />Changing Phrase, Pattern(and values next to it) or Instrument will affect NEXT loop<br />Changing instrument parameters or triggers will happen INSTANTLY<br />Tracks at the bottom have PRIORITY over ones above (e.g. you have 2 tracks that use noise channel, so as long as bottom one is playing, the one above will not)<br />-----Unique advantages<br />--I feel that PR8 tries to encourage the user to add and remove notes from the phrases as you play, or even shifting the phrase left or right, playing with the sequence in the pattern - Though because of constant saving happening all the time, the user might not notice it.<br />There are 2 ways to work around that:<br />1.If you copy phrase, then you can modify it freely, and when finished, paste over original phrase! (Phrase is transferred to separate buffer, you keep it until you copy something else, or reset the console)<br />2.Create copy of the phrase and keep it in the pattern on track without instrument on it, so you can copy notes from it, or paste entire phrase when needed!</p><p>-----Organization of patterns<br />PR8&#039;s style of jamming also relies on changing between patterns. Usually you have NO MORE than 3 seconds (even that&#039;s generous!) to change pattern to next one. PR8 waits until current playing pattern finishes before playing new one.<br />Therefore I HIGHLY recommend careful choosing your next patterns. Look at the following pattern map:<br /></p><div class="codebox"><pre><code>..  ..  ..  ..  ..  ..
40  41  42  43  44  45  ..
30  31  32  33  34  35  ..
20  21  22  23  24  25  ..
10  11  12  13  14  15  ..
00  01  02  03  04  05  .. </code></pre></div><p>If you&#039;re playing pattern 22, the quickest patterns to access are 23, 32, 21, 12<br />Try not to organize patterns in one line (e.g. 00-&gt;01-&gt;02-&gt;03) otherwise going back to first pattern will take you much longer.<br />Using something like 00-&gt;10-&gt;11-&gt;01 lets you repeat section while still allowing access to other patterns.<br />[Following the advice above, actually start your first song in pattern10 or 11, that gives you the most freedom of pattern selection.]<br />-----Space management<br />You have at your disposal:<br />8 song 256 bars each;<br />256 patterns containing COMBINATION of:<br />6 instruments (out of 128 possible), and<br />6 phrases (out of 192 possible, 191 if left out phrase00).<br />I used word &quot;Combination&quot;, because PR8 allows you to use ANY phrase on ANY instrument.<br />NOTE: unlike LSDJ/Pulsar, PR8 keeps all patterns, instruments and phrases shared across your .sav file!<br />[note: you can leave phrase on silent instrument to aid you to copy notes]<br />Still, most probably you will run out of different phrases first!<br />To prevent that from happening:<br />-Make sure to delete any needless patterns (or they may get lost between used ones);<br />-If want to use same note placement, consider using new instrument;</p><p>BUGS/QUIRKS:<br />-(TO AVOID: GET FIXED VERSION FROM GITHUB!)PR8&#039;s lowest available note is A-1. Trying to go octave down beyond A-1 will result the next note being glitched. Nothing dangerous! Just copy functioning note or simply restart to regain normal note back!<br />-(TO AVOID: GET FIXED VERSION FROM GITHUB!)CRITICAL BUG: Same procedure like above, but with phrase number in the pattern: Going octave down from 0E and copying the new value onto other track will CRASH PR8, and trying to access that pattern will RESULT IN CRASH<br />solution: be aware of it and don&#039;t do it.<br />-NOISE(D) shape is NOT affected by Note number, use that to your advantage!<br />-Combo using SELECT button done to quickly can (un)mute your track/channel (just slow down a bit haha)<br />-Retrig speed is not dependent on pattern speed!<br />-Echo during certain pattern tempos cannot be heard (as it layers perfectly with pre-echoed song)<br />-If speed parameter doesn&#039;t suit you, consider different region of emulation (check speed guide below!)</p></div><div class="spoilerbox" id="spoiler3842798"><h3 onclick="$('#spoilerbox3842798').css('display','block');$('#spoiler3842798').css('display','none')">&#8250; PR8 Speed Guide (NTSC &amp; PAL):</h3></div><div class="spoilerbox" id="spoilerbox3842798" style="display:none"><h3 onclick="$('#spoilerbox3842798').css('display','none');$('#spoiler3842798').css('display','block')">&#8249; PR8 Speed Guide (NTSC &amp; PAL):</h3><p><span class="bbu">PR8: Speed = Tempo</span> -<a href="https://web.archive.org/web/20190930010611/http://blog.ntrq.net/?p=507" target="_blank">(Original article here!)</a></p><p>Here’s a formula that you can use to calculate the BPM in PR8 based on the SPEED setting:</p><p>TEMPO = 60 / ((SPEED + 2) * 4) * 120</p><p>NTSC updates at 60hz (60 times a second) whereas PAL updates at 50Hz so you just need to use that ratio to scale the BPM speeds. If you do NTSC multiplied by 50 divided by 60 it should give you the correct number (ish). As an example: if PR8 is playing at 120 BPM in NTSC, putting that into the calculation:<br />120 x 50 / 60 = 100 BPM</p><br /><p>NTSC -- SPEED -- PAL<br />600.00_<strong>01</strong>_500<br />450.00_<strong>02</strong>_375<br />360.00_<strong>03</strong>_300<br />300.00_<strong>04</strong>_250<br />257.14_<strong>05</strong>_214.283<br />225.00_<strong>06</strong>_187.5<br />200.00_<strong>07</strong>_166.667<br />180.00_<strong>08</strong>_150<br />163.64_<strong>09</strong>_136.367<br />150.00_<strong>0A</strong>_125<br />138.46_<strong>0B</strong>_115.383<br />128.57_<strong>0C</strong>_107.142<br />120.00_<strong>0D</strong>_100<br />112.50_<strong>0E</strong>_93.75<br />105.88_<strong>0F</strong>_88.23<br />100.00_<strong>10</strong>_83.33<br />94.74_<strong>11</strong>_78.95<br />90.00_<strong>12</strong>_75<br />85.71_<strong>13</strong>_71.425<br />81.82_<strong>14</strong>_68.183<br />78.26_<strong>15</strong>_65.217<br />75.00_<strong>16</strong>_62.5<br />72.00_<strong>17</strong>_60<br />69.23_<strong>18</strong>_57.692<br />66.67_<strong>19</strong>_55.558<br />64.29_<strong>1A</strong>_53.575<br />62.07_<strong>1B</strong>_51.725<br />60.00_<strong>1C</strong>_50<br />58.06_<strong>1D</strong>_48.383<br />56.25_<strong>1E</strong>_46.875</p></div><div class="spoilerbox" id="spoiler7917068"><h3 onclick="$('#spoilerbox7917068').css('display','block');$('#spoiler7917068').css('display','none')">&#8250; {Advanced}Editing the appearance:</h3></div><div class="spoilerbox" id="spoilerbox7917068" style="display:none"><h3 onclick="$('#spoilerbox7917068').css('display','none');$('#spoiler7917068').css('display','block')">&#8249; {Advanced}Editing the appearance:</h3><p><a class="postimg" href="https://pbs.twimg.com/media/EY-0VbaXYAcUn_q?format=jpg&amp;name=medium" title="4differentpalettes" id="forum_image_58867414"><img src="https://pbs.twimg.com/media/EY-0VbaXYAcUn_q?format=jpg&amp;name=medium" /></a></p><p>PR8 by default does not offer much customization in terms of colours and looks. Time to change that!<br />--To change tiles on the screen:<br />Mesen or Nintendulator and take a look at their included PPU viewer<br />Looking at the CHR viewer you&#039;ll notice that all all characters have Tile Index.<br />Boot up your favorite hex editor. 90% of the screen is editable from here!<br />Screen layout starts at 14B45, and every row on screen is 32 tiles, so resize your editor if possible for ease of use;<br />Replace values of tiles accordingly to your taste!<br />Last tile on the screen is located at 14F04.<br />--To change .pal file<br />This way you can achieve top colour customisation, but it might destroy visual compatibility with other software!<br />I recommend Nestopia. In video settings you should find palette editor. Code block below represents colours used by PR8:<br /></p><div class="codebox"><pre><code>00 XX XX XX XX XX XX 07 XX XX XX XX XX XX XX 0F 
10 11 XX XX XX 15 16 XX XX XX XX XX XX XX XX XX 
XX 21 XX XX XX XX 26 27 XX 29 2A XX XX XX XX XX 
30 XX XX XX XX XX 36 XX XX XX XX XX XX XX XX XX </code></pre></div><p>less obvious ones are:<br />Flashing cursor = 0F-&gt;16-&gt;26-&gt;36-&gt;30;<br />Cursor when holding A or B = 26;<br />grid cursor indicating edited step = 29;<br />Instrument buttons =&nbsp; 27,15;<br />Regarding greens: step indicator = 2A, rest is 29;<br />Regarding blues: 11 is used by blue (ghost) arrow as an outline;<br />You can safely ignore rest of the colours, as they are not used with PR8.</p></div><div class="spoilerbox" id="spoiler4164903"><h3 onclick="$('#spoilerbox4164903').css('display','block');$('#spoiler4164903').css('display','none')">&#8250; &gt;PR8 links and downloads&lt;</h3></div><div class="spoilerbox" id="spoilerbox4164903" style="display:none"><h3 onclick="$('#spoilerbox4164903').css('display','none');$('#spoiler4164903').css('display','block')">&#8249; &gt;PR8 links and downloads&lt;</h3><p>-(Newest version available: 1.02 <span class="bbu">from Github</span>)<br />-<a href="https://github.com/neilbaldwin/PR8" target="_blank">PR8 Github repository + ROMs (pr8_ntsc.nes / pr8_pal.nes)</a><br />-<a href="https://neilbaldwin.github.io/nes-audio/manuals/pr8/index.html" target="_blank">PR8&#039;s manual</a><br />-<a href="https://archive.org/details/NB_NES" target="_blank">backup download/manual here!</a><br />-<a href="https://web.archive.org/web/20190930012042/http://blog.ntrq.net/?p=404" target="_blank">First mention of PR8</a><br />-<a href="https://www.youtube.com/watch?v=8OwCqme5zRE" target="_blank">Video mentioned in the link above</a><br />-<a href="https://chipmusic.org/forums/topic/24966/pr8-source-code/" target="_blank">PR8&#039;s source code release thread</a><br />-<a href="https://twitter.com/Infu_av/status/1378093405939585024?s=20" target="_blank">Audio example nr.1</a><br />-<a href="https://twitter.com/Infu_av/status/1264822536010903552?s=20" target="_blank">Audio example nr.2</a><br />-<a href="https://twitter.com/Infu_av/status/1270149216644608000?s=20" target="_blank">PR8 running on GBA</a></p></div><br /><p><strong>-----</strong><span class="bbu">SMMM</span><strong>-----</strong> <a href="https://soundcloud.com/andy_l/andy-l-super-magic-music-maker" target="_blank">Track demonstrating SMMM</a><br />Super Magic Music Maker is an semi-interactive random music generator. You won&#039;t be able to compose music on it due to its generative nature - it will produce itself! Simple controls allow interacting with the scales and sequence, and there are also visuals!<br /></p><div class="spoilerbox" id="spoiler6934722"><h3 onclick="$('#spoilerbox6934722').css('display','block');$('#spoiler6934722').css('display','none')">&#8250; &gt;SMMM links and downloads&lt;</h3></div><div class="spoilerbox" id="spoilerbox6934722" style="display:none"><h3 onclick="$('#spoilerbox6934722').css('display','none');$('#spoiler6934722').css('display','block')">&#8249; &gt;SMMM links and downloads&lt;</h3><p>-(Newest version available: 1.1)<br />-<a href="https://neilbaldwin.github.io/nes-audio/downloads/SMMM1-1.zip" target="_blank">Official download</a><br />-<a href="https://neilbaldwin.github.io/nes-audio/manuals/SMMM/smmm.txt" target="_blank">SMMM&#039;s manual</a><br />-<a href="https://archive.org/details/NB_NES" target="_blank">backup download/manual here!</a></p></div><br /><p><strong>-----</strong><span class="bbu">Chippy</span><strong>-----</strong><br />Chippy is very simple piano-roll sequencer and easy to understand instrument design! And has a cat!<br />I see it as perfect introduction to NES audio for beginners, as it teaches basics like hexademical system (volume goes from 0 to F, and even sequencer starts from 00 rather than 1) also if played from the middle, it plays with default speed rather than the different one we set on start of our composition, teaching user to not forget commands!<br />(Also small tip: if you want to have swing, exchange 2 close to each other BPM commands every step!)<br />Instructions are included on same forum where download link is!<br /></p><div class="spoilerbox" id="spoiler8678377"><h3 onclick="$('#spoilerbox8678377').css('display','block');$('#spoiler8678377').css('display','none')">&#8250; &gt;Chippy links and downloads&lt;</h3></div><div class="spoilerbox" id="spoilerbox8678377" style="display:none"><h3 onclick="$('#spoilerbox8678377').css('display','none');$('#spoiler8678377').css('display','block')">&#8249; &gt;Chippy links and downloads&lt;</h3><p>-<a href="https://forums.nesdev.com/viewtopic.php?f=34&amp;t=17445" target="_blank">Chippy&#039;s nesdev forum thread + Downloads</a><br />-<a href="https://web.archive.org/web/20200811023815/https://forums.nesdev.com/viewtopic.php?f=34&amp;t=17445" target="_blank">Archive.org Backup of above</a></p></div><br /><p><strong>-----</strong><span class="bbu">Plogue Livenes</span><strong>-----</strong> <a href="https://www.youtube.com/watch?v=q7uoukR4o3M" target="_blank">Official Demonstration</a>, <a href="https://twitter.com/Infu_av/status/1265347715606732803?s=20" target="_blank">Savestate track</a> <br />Made as test tool to help understand 2A03 &amp; other chips, but functions extremely well as drone machine!<br />There are 4 versions available: 2A03 only, 2A03+ Konami VRC6, 2A03+ Nintendo FDS and 2A03+ Sunsoft 5B!<br />Playing around is highly advised!<br /></p><div class="spoilerbox" id="spoiler2403914"><h3 onclick="$('#spoilerbox2403914').css('display','block');$('#spoiler2403914').css('display','none')">&#8250; How to use &amp; Quickstart section</h3></div><div class="spoilerbox" id="spoilerbox2403914" style="display:none"><h3 onclick="$('#spoilerbox2403914').css('display','none');$('#spoiler2403914').css('display','block')">&#8249; How to use &amp; Quickstart section</h3><p><span class="bbu">Controls</span>:<br />DPAD to move cursor around,<br />A to enable/disable parameters,<br />Start to reset everything,<br />(VRC6 / FDS / S5B) Select to change pages!</p><p><span class="bbu">To generate sound</span>:<br />Pulse1/2 needs V+T+L(bottom);<br />Triangle needs R+T+L;<br />Noise needs V;<br />DMC needs L(top) and enabled D in &quot;Control&quot;(This one is tricky channel, if sometimes gets silent until we turn it on and off in &quot;Control&quot;);<br />VRC6 Pulse1/2 needs V+F+E;<br />VRC6 Saw needs A+F+E;<br />FDS Car needs M+V+F;<br />FDS Mod needs active Car + M/D+F (Mod modifies sound made by Carrier);<br />S5B needs same channel volume + Frequency enabled (REG8 responds to REG0/1; REG9 to REG2/3, REGA to REG4/5)<br /><em>(note: at the moment S5B is fully supported only by Nestopia (both vanilla and UE))</em></p><p><span class="bbu">Additional notes</span>: <br />-Addresses (blue 4digits) can be looked up on <a href="http://wiki.nesdev.com/w/index.php/2A03" target="_blank">nesdev 2A03 wiki page</a> for more details;<br />-Turning off channels in &quot;Control&quot; will not turn them on unless we play with L(bottom) of channels;<br />-DMC with it&#039;s 4011 address shows PERFECTLY how much Triangle/Noise drops volume (and how hard it is to control it);<br />-Swiping Pulse channels(E and S) will make it fade away, need to retrigger the channel to play again.</p></div><div class="spoilerbox" id="spoiler3685088"><h3 onclick="$('#spoilerbox3685088').css('display','block');$('#spoiler3685088').css('display','none')">&#8250; &gt;Livenes links and downloads&lt;</h3></div><div class="spoilerbox" id="spoilerbox3685088" style="display:none"><h3 onclick="$('#spoilerbox3685088').css('display','none');$('#spoiler3685088').css('display','block')">&#8249; &gt;Livenes links and downloads&lt;</h3><p>-<a href="https://github.com/plgDavid/livenes" target="_blank">Github repository + downloads</a><br />-<a href="http://ploguechipsounds.blogspot.com/2014/09/plogue-livenes.html" target="_blank">Plogue R&amp;D&#039;s post about livenes</a></p></div><br /><p><strong>-----</strong><span class="bbu">droNES</span><strong>-----</strong> <a href="https://www.youtube.com/watch?v=jaVXK17vGbU" target="_blank">Official Demonstration</a>, <a href="https://twitter.com/Infu_av/status/1270486872402395137?s=20" target="_blank">short droNES video</a><br />droNES turns NES into a drone/noise box by implementing (very) crude frequency modulation (FM) and amplitude modulation (AM) to 3 of the NES&#039;s hardware voice: the two square-wave voices and the noise. Geared more towards live experimentation and exploration, able to satisfy any harsh noise fascinate!<br /></p><div class="spoilerbox" id="spoiler3548339"><h3 onclick="$('#spoilerbox3548339').css('display','block');$('#spoiler3548339').css('display','none')">&#8250; &gt;droNES links and downloads&lt;</h3></div><div class="spoilerbox" id="spoilerbox3548339" style="display:none"><h3 onclick="$('#spoilerbox3548339').css('display','none');$('#spoiler3548339').css('display','block')">&#8249; &gt;droNES links and downloads&lt;</h3><p>-(Newest version available: 1.0)<br />-<a href="https://archive.org/download/NB_NES/droNES-V1-0.zip" target="_blank">droNES download</a><br />-<a href="https://archive.org/download/NB_NES/droNES-V1-0.zip/droNES.txt" target="_blank">droNES&#039;s manual</a><br />-<a href="https://www.youtube.com/watch?v=PpsB_6kS-HI" target="_blank">early version showcase</a></p></div><br /><p><strong>-----</strong><span class="bbu">Spacetime 6502</span><strong>-----</strong> <a href="https://www.youtube.com/watch?v=vJ9z2rMUSWw" target="_blank">Official Demonstration</a><br />Spacetime 6502 is described by author of the port as &quot;weird function sequencer&quot; - it has 16 steps where instead of musical notes user can influence the melody/sequence played with one of 8 different operators! It&#039;s fun and interesting little tool, and extremely easy to pick up! <br /></p><div class="spoilerbox" id="spoiler4440589"><h3 onclick="$('#spoilerbox4440589').css('display','block');$('#spoiler4440589').css('display','none')">&#8250; &gt;Quickstart guide:&lt;</h3></div><div class="spoilerbox" id="spoilerbox4440589" style="display:none"><h3 onclick="$('#spoilerbox4440589').css('display','none');$('#spoiler4440589').css('display','block')">&#8249; &gt;Quickstart guide:&lt;</h3><p>Controls:</p><div class="codebox"><pre><code>Dpad left/right = move cursor position on sequencer
Dpad up/down = operator selection (same as A/B)
Select = change all symbols to random operator*
Start = same as Dpad right
  *may cause small visual/functional glitches</code></pre></div><p>Operators:</p><div class="codebox"><pre><code>+  = increase melodic counter by 1
-  = decrease melodic counter by 1
&lt;  = increase melodic counter by 10
&gt;  = decrease melodic counter by 10
M  = increase SPEED by 1 up (SPEED goes from 1 to B, 1 being fastest)
W  = increase SPEED by 1 up ( wraps up to C)
&lt;&gt; = jump to random position
*  = random note</code></pre></div></div><div class="spoilerbox" id="spoiler9278082"><h3 onclick="$('#spoilerbox9278082').css('display','block');$('#spoiler9278082').css('display','none')">&#8250; &gt;Spacetime 6502 links and downloads&lt;</h3></div><div class="spoilerbox" id="spoilerbox9278082" style="display:none"><h3 onclick="$('#spoilerbox9278082').css('display','none');$('#spoiler9278082').css('display','block')">&#8249; &gt;Spacetime 6502 links and downloads&lt;</h3><p>-<a href="https://wiki.xxiivv.com/site/spacetime_6502.html" target="_blank">Official page + source code</a><br />-<a href="http://www.timdrage.com/hostedstuff/Spacetime_6502_port_xxiivv.nes" target="_blank">ROM file, hosted by Cementimental!</a><br />-<a href="https://web.archive.org/web/20210717231522/http://www.timdrage.com/hostedstuff/Spacetime_6502_port_xxiivv.nes" target="_blank">Backup link of above</a><br />-<a href="https://llllllll.co/t/spacetime-6502/35807" target="_blank">Spacetime 6502&#039;s informative forum thread</a></p></div><br /><br /><p>----------<strong>[COMMERCIAL:]</strong>---------- <em>(no download links provided for those, sorry!)</em></p><br /><p><strong>-----</strong><span class="bbu">Ikinari Musician</span><strong>-----</strong> (JP, 1987) <a href="https://www.youtube.com/watch?v=rgL2oUWGpNY" target="_blank">&quot;Let&#039;s play&quot; video of Ikinari Musician</a>,&nbsp; <a href="https://twitter.com/Infu_av/status/1278271323790327813?s=20" target="_blank">Built in melody processed in VCV rack</a><br />Very accessible live jamming app, where you move little blob/cursor on the keyboard within selected scale!<br />It&#039;s extremely fun and playable! This would be first app I&#039;d recommend for young Chiptuners, but I believe anyone will have fun with it!<br />Also has MULTIPLAYER! (though only one can play at once, interrupting doesn&#039;t feel frustrating!)<br />it has many fun &quot;cheats&quot; that change graphics or slow down the beat, and to make it all beautiful, you can record your jamming live!<br />[note: recording is still ON until the end-of-song jingle finishes!]</p><br /><p><strong>-----</strong><span class="bbu">Dezaemon</span><strong>-----</strong> (JP, 1991) <a href="https://www.youtube.com/watch?v=juKg9-gb0Pk" target="_blank">Tune made in Dezaemon</a><br />music-sheet based sequencer controllable with dpad cursor;<br />12 bar per song (max 6 songs);<br />24 different pulse channel instruments;<br />5 DPCM samples available (kick, snare and 3 toms);<br />32 different tempo speeds to choose (most of it is in range 20-300, also has 450 &amp; 900!);<br /></p><div class="spoilerbox" id="spoiler5499752"><h3 onclick="$('#spoilerbox5499752').css('display','block');$('#spoiler5499752').css('display','none')">&#8250; &gt;Notes:&lt;</h3></div><div class="spoilerbox" id="spoilerbox5499752" style="display:none"><h3 onclick="$('#spoilerbox5499752').css('display','none');$('#spoiler5499752').css('display','block')">&#8249; &gt;Notes:&lt;</h3><p>-Pressing START will make you quit music editor and lose your progress - don&#039;t press it!<br />-You move around patterns by selecting them with B button<br />-Make sure to save often your tunes - each one can be held under different BGM number<br />-Most of instruments are actually a copy of each other, just 1-2 octaves higher<br />-Sometimes you can only place note while pressing B<br />-Changing Tone won&#039;t take effect until you restart the sequencer<br />-You can copy <span class="bbu">currently viewed pattern</span> onto another - press &quot;A&quot; button to copy!</p></div><br /><p>=====<strong><span style="color: #FF2020">POCKETNES FOR PR8 &amp; PULSAR</span></strong>=====<br />-----<a href="https://twitter.com/Infu_av/status/1270149216644608000?s=20" target="_blank">video of PR8 running on GBA!</a>-----<br />Produced by Dwedit in 2016, this version is able to run NES 2.0 homebrew!<br />It&#039;s quite stable and works well on the actual hardware<br />(Results on emulators may vary, but you&#039;re welcome to try!)<br />Package contains:<br />-Updated PocketNES + menumaker;<br />-Original &amp; updated PR8 and Pulsar packages;<br />-Premade .gba files for each one!!<br /><a href="https://archive.org/download/NB_NES/POCKETNES2.zip" target="_blank">-----[DOWNLOAD HERE]-----</a><br /><em>(Of course, you&#039;re more than welcome to use package above to convert all your NES audio tools together into .gba file - the PR8/Pulsar compatibility is extra bonus!)</em></p><br /><p>-----<span class="bbu"><strong>[NES 2.0 EMULATORS (for Pulsar/PR8 support)]</strong></span>-----<br /><a href="https://www.retroarch.com/" target="_blank">Retroarch</a> (multiple)<br /><em>[Working Retroarch cores: FCEUmm, Mesen, Nestopia UE]</em><br /><a href="https://www.mesen.ca" target="_blank">Mesen</a> - (Win, Linux)<br /><a href="https://www.qmtpro.com/~nes/nintendulator" target="_blank">Nintendulator</a> - (Win)<br /><a href="http://0ldsk00l.ca/nestopia/" target="_blank">Nestopia UE</a> - (Win, Linux, MacOS)<br /><a href="https://github.com/TASVideos/fceux/" target="_blank">FCEUX</a> - (Win, Unix)</p><p><em>(for all other audio tools, feel free to use your fav NES emulator, though it&#039;s still advised to use accurate one, like ones above!)</em></p><p>-----<strong>[FLASHCARTS FOR NES 2.0]</strong>-----<br />PowerPak is supported - special file is included in both PR8 and Pulsar&#039;s archives!<br />NT Mini is supported (<a href="https://atariage.com/forums/topic/242970-fpga-based-videogame-system/page/42/?tab=comments#comment-3687219" target="_blank">Source</a>)</p><br /><p>-----<strong>[USEFUL LINKS]</strong>-----<br />--<a href="https://archive.org/details/NB_NES" target="_blank">Archive of all Neil Baldwin&#039;s tools + PocketNES package</a><br />--<a href="https://neilbaldwin.github.io/" target="_blank">current &amp; active nes.audio.com website + DutyCycleGenerator.net blog!</a><br />--<a href="https://web.archive.org/web/20200325111026/http://blog.ntrq.net:80/" target="_blank">Blog.NTRQ.net archive</a><br />--<a href="https://web.archive.org/web/20200128103914/http://nes-audio.com:80/" target="_blank">Original nes-audio.com archive</a><br />--<a href="https://www.romhacking.net/utilities/1451/" target="_blank">MakeDPCM - Top WAV to DMC converter</a><br />--<a href="https://chipmusic.org/forums/topic/24646/pitched-dpcm-sample-generator/" target="_blank">DPCM pitched sample generator by TylerBarnes</a> and<a href="https://forums.nesdev.com/viewtopic.php?f=6&amp;t=19777" target="_blank"> nesdev thread with more info</a><br />--<a href="https://nobitleftbehind.wordpress.com/2014/07/28/how-to-overclock-the-nes/" target="_blank">NES hardware overclocking mods (Different speeds/pitches for trackers!) by LimitZer0</a><br />--<a href="https://chipmusic.org/forums/topic/2483/rjdmc-14/" target="_blank">WAV to DMC converter by Rushjet1</a><br />--<a href="http://slack.net/~ant/misc/nes-saw/" target="_blank">Saw wave DPCM IRQ demo in NSF2 by Blargg &amp; Brad Smith</a><br />--<a href="https://web.archive.org/web/20210305072506/https://forums.nesdev.com/viewtopic.php?f=6&amp;t=13243" target="_blank">Triangle wave overtones investigation by Tepples</a><br />--<a href="https://web.archive.org/web/20190930011150/http://blog.ntrq.net/?p=428" target="_blank">&quot;Pulsar, SXROM and NES 2.0 Emulators&quot; article by Neil Baldwin</a><br />--<a href="https://wiki.nesdev.com/w/index.php/NES_2.0" target="_blank">Technical info regarding NES 2.0</a><br />--<a href="https://defensem3ch.github.io/aquellexws/goodies/tutorial/famitracker-dubstep" target="_blank">&quot;The Compendium of Custom Refresh Rate Techniques in FamiTracker&quot; by Dimeback</a><br />--<a href="https://chipmusic.org/forums/topic/19761/finding-a-way-to-emulate-nes-dpmc-samples/" target="_blank">Detailed Chipmusic.org Thread on DMC samples</a><br />-----<strong>[HARDWARE NES MUSIC]</strong>-----<br />--Famimimidi: NES MIDI cardridge:<br />video of it in action: <a href="https://www.youtube.com/watch?v=5qE-WJzdd6k" target="_blank">https://www.youtube.com/watch?v=5qE-WJzdd6k</a><br />available to buy here: <a href="https://catskullelectronics.com/famimimidi" target="_blank">https://catskullelectronics.com/famimimidi</a><br />--MidiNES: NES MIDI cardridge <em>(not supported anymore)</em></p><br /><p>-----software to make NES music on modern platforms-----<br /><a href="https://github.com/Dn-Programming-Core-Management/Dn-FamiTracker" target="_blank">DN-Famitracker</a> - (Win, Wine on Linux) [Tracker style]<br /><a href="https://famistudio.org/" target="_blank">Famistudio</a> - (Win, Mac, Linux) [Piano roll style]</p>]]></summary>
			<author>
				<name><![CDATA[INFU]]></name>
				<uri>https://chipmusic.org/INFU</uri>
			</author>
			<updated>2021-07-20T15:16:39Z</updated>
			<id>https://chipmusic.org/forums/topic/24723/nes-audio-tools-make-music-using-your-nes/new/posts/</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Famimimidi NES Edition - anyone used it yet?]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/topic/24277/famimimidi-nes-edition-anyone-used-it-yet/new/posts/"/>
			<summary type="html"><![CDATA[<p>Curious to see if anyone has braved the gauntlet and tinkered with this thing yet.<br />Looks awesome and sounds even cooler in theory, but that manual is...&nbsp; Daunting.</p><p><a href="https://catskullelectronics.com/famimimidi" target="_blank">https://catskullelectronics.com/famimimidi</a></p>]]></summary>
			<author>
				<name><![CDATA[captain]]></name>
				<uri>https://chipmusic.org/captain</uri>
			</author>
			<updated>2021-06-05T16:36:50Z</updated>
			<id>https://chipmusic.org/forums/topic/24277/famimimidi-nes-edition-anyone-used-it-yet/new/posts/</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Pulsar Source Code]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/topic/24987/pulsar-source-code/new/posts/"/>
			<summary type="html"><![CDATA[<p>In the same spirit as the source code dump for PR8, here&#039;s the same for Pulsar.</p><p><a href="https://github.com/neilbaldwin/Pulsar" target="_blank">https://github.com/neilbaldwin/Pulsar</a></p><p>There are a few bugs that need my attention and which I&#039;ll endeavour to address, time permitting. If you find any issues or know of any historical ones you can add them to the issue tracker on the git repository.</p><p>Peace and love,<br />Neil</p>]]></summary>
			<author>
				<name><![CDATA[neilbaldwin]]></name>
				<uri>https://chipmusic.org/neilbaldwin</uri>
			</author>
			<updated>2021-04-09T19:02:47Z</updated>
			<id>https://chipmusic.org/forums/topic/24987/pulsar-source-code/new/posts/</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[NES Hardware Options?]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/topic/24897/nes-hardware-options/new/posts/"/>
			<summary type="html"><![CDATA[<p>Hiya.</p><p>I am interested in trying out the NES chips for musical purposes, as it&#039;s something I&#039;ve never done before. I come to you, asking for advice on what the best implementation would be in a hardware sense. </p><p>I ask this because I have used the SID chip in a whole manner of different forms, from Eurorack to dedicated synth modules to the console itself via MSSIAH, and I know that the latter wasn&#039;t really the most practical option - so assume that the same may well be true with the NES. That said, I do not own a NES (and never have), but I am prepared to get one if that turns out to be the best way. </p><p>So... should I get a NES and a particular cart/mod? Is there a specific hardware synth that works really well? e.g. the Twisted Electrons thing? Open to all suggestions (except VSTs - they don&#039;t float my boat).</p><p>Thank you!</p>]]></summary>
			<author>
				<name><![CDATA[wedanced]]></name>
				<uri>https://chipmusic.org/wedanced</uri>
			</author>
			<updated>2021-04-08T22:58:37Z</updated>
			<id>https://chipmusic.org/forums/topic/24897/nes-hardware-options/new/posts/</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[PR8 Source Code]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/topic/24966/pr8-source-code/new/posts/"/>
			<summary type="html"><![CDATA[<p>At the request of INFU on here I&#039;ve uploaded the entire source code for my PR8 NES Drum Machine to GitHub:</p><p><a href="https://github.com/neilbaldwin/PR8" target="_blank">https://github.com/neilbaldwin/PR8</a></p><p>You&#039;re free to do whatever you like with it but please be aware I won&#039;t support basic help requests i.e. you need to know how to code (in depth) and you need to know how to code for the NES (in depth) and NES audio.</p><p>If you feel slightly grateful for 25000 lines of code and about 6 months of my life invested into it, buy me a PayPal coffee/pint: info@marmotaudio.co.uk</p><p>I&#039;m going to tidy up some of the other projects too. I guess Pulsar would be the obvious one but I&#039;ll do them all eventually. If you&#039;ve a burning desire for me to prioritise one drop me a line.</p><p>I&#039;m not back here for good, far too much other stuff going on at the moment but I thought I&#039;d at least say hello. Hope you&#039;re all reasonably sane and well in these challenging times. Stay safe y&#039;all.</p><p>Peace and love.<br />Neil</p>]]></summary>
			<author>
				<name><![CDATA[neilbaldwin]]></name>
				<uri>https://chipmusic.org/neilbaldwin</uri>
			</author>
			<updated>2021-04-07T19:03:00Z</updated>
			<id>https://chipmusic.org/forums/topic/24966/pr8-source-code/new/posts/</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Gamecube ????]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/topic/24161/gamecube/new/posts/"/>
			<summary type="html"><![CDATA[<p>I just got one for free... Beyond getting a gameboy player and using it is as a big midi controlled gameboy advance, is there anything good to do with it? Mods? Music games? Googling suggests maybe not...</p>]]></summary>
			<author>
				<name><![CDATA[MazHoot]]></name>
				<uri>https://chipmusic.org/MazHoot</uri>
			</author>
			<updated>2021-04-04T16:38:14Z</updated>
			<id>https://chipmusic.org/forums/topic/24161/gamecube/new/posts/</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[GBC USB Cable?]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/topic/24659/gbc-usb-cable/new/posts/"/>
			<summary type="html"><![CDATA[<p>Hey frandz. Long time.</p><p>I just got a new GBC which has one of those sexy backlit screens in it, to upgrade my old DIY GBA frontlit thing... and I&#039;ve realised that none of my usual USB to DMG power cables fit... and I can&#039;t find a cheap alternative in the EU.</p><p>Does anybody have a source they can show me the way to?</p><p>Merci!</p>]]></summary>
			<author>
				<name><![CDATA[unexpectedbowtie]]></name>
				<uri>https://chipmusic.org/unexpectedbowtie</uri>
			</author>
			<updated>2020-03-13T00:28:23Z</updated>
			<id>https://chipmusic.org/forums/topic/24659/gbc-usb-cable/new/posts/</id>
		</entry>
</feed>
