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	<title type="html"><![CDATA[ChipMusic.org - Super Game Boy Under Used]]></title>
	<link rel="self" href="https://chipmusic.org:80/forums/feed/atom/topic/6429/"/>
	<updated>2012-03-19T10:38:29Z</updated>
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	<id>https://chipmusic.org/forums/topic/6429/super-game-boy-under-used/</id>
		<entry>
			<title type="html"><![CDATA[Re: Super Game Boy Under Used]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/95099/#p95099"/>
			<content type="html"><![CDATA[<div class="quotebox"><cite>Timbob wrote:</cite><blockquote><p>LSDJ SGB edition please <img src="https://chipmusic.org/forums/img/smilies/tongue.png" width="15" height="15" alt="tongue" /></p></blockquote></div><p>That would be awesome. Even just something to hijack the FM synthesis or the samples. As far as programming, tearing up the roms would be a start. Oh and then I read the audio reference for Snes on wiki:<br />Processors&nbsp; &nbsp; Sony SPC700, Sony DSP<br />Clock rates&nbsp; &nbsp; Input: 24.576 MHz<br />SPC700: 1.024 MHz<br />Format&nbsp; &nbsp; 16-bit ADPCM, 8 channels<br />Output&nbsp; &nbsp; 32 kHz 16-bit stereo<br />Effects&nbsp; &nbsp; <br />ADSR envelope control<br />Frequency scaling and modulation using Gaussian interpolation<br />Echo: 8-tap FIR filter, with up to .24s delay<br />Noise generation<br />That&#039;s alot.</p>]]></content>
			<author>
				<name><![CDATA[zerolanding]]></name>
				<uri>https://chipmusic.org/zerolanding</uri>
			</author>
			<updated>2012-03-19T10:38:29Z</updated>
			<id>https://chipmusic.org/forums/post/95099/#p95099</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Super Game Boy Under Used]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/95045/#p95045"/>
			<content type="html"><![CDATA[<div class="quotebox"><cite>Lazerbeat wrote:</cite><blockquote><p>Never seen this before. It looks a bit like how some GB games took advantage of the GBC and had full color. Also neither the SNES nor the super game boy are particularly hard to come by. Could open up all kinda interesting things. Extra sample channels?</p></blockquote></div><p>If it can combine the 4 GB channels with the snes channels, that would be awesome.</p><p>Also, it seems like you can run SNES code from the SGB on the snes, could make for a cheap snes flashdisk <img src="https://chipmusic.org/forums/img/smilies/smile.png" width="15" height="15" alt="smile" /><br />But it does look like it needs some serious programming skills.</p><p>LSDJ SGB edition please <img src="https://chipmusic.org/forums/img/smilies/tongue.png" width="15" height="15" alt="tongue" /></p>]]></content>
			<author>
				<name><![CDATA[Timbob]]></name>
				<uri>https://chipmusic.org/Timbob</uri>
			</author>
			<updated>2012-03-18T22:07:17Z</updated>
			<id>https://chipmusic.org/forums/post/95045/#p95045</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Super Game Boy Under Used]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/95034/#p95034"/>
			<content type="html"><![CDATA[<p>Fascinating, thanks for posting this!</p>]]></content>
			<author>
				<name><![CDATA[Retrovolvo]]></name>
				<uri>https://chipmusic.org/Retrovolvo</uri>
			</author>
			<updated>2012-03-18T20:11:32Z</updated>
			<id>https://chipmusic.org/forums/post/95034/#p95034</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Super Game Boy Under Used]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/94986/#p94986"/>
			<content type="html"><![CDATA[<p>Never seen this before. It looks a bit like how some GB games took advantage of the GBC and had full color. Also neither the SNES nor the super game boy are particularly hard to come by. Could open up all kinda interesting things. Extra sample channels?</p>]]></content>
			<author>
				<name><![CDATA[Lazerbeat]]></name>
				<uri>https://chipmusic.org/Lazerbeat</uri>
			</author>
			<updated>2012-03-18T11:52:42Z</updated>
			<id>https://chipmusic.org/forums/post/94986/#p94986</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Super Game Boy Under Used]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/94973/#p94973"/>
			<content type="html"><![CDATA[<p>that article&#039;s great. thanks for posting.</p>]]></content>
			<author>
				<name><![CDATA[nickmaynard]]></name>
				<uri>https://chipmusic.org/nickmaynard</uri>
			</author>
			<updated>2012-03-18T06:30:43Z</updated>
			<id>https://chipmusic.org/forums/post/94973/#p94973</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Super Game Boy Under Used]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/94941/#p94941"/>
			<content type="html"><![CDATA[<p>I&#039;ve been working on the supergame boy lately. I like using the snes for a bunch of reasons, big screen, controllers, etc. I read on the wiki and found some of the games made use of the snes sound engine. Then I found this article : <br /><a href="http://blog.scoutshonour.com/post/2424872085" target="_blank">http://blog.scoutshonour.com/post/2424872085</a> by Christine Love<br />Saying basically that you can hijack the snes sounds and visuals though the sgb. Looked around for awhile and can not find anybody who has taken advantage of this insanity. For instance adding 2nd controller options with lsdj with something like Trippy H controls (reverse, scratch). Anyone else notice this?</p>]]></content>
			<author>
				<name><![CDATA[zerolanding]]></name>
				<uri>https://chipmusic.org/zerolanding</uri>
			</author>
			<updated>2012-03-18T00:29:25Z</updated>
			<id>https://chipmusic.org/forums/post/94941/#p94941</id>
		</entry>
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