So when set on stable it works, only when there is a note in PU1. So if PU1 is silent and there is a snare or something in the NOI it becomes a clicking noise
1 Sep 5, 2014 12:53 pm
Re: LSDJ version update noise kick problem (14 replies, posted in Nintendo Handhelds)
2 Sep 3, 2014 8:15 pm
Re: LSDJ version update noise kick problem (14 replies, posted in Nintendo Handhelds)
So what if it is set to free and it still occurs?
3 Sep 3, 2014 3:35 pm
Re: LSDJ version update noise kick problem (14 replies, posted in Nintendo Handhelds)
I am still partial confused as to what that means, sorry I am still kinda new to lsdj
4 Sep 3, 2014 3:07 pm
Re: General Song Composition? (24 replies, posted in Nintendo Handhelds)
I start out numbering PU1 chains and phrases 00->0F, PU2 chains and phrases 10->1F, and so on. I learnt this organization from a tutorial, but I can't bring to mind which one right now. I'll post the name here if I recall it.
Other tips:
Name your instruments.
Clear your song data if necessary before cloning so you get a sensible number.
Use transpose instead of cloning if possible to keep the number of phrases down (unless this would use too much CPU).
If you use the same types of instrument (bass, kick, snare) across different songs, give them consistent numbers.
All this being said, I'm no expert, so some people may have better, contrary advice.
Edit: Or are you looking for compositional techniques rather than organizational techniques?
I believe that is from one of the Sabrepulse LSDJ tutorials, I kind of recall this.
5 Sep 3, 2014 1:35 am
Topic: General Song Composition? (24 replies, posted in Nintendo Handhelds)
So I have the habit of asking stupid questions...so sorry if this somewhere on the forums already. Anywho I was wondering the logic behind making more complex songs. Like when you start do you automatically make PU1 where chain 1 goes? Is there an easy remember to remember where everything is as far as chains etc or is it just trial an error? Is there a way so it is easier to play live? Sorry again if this a noob question.
6 Sep 2, 2014 6:42 pm
Re: LSDJ version update noise kick problem (14 replies, posted in Nintendo Handhelds)
I am having the exact same problem...
7 Aug 27, 2014 2:29 pm
Topic: Can someone, somewhat, explain this setup? (11 replies, posted in General Discussion)
So I recently got into lsdj and am currently learning it. While looking around at different 8-bit songs etc I came across this video: https://www.youtube.com/watch?v=3JQkW6BgUYU I am very curious as to how he has pulled this off. From just watching I am assuming on the two DMGs he has the track playing and he is using the c64 to play over it...I could be completely wrong. Now how would one set something up like this?
8 Jun 27, 2014 12:08 am
Re: Wanting to get into making 8-bit, I have no clue what I am doing (12 replies, posted in General Discussion)
Thank you so much for all your responses! I have been goofing around on an emulator with lsdj and am sort of understanding it! I will continue to mess with it until get the hang of it. As far as recording I do not have an in-line on my computer, out of curiosity are there any workarounds?
Are you already familiar with Ableton? You can make chipmusic through Ableton as well.
No I am not familiar with it I was just using it as a reference
9 Jun 26, 2014 1:34 pm
Topic: Wanting to get into making 8-bit, I have no clue what I am doing (12 replies, posted in General Discussion)
So before I start I wanted to say I read all the stickies and I am entirely new to this site and chiptuning. From what I have read all I need is a gameboy, blank cart, and lsdj ROM. I am planning on getting a gameboy and using lsdj with it, however are there any particular mods that would be useful? Is there an easier program for a complete beginner in making 8-bit? And what would I need to be able to run my gameboy into a virtual interface on my laptop, such as Ableton? I am sorry if this has already been covered/asked, I looked all over the forums, but either I missed it or couldn't find it.