Hello, I just wanted to create a new subject because the project is now different from the first one (the first one from rot is available here : https://chipmusic.org/forums/topic/1690 … equencer/)

I copy paste here my last message on rot's subject :


I open sourced the code here : https://github.com/AudrenThibault/root-drum-machine

feel free to contribute if you want.

have a nice day !"

And again, thank's to rot source code. Without his code I could not have done anything.
You can download the rom on the github link. It works on emulators but it's more stable on real nintendo DS. On DSI XL it runs too fast, on other DS it's ok.


(22 replies, posted in Nintendo Handhelds)


I just tried to use droneboy on RG350, I downloaded the build on github. The 2 first channel don't make sounds, the other 2 are ok. I tried on mGBA emulator on my linux and it's the same. Is it a bug or it can work properly only with BGB and real gameboy ?


I open sourced the code here : https://github.com/AudrenThibault/root-drum-machine

feel free to contribute if you want.

have a nice day !


(1 replies, posted in Sega)


Someone know how (if it's possible) to change midi channels on deflemask on IOS? Maybe it's the same as on computer, I don't know I only have it on IOS.

I'm trying to control it with the M8 tracker which basically send midi notes. But if I want to controls several instruments in same time, I need to have channel 1 control instrument 1, channel 2 instrument 2 etc... but when I change channels on M8 it always plays the same instrument on deflemask and I can't find how to choose channel per instrument on deflemask.


V1.3 is here. Same link : https://drive.google.com/drive/u/1/fold … FIhooTlUlM

new :
- page 2 on bottom screen by clicking the | => |. There, you can make automatic sample change, on the each time you choose. 1 = each time, 2 = 1 time / 2, 3 = 1 time / 3 etc...
- when you press B+ or B- for change sample, you see the sample numbers
- polyrhytmic with 3 voices. You have now 3 sequencers. (You can choose 2 or 3 sequencers when polyrhythmic is on) and you can reduce the sice of each sequencers by pressing B+left depending on where is the cursor (B+right for increasing it again)

There is probably also some fixes but I don't remember what it is :-D


Version : V1.2
Fix : now the 'v' from the play dont pass out the numbers of columns when you press B+left too intensivly.

same link


You can now reduce size of the 2 sequencers (not only the first one) when polyrhythm is enabled.

download :

https://drive.google.com/drive/folders/ … sp=sharing

(now next versions will be here)


I fixed some bugs on the DS version, it's now possible to use random mode and polyrhythmic in same time which caused graphic problems before.

IALimit default is now set to 4 so it start quicker when you activate random mode.

There is also other things fixed but I don't remember exactly what it is x_X

https://drive.google.com/file/d/1NsFcgV … sp=sharing

The thing which need to be tested : SYNC it worked perfectly before with volca but now, I added panoramic on channels and maybe it cause some issue, I will test it soon

EDIT : it appears that there is no problems with the SYNC in this version finally :-)


(80 replies, posted in Nintendo Handhelds)


Here is the link of the actual ds version. About the ds, I think it's close to finished, It's like what I wanted at the begining. Don't go to other pages, it's useless as all is now on the first page. It's not for create a complete song, for that, the first version made by rot would be maybe better. My version is more for instant creating, without saving (I don't know if saving works on first Rot version, probably yes?). I added several things inspired by nanoloop :

- possibility to reduce the original 16 pas
- add a "second" sequencer so polyryhytmic is now possible (for me it is the better part :-) ) : use touch screen for activate polhyrhytmic at bottom and use B+left when the cursor is on the top part of the sequencer and press play
- the controls have changed, you now have A for insert a note, and B for Delete. A will not delete an already present note. This is because it was weird with the A+right/left command. A+Up/Down is for changing note options
- Note options :
'o' normal note (also makeable by A)
'O' note with more volume
'R' Random note (change each time cursor goes on it)
'1/2' plays 1/2 times (specificaly this was really inspired from nanoloop)
'1/3' plays 1/3 times
'1/4', '1/5'etc...

A+Right/Left : change pitch (like before)

B+Up/Down: change sample (change all samples if super live mod is activated on touch screen)
R/L: change pattern (change pitch if super live mod is activated, like on the video)

Goes on 'C' and press A+Left/Right for change channel pan

https://drive.google.com/file/d/1Xgl0CD … sp=sharing

Video with some fun about polyrhythmics, global pitch change and global samples change (super live mod is on)

I think it shouldn't be too complicated because everything is explained on the rom itself but if something is, say it! It will be felpfull

I had crash on gba version. I made a version without pulse, but with noise. Can someone tests both versions, reproduce crash and say after doing what it crashed, and if it crash also with this version or not? Maybe crash come from pulse but i'm not sure.

https://drive.google.com/file/d/1hYIhMb … sp=sharing


(80 replies, posted in Nintendo Handhelds)

Hello, here is the link for the current gba version. There is still some bugs but you can now add Pulse and Noise sound on line with N (Noise) and P (pulse)

https://drive.google.com/file/d/1VNYD7l … sp=sharing

For the other things, it works the same way as nds version. About the sync, you can choose Y sync in options page. This sync work with Y cable like on nds. I know there is other sync possibilities with game link port which was coded by rot but I couldn't make them works (I didn't test all configurations, one is suppose to works like said rot).

The thing cool with Y sync is that it can work also on other devices than gba/gba-sp like DSLite, gamecube (gameboy player), emulators etc... and personnaly my GBA and GBA-SP sound horrible so I always use it on DSLite or gamecube. Do you have also this noise on gba and gba-sp ?

On nanoloop 2, I can hear the noise sound when gba start, but after slpash screen, it's gone. It's like nanoloop 2 remove it with some action like reverting phase ? I don't know

EDIT : A + right/left on track 4 for change note. After some point, it change the duty of the sound. For change the octave press A + up/down
I know it's a little weird with controls because now A add a note and also remove it, so for change note or sample's pitch when you insert a sound you must keep A pressed and press left/right or up/down.
I did that because I would like to have something more instant creating than the original system with A+up for inserting a note which completly disapointed me at first.
Maybe I will change the delete to A+B like on LSDJ


(80 replies, posted in Nintendo Handhelds)


For the gba, I need to fix some things before share it, but you can try the nds version :

https://drive.google.com/file/d/1Mm_E-u … sp=sharing

it's the same thing with more hurry accessible options on bottom screen and with the possibilities to activate or not IA options. You can also change bpm with X or Y.

There is some graphic bugs which are not on gba version : if the 'X' appear too many times, move it a little and it should disappear.

Bottom screen can be modified only if sequencer is not playing.
Use sync only from bottom screen, not from options, only this one works. You have to place sounds 'o' or 'O' on track 11 for it works.
If you activate the sync, it works with volca (tested with volca beats, it should work with other volcas). You need a Y cable (stereo to 2 mono). All the sounds will become mono and goes into one of the channel (I don't remember if it's left or right). And the other channel is the sync so you can plug in to volca sync in. I tested it with lsdj and nanoloop, it don't work sad
It is often because of the level of sync is too low. So you can try increase the level with a mixer and it may works.

For exemple, on the gba version, Y sync works always with volca, but with akai rhythm wolf, if you don't use a mixer for increase the sync sound, it works only if it's used on gamecube gameboy player, because the level of sound is higher than on real gameboys.

The ds version don't have pulse sounds from sound chip. Nds can do the sames sounds from soundchip but I can't use these sounds and the samples in same time (I don't know why...) So I choosed to make it only samples... If some day I discover how use both in same time, I will add pulse and noise sounds

EDIT : on emulator, the fluidity of the sequencer is not very stable, but on the real nds it works good. I tested it on DSi, it should be the same on other ds


(80 replies, posted in Nintendo Handhelds)

I added a more precise random mode and quick, with just pressing B. I don't know why the pitch goes high on the randomized samples...


EDIT : I fixed the pitch


(80 replies, posted in Nintendo Handhelds)

I just found for inserting "o" in screen patern, I have to press A + up. The first time it didn't work and I had to do A+up+right but I don't know why, now it's seems to always work with A+up...

And with your github I understand I had to put all my samples in the good folder.

EDIT : the a+up+right problem was probably because of my emulator couldn't recognize some key combination. I changed the key select and then A+up works.


(80 replies, posted in Nintendo Handhelds)


I can't imagine I didn't see this project before ! This is awesome !

I searched for a long time a project with a source code like this, which mean I can use some things which I didn't figured out in my nintendo ds music homebrew tries like make a sequencer which have a fluid play and not jerky.

I have the source code of Furious Advance Tracker too but it's very big and hard to understand. This source code of gba pattern sequencer is more close that what I made on my ds music homebrew, more usable for me.

And even without that, this project seems to be very cool to use !

Thank you for this work :-)


(13 replies, posted in M8)


Finally I had a lot of response on the dirtywave discord. At a moment I had it working on my raspberry pi with retropie (launching a script.sh in the retropie setting menu with the gamepad). And I successfully changed m8c code for recognize my sness usb gamepad. And at a moment I had sound working too, and midi if I don't change the usb port where is plugged midi interface. But when trying to configure things, I get no sound at all on my raspberry pi (even in retropie emulators like on lsdj). The only thing which is working good now without considering real m8 device is LGPT + midi interface + usb audio interface. Works great like you can see on this video I made :

https://www.youtube.com/watch?v=7I754BL … Jxl4AaABAg

(you just need some times restart gamecube or quit LGPT and go again in it and/or change usb midi interface to nothing and select again usb midi interface in the menu, but it works a long time without doing anything so it's a really playable configuration.

For the m8, I now have the real device (yess!!!!) and I can connect it to usb on my raspberry pi and if I start m8c from retropie, it connect automatically with real m8 instead of teensy and so I can control real m8 with my gamepad and see it on big screen tv. Sometimes I had some audio crash and a little hum which seems can be resolved with something like audio mass isolator (I didn't tried it yet). But if you put your m8 level at maximum, it's not very noticeable.