https://www.kvraudio.com/product/vopm-by-sam
also, nearly forgot this http://chipmusic.org/forums/topic/12543 -vst-c700/
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ChipMusic.org / Forums / Posts by urbster1
https://www.kvraudio.com/product/vopm-by-sam
also, nearly forgot this http://chipmusic.org/forums/topic/12543 -vst-c700/
yeah i ordered one like last year and it took a few weeks. probably a bit slow going, they've all got to be kind of assembled by hand along with pretty much everything else in the shop. but it works great, so don't worry!
THIS IS EXCITING!!!
maybe reach out to pulsewave https://www.facebook.com/pulsewavenyc/
i'm happy enough waiting for the software ...but that is exciting!!
the source for VegaPlay is included and yes it is mapper 0.
that is good info about making repros, thanks! bummer about the low-gain mod
another alternative to VegaPlay for Everdrive is the eznsf tool from rainwarrior, it will compile NSF to NES rom using mapper 31 (expansion audio not supported): http://krikzz.com/forum/index.php?topic=5937
i assume there must be some limit on the number of songs per NSF but i am not sure what it is (cause im a Famitracker noob)
i would hesitate to get any everdrives from anywhere other than krikzz as there are known fakes out there. the sound straight from the NES is apparently pretty noisy, although you can do a mod to reduce the noise. more info here: http://forums.nesdev.com/viewtopic.php?t=7380
apparently there used to be a sound mod from low-gain but looks like it's no longer around
i guess my questions for you are (just rhetorical, some things to consider), what's the advantage to playing/recording from hardware, and what cost would you be willing to pay for that?
there's going to be a bit of up-front cost if you want to make chiptunes on original hardware. honestly the price of an Everdrive is worth it IMHO (for NSF playback on Everdrive, you could use VegaPlay to compile multiple NSFs to one ROM)
that being said, i wouldn't expect the sound out of an (unmodded) NES to be any better than what you're already hearing out of the trackers, so if you really want to go the hardware route, you'll have to invest a little. but if you start saving a few dollars here and there for your Chiptune Fund it will add up soon enough
there are only a few functioning novachords in the world. i know one was restored and it's at sweetwater right now, there's another one that the guys at soniccouture got their hands on to sample. i got a chance to play the thing (edit: not the one that was posted), it's a really wonderful instrument - first polyphonic analog synth, only about 1,000 were produced from about 1938-1941. knowing the history i wouldn't be surprised if there legit is a novachord lying around in an estate sale and the owner has a juno email. but to ever be playable it's gonna need a lotta TLC
I've done that a couple times, it's pretty easy. There's a tool somewhere that converts a gbs file to a rom
yes! you posted about it here: http://chipmusic.org/forums/topic/3074/gbs2gb/
there is a Shantae GBS rip here http://gbs.joshw.info/s/Shantae%20(GBC) Capcom).7z
that seems to be verified accurate according to a post on this page https://www.hcs64.com/mboard/forum.php? howpage=35
the best proof is probably to check the frequencies on the spectrogram, since encoding MP3 at 128kbps does a hard lowpass at 16kHz. and it actually does seem that the CD audio was lowpassed (and some extra noise added on top). recording straight from game boy to audio interface at 44.1kHz will show frequencies all the way up to 22kHz
i believe the idea would have been to create a new lossless source by playing the GBS either through a pro sound gameboy or an emulator such as BGB, there are many options to do so
short summary of the video: the CD audio was found to be indistinguishable from 128kbps soundtrack MP3s from 2001, implying that they pressed the CD with lossy compressed source audio
does VC support more than 32k SRAM? LSDJ requires 128k. anyone tried this using retroarch gambatte? i haven't but it's only because i have so many LSDJ carts running on real DMGs that i haven't bothered testing it on 3ds
one strategy i tried with great results was to start an entirely new section before the loop. then, try to work on ways to build a bridge from that section to the loop. sometimes an abrupt change is a really cool way to take things in an unexpected new direction
@jefftheworld is right. this sounds like the snare in the broken mirrors tune
ChipMusic.org / Forums / Posts by urbster1