i wonder if it would be trickier to use MIDI sync if the song contains tempo change commands though

the clock in LSDJ should be accurate according to the BPM, but the ticks can fluctuate per beat to try to keep the tempo consistent. so i think some beats may end up being a little longer or shorter. i'm not sure if that's the proper way to explain it but it was brought up somewhat recently on the LSDJ Facebook page, and that is my understanding anyway. it is possible to sync to MIDI clock using arduinoboy, which might be more accurate for use in a DAW, but i haven't tested this

i hear you, i also arrange my tunes that way. i don't personally use emulators either, i just plug a pro-sound DMG into a mixer and record stereo out from that. only reason to use BGB imho is if you want to record and mix the tracks separately, but i normally just apply a bit of EQ on the mixer and maybe a touch of polishing in the DAW if i feel it really needs it. for the most part i want it to sound like it does when it comes out of the game boy.

CarrieStronggrog wrote:

That sounds interesting, what is BGB?

BGB Game Boy Emulator

Does anyone have this approach to recording their tracks ?

the BGB method is much easier and less noisy, although this is doable

53

(29 replies, posted in Trading Post)

cris2600 +1

54

(4 replies, posted in Nintendo Handhelds)

it's helpful to have a spare DMG motherboard in the back shell with batteries that you can use as a test unit. i've learned to test everything as much as possible after every step before putting the dang things back together because inevitably i screwed something up and assumed it would work correctly and, it did not

55

(4 replies, posted in Trading Post)

catskull wrote:

PM'ed

56

(28 replies, posted in Trading Post)

that seems like it could be true. I tried saving a save state with Pulsar and it crashed immediately, I'll test some more later to be sure

as it is, i think your pulse kicks sound more like toms, not that there is anything wrong with that but you might want to experiment with kick sounds a bit more. i would suggest looking into making kicks in the wav channel, as you can get some really realistic kick sounds out of it. i would also echo Imaginary's comments, look into using some tables to give your instrument sounds more expression too. otherwise keep up the great work!

58

(28 replies, posted in Trading Post)

edit: please delete this post

59

(28 replies, posted in Trading Post)

answer: yes, i didn't test in depth but it seems like they all run ok, with the caveat that PR8 crashed on me but i also did not know what i was doing

also litewall v9 works properly but v10c does not

the new pitch is already more improved, it now behaves the same across all octaves since 5.1.0. there are a couple of options. what I prefer is basically a table like this:

TSP CMD
00    PB0
90    L15

and play with the P/L values. basically, a fast P on tick 1, then L command transposing down. this eliminates any possible wrapping and allows for finer control over the slope of the kick. another option is to replace the L command with a slower P command (with 00 transpose). the reason i like the L option better is because BPM is a bit variable so a P command may sound a little different every time.

hopefully there are no more bugs in v5.3.2, not to say that it is perfect but it seems to be working well for me with no real problems. worst case, if another bug is found, Johan is very responsive to fix it

61

(28 replies, posted in Trading Post)

edit: please delete this post

62

(2 replies, posted in General Discussion)

from the moment i heard it i thought, hey this really sounds like sieken!

lo and behold: https://chiptuneswin.bandcamp.com/track … hatchlings

edit: worth mentioning that sieken is now known as kouhai

63

(28 replies, posted in Nintendo Handhelds)

You need to patch those with LSDPatch

my font repo has also been updated again

+1 ems-qart
https://github.com/rbino/ems-qart/releases/tag/v0.9.4