right, negative wire stays where it's at. good luck!

the trimpot has 3 legs right? to the best of my knowledge you need to solder the red wire to one of the outer legs of the trimpot, bend the other 2 legs together so they are close enough to touching, and solder another piece of wire touching both legs to the power point on the board (where the red wire goes). check the lengths of wires so the trimpot will reach where you want to mount it, but not so long that you have a bunch of excess wire. you might want to test it with and without the resistor too. hope this makes sense.

Pain Perdu wrote:

However, I don't know if I've misread something in the doc but there is no mention on how to specify what the waves will actually be.

big_smile actually there is mention! you have 32 MIDI controls, 1 for each sample in the waveform:

doc wrote:

As well, you can change the Wave Pattern RAM while it plays. With enough controller tweaking, you can create a sound that morphs between, say, triangle and sine. To change the Wave Pattern RAM during play, use MIDI controller numbers 54 through 85. Each controller scales to a sample in the pattern.

So you'd send controller data on those CC numbers to change each sample. With a DAW it should be fairly straightforward to set up a few presets and/or automation to get good sounds. (Samples on the other hand are a different story and sound like kind of a nightmare to deal with in this situation!)

edit: looks like the range of values is 0-15 per the spec

Wave Pattern RAM:
54  Sample #0. Range 0-15, a 4-bit sample.
55  Sample #1. Range 0-15, a 4-bit sample.
56  Sample #2. Range 0-15, a 4-bit sample.
..
85  Sample #31. Range 0-15, a 4-bit sample.

100

(5 replies, posted in Constructive Criticism)

i like it. somewhere around 2:00 i think you could change up the bassline pattern though. maybe use a couple different variations. drop a bunch of notes from it, then bring them back in, etc.

toasterpastries wrote:

I'm assuming that if you use a swing, this will still work the same way, but if you use a different groove entirely (3/3, 4/4), these values will be different

but when you say "these values" you are referring specifically to the 8th note, 16th note, etc values right? the number of ticks themselves are not the values that change are they? example: at length 2, speed 1, if you are using 3/3 groove, those are still using 3 ticks per frame, thus they are now 16th notes, if i understand correctly. (the note values i'm sure are important for some, for me as long as the tick values are correct that is what's most important)

toasterpastries wrote:

The descriptions for the Speed and Length settings are very vague in the LSDj manual. They should be edited to specify that Speed = # of ticks per frame and Length excludes frames inside of total playback.

right i remember asking Johan about that and he gave a vague response. but since these are now known, i think it would be worth updating the manual (which is now open source), not to add every value, just what you stated here

edit:
so on the first tab, the numbers in columns labeled Speed=1, Speed=2, etc. are referring to the number of ticks per frame, correct? those don't change even if you use a different groove, do they? this is great info though thanks!

toasterpastries wrote:

Also contains which frames are included with each length (thanks danimal cannon!)

oh wow yeah thanks!!! might have to suggest adding this to the LSDJ manual...

103

(9 replies, posted in Nintendo Handhelds)

also goomba does not support 128k SRAM so you will only be able to work on 1 song at a time - you'll need multiple copies of LSDJ to work on multiple songs

unexpectedbowtie wrote:

With the empty save files... how does that work? Every time you put a ROM on, you need to create an empty sav file as well, correct?

Yes, BennVenn includes blank 32k and 128k SAV files on his website so you can download those and copy them to the cart, as many times as you need to.

The only exception is for games like Tetris, Battletoads, Mega Man, and ROMs like mGB, etc. which do not save - then there is no SAV file needed.

unexpectedbowtie wrote:

Anything else to watch out for?

Actually, this is listed on the FAQ, but every once in a while you might find a ROM that doesn't quite function correctly due to memory mapping. In that case you'll have to patch the ROM before it plays. BennVenn says he will make those patches available in the near future. Right now I'm waiting on Kirby Pinball... yikes

unexpectedbowtie wrote:

And... Can you load different savs for the same ROM, or is it always tied to one sav?

Yes, you can load any number of SAVs for any ROM. Which is cool for LSDJ since you can have multiple projects going on at once, or load a friend's SAV to collaborate, etc. Just remember to save your SAV back to the SD card first before loading the next one!

no problem. I know many people are waiting for v2.0 to be released which will have RTC support for pokemon crystal etc.

yes, you're right - that's the older v1.6 that only supports ROMS up to 1MByte. versions 1.8 or newer support ROMS up to 4MByte. but you also reminded me that nonfinite has them in stock as well, although he doesn't specify which version

I've used an EMS cart and it works well with LSDJ. That being said here is some more info.

I would like to link to the El Cheapo SD FAQ as it probably does a better job of explaining how it works, but I will do my best to explain it here.

The El Cheapo SD works very well, and is very easy to use. The SD card is removable, so you simply use any SD card reader to read/write with a computer, and place the ROMs and SAVs you want to use on the SD card. When you use it on the Game Boy, there are menus for manually loading and saving your ROMs and SAVs. Any time you decide to play a new game, you need to load the ROM for that game from the SD card to the cartridge memory, and also load the SAV from the SD card to the cartridge memory. If you want to use a new SAV file, you have to create it on the SD card first (you cannot create a new SAV file on the Game Boy itself), so if you have 3 games you want to rotate between playing, you would need to load each game and 3 SAVs, one for each game, onto the SD card. (Unless it is a game like Battletoads or Tetris that does not do any saving.) Then you would use the included menu to load the ROM you want to play to the cart, and then use the SAV menu to load the SAV you want to use to the cart. While you are playing that game, you don't need to use the menu - it works just like a regular Game Boy game. But before loading the next game, you would then need to save the SAV back to the SD card from the cart. This might be confusing to read, but it will make sense once you start using the cart if you choose to.

The biggest advantages are that the El Cheapo SD holds thousands of SAVs (and games), whereas the EMS cart can only hold 1 SAV and a few other games (there is a menu to support multiple SAVs but it does not work with LSDJ). The El Cheapo SD has the advantage of backing up easily to a computer (just copy the SAV files from the SD card), whereas the EMS cart requires certain software (either the official program which requires a lot of work to get the drivers to work, or the new ems-qart program) in order to back up to a computer.

It may be worth noting that some people have reported the El Cheapo SD might use a little more power so you may end up with a little bit shorter battery life. They are also currently sold out (edit: see below), so there will be a waiting time before they are available again (sometime January 2017).

I realize that is a lot of info so feel free to ask any more questions you might have. Hope this helps!

108

(7 replies, posted in Nintendo Handhelds)

first, have you tried those savs using a newer version of LSDJ? or on different Game Boys / with an emulator such as BGB?

if you find a problematic sav that you are willing to share, I can try it on a couple of my carts (Drag'n'Derp, El Cheapo SD) to rule out that it is only the EMS carts having issues.

if it still fails to work, it would be good to send an email to [email protected] with your sav attached and report the bug.

Read the manual, it's got everything!

Check out Exploring Chiptunes Episode 1

I would like to point to the excellent noise channel tutorial by Boy Meets Robot. I practically learned everything I know about it from this tutorial!

Also check out the tutorials by Pain Perdu for advanced techniques!

There are also a lot of threads on here if you search for LSDJ and don't be afraid to ask questions.

Happy learning!

I would like to try doing some Bach in LSDJ like this, but with a little more expression and variation in the instruments, Switched-On-Bach style

(you can find a couple more videos by searching for "Bach LSDJ")

Herbert Weixelbaum has done some badass Mozart on Game boy (again you can find more by searching "herbert weixelbaum")

111

(10 replies, posted in Nintendo Handhelds)

Aquellex (aka GammaBlaster) made some custom skins, I believe these are the ones Pain Perdu uses: https://1drv.ms/f/s!AhRS0efU3BeShtJRfoRSwCtIZrEMCw

to use them, just apply the IPS patch to the LSDJ rom

if that link doesn't work, try the one in his Soundcloud https://soundcloud.com/aquellex

112

(3 replies, posted in Constructive Criticism)

here's my thoughts, feel free to apply what is most useful to you. I think the overall balance is pretty good. if you EQ, I would suggest paying attention to 2 places: one is the waveform that is at the same pitch as the vocals, and the other is the waveform that is at the same pitch as the guitars, and make small notches to reduce the part of the spectrum where those frequencies are the same. since pure waveforms contain a lot of harmonics, doing so won't interfere much with the sound and should make a little more room for the guitars and vocals. I would aim away from compression (on individual parts) since that will take some of the dynamic range out, and aim more towards using more dynamic variation, e.g. try adding an envelope to the waveforms so some parts are soft and others are loud, or try altering the velocity/volume of the notes, so that if you have a repeated pattern of one note, you're actually not playing it at the same volume. you can also use volume variation to make a fake "echo" effect often done in famitracker/LSDJ. along the same lines, you might consider varying the pulse width/duty cycle, so again if you're playing the same pitch, it's getting a bit of variation. let me know if you have any questions. overall it souns good! hope this helps