Copied right out of a mail from ben:

Ben wrote:

As for IPS patching.

You take your LSDJ ROM, IPS patch the SRAM MOD IPS file

Then run it through the builder program which generates an 8mb file

Then compile using the compiler with the LSDJ fix in it.

I have a new IPS patch too for the newer USB linker. I'll find it and send it to you

Which verifies what i said and answers your latest question about which IPS patch to apply.


Another mail:

Ben wrote:

If you could get a screenshot and how u triggered the bug that would be cool. There is a guide on Ninstrument.com how to compile LSDJ. Little things like NOT ticking SRAM etc...

Ok, i did never find the mentioned guide and ben did never get around sending it to me. But maybe try out the part with not checking the Save option when adding LSDJ? Who knows. Otherwise i have no further info. Hope you'll get it to work and write the guide about it!

Maybe also try emailing Ben again.

Someone should write newer software that does the same process but easier for the user. Preferably also in Python or Javascript so anyone could use it easily on any system etc. But i think only Ben would be able to do so as it's his carts and only he knows the internals?

Did you also use the LSDJBuilder.exe to make 8k LSDJ ROMs prior to assembling them with the (LSDJ Fix) menu builder?

It should show you that it does not assign flash while adding LSDJ (8k version) but in the end it actually does when it compiles it. Keep in mind you can only have 3 instances of LSDJ on 1 256 cart like that. I think... (Flash locations should show you 256, 512, 768, 0 when compiled)

I had email contact with ben about a few things regarding his carts and flasher 1 and a 1/2 years back. I'll look this up this afternoon. Maybe there's some knowledge about that there.

I have no Windows machine at hand today but i'll try to use my work pc tommorow to help you out with that.

Also, i thought it's a standard feature that LSDJ buffers your current song in SRAM as long as you work on it.

There's an extra Menu256_LSDJ-Fix.exe file for doing this. Is there something like that in the zip file you have downloaded? This file should assign SRAM properly.

I have no means of uploading the file i have atm. So maybe search around for it on google.

5

(13 replies, posted in Trading Post)

Hi there,

after 3 PMs, what's left?

catskull wrote:

FYI, using nitro2k01's modified version of pushpin should resolve this issue completely.

No, it shouldn't. Pushpin has the same note range. The only thing pushpin does (according to documentation) is playing only notes in that note range and ignoring any other note on input.

It's not as simple as people like to state it.

To really explain it all would be a bit to much for a post in a forum thread so i'm going to keep it short.

The gameboy is able to put out frequencies up to 100kHz, yet it is not able to put out any frequency just so due to how the curcuitry is built. In the gameboy, the frequency is made up of a 11 bit value. That's 2048 different values for exactly the same amount of frequencies. The formula for that is: 131072/(2048-x). With the help of excel you could find out which freuencies are possible.
From the highest note you stated on it is not possible to find correctly tuned notes anymore, that's why they are not implemented. The pitchbend calculates it's bent note in real time so it can reach those higher notes.

As to mGB. mGB has a lookup table for the note values. Exceeding the boundaries of that lookup makes the program look for note values at places where there are no notes stored. So it just reads in 'random' note values. Random in quotes because it's consistent in one and the same rom.
So the mGB part is a bug in the implementation. It should just play no note above or below it's range.

I'm working on a mGB2 for quite some time now...

By the way. If you are transcribing gameboy music and run into note range problem feeding your data back to a gameboy it's probably something wrong with what you transcribed. Gameboy note range is from C3 to B8. One octave lower for the WAV channel.
mGB is able to playback any music ever written for the gameboy just looking at the notes of course.

Hope that helps a little in understanding the issue.

pkdz-bdm2

9

(13 replies, posted in Nintendo Handhelds)

MONODEER wrote:

It worked! I was in the correct folder but apperently the exporting didn't go though or something! Thanks for helping!

This sounds like one thing i also mentioned earlier: I couldn't see files created by BGB in the Wine file explorer, yet in the Mac Finder they where visible.

Glad it works!

10

(13 replies, posted in Nintendo Handhelds)

MONODEER wrote:

'Did I read this thread?' YES.  Did you see my 'n00b alert' addition? wink

First part is clear!

Second part...Not. Because of my n00bness probably.  Still can't seem to find the location of the files. I found the instance but no files in there.
It's the same folder where I need to place my .GB and .SAV file, right?

Ok, i didn't know in which direction the noob alert was going.

Gb and sav files have to be in no particular folder for BGB. So i don't know which folder you mean by that.

But try what i've already mentioned earlier: In Finder search for "bgb*" and it should find the files for you. The you know where the folder is. (If you changed the "bgb" prefix in the WAV file writer to something else, search for that instead)

11

(13 replies, posted in Nintendo Handhelds)

MONODEER wrote:

BUMP!

Same problem here. I am running BGB on a Mac in Wine and can't get the export function to work. I played with several settings and searched my hardrive for files but nothing...

How can I export files? Do you get a export screen or a notification that it is exporting? Anyone?


PS: n00b alert!

Did you read this thread? I think it does not leave a lot of questions open...

As soon as you enable the "WAV file writer" in the options it starts outputting audio files. There is no message whatsoever telling you it started, it does just start right away.
Same goes for disabling it. It simply stops. If you reload a ROM it starts a new wav file.

For where the files are: Know where your Wine instance is stored. Under that open "drive_c > Program Files > bgb" or whereever you stored bgb in your Wine. The files should be right in the bgb program folder.

ui wrote:

What you mean? the hardware is connected to the Phone instead of the computer?

Yeah. The BitBoy is especially interesting to me when it comes to portable use.
I was able to mime that with my Joey up until Android 6.0.1.

On a computer the Joey still works fine. If you just want to be able to transfer pictures to a computer the Joey is much cheaper.

cyberic wrote:

I though the joey had the ability to 'stream' pictures out of a gb camera.
Have you tested it?

I think the streaming option has nothing to do with getting pictures off the camera album.
I have not yet used streaming so correct me if i am wrong with my assumption. (But it wouldn't work either, as you need Python running, which is not available in Android directly)

ui wrote:

Sounds like BennVenn is a better option for what im looking for. Also is because is not just for GB Camera. The other one looks portable which is AWSOME, but is just for GB Camera, right?

Yes, the BitBoy is just for GB Camera.

Using BennVenn's Joey Joebag you have a more versatile tool at your hand being able to get save files etc. And it's much cheaper. But you have to be aware of the fact, that it also means more work for you to get those pictures of the camera save file then. Sure, there are tools available, but it's an extra x steps to get the pictures.

With what i said: Keep the android version in mind. This is really an issue. I don't know if or when this will be solved or if it can be solved for the Joey Joebags. I don't know if it is a problem with the software on my smartphone or the Joey Joebags hardware (or its firmware respectively). For Android the problem is clearly its newly introduced Storage Access Framework. This is causing me trouble to read data from or write data to the Joey Joebags. Make sure, your Android version does not have SAF. (It came to my phone with Android 6.0.1)

Transferers and the likes do not serve the same purpose as this device.

It is for backing up gameboy photos on the go. No need for a computer or anything at that point. Think of a travel or something where you might not have your computer with you.

BennVenn's could be an option if you have a Android phone below 6.0.1. I was able to use the joey joebag (with some older firmware [pre-python]) with my android phone until i updated my phone to that version. Atm i am not able to transfer anything to the joey joebag anymore because of that update.

I'd be interested in hearing of experiences with BitBoy too.

15

(8 replies, posted in Nintendo Handhelds)

I have a desire for that too. Simply because i don't like the "hello" scrolling down instead of the Nintendo logo... It gives me a weird feeling, like playing some of these illegal games like "Sachen" etc.
And it does not look that good in my opinion... If it would say "nanoloop", that'd be much better because it makes sense.

So, i'd just be more happy turning on my nanoloop cartridge greeting me with either "Nintendo" or "nanoloop". smile

16

(329 replies, posted in Nintendo Handhelds)

I was expecting news or more people being excited and i get a [nevermind...] post that compares a little fun hardware project with a vsti... I'm sorry for oliver.

Oliver, take your time! Your stuff is always quality. Quality takes time! smile