if you haven't seen this already, it seems pretty relevant!
http://little-scale.blogspot.com/2008/1
-lsdj.html
97 May 31, 2018 3:06 pm
Re: Could this be an extra way of achieving polyphony? (16 replies, posted in Nintendo Handhelds)
98 May 31, 2018 3:04 pm
Re: Could this be an extra way of achieving polyphony? (16 replies, posted in Nintendo Handhelds)
I think "yes". But they might sound a bit dull as they'll be 8 bit/11khz?..
Also you only have two seconds for the whole kit so they can't be very long chords...
99 May 29, 2018 10:02 am
Re: Best way to control Gameboy DMG from DAW or external sequencer? (5 replies, posted in Nintendo Handhelds)
I've sort of been wrestling with how best to get this working too....
I think MGB is a bit neater than Pushpin for this sort of thing, but they both essentially do the same thing (Pushpin maybe has more separated CC numbers, which could be good or bad I guess...)
I'm kinda intending on getting this:
https://www.youtube.com/watch?v=lx0dQ0DPQnM
and building an MGB/DMG skin for it when I have a bit of time, as this would allow a permanently set up set of CC knobs so you don't have to remember the numbers/set it up everytime from a DAW
I've also had loads of joy using an Elektron Digitakt sequencer to control mGB/Pushpin via MIDI.
On the other hand:
LSDJ has a lot deeper sound editing capabilities. So I think there's also something to be said for making a load of patches in LSDJ and then using "Program Change" to play them rather than the external CC stuff in a way.
BUT - as far as I can tell (and would love to be corrected tbh) you have to be in either PU1/PU2/WAV or Noise channel to play via MIDI keyboard, so you can kinda only use the appropriate patches for the channel without touching the DMG (?)
BUT! the arduinoboy "MIDI Map" mode seems to potentially solve that issue as it allows you to play full song rows, which you could set up in advance.....
Those last two are not "full MIDI control" obvs, but it seems like the real depth of DMG sound just isn't necessarily reachable from MIDI (tables, speech etc)....
After thinking about it and trying all the options I am beginning to think that what would be really good (and I am working towards) is maybe a couple of DMGs, one with mGB and one in LSDJ keyboard mode in the wav channel with loads of instruments set up to be switched to with Program Changes.
And a GBA with the MIDI synth thing for chords and drones (https://catskullelectronics.com/gbamidi)
101 Apr 20, 2018 10:59 am
Re: FS: Teensyboy Pro and GBA midi synth (2 replies, posted in Trading Post)
Hi - I'll take the GBA MIDI synth please.. will PM
102 Apr 3, 2018 1:41 pm
Re: Super Gameboy 2 prosound - any differences? (8 replies, posted in Tutorials, Mods & How-To's)
I don't suppose anyone's still watching this thread that can confirm if it's postive or negative side of the caps?
Super Gameboy youtube vids suggest postive.... But I blew up a SGB2 trying to prosound it so am a bit hesitant to try again (the mod was working briefly with really dirty terrible sound, so not sure it was the best SGB2 in the first place OR if I soldered them the wrong side....
103 Mar 31, 2018 4:00 pm
Topic: the usual "i'm trying to complete an arduinoboy" question (0 replies, posted in Nintendo Handhelds)
edit - ah, no, just worked it out, got it all working, then shorted the arduino.
FML.
104 Mar 29, 2018 12:01 pm
Re: Looking for Gameboy music program ideas/requests... (167 replies, posted in Nintendo Handhelds)
I guess I could use four gameboys with LSDJ too tbh.
just being greedy!
105 Mar 29, 2018 9:33 am
Re: Looking for Gameboy music program ideas/requests... (167 replies, posted in Nintendo Handhelds)
multichannel MIDI controlled LSDJ?
(I suspect this would exist if it were possible though)
106 Mar 27, 2018 11:18 am
Re: HoustonTracker 2 (TI-82/83/83+/84+) (227 replies, posted in Other Vintage Computers & Consoles)
awesome stuff. going straight to ebay to bid on a calculator.
107 Mar 16, 2018 4:13 pm
Re: Am i on the right way? (6 replies, posted in Constructive Criticism)
just as a contrasting opinion: I really like how your mix sounds tbh, feels really solid to me. I don't think there's anything obvious I'd want to change about it.
108 Mar 16, 2018 12:39 pm
Re: Prosound Supergameboy 2 (1 replies, posted in Nintendo Handhelds)
and yes, I do feel guilty I killed an SGB2. It's like kicking a unicorn down the stairs.
109 Mar 15, 2018 11:14 pm
Topic: Prosound Supergameboy 2 (1 replies, posted in Nintendo Handhelds)
Does anyone know if this mod is definitely the same as for the Supergameboy?
Tried it last night and was getting really distorted audio... Eventually killed the SGB2
just wanted to check the audio should be coming from the positive side of the two capacitors before I do it again... Saw Thursday customs on here suggesting the negative side.... Which is the opposite of the Supergameboy version I googled but might explain a lot...
Thanks
110 Mar 8, 2018 12:09 pm
Re: Building an Arduinoby into a Super Famicom (9 replies, posted in Nintendo Consoles)
I'm starting to think maybe it will (ever the optimist).... assuming it does I assume I can probably get 5v/GND from the cart pins if I want?
111 Mar 7, 2018 8:36 pm
Re: Building an Arduinoby into a Super Famicom (9 replies, posted in Nintendo Consoles)
If it will fit then that is a much better idea I guess! I am not sure it will?
112 Mar 7, 2018 6:21 pm
Re: Building an Arduinoby into a Super Famicom (9 replies, posted in Nintendo Consoles)
thanks - I did try the screen off, I'm not sure if it's just a rubbish cable as I only have one to test at the moment, but for some reason both MGB and Pushpin have the weird noise on more than one DMG (LSDJ doesn't though.) It's kinda minor in the grand scheme of gameboy noise, but noticeable when it's amplified and the problem is it's kinda rhythmic, but not in a good way!
the plan is to build it in the SFC (if it will fit), and have the leds and button and MIDI ports on the SFC shell and the link cable appearing out of the shell so it can be plugged into the SGB2 I have.
I realise it doesn't achieve MUCH advantage technically/may not be less noisy, but I just like the idea.
I've not actually checked whether a SGB2 actually sends power to the Arduinboy yet, which might be another issue.