Dark_Bit_ wrote:

Since Twitter is slowly killing itself, I thought it would be a great idea to get back into forums, and to be honest, it feels so much better to write this post right now, then any tweet I ever wrote.

Somehow, using a dedicated forum for specific topics is just something people lost in all this social-media craziness and we need to give forums another chance.

Time to get back.

It depends on the point of view, one could consider that twitter doesn't kill itself more today than it did 6-7 years ago.

If you don't like the platform then just leave it, switch it out and enjoy, who said that one platform would last forever to everyone's liking?

Completely useless for you to bring the social media stir that you wanted to get away from here.

Imagine if every time you joined a subject specific forum you would post and rant about the previous platforms you despised and moved away from which led you to join or 'go back' to the specific forum.

It brings literally nothing of value.

nitro2k01 wrote:

New in BGB 1.5.10 (2022-10-18)

  • Added experimental Xaudio2 support

  • Improved performance of VRAM viewer

  • Added support for "correct" order MMM01

  • Wine fixes: no graphics on some setups. font related fixes.

  • Many accuracy improvements

  • Fixed many bugs

BGB homepage

fantastic!

3

(76 replies, posted in General Discussion)

Here in 2022 smile

Hello, I was syncing Nanoloop 2 and Nanoloop Mono the other day and had a random note randomly playing on the NL2.(GBA + GBC)
I should add that I just recently updated my Nanoloop 2 cartridge from version 2.8.2 to the latest version 2.8.4.

Can't find any changelog between these versions!

Has anyone experienced the same thing?

EDIT: the note is randomly playing regardless of sync or not. Anyone experiencing the same thing?

Doctor Octoroc wrote:

For live play you'd need a really good PA that cuts out background noise. [...]

Thank you for sharing this! I actually never went through that level of precision noise removal. But I guess it's necessary since you also record each channel separately and that triples or quadruples the noise depending on whether the source is a gameboy or a nes.

Personally I've mostly used plugins that capture the noise profile from a little bit of isolated noise that you record before hitting play on your gameboy and then applying reduction to the entire recording. This is ok, but can sometimes introduce some artefacts etc.

Your method should be much better, given that you've already have modified your console with the necessary mods to clean up your signal to a maximum before recording.

The GBA is another beast however. I started off with no mod, then I did a prosound mod to the GBA which really boosted the signal and it got a bit louder and cleaner. Then retrosix released this great documentation and I bought their capacitor kit and installed it. I wasn't super baffled by the result, it could also come down to my soldering skills with the super small surface mount capacitors, but nevertheless it had some subtle improvement.
Now it seems like Helder's game tech has simplified and refined the process with the surface mount capacitor soldering with a custom made PCB that adds 3 x 11uF of capacitance (Each capacitor should be rated 6,3V or preferably 10V) to points around the GBAs CPU.

I think I actually might purchase some of Helder's capacitor boards and the other general capacitor kit they sell and report back.

EDIT: By the way, if you use an IPS screen this could definitely be a source of more noise! You should then perhaps consider buying Helder's 'normal' capacitor kit and replace those on you GBA, or you could just look up the values and buy them yourself from where you want to, he has posted the values on his site, just click the link above.

FroliciousYo wrote:

Oh damn. That's just a limitation that comes with the territory? Of the GBA? How is it usually dealt with?

I know that I have recorded two gbas separately and then manually synced the audio in post. For live I actually don't know

This looks very interesting, I'm gonna dig down in the reading about this when I have some more time. Thank you for posting!

8

(10 replies, posted in General Discussion)

I like it!

I think it's like that for everyone to be honest

Sent you a PM with some suggestions from my tracks

11

(26 replies, posted in Nintendo Handhelds)

Orgia Mode wrote:

I looked at Catskull's eagle files on github and the opto is indeed backwards. I suspect you originally thought I meant diode, but you soldered that correctly. Let's hope the opto is not damaged, but its likely fine.

ScanianWolf wrote:

EDIT2: Thank you!!! That was the issue!
It's beyond me how I managed to mess that up though, cause I was sitting and carefully pairing up the components in the right direction/order before soldering!

Good. Please give us an update with the full status of the project. Are there any more issues?

Definitely! I'm gonna try all the modes and functions and give an update!

12

(26 replies, posted in Nintendo Handhelds)

Orgia Mode wrote:

Is your optocoupler IC in backwards?

EDIT: Yeah, it looks like it is. The stripe on the IC indicates the side with pin 1. Pull the IC out and rotate it 180 degrees.

hmm alright I'll try that. but it has a stripe at one of the ends of it and it matches up with the printed marking on the pcb.
Edit: SOrry I confused the components, I'll try and update!

EDIT2: Thank you!!! That was the issue!
It's beyond me how I managed to mess that up though, cause I was sitting and carefully pairing up the components in the right direction/order before soldering!

rebb wrote:

You can also test midi input with keyboard mode in LSDj (Using channel 16 and keyboard mode from arduinoboy) check the note values from arduinoboy repo.
If that fails I can upload you serial print gb rom that can print what gameboy receives (Unless you have GBDK installed and can build the rom yourself)

Thank you very much for your help!

13

(26 replies, posted in Nintendo Handhelds)

Thank you for helping out,
I must admit that I'm quite overwhelmed by it all, especially after my extensive troubleshooting.

Unfortunately it doesn't seem to receive midi notes via the midi in port cause the status led doesn't blink when in mGB mode. Tried sending notes to it with both my Arturia Keystep and my soundcard but I get complete silence from mGB hmm

14

(26 replies, posted in Nintendo Handhelds)

rebb wrote:

Ah, just checked your screenshot. You are missing
#include <PS2Keyboard.h>
line after #else and before // values for the PS/2 Keyboard input
line.

Did you change the code or did you pull this recently? As last change is almost month old to repo.

I managed to install it to the arduino uno now and it reacts to button presses! Hurray!
I did not change the code, this time around I started out fresh with all the files and it seem to have worked.
Now I just need to test it out. I already noticed that the gameboy wouldn't turn on when connected to the arduinoboy.

Got these messages after the flashing:

C:\Users\User\Documents\Arduino\Arduinoboy\Arduinoboy.ino:250:16: warning: ISO C++11 requires whitespace after the macro name
 #define USE_PS2;
                ^
C:\Users\User\Documents\Arduino\Arduinoboy\UsbMidi.ino: In function 'printMemory()':
C:\Users\User\Documents\Arduino\Arduinoboy\Memory_Functions.ino:49:20: warning: iteration 75 invokes undefined behavior [-Waggressive-loop-optimizations]
     serial->println(memory[m],HEX);
     ~~~~~~~~~~~~~~~^~~~~~~~~~~~~~~
C:\Users\User\Documents\Arduino\Arduinoboy\Memory_Functions.ino:48:16: note: within this loop
   for(int m=0;m<=MEM_MAX;m++){
C:\Users\User\Documents\Arduino\Arduinoboy\UsbMidi.ino: In function 'initMemory(bool)':
C:\Users\User\Documents\Arduino\Arduinoboy\Memory_Functions.ino:29:37: warning: iteration 75 invokes undefined behavior [-Waggressive-loop-optimizations]
       memory[m] = defaultMemoryMap[m];
                   ~~~~~~~~~~~~~~~~~~^
C:\Users\User\Documents\Arduino\Arduinoboy\Memory_Functions.ino:28:18: note: within this loop
     for(int m=0;m<=MEM_MAX;m++){
C:\Users\User\Documents\Arduino\Arduinoboy\UsbMidi.ino: In function 'setProgrammerMemorySave()':
C:\Users\User\Documents\Arduino\Arduinoboy\Mode_Programmer.ino:55:15: warning: iteration 71 invokes undefined behavior [-Waggressive-loop-optimizations]
     memory[m] = sysexData[offset];
     ~~~~~~~~~~^~~~~~~~~~~~~~~~~~~
C:\Users\User\Documents\Arduino\Arduinoboy\Mode_Programmer.ino:54:17: note: within this loop
   for(byte m=4;m<=MEM_MAX;m++) {
C:\Users\User\Documents\Arduino\Arduinoboy\Mode_Programmer.ino: In function 'checkForProgrammerSysex':
C:\Users\User\Documents\Arduino\Arduinoboy\Mode_Programmer.ino:55:15: warning: iteration 71 invokes undefined behavior [-Waggressive-loop-optimizations]
     memory[m] = sysexData[offset];
               ^
C:\Users\User\Documents\Arduino\Arduinoboy\Mode_Programmer.ino:54:17: note: within this loop
   for(byte m=4;m<=MEM_MAX;m++) {
                 ^
Sketch uses 11808 bytes (36%) of program storage space. Maximum is 32256 bytes.
Global variables use 778 bytes (37%) of dynamic memory, leaving 1270 bytes for local variables. Maximum is 2048 bytes.

Can I ignore those messages?

15

(26 replies, posted in Nintendo Handhelds)

rebb wrote:

Did you install the PS2 library to arduino libs folder mentioned in github?

"Added dependency on this library to handle PS/2 communication. To install, download the library, and extract it into your Arduino Libraries folder (typically Documents/Arduino/libraries). Do not attempt to install a PS/2 library from the Arduino library manager as that version will not work with this code."

Installed that and could flash it on my arduino r3 board.

Hi and thanks for your reply,

Yes I did the following just to be on the safe side.

C:\Users\User\Documents\Arduino\libraries\PS2Keyboard.h
C:\Users\User\Documents\Arduino\libraries\PS2Keyboard\PS2Keyboard.h (with all the other files from the archive also inside)

16

(26 replies, posted in Nintendo Handhelds)

catskull wrote:

Sorry, you need to use my fork of the code which changes the button from an input to an input_pullup: https://github.com/catskull/Arduinoboy

That used to be on the product page but got removed at some point. I've added it back now.

Thank you for clarifying this! I’m gonna try to install your custom fork tomorrow!
I just hope I haven’t fried the pcb or any of the components after all the soldering action I’ve been putting it through to troubleshoot each and every component. It’s not as neat lookin anymore unfortunately..

Well I have another question regarding the LEDs cause all of the red status leds from your kit are broken after a lot of soldering and swapping around..

I don’t know a lot about electronics but I know that some LEDs also doubles as resistors; can I use any standard of-the-shelf LEDs or do they have to be any leds with some specific resistance?
Cause I don’t wanna risk the functionality by not using properly specd LEDs.

Thanks in advance!

___________________

Update

So I get this warning that hinders me from writing your fork to the arduino uno rev3.

C:\Users\User\Documents\Arduino\Arduinoboy\Arduinoboy.ino:250:16: warning: ISO C++11 requires whitespace after the macro name
 #define USE_PS2;
                ^
Arduinoboy:249:1: error: 'PS2Keyboard' does not name a type
 PS2Keyboard keyboard;
 ^~~~~~~~~~~
C:\Users\User\Documents\Arduino\Arduinoboy\Mode_LSDJ_Keyboard.ino: In function 'void modeLSDJKeyboardSetup()':
Mode_LSDJ_Keyboard:23:3: error: 'keyboard' was not declared in this scope
   keyboard.begin(PS2_DATA_PIN, PS2_CLOCK_PIN);
   ^~~~~~~~
C:\Users\User\Documents\Arduino\Arduinoboy\Mode_LSDJ_Keyboard.ino:23:3: note: suggested alternative: 'keyboardDiff'
   keyboard.begin(PS2_DATA_PIN, PS2_CLOCK_PIN);
   ^~~~~~~~
   keyboardDiff
C:\Users\User\Documents\Arduino\Arduinoboy\Mode_LSDJ_Keyboard.ino: In function 'void modeLSDJKeyboard()':
Mode_LSDJ_Keyboard:46:7: error: 'keyboard' was not declared in this scope
   if (keyboard.available()) {
       ^~~~~~~~
C:\Users\User\Documents\Arduino\Arduinoboy\Mode_LSDJ_Keyboard.ino:46:7: note: suggested alternative: 'keyboardDiff'
   if (keyboard.available()) {
       ^~~~~~~~
       keyboardDiff
exit status 1
'PS2Keyboard' does not name a type