Lowered price to $65.

Lowered price to $70.

I've been using the French guy's editor with my FB-01 for a while now, but I've noticed something weird. The preset instruments that come on the module respond to changes in the "Output volume" parameter in the Inst function menu and get louder or softer, but all the custom patches I've downloaded or made myself always stay the same volume, which is annoying when I'm trying to balance the volume of stuff for live performance. Is there just a setting in the editor I'm missing that allows custom patches to have variable volume? Thanks for the help.

For sale is a Japanese import Super Game Boy 2 with a stereo 1/4 inch prosound mod. The prosound was installed by Justin Thursday of Thursday Customs and as far as I can tell it functions perfectly.

Asking $65 plus shipping, which is exactly how much it cost me to import it and have it modded. Shipping will be USPS standard ground to anywhere within the continental US, I only accept Paypal. Price is firm, please feel free to post here or PM me with further inquiries.

I used to be really big on LSDJ, but I'm moving on to a new platform and want this killer app to find a good home. The Super Game Boy 2 only came out in Japan, and like the original Super Game Boy, it can play Game Boy carts on a SNES. Unlike the original Super Game Boy, it has a built-in link port (which is great if you use an Arduinoboy for MIDI sync) and it actually runs at the proper clock speed (the original Super Game Boy runs games slightly faster than the old DMGs, which can lead to problems with the pitch of notes and timing depending on what program you sequence on).

This is a really awesome piece of equipment to have if you use Nanoloop, LSDJ or mGB for a number of reasons. For one, no more chewing through AAs on a DMG or straining to see the screen on a dark stage. The SNES works with any TV that can accept composite or RF out, and the selection of custom borders and color palettes you get with the Super Game Boy 2 are sure to spice things up a little. If you select the black border and press L L L L R on the SNES controller, you can even access the borders from the original Super Game Boy for even more fun.

Sound quality wise, the internals are exactly the same as the original run DMG Game Boys, which are considered the gold standard in terms of fat bass tones and minimal noise. The 1/4" prosound makes it even better, and you won't have to worry about getting adapters for the RCA outs of the SNES if you want to hook it up to a professional mixer.

Pictures here, demo video here. Note that the prosound mod takes the sound "straight from the DMG" so to speak, so the sounds of you navigating the Super Game Boy menus won't be sent through the 1/4" jack, which is great for changing backgrounds in the middle of a song without adding random bleeps and bloops to the mix. You can also use the SNES RCA outs for the stage monitor for effects if you want, or you can pan some parts all left and others all right to mix both as separate mono inputs. Also be aware that the LSDJ cart shown in the video was for demonstration purposes only and will not be included with the sale.

Long story short, this is a pretty cool thing to have for composing and performing on hardware for the Game Boy. I am sad to see it go after all these years, but I don't use it much anymore and I would rather it end up with someone who can appreciate it and give it a good home instead of some rando on Ebay.

Did you ever end up getting in touch with that Shadow guy on the psxdev forums? No rush or anything, this project just really excites me.

Also, since this mod would require a custom disk image, I would guess that porting the functionality over to MTV Music Generator wouldn't be that important. In order to play a back-up disc you'd pretty much have to have a modchip or softmod of some kind, in which case there's no real reason why NTSC users can't just use the PAL version anyway. However, a port for PAL Music 2000 would be ideal, as it would allow the use of the CD sample ripping feature that many composers would find useful.

Objective: Modify the Freestyle Zone of Donkey Konga 2 to be a viable platform for live drum performance. (PROOF OF CONCEPT)

Background: Despite this being the Nintendo consoles section I almost never see the Gamecube get brought up much here. Probably because it's too modern to really have a characteristic sound and nobody makes homebrew music software for it because of that. The library of music related games for the Gamecube is woefully small, but I have very fond memories of playing Donkey Konga back in the day. I recently picked up the lesser known sequel on the cheap via craigslist, and one of the new features really intrigued me.

The "Freestyle Zone" allows you to jam on your bongos indefinitely, without a note track or a scoreboard. You can select from one of the many custom buyable bongo sound sets and play with up to 4 bongos at a time for as long as you want. By turning the background music all the way down in the options menu, you can jam with just drum sounds to any external music you want. This feature never got much attention upon release, probably because the pre-set bongo sounds are too cheesy to do much with, and it was very uncommon for people to own more than two bongo sets in the first place.

However, with a few updates, I think this little side feature could be developed into a really cool platform for live drum performance on video game hardware. Drummers often get shafted in the chiptunes scene; not only are the noise channel and/or FM drum sounds commonly found in chiptunes (debatably) rather weak to begin with, but they don't get often get cool retro oddities to aid in their performance, like guitarists have the Casio DG-20 or pianists have the C64's keyboard overlay for example. Unlike a boring 'ol electriconic drumset fed through MIDI into your device of choice, DK bongos and the Gamecube are instantly recognizable. If nothing else, it would be a hilarious meme. People are beating Dark Souls on the DK bongos like it's some huge accomplishment, but actually making music on them? Now that's a challenge.

Proposed Updates: Green numbers are updates that have already been implemented, yellow updates are current issues, and red updates are planned features that I have not yet begun to address.

1) While the bongos themselves are fine to play on (as long as you adjust the clap mic sensitivity in the options menu to prevent excessive crosstalk), it is still unnatural for most drummers to play certain parts like the bass drum and hi hat with their hands.

These parts are usually played using pedals on a standard kit. To address this problem, I suggest picking up a third party racing wheel for the Gamecube and using the gas and brake pedals to play the bass and hat parts. Madcatz wheels from three generations ago are very cheap these days, and depending on the model they might even support three inputs. I picked up a Madcatz MC2 universal model for $15 on Craigslist, but steer clear of the 1st party Logitech wheels. Not only are they more expensive and rare, but they have a different protocol that won't be recognized in game.

By default the pedals are recognized as A and B on a standard Gamecube controller, and since most of them are universal, they usually have re-mapping functions to account for varying control schemes. Both pedals and the stickshift can be assigned to any button or trigger on my model, and along with the in-game control variants in the option menu, any combination of two sounds can be mapped to the pedals. You can also keep them both on the same sound if you want some double bass action. While racing pedals are a far cry from real drum pedals, you can get used to them with some practice.

2) In the Freestyle Zone, the game counts your total hits up to 999 until it rolls back around. Every 50 hits, it will play a random DK sound effect to "commemorate" your achievement.

While this may seem charming, it is not ideal for performance, and needed to be removed. Through the use of a hex editor (XVI) and an ISO builder (GC-Rebuilder), I was able to mute these sound effects. This leaves other parts of the game oddly silent, but this hack is only meant to improve freestyle mode so this is not a huge concern. See my proof of concept video below to compare the vanilla version to my mod.

3) Among the 3 sounds from the 16 buyable bongo kits and the 16 legacy kits that are unlocked by having a Donkey Konga 1 save on the same memory card, there are maybe 15 usable drum sounds that resemble snares, kicks, toms, and hats, but these usable sounds are not allocated well across the kits. Often only one of the three bongo sounds (left drum, right drum, and clap) will be usable, forcing you to waste two thirds of the available drum pads just to get one of the sounds you want.

For example, one of the few closed hat-esque sounds in the game is the left drum of the Latin Percussion legacy set from Donkey Konga 1, but the other drum sounds are a cajon and a timbale, which don't fit well with the more standard drum sounds you'd want on the other 3 controllers. If you wanted to play this hat sound and a bass drum sound on pedals in the vanilla game, you'd have to buy two racing wheels and waste four total sounds just to get two usable ones, which is not ideal. In order to maximize the number of sounds available to the performer, I am trying to figure out how to move the samples around in the ISO such that I can build more optimal "pedal" bongo sets that combine closed hat and kick sounds to free up 3 ports for bongo sets to be played with your hands. Relabeling the modified drum sets in the game code would be nice too.

4) Even though you have enough usable drum sounds to make up a few unique drumkits, the vast majority of the bongo sound sets are totally worthless in performance settings and only serve to annoy your friends who are trying to headbang to Rock Lobster and La Bamba. Even the "usable" drum sounds are somewhat bland, and most don't even mesh with the lo-fi aesthetic well enough to warrant the effort of using such a weird and memey drumkit.

Obviously the best course of action is to find a way to replace the unusable drum sounds with new drum samples of my choosing. This will vastly improve the versatility of Donkey Konga 2 as a drum module, and if I document the process well enough, anyone will be able to make their own custom drum sets with whatever sounds they want. Ideally the library would consist of an even mix of samples from iconic drum machines/synths (808, 909, VL-1 etc) as well as samples from the soundfounts of old Nintendo games (Bomberman Hero and Glover are definitely on the list). I would probably put out two separate libraries, one optimized for bongo/pedal set-ups like mine, and one that works better if you just want to use bongos.

This is unfortunately the part that leaves me the most puzzled right now. Gamecube games didn't have a uniform format for their audio files, so each ISO is laid out differently. Although there exists some precedent for Gamecube ISO sound replacement from the Smash Melee scene, Donkey Konga 2 stores its sound effects way differently. I am new to hex editing, and although I was able to successfully mute the 50-hit sounds, this issue is way more complicated. However, a couple years ago, someone also did similar ISO modifications on Donkey Konga 2 in order to import the songs from the Japan-exclusive Donkey Konga 3 into the American version. What intrigued me and inspired this project was that he was also able to bring over the new drum sets from Donkey Konga 3, which proves that it is possible to insert new sounds into the game as long as they're in the right format.

5) Racing pedals are a decent solution as a stop gap measure, but drum pedals feel way different and are better suited for technical performance. There are only so many old ass Gamecube racing wheels out there anymore, and having access to better pedals in greater supply would be better for the longevity and accessibility of the project.

The racing wheel+bongos combo is hilarious, but the novelty of it is bound to overstay its welcome eventually. While you can get used to the feel of the pedals, they are still not an ideal solution. A custom controller that could accept input from standard electronic drum pedals is the best possible scenario, and compatibility with Rock Band drum pedals (which many people have lying around and are in abundant supply otherwise) would be a huge plus. This would likely require an arduino or some other microcontroller to convert the pedal inputs to signals the Gamecube can understand, but plenty of crazier custom Gamecube controllers based on arduinos have been made for stuff like competitive Smash. If this project gains enough interest, I might consider releasing a custom arduino shield just for this purpose.

6) In Freestyle mode, the game shows a DK-related image to accompany every drum hit. These images repeat in predetermined patterns, and change to new sets of images every 50 sets for some variety. Even so, they are still goofy images, and they can get a little tiresome. For extra visual flair, it would be nice if cooler custom images could be put into the ISO to spice things up a bit and make the visual aspect of the project more personal to the performer.

I know nothing about texture editing myself, but I do know the images in Donkey Konga 2 are saved in .nut format, and there exist editors for .nut files that could be used to put custom flavor images in the game. This is a distant priority though, and will likely only be addressed if there is significant demand.

Media:

So far I have recorded only a short proof of concept video showcasing the potential for this project. I jam a little on the Racing Wheel pedals set-up, demonstrate pedal re-mapping, and show off the 50-hit sound effect fix in my newly modded ISO. Please excuse my lame drumming, I'm more of a keyboards guy and I have to twist my body a little out of the way to get decent camera angles. I plan to release more video updates as the project progresses, and I will likely outsource the demonstrations to my more talented friends in the future.

How can I help?

Like I said, I'm very new to hex editing and most of my experience with it comes from Smash Melee stuff, most of which doesn't really carry over. If you're familiar with romhacking, I would love some advice and hex editing help to swap these drum sounds around and insert new samples into the game.

I'm handy with a soldering iron but I don't know much about arduinos or controller modding so if anyone has experience with microcontrollers, Gamecube controllers, or the wiring of electronic drum pedals (the Rock Band pedals in particular), I would super duper appreciate your input in those areas as well.

I also don't want to just cherrypick the custom drum sounds I want to put in the game all on my own, so if you have any ideas or requests for sample sets from famous Nintendo games and/or iconic drum machines, feel free to make some suggestions. I'll definitely take them under consideration.

If you want to get involved, feel free to PM me or ask here. You can also check out my project thread on romhacking.net if you want to stay updated on the ISO-modding part of the project. Thanks for reading this huge wall of text, I'm excited to get to work and I really appreciate your interest.

7

(11 replies, posted in Other Hardware)

On PS2, you should try Funkmaster Flex's Digital Hitz Factory. Ignore the awful name, it's just the American rebranding of Music 3000 (which is actually different from MTV Music Generator 3, but that's a whole other story). Once you get used to the controls it's actually a half decent music production platform. Way more fully featured than any of the previous installments, and instead of having to rip samples from CDs, you can use the USB audio interface to sample any kind of sound source. Back in the day it was kind of limited because all the samples had to fit on an 8MB memory card, but if you snag one of those huge third party memory cards you'll have way more room to work with.

Unlike previous installments of MTV:MG, you can choose to have the timeline scroll from left to right, or if you like the tracker aesthetic, top to bottom. Give it a shot! I never owned it but I played it at a friend's house.

Just listened through the collection for the first time and I was totally blown away! Would you ever consider doing a physical release of some kind for those who weren't able to get a cart in the first run but still want a souvenir beyond the digital downloads?

I run a small cassette label as a hobby, and ever since I saw all the buzz those Sega Forever tapes were getting on YouTube, I've been wanting to test the waters with a few chip releases myself. I can do small batches because I hand dub them all, so if you want to start with just 10 or 15, that's totally fine!

I'm sure you probably have to get the consent of the collaborators first, but if you're interested feel free to shoot me a PM.

No worries Nex, YouTube messages are weird sometimes. You got here super quick anyway! Thanks a bunch for sharing the info.

NeX wrote:

i have a new version in the works (for a very long while now) it involves the higher quality sound processor of the early playstation motherboards, a fancy clear case and a parallel port hack which should hopefully give me full midi out of the serial port once i understand how the game works by hex editing. unfortunately there is a lot of work still to do and it has been pushed to one side lately.

Which game is the project for? Music (PAL), MTV Music Generator (NTSC) or Music 2000 (PAL)? I would think MTVMG or Music 2000 would be the best versions to work with on account of the ability to rip custom samples, which the original Music lacks (to my knowledge).

Which Playstation models have the motherboards you want? I know that the SCPH-700x models were the last ones that separated the audio DSP and the CD logic, and from the 750x models onward they were all integrated in the same chip. Or are you talking about the 100x/300x models that predated SCPH-500x run, where the RCA outs were removed and the whole motherboard was reduced in size?

Gosh I hope not. Those early model "audiophile" 100x PS1s are super overpriced these days.

If you're looking for help with the project, I posted about it on PsxDev, a forum dedicated to PS1 modding and hacking. One of the forum admins responded in the topic and seemed eager to explore the project further. If you don't already have an account on the site you should definitely ask him for some help. He's done a lot of projects involving serial I/O on the PS1 and could probably shoulder some of the burden. I don't know near enough to contribute much myself, but at the very least I can get you guys in touch.

It blows hot ass compared to any modern DAW but I have very fond memories of making fun drum loops on it back in the day. Like I said, for melodic composition it's more trouble than it's worth given the lame melodic/vocal presets, but if you use most of your sample memory and song space on just drums, it's serviceable. Not great, but at least tolerable. Part of the fun of making chiptunes is making the most out of limited hardware, and though you can barely even call this "chiptunes" considering the hardware, I think it would be a fun side project. It's probably one of the most cost-effective ways you can implement PCM sampled drums in your set-up and still get street cred for using old tech.

It's worth noting that the sequels to MTVMG had way more features and better implementation of the sampling utility, but they're all on PS2 and I feel like that hardware is a little too modern to bother working with. It's all still PCM samples anyway, so it's not like either console is going to sound particularly unique. I'm partial to the original on PS1 because the PS1 is old and limited enough to actually be a "novelty" and it better fits the chip aesthetic in my opinion.

The PS2 modding community is generally more active though, so if I run into a dead end here I might ask around about a MIDI implementation for the sequels. MIDI-USB support through the USB 2.0 ports might be really handy.

herr_prof wrote:

Yea but kinda fun! I have a rip of it here:

http://toilville.com/mess/MTV%20Music%20Generator/

let us know if you ever figure it out

Thanks for the heads up! Will do!

MTV Music Generator (known as Music 2000 internationally) is what got me started making music back when I was young. It's a pretty basic tracker that's very easy to learn, and it comes with an extensive library of pre-packaged sounds to work with. I find a lot of the default melodic sounds to be pretty cheesy, but the drum presets are very usable and given that the 2MB RAM bottleneck of the PS1 often prevents you from getting too crazy with song creation anyway, you're usually better off just keeping it simple with drum tracks. The ability to rip custom samples from CD and store them on your PS1 memory card vastly expanded its versatility, although I still mostly used the limited sample memory for drum sounds. Before I finally shelled out for a drum machine I frequently used the game as a rhythm section on several demos, but without MIDI sync functionality it's little more than a fun oddity to fiddle with every now and then.

I think the PS1 supports some flavor of MIDI sequencing natively through its sound processing chipset, but I'm equal parts confused and intrigued by this YouTube video from 2010. It seems to demonstrate some preliminary form of MIDI sync coming out of a PSX running Music (the prequel to Music 2000/MTVMG). I tried contacting the channel to ask more questions but his account has been inactive for four years now so I don't expect to hear anything from him. He seems to be in to chiptunes from his other videos though, so if anyone knows who he is (or if he has an account on here) I would love to get in touch with him and ask him more about the project.

From what I've gathered reading his replies to comments on the video, it seems as though whatever MIDI sync mod demonstrated in the video is not being achieved through a sound sync workaround. That would require him to send a lone timing pulse through one of the L or R channels to generate MIDI clock while all the other sounds would be forced onto a single mono RCA out, which is a less than ideal solution. Mono out is often the best you can get in the chiptunes world, but sound sync tends to be unreliable anyway and having access to stereo panning and effects is always preferable.

In the comments he further explains that the MIDI output is being sent through some kind of external adapter that he built himself. He had plans to update it to work with MTV Music Generator and then build the adapter into the PS1 itself, but alas, that never panned out. I know next to nothing about PS1 modding, but I'm fairly certain he's not using a modded version of Music because modded PS1 games basically don't exist. It's more likely that he's taking the timing messages straight from a pin on the SPU or the CPU and using this adapter to translate them into MIDI clock, but again, I don't know jack about the PS1 and this is just my best guess.

Anyone familiar with PS1 modding care to add their two cents here? I think this could be a really cool project if developed further and I would be happy to help however I can. Chiptunes purists will probably turn their noses up at the concept of modern PCM sampling in their set-up, but if you're like me and you've always found most of the noise channel and FM drum options within the common chiptunes platforms to be unsatisfying, this could be a neat compromise to get some nice beats and samples into your set-up without sacrificing the vintage aesthetic by using a laptop or a more modern drum machine. The PS1 is old enough to legally drink now, so it's probably old enough to score you at least some street cred. Plus you can use the horrendous video creation mode to make totally not at all cool visualizations for your SICK NASTY beats.

I'm surprised that I haven't seen much discussion about the ZX Spectrum Next on the forums here. The more I find out about the sound capabilities, the more I think it could be one of the best options for on-hardware chiptune creation on the market.

From my lurking, it seems that most people edit for AY tunes in emulation and then transfer them to real hardware for playback/recording if they want authenticity. This makes sense considering the usual obstacles for on-hardware composition that come with old machines (cost, rarity, outdated/proprietary connections) as well as the slew of problems you'd encounter trying to compose on a Spectrum these days (hard to find in the states, AWFUL keyboards, wide variance in sound hardware across models, lack of good composition software).

The Next's board has three AY-3-8912 chips with stereo output, which means 9 melodic channels and 3 noise channels. They recently added a 6581 SID chip to supplement that, which is great if you're like me and you love a chunky Commodore SID bass. All of the sound ICs can operate simultaneously and have custom configurations for channel mixing (see here for more info). The chips appear to be authentic although I have no idea how they sourced such a large quantity of them.

Aside from the BEEFY chipset lending authenticity and opening up way more options for instrumentation than your average AY machine, the Spectrum Next should be a much more viable option for on-hardware composition due to its modern niceties. HDMI port means no more screwing with PAL/NTSC converter and RF modulator shenanigans, but you've still got VGA and RGB as output options if you have/prefer older displays. PS/2 mouse port means composition software no longer has to rely on keyboard only, which is nice if you're used to composing with modern software. Embedded SD card slot is way more convenient than tape or hefty external disc drives for storage, but it still has tape inputs if you want to bring over old stuff. It supports external accelerator boards for extra RAM, and can even connect to Wi-Fi networks. While I will always prefer a clicky mechanical keyboard with real switches, the playtesters say the Next's keyboard is a huge improvement over the original Spectrum keyboards (not that that's saying much).

I personally think the new design looks pretty sleek and still retro-ish, but if you're concerned with appearances and don't want to lose the street cred associated with using real hardware on stage (or you're an insane person who actually liked the original Spectrum's form factor and DISGUSTING KEYBOARD), you can purchase the board by itself and modify an original ZX Spectrum 48 case to fit the new board. This is no simple task, but if you're the kind of guy who stresses about other nerds thinking you're not enough of a nerd I imagine that undertaking makes sense to you. The complete product retails for just over 210 pounds (270ish USD) and will ship Feb 2018, but the board-only devkit model (currently sold out) ships next month and sells for way less (apparently the board-only restock won't happen until January).

The biggest problem with it is simply a lack of compatible composition software that can make use of the bomb ass dank ass chipset. That makes sense though, considering it hasn't even been released yet. Anyone got plans or the know-how to make that happen? Sequencing 3 AY's and a SID chip is uncharted territory to be sure, but a versatile tracker with MIDI sequencing/sync through the joystick port would be make this a real killer app and probably the best chiptunes machine you can get from retail.

So what do you guys think? Too good to be true or worthy of the hype? I've been wary of Kickstarter retro revivals for a while now but the Spectrum Next seems to be pretty legit. The dev team is transparent, responsive, and is set to deliver on time which is nothing short of a miracle for crowdfunding projects these days. Compare it to The64, which is moving sluggishly, missing milestones, and hasn't even given us a shred of information about the board itself yet. Yikes.

pselodux wrote:

I wonder if the D50 editor could be used with the MT-32? Maybe not, but considering they use the same architecture, might be worth a try..
http://ctrlr.org/roland-d50-editor/
Too bad there isn't a dedicated MT-32 panel, because ctrlr is great software.

I asked my friend with a D-50 shortly after buying the MT-32, he also recommended I try out CTRLR but said I should message the devs about compatibility with the MT-32, haven't heard back but I'll give it a shot myself. Apparently there might be some difference in the way banks are stored (and later recalled via SysEx), but from my preliminary fiddling I can at least edit/dump/recall one voice at a time well enough. I'll let you know what the devs say, thanks for the tip!

@herr_prof:
Thanks for the heads up, I'll test it out later this week when I have more time.

Hi all, long time lurker, first time poster here.

I have recently acquired a Roland MT-32 midi module on the cheap ($40, what a steal!) from a music store going out of business. While I grew up with a Compaq Presario "tricked out" with a Sound Blaster Pro 2 (it was offloaded on to me, the youngest child, when the family computer was upgraded to a Windows 98 machine), I nonetheless remember the MT-32 holding a place of prestige as one of the best options for music on old MS-DOS games. I was excited by the chance to add it to my set-up; while it's probably too advanced to be considered "chip" by the sticklers out there (and trust me, I've seen my fair share of cm.o elitism in my years of lurking), I still think the chunky LA synthesis has enough character and nostalgia-factor to be a cool platform to write on in any case. While I know it's not strictly speaking "a vintage computer", I feel that because it's usually discussed in the context of old computers because of its implementation in a lot of old DOS games, it fits this forum better than just plain 'ol hardware.

I just picked this thing up a couple days ago, and while I've enjoyed messing around with the preset patches and building some beats with my Ensoniq EPS' midi sequencer, the preset patches are pretty cheesy and there are only a few synth presets on it that really fit my style. I know there are some midi editors out there, some that are specifically built to take advantage of the MT-32's LA synthesis, that could really open up the variety of sounds I can get out of this thing. MidiQuest seems to be a good option, and using Dr. T's MT-32 Editor/Librarian via DOSbox also seems to be a popular choice as well. I figured I'd ask here and see if anyone's experienced in the ways of MT-32/MUNT dabbling who might be able to give an informed opinion.

I found a collection of Sierra MT-32 patches online and they're really fun to play with too, but I'd still like to start making my own sounds with it. However, I'm still getting the hang of this stuff, so if anyone knows of any other online patch collections for the MT-32 or has any patches of their own they'd like to share, I always like trying new things! Unfortunately I don't have one of the units with aftermarket battery to allow saving, so I'm still stuck using SysEx to back-up my stuff, but my EPS can handle that pretty easily so it's not too much of a hassle.

Thanks in advance for your help!