209

(14 replies, posted in Nintendo Consoles)

30k on the schematic.  I guess I should search 30k stereo pcb mount potentiometer...  not showing much results. : /

210

(14 replies, posted in Nintendo Consoles)

Does anyone know of the value / a replacement part number for the gameboy volume potentiometer.  The part is easily desoldered.  I figure there has to be a new replacement - i'm just being lazy

anyone know - so i dont have to get my multimeter out

the original pot that is in it reads 303b or just 303 but, i don't know what that means!

math is music!

http://www.facebook.com/animalstylemusic

213

(56 replies, posted in General Discussion)

http://animal-style.com

http://8static.com

http://cheapdinosaurs.com

214

(20 replies, posted in Releases)

win!

215

(4 replies, posted in Sega)

if you post a topic and no one replies...  was the topic really there at all?

216

(4 replies, posted in Sega)

So - i'm tyring to figure out why my computer screen does a hard blink every time i open gensKmod...  i think its messing with my visual adaptor.  Its basically hanging for a couple seconds (causing the screen to go black) when loading the emulator.  anyone know about this - how to fix - why etc.

Also - what do people think >> what are the best Genesis Emulators for sound, for debugging, for visuals...

I've found:
gensKmod is great for debugging and ripping patches.
Fusion sounds best with the overdrive setting.
I'm undecided about visuals though...  what do ppl think?

217

(1 replies, posted in Software & Plug-ins)

Anyone else using the Modizer app on iphone - it was working for me until the update... sux cause now its crashing all over my ipad and my 3GS.  anyone know anything about this?

218

(35 replies, posted in Sega)

So - i'm looking for some Alien 3 drum samples and what do i find >>  a C64 bassdrum in there, but no samples.  I wonder why.  I guess the actual drums are compressed in this song...  but why would there be an uncompressed C64 bassdrum.  Totally bizzare.

A couple other things we found were some samples that were sped up.  Is it possible that they sped up some samples to save room and then slowed them down with the software?  That might explain the crunchiness of some of these.  Any truth to this - Shiru, someone else?

219

(35 replies, posted in Sega)

also - Bucky and I were talking about organizing a sample bank (sorta like his DPCM folder) for this - if anyone finds any good samples and wants to contribute PM me

220

(35 replies, posted in Sega)

shitbird wrote:

yeah, i tried this and failed. Instead of admitting defeat starting turning all the databend sounds into rex files.lolol

might not work for every rom - I think streets of rage's samples are compressed - but, thankfully there are a plethora of soundtests

221

(22 replies, posted in Sega)

B00daW wrote:

Shiru / Animalstyle:  In VGM_PLAY v3.10 it will process VGMMM VGMs as long as you zero out the GD3 information.  It either doesn't process GD3 footers properly, or it doesn't like VGMMM's GD3 footer formatting.

I think it pulls the info from the GD3 tags to display in the ROM, so that would make total sense.  How'd you figure that one out?

I'm gonna go write Micheal Stamper - he helped me out with the whole ROM padding thing in VGMplay 3.0 - I'm sure he'll fix this. It's probs something very small in the code.

Also - haven't seen you in 4evr Boo - you should come hang at 8static again!! we miss ya.

222

(35 replies, posted in Sega)

Here's some samples me, bucky, and dino found in Skitchin.  I didn't cut them up cause they're funny as hell.  hehe.

Skitchin Samples

dude - that drug is brutal.  i know some people who have had serious struggles with it.  its similar to the H - stay away.  opiates can seriously fuck you.

224

(35 replies, posted in Sega)

This may help some people - i had no idea how to do this until about 2 or 3 hours ago...  Shiru tipped me off in this thread.  You can extract samples using Audacity and your .bin Genesis ROMs.  I used the Sonic 1 ROM (it has the "SE-GA" sample built into the ROM directly at the end so, it's really easy to spot).  Skitchin has some easy to spot samples, too.  From looking around at different ROMs it seems like there is no typical place within the data to find them...

Its worth noting that i used Audacity 1.2.6 for this:

1. GOTO Project > Import Raw Data...

2. locate the .bin ROM - open it

3. a prompt comes up - in the first drop down field - choose Unsigned 8-bit PCM

4. then change the sample rate down in the bottom feild to 16000  <<<  update *this is actually wrong  >>>  what you want to do is find the sample rate of the samples in GensKmod by going to CPU >> Debug >> Genesis >> YM2612 and then looking at the sample rate in the lower left hand corner - using esc can freez the ROM if there are a lot of rates flying by.  each drum can have a different samplerate!

5. Click Import

6. Highlight the samples (seems like they're usually grouped together)

7. Use Cntrl + T (Edit > Trim) to trim out the noise that the game data creates (sounds pretty cool actually)

8.  I haven't done this yet but, to avoid clipping when you throw your samples back into VGM music maker you might have to use very very tiny fade outs and fade ins at the begining and end of each sample