977

(265 replies, posted in General Discussion)

Holy Konni wrote:
nickmaynard wrote:

anamanaguchi's only song on this site has only one reply.

guh, you get my point, nick

my point is that single mp3's don't get a lot of action here no matter who you are. personally, i think that's fine.

however, check out the releases board on here. lots of action there.

978

(265 replies, posted in General Discussion)

Holy Konni wrote:

The difference is that you can actually get your music heard at 8bc because the music is on frontpage, on 8bc eveybody gets listens and comments, here - if your not anamanaguchi, you get 5 listens. I don't care that the forums are a little more 4chanlike, the music is there.

anamanaguchi's only song on this site has only one reply.

979

(84 replies, posted in Nintendo Handhelds)

Apprentice8 wrote:
Kedromelon wrote:

Yes, I have done this myself on one song.  Just make sure the one that is NOT underclocked is master.  The underclocked DMG will play at the same BPM of the master, and will still play an octave lower.

Thanks, that is super helpful. I'm writing my first chiptune and am already finding a need for lower bass and more tracks! Searching local thrift stores for old bricks :-)

the variable speed knob mod can produce some awesome effects when you sync two gameboys. depending on which is the master, it does some different shit!

980

(178 replies, posted in General Discussion)

Neil Voss makes great music.

some pics! by jim dewitt aka chipmusic.org member "PK". here are some of J. ARTHUR KEENES.

more pictures here.

i might be into one of those gameboy bags. pics!

looks pretty decent to me!

984

(265 replies, posted in General Discussion)

i am also curious!

985

(39 replies, posted in Nintendo Consoles)

the more i learn about nintendo programming, the more mind blowing it is what you're able to do with it.

986

(37 replies, posted in Nintendo Consoles)

HPizzle wrote:

this is great! all of it! please keep making stuff like this!

thank you! smile

you can check out all the details about my programs at this blog - http://nintendomusicsuperstudio.tumblr.com/

my blip wishlist:

the depreciation guild

ROCHESTER CHIP presents...

OUR FOURTH SHOW! Featuring -

DANIMAL CANNON
http://8bc.org/members/Danimal+Cannon/
super awesome mathy 8bit metal inspired gameboy jams.

DIRT EYES
http://dirteyes.bandcamp.com/
epic riffs, psychedelic stoner rock, drums and bass.

PIXEL TITS
http://soundcloud.com/teoacosta
some kind of sick crazy chiptune/noise, just look at that band name!

DICK SNARE
http://dicksnare.tumblr.com/
totally sick guitar and drums duo.

This show is at the Dress Barn in Rochester and if you don't know where that is, then send me a message here and I'll get you the address!

Show starts at 8pm and there's a suggested donation of 3 bucks.

989

(7 replies, posted in Nintendo Handhelds)

you can put mgb on a regular gb cart and it'll work on a gba. i don't know if the midi stuff works or not, i've never tried it.

990

(8 replies, posted in Trading Post)

where's the best place to buy chips / sockets?

991

(33 replies, posted in Nintendo Consoles)

neilbaldwin wrote:

$4015 is the voice enable register and uses bits 0 to 4 to enable Pulse 1, Pulse 2, Triangle, Noise and DCM respectively.

Binary    Hex Voice
%00000001 $01 Pulse 1
%00000010 $02 Pulse 2
%00000100 $04 Triangle
%00001000 $08 Noise
%00010000 $10 DCM

To figure out the value to write to $4015 just add up the values. For example, to enable the two Pulse voices, you write $03 to $4015 ($01 + $02). The APU is generally initialised with a value of $0F which enables the first four voices ($01 + $02 +$04 +$08 = $0F).

DCM differs slightly in that it requires you to turn the voice off and back on again to actually play the sample. In Don's code, he's not using any of the other voices so he doesn't need to turn them on, hence the $00 write (and probably $10 somewhere further down the code to start the sample playing).

So for you, instead of writing #$00 to $4015, write #$0F. This leaves the first four voices on but clears the enable bit for DCM, as is required. Then to start the sample write #$1F to $4015.

Make sense?

yes, that makes perfect sense. i'll try it out and post my results.

and seriously, thank you so much for helping me out.

992

(33 replies, posted in Nintendo Consoles)

hey neil, if you've got a second i have a quick question.

i want to include some dpcm samples in one of my programs. so, i checked out the source code of no carrier's program "lickshot" - http://www.no-carrier.com/index.php?/lickshot/

it seems pretty easy to understand and i was able to get it working in my program just fine. but here's my problem. no carrier's code starts off by writing #$00 to $4015. this ends up muting whatever other audio i have going on in my program at that point.

i was working on a simple program where the buttons of the first player controller would play chords and single notes on the pulse and triangle channels, while the buttons of the second player controller would play drum sounds on the noise and dpcm channels. so, if the first player wants to hold a note out for an extended period of time, it gets silenced whenever the second player triggers one of the samples.

i was wondering what you'd suggest in this instance. i'm probably missing something extremely obvious. thanks for the help in advance!