Lazare wrote:

I just don't get the whole sounding like everybody else thing everyone seemed to be going for, a lot of the timbres are the same as far as the whole scape of the fest went from what I heard, especially during the percussion segments.

There's nothing to "get".  You enjoy chip sounds or you don't.

Lazare wrote:

I'm not trying to be a dick or anything

but was this even that big of a deal in the world of electronic music?

I've heard about this festival a couple of times over the years, but the line-ups I saw, never really blew my mind or anything.

I mean Sabrepulse played and that was probably the only artist I would even want to see.

I looked up some artists from this years, and to be honest I wasn't that impressed.

LOL, posting in a scene specific forum about how their biggest event is unimpressive.  Nice job.  big_smile

Mixtape III is out!  See first post for link and etc.

MaxMod wont work.  Precompiled stuff only.  sad

#1  Actually getting to go to one

#2  A vs B writing "My dick is 24 hours long" on my chest with a sharpie  tongue

1,894

(26 replies, posted in Releases)

Nice, need download fer sure!!

Also, I miss kraettz sad

4mat wrote:

Yeah beyond the stereo output there is *no* hardware support for multiple sample channels on the GBA, all mixing / dsp effects were done in software.  This was a real bugbear at the time because you'd have to trade off CPU time to the rest of the game.

Do you have any recommendations on games or homebrew that handled this particularly well?  Looking for something to pick apart as an example.

EDIT:  This is the only half way interesting example I've found http://www.gbadev.org/demos.php?showinfo=1365

There's lots of sample usage in GBA games.  There are even tools that will rip all the sounds from a game into a soundfont for you.

1,897

(13 replies, posted in Commodore Computers)

I haven't been able to get the actual mods but this is some of my favorite Amiga stuff that is dark/heavy without being completely over the top with breaks and core-ness:  http://dantejones.bandcamp.com/album/high-on-hate

I've been reading about that and on devkitpro.com
Seems like its the answer since you're easily able to add and remove sounds to a rom while it running rather than just having everything hanging out in memory all the time.


__________________  <-- That's how far in I am.







(*_*)  <-------------------- That's my head.

Saskrotch wrote:

whatever happened to M4G

No news at all.  Probably not dead but not being updated any time soon.  sad

Oh wow, I can't wait to give up on this in a couple weeks!  big_smile  tongue

http://www.loirak.com/gameboy/gbatutor.php

EDIT:  "devkit advance" is the think I want to give up on, right?  Any newer/better GBA rom making software that I should give up on instead?

EvilWezil wrote:

I have no idea but I like where it's going...

Where I'm going is a multi-channel sample tracker for GBA with all the sweet options of the LSDJ kits, of course.  I'm becoming more and more interested in how LSDJ handles samples and I love all the crazy "skronk" and "pbpbpbpbpbplllllllggjh" you can get with different loop offsets and etc.  \m/ \m/

How much of LSDJ's sample handling is software specific?  All of it?  Are there any GBA capabilities that might make a sample tracker even cooler on that platform?

How many "lsdj style" sample channels could you run on a GBA?  It has two DACs so at least 2.  How many with software mixing before things start to fall apart?

egr wrote:

Oh nice, that answers my question about a an updated Deathray  big_smile

This is present on the free rom as well.  Deathray is still better tho.  tongue

Oh nice, that answers my question about a an updated Deathray  big_smile