865

(34 replies, posted in Nintendo Handhelds)

It's SURPRISINGLY simple.

0-C3
1-
2-c3 -D03  (because you need to get to 2 and a half)
3-
4-
5-C3

866

(34 replies, posted in Nintendo Handhelds)

Saskrotch wrote:
danimal cannon wrote:

With the speed I find it easy to "feel it out" which is why I didn't document it.  However, I am a rhythm junkie and have spent years programming drum parts, so I might be able to pick out 8th note triplets easier than the average joe

i have no idea what this is in reference to but i love triplets and wrote this one time
http://chipmusic.org/forums/topic/3847/ … d-command/

Important stuff, but different.  On my one song Polywrath I actually programmed quintuplets using D commands because I am crazy.

867

(34 replies, posted in Nintendo Handhelds)

With the speed I find it easy to "feel it out" which is why I didn't document it.  However, I am a rhythm junkie and have spent years programming drum parts, so I might be able to pick out 8th note triplets easier than the average joe

Battle Lava wrote:
an0va wrote:

Who wants to make and sell on bandcamp a Legalsounds compilation? We'll just take back and use the songs that were already taken. tongue

down for the lulz

nah it just means that their stuff is hosted in a place that isn't protected

wow I laughed way too hard at that

I get my impossible production techniques from Attack Attach CDs too!

872

(34 replies, posted in Nintendo Handhelds)

Lazerbeat wrote:

So ONCE interpolates the frames, LOOP loops X frames from the end and PINGPONG actually does what you expect? That isnt baffling at all!

Thanks Danimal!

Yup! 

The trick is mapping out all the frames that are being used. When you don't know what frames are being called, you really dont know what's going on for sure.  For example with the repeat value lower than the length, I never would have guessed that.

873

(34 replies, posted in Nintendo Handhelds)

The length seems to fuck with everything.  Results so far.
this is play mode: ONCE
length 0, only frame 0 plays.
length 1, frame 0, then F
length 2: 0, 7, F
length 3: 0, 5, A, F
length 4: 0, 3, 7, B, F
length 5: 0, 3, 6, 9, C, F
length 6: 0, 2, 5, 7, A, D, F
length 7: 0, 2, 4, 6, 9, B, D, F
length 8: 0, 1, 3, 5, 7, 9, B, D, F
length 9: 0, 1, 3, 5, 7, 8, 9, C, E, F
length A: 0, 1, 3, 4, 6, 7, 9, B, C, E, F
length B: 0, 1, 2, 4, 5, 7, 8, A, B, D, E, F
length C: 0, 1, 2, 3, 5, 6, 7, 9, A, B, D, E, F
length D: 0, 1, 2, 3, 4, 6, 7, 8, 9, B, C, D, E, F
length E: 0, 1, 2, 3, 4, 5, 6, 7, 9, A, B, C, D, E, F  (all but frame 8)
length F: ALL FRAMES

See the pattern?  What's it's doing is splitting up the 16 frames evenly between how many frames you want.  So a length of 5 has 6 frames (because zero counts as 1) that are evenly spaced between 0 and F.  Not the most intuitive thing, but definitely a pattern.

OK, so LOOP mode, the key here is the REPEAT command.
REPEAT: 0 plays through all the frames depending on your length (see above) and just holds out your last frame.
REPEAT: 1 plays through frames and loops your last 2 frames,
REPEAT: 2 plays through frames and loops your last 3 frames.
and so on. 

SO, if you want loop just loop through the frames you want, set repeat to the same number as your length or higher, then it will just loop through them all.  If you set the repeat higher than the length number it doesn't do anything extra, it just loops through the full length.

PINGPONG MODE! It loops, but when it reaches the end it plays through those same frames backwards. 

REPEAT also affects this the same way.
So,
repeat 0: holds out the final frame
repeat 1: plays through frames and alternates between final two frames
repeat:2: plays through frames and then ping pongs between last 3 frames
repeat 3: plays through frames and then ping pongs between last 4 frames...

AGAIN to ping pong between all the frames you want (length), just set the repeat to same value as the length or higher.  Again repeat values higher than the length don't do anything different.

SPEED, F is the slowest, 0 is the highest.




BOOOOYAHHHHHHHHHHHHHHHHH

874

(34 replies, posted in Nintendo Handhelds)

I thought about doing it with tables, but since they're so limited I feel shitty using one when I could just program the instrument correctly

Yeah definitely shouldn't have left Buffalo. 

Also YES TO THIS SHOW

876

(11 replies, posted in Audio Production)

BUT DOES IT SOUND WARM?

877

(34 replies, posted in Nintendo Handhelds)

I'll experiment more tomorrow

878

(11 replies, posted in Motion Graphics)

fuck yes

I got the booty

880

(34 replies, posted in Nintendo Handhelds)

So I've been doing a bit of experimenting with the wave channel and it's pretty mysterious.  I have a lot of ambitious things I want to try but the documentation I've found has been pretty scant, I've tried discussing it with Zef a little.

So essentially what I want to know is, what FRAMES are being called in loop or pingpong mode.  Through some experimentation I've gotten it to go:
0-F-7 in loop mode.   Now why would it jump from frame zero straight to frame F?  And then from frame F to frame 7?  And then where does it go?  You would think it would just go 0-1-2-3.... but that is WAY too intuitive. 

So loop mode with a length of 3 would go: 0-F-7-0-F-7.... ???
and ping pong mode with a length of 3 would go 0-F-7-F-0-7....???

Let's get this straight people.   HALP?