193

(7 replies, posted in Nintendo Handhelds)

nordloef wrote:

Which version of the Mega Memory do you have? Yellow or black?

The black one. Seems to be happening with non MegaMem savs as well though. Can't work out what the common factor is. All three of my EMS carts are running 4.7.3 hmm

194

(7 replies, posted in Nintendo Handhelds)

Weird. I've got the same issue now on another cart that hasn't been restored from a MegaMemory. I'm going to try re-flashing LSDJ on it and see if that helps. Bizarre.

195

(7 replies, posted in Nintendo Handhelds)

I think I've worked out the issue. Whenever I restore a backup from a MegaMemory cart, the play time indicator is borked. If I create a new SAV in the LSDJ File Manager with fresh song files, it's fine. Looks like the MegaMemory is doing something weird.

196

(4 replies, posted in Past Events)

The Laohu wrote:

Stereo is sweet venue, I tried to play there while I was in Glasgow but never succeeded. Good luck at your show!

Cheers man! Give me a shout next time you're in town.

197

(4 replies, posted in Past Events)

This is a long shot as I know there isn't too many of us around these parts, but I'll be closing out a charity gig at Stereo in Glasgow on Wednesday the 7th of December.

Fiver to get in. 18+

https://www.facebook.com/events/1741457 … discussion

198

(7 replies, posted in Nintendo Handhelds)

Hello there.

I have an issue with one of my LSDJ carts (on an EMS USB64), in that the 'play time' clock doesn't increment any more when playing songs. It used to, and was really useful when performing live for knowing how long each track was, but it seems to have stopped.

The overall time still goes up (as in, the total ever time used), but the Play time just sits at 0 - in Live or Song mode.

Any ideas why it could be?

199

(12 replies, posted in General Discussion)

rumpelfilter wrote:

how do you give more depth to the tracks if the more conventional methods can't be used?

I'm probably going to give a long rambling answer, so apologies in advance. I prefer music that uses elements of chip, but creatively incorporates other sounds or instruments. That can either be building on a base of chipmusic with vocals and guitars, or using a SID synth or Game Boy on top of a more traditional band track (though I generally lean towards the former).

For my own music, I often write the song structure in LSDJ, and then MIDIOUT to layer up with some other interesting analogue synths and drum machines, which gives the tracks a bit more oomph. I'll then add in some additional guitar lines or vocals or synthy parts depending on what they need.

Check out these two releases if you are interested:

https://bowtie.bandcamp.com/album/tokyo

https://bowtie.bandcamp.com/album/drouth

Here's some of the things I've tried to spice up my tracks without adding in other instruments:

* Record each channel separately. (so PU1, PU2, WAV, NOI separately, so you have more control over them).
* Record each channel dry, and then re-record them using different hardware effects (or just duplicate the channel and apply VSTs if that's your thing). I tend to use a delay/reverb on PU1 and PU2, maybe a distortion or fuzz on WAV, and a gated delay on the drums.
* Stereo spacing! Pan some reverbed or effected channels to the left or right, and then keep the dry channel in the middle.
* Record the tracks to tape, then re-record them back to the DAW to give some texture.

In terms of what you can do actually within a tracker rather than in production, I've got less suggestions for. It'll really depend on the individual tracker. In general though, in LSDJ I would try to:

* Be careful not to make things too dense or 'messy' with competing runs or melodies. Be aware of the silence, and let each individual channel shine. Double up channels so they are playing the same thing to bring them out stronger, and don't be afraid to mute or have some channels play nothing. This means your tracks can be simpler, but appear deeper.
* Vary the instruments within channels. Something I don't do enough of... switch up the waveform/instrument settings within chains. Done creatively, it can sound like you have a whole lot more going on in the track than you actually do.
* Clever use of panning (usually keep the bass line centred though, as it grounds the track, and if you ever cut to vinyl it can cause problems if it is panned).
* Rather than writing in the 'chip' sort of mindset where there is one strong melody, think about the 4 channels as if it was a band. PU1 and PU2 guitar (lead and rhythm), WAV as bass, then NOI as drums. Write the tracks as if a grunge/rock band would play them. It can lead to more complex tracks, as you think about the parts differently, rather than a single melodic run.

200

(5 replies, posted in Releases)

This is great man! Can't wait to get a hold of my Mono now and try it out.

201

(1 replies, posted in Releases)

Had a listen through earlier today. Nice job!

202

(9 replies, posted in Releases)

Listened through a few times now... quadilt and stripez are my favourites. They are seriously awesome.

203

(9 replies, posted in Releases)

Great release! Love the addition of guitar to chipmusic.

Sorry, I probably misread slightly...

If you still had vertical lines after trying to fix it with the backlight installed, why didn't you remove the backlight? It shouldn't be a difficult thing to do.

If it's the kind with wires underneath the bottom of the cable/ribbon where you run the soldering iron, it's possible you were over-cautious or missed certain bits... or didn't apply enough pressure/heat/time to make the fix stick.

It shouldn't be difficult to remove the backlight and then go through the usual process to fix them. Some are more stubborn than others. Depending on the backlight, you might even be able to just repair it whilst it's in situ.

206

(3 replies, posted in Nintendo Handhelds)

The cost has definitely gone up a fair amount in the past five years. Probably double or more, like PlainFlavored mention.

In the UK I tend to trawl eBay for 'broken' GameBoys and fix them up, but they are still going for over 20GBP a pop. Working ones are going for over 40GBP, which seems a bit crazy.

Edit: DMGs that is.

207

(5 replies, posted in Releases)

spacetownsavior wrote:

hey thanks! the opener has a sample of tinashe covering a drake song, but I also like mid 00's trance (before the "uplifting" trend started) so maybe that's on me >_>

Hah, it's not a bad thing! Just my personal taste. Love the rest of it.

as far as tech, I used gameboys running LSDJ for most of the pads + long chord tones, and I also have an arturia microbrute that I use for the lead parts. it's all sequenced in ableton and I just have some percussion samples I scrounged up somewhere as the drumzzzz

That's awesome. No idea how you got those longer, softer sounds from LSDJ. Impressed!

208

(73 replies, posted in General Discussion)

breakphase wrote:

I think I can point out a few commonalities between chip music and punk.

Agree with all these commonalities, but worth noting that common traits doesn't mean that chipmusic is punk, or some kind of 'new punk' which is what a lot of people seem to claim.