497

(174 replies, posted in Sega)

YES! I will try this immediately when I get home.

I think that there is a "Fruityloops syndrome" that is often mistaken for synaesthesia. Perceiving lines, colors and boxes along with sound and music could as well be a result from too much sequencing or playing guitar hero, IMO, just like a manic tetris player would obsessively try to mentally fit tetrominoes into every architectural crevice around (been there, done that sad). I wouldn't consider myself a synaesthete, but I definitely suffer from the fruityloops syndrome.

But I think that most people around me have made occasional synaesthetic-ish observations. There are "loud colors," "soft sound" etc. that don't really make sense from any logical standpoint (and you can go even further, thinking about "sharp" and "flat" tones, feeling "blue" -- there's really a whole lot of cultural baggage that comes with colors, sounds, emotions and shapes). Most people are also able to intuitively translate music into motion and moods into colors, maybe because of cultural training.

499

(23 replies, posted in General Discussion)

Subway Sonicbeat wrote:

Probably gonna use the songs we have here anyway hahaha

I wouldn't mind to use CC music, but i'm not in charge and actually is not compromising my job anyway!

Most of the tracks on ccmixter will still require you to attribute the work to the author in some way, which might look unprofessional depending on where you are going to use it.

My advice is to start out small and slowly and use what you have to the greatest possible degree: Your exact needs will be naturally apparent after a while and that way you don't have to waste a ton of money on a bulk of gear that in the worst case will just be collecting dust.

As for computers, I recommend getting a quiet stationary one in any price class and getting a sound blaster audigy. The noise floor might not be professional quality, but I remember doing 4 track recording with an audigy 2 using the unofficial kX driver. The DSP is made entirely modular, and you can patch inputs to outputs however you want, load external effect plugins, mix and equalize without throwing anything at the processor. There's also soundfont support, modular synth DSP plugins etc... In many cases you'll find that it's more than enough.

GBAs have been used as a diagnostics tool for tuning engines. Incidentally, when this process involves changing some software parameters, it's sometimes referred to as "chip tuning." I've also seen a bible browser program with all KJV stuffed into the cart. I'm sure they have been used a lot for portable diagnostics and sensor readout, etc, but not so much of it would end up in consumer end products.

502

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

Nanoloop for symbiaaaaaaan

503

(23 replies, posted in General Discussion)

I know it's not what you're asking for, but if it's for selling products you coud surely buy a royalty free track for like $50, which would give you a lot more to choose from. As for (modern) quality PD music, I can't help you. Maybe some unrestrictively CC licensed stuff?

I agree with Sycamore Drive about the content.

- The entertainment/word ratio is way too low.
- The lists and images seem redundant to me.
- The tone throughout the whole article might seem a bit too assertive.
- I think that the harsh criticism in the beginning conflicts with the notion that artists get the "praise they genuinely deserve" on, frankly, very culturally biased sites like 8bc or chipmusic.org.
- Mixing a rant and an artist review is confusing, and the whole article seems unfocused.

As for the layout, the color contrast between the text, links and background is distracting, the margins are too narrow and the grey background adds to the generally cluttered and dense feel. I didn't realize that the dinosaur heads are links until just now. The site also doesn't resize very well, and I have to scroll sideways in anything less that 1200 px width, while the actual content width is just above half of that. The red glow around the headlines looks like something from 1999 (for better or for worse smile).

But yeah, it seems like a good first effort for a blog!

505

(34 replies, posted in General Discussion)

Doing patches for 4-op synths should feel quite natural after a while, just like some of you learned subtractive sound design from wondering what the hell was going on to modeling acoustic instruments. It might take longer, since FM doesn't have as obvious natural metaphors (like filters), and of course it doesn't help that most FM synths are kind of tedious to work with. Video game FM chips have just the right complexity, and Shiru's instrument editor is _really_ good.

And you are crazy to program a TX81z from the front panel! I cry whenever I even need to setup a performance.

can any of you FM guys explain through an example?  for instance, getting a brass or an electric guitar sound?

I will try to get back to you tonight or maybe tomorrow. A brass example is perfect for a beginner, I think.

Dunno, the I/O delays were enough to suspend my disbelief

507

(50 replies, posted in Sega)



508

(5 replies, posted in Other Hardware)

I think that they are meant for splitting, so unless you want to short the inputs it's probably no good (a passive mixer should have some resistors to prevent short circuit)... But I think that you can get away with it!

EDIT: Turns out that they are indeed intended for mxing. Should work just fine with a small quality loss and lower total volume.

Still not really acid, but http://video.google.com/videoplay?docid … 391973661#

510

(6 replies, posted in Nintendo Handhelds)

How's the noise compared to a normal PSU? Buzzing, humming etc.

511

(39 replies, posted in General Discussion)

Andrew Winzenburg wrote:

To apply it specifically to video game sprites seems ridiculous. Video game sprites aren't downscaled, they're hand drawn specifically to fit the color requirements of the console or computer.

Ridiculous or not, there's a whole bunch of emulators that already do upscaling (hqx or eagle algorithms for example), and a lot of users enjoying it. Whether you (or the original artists) like what it does to the original artwork or not, there's obviously a demand for effortless upscaling.

Andrew Winzenburg wrote:

If you were to test an algorithm for upscaling, it would make much more sense to actually work with downsized, pixelated photos, where the technology would be practically applied.

There is a whole lot of effort put into upscaling photographic images (in terms of research and programs), but this is not one of them. As explained in the paper, this algorithm is not particularly useful for (relatively) low-contrast images (like the doom face example). It's designed for the no-nonsense kind of pixel art you find in old video games (read 4.1). It's a very specific algorithm for a quite narrow field of interest.

Andrew Winzenburg wrote:

The one useful application I could find was porting video games to other systems, but even that reason still makes little sense to me, as most video games currently utilize 3d graphics.

Even if most current games use 3D graphics (a dubious claim, IMO, especially since you're talking about ports of old video games), the (potentially few) applications it DOES have aren't affected.

I would use one if I had one, but they are not very common here (never seen one). There's a good, partly rom based forth environment for them: http://www.turboforth.net/