145

(14 replies, posted in Nintendo Handhelds)

The short answer is, it would depend. The long answer is: At least DMG (not sure about GBC etc) has protection diodes on the link port inputs which will conduct anything above 5 V plus the diode drop to Vcc. What actually happens depends on the output impedance of the module, and how much current the Gameboy is using from Vcc. Usually, a synth module will have its outputs coupled in series with something like a 1k resistor, mainly to protect from a short circuit if you connect an output to an output.

So that gives you something to do a rough calculation on. 10 V-5 V=5V. 5 V/1000 ohm=5 mA. So, the Gameboy must use (ie be able to absorb) >5 mA to survive. If we go by the 0.7 W rating on the back, it will use maybe a maximum of 0.7 W/5 V=140 mA. Less than that typically, but ballpark figure much higher than 5 mA. Especially with a backlight installed.

Note that this is not guaranteed behavior. A short 10 V pulse edge might still slip through and destroy something. The safety calculation I made above relies on the module having an output series resistor, which it may not have. Using one module might work, but using another might destroy the Gameboy.

What would be better is to make a sync adapter with a series resistor and parallel zener diode to guarantee protection from excessive voltage.

DMG schematic: http://gbdev.gg8.se/wiki/articles/DMG_Schematics

Random - Micawber's Moan.

4mat wrote:

I'm surprised the editor can literally run out of rastertime though, what sort of effects are causing that?

In LSDj, tempo is governed by the timer interrupt. In addition There are 5 raster interrupts per screen refresh that are used for sample buffer refresh and HF vibrato/pitch slide. Because the timer interrupt is not synchronous to the frame rate, it can happen at any time, even during VBlank. Johan made the decision to make the UI run in the main thread and use a counter to communicate that a VBL interrupt had happened. The interrupt does almost nothing more than increment the counter, and the mainloop decrements the counter every time it has processed one UI frame. This means that when the program is out of CPU power, the UI will suffer first.

XyNo wrote:

You can add the Supergameboy CPU in a good old DMG ! I think it is the best solution for what you need !
You can do it because this guy did it and some other modders did it too !!!

Nice, but all it does is boot faster because it doesn't have the boot logo animation. It does nothing to improve playback of CPU heavy songs.

149

(37 replies, posted in Nintendo Handhelds)

urbster1 wrote:

nitro since you're in this thread, are you still planning to add song saving to the current project in littleFM? as well as some of the other features?

I might do this at some point, but I don't consider very important. Let me explain. One of the main goals of littleFM is increased data security. That's why it has flash saving. Apart from expanding the memory, it also serves as non-volatile backup if the cart battery should fail. That's why the load function has strict error checking, and will abort loading the file if it finds any errors. Errors that would go undetected with the regular file manager. (Side note: LSDj did add some sort of error detection on song load just two weeks ago, but I haven't had time to look at exactly what it does.)
I don't see any similar benefit from adding song saving. It would mostly only make song saving faster. (3 seconds to save a typical song probably isn't unrealistic as a goal.) That is not to say I will never implement it, just that it doesn't obviously have as much benefit as the current existing functionality.

BGB auto saves every 256 seconds, so every 4 minutes, 16 seconds according to the author of the program. I don't think there's a way to automatically save more often than that. The easiest way to force the save data to be written to disk is probably to reset the CPU, which you can do with numpad * or fn+P on many laptops.

Could you please clarify the following? It sounds like a potential bug, if it's actually true.

Blitzer wrote:

but may actually save nothing and loading that file will just use your last .SAV that you actually did through the game (even though the 'file time' updates in your OS), can anyone confirm/deny this as well?

151

(37 replies, posted in Nintendo Handhelds)

Kris k wrote:

is littlefm pretty stable these days? i had it totally mess up one of my saves a while back and i'd rather not go through that again...

Did you report this when it happened? I'm always looking to improve the program.

herr_prof wrote:

My gripe with little fm is that it default boots into the little FM menu, is there a way around that? Because yea otherwise its perfect.

Same with this, why didn't you do a feature request to the dork who made it?

152

(2 replies, posted in Nintendo Handhelds)

Sure. Send it to my username @gmail.com. Or PM if you have a link ready.

Drill a small hole in the guide column for the button and light it from the side using one or more SMD LEDs maybe?

154

(20 replies, posted in General Discussion)

Well, I disagree. In my opinion such titles are earned, based on the person's skill. Some may be natural talents at doing something, and others may have practiced for decades. But to claim that someone who sings for the first time holds the same right to the title as someone who has proven skill, not only possibly, but necessarily, is to me absurd.

155

(20 replies, posted in General Discussion)

n00bstar wrote:

I'm fairly certain anyone who sings is a singer, even if only momentarily.

If joe schmoe does his own electrical wiring in his house, is he (momentarily) an electrician?

156

(329 replies, posted in Nintendo Handhelds)

pselodux wrote:

3.5mm plug -> link cable plug. Send a sync pulse from Renoise or any DAW, it shouldn't be too difficult (or expensive) to get it going. Also the official nanoloop USB MIDI adaptor thing is pretty cheap..

Not sure the pulse would be strong enough to trigger the link port. Also, the nanoloop adpter is often (and atm) out of stock.

Honestly, I think "Many chipmusicians have become conceited in their old age?" is almost the definition of pernicious.

JaffaCakeMexica wrote:

Well, if you cant say from the bottom of your heart that its absolutely worth $75, then if you had paid $102 for it you might think it was a bit steep.

I'm not even saying that as an indicator of the quality of the instrument! It's a highly personal preference that I can make the sounds I want in other ways, be it by composing in LSDj, writing my own Gameboy code, building something in Reaktor or something else. Each to their own needs.

JaffaCakeMexica wrote:

@sweden: Good to get a heads up that its actually useful and worth the price...might get it in a couple of months. Maybe I'll try super PSG first tho...cos its sega master system...sega was always better.

It depends on what you're looking for, again. I didn't pay for my license, so I can't say from the bottom of my heart that it's absolutely worth $75. (And no, I didn't pirate it. I got my license for free since I was a beta tester. smile ) It does what it says on the box, which may or may not be what you want.

JaffaCakeMexica wrote:

But I would like to add that regarding the pricing of VSTi, sometimes it not what a VSTi is worth that matters but rather how the developer can move the most units (make the most sales) in the fastest possible time (during the hype phase) in order to maximise profit

That's an interesting economic point. It might be possible that they would get more than double the number of users if they halved the price (say) but it may have unintended consequences. The lower you set the price, the more likely you are to attract bottom-feeders who are not really interested in the software. And all of a sudden you have a bunch of silly support questions. I only wanted to make this one SID sound. How do I make this sound? This program is too complex. Can't you make it simpler? Why is the sound so clicky? On second thought, I want something that sounds GOOD not something that sounds realistic. Can I have my money back, please? And so on. A high price can actually be a benefit because it makes the demand for the program self-limiting to those who are genuinely interested in what it has to offer. The high volume proposition works very well for someone making plastic doodads to be sold in supermarkets, but not for every product.

You're missing the point of it. What you're paying for is all the research it takes to rather precisely replicate the sound of various consoles. It's for the purists. If this is not important for you, you could use the squarewave oscillator of any free VST for instant chiptune.