mGB is probably the best option for that. LSDj can only be MIDI-controlled through the keyboard mode, which sucks ass.
I'd personally opt for syncing LSDj with a computer master and compose side by side, however. A little more work, but LSDj gives you a good amount of control, that a PC-side sequencer won't be able to give you.
2,065 May 27, 2010 7:30 pm
Re: Best way to control a gameboy w/ midi (6 replies, posted in Nintendo Handhelds)
2,066 May 24, 2010 10:39 pm
Re: Mega Man Mania! (A Project) (22 replies, posted in General Discussion)
In the end, are you aiming to release this as modern game (Game Maker, Flash) or, eg as a NES ROM?
2,067 May 23, 2010 8:48 am
Re: Super Mario Crossover! (1 replies, posted in General Discussion)
There's already a thread about that game. Closing this one.
2,068 May 17, 2010 9:27 pm
Re: NSF playback in Flash (48 replies, posted in Nintendo Consoles)
I've now added the player to chipmusic.org. Feel free to try it out. Remember that it's still an alpha version.
2,069 May 17, 2010 2:40 am
Re: need help with arduinoboy / lsdj / ableton / axiom (11 replies, posted in Nintendo Handhelds)
Have you enabled it in the preferences? MIDI/Sync, right there, enable "sync on" for your controller.
2,070 May 12, 2010 2:13 pm
Re: Demoscene / IDM "crossover" artists (49 replies, posted in General Discussion)
Kaneel
Psilodump (Actually not really either IDM in the way you described it, or demoscene, but worth mentioning.)
Wisp (Again, not demoscene, but definitely IDM, and I think you might enjoy it.)
2,072 May 10, 2010 6:07 pm
Re: LOUDER ! (18 replies, posted in Nintendo Handhelds)
I wouldn't recommend driving headphones from a prosound. No volume control. May damage the headphones. (Either from the volume alone or from the constant DC current.) May damage the DMG CPU over time. You may get different volume in the two channels since the outputs may have different impedance from each other.
Try this product instead:
http://www.gameexpress.com/product_deta … 3495001547
2,073 May 8, 2010 1:31 am
Re: gameboy mod feasibility check... (14 replies, posted in Nintendo Handhelds)
The answer is to rebuild the GameBoy from the processor up. Reverse engineer the GameBoy's custom Z80 processor, recreate it in an FPGA, and modify to your hearts content, in this case, assign each sound channel to a different pin. Of course, this is only an option if you are a glutton for punishment who doesn't mind spending at least 6 months on a project.
That exists, but it's not open source. But really, how is an FPGA Gameboy emulator any different than a well written regular emulator?
2,074 May 7, 2010 11:43 pm
Re: gameboy mod feasibility check... (14 replies, posted in Nintendo Handhelds)
Low-gain: How is DMG-DMG sync any less solid than MIDI if all you want is to keep the boys internally consisent?
2,075 May 7, 2010 4:43 pm
Re: UBI014 — Shnabubula "Adventure Magic Supreme Journey Music" (10 replies, posted in Releases)
Oh yeah, I need to be shnabubulated!
2,076 May 7, 2010 4:42 pm
Re: gameboy mod feasibility check... (14 replies, posted in Nintendo Handhelds)
You can do it, but remember there will be a small delay between two synced boys, so if you have to effects or something that are supposed to be triggered in the exact same time, they may sound a bit off. (Like the same mlody playing detuned on two channels, a snare playing on two channels and stuff like that)
When recording, what you could do is use a sync device and record one solo'd channel at a time. When playing live, I would recommend splitting the song up between just two boys and using a regular link cable. That gives you a total of 4 mono channels, or 2 mono channels + 1 stereo channel, or however you want to use it. Heck, I've even recorded a single GB and grouped the instruments in two groups, one in the left channel and one in the right, with decent results. It's all about how much effort you want to put into it and what you expect in return.
And by popular demand, no, there's no way to physically break out the individual channels, they're mixed inside the CPU chip and the best you can get is two audio channels per boy.
2,077 May 6, 2010 2:23 pm
Re: GB/NES cart (17 replies, posted in Nintendo Consoles)
nitro2k01, you need to teach us all how to make these.
Just so there's no confusion, I didn't make the thing, I just reported the news and gave some criticism. But yeah, the difficult part is the FPGA/CPLD programming, I can tell you that much.
2,078 May 6, 2010 12:46 pm
Re: GB/NES cart (17 replies, posted in Nintendo Consoles)
Phew, I finally got around writing a post about this on gbdev.gg8.se.
2,079 May 4, 2010 11:53 am
Topic: ReBirth for iPhone! (6 replies, posted in Software & Plug-ins)
ReBirth has finally been ReBorn, this time for the iPhone. Go get it!
http://www.propellerheads.se/products/rebirth/
And/or get the Windows version from the ReBirth Museum, for free. (There's a Mac version, but it's for OS9, so it's kinda useless today.)
2,080 May 3, 2010 12:03 pm
Re: Help on Gamecube Gameboy Player (14 replies, posted in Nintendo Handhelds)
sxe_weekend: That used to happen on the SGB, with the result that the game wouldn't boot at all. This is different... The cartridge does get contact, but there are sporadic errors. I would guess there's an electrical problem somewhere in the Player, eg a blown capacitor in the 5V power regulator. (5V is used for old GB games, and 3.3V is used for GBA games.)