Do you see a difference if you set graphics output to GDI?
273 Mar 24, 2015 6:55 pm
Re: Do you have any BGB+LSDJ performance (not stage) tips? (6 replies, posted in Nintendo Handhelds)
274 Mar 23, 2015 2:27 am
Re: Do you have any BGB+LSDJ performance (not stage) tips? (6 replies, posted in Nintendo Handhelds)
First off, are you sure it's BGB that is causing it and not LSDj? Try changing the CPU type in the settings to Gameboy Color and see if it goes away. (If this is the problem, the same thing would happen on DMG hardware as well, and you should ideally optimize your table use.)
If the skipping is in BGB, try the following:
* Make sure you actually have the latest version, 1.5.1.
* Do you know if you have changed any settings in BGB? If so what? Try running BGB with a clean configuration, ie delete, or better yet, temporarily rename the ini file and try running it again.
* Try increasing the audio latency value in the sound settings.
* Try increasing the process priority to high using the Windows task manager, in the process tab.
* If you are using link cable emulation between two BGB instances, try disabling the "reduce input latency" setting.
And a few questions:
* What's your OS and system stats? (CPU type, CPU frequency, RAM)
* Could you describe the skipping further? Are audio and video equally affected, or just one or the other? Do you hear gaps in the audio, like static or shhort periods of silence, or is it just the placement of the notes that is affcted?
If some of the above solved the problem, please tell me which thing did it. I will forward this to BGB, and will help him make the emulator better in the future.
did you turn frameskip off? I think its set to auto by default.
This won't really help. Frameskip means that BGB will try to skip rendering frames if it's behind, to get back in pace and run at correct speed averaged over time. Turning off frame skip means that every frame will be rendered, even if rendering is behind, which means that execution will slow down. Perhaps not really what you want.
275 Mar 18, 2015 5:30 pm
Re: Quarter note delay when syncing LSDJ to Renoise? (6 replies, posted in Nintendo Consoles)
Are you sure the delay is actually exactly a quarter note, and not a constant time? Did you try a really slow and a really fast BPM to test this fully?
What do you mean when you said you tried adjusting the offset in Renoise? Did this not work? There's a slider that let's you offset the MIDI clock by +/- 100 ms. Surely this must work, even if it means the extra hassle of having to change the value accoridng to the BPM.
276 Mar 16, 2015 5:05 pm
Re: How to synthesize a human voice like 8-bit ? (7 replies, posted in General Discussion)
Sonic Charge's Bitspeek is your one stop VST for this kind of thing.
277 Mar 13, 2015 8:29 pm
Re: DINS on the ArduinoBoy Schematic (2 replies, posted in Nintendo Handhelds)
That schematic is sloppy in ways. The MIDI in and MIDI out jacks are actually mirrored compared to each other. And the 220 ohm resistor in the input side has the wrong markings. (Grey band instead of brown. Brown is correct.)
In:
Pin 4 to 220 ohm resistor to pin 2 of the optcoupler.
Pin 5 to to pin 3 of the optocoupler.
On the in connection, also note the polarity of the 1n914 diode. This is a protection diode, and if it's reversed, no signal will come through.
Out:
+5V to 220 ohm resistor to pin 4.
TX to pin 5.
How do you know which pin is 4 and which is 5 I hear you ask? Look at the socket! Most likely, there are little numbers molded into the plastic. If not, cross reference with the jack of some other MIDI gear.
278 Mar 13, 2015 9:36 am
Re: LittleFM 0.5.2 released - an alternative file manager for LSDj (39 replies, posted in Nintendo Handhelds)
herr_prof, if this is a stock version of LSDj, please tell me which version. Otherwise, send me the exact ROM file you are trying to patch to my nick name @gmail.com.
279 Mar 10, 2015 12:46 pm
Re: what are LSDJs pathching limits on Derp (6 replies, posted in Nintendo Handhelds)
you can't ram rom, remy
Yes you can, lest we forget.
280 Mar 9, 2015 9:09 pm
Re: 8bitpeoples; who is & what happened to's (29 replies, posted in General Discussion)
*Dorothy's Magic Bag
Probably one of my favorite releases on 8BP. Who is this and where are they now?
I've been informed from official x-dump sources that DMB made the following games:
Homepage: http://www.biscuitplacebo.com/games/
Google Play: https://play.google.com/store/apps/deve
it+Placebo
282 Mar 2, 2015 8:23 pm
Re: 8bitpeoples; who is & what happened to's (29 replies, posted in General Discussion)
Well, since we're on the subject what happened to Random? Loved the EPs he had!
Still active: https://soundcloud.com/random
283 Mar 2, 2015 8:18 pm
Re: 8bitpeoples; who is & what happened to's (29 replies, posted in General Discussion)
I know too. ![]()
Hint: Who would or could make music like that?
284 Feb 25, 2015 6:21 am
Re: Introducing ALTANE, nitro2k01's cartridge flasher project (170 replies, posted in Nintendo Handhelds)
There will be a page with detailed information about cartridge support etc once the currently produced devices start shipping. To answer the question, yes you can in principle write any game to it.
285 Feb 21, 2015 4:53 pm
Re: Introducing ALTANE, nitro2k01's cartridge flasher project (170 replies, posted in Nintendo Handhelds)
Most likely during the upcoming week. Thank you for your patience. ![]()
286 Jan 31, 2015 3:57 am
Re: LSDJ on 3DS (11 replies, posted in Nintendo Handhelds)
Video is fine, as long as the numbers printed on the screen are legible.
287 Jan 31, 2015 3:45 am
Re: LSDJ on 3DS (11 replies, posted in Nintendo Handhelds)
The host game would need at least 32 kiB of SRAM, and that still only gets you one song. The following games might work better: Harvest Moon 2 or 3. Wario Land 3. Pokemon Puzzle Challenge. Pokemon Trading Card Game. There may be a load of others, but Shantae in particular has access to only 8 kiB of RAM. (At least, this is my theory of why it doesn't work.)
Even so, it would be pretty pointless as the SRAM would probably just be erased the next time the game is started, as the game just thinks the LSDj save data is corrupted memory.
Also, if anyone with an exploitable 3DS feels like it, I would like to see the following ROMs executed on Nintendo's emulator to see how accurate it is.
288 Jan 29, 2015 10:48 pm
Re: Introducing ALTANE, nitro2k01's cartridge flasher project (170 replies, posted in Nintendo Handhelds)
trekeyus wrote:One solution would be to make use of some sort of adapter card that you plug in between the flasher and the GBA card that drops the power down to 3.3V and passes the rest though as a simple passive passthough.
The AVR will happily run at 3.3v as will the logic in the FTDI, Use the 3.3v from the FTDI and add a switch/jumper to select 3.3/5v cart voltage. No passthrough required, just a $0.10 jumper. That is how my Reader/Writers have GBA and GB compatibility
This was considered, and there's a footprint for a 3.3V regulator that would allow an ALTANE unit to be converted aftermarket to 3.3 V operation, either permanently or with a switch. It may also be possible to use the internal 3.3V regulator in the FTDI chip, but I would recommend against that, at least until it has been properly tested, since the total power consumption may exceed FTDI's rated 50 mA for the regulator during erase or write operations. This may lead to unreliable operation for some flash carts.
However, GBA support was not originally planned and I have not amassed a large collection of GBA flashcarts to work with, as I now have with GB flashcarts. This will be considered as an option for the future.
