385

(18 replies, posted in Nintendo Handhelds)

MaxDolensky wrote:

I'm pretty sure that this has something to do with how the Everdrive GB flushes and pulls data from SRAM and the microSD card. I believe this was even discussed here once upon a time as a potential hurdle for SD-based cartridges.

No. That dicussion was the problem of making an SD cartridge with no battery, or fitting everything on the cartridge. EDGB does have a battery, so that's not a concern. The problem here is how much SRAM space the cartridge is assigning to the running ROM. Currently it can assign at most 32 kB. The SRAM chip in the cartridge is 128 kB big, but half of that is reserved for system data. This means the biggest size SRAM LSDj could use is 64 kB. This is ok. It's enough for a couple of saved songs. But this would most likely require a firmware upgrade/modification for EDGB, which I'm hoping to be able to do.

64 kB is the same the white Nintendo Power cartridges expose to a program like LSDj. Incidentally, they also have a 128 kB chip which may be possible to unlock, but that's a story for another day.

386

(5 replies, posted in Nintendo Handhelds)

Yes, this seems like a power use issue. Different possible solutions:

Get better batteries. If you've bought the cheapest batteries you could find, they may not be able to give you enough current for everything. Or try buying an alternative power source, such as a gameboy USB power cord.

Decrease the power usage of the backlight. Put a larger resistor in series with each color. For example, replace 150 ohms with 180 ohms and replace 150 ohm with 170 ohm. (those are the next size up in the standard E12 series.) Or, put a 22 ohm resistor in series with the common lead. Doing this will reduce the light intensity of the backlight slightly, but will probably help.

Add a 100 uF or bigger value, 6.3 V or greater rated, capacitor across +5V and Gnd. in doing so, you need to make sure you find one that fits physically. This may help alleviate the problem somewhat.

387

(18 replies, posted in Nintendo Handhelds)

I am going to look into this. The problem should be fixable.

Why would you need a PCB for this? It actually seems far easier to have the components hanging in free air for this one.

I recently touched up the prosound my old GBC that I've used for experiments. I'm tapping the signals off the same point (basically right off the CPU pins). But I've done away with the caps and just placed resistors in series, about 100 ohm or so. This DC couples the signal completely for the flattest possible frequency response. This relies on the receiving equipment having DC blocking caps, which is almost always the case.

Whether or not you put the cap in series, I recommend putting a resistor in series as well as a protection against a short circuit to ground or an output to output connection. With just the cap in series, there is a dead short to the other side for frequencies above DC (0 Hz) which may damage the CPU if an incorrect connection is made.

You can use a polarized capacitor for the signal coupling if you put the + side toward the CPU. The CPU will always produce frequencies between 0 and +5V, so the polarity requirement should not be violated.

I'll have to try the extra cap on the voltage rail to see if it gets rid of the horrible buzz.

Indeed, it was a bit crash-prone when receiving MIDI on other channels than the ones assigned to that ROM version. If you only sent data on the right channels it wouldn't crash, but then again what would the point be of using the special channel version in that case?

I deleted those mGB versions from my archive because of that reason, but I'm hoping to work on my own MIDI client again at some point.

egr wrote:

"First 32 digits of pi"

Bro, do you even hex?

http://www.wolframalpha.com/input/?i=pi+hexadecimal

3.243f6a88 85a308d3 13198a2e 03707344 a4093822299f31d0082efa98ec4e6..._16

egr wrote:

EDIT:  this sounds like a nice little project for nitro wink

Does it really? Well fine then...

http://blog.gg8.se/wordpress/2014/06/30 … waveforms/

393

(3 replies, posted in Nintendo Handhelds)

First off, you should probably use the newer version of Pandocs:
http://problemkaputt.de/pandocs.htm

Secondly, you can experiment with these things in LSDj.
1) This setting corresponds to the length setting in an LSDj instrument. When then bit is 0, the channel continues to play forever (or until the envelope runs out or you kill it.) When that bit is 1, the channel stops playing after a period set by NRx0.

2) Yes, all 32 of the 4-bit samples are played sequentially in a loop. The volume, btw, is set by shifting each sample 1 or 2 bits to the right, which means the sample isn't just attenuated, but also "bitcrushed" to use modern terminology.

3) This setting corresponds to the envelope setting in a pulse/noise instrument in an LSDj instrument, or an E command. You can rewrite a new value to restart the envelope, but this will produce an audible artifact in the audio, and it's up to you to time this right by whatever methods your playback routine is using.

4) This is the shape setting in an LSDj noise instrument. The hardware has a Fibonacci linear feedback shift register which is producing pseudorandom data. The bit setting determines where the taps are located. The other settings determine how fast the generator is clocked, and in effect which frequency, or period it has. 7-bit means that period is so short that it sound tonal. 15-bit means the period is long enough to sound like white noise, but nevertheless, the output is periodical This can be heard in LSDj with a standard noise instrument. When played at "C-3" you can hear repetitions a couple of times per second.  At "C-4", it repeats so fast that the repetition starts to sound rhythmical.
The data is output as a single bit tapped from the shift register, so it actually just flips between 0 and 1 really fast. This can be clearly seen in a recorded waveform on some shape settings.

Hope that helped. Also, you should totally hang out in the IRC channel #gbdev on EFNet.

Since this was given away as a perk for a Kickstarter campaign, I think the expectation is that the save is at least semi-public. I would think of it more as a piece of history than as someone's private files. Though considering the small number of artists featured on the cartridge, you could also just ask them. Of course, since we don't know who won the auction (right?) it's that person's decision too, in the end and this discussion is hypothetical. They may not want to risk devaluing their cartridge. Then again, won't be long until the battery dies.

Jazzmarazz wrote:

I don't know, but I do know the seller can't count! Haha....
"7 songs by 8 people"

Ever heard of collabs? I once participated in a single song made by 4 people.

Edit: But I see the seller's mistake. The file list starts counting from 0 and ends on 7. Haha!

Please specify the question in English as well so more people understand what the thread is about.

アクアス = Aquas, so that's just the song title. So basically it detected that the notes and tempo are similar enough to some other version of the song.

HP 54600a. It's a fully digital one. On a similar model, you can play Tetris, but not on this particular one. Otherwise an ok scope. But I don't own it, I'm afraid. I used it at a school lab.

A track off of this CD:

http://www.cdbaby.com/cd/ventipetrov

Apparently the same piece played on piano, in the same key and about the same tempo. Here are the two tracks mixed together for comparison:

http://www.gg8.se/temp/cygnus-comparison.mp3

Dang robots...

400

(6 replies, posted in Nintendo Handhelds)

Nope. The noise in a DMG is created inside the semiconductor. A prosound mod is about as good as it gets. In your guitar, the pickups are likely completely passive so they are susceptible to picking up external noise, so the shielding makes more of a difference. Also, the shielding in the Gameboy is more likely to be for keeping things in than keeping them out.

And some trivia, there's actually some copper shielding in a DMG, on the back of the CPU board, soldered to it in 6 points.