Believe it or not, I have experimented with these things. A couple of pointers:

You can select multiple samples using select+B and then moving the pointer to extend the election, similar to other clipboard operations in LSDj. Once you've done that, you can press up and down to offset the selection. This also doubles as a copy function, and you can paste with sel+A. When you have a selection, you can also flip the selection horizontally/vertically by holding A and pressing left/right or up/down. By using these tricks and absuing symmetries in the waveforms, you can speed up the manual labor a lot.

You can also make other waveforms, like a sawtooth by moving up 1,2,3,4,1,2,3,4 etc amplitude steps. You can also try doing other intervals, but those have to be more than one octave up. You have the harmonic series dictating these notes:

Overtone.
v   Coresponding note.
1   Base note
2   1st octave
3   1st octave, 7 semitones (major 5th, G in a C scale)
4   2nd octave
5   2nd octave, 4 semitones (major 3rd, E in a C scale)
6   2nd octave, 7 semitones (major 5th, G in a C scale)
7   2nd octave, 10 semitones (minor 7th, A#/Bb in a C scale)
8   2nd octave

This take a little trickery to get right. In part because these are perfect intervals and slightly detuned from our modern equal temperament tuning, in part because, unlike the octave intervals, the other intervals don't line up to single steps, so you don't move the cursor the same number of steps to the right for each part of the superimposed waveforms. This makes each interval sound a bit different due to aliasing.

In practice, perhaps only index 3 (octave + fifth) is really useful, unless you want to get waves that sound "bad".

To figure out how many steps you should move the cursor to the right between each half wave, you calculate 16/x and that's the number of steps between each alternation. For example, for the 1 octave 5th, that's 16/3 = 5.333... so on average 5 1/3 steps between each step.

Now how to do this easily? Let's use some Javascript. Press ctrl+shift-j (if you're in Chrome) to open up the JS console. Paste the following. (Fixed!)

mod = 32/3; acc = 0; i=32; while(i--){console.log((i%mod)>=mod/2)}

You should see something like this:

This means, move the waveform up for 5 samples, leave the next 5 samples untouched, move the next 6 samples up, leave the next 5 sample untouched and so on. Vary the 3 in 32/3 for a different overtone according to the table above. Again, note that the higher overtones will sound ugly, and are also two octaves up.

Lastly, something you obviously must have done, but didn't address in the video, is to use the vshift value in the synth screen to move the waveform when generating it.

I would make a video about all this if I didn't hate my voice so much.

754

(21 replies, posted in Nintendo Consoles)

Yeah, it's pretty dry: http://pouet.net/prodlist.php?platform% … amp;order=
I think part of the reason is that it's time-consuming to access the video RAM, so it's difficult to do generative graphical effects. That's why you're seeing a recurring theme starfields and macro-pixels. Timing raster effects is also difficult because there's no raster (per-line) interrupt, so you have to either busy-wait or abuse the DMC (sample playback) interrupt which iirc is not accurate enough to hit every line perfectly. Apart from that, the C64's video hardware is more interestnig for demo effects and it was already out before the NES. It might also be that people didn't feel like bothering with the NES back in the '80s/'90s because of the copy protection, and because NES was seen as simply a game console and not a computer.

755

(106 replies, posted in Nintendo Handhelds)

dsv101 wrote:

Unless by fake you mean not official nintendo gear.

Yeah, just to clarify, I have no problem with him selling whatever hastily glued together turds he can make for whatever ridiculous prices he may come up with. The issue with this one is that he seem to be insinuating in vague terms, that this is something that it isn't, maybe hoping to hype up the price. And also a couple of things that are almost certainly lies.

"I don't know much about this, but it is fun as anything." Most likely, he built it, so he probably knows something about it.
"You can also install numerous games at once like pictured." Most likely preinstalled games
"For controls you plug in a generic SNES controller." You're plugging in his modified.SNES controller.

Oh, and he added this:
"-Due to the nature of this item I guarantee it to work but it is also being sold as is"
I wonder if he forgot "can not" in that sentence or what.

If he was more honest and straightforward about what he was selling, I would have no problem with the ad.

756

(106 replies, posted in Nintendo Handhelds)

There's a ton,

http://devkits.handheldmuseum.com/

Or direct links for the really lazy, to dev units, not including dev cartridges
DMG WideBoy for Famicom: http://devkits.handheldmuseum.com/GB_Wideboy.htm
GBC WideBoy for N64: http://devkits.handheldmuseum.com/GBC_Wideboy.htm
GBA WideBoy also for N64: http://devkits.handheldmuseum.com/GBA_Wideboy.htm
IS-CGB-Emulator: http://devkits.handheldmuseum.com/IS-CGB-EMU/index.htm
More IS-CGB-Emulator: http://lingjr.com/sale/sale_nin_dev_agb … mu_set.htm
GBC prototype: http://devkits.handheldmuseum.com/GBC-P … /index.htm

Explanation: WideBoy just show the image on a TV, through a NES or N64. The emulator can run either GBC or GBA software and debugging (breakpoints and single stepping presumably). The GBC prototype was a preproduction unit to show and test the features of the GBC.

Edit: And of course the DemoVision, basically a two player link WideBoy: http://www.chrismcovell.com/demovision.html

757

(106 replies, posted in Nintendo Handhelds)

After a bit of investigate work by yours truly, I can only say don't buy. neutral

http://forums.benheck.com/viewtopic.php?f=9&t=72418

I'd go with the ASM one.

Saskrotch wrote:

but wait what are you gonna do when you get the back pcb working on its own

<snarky nitro mode>
You could always damage a DMG shell an make your own version of the mythical Gulf War Gameboy that plays Tetris forever, but without a display.
</snarky nitro mode>

You could wire up a single button as a start button, between pin 6 and, uhm I can't remember off the top of my head which of the connections marked "button diodes".

http://gbdev.gg8.se/forums/viewtopic.php?pid=400

Yeah, the CPU doesn't know whether there's a screen attached. You won't have any direct button input however, so there's that. You could get around that with some planning. Say put LSDj in slave mode and start the playback from the other side of the link cable. Or use it for MIDI.

4mat wrote:

EVERYBODY knows what this shit is now.

Let's spend 10 pages discussing that what the general public knows isn't actually chipmusic.

Why use Audacity for this? Any good tracker will offer a way to draw waveforms in the program.
Milky: Hold shift while holding the mouse button.
Renoise: Select the draw tool. Renoise will also create ask to create a new waveform if you're trying to draw on an empty one, which will be correctly tuned by default.

764

(2 replies, posted in Bugs and Requests)

What happens if you click the download link? Do you get an error, your browser's own player, a file download?

765

(11 replies, posted in Nintendo Handhelds)

Hey, don't be a dick. Only I am allowed to be a dick.

Also, moved to the handhelds forum.

I started writing a long-ass post on this yesterday, which I haven't finished yet. Should I?

Needs more diodes!

Refer to the schematic here, lower left corner of the first schematic. They are needed to guarantee that the 6-wire layout works properly. It may not be obvious when using LSDj, but as soon as  you do certain 3 button combos, the DMG will detect a 4th ghost button. Consider what happens when you press say A, right and down, when the diodes are not in place. Effectively, P13 and P15 are shorted as well, and a non-existent start button press will register.

For testing this, I recommend this thing that I made which will indicate all pressed button on the screen.

Could you please try running this? It's a program for patching LSDj with LittleFM, so it won't help you in that regard, but it's also written in Java, and I want to know if it also breaks on your computer.

http://blog.gg8.se/gameboyprojects/week … apon02.zip