It would be a siightly difficult project because of the complexity and lack of development tools, at least if you want custom sounds. I would have to learn at least the basics of two new CPUs/platforms (The SNES's main CPU and the SPC) and make the code work together. Right now I'm spoiled with being able to debug GB ROMs easily in BGB.
...
Actually, it appears the SGB has some functionality that simplifies doing something like this, so you don't have to build it completely fom scatch but it's still not trivial or easy. I might try it at some point.
897 Feb 21, 2013 4:59 pm
Re: Looking for Gameboy music program ideas/requests... (167 replies, posted in Nintendo Handhelds)
898 Feb 21, 2013 1:10 am
Re: LittleFM 0.5.2 released - an alternative file manager for LSDj (39 replies, posted in Nintendo Handhelds)
quick update: my DnD is working well with littleFM except for that it occasionally freezes. none of the data gets lost, i just have to restart the system. it does this much more often than it used to though, and im guessing it has to do with littleFM. ill have it freeze on me maybe one out of 10 times im working with it, and theres no particular catalyst that i can figure out. ill let you know if i come up with a more satisfying explanation.
Are you sure this never happens when running LSDj. Does it freeze in the menu or when loading files or doing other operations? Try to see if it has anything to do with light shocks, like putting down the Gameboy on a hard table. (Not violently or anything.)
899 Feb 20, 2013 2:15 pm
Re: .lsdsng player? (19 replies, posted in Nintendo Handhelds)
Having a quick look at the memory map you'd really need to compress the song data into a smaller and more optimized format anyway. (so it'd fit into a bank at least, it's freaking huge at the moment)
Well, the size of the currently open song is 32 kB, not 128 kB. The upper 96 kB are the compressed versions of the songs. That's still two banks, but compared to the full LSDj ROM it's "sort of acceptable". If you were to modify the LSDj ROM which is what I did (perhaps against my better judgement) for the Handheld Heroes player. The goal there however was to redirect all SRAM reads to the ROM area in question, to avoid overwriting SRAM, and avoiding leaking the song files, and of course having the ROM work on a cartridge without SRAM.
The derp cart might be coming with the LSDj player version which is just the normal version with all buttons except start disabled. So nothing really fancy going, but also no help in making a GBS.
One of the things I may try during this good year is to make an LSDj ROM player routine from scratch which has a more compact data format, or maybe even rewrite LSDj fully. The latter would be a pretty big effort, for little gain, though, and I'm not sure I will attempt it. And yeah, some of the other things mentioned in this thread are also in the pipeline.
900 Feb 20, 2013 1:33 pm
Re: Audio out on C64 via 5 pin DIN (8 replies, posted in Commodore Computers)
If you put in a 1/4" you wouldn't even be touching anything that has to do with the video.
901 Feb 20, 2013 12:20 am
Re: 2013: 1GBPpW :( :( Noisewave ROM (135 replies, posted in Nintendo Handhelds)
Well, I need to write the post about adding samples. However, I'm almost disappointed you didn't end the thing with lowering the pitch slowly to the slowest setting.
902 Feb 19, 2013 11:00 pm
Re: Audio out on C64 via 5 pin DIN (8 replies, posted in Commodore Computers)
Look at the pinout. All of the five pins in the DIN5 part of the connector are already taken. These are the first five pins when counting the pin numbers. As a sidenote, this is why the DIN pin numbering seems "weird". Pins 1-3 are the pins present in DIN3, which is three pins placed at 90 degree angles. Then pins 4 and 5 between those, with 45 degree spacing. And finally DIN8 which adds three more pins, while keeping the existing pin numbering the same.
Anyway, even if there's no free pin you can use immediately, you could cut the PCB trace going to the luminance connection and route a wire around the board to connect to that solder point. Assuming you use composite for video and not component. However, that would require a custom cable that would only work with your C64. In the end, it might not be worth it. If you're not afraid of drilling in the case, you could just as well add RCA or 1/4" jacks which are more standard and might serve you better in the future.
903 Feb 18, 2013 10:50 pm
Re: 2013: 1GBPpW :( :( Noisewave ROM (135 replies, posted in Nintendo Handhelds)
Better late than never.
http://blog.gg8.se/wordpress/2013/02/19 -graphics/
Week 7: A ROM for showing custom graphics.
904 Feb 16, 2013 11:59 am
Re: Can a DMG be powered by 9v battery? (33 replies, posted in Nintendo Handhelds)
Well, from your reply I wasn't sure if you understood my post, so that's why I pointed out the regulator/converter thing. Since you mentioned 2.3 V, even if a made up number, I assumed that what you were addressing was the problem of the voltage being too low when the batteries are about to run out.
With regard to the LCD, the first thing to do is to establish whether the LCD is at risk at all. If not, you can just use a 9 V battery and be done with it.
905 Feb 16, 2013 11:29 am
Re: Can a DMG be powered by 9v battery? (33 replies, posted in Nintendo Handhelds)
That's what the buck boost converter would be for. No matter what the battery voltage, the output will always be 6v. Battery down to 2.3v? Output will stil be 6v. So you'll have power right up until you don't...
That's what I'm saying, though. The DMG already has such a converter (even if I called it regulator). When the voltage of four AA batteries, or one 9 V battery is 2.3 V, no boost converter in the world will save you, because the battery's internal resistance will stop you from getting enough current to power the Gameboy. In my test, the Gameboy used 120 mA at 2 V. Trying to do that with almost fully decharged batteries would probably be impossible.
906 Feb 16, 2013 11:03 am
Re: Can a DMG be powered by 9v battery? (33 replies, posted in Nintendo Handhelds)
A voltage regulator is just a self-adjusting "resistor" (also known as a transistor, you might have heard of those) that does the same thing as described in the calculation, but over a big voltage range. From about the output + 1 V up to when the regulator circuitry breaks down. The downside of either the resistor method or the regulator method is that energy will be wasted as heat to warm up that component. The downside of sing the resistor method in particular is that the voltage seen by the Gameboy will go down as the battery's voltage goes down, which makes the Gameboy use more current to maintain the same power. You might also get a change in LCD contrast when LSDj plays versus when it doesn't, as it enters a power save mode when it's not currently playing.
Thing is, the Gameboy has a so called switching voltage regulator which can handle a wide voltage range, from at least 4 V up to maybe 9 V or more. The voltage regulator is of the switching variety, which means it regulates the voltage level by turning the input voltage on and off at a high frequency. The DMG regulator also has a transformer which allows it to both boost and "buck" (lower) the voltage.
The potential problem, apart from going outside the range that the components in the regulator can handle, is that the LCD supply voltage will vary with the battery voltage. The increased voltage with increase LCD voltage could (Not will. Read exactly what I said.) destroy the LCD on the extreme contrast setting. This remains to be seen, however and it should always be safe for the LCD as long as the dial is set to a normal, legible setting.
907 Feb 16, 2013 5:41 am
Re: Can a DMG be powered by 9v battery? (33 replies, posted in Nintendo Handhelds)
Would you kids please stop doing this all the time?
908 Feb 14, 2013 2:45 am
Re: 2013: 1GBPpW :( :( Noisewave ROM (135 replies, posted in Nintendo Handhelds)
You probably have a loose contact in the link cable, or there's corrosion on either the link port plug or jack.
909 Feb 13, 2013 5:00 pm
Re: 2013: 1GBPpW :( :( Noisewave ROM (135 replies, posted in Nintendo Handhelds)
Well, I can only fix bugs that can I can reproduc, or otehrwise understand and that's not the case here. You should put the LSDj side in either slave or MIDI mode — MIDI is recommended because slave gives a one tick lag when used with this ROM but either mode will work — and then press start. This should put LSDj in "wait" mode unless there's something already sending a sync signal. It is recommended to first put LSDj in wait mode, and then start playback on the other side, so the two side start playing at the same time.
Are you able to sync two copies of LSDj?
910 Feb 13, 2013 3:56 pm
Re: 2013: 1GBPpW :( :( Noisewave ROM (135 replies, posted in Nintendo Handhelds)
Infinity Curve: Make sure you have the new version of the ROM. For the first maybe 12 hours after publishing the post, the link pointed to an older version of the ROM with none of the functionality described in the post exceot being able to press up or down to change the pitch. If you have the older version, where none of the features work, upgrade. If it still doesn't work, I'll have to have a look at it.
911 Feb 13, 2013 9:17 am
Re: Vertical tracking (38 replies, posted in General Discussion)
Many graphics cards will let you rotate the screen image, and likewise many LCD monitors can be rotated on their stand. As far as the tracker is concerned, it's just running on a screen with a weird resolution. I've found however, on the crappy monitors I've tried this on, that the viewing angle suffers a bit. You get less viewing angle from the side that used to be "down" than from the side that used to be "up". Otherwise it just works normally.
912 Feb 12, 2013 9:38 pm
Re: LittleFM 0.5.2 released - an alternative file manager for LSDj (39 replies, posted in Nintendo Handhelds)
Currently, no. I have milestones for each version, and unfortunately that wasn't one of them. However, it will likely be a part of the next version. What I plan for that version is a hidden sector in the file system which will contain information about the currently open project.