Tor was used a lot for trolling and apparently only a few or no real users used it. Shapes, looking at your IP stats was interesting. I don't suppose you know anything about who has been trolling the site?

1,170

(53 replies, posted in Nintendo Handhelds)

Saskrotch wrote:

wait isn't this just a clear DMG with a green back light or am i missing something

It's a clear DMG with a green backlight, sitting on a black and white concrete floor, contemplating the suffering in its electronic experience.

Also, closed.

Just draw a triangle in the waveform editor, and set the instrument type to manual so it doesn't autmatically advance through the other frames.

1,172

(7 replies, posted in Nintendo Handhelds)

ant1 wrote:

i was going to send it to nitro2k01 to have it reverse engineered but i forgot to check my email or something i guess

Were you? Well, yes please. That might be interesting.

They'll probably go down in price when he starts to mass produce them. Consider that he wants to recoup the costs of development time, materials for the first batch and still have some money over for producing the next batch.

egr wrote:

Does LittleFM work on these, I forgot?

Yeah. I haven't published that version yet, but it's working.

From my somewhat scientific, but note yet entirely conclusive research, 640*360 is good for 1:1 pixel graphics.

1,177

(3 replies, posted in Bugs and Requests)

Screenshot?

1,178

(30 replies, posted in Software & Plug-ins)

Grymmtymm, quick lesson:
Right click the window to load a ROM or access settings. (You may want to change the keyboard configuration.) The ROM you load will be the equivalent of a cartridge and BGB the equivalent of a Gameboy. If your ROM file is called lsdj.gb, a file called lsdj.sav will be created which contains your song data. You can create a second "cartridge" by copying lsdj.gb to a new file, say lsdj2.gb, which will then get a sav file called lsdj2.sav and so on. The data will be saved automatically just like on a real cartridge. In case you haven't noticed it, LSDj also has a file manager for saving multiple songs on one cartridge.

chunter wrote:

For me, it was simply that I didn't have C64/Amiga gear in the 90s. I was given a synth for my birthday, a drum machine, and a PC, so those were my instruments...

I think you missed the discussion. This time it wasn't the oh-so-popular "how did you start composing chip" but "why does European game music seem to favor chip arpeggios".

It was just a quick hypothesis I blurted out. Another one for public dissemination: American and Japanese composers were more likely to be musicians with a traditional background who felt that chip arps were not completely kosher. European composers were more likely to have some form of connection to the demo scene and tolerate them better. (Of course, I'm over generalizing a bit here.)

boomlinde wrote:
SketchMan3 wrote:

Hm, that explains the lack of arps alot of the 8bit video game music.

Not really. Arps are pretty (CPU) cheap. As far as I know, per-tick arpeggios are mostly a European thing for some reason not related to technical limitations.

Theory: Europe is using PAL (50 Hz) and US of A NTSC (Never The Same Color, also 60 Hz). If we go by the theory that most per tick arps are using the VSync as a reference, it may be that European composers found that arps sounded better because of the lower frequency. Lower frequency = more time for each individual note to play, so you can hear better which note it is (without raising the chord an octave).

1,182

(9 replies, posted in Nintendo Handhelds)

Telerophon wrote:

Did you install the driver? The device itself isn't natively USB, it has a chip in it that emulates a COM port. The complete software package should have had you install a funky unsigned driver for the COM port emulator/Smart Card.

Incorrect. You're thinking of the other type of cartridge, which is using a properly signed FTDI driver. The EMS cartridge on the other hand is using a completely proprietary driver which actually exposes a form of mass storage device internally. But that's a detail that doesn't matter much really.

LSDj's sample playback is dependant on the hardware, which offers a 32 sample buffer. The buffer needs to be refilled at regular intervals. The pitch value is chosen so that the buffer is finished as close as possible to when the next buffer is due. Easy so far.

Then comes the P command. A negative P command will make the buffer playback speed slower, so that each buffer won't have the chance to finish before the next one is written. A positive P command on the other hand makes the buffer play faster, so it might finish several cycles in between each buffer refill.
So, the exact types of sound you can get out of it are tied to the 32 sample buffer size.

Title fixed.