Lazerbeat, once again I must politely decline the offer. For one, I think the VRC7 is too big to fit a DMG. But I would also feel bad about butchering rare (?) game cartridges. If this is done, at least they should be placed in NES flash cartridges. And/or use Tiny Toon Adventures 2, which apparently doesn't use the sound functionality in VRC7.
1,361 May 12, 2012 12:41 am
Re: The DMG's 5th Sound Channel? (97 replies, posted in Nintendo Handhelds)
1,362 May 11, 2012 5:30 pm
Re: gameboy developers? idea/ bounty (33 replies, posted in Nintendo Handhelds)
Hmm, I might be able to do this.
1,363 May 11, 2012 4:57 pm
Re: The DMG's 5th Sound Channel? (97 replies, posted in Nintendo Handhelds)
I can't guarantee that I will have this working overnight if I was sent a chip, but I do have a theory for how to make it work. (For those who may be interested, it involves using the echo RAM space as register space for the sound chip.)
ant1: Depends on whether you want mold your own cases. Also, there's a slight difficulty using through hole chips in a GB cartridge since the PCB normally lies flush against the bottom of the cartridge case, but a through hole component take some extra space under the board for the chip legs and the solder. You could get around this in various ways, but extra work.
1,364 May 11, 2012 3:37 pm
Re: The DMG's 5th Sound Channel? (97 replies, posted in Nintendo Handhelds)
Thanks for the offer Lazerbeat, but the YM2164 is less suitable for this than the YM2413 because of its size, and also because requires an additional external digital to analog converter chip. So it wouldn't be practical, if even possible to fit everything needed inside a DMG. YM2413 is smaller (even if more limited) but has everything built in.
1,365 May 11, 2012 2:36 pm
Re: The DMG's 5th Sound Channel? (97 replies, posted in Nintendo Handhelds)
Well, if anyone has a YM2413 that they can donate to me for science, let me know.
1,366 May 11, 2012 9:56 am
Re: The DMG's 5th Sound Channel? (97 replies, posted in Nintendo Handhelds)
Same way as you control it from a C64's 6502, you map some address space to it. A couple of problems, however. You need a +9V or +12V supply (depending on the SID chip type.) The SID chip is rather bulky and couldn't fit comfortably in either the Gameboy or a cartridge. The voltage range on this input is rather small, and the SID signal could easily get distorted.
What would be more realistic is probably to use a SN76489 or similar simple and small chip.
1,367 May 9, 2012 11:25 am
Re: What happened to all of the 8bc projects? (45 replies, posted in Nintendo Handhelds)
Mostly vaporware as it turned out. The idea of Backwood Scotty board was sound in theory, but I'm wondering if it would be worth the effort. If you're just looking for a flash cartridge, I suggest you buy one of the existing models, or wait for derpie.
If you want to learn about this stuff, I recommend you join this e-mail list: http://groups.yahoo.com/group/GAMEBOY_Electronics/
1,368 May 8, 2012 3:34 am
Re: WTB: DMG serial ports (7 replies, posted in Trading Post)
munchluxe83, I don't know what your project consists of, but if you're planning to use a regular link cable to connect to your project, and also tap power off of the Gameboy, you need a modded cable plug to do that reliably. The cables typically do not carry the +5V pin from one end to the other. If this is the case, use half a cable for your project and connect the wires inside your box.
1,369 May 4, 2012 4:31 pm
Re: Gameboy to usb keyboard power. (7 replies, posted in Nintendo Handhelds)
yea but that isnt a usb input, is there a sheild with usb host?
Did you look at the socket in ashimoke's pic? Or click the link? "Interfacing MIDI devices with Arduino using USB Host Shield"...
1,370 Apr 30, 2012 2:42 am
Re: FS: UAD-1e Card SOLD (2 replies, posted in Trading Post)
"Nigel Multi-Effects"
YO SASKROTCH!
1,371 Apr 29, 2012 1:24 am
Re: WTB USB bleep bloop cart (28 replies, posted in Trading Post)
Boner, may I ask you what problem you're having with your EMS cartridge? Whatever it is, it's likely fixable.
1,372 Apr 27, 2012 6:14 pm
Re: Extremely long processing time? (8 replies, posted in General Discussion)
Ok. To be more precise, how severe is the physical damage?
1,373 Apr 27, 2012 5:13 pm
Re: Extremely long processing time? (8 replies, posted in General Discussion)
Unrelated question. but how did your EMS cart break?
1,374 Apr 25, 2012 7:42 pm
Re: lsdj odd time signatures/polyrhythms (89 replies, posted in Nintendo Handhelds)
Time To Get Obscure - Compilation for weird time signatures
This is a compilation frmo 2009. There's no official page for it anything like that I think. There used to be a discussion about it on some other site, but then said site accidentally the whole thing or something like that.
1,375 Apr 24, 2012 4:19 pm
Re: GBA Slideshow Builder - Need help rewriting + compiling (3 replies, posted in Nintendo Handhelds)
Are you getting any error messages when trying to compile?
1,376 Apr 24, 2012 2:25 pm
Re: GBA Slideshow Builder - Need help rewriting + compiling (3 replies, posted in Nintendo Handhelds)
// react to joypad presses
while(1)
{
waitVSync();
countdown++;
if (countdown>60){
countdown=0;
imgNew++;
}
// copy current index
imgNew = imgCurrent;
if (!(PADREG & PAD_RIGHT)) imgNew++;
if (!(PADREG & PAD_LEFT)) imgNew--;
// wrap around if neccesary
imgNew = (imgNew+imgCount) %imgCount;
// copy image
if (imgNew != imgCurrent)
{
copyImage(pScreen, imageinfo.list->start[imgNew]);
imgCurrent = imgNew;
// wait keyDelay frames
for(keyDelayCount = keyDelay; keyDelayCount > 0; keyDelayCount--)
{
// next time use shorter delay
keyDelay = KEYREPEATDELAY;
waitVSync();
// both keys are released ?
if ((PADREG & PAD_RIGHT) && (PADREG & PAD_LEFT))
{
// use initial delay
keyDelay = KEYWAITDELAY;
// break from loop
break;
}
}
countdown=0;
}
}
}
Something like this-ish maybe a little bit? Note that I've shuffled things around a bit, so copy all of the code as is.
You also need to declare the countdown variable (or technically countup) somewhere near the start of the function. This is where all the other variables are defined.
int countdown;
The time taken waited between each frame image is controlled by "if (countdown>60){". 60 here means 60 frames, which is one second.