Are they compatible with LittleFM?
162 Dec 22, 2015 6:42 am
Re: Looking for joyful songs (19 replies, posted in General Discussion)
Isn't this just most chiptune? I've always found it difficult to break away from the general "happy chiptune" stigma. I strive to try and make my stuff stand apart from this. That may just be me though.
Definitely just you. There are entire labels full of dozens of artists doing dark chiptunes. There's about as much that is happy as there is that is heavy or dancy or jazzy or anything else.
Much of the 'golden era' chip music - tunes written for 8-bit era games and software - was happy as it was often aimed at kids but since beginning the wider production of chip music it's gone in every imaginable direction.
163 Dec 17, 2015 4:28 am
Re: NES PR8 MIDI Sync w/o MCTRL - Possible? (6 replies, posted in Nintendo Consoles)
If Neil ever opened the source to this NES software it wouldn't be very hard to add support for MIDI sync via FamiiDI or a similar arduino-based device.
164 Dec 16, 2015 6:35 am
Re: Rez - a unique Gameboy synth ROM by nitro2k01 (30 replies, posted in Nintendo Handhelds)
Bump: Any chance of ever opening the source for this?
165 Dec 16, 2015 1:20 am
Re: glitchNES code hacking - asm mod to support multitap/four score (9 replies, posted in Motion Graphics)
Editing my code in something that does RTF rather than TXT natively may be the second sick joke of ASM. I think you're right.
This is sort of like how I spent 45 minutes of my life figuring out that a semicolon in ASM is for commenting out lines, not ending them.
What OS are you on? If you're using Windows, Notepad++ is a good, light editor.
166 Dec 15, 2015 6:10 am
Re: glitchNES code hacking - asm mod to support multitap/four score (9 replies, posted in Motion Graphics)
Here's a new one - whenever I try to change the name of any nametable in the glitchnes.asm (or put a different palette name in, for that matter), I get this error upon compiling:
*snip*
Upon compiling, I get an error on the line number saying "can't open file". I got around this with palettes by coding them directly into the ASM, but what's going on here? I'm trying to import custom nametables and this is breaking all my shit.
I'm sorry, I can't reproduce that issue. It compiles for me even when I change it. If you send me your modified sources I can take a look.
167 Dec 14, 2015 11:00 pm
Re: glitchNES code hacking - asm mod to support multitap/four score (9 replies, posted in Motion Graphics)
Don't worry, it'll be just as easy. Each controller has three bytes of memory defined as labels; NewButtons, OldButtons & JustPressed for controller 1 and NewButtons2, OldButtons2 & JustPressed2 for controller 2. Each controller is done the same way, however, so I'll explain it for a single controller first.
NewButtons = $41
OldButtons = $42
JustPressed = $43
NewButtons2 = $46
OldButtons2 = $47
JustPressed2 = $48
The very first thing he does in the controller_test routine is to copy NewButtons over to OldButtons. This happens each time at the very start of the routine - before polling for new values from the controller - because OldButtons represents the buttons pressed last time the routine was checked.
controller_test:
LDA NewButtons
STA OldButtons
Next, he polls the first controller 8 times to get each serial bit and stores all 8 bits as a single byte in NewButtons. He does the same for the second controller and calls it "NewButtons2". (This is what my example above shows; I poll each controller 8 times and store those values in memory locations labeled con1Buttons, con2Buttons, con3Buttons, and con4Buttons.)
ConLoop:
LDA $4016
LSR
ROR NewButtons
INX
CPX #$08
bne ConLoop
He then takes the values from OldButtons, inverts them, and does a logical AND operation with NewButtons. This produces a value - stored at JustPressed - that shows only buttons that have been pressed since the last time the routine was run.
LDA OldButtons
EOR #$FF
AND NewButtons
STA JustPressed
Finally, it applies a bitmask to this JustPressed value and checks each bit individually to see if the corresponding button has been pressed. If it has been pressed then execution will fall through to the "do stuff here" area, otherwise it will jump to the next check.
CheckRight:
LDA #%10000000
AND JustPressed
BEQ CheckDown
; Do stuff here
CheckDown;
If you look at the code and compare the code for the first and second controllers you'll realize it's identical. So, to adding polling for 2 more controllers you just need to duplicate all that twice more. Obviously, you'll need to define 6 more bytes in memory, for example:
NewButtons3 = $58
OldButtons3 = $58
JustPressed3 = $5a
NewButtons4 = $5b
OldButtons4 = $5c
JustPressed4 = $5d
And you'll need to initialize each OldButtonX at the start of the controller_test routine:
controller_test:
LDA NewButtons
STA OldButtons
LDA NewButtons2
STA OldButtons2
LDA NewButtons3
STA OldButtons3
LDA NewButtons4
STA OldButtons4
Etc, etc.
168 Dec 14, 2015 8:40 pm
Re: glitchNES code hacking - asm mod to support multitap/four score (9 replies, posted in Motion Graphics)
Yeah, it's quite simple:
http://wiki.nesdev.com/w/index.php/Four_Score
Just a bunch of reads from $4016 and $4017. That page even shows you how to build your own Four Score hardware.
In this case, you'd need to do something similar to this:
LDX #$00
ReadCon1:
LDA $4016
LSR
ROR con1Buttons
INX
CPX #$08
bne ReadCon1
LDX #$00
ReadCon3:
LDA $4016
LSR
ROR con3Buttons
INX
CPX #$08
bne ReadCon3
LDX #$00
ReadCon2:
LDA $4017
LSR
ROR con2Buttons
INX
CPX #$08
bne ReadCon4
LDX #$00
ReadCon4:
LDA $4017
LSR
ROR con4Buttons
INX
CPX #$08
bne ReadCon4
169 Dec 14, 2015 8:03 pm
Re: Syncing LSDJ with LGPT on GP2X (19 replies, posted in Nintendo Handhelds)
Well, for me the only way to get it to sync was to switch LSDJ sync off, start the song manually, then start the sync source, then switch LSDJ to slave sync (at which point I couldn't stop the song without going through that again). This would keep the tempo in step but it was difficult or impossible to keep the actually bars synced up properly.
I was told this was not defective behaviour, that it was working as expected and that LSDJ wasn't ever tested. He even delisted LSDJ support on the product page soon after.
EDIT: What version of LSDJ were you using? Perhaps it really does work on certain versions.
170 Dec 14, 2015 7:42 pm
Re: Syncing LSDJ with LGPT on GP2X (19 replies, posted in Nintendo Handhelds)
jefftheworld wrote:EDIT: Or, if you already have a MIDI-based arduinoboy, grab a raspi and a cheap USB-MIDI adaptor and plug both the piggy-midi and arduinoboy into that, for way less that $200.
no arduinoboy or usb midi adapter needed, he HAS the nanoloop usb midi adapter which should do the trick
According to Oliver Wittchow, LSDJ does not respond correctly to the sync pulses sent from the Nanoloop usb midi adaptor. He said he never tested it with LSDJ.
EDIT: It's possible that very old versions of LSDJ will work with it, but none of the versions I tried did.
171 Dec 14, 2015 5:35 pm
Re: Syncing LSDJ with LGPT on GP2X (19 replies, posted in Nintendo Handhelds)
172 Dec 14, 2015 5:28 pm
Re: Syncing LSDJ with LGPT on GP2X (19 replies, posted in Nintendo Handhelds)
$200!? The Piggy MIDI kit from Kitsch is $20 and an arduinoboy certainly won't be anywhere near $180! You're probably talking about $40-60 for both the piggy-midi device and the arduinoboy, plus $10-15 more for the USB host shield.
EDIT: Or, if you already have a MIDI-based arduinoboy, grab a raspi and a cheap USB-MIDI adaptor and plug both the piggy-midi and arduinoboy into that, for way less that $200.
173 Dec 14, 2015 4:38 pm
Re: Syncing LSDJ with LGPT on GP2X (19 replies, posted in Nintendo Handhelds)
I had serious trouble ever getting the nanoloop usb-midi device working with LSDJ, btw. I tried to troubleshoot it with Wittchow but it seems to not function for sync with newer versions of LSDJ. Perhaps a very old version would work.
174 Dec 11, 2015 11:22 am
Re: HoustonTracker 2 (TI-82/83/83+/84+) (227 replies, posted in Other Vintage Computers & Consoles)
@jefftheworld: Yeah, I might be able to figure out some crude sample import, though it'll probably not happen in the next release yet. Also thanks for the chart... yeah I know the whole panning stuff is a bit confusing, I regularly have to look it up in the manual myself. Unfortunately I still haven't come up with a more intuitive method that doesn't mean a result in a load of additional computation time.
I think it makes sense, I don't think it needs to change. Some people just have little/no experience with binary to hexadecimal, so I thought I'd make something to show how easy it actually is.
As for your sample playback, any value from 0x01 to 0xFF is valid? With 0x00 terminating?
175 Dec 11, 2015 4:09 am
Re: HoustonTracker 2 (TI-82/83/83+/84+) (227 replies, posted in Other Vintage Computers & Consoles)
176 Dec 11, 2015 2:51 am
Re: another LSDJ AB MIDIOUT issue (23 replies, posted in Nintendo Handhelds)
The remaining things I could imagine it being:
-Link cable (even if you tested it with a multi-meter it's possible there's enough cross-talk to ruin the signal)
-The arduino sketch you're using (ensure it's the correct, up-to-date version)
-Your Arduino Software (ensure it's the correct, up-to-date version)
-The cartridge itself (drawing too much power or somehow causing some form of crosstalk?)
-The MIDI gear (if the MIDI output is slightly out of spec it could explain why it works for many people but not you)
Those are all sort of long shots, though.