225

(12 replies, posted in General Discussion)

The Korg Volca line is all really great, inexpensive and can sync in a variety of ways with both LSDJ and Nanoloop.

nonfinite wrote:

It occurred to me that with panning, one would theoretically be able to send a clock signal on either L or R and your song could still play in mono on the other channel.

This has certainly always been possible with LSDJ and other similar software, so I'd imagine it would be possible within HT2 as well.

227

(23 replies, posted in Nintendo Handhelds)

catskull wrote:
herr_prof wrote:

the schematic has the midi out pins swapped, did you account for that and fix?

The trash80 schematic is wrong?

No, but you have to keep in mind that it's from behind the socket. That is, it's viewed from the side to which you solder your connections.

Really rad stuff, even more excited for Format.DF!

229

(23 replies, posted in Nintendo Handhelds)

The wiring for the midiout should be similar to this:

I can vouch for both BennVenn and Drag N Derp. Both are fantastic solutions. Keep in mind, if you go with the BennVenn Cart + Flasher option, that it can read and write a really large variety of cartridges and flash cartridges, plus the newest hardware/firmware allows you to pull realtime image data off of a Game Boy Camera, in case you wanted to experiment with that.

231

(23 replies, posted in Nintendo Handhelds)

I've had only minor issues with MIDIOUT, mostly when I'm pushing CC parameter changes very fast.

In general my DMG has no issues with it, though.

All the Volcas in this video are being driven by MIDIOUT from my DMG, for example:

232

(67 replies, posted in Nintendo Handhelds)

pselodux wrote:
jefftheworld wrote:

Has anybody tested this with BennVenn's carts? I'd imagine they'd make a great, inexpensive option if they worked with it.


Excerpt from email conversation with BennVenn:

That ROM you linked me to doesn't have a valid NINTENDO logo so wont boot on a real system. I've just patched it and flashed it and seems to work fine on my GBA now. Any idea why it has an invalid ROM header?

It works on my GBASP and my micro so should be fine for you too. Just if it was designed to be run in an emulator, it might use some emulator tricks that dont exactly work on real hardware.

So I think it needs to be patched in order to work on the BennVenn carts. I'm still waiting for mine to arrive but should be able to give it a test soon.

Ah cool, if that's the only issue then it should be a simple patch. The contact info links on the devs site don't work currently so if anyone knows his deets you should let him know about this issue.

233

(67 replies, posted in Nintendo Handhelds)

BennVenn himself is probably the best person to ask. He could easily flash FAT on one of his carts and check it out.

234

(67 replies, posted in Nintendo Handhelds)

Has anybody tested this with BennVenn's carts? I'd imagine they'd make a great, inexpensive option if they worked with it.

235

(15 replies, posted in Nintendo Handhelds)

katsumbhong wrote:

google transistor.

Seeing as how many different things transistors are used for, that's a pretty useless answer.

SpudBencer wrote:

I did. Actually more confused now than before.

In this case, the transistor is being used to amplify the audio signal to allow a larger voltage for driving the LEDs. Think of a transistor as an electronically controlled switch, a voltage at the base will allow current to flow from the collector to the emitter. The audio signal in this design is relatively weak, not enough to drive your LEDs well, but it's connecting to the base instead and a 9v source is connecting to the LEDs in series with collector and emitter.

This means, as a small voltage/current is applied to the base, a larger voltage/current will flow through the LEDs - and through the collector and emitter - to ground. When even more voltage is applied to the base, even more of that 9v source will be allowed to pass through - obviously up to a maximum of 9 volts, as that's all you're providing.

In this sense, you can think of a transistor similar to a floodgate. The base acts as the controls to allow the gate to widen or close completely, the collector and emitter are the upstream and downstream sides of the gate, respectively.

236

(67 replies, posted in Nintendo Handhelds)

Biere Gratuite wrote:
jefftheworld wrote:

Goomba fully emulates all the sound? I always assumed it just redirected to the correct register addresses. Why would it emulate the original sound when it's easier to use the onboard hardware?

DMG & CGB have a Z80 type processor. GBA has a ARM7TDMI and Z80 for retro comp. Micro only has ARM7TDMI. So IMO, there's no onboard hardware that plays true chip GB sounds. IMO, Goomba emulate on software only.

There's no proper reference but the wiki page says:

Even though it still has the required Z80 processor and graphics hardware necessary to run the old games, it is missing other circuitry necessary to be compatible with them.

Of course, that could be wrong but I've also heard that claim elsewhere, too. Even if it's true, it could mean that the audio pins - or other important audio circuitry - aren't wired to anything.

237

(67 replies, posted in Nintendo Handhelds)

Biere Gratuite wrote:

trough Goomba emulator, so no true chip

Goomba fully emulates all the sound? I always assumed it just redirected to the correct register addresses. Why would it emulate the original sound when it's easier to use the onboard hardware?

238

(67 replies, posted in Nintendo Handhelds)

Okay, it clearly _does_ have backwards compatible sound: http://www.herbertweixelbaum.com/comparison.htm

239

(67 replies, posted in Nintendo Handhelds)

The Micro _does_ have at least some of the ICs required to play old games, like the Z80 processor and the graphics chips, but some other stuff isn't there. I'm not sure if sound is one of the missing bits.

katsumbhong wrote:
nitro2k01 wrote:

!!!

Is it online anywhere? Is that the video interview I saw somewhere on YT?

Yes, that was my two part interview.

Link please.