641

(29 replies, posted in Nintendo Consoles)

I know someone who has one and NTRQ seemed to work while Pulsar did not. However, there may be an easy solution as we didn't really troubleshoot it.

642

(60 replies, posted in Nintendo Handhelds)

Yeah, I have a crib sheet with the game boy registers and that's part of my excitement here. It's a feature that I've always wanted to use!

643

(60 replies, posted in Nintendo Handhelds)

I'd love to buy one of these once they're ready to try out. I recently had to write a little Game Boy sound routine and I've been thinking of making it open source and adding support for this would be really easy given your documentation.

Any eta for an earliest beta version?

No, it's impossible to fit an EMS64 into a regular shell.

Oh wait....

645

(76 replies, posted in Past Events)

Ffffffffffffffffffffffffffffffffff. So excited! Can't wait to party with all you cool kids again!

646

(20 replies, posted in Nintendo Handhelds)

The Game Boy joypad is read as follows:

      Bit5   Bit4
Bit3  DOWN   START
Bit2  UP     SELECT
Bit1  LEFT   B
Bit0  RIGHT  A

It's also obvious that LEFT+ RIGHT and UP + DOWN are difficult or impossible to do physically.


Not sure if either of those facts help you at all, but more information can't hurt.

647

(136 replies, posted in LittleGPTracker)

ryba wrote:

I thought about midi out from my dingoo / or PSP
why just not do this:
if you set midi to ON, let’s just play all sounds in mono only in Left channel and turn on midimessages and send them to Right channel.
it’s shame that you loose stereopanning, but better than nothing.
could this be done?

Potentially it could be done via the PSP's wifi. Getting it to send and receive MIDI wouldn't be too hard, getting it to be accurate enough in it's timing would take a lot of work.

648

(10 replies, posted in Other Hardware)

Grymmtymm wrote:

Hey Guys Im running LSDJ on BGB on my laptop (do this for composing) and I'm having a panning problem, seeing if anyone knows about this or what to do.

my song has a couple different instruments hard panned opposite sides of each other (bass-L pulse-R)  but then I occasionally throw in some O commands in the phrases to get some automated panning.

when I'm listening on headphones everything is fine and works great but if I plug my laptop into my keyboard amp some of the notes that are hard panned to one side just cut out.

it's a 4 channel keyboard/pa amp and I'm using a 1/8th" --> RCA splitter cable to plug the laptop into my amp.

Haven't put the song on a cart yet so I don't know if it will do that while being played through actual DMG hardware.

Ideas?

is this an emulator problem or because I'm sending a stereo panned signal to one single speaker? shouldn't it just come out mono since the amp has only one speaker?

It's almost certainly one of two things:

-Phase cancellation
-improper routing

If the amp is a mono output device then it's possible that you're feeding it two signals that are cancelling out (left and right from the game boy being mixed into a single output).

If you unplug each side and listen to just the individual channels, does everything sound correct for that given channel? If yes, probably some sort of cancellation.

649

(19 replies, posted in Nintendo Handhelds)

walter b. gentle wrote:

this looks really cool. im on ios though, bummer.

I'm working on a cross-compatible HTML5 patchbook solution, too. That'll allow people using computers or non-android mobile devices the same features and total cross-compatibility.

I can't make any promises on the timeline for it but the back-end is already totally done. After the Android app hits the market and I'm happy with where it is I'll start looking at doing a web interface.

650

(19 replies, posted in Nintendo Handhelds)

thebitman wrote:

One last idea: since all waveforms have characters for each frame (0-F) that line the top and bottom of the waveform, wouldn't it be possible to enter the characters and watch a realtime drawing of the waveform for that frame? Since you are simply placing squares on a plane, it shouldn't be too hard. Monotonous, maybe, not fun, yes, but still better than me trying to drag squares all over a grid with my fingers.

That is exactly what my current implementation is. I tried many other options like touch dragging and while that worked somewhat okay on my tablet it was simply impossible to be accurate on my phone.  For now you simply type in a row of hexadecimal characters and it draws the waveform, which is actually really fast and easy to do but makes for a sort of "boring" solution.

I've got a fancy new hexadecimal keyboard now that pops up for any hexadecimal inputs and it makes it very painless to type in your waveforms this way, so baring any "ah-ha" moments before next weekend, this'll probably be what you see for the beta release.

651

(16 replies, posted in LittleGPTracker)

e.s.c. wrote:

a direct note-> chain number solution would seem best rather than having to do all that, if possible

Absolutely true, but the only events that I currently know that can be mapped are:

/event/up
/event/down
/event/left
/event/right
/event/a
/event/b
/event/a
/event/b
/event/lshoulder
/event/rshoulder
/event/start
/tempo/tap

I would LOVE to see a ghetto build include direct chain/phrase jumps, though!

652

(16 replies, posted in LittleGPTracker)

It may be that you can simply create a whole slew of macros that'll do what you need. Each macro would playback a series of MIDI CCs which would do the following:

RIGHT * X    -Move steps x right
DOWN * Y    -Move steps y down
LT+START    -Trigger chain
RT+START    -This is optional, but will mean that a chain plays only once through when triggered.
LEFT * X    -Move steps x left
RIGHT * Y    -Move steps y up

The x and y values of each macro would correspond to the location of a chain on the screen and assuming your controller/DAW/LGPT can trigger those commands fast enough, that'll do exactly what you intent.

I'm not sure if all controllers can save macros like that, but I'm sure you could at least test a setup like this via a DAW (MIDI controller > DAW with macros saved as MIDI > LGPT with midi values mapped to input events).

653

(19 replies, posted in Nintendo Handhelds)

Like I mentioned in the video, the beta will be out probably towards the end of the upcoming weekend, it'll feature pretty much everything other than the web features.

It'll hit the android market after a short period of beta testing.

654

(19 replies, posted in Nintendo Handhelds)

TylerBarnes wrote:

This looks way better than the iPhone one. One thing I would love to see in this is a way to upload and attach a sample preview to each save so we could audition the sounds and know what each patch sounds like. I am fairly confident that most people, me included, can't remember what a lot of our old patches sound like just from looking at the name/tables/settings/etc. One thing that the iPhone version does have that is useful is a notes section. Just a little text box where we can scribble some instructions or something down, like "Best if used on note C5" or "This patch is meant to be  used in tandem with patch xxx"

I just added the "notes" input! A few people mentioned it and it's obviously a great idea. I've added independent note taking for instruments, waves and tables since they're functionally separate.

I'm also going to add a long-press action on the load menu to allow you to see the notes saved about an instrument.

655

(19 replies, posted in Nintendo Handhelds)

I've already looked into parsing saves/lsdsngs and it's something I'd love to add after the core functionality is in place as it wouldn't be hard to implemement.

Longer names for instruments, waveforms and tables are already in place now but adding comments are actually a great idea!

The wave channel so far has been the hardest so far. It currently looks like the LSDJ wave frame screen and takes only touch and hex input. I've been using it a bit and it's very fast to enter values for waves that you're already created but maybe not optimal for general editing.

Hex friendly input method on the way!

656

(19 replies, posted in Nintendo Handhelds)

IndigoChild wrote:

Hey man it would be cool if you manage to add a feature to preview how the patch should sound. You could do that by user upload or smart sound generation.

Sound generation would be quite tough to do accurately and for the types of complex sounds you'd want to save patches for, accuracy would be important. I know that some people are working on reverse engineering the LSDJ playback routine and with that it might be possible to do via emulation, but until then it's not something I'd likely even attempt.

User uploaded sound is something I've given a lot of thought to as well but it's difficult to implement into my usage model. I want the app to be "quick and easy", there isn't currently a really quick and easy way of getting a nice recording of a sound from a Game Boy into an Android device.

That said, there's potential for the feature of including an audio example being part of the website.