1,169

(95 replies, posted in Nintendo Handhelds)

Come on, you guys. I posted links:

kfaraday wrote:

smile i hope you'll join! i like your music

(not long left to go!)

shoot. I forgot about it again! XD

I think it'd be really nice if they added a AHX/HVL category. Gonna have to request that for next time...

1,171

(1 replies, posted in Other Hardware)

SHERLOCK HOLMES IT!

Okay. The width of a white key on a keyboard is 7/8"/0.875"/2.225cm. Since it is a 49-key keyboard Multiply that by 2.225cm x 29 (number of white keys) to find the width of the keyboard area. 65.525cm.

Find a "straight down" angle picture of the Siel Orchestra online (if you can't find that, I know there are some at a slight angle. You may need to Photoshop it to get it to the correct angle) and, using the width of a white key as your unit of measurement (and possibly an onscreen ruler [at least they have those for Linux OS]), measure the area that borders either side of the keyboard and add that to 65.525 to find the total width of the synthesizer. I'm too lazy to do that.

Then, still using the width of the white key as your base, measure the depth of the synthesizer. Still lazy.

Can't really help with measuring the height, though.

Hope that helps...

1,172

(95 replies, posted in Nintendo Handhelds)

nordloef wrote:
BR1GHT PR1MATE wrote:

this is going to sound douchy, but what people are talking about 99.999% of the time when they say "mastering" is... just mixing.

mixing. dont be afraid of the word.

This.

And of course nobody is going to actually compare and contrast the two terms (or properly define them). tongue

Let me see if I've got this right before I go off to wikipedia:

Mixing = Balancing frequencies, levels, etc of multiple tracks in an audio production and combining them, making sure everything sounds nice together.

Mastering = Adjusting (compressing, limiting, normalizing,etc) the final mix of the audio production so it sounds nice on playback devices, and storing this in a format from which all other copies will be recorded. For the poor man, I suppose that would be your (my) song.aup tongue

Re-Mastering = Going back to the final mix and recording it to a new a better quality format and creating a new Master from which all new copies will be recorded.

Wait... are remastered productions also usually remixed?

And now, so there is no more confusion:
http://en.wikipedia.org/wiki/Audio_mastering#Process
http://en.wikipedia.org/wiki/Audio_mixi … ded_music)

1,173

(12 replies, posted in Nintendo Handhelds)

That's real purdy

1,174

(24 replies, posted in Releases)

Ralp wrote:

@SketchMan3 Thanks man! I'm very glad that you like it! I've uploaded it in my Bandcamp (ralp.bandcamp.com), and I'll upload it in Soundcloud too in the next days.

Whooops... you know, man... I was listening to the wrong thing thinking it was this... =*.*= please disregard the comparisons that I made and stuff, =*x*= (I was wondering why it didn't sound very nanoloopy)

Anyway but I still like this. It's really cool. Really nice sounds going. And thanks for posting the Bandcamp link. I searched Ralp on soundcloud, but for some reason forgot to search for you on Bandcamp.

1,175

(24 replies, posted in Releases)

› woops, wrong album

Edit: Is there any place that this is being streamed (Soundcloud, Myspace, Bandcamp, Archive.org etc etc)? I'd like to spread this around, but I think most of my contacts would be dubious of a non-previewable zip download.

Edit: Whooops... I was listening to the wrong thing thinking it was this... =*.*= Ignore everything in the spoiler, xd...

Anyway but I still like this.

1,176

(7 replies, posted in Releases)

This looks like fun. Thanks for uploading the modules.

I have a windows 98 with a 3gb harddrive. Not my main. I just use it for the floppy drive.

1,177

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

That looks really cool and interesting.

Do you have an xm2gif converter, too?

1,178

(89 replies, posted in General Discussion)

This game looks really interesting. I'm going to have to check it out. Playing the game in his sleep!!?

› Show Spoiler

1,179

(12 replies, posted in Past Events)

Phew. Finally got my submissions in. It doesn't stand a chance next to some of the stuff I've heard, but it's fun to participate anyway. smile

Have you tried fresh batteries?

1,181

(25 replies, posted in Trading Post)

b4by f4c3 wrote:
Alley Beach wrote:

40 is really good man

It is considering parts/time it took to sand that bastard haha

Ganna have a gold one I painted up soon just needa mess with it a lil bit more

Definitely wish I could take you up on this but circumstances... v_v

1,182

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

Grymmtymm wrote:

Well I searched the LSDJ wiki site before I came here.  Just did a search with rom checksum fail and nothing showed up

and Anyway, if I used the wrong word my bad

Yeah, I tried searching for "rom checksum fail" and I got nothing, too. Then I just searched for "checksum" and I got a bunch of useful stuff. If at first you don't succeed, simplify. wink

Grymmtymm wrote:

So to clarify: Load kits & samples into the ROM----------Load sng files into the .sav?

Yes.

1,183

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

There was a thread about the "ROM checksum failed" just a few weeks ago. You should have done a search.
Anyway, ROM checksum failure is normal. That's supposed to happen. It's rare to patch a rom without this happening. As the message says "a real Gameboy wouldn't care" so there's nothing to fear.

You're not supposed to load sng files into the ROM, you're supposed to load them into the sav.

TylerBarnes wrote:

One thing about the all in one table method is wouldn't the kick sound be transposed as well every time you change bass notes?

Good point, but I don't mind the sound of the transposing that much. So far I've had to use 1 redundant table because at really low notes my kick was too thuddy. So I had one table for hi bass notes and one for low bass notes.

Edit: I've used G cmd in tables to speed it up to create a "noise" instrument in the pulse channels using E cmds and V cmds and TSP to mimick the "randomness" of noise wave forms. It also helps in slowing things down, making the table match the speed of the pattern, and things like that.