1,521

(95 replies, posted in Nintendo Handhelds)

Jansaw wrote:

I definitely agree,
but shut up about guitars, haha.

Yeah. My bad for starting that.

› Show Spoiler

1,522

(21 replies, posted in Nintendo Handhelds)

Hm. I suppose this is as good a thread as any for my question:

I've heard from a few sources that there's no clicking when switching L/R channels in emulators. There's clicking in my BGB. I don't know if I changed some settings or what, but, I'd like to know how to get rid of it. I've been okay with it for awhile, but it's starting to get in the way when I want to use rapid pans at low volumes.

1,523

(134 replies, posted in Nintendo Handhelds)

I try not to let "technical prowess" get in the way of my enjoyment of music. As long as it sounds cool, that's impressive enough for me.

1,524

(95 replies, posted in Nintendo Handhelds)

juice0123 wrote:

Well thanks everyone for all the advice, I just got a GBC yesterday, and I'm going to go look for a DMC during the weekend. I still need to buy the Cartridge, I googled it but there are so many websites, so I'm not sure where to get it from, any good site u guys recommend?

SketchMan3 wrote:

(I suppose the GBC would be a slick well-setup Squier Tele and the DMG a Gibson Les Paul with the action too high and sticky residue on the neck),

What would be an SG?

umm...GBA? I dunno, lol.

I'd just like to add that, I feel like sometimes my tables go a bit overboard and sound more weird than cool, so trying to compose with the limitations of the DMG in mind sometimes helps me keep things from getting overprocessed.

1,525

(95 replies, posted in Nintendo Handhelds)

Values Dissonance ftw

Nutshell: Some people care. Some people don't. Don't knock it 'til you try it. If you don't have any problem with the sound of the GBC and don't mind hearing wonky wave forms for power and speed, don't let peer pressure pressure you into settling for a DMG.

(I suppose the GBC would be a slick well-setup Squier Tele and the DMG a Gibson Les Paul with the action too high and sticky residue on the neck),

1,526

(27 replies, posted in Nintendo Handhelds)

Mr. Rightburb, the best I can say is to just keep experimenting. And search around the forums. And keep reading the manual.

As far as personal tips I can give:

High frequency V effects can give you a more complex raspy sound. See "Moe Moe Kyunstep" for an NES example.

Make a custom sample kit with complex chordy sounds.

Youtube is a good website for intermediate tutorials.

Use O command to create stereo space.

Mix up your instruments in your patterns. Don't just use one instrument per pattern. You can have kicks, snares, toms, lead, bass and chords all in one channel and in one pattern if you mix it up and alternate. wink

Read the manual a few more times.

Noisechannel has some nice tutorials.

Youtube.

Chipmusic.org Nintendo Handhelds sub-forum. Search.

I hear some Pokemon influence.

It's funny. The endings of your songs are always the part I like, where it starts to get interesting and different.

There are some cool moments. I do see a bit of growth. I notice you altered your lead to match your bass note at times. Form and coherency seems to have improved a bit.

As far as CC goes:

I think your kicks could sustain a bit longer to add a bit of bass to the mix.

Try using some longer sustaining notes in your lead sometimes, maybe. Maybe a bit of melody would be nice.
Maybe use the other PULSE channel to harmonize with the lead or echo the lead during times where the bass is not present.
Try using a wider PULSE width like 25% and 50% for bass sometimes.

Personal appeal: Make a song that builds off the ending as a "Part 2" or something. It seems like you abort your tunes before they begin to mature. that's my humble opinion.

Ya know, same old same old.

1,528

(134 replies, posted in Nintendo Handhelds)

I haven't done any 2xLSDJ stuff, but from reading comments of those who do, it's interesting that the 2xLSDJ approach seems to bring more challenges than, say, using FLStudio with unlimited polyphony.

As far as listening, 2xLSDJ is a bit harder to wrap my head around the techniques being used, so it's easier to just get lost in the music without thinking about how they did this or that. I like 1xLSDJ and 2xLSDJ equally. The good music produced is equally pleasing from both aesthetics.

1,529

(95 replies, posted in Nintendo Handhelds)

lastfuture wrote:

Wizwars, I acknowledge your experiences with the GBC and I agree that you can get the sound to be more DMG like with proper processing / EQing etc. I also undertand that the GBC will handle crowded tables at higher speeds better due to its faster/more stable processor.

However what you are not taking into account (or at least not talking about) is that the sound is not only less bassy which can be remedied through EQing but the characteristic of the waveforms is also changed. If you look at the examples and know anything about how different looking waveforms affect the spectrum and if you've listened to the DMG and GBC side by side, you will find that the GBC adds some even harmonics to the square waves, pushing their sound characteristic more towards saw (in this case inverse sawtooth). This may or may not be desired, but it's certainly a difference that no reasonable amount of processing can really undo... and a difference that at least I personally care about.

Personally, I like my squares to be a little chipped around the edges. That just makes CGB fit the "chiptune is more than just square waves" mantra even more, right? wink

So you're trying to have a pure wave sample for the music rather than implementing the two pulse channels and noise+wave channel?

Goughy wrote:

Sounds cool. My cousin says that I can create some kind of echo with the S command (or was it R?). But, i tried that and it just sort of dims the tune and stuff.

RF# retriggers the note at decreasing volume levels, I believe. #=a number. The lower the number, the more rapid the retriggers.

1,532

(4 replies, posted in Constructive Criticism)

Maybe switching things up a bit. Changing the progression and the melody. Some kind of variation.

I love the transitions!

Edit: Nevermind, I had the bandcamp page playing in two windows :S

Cool.

Also, this station is pretty tight.

Edit: Shoot. Something came up and I missed it. Oh well.

1,535

(69 replies, posted in General Discussion)

Downstate wrote:

i saw one of them 'rapper' has wrote this on the youtube video

"Serious credit to Sabrepulse is due. I hadn't heard the original track "Arcaine" until literally 5 minutes ago (+ im sorry it took me this long to hear him, he's really fuckin good + seems to be known as a pioneer). I apologize + would like to do whatever necessary to fix the situation. Mod Sun."

MODSUN 3 hours ago 2

Ah. We forget that rappers don't make their own beats.

Sweet. Rockin' that Bonk's Adventure Boss theme vibe with a li'l Kung Fu thrown in. I dig it. (^.^)b

I agree that this would sound great with some stronger drums. If it was just video game music, it'd be fine, but it's not. So it needs to kick my face at least a little bit. The lower hi-hat tone sounds a bit crusty. It would probably make a good compliment to a pulse+noise snare... wink I really like the higher-pitched one, though (the one just before the snare). But what do I know? That's just my personal preference.

It's repetitive in a good way.

The biggest problem I have with drums is the kick. It's made with both triangle and noise and the volume of the triangle can't be controlled. I could use a sampled drum for kick but the volume of triangle channel goes lower when a sample plays on the DPCM channel.

Adding a bit more noise might not hurt it too much. Maybe. Also, imo, I think having a stronger kick is worth losing that first note of the triangle bass line. I can barely discern it as it is. It doesn't have to be a long kick, and if it only lasts for the duration of the first note, you still have all the rest of the triangle notes intact at full volume, right? And you get a nice ducking effect to boot.