1

(38 replies, posted in Nintendo Handhelds)

Victory Road wrote:
Direktor wrote:

1/2 clocking: Apparently it halfs the tempo as well; with a maximum tempo of 245 bpm in LSDj, there would not be enough BPM left for D'n'B. This is very unfortunate...

you can use a 3/3 groove instead of the default 6/6 to work around this though

BEASTMODE wrote:
Direktor wrote:

1/2 clocking: Apparently it halfs the tempo as well; with a maximum tempo of 245 bpm in LSDj, there would not be enough BPM left for D'n'B. This is very unfortunate...

you can work this out with grooves
it might crash your underclocked gb tho depends of the complexity of the programming

Well. I feel like an imbecile now. Thank you very much for educating me on that subject.

Beastmaster, you made a couple of very inspiring DnB tunes, by the way.

breakphase wrote:

Really good example of chip dnb : http://chipmusic.org/forums/topic/4242/ … microchip/

Made w lsdj no less!!

So that's what breakcore sounds like on LSDj ...

2

(38 replies, posted in Nintendo Handhelds)

herr_prof wrote:

um.. Bit shifter?

Must have been too obvious for me ...

XyNo wrote:

I did some jungle like style tracks, here is one of these :

I can barely believe this was made on a Game Boy!

Domu wrote:

mobbb beep's modifecerent is the only full release ive head. bitshifters edit friends is amazing

Mobbb Beep is really high quality. Too much breakcore for my purposes, though.


Skycstls, I will message you. I really like "Enter the Void", by the way (even though that is not the D'n'B piece).

3

(38 replies, posted in Nintendo Handhelds)

1/2 clocking: Apparently it halfs the tempo as well; with a maximum tempo of 245 bpm in LSDj, there would not be enough BPM left for D'n'B. This is very unfortunate...

4

(38 replies, posted in Nintendo Handhelds)

SketchMan3 wrote:

I knew Saskrotch would come through with the goods.

I think littlescale has a amen break kit floating around somewhere. Probably wouldn't be useful to you.

Ummm... you can always try kick+bass instruments or maybe an 1/2 clocked dmg to get more low out of your pulse bass?


By "kick+bass instruments" you mean kick drum and bass together as a sample? The 1/2 clocking would be really nice, I remember kitsch-bent selling a kit for that at some point. Aaaaand a quick search tells me that it is available again - excellent!

5

(38 replies, posted in Nintendo Handhelds)

Saskrotch wrote:

Come on, guys. This should've been the first thing that came to mind.

DMG DNB Compilations Vol. 1 and Vol. 2

This is exactly what I need. Thank you very much, good sir!

6

(38 replies, posted in Nintendo Handhelds)

Dire Hit wrote:
MostlyToast wrote:

Dire Hit's stolen ep is the closest thing I can find to what you are looking for.
http://www.noisechannel.org/11404

oh cool I got mentioned. I do more glitch hop stuff though.

I have to agree on that; it sounded more akin to Dubstep, if anything bass music related. It really deserves mentioning if the context allows it!

7

(38 replies, posted in Nintendo Handhelds)

Thank you very much for all your input!

BR1GHT PR1MATE wrote:

rockmans older stuff is pretty DnB centric without getting into breakcore. also some of smiletron early lsdj stuff is probably worth checking out. all 1xlsdj

Smiletron definitely goes into the right direction, although it is fakebit (according to the tags) - I am not sure wether I can produce something similar sounding with 1xLSDj.

Invisible Robot Hands wrote:
defiantsystems wrote:

I've done some 1xLSDJ DnB stuff on my album: http://madwaves.bandcamp.com/album/hyperreality

My advice is don't use just 1xLSDJ. The drums created in LSDJ just don't do justice to DnB and at some point you'll have to sacrifice aspects of either the drums or the bass for one to sound close to what you really want. 2xLSDJ could work better but honestly you're better off pairing LSDJ with a DAW building your drums tracks inside the DAW.

Not so! LSDj drums can totally work DnB. Yeah, it won't sound like literal Amen breaks if you aren't using samples, but I write Drum/Drill/Glitch n' Bass all the time. Make a table-compressed noise snare, and an arsenal of noise hihats with varying shapes and parameters for the K command, and a good thick kick drum in the wave channel, and it's totally within reach.

I would agree with Invisible Robot Hands, especially on the importance of wave channel kick drums; the problem with that is the lack of wave bass. PU channel bass is a lot worse than PU channel kick drums IMHO (I tried that. I am looking into adding bass guitar via DAW on that particular piece, but that is always sketchy due to synchronisation isssues. Without added bass, it does not work in a dance club environment.).

8

(38 replies, posted in Nintendo Handhelds)

Good Day fellow chip musicians,

I am currently looking into manufacturing some Drum'n'Bass pieces with LSDj, and I was wondering if there are already any releases in that manner. If anyone can think of anything, could you please be so kind as to point me into the directions of it? I am looking espescially for 1xGame Boy releases in a more "laid back" style, as opposed to breakcore, which I imagine is more prevalent in chip music.
This is in order to learn what works and what does not.

Thank you for your time
Der Direktor

Downstate wrote:

thats a bad solution man. its fucking hard to do that tight in a live enviroment. a milisecond off and its gonna sound like shit. i had to do that once for a live improv thing with a friend and it was a stressful 45 minutes thats for sure. and it sounded pretty shit.

Thank you for your concern. But, I believe that the importance of miliseconds in a transition between songs is not that great. I found that when i fiddle with track delays, 10 ms do not make a big difference. It is of course a different matter if you, say, want to match bass drum and bassline for the whole song in this fashion. Still, in the end it comes down to how well you time the pressing of the start button. If you know how to play a "real" instrument, you should be able to do it, given some practice.
Also, with ableton, you can match the tempo BEFORE the audience hears how you messed up the timing of the start press.

10

(42 replies, posted in General Discussion)

thebitman wrote:

Your audience's applause and cheering should fill the gaps between songs.

That is not a good way of conduct if you try to make electronic dance music, which requires the maintenance of a continuous rhythm. In the event I visit a dance club, I am always put off when the music stops between songs or the rhythm of the next song is too different. It stops my dancing. My dancing should not stop.

11

(42 replies, posted in General Discussion)

This thread is quite an inspiration for me. I would to contribute some ideas of my own.

ShintarouMusic wrote:

You might try re-writing all your songs into one giant continuous track, and between songs just have drums going and change the tempo up.

An idea: You let the melody of the first song play alone and put the most ridiculously massive reverb on it, as well as delay, until it is nothing but a sound-puddle of high-pitched mud. Then you start bassline and drums of the next song, let the reverb fade out, and then start the melody of that next song. In fact, I will try this idea out myself.

Provided you use 2xLSDj and the rhythm is similar, you could keep the drums and some melody or arps going, then mess with the transpose feature in order to make it fit the next song.Then you start the bassline of the next song. And finally, you bring in the melody (or some arp riff) and the drums of the next song.

nerdsome wrote:

Just built one like that blue and white one.

I second that motion. Or rather, just get a new batch of those white buttons in. They go well with every colour and, what is more, match the existing replacement select and start buttons.
... are those buttons on the blue and white game boy supposed to be white or off-white?

SOLVED! Kind of. Look at the first post.

ashimoke wrote:

Well, exactly the oposite. I'm saying you NEED the start message to get LSDJ sequencer running. When you load new project it doesn't get any kind of start message because ableton has started long ago. You could try to send start message after loading your new project / song. As herr_prof suggested you should send note number 48 (C2) for start.
Try to hook up your midi keyboard to computer, start ableton sequencer, load new song in LSDJ (you'll probably have to press start now so you get into the WAITING mode), make sure you have it in SLAVE mode and then hit C2 on your midi keyboard. Or you can send the C2 from ableton, doesn't matter. It should work. If you are getting some kind of sync then I wouldn't blame the hardware.

That is exactly what I tried to do. But at some point of the way the midi note got lost.

@jrasor: I just tried the different ends of the link cable, it is one of those with two DMG and two Game Boy Color ends. I even tried it with a Game Boy color. I will look for another link cable now, but that might take a day.

jrasor wrote:

Well again, the voices are channels 1-4. So 16 isn't going to do anything. And if you're not getting any flashes or sound that's not a great sign. Do you have a controller with a midi din jack so you don't have to control the arduinoboy with midi over usb?

I connected my arduinoboy's MIDI in directly to my sound card's midi out. I tried connecting my MIDI keyboard directly to the arduinoboy, but that did not work either.

jrasor wrote:

I meant that I only use the arduinoboy to interface between a keyboard and a Gameboy. That's not the only way I use Gameboys.

My apologies. I assure you I would not think less of anyone who uses Game Boys only in this way, though.

jrasor wrote:
Direktor wrote:

Could you maybe describe in more detail how to setup LSDj for this purpose, so I can determine wether it is actually a hardware problem?

I was suggesting a way that you could test your hardware. I know that you have something specific you want the arduinoboy and LSDJ to do together but if you can get some blips coming out in mGB you can rule out the problem being hardware.

And to be honest, I don't have any experience using the hardware or software in the way you want. I have just been plugging a keyboard into the arduinoboy and using the Gameboy as a sound module.

I just loaded mGB onto my cartridge again; I tried it out several months ago for the first time, with the same results: I sent the MIDI from ableton to different channels (at first 1, then 16, then 1 again) while trying out different modes on the arduinoboy. There was no sound from the game boy and no indication of the arduinoboy receiving anything once I started the MIDI clips.

On another note: You should totally try to compose something in LSDj.