Could you try with a different PSU for the volca ?
Maybe a "ground" issue.

I use a gba sp with nanoloop 2.7.7 and the gba sp is slave sync to the volca. It works fine.
The cable is made by duality micro.
No skip for more than one hour.
Try another gba maybe.

243

(9 replies, posted in General Discussion)

Merry Christmas chip smile

244

(14 replies, posted in Nintendo Handhelds)

I have not try to do it with LSDJ.
But with nanoloop to be able to sync slave nanoloop to a volca is really a great bonus.
Arduino is great, but what I like with the analogue sync is there is only tempo and no start/stop.
It seem to be not that great at the first look, but really it's way better.

Sync module, fx, it bring a lot.
For me, what is really important today is to only focus on easy and simple setup.

246

(3 replies, posted in Trading Post)

Hi, your cable are great.
I've tested them this week, but you should tell that it is for slave sync.
It took me 5 minute to understand what was wrong smile

Command line work for me.
Didn't manage to update with chrome, but the gui is Nice and it tell you if the driver is available/adaptor recognise which is really great.
I've been able to flash 2xnanoloop 2.5 and 1x2.3, 2x1.6.5, my last one 1.5 I think was not able o be updated... But it doesn't matter.

Now I can play volca keys as master and nanoloop 2.7.x as slave with dualmicro cable smile
Thank you guys

I'm not a gba expert, but this documentation seem to say the old sound register are available.
I think fat use directly this register : http://belogic.com/gba/registers.shtml
I'm really happy to see this guy on the youtube video, he made a good job.

249

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

Sure, i will post one and put the the link here this weekend.

250

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

Hi Domu,

here it is, I was pretty busy and I'm still busy, but I'd like to provide a new version with the LFO and PitchBench on picodrum which try to sound like an ER-1, it's not exactly a korg ER-1 but you can make pretty similar sound.
Seem to be stable, so backup the last one and if you had crash just tell me.
This release is only for the PSP version, and it is the tagged version 0.65.

For PBSynth :
you have to modify the EnvAmount and the T/N parameter of the PBSynth to make it sound good.
T/N is the trigger time of the NoteOn and it is in the ENV section, X is the amp, Y is the Trigger time.
ENVDepth is the amount of the filter ADSR enveloppe sent to the VCF, this parameter is located in the VCO section.

For Picodrum :
There is now two LFO, The first one is a FM one which modulate the second oscillator with the first one.
The second one is a kind of PitchBend but not limited to -2 +2, it can go from -88 to +88.
The Two LFO can be used together.

https://www.dropbox.com/s/x048ex1maxyck … 7.zip?dl=0

Enjoy,

Johann

251

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

I'm on hollyday in the south of France and I can't send you the last one which add FM to picodrum.
And this is really a fun add on, it give the same kind of sound of the korg electribe er-1.
But the last build is okay iirc, have fun Domu smile

Hi Rot, sorry to be annoying like this.
Furious advanced tracker and M4G were promising tracker on gba and source were near lost for one of them.
prodigy tracker on genesis too but coutsymphony found an old backup by chance.
So it's just a way to keep a backup of the source.
Hope you understand and thank you for your great work, I like it.

Please share the source.

254

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

There is already a build done, just create the directory PSP/GAMEP/picoloop.
Then unzip the last zip file from this thread in it and it will work.

But if you want to build a new psp binary here is what need to be check in this order :
1) you are able to compile an helloworld => EBOOT.BPB
2) you are able to compile an SDL helloworld => EBOOT.BPB
3) picoloop should build in this environment because you will use the same SDL and the same compiler, but I may have missed something.

First we will check your psp-g++ compiler.

You should have a working pspdev, and we need to validate it.
$ cd /tmp/
$ git clone https://github.com/yoyz/psp
$ cd /tmp/psp/starter
$ ls *
main.cpp  Makefile  psp_callback.cpp  psp_callback.h


Now you have to source your environment variable to see the psp compiler.
In my case I have to launch this command ( I source a file which contain this variable ).
$ export PSPDEV=/home/yoyz/local/pspdev
$ export PATH=$PATH:$PSPDEV/bin
$ which psp-g++
/home/yoyz/local/pspdev/bin/psp-g++

Now you should be able to compile.

$ make
psp-g++ -I. -I/home/yoyz/local/pspdev/psp/sdk/include -G0 -Wall -O2 -I. -I/home/yoyz/local/pspdev/psp/sdk/include -G0 -Wall -O2 -fno-exceptions -fno-rtti -D_PSP_FW_VERSION=500   -c -o psp_callback.o psp_callback.cpp
psp-g++ -I. -I/home/yoyz/local/pspdev/psp/sdk/include -G0 -Wall -O2 -I. -I/home/yoyz/local/pspdev/psp/sdk/include -G0 -Wall -O2 -fno-exceptions -fno-rtti -D_PSP_FW_VERSION=500   -c -o main.o main.cpp
psp-gcc -I. -I/home/yoyz/local/pspdev/psp/sdk/include -G0 -Wall -O2 -D_PSP_FW_VERSION=500  -L. -L/home/yoyz/local/pspdev/psp/sdk/lib -specs=/home/yoyz/local/pspdev/psp/sdk/lib/prxspecs -Wl,-q,-T/home/yoyz/local/pspdev/psp/sdk/lib/linkfile.prx   psp_callback.o main.o /home/yoyz/local/pspdev/psp/sdk/lib/prxexports.o -lGLU -lGL  -ljpeg -lstdc++ -lm -lc -lpspvfpu -L/home/yoyz/local/pspdev/psp/lib -lSDLmain -lSDL -lm -lGL -lpspvfpu -L/home/yoyz/local/pspdev/psp/sdk/lib -L/home/yoyz/local/pspdev/psp -lpspdebug -lpspgu -lpspctrl -lpspge -lpspdisplay -lpsphprm -lpspsdk -lpsprtc -lpspaudio -lpsputility -lpspnet_inet -lpspirkeyb -lpsppower -lc -lpspuser -lSDL_ttf -lfreetype -lm -lpspdebug -lpspdisplay -lpspge -lpspctrl -lpspsdk -lc -lpspnet -lpspnet_inet -lpspnet_apctl -lpspnet_resolver -lpsputility -lpspuser -lpspkernel -o hello_world.elf
psp-fixup-imports hello_world.elf
psp-prxgen hello_world.elf hello_world.prx
mksfo 'Hello_World' PARAM.SFO
pack-pbp EBOOT.PBP PARAM.SFO NULL  \
        NULL NULL NULL  \
        NULL  hello_world.prx NULL
[0]        408 bytes | PARAM.SFO
[1]          0 bytes | NULL
[2]          0 bytes | NULL
[3]          0 bytes | NULL
[4]          0 bytes | NULL
[5]          0 bytes | NULL
[6]      91290 bytes | hello_world.prx
[7]          0 bytes | NULL

If this is okay then your toolchain is able to compile a EBOOT.BPB file.
Tell me if it is okay and we will add some SDL stuff in the helloworld.

255

(6 replies, posted in Constructive Criticism)

I like the way it start, and improve.
But it end without a big change.
This is like you have intro a and b, then intro c and d.
But you don't have a main a and b and an outro.
So I think you should rework it at the middle of the song and create a change there.

256

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

@esopus-dragon : do you had time to check it ?
I have a virtual gcw zero, but unfortunately the graphical part are broken and every graphic binary segfault....
I can only see it resolve symbol with ldd...