nordloef wrote:
lastfuture wrote:

There is also no need for creating Game Boy pixel graphics live in front of an audience unlike with music.

Says who?

Me. At least not on a Game Boy with a tiny screen. It might be cool on a Super Game Boy, but it doesn't have to be a Game Boy ROM for that.

Pixelgent: using a 4 color palette, that would be very possible in any random (pixel) graphics program on many platforms. Having it directly on a Game Boy would only add the benefit of making it portable on Game Boys, but there are no special characteristics of the device itself coming into play regarding the finished product unlike with music. There is also no need for creating Game Boy pixel graphics live in front of an audience unlike with music.

I don't know if it would be worth the energy creating a pixel art editor for the Game Boy if the only benefit it adds would be portability on a Game Boy. Pixel art is already portable on other platforms like iOS and surely also Android.

35

(1,206 replies, posted in Nintendo Handhelds)

I am getting diabetes just looking at it

I'm excited like a 13 year old boy who got a smile from a super model once and who is now looking at her poster all dreamy every day, hoping something will become of it

I would try cyanacrylate based super glue (which sets really fast) together with something that is as best the negative shape of the hole that's left, as can be. if you have some metal rod or old screw driver try filing it down to fit in the hole well before applying the glue. hold it still while the glue hardens, which shouldn't take more than 10 or 20 seconds.

38

(31 replies, posted in Other Hardware)

I also have the UB802 and it's served me well for over 8 years now.

Hi,

recently I keep stumbling across quite a number of photos of chip musicians' gear collections or music making/recording setups and I keep seeing Game Boy Cameras in the photos, often several.

Now I get circuit bent toys, stylophones, and a lot of other noisemakers, because they offer something unique. My impression with Trippy-H on the Game Boy Camera however was, that you can achieve all those sounds in other programs like LSDj or nanoloop as well, often with much more flexibility and also probably just as fast.

Are they / are you really using Trippy-H and if so, what does make it unique for you? Or is it all just showing off that they own Game Boy Cameras?

I'm always amazed how release driven this whole community seems to be. For me it's the other way around. When I don't release anything for a while my first release after that is not up to par, but the release immediately after that is usually inspired.

Just remember that a pretty large chunk of the world population will also not be releasing any chip tunes in 2013 ... it's up to you to decide if you wanna be mainstream like that.

You are all duckshit crazy

trash80 wrote:
lastfuture wrote:

... unless somebody is crazy enough to build something that takes MIDI in and converts it to qwerty button presses through a PS/2 cable. That would be sick.

edit: Arduinoboy can't do that can it? Just making sure

Arduinoboy supports LSDJ keyboard mode if that's your question.
There is also a special version of LSDJ that adds MIDI out, or MIDI note to LSDJ row# trigger, which should work pretty amazingly well in renoise- you have to match the BPM in renoise and LSDJ as it don't receive sync clock due to the architecture- but it should stay in sync as long as the BPMs are the same.

Ah so it really can! Nice, I haven't paid much attention to LSDJ keyboard or the original Arduinoboy so far.

Regarding bpm, I've had Game Boy bpm fluctuating quite a bit actually, I'm not sure how well it would stey in sync without a MIDI sync signal, but it's worth a try.
I've tried recording the four channels of a song after another once and had significantly different recording lengths, off by seconds.

Me here here HERE -snaps fingers- me meee. But I haven't used deflemask before (cause it wasn't on Mac OS) so I might not be the best candidate

ant1 wrote:

"You can't simply send notes or pattern effects etc. to LSDJ and expect it to know what to do with them. That means you won't be able to control, say, instruments you set up in LSDJ with Renoise."

isn't this possible (sort of) with the lsdj keyboard interface?

Good point. It would be an entirely manual process though (unless I'm terribly mistaken) ... unless somebody is crazy enough to build something that takes MIDI in and converts it to qwerty button presses through a PS/2 cable. That would be sick.

edit: Arduinoboy can't do that can it? Just making sure

Hi,

I've been asked if Renoise can somehow be used to control LSDJ similar to how I described using Renoise with mgb in this post: http://chipmusic.org/forums/topic/9131/ … -with-mgb/
Namely triggering instruments etc, combining the tracking and effects of Renoise with the sounds and capabilities of LSDJ

Instead of replying privately I thought I might as well share my answer with everybody in case anybody else might benefit from this. My answer is in parts building on things I've described in the other post.


Using LSDJ and Renoise together in that way isn't really possible unfortunately. You can't simply send notes or pattern effects etc. to LSDJ and expect it to know what to do with them. That means you won't be able to control, say, instruments you set up in LSDJ with Renoise.

That's certainly a bummer, but not all is lost, there are limited ways in which you can make Renoise and LSDJ work together. Both of them will require you though to set up your song in LSDJ itself.

(1) You can use Renoise Effects on the sounds you made in LSDJ if you use panning to create two distinct audio channels. This requires no MIDI at all.

How it works:
You write a song in LSDJ on the Game Boy, treating the right and left channel as separate audio channels rather than stereo. That provides you with two separate audio paths that you can process with Renoise effects individually. You then use an audio cable to get the sound of the Game Boy into your sound card and set renoise up with two tracks, one for the left and one for the right audio channel. Follow my original howto for mgb (Paragraph starting with "If you've not set the external sound card as an input device...") for that part, just don't set the Line input devices to MIDI return mode. Then when you hit play on the Game Boy the right and left channels will both play at the center in Renoise. If you now add effects to the device chains left and right tracks you get different processing for the two audio routes.

Simple example:
You have a drum track and a lead in LSDJ. You set up the drum track to play on the right channel only, and the lead to play left only. In Renoise you add reverb to the left track and distortion to the right. Now you have distorted crunchy drums and reverb on your lead.

Bonus points for:
Using a renoise XY control device or a simple MIDI controller like the Korg nanokontrol to tweak the parameters live.

(2) You can do everything described above but also automate the parameters in a synchronized and repeatable fashion.

How it works:
Do everything as above, but use MIDI to synchronize Renoise with LSDJ, either through an Arduinoboy or through the nanoloop USB MIDI adapter. That means Renoise is the master of speed and playback now, when you press start in Renoise your LSDJ song will start to play at the BPM set in Renoise. That gives you the possibility to go beyond static effects and use automation curves to vary them over time in a synchronized way.

Simple example:
To your lead from before add a lowpass filter. Make an automation curve that slowly cranks up the cutoff. Then when you play the song (by pressing play in Renoise) it will automatically ramp up as your song progresses.
You can go crazy with this, like adding accents to single notes, changing effects entirely between different parts by turning effects on and off, etc. It's going to be a bit of a blind flight because you won't see any of the notes or patterns you set up in LSDJ in your Renoise interface, so it would be a good idea to set up Renoise in a way that mimics the structure of LSDJ with 16 step long patterns and matching lines per beat so you can count patterns and notes to place your automation curves at the right times.

Bonus points for:
Tweaking the effects manually while your song is playing and recording it to automation curves in Renoise for later playback.

Hope somebody got something out of my description. Feel free to add to this article with your own ideas how to combine the benefits of LSDJ and Renoise.

It's quite alright. Just find it fascinating that the entire lower half pitch bend goes weird the second the note is a semi tone "too low" especially since the bend would theoretically go through all the same pitches as the one above it except one semi tone at the very bottom of the range.
I don't find this fatal at all, I just don't understand how it happens. I agree that it adds some interesting glitch potential, especially when using it on notes well outside the range below C-3 smile

Tested it. It's much better, again. It still glitches under certain conditions and I think I may have found out what those may be, but they're far less likely to occur in any normal use case I'm assuming.

These are the conditions I managed to find in which it glitched:

- If the lowest possible note in the pitch bend range is lower than C-3 it will glitch below 0% pitch bend but not above (examples: C-3 is the first note it will glitch on with pb range 1, C#3 with pb range 2, B-3 with pb range 12(dec) ...) basically if you subtract the pb range in semitones from the note you're playing and the result is lower than C-3 the pitch bend will glitch the moment it goes below 0%

- low notes at bigger pitch bend ranges... like C-5 with pb range 24(dec) will still exhibit the wraparound problem in the pitch bend values closer to -100% even though the lowest note that should be produced is not below C-3

that first one is definitely odd behavior, though I personally don't see myself using pitch bend of 12(dec) on a note as low as C-4 ... perhaps others might? not sure
I'm also not seeing myself using pitch bend ranges outside 12, so the second one seems to be a non-issue as well for me personally.

tl;dr: Thank you trash80, I'm happy with the result, it seems very usable for me now Bugs/glitches are still present though and somebody else may stumble across them.

Feel free to ask me to test some more. I'll be away for the holidays though and probably without my DMG, so testing may have to wait.

Audio example demonstrating glitch #1: C-4 vs B-3 (only one semi tone apart) with the identical pitch bend  at a range of 12(dec) ... the second note is only slightly deeper but experiences the glitches right as pitch bend goes below 0%, the first note shows no problems at all.

http://wolkenspeicherplatz.de/sound/mgb … ison_2.mp3

OK it's a done deal, thanks for your opinions smile ... I might have a C128 for sale fairly soon then that I can post to the trade forum.