1

(106 replies, posted in Nintendo Handhelds)

I doubt anyone would spend $300 on a dev kit if they didn't know what they were doing, and I doubt anyone who knows what they're doing would spend $300 on something that looks like this.

2

(48 replies, posted in Nintendo Handhelds)

Actually, the way I uploaded the Mario font at first, you couldn't patch new fonts over it without garbling any of the other fonts. Here it is on its own, the same way the rest of the fonts are:

http://www.mediafire.com/download/z6lb3 … -mario.zip

And yes, if you want to add more than one font, you have to patch the same ROM with different patches. The way I have my ROM set up, the Mario font is the first font, lowercase C64 is the second, lowercase Terminus is third, and I have the new headers. To make an unaltered ROM like that, I'd use lsdj-header.ips, lsdj-mario-Y2K.ips, lsdj-c64-lcase-OLD.ips, and lsdj-term-lcase-KIKO.ips, in no particular order. Each of the patches is named for the font they replace.

I'll organize this all into the top post when I get the time.

3

(5 replies, posted in Nintendo Handhelds)

Make sure nothing's connected to TX or RX whenever you try to flash it, or that whatever is connected to them isn't powered.

4

(48 replies, posted in Nintendo Handhelds)

OK, so we've got the new header (the header is the only thing in this patch; it's changed on every screen):

Download here: http://www.mediafire.com/download/m7os1 … header.zip
-------
Lowercase C64:

Download here: http://www.mediafire.com/download/r31u5 … -lcase.zip
-------
Uppercase C64:

Download here: http://www.mediafire.com/download/ad6bv … -ucase.zip
-------
Lowercase Terminus:

Download here: http://www.mediafire.com/download/lhjed … -lcase.zip
-------
Uppercase Terminus:

Download here: http://www.mediafire.com/download/7o1qy … -ucase.zip

The patches for the fonts have one for each of the 3 slots. You can use more than one at a time, just make sure you're overwriting the original fonts when you apply the patches or else it'll end up looking garbled.

Also Stargazer, you can mirror these if you want.

5

(48 replies, posted in Nintendo Handhelds)

The sendspace links expired? Damn... anyone know what I should use that doesn't expire its links after a month? I made lowercase C64 and Terminus fonts, and I also redid the header fonts as well. I'd like to share them.

Thanks, I was going for a full sound with this. I haven't really experimented too much with different waveforms or stereo sound; first I wanted to make sure I could put some notes together and have them sound alright before moving on to sound engineering. When I'm learning how to use a new creative tool, I like to limit myself at first until I master the basic functions and then stick with them until it starts to feel restrictive. I've only been making music with LSDJ for a couple of months, so I'm not quite there yet.

http://chipmusic.org/dawsx/music/noize-wip

Been working on this off and on for a while, and I like how a lot of it sounds. It ended up being trance-ish. Made with 1xLSDJ.

...When the internet was rife with blogs, forums, and badly-made flash cartoons. Youtube just made it easier.

9

(48 replies, posted in Nintendo Handhelds)

Tile Layer Pro. Despite the name, it's a free program. It has a feature where you can import and export parts of the data as bitmaps, so I use that and MS Paint together and I can go from nothing to a new font in about an hour. I found the tiles by scrolling through the data until I saw letters, but to make things easier I'll just post the starting addresses here:

KIKO:
Regular: 0x786BE
Inverted: 0x78BB0
Shaded BG: 0x79082

Y2K:
Regular: 0x79554
Inverted: 0x79A46
Shaded BG: 0x79F18

OLD:
Regular: 0x7A3EA
Inverted: 0x7A8DC
Shaded BG: 0x7ADAE

If you're using a CGB, the only one you need to change is the Regular, because the CGB just changes the palettes of tiles to do highlighting effects. The DMG can't do that, though, so if you're a DMG user you need to change the Inverted and Shaded BG fonts as well. Just mind the color scheme and keep stuff aligned.

To change the name, use a hex editor. I use Hexposure, but that's because I'm weird and don't mind having to run an application through DOSBox (Hexposure is too old to run on 64-bit Windows). There are probably better options, you just need something that lets you search the ROM for ASCII text. All of the text in the game is in UPPER CASE ASCII, so search "Y2K", "OLD", or "KIKO" to find and change the name.

And to make the patch, I use Lunar IPS, the same program for applying patches. Makes things very easy.

10

(48 replies, posted in Nintendo Handhelds)

Added another, C64:

It's the font from the Commodore 64, which it turns out looks a great deal like the default font, just without the anti-aliasing attempt. I'm honestly not too fond of how it turned out, but meh. Download here: http://www.sendspace.com/file/vxk9x3

Same deal, 3 patches, one for each font slot.

I also found a bunch of low-pixel fonts on Google that I've been messing around with. I tried Comic Sans and Helvetica, and while some flavors of Helvetica can look alright at 7pt, Comic Sans loses what makes it Comic Sans. I haven't done the legwork on Helvetica, but I have all the graphics I need to port it in.

Also would anyone be interested in all-lowercase versions of some of these fonts?

11

(48 replies, posted in Nintendo Handhelds)

Added a new font, Terminus:

I like how it turned out. Download here: http://www.sendspace.com/file/zwnlwm

The zip file has 3 patches, one for each font slot. They're named by the default font they replace. If you've already patched with the first one I posted, these will just overwrite one of the fonts and leave everything else as it was.

12

(48 replies, posted in Nintendo Handhelds)

damelday wrote:

Noob alert:  How do I run an .ips file?

Lunar IPS. Run it, select the IPS, select your LSDj ROM, and hit enter. Added that to the main post.

13

(48 replies, posted in Nintendo Handhelds)

HardstyleFox: EDIT: Gonna change this to a yes, I found where the palette data is stored on the ROM, I just need to decipher it and play with the settings.

Bit wish: No, sorry sad The letters are displayed as 8x8 pixel tiles, not much I can do to change that.

Everyone else: I'll see what I can do with the font requests. It's actually not that hard of a process and I might post a tutorial once I streamline it. If I streamline it, that is.

14

(48 replies, posted in Nintendo Handhelds)

Before I got into chip music, I dabbled in romhacking. LSDj's default fonts always seemed off to me, so I drew some new fonts to replace them. The first one is the font used in Super Mario Bros., the second based on a sort of 80s "computery" asthetic, and the third is going with more of a pixellated boxy appearance. They're based on fonts I found with google, but I drew them by hand.

MRIO:

PUTR:

PIXL:

Here's an IPS patch with the fonts: http://www.sendspace.com/file/eykmm7

You'll need Lunar IPS to apply the patch.

It was made from 4.7.2, but unless the ROM structure was significantly altered it should work on older versions. It changes the checksum, but hardware doesn't check that and if you've added kits it's probably already incorrect.

EDIT: New font, Terminus:

Download here: http://www.sendspace.com/file/zwnlwm

The zip file has 3 patches, one for each font slot. They're named by the default font they replace. If you've already patched with the first one I posted, these will just overwrite one of the fonts and leave everything else as it was.

EDIT: Added another, C64:

It's the font from the Commodore 64, which it turns out looks a great deal like the default font, just without the anti-aliasing attempt. Download here: http://www.sendspace.com/file/vxk9x3

Same deal, 3 patches, one for each font slot.

Found this video on Youtube, guy doing a sound comparison between this and the DMG. Might be of interest: http://www.youtube.com/watch?v=JvBKfGcTRck

Unfortunately, he doesn't put a capture of the sound up, you only hear it through his camera's microphone.

Interestingly, there's a built-in ROM that activates whenever there's no cartridge in. So some internal EEPROM possibilities there.

It's probably the result of all the R4 nonsense that Nintendo was up in arms about a while ago.