1

(70 replies, posted in Nintendo Consoles)

My PowerPak finally arrived in the mail!

Pulsar on a real NES-- It's just as awesome as I figured.
Working 100% as far as I can tell.

Thanks Neil.

2

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

It sounds like a great project.

Dumb question- do you think your planned software will be able to play each note as it is entered?
For me that's the big attraction of using trackers rather than MML editors.

If you are linking to libraries expecting whole-file playback, it might require some tweaking to preview individual notes.

wow.

too bad I got an arduino for xmas and am about to get a PowerPak for my birthday.

Yup, that's just too bad...


smile smile smile smile smile
!


...So hopefully some feedback soon.

4

(14 replies, posted in Nintendo Consoles)

I too think the topic is great.

5

(28 replies, posted in Commodore Computers)

4mat wrote:

While you could log the settings to the sounds only Hubbard's player in it's pre-hard restart glory is going to have those little instrument breakups where sounds don't play exactly right each time.   Thinking about it, some of those are to do with how the note data is stored in the driver, it'll be interesting to see if he handles those.

Sorry, I went off on a driver rant there. smile

That is interesting info and still relevant to today's music.
Such variations and quirks give a tune some "machine soul" which adds a much deeper layer of complexity to what you hear in the music.

Error and fallibility, not totally random either but rather with a chaotic non-linear pattern. I think it's part of what we enjoy when listening to a human performer.

IMHO we do well to study such things and try to incorporate them back into 'modern' technique.

6

(11 replies, posted in General Discussion)

Hi J Y K,  I'm in Vancouver. Short answer, afaik there's a surprising lack of scene here, but I'd love to be part of starting one so maybe we should talk. My thing is more software dev at the moment but I definitely do make chipmusic, just haven't shared much yet.

A related and popular scene is the dubstep scene although it's easy to get sick of dubstep here for lack of variety. There was some video-game/retro themed club night or something called Galaxion
http://videos.wittysparks.com/vid/374324590
but I never checked that out...

Wet Mango is playing a show here on Jan15 and they seem chip-influenced so I might look in to that...

If you're in to hardware hacking type nerdy stuff or arty stuff check
http://vancouver.hackspace.ca/wp/
and
http://www.videoinstudios.com/
, there is some chiptune-related stuff popping up like arduino stuff, pd/max stuff, bending etc.


and btw, If you make chipmusic I am looking for people in Van to be victims/test users for my audiovisual tracker software so let me know if you're interested!! smile

7

(70 replies, posted in Nintendo Consoles)

on
http://blog.ntrq.net/wp-content/uploads … vMenu.html
it says,
"The Navigation Menu is accessed at any time by holding SELECT and tapping DOWN. "
Does that text need to be updated?

8

(29 replies, posted in General Discussion)

Arduino Mega 2560 and $50 towards ordering something online of my choice, which will probably be an Audio Damage reverb vst, an upgrade to Numerology 3 or the straytechnologies ym_mini kit. Happy!

Also, Pulsar smile.

TmTgr wrote:

Making good audio with the arduino isn't really possible unless you plan to use one of the timer interrupts and make it faster.

That touches on a related question I've been wondering about:

If timers and interrupts are used, could the Arduino be used to directly synthesize PWM oscillator waveforms?
Is this how some people are already doing it?

(To try and be clear, I'm not talking about putting samples through an A/D at 44kHz, I'm talking about directly toggling output pins at varying frequencies and duty cycles, using the 16MHz clock as the fundamental timing source; i.e. more similar to NES or C64 pulse wave generation.)

How many voices and what quality would be doable?

10

(54 replies, posted in Nintendo Consoles)

So, the graphics interrupt the audio rather than vice-versa?

Sounds clever.
But would it cause problems if the audio routine was interrupted between APU register writes... could cause timbral inconsistency? Or am I talking nonsense?

If the approach did work, maybe there could be a 'low-detail graphics' mode for live & synced play.


EDIT: oops, I see by your edit that the suggestion was not a way around the 'can't just read ports whenever' problem.

11

(54 replies, posted in Nintendo Consoles)

@trash80--
I agree with your way of thinking that quantizing incoming beats to intervals of 1/60 s may be on the sloppy side, and that's probably the crucial question to ask. I was trying to say the same thing, just phrased in terms of jitter.

As a minor point, midi output from a PC does in fact exhibit jitter, and usb ones are often the worst kind-
See e.g.
this forum thread

offtopic:  Sodium Sonet is a killer track, that's you right?  smile

12

(109 replies, posted in Releases)

Looks great!

Reading this made me realize that PortaMod exists...
I am totally going to try out PortaMod since I have a Processing tracker project on the go.
Are the OS X problems you mentioned present in PortaMod or just the full ChipdiscoDJ?

Oh, and syphus, your tracks are so catchy that when I read your username I get one of them instantly stuck in my head. I think this time it was 'better days'.
It's a bit much actually!!
smile

13

(54 replies, posted in Nintendo Consoles)

Definitely the final design should include a way to get Midi Clock input; however if the DIN Sync cable is cheap and easy, it might still be the quicker way to test the synchronization concept.

If the final design was modular with two stages (midi->voltage) and (24ppq->4ppq), then perhaps the 2nd stage would be quite cheap and people who only need Din Sync input or already have a midi->din sync converter could just pay for that part.

I like the point about building in lsdj/nanoloop sync; it's an appealing concept to have a 'Sync anything to the NES' box.

I haven't tried the arduinoboy... does anyone know off the top of their head the basic sync approach used there and how well it works?

@nickmaynard-- Yeah it's good to consider how lag times will operate and how to compensate for it. To clarify, in that quote I wasn't talking about lag, but rather about jitter= random timing variation from beat to beat.

14

(27 replies, posted in Graphics, Artwork & Design)

@Arun- I like your art, and I dig the touch of humour!

So you live in Vancouver too?

I have sent you a private message about a project I'm working on...

cheers,
Graeme

15

(54 replies, posted in Nintendo Consoles)

If you stick to the "Sixteenth-Note Sync Pulse" idea, couldn't someone still make a cheap Sync24->NES converter cable by dividing down the clock and passing through the 'start' signal?

Following that train of thought, it would be pretty sweet to have a converter that could take as input any of these:
-DIN Sync 24
-MIDI Clock
-Audio clicks at either 24ppq or 4ppq


Just brainstorming. Full 24ppq sync would also be great if it turns out to be doable.

16

(54 replies, posted in Nintendo Consoles)

Actually a 2nd option for people with an extra audio out channel on their PC:
Send out an _audio_ pulse using an extra sequencer track, and convert that into the controller-port signal.
Would actually give better results imho than going through a typical MIDI interface.

Certain projects are doing this to connect 'DIN Sync' gear, or modular sequencers, to PC's. I could find more info if you're interested.

Again though, to be honest I'm sure that most of your potential market isn't picky about timing the way I am, and most people are going to want the simplicity of MIDI.