Thomas Mogensen (DRAX)      Actually anyone from
Jeroen Tel        ‌                      Maniacs of Noise, really
FearOfDark

SketchMan3 wrote:

But can it wub?

big_smile YES!

irrlichtproject wrote:

Theoretically even more polyphony should be possible when combining multiple frames.

This might be true in some limited form. I can imaging someone might try sacrificing volume for more head room and putting 2 separate octave squares on one frame instead of one like I'm doing, but there is this annoying little thing called exponential growth that I suspect would make it a nightmare to manage and implement.

596

(60 replies, posted in Nintendo Handhelds)

While I don't know how hard it was to actually create that extra sound channel (You're prolly a genius wizard), but I'm a tiny bit disappointed to find out there's no filter. The one thing IMO the GameBoy and NES are missing is some awesome filter action. (LSDj soft filters don't count tongue)

Bravo for an amazing and intriguing looking cart opportunity. I can't want to see this cart in action.

As far as being too low in fidelity, I'd say no. But the for the average lister the answer is probably yes. But that's something of a feature in chipmusic, not a hinderance. To be able to create lovely sounds regardless of sound quality and hardware limitations is the whole charm to this artform. I still find 4 bit samples pleasing to listen too. I get good results from 4 bit c64 samples and NES stuff doesn't sound too terrible. I'd say go for it. I've had an urge to upload some chord stabs into lsdj and rejoice in the free polyphony. Haven't gotten 'round to it though.

I have indeed experimented with using a saw instead of the square, but I could get more octaves and a louder sine when using the square.

Also, nothing was generated, I drew each sine wave manually (I have experience creating pixel art so curved lines aren't too challenging for me). No synth screen commands were used. They didn't produce the tones I was after.

I didn't know about the horizontal flipping, but have indeed used a lot of those copy paste commands whilst making this setup. I didn't use any in the video cause I wanted to illustrate the idea behind it all more than just to get it done quickly.

That java stuff a little over my head and will require me to take a closer look at it when I'm not so tired, but I'm delighted to see all the work you've already accomplished on this subject.

EDIT: I plugged in that script into a java console and had fun hearing these new intervals, but like you said, only the 1oct,5th is really useful. The others are too saturated and detuned. kinda disappointing it's only on that octave. I'm a sucker for completion and for elegance. Having only one usable 5th out of five octaves is far from ideal, but I'm still happy to now have the option. And for that I thank you nitro. Also another thing I overlooked was being able to highlighting multiple samples(pixels) and offsetting them with the arrow keys would have made things a bit quicker than raising each pixel individually XD. I'll know better next time.

‌Ok, so I've had this tutorial in mind for ages and finally decided to make it. This is a method I've devised for getting an extra channel of sound out of LSDj. This hidden channel of sound is given to us via custom waveforms + frame switching. I've tried to be as clear as possible when explaining how it works and how to play with it, so pardon me if I'm not the best teacher. Also forgive the very long runtime, but I had a ton of info to pass on. Without further adieu, here is a video Demonstration/Tutorial on 'The Ghost Channel'.

VIDEO TUTORIAL HERE

LSDJ SONG FILE HERE


Something I forgot to record in the video is that if you want to make your square waves louder than 3 pixels high (as shown in the example), then you must create more headroom by sacrificing some of your sine wave's amplitude.

600

(48 replies, posted in Nintendo Handhelds)

You da man dawsx. I did some googling and found some promising fonts.

and

http://orangetide.com/nesdev/gamefonts/

The Kirby one looks particularly good to me. I might take a crack at using the tile viewer if I have time to try and make a patch.

601

(48 replies, posted in Nintendo Handhelds)

Sweet! Thank you!!

So If I wanted to patch my rom with c64,mario,and terminus, how would I go about performing those patches? Do I patch one rom several times in order to obtain all three on one rom? If what I'm asking is possible can you give me a brief walkthrough on how to perform it?

I noticed that these new download have separate .ips files for each slot. If this is the key to customizing my three available slots, would you please separate the mrio/putr/pixl fonts in this fashion as well?

602

(48 replies, posted in Nintendo Handhelds)

Please reupload the terminus and c64 fonts. My c64-dmg would look really awesome with a matching font like this. and Terminus would look good on the rest on my gameboys.

603

(25 replies, posted in Commodore Computers)

MSSIAH is very well put together. Standard piano roll for note inputs, virtual knobs on most parameters, midi controllable/syncable. The only pain as mentioned before is saving. Floppy disks are a hassle and slow. If you know how to solder it's a terrific option. Cause don't assume you can use this cart with zero modification. You just can't. The software relies on potentiometers to control the virtual knobs. You MUST install these pots yourself to the user ports. Also if you want the most out of it you will want to put together a SID2SID expansion by ordering a PCB from the site as well. This will give you 6 channels instead of only three. Another downside is the availability of fairly priced Commodore 64's out there. It has gotten way out of hand on ebay. I've seen systems for $100+   In my opinion $40 is reasonably fair. $50 if it's clean and has power supply, but don't expect to find this type of pricing cause people these days stop caring about fair.

Hi. I recently messed up my 8580 machine when using a Sega Genesis controller in the user port. (I know I know, bad idea. Lesson learned) I'm pretty positive the CIA is pooped. I'm looking to buy a working C64 motherboard to get me up and running again. It has to be a board revision that supports 8580 chips. no 6581 please. I don't require SID's and don't require a case, but either of those would still be greatly appreciated. I'm also interested in power supplies but mainly just the mother board. Thanks for reading.

I found one. I no longer need any of this.

Saskrotch wrote:

G00 on tables changes it to steps. Default is ticks. G01 seems to be like half a step? It's not quite ticks or steps.

Also the 3/3 thing is only bad if you write music that isn't super repetitive. Taking up twice as many phrases will help you run out of space much quicker (the song I brought up to check i had the groove commands right was already in the BXs, if i had uses 3/3 i wouldn't of been able to finish that song)

Oh I didn't even see this reply. Yeah my last comment was towards nordloef. and I never knew that. I guess I just never attemted it tongue. So I take back what I said about groove not affecting tables. I never really came across a desire to attempt G's within tables. Also, I see what you mean about chain/phrase conservation. I guess I've got a lot of homework to do now.

Yeah, from what I understand, tables are always at tic speed. Any G commands inside a table will cause the resulting phrase to change, but the tables themselves are unaffected by grooves.    EDIT: This information is wrong.

nordloef wrote:

About your table for the tonal kickdrum, you say that the K command comes in after three ticks, when it should actually be three steps or nine ticks. Three steps at groove 3:3 is 9 ticks (3*3).

If I'm not mistaken, each step on the table screen equal one tick and one step on the phrase screen equals the number of tics designated by the groove. Which in my example, the kick only used 3 table steps, and the kick instrument occupied only one phrase step. So since my phrase was running on a groove of 3/3 each phrase step was only 3 ticks long. Am I missing something?

You're right about the E2 E7 thing. It's just a workflow preference for me.

I didn't see it as a rant. I find most all feedback helpful, an appreciate it all. but thank you for considering my feelings/reactions to your comments.

Good point Saskrotch. I still think 3/3 is the most elegant solution. I honestly don't see what is so wrong or inconvenient with drawing out the wav chains in such a way. It actually gives me more flexibility without resorting to R or D commands. Also, I personally really like the fact I can have 1 chain start with the kick and the following chain starts with my snare (for halftime beats per my example). To each his own I suppose. One thing about the all in one table method is wouldn't the kick sound be transposed as well every time you change bass notes? either that or you'll have an awful lot of redundant tables wasted just for bass notes wink. I again personally prefer the consistency and control my method would give to the kick tone.

It's seems we all have some personal tastes that draw us to using one of these techniques over the rest. I actually didn't know there was so many ways of achieving this. I'm delighted to be learning so much about it.