257

(13 replies, posted in General Discussion)

bleo wrote:

Ooops, I saw those ages ago.  Sorry I didn't make sure you were privy to the latest shit, man... sir.

I did not know that.

258

(13 replies, posted in General Discussion)

Someone make this game NOW!

http://www.blameitonthevoices.com/2009/ … owski.html

NOW!!!

259

(72 replies, posted in Nintendo Consoles)

Ah, OK. Yes, you'd kind of have that because each drum patch would need 5 switches to select which voices it uses. Could probably extend this to a kind of global switch that will mute each hardware voice. Nice idea, I'll think about it more.

260

(72 replies, posted in Nintendo Consoles)

Cool. Keep the ideas coming. smile

Not sure what "eq band on off" is but the rest of that stuff I would plan to include. Might try to do some probability stuff too - would be nice on the beat repeating stuff (tag a step with a repeat but assign a probability to it so that it doesn't always repeat etc.)

Writing Pulsar manual was a bit boring so I hacked around with a screen layout. I think I'm close now.

Might drop it to 6 tracks though, not sure. Either that or I will limit how many drums you can place in a vertical line (say 4). I'd also prefer if there were 32 steps per pattern but not sure how I could easily do that without having to page left/right to access beats 1-16 / 17 - 32. The big gap at the bottom will be used for the pattern arranger etc.

The area to the right of the grid will be where you'll set the root pitch of the trigger (set per step/square blob) and beat repeat etc. Kind of a bit like Monomachine. Also when clicking in the grid, the first click will set a beat, the 2nd will set a beat with a slide, the third will clear the beat etc.

Oh, the names of the little parameter boxes don't mean anything yet (or the letters preceding the parameters). Just temporary so I can get the layout right with the correct number of parameter to control all 5 voices. Comes to about 48 parameters per drum!

261

(72 replies, posted in Nintendo Consoles)

egr wrote:
neilbaldwin wrote:

I'm thinking along the lines that a "drum" or "instrument" would actually be a multi-voice patch (like a multi-oscillator synth) then have, say, an 8 track step sequencer so that the tracks are not explicitly tied to a NES voice. Then have a priority system, top-to-bottom. Would be quite cool to have a 3-voice bass sound with 2 phasing square wave and triangle taking up the sub octave. smile

I like that idea a lot.  It's weird that you mention it now 'cause I've been playing with NL2.3 in pretty much the same way (same pattern on all channels and combining all the voices for each "note") and it can sound really cool.

The priority system -- you mean that lower priority tracks would only play if there's "room for them" when higher priority tracks aren't playing?

Yes. Say you had a hi-hat sound (using noise) and also a snare (using noise and perhaps triangle), if you put a hi-hat and a snare on the same step, only one of them can use the noise channel. In this case, one of them would have to be deemed higher priority. I'd probably just do it on track order so the tracks at the bottom of the step sequencer grid would be highest priority. So depending on which track you have the hi-hat and snare, either you'd hear the noise+triangle components of the snare or you'd only hear the triangle part with the hi-hat taking over the noise channel.

Sounds more complicated than it actually will be smile

I was messing around with a pixel editor today to try to figure out a layout. Trying to keep it really minimal and pack everything on one screen. This is the kind of look I'm wanting to achieve:

AMP A = amplitude settings for Square 1. A = amplitude, E = envelope (two digits, one for Attack and one for Decay), then T = gate time

DT A = duty for Square 1. L = loop/one-shot. 1=first duty setting, 2=second duty setting. In one-shot mode, the two duty settings will play in order and end on the 2nd one. In Loop mode, the duty loops between

OSC A = pitch settings for Square 1. C = coarse (semitone), F = fine (detune), H = hard frequency effect (from Pulsar) on/off

Just sketching ideas at the moment. Back to finishing off Pulsar manual now smile

262

(6 replies, posted in Nintendo Consoles)

Time to get involved people!

During development I've just had the same set of samples in Pulsar that was in NTRQ but I thought that it might be time to get something fresher in there.

So my idea is that (if you're interested) I'll allow people to submit 2 samples each (I thought people might like to submit their favourite kick + snare combo) and I'll include the best stuff (as many as I can fit).

Send them here: [email protected]

If I get swamped with good ones I might set up some kind of vote.

Oh and yes, I do plan to release a ROM patcher like the NTRQ one.

263

(72 replies, posted in Nintendo Consoles)

I'm thinking along the lines that a "drum" or "instrument" would actually be a multi-voice patch (like a multi-oscillator synth) then have, say, an 8 track step sequencer so that the tracks are not explicitly tied to a NES voice. Then have a priority system, top-to-bottom. Would be quite cool to have a 3-voice bass sound with 2 phasing square wave and triangle taking up the sub octave. smile

264

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

cheapshot wrote:

this one is a must see:

http://vimeo.com/5962875

Truly creative uses of Lives more "hidden" features.

And I've just had my mind blown yet again. Great video smile

265

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

It took me a while to "shift my thinking" having grown up with Cubase (from it's Atari ST days). I would never go back now though. I always considered Live to be just that - for live work/manipulation - which it does like nothing else in existence. But it's also capable of doing so much more and I don't think I'd ever even more than glanced at the arrangement view until I worked through some of Tom Cosm's tutorials. I remember one pivotal point in my thinking when I went through his tutorial on how to create a 16-step sequencer by chaining the audio path of 16 tracks together and you end up with this crazy feedback machine. I think I lost about 5 hours of my life playing with that smile

266

(72 replies, posted in Nintendo Consoles)

RG wrote:

I second that.

Is there anyway to have it as a side-function, built into PNES? Maybe have it automatically placed as notes on the tracker grid?

Just brainstorming here...

No, it would be a stand-alone dedicated beat maker.

I have no other technical details yet but I've worked a few bits out on paper. I really need to concentrate on Pulsar though first LOL

267

(72 replies, posted in Nintendo Consoles)

Something I've been thinking about for a while so I thought I'd see if there'd be any interest in it.

I've got some cool ideas on how to make quite a smart drum machine on the NES. It would be a 16-step (or less) pattern based thing with simple song structure (just a string of patterns with a repeat count). The cool thing is that on each step you will be able to assign settings for all five NES voices and also on each step you'll be able to modify parameters such as envelope, amplitude, duty, pitch sweep, (simple) table etc. for all five voices simultaneously.

What do you think - any interest?

268

(15 replies, posted in General Discussion)

Miserable bastards...

269

(15 replies, posted in General Discussion)

My brother sent this to me which means it's probably pretty old (having said that, I hadn't seen it before smile)

http://www.youtube.com/watch?v=CSK1D3bZhRs

270

(12 replies, posted in General Discussion)

wedanced wrote:

i am going to china on a trip. i think i can kill the entire nation for you if you would like. i am sure it will solve the problem.

Do, please do. But can you leave the ones that make Apple stuff. And take-away chefs. The rest I can live without.

/mild racism

271

(98 replies, posted in Nintendo Consoles)

As funny as it is, my wife is saying 'no' - she thinks it's a bit to silly.

hmm

272

(12 replies, posted in General Discussion)

infradead wrote:

they are after your PNES

They'd get it if I got my hands on them. And somewhere they wouldn't want it either.

smile