Cxx and Pxx if i remember right makes a detuned sounding horrible arp
Or in other words, it doesn't work...
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ChipMusic.org / Forums / Posts by neilbaldwin
Cxx and Pxx if i remember right makes a detuned sounding horrible arp
Or in other words, it doesn't work...
I've been experimenting with LSDJ because my new NES tracker will be copying quite a lot of its functionality (you can read all about why over in the Nintendo Consoles sections under "Pulsar").
Anyway, something that I can't see to get a handle on is how LSDJ copes with certain commands when placed in the same pattern/table step.
For example, you can place an Axx command inside a table and the table execution jumps to the specified table. However, because you have two command columns, you can put two Axx commands on the same step. Which one takes priority? It seems to be the first command but I'm not sure what I should expect.
This also goes for things like putting a Cxx and a Pxx command on the same step. What is the expected output? Which takes priority?
Would it be possible to implement a random song generator with different style ranging from funk to orchestral? That would indeed include a mandatory DPCM string generator and of course a DPCM vocal generator!
Most of those features are coming in V37.6
A bona fide game-changer. Absolutely superb!
Wow, what is it with the NES lately - some seriously good stuff going on!
Oh, and whoever writes the PC-side code to handle the communication - don't forget some of us don't use Windows PCs.
The cart would need 8K of dedicated NVRAM for NTRQ's sole use (while you're running NTRQ of course). Otherwise I'll end up creating a specific version just for this cart which I'm not so keen on doing but it might be possible. Whatever form the RAM comes in though, I'd still need 8K - there's no way I'm going to try to rewrite the memory map and data.
Sounds like a very cool bit of hardware though - you can put me down as a customer, definitely.
neilbaldwin wrote:I really would like to revisit the sync thing someday, it would be good to get it working properly but it relies on Arduino stuff and that's not my thing at all.
Would it be possible to make use of the additional controller port on the NES? If you modified a controller, you could use the various inputs to control the syncing. It wouldn't be too hard to splice an NES controller and a DMG link cable together. I'm not sure how LSDJ utiluzes the link cable for syncing, and you'd probably need a bit of simple electronics to get it to trigger the buttom presses on the NES, but this seems like a simple enough solution.
The same principal could be used for various control situations.
Not sure, i had nothing to do with that side of things when I was working on this with Batsly Adams.
The NTRQ sync (master) was sending pulses out of the second controller port. Apparently reading the port sends a detectable pulse to the controller and Batsly A had rigged up some Arduino stuff to read this - the other end was spliced to a LSDJ sync cable and thus LSDJ was slaved to the NTRQ pulse. It wasn't working totally correct though and would drift out of sync after a while.
We never continued with it though - both got side-tracked I imagine
neilbaldwin wrote:In the experiments we did with NTRQ, it was only really possibly to have the NES as the sync master and LSDJ as the slave (sync pulse only comes *out* of the NES as opposed to going into it). Could be possible though, with those restrictions in mind.
i would be incredibly happy working within those restrictions.
I really would like to revisit the sync thing someday, it would be good to get it working properly but it relies on Arduino stuff and that's not my thing at all.
this isn't an idea for visuals, but i just wanted to say that i think it would be incredible if there was a way to sync up an NSF file on a powerpak with a gameboy playing LSDJ.
In the experiments we did with NTRQ, it was only really possibly to have the NES as the sync master and LSDJ as the slave (sync pulse only comes *out* of the NES as opposed to going into it). Could be possible though, with those restrictions in mind.
Something that is really good about the LSDJ interface is how it makes use of a very small screen area.
Because I'll be (almost) maxing out the CPU with the audio engine refreshing, I need to get the screen refreshing as fast as I can and that's massively helped by reducing the on-screen layout/information right down to a size that's not unlike LSDJ. There'll be big areas of the NES's screen that go unused - if I don't use it I don't have to update it, leaving more time for audio processing.
It makes me slightly uncomfortable taking layout/UI ideas from LSDJ but in this case it's an almost perfect solution to the problem.
You can do it in my version. Just keep tapping START to go through all the palettes.
It's pretty easy to add more palettes.
Currently I have;
- All colours in numeric order
- All colours but grouped by hue
- All blues (there are 2 sets)
- All purples
- All pinks
- All reds
- All oranges
- All yellows
- All greens
- All cyans
Wow, these palette changes inspired by Neil's version are coming out really cool. I'm seeing the value of having several parameters you can adjust. Messing with the three rates on the spiral makes some really cool combinations.
*thumb up*
I do love how updating the colours at a slower rate gives you a kind of slow wash/burn effect. Can't wait to see it with your full palette.
This whole thing has got me thinking about whether we could add audio to it too. Been thinking about putting together tables of scales that could be cycled or random notes selected, coming up with music algorithms that match the animation.
Anyone seen Bloom on iPhone?
Obviously not for everyone but I think it might be quite cool as an option. If you're VJing it might even serve as "filler" for those awkward quiet gaps in a set
I don't know much about the nes zapper but I reckon that would be pretty easy to do.
Blargg's probably doing it right now whilst saving the world with his other hand.
I needed some variety, so I made a rough port to the SNES. No config screen, but otherwise seems faithful. Should work in an emulator like bsnes.
blargg_litewall-7-snes.zip
Utter legend
My point being - I don't *want* to make something like LSDJ but having wracked my brains on how to overcome the screen drawing issue, it's now pretty obvious why LSDJ is designed the way it is (to a certain extent)
ChipMusic.org / Forums / Posts by neilbaldwin