465

(18 replies, posted in Nintendo Handhelds)

Oh, I reinstalled it 3 times and on the third time it worked.

*sigh*

smile

466

(18 replies, posted in Nintendo Handhelds)

arottenbit wrote:

you have to use them in the WAV channel; not the PU1, PU2 or NOI.

PS: lol, Déjà vu..

Come on, at least give me *some* credit.  I was using the WAV channel smile

Oh jesus christ, how the fuck do you get the flash software working in XP? I downloaded it from Kitsch-Bent, went through the installation procedure and it said "Cannot install because the software is made for Windows 95" or something similar.

Now I can't get the auto-detect "Add New Hardware" dialogue back and the manual method for adding new hardware doesn't give you the same options.

God, I hate Windows so much. sad

467

(18 replies, posted in Nintendo Handhelds)

Clean start is what I was thinking but I thought I'd ask a question first in case it was something else.

The problem? All the drum kits sound corrupted. smile

468

(18 replies, posted in Nintendo Handhelds)

I've finally sat down and had a play with LSDJ today and it seems that the samples in the drum kits are corrupted. I'm sure the first time I booted it up it was OK. Is this possible? I thought it was a problem with the Gameboy itself but the other (Pulse) channels seem to work fine.

I'm using a Smart Card 64M USB flash cart.

Thanks

469

(41 replies, posted in Nintendo Consoles)

RG wrote:
super.guachin wrote:

WOW MAN!

I hereby declare Neil's new nickname to be "WOW MAN"!

Duly adopted... smile

470

(41 replies, posted in Nintendo Consoles)

New, better versions of the NTRQ tools (NTRQ2NSF and DCM2NTRQ) available;

http://blog.ntrq.net/?p=304

Main improvement is the ability to specify the name, composer and copyright fields for the NSF header.

471

(34 replies, posted in Releases)

I don't tend to listen to much chipmusic (yeah, so shoot me...) but having never heard of the name before I decided to have a listen. Seriously great stuff!

smile

472

(41 replies, posted in Nintendo Consoles)

Jesus, my fingers are falling off from all the C coding big_smile

Right, I think I've got a working version now so I've put up a new version of NTRQ that includes the patcher tool:

http://blog.ntrq.net/?p=298

Read the blog post and the readme file that I mention several times. Then give it a go, let me know what gives.

Neil

473

(41 replies, posted in Nintendo Consoles)

Nearly done with the patcher. I've got it patching the ROM, just working on making it patch the NSF exporter too.

smile

474

(41 replies, posted in Nintendo Consoles)

e.s.c. wrote:
neilbaldwin wrote:

Heh, save that for when I release the tool to add your own bank of DPCM samples.

smile

now that is when i definitely get around to messing with NTRQ more smile

I'm working on it at the moment. Shouldn't be more than a couple of days to get it working though I just realised it got slightly more complicated because of the NSF exporter, LOL

475

(41 replies, posted in Nintendo Consoles)

Beverage wrote:

You've transcended the "legend" status I already held you at.

I didn't even think that was possible!

Heh, save that for when I release the tool to add your own bank of DPCM samples.

smile

476

(41 replies, posted in Nintendo Consoles)

Here you go;

http://blog.ntrq.net/?p=283

Give it a try, let me know how it works for you.

477

(41 replies, posted in Nintendo Consoles)

NTRQ can now output NSF files. Just because I love you all smile

http://blog.ntrq.net/?p=277

478

(30 replies, posted in Commodore Computers)

Yes, precisely. It can use all of them, if you really want to smile

Remember that very first Nijuu demo I did? The drums were actually made using triangle and noise (like normal) but I also had drums that had very short two-note chords in them too so they were using all four NES voices sometimes.

http://dutycyclegenerator.com/sound/Nijuu%20Test.mp3

You can hear the "chord" trick starting about 0:50

SDi does have a fourth track but it's only for effects (controlling the filter, tempo, speed table stuff etc).

Wow, 7 tracks! See if you can find that, I'd love to hear it.

479

(30 replies, posted in Commodore Computers)

I'll have to have a look at the Frantic one then Anders (if it's available?) - sounds interesting.

Not sure about a completely different approach but my original NES drivers (and then expanded on even further with Nijuu) broke the "one-track-per-hardware-voice" by having virtual tracks. My NES drivers (and Nijuu) use a "drum track" - in essence it's like a simple SFX track, the sounds defined by little "wavetables" and a priority system. Means that the drums can momentarily steal one or more hardware voices.

I guess to take that idea to it's limit, you'd have an arbitrary (and platform agnostic to some extent) number of tracks that were not explicitly tied to any one voice and then you could have polyphonic instruments etc.

I thought about doing this on the NES while I was coding Nijuu but I shelved the idea, for a while at least smile

480

(13 replies, posted in Trading Post)

Just to give you all a heads-up, I've put the SIDStation on Ebay, will ship worldwide.

http://cgi.ebay.co.uk/Elektron-SIDStation-/250642407009