49

(46 replies, posted in Nintendo Consoles)

God damn, you'd think if I was making stories up I'd get my social references right.

It went from 'oooh that's cute' to 'is that Skrillex's new song?' in a matter of button presses....

Sorry, as you were.

50

(46 replies, posted in Nintendo Consoles)

Just been demoing cajoNES to a couple of interested friends and it was a riot. It went from 'oooh that's cute' to 'jesus christ, it's like Slipknot bought a Nintendo' in a matter of button presses.

My work is done...

51

(46 replies, posted in Nintendo Consoles)

Yeah, to be honest I'm not that convinced I'm going to add saving. We'll see. It it immense fun as a performance tool. You'll see smile

52

(46 replies, posted in Nintendo Consoles)

I'll take a look. Not sure how that passed under my radar before.... *shrugs*  smile

53

(46 replies, posted in Nintendo Consoles)

Ha ha, that's kind of you but not necessary. The charity link on my website is still active though if you have a desire to part with some money

http://blog.ntrq.net/?page_id=68

cajoNES progress: I ended up refactoring the controls. That's what happens when you develop on an emulator: you find out that the controls are all bollocks when you use an actual NES controller!  Tightened a few things up and added a couple of little bonus features big_smile

54

(46 replies, posted in Nintendo Consoles)

It should run on pretty much anything as it's using the most basic of ROM/mapper combinations. You can't save anything and this is by design. I want it to be more of a live performance instrument. Adding saving via battery RAM would be totally simple but I wanted to maximise compatibility with emulators and carts etc. Hopefully ENIO can make a big difference to these kind of issues, on hardware at least.

Oh and the name is cajoNES, with an 'A'.... a cajon is a traditional box-shaped percussive instrument from Peru. I have no idea what other connotations that name could have big_smile

55

(46 replies, posted in Nintendo Consoles)

^ I have now, very cool.

I was doing something similar with that GLITCH02 ROM that was used to make 'Three Fucking Cowards'. One of the voices is created by forcing pre-defined wavetables through the D-to-A register on the NES. The pitch effects on that 'voice' are achieved by modulating a random delay between cycles.

56

(46 replies, posted in Nintendo Consoles)

Quick preview video of another experimental ROM for creating whacked-out beats and sounds directly on your NES

Mostly just me randomising stuff but it's fully controllable. I had to resort to pointing a crappy camera at my monitor because all my previous forms of video capture are kaput!

Just tidying up a few bits on the ROM then I'll upload it to ntrq.net.

You're going to love this one, it's so much fun and the range of sounds you can get are amazing!

From the text instructions:

"cajóNES" is a 16-step, 4 voice drum synthesizer for the NES. It has:

- ultra high-speed synthesis for sounds like you done never heard
- tempo control
- swing control
- repeat control on each step
- 'next step' control for non-linear playback and pattern length control
- randomise single cells, selected cells or whole steps
- copy-n-paste of cells

57

(30 replies, posted in Nintendo Consoles)

V1.1

https://dl.dropbox.com/u/5493868/SMMM1-1.zip


Version 1.1
-----------
+ Added random arpeggios on the two Square voices. Tricky one as it seems to
be a mess most of the time. Makes interesting noises when the FM mod is on
though. SMMMM attempts to keep the arpeggios 'in scale' but it works less
than more.

+ If you hold down a combination of button on the control pad when the
NES is booting, the starting parameters will be randomised differently.

+ You can now hold the currently playing pattern on any voice:
   
    Hold [UP] and tap B, A, SELECT or START to hold the current pattern
   
This is a toggle control like muting individual voices. When a Pattern is
HELD, a 'h' will appear next to the voice icon. When a Pattern is in RANDOM
mode, a 'r' will appear next to the icon. The random number of repeats
(2,4,8 or 16) of a playing pattern is still counting even in HOLD mode
so even if you toggle a Pattern back to RANDOM it might not change
immediately.

+ added an extra visualiser pattern

58

(63 replies, posted in Nintendo Consoles)

Heosphoros wrote:
neilbaldwin wrote:

Got mine today. Wow, it's nicely designed and built. Looking forward to seeing what can be done with it.

Want to play River City Ransom?!

Does it involve stripping down to underwear?

59

(63 replies, posted in Nintendo Consoles)

Got mine today. Wow, it's nicely designed and built. Looking forward to seeing what can be done with it.

boaconstructor wrote:

Lol books are gay

In the interests of balance, there are heterosexual books available too.

61

(30 replies, posted in Nintendo Consoles)

Kramlack wrote:

Gonna try this out asap, it looks pretty nifty. With that said, I have the utmost respect for anyone with the gall to even touch asm, so my hat's off to you.

ASM? I've been doing it a while big_smile

62

(30 replies, posted in Nintendo Consoles)

Might have a revised version shortly. Been trying to think of a clever way to get some arps in big_smile

Plus:

- randomising the starting patterns (currently the first 4 'bars' are set to the same pattern from boot),

- a 'randomise everything' button to mess shit up if it's getting a bit stale

- more patterns which I might also group into 'straight' and 'jazz'* to possibly enable a control that will limit the pattern selection to more straight rhythms for when it's getting a bit chaotic

- a 'keep this pattern playing' control on a per-voice basis


(*not technically jazz. Not even remotely jazz.)

63

(30 replies, posted in Nintendo Consoles)

Oh, something I forgot to mention in the instructions: because the 'randomness' is only pseudo-random, the sounds will be the same for a while every time you boot the ROM. To try to compensate for this I added a little boot-up trick - if you hold down any combination of buttons on the controller as you boot the ROM/turn on the console, the starting 'seed' for the random number generator will be different.

64

(30 replies, posted in Nintendo Consoles)

bleo wrote:

Far out, man! Far fucking out!

Ha ha, I can always count on you, man.

big_smile