Im looking through the hex to find them, but I fear they also may be results of equations and not hard-coded sample data.

hex samples, in order as played (not read):

0123456789ABCDEFFEDCBA9876543210 - ramp
225577AABBDDEEFFEEDDBBAA77664400 - sine
0123456789ABCDEF0000000000000000 - short saw
FFEEDDCCBBAA99887766554433221100 - long saw (incorrect icon, needs reversed)
FF000000000000000000000000000000 - 6.25% duty square wave
000000000000000000000000FFFF0000 - 12.5 %duty square wave
FFFFFFFF000000000000000000000000 - 25% duty square wave
0000000000000000FFFFFFFFFFFFFFFF - 50% duty square wave
1613AAB32581E82A1BEBF885E128FFA4 - noise 0
340991a763b899a13FE4D06166735973 - noise 1
- noise 2
- noise 3
- noise 4
- noise 5
- noise 6
- noise 7

Still working on this ^^^

Here are the samples. The WAVE RAM is located at FF30-FF3F. I cannot change the icon associated with the selected sample, but we can now find these samples in the ROM...I hope and replace them.
















I can't seem to find FF30 in the hex (or 30 FF when it comes to 16-bit register addressing for that matter.) The only thing I can imagine is that the address was loaded into HL at some point, loaded with register A, containing 8-bits of the sample and then HL is incremented and register A is again loaded; repeat until FF3F is loaded.

i'll try to analyze the memory viewer in  VisualBoyAdvance while switching samples and see what happens.

I will look at the hex real quick to see if I find the data loaded to FF30-FF3F, but it would be readily possible if I had the source.

693

(15 replies, posted in Trading Post)

I think they are acceptable. This is how I paid my rent while 8bc was a thing. School sucked and the market asked for it.

694

(3 replies, posted in Nintendo Handhelds)

Thanks a ton, I had not seen the updated pandocs before! I will print them out immediately.
All of your answers helped, but the LSDj examples went over my head. I know nothing about that software and hate trackers TBH. I am writing my own assembly code, so that is why I have these questions.

The fibonacci LFSR is something you used in Shitwave, correct? I have a few questions about that software in particular, so I will join #gbdev at some point.

Cheers

695

(3 replies, posted in Nintendo Handhelds)

bump
NA forums won't help me either!

I don't know, but I do know the seller can't count! Haha....
"7 songs by 8 people"

Solarbear wrote:
Jazzmarazz wrote:

"Munch" tab? Where!? I need the PB&J Fer mah Sega LLSD!

Hahaha. (Just fyi, this is a release of an older EP, not the new album coming out in September. n__n)

I know, I love Daisuki. I will be buying it shortly.

There is a diode at the power pin of the dmg's link port pointing out to block positive voltage entering the gameboy.

"Munch" tab? Where!? I need the PB&J Fer mah Sega LLSD!

700

(4 replies, posted in Bugs and Requests)

It played through for me, in Chrome. Good track.

701

(3 replies, posted in Nintendo Handhelds)

I have a few questions about some of the registers within the gameboy.
The names are used from the "Everything You wanted to KNow about Gameboy" document.

question 1.

$FF19 - NR 24 - AUD2HIGH

Bit 6 - Counter/Consecutive selection

If this bit is reset, will the sound sustain and when this bit is set, will the sound play for as long as is set in AUD2LEN, bits 5-0?

question 2.

$FF1C - NR 32 - AUD3LEVEL

This register states that the Wave Pattern RAM is located from $FF30 - $FF3F and I understand that the volume is set here. How is wave patter RAM processed though? Are all 32 bits played sequentially, 4-bits at a time?

question 3.

$FF17 - NR 22 - AUD2ENV

Bit 3 - Attenuate/Amplify

Does this mean that I may not Amplify and then Attenuate? Only one at a time? Is there an easy way to use the sound length data of a channel to toggle an attack and then decay once the sound completes?

question 4.

$FF22 - NR 43 - AUD4POLY

I don't get this register in the least. What is going on? Here is the full description:

Contents - Sound Mode 4 register, polynomial counter (R/W)

              Bit 7-4 - Selection of the shift clock frequency of the
                        polynomial counter
              Bit 3   - Selection of the polynomial counter's step
              Bit 2-0 - Selection of the dividing ratio of frequencies

              Selection of the dividing ratio of frequencies:
              000: f * 1/2^3 * 2
              001: f * 1/2^3 * 1
              010: f * 1/2^3 * 1/2
              011: f * 1/2^3 * 1/3
              100: f * 1/2^3 * 1/4
              101: f * 1/2^3 * 1/5
              110: f * 1/2^3 * 1/6
              111: f * 1/2^3 * 1/7           f = 4.194304 Mhz

              Selection of the polynomial counter step:
              0: 15 steps
              1: 7 steps

              Selection of the shift clock frequency of the polynomial
              counter:

              0000: dividing ratio of frequencies * 1/2
              0001: dividing ratio of frequencies * 1/2^2
              0010: dividing ratio of frequencies * 1/2^3
              0011: dividing ratio of frequencies * 1/2^4
                    :                          :
                    :                          :
                    :                          :
              0101: dividing ratio of frequencies * 1/2^14
              1110: prohibited code
              1111: prohibited code

nitro2k01 wrote:

HP 54600a. It's a fully digital one. On a similar model, you can play Tetris, but not on this particular one. Otherwise an ok scope. But I don't own it, I'm afraid. I used it at a school lab.

Ah, damn I miss school. We had quad-trace, digital scopes in one of the labs.
Tetris though? lol

You totally stole that song. tongue

That is a nice scope, seems to have some intelligence built in. What model?

Not the mic, line-in. Mic will most likely be mono and amplified, which you won't want. If you don't have a line-in, then you'll have to settle for the mic I guess. I get the feeling you're on a laptop.