Apeshit wrote:

Of course.

A less destructive and simpler solution would be to use a SPDT switch and add a resistor, but I haven't tested this.

If I knew the values of said resistors I'd love to do this for science.
EDIT: I see why a SPDT now whoops lol

Apeshit wrote:

Resistor removal is optional, you just need to break the traces. Keep in mind this will destroy the L and R functions for typical GBA use.

Whoaaaaa hm.

Wouldn't it be possible to wire up a DPDT switch and have it toggle either button function (L+R = L+R, L+R = Select+Start)?

35

(5 replies, posted in Nintendo Handhelds)

One of the Batman games had almost nothing but slap bass samples on the WAV channel.

36

(3 replies, posted in Nintendo Handhelds)

This is very cool. Loved seeing your desk setup as well. I'd say it's worth trying the low-energy module because even at higher cost it would yield results that would save up enough money for a few cables.

Incredible to think that a Teensy 2.0+bluetooth module inside DMGs could be made to connect with a rig like this someday.

37

(8 replies, posted in Nintendo Handhelds)

You should do a recording of a song with tons of WAV channel action and compare it to a recording off of a DMG or other Gameboy. Curious to see how accurate the emulation is.

38

(46 replies, posted in Nintendo Handhelds)

BennVenn wrote:

MaxDolensky, if a keyOn command is sent on the release of a button, how would a keyOff command be sent? Happy to develop this with you.

I would imagine each button sends a noteOn command upon release then automatically a noteOff after so many milliseconds (would want to play around with the duration a bit). Frankly, it needs to be something like 10ms or so, just any realistic amount shorter than how fast people could spam a button. Could be toggleable via some sort of menu (entered via another button combo, like a classic A+B+Select+Start).

39

(46 replies, posted in Nintendo Handhelds)

Oh and it would be crazy to see this work with the way LSDJ sends MIDIOUT data for note ons/offs because then you are compatible with every Arduinoboy that can do MIDIOUT, and you won't be locked into just the nanoloop adapter.

40

(46 replies, posted in Nintendo Handhelds)

BennVenn wrote:

Back to the MIDI thing, just one note per key, polyphonic?

Correct. Would be cool to see support for two buttons being held at once also, so you'd have 8 notes for any single button press, then another 7 for A + any other button, 7 for B + any other button, same for select and start, then 6 for the dpad left (because mashing opposite Dpad button while holding other down is only doable with silicone buttons). Then 6 more per each Dpad variation. Comes out to a total of 8+28+24= 60 combinations, so sixty notes.

The "each key sends a note" idea would work with the 8 buttons individually, and would be best used to send a note as the button is pressed. For the combo one, it would either send a note on the release of a single button, or the pressing of a button while another was held (no note would be sent for the first button being released, but would send note for other successful combos using that same first button if it was instead still held).

This is an idea I have had for years but lacked the technical skill to do. It would open up using the Gameboy as a control surface for Ableton, DJ controller for Traktor, or VJ controller. I've written scripts and mappings for those, but I am not as great with ASM.

41

(46 replies, posted in Nintendo Handhelds)

It would also be cool to see this as a means for sending MIDI notes out to a PC...

42

(5 replies, posted in Nintendo Handhelds)

http://gbdev.gg8.se/wiki/articles/CGB_R … ad_Only.29
"These are undocumented CGB Registers. The numbers in brackets () indicate the initial values. Purpose of these registers is unknown (if any). Registers FF6C and FF74 are always FFh if the CGB is in Non CGB Mode. Each of the four nibbles in registers FF76-FF77 represent the current PCM amplitude (00h-0Fh) in each of the four sound channels, where the lower nibble of FF76 represents the channel 1 and the higher nibble in FF77 represents channel 4.
"

Some channels are for amplitude. I wonder what the other registers are for.

It has more to do with how the chips allow for rewriting the EEPROM. EMS doesn't allow really for dynamic rewriting, but other carts that are a bit less locked down like the Bleep Bloop, Drag'n'Derp, and even the older blue EMS carts and Smartboy carts can do it.

Asking cause that mod seems to have gone off the face of the interwebs and none of the folks who work with Rob (or Rob himself) reply to me.

45

(24 replies, posted in Nintendo Consoles)

Would be cool if it was reflashable and maybe we could also use the audio-through pin for *something*. Not quite sure what though.

46

(6 replies, posted in Trading Post)

Ah. Did not see the silver haha. Good luck with the sale smile not in my budget for a while.

47

(6 replies, posted in Trading Post)

I ended up grabbing this. smile

48

(8 replies, posted in Trading Post)

Go for it.