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sweden
LSDJ changelog wrote:

2013-02-10: v4.7.0 - Antispike

* Added nitro2k01 "Antispike" fix for the annoying high-
   frequent noise in wave channel. This is a must get!

2013-02-12: v4.7.1

* Brought back DC level fix for GBA that was experimentally
   removed in v4.7.0.

Does v4.7.1 still have the improved sample playback? Anyone care to explain? (I still run ver 3 something on my carts.)

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Huntsville, AL
float.bridges wrote:

Like, guitar, bass, drums, melodica, and cello? Would it just be extremely low fidelity?

I could imagine somewhat of good sound of clapping could sound like (for GameBoy):
*chowchowchow* (4th Channel, drums, taps, etc.)
smile

Last edited by Chowdit1 (Aug 6, 2013 5:47 pm)

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Huntsville, AL
float.bridges wrote:

Like, guitar, bass, drums, melodica, and cello? Would it just be extremely low fidelity?

Also, the drums are pretty easy to make through GameBoy sound, just pick through the sounds in the 4th Channel of the audio.
Best selection: Try sounds that sound like *chow* *ch* (reference Pokemon Gen 1 and 2 music), or something like that. Don't go with how Yong Yong's music sounds like, with choosing the 4th channel sounds. Because for one, it'll sound less professional, two, it'll sound too "technoey".

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Texas

Right on! Thanks!

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New Albany Indiana

I don't know if this will help, but here's a video of this guy using vocal kits on a dmg. http://vimeo.com/16774093

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Huntsville, AL
float.bridges wrote:

Right on! Thanks!

You're welcome.

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Puerto Rico

Related:

http://gameboy.modermodemet.se/en/demo/113

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Canada

A crap load of modules utilized creating kits and specific sample instruments that can be placed together to make it seem like an 8bit-16bit instrument, though it doesn't sound as such at all.

Check this out, he recorded his guitar, I'm sure, and split it up into at least 20 different sample instruments/a kit:

http://files.exotica.org.uk/modland/?fi … spices.mod

same practice, but obviously the gameboy's capabilities are lesser than an Amiga's, etc.

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Gosford, Australia
kineticturtle wrote:

Since we're listing examples here, for my flute and gameboy piece Flight of the Bleeper Bird, I had the flutist record every note on the instrument, and I made a kit for each octave. They appear pretty prominently about 2:27 into the second movement:

http://meerenai.bandcamp.com/track/flig … per-aliens

any chance you can share these kits, or are they bound by contract as is with the piece?

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Victory Road wrote:
kineticturtle wrote:

Since we're listing examples here, for my flute and gameboy piece Flight of the Bleeper Bird, I had the flutist record every note on the instrument, and I made a kit for each octave. They appear pretty prominently about 2:27 into the second movement:

http://meerenai.bandcamp.com/track/flig … per-aliens

any chance you can share these kits, or are they bound by contract as is with the piece?

Those sound superclean yikes

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regardless of the sound quality of the hardware itself you arent going to fit a shoegaze album on a gameboy cartridge

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NC in the US of America

Imagine playing cd quality .wavs on a Gameboy...

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Gosford, Australia
SketchMan3 wrote:

Imagine playing cd quality .wavs on a Gameboy...

4-bit @ 44.1KHz seems a paradoxical, really :v

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Alive and well in fucksville
float.bridges wrote:

Like, guitar, bass, drums, melodica, and cello? Would it just be extremely low fidelity?

I picked up a copy of pocket music for gameboy color. Sampled instruments sound terrible.

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NC in the US of America
bitjacker wrote:
float.bridges wrote:

Like, guitar, bass, drums, melodica, and cello? Would it just be extremely low fidelity?

I picked up a copy of pocket music for gameboy color. Sampled instruments sound terrible.

Doesn't it take a bit more than just one sample to flat-out decide something is good or bad?

I have a flute sample ripped from Sound Club that sounds pretty decent. At least it is loud. They probably already were posted but little-scale has a huge collection of sample kits with instruments and stuff.

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Alive and well in fucksville

terrible is the new cool.