Archive for the ‘Software/Hardware’ Category

The Unicorn Princess Royally Reviews ‘Stratocracy’ by CZOFT

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Happy November, everyone!

This month, I wanted to review the recent release by Michigan native, CZOFT. ‘Stratocracy’ was released on October 25, 2017, and features carefully crafted compositions created with lsdj. Featuring 15 tracks fully constructing within one Gameboy DMG-01, the album was released by Utah record label, Catskill Records (the same folks who host Catskill Electronics, a site where Gameboy composers can find their fair share of arduino boys, flash carts, sync components, etc.). This article with contain a review of a new record that I really love, and also share sound design tips straight from the artist for those who want to learn more about lsdj, as well.

Cover artwork by CZOFT, layout and design by Catskull Records.

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America Has Demoparties?: Demosplash 2017

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If you’re a twenty-something in America like myself, you’ve probably never been to a demoparty unless you’ve got the money to fly to Europe. (If you do have the money to fly to Europe for a demoparty, well…take me with you?) While I’d heard tales of these events where nerds huddle together around ancient computers and make music videos that fit on floppy disks, I never thought I’d get the chance to go to one myself – which is why when Inverse Phase asked if anyone wanted to go with him to Demosplash in Pittsburgh, PA, I jumped at the opportunity. What follows is a postmortem of my time at the event. Join me, won’t you?

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Paul’s Tech Talk – LSDJ 5.3.5_4x Part 2: Sandpaper vs Eardrums

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Hello all and thank you for reading Paul’s Tech Talk on The ChipWIN Blog!

This article is the second part of an issue on the spicy topic of PSG Chip Overclocking. In the first part, we tackled the basic theory behind what overclocking could achieve on an NES when ticks sped up enough to reach into the audio range. Today, we’re going to try and be more specific, and try out some practical examples on Gameboy.

While audio range speeds can be achieved at high tempos on stock LSDJ, we’re going to try and venture beyond that, thanks to the very unique test build of LSDJ: 5.3.5_4x, which multiplies tempo by FOUR.

Let’s dive in!

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Chip Bit Sid Takes On: CDIY

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Originally I had a different idea for this weeks’ article, however after a discussion about how I created the CD for the latest chiptune compilation, I decided I thought I’d write about my own method. When I created the last compilation for Superbyte all those years ago, other than the artwork, I had no idea about the logistics required. It’s because of this, it set me back £40 ($52.81) for 100 inkjet CDs with cardboard sleeves. This time around for the Square Sounds compilation I had more knowledge in the area and in doing so I managed to create 25 b&w thermal heated CDs with a pearlescent cover and plastic case for just £20.

Shortly after seeing how successful this was, it made me realise that independent artists could easily produce their own merch on the cheap; it just requires time & the knowledge.

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Paul’s Tech Talk – LSDJ 5.3.5_4x Part 1: Overclocking and dual oscillator theory

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Hello beautiful people and thank you for reading Paul’s Tech Talk on the ChipWIN Blog!

Today we’re going to talk about a very special version of LSDJ, and a tracking method that cannot often be used on Gameboy, but flourishes on other platforms such as NES: ~ OVERCLOCKING ~ ♪♫

During the avalanche of updates that gave light to this column in the first place, the community was hard at work trying to sniff out bugs and offer feature suggestions of their own. Some were very daring, seemed almost impossible, but were still considered by Johan for integration. One of them was actually the notion of underclocking. Why make the gameboy even slower than it is, you will undoubtedly ask? Well there is one limitation of the Gameboy hardware that theoretically could have been overcome with this method: its note range.

Gameboy Pocket featuring a Variable Clock Mod

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Paul’s Tech Talk – LSDJ 5.1.0, Civil War Part 2: The new L command, and KICKS

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Hello all and thank you for reading The ChipWIN Blog!

In the last issue of this column, we tackled the infamous 5.1.0 LSDJ update and dwelled on the theory of what it brought to the table. To cut it short, it all boiled down to a complete redesign of Pitch behaviour. What the community did not expect, was all the ramifications and ripples it would have, and it ended up being a highly controversial update, to which many would actually choose to turn a blind eye.

If you haven’t already, I suggest reading the first part of this article before delving into this one, just to get familiar with what’s at stake. In this second part, I will first spend some time going over the specifics of the all-new L command also introduced in 5.1.0. Then I will go over how I view the anatomy of Kicks. And then, finally, I will try to get more practical, and give several examples of how to work with LSDJ 5.1.0 and above to utilize all these new features to the fullest.

Let’s dive in!

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