Posts Tagged ‘Nintendo’

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

Posted by

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!

(more…)

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

Posted by

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

(more…)

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

Posted by

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!

(more…)

Paul’s Tech Talk – LSDJ 5.1.0, Civil War Part 1: “Linear” Pitch

Posted by

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

Today we’re going to tackle one, if not THE most groundbreaking update that happened to LSDJ in the midst of all its crazy transformations. With 5.1.0, Johan Kotlinski decided to rewrite the entire pitch behaviour in LSDJ from scratch. For the sake of this article I’m going to try and keep an unbiased point of view. Even though I am pretty partial to the newer versions, I still use the older ones as well. But it’s safe to say that this update was probably the most controversial of all, and it ruffled a few feathers in the community.

In music in general, but more particularly from a software perspective in LSDJ, Pitch is a solid foundation on which a lot of elements are built. And even though LSDJ is a shining example of software ergonomics and accessible design, its complexity still gives it a bit of a learning curve. The 5.1.0 update shook things up so much that artists would either have to relearn a lot of tried-and-true techniques that would now work just as well but very differently, or refrain from upgrading altogether, deliberately missing out on later updates and bug fixes.

Long story short, for a lot of people, upgrading to 5.1.0 and above would break songs from older versions and render quite a few staple sound design techniques obsolete. Let’s take a quick look at what has changed and get a better grasp of the situation.

(more…)

Chiptunes = WIN: Volume 6 [Tracks 41-51]

Posted by

Hello all and welcome to the last leg of the Vol. 6 track reviews. One great thing with Chiptunes = WIN’s yearly mainline Volumes: the overall quality is so high and consistent, you’ll never feel like the compilation loses momentum at any point, even for the very last tracks. On the contrary. On this truly STELLAR Volume 6, some of my absolute favourites are actually part of the last ten! And I was lucky enough to review them. Let’s dive in! “La main à la pâte”!

Bonus ‘Volume 6’ album art by Chunderfins, twitter.com/chunderfins

(more…)

Kuma’s Quick Shots #25 ft nanobii and Taylor Eruysal

Posted by

Yo, wassup, ChipWINners, and welcome back to Quick Shots: the monthly album review column where I take aim at the latest the scene has to offer and determine if it’s worth jamming out to or if you should just walk on past it. This month, I’ve got music from an exciting Swedish composer who imbues all his music with radiance and positivity, as well as introspective, complex arias from an artist who’s new to the scene.  Both producers bring records to the table that are worth dissecting, so let’s not waste any more time. Sit back, relax, and join me as I pick apart new releases from veteran chip artist nanobii and neophyte Taylor Eruysal.

(more…)