Posts Tagged ‘software’

Intense Tech con Defense Mech – ¡Organiza tus Archivos de guardado con libLSDj!

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Artículo Original de DEFENSE MECHANISM. Traducción al Español por Pixel Guy.

¡Hola y bienvenidos una vez más a Intense Tech con Defense Mech! En esta entrega nos ensuciaremos las manos con la Consola de Comandos, ¡solo para que conozcan una herramienta verdaderamente poderosa para ordenar sus archivos de guardado y canciones del LSDj! Al finalizar esta lección sabrán cómo organizar una serie de carpetas para cada canción y crear una lista principal con todas las pistas en sus archivos de guardado. Si esto suena como algo que necesitas en tu vida, ¡sigue leyendo!

Imagen hecha por @dethrood
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Intense Tech with Defense Mech: Manage your LSDj save files with libLSDj!

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Hello and welcome back to Intense Tech with Defense Mech! In this installment, we’re going to get down and dirty with the command line to introduce you to a true power tool for handling your LSDj save files and songs! By the end of this lesson you will know how to organize a set of folders for each song and create a master list of all the songs on your save files. If this sounds like something you need in your life, keep reading!

Art by @dethrood
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Intense Tech with Defense Mech: Don’t Sleep on Z (feat. Hypnogram)

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Hello, I’m Defense Mechanism! Welcome back to Intense Tech, where we take an in-depth look at some of the features of LSDj to both help you level up your understanding and your skills as an artist!

In last month’s lesson, we looked at the wave synth. We’ll be detouring away from wave synthesis for a couple lessons, but we’ll return after we lay the groundwork for an exciting wave synth lesson! This month, we’ll take a look at the Z command for LSDj and explore how it can spice up your life!

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ChipWIN-tern Spotlight: ‘chipsynth PortaFM SONGS’, by ToyCompany

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Over the last few years, for reasons best left to the wastes of time, I’ve dedicated a lot more time on the blog writing about albums that feature FM synthesis, be it on live chips or emulated. It seems like in a sea of Gameboy music, FM often goes by the wayside. Thankfully, some folks in the frozen northlands of Mapleopolis  Montreal are fighting the good fight and have been working to change that. If you’ve used a DAW to make chipmusic in the last 20 years, you’re probably familiar with Plogue and their line of chiptune emulation VSTs. Their latest release, the PortaFM, focuses on the emulation of the YM2413 chip (also known as the OPLL), and the good folks at Toy Company have released a small album to demonstrate just what this baby can do.

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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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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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