LittleFM 0.5.2 is a bug fix release which fixes a bug where some files would incorrectly fail to load with the message “no blockjump”.
Get it here.
Pushpin modded for Arduinoboy/nanoloop MIDI
This is a version of Pushpin which has been modded to use the regular link port
protocol instead of Pushpin’s original hack of reading MIDI UART directly on a
digital IO pin on the GBC link port. This version works with Arduinoboy in mGB
mode or the nanoloop MIDI adapter in MIDI mode. This version no longer works
with Pushpin’s original MIDI UART mode.
It has been modified to be able to run on non-GBC Gameboys, since Pushpin hangs
when it tries to switch to GBC double speed mode. The display is slightly
glitched on monochrome Gameboy but otherwise it should work fine.
This version works just like the original. Press up/down to select MIDI channel
assignment, then press start to begin receiving MIDI. Refer to Pushpin’s manual
for advanced usage and MIDI CC assignment.
Since I don’t have a GBDK environment set up, it was easier for me to do this
by modifying the ROM using BGB. For this reason there’s currently no source
code. I should probably make a proper release source code at some point. Such
a version could offer a mode selection at boot time to allow either MIDI UART
mode or SPI mode.
nitro2k01 - 2016-11-14
Pushpin documentation and source code:
So… some random reflections on the US presidential election! As a Swede, I’ve been watching this spectacle from the outside. This focus of this election cycle seems to have been values and feelings, rhetoric, theatrical antics and shit-slinging rather than actual policy. It’s been a process well and truly worthy of Trump’s history as a TV personality. (You’re fired!) But here are some things to consider, explained below: 1) Don’t panic! 2) America needs to reform the Electoral College. 3) The leaked Podesta e-mails.
1) Don’t panic! Calm the fuck down. Trump was elected US president, not world dictator. Despite what you might think when you hear him (or any other presidential candidate for that matter) speak, the power of the executive branch is fairly limited. The US political system is designed to balance the power between the three branches, the executive (the President’s office), the legislative (Congress) and the judicial (Supreme Court).
Even in the event that all three are under Republican control, Congress needs to cooperate, and the Supreme Court needs cases to rule on. Trump can’t build his wall without approval from Congress. And the Supreme Court can not simply overturn the recent case on same-sex marriage unless a new, similar case floats all the way up to the Supreme Court. Far less than you might think will (or can) change in the short to medium term.
2) America needs to reform the Electoral College. For those not in the know: Each state is assigned electoral votes proportional to its population, for a total of 538. All states (except two) operate on a winner-takes-it-all basis.
For example, California the most populous state, has been assigned 55 electoral votes. Even if one candidate wins by even a 0.1% margin in California, that counts as 55 electoral votes toward the 270 required to win.
This can lead to a situation where the electoral vote doesn’t actually reflect the popular vote. This is what happened in 2000 when Dubya Bush won the electoral vote with a 271/266 split against Al Gore, whereas Gore won the popular vote with a 48.4%/47.9% split.
This is also (according to current prognosis) what happened this year where Trump won with at least 289 electoral votes whereas the popular vote favors Hillary by a 47.7%/47.5% split.
Needless to say, this means that there’s a lot of tactics involved in a presidential campaign, where you focus on key states, with many electoral votes, rather than amassing the greatest number of votes in total.
A first step toward reform of the electoral college, is something that the states can (I believe) do on their own accord, without involvement of the federal government, which is to switch from winner-takes-it-all to a proportional division of their electoral votes. However, I believe the two most populous states, California and Texas, are unlikely to do this for strategic reasons, as they are Democratic and republican strongholds, respectively. So this is a quirk of the US election system that we will likely have to live with for a long time.
3) The leaked Podesta e-mails. In particular the one “smoking gun”, the Hillary campaign memo where they outline a strategy to influence the media to promote extreme Republican candidates (so called “Pied Piper” candidates) during the primaries, and discredit centrist Republicans. The goal was to nominate an extreme Republican candidate, and subsequently secure an easy victory for Hillary.
I don’t even care that the Hillary campaign colluded with the media to produce a certain result. To be quite honest, a free press is still allowed to express a certain political leaning, as long as this is not enforced by the government. It’s still something to be potentially be criticized, but it’s not a fundamental problem.
The remarkable thing to me, is that they actually succeeded. Loud-mouth Trump got the nomination, with religious bigot Ted Cruz as a distant second. Oh what a Pyrrhic victory it was! Ironically, the monster they created to slay, swallowed them whole in the end. Perhaps you could say that the Hillary campaign got what it deserved rather than what it wanted. Maybe a Jeb Bush nomination wouldn’t have been so bad after all. Or a Bernie Sanders nomination on the Democratic side.
Source: https://wikileaks.org/podesta-emails/emailid/1120 (click attachments to download the PDF.)
I recently scored a few auctions from an eBay seller who promised combined shipping. Upon requesting a new quote to reflect the combined shipping fee, I got the following error:
“The seller has disallowed combined payments and postage discounts. Please proceed to checkout to complete your purchase.” (Error code 80016)
When researching it, some people pointed out that it’s up to the seller whether they want to allow combined shipping. This was irrelevant in my case since the seller clearly stated in the description that they support combined shipping. Someone even suggested that a seller could lie, and that you would need to contact the seller in advance to get a written confirmation before bidding. However, I’m skeptical that it would be permitted by eBay’s rules to lie about something like that in the item description. Other results were not helpful either,
At last I figured out the probably cause the issue. For whatever reason, I was logged in to ebay.co.uk. When I instead tried logging in at ebay.com I could request a new quote. In my case, they got back within minutes of receiving the request, with a new price.
The other day, for whatever reason, I wanted to know how fast the Nintendo logo scrolls down the screen on a DMG. The boot ROM has been dumped since forever and this is a simple matter to investigate in BGB. In BGB select Gameboy as the system type in the system tab, check “bootroms enabled”, and click ok. Then reset the CPU. Now, assuming the boot ROM is in the specified location, you can debug it.
I added a breakpoint (debug, breakpoints) with condition (FF44)=90. This breakpoint triggers on every VBlank, ie when register FF44, LY, the LCD line counter, reaches value $90. This is a more certain way of triggering on VBlank than the interrupt vector for cases when the regular interrupt may not be triggered in time due to interrupts being disabled, or (as in this case) when the code doesn’t use interrupts at all.
By pressing F9 repeatedly and seeing how much the logo would move every time, it seemed that the logo moved 1 pixel every 2 frames. Or not. It actually alternates between waiting 2 and 3 frames between every progression. The code responsible for this is the following, at position $0060 in the boot ROM:
00:0060 ld e,$02 00:0062 ld c,$0C 00:0064 ldh a,[$FF44] 00:0066 cp a,$90 00:0068 jr nz,$0064 00:006A dec c 00:006B jr nz,$0064 00:006D dec e 00:006E jr nz,$0062
This is the wait for VBlank routine. We have three layers of loops here. Outermost, we have a countdown using the E register, to wait for two frames. The innermost loop (0064-0068) wait until LY=$90, which just like with the breakpoint above signifies the start of the VBlank period. Both straightforward mechanisms.
The interesting part is the dec c/jr nz,$0064 mechanism. On the surface, it seems to be added to prevent the outer loop from exiting too early. On the second iteration of the outer loop, LY would still be $90, and the loop would immediately fall through instead of waiting for another frame. The C loop iterates 12 ($C) times, but interestingly jumps through the inner loop as well. This means that LY may or may not stop being $90 before the middle loop ends, depending on the exact time that the loop is entered. In other words, sometimes the code gets stuck in the inner loop for an extra frame when C=1, and then the last dec C is executed, and the outer loop exits.
The animation jitters between 2 and 3 frames consumed between each pixel move, so the animation takes 25% longer time than a naïve reading of the code would suggest. (5 frames per 2 pixels vs 4 frames per 2 pixels.) Now the question is if this was intentional to make the animation go slightly slower, or just a bug. If it was just a bug, it would have been easy to fix by making the dec C loop jump back to 006A (the dec C instruction) and setting a higher initial value for C.
Bug or intentional slowdown of the animation? Would be interesting to know.
Gradual Decline - A quick Gameboy glitch ROM by nitro2k01
This ROM explores the idea of what would happen if you wrote random data to
random IO registers and random positions in video RAM. If you like audiovisual
glitches, this is for you. The ROM generates randomized graphics, and bleeps,
bloops and static. Sometimes it will even produce tones that are vaguely
melodic, even if dissonant.
How to use
Burn to a flash cartridge and run. It’s a unique experience each time you run
it. Even though this will not perceivably change the output of the ROM, you
may press buttons to seed external entropy into the random number generator.
mGB, trash80’s Gameboy MIDI synth for use with Arduinoboy has support for selecting various waveforms for use with channel 3. If you look at the data loaded into wave RAM and search for it in the ROM you find nothing. Is the data generated algorithmically, perhaps? Let’s look into it.
I may actually have the mGB source code lying around somewhere, but this is easy to figure out using BGB. First add an access breakpoint (debug, access breakpoints) to FF30 (the lowest address in the channel 3 wave buffer) and hit run. If mGB was already started, change the waveform or reset the CPU to make the write happen again.
If you read the code, it seems like the waveform index is loaded from somewhere, and is then added to C14D, an address in RAM. If you go to that address in the data panel in the bottom of the window you can confirm that there are indeed waveforms there. Let’s place a write breakpoint to the address in RAM, maybe disable the old one, and rinse and repeat.
The code that creates the waveforms in RAM consists of a long row of instructions on the form
ld de,C14D ld a,01 ld (de),a ld de,C14E ld a,23 ld (de),a
This is likely the GBDK C compiler’s output from something like…
…and so on. Or this may just be an example of the compiler doing something really stupid when you define a const array. The performance and size of such code compared to an optimized alternative is not exactly flattering, but that doesn’t matter much in this case.
In other words, the actual data starts at address 3C9C and is spaced out so every 6th byte is waveform data. Above, the bytes for 0th waveform (starting at the hex editor’s cursor) are marked in a light, not-quite-cyan, blue. Click for a bigger image.
Can we do it better? Let’s try to patch the ROM to store the data in a linear fashion and then copy it into the position in RAM where it is later used. Or even better – as the wave data is not likely to be modified after the being copied into RAM – make the program read them directly from ROM instead of from RAM.
First start mGB and grab the wave data from RAM, for use later. First a back of the envelope calculation: there are 16 waveforms, each of size 16 bytes, leading to a total of 256 bytes. When mGB is at the main screen, select file, memory dump in the debugger. Choose a place to save the dumped file. We know from above that the data is stored starting at C14D, so enter that as the starting address. As size, enter 100, hex for 256.
Then go to 3C98 in the disassembly, which is the first instruction of the row of instructions that are used to fill up the wave data in RAM. The similar instructions before that one are used to initialize other memory. Don’t touch those.
We know form above that there are 256 bytes of wave data. We also know that it takes 6 bytes worth of instructions to copy one byte to memory. This means we can now calculate the end of this code area, or rather, the first address containing other code as 3C98+(100*6)=4298 (all hex, mind you!) You can now go to this address in the disassembly to confirm it’s correct. Press ctrl+G and enter 4298.
The group before that position reads
ld de,C24C ld a,03 ld (de),a
C24C is 255 bytes after C14D, and the next byte being written to, C254, is non-consecutive. This means 4298 seems like the correct address to jump to.
Now go back to 3C98 and create a jump to 4298. You can do this by simply placing the cursor at the correct place and starting to type jp 4298. When you type the first character, an assembler winow pops up to let you continue writing the instruction. Pressing enter or clicking ok will assemble the opcode. If all goes well you will now see it in the disassembly.
So, now to plan for where to put the 256 (100 hex) block of data. The area 3C9B-4297 is now “dead”, consisting of code that will never be executed. We could now place the data directly at 3C9B and 100 (hex) bytes forward. Or we could make our lives easier when editing and put the data at something easy to remember 4000 and 100 (hex) bytes forward. Any area that fits within the now dead memory area is ok, which is true for 4000-40FF.
Now press ctrl+G and go to 28B3, which is the place where the base address for the waveform lookup is loaded into the HL register. Start typing ld hl,4000 and press enter.
Time to save the file. Normally I would recommend to do file, fix checksums at this point, but since the file will be further edited, the checksum will change later anyway. So select file, save ROM as and save the file, preferably under a new name. Use whatever method your hex editor provides (or doesn’t provide) to overwrite 100 (hex) bytes from 4000-40FF. In my trusty ol’ xvi32, I had to first delete 100 bytes, then select file, insert and select the file previously saved containing the waveforms.
You can select an address to go to by pressing ctrl+G. You can select characters by selecting edit, select
A better hex editor may have a better method of overwriting an area with data form another file.
Confirm that the newly inserted waveform data is located at 4000 and not anywhere else. Press ctrl+page down to go to the last address. Confirm that the file is the right size by checking that the last address is FFFF or 65535 (depending on whether you are on the hex or character side of the display.) Save.
Load in BGB and confirm that the ROM doesn’t crash. To get the right warm fuzzy feeling inside, select file, fix checksums and then file, save ROM as, again.
For your convenience, you can download the modified ROM here.
I’ve got mail! What’s inside? A cartridge of Furrtek’s second, and so far, latest game Airaki. The envelope (as well as the title field in the ROM header) is marked with the number 1, suggesting I’m receiving the first cartridge of this batch. The cartridge comes in a resealable “drug bag”, and there’s also an instruction sheet explaining the game mechanics.
The game comes in a generic “game” shell, a type often used by pirates. The cartridge has a label with our muscular furry hero holding his massive sword in an erect position. *cough*
A few years ago, I bought a PSU for my Dell D600 on eBay which turned out to be a really crappy Chinese pirate PSU which suffered badly from interference. When I wanted to fix the interference by connecting the plug to a different, and genuine Dell PSU, I stumbled upon a problem. All modern Dell PSU’s have a ID feature to confirm that the PSU is genuine, using a 3rd pin center pin connected to an EEPROM. If this chip does not match, the laptop won’t allow the battery to be charged. While a less scrupulous 3rd party manufacturer can nag one of those ID chips from a broken genuine Dell PSU and pass the test with a any poor quality PSU, I had to transplant this ID chip somehow, to make the PSU work.
I recently got another Dell laptop with a broken PSU, which I could have if I could fix the PSU. Like last time, I decided to splice the cable with a board containing the chip.
This board was made from veroboard, and ws a bit bulky, so I decided to design and order a new one. This posted is an illustrated guide to how this board is used.
Pocket Music for Gameboy Color refuses to run on GBA. It shows a screen similar to when you run the game on a monochrome Gameboy, saying “this game is intended only for use with a Gameboy Color.”
Maybe they decided to do this because the sample playback sounds like crap on GBA. This patch fixes both those problems. It bypasses the GBA check so you can use Pocket Music on GBA, and it uses my “antispike” fix (also seen in LSDj) to almost completely remove the whine from the sample playback.
Use an IPS patcher to apply the patch to the Pocket Music GBC ROM.