Shitwave+LSDj combo video

April 14th, 2009


Ok, so I managed to dig up my old webcam and shot a video of shitwave with sound. The video quality sucks, but at least there’s sound. (Press the HQ button for a small improvement)
The video starts out with Little Sound Dj. Then I restart the Gameboy and hold start. The Gameboy then boots shitwave.
Shitwave is my all awesome (And soon to be improved) drone generator. For everything you need to know (Info, ROM download, longer sound sample, HQ video without audio) check out this post: http://gameboygenius.8bitcollective.com/wordpress/2009/03/23/shitwave-a-prng-based-drone-generator-for-gameboy/.

Shitwave vis 1 Shitwave vis 2

Stupid quote of the day

April 11th, 2009

Found this over at GameDaily.

A chip is an extremely tiny bit of data that can be looped to form a tone. Basic chips include sine waves, square waves, sawtooth waves, and triangle waves. Composing a piece in chip tunes results in a file that is remarkably small in file size, which was beneficial to early video games, because at that point there was no extra room for data.

No! The chip in chiptune refers to the actual sound chip in the computer. You know, the electronic circuit that brings the noise. There is such a thing as a “chip sample” though. If you replace “chip” with “chip sample” you get a somewhat correct, but still clearly misinformed piece of text. This is what happens when amateur journalists don’t bother getting to know the subject they’re writing about. I don’t have too much trust in that Chris either though…

SID Chips Chip sample

Let’s go through this once and for all.
On the left side you have a sound chip. (In fact two of them) Early video game consoles did not have any hardware support for sample playback, but relied on synthesis for all its sound generation. These chips is where that happened.
On the right side you have a chip sample, in which is a loopable sound sample, (usually) sampled from a console with a sound chip!
Not so hard to understand, eh, GameDaily?

But hey, at least they’re linking to my Gameboy music how-to! (Which is how I found that page, through referrer logging)

Fluid Sculpture

April 10th, 2009


Fluid Sculpture from Charlie Bucket on Vimeo.

This sculpture, which is made out of medical tubing, reminds me of a braided basket more than anything else. Before the fluid is inserted, that is. Because that’s the briliant part, by inserting well controlled pulses of fluid in different colours you create a beautiful moving patterns. (Because of the way the tubes are arranged, repeating the same sequence of pulses will create interesting patterns in the sculpture)
Longer pulses of coloured fluid will look like drawing a line, whereas shorter pulses will look like little ants crawling along the tube.

Little-scale, I have a feeling you’ll like this one. ;)

Through GammaGoblin.

Gameboy necklace and cock ring

April 6th, 2009

Gameboy necklace and cock ring
So, I bought a Gameboy necklace from CBT’s closet. And I got a cock ring for free. No, not that kind of cock ring, (Or should I say Cork Ring?) but a ring for your finger that looks like a cock. (Rooster) Unfortunately, the ring is so small that it only fits my pinky finger. (Insert obvious joke about where it would fit perfectly)
It’s even more funny that the company is called CBT’s Closet. :D
Anyway, the necklace goes great with Greenboy (As seen on the upper left side of the blog)

Different Colors

March 29th, 2009


An awesome exlposion of colours.
Music by Fantastic Plastic Machine (FPM)
Visuals by Takashi Murakami
Through Jon Siegel.

Watch in HQ (<- Do it!)

flickr update 2009/03/28

March 28th, 2009

Hazy LED lights - B Hazy LED lights - G

Hazy LED lights - R Pink frogs

Svenska Barnprogram Knitted

Spaghetti Moustache 1 Spaghetti Moustache 2
I cooked spaghetti and one string that I dropped on the table happened to look like half a moustache, so I thought why not take a picture of it… Dedicated to schm0um.
More in my photostream

Mario is getting too old for this shiznizz!

March 28th, 2009

Bitter Mario outside of Bowser's Castle

Source: Hockey Zombie

Flickr Pro (Photos inside!)

March 24th, 2009

So, I finally got a Flickr Pro account, thanks Palmer for the help. Since I’m no longer limited to a total of 200 photos and a monthly allowance of 100 MB of photo uploads, I’ll be posting more photos. One of the things that interest me is street/urban art other than graffiti. (Nothing wrong with graffiti, but other forms of street art like stickers, posters as well as other temporary unauthorized art installations, offer more variation and innovation than graffiti, usually)
Feel free to have a look at my Photostream and maybe even add me as a contact. :)

A few random, recent photos:

Babies
Babies

Reindeer
Reindeer
If you’re at the front page, click “Read on” to the rest of the photos.
Read on…

Nanobots?

March 24th, 2009

I found this piece of urban art on my way home today.

Nanobots?

Does this means the nanobots are coming?
I’m of course referring to this awesome video.
Nanobots!

Shitwave - A PRNG based drone generator for Gameboy

March 23rd, 2009

Shitwave vis 1 Shitwave vis 2
Little-scale recently posted All 4-bit Waveforms That Have 32 Samples, a Max patch that would generate all possible wave frames that could be used with LSDj, given gazillions years. However, the result was a little boring because it would start out as a 1/32 PWM and slowly progress towards a longer and longer PWM. Even within many years, chances are you’d still have a very low duty PWM.
So I decided to find an algorithm that would produce more interesting sounds and still cycle through all 1632 possibilities. My choice was a pseudo random number generator using a linear feedback shift register. Actually not completely unlike the one in the Gameboy’s noise generator.
However, where the GB’s generator goes through a small number of states, and the buffer constitutes one sample, I’m using the full 16 bytes (32 samples) used in the Gameboy’s wave channel as my shift register. (Equivalent of one frame in the LSDj softsynth)
The shift register is a regular Fibonacci where the two topmost bits are xor’d with each other and shifted in at the bottom. The program is written in spaghetti style hardcore assembly language and the code is 256 bytes big. (The file header is another 80 bytes. So all in all, the program is 336 bytes.) The rest of the 32 kB is zeros, so there’s room for additional functionality. (Suggestions, anyone?)
The visuals are showing the currently playing waveform. The background pattern for the visuals are generated with a simple xor algorithm to make it appear random.

Unfortunately I don’t have a camera with a microphone, or even editing software that can handle the non-standard MOV file that my DSC gives me. So the audio is recorded separately from the video.

Audio:

Shitwave  by  nitro2k01(Gameboy Genius)

Video: (No sound :( )

And last but not least… The ROM for those who dare and desire to try the program themselves.
shitwave1.zip (637 bytes, zip)
A and B (Or left and right) controls the type of visualization used. Select (Or up) re-seeds the PRNG. Preferably, run this program on real hardware, not in an emulator. If you must use an emulator, use no$gmb.

Oh, the name “Shitwave”? I mispelled “Shiftwave” when creating the folder for the project, and then I decided it was a fitting name.
shitwave in BGB

Shitwave in a hex editor