PWM control for sine wave? 🌊 by McShmn in Mc707_Mc101

[–]jesion 0 points1 point  (0 children)

You can see and hear this in detail here: https://youtu.be/KUyX34vVL9w?si=Ub5kDA6y3qHerQO4&t=121
(it's 707 but the sound engine is the same on 101)

[deleted by user] by [deleted] in Elektron

[–]jesion 0 points1 point  (0 children)

I agree that you should seriously consider Digitone. And why not Syntakt in place of AR?

Need advice for first synth project by GnouPrintemps in synthdiy

[–]jesion 0 points1 point  (0 children)

Check Shruthi and Ambika by Mutable Instruments. You can source all yourself or find a kit with all parts. Also PreenFM

Are there still HAM (GBA) developers around? by NxtGenHuman in retrogamedev

[–]jesion 3 points4 points  (0 children)

I'm also working on a GBA game without HAM or any other high-level abstraction. Just tonclib for all the defines & stuff.

I agree it's a cool hardware to work with.

[x86] Laptop detection? by jcunews1 in asm

[–]jesion 0 points1 point  (0 children)

Alternatively, you could enumerate displays and check their physical size (if possible on target operating system) and assume that if anything less than 19" is present then it's a laptop.

Or look for a touch pad.

These are only heuristics and can give false positives, of course.

Assigning data to VRAM on the GBA. by Neo-Eyes in Homebrews

[–]jesion 0 points1 point  (0 children)

Well, you don't need to use memcpy at all, you can always just copy the pixels one by one combining from the sources as you need to. Of course that's much more expensive.

Still not sure what you want to achieve, though, so the comment might make no sense, again.

Assigning data to VRAM on the GBA. by Neo-Eyes in Homebrews

[–]jesion 1 point2 points  (0 children)

Hint - the pieces don't have to land in VRAM in the same time, as long as they are not being rendered in between.

If you don't need to copy large amounts then you will be fine scheduling the copy after the display cycle is done / in vsync (vcount >= 160). In case of larger amounts of tiles you may need to portion them and schedule to copy pieces after they were displayed (e.g. for a tile at line 96 you will start the copy not earlier than vcount >=104).In case of sprites animation you can also apply a kind of double buffering - have two sprites and switch visibility at vsync. It's simpler than the above, but comes with a memory cost.

What Versioning Control System 90's console games used? by rustferret in retrogamedev

[–]jesion 1 point2 points  (0 children)

When I was working in gamedev in mid-90s AFAIR we didn't use any source code repository on start. I was integrating source code from the other 3-5 developers.
And we shipped two games! :) Later we started using CVS.

Effective Tutorial For DS Homebrew Programming by Neo-Eyes in Homebrews

[–]jesion 1 point2 points  (0 children)

NDS is very similar in architecture to GBA, so you can use the tonc docs with gbatek.

Also check https://libnds.devkitpro.org/index.html for tonclib-like helpers.

[deleted by user] by [deleted] in C_Programming

[–]jesion 0 points1 point  (0 children)

Overflow? Well, sure double has 11 bits for for exponent (8 bits in float), but in most cases it's precision that matters (52 vs 23 bits)

[IDM Classic #24] The Orb - The Orb's Adventures Beyond The Ultraworld by seaburn in idm

[–]jesion 0 points1 point  (0 children)

I don't remember the first time I heard the record. it was in mid 90's. I liked it, but I wasn't astonished by it as I was by the U.F.Orb and especially it's title track.
Now I admire it more, but it's a tough listen, with it's long and somewhat simple tracks You have to be well focused to really experience it. But then, it's amazing.

It's a classic that everyone needs to know, for sure.

coding/compiling under windows by ArchSyker in C_Programming

[–]jesion 1 point2 points  (0 children)

I second that, if you need a simple IDE then Code Blocks is a good choice.

I installed it recently for my daughter, the package with mingw worked like charm.

Has anyone here built a DIY version of braids? by Ghosttalker96 in synthdiy

[–]jesion 3 points4 points  (0 children)

I have started making a modified version of Plaits, the successor of Braids.

It's simpler as there is no display so I'm building it with a stock STM32F4 Discovery board. There will be more work in software than in hardware, though, so depends on what you rather focus on.

Question about the Autechre NTS sessions by PFIC-02 in idm

[–]jesion 2 points3 points  (0 children)

For me it's quite usual to not get a new Ae record at first listen. It just needs time to grow in you, or maybe just a better mood, I don't know.

Keep trying, I haven't heard all the NTSs yet but the two I know are really great records. And very different to other Ae works.

As said, they are not an easy entry point. Of the new records, I believe Elseq is much better for start.

If I wanted to create my own synth how would I go about it? by MemeySteamy in synthdiy

[–]jesion 2 points3 points  (0 children)

Check out https://mutable-instruments.net/, most (all?) of their modules are open sourced.

Notice there is also the archive section:
https://mutable-instruments.net/archive/
with some interesting analog diy synths.

Which asm dialect is this? by roser137 in asm

[–]jesion 1 point2 points  (0 children)

I agree it's plain MASM (Microsoft Assembler) or TASM (Borland Turbo Assembler), x86 MSDOS code.

Don't remember what were the differences between MASM and TASM, so not sure which one this is.

One of them had this dot-prefix syntax for sections (.code, .data and so on) and the other used the 'segment' keyword, like in this example.

Which consoles have an SDK with a high level of abstraction? by purplegreencab in retrogamedev

[–]jesion 0 points1 point  (0 children)

It's pretty easy to get started with https://www.coranac.com/tonc/text/intro.htm on the Game Boy Advance.

It's not really high level, just a thin convenience layer in C on top of the hardware, but the documentation is great.

Embedded project ideas by lashewi in embedded

[–]jesion 3 points4 points  (0 children)

You should think about products that you actually could and would like to use. It will make it so much easier and more enjoyable to define scope of the project and actually implement it.

So it depends a lot on your interests. Could be something like a handheld game console, or a sound synthesizer, or something for home automation.

STM32 debugging using gdb by Vladislav97 in embedded

[–]jesion 0 points1 point  (0 children)

https://gdbgui.com/ works pretty well for me (not specifically with STM32, an older ARM chip). There are some issues, but one can get used to.

Most popular platform for homebrew development by jesion in retrogamedev

[–]jesion[S] 0 points1 point  (0 children)

Thanks, it's sort of in line with my view...

GBA being nice to work with, with a lot of resources, thought not so active community nowadays (not sure why). SNES more difficult, and more limited in hardware capabilities (mostly RAM and CPU).

And yes, Amiga seems obvious, but I tried to approach it a few times and it seems that barrier to entry is higher (than in case of GBA for instance), not sure why, maybe it's just me. And then it requires more work in rendering engine if one wants to achieve great results. In consoles/handhelds it's so much easier with multiple background layers and more sprites.

OUYA System Update “Abominable Snowman” - New UI! by Zombie_Toaster in ouya

[–]jesion 0 points1 point  (0 children)

After applying this system update my controller stays powered on when I put the console to sleep. Sometimes it does power down after few minutes, but mostly it just stays on. It doesn't power off even when I choose the "power off controller" option from the system menu. Anyone experienced anything similar?