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View Code? Open in Web Editor NEWmGB - Nintendo Gameboy MIDI control for Arduinoboy
License: GNU General Public License v2.0
mGB - Nintendo Gameboy MIDI control for Arduinoboy
License: GNU General Public License v2.0
This byte should be set to 0x80
for CGB support.
This is done by make_mgb.bat
by passing -Wl-yp0x143=0x80
to lcc, but it doesn't seem to be done at all with the makefile/sdcc toolchain.
I am finding building the rom using the master branch with the new make process using SDCC results in this issue. Notes above G# 5 all play C2 on channels 1 and 2. The same issue exists on channel 3 but at a different note. The newest rom in the releases directory works fine but I believe that was built using the old process.
Steps to reproduce, using Ubuntu 18.10:
Rom is attached. mgb.zip
Hi there,
first off, thanks much for hosting the source!
The version of the source seems to be not 1.3.3 as in the mgb.h file it turns out to be 1.3.0:
unsigned char versionnumber[10] =
{
32,81,
2,81,
4,81,
1,
0,0,0
};
Also i am having issues compiling the source. Some of the issues are easy to fix but some are not because i can not be certain.
UBYTE midiDataReadPosition;
gb.h
that's commented out in gdbk 2.94 and 2.95: add_SIO(asmUpdateSerial);
(mgb.c
- line 61)mGBASMMidiFunctions.s
refers to _io_in
which is not declared anywhere ld hl,#_io_in
_update_port_io
in mgb_serial_io.s
but i can't be sure - also read next point)mgb_serial_io.s
is not referenced during assembly (in make_mgb.bat
)So i think there is something wrong with the source. Might it be possible to check that and upload the correct files? I'd appreciate that much.
Also, changing everything to my assumption doesn't give me a Rom that is working properly, visuals are weird: > Visual are due to point 2 above
The tiles are in the Rom, but are referenced wrong?
Also, it would be nice to know, which version of gbdk to use, when compiling the source.
Cartridge type at 0x147 is set to 2. Should be 3 for MBC1+RAM+BATTERY.
This prevents preset persistence on some cartridges.
Would it be possible to implement custom wavetable shapes? LSDj has an editor, at least, (I only know this because I've seen its features, I haven't actually used it), and there are sounds I'd like to either import (probably not feasible) or create by hand somehow.
Hello
I would like to study the mGB code prior the major rewrite in assembly.
Do you still have the source code of versions < 1.3.0 somewhere?
Thank you
When messing with the Envelope, I am able to create plucks no problem, but when reversing the env to a ramp up the notes play as if it's at full volume with no change (as if the env was disabled).
I am unable to create notes with a longer attack fade in
I'm using the most current v1.3.3 release
Applies to new sdcc toolchain
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