Episode 11: The Game Boy and Game Boy Color by Retro Game Audio published on 2016-05-04T15:14:35Z We are joined by Paul Weinstein to discuss the audio of the Game Boy and Game Boy Color. Special thanks to Alberto González for the feedback and anecdotes, and the additional audio supplies and information from HUNRetroGeek and Herbert Weixelbaum. Genre Podcast Comment by Quadpad Gargolye's Quest does this. 2022-09-28T04:34:59Z Comment by Thecoolestnerdguy I love this track so goddamn much 2019-03-24T14:07:51Z Comment by Thecoolestnerdguy Aw, yis! Legends getting the love it deserves! <3 2019-03-24T14:06:30Z Comment by pink mango Nice episode 2017-08-17T13:23:45Z Comment by DevEd Bomb Jack does this (ohai @joemcalby) 2017-07-23T11:23:46Z Comment by Alianger Some GG games with stereo music: AX Battler, BATTER UP, DYNAMITE HEADDY, FANTASY ZONE GEAR, POWER STRIKE II, TOM AND JERRY, X-MEN 2017-07-06T18:56:59Z Comment by dogen Manabu Namiki, the composer who did Doki Doki Sasete!! actually didn't do DoDonPachi(at least not the original). He's probably better known for Battle Garegga, which has some of the best YM2151 music you'll find anywhere. 2016-08-18T18:00:10Z Comment by Skunk Rocker And on... and on.. and on... and Ariston. And on... 2016-05-19T16:25:51Z Comment by Skunk Rocker No Little Nicky? Surprising. 2016-05-19T15:45:48Z Comment by Lemonchild + no joke! that was sweet. 2016-05-18T16:02:30Z Comment by Lemonchild + But the pokemon soundtracks are so inventive! 2016-05-18T14:59:32Z Comment by HUNRetroGeek Haha, this is interesting... I was wondering at one time if there could've been NES games with expansion audio, then could we have seen games with a SID chip providing extra audio? But the answer is sadly no, because the SID requires a voltage of +7V while everything in the NES runs on +5V only. Not sure about the Gameboy though. 2016-05-13T09:28:09Z Comment by karlgerm my Uncle works at Nintendo and can confirm Lavender Town Syndrome is real. He had to work a lot of late nights because of that. Lots of kids died RIP so sad I cry every time 2016-05-12T16:18:53Z Comment by HUNRetroGeek It's worth mentioning here that playing samples is CPU intensive so it's out of the question during gameplay. 2016-05-11T15:36:04Z Comment by Matthew Papa 2 I had no idea you were in Cheap Dinosaurs...jesus I think I ate like Mediterranean food with you guys after an 8-Static concert like 6 years ago lol 2016-05-10T18:31:29Z Comment by Alberto J. González (McAlby) I think I used the stereo thing of the Game Gear in a track or two of the Smurfs soundtrack. We also found it had some kind of sprite scaling! 2016-05-06T10:21:00Z Comment by nonsy @boymeetsrobot: wow yea it does 2016-05-05T16:16:40Z Comment by Nestrogen Yup. I have never understood the huge Pokeymans obsession. You are not alone. 2016-05-05T11:43:21Z Comment by Jredd Yes!! This is awesome ha ha ha. 2016-05-05T06:20:09Z Comment by Jredd Woah....coool :D. 2016-05-05T06:17:14Z Comment by Boy Meets Robot One underused feature you didn't mention is the Game Boy has a built in mixer that allows you to set the overall volume output to a value 0-7 and let's you control the left and right channel's volume independently. 2016-05-05T05:07:47Z Comment by Boy Meets Robot Anyone have a description of how these sounds map onto LSDJ shape parameters? The manual describes the first digit as pitch and the second as randomness, but they both seem to alter the pitch (except for switching between regular and looped noise) 2016-05-05T04:57:13Z Comment by Boy Meets Robot Programming fade-in envelopes is the worst, because the volume will automatically increase to maximum value. You have to send another envelope command to hold the volume, but getting the timing right is all guesswork, and annoying clicks are inevitable. 2016-05-05T04:50:32Z Comment by HUNRetroGeek The .nsf format expects your rip to do a lot of specific things and many soundtracks of course do not adhere to these rules. A sound engine might have it programmed to distinguish between Song No. 0 and SfX No. 0 by looking at the highest bit of the ID the game wants to play, so Song 0 is $00 and SFX 0 is $80. This would require your rip to have more than a hundred songs so you can eventually get to IDs that refer to sound effects. The extra code you have to write is for making sure that only valid track IDs can be used by an .nsf player. In ripping documents this might be referred to as the "tune table", an array of valid track IDs. 2016-05-04T23:09:29Z Comment by HUNRetroGeek By the way, thanks for that episode, I've been listening to the soundtrack for days when I take a bus ride back home. 2016-05-04T22:59:56Z Comment by HUNRetroGeek It literally translates to The Secret of the Happy Hippo Island. 2016-05-04T22:48:30Z Comment by HUNRetroGeek Hey I guess I can make a confession here that I'm not even a huge RPG guy in general, no biggie on my part. 2016-05-04T22:30:23Z Comment by HUNRetroGeek The Wave channel samples are created by changing the waveform at JUST the right speed so that by the time one wave cycle has been played, a new wave is loaded so the samples are played back in "32-step chunks" because that's how many steps the waveform channel has of course. 2016-05-04T22:16:16Z Comment by HUNRetroGeek Oh no no, the 6502 was originally created by MOS Technology, Motorola was the one behind the 68000 CPU which is in the Genesis. minor nitpick I know, but still. 2016-05-04T21:50:20Z Comment by HUNRetroGeek Depends on what you prefer, samples but being stuck with a triangle channel, or a custom waveform but no samples? :) 2016-05-04T21:43:59Z