Showing posts with label vectrex. Show all posts
Showing posts with label vectrex. Show all posts

Sunday, August 23, 2015

Vectrex Controller to USB HID Joystick



Made with a Teensy 2.0 in the Arduino IDE using the Teensyduino add-on. Download the code here.

The hardware set up is simple - the Vectrex controller end has nine pins. These should be connected to the Teensy as follows:

Vectrex pin 1 to Teensy digital pin 0
Vectrex pin 2 to Teensy digital pin 1
Vectrex pin 3 to Teensy digital pin 2 
Vectrex pin 4 to Teensy digital pin 3
Vectrex pin 5 to Teensy analog pin 0 
Vectrex pin 6 to Teensy analog pin 1
Vectrex pin 7 to Teensy 5V
Vectrex pin 8 to Teensy ground
Vectrex pin 9 to Teensy ground

The Teensy pinout can be found here. The Teensy should be set to joystick mode in the Arduino IDE under Tools > USB Type.






Sunday, July 03, 2011

VecM: DIY MIDI Interface for GCE / Milton Bradley Vectrex

Introduction
The VecM is a MIDI interface for the GCE / Milton Bradley Vectrex console. The VecM is made up of two main parts - the interface hardware (which includes a pre-programmed microcontroller) and a custom program for the Vectrex console (which can be put onto a homemade cart or a third-party flash cart). The VecM interface gives the user full control over the sound capabilities of the Vectrex sound chip.



Music Examples
http://lazerscale2010.com/files/little-scale_087_the_harbour.mp3
http://lazerscale2010.com/files/little-scale_066_Happy_Lual.mp3
http://lazerscale2010.com/files/little-scale_065_Commiseration.mp3



Vectrex Sound Capabilities

Unlike most video game consoles, the Vectrex has no direct audio line output and was designed with an internal speaker only. As such, the sound of the Vectrex is always coloured by the physical space in which the console is used. This colouration can be bypassed by modifying a Vectrex console so as to have a direct audio output.

The Vectrex features an AY-3-8912 sound chip – a programmable sound generator made up of three channels. The AY-3-8912 is a sonically identical variant of the AY-3- 8910 sound chip, lacking one of the input / output ports found on the latter. Each channel of the AY-3-8912 can be set to a pitch-enabled mode for which the frequency is selectable. The sound chip also features a noise-enabled mode whereby a global pseudo-random noise source is routed to the output of a given channel. The frequency of the noise source is selectable via a global register. These two modes are not mutually exclusive, as a channel can simultaneously output both pitch and noise material.

The frequency resolution and frequency range of the AY-3-8912 are beyond that of comparable sound chips, such as the Texas Instrument SN76489. However, as with the SN76489, the oscillators of the AY-3- 8912 cannot be adjusted in terms of duty cycle and waveform type. Furthermore, the sound chip features a single amplitude envelope generator that can be used to modulate the volume of a channel. Although all of the features of the AY-3-8912 can, in theory, be used for music composition with the Vectrex, original Vectrex games tended to feature sparse soundtracks that under-utilised the capabilities of the sound chip.



Interface Hardware: Schematic and Notes


9 Pin D-subminiature 1 and 2 refer to controller ports one and two of the Vectrex video game console. IC1 is the ATmega328 microcontroller loaded with an Arduino bootloader and Vectrex Music Interface firmware.

For reference - when considering construction using a pre-built Arduino board:

◦ IC1 Pin 2 = Arduino Digital Pin 0 = PORTD Bit 0
◦ IC1 Pin 3 = Arduino Digital Pin 1 = PORTD Bit 1
◦ IC1 Pin 4 = Arduino Digital Pin 2 = PORTD Bit 2
◦ IC1 Pin 5 = Arduino Digital Pin 3 = PORTD Bit 3
◦ IC1 Pin 6 = Arduino Digital Pin 4 = PORTD Bit 4
◦ IC1 Pin 11 = Arduino Digital Pin 5 = PORTD Bit 5
◦ IC1 Pin 12 = Arduino Digital Pin 6 = PORTD Bit 6
◦ IC1 Pin 13 = Arduino Digital Pin 7 = PORTD Bit 7

◦ IC1 Pin 14 = Arduino Digital Pin 8 = PORTB Bit 0
◦ IC1 Pin 15 = Arduino Digital Pin 9 = PORTB Bit 1
◦ IC1 Pin 16 = Arduino Digital Pin 10 = PORTB Bit 2
◦ IC1 Pin 17 = Arduino Digital Pin 11 = PORTB Bit 3
◦ IC1 Pin 18 = Arduino Digital Pin 12 = PORTB Bit 4
◦ IC1 Pin 19 = Arduino Digital Pin 13 = PORTB Bit 5

◦ IC1 Pin 23 = Arduino analogue Pin 0 = PORTC Bit 0
◦ IC1 Pin 24 = Arduino analogue Pin 0 = PORTC Bit 1
◦ IC1 Pin 25 = Arduino analogue Pin 0 = PORTC Bit 2
◦ IC1 Pin 26 = Arduino analogue Pin 0 = PORTC Bit 3
◦ IC1 Pin 27 = Arduino analogue Pin 0 = PORTC Bit 4
◦ IC1 Pin 28 = Arduino analogue Pin 0 = PORTC Bit 5



Interface Hardware: Minimum Parts List

ICs:
◦ ATmega328 pre-programmed with an Arduino bootloader and the Vectrex Music Interface firmware
◦ 4n28 optocoupler

Resistors:
◦ 220 Ohms
◦ 3.3k Ohms
◦ 10k Ohms
◦ 100k Ohms

Capacitors:
◦ 22pF
◦ 22pF
◦ 0.1uF
◦ 47uF

Miscellaneous:
◦ 16.00 MHz crystal
◦ 1n4148 diode

Connectors:
◦ 5 pin DIN
◦ 9 pin D-Sub
◦ 9 pin D-Sub



Interface Software: Vectrex Software
There are two main software components to VecM - the program for the Vectrex console, and the program for the Arduino platform (or compatible microcontroller).

The ROM for the Vectrex console can be found here:
http://milkcrate.com.au/_other/chipmusic_software/vecm/GCE%20Milton%20Bradley%20Vectrex%20ROM%20for%20Console.bin

The source code for the Vectrex ROM file can be found here. Please note that the source code for the Vectrex ROM file is not required for the VecM:
http://milkcrate.com.au/_other/chipmusic_software/vecm/GCE%20Milton%20Bradley%20Vectrex%20Source%20Code%20for%206809.txt

The source code for the Arduino platform can be found here:
http://milkcrate.com.au/_other/chipmusic_software/vecm/GCE%20Milton%20Bradley%20Vectrex%20Arduino%20Source%20Code.txt

To run the Vectrex ROM file on an actual Vectrex console, a flash cartridge (e.g. http://www.vectrex.biz/) or homemade E/EPROM or similar cartridge is required.

To run the Arduino program, simply copy and paste the source code into a new Arduino sketch, compile and upload to the microcontroller board as per usual.



User Guide
A user guide, covering basic setup, MIDI mapping and control, can be found here:
http://milkcrate.com.au/_other/chipmusic_software/vecm/Vectrex%20Music%20Interface%20User%20Guide.pdf

Saturday, March 13, 2010

VecM Vectrex MIDI Interface Update: Noise Source Added

I have added a software-based noise source that can be enabled on the Vectrex channel 1 to the VecM Vectrex MIDI Interface. This is a relatively low-frequency noise source, but it is still useable for kick drums and the like, and it has a different character to the noise as found on the AY-3-8912.

Additionally, this is my 1111th blog post.

Thursday, March 04, 2010

"Commiseration" (Vectrex Track)

http://chipmusic.org/little-scale/music/commiseration-vectrex-ay-3-8912

Brief Vectrex MIDI Interface Demo Video

Wednesday, March 03, 2010

VecM Vectrex MIDI Interface Update

The VecM Vectrex MIDI Interface has been updated. Support has been added for:

• A better tuning algorithm
• Improved noise and envelope access
• Improved pitch bends

I simply love the way that the Vectrex sounds like in a given space.

Thursday, October 30, 2008

VecM (Vectrex MIDI Interface) Announcement Group

I have made a Google Group for announcements regarding the VecM - the MIDI interface for the Vectrex console.

Here is the link: http://groups.google.com.au/group/vecm-announcements

Tuesday, April 08, 2008

VecFlash USB Dev Loader


I have tried out the new development loader for the USB version of VecFlash as sent to me by Richard Hutchinson. This allows the uploading of just one ROM binary to the VecFlash memory, so that no menu system is required. Very handy if one is trying out new Vectrex programs and code on real hardware. The new loader is very quick and works great.

Thanks to Richard Hutchinson for his effort in developing the loader further. The amount of time that he puts into his projects and his willingness to help out people is outside of what I would consider normal -- much appreciated!

Saturday, April 05, 2008

Let's draw with Vectrex!

A pentagram as seen in the patch.

The same pentagram as seen on Vectrex hardware.


A few days ago, i began working on a Max/MSP patch that lets one draw vector-based images. The images are output as text files containing relative co-ordinate pairs in such a way that they can be easily incorporated into Vectrex assembly code.

Thursday, November 01, 2007

Protocol 0.01a

I have been working on ways of getting more data into the Vectrex by extending how data is mapped from the computer to the buttons and thus to RAM location $C807.

The main structure of this protocol is as follows:
  • Single 8 bit byte
  • Bits 2 - 7 form the data part of the byte
    • This holds the range of data that should be mapped to some parameter as shown in the command part of the byte
  • Bits 0 - 1 form the command part of the byte
    • This indicates which parameter the data part of the byte should control
  • The range of data and types of parameters are listed in the table below

This method of data transfer is a little more dangerous than my previous attempts in that more can go wrong in the transmission. However, the rewards far outshine the negative aspects at this point.
  • Monophonic ie. only one note can be played at a time (unchanged)
  • Choice of 16 steps of volume (unchanged)
  • Choice of 1024 different pitches (up from 16 previously)
  • Choice of noise or tone (no choice previously)
  • Choice of 32 different noise-shaping steps (up from 16 previously)
Of course, this protocol requires a different Max/MSP patch in order to convert generic contrl information into the custom protocol 0.01a. This can be seen below.



Below, you can see a video of the protocol 0.01a in use.




Tuesday, October 30, 2007

Vectrex Sound Control Videos, Sounds and Info


You can see a number of videos of controlling the Vectrex sound chip in various ways here as well as listen to a track and read some information. It is all pretty basic stuff at the moment. But a higher degree of control should be reached pretty soon. Stay tuned for more!

Extraction Point [mp3, 3:18]
A track featuring Vectrex accompanied by Gameboy (LSDJ). More information can be read here.


MIDI Controlled Vectrex: Custom Volume Envelopes [video, 1:00]
The sound of a Vectrex videogame console is controlled via MIDI information within ProTools.

In this example, a number of custom volume envelopes are used. The MIDI information contains directions as to when the envelope should change its shape.



MIDI Controlled Vectrex: Simple Drum Sequencing [video, 0:55]
In this example, the MIDI data in ProTools is controlling a voice in the Vectrex sound chip that is set to noise in order to achieve some simple drum sequencing.

Volume envelope data is sent from the computer to the Vectrex as well.



Vectrex Standalone Sound Sequencer [video, 2:17]
A very basic standalone sound sequencer for the Vectrex.

This currently features an eight step sequencer, choice of sequence length (between one and eight steps), sequence speed and a four stage, four bit volume envelope generator.

The potentiometers control all of these features as well as the pitches of the individual steps.
The external hardware is powered by the Vectrex.


Information About the Interface [blog post]
More information regarding the interface so far can be read here.

Sunday, October 28, 2007

Overview of the Interface and Protocol

Introduction
The interface is made up of one hardware component and three software components. The four components operate in accordance to a predetermined, custom protocol for delivering and receiving information relevant to the production of musical material from the host computer system to the Vectrex videogame console. The protocol is a description of the order and method of information flow from one place to another.



Limitations
The current prototype interface is considerably limited. It is restricted in the following ways.
  • Monophonic capability (ie. only one note can be played at a time out of a theoretically* possible three)
  • Four-bit pitch set (ie. only sixteen different pitches can be played out of a theoretically possible 4096)

However, it should be noted that the system is in its infancy in terms of development. The interface also incorporates some positive aspects. The reaction time of the interface is fast since only one byte of information is required to be sent and received successfully in order to generate a sound or a change in a sound. Secondly, the four-bit volume control allows for complex volume envelopes that are generated by a host computer program (see Software Overview: Host Computer Patch).

A number of data routing and control techniques will be implemented in order to overcome these limitations in the near future.



Software Overview: Host Computer Patch
The host computer patch acts as a mediator between MIDI data and the microcontroller stage (see: Software Overview: Microcontroller). The MIDI data may be played in by the user in real time or may be pre-sequenced or algorithmically generated in some fashion. The Max/MSP patch titled VECENV reacts to note on, note off and certain continuous control messages.

Each note on and note off event contains two important bytes of data – the velocity and the note number (pitch). For a note on event, the velocity will be a number between 1 and 127. For a corresponding note off event, the velocity will be 0. The pitch byte in both cases is a number between 0 and 127.

The patch examines the pitch byte of the incoming MIDI note and takes the modulo 15 value. This value then becomes the 4-bit frequency nibble that is eventually sent to the Vectrex console (see: Protocol Overview).

A non-zero velocity value from the incoming MIDI note triggers a 32-stage, 4-bit custom volume envelope. This envelope is represented graphically to the user in an editable form. A zero velocity value from the incoming MIDI note sets the output to 0. The data from the volume envelope forms the 4-bit volume nibble that is eventually sent to the Vectrex console (see: Protocol Overview).

The VECENV patch includes a set of 16 presets containing information regarding the shape of the volume envelope. These presets can be accessed via the graphic user interface or by using MIDI Continuous Controller number 16 (General Purpose Slider #1). The range of data from 0 to 127 is scaled to a value between 0 and 15. This value sets the preset from 0 to 15. The default envelope shape preset is 0, which contains a value of 15 for the first step of the envelope and 0 for the remaining steps.

The user is able to alter the speed at which the volume envelope is read through. This is expressed in milliseconds per envelope step and a value from 10ms to 220ms is allowed. The speed parameter can be accessed via the graphic user interface or by using MIDI Continuous Controller number 17 (General Purpose Slider #2). The range of data from 0 to 127 is scaled to a value between 10ms and 220ms. The default speed value is 10ms.

The user is able to alter the length of the volume envelope. This parameter sets how many of the 32 steps are read through before either looping or muting occurs and is defined by a value between 0 and 31. The length parameter can be accessed via the graphic user interface or by using MIDI Continuous Controller number 18 (General Purpose Slider #3). The range of data from 0 to 127 is scaled to a value between 0 and 31. The default value for the length parameter is 31 (representing the full length of the volume envelope).

The user is able to set the volume envelope to loop mode. If the envelope is set to loop mode then the steps of the envelope will wrap-around indefinitely, so long as a note-off event has not been received. This allows for longer, held notes. The loop mode toggle can be accessed via the graphic user interface or by using MIDI Continuous Controller number 19 (General Purpose Slider #4). The range of data from 0 to 127 is scaled to either 0 (for values below 64) or 1 (for values above or equal to 64). If the resulting value is 0, then loop mode is set to off. If the resulting value is 1, then the loop mode is turned on. The loop mode is off by default.

The user is able to scale the output of the volume envelope by a number between 0 and 15. This parameter is called volume and allows for effective control over fade-ins, fade-outs and mixing levels for the Vectrex voice that is being played. The volume parameter can be accessed via the graphic user interface or by using MIDI Continuous Controller number 1 (Modulation). The range of data from 0 to 127 is scaled to a value between 0 and 15. The default value for the volume parameter is 15.

The following table summarises the current MIDI implementation of the VECENV patch.




Software Overview: Microcontroller

The microcontroller software acts as a mediator between the host computer Max/MSP patch VECENV and the bridging circuit (see: Hardware Overview: Bridging Circuit). The microcontroller software has been written in the Arduino environment for use with an Arduino NG or similar interfacing board. An Arduino allows for the translation of digital data into electrical signals.

The sketch (Arduino program) takes the data byte from the Max/MSP VECENV patch containing pitch and volume data and transfers it to the Vectrex via the bridging hardware using electrical states. It should be noted that pins 0 and 1 cannot be used within the Arduino program to send the byte to the Vectrex as these pins are used to transfer the information from the host computer. Thus, PORTB (pins 8 to 15) have to be used in conjunction with PORTD (pins 0 – 7), even though only eight bits are being set.

/*
VECENV TO VSOUNDER CONVERTER by Sebastian Tomczak 26 October 2007
*/

byte data;
// set up a space for data to be tranferred
void setup() {
// begin the setup function
Serial.begin(57600);
// open up a serial connection
DDRD = B11111110;
// set the direction of the PORTD pins (0 - 7)
DDRB = B00000011;
// set the direction for the PORTB pins (8 - 15)}
void loop() {
// begin the loop function
if(Serial.available() > 0) {
// if a serial byte has been received in the serial buffer, then...
data = Serial.read();
// read the byte into memory
PORTD = (data << portb =" (data">> 6) & B00000011;
// set the PORTB pins 0 - 1 to the most significant two bits}}

/* END */
Code 1: The Arduino Sketch



Hardware Overview: Bridging Hardware
The bridging hardware acts as a mediator between the micrcontroller software and the Vectrex itself (see Software Overview: Vectrex Binary). In essence, the interfacing hardware allows the Arduino board to send data to the Vectrex console by directly manipulating the controller ports that are usually used for player input. It is a very simple circuit and is summarised in the following table. Each arrow indicates a direct electrical connection.



** All Arduino pins are connected to ground via separate 30kΩ pull-down resistors . Resistors with a power rating of 0.25W and a tolerance of 5% should suffice for this application. Resistance values between 22kΩ and 100kΩ will suffice for this application.

*** Ground (pin 8) of the DB-9 connector 1 is connected to Arduino ground. 5V (pin 7) of the DB-9 connector 1 is connected to Arduino ground. The Arduino power selection jumper should be set to EXT for the use of an external power source.

**** Ground (pin 8) of the DB-9 connector 2 is connected to Arduino ground.


It should be noted that the ATMega168 microcontroller onboard the Arduino is powered via the outlets on the Vectrex controller. However, the FTDI Serial USB microchip onboard the Arduino is powered via the USB connection to the host computer USB bus. This allows for a reliable transmission of data from the host computer to the Arduino board via the incorporated FTDI microchip. This also allows for direct control of the Vectrex controller ports because the same power bus as the analog to digital circuitry inside the Vectrex powers the micrcontroller that is acting as a control mechanism.



Software Overview: Vectrex Binary
The Vectrex binary acts as a mediator between the bridging hardware and the sound chip of the Vectrex. It is a ROM (read-only memory) image titled VSOUNDER and is essentially a piece of software that the Vectrex console is able to use. The software takes the current state of the two controller ports and uses this state to manipulate the sound chip (programmable sound generator or PSG). The state of the two controller ports thus determines the sounds that the Vectrex creates.

The creation of this binary would not have been possible without the hard work of a number of individuals within the Vectrex community. In particular, the tutorials by both Chris Salomon and Christopher Tumber very were useful as was a triggering code example by Manu Pärssinen . Finally, it is only through the VecFlash hardware developed by Richard Hutchinson that the binary can be currently executed on an actual Vectrex machine (as opposed to an emulator). The source code was assembled in the AS09 assembler. Although a number of variants have been explored thus far, the basic structure and format of the assembly code is as follows.

; pulse wave control example
; by sebastian tomczak
; 26 october 2007
;
; setup bios functions as used in the program
waitrecal equ $f192
byte2sndchip equ $f256
clearsound equ $f272
readbuttons equ $f1ba
; header block
org 0 ; set memory position to zero
fcb $67,$20
fcc "gce 2007" ; copyright year
fcb $80 ; end copyright year string
fdb musa,$f850,$30b8 ; play header music
fcc "vsounder ex" ; program display title
fcb $80,$0 ; end program display title string
; initialise program
jsr readbuttons ; read buttons for initial values
jsr clearsound ; stop any sounds that might be playing
; main program
main jsr waitrecal ; resync
jsr readbuttons ; read buttons into ram
ldb $c80f ; retrieve current button state
andb #$0f ; bitmask least sig four bits
lda #$08 ; modify psg register
jsr byte2sndchip ; set psg register
ldb $c80f ; retrieve current button state
andb #$f0 ; bitmask (most sig four bits revealed)
lda #$00 ; modify psg register
jsr byte2sndchip ; set psg register
lda #01 ; modify psg register
ldb #01 ; data to register
jsr byte2sndchip ; set psg register
lda #$07 ; modify psg register 7 (mixer)
ldb $c807 ; get previous value for psg reg 7
andb #$fe ; turn on tone on voice 1
orb #$08 ; turn off noise on voice 1
jsr byte2sndchip ; set psg register
bra main ; branch back to main loop
musa fdb $fee,$fbe6 ; silent music for header block
fcb $0,$80 ; end silent music for header block
; end

Code 2: The VSOUNDER Source Code

In order to achieve the results heard in the work Extraction Point, a total of five Vectrex binaries were assembled and explored musically via MIDI data from the ProTools environment. Each variant introduced a different set of notes of noise shaping values.



Protocol Overview
The overall structure of the control flow is as follows.
  • MIDI data is sent to the Max/MSP patch VECENV
  • The Max/MSP patch VECENV generates the pitch and volume data that is sent to the Arduino board
  • The Arduino board sets the state of the interfacing hardware that is manipulating the controller ports on the Vectrex
  • The VSOUNDER Vectrex binary measures the state of the controller ports on the Vectrex.
  • The VSOUNDER Vectrex binary controls the sound chip of the Vectrex as determined by the controller ports

MIDI data is transformed into two four-bit nibbles (see: Software Overview: Host Computer Patch). These two nibbles form a byte as follows.


The high nibble (frequency) corresponds to the controller 2 buttons in the hardware tranfer of data. Button 1 corresponds to bit 4, button 2 corresponds to bit 5, button 3 corresponds to bit 6 and button 4 corresponds to bit 7.

The low nibble (volume) corresponds to the controller 1 buttons in the hardware tranfer of data. Button 1 corresponds to bit 0, button 2 corresponds to bit 1, button 3 corresponds to bit 2 and button 4 corresponds to bit 3.

The state of the controllers is read into a memory location $C80F. The data is represented as follows within this location.

The memory location $C80F is bitmasked† against $0F (00001111) in order to retrieve only the volume nibble. This value is then written to PSG (programmable sound generator) register†† eight. The lower four bits of this register set the volume of the voice one output of the Vectrex.

The memory location $C80F is bitmasked against $F0 (11110000) in order to retrieve only the frequency nibble. This value is then written to PSG register nine. The upper four bits of this register help to determine the frequency which is played by voice one of the Vectrex. Each of the three Vectrex voices can play 4096 different possible pitches. This is controlled by a twelve-bit number held in two registers. For voice one of the PSG, register one is the coarse-tuning register (most significant four bits of the twelve-bit value) and register zero is the fine-tuning register (the eight least significant bits of the twelve-bit value). Acceptable frequency ranges can be achieved by changing the four most significant bits of register zero in tandem with setting certain bits within register one.



Bibliography
Richard Hutchinson. “The VecFlash Multi Cart”. http://www.richard.hutchinson.dsl.pipex.com/new_page_1.htm. (Accessed 28 October 2007).

Manu Pärssinen. “Sound Triggering Example”. http://www.pelikonepeijoonit.net/vec/sound5.as9. (Accessed 28 October 2007).

Kevin Ross. “The Basics – Very Basic Circuits: The Pull-Up Resistor”. http://www.seattlerobotics.org/encoder/mar97/basics.html. (Accessed 28 October 2007).

Chris Salomon. “List of Vectrex ROM Function – Functionally Ordered”. http://playvectrex.com/designit/chrissalo/appendixa.htm#Functionally. (Accessed 28 October 2007).

Chris Salomon. “Vectrex Programming Tutorial”. http://playvectrex.com/designit/chrissalo/toc.htm. (Accessed 28 October 2007).

Christopher Tumber. “Introduction to Vectrex Programming”. http://playvectrex.com/designit/christumber/tutorial.htm. (Accessed 28 October 2007).

Saturday, October 27, 2007

"Extraction Point"

"Extraction Point" (featuring Vectrex and Gameboy)
Download it here (3.8MB).

MIDI Controlled Vectrex: Simple Drum Sequencing


In this example, the MIDI data in ProTools is controlling a voice in the Vectrex sound chip that is set to noise in order to achieve some simple drum sequencing.

Volume envelope data is sent from the computer to the Vectrex as well.

Video URL: http://www.youtube.com/watch?v=995BOJWcCwY

Friday, October 26, 2007

MIDI controlled vectrex: custom volume envelopes

The sound of a Vectrex videogame console is controlled via MIDI information within ProTools.

In this example, a number of custom volume envelopes are used. The MIDI information contains directions as to when the envelope should change its shape.

More coming soon.

Video URL: http://www.youtube.com/watch?v=QfbMPwMZn8w

Friday, August 03, 2007

VecFlash usb version


So, my new VecFlash arrived today. Cheers, Richard Hutchinson. Can't wait to try it out - but i don't actually have a USB A to mini B cable lying around the house - can you believe it?

Friday, May 04, 2007

Vectrex stuff for the win!

My package from madtronix.com eventually arrived (after circa six months). But it has been worth the wait. I received:
So far i have used the 3D imager and the lightpens with the multi-cart. Can't wait to get into the Vecvoxx.

Tuesday, April 03, 2007

Hidden Village live at The Trianide


Yep. Last night we played at The Trianide at the Gallery de la Catessen on Anster Street. It was actually a very stressful night, but the set was not too bad. Mycorrizha had their debut set and West'n'Mitchell also presented some 3D video. All in all a good night, which makes we want to organise another one at some stage. But not too soon!

For the Hidden Village set:
Lauren - Vectrex Animations, Commodore 64 w/ Cynthcart 1.0
Seb -
Vectrex Animations, Gameboy w/ LSDJ 3.3.6 and DS Lite w/ Nanoloop 2.0.1
Jordan - Tetris


You can check out a cross section of our set here (only 1:36 - so no excuse!): http://www.youtube.com/watch?v=6WDtztSsxkc






Saturday, March 31, 2007

Redo


I have had to remake one quarter of the ldr interface for Black Dog White Dog. Because i seem to have misplaced the original. Yep... how silly of me.

Tuesday, July 18, 2006

Hidden Village at Earpoke 4 (ACMC06 offsite show)

As part of last friday's final ACMC06 offsite concert, called Earpoke, Lauren and I played a set. We played three pieces: a piece for water surface and nanoloop 2.0.1, a phasing piece for two gameboys and black dog white dog for vectrex running logo and apparently two atari 2600s running synthcart. I say apparently, because of course one of them broke just before we started playing. So the visual -> audio mapping was only half there. It was very dissapointing for us. Also, we got no soundcheck, so the levels were all... over... the place. The lesson to be learned here is to always take as many TVs as you have ataris, so that quick debugging of a setup is not impossible.

Anyway, enough whinging; here are some nice pics, thanks to Tristan Louth-Robins.