Hello and welcome back to Intense Tech with Defense Mech! This time let’s cover some of the brand new features from LSDj version 7! I guarantee you’ll find something here that will pique your interest in checking out the latest version, so let’s dig in!
Disclaimer: At the time of writing, version 7 is still buggy and WILL CRASH! So feel free to play with new features, but please back up your work! It is still recommended to stay at the latest stable version 6.9.0.
During the last several weeks, the benevolent developer Johan Kotlinski has been hard at work making more improvements to the much-beloved LSDj Game Boy tracker. Last time we left off at version 7.0.6 to talk about the new functionality of DRUM pitch. This time we’re taking a look at version 7.7.4 and demonstrating some of the most exciting new features! Let’s get started!
One new feature is the FX/SPEED setting. As its name implies, it sets the speed for some effect commands: namely, C, P, R, and V commands (P and V commands for pulse and wave channels are only affected in TICK pitch). Increasing the value increases the number of ticks each effect lasts, effectively slowing the speed of the effect. The video below demonstrates each effect in order.
Changing FX/SPEED to slow down effects.
A brand new command has made its way into version 7. This command is similar in some ways to the Z command we’ve covered before. Like Z, the B command can be used to apply probability to notes or tables. Using B in tables also allows probability to be applied. B works similarly to the H command in that it will hop to a row, but whether it does so or not can be left up to chance. Setting a B command of B05 will never hop to row 05, and setting a B command of B85 will hop to row 05 about 50% of the time. Setting BF5 will hop to row 05 about 15 times out of 16.
Using the B command with pulse, wave, and noise instruments allows a probability to be set from 0 to F (15). Setting the command to B00 will never trigger the note, and setting the command to B0F will always trigger the note. Values in between apply other probabilities: B04 means the note is 25% likely to play, B08 means the note is 50% likely to play, and so on. For kit instruments, each digit affects the left or right sample separately, meaning a command of B48 means the left sample is 25% likely to play while the right sample is 50% likely to play. Let’s take a peek at how this looks and simultaneously scope out another new feature, the…
Perhaps the most mind-blowing feature will be easy to showcase here, but all the same, yes, the wave channel now features an oscilloscope!
Not the most inspired tune, but it sure is nice to look at!
Another equally awe-inspiring feature is dubbed Silky Wave. Many long-time Game Boy musicians are probably familiar with the infamous clicking of the wave channel endemic to the hardware itself. While it previously required a brute acceptance of this hard fact, thanks to the brilliant efforts of Johan Kotlinski, an incredible workaround has been achieved! The details are perhaps a bit esoteric, but as best I understand, a timer was implemented to allow changing the waveform at a more opportune time and avoiding such a harsh click. What this means is that a wave synth using the fastest Speed of 1 is now eminently more audible at its intended frequency. The video below compares the silky wave before and after.
The extra clicking has been eliminated with silky wave!
One of the most-requested features was the return of the old wave channel pitch wrap. Interestingly, this characteristic sound was caused by the sound generator restarting at a very fast rate. Using it on the wave channel allows the sound to be tuned at the user’s will rather than simply relying on a P command. Using it on a pulse instrument such as a kick allows the sound to go about 3 whole tones lower than the pulse channel is normally capable of generating. Here’s a video to demonstrate!
As the name of this feature implies, it is now possible to apply a finetune from -F (-15) to +F (+15) in the wave instrument.
Again, as the title states, max tempo is now 295 BPM! Tempos from 256 to 295 BPM can also be applied using the T command values 00 through 27.
Loading and saving time for songs has been drastically decreased. You might notice what appears to be visual glitches on the screen, but this is completely intentional!
Did I leave anything out? Feel free to reach out to me at email@example.com if you have any questions about these features or other changes new in version 7! Until next time, I hope you enjoy playing with the new version. This is DEFENSE MECHANISM, signing off!
Note: traducción al Español por Pixel Guy encontrado aquí.