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Thanks, it's pretty fun to work on! At the moment I'm not planning on adding sampling support but it could be something I will consider in the future.

There are two ways around it, one would be to bake the samples in the rom file, either at compile time or with an injector of sorts. The other would be to keep the samples on the save file. Both of these need extra tooling in addition to the work it's required to make it work on the sequencer side.

This can be a lot of extra work and unfortunately my time is limited and this project is not yet self-sustainable. I'll let you know if I decide to toy with this idea though.

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Thank's for your response! 
I use samples (only) on a (very ugly) sequencer I made on the nintendo ds in C with the help of an open source project. I use max_mod and devkitpro, there is examples on github for auto compile sample from wav files in a folder named max_mod in the project. So it's on the rom file. I don't know if something similar exist on gba but on ds it's very easy. 

But yea, it would mean more works that's true, the important is making something you like :-) I tried your sequencer just a few minutes and it seems to be a lot of fun!

The implementation of CV gate written in the description would be sooo awesome! O.o   For my part I use "sync" in my nds sequencer, which is just a button who transform all the sequencer to mono and pan all to left and use the right channel to send a Sync sample. It needs a Y cable and it works good with korg machines because they accept low level sync

I'll be working on the CV and audio sync this weekend, you can see a taste of it here: https://merveilles.town/@bd/110423839732385870

Stay tuned!