#31073 - OrR - Tue Dec 07, 2004 4:58 pm
Look at this:
http://www.1101.com/nintendo/band_bros/DS-demo.html
Sounds familiar... Take a look at GBAkkord here:
http://gbadev.org/demos.php?year=04&month=01
I should have submitted a patent... :P
#31080 - tepples - Tue Dec 07, 2004 5:25 pm
Nope. There were Parappa and Beatmania long before your idea.
Too bad I never got to see a shot of the screen in order to see what the arrows look like.
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#31084 - OrR - Tue Dec 07, 2004 5:37 pm
Doesn't have anything to do with Beatmania etc. You actually make music yourself and not press buttons at the time the GBA tells you to.
#31093 - SmileyDude - Tue Dec 07, 2004 8:34 pm
i really wish that I could read japanese...
it appeared to me that not only were they all jamming together with their DS', but that each DS was playing back all of the sounds mixed together. Either that, or they had each DS miked -- it sounded pretty loud to me, even as the camera moved around the group.
If all of the DS units were playing back in synch, it makes me wonder how they solved not only the issue of sound latency, but also network latency. I'm assuming that they used some sort of network broadcast, with timing info attached to each message.
BTW -- does anyone else have any info on this title? Is it just a demo? or is it something that's actually going to be commercially released?
Edit -- nevermind. Doing a google search for "Nintendo DS Band Bros" turned up this: http://media.ds.ign.com/media/707/707313/imgs_1.html
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#31094 - keldon - Tue Dec 07, 2004 8:53 pm
so long as the network latency is below 21ms, you won't notice anything at all; even those playing it
#31095 - keldon - Tue Dec 07, 2004 8:55 pm
Oh my days, they did my fave chord sequence. Okay it's nothing big; but I love the sound of it. I want to see a proper video of it; this one I couldn't see anything.
#31096 - DiscoStew - Tue Dec 07, 2004 9:07 pm
If you look at the ground in front of the grey-suit man, you will see a speaker, which is hooked up to his DS. This means that he is probably the host for the group link, and all that everyone else is doing is playing notes for specific intruments that are sent wirelessly to his DS, integrated with his own notes and intrument, and his DS outputs the group's combined data out to the speaker.
I think that it is pretty cool.
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#31103 - PhoenixSoft - Tue Dec 07, 2004 10:07 pm
This game was originally a GBA game called 'Game Boy Music'. It was cancelled, but you can tell that it is the origin of Jam With The Band. Just look at the screenshots:
http://media.gameboy.ign.com/media/016/016252/imgs_1.html
#31122 - telamon - Wed Dec 08, 2004 1:46 am
I actually invented that thing too, about 3 weeks when i was trying to fall asleep. "There's one thing that the gba lacks, which it could be done, that's mod trackers" last thing i remember is deciding on the tone layout which was quite identical to their choice.. Of course, it was initially a rip from Zelda: OOT's ocarina system...
Well then again i would like to see some an more advanced version of pictochat, ( few layers , watercolor , airbrush , color-palette) . It's a bit sad that there isn't any pressure sensitivity, but well you can do some very nice stuff without it too. Given that you have access to brush-size and brush-opacity sliders.
Actually i'd settle with pictochat that has a save image feature. :)
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#31123 - keldon - Wed Dec 08, 2004 1:55 am
Kind of reminds me of my Sabinov submission to PDRomz 2.5. It wasn't labelled as a music based/oriented game; but it's a DDR style game that provides a musical response to your key inputs.
Isn't exactly a musical jamming game, but does feature some eminem riffs that you have to play to in order to protect your walls.
#31125 - Abscissa - Wed Dec 08, 2004 2:05 am
keldon wrote: |
Kind of reminds me of my Sabinov submission to PDRomz 2.5. It wasn't labelled as a music based/oriented game; but it's a DDR style game that provides a musical response to your key inputs.
Isn't exactly a musical jamming game, but does feature some eminem riffs that you have to play to in order to protect your walls. |
That one was fun :). Didn't realize it was yours.
#31133 - telamon - Wed Dec 08, 2004 3:01 am
OrR: I just tried out your demo and I like it alot!! :D
Woulden't have left home without it if it weren't for the controls, you've put the tones in an inverted order, most musical instruments have all the high tones to the the left, and the darker ones to the right. Anyways, this demo is never leaving my flashcart again ;D
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#31140 - tepples - Wed Dec 08, 2004 5:14 am
telamon wrote: |
you've put the tones in an inverted order, most musical instruments have all the high tones to the the left, and the darker ones to the right. |
Say what? The organ, harpsichord, piano, and guitar put the lower pitches to the performer's left. Do you claim they're atypical?
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#31142 - Hyo - Wed Dec 08, 2004 7:36 am
SmileyDude wrote: |
If all of the DS units were playing back in synch, it makes me wonder how they solved not only the issue of sound latency, but also network latency. I'm assuming that they used some sort of network broadcast, with timing info attached to each message. |
Not at all, if all the sounds are in all the gamepacks, all that has to be sent out is "play sound # whatever", which can then be called locally, no bigs.
#31145 - dagamer34 - Wed Dec 08, 2004 8:44 am
Hyo wrote: |
SmileyDude wrote: |
If all of the DS units were playing back in synch, it makes me wonder how they solved not only the issue of sound latency, but also network latency. I'm assuming that they used some sort of network broadcast, with timing info attached to each message. |
Not at all, if all the sounds are in all the gamepacks, all that has to be sent out is "play sound # whatever", which can then be called locally, no bigs. |
I don't think that GBA games really had the time to actually sync music between units as most of the time was spent in process the actual music itself. The DS on the other hand, has an abundance of power for that task based on the type of game Jam with the Band is going to be.
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#31174 - Hyo - Wed Dec 08, 2004 5:43 pm
dagamer34 wrote: |
Hyo wrote: | SmileyDude wrote: |
If all of the DS units were playing back in synch, it makes me wonder how they solved not only the issue of sound latency, but also network latency. I'm assuming that they used some sort of network broadcast, with timing info attached to each message. |
Not at all, if all the sounds are in all the gamepacks, all that has to be sent out is "play sound # whatever", which can then be called locally, no bigs. |
I don't think that GBA games really had the time to actually sync music between units as most of the time was spent in process the actual music itself. The DS on the other hand, has an abundance of power for that task based on the type of game Jam with the Band is going to be. |
I thought we were talking about a DS game anyways? I was simply suggesting that the produced sounds were not being sent as actual sound, but as some simpler form of data that would point the local DS to the sound file on it's own cartridge.
#31175 - keldon - Wed Dec 08, 2004 5:50 pm
tepples wrote: |
telamon wrote: | you've put the tones in an inverted order, most musical instruments have all the high tones to the the left, and the darker ones to the right. |
Say what? The organ, harpsichord, piano, and guitar put the lower pitches to the performer's left. Do you claim they're atypical? |
Maybe he's a man on weekdays and a flute player on weekends. Flutes have high notes on the left.
#31179 - dagamer34 - Wed Dec 08, 2004 6:33 pm
Hyo wrote: |
dagamer34 wrote: | Hyo wrote: | SmileyDude wrote: |
If all of the DS units were playing back in synch, it makes me wonder how they solved not only the issue of sound latency, but also network latency. I'm assuming that they used some sort of network broadcast, with timing info attached to each message. |
Not at all, if all the sounds are in all the gamepacks, all that has to be sent out is "play sound # whatever", which can then be called locally, no bigs. |
I don't think that GBA games really had the time to actually sync music between units as most of the time was spent in process the actual music itself. The DS on the other hand, has an abundance of power for that task based on the type of game Jam with the Band is going to be. |
I thought we were talking about a DS game anyways? I was simply suggesting that the produced sounds were not being sent as actual sound, but as some simpler form of data that would point the local DS to the sound file on it's own cartridge. |
Oh, I thought I was responding to the post that said that he didn't like it when mutliplayer GBA games had their music out of sync. Sorry. =)
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#31195 - OrR - Wed Dec 08, 2004 8:34 pm
telamon wrote: |
OrR: I just tried out your demo and I like it alot!! :D
Woulden't have left home without it if it weren't for the controls, you've put the tones in an inverted order, most musical instruments have all the high tones to the the left, and the darker ones to the right. Anyways, this demo is never leaving my flashcart again ;D |
Well, the sourcecode should be included. It's REALLY simple or I wouldn't have been able to write it... :D Simply change what you want. ;)
#31322 - telamon - Fri Dec 10, 2004 12:26 am
keldon wrote: |
tepples wrote: | telamon wrote: | you've put the tones in an inverted order, most musical instruments have all the high tones to the the left, and the darker ones to the right. |
Say what? The organ, harpsichord, piano, and guitar put the lower pitches to the performer's left. Do you claim they're atypical? |
Maybe he's a man on weekdays and a flute player on weekends. Flutes have high notes on the left. |
um almost on target ;D sorry i kind of misplaced right and left, i meant the other way ofcourse, like your typical piano or guitar
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#31323 - telamon - Fri Dec 10, 2004 12:28 am
OrR wrote: |
telamon wrote: | OrR: I just tried out your demo and I like it alot!! :D
Woulden't have left home without it if it weren't for the controls, you've put the tones in an inverted order, most musical instruments have all the high tones to the the left, and the darker ones to the right. Anyways, this demo is never leaving my flashcart again ;D |
Well, the sourcecode should be included. It's REALLY simple or I wouldn't have been able to write it... :D Simply change what you want. ;) |
Actually i intended to rewrite it for myself but well, seems like i need dragonbasic to recompile it and that site was down last i checked :(
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