Intense Tech #19 — New Noise and 9.1.0 News (Defense Mechanism)
lsdj 9.1.0 reorganised the noise channel into ordered notes; defense-mechanism (intense-tech) explains the new layout, offers a converter for old shape values, and lists the other 9.0.1–9.1.0 changes — P, C and V on noise, rhythmic TICK vibrato rates, two-digit FINETUNE and LIMIT.
Key claims#
- New noise layout: all noise values are ordered by frequency. Long-loop noises come first, lowest to highest, as
00–3B; above them the short-loop noises appear as note names — C, D, F and G# (the pitches each frequency is closest to) in octaves −9 to 8; octaves −9…4 have all four notes, octaves 5–8 only C, plus an extra F in octave 5. The old scheme (octave digit + divisor digit, s-intense-tech-17-the-joys-of-noise) is gone. - Loading an old song converts the noise notes automatically, but not transposes or
Svalues; the page's converter (also at defensem3ch.github.io/noise-convert) maps an old byte andS/TSP value to the new note and offset. Read from its table: the old short-loop shapesX0…X7become D, F, G#, C, F, C, C, C in rising octaves (90→D-2,93→C-1,95→C 0,97→C 2;A5→C 1;80→D-3,70→D-4), and the old long-loop shapesX8…XFbecome4·(X−2)plus 0, 1, 2, 3, 5, 7, 11, 15 (e.g.98→1C,9F→2B), compressed near the top (FF→3B). Pon noise now sweeps the ordered notes smoothly without a table, with a new speed scale:P01appliesS01every 4 ticks,P04every tick — kicks, hats and crashes from one instrument.Con noise arpeggiates like on pulse/wave, limited to the available notes:F 5withC12gives F, G# and C (an F minor triad); larger values span octaves.Von noise is new — always tick-based.- 9.0.1: sprite-based play-position indicators at 60 Hz (tables become readable).
- TICK vibrato rates now match phrase steps:
V0x= 16 steps,V1x= 12,V2x= 32/3,V3x= 8,V4x= 6,V5x= 16/3 …VFx= 1/2 step. - Instrument FINETUNE has two digits (old
01= new10); bookmarks mark whole song rows,B+UP/DOWNjumps between them; synth LIMIT has two digits and above0Foverdrives — wrapping with CLIP distortion for new harmonics; wave-channelFcommands are immediate again (they had been delayed by silky wave since version 7 — clicks return, rhythm precision returns); noise FREE/STABLE is removed and random muting reduced, though a hardware bug on many Game Boy models can still mute the channel (BGB, SameBoy and most Game Boy Advance models are unaffected).
Practical takeaways#
After upgrading past 9.1.0, re-enter every noise transpose and S value with the converter; rebuild noise drums with P sweeps instead of tables; pick TICK vibrato speeds by the step lengths above.
Notable quotes#
"If you've ever thought the LSDj noise channel was confusing, you are not alone!"
Pages touched#
lsdj · instrument-design · vibrato · chord-arpeggio · pitch-slide-and-portamento · wavetable-programming · game-boy-apu · intense-tech · defense-mechanism · levels-and-headroom