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Game Boy (DMG-01)

Activate with chip gameboy (or chip gb).

Status: Stable.

The step-by-step Tutorial walks through writing a Game Boy song. This page is the chip reference: channels, instruments, macros, and export.

Channels

ChannelBeatBax typeDescription
1pulse1Melody / lead; duty + hardware sweep
2pulse2Harmony / bass; duty (no hardware sweep)
3wave32-nibble wavetable (Wave RAM)
4noiseLFSR noise; percussion and FX

Instrument fields

chip gameboy
bpm 128

inst lead type=pulse1 duty=50 env=gb:12,down,1
inst bass type=pulse2 duty=25 env=gb:10,down,1
inst pad type=wave wave=[0,2,4,6,8,10,12,14,15,14,12,10,8,6,4,2] volume=100
inst snare type=noise gb:width=7 env=gb:12,down,1 uge_note=C-7 note=C6
TypeKey fields
pulse1 / pulse2duty (12.5 / 25 / 50 / 75), env, sweep (pulse1 only)
wavewave= (32 nibbles, 16-value shorthand, or 32-char hex), volume= / vol=
noisegb:width, uge_note=, optional divisor / shift, env

Full field detail: Instruments reference. Percussion / note= / uge_note=: Instrument note mapping.

Software macros and UGE subpatterns

Game Boy supports pitch_env, vol_env, duty_env, and arp_env. Those macros (and optional native subpat) lower into a tick program for preview/WAV and hUGETracker instrument subpatterns.

See Instrument macros — especially the Game Boy subpat section.

Export

See also