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
| Channel | BeatBax type | Description |
|---|---|---|
| 1 | pulse1 | Melody / lead; duty + hardware sweep |
| 2 | pulse2 | Harmony / bass; duty (no hardware sweep) |
| 3 | wave | 32-nibble wavetable (Wave RAM) |
| 4 | noise | LFSR 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
| Type | Key fields |
|---|---|
pulse1 / pulse2 | duty (12.5 / 25 / 50 / 75), env, sweep (pulse1 only) |
wave | wave= (32 nibbles, 16-value shorthand, or 32-char hex), volume= / vol= |
noise | gb: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
- UGE (hUGETracker)
- WAV / MIDI / JSON