Drum Machina Go! As A New Music Tool For The Game Boy

The Nintendo Game Boy is quite possibly the most popular console in the international chiptune community. You might have seen musicians cranking out tunes with LSDJ or Nanoloop, but now there’s a new option for writing bangers on the DMG. It’s Drum Machina Go!, put together by [audiowanderer].

The original Game Boy has a four-bit audio engine with two pulse channels, one waveform channel, and a noise channel. To that end, DMGo! gives you those four channels to play with, each with a 16-step sequencer. There’s also an FX section, ADSR controls, and various filtering options to make your sound juicier, richer, or grainier, depending on your taste.

There are also helpful sync options via the link port, such as for use with other Game Boys, or you can use PULSE OUT sync to hook up to your Teenage Engineering Pocket Operators or KORG Volcas if you have them. There are also fun features like the MANGLING FX which lets you decay and destroy your musical creations live by playing with the D-pad and buttons.

If you’re eager to try a new way to compose on the Game Boy, you can throw it on a flash cart or in an emulator and start tinkering away.  We’ve featured other fun Game Boy music hacks before, too, like this nifty project that turns it into a MIDI sequencer.

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Miniaturized, Working Replica Of Vintage Leslie Speaker

Few pieces of vintage audio gear from the turn of the century (the previous one) inspire the kind of devotion that a Leslie speaker does. Sure, there are plenty of pieces that are rarer or more valuable, but the Leslie speaker has such a big following because of its uniqueness of physically moving sound around a room. Two rotating devices in the speaker physically direct the sound around the cabinet with musician-controlled speed, and this sound remains extremely difficult to reproduce faithfully without the moving components. But originals are enormous and meant for organs, so [Eric] built a 40% replica with a few modern touches for his guitar.

The build starts with a CAD model, where [Eric] works towards making the most accurate enclosure for his speaker as possible. The CAD model heads out to a CNC machine which can care most of the details into the wood, and he eventually is able to finish it, although it took a few tries with stains and paintbrushes of various types. For the speakers themselves, he’s using modern versions including modern brushless motors to drive the rotating elements. Like the original speaker, the high range of sound is sent through a rotating set of horns, of which one is only a counterweight, and the low range is directed out of the bottom of the cabinet through a large rotating drum. Both rotating elements here are 3D printed, and with everything put together and wired up [Eric] has a much more portable, faithful recreation of the original Leslie speaker.

There are some upgrades in the wiring too, which makes it work better with a guitar rather than for an organ. It’s also much lighter, and was a hit when he took it to let a few other guitarists to play as well. It’s not the first time we’ve seen the Leslie’s movement recreated for guitar, but it is the most alike to the classic 1930s-era speaker we’ve seen so far.

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DOOM Played On Series Of 555 Timers

It’s technically true that any piece of software can be reproduced in hardware, although modern software’s size and complexity generally makes this a non-starter. But if we go far enough back in time, older software becomes easier and easier to implement in hardware. The original DOOM from 1993 might one day be recreated in full this way, but that day is not today. Instead, [Nick] has recreated the original music from that game, playing the opening track in nothing but 555 timers.

The circuit starts with a 555 timer that acts as a system clock with a rate of just over 7 Hz. These pulses feed a binary counter which in turn feeds a decoder, giving the circuit 15 positions. Each output of the decoder feeds to a diode matrix which stores information about what pitch the circuit should play. The circuit only needs to play six pitches so the diodes effectively connect each moment in time to one of these six notes. From there the circuit feeds into a set of switches which select different resistor networks of another 555 which is actually responsible for producing sound. The resistor networks have different values to adjust the timing of the 555 to produce different pitches.

Of course this entire exercise is largely academic as almost any microcontroller would be able to be programmed to play this chiptune quite easily, but it’s not a bad idea to get down into the weeds of digital logic from time to time in order to refine one’s skills and knowledge about what’s really going on in the inner workings of circuits. Or, go even deeper than that and build the logic gates themselves from first principles.

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Child-Friendly Music Player Uses RFID

[David] has a young child who is clever enough to use a computer to play music, but he doesn’t quite want to hand over the mouse just yet. Thus, he set about building an electronic music player that could be operated in an altogether simpler fashion. 

The build is based around an Arduino Nano — its job is to read RFID tags via an RC522 reader, with the tags themselves embedded in a series of small dolls belonging to [David]’s daughter. Upon reading the tag, the Arduino Nano chats over serial with a DFPlayer Mini module, which reads a playlist of MP3 files off of an SD card and plays them over a small 4 ohm speaker that [David] had laying around. It’s a simple build, with the components all neatly wrapped up in a handsome wooden case with a volume control and a skip button for if any one song becomes too annoying for a repeat listen.

We’ve featured other builds in this vein before, too. There’s something satisfying about a music player with such a simple interface—no delicate media to fiddle with, just pop the toy on top and get the playlist you were looking for. If you’re creating your own little musical builds at home, we’d love to see them on the tipsline.

Piano Escapement Migrates To Drum Kit

For as popular as the piano is in music studios, homes, and schools, it almost defies logic. Compared to a guitar, harmonica, or drum set, pianos are incredibly complex machines that can have somewhere on the order of 8,000 moving parts in a case that can easily weigh hundreds of pounds and which often responds quite poorly to seasonal changes in temperature and humidity. But for putting up with all of these downsides, musicians are rewarded with an instrument that uniquely responds to touch, style, and emotion. A big reason for that is that mechanical complexity, and [Super Valid Designs] is attempting to bring that design to a drum set.

Compared to the complex machinery that connects the movement of a piano’s key to its hammer striking a string, a kick drum pedal is much simpler. It can only bounce off of the drum or get “buried” where the beater remains pressed up against the drum after hitting it. [Super Valid Designs] wanted something with a bit more finesse and control, so he first 3D printed a mechanism that throws the beater towards the drum head and then disconnects it mechanically from the pedal, so that it rebounds even if the pedal stays depressed. The next steps were more difficult, which involved making sure the mechanism reset itself in a repeatable way, without making too much noise of its own. This involved trying out a few different ideas and printing a massive amount of subtly different linkages, but in the end he’s left with a machine that nearly replicates all of the parts of a piano’s escapement,

The end goal of this project wasn’t simply to reproduce piano mechanisms on a drum set, though. [Super Valid Designs] hopes to make a kick drum that’s much smaller than those found in traditional kits, and since smaller drums respond poorly when the beater remains on or near the drum after striking it, a mechanism like this will dramatically improve the performance of the smaller drum and help reduce the requirement for perfect technique. And, maybe in 50 years or so, these types of escapements will take over the drumming world just like the piano escapement took over keyboards after its invention in the 1700s. Some simpler piano actions have been built before, but the complexity seems to be a requirement for all of the tasks they need to do whether its for a piano or a drum.

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The Maths Behind A Chord Recognition Engine

A key part of any tertiary musical education is learning about all the wonderful (and less wonderful) types of chords out there. Typically this involves a great deal of exercises involving the identification of a given chord from its component notes. But how would you do this programmatically? Well, thankfully, the developers behind the WhatChord tool are happy to explain just how it’s done.

The problem with classifying chords is that the way musicians use them and construct them can be quite varied. Names can also be applied somewhat differently depending on the musical context of a given set of notes. To suit the musical reality of real players and composers, WhatChord uses a specially-developed scoring algorithm to try and nut out what a chord is actually supposed to be.

As an example, a major chord must require a root note and a major third interval. It can optionally include a perfect fifth. However, if there is a minor third, minor seventh, or major seventh present, then you’re almost certainly not looking at a simple major chord. WhatChord takes these things into account by weighting the different tones present and seeing which chord gets the highest score. The required notes add weight, while notes that shouldn’t be there add a penalty to the score. Then there are extra penalties for ambiguous “unexplained” tones, extensions, and a few other parameters to disambiguate edge cases.

If you’d like to see how it works in practice, you can check out the WhatChord app and see how good it is for yourself. Alternatively, explore some of the other chord-focused projects we’ve featured over the years, or send your best musical projects into the tipsline.

[Thanks to baschwar for the tip!]

The Rapper, The Canadian Academics, And The Secret Behind The Earworm

There are many events so far in 2026 that could reasonably have been predicted, but perhaps one which couldn’t is a Hackaday scribe in Europe unexpectedly finding herself with a constant earworm from Afroman. The rapper, who most of us know only from his year 2000 hit single about getting high, made the news after an inept police raid on his house, and in turn a court case over his musical denunciations of the authorities.

It’s fair to say they picked on the wrong guy, but in thinking about why, the answer is in the earworm. He has the unique skill of making a song irritatingly catchy, which led us to the question of how a catchy song works. As luck would have it a team from the University of Waterloo have recently released a paper in which they explain  it all in terms of maths, giving the rest of us a formula where the likes of Afroman are presumably born with it.

We won’t pretend that Hackaday’s mathematical expertise stretches beyond that needed for engineering, but for the more advanced numberphiles among us the university’s write-up goes into some detail about their use of group theory to study the patterns and symmetry in a given piece of music. It’s a new approach that joins other more famous guides to musical success, so perhaps if you couple it with the stuff your music teacher failed to tell you in school, you could be on your way to the top of the charts. Meanwhile here at Hackaday we’ll stick to more conventional inspiration.


Header: Chris Gilmore, CC BY-SA 2.0.