Chiptune for Move Everything
NES and Game Boy chiptune synthesizer for Move Everything.
Emulation
Two classic sound chips running as cycle-accurate emulations:
NES 2A03 (Ricoh RP2A03, as in the Nintendo Entertainment System):
- 2 pulse-wave channels with 4 duty cycles (12.5%, 25%, 50%, 75%)
- 1 triangle-wave channel (fixed waveform, no volume control)
- 1 noise channel (white noise and metallic/periodic modes)
- Emulated by Nes_Snd_Emu (Shay Green / blargg), a band-limited synthesis library that generates alias-free output at any sample rate
Game Boy DMG (Sharp LR35902 APU, as in the original Game Boy):
- 2 pulse-wave channels with 4 duty cycles (12.5%, 25%, 50%, 75%)
- 1 programmable wave channel (32-sample 4-bit wavetable)
- 1 noise channel
- Emulated by Gb_Snd_Emu (Shay Green / blargg), using the same band-limited synthesis approach as the NES library
Both libraries use Blip_Buffer for band-limited sample generation, producing clean audio without the aliasing artifacts typical of naive square-wave synthesis. Register writes are sample-accurate.
Features
- 32 presets (16 NES, 16 GB) covering leads, pads, bass, percussion, and FX
- Up to 4-voice polyphony with automatic voice allocation
- ADSR envelope per voice
- Vibrato with configurable depth and rate
- Pitch bend support
- 8 programmable GB wavetables (sine, saw, triangle, square, pulse, staircase, metallic, bass)
- Works standalone or as a sound generator in Signal Chain patches
Prerequisites
- Move Everything installed on your Ableton Move
- SSH access enabled: http://move.local/development/ssh
Install
Via Module Store (Recommended)
- Launch Move Everything on your Move
- Select Module Store from the main menu
- Navigate to Sound Generators > Chiptune
- Select Install
Build from Source
Requires Docker (recommended) or ARM64 cross-compiler.
git clone --recursive https://github.com/charlesvestal/move-everything-chiptune
cd move-anything-chiptune
./scripts/build.sh
./scripts/install.sh
Controls
| Control | Function |
|---|---|
| Jog wheel | Browse presets |
| Knobs 1-4 | Attack, Decay, Sustain, Release |
| Knobs 5-8 | Duty, Vibrato Depth, Vibrato Rate, Volume |
Presets
NES
| # | Name | Description |
|---|---|---|
| 0 | NES Lead | Warm 50% pulse lead |
| 1 | NES Bright | Punchy 25% pulse |
| 2 | NES Thin | Thin 12.5% pulse |
| 3 | NES Pad | Slow attack pad with vibrato |
| 4 | NES Pluck | Short pluck |
| 5 | NES Stab | Quick stab |
| 6 | NES Poly | 3-voice polyphonic (50%) |
| 7 | NES Poly Bright | 3-voice polyphonic (25%) |
| 8 | NES Unison | 2-voice detuned unison |
| 9 | NES Brass | Slow attack brass |
| 10 | Tri Bass | Triangle wave bass |
| 11 | Tri Kick | Triangle with pitch drop |
| 12 | NES Bell | Long decay bell |
| 13 | NES Hat | Short noise hi-hat |
| 14 | NES Snare | White noise snare |
| 15 | NES Zap | Noise with pitch drop |
Game Boy
| # | Name | Description |
|---|---|---|
| 16 | GB Lead | Warm 50% pulse lead |
| 17 | GB Bright | Punchy 25% pulse |
| 18 | GB Thin | Thin 12.5% pulse |
| 19 | GB Poly | 3-voice polyphonic (50%) |
| 20 | GB Poly Bright | 3-voice polyphonic (25%) |
| 21 | GB Unison | 2-voice detuned unison |
| 22 | GB Vibrato | Lead with vibrato |
| 23 | GB Pluck | Short pluck |
| 24 | GB Pad | Slow attack pad |
| 25 | Wave Bass | Wavetable bass |
| 26 | Wave Pad | Wavetable pad with vibrato |
| 27 | Wave Sub | Deep sub bass |
| 28 | Wave Growl | Aggressive wavetable |
| 29 | Wave Metal | Metallic wavetable |
| 30 | GB Brass | Slow attack brass |
| 31 | GB Bell | Long decay bell |
Credits
- Nes_Snd_Emu: Shay Green (blargg) / jamesathey fork (LGPL-2.1)
- Gb_Snd_Emu: Shay Green (blargg) (LGPL-2.1)
- Move Everything port: Charles Vestal
License
MIT License (plugin code) / LGPL-2.1 (blargg libraries)
AI Assistance Disclaimer
This module is part of Move Everything and was developed with AI assistance, including Claude, Codex, and other AI assistants.
All architecture, implementation, and release decisions are reviewed by human maintainers.
AI-assisted content may still contain errors, so please validate functionality, security, and license compatibility before production use.
