Showing posts with label databend. Show all posts
Showing posts with label databend. Show all posts

Sunday, February 13, 2011

Gridbug: Patterns In Bitwise Operations

Bitwise operations can often make very beautiful patterns, given the regular rules that dictate how the operation in question works. So, I thought performing these operations on a bmp file that has a regular pattern might produce some interesting results. Click the following images to see the resulting patterns in full-resolution, 1000x1000 pixel glory (you might wanna zoom in to see those fine details!) :)

Source Grid



Gridbug 00000001



Gridbug 00000010



Gridbug 00000011



Gridbug 00000100



Gridbug 00000101


I really liked the results of this short experiment, and I think I may continue this Gridbug project later, with a variety of different grids, picture formats, operations, etc. Hey, I like the sound of that: "Project Gridbug"! Who knows :)

EDIT: Grr, looks like Blogger has a thing for turning my shiny uploaded bmp images into crappy lossy jpgs! That sucks! I will try uploading them elsewhere, so you can actually SEE the patterns.

EDIT2: Ok, here are the bmp versions, which should be much better (same order as before, including source):

http://i.min.us/ijokCm.bmp%Source
http://i.min.us/ijoi4k.bmp%First Bug
http://i.min.us/ijs7qC.bmp%Second Bug
http://i.min.us/ijoi4g.bmp%Third Bug
http://i.min.us/ijswBY.bmp%Fourth Bug
http://i.min.us/ijs5i4.bmp%Fifth Bug

10 Pet Sounds

Source



A



B



C



D



E



F



G



H



I



J



Hand edited in jpg format (lossy), converted to png format (lossless) afterward

Saturday, February 12, 2011

Sifl And Olly Glitched VIDEO


So, now we are databending VIDEOS!? WHAT IS THIS MADNESS!?!?!?! 0_0

Anyways, this is an old (pre mtv) clip of a show that I love a lot, Sifl and Olly, hand edited to smithereens, in .mov format. Enjoy :)

Visualization Through BMP, Part 2

I am really happy with the results of this session, some of these patterns are just amazing!

The pictures you are about to see have been enlarged to show detail, so you don't have to zoom in like you did last time. Your welcome :)

I started with this simple .bmp file of a blank canvas:


Not too interesting, eh? You probably can't even see it, given how the site itself is already white :s

Anyways, I then began to experiment. I replaced the content of this blank file with whatever other information I fancied, and the resulting image files show the large variety of different images that can be created with this method.

For my first experiment, I generated a VERY low frequency saw wave (2 hertz):


I then generated a low frequency (though not quite as low!) square wave, non-interpolated:


The waveforms were looking very beautiful, but I wanted to see what other possibilities there were. I visualized a flac file, the King Crimson song "Moonchild":


The space at the bottom is, from what I can tell, the place where the file stops, leaving a bit left before it can loop around. Not quite sure though, to be honest!

I then chose a wav file of the world famous beat, the Amen Break (the bmp for this file seemed to be broken, so I had to re-upload it as a png):

And, finally, I visualized my first non-audio example: The first chapter of the classic novel, Moby Dick:



I hope you enjoyed these experiments, let me know what you think in the comments!

Visualization Of Various Waveforms

I thought it might be interesting to see how I could visualize some fundamental waveforms at various frequencies through data-bending. Here are my first two results:


about 120 hertz square wave


>1000 hertz sine wave

Try opening them in your image software of choice and zooming in, the patterns they make are quite beautiful. More coming soon!

Highlights from Tetris ROM bend




Friday, February 11, 2011

SNES: Bad for bending

Yeah, SNES doesn't work very well, probably because of how much more complex it is than the gameboy. However...

























NES works particularly well! Now if only I could find a decent emulator for it on linux!

Databending Roms, Introductions


Hi, my name is artificialcuttlefish, and I like to try new things, especially things involving sound, in combination with 1s and 0s. I am always learning and creating new things, so stay tuned for the wacky hijinks that shall ensue :)


A quick resume of my past audio experiments: I have previously worked under the name of A Salmon Of Questionable Morals. Under that name, I released 2 albums:


Both of them are free, and both of them are also quite loud, so be careful to not damage your ears!

I use many different methods, software/hardware, and production types, some of the many are listed below:

Live Coding
Renoise
Circuit Bending
Databending
Supercollider
Pure Data
Jack (!)
Audacity

And many more :)

A quick note about this blog: Don't expect regular updates. This is kinda an experiment for me, because every other blog I have had in my entire life has ended with 2 posts and 0 followers... I am just hoping that this one will at least be a good place for me to keep my experiments, and allow others to see how they work, if anything.

Alright, now the topic promised databending roms, and so I shall show you!

I have been databending old game roms recently, just to see what kinda of neat glitches I could find. If that sentence didn't make any sense to you, let me explain:

ROMs, or "Read Only-Memory" files, are files that are used to store the information for video games. They contain all the information that is needed for the game to play, other than, of course, the console.
Databending is altering a file to make it glitch, crash, act differently, or even become a different file type all together!

So, you see, I am glitching these roms for the heck of it, and I have quite liked the results so far! I will be cataloging my results with these experiments for a while here, and in upcoming posts, so stay tuned! (I might even make a tutorial for any of you who would like to try it yourself!)

I just finished an experiment in which I messed around with the insides of a gameboy rom (file type .gb), specifically the rom of the classic game Pokemon Red. Here is a two minute sample of the results, taken from when the game starts up, to when it crashes and stops working:

http://www.mediafire.com/?6basgwj5islejkg

I will be using mediafire to host my audio/video uploads, by the way. It seems like it will work well.

If you were wondering what such an interesting glitch looks like, here it is for your visual enjoyment, in screenshot form:




















No, I am afraid I do not know from where the suspicious numeral 5 came, it just sort of showed up. That is the screen that shows up, and there it remains until the game crashes, about 2 minutes inward, after a large array of very interesting sounds and melodies. I tried multiple times, and I must say this was my favorite, audio wise. Many of the others actually managed to be somewhat playable, despite some very strange glitches, such as a Professor Oak who could walk through walls and had the voice of a sparrow Pokemon. I regret not getting a screenshot of him walking through his bookcase while squawking like an angry bird. Alas, it is too late for that.

Anyway, tonight I will be experimenting with editing a rom from the famous Super Nintendo Entertainment System (SNES, file type .smc). Updates coming soon!