Digital product
MODBOY
A playable Game Boy — DMG, Color and Advance — for Ableton Live.
The Game Boy that runs LSDj, Nanoloop and FMS — rebuilt to be performed, not reproduced inside Max for Live: bend the live chip until the picture and sound break together, split it into live stems, recall it cold. any cartridge, Pokémon included.
Includes
- MODBOY the live console where it all happens, with its screen and its sound chip
- SPEAKER the control surface that reaches into the live chip to bend it, split it into stems and process it
- COMPATIBLE any Game Boy, Color and Advance cartridge with battery saves — no BIOS to hunt down, ~95% of games boot instantly, Pokémon Gen 3 included
- SAVESTATES snapshot and recall any moment cold, per game — with an auto-cover of each, so the library shows the games, not filenames
- PLAY IT plug in any controller and play, or sequence the console over MIDI from a clip
- MAC & WINDOWS Ableton Live 12 with Max for Live (Max 9)
Circuit bending, in software
bend the live chip while the game plays, live — not a filter on top. it all happens inside MODBOY, the console; the Speaker is the control surface that reaches in, the matrix behind the bends, the stems and the effects. reach in and move any of it:
- battery browns the chip out; the voices thin and clip, but the pitch holds.
- clock drags the pitch down, or wows and flutters it.
- pulse morphs its own timbre as it plays.
- corruption pushes into the registers, wave RAM and video memory; the picture tears, the sound shreds.
- stutter grabs a slice of the live output and repeats it, tightening from a clean roll to a smear.
- reverse throws the whole output into an endless backward loop.
- burst re-speeds the last stretch, from a quarter-speed drag to double-time, mixed against the clean signal.
every one is a knob or a button — map it, automate it across a set, pull it back clean. where a scripted glitch fires once and drifts, this one stays in tune and lands on the bar.
and the voices come apart into stems: every channel on its own Live track. mute the lead, keep the bassline, solo the noise.
External processing
past the chip, the whole output runs through an external effects chain, all voices at once:
- seed works like a cheat code: punch in a number and it draws one of 10,000 effect combinations, tape echo and convolution reverb among them.
- clip is the last stage, the one you set yourself, on the way into the output.
Under the hood
the cores hold. the Game Boy passes Blargg and dmg-acid2. the Advance runs to an exact cycle budget and plays commercial games clean.
and it stays out of the way. emulator running, big screen open, Live’s CPU meter reads 1–2%: MODBOY barely touches the audio thread — the one that clicks and drops out when it runs late — so you can push it hard and the sound still lands on time.
owning the core is the point: every register the chip computes is one you can read, route or bend.
The GB core is based on Peanut-GB (MIT). Built with reference to GBATEK, the Game Boy hardware reference, and the mGBA project. Bug fix contributed by Ess Mattisson.
*Game Boy, Game Boy Color and Game Boy Advance are trademarks of Nintendo; all game titles named are trademarks of their respective owners. MODBOY is an independent work, not affiliated with, endorsed by or sponsored by Nintendo, and includes no Nintendo software.