From 99d16d616d5f70754dd6aa567e478e587a733d8c Mon Sep 17 00:00:00 2001 From: dannye <33dannye@gmail.com> Date: Sun, 5 Jan 2020 15:41:55 -0600 Subject: Update docs/music_commands.md and remove the pokered compatibility macros --- docs/music_commands.md | 245 +++++++++++++++++++++++++++++++------------------ 1 file changed, 157 insertions(+), 88 deletions(-) (limited to 'docs/music_commands.md') diff --git a/docs/music_commands.md b/docs/music_commands.md index 676d426f7..f3dee571e 100644 --- a/docs/music_commands.md +++ b/docs/music_commands.md @@ -2,146 +2,197 @@ Defined in [macros/scripts/audio.asm](https://github.com/pret/pokecrystal/blob/master/macros/scripts/audio.asm) and [audio/engine.asm:MusicCommands](https://github.com/pret/pokecrystal/blob/master/audio/engine.asm). -*See also: [Sound Engine Commands](https://github.com/pret/pokecrystal/blob/master/wiki/Sound-Engine-Commands)* +Note: Commands that are intended for the song channels (1-4) can be used by the sound effect channels (5-8) if the sound effect channel exits sound effect mode with the `toggle_sfx` command. -## musicheader n, index, address +## channel_count n + +Used at the start of each sound header to specify how many channels are used in the sound. +`n`: Number of channels [`1`, `4`] + + +## channel index, address + +Used for each channel in a sound header. +`index`: Channel number [`1`, `8`] +`address`: Pointer to the sound data ## note pitch, length -(Used on all channels) +Play a basic note. Used by channels 1-3. +`pitch`: Pitch of note (see [constants/audio_constants.asm](https://github.com/pret/pokecrystal/blob/master/constants/audio_constants.asm)) +`length`: Length of note [`1`, `16`] -The high nibble is the note to play. 0 is rest, 1 is `C_`, 2 is `C#`, etc; `$C` is `B_`. -The low nibble is the length of the note. 1 gets added to this, so 0 still has a length. +## drum_note instrument, length -## sound pitch, octave, intensity, frequency +Play a predefined drum note. Used by channel 4. +`instrument`: Instrument ID [`1`, `12`] (see `toggle_noise`) +`length`: Length of note [`1`, `16`] -## noise pitch, duration, intensity, frequency +## rest length +Basic rest. Used by channels 1-4. +`length`: Length of rest [`1`, `16`] -## `$D0`−`$D7`: octave n -(Used in channels 1-3) +## square_note length, volume, fade, frequency -Sets the octave for the notes played on the channel. -`$D7` is the lowest octave, whereas `$D0` is the highest. +Sound effect square note. Used by channels 5-7. +`length`: Length of note [`0`, `255`] +`volume`: Initial volume [`0`, `15`] +`fade`: Volume fade [`-7`, `7`] +`frequency`: Note frequency [`0`, `65535`] -## `$D8`: notetype length[, intensity] +## noise_note length, volume, fade, frequency -(Used in channels 1-4) (When using in channel 4, the *intensity* byte is not needed) +Sound effect noise note. Used by channel 8. +`length`: Length of note [`0`, `255`] +`volume`: Initial volume [`0`, `15`] +`fade`: Volume fade [`-7`, `7`] +`frequency`: Note frequency [`0`, `255`] -Sets the length multiplier of notes on the channel, and the envelope for channels 1-3 (see `intensity`). -The first byte only reads the lower 4 bits, and multiplies it by the note length. A larger number means slower playback/longer notes. `$C` is commonly used for a normal timeframe. -The second byte is identical to the first byte in the `intensity` command. +## `$D0`−`$D7`: octave n +Set the octave for the notes played on the current channel. Used by channels 1-3. +`n`: New octave [`1`, `8`] -## `$D9`: pitchoffset octave, key -(Used in channels 1-3) +## `$D8`: note_type length, volume, fade/wave_instrument -Transposes all notes played on the channel by a value. -The high nibble determins how many octaves to subtract, while the low nibble is how many note values to add. -Ex: Setting a value of `$13` would make a `C_`4 play as a `D#`3. +Set persistent note properties. Used by channels 1-3. +`length`: Base note length [`1`, `15`] (use `12` for common time) +`volume`: Initial volume [`0`, `15`] for channels 1-2, [`0`, `3`] for channel 3 (see `volume_envelope`) +`fade`: Volume fade [`-7`, `7`] (applies to channels 1-2) +`wave_instrument`: Wave instrument ID (applies to channel 3) (see [audio/wave_samples.asm](https://github.com/pret/pokecrystal/blob/master/audio/wave_samples.asm)) -## `$DA`: tempo tempo +## `$D8`: drum_speed length -(Used in channel 1) +Set persistent note properties. Used by channel 4. +`length`: Base note length [`1`, `15`] (use `12` for common time) -Sets the tempo for all playing channels. This should only be called on channel 1. -The formula to convert from this tempo to BPM is: BPM = 19200 / Tempo -This formula also works backwards to convert BPM to tempo: Tempo = 19200 / BPM +## `$D9`: transpose num_octaves, num_pitches -Only set or change this value when all playing channels are triggering a note or rest at the same time, otherwise desyncs may happen. +Transpose all notes played on the current channel. Used by channels 1-3. +`num_octaves`: Number of octaves to subtract from each note +`num_pitches`: Number of pitches to add to each note + + +## `$DA`: tempo tempo +Set the tempo for all playing channels. This should only be used by channel 1. + +The formula to convert from this tempo to BPM is: BPM = 19200 / `tempo` +This formula also works backwards to convert BPM to tempo: `tempo` = 19200 / BPM + +Only set or change this value when all playing channels are triggering a note or rest at the same time, otherwise desyncs may happen. -## `$DB`: dutycycle duty_cycle -(Used on channels 1&2) +## `$DB`: duty_cycle duty_cycle -Sets the square duty (sound) for the current channel. To change the sound for channel 3, use intensity. The only accepted values are 0-3. +Set the square duty (sound) for the current channel. Used by channels 1-2. +The only accepted values are 0-3. - 0 = 12.5% waveform: `_______¯` - 1 = 25% waveform: `______¯¯` - 2 = 50% waveform: `____¯¯¯¯` - 3 = 75% waveform: `__¯¯¯¯¯¯` (sounds the same as 25%) +To change the sound for channel 3, use `note_type` or `volume_envelope`. -## `$DC`: intensity intensity -(Used on channels 1-3) (Used to set instrument on channel 3) +## `$DC`: volume_envelope volume, fade/wave_instrument -For channels 1&2: -This sets the volume and fade of the notes. The high nibble is the starting volume, 0 is mute, $F is max. Bit 3 determines the fade direction (0=Fade to silence, 1=Fade to max volume). The last 3 bits is how fast the fade happens. 0 is no fade, 1 is fastest fade, 7 is slowest fade. +Set the volume envelope for the current channel. Used by channels 1-3. +`volume`: Initial volume [`0`, `15`] for channels 1-2, [`0`, `3`] for channel 3 +`fade`: Volume fade [`-7`, `7`] (applies to channels 1-2) +`wave_instrument`: Wave instrument ID (applies to channel 3) (see [audio/wave_samples.asm](https://github.com/pret/pokecrystal/blob/master/audio/wave_samples.asm)) -For channel 3: -The high nibble sets the volume of channel 3. Only 4 values are accepted (0=Mute, 1=100% volume, 2=50% volume, 3=25% volume). The low nibble sets the instrument/waveform for channel 3 to play. Crystal natively has 10 instruments, values 0-9. +For channel 3, the only acceped `volume` values are 0-3. +- 0 = Mute +- 1 = 100% volume +- 2 = 50% volume +- 3 = 25% volume -## `$DD`: soundinput input +## `$DD`: pitch_sweep length, pitch_change -## `$DE`: sound_duty a, b, c, d +Set pitch sweep properties. Used by channel 5. +`length`: Duration of effect [`0`, `15`] +`pitch_change`: Extent of effect [`-7`, `8`] Note: `8` is used in place of `0` -(Used on channels 1&2) -This cycles the channel through 4 duty definitions, one per frame. -Each pair of bits defines a duty, same as the `dutycycle` command. -This is mostly only used in cries, SFX, and Jigglypuff's song in RBY. +## `$DE`: duty_cycle_pattern a, b, c, d +Set duty cycle pattern (ie, pulse width modulation). Used by channels 5-6. -## `$DF`: `togglesfx` +This cycles the channel through 4 duty cycles, one per frame. +Each argument defines a duty cycle, same as the `duty_cycle` command. -## `$E0`: slidepitchto duration, octave, pitch +## `$DF`: toggle_sfx -(Used on channel 1) +Toggle between pitch-based songs and frequency-based sound effects. Can be used by any channel. -This bends the pitch of the note played next, and only that note. -The first byte tells how many frames to play the destination note for, before the length of the note is up. -The high nibble of the second byte is the octave of the destination note. -The low nibble of the second byte is the destination note. If rest is used as the destination note, then the whole destination pitch becomes `$0000` (the lowest pitch). +Note: Similar to the pokered command `execute_music`, however `execute_music` can only be used on channels 5-8 and can not be disabled for the duration of the sound once it is enabled. -## `$E1`: vibrato delay, extent +## `$E0`: pitch_slide duration, octave, pitch -(Used on channels 1-3) +Bend the pitch of the next note played, and only that note. Used by channel 1. +`duration`: Duration of the target note after slide effect +`octave`: Target octave +`pitch`: Target pitch (see [constants/audio_constants.asm](https://github.com/pret/pokecrystal/blob/master/constants/audio_constants.asm)) -Modifies pitch after the timer runs out, making notes sound less "flat". -First byte will set the delay, decrementing by one each frame. When it tries subtracting from 0, it starts decrementing from the speed timer. -Second byte, high nibble is the speed timer. It will decrement by one each frame, when it tries decrementing from 0, it mods the frequencey by half of pitch depth, and resets itself to it's initial value. -Second byte, low nibble is the pitch depth. Half of this value will alternate between adding to the pitch, and subtracting from the pitch each time speed timer resets. When this is an odd number, the value added to the pitch will be greater than the value subtracted from the pitch. -Ex: normal pitch of 405, if pitch depth = 3, it will alternate between 407 and 404. Speed timer does NOT reset when a new note is played. only when the song stops or changes. (Also, because a timer counts 0, a timer of 5 will take 6 frames to change.) + +## `$E1`: vibrato delay, extent, rate + +Apply vibrato to current channel. Used by channels 1-3. +`delay`: Delay until vibrato effect begins for each note [`0`, `255`] +`extent`: Amplitude of vibrato [`0`, `15`] +`rate`: Frequency of vibrato [`0`, `15`] ## `$E2`: unknownmusic0xe2 unknown -## `$E3`: togglenoise id +## `$E3`: toggle_noise id + +Set the "drum kit" to be used if it is currently unset. Mute the channel otherwise. Used by channel 4. +`id`: Drum kit ID [`0`, `5`] (see [audio/drumkits.asm](https://github.com/pret/pokecrystal/blob/master/audio/drumkits.asm)) + +Note: The drum kit ID is initially unset at the start of a song. When muting the channel, the `id` argument must not be present. + + +## `$E4`: force_stereo_panning left_enable, right_enable + +Set left/right stereo output for the current channel, regardless of user's stereo setting. Used by channels 1-4. +`left_enable`: `TRUE`/`FALSE` +`right_enable`: `TRUE`/`FALSE` -(Used on channel 4) -Sets the "drum kit" to be used. This needs to be called before channel 4 can make any noise. -Calling it more than once in a song will mute the channel. (Keep it out of loops!) +## `$E5`: volume left_volume, right_volume +Set master volume for left/right speakers. Typically only used by channel 1. +`left_volume`: Left speaker volume [`0`, `7`] +`right_volume`: Right speaker volume [`0`, `7`] -## `$E4`: panning tracks +Note: Minimum volume, `0`, is not muted. -## `$E5`: volume volume -## `$E6`: tone tone +## `$E6`: pitch_offset pitch_offset -(Used on channel 1-3) +Adjust the pitch of all notes on the current channel. Used by channels 1-3. +`pitch_offset`: Frequency adjustment of each pitch -This modifies the pitch of the notes (fine tuning). -It makes notes sound better if multiple channels play the same note simultaneously. -A lot of GSC songs set the main melody channel with a value of 1, and the secondary channel (not bass) as 2. +Note: Similar to the pokered command `toggle_perfect_pitch`. `toggle_perfect_pitch` can be replaced with a combination of `pitch_offset 1` and `pitch_offset 0`. ## `$E7`: unknownmusic0xe7 unknown @@ -153,67 +204,85 @@ A lot of GSC songs set the main melody channel with a value of 1, and the second ## `$E9`: tempo_relative value -## `$EA`: restartchannel address +## `$EA`: restart_channel address -## `$EB`: newsong id +## `$EB`: new_song id -## `$EC`: sfxpriorityon +## `$EC`: sfx_priority_on -## `$ED`: sfxpriorityoff +## `$ED`: sfx_priority_off ## `$EE`: unknownmusic0xee address -## `$EF`: stereopanning tracks +## `$EF`: stereo_panning left_enable, right_enable + +Set left/right stereo output for the current channel, if the user has stereo mode enabled. Used by channels 1-4. +`left_enable`: `TRUE`/`FALSE` +`right_enable`: `TRUE`/`FALSE` + + +## `$F0`: sfx_toggle_noise id + +Set the "drum kit" to be used if it is currently unset. Mute the channel otherwise. Used by channel 8. +`id`: Drum kit ID [`0`, `5`] (see [audio/drumkits.asm](https://github.com/pret/pokecrystal/blob/master/audio/drumkits.asm)) + +Note: The drum kit ID is initially unset at the start of a song. When muting the channel, the `id` argument must not be present. + +## `$F1`: music0xf1 -## `$F0`: sfxtogglenoise id +## `$F2`: music0xf2 -## `$F1`: `music0xf1` +## `$F3`: music0xf3 -## `$F2`: `music0xf2` +## `$F4`: music0xf4 -## `$F3`: `music0xf3` +## `$F5`: music0xf5 -## `$F4`: `music0xf4` +## `$F6`: music0xf6 -## `$F5`: `music0xf5` +## `$F7`: music0xf7 -## `$F6`: `music0xf6` +## `$F8`: music0xf8 -## `$F7`: `music0xf7` +## `$F9`: unknownmusic0xf9 -## `$F8`: `music0xf8` +## `$FA`: set_condition condition -## `$F9`: `unknownmusic0xf9` +## `$FB`: sound_jump_if condition, address -## `$FA`: setcondition condition +## `$FC`: sound_jump address -## `$FB`: jumpif condition, address +## `$FD`: sound_loop count, address -## `$FC`: jumpchannel address +Execute a branch of sound commands a total of `count` times. +`count`: Number of times to execute the loop (including the first execution) (use `0` for an infinite loop) +`address`: Pointer to the start of the loop of sound commands -## `$FD`: loopchannel count, address +## `$FE`: sound_call address +Execute a branch of sound commands, returning to the call point once a `sound_ret` command is reached. +`address`: Pointer to the branch of sound commands to call -## `$FE`: callchannel address +## `$FF`: sound_ret -## `$FF`: `endchannel` +Return to the caller (ie, `sound_call`) if in a sub branch. End the sound otherwise. -- cgit v1.2.3