jstout Posted April 30, 2010 Author Share Posted April 30, 2010 awesome! thanks jstout! any "inbetween" timing intervals would be to add "shuffle" or "swing".Interesting, never heard of that. If the notes are too fast then maybe 81 is a Sixty-fourth Note and you'll just need to bump the label tags up one. Someone with musical talent will likely know once they hear the length themselves. Quote Link to comment Share on other sites More sharing options...
JohnnyLaRue Posted April 30, 2010 Share Posted April 30, 2010 How do I know what sound or effect matches up with what? Just guess?Also lets say I have a nsf file that I want to put in the game. Can I do this? Yes I know each game is different and it is not as simple as just putting it in. I just thought that I could break down the nsf file to get some data that can be used in the game. Quote Link to comment Share on other sites More sharing options...
JohnnyLaRue Posted May 2, 2010 Share Posted May 2, 2010 I figured out the sounds from the sound sample trick. I tried to insert one sound for another but no luck. I even tried to change the hex numbers from square to triangle and still not working. Quote Link to comment Share on other sites More sharing options...
jstout Posted May 2, 2010 Author Share Posted May 2, 2010 Can you further explain how the pointers relate to the music? I'm not really grasping this.Sound Test Song/Effect Table: x346D1-x3470C (In order of sound 1 to 60)To get the Song/Effect in the Music Pointer Table (x36EC0-x36F4F), multiple the Song/Effect by 2 then add the music pointer table start address (x36EC0).The location and pointers are:Song/Effect x00-x1F = located in x36010-x3800F ($8000-$9FFF)Song/Effect x20-x3C = located in x3A010-x3C00F ($A000-$BFFF)Song/Effect x3D-x47 = located in x38010-x3A00F ($A000-$BFFF)Examples:Song 4 = x3Cx3C*2 = x78x78+x36EC0 = x36F38In the rom x36F38 = $A145$A145 = x3A155Song 5 = x3Dx3D*2 = x7Ax7A+x36EC0 = x36F3AIn the rom x36F3A = $B2C9$B2C9 = x392D9-------------------For the song data pointers it will be located as above (pointers will add x10 for the header).Examples:Song 4 - x3A15504 $A275 05 $A45C 06 $A152 07 $A4F2 FFSQUARE 1 = x3A285, SQUARE 2 = x3A46C, TRIANGLE = x3A162, NOISE = x3A502Song 5 - x392D904 $B3A4 05 $B46B 06 $B2D6 07 $B57F FFSQUARE 1 = x393B4, SQUARE 2 = x3947B, TRIANGLE = x392E6, NOISE = x3958F Quote Link to comment Share on other sites More sharing options...
bruddog Posted October 5, 2016 Share Posted October 5, 2016 The E0 command is really like an instrument envelope setting... though smoothness is a somewhat accurate setting. The XX in the E0 XX command is an index into a pointer table. The pointers point to volume envelope data. This controls the envelope through the sustain phase. Quote Link to comment Share on other sites More sharing options...
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