441 lines
9.1 KiB
NASM
441 lines
9.1 KiB
NASM
; ==============================================
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; 1/4 = $48
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; 1/4 double = $6C
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; 1/4 triplet = $30
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; 1/8 = $24
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; 1/8 double = $36
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; 1/8 triplet = $18
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; 1/16 = $12
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; 1/16 double = $1B
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; 1/32 = $09
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; db C4, !Tie, !Tie, !Tie : whole note (1/1)
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; db C4, !Tie : half note (1/2)
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!4th = $48
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!4thD = $6C
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!4thT = $30
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!8th = $24
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!8thD = $36
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!8thT = $18
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!16th = $12
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!16thD = $1B
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!32nd = $09
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; Note Parameters ($01-$7F)
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; [xy]
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; When $xy < $80
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; $x = Duration Rate (0-7)
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; $y = Velocity Rate (0-15)
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; VByte itself means the length of the following note
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; (48 = quarter note, usually).
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macro SetDuration(v)
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db <v>
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endmacro
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; n default is $7F
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macro SetDurationN(v, n)
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db <v>, <n>
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endmacro
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; ==============================================
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; N-SPC Instruments
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; 00 Noise
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; 01 Rain
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; 02 Tympani
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; 03 Square wave
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; 04 Saw wave
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; 05 Sine wave (clink)
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; 06 Wobbly lead
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; 07 Compound saw wave
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; 08 Tweet
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; 09 Strings A
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; 0A Strings B
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; 0B Trombone
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; 0C Cymbal
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; 0D Ocarina
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; 0E Chime
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; 0F Harp
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; 10 Splash
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; 11 Trumpet
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; 12 Horn
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; 13 Snare A
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; 14 Snare B
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; 15 Choir
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; 16 Flute
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; 17 Oof
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; 18 Piano
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macro SetInstrument(v)
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db $E0, <v>
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endmacro
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macro Tympani()
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%SetInstrument($02)
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endmacro
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macro Trombone()
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%SetInstrument($0B)
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endmacro
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macro Ocarina()
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%SetInstrument($0D)
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endmacro
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macro Harp()
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%SetInstrument($0F)
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endmacro
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macro Splash()
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%SetInstrument($10)
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endmacro
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macro Trumpet()
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%SetInstrument($11)
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endmacro
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macro Horn()
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%SetInstrument($12)
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endmacro
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macro Snare()
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%SetInstrument($13)
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endmacro
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macro Choir()
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%SetInstrument($15)
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endmacro
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macro Flute()
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%SetInstrument($16)
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endmacro
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macro Piano()
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%SetInstrument($18)
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endmacro
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macro Cymbal()
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%SetInstrument($0C)
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endmacro
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macro Strings()
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%SetInstrument($09)
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endmacro
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macro Sawtooth()
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%SetInstrument($04)
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endmacro
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macro Sine()
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%SetInstrument($05)
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endmacro
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; ==============================================
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macro SetChannelVolume(v)
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db $ED, <v>
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endmacro
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macro SetMasterVolume(v)
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db $E5, <v>
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endmacro
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macro SetTempo(v)
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db $E7, <v>
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endmacro
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; - Play block $yyxx for $zz+1 times.
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; - Subroutine call cannot be nested.
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; - See also $00
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; The block $yyxx is played zz + 1 times. Subroutines cannot be nested.
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macro CallSubroutine(addr, repeat)
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db $EF
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dw <addr>
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db <repeat>
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endmacro
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; Set the left and right position of the sound.
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; The range of values is as narrow as 0 to 20
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; (the actual setting ratio is defined in the internal table).
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; Depending on the version, it depends on whether the large value is left or right.
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; The upper 2 bits are used for phase inversion.
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; Lower-5bit for pan value (0-20), higher-2bit is used for phase reverse switch.
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macro SetPan(v)
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db $E1, <v>
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endmacro
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; The position of the sound fades from the current value to yy over xx time.
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macro PanFade(length, dest)
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db $E2, <length>, <dest>
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endmacro
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; Enables vibrato (pitch fluctuation / pitch swing).
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; Set zz-sized vibrato at yy speed after xx time.
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macro VibratoOn(delay, rate, depth)
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db $E3, <delay>, <rate>, <depth>
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endmacro
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macro VibratoOff()
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db $E4
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endmacro
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; The volume of the entire song fades from the current value to yy over xx time.
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macro MasterVolumeFade(length, dest)
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db $E6, <length>, <dest>
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endmacro
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; Specifies the playing speed of the song.
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; Value of about 24/60 is written.
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macro TempoFade(length, dest)
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db $E8, <length>, <dest>
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endmacro
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; Raises the playing pitch of all channels by xx
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; (negative numbers can be specified).
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macro GlobalTranspose(tone)
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db $E9, <tone>
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endmacro
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; Raises the playing pitch of a single channel by xx
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; (negative numbers can also be specified).
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macro ChannelTranspose(tone)
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db $EA, <tone>
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endmacro
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; Enable tremolo (volume fluctuation).
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; Set the tremolo of the size of zz to be applied at the speed of yy after xx time.
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macro TremoloOn(delay, rate, depth)
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db $EB, <delay>, <rate>, <depth>
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endmacro
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macro TremoloOff()
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db $EC
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endmacro
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macro ChannelVolumeFade(length, dest)
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db $EE, <length>, <dest>
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endmacro
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; After temporarily setting the vibrato depth to 0,
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; it will smoothly return to the original value over xx time.
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macro VibratoFade(length)
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db $F0, <length>
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endmacro
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; Specifies that subsequent sounds will be
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; "higher by zz over yy time after xx time."
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; zz is a semitone unit, and you can specify a negative number.
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macro PitchEnvelopeTo(delay, length, key)
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db $F1, <delay>, <length>, <key>
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endmacro
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; Specifies that subsequent notes will be
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; "played at a pitch that is zz higher than normal,
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; and will return to normal pitch over yy time after xx time."
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; zz is a semitone unit, and you can specify a negative number.
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macro PitchEnvelopeFrom(delay, length, key)
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db $F2, <delay>, <length>, <key>
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endmacro
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macro PitchEnvelopeOff()
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db $F3
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endmacro
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; Change the pitch slightly.
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; Only positive numbers can be specified, so the pitch cannot be lowered.
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; xx = Unsigned. Make the pitch xx/256 semitones higher.
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macro Tuning(v)
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db $F4, <v>
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endmacro
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; Specifies the channel and volume at which echo is enabled.
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; The value set in the register remains the same.
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; xx = Echo Switch (EON)
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; yy = Echo Left Volume (EVOL (L))
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; zz = Echo Right Volume (EVOL (R))
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macro EchoVBits(switch, left, right)
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db $F5, <switch>, <left>, <right>
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endmacro
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macro EchoOff()
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db $F6
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endmacro
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macro EchoParams(delay, feedback, filter)
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db $F7, <delay>, <feedback>, <filter>
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endmacro
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macro EchoVolumeFade(length, left, right)
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db $F8, <length>, <left>, <right>
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endmacro
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; This VCMD is handled at different timing than other VCMDs.
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; utter note $90, (wait), set instrument to $01, utter note $92
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; $90, $e0 $01, $92
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; utter note $90 then change the key immediately to note $91, (wait),
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; utter note $92.
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; $90, $f9 $00 $01 $91, $92
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; utter note $90 then change the key immediately to note $91, (wait),
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; set instrument to $01, utter note $92.
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; $90, $f9 $00 $01 $91, $e0 01, $92
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; <weird example> utter note $90, (wait), set instrument to $01,
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; (pitch slide vcmd appears but note $90 has been end), utter note $92.
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; $90, $e0 01, $f9 $00 $01 $91, $92
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; Smoothly changes the pitch of the sound being pronounced.
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; After xx time from play, it will be changed to the zz pitch
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; (absolute designation) over yy time.
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; If you want to raise or lower the sound in the middle of one note,
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; write this command continuously.
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; If the pronunciation time is long, you can write it with Thai.
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; Normally, after one Note, it waits for the length of the note
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; and then processes the next byte, but only this command
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; is read and processed immediately.
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macro PitchSlide(delay, length, note)
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db $F9, <delay>, <length>, <note>
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endmacro
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; Determines the correspondence between the percussion value and the sound you hear.
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macro PercussionPatchBass(instrument)
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db $FA, <instrument>
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endmacro
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; ==============================================
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macro PlayQuarterNotes(...)
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if sizeof(...) > 0
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db !4th, <...>
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else
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db !4th
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endif
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endmacro
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macro PlayEighthNotes(...)
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if sizeof(...) > 0
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db !8th, <...>
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else
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db !8th
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endif
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endmacro
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macro PlayHalfNotes(...)
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if sizeof(...) > 0
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db !4th, <...>
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else
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db !4th
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endif
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; db !4th, <note>, $C8
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endmacro
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macro SustainNoteN(note, num)
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db note
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if num > 1
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db $C8
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%SustainNoteN(note, num - 1)
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endif
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endmacro
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End = $00
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Tie = $C8
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Rest = $C9
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; Percussion Note ($CA-DF)
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; VByte itself means percussion note (#).
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; Relations between percussion note and SRCN depends on $FA.
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; By default, percussion uses the same instrument set as the song,
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; and all percussion is keyed on with a note of $A4.
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; The starting ID to use for all channels can be redefined by VCMD $FA.
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; =========================================================
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; Tone Map
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;
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; C C+ D D+ E F F+ G G+ A A+ B
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; Oc1 80 81 82 83 84 85 86 87 88 89 8A 8B
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; Oc2 8C 8D 8E 8F 90 91 92 93 94 95 96 97
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; Oc3 98 99 9A 9B 9C 9D 9E 9F A0 A1 A2 A3
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; Oc4 A4 A5 A6 A7 A8 A9 AA AB AC AD AE AF
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; Oc5 B0 B1 B2 B3 B4 B5 B6 B7 B8 B9 BA BB
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; Oc6 BC BD BE BF C0 C1 C2 C3 C4 C5 C6 C7
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C1 = $80
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C1s = $81
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D1 = $82
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D1s = $83
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E1 = $84
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F1 = $85
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F1s = $86
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G1 = $87
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G1s = $88
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A1 = $89
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A1s = $8A
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B1 = $8B
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C2 = $8C
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C2s = $8D
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D2 = $8E
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D2s = $8F
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E2 = $90
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F2 = $91
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F2s = $92
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G2 = $93
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G2s = $94
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A2 = $95
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A2s = $96
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B2 = $97
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C3 = $98
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C3s = $99
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D3 = $9A
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D3s = $9B
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E3 = $9C
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F3 = $9D
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F3s = $9E
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G3 = $9F
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G3s = $A0
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A3 = $A1
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A3s = $A2
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B3 = $A3
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C4 = $A4
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C4s = $A5
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D4 = $A6
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D4s = $A7
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E4 = $A8
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F4 = $A9
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F4s = $AA
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G4 = $AB
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G4s = $AC
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A4 = $AD
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A4s = $AE
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B4 = $AF
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C5 = $B0
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C5s = $B1
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D5 = $B2
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D5s = $B3
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E5 = $B4
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F5 = $B5
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F5s = $B6
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G5 = $B7
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G5s = $B8
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A5 = $B9
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A5s = $BA
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B5 = $BB
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C6 = $BC
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C6s = $BD
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D6 = $BE
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D6s = $BF
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E6 = $C0
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F6 = $C1
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F6s = $C2
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G6 = $C3
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G6s = $C4
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A6 = $C5
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A6s = $C6
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B6 = $C7
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