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==Music Hacking== | {{Tutorials}} | ||
{{todo|Merge contents with [[Thunder Force II (Genesis)/Tutorials]]}} | |||
==Music Hacking for Thunder Force 2 or any Techno Soft Games for Sega Genesis== | |||
===BGM Header format=== | ===BGM Header format=== | ||
Line 14: | Line 17: | ||
0E: w End of file offset | 0E: w End of file offset | ||
Credits goes to vladikcomper for the info on this. Thanks! | |||
Sharp X68000 Version | |||
00: w ? | |||
02: w Pointer to instrument ? | |||
04: w ? | |||
06: w ? | |||
Research is still in progress! | |||
</pre> | |||
===Volume Controll for each channel=== | |||
<pre> | |||
10: Channel Volume | 10: Channel Volume | ||
Line 21: | Line 37: | ||
Each FM/PSG track refers to patterns from patterns table by table entry number. Both tracks and patterns can execute coordinate flags. | Each FM/PSG track refers to patterns from patterns table by table entry number. Both tracks and patterns can execute coordinate flags. | ||
10: Volume for channel 1 | 10: Volume for channel 1 | ||
11: Volume for channel 2 | 11: Volume for channel 2 | ||
Line 34: | Line 48: | ||
17: Volume for PSG 2 | 17: Volume for PSG 2 | ||
18: Volume for PSG 3 | 18: Volume for PSG 3 | ||
Sharp X68000 Version | |||
D2: Channel Volume | |||
Channel tracks table stores offset for all 9 sound channels used by driver in the following order: | |||
channel 1, channel 2, channel 3, channel 4, channel 5, channel 6, channel 7, channel 8, channel 9 | |||
channel 10, channel 11, channel 12, channel 13, channel 14, channel 15, channel 16 | |||
Channel tracks cannot be skipped -- if the channel is unused, corresponding track should start with byte 0FFh (end of track marker). | |||
Each FMtrack refers to patterns from patterns table by table entry number. Both tracks and patterns can execute coordinate flags. | |||
D2: Volume for channel 1 | |||
D3: Volume for channel 2 | |||
D4: Volume for channel 3 | |||
D5: Volume for channel 4 | |||
D6: Volume for channel 5 | |||
D7: Volume for channel 6 | |||
D8: Volume for channel 7 | |||
D9: Volume for channel 8 | |||
DA: Volume for channel 9 | |||
DB: Volume for channel 10 | |||
DC: Volume for channel 11 | |||
DD: Volume for channel 12 | |||
DE: Volume for channel 13 | |||
DF: Volume for channel 14 | |||
E0: Volume for channel 15 | |||
E1: Volume for channel 16 | |||
</pre> | </pre> | ||
===Channel | ===Channel Tracks Table=== | ||
<pre> | <pre> | ||
19: Pointer to channel | 19: Pointer to channel 0 | ||
1B: Pointer to channel | 1B: Pointer to channel 1 | ||
1D: Pointer to channel | 1D: Pointer to channel 2 | ||
1F: Pointer to channel | 1F: Pointer to channel 3 | ||
21: Pointer to channel | 21: Pointer to channel 4 | ||
23: Pointer to channel | 23: Pointer to channel 5 | ||
25: Pointer to PSG 1 | 25: Pointer to PSG 1 | ||
27: Pointer to PSG 2 | 27: Pointer to PSG 2 | ||
I just learned on how to repeat a pattern. The set up looks like this: | |||
Note: this part is from asm from scratch. | |||
Channel_0: | |||
db repeat_pattern, 000h | |||
If the number sets to $00, then it will repeat pattern_0. If the number sets to $10, then it will repeat pattern_10 like this: | |||
Channel_0: | |||
db repeat_pattern, 010h | |||
Still in progress right now. | |||
Sharp X68000 Version | |||
The Channel Track Pointer starts at $01D2 | |||
E2: Might be the setup or something. It's different than the Genesis version. | |||
$01D2: w ? | |||
$01D4: w Pointer to channel | |||
</pre> | </pre> | ||
===Value Definitions=== | ===Value Definitions=== | ||
<pre> | <pre> | ||
$80-$DF Notes | $80-$DF Notes - Same as the Sharp X68000 Version. | ||
$E0-$FF Coordination flags | $E0-$FF Coordination flags - Same As the Sharp X68000 Version but it might be different. | ||
</pre> | |||
===Note Editing=== | |||
<pre> | |||
This is how the note is set up in the game: | |||
nC0, x, y, z | |||
nC0 or whatever | |||
I'm not sure what x & y is but z is the Volume. | |||
</pre> | </pre> | ||
===Music Notes Value=== | ===Music Notes Value=== | ||
<pre> | <pre> | ||
C- | Same as the Sharp X68000 Version. | ||
C# | Example: "nC0 - C-0" and "nC0s - C#0". | ||
nC0 080h | |||
nC0s 081h | |||
nD0 082h | |||
nD0s 083h | |||
nE0 084h | |||
nF0 085h | |||
nF0s 086h | |||
nG0 087h | |||
nG0s 088h | |||
nA0 089h | |||
nA0s 08ah | |||
nB0 08bh | |||
nC1 08ch | |||
nC1s 08dh | |||
nD1 08eh | |||
nD1s 08fh | |||
nE1 090h | |||
nF1 091h | |||
nF1s 092h | |||
nG1 093h | |||
nG1s 094h | |||
nA1 095h | |||
nA1s 096h | |||
nB1 097h | |||
nC2 098h | |||
nC2s 099h | |||
nD2 09ah | |||
nD2s 09bh | |||
nE2 09ch | |||
nF2 09dh | |||
nF2s 09eh | |||
nG2 09fh | |||
nG2s 0a0h | |||
nA2 0a1h | |||
nA2s 0a2h | |||
nB2 0a3h | |||
nC3 0a4h | |||
nC3s 0a5h | |||
nD3 0a6h | |||
nD3s 0a7h | |||
nE3 0a8h | |||
nF3 0a9h | |||
nF3s 0aah | |||
nG3 0abh | |||
nG3s 0ach | |||
nA3 0adh | |||
nA3s 0aeh | |||
nB3 0afh | |||
nC4 0b0h | |||
nC4s 0b1h | |||
nD4 0b2h | |||
nD4s 0b3h | |||
nE4 0b4h | |||
nF4 0b5h | |||
nF4s 0b6h | |||
nG4 0b7h | |||
nG4s 0b8h | |||
nA4 0b9h | |||
nA4s 0bah | |||
nB4 0bbh | |||
nC5 0bch | |||
nC5s 0bdh | |||
nD5 0beh | |||
nD5s 0bfh | |||
nE5 0c0h | |||
nF5 0c1h | |||
nF5s 0c2h | |||
nG5 0c3h | |||
nG5s 0c4h | |||
nA5 0c5h | |||
nA5s 0c6h | |||
nB5 0c7h | |||
nC6 0c8h | |||
nC6s 0c9h | |||
nD6 0cah | |||
nD6s 0cbh | |||
nE6 0cch | |||
nF6 0cdh | |||
nF6s 0ceh | |||
nG6 0cfh | |||
nG6s 0d0h | |||
nA6 0d1h | |||
nA6s 0d2h | |||
nB6 0d3h | |||
nC7 0d4h | |||
nC7s 0d5h | |||
nD7 0d7h | |||
nD7s 0d8h | |||
nE7 0d9h | |||
nF7 0dah | |||
nF7s 0dbh | |||
nG7 0dch | |||
nG7s 0ddh | |||
nA7 0deh | |||
nA7s 0dfh | |||
</pre> | </pre> | ||
===Coordination flags=== | ===Coordination flags=== | ||
<pre> | <pre> | ||
Might be the same as the Sharp X68000 Version. | |||
E8 | E0 - LoadInstrument | ||
E1 - SetPan | |||
E2 - PSGEffect | |||
E3 - SetSlideSpeed | |||
E4 - AMS_FMS_Speed | |||
E5 - SkipPatterns_or_Sync | |||
E6 - SetArgument | |||
E7 - AlterArgument | |||
E8 - AlterNote | |||
E9 - AlterVolume | |||
EA - AlterTempo | |||
EB - SetFreqDisplacement | |||
EC - SetRepeat | |||
ED - SetFadeSpeed | |||
F0 - DisableAMS_FMS | |||
F1 - EnableAMS_FMS | |||
F2 - DisablePSGNoise | |||
F3 - EnablePSGNoise | |||
F4 - SetPortamentoMode0 | |||
F5 - SetPortamentoMode1 | |||
F6 - SetPortamentoMode2 | |||
F7 - SetPortamentoMode3 | |||
FD - repeat_pattern | |||
Credits goes to vladikcomper for the info on this. Thanks! | |||
</pre> | |||
{{Internal Data}} | |||
Latest revision as of 02:35, 25 June 2024
The following article is a Tutorial for THUNDER FORCE2.
To do: Merge contents with Thunder Force II (Genesis)/Tutorials |
Music Hacking for Thunder Force 2 or any Techno Soft Games for Sega Genesis
BGM Header format
00: b Number of channels (always must be 09h = 6 FM + 3 PSG) 01: b Volume (99 = max, 0 = min) 02: b Tempo modifier 03: b Pitch modifier 04: w Volume table pointer 06: w Channel tracks table pointer 08: w Patterns table pointer 0A: w FM Voices bank pointer 0C: w PSG Voices bank pointer 0E: w End of file offset Credits goes to vladikcomper for the info on this. Thanks! Sharp X68000 Version 00: w ? 02: w Pointer to instrument ? 04: w ? 06: w ? Research is still in progress!
Volume Controll for each channel
10: Channel Volume Channel tracks table stores offset for all 9 sound channels used by driver in the following order: FM1, FM2, FM3, FM4, FM5, FM6, PSG1, PSG2, PSG3 Channel tracks cannot be skipped -- if the channel is unused, corresponding track should start with byte 0FFh (end of track marker). Each FM/PSG track refers to patterns from patterns table by table entry number. Both tracks and patterns can execute coordinate flags. 10: Volume for channel 1 11: Volume for channel 2 12: Volume for channel 3 13: Volume for channel 4 14: Volume for channel 5 15: Volume for channel 6 16: Volume for PSG 1 17: Volume for PSG 2 18: Volume for PSG 3 Sharp X68000 Version D2: Channel Volume Channel tracks table stores offset for all 9 sound channels used by driver in the following order: channel 1, channel 2, channel 3, channel 4, channel 5, channel 6, channel 7, channel 8, channel 9 channel 10, channel 11, channel 12, channel 13, channel 14, channel 15, channel 16 Channel tracks cannot be skipped -- if the channel is unused, corresponding track should start with byte 0FFh (end of track marker). Each FMtrack refers to patterns from patterns table by table entry number. Both tracks and patterns can execute coordinate flags. D2: Volume for channel 1 D3: Volume for channel 2 D4: Volume for channel 3 D5: Volume for channel 4 D6: Volume for channel 5 D7: Volume for channel 6 D8: Volume for channel 7 D9: Volume for channel 8 DA: Volume for channel 9 DB: Volume for channel 10 DC: Volume for channel 11 DD: Volume for channel 12 DE: Volume for channel 13 DF: Volume for channel 14 E0: Volume for channel 15 E1: Volume for channel 16
Channel Tracks Table
19: Pointer to channel 0 1B: Pointer to channel 1 1D: Pointer to channel 2 1F: Pointer to channel 3 21: Pointer to channel 4 23: Pointer to channel 5 25: Pointer to PSG 1 27: Pointer to PSG 2 I just learned on how to repeat a pattern. The set up looks like this: Note: this part is from asm from scratch. Channel_0: db repeat_pattern, 000h If the number sets to $00, then it will repeat pattern_0. If the number sets to $10, then it will repeat pattern_10 like this: Channel_0: db repeat_pattern, 010h Still in progress right now. Sharp X68000 Version The Channel Track Pointer starts at $01D2 E2: Might be the setup or something. It's different than the Genesis version. $01D2: w ? $01D4: w Pointer to channel
Value Definitions
$80-$DF Notes - Same as the Sharp X68000 Version. $E0-$FF Coordination flags - Same As the Sharp X68000 Version but it might be different.
Note Editing
This is how the note is set up in the game: nC0, x, y, z nC0 or whatever I'm not sure what x & y is but z is the Volume.
Music Notes Value
Same as the Sharp X68000 Version. Example: "nC0 - C-0" and "nC0s - C#0". nC0 080h nC0s 081h nD0 082h nD0s 083h nE0 084h nF0 085h nF0s 086h nG0 087h nG0s 088h nA0 089h nA0s 08ah nB0 08bh nC1 08ch nC1s 08dh nD1 08eh nD1s 08fh nE1 090h nF1 091h nF1s 092h nG1 093h nG1s 094h nA1 095h nA1s 096h nB1 097h nC2 098h nC2s 099h nD2 09ah nD2s 09bh nE2 09ch nF2 09dh nF2s 09eh nG2 09fh nG2s 0a0h nA2 0a1h nA2s 0a2h nB2 0a3h nC3 0a4h nC3s 0a5h nD3 0a6h nD3s 0a7h nE3 0a8h nF3 0a9h nF3s 0aah nG3 0abh nG3s 0ach nA3 0adh nA3s 0aeh nB3 0afh nC4 0b0h nC4s 0b1h nD4 0b2h nD4s 0b3h nE4 0b4h nF4 0b5h nF4s 0b6h nG4 0b7h nG4s 0b8h nA4 0b9h nA4s 0bah nB4 0bbh nC5 0bch nC5s 0bdh nD5 0beh nD5s 0bfh nE5 0c0h nF5 0c1h nF5s 0c2h nG5 0c3h nG5s 0c4h nA5 0c5h nA5s 0c6h nB5 0c7h nC6 0c8h nC6s 0c9h nD6 0cah nD6s 0cbh nE6 0cch nF6 0cdh nF6s 0ceh nG6 0cfh nG6s 0d0h nA6 0d1h nA6s 0d2h nB6 0d3h nC7 0d4h nC7s 0d5h nD7 0d7h nD7s 0d8h nE7 0d9h nF7 0dah nF7s 0dbh nG7 0dch nG7s 0ddh nA7 0deh nA7s 0dfh
Coordination flags
Might be the same as the Sharp X68000 Version. E0 - LoadInstrument E1 - SetPan E2 - PSGEffect E3 - SetSlideSpeed E4 - AMS_FMS_Speed E5 - SkipPatterns_or_Sync E6 - SetArgument E7 - AlterArgument E8 - AlterNote E9 - AlterVolume EA - AlterTempo EB - SetFreqDisplacement EC - SetRepeat ED - SetFadeSpeed F0 - DisableAMS_FMS F1 - EnableAMS_FMS F2 - DisablePSGNoise F3 - EnablePSGNoise F4 - SetPortamentoMode0 F5 - SetPortamentoMode1 F6 - SetPortamentoMode2 F7 - SetPortamentoMode3 FD - repeat_pattern Credits goes to vladikcomper for the info on this. Thanks!
Internal Data for THUNDER FORCE2
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