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N-SPC Engine/Nintendo/Koji Kondo/SFX Sequence Format: Difference between revisions
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The SFX sequence data is slightly modified compared to the standard N-SPC's voice command format. These are headerless, unlike a song, and they only support one channel at a time, with the channel used being fixed. Both games have almost the same command set except for VCMD <tt>$FF</tt>. | The SFX sequence data is slightly modified compared to the standard N-SPC's voice command format. These are headerless, unlike a song, and they only support one channel at a time, with the channel used being fixed. Both games have almost the same command set except for VCMD <tt>$FF</tt>. | ||
All SFX are initially handled at a tempo of <tt>$38</tt>. | |||
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Revision as of 18:15, 25 October 2020
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The SFX sequence data is slightly modified compared to the standard N-SPC's voice command format. These are headerless, unlike a song, and they only support one channel at a time, with the channel used being fixed. Both games have almost the same command set except for VCMD $FF.
All SFX are initially handled at a tempo of $38.
VCMD ID | Description | Arguments |
---|---|---|
$00 | End of SFX | |
$01-$7F | Note Duration | xx |
$80-$C5 | Note | |
$C6-$CF | Tie | |
$D0-$D9 | Percussion | |
$DA | Instrument | xx |
$DB-$DC | Invalid Note | |
$DD | Pitch Slide to Note | xx yy zz aa |
$DE-$EA | Invalid Note | |
$EB | Note Pitch Envelope To | xx yy zz |
$EC-$FE | Invalid Note | |
$FF | Restart SFX (Super Mario World CPUIO0) | |
$FF | Jump Back One Byte (Super Mario World CPUIO3) | |
$FF | Jump to SFX ID (Pilotwings) | xx |
TODO VCMD documentation (some of them are identical to standard N-SPC)