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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

Go back to N-SPC Engine/Prototype

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)