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    Sound Functions

    SGB Command $08 — SOUND

    Used to start/stop internal sound effect, start/stop sound usinginternal tone data.

     Byte  Content 0     Command*8+Length (fixed length=1) 1     Sound Effect A (Port 1) Decrescendo 8-bit Sound Code 2     Sound Effect B (Port 2) Sustain     8-bit Sound Code 3     Sound Effect Attributes         Bit 0-1 - Sound Effect A Pitch  (0..3=Low..High)         Bit 2-3 - Sound Effect A Volume (0..2=High..Low, 3=Mute on)         Bit 4-5 - Sound Effect B Pitch  (0..3=Low..High)         Bit 6-7 - Sound Effect B Volume (0..2=High..Low, 3=Not used) 4     Music Score Code (must be zero if not used) 5-F   Not used (zero)

    See Sound Effect Tables below for a list of available pre-definedeffects.

    Notes:

    1. Mute is only active when both bits D2 and D3 are 1.
    2. When the volume is set for either Sound Effect A or Sound Effect B,mute is turned off.
    3. When Mute on/off has been executed, the sound fades out/fades in.
    4. Mute on/off operates on the (BGM) which is reproduced by SoundEffect A, Sound Effect B, and the Super NES APU. A “mute off” flagdoes not exist by itself. When mute flag is set, volume and pitch ofSound Effect A (port 1) and Sound Effect B (port 2) must be set.

    SGB Command $09 — SOU_TRN

    Used to transfer sound code or data to SNES Audio Processing Unit memory(APU-RAM).

     Byte  Content 0     Command*8+Length (fixed length=1) 1-F   Not used (zero)

    The sound code/data is sent byVRAM transfer as a contiguous list of “packets”.

    All 16-bit values are little-endian.

    Data transfer packet format:

     0-1    Size of data below (N); if zero, this is instead a jump packet 2-3    Destination address in S-APU RAM (typically $2B00, see below) 4-N+3  Data to be transferred

    Jump packet format:

     0-1  Must be $0000 2-3  S-APU jump address, use $0400 to safely restart the built-in SGB BIOS' N-SPC sound engine

    Possible destinations in APU-RAM are:

    Memory rangeDescription
    $0400-2AFFAPU-RAM Program Area (9.75KBytes)
    $2B00-4AFFAPU-RAM Sound Score Area (8Kbytes)
    $4DB0-EEFFAPU-RAM Sampling Data Area (40.25 Kbytes)

    This function may be used to take control of the SNES sound chip, and/orto access the SNES MIDI engine. In either case it requires deeperknowledge of SNES sound programming.

    SGB Sound Effect A/B Tables

    Below lists the digital sound effects that are pre-defined in theSGB BIOS, and which can be used with the SGB “SOUND” Command.Effect A and B may be simultaneously used.Sound Effect A uses channels 6 and 7, Sound Effect B uses channels0, 1, 4 and 5. Effects that use less channels will use only the upper channels(eg. 4 and 5 for a B Effect with only two channels).

    Sound Effect A Flag Table

    CodeDescriptionRecommended pitchNb of channels used
    00Dummy flag, re-trigger-2
    01Nintendo31
    02Game Over32
    03Drop31
    04OK … A32
    05OK … B32
    06Select…A32
    07Select…B31
    08Select…C22
    09Mistake…Buzzer21
    0ACatch Item22
    0BGate squeaks 1 time22
    0CExplosion…small12
    0DExplosion…medium12
    0EExplosion…large12
    0FAttacked…A31
    10Attacked…B32
    11Hit (punch)…A02
    12Hit (punch)…B02
    13Breath in air32
    14Rocket Projectile…A32
    15Rocket Projectile…B32
    16Escaping Bubble21
    17Jump31
    18Fast Jump31
    19Jet (rocket) takeoff01
    1AJet (rocket) landing01
    1BCup breaking22
    1CGlass breaking12
    1DLevel UP22
    1EInsert air11
    1FSword swing11
    20Water falling21
    21Fire11
    22Wall collapsing12
    23Cancel12
    24Walking12
    25Blocking strike12
    26Picture floats on & off32
    27Fade in02
    28Fade out02
    29Window being opened12
    2AWindow being closed02
    2BBig Laser32
    2CStone gate closes/opens02
    2DTeleportation31
    2ELightning02
    2FEarthquake02
    30Small Laser22
    80Effect A, stop/silent-2

    Sound effect A is used for formanto sounds (percussion sounds).

    Sound Effect B Flag Table

    CodeDescriptionRecommended pitchNb of channels used
    00Dummy flag, re-trigger-4
    01Applause…small group21
    02Applause…medium group22
    03Applause…large group24
    04Wind12
    05Rain11
    06Storm13
    07Storm with wind/thunder24
    08Lightning02
    09Earthquake02
    0AAvalanche02
    0BWave01
    0CRiver32
    0DWaterfall22
    0ESmall character running31
    0FHorse running31
    10Warning sound11
    11Approaching car01
    12Jet flying11
    13UFO flying21
    14Electromagnetic waves01
    15Score UP31
    16Fire21
    17Camera shutter, formanto34
    18Write, formanto01
    19Show up title, formanto01
    80Effect B, stop/silent-4

    Sound effect B is mainly used for looping sounds (sustained sounds).


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