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Discussion about software development for the old-school Gameboys, ranging from the "Gray brick" to Gameboy Color
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#26 2014-10-20 08:17:53

andreai
Member
Registered: 2014-07-28
Posts: 21

Re: Gbdk Music?

So, I figured gbt_player is great for background music, but for simple sound effects using just the registers is enough.
I've found some really handy snippets that break up the sound channels into something a human can understand and use.
I'm using this snippets to make some python preprocessor that spits out the final hex values so I don't use memory during the game.
There's more over here: http://justinkent.com/gbblocks/index.html

// channel 1/2
sweeptime = 7; /* 0-7 */
sweepmode = 1; /* 0-1 */
sweepshifts = 1; /* 0 - 7 */
patternduty = 1; /* 0-3 */
soundlength = 0; /* 0 - 63 */
envinit = 15; /* 0 - 15 */
envmode = 0; /* 0-1 */
envsteps = 2; /* 0 - 7 */
freql = 000;
freqh = 5;
consecutive = 0;
initialflag = 1;
NR10_REG = (sweepshifts + (sweepmode * 8) + (sweeptime * 16));
NR11_REG = (soundlength + (patternduty * 32));
NR12_REG = (envsteps + (envmode * 8) + (envinit * 16));
NR13_REG = freql;
NR14_REG = (freqh + (consecutive * 64) + (initialflag * 128));

Last edited by andreai (2014-10-20 08:18:18)

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#27 2014-10-20 11:06:29

Crona
Member
From: Wisconsin
Registered: 2014-09-23
Posts: 58
Website

Re: Gbdk Music?

Nice find! That will definitely make it easier to tweak sounds rather than have to convert from binary and hexadecimal every change.

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#28 2014-10-21 14:20:00

Crona
Member
From: Wisconsin
Registered: 2014-09-23
Posts: 58
Website

Re: Gbdk Music?

I made a thing that's a bit longer than that, but simplifies it a lot more.


#include <gb\gb.h>
#include <stdio.h>

int length = 250;

void E(){
NR12_REG = 0xF0;
NR13_REG = 0x00;
NR14_REG = 0x86;
delay(length);
NR12_REG = 0x00;
delay(50);
}

void F(){
NR12_REG = 0xF0;
NR13_REG = 0x28;
NR14_REG = 0x86;
delay(length);
NR12_REG = 0x00;
delay(50);
}

void G(){
NR12_REG = 0xF0;
NR13_REG = 0x50;
NR14_REG = 0x86;
delay(length);
NR12_REG = 0x00;
delay(50);
}

void A(){
NR12_REG = 0xF0;
NR13_REG = 0x78;
NR14_REG = 0x86;
delay(length);
NR12_REG = 0x00;
delay(50);
}

void B(){
NR12_REG = 0xF0;
NR13_REG = 0xA0;
NR14_REG = 0x86;
delay(length);
NR12_REG = 0x00;
delay(50);
}

void C(){
NR12_REG = 0xF0;
NR13_REG = 0xC8;
NR14_REG = 0x86;
delay(length);
NR12_REG = 0x00;
delay(50);
}

void D(){
NR12_REG = 0xF0;
NR13_REG = 0xF0;
NR14_REG = 0x86;
delay(length);
NR12_REG = 0x00;
delay(50);
}


void rest(){
delay(length);
}



void Song(){
while(1){
length = 500;
G();
length = 1000;
G();
length = 500;
E();
A();
length = 1000;
G();
length = 500;
E();
E();
length = 1000;
G();
length = 500;
E();
A();
length = 1000;
G();
E();
length = 500;
G();
G();
E();
length = 250;
E();
A();
length = 500;
G();
G();
E();
length = 250;
E();
A();
G();
G();
length = 500;
G();
E();
length = 250;
E();
A();
length = 1000;
G();
length = 500;
E();
length = 2000;
rest();
}
}

void main(){
printf(" \n\n\n\n\n\n\n  #SpaceKittyGames");
NR52_REG = 0x80;
NR51_REG = 0x11;
NR50_REG = 0x77;

NR10_REG = 0x00;
NR11_REG = 0x80;
NR12_REG = 0x00;
NR14_REG = 0x87;
Song();
}

Last edited by Crona (2014-10-21 16:04:28)

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#29 2014-10-21 14:39:10

AntonioND
Member
Registered: 2014-06-17
Posts: 134
Website

Re: Gbdk Music?

If you REALLY want to do it that way... Here's a table of the values the GB needs to play each note (page 3 I think): http://www.otakunozoku.com/nintendo-gameboy-cribsheet/

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#30 2014-10-21 17:01:56

Crona
Member
From: Wisconsin
Registered: 2014-09-23
Posts: 58
Website

Re: Gbdk Music?

Oh cool thanks! I would never use this for an actual project, though. Just made the thing to become more familiar with the registers.

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#31 2014-10-23 13:11:57

andreai
Member
Registered: 2014-07-28
Posts: 21

Re: Gbdk Music?

Crona, if you are familiar with a scripting language like python, c# or whatever, I suggest you do that same thing with an offline script that lets you play with the values and prints the final hex registers, so your code won't suffer performance.

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#32 2014-10-23 21:25:49

Crona
Member
From: Wisconsin
Registered: 2014-09-23
Posts: 58
Website

Re: Gbdk Music?

Wait couldn't I just do a #define for the names and the hex values?

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#33 2014-10-27 12:40:23

Crona
Member
From: Wisconsin
Registered: 2014-09-23
Posts: 58
Website

Re: Gbdk Music?

Yea I changed my the functions to defines, so basically you can just copy and paste mml into the song (as long as it doesn't have length or octave changes)
int length = 250;

#define c \
NR12_REG = 0xF0;\
NR13_REG = 0x00;\
NR14_REG = 0x86;\
delay(length);\
NR12_REG = 0x00;\
delay(50);


#define d \
NR12_REG = 0xF0;\
NR13_REG = 0x28;\
NR14_REG = 0x86;\
delay(length);\
NR12_REG = 0x00;\
delay(50);


#define e \
NR12_REG = 0xF0;\
NR13_REG = 0x50;\
NR14_REG = 0x86;\
delay(length);\
NR12_REG = 0x00;\
delay(50);


#define f \
NR12_REG = 0xF0;\
NR13_REG = 0x78;\
NR14_REG = 0x86;\
delay(length);\
NR12_REG = 0x00;\
delay(50);


#define g \
NR12_REG = 0xF0;\
NR13_REG = 0xA0;\
NR14_REG = 0x86;\
delay(length);\
NR12_REG = 0x00;\
delay(50);


#define a \
NR12_REG = 0xF0;\
NR13_REG = 0xC8;\
NR14_REG = 0x86;\
delay(length);\
NR12_REG = 0x00;\
delay(50);


#define b \
NR12_REG = 0xF0;\
NR13_REG = 0xF0;\
NR14_REG = 0x86;\
delay(length);\
NR12_REG = 0x00;\
delay(50);



#define r \
delay(length);


void Song(){
while(1){
e
}
}

void main(){
printf(" \n\n\n\n\n\n\n  #SpaceKittyGames");
NR52_REG = 0x80;
NR51_REG = 0x11;
NR50_REG = 0x77;

NR10_REG = 0x00;
NR11_REG = 0x80;
NR12_REG = 0x00;
NR14_REG = 0x87;
Song();
}

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#34 2014-12-31 15:00:03

Stinaris
New member
Registered: 2014-12-28
Posts: 9

Re: Gbdk Music?

To play a sampled sound on the gameboy is pretty simple. It's the same technique we used on the Commodore 64 back in the day.
Convert your sample (.wav file) to 4 bit at the rate you want to replay it at i.e. something the Gameboy can actually achieve.
Pass the 4 bit sample data to the volume register (which I think is 0-15, e.g. 4 bit) at the rate the sample was converted to.

Boom! You will be playing your converted wav file. Simples.

The Commodore 64/16/Plus 4 also had a mechanism in the cassette driver to detect 1s and 0s on the tape effectively giving you 1 bit samples. Very compact but very poor quality.

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#35 2017-03-14 20:40:56

MrElephant
Member
Registered: 2014-01-29
Posts: 40

Re: Gbdk Music?

Guys, the converter isnt gone, just use wayback here https://web.archive.org/web/20120321205 … m/lemon26/


Working in Gameboy BASIC.

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