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- ******************************************************************************
- SEGA GAMEGEAR EDITOR Version 3.0
- ******************************************************************************
-
- NEW FEATURES IN THIS VERSION
-
- 3.0 Release date 31/10/94
- --------------------------
- 1. Update to 'tiny' format version to bring into line with Gameboy
- improvements.
-
- 2. Bug causing clock to start after ALT L cured.
-
- 3. 'ALT X' added to convert GAMEGEAR format .SND file to GAMEBOY format.
- Procedure is:a) Alt L to load in GAMEGEAR file b) Alt X to convert c)Alt S to
- Save (use NEW filename to avoid writing over GAMEGEAR file).
-
- 4. Auto parallel port detection of comms. board (allows you to use any of LPT1
- 2 or 3). If comms. board is found the port number is displayed on screen.
-
- 5. Bug causing editor screen to appear blank if entered from Windows in
- windowed mode cured.
-
- 6. Bug causing 'half' switching to malfunction after using copy or replace
- while simultaneously playing back cured.
-
- 7. Drumbend voice special added ($40). Note1 value gives amount & direction.
-
- 8. Master sytem version removed so that Gameboy/ Gamegear both run at 60Hz.
- (programmer's document GEAR30.DOC has references to Master system removed).
-
-
-
-
- ------------------------------------------------------------------------------
- FUNCTIONS
-
- ESC Escape from editor ('no' option re-initialises ESYS)
- Alt A Add a column at the cursor position
- Alt C Compress a music file
- Alt D Download current music file
- Alt E Expand a compressed column to full size
- Alt F Find 1 or 2 hex bytes
- Alt L Load a music file
- Alt N find Next matching hex byte
- Alt O download On/Off
- Alt S Save a music file
- Alt T Time signature (e.g. 0006/0008 for 6/8)
- Alt X convert GameGear to GameBoy .SND format
- Return/Enter Play current music track
- Spacebar Stop all music/effects
- F Fade music (uses value 84h)
- H Half switching (toggle between parameter/envelope)
- I Info switch (toggle between note name/ note value display
- K Keymode (toggle between sharps and flats)
- S Play current SFX effect (use when editing a single sound)
- T play current TAB effect (for channel allocated sounds)
-
-
- MOVEMENT
-
- Home Move cursor to top of column
- Ctrl Home Move cursor to beginning of column data
- End Move cursor to bottom of column
- Ctrl End Move cursor to end of column data
- Right & Left Change edit column
- Up & Page Up Move cursor up
- Down & Page Down Move cursor down
-
- + & Shift + Channel up
- - & Shift - Channel down
-
- [ & ] Play up/down
- P Play (using setting above)
-
-
- EDITING
-
- < & > Up/Down current parameter
- Keypad * Zero current parameter
-
- D Down 1 octave for current parameter
- U Up 1 octave for current parameter
- 1/2/4/8 Bitflip current parameter
-
- Insert Insert a byte at current cursor position
- Delete Delete a byte at current cursor position
-
-
- BLOCK
-
- C Copy current column into buffer
- R Replace current column with buffer
- A Append buffer to current column
-
-
-
-
- GAMEGEAR FUNCTIONS
-
- To help test the music files, several keys have been set up on the Gameboy,
- as follows:
-
- UP/DOWN Increment/Decrement current call number.
- LEFT/RIGHT Stop all sound/Re-Initialise sound driver
- 1 Start music.
- 2 Start effect.
-
-
-
-
- SOUND EFFECT PARAMETERS (SFX)
-
- atkwve Attack waveform 00-03 (see waveform table)
-
- endwve Sustain waveform 00-03 (see waveform table)
-
- atkcnt length of atkwve portion
-
- endcnt length of endwve portion (FF=continuous)
-
- freqhi High byte of start frequency (00-FF only 00-07 used)
-
- freqlo Low byte of start frequency (00-FF)
-
- nsefreq type of noise 00-07
-
- bend Bend type 00-09 (see below)
-
- bendhi High byte of bend
-
- bendlo Low byte of bend
-
- specls Specials (see below)
-
- newcnt Extra counter used by specials (see below)
-
- newfhi Extra freqhi used by specials (see below)
-
- newflo Extra freqlo used by specials (see below)
-
-
- ENVELOPE PARAMETERS (Use H to toggle between parameter/envelope)
-
- frames number of frames between each count (01-7F)
- 80 = end of envelope (hold at final level)
- C0/C4/C8/CC loop back to stage 1,2,3,4 etc.
-
- stpval signed change to envelope level (e.g. FF = -1)
-
- number number of these steps before moving to next stage
-
-
-
- EFFECT SPECIALS
-
- 01 Swap bytes (freqhi/freqlo swapped every frame)
-
- 02 Complex Hi (freqhi - bendhi/ eor with newfhi)
-
- 04 Waver hi (adds small random to freqlo every frame)
-
- 08 Reload (freqhi reloaded with newfhi after each newcnt)
-
- 10 Swap nibbles (freqlo nibbles swapped every frame)
-
- 20 Complex Lo (freqlo - bendlo/ eor with newflo)
-
- 40 Waver lo (adds tiny random to freqlo every frame)
-
- 80 Fixed (unaffected by global offsets e.g. for drums)
-
-
- EFFECT BEND TABLE
-
- 00 No bend
- 01 Up
- 02 Down
- 03 Up start (only during atkcnt)
- 04 Down start
- 05 Up/down (up during atkcnt/down during endcnt)
- 06 Down/up
- 07 Up release (only during endcnt)
- 08 Down release
- 09 Up/down cycle (changes direction every newcnt)
-
-
- EFFECT TABLE PARAMETERS (TAB)
-
- prior priority 0 (highest) to FF (lowest)
-
- chan0 sfx to be called in channel 0 (FF=unused)
-
- chan1 sfx to be called in channel 1 (FF=unused)
-
- chan2 sfx to be called in channel 2 (FF=unused)
-
-
- MUSIC VOICE PARAMETERS (VCE)
-
- wvefrm Waveform (see waveform table)
-
- nsefreq type of noise 00-07
-
- specls Specials (see voice specials)
-
- drmdec Bend down value used by 04 special
-
- offset signed Offset to note (e.g. 0C=up 1 octave/FF=down 1 note)
-
- atkcnt Attack count 00-03
-
- atkwve Attack wave (see waveform table)
-
- note 1/2/3/4 Used by chord/atkwave/atknote specials
-
- trills Used by trill special
-
- vibrto Vibrato presets 00-12h (0=off)
-
- vdelay Vibrato delay 00-FF (in frames)
-
-
- VOICE SPECIALS
-
- 01 Arpeggio (uses Note 1/2/3/4 values at half chord speed)
-
- 02 Trill note (alternating with normal note)
- 24-7F/80-FF Normally used with drum sounds.
-
- 04 Drum (wave alternates with voice/freq bend down)
-
- 08 Chord (uses Note 1/2/3/4 values)
-
- 10 Atk wave (Used instead of Wavfrm during Atkcnt)
- Normally used with 81h value for noise 'chiff' attack.
-
- 20 Atk note (used instead of normal note during Atkcnt)
-
- 40 DrumBend (note1 sets amount & direction)
-
- 80 Fixed (unaffected by global offsets e.g. for drums)
-
-
- NOTE 1/2/3/4 VALUES
-
- 24-7F fixed notes (e.g. 3C = C3 = middle C)
- 80-BF offsets higher (e.g. 8C = 12 up = 1 octave higher)
- C0-FF offsets lower (e.g. C7 = 7 down = perfect 5th lower)
-
-
- WAVEFORM TABLE
-
- 00 no waveform (can be used to delay start of sound
- 01 square wave on
- 02 noise wave on
-
- N.B. Noise & pulse waves may be used simultaneously.
-
-
- NOISE TABLE
-
- synchronous noise type
- 00 low freq
- 01 mid freq
- 02 high freq
- 03 freq set by 3rd channel
-
- white noise type
- 04 low freq
- 05 mid freq
- 06 high freq
- 07 freq set by 3rd channel
-
- Noise is provided by an independant noise source, but any noise needed to be
- set by note frequency using noise type 03 or 07 must be in the 3rd channel of
- music to operate properly.
-
-
- SUBROUTINE PARAMETERS
-
- BYTE 1 BYTE 2 DETAILS
-
- 24-7F NOTE 00-7F duration normal note pair
-
-
- 80 VOICE 00-1F voice number change to new voice
-
-
- 81 REST 00-7F duration ADSR is set to release
-
-
- 82 BEND 00-7F bend up reset to 0 with next note
- 80-FF bend down (use '8' to set up/down)
-
- 83 TEMPO 01-FF value global tempo (default is 6C = 125bpm)
-
-
- 84 TIED 0 (dummy) the following note pair is legato
-
-
- 85 GATE 00-FF length notes gated off (released) at length
-
-
- 86 GLBOF 00-FF signed offset global key change
-
-
- FF END - End of subroutine
-
-
- N.B. When using frequency effects in combination, please note that the Trill
- and Chord specials override all vibrato and bend settings. For minimum GameGear
- processor usage set Vibrto=0/ Vdelay=FF when using these specials.
-
-
- MASTER PARAMETERS
-
- BYTE 1 BYTE 2 DETAILS
-
- 00-3F no. of times 00-BF sequence no. normal subroutine pair
-
-
- 40 loop end - use only after loop start
-
-
- 41-7F loop start - e.g. 46 = loop 6 times
-
-
- FD fade 00-FF time start fade in all channels
-
-
- FE end 00 (dummy) end in all channels
-
-
- FF loop channel 00-5F loop point loop channel to any step
- e.g. FF/02=loop to step 02
-
-
-
-
- APPENDIX A - NOTE VALUES
-
- NAME NORMAL DOTTED DOUBLE DOT TRIPLET
-
- Semibreve 30h 48h 54h 20h
-
- Minim 18h 24h 2Ah 10h
-
- Crotchet 0Ch 12h 15h 08h
-
- Quaver 06h 09h - 04h
-
- Semiquaver 03h - - 02h
-
- Demisemiquaver 2/2/1/1 - - 01h
-
-
-
- APPENDIX B - FILE COMPRESSION/ TESTING
-
- See Gameboy manual!
-
-
-
- APPENDIX C - HINTS AND TIPS
-
- See Gameboy manual!
-
-