Actions

SCHG

Difference between revisions of "Music Hacking/Voice and Note Editing"

From Sonic Retro

(Sonic 1)
(Sonic 1: S1 has no clap sound)
Line 356: Line 356:
 
|$82||Snare
 
|$82||Snare
 
|-
 
|-
|$83||Clap
+
|$83||Hi-Timpani
 
|-
 
|-
 
|$84||Noise
 
|$84||Noise
Line 366: Line 366:
 
|$87||Sega Sound  
 
|$87||Sega Sound  
 
|-
 
|-
|$88||Hi-Timpani
+
|$88||Mid-Hi-Timpani
 
|-
 
|-
 
|$89||Mid-Timpani
 
|$89||Mid-Timpani
 
|-
 
|-
|$8A||Low-Timpani
+
|$8A||Mid-Low-Timpani
 
|-
 
|-
 
|$8B||Low-Timpani  
 
|$8B||Low-Timpani  

Revision as of 09:03, 18 August 2011

Music Hacking: Pointer and Header Format | Voice and Note Editing | DAC Samples, Coordination Flags, Game Specifics, and Real-Time Music Editing | Other Games and Data Locations | Tricks of the Trade



Voice editing

Voices are the instruments that you hear playing in the music throught the FM channels. To edit them correctly, you need to know FM synthesis. Swapping and copying voices is a simple copy-paste job. A voice is $19 hex bytes, and has no header. It is raw data that gives information to the YM2612 FM chip in the Megadrive to give the desired sound output. The format of a voice is as follows.

Offset Description Register
Ch.1/3 Ch.2/4 Ch.3/6
$0 Feedback (next 3 bits) / Algorithm (lower 3 bits) B0 B1 B2
$1 Detune of operator 1 (nybble 1) / Coarse-frequency multiplier [MULT] of operator 1 (nybble 2) 30 31 32
$2 Detune of operator 3 (nybble 1) / Coarse-frequency multiplier [MULT] of operator 3 (nybble 2) 38 39 3A
$3 Detune of operator 2 (nybble 1) / Coarse-frequency multiplier [MULT] of operator 2 (nybble 2) 34 35 36
$4 Detune of operator 4 (nybble 1) / Coarse-frequency multiplier [MULT] of operator 4 (nybble 2) 3C 3D 3E
$5 Rate scaling [RS] of operator 1 (upper 2 bits) / Attack rate [AR] of operator 1 (lower 5 bits) 50 51 52
$6 Rate scaling [RS] of operator 3 (upper 2 bits) / Attack rate [AR] of operator 3 (lower 5 bits) 58 59 5A
$7 Rate scaling [RS] of operator 2 (upper 2 bits) / Attack rate [AR] of operator 2 (lower 5 bits) 54 55 56
$8 Rate scaling [RS] of operator 4 (upper 2 bits) / Attack rate [AR] of operator 4 (lower 5 bits) 5C 5D 5E
$9 LFO enabled [AM] for operator 1 / First decay rate [D1R/DR] of operator 1 (lower 5 bits) 60 61 62
$A LFO enabled [AM] for operator 3 / First decay rate [D1R/DR] of operator 3 (lower 5 bits) 68 69 6A
$B LFO enabled [AM] for operator 2 / First decay rate [D1R/DR] of operator 2 (lower 5 bits) 64 65 66
$C LFO enabled [AM] for operator 4 / First decay rate [D1R/DR] of operator 4 (lower 5 bits) 6C 6D 6E
$D Second decay rate/sustain rate [D2R/SR] of operator 1 70 71 72
$E Second decay rate/sustain rate [D2R/SR] of operator 3 78 79 7A
$F Second decay rate/sustain rate [D2R/SR] of operator 2 74 75 76
$10 Second decay rate/sustain rate [D2R/SR] of operator 4 7C 7D 7E
$11 First decay level/sustain level [D1L/SL] of operator 1 (nybble 1) / Release rate [RR] of operator 1 (nybble 2) 80 81 82
$12 First decay level/sustain level [D1L/SL] of operator 3 (nybble 1) / Release rate [RR] of operator 3 (nybble 2) 88 89 8A
$13 First decay level/sustain level [D1L/SL] of operator 2 (nybble 1) / Release rate [RR] of operator 2 (nybble 2) 84 85 86
$14 First decay level/sustain level [D1L/SL] of operator 4 (nybble 1) / Release rate [RR] of operator 4 (nybble 2) 8C 8D 8E
$15 Total level [TL] of operator 1 40 41 42
$16 Total level [TL] of operator 3 48 49 4A
$17 Total level [TL] of operator 2 44 45 46
$18 Total level [TL] of operator 4 4C 4D 4E
It should be noted that Sonic 2 uses a different format (which actually correctly follows the internal order of operators used by the YM2612) than the other main Sonic games; to correcty convert songs from and to that game, it is necessary to swap the second and the third byte in each group of operators, as shown in the following chart:
VoiceOperators.png

Note Editing

The way the music is set up in the Sonic games is similar to how music is structured in a module file. Here are some values that will help you directly edit notation data in the music.

Notation is SMPS usually follows the same general formula:

Note | Duration

What's worth noting, however, is that the format of notation is not strictly limited by a note definition followed by a duration. Once either a note or a duration value is defined, you can omit repetition of those values; however, you must always define a note before you can define a duration for the first time.

An example of valid note combinations:


81 01 04 03 02

This particular combination of values will play note $81 at multiple durations--first 01, then 04, then 03, and then 02. As long as a note is defined, its value will stay in memory and be repeated on any subsequent duration parsed in the channel.

Another example:

82 02 81 82 83 84 86 8F

This combination of values will play all of the defined notes with a duration of 02--first 82, then 81, then 82, then 83... so on and so forth. As previously stated, the first definition in a string of values must always be a note. When repeating notes instead of definitions to omit duplicate data, the string will be ended by placing a new duration value.

Remember that when placing a new duration, it will apply to the last defined note value... so if there were a duration value of 07 after 8F, it would play with a duration of 07 instead of 02.

Value Definitions

The values you see in notation have varying ranges with different purposes. Their significance is as follows:

Range Purpose
$00-$7F Note duration (How long a note is held for)
$80-$DF Notes (80 is a rest)
$E0-$FF Coordination flags

Notes

When a note bye is read from a FM or PSG channel, it isn't sent directly to the sound chips. First, a special value called the channel key displacement — initially set in the header and modified with coordination flags $E9/$FB — is added to the byte value to get a new note value. This new note value is converted to a frequency the sound chips understand by looking at a frequency table. This frequency value then has another special value added to it called the channel frequency displacement — initially 0 and set with $E1 — before being sent to the chip.

Note Value Equivalents

Value Note
$81 C
$82 C♯/D♭
$83 D
$84 D♯/E♭
$85 E
$86 F
$87 F♯/G♭
$88 G
$89 G♯/A♭
$8A A
$8B A♯/B♭
$8C B
$8D 1C
$8E 1C♯/D♭
$8F 1D
$90 1D♯/E♭
$91 1E
$92 1F
$93 1F♯/G♭
$94 1G
$95 1G♯/A♭
$96 1A
$97 1A♯/B♭
$98 1B
$99 2C
$9A 2C♯/D♭
$9B 2D
$9C 2D♯/E♭
$9D 2E
$9E 2F
$9F 2F♯/G♭
$A0 2G
$A1 2G♯/A♭
$A2 2A
$A3 2A♯/B♭
$A4 2B
$A5 3C
$A6 3C♯/D♭
$A7 3D
$A8 3D♯/E♭
$A9 3E
$AA 3F
$AB 3F♯/G♭
$AC 3G
$AD 3G♯/A♭
$AE 3A
$AF 3A♯/B♭
$B0 3B
$B1 4C
$B2 4C♯/D♭
$B3 4D
$B4 4D♯/E♭
$B5 4E
$B6 4F
$B7 4F♯/G♭
$B8 4G
$B9 4G♯/A♭
$BA 4A
$BB 4A♯/B♭
$BC 4B
$BD 5C
$BE 5C♯/D♭
$BF 5D
$C0 5D♯/E♭
$C1 5E
$C2 5F
$C3 5F♯/G♭
$C4 5G
$C5 5G♯/A♭
$C6 5A
$C7 5A♯/B♭
$C8 5B
$C9 6C
$CA 6C♯/D♭
$CB 6D
$CC 6D♯/E♭
$CD 6E
$CE 6F
$CF 6F♯/G♭
$D0 6G
$D1 6G♯/A♭
$D2 6A
$D3 6A♯/B♭
$D4 6B
$D5 7C
$D6 7C♯/D♭
$D7 7D
$D8 7D♯/E♭
$D9 7E
$DA 7F
$DB 7F♯/G♭
$DC 7G
$DD 7G♯/A♭
$DE 7A
$DF 7A♯/B♭

DAC Sample Definitions

Sonic 1

Value Sample
$81 Kick
$82 Snare
$83 Hi-Timpani
$84 Noise
$85 Noise
$86 Noise
$87 Sega Sound
$88 Mid-Hi-Timpani
$89 Mid-Timpani
$8A Mid-Low-Timpani
$8B Low-Timpani

Sonic 2 Beta

Value Sample
$81 Kick
$82 Snare
$83 Clap
$84 Scratch
$85 Hi-Timpani
$86 Hi-Tom
$87 Silent
$88 Hi-Timpani
$89 Mid-Timpani
$8A Low-Timpani
$8B Low-Timpani
$8C Mid-Tom
$8D Low-Tom
$8E Floor-Tom
$8F Clap

Sonic 2 Final

Value Sample
$81 Kick
$82 Snare
$83 Clap
$84 Scratch
$85 Timpani
$86 Tom
$87 Bongo
$88 Hi-Timpani
$89 Mid-Timpani
$8A Low-Timpani
$8B Low-Timpani
$8C Mid-Tom
$8D Low-Tom
$8E Floor-Tom
$8F Hi-Bongo
$90 Mid-Bongo
$91 Low-Bongo

Sonic 3 and Knuckles/Sonic 3D Blast

Value Sample
$81 Snare
$82 High-Tom
$83 Mid-Tom
$84 Low-Tom
$85 Floor Tom
$86 Kick
$87 Muffled Snare
$88 Crash Cymbal
$89 Ride Cymbal(?)
$8A Low Metal Hit
$8B Metal Hit
$8C High Metal Hit
$8D Higher Metal Hit
$8F Clap
$90 Electric High-Tom
$91 Electric Mid-Tom
$92 Electric Low-Tom
$93 Electric Floor Tom
$94 Tight Snare
$95 Mid-pitch Snare
$96 Loose Snare
$97 Looser Snare
$98 Hi-Timpani
$99 Low-Timpani
$9A Mid-Timpani
$9B Quick Loose Snare
$9C Click
$9D Power Kick
$9E Quick Glass Crash
$9F Glass Crash with Snare
$A0 Glass Crash
$A1 Glass Crash with Kick
$A2 Quiet Glass Crash
$A3 Odd Snare with Kick
$A4 Kick with extra bass
$A5 "Come on!"
$A6 Dance Snare
$A7 Loose Kick
$A8 Moderately Loose Kick
$A9 "Woo!"
$AA "Go!"
$AB Snare with voice going "Go!"
$AC Power Tom
$AD Hi-Wood Block
$AE Low-Wood Block
$AF Hi-Hit Drum
$B0 Low-Hit Drum
$B1 Metal Crash Hit
$B2 Echoed Clap Hit
$B3 Lower Echoed Clap Hit
$B4 Hip-Hop style hit with a kick
$B5 Hip-Hop style hit with a Power Kick
$B6 Some Bass with a voice going "Hey!"
$B7 Dance Style Kick
$B8 Hip-Hop hit with a kick
$B9 Hip-Hop hit with a kick
$BA Reverse Fading Wind Sound
$BB Scratch
$BC Loose Snare with noise
$BD Power Kick
$BE Crashing noise with voice going "Woo!"
$BF Quick Hit
$C0 Kick with a voice going "Hey!"
$C1 Power Kick with hit
$C2 Low Power Kick with hit
$C3 Lower Power Kick with hit
$C4 Lowest Power Kick with hit

Note: Some samples may be missing or changed in Sonic 3D in contrast with Sonic 3 & Knuckles, such as most sound effect-based samples. All of the major drums are there, though.

Knuckles' Chaotix

Value Sample
$81 Electric Kick
$82 Electric Snare
$83 Splash Cymbal
$84 Ride Bell
$85 High Tom
$86 Mid Tom
$87 Low Tom
$88 Electric Hi-Hat
$89 Crash Cymbal
$8A Clap
$8B Acoustic Kick
$8C Acoustic Snare
$8D Bell
$8E Fingers Snapping
$8F Cowbell
$90 High Click
$91 Low Click
$92 High Bongo
$93 Low Bongo
$94 High Timpani
$95 Low Timpani
$96 Silence

Sonic Crackers

Value Sample
$81 Kick
$82 Snare
$83 Tom
$84 Tom
$85 Tom
$86 Voice sample "Let's go!"
$87 Voice sample "Hey!"
$88 Beep/screech
Sonic Community Hacking Guide
General
SonED2 Manual | Subroutine Equivalency List
Game-Specific
Sonic the Hedgehog (16-bit) | Sonic the Hedgehog (8-bit) | Sonic CD (prototype 510) | Sonic CD | Sonic CD (PC) | Sonic CD (2011) | Sonic 2 (Simon Wai prototype) | Sonic 2 (16-bit) | Sonic 2 (Master System) | Sonic 3 | Sonic 3 & Knuckles | Chaotix | Sonic Jam | Sonic Jam 6 | Sonic Adventure | Sonic Adventure DX: Director's Cut | Sonic Adventure DX: PC | Sonic Adventure (2010) | Sonic Adventure 2 | Sonic Adventure 2: Battle | Sonic Adventure 2 (PC) | Sonic Heroes | Sonic Riders | Sonic the Hedgehog (2006) | Sonic & Sega All-Stars Racing | Sonic Unleashed (Xbox 360/PS3) | Sonic Colours | Sonic Generations | Sonic Forces
Technical information
Sonic Eraser | Sonic 2 (Nick Arcade prototype) | Sonic CD (prototype; 1992-12-04) | Dr. Robotnik's Mean Bean Machine | Sonic Triple Trouble | Tails Adventures | Sonic Crackers | Sonic 3D: Flickies' Island | Sonic & Knuckles Collection | Sonic R | Sonic Shuffle | Sonic Advance | Sonic Advance 3 | Sonic Battle | Shadow the Hedgehog | Sonic Rush | Sonic Classic Collection | Sonic Free Riders | Sonic Lost World
Legacy Guides
The Nemesis Hacking Guides The Esrael Hacking Guides
ROM: Sonic 1 | Sonic 2 | Sonic 2 Beta | Sonic 3

Savestate: Sonic 1 | Sonic 2 Beta/Final | Sonic 3

Sonic 1 (English / Portuguese) | Sonic 2 Beta (English / Portuguese) | Sonic 2 and Knuckles (English / Portuguese)
Move to Sega Retro
Number Systems (or scrap) | Assembly Hacking Guide | 68000 Instruction Set | 68000 ASM-to-Hex Code Reference | SMPS Music Hacking Guide | Mega Drive technical information