Silent Debuggers Is A WIP

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sound:psg:mml:squirrel:manual [2020/11/29 11:46] – [EXAMPLE [EXP]] arkhansound:psg:mml:squirrel:manual [2020/11/30 05:38] (current) – [HOW TO USE SQUIRREL [H2U]] arkhan
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   large values, it was being truncated by the compiler anyways, so it shouldn't ruin any of your   large values, it was being truncated by the compiler anyways, so it shouldn't ruin any of your
   current drum sounds.  Just know that 4095 is the limit!   current drum sounds.  Just know that 4095 is the limit!
-  
-----       
-                           
-=====TABLE OF CONTENTS===== 
- 
-  - What is Squirrel?  [WIS] 
-  - Contents           [CON]       
-  - How To Use         [H2U] 
-  - Example in detail  [EXP] 
-  - Macros/Loops       [MAC]    vs    [PC]     <<< lol 
-  - Waves & Envelopes  [WAV] 
-  - Drums              [DRM] 
-  - COMMAND REFERENCE  [CMD] 
-  - Preset Reference   [PRE] 
-  - Sound effects!     [SFX] 
-  - Other Stuff        [OST] 
- 
-If you are wondering, yes I put some nerdy D&D references in the "search" functions.  TSR 4 LIFE 
- 
 ---- ----
 +=====SQUIRREL STUFF=====
  
 ====WHAT IS SQUIRREL? [WIS]====  ====WHAT IS SQUIRREL? [WIS]====
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 If you do use this in a game ever, all we ask is that you credit us for it, AND SPREAD THE WORD If you do use this in a game ever, all we ask is that you credit us for it, AND SPREAD THE WORD
  
-.......and send me half the money!  maybe? +.......and send me half the money!  maybe?    
-        +
 ---- ----
- 
 ====CONTENTS OF SQUIRREL [CON]====     ====CONTENTS OF SQUIRREL [CON]====    
 <code>    <code>   
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 Step 3: Step 3:
 ======= =======
-The compiler (assuming all went well), will spit out an .ASM file or 2, depending how long your song +The compiler (assuming all went well), will spit out an .ASM file or 2, depending how long your song turned out.  It will also have a snginit.c.   
-turned out.  It will also have a snginit.c.  From here you are able to use the squirrel.c program +From here you are able to use the squirrel.c program and play the song!  You need not actually open the .asm or snginit.c files.  They are generated and fully functional automagically.  
-and play the song!  You need not actually open the .asm or snginit.c files.  They are generated and +
-fully functional automagically.  Leave all the hard stuff up to Squirrel!  The ASM files will be  +
-made in the same directory as your .mml file.+
  
 +Leave all the hard stuff up to Squirrel!  
 +
 +The ASM files will be made in the same directory as your .mml file.
 +
 +<code>
 ---------------- ----------------
 Compile it with: Compile it with:
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 OR OR
 huc squirrel.c       (for HuCard projects) huc squirrel.c       (for HuCard projects)
 +</code>
  
 You'll get an .iso or a .pce!  run it in an emulator and rejoice at your glorious music. You'll get an .iso or a .pce!  run it in an emulator and rejoice at your glorious music.
  
-A make file (make.bat) is included.  It runs on Windows environments.  You can edit it with Notepad  +A make file (make.bat) is included.  It runs on Windows environments.  You can edit it with Notepad to change which file it will build.  
-to change which file it will build.  +
  
-Thats it!  No fiddling with ASM, or having to program anything.  This is designed for musicians, not +Thats it!  No fiddling with ASM, or having to program anything.  This is designed for musicians, not programmers!  If you are both, well then lucky you! ^_^
-programmers!  If you are both, well then lucky you! ^_^+
 ---- ----
 ====EXAMPLE [EXP]==== ====EXAMPLE [EXP]====
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 --Please reference the included file (/mmlsongs/Cathedral.mml) where needed! --Please reference the included file (/mmlsongs/Cathedral.mml) where needed!
  
-**You use .TRACK to section off each individual song.  The name following it is up to you. +You use .TRACK to section off each individual song.  The name following it is up to you. You can have more than one .TRACK in a file.   
-You can have more than one .TRACK in a file.  Insanity's soundtrack is all in one single file.+ 
 +Insanity's soundtrack is all in one single file.
  
 Each one is played in code with psgPlay(track#). Each one is played in code with psgPlay(track#).
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 ''.TRACK  Cathedral'' ''.TRACK  Cathedral''
  
-**Next, you define each .CHANNEL's data.  Channel 0 is your setup channel where you can define +Next, you define each .CHANNEL's data.  Channel 0 is your setup channel where you can define global, entire song specific stuff.  Anything in Channel 0 will effect the ENTIRE song, but is over-ridden by anything a specific channel does (Such as change it's tempo).   
-global, entire song specific stuff.  Anything in Channel 0 will effect the ENTIRE song, but is  + 
-over-ridden by anything a specific channel does (Such as change it's tempo).  Macros get defined in +Macros get defined in channel 0 also.  You will get to learn about macros in a little bit.
-channel 0 also.  You will get to learn about macros in a little bit.+
  
-Also note, the volume that is set in channel 0 is the global volume for the ENTIRE sound circuit. +Also note, the volume that is set in channel 0 is the global volume for the ENTIRE sound circuit. You can give each channel its own volume, and panning along with this.
-You can give each channel its own volume, and panning along with this.+
  
 Think of it like this, a stereo mixer board: Think of it like this, a stereo mixer board:
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 Channel 1 thru 6: CHANNEL VOLUME (V) and PANNING (P#,#) Channel 1 thru 6: CHANNEL VOLUME (V) and PANNING (P#,#)
  
-imagine the volume command being a knob, and you have one for each channel, and then you have one  +imagine the volume command being a knob, and you have one for each channel, and then you have one more, a very large one, which then increases the entire thing in unison. :)
-more, a very large one, which then increases the entire thing in unison. :)+
  
-Channels 1 through 6 are your actual song channels.  Define them as shown, and give a name if you +Channels 1 through 6 are your actual song channels.  Define them as shown, and give a name if you would like.  
-would like.  +
  
 <code> <code>
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