Contains classes and functions for handling music data in Zelda 3. More...
Classes | |
struct | SampleEdit |
A state structure for a GUI sample editor. More... | |
struct | Song |
Represents a complete song, which is a collection of SongParts. More... | |
struct | SongPart |
Represents one of the 8 channels (tracks) in a song. More... | |
struct | SongRange |
A metadata structure to keep track of parsed sections of the song data. Used to avoid re-parsing the same data from the ROM multiple times. More... | |
struct | SongSpcBlock |
Represents a block of binary data destined for the APU (SPC700) RAM. This is the intermediate format used before writing data back to the ROM. More... | |
struct | SpcCommand |
The core data structure representing a single command in a music track. A song track is a doubly-linked list of these commands. More... | |
class | Tracker |
struct | ZeldaInstrument |
Defines an instrument for a song, mapping to a sample and ADSR settings. More... | |
struct | ZeldaSfxInstrument |
Defines an instrument for a sound effect. More... | |
struct | ZeldaWave |
Represents a decoded instrument sample (a waveform). More... | |
Typedefs | |
using | text_buf_ty = char[512] |
Variables | |
constexpr char | op_len [32] |
constexpr char | fil1 [4] = {0, 15, 61, 115} |
constexpr char | fil2 [4] = {0, 4, 5, 6} |
constexpr char | fil3 [4] = {0, 0, 15, 13} |
constexpr int | kOverworldMusicBank = 0x0D0000 |
constexpr int | kDungeonMusicBank = 0x0D8000 |
Contains classes and functions for handling music data in Zelda 3.
Based off of the Hyrule Magic tracker code, this system is designed to parse the game's complex, pointer-based music format into an editable in-memory representation and then serialize it back into a binary format that the SNES Audio Processing Unit (APU) can understand.
using yaze::zelda3::music::text_buf_ty = typedef char[512] |
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