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GEMS Sound Driver locations

Discussion in 'General Sega Discussion' started by Mikel, Sep 29, 2008.

  1. muteKi

    muteKi

    Fuck it Member
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    Now there'd be no reason one couldn't use most default SMPS instruments in GEMS right? Certainly neither really seems to make much use of those wonderous undocumented features of the 2612.
     
  2. Andlabs

    Andlabs

    「いっきまーす」 Wiki Sysop
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    Writing my own MD/Genesis sound driver :D
    Code (Text):
    1. * Patch 14 "SOLOTPT1.FM": FM
    2.     dc.b    0
    3.     dc.b    $0B,$00,$35,$E3,$21,$0B,$94,$8C
    4.     dc.b    $01,$4B,$21,$25,$92,$80,$02,$37
    5.     dc.b    $31,$17,$9D,$05,$02,$46,$31,$11
    6.     dc.b    $9A,$00,$02,$48,$1F,$FF,$1F,$FF
    7.     dc.b    $1F,$FF,$1F,$FF,$0F,$00
    (How do you guys do asm highlighting?)

    Wow, that doesn't look like SMPS voice data, does it? You probably would have to manually assign each operator its value. And that's quite a few values! In the documentation that comes with GEMS:

    Apparently the voice data is in one of the above formats. If the comment is hinting correctly, Ship uses the .FM/.PSG, so the data above is in Artec format. I wonder if Sonic Spinball has the same thing. And I don't think either format matches the SMPS format.

    Also something interesting:

    Does SMPS even have this?
     
  3. TmEE

    TmEE

    Master of OPL3-SA2/3 Tech Member
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    T-04YBSC-A !
    converter is all one would need.... my sound system uses wildly different intrument files than what TFM MM uses, but that does not stop me from using the TFI files.... TFI files don't hold as much stuff as TYI (my format) does...
     
  4. Mikel

    Mikel

    Member
    The Patch 14 code you posted above will look like this when highlighting with ASM, when highlighting in ASM, you can easily tell how RAM Values, and Equates work, you can also tell on how the op-codes (JMP, JSR, BRA, BSR, etc.) work:

    Code (ASM):
    1. * Patch 14 "SOLOTPT1.FM": FM
    2.     dc.b    0
    3.     dc.b    $0B,$00,$35,$E3,$21,$0B,$94,$8C
    4.     dc.b    $01,$4B,$21,$25,$92,$80,$02,$37
    5.     dc.b    $31,$17,$9D,$05,$02,$46,$31,$11
    6.     dc.b    $9A,$00,$02,$48,$1F,$FF,$1F,$FF
    7.     dc.b    $1F,$FF,$1F,$FF,$0F,$00
    And for FM voice 3 assigning an arbitrary frequency to four of it's operators, It's not really possible with SMPS, it can get really, really complicated once you learn about working with Sound Drivers. All FM Channels in the GEMS Sound Driver use up to four operators, however, the SMPS Sound Driver only uses it's four operators for FM Instruments, and Voice Editing.
     
  5. Glisp

    Glisp

    That one weird guy that does stuff. Member
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    None at the moment I'm afraid.
    Well I know a few of the games that work well with GEMS and their all designed by Blue Sky Software.
     
  6. nineko

    nineko

    I am the Holy Cat Tech Member
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    You know what, I'm not very intersted in neither Sonic Spinball nor Gems in general, though it would be neat to have a disassembly of Sonic Spinball, complete with editing tools. Maybe new songs and new levels would help make it a decent game.
    I'm up to help with that task eventually.
     
  7. drx

    drx

    mfw Researcher
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    :rolleyes:
    A disassembly of Sonic Spinball would be nonsensical, since it was programmed in C. The code output by the compiler just looks ugly. You'd either need the original source or decompile it somehow (not really that easy). I know someone with the source btw :P
     
  8. nineko

    nineko

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    Yeah I can see that, but then, at least it would be cool to know locations and formats, so one can make an in-rom level editor à la SonED1