prep for next commit
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255
wram.asm
255
wram.asm
@@ -1,17 +1,7 @@
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SECTION "audio",BSS[$c101]
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; channel structure:
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; $00: music id lo
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; $01: music id hi
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;
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; $03: channel flags? bit 0 = on/off
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;
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; $06: address of music data
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;
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; $19: note length lo
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; $1a: note length hi
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; $1b: lr tracks (bit corresponds to track #)
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;
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; $2d: tempo
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SECTION "audio",BSS[$c100]
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MusicPlaying: ; c100
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; nonzero if playing
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ds 1
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Channels:
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Channel1:
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@@ -19,21 +9,154 @@ Channel1MusicID: ; c101
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ds 2
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Channel1MusicBank: ; c103
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ds 1
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; $03 = channel flags?
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Channel1Flags: ; c104
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; 0: on/off
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; 1: subroutine
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; 2:
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; 3:
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; 4: noise sampling on/off
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; 5:
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; 6:
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; 7:
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ds 1
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Channel1Flags2: ; c105
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; 0: vibrato on/off
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; 1:
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; 2: duty cycle on/off
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; 3:
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; 4:
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; 5:
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; 6:
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; 7:
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ds 1
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Channel1Flags3: ; c106
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; 0: vibrato up/down
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; 1:
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; 2:
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; 3:
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; 4:
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; 5:
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; 6:
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; 7:
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ds 1
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; note/octave????
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ds 2
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Channel1MusicAddress: ; c107
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ds 2
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ds 17
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Channel1NoteLength: ; c11a
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Channel1LastMusicAddress: ; c109
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ds 2
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Channel1LR: ; c11c
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; could have been meant as a third-level address
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; unused? ; c10b
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ds 1
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ds 17
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Channel1Tempo: ; c12e
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; unused? ; c10c
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ds 1
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ds 4
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Channel1NoteFlags: ; c10d
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; 0:
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; 1:
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; 2:
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; 3:
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; 4:
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; 5: rest
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; 6:
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; 7:
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ds 1
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Channel1Condition: ; c10e
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; used for conditional jumps
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ds 1
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Channel1DutyCycle: ; c10f
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; uses top 2 bits only
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; 0: 12.5%
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; 1: 25%
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; 2: 50%
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; 3: 75%
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ds 1
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Channel1Intensity: ; c110
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; hi: pressure
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; lo: velocity
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ds 1
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Channel1Frequency: ; c111
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; 11 bits
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ds 2
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Channel1Pitch: ; c113
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; 0: rest
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; 1: C
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; 2: C#
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; 3: D
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; 4: D#
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; 5: E
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; 6: F
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; 7: F#
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; 8: G
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; 9: G#
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; a: A
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; b: A#
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; c: B
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ds 1
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Channel1Octave: ; c114
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; 0: highest
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; 7: lowest
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ds 1
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Channel1StartingOctave ; c115
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; raises existing octaves by this value
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; used for repeating phrases in a higher octave to save space
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ds 1
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Channel1NoteDuration: ; c116
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; number of frames remaining in the current note
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ds 1
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; c117
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ds 1
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; c118
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ds 1
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Channel1LoopCount ; c119
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ds 1
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Channel1Tempo: ; c11a
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ds 2
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Channel1Tracks: ; c11c
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; hi: l
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; lo: r
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ds 1
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; c11d
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ds 1
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Channel1VibratoDelayCount: ; c11e
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; initialized at the value in VibratoDelay
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; decrements each frame
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; at 0, vibrato starts
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ds 1
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Channel1VibratoDelay: ; c11f
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; number of frames a note plays until vibrato starts
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ds 1
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Channel1VibratoExtent: ; c120
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; difference in
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ds 1
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Channel1VibratoRate: ; c121
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; counts down from a max of 15 frames
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; over which the pitch is alternated
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; hi: init frames
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; lo: frame count
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ds 1
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; c122
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ds 1
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; c123
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ds 1
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; c124
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ds 1
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; c125
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ds 1
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; c126
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ds 1
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ds 7
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Channel1NoteLength: ; c12e
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; # frames per 16th note
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ds 1
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; c12f
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ds 1
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; c130
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ds 1
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; c131
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ds 1
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; c132
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ds 1
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; end
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Channel2: ; c133
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ds 50
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@@ -52,13 +175,25 @@ Channel7: ; c22d
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Channel8: ; c25f
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ds 50
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ds 7
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MusicHeaderBuffer: ; c298
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; c291
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ds 1
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CurMusicChannel: ; c299
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; c292
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ds 1
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; c293
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ds 1
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; c294
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ds 1
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; c295
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ds 1
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; c296
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ds 1
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; c297
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ds 1
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CurMusicByte: ; c298
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ds 1
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CurChannel: ; c299
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ds 1
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Volume: ; c29a
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; corresponds to $ff24
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; Channel control / ON-OFF / Volume (R/W)
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@@ -67,27 +202,69 @@ Volume: ; c29a
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; bit 3 - Vin->SO1 ON/OFF
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; bit 2-0 - SO1 output level (volume) (# 0-7)
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ds 1
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SoundOutput: ; c29b
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; corresponds to $ff25
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; bit 4-7: ch1-4 so2 on/off
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; bit 0-3: ch1-4 so1 on/off
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ds 1
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SoundInput: ; c29c
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; corresponds to $ff26
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; bit 7: global on/off
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; bit 0: ch1 on/off
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; bit 1: ch2 on/off
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; bit 2: ch3 on/off
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; bit 3: ch4 on/off
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ds 1
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ds 2
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MusicID:
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MusicIDLo: ; c29d
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ds 1
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MusicIDHi: ; c29e
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ds 1
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MusicBank: ; c29f
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ds 1
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ds 7
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MusicLength: ; c2a7
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; fades out when counter hits this value
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; $00 = infinite
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NoiseSampleAddress:
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NoiseSampleAddressLo: ; c2a0
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ds 1
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NoiseSampleAddressHi: ; c2a1
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ds 1
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; noise delay? ; c2a2
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ds 1
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; c2a3
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ds 1
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MusicNoiseSampleSet: ; c2a4
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ds 1
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SFXNoiseSampleSet: ; c2a5
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ds 1
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; c2a6
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ds 1
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MusicFade: ; c2a7
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; fades volume over x frames
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; bit 7: fade in/out
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; bit 0-5: number of frames for each volume level
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; $00 = none (default)
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ds 1
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MusicFadeCount: ; c2a8
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ds 1
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MusicFadeID:
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MusicFadeIDLo: ; c2a9
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ds 1
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MusicFadeIDHi: ; c2aa
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ds 1
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ds 9
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LastVolume: ; c2b4
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; preserves volume of a song playing so cries can have their own volume
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ds 1
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ds 1
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SFXPriority: ; c2b6
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; if nonzero, turn off music when playing sfx
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ds 1
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ds 6
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CryTracks ; c2bd
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; plays only in left or right track depending on what side the monster is on
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; both tracks active outside of battle
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ds 1
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ds 1
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ds 23
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CurSFX: ; c2bf
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; id of sfx currently playing
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ds 1
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