FMTOWNS: Missing opcodes
|Reported by:||SF/hibernatus||Owned by:||athrxx|
Hi, here are what the missing FM Towns opcodes are
supposed to do:
- case 0x20: Does nothing. Never used.
- case 0x21: Does nothing. Never used.
- case 0x23: Sets the CD loudness (just a guess, not
confirmed by UNZ).
Used in Loom (CD loudness divided by 2 while a pattern
Not implemented in Indy3 (it reads getVarOrDirectByte
(0x20) and breaks).
Takes 2 bytes (resid and foo in the current code). Must
be for stereo, but then left == right everywhere.
- case 0x24: Sets the loudness of a sound resource.
Used in Indy3 and Zak.
My guess is that foo is left loudness and bar is right
loudness, but UNZ doesn't play stereo :)
If foo + bar == 0 (which includes FF + 01 for example),
the default loudness will be used.
The default loudness is at 0x0E and 0x0F in the sound
- case 0x25: Sets the pitch of a sound resource.
Used in Indy3 and Loom.
If foo == 0, the sound is played normally.
pitch = foo - center semitones.
"center" is at 0x32 in the sfx resource (always 0x3C in
zak256, but sometimes different in Indy3).
- case 0xFF: Gets the CD loudness.
Used in Loom (when the CD loudness is divided by 2 with
It returns (left + right + 1) / 2.
About the loudness and pitch:
In the original engine there's an array which contains the
loudness and the pitch of each sound.
After a sound is played (startSound), the pitch and
loudness are reset.
So if you set a pitch +1 and then play the sound twice
you'll hear +1 then +0.
At least that's how it worked with Indy3.
(for ender: i had already added a struct in the
disassembly, now you can replace field0 by count, field1
by left, field2 by right and field3 by pitch)
Ticket imported from: #805691. Ticket imported from: feature-requests/131.