/hUGEDriver

(MegaDuck Port of) An easy-to-use, fast, tracker-based, public domain sound driver for Game Boy homebrew

Primary LanguageAssembly

Fork of hUGEDriver for the Mega Duck (with compression)

This is a fork of hUGEDriver which supports running on the Mega Duck (a console clone of the Game Boy with some register address and bit order changes).

More specifically it's a fork of a hUGEDriver version which plays compressed songs. That means it is ONLY compatible with songs exported from a version of hUGETracker that uses compression. Perfect for a 32K ROM.

The source edits for MegaDuck are not opitmized for now, they're just ifdefed in for ease of seeing what has to be handled differently. The changes should not add too much overhead though.

Non-compression, updated hUGEDriver

Binaries

Check Releases for compiled, ready-to-use object files

Building (GBDK)

  • Have RGBDS 0.5.2 installed (other versions may work)

  • Mega Duck

    • cd gbdk_example
    • rgbasm -DGBDK -ohUGEDriver_megaduck_with_compression_gbz80.obj -i.. ../hUGEDriver_MegaDuck.asm
    • rgb2sdas.exe hUGEDriver_megaduck_with_compression_gbz80.obj
    • Produces: ohUGEDriver_megaduck_with_compression_gbz80.obj.o
  • Game Boy (if needed)

    • cd gbdk_example
    • rgbasm -DGBDK -ohUGEDriver_with_compression_gbz80.obj -i.. ../hUGEDriver.asm
    • rgb2sdas.exe hUGEDriver_with_compression_gbz80.obj
    • Produces: hUGEDriver_with_compression_gbz80.obj.o

To make either resulting object file compatible with GBDK-2020 4.1.0+

  • Edit the resulting .o file and replace -mgbz80 with -msm83

Original Repo Readme Contents Below

(Many thanks to SuperDisk for making hUGEDriver and hUGETracker!)

hUGEDriver

This is the repository for hUGEDriver, the music driver for the Game Boy which plays music created in hUGETracker.

If you want help using the tracker, driver, or just want to chat, join the hUGETracker Discord server!

Quick start (RGBDS)

  1. Export your song in "RGBDS .asm" format in hUGETracker.
  2. Choose a song descriptor name. This is what you will refer to the song as in your code. It must be a valid RGBDS symbol.
  3. Place the exported .asm file in your RGBDS project.
  4. Load hl with your song descriptor name, and call hUGE_init
  5. In your game's main loop or in a VBlank interrupt, call hUGE_dosound
  6. When assembling your game, be sure to specify your music file and hUGEDriver.asm in your call to rgbasm/rgblink!

Be sure to enable sound playback before you start!

ld a, $80
ld [rAUDENA], a
ld a, $FF
ld [rAUDTERM], a
ld a, $77
ld [rAUDVOL], a

See the rgbds_example directory for a working example!

Quick start (GBDK)

  1. Export your song in "GBDK .c" format in hUGETracker.
  2. Choose a song descriptor name. This is what you will refer to the song as in your code. It must be a valid C variable name.
  3. Place the exported .C file in your GBDK project.
  4. #include "hUGEDriver.h" in your game's main file
  5. Define extern const hUGESong_t your_song_descriptor_here in your game's main file
  6. Call hUGE_init(&your_song_descriptor_here) in your game's main file
  7. In your game's main loop or in a VBlank interrupt, call hUGE_dosound
  8. When compiling your game, be sure to specify your music file and hUGEDriver.o in your call to lcc!

Be sure to enable sound playback before you start!

NR52_REG = 0x80;
NR51_REG = 0xFF;
NR50_REG = 0x77;

See gbdk_example/gbdk_player_example.c for a working example!

Note: hUGEDriver is assembled by RGBDS into a .obj file, and then is converted to GBDK's format using rgb2sdas (in the gbdk_example folder). Be sure to assemble and link this object with your game (check gbdk_example/build.bat for the steps).

Usage

This driver is suitable for use in homebrew games. hUGETracker exports data representing the various components of a song, as well as a song descriptor which is a small block of pointers that tell the driver how to initialize and play a song.

hUGETracker can export the data and song descriptor as a .asm or .c for use in RGBDS or GBDK based projects, respectively. Playing a song is as simple as calling hUGE_init with a pointer to your song descriptor, and then calling hUGE_dosound at a regular interval (usually on VBlank, the timer interrupt, or simply in your game's main loop)

In assembly:

ld hl, SONG_DESCRIPTOR
call hUGE_init

;; Repeatedly
call hUGE_dosound

In C:

extern const hUGESong_t song;

// In your initializtion code
__critical {
    hUGE_init(&song);
    add_VBL(hUGE_dosound);
}

Check out player.asm for a full fledged example of how to use the driver in an RGBDS project, and gbdk_example/gbdk_player_example.c for usage with GBDK C likewise.

hUGE_mute_channel

Caution: As an optimization, hUGEDriver avoids loading the same wave present in wave RAM; when "muting" CH3 and loading your own wave, make sure to set hUGE_current_wave to hUGE_NO_WAVE (a dummy value) to force a refresh.

Routines

TODO

Files in this repo

File Explanation
hUGEDriver.asm The driver itself.
song.asm A template used to create a song descriptor for use by the driver.
player.asm Some example code that illustrates how to initialize and use the driver. Also used by hUGETracker to preview music.
gbs.asm Used by hUGETracker to build GBS soundtrack files.
gbdk_example/hUGEDriver.h A C header that allows for usage of hUGEDriver in GBDK projects.
include/constants.inc Some note constant values. These values are mapped to actual frequency/periods in music.inc
include/music.inc A table that maps the note constants (byte size) to periods that can be fed into the hardware registers (word size)
doc/driver-format.txt A text file explaining the layout of parts of the driver, and what formats are expected by certain routines.

License

hUGETracker and hUGEDriver are dedicated to the public domain.