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From Final Fantasy Inside

FF7/PSX/Sound/AKAO sequence

1,313 bytes added, 09:06, 31 May 2020
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|Channel Master Volume
|2
|volume: byte(0-127)
|
|-
|3
|length: byte, semitones: signed byte
|When <code>length</code> is 0, it will be translated to 256 ticks.
|-
|[[FF7/PSX/Sound/Opcodes/0xa5|0xA5]]
|Set Octave
|2
|octave: byte(0-15)
|
|-
|Channel Volume
|2
|volume: byte(0-127)
|
|-
|Channel Volume Slide
|3
|length: byte, volume: byte(0-127)|When <code>length</code> is 0, it will be translated to 256 ticks.
|-
|[[FF7/PSX/Sound/Opcodes/0xa8aa|0xAA]]
|Channel Pan
|2
|pan: byte(0-127)
|64 is the center
|-
|Channel Pan Slide
|3
|length: byte, pan: byte(0-127)|When <code>length</code> is 0, it will be translated to 256 ticks.
|-
|[[FF7/PSX/Sound/Opcodes/0xac|0xAC]]
|Noise Clock Frequency
|2
|clock: byte(0x00-0x3f)
|
|-
|ADSR: Attack Rate
|2
|attack_rate: byte(0x00-0x7f)
|
|-
|ADSR: Decay Rate
|2
|decay_rate: byte(0x00-0x0f)
|
|-
|ADSR: Sustain Level
|2
|sustain_level: byte(0x00-0x0f)
|
|-
|ADSR: Decay Rate & Sustain Level
|3
|decay_rate: byte(0x00-0x0f), sustain_level: byte(0x00-0x0f)
|
|-
|ADSR: Sustain Rate
|2
|sustain_rate: byte(0x00-0x7f)
|
|-
|ADSR: Release Rate
|2
|release_rate: byte(0x00-0x1f)
|
|-
|Channel Pitch LFO (Vibrato)
|4
|delay: byte, rate: byte, type: byte(0-15)|When <code>rate</code> is 0, it will be translated to 256 ticks.
|-
|[[FF7/PSX/Sound/Opcodes/0xb4b5|0xB5]]
|ADSR: Attack Mode
|2
|attack_mode: byte(1 or 5)
|
|-
|Channel Volume LFO (Tremolo)
|4
|delay: byte, rate: byte, type: byte(0-15)|When <code>rate</code> is 0, it will be translated to 256 ticks.
|-
|[[FF7/PSX/Sound/Opcodes/0xb8b9|0xB9]]
|ADSR: Sustain Mode
|2
|sustain_mode: byte(1, 3, 5 or 7)
|
|-
|Channel Pan LFO
|3
|rate: byte, type: byte(0-15)|When <code>rate</code> is 0, it will be translated to 256 ticks.
|-
|[[FF7/PSX/Sound/Opcodes/0xbcbd|0xBD]]
|ADSR: Release Mode
|2
|release_mode: byte(3 or 7)
|
|-
|1
|
|Remember the current offset as a loop point and increase the nesting level of the loop.
|-
|[[FF7/PSX/Sound/Opcodes/0xc8c9|0xC9]]
|2
|times: byte
|On the Nth repeat, this instruction will end the current loop by decrementing the nesting level of the loop. Otherwise, it will increment the loop counter and return to the loop point.When <code>times</code> is 0, it will be translated to 256 times.
|-
|[[FF7/PSX/Sound/Opcodes/0xc8c9|0xCA]]
|1
|
|This instruction will increment the loop counter.
|-
|[[FF7/PSX/Sound/Opcodes/0xcb|0xCB]]
|2
|delay: byte
|When <code>delay</code> is 0, it will be translated to 257 ticks.
|-
|[[FF7/PSX/Sound/Opcodes/0xcecf|0xCF]]
|2
|delay: byte
|When <code>delay</code> is 0, it will be translated to 257 ticks.
|-
|[[FF7/PSX/Sound/Opcodes/0xd0d1|0xD0]]
|2
|delay: byte
|When <code>delay</code> is 0, it will be translated to 257 ticks.
|-
|[[FF7/PSX/Sound/Opcodes/0xd2d3|0xD3]]
|2
|delay: byte
|When <code>delay</code> is 0, it will be translated to 257 ticks.
|-
|[[FF7/PSX/Sound/Opcodes/0xd4d5|0xD4]]
|tempo: uint16
|bpm = tempo / 214.998204 (approximate)
Note that this coefficient is different from other games with PlayStation AKAO.
|-
|[[FF7/PSX/Sound/Opcodes/0xe8e9|0xE9]]
112
edits