comparison clojure/com/aurellem/exp/music.clj @ 440:292ece432ac4

investigating the game's music.
author Robert McIntyre <rlm@mit.edu>
date Thu, 26 Apr 2012 04:35:49 -0500
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children e682c9ed3056
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439:71878fbc277b 440:292ece432ac4
1 (ns com.aurellem.exp.music
2 "scratchpad namespace"
3 (:use (com.aurellem.gb gb-driver util constants
4 assembly saves
5 items pokemon status types
6 characters species moves
7 pokedex money rival-name
8 text-speed badges
9 pokemon-presets
10 ))
11
12 (:import java.io.File)
13 (:import [com.aurellem.gb.gb_driver SaveState]))
14
15
16
17
18 (defn analyze-music []
19 (clojure.pprint/pprint
20 (map (fn [[addr nums]]
21 [(hex addr) nums])
22 (apply harmonic-compare
23 (map read-state
24 ["song-1" "no-song-1"
25 "song-2" "no-song-2"
26 "song-3" "no-song-3"
27 "song-4"])))))
28 ;; there are only two addresses that alternate between only
29 ;; two unique values:
30
31 0xC0DE ;; lol code :)
32 0xC0DF
33
34 ;; perhaps they are the address of the current playing sound?
35
36 ;; after watching them for a while in different environments,
37 ;; I can tell that they're definately music related, but they
38 ;; _don't_ seem to be the address to the current track.
39 ;; they generally change whenever a substantually different
40 ;; sequence is played. maybe they control some high level
41 ;; setting in the synthesizer? They are only affected by the
42 ;; background music and not by pokemon cries, etc.
43
44 0xC001 ;; seems to change along with the music, but is much
45 ;; more stable than 0xC0DE and 0xC0DF. It _is_
46 ;; affected by sound effects. When a sound effect happens,
47 ;; is sometimes does not return to its previous value when the sound
48 ;; effect is done.
49
50 0xC000 ;; does not seem to be affected by music
51
52 ;; maybe 0xC001 - something is loaded with the actual sounds?
53
54
55 ;; replacing just the first 0xFF bytes starting at 0xC001 with those
56 ;; found in celadon changes the music to celadon city.
57
58 ;; this can't be the actual music because it doesn't have enough
59 ;; information.
60
61 ;; let's try to narrow down the bytes from the first 0xFF of celadon
62 ;; starting at 0xC001
63
64 (def celadon-song
65 [202 0 0 255 0 178 117 40 118 158 118 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
66 0 0 0 0 0 0 0 0 0 0 0 202 202 202 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0
67 0 0 0 0 128 128 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
68 0 0 0 0 0 0 0 0 0 0 0 0 115 88 32 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
69 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
70 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 5 5 5 1 1 1 1 1
71 1 1 1 1 1 1 1 1 12 12 12 1 1 1 1 1 128 128 128 0 0 0 0 0 5 4 4 0 4 3
72 4 0 178 194 32 0 180 196 32 0 3 0 0 144 1 0 66 31 0 2 2 32 48 0 0 0
73 0 0 0 0 0 0 0 0 0 0])
74
75 (defn change-music-to-celadon
76 ([#^SaveState state start length]
77
78 (set-memory-range state (+ 0xC001 start)
79 (take length (drop start celadon-song))))
80 ([start length]
81 (continue! (change-music-to-celadon (read-state "rlm-viridian-forest-battle")
82 start length))))
83
84
85
86 ;;0 0x90) blend between both, with end theme as well
87
88 ;; 0x05 0xEA is the limit to completely change song to celadon from
89 ;; viridian forest
90
91 ;; 0x05 0xEA is also sufficient to change music to celadon from
92 ;; a battle in viridian forest