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hugedriver's Introduction

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.

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.

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