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feat: add cheerful music loop to the title screen

master
Matteo Benedetto 3 days ago
parent
commit
8e76b3842a
  1. 2
      src/main.c
  2. 69
      src/music.c
  3. 1
      src/music.h

2
src/main.c

@ -44,7 +44,9 @@ void main(void) {
OBP1_REG = 0b11000000; // Pausa (3=Nero, 2=Bianco, 1=Bianco, 0=Trasparente)
// Attendi la pressione di START
play_title_music();
while (1) {
update_music();
if (joypad() & J_START) {
break;
}

69
src/music.c

@ -246,6 +246,18 @@ const uint8_t go_drum[64] = {
1, 0, 0, 0, 0, 0, 0, 0
};
// ==========================================
// TITLE TRACK (16 ticks loop)
// ==========================================
const uint16_t title_mel[16] = {
M_C, M__, M_E, M__, M_G, M__, M_C6, M__,
M_A, M__, M_G, M__, M_E, M_D, M_C, M__
};
const uint16_t title_bass[16] = {
B_C, B_C, B_E, B_E, B_G, B_G, B_C5, B_C5,
B_F, B_F, B_E, B_E, B_C, B_G, B_C, B__
};
static uint16_t tick = 0;
static uint8_t frame_counter = 0;
static uint8_t sfx_timer = 0;
@ -312,7 +324,40 @@ void update_music(void) {
if (sfx_timer > 0) sfx_timer--;
if (frame_counter == 0) {
if (game_over_mode == 1) {
if (game_over_mode == 3) {
// TITLE SCREEN JINGLE (Allegro)
if (tick >= 16) {
tick = 0; // LOOP
}
uint16_t f2 = title_mel[tick];
if (f2 == N_REST) {
NR22_REG = 0x00;
} else {
NR21_REG = 0x80; NR22_REG = 0xF2;
NR23_REG = (uint8_t)(f2 & 0xFF); NR24_REG = 0x80 | ((f2 >> 8) & 0x07);
}
uint16_t f3 = title_bass[tick];
if (f3 == N_REST) {
NR32_REG = 0x00;
} else {
NR32_REG = 0x20;
NR33_REG = (uint8_t)(f3 & 0xFF); NR34_REG = 0x80 | ((f3 >> 8) & 0x07);
}
// Un po' di drum
if (tick % 4 == 0) {
NR41_REG = 0x00; NR42_REG = 0xF1; NR43_REG = 0x11; NR44_REG = 0x80;
} else if (tick % 2 == 0) {
NR41_REG = 0x00; NR42_REG = 0x51; NR43_REG = 0x21; NR44_REG = 0x80;
} else {
NR42_REG = 0x00;
}
tick++;
frame_counter = 8; // Veloce e allegro
} else if (game_over_mode == 1) {
// GAME OVER TRACKER (Tragico, 20 frames per tick)
if (tick >= 64) {
game_over_mode = 2; // Fine
@ -457,3 +502,25 @@ void play_sfx_bomb_drop(void) {
NR44_REG = 0xC0; // Trigger
sfx_timer = 15; // Proteggi per la durata del suono
}
void play_title_music(void) {
// Reset e attivazione master sound
NR52_REG = 0x00;
NR52_REG = 0x80;
NR50_REG = 0x77;
NR51_REG = 0xFF;
// Inizializza CH3 Wave RAM
NR30_REG = 0x00;
volatile uint8_t *wave_ptr = (volatile uint8_t *)0xFF30;
for (uint8_t i = 0; i < 16; i++) {
wave_ptr[i] = wave_ram[i];
}
NR30_REG = 0x80;
game_over_mode = 3;
tick = 0;
frame_counter = 0;
NR12_REG = 0; NR22_REG = 0; NR32_REG = 0; NR42_REG = 0;
}

1
src/music.h

@ -11,5 +11,6 @@ void play_sfx_explosion(void);
void play_sfx_bomb_drop(void);
void play_game_over_music(void);
void play_title_music(void);
#endif

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