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feat: implement 20 second multi-channel funeral march for game over

master
Matteo Benedetto 3 days ago
parent
commit
953534893c
  1. 4
      src/main.c
  2. 242
      src/music.c

4
src/main.c

@ -99,11 +99,11 @@ void main(void) {
for (uint8_t i = 0; i < 20; i++) rat_map[i] = 128 + i;
set_bkg_tiles(7, 5, 5, 4, rat_map);
// Suono inquietante e fine della traccia allegra
// Avvia la tragica sequenza musicale di Game Over
play_game_over_music();
while(1) {
// Loop vuoto, la musica è ormai spenta a parte il riverbero maligno
update_music();
wait_vbl_done();
}
}

242
src/music.c

@ -32,6 +32,7 @@
#define N_DS6 0x796
#define N_E6 0x79C
#define N_REST 0x000
#define N_SUST 0xFFFF
// ==========================================
// TRACK 1: ARPEGGIO (CH1)
@ -46,6 +47,10 @@
#define A_D N_D4
#define A_C5 N_C5
#define A_E5 N_E5
#define A_DS4 N_DS4
#define A_FS4 N_FS4
#define A_D4 N_D4
#define A_F4 N_F4
const uint16_t trk_arp_0[64] = {
A_C, A_E, A_G, A_E, A_C, A_E, A_G, A_E, A_C, A_E, A_G, A_E, A_C, A_E, A_G, A_E,
@ -190,9 +195,62 @@ const uint8_t trk_drum_3[64] = {
};
const uint8_t* const drum_parts[4] = { trk_drum_0, trk_drum_1, trk_drum_2, trk_drum_3 };
// ==========================================
// GAME OVER TRACK (64 ticks, 20 frames/tick)
// ==========================================
const uint16_t go_mel[64] = {
N_C5, N_SUST, N_SUST, N_SUST, N_C5, N_SUST, N_SUST, N_SUST,
N_C5, N_SUST, N_SUST, N_SUST, N_SUST, N_SUST, N_D5, N_SUST,
N_DS5, N_SUST, N_SUST, N_SUST, N_D5, N_SUST, N_SUST, N_SUST,
N_C5, N_SUST, N_SUST, N_SUST, N_SUST, N_SUST, N_SUST, N_SUST,
N_C5, N_SUST, N_SUST, N_SUST, N_C5, N_SUST, N_SUST, N_SUST,
N_C5, N_SUST, N_SUST, N_SUST, N_SUST, N_SUST, N_B4, N_SUST,
N_C5, N_SUST, N_SUST, N_SUST, N_G4, N_SUST, N_SUST, N_SUST,
N_C4, N_SUST, N_SUST, N_SUST, N_SUST, N_SUST, N_SUST, N_SUST
};
const uint16_t go_bass[64] = {
B_C, N_SUST, N_SUST, N_SUST, N_SUST, N_SUST, N_SUST, N_SUST,
B_C, N_SUST, N_SUST, N_SUST, N_SUST, N_SUST, N_SUST, N_SUST,
B_C, N_SUST, N_SUST, N_SUST, B_G, N_SUST, N_SUST, N_SUST,
B_C, N_SUST, N_SUST, N_SUST, N_SUST, N_SUST, N_SUST, N_SUST,
B_C, N_SUST, N_SUST, N_SUST, N_SUST, N_SUST, N_SUST, N_SUST,
B_C, N_SUST, N_SUST, N_SUST, N_SUST, N_SUST, N_SUST, N_SUST,
B_F, N_SUST, N_SUST, N_SUST, B_G, N_SUST, N_SUST, N_SUST,
B_C, N_SUST, N_SUST, N_SUST, N_SUST, N_SUST, N_SUST, N_SUST
};
const uint16_t go_arp[64] = {
A_C, N_SUST, A_DS4, N_SUST, A_FS4, N_SUST, A_A, N_SUST,
A_C, N_SUST, A_DS4, N_SUST, A_FS4, N_SUST, A_A, N_SUST,
A_C, N_SUST, A_DS4, N_SUST, A_F4, N_SUST, A_B, N_SUST,
A_C, N_SUST, A_DS4, N_SUST, A_FS4, N_SUST, A_A, N_SUST,
A_C, N_SUST, A_DS4, N_SUST, A_FS4, N_SUST, A_A, N_SUST,
A_C, N_SUST, A_DS4, N_SUST, A_FS4, N_SUST, A_A, N_SUST,
A_C, N_SUST, A_D4, N_SUST, A_F4, N_SUST, A_G, N_SUST,
A_C, N_SUST, N_REST, N_REST, N_REST, N_REST, N_REST, N_REST
};
const uint8_t go_drum[64] = {
1, 0, 0, 0, 1, 0, 0, 0,
1, 0, 0, 0, 1, 0, 0, 0,
1, 0, 0, 0, 1, 0, 0, 0,
1, 0, 0, 0, 1, 0, 0, 0,
1, 0, 0, 0, 1, 0, 0, 0,
1, 0, 0, 0, 1, 0, 0, 0,
1, 0, 0, 0, 1, 0, 0, 0,
1, 0, 0, 0, 0, 0, 0, 0
};
static uint16_t tick = 0;
static uint8_t frame_counter = 0;
static uint8_t sfx_timer = 0;
static uint8_t game_over_mode = 0;
#define FRAMES_PER_TICK 8 // Velocità del tracker
void play_sfx_moan(void) {
@ -233,88 +291,134 @@ void init_music(void) {
tick = 0;
frame_counter = 0;
sfx_timer = 0;
game_over_mode = 0;
}
void update_music(void) {
if (game_over_mode == 2) return; // Traccia terminata
if (sfx_timer > 0) sfx_timer--;
if (frame_counter == 0) {
uint8_t part = (tick >> 6) & 0x03; // tick / 64
uint8_t sub = tick & 0x3F; // tick % 64
// --- CH1: Arpeggio ---
if (sfx_timer == 0) {
uint16_t f1 = arp_parts[part][sub];
NR10_REG = 0x00;
NR11_REG = 0x80;
NR12_REG = 0x51; // Volume basso, decadimento rapido
NR13_REG = (uint8_t)(f1 & 0xFF);
NR14_REG = 0x80 | ((f1 >> 8) & 0x07);
}
// --- CH2: Melody ---
uint16_t f2 = mel_parts[part][sub];
if (f2 == N_REST) {
NR21_REG = 0x00; NR22_REG = 0x00; NR23_REG = 0x00; NR24_REG = 0x80;
if (game_over_mode == 1) {
// GAME OVER TRACKER (Tragico, 20 frames per tick)
if (tick >= 64) {
game_over_mode = 2; // Fine
NR22_REG = 0x00; NR32_REG = 0x00; NR42_REG = 0x00; NR12_REG = 0x00;
return;
}
uint16_t f1 = go_arp[tick];
if (f1 != N_SUST) {
if (f1 == N_REST) {
NR12_REG = 0x00;
} else {
NR10_REG = 0x00; NR11_REG = 0x80; NR12_REG = 0x61;
NR13_REG = (uint8_t)(f1 & 0xFF); NR14_REG = 0x80 | ((f1 >> 8) & 0x07);
}
}
uint16_t f2 = go_mel[tick];
if (f2 != N_SUST) {
if (f2 == N_REST) {
NR22_REG = 0x00;
} else {
NR21_REG = 0x80; NR22_REG = 0xF7; // Lento decadimento
NR23_REG = (uint8_t)(f2 & 0xFF); NR24_REG = 0x80 | ((f2 >> 8) & 0x07);
}
}
uint16_t f3 = go_bass[tick];
if (f3 != N_SUST) {
if (f3 == N_REST) {
NR32_REG = 0x00;
} else {
NR32_REG = 0x20;
NR33_REG = (uint8_t)(f3 & 0xFF); NR34_REG = 0x80 | ((f3 >> 8) & 0x07);
}
}
uint8_t d4 = go_drum[tick];
if (d4 == 1) {
NR41_REG = 0x00; NR42_REG = 0xF4; // Rullante profondo
NR43_REG = 0x33; NR44_REG = 0x80;
}
tick++;
frame_counter = 20; // Lento e funereo
} else {
NR21_REG = 0x80;
NR22_REG = 0xF2; // Volume alto
NR23_REG = (uint8_t)(f2 & 0xFF);
NR24_REG = 0x80 | ((f2 >> 8) & 0x07);
// NORMAL MUSIC TRACKER
uint8_t part = (tick >> 6) & 0x03; // tick / 64
uint8_t sub = tick & 0x3F; // tick % 64
// --- CH1: Arpeggio ---
if (sfx_timer == 0) {
uint16_t f1 = arp_parts[part][sub];
NR10_REG = 0x00;
NR11_REG = 0x80;
NR12_REG = 0x51; // Volume basso, decadimento rapido
NR13_REG = (uint8_t)(f1 & 0xFF);
NR14_REG = 0x80 | ((f1 >> 8) & 0x07);
}
// --- CH2: Melody ---
uint16_t f2 = mel_parts[part][sub];
if (f2 == N_REST) {
NR21_REG = 0x00; NR22_REG = 0x00; NR23_REG = 0x00; NR24_REG = 0x80;
} else {
NR21_REG = 0x80;
NR22_REG = 0xF2; // Volume alto
NR23_REG = (uint8_t)(f2 & 0xFF);
NR24_REG = 0x80 | ((f2 >> 8) & 0x07);
}
// --- CH3: Bass ---
uint16_t f3 = bass_parts[part][sub];
if (f3 == N_REST) {
NR32_REG = 0x00; // Vol 0
NR34_REG = 0x80;
} else {
NR32_REG = 0x20; // Vol 100%
NR33_REG = (uint8_t)(f3 & 0xFF);
NR34_REG = 0x80 | ((f3 >> 8) & 0x07);
}
// --- CH4: Drums ---
uint8_t d4 = drum_parts[part][sub];
if (d4 == 1) { // Kick
NR41_REG = 0x00;
NR42_REG = 0xF1;
NR43_REG = 0x11;
NR44_REG = 0x80;
} else if (d4 == 2) { // Snare
NR41_REG = 0x00;
NR42_REG = 0xF2;
NR43_REG = 0x51;
NR44_REG = 0x80;
} else if (d4 == 3) { // Hi-Hat
NR41_REG = 0x00;
NR42_REG = 0x51;
NR43_REG = 0x21;
NR44_REG = 0x80;
}
// Avanza il tracker
tick++;
if (tick >= 256) tick = 0; // Loop completo
frame_counter = FRAMES_PER_TICK;
}
// --- CH3: Bass ---
uint16_t f3 = bass_parts[part][sub];
if (f3 == N_REST) {
NR32_REG = 0x00; // Vol 0
NR34_REG = 0x80;
} else {
NR32_REG = 0x20; // Vol 100%
NR33_REG = (uint8_t)(f3 & 0xFF);
NR34_REG = 0x80 | ((f3 >> 8) & 0x07);
}
// --- CH4: Drums ---
uint8_t d4 = drum_parts[part][sub];
if (d4 == 1) { // Kick
NR41_REG = 0x00;
NR42_REG = 0xF1;
NR43_REG = 0x11;
NR44_REG = 0x80;
} else if (d4 == 2) { // Snare
NR41_REG = 0x00;
NR42_REG = 0xF2;
NR43_REG = 0x51;
NR44_REG = 0x80;
} else if (d4 == 3) { // Hi-Hat
NR41_REG = 0x00;
NR42_REG = 0x51;
NR43_REG = 0x21;
NR44_REG = 0x80;
}
// Avanza il tracker
tick++;
if (tick >= 256) tick = 0; // Loop completo
frame_counter = FRAMES_PER_TICK;
} else {
frame_counter--;
}
}
void play_game_over_music(void) {
// Silenzia bruscamente la melodia allegra, il basso e i tamburi
NR22_REG = 0x00; // Spegne CH2
NR32_REG = 0x00; // Spegne CH3
NR42_REG = 0x00; // Spegne CH4
// Inizializza il tracker funebre
game_over_mode = 1;
tick = 0;
frame_counter = 0;
// Suona una nota discendente e inquietante sul Canale 1
// NR10: Sweep Time lungo, direzione discendente, shift
NR10_REG = 0x7F;
NR11_REG = 0x80;
NR12_REG = 0xF7;
NR13_REG = 0x50;
NR14_REG = 0x86;
NR22_REG = 0x00; NR32_REG = 0x00; NR42_REG = 0x00; // Zittisce tutto
}

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