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47 lines
1.7 KiB
Markdown
47 lines
1.7 KiB
Markdown
# Game Boy
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the Game Boy is one of the most successful portable game systems ever made.
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it has stereo sound, two pulse channels, a wave channel and a noise channel.
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## effects
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- `10xx`: **change wave.**
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- `11xx`: **set noise length.**
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- `0`: long
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- `1`: short
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- `12xx`: **set duty cycle.**
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- `0`: 12.5%
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- `1`: 25%
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- `2`: 50%
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- `3`: 75%
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- `13xy`: **setup sweep.** pulse 1 only.
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- `x` is the time.
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- `y` is the shift.
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- set to `0` to disable it.
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- `14xx`: **set sweep direction.** `0` is up and `1` is down.
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## info
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this chip uses the [Game Boy](../4-instrument/game-boy.md) instrument editor.
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## chip config
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the following options are available in the Chip Manager window:
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- **Disable anti-click**: waveform switching requires a phase reset, which may cause clicks. Furnace uses a wave-position predicting algorithm to minimize these clicks. enable this option to disable it.
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- **Chip revision**: sets the chip model to use. most of these lack audible difference, but Game Boy Advance fixed the wave channel's inversion.
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- **Wave channel orientation**: allows you to set how is wave data written.
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- in Game Boy:
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- Exact data: wave data is written as-is. it will appear inverted in the output.
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- Exact output: wave data is inverted so it appears correctly in the output.
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- in Game Boy Advance:
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- Normal: wave data is written as-is.
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- Inverted: guess!
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- **Pretty please**: only for compatibility with Synchronize.dmf. do not use.
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## links
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- [Gameboy sound hardware](https://gbdev.gg8.se/wiki/articles/Gameboy_sound_hardware) - detailed technical information
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- [GameBoy Sound Table](http://www.devrs.com/gb/files/sndtab.html) - note frequency table
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