This looks like it will be a very useful tool! Thank you for posting it.
I just tried it out on my patches.inc file, but under "Sound Patches" it's only showing me patch00, rather than all the patches listed in the PatchStruct.
Code: Select all
/*
* Uzebox Default Patches
* Copyright (C) 2008 Alec Bourque
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/*
Patches are made of a command stream made of 3 bytes per command:
1=delta time
2=command
3=command parameter
Patches must start with 1 byte describing the sound type:
0=wave channel (i.e.; channel 0,1 and 2)
1=noise channel (channel 3)
2=PCM (channel 3)
->For type=2 two more byte follows in order: sample adress low byte, sample adress hi byte
It must end with <0,PATCH_END> and this command takes
only two bytes (no parameter).
*/
//FX: jump
const char patch00[] PROGMEM ={
0,PC_WAVE,0,
0,PC_ENV_SPEED,-8,
0,PC_PITCH,80,
1,PC_NOTE_UP,4,
1,PC_NOTE_CUT,0,
0,PATCH_END
};
//FX: kill monster
const char patch01[] PROGMEM ={
0,PC_WAVE,1,
0,PC_ENV_SPEED,-8,
1,PC_PITCH,84,
1,PC_PITCH,80,
1,PC_PITCH,81,
1,PC_PITCH,80,
1,PC_NOTE_CUT,0,
0,PATCH_END
};
//FX: cookie
const char patch02[] PROGMEM ={
0,PC_WAVE,1,
0,PC_ENV_SPEED,-8,
1,PC_PITCH,95,
1,PC_NOTE_UP,2,
1,PC_NOTE_UP,2,
1,PC_NOTE_CUT,0,
0,PATCH_END
};
//FX: player death
const char patch03[] PROGMEM ={
0,PC_WAVE,1,
0,PC_ENV_SPEED,-16,
1,PC_PITCH,54,
1,PC_NOTE_DOWN,2,
1,PC_NOTE_DOWN,3,
1,PC_NOTE_CUT,0,
0,PATCH_END
};
const struct PatchStruct patches[] PROGMEM = {
{0,NULL,patch00,0,0},
{0,NULL,patch01,0,0},
{0,NULL,patch02,0,0},
{0,NULL,patch03,0,0},
};
Code: Select all
/*
* Uzebox Wavetable
* Copyright (C) 2008 Alec Bourque
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
;********************************************
; Sound Waves Definitions
; Last Generated:30/04/2006 9:43:45 AM
;********************************************
;*************************************************************
;Generated Wave #3: square-25%
;*************************************************************
.byte 0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F
.byte 0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F
.byte 0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F
.byte 0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F
.byte 0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80
.byte 0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80
.byte 0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80
.byte 0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80
.byte 0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80
.byte 0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80
.byte 0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80
.byte 0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80
.byte 0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80
.byte 0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80
.byte 0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80
.byte 0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80
;*************************************************************
;Generated Wave #4: square-50%
;*************************************************************
.byte 0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F
.byte 0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F
.byte 0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F
.byte 0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F
.byte 0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F
.byte 0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F
.byte 0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F
.byte 0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F,0x7F
.byte 0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80
.byte 0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80
.byte 0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80
.byte 0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80
.byte 0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80
.byte 0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80
.byte 0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80
.byte 0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80
I'm using a custom sounds.inc in order to save on flash ram (only including the wave tables that I use), but I don't think that should confuse it, other than it isn't necessarily going to use the correct wave table with the correct patch, since mine are renumbered, so the sounds will be a little off.
Edit: If I click on "patches" under "Patch Structs" it shows me all of my patches, but only patch00 is green, the rest are red.
Edit 2: This also happens if I create a patch struct and multiple patches entirely from within Patch Studio, save it, quit, relaunch, and import the file I just saved.