DevSound discussion
- ISSOtm
- Posts: 46
- Joined: Fri Jan 04, 2019 5:31 pm
- Location: France, right of a pile of consoles
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Re: DevSound discussion
I have a nearly-finished DevSound refactor that uses macros to avoid duplicating code between handling each channel - it's not complete because I can't wrap my head around some details in CH4, and DevEd is busy so I'm help-less (pun intended). I can publish it here, if there's interest.
The French Lord of Laziness (and a huge Legend of Zelda fan)
https://github.com/ISSOtm
ASMu is laifu <3
https://github.com/ISSOtm
ASMu is laifu <3
Re: DevSound discussion
Maybe I'm misunderstanding your use of "macro", but to me, a macro is a compiler/assembler pattern that will ultimately assemble to a LARGER binary.macros
Maybe you mean something more like a subroutine of common code. That would reduce code size?
Or maybe just using macros to make the source code easier to read. ?
nesdoug.com -- blog/tutorial on programming for the NES
Re: DevSound discussion
As I understand nullsleep's tutorial, "macros" in MML mean the same thing as "sequences" in FamiTracker. They're essentially envelopes, which MML assigns directly to a channel but FT binds to an instrument.
- ISSOtm
- Posts: 46
- Joined: Fri Jan 04, 2019 5:31 pm
- Location: France, right of a pile of consoles
- Contact:
Re: DevSound discussion
The goal was to deduplicate code without increasing runtime costs, yes. Basically, all the channels share some code (mainly, the command reader and processor), so I basically made a giant `update_channel` ASM macro.dougeff wrote: Or maybe just using macros to make the source code easier to read. ?
The French Lord of Laziness (and a huge Legend of Zelda fan)
https://github.com/ISSOtm
ASMu is laifu <3
https://github.com/ISSOtm
ASMu is laifu <3