XPMCK - Cross Platform Music Compiler Kit
Mic, 2008
Website: http://jiggawatt.org/muzak/xpmck/
Contact: micol972@gmail.com
What you will need
Some basic knowledge of MML. For syntax information in english, see these guides:
http://www.nullsleep.com/treasure/mck_guide/
http://www.geocities.co.jp/Playtown-Denei/9628/mck/mckc-e.txt (mirror)
To build the SEGA Master System / Game Gear version of the player you need WLA-DX:
http://www.villehelin.com/wla.html
To build the SEGA Genesis version of the player you need the GNU binutils for M68000.
You can find prebuilt binaries for Windows here.
The Genesis Z80 driver source builds with WLA-DX, although it isn't necessary to rebuild
it unless you want to make changes to it.
To build the Gameboy / Gameboy Color version of the player you need WLA-DX:
http://www.villehelin.com/wla.html
P(P)MCK commands supported in XPMCK
&, ^, <, >, [], {}, D, l, o, q, t, v, v-, v+, @, @@, @EN, @EP, @MP, @q, @v
New commands added in XPMCK
@ADSR, @CS, @FBM, @MOD, @WT, @XPCM, @te, @ve, $, !, AM, FB, k, M, MF, OP, RS
Commandline options
-h Show help
-v Verbose mode
-w Treat warnings as errors
-gbc Output data suitable for the Gameboy / Gameboy Color
-gen Output data suitable for the SEGA Genesis
-sgg Output data suitable for the SEGA Game Gear
-sms Output data suitable for the SEGA Master System
If no output filename is specified it will be given the name .asm by
default.
If the output filename has a .vgm extension and the target is gen, sms or sgg the
compiler will generate a .vgm file (uncompressed) instead of an .asm file.
Compiler directives
These are the XPMCK-specific preprocessor commands available:
#ELSE Used together with IFDEF/IFNDEF.
#ELSIFDEF Used together with IFDEF/IFNDEF.
#ENDIF Used together with IFDEF/IFNDEF.
#EN-REV num If num==0 EN macros work similar to other
MML implementations.
If num==1 EN is not cumulative, meaning that
instead of {| 3 4 -7} you write {| 3 7 0}.
#ERROR "message" Output an error message and abort compilation.
#IFDEF, #IFNDEF Conditional compilation depending on if a
symbol is defined or not.
Currently the only symbol defined is the selected
target, so this check would be valid:
#IFDEF SMS
; blah
#ELSIFDEF SGG
; blah
#ENDIF
The boolean operators & (AND) and | (OR) can be
used:
#IFDEF SMS | SGG
; blah
#ENDIF
Note that the boolean operators take opposite
meanings when IFNDEF is used, i.e.:
#IFNDEF SMS | SGG ; Means "If not defined SMS or not defined SGG"
#INCLUDE "filename" Include the contents of another MML file.
#NTSC Inform the compiler that you are going to play the
song with an update frequency of ~60 Hz. Along with
the tempo and the note lengths this is used to
calculate how long each note should be played.
#PAL Specify a 50 Hz update frequency. Mutually exclusive
to #NTSC. Some targets only support 60 Hz playback -
for these targets this command is ignored.
#TUNE Use an alternative frequency table on the SEGA Master
System to lower the error percentage on higher octaves.
#WARNING "message" Output a warning. Aborts compilation if the -w switch has been used.
#UNIFORM-VOLUME num Specify a custom maximum volume for all channels.
The volumes will be scaled to the valid range of
the target machine.
Syntax
Comment
Single line comments start with a ; (semi-colon).
Multiline comments start with /* and end with */
Instrument / algorithm selection
@num
Apart from selecting the duty cycle for channels that support it,
@ also has another purpose in XPMCK. For FM channels it is used to
select the instrument or algorithm for the channel.
On the SEGA Master System (YM2413) the valid range depends on the
channel's current output mode:
M0 (melody):
@0 = Custom
@1 = Violin
@2 = Guitar
@3 = Piano
@4 = Flute
@5 = Clarinet
@6 = Oboe
@7 = Trumpet
@8 = Organ
@9 = Horn
@10 = Synthesizer
@11 = Harpsichord
@12 = Vibraphone
@13 = Synthesizer bass
@14 = Acoustic bass
@15 = Electric guitar
M1 (rhythm):
@0 = Bass drum
@1 = Snare drum
@2 = Hi-hat
@3 = Top cymbal
@4 = Tom-tom
When in rhythm mode, each instrument has a global volume that is shared by
all channels. This means that a channel modifying the volume for one of the
rhythm instruments will affect all other channels that are using the same
instrument.
On the SEGA Genesis (YM2612) the valid range is 0-7 and selects a range
of instrument sounds according to the following table:
@0 = Distortion guitar, high hat chopper bass
@1 = Harp, PSG-like sound
@2 = Bass, electric guitar, brass, piano, woods
@3 = Strings, folk guitar, chimes
@4 = Flute, bells, chorus, bass drum, snare drum, tom-tom
@5 = Brass, organ
@6 = Xylophone, tom-tom, organ, vibraphone, snare drum, bass drum
@7 = Pipe organ
The type of sound generated on the SEGA Genesis also depends on the
current feedback setting (see the FB command).
FM channel ADSR envelope
@ADSRnum = { attack decay sustain release } or
{ attack decay1 decay2 sustain release }
Specify attack rate, decay rate, sustain level and release rate.
On the SEGA Master System (YM2413) the four-parameter version
is used and all values have a range of 0-15 (15 being the fastest
rate / maximum level). Only the custom instrument (@0) uses the
ADSR parameters, all other instruments have fixed ADSR envelopes.
On the SEGA Genesis (YM2612) the five-parameter version is used
and all values have a range of 0-31 (the LSB of sustain and release
is ignored since they are stored as 4-bit values in the YM2612
registers). decay1 is the initial fast decay rate, while decay2 is
the secondary slower decay rate. This command is operator-specific.
Example:
#IFDEF GEN
@ADSR1 = {28 29 4 25 10}
#ELSIFDEF SMS
@ADSR1 = {12 13 11 9}
#ENDIF
F v10 OP0 ADSR1 c4
Channel separation (pan) macro
@CSnum = { ... | ...}
Pans the sound on targets that support it. Valid range is -63-63.
-63 means full left, 0 means center and 63 means full right.
The macro is applied to a channel with CSnum and disabled with CSOF.
FM feedback macro
@FBMnum = { ... | ...}
Specifies the amount of self-feedback for operator 1. This command
is used in combination with the @ command on the SEGA Genesis FM
channels to select the type of sound generated.
This is the macro version of FB, and allows for rapid changes of
the feedback value.
Valid range is 0-7.
Example:
@FBM0 = { | 0 0 3 3 7 7}
E v9 @2 FBM0 c1
Modulator
@MODnum = { lfo ams fms }
Specifies a modulator to be used for modulating the amplitude and/or
frequency of a channel.
lfo selects the frequency of the modulator LFO. Valid range is 0-7
(7 being the maximum frequency). Note that the LFO is shared for all channels,
so issuing a MOD command on one channel will affect all other channels that
are using a modulator.
ams selects the amplitude modulation sensitivity. Valid range is 0-7
(7 being the maximum sensitivity). Amplitude modulation also has to be separately
enabled with the AM command. This can be done per operator.
fms selects the frequency modulation sensitivity. Valid range is 0-3
(3 being the maximum sensitivity).
This command is currently only supported for the FM channels on the SEGA Genesis.
The macro is applied to a channel with MODnum and disabled with MODOF.
Example:
@MOD0 = {4 2 2}
E v100 MOD0 OP0 AM1 c1
Waveform definition
@WTnum = { sample sample sample ... } or
{ "filename.wav" resample volume }
Defines a waveform for playback on channels that supports it.
In the first case the sequence should contain 32 unsigned samples in the
range 0..MAX-VOLUME.
In the second case the first value should be a string specifying a
.wav file to convert. The resample parameter is the frequency to
resample the .wav file to, and volume specifies the upper limit
of the volume range the sample data will be scaled to.
Example:
@WT0 = {"kickdrum.wav" 8000 15}
@WT1 = {0 0 0 15 0 0 0 15 0 0 0 15 0 0 0 15 0 0 0 15 0 0 0 15 0 0 0 15 0 0 0 15}
C v3 WT1 c4
PCM definition
@XPCMnum = { "filename.wav" resample }
Defines a PCM sample for playback on channels that supports it.
The resample parameter is the frequency to resample the .wav file to (or 0 if you
don't want any resampling). The resampling done by XPMC is of quite poor quality, so
you should consider resampling in a wave editor instead. The native playback rates
in XPMCK are as follows:
SEGA Genesis: 8820 Hz
XPMC will automatically convert the samples to 8-bit mono if needed.
Each sample is tied to a specific note, specified by num, starting from C in
octave 0. So num=0 means a C in octave 0 is used to play the sample, 3 means
D+ in octave 0, 12 means C in octave 1, etc. Usually one will skip all the numbers
that correspond to sharps, simply because it's easier to type dddd than c+c+c+c+.
Example:
@XPCM0 = {"kickdrum.wav" 8000}
J o0 M2 c4
Tone envelope
@tenum
Specifies the current tone envelope (frequency sweep).
Valid range of num is -7-7. Positive numbers make the frequency
gradually increase, negative numbers make the frequency gradually
decrease, and zero disables the effect.
This command is currently only supported when the target is Gameboy /
Gameboy Color.
Example:
A @te2 c1
Volume envelope
@venum
Specifies the current volume envelope.
Valid range of num is -7-7. Positive numbers make the volume
gradually increase, negative numbers make the volume gradually
decrease, and zero disables the effect.
This command is currently only supported when the target is Gameboy /
Gameboy Color.
Example:
A @ve-5 c1
General macro
$id { ... }
Define/use a general macro. These can be used to save typing if a
lot of smilar patterns are used in a song. Parameters are dereferenced
with %num% (%1% being the first parameter).
Example:
$1 { [%1%]4 %2%.. }
A $1(c, a)
The macro invokation on channel A will expand to [c]4 a..
Callback
!id(frequency)
Call a function on the host CPU. E.g. if playing a song on the
SEGA Master System this command would call a function in your
Z80 code. This can be used to synchronize the visual output
of your program with the music.
The frequency parameter specifies how often the function should be
called. The available values are:
0 Never (disable the callback).
1 Once (called during the next update).
EVERY-NOTE Called for every new note that is
played on the channel(s).
Example:
AD !foo(EVERY-NOTE)
A l16 cdef
D l32 [g]8
Here the function foo will be called each time a new note is
played on channel A or D.
Amplitude modulation enable
AMnum
Used for the FM channels on the SEGA Genesis (channels E..J).
Enable/disable amplitude modulation for the currenly selected operator(s).
Valid range of num is 0-1 (0=OFF, 1=ON).
This command is used in conjunction with MOD.
Detune
Dnum
For most targets this command works as usual (num specifies number of semitones
to detune by).
For the FM channels on the SEGA Genesis (channels E..J) the detune
command has a more limited range of -3-3. The reason for this is that
the value is written to the DT1 bits of the selected operator(s).
Detuning for these channels is also controlled by the MF command.
FM feedback
FBnum
Specifies the amount of self-feedback for operator 1. This command
is used in combination with the @ command on the SEGA Genesis FM
channels to select the type of sound generated.
Valid range is 0-7.
Example:
E v9 @2 FB6 c1
Set note length (alternative version)
knum
Specifies the length of subsequent notes as num 32nd notes.
Valid range is 1-256.
Example:
A k7 cdef ; This is the same as A c8..d8..e8..f8..
Set note length
lnum
Specifies the length of subsequent notes as 1/num (e.g with num=1 you get whole notes, with num=2 you get half notes, etc.)
Valid range of num is 1, 2, 3, 4, 6, 8, 12, 16, 24, 32.
Example:
A l8 cd l12 ef
B c8d8 e12f12
Output mode
Mnum
Specifies the output mode for channels that support more than one
output mode.
For the SEGA Master System this command is used for the FM channels
to select melody or rhythm mode (M0 = melody (default), M1 = rhythm).
For channel J on the SEGA Genesis this command is used to switch
between FM and XPCM mode (M0 = FM, M2 = XPCM).
Example:
E v8 M0 @7 c1
F v9 M1 @0 [d32r32]16
FM detuning multiplier
MFnum
Specifies the amount of detuning together with the D command for the FM
channels on the SEGA Genesis.
Valid range is 0-15.
This command is operator specific.
Example:
E OP1 D1 MF7 ; Set detune and multiplier for operator 1 on channel E
FM Operator select
OPnum
Used for the FM channels on the SEGA Genesis (channels E..J).
Each channel has four operators, which are set up in various configurations
depending on the selected algorithm. Some commands are applied on the channel
while others can be applied per operator. OP selects the operator to apply
subsequent operator-specific commands to.
Valid range of num is 0-4. If num==0 all operators are selected.
Example:
E OP0 ADSR1 ; Set ADSR envelope for all operators on channel E
FM rate scaling
RSnum
Used for the FM channels on the SEGA Genesis (channels E..J).
Specifies the amount with which envelopes scale to the note's pitch,
creating narrower envelopes as the pitch rises.
Valid range of num is 0-3 (3 being the maximum amount of scaling).
The command is operator specific.
Example:
E OP1 RS2 ; Set rate scaling for operator 1 on channel E
Implementation specific notes
SEGA Game Gear
Volume range is 0..15. The lowest playable note is A in octave 2.
Channels A, B, C are tone channels that output square waves.
Channel D is used for noise. @0 selects white noise and @1 selects periodic
noise.
Limited panning is supported (negative values means full left, zero means center,
positive values means full right).
EP and MP can be used together, but they will interfere with eachother.
For the noise channel the octave setting is irrelevant. The noise generator has
four different clock settings that is determined by the current note MOD 4. Below
is a list of what each note corresponds to:
c, e, g+: High pitch
c+, f, a: Medium pitch
d, f+, a+: Low pitch
d+, g, b: Pitch determined by channel C.
By selecting periodic noise generation with pitch determined by channel C it is
possible to use the noise channel as a kind of extra tone channel.
SEGA Master System
Volume range is 0..15.
The lowest playable note is A in octave 2 for channels A..D, and C in octave 1 for
channels E..G.
Channels A, B, C are tone channels that output square waves.
Channel D is used for noise. @0 selects white noise and @1 selects periodic
noise. The noise's pitch is determined in the same way as for the SEGA Game Gear.
Channels E, F, G are FM channels that can output a variety and sounds. Note
that if you want to play a song using these channels on an actual console
you will need a modified SMS / Mark-III with an added YM2413 (or a japanese SMS).
EP and MP can be used together, but they will interfere with eachother.
SEGA Genesis
Volume range is 0..15 for channels A..D, and 0..127 for channels E..J.
The lowest playable note is A in octave 2 for channels A..D, and C in ocatve 1 for
channels E..J.
Channels A, B, C are tone channels that output square waves.
Channel D is used for noise. @0 selects white noise and @1 selects periodic
noise. The noise's pitch is determined in the same way as for the SEGA Game Gear.
Channels E, F, G, H, I, J are FM channels that can output a variety and sounds.
Channel J can also be used for PCM playback, see the @XPCM and M commands for more
info (Note that PCM playback only works when outputting to VGM).
Due to the fact that effect tables are copied to the limited audio RAM, you've got
harder restrictions on the number of effect macros you can declare. These limits are
as follows:
@: 20
@v: 32
@EN: 32
@EP: 16
@MP: 16
@ADSR: 16
@MOD: 10
@FBM: 7
EP and MP can be used together, but they will interfere with eachother.
MP is ignored for channels E..J since MOD can achieve pretty much the same thing.
Gameboy / Gameboy Color
Volume range is 0..15 for channels A, B, D and 0..3 for channel C.
The lowest playable note is C in octave 2.
Channels A, B are tones channels that output square waves with
controllable duty cycle (0..3, representing 12.5..75%).
Channel C is used for Wave playback. You must execute at least one
WT command on channel C to load a waveform, or the channel will not
be activated.
Channel D is used for noise.
Limited panning is supported (negative values means full left, zero means center,
positive values means full right).
It is preferred to use @ve rather than @v on channels A, B and D.
The reason for that being that the envelope effect specified by the @ve command is handled
by the Gameboy hardware, while an @v command causes the player to update the volume bits for
the selected channel(s) and reset the waveform, which causes distortion.
General
Effects are stepped through once per frame.
TODO
Things that would be nice to do, time permitting:
- Fix bugs.
- Write playback libraries for other platforms.
- Implement more effects.
- Create a player for Windows.
- Optimize the playback libraries.