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Author Topic: LSDJ RAM Dump stuff  (Read 15099 times)
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roger
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« on: June 30, 2015, 06:21:25 PM »

LSDJ is a tracker for the Gameboy that allows players to create their own chiptunes with it. I've done quite a bit of music with this nifty piece of software and I can say it's pretty dang awesome. Unfortunately, being a Gameboy game, it's completely inaccessible outside of memorization. So I may be writing a specific GB emulator that will allow blind musicians to explore this pretty awesome tool.

I may just make it so that you can write your own files and then just load it into VBA but whatever, I found these, so have fun.

Anyways, I'm dumping my findings here, so hopefully someone else finds it useful.

LSDJ Memory Values:

0xB290-0xB68F

On the SONG screen, these values include the values of the various Chains.

These values do NOT reflect the actual values on any other screen. This should only be referenced when SONG is the active screen.

Each 4 bytes indicates a row of Chains. For example, the first byte in a set of 4 is PU1, then PU2, then WAV, then NOISE. Then it repeats until reaching FF.

These values seem to be stored elsewhere when not on the SONG screen, but I can't find them.

Idea: Extract these values when SONG is first loaded and place them in an array for quick access while on this screen, and flush the array when the screen changes.

0xA080-0xA87F

On the CHAIN screen, these values include references to various phrases.

These values do not reflect the actual values on any other screen. This should only be references when CHAIN is the active screen.

Each 16 bytes reflects a single chain. Chain 00 starts at A080, chain 01 starts at A090 ect.

These values are stored elsewhere but I can't find them.

Idea: Extract these values when CHAIN is first loaded and place them in an array for quick access while on this screen, and flush the array when the screen changes. Only reference the CURRENTLY SELECTED CHAIN.

0xA880-0xB07F

On the CHAIN screen, these values are the pitch offset for each individual phrase.

Similar to the references to the phrases, each 16 bytes corresponds with each chain. So A880 is chain 00, A890 is chain 1 ect.

0xA000-0xAFEF

On the PHRASE screen, represents the various notes. C3 (the lowest note) is represented with 01 while the highest note, B8, is represented by 48.

This has a weird update format. When deleting a note, it completely erases all the notes. This also occurs if you insert the same note. Adding the same instrument clears the memory as well. The list is resorted when you change the current note.

Each 16 bytes represents a single phrase. A000 is Phrase 00, A010 is phrase 01, ect.

0xC0AD

Current screen. Values correspond to:

01 - PHRASE screen
02 - GROOVE screen
03 - CHAIN screen
04 - SONG screen
05 - TABLE screen
06 - INSTRUMENT Screen
08 - FRAME screen
09 - PROJECT screen
0A - BANK screen

I might be missing a few, it's always tricky to go and figure this one out. lol

0xC1EF

5 character string representing currently selected instrument's name. Only applicable on INSTRUMENT screen.

The following are values that monitor the cursor. They stay the same when switching screens unless otherwise specified.

0xC1CC

PHRASE screen:

Horizontal cursor position. Starts at 1. 1 is note, 2 is instrument, 3 is type of modulation and 4 is modulation modifier.

0xC1CD

PHRASE screen:

Vertical cursor position.

0xC1D2

CHAIN screen:

Horizontal cursor position. 0 is chain, 1 is transpose.

0xC1D3

CHAIN screen:

Vertical cursor position.

0xC1D7

SONG screen:

Horizontal cursor position.

0xC1D8

SONG screen:

Vertical cursor position.
« Last Edit: June 30, 2015, 07:23:15 PM by Seto Kaiba » Logged

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Cbox
January 17, 2018, 04:07:51 PM
KyleRunner: :D
January 16, 2018, 08:44:56 PM
Fox: I must say... life can be complicated..... when you have question(s) (via email) ... and it seems like they sort of get ignored. :D ; Fun, (And sometimes, a person may respond, and completely not answer the question.... so like... 3-person conversation.) Hahahaha!!
January 15, 2018, 07:26:16 PM
Fox: (path) 1 text=(address) char=(address) free=(address) ; << Well, closer to this... but yeah... even if I do choose to have defaults in the code, I could still use this method for overrides.
January 15, 2018, 07:24:28 PM
Fox: So like (path) 0 text=(address) char=(address) len=(number) ; (path) 1 free=(address) ; Or something. But that's just a quick example.
January 15, 2018, 06:59:14 PM
Fox: Hopefully. I was wanting to make it so you could put in the addresses/etc. as one of the arguments in the path. Hm?
January 15, 2018, 03:37:07 PM
KyleRunner: Nice! I hope you'll add compatibility with others games (GS1, Mario Golf and Tennis) soon.
January 14, 2018, 11:40:09 PM
Fox: Okay. Posted (in Downloads section) an initial cutdown version for now, for my text compressor. Basically to separate the code from my Editor for anyone who wants to mess with it. It only supports GS2, because I still didn't add the addresses/etc. for the other games.
January 14, 2018, 05:01:00 PM
Fox: Okay! Going to need to think how I want it to work. Initial thoughts is maybe have a number of arguments in the filepath thing. And have a number of shortcuts (files) to be used as examples. Assuming there are no problems.
January 14, 2018, 10:38:24 AM
KyleRunner: Well... I'm used to editing text ina a text editor, so... yes! Thanks in advance!
January 13, 2018, 11:38:43 PM
Fox: (Text editor = Text Document like notepad.)
January 13, 2018, 11:38:21 PM
Fox: Would you prefer during the text editing in a text editor? (Like what gstoolkit lets you do?) I could probably make a separate tool or something to compress it.
January 13, 2018, 10:10:02 PM
KyleRunner: Ok. Once I finish my Lost Age translation, I'll try a Mario Golf one. Thanks. (But I'll need help).
January 13, 2018, 10:03:17 PM
Fox: If you want to make it "permanent" (part of a hack), then you'd edit code in the ROM that writes to this location of the IDs you'd want to change. (You can find these locations by using a breakpoint debugger like SDL-H or no$gba.)
January 13, 2018, 10:00:11 PM
Fox: Reload/switch = Recommended to be done through Debug mode/warp menu, ofcourse... since doors seem to appear as if they were disabled? ; 03001238:01 and B+Start to get to warp menu.
January 13, 2018, 09:55:39 PM
Fox: @Kyle Runner = It might be, but you'd have to use the correct addresses for Mario Golf, rather than for GS2 as I have it right now. ; @raijinken = Yes. 02000454 = ID of leader. (Change this and reload/switch room you are in, enjoy.)
January 13, 2018, 02:23:29 PM
raijinken: Hey guys, is it possible to somehow change the lead character on the map? Was wondering. I remember there was a cheat to use Jenna, but what if I wanted Isaac, or Piers?
January 13, 2018, 02:10:03 PM
KyleRunner: Hey, Fox *
January 13, 2018, 02:09:37 PM
KyleRunner: Hey, is your text editor compatible with Mario Golf (GBA)?
January 11, 2018, 08:33:13 PM
Fox: But if it isn't an oversight, I still can't imagine it being that useful.
January 11, 2018, 08:28:24 PM
Fox: part, ofcourse.

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