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Author Topic: LSDJ RAM Dump stuff  (Read 18950 times)
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charon the ferryman
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« on: 30, June, 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: 30, June, 2015, 07:23:15 PM by Seto Kaiba » Logged

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Daddy Poi's Oily Gorillas: At least for warps.
01, September, 2021, 02:55:01 PM
Daddy Poi's Oily Gorillas: To think that events are not done via a tilemap in GS3 is interesting, and they'd just be cubes in the size of a tile (I think)... with given coords.
28, March, 2021, 06:10:33 PM
Salanewt: Tiny announcement down here that a new animation pack is now available for download! The Animation Overhaul is required; see the downloads page for more details.
03, March, 2021, 03:16:30 AM
Daddy Poi's Oily Gorillas: I'm happy ACE is possible and easy in GS1. :D Thank you Tret. Now if we can get GS2 Air's Rock to do ACE, wouldn't that be something.
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Daddy Poi's Oily GorillasSo how long is this site going to be "This website is still under construction, please excuse the mess." :D
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Salanewt: We're more alive than the board implies; most discussion takes place over on the Discord server.
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Frog: Nice to see this place is still alive...ish anyway xD
30, October, 2020, 11:10:23 PM
Salanewt: ... Actually, it's almost time for me to post an update on the forum. It's been coming along really nicely overall, and it was only a couple months or so ago that I added some new status effects to the game.
30, October, 2020, 11:08:41 PM
Salanewt: I need to get it done to start making progress on the parts of the AI Overhaul I want to start working on.
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13, October, 2020, 11:19:21 AM
MaxiPower: first chapter of my golden sun inspired webtoon is now live. be cool if yas could check it out. https://www.webtoons.com/en/challenge/legacy-of-the-lost-dragoon/the-northern-reaches/viewer?title_no=508487&episode_no=6
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Daddy Poi's Oily Gorillas: Being able to convert IPS files to text files to also supporting commenting, and convert back to IPS after changes.... sounds like a fun strategy? 
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Foreclosure: Yo! Looking forward for this AI OVerhaul patch when it's finished :) :) 
19, August, 2020, 07:00:17 PM
Salanewt: That's awesome! I'm pretty good; been working on an AI Overhaul project and have made some nice progress in the past couple weeks; the goal for tonight is to add Deadbeard to GS2 and then I can move onto something new.
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Salanewt: That awkward feeling when almost a quarter of a year goes by without anyone posting a message in this chatbox.
27, April, 2020, 07:54:10 PM
Daddy Poi's Oily Gorillas: I'm having a thought. So I know Atrius's editor is slow at saving sprites.... So I've been thinking.   I am considering another console program.  This time, for importing and exporting sprites/animations. Image files (for sprites), binary files (for animation data), and maybe binary or text files for Settings. Would certainly be cool if it works out. - Console programs are fun, when you can (at least temporarily) cheat out making a full interface editor for them. =P

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