FX Hammer Editor

©2000-2001 Aleksi Eeben (email: aleksi@cncd.fi)
http://www.cncd.fi/aeeben

FX Hammer Editor v1.1
Compatibility
FX Hammer Editor Buttons
Sound FX Parameters

Handling Sound FX Banks


FX Hammer Editor v1.1 (CGB)

New features in version 1.1:

Sound FX knee point (Select + Down to set/remove) - When the sound reaches this step its priority is changed to zero so that any new sound FX requested will override it. Typically the knee point would be set right after the 'main body' of the sound FX and before any panning echoes or other sustaining 'tail' (which are less important).

Trig sound at half speed (Start + Up) - Very useful in fine adjusting more complex sounds.

Compatibility

It is recommended to run the editor on the actual Game Boy Color hardware only. The editor should also work fine on the old monochrome Game Boy and Game Boy Pocket.

If you want to run the editor on an emulator you should use (V)GBC (by Rusty Wagner) or No$gmb(v2.5). A third option would be REW.


FX Hammer Editor Buttons

Up/Down/Left/Right

Scroll / Move cursor

A + Left/Right

Edit parameter under cursor (Pan / Note / Frequency Div)

A + Up/Down

Edit other parameter (Level / Pulse Width / Note in octave leaps / Frequency)

A + B

Clear one step on the current channel

B + Up/Down

Go to next/previous Sound FX (also stops any Sound FX playing)

B + Left/Right

Change Priority of current Sound FX ($0 - $f, higher value = higher priority)

Start

Play Sound FX

Down + Start

Play Sound FX and scroll while playing (New feature: Up + Start to play at half speed)

Select + Left

Jump to start of Sound FX

Select + Right

Jump to middle of Sound FX (step $10)

Select + Up

Copy Sound FX to buffer

Select + Start

Copy Sound FX from buffer

A + Select

Insert step (on both channels)

B + Select

Delete step (on both channels)

Select + Down

Set Sound FX knee point (shown as a '>' symbol)


Sound FX Parameters

Sound FX data is read from top to bottom, from step $00 to $1f (much like the sound data in Carillon Editor).

TIME/END
(TM)

The number of frames ($01 to $7F) to wait before proceeding with the next step in the sound.

$01 - Used for sliding frequency
$02 to $03 - Good for arpeggios
$03 to $06 - For pulse width modulation
$06 to $0F - For sustaining sounds and tails of fading sounds
$10 to $7F -

CH2/PLEV
(PL)

Pan (L, M, R) and Level ($0-$F) for Channel 2

Carillon Player doesn't use the built-in envelope function in CGB. Instead there is a fully programmable envelope which allows an individual volume setting for each step in the sound.

CH2/PWDT
(W)

 

0 - Pulse width 12.5% (sharp tone)
1 - Pulse width 25% (less sharp)
2 - Pulse width 50% (hollow tone)
3 - Pulse width 75% (same as 1 inverted, sounds the same)

CH2/NOTE
(NT)

Note played this step: C-0 to B-5

CH4/PLEV
(PL)

Pan (L, M, R) and Level ($0-$F) for Channel 4 (Noise)

CH4/FRQD
(FR)

Noise Frequency (the actual value written directly to the noise frequency register)

The high nybble selects noise frequency:


$00, $10, $20, $30 - High pitched noise
$40, $50, $60, $70 - Lower
$80, $90, $A0, $B0 - Explosions, low garbling noise

The lower nybble selects noise type:

$0 - "White" noise
$8 - Buzz

Note: Noise emulation is very inaccurate in all software emulators


Handling Sound FX Banks

Each Sound FX Bank (one ROM bank) holds 60 sounds and the FX Hammer code. Use your flash card specific tools to transfer Sound FX data to/from your computer. If you want to start from scratch, just clear the entire SRAM on the card.

The card SRAM is updated (ie. the Sound FX data is saved) every time you trig a sound in the editor.

SRAM files are 32KB of which the first half of 16KB is the Sound FX Bank image. (You can easily trim the files by using the Slice SRAM File -option in Carillon Editor Utility. The resulting *.bin-file is the Sound FX Bank and the other *.sam file can be discarded.)