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chee committed May 29, 2020
1 parent e12b616 commit fd637e2
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225 changes: 202 additions & 23 deletions Makefile
@@ -1,45 +1,224 @@
##---------------------------------------------------------------------------------
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------

ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif

# These set the information text in the nds file
GAME_TITLE := prettychips
GAME_SUBTITLE1 := by chee rabbits
GAME_SUBTITLE2 := x

include $(DEVKITARM)/ds_rules

export TARGET := $(shell basename $(CURDIR))
export TOPDIR := $(CURDIR)
export GAME_TITLE := prettychips
export GAME_ICON := icon.bmp
export GAME_SUBTITLE1 := love x
export GAME_SUBTITLE2 := chee
ICON := -b icon.bmp
#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# INCLUDES is a list of directories containing extra header files
# DATA is a list of directories containing binary files embedded using bin2o
# GRAPHICS is a list of directories containing image files to be converted with grit
# AUDIO is a list of directories containing audio to be converted by maxmod
# ICON is the image used to create the game icon, leave blank to use default rule
# NITRO is a directory that will be accessible via NitroFS
#---------------------------------------------------------------------------------
TARGET := $(shell basename $(CURDIR))
BUILD := build
SOURCES := source
INCLUDES := include $(DEVKITARM)/arm-none-eabi
DATA := data
GRAPHICS := gfx
AUDIO :=
ICON :=

.PHONY: $(TARGET).arm7 $(TARGET).arm9
# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=

#---------------------------------------------------------------------------------
# main targets
# options for code generation
#---------------------------------------------------------------------------------
all: $(TARGET).nds
ARCH := -marm -mthumb-interwork -march=armv5te -mtune=arm946e-s

CFLAGS := -g -Wall -O3\
$(ARCH) $(INCLUDE) -DARM9 -ffast-math -fno-gcse -march=armv5te -mtune=arm946e-s

CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions
ASFLAGS := -g $(ARCH)
LDFLAGS = -specs=ds_arm9.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)

#---------------------------------------------------------------------------------
$(TARGET).nds : $(TARGET).arm7 $(TARGET).arm9
ndstool -c $(TARGET).nds -7 $(TARGET).arm7 -9 $(TARGET).arm9
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lnds9 -lm

# automatigically add libraries for NitroFS
ifneq ($(strip $(NITRO)),)
LIBS := -lfilesystem -lfat $(LIBS)
endif
# automagically add maxmod library
ifneq ($(strip $(AUDIO)),)
LIBS := -lmm9 $(LIBS)
endif

#---------------------------------------------------------------------------------
$(TARGET).arm7 : arm7/$(TARGET).elf
$(TARGET).arm9 : arm9/$(TARGET).elf
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS := $(DEVKITARM)/arm-none-eabi $(LIBNDS) $(PORTLIBS)

#---------------------------------------------------------------------------------
arm7/$(TARGET).elf:
$(MAKE) -C arm7

# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------

export OUTPUT := $(CURDIR)/$(TARGET)

export VPATH := $(CURDIR)/$(subst /,,$(dir $(ICON)))\
$(foreach dir,$(SOURCES),$(CURDIR)/$(dir))\
$(foreach dir,$(DATA),$(CURDIR)/$(dir))\
$(foreach dir,$(GRAPHICS),$(CURDIR)/$(dir))

export DEPSDIR := $(CURDIR)/$(BUILD)

CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
PNGFILES := $(foreach dir,$(GRAPHICS),$(notdir $(wildcard $(dir)/*.png)))
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))

# prepare NitroFS directory
ifneq ($(strip $(NITRO)),)
export NITRO_FILES := $(CURDIR)/$(NITRO)
endif

# get audio list for maxmod
ifneq ($(strip $(AUDIO)),)
export MODFILES := $(foreach dir,$(notdir $(wildcard $(AUDIO)/*.*)),$(CURDIR)/$(AUDIO)/$(dir))

# place the soundbank file in NitroFS if using it
ifneq ($(strip $(NITRO)),)
export SOUNDBANK := $(NITRO_FILES)/soundbank.bin

# otherwise, needs to be loaded from memory
else
export SOUNDBANK := soundbank.bin
BINFILES += $(SOUNDBANK)
endif
endif

#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
#---------------------------------------------------------------------------------
export LD := $(CC)
#---------------------------------------------------------------------------------
else
#---------------------------------------------------------------------------------
export LD := $(CXX)
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------

export OFILES_BIN := $(addsuffix .o,$(BINFILES))

export OFILES_SOURCES := $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)

export OFILES := $(PNGFILES:.png=.o) $(OFILES_BIN) $(OFILES_SOURCES)

export HFILES := $(PNGFILES:.png=.h) $(addsuffix .h,$(subst .,_,$(BINFILES)))

export INCLUDE := $(foreach dir,$(INCLUDES),-iquote $(CURDIR)/$(dir))\
$(foreach dir,$(LIBDIRS),-I$(dir)/include)\
-I$(CURDIR)/$(BUILD)
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)

ifeq ($(strip $(ICON)),)
icons := $(wildcard *.bmp)

ifneq (,$(findstring $(TARGET).bmp,$(icons)))
export GAME_ICON := $(CURDIR)/$(TARGET).bmp
else
ifneq (,$(findstring icon.bmp,$(icons)))
export GAME_ICON := $(CURDIR)/icon.bmp
endif
endif
else
ifeq ($(suffix $(ICON)), .grf)
export GAME_ICON := $(CURDIR)/$(ICON)
else
export GAME_ICON := $(CURDIR)/$(BUILD)/$(notdir $(basename $(ICON))).grf
endif
endif

.PHONY: $(BUILD) clean run

#---------------------------------------------------------------------------------
arm9/$(TARGET).elf:
$(MAKE) -C arm9
$(BUILD):
@mkdir -p $@
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile

#---------------------------------------------------------------------------------
clean:
$(MAKE) -C arm9 clean
$(MAKE) -C arm7 clean
rm -f $(TARGET).nds $(TARGET).arm7 $(TARGET).arm9
@echo clean ...
@rm -fr $(BUILD) $(TARGET).elf $(TARGET).nds $(SOUNDBANK)

#---------------------------------------------------------------------------------
else

#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
$(OUTPUT).nds: $(OUTPUT).elf $(NITRO_FILES) $(GAME_ICON)
$(OUTPUT).elf: $(OFILES)

# source files depend on generated headers
$(OFILES_SOURCES) : $(HFILES)

# need to build soundbank first
$(OFILES): $(SOUNDBANK)

#---------------------------------------------------------------------------------
# rule to build solution from music files
#---------------------------------------------------------------------------------
$(SOUNDBANK) : $(MODFILES)
#---------------------------------------------------------------------------------
mmutil $^ -d -o$@ -hsoundbank.h

#---------------------------------------------------------------------------------
%.bin.o %_bin.h : %.bin
#---------------------------------------------------------------------------------
@echo $(notdir $<)
@$(bin2o)

#---------------------------------------------------------------------------------
# This rule creates assembly source files using grit
# grit takes an image file and a .grit describing how the file is to be processed
# add additional rules like this for each image extension
# you use in the graphics folders
#---------------------------------------------------------------------------------
%.s %.h: %.png %.grit
#---------------------------------------------------------------------------------
grit $< -fts -o$*

#---------------------------------------------------------------------------------
# Convert non-GRF game icon to GRF if needed
#---------------------------------------------------------------------------------
$(GAME_ICON): $(notdir $(ICON))
#---------------------------------------------------------------------------------
@echo convert $(notdir $<)
@grit $< -g -gt -gB4 -gT FF00FF -m! -p -pe 16 -fh! -ftr

-include $(DEPSDIR)/*.d

#---------------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------------

run: $(BUILD)
desmume-cli prettychips.nds
46 changes: 46 additions & 0 deletions adsr.js
@@ -0,0 +1,46 @@
module.exports = class ADSR {
constructor() {
this.state = "attack"
this.vol = 0
this.peak = 127
this.attack_rate = 1
this.decay_rate = 2
this.sustain = 63
this.release_rate = 10
}

next() {
switch (this.state) {
case "attack": {
this.vol += this.attack_rate
if (this.vol > this.peak) {
this.vol = this.peak
this.state = "decay"
}
break
}
case "decay": {
this.vol -= this.decay_rate
if (this.vol < this.sustain) {
this.vol = this.sustain
this.state = "sustain"
}
break
}
case "done": {
}
case "sustain": {
break
}
case "release": {
this.vol -= this.release_rate
if (this.vol < 0) {
this.vol = 0
this.state = "done"
}
break
}
}
return this.vol
}
}

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