The JSW128 music system is built around Ian Collier's TUNE.BIN. (Note: The files in that .zip use the obsolete "ZXF1" format; here are .TAP versions of MAKETUNE and PLAYTUNE. To use them, use a 128k emulator, but select 48 BASIC; otherwise the memory paging goes belly-up).
Documentation for Ian Collier's music programs (scroll down to find MAKETUNE).
To write a tune, you either have to use MAKETUNE, or manually construct one yourself. Either way, it helps to have a closer look at the .TUN file format.
This is present on the .TUN files in JSW128 distributions, but not on the original .TUN files. It is entirely optional if you are making JSW128 as a .TAP; it is compulsory if you are making a +3DOS disc version.
If you are creating a completely new .TUN, it's best to leave the +3DOS header off. It can be generated automatically later if necessary.
This header consists of the addresses of the three channels of the tune (corresponding to the three strings in a PLAY command):
DEFW channel1 DEFW channel2 DEFW channel3
For a title screen tune, the first channel should always be at 30000. For an in-game tune, the first channel should always be at 63238.
I'll come back to the header after I've covered the remainder of the file.
The rest of the .TUN is composed of the data for the three channels. Each channel is a string of commands, which may be followed by one or two parameter bytes. The unit used for time is the "jiffy" - 1/50 of a second.
Command Parameters Meaning ===================================================================== 000 1 byte Rest. The parameter byte is the length of the rest, in jiffies. 001-248 1 byte Play a note. The instruction byte is in semitones, with 48 being middle C. This is the same scale as BEEP, except you start at 48 instead of 0. The parameter byte is the length of the note, in jiffies. 249 1 byte Set the waveform effect (like "W" in the PLAY command). The parameter byte is the waveform. 250 1 byte Set the waveform period (like "X" in the PLAY command). The parameter byte is the duration; don't know the units. 251 1 byte Set the volume (like "V" in the PLAY command). The parameter byte is the volume. 252 2 bytes "djnz" - used to repeat sections. The first parameter is the number of repeats; the second is the relative address of the start of the section: 253: Section starts at the DJNZ 252: Section starts 1 byte before the DJNZ 251: Section starts 2 bytes before the DJNZ ... 128: Section starts 125 bytes before the DJNZ 253 0 bytes Return from a sub-tune - see below 254 2 bytes Play a "sub-tune", which must end with a "return" instruction (253). The two bytes are the address of the sub-tune, in standard Z80 format (little-endian). 255 0 bytes End of channel. All tunes must end with one of these.
So, you've worked out the bytes for your three channels. Here's how to combine them into a .TUN file.
(note that MAKETUNE generates tunes at this address, which makes things quite easy; if you get on well enough with MAKETUNE, you can use it for title screen tunes).
For an in-game tune, the addresses will be:
which are not supported by MAKETUNE.
The current in-game tune, GRACE.TUN, looks like this:
DEFW TF706 ;63238 DEFW TF737 ;63287 DEFW TF768 ;63336 ; ; Channel 1 ; TF706: DEFB 251, 7 ;Volume 7 DEFB 64, 50 ;Note lasts 1 sec. DEFB 64, 43 ;Note lasts 6/7 sec. ... DEFB 38, 200 ;Note lasts 4 sec. DEFB 255 ;End ; ; Channel 2 ; TF737: DEFB 251,6 ;Volume 6 DEFB 57, 32 ;Note lasts 0.64 sec. DEFB 57, 32 ;Note lasts 0.64 sec. ... DEFB 54, 200 ;Note lasts 4 sec. DEFB 255 ;End ; ; Channel 3 ; TF768: DEFB 251,8 ;Volume 8 DEFB 66, 32 ;Note lasts 0.64 sec. DEFB 66, 16 ;Note lasts 0.32 sec. ... DEFB 62,200 ;Note lasts 4 sec. DEFB 255 ;End
John Elliott 12-9-2000