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Updates to Compile #8
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A VCMD ID was incorrect, and a memory location reference is incorrect, as it only applies to Super Puyo Puyo, Super Puyo Puyo 2 and Super Nazo Puyo.
The same memory location situation applies here: it is incorrect due to pre-dating Super Puyo Puyo, Super Puyo Puyo 2 and Super Nazo Puyo.
The missing data is actually important to the CPU commands: namely, it indicates whether the command is queued (zero) or is executed immediately (non-zero). There is extra code stored at $0400, but it gets overwritten in ARAM after execution. Therefore, that will be retrieved through a later commit.
The US/European versions of Super Aleste/Space Megaforce do not have a matching build to the Japanese version of Super Aleste. More notably, they also have builds unique from each other.
A few more memory location references were caught that are only relevant to later builds: for Super Aleste, these references are different.
Vibrato usually assumes that the pitch moves back and forth from some sort of fixed pitch... the way this is coded, though, means that the pitch does not have to do that, and instead can go in whatever direction it desires. Thus, although it can be used for vibrato, it has a larger variety of usages, and thus has been re-identified as a pitch envelope.
Once again, this memory location reference only applies to later games: in Super Aleste's case, the memory location reference is different.
When utilizing ADSR, both ADSR(2) and GAIN are set to the same value. Thus, the bit to switch to GAIN in ADSR(1) should work without issue.
Some of this has been ported over from Super Puyo Puyo 2, while a lot of it is original. Not everything's identified: there's still a few things to sort out.
The same bit was defined twice, when a different bit was meant to be referenced.
There are three VCMDs that are not present in Super Aleste (J): $A4-$A5 and $B1.
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This is my pull request containing a series of updates for Compile. Initially the intention was to correct typos and include a byte section I determined was actually important regarding the CPU commands, but there's more that's planned...
Specifically...
For ARAM map notes, see the raw notes in the SNESSoundDriverDocViewer repo. They are a WIP at this time.