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Music Macro Language: Difference between revisions
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MML has many variations, but the majority of those languages share a similar syntax. | MML has many variations, but the majority of those languages share a similar syntax. | ||
{| class="wikitable" | |||
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! Syntax !! Description | |||
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| <code>oX</code> || Set octave for the rest of notes before the next <code><</code>, <code>></code> and <code>oX</code>.<br>For example, <code>o6</code> will set the octave to 6.<br>The range is depending on platform. | |||
|- | |||
| <code>c</code>, <code>d</code>, <code>e</code>, <code>f</code>, <code>g</code>, <code>a</code>, <code>b</code> || Play a note. Use <code>+</code> or <code>-</code> after the letter to specify a sharp or flat, respectively.<br>A number should appear after the note; this number should denote the note's duration. 1 is a whole note, 2 is a half note, 4 a quarter note, 8 an eighth note, etc.<br>If no duration is specified, then the duration will be the value specified by the <code>l</code> command. | |||
|- | |||
| <code>r</code> || Play a rest. Similar to a normal note, the number after it defines its length. | |||
|- | |||
| <code>^</code> || Play a tie (extending pervious note). Similar to a normal note, the number after it defines its length. | |||
|- | |||
| <code><</code>, <code>></code> || Decrease or increase octave by 1. The direction is depending on platform, but both of them should be opposite each other. | |||
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| <code>lXX</code> || Defining the default length of a note when the length is not specified. | |||
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| <code>@</code> || Set instrument. The range is depending on platform. | |||
|- | |||
| <code>v</code> || Set channel volume. The range is depending on platform. | |||
|} | |||
== MML usage in SNES ROM hacking == | == MML usage in SNES ROM hacking == |
Revision as of 08:13, 24 January 2020
Music Macro Language (MML) is a method of transcribing musical notation as sequence data, which then gets processed into binary performance data, akin to MIDI, for a computer to playback. Most popularly, this syntax can be used to create chiptune music.
Syntax
MML has many variations, but the majority of those languages share a similar syntax.
Syntax | Description |
---|---|
oX |
Set octave for the rest of notes before the next < , > and oX .For example, o6 will set the octave to 6.The range is depending on platform. |
c , d , e , f , g , a , b |
Play a note. Use + or - after the letter to specify a sharp or flat, respectively.A number should appear after the note; this number should denote the note's duration. 1 is a whole note, 2 is a half note, 4 a quarter note, 8 an eighth note, etc. If no duration is specified, then the duration will be the value specified by the l command.
|
r |
Play a rest. Similar to a normal note, the number after it defines its length. |
^ |
Play a tie (extending pervious note). Similar to a normal note, the number after it defines its length. |
< , > |
Decrease or increase octave by 1. The direction is depending on platform, but both of them should be opposite each other. |
lXX |
Defining the default length of a note when the length is not specified. |
@ |
Set instrument. The range is depending on platform. |
v |
Set channel volume. The range is depending on platform. |
MML usage in SNES ROM hacking
There are a handful of tools known to incorporate MML syntax into editing the music for existing SNES games: