Difference between revisions of "A/V Control Commands"
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− | + | The PIC32 runs main game code, the Prop handles audio/video. They do not share RAM, thus the Prop only knows what you tell it via '''A/V Control Commands'''. | |
− | + | These are the commands you call from the main game kernel to control the Propeller A/V. Most commands do not return a value unless noted. | |
− | |||
− | + | == Audio == | |
[[playSFX(which channel, which folder, clip0, clip1, priority)]] | [[playSFX(which channel, which folder, clip0, clip1, priority)]] | ||
Line 12: | Line 11: | ||
[[stereoSFX(which channel, which folder, clip0, clip1, priority, left volume, right volume)]] | [[stereoSFX(which channel, which folder, clip0, clip1, priority, left volume, right volume)]] | ||
+ | |||
+ | [[playMusic(clip0, clip1)]] | ||
+ | |||
+ | [[playMusicOnce(clip0, clip1)]] | ||
+ | |||
+ | [[stopMusic()]] | ||
+ | |||
+ | [[volumeSFX(which channel, volume left, volume right)]] | ||
+ | |||
+ | [[fadeMusic(fade speed, fade target)]] | ||
+ | |||
+ | [[repeatMusic(what state)]] | ||
+ | |||
+ | [[musicLoop(whichChannel, startingPoint, loopingPoint, jumpPoint)]] | ||
+ | |||
+ | |||
+ | |||
+ | == Video == | ||
+ | |||
+ | Note that pinHeck audio/video is NOT interleaved (contained in same file) This is because quite often you'll have the same video with several different random audio calls attached to it. | ||
[[video(which folder, clip0, clip1, attributes, progressBar, priority)]] | [[video(which folder, clip0, clip1, attributes, progressBar, priority)]] | ||
Line 18: | Line 37: | ||
[[killQ()]] | [[killQ()]] | ||
+ | |||
+ | [[stopVideo(what state)]] | ||
[[videoPriority(new priority)]] | [[videoPriority(new priority)]] | ||
− | [[ | + | [[videoControl(whichLayer, controlByte, xPos, yPos, frameTarget)]] |
− | [[ | + | [[layerLoad(whichLayer, v1, v2, v3, vidAttributes, controlByte, xPos, yPos, vP, DMDsearch)]] |
− | [[ | + | [[customScore(v1, v2, v3, vidAttributes)]] |
− | [[ | + | [[killCustomScore()]] |
− | [[ | + | |
+ | |||
+ | |||
+ | == Graphics == | ||
+ | |||
+ | |||
+ | Graphics are anything on the display that isn't part of the video. This includes numbers, progress bars, Ball and Credit indicators, and sprites (character set graphics you can move around) | ||
+ | |||
+ | |||
+ | [[numbers(which number, number Type, number X, number Y, number value)]] | ||
+ | |||
+ | [[numbersPriority(whichNumber, numType, numX, numY, numValue, matchPriority)]] | ||
[[killNumbers()]] | [[killNumbers()]] | ||
Line 37: | Line 69: | ||
[[killTimer(which number)]] | [[killTimer(which number)]] | ||
− | [[ | + | [[characterSprite(which number, sprite attribute, sprite X, sprite Y, sprite height, sprite value)]] |
− | [[ | + | [[showValue(number value, flash time, score flag)]] |
− | [[ | + | [[showProgressBar(which Graphic, bar brightness, x pos, y pos, length of bar, height of bar)]] |
− | [[ | + | [[value(xpos, ypos, the value)]] |
− | [[ | + | [[text(xpos, ypos, the text string)]] |
− | [[ | + | [[graphicsMode(do what, the modifier)]] |
− | [[ | + | [[loadSprite(clip0, clip1, clip2, doLoad)]] |
− | [[ | + | [[sendSwitches()]] |
− | |||
− | + | ||
+ | == Scorekeeping == | ||
+ | |||
+ | Again, the Propeller A/V processor has no clue what any scores are unless you tell it. Current player's score is always being changed, and all player scores / ball and credit numbers are updated at every drain cycle. | ||
+ | |||
[[Update(attract mode state)]] | [[Update(attract mode state)]] | ||
+ | |||
+ | [[addScore(score amount)]] | ||
+ | |||
+ | [[setScore(which player)]] | ||
+ | |||
+ | [[manualScore(whichScore, whatValue)]] | ||
+ | |||
+ | [[EOBnumbers(whichNumber, number value)]] | ||
[[sendHighScores(which score)]] | [[sendHighScores(which score)]] | ||
Line 63: | Line 106: | ||
[[sendInitials(which player, which character)]] | [[sendInitials(which player, which character)]] | ||
− | |||
− | |||
− | [[ | + | [[EEPROM Access]] |
− | + | The PIC32 uses the top half of the removable Propeller EEPROM for data storage. It has many more rewrite cycles than the flash memory contained inside the PIC32. | |
− | |||
[[writeEEPROM(which address, what value)]] | [[writeEEPROM(which address, what value)]] | ||
[[readEEPROM(which address)]] | [[readEEPROM(which address)]] | ||
− | |||
− |
Revision as of 15:15, 12 September 2015
The PIC32 runs main game code, the Prop handles audio/video. They do not share RAM, thus the Prop only knows what you tell it via A/V Control Commands.
These are the commands you call from the main game kernel to control the Propeller A/V. Most commands do not return a value unless noted.
Contents
Audio
playSFX(which channel, which folder, clip0, clip1, priority)
playSFXQ(which channel, which folder, clip0, clip1, priority)
stereoSFX(which channel, which folder, clip0, clip1, priority, left volume, right volume)
volumeSFX(which channel, volume left, volume right)
fadeMusic(fade speed, fade target)
musicLoop(whichChannel, startingPoint, loopingPoint, jumpPoint)
Video
Note that pinHeck audio/video is NOT interleaved (contained in same file) This is because quite often you'll have the same video with several different random audio calls attached to it.
video(which folder, clip0, clip1, attributes, progressBar, priority)
videoQ(which folder, clip0, clip1, attributes, progressBar, priority)
videoControl(whichLayer, controlByte, xPos, yPos, frameTarget)
layerLoad(whichLayer, v1, v2, v3, vidAttributes, controlByte, xPos, yPos, vP, DMDsearch)
customScore(v1, v2, v3, vidAttributes)
Graphics
Graphics are anything on the display that isn't part of the video. This includes numbers, progress bars, Ball and Credit indicators, and sprites (character set graphics you can move around)
numbers(which number, number Type, number X, number Y, number value)
numbersPriority(whichNumber, numType, numX, numY, numValue, matchPriority)
characterSprite(which number, sprite attribute, sprite X, sprite Y, sprite height, sprite value)
showValue(number value, flash time, score flag)
showProgressBar(which Graphic, bar brightness, x pos, y pos, length of bar, height of bar)
text(xpos, ypos, the text string)
graphicsMode(do what, the modifier)
loadSprite(clip0, clip1, clip2, doLoad)
Scorekeeping
Again, the Propeller A/V processor has no clue what any scores are unless you tell it. Current player's score is always being changed, and all player scores / ball and credit numbers are updated at every drain cycle.
manualScore(whichScore, whatValue)
EOBnumbers(whichNumber, number value)
sendInitials(which player, which character)
The PIC32 uses the top half of the removable Propeller EEPROM for data storage. It has many more rewrite cycles than the flash memory contained inside the PIC32.