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The Best Way To Handle CPU-Controlled Branch In VGMSeq? #19

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loveemu opened this issue Jul 29, 2013 · 1 comment
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The Best Way To Handle CPU-Controlled Branch In VGMSeq? #19

loveemu opened this issue Jul 29, 2013 · 1 comment
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enhancement Optional feature that's currently missing

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@loveemu
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loveemu commented Jul 29, 2013

A song sequence sometimes may have a special jump event. The jump condition is determined from external input (CPU variable) and the song syncs to the situation of the game, as a result. (for example, an intro part repeats until a certain conversation has begun)

It is hard to parse such songs without external input. I think a feature that can write to such a variable from an external script (Lua?) may be useful.

Any good ideas to handle such cases?

@KungFuFurby
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KungFuFurby commented Oct 13, 2021

You'll have to handle these scenarios on a case-by-case basis. Technically depending on what it is you could create a switch of some kind that handles these kind of cases if they're merely on/off switches (or even just a numerical comparison against a single variable, but there are other cases that are more complicated.

If I run into a CPU-controlled branch (or find a setting that the SNES can set to control such a branch), then I can document the SNES-side command(s) that control the branch.

@vgmtrans vgmtrans locked and limited conversation to collaborators Dec 6, 2021
@loveemu loveemu converted this issue into discussion #272 Dec 6, 2021

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