AYT is composed of List, Patterns and Effects organised in a flat file of about 23K.
Location | Area | Organisation |
---|---|---|
$0600 | List Memory | 128 Rows * 16 Bytes(or 8 Tracks * 2 Bytes) |
$0E00 | Pattern Memory | 128 Patterns * 64 Rows * 2 Bytes |
$4E00 | SFX Memory | 64 SFX * 64 Rows * 1 Byte |
The compiled format does not contain any code but is purely for music. This means we could have memory filled with different compiled musics and simply point the single player to the start location.
Memory Offset | Area |
---|---|
+$00 | Pattern Lo Address offset Table Lo |
+$01 | Pattern Lo Address offset Table Hi |
+$02 | Pattern Hi Address offset Table Lo |
+$03 | Pattern Hi Address offset Table Hi |
+$04 | SFX Lo Address offset Table Lo |
+$05 | SFX Lo Address offset Table Hi |
+$06 | SFX Hi Address offset Table Lo |
+$07 | SFX Hi Address offset Table Hi |
+$08 | Song Lo Address offset Table Lo |
+$09 | Song Lo Address offset Table Hi |
+$0A | Song Hi Address offset Table Lo |
+$0B | Song Hi Address offset Table Hi |
+$0C | Default Song to start(Will probably be Song Count at some point with top bit marking Song to start) |
+$0D | Song Features |
+$0E | Highest Frequency |
+$0F | Spare |
- | List(Compiled) |
- | Patterns(Compiled) |
- | SFX(Compiled) |
- | Pattern Address Tables |
- | SFX Address Tables |
- | Song Address Tables |
Address tables consist of offsets from start of music module.