Back in 2014 (Pently 4 era), @NovaSquirrel made a sound effects editor, and I rewrote it with an improved GUI and battery save support and posted the project on in a NESdev BBS topic.
Its save mechanism was clever, writing sound effect bytecode (as described in bytecode.md) to battery RAM as ASCII-encoded source code ready for assembly with ca65. A user could open the .sav file in a text editor, copy sound effect bytecode, and paste it into a project's musicseq.s file. This was followed by the same thing in a hexadecimal encoding that the program actually used for restoring data on next run, but still ASCII so that a text editor wouldn't complain. But nowadays, we expect most Pently users to be using a more readable score input (pentlyas.md) rather than raw bytecode.
Back in 2014 (Pently 4 era), @NovaSquirrel made a sound effects editor, and I rewrote it with an improved GUI and battery save support and posted the project on in a NESdev BBS topic.
Its save mechanism was clever, writing sound effect bytecode (as described in bytecode.md) to battery RAM as ASCII-encoded source code ready for assembly with ca65. A user could open the .sav file in a text editor, copy sound effect bytecode, and paste it into a project's
musicseq.s
file. This was followed by the same thing in a hexadecimal encoding that the program actually used for restoring data on next run, but still ASCII so that a text editor wouldn't complain. But nowadays, we expect most Pently users to be using a more readable score input (pentlyas.md) rather than raw bytecode.Sub-tasks:
PENTLY_USE
to disable music entirely