Difference between revisions of "HERAD"

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| Extension05 = *.sqx
 
| Extension05 = *.sqx
 
| Extension06 = *.sqz
 
| Extension06 = *.sqz
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| Extension07 = *.scd
 
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'''Herbulot AdLib (HERAD) System''' was created by [[Rémi Herbulot]], one of [[Cryo Interactive Entertainment]] co-founders and lead programmers.  [[Stéphane Picq]], Cryo's first music composer also helped design HERAD with Herbulot.   There are two versions of HERAD that are known to exist.
+
'''Herbulot AdLib (HERAD) System''' was created by [[Rémi Herbulot]], one of [[Cryo Interactive Entertainment]] co-founders and lead programmers.  [[Stéphane Picq]], Cryo's first music composer also helped design HERAD with Herbulot. There are two versions of HERAD that are known to exist.
  
 
Stéphane Picq had this to say about HERAD:
 
Stéphane Picq had this to say about HERAD:
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{{quote|Regarding my involvement with Cryo Interactive, as far as I remember I shared with Mr. Picq some tricks, recipes and advices [sic] concerning sound designing. Being quite comfortable within the Ad Lib environment, It was however a modest contribution that I brought.}}
 
{{quote|Regarding my involvement with Cryo Interactive, as far as I remember I shared with Mr. Picq some tricks, recipes and advices [sic] concerning sound designing. Being quite comfortable within the Ad Lib environment, It was however a modest contribution that I brought.}}
  
HERAD was used in only three games: Dune, [[KGB (DOS)|KGB aka Conspiracy]], and [[MegaRace (DOS)|MegaRace]].  All three games have been arguably rated as some of the best DOS game soundtracks ever written for OPL2.
+
HERAD was used in only three games: Dune, [[KGB (DOS)|KGB aka Conspiracy]], and MegaRace ([[MegaRace (DOS)|DOS]] and [[MegaRace (SCD)|Sega CD]]).  All three games have been arguably rated as some of the best DOS game soundtracks ever written for OPL2.
  
 
==Players==
 
==Players==
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** '''AGD''' - [[AdLib Gold 1000]] ([[OPL3]])
 
** '''AGD''' - [[AdLib Gold 1000]] ([[OPL3]])
 
** '''M32''' - [[Roland]] [[MT-32]] ([[LA32]])
 
** '''M32''' - [[Roland]] [[MT-32]] ([[LA32]])
 +
** '''SCD''' - [[Sega CD]] ([[OPN2]])
  
 
===Musical Notation===
 
===Musical Notation===
  
 
* The internal music notation is very similar to [[MIDI]], however Pitch Bend and Meta events do differ.
 
* The internal music notation is very similar to [[MIDI]], however Pitch Bend and Meta events do differ.
* M32 files usually contain one multi-channel track, while SDB/AGD files may contain multiple tracks.
+
* M32 and SCD files usually contain one multi-channel track, while SDB/AGD files may contain multiple tracks.  
* Despite all MIDI tracks use channel 1, any channel number can be used as this number is simply ignored.
+
* Drivers that take music files with a single track utilize channel numbers as in MIDI, and typically dynamically allocate hardware channels. Drivers that take multiple tracks statically allocate one hardware channel to each track and consequently ignore channel numbers and their music files by convention use the first channel (0/1) for all events.
  
 
===Speech Synthesis===
 
===Speech Synthesis===
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==File structure==
 
==File structure==
  
There are three chunks to HERAD files: the header, the MIDI data, and the AdLib Instrument chunk.  Note that the Instrument chunk is absent in M32 files.
+
There are three chunks to HERAD files: the header, the MIDI data, and the Instrument chunk.  Note that the Instrument chunk is absent in M32 files.
  
 
===Header===
 
===Header===
All values in the header are in little endian format.  For M32 files, the <tt>wFileSize</tt> value represents the total file size, while AGD and SDB files, it represents the file size without the instrument data block.
+
All values in the header are in little endian format.  For M32 files, the <tt>wFileSize</tt> value represents the total file size, while for others it represents the offset of the instrument chunk.
  
 
{| class="wikitable"
 
{| class="wikitable"
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Looping a song works by specifying the start and end points with the <tt>wLoopStart</tt> and <tt>wLoopEnd</tt> bytes, and denoting how many times the loop should play with the <tt>wLoopCount</tt> byte.  This can be used to either play a song forever, or to play a song that doesn't repeat but has a short segment that loops instead (like a repeating melody or phrase).  For example, to loop the first two measures of the song, the <tt>wLoopStart</tt> byte will be <tt>01</tt> and the <tt>wLoopEnd</tt> byte will be <tt>03</tt>.  A measure is 96 MIDI ticks in duration.   
 
Looping a song works by specifying the start and end points with the <tt>wLoopStart</tt> and <tt>wLoopEnd</tt> bytes, and denoting how many times the loop should play with the <tt>wLoopCount</tt> byte.  This can be used to either play a song forever, or to play a song that doesn't repeat but has a short segment that loops instead (like a repeating melody or phrase).  For example, to loop the first two measures of the song, the <tt>wLoopStart</tt> byte will be <tt>01</tt> and the <tt>wLoopEnd</tt> byte will be <tt>03</tt>.  A measure is 96 MIDI ticks in duration.   
  
For version 1 songs, in order for music to repeat, this loop data must be in place.  Version 2 songs that are being played back in MegaRace's sound engine will automatically repeat forever even if the <tt>wLoopCount</tt> field specifies that the song should only be played once.  If there are no loop points in the file, the version 2 song will automatically repeat from beginning to end.  As a result, several tracks in MegaRace (NewSan, Maeva and Terminal City) have short loops that are only a few measures long.  Because those loop points are being used, the music continues to loop the song from beginning to end due to the sound engine.  The other remaining tracks from MegaRace (Factory Land, Skyholder and Fractalian Space) have intros to them that are not repeated so their loop points start at the end of the intro and finish when the song is over.
+
For version 1 songs, in order for music to repeat, this loop data must be in place, though this appears to be a property of the driver or game, as [[MegaRace (Sega CD)]] uses version 1 and automatically loops.  Version 2 songs that are being played back in MegaRace's sound engine will automatically repeat forever even if the <tt>wLoopCount</tt> field specifies that the song should only be played once.  If there are no loop points in the file, the version 2 song will automatically repeat from beginning to end.  As a result, several tracks in MegaRace (NewSan, Maeva and Terminal City) have short loops that are only a few measures long.  Because those loop points are being used, the music continues to loop the song from beginning to end due to the sound engine.  The other remaining tracks from MegaRace (Factory Land, Skyholder and Fractalian Space) have intros to them that are not repeated so their loop points start at the end of the intro and finish when the song is over.
  
 
====Speed / Tempo====
 
====Speed / Tempo====
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|-
 
|-
 
| C# xx
 
| C# xx
| Program Change (uses internal instruments for '''AGD''' and '''SDB''')
+
| Program Change (uses internal instruments except for '''M32''')
 
| Yes
 
| Yes
 
|-
 
|-
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|-
 
|-
 
| E# xx
 
| E# xx
| Pitch Bend ('''AGD''' and '''SDB''')
+
| Pitch Bend (non-'''M32''')
 
| No
 
| No
 
|-
 
|-
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====Pitch Bend====
 
====Pitch Bend====
In the '''AGD''' and '''SDB''' files Pitch Bend command has only the MSB byte available.  Like the MIDI Standard dictates, 0x40 is the "center" of the pitch bend range.  Sending this 0x40 data byte after the Pitch Bend status byte will result in no change to the pitch.  This event does differ from it's MIDI counterpart since the value range for Pitch Bend is 0x00 to 0x80, which surpasses MIDI's 7-bit value range.  0x00 equals to 2 semitones down and 0x80 equals to 2 semitones up.   
+
There are a few critical distinctions between HERAD's PitchBend and MIDI's PitchWheel events. First and foremost, MIDI's PitchWheel is persistent, continuing beyond the end of any note and applying to new notes on the channel until it is changed. In contrast, HERAD's PitchBend applies only to the single note currently playing on the channel and is reset to center (no bend) on the next NoteOn event.
 +
 
 +
In non-'''M32''' files Pitch Bend command has only the MSB byte available.  Like the MIDI Standard dictates, 0x40 is the "center" of the pitch bend range.  Sending this 0x40 data byte after the Pitch Bend status byte will result in no change to the pitch.  This event does differ from it's MIDI counterpart since the value range for Pitch Bend is 0x00 to 0x80, which surpasses MIDI's 7-bit value range.  0x00 equals to 2 semitones down and 0x80 equals to 2 semitones up.   
  
 
The frequency number range for pitch bends is 325 to 685.  For example, if the sequencer were to play a 2 semitone pitch bend downwards from C to A#, it would start at FNum 343, go down to 325 and then decrease the block number and continue the pitch bend at 650 (B, which is 1 semitone down from C) and finally stopping at 614 aka A sharp.  If a 2 semitone pitch bend upwards were to happen at B, the FNum will start at 650, continue to increment the FNum until it reaches 685.  Once there, it goes to the next block number and resumes increasing the FNum starting at 343 (which is C) before finishing the pitch bend 2 semitones up at 364 (which is C sharp).
 
The frequency number range for pitch bends is 325 to 685.  For example, if the sequencer were to play a 2 semitone pitch bend downwards from C to A#, it would start at FNum 343, go down to 325 and then decrease the block number and continue the pitch bend at 650 (B, which is 1 semitone down from C) and finally stopping at 614 aka A sharp.  If a 2 semitone pitch bend upwards were to happen at B, the FNum will start at 650, continue to increment the FNum until it reaches 685.  Once there, it goes to the next block number and resumes increasing the FNum starting at 343 (which is C) before finishing the pitch bend 2 semitones up at 364 (which is C sharp).
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===Instrument Data===
 
===Instrument Data===
The instrument chunk contains all the OPL register values needed for each instrument, along with some macros that control various parameters of the instrument during playback.  Each instrument is 0x28 bytes long.  Version 2 of HERAD introduced a keymap instrument that can be used for linking several instruments into one; this allows for some very complex drum sequencing.
+
The instrument chunk contains all the sound chip register values needed for each instrument, along with some macros that control various parameters of the instrument during playback.  Each instrument is 0x28 bytes long for the OPL, 0x2E bytes for the OPN.  Version 2 of HERAD introduced a keymap instrument that can be used for linking several instruments into one; this allows for some very complex drum sequencing.
  
 
To use an instrument, the MIDI notation must use the "Program Change" message and specify a number for the instrument to be used.  All instruments are listed sequentially and the first instrument is always number #0.  Let's say we want to play the 13th instrument in the chunk.  We tell the MIDI data to Program Change to instrument number #12 (<tt>C0 0C</tt>) and the notation after that will play using that instrument until the end of the track or another Program Change message is sent.
 
To use an instrument, the MIDI notation must use the "Program Change" message and specify a number for the instrument to be used.  All instruments are listed sequentially and the first instrument is always number #0.  Let's say we want to play the 13th instrument in the chunk.  We tell the MIDI data to Program Change to instrument number #12 (<tt>C0 0C</tt>) and the notation after that will play using that instrument until the end of the track or another Program Change message is sent.
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These offsets are still a work in progress and need more research.
 
These offsets are still a work in progress and need more research.
  
 +
====OPL Instruments====
 
{| class="wikitable"
 
{| class="wikitable"
 
! Offset
 
! Offset
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|-
 
|-
 
| 0x27 || 1 || HERAD Macro || <center>'''Carrier Output Level Aftertouch Scaling'''</center> || || This uses the MIDI Channel Aftertouch events to modify the carrier output level. <br>Just like in 0x1F, the value range goes from 1-4 and FF-FC; 0 turns the scaling off.<BR>In MegaRace, this is always set to zero.<BR>In order for this macro to function, the 0x1F byte MUST be enabled.
 
| 0x27 || 1 || HERAD Macro || <center>'''Carrier Output Level Aftertouch Scaling'''</center> || || This uses the MIDI Channel Aftertouch events to modify the carrier output level. <br>Just like in 0x1F, the value range goes from 1-4 and FF-FC; 0 turns the scaling off.<BR>In MegaRace, this is always set to zero.<BR>In order for this macro to function, the 0x1F byte MUST be enabled.
 +
|}
 +
 +
====OPN Instruments====
 +
Only version 1 was ever implemented on the OPN.
 +
 +
For brevity, only values and details which do not directly correspond to the contents of the relevant registers (e.g. which bits are used, or whether the value's effect is positive or negative) are described. See the Genesis Technical Overview or [https://www.plutiedev.com/ym2612-registers PlutieDev's YM2612 reference] for any information that may have been omitted.
 +
 +
For per-operator and operator mask values, little-endian order is consistently used i.e. the low bit or first byte corresponds to operator 1.
 +
{| class="wikitable"
 +
! Offset
 +
! Size
 +
! Name
 +
! Description
 +
! OPN base register
 +
! Notes
 +
|-
 +
| 0x0 || 1 || || <center>'''Generic Operator Levels Mask'''</center> || || Specifies which operators should have their Base Operator Level assigned at patch change ''application'' (typically in the first NoteOn event after a patch change). Bits 4-7 contain a bit mask of operators (bit 4 corresponds to operator 1, bit 7 corresponds to operator 4). If the corresponding bit is set, the Base Operator Level is set; if the bit is clear, the operator's total left is cleared to $7f (minimum amplitude). See Base Operator Level for further explanation.
 +
|-
 +
| 0x1-0x4 || 1 || DT1-MUL || <center>'''Operator Detuning and Frequency Multiplier'''</center> || 0x3x || Directly copied into the OPN DT1-MUL registers. The high bit of the first byte (unused by the OPN) appears to be a flag of some kind but its function is not apparent.
 +
|-
 +
| 0x5-0x8 || 1 || TL || <center>'''Base Operator Level'''</center> || 0x4x || Base total level (e.g. volume) for the operator, prior to any modification for e.g. velocity. If bit 7 is set the operator ignores global volume, but may still be modified by velocity and aftertouch.<br>
 +
The operator total level is applied to the OPN in four places, and velocity, aftertouch, and global volume modifications all stack. At patch change ''application'', it will be applied as specified under Generic Operator Levels Mask. If the operator is sensitive to velocity, it will be set during the NoteOn event, ''overwriting'' the value set at patch change. If the operator is sensitive to aftertouch, it will be set in ChannelAftertouch events. Finally, if the operator is sensitive to global volume, global volume commands from the game will set the total level.
 +
|-
 +
| 0x9-0xC || 1 || RS-AR || <center>'''Operator Rate Scaling and Attack Rate'''</center> || 0x5x || Directly copied to the OPN RS-AR register.
 +
|-
 +
| 0xD-0x10 || 1 || AM-D1R || <center>'''Amplitude Modulation and Decay Rate''' </center> || 0x6x || Directly copied to the OPN AM-D1R register.
 +
|-
 +
| 0x11-0x14 || 1 || D2R || <center>'''Sustain Rate'''</center> || 0x7x || The rate of decay during the sustain envelope phase, for instruments that cannot indefinitely sustain notes e.g. piano. Directly copied to the OPN D2R register.
 +
|-
 +
| 0x15-0x18 || 1 || D1L-RR || <center>'''Decay Level and Release Rate'''</center> || 0x8x || Directly copied to the OPN D1L-RR register.
 +
|-
 +
| 0x19-0x1C || 1 || SSG-EG || <center>'''Envelope Shape'''</center> || 0x9x || Directly copied to the OPN SSG-EG register. See https://www.plutiedev.com/ym2612-registers#reg-90.
 +
|-
 +
| 0x1D || 1 || FB-ALG || <center>'''Feedback and FM Algorithm'''</center> || 0xB0-B3 || Operator 1 feedback level prior to modification by velocity and/or aftertouch, and operator connectivity "algorithm".
 +
|-
 +
| 0x1E || 1 || LR-MS || <center>'''Stereo Selection and LFO Modulation Sensitivity'''</center> || 0xB4-0xB7 || Directly copied to the OPN LR-MS register.
 +
|-
 +
| 0x1F-0x22 || 1 || HERAD Macro || <center>'''Operator Level Velocity Sensitivity'''</center>  || 0x4x || The sensitivity of the given operator's total level to the velocity of the NoteOn event. This value ranges from -4 to +4, and if non-zero the following equation is applied: total level += (sensitivity > 0 ? velocity : 0x80 - velocity) >> (4 - abs(sensitivity)).
 +
|-
 +
| 0x23-0x26 || 1 || HERAD Macro || <center>'''Operator Level Aftertouch Sensitivity'''</center>  || 0x4x || The sensitivity of the given operator's total level to the velocity of the ChannelAftertouch event. This value ranges from -4 to +4, and if non-zero the following equation is applied: total level += (sensitivity > 0 ? velocity : 0x80 - velocity) >> (4 - abs(sensitivity)).
 +
|-
 +
| 0x27 || 1 || HERAD Macro || <center>'''Feedback Velocity Sensitivity'''</center>  || 0xB0-B3 || The sensitivity of operator 1's feedback strength to the velocity of the NoteOn event. This value ranges from -6 to +6, and if non-zero the following equation is applied: feedback += (sensitivity > 0 ? velocity : 0x80 - velocity) >> (6 - abs(sensitivity)).
 +
|-
 +
| 0x28 || 1 || HERAD Macro || <center>'''Pitch Bend Range'''</center> || || Determines how note frequency is affected by pitch bends and slides. Note that a bug in the coarse tuning code breaks partial-note bends (a lookup into a partial pitch table is made, but the value is immediately overwritten in its register before it can be applied to the frequency). <br>
 +
If 0: fine tuning: key += (bend value - 0x40) / 0x20, frequency = key frequency * (1.0 + ((bend value - 0x40) % 0x20) / 32.0)<br>
 +
If non-zero: coarse tuning: key += (bend value - 0x40) / 5, frequency = key frequency + (bend value - 0x40) % 5
 +
|-
 +
| 0x29 || 1 || HERAD Macro || <center>'''Fundamental Frequency Key Offset'''</center> || || Added to the key number to compute the fundamental frequency to use to program the OPN.
 +
|-
 +
| 0x2A || 1 || HERAD Macro ||<center>'''Pitch Slide Duration'''</center> || || Duration of the pitch slide in ticks. If 0, pitch slide is not used.
 +
|-
 +
| 0x2B || 1 || HERAD Macro || <center>'''Pitch Slide Rate'''</center> || || This value is added to the current pitch bend value every tick, which is applied to the currently playing note by the normal equations.
 +
|-
 +
| 0x2C || 1 || LFO || <center>'''LFO Frequency'''</center> || 0x22 || If bit 3 is clear, bit 3 is set (enabling LFO) and this value is copied to the LFO register when a patch change is ''applied''. As there is a ''single'' global LFO for the OPN, it is only feasible for all simultaneously used instruments that have bit 3 clear to have the same LFO frequency. This field is 0 (enable LFO and set to 3.98 Hz) in all observed instruments.
 +
|-
 +
| 0x2D || 1 || HERAD Macro || <center>'''Feedback Aftertouch Sensitivity'''</center> || || The sensitivity of operator 1's feedback strength to the velocity of ChannelAftertouch events. This value ranges from -6 to +6, and if non-zero the following equation is applied: feedback += (sensitivity > 0 ? aftertouch : 0x80 - aftertouch) >> (6 - abs(sensitivity)).
 
|}
 
|}
  

Revision as of 19:48, 9 March 2020

HERAD System
HSQ.png
Developer: Rémi Herbulot
Header: Custom
Content: Notational
Instruments: Optional
Target Output
Output - Digital Audio - No.png Output - MIDI.png Output - FM Synthesis.png Output - PSG - No.png
Released: 1992-??-??
First Game: Dune (DOS)
Extensions
  • *.agd
  • *.sdb
  • *.m32
  • *.hsq
  • *.sqx
  • *.sqz
  • *.scd

Herbulot AdLib (HERAD) System was created by Rémi Herbulot, one of Cryo Interactive Entertainment co-founders and lead programmers. Stéphane Picq, Cryo's first music composer also helped design HERAD with Herbulot. There are two versions of HERAD that are known to exist.

Stéphane Picq had this to say about HERAD:

I designed HERAD because the existing softwares [sic] didn't take advantages of all sound parameters, and were very poor in expressiveness, the only dynamic being volume of notes. Basically, in HERAD several individual parameters of the soundpatches (like volume of operators) can be modulated individually, by velocity, modulation wheel, or aftertouch, like a real synth. Also, we used some "hidden" parameters not documented by Adlib, but mentioned in the Yamaha technical notice of the chip FM YM3812.

Dune (the first game to utilize HERAD) lists in the credit roll a special thanks to "Henri Chalifour and Grant Hamilton from the Ad Lib Company", who also were involved in the development of the music format.

Henri Chalifour said this in regards to HERAD development on Dune:

Regarding my involvement with Cryo Interactive, as far as I remember I shared with Mr. Picq some tricks, recipes and advices [sic] concerning sound designing. Being quite comfortable within the Ad Lib environment, It was however a modest contribution that I brought.

HERAD was used in only three games: Dune, KGB aka Conspiracy, and MegaRace (DOS and Sega CD). All three games have been arguably rated as some of the best DOS game soundtracks ever written for OPL2.

Players

(Category)
  • RdosPlay - DOS - only version 1 (OPL2/OPL3 music)

Converters

(Category)

HERAD to ?

? to HERAD

Games

(Category)
Released Title Sample
1992-??-?? Dune (DOS)
1992-??-?? KGB (DOS)
1993-??-?? MegaRace (DOS)

Technical Specifiations

File Formats

HERAD comes in several different file formats. The data is usually packed inside HSQ or SQX files.

  • HSQ are compressed files with the Herbulot Sequencer algorithm, which is similar to LZ** dictionary algorithms. HSQ files can be found in Dune and MegaRace.
  • SQX is another compression format, that seems to be similar to HSQ, but decompression is currently not possible except for playback in RDOSPlay.
  • In the non-interactive demo for Dune, the music files are compressed in a format called SQZ, however, these files are identical to HSQ files.

Once the data is decompressed, there are several different file extensions that are used. Since HSQ doesn't keep the original data's filename or extention, it is assumed that these file extentions are retronyms and were given to the raw data after they were decompressed.

Musical Notation

  • The internal music notation is very similar to MIDI, however Pitch Bend and Meta events do differ.
  • M32 and SCD files usually contain one multi-channel track, while SDB/AGD files may contain multiple tracks.
  • Drivers that take music files with a single track utilize channel numbers as in MIDI, and typically dynamically allocate hardware channels. Drivers that take multiple tracks statically allocate one hardware channel to each track and consequently ignore channel numbers and their music files by convention use the first channel (0/1) for all events.

Speech Synthesis

As heard in the KGB song, "Gorbi", the word "Gorbachev" is played around 1:00. It was assumed that speech synthesis or perhaps PCM audio was possible with HERAD; however, after analyzing the uncompressed music file, it turns out the speech synthesis is just very clever MIDI sequencing and OPL2 programming done by Stéphane Picq to produce pseudo-speech synthesis.

Version Compatibility

The format has two known versions, which have several differences; however, neither version has any FourCC or header data denoting which version it is. In order to detect the proper version, each music file needs to be inspected.

The first version was used in Dune, KGB, and the Sega/Mega CD version of MegaRace, and the second version was used in MegaRace.

File structure

There are three chunks to HERAD files: the header, the MIDI data, and the Instrument chunk. Note that the Instrument chunk is absent in M32 files.

Header

All values in the header are in little endian format. For M32 files, the wFileSize value represents the total file size, while for others it represents the offset of the instrument chunk.

Data type Name Description
UINT16 wFileSize Size of uncompressed file / Instrument Chunk offset
UINT16[21] wOffsets Array of relative offsets to the MIDI tracks (0 = track doesn't exist)
UINT16 wLoopStart Loop starts at this measure (0 = don't loop)
UINT16 wLoopEnd Loop ends at this measure (0 = don't loop)
UINT16 wLoopCount Number of times the selected measures will play (0 = loop forever; >0 - play N times)
UINT16 wSpeed Fixed point value that controls music speed. Value range is 0x0100 - 0x8100
UINT8[32] bGoldRegs Register values for AdLib Gold 1000 surround module. Only found in AGD files
Modifying these values produces no changes to regular OPL3 playback

Looping

Looping a song works by specifying the start and end points with the wLoopStart and wLoopEnd bytes, and denoting how many times the loop should play with the wLoopCount byte. This can be used to either play a song forever, or to play a song that doesn't repeat but has a short segment that loops instead (like a repeating melody or phrase). For example, to loop the first two measures of the song, the wLoopStart byte will be 01 and the wLoopEnd byte will be 03. A measure is 96 MIDI ticks in duration.

For version 1 songs, in order for music to repeat, this loop data must be in place, though this appears to be a property of the driver or game, as MegaRace (Sega CD) uses version 1 and automatically loops. Version 2 songs that are being played back in MegaRace's sound engine will automatically repeat forever even if the wLoopCount field specifies that the song should only be played once. If there are no loop points in the file, the version 2 song will automatically repeat from beginning to end. As a result, several tracks in MegaRace (NewSan, Maeva and Terminal City) have short loops that are only a few measures long. Because those loop points are being used, the music continues to loop the song from beginning to end due to the sound engine. The other remaining tracks from MegaRace (Factory Land, Skyholder and Fractalian Space) have intros to them that are not repeated so their loop points start at the end of the intro and finish when the song is over.

Speed / Tempo

The default tempo is 500 BPM with the MIDI data at 24 ticks per quarter note. Obviously, this default value is way too fast so to slow down the music, a fixed-point value must be entered into the wSpeed field. To calculate the tempo of the song, take 500 and divide it by the value. Since this is a fixed-point number, some BPM will be at odd values. HERAD driver refresh rate is around 200.299 Hz. You can calculate ticks per second frequency by dividing refresh rate by the speed value.

Some of these values were taken from MegaRace and Dune files.

Speed value Fixed-Point value Approximate BPM Frequency (Hz)
0x0100 1.0 500 = 200.299
0x03E0 3.875 129.032 ≈ 51.69
0x0400 4.0 125 ≈ 50.07
0x042B 4.168 119.961 ≈ 48.06
0x04B8 4.71875 105.960 ≈ 42.45
0x0500 5 100 ≈ 40.06

AdLib Gold Settings

In AGD files, there's an additional chunk of 32 bytes in the header before the MIDI notation begins. These bytes are register values for various settings on the rare AdLib Gold 1000 sound card.

Offset Description Notes
0x0
TDA8425 register value (Gold control register 8)
0xD6 = pseudo stereo; 0xDE = spatial stereo.
Since this seems to be the register value for the TDA8425 chip, other values should be valid (in theory).
Dune only uses 0xD6 or 0xDE. According to the TDA8425 datasheet, spatial stereo is for handling stereo sound and
pseudo stereo is for mono sound.
0x1-0x1F
YM7128 (Surround Module) register values
These are the raw register values for the YM7128 chip that is found on the Surround Module of the AdLib Gold 1000.
The YM7128 creates the reverb and delay signal processing that the AdLib Gold 1000 is known for.

Only two songs (MORNING and WORMSUIT) use the spatial stereo setting for the TDA8425.

MIDI notation

  • Most of the status bytes are compatible with the MIDI standard.
  • It looks like running status is not supported as all known songs programmed in HERAD never use it.
  • All MIDI data for Cryo's games uses 24 ticks per quarter note.
MIDI message Description MIDI compatible
8# xx xx Note Off (version 1) Yes
8# xx Note Off (version 2) No
9# xx xx Note On Yes
A# ?? ?? Poly Aftertouch (unused) Unknown
B# xx xx Control Change (M32) Yes
C# xx Program Change (uses internal instruments except for M32) Yes
D# xx Channel Aftertouch (only version 1) Yes
E# xx Pitch Bend (non-M32) No
E# xx xx Pitch Bend (M32) Yes
FF Track End

Note Off

For the Note Off command in version 2 songs, the velocity byte has been removed. Some older MIDI sequencers back in the '80s and early '90s did this to stop sending redundant data.

Pitch Bend

There are a few critical distinctions between HERAD's PitchBend and MIDI's PitchWheel events. First and foremost, MIDI's PitchWheel is persistent, continuing beyond the end of any note and applying to new notes on the channel until it is changed. In contrast, HERAD's PitchBend applies only to the single note currently playing on the channel and is reset to center (no bend) on the next NoteOn event.

In non-M32 files Pitch Bend command has only the MSB byte available. Like the MIDI Standard dictates, 0x40 is the "center" of the pitch bend range. Sending this 0x40 data byte after the Pitch Bend status byte will result in no change to the pitch. This event does differ from it's MIDI counterpart since the value range for Pitch Bend is 0x00 to 0x80, which surpasses MIDI's 7-bit value range. 0x00 equals to 2 semitones down and 0x80 equals to 2 semitones up.

The frequency number range for pitch bends is 325 to 685. For example, if the sequencer were to play a 2 semitone pitch bend downwards from C to A#, it would start at FNum 343, go down to 325 and then decrease the block number and continue the pitch bend at 650 (B, which is 1 semitone down from C) and finally stopping at 614 aka A sharp. If a 2 semitone pitch bend upwards were to happen at B, the FNum will start at 650, continue to increment the FNum until it reaches 685. Once there, it goes to the next block number and resumes increasing the FNum starting at 343 (which is C) before finishing the pitch bend 2 semitones up at 364 (which is C sharp).

Because the pitch bend event has a full 8-bit value instead of MIDI's standard 7-bit value, it is possible to go up higher above 0x80. For example, a pitch bend value of 0xFF when played on a C note will bend the pitch all the way up to F#, a 6 semitone difference.

Channel Aftertouch

Dune uses Aftertouch events to control the velocity of sustaining notes, as heard in the song, "Morning". However, HERAD 2 drops support of Aftertouch completely. Songs that have Aftertouch events will still play but the aftertouch events will be ignored. In the MegaRace music files, Channel Aftertouch only occurs one time in one song (Fractalian Space).

Note Pitch / Frequency Number Table

HERAD uses MIDI Notes C1 to B8 (0x18 to 0x77). If any MIDI notes are out of range, the sequencer will play note C1. The Block number corresponds with the MIDI octave (Block number 0 = MIDI octave 1, Block number 1 = MIDI octave 2, etc).

MIDI Note F-Num
C 343
C# 364
D 385
D# 408
E 433
F 459
F# 486
G 515
G# 546
A 579
A# 614
B 650

Instrument Data

The instrument chunk contains all the sound chip register values needed for each instrument, along with some macros that control various parameters of the instrument during playback. Each instrument is 0x28 bytes long for the OPL, 0x2E bytes for the OPN. Version 2 of HERAD introduced a keymap instrument that can be used for linking several instruments into one; this allows for some very complex drum sequencing.

To use an instrument, the MIDI notation must use the "Program Change" message and specify a number for the instrument to be used. All instruments are listed sequentially and the first instrument is always number #0. Let's say we want to play the 13th instrument in the chunk. We tell the MIDI data to Program Change to instrument number #12 (C0 0C) and the notation after that will play using that instrument until the end of the track or another Program Change message is sent.

It seems that the OPL register values are almost in the exact same layout as the BNK format (technical). Thanks to Malvineous for his documentation on the BNK file format.

These offsets are still a work in progress and need more research.

OPL Instruments

Offset Size Name Description OPL base register Notes
0x0 1
Mode
Denotes if this is an instrument or a version 2 keymap.
Normally 0x0 in version 1 songs; either 0x1 or 0xFF in version 2 songs
As long as this value is not set to 0xFF in a version 2 song, this can be set to any number.
0x1 1
Voice number
Most likely a meta identifier (changing this value has no effect in any song)
0x2 1 ksl
Modulator Key scaling level
0x40 (bits 6-7)
0x3 1 multiple
Modulator Frequency multiplier
0x20 (bits 0-3)
0x4 1 feedback
Feedback
0xC0 (bits 1-3)
0x5 1 attack
Modulator Attack
0x60 (upper four bits)
0x6 1 sustain
Modulator Sustain
0x80 (upper four bits)
0x7 1 eg
Modulator Envelope gain
0x20 (bit 5) nonzero value is on
0x8 1 decay
Modulator Decay
0x60 (lower four bits)
0x9 1 releaseRate
Modulator Release
0x80 (lower four bits)
0xA 1 totalLevel
Modulator Output Level
0x40 (bit 0-5) Output level is NOT affected by MIDI Velocity. To enable velocity, see offset 0x1E
0xB 1 am
Modulator Amplitude modulation (Tremolo)
0x20 (bit 7)
0xC 1 vib
Modulator Frequency Vibrato
0x20 (bit 6)
0xD 1 ksr
Modulator Key scaling/envelope rate
0x20 (bit 4)
0xE 1 con
Connector
0xC0 (bit 0, inverted) 0: OPL bit set to 1
other: OPL bit set to 0
0xF 1 ksl
Carrier Key scaling level
0x40 (bits 6-7)
0x10 1 multiple
Carrier Frequency multiplier
0x20 (bits 0-3)
0x11 1
Panning (OPL3)
0xC0 (upper four bits) This controls the upper bits of the 0xC0 register to control panning in OPL3.
3 = both speakers; 2 = right speaker; 1 = left speaker
MegaRace uses 3 as the default value. Dune's OPL2 driver ignores this byte and sets it to 0.
Dune's OPL3 driver defaults any invaild value to both speakers.
0x12 1 attack
Carrier Attack
0x60 (upper four bits)
0x13 1 sustain
Carrier Sustain
0x80 (upper four bits)
0x14 1 eg
Carrier Envelope gain
0x20 (bit 5) nonzero value is on
0x15 1 decay
Carrier Decay
0x60 (lower four bits)
0x16 1 releaseRate
Carrier Release
0x80 (lower four bits)
0x17 1 totalLevel
Carrier Output Level
0x40 (bit 0-5) Output level is NOT affected by MIDI Velocity. To enable velocity, see offset 0x1F
0x18 1 am
Carrier Amplitude modulation (Tremolo)
0x20 (bit 7)
0x19 1 vib
Carrier Frequency Vibrato
0x20 (bit 6)
0x1A 1 ksr
Carrier Key scaling/envelope rate
0x20 (bit 4)
0x1B 1 HERAD Macro
Feedback Scaling - Aftertouch
0xC0 (bits 1-3) This modifies feedback based off of MIDI Aftertouch events.
Value range goes from 1-6 and FF-FA; 0 turns the scaling off.
If Feedback (0x4) has already been assigned, that value will be added to the scaling.
0x1C 1
Modulator Waveform Select
0xE0 (bits 0-1) Bits 0-2 for AGD
0x1D 1
Carrier Waveform Select
0xE0 (bits 0-1) Bits 0-2 for AGD
0x1E 1 HERAD Macro
Modulator Output Level Scaling
0x40 (bit 0-5) This uses the MIDI NoteOn velocity to control the Modulator Output level
Value range goes from 1-4 and FF-FC; 0 turns the scaling off.
Due to the design of the OPL2 chip, the higher values will decrease the volume and vice versa.
0x1F 1 HERAD Macro
Carrier Output Level Scaling
0x40 (bit 0-5) Same as previous macro, only this affects the Carrier operator.
Seems to multiply the velocity value; as a result some notes that are too loud
or quiet will not be affected since the sum will be out of range for the OPL chip.
0x20 1 HERAD Macro
Feedback Scaling - Velocity
0xC0 (bits 1-3) Same concept as the previous two macros, however this modifies feedback based off of MIDI NoteOn velocity.
Value range goes from 1-6 and FF-FA; 0 turns the scaling off.
If Feedback (0x4) has already been assigned, that value will be added to the scaling.
0x21 1 HERAD Macro
Pitch Slide Range Flag
Increases pitch bend range (Fine tune = 0, Coarse tune = 1)
0x22 1 HERAD Macro
Root Note Transpose
Normally set at 0x0 and accepts signed integers, for example, 0xC = an octave higher; 0xF4 = an octave lower
This macro functions very differently in HERAD version 2, see Root Note Macro
0x23 1 HERAD Macro
Pitch Slide Duration
Duration of the pitch bend in ticks
0x24 1 HERAD Macro
Pitch Slide Range
Signed integer value.
For each MIDI tick, increase or decrease the FNUM by 1 when fine tune is on.
When coarse tune is on, a 60-note scale is used (see Coarse Pitch Slide Frequency Table).
0x25 1 Unknown
Unused
While this byte is used in some instruments for Dune, KGB, and MegaRace,
extensive testing shows that this byte doesn't change any OPL registers or affect playback at all.
This byte is considered unused.
0x26 1 HERAD Macro
Modulator Output Level Aftertouch Scaling
This uses the MIDI Channel Aftertouch events to modify the modulator output level.
Just like in 0x1E, the value range goes from 1-4 and FF-FC; 0 turns the scaling off.
For some reason, in version 2 instruments, this is always set to 0x1
0x27 1 HERAD Macro
Carrier Output Level Aftertouch Scaling
This uses the MIDI Channel Aftertouch events to modify the carrier output level.
Just like in 0x1F, the value range goes from 1-4 and FF-FC; 0 turns the scaling off.
In MegaRace, this is always set to zero.
In order for this macro to function, the 0x1F byte MUST be enabled.

OPN Instruments

Only version 1 was ever implemented on the OPN.

For brevity, only values and details which do not directly correspond to the contents of the relevant registers (e.g. which bits are used, or whether the value's effect is positive or negative) are described. See the Genesis Technical Overview or PlutieDev's YM2612 reference for any information that may have been omitted.

For per-operator and operator mask values, little-endian order is consistently used i.e. the low bit or first byte corresponds to operator 1.

Offset Size Name Description OPN base register Notes
0x0 1
Generic Operator Levels Mask
Specifies which operators should have their Base Operator Level assigned at patch change application (typically in the first NoteOn event after a patch change). Bits 4-7 contain a bit mask of operators (bit 4 corresponds to operator 1, bit 7 corresponds to operator 4). If the corresponding bit is set, the Base Operator Level is set; if the bit is clear, the operator's total left is cleared to $7f (minimum amplitude). See Base Operator Level for further explanation.
0x1-0x4 1 DT1-MUL
Operator Detuning and Frequency Multiplier
0x3x Directly copied into the OPN DT1-MUL registers. The high bit of the first byte (unused by the OPN) appears to be a flag of some kind but its function is not apparent.
0x5-0x8 1 TL
Base Operator Level
0x4x Base total level (e.g. volume) for the operator, prior to any modification for e.g. velocity. If bit 7 is set the operator ignores global volume, but may still be modified by velocity and aftertouch.

The operator total level is applied to the OPN in four places, and velocity, aftertouch, and global volume modifications all stack. At patch change application, it will be applied as specified under Generic Operator Levels Mask. If the operator is sensitive to velocity, it will be set during the NoteOn event, overwriting the value set at patch change. If the operator is sensitive to aftertouch, it will be set in ChannelAftertouch events. Finally, if the operator is sensitive to global volume, global volume commands from the game will set the total level.

0x9-0xC 1 RS-AR
Operator Rate Scaling and Attack Rate
0x5x Directly copied to the OPN RS-AR register.
0xD-0x10 1 AM-D1R
Amplitude Modulation and Decay Rate
0x6x Directly copied to the OPN AM-D1R register.
0x11-0x14 1 D2R
Sustain Rate
0x7x The rate of decay during the sustain envelope phase, for instruments that cannot indefinitely sustain notes e.g. piano. Directly copied to the OPN D2R register.
0x15-0x18 1 D1L-RR
Decay Level and Release Rate
0x8x Directly copied to the OPN D1L-RR register.
0x19-0x1C 1 SSG-EG
Envelope Shape
0x9x Directly copied to the OPN SSG-EG register. See https://www.plutiedev.com/ym2612-registers#reg-90.
0x1D 1 FB-ALG
Feedback and FM Algorithm
0xB0-B3 Operator 1 feedback level prior to modification by velocity and/or aftertouch, and operator connectivity "algorithm".
0x1E 1 LR-MS
Stereo Selection and LFO Modulation Sensitivity
0xB4-0xB7 Directly copied to the OPN LR-MS register.
0x1F-0x22 1 HERAD Macro
Operator Level Velocity Sensitivity
0x4x The sensitivity of the given operator's total level to the velocity of the NoteOn event. This value ranges from -4 to +4, and if non-zero the following equation is applied: total level += (sensitivity > 0 ? velocity : 0x80 - velocity) >> (4 - abs(sensitivity)).
0x23-0x26 1 HERAD Macro
Operator Level Aftertouch Sensitivity
0x4x The sensitivity of the given operator's total level to the velocity of the ChannelAftertouch event. This value ranges from -4 to +4, and if non-zero the following equation is applied: total level += (sensitivity > 0 ? velocity : 0x80 - velocity) >> (4 - abs(sensitivity)).
0x27 1 HERAD Macro
Feedback Velocity Sensitivity
0xB0-B3 The sensitivity of operator 1's feedback strength to the velocity of the NoteOn event. This value ranges from -6 to +6, and if non-zero the following equation is applied: feedback += (sensitivity > 0 ? velocity : 0x80 - velocity) >> (6 - abs(sensitivity)).
0x28 1 HERAD Macro
Pitch Bend Range
Determines how note frequency is affected by pitch bends and slides. Note that a bug in the coarse tuning code breaks partial-note bends (a lookup into a partial pitch table is made, but the value is immediately overwritten in its register before it can be applied to the frequency).

If 0: fine tuning: key += (bend value - 0x40) / 0x20, frequency = key frequency * (1.0 + ((bend value - 0x40) % 0x20) / 32.0)
If non-zero: coarse tuning: key += (bend value - 0x40) / 5, frequency = key frequency + (bend value - 0x40) % 5

0x29 1 HERAD Macro
Fundamental Frequency Key Offset
Added to the key number to compute the fundamental frequency to use to program the OPN.
0x2A 1 HERAD Macro
Pitch Slide Duration
Duration of the pitch slide in ticks. If 0, pitch slide is not used.
0x2B 1 HERAD Macro
Pitch Slide Rate
This value is added to the current pitch bend value every tick, which is applied to the currently playing note by the normal equations.
0x2C 1 LFO
LFO Frequency
0x22 If bit 3 is clear, bit 3 is set (enabling LFO) and this value is copied to the LFO register when a patch change is applied. As there is a single global LFO for the OPN, it is only feasible for all simultaneously used instruments that have bit 3 clear to have the same LFO frequency. This field is 0 (enable LFO and set to 3.98 Hz) in all observed instruments.
0x2D 1 HERAD Macro
Feedback Aftertouch Sensitivity
The sensitivity of operator 1's feedback strength to the velocity of ChannelAftertouch events. This value ranges from -6 to +6, and if non-zero the following equation is applied: feedback += (sensitivity > 0 ? aftertouch : 0x80 - aftertouch) >> (6 - abs(sensitivity)).

Coarse Pitch Slide Frequency Table

When the Pitch Slide Range Flag (0x21) is set to the coarse tune setting, 4 additional F-Nums are added to each note of the standard 12-note scale, resulting in a 60-note scale. The sequencer will cycle through all the F-Nums until the next Note Off or the pitch slide exceeds the MIDI Note Range or until the end of the Pitch Slide Duration (0x23).

MIDI Note and Corresponding F-Num Additional F-Nums added to 12 note scale
C 343 348 353 358 363
C# 364 369 374 379 384
D 385 390 395 400 405
D# 408 413 418 423 428
E 433 438 443 448 453
F 459 464 469 474 479
F# 486 492 498 504 510
G 515 521 527 533 539
G# 546 552 558 564 570
A 579 585 591 597 603
A# 614 620 626 632 638
B 650 656 662 668 674

Output Level Scaling Table

The following is the lookup table for the output level scaling macros. 3F is the quietest output level whereas 00 is the loudest. If any of the output level values (0xA and 0x17) have already been assigned, that value will be added to the scaling.

MIDI Velocity 4 3 2 1 FF FE FD FC
0 3F 3F 20 10 0 0 0 0
1 3F 3F 1F 0F 0 0 0 1
2 3F 3F 1F 0F 0 0 1 2
3 3F 3E 1F 0F 0 0 1 3
4 3F 3E 1F 0F 0 1 2 4
5 3F 3D 1E 0F 0 1 2 5
6 3F 3D 1E 0F 0 1 3 6
7 3F 3C 1E 0F 0 1 3 7
8 3F 3C 1E 0E 1 2 4 8
9 3F 3B 1D 0E 1 2 4 9
0A 3F 3B 1D 0E 1 2 5 0A
0B 3F 3A 1D 0E 1 2 5 0B
0C 3F 3A 1D 0E 1 3 6 0C
0D 3F 39 1C 0E 1 3 6 0D
0E 3F 39 1C 0E 1 3 7 0E
0F 3F 38 1C 0E 1 3 7 0F
10 3F 38 1C 0D 2 4 8 10
11 3F 37 1B 0D 2 4 8 11
12 3F 37 1B 0D 2 4 9 12
13 3F 36 1B 0D 2 4 9 13
14 3F 36 1B 0D 2 5 0A 14
15 3F 35 1A 0D 2 5 0A 15
16 3F 35 1A 0D 2 5 0B 16
17 3F 34 1A 0D 2 5 0B 17
18 3F 34 1A 0C 3 6 0C 18
19 3F 33 19 0C 3 6 0C 19
1A 3F 33 19 0C 3 6 0D 1A
1B 3F 32 19 0C 3 6 0D 1B
1C 3F 32 19 0C 3 7 0E 1C
1D 3F 31 18 0C 3 7 0E 1D
1E 3F 31 18 0C 3 7 0F 1E
1F 3F 30 18 0C 3 7 0F 1F
20 3F 30 18 0B 4 8 10 20
21 3F 2F 17 0B 4 8 10 21
22 3F 2F 17 0B 4 8 11 22
23 3F 2E 17 0B 4 8 11 23
24 3F 2E 17 0B 4 9 12 24
25 3F 2D 16 0B 4 9 12 25
26 3F 2D 16 0B 4 9 13 26
27 3F 2C 16 0B 4 9 13 27
28 3F 2C 16 0A 5 0A 14 28
29 3F 2B 15 0A 5 0A 14 29
2A 3F 2B 15 0A 5 0A 15 2A
2B 3F 2A 15 0A 5 0A 15 2B
2C 3F 2A 15 0A 5 0B 16 2C
2D 3F 29 14 0A 5 0B 16 2D
2E 3F 29 14 0A 5 0B 17 2E
2F 3F 28 14 0A 5 0B 17 2F
30 3F 28 14 9 6 0C 18 30
31 3F 27 13 9 6 0C 18 31
32 3F 27 13 9 6 0C 19 32
33 3F 26 13 9 6 0C 19 33
34 3F 26 13 9 6 0D 1A 34
35 3F 25 12 9 6 0D 1A 35
36 3F 25 12 9 6 0D 1B 36
37 3F 24 12 9 6 0D 1B 37
38 3F 24 12 8 7 0E 1C 38
39 3F 23 11 8 7 0E 1C 39
3A 3F 23 11 8 7 0E 1D 3A
3B 3F 22 11 8 7 0E 1D 3B
3C 3F 22 11 8 7 0F 1E 3C
3D 3F 21 10 8 7 0F 1E 3D
3E 3F 21 10 8 7 0F 1F 3E
3F 3F 20 10 8 7 0F 1F 3F
40 3F 20 10 7 7 10 20 3F
41 3F 1F 0F 7 8 10 20 3F
42 3E 1F 0F 7 8 10 21 3F
43 3D 1E 0F 7 8 10 21 3F
44 3C 1E 0F 7 8 11 22 3F
45 3B 1D 0E 7 8 11 22 3F
46 3A 1D 0E 7 8 11 23 3F
47 39 1C 0E 7 8 11 23 3F
48 38 1C 0E 7 8 12 24 3F
49 37 1B 0D 6 9 12 24 3F
4A 36 1B 0D 6 9 12 25 3F
4B 35 1A 0D 6 9 12 25 3F
4C 34 1A 0D 6 9 13 26 3F
4D 33 19 0C 6 9 13 26 3F
4E 32 19 0C 6 9 13 27 3F
4F 31 18 0C 6 9 13 27 3F
50 30 18 0C 6 9 14 28 3F
51 2F 17 0B 5 0A 14 28 3F
52 2E 17 0B 5 0A 14 29 3F
53 2D 16 0B 5 0A 14 29 3F
54 2C 16 0B 5 0A 15 2A 3F
55 2B 15 0A 5 0A 15 2A 3F
56 2A 15 0A 5 0A 15 2B 3F
57 29 14 0A 5 0A 15 2B 3F
58 28 14 0A 5 0A 16 2C 3F
59 27 13 9 4 0B 16 2C 3F
5A 26 13 9 4 0B 16 2D 3F
5B 25 12 9 4 0B 16 2D 3F
5C 24 12 9 4 0B 17 2E 3F
5D 23 11 8 4 0B 17 2E 3F
5E 22 11 8 4 0B 17 2F 3F
5F 21 10 8 4 0B 17 2F 3F
60 20 10 8 4 0B 18 30 3F
61 1F 0F 7 3 0C 18 30 3F
62 1E 0F 7 3 0C 18 31 3F
63 1D 0E 7 3 0C 18 31 3F
64 1C 0E 7 3 0C 19 32 3F
65 1B 0D 6 3 0C 19 32 3F
66 1A 0D 6 3 0C 19 33 3F
67 19 0C 6 3 0C 19 33 3F
68 18 0C 6 3 0C 1A 34 3F
69 17 0B 5 2 0D 1A 34 3F
6A 16 0B 5 2 0D 1A 35 3F
6B 15 0A 5 2 0D 1A 35 3F
6C 14 0A 5 2 0D 1B 36 3F
6D 13 9 4 2 0D 1B 36 3F
6E 12 9 4 2 0D 1B 37 3F
6F 11 8 4 2 0D 1B 37 3F
70 10 8 4 2 0D 1C 38 3F
71 0F 7 3 1 0E 1C 38 3F
72 0E 7 3 1 0E 1C 39 3F
73 0D 6 3 1 0E 1C 39 3F
74 0C 6 3 1 0E 1D 3A 3F
75 0B 5 2 1 0E 1D 3A 3F
76 0A 5 2 1 0E 1D 3B 3F
77 9 4 2 1 0E 1D 3B 3F
78 8 4 2 1 0E 1E 3C 3F
79 7 3 1 0 0F 1E 3C 3F
7A 6 3 1 0 0F 1E 3D 3F
7B 5 2 1 0 0F 1E 3D 3F
7C 4 2 1 0 0F 1F 3E 3F
7D 3 1 0 0 0F 1F 3E 3F
7E 2 1 0 0 0F 1F 3F 3F
7F 1 0 0 0 0F 1F 3F 3F

Feedback Scaling Table

The following is the lookup table for the feedback scaling macros. If the feedback value (0x4) has already been assigned, that value will be added to the scaling. The feedback value ranges from 0-7.

MIDI Velocity 6 5 4 3 2 1 FF FE FD FC FB FA
0 7 7 7 7 4 2 0 0 0 0 0 0
1 7 7 7 7 3 1 0 0 0 0 0 0
2 7 7 7 7 3 1 0 0 0 0 0 1
3 7 7 7 7 3 1 0 0 0 0 0 1
4 7 7 7 7 3 1 0 0 0 0 1 2
5 7 7 7 7 3 1 0 0 0 0 1 2
6 7 7 7 7 3 1 0 0 0 0 1 3
7 7 7 7 7 3 1 0 0 0 0 1 3
8 7 7 7 7 3 1 0 0 0 1 2 4
9 7 7 7 7 3 1 0 0 0 1 2 4
0A 7 7 7 7 3 1 0 0 0 1 2 5
0B 7 7 7 7 3 1 0 0 0 1 2 5
0C 7 7 7 7 3 1 0 0 0 1 3 6
0D 7 7 7 7 3 1 0 0 0 1 3 6
0E 7 7 7 7 3 1 0 0 0 1 3 7
0F 7 7 7 7 3 1 0 0 0 1 3 7
10 7 7 7 7 3 1 0 0 1 2 4 7
11 7 7 7 6 3 1 0 0 1 2 4 7
12 7 7 7 6 3 1 0 0 1 2 4 7
13 7 7 7 6 3 1 0 0 1 2 4 7
14 7 7 7 6 3 1 0 0 1 2 5 7
15 7 7 7 6 3 1 0 0 1 2 5 7
16 7 7 7 6 3 1 0 0 1 2 5 7
17 7 7 7 6 3 1 0 0 1 2 5 7
18 7 7 7 6 3 1 0 0 1 3 6 7
19 7 7 7 6 3 1 0 0 1 3 6 7
1A 7 7 7 6 3 1 0 0 1 3 6 7
1B 7 7 7 6 3 1 0 0 1 3 6 7
1C 7 7 7 6 3 1 0 0 1 3 7 7
1D 7 7 7 6 3 1 0 0 1 3 7 7
1E 7 7 7 6 3 1 0 0 1 3 7 7
1F 7 7 7 6 3 1 0 0 1 3 7 7
20 7 7 7 6 3 1 0 1 2 4 7 7
21 7 7 7 5 2 1 0 1 2 4 7 7
22 7 7 7 5 2 1 0 1 2 4 7 7
23 7 7 7 5 2 1 0 1 2 4 7 7
24 7 7 7 5 2 1 0 1 2 4 7 7
25 7 7 7 5 2 1 0 1 2 4 7 7
26 7 7 7 5 2 1 0 1 2 4 7 7
27 7 7 7 5 2 1 0 1 2 4 7 7
28 7 7 7 5 2 1 0 1 2 5 7 7
29 7 7 7 5 2 1 0 1 2 5 7 7
2A 7 7 7 5 2 1 0 1 2 5 7 7
2B 7 7 7 5 2 1 0 1 2 5 7 7
2C 7 7 7 5 2 1 0 1 2 5 7 7
2D 7 7 7 5 2 1 0 1 2 5 7 7
2E 7 7 7 5 2 1 0 1 2 5 7 7
2F 7 7 7 5 2 1 0 1 2 5 7 7
30 7 7 7 5 2 1 0 1 3 6 7 7
31 7 7 7 4 2 1 0 1 3 6 7 7
32 7 7 7 4 2 1 0 1 3 6 7 7
33 7 7 7 4 2 1 0 1 3 6 7 7
34 7 7 7 4 2 1 0 1 3 6 7 7
35 7 7 7 4 2 1 0 1 3 6 7 7
36 7 7 7 4 2 1 0 1 3 6 7 7
37 7 7 7 4 2 1 0 1 3 6 7 7
38 7 7 7 4 2 1 0 1 3 7 7 7
39 7 7 7 4 2 1 0 1 3 7 7 7
3A 7 7 7 4 2 1 0 1 3 7 7 7
3B 7 7 7 4 2 1 0 1 3 7 7 7
3C 7 7 7 4 2 1 0 1 3 7 7 7
3D 7 7 7 4 2 1 0 1 3 7 7 7
3E 7 7 7 4 2 1 0 1 3 7 7 7
3F 7 7 7 4 2 1 0 1 3 7 7 7
40 7 7 7 4 2 1 1 2 4 7 7 7
41 7 7 7 3 1 0 1 2 4 7 7 7
42 7 7 7 3 1 0 1 2 4 7 7 7
43 7 7 7 3 1 0 1 2 4 7 7 7
44 7 7 7 3 1 0 1 2 4 7 7 7
45 7 7 7 3 1 0 1 2 4 7 7 7
46 7 7 7 3 1 0 1 2 4 7 7 7
47 7 7 7 3 1 0 1 2 4 7 7 7
48 7 7 7 3 1 0 1 2 4 7 7 7
49 7 7 7 3 1 0 1 2 4 7 7 7
4A 7 7 6 3 1 0 1 2 4 7 7 7
4B 7 7 6 3 1 0 1 2 4 7 7 7
4C 7 7 6 3 1 0 1 2 4 7 7 7
4D 7 7 6 3 1 0 1 2 4 7 7 7
4E 7 7 6 3 1 0 1 2 4 7 7 7
4F 7 7 6 3 1 0 1 2 4 7 7 7
50 7 7 6 3 1 0 1 2 5 7 7 7
51 7 7 6 2 1 0 1 2 5 7 7 7
52 7 7 5 2 1 0 1 2 5 7 7 7
53 7 7 5 2 1 0 1 2 5 7 7 7
54 7 7 5 2 1 0 1 2 5 7 7 7
55 7 7 5 2 1 0 1 2 5 7 7 7
56 7 7 5 2 1 0 1 2 5 7 7 7
57 7 7 5 2 1 0 1 2 5 7 7 7
58 7 7 5 2 1 0 1 2 5 7 7 7
59 7 7 5 2 1 0 1 2 5 7 7 7
5A 7 7 4 2 1 0 1 2 5 7 7 7
5B 7 7 4 2 1 0 1 2 5 7 7 7
5C 7 7 4 2 1 0 1 2 5 7 7 7
5D 7 7 4 2 1 0 1 2 5 7 7 7
5E 7 7 4 2 1 0 1 2 5 7 7 7
5F 7 7 4 2 1 0 1 2 5 7 7 7
60 7 7 4 2 1 0 1 3 6 7 7 7
61 7 7 4 1 0 0 1 3 6 7 7 7
62 7 7 3 1 0 0 1 3 6 7 7 7
63 7 7 3 1 0 0 1 3 6 7 7 7
64 7 7 3 1 0 0 1 3 6 7 7 7
65 7 6 3 1 0 0 1 3 6 7 7 7
66 7 6 3 1 0 0 1 3 6 7 7 7
67 7 6 3 1 0 0 1 3 6 7 7 7
68 7 6 3 1 0 0 1 3 6 7 7 7
69 7 5 3 1 0 0 1 3 6 7 7 7
6A 7 5 2 1 0 0 1 3 6 7 7 7
6B 7 5 2 1 0 0 1 3 6 7 7 7
6C 7 5 2 1 0 0 1 3 6 7 7 7
6D 7 4 2 1 0 0 1 3 6 7 7 7
6E 7 4 2 1 0 0 1 3 6 7 7 7
6F 7 4 2 1 0 0 1 3 6 7 7 7
70 7 4 2 1 0 0 1 3 7 7 7 7
71 7 3 2 0 0 0 1 3 7 7 7 7
72 7 3 1 0 0 0 1 3 7 7 7 7
73 6 3 1 0 0 0 1 3 7 7 7 7
74 6 3 1 0 0 0 1 3 7 7 7 7
75 5 2 1 0 0 0 1 3 7 7 7 7
76 5 2 1 0 0 0 1 3 7 7 7 7
77 4 2 1 0 0 0 1 3 7 7 7 7
78 4 2 1 0 0 0 1 3 7 7 7 7
79 3 1 1 0 0 0 1 3 7 7 7 7
7A 3 1 0 0 0 0 1 3 7 7 7 7
7B 2 1 0 0 0 0 1 3 7 7 7 7
7C 2 1 0 0 0 0 1 3 7 7 7 7
7D 1 0 0 0 0 0 1 3 7 7 7 7
7E 1 0 0 0 0 0 1 3 7 7 7 7
7F 0 0 0 0 0 0 1 3 7 7 7 7

Root Note Macro

In the instrument chunk, offset 0x22 controls the root note of an instrument relative to a MIDI note's pitch, so for example, if you have a drum sound that you want to play at a particular pitch or you need your bass to be played an octave lower, you can set this byte to the pitch you want and the sequencer will play the instrument accordingly.

In HERAD version 1, the MIDI sequencer will take any note that's thrown at it and change the pitch, so if the value is 1 and the MIDI note that's being played is C4, then the sequencer will play C#4. If the note that needs to be changed is out of range on the MIDI keyboard (C1 to B8), HERAD will just play note C1 instead.

HERAD version 2 introduces some very different functionality when it comes to handling the root note. From value ranges D1-FF to 01-30, the root note works exactly the same as version 1. However, from D0 to B9 and 31 to 90, the pitches cycle through again but this time, MIDI Note pitches are ignored, so any note that is triggered in the sequencer has it's pitch overridden by the root note value.

The value range 91-B8 produces the same functionality, except if a MIDI Control Change event occurs, no notes after it will be played until the song repeats. No known HERAD instruments use this value range so it's most likely that this behavior is a glitch and is not used.

Root Note Macro Value Range Function
31 - 90 MIDI NoteOn Pitch is ignored, all notes that are triggered will play the root note's pitch.
Note that 30 and 31 share the same pitch, the only difference is that 30 can still be affected by MIDI pitch and 31 has it's pitch locked.
01 - 30 Root note goes upward.
00 No change
FF - D1 Signed integer; Root note goes downward.
D0 - B9 Signed integer; MIDI NoteOn Pitch is ignored, all notes that are triggered will play the root note's pitch.
Note that D0 and D1 share the same pitch, the only difference is that D0 can still be affected by MIDI pitch and D1 has it's pitch locked.
B8 - 91 Unused; does the same thing as the previous value range, except any MIDI Control Change events will cause no further notes to play until the song repeats.

Keymap

Introduced in version 2 songs, a keymap control was added into the instrument chunk. All 6 songs in MegaRace use this keymapping for their drum sequencing. Like the other separate instruments in this chunk, it is also 0x28 bytes long, but differs greatly from the other instruments since it doesn't contain any OPL register values.

It is essentially an array of instruments that are mapped to different MIDI notes. Instead of having to send a Program Change MIDI message every time a different drum instrument is used, this keymap greatly reduces the amount of MIDI messages being sent since all the drum sounds are located in one instrument.

Offset Description Notes
0x0
Mode
Must always be 0xFF; this denotes that this is a keymap
0x1
Voice Number
Most likely a meta identifier (so far, changing this value results in no effect)
0x2
Keymap Offset
Must always be 0x18; changing this will offset the instruments sounds.
Leaving this at 0x18 will have the keymap start at MIDI pitch #48 (aka C4).
Decreasing the value will start the keymap at a lower pitch.
For example, if you change the value to 0x11, the keymap will start at MIDI pitch #41 (aka F3)
0x3
Unknown
So far, changing this value results in no effect to any instruments inside the keymap range.
Some instruments outside the keymap range may be affected, but these aren't suppose to be heard anyway.
0x4-0x27
Instrument Array
List of instruments

The keymap starts at MIDI pitch #48 (aka C4) and continues with each consecutive pitch (48, 49, 50, ..., etc).

Sometimes in the instrument array, there will be an instrument that covers several MIDI pitches, instead of just a single instance (for example, a tom-tom drum that requires different pitches). This is done by specifying the instrument's number (i.e. 0x10) and then for every repeating instrument, the keymap instrument's number itself is referenced. For example, let's say our keymap instrument is number "0xC" and we want to repeat the instrument "0x10" 8 times. We do this like so: 10 0C 0C 0C 0C 0C 0C 0C. Sometimes, this doesn't work due to an unknown glitch (possibly to do with drums that are played very quickly - like the grace note between the kick and snare in MegaRace's "Skyholder"). Instead of referencing the keymap's instrument number, repeating the drum instrument number itself will also work and is a work around for this glitch.

Again, all instruments in the instrument chunk must be 0x28 bytes long, so when all the instruments in the array are specified, the remaining bytes are to be padded out by the keymap instrument number.

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