The makefile compiled splash.score by name, so intro.score sat beside it turning into nothing - which is exactly the failure the mirror three lines above exists to prevent, and its comment says so: a list in a makefile goes stale the moment somebody adds a file, and what they forgot is invisible until they go looking for it on the machine. Found by the user going looking for it on the machine. Every .score in Programs/Tunes is compiled and put on the disk now, and every patch in Programs/Sounds is converted first so a score can name any of them. The source is mirrored to /Source/Tunes with everything else that was written; the tune goes to the root, where a program looking for one expects it - which is worth writing down, because the two being in different places is the thing that sent somebody hunting. two.score moved to Tests. It is a fixture, it names patches that only exist in the test build, and it was in the music tree only because that is where scores were when it was written - which the game disk build found immediately by failing to compile it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
25 lines
771 B
Plaintext
25 lines
771 B
Plaintext
; Tests/two.score
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; The smallest thing that is a tune: one voice, two sequences, and an instrument change.
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; Written by Anachronaut
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;
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; BOTH NOTES ARE NUMBER 60. The octave between them is the #Use in the second sequence, which
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; loads the other patch - so what this plays says the whole path works: a header, a tick taken
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; from it, two tables relocated, an order list followed, and a patch out of the file.
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#Tick 0d125000 ; A sixteenth note at 120 beats a minute.
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#Patch Low low.patch
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#Patch High high.patch
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#Voice 0d0 Low ; What voice nought starts on. The other three have no part.
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#Sequence Plain
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0d60 0d4
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#Sequence Octave
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#Use High ; A command, which takes no tick at all.
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0d60 0d4
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#Order 0d0
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Plain Octave
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