
1980년대 말경에 엄청 보급되었던 게임 슈퍼 마리오 송 코드를 복사하여 들어보자. 20∼40대 면 이 음악에 익숙하지 않을까 한다.
회로 배선은 지난번 스타워즈의 배선을 그대로 이용하기로 한다. 즉 스타워즈 송 블로그를 보고 배선하기 바란다. 스피커는 GND 와 디지털 데이터 핀 9번에 연결하자.
한편으로 쥐방울만한 부저를 사용하여 배선하는 사례도 많이 있으나 직접 해본 결과 사운드가 너무 미약하였다. 청력 시험하는 느낌이 들 정도이다. 지금 사용하는 스피커처럼 0.6∼1.0W 는 되어야 오락장에서처럼 시끄럽다는 정도로 느낌이 왔다.
스타워즈 송에서 LED는 번갈아 가면서 켜졌으나 Super Mario 에서는 13번 핀의 LED 하나만을 사용한다.
막바로 사운드가 곁들인 동영상을 감상하도록 하자.
https://youtu.be/-E9S-502rKY
사운드와 LED의 번쩍임이 어느 정도 매치가 잘 된듯하다. 80∼90년대의 게임 코딩 수준이 아두이노에서 재현이 된 듯 하다.
아두이노에서 게임 송 코드 짜보려는 분들은 @codingart 의 클레멘타인, 스타워즈 및 슈퍼마리오 코드와 LED 배선을 참고하기 바란다. 아래의 코드에서 계명을 참조하기 위한 초기 헤더부분이 대단히 길죠? 클레멘타인 블로그 가보시면 그 해결법 코딩을 설명해 두었습니다.
초보자를 위한 아두이노 코딩 입문-15: 스타워즈 송과 함께 번쩍이는 LED(사운드 동영상 업데이트)
https://steemit.com/kr/@codingart/15-led
초보자를 위한 아두이노 코딩 입문-13: 클레멘타인 멜로디 톤 연주
https://steemit.com/kr/@codingart/12
SuperMario_01
#define NOTE_B0 31
#define NOTE_C1 33
#define NOTE_CS1 35
#define NOTE_D1 37
#define NOTE_DS1 39
#define NOTE_E1 41
#define NOTE_F1 44
#define NOTE_FS1 46
#define NOTE_G1 49
#define NOTE_GS1 52
#define NOTE_A1 55
#define NOTE_AS1 58
#define NOTE_B1 62
#define NOTE_C2 65
#define NOTE_CS2 69
#define NOTE_D2 73
#define NOTE_DS2 78
#define NOTE_E2 82
#define NOTE_F2 87
#define NOTE_FS2 93
#define NOTE_G2 98
#define NOTE_GS2 104
#define NOTE_A2 110
#define NOTE_AS2 117
#define NOTE_B2 123
#define NOTE_C3 131
#define NOTE_CS3 139
#define NOTE_D3 147
#define NOTE_DS3 156
#define NOTE_E3 165
#define NOTE_F3 175
#define NOTE_FS3 185
#define NOTE_G3 196
#define NOTE_GS3 208
#define NOTE_A3 220
#define NOTE_AS3 233
#define NOTE_B3 247
#define NOTE_C4 262
#define NOTE_CS4 277
#define NOTE_D4 294
#define NOTE_DS4 311
#define NOTE_E4 330
#define NOTE_F4 349
#define NOTE_FS4 370
#define NOTE_G4 392
#define NOTE_GS4 415
#define NOTE_A4 440
#define NOTE_AS4 466
#define NOTE_B4 494
#define NOTE_C5 523
#define NOTE_CS5 554
#define NOTE_D5 587
#define NOTE_DS5 622
#define NOTE_E5 659
#define NOTE_F5 698
#define NOTE_FS5 740
#define NOTE_G5 784
#define NOTE_GS5 831
#define NOTE_A5 880
#define NOTE_AS5 932
#define NOTE_B5 988
#define NOTE_C6 1047
#define NOTE_CS6 1109
#define NOTE_D6 1175
#define NOTE_DS6 1245
#define NOTE_E6 1319
#define NOTE_F6 1397
#define NOTE_FS6 1480
#define NOTE_G6 1568
#define NOTE_GS6 1661
#define NOTE_A6 1760
#define NOTE_AS6 1865
#define NOTE_B6 1976
#define NOTE_C7 2093
#define NOTE_CS7 2217
#define NOTE_D7 2349
#define NOTE_DS7 2489
#define NOTE_E7 2637
#define NOTE_F7 2794
#define NOTE_FS7 2960
#define NOTE_G7 3136
#define NOTE_GS7 3322
#define NOTE_A7 3520
#define NOTE_AS7 3729
#define NOTE_B7 3951
#define NOTE_C8 4186
#define NOTE_CS8 4435
#define NOTE_D8 4699
#define NOTE_DS8 4978
#define melodyPin 9 //스피커 배선
//Mario main theme melody
int melody[] = {
NOTE_E7, NOTE_E7, 0, NOTE_E7,
0, NOTE_C7, NOTE_E7, 0,
NOTE_G7, 0, 0, 0,
NOTE_G6, 0, 0, 0,
NOTE_C7, 0, 0, NOTE_G6,
0, 0, NOTE_E6, 0,
0, NOTE_A6, 0, NOTE_B6,
0, NOTE_AS6, NOTE_A6, 0,
NOTE_G6, NOTE_E7, NOTE_G7,
NOTE_A7, 0, NOTE_F7, NOTE_G7,
0, NOTE_E7, 0, NOTE_C7,
NOTE_D7, NOTE_B6, 0, 0,
NOTE_C7, 0, 0, NOTE_G6,
0, 0, NOTE_E6, 0,
0, NOTE_A6, 0, NOTE_B6,
0, NOTE_AS6, NOTE_A6, 0,
NOTE_G6, NOTE_E7, NOTE_G7,
NOTE_A7, 0, NOTE_F7, NOTE_G7,
0, NOTE_E7, 0, NOTE_C7,
NOTE_D7, NOTE_B6, 0, 0
};
//Mario main them tempo
int tempo[] = {
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,
9, 9, 9,
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,
9, 9, 9,
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,
};
//Underworld melody
int underworld_melody[] = {
NOTE_C4, NOTE_C5, NOTE_A3, NOTE_A4,
NOTE_AS3, NOTE_AS4, 0,
0,
NOTE_C4, NOTE_C5, NOTE_A3, NOTE_A4,
NOTE_AS3, NOTE_AS4, 0,
0,
NOTE_F3, NOTE_F4, NOTE_D3, NOTE_D4,
NOTE_DS3, NOTE_DS4, 0,
0,
NOTE_F3, NOTE_F4, NOTE_D3, NOTE_D4,
NOTE_DS3, NOTE_DS4, 0,
0, NOTE_DS4, NOTE_CS4, NOTE_D4,
NOTE_CS4, NOTE_DS4,
NOTE_DS4, NOTE_GS3,
NOTE_G3, NOTE_CS4,
NOTE_C4, NOTE_FS4, NOTE_F4, NOTE_E3, NOTE_AS4, NOTE_A4,
NOTE_GS4, NOTE_DS4, NOTE_B3,
NOTE_AS3, NOTE_A3, NOTE_GS3,
0, 0, 0
};
//Underwolrd tempo
int underworld_tempo[] = {
12, 12, 12, 12,
12, 12, 6,
3,
12, 12, 12, 12,
12, 12, 6,
3,
12, 12, 12, 12,
12, 12, 6,
3,
12, 12, 12, 12,
12, 12, 6,
6, 18, 18, 18,
6, 6,
6, 6,
6, 6,
18, 18, 18, 18, 18, 18,
10, 10, 10,
10, 10, 10,
3, 3, 3
};
void setup(void)
{
pinMode( melodyPin, OUTPUT);//buzzer
pinMode(13, OUTPUT);//led indicator when singing a note
}
void loop()
{
//sing the tunes
sing(1);
sing(1);
sing(2);
}
int song = 0;
void sing(int s) {
// iterate over the notes of the melody:
song = s;
if (song == 2) {
Serial.println(" 'Underworld Theme'");
int size = sizeof(underworld_melody) / sizeof(int);
for (int thisNote = 0; thisNote < size; thisNote++) {
// to calculate the note duration, take one second
// divided by the note type.
//e.g. quarter note = 1000 / 4, eighth note = 1000/8, etc.
int noteDuration = 1000 / underworld_tempo[thisNote];
buzz(melodyPin, underworld_melody[thisNote], noteDuration);
// to distinguish the notes, set a minimum time between them.
// the note's duration + 30% seems to work well:
int pauseBetweenNotes = noteDuration * 1.30;
delay(pauseBetweenNotes);
// stop the tone playing:
buzz(melodyPin, 0, noteDuration);
}
} else {
Serial.println(" 'Mario Theme'");
int size = sizeof(melody) / sizeof(int);
for (int thisNote = 0; thisNote < size; thisNote++) {
// to calculate the note duration, take one second
// divided by the note type.
//e.g. quarter note = 1000 / 4, eighth note = 1000/8, etc.
int noteDuration = 1000 / tempo[thisNote];
buzz(melodyPin, melody[thisNote], noteDuration);
// to distinguish the notes, set a minimum time between them.
// the note's duration + 30% seems to work well:
int pauseBetweenNotes = noteDuration * 1.30;
delay(pauseBetweenNotes);
// stop the tone playing:
buzz(melodyPin, 0, noteDuration);
}
}
}
void buzz(int targetPin, long frequency, long length) {
digitalWrite(13, HIGH);
long delayValue = 1000000 / frequency / 2; // calculate the delay value between transitions
//// 1 second's worth of microseconds, divided by the frequency, then split in half since
//// there are two phases to each cycle
long numCycles = frequency * length / 1000; // calculate the number of cycles for proper timing
//// multiply frequency, which is really cycles per second, by the number of seconds to
//// get the total number of cycles to produce
for (long i = 0; i < numCycles; i++) { // for the calculated length of time...
digitalWrite(targetPin, HIGH); // write the buzzer pin high to push out the diaphram
delayMicroseconds(delayValue); // wait for the calculated delay value
digitalWrite(targetPin, LOW); // write the buzzer pin low to pull back the diaphram
delayMicroseconds(delayValue); // wait again or the calculated delay value
}
digitalWrite(13, LOW);
}//끝