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CSSE2010/CSSE7201 Assignment Two, Semester Two, 2023 1
CSSE2010 & CSSE7201
Assignment Two
Semester Two, 2023
Due: 4:00pm, Friday 27th October (AEST)
Weighting: 20% (100 marks)
The University of Queensland
School of Electrical Engineering and Computer Science
Objective
As part of the assessment for this course, you are required to undertake an assignment which will test
you against some of the more practical learning objectives of the course, namely your C programming
skills applied to the ATmega324A microcontroller.
You are required to modify a program to implement additional features. The program is a basic template
of the game “Guitar Hero” (described in detail on page 3). The AVR ATmega324A microcontroller runs
the program and receives input from multiple sources and uses an LED matrix as a display for the game,
with additional information being output to a serial terminal and – to be implemented as part of this
assignment – a seven-segment display and other devices.
The version of Guitar Hero provided to you has very basic functionality – it will present a splash screen
upon launch, respond to push button presses or a terminal input “s”/“S” to start the game, then display
the board for the game Guitar Hero with the notes and timing area. You can add features such as playing
the notes, game scoring, pausing, audio etc. The various features have different tiers of difficulty and will
each contribute a certain number of marks. Note that marks are awarded based on demonstrated
functionality only, regardless of how much effort or code has gone into attempting such functionality.
Don’t Panic!
You have been provided with approximately 1500 lines of code to start with – many of which are
comments. Whilst this code may seem confusing, you do not need to understand all of it. The code
provided does a lot of the hard work for you, e.g., interacting with the serial port and the LED matrix
display. To start with, you should read the header (.h) files provided along with game.c and project.c.
You may need to look at the AVR C Library documentation to understand some of the functions used.
Several intro/getting started videos are available on Blackboard, which contains a demonstration of some
of the expected functionality to be implemented and walks through setting the project up with the
provided base code, and how to submit. Note that the requirements in this document takes priority over
anything shown in the feature demonstration videos.
Grading Note
As described in the course profile, if you do not score at least 10% on this assignment (before any late
penalty) then your course grade will be capped at a 3 (i.e., you will fail the course). If you do not obtain
at least 50% on this assignment (before any late penalty), then your course grade will be capped at a 5.
Your assignment mark (after any late penalty) will count 20% towards your final course grade.
CSSE2010/CSSE7201 Assignment Two, Semester Two, 2023 2
Academic Merit, Plagiarism, Collusion and Other
Misconduct
You should read and understand the statement on academic merit, plagiarism, collusion and other
misconduct contained within the course profile and the document referenced in that course profile. You
must not show your code to or share your code with any other student under any circumstances. You
must not post your code to public discussion forums or save your code in publicly accessible repositories.
You must not look at or copy code from any other student. All submitted files will be subject to electronic
plagiarism detection and misconduct proceedings will be instituted against students where plagiarism or
collusion is suspected. The electronic plagiarism detection can detect similarities in code structure even
if comments, variable names, formatting etc. are modified. If you copy code, you will be caught.
Program Description
The program you will be provided with has several C files which contain groups of related functions. The
files provided are described below. The corresponding .h files (except for project.c) list the functions
that are intended to be accessible from other files. You may modify any of the provided files. You must
submit all files used to build your project, even if you have not modified some provided files. Many files
make assumptions about which AVR ports are used to connect to various IO devices. You are
encouraged not to change these.
• project.c – this is the main file that contains the game event loop and examples of how timebased events are implemented. You should read and understand this file.
• game.c/.h – this file contains the implementation of the game components and is used to store
the state of the game. You should read this file and understand what representation is used for
the game state and the note representation. You will need to modify this file to add required
functionality.
• display.c/.h – this file contains the implementation for displaying the current state of the board.
This file contains useful functions for displaying the board to the LED matrix.
• buttons.c/.h – this contains the code which deals with the push buttons. It sets up pin change
interrupts on those pins and records rising edges (buttons being pushed).
• ledmatrix.c/.h – this contains functions which give easier access to the services provided by
the LED matrix. It makes use of the SPI routines implemented in spi.c.
• pixel_colour.h – this file contains definitions of some useful colours for use with the LED
matrix.
• serialio.c/.h – this file is responsible for handling serial input and output using interrupts. It
also maps the C standard IO routines (e.g., printf() and fgetc()) to use the serial interface so
you are able to use printf() etc. for debugging purposes if you wish. You should not need to
look in this file, but you may be interested in how it works, and the buffer sizes used for input
and output (and what happens when the buffers fill up).
• terminalio.c/.h – this encapsulates the sending of various escape sequences which enable some
control over terminal appearance and text placement – you can call these functions (declared in
terminalio.h) instead of remembering various escape sequences. Additional information about
terminal IO will be provided on the course Blackboard site.
• spi.c./h – this file encapsulates all SPI communication. Note that by default, all SPI
communication uses busy waiting (i.e., polling) – the “send” routine returns only when the data
is sent. If you need the CPU cycles for other activities, you may wish to consider converting this
to interrupt based IO, similar to the way that serial IO is handled.
CSSE2010/CSSE7201 Assignment Two, Semester Two, 2023 3
• timer0.c/.h – sets up a timer that is used to generate an interrupt every millisecond and update
a global time value that is used to time various game events (such as the Guitar Hero note
movement). This can be useful for implementing any features that require precise timing.
• timer1.c/.h & timer2.c/.h – largely empty files, that can be used for features that require
timers/counters one and two.
NB: When you create a new project in Microchip Studio, a main.c file will automatically be created,
containing an empty main() function. project.c also contains a main() function, but Microchip Studio
will preferentially look the main() function in the main.c file, if it exists. Please ensure that you delete
the main.c file so that Microchip Studio will look for the main() function in project.c.
Guitar Hero Description
This assignment involves creating a replica of the classic game “Guitar Hero”. Guitar Hero is a oneplayer game that coarsely simulates playing a guitar, and is in a broader genre of rhythm games that also
includes Rock Band and Dance Dance Revolution. There are four “lanes”, each two columns wide.
Musical notes, in red, will come in from the top of the screen, and move down one row after a fixed
duration. When they are in the scoring area, in yellow, the player should press a push button to play that
note. The notes in the rightmost lane are played with B0, then B1, B2, and finally the notes in the leftmost
lane are played with B3. The bright yellow row is the perfect timing for each note, while the darker yellow
areas are less precise.
When a note is played (by pressing an IO board push button or serial terminal key, see Tier A features
below), it should turn green. Notes can only be played in the scoring area (i.e., the yellow regions). The
top row of the lane that the next note will appear in is coloured dark red.
A diagram of the LED matrix is shown in Figure 1 at the top of the next page. It contains information
relevant to the initial operation, as well as the Play Notes with Push Buttons, Play Notes with
Terminal Inputs, Terminal Game Score, and Audio features.
Initial Operation
The provided program has very limited functionality. It will display a splash screen which detects the
rising edge on the push buttons B0, B1, B2 and B3, as well as the input terminal character “s”/“S”.
Pressing any of these will start a game of Guitar Hero.
Once started, the provided program detects a rising edge on the push button B0, but no action is taken
on this input (this will need to be implemented as part of the Play Notes with Push Buttons feature).
Wiring Advice
When completing this assignment, you will need to make additional connections to the ATmega324A
microcontroller to implement particular features. To do this, you will need to choose which pins to make
these connections to. There are multiple ways to do this, so the exact wiring configuration will be left up
to you, and you should communicate this using your submitted feature summary form (included at the
end of this document. A standalone version is also available on Blackboard). Hint: Before implementing
any features, read through them all, and consider what peripherals each feature requires and any pin
limitations this imposes. If you do not do this, you may find yourself in a situation where the pins that
must be used for a peripheral for a later feature are already connected to another peripheral, requiring
you to rewire your breadboard and update your code before you can use the new peripheral. Some
connections are defined for you in the provided base code and are shown in grey in the table on the next
page.
CSSE2010/CSSE7201 Assignment Two, Semester Two, 2023 4 Inidcator of location of next note to appear
Delay

Scoring Area{ 1 point (2% duty)
2 points (10% duty)
3 points (50% duty)
2 points (90% duty)
1 point (98% duty)
}
B3/
“ a”
/
“A”
Lane (523.2511 Hz)
}
B2/
“ s”
/
“ S”
Lane (622.2540 Hz)
}
B1/

d

/
“D”
Lane (698.4565 Hz)
} B0
/
“ f”
/
“ F”
Lane (783.9909 Hz)
Figure 1: LED Matrix Diagram for Guitar Hero
Wiring Table
Port Pin 7 Pin 6 Pin 5 Pin 4 Pin 3 Pin 2 Pin 1 Pin 0
A
B SPI connection to LED matrix Button B3 Button B2 Button B1 Button B0
C
D Serial RX Serial TX
Baud rate: 19200
CSSE2010/CSSE7201 Assignment Two, Semester Two, 2023 5
Program Features
Marks will be awarded for features as described below. Part marks will be awarded if part of the specified
functionality is demonstrated. Marks are awarded only on demonstrated functionality in the final
submission – no marks are awarded for attempting to implement the functionality, no matter how much
effort has gone into it. You may implement higher-tier features without implementing all lower-tier
features if you like (subject to prerequisite requirements), though it is highly encouraged to implement
the Manual Mode feature as soon as practical. The number of marks is not an indication of difficulty.
It is much easier to earn the first 50% of marks than the second 50%, and marks may be deducted if
features interact negatively with one another, and the number of potential iterations grows quadratically
with the number of features implemented.
You may modify any of the code provided (unless indicated otherwise) and use any of the code from
learning lab sessions and/or posted on the course Blackboard site. For some of the easier features, the
description below may tell you which code to modify or there may be comments in the supplied code to
guide you.
Note: The course has a pass hurdle of 10% for this assignment, which can be achieved by completing
the first two features (Splash Screen and Play Notes with Push Buttons). See Grading Note for further
details.
Minimum Performance Tier X: Pass/Fail
Your program must have at least the features present in the code supplied to you, i.e., it must build and
run, show the splash screen, and display the initial game when a push button or “s”/“S” is pressed. No
marks can be earned for other features unless this requirement is met, i.e., your assignment two mark will
be zero.
Splash Screen Tier A: 4 marks
Modify the program so that when it starts (i.e., the AVR microcontroller is reset) it outputs your name
and student number to the serial terminal, in the indicated location (remove the placeholder text,
including the chevrons <>). Do this by modifying the function start_screen() in file project.c.
The Terminal Summary section shows all features that require printing text to the terminal. You may find
it useful to read through this and plan your terminal layout to avoid running out of room or having
messages collide with each other.
Play Notes with Push Buttons Tier A: 8 marks
The provided program does not allow playing notes. Modify the program so when push button B0
(connected to pin B0) is pressed, if there is a note within the scoring area (i.e., the yellow regions) of the
rightmost lane, that note will turn green, and remain green as it moves down until it moves off the screen.
Similarly, pressing push button B1 (connected to pin B1) should play any note in the next lane in the
scoring area, push button B2 (connected to pin B2) should play any note in the next lane in the scoring
area, and push button B3 (connected to pin B3) should play any note in the leftmost land in the scoring
area. These push button assignments are shown in Figure 1. The process of played notes being marked
green, and remaining green, is demonstrated in Figure 2.
If there is no note in the scoring area of the corresponding lane, nothing should happen at this stage (this
will change when the Terminal Game Score feature is implemented).
The playing should occur once on each push button press. If a note enters the scoring area while the
corresponding push button is being held down, nothing should happen; the push button will need to be
released and repressed to play that note.
CSSE2010/CSSE7201 Assignment Two, Semester Two, 2023 6
Figure 2: Behaviour of played notes
Hints: In the play_game() function in the file project.c, when push button B0 is pressed, the function
play_note(0) in the file game.c is called. This function is currently empty; start by filling in the
play_note() function (there are some hints to get you started).
NB: Playing a note for this project does not mean sounding a tone, and so audio does not need to be
implemented for this feature. However, during the Audio feature later, you will implement sounding a
tone when a note is played.
Play Notes with Terminal Input Tier A: 4 marks
The provided program does not register any terminal inputs once the game has started. Modify the
program such that pressing “a”/“A” should play a note in the leftmost lane, “s”/“S” and “d”/“D” in
the next two lanes, and “f”/“F” in the rightmost lane (all in the scoring area), in a similar manner to the
previous task. These key assignments are shown in Figure 1. Note that both the lower case and upper
case of each letter should execute these movements as described. Also note that the inbuilt serial
functionality handles keyboard inputs that are held down for you.
On the splash screen, the game can be started by pressing “s”/“S”; looking at the function
start_screen() should give you an idea of how to read serial input from the terminal. Do not make
other keys start the game from the splash screen.
Terminal Game Score Tier A: 8 marks
Requires Play Notes with Push Buttons and/or Play Notes with Terminal Input features to be
implemented.
When the player plays a note, award them points, depending on the timing:
• If the note is in the centre row of the scoring area, award them three points;
• If the note is in the second or fourth row of the scoring area, award them two points;
• If the note is in outside rows of the scoring area, award them one point.
These values are shown in Figure 1.
If the player tries to play a note when there is no note in the corresponding lane within the scoring area,
deduct one point. This includes playing a note that has already been played (i.e., a note that has already
turned green). If a note slides off the end of the track without being scored (i.e., still red), deduct one
point.
Press B0

Delay

CSSE2010/CSSE7201 Assignment Two, Semester Two, 2023 7
On the terminal, display the score, and update it whenever a point is scored. Serial data for the score
should only be sent when the score changes; the game should not spam the terminal constantly. Align
the score such that digits of the same magnitude always appear in the same location, regardless of how
large the score is. I.e., the rightmost digit of the score should always appear in the same location,
regardless of if the score is one, two, or three digits, and regardless of if the score is negative. Do not use
leading zeroes to pad the score. For example, the following would all be compatible (using “·” to
represent a space for visibility):
Game·Score:····1
Game·Score:···12
Game·Score:··123
Game·Score:···−1
Game·Score:··−12
Game·Score:·−123
The score should not be displayed on the terminal during the splash screen.
Game Over Tier A: 4 marks
Once the last note in the track has slid off the bottom of the LED matrix, the game should end. The
terminal should display an end screen that indicates this, which must be notably different from the splash
screen and screen that is displayed while the game is running. When “s”/“S” or any IO board push
button is pressed, the game should return to the splash screen (for both the LED matrix and terminal).
There may be a delay between the last note sliding off and the end screen being shown, so long as such
a delay is not unreasonably long.
Later features, namely the Game Speed and Custom Track features, allow for game configuring on the
splash screen. These features should not be configurable on the end screen. The High Score feature will
modify the end screen. The Seven-Segment Game Score feature also distinguishes between the splash
screen and the end screen. The Terminal Summary section shows all features that require printing text to
the terminal during the end screen.
Manual Mode Tier A: 8 marks
This feature is designed to assist with testing most of the other features. You are highly encouraged to
implement this feature before implementing any later features.
When “m”/“M” is pressed during the game, the notes should stop moving. Until “m”/“M” is pressed
again, the game is in manual mode. While in this mode, pressing “n”/“N” will move the notes one
position. It should be possible to enter manual mode while a game is running, not just from the splash
screen. The terminal should show a message when the game is in manual mode, and clear the message
upon exit from manual mode.
Unlike the Game Pause feature (below), pressing the push buttons or keys should still play notes.
Game Countdown Tier A: 8 marks
Before a new game starts (after the splash screen), write “3”, “2”, “1”, “GO” on the LED matrix. You
must design your own pixel typeface (or find one). The text should be oriented so that they can be read
when the scoring zone is positioned at the bottom of the matrix. Each of the four texts should be
displayed for the length of two playable notes, as per the game speed (i.e., for 2000ms at this stage; this
will be variable when the Game Speed feature is implemented). No notes (or dark red upcoming notes)
nor the scoring area should appear on the matrix until after “GO” has been removed.
Seven-Segment Display Game Score Tier A: 8 marks
Requires Terminal Game Score feature to be implemented.
Display the score on the seven-segment display. The seven-segment display cannot show the score on
the splash screen. Once the game starts, the seven-segment display should show the score throughout
the game and on the end screen.
CSSE2010/CSSE7201 Assignment Two, Semester Two, 2023 8
When the player’s score is between 0 and 9, inclusive, the left digit should be blank.
When a player’s score is negative, “−” (the G segment) should be displayed on the left digit (and the score
value on the right digit). If a player’s score reaches −10 or less, both digits should display “−”.
If a player’s score reaches or exceeds 100, the rightmost two digits should be displayed, including a leading
zero for scores between 100 and 109, inclusive (and between 200 and 209 and so on). The terminal should
still display the complete score for scores above 100.
The seven-segment display should always reflect the current score, and no display flickering or “ghosting”
(where digits can be faintly seen on the opposite display) should be apparent. Both digits should be of
equal brightness. Include any connections required on your submitted feature summary form.
Game Speed Tier B: 6 marks
Add the ability to toggle between different game speeds using the terminal. There should be three
different game speeds:
• Normal speed should have one playable note per 1000 milliseconds and is the default game speed,
already implemented;
• Fast speed should have one playable note per 500 milliseconds; and
• Extreme speed should have one playable note per 250 milliseconds.
This speed refers to the note-to-note duration. The notes should move down the lanes at five times this
speed.
The game speed may be changed when on the splash screen by inputting keys with the terminal:
• Inputting “1” selects normal speed;
• Inputting “2” selects fast speed;
• Inputting “3” selects extreme speed.
The game speed should not be changeable during the game. You may also choose to retain the previous
game speed when a new game starts, but this is also not a requirement. As the user changes the game
speed, the splash screen animation on the LED matrix should also change speed.
The current game speed should be shown on the terminal as soon as the device is powered, and
appropriate text should be added to the terminal display to indicate what the game speed is at all times.
As is the case for the game score, the current game speed text should only update when the game speed
changes. The text should be more descriptive than “speed 1”, “speed 2”, “speed 3” or similar.
Game Pause Tier B: 6 marks
Modify the program so that if the “p”/“P” key on the serial terminal is pressed then the game will pause.
When “p” or “P” key on the serial terminal is pressed again, the game recommences. All note playing
push buttons/key presses should be discarded whilst the game is paused; you will need to handle the
button queue while the game is paused. You may wish to allow game features (such as entering manual
mode) to function while the game is paused, but this is not required. The note update timing must be
unaffected – e.g., if the pause happens 150ms before the note position is updated, when at normal speed
(i.e., 200ms per movement/1000ms per playable note), then the note position should be updated 50ms
after the game is resumed, not immediately upon resuming. Other functionality such as the sevensegment display should be unaffected i.e., both digits of the seven-segment display should still be shown
(without ghosting etc.) if implemented.
Use LED L7 to indicate if the program is currently paused. If the game is paused LED L7 should be on,
and if the game is not paused LED L7 should be off. Include any connections required on your submitted
feature summary form. Also, display the message “Game Paused” on the serial terminal when the game
CSSE2010/CSSE7201 Assignment Two, Semester Two, 2023 9
is paused. The message should only be shown while the game is paused, so when the game is unpaused,
the pause message should be erased from the terminal. The existing messages shown on the terminal
(e.g., game speed, game score) should remain while the game is paused.
Audio Tier B: 6 marks
Requires Play Notes with Push Buttons and/or Play Notes with Terminal Input features to be
implemented.
Add audio to the program which are to be output using the piezo buzzer. These should be tones sounded
whenever the player plays a note (by pressing a push button or key). The frequencies should be (as near
as practicable) as follows:
• B0 note: 783.9909Hz (G5);
• B1 note: 698.4565Hz (F5);
• B2 note: 622.254Hz (D♯5); and
• B3 note: 523.2511Hz (C5).
In addition, the duty cycle of each tone should reflect the accuracy of the played note:
• If the note is played when in the first row of the scoring area, the duty cycle should be 2%;
• If in the second row, the duty cycle should be 10%;
• If in the third/middle row, 50%;
• Fourth row, 90%; and
• Fifth/last row, 98%.
Both the frequencies and duty cycles are shown in Figure 1.
Each tone should play for the time it takes for the notes on the screen to advance five times, or until a
new note would be played. This will ordinarily be for the length of the game speed (e.g., play each tone
for 1000ms at normal speed), but while in manual mode, this will instead be until “n”/“N” is pressed
five times. You should account for entering/exiting manual mode while notes are playing.
If a player attempts to play a note when there is no note in the corresponding lane, no sound should be
produced, and if a tone is currently being played, that tone should stop playing.
Pausing while a tone is playing should mute that tone until the game is unpaused, at which point the tone
should resume.
Combo Scoring Tier B: 6 marks
Requires Terminal Game Score feature to be implemented.
When a player plays a note that is in the centre (three point) row of the scoring area, they should increase
their combo count by one. The combo starts the game at zero. Whenever they play a note in a different
row, or play a note when there is no note in the corresponding lane within the scoring area, or a note
slides off the end of the track, they should reset their combo count to zero. I.e., whenever the score
changes, the combo count should also change. Use LEDs L0, L1 and L2 to show the combo count, using
a unary system up to three i.e., light up L0 when the combo count is one, light up L0 and L1 when the
combo count is two, and light up L0, L1 and L2 when the combo count is three or more (and all LEDs
off when the combo count is zero). The true combo count (which can go above three) should be
displayed on the terminal while the game is running.
When the combo count reaches three, all unscored notes on the LED matrix should change colour to
orange. You will need to define a colour for this, as well as a dark orange for the location of the next note
to appear at the top of the matrix. In addition, the player scores four points instead of three whenever
CSSE2010/CSSE7201 Assignment Two, Semester Two, 2023 10
they play a note in the centre row of the scoring area. When the combo count resets, the notes should
change back to red, and scoring resets to the original method i.e., the player scores three points for notes
in the centre of the scoring area. Finally, “Combo!” should be displayed on the serial, in an ASCII art
typeface, while the combo count is three. You may use external tools to generate the ASCII art. The
ASCII art should consist of at least 300 individual characters. Partial marks may be awarded for “Combo!”
(as plaintext rather than ASCII art) being printed. When the combo count is resets, or the game ends, the
ASCII art should be removed from the terminal. Printing and removing this text should not cause the
game to lag.
Long Notes Tier B: 6 marks
Requires Terminal Game Score and Manual Mode feature to be implemented.
Implement long notes for the track. There is already data for the long notes encoded in the upper nybbles
of each element of track. These should be displayed over multiple rows on the LED matrix. When using
the push buttons to play the notes, they should be scored as normal for the first pixel. For the subsequent
pixels, if the same push button is still held down when the notes move, the next pixel should be scored,
for one point (regardless of position in scoring area). Figure 3 below shows an example of scoring this
way. Once the push button is released, the remainder of the note cannot be scored; if the push button is
repressed, it should count as a mistake, and subtract one point from the score. Other than the first pixel
of the note, unscored pixels do not deduct points when the slide off the screen. This feature needs only
to be implemented for the push buttons; it is not required (nor recommended) to implement this for the
serial input.
Figure 3: Implementation of long notes
If the Audio feature has been implemented, then long notes should play their tones for longer.
Joystick Tier C: 6 marks
Requires Audio and Manual Mode feature to be implemented.
Use one axis of the joystick to alter the pitch of the audio tones. When the joystick is in the centre
position, the pitch of the tones should be the normal pitch as specified in the Audio feature. When the
joystick is in the far-left position, the pitch of the tones should be two semitones lower than the normal
pitch for that note. When the joystick is in the far-right position, the pitch of the tones should be two
semitones higher than the normal pitch for that note. Between these prescribed positions, the pitch of
Push B0

Delay

Delay

+2 Points +1 Point +1 Point
CSSE2010/CSSE7201 Assignment Two, Semester Two, 2023 11
the tones should vary in a smooth manner. If two tones are a semitone apart, the ratio of the frequencies
will be 1: √2 12 ≈ 1: 1.05946309436. As the Atmega324A does not have a floating-point unit, you are
permitted to approximate this with a set of piecewise linear functions. For each of these linear functions,
you will need to use integer fractions in place of decimals, in the form of 𝑧𝑧 = 𝑥𝑥 ⋅ (𝑎𝑎𝑎𝑎 + 𝑐𝑐) ÷ 𝑏𝑏, where 𝑥𝑥 is
the base frequency for the note’s tone, 𝑦𝑦 is the ADC reading, and 𝑧𝑧 is the modified frequency, for some
integers 𝑎𝑎 , 𝑏𝑏 and 𝑐𝑐 . The pitch of the tones should reflect the current position of the joystick at all times;
rapidly moving the joystick while a tone is playing should produce a vibrato effect. The PWM duty cycles
should remain consistent with the requirements in the Audio feature when the tone pitch changes. Note
that this feature uses only one axis of the joystick; the other axis may be left disconnected.
Custom Track Tier C: 6 marks
Add two more tracks, in addition to the provided track. Give each track a title, including the default track.
While on the title screen, the name of the first/default track should be displayed. Pressing “t”/“T” will
select the next track, and pressing “t”/“T” again will select the third track, and so on. When “t”/“T” is
pressed when the final track is selected, the first track should be selected again.
Each melody should use all four of the lanes, and have at least 48 notes in its duration. If you have
implem
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