Glossary

TermDefinition
CellA note, an instrument, and an effect. This is a single row in a pattern.
ChannelOne of the Game Boy’s 4 voices for producing sound. There are 2 pulse channels, one wave channel, and one noise channel.
DutyThe parameter that determines the waveform of a pulse channel. A pulse channel has two states (on or off), and the duty cycle specifies what percentage of the time it’s on. A pulse channel with 50% duty would emit a square wave.
EffectConsists of an effect code and effect parameter. Used for a variety of reasons, including changing the way a specific note sounds, changing global settings such as master volume, affecting song tempo, or calling your own custom code.
Effect codeA hexadecimal digit which specifies which effect to use.
Effect parameterTwo hexadecimal digits which tweak the effect’s behavior.
InstrumentA bunch of parameters which change the way a channel produces sound. Each cell must include an instrument number.
Octave offsetWhen entering note values into the tracker grid, the value of the note is increased by 12 × octave offset, to allow for more natural entry of higher notes.
OrderA row of four pattern indices. An order is how you arrange patterns into a structured song.
Order tableA list of orders, representing the structure of the song.
PatternA list of 64 cells, used to represent 2 measures of music. This is the basic building block of your song.
RenderExporting a song as a .wav or .mp3 file, so anybody can listen to them without hUGETracker or an emulator installed.
RoutineA custom effect written in Game Boy assembly. An advanced featuer that would typically be used when integrating hUGETracker into a homebrew game, or perhaps for making custom effects.
SongThe whole track, which includes patterns, orders, instruments, waves, and routines.
SweepA change of pitch over time. The Game Boy sound hardware provides the ability for the first pulse channel to perform a sweep as specified by some instrument parameters.
TickEvery time the sound driver update function is called, it advances the song by one tick. This is usually done at around 60 Hz.
TempoThe tempo of a song specifies how many ticks have to elapse before switching to the next row. The greater it is, the slower the song is.
WaveA waveform which changes the timbre of the wave channel when selected. You can draw these in the wave tab. They must be associated to an instrument in the instruments tab.