Nintendo GAME BOY Programming Manual page 194

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Game Boy Programming Manual
3. Set Velocity Table data to 025 · 050 · 076 · 101 · 114 · 127 · 140 · 152 · 165 · 178
· 191 · 203 · 216· 229 · 242 · 252.
Note:
Sound data (sampling data) are required to check music data using IS-
SOUND. Consequently, a program equivalent to the sound program built
into the SGB hardware (including sound-effect data) and sampling data
(sound data) have been provided in a hex file for MS-DOS. The following
briefly describes how to set up this program and data.
Setting the Working Environment
1. Create an SGB working directory at any location, and move to that directory.
2. Copy sgbsound.hex from the disk to the working directory.
3. Start the debugger shvc.
4. Also start the sound debugger ssnd.
5. Execute r sgbsound.hex to load sgbsound.hex.
6. Execute g400 to run the sound program.
7. Press the HOME button to switch to shvc mode.
8. Execute s2140 to write 01 (from the main program, writes 01 to 0 of the sound port).
With this procedure, the pre-loaded source data (sampling data) are played in the order shown in
Section 4 of this chapter, SGB Sound Program Source List.
After the data is transferred once, only the score data needs to be transferred to allow music to be
checked again.
Cautions
1. Score data is the data defined in KAN.ASM Version 1.21 as being located from GFT onward. For
information on all items related to converting data from other sequencers to score data, formats,
and tool usage, see the IS-SOUND manual.
2. Set the source data number according to the source list.
3. Set the starting address of the score data to 2B00h.
4. When producing a musical piece, do so in accordance with Section 3.7, Cautions Regarding
Production of Musical Pieces.
5. Convert to the file format described in Section 3.8, Format for Transferred Files.
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