Nintendo GAME BOY Programming Manual page 196

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Game Boy Programming Manual
Overall Format of Score Data
Example 1: (Area inside frame = Data table for 1 tune)
org 02b00h
gft:
dw bgm1,bgm2, ···
bgm1:
dw bgm1_block1
bgm1 0:
dw bgm1_block2
dw bgm1_block3
dw 255
dw bgm1_0
dw 000
;
bgm1_block1:
dw bgm1_block1_0
dw bgm1_block1_1
dw bgm1_block1_2
dw bgm1_block1_3
dw 00
dw 00
dw 00
dw 00
bgm1 block2:
·
·
bgm1 block3:
·
·
bgm1 block1_0:
db tp1,049,mv1,200,sno,$1a,pv1,180,pan,010
db ecv,255,040,040,edl,002,090,002,tun,050
db 012,P99+V99,c30,d30,e30,f30,024,g30,kyu
db 00
bgm1 block1_1:
db sno,$1b,pv1,140,pan,008,tun,030
db 096,P99+V99,g20
bgm1 block1_2:
db sno,$1b,pv1,140,pan,008,tun,030
db 096,P99+V99,e20
bgm1 block1_3:
db sno,$1b,pv1,140,pan,008,tun,030
db 096,P99+V99,c20
bgm1 block2_0:
db sno,$1a,pv1,200,pan,012,tun,050
db • • • • • • • • • • • • • • • • • •
db 00
·
·
·
·
; Block 01
Block 02
; (a) Starting address of score data
; (b) Tune table
; Indicate the tune labels
; (c) Tune label 1
; (d) Block 01
; (d) Block 02
; (d) Block 03
; (e) Repetition code (endless)
; (e) Repetition starting address
; (f) Tune label end code
; (g) Block 01
; (g) Starting address of Part 0
; (g) Starting address of Part 1
; (g) Starting address of Part 2
; (g) Starting address of Part 3
; (g) Part 4 unused
; (g) Part 5 unused
; (g) Part 6 unused
; (g) Part 7 unused
; (g) Same in Block 2
; (g) Same in Block 3
(h) Part 0 performance data
; (h) Part end code
; (h) Part 1 performance data
; (h) Part 2 performance data
; (h) Part 3 performance data
(h) Part 0 performance data
196
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