Cautions Regarding Production Of Musical Pieces - Nintendo GAME BOY Programming Manual

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*When using a symbol to set a special symbol for score data, assemble after defining the equals
statement according to the Special Symbols table.
*The special symbols and the arguments that follow should be set in the order shown in the tables.
*If using IS-SOUND, load sgbsound.hex according to the steps in Section 3.5, Setting the Working
Environment for IS-SOUND. Transferring the subsequently created score data allows the tunes and
sounds to be checked.
Cautions
1. The starting address for score data should be set to 2B00h.
2. Source numbers should be set according to the source list.
3. Musical pieces should be produced according to the instructions in Section 3.7, Cautions
Regarding Production of Musical Pieces.
4. Convert to the file format described in Section 3.8, Format for Transferred Files.
Summary of Play Data Codes
00h
10h-7Fh
80h-C7h
C8h
C9h
CAh-DFh
E0h-F9h
FAh-FFh

3.7 Cautions Regarding Production of Musical Pieces

The echo parameters set in BGM are applied in the same manner for the A and B sound effects. This is
because echo is applied equally to all 8 channels. The parameters have been tuned so that they can
also be used with BGM, so please note this when resetting the parameters.
Part end code
Note/rest length data & VELOCITY (volume) + GATE_TIME
Interval (sound length) data (C00-B50) * C01-B50 in SGB
Tie (TIE)
Rest (KYU)
Use prohibited
Special symbols
Use prohibited
Chapter 7: Super Game Boy Sound
205

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