Nintendo GAME BOY Programming Manual page 202

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Game Boy Programming Manual
d) Special Symbols
The special symbols represent special data for implementing a variety of special effects. These
include sound change, crescendo, panpot change, vibrato, tremolo, and echo. Each symbol has
its own parameters.
The following table lists these special symbols, their parameters, and the valid values
for these parameters.
Special Symbols
Symbol
First Argument
Code
(range)
sno
SOURCE NAME
($E0)
0
X
127
pan
Pan value
0 ≤ X ≤ 20
($E1)
pam
No. of steps
1 ≤ X ≤ 255
($E2)
vib
No. of hold steps
0 ≤ X ≤ 255
($E3)
vof
($E4)
mv1
Volume
0 ≤ X ≤ 255
($E5)
mv2
No. of Steps
1 ≤ X ≤ 255
($E6)
tp1
Rate
1 ≤ X ≤ 82
($E7)
tp2
No. of steps
1 ≤ X ≤ 255
($E8)
ktp
Transposition level
($E9)
$E8≤F≤$FF(–value)
$00≤X≤$18
ptp
Transposition level
($EA)
$E8≤X≤$FF(–value)
$00≤X≤$18
Second
Third Argument
Argument (range)
(range)
Pan value
0
Y
20
Rate
Depth
1
Y
255
1
Volume
0
Y
255
Rate
1
Y
82
202
Summary No. 1
Function
Sound change
Panpot (0=L/20=R/10=C)
(10 = default)
Move panpot
(Y takes effect after X steps)
Vibrato (no. of hold steps is the time
Z
255
till vibrato takes effect)
Vibrato off
Main volume
(192 = Default value)
Move main volume
(used for crescendo/decrescendo)
(Y takes effect after X steps)
Tempo
See Note 1.
Move tempo
(Used for retardando/accelerando)
(Y takes effect after X steps)
Main key transpose
(1= semitone up/-1= semitone down)
– is the two's complement
Part key transpose
(1= semitone up/-1= semitone down)
– is the two's complement

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