Nintendo GAME BOY Programming Manual page 203

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Special Symbols
Symbol
First Argument
Code
(range)
tre
No. of hold steps
($EB)
0
X
255
tof
($EC)
pv1
Volume
($ED)
0
X
255
pv2
No. of steps
1 ≤ X ≤ 255
($EE)
pat
PAT ADRS(L)
$00 ≤ X ≤ $FF
($EF)
vch
No. of steps
1 ≤ X ≤ 255
($F0)
swk
No. of hold steps
0 ≤ X ≤ 255
($F1)
sws
No. of hold steps
0 ≤ X ≤ 255
($F2)
sof
($F3)
tun
Amount of
($F4)
change
0 ≤ X ≤ 255
ecv
ECHO CHANNEL
0 ≤ X ≤ 255
($F5)
eof
($F6)
edl
ECHO TIME
1 ≤ X ≤ 15
($F7)
Summary No. 2
Second Argument
Third Argument
(range)
(range)
Rate
Depth
1
Y
255
1
Volume
0 ≤ Y
255
PAT ADRS(H)
REPEAT PAT
$00
Y
$FF
1
No. of steps
Amount of
1
Y
255
change
$DC
$FF(– value)
$00
No. of steps
Amount of
1
Y
255
change
$DC
$FF(– value)
$00
ECHO-VOL(L)
ECHO-VOL(R)
0
Y
255
0
FEED BACK
FILTER No.
$9D
Y
$FF (–
0
value)
$00
Y
$7F
203
Chapter 7: Super Game Boy Sound
Tremelo (no. of hold steps is the
Z
255
time till tremelo takes effect)
Tremelo off
Part volume
(192=Default value)
Move part volume
(Used for crescendo/decrescendo)
(Y takes effect after X steps.)
Pattern data subroutine
Z
255
Seen Note 2.
Vibrato deepens gradually over X
number of steps
Start sweep from next sound
– is the two's complement
Z
Z
$24
Start sweep heading into next
sound
Z
– is the two's complement
Z
$24
Sweep off
Tune
(Semitone up with 255)
Echo volume
Z
255
Seen Note 3.
Echo off
Echo delay
Z
10
See Note 4.
– is the two's complement
Function

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