Nintendo GAME BOY Programming Manual page 207

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Line No.
Before Changed
113
gft : 02b00h
;
115
; include xxx.dat
* When adding multiple tunes, add them beginning from line 113. Also increase
the number of 'include ΟΟΟ.dat' statements after line 115 by the number of tunes.
3. Execute the following command: asm700 yyy.asm.
The above completes creation of the yyy.hex transfer file.
4. Convert the yyy.hex file completed in Step 3 to the format used by the Super NES sound
generator.
Converting to binary data:
% cat
Converting to hexadecimal data:
% cat
When Using IS-SOUND or Original Tools
The score data file to be transferred is converted to the format used by the sound boot program.
Example:
dw $0030
dw $2b00
db $00,$01,$02,$03,$04,$05,$06,$07
db $08,$09,$0a,$0b,$0c,$0d,$0e,$0f
db $00,$01,$02,$03,$04,$05,$06,$07
db $08,$09,$0a,$0b,$0c,$0d,$0e,$0f
db $00,$01,$02,$03,$04,$05,$06,$07
db $00,$01,$02,$03,$04,$05,$06,$07
dw $0000
dw $0400
The number of data items to transfer (2 bytes) and the transfer destination address (2 bytes) are
placed at the starting address of the score data. (Be careful to ensure that the data in this order.)
Finally, the transfer end code (2 bytes) and the program starting address are added. (Be careful to
ensure that the data is in this order.) The transfer end code is $0000.
Cautions Regarding Data Transfer
In SGB, the transfer destination address is $2b00, and the program starting address is $0400.
Please be sure to use the correct addresses, or program control will be lost.
The area used for the transferred score data is approximately 8 Kbytes. A data overflow will destroy
the directory.
After Changed
gft : yyy$, · · · · · · · ·
;
include yyy.dat
· · · · · · · · · · ·
h2b -start 400 -b > yyy.bin
h2b -start 400 > ΟΟΟ.asm
; Number of data items to transfer
; Transfer destination address
; Score data
; Score data
; Score data
; Score data
; Score data
; Score data
; Transfer end code
; Program start address
207
Chapter 7: Super Game Boy Sound

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