bio image

nensondubois Bronze Good Trader

.., United StatesUnited States
Has traded with 13 Different Traders (14 total trades) [+1 pending]
Ratings are excellent [99%] [13 ratings]
Last login: on 11-Feb-2016 at 1:48am
Subscriber: not currently subscribed
Member since: 29-Jan-2010 Game Trading Zone member for over 6 years
Page Hits: 15 today (405 in the last 30 days)
Deal Preference: Trade or Sell
http://gametz.com/user/nensondubois.html

Interests: Playing guitar,writing,thinking,coding,movies,finding game debug menus etc,info,
Likes: Mr Show,Rock,Metal,Techno,dicking around,tinyurl.com/pmqxpz5,💩,ranting,
Dislikes: Orwellianism,biometrics,abortions,cloning experiments,spoilers,bs,

Quote: {[12:21:58] <o_o> nensondubious if you had a talk radio show i would listen to it} {Dypples: lol "never do that again"}
Comment:

Random Duke Nukem catchphrase*

(blog condensed 90% obv,ofc space issues)

tinyurl.com/ox7t98k

i.imgur.com/JehHrxU.gif

i.4cdn.org/pol/1440641033173s.jpg

i.imgur.com/4jkmQbi.gifv
youtube
1a8euUrzF1Q
MuXdKgJc0Hg
L2rqGen2d8A
IGrk5tHWu_M
o6w8OFgI22A
3zmGqsDpxys
dFAxJd34ins
gaTQ2b9Wypc
kMf6Rh4iJWY
rbpS2LfoTKU
RBxK3CcOQD8
EFNrz8goEhs
Wzb7Oh2moZ0
WYjgHLFZMa0
Ft8raUC5e-k
MTzyz2TgGls
SGF-sM0ri_c
tOPXRq-HgPw
b3hEUfRq-vg
Fuajh__60Z0
rAC7XUtDta8
fl0TQk08PRo
tMZYOjk-GyU
usWlGiWX46w
/user/Underlings

WTF
tinyurl.com/
o4sautc
z4jrs5x
nf3kcf2
hnpy4js
ouvhbx5
nzr3dve
oybr6nl
oxw8gkt
poz9abt
kayfgl7
qbq9dw9
p2q6nkr
pvqmawc
q8fyunn
pj7srym -Defeating one of the cancers of modern technology
kpukmpc -Glad I'm not religious

UNSORTED:
jhksmxr
pm2qbgc

LINKS
freedom-school.com
scottweiland.com
thedailysheeple.com
ip-check.info
naturalnews.com
slashdot.org
gamesthatwerent.com
helmet.kafuka.org/msu1.htm
tiertex.com
viper.shadowflareindustries.com
lmii.com
reason.com
apttax.com
datagenetics.com
czrecords.com
preventdisease.com
thealmightyguru.com - I agree with almost everything, and he does make valid points
nalert.blogspot.com
intellihub.com
newsbusters.org
eff.org
mgmbill.org
zerohedge.com
aclu.org
naturalsociety.com
kirbycenter.hillsdale.edu
economicpolicyjournal.com
surfrider.org
torproject.org
breitbart.com
scottweiland.com - RIP :( Pay your respects to the Man!
amnesty.org
anticorruptionact.org
https://unseen.is
sploid.gizmodo.com
ancient-code.com
chipmusic.org
pigtronix.com
vgmpf.com
planetvb.com
nintendoage.com
https://atariage.com
i-mockery.com
https://github.com/tux3/qTox/blob/master/INSTALL.m... -IM client of choice
irc.crushandrun.net #atom - there's a lot of Funkytown going on everywhere. Only important news.

<T_Milkman>its bad enough people are destroying games to make reproduction cartridges
<nensondubois>I generally feel like punching people in the face who make repros

NOTICE:
1.Accurate N106 sound: nezplug++
2.VRC7 sound: notsofatso-ufmix-dll-04302008

*60's,70's,80's,90's soundtrack*

s0ckpuppet>whats really f*cked up about banks is that you deposit money and they are allowed by law to claim they have in their possession 3 times that amount then they invest with your money and dont share in the profits, under any other business model it would be fraud
s0ckpuppet>then ofc they charge you for keeping your money then some banks charge the people you write checks to a 5 to 10$ charge for cashing the check because you dont have an account with that bank therefore double dipping..fraud as well under any other business practice
nensondubois>I got slammed a 12 service fee last month just for holding my money. If they do it again I'm closing my acct and writing a review
s0ckpuppet>its bad enough that banks are allowed to falsify their total on hand cash but to charge folks for cashing a check and charge the account holder is completely unacceptable
s0ckpuppet>oh yah and the monthly services fee..for allowing then to make huge amounts of money off your money
s0ckpuppet>great scam imo
s0ckpuppet>one has to wonder how much gov't gets as a kickback for allowing this to happen

tinyurl.com/
hroazz3
qhoroay
ospb77o
nnudkxp
osqpe54
q6f3m6g
pltom8t
nkkqno9
oz9cuq7 -Super Shrek Bros.nes

Is there a God? I don't think so. At around the age of 11 I was indifferent and didn't really think or care about it much but I still had some vague doubts. Later, at around 13 I started having more doubts. At around 16 I just sat there one night thinking that there is too much chaos everywhere all the time, and came to conclusion that there is no higher power inside or outside of the Universe that is an active agency.

I just sat there and was like "You know what, there's no reason for this (XYZ) to happen".

If there was reason, structure, uniformity, and balance to anything in general, then there might be a God that isn't indifferent, malevolent and or powerless.

If you think about it, the idea of every single event that landed our existence is completely insane. Doesn't the fact that we're random variations of a monkey freak you out?

The Universe keeps going until it runs out of energy and probably freezes over, and all physical information is spread out entirely to be recycled.

Why are we here? ︵ǝɹǝɥ ǝɹ,ǝʍ ǝsnɐɔǝB
Why does it happen? ︵suǝddɐɥ ʇᴉ ǝsnɐɔǝB

Imagine if we're in a simulation or are a simulation

Which would you rather be? An invincible fly that can go anywhere, anytime that can be transformed back and forth at will, or would you rather be a lion that can just hunt and roam the land? I would rather be a fly because of all the possibilities.

Temple of The Dog produced one of the best albums in existence in addition to Revolver, and 400 or so additional albums.
Most of today's mainstream pop-music sucks. This happened around 2003, about the same time when Nintendo also started to suck and fall into an abysmal generic state of creativity and soul, and when MTV, and, etc became sh!t.

nensondubois>and technology
woob>lol thewillis
TheWillis>technology growing 2 fast
woob>yes
woob>i think in our lifetimes craps gon get weird
woob>and imagine after our lifetimes...
woob>kind of scary
nensondubois>yeah
nensondubois>the future is going to have a lot of problems
nensondubois>then again we'll probably destroy ourselves before 50 or so years
woob>:l

nensondubois>n yt alice in chains down in a hole
N>Alice In Chains - Down in a Hole https://youtu.be/f8hT3oDDf6c 8,356,485 views
woobie>hell yes!
woobie>love AIC
woobie>DOWN IN A HOLE AND I DON'T KNOW IF I CAN BE SAAAAAAAVE
woobie>D
woobie>SEE MY HEART I DECORATE IT LIIIIKE A GRAAAVE
nensondubois>...BUT MY WINGS HAVE BEN SOOOO DENIED
woobie>haha
woobie>RIP layne ;_;

Halloween 2013
15:00:12
kushghoul420>░░░░░░▄▄▄░░▄██▄░░░
kushghoul420>░░░░░▐▀█▀▌░░░░▀█▄░░░
kushghoul420>░░░░░▐█▄█▌░░░░░░▀█▄░░
kushghoul420>░░░░░░▀▄▀░░░▄▄▄▄▄▀▀░░
kushghoul420>░░░░▄▄▄██▀▀▀▀░░░░░░░
kushghoul420>░░░█▀▄▄▄█░▀▀░░
luke>is there much going on in frankfurt
luke>or is it all just cathedrals
kushghoul420>░░░▌░▄▄▄▐▌▀▀▀░░ THIS IS BOB ({spookygeist})
kushghoul420>▄░▐░░░▄▄░█░▀▀ ░░
kushghoul420>▀█▌░░░▄░▀█▀░▀ ░░ COPY AND PASTE HIM,
{spookygeist}>ow my f*cking ears
luke>i could skip that place
kushghoul420>░░░░░░░▄▄▐▌▄▄░░░
kushghoul420>░░░░░░░▀███▀█░▄░░
{spookygeist}>aaaaaaaa
luke>In the future, don't yell
kushghoul420>░░░░░░▐▌▀▄▀▄▀▐▄░░
kushghoul420>░░░░░░▐▀░░░░░░▐▌░░
kushghoul420>░░░░░░█░░░░░░░░█░░░
kushghoul420>░░░░░▐▌░░░░░░░░░█░░░
hauntingcock>spooky
Spooky_Alice>y'all are a**holes, i wanted to see bob
15:01:23<kushghoul420>this is some high qulaity ascii block art

14:41:20<nensondubois>freestyle
<tbnwlls>no I'm too scared of getting booed out of the channel
<nensondubois>heh
14:42:34<nensondubois>you ain't no Eminem

22:48:35 - PONY_PONI_PONE quit (Quit: ♪┏(・o・)┛♪┗( ・o・)┓♪ Yes, I’d like to order 50 large pepperoni and mushroom pizzas. My name? Drew Pickles. ♪┗(・o・ )┓♪┏(・o・)┛♪)

23:24:22<{|}>This straight butt sucks
<fusk>that’s how butts are though
<fusk>The other thing doesn’t remotely resemble a butt
<Honk_Dog>!nc Hey/_buddy_whats_up
<DeAD_NuTS>this Velocity 2X game is f*ckin crazy
<{|}>It is a stupid looking butt
<nensondubois>its a butt with a dick in it
<fusk>:-
<{|}>(_(_) is much more elegant
<fusk>it isn't
<{|}>Like it's sticking out
<Honk_Dog>!nc _{_{_{_
<zamros>ok i put a lot of weapon holos and bot waypoints
- {|} is now known as {_{_{_{_}
<fusk>n
<{_{_{_{_}>Inviting someone to kiss it __
i_
<{_{_{_{_}>Whoa siamese butts
23:26:05<fusk>poorly nested butts
...
23:26:18<wug>this mashup is good

*random dubstep music*

small list of my game codes (not taking ownership or anything ofc, though they did take time and effort to create.) var. formats: irc.crushandrun.net #cornerpocket. Set up a znc.
Sonic 2 GG
Hold A or B to Moonjump(period of time)
??3-DEC-10A (00-FF;00 being the shortest;FF)

Comix Zone.bin
Jukebox Song 1 BGM
06EDBA:??44

Flashback The Quest for Identity.sfc
Plasma death cutscene; music entry point in memory
D904F90A
Load cutscene
00021D??

Quiz Nihon Mukashibanashi - Athena no Hatena.gb
Always guess correct answer
EA7-6CE-081

Superman.gb
Title music
??A-1AF-D52

0B,0C
0D -Superman Theme (unused)

Mega Man (RMW).gb
8A0-CF9-800 23 Test track 2
??0-D29-4C2 2D Test track 1

Donkey Kong Country 2
B5813A66 Soundfont
7E001C?? Set BGM

Donkey Kong Country 3
Selected song immediately starts upon booting (useful for SNSF ripping)
B2807F01
7E0008??

Wario's Woods.sfc
808FC200-Only CPU instructions responsible for music playback are executed
7E0100??-Must set BGM

Super Mario Bros.
Enable BGM/SFX effects Title Screen
AOSYLZEI -SFX only
AUNPAAEY

Super Mario Bros. 2
Door 1 Enemy 1
A717:??:01
Multijump all
AAUEEYPA
BG priority
AZXANZAA
Normal level BGM set
??NYGAPA
AE-Null
AX-Subspace
ZE-Select
AO-Star
GO-Cave
AK-Wart
EE-Title
AONYGAPE -Birdo
N64 cartridge tilt pause
SAOAAAAG
Music segment alt unusual
SXUALUKT

Super Mario Bros. 3
Music=controller (higher value<effect)
AAOTOETT
Alt Level music table
??SPEE??
Ice
ESNOOGEG

Spot.nes
1P can move any player's piece on their turn
SEETLKOU
Always 1Ps turn
EIVTAGSA
Place piece to end game
GZNTIGAE

Lagrange Point
DPCM Pop reducer
AAVYUSYY

Devil World
No crosses (Existential Mode)
SAOGESOK

Game Genie 2.1.gb (only revision dumped)
Press Up, Down, Left, Right code screen unused developer message 1
15B-48F-3BC
CCB-79F-6E6
0BB-7AF-D5A
Message 2
13B-4BF-912

Sangokushi-Game Boy Ban 2
0C6-D78-E62 "SYOZOKU:74" upon starting a new game. 'Horse' trajectory error
1E6-D78-E62 "BNO GET ERR"

Tweenies: Doodles' Bones
??3-00F-E6A-(0D,12)Placeholder menu

Jurassic Park: Lost World.gb
Press Start title cutscene viewer
0A2-80B-E66
Early main menu
06C-09A-4C2
Available October screen
261-BBB-E6A

Puzzle Loop (J).gbc
Enable unused SGB mode
111-C2F-3BE
Unused SGB PAL_SET
0?5-EF9-E6A (01,02)

Mickey's Dangerous Chase
Weird music
012-55B-91F
Old man eating custard bass
120-66B-D5A

Super Mario Bros 3. Special (Unl).gbc (who cares. The game has downsyndrome)
Stage Select
023-39F-E6E

15:45:31<FrostyTheSnowboner>super downz brothers

Not finished:(haven't gotten around; feel free to continue where I left off)
Game & Watch Gallery 4
Title Screen ID
08003DEE mov r0,8h, (assume 02 is the debug menu)

Battletoads
unused cutscene music
ZAXESEPL

gamehacking.org/vb/threads/12747-nensondubois-codes
TODO: GSF and USF ripping, etc

i.imgur.com/mmcidFG.gif

last.fm/group/CrushAndRun
PLAYLIST DUMP:(randomly listed;incomplete.TOO MANY TO LIST!)
Soushi Hosoi, Pirowo
Velvet Revolver
SCUS-94416
Pawel Kulikowski
Tears For Fears
ORGY
Hirohiko Takayama
ELO
Jim Young
Staind
Junko Kihara 樹原淳子 - [Linda^3 Again] - Town 4(TODO:Transcribe riffs)
Stevie Ray Vaughan
The Replacements
Will Davis, Jeehun Hwang - Blast Chamber
Unknown Artist - Track07 - 07 - Unknown Title.cda
Strawberry Alarm Clock
H. Kingsley Thurber
Flux Pavillion
00001.dsp
Rondeau from Abdelazar
Collective Soul
Mike Cihak,Matt Scott,Byte Size Sound - Mohawk and Headphone Jack
Tsugutoshi Goto [後藤次利], Kazuo Oikawa, Koichi Ishibashi, Aka Ishibashi, Akiyoshi Saito, etc
Green Day
?- Fantasy Zone
Mark Snow
Skin Yard
The Living End
Megadeth
?- Shougi no Hoshi ~ Track 6 Ultra-poppy beachside blues theme
Local H
The Cars/Ric Ocasek
The Moody Blues
The Drifters
OMD
Manfred Linzner
Rush
Jackie Davis
Melissa Etheridge - She deserved the 2014 new years
Robokabuto
Mark (Edward) Ortiz
ONEPIECE_0006
Masayoshi Sasaki - Saiyuki: Journey West
?- Ojohsama Tokkyu Express
?- Kattobi Tune
Yumiko Mori - スターライトスクランブル 恋愛候補生 Renai Kouhosei Starlight Scramble
Akio Dobashi & Noriyuki Takahashi - Lagrange Point
Howard Drossin- Comix Zone (and beta)
Dance 2 Trance
Soul Coughing
Trivium
Phish
Sublime
The Galactic Force Band
Toshiharu Yamanishi, Takeshi Yoshida - [Thunder Force IV]
*random death,heavy,metal,grunge,rock,blues,punkrock,Independent,jazz,instrumentals,eurodance,philharmonics ,surf,reggae,Industrial,disco,videogame music,etc,*

HOW TO PROGRAM FOR THE SUPER GAME BOY. POSSIBLY HOLDS THE GUINNESS BOOK OF WORLD RECORDS FOR MOST WASTED HARDWARE IN VIDEOGAME HISTORY. EVEN NINTENDO/HAL/TOSE WAS LAZY! (Hopefully more other people can make good use of this information)
{Taken from official NOA/NOE Game Boy Programming manual}
"
Command: DATA_SND (Code: 0x0F)
Function: Transfers data to SUPER NES WRAM using the register file.
d7 d0
0x00 0 1 1 1 1 0 0 1
Number of packets: 0x1 (fixed)
Command code: 0x0F
d7 d0
0x01
Transfer destination address (LOW)
d7 d0
0x02
Transfer destination address (HIGH)
d7 d0
0x03
Bank number
d7 d0
0x04
Number of data items: 0x1 – 0xB (max)
d7 d0
0x05
0x06
: : : :
0x0E
0x0F
* Free Addresses
Bank 0x00
0x1800 - 0x1FFF
Data
Bank 0x7E
0xB000 - 0xBFFF
Bank 0x7F
0x0000 - 0xFFFF

Command: DATA_TRN (Code: 0x10)
(Data Transfer using VRAM)
Function: Transfers data in SGB RAM to SUPER NES WRAM.
d7 d0
0x00 1 0 0 0 0 0 0 1
Number of packets: 0x1 (fixed)
Command code: 10H
d7 d0
0x01
Data transfer address (HIGH)
d7 d0
0x02
Data transfer address (HIGH)
d7 d0
0x03
Bank number
* Free Addresses
Bank 0x00 0x1800 – 0x1FFF
Bank 0x7E 0xB000 – 0xBFFF
Bank 0x7F 0x0000 – 0xFFFF
Note When an SHVC program is tranferred to WRAM and executed, 0x00 should be
written to 0x1700 of bank 00. This can be written either by using DATA_SND or
DATA_TRN or by using the transferred program.

Command: JUMP (Code: 0x12)
Function: Sets the SUPER NES program counter to the specified address.
d7 d0
0x00 1 0 0 1 0 0 0 1
Number of packets: 0x1 (fixed)
Command code: 0x12
d7 d0
0x01
Address (LOW)
d7 d0
0x02
Address (HIGH)
d7 d0
0x03
Bank number
d7 d0
0x04
New NMI vector address (LOW)
d7 d0
0x05
New NMI vector address (HIGH)
d7 d0
0x06
Bank number
Note If all addresses from 0x04 to 0x06 are set to 0, the NMI jumps to the original
vector. NMI is disabled in the system program, so it must be enabled to be used.

3.4 Sound Flag Summary
· Pre-loaded sound effects A and B can be played simultaneously using system commands.
· The A sound effects are formants, primarily action sounds, and the B sound effects are looping sounds,
primarily ambient sounds.
· The interval (frequency) for these sound effects can be set to 4 levels.
· Changing the interval A allows a completely different sound effect to be obtained with the same sound source.
In addition, the volume can be set to 3 levels.

3.4.1 Sound Effect A Flags
SOUND Command
0x01 d7-d0 [bit] 0x03 d1-d0 [bit]
Code Flag Meaning Recommended
Interval Value
Voices Used
0x00 Dummy flag for retriggering • • 6 • 7
0x80 Sound effect A stop (mute) • • 6 • 7
0x01 Nintendo d1 = 1 • d0 = 1 • • • 7
0x02 Game over sound d1 = 1 • d0 = 1 • • 6 • 7
0x03 Falling sound d1 = 1 • d0 = 1 • • • 7
0x04 Predetermined sound • • • A d1 = 1 • d0 = 1 • • 6 • 7
0x05 Predetermined sound • • • B d1 = 1 • d0 = 1 • • 6 • 7
0x06 Selected sound • • • A d1 = 1 • d0 = 1 • • 6 • 7
0x07 Selected sound • • • B d1 = 1 • d0 = 1 • • • 7
0x08 Selected sound • • • C d1 = 1 • d0 = 0 • • 6 • 7
0x09 Error sound • • • buzzer d1 = 1 • d0 = 0 • • • 7
0x0A Item-catch sound d1 = 1 • d0 = 0 • • 6 • 7
0x0B One knock on door d1 = 1 • d0 = 0 • • 6 • 7
0x0C Explosion • • • small d1 = 1 • d0 = 1 • • 6 • 7
0x0D Explosion • • • medium d1 = 1 • d0 = 1 • • 6 • 7
0x0E Explosion • • • large d1 = 1 • d0 = 1 • • 6 • 7
0x0F Defeat sound • • • A d1 = 1 • d0 = 1 • 7
0x10 Defeat sound • • • B d1 = 1 • d0 = 1 • • 6 • 7
0x11 Striking sound (attack) • • • A d1 = 1 • d0 = 0 • 6 • 7
0x12 Striking sound (attack) • • • B d1 = 1 • d0 = 0 • 6 • 7
0x13 Air-sucking sound d1 = 1 • d0 = 0 • • 6 • 7
0x14 Rocket launcher • • • A d1 = 1 • d0 = 1 • 6 • 7
0x15 Rocket launcher • • • B d1 = 1 • d0 = 1 • 6 • 7
0x16 Bubbling sound (in water) d1 = 1 • d0 = 0 • 7
SOUND Command
0x01 d7-d0 [bit] 0x03 d1-d0 [bit]
Code Flag Meaning
Recommended
Interval Value Voices Used
0x17 Jump d1 = 1 • d0 = 1 • • • 7
0x18 Fast jump d1 = 1 • d0 = 1 • • • 7
0x19 Jet (rocket) firing d1 = 1 • d0 = 0 • • • 7
0x1A Jet (rocket) landing d1 = 1 • d0 = 0 • • • 7
0x1B Cup breaking d1 = 1 • d0 = 0 • • 6 • 7
0x1C Glass breaking d1 = 1 • d0 = 1 • • 6 • 7
0x1D Level up d1 = 1 • d0 = 0 • • 6 • 7
0x1E Air injection d1 = 1 • d0 = 1 • • • 7
0x1F Sword wielding d1 = 1 • d0 = 1 • • • 7
0x20 Falling in water d1 = 1 • d0 = 0 • • • 7
0x21 Fire d1 = 1 • d0 = 1 • • • 7
0x22 Breaking wall d1 = 1 • d0 = 1 • • 6 • 7
0x23 Cancellation sound d1 = 1 • d0 = 0 • • 6 • 7
0x24 Stepping d1 = 1 • d0 = 1 • • 6 • 7
0x25 Block-hitting sound d1 = 1 • d0 = 1 • • 6 • 7
0x26 Sound of picture floating into view d1 = 1 • d0 = 1 • • 6 • 7
0x27 Screen fade-in d1 = 1 • d0 = 0 • • 6 • 7
0x28 Screen fade-out d1 = 1 • d0 = 0 • • 6 • 7
0x29 Window opening d1 = 1 • d0 = 1 • • 6 • 7
0x2A Window closing d1 = 1 • d0 = 0 • • 6 • 7
0x2B Large laser sound d1 = 1 • d0 = 1 • • 6 • 7
0x2C Sound of stone door closing (opening) d1 = 1 • d0 = 0 • • 6 • 7
0x2D Teleportation d1 = 1 • d0 = 1 • • • 7
0x2E Thunder d1 = 1 • d0 = 0 • • 6 • 7
0x2F Earthquake d1 = 1 • d0 = 0 • • 6 • 7
0x30 Small laser sound d1 = 1 • d0 = 0 • • 6 • 7

3.4.2 Sound Effect B Flags
SOUND Command
0x02 d7-d0 [bit] 0x03 d5-d4 [bit]
Code Flag Meaning
Recommended
Interval Value Voices Used
0x00 Dummy flag for retriggering 0 • 1 • 4 • 5
0x80 Sound Effects B stop (mute) 0 • 1 • 4 • 5
0x01 Applause • • • small crowd d5 = 1 • d4 = 0 • • • 5
0x02 Applause • • • medium crowd d5 = 1 • d4 = 0 • • 4 • 5
0x03 Applause • • • large crowd d5 = 1 • d4 = 0 0 • 1 • 4 • 5
0x04 Wind d5 = 0 • d4 = 1 • • 4 • 5
0x05 Rain d5 = 0 • d4 = 1 • • • 5
0x06 Storm d5 = 0 • d4 = 1 • 1 • 4 • 5
0x07 Hurricane d5 = 1 • d4 = 0 0 • 1 • 4 • 5
0x08 Thunder d5 = 0 • d4 = 0 • • 4 • 5
0x09 Earthquake d5 = 0 • d4 = 0 • • 4 • 5
0x0A Lava flow d5 = 0 • d4 = 0 • • 4 • 5
0x0B Wave d5 = 0 • d4 = 0 • • • 5
0x0C River d5 = 1 • d4 = 1 • • 4 • 5
0x0D Waterfall d5 = 1 • d4 = 0 • • 4 • 5
0x0E Small character running d5 = 1 • d4 = 1 • • • 5
0x0F Horse galloping d5 = 1 • d4 = 1 • • • 5
0x10 Warning sound d5 = 0 • d4 = 1 • • • 5
0x11 Futuristic car running d5 = 0 • d4 = 0 • • • 5
0x12 Jet flying d5 = 0 • d4 = 1 • • • 5
0x13 UFO flying d5 = 1 • d4 = 0 • • • 5
0x14 Electromagnetic waves d5 = 0 • d4 = 0 • • • 5
0x15 Sound of score being raised d5 = 1 • d4 = 1 • • • 5

3.4.2 Attributes of A and B Sound Effects
SOUND Command
0x03
d7 d6 d5 d4 d3 d2 d1 d0
Χ Χ 0 0 Interval (short)
Χ Χ 0 1 Interval (med-short)
Χ Χ 1 0 Interval (med-long)
Χ Χ 1 1 Interval (long)
0 0 Χ Χ Volume (high)
0 1 Χ Χ Volume (med)
A
Sound
Effects
1 0 Χ Χ Volume (low)
Χ Χ 0 0 Interval (short)
Χ Χ 0 1 Interval (med-short)
Χ Χ 1 0 Interval (med-long)
Χ Χ 1 1 Interval (long)
0 0 Χ Χ Volume (high)
0 1 Χ Χ Volume (med)
B
Sound
Effects
1 0 Χ Χ Volume (low)
1 1 Mute ON
· Mute takes effect only when both bits d2 and d3 are set to 1. If the volume is set for either the A or B sound
effect, mute is turned off.
· Fade-out and fade-in take effect with mute-on and mute-off, respectively. Mute-on and mute-off are
implemented for BGM played by A and B sound effects and by the APU.
· There is no independent mute-off flag.
· When the mute flag is set, the volume and interval data for the A (Port 1) and B (Port 2) sound effects also
should be set.

CHAPTER 7: SUPER GAME BOY SOUND
1. SGB SOUND PROGRAM OVERVIEW
The SGB sound program is a special SGB program built into the SGB system program. The sound program is
automatically transferred to the SNES APU at system startup.
Using the SGB system commands, pre-loaded sound effects in the sound program can be used in Game Boy
application programs that support SGB (SGB software).
These commands can be used to set each of the 73 types of pre-loaded sound effects to 4 intervals (playback
frequencies) and 3 volume levels.
Also preloaded are music data for BGM (instruments sound sampling data). This easily allows play of score data
created with Kankichi-kun, the tool for creating SNES scores, and score data for KAN.ASM, the standard driver
that is a software tool for IS-SOUND.
In addition, information on the SGB score data format has been made openly available, allowing those using
tools other than the NEWS system or IS-SOUND to create score data in this format.

2. MEMORY MAPPING (SUPER NES APU)
[ APU Addresses ]

3. CREATING AND TRANSFERRING SCORE DATA
3.1 Transferring Score Data
BGM can be played with the APU by using the SOU_TRN command to transfer original score data to the
prescribed area of APU RAM. The user area is the 8 Kbytes from 0x2B00 to 0x4AFF.
3.2 Summary of BGM Flags
SOUND Command
0x04 d7-d0 [bit]
Code Flag Description
0x00 Dummy flag for retriggering
0x10
0xF
0x80 BGM stop flag
0xFE Use prohibited (used by system)
0xFF Use prohibited (used by system)
Note If 0x01-0x0F are set without score data being transferred, the BGM built into the
system is played.
This BGM is exclusively for use by the system, so 0x01-0x0F should not be
written as a BGM flag without original score data being transferred.
Even if original score data is transferred, there is risk that the sound program
will run uncontrolled if a non-designated code is written.
Muting is in effect when the system is initialized, so the BGM playback settings
must be made after muting is canceled.

3.3 Overview of Creating Score Data
Original BGM can be played with the SGB sound program by transferring score data to the APU using system
commands.
Fifty-seven sounds can be used in BGM, and the score data can be up to just under 8 Kbytes in size.
The method used to create a musical piece is nearly identical to that of the standard SNES.
When the NEWS system is used, score data is created using Kankichi-kun. When IS-SOUND is used, score
data created by an external sequencer are processed through MIDI and converted to create score data
supported by the standard sound driver KAN.ASM.
In addition the SGB score data format has been made openly available, allowing those using original tools to
create score data in this format.
In creating musical pieces, please refer to Section 4, SGB Sound Program Source List, when selecting sounds.
Please do not change the order of these source data.
3.4 Setting the NEWS System Working Environment

Working Environment Settings for the NEWS System
1. Rename the current sobox directory.
%mv sobox xxxxx
2. Create a new sobox directory.
%mkdir sobox
* SGB can use only specific sound objects. Thus, special SGB source data must be installed. A sobox directory
for SGB use must be created to prevent loss of previously installed source data files with the same names as the
data files to be installed.
3. Move to the sobox directory.
4. From the installation disk, install soread in this directory.
% tar xvf /dev/rfh0a soread
5. Next install the sampling data files (xxx.so . . . ) in this directory.
%soread
Executing the above command causes the sampling data to be automatically installed.
6. Create a new SGB working directory at any location.
%mkdir #
7. Move to the SGB working directory.

8. From the installation disk, install the following files in the working directory: sgbt.asm, sample.kan,
check.kan, kankichib.hex, and kan.equ.
% tar xvf /dev/rfh0a sgbt.asm sample.kan check.kan kankichib.hex kan.equ
* The organization and address settings in kankichib.hex are as shown below.
* Use the installed kankichib.hex file when starting up mapu.
Item Setting
Kan.equ 0x4c30
Kan.tan 0x04c10
Program start address 0x00400
DIR address 0x04b00
Echo end address 0x0ff00
Sound score start
address
0x02b00
9. Make the following changes in the file .cshrc in the home directory.
--- Following are the Sound Generation Environments Settings ---
Before Change After Change
StartOfKan 0x800 0x400
StartOfDirectory 0x3c00 0x4b00
EndOfDirectory 0x3cff 0x4c0f
StartOfAttribute 0x3e00 0x4c30
StartOfTan 0x3f00 0x4c10
StartOfWave 0x4000 0x4db0
EndOfWave 0xcfff 0xeeff
StartOfFumen 0xd000 0x2b00
10. In the home directory, execute the following command: source .cshrc.

Cautions When Using Kankichi-kun
1. Copy sample.kan to a newly created score data file, [score_name].kan.
%cp sample.kan xxx.kan
* This avoids the task of creating a source list in source-list order when using mapu.
2. Start mapu.
%mapu -k
* When starting mapu for the first time, press the NICE reset button.
3. The usable sounds (sources) can be checked with mapu. Selecting check.kan allows the sounds to be
checked in source-list order.
* If data in files such as check.kan are changed, the sounds cannot be checked.
4. To actually create a tune, select xxx.kan.
* Source data (sampling data) that SGB can use have been set in xxx.kan. The source list is shown in Section
4, SGB Sound Program Source List. Note that changing the order of the source list will result in sounds different
from the intended sounds when BGM is played.
5. When producing a musical piece, see Section 3.7, Cautions Regarding Production of Musical Pieces. Refer
to the Kankichi-kun Manual.
6. Finally, convert to the file format described in Section 3.8, Format for Transferred Files.

3.5 Setting the Working Environment Using IS-SOUND
Environment Required
· Hardware: IS-SOUND connected to a host computer
· Software: IS-SOUND software tools (installed)
Revisions
1. Portions of the IS-SOUND software tool KAN.EQU were revised as indicated below (older versions only).
Before Revisions After Revisions
cut: equ 122+ 0x80
fft: equ 123+ 0x80
ply: equ 124+ 0x80
wav: equ 125+ 0x80
sel: equ 126+ 0x80
wav: equ 122+ 0x80
sel: equ 123+ 0x80
cut: equ 124+ 0x80
fft: equ 125+ 0x80
ply: equ 126+ 0x80
1. Set Gate Table data to 050 · 101 · 127 · 152 · 178 · 203 · 229 · 252.
2. Set Velocity Table data to 025 · 050 · 076 · 101 · 114 · 127 · 140 · 152 · 165 · 178 · 191 · 203
· 216· 229 · 242 · 252.
Note Sound data (sampling dat) are required to check music data using IS-SOUND.
Consequently, a program equivalent to the sound program built into the SGB
hardware (including sound-effect data) and sampling data (sound data) have
been provided in a hex file for MS-DOS. The following briefly describes how to
set up this program and data.
Setting the Working Environment
1. Create an SGB working directory at any location, and move to that directory.
2. Copy sgbsound.hex from the disk to the working directory.
3. Start the debugger shvc.
4. Also start the sound debugger ssnd.
5. Execute r sgbsound.hex to load sgbsound.hex.
6. Execute g400 to run the sound program.
7. Press the HOME button to switch to shvc mode.
8. Execute s2140 to write 01 (from the main program, writes 01 to 0 of the sound port).

With this procedure, the pre-loaded source data (sampling data) are played in the order shown in Section 4 of
this chapter, SGB Sound Program Source List.
After the data is transferred once, only the score data needs to be transferred to allow music to be checked
again.
Cautions
1. Score data is the data defined in KAN.ASM Version 1.21 as being located from GFT onward. For
information on all items related to converting data from other sequencers to score data, formats, and tool
usage, see the IS-SOUND manual.
2. Set the source data number according to the source list.
3. Set the starting address of the score data to 0x2B00.
4. When producing a musical piece, do so in accordance with Section 3.7, Cautions Regarding Production of
Musical Pieces.
5. Convert to the file format described in Section 3.8, Format for Transferred Files.
3.6 Score Data Format When Using Original Tools
The score data format has been made openly available for the benefit of those using original development tools.
Data that is not in this format will not operate on SGB.
Note that in some cases, program control may be lost.
Score Data
Glossary of Terms
gft Location of tune table definitions (collection of tune label
definitions). Up to 15 tunes can be defined. The order
defined here corresponds to the flag set for port 0 (0x01-
0x0F).
Tune label A label name applied to each tune.
Block A unit several bars long that each tune is divided into.
Parts The channels that make up each block (maximum of 8
parts).
Performance data The aggregate of the score data played by the parts. The
parts in the channels must all be the same length
(number of steps) in a given block.

Overall Format of Score Data
Example 1
* Area inside dotted frame = Data table for 1 tune
org 02b00H ; (a) Starting address of score data
gft: ; (b) Tune table
dw bgm1,bgm2, ··· ; Indicate the tune labels
bgm1: ; (c) Tune label 1
dw bgm1_block1 ; (d) Block 01
bgm1 0:
dw bgm1_block2 ; (d) Block 02
dw bgm1_block3 ; (d) Block 03
dw 255 ; (e) Repetition code (endless)
dw bgm1_0 ; (e) Repetition starting address
dw 000 ; (f) Tune label end code
;
bgm1_block1: ; (g) Block 01
dw bgm1_block1_0 ; (g) Starting address of Part 0
dw bgm1_block1_1 ; (g) Starting address of Part 1
dw bgm1_block1_2 ; (g) Starting address of Part 2
dw bgm1_block1_3 ; (g) Starting address of Part 3
dw 00 ; (g) Part 4 unused
dw 00 ; (g) Part 5 unused
dw 00 ; (g) Part 6 unused
dw 00 ; (g) Part 7 unused
bgm1 block2:
· · ; (g) Same in Block 2
· ·
bgm1 block3:
· · ; (g) Same in Block 3
· ·
bgm1 block1_0: ; Block 01 (h) Part 0 performance data
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 ; (h) Part end code
bgm1 block1_1: ; (h) Part 1 performance data
db sno,$1b,pv1,140,pan,008,tun,030
db 096,P99+V99,g20
bgm1 block1_2: ; (h) Part 2 performance data
db sno,$1b,pv1,140,pan,008,tun,030
db 096,P99+V99,e20
bgm1 block1_3: ; (h) Part 3 performance data
db sno,$1b,pv1,140,pan,008,tun,030
db 096,P99+V99,c20
Continued on next page

192
bgm1 block2_0: Block 02 (h) Part 0 performance data
db sno,$1a,pv1,200,pan,012,tun,050
db •
db 00
•
bgm1 block3_0: Block03 (h) Part 0 performance data
db sno,$1a,pv1,200,pan,012,tun,050
db •
db 00
•

Description of Example 1
(a) The score data map to memory addresses 0x2B00-0x4AFF in the APU.
If this area is exceeded, a portion of the sound program will be destroyed.
(b) gft: is the starting address of the entire tune table.
dw, bgm1, and bgm2... are the tune labels and the starting addresses of the score data items.
(c) The tune label.
The order in which the blocks are played is defined following the tune label.
The dotted frame encloses the data for one tune, bgm1.
(d) Data for each block.
(e) 0x01-0x7F (01-127) is the number of loops (repetitions); 0x82-0xFF (130-255) is an endless loop.
If repetition is not needed, set the end code (0x00) instead of a loop code.
(f) Block definition end code.
(g) Location where the parts of each block are indicated and the part labels are defined.
Defines the part labels for parts 0, 1, 2, . . . 7 in ascending order from top to bottom. 0x00 should be written for
unused parts. Even if some parts are unused, always define 8 parts.
(h) The performance data for each part.
Play Data Overview
Parameters such as temp, volume, pan, source number, echo, velocity, interval, and sound length are set here.
For specific descriptions, see Section 3.6.4, Code Summaries.
First set are the effects parameters – such as main volume, ramp, and echo – for Part 0 of the first block. Once
these are set, they need not be set again (for other blocks or parts) as long as they are not changed.
Next the parameters such as part volume, pan, source number, and tuning are set for each part.
Then the sound length, velocity + gate time, and interval are set in that order. Be careful to ensure that sound
length is always set first, followed by velocity + gate item, then the interval.
If the next sound is the same as the previous sound, the sound length, velocity, and gate time need not be set
again.
Finally, a data end code of 00 is set for Part 0 of each block.
Settings for parts 1-7 are not required.
The lower parts and blocks are set in the same manner.

Code Summaries
a) Length Data (step time)
This is the length (step time) to the subsequent sound; it corresponds to the length of the sound envelope.
The code corresponding to each sound envelope is shown in the following table. Please use the appropriate
code in the settings.
Note Length Code Note Length Code Note Length Code
Sixteenth note 6 Dotted eighth
note
18 Half note 48
Dotted
sixteenth note
9 Quarter note 24 Dotted half note 72
Eighth note 12 Dotted quarter
note
36 Whole note 96
Note For triplets and thirty-second notes, convert using the above values.

(b) Velocity (volume) + gate time
Velocity expresses the volume as a percentage. Here it can be set to 16 levels using the lower-order 4 bits
(d0 – d3).
Gate time expresses as a percentage the length that the sound is actually emitted. It can be set to 8 levels
using the higher-order 3 bits (d4 – d6).
Changing these values provides legato and staccato effects.
The following table lists the values defined by the SGB sound driver.
The settings are designated using the codes for the listed velocities (VELOCITY) and gate times
(GATE_TIME).
Symbol Code d7 d6 d5 d4 d3 d2 d1 d0 Rate
V10
V20
V30
V40
V45
V50
V55
V60
V65
V70
V75
V80
V85
V90
V95
V99
0x00
0x01
0x02
0x03
0x04
0x05
0x06
0x07
0x08
0x09
0x0A
0x0B
0x0C
0x0D
0x0E
0x0F
x x x x 0 0 0
0
x x x x 0 0 0
1
x x x x 0 0 1
0
x x x x 0 0 1
1
x x x x 0 1 0
0
x x x x 0 1 0
1
x x x x 0 1 1
0
x x x x 0 1 1
1
x x x x 1 0 0
VELOCITY=010%
VELOCITY=020%
VELOCITY=030%
VELOCITY=040%
VELOCITY=045%
VELOCITY=050%
VELOCITY=055%
VELOCITY=060%
VELOCITY=065%
VELOCITY=070%
VELOCITY=075%
VELOCITY=080%
VELOCITY=085%
VELOCITY=090%
VELOCITY=095%
VELOCITY=099%
P20
P40
P50
P60
P70
P80
P90
P99
0x00
0x10
0x20
0x30
0x40
0x50
0x60
0x70
x 0 0 0 x x x
x
x 0 0 1 x x x
x
x 0 1 0 x x x
x
x 0 1 1 x x x
x
x 1 0 0 x x x
GATE_TIME=020%
GATE_TIME=040%
GATE_TIME=050%
GATE_TIME=060%
GATE_TIME=070%
GATE_TIME=080%
GATE_TIME=090%
GATE_TIME=099%
Symbol input example: P99+V99 Code input example: 0x70+ 0x0F
*When setting score data using symbols, assemble after defining the equal statement according to the table
above.

c) Interval Data
Intervals for 6 octaves can be set here.
Depending on the sound, however, high sounds may not be heard.
The following table shows the correspondence between code settings and intervals. Please refer to this
table when setting an interval.
*Interval symbols: 0x01- 0xB50
Codes: 0x81-0xC7 (tie = 0xC8 · rest = 0xC9)
*When score data is set using symbols, assemble after defining the equals statement.
Octave 0 Octave 1 Octave 2 Octave 3
Interval Code Interval Code Interval Code Interval Code
C10 0x8C C20 0x98 C30 0xA4
C01 0x81 C11 0x8D C21 0x99 C31 0xA5
D00 0x82 D10 0x8E D20 0x9A D30 0xA6
D01 0x83 D11 0x8F D21 0x9B D31 0xA7
E00 0x84 E10 0x90 E20 0x9C E30 0xA8
F00 0x85 F10 0x91 F20 0x9D F30 0xA9
F01 0x86 F11 0x92 F21 0x9E F31 0xAA
G00 0x87 G10 0x93 G20 0x9F G30 0xAB
G01 0x88 G11 0x94 G21 0xA0 G31 0xAC
A00 0x89 A10 0x95 A20 0xA1 A30 0xAD
A01 0x8A A11 0x96 A21 0xA2 A31 0xAE
B00 0x8B B10 0x97 B20 0xA3 B30 0xAF

Octave 4 Octave 5 Misc.
Interval Code Interval Code Tie TIE 0xC8
C40 0xB0 C50 0xBC Rest KYU 0xC9
C41 0xB1 C51 0xBD
D40 0xB2 D50 0xBE
D41 0xB3 D51 0xBF
E40 0xB4 E50 0xC0
F40 0xB5 F50 0xC1
F41 0xB6 F51 0xC2
G40 0xB7 G50 0xC3
G41 0xB8 G51 0xC4
A40 0xB9 A50 0xC5
A41 0xBA A51 0xC6
B40 0xBB B50 0xC7
Note 1: A value of 1 in the right-most position of the interval symbol indicates a .
A is represented as the of one interval lower.
Example: C01=C for interval 0.
Note 2: When specifying a tie, first set the step time (length) and velocity + gate time. (This can be skipped if
unchanged from the previous sound.)
A tie cannot be used at the start of a block.
Note 3: When specifying KYU (a rest), first set the step time (length). (This can be skipped if unchanged from
the previous sound.)
Settings Example:
Length Gt & Vel Interval Code
db 024, P99+V99, C30 ;(0x0A4) for specifying an interval
Length Gt & Vel Tie Code
db 048, P90+V95, TIE ;(0x0C8) for specifying a tie
Length Rest Code
db 096 KYU ;(0x0C9) for specifying a rest

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.
I Special Symbols Summary No. 1
Symbol
Code
First Argument
(range)
Second
Argument(range)
Third Argument
(range)
Function
sno
($E0)
SOURCE NAME
0 £ X £ 127
Sound change
pan
($E1)
Pan value
0 £ X £ 20
Panpot (0=L/20=R/10=C)
(10 = default)
pam
($E2)
No. of steps
1 £ X £ 255
Pan value
0 £ Y £ 20
Move panpot
(Y takes effect after X steps)
vib
($E3)
No. of hold steps
0 £ X £ 255
Rate
1 £ Y £ 255
Depth
1 £ Z £ 255
Vibrato (no. of hold steps is the time
till vibrato takes effect)
vof
($E4)
Vibrato off
mv1
($E5)
Volume
0 £ X £ 255
Main volume
(192 = Default value)
mv2
($E6)
No. of Steps
1 £ X £ 255
Volume
0 £ Y £ 255
Move main volume
(used for crescendo/decrescendo)
(Y takes effect after X steps)
tp1
($E7)
Rate
1 £ X £ 82
Tempo
See Note 1.
tp2
($E8)
No. of steps
1 £ X £ 255
Rate
1 £ Y £ 82
Move tempo
(Used for retardando/accelerando)
(Y takes effect after X steps)
ktp
($E9)
Transposition level
$E8£F£$FF(– value)
$00£X£$18
Main key transpose
(1= semitone up/-1= semitone down)
– is the two’s complement
ptp
($EA)
Transposition level
$E8£X£$FF(– value)
$00£X£$18
Part key transpose
(1= semitone up/-1= semitone down)
– is the two’s complement

I Special Symbols Summary No. 2
Symbol
Code
First Argument
(range)
Second Argument
(range)
Third Argument
(range)
Function
tre
($EB)
No. of hold steps
0 £ X £ 255
Rate
1 £ Y £ 255
Depth
1 £ Z £ 255
Tremelo (no. of hold steps is the
time till tremelo takes effect)
tof
($EC)
Tremelo off
pv1
($ED)
Volume
0 £ X £ 255
Part volume
(192=Default value)
pv2
($EE)
No. of steps
1 £ X £ 255
Volume
0 £ Y £ 255
Move part volume
(Used for crescendo/decrescendo)
(Y takes effect after X steps.)
pat
($EF)
PAT ADRS(L)
$00 £ X £ $FF
PAT ADRS(H)
$00 £ Y £ $FF
REPEAT PAT
1 £ Z £ 255
Pattern data subroutine
Seen Note 2.
vch
($F0)
No. of steps
1 £ X £ 255
Vibrato deepens gradually over X
number of steps
swk
($F1)
No. of hold steps
0 £ X £ 255
No. of steps
1 £ Y £ 255
Amount of change
$DC £ Z £ $FF(– value)
$00 £ Z £ $24
Start sweep from next sound
– is the two’s complement
sws
($F2)
No. of hold steps
0 £ X £ 255
No. of steps
1 £ Y £ 255
Amount of change
$DC £ Z £ $FF(– value
$00 £ Z £ $24
Start sweep heading into next sound
– is the two’s complement
sof
($F3)
Sweep off
tun
($F4)
Amount of
change
0 £ X £ 255
Tune
(Semitone up with 255)
ecv
($F5)
ECHO CHANNEL
0 £ X £ 255
ECHO-VOL(L)
0 £ Y £ 255
ECHO-VOL(R)
0 £ Z £ 255
Echo volume
Seen Note 3.
eof
($F6)
Echo off
edl
($F7)
ECHO TIME
1 £ X £ 15
FEED BACK
$9D £ Y £ $FF(– value)
$00 £ Y £ $7F
FILTER No.
0 £ Z £ 10
Echo delay
See Note 4.
– is the two’s complement
ev2
($F8)
No. of steps
1£X£255
ECHO-VOL(L)
0£Y£255
ECHO-VOL(R)
0 £ Z £ 255
Move echo volume
(YZ values take effect after X steps)

Symbol
Code
First Argument
(range)
Second Argument
(range)
Third Argument
(range)
Function
swp
($F9)
No. of hold steps
0 £ X £ 255
No. of steps
1 £ Y £ 255
SWEEP value
interval
Sweep (once)
The interval takes effect after the specified
number of hold steps.
Note 1: The tempo values set by the program data and the actual (musical piece) tempos that correspond to
those values are as follows.
Please refer to this table to make the conversions.
Music Tempo Driver Tempo Music Tempo Driver Tempo
Quarter note = 400 82 Quarter note = 120 25
Quarter note = 30 62 Quarter note = 60 12
Quarter note = 24 49 Quarter note= 30 6
Note 2: Used when the same performance data is repeated (for data compression). Following the pat code, the
L and H addresses and the repetition frequency for the performance data is set. The performance data at the
addresses specified by pat are then read. The data is played the number of times specified by the repetition
frequency. The performance data at the locations specified by pat require an end code of 0x00.
Note 3: When applying echo, ecv and edl are required. The value entered for the echo channel is 1 for echo
used in Part 0, 2 for Part 1, 4 for Part 2, 8 for Part 3, 16 for Part 4, 32 for Part 5, 64 for Part 6, and 128 for Part
7. When echo is used for multiple parts, enter the sum of the channel number values.
Examples
When echo is used for parts 0 and 1, the value entered is 3.
When echo is used for all parts, the value entered is 255.
Note 4: Echo time is the delay duration. It uses RAM area equal to twice the echo time value, expressed in
Kbytes. The echo area in SGB is 4 Kbytes, so a value of 2 or less should be entered. Feedback indicates the
amount of delay returned. Filter No. indicates the type of filter applied to the delayed sound.
0 = no filter; 1 = high-pass filter; 2 = low-pass filter; 3 = band-pass filter
*The symbols marked with a I in the Special Symbols table are applied to all parts. These should be set in the
first part.
*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 0x2B00.
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
0x00 Part end code
0x10-0x7F Note/rest length data & VELOCITY (volume) + GATE_TIME
0x80-0xC7 Interval (sound length) data (C00-B50) * C01-B50 in SGB
0xC8 Tie (TIE)
0xC9 Rest (KYU)
0xCA-0xDF Use prohibited
0xE0-0xF9 Special symbols
0xFA-0xFF Use prohibited

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.
Score Data Settings
Special
Symbol
Echo Channel Echo Volume L Echo Volume R
ecv OOO (Note 1) 40 40
Special
Symbol
Echo Time Feed Back Filter No.
edl 2 (Note 2) 90 2
If echo is not used, specify e o f (special symbol) instead of e c v.
If a value greater than 2 is specified for Echo Time, the sampling data will be destroyed. Up to 15
tunes can be registered (0x01-0x0F). Channels 2 and 3 are allocated for BGM, so these channels
should be used for regular playback of BGM parts.
Microtuning of source data used for notes should be specified using the tun code with the score
data. For tuning values, refer to the recommended tunings in Section 4 of this chapter, SGB
Sound Program Source List (except for percussion instruments).
The recommended tuning values for this source list are based on an interval of C30 (See Section
3.6.4, Interval Data).
Also indicated for each source data item is the score data setting (interval code) for producing
sounds with a C30 interval. Please refer to these settings in inputting score data.
In high and low areas, the tuning of some source data may be somewhat off. Whenever this
occurs, the tuning value must be modified.
For SGB, all tunings are set 50 cents higher than the standard value (A = 440 Hz).

3.8 Format of Transferred Data
When Using NEWS
1. Copy s g b t. a s m to a new transfer file, filename.asm.
%cp sgbt.asm yyy.asm
* When making transfer files, create them based on sgbt.asm.
2. Open yyy.asm and modify it as follows.
Line No. Before Changed After Changed
113
115
gft : 02b00H
;
; include xxx.dat
gft : yyy$, · · · · · · · ·
;
include yyy.dat
· · · · · · · · · · ·
* When adding multiple tunes, add them beginning from line 113. Also increase the number of ‘include
OOO.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 SNES sound generator.
Converting to binary data:
% cat
yyy.hex
h2b -start 400 -b > yyy.bin
Converting to hexadecimal data:
% cat
yyy.hex
h2b -start 400 > OOO.asm
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 ; Number of data items to transfer
dw $2b00 ; Transfer destination address
db $00,$01,$02,$03,$04,$05,$06,$07 ; Score data
db $08,$09,$0a,$0b,$0c,$0d,$0e,$0f ; Score data
db $00,$01,$02,$03,$04,$05,$06,$07 ; Score data
db $08,$09,$0a,$0b,$0c,$0d,$0e,$0f ; Score data
db $00,$01,$02,$03,$04,$05,$06,$07 ; Score data
db $00,$01,$02,$03,$04,$05,$06,$07 ; Score data
dw $0000 ; Transfer end code
dw $0400 ; Program start address

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.
If the data exceed 4 Kbytes, divide them into 2 files.
Transfer of score data is completely executed using system commands.

4. SGB SOUND PROGRAM SOURCE LIST
so No.
Kankichikun
so
No.
so Name Sound Family
Envelope Type
/Specific Sound
Recommended
Tuning Interval
0x000 sn0 +d0.so Normal envelope
0x001 sn1 +Dch.so Envelope with extremely short decay
0x002 sn2 +d1.so Electric keyboard envelope
0x003 sn3 +d2.so Brass envelope
0x004 sn4 +d3.so Pedal organ envelope
0x005 sn5 +d5.so Banjo envelope
0x006 sn6 +d9.so ’Soft’ envelope
0x007 sn7 sin.so
Sine Family
Normal sine wave
0x008 sn8 +d5.so Banjo envelope t u n, 0 1 3
0x009 sn9 +d6.so Bass envelope t u n, 0 1 3
0x 00a s10 +d8.so Fretless bass envelope t u n, 0 1 3
0x 00b s11 B1.so
Bass Family 1
Bass 1 t u n, 0 1 3
0x00c s12 +d5.so Banjo envelope t u n, 0 2 0
0x00d s13 +d6.so Bass envelope t u n, 0 2 0
0x00e s14 +d9.so ‘Soft’ envelope t u n, 0 2 0
0x00f s15 B2.so
Bass Family 2
Bass 2 t u n, 0 2 0
0x010 s16 +d3.so Pedal organ envelope t u n, 0 4 0
0x011 s17 +d5.so Banjo envelope t u n, 0 4 0
0x012 s18 +Dch.so Envelope with extremely short decay t u n, 0 4 0
0x013 s19 acg.so
Guitar Family
Guitar t u n, 0 4 0
0x014 s20 +d1.so Electric keyboard envelope
0x015 s21 +d3.so Pedal organ envelope
0x016 s22 ep.so Electric keyboard 1
0x017 s23 ep2.so
Electric Keyboard
Family 1
Electric keyboard 1 t u n, 0 0 3 C 2 0

so No.
Kankichikun
so No.
so Name Sound Family
Envelope Type/
Specific Sound
Recommended
Tuning Interval
0x18 s24 +d1.so Electric keyboard envelope
0x019 s25 +d3.so Pedal organ envelope
0x01a s26 epf.so
Electric Keyboard
Family 2
Electric keyboard, soft type
0x01b s27 pipe.so Organ Family Pipe organ
0x01c s28 +d8.so Fretless bass envelope t u n, 0 8 0 C 2 0
0x01d s29 +d4.so Strings envelope t u n, 0 8 0 C 2 0
0x01e s30 S1.so
Strings Family
Strings t u n, 0 8 0 C 2 0
0x01f s31 +d9.so ‘Soft’ envelope t u n, 1 7 0 B 0 0
0x020 s32 cho1.so
Chorus Family 1
Chorus 1 t u n, 1 7 0 B 0 0
0x021 s33 +d3.so Pedal organ envelope t u n, 1 6 5 B 1 0
0x022 s34 cho2.so
Chorus Family 2
Chorus 2 t u n, 1 6 5 B 1 0
0x023 s35 +Dch.so Xylophone t u n, 0 5 5
0x024 s36 +d1.so Electric keyboard envelope t u n, 0 5 5
0x025 s37 +d9.so ‘Soft’ envelope t u n, 0 5 5
0x026 s38 Dxlp.so
Xylophone Family
Xylophone + looping sound t u n, 0 5 5
0x027 s39 +d1.so Electric keyboard envelope
0x028 s40 brs.so
Brass Family 1
Brass 1
0x029 s41 brs8.so Brass Family 2 Brass 2 t u n, 0 2 0 C 2 0
0x02a s42 +Dch.so Envelope with extremely short decay t u n, 0 4 0 C 2 0
0x02b s43 +d5.so Banjo envelope t u n, 0 4 0 C 2 0
0x02c s44 +d9.so ‘Soft’ envelope t u n, 0 4 0 C 2 0
0x02d s45 tp3.so
Trumpet Family
Trumpet t u n, 0 4 0 C 2 0
0x02e s46 +d4.so Strings envelope
0x02f s47 fg.so
Bassoon Family
Bassoon
0x030 s48 fl.so Flute Family Flute t u n, 0 5 3 C 2 0

so No. Kankich
i-kun
so Name Sound Family
Envelope Type
Specific Sounds
Recommended
Tuning Interval
0x031 s49 Db.so Bass drum
0x032 s50 +Dch.so Closed high-hat
0x033 s51 Doh.so Open high-hat
0x034 s52 sdr3.so
Percussion
Instrument
Family
Snare 1
0x035 s53 Ds.so Snare 2
0x036 s54 Dt.so
Percussion Family
Tom (for stepping down) t u n, 0 1 0
0x037 s55 clp.so SE Family Hand clap
0x038 s56 jet2.so SE Family Jet
* The following (0x39-0x3E) can be used with Kankichi-kun.
0x039 jet1.so Jet
0x03a noiz.so Noise
0x03b glas.so Glass breaking
0x03c shot.so Shot
0x03d river.so River flowing
0x03e wind.so Wind blowing
Settings for source data numbers 0x39-0x3E cannot be specified on Kankichi-kun. These source data can be
used only with sound effects. However, they can be set using tools other than Kankichi-kun.
The shaded portions are the basic source data. The other source data items are the basic source data with
modified envelopes.
The contents of the source list are also listed in the README file located in the sobox directory installed for
NEWS.
The recommended tuning values in the source list are based on an interval of C30. (See Section 3.6.4, Interval
Data.) With high- and low-pass filtering, the tuning of some source data may be somewhat off. Whenever this
occurs, the tuning value must be modified.
The interval value is the score data setting (interval code) for producing sounds with a C30 interval. For SGB,
all tunings are set 50 cents higher than the standard value (A = 440 Hz). The source data items in the empty
areas do not require tuning. (In addition, they can be used without changing the interval).
Game Boy Programming Manual
208
5. TRANSFERRING AUDIO DATA TO THE SCORE AREA
In general, the score area (8 K) is provided for transferring only score data. However, audio data also can be
transferred for output. Audio data can be transferred only if the following conditions are met.
· The data must not exceed the score area (8 K).
· The data is not transferred to areas other than the score area (except for the Directory and sod
data).
If the data is transferred to other areas, the sound effects used by the system may no longer play or may be
altered (strange sounds). Transferring data to other areas may also lead to a loss of program control. Therefore,
please be certain to ensure that the above two conditions are met.
5.1 Required Data and Procedure for Audio Output
1. Sampling data (multiple data items permitted)
2. Score data (score used to play sampling data)
* 1 and 2 combined must occupy less than 8 Kbytes.
* The sound numbers ( so No.) corresponding to the sampling data should be from among one of
the following.
002H,003H,004H & 00CH,00DH,00EH & 02AH,02BH,02CH (hex No.)
Note All numbers other than the above are used for system sound effects or music.
Therefore, be careful to use only the above numbers.
3. Directory and sod data corresponding to the sampling data:
* Directory and sod data are provided for each sound (so No.).
Start Address Data Structure No. of
Bytes
Directory 0x4B00 Source start address (L)/(H) · Source loop(end)address(L)/(H) 4 bytes
sod 0x4C30 so No./ adsr(1)/adsr(2)/gain/blk No.(2byte) 6 bytes
When the sound number is 0x000, the directory data comprise 4 bytes beginning at 0x4B00, and the sod data
comprise 6 bytes beginning at 0x4C30 (0x000 cannot be used).
Please substitute the directory data and sod data values corresponding to the given sound number.
Note For the sound number, however, be careful not to use any number other those
shown in 2. Use of an incorrect number will cause a loss of program control.
Transferring all of these data and issuing a BGB request will result in audio playback
5.2 Transfer File Example
With sampling data consisting of a single sound with a sound number of 0x002, the Directory data would be the
4 bytes beginning at 0x4B08, and the sod data would occupy the 6 bytes beginning at 0x4C3C. In this case,
ensure that the score data begin at 0x2B00. Starting these data at any location other than 0x2B00 would cause
a loss of program control. The sampling data (audio data) should be transferred to the area between 0x2B00 and
0x3AFF.
dw $0004 ; No. of data items to transfer for Directory
dw $4B08 ; Directory transfer destination address
db $00,$30,$3F,$30 ; Directory data (4 bytes)
;
dw $0006 ; No. of data items to transfer for sod
dw $4C3C ; Sod transfer destination address
db $02,$FF,$E0,$B8,$02,$B0 ; Sod data (6 bytes)
;
dw $0020 ; No. of score data items to transfer
dw $2B00 ; Score data transfer destination address
db $00,$01,$02,$03,$04,$05,&06,$07 ; Score data
db $00,$01,$02,$03,$04,$05,&06,$07 ; Score data
db $00,$01,$02,$03,$04,$05,&06,$07 ; Score data
db $00,$01,$02,$03,$04,$05,&06,$07 ; Score data
;
dw $0040 ; No. of sampling data items to transfer
dw $3000 ; Sampling data transfer destination address
db $00,$01,$02,$03,$04,$05,&06,$07 ; Sampling data
db $00,$01,$02,$03,$04,$05,&06,$07 ; Sampling data
db $00,$01,$02,$03,$04,$05,&06,$07 ; Sampling data
db $00,$01,$02,$03,$04,$05,&06,$07 ; Sampling data
db $00,$01,$02,$03,$04,$05,&06,$07 ; Sampling data
db $00,$01,$02,$03,$04,$05,&06,$07 ; Sampling data
db $00,$01,$02,$03,$04,$05,&06,$07 ; Sampling data
db $00,$01,$02,$03,$04,$05,&06,$07 ; Sampling data
;
dw $0000 ; Transfer end code
dw $0400 ; Program start address
When using multiple sampling data items, also transfer the Directory and sod data specified for each item in Step 2.
Note Be careful not to rewrite the Directory and sod data used by the system.
"
{end}

OBJ_TRN

Code 18 OBJ_TRN. Object Transfer. Command C1. Used to display up to 24 entries of scrollable 8Χ8 or 16Χ16 SNES Objects on the screen, comprising a total onscreen palette of 256. Real Bout Special Fatal Fury and Bomberman Quest call OBJ_TRN even though neither game loads data into the SNES VRAM.

The official NOA/NOE Super Game Boy programming document actually defines OBJ_TRN as "Use prohibited", and the function is not explained anywhere because it was unfinished. Practically useful for title screens and cutscenes since the bottommost of the Game Boy screen would be used to transfer object data as well. Here are the unused OBJ_TRN caveats.

{pandocs}
Byte: Setting:
0 Command*8+Length (fixed length=1)
1 Control Bits
Bit 0 - SNES OBJ Mode enable (0=Cancel, 1=Enable)
Bit 1 - Change OBJ Colour (0=No, 1=Use definitions below)
Bit 2-7 - Not used (zero)
2-3 System Colour Palette Number for OBJ Palette 4 (0-511)
4-5 System Colour Palette Number for OBJ Palette 5 (0-511)
6-7 System Colour Palette Number for OBJ Palette 6 (0-511)
8-9 System Colour Palette Number for OBJ Palette 7 (0-511)
Palette entrees are ignored if above Control Bit 1 is zero.
Because each OBJ palette consists of 16 coluors, four system
palette entries (of 4 colours each) are transferred into each
OBJ palette. Specific system palette numbers are not required to be
aligned to a multiple of four, and will wrap to palette number
0 when exceeding 511. For example, a value of 511 would copy
system palettes 511, 0, 1, 2 to the SNES OBJ palette.
A-F Not used (zero)

The recommended method is to "display" Game Boy BG tiles from F9h-FFh left to right as the first 7 characters of the bottom-most character line of the Game Boy screen. As for normal 4KByte VRAM transfers, this area should not be scrolled, should not be overlapped by Game Boy OBJs, and the Game Boy GBP palette register should be set up to avoid conflicting with the normal in-game palettes. SNES OAM data can be defined in the 70h bytes of the Game Boy BG tile memory at following addresses:

8F90-8FEF SNES OAM, 24 Entries of 4 bytes each (96 bytes)
8FF0-8FF5 SNES OAM MSBs, 24 Entries of 2 bits each (6 bytes)
8FF6-8FFF Not used, don't care (10 bytes)

The format of SNES OAM Entrees are:

Byte 0 OBJ X-Position (0-511, MSB is separately stored, see below)
Byte 1 OBJ Y-Position (0-255)
Byte 2-3 Attributes (16bit)
Bit 0-8 Tile Number (use only 00h-FFh, upper bit zero)
Bit 9-11 Palette Number (use only 4-7)
Bit 12-13 OBJ Priority (use only 3)
Bit 14 X-Flip (0=Normal, 1=Mirror horizontally)
Bit 15 Y-Flip (0=Normal, 1=Mirror vertically)

The format of SNES OAM MSB Entrees are unknown. However, 2 bits are used per entry: One bit is the most significant bit of the OBJ X-Position. The other bit specifies the OBJ size (8Χ8 or 16Χ16 pixels).
{end}

My notes(Too many notes to list!Condensed)
BGM Flag FE;FF,CC fade BGM
DATA_SND Also can define BIOS funct RAM.Format LSB.RAM:7E0000-7EFFFF(7Fno affect);example
79060F007E0100000000000000000000 - Enable unused OBJ_TRN
Sample data can be used in BGM
JUMP used instead of SOU_TRN It is possible to overwrite ARAM.Won't reflect internal BIOS locations.DATA_SND can define new RAM BGM no.
C1 OBJ_TRN, 69 TEST_EN no funct
F5(5) consec commands

I also wrote a sample GB ROM for testing SGB commands: Sampling data plays, border 1/2. Not motivated to release this project yet. TODO list samples used.

I would link Mark Ortiz's source files here (special thanks to him) but its not mine to link publically
*find official Japanese dev documents, tech demos supplied with SGB/2

Link:My SGB BIOS dissassembly and crazy info. I also had a lot of notes hosted on a forum... thanks Luigiblood. Though, seriously, who the f*ck deletes an entire forum for no reason without thinking? Son of a whore. Whatever.

*Guitar slide*

I'm also glad not to have any fetishes except six-legged mermaids.

chuppy-muppy and prongjuice

F*ck it nobody cares DVD Special edition
-50 minutes of removing tophats and swapping them around
-Passive-aggressive smart devices give Q and A
-Quotes.txt

15:42<nensondubois>my handwritiing is illegible these days
<deathspawn>well i can write well, but typing is much better
15:43<nensondubois> I'm like a parapellegic on crack when I write

Curiosity
FM radio tuning while lucid dreaming
subliminal messaging in media

tinyurl.com/nfdqoyr -How many hands that camera has passed

23:54:59<hex>let's get drunk and read jim morrison poems

billiardblues

i.imgur.com/
7Km66EP.gif
IRshRWH.jpg
pGICd7i.jpg

apple_swinger_exercise_3d0_demo.avi

22:22:48<k0zu>Damn meth heads
nensondubois>they took your car apart and can't put it back together again
k0zu>No
k0zu>I walked out the back door to walk the dog
k0zu>and the dogs started barking
k0zu>a few minutes later some guy comes running out of his house looking for somebody
k0zu>came running at me until he saw that I had a dog
k0zu>asked me if I had seen anyone else
k0zu>I said no he ran off again looking for someone
k0zu>he is still out there looking for whoever his dogs were barking at
k0zu>I guess he doesn't realize that they were barking at me
k0zu>He was obviously twerking
k0zu>F*cking auto Pete t
k0zu>Autocorrect
k0zu>Tweeking
22:37:44<k0zu>I hate this dog

00:04:07<Shares5>FOOOOD
<nensondubois>is it sliced sponge and dishwater this time
<Shares5>what gave it away
<kamek>Don't forget the dishrags and bleech for dessert.
Shares5>i thought i'd go all out and get some window cleaner this time
s0ckpuppet>vinegar and water

MUSICIANS\C\Cycleburner\Top_Priority_part_4

...
00:18:40<nensondubois>you def seem datable to me
<lindso>thanks nensondubois and barf_madness
<lindso>and also wug
<lindso>i snet him a message oops
...
<sean>Wug is fine except ehwhen he being a b*tch
<sean>wug did u watch this epic vine
<wug>yea i watched it
<wug>i give it 7.9 out of 10
<lindso>vodka time
<sean>i think maybe you're good on the vodka front
<wug>cool my mario galaxy 2 sold for $20.99
<sean>Just some friend advice
<lindso>i think maybe not
<wug>Lindso, you can vodka, but, sabo
<lindso>yea
<lindso>ills abo
<sean>one or the other. u must choose
<lindso>both
<lindso>the message i sent was fine
<lindso>i ust said
<lindso>jeez. i was hoping you'd contact me atleast once within a week of all of this. i miss you
<nensondubois>sabo is fun especially when listening to Temple of The Dog
00:21:10<sean>tinyurl.com/q96feay my aesthetic

00:34:46<KidSlime>i need to get a gf
<KidSlime>to keep my room clean
<KidSlime>it is a MESS in here
00:35:34<nensondubois>all that goat blood on the wall

<s0ckpuppet>there will never be a third party that will make it to the final elections via debate win, dole/clinton took care of that

00:31:18<k0zu>my parents should not have passed on their genes tbh
00:39:03<k0zu>i didnt finish elementary school

Can you feel your hand melting up and down your mind now?

OUT OF ROOM
cocks
eof