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 19-Dec-2014 at 1:22am
Subscriber: not currently subscribed
Member since: 29-Jan-2010 Game Trading Zone member for over 4 years
Page Hits: 2 today (290 in the last 30 days)
Deal Preference: Trade or Sell
http://gametz.com/user/nensondubois.html

Interests: Go ahead, make my day. ~ Clint Eastwood
Likes: Mr Show,Rock,Techno(all genres),dicking around,etc
Dislikes: Orwellianism,biometrics,abortions,cloning experiments,GMOS,bs

Quote: "Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety." Benjamin Franklin, Historical Review of Pennsylvania, 1759
Comment:

*Random Duke Nukem catchphrase*



http://www.thedailysheeple.com/10-ways-to-kick-the...

http://tinyurl.com/kvfcchp - Cosmos

http://sploid.gizmodo.com/here-are-a-bunch-of-dele...

http://draxe.com/naturally-reverse-cavities-heal-t...

http://tinyurl.com/n9cbvgw - F*ck off! ME and my doctor are the only people allowed to have access to my health information. Period!

http://tinyurl.com/ocgj54m - basics of DNN 101

https://youtu.be/DGCMyF-sA58

LINKS:
http://www.naturalnews.com
http://slashdot.org
http://reason.com
http://www.apttax.com
http://http://webchat.crushandrun.net
http://preventdisease.com
http://www.thedailysheeple.com
http://nalert.blogspot.com
http://www.intellihub.com
http://newsbusters.org
https://www.eff.org
http://www.zerohedge.com
http://www.i-mockery.com
http://www.aclu.org
http://naturalsociety.com
http://www.economicpolicyjournal.com
https://www.torproject.org
http://www.breitbart.com
http://how-to.linuxcareer.com/i2p-anonymity-for-th...
http://ip-check.info
http://mgmbill.org
http://www.amnesty.org
http://anticorruptionact.org
https://unseen.is
http://www.copblock.org
http://sploid.gizmodo.com
http://www.lmii.com
http://chipmusic.org
http://my.cbox.ws/oldschoolgamersunite
http://www.vgmpf.com/Wiki
http://www.thenation.com/article/180493/anti-pot-l...
irc.crushandrun.net #atom - there's a lot of Funkytown going on everywhere. Basically, only important news.

InsideMakuTree01.MID (Chorium.sf2)

Temple of The Dog. They produced one of the best albums in existence in addition to Revolver, and about 400 or so other worthy candidates.

http://www.theverge.com/2014/9/10/6131307/jeff-gol...

http://games.slashdot.org/story/14/12/10/2032234/d...

http://tinyurl.com/kayfgl7 -scary

(14:53:50)- Jingle_Dog quit (Quit: <k!15b8>)
(14:53:51)<{f}>Jingle_Dog died of SARS or something
<nensnondubois>n yt bobby helms jingle bell
<N>Jingle Bell Rock / Bobby Helms 1957 :: https://youtu.be/itcMLwMEeMQ :: 4.94 :: :: 2,072,374 views

<nensondubois>n yt alice in chains down in a hole
<N>Alice In Chains - Down in a Hole :: https://youtu.be/f8hT3oDDf6c :: 4.94 :: :: 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 ;_;
<woobie>what do you think of the new singer?

(21:11:22)<nensondubois>and technology
(21:11:31)<woob>lol thewillis
(21:12:08)<TheWillis>technology growing 2 fast
(21:12:08)<woob>yes
(21:12:09)<woob>i think in our lifetimes craps gon get weird
(21:12:09)<woob>and imagine after our lifetimes...
(21:12:09)<woob>kind of scary
(21:12:19)<nensondubois>yeah
(21:12:30)<nensondubois>the future is going to have a lot of problems
(21:12:54)<nensondubois>then again we'll probably destroy ourselves before 50 or so years
(21:13:51)<woob>:l

http://tinyurl.com/kezxgcq - Pierce Brosnan Plays GoldenEye 007 with Jimmy

http://tinyurl.com/nf3kcf2 - Creepy as all f*ck! Want your kids manipulated by technology and databased?


? - [Bootleg Sampler demo disc (E)] menu music.SSF


*random dubstep music*


Modular Escape Soundtrack
FACT: "Jani Kiviranta - [Modular Escape] Ode to MON (Part 2)" - Is originally a Jereon Tel C64 song from Noisy_Pillars.sid

♪♫

Simon & Garfunkel - [Bridge Over Troubled Water #06] The Boxer.cda

[17:35] <Shy> ...and I'm still 'with her'
[17:35] <Shy> Could be worse, could of broke up with me
[17:36] <nensondubois> I'm going to be leaving in 5 mins. Yeah anything could be worse. You could be a mormon in prison getting skullf*cked to death
[17:36] <Shy> I deserve a lot worse for guilting her into the relationship
[17:36] <Shy> LMFAO
[17:36] <Shy> TRue that

(15:00:12)<kushghoul420>░░░░░░▄▄▄░░▄██▄░░░
(15:00:14)<kushghoul420>░░░░░▐▀█▀▌░░░░▀█▄░░░
(15:00:15)<kushghoul420>░░░░░▐█▄█▌░░░░░░▀█▄░░
(15:00:17)<kushghoul420>░░░░░░▀▄▀░░░▄▄▄▄▄▀▀░░
(15:00:19)<kushghoul420>░░░░▄▄▄██▀▀▀▀░░░░░░░
(15:00:21)<kushghoul420>░░░█▀▄▄▄█░▀▀░░
(15:00:22)<luke>is there much going on in frankfurt
(15:00:22)<luke>or is it all just cathedrals
(15:00:23)<kushghoul420>░░░▌░▄▄▄▐▌▀▀▀░░ THIS IS BOB
(15:00:25)<kushghoul420>▄░▐░░░▄▄░█░▀▀ ░░
(15:00:27)<kushghoul420>▀█▌░░░▄░▀█▀░▀ ░░ COPY AND PASTE HIM,
(15:00:28)<{spookygeist}>ow my f*cking ears
(15:00:29)<luke>i could skip that place
(15:00:29)<kushghoul420>░░░░░░░▄▄▐▌▄▄░░░ SO, HE CAN TAKE
(15:00:31)<kushghoul420>░░░░░░░▀███▀█░▄░░ OVER STEAM!
(15:00:32)<{spookygeist}>aaaaaaaa
(15:00:33)<luke>In the future, don't yell
(15:00:33)<kushghoul420>░░░░░░▐▌▀▄▀▄▀▐▄░░
(15:00:35)<kushghoul420>░░░░░░▐▀░░░░░░▐▌░░
(15:00:37)<kushghoul420>░░░░░░█░░░░░░░░█░░░
(15:00:39)<kushghoul420>░░░░░▐▌░░░░░░░░░█░░░
(15:00:45)<hauntingcock>spooky
(15:00:49)<Spooky_Alice>y'all are ales, i wanted to see bob
(15:01:23)<kushghoul420>this is some high qulaity ascii block art

(18:24:10)<nensondubois>the mr show jukebox songs are hilarious
(18:24:42)<m[at]>i need to get some mr show
(18:24:52)<m[at]>forgot about that the other day
(18:25:03)<nensondubois>I have the DVD set
(18:25:27)<m[at]>i like odenkirks writing better than i like him
(18:25:31)<m[at]>but he's good with cross
(18:25:57)<nensondubois>I like them both because of their talent and absurd characters they portray
(18:26:35)<m[at]>todd margaret
(18:26:45)<nensondubois>increasingly poor decisions
(18:26:49)<m[at]>is my fav cross thing
(18:26:57)<m[at]>even more than AD
(18:27:11)<nensondubois>The Birthday Boys
(18:27:12)<pepito>oh god
(18:27:15)<pepito>increasingly poor decisions
(18:27:17)<pepito>is so good
(18:27:28)<pepito>so cringe.
(18:27:40)<pepito>when steve davis beats the hell out of david cross w/ the snooker cue
(18:27:41)<pepito>lmao
(18:27:42)<m[at]>i have a hard time with hardcore cringe
(18:28:00)<nensondubois>oh man
(18:28:21)<m[at]>the TAL cringe episode puts me in the fetal position
(18:28:23)<pepito>oh, he'll be alright, just a massive erection, shat himself.
(18:28:35)<m[at]>lol
(18:28:43)<pepito>will arnett is so good in it too

(14:41:20)<nensondubois>freestyle
(14:42:12)<tbnwlls>no I'm too scared of getting booed out of the channel
(14:42:28)<nensondubois>heh
(14:42:32)- Guest538052105 is now known as crin
(14:42:34)<nensondubois>you ain't no Eminem

*Someone runs up to the sh1tter when I'm inside leaving one, bangs on the door and says in a Commando voice "I've got a present for ya!"*

(RESERVED FOR IRC QUOTE)

Charanjit Singh - Raga Megh Malhar.cda

http://tinyurl.com/kpukmpc - Lol people using Facebook

Technotris.mid

Is there a God? I don't know for a fact, though I doubt it. There's too much chaos everywhere all the time. At around the age of 18 it made no sense. If you think about it, every single event that landed our existence was completely insane.
The Universe keeps going until it runs out of energy and it probably freezes over.


(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・)┛♪)

(18:35:45)<nensondubois>Ultimate Qix is so much fun
(18:35:53)<luke>ultimate dix
(18:35:59)<nensondubois>:V
(18:36:03)<luke>haha
(18:36:07)<nensondubois>lol
(18:36:12)<luke>got you
(18:36:14)<baseballgrandpa666>lol
(18:36:16)<baseballgrandpa666>he got u good
(18:36:21)<luke>hahaha
(18:36:26)<luke>it's cool though
(18:37:01)<luke>even if you do like "dix"
(18:37:06)<luke>...

(23:22:35)<fusk>animedude639: _—_
(23:22:59)<{_|_}>Hi
(23:23:24)<fusk>!nc |
(23:23:25)<nensondubois>wondering about Warlock - Master of Arcane
(23:23:26)- {_|_} is now known as {|}
(23:23:36)<wug>im downloading it on soulseek
(23:23:37)<Honk_Dog>nd i have a copy of that i could give you
(23:23:42)<wug>my internet is working well now
(23:23:44)<wug>or better
(23:23:52)<wug>n yt orinocco flow smack my b*tch up
(23:23:53)<n>MTV Mash - Prodigy Vs Enya - Smack My B*tch Up clip :: https://youtu.be/3CTJqwX-AwM :: 4.79 :: :: 4,377,109 views
(23:23:57)<{|}>NC {
(23:24:09)<{|}>Please
(23:24:13)<fusk>That’d be a terrible nick
(23:24:15)<fusk>why would you want that one
(23:24:16)<animedude639>why are you still alive?
(23:24:21)<nensondubois>oi cools
(23:24:22)<{|}>This straight butt sucks
(23:24:28)<fusk>that’s how butts are though
(23:24:39)<fusk>The other thing doesn’t remotely resemble a butt
(23:24:40)<Honk_Dog>!nc Hey/_buddy_whats_up
(23:24:41)<DeAD_NuTS>this Velocity 2X game is f*ckin crazy
(23:24:46)<{|}>It is a stupid looking butt
(23:24:57)<nensondubois>its a butt with a dick in it
(23:25:04)<fusk>:-
(23:25:11)<{|}>(_(_) is much more elegant
(23:25:16)<fusk>it isn't
(23:25:17)<{|}>Like it's sticking out
(23:25:25)<Honk_Dog>!nc _{_{_{_
(23:25:25)<zamros>ok i put a lot of weapon holos and bot waypoints
(23:25:25)- {|__} is now known as {_{_{_{_}
(23:25:28)<fusk>n
(23:25:30)<{_{_{_{_}>Inviting someone to kiss it
(23:25:43)<{_{_{_{_}>Whoa siamese butts
(23:26:05)<fusk>poorly nested butts
(23:26:06)<{_{_{_{_}>What makes a good boring man map, zamros
(23:26:13)<zamros>i don't know
(23:26:16)<zamros>my little pony
(23:26:17)<o_o>iunbalanced butts
(23:26:18)<{_{_{_{_}>Poorly nested butt
(23:26:18)<wug>this mashup is good

(23:18:29)<nensondubois>The Dead Zone completely misses a lot of the book
(23:18:53)<nensondubois>Not to say it is a bad movie. Actually, its an amazing movie for an adaptation
(23:18:55)<barf_madness>well sure it does, it's only 90 minutes long or whatever
(23:19:05)<barf_madness>but yeah pretty sweet movie
(23:19:38)<barf_madness>you should check out cronenberg's other stuff if you haven't already

(small list of my game codes)
Sonic 2 Game Gear Game Genie
Hold A or B to Moonjump
643-DFC-10A

Hold A or B to Moonjump (period of time)
??3-DEC-10A (?? = 00-FF; 00 being the shortest; FF being the longer amount of time)

Comix Zone
Jukebox Song 1 Music
06EDBA:??44

Flashback (SNES)
D904F90A (Plasma death cutscene; music entry point in memory)

Cutscene set
00021D??

Super Mario Bros. 3
AAOTOETT - Control music using the D-PAD

Sangokushi - Game Boy Ban 2.gbc
0C6-D78-E62 "SYOZOKU:74" upon starting a new game. This is a horse movement error.
1E6-D78-E62 "BNO GET ERR"

Mickey's Dangerous Chase
Weird music
012-55B-91F

Old man eating custard bass (or pause/unpause game a billion times. I'll explain this glitch later)
120-66B-D5A

All of the John Loose games have unused music. I also have an undumped Beethoven's 2nd GB cartridge. I ripped a GBS of Golf classic. All of the music is split into individual banks using a single ROM page.
Pause/w music playing
010072D1
Sets Bank number
01??67D1
Sets BGM number
01??68D1

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

(15:45:31)<FrostyTheSnowboner>super downz brothers


https://i.imgur.com/mmcidFG.gif

PLAYLIST DUMP: (no order; incomplete. TOO MANY TO LIST! link offsite text due to space reasons)
Crowded House
Unknown Artist - [Battlemaster] Game Music.vgm
Soushi Hosoi, Pirowo
Rondeau from Abdelazar
I Fight Dragons
Harry Nilsson
Velvet Revolver
Tears For Fears
ORGY
ELO
Dschinghis Khan - Der Dschingis Kahn Hit Mix
Junko Kihara 樹原淳子 - [Linda^3 Again] - Town 4
Stevie Ray Vaughan
The Replacements
Will Davis, Jeehun Hwang - [Blast Chamber]
Strawberry Alarm Clock
Jimmie's Chicken Shack
Flux Pavillion
Mike Cihak, Matt Scott, Byte Size Sound - [Mohawk and Headphone Jack]
Tsugutoshi Goto [後藤次利]
Green Day
?- Fantasy Zone
Colfax
Mark Snow
Collective Soul
The Who
Skin Yard
The Living End
Megadeth
The Cars/Ric Ocasek
STP
Alice in Chains
AWOLNATION - Sail
The Moody Blues
The Drifters
OMD
Manfred Linzner
Rush
Jackie Davis
Bad Religion
Melissa Etheridge - She deserved the 2014 new years
Mark Edward Ortiz
Masayoshi Sasaki - Saiyuki: Journey West
? - Ojohsama Tokkyu Express
? - Kattobi Tune
Moby
? - 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).vgm
Dance 2 Trance
Soul Coughing
Yes
Talking Heads
Trivium
Phish
Sublime
The Galactic Force Band
Toshiharu Yamanishi, Takeshi Yoshida - [Thunder Force IV].vgm
*random death, heavy metal, grunge, rock blues, punk rock, Independent, jazz, instrumentals, eurodance, philharmonics, reggae, Industrial, disco, videogame music, 90's, 60's, 70's, 80's*
http://www.last.fm/user/s0ckpuppet

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!... ... SUCH A COMMERCIAL WASTE.

{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

158
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

170
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.


1. SGB SOUND PROGRAM OVERVIEW
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 ]

184
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

186
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.

188
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 data) 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).

190
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.

194
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.

196
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

198
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)

200
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

202
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

204
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

206
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.

When SNES object mode is enabled, screensavers are disabled giving the same effect as the command ATRC_EN with bit 01 set to 01, likely because SNES CPU speed would be heavily invested in drawing and reading the objects from the game.

For unknown reasons, the official NOA/NOE Super Game Boy programming document actually defines OBJ_TRN as "Use prohibited", and the function is not explained anywhere. No wonder nobody used this feature. 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 additional Samples: TODO Upload in some usable fashion. The power of BRR.
Grand Piano
Honky-Tonk Piano (01)
Trance Piano
Festival Organ
Timpani Drum
Steel Drums
Timbale
Rock Organ
Rotary Organ
New Age Drums
Brass Section
Synth Brass
Slap Bass
Festival Organ
House Organ
Trance Organ
French Horn
Giuro
Cello
Violin
Pizzicato Strings
War strings
Cinematic Strings
MPU-401 Instrument 19
*user-defined inf*

My notes (Too many notes to list!)

1. BGM Flag FE; FF to return SGB/2 BIOS SOUND
2. DATA_SND can be used to define BIOS function in RAM. The format is LSB. Examples; RAM range from 7E0000-7EFFFF.
79060F00000100000000000000000000 - sets OBJ_TRN mode
790E0000000000000000000000000000 - sets system attraction mode

TODO: Link to Mark Ortiz's source files (special thanks to him), and a sample GB ROM I wrote for testing SGB commands.

TODO: Find official Japanese dev documents and tech demos supplied with the SGB/2, and SPC700 internal sound programming, GB-Z-80, and a 65c816 reference

My SGB BIOS dissassembly and crazy info. (external link per space reasons) I also had a lot of notes hosted on a forum... let's not go there... I'm not going to name names, though, seriously. Who the f*ck deletes an entire forum for no reason without thinking?

All I did so far is create a few testing demonstrations. Not complete enough for a download link, yet.

*Guitar slide*

[15:14] <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

[11:18] <s0ckpuppet> Zagan: yo momma so ugly she has to put your dads cock in the freezer to get it hard


BARBERA OF THE WOOOODDSS!!!!


TODO: Define: Chuppy-muppy and prongjuice

TODO: List all owned music CDs and records. Maybe movie list/reviews

F*ck it nobody cares DVD Special edition.
*Bill Cosby Tested; Bill Cosby approved product safety inspection video
*50 minutes of removing tophats and swapping them around*
*Passive-aggressive smart devices give questions and answers*

[15:42] <deathspawn> i wonder if there's a typing pen
[15:42] <nensondubois> my handwritiing is illegible these days
[15:43] <deathspawn> you place the pen on a piece of paper, it's connected to a keyboard and you type, it writes
[15:43] <deathspawn> well i can write well, but typing is much better
[15:43] <nensondubois> that would be a really good kickstarter
[15:43] <nensondubois> I'm like a parapellegic on crack when I write

TODO:Investigate FM radio tuning while lucid dreaming

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


http://tech.slashdot.org/story/14/12/12/0254210/fa... - no more weird crap like facial recognition, gender-detection, DNA databasing, etc.


billiardblues.pcm


OUT OF ROOM

eof