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<h3 style="text-align:center"><img src="logo.png" alt="Logo" width="41" height="55" /><br />PokeMini</h3>
<p><a href="index.html">Overview</a></p>
<p><a href="http://code.google.com/p/pokemini/">Website</a></p>
<p><a href="history.html">History</a></p>
<p><a href="keys_info.html">Keys and Info</a></p>
<p><a href="commandline.html">Command-Line</a></p>
<p><a href="about_links.html">About / Links</a></p>
<h3 style="text-align:center">Libraries</h3>
<p><a href="LIB_pm_init.html">pm_init</a></p>
<p><a href="LIB_pm_music.html">pm_music</a></p>
<h3 style="text-align:center">Tools</h3>
<p><a href="TOOLS_colormapper.html">Color Mapper</a></p>
<p><a href="TOOLS_ImgConv.html">Image Converter</a></p>
<p><a href="TOOLS_MusicConv.html">Music Converter</a></p>
<p>Last Updated:<br />
<strong>Jun. 12, 2014</strong></p>
<br /><br />
<h3 style="text-align:center"><img src="cpudie.gif" alt="CPU Die" width="73" height="55" /><br />
Hardware</h3>
<p><a href="Minx_Cpu.html">Minx CPU</a></p>
<p><img src="ico_minus.gif" alt="-" name="InstructionSet_Ico" width="11" height="11" id="InstructionSet_Ico" onclick="javascript:InstructionSet_CheckItem()" /> <a href="PM_InstructionList.html">Instruction Set:</a></p>
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<ul>
<li><a href="PM_Opc_NOP.html">NOP</a></li>
<li><a href="PM_Opc_MOV8.html">MOV (8-Bits)</a></li>
<li><a href="PM_Opc_MOV16.html">MOV (16-Bits)</a></li>
<li><a href="PM_Opc_ADD8.html">ADD (8-Bits)</a></li>
<li><a href="PM_Opc_ADD16.html">ADD (16-Bits)</a></li>
<li><a href="PM_Opc_SUB8.html">SUB (8-Bits)</a></li>
<li><a href="PM_Opc_SUB16.html">SUB (16-Bits)</a></li>
<li><a href="PM_Opc_ADC8.html">ADC (8-Bits)</a></li>
<li><a href="PM_Opc_ADC16.html">ADC (16-Bits)</a></li>
<li><a href="PM_Opc_SBC8.html">SBC (8-Bits)</a></li>
<li><a href="PM_Opc_SBC16.html">SBC (16-Bits)</a></li>
<li><a href="PM_Opc_CMP8.html">CMP (8-Bits)</a></li>
<li><a href="PM_Opc_CMP16.html">CMP (16-Bits)</a></li>
<li><a href="PM_Opc_INC.html">INC</a></li>
<li><a href="PM_Opc_DEC.html">DEC</a></li>
<li><a href="PM_Opc_NEG.html">NEG</a></li>
<li><a href="PM_Opc_MUL.html">MUL</a></li>
<li><a href="PM_Opc_DIV.html">DIV</a></li>
<li><a href="PM_Opc_TST.html">TST</a></li>
<li><a href="PM_Opc_AND.html">AND</a></li>
<li><a href="PM_Opc_OR.html">OR</a></li>
<li><a href="PM_Opc_XOR.html">XOR</a></li>
<li><a href="PM_Opc_NOT.html">NOT</a></li>
<li><a href="PM_Opc_SHL.html">SHL</a></li>
<li><a href="PM_Opc_SAL.html">SAL</a></li>
<li><a href="PM_Opc_SHR.html">SHR</a></li>
<li><a href="PM_Opc_SAR.html">SAR</a></li>
<li><a href="PM_Opc_ROL.html">ROL</a></li>
<li><a href="PM_Opc_ROLC.html">ROLC</a></li>
<li><a href="PM_Opc_ROR.html">ROR</a></li>
<li><a href="PM_Opc_RORC.html">RORC</a></li>
<li><a href="PM_Opc_XCHG.html">XCHG</a></li>
<li><a href="PM_Opc_PACK.html">PACK</a></li>
<li><a href="PM_Opc_UNPACK.html">UNPACK</a></li>
<li><a href="PM_Opc_SWAP.html">SWAP</a></li>
<li><a href="PM_Opc_EX.html">EX</a></li>
<li><a href="PM_Opc_PUSH.html">PUSH</a></li>
<li><a href="PM_Opc_POP.html">POP</a></li>
<li><a href="PM_Opc_CALL.html">CALL</a></li>
<li><a href="PM_Opc_JMP.html">JMP</a></li>
<li><a href="PM_Opc_RET.html">RET</a></li>
<li><a href="PM_Opc_HALT.html">HALT</a></li>
<li><a href="PM_Opc_STOP.html">STOP</a></li>
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<p><a href="PM_Memory.html">Memory Map</a></p>
<p><a href="PM_Cartridge.html">Cartridge </a></p>
<p><a href="PM_RAM.html">RAM</a></p>
<p><a href="PM_IRQBios.html">Interrupt / BIOS</a></p>
<p><a href="PM_Registers.html">Hardware Registers</a></p>
<p><a href="PM_Timers.html">Timers</a></p>
<p><a href="PM_IO_Port.html">Hardware I/O Port</a></p>
<p><a href="PM_Audio.html">Audio / Sound</a></p>
<p><a href="PM_PRC.html">PRC (Program Rendering Chip)</a></p>
<p><a href="LCD_Controller.html">LCD Controller</a></p>
<p><a href="PM_Pinouts.html">Cartridge Pinsout</a></p>
<p>Last Updated:<br />
<strong>Dec. 16, 2011</strong></p>
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<h1>Tool: Music Converter</h1>
<p><strong>Current Version:</strong> 1.3 (Released with PokeMini 0.5.5)</p>
<p>Convert music sheets to a data format that can be used with <a href="LIB_pm_music.html">pm_music</a> library</p>
<h2>Command-Line</h2>
<pre>
Usage: pokemini_musicconv [options]
-asmf Output in asm format (def)
-cf Output in C format
-i music.txt Music input (required)
-o music.asm Output file
-oh music.inc Output header file
-vh music Set prefix for header definitions
-q Quiet
-v Verbose
-sv Super-verbose
-play varname Play specific BGM/SFX
Play flags:
-snddirect Sound Engine: Direct (def)
-sndemulated Sound Engine: Emulated
-piezo Use piezo filtering (def)
-nopiezo Don't use piezo filtering
-towav music.wav Save to WAV while playing
</pre>
<h2>Music sheet format</h2>
<h3 align="center">Notes</h3>
<p><strong>//</strong> can be used for single-line comments</p>
<p><strong>/*</strong> and <strong>*/</strong> are used for multi-line comments</p>
<p><strong>{</strong> and <strong>}</strong> can be used to brace content</p>
<p>Numbers can have <strong>$</strong> or <strong>0x</strong> prefix for hexadecimal notation
<p>PokeMini Music converter specify &quot;s&quot; and &quot;q&quot; to work as:
<p align="center" class="smallfnt"><img src="pmmusic_qs.png" alt="Pic of how Quantize and Sustain affect sound" width="256" height="128" /><br />
Figure 1 - How Quantize and Sustain affects volume output
<br />
<p>Using SHORTQ=yes allow quantize to meet the standard modern MML but sustain must still be specified.</p>
<h3 align="center">Directives</h3>
<table border="1" width="100%" class="smallfnt">
<tr>
<th scope="col" width="40%">Directive Name</th>
<th scope="col" width="60%">Description</th>
</tr>
<tr>
<td><strong class="code_dire">INCLUDE</strong> anothersheet.txt</td>
<td>Include another file</td>
</tr>
<tr>
<td><strong class="code_dire">TITLE</strong> <span class="code_string">sheet title</span></td>
<td>Title of the music sheet</td>
</tr>
<tr>
<td><strong class="code_dire">COMPOSER</strong> <span class="code_string">composer name</span></td>
<td>Composer name</td>
</tr>
<tr>
<td><strong class="code_dire">PROGRAMMER</strong> <span class="code_string">programmer name</span></td>
<td>Programmer name</td>
</tr>
<tr>
<td><strong class="code_dire">DESCRIPTION</strong> <span class="code_string">description about this</span></td>
<td>Extra description</td>
</tr>
<tr>
<td><strong class="code_dire">OUTFORMAT</strong> <span class="code_def">asm</span><br />
<strong class="code_dire">OUTFORMAT</strong> <span class="code_def">c</span></td>
<td>Set output format<br />
Overrides &quot;-asmf&quot; / &quot;-cf&quot; option</td>
</tr>
<tr>
<td><strong class="code_dire">VARHEADER</strong> header.inc<br />
<strong class="code_dire">VARHEADER</strong></td>
<td>Set variable name (prefix) for definitions in the header<br />
Overrides &quot;-vh&quot;</td>
</tr>
<tr>
<td><strong class="code_dire">OUTHEADER</strong> header.inc<br />
<strong class="code_dire">OUTHEADER</strong></td>
<td>Set output header filename, don't write filename to disable header writing<br />
Overrides &quot;-oh&quot;</td>
</tr>
<tr>
<td><strong class="code_dire">OUTFILE</strong> music.asm<br />
<strong class="code_dire">OUTFILE</strong></td>
<td>Set output filename, don't write filename to disable output wiriting<br />
Overrides &quot;-o&quot;</td>
</tr>
<tr>
<td><strong class="code_dire">MTIME</strong> $00FF<br />
<strong class="code_dire">MASTERTIME</strong> $00FF</td>
<td><p>Master time (In Timer 2 Preset at Prescale 6, CPU / 1024)<br />
TicksPerSec = 3906.25 / (Master Time + 1);</p></td>
</tr>
<tr>
<td><strong class="code_dire">MBPM</strong> 114, 128<br />
<strong class="code_dire">MASTERBPM</strong> 114, 128</td>
<td><p>Master time in beats-per-minute in 4/4 format for certain wait value<br />
1st Parameter = Beats per minute<br />
2nd Parameter = Wait value (between 1 and 255)</td>
</tr>
<tr>
<td><strong class="code_dire">VOLLVL</strong> <span class="code_def">mml</span><br />
<strong class="code_dire">VOLLEVEL</strong> <span class="code_def">mml</span></td>
<td>Volume level:<br />
<span class="code_def">mml</span> = 0 to 15<br />
<span class="code_def">system</span> = 0 to 3</td>
</tr>
<tr>
<td><strong class="code_dire">OCTREV</strong> <span class="code_def">no</span><br />
<strong class="code_dire">OCTAVEREV</strong> <span class="code_def">no</span></td>
<td>Reverse octave signs in MML<br />
<span class="code_def">no</span> = Decrease octave is &lt; and Increase octave is &gt;<br />
<span class="code_def">yes</span> = Decrease octave is &gt; and Increase octave is &lt;</td>
</tr>
<tr>
<td><strong class="code_dire">SHORTQ</strong> <span class="code_def">no</span><br />
<strong class="code_dire">SHORTQUANTIZE</strong> <span class="code_def">no</span></td>
<td>Use shorter quantize/sustain range in MML<br />
<span class="code_def">no</span> = Range of 'q' and 's' commands is 0 to 64<br />
<span class="code_def">yes</span> = Range of 'q' and 's' commands is 0 to 8</td>
</tr>
<tr>
<td><strong class="code_dire">BGM</strong> varname <a href="#patternlist">&lt;pattern-list&gt;</a></td>
<td>Define Background music</td>
</tr>
<tr>
<td><strong class="code_dire">PAT_T</strong> varname <a href="#trkdata">&lt;trk-data&gt;</a><br />
<strong class="code_dire">PAT_TRACK</strong> varname <a href="#trkdata">&lt;trk-data&gt;</a><br />
<strong class="code_dire">PATTERN_T</strong> varname <a href="#trkdata">&lt;trk-data&gt;</a><br />
<strong class="code_dire">PATTERN_TRACK</strong> varname <a href="#trkdata">&lt;trk-data&gt;</a></td>
<td>Define Pattern (<span class="code_cvar">Track</span> syntax)</td>
</tr>
<tr>
<td><strong class="code_dire">SFX_T</strong> varname <a href="#trkdata">&lt;trk-data&gt;</a><br />
<strong class="code_dire">SFX_TRACK</strong> varname <a href="#trkdata">&lt;trk-data&gt;</a></td>
<td>Define Sound effect (<span class="code_cvar">Track</span> syntax)</td>
</tr>
<tr>
<td><strong class="code_dire">MACRO_T</strong> uppercase-letter <a href="#trkdata">&lt;trk-data&gt;</a><br />
<strong class="code_dire">MACRO_TRACK</strong> uppercase-letter <a href="#trkdata">&lt;trk-data&gt;</a></td>
<td>Define Macro (<span class="code_cvar">Track</span> syntax)</td>
</tr>
<tr>
<td><strong class="code_dire">PAT</strong> varname <a href="#mmldata">&lt;mml-data&gt;</a><br />
<strong class="code_dire">PATTERN</strong> varname <a href="#mmldata">&lt;mml-data&gt;</a></td>
<td>Define Pattern (<span class="code_cptr">MML</span> syntax)</td>
</tr>
<tr>
<td><strong class="code_dire">SFX</strong> varname <a href="#mmldata">&lt;mml-data&gt;</a></td>
<td>Define Sound effect (<span class="code_cptr">MML</span> syntax)</td>
</tr>
<tr>
<td><strong class="code_dire">MACRO</strong> uppercase-letter <a href="#mmldata">&lt;mml-data&gt;</a></td>
<td>Define Macro (<span class="code_cptr">MML</span> syntax)</td>
</tr>
</table>
<h3 align="center"><a name="patternlist" id="patternlist"></a>Pattern List &lt;pattern-list&gt;</h3>
<p><strong>Syntax:</strong> <em>varname varname ...</em></p>
<p><em>varname</em> is a name of an existing pattern</p>
<p>Each pattern must be separated by spaces, tabs or new-lines</p>
<p>Loop can be marked with a <strong>|</strong> (pipe) character between spaces, this will cause to loop from the <strong>|</strong> (pipe) to end infinitely<br />
( e.g. <span class="smallfnt"><strong class="code_dire">BGM</strong> <span class="code_def">testmusic</span> { <span class="code_def">start_pattern</span> | <span class="code_def">looping_pattern</span> }</span> )</p>
<h3 align="center"><a name="trkdata" id="trkdata"></a>Track data &lt;trk-data&gt;</h3>
<p>Data is case-insensitive: <strong>A</strong> is the same as <strong>a</strong></p>
<h4>-- Insert row --</h4>
<p>Define a row</p>
<p><strong>Syntax:</strong></p>
<blockquote>
<span class="code_macro">ROW</span> {cmd}, {cmd}... {\n}<br />
</blockquote>
<p><strong>Default:</strong> <strong>w</strong>24 <strong>v</strong>15 <strong>%</strong>128 <strong>q</strong>64 <strong>s</strong>64 <strong>xt</strong>1 <strong>xd</strong></p>
<table border="1" width="100%">
<tr>
<th scope="col" width="20%">{cmd}</th>
<th scope="col" width="80%">Description</th>
</tr>
<tr>
<td><strong>C</strong>n, <strong>C-</strong>n</td>
<td>Set note: <strong>C, D, E, F, G, A</strong> or <strong>B</strong><br />
n is octave number between 1 and 9</td>
</tr>
<tr>
<td><strong>C#</strong>n, <strong>C+</strong>n</td>
<td>Set note: <strong>C, D, E, F, G, A</strong> or <strong>B</strong> (sharp)<br />
n is octave number between 1 and 9</td>
</tr>
<tr>
<td><strong>%</strong>n</td>
<td>Set pulse-width<br />
n is between 0 to 255, ex. 128 = 50% (Square)</td>
</tr>
<tr>
<td><strong>v</strong>n</td>
<td>Set volume<br />
n is 0 to 16, ex. 8 = 50% (VOLLVL=mml)<br />
n is 0 to 3, ex. 2 = 50% (VOLLVL=system)</td>
</tr>
<tr>
<td><strong>w</strong>n</td>
<td>Set number of ticks to wait<br />n is between 1 to 255</td>
</tr>
<tr>
<td><strong>!</strong>n:d</td>
<td>Write to RAM<br />
n is relative address between 0 to 255<br />
d is data to write (8-bits) </td>
</tr>
<tr>
<td><strong>q</strong>n</td>
<td><p>Set quantization (gating)<br />
n is 0 to 64, ex. 32 = 50% (SHORTQ=no)<br />
n is 0 to 8, ex. 4 = 50% (SHORTQ=yes)</td>
</tr>
<tr>
<td><strong>s</strong>n</td>
<td>Set sustain<br />
n is 0 to 64, ex. 32 = 50% (SHORTQ=no)<br />
n is 0 to 8, ex. 4 = 50% (SHORTQ=yes)</td>
</tr>
<tr>
<td><strong>xt</strong>n</td>
<td>Set effect ticks<br />
Lower number provide better quality but will use more data </td>
</tr>
<tr>
<td><strong>xd</strong></td>
<td>Disable effects</td>
</tr>
<tr>
<td><strong>xa</strong>n:m</td>
<td>Arpeggio effect (only 1 effect can be used at a time)<br />
n is the offset of the 2nd note<br />
m is the offset of the 3rd note<br />
ticks will affect the speed of arpeggio</td>
</tr>
<tr>
<td><strong>xp</strong>n</td>
<td>Portamento effect (only 1 effect can be used at a time)<br />
n is the offset of the note to slide<br />
ticks will affect aliasing of the tone</td>
</tr>
<tr>
<td><strong>xs</strong>n</td>
<td>Set random seed number<br />
n is a 32-bits seed number<br /></td>
</tr>
<tr>
<td><strong>xr</strong>n</td>
<td>Random frequencies effect (only 1 effect can be used at a time)<br />
n is the range of the note to generate random tones<br />
ticks will affect aliasing of the tone</td>
</tr>
</table>
<h4>-- End Sound --</h4>
<p>End BGM/SFX playback</p>
<p><strong>Syntax:</strong></p>
<blockquote>
<span class="code_macro">END</span> </blockquote>
<h4>-- Start Loop --</h4>
<p>Start loop, can go 3 level depth</p>
<p><strong>Syntax:</strong></p>
<blockquote>
<span class="code_macro">LOOP</span><br />
<span class="code_macro">MARK</span><br />
<span class="code_macro">DO</span></blockquote>
<h4>-- End Loop --</h4>
<p>End loop, can go 3 level depth</p>
<p><strong>Syntax:</strong></p>
<blockquote>
<p><span class="code_macro">ENDL</span> {loopnum}<br />
<span class="code_macro">ENDLOOP</span> {loopnum}<br />
<span class="code_macro">REPEAT</span> {loopnum}</p>
</blockquote>
<p><em>loopnum</em> - number of loops, between 1 and 255</p>
<h4>-- Use Macro --</h4>
<p>Use defined macro, macro must be declared before using it</p>
<p><strong>Syntax:</strong></p>
<blockquote>
<span class="code_macro">MACRO</span> {uppercase-letter} </blockquote>
<p><em>uppercase-letter</em> - Single uppercase letter</p>
<h3 align="center"><a name="mmldata" id="mmldata"></a>MML data &lt;mml-data&gt;</h3>
<p>Data is case-sensitive: <strong>A</strong> is different than <strong>a</strong></p>
<p><strong>Syntax:</strong> <em>{mml}{mml}...</em></p>
<p><strong>Default:</strong> <strong>w</strong>24 <strong>l</strong>4 <strong>v</strong>15 <strong>o</strong>5 <strong>%</strong>128 <strong>q</strong>64 <strong>s</strong>64 <strong>xt</strong>1 <strong>xd</strong></p>
<p>Spaces and Tabs are ignored between each mml command</p>
<table border="1" width="100%">
<tr>
<th scope="col" width="20%">{mml}</th>
<th scope="col" width="80%">Description</th>
</tr>
<tr>
<td><strong>;</strong></td>
<td>End sound<br /></td>
</tr>
<tr>
<td><strong>[</strong></td>
<td>Start loop</td>
</tr>
<tr>
<td><strong>]</strong></td>
<td>End loop<br />
This will loop 1 time only</td>
</tr>
<tr>
<td><strong>]</strong>n</td>
<td>End loop<br />
n is number of times the sequence is played, 1 to 256</td>
</tr>
<tr>
<td><strong>c</strong>[n]</td>
<td>Play note: <strong>c, d, e, f, g, a</strong> or <strong>b</strong><br />
n is length of note (optional), sufix of <strong>.</strong> or <strong>..</strong> will expand note to 1.5% and 1.75% respectively</td>
</tr>
<tr>
<td><strong>c</strong>-[n]</td>
<td>Play note: <strong>c, d, e, f, g, a</strong> or <strong>b</strong> (Flat)<br />
n is length of note (optional), sufix of <strong>.</strong> or <strong>..</strong> will expand note to 1.5% and 1.75% respectively</td>
</tr>
<tr>
<td><strong>c</strong>+[n], <strong>c#</strong>[n]</td>
<td>Play note: <strong>c, d, e, f, g, a</strong> or <strong>b</strong> (Sharp)<br />
n is length of note (optional)<br />
sufix of <strong>.</strong> or <strong>..</strong> will expand note to 1.5% and 1.75% respectively</td>
</tr>
<tr>
<td><strong>r</strong>[n]</td>
<td>Rest / Silence<strong></strong><br />
n is length of rest (optional)<br />
sufix of <strong>.</strong> or <strong>..</strong> will expand note to 1.5% and 1.75% respectively</td>
</tr>
<tr>
<td><strong>%</strong>n</td>
<td>Set pulse-width<br />
n is between 0 to 255, ex. 128 = 50% (Square)</td>
</tr>
<tr>
<td><strong>\</strong>n<br />
<strong>/</strong>n</td>
<td>Set pulse-width in percentage<br />
n is between 0 to 100, ex. 50 = 50% (Square)</td>
</tr>
<tr>
<td><strong>v</strong>n</td>
<td>Set volume<br />
n is 0 to 16, ex. 8 = 50% (VOLLVL=mml)<br />
n is 0 to 3, ex. 2 = 50% (VOLLVL=system)</td>
</tr>
<tr>
<td><strong>w</strong>n</td>
<td>Set number of ticks to wait on a whole length<br />
n is between 1 to 255</td>
</tr>
<tr>
<td><strong>!</strong>n:d</td>
<td>Write to RAM<br />
n is relative address between 0 to 255<br />
d is data to write (8-bits) </td>
</tr>
<tr>
<td><strong>l</strong>n</td>
<td>Set length<br />
n is between 1 to 64, 1 = whole, 2 = half, 4 = quarter...</td>
</tr>
<tr>
<td><strong>A, B, C, D...</strong></td>
<td>Insert macro, upper-case alphabetic letter</td>
</tr>
<tr>
<td><strong>&lt;</strong></td>
<td>Decrease octave<br /></td>
</tr>
<tr>
<td><strong>&gt;</strong></td>
<td>Increase octave<br /></td>
</tr>
<tr>
<td><strong>o</strong>n</td>
<td>Set octave<br />
n is between 1 to 9</td>
</tr>
<tr>
<td><strong>q</strong>n</td>
<td><p>Set quantization (gating)<br />
n is 0 to 64, ex. 32 = 50% (SHORTQ=no)<br />
n is 0 to 8, ex. 4 = 50% (SHORTQ=yes)</p></td>
</tr>
<tr>
<td><strong>s</strong>n</td>
<td>Set sustain<br />
n is 0 to 64, ex. 32 = 50% (SHORTQ=no)<br />
n is 0 to 8, ex. 4 = 50% (SHORTQ=yes)</td>
</tr>
<tr>
<td><strong>xt</strong>n</td>
<td>Set effect ticks<br />
Lower number provide better quality but will use more data </td>
</tr>
<tr>
<td><strong>xd</strong></td>
<td>Disable effects</td>
</tr>
<tr>
<td><strong>xa</strong>n:m</td>
<td>Arpeggio effect (only 1 effect can be used at a time)<br />
n is the offset of the 2nd note<br />
m is the offset of the 3rd note<br />
ticks will affect the speed of arpeggio</td>
</tr>
<tr>
<td><strong>xp</strong>n</td>
<td>Portamento effect (only 1 effect can be used at a time)<br />
n is the offset of the note to slide<br />
ticks will affect aliasing of the tone</td>
</tr>
<tr>
<td><strong>xs</strong>n</td>
<td>Set random seed number<br />
n is a 32-bits seed number<br /></td>
</tr>
<tr>
<td><strong>xr</strong>n</td>
<td>Random frequencies effect (only 1 effect can be used at a time)<br />
n is the range of the note to generate random tones<br />
ticks will affect aliasing of the tone</td>
</tr>
</table>
<h2>Example</h2>
<pre><span class="code_dire">TITLE</span> <span class="code_string">Pokemon-Mini Intro</span>
<span class="code_dire">COMPOSER</span> <span class="code_string">Nintendo</span>
<span class="code_dire">PROGRAMMER</span> <span class="code_string">JustBurn</span>
<span class="code_dire">DESCRIPTION</span> <span class="code_string">Intro played when starting any commercial game</span>
<span class="code_dire">MTIME</span> $00FF
<span class="code_dire">BGM</span> <span class="code_def">bgm_pmintro</span> { <span class="code_def">bgm_pmintro_p0</span> }
<span class="code_dire">PAT</span> <span class="code_def">bgm_pmintro_pat</span> { <span class="code_comm">// This version works with any MML player</span>
o6 l6
v15e v8e v15a v8a r3
&gt; v15d v8d v15c+ v8c+
&lt; v15a v8a &gt; v15e v8e r1
v15 l8 d a &gt; e b e b r4 ;
}
<span class="code_dire">PAT</span> <span class="code_def">bgm_pmintro_p0</span> { <span class="code_comm">/* Same as bgm_pmintro_pat */</span>
o6 l3
s32 e a r &gt;d c+ &lt;a &gt;e r1
s64 l8 d a &gt;e b e b r4
}
<span class="code_dire">PAT_T</span> <span class="code_def">bgm_pmintro_p0t</span> { <span class="code_comm">/* Same as bgm_pmintro_pat */</span>
<strong class="code_macro">ROW</strong> w4, v15, %$80, E-5
<strong class="code_macro">ROW</strong> w4, v8
<strong class="code_macro">ROW</strong> w4, v15, %$80, A-5
<strong class="code_macro">ROW</strong> w4, v8
<strong class="code_macro">ROW</strong> w9, v0
<strong class="code_macro">ROW</strong> w4, v15, %$80, D-6
<strong class="code_macro">ROW</strong> w4, v8
<strong class="code_macro">ROW</strong> w4, v15, %$80, C#6
<strong class="code_macro">ROW</strong> w4, v8
<strong class="code_macro">ROW</strong> w4, v15, %$80, A-5
<strong class="code_macro">ROW</strong> w4, v8
<strong class="code_macro">ROW</strong> w4, v15, %$80, E-6
<strong class="code_macro">ROW</strong> w4, v8
<strong class="code_macro">ROW</strong> w24, v0
<strong class="code_macro">ROW</strong> w3, v15, %$80, D-6
<strong class="code_macro">ROW</strong> w3, v15, %$80, A-6
<strong class="code_macro">ROW</strong> w3, v15, %$80, E-7
<strong class="code_macro">ROW</strong> w3, v15, %$80, B-7
<strong class="code_macro">ROW</strong> w3, v15, %$80, E-7
<strong class="code_macro">ROW</strong> w3, v15, %$80, B-7
<strong class="code_macro">ROW</strong> w6, v0
<strong class="code_macro">END</strong>
}
</pre>
</p>
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</div>
<p class="copyright">&copy; 2011-2015 by JustBurn - Hardware documentation copy from Sublab by Team-Pokémé</p>
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