PDA

View Full Version : GBA Music Looping


clonex25
December 8th, 2007, 01:49 AM
WARNING:
The following steps may or may not affect the performance of your operating system. These may include DLL-related errors.
USE IT AT YOUR OWN RISK (But dont tell me I didn't warn you).

CREDITS:
Teh Baro, for posting the code primer (without that post, I couldn't get the idea of manual S file editing)
http://www.pokecommunity.com/showthread.php?p=2936767#post2936767
Kawa's Sappy bytecode help file

LET'S GET STARTED

- Before anything else, convert your custom MIDI to a GBA S file through the MIDI2GBA tool. After conversion, just open the text editor (you may choose WordPad or NotePad), Click File>Open, choose "All Documents" in "Files of Type" option, and select the S File.

REMINDERS: Associating S files with the text editor may affect the performance of Sappy especially in its assembling feature. You may get a permanent kernel32 error upon assembly.

Let's familiarize ourselves with the code (The items necessary for the looping procedure will be boldfaced):

.include "MPlayDef.s"

.equ frlgmbattlb_grp, voicegroup000
.equ frlgmbattlb_pri, 0
.equ frlgmbattlb_rev, 0
.equ frlgmbattlb_mvl, 127
.equ frlgmbattlb_key, 0
.equ frlgmbattlb_tbs, 1
.equ frlgmbattlb_exg, 0
.equ frlgmbattlb_cmp, 1

.section .rodata
.global frlgmbattlb
.align 2

@**************** Track 1 (Midi-Chn.5) ****************@

frlgmbattlb_1: @ ------> label
.byte KEYSH , frlgmbattlb_key+0
@ 000 -------- @ ------> measure number
.byte TEMPO , 182*frlgmbattlb_tbs/2
.byte VOICE , 33
.byte VOL , 127*frlgmbattlb_mvl/mxv
.byte N06 , Ds1 , v104
.byte W12
.byte N06
.byte W06
.byte Dn1
.byte W06
.byte En1
.byte W12
.byte N06
.byte W06
.byte Dn1
.byte W06
.byte Fn1
.byte W12
.byte N06
.byte W06
.byte Dn1
.byte W06
.byte Fs1
.byte W12
.byte N06
.byte W06
.byte Dn1
.byte W06
@ 001 ----------------------------------------
.byte Gn1
.byte W12
.byte N06
.byte W06
.byte Dn1
.byte W06
.byte Gs1
.byte W12
.byte N06
.byte W06
.byte Dn1
.byte W06
.byte An1
.byte W12
.byte N06
.byte W06
.byte Dn1
.byte W06
.byte N12 , As1
.byte W12
.byte An1
.byte W12
@ 002 ----------------------------------------
frlgmbattlb_1_002: @ ------> a pattern label
.byte N12 , Dn1 , v116
.byte W12
.byte An1
.byte W12
.byte Dn1
.byte W12
.byte An1
.byte W12
.byte Dn1
.byte W12
.byte An1
.byte W12
.byte Dn2
.byte W12
.byte An1
.byte W12
.byte PEND
@ 003 ----------------------------------------
.byte Dn1
.byte W12
.byte An1
.byte W12
.byte Dn2
.byte W12
.byte An1
.byte W12
.byte As1
.byte W12
.byte Cn2
.byte W12
.byte Gn1
.byte W12
.byte An1
.byte W12
@ 004 ----------------------------------------
.byte Ds1
.byte W12
.byte As1
.byte W12
.byte Ds1
.byte W12
.byte N32 , Ds2
.byte W08
.byte BEND , c_v-2
.byte W01
.byte c_v-8
.byte W02
.byte c_v-10
.byte W01
.byte c_v-15
.byte W02
.byte c_v-17
.byte W01
.byte c_v-21
.byte W02
.byte c_v-23
.byte W01
.byte c_v-29
.byte W02
.byte c_v-31
.byte W01
.byte c_v-39
.byte W02
.byte c_v-40
.byte W01
.byte c_v-44
.byte W02
.byte c_v-46
.byte W01
.byte c_v-52
.byte W02
.byte c_v-54
.byte W01
.byte c_v-60
.byte W02
.byte c_v-61
.byte W01
.byte c_v-63
.byte W02
.byte c_v-51
.byte W01
.byte c_v+0
.byte N12 , Ds1
.byte W12
.byte As1
.byte W12
@ 005 ----------------------------------------
.byte Ds1
.byte W12
.byte As1
.byte W12
.byte Ds2
.byte W12
.byte Cn2
.byte W12
.byte N12
.byte W12
.byte Dn2
.byte W12
.byte As1
.byte W12
.byte Cn2
.byte W12
@ 006 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_002
@ 007 ----------------------------------------
.byte N12 , Dn1 , v116
.byte W12
.byte An1
.byte W12
.byte Dn2
.byte W12
.byte An1
.byte W12
.byte N12
.byte W12
.byte As1
.byte W12
.byte Gn1
.byte W12
.byte An1
.byte W12
@ 008 ----------------------------------------
.byte Ds1
.byte W12
.byte As1
.byte W12
.byte N06 , Dn1
.byte W06
.byte Ds1
.byte W06
.byte Gn1
.byte W06
.byte As1
.byte W06
.byte N12 , Ds2
.byte W12
.byte Dn2
.byte W12
.byte Cn2
.byte W12
.byte Dn2
.byte W12
@ 009 ----------------------------------------
.byte Ds1
.byte W12
.byte As1
.byte W12
.byte Dn2
.byte W12
.byte Ds2
.byte W12
.byte N06 , Ds1
.byte W06
.byte Gn1
.byte W06
.byte As1
.byte W06
.byte Cn2
.byte W06
.byte N12 , Ds2
.byte W12
.byte Cn2
.byte W12
@ 010 ----------------------------------------
frlgmbattlb_1_010:
.byte N12 , Dn1 , v116
.byte W12
.byte An1
.byte W12
.byte Dn1
.byte W12
.byte An1
.byte W12
.byte Dn2
.byte W12
.byte An1
.byte W12
.byte N06 , Gn1
.byte W06
.byte Fs1
.byte W06
.byte En1
.byte W06
.byte Ds1
.byte W06
.byte PEND
@ 011 ----------------------------------------
frlgmbattlb_1_011:
.byte N12 , Dn1 , v116
.byte W12
.byte An1
.byte W12
.byte Dn1
.byte W12
.byte An1
.byte W12
.byte Dn1
.byte W12
.byte An1
.byte W12
.byte As1
.byte W12
.byte An1
.byte W12
.byte PEND
@ 012 ----------------------------------------
frlgmbattlb_1_012:
.byte N12 , Ds1 , v116
.byte W12
.byte As1
.byte W12
.byte Ds1
.byte W12
.byte An1
.byte W12
.byte Ds1
.byte W12
.byte Gs1
.byte W12
.byte Ds1
.byte W12
.byte Gn1
.byte W12
.byte PEND
@ 013 ----------------------------------------
frlgmbattlb_1_013:
.byte N12 , Ds1 , v116
.byte W12
.byte Fs1
.byte W12
.byte Ds1
.byte W12
.byte Fn1
.byte W12
.byte Cn2
.byte W12
.byte Dn2
.byte W12
.byte As1
.byte W12
.byte Cn2
.byte W12
.byte PEND
@ 014 ----------------------------------------
frlgmbattlb_1_014:
.byte N24 , Dn1 , v116
.byte W24
.byte N12 , An1
.byte W12
.byte N18 , Dn1
.byte W24
.byte N12
.byte W12
.byte An1
.byte W12
.byte Dn1
.byte W12
.byte PEND
@ 015 ----------------------------------------
frlgmbattlb_1_015:
.byte N12 , Dn1 , v116
.byte W12
.byte An1
.byte W24
.byte N12
.byte W24
.byte N12
.byte W12
.byte Gs1
.byte W12
.byte N06 , An1
.byte W12
.byte PEND
@ 016 ----------------------------------------
frlgmbattlb_1_016:
.byte N12 , Dn1 , v116
.byte W12
.byte An1
.byte W24
.byte N12
.byte W24
.byte N12
.byte W12
.byte Gs1
.byte W12
.byte An1
.byte W12
.byte PEND
@ 017 ----------------------------------------
frlgmbattlb_1_017:
.byte N24 , Dn1 , v108
.byte W24
.byte Cn2
.byte W24
.byte Cn1
.byte W24
.byte N18 , Gn1
.byte W18
.byte N03 , Fn1
.byte W03
.byte En1
.byte W03
.byte PEND
@ 018 ----------------------------------------
frlgmbattlb_1_018:
.byte N24 , Ds1 , v116
.byte W24
.byte N12 , As1
.byte W12
.byte N18 , Ds1
.byte W24
.byte N12
.byte W12
.byte N03 , As1
.byte W12
.byte N12 , Cn1
.byte W12
.byte PEND
@ 019 ----------------------------------------
frlgmbattlb_1_019:
.byte N12 , Ds2 , v116
.byte W12
.byte N06 , Gn1
.byte W12
.byte N12 , As1
.byte W12
.byte N06 , Ds2
.byte W12
.byte Ds1
.byte W06
.byte Gn1
.byte W06
.byte An1
.byte W06
.byte As1
.byte W06
.byte N12 , Ds2
.byte W12
.byte Cs2
.byte W12
.byte PEND
@ 020 ----------------------------------------
frlgmbattlb_1_020:
.byte N12 , An1 , v116
.byte W12
.byte Dn1
.byte W12
.byte An1
.byte W12
.byte N06 , Dn1
.byte W12
.byte N12
.byte W12
.byte N06 , An1
.byte W12
.byte N12
.byte W12
.byte Gs1
.byte W12
.byte PEND
@ 021 ----------------------------------------
frlgmbattlb_1_021:
.byte N12 , Dn1 , v116
.byte W12
.byte An1
.byte W12
.byte Dn1
.byte W12
.byte An1
.byte W12
.byte N06 , Cs2
.byte W06
.byte Dn2
.byte W06
.byte As1
.byte W06
.byte Cn2
.byte W06
.byte An1
.byte W06
.byte Gs1
.byte W06
.byte Gn1
.byte W06
.byte Fs1
.byte W06
.byte PEND
@ 022 ----------------------------------------
frlgmbattlb_1_022:
.byte N06 , Cn1 , v116
.byte W12
.byte N12
.byte W24
.byte N12
.byte W12
.byte Cn2
.byte W12
.byte N18 , Cn1
.byte W24
.byte N06
.byte W12
.byte PEND
@ 023 ----------------------------------------
frlgmbattlb_1_023:
.byte N12 , Cn1 , v116
.byte W24
.byte N06
.byte W12
.byte N03
.byte W06
.byte N03
.byte W06
.byte N44 , Cn2
.byte W11
.byte BEND , c_v-2
.byte W01
.byte c_v-6
.byte W02
.byte c_v-7
.byte W01
.byte c_v-10
.byte W02
.byte c_v-12
.byte W01
.byte c_v-17
.byte W02
.byte c_v-19
.byte W01
.byte c_v-23
.byte W02
.byte c_v-25
.byte W01
.byte c_v-31
.byte W02
.byte c_v-32
.byte W01
.byte c_v-35
.byte W02
.byte c_v-37
.byte W01
.byte c_v-42
.byte W02
.byte c_v-43
.byte W01
.byte c_v-47
.byte W02
.byte c_v-51
.byte W01
.byte c_v-64
.byte W11
.byte c_v-52
.byte W01
.byte PEND
@ 024 ----------------------------------------
frlgmbattlb_1_024:
.byte BEND , c_v+0
.byte N24 , An1 , v116
.byte W24
.byte N06 , Fs1
.byte W12
.byte An1
.byte W06
.byte Bn1
.byte W06
.byte N12 , Dn2
.byte W12
.byte An1
.byte W12
.byte Fs1
.byte W12
.byte An1
.byte W12
.byte PEND
@ 025 ----------------------------------------
frlgmbattlb_1_025:
.byte N12 , Dn1 , v116
.byte W12
.byte An1
.byte W24
.byte N32
.byte W11
.byte BEND , c_v-2
.byte W01
.byte c_v-6
.byte W05
.byte c_v-7
.byte W01
.byte c_v-10
.byte W02
.byte c_v-11
.byte W01
.byte c_v-15
.byte W02
.byte c_v-16
.byte W01
.byte c_v-20
.byte W02
.byte c_v-22
.byte W01
.byte c_v-28
.byte W02
.byte c_v-29
.byte W01
.byte c_v-32
.byte W02
.byte c_v-34
.byte W01
.byte c_v-39
.byte W02
.byte c_v-32
.byte W01
.byte c_v+0
.byte W12
.byte N12
.byte W12
.byte PEND
@ 026 ----------------------------------------
frlgmbattlb_1_026:
.byte N12 , Cn2 , v116
.byte W36
.byte N03
.byte W06
.byte N03
.byte W06
.byte N44 , Gn1
.byte W11
.byte BEND , c_v-2
.byte W01
.byte c_v-6
.byte W02
.byte c_v-7
.byte W01
.byte c_v-10
.byte W02
.byte c_v-12
.byte W01
.byte c_v-17
.byte W02
.byte c_v-19
.byte W01
.byte c_v-23
.byte W02
.byte c_v-25
.byte W01
.byte c_v-31
.byte W02
.byte c_v-32
.byte W01
.byte c_v-35
.byte W02
.byte c_v-37
.byte W01
.byte c_v-42
.byte W02
.byte c_v-43
.byte W01
.byte c_v-47
.byte W02
.byte c_v-51
.byte W01
.byte c_v-64
.byte W11
.byte c_v-52
.byte W01
.byte PEND
@ 027 ----------------------------------------
frlgmbattlb_1_027:
.byte BEND , c_v+0
.byte N12 , Dn1 , v116
.byte W12
.byte Dn2
.byte W12
.byte Dn1
.byte W12
.byte Cn2
.byte W12
.byte Dn1
.byte W12
.byte Bn1
.byte W12
.byte Fs1
.byte W12
.byte Gn1
.byte W12
.byte PEND
@ 028 ----------------------------------------
frlgmbattlb_1_028:
.byte N12 , Dn1 , v116
.byte W12
.byte An1
.byte W12
.byte Dn1
.byte W12
.byte Gn1
.byte W12
.byte Dn1
.byte W12
.byte Fs1
.byte W12
.byte Gs1
.byte W12
.byte An1
.byte W12
.byte PEND
@ 029 ----------------------------------------
frlgmbattlb_1_029:
.byte N12 , Dn2 , v116
.byte W12
.byte N06 , An1
.byte W12
.byte N12 , Fs1
.byte W12
.byte N06 , An1
.byte W12
.byte Cn2
.byte W06
.byte Dn2
.byte W06
.byte An1
.byte W06
.byte As1
.byte W06
.byte Fs1
.byte W06
.byte Fn1
.byte W06
.byte En1
.byte W06
.byte Ds1
.byte W06
.byte PEND
@ 030 ----------------------------------------
frlgmbattlb_1_030:
.byte N28 , Dn1 , v116
.byte W36
.byte N06
.byte W24
.byte N24
.byte W36
.byte PEND
@ 031 ----------------------------------------
frlgmbattlb_1_031:
.byte N12 , Cs2 , v116
.byte W12
.byte N24 , Dn2
.byte W24
.byte N18 , Dn1
.byte W24
.byte N06
.byte W24
.byte N06
.byte W12
.byte PEND
@ 032 ----------------------------------------
frlgmbattlb_1_032:
.byte N24 , Ds1 , v116
.byte W24
.byte N12 , Ds2
.byte W12
.byte N18 , Ds1
.byte W24
.byte N12
.byte W12
.byte N24 , Ds2
.byte W24
.byte PEND
@ 033 ----------------------------------------
.byte N12 , Dn2
.byte W12
.byte Ds2
.byte W36
.byte As1
.byte W12
.byte N06 , Cn2
.byte W12
.byte N12 , Gn1
.byte W12
.byte N06 , As1
.byte W12
@ 034 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_010
@ 035 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_011
@ 036 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_012
@ 037 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_013
@ 038 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_014
@ 039 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_015
@ 040 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_016
@ 041 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_017
@ 042 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_018
@ 043 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_019
@ 044 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_020
@ 045 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_021
@ 046 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_022
@ 047 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_023
@ 048 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_024
@ 049 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_025
@ 050 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_026
@ 051 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_027
@ 052 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_028
@ 053 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_029
@ 054 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_030
@ 055 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_031
@ 056 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_032
@ 057 ----------------------------------------
.byte N12 , Dn2 , v116
.byte W12
.byte Ds2
.byte W36
.byte As1
.byte W12
.byte N06 , Cn2
.byte W12
.byte N12 , Gn1
.byte W12
.byte N06 , As1
.byte W06
.byte FINE @ ------> end of track

@******************************************************@
.align 2

frlgmbattlb:
.byte 1 @ NumTrks
.byte 0 @ NumBlks
.byte frlgmbattlb_pri @ Priority
.byte frlgmbattlb_rev @ Reverb.

.word frlgmbattlb_grp

.word frlgmbattlb_1

.end



SINGLE TRACK LOOPING

-----------

- To make the loop, you must first find the end of the track, and it usually ends with:


.byte FINE


-Place the following code before the “.byte FINE” code line:


.byte GOTO @ ----> Unconditional jump Ref. Sappy’s Help file
.word <name of loop label/pointer> @ ----> loop label name
.byte W06


REMINDERS: Although an option to place in the code, the purpose of the ".byte W06" after the GOTO and label statement is to give the GBA processor and memory enough time to go at the specified label's position, avoiding crashes at runtime. Adding an additional measure name before the “.byte FINE” code line is also optional, but recommended to avoid confusion. Besides the “@” sign signifies commenting in the S file. I also recommend using a label name which is similar to what is already in there (e.g. frlgmbattlb_1, newbark_2...).

The end of track must look like this:

.byte GOTO
.word frlgmbattlb_1_loop
.byte W06
.byte FINE



-and place the exact same label name (in this case, frlgmbattlb_1_loop) followed by a colon (:) in the place or measure you want to consider as the start of the loop. If a measure has a pattern statement (begins with a pattern label, format: <filename>_<track number>_<measure number>, and ends with .byte PEND), place the loop label before the pattern label.


@ 010 ----------------------------------------
frlgmbattlb_1_loop:
frlgmbattlb_1_010: @ -----> start of pattern statement
.byte N12 , Dn1 , v116
.byte W12
.byte An1
.byte W12
.byte Dn1
.byte W12
.byte An1
.byte W12
.byte Dn2
.byte W12
.byte An1
.byte W12
.byte N06 , Gn1
.byte W06
.byte Fs1
.byte W06
.byte En1
.byte W06
.byte Ds1
.byte W06
.byte PEND @ -----> end of pattern statement


To make things simple, always remember that:

frlgmbattlb_1_loop: @ ----> start of GOTO (loop) statement

<lines of code to loop>

.byte GOTO @ \
.word frlgmbattlb_1_loop @ > ---> end of GOTO (loop statement)
.byte W06 @ /


.byte FINE



As an end result, you must have a code that looks like this (pay attention to the boldfaced codes for further understanding):

.include "MPlayDef.s"

.equ frlgmbattlb_grp, voicegroup000
.equ frlgmbattlb_pri, 0
.equ frlgmbattlb_rev, 0
.equ frlgmbattlb_mvl, 127
.equ frlgmbattlb_key, 0
.equ frlgmbattlb_tbs, 1
.equ frlgmbattlb_exg, 0
.equ frlgmbattlb_cmp, 1

.section .rodata
.global frlgmbattlb
.align 2

@**************** Track 1 (Midi-Chn.5) ****************@

frlgmbattlb_1:
.byte KEYSH , frlgmbattlb_key+0
@ 000 ----------------------------------------
.byte TEMPO , 182*frlgmbattlb_tbs/2
.byte VOICE , 33
.byte VOL , 127*frlgmbattlb_mvl/mxv
.byte N06 , Ds1 , v104
.byte W12
.byte N06
.byte W06
.byte Dn1
.byte W06
.byte En1
.byte W12
.byte N06
.byte W06
.byte Dn1
.byte W06
.byte Fn1
.byte W12
.byte N06
.byte W06
.byte Dn1
.byte W06
.byte Fs1
.byte W12
.byte N06
.byte W06
.byte Dn1
.byte W06
@ 001 ----------------------------------------
.byte Gn1
.byte W12
.byte N06
.byte W06
.byte Dn1
.byte W06
.byte Gs1
.byte W12
.byte N06
.byte W06
.byte Dn1
.byte W06
.byte An1
.byte W12
.byte N06
.byte W06
.byte Dn1
.byte W06
.byte N12 , As1
.byte W12
.byte An1
.byte W12
@ 002 ----------------------------------------
frlgmbattlb_1_002:
.byte N12 , Dn1 , v116
.byte W12
.byte An1
.byte W12
.byte Dn1
.byte W12
.byte An1
.byte W12
.byte Dn1
.byte W12
.byte An1
.byte W12
.byte Dn2
.byte W12
.byte An1
.byte W12
.byte PEND
@ 003 ----------------------------------------
.byte Dn1
.byte W12
.byte An1
.byte W12
.byte Dn2
.byte W12
.byte An1
.byte W12
.byte As1
.byte W12
.byte Cn2
.byte W12
.byte Gn1
.byte W12
.byte An1
.byte W12
@ 004 ----------------------------------------
.byte Ds1
.byte W12
.byte As1
.byte W12
.byte Ds1
.byte W12
.byte N32 , Ds2
.byte W08
.byte BEND , c_v-2
.byte W01
.byte c_v-8
.byte W02
.byte c_v-10
.byte W01
.byte c_v-15
.byte W02
.byte c_v-17
.byte W01
.byte c_v-21
.byte W02
.byte c_v-23
.byte W01
.byte c_v-29
.byte W02
.byte c_v-31
.byte W01
.byte c_v-39
.byte W02
.byte c_v-40
.byte W01
.byte c_v-44
.byte W02
.byte c_v-46
.byte W01
.byte c_v-52
.byte W02
.byte c_v-54
.byte W01
.byte c_v-60
.byte W02
.byte c_v-61
.byte W01
.byte c_v-63
.byte W02
.byte c_v-51
.byte W01
.byte c_v+0
.byte N12 , Ds1
.byte W12
.byte As1
.byte W12
@ 005 ----------------------------------------
.byte Ds1
.byte W12
.byte As1
.byte W12
.byte Ds2
.byte W12
.byte Cn2
.byte W12
.byte N12
.byte W12
.byte Dn2
.byte W12
.byte As1
.byte W12
.byte Cn2
.byte W12
@ 006 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_002
@ 007 ----------------------------------------
.byte N12 , Dn1 , v116
.byte W12
.byte An1
.byte W12
.byte Dn2
.byte W12
.byte An1
.byte W12
.byte N12
.byte W12
.byte As1
.byte W12
.byte Gn1
.byte W12
.byte An1
.byte W12
@ 008 ----------------------------------------
.byte Ds1
.byte W12
.byte As1
.byte W12
.byte N06 , Dn1
.byte W06
.byte Ds1
.byte W06
.byte Gn1
.byte W06
.byte As1
.byte W06
.byte N12 , Ds2
.byte W12
.byte Dn2
.byte W12
.byte Cn2
.byte W12
.byte Dn2
.byte W12
@ 009 ----------------------------------------
.byte Ds1
.byte W12
.byte As1
.byte W12
.byte Dn2
.byte W12
.byte Ds2
.byte W12
.byte N06 , Ds1
.byte W06
.byte Gn1
.byte W06
.byte As1
.byte W06
.byte Cn2
.byte W06
.byte N12 , Ds2
.byte W12
.byte Cn2
.byte W12
@ 010 ----------------------------------------
frlgmbattlb_1_loop:
frlgmbattlb_1_010:
.byte N12 , Dn1 , v116
.byte W12
.byte An1
.byte W12
.byte Dn1
.byte W12
.byte An1
.byte W12
.byte Dn2
.byte W12
.byte An1
.byte W12
.byte N06 , Gn1
.byte W06
.byte Fs1
.byte W06
.byte En1
.byte W06
.byte Ds1
.byte W06
.byte PEND
@ 011 ----------------------------------------
frlgmbattlb_1_011:
.byte N12 , Dn1 , v116
.byte W12
.byte An1
.byte W12
.byte Dn1
.byte W12
.byte An1
.byte W12
.byte Dn1
.byte W12
.byte An1
.byte W12
.byte As1
.byte W12
.byte An1
.byte W12
.byte PEND
@ 012 ----------------------------------------
frlgmbattlb_1_012:
.byte N12 , Ds1 , v116
.byte W12
.byte As1
.byte W12
.byte Ds1
.byte W12
.byte An1
.byte W12
.byte Ds1
.byte W12
.byte Gs1
.byte W12
.byte Ds1
.byte W12
.byte Gn1
.byte W12
.byte PEND
@ 013 ----------------------------------------
frlgmbattlb_1_013:
.byte N12 , Ds1 , v116
.byte W12
.byte Fs1
.byte W12
.byte Ds1
.byte W12
.byte Fn1
.byte W12
.byte Cn2
.byte W12
.byte Dn2
.byte W12
.byte As1
.byte W12
.byte Cn2
.byte W12
.byte PEND
@ 014 ----------------------------------------
frlgmbattlb_1_014:
.byte N24 , Dn1 , v116
.byte W24
.byte N12 , An1
.byte W12
.byte N18 , Dn1
.byte W24
.byte N12
.byte W12
.byte An1
.byte W12
.byte Dn1
.byte W12
.byte PEND
@ 015 ----------------------------------------
frlgmbattlb_1_015:
.byte N12 , Dn1 , v116
.byte W12
.byte An1
.byte W24
.byte N12
.byte W24
.byte N12
.byte W12
.byte Gs1
.byte W12
.byte N06 , An1
.byte W12
.byte PEND
@ 016 ----------------------------------------
frlgmbattlb_1_016:
.byte N12 , Dn1 , v116
.byte W12
.byte An1
.byte W24
.byte N12
.byte W24
.byte N12
.byte W12
.byte Gs1
.byte W12
.byte An1
.byte W12
.byte PEND
@ 017 ----------------------------------------
frlgmbattlb_1_017:
.byte N24 , Dn1 , v108
.byte W24
.byte Cn2
.byte W24
.byte Cn1
.byte W24
.byte N18 , Gn1
.byte W18
.byte N03 , Fn1
.byte W03
.byte En1
.byte W03
.byte PEND
@ 018 ----------------------------------------
frlgmbattlb_1_018:
.byte N24 , Ds1 , v116
.byte W24
.byte N12 , As1
.byte W12
.byte N18 , Ds1
.byte W24
.byte N12
.byte W12
.byte N03 , As1
.byte W12
.byte N12 , Cn1
.byte W12
.byte PEND
@ 019 ----------------------------------------
frlgmbattlb_1_019:
.byte N12 , Ds2 , v116
.byte W12
.byte N06 , Gn1
.byte W12
.byte N12 , As1
.byte W12
.byte N06 , Ds2
.byte W12
.byte Ds1
.byte W06
.byte Gn1
.byte W06
.byte An1
.byte W06
.byte As1
.byte W06
.byte N12 , Ds2
.byte W12
.byte Cs2
.byte W12
.byte PEND
@ 020 ----------------------------------------
frlgmbattlb_1_020:
.byte N12 , An1 , v116
.byte W12
.byte Dn1
.byte W12
.byte An1
.byte W12
.byte N06 , Dn1
.byte W12
.byte N12
.byte W12
.byte N06 , An1
.byte W12
.byte N12
.byte W12
.byte Gs1
.byte W12
.byte PEND
@ 021 ----------------------------------------
frlgmbattlb_1_021:
.byte N12 , Dn1 , v116
.byte W12
.byte An1
.byte W12
.byte Dn1
.byte W12
.byte An1
.byte W12
.byte N06 , Cs2
.byte W06
.byte Dn2
.byte W06
.byte As1
.byte W06
.byte Cn2
.byte W06
.byte An1
.byte W06
.byte Gs1
.byte W06
.byte Gn1
.byte W06
.byte Fs1
.byte W06
.byte PEND
@ 022 ----------------------------------------
frlgmbattlb_1_022:
.byte N06 , Cn1 , v116
.byte W12
.byte N12
.byte W24
.byte N12
.byte W12
.byte Cn2
.byte W12
.byte N18 , Cn1
.byte W24
.byte N06
.byte W12
.byte PEND
@ 023 ----------------------------------------
frlgmbattlb_1_023:
.byte N12 , Cn1 , v116
.byte W24
.byte N06
.byte W12
.byte N03
.byte W06
.byte N03
.byte W06
.byte N44 , Cn2
.byte W11
.byte BEND , c_v-2
.byte W01
.byte c_v-6
.byte W02
.byte c_v-7
.byte W01
.byte c_v-10
.byte W02
.byte c_v-12
.byte W01
.byte c_v-17
.byte W02
.byte c_v-19
.byte W01
.byte c_v-23
.byte W02
.byte c_v-25
.byte W01
.byte c_v-31
.byte W02
.byte c_v-32
.byte W01
.byte c_v-35
.byte W02
.byte c_v-37
.byte W01
.byte c_v-42
.byte W02
.byte c_v-43
.byte W01
.byte c_v-47
.byte W02
.byte c_v-51
.byte W01
.byte c_v-64
.byte W11
.byte c_v-52
.byte W01
.byte PEND
@ 024 ----------------------------------------
frlgmbattlb_1_024:
.byte BEND , c_v+0
.byte N24 , An1 , v116
.byte W24
.byte N06 , Fs1
.byte W12
.byte An1
.byte W06
.byte Bn1
.byte W06
.byte N12 , Dn2
.byte W12
.byte An1
.byte W12
.byte Fs1
.byte W12
.byte An1
.byte W12
.byte PEND
@ 025 ----------------------------------------
frlgmbattlb_1_025:
.byte N12 , Dn1 , v116
.byte W12
.byte An1
.byte W24
.byte N32
.byte W11
.byte BEND , c_v-2
.byte W01
.byte c_v-6
.byte W05
.byte c_v-7
.byte W01
.byte c_v-10
.byte W02
.byte c_v-11
.byte W01
.byte c_v-15
.byte W02
.byte c_v-16
.byte W01
.byte c_v-20
.byte W02
.byte c_v-22
.byte W01
.byte c_v-28
.byte W02
.byte c_v-29
.byte W01
.byte c_v-32
.byte W02
.byte c_v-34
.byte W01
.byte c_v-39
.byte W02
.byte c_v-32
.byte W01
.byte c_v+0
.byte W12
.byte N12
.byte W12
.byte PEND
@ 026 ----------------------------------------
frlgmbattlb_1_026:
.byte N12 , Cn2 , v116
.byte W36
.byte N03
.byte W06
.byte N03
.byte W06
.byte N44 , Gn1
.byte W11
.byte BEND , c_v-2
.byte W01
.byte c_v-6
.byte W02
.byte c_v-7
.byte W01
.byte c_v-10
.byte W02
.byte c_v-12
.byte W01
.byte c_v-17
.byte W02
.byte c_v-19
.byte W01
.byte c_v-23
.byte W02
.byte c_v-25
.byte W01
.byte c_v-31
.byte W02
.byte c_v-32
.byte W01
.byte c_v-35
.byte W02
.byte c_v-37
.byte W01
.byte c_v-42
.byte W02
.byte c_v-43
.byte W01
.byte c_v-47
.byte W02
.byte c_v-51
.byte W01
.byte c_v-64
.byte W11
.byte c_v-52
.byte W01
.byte PEND
@ 027 ----------------------------------------
frlgmbattlb_1_027:
.byte BEND , c_v+0
.byte N12 , Dn1 , v116
.byte W12
.byte Dn2
.byte W12
.byte Dn1
.byte W12
.byte Cn2
.byte W12
.byte Dn1
.byte W12
.byte Bn1
.byte W12
.byte Fs1
.byte W12
.byte Gn1
.byte W12
.byte PEND
@ 028 ----------------------------------------
frlgmbattlb_1_028:
.byte N12 , Dn1 , v116
.byte W12
.byte An1
.byte W12
.byte Dn1
.byte W12
.byte Gn1
.byte W12
.byte Dn1
.byte W12
.byte Fs1
.byte W12
.byte Gs1
.byte W12
.byte An1
.byte W12
.byte PEND
@ 029 ----------------------------------------
frlgmbattlb_1_029:
.byte N12 , Dn2 , v116
.byte W12
.byte N06 , An1
.byte W12
.byte N12 , Fs1
.byte W12
.byte N06 , An1
.byte W12
.byte Cn2
.byte W06
.byte Dn2
.byte W06
.byte An1
.byte W06
.byte As1
.byte W06
.byte Fs1
.byte W06
.byte Fn1
.byte W06
.byte En1
.byte W06
.byte Ds1
.byte W06
.byte PEND
@ 030 ----------------------------------------
frlgmbattlb_1_030:
.byte N28 , Dn1 , v116
.byte W36
.byte N06
.byte W24
.byte N24
.byte W36
.byte PEND
@ 031 ----------------------------------------
frlgmbattlb_1_031:
.byte N12 , Cs2 , v116
.byte W12
.byte N24 , Dn2
.byte W24
.byte N18 , Dn1
.byte W24
.byte N06
.byte W24
.byte N06
.byte W12
.byte PEND
@ 032 ----------------------------------------
frlgmbattlb_1_032:
.byte N24 , Ds1 , v116
.byte W24
.byte N12 , Ds2
.byte W12
.byte N18 , Ds1
.byte W24
.byte N12
.byte W12
.byte N24 , Ds2
.byte W24
.byte PEND
@ 033 ----------------------------------------
.byte N12 , Dn2
.byte W12
.byte Ds2
.byte W36
.byte As1
.byte W12
.byte N06 , Cn2
.byte W12
.byte N12 , Gn1
.byte W12
.byte N06 , As1
.byte W12
@ 034 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_010
@ 035 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_011
@ 036 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_012
@ 037 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_013
@ 038 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_014
@ 039 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_015
@ 040 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_016
@ 041 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_017
@ 042 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_018
@ 043 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_019
@ 044 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_020
@ 045 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_021
@ 046 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_022
@ 047 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_023
@ 048 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_024
@ 049 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_025
@ 050 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_026
@ 051 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_027
@ 052 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_028
@ 053 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_029
@ 054 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_030
@ 055 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_031
@ 056 ----------------------------------------
.byte PATT
.word frlgmbattlb_1_032
@ 057 ----------------------------------------
.byte N12 , Dn2 , v116
.byte W12
.byte Ds2
.byte W36
.byte As1
.byte W12
.byte N06 , Cn2
.byte W12
.byte N12 , Gn1
.byte W12
.byte N06 , As1
.byte W06
.byte GOTO
.word frlgmbattlb_1_loop
@ 058 ----------------------------------------
.byte FINE

@******************************************************@
.align 2

frlgmbattlb:
.byte 1 @ NumTrks
.byte 0 @ NumBlks
.byte frlgmbattlb_pri @ Priority
.byte frlgmbattlb_rev @ Reverb.

.word frlgmbattlb_grp

.word frlgmbattlb_1

.end




MULTIPLE TRACK LOOPING

-----------
Now, if you think looping a single-tracked S file is easy, think of looping a multi-tracked S file a bit complicated. Because unlike looping a single-tracked file, looping a multi-tracked file requires that you must loop EACH AND EVERY TRACK inside it. It means that if you looped one track doesn’t mean that the others will loop as well. What makes it more complicated is that not all tracks end with the same number and the same W<xx> values (contrary to what I’ve posted previously). To know more about it, click the file tes.zip in the Attachments part of the thread (thanks to megiddo for the code). Once you’ve extracted it, open the file “tes.txt”. Upon thorough examination of the file, you will notice that some tracks end with “@ 042” measure while others end with “@ 050”. Also, some of the tracks don’t have W<xx> values that equal to 96, the “whole rest” value for a 4/4 metered file (to be explained later on).

In this kind of situation, we must adjust the other tracks to align with the track which has the highest amount of length (in this case the longest track has a measure of @ 050 and has W<xx> values equal to 96).


@ 042 ----------------------------------------
.byte N23 , Cs3 , v064
.byte W24
.byte As2
.byte W24
.byte Cn3
.byte W24
.byte Gs2
.byte W23
.byte FINE


Let's say this code above (taken from Track 2 of tes.txt) is your track’s last measure. To make this track equal to the longest track in the file, we will add the following code lines:


@ 043 ----------------------------------------
.byte W96


Do so until the track reaches the same length as the longest track. Just like:


@ 042 ----------------------------------------
.byte N23 , Cs3 , v064
.byte W24
.byte As2
.byte W24
.byte Cn3
.byte W24
.byte Gs2
.byte W23
@ 043 ----------------------------------------
.byte W96
@ 044 ----------------------------------------
.byte W96
@ 045 ----------------------------------------
.byte W96
@ 046 ----------------------------------------
.byte W96
@ 047 ----------------------------------------
.byte W96
@ 048 ----------------------------------------
.byte W96
@ 049 ----------------------------------------
.byte W96
@ 050 ----------------------------------------
.byte W96
.byte FINE


But we’re not done yet. It may look aligned to the longest track for now, but let’s go back to measure @ 042. If you add the W<xx> values, it would be: 24+24+24+23=95. We must also remember that the measure’s meter is 4/4, which has a W<xx> value of 96. Ignoring this fact may cause crashing at runtime (which we don’t want to happen). To make the W<xx> bytecodes equal to 96, simply change the value of the last W<xx> bytecode to a value that would make them equal to 96. In this code, we will change “.byte W23” to “.byte W24”. You will have a code that looks like:


@ 042 ----------------------------------------
.byte N23 , Cs3 , v064
.byte W24
.byte As2
.byte W24
.byte Cn3
.byte W24
.byte Gs2
.byte W24
@ 043 ----------------------------------------
.byte W96
@ 044 ----------------------------------------
.byte W96
@ 045 ----------------------------------------
.byte W96
@ 046 ----------------------------------------
.byte W96
@ 047 ----------------------------------------
.byte W96
@ 048 ----------------------------------------
.byte W96
@ 049 ----------------------------------------
.byte W96
@ 050 ----------------------------------------
.byte W96
.byte FINE



After that, you may start looping the file. Always remember upon looping a multi-tracked S file, you must loop each and every track of the file. Open “tes_r.txt” to see the results.

WHAT’S IN THE W<xx>?

-----------
You may ask “You keep mentioning about this W<xx> and the 4/4 meter stuff, but what exactly is it?”

Actually, here’s the definition for the W<xx> from Sappy 2006’s help file:

Wxx (0x80++)
Wait for the specified number of clock ticks

The value of W<xx> varies on its use, and it adds up to a total of:

96 – for 4/4 metered measure (4 beats per measure/beat value of 4)
72 – for 3/4 metered measure, and
48 – for 3/4 metered measure

In a W96 measure:

96 – whole (note if .byte W96 has N<xx> line before it/rest if none)
48 – half
24 – quarter
12 – half quarter


- Save the file when you're done. The next step is to insert it in Sappy. Follow the help file or Search the Forum for instructions.

NOTES:

You may preview the S file using Sappy. Just be warned that it may close the program upon playing the file on the first run. Preview using GBA emulator for safety.
If you are about to use a multi-track S file, you may want to shorten the length of your MIDI to a single repetition for easier loop coding.
Always check everything about the loop statement (the spelling, location, etc.) to avoid crashes or erroneous loops at runtime. Do so by pressing Ctrl+F, typing the loop label name, and cilck Find Next.
You must also refer to the "Event List" of your MIDI software to know where to loop in your S file (e.g. knowing the measure number, the formula is (MIDI measure number)-1).
About knowing where to (start and end a) loop, always ask yourself: “Which part of this song do I want to hear over and over again?” and “Which particular measure number does the looping start?” Simple questions that need tough answers, but you’ll be able to push through when you do.
Always backup your files.


EXAMPLES:

I have included some reference files and examples below. Use them as guides for music looping.

GOOD LUCK IN YOUR GBA MUSIC LOOPING!!!

Dan123412
December 8th, 2007, 06:24 PM
I don't get it but it could be useful!

clonex25
December 8th, 2007, 09:45 PM
I don't get it but it could be useful!

I'm sorry for that. IMO, it is the simplest explanation I can give. Even I had a hard time figuring this out.

ash2000
December 8th, 2007, 10:11 PM
Nice work there clonex25!!!

I knew about the:

.byte GOTO
.word "song"

but not the:
.byte W06

So the song didn't loop properly, anyways its nice to know how to loop songs!

Martin™
December 9th, 2007, 04:07 AM
And where exactly you put the W96 byte? And did I understand correctly that it fills space to make all tracks have same length? How many should be used? I am sorry, this is completely new area of hacking for me (Not really, as I can already successfully transfer music from game to game and put in custom MIDI without looping). I made up a MIDI for one project and it has around 7 or 8 tracks, can you tell me more specifically how to put it into the game without some problems with looping e.g. one track starts looping before another?

And I know this isn't related to this tutorial, but how do I change instruments of the song by hex (in game)? Can you answer me either here or via PM?

clonex25
December 10th, 2007, 08:05 AM
And where exactly you put the W96 byte? And did I understand correctly that it fills space to make all tracks have same length? How many should be used? I am sorry, this is completely new area of hacking for me (Not really, as I can already successfully transfer music from game to game and put in custom MIDI without looping). I made up a MIDI for one project and it has around 7 or 8 tracks, can you tell me more specifically how to put it into the game without some problems with looping e.g. one track starts looping before another?

And I know this isn't related to this tutorial, but how do I change instruments of the song by hex (in game)? Can you answer me either here or via PM?

Actually, the MIDI2GBA tool automatically fills up empty spaces (such as measures) with a W96 (or any W [wait] value needed to make each measure having a 96 total W value). By the way, the W thing here is a delay command in the S file programming (similar to delay() in C/C++ and Sleep in Visual Basic, <sigh> too technical, isn't it?). As I have said in my additional notes, you must aslo refer to your MIDI software. If you can see loop markers in the MIDI, then it's the right place to insert the loop label (beginning of the loop) and the GOTO statement (before the end of track). To fully understand the looping thing, try clicking the attachments above. Those may serve as guide in GBA looping.

As for the instrumentation by hex, I doubt I can help you. I just made a song test MIDI (playing notes in different patches), inserted it in GBA, and listened carefully at each patch. I think there is "Export samples" in Sappy. Hope it can help you. :)

Tré
April 11th, 2008, 10:26 AM
hey
thanks bud.... this can help me looping musics

Platinum Lucario
May 2nd, 2008, 01:58 PM
I've had some problems assembling songs, you see when I insert
the music not all of the instruments are inserted... :(
will you please help me, clonex25?

clonex25
May 7th, 2008, 07:15 AM
I've had some problems assembling songs, you see when I insert
the music not all of the instruments are inserted... :(
will you please help me, clonex25?

Could that be:
1. Your instruments doesn't sound the way you expect it? Or
2. You've placed too many instruments after all.

I'll forward a message if you have problems regarding the instruments. ;)

Time
May 21st, 2008, 10:53 AM
hey... I got a question, but before that, I noticed this in your first post...
newbark_1_010:
from that, is it the last track in new bark song?
if so, then does that mean we can only add music which is only up to 10?

other than that, it's a great tutorial. :)

Master_Track
May 21st, 2008, 11:19 AM
i'm sry to ask this, but can anyone loop the following song for me?
I tryed but failed, maybe it would help me to understand O.o
.include "MPlayDef.s"

.equ zelda_grp, voicegroup000
.equ zelda_pri, 0
.equ zelda_rev, 0
.equ zelda_mvl, 127
.equ zelda_key, 0
.equ zelda_tbs, 1
.equ zelda_exg, 0
.equ zelda_cmp, 1

.section .rodata
.global zelda
.align 2

@**************** Track 1 (Midi-Chn.1) ****************@

zelda_1:
.byte VOL , 127*zelda_mvl/mxv
.byte KEYSH , zelda_key+0
@ 000 ----------------------------------------
.byte TEMPO , 76*zelda_tbs/2
.byte VOICE , 57
.byte PAN , c_v-1
.byte N12 , As3 , v127
.byte W30
.byte N06
.byte W06
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W09
.byte N03 , Gs3
.byte W03
.byte N12 , As3
.byte W18
.byte N06
.byte W06
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
@ 001 ----------------------------------------
.byte N06
.byte W09
.byte N03 , Gs3
.byte W03
.byte N12 , As3
.byte W18
.byte N06
.byte W06
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W06
.byte N03 , Fn3
.byte W03
.byte N03
.byte W03
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W06
.byte N06
.byte W06
@ 002 ----------------------------------------
zelda_1_002:
.byte W06
.byte N06 , As3 , v127
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte Gs3
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W06
.byte PEND
@ 003 ----------------------------------------
zelda_1_003:
.byte W06
.byte N06 , Fs3 , v127
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte Fn3
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W06
.byte PEND
@ 004 ----------------------------------------
.byte PATT
.word zelda_1_003
@ 005 ----------------------------------------
zelda_1_005:
.byte W06
.byte N06 , Gn3 , v127
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N03 , As3
.byte W03
.byte N03
.byte W03
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W24
.byte PEND
@ 006 ----------------------------------------
zelda_1_006:
.byte W06
.byte N03 , An3 , v127
.byte W03
.byte N03
.byte W03
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W30
.byte As3
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W06
.byte PEND
@ 007 ----------------------------------------
zelda_1_007:
.byte W06
.byte N06 , Gs3 , v127
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte Fs3
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W06
.byte PEND
@ 008 ----------------------------------------
zelda_1_008:
.byte W06
.byte N06 , Fn3 , v127
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte Fs3
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W06
.byte PEND
@ 009 ----------------------------------------
zelda_1_009:
.byte W06
.byte N06 , Fn3 , v127
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte Gn3
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W06
.byte PEND
@ 010 ----------------------------------------
zelda_1_010:
.byte W06
.byte N03 , As3 , v127
.byte W03
.byte N03
.byte W03
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W30
.byte N03 , An3
.byte W03
.byte N03
.byte W03
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W24
.byte PEND
@ 011 ----------------------------------------
.byte PATT
.word zelda_1_002
@ 012 ----------------------------------------
.byte PATT
.word zelda_1_003
@ 013 ----------------------------------------
.byte PATT
.word zelda_1_003
@ 014 ----------------------------------------
.byte PATT
.word zelda_1_005
@ 015 ----------------------------------------
.byte PATT
.word zelda_1_006
@ 016 ----------------------------------------
.byte PATT
.word zelda_1_007
@ 017 ----------------------------------------
.byte PATT
.word zelda_1_008
@ 018 ----------------------------------------
.byte PATT
.word zelda_1_009
@ 019 ----------------------------------------
.byte PATT
.word zelda_1_010
@ 020 ----------------------------------------
.byte N24 , As3 , v127
.byte W24
.byte FINE

@**************** Track 2 (Midi-Chn.2) ****************@

zelda_2:
.byte VOL , 127*zelda_mvl/mxv
.byte KEYSH , zelda_key+0
@ 000 ----------------------------------------
.byte VOICE , 57
.byte PAN , c_v-1
.byte N12 , Fn3 , v127
.byte W30
.byte N06
.byte W06
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06 , Ds3
.byte W09
.byte N03
.byte W03
.byte N12
.byte W18
.byte N06
.byte W06
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
@ 001 ----------------------------------------
zelda_2_loop:
.byte N06 , Fs3
.byte W09
.byte N03
.byte W03
.byte N12
.byte W18
.byte N06
.byte W06
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W48
@ 002 ----------------------------------------
zelda_2_002:
.byte W06
.byte N06 , Dn3 , v127
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte Cn3
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W06
.byte PEND
@ 003 ----------------------------------------
zelda_2_003:
.byte W06
.byte N06 , As2 , v127
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte Gs2
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W06
.byte PEND
@ 004 ----------------------------------------
zelda_2_004:
.byte W06
.byte N06 , Bn2 , v127
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte As2
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W06
.byte PEND
@ 005 ----------------------------------------
zelda_2_005:
.byte W06
.byte N06 , En3 , v127
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N03 , Fn3
.byte W03
.byte N03
.byte W03
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W24
.byte PEND
@ 006 ----------------------------------------
zelda_2_006:
.byte W06
.byte N03 , Fn3 , v127
.byte W03
.byte N03
.byte W03
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W30
.byte Dn3
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W06
.byte PEND
@ 007 ----------------------------------------
zelda_2_007:
.byte W06
.byte N06 , Cn3 , v127
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte As2
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W06
.byte PEND
@ 008 ----------------------------------------
zelda_2_008:
.byte W06
.byte N06 , Gs2 , v127
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte Bn2
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W06
.byte PEND
@ 009 ----------------------------------------
zelda_2_009:
.byte W06
.byte N06 , As2 , v127
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte En3
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W06
.byte PEND
@ 010 ----------------------------------------
zelda_2_010:
.byte W06
.byte N03 , Fn3 , v127
.byte W03
.byte N03
.byte W03
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W30
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W24
.byte PEND
@ 011 ----------------------------------------
.byte PATT
.word zelda_2_002
@ 012 ----------------------------------------
.byte PATT
.word zelda_2_003
@ 013 ----------------------------------------
.byte PATT
.word zelda_2_004
@ 014 ----------------------------------------
.byte PATT
.word zelda_2_005
@ 015 ----------------------------------------
.byte PATT
.word zelda_2_006
@ 016 ----------------------------------------
.byte PATT
.word zelda_2_007
@ 017 ----------------------------------------
.byte PATT
.word zelda_2_008
@ 018 ----------------------------------------
.byte PATT
.word zelda_2_009
@ 019 ----------------------------------------
.byte PATT
.word zelda_2_010
@ 020 ----------------------------------------
.byte GOTO
.word zelda_2_loop
.byte W06
@ 021 ----------------------------------------
.byte N24 , Dn3 , v127
.byte W24
.byte FINE

@**************** Track 3 (Midi-Chn.3) ****************@

zelda_3:
.byte KEYSH , zelda_key+0
@ 000 ----------------------------------------
.byte VOICE , 81
zelda_1_loop:
.byte VOL , 126*zelda_mvl/mxv
.byte PAN , c_v-1
.byte N18 , As1 , v127
.byte W48
.byte Gs1
.byte W48
@ 001 ----------------------------------------
.byte Fs1
.byte W48
.byte N12 , Fn1
.byte W12
.byte N12
.byte W12
.byte N12
.byte W12
.byte N06
.byte W06
.byte N03 , Gn1
.byte W03
.byte An1
.byte W03
@ 002 ----------------------------------------
zelda_3_002:
.byte N12 , As1 , v127
.byte W24
.byte N12
.byte W24
.byte Gs1
.byte W24
.byte N12
.byte W24
.byte PEND
@ 003 ----------------------------------------
zelda_3_003:
.byte N12 , Fs1 , v127
.byte W24
.byte N12
.byte W24
.byte Cs2
.byte W24
.byte N12
.byte W24
.byte PEND
@ 004 ----------------------------------------
zelda_3_004:
.byte N12 , Bn1 , v127
.byte W24
.byte N12
.byte W24
.byte As1
.byte W24
.byte N12
.byte W24
.byte PEND
@ 005 ----------------------------------------
zelda_3_005:
.byte N12 , Cn2 , v127
.byte W24
.byte N12
.byte W24
.byte Fn1
.byte W48
.byte PEND
@ 006 ----------------------------------------
zelda_3_006:
.byte N12 , Fn1 , v127
.byte W30
.byte N06
.byte W06
.byte N06
.byte W06
.byte N03 , Gn1
.byte W03
.byte An1
.byte W03
.byte N12 , As1
.byte W24
.byte N12
.byte W24
.byte PEND
@ 007 ----------------------------------------
zelda_3_007:
.byte N12 , Gs1 , v127
.byte W24
.byte N12
.byte W24
.byte Fs1
.byte W24
.byte N12
.byte W24
.byte PEND
@ 008 ----------------------------------------
zelda_3_008:
.byte N12 , Cs2 , v127
.byte W24
.byte N12
.byte W24
.byte Bn1
.byte W24
.byte N12
.byte W24
.byte PEND
@ 009 ----------------------------------------
zelda_3_009:
.byte N12 , As1 , v127
.byte W24
.byte N12
.byte W24
.byte Cn2
.byte W24
.byte N12
.byte W24
.byte PEND
@ 010 ----------------------------------------
zelda_3_010:
.byte N12 , Fn1 , v127
.byte W48
.byte N12
.byte W30
.byte N06
.byte W06
.byte N06
.byte W06
.byte N03 , Gn1
.byte W03
.byte An1
.byte W03
.byte PEND
@ 011 ----------------------------------------
.byte PATT
.word zelda_3_002
@ 012 ----------------------------------------
.byte PATT
.word zelda_3_003
@ 013 ----------------------------------------
.byte PATT
.word zelda_3_004
@ 014 ----------------------------------------
.byte PATT
.word zelda_3_005
@ 015 ----------------------------------------
.byte PATT
.word zelda_3_006
@ 016 ----------------------------------------
.byte PATT
.word zelda_3_007
@ 017 ----------------------------------------
.byte PATT
.word zelda_3_008
@ 018 ----------------------------------------
.byte PATT
.word zelda_3_009
@ 019 ----------------------------------------
.byte PATT
.word zelda_3_010
@ 020 ----------------------------------------
.byte GOTO
.word zelda_3_loop
.byte w06
@ 021 ----------------------------------------
.byte N24 , As1 , v127
.byte W24
.byte FINE

@**************** Track 4 (Midi-Chn.4) ****************@

zelda_4:
.byte KEYSH , zelda_key+0
@ 000 ----------------------------------------
.byte VOICE , 44
.byte VOL , 114*zelda_mvl/mxv
.byte PAN , c_v-1
.byte N12 , As4 , v127
.byte W30
.byte N06
.byte W06
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W09
.byte N03 , Gs4
.byte W03
.byte N12 , As4
.byte W18
.byte N06
.byte W06
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
@ 001 ----------------------------------------
.byte N06
.byte W09
.byte N03 , Gs4
.byte W03
.byte N12 , As4
.byte W18
.byte N06
.byte W06
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W06
.byte N03 , Fn4
.byte W03
.byte N03
.byte W03
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W06
.byte N06
.byte W06
@ 002 ----------------------------------------
zelda_4_002:
.byte N12 , As3 , v127
.byte W12
.byte N18 , Fn3
.byte W18
.byte N06 , As3
.byte W06
.byte N03
.byte W03
.byte Cn4
.byte W03
.byte Dn4
.byte W03
.byte Ds4
.byte W03
.byte N30 , Fn4
.byte W30
.byte N06
.byte W06
.byte N06
.byte W06
.byte N03 , Fs4
.byte W03
.byte Gs4
.byte W03
.byte PEND
@ 003 ----------------------------------------
zelda_4_003:
.byte N30 , As4 , v127
.byte W30
.byte N06
.byte W06
.byte N06
.byte W06
.byte N03 , Gs4
.byte W03
.byte Fs4
.byte W03
.byte Gs4
.byte W09
.byte Fs4
.byte W03
.byte N24 , Fn4
.byte W24
.byte N12
.byte W12
.byte PEND
@ 004 ----------------------------------------
zelda_4_004:
.byte N06 , Ds4 , v127
.byte W09
.byte N03 , Fn4
.byte W03
.byte N24 , Fs4
.byte W24
.byte N06 , Fn4
.byte W06
.byte Ds4
.byte W06
.byte Cs4
.byte W09
.byte N03 , Ds4
.byte W03
.byte N24 , Fn4
.byte W24
.byte N06 , Ds4
.byte W06
.byte Cs4
.byte W06
.byte PEND
@ 005 ----------------------------------------
zelda_4_005:
.byte N06 , Cn4 , v127
.byte W09
.byte N03 , Dn4
.byte W03
.byte N24 , En4
.byte W24
.byte N12 , Gn4
.byte W12
.byte N06 , Fn4
.byte W48
.byte PEND
@ 006 ----------------------------------------
zelda_4_006:
.byte W48
.byte N12 , As3 , v127
.byte W12
.byte N18 , Fn3
.byte W18
.byte N06 , As3
.byte W06
.byte N03
.byte W03
.byte Cn4
.byte W03
.byte Dn4
.byte W03
.byte Ds4
.byte W03
.byte PEND
@ 007 ----------------------------------------
zelda_4_007:
.byte N30 , Fn4 , v127
.byte W30
.byte N06
.byte W06
.byte N06
.byte W06
.byte N03 , Fs4
.byte W03
.byte Gs4
.byte W03
.byte N30 , As4
.byte W30
.byte N06
.byte W06
.byte N06
.byte W06
.byte N03 , Gs4
.byte W03
.byte Fs4
.byte W03
.byte PEND
@ 008 ----------------------------------------
zelda_4_008:
.byte N03 , Gs4 , v127
.byte W09
.byte Fs4
.byte W03
.byte N24 , Fn4
.byte W24
.byte N12
.byte W12
.byte N06 , Ds4
.byte W09
.byte N03 , Fn4
.byte W03
.byte N24 , Fs4
.byte W24
.byte N06 , Fn4
.byte W06
.byte Ds4
.byte W06
.byte PEND
@ 009 ----------------------------------------
zelda_4_009:
.byte N06 , Cs4 , v127
.byte W09
.byte N03 , Ds4
.byte W03
.byte N24 , Fn4
.byte W24
.byte N06 , Ds4
.byte W06
.byte Cs4
.byte W06
.byte Cn4
.byte W09
.byte N03 , Dn4
.byte W03
.byte N24 , En4
.byte W24
.byte N12 , Gn4
.byte W12
.byte PEND
@ 010 ----------------------------------------
.byte N06 , Fn4
.byte W96
@ 011 ----------------------------------------
.byte PATT
.word zelda_4_002
@ 012 ----------------------------------------
.byte PATT
.word zelda_4_003
@ 013 ----------------------------------------
.byte PATT
.word zelda_4_004
@ 014 ----------------------------------------
.byte PATT
.word zelda_4_005
@ 015 ----------------------------------------
.byte PATT
.word zelda_4_006
@ 016 ----------------------------------------
.byte PATT
.word zelda_4_007
@ 017 ----------------------------------------
.byte PATT
.word zelda_4_008
@ 018 ----------------------------------------
.byte PATT
.word zelda_4_009
@ 019 ----------------------------------------
.byte N06 , Fn4 , v127
.byte W96
@ 020 ----------------------------------------
.byte N24 , As3
.byte W24
.byte FINE

@**************** Track 5 (Midi-Chn.5) ****************@

zelda_5:
.byte KEYSH , zelda_key+0
@ 000 ----------------------------------------
.byte VOICE , 80
.byte VOL , 77*zelda_mvl/mxv
.byte PAN , c_v-1
.byte W96
@ 001 ----------------------------------------
.byte W96
@ 002 ----------------------------------------
zelda_5_002:
.byte W54
.byte N06 , As4 , v127
.byte W06
.byte N03
.byte W03
.byte Cn5
.byte W03
.byte Dn5
.byte W03
.byte Ds5
.byte W03
.byte N30 , Fn5
.byte W24
.byte PEND
@ 003 ----------------------------------------
zelda_5_003:
.byte W12
.byte N03 , Cs5 , v127
.byte W03
.byte Fs5
.byte W03
.byte As5
.byte W03
.byte Cn6
.byte W03
.byte N30 , Cs6
.byte W42
.byte N03 , Cs5
.byte W03
.byte Ds5
.byte W03
.byte N06 , Fn5
.byte W06
.byte Cs5
.byte W06
.byte N24 , Gs4
.byte W12
.byte PEND
@ 004 ----------------------------------------
zelda_5_004:
.byte W18
.byte N03 , Ds5 , v127
.byte W03
.byte Fn5
.byte W03
.byte N06 , Fs5
.byte W06
.byte N03 , Ds5
.byte W03
.byte Fn5
.byte W03
.byte N18 , Fs5
.byte W30
.byte N03 , Cs5
.byte W03
.byte Ds5
.byte W03
.byte N06 , Fn5
.byte W06
.byte N03 , Cs5
.byte W03
.byte Ds5
.byte W03
.byte N18 , Fn5
.byte W12
.byte PEND
@ 005 ----------------------------------------
zelda_5_005:
.byte W18
.byte N03 , Cn5 , v127
.byte W03
.byte Dn5
.byte W03
.byte N06 , En5
.byte W06
.byte N03
.byte W03
.byte Fn5
.byte W03
.byte Gn5
.byte W03
.byte An5
.byte W03
.byte As5
.byte W03
.byte Cn6
.byte W03
.byte N06 , An5
.byte W48
.byte PEND
@ 006 ----------------------------------------
.byte W96
@ 007 ----------------------------------------
zelda_5_007:
.byte W06
.byte N06 , As4 , v127
.byte W06
.byte N03
.byte W03
.byte Cn5
.byte W03
.byte Dn5
.byte W03
.byte Ds5
.byte W03
.byte N30 , Fn5
.byte W36
.byte N03 , Cs5
.byte W03
.byte Fs5
.byte W03
.byte As5
.byte W03
.byte Cn6
.byte W03
.byte N30 , Cs6
.byte W24
.byte PEND
@ 008 ----------------------------------------
zelda_5_008:
.byte W18
.byte N03 , Cs5 , v127
.byte W03
.byte Ds5
.byte W03
.byte N06 , Fn5
.byte W06
.byte Cs5
.byte W06
.byte N24 , Gs4
.byte W30
.byte N03 , Ds5
.byte W03
.byte Fn5
.byte W03
.byte N06 , Fs5
.byte W06
.byte N03 , Ds5
.byte W03
.byte Fn5
.byte W03
.byte N18 , Fs5
.byte W12
.byte PEND
@ 009 ----------------------------------------
zelda_5_009:
.byte W18
.byte N03 , Cs5 , v127
.byte W03
.byte Ds5
.byte W03
.byte N06 , Fn5
.byte W06
.byte N03 , Cs5
.byte W03
.byte Ds5
.byte W03
.byte N18 , Fn5
.byte W30
.byte N03 , Cn5
.byte W03
.byte Dn5
.byte W03
.byte N06 , En5
.byte W06
.byte N03
.byte W03
.byte Fn5
.byte W03
.byte Gn5
.byte W03
.byte An5
.byte W03
.byte As5
.byte W03
.byte Cn6
.byte W03
.byte PEND
@ 010 ----------------------------------------
.byte N06 , An5
.byte W96
@ 011 ----------------------------------------
.byte PATT
.word zelda_5_002
@ 012 ----------------------------------------
.byte PATT
.word zelda_5_003
@ 013 ----------------------------------------
.byte PATT
.word zelda_5_004
@ 014 ----------------------------------------
.byte PATT
.word zelda_5_005
@ 015 ----------------------------------------
.byte W96
@ 016 ----------------------------------------
.byte PATT
.word zelda_5_007
@ 017 ----------------------------------------
.byte PATT
.word zelda_5_008
@ 018 ----------------------------------------
.byte PATT
.word zelda_5_009
@ 019 ----------------------------------------
.byte N06 , An5 , v127
.byte W06
.byte FINE

@**************** Track 6 (Midi-Chn.10) ****************@

zelda_6:
.byte VOL , 127*zelda_mvl/mxv
.byte KEYSH , zelda_key+0
@ 000 ----------------------------------------
.byte VOICE , 0
.byte PAN , c_v-1
.byte N18 , Gn2 , v127
.byte W18
.byte N03 , An1
.byte W03
.byte N03
.byte W03
.byte N18
.byte W42
.byte N03 , Gn1
.byte W03
.byte N03
.byte W03
.byte N18
.byte W24
@ 001 ----------------------------------------
.byte W18
.byte N03 , Fn1
.byte W03
.byte N03
.byte W03
.byte N18
.byte W24
.byte N06 , Dn1
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
@ 002 ----------------------------------------
zelda_6_002:
.byte N06 , Dn1 , v127
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte PEND
@ 003 ----------------------------------------
.byte PATT
.word zelda_6_002
@ 004 ----------------------------------------
.byte PATT
.word zelda_6_002
@ 005 ----------------------------------------
.byte PATT
.word zelda_6_002
@ 006 ----------------------------------------
.byte PATT
.word zelda_6_002
@ 007 ----------------------------------------
.byte PATT
.word zelda_6_002
@ 008 ----------------------------------------
.byte PATT
.word zelda_6_002
@ 009 ----------------------------------------
.byte PATT
.word zelda_6_002
@ 010 ----------------------------------------
.byte PATT
.word zelda_6_002
@ 011 ----------------------------------------
.byte PATT
.word zelda_6_002
@ 012 ----------------------------------------
.byte PATT
.word zelda_6_002
@ 013 ----------------------------------------
.byte PATT
.word zelda_6_002
@ 014 ----------------------------------------
.byte PATT
.word zelda_6_002
@ 015 ----------------------------------------
.byte PATT
.word zelda_6_002
@ 016 ----------------------------------------
.byte PATT
.word zelda_6_002
@ 017 ----------------------------------------
.byte PATT
.word zelda_6_002
@ 018 ----------------------------------------
.byte PATT
.word zelda_6_002
@ 019 ----------------------------------------
.byte PATT
.word zelda_6_002
@ 020 ----------------------------------------
.byte N24 , Dn1 , v127
.byte W24
.byte FINE

@**************** Track 7 (Midi-Chn.10) ****************@

zelda_7:
.byte KEYSH , zelda_key+0
@ 000 ----------------------------------------
.byte VOICE , 0
.byte PAN , c_v-1
.byte VOL , 127*zelda_mvl/mxv
.byte W96
@ 001 ----------------------------------------
zelda_7_loop:
.byte W48
.byte N12 , Cn1 , v127
.byte W12
.byte N12
.byte W12
.byte N12
.byte W12
.byte N12
.byte W12
@ 002 ----------------------------------------
.byte GOTO
.word zelda_7_loop
.byte W06
@ 003 ----------------------------------------
.byte FINE

@******************************************************@
.align 2

zelda:
.byte 7 @ NumTrks
.byte 0 @ NumBlks
.byte zelda_pri @ Priority
.byte zelda_rev @ Reverb.

.word zelda_grp

.word zelda_1
.word zelda_2
.word zelda_3
.word zelda_4
.word zelda_5
.word zelda_6
.word zelda_7

.end


should loop from track 2 I think.
if nobody can do it I'll just try again and again..

clonex25
May 21st, 2008, 09:42 PM
i'm sry to ask this, but can anyone loop the following song for me?
I tryed but failed, maybe it would help me to understand O.o
.include "MPlayDef.s"

.equ zelda_grp, voicegroup000
.equ zelda_pri, 0
.equ zelda_rev, 0
.equ zelda_mvl, 127
.equ zelda_key, 0
.equ zelda_tbs, 1
.equ zelda_exg, 0
.equ zelda_cmp, 1

.section .rodata
.global zelda
.align 2

@**************** Track 1 (Midi-Chn.1) ****************@

zelda_1:
.byte VOL , 127*zelda_mvl/mxv
.byte KEYSH , zelda_key+0
@ 000 ----------------------------------------
.byte TEMPO , 76*zelda_tbs/2
.byte VOICE , 57
.byte PAN , c_v-1
.byte N12 , As3 , v127
.byte W30
.byte N06
.byte W06
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W09
.byte N03 , Gs3
.byte W03
.byte N12 , As3
.byte W18
.byte N06
.byte W06
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
@ 001 ----------------------------------------
.byte N06
.byte W09
.byte N03 , Gs3
.byte W03
.byte N12 , As3
.byte W18
.byte N06
.byte W06
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W06
.byte N03 , Fn3
.byte W03
.byte N03
.byte W03
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W06
.byte N06
.byte W06
@ 002 ----------------------------------------
zelda_1_002:
.byte W06
.byte N06 , As3 , v127
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte Gs3
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W06
.byte PEND
@ 003 ----------------------------------------
zelda_1_003:
.byte W06
.byte N06 , Fs3 , v127
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte Fn3
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W06
.byte PEND
@ 004 ----------------------------------------
.byte PATT
.word zelda_1_003
@ 005 ----------------------------------------
zelda_1_005:
.byte W06
.byte N06 , Gn3 , v127
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N03 , As3
.byte W03
.byte N03
.byte W03
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W24
.byte PEND
@ 006 ----------------------------------------
zelda_1_006:
.byte W06
.byte N03 , An3 , v127
.byte W03
.byte N03
.byte W03
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W30
.byte As3
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W06
.byte PEND
@ 007 ----------------------------------------
zelda_1_007:
.byte W06
.byte N06 , Gs3 , v127
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte Fs3
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W06
.byte PEND
@ 008 ----------------------------------------
zelda_1_008:
.byte W06
.byte N06 , Fn3 , v127
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte Fs3
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W06
.byte PEND
@ 009 ----------------------------------------
zelda_1_009:
.byte W06
.byte N06 , Fn3 , v127
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte Gn3
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W06
.byte PEND
@ 010 ----------------------------------------
zelda_1_010:
.byte W06
.byte N03 , As3 , v127
.byte W03
.byte N03
.byte W03
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W30
.byte N03 , An3
.byte W03
.byte N03
.byte W03
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W24
.byte PEND
@ 011 ----------------------------------------
.byte PATT
.word zelda_1_002
@ 012 ----------------------------------------
.byte PATT
.word zelda_1_003
@ 013 ----------------------------------------
.byte PATT
.word zelda_1_003
@ 014 ----------------------------------------
.byte PATT
.word zelda_1_005
@ 015 ----------------------------------------
.byte PATT
.word zelda_1_006
@ 016 ----------------------------------------
.byte PATT
.word zelda_1_007
@ 017 ----------------------------------------
.byte PATT
.word zelda_1_008
@ 018 ----------------------------------------
.byte PATT
.word zelda_1_009
@ 019 ----------------------------------------
.byte PATT
.word zelda_1_010
@ 020 ----------------------------------------
.byte N24 , As3 , v127
.byte W24
.byte FINE

@**************** Track 2 (Midi-Chn.2) ****************@

zelda_2:
.byte VOL , 127*zelda_mvl/mxv
.byte KEYSH , zelda_key+0
@ 000 ----------------------------------------
.byte VOICE , 57
.byte PAN , c_v-1
.byte N12 , Fn3 , v127
.byte W30
.byte N06
.byte W06
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06 , Ds3
.byte W09
.byte N03
.byte W03
.byte N12
.byte W18
.byte N06
.byte W06
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
@ 001 ----------------------------------------
zelda_2_loop:
.byte N06 , Fs3
.byte W09
.byte N03
.byte W03
.byte N12
.byte W18
.byte N06
.byte W06
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W48
@ 002 ----------------------------------------
zelda_2_002:
.byte W06
.byte N06 , Dn3 , v127
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte Cn3
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W06
.byte PEND
@ 003 ----------------------------------------
zelda_2_003:
.byte W06
.byte N06 , As2 , v127
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte Gs2
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W06
.byte PEND
@ 004 ----------------------------------------
zelda_2_004:
.byte W06
.byte N06 , Bn2 , v127
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte As2
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W06
.byte PEND
@ 005 ----------------------------------------
zelda_2_005:
.byte W06
.byte N06 , En3 , v127
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N03 , Fn3
.byte W03
.byte N03
.byte W03
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W24
.byte PEND
@ 006 ----------------------------------------
zelda_2_006:
.byte W06
.byte N03 , Fn3 , v127
.byte W03
.byte N03
.byte W03
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W30
.byte Dn3
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W06
.byte PEND
@ 007 ----------------------------------------
zelda_2_007:
.byte W06
.byte N06 , Cn3 , v127
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte As2
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W06
.byte PEND
@ 008 ----------------------------------------
zelda_2_008:
.byte W06
.byte N06 , Gs2 , v127
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte Bn2
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W06
.byte PEND
@ 009 ----------------------------------------
zelda_2_009:
.byte W06
.byte N06 , As2 , v127
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte En3
.byte W12
.byte N06
.byte W12
.byte N06
.byte W12
.byte N06
.byte W06
.byte PEND
@ 010 ----------------------------------------
zelda_2_010:
.byte W06
.byte N03 , Fn3 , v127
.byte W03
.byte N03
.byte W03
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W30
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W24
.byte PEND
@ 011 ----------------------------------------
.byte PATT
.word zelda_2_002
@ 012 ----------------------------------------
.byte PATT
.word zelda_2_003
@ 013 ----------------------------------------
.byte PATT
.word zelda_2_004
@ 014 ----------------------------------------
.byte PATT
.word zelda_2_005
@ 015 ----------------------------------------
.byte PATT
.word zelda_2_006
@ 016 ----------------------------------------
.byte PATT
.word zelda_2_007
@ 017 ----------------------------------------
.byte PATT
.word zelda_2_008
@ 018 ----------------------------------------
.byte PATT
.word zelda_2_009
@ 019 ----------------------------------------
.byte PATT
.word zelda_2_010
@ 020 ----------------------------------------
.byte GOTO
.word zelda_2_loop
.byte W06
@ 021 ----------------------------------------
.byte N24 , Dn3 , v127
.byte W24
.byte FINE

@**************** Track 3 (Midi-Chn.3) ****************@

zelda_3:
.byte KEYSH , zelda_key+0
@ 000 ----------------------------------------
.byte VOICE , 81
zelda_1_loop:
.byte VOL , 126*zelda_mvl/mxv
.byte PAN , c_v-1
.byte N18 , As1 , v127
.byte W48
.byte Gs1
.byte W48
@ 001 ----------------------------------------
.byte Fs1
.byte W48
.byte N12 , Fn1
.byte W12
.byte N12
.byte W12
.byte N12
.byte W12
.byte N06
.byte W06
.byte N03 , Gn1
.byte W03
.byte An1
.byte W03
@ 002 ----------------------------------------
zelda_3_002:
.byte N12 , As1 , v127
.byte W24
.byte N12
.byte W24
.byte Gs1
.byte W24
.byte N12
.byte W24
.byte PEND
@ 003 ----------------------------------------
zelda_3_003:
.byte N12 , Fs1 , v127
.byte W24
.byte N12
.byte W24
.byte Cs2
.byte W24
.byte N12
.byte W24
.byte PEND
@ 004 ----------------------------------------
zelda_3_004:
.byte N12 , Bn1 , v127
.byte W24
.byte N12
.byte W24
.byte As1
.byte W24
.byte N12
.byte W24
.byte PEND
@ 005 ----------------------------------------
zelda_3_005:
.byte N12 , Cn2 , v127
.byte W24
.byte N12
.byte W24
.byte Fn1
.byte W48
.byte PEND
@ 006 ----------------------------------------
zelda_3_006:
.byte N12 , Fn1 , v127
.byte W30
.byte N06
.byte W06
.byte N06
.byte W06
.byte N03 , Gn1
.byte W03
.byte An1
.byte W03
.byte N12 , As1
.byte W24
.byte N12
.byte W24
.byte PEND
@ 007 ----------------------------------------
zelda_3_007:
.byte N12 , Gs1 , v127
.byte W24
.byte N12
.byte W24
.byte Fs1
.byte W24
.byte N12
.byte W24
.byte PEND
@ 008 ----------------------------------------
zelda_3_008:
.byte N12 , Cs2 , v127
.byte W24
.byte N12
.byte W24
.byte Bn1
.byte W24
.byte N12
.byte W24
.byte PEND
@ 009 ----------------------------------------
zelda_3_009:
.byte N12 , As1 , v127
.byte W24
.byte N12
.byte W24
.byte Cn2
.byte W24
.byte N12
.byte W24
.byte PEND
@ 010 ----------------------------------------
zelda_3_010:
.byte N12 , Fn1 , v127
.byte W48
.byte N12
.byte W30
.byte N06
.byte W06
.byte N06
.byte W06
.byte N03 , Gn1
.byte W03
.byte An1
.byte W03
.byte PEND
@ 011 ----------------------------------------
.byte PATT
.word zelda_3_002
@ 012 ----------------------------------------
.byte PATT
.word zelda_3_003
@ 013 ----------------------------------------
.byte PATT
.word zelda_3_004
@ 014 ----------------------------------------
.byte PATT
.word zelda_3_005
@ 015 ----------------------------------------
.byte PATT
.word zelda_3_006
@ 016 ----------------------------------------
.byte PATT
.word zelda_3_007
@ 017 ----------------------------------------
.byte PATT
.word zelda_3_008
@ 018 ----------------------------------------
.byte PATT
.word zelda_3_009
@ 019 ----------------------------------------
.byte PATT
.word zelda_3_010
@ 020 ----------------------------------------
.byte GOTO
.word zelda_3_loop
.byte w06
@ 021 ----------------------------------------
.byte N24 , As1 , v127
.byte W24
.byte FINE

@**************** Track 4 (Midi-Chn.4) ****************@

zelda_4:
.byte KEYSH , zelda_key+0
@ 000 ----------------------------------------
.byte VOICE , 44
.byte VOL , 114*zelda_mvl/mxv
.byte PAN , c_v-1
.byte N12 , As4 , v127
.byte W30
.byte N06
.byte W06
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
.byte N06
.byte W09
.byte N03 , Gs4
.byte W03
.byte N12 , As4
.byte W18
.byte N06
.byte W06
.byte N06
.byte W06
.byte N03
.byte W03
.byte N03
.byte W03
@ 001 ----------------------------------------
.byte N06
.byte W09
.byte N03 , Gs4
.byte W03
.byte N12 , As4
.byte W18
.byte N06
.byte W06
.byte N06
.byte W06
.byte N03
.b