![]() JMP MarioBelow : JMP MarioAbove : JMP MarioSide : JMP SpriteV : JMP SpriteH : JMP MarioCape : JMP MarioFireBall : JMP Corners : JMP MarioHeadIn : JMP MarioBodyIn Using block tool super deluxe's format, which has the ability to add 3 extra offsets. Now for a suggestion, hex isnt that hard, it goes on a base of 16 digits rather then the normal 10,Īnd 65c816 asm i suppose can be complicated, but try to mention a little bit of asm like making a block. Im not the best at music porting, but i definitely have alot off the top of my head here, pokemon probably gives you more, never got it to work, and channels #4, #6, #7 all use sfx, so sfx has priority over music making the song cutout till the sfx is done, i have written a basic music tutorial that can easily be improved if i had a bigger screen to take screenshots with. The channel number s specified with a # and the number 0-7, the instruments are specified this gives you 28 instruments total, 19 and 20 i think are the 2 that crash the game, either those 2 or its 20 and 21, the q7f isnt required and can be removed, same with either the w255 or v255, if you get rid of the w255, you can specify vwhatever to all the channels, a major limitation i like better then the pokemon limitations is you only get 8 channels. Midis arent required when adding music, you can write it from scratch in a txt as well as use tinymm to convert a format 0 midi to an mml which you have to get fixed up, the syntax it throws out is not recognized in addmusic, the squares and channel 1 to whatever shouldnt be there, its specified most commonly like this for a channel header
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