This system is the Nintendo Game Boy Advance game sound development system * Waveform editing software commercially available will be used to create the waveform data, but caution is advised since there are Windows-compatible waveform editors which do not handle AIFF I/O. |
These files are treated as input data. They are converted, assembled and linked, finally ending up output as complete sound object files groups. The object file groups output can be linked as is to the main program. |
They are extremely easy to use. The user follows the steps below: 1. Install this system. 2. Create waveform data (aif) and song data (midi). 3. Input the necessary items into the setup file (mks4agb.ini). 4. Run "mks4agb.exe." |
This is how the completed object file groups (hereafter *.o ) are automatically created. In this way, the user is freed from complicated game sound development processes like memory, addresses, banks, etc. and can concentrate on creative activities. Also, as part of the above processes individual assembler source files (hereafter *.s) will be created. By editing those files, even more refined data creation is possible. |
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