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Match se_poke_dead.mid
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commit
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@ -631,7 +631,7 @@ SECTIONS {
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sound/songs/midi/se_kouka_m.o(.rodata);
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sound/songs/midi/se_kouka_h.o(.rodata);
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sound/songs/midi/se_bowa2.o(.rodata);
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sound/songs/se_poke_dead.o(.rodata);
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sound/songs/midi/se_poke_dead.o(.rodata);
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sound/songs/midi/se_nigeru.o(.rodata);
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sound/songs/midi/se_jido_doa.o(.rodata);
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sound/songs/midi/se_naminori.o(.rodata);
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3
songs.mk
3
songs.mk
@ -999,5 +999,8 @@ $(MID_SUBDIR)/se_pn_off.s: %.s: %.mid
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$(MID_SUBDIR)/se_pn_on.s: %.s: %.mid
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$(MID) $< $@ -E -R$(STD_REVERB) -G127 -V100 -P5
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$(MID_SUBDIR)/se_poke_dead.s: %.s: %.mid
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$(MID) $< $@ -E -R$(STD_REVERB) -G127 -V110 -P5
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$(MID_SUBDIR)/se_z_search.s: %.s: %.mid
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$(MID) $< $@ -E -R$(STD_REVERB) -G127 -P5
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BIN
sound/songs/midi/se_poke_dead.mid
Normal file
BIN
sound/songs/midi/se_poke_dead.mid
Normal file
Binary file not shown.
@ -1,84 +0,0 @@
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.include "MPlayDef.s"
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.equ se_poke_dead_grp, voicegroup127
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.equ se_poke_dead_pri, 5
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.equ se_poke_dead_rev, reverb_set+50
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.equ se_poke_dead_mvl, 127
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.equ se_poke_dead_key, 0
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.equ se_poke_dead_tbs, 1
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.equ se_poke_dead_exg, 0
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.equ se_poke_dead_cmp, 1
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.section .rodata
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.global se_poke_dead
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.align 2
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@********************** Track 1 **********************@
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se_poke_dead_1:
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.byte KEYSH , se_poke_dead_key+0
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.byte TEMPO , 90*se_poke_dead_tbs/2
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.byte VOICE , 90
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.byte VOL , 110*se_poke_dead_mvl/mxv
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.byte BEND , c_v+0
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.byte N09 , Cn4 , v100
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.byte W06
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.byte W06
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.byte W06
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.byte W06
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.byte W06
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.byte FINE
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@********************** Track 2 **********************@
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se_poke_dead_2:
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.byte KEYSH , se_poke_dead_key+0
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.byte VOICE , 124
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.byte BENDR , 12
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.byte VOL , 82*se_poke_dead_mvl/mxv
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.byte BEND , c_v+0
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.byte N05 , Gs4 , v060
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.byte W03
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.byte VOL , 94*se_poke_dead_mvl/mxv
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.byte W03
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.byte 103*se_poke_dead_mvl/mxv
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.byte N22
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.byte W03
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.byte VOL , 110*se_poke_dead_mvl/mxv
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.byte W03
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.byte W06
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.byte W06
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.byte W06
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.byte FINE
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@********************** Track 3 **********************@
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se_poke_dead_3:
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.byte KEYSH , se_poke_dead_key+0
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.byte VOICE , 0
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.byte VOL , 110*se_poke_dead_mvl/mxv
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.byte N06 , Cn3 , v080
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.byte W06
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.byte N18 , Cn3 , v092
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.byte W06
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.byte W06
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.byte W06
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.byte W06
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.byte FINE
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@******************************************************@
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.align 2
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se_poke_dead:
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.byte 3 @ NumTrks
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.byte 0 @ NumBlks
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.byte se_poke_dead_pri @ Priority
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.byte se_poke_dead_rev @ Reverb.
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.word se_poke_dead_grp
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.word se_poke_dead_1
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.word se_poke_dead_2
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.word se_poke_dead_3
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.end
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