	.include "MPlayDef.s"

	.equ	s_BOSS_DORAMORI_ICE_grp, voicegroup001
	.equ	s_BOSS_DORAMORI_ICE_pri, 110
	.equ	s_BOSS_DORAMORI_ICE_rev, 0
	.equ	s_BOSS_DORAMORI_ICE_mvl, 80
	.equ	s_BOSS_DORAMORI_ICE_key, 0
	.equ	s_BOSS_DORAMORI_ICE_tbs, 1
	.equ	s_BOSS_DORAMORI_ICE_exg, 0
	.equ	s_BOSS_DORAMORI_ICE_cmp, 1

	.section .rodata
	.global	s_BOSS_DORAMORI_ICE
	.align	2

@**************** Track 1 (Midi-Chn.1) ****************@

s_BOSS_DORAMORI_ICE_1:
	.byte	KEYSH , s_BOSS_DORAMORI_ICE_key+0
@ 000   ----------------------------------------
	.byte	TEMPO , 150*s_BOSS_DORAMORI_ICE_tbs/2
	.byte		VOICE , 121
	.byte		VOL   , 110*s_BOSS_DORAMORI_ICE_mvl/mxv
	.byte		PAN   , c_v+0
	.byte		BENDR , 24
	.byte		BEND  , c_v+40
	.byte	W01
	.byte		N28   , As1 , v112
	.byte	W06
	.byte		BEND  , c_v+63
	.byte	W06
	.byte		        c_v+36
	.byte	W05
	.byte		        c_v+20
	.byte	W05
	.byte		        c_v+14
	.byte	W05
	.byte		VOL   , 67*s_BOSS_DORAMORI_ICE_mvl/mxv
	.byte		BEND  , c_v+2
	.byte	W09
	.byte		VOL   , 30*s_BOSS_DORAMORI_ICE_mvl/mxv
	.byte	W13
	.byte		        0*s_BOSS_DORAMORI_ICE_mvl/mxv
	.byte	FINE

@******************************************************@
	.align	2

s_BOSS_DORAMORI_ICE:
	.byte	1	@ NumTrks
	.byte	0	@ NumBlks
	.byte	s_BOSS_DORAMORI_ICE_pri	@ Priority
	.byte	s_BOSS_DORAMORI_ICE_rev	@ Reverb.

	.word	s_BOSS_DORAMORI_ICE_grp

	.word	s_BOSS_DORAMORI_ICE_1

	.end
