I made a few improvements, same url: http://mmlshare.com/tracks/view/450
I'll start trying to figure out the pulse design for the desert stage, which will be an interesting challenge. The gameboy's wave channel is most likely going to have to be used for drum samples(kick, snare and toms...which I'll combine with the noise channel so it'll sound pretty nice) so that leaves me with only two channels for the music. The desert stage has two very distinct melody lines amid ambient guitar chords and a bass line...this'll take a lot of consideration, lol.
Simultaneously getting stuff transferred over to xpmck and figuring out the details with the wave channel and getting samples to work with it. I'll focus on these two tunes so you can get that demo put together.
edit: guh, looks like xpmck doesn't support using the wave channel for samples. that's fine, i'll just use a triangle waveform on the wave channel and do some hybrid magic so it's doing both bass and drums. this'll probably end up sounding better actually.
editx2: got xpmck up and running after wading through hours of it's finicky bullshit, here's a .gb rom of the thing from the mml site: https://dl.dropboxusercontent.com/u/315
0pulses.gb
i'll be using bgb as my emu of choice while writing stuff. i can also compile .asm and .gbs from mml if those are ever needed.
if anyone else wants a hassle free way to compile your mml to .gb, .gbs and .asm, let me know and i'll upload/link my customized xpmck folder. it's a pain in the ass otherwise, if you don't know what you're doing.