View Full Version : Magnius Guide to Pokemon Music Hacking
Magnius
January 4th, 2008, 01:58 AM
Hello my friends, I'm Magnius and I'm going to teach you today how to insert ANY song you like, into the GBA Pokemon games. For this particular tutorial we will be using Pokemon Fire Red, but it can be done on almost any Pokemon GBA game. However, before we start you're going to need a few things...
- 2 Pokemon Fire Red Roms(Don't ask me where to get the roms).
- An emulator to play the rom on(I use VisualBoyAdvance myself).
- Sappy and mid2agb which you can both get here (http://www.filefactory.com/file/080907/).
- A midi that you want to insert into the game.
- A backup of the Pokemon Fire Red rom incase anything goes wrong.
Got all that stuff downloaded? Good. Once everything is downloaded make sure to extract everything into the same folder, trust me, it'll make things much easier later on. Now let's move on to the tutorial.
Step 1 - Convert your midi to a ".s" file
In this first step we're going to use Mid2Agb to convert our midi file that we want to insert into the game, to an ".s" file. Before we move on, make sure your midi is in the same folder as Mid2Agb. Once you've made sure of that, open up the folder that Mid2Agb is in and click on your midi. After you've clicked on your midi drag it over to the Mid2Agb file and Mid2Agb will automatically convert the midi into a ".s" file. There is another way to convert the midi using the command prompt, but that just makes the whole process harder than it has to be.
Step 2 - Assemble the song using Sappy
Alright, now that you've got your ".s" file, we're going to put it to use in Sappy. So first, open up Sappy. After you've opened up Sappy, go to file and then click on "Open". Now find your first Pokemon Fire Red rom and open it. Now once you've opened your rom in Sappy you'll notice that in the upper left corner of the program a dropdown box will appear with a song name in it. Click that dropdown box and you'll see a list that you can scroll, of songs from the game. The song you click will be the song you'll be modifying in game. You can change any song, but for this tutorial find a song on the list called "Pokemon Theme", since it's one of the first songs you hear when you turn on the game. After you find that, click on "Assemble song" which is in the left part of the program. After that a box will pop up that says "Assemble .S file" at the top. Click the button next to the first box and then to open your ".S" file. The second box, is where you'll write your base offset, but don't worry about that too much now. For now just type the offset "0xEB0B20" in the base offset box. Third is the Voicegroup offset box which will already be filled in. Now click on "Assemble that ugly thing!" and wait for the program to finish assembling the song. Congrats, you've assembled the file. If the song plays already in the game by now, then congratulations, you're done, but if it doesn't, don't fret, move on to Step 3.
Step 3 - Getting the file to work in game
So now you've assembled the file and it plays in Sappy, but you see that it doesn't play in game. Well slow down there guy, there's still a ways to go before we can get the file playing in game. Now that you've assembled the file we're going to export the tracks. In order to do this, go to "Export Tracks". You'll then see a bunch of unchecked boxes which are basically the offsets of the tracks, check all of them. In the 2nd box, you can either put $T or $P, don't know worry too much about what they mean, for this tutorials sake just type in "$T". After that click on "Ok". The songs tracks will now be dumped to your folder and since you picked "$T" the tracks will be numbers like one tracks file name will be 0, the next tracks file name will 1, it's pretty simple. So after that close out Sappy and reopen it. Now that you've reopened Sappy, open the unmodified Pokemon Fire Red rom and find the song you modified in other rom, which should be "Pokemon Theme" in the case of this tutorial. Now go to "import tracks" and check all the "numbered" files, which are basically the tracks we dumped earlier. Next to the "First track" box basically type in an offset where there's a lot of free space, for the sake of this tutorial just put "0xEB0B20" there. Then press OK. Now open up your emulator, open up the rom you just modified and you'll see that the song works in game. Congratulations, you've done your first successful music hack.
And yep, that's how you insert music into the GBA Pokemon games. But I know some of you are asking, what if I want to import music from one Pokemon GBA game to another? Well, I'll explain that in this extra step.
Importing Music from one Pokemon GBA game to another
Importing music from one Pokemon GBA game to another is easy. First open the Pokemon GBA game you want music from like for instance, if I wanted to take music from Ruby and put it in Fire Red, I would open Ruby. Then I'd simply select the song I want to put into the other game and go to export tracks. Once you're in the export tracks window, check all the tracks, type "$T" in the second box and all your tracks will be exported to numbered files(1, 2, 3, 4, 5 you get the point). After that, open the game you want to insert the music into and find the track you want to replace. After that choose import tracks and import the numbered tracks you dumped and press okay. Congrats, you've successfully taken music from one GBA Pokemon and inserted it into another.
And that concludes this tutorial. Hope it helped you guys out.
You can watch a video tutorial here (http://www.youtube.com/watch?v=el2s5EIHWSM).
Feeling confident you know the material here? Check out tutorial 2 for more advanced stuff.
Martin™
January 4th, 2008, 05:49 AM
Nice thing, dude, this tutorial looks good. I have some experiences with music editing, but still, a newbie should find this useful. Even I gave up with my efforts when my first MIDI masterpiece that I rewritten from someone's notes - took 2 hours - scrambled up.
Cheers!
P.S.: Don't link to Mid2AGB, it's official Nintendo program and its distribution considered illegal.
clonex25
January 4th, 2008, 08:37 AM
Good guide there, Magnius! To me it's in full detail. If you want, you may merge the thread I posted that tackles slight details about music looping originally posted by Baro (I gave credits to him, anyway).
swampert22
January 4th, 2008, 10:37 AM
Hey Magnius, great, easy to follow tutorial, but when I click on 'assemble that ugly thing' the program crashes. I've retried several times with different songs but it still won't work. Any ideas?
Magnius
January 4th, 2008, 03:21 PM
Hey Magnius, great, easy to follow tutorial, but when I click on 'assemble that ugly thing' the program crashes. I've retried several times with different songs but it still won't work. Any ideas?
Hmm... How long are your midi files? Generally I've found that longer midis don't work sometimes or it may also be that the midi has a lot of instruments.
clonex25
January 5th, 2008, 04:15 AM
Hey Magnius, great, easy to follow tutorial, but when I click on 'assemble that ugly thing' the program crashes. I've retried several times with different songs but it still won't work. Any ideas?
The filename's length is somehow relevant to this case. Magnius is right in his suggestions of reducing instruments. I, too, encountered the same problem (if not the crash, the weird instrumentation).
lilbl4ze
January 5th, 2008, 02:15 PM
is it possible to put covert mp3's to .s?
Magnius
January 6th, 2008, 06:24 AM
No you'd need the midi. However, if you need a midi of a particular song I can help in making it.
swampert22
January 6th, 2008, 07:33 AM
The filename's length is somehow relevant to this case. Magnius is right in his suggestions of reducing instruments. I, too, encountered the same problem (if not the crash, the weird instrumentation).
Oh ok then. Thanks for the help. I'll try these things later!
zaayid
January 14th, 2008, 05:12 PM
I have a problem with Sappy. When I open my Fire Red rom with it, I get a message saying "Sappy has stopped working". Help anyone? I'm using Vista Ultimate if that helps.
Tony™
January 14th, 2008, 08:34 PM
Thank you Magnius for making this guide.
I learned how to add music into my rom!
Thank you!
Giovanni
January 14th, 2008, 09:10 PM
Zaayid, i have the exact same problem. Maybe it is a fault within Windows Vista(You know, how some programs dont work with Vista..), seeing as i have Windows Vista as well.. Or you could simply redownload it from somewhere else, which i have done before and not worked..
Giovanni
itman1234
January 14th, 2008, 09:37 PM
THis guide rocks, thanks!
I tried it and it worked!
Of coarse, i just made random music, but it still worked, and thats the important thing!
Apple Inc.
January 16th, 2008, 10:47 PM
Great tutorial. When i go to assemble it closes because something goes wrong.
PS. pm me for assignment
zaayid
January 17th, 2008, 12:25 PM
Dammit why are there so many probs with Vista? And it would've been so cool to put Alter Bridge's Metallingus in my hack.
Does anyone know of any other program similar to sappy?
Magnius
January 17th, 2008, 04:52 PM
Great tutorial. When i go to assemble it closes because something goes wrong.
PS. pm me for assignment
lol think I already did but you never replied.
But yeah, all this will really do is insert what you have in your midi into the game. If you want your midi to sound REALLY good on the Gameboy Advance, it'll have to be tweaked. I've been researching GBA sound myself to make my own GBA remixes sound bette and here's what I've observed...
- On the GBA you can only have a number of "direct" tracks. The number? I'm not sure, the most I'vve been able to get is 3 direct tracks playing at a time, but some of the official Nintendo GBA music uses more, however I haven't figured out how. Direct tracks are anything that isn't GBA synth. Basically instruments like trumpets, violins, strings, anything that isn't GBA synth. The most number of direct tracks I've been able to play at once is 3. One trumpet, one drum track and a strings track. But 3 direct tracks only seems to work, if the third instrument is a string ensemble. Also it seems drums can be the only 2nd "Direct" track as of now. Still I've seen professional Pokemon GBA music using 2 "non drum" direct tracks, so I'm trying to figure out how it's done.
- Since the GBA can only hold so much memory, the "Direct" instruments have certain ranges they can play in. If the instrument goes out of that range, the GBA interprets that as GBA synth.
- "Square" and "Sawtooth" instruments seem to emulate the GBA synth quite nicely.
And yeah, that's what I've observed. Much of how the GBA and Sappy interpret the sounds is still a mystery to me.
Apple Inc.
January 17th, 2008, 05:35 PM
Also another thing is that it will also work with other GBA games. However you cannot export easily. I tried it and it ended up being a 5 second bit of it
Dan123412
January 17th, 2008, 09:02 PM
A very good tutorial Magnius, great! I replaced the Wild Pokemon Battle music and inserted a D/P Wild Pokemon Battle music (in the backup ROM). Then I closed and re-opened Sappy, selected the Wild Pokemon Battle music from the dropdown list and then exported the tracks. I test it in VBA but it doesn't work! It only works in Sappy! Please help!
Magnius
January 18th, 2008, 01:17 AM
A very good tutorial Magnius, great! I replaced the Wild Pokemon Battle music and inserted a D/P Wild Pokemon Battle music (in the backup ROM). Then I closed and re-opened Sappy, selected the Wild Pokemon Battle music from the dropdown list and then exported the tracks. I test it in VBA but it doesn't work! It only works in Sappy! Please help!
Did you open the unchanged rom afterwords and import the tracks back into the "Wild Pokemon" battle music? If not that's why it's not working yet.
Ah yes and here is a remix of the GSC Encounter Rival Theme I successfully loaded into the GBA. I'd like the lead instrument to be louder, but this is a good example of what this program can do.
http://www.sendspace.com/file/klxksr
Here's a youtube clip showing it in game....
http://www.youtube.com/watch?v=lgQtTmYgLzE
clonex25
January 19th, 2008, 06:01 AM
- On the GBA you can only have a number of "direct" tracks. The number? I'm not sure, the most I'vve been able to get is 3 direct tracks playing at a time, but some of the official Nintendo GBA music uses more, however I haven't figured out how. Direct tracks are anything that isn't GBA synth. Basically instruments like trumpets, violins, strings, anything that isn't GBA synth. The most number of direct tracks I've been able to play at once is 3. One trumpet, one drum track and a strings track. But 3 direct tracks only seems to work, if the third instrument is a string ensemble. Also it seems drums can be the only 2nd "Direct" track as of now. Still I've seen professional Pokemon GBA music using 2 "non drum" direct tracks, so I'm trying to figure out how it's done.
I'm not sure, but I've inserted 4 DirectSound tracks (including the percussion, I don't know if Timpani goes with the percussion as I have inserted one separate track) and it worked for me. I think it has something to do with the voicegroups but if you want to hear more instruments from your GBA MIDI, try to use the Bank/Patch Change of your MIDI software.
shinygoldash
January 20th, 2008, 06:35 AM
How do we put the export tracks down like.
$T battle?
or
battle $T?
zaayid
January 20th, 2008, 07:25 AM
I have a problem with Sappy. When I open my Fire Red rom with it, I get a message saying "Sappy has stopped working". Help anyone? I'm using Vista Ultimate if that helps.
Can no one help me with this problem?
Magnius
January 20th, 2008, 02:44 PM
How do we put the export tracks down like.
$T battle?
or
battle $T?
If you're talking about folder names it would go something C:\Pokemon\$T.
As for the problem, it may be a vista related problem and I use XP so I wouldn't be sure how to resolve it.
Also since the document apparently didn't get accepted yet or something, here's a list of music values in Fire Red unless you wanted to change the music in AdvanceMap.
0105 = Healing (RS)
0106 = Level Up
0107 = Evolution Start
0108 = Evolution/Safari
0109 = Battle 1
010A = Battle 2
010B = Unknown/Not listed in Sappy
010C = Fanfare 1
010D = Fanfare 2
010E = You Fail It!
010F = You Fail It Again!
0110 = Follow Me
0111 = Game Corner
0112 = Evil Lurks
0113 = Gym
0114 = Jigglypuff's Song
0115 = Introduction
0116 = Pokemon Theme
0117 = Cinnabar Island
0118 = Lavender Town
0119 = Healing
011A = Bicycle
011B = Encounter 1
011C = Encounter 2
011D = Encounter 3
011E = You're In The Hall of Fame!
011F = Viridian Forest
0120 = Mount Moon
0121 = Abandoned Place
0122 = End Credits
0123 = Route Theme 1
0124 = Route Theme 2/Intro
0125 = Route Theme 3
0126 = Route Theme 4
0127 = Indigo Plateau
0128 = Battle 3
0129 = Battle 4
012A = Battle 5
012B = Battle 6
012C = Pallet Town
012D = Oak's Lab
012E = Oak's Theme
012F = Pokemon Center
0130 = SS Anne
0131 = Surf's Up
0132 = Pokemon Tower
0133 = Silph Co.
0134 = Cerulean City
0135 = Celadon City
0136 = Victory 1
0137 = Victory 2
0138 = Victory 3
0139 = Vermillion City
013A = Viridian City and Pewter City
013B = Gary's Theme
013C = Gary's Theme (bis)
013D = Fanfare 3
013E = Fanfare 4
013F = You caught a Pokemon!
0140 = Trainer Card Photo
0141 = Gamefreak
0142 = Victory 2 (bis)
0143 = Intro Message 1
0144 = Intro Message 2
0145 = Intro Message 3
0146 = Game Corner (+1)
0147 = Game Corner (+2)
0148 = Net Corner
0149 = Mystery Connection
014A = Game Corner (+3)
014B = Mount Ember
014C = Follow Me (alt)
014D = Water Labyrinth
014E = Tanoby Ruins
014F = Islands 1-3
0150 = Islands 4-5
0151 = Islands 6-7(AKA Violet City Theme from GSC)
0152 = PokeFlute
0153 = Battle - Deoxys
0154 = Battle 5 (+1)
0155 = Battle 5 (+2)
0156 = Encounter 4
0157 = Deoxys Encounter
0158 = Trainer Tower
0159 = Pallet Town (fame mix)
015A = Teachy TV
zaayid
January 21st, 2008, 11:19 AM
Well do you know a tool that serves the same function as Sappy?
shinygoldash
January 24th, 2008, 01:21 PM
I put the D/P Rival music in and it doesn't loop.
Are you going to add that to the tutorial?
clonex25
January 26th, 2008, 01:14 AM
I put the D/P Rival music in and it doesn't loop.
Are you going to add that to the tutorial?
Have you ripped it directly from the DS ROM? Or do you have any other resources?
I'm not sure, but the DS MIDI has information loop that only the DS can loop (I think it's almost the same as General MIDI).
To loop it in GBA, you must manually edit the S file. Check the link below my signature.
roywillow
February 10th, 2008, 01:37 AM
i still wonder what does this offset 0xEB0B20 means.if i want to assemble more songs, all use 0xEB0B20?
clonex25
February 29th, 2008, 04:15 AM
lol think I already did but you never replied.
But yeah, all this will really do is insert what you have in your midi into the game. If you want your midi to sound REALLY good on the Gameboy Advance, it'll have to be tweaked. I've been researching GBA sound myself to make my own GBA remixes sound bette and here's what I've observed...
- On the GBA you can only have a number of "direct" tracks. The number? I'm not sure, the most I'vve been able to get is 3 direct tracks playing at a time, but some of the official Nintendo GBA music uses more, however I haven't figured out how. Direct tracks are anything that isn't GBA synth. Basically instruments like trumpets, violins, strings, anything that isn't GBA synth. The most number of direct tracks I've been able to play at once is 3. One trumpet, one drum track and a strings track. But 3 direct tracks only seems to work, if the third instrument is a string ensemble. Also it seems drums can be the only 2nd "Direct" track as of now. Still I've seen professional Pokemon GBA music using 2 "non drum" direct tracks, so I'm trying to figure out how it's done.
- Since the GBA can only hold so much memory, the "Direct" instruments have certain ranges they can play in. If the instrument goes out of that range, the GBA interprets that as GBA synth.
- "Square" and "Sawtooth" instruments seem to emulate the GBA synth quite nicely.
And yeah, that's what I've observed. Much of how the GBA and Sappy interpret the sounds is still a mystery to me.
I think I've got the formula...
- You can use up to 10 tracks per song: 5 for DirectSound (D/S), and 5 for GB Waveform (GB).
- You can use any instrument in the D/S tracks, provided that you must limit the playing instruments to 6 (including the drums).
- You may reserve a D/S track for the drums.
- You can use the GB tracks for the following: 1. Square1, 2. Square2, 3. Wave, 4. and 5. Noise.
- Two GB tracks are used for the Noise part because Applause (126) has a "smoother" effect than Gunshot (127).
- You may maximize the 5 D/S tracks for town/city/route/cave music.
- You must limit the battle music D/S tracks to 4. This gives a track that the GBA uses for the attack SFX. Maximizing 5 D/S tracks may sacrifice the drums upon execution of attacks like Surf, or when there's a stat change (+ATK, -DEF).
You want to ask: Why does some BGMs have 6 or more D/S tracks? Open a Pokemon FireRed ROM in Sappy, and open Battle 4 (has 10 tracks with 6 D/S tracks in it). Upon observation you will notice that some D/S tracks go OFF upon the execution of other D/S tracks.
Innocence
March 20th, 2008, 03:39 AM
Umm...I don't know what the problem is, but whenever I insert music, it sounds like a crappy 8-bit system. Do I have too many tracks, or what?
Antwhan
March 31st, 2008, 07:31 PM
I can't seem too get anything to assemble at all. I follow all steps but to no avail. I get errors that there are too many .s in the folder even though u specify one of them. But when i take al lthe other ones out it gives me an error saying it needs one of the ones i just moved. So... I move it back and get the too many files error again.
any ideas on what i am doing wrong?
Tré
April 11th, 2008, 10:23 AM
hey thanks dude this helps me.....
EmpoleMew
April 16th, 2008, 10:37 AM
I seem to have a problem here. My Sappy doesn't work. It says its missing a component of something. Otherwise, this tutorial helps a lot. If anyone else has had this problem, how do I fix this?
The Shadow Umbreon
April 18th, 2008, 10:19 PM
Try installing Sappy v.1 (AKA Sappy 2005), the installer for which is found at The Helmeted Rodent, where EliteMap is. That will register the appropriate .OCX file needed to run Sappy; you'll now have Sappy 2005 and 2006. Note that you might get an error if you use Vista; I'm getting the "Sappy has stopped working" thing too.
EDIT: I just figured out how to use Sappy if you get the Vista error. Just take the .xml file from Sappy 2006 and replace Sappy 2005's .xml file with the 2006 one, then use Sappy 2005. I just did that and Sappy 2005 dosen't crash and I can get to every song! Wether I can put mine in remains to be seen......
EDIT 2: When I go to compile the song, it has porblems with the .s file or a "type mismatch". Does anyone have any insight on this?
-TSU
clonex25
April 21st, 2008, 01:28 AM
Umm...I don't know what the problem is, but whenever I insert music, it sounds like a crappy 8-bit system. Do I have too many tracks, or what?
It depends on the song's voicegroup. Let's say the Flute is not available in Pallet Town's voicegroup but is available in Lavender's.
cooley
May 4th, 2008, 05:38 PM
Well, I'm into the "Music hacking" stage of my hack now, I just found a bunch of Midi's from:
R/B/Y
G/S/C
R/S/E
Fr/Lg
D/P
For the lower Generations, there are a lot more Midi's available. As for the Upper ones (except R/S/E) there are less available. I don't know how to download them but you can surely record it!
Just dropping by with good news, that's all.
"GB/GBC/GBA/NDS Midis" (http://www.vgmusic.com/music/console/nintendo/)
Here's an Example Track from RUBY (http://www.vgmusic.com/music/console/nintendo/gba/PkmRS_Littleroot.mid)
This should go into the ROM hacking Resources, but I don't know yet...
riolu 9
May 4th, 2008, 09:06 PM
good guide it really helps
Silver Riolu
May 7th, 2008, 11:44 AM
What sort of base destination offset do I have to put in?
Because I've tried 0xEB0B20 and there were only a few instruments
when I used the Newbark Town theme that I downloaded from clonex25's
guide to music looping thread, does enyone know? :\
cooley
May 7th, 2008, 04:20 PM
That's just how it is....unless you remix the music of course.
clonex25
May 8th, 2008, 02:32 AM
What sort of base destination offset do I have to put in?
Because I've tried 0xEB0B20 and there were only a few instruments
when I used the Newbark Town theme that I downloaded from clonex25's
guide to music looping thread, does enyone know? :\
Use the voicegroup for Lavender Town in order for it to sound perfectly. You may also rearrange it depending on your liking.
335524
May 15th, 2008, 10:25 PM
does sappt work on win.vista cuzz every time i open a rom like fire red and ruby it fails does it support avxe ruby, email info to jakelmnop@yahoo.com
Master_Track
May 16th, 2008, 02:48 PM
er I've got a question.
I once tryed this out with another tutorial from pho, and the sound was ingame ( I tryed different sound groups, it really was okay). but..after some time the music stopped until the map reloaded (enter house and leave again to activate..).
What do I have to do to make a sound repeat?
For example, if I want this (http://www.vgmusic.com/music/console/nintendo/gamecube/Ztmremix.mid) in a rom, what shall I do to let it repeat?
X-Buster
May 16th, 2008, 11:25 PM
you mean looping..?
heres a tutorial on how to do that..!
http://www.pokecommunity.com/showthread.php?t=118722
EmpoleMew
May 19th, 2008, 09:19 PM
I got Sappy working now, but It won't load all of Firered's songs anymore, when I use Sapphire, I get the "type mismatch" error. Is it the .s file I'm using or is the program itself buggy?
If you need to know, the .s file is Unfounded Revenge from MOTHER 3.
shaqattacks
May 24th, 2008, 11:34 PM
I have a question. Does sappy only work well on Windows XP? On vista sappy won't let me insert the midis and the program crashes. Is there a way to fix this problem?
Magnius
May 27th, 2008, 05:09 PM
I have a question. Does sappy only work well on Windows XP? On vista sappy won't let me insert the midis and the program crashes. Is there a way to fix this problem?
I use Windows XP so yeah.
Shaggy Typhlosion
May 28th, 2008, 09:09 PM
i need help here. After the GAME FREAK intro the game will freeze. I used the following MIDI in my ROM.
Deos13
May 29th, 2008, 07:19 AM
Hi,I have been trying to get this to work for about 3hrs now -_-...Anyway I finally got it to play the song.Question tho why does it sound so wrong and bad?Help me out plz.Also just wanted to say wow this site is amazing!
Magnius
May 29th, 2008, 10:55 AM
Hi,I have been trying to get this to work for about 3hrs now -_-...Anyway I finally got it to play the song.Question tho why does it sound so wrong and bad?Help me out plz.Also just wanted to say wow this site is amazing!
Well making it sound good is mostly covered in Part 2. It's still on the first page so it shouldn't be hard to find.
ZazzyMango
June 13th, 2008, 02:05 PM
I try to assemble the Final Fantasy 3 prelude, but the voicegroup offset is 0x0000 and it tells me to specify a voicegroup offset.
Why didn't it put in the voicegroup automatically?
2kittle
June 17th, 2008, 10:42 PM
wenever i do this all that happens is wen i get to the title screen it plays the healing sound like wen you get to a pokecenter somone plz help me on this
Teh Baro
June 18th, 2008, 04:49 AM
- Since the GBA can only hold so much memory, the "Direct" instruments have certain ranges they can play in. If the instrument goes out of that range, the GBA interprets that as GBA synth.
- "Square" and "Sawtooth" instruments seem to emulate the GBA synth quite nicely.
It would be good to know the instrument equivalences (if they're not the same as the basic mini) between basic midi and gba instruments, and also that range you mention.
Also, Kawa told me sappy doesn't support chords, but what about the rom? Does for example a three note chord count as 3 direct sound tracks?
hypermonkey
June 18th, 2008, 03:48 PM
The guide works but I'm trying to figure out if there is a way to import music to Leaf Green from Emerald without replacing a track? I want to do a Leaf Green hack but I'm stuck with Emerald because it has the music I need and other less important features.
Also, Emerald has more music than Leaf Green, so I'm also wondering if its possible to expand the amount of music that can be placed in the ROM.
XD001234
June 22nd, 2008, 01:07 AM
hey maginus is there any battle theme with a flute in it i am trying to insert the stadium mewtwo theme and its really the only thing giving me trouble
andrejoshua
June 22nd, 2008, 03:00 AM
I get a an error message when I click "Assemble that ugly thing!"
The error message looks like this:
Error #1002, "Syntax error"
On line: "byte &Hbc -- Diamond & Pearl- Battle Tower_key+0"
Did I do something wrong?
~cpuDuDe08~
June 23rd, 2008, 12:22 PM
Hmmm... No mater what .s file I use (Even CloneX's Examples) Sappy 06 and 05 bolth crash under XP when I try to assemble... wanting me to send the error report to M$... I can play the tracks and Export them... But not Assemble...
Any Help?
~cpuDuDe08~
Tony™
June 23rd, 2008, 02:27 PM
Hmmm... No mater what .s file I use (Even CloneX's Examples) Sappy 06 and 05 bolth crash under XP when I try to assemble... wanting me to send the error report to M$... I can play the tracks and Export them... But not Assemble...
Any Help?
~cpuDuDe08~
It's probably that your kernel32.dll file crashed. The kernel32.dll is the file that lets you assemble the songs.
~cpuDuDe08~
June 23rd, 2008, 08:39 PM
It's probably that your kernel32.dll file crashed. The kernel32.dll is the file that lets you assemble the songs.
Well that Figures, I knew Modding XP could be a bad thing, oh well...
I can Use Sappy 05' on my (Unmodded) vista machine, but when I assemble a song, it says it works, but when I try to play it, Sappy 05' Crashes, I sent to rom to my XP machine and opened the song with sappy 06' but every instrument is completely static... I haven't tested it in-game yet... So, does anyone have any Idea of how to get Sappy 2006 to work under vista? I did everything I could think of (Including the compatability thing) and still it crashes when loading a rom.
EDIT: Wait a sec, if the Windows Kernal Crashed, Wouldn't I get a BSOD? It just says that Sappy crashed, and somtimes after that, it says it's debugger crashed as well, and I never modded my kernal, that would mess-up windows completely, Sappy is the ONLY program on my computer that crashes alot.
Hoping for a Solution,
~cpuDuDe08~
samm
June 24th, 2008, 06:56 AM
I have this problem when I give mount composition
I said
can't find file mplaydef for inclusion assembly halted
~cpuDuDe08~
June 24th, 2008, 06:26 PM
I have this problem when I give mount composition
I said
can't find file mplaydef for inclusion assembly halted
You need to put the .s file you are assembling in the same folder as mplaydef, which is the Mid2Agb folder.
AmineX
June 25th, 2008, 10:52 AM
well
1.it's so sorry blazichu not aprove my tut ( http://hackers-teams.fr.gd/sappy-assembler-s-kernel32-.-dll-portection.htm?PHPSESSID=55d80d01d3921690eae578249 26bde6d )i find a way for reapere kernel32.dll probleme.
2.but this way work only if your kernel not crash already!!
3.i think for viste you need use sappy 2005 fix assembler.
Neti
June 25th, 2008, 12:07 PM
it says vbalCbEx6.ocx is missing... where can i get it?
syphonfilter109
June 25th, 2008, 10:30 PM
How come whenever I try to open sappy, it always says "run time error "399"
component "vbalCbEx6.ocx" or one of its dependencies not correctly registered:a file is missing or invalid"?
Magnius
June 29th, 2008, 04:58 PM
Hmmm... No mater what .s file I use (Even CloneX's Examples) Sappy 06 and 05 bolth crash under XP when I try to assemble... wanting me to send the error report to M$... I can play the tracks and Export them... But not Assemble...
Any Help?
~cpuDuDe08~
Hmm... strange, don't know what the problem is. I have XP and Sappy assembles for me. Only problem is occassionally when I assemble sometimes it gives me an error, but that can be fixed by reopening Sappy.
well
1.it's so sorry blazichu not aprove my tut ( http://hackers-teams.fr.gd/sappy-assembler-s-kernel32-.-dll-portection.htm?PHPSESSID=55d80d01d3921690eae578249 26bde6d )i find a way for reapere kernel32.dll probleme.
2.but this way work only if your kernel not crash already!!
3.i think for viste you need use sappy 2005 fix assembler.
Well lol no offense man, but I can see why he wouldn't approve it. The informations all good, but it's a bit disorganized and full of spelling errors.
You can get that particular missing VB thing here...
http://www.vbaccelerator.com/home/vb/code/Controls/Combo_and_List_Boxes/ComboBoxEx/VB6_ComboBoxEx_Control.asp
Just download the zip and extract it to your Sappy folder.
Martin™
June 30th, 2008, 06:57 AM
Um... does anyone know if there is a chance to make Sappy 2006 (1.2) support Windows Vista? Well, I have managed to make it run, but it crashes when you want to open a file. Any help appreciated. For other Vista users experiencing this problem: Till there is a solution (it may not come at all), use Sappy 1.0.1. You need to install Sappy 1.0 first, and then download ZIP file with Sappy 1.0.1 and replace the executable. It works smoothly.
hockeypanda32
July 1st, 2008, 11:17 PM
So how long does assembly take? I have been waiting like 5 minutes
Master_Track
July 2nd, 2008, 06:48 AM
normally, it should take some seconds xD
er...now I have a problem too.
With sappy (05?) I was never able to play the music, I was just able to import/export/assemble.
Now I downloaded sappy 06, I was able to play the sounds! (yeah..happy!).
But then I tried assembling a song---> crash!
I thought..okay, maybe it's too long. But then I tried a 2 track-song and it crashed again!
it doesn't matter which song I choose, sappy crashes when assembling.
So I wanted to assemble the song via sappy 05, which always worked before.
You may have guessed: Now it crashes if I try to assemble.
I've read through this thread to look at all the errors and possiblilties for crashin, but..it's not the song.
And I've read about the possibility that my kernel32.dll has crashed?
How can you recognize that, since I see it in my system32 folder but dunno if it's okay.
So..what can I do now?
I'm quite depressed since I finally understood how to loop songs, but now I can't even try it out...
clonex25
July 3rd, 2008, 01:33 AM
normally, it should take some seconds xD
er...now I have a problem too.
With sappy (05?) I was never able to play the music, I was just able to import/export/assemble.
Now I downloaded sappy 06, I was able to play the sounds! (yeah..happy!).
But then I tried assembling a song---> crash!
I thought..okay, maybe it's too long. But then I tried a 2 track-song and it crashed again!
it doesn't matter which song I choose, sappy crashes when assembling.
So I wanted to assemble the song via sappy 05, which always worked before.
You may have guessed: Now it crashes if I try to assemble.
I've read through this thread to look at all the errors and possiblilties for crashin, but..it's not the song.
And I've read about the possibility that my kernel32.dll has crashed?
How can you recognize that, since I see it in my system32 folder but dunno if it's okay.
So..what can I do now?
I'm quite depressed since I finally understood how to loop songs, but now I can't even try it out...
You may have associated the S file with your text editor (Checking the "Always use this program to..."). You may download some kernel32 fixing tool, but if anything goes worse, you should re-install Windows (which is a bit frustrating).
Master_Track
July 3rd, 2008, 04:16 AM
Ô.o
okay, thx for your help.
If I can't find a fixing tool for kernel32.dll or something goes wrong, I'll just re-install.
Than my computer may be much more clearly arranged xD
I could save files in a folder of our network, so it's not a problem..
thx, I think it's the best to simply reinstall now xD
hockeypanda32
July 3rd, 2008, 11:49 AM
After i assemble when I click the play button the program creashes now...
Master_Track
July 3rd, 2008, 12:05 PM
try it ingame, I was never able to play music in sappy but it assembled and played ingame.
That could also be because the track is too long, or because it has to many instruments.
sappy wont assemble all files correctly, try another and see if it still crashes.
But first, simply test if it plays ingame xD
NeoS
July 7th, 2008, 10:12 AM
i have a problem... when i'm assembling the song... after to finish... and press the button "uggly" or something like that... xD... appears this message... "Can't find file "MPlayDef.s" for inclusion. Assembly halted."... any ideas!!! ??? xD
Master_Track
July 7th, 2008, 10:30 AM
I had the same problem, the file MPlayDef.s has to be in the same folder like the .s file you try to assemble. If you place it there, it'll work ;)
MYSTERIOUS MISSINGNO
July 7th, 2008, 08:19 PM
Whenever I open up the program, it flashes and closes. Anyone know what to do?
Does itunes work for this
kirby144
July 8th, 2008, 11:26 PM
Well the file download is gone for me.
Master_Track
July 9th, 2008, 05:09 AM
Look in the internet, google will help you if you type in "sappy helmeted rodent" ^^
Helios Neri
July 10th, 2008, 12:31 AM
Step 3 - Getting the file to work in game
So now you've assembled the file and it plays in Sappy, but you see that it doesn't play in game. Well slow down there guy, there's still a ways to go before we can get the file playing in game. Now that you've assembled the file we're going to export the tracks. In order to do this, go to "Export Tracks". You'll then see a bunch of unchecked boxes which are basically the offsets of the tracks, check all of them. In the 2nd box, you can either put $T or $P, don't know worry too much about what they mean, for this tutorials sake just type in "$T". After that click on "Ok". The songs tracks will now be dumped to your folder and since you picked "$T" the tracks will be numbers like one tracks file name will be 0, the next tracks file name will 1, it's pretty simple. So after that close out Sappy and reopen it. Now that you've reopened Sappy, open the unmodified Pokemon Fire Red rom and find the song you modified in other rom, which should be "Pokemon Theme" in the case of this tutorial. Now go to "import tracks" and check all the "numbered" files, which are basically the tracks we dumped earlier. Next to the "First track" box basically type in an offset where there's a lot of free space, for the sake of this tutorial just put "0xEB0B20" there. Then press OK. Now open up your emulator, open up the rom you just modified and you'll see that the song works in game. Congratulations, you've done your first successful music hack.
Uh....That is something I have problems with. -_-
I did that EXACTLY. Didn't work. I did it backwards and still didn't work. >_>
poke freak 101
July 11th, 2008, 10:59 PM
Hey I got a problem ! when i opened mid2agb nothing happened......great tutorial though!
Magnius
July 12th, 2008, 01:06 AM
Uh....That is something I have problems with. -_-
I did that EXACTLY. Didn't work. I did it backwards and still didn't work. >_>
Well to start, does the song play in Sappy? If not, there's your problem. And second off, be more specific, what ISN'T working? Is it not playing in the game, is it not exporting them? If you want me to help you with the problem you have to be more specific about it. But yes, generally, if it actually plays in Sappy and you did all that it should work. Another thing is try closing out Sappy after assembling, THEN open it back up and try to export the files. After that you should be able import the track to the backup rom and it'll work. And if the problem is you can't FIND the exported tracks, you can do something like "C:\PokemonHack\$T" to make SURE the files get dumped where you want them to.
clonex25
July 12th, 2008, 01:06 AM
Hey I got a problem ! when i opened mid2agb nothing happened......great tutorial though!
drag the midi file in the mid2agb program, the s file will be there
Kitsune Link
July 13th, 2008, 05:36 PM
When I downloaded the vbal whatever it was file I got this message when I tried to open it.
Run-Time error '372':
Failed to load control 'vbalcboex' from vbalcbex6.ocx. Your version of vbalcbex6.ocx may be outdated. Make sure you are using the version of the control that was provided with your application.
Is there a version with both vbalcboex and vbalcbex6.ocx cause it aint working for me.
12345
July 14th, 2008, 01:45 AM
When I change music in Ruby, the tracks doesn't repeat.
Help me, please.
Master_Track
July 14th, 2008, 04:44 AM
@ narutofoxlover:
search in the internet for the file, then put it into the system 32 folder.
then, click start and execute (I hope it's the right word, I'm from austria so my pc is in german).
there you type:
regsvr32 C: \windows\system32\vbalcbex6.ocx (no space after the C:, but there'd be a smiley without the space -.-)
this is for windows XP, if you have another system the just type in the direction of your system32 folder.
and press enter.
Then there should be a message that the new file has been succesfully registered.
try opening sappy again afterwards.
@12345: You have to open the s-file in wordpad and enter commands to loop it.
Here in the tutorial section, clonex25 wrote a tutorial about it.
Kitsune Link
July 21st, 2008, 03:52 PM
@ narutofoxlover:
search in the internet for the file, then put it into the system 32 folder.
then, click start and execute (I hope it's the right word, I'm from austria so my pc is in german).
there you type:
regsvr32 C: \windows\system32\vbalcbex6.ocx (no space after the C:, but there'd be a smiley without the space -.-)
this is for windows XP, if you have another system the just type in the direction of your system32 folder.
and press enter.
Then there should be a message that the new file has been succesfully registered.
try opening sappy again afterwards.
@12345: You have to open the s-file in wordpad and enter commands to loop it.
Here in the tutorial section, clonex25 wrote a tutorial about it.
Okay I put the file in the system 32 folder but I cant find where the start option is on that folder. If you mean the start menu at the bottom well it dosent have anything that will execute it. I need someone to help me figure out how to do this cause I still need help!!!
Master_Track
July 21st, 2008, 04:48 PM
it's this thing, at the bottom of the desktop:
http://img3.imagebanana.com/img/8wnyeg5k/1.PNG
I'm sorry it's german, and it looks like vista (it's XP, I tuned the style with vista inspirat).
Maybe you find it with the help of the symbol? ^^
lassedasse
July 22nd, 2008, 01:00 PM
It asks me what program to open the .ocx file with...
pokemonlover93
July 22nd, 2008, 01:55 PM
Okay I need help my sappy is totally screwed up. It always opens with Notepad, I can't process the .s file. Sappy Closes itself and I can't do anything, anyway I can fix this??
Master_Track
July 22nd, 2008, 02:01 PM
@lassedasse: the ocx file is just a file which is necessary to make sappy work. You don' open it. Just past it in the system32 folder and register it like I wrote above.
If your sappy already works, there's no need to do this.
Kitsune Link
July 22nd, 2008, 05:42 PM
it's this thing, at the bottom of the desktop:
http://img3.imagebanana.com/img/8wnyeg5k/1.PNG
I'm sorry it's german, and it looks like vista (it's XP, I tuned the style with vista inspirat).
Maybe you find it with the help of the symbol? ^^
There isnt a option on the bottom menu for the execute thing that your talking about. I allready looked for the option in the system help file but it found nothing. I need pictures to show me how to do it or a step by step thing to help me out here.
lassedasse
July 23rd, 2008, 07:44 AM
i believe it's called "run"
Master_Track
July 23rd, 2008, 09:07 AM
http://img3.imagebanana.com/img/khggkrzw/1.PNG
Klick the start button, in vista it looks like a glass ball, in XP it's just a normal button.
Then search for this symbol:
http://img3.imagebanana.com/img/29guhoig/1.PNG
And click it. Then just type what I wrote above ô.O
maybe lassedasse is right, and it says "run". Like I said, I have a german computer so I'm not sure if it is "run" or "execute" or whatever.
I hope you get it now ^^
Kitsune Link
July 23rd, 2008, 07:13 PM
Hmm ok I typed in what to type in the run box and I did put the vbal whatever it is file in it (Which the file version is 1.0 if thats the problem) and I got this message LoadLibrary ("C:") Failed- the specific module could not be found. I put the file in system 23 what wrong? Mabey it is out of date? I looked for one that was up to date and cant find one.
Fraot
July 23rd, 2008, 09:02 PM
Hi there! I'm new, i was loking for help at a chat from this web-site a little while ago and nobody didn't even tell me something.
I need help, i'm truly angry because of my damm computer... it just can't run sappy, first an error appeared telling me that i hadn't a driver (i dunno what it really is) called "vbalCbEx6.ocx", i downloaded that and then an error appeared... yes, another one: no. 429.
"429: ActiveX xomponent can't create object."
Later, i don't know wtf did i do but another error appeared: 372
"372: Failed to load control 'vbalCboEx.ocx' from vbalCbEx6.ocx. Your version of vbal... may be outdated. Make sure that you are using the version of the control that was provided with your application."
And i dunno what to do!!!! ARG!!!!! this is so weird and exhaustive!.
Please, help me...
Martin™
July 24th, 2008, 03:39 AM
Little guide for people experiencing "Missing OCX" error is right here:
Vista users experiencing"Missing OCX error"
You need to download the named OCX file. It's an ActiveX control which is necessary for the program to operate. You can search for this file in Google. Then, download the file. Now, put the downloaded file onto desktop, just for convenience, or open your folder with downloaded files. Press Start button and type "system32" without the quotes into the search box and press Enter. It will open the system32 folder. Now, drag the OCX file and drop it into the folder. You are done.
XP users experiencing"Missing OCX error"
You need to download the named OCX file, as said above. It's an ActiveX control which is necessary for the program to operate. You can search for this file in Google. Then, download the file. Now, put the downloaded file onto desktop, just for convenience, or open your folder with downloaded files. Open My Computer folder and paste into the address bar: "%SystemRoot%\System32" without the quotes. It will open the system32 folder. Now, drag the OCX file and drop it into the folder. You are done.
Fraot
July 24th, 2008, 09:00 PM
Thanks! my computer can run it now, but there's another problem...
When i press "Play" button, it closes, i mean, it stops running... and i imported a song, a .s file (i converted the midi into that format) and when i load my ROM, it crashes... do someone know why?
20% Brock
July 25th, 2008, 03:00 AM
Alright, I hope I haven't missed someone else reporting this problem already.
First off, Sappy does open for me, but when I try to open a ROM such as Fire Red or Emerald, or actually ANY ROM is says the following:
The game you loaded (gamecode [insert 4 letter header here]) is not known.
Would you like to scan for the song table now?
I say yes, it says something about an xml file for easy future loading, and then continues to run, but without any song or game information whatsoever.
Master_Track
July 25th, 2008, 03:52 AM
well, that's easy to explain...the rom isn't supportet ^^''
Maybe the language was a problem.
And @Martin: Yeah you're right with that, but sometimes you already HAVE the newest version of the file, but it keeps showing the error message.
Then it's nor registered and you have to use the regsvr32 command to register it ^^
That was my problem some time ago.
@naturofoxlover: which operator system do you use, XP. 2000 or vista?
Pls tell me what exactly you typed into the box ;)
alo
July 25th, 2008, 07:19 AM
XP users experiencing"Missing OCX error"
You need to download the named OCX file, as said above. It's an ActiveX control which is necessary for the program to operate. You can search for this file in Google. Then, download the file. Now, put the downloaded file onto desktop, just for convenience, or open your folder with downloaded files. Open My Computer folder and paste into the address bar: "%SystemRoot%\System32" without the quotes. It will open the system32 folder. Now, drag the OCX file and drop it into the folder. You are done.
So I did exactly this thing, but I still get the same messages as this guy:
Hi there! I'm new, i was loking for help at a chat from this web-site a little while ago and nobody didn't even tell me something.
I need help, i'm truly angry because of my damm computer... it just can't run sappy, first an error appeared telling me that i hadn't a driver (i dunno what it really is) called "vbalCbEx6.ocx", i downloaded that and then an error appeared... yes, another one: no. 429.
"429: ActiveX xomponent can't create object."
Later, i don't know wtf did i do but another error appeared: 372
"372: Failed to load control 'vbalCboEx.ocx' from vbalCbEx6.ocx. Your version of vbal... may be outdated. Make sure that you are using the version of the control that was provided with your application."
And i dunno what to do!!!! ARG!!!!! this is so weird and exhaustive!.
Please, help me...
Master_Track
July 25th, 2008, 07:24 AM
have you tried registering it like I wrote above?
alo
July 25th, 2008, 07:38 AM
Yes, of course. Still getting the 429 and 372 errors.
20% Brock
July 25th, 2008, 09:31 PM
well, that's easy to explain...the rom isn't supportet ^^''
Maybe the language was a problem.
Was Sappy not meant to run USA ROM versions?
Master_Track
July 26th, 2008, 02:12 AM
ô.O
Of course, US version of Firered is supported. I use it myself with sappy.
Maybe you changed, accidently or not, the header code of the rom and now sappy can't load it.
Can u open it in AM, UnLZ, cyclone etc.?
The code I mean is BPRE, which is the normal one and says the programm: Hello, I'm this version, so load this data.
It can be changed with the header editor or whatever it may be called, or through hex. If it's changed, tools wont recognize which version it is and will say: Unsupportet or Unknown.
So maybe you changed it accidently, I don't know. Just try opening it with other tools.
edit: Download the Rom header editor advance from -hackmew-'s toolbox--> Here (http://www.pokecommunity.com/showthread.php?t=85025)
Open the rom, and write BPRE into the game code box.
If there's already BRPE inside..dunno, just delete it and write it again and save.
I hope that's the problem.
20% Brock
July 26th, 2008, 10:39 PM
ô.O
Of course, US version of Firered is supported. I use it myself with sappy.
Maybe you changed, accidently or not, the header code of the rom and now sappy can't load it.
Can u open it in AM, UnLZ, cyclone etc.?
The code I mean is BPRE, which is the normal one and says the programm: Hello, I'm this version, so load this data.
It can be changed with the header editor or whatever it may be called, or through hex. If it's changed, tools wont recognize which version it is and will say: Unsupportet or Unknown.
So maybe you changed it accidently, I don't know. Just try opening it with other tools.
edit: Download the Rom header editor advance from -hackmew-'s toolbox--> Here (http://www.pokecommunity.com/showthread.php?t=85025)
Open the rom, and write BPRE into the game code box.
If there's already BRPE inside..dunno, just delete it and write it again and save.
I hope that's the problem.
It's not the header (I'm working on an Emerald hack btw, not FR). I've had RHEA for some time, but never used it other than to check for this very problem earlier. The header is BPEE just as it should be.
I've already made quite a few changes using all kinds of tools. They all support it just fine.
Kitsune Link
July 28th, 2008, 05:32 PM
well, that's easy to explain...the rom isn't supportet ^^''
Maybe the language was a problem.
And @Martin: Yeah you're right with that, but sometimes you already HAVE the newest version of the file, but it keeps showing the error message.
Then it's nor registered and you have to use the regsvr32 command to register it ^^
That was my problem some time ago.
@naturofoxlover: which operator system do you use, XP. 2000 or vista?
Pls tell me what exactly you typed into the box ;)
Well I typed this in the run box and plus I already put the file in the system 32 folder but heres what I typed in: regsvr32 C: \windows\system32\vbalcbex6.ocx and it gave me a stupid message which I put up above. I have windows xp as far as I know.
Slimt
July 29th, 2008, 04:07 PM
i didnt read it all but if youre able to change the weard sound of all pokemon to the real sound like they are saying their name, if some1 would make that that would be realy cool, i think it many other people would like that too!
AmineX
July 30th, 2008, 05:37 PM
would like know maginus why drum (acoustic grand channel 10)no sound in rom when i use string ensemble 1 and some other instrument?
all compatile instrument work fine
why drum no drum no?
what i can do?
Magnius
July 31st, 2008, 06:19 AM
i didnt read it all but if youre able to change the weard sound of all pokemon to the real sound like they are saying their name, if some1 would make that that would be realy cool, i think it many other people would like that too!
lol sorry wouldn't know anything about that. You'd probably need something that could extract and insert the Pokemon cries. Then there's all that confusing stuff like length, compression and it would probably be complicated.
would like know maginus why drum (acoustic grand channel 10)no sound in rom when i use string ensemble 1 and some other instrument?
all compatile instrument work fine
why drum no drum no?
what i can do?
Well this is more advance stuff which you'll probably figure out in tutorial 2 of this. Most likely I'd say that the voicegroup you assembled in doesn't support the particular kind of drums you're using OR simply, you're using too many instruments.
cooley
July 31st, 2008, 06:04 PM
For some reason, Verdanturf Music, sounds horrible, at the beginning, but it sounds great in Pokemon Rijon adventures, and I extracted it from Rijon Adventures, so I wouldn't have to fix the one extracted from Ruby. It sounds great passed the beginning.
I noticed that if you insert music over different songs, you get different results. Islands 6-7, anything you insert will sound great on it! I tried editing the song in Advil Studio, but it's still the same. Verdanturf is a good song, by the way, but it is so hard to insert :\
Magnius
July 31st, 2008, 09:52 PM
For some reason, Verdanturf Music, sounds horrible, at the beginning, but it sounds great in Pokemon Rijon adventures, and I extracted it from Rijon Adventures, so I wouldn't have to fix the one extracted from Ruby. It sounds great passed the beginning.
I noticed that if you insert music over different songs, you get different results. Islands 6-7, anything you insert will sound great on it! I tried editing the song in Advil Studio, but it's still the same. Verdanturf is a good song, by the way, but it is so hard to insert :\
Yup thus is the magic of different voice groups. When inserting something, it's good to replace it with a song that has a lot of the same instruments. Thus is explained more in-depth in tutorial 2.
Oh yeah and I made a new video tutorial of Sappy.
http://www.youtube.com/watch?v=el2s5EIHWSM
Nine-Tailed Assassin
August 1st, 2008, 02:51 PM
so i change http://i171.photobucket.com/albums/u318/geraldtpokemon/Capture1.jpg to http://i171.photobucket.com/albums/u318/geraldtpokemon/Capture2.jpg
heres a video http://www.youtube.com/watch?v=013nAwGeVJo of what happened
ZodiacDaGreat
August 2nd, 2008, 04:01 AM
lol, Do you even know what's the voice group offset? Yours is absolutely wrong and made up...
Nine-Tailed Assassin
August 2nd, 2008, 07:08 PM
lol, Do you even know what's the voice group offset? Yours is absolutely wrong and made up...
oh i would have never thought of that so i enter a new offset for the voice group offset would i need a hex editor for the free space or canyou give me an offset
Master_Track
August 3rd, 2008, 04:36 AM
I made a little list of instruments of voicegroups by extracting songs from the game Pokemon Firered and opening it in a programm to see the instruments.
It's not completed yet, and only for firered, but maybe it helps.
0x48ABB0: Orchestral strings (x3)
Lead 1 (Square)
0x48B078: Timpani
Lead 1 (square)
Lead 1 (Square)
Acoustic Grand
0x48B474: String Ensemble 1
Bright Acoustic
Electric Bass(finger)
Lead 1 (square)
Lead 1 (square)
Pad 3 (polysynth)
Acoustic Grand
Timpani
0x48B8B8: Bright Acoustic
String Ensemble 1
Electric bass(finger)
Lead 1 (square)
Lead 2 (sawooth)
Lead 2 (sawooth)
Acoustic Grand
Timpani
0x48ABB0: String Ensemble 1
String Ensemble 1
Timpani
Lead 1 (square)
Lead 1 (square)
Pad 1 (new age)
Acoustic Grand
0x48F974: Acoustic Guitar (nylon)
Electric Grand
Bright Acoustic
Lead 1 (square)
Lead 1 (square)
Pad 5 (bowed)
Acoustic Grand
Gunshot
0x48FF74: Trumpet
Trumpet
Lead 2 (sawooth)
Lead 1 (square)
Flute
Timpani
Acoustic Grand
Gunshot
0x490574: Lead 1 (square)
Lead 1 (square)
Pad 5 (bowed)
String Ensemble 1
String Ensemble 1
String Ensemble 1
Whistle
Acoustic Grand
Gunshot
Applause
0x490B74: Trumpet
Lead 8 (bass+Lead)
Lead 1 (square)
Lead 1 (square)
Trumpet
Timpani
Acoustic Grand
0x490FAC: Accordion
Accordion
Lead 1 (square)
Lead 1 (square)
0x491390: Lead 8 (bass+lead)
Lead 2 (sawooth)
Lead 2 (sawooth)
Synth Bass 1
Overdriven Guitar
SynthBrass 1
Acoustic Grand
Gunshot
0x491990: French Horn
Lead 8 (bass+lead)
Timpani
Tuba
Trumpet
Trumpet
Lead 1 (square)
Lead 1 (square)
Accoustic Grand
Helicopter
0x491F90: String Ensemble 1
Percussive Organ
Acoustic Guitar (nylon)
Lead 1 (square)
Pad 5 (bowed)
Lead 2 (sawooth)
Acoustic Grand
Gunshot
Applause
0x492590: Percussive Organ
Acoustic Guitar (nylon)
String Ensemble 1
Whistle
Lead 1 (square)
Music Box
Lead 1 (square)
Acoustic Grand
0x492B90: Lead 1 (square)
Honky-Tonk
0x492BC0: Accordion
Bright Accoustic
Lead 1 (square)
Trumpet
Lead 4 (chiff)
Lead 2 (sawooth)
Xylophone
Acoustic Grand
Acoustic Grand
Acoustic Grand
0x4931C0: Lead 1 (square)
Synth Bass 1
Percussive Organ
Lead 1 (square)
Acoustic Guitar (nylon)
Lead 4 (chiff)
Acoustic Grand
Magnius
August 4th, 2008, 03:58 AM
I made a little list of instruments of voicegroups by extracting songs from the game Pokemon Firered and opening it in a programm to see the instruments.
It's not completed yet, and only for firered, but maybe it helps.
0x48ABB0: Orchestral strings (x3)
Lead 1 (Square)
0x48B078: Timpani
Lead 1 (square)
Lead 1 (Square)
Acoustic Grand
0x48B474: String Ensemble 1
Bright Acoustic
Electric Bass(finger)
Lead 1 (square)
Lead 1 (square)
Pad 3 (polysynth)
Acoustic Grand
Timpani
0x48B8B8: Bright Acoustic
String Ensemble 1
Electric bass(finger)
Lead 1 (square)
Lead 2 (sawooth)
Lead 2 (sawooth)
Acoustic Grand
Timpani
0x48ABB0: String Ensemble 1
String Ensemble 1
Timpani
Lead 1 (square)
Lead 1 (square)
Pad 1 (new age)
Acoustic Grand
0x48F974: Acoustic Guitar (nylon)
Electric Grand
Bright Acoustic
Lead 1 (square)
Lead 1 (square)
Pad 5 (bowed)
Acoustic Grand
Gunshot
0x48FF74: Trumpet
Trumpet
Lead 2 (sawooth)
Lead 1 (square)
Flute
Timpani
Acoustic Grand
Gunshot
0x490574: Lead 1 (square)
Lead 1 (square)
Pad 5 (bowed)
String Ensemble 1
String Ensemble 1
String Ensemble 1
Whistle
Acoustic Grand
Gunshot
Applause
0x490B74: Trumpet
Lead 8 (bass+Lead)
Lead 1 (square)
Lead 1 (square)
Trumpet
Timpani
Acoustic Grand
0x490FAC: Accordion
Accordion
Lead 1 (square)
Lead 1 (square)
0x491390: Lead 8 (bass+lead)
Lead 2 (sawooth)
Lead 2 (sawooth)
Synth Bass 1
Overdriven Guitar
SynthBrass 1
Acoustic Grand
Gunshot
0x491990: French Horn
Lead 8 (bass+lead)
Timpani
Tuba
Trumpet
Trumpet
Lead 1 (square)
Lead 1 (square)
Accoustic Grand
Helicopter
0x491F90: String Ensemble 1
Percussive Organ
Acoustic Guitar (nylon)
Lead 1 (square)
Pad 5 (bowed)
Lead 2 (sawooth)
Acoustic Grand
Gunshot
Applause
0x492590: Percussive Organ
Acoustic Guitar (nylon)
String Ensemble 1
Whistle
Lead 1 (square)
Music Box
Lead 1 (square)
Acoustic Grand
0x492B90: Lead 1 (square)
Honky-Tonk
0x492BC0: Accordion
Bright Accoustic
Lead 1 (square)
Trumpet
Lead 4 (chiff)
Lead 2 (sawooth)
Xylophone
Acoustic Grand
Acoustic Grand
Acoustic Grand
0x4931C0: Lead 1 (square)
Synth Bass 1
Percussive Organ
Lead 1 (square)
Acoustic Guitar (nylon)
Lead 4 (chiff)
Acoustic Grand
lol it's funny I'm submitting a full document on that. Has all the voicegroups and stuff.
Master_Track
August 4th, 2008, 04:00 AM
thx for telling me, now I don't have to complete it xD
Magnius
August 4th, 2008, 04:04 AM
thx for telling me, now I don't have to complete it xD
yeah sorry. But whenever it gets approved and posted, it's gonna help out people A LOT with music insertion. Knowing the voicegroups and how to change them will give you a lot more power over how the inserted midi sounds.
AmineX
August 4th, 2008, 07:26 AM
great list master track
now u can make ruby liste for complete documentation about voices groups
Nine-Tailed Assassin
August 4th, 2008, 08:25 PM
would i need a hex editor to find free space for sappy? or fsf?
Magnius
August 4th, 2008, 09:19 PM
great list master track
now u can make ruby liste for complete documentation about voices groups
Well lol I made a full document on Fire Red/Leaf Green voicegroups, but I can do one on Ruby/Sapphire/Emerald if you really want me to.
cooley
August 5th, 2008, 01:41 PM
would i need a hex editor to find free space for sappy? or fsf?
You can use both...:\
___________________________
I have this really great Celadon City Remix, listen to it
Lalalala (http://www.vgmusic.com/music/console/nintendo/gameboy/GhostlyCeledon.mid)
And I really, just make my own voicegroups, that makes the Ruby music sound better.
I'm having hard time inserting DP music though. :(
Can't wait for the Voicegroup table of RUBY :D
Nine-Tailed Assassin
August 5th, 2008, 02:39 PM
You can use both...:\
___________________________
I have this really great Celadon City Remix, listen to it
Lalalala (http://www.vgmusic.com/music/console/nintendo/gameboy/GhostlyCeledon.mid)
And I really, just make my own voicegroups, that makes the Ruby music sound better.
I'm having hard time inserting DP music though. :(
Can't wait for the Voicegroup table of RUBY :D
thanks so i just use the same free space that i would use for scripting?
Master_Track
August 5th, 2008, 03:06 PM
That's exactly what you have to do ;)
Free space is free space, wheter you fill it with scripts or music.
chibo_wolf
August 6th, 2008, 12:08 PM
i cant open a rom file it closes when opening it.
Ashzekool
August 16th, 2008, 10:35 PM
Thanks mate! I helped a lot! All kudos to you:D
Now I can create my own UNIQUE hack:D lol dw anywayz thx
AmineX
August 17th, 2008, 08:02 AM
Maginus:
Well lol I made a full document on Fire Red/Leaf Green voicegroups, but I can do one on Ruby/Sapphire/Emerald if you really want me to.
me i no need it because i have complete list of R/S/E/FR/LG i it make my own.
post it for others , if u can't i post it later
Nine-Tailed Assassin
August 23rd, 2008, 12:49 PM
could someone please me some offsets
AmineX
August 24th, 2008, 09:50 AM
Nine-Tailed Assassin (http://www.pokecommunity.com/member.php?u=66656) :could someone please me some offsets
of/for what????? explein.
which offsets you need?
Nine-Tailed Assassin
August 24th, 2008, 12:28 PM
of/for what????? explein.
which offsets you need?
for the base destination and the voicegroup offset
AmineX
August 24th, 2008, 02:30 PM
for the base destination and the voicegroup offset
ok
1.the base destination is a offset of free space where you go insert your song.
2. voices group for which version????
Nine-Tailed Assassin
August 24th, 2008, 05:58 PM
its ofr pokemon fire red bpre (U)
AmineX
August 25th, 2008, 10:45 AM
its ofr pokemon fire red bpre (U)
xd list of fire red posted by maginus you don't see this document all fire red version voices groupes are there:
http://www.pokecommunity.com/showthread.php?t=148811
Nine-Tailed Assassin
August 25th, 2008, 03:58 PM
that helps alot thnx also what do you think of my shaymin ts? its in my sig
AmineX
August 26th, 2008, 06:41 AM
that helps alot thnx also what do you think of my shaymin ts? its in my sig
it's awsome i like it alot
pkmn_trainer_chris_link
August 27th, 2008, 07:45 PM
I have a problem with Sappy I got it to where it opens but when I load a Rom it Crashes I'm usin Windows Vista Home Premium btw
AmineX
August 28th, 2008, 07:04 AM
I have a problem with Sappy I got it to where it opens but when I load a Rom it Crashes I'm usin Windows Vista Home Premium btw
use sappy 2005 (http://helmetedrodent.kickassgamers.com/filebin/sappy10.exe) or sappy fix assembler (http://helmetedrodent.kickassgamers.com/filebin/sappy101_fixedassembler.zip)
if the probleme not dispear delete sappy.xml from sappy folder
pkmn_trainer_chris_link
August 29th, 2008, 05:53 PM
how do you find the base destination offset?
great now Sappy crashes when I try to assemble a song
pkmn_trainer_chris_link
August 31st, 2008, 02:30 PM
has anyone made a tutorial on voicesets and destination offsets for RSE?
Nine-Tailed Assassin
August 31st, 2008, 03:10 PM
i need some help im trying to insert the pokemon diamond titlescreen midi into fire red but i cant
cε׀׀
September 1st, 2008, 02:05 PM
i need some help im trying to insert the pokemon diamond titlescreen midi into fire red but i cant
What's the problem then? I had no problems doing that.
Nine-Tailed Assassin
September 1st, 2008, 02:12 PM
What's the problem then? I had no problems doing that.
i converted the diamond ts into the .s file used the offset that given and tried using the free space from a hex editor but it wouldnt asemble
EDIT: I have assembled the song