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ArchsageX
July 3rd, 2011, 11:06 PM
A fond "hello" from the Fire Emblem ROM Hacking community! Myself and my hacking cohorts thought it might be helpful to share some stuff about music hacking around here, to aid in the hacking effort and such.

First of all, found this floating around in the Japanese GBA Hacking community boards. Not sure if you were aware of it, but I didn't notice any signs of that awareness.

http://dl.dropbox.com/u/5490460/sappy2006mod15.zip

Main thing of interest for me is IT DOESN'T FREAKING CRASH like the other Sappy 2006 when on Vista or Windows 7 and you load a ROM.

Another nice feature is "Edit Voice Table" function. Details are in the spoiler below.

http://i22.photobucket.com/albums/b336/shadowofchaos725/Hacking/Sappy2006Mod15.png


Readme (If I put it in a text file, it'll turn back into gibberish again):
http://dl.dropbox.com/u/5490460/Sappy%202006%20Mod%2015%20Readme.doc

Google Translate Edition:
http://dl.dropbox.com/u/5490460/Sappy%202006%20Mod%2015%20Readme%20Google%20Translate%20Edition.doc

To collect the information needed to play the song, the driver reads the information from the table the following songs in order.

┌ ─ ─ ─ ─ ─ ┐
│ │ table song
└ ─ ─ ─ ─ ─ ┘

(Reference)

┌ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ┐
Music Information │ (Header) │
└ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ┘
↓ ↓
(Reference) (Reference)
↓ ↓
┌ ─ ─ ─ ─ ─ ─ ─ ─ ┐ ┌ ─ ─ ─ ─ ─ ─ ─ ─ ─ ┐
Sequence data Voice group │ │ │ │
└ ─ ─ ─ ─ ─ ─ ─ ─ ┘ └ ─ ─ ─ ─ ─ ─ ─ ─ ─ ┘
│ │ │ │
┌ ─ (see) ─ ┘ │ │ └ (see) ┐
↓ │ │ ↓
┌ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ┐ │ │ ┌ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ┐
Drum Voice group │ │ (reference) voice output table specified │ │ │
└ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ┘ │ │ └ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ┘
│ │ │
└ (see) ┐ │ └ (see) ┐
↓ ↓ ↓
┌ ─ ─ ─ ─ ─ ─ ─ ┐ ┌ ─ ─ ─ ─ ─ ─ ─ ─ ┐
Real memory data │ │ │ │ voice waveform data
└ ─ ─ ─ ─ ─ ─ ─ ┘ └ ─ ─ ─ ─ ─ ─ ─ ─ ┘


Table songs are strung together with the binary data and 8 bytes of data per song.

The FR, which begins this song 467f0ch table includes 347 songs written in all of information.
This area would not have to fiddle in particular, if there is a need to extend the table if the song, please refer to the following.


But more than just a Sappy update, there's also a tool that the FE Community has adopted (created by one of our members) called Zahlman's Song Editor. (http://www.shrineofseals.net/forum/showthread.php?tid=67) It can basically import songs from any GBA game (including their voicegroups) and even insert MIDIs, using specified instrument maps.

Another thing from the FE community that sorta links into Zahlman's editor, and I'm not sure if the Pokemon Hackers have done this already, is the use of MIDI instruments in the GBA ROMs. The "Instrument Patch" (http://shrineofseals.net/forum/showthread.php?tid=309) imports the MIDI instrument map from the song.gba file generated by MIDI2GBA, which allows for MIDIs to be directly inserted directly into the ROM in their original state.

A great example, one FE ROM Hacker (mariobro3828) ported a song from Golden Sun with this editor, and himself ported the instruments from Golden Sun to Fire Emblem (http://www.youtube.com/watch?v=tObZ1T3n5n8). This is probably one of the most advanced things we've come up with, a direct instrument-for-instrument, note-for-note port of a song from an entirely different game.

colcolstyles
July 3rd, 2011, 11:14 PM
I've never seen a tool with support for the attack, decay, etc. values in voicegroup entries. It's a pain to edit them by hand and ever since I stumbled upon this document (http://www.romhacking.net/docs/462/), I've wondered how long it would take for someone to make a tool that allows easy editing of voicegroup/instrument data. Neat stuff. Thanks for sharing. :)

shadowofchaos
July 3rd, 2011, 11:26 PM
I haven't experimented it much, but it's much easier than modifying it manually.

Thanks for posting for me Arch :P

Custom Sound effects are also possible with wav2gba. Maybe I should link that too... at least once I get 15 posts.

Darthatron
July 3rd, 2011, 11:30 PM
This is a wonderful gift, thanks!

Does Zahlman's Song Editor only support the Sappy Engine? Because I like to hack FFTA and only like 20% of the songs use the Sappy Engine. :(

Mariobro3828
July 3rd, 2011, 11:43 PM
The video of mine that Arch linked you to, it's an older version of the ported song, just follow the link in the description and it'll take you to my newer version.

To avoid credit grubbing, the ability to port instrument data is part of Zahlman's editor (to preserve the quality of the song). Most of the instruments I did not import manually, but I did successfully manage to port the GS drums manually (which...incidentally is like porting 20+ instruments at once because of the multiple tracks of the set...it's a nightmare, I don't recommend it unless Zahlman implements a way to port multi sample instruments).

The main thing I wanted to showcase with that video was the fact that I repointed some of the voice groups and made kind've a hybrid instrument map with two instruments from a midi instrument patch, and the rest directly from golden sun, using the midi instruments only when a certain instrument was incompatible with porting (gs drums sounded weird in FE for some reason...yes I did all that manual porting for nothing. Oh well, at least I proved it can be done manually. Also, the sawtooth synth instrument relies on GS's specific music engine, so I had to midi that too). I think I got it to sound pretty decent.

The other thing was the fact that I manually spliced tracks together. This is a handy little trick that helps you avoid the whole track limit thing. If you have knowledge of the music's score (I almost went the music major route so it helped me here), and how that is represented in data, splicing the tracks is easy. You just have to count notes and rests. The tracks can't overlap either. Though in the case of directly ported tracks, the game creators liked to use the B3 command (jump) to conserve space, which is always followed by a pointer, so it was a pain repointing about 80 or so pointers. Tracks inserted from midis should not have this problem. I used this technique to take a 10 track song and splice it down to 8 tracks, fitting within Fire Emblem's 8 track limit. Maybe someday there will be an app to do this very thing automatically.

Anyways, sorry for the jumbled mess of text I just typed. It's late...


This is a wonderful gift, thanks!

Does Zahlman's Song Editor only support the Sappy Engine? Because I like to hack FFTA and only like 20% of the songs use the Sappy Engine. :(
What exactly do you mean by sappy engine?

When porting a song, you feed the editor the offset of the header. With the information of the header, the editor ports every track there is a pointer to, leaving every byte of the tracks intact, save for the pointers, which it repoints automatically. It then looks at the pointer to the voice group data, grabs the necessary instrument samples for the songs, repoints etc, creates a custom instrument map for that song and puts it into the destination offset. If one of the voice groups has a pointer to a sub group (like drumsets do) then it does not import that track, because Zahlman hasn't programmed his editor to do something that intricate yet. The name of the game is lossless quality, it takes up a lot of data yes, but it's usually worth it.

shadowofchaos
July 3rd, 2011, 11:58 PM
This is a wonderful gift, thanks!

Does Zahlman's Song Editor only support the Sappy Engine? Because I like to hack FFTA and only like 20% of the songs use the Sappy Engine. :(

I've never actually tried. I know Tales of Phantasia doesn't use the Sappy Engine, and I've never experimented with Zahlman's application for those kinds of games.

If the table functions the same way, then it SHOULD theoretically be able to rip the song as well the voice sample.

Darthatron
July 4th, 2011, 12:03 AM
I've never actually tried. I know Tales of Phantasia doesn't use the Sappy Engine, and I've never experimented with Zahlman's application for those kinds of games.

If the table functions the same way, then it SHOULD theoretically be able to rip the song as well the voice sample.

Turns out the version of Sappy that ArchsageX posted works with a lot more songs anyway. ^_^ Yeah, replacing the songs was never a problem. It was just tedious having to manually find the song number by playing through the game and setting a breakpoint on play_music routine. >_<

Once again, thanks for posting.

shadowofchaos
July 4th, 2011, 12:19 AM
He's the guy that posted for me, since I didn't have high enough of a post count to do so.

I also have never used Sappy to rip or insert songs. I'm actually kind of wondering how it works to set the voicegroups. I've always used Zahlman's song editor since it was always importing from one Fire Emblem to the other. XD

Also, I still can't post links, but I should probably share wav2gba. Since sound effects you hear are usually just "one long note" and the "instrument" of the sound effect, it's pretty useful for having the GBA have the updated Fire Emblem "Get Item" or "Weapon Broke" sounds.

I just thought I'd share what we found to help you out and then mysteriously disappear... except the darned post count thing is preventing me from doing so. Well, I kinda understand. I'm pretty sure that prevents spam bots from causing a problem.


Edit: It SEEMS like I'm blind. That Sappy 2006 Mod 15 I found in the a Japanese GBA ROM hacking forum... I failed to see the "Import Sample" function.

Seems like my complicated process of making custom sounds... is now obsolete. XD

Platinum Lucario
July 4th, 2011, 04:39 AM
This is excellent! Thanks so muchly, ArchsageX! For one thing, now we don't have to worry about Sappy crashing anymore, I really do think this modified version of Sappy should be spread around to everyone here on PC and to let them know how much better it is compared to the normal Sappy 2006 that has a load of bugs in it and doesn't read some of the waveform data in the voicegroup/soundbank, not only that but the original Sappy 2006 crashed at certain loop points when testing a song.

I am so glad we've actually an improved version of Sappy, I wonder if the program really is open sourced after all? Seeing that there's a newer one built by someone already means that the person has their hands on the source code of Sappy 2006. ^^

This surely is going to help me with inserting customized songs and editing the voicegroups/soundbank, so I could even make it sound even better. :o

Team Fail
July 4th, 2011, 12:00 PM
Oh, I like. I like. I will take a look at this because it will help with MIDI exporting a lot.

It doesn't like any of my Pokemon games. It crashes when trying to play files, and it doesn't like scanning for the soundtable in FireRed BPRE.

Platinum Lucario
July 4th, 2011, 01:08 PM
Oh, I like. I like. I will take a look at this because it will help with MIDI exporting a lot.

It doesn't like any of my Pokemon games. It crashes when trying to play files, and it doesn't like scanning for the soundtable in FireRed BPRE.

If you're wondering about Sappy 2006 Mod15 not showing the tracks in FireRed, well here's the interesting part. Sappy doesn't need an .xml file to be able to play and read the tracks in the ROM, you can just change and type in a higher number for which song you want to edit or play. In FireRed, the sound effects go from 1-255, while the BGM goes from 256-346, remember... the song number is in decimal, not hexadecimal.

Try typing in 298, then press play, and you'll hear the Kanto wild Pokémon battle music.

Maybe we'll have to see who is actually good at making a .xml file so that anyone can choose the song they desire, or you can always import the .xml from the normal Sappy 2006 (the buggy one of course). But I think it's best if someone creates a better .xml list for song list from what Kawa listed, like SE01, BGM01 and so on, because anyone is bound to insert new songs into their ROM Hack.

Oh and on another note, Sappy will only freeze if you select a song number that is blank and empty (that's right, free space!). So here's what you do, don't click play after when you put in a number higher than 346, instead... just click anywhere on the main amplifier area on Sappy and it will act like nothing happened. And you can insert new songs into the blank and empty spots.

shadowofchaos
July 4th, 2011, 01:09 PM
Oh, I like. I like. I will take a look at this because it will help with MIDI exporting a lot.

It doesn't like any of my Pokemon games. It crashes when trying to play files, and it doesn't like scanning for the soundtable in FireRed BPRE.

It occasionally crashes for some reason, just like Sappy 2005.

As for your scanning the sound table, if it can't find it.. meh.

But if you know where it is, you'd best modify the sappy.xml file.

If you have used another Sappy before, you can probably use that Sappy.xml file.

Team Fail
July 4th, 2011, 02:05 PM
It occasionally crashes for some reason, just like Sappy 2005.

As for your scanning the sound table, if it can't find it.. meh.

But if you know where it is, you'd best modify the sappy.xml file.

If you have used another Sappy before, you can probably use that Sappy.xml file.

Hm. I'll have to do that. Is it also normal to sound like raw midi? I remember Sappy played music like it did on the GBA.

ArchsageX
July 4th, 2011, 04:39 PM
Just realized something! The instrument patch I shared only works for the game, Fire Emblem 7.

Instrument patch is a UPS patch that only works for FE7. Here's a raw hex version of it that you can paste into your ROMs manually.

http://dl.dropbox.com/u/5490460/Mid2GBA%20Instrument%20Patch.dmp

And paste it in your ROM at the offset 0x11C3AC0 (expand your ROM if you don't have that offset). That expands a ROM to about 20MB, so if you're warry about that sorta thing, you can also repoint the table to your own offset.

tl;dr summary for my version:

Patch your ROM/Paste the dmp at offset 0x11C3AC0.
When inserting MIDIs, reference the instrument map at 0x12F471C.

Team Fail
July 4th, 2011, 04:55 PM
Well, I found the reason why Sappy refused to find the table. My CPU was maxed, explorer.exe eating up most of it. When I killed explorer (dropping CPU use to almost 0), Sappy found the sound table almost instantly.

diegoisawesome
July 4th, 2011, 05:07 PM
Hm. I'll have to do that. Is it also normal to sound like raw midi? I remember Sappy played music like it did on the GBA.
Go to Options>Use Wave driver. ;)

shadowofchaos
July 4th, 2011, 06:20 PM
...20MB, so if you're warry about that sorta thing, you can also repoint the table to your own offset.

Arch, no... you CAN'T.

Took me hours to do that for Mageknight404.

ArchsageX
July 4th, 2011, 06:22 PM
You did it, didn't you? There's a different between "impossible" and "not advised."

Team Fail
July 5th, 2011, 08:54 AM
Go to Options>Use Wave driver. ;)

Weird. The old version of Sappy didn't require this. IIRC.

Also, just a small note: Be sure you have some access to the CPU, 15% minimum. If too much of it is being used (less than 15% left), Sappy will crash easier. Well, this version, anyways.

It'd also be really nice if the source was found for this. We could decompile it, maybe, but IDK.

diegoisawesome
July 5th, 2011, 09:54 AM
Weird. The old version of Sappy didn't require this. IIRC.
Well, the first time you run it, it uses wave, but if you choose MIDI, then it stays like that for the next startup, so you must have chosen MIDI while trying to get it to work on Windows 7 (or something, IDK).

Shiny Quagsire
July 5th, 2011, 10:56 AM
*throws sappy into recycle bin* I'm loving this new Sappy! The table editing is awesome, as well as the import samples thing. Compatibility isn't my issue, since I have XP! :P

Team Fail
July 5th, 2011, 12:02 PM
Well, the first time you run it, it uses wave, but if you choose MIDI, then it stays like that for the next startup, so you must have chosen MIDI while trying to get it to work on Windows 7 (or something, IDK).

Vista, actually.

This is going to help me lots. Sappy just tracks MIDIs up to the loop, GBA2MIDI does up to the loop, then adds another loop to it. It'll be useful because I can export shorter tracks for my game.

Edit: Can you point us to a source? I'd like to see if someone could make a .dls exporter, seeing as how we can now work with importing and exporting of samples.

shadowofchaos
July 5th, 2011, 07:10 PM
Considering how this version of Sappy is more useful than the old one...

Does that qualify as justification for updating the old topic/making a new thread on the Toolbox section?

I kinda only ended up here because most of the results/top results of "Sappy error" google search, like the "ActiveX object failed" or something like that results in one of this forum's very outdated topic, with no info on how to solve it, especially if those Sappy versions crash outright when you're running Vista or Windows 7.

As for any "source"... I don't have enough Japanese knowledge to decipher much on that site discussing "Sappy 2006 mod 12".

So getting the source code is VERY unlikely.

Shiny Quagsire
July 6th, 2011, 09:02 AM
Considering how this version of Sappy is more useful than the old one...

Does that qualify as justification for updating the old topic/making a new thread on the Toolbox section?

I kinda only ended up here because most of the results/top results of "Sappy error" google search, like the "ActiveX object failed" or something like that results in one of this forum's very outdated topic, with no info on how to solve it, especially if those Sappy versions crash outright when you're running Vista or Windows 7.

As for any "source"... I don't have enough Japanese knowledge to decipher much on that site discussing "Sappy 2006 mod 12".

So getting the source code is VERY unlikely.

Most errors when starting sappy can be fixed my installing actual sappy from http://helmet.kafuka.org/, then copying the better one over it.

Xenesis
July 9th, 2011, 10:31 PM
Modifying voicegroups?

Sweet.

Music hacking's still probably the most complicated part of hacking a GBA game but what the heck, at least the tools are improving.

Mr.Pkmn
July 10th, 2011, 12:34 AM
Let me tell you: this Sappy version is a GODSEND!

Music hacking's still probably the most complicated part of hacking a GBA game but what the heck, at least the tools are improving.
For me it's the easiest along with scripting. I found more tedious storywriting and mapping :P
Hell, I'll show you what this new sappy allowed me to do!

jLclW1mnclM

Team Fail
July 12th, 2011, 09:05 AM
Let me tell you: this Sappy version is a GODSEND!


For me it's the easiest along with scripting. I found more tedious storywriting and mapping :P
Hell, I'll show you what this new sappy allowed me to do!

jLclW1mnclM

That is seriously awesome! I so want that in my hack, but it's a DS hack. Maybe I could implement it somehow.

Can I haz patch?

Mr.Pkmn
July 12th, 2011, 10:35 AM
That is seriously awesome! I so want that in my hack, but it's a DS hack. Maybe I could implement it somehow.

Can I haz patch?
If you're hacking a ds game you should probably port directly track and samples from Black/White. Sappy edits only GBA music.

AmineX
July 12th, 2011, 05:17 PM
MM kinda cool i finally got what are the 4 last bytes of instrument string are: attack,decay,sustain and release!! very usful thanks!
Still i prefer manual work since i developed my own tools to do that stuff :)
another interessting point is the ability to play song in real mode out put

Team Fail
July 12th, 2011, 05:28 PM
If you're hacking a ds game you should probably port directly track and samples from Black/White. Sappy edits only GBA music.

I do know that. But I use Sappy to log MIDI files so I can port them to NDS from GBA. You h ave a stripped-down version (I think) of that song, so it will take up less memory in the .SDAT.

Mr.Pkmn
July 12th, 2011, 11:58 PM
I do know that. But I use Sappy to log MIDI files so I can port them to NDS from GBA. You h ave a stripped-down version (I think) of that song, so it will take up less memory in the .SDAT.
No, I've used the full MIDI extracted from VGMTrans. Why bother of the MIDI when you can copy-paste its files from the rom?

Team Fail
July 13th, 2011, 08:10 AM
No, I've used the full MIDI extracted from VGMTrans. Why bother of the MIDI when you can copy-paste its files from the rom?

Wow. I never thought it could take the whole thing. I'll have to experiment with sampling and whatnot in the GBA games then.

shadowofchaos
July 19th, 2011, 04:48 PM
Modifying voicegroups?

Sweet.

Music hacking's still probably the most complicated part of hacking a GBA game but what the heck, at least the tools are improving.


Let me tell you: this Sappy version is a GODSEND!

Hell, I'll show you what this new sappy allowed me to do!

jLclW1mnclM

Glad I could help someone by delving into the moonspeak ridden forums. XD


I actually use it more for importing/making new sound effects from other sources.

dO0YHF47dds


Importing samples takes up a lot of space though, sheesh. >_>;

Megiddo-san
August 12th, 2011, 04:21 PM
I tried using Zahlman's editor to switch the Pallet Town theme with Pallet Town Fame Remix, but when I loaded the rom the song was the same. I received this output from Zahlman's editor. http://i255.photobucket.com/albums/hh139/oddigem/zahlmanexample.png?t=1313194797
Also the Fire Emblem theme was the same when I tried the example:
# This sample script assumes you have an Advance Wars ROM named 'AW.gba', and a Fire Emblem 7 ROM named 'FE7.gba'.
# It rips Sonja's theme music from Advance Wars and replaces the opening theme from Fire Emblem 7 with it. The result is saved to 'test.gba'.
# After that is done, it will dump all the instrument samples found in the FE7 ROM to a folder called 'samples', in AIFF format.

Xenesis
August 12th, 2011, 10:21 PM
Zahlman's importer currently doesn't support one or two instrument types (I believe they're the split key ones) so it'll skip tracks in a song that uses them.

Megiddo-san
August 13th, 2011, 01:47 PM
It did get 3 out of 6 though.

ipatix
August 29th, 2011, 12:18 PM
Does anybody know a way to report bugs of this Sappy mod or a person who had been working on this mod?

ShinyDragonHunter
October 9th, 2011, 09:26 AM
I've got a tool that searches for the songtable when you load a ROM into it, if people want to, I can post it on here

Link_971
October 9th, 2011, 09:33 PM
I have a problem with the assembler, i have the Mid2AGB file in the right directory but it can't open my file (MPlayDef.s was not found).

Team Fail
October 9th, 2011, 10:13 PM
I have a problem with the assembler, i have the Mid2AGB file in the right directory but it can't open my file (MPlayDef.s was not found).

You'll need to find a copy of MPlayDef.s and put it in the same directory as MID2AGB. Then try again.

Link_971
October 10th, 2011, 03:54 AM
You'll need to find a copy of MPlayDef.s and put it in the same directory as MID2AGB. Then try again.


Yes, but i already have this file :P
It works perfectly with the old Sappy (2006), so i think it's a specific problem with the mod 15.

Team Fail
October 10th, 2011, 06:41 AM
Yes, but i already have this file :P
It works perfectly with the old Sappy (2006), so i think it's a specific problem with the mod 15.

Odd. The only other thing I can think of is running MID2AGB in Compatibility Mode with Windows XP.

Link_971
December 19th, 2011, 02:00 AM
Odd. The only other thing I can think of is running MID2AGB in Compatibility Mode with Windows XP.


I got the same result.
But it's not a problem, because...


A new version is out! (Sappy 2006 mod 16)
It fixes this problem, and other things.

Enjoy!



http://dl6.getuploader.com/g/4eef0638-b184-4728-9658-2edab63022d0/3%7Cpkkai/111/sappy2006mod16.zip

ipatix
January 26th, 2012, 11:44 AM
Since mod 16 I'm having trouble with having "." in filenames.
When using a regular ARM assembler it can assemble the files and it did work for me in the mod 15 of sappy, too.
Is it just me or is this error regular?

MrAPT1
January 26th, 2012, 01:23 PM
Can anyone help me with an error I've been having? No matter what Sappy mod I use, whether it be 14, 15 or the latest one, 16, I always get this error. (Ignore that I'm using 15 in the picture, this was taken a while ago)

http://i928.photobucket.com/albums/ad127/MrAPT1/Sappyerror.png

I don't know why I get this message. I have MPlaydef.s in the right folder, and I've checked multiple times, replaced the file, and still nothing. It never lets me assemble songs from S files. It's quite annoying, and I haven't seen anyone come up with a solution for this yet.

ipatix
January 31st, 2012, 05:42 AM
Doesn't it work for all files you want to assemble?

Link_971
January 31st, 2012, 07:32 AM
Can anyone help me with an error I've been having? No matter what Sappy mod I use, whether it be 14, 15 or the latest one, 16, I always get this error. (Ignore that I'm using 15 in the picture, this was taken a while ago)

http://i928.photobucket.com/albums/ad127/MrAPT1/Sappyerror.png

I don't know why I get this message. I have MPlaydef.s in the right folder, and I've checked multiple times, replaced the file, and still nothing. It never lets me assemble songs from S files. It's quite annoying, and I haven't seen anyone come up with a solution for this yet.



I have the same problem.
You need to use a Virtual XP or a PC with Windows XP for assembling (it's a compatibility problem between the new Sappy and Mid2AGB).

But the assembler works with this version, compared to mod 15.

MrAPT1
February 1st, 2012, 02:24 PM
I have the same problem.
You need to use a Virtual XP or a PC with Windows XP for assembling (it's a compatibility problem between the new Sappy and Mid2AGB).

But the assembler works with this version, compared to mod 15.

Ah, well that certainly sheds some light on my issue. Does such a Midi2AGB exist that's compatible with the new Sappy, or is there any sort of way I can make Midi2AGB compatible on my own then?

ipatix
February 2nd, 2012, 08:25 AM
Well there is defnetly not another version of mid2agb because this program is (c) by Nintendo and there are no GBA games in development, so why should Nintendo fix this issue if it's caused by mid2agb?

If the problem is caused by the assembler try to use my own one. You can find it in the toolbox ("M4A build in' assembler").

MrAPT1
February 2nd, 2012, 08:45 PM
Well there is defnetly not another version of mid2agb because this program is (c) by Nintendo and there are no GBA games in development, so why should Nintendo fix this issue if it's caused by mid2agb?

If the problem is caused by the assembler try to use my own one. You can find it in the toolbox ("M4A build in' assembler").
Thanks a bunch, you're a real life saver. I've been using it for a few hours now to assemble my midis and it works great.

Link_971
February 6th, 2012, 07:49 AM
Well there is defnetly not another version of mid2agb because this program is (c) by Nintendo and there are no GBA games in development, so why should Nintendo fix this issue if it's caused by mid2agb?

If the problem is caused by the assembler try to use my own one. You can find it in the toolbox ("M4A build in' assembler").


I think it's a compatibility problem with 64 bit systems.
Sappy uses old VB Accelerator components.

Also, thanks for your assembler.

war rock exe
February 8th, 2012, 01:31 PM
it says i'm missing something then the program never opens.... did i do something wrong?

Team Fail
February 8th, 2012, 03:45 PM
it says i'm missing something then the program never opens.... did i do something wrong?

There are some OCX files you're going to have to install.

ipatix
February 9th, 2012, 08:26 AM
Is it regular that PSG instruments in percussion kits don't play when using Sappy's music player or is there a way to fix it?

war rock exe
February 13th, 2012, 07:50 AM
There are some OCX files you're going to have to install.

I see, and where would I find those?

ipatix
February 13th, 2012, 09:16 AM
Use Sappy' original installer:
http://helmet.kafuka.org/filebin/sappy12.exe

Team Fail
August 8th, 2012, 04:49 PM
Well, I did some looking around and managed to track down a copy of Sappy 2006 mod16, so I've mirrored it on my site for people to download.

http://media.teamfail.co.cc/Other/sappy2006+mod16.zip

mrskeetlez
August 11th, 2012, 08:39 PM
Well, I did some looking around and managed to track down a copy of Sappy 2006 mod16, so I've mirrored it on my site for people to download.



Wow thank you so much! Finally a version of sappy that will actually open on my computer! I have a question though, when i open up roms it always ssays it needs to scan for a sound table, and within a few seconds it finds one. Here is where i'm having my issue. The dropdown menu simply says MAIN and won't let me select anything else, i can manually type in the song number to change it but for some reason when i open my pokemon roms i only get sound effects, and none of the actual music. On my ruby rom I scrolled through all 298 sound files that sappy found on the table and they were all sound effects, after that nothing would play. Is this a problem with the program, my computer, or the roms itself? (I really hope its not the latter considering how much work i've already put into this rom...)

Team Fail
August 12th, 2012, 09:27 AM
Wow thank you so much! Finally a version of sappy that will actually open on my computer! I have a question though, when i open up roms it always ssays it needs to scan for a sound table, and within a few seconds it finds one. Here is where i'm having my issue. The dropdown menu simply says MAIN and won't let me select anything else, i can manually type in the song number to change it but for some reason when i open my pokemon roms i only get sound effects, and none of the actual music. On my ruby rom I scrolled through all 298 sound files that sappy found on the table and they were all sound effects, after that nothing would play. Is this a problem with the program, my computer, or the roms itself? (I really hope its not the latter considering how much work i've already put into this rom...)

Some copies of Sappy come with precompiled XML files that have listings for the songs in-game to find them easier. You still have all the songs, you just have to manually find them. You can also get a sappy.xml from the copy that exists on thehelmetedrodent's site, and copy it to the sappy mod directory and it will work fine.

By the way, I managed to track down a mod17.1, so I've hosted it on my site for download!

http://media.teamfail.co.cc/Other/sappy2006mod17.1.zip