Magnius Guide to Pokemon Music Hacking
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January 17th, 2008 (12:52 PM).
Pokemon Music Hacking Guru
Join Date: Jul 2005
Quote originally posted by
Great tutorial. When i go to assemble it closes because something goes wrong.
PS. pm me for assignment
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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.
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