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Magnius Guide to Pokemon Music Hacking

13
Posts
16
Years
    • Seen May 3, 2008
    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

    Pokemon Music Hacking Guru
    295
    Posts
    18
    Years
    • Seen Feb 17, 2014
    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
     
    Last edited:

    clonex25

    Just droppin' by...
    74
    Posts
    16
    Years
  • 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.
     

    clonex25

    Just droppin' by...
    74
    Posts
    16
    Years
  • 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.
     
    Last edited:

    Antwhan

    setting up for the big beta
    208
    Posts
    16
    Years
  • 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?
     

    Rize

    The XIII Observer
    27
    Posts
    16
    Years
  • 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
     
    Last edited:

    clonex25

    Just droppin' by...
    74
    Posts
    16
    Years
  • 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.
     
    Last edited:

    cooley

    ///Keepin' it simple
    1,148
    Posts
    17
    Years
  • 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"

    Here's an Example Track from RUBY
    This should go into the ROM hacking Resources, but I don't know yet...
     

    Platinum Lucario

    The Legendary Master of [color=#D8D48C]Light[/colo
    1,607
    Posts
    16
    Years
  • 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? :\
     

    clonex25

    Just droppin' by...
    74
    Posts
    16
    Years
  • 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.
     
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