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  #26    
Old January 25th, 2008, 09:14 PM
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Quote:
Originally Posted by shinygoldash View Post
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.
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I hvae updated the GBA Music Looping thread. It now has a tutorial for looping multiple-tracked S Files. Click the link below:
http://www.pokecommunity.com/showthread.php?t=118722

Due to popular demand, I have lowered the Wild Pokemon Theme (with two versions) and added it in my music collection thread:
http://www.pokecommunity.com/showthread.php?t=139756

Next STOP: To make guidelines regarding GBA music tracks
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  #27    
Old February 9th, 2008, 09:37 PM
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i still wonder what does this offset 0xEB0B20 means.if i want to assemble more songs, all use 0xEB0B20?
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  #28    
Old February 29th, 2008, 12:15 AM
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Quote:
Originally Posted by Magnius View Post
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.
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I hvae updated the GBA Music Looping thread. It now has a tutorial for looping multiple-tracked S Files. Click the link below:
http://www.pokecommunity.com/showthread.php?t=118722

Due to popular demand, I have lowered the Wild Pokemon Theme (with two versions) and added it in my music collection thread:
http://www.pokecommunity.com/showthread.php?t=139756

Next STOP: To make guidelines regarding GBA music tracks

Last edited by clonex25; April 21st, 2008 at 10:53 PM.
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  #29    
Old March 19th, 2008, 11:39 PM
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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?
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  #30    
Old March 31st, 2008, 03:31 PM
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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?
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  #31    
Old April 11th, 2008, 06:23 AM
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hey thanks dude this helps me.....
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  #32    
Old April 16th, 2008, 06:37 AM
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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?
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  #33    
Old April 18th, 2008, 06:19 PM
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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 by Rize; April 19th, 2008 at 04:37 AM.
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  #34    
Old April 20th, 2008, 09:28 PM
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Quote:
Originally Posted by Innocence View Post
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.
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I hvae updated the GBA Music Looping thread. It now has a tutorial for looping multiple-tracked S Files. Click the link below:
http://www.pokecommunity.com/showthread.php?t=118722

Due to popular demand, I have lowered the Wild Pokemon Theme (with two versions) and added it in my music collection thread:
http://www.pokecommunity.com/showthread.php?t=139756

Next STOP: To make guidelines regarding GBA music tracks

Last edited by clonex25; April 21st, 2008 at 10:52 PM. Reason: some typo errors
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  #35    
Old May 4th, 2008, 01:38 PM
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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...
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  #36    
Old May 4th, 2008, 05:06 PM
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good guide it really helps
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  #37    
Old May 7th, 2008, 07:44 AM
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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? :\
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  #38    
Old May 7th, 2008, 12:20 PM
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That's just how it is....unless you remix the music of course.
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  #39    
Old May 7th, 2008, 10:32 PM
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Quote:
Originally Posted by PokémonShinySilver View Post
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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I hvae updated the GBA Music Looping thread. It now has a tutorial for looping multiple-tracked S Files. Click the link below:
http://www.pokecommunity.com/showthread.php?t=118722

Due to popular demand, I have lowered the Wild Pokemon Theme (with two versions) and added it in my music collection thread:
http://www.pokecommunity.com/showthread.php?t=139756

Next STOP: To make guidelines regarding GBA music tracks
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  #41    
Old May 16th, 2008, 10:48 AM
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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 in a rom, what shall I do to let it repeat?
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  #42    
Old May 16th, 2008, 07:25 PM
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you mean looping..?
heres a tutorial on how to do that..!
http://www.pokecommunity.com/showthread.php?t=118722
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  #43    
Old May 19th, 2008, 05:19 PM
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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.
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  #44    
Old May 24th, 2008, 07:34 PM
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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?
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  #45    
Old May 27th, 2008, 01:09 PM
Magnius
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Quote:
Originally Posted by shaqattacks View Post
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.
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  #46    
Old May 28th, 2008, 05:09 PM
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i need help here. After the GAME FREAK intro the game will freeze. I used the following MIDI in my ROM.
Attached Files
File Type: zip trainer battle dp.zip‎ (5.7 KB, 21 views) (Save to Dropbox)
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  #47    
Old May 29th, 2008, 03:19 AM
Deos13
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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!
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  #48    
Old May 29th, 2008, 06:55 AM
Magnius
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Originally Posted by Deos13 View Post
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.
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  #49    
Old June 13th, 2008, 10:05 AM
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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?
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  #50    
Old June 17th, 2008, 06:42 PM
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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
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