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Research & Development Got a well-founded knack with ROM hacking? Love reverse-engineering the Pokémon games? Or perhaps you love your assembly language. This is the spot for polling and gathering your ideas, and then implementing them! Share your hypothesis, get ideas from others, and collaborate to create!
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  #26    
Old August 17th, 2012, 11:25 AM
Golden Empoleon
 
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Originally Posted by thanethane98 View Post
I believe with the modified version used in Azure Horizons it's 7030 and 7033. That worked for me in XSE, and it should work for you no matter what program you're using for scripting.
How do you make a level script
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  #27    
Old August 17th, 2012, 12:18 PM
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Quote:
Originally Posted by Golden Empoleon View Post
How do you make a level script
I actually just learned how to do this today, lol. Here's the tutorial I used: link

By the way, I may try to develop a tool to insert this in at some point, once I've learned a bit more programming.
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  #28    
Old August 17th, 2012, 12:55 PM
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Thanks thanethane98
And also Jambo51
The credit goes to both of you.

It finally work!!!!
I will keep this link in mind.
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  #29    
Old August 24th, 2012, 07:41 PM
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I'm currently looking for the offsets for this in emerald. I'll update this post when I find them.
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  #30    
Old August 25th, 2012, 02:21 AM
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Don't bother.

Here they are:
0x086B49C0 -> Offset of channel table
0x086B49F0 -> Offset of Music Table.

And the offsets you must start overwriting is 0x2E0130 (the music_loader routine)
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  #31    
Old March 8th, 2013, 02:38 AM
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Since the revival rule doesn't work around here, I'm gonna post a fancy idea I thought about earlier this morning.

Some midi from later generations have more than 10 tracks which cannot be inserted in a gen 3 rom. But I think my idea can make a Firered or another rom like ruby and emerald play midi from new generations with tracks higher than 10. First split it into two parts, midi will have 10 tracks and the other 6. This is the case if the midi you want to play in your hack has 16 tracks. So I guess you have to loop the two at the same time and play them both at the same time and tada! A music with more than 10 tracks.

Though I haven't tested this out yet but when I do I'll be sure to inform you guys if it's working or not.
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  #32    
Old March 8th, 2013, 08:42 PM
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Quote:
Originally Posted by tajaros View Post
Since the revival rule doesn't work around here, I'm gonna post a fancy idea I thought about earlier this morning.

Some midi from later generations have more than 10 tracks which cannot be inserted in a gen 3 rom. But I think my idea can make a Firered or another rom like ruby and emerald play midi from new generations with tracks higher than 10. First split it into two parts, midi will have 10 tracks and the other 6. This is the case if the midi you want to play in your hack has 16 tracks. So I guess you have to loop the two at the same time and play them both at the same time and tada! A music with more than 10 tracks.

Though I haven't tested this out yet but when I do I'll be sure to inform you guys if it's working or not.
First of all this - http://www.pokecommunity.com/showpos...&postcount=316
That alone gives you the ability to use up to 12 direct tracks in Pokemon firered, why would you need any more?
Yeah 16 would be nice but you can nearly always find dumbed down version of songs and most midis
have nearly duplicate tracks.

Second, how would you go about playing two songs at the same time?
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  #33    
Old March 8th, 2013, 09:11 PM
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Quote:
Originally Posted by Omega Zero View Post
First of all this - http://www.pokecommunity.com/showpos...&postcount=316
That alone gives you the ability to use up to 12 direct tracks in Pokemon firered, why would you need any more?
Yeah 16 would be nice but you can nearly always find dumbed down version of songs and most midis
have nearly duplicate tracks.

Second, how would you go about playing two songs at the same time?
Hmm... It seems I misunderstood what this thread really for I have not really read the OP fully.

Haha, I thought this was for having two songs play at the same time haha... xD

Sorry for that disregard my previous post.
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  #34    
Old March 19th, 2013, 07:11 PM
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Quote:
Originally Posted by Omega Zero View Post
First of all this - http://www.pokecommunity.com/showpos...&postcount=316
That alone gives you the ability to use up to 12 direct tracks in Pokemon firered, why would you need any more?
Nonono you don't understand. What you linked to extends the Direct Sound limit from 5 to 12. In the GBA games, only 5 Direct Sound instruments can be playing at once. This allows 12. This does NOT allow a Sappy song to have 12 instruments, the limit is still 10. All it does it make it so that up to 12 Direct Sound instruments can be playing at once, which is possible even with 10 tracks, since you can have a single track play more than one note at the same time. In other words, in the GBA games unmodified, you can only have 5 Direct Sound instruments playing at once, and 5 "Game Boy" instruments playing at once, but you must limit it to 10 Sappy tracks total. With this extension, you can now have up to 12 Direct Sound instruments playing at once, and 5 "Game Boy" instruments playing at once, but you're still limited to 10 Sappy tracks.

What tajaros was talking about is if its possible to extend the maximum amount of Sappy tracks to 16. The thing you linked to just makes it so that you can have 12 Direct Sound notes playing at once, but the track limit is still 10.
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  #35    
Old March 20th, 2013, 05:16 AM
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Quote:
Originally Posted by Chaos Rush View Post
Nonono you don't understand. What you linked to extends the Direct Sound limit from 5 to 12. In the GBA games, only 5 Direct Sound instruments can be playing at once. This allows 12. This does NOT allow a Sappy song to have 12 instruments, the limit is still 10. All it does it make it so that up to 12 Direct Sound instruments can be playing at once, which is possible even with 10 tracks, since you can have a single track play more than one note at the same time. In other words, in the GBA games unmodified, you can only have 5 Direct Sound instruments playing at once, and 5 "Game Boy" instruments playing at once, but you must limit it to 10 Sappy tracks total. With this extension, you can now have up to 12 Direct Sound instruments playing at once, and 5 "Game Boy" instruments playing at once, but you're still limited to 10 Sappy tracks.

What tajaros was talking about is if its possible to extend the maximum amount of Sappy tracks to 16. The thing you linked to just makes it so that you can have 12 Direct Sound notes playing at once, but the track limit is still 10.
Actually that's not what I am talking about. I should have explained further for example we have a 20 tracked Midi and you want it to be played in your game let's say we split the Midi to 10 each and just have the two songs play at the same time so it will look like you have the Midi playing as one.

Though if it's possible to make two music play at the same time.
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  #36    
Old March 20th, 2013, 05:52 AM
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Quote:
Originally Posted by tajaros View Post
Actually that's not what I am talking about. I should have explained further for example we have a 20 tracked Midi and you want it to be played in your game let's say we split the Midi to 10 each and just have the two songs play at the same time so it will look like you have the Midi playing as one.

Though if it's possible to make two music play at the same time.
I knew what you're talking about, but, Omega Zero thought the Direct Sound extension lets you have up to 12 tracks playing, which is false, the Direct Sound extension just lets you have 12 Direct Sound notes playing at any given time.
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  #37    
Old March 24th, 2013, 03:47 PM
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Quote:
Originally Posted by tajaros View Post
Actually that's not what I am talking about. I should have explained further for example we have a 20 tracked Midi and you want it to be played in your game let's say we split the Midi to 10 each and just have the two songs play at the same time so it will look like you have the Midi playing as one.

Though if it's possible to make two music play at the same time.
I doubt that it's possible to play two songs at the same time, since even with sounds, it usually has to stop one track to play the sound depending on how many tracks the song is. Either that or there are a few tracks (probably 2-6) reserved specifically for sound effects.
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  #38    
Old March 24th, 2013, 04:09 PM
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Quote:
Originally Posted by shiny quagsire View Post
I doubt that it's possible to play two songs at the same time, since even with sounds, it usually has to stop one track to play the sound depending on how many tracks the song is. Either that or there are a few tracks (probably 2-6) reserved specifically for sound effects.
That would be cool if we can do that! We can play BW music properly haha... xD
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  #39    
Old March 24th, 2013, 10:37 PM
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Yes, sounds and fanfares have separate memory, so that the main music pauses and resumes. No, you cannot abuse this fact to extend the number of tracks available in a song since it is a physical limit of the M4AA engine inside the given game. You'd have to rewrite the engine and vastly optimise it to be able to do what you want. Or did you think we didn't try numbers higher than 0xC in the limiter? Lol

ETA: the Sfx don't generally stop the music from playing, whereas fanfares do. You could exploit this behaviour to have "indefinite" fanfares, which would, in effect, emulate BW's behaviour with regard to certain music.

2 issues with this being, the game doesn't support indefinite fanfares (requires a length in music ticks (I think) to operate), and the physical coding to have this happen would not be easy.
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Last edited by Jambo51; March 24th, 2013 at 10:45 PM.
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  #40    
Old April 16th, 2014, 01:00 PM
DealNotTheDevil
 
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Quote:
Originally Posted by sonic1 View Post
Don't bother.

Here they are:
0x086B49C0 -> Offset of channel table
0x086B49F0 -> Offset of Music Table.

And the offsets you must start overwriting is 0x2E0130 (the music_loader routine)
~Sonic1
I've tried inserting using these offsets, but all I get is a buzzing sound.
(with black and white flashing screen)
Haven't been able to even load the rom :/

Any help will be seriously seriously appreciated, as I've been looking at this for a long, long time.


EDIT:

As a matter of fact,
I've tried to "get the method correct" first for Firered.

I've copied everything, even the original addresses the OP used.
End result:

It's loads the intro, and hangs before "Press Start" is displayed.

Last edited by DealNotTheDevil; April 16th, 2014 at 01:29 PM.
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