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  #26    
Old August 11th, 2011, 06:58 AM
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Full Metal
C(++) Developer.
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Haha, okay. I really was going to just try and debug WOA's issue, but it looks like you've got it figured out. (:
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  #27    
Old August 11th, 2011, 07:15 AM
Robey
Beginning Trainer
 
Join Date: Apr 2011
Gender: Male
Yesss! Finally a replacement for sappy!

Just one part I don't understand though. Does the delete byte have to be anything in particular? If so, how do we know what it is?
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  #28    
Old August 11th, 2011, 09:15 AM
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ruup20
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Join Date: Jan 2011
Location: Undella Town
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You can find the voicegroups for FR here
Oh, and is the delete byte just FF or 00? And I really don't know how to place it in a town like Pallet town.
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Last edited by ruup20; August 11th, 2011 at 09:24 AM.
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  #29    
Old August 11th, 2011, 10:03 AM
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WrathOfArceus
Arceus Tamer
 
Join Date: Jun 2011
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No,But It dosen't work for me
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  #30    
Old August 11th, 2011, 01:47 PM
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ipatix
Sound Expert
 
Join Date: May 2008
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For all people that don't understand: Your old trackdata will get filled with the value of "delete byte" for saving space.

So usually the delete byte is "0xFF" but you can use any other value you want!
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  #31    
Old August 11th, 2011, 02:06 PM
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SK3
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Okay I tried to replace Pallet Town, and I believe I put all of the right values, and the tool said song successfully imported, but when I opened my ROM Pallet Town still played?
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  #32    
Old August 12th, 2011, 01:17 AM
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ipatix
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I think you did use a not correct song pointer offset.
Make sure you did the calculation like I showed in the first post.

You can also look if some other songs now have changed!
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  #33    
Old August 12th, 2011, 03:50 PM
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SK3
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Yeah, I multiplied the Pallet Town song number (012C) by 0x8 and then added the songlist pointer to that, and then I completed the rest of the steps and nothing happened.

I'll check to see if the other songs changed though.

Edit: So the music that plays when Oak first confronts you changes to the song I inserted XD. I don't know how that happened.
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Last edited by SK3; August 12th, 2011 at 10:52 PM.
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  #34    
Old October 22nd, 2011, 08:34 AM
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johnr754
I am JOHN, heck yeah!
 
Join Date: Nov 2009
Location: California, USA! USA!
Gender: Male
Nature: Modest
I did not try it out yet, but I hope I can import songs from Mother 1+2 and Mother 3 to my hack. If I can, I would change Pallet Town to.....let's just say Eagleland after defeating Giygas. And, several others. I would not do Sappy anyways. I guess Sappy is sappy right now!

Last edited by johnr754; October 22nd, 2011 at 08:35 AM. Reason: I spelt Eagleland wrong.
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  #35    
Old December 8th, 2012, 09:08 PM
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supershadow64ds
Confused GBA Hacker
 
Join Date: Aug 2011
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Alrighty, I can insert the song and it plays, however, the song is just on 1 channel, and it's just a "boop" noise, something that sounds like an undefined instrument. Is there something I'm doing wrong? Am I compiling the song wrong in MID2ABG?
If it helps, I don't strip the MIDI into seperate files for each track because I can't recompile the .s files into one large .s file.
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  #36    
Old December 9th, 2012, 08:41 AM
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See that, Aster?
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Quote:
Originally Posted by supershadow64ds View Post
Alrighty, I can insert the song and it plays, however, the song is just on 1 channel, and it's just a "boop" noise, something that sounds like an undefined instrument. Is there something I'm doing wrong? Am I compiling the song wrong in MID2ABG?
If it helps, I don't strip the MIDI into seperate files for each track because I can't recompile the .s files into one large .s file.
One thing that could cause that is that you may be using the wrong voicegroup. Are you sure you're using the correct one?
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  #37    
Old December 22nd, 2012, 05:23 PM
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Dylanrockin
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Join Date: May 2011
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Nature: Timid
I keep getting this error, I am not quite sure what this means or how to get around it. Deleting temporary files...
Running ARM Assembler...

Assembly failed!
Song import halted!
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