Hey there, Jambo51 here with another ASM/Hex editing combination tutorial.
In Fire Red, you will surely have noticed, that apart from a few specific classes (Champion, Leader and Elite 4) there is absolutely no class based music for the trainer battles. Generally speaking, that is fine, since you don't want the average Youngsters etc to have special battle music, but what about Team Rocket? Shouldn't they have a special battle theme?
What?!
You can't do that with Fire Red?!
I beg to differ! Follow this tutorial, and we'll have class based music in no time!
So, firstly, assemble and insert this routine, and note down the location of your insert.
Code:
.text
.align 2
.thumb
.thumb_func
.global battlemusichack
main:
ldr r0, there // This is the battle bits RAM Address. Defines what type of battle it is. Obviously extremely relevant here.
ldr r1, [r0, #0x0] // Loads the actual bits into R1
mov r0, #0x80
lsl r0, r0, #0x5 // Puts the value of (I believe) Link battles into r0
and r0, r1 // Checks if the battle type is a Link battle
cmp r0, #0x0 // If the Link battle Bit is set, branch to laber "later"
bne later
mov r0, #0x80 // Similar to above, but with different bits
lsl r0, r0, #0x7
and r0, r1
cmp r0, #0x0
bne later2
mov r0, #0x2 // Similar to above, with, again, different bits
and r0, r1
cmp r0, #0x0
beq one
later2: mov r0, #0x85
lsl r0, r0, #0x1 // Puts 0x10A into R0
b end
one: mov r0, #0x8 // Checks if the battle is a TrainerBattle
and r1, r0
cmp r1, #0x0
beq wild
ldr r2, table // From here
ldr r2, [r2, #0x0]
ldr r0, ramoffset
ldrh r1, [r0, #0x0]
lsl r0, r1, #0x2
add r0, r0, r1
lsl r0, r0, #0x3
add r0, r0, r2
ldrb r0, [r0, #0x1] // to here calculates the trainer's trainer Class
cmp r0, #0x54
beq gym
cmp r0, #0x57 // Note, this is the elite 4 class. You can point it to custom music by either removing this check and then including this class on the class table later OR work it into the regional music by defining an extra entry in the regional set. That's actually quite easy.
beq gym
cmp r0, #0x5A
beq champ
normal: push {r2,r3}
ldr r3, terminate // loads the terminating string into R3
ldr r1, classtable // loads teh location of the custom class table into R1
loop: ldrh r2, [r1, #0x0] // loads the class at R1 into R2 (note, this location changes as the routine loops)
cmp r2, r0 // compares to see if the trainer's class equals the class from teh table
beq loadmusic
cmp r2, r3 // checks to see if the end of the table has been reached
beq carryon
add r1, #0x4 // Increments the entry ID on the table and loops
b loop
carryon: mov r0, #0x2 // A byte to signify the routine should load the standard trainerbattle music for the region you are in
pop {r2,r3}
b return
loadmusic: ldrh r0, [r1, #0x2] // loads the actual class music
pop {r2,r3}
b return2
wild: ldr r0, there // checking the battle bits again
ldr r0, [r0, #0x0]
mov r1, #0x1 // checks if the wild battle is a double wild battle. allows you to define different music for double wild battles a la BW
and r0, r1
cmp r0, #0x0
bne alternate
mov r0, #0x0 // Signifies that the loading routine should load the normal wild battle music
b return
alternate: mov r0, #0x1 // Signifies that the loading routine should load the double wild battle music
b return
gym: mov r0, #0x3 // Signifies that the loading routine should load the gym battle music
b return
champ: mov r0, #0x4 // signifies that the loading routine should load the champion battle music
return: push {r2-r7}
mov r11, r0 // stores the battle music type in a high register so we can keep it for after the variable decryption
ldr r0, variable
bl vardecrypt
ldrh r0, [r0, #0x0] // gets a variable location and loads its value into R0
mov r1, #0xA // The length of each regional section is (Number of tracks * 2) since each track ID is 2 bytes in length. There are 5 tracks (0-4), so 5 * 2 = 10 (0xA)
mul r0, r1 // Multiplies the number of tracks per region by the selected region
ldr r1, normaltable // Loads another custom table with the definitions for the regional music
add r0, r0, r1 // Jumps to the correct "set" of regional music
mov r1, r11 // Shifts the music type back into a low register
lsl r1, r1, #0x1 // Multiplies the music type by 2
add r0, r0, r1 // Jumps to the correct music type inside the music set
ldrh r0, [r0, #0x0] // Loads the actual music slot to use
mov r1, #0x0 // Clears R11 for potential later use
mov r11, r1
pop {r2-r7}
return2: pop {r1}
bx r1
vardecrypt: ldr r1, vardec
bx r1
.align
table: .word 0x08044028
there: .word 0x02022B4C
ramoffset: .word 0x020386AE
terminate: .word 0x0000FEFE
classtable: .word 0x08FDFDFD
normaltable: .word 0x08FEFEFE
vardec: .word 0x0806E455
variable: .word 0x000040F6
Now, navigate to 0x43FF2 and change the code to 01 48 00 47 00 00 XX XX XX 08, where the XX's stand for your reversed pointer to the ASM you just inserted, plus 1 for THUMB mode, of course.
Now, we're still not done, of course, so return to the location of the inserted ASM.
Now, we must create a table which contains definitions for the class based music. This allows you to define as many EXTRA classes as you want, but you CANNOT change the music assigned to the Champion/Elite 4/Gym Leaders using this.
So, in some aligned free space, create a table in this format:
[Trainer Class - Byte][00 - Byte][Song to play - Half-Word]
So, for example, I wanted the Team Rocket class to have track 0x130, I would put the following set of bytes into the table:
You must do this for every class you wish to have custom music.
When you're done with this, place:
FE FE 00 00 at the end of the table, so in my example, it would be:
Code:
55 00 30 01 FE FE 00 00
Easy, huh? Note down the location of this table and navigate to The ASM's insert location + 0xC0. Change the pointer here (should be FD FD FD 08) to point to the table you just created, NOT plus one.
Now, for anyone who knows ASM, or is eagle eyed, you will have noticed it also contains a variable check. This variable check allows you to have regional music!
Now, to create a set of regional music, navigate to some aligned free space, and start by putting the following set of values in:
Code:
2A 01 54 01 29 01 28 01 2B 01
You may recognise these as the existing battle theme track numbers. If you don't intend to use regional music, you can move on from here straight to the changing the pointer later on.
However, if you want regional music, you should follow the existing values with this format:
[Wild Battle Track - Half-Word][Double Wild Battle Track - Half-Word][Trainer Battle Track - Half-Word][Gym Battle Track - Half-Word][Champion Battle Track - Half-Word]
If you want any tracks to use the same values as their "normal" versions, you must set them to the same value. Eg, I want tracks 0x10A (wild), 0x140 (double wild), 0x109 (trainer), 0x154 (gym) but want to keep the Champion battle as 0x12B, then I would add the following values:
Code:
0A 01 40 01 09 01 54 01 2B 01
When you're done adding new values, note down the start location of this table, and then navigate to the start of the ASM + 0xC4. The pointer here should be FE FE FE 08. Now you must change it to point to the new regional table you just created.
Once you have done this, you are done!
In terms of in game use, you don't have to do anything to get the class based music, it will immediately start working. For the regional music, you must set variable number 0x40F6 to the set of regional music you want to use.
That is, for the "normal" set, set the variable to 0, and for any additional sets, set it to the correct number to pick that set. Everything else is handled in the background.