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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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  #1    
Old July 8th, 2010, 07:21 AM
diegoisawesome's Avatar
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I'm sure that most of you have realized that, when a non-fanfare song is given in a parameter to a fanfare command, it will just revert back to the Level Up sound. I was wondering if anybody here could either tell me the offset of the command table (which points to the ASM used for scripting commands) and maybe I could try fixing it, or maybe somebody else could help.
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  #2    
Old July 9th, 2010, 10:38 AM
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Shiny Quagsire
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try using the sound command. It works so much better.
sound 0xsound number
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Old July 9th, 2010, 10:42 AM
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Fanfare- temporarily interrupts music and plays sound effect.
Sound- plays sound effect while music also plays.

I want the fanfare effect, and strangely enough, sound screws up my script...

Also, for both, there's some table that determines the length for checksound and waitfanfare, and changing the sound effect doesn't change the length in the table.
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  #4    
Old December 18th, 2010, 01:44 AM
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I tried that but unfortunately the music won't resume after new fanfare added to the table.
maybe somthing gone wrong give it a try:

Code:
BPED:

Table    :    5248BC
Pointer  :    EC655308
Offset  1:    0A30A8
Offset  2:    0A30FC
Offset  3:    0A3120
Amount   :   0A3128


BPEE:

Table    :    5248BC
Pointer  :    A8975208
Offset  1:    0A308C
Offset  2:    0A3104
Offset  3:    0A30E0
Amount   :   0A310C 


BPEF:

Table    :    5297A8
Pointer  :    A8975208
Offset  1:    0A30A0
Offset  2:    0A30F4
Offset  3:    0A3118
Amount   :   0A3120


BPRE:

Table    :    3Ac990
Pointer  :    90c93A08 
Offset  1:    071C08
Offset  2:    071C5C
Offset  3:    071C80
Amount   :   071C88


BPRF:

Table    :    3A6D08
Pointer  :    086D3A08
Offset  1:    071C2C
Offset  2:    071C80 
Offset  3:    071CA4
Amount   :   071CAC

BPRD:

Table    :    3AC7DC
Pointer  :    DCC73A08
Offset  1:    071B6C  
Offset  2:    071BC0
Offset  3:    071BE4
Amount   :   071BEC
Well i dont remember what are these stuff but it's easy to fugure out.
here also dump of table from emerald if i remember well.
Attachment 58126

I have so much things to do i didnt got time for it anyway if you find a solution please contact me
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Last edited by AmineX; January 26th, 2013 at 01:12 PM.
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  #5    
Old December 18th, 2010, 08:02 AM
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Shiny Quagsire
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I checked for any useage of that table, and all that I came up with was a random function, and the actual play fanfare.

Code:
08071C60     fanfare_play:                           @ CODE XREF: sub_080333D4+1Ap
08071C60                                             @ sub_08038BE0+1Ap ...
08071C60 000                 PUSH    {LR}
08071C62 004                 LSLS    R0, R0, #0x10
08071C64 004                 LSRS    R3, R0, #0x10
08071C66 004                 MOVS    R1, #0
08071C68 004                 LDR     R2, =unk_083AC990
08071C6A
08071C6A     loc_08071C6A:                           @ CODE XREF: fanfare_play+2Aj
08071C6A 004                 LDRH    R0, [R2]
08071C6C 004                 CMP     R0, R3
08071C6E 004                 BNE     loc_08071C84
08071C70 004                 LSLS    R0, R1, #0x18
08071C72 004                 LSRS    R0, R0, #0x18
08071C74 004                 BL      sub_08071BC4
08071C78 004                 BL      sub_08071CEC
08071C7C 004                 B       loc_08071C96
08071C7C     @ ---------------------------------------------------------------------------
08071C7E 004                 .byte    0
08071C7F 004                 .byte    0
08071C80 004 off_08071C80:   .long unk_083AC990      @ DATA XREF: fanfare_play+8r
08071C84     @ ---------------------------------------------------------------------------
08071C84
08071C84     loc_08071C84:                           @ CODE XREF: fanfare_play+Ej
08071C84 004                 ADDS    R2, #4
08071C86 004                 ADDS    R1, #1
08071C88 004                 CMP     R1, #0xD
08071C8A 004                 BLS     loc_08071C6A
08071C8C 004                 MOVS    R0, #0
08071C8E 004                 BL      sub_08071BC4
08071C92 004                 BL      sub_08071CEC
08071C96
08071C96     loc_08071C96:                           @ CODE XREF: fanfare_play+1Cj
08071C96 004                 POP     {R0}
08071C98 000                 BX      R0
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Old December 18th, 2010, 08:29 AM
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Wow, I did not expect to see this after such a long hiatus.
Thanks a lot, AmineX and shiny quagsire! This will really help, as I can now insert custom fanfares without the sound and music overlapping!
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  #7    
Old December 20th, 2010, 04:36 AM
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Is there any way we could adapt this so that rather than restarting the music on the route after a battle, that it simply resumes like in HG/SS/D/P/PT? I'm sure it'd be complicated, but it'd be a worthwhile little hack if we got it to work.
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Old December 20th, 2010, 10:31 AM
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Quote:
Originally Posted by Jambo51 View Post
Is there any way we could adapt this so that rather than restarting the music on the route after a battle, that it simply resumes like in HG/SS/D/P/PT? I'm sure it'd be complicated, but it'd be a worthwhile little hack if we got it to work.
That would be interesting, but there's not really that much point to it.
I mean, I never even really noticed how it resumed anyways, and I doubt anyone will if we do it in the 3rd gen, either.
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  #9    
Old December 26th, 2010, 12:58 PM
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Jambo51
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Quote:
Originally Posted by diegoisawesome View Post
That would be interesting, but there's not really that much point to it.
I mean, I never even really noticed how it resumed anyways, and I doubt anyone will if we do it in the 3rd gen, either.
Yeah, you're probably right. I'm good at noticing these little things tbh. Always have been, but I get the feeling you're right on this one.

Useful hack, nonetheless, as I too was looking to use different fanfares on FR.
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