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Reload this Page [Tutorial] How to insert HIGH QUALITY cries using Sappy (no Pokecry here)

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  #26    
Old March 28th, 2014 (05:48 AM).
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Quote originally posted by StillNotLocal:
Can you give a full tutorial on how to replace 3rd Gen Pokemon cries?
I think there's already a part there that replace 3rd Gen Cries and complete
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  #27    
Old March 28th, 2014 (05:52 PM).
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the version of sappy that works for me has 3 offsets that are available to change.

header, first track, and voice group.

do I need to change each of these?
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  #28    
Old May 15th, 2014 (05:55 PM). Edited May 15th, 2014 by Sky High.
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I just listed the cries for Gen III/Hoenn Pokemon. I used FireRed/LeafGreen to make this list and this is not for Ruby/Sapphire but I will list them soon. The Emerald's cry table is fixed when using Gamer2020's GBAPGE and get to edit and repoint cries on Gen III/Hoenn Pokemon directly so there is no need to list it as what I did to FireRed/LeafGreen. I don't understand why Gen III/Hoenn Pokemon weren't listed accorinding to Pokedex number order. Anyways, the list is below (right after the correction and some notes).

Quote originally posted by Chaos Rush:
269 - Whismur
...
382 - Whismur
Correction to Chaos Rush: I noticed that there are two Whismurs listed. The 269th is Spinda, not Whismur. Well, the 382nd is truly Whismur's cry.

Note: These are not offsets. They are just hex-values well very useful in searching for it. (Only if this forums supports tables, that would be appreciated.)

FireRed/LeafGreen: List of Gen III/Hoenn Pokemon Cries by Hex-Values
Spoiler:
Number - Name - Hex-Values (FR/LG)
251 - Kecleon - B4496108
252 - Roselia - 14526108
253 - Torkoal - D45C6108
254 - Electrike - 20666108
255 - Manectric - 7C726108
256 - Duskull - 84876108
257 - Latias - 1C926108
258 - Wynaut - 4C9E6108
259 - Seviper - 2CAC6108
260 - Sharpedo - CCB76108
261 - Zangoose - D8CE6108
262 - Azurill - 68D86108
263 - Swablu - D0E26108
264 - Altaria - 68E86108
265 - (unknown1) - 84F36108 (one of the beta cries that was first discovered in that German Ruby Debug ROM (beta Shellos?))
266 - Taillow - D8FC6108
267 - Swellow - D8026208
268 - (unknown2) - DC0B6208 (one of the beta cries that was first discovered in that German Ruby Debug ROM (beta Gastrodon?))
269 - Spinda - 8C1D6208
270 - Torchic - F8296208
271 - Combusken - A0336208
272 - Blaziken - 74506208
273 - Treecko - F46F6208
274 - Grovyle - 9C7B6208
275 - Sceptile - 10906208
276 - Mudkip - 2CAA6208
277 - Marshtomp - B0B16208
278 - Swampert - B4C26208
279 - Pelipper - 34D96208
280 - Wingull - FCE46208
281 - Banette - 3CF16208
282 - Shuppet - E4FD6208
283 - Lotad - 24066308
284 - Lombre - 8C0A6308
285 - Ludicolo - 20196308
286 - Seedot - F0296308
287 - Nuzleaf - 1C326308
288 - Shiftry - 843D6308
289 - Carvanha - 48516308
290 - Wurmple - 5C5B6308
291 - Silcoon - 28646308
292 - Beautifly - 54746308
293 - Cascoon - 8C7C6308
294 - Dustox - D08C6308
295 - Ralts - 7C996308
296 - Kirlia - 98A36308
297 - Gardevoir - C8AF6308
298 - Slakoth - 2CC86308
299 - Vigoroth - B0D06308
300 - Slaking - 08DF6308
301 - Nincada - F4E86308
302 - Ninjask - 64EF6308
303 - Shedinja - 8CFB6308
304 - Makuhita - 44036408
305 - Hariyama - A00A6408
306 - Nosepass - 581B6408
307 - Glalie - BC286408
308 - Plusle - A03D6408
309 - Minun - 9C466408
310 - Surskit - A4566408
311 - Masquerain - 24616408
312 - Skitty - D8746408
313 - Delcatty - EC7B6408
314 - Gulpin - 4916408
315 - Swalot - 8996408
316 - Numel - 68AA6408
317 - Camerupt - B4B36408
318 - Barboach - D4CA6408
319 - Whiscash - 10D46408
320 - Corphish - 0CE56408
321 - Crawdaunt - 10F16408
322 - Spoink - C8096508
323 - Grumpig - 8116508
324 - Trapinch - A81D6508
325 - Vibrava - CC276508
326 - Flygon - D0356508
327 - Cacnea - D84F6508
328 - Cacturne - C8586508
329 - Baltoy - 786F6508
330 - Claydol - FC7B6508
331 - Lunatone - 5C8F6508
332 - Solrock - 58A76508
333 - Feebas - 84B76508
334 - Milotic - 58BF6508
335 - Absol - 9CE66508
336 - Meditite - 18F16508
337 - Medicham - 38F96508
338 - Spheal - BC096608
339 - Sealeo - 700F6608
340 - Walrein - 481B6608
341 - Clamperl - 943F6608
342 - Huntail - E4516608
343 - Gorebyss - CC616608
344 - Lileep - 38786608
345 - Cradily - E0816608
346 - Anorith - 109F6608
347 - Armaldo - C8AA6608
348 - Beldum - 9CC16608
349 - Metang - 3CCB6608
350 - Metagross - 10DE6608
351 - Bagon - 88056708
352 - Shelgon - 5C0D6708
353 - Regirock - 64216708
354 - Regice - 40416708
355 - Registeel - 40616708
356 - Castform - 44786708
357 - Volbeat - DC846708
358 - Illumise - 64906708
359 - Poochyena - 7CA16708
360 - Mightyena - C4AA6708
361 - Dusclops - 50BE6708
362 - Sableye - 08CC6708
363 - Mawile - ACD76708
364 - Aron - 2CE36708
365 - Lairon - 58EC6708
366 - Aggron - 30016808
367 - Relicanth - D41A6808
368 - Luvdisc - 042F6808
369 - Groudon - E0336808
370 - Kyogre - EC586808
371 - Rayquaza - A47C6808
372 - Salamence - D0996808
373 - Breloom - ECB26808
374 - Shroomish - ACBF6808
375 - Linoone - 84C86808
376 - Tropius - 20E76808
377 - Wailmer - E4076908
378 - Zigzagoon - 44246908
379 - Exploud - D42F6908
380 - Loudred - 1C4C6908
381 - Wailord - 44596908
382 - Whismur - 54836908
383 - Snorunt - 788B6908
384 - Latios - 809C6908
385 - Jirachi - 78B26908
386 - Deoxys - FCBF6908
387 - Chimecho - D0D46908


If there are any mistakes and going to reply for corrections, just reply and I will correct it. I appreciate mistakes. I will edit and update this post later when I got the Ruby and Sapphire list. I hope this helps a lot.
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  #29    
Old May 24th, 2014 (01:51 PM).
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Can I insert cries to expanded Pokemon? I expanded them with G3HS.
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  #30    
Old May 24th, 2014 (03:36 PM).
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Quote originally posted by Ollie11:
Can I insert cries to expanded Pokemon? I expanded them with G3HS.
Yes you can :D
It's the same concept, but you need a little extra work:
you have to change it in pge, then change the directsound type to 00.
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  #31    
Old May 24th, 2014 (09:55 PM).
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Quote originally posted by gogojjtech:
Yes you can :D
It's the same concept, but you need a little extra work:
you have to change it in pge, then change the directsound type to 00.
Thanks, now I can make my 721 FireRed hack fully functional.
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  #32    
Old May 25th, 2014 (07:57 AM).
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Can anyone explain me what to do with this?
cs12.userfiles. me/ f/081055170105222010046113170122161118253047146250197043/1401033191/50506438/0/cde2eae265cd4dc9812bb08cd648b75e/ Bez_�men�-spaces.ru.png
Sorry for spaces, I'm not allowed to post links.
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  #33    
Old May 25th, 2014 (10:14 AM).
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Quote originally posted by Ollie11:
Can anyone explain me what to do with this?
cs12.userfiles. me/ f/081055170105222010046113170122161118253047146250197043/1401033191/50506438/0/cde2eae265cd4dc9812bb08cd648b75e/ Bez_�men�-spaces.ru.png
Sorry for spaces, I'm not allowed to post links.
You need to add the cryconversiontable offset to your ini.
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  #34    
Old May 26th, 2014 (10:47 AM).
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Quote originally posted by gogojjtech:
You need to add the cryconversiontable offset to your ini.
I finally did it!!! I finally inserted Turtwig's cry! Thank you for all, gogojjtech!
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  #35    
Old July 20th, 2014 (02:50 AM).
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Where can I downliad the Pokemon Game Editor?
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  #36    
Old August 3rd, 2014 (08:53 PM).
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Pokemon Game Editor was taken down, any other way to change pokemon cry offsets?
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  #37    
Old August 10th, 2014 (01:11 AM). Edited August 10th, 2014 by Darkrai Lv.1000.
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Quote originally posted by GoGoJJTech:
Yes you can :D
It's the same concept, but you need a little extra work:
you have to change it in pge, then change the directsound type to 00.
Hey, I followed the tutorial to a T, but when it comes to G3HS expanded Pokemon, how exactly do I go about changing the directsound type to 00? I can't seem to figure out what that means. :/


Quote originally posted by Cloudfury:
Pokemon Game Editor was taken down, any other way to change pokemon cry offsets?
To change cry offsets without Game Editor, it's always possible to do it manually. Each entry in the cry table appears to be composed of XX 3C 00 00 YY YY YY YY FF 00 FF 00, the XX either being 20 or 30 from what I've seen. YY YY YY YY is the pointer to your inserted cry. Each entry is C bytes long, so just multiply the hex number of the Pokemon you intend to change by C, add it to 48C914, go to this offset in your hex editor, and you should be taken to the end (not the beginning) of its entry in the cry table, meaning that the entry to the left of the text cursor is the entry you want. Replace the old pointer there with your new pointer, and you're set.

(someone correct me if I'm wrong, tho ._.)
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  #38    
Old August 11th, 2014 (05:46 AM).
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If for some reason you can't use PGE to get the cries (like me, computer not compatible with it) just use A-cry to get the cry offset. It works for me :D
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  #39    
Old October 13th, 2014 (05:34 AM). Edited October 14th, 2014 by Projectwolfie.
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Question about insertion because I'm curious: does there need to be some freespace between each cry? Does the sound run together if you don't do that?

Looking back there was a couple times when I inserted samples starting with the byte right next to where the last one ends.
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  #40    
Old October 15th, 2014 (03:20 AM).
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Quote originally posted by Darkrai Lv.1000:
Hey, I followed the tutorial to a T, but when it comes to G3HS expanded Pokemon, how exactly do I go about changing the directsound type to 00? I can't seem to figure out what that means. :/




To change cry offsets without Game Editor, it's always possible to do it manually. Each entry in the cry table appears to be composed of XX 3C 00 00 YY YY YY YY FF 00 FF 00, the XX either being 20 or 30 from what I've seen. YY YY YY YY is the pointer to your inserted cry. Each entry is C bytes long, so just multiply the hex number of the Pokemon you intend to change by C, add it to 48C914, go to this offset in your hex editor, and you should be taken to the end (not the beginning) of its entry in the cry table, meaning that the entry to the left of the text cursor is the entry you want. Replace the old pointer there with your new pointer, and you're set.

(someone correct me if I'm wrong, tho ._.)
The XX is the directsound type.. :D
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  #41    
Old October 15th, 2014 (03:21 AM).
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Quote originally posted by Projectwolfie:
Question about insertion because I'm curious: does there need to be some freespace between each cry? Does the sound run together if you don't do that?

Looking back there was a couple times when I inserted samples starting with the byte right next to where the last one ends.
In every cry's header is the length, so it won't affect.
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  #42    
Old October 15th, 2014 (05:40 AM).
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Quote originally posted by GoGoJJTech:
The XX is the directsound type.. :D
I actually figured everything out a month ago thanks to your post in that other thread I made. Thanks for the help man, both here and in that other thread. Doing so allowed me to insert really good sounding cries to all my expanded Pokemon, including one that isn't exactly a "normal Pokemon cry" per se. xD
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  #43    
Old October 26th, 2014 (02:00 PM).
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I have another question, this time about the repointing method used in the tutorial and an expanded Pokedex.

I set up GBAPGE to see what this looks like in the editor, and I see along with the cry offset there is a conversion number for these right next to it for my new Pokemon. Now the strange thing is that some of the Hoenn Pokemons share the same conversion number. Whenever I repoint a cry and save on a new Pokemon, the cry pointer changes on the others sharing the same number as well.

Can I just change the conversion to anything or leave it blank? Or is there something more to this?
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  #44    
Old December 4th, 2014 (01:23 PM). Edited December 5th, 2014 by Tao Dragon.
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Quote originally posted by Chaos Rush:
Spoiler:
All of the other tutorials I've seen on cry inserting tell you to lower the quality of the cry to 11050Hz or 11025Hz. That is completely unnecessary, and simply serves do severely downgrade the quality of the cry. The Game Boy Advance can handle more than that.

While inserting new instrument samples with Sappy, I realized that if I can insert these samples at 13379Hz without any problems, then surely I can insert cries the same way. And so, my theory turned out to be true.

Yes, I am going to show you how to insert new Pokémon cries using Sappy, a program that was designed for a completely different purpose XD

Here's what you'll need:
*Sappy Mod 15 (get it here)
*Free Space Finder
*any random hex editor
*.wav files of your cries (All 649 cries download, credit to Pokerealm.com)
*Pokémon Game Editor (optional if you know what you're doing)

IMPORTANT: If you don't know how to use a hex editor, or if you don't know what a pointer is, then I'm afraid this tutorial is too advanced for you.

~~~~~~~~~~~~~~~~~~~~~~~~~

1. Open your ROM in Free Space Finder, find a really huge amount of free space (under the "Needed Bytes" label, I just type in 9999 even though I don't actually need 9999 bytes of free space)

------

2. Make sure your free space offset ends in 0, or 4, or 8, or C. If it doesn't, just go forward 1 byte until it does. KEEP TRACK OF THE OFFSET.

------

3. Open your ROM in Sappy

------

4. Go to Tasks ---> Import Sample


------

5. Select the cry you're going to insert, and insert at the free space offset you found earlier. You don't have to change any settings, just click "Import" right away.


Even though you just inserted the cry, still keep track of the offset.

------

6. READ: This step if for having a Pokémon's cry offset change to the new offset you just inserted a new cry at. If you know where the offset is by a method other than Pokémon Game Editor, then simply change the offset and skip this step. This step covers how to do it with Pokémon Game Editor.

Now open up Pokémon Game Editor, and go to the Pokémon that you're going to change its cry. Change the cry offset to the offset of the cry you inserted earlier.


However, there's a minor issue: This method will only work correctly if you're editing a Pokémon that's from Generation I or Generation II.

If you want to change the cry of a Generation III Pokémon, read this:
Spoiler:
Pokémon Game Editor lists the incorrect cry offsets for Generation III Pokémon. This is because in the ROM, there's a secondary cry table to assign cries for the Generation III Pokémon. This is further because the Generation III cries are not stored in index number order in the first cry table, instead they're stored in the order that Game Freak created the Generation III Pokémon, hence why Kecleon comes right after Celebi in the cry table. However, if my theory is correct, the "?" Pokémon that's right after Celebi should have Kecleon's cry pointer in Pokémon Game Editor. Right after Celebi, the cries are in this order:
251 - Kecleon
252 - Roselia
253 - Torkoal
254 - Electrike
255 - Manectric
256 - Duskull
257 - Latias
258 - Wynaut
259 - Seviper
260 - Sharpedo
261 - Zangoose
262 - Azurill
263 - Swablu
264 - Altaria
265 - one of the beta cries that was first discovered in that German Ruby Debug ROM (beta Shellos?)
266 - Taillow
267 - Swellow
268 - one of the beta cries that was first discovered in that German Ruby Debug ROM (beta Gastrodon?)
269 - Whismur
270 - Torchic
271 - Combusken
272 - Blaziken
273 - Treecko
274 - Grovyle
275 - Sceptile
276 - Mudkip
277 - Marshtomp
278 - Swampert
279 - Pelipper
280 - Wingull
281 - Banette
282 - Shuppet
283 - Lotad
284 - Lombre
285 - Ludicolo
286 - Seedot
287 - Nuzleaf
288 - Shiftry
289 - Carvanha
290 - Wurmple
291 - Silcoon
292 - Beautifly
293 - Cascoon
294 - Dustox
295 - Ralts
296 - Kirlia
297 - Gardevoir
298 - Slakoth
299 - Vigoroth
300 - Slaking
301 - Nincada
302 - Ninjask
303 - Shedinja
304 - Makuhita
305 - Hariyama
306 - Nosepass
307 - Glalie
308 - Plusle
309 - Minun
310 - Surskit
311 - Masquerain
312 - Skitty
313 - Delcatty
314 - Gulpin
315 - Swalot
316 - Numel
317 - Camerupt
318 - Barboach
319 - Whiscash
320 - Corphish
321 - Crawdaunt
322 - Spoink
323 - Grumpig
324 - Trapinch
325 - Vibrava
326 - Flygon
327 - Cacnea
328 - Cacturne
329 - Baltoy
330 - Claydol
331 - Lunatone
332 - Solrock
333 - Feebas
334 - Milotic
335 - Absol
336 - Meditite
337 - Medicham
338 - Spheal
339 - Sealeo
340 - Walrein
341 - Clamperl
342 - Huntail
343 - Gorebyss
344 - Lileep
345 - Cradily
346 - Anorith
347 - Armaldo
348 - Beldum
349 - Metang
350 - Metagross
351 - Bagon
352 - Shelgon
353 - Regirock
354 - Regice
355 - Registeel
356 - Castform
357 - Volbeat
358 - Illumise
359 - Poochyena
360 - Mightyena
361 - Dusclops
362 - Sableye
363 - Mawile
364 - Aron
365 - Lairon
366 - Aggron
367 - Relicanth
368 - Luvdisc
369 - Groudon
370 - Kyogre
371 - Rayquaza
372 - Salamence
373 - Breloom
374 - Shroomish
375 - Linoone
376 - Tropius
377 - Wailmer
378 - Zigzagoon
379 - Exploud
380 - Loudred
381 - Wailord
382 - Whismur
383 - Snorunt
384 - Latios
385 - Jirachi
386 - Deoxys
387 - Chimecho

So if you know what you're doing, it shouldn't be that hard to change a Gen III Pokemon's cry.


------

7. Now that we've changed the cry offset, there's one last thing we need to do. Open up your ROM in a hex editor, and search for the pointer to your new cry. I inserted my cry at 0x7BC664, so the pointer I'm searching for is 64 C6 7B 08.


------

8. The search for the pointer should now take you to exactly where the offset is in the first cry table. Now go four bytes before that offset, and you should see the bytes "20 3C 00 00"


Change "20 3C 00 00" to "00 3C 00 00".

Congratulations, you just inserted a high-quality cry. Now test your cry in-game, and it should be in unbelievably high-quality, much higher than Pokecry will ever let you. You'll never have to use Pokecry again!
I want to repoint the ?? pokemon cries but the repoint botton in pokemon game editor doesn't give you the option to repoint the cries for ?? pokemon. How do I repoint their cries? Was it a bad idea to use those in the first place? I manually inserted Turtwig's data in slot 252 which appears as 387 in the national dex, all it needs is the cry. Same for 253 to 276.

Edit: Or even a bigger question. How do I assign the cries inserted with sappy to pokemon 387 and up?
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  #45    
Old January 17th, 2015 (12:41 AM).
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Sorry that it's been just over a month since this was posted in, but since it's not that far off I have a question directly relating to this tutorial.

What would it take to follow this method and replace the other misc. sounds in-game? Like menu selection sounds, jumping over ledges, etc etc?
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