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  #12426    
Old November 24th, 2009 (12:47 PM).
Sakari's Avatar
Sakari
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Quote originally posted by Lasivian:
I want to strip out the music files from Pokemon Diamond so there is no background music.

It that makes the game unstable I guess I can replace them with 0-byte files, but I do not know which files are the background music.

Thanks
I have no idea if i'm right.

Ok, you know when you walk into a ceratin room right? Like when the player walks into a room in twinleaf town, it plays music. Well I think this works with a specific script.

Check the script I have below






#org 0x80000E1
'-----------------------------------
checkitemspaceinbag 0x4A4A 10232
fanfare 0x58EC
textcolor 0xE8
playsound 0xE382 0xCE
#raw 0xBF
storetext 0xF4 0x4BCE94DF 'Text not in ROM area
callstd 0xC1 '
hidemoney 0x56 0x8A
showcoins 0x13 0x72
setmapfooter 0x9FFC
storecomp 0x4D 0xA373
msgboxsign
lightroom 0x61
farreappear 0xA397 0x27 0xFC
return



See where it says in bold playsound 0xE382 0xCE. That's a specific command that plays a specific sound when the player walks in the room. I don't know which room this is when the player walks in though.


I think if you want to edit the sound you would have to change the play sound script to something else, but you would have to know the correct music command to make it play.


Hope this helps a bit.
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  #12427    
Old November 24th, 2009 (02:00 PM). Edited November 24th, 2009 by Perri Lightfoot.
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Perri Lightfoot
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Age: 29
Gender: Female
Nature: Modest
Edit: Never mind - I was able to find my own error and have now gotten the song to loop successfully.

I'm having a bit of a problem I hope some of you who are competent in musical-related issues can help me with ' I am trying to make a looping MIDI song, but try as I might, it just stubbornly refuses to loop. I've read the tutorials and followed all the steps outlined within, but nothing is working out for me and I really don't understand why

The Midi I'm using is a ten-track song. All the tracks are 32 (31+0) measures long and with 96 beats in each measure. The end of each track has a "goto" command directing the song back to Measure 11, but when I listen to the song in game, it plays only once as it's supposed to. After the song plays, there is a long period of silence, then a few random notes of sound, and then silence again, which repeats over and over. It's starting to make me go...well...loopy ' Can anyone help me out? (I've included the first few tracks from my .s file, and the end, under a spoiler - the entire thing was too large for me to post; but if you need to see all of it, PM me). I must be doing something wrong, but since this is my first time looping music, I'm having trouble catching the error myself

Spoiler:
Quote:
.include "MPlayDef.s"

.equ BATTLE-CHAMPION-DRAMATIC-LOOP-READY_grp, voicegroup000
.equ BATTLE-CHAMPION-DRAMATIC-LOOP-READY_pri, 0
.equ BATTLE-CHAMPION-DRAMATIC-LOOP-READY_rev, 0
.equ BATTLE-CHAMPION-DRAMATIC-LOOP-READY_mvl, 127
.equ BATTLE-CHAMPION-DRAMATIC-LOOP-READY_key, 0
.equ BATTLE-CHAMPION-DRAMATIC-LOOP-READY_tbs, 1
.equ BATTLE-CHAMPION-DRAMATIC-LOOP-READY_exg, 0
.equ BATTLE-CHAMPION-DRAMATIC-LOOP-READY_cmp, 1

.section .rodata
.global BATTLE-CHAMPION-DRAMATIC-LOOP-READY
.align 2

@**************** Track 1 (Midi-Chn.1) ****************@

BATTLE-CHAMPION-DRAMATIC-LOOP-READY_1:
.byte KEYSH , BATTLE-CHAMPION-DRAMATIC-LOOP-READY_key+0
@ 000 ----------------------------------------
.byte TEMPO , 100*BATTLE-CHAMPION-DRAMATIC-LOOP-READY_tbs/2
.byte VOICE , 43
.byte VOL , 105*BATTLE-CHAMPION-DRAMATIC-LOOP-READY_mvl/mxv
.byte N06 , Ds1 , v080
.byte W24
.byte N06
.byte W24
.byte N06
.byte W24
.byte N06
.byte W12
.byte N12 , Cs1
.byte W12
@ 001 ----------------------------------------
BATTLE-CHAMPION-DRAMATIC-LOOP-READY_1_001:
.byte N06 , Ds1 , v080
.byte W24
.byte N06
.byte W24
.byte N06
.byte W24
.byte N06
.byte W12
.byte N12 , En1
.byte W12
.byte PEND
@ 002 ----------------------------------------
BATTLE-CHAMPION-DRAMATIC-LOOP-READY_1_002:
.byte N06 , Ds1 , v080
.byte W24
.byte N06
.byte W24
.byte N06
.byte W24
.byte N06
.byte W12
.byte N12 , Cs1
.byte W12
.byte PEND
@ 003 ----------------------------------------
.byte PATT
.word BATTLE-CHAMPION-DRAMATIC-LOOP-READY_1_001
@ 004 ----------------------------------------
.byte PATT
.word BATTLE-CHAMPION-DRAMATIC-LOOP-READY_1_002
@ 005 ----------------------------------------
.byte PATT
.word BATTLE-CHAMPION-DRAMATIC-LOOP-READY_1_001
@ 006 ----------------------------------------
.byte PATT
.word BATTLE-CHAMPION-DRAMATIC-LOOP-READY_1_002
@ 007 ----------------------------------------
.byte PATT
.word BATTLE-CHAMPION-DRAMATIC-LOOP-READY_1_001
@ 008 ----------------------------------------
.byte W96
@ 009 ----------------------------------------
.byte W96
@ 010 ----------------------------------------
.byte TEMPO , 120*BATTLE-CHAMPION-DRAMATIC-LOOP-READY_tbs/2
.byte W96
@ 011 ----------------------------------------
BATTLE-CHAMPION-DRAMATIC-LOOP-READY-LOOP:
.byte W96
@ 012 ----------------------------------------
.byte W96
@ 013 ----------------------------------------
.byte W96
@ 014 ----------------------------------------
.byte W96
@ 015 ----------------------------------------
.byte W96
@ 016 ----------------------------------------
.byte W96
@ 017 ----------------------------------------
.byte W96
@ 018 ----------------------------------------
.byte W96
@ 019 ----------------------------------------
.byte W96
@ 020 ----------------------------------------
.byte W96
@ 021 ----------------------------------------
.byte W96
@ 022 ----------------------------------------
.byte W96
@ 023 ----------------------------------------
.byte W96
@ 024 ----------------------------------------
.byte W96
@ 025 ----------------------------------------
.byte N48 , Ds0 , v080
.byte N48 , Ds1
.byte W48
.byte Bn0 , v092
.byte N48 , Bn1
.byte W48
@ 026 ----------------------------------------
.byte N96 , As0 , v108
.byte N96 , As1
.byte W96
@ 027 ----------------------------------------
.byte W96
@ 028 ----------------------------------------
.byte W96
@ 029 ----------------------------------------
.byte W96
@ 030 ----------------------------------------
.byte W96
@ 031 ----------------------------------------
.byte W03
.byte GOTO
.word BATTLE-CHAMPION-DRAMATIC-LOOP-READY-LOOP
.byte W06
.byte FINE

@**************** Track 2 (Midi-Chn.2) ****************@

BATTLE-CHAMPION-DRAMATIC-LOOP-READY_2:
.byte KEYSH , BATTLE-CHAMPION-DRAMATIC-LOOP-READY_key+0
@ 000 ----------------------------------------
.byte VOICE , 91
.byte VOL , 115*BATTLE-CHAMPION-DRAMATIC-LOOP-READY_mvl/mxv
.byte W96
@ 001 ----------------------------------------
.byte W96
@ 002 ----------------------------------------
BATTLE-CHAMPION-DRAMATIC-LOOP-READY_2_002:
.byte W12
.byte N06 , Fs3 , v080
.byte N06 , As3
.byte W24
.byte Gs3
.byte N06 , Bn3
.byte W24
.byte Fn3
.byte N06 , Gs3
.byte W12
.byte N08 , As3
.byte N08 , Cs4
.byte W08
.byte Gs3
.byte N08 , Bn3
.byte W08
.byte Fn3
.byte N08 , Gs3
.byte W08
.byte PEND
@ 003 ----------------------------------------
BATTLE-CHAMPION-DRAMATIC-LOOP-READY_2_003:
.byte W12
.byte N06 , Fs3 , v080
.byte N06 , As3
.byte W24
.byte Gs3
.byte N06 , Bn3
.byte W24
.byte Fn3
.byte N06 , Gs3
.byte W12
.byte N08 , As3
.byte N08 , Cs4
.byte W08
.byte Bn3
.byte N08 , Ds4
.byte W08
.byte Fn3
.byte N08 , Gs3
.byte W08
.byte PEND
@ 004 ----------------------------------------
.byte PATT
.word BATTLE-CHAMPION-DRAMATIC-LOOP-READY_2_002
@ 005 ----------------------------------------
.byte PATT
.word BATTLE-CHAMPION-DRAMATIC-LOOP-READY_2_003
@ 006 ----------------------------------------
.byte PATT
.word BATTLE-CHAMPION-DRAMATIC-LOOP-READY_2_002
@ 007 ----------------------------------------
.byte W12
.byte N06 , Fs3 , v080
.byte N06 , As3
.byte W24
.byte Gs3
.byte N06 , Bn3
.byte W24
.byte Fn3
.byte N06 , Gs3
.byte W24
.byte N09 , As3
.byte N09 , Cs4
.byte W12
@ 008 ----------------------------------------
.byte N48 , As3
.byte N48 , Ds4
.byte W96
@ 009 ----------------------------------------
.byte Gs3
.byte N48 , Cs4
.byte W96
@ 010 ----------------------------------------
.byte W96
@ 011 ----------------------------------------
BATTLE-CHAMPION-DRAMATIC-LOOP-READY-LOOP:
.byte W96
@ 012 ----------------------------------------
.byte W96
@ 013 ----------------------------------------
.byte W96
@ 014 ----------------------------------------
.byte W96
@ 015 ----------------------------------------
.byte W96
@ 016 ----------------------------------------
.byte W96
@ 017 ----------------------------------------
.byte W96
@ 018 ----------------------------------------
.byte W96
@ 019 ----------------------------------------
.byte W96
@ 020 ----------------------------------------
.byte W96
@ 021 ----------------------------------------
.byte W96
@ 022 ----------------------------------------
.byte W96
@ 023 ----------------------------------------
.byte W96
@ 024 ----------------------------------------
.byte W96
@ 025 ----------------------------------------
.byte W96
@ 026 ----------------------------------------
.byte W96
@ 027 ----------------------------------------
.byte W96
@ 028 ----------------------------------------
.byte W96
@ 029 ----------------------------------------
.byte W96
@ 030 ----------------------------------------
.byte W96
@ 031 ----------------------------------------
.byte W03
.byte GOTO
.word BATTLE-CHAMPION-DRAMATIC-LOOP-READY-LOOP
.byte W06
.byte FINE

@**************** Track 3 (Midi-Chn.10) ****************@

BATTLE-CHAMPION-DRAMATIC-LOOP-READY_3:
.byte KEYSH , BATTLE-CHAMPION-DRAMATIC-LOOP-READY_key+0
@ 000 ----------------------------------------
.byte VOICE , 0
.byte VOL , 112*BATTLE-CHAMPION-DRAMATIC-LOOP-READY_mvl/mxv
.byte N19 , Bn0 , v080
.byte W24
.byte N19
.byte W24
.byte N19
.byte W24
.byte N09
.byte W12
.byte As1
.byte W12
@ 001 ----------------------------------------
.byte Bn0
.byte W12
.byte Fs1
.byte W12
.byte N19 , Bn0
.byte W24
.byte N19
.byte W24
.byte N09
.byte W12
.byte As1
.byte W12
@ 002 ----------------------------------------
.byte Bn0
.byte W12
.byte Fs1
.byte W12
.byte Bn0
.byte W12
.byte Fs1
.byte W12
.byte Bn0
.byte W12
.byte Fs1
.byte W12
.byte N06 , Bn0
.byte N06 , Fs1
.byte W08
.byte Gs1
.byte W08
.byte As1
.byte W08
@ 003 ----------------------------------------
BATTLE-CHAMPION-DRAMATIC-LOOP-READY_3_003:
.byte N04 , Bn0 , v080
.byte N04 , Dn1
.byte W06
.byte N04
.byte W06
.byte N09 , Fs1
.byte N09 , An2
.byte W12
.byte Bn0
.byte W12
.byte Fs1
.byte W12
.byte Bn0
.byte W12
.byte Fs1
.byte W12
.byte N06 , Bn0
.byte N06 , Fs1
.byte W08
.byte Gs1
.byte W08
.byte As1
.byte W08
.byte PEND
@ 004 ----------------------------------------
BATTLE-CHAMPION-DRAMATIC-LOOP-READY_3_004:
.byte N04 , Bn0 , v080
.byte N04 , Dn1
.byte W06
.byte N04
.byte W06
.byte N09 , Fs1
.byte N09 , An2
.byte W12
.byte N04 , Bn0
.byte N04 , Dn1
.byte W06
.byte N04
.byte W06
.byte N09 , Fs1
.byte N09 , An2
.byte W12
.byte Bn0
.byte W12
.byte Fs1
.byte N09 , Cs2
.byte W12
.byte N06 , Bn0
.byte N06 , Fs1
.byte W08
.byte Gs1
.byte W08
.byte As1
.byte W08
.byte PEND
@ 005 ----------------------------------------
.byte PATT
.word BATTLE-CHAMPION-DRAMATIC-LOOP-READY_3_003
@ 006 ----------------------------------------
.byte PATT
.word BATTLE-CHAMPION-DRAMATIC-LOOP-READY_3_004
@ 007 ----------------------------------------
.byte PATT
.word BATTLE-CHAMPION-DRAMATIC-LOOP-READY_3_003
@ 008 ----------------------------------------
BATTLE-CHAMPION-DRAMATIC-LOOP-READY_3_008:
.byte N36 , An2 , v080
.byte W48
.byte N02 , Cn1 , v076
.byte N02 , Cs2 , v080
.byte N02 , En2
.byte N02 , Gn2 , v076
.byte N02 , Bn2 , v080
.byte W03
.byte Cn1 , v072
.byte W03
.byte Cn1 , v068
.byte W03
.byte Cn1 , v064
.byte W03
.byte Cn1 , v060
.byte W03
.byte Cn1 , v056
.byte W03
.byte Cn1 , v052
.byte W03
.byte Cn1 , v048
.byte W03
.byte Cn1 , v044
.byte W03
.byte Cn1 , v040
.byte W03
.byte Cn1 , v032
.byte W03
.byte Cn1 , v028
.byte W03
.byte Cn1 , v024
.byte W03
.byte Cn1 , v020
.byte W03
.byte Cn1 , v016
.byte W03
.byte Cn1 , v012
.byte W03
.byte PEND
@ 009 ----------------------------------------
.byte PATT
.word BATTLE-CHAMPION-DRAMATIC-LOOP-READY_3_008
@ 010 ----------------------------------------
.byte N19 , Cn1 , v080
.byte W24
.byte N19
.byte W24
.byte N19
.byte W24
.byte N19
.byte W24
@ 011 ----------------------------------------
BATTLE-CHAMPION-DRAMATIC-LOOP-READY-LOOP:
.byte N19
.byte W24
.byte N19
.byte W24
.byte N02 , Dn2
.byte W03
.byte N02
.byte W03
.byte N04 , Bn1
.byte W06
.byte Dn1
.byte W06
.byte N02 , Dn2
.byte W03
.byte N02
.byte W03
.byte N04 , Bn1
.byte W06
.byte Dn1
.byte W06
.byte An2
.byte W06
.byte Cs2
.byte W06
@ 012 ----------------------------------------
BATTLE-CHAMPION-DRAMATIC-LOOP-READY_3_012:
.byte N04 , Cn1 , v080
.byte N04 , Fs1
.byte W06
.byte As1
.byte W06
.byte Fs1
.byte W06
.byte N04
.byte W06
.byte En1
.byte N04 , As1
.byte W06
.byte Fs1
.byte W06
.byte N04
.byte W06
.byte As1
.byte W06
.byte Cn1
.byte N04 , Fs1
.byte W06
.byte As1
.byte W06
.byte Fs1
.byte W06
.byte N04
.byte W06
.byte En1
.byte N04 , As1
.byte W06
.byte Fs1
.byte W06
.byte N04
.byte W06
.byte As1
.byte W06
.byte PEND
@ 013 ----------------------------------------
.byte Cn1
.byte N04 , Fs1
.byte W06
.byte As1
.byte W06
.byte Fs1
.byte W06
.byte N04
.byte W06
.byte En1
.byte N04 , As1
.byte W06
.byte Fs1
.byte W06
.byte N04
.byte W06
.byte As1
.byte W06
.byte Cn1
.byte N04 , As1
.byte N04 , Bn2
.byte W06
.byte Fs1
.byte W06
.byte N04
.byte W06
.byte As1
.byte N04 , Fn2
.byte W06
.byte En1
.byte N04 , Fs1
.byte W06
.byte N04
.byte W06
.byte As1
.byte N04 , An2
.byte W06
.byte Fs1
.byte W06
@ 014 ----------------------------------------
.byte PATT
.word BATTLE-CHAMPION-DRAMATIC-LOOP-READY_3_012
@ 015 ----------------------------------------
.byte N04 , Cn1 , v080
.byte N04 , Fs1
.byte W06
.byte As1
.byte W06
.byte Dn1
.byte N04 , Fs1
.byte W06
.byte N04
.byte W06
.byte As1
.byte N04 , Cs2
.byte W06
.byte Fs1
.byte W06
.byte Dn1
.byte N04 , Fs1
.byte W06
.byte As1
.byte W06
.byte Cn1
.byte N04 , Dn1
.byte N04 , Fs1
.byte W06
.byte Dn1
.byte N04 , As1
.byte W06
.byte Fs1
.byte N04 , An2
.byte W06
.byte Fs1
.byte W06
.byte Dn1
.byte N04 , As1
.byte W06
.byte Dn1
.byte N04 , Fs1
.byte W06
.byte N02
.byte N02 , Cs2
.byte N02 , Dn2
.byte W03
.byte N02
.byte W03
.byte As1
.byte N02 , Bn1
.byte W03
.byte N02
.byte W03
@ 016 ----------------------------------------
.byte PATT
.word BATTLE-CHAMPION-DRAMATIC-LOOP-READY_3_012
@ 017 ----------------------------------------
.byte N04 , Cn1 , v080
.byte N04 , Fs1
.byte W06
.byte As1
.byte W06
.byte Fs1
.byte W06
.byte N04
.byte W06
.byte En1
.byte N04 , As1
.byte W06
.byte Fs1
.byte W06
.byte N04
.byte W06
.byte As1
.byte W06
.byte Cn1
.byte N04 , Fs1
.byte W06
.byte As1
.byte W06
.byte Fs1
.byte W06
.byte N04
.byte W06
.byte En1
.byte N04 , As1
.byte N04 , An2
.byte W06
.byte Fs1
.byte W06
.byte N04
.byte N04 , Cs2
.byte W06
.byte As1
.byte W06
@ 018 ----------------------------------------
.byte Bn0
.byte W06
.byte N04
.byte W06
.byte An2
.byte W06
.byte Bn0
.byte W06
.byte N04
.byte W06
.byte Cs2
.byte W06
.byte Bn0
.byte W06
.byte N04
.byte W06
.byte An2
.byte W06
.byte Bn0
.byte W06
.byte Cs2
.byte W06
.byte Bn0
.byte W06
.byte N02 , Dn1
.byte N02 , En1
.byte N02 , Dn2
.byte W03
.byte N02
.byte W03
.byte Bn1
.byte W03
.byte N02
.byte W03
.byte Dn1
.byte N02 , En1
.byte N02 , Dn2
.byte W03
.byte N02
.byte W03
.byte Bn1
.byte W03
.byte N02
.byte W03
@ 019 ----------------------------------------
.byte N19 , Bn0
.byte N19 , Cn1
.byte N19 , Dn1
.byte N19 , En1
.byte N19 , Gn1
.byte N19 , Cs2
.byte N19 , An2
.byte W96
@ 020 ----------------------------------------
.byte W18
.byte N01 , Dn1
.byte N01 , En1
.byte N01 , Dn2
.byte W02
.byte Dn1
.byte N01 , En1
.byte N01 , Bn1
.byte W02
.byte Dn1
.byte N01 , En1
.byte N01 , Gn1
.byte W02
.byte N19 , Bn0
.byte N19 , Cn1
.byte N19 , Dn1
.byte N19 , En1
.byte N19 , Gn1
.byte N19 , Cs2
.byte N19 , An2
.byte W24
.byte N09 , Bn2 , v052
.byte W12
.byte Bn2 , v064
.byte W06
.byte N01 , Dn1 , v080
.byte N01 , En1
.byte N01 , Dn2
.byte W02
.byte Dn1
.byte N01 , En1
.byte N01 , Bn1
.byte W02
.byte Dn1
.byte N01 , En1
.byte N01 , Gn1
.byte W02
.byte N19 , Bn0
.byte N19 , Cn1
.byte N19 , Dn1
.byte N19 , En1
.byte N19 , Gn1
.byte N19 , Cs2
.byte N19 , An2
.byte N09 , Bn2 , v076
.byte W12
.byte Bn2 , v088
.byte W12
@ 021 ----------------------------------------
.byte PATT
.word BATTLE-CHAMPION-DRAMATIC-LOOP-READY_3_012
@ 022 ----------------------------------------
.byte N04 , Cn1 , v080
.byte N04 , Fs1
.byte W06
.byte As1
.byte W06
.byte Fs1
.byte W06
.byte N04
.byte W06
.byte En1 , v092
.byte N04 , As1
.byte W06
.byte Fs1 , v084
.byte W06
.byte Fs1 , v080
.byte W06
.byte As1 , v076
.byte W06
.byte Cn1 , v072
.byte N04 , Fs1
.byte W06
.byte As1 , v064
.byte W06
.byte Fs1 , v060
.byte W06
.byte Fs1 , v056
.byte W06
.byte En1 , v052
.byte N04 , As1
.byte W06
.byte Fs1 , v048
.byte W06
.byte Fs1 , v040
.byte W06
.byte As1 , v036
.byte W06
@ 023 ----------------------------------------
.byte N36 , An2 , v080
.byte W48
.byte N04 , Cn1
.byte N04 , Fs1
.byte W06
.byte As1
.byte W06
.byte Fs1
.byte W06
.byte N04
.byte W06
.byte En1
.byte N04 , As1
.byte W06
.byte Fs1
.byte W06
.byte N04
.byte W06
.byte As1
.byte W06
@ 024 ----------------------------------------
.byte N36 , Cs2
.byte W48
.byte N04 , Cn1
.byte N04 , Fs1
.byte W06
.byte As1
.byte W06
.byte Fs1
.byte W06
.byte N04
.byte W06
.byte En1
.byte N04 , As1
.byte W06
.byte Fs1
.byte W06
.byte N04
.byte W06
.byte As1
.byte W06
@ 025 ----------------------------------------
.byte PATT
.word BATTLE-CHAMPION-DRAMATIC-LOOP-READY_3_012
@ 026 ----------------------------------------
.byte PATT
.word BATTLE-CHAMPION-DRAMATIC-LOOP-READY_3_012
@ 027 ----------------------------------------
.byte N04 , Bn0 , v080
.byte N04 , Dn1
.byte N04 , Fs1
.byte W06
.byte Dn1
.byte N04 , Fs1
.byte W06
.byte As1
.byte N04 , An2
.byte W06
.byte Bn0
.byte N04 , Fs1
.byte W06
.byte Bn0
.byte N04 , Dn1
.byte N04 , Fs1
.byte W06
.byte Dn1
.byte N04 , Fs1
.byte W06
.byte As1
.byte N04 , Cs2
.byte W06
.byte Bn0
.byte N04 , Fs1
.byte W06
.byte Bn0
.byte N04 , Dn1
.byte N04 , Fs1
.byte W06
.byte Dn1
.byte N04 , Fs1
.byte W06
.byte As1
.byte N04 , An2
.byte W06
.byte Bn0
.byte N04 , Fs1
.byte W06
.byte Bn0
.byte N04 , Dn1
.byte N04 , Fs1
.byte W06
.byte Dn1
.byte N04 , Fs1
.byte W06
.byte As1
.byte N04 , Cs2
.byte W06
.byte Bn0
.byte N04 , Fs1
.byte W06
@ 028 ----------------------------------------
.byte Bn0
.byte N04 , Dn1
.byte N04 , Fs1
.byte W06
.byte Dn1
.byte N04 , Fs1
.byte W06
.byte As1
.byte N04 , An2
.byte W06
.byte Bn0
.byte N04 , Fs1
.byte W06
.byte Bn0
.byte N04 , Dn1
.byte N04 , Fs1
.byte W06
.byte Dn1
.byte N04 , Fs1
.byte W06
.byte As1
.byte N04 , Cs2
.byte W06
.byte Bn0
.byte N04 , Fs1
.byte W06
.byte Bn0
.byte N04 , Dn1
.byte N04 , Fs1
.byte W06
.byte Dn1
.byte N04 , Fs1
.byte W06
.byte As1 , v076
.byte N04 , An2
.byte W06
.byte Bn0 , v072
.byte N04 , Fs1
.byte W06
.byte Bn0 , v068
.byte N04 , Dn1
.byte N04 , Fs1
.byte W06
.byte Dn1 , v064
.byte N04 , Fs1
.byte W06
.byte As1 , v056
.byte N04 , Cs2
.byte W06
.byte Bn0 , v052
.byte N04 , Fs1
.byte W06
@ 029 ----------------------------------------
BATTLE-CHAMPION-DRAMATIC-LOOP-READY_3_029:
.byte N03 , Bn0 , v080
.byte N03 , Fs1
.byte W04
.byte N03
.byte W04
.byte N03
.byte W04
.byte Dn1
.byte N03 , En1
.byte N03 , As1
.byte W04
.byte Fs1
.byte W04
.byte N03
.byte W04
.byte Bn0
.byte N03 , Fs1
.byte W04
.byte N03
.byte W04
.byte N03
.byte W04
.byte Dn1
.byte N03 , En1
.byte N03 , As1
.byte W04
.byte Fs1
.byte W04
.byte N03
.byte W04
.byte Bn0
.byte N03 , Fs1
.byte W04
.byte N03
.byte W04
.byte N03
.byte W04
.byte Dn1
.byte N03 , En1
.byte N03 , As1
.byte W04
.byte Fs1
.byte W04
.byte N03
.byte W04
.byte Bn0
.byte N03 , Fs1
.byte W04
.byte N03
.byte W04
.byte N03
.byte W04
.byte Dn1
.byte N03 , En1
.byte N03 , As1
.byte W04
.byte Fs1
.byte W04
.byte N03
.byte W04
.byte PEND
@ 030 ----------------------------------------
.byte PATT
.word BATTLE-CHAMPION-DRAMATIC-LOOP-READY_3_029
@ 031 ----------------------------------------
.byte W03
.byte GOTO
.word BATTLE-CHAMPION-DRAMATIC-LOOP-READY-LOOP
.byte W06
.byte FINE

(here would be the rest of the tracks, which are identical to the ones above in terms of their placement of the loop-relevant information)

@******************************************************@
.align 2

BATTLE-CHAMPION-DRAMATIC-LOOP-READY:
.byte 10 @ NumTrks
.byte 0 @ NumBlks
.byte BATTLE-CHAMPION-DRAMATIC-LOOP-READY_pri @ Priority
.byte BATTLE-CHAMPION-DRAMATIC-LOOP-READY_rev @ Reverb.

.word BATTLE-CHAMPION-DRAMATIC-LOOP-READY_grp

.word BATTLE-CHAMPION-DRAMATIC-LOOP-READY_1
.word BATTLE-CHAMPION-DRAMATIC-LOOP-READY_2
.word BATTLE-CHAMPION-DRAMATIC-LOOP-READY_3
.word BATTLE-CHAMPION-DRAMATIC-LOOP-READY_4
.word BATTLE-CHAMPION-DRAMATIC-LOOP-READY_5
.word BATTLE-CHAMPION-DRAMATIC-LOOP-READY_6
.word BATTLE-CHAMPION-DRAMATIC-LOOP-READY_7
.word BATTLE-CHAMPION-DRAMATIC-LOOP-READY_8
.word BATTLE-CHAMPION-DRAMATIC-LOOP-READY_9
.word BATTLE-CHAMPION-DRAMATIC-LOOP-READY_10

.end


Edited to add:
Quote originally posted by Pokepal17:
Try making your last measures which contain the loop equal to 96.
I tried it, and it didn't work
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  #12428    
Old November 24th, 2009 (02:06 PM).
Pokepal17's Avatar
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Quote originally posted by Pink Parka Girl:
I'm having a bit of a problem I hope some of you who are competent in musical-related issues can help me with ' I am trying to make a looping MIDI song, but try as I might, it just stubbornly refuses to loop. I've read the tutorials and followed all the steps outlined within, but nothing is working out for me and I really don't understand why

The Midi I'm using is a ten-track song. All the tracks are 32 (31+0) measures long and with 96 beats in each measure. The end of each track has a "goto" command directing the song back to Measure 11, but when I listen to the song in game, it plays only once as it's supposed to. After the song plays, there is a long period of silence, then a few random notes of sound, and then silence again, which repeats over and over. It's starting to make me go...well...loopy ' Can anyone help me out? (I've included the first few tracks from my .s file, and the end, under a spoiler - the entire thing was too large for me to post; but if you need to see all of it, PM me). I must be doing something wrong, but since this is my first time looping music, I'm having trouble catching the error myself
Try making your last measures which contain the loop equal to 96.
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  #12429    
Old November 24th, 2009 (02:14 PM).
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Does anyone noes how asm code a key item so that it can be called out in-game?
Plus. Anyone knows how to use sethealingplace by JPAN's patch?
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  #12430    
Old November 24th, 2009 (09:40 PM).
Amachi's Avatar
Amachi
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Quote originally posted by xmouvelianx:
Plus. Anyone knows how to use sethealingplace by JPAN's patch?
I posted this in JPAN's thread, but I'll repost here for you.

Quote originally posted by Amachi:
I was confused at first as well, but it's pretty simple actually.

I just did this for my own hack, but it should be easy to copy for yourself.

Code:
sethealingplace 0x1 
setvar 0x405a 0x0003 'Map.Bank: 00.03'
setvar 0x405b 0x0005 'X: 05'
setvar 0x405c 0x000c 'Y: 0C'
Just replace the hexidecimal numbers as needed and insert into your script.

Note: sethealingplace 0x1 is for places without a healing machine. If you want to use a PokéCenter, use sethealingplace 0x0.
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  #12431    
Old November 25th, 2009 (04:47 PM).
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Sometimes when im on advance map and i click "open script" it says no script editor defined
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  #12432    
Old November 25th, 2009 (05:23 PM).
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go to options then chose script editor. make sure not to move the program if you do you have to relocate it again.
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  #12433    
Old November 26th, 2009 (02:40 AM).
Sakari's Avatar
Sakari
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Quick question, is there a way to change the battle background on fire red without using NTME and cyclone? They don't run on my computer.
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  #12434    
Old November 26th, 2009 (08:16 AM).
NarutoActor's Avatar
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did you try ptc (professional tile map creator)
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  #12435    
Old November 26th, 2009 (08:33 AM).
NTA's Avatar
NTA
Where?
 
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Quote originally posted by Bulbapedia:
Utilizing GameShark, players can find hidden music in the games, including music originally used in Pokémon Gold, Silver, and Crystal.
does anyone know these gameshark codes?

and also would they play only the fanfares and stuff or the actual tracks?

also about that yellow fat guy in the pokemon games could someone tell me where he is from again? cant seem to remember the game
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  #12436    
Old November 26th, 2009 (08:43 AM).
Chaos Rush's Avatar
Chaos Rush
im sexy and i know it
 
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Quote originally posted by NTA:
does anyone know these gameshark codes?

and also would they play only the fanfares and stuff or the actual tracks?

also about that yellow fat guy in the pokemon games could someone tell me where he is from again? cant seem to remember the game
You don't need Gameshark. You could just choose those songs in AdvanceMap.
  #12437    
Old November 26th, 2009 (11:28 AM).
NTA's Avatar
NTA
Where?
 
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:O forgot about that >.>
thnx >.>
wish i had the gs codes :'( rofl
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  #12438    
Old November 26th, 2009 (01:10 PM).
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Is there any way to make the thing in Fire Red with the flash backs go off? Like use the flashback look in Fire Red.
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  #12439    
Old November 26th, 2009 (01:26 PM).
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Quote originally posted by Teh Blazer:
Is there any way to make the thing in Fire Red with the flash backs go off? Like use the flashback look in Fire Red.
I would say you have to have a lot of ASM experience to alter/remove something like that.
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  #12440    
Old November 26th, 2009 (01:42 PM).
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Quick Question is it possible to fade the screen only a little bit. Like the player can dim the lights?
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  #12441    
Old November 26th, 2009 (02:01 PM).
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0m3GA ARS3NAL
Im comin' home...
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Quote originally posted by NarutoActor:
Quick Question is it possible to fade the screen only a little bit. Like the player can dim the lights?
Without ASM, I don't think so.. there is a weather you can use, just use the weather changing command to set it to that...
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M/O: Often acts out to get attention, but recently has changed that. Has been studying up on hacking information and hopes to participate in more advanced hacking discussion.
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  #12442    
Old November 26th, 2009 (03:00 PM).
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thxs guyz,i have a ver "no0bish" question tho.
How do i take screenies?
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  #12443    
Old November 26th, 2009 (03:03 PM).
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Quote originally posted by lord_kratos:
thxs guyz,i have a ver "no0bish" question tho.
How do i take screenies?
The Print Screen button on your keyboard or on VBA goto file -> screen capture.
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  #12444    
Old November 26th, 2009 (03:03 PM).
Metalizard
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How do I change Deoxys Speed icon in Pokémon Emerald? I can change the icon of Normal Deoxys but the programs I have to change icons don't show Deoxys Speed icon...
  #12445    
Old November 26th, 2009 (03:15 PM).
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Quote originally posted by Metalizard:
How do I change Deoxys Speed icon in Pokémon Emerald? I can change the icon of Normal Deoxys but the programs I have to change icons don't show Deoxys Speed icon...
Find it in Tile Molester, scroll through until you find it.
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  #12446    
Old November 27th, 2009 (11:50 AM).
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Heres my problem,I added some ows to firered.It shows up in the owe and in a-map ,but its pallet is messed up.In vba,it shows up as the boat,can someone help?(I added a picture to show the problem.
Attached Images
File Type: png problem..png‎ (162.6 KB, 33 views) (Save to Dropbox)
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  #12447    
Old November 27th, 2009 (12:40 PM).
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Which OW did you replace?
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  #12448    
Old November 27th, 2009 (01:02 PM).
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Quote originally posted by Ash493:
Which OW did you replace?
I didnt replace any,i added them following poliwags and darthatrons tuts.
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  #12449    
Old November 27th, 2009 (01:07 PM).
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Well I never tried adding overworld sprites but pokepal said(correct me if I am wrong) sprite numbers over 150 are used for specials and to add more sprites you need asm. Sorry man :/
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  #12450    
Old November 27th, 2009 (06:30 PM).
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I edit a sprite from unLZ-GBA when I press Insert it says " Error: Image is not indexed."
how do I fix this?

PS: I am using Photoshop if that helps.
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