Hello Wichu thanks for creating this tool for us.
Maybe adding a good cry replacing tool since with sappy everything needs to be repointed to add dp crys maybe you could create something that we won't destroy other crys without repointing.
that's not possible. If a cry has more samples than the original the cry in front of it will get screwed up.
In R/S and FR to repoint cries (since repointing doesn't allways work)
open up a
hex editor find the first free space offset possible after the offset 0x800000. Write it down.
Then select the 'goto' function of your editor (if your hex editor doesn't have this get a better one) go to the offset of your pokecry table (which for FR is 0x48C914). Now minimize the hex editor, switch to pokecry. Now find the pokecry you want to repoint.
For example firereds bulbasaur cry is at 0x50FBC4
Then the pointer is ........................0x08C4FB50
see how i got that?
the offset is 50 FB C4
Now rewrite them flipped as you would to get a color value from VBA pallette viewer
C4 FB 50
then because it's a pointer, add an 08 to it. and you get 08C4FB50.
So back to the hex editor.
Search for the value 08C4FB50 and you will get the part in your file that says where bulbasaur's cry is at. Now get the pointer to your free space offset. and change the 08C4FB50 to 08XXXXXX
now re-open your rom in sappy. if your using FR input the table in the correct text box. Otherwise (if you are using Ruby) pokecry will automatically fill that in. Now load your cry into pokecry. Set the value of the textbox Poke-Id to 1 (bulbasaur) and push samples. This should make the SampleOffset box set to the free space offset you had earlier. Push "encode", then push "dump" push yes to overwrite and you should hear a (lower quality, but recognizeable) version of your pokecry. It won't sound
as clear as the original wav, but it won't be screaming static at you and you have kept the original pokecry,
and avoided overwriteing the next one.