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Just get the hang of trying to read bytes. In reverse order, a pointer like 0x8123456 would read in tile molester 65432180, which is simply the pointer backwards. So, it's actually easier to write pointers in TM than other hex editors/viewers.
Hey how have you been? Haven't talked to you for a while. I just got finished with drumline camp and i worked my ass off! Anyway what have you been up to? lol.
hey ageangel, i need you to make a really good map for the team, aerow told me that we need to post it in the map of the week thread, so please hurry :)
Note: row = 4 bytes, a word
1st row - indicates track number
2nd row - pointer to voicegroup
3-rest of rows - pointers to individual tracks. Tracks that appear first will have their note's priorities over others, i.e. notes on later tracks may be muted by notes on earlier tracks.
There's no actual limit, but it's far easier to do them one song at a time, and it's easiest to do them one track at a time. This is why you way need midi editing software.
Well, in a cut and dry view...
1. Get a midi.
2. Put that midi in Mid2GBA/mid
3. Open Tr.exe
4. Press ??
5. See what side the song appeared on - left side is good, right side is bad
6. Open Song.gba in a hex editor
7. Goto around the end of the song
8. Find a BC byte that appears after some pointers.
9. Copy Paste everything past that point
10. Put into your rom of choice
11. Fix pointers to match where you placed it
12. Repoint the header to the new header (must be word aligned)
Look at the box. There's two separate boxes in them - on on the left and one on the right. After compiling and closing the dialogue box, the midi should appear on either the left or right side.