: FireRed hack:
Pokémon Throwback (v161216): Your Custom Kanto Experience
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August 10th, 2012 (10:40 AM).
Originally Posted by
Thanks for the code Jambo51! I've got it *mostly* working, but there's one little problem with it. If you got my PM (or didn't, for that matter), please try to shoot one back to me soon!
I hope I'll be able to get it fully working so you guys can enjoy the convenience of an item in the near future, which might be sooner than expected. I gotta fix a nasty bug (on my part) that affects everyone who chose Squirtle as their starter (it won't show up until the post-game). It's not me discriminating, I promise!
All the "new" tracks in my hack are from the older Pokémon games. I don't know how to directly port tracks of another system's format from other games to GBA games, or if that is even possible. I think there are a few things one could use to get tracks sounding mostly right (record the original, turn it into a MIDI format, create instruments in Sappy that play the right sounds for the track, insert the track, fine-tweak it and presto?). I don't know myself, but if I find out a more practical method I'll get right to trying it out.
It doesn't seem as if many developers acknowledged the actual strength of the GBA's audio tracks, resorting to most using that French horn that lurks in most of RSE's music, among other instruments. From what I've observed, it seems theoretically possible to just about perfectly insert any track from any old game system up to the Sega Genesis. I don't think the GBA can handle SNES music, considering the massive amount of GBA ports of those games the system saw that had nerfed music (Super Mario Advance titles, Donkey Kong Country titles, Final Fantasy titles, The Legend of Zelda: A Link to the Past, Mega Man and Bass, Super Mario Kart tracks in Mario Kart: Super Circuit, etc.).
Are you talking about putting part of my currently-existing custom soundbank into another hack? Unless you plan on using tracks from it, it would be easier to just create a new custom soundbank. Many other, if not most other, existing hacks have different data where I have my tracks, so data would be overwritten and the game would be screwed up if you tried direct porting. Even if you were to change its location, you'd have to change the pointers to the table's new location. DavidJCobb has a guide up for that that I used to implement this myself. It's really helpful for anyone wanting to add a new soundbank while retaining the original tracks.
DavidJCobb's guide isn't as "dreadful" as it seems. In fact, if you fully know how to use Sappy Mod 15 a few of the more arduous steps can be passed by! Make sure to also refer to Maginus's guide for general music hacking.
As for my soundbank, the listings begin at 0x800000. The actual tracks appear at 0x808000. And it isn't strictly an 8-bit soundbank, just so you know!
I've applied the patch to a ROM with an edited songtable and music changes, it appears to run just fine.
If I were to insert a new song after the Teachy TV song, would that be affected by the GB Player?
Joined Nov 2010
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