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  #26    
Old March 13th, 2009 (1:37 PM). Edited March 13th, 2009 by Liquid Shadow.
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    Quote:
    Originally Posted by Pokemon Jupiter Version View Post
    Actually, the reason why the tracks octaves are low (or high for the bass notes) is because, unlike Pokemon, all of the instruments are set at the same frequency. Unless you import every single last instrument wav, you'll have to edit them manually. And I'm keeping how to do this a secret until a later release of Jupiter *wink*

    I've hacked TLA's songs before, it's kind of hard to get the instruments to sound correct.

    Oh yes, I just remembered that "That town with the dead dude" is really called "Yallam". Damn me being so inconsiderate of the fictional deceased.
    Mmk. Sorry to sound stupid here but.. what's an octave lol? Also when you are done with the Golden Sun 1 VM me or post it here. Thanks in advance.

    Oh, and TSK. Thanks a lot. Now I don't have to go through the hassle of looping the songs, I can just export tracks using modern sappy =).

    EDIT: I see what you guys mean by octaves... xD. So I guess I CAN'T import the tracks and make them sound right without editing the instruments (which I don't want to do since I'm importing a variety of music, not just Golden Sun). I guess I'll do it the old way and loop em myself. It sounds better that way, because the volume isn't all messed up and the instruments aren't all messed up. Thanks anyway, I might still use it for some songs that don't sound messed up as much though.
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      #27    
    Old July 7th, 2009 (5:50 AM).
    Corvus of the Black Night's Avatar
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    Some new stuff about GBA music hacking!

    A list of commands/arguments from Atrius:
    Quote:
    The audio track data is a list of commands and arguments for playing music/sound effects.

    Anything below 0x80 is an argument, and anything 0x80 and above is a command.

    0x80 - 0xB0 = Rest commands of varying lengths, to wait a certain amount of time before playing each note.

    0xB1 = Stop command, to signal the end of the audio track. From what I've noticed even if a song loops it has one of these after the loop command.

    0xB2 = Jump command, to jump the playback pointer to another location in memory. Often used to loop songs by jumping back to the beginning of it.

    0xB3 = Jump command where playback can jump back to after it again later. Used when you want to repeat part of a song before continuing with the rest of it.

    0xB4 = Return to last 0xB3 command.

    0xB5-0xBA = Unidentified

    0xBB = Set Tempo

    0xBC = Set Pitch offset

    0xBD = Set instrument

    0xBE = Set Volume

    0xBF = Set Panning

    0xC0 - 0xCE = Unidentified

    0xCF - 0xFF = Play notes of varying lengths.


    So to break apart the track information I gave you:

    BE FF BC 00 BB 01 BD 00-CF 3C 7F B0 B1

    BE FF = A volume command with an argument of 0xFF (Volume is an odd exception to the rule that arguments must be less than 0x80)

    BC 00 = Set the pitch offset to zero

    BB 01 = Very low tempo so that the note is drawn out long enough for voice samples to play their full length.

    BD 00 = Set the instrument to the first entry in the instrument map.

    CF 3C 7F = Play a note with a pitch of 0x3C (Right in the middle of the available range), and a volume of 0x7F (The maximum available)

    B0 = Wait long enough for the note to finish playing

    B1 = End the audio track
    And some arguments for those commands:
    Pitch

    Pitch is very easy to understand. As Atrius noted, it is follows the byte 0xBC (which is usually the first byte in a given track anyhow). Pitch works like this:

    0x00 is the base, equivalent to Middle C.

    0x0C is one octave higher; High C.

    0xF4 is one octave lower; Low C.

    If you haven't noticed, it goes by increments of 0x0C, so for higher increments, they would be 0x18, 0x24, ect, while for lower increments they would be 0xE8, 0xDC, ect.

    Tracks can be transposed by any value, however, so if you wanted it to be in a different key, you could change these values. If done, make sure to add/subtract 0x0C when raising/lowering octaves.

    Tempo
    Tempo is simply the tempo transfered into Hex. So, if your original tempo was 80, you would put in 0x50. It follows a 0xBB byte.

    Instruments
    The instruments correspond with the instruments of the voicegroup. Although the instruments can be anything you want, the typical way is to have the instruments correspond directly. It follows a 0xBD The direct map:

    PIANO
    0x00 Acoustic Grand (often used as a drum kit)
    0x01 Bright Acoustic
    0x02 Electric Grand
    0x03 Honky-Tonk
    0x04 Electric Piano 1
    0x05 Electric Piano 2
    0x06 Harpsichord
    0x07 Clav

    CHROMATIC PERCUSSION
    0x08 Celesta
    0x09 Glockenspiel
    0x0A Music Box
    0x0B Vibraphone
    0x0C Marimba
    0x0D Xylophone
    0x0E Tubular Bells
    0x0F Dulcimer

    ORGAN
    0x10 Drawbar Organ
    0x11 Percussive Organ
    0x12 Rock Organ
    0x13 Church Organ
    0x14 Reed Organ
    0x15 Accoridan
    0x16 Harmonica
    0x17 Tango Accordian

    GUITAR
    0x18 Acoustic Guitar(nylon)
    0x19 Acoustic Guitar(steel)
    0x1A Electric Guitar(jazz)
    0x1B Electric Guitar(clean)
    0x1C Electric Guitar(muted)
    0x1D Overdriven Guitar
    0x1E Distortion Guitar
    0x1F Guitar Harmonics

    BASS
    0x20 Acoustic Bass
    0x21 Electric Bass(finger)
    0x22 Electric Bass(pick)
    0x23 Fretless Bass
    0x24 Slap Bass 1
    0x25 Slap Bass 2
    0x26 Synth Bass 1
    0x27 Synth Bass 2

    STRINGS
    0x28 Violin
    0x29 Viola
    0x2A Cello
    0x2B Contrabass
    0x2C Tremolo Strings
    0x2D Pizzicato Strings
    0x2E Orchestral Strings
    0x2F Timpani

    ENSEMBLE
    0x30 String Ensemble 1
    0x31 String Ensemble 2
    0x32 SynthStrings 1
    0x33 SynthStrings 2
    0x34 Choir Aahs
    0x35 Voice Oohs
    0x36 Synth Voice
    0x37 Orchestra Hit

    BRASS
    0x38 Trumpet
    0x39 Trombone
    0x3A Tuba
    0x3B Muted Trumpet
    0x3C French Horn
    0x3D Brass Section
    0x3E SynthBrass 1
    0x3F SynthBrass 2

    REED
    0x40 Soprano Sax
    0x41 Alto Sax
    0x42 Tenor Sax
    0x43 Baritone Sax
    0x44 Oboe
    0x45 English Horn
    0x46 Bassoon
    0x47 Clarinet

    PIPE
    0x48 Piccolo
    0x49 Flute
    0x4A Recorder
    0x4B Pan Flute
    0x4C Blown Bottle
    0x4D Shakuhachi
    0x4E Whistle
    0x4F Ocarina

    SYNTH LEAD
    0x50 Lead 1 (square)
    0x51 Lead 2 (sawtooth)
    0x52 Lead 3 (calliope)
    0x53 Lead 4 (chiff)
    0x54 Lead 5 (charang)
    0x55 Lead 6 (voice)
    0x56 Lead 7 (fifths)
    0x57 Lead 8 (bass+lead)

    SYNTH PAD
    0x58 Pad 1 (new age)
    0x59 Pad 2 (warm)
    0x5A Pad 3 (polysynth)
    0x5B Pad 4 (choir)
    0x5C Pad 5 (bowed)
    0x5D Pad 6 (metallic)
    0x5E Pad 7 (halo)
    0x5F Pad 8 (sweep)

    SYNTH EFFECTS
    0x60 FX 1 (rain)
    0x61 FX 2 (soundtrack)
    0x62 FX 3 (crystal)
    0x63 FX 4 (atmosphere)
    0x64 FX 5 (brightness)
    0x65 FX 6 (goblins)
    0x66 FX 7 (echoes)
    0x67 FX 8 (sci-fi)

    ETHNIC
    0x68 Sitar
    0x69 Banjo
    0x6A Shamisen
    0x6B Koto
    0x6C Kalimba
    0x6D Bagpipe
    0x6E Fiddle
    0x6F Shanai

    PERCUSSIVE
    0x70 Tinkle Bell
    0x71 Agogo
    0x72 Steel Drums
    0x73 Woodblock
    0x74 Taiko Drum
    0x75 Melodic Tom
    0x76 Synth Drum
    0x77 Reverse Cymbal

    SOUND EFFECTS
    0x78 Guitar Fret Noise
    0x79 Breath Noise
    0x7A Seashore
    0x7B Bird Tweet
    0x7C Telephone Ring
    0x7D Helicopter
    0x7E Applause
    0x7F Gunshot (also commonly used as a drum kit)


    Volume
    Volume is a simple concept as well, but unlike most of the song arguments, it must be a value less than 0x80, or else (for some whacked out reason) it acts as a rest o.o

    It follows 0xBE.

    Panning
    I need to investigate panning a little more, but I do believe that 0x00 is the neutral value. Either that, or it's 0x0C. I believe that pan's range is from 0x00 to 0x0F.
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      #28    
    Old July 7th, 2009 (9:54 AM).
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    I'm sorry but I don't understand any of this, would someone be willing to add screenies?
    in peticular the copying part and sappy part, I'm able to get the song.gba just fine, and the end of the file isn't just 00's or nothin it's a variety, I just don't understand what i'm supposed to copy (the entire file? the part at the end that seems to separate itself from rest of song.gba?) and where i'm to put the copied part, and then how to do the stuff with sappy.
    Wait....
    do you just take the 'song part' put it at the beginning of the file then delete the rest of song.gba?
    then import that track through sappy?
    I'm confused so badly right now.
    And to help further my understanding, is the stuff we copy the equivelant of using mid2gba (hex wise)?
    eg mid2gba makes a track the same as TR makes a song.gba that contains a track equivelent to midgba output?
    I hope that i wasn't very confusing....
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      #29    
    Old July 7th, 2009 (3:08 PM).
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      i hope you will put up screen soon...
      as it will help me better visualisation of the steps..XD
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        #30    
      Old July 7th, 2009 (3:33 PM).
      Corvus of the Black Night's Avatar
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      It's mainly hex editing, so a screen wouldn't really help. o.o
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        #31    
      Old July 7th, 2009 (6:12 PM).
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        Quote:
        Originally Posted by Charon the Ferryman View Post
        It's mainly hex editing, so a screen wouldn't really help. o.o
        owhokae....then i will try it again..btw this is a good tut...xD
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          #32    
        Old July 28th, 2009 (8:06 AM).
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        actually could you tell me what tile editor / viewer u use?
        tilemolesteralternate does not tell you what byte your song starts with.
        Also, is it possible to do this without taking songs from TLA?
        e.g. skip to the "tr.exe" part if you have your midi's split into one track files?
        *edit* also could someone post a link or pm/email/im me a link to the sappy 1.6? i can't find it on google :\ just 06
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          #33    
        Old January 8th, 2010 (7:41 AM). Edited January 9th, 2010 by ThePoketrix.
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          Quote:
          Now don't you all start making Pokemon Mars/Venus/Mercury versions now in imitation of Jupiter...
          why not a Pokemon Earth/Saturn/Uranus/Neptune/Pluto version?

          just kidding

          Quote:
          Originally Posted by Hark! It's the Ferryman Charon View Post
          In order to do this, you'll have to change Sappy's equavalent
          of a ini file (sappy.txt). Where it says Golden Sun, you can
          replace AGSE with AGFE, then switch the table offset (which is
          0x80FC70C, I think for GS; TLA's is at 0x81C4530). Anyways,
          after setting those in the sappy.txt file, open up Sappy 1.6
          and load in Golden Sun: The Lost Age. Go to the song you want.
          Here's a nice table for you with my totally awesome song
          names....
          On my Sappy, the "INI" file is an XML document.
          And that means I can't use the "ELF" method, 'cause I can't edit XML documents.
          How do you either turn it into a TXT, or get the 1.6 version?
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            #34    
          Old February 15th, 2011 (9:51 PM).
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            Nice tutorial corvidae! But my songs screw up when I try to loop them using the B2 and B1 Hex bytes. A little help anyone? And does anyone know where I can get like an updated version of Sappy 1.6 or just an ini-file thing that has FireRed in it.
            Thanks, GSH
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              #35    
            Old February 16th, 2011 (7:51 AM). Edited February 16th, 2011 by AyameHikaru.
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              EDIT: NVM on that.

              Now I've got the problem of not having a 'tr' in midi2gba to open. My files are:

              a.out
              as.exe
              cygwin1.dll
              ld.exe
              mend.o
              mid2agb.exe
              MPlayDef.s
              ms.s
              objcopy.exe
              pat.s
              tmp.s

              ?????????????
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                #36    
              Old July 23rd, 2011 (11:21 AM). Edited July 23rd, 2011 by Corvus of the Black Night.
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              Well this seems odd. I don't seem to have posted my video tutorials here! They are available here:



              This goes over the basics of inserting a song that doesn't loop.

              The final result of which produced this:





              This goes over looping and a few track properties.

              The final result which produced this:



              Also, I've tried this method with even games that don't use samples, like the fairly obscure Suikoden Card Stories, and it will still work (starts at about 1:05 of this video). Many many MANY earlier GBA games (most big names before 2004 and some in 2005 even) use this method so it can be used with many titles.



              Please note that trying to add samples to a game like this causes the game to crash.
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