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Development ipatix' High Quality Sound Mixer | V2.1 released!

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  #26    
Old January 3rd, 2015 (7:27 PM).
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    Hmm... what assembly program we should use to insert the routine?
    (It didn't insert well when I used karatekid's thumb and asm program)
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      #27    
    Old January 5th, 2015 (3:51 AM).
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      I used devkitpro/devkitARM's assembler (arm-none-eabias, arm-none-eabi-objcopy) and inserted it via hex editor. On Unix compatible systems you could use "dd" to copy the data directly to the target file.
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        #28    
      Old January 5th, 2015 (8:15 PM).
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        Quote:
        Originally Posted by ipatix View Post
        I used devkitpro/devkitARM's assembler (arm-none-eabias, arm-none-eabi-objcopy) and inserted it via hex editor. On Unix compatible systems you could use "dd" to copy the data directly to the target file.
        Do you have a video tutorial on how to insert the routine? Well, it is the first time I'll be using devkitARM (only for this).
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          #29    
        Old January 6th, 2015 (2:55 AM).
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          No but you might look for any general purpose ASM tutorial where Assembler usage is explained.
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            #30    
          Old January 7th, 2015 (9:25 AM).
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            Any chance to convert it into Ruby?
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              #31    
            Old January 8th, 2015 (1:42 AM).
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              I personally don't see a lot of sense of doing so even though it wouldn't be very hard.
              You might try looking up the right offsets for Ruby yourself.
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                #32    
              Old January 18th, 2015 (2:41 PM). Edited January 18th, 2015 by Joexv.
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              Im getting an error when compiling your routine:
              hqmusics.asm:296: Error: non-constant expression in ".if" statement
              Any help would be greatly appreciated.

              EDIT: Nevermind i removed all the if statements and rmoved code that didn't apply to my rom and it worked.
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                #33    
              Old January 20th, 2015 (2:37 AM).
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                I fixed the error. I somehow forgot to put a "==1" behind the "ALLOW_PAUSE" which most likely caused the issue. I haven't tried to assemble it myself though.
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                  #34    
                Old January 30th, 2015 (10:11 PM).
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                  I have a question about editing ".equ USED_GAME, GAME_BPED".
                  If I use firered U, then should the line be ".equ USED_GAME, GAME_BPRE"?
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                    #35    
                  Old February 1st, 2015 (7:12 AM).
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                    Quote:
                    Originally Posted by jiangzhengwenjzw View Post
                    I have a question about editing ".equ USED_GAME, GAME_BPED".
                    If I use firered U, then should the line be ".equ USED_GAME, GAME_BPRE"?
                    Right.

                    PS: some more useless words to fill in the required 25 characters
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                      #36    
                    Old September 9th, 2015 (5:41 AM).
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                      Update!

                      So I have finally come around and post my latest update (V2.1) of the mixer. The main thread post has been reworked with new code and cool stuff:
                      http://www.pokecommunity.com/showthread.php?p=8213721#post8213721
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                        #37    
                      Old September 21st, 2015 (7:29 AM).
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                        great thanks for working on v2.1!
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                          #38    
                        Old September 21st, 2015 (7:38 AM).
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                          As someone who is 100% uneducated in ASM, is there any way I can use this without taking months to learn ASM?
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                            #39    
                          Old December 12th, 2016 (3:37 AM).
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                            hai, I like to insert this "high quality mixer" thing to my rom hack, but the problem is IDK how to insert it :(

                            I have already use the devkitARM -objcopy- but the result is "file format not recognized"

                            how to compile and then insert it? do you think my the code format must be .asm
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                              #40    
                            Old December 16th, 2016 (6:39 PM).
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                              Quote:
                              Originally Posted by XD XD XD XD XD View Post
                              hai, I like to insert this "high quality mixer" thing to my rom hack, but the problem is IDK how to insert it :(

                              I have already use the devkitARM -objcopy- but the result is "file format not recognized"

                              how to compile and then insert it? do you think my the code format must be .asm
                              so idk how you're compiling this, probably with like make or something
                              you can also use the compiler from this tut to achieve the same result
                              just drag the .txt/.asm/.s/.whatever file onto the thumb.bat file and it will output your compiled routine

                              or you could even run it using command prompt from the file path and then do
                              Code:
                              thumb [routinename].[filetype] [outputroutinename].bin
                              i.e.
                              Code:
                              thumb hqmixer.asm hqmixer.bin
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                                #41    
                              Old December 19th, 2016 (4:21 AM).
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                                Quote:
                                Originally Posted by BluRose View Post
                                so idk how you're compiling this, probably with like make or something
                                you can also use the compiler from this tut to achieve the same result
                                just drag the .txt/.asm/.s/.whatever file onto the thumb.bat file and it will output your compiled routine

                                or you could even run it using command prompt from the file path and then do
                                Code:
                                thumb [routinename].[filetype] [outputroutinename].bin
                                i.e.
                                Code:
                                thumb hqmixer.asm hqmixer.bin
                                Thank you, now I have the .bin

                                but, there is a new problem, after I insert it to the ROM and do the repointing, my emerald just showing a white screen. I have already edit the "TODO" but it's still same :3
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                                  #42    
                                Old January 1st, 2017 (5:59 AM).
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                                  So, sorry first of all for not responding earlier.

                                  Making the mixer work without knowing what's actually going is quite difficult. For helping you out, I need you to tell me EVERY SINGLE STEP (don't drop out details) you've done when you were trying to insert it.
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                                    #43    
                                  Old January 5th, 2017 (3:30 AM).
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                                    Quote:
                                    Originally Posted by ipatix View Post
                                    So, sorry first of all for not responding earlier.

                                    Making the mixer work without knowing what's actually going is quite difficult. For helping you out, I need you to tell me EVERY SINGLE STEP (don't drop out details) you've done when you were trying to insert it.
                                    1.) I copy your code
                                    2.) I edit the TODO list (I think there is something wrong when I editing the TODO list) and change the CHOOSE YOUR GAME with BPEE (because I'm using PKMN Emerald (U))
                                    3.) I compile the code to be a ".bin" using Thumb (thanks blurose to tell me how to compile it)
                                    4.) I insert it at 0x09500000 or 1500000
                                    5.) I repoint the old sound mixer offset like the tutorial you write it. but, I think there is something wrong too :3

                                    (there is a part of your tut that I don't know)

                                    sorry with my english, because I'm still learning it :v and sorry to many "I" :v
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                                      #44    
                                    Old January 19th, 2017 (6:13 PM).
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                                      Sorry for being so picky, but please tell me all steps you did at the repointing. This is probably the most critical part and I actually messed it up myself quite a couple times.
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                                        #45    
                                      Old January 28th, 2017 (1:45 AM).
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                                        ok, I'm sorry

                                        1.) replace all 0x03006380 with 0x203E000
                                        2.) paste the new mixer to the 0x9500000
                                        3.) repoint the old mixer at 0x082E00F0 with 00 00 50 09
                                        4.) replace all 0x3001AA8 with 0x203E000
                                        5.) the lenght of my new mixer is B24 and the result when I divided by 4 is 2C9, I replace "00 02 00 04" at 0x82E00F8 with "C9 02 00 04"
                                        6.) not change the configuration, because i dont know

                                        also, I don't know how to paste and copy the old mixer because i dont know how to edit IWRAM and EWRAM
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                                          #46    
                                        Old April 3rd, 2017 (5:27 AM).
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                                          I must say this is pretty awesome. By far my favorite mod.

                                          I did get tripped up a bit on this step though:
                                          Quote:
                                          After doing that you need to set the new RAM pointer for the new code inserted. There is 2 pointers for that: One for the CpuSet to copy the code to the right RAM location and one for the actual program call. The one for the program call has the Thumb bit set, the other one doesn't.
                                          The original mixing code is located at the following addresses:
                                          • Fire Red (US): 0x030028E0
                                          • Fire Red (GER): 03002830
                                          • Emerald (US, GER): 0x03001AA8
                                          For repointing search for this pointer and replace it with the new pointer where the Main Sound Area has been.
                                          I forget what I tried for the new pointer first, but eventually I figured out this is the pointer that's supposed to be used for that step above:
                                          Quote:
                                          Main Sound Area locations:
                                          • Fire Red (US): 0x03005F50
                                          • Fire Red (GER): 0x03005E40
                                          • Emerald (US, GER): 0x03006380
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                                            #47    
                                          Old January 25th, 2018 (3:50 PM).
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                                            This might not be very helpful, but I'll share it anyway:
                                            So I managed to get the music mixer working on Ruby and LeafGreen, not the v2.1 version, but the one on angelXwind's github. I also tried Sapphire, but stuff happens. I'll try to fix it later.

                                            Here are some offsets.
                                            Pointers to binary:
                                            Sapphire - 0x1DDE48
                                            Ruby - 0x1DDED0
                                            LeafGreen - 0x1DD090

                                            Main sound area locations (replace with 0x0203E000)
                                            LeafGreen - 0x03005F50 (exactly the same as FR, occurs 2 times)
                                            Ruby and Sapphire - 0x03005FD0 (occurs 3 times)

                                            FREE_IRAM_BPG, 0x03004200
                                            FREE_IRAM_AXV, 0x03002B00
                                            FREE_IRAM_AXP, 0x03002B00

                                            DECODER_BUFFER_BPG, 0x03100000
                                            DECODER_BUFFER_AXV, 0x03100000
                                            DECODER_BUFFER_AXP, 0x03100000

                                            AXVE_DELTA_TABLE, 0x0842FA08
                                            AXPE_DELTA_TABLE, 0x0842FA50
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                                              #48    
                                            Old February 16th, 2018 (6:50 AM).
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                                            I feel embarrassed for not knowing how to use Devkitpro at all. I could use a bit of help.
                                            I came across this page: https://github.com/angelXwind/pokemon-gen3-hq-sound-mixer
                                            which includes bash scripts, including make-bpee.sh that automates the process on a rom named bpee.gba

                                            I have Devkitpro installed, but I don't quite know how to use it, or run bash scripts.
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                                              #49    
                                            Old July 13th, 2018 (10:52 PM).
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                                              This works perfectly except for one problem whenever a Pokémon cry occurs in game my ROM crashes. Would you happen to know how to fix this?
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                                                #50    
                                              Old 4 Weeks Ago (10:00 AM).
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                                                Quote:
                                                Originally Posted by GreasyGarlic View Post
                                                This works perfectly except for one problem whenever a Pokémon cry occurs in game my ROM crashes. Would you happen to know how to fix this?
                                                I increased the number of tracks from 10 to 16 and it helped me (if we are talking about a pokemon cry from the pokedex menu)
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