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Help Thread Music & Audio Page 3

Started by Spherical Ice January 17th, 2015 5:23 AM
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  • 70 replies

GoGoJJTech

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Age 20
Female
Earth
Seen December 9th, 2016
Posted December 5th, 2016
2,473 posts
6.9 Years
Indeed it does, but those are multi instruments. What I mean is there are multiple multi instruments in the full preset :/


As you can see, there are four different violin instruments in the preset, not one (which all happen to be their own multi). When you click on global, the full sound plays with each violin instrument layered on top of each other. What I'm trying to insert is that full sound. Any idea on inserting that? xD
You're saying there are multis in multis, which is wrong and impossible.
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PokéMew

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Seen January 6th, 2019
Posted April 8th, 2017
490 posts
6 Years
You're saying there are multis in multis, which is wrong and impossible.
No thats not what i am saying. There are samples, instruments, and presets in a soundfont.. The the preset is the sound that is heard when the soundfont is used by other programs, and typically just contains the instrument (you know all this). The instrument contains the multis, but in this case the preset has multiple instruments in it. Do u understand what I mean? And its not impossible, it is just layered instruments and viena even has an option to do this.
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Seen September 9th, 2018
Posted September 9th, 2018
38 posts
3.8 Years
Can I take music from any GBA game and put it into another without much effort? I think it's easiest to list my thought process:

1) Mystery Dungeon has the greatest soundtrack in the Pokemon series (source)

2) Red Rescue Team is a GBA game

3) Emerald and FireRed are GBA games

4) I can port music from PMD to a main-series game with little effort

Please tell me it's that easy. I'm pretty sure somebody has the Red Rescue Team audio as they appear on the cart in the original file format. If not, I'll do it myself.

PokéMew

Pokémon Fuchsia

Male
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Seen January 6th, 2019
Posted April 8th, 2017
490 posts
6 Years
Hi,
I am currently trying to insert a multi into my game, and right now I am setting loop points for the waves in the multi. There are 15 waves, and 11 of them have loop points that look like this:

They end in -10? Could someone explain to me what this means?
Male
Seen May 9th, 2017
Posted May 9th, 2017
88 posts
3.4 Years
I assume this question would go here, although unlike the others this isn't music insertion it is for alteration.

I want to alter the title screen music in Pokemon Crystal. The music I want to use is the unused intro music (the second one) that is within the romfile. I believe it has ID 53, according to a list of music I found elsewhere.

I'm not entirely sure where to find the pointer for the intro music in the hex editor though. Could some tell me the byte(s) / offset I would need to alter to switch the music over to this alternate music? Presumably it's a simple change of one byte value to another, but I have no idea where to find it!

Thanks!

GoGoJJTech

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Age 20
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Earth
Seen December 9th, 2016
Posted December 5th, 2016
2,473 posts
6.9 Years
What does this light blue number mean and how can I change it to 0? Whenever it's greater than 0 it messes up the sound of the track.
That's the "MOD" of the track.
Look in your .s file and you'll see it. The "MODT (MOD type)" is defaulted at 0, which fluctuates the frequency. 1 fluctuates treble I think, and 2 fluctuates the pan.

Either set the MODT or remove the MOD.
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Seen July 26th, 2016
Posted July 18th, 2016
4 posts
3.3 Years
Hey guys,
First of all, I'm new to " modding " and my intention is not to mod completely a Pokèmon game, I'd just like to make some differences.

So I'm trying to edit music on Pokèmon Fire Red. I've found many tutorials, but some seem very hard, so I followed some that looked easier. I figured that I had to use Sappy Mod version, so I got it.

What I want to do is : getting a music battle theme from Pokemon Ruby ( the legendary fight one ) and put on Pokemon Fire Red instead of the theme " Battle 2 ".
I followed 2 methods : by exporting and importing tracks, and by using the MIDI and then importing the theme as a ".s " file.

All fine here, I can import the track successfully : but here comes the problem! The sound of the theme is different in some points, very different. I'd like to have it the same as the original, and I don't know how to do it..
I noticed that if I follow the .s method, when I have to import, there's a " Voicegroup offset " : I tried edit it and the sound everytime is different.

Someone can help me?

Bulbadon

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Age 21
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Seen August 26th, 2016
Posted August 26th, 2016
118 posts
5.3 Years
I want to extract music from the legend of zelda: link's awakening dx(the gbc version) as midis to use in my hack. how would i go about doing this?
You have to download Sappy+mid2agb.
http://hackromtools.altervista.org/sappy-mid2agb/

Then drag the midi file into mid2agb.exe. It will be converted into a .s file and you can insert that into Sappy.

Here's a tutorial which explains all the steps.
http://www.pokecommunity.com/showthread.php?t=121856

crafteej

Male
United States
Seen 2 Weeks Ago
Posted December 24th, 2016
59 posts
4.3 Years
I know how to insert midis with sappy and mid2agb. the problem is extracting the midis from Link's Awakening DX, assuming that its music can even be extracted from the game as midis at all. Sappy can only extract midis from gba games, and I loaded Link's Awakening DX into VGMTrans and got nothing. What I need is a tool or something that can extract Link's Awakening DX's music as midis(and maybe extract the soundfonts too).

Squeetz

ROM Hacker

Age 22
Male
Norway
Seen 2 Days Ago
Posted December 16th, 2018
238 posts
6.2 Years
I know how to insert midis with sappy and mid2agb. the problem is extracting the midis from Link's Awakening DX, assuming that its music can even be extracted from the game as midis at all. Sappy can only extract midis from gba games, and I loaded Link's Awakening DX into VGMTrans and got nothing. What I need is a tool or something that can extract Link's Awakening DX's music as midis(and maybe extract the soundfonts too).
I don't think you'll ever find a tool for exporting music from GB/GBC games.

The only proper way to do that is to
  • Reverse engineer the sound engine of the game
  • Figure out how the musical data is stored in the game (so far, all music engines I've ever encountered uses some sort of musical byte code)
  • Write a PC program that rips the musical byte code from the game into MIDI format
The main problem being that this only work for a single game, or in the best cases for a couple of games by the same company who happens to share the same musical bytecode.

This is precisely what the SongRipper part of GBAMusRiper does by the way. Unfrotunately it's for GBA, not GB or GBC, but the concept applies to all sound engines.

crafteej

Male
United States
Seen 2 Weeks Ago
Posted December 24th, 2016
59 posts
4.3 Years
Well crap. I have no experience with that sort of thing. I'd love it if someone with experience could make that kind of tool for me, but I doubt anyone would ever do that. :( Recreations of the songs I want can be found in some places on the internet, but they're all wrong in one way or another. And the only midi event I know how to use correctly is the program change event, so recreating the songs myself isn't really an option either. Dang it.

crafteej

Male
United States
Seen 2 Weeks Ago
Posted December 24th, 2016
59 posts
4.3 Years
How do you insert music in Firered without replacing any of the music? I assumed that I could just assemble a song in the empty song slots beyond the Teachy TV song. I've only gotten it to work in the slot #347(15B in hex), which is right after Teachy TV(#346, 15A in hex). I can assemble songs in slot 348 and beyond and they play just fine in sappy, but when I change the song in the header of advance map, the only song that will play in-game that's past teachy tv is the song I inserted right after it at song number 015B. Songs I inserted at 15C and beyond don't play in-game. I just get silence. Is thetre something I'm doing wrong?

Squeetz

ROM Hacker

Age 22
Male
Norway
Seen 2 Days Ago
Posted December 16th, 2018
238 posts
6.2 Years
How do you insert music in Firered without replacing any of the music?
You need to repoint the songtable at x4A32CC (It's 0xADC Bytes long), I believe there's a tutorial somewhere.

Then, when you've inserted music above the teachy TV slot, you simply write in the ID of the song you inserted in a-map (the slot above Teachy TV would then be 347, or x15B in hex), or you can edit a-map's ini (musik_en.txt)

If you just use the slots above the songtable without repointing, you're overwriting data which could lead to unwanted bugs.

Lance32497

LanceKoijer of Pokemon_Addicts

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Criscanto town-Ginoa Region xD
Seen August 13th, 2017
Posted January 1st, 2017
793 posts
5.1 Years
Hello, I have a problem inserting song in a rom.I have wavfile of it andconverted it into MIDI, it both plays in Music Player but when I try to import it on Sappy, it doesn't play any sound and makes the software crash.
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Road_to_Cerulean

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Problem 1:
When a song with Pitchbend changes (e.g No.297 Trainer Battle) is ripped from the ROM via Sappy, converted into .s file via mid2agb, and assembled into a ROM again, the Pitchbend does not change the same as it should do (e.g originally it varies from 0 and 756 and now it varies from 0 and 126, exactly 1/6 of the former), and this causes some tracks to sound weird.
Problem 2:
How can I expand the DirectSound Limit of 5 in Ruby and Emerald? I tried the same way as FireRed (it worked) but it does not seem to work.

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Squeetz

ROM Hacker

Age 22
Male
Norway
Seen 2 Days Ago
Posted December 16th, 2018
238 posts
6.2 Years
Problem 1:
When a song with Pitchbend changes (e.g No.297 Trainer Battle) is ripped from the ROM via Sappy, converted into .s file via mid2agb, and assembled into a ROM again, the Pitchbend does not change the same as it should do (e.g originally it varies from 0 and 756 and now it varies from 0 and 126, exactly 1/6 of the former), and this causes some tracks to sound weird.
Problem 2:
How can I expand the DirectSound Limit of 5 in Ruby and Emerald? I tried the same way as FireRed (it worked) but it does not seem to work.
1.
Sappy isn't that great at exporting to midi, try "Export Tracks" and then "Import tracks" to the ROM you want the song be added to.

2.
In Emerald, go to 0x2E0105 and change the C5 to CC for 12 directsound tracks.
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