Jambo51
Glory To Arstotzka
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- Seen Jan 28, 2018
First things first, this only applies to legendary battles created through the use of setwildbattle followed by special 0x138.
A short health warning before you embark on this tutorial - You have to redefine all species you wish to put through this code, so Mewtwo, Zapdos and Moltres will default to a certain track if you don't put them on the definition list.
Ever wondered why Moltres, Zapdos and Mewtwo get their own battle music, while every other Pokémon has to have the "normal" battle music?
More importantly, have you ever wished you could control which Pokémon gets what piece of music played for it?
If so, then read on!
First up, some more ASM code to assemble:
Then, navigate to 0x7F9F4 and change the bytes to 01 1C 00 00 00 48 00 47 XX XX XX 08.
Where the XX's stand for the pointer to the new routine plus 1.
Finally, you need to add a new table to your ROM, and repoint the tableloc: .word 0x08FFFFFF to it. The table should be arranged as such:
SO, for example, I wanted Mew to have song 0x129 as its music and Ho-oh to have 0x124 as its music, it would look like:
The FEFE0000 at the end is necessary to limit the table length. On reading that number, the game will stop searching for new species to get music for.
The table can be as long or as short as you desire. Just ensure it's correctly aligned and has the FEFE0000 delimiter at the end.
A short health warning before you embark on this tutorial - You have to redefine all species you wish to put through this code, so Mewtwo, Zapdos and Moltres will default to a certain track if you don't put them on the definition list.
Ever wondered why Moltres, Zapdos and Mewtwo get their own battle music, while every other Pokémon has to have the "normal" battle music?
More importantly, have you ever wished you could control which Pokémon gets what piece of music played for it?
If so, then read on!
First up, some more ASM code to assemble:
Code:
.text
.align 2
.thumb
.thumb_func
.global battlemusichackleg
main: push {r2,r3}
ldr r0, tableloc
loopstart: ldrh r2, [r0, #0x0] // Loads the species ID from the current slot of the table
cmp r1, r2 // R1 contains the species you are about to battle
beq loadmusic // If R1 == R2, then go on to load the music ID
ldr r3, end // Loads the delimiter ID to check if the end of the table has been reached
cmp r2, r3 // Checks if the Loaded species ID is the same as the table delimiter
beq loadnormal // If it is, it loads a standard music slot instead (same slot as vanilla FR)
add r0, #0x4 // Increments the slot ID
b loopstart // Loops back round to the start
loadnormal: mov r1, #0xAA
lsl r1, r1, #0x1
add r1, #0x1 // R1 will contain 0x155 at this point
return: pop {r2,r3}
ldr r0, goback // Returns to normal execution
bx r0
loadmusic: ldrh r1, [r0, #0x2] // Loads the song ID provided in the table to R1
b return
.align
end: .word 0x0000FEFE
goback: .word 0x0807FA3F
tableloc: .word 0x08FFFFFF
Then, navigate to 0x7F9F4 and change the bytes to 01 1C 00 00 00 48 00 47 XX XX XX 08.
Where the XX's stand for the pointer to the new routine plus 1.
Finally, you need to add a new table to your ROM, and repoint the tableloc: .word 0x08FFFFFF to it. The table should be arranged as such:
Code:
[Species - Half-Word][Music to Play - Half-Word]
SO, for example, I wanted Mew to have song 0x129 as its music and Ho-oh to have 0x124 as its music, it would look like:
Code:
97 00 29 01 FA 00 24 01 FE FE 00 00
The FEFE0000 at the end is necessary to limit the table length. On reading that number, the game will stop searching for new species to get music for.
The table can be as long or as short as you desire. Just ensure it's correctly aligned and has the FEFE0000 delimiter at the end.