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Originally Posted by ShadowSorcererX
~above post excluded to prevent stretching the post more than it needs to be~
Ok so good news. (kinda) You see, the theme I'm trying to import to my game was originally for the fire emblem gameboy. So instead of trying to get the theme through melee, why not the game boy variant? And that's what I did! A site (down below) provided me midis to every song in the game, and I found the one that I needed. So I downloaded the song, put it into mid2agb, but this time it said a different message. It worked yes, but it exported tracks, or something akin. How I know this, is because when I imported the new .s file into sappy, I got the song! But, not everything is well. I recorded what happens when it plays in game through media means (video below) and as one can see, it's really... Pitchy... I think everything else about it is satisfactory, but the pitch isn't too pleasant. It also doesn't loop, but I can fix myself after the pitch is changed. So my last question should be, how can I stop this pitchiness? The song plays quite like it's gba counterpart, the only problem being is too high of a pitch. Also, thank you thus far for your guidance. (note; when I spam left then right, the pitch goes away until I stop, just wanted to note that)
Site: http://www.khinsider.com/midi/gba/fire-emblem
Pitch problem: https://www.youtube.com/watch?v=t8OOiYnx6_k
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Yeah, I can imagine that changing the songs that much could be a problem. There is a tool that converts .wav files into .mid files, it's (unoriginally) called wav2gba.
I use that website sometimes too, when I can't rip the music myself. I'm not sure all their stuff is top notch though, as they're slightly different from the originals sometimes, and there are different versions. They ARE useful though, ngl. You can use SappyMod1.7, SapTapper, and gba_mus_riper to rip songs in .mid files as long as the game is a .gba and it used the M4A soundfont(what Sappy uses).
Aside from that, you should understand voicegroups. Voicegroups are a set of instruments that the song can play, and they're found at certain offsets in the ROM. In order to find where voiceboxes are, I'm going to try to give a small tutorial on how to find them in a ROM. First, MAKE TWO OR MORE BACKUPS. Some of these steps will be incredibly hard to reverse, so don't even try. Then open up Sappy(I use Mod1.7 because it's the newest and best imo).
From there you'll need to have a .s file of the song you're going to try to insert. Assuming it's valid, it's going to be the one we're working with.
For a start, let's try replacing the song you want to replace first. I saw yours was 457. Sounded pitchy or odd, right? That's because the instruments in the voice box aren't the same as the instruments that are used by your song.
From here it becomes a game of patience. Keep replacing songs in the ROM with your own song until it sounds about right.
In a hypothetical situation, let's say.... song #461 sounded decent when you put your song there. While on #461, hit Assemble Song. One of the boxes you must fill out will say Voicegroup Offset and then some random number in hex. Copy that number and save it somewhere.
Open one of your backups in Sappy. Go to the song you ACTUALLY want to replace. When you've hit the Assemble Song button and have chosen the .s file you want, look at that Voicegroup Offset thing again. I bet that it has a different number. Replace that number with the one you've saved and assemble the song to a new base offset(remember that Sappy doesn't look for free space!). It should sound exactly like it did when you inserted the song before on song #461.
With enough time and patience, this is the way I how to find and test voicegroups. Good luck!