Ari3s
Hack Enthusiast
- 2
- Posts
- 10
- Years
- Seen Oct 26, 2016
Okay, so this isn't really a question about Pokemon ROM hacking, but rather just a question about the Gameboy Advance itself, so my apologies if I'm posting this in the wrong forum.
So, I've already tried using a variety of search engines to try to get an answer to this, but I've either come up short or just didn't get the answer I was looking for. As the subject title might entail, I'mcurious what the music capabilities & Limitations of the GBA are. I'm asking this because of past-experience with hacking on other Nintendo platforms, and they've had their share of interesting limitations, and I use "interesting" pretty lightly. From what I understand, the original Gameboy has a limit of five tracks. The NES is the same, but with the difference that the fifth track is used for PCM samples, which isn't present on a Gameboy due to hardware limitations. The SNES ups the anti a little bit, offering 7 or 8 16 bit tracks to work with. I learned this when I fiddled with EBMused, the hacking tool specific to hacking EarthBound music. (By the way, don't even get me started on how difficult and tedious THAT is.)
So, this is where my question comes in; does the GBA follow the same rule of being limited to a set amount of tracks that can be used for music? Sometimes I kind of feel this is the case with the Pokemon GBA games, but then I hear the music from Mother 3 and can't help but wonder otherwise.
As a music producer/game dev who's considered making a homebrew GBA game, or a ROM hack with custom music, I've been dying to know the answer to this.
Oh, and for the record, I have used/worked with Sappy in the past, though not much in regard to loading up custom music just due to frustrations with not being able to figure out how to set the right tracks to the proper instrument, and that's just something I'd probably rather get into in some other subject.
Big thanks to anyone who can possibly help answer this dragged out question of mine. ^^
So, I've already tried using a variety of search engines to try to get an answer to this, but I've either come up short or just didn't get the answer I was looking for. As the subject title might entail, I'mcurious what the music capabilities & Limitations of the GBA are. I'm asking this because of past-experience with hacking on other Nintendo platforms, and they've had their share of interesting limitations, and I use "interesting" pretty lightly. From what I understand, the original Gameboy has a limit of five tracks. The NES is the same, but with the difference that the fifth track is used for PCM samples, which isn't present on a Gameboy due to hardware limitations. The SNES ups the anti a little bit, offering 7 or 8 16 bit tracks to work with. I learned this when I fiddled with EBMused, the hacking tool specific to hacking EarthBound music. (By the way, don't even get me started on how difficult and tedious THAT is.)
So, this is where my question comes in; does the GBA follow the same rule of being limited to a set amount of tracks that can be used for music? Sometimes I kind of feel this is the case with the Pokemon GBA games, but then I hear the music from Mother 3 and can't help but wonder otherwise.
As a music producer/game dev who's considered making a homebrew GBA game, or a ROM hack with custom music, I've been dying to know the answer to this.
Oh, and for the record, I have used/worked with Sappy in the past, though not much in regard to loading up custom music just due to frustrations with not being able to figure out how to set the right tracks to the proper instrument, and that's just something I'd probably rather get into in some other subject.
Big thanks to anyone who can possibly help answer this dragged out question of mine. ^^