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Tool: GBA Music Editor (GME)

Thanks alot and yea it is crappy xD

Basicly what it does is I convert .mp3 to .midi and it sounds exact same it's wonderful and all great but Mid2Agb only accepts not .Midi but .Mid files which is non sense cuz it's exact the same and that .mid sounds crap then it corrupts my whole music in rom and have to get a new one each time. Yea I wont convert it but how do I get midis of the songs I got? [wait lemme check Google because that's my only friend I've got] Yea.... there is no midi for the song but there is 8 bit remake on youtube which sounds like it can be played flawless in game but I forgot to mention... whenever I convert to .mid and sometimes .midi it converts into piano playing sound when it's not even a piano xD

magic crappy converter ^.^

So yea can't wait for your tutoral :)

It still sounds to me that you don't understand how to:
Insert the music into the ROM
Use voicegroups

There's no reason a song should corrupt every other song in the game (or anything in the game) unless you did something wrong with insertion

And I'll be soon to write it as soon as I can




BTW everyone, release soon I think. It'll only be for playback though
 
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You make no mention of whether this program is going to be source or cross-platform, and to me it looks like a simple Sappy clone.

A few questions:
  1. When are you going to put this on GitHub?
  2. I presume it is written in C++. Why are you using a C library for your GUI?
  3. When are you going to start making this program work on Linux, or OS X?
 
You make no mention of whether this program is going to be source or cross-platform, and to me it looks like a simple Sappy clone.

A few questions:
  1. When are you going to put this on GitHub?
  2. I presume it is written in C++. Why are you using a C library for your GUI?
  3. When are you going to start making this program work on Linux, or OS X?

Well it simply is a Sappy clone right now. Except it's still being developed

I'm going to put this on GitHub when I decide to
Because it's cross-platform
It should already work on them
 
Well it simply is a Sappy clone right now. Except it's still being developed
Do you not have a planned feature list, or idea of a finalized product? So you're just implementing features as they come to you, then?

I'm going to put this on GitHub when I decide to
kk

Because it's cross-platform
That doesn't answer my question, let me rephrase. Why is it that you are using a graphical library that's written in a language different from what your program uses? C is not forwards- or backwards-compatible with C++ anymore. They're two distinct languages and have been for 16 years.

It should already work on them
Have you tested that claim?
 
Do you not have a planned feature list, or idea of a finalized product? So you're just implementing features as they come to you, then?


kk


That doesn't answer my question, let me rephrase. Why is it that you are using a graphical library that's written in a language different from what your program uses? C is not forwards- or backwards-compatible with C++ anymore. They're two distinct languages and have been for 16 years.


Have you tested that claim?

I've already listed what needs to be done before it's a valid playback program and then I'll get to editing
I've also opened this thread so the community can suggest features

I haven't tested it (because I only Windows [W0W SUC4 NUB - I know]) but I'm going to let some people do that
 
Just curious about this, but why the black background and colourized fonts? Are you trying to mimic Sappy? :P
 
Just curious about this, but why the black background and colourized fonts? Are you trying to mimic Sappy? :P

Very much so -- yes
 
I will be slowing development because I no longer have headphones
 
I will be slowing development because I no longer have headphones

RT That's a pity. Still, to find a set of headphones suitable for working with GBA audio shouldn't be too difficult. It's not like you're doing loads of EQing to make sure you don't have muddy mixdowns.

Actually, I wonder what the GBA would be like if it played audio files instead of playing them real time..you could do a heck of a lot more with game audio..heck I could actually have iZotope on my tracks to get consistent volume levels and good stereo imaging. Meh meh meh, audio files would make changing game sounds much less flexible. Hell, mp3s let alone wavs take up WAAAAAY too much space on a ROM.
 
RT That's a pity. Still, to find a set of headphones suitable for working with GBA audio shouldn't be too difficult. It's not like you're doing loads of EQing to make sure you don't have muddy mixdowns.

Actually, I wonder what the GBA would be like if it played audio files instead of playing them real time..you could do a heck of a lot more with game audio..heck I could actually have iZotope on my tracks to get consistent volume levels and good stereo imaging. Meh meh meh, audio files would make changing game sounds much less flexible. Hell, mp3s let alone wavs take up WAAAAAY too much space on a ROM.

It's not about finding headphones, it's about buying

And the M4A engine already sorta uses files.. it's not really a file system but it's kinda a mix:
Uncompressed samples are like .wav files with a shorter header. The data is just (.WAVDATA XOR 0x80)

So it technically is playing .wav files in real time, but not really. That's a really derpy answer but you get it
 
It's not about finding headphones, it's about buying

And the M4A engine already sorta uses files.. it's not really a file system but it's kinda a mix:
Uncompressed samples are like .wav files with a shorter header. The data is just (.WAVDATA XOR 0x80)

So it technically is playing .wav files in real time, but not really. That's a really derpy answer but you get it

Je compris, sort of (v' -')v
Just know that with every second that passes, another ROM falls prey to Sappy.
 
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Je compris, sort of (v' -')v
Just know that with every second that passes, another ROM falls prey to Sappy.

Sappy isn't even hard to use.. there are just billions of troll videos online that teach people how to destroy their ROMs using Sappy. And everyone else doesn't know how to use it because of the lack of a decent guide
 
Sappy isn't even hard to use.. there are just billions of troll videos online that teach people how to destroy their ROMs using Sappy. And everyone else doesn't know how to use it because of the lack of a decent guide

Maybe somebody experienced in hacking should make a completely up-to-date, all-inclusive Pokémon music hacking guide.
But who could possibly do such a thing
( ͡° ͜ʖ ͡°) ( ͡° ͜ʖ ͡°) ( ͡° ͜ʖ ͡°) ( ͡° ͜ʖ ͡°) ( ͡° ͜ʖ ͡°)
 
Maybe somebody experienced in hacking should make a completely up-to-date, all-inclusive Pokémon music hacking guide.
But who could possibly do such a thing
( ͡° ͜ʖ ͡°) ( ͡° ͜ʖ ͡°) ( ͡° ͜ʖ ͡°) ( ͡° ͜ʖ ͡°) ( ͡° ͜ʖ ͡°)

When I was a noob I made a sappy tutorial. Then I made videos. Do not attempt to use them.

The thing is, nobody is going to write a decent tutorial for sappy, not even myself. It's just a thing of laziness or of ignorance (or both in my example)

When GME eventually comes out, I'll have a huge guide on my site. And it won't be nooby, because like, it's my tool. I know how it works and how to use it, and not even that, I know how the music works in the games. So it's going to hopefully end this era of "music hacking is impossible music hacking sucks sappy killed my rom **** **** *** * * ***** ** ** ** **"
 
The beginnings of importing samples:
[PokeCommunity.com] GBA Music Editor (GME)


Don't worry, it'll be a lot more user-friendly than Sappy's
 
And adding onto that previous post, I've successfully implemented .wav file importing. Now I just need to make the GUI pretty and stuff.
 
And finally, here we go:
[PokeCommunity.com] GBA Music Editor (GME)

Spoiler:


This is a great way to end my day. BTW this was .s file importing; I've got it assembling those as well as standard .wav
 
Will we finally get a real gba music tracker (ft2, renoise)?
 
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