Change all the notes to their respective notes in FE7’s drum instrument. Most of them look like snares so you could change to to D3’s and the Cs are obviously cymbals so you could change those to C#4’s. (this is probably the easiest way)
Make a custom drum instrument with all the right samples corresponding to the existing notes
You could certainly do that too, although I worry about how the quality would sound in a GBA game. Give it a bash and make sure you install the sound improvement hack too
I was using the ELF method with Blazer’s Ultimate Tutorial, but then it requires his instrument patch which was a pain to find. I then learn that it breaks your ROM if it’s expanded, so that method can’t be done for me unless there’s some way to use the native instrument map in FE7.
Then, I looked into Sappy, but as I open it, I get an error message.
I’m very well aware of the search bar. I went to the site before, and the videos, photos, and most importantly, dropbox links didn’t seem to exist anymore. I assumed that that page was too outdated.
It looked very promising as a tutorial, but it’s worthless to me without the dropbox links. I’ll probably be fine once they’re fixed with that tutorial.
you don’t need his tutorial, all the necessary links have been provided, including a working version of Sappy. sappy is pretty self explanatory and the rest is already documented on FEU. the PokeCommunity link was provided as extra reading.
in future please also alert someone if a link is broken
I had my doubts from the bizarre installation and all of the broken links, but I’ve changed my mind. This should be the way to insert music!
I successfully inserted a one-track song, but it has some problems, and I have some questions.
The instrumentation seems to be wrong. If I want it to play as a piano, how can I accomplish this? I’m not currently using Blazer’s patch as I have an expanded ROM.
This song is one track, but it contains chords played by that one track. Only one note is played in the ROM, yet I can clearly hear all of the notes in Sappy.
What is the limit to the amount of tracks playing at once for FE7? I’ve read 16, 10, and 7 in different places.
What constitutes as a track? If I have 4 different notes being played by one instrument all at once, is that 4 tracks or 1 track?
Sorry to bombard you with all of this, but this specifically is new to me and somewhat confusing. I’d like to get this skill under my belt.
see my tutorial on voices (Basic Voice Table Editing in Sappy) if you want a piano that sounds really good then you may have to import one from another game
this is either a problem with the default max voices or a problem with your song priority, which can be changed in the Music Editor and I THINK when you are inserting a song. In the nightmare module make sure that song is set to either BGM or Map depending on what it is you need.
16 tracks, but only 12 sounds. leading to the next question…
4 notes on one track = 4 sounds. 1 note on 4 tracks each = 4 sounds. limit it 16 tracks but 12 sounds, meaning if each track has 1 sound then the last 4 will get cut out. it used to be 8 tracks with 7 sounds but we have since made a better hack
Thanks for the patch. That should help.
That voice editing is a doozy. I’ll have to try that more later.
Changing the priority in Nightmare didn’t seem to do anything. I can clearly see and hear four different notes being played in Sappy, but only one (the top one, I think) can be heard throughout the entire song in the ROM.
That’s because it’s a square wave, which is a waveform generated by GBA hardware. These can never play more than one note at once in the actual game, although since Sappy is an emulator it will play it back perfectly.