Sound Effects issues

No problem.

I did not know that you targeted FE7.
I explained in FE8.

Since the footsteps of the FE7 are hard-coded on the program, there is no patch for changing the footsteps.
Since FE8 is implemented as a switch statement, changing is easy.
In FE7, the change is difficult because it is implemented by the if statement.

There was a project to reworked this for FE7J.
I do not know if we have reworked this for FE7U.

Is there a possibility to rework it now or no?

Also, I tested the FE8 Nergal animation and it basically stopped going forward in the animation when he started to spread out his arms, any possible reason why this happens?

The Nergal animation only works for the japanese version of FE8.

As for the Apocalypse SFX, you need to set the priority of the first and third pieces to 60006 and the second to 70007. After that, go into Sound Track editor and set the Priority to 14 and Reverb to 0 for all three. (the boxes are right above ‘Song import from another game’)

Much appreciated, do you know how to make the Nergal compatable to FE8U or no?

I know that there is a patch to FE7J, but I haven’t tested it yet.
It is a patch written a long time ago, not an EA.
We need to tune and install ASM yourself.
It takes so long, so I haven’t tested it yet.

That is impossible.
In FE8U, there is no routine and no image.
It remains in FE8J but has been completely erased from FE8U.
So We can not revive.
Please write the animation by yourself.

Ok, much appreciated

I maked the patch.

MovementSounds
Set footsteps (moving sounds) for each class
For FE6,FE7J,FE7U



@7743 ah much appreciated, you are remarkable

also, is the horse neigh SFE not in FE8 either? If it isn’t, isn’t it possible to take the SFE and Script of that command and put in FE8?

Since sound effects are managed by SongID, it is theoretically possible.

@7743 So in that case, is the FE8 script the same as the FE7 script or no? I set the track up in the same required settings as FE7, but would the script be the same?

@7743 another thing I encountered is that it became a loud beep sound instead of the neigh, is it due to script, instrument set, priority, reverb, or what

The music data specifications of the m4a engine are common to most GBA games.
(Some games have different specifications.)

In the case of GBAFE, even the order of sound effects is very similar.
In particular, FE7 and FE8 are very similar.
Specifically, look at “sound_*.txt” in the data folder of FEBuilderGBA.

So in that case, is the FE8 script the same as the FE7 script or no? I set the track up in the same required settings as FE7, but would the script be the same?

You seem to confuse SongID with the battle animation C85 Command.
These are completely different.

In the process of executing C85Command, the SongID described in the program is played back.

Therefore, there are two possible countermeasures.

  1. Import the correct data to the SongID to be played back.
    or
  2. Rewrite ASM and play another SongID.

The problem here that I have right now is that it has a loud boop sound instead of the neigh, and I do not have any clear idea how to fix it, unless the priority of the SFE is not 0, doesn’t have 0 reverb, and does not have low priority, but I do not know how to fix it, do you know how to fix this by any chance?

There is not enough information, so I can not answer.
There is no answer because it does not clarify which SongID or C85 Command you are talking about.

If you are using FEBuilderGBA, please save immediately and send report7z.

Song ID is 2D1 and C85 command is C45 horse neigh, is enough information or no?

On FE8, SongID 0x2D1 is empty.
Put the data you want to play in 0x2D1.

If you don’t care about the details, you can use “Song Import from another game”.
It will be available if you copy FE7’s SongID 0x2D1.
MENU->Tool->Song Import from another game

//If you care about the details, please use the free license data.