#163137 - Kyoufu Kawa - Tue Sep 23, 2008 7:28 pm
Now before I start, I'd like to say that this project may be considered illegal here. If so, just say the word and I won't speak of it again. This is also why this post does not include any links to the work so far.
Backstory
I started the OpenPok? project in a pirated copy of the NoA development kit. Soon enough me and Cearn ported it to Devkit, leaving only two things (a few defines and an OAM structure that'd be a total pain to replace) and the sound engine commonly but incorrectly referred to as Sappy.
Now, I'd really like to replace this engine with something more legal, but nothing quite worked out right. To properly imitate a Pok?mon Advance game engine's sound, you'd need something really close to Sappy. You might have noticed if you know a thing or two about Sappy that I tried to steer Ruben into similar directions. I'm such a cad.
EmmA
Knowing much about the music and instrument format (conveniently ignoring how exactly), I decided a Sappy rewrite might be a nice idea. I have a very basic music data interpreter down, but there are a couple of things missing:
* it requires the usage of a BIOS -- Sappy uses its own in-rom revisions of the same routines.
* being bad at math as well as music theory, I can't get the timing to work out.
* it can only play one song at a time -- Sappy can run four songs, each with up to sixteen tracks, with a priority system distributing it among twelve mixer channels, not counting GBC instruments.
If this falls in an appropriately light-greyish area, any assistance on any of these problems would be highly appreciated.
Backstory
I started the OpenPok? project in a pirated copy of the NoA development kit. Soon enough me and Cearn ported it to Devkit, leaving only two things (a few defines and an OAM structure that'd be a total pain to replace) and the sound engine commonly but incorrectly referred to as Sappy.
Now, I'd really like to replace this engine with something more legal, but nothing quite worked out right. To properly imitate a Pok?mon Advance game engine's sound, you'd need something really close to Sappy. You might have noticed if you know a thing or two about Sappy that I tried to steer Ruben into similar directions. I'm such a cad.
EmmA
Knowing much about the music and instrument format (conveniently ignoring how exactly), I decided a Sappy rewrite might be a nice idea. I have a very basic music data interpreter down, but there are a couple of things missing:
* it requires the usage of a BIOS -- Sappy uses its own in-rom revisions of the same routines.
* being bad at math as well as music theory, I can't get the timing to work out.
* it can only play one song at a time -- Sappy can run four songs, each with up to sixteen tracks, with a priority system distributing it among twelve mixer channels, not counting GBC instruments.
If this falls in an appropriately light-greyish area, any assistance on any of these problems would be highly appreciated.