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Fire Emblem Ultimate Tutorial.doc
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Part 8: Finale- Assembling Your Song & Profit

This differs for each game.

Use the Music List for each game (comes with Nightmare Modules) to find out which song you want to be replace. You can also replace a “blank” song.

Now, take the hex of that song and note it down. I am going to replace song 0x7A in Fire Emblem 7, which is a “Nothing” song. But it’s OK. :D

For FE7 at least, there is an easy way of doing this: there is a Nightmare Module called the Music Array Editor which you can open up in… Nightmare. Choose the song you want to replace and repoint the offset of the current song to the offset of your new song—but make sure to add 0x08000000 to the offset or it won’t work. E.g. I would type “0x091EC900”, not “0x011EC900”. Then hit enter and save and go ahead and play the song in the game (an easy way to do this is to make the song play as the map music by editing the music in the Chapter Data Editor).

If you don’t have this module, you’ll have to use this outdated way of doing it. Do check to see if you have the latest Nightmare Modules in general, but otherwise… well, sorry I guess. Xp

*Outdated Method*

Now you need to find out where in the pointer table that song is. You can optionally use Sappy 2005 to load up your game, find the song, and then look at Sappy to find the offset of it.

“Table” is where the pointer to the header is. That offset there, circled in red, is what we want.

“Header” (blue) is the offset of the song header. We just made that—it includes pointers to all the tracks, tells the game how many tracks, and where the instrument map is.

“Voices” (green) is the offset of the instrument map. My patch makes a universal version and the offset of it is 0x11AE42C. That’s also in the song header, and we’ve already repointed that too. Just a little bit more!

Go to the “Table” offset with Sappy. If you don’t have Sappy, follow the directions below

1. For FE7, go to 0x69D6E0. For FE6, go to 0x3994D8. For FE8, go to 0x224470. For any other game, you’ll need to use Sappy to find out where the Song Table is.

2. Take your song # (mine is 0x7A—yours is whatever you got from the Nightmare Module’s Music List) and multiply it by 8. Use Microsoft Calculator or something (make it Scientific and then select hex—it can multiply hex, that’s right). You could probably find some calculator online too. Then take that number and add it to the song table offset. So for me, 0x7A times 8 = 0x3D0. 0x3D0 + 0x69D6E0 = 0x69DAB0. That is the offset of my song.

Alternatively, for Fire Emblem 7, I made a Music Array Editor which can help you edit any of the songs up to a certain point, but it’s limited due to an incomplete music list and it’s only for FE7.

What’s highlighted is my song’s info. The final bit. The pointer is a pointer to the song’s header. Mine is at 0x11EC900. Good luck if you didn’t write it down like a good person.

0x11EC900 = 00 C9 1E 09, so I type that in. The next 4 bytes, which are currently just 00000000, have to do with priority.

00 = Top Priority, 01 = Map Song Priority, and I had others noted down but pretty much the higher the # gets the lower priority it has. Sound effects have a high priority of 6-8 generally, while backgrounds music generally has 0-1, misc. music has 2-3, and yeah… You should be able to figure things out. Most of the time you’ll just need to use 00 or 01 anyway.

01 00 01 00 is necessary for map songs to work correctly, or else when a unit goes into battle the map music will stop playing. Just letting you guys know about that.

My final result is:

As usual, red is the edited stuff. I save, and then I test. You can test using Sappy v1.6 or just go straight into Visual Boy Advance. Obviously you need to make your song play in game, which means you have to somehow load it, whatever that way is. If you’re replacing something like the title theme, then that’s really easy to test, because you just load up the game and bam. If you’re replacing a song that currently wasn’t used, it’s up to you to test that song out.

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