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’Cause all games were better on the GBC

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#1 2014-03-31 15:00:23

Danny-E 33
Administrator
Registered: 2012-06-09
Post 762/1,119

RB Songs and Sound Effects

Here is a list of all sound effect IDs along with a brief description:

BANK 2 and 1F
$01-$13 noise instruments
$14-$39 base cries
$3a get item (short diddly) (learned new move)
$3b get item (long diddly) (found hidden item)
$3c pokeball rocking side to side during catching a mon
$3d used a potion on a mon
$3e heal status ailment (use antidote etc.), or restore pp, or use evo stone, or start fishing
$3f open start menu
$40 press A/B on menu item
$41 oak pokedex rating
$42 get starter mon/key item
$43 poisned sound effect
$44 pokeball going into trade machine
$45 turn on pc
$46 turn off pc
$47 enter someone's/your/oak's/league's pc
$48 shrinking sprites at the end of oak intro
$49 bill's teleporter machine (also flipping the switch in the Game Corner/Vermilion Gym)
$4a set pokemon on healing machine (also use itemfinder)
$4b teleport first half
$4c teleport second half
$4d teleport boops that speed up as you spin before actually teleporting
$4e ledge hopping
$4f flying first half
$50 flying second half
$51 oak pokedex rating (worst possible rating) (also being denied passage in Victory Road) (also trash can puzzle fail in Vermilion Gym) (also when a mon can't learn a TM/HM)
$52 pushed by arrow tiles (like in rocket hideout/Viridian Gym)
$53 strength, used in the ow when pushing a boulder and from the vending machine
$54 SS Anne's horn
$55 withdraw/deposit item
$56 cut tree
$57 walk into building door (also flip a switch in Pokemon Mansion)
$58 pokeball tinking on the ground after being traded (also "1, 2 and... Poof!" when learning a new move)
$59 ??????????
$5a purchase item (also use itemfinder)
$5b walk into a collision tile
$5c walk outside from a building door
$5d save game

BANK 2 ONLY
$5e pokeflute
$5f Safari Zone PA

BANK 1F ONLY
$5e nidorino intro, lunge
$5f nidorino intro, hip
$60 nidorino intro, hop
$61 nidorino intro, raise
$62 nidorino intro, slash/title screen crash
$63 title screen version whoosh
$64 game corner slot machine, stop a wheel
$65 game corner slot machine, reward ping
$66 game corner slot machine, start new spin
$67 game freak intro shooting star

BANK 8
$01-$13 noise instruments
$14-$39 base cries
$3a get item (short diddly) (learned new move)
$3b get item (long diddly) (found hidden item)
$3c pokeball rocking side to side during catching a mon
$3d used a potion on a mon
$3e heal status ailment (use antidote etc.)
$3f open start menu
$40 press A/B on menu item
$41-$77 attacks

As you can see, the sound effects are located in 3 different banks, and each music bank includes a copy of the noise instruments, base cries, and the basic sounds for menus, using items, etc.
Bank 8 is only used for battle music so it is missing all the other sound effects for the overworld and instead has the sound effect data for all the attacks.

Bank 2 (used for the most part for town and route music) and bank $1f (used for the most part for dungeon music and misc music (title screen, credits, etc.)) have mostly the same sound effects, except bank 2 has the overworld Pokeflute song, since the overworld Pokeflute is only played on routes, and the Safari Zone PA since that is only played in the Safari Zone, while bank $1f includes the Nidorino intro, title screen, and slot machine sound effects.

Sound effect $59 from banks 2 and $1f is the only one that I can't find where it is used in the game and when I listened to it, it was just an un-unique beep.

The numbering for the IDs used here is just sequential, but the game does not use these IDs to reference the sound effects. Instead, the game points to the sound effects' headers (here, here, and here) by taking the last three digits of the address of the header and dividing it by three.
So sound effect $3f is pointed to by the game with the 'ID' of $8f ($1ad / 3).

The list of songs is much more well known and a list of the songs that are in each bank can be found here.

Last edited by Danny-E 33 (2014-04-07 15:27:15)

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#2 2014-03-31 18:43:23

YORAMRW
Member
From: The Netherlands
Registered: 2013-03-29
Post 1,057/1,199
Website

Re: RB Songs and Sound Effects

So technically we can use every sound effect as an instrument in a song?

Last edited by YORAMRW (2014-03-31 18:43:38)


Hacks Gameboy 8-bit music in Pokémon Gen I & II, composes 8-bit music in FamiTracker

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#4 2014-04-07 16:18:49

comet
Member
Registered: 2012-04-09
Post 422/679

Re: RB Songs and Sound Effects

Why not? Where are they defined?

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#5 2014-04-07 20:55:50

Danny-E 33
Administrator
Registered: 2012-06-09
Post 767/1,119

Re: RB Songs and Sound Effects

The only channel that is capable of using a sound effect is the noise channel. Not all sound effects are in the noise channel format.
Also, noise channel instruments use sound effects with only one channel. But many sound effects have more than one channel.
So, no. You cannot use every sound effect as an instrument in a song.

EDIT: Well it turns out I was wrong.
Pointing to a sound effect header causes all the channels in that header to begin playing normally.

Almost all of the sound effects do work completely normally when you use a sound effect id as a noise instrument number.

I believe the only sound effects that won't work as a noise instrument are SFX_02_3a, SFX_02_3b, SFX_02_41, SFX_02_42, SFX_08_3a, SFX_08_3b, SFX_08_46, SFX_08_75, SFX_1f_3a, SFX_1f_3b, SFX_1f_41, SFX_1f_42.
That is because these sound effects start with the "executemusic" command, which tells the music engine to stop treating the sound effect as a sound effect, and begin treating it as a song instead. This command seems to not work correctly when the sound effect was initialized as a noise instrument.

Another interesting note is that if you try to pass a song id as a noise instrument, the current song stops, and that song begins playing normally.

Last edited by Danny-E 33 (2014-04-07 23:57:34)

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