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I've been looking for a tutorial or explanation on how to change the music of Rocket Executive battle to the traditional TR battle theme, but after scouring the internet for days I have come up dry. I have basic hex editing knowledge and made my own basic events in this hack, but the music thing really bugs me. Could anyone help me out?
Honestly, as a beginner hacker I really don't understand what that means. I'd found it before but had no luck at figuring out how to use it.
That's a symbolic presentation of the code the processor executes when it loads the battle music for every in-game trainer.
In other words, we're talking about "z80 assembly" language here.
It might be difficult to move on into using it just like that but if you're familiar with any type of programming language, you should be able to tap into it step by step. If not, learn to do basic things first, then scripting and finally assembly.
What you would like to do would be replacing stuff in this part of the routine:
cp $1F jr z,+$4C ; if fighting male Rocket grunt, we’re done cp $42 jr z,+$48 ; if fighting female Rocket grunt, we’re done
call $subroutine jr z,+$4B ; if fighting male rocket grunt, female rocket grunt, rocket executive (m) or rocket executive (f), we're done nop nop nop $subroutine cp $1F ret z cp $42 ret z cp $33 ("Male executive") ret z cp $37 ("Female executive") ret
Well, I kinda told you how to do it already. Find yourself an assembly editor - Jigglypuff's GBC ASM editor OR bgb (which is way better in several functions but I just don't like it when it comes to straight rom editing) - and do the job ;)
Last edited by Miksy91 (2013-03-30 07:30:21)
Wow thanks! That cleared things up a ton for me!
Its been a long while and I work on my hack from time to time, but I've put off fixing this for a while and attempted to do it a few days ago. What I was entering seemed right, but after I assemble successfully the game won't actually start, it just goes to a white screen. I'm using Gameboy Assembler Plus and this is what I'm doing:
cp a,1F jr z,Label445EB cp a,42 jr z,Label445EB
call Label..... jr z,Label445EB nop nop nop #org ..... Label.....: cp a,1F ret z cp a,42 ret z cp a,33 ret z cp a,37 ret
The ..... is just the location of some free space within the bank (I forget where I put it, but I used test files and just deleted them when they didn't work).
Could someone help me figure out what I'm doing wrong?
Last edited by abhmul (2014-03-17 23:11:35)
I'd say the offsets/labels aren't real rom addresses, or they point to different rom addresses than you realize.
I had always had trouble with that tool as well and thus I write pretty much everything with Gameboy ASM Editor.
Thank you so much Milksy! I finally got it to work by using Gameboy ASM Editor. Seems like something was up with Gameboy Assembler Plus.
I figured out what went wrong with the jigglypuff editor when I was trying this.
Apparently, the search engine works only at the very start.
To find this offset with team rocket
Then, you see the menu, you must type EXACTLY this, sans quotes:
This will take you to the correct offset to the correct code. The github offset doesn't lead to this area surprisingly.
The ASM offset is 0B:6EBE
It should be noted that it won't look exactly like it is. There is a bit of observation necessary such as the jr z, ???? instruction, or jrz,Label445EB.
Then I did the replacement.
Then I find an empty space (full of NoOps) within the 0B offset, with the Label as the offset itself, and then replaced the NoOp instructions with
The "cp a,14" enabled the music for the scientist to also have the team rocket theme. After such a long time, I finally managed to fix this glaring oversight of battle music for the male and female executive, as well as the scientist.
Not the hardest hack, but probably the most... Sinister
http://www.mediafire.com/download/q3o60 … +Kaizo.ips