Use FEbuilderGBA to set how to add and change music.
FEBuilderGBA has the function to import midi directly.
To load midi, please click “Load music file” button.
FEBuilderGBA can import midi, s, wav (sound effect).
If it is a song, please use midi or s file.
When loading midi, if the NIMAP patch (NativeInstanceMap Patch) is not adapted, you will be asked if you want to patch.
We recommend applying patches.
midi and FE 8 because the order of musical instruments is totally different.
Therefore, you can not completely midi's songs by default.
It is the NIMAP patch that rearranged this instrument in order of midi instruments.
In midi, when using MOD with control code, there are times when the sound is wrong with GBA.
In that case, please try using Myoon correction.
In midi, there are cases where leading and trailing spaces are included.
It becomes an obstacle when using it as game music, you can erase it.
If you want to erase, please flag.
FEBuilderGBA automatically creates a loop at the end if there is no loop specification in midi.
If there is a loop designation, it follows it.
Loops can use “[” “]” or “loopStart” “loopEnd” as labels.
If sappy does not play correctly, it will not work in games.
The performance is higher for sappy.
sappy »» In-game sound engine.
If it sounds pretty with sappy, return to FEBuilderGBA and press the F5 key.
Please start the emulator with the F5 key and check whether it is correct in the game.
If there is a problem such as the volume being too large, you can correct it by clicking on “score” part.
[#yb4a544a]
If you want to export songs such as transplanting, please click the “Export music file” button.
In FEBuilderGBA, it can output with midi and s files.
If it is for porting it is recommended to output it as s file.
If it is for viewing purposes, midi is okay.
Double click on a song and you can listen to the song with sappy.
Please find the song you want to transplant.
When the song you want to transplant is decided,
please select the location (left) to transplant and the song (right) to transplant.
Songs are named only for BGMs registered in the sound room.
Other than that I can not name it.
(For sound effects etc. FEBuilderGBA is defined in config/data/sound*.txt. This is a procedure to make it easy to understand.)
Please start the game with F5 key and move to the sound room.
The title of the song is “opening” set earlier.
In GBA, you must set the type of player player that plays the song.
In FE, the allocation is as follows.
Types of songs | Priority |
Regular songs | 0x00000000 |
Field(Map) BGM | 0x00010001 |
Sound effect | 0x00060006 |
Sound effect | 0x00070007 |
As a common mistake, We set the field BGM, but We keep the priority at 0x00000000 and it does not work well.
In the case of the field BGM, the priority of the song must be 0x00010001.
If you forget this, it will not work properly.
For GBA, it is possible to chord up to 16 tracks and 12 tracks.
However, in FE, restrictions are set.
In order to play the music of the track exceeding the limit, 16_tracks_12_sounds_patch needs to be applied.
This patch can be adapted from the menu “Tools” → “Patch”.
In order to play the music of the track exceeding the limit, 16_tracks_12_sounds_patch needs to be applied.
However, because I often forget, FEBuilderGBA will automatically suggest patch adaptation when there is track music that exceeds the limit.
Once suggested, we recommend adapting the patch.
It ends the description above.
There are sites distributing midi that can be used for free games, so let's use it.