en:guide:febuildergba:music_en

Use FEbuilderGBA to set how to add and change music.
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Import midi.

FEBuilderGBA has the function to import midi directly.

StepA1

Please click “Song Table”.

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StepA2

BGM ID 0x01 Please choose The Valiant.
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StepA3

Please click “Jump to the Song header”.
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StepA4

Music score was displayed.

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StepA5

To load midi, please click “Load music file” button.
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FEBuilderGBA can import midi, s, wav (sound effect).
If it is a song, please use midi or s file.

StepA6

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.
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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.

StepA7

We adapted NIMAP.
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StepA8

We came to the screen to import midi.

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StepA9

First of all, please select NIMAP (NativeInstanceMap) you just added in the instrument set.

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StepA10

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.


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StepA11

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.
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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.

StepA12

After making the settings, please press the “select” button.
Midi's import will start.
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StepA13

midi has been imported.

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StepA14

First of all, let's play the Sappy.

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StepA15

Have you imported correctly?
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If sappy does not play correctly, it will not work in games.
The performance is higher for sappy.
sappy »» In-game sound engine.

StepA16

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.

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StepA17

If there is a problem such as the volume being too large, you can correct it by clicking on “score” part.

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StepA18

You can correct instruments, volume, pan, tempo in batch.
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StepA19

If you correct by track, please click on the track you want to modify.

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StepA20

You can modify the instruments, volume, pan of the selected track.
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Export songs.

[#yb4a544a]

StepB1

If you want to export songs such as transplanting, please click the “Export music file” button.
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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.

StepB2

If it is an s file, it will be output as a text file.
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Port songs from another game.

StepC1

To port songs from another GBA game, click the “Song Import from another game” button.

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StepC2

Song Import from another game screen was displayed.

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StepC3

Please press the “Open another ROM” button and open the gba rom you want to port.

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StepC4

Songs of the other's ROM were loaded.
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StepC5

Double click on a song and you can listen to the song with sappy.
Please find the song you want to transplant.
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StepC6

When the song you want to transplant is decided,
please select the location (left) to transplant and the song (right) to transplant.

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StepC7

Finally, click on the “Port selected songs” button.
Processing starts with this.
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StepC8

Processing is completed.
Let's start the emulator by pressing the F5 key and listen to the song.

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StepC9

In the image it is hard to understand, but the transplanted song is ringing.
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Change the song title.

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.)

StepD1

To change the song title, click “Sound Room” button from “Sound Table”.
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StepD2

Please click the item of the song name in the sound room.
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StepD3

Since it will be a text screen, please enter the name you like.
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StepD4

Let's do it as “opening” for the time being.
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StepD5

Press the “Write” button to write the text.
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StepD6

Please start the game with F5 key and move to the sound room.
The title of the song is “opening” set earlier.

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Priority of song (player type)

In GBA, you must set the type of player player that plays the song.
In FE, the allocation is as follows.
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Types of songsPriority
Regular songs0x00000000
Field(Map) BGM0x00010001
Sound effect0x00060006
Sound effect0x00070007


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.

Many Track BGM

i.imgur.com_z0oycnj.jpg
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.

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End

It ends the description above.
There are sites distributing midi that can be used for free games, so let's use it.

en/guide/febuildergba/music_en.txt · 最終更新: 2018/09/23 19:07 by 211.14.62.193