PM development, programming, hacking and all that fun stuff.
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Of course, but it seems that no one knows how to get these files, I would love to get they, and then share all the music on youtube and here.Toolshrink wrote:If you have any luck, is it possible for you to share the files on the site? Thanks!
Without access to the source code it would be difficult by just looking at the binary data...FerozElMejor wrote:Of course, but it seems that no one knows how to get these files, I would love to get they, and then share all the music on youtube and here.Toolshrink wrote:If you have any luck, is it possible for you to share the files on the site? Thanks!
One way is to run the games via emulator and record all the accesses to the sound registers and timers. That'd produce kind of sound file... You would need to modify the PokeMini for that.
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Honestly it probably wouldn't be terrible to reverse engineer. There's only one way to write sound (movs/lds to the appropriate registers right?? https://www.pokemon-mini.net/documentation/audio/), so search for those ops in the debugger and put breaks on them, then step back to figure out where the data's coming from and how it's finding the start and end of that data. Hopefully an array of offsets somewhere, but if not you'd just need to go to each BGM until you find the pattern.
I would imagine that all of Nintendo's games use the same code for audio, given that they had some kind of development library; the (small amount of) work I've done reversing Pokémon Tetris from a disassembly has led to some insight on how audio is loaded, but as for extracting it I just read the values out from an emulator into my own ROM.