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Digimon ruby gba rom safe
Digimon ruby gba rom safe










  1. Digimon ruby gba rom safe how to#
  2. Digimon ruby gba rom safe code#

In the GBA version, the player starts as Agumon with more than half health already. In the SNES version, Agumon will digivolve into Greymon if its lifebar is filled more than halfway. A user named SuperOnion64 tested it, and it doesn't work properly, aside from the music. It is worth noting that it does not work properly on the variants that came after Digimon Adventure.

digimon ruby gba rom safe digimon ruby gba rom safe

  • Prevents enemies from replacing or stopping the music by forcing a valid sound effect to be played instead.
  • Digimon ruby gba rom safe code#

    (For example, CodeBreaker code 33001000 00? can be used with one of the above listed IDs replacing "?".)

  • Makes the game load the level music ID from RAM location 0x03001000 instead of ROM, making it easier to modify on the fly using cheat codes.
  • Restores Happy Birthday to the title screen.
  • The source of these additional sound effects is unknown, but it may be a Konami game, as 10C is the distinctive Konami pause sound.įile: Digimon_Adventure_GBA_Music_Patch.zip (484 B) ( info) It also makes use of an additional set of sound effects, which can seemingly only play during gameplay and when some sprite-related action has taken place, using IDs 101- 116. Some of the game's sound effects are taken from Pokémon Gold and Silver, and IDs 41-FF will play various Pokémon sound effects and jingles, most of which are not used in this game. Changing ROM location 0x128 from 21 to 3F in the unmodified ROM will restore "Happy Birthday". "Happy Birthday" does bear some resemblance to Brave Heart, so it's possible it was being used as a placeholder until a recording of the latter song could be found.Ĭurrently, the game attempts to play song 21 on the title screen (as heard in the released variants), but fails to do so The code is seemingly still expecting a single sample at this point.

    digimon ruby gba rom safe

    It's likely that this was supposed to be the title screen music: Vast Fame's own Digimon Ruby used a sped-up version of "Brave Heart" from the Digimon Adventure anime in the same way. Song ID 3F is a sampled instrumental edit of the song "Happy Birthday" by Kyoko, the ending theme of the first Detective Conan movie. Some are versions of tracks from previous Vast Fame games, with added PCM percussion. However, the game actually contains 10 different songs, leaving seven unused.

  • Later, "fixed" released variants: title screen, regular level music.
  • Early released variants: title screen, regular level music, defeated-random-enemy music.
  • Digimon Adventure prototype: regular level music, defeated-random-enemy music.
  • What this whole mess means is that a maximum of three different music tracks may be heard throughout all known versions of this game: Later games fixed that as well, but at the cost of literally the same music track playing throughout the entire game beyond the title screen. Released variants fixed the title screen music, but initially retained the strange enemy-related behavior. Every level has the same music, but defeating certain enemies causes another track to start playing, while other enemies appearing on-screen can cause the music to stop completely. The title screen, continue/game over screens, level intro screens, and ending all play no music whatsoever, substituting either silence or a constant tone depending on what emulator it's being played on.

    Digimon ruby gba rom safe how to#

    Unfortunately, Sintax clearly had no clue how to use it.

    digimon ruby gba rom safe

    The sound engine and music for this game was provided by fellow (and much more talented) unlicensed developer, Vast Fame.












    Digimon ruby gba rom safe