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It might be two step as well (DMA audio channels at least according to gbatek look to "prefer" internal memory rather than cart based (although it might still happen).īy the looks of things I probably said nothing you did not already know or want to think about (it is probably going to be a full manual job with the only tools being the output of your debugger and whatever it guides you searches to). Retroarch-Cheats-for-NESC / retroarchcheatsgba.hmod / etc / libretro /.config / retroarch / cheats / Nintendo - Game Boy Advance / Summon Night - Swordcraft Story 2 (USA) (Code Breaker).
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To this end you are probably going to want to look at some tracing to find what calls the voices and where from (the GBA has a measure of hardware support and only the foolish commercial developers ignore it or try to do anything truly custom- ).
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Tool with outside ripping and game specific stuff aside (mainly some of the stuff Atrius was doing with golden sun, the fire emblem stuff, maybe some advance wars and whatever is going on in pokemon and for the sake of a hex compare final fantasy as well) though it is something of a manual process even compared to the DS and the odd system does use a hybrid format with sappy and something custom for other things- I am willing to bet however that the voices if they are not detected as sappy are fairly simple though. The GBA does have a somewhat common sound format usually known as sappy (some info/links ) but it is not quite as common as some formats you might see on other consoles (certainly if I pull apart a GBA rom and it does not use it then it barely registers as odd unlike say the DS). I imagine you will have to backport a fair bit though (font, font/text handling and the usual fun with pointers) so yeah I would consider it a last resort especially if an undub will do what you need. In the Japanese version, enter Codebreaker codes 320003F4 03F5 00, replacing the two sets of question marks with one of the following: 01 - Encounter Info 02 - RAM Info 03 - Player Position Info 04.
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