#Unhardcode P3P BGM Ids

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dreamy saffronBOT
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In P3P you are unable to call BGM with an id greater than 126 and you can't add any new bgm, only existing ADXs will work because instead of just using the id there's a big list of adx names (see my small rant if you're curious ).
I'm going to try and make it so you can use ids greater than 126 (up to 65535 probably). Because of some weirdness with the existing ids (such as id 2 calling 26.ADX) I will leave the code for ids <= 126 unchanged and only make it work for bigger ones.

Hopefully this is relatively simple to do but in case it is more difficult I figured it was better to have a dedicated post than to spam #p3-modding-chat or #mod-sharing

Why tf is there literally a list of adx names that it pulls from?
I'm going to guess this is the reason naodead

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ashen berry
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Tis done, I am just copy and rename one of the existing files but this is indeed calling 200.ADX which normally wouldn't be possible ๐Ÿ™‚
The game does crash if you try to call one that doesn't exist although that sort of already happened so I'm not too concerned about it. If there's an easy way to check if a file exists in the cpks then I'll probably do that

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Here's a build of it if anyone wants to test it out, just make it a dependency of your mod, have an ADX in \data\sound\bgm with an id greater than 126 and then call it with the normal BGM flow functions.

half thunder
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@gusty marlin demistare

ashen berry
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If there is more hardcoded bgm stuff I wouldn't mind looking into it btw. Idk what is and isn't hardcoded and what people would actually care about though

half thunder
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I think me and pixel (and purpa probably) would be most interested in allowing new music (not in existing slots) to play in events, and have per-encounter music like we did in P4G

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Is this enough for encounter-specific music?

ashen berry
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I think this covers the first part, I have no idea how music is determined in encounters though. Would I be right in assuming it's hardoced in some way? ๐Ÿ™ƒ

north notch
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(i.e. if I wanted to make the dorm TV call any of the newly added music files)

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Ngl though if I had to pick one, I moreso just want IDs below 126 to work lol

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Actually never mind, I'll just make a list and shift the ADXs/calls around

idle sable
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p4g is hardcoded on top of acb/awb shit

north notch
north notch
idle sable
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Latter

half thunder
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There must be a way to say "if player is currently in encounter X, play music track Y", surely? ๐Ÿ˜ฆ

idle sable
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Iirc hard-coded like p5 but the bgm id's are still hard-coded to actual music

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So you can't add more

idle sable
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In p5 only certain bgm can be called

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I think it's like that in p4g

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And even if it isn't

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You still have only existing music tracks

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Not the entire xwb like 32bit

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only the music ids inside the awb and acb

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So no room for you to add

half thunder
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I'm waiting for a second opinion

idle sable
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no need for one check yourself adachiTrue

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open up the awb, check wave + cue id against what's called in encount.tbl and flow

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it doesn't use wave id, uses cue id

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and because there's cue id categories you can't expand with ace

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so adachiTrue

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was hardcoded in 32 as well but didnt have to deal with acb

idle sable
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yup like p5 im guessing

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I dont have bgm on me but I'm pretty sure these do not match up with wave or cue ids

ashen berry
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Is it just that you'd already put stuff in ones less than 126 and would have to rename and edit whatever calls all them? That is a pain if so but I think it's worth it

north notch
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I pinged you earlier tho to say that I already realized what you were saying, and started to rearrange the calls/adx names to be above 126

ashen berry
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Yeah, I saw that I just wanted to let you know why that was the case

north notch
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Ah ok

orchid rivet
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how differently does flowscript work in portable vs FES? if it's similar enough i might be able to port fuuka's expanded bgm over for some more tartarus songs

ashen berry
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Flowscript's the same between games afaik, the difference is the functions that exist although generally it's similar between games as well. That being said I think portable's functions aren't particularly well documented although there'd probably be enough for what you want to do

orchid rivet
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as long as all the same function hooks and the like exist I might just be able to copy paste the mod over to portable

north notch
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@ashen berry would you mind letting me know when you feel like the BGM fix is ready? I got all the rearranging for em to start after 126 sorted out

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I'm just eager to test and proceed lol

ashen berry
north notch
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๐Ÿ‘๏ธ

north notch
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I guess I missed you sending it