I actually didn't do anything on it since I'm currently busy with some electronic projects (want to make my own GBA card reader ;-]).
Sorry for that. I'll try to fix the sample loops and make ADSR sound properly as soon as possible.
I can CONFIRM that those last four digits ARE A D S R. I redid the theme for the BW roaming legendaries, and everything sounds right except for that orchestra hit. It's in my Music hacks playlist on youtube. Just thought you should know.
That it is defently possible. This probably good to know (I got this from kiwi-ds' document about the SDAT file format).
[qoute] Attack rate determines how fast the note reaches 100% amplitude. (See the first upward curve). Thus the highest value 127 means the sound reaches 100% amplitude in the shortest time; 0 means the longest time. Decay rate determines how fast the amplitude decays to 0% amplitude. Of course the sound will not drop to 0% but stops at sustain level. (See the first downward curve). Thus the highest value 127 means the sound reachs the sustain level in the shortest time; 0 means the longest time. Sustain level determines the amplitude at which the sound sustains. (See the horizonal part). Thus the highest value 127 means the sound sustains at 100% amplitude (no decay), while 0 means 0% (full decay).[/qoute]
So we might try just to devide all the values by two since those values only reach up to 127 and to invert Decay and Release since they work the other way around (DS: smaller value = longer decay; AGB: smaller value = faster decay)
No prob. It works like 99% of the time. It helps with the SS patch, since the instruments don't loop correctly, it helps hide that fact, and that's why you don't hear it in HG/SS. Gamefreak is ssssssssssssslick.
I believe I cracked it. After lots of formulas and testing, I found out how to get atk, dec, sus, and rel from a .DLS.
sus=decibels= (sus)*3 57.2=171.6
dec=seconds= 1 second=11.08 23 seconds=255
atk=seconds= 0.000=255 0.254=1 0.005=250
Ok, you may or may not know of the SS patch I'm working on. Everything is going neat except for the sample loops. Do you think you could help contribute? I'm kind of taking after your Dp patch. I hear the "pop" sound you talked about. The Viena sample loop points aren't always right.
Ok, everything is just perfect, thanks to you
The last thing left is attack, decay, sustain, release. In Viena, they are all in decimals except sus. How can you calculate them to Sappy? For example: atk = 000.5