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Conversation Between GoGoJJTech and ipatix
Showing Visitor Messages 1 to 15 of 18
  1. GoGoJJTech
    August 7th, 2013 3:56 PM
    Oh, ok
  2. ipatix
    August 7th, 2013 12:36 PM
    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.
  3. GoGoJJTech
    August 6th, 2013 12:12 PM
    I'm back from vacation, can I see the soulsilver patch?
  4. GoGoJJTech
    July 25th, 2013 1:26 PM
    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.
  5. GoGoJJTech
    July 24th, 2013 8:11 AM
    Ok. It's a pain to try and count in VGMTrans since it doesn't say the instrument number.
  6. ipatix
    July 24th, 2013 1:49 AM
    That it is defently possible. This probably good to know (I got this from kiwi-ds' document about the SDAT file format).

    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)
  7. GoGoJJTech
    July 23rd, 2013 8:33 AM
    Do you think the last 4 hex characters may be the A D S R?
  8. GoGoJJTech
    July 22nd, 2013 10:02 AM
    That's the only tool that helps the most with frequencies.
  9. ipatix
    July 22nd, 2013 7:17 AM
    Nice to see you actually using that tool I made in a few minutes (hahaha). Cool idea to share this information here since I have been too lazy to do so :D
  10. GoGoJJTech
    July 22nd, 2013 6:56 AM
    Oh, and check out my Mega-Huge Sappy tut, I leaked important info a few days ago.
  11. GoGoJJTech
    July 21st, 2013 10:04 AM
    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.
  12. ipatix
    July 21st, 2013 4:50 AM
    Cool, thanks for the information ;-)
  13. GoGoJJTech
    July 20th, 2013 5:41 PM
    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
    rel=dec formula
    dec=seconds= 1 second=11.08 23 seconds=255
    atk=seconds= 0.000=255 0.254=1 0.005=250
  14. GoGoJJTech
    June 23rd, 2013 5:40 PM
    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.
  15. GoGoJJTech
    June 16th, 2013 6:01 AM
    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

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