Yeah, that would work. I don't do it because it takes much longer. However, you still need to make sure that every track saved as a MIDI has a loop at the same "@xx" and the same amount "Wxx". Doing one track at a time makes less problems, I just didn't have the patience. Sorry it took so long to reply, haven't been on in a while. Also, a great person to ask about this stuff is AmineX.
Hi, there, we haven't spoken in a while
I saw your username on someone's profile, and I remembered speaking to you, so I went to our previous conversation.. And saw the mini tutorial you wrote for me about looping midis:D. I think I actually get it! I want to experiment first. I have an idea, though- you know how the original songs in the Rom have multiple tracks? And if you export the song, multiple .S files appear? If I made a song myself (as I can do with FL studio, or another music making program), and saved each part of the song as a separate midi file, it'd be less complicated to loop, right (I mean... I'd still have to go through the process below on each midi/.S file, I know that)? And also, I have a feeling it'd be more accurate than using just one .S file, would it? Sorry to bug you bout it
Yeah, I have big plans for my version logo. I'm going to try to have it with small pictures of trees dotted along the outline, and make it all green and natural looking. (just have to be careful to make it stand out from the background).
You make a valid point about the Celebi, it's the second time I've heard about it, so I guess I should do something. Yes, I was going for the FRLG Style colouring. But you're right, it's a bit too.. Huge for the screen. I guess I'll try to shrink it down a bit. I'm thinking of changing the colour of the Pokemon logo, too, to blue and white or something similarly sky-like.
Thanks for the crit, and advice. I'll check that tutorial. (for some reason, I really want to hack Ruby or Emerald recently. I don't know why, lol). Do you know, is scripting for Ruby much different from Fire Red? I wouldn't expect it to be but I have a feeling that it is, y'know?
Anyway, that background is really nice. The only thing that sort of irks me about it is the celbi. It looks like you're trying to get the same type of style as the FR title screen? With celebi's coloring? (I think?) Well anyways, it looks a bit odd because of how huge celebi is on the screen when he's actually a pretty small pokemon. The background is really nice though. If you could maybe change the the logo's coloring to blue or green, that would work really well too.
Also another tip: I couldn't get the press start to work well in FireRed either, so I just scrapped it and put the press start on the background (although it couldn't flash, it was better than nothing).
About the ways I used palettes on mine, Ho -Oh and the liquid nitrogen logo share one palette, and lugia and the pokemon logo share a palette. Check out dante's tutorial for an idea of how I used the 256 color palette.
Whoa! Nice, dude! I bet that took alot of effort. You're actually pretty talented, if you haven't heard before.
Here's my best attempt at a custom title screen, thus far.
It's rather plain- the background I'd planned to use had much more trees in it, but was about 3 times the size of my eventual tileset used to make the tilemap. I'm couldn't get the flashing "press start" to work either. I know how to do it, but the whole word didn't flash- the blue, bottom piece remained while the upper colours of the text flashed.
I really like your titlescreen, though! That Press Start/Gamefreak text has a really nice colour change, it looks better than plain silver/grey. I now want to help you, so whenever/if ever you need sprites, give me a shout!
Shot in the dark here, but did you change the colour of the Pokemon Logo to be able to use it's pallette for the background, too?
Whoa, that's long. Sorry, if I'd have known that I wouldn't have bothered you with it. Thank you, though, for taking the time to write all that. It seems complicated, but I guess that's just because it's so long. I'll get it eventually, I suppose:D. So, how are you?
Ok, but it takes VERY,VERY long and takes so many tries to get it working right. I would suggest you PM AmineX, he is the one who taught me. Explaining it would be like writing a whole new tutorial. Here is the thread Magnius was referencing to: http://www.pokecommunity.com/showthr...light=clonex25
Basically, open up notepad, and then open the .S file from there. Then, look at how many "lines" are in each track. For example, when you open up the .S file, you should see under "track one" that there are many "lines" and these lines are marked by "WXX". Meaning, the first line would be marked by @ 01, the second by @ 02, the third by @ 03, etc. Keep track of how many "lines" every track has"
So, let's say you count how many lines are in each track and you notice that, for example, that track 3 has the most "lines". For example, say it has 57 lines (@ 57), and all other tracks have less lines than that. In order for the looping to work, every track MUST have the same amount of lines, so you make EVERY track have 57 lines.
How would you go about doing that? Notice how under each line there are specific bytes, i.e. W12 then right under that W12 then right under that W36, etc. Under the last and final line of each track is .byte FINE. "Empty" tracks have only a ".byte W96" under them. So, if, for example, track 1 had 53 lines and you wanted to make it up to 57, make new lines in the same format that they are made in the .S file, and under each line make a .byte W96.
Before you make the tracks all have the same amount of lines, count how many "bytes" are under the last "line" of every track. So, for example, you notice that track 2 has the most bytes, with 72 bytes.
So, you see how that works? You're supposed to add how many .byte WXX is under each line, so in this case I add 2 "W36s" to get the fact that there are 72 bytes under that line. So now, you need to make the last "line" of evey track have 72 bytes by adding a ".byte W72" or 2 ".Byte W32s". So, after you make every track have the same amount of LINES (in this case, 57), make the last line of every track have the same amount of BYTES (in this case, 72).
After you make every track have the same amount of "lines" and "bytes", you can add the looping part. Usually, you would want to loop every track at Track 1. In order to do that, you should add ["NAME OF TRACK"_"TRACK NUMBER"_loop:] at the beginning of each track. However, some tracks have some wierd bytes, such as .byte VOL, .byte TEMPO, etc. You need add the loop right after those wierd bytes.
For example, look how I looped track 1:
Now it's time for the final step. All you need to do as add the following at the end of every single track:
@ 0XX ----------------------------------------
.word "NAME OF SONG"_"NUMBER OF TRACK"_loop
@ 0XX ----------------------------------------
Right after the last track (in this case, 057) So, for track one, for example, I would do:
Hey, could I ask you something?
Those 55 tracks you have, surely you've looped them them (duh). Could you tell me how you loop the midi's? I can make pretty good tracks with FL Studio and Anvil (studio? I forget), but I haven't really found a way to loop them yet. There's supposed to be a thread on it here, but the only one is a mis-linked one (meaning, in Magnius' music tutorial, he links to a "Music Looping Tutorial", but it's actually the same link to another, different tutorial). So could you share your method of looping, please?:D