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chrunch chrunch is offline

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Showing Visitor Messages 76 to 90 of 871
  1. giradialkia
    March 6th, 2015 09:17 AM
    giradialkia
    Well it's worth trying to insert it and seeing how it sounds, more often that not all the instruments I've chosen are already in the voicegroup I'm using so it works out fine.

    I'm pretty sure that has nothing to do with the voicegroups. As far as I know, MPlayDef.s is a file related to the sappy program itself, and should be in the same folder as Sappy. Maybe you accidentally moved or deleted it. Either way, all you have to do is re-extract/re-install Sappy and it should re-create that file.

    Yeah, feel free. I'm really no expert on the matter at all but if I can clarify anything I will!
  2. GoGoJJTech
    March 6th, 2015 04:18 AM
    GoGoJJTech
    You'd have to get the final midi version and then import all instruments from hgss.
  3. MrDollSteak
    March 5th, 2015 04:30 PM
    MrDollSteak
    Yeah that makes sense.

    Not sure when I'll update it at this stage to be honest, lots of work going on at the moment.
  4. giradialkia
    March 5th, 2015 09:26 AM
    giradialkia
    Well how I used to do things (I haven't done any ROM music in a while), was the following:
    I'd base the song I'm inserting off of another song. I'd make note of what instruments the songs used, and I'd just do my best to make sure the song I'm inserting uses only those instruments. Sounds a bit restrictive but it actually works out fine. A lot of songs in FireRed have instrument changes mid-song, so I found most of the voicegroups quite flexible.

    I absolutely agree that it's confusing though, so that was my method, rather than actually changing the voicegroups.
    TL;DR, mostly you'll have to edit a midi to make sure it "fits" over a FR one, but again, it's not quite as restrictive as it sounds. :)
  5. pokemontutorialTV
    March 4th, 2015 08:32 AM
    pokemontutorialTV
    Hi chruch
    Thank s for reporting. I know the bug with the non UK-systems already and will release a fix (hopefully soon as possible). I dont know which version you are useing, but actually everything in the newest version is translated, if not please describe better. AFAIK the AIE cant insert new routines, but you can repoint. It is a bit complicated because of the bitfield to save. I hopefully get to improve things this weekend. Stay tuned
  6. giradialkia
    March 3rd, 2015 05:44 AM
    giradialkia
    Hi, sorry, didn't see this message :)
    Not bothering me at all, but I'm afraid you'll have to do that yourself - my method of insertion is really basic and I'm sure people would frown upon it. All I do is make sure I'm using the same voicegroup as the song I'm replacing, and I think if I was certain the new song was longer than the old one, I'd assign it to a blank offset in the ROM. I never really encountered problems this way, so that's what I did when I inserted for you.
  7. Spherical Ice
    February 9th, 2015 09:13 AM
    Spherical Ice
    There you go! Also, I just noticed I didn't reply to that last VM: I had to change the data for the overworld so that it had the same stuff as other walking overworlds such as the unknown pointers and whatnot and just kept the palette and frames pointer the same.
  8. FBI agent
    February 9th, 2015 07:40 AM
    FBI agent
    Hi, you'd need to change the three lines prior:
    Quote:
    mov r0, #0xFF
    lsl r0, r0, #0x1
    add r0, r0, #0x4
    Each of these lines are doing small mathematical operations to register 0, which in the end holds the flag value.

    mov r0, #0xFF
    This line will set r0, to 0xFF. Sadly you can't just mov r0, #0xsomeFlagValue because 0xFF is the maximum value you can have in a register via the mov command.


    lsl r0, r0, #0xvalue
    Here we're doing a binary shift. Binary shifting a number to the left is the same as adding a 0 in binary. I.e multiplying by 2. As you may be able to guess, this this exponention. That is lsl r0, r0, #0x2 is the same as r0 = r0 * 4. That would imply that lsl r0, r0, #0x3 is the same as r0 = r0 *8. I think you see the pattern.

    add r0, r0, #0x4
    FInally, I'm just adding a constant value (0x4 here) to get the flag I want. This is similar to the move command as in it's limited. That's why we can't really do something like mov r0, #0x0; add r0, r0, #0xflag number.


    So those are the values you need to change. How much of it you need to change depends on the flag number.
  9. Fun Size
    January 19th, 2015 06:37 PM
    Fun Size
    Oh, glad to hear that. With your thread closed I thought it was over.


    BTW your Fakemon for the game are amazing and really do look like they could be GF Pokemon.
  10. arrowpaw
    January 18th, 2015 12:21 AM
    arrowpaw
    i use openemu for hacks/games etc and it bothered me that elite quest didnt have a cover. i whipped one up in a few mins its realllyy crappy (but better than nothing?) bc i used my trackpad and like some random paint software but i thought i'd share with you!! images (c) pokemon
    http://imgur.com/21J9Rww
  11. Fun Size
    January 17th, 2015 03:29 PM
    Fun Size
    Are you still working on Pokemon Cyan or have you given up on it?
  12. DrFuji
    December 28th, 2014 04:17 PM
    DrFuji
    u silvah nao
  13. Fun Size
    December 26th, 2014 11:45 AM
    Fun Size
    Hey Chrunch. Congrats on winning the Silver Supporter rank like me!
  14. Hiroshi Sotomura
    December 25th, 2014 05:05 PM
    Hiroshi Sotomura
    No idea. Get-Together?
  15. Hiroshi Sotomura
    December 25th, 2014 04:47 PM
    Hiroshi Sotomura
    The best person to ask is Rukario—he handles all donations. 8)

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