The PokéCommunity Forums  

Go Back   The PokéCommunity Forums > Members List
Sign Up Rules/FAQ Live Battle Blogs Mark Forums Read

Notices


Advertise here

RichterSnipes RichterSnipes is offline

Simpleton

Visitor Messages

Showing Visitor Messages 11 to 20 of 45
  1. Jambo51
    September 8th, 2013 08:46 AM
    Jambo51
    It might use a completely separate engine. Seems pretty unlikely, since most, but not all, Nintendo games use the M4AA engine.

    The quality is probably because the samples are low quality. I can't definitively say that, but that's probably the reason.

  2. Jambo51
    August 13th, 2013 04:28 AM
    Jambo51
    What is it?

  3. Jambo51

  4. Jambo51
    December 15th, 2012 01:59 AM
    Jambo51
    As it happens, through debugging I found a set of somewhat random looking numbers accessed whenever the game uses a noise track on GSC. I suspect these numbers may be related to what you're talking about in that they set how the noise track is played.

    I haven't yet found the same table on RBY, but through debugging, I should be able to find it.

    As to porting it over to the GBA, I don't know. You managed by doing a sort of "by ear" conversion, so perhaps it would be useful to start from there?

    Also, I am having severe issues with the modulation in one particular song from gen 2. The Team Rocket hideout has such a high modulation rate (127, the max value!) that the whole note becomes distorted, rather than producing a smooth note like the GBC. Any thoughts?

  5. Jambo51
    December 2nd, 2012 04:08 PM
    Jambo51
    In theoretical terms, at least, 100% sure. With a delay of 1 and a length of 0, it should produce a note length of 1.

    In practical terms, I don't know.

  6. Jambo51
    December 2nd, 2012 01:36 AM
    Jambo51
    My plan was to have note length just be a decimal value between 1-192, and on compilation, the tool would calculate if a frame delay change was necessary, and if it was, insert the command, followed by the note. I was going to try to hide this complexity from the end users, if at all possible.

    From my immediate rationalisation, I worked out that the max values of frame delay and note length would be 0xC and 0xF respectively. These 2 values combined give the maximum note length of 192 in GBC note architecture. This also means every note value in this range is covered.

    In terms of other commands, they would take the obvious necessary parameters, it would be up to the too to rationalise them so that they make sense when played back on the GBC.

  7. Jambo51
    November 29th, 2012 02:04 PM
    Jambo51
    OK, implemented those changes and I'm getting sensible sounding noises out. If I could just understand and parse the actual noise behaviour (ie, how it chooses what sound it makes), I'd be done.

    Oh well, in any case, I'm about to move on to assembly into the Gen 1 and 2 ROMs.
    Got any preferred formats for that? I was thinking something that looked a bit like XSE in terms of the music commands (since the music is technically a script, when you think about it).

    So an example music command would be:
    Note C 4 12 7 1
    Where the parameters stand for:
    C = Note to play
    4 = Octave
    12 = Length
    7 = Velocity
    1 = Fade

    The reason for so many parameters is that asking a user to understand the Frame Delay command is asking a bit much, IMO, so if I have it in each note command and parse it correctly, I can add it in on the fly when necessary.

    Also, incidentally, brilliant Profile Image! :D

  8. Jambo51
    November 25th, 2012 10:24 PM
    Jambo51
    I can tell you that E3 determines the noise pattern on Gen 2, although I'm unsure as to how it actually defines anything, as it points to a bunch of numbers which carry no obvious meaning. As for the rest, I'll see about implementing the changes at least, so that the notes exported make sense.

  9. Jambo51
    November 25th, 2012 01:32 AM
    Jambo51
    Well, that pretty much covers the full gauntlet of questions for Gen 1, as (distortion and noise notwithstanding) I seem to have very accurate reproductions of the music coming out now. There are some issues with the rising notes, but I'll look into them more accurately at a later date.

  10. Jambo51
    November 24th, 2012 08:34 AM
    Jambo51
    Fair enough, I worked off that assumption, and it seems to be working. Now another question, do you know where the headers for the songs in this region (22330-23F51) are? They're missing from any known list, and they would appear to include the battle themes (given that those are absent from what my tool can export currently).

    I have tried to find them, with no luck, so I'm a bit bemused.

About Me

  • About RichterSnipes
    Location
    USA
    Gender
    Male ♂
    Nature
    Modest
  • Signature


    Who says hacks have to radically changes things up from their base games?
    Red doesn't necessarily think so. He's literally spinning in circles thinking of a "definitive" version of his adventure in Kanto!
    Want to see what he has in mind? Click him for a throwback worth experiencing!

Statistics

Total Posts
Activity by Forum
Visitor Messages
Blog
General Information
  • Last Activity: 1 Week Ago 02:44 PM
  • Join Date: October 24th, 2011
  • Referrals: 0

Friends

Showing Friends 1 to 1 of 1

All times are UTC -8. The time now is 01:43 AM.


Style by Nymphadora, artwork by Sa-Dui.
Like our Facebook Page Follow us on Twitter © 2002 - 2014 The PokéCommunity™, pokecommunity.com.
Pokémon characters and images belong to The Pokémon Company International and Nintendo. This website is in no way affiliated with or endorsed by Nintendo, Creatures, GAMEFREAK, The Pokémon Company or The Pokémon Company International. We just love Pokémon.
All forum styles, their images (unless noted otherwise) and site designs are © 2002 - 2014 The PokéCommunity / PokéCommunity.com.
PokéCommunity™ is a trademark of The PokéCommunity. All rights reserved. Sponsor advertisements do not imply our endorsement of that product or service. User generated content remains the property of its creator.