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RichterSnipes RichterSnipes is offline

Simpleton

Visitor Messages

Showing Visitor Messages 11 to 20 of 49
  1. Dark Sonic
    November 25th, 2013 03:57 PM
    Dark Sonic
    i like the way your hacks going

  2. Dark Sonic
    November 25th, 2013 03:51 PM
    Dark Sonic
    hello

  3. Jambo51
    September 10th, 2013 04:13 AM
    Jambo51
    I never actually played 4 swords (what with it requiring 3 other people to play), but in Sappy at least, it plays back significantly crisper.

    The main notable thing is that it has half the normal number of ticks per measure (96 as opposed to the midi standard 192).

    This is why the tempo value gets halved, and why modulation values need to be halved when porting down from DS or up from GB, because both of those systems work on a 192 tick measure system.

    The M4AA engine is very bad at modulation at high speeds (see the utter failure of it to correctly play back the GSC Rocket Hideout as an example).

    Finally, it doesn't seem to have any obvious way to control the noise channels, unlike the GB, although it may simply be a case of finding the right conversions, and the engine has nothing to do with it.

  4. Jambo51
    September 8th, 2013 10:26 AM
    Jambo51
    Yeah, I noticed the clarity drop in ALTTP as well. Interestingly, ALTTP's sister game (on GBA) Four Swords used the M4AA engine, at least partially.

  5. 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.

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

  7. Jambo51

  8. 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?

  9. 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.

  10. 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.

About Me

  • About RichterSnipes
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    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!

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