Excellent. Based on this information, I was able to implement some decent sounding modulation. I can't decide if it's 100% right, since I know GBA's modulation plays differently from the DS modulation (just as an example), but I'm not sure which of them is "right", as it were.
It sounds reasonably accurate, but at the same time, doesn't sound quite right. Just like the volume of the wave tracks, I can't decide if it's playback (on GBA) which is the problem and I need to compensate the volume levels, or if I have misunderstood the formatting (I don't believe so, since I'm using the model you told me about last time).
I have also discovered, seemingly at least, that the "Decay" on a Square track (on GBA) is treated as an Octal value, with the remaining bit (in the Nibble) set aside for whether it's decay or "inverse decay".
What that means is that 1-7 decay the note's volume and 8-14 (may be 9-15, as Octal 8 technically equates to no decay if this system is correct) raise the volume. I'm not entirely sure whether 8 ~ 1 or 14 ~ 1 in terms of decay speed, however. I'm also not sure of what controls the final volume of the note, so this is not perfect information, I would admit.
Still, I'm sure some prolonged messing around with it may well work to our advantage. The major downside is the obvious extra voices that adding this into the VG means. With 2 sets of 4 sets of 15 (just for the square tracks), that's 120 voices, before we even begin to consider the waves or noise
Just as well that VGs aren't limited to 128 entries then, eh? ;P
I like the fact that you have nit-picky input, helps me flesh things out better. I know Game Freak changed Jynx to purple officially. But, when I said de-censor everything I can, that's what I plan on doing. I still probably have some text to look out for. Such as, apparently in Celadon City the old man is creeping on the girls, but, I'm not sure how the Japanese version is worded and I was never motivated enough to play Fire Red in Japanese to go transcribe the text, haha.
Yeah, I understand that Jynx could come off as Blackface, but, I don't think a kid's video game company like Game Freak would intentionally go out of their way to be racist. Whenever I have enough material to update and more people reply in the thread, I'll address this issue head on. If it still becomes an issue, I'll recolor to a lighter more Grey-shade or very Dark Purple/Blue. I wanna keep it closer to Game Freak's original intent. But, I'm willing to compromise if it comes to it.
Hey, is there any chance you could link me to your documentation on the Gen 2 Modulation format?
I'm beginning to reach the stage where having good reliable working modulation code is necessary, so I would appreciate it very much if you were to help me out!
I've had to make some assumptions about its format (assumptions based on your music from the patch you made previously, tbf), and I want to know if those assumptions were right, and if not, how I can correct them! :D
Also, if you have ANY documentation about Noise whatsoever, it would be great. I've managed to work out that each "noise voice" points the music loader to a certain set of data in the GSC ROM, but I have no idea what the data does. It's possible it's set out as ADR (Attack, Decay, Release), since when I tried the numbers out in a Gen 3 ROM, it produced vaguely accurate results.
I did a different pose first for a mock up image, that was a compromise for now. I will edit it once I get more things done. The Leaf back was already shrunk a bit, as was Red's, I originally made them using the DS dimensions. The Blue sprite was a edited one. Can't really say heavily, 'cause it's still the original with minor edits and a pallete change here and there.
I've kinda been random on the order of Pokémon revamps. So far it's been, 1-9, 51, 124 (De-censored it, Jynx is Black again), and inserted the Black/White sprites of Sceptile/Blaziken/Swampert and the DP sprites of Poochyena and Mightyena.
Yeah, haha. The new games still use the 16 color palletes, so with that, that is true actually. I also attempted to correct the female hero's shading and I replaced the backsprites with 4th Gen versions of both.
I also made a subtle change to the Poké Ball graphics when battling trainers or a Pokémon you've already caught. Made it to look more like the 4th Gen version. For the most part, I'm updating a majority of graphics to look like 4th/5th Gen game.
Yeah, I got'cha. I've been using the fourth gen sprites as reference when re-coloring the 3rd gen ones. Some sprites will just be the 4th/5th Gen ones. Such as Charizard has its HG/SS sprite for the front and a re-colored one for the back. Sceptile will use its 5th Gen, a lot of Hoenn will since it has a better pallete than 3rd gen.
Charizard Example - with screens:
I went and made the waist a tad bigger, so it looks more natural. I will focus on correcting some of the shading after I work on more of the Pokémon.
I fixed Bulbasaur and made it's face look more like 5th Gen and took the bottom from the 5th Gen sprite:
At this point I'll have someone re-do the Red and Green/Leaf sprites. I've made sure to shrink it so it looks decent on the GBA. I noticed that a lot of people ignore shirking things for the DS. Hm, for Pokémon, I could always de-color everything and revamp them to look like 4th Gen/5th gen. That way they're the same size as they're supposed to be. Or I could just wait for Chaos Rush's project to finish.
Overall I'm good with art, but, sprites are tougher due to how small everything it has to be, haha.
If you don't mind me asking, how did you make the permanent cut work? I assume it was through hex, but I am rather interested in using it in a hack, as well.
EDIT: Actually, I just looked at the documentation. I take it the part regarding "trees" explains it, right?
Also, regarding Visitor messages, if you want to send them to someone else then you simply go to their profile in post it, rather than your own. Alternatively, you can press "view conversation" on that person's previous message and post it there.