The PokéCommunity Forums  

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

Notices


RichterSnipes RichterSnipes is online now

Simpleton

Visitor Messages

Showing Visitor Messages 21 to 30 of 45
  1. Jambo51
    November 24th, 2012 07:21 AM
    Jambo51
    Don't suppose you know the "max" value of it? I assume it can't be 0, for obvious reasons, so does it just operate from D1 - DF?

  2. Jambo51
    November 24th, 2012 07:01 AM
    Jambo51
    Frame delay defines how long each "tick" of the music actually takes. It's normally set to 0xC, but can be changed to lengthen/shorten a note's duration. With a note length of 0 and a frame delay of 0xC, the note lasts 12 (0xC) frames on a GBC, or W06 on GBA (due to the halving effect).

    In GSC, there's a command which directly modifies this frame delay to allow for longer/shorter notes, and I was wondering if there was an analogous command on RBY, since some notes don't play at the correct rate on export with my tool, and I assume that with the systems being so similar, there will be a command which modifies this value somewhere.

  3. Jambo51
    November 24th, 2012 02:59 AM
    Jambo51
    I don't suppose you know what the "Frame Delay" command is on Gen 1? It's command 0xD8 on GSC and has a format of D8 [Frame Delay] [Note Volume].

    The other question has to be what does command E8 in RB and presumably Y do? It doesn't appear to actually take any parameters, so it's somewhat confusing. It's just there...

  4. Jambo51
    November 23rd, 2012 03:57 PM
    Jambo51
    Ah, it turns out the off notes are caused by incorrect note alignment in the definitions.ini.

  5. Jambo51
    November 23rd, 2012 03:51 PM
    Jambo51
    VG = VoiceGroup

    It's already heavily reliant on an ini which comes with it to define what each command does, in terms of the Pokémon music engine.

    The thing is, even if the Pokemon engine is unusual, most other engines out there have to have the same end effect in terms of what commands do, so it should be entirely possible to modify the code to suit other games.

    In other related news, I rewrote the code to support the RB style (direct references) as well as the GSC song table approach. Using this, I was able to get a recognisable Pallet Town out of the ROM, though it's pitched too low (Probably something to do with the different note structure, given that the code's written around note C being in one specific place, which it no longer is). Other than that, it runs reasonably well!

  6. Jambo51
    November 23rd, 2012 01:38 PM
    Jambo51
    OK, a bit of a development on the Gen 1 music front. It turns out they (Red and Blue, at least) don't use music tables (as in a list of pointers to song headers), and in fact they have collections of song headers grouped together in at least 2, if not 3, sets of locations in the ROM. (Quite how these songs are referenced in game, I don't know, but I digress).

    I say 3 as some songs are missing from these headers AND there is a 3rd set of the triangle waves, the other sets of which follow directly on from the headers in question.

    Now, the problem is, detecting which style any given games uses will be awkward, and it will be even more awkward if the game uses a different style altogether.

    This is, quite frankly, a disheartening discovery (for obvious reasons). I can probably get around it by "creating" a song table in my tool's memory which it could use to navigate the songs, however. This could be complex, especially since I'll have to make it work for an unknown (at compile time) number of "table fragments". I would also need to take into consideration the lack of any obvious boundaries to the table fragments.

    However, shy of writing a brand new tool for them, I can't see what else I can do.

    Other than this, I have added code to my tool which generates a VG for the ROM you have open, and "rips" the relevant triangle waves along with it. In this way, I can ensure that (if the triangle wave location is known, then they can be ported to gen 3 easily).

  7. Jambo51
    November 22nd, 2012 11:02 AM
    Jambo51
    Yeah, I would appreciate knowing how you used those commands to do the pitch bending, since it looks very much like I am going to need them for some of the songs in GSC and RBY.

    Other than that, and the ever annoying Noise tracks, the songs are sounding very, very accurate now.

  8. Jambo51
    November 21st, 2012 03:04 PM
    Jambo51
    Well, 96 / 0 would be undefined, so I made it act like z = 1 under that circumstance IF ANF ONLY IF there is still modulation to be run. (Hence my reference to XX and Y not being 0 as well).

    I haven't yet investigated this distortion command beyond looking at the basic structure. It doesn't help that I'm unsure of the effect that the command will have, which can't be said of any other command I have investigated so far (except from the "Tone" command, I still don't know what that does).

    Based purely on what I can hear from the evolution jingle, it appears that distortion is somewhat analogous to pitch bending on Gen 3, but don't quote me on that.

  9. Jambo51
    November 21st, 2012 06:37 AM
    Jambo51
    An addition to that, what I have discovered is that if z = 0 (with respect to that modulation document you sent me earlier), AND xx != 0 AND y != 0, then LFOS = 96, otherwise, LFOS = 0.

    It turns out that this was why the modulation in the rocket hideout was incorrect, as the LFOS wasn't correctly set because I hadn't implemented this rule.

    Now, this weird distortion you reference, I already know of one song in GSC which would appear to use it (the Evolution jingle) and the command for this distortion (in GSC at least) is E0.

    E0 XX YY (NL) - Unsure if NL is part of the command. (Where N = Note, L = Length as defined elsewhere)

    distortion x, y(,nl) (in that format you previously mentioned)

    However, I currently have no understanding of how this works, beyond the fact that it takes 2 (obvious) parameters, though something I remember seeing once indicated that it actually took 3 parameters, which may mean that the distortion command also includes the note which has to be distorted as well.

  10. Jambo51
    November 20th, 2012 04:58 PM
    Jambo51
    This is just note velocity (v???). I treated the overall volume (VOL) as a constant 119, since there was nothing else to define it in the triangle tracks. I'm talking specifically about music exported by my tool. If it's using the max volume, it sounds fine, but both of the other 2 sound far too quiet.

    The modulation is fairly constant, yes, in the Rocket Hideout. I have discovered it's due to a misinterpreted LFOS. The LFOS isn't set, for whatever reason, I set it manually and it was far more accurate.

    I have also found that the modulation depth needs to be approximately halved for it to sound even vaguely correct, based on some experimentation. I will put this down to the GBA's system of having 96 ticks in a measure, instead of the "normal" 192.

    This isn't entirely surprising to me, since I already know that you need to similarly half any DS music's Modulations when importing into a Gen 3 ROM. I will assume it's a quirk of the Sappy Engine.

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: 12 Minutes Ago 12:21 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 12:34 PM.


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.