Showing Visitor Messages 91 to 100 of 212
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March 5th, 2009 06:48 PM
AmineX
Well you did some error that are :
Note: Always use a short name for the song.
Track 1:
Error 1: you dont put loop point at specifiat mesure cant see it anywhere??!!
Where is this pointer??? :
pokemon-battle-heavy-metal-remix-_1_loop:
Error 2:why you let Byte Fine
.byte Fn2
.byte W23
.byte FINE --> why u let this one here? Byte fine is for the end of traks only
@ 071 ----------------------------------------
.byte GOTO
.word wild-pokemon-battle-heavy-metal-remix-_1_loop
.byte W06
@ 072 ----------------------------------------
.byte FINE
Correction:
.byte W23
@ 071 ----------------------------------------
.byte GOTO
.word wild-pokemon-battle-heavy-metal-remix-_1_loop
.byte W06
@ 072 ----------------------------------------
.byte FINE
Tracks 3,4,5,6,7,8,9,10:
Error: same as error 2 of track 1 double byte fine
@ 070 ----------------------------------------
...............................................
.byte W23
.byte FINE
@ 071 ----------------------------------------
.byte GOTO
.word wild-pokemon-battle-heavy-metal-remix-_2_loop
.byte W06
@ 072 ----------------------------------------
.byte FINE
If you put double byte fine game going to read the first byte fine consequently
it not loop because byte fine is before loop location header
Then never forget to put loop point at choosed mesure and of course revise the s file before assembly! for be sure and avoid kernel crashing
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March 5th, 2009 06:18 PM
AmineX
Well you did some error that are :
Note: Always use a short name for the song.
Track 1:
Error 1: you dont put loop point at specifiat mesure cant see it anywhere??!!
Where is this pointer??? :
pokemon-battle-heavy-metal-remix-_1_loop:
Error 2:why you let Byte Fine
.byte Fn2
.byte W23
.byte FINE --> why u let this one here? Byte fine is for the end of traks only
@ 071 ----------------------------------------
.byte GOTO
.word wild-pokemon-battle-heavy-metal-remix-_1_loop
.byte W06
@ 072 ----------------------------------------
.byte FINE
Correction:
.byte W23
@ 071 ----------------------------------------
.byte GOTO
.word wild-pokemon-battle-heavy-metal-remix-_1_loop
.byte W06
@ 072 ----------------------------------------
.byte FINE
Tracks 3,4,5,6,7,8,9,10:
Error: same as error 2 of track 1 double byte fine
@ 070 ----------------------------------------
...............................................
.byte W23
.byte FINE
@ 071 ----------------------------------------
.byte GOTO
.word wild-pokemon-battle-heavy-metal-remix-_2_loop
.byte W06
@ 072 ----------------------------------------
.byte FINE
If you put double byte fine game going to read the first byte fine consequently
it not loop because byte fine is before loop location header
Then never forget to put loop point at choosed mesure and of course revise the s file before assembly! for be sure and avoid kernel crashing
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Thanks so much! It worked!
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March 4th, 2009 11:03 AM
AmineX
You send me the same file xd
anyway look what's wrong
@**************** Track 3 (Midi-Chn.3) ****************@
[Wild_3_loop]
Wild_3:
.byte KEYSH , Wild_key+0
@ 000 ----------------------------------------
.byte VOICE , 33
.byte VOL , 81*Wild_mvl/mxv
.byte N04 , Dn3 , v092
loop point always be after mesure number and if song loop at the
Beginning of the song (mesure @000) loop pointer need to be
after track header:
[ .byte TEMPO , 120*Wild_tbs/2
.byte VOICE , 99
.byte VOL , 116*Wild_mvl/mxv ]
Wild_1:
.byte KEYSH , Wild_key+0
@ 000 ----------------------------------------
.byte TEMPO , 120*Wild_tbs/2
.byte VOICE , 99
.byte VOL , 116*Wild_mvl/mxv
Wild_1_loop:
.byte N02 , Dn3 , v056
.byte W03
.byte Fn3
.byte W04
.byte Gs3 , v060
.byte W04
..................................
@ 001 ----------------------------------------
Wild_1_001:
.byte W28
.byte W01
.byte N04 , Dn4 , v120
..................................
Then last thing: loop pointer need contain [ : ] after loop word
error: Wild_1_loop
correction: Wild_1_loop:
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March 4th, 2009 12:21 AM
AmineX
I hope that you understand fine and if there any questions do not hesting to ask!!!!!!!!!
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Hmmm.... I see. Is there any way to fix this or is that just how it is?
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February 24th, 2009 01:50 PM
AmineX
Indeed u'r going to have the same result with all direct sound which use multi samples!
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Hey Amine when are you usually on MSN?
Also just thought I'd tell you I managed to take the Distortion Guitar from FireRed and put it in Ruby using a hex editor. I'm probably going to do the same with many other useful instruments. However I noticed that if I use a track with a very high pitch of noise with the Distortion Guitar it make a messed up noise in-game. I also noticed this with a few other instruments.
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