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Recent content by MajinBlueDragon

  1. M

    [Other] The "Spectre" Problem

    This code is a bit confusing! Why does Graveler only check one character but "Spectre" check the first two of its name? Wouldn't that trigger a trade on things like Gyarados or Gloom if its only looking at the first character? Also, Sp would also trigger Spearow, heh. I realize this was before...
  2. M

    [Other✓] Using pitchbends

    That's not a pitchbend problem, that's the modulation wheel (MIDI command 01)...you have it set way too high. Pokemon usually uses pretty low values, though they also set the modulation LFO speed (midi command 20) in most cases too. Just try playing with both those values in your song.
  3. M

    [Other] Wild Pokemon don't appear in my hack!

    You need to set the tile's property (I believe it is the background byte?) to 02, I believe, for wild Pokemon to appear on grass tiles.
  4. M

    Research: Trainer AI in Firered

    Sorry for this being a bit of a bump, but I noticed that one of the "trainer" AI scripts is that of the roaming/running Pokemon...does this mean that Pokemon such as Entei, Latios, etc (or really, anything) have an "AI value" as well that gets set to this? Does this only control its running...
  5. M

    [Other] Cry data

    ...my point was that the wav is triggered by a note in a MIDI file that is treated as a sound effect. Think of the WAV file of the cry as like an instrument. You can play it any pitch you'd like,and could even make music with it if you really wanted to. The fact remains, to play ANY wav file...
  6. M

    [Other] Cry data

    exactly, which means that the note length is probably only about 3 seconds long. If you increased its duration, you would be able to hear the entire sound, does that make more sense?
  7. M

    [Other] Cry data

    "M4A data" as you call it basically -is- still MIDI files, just...in a slightly more organized and optimized fashion. and the cries would have to be done in that way because the engine has no means of merely playing a sample on its own without some kind of control data to tell it the playback...
  8. M

    [Other] Cry data

    you were saying? :| The cries are stored as samples just like any other instrument in the game. The only difference is that they are compressed, as opposed to simply being 8-bit unsigned wav files. The way the engine in the Pokemon games works is that ALL sounds, regardless of music or SFX...
  9. M

    [Other✓] FR Intro rival walking OW

    There are actually two copies of the rival's sprite graphics stored in the ROM. I never understood why but.....this could probably be the reason. I believe the second copy was somewhere around where the Aerodactyl skeleton's graphics are located, if you load it up in a tile editor. My memory's a...
  10. M

    [Other] Cry data

    like every other sound in the game, it is probably triggered by a MIDI note. You would need to insert a new "song" or just hex edit the existing one to have a longer note length, basically. No idea where those are located, likely in their own table or something (I remember the Japanese syllables...
  11. M

    [Other] Changing song assigned to battles / fanfares etc. in Gen3?

    I posted about this in the audio thread, but since that seems to be more about music insertion and this seems a bit complex, I figured it could use its own thread. Does anyone perhaps know the PROPER way to change which songs are assigned to different battles, fanfares, etc? I'm using Emerald...
  12. M

    Help Thread: Music & Audio

    Does anyone perhaps know the PROPER way to change which songs are assigned to different battles, fanfares, etc? I'm using Emerald, by the way. Like, yeah, I realize you could just repoint whatever song is currently used, but I don't want to do that. I want to just change the actual value of of...
  13. M

    Quick Research & Development Thread

    If these are in fact the swarms, would it be possible to repoint this list and add additional swarms here, or is the game hardcoded to max out at five? I feel like this post barely got any attention but this is actually kind of a huge deal! What is it that triggers these/causes them to appear on...
  14. M

    [Other] Switching music offsets in Emerald

    Aha! Getting warmer. Emerald stores the index number of the current song to be played at 0x03000f48 in memory. If you made a game shark code you could force it to play any song when a battle is entered (or just in general) ... I have to run out so I can't look in to this further just yet, but in...
  15. M

    [Other] [Problem] Editing tile map of Textbox in Emerald (aka "where the heck is it?")

    Thanks, I would really appreciate that! I'm willing to give this a shot, anyway. If by the offset of the tiles you mean the graphics themselves, it would be... Emerald: 0xDDD748 FireRed: 0x41F1C8 if you meant the offset in memory, both games shoot the tile GFX to 0x0600C000 and the tilemap to...
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