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  #10276    
Old July 7th, 2009, 01:40 PM
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would ANYONE know the table offset for pokecries in FireRed or Leafgreen?!?!?!
It's kinda crucial for sinnoh pokemon and all
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  #10277    
Old July 7th, 2009, 01:48 PM
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Quote:
Originally Posted by onyx79 View Post
you mean do something like this: trainer battle.midi
well that's don't work....
No, he means listen to the track, buy a music writing program with some good midi sounds and create the MIDI on your own. I use Sibileus, it's a great program, but the MIDI isn't as good as I'd hoped.
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  #10278    
Old July 7th, 2009, 02:14 PM
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Quote:
Originally Posted by onyx79 View Post
well I have an mp3 file that I want to put in my game,however I can't find a progrm that will convert it to MIDI,someone can suggest me a usefull program?
Converting a .wav file to a MIDI is hard enough. Converting a MP3 file is ever harder. Avoid such conversions anyway, as they're not worth the effort. You will experience enough problem to make your .mid file play the right way in the game. Just get the MIDI version of the song.


Quote:
Originally Posted by The blob of blobs View Post
would ANYONE know the table offset for pokecries in FireRed or Leafgreen?!?!?!
It's kinda crucial for sinnoh pokemon and all
It's kinda crucial that you learn to find things yourself, sometimes. The table offset for FireRed US v1.0 is 0x48C914.
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  #10279    
Old July 7th, 2009, 05:15 PM
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erm, i'm back, firstly, dunno how many people remember me, wasn't here very long before, but i have a question:
how do I expand a rom?
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  #10280    
Old July 7th, 2009, 08:15 PM
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erm, i'm back, firstly, dunno how many people remember me, wasn't here very long before, but i have a question:
how do I expand a rom?
XSE has a ROM expansion tool built into it...
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  #10281    
Old July 7th, 2009, 11:30 PM
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really? i didnt know that. xD

i guess XSE is even more awesome than i thought.
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  #10282    
Old July 8th, 2009, 12:43 AM
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damn I gave to my friend to insert sprites,the sprites are awesome,but when he sent me the hack back the O\W sprites are now looking like this on a-map:
however on the game they are looking good like normal only at a-map they look like this,what to do?
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  #10283    
Old July 8th, 2009, 12:48 AM
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to above-
um in the top row of options. You'll find the face of the player. Just press and TA DA the sprites appear
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  #10284    
Old July 8th, 2009, 12:54 AM
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Originally Posted by Dragoon View Post
to above-
um in the top row of options. You'll find the face of the player. Just press and TA DA the sprites appear
omg!why I'm so noob???????thanks!
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  #10285    
Old July 8th, 2009, 02:34 AM
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Originally Posted by BananasGoMoo View Post
really? i didnt know that. xD

i guess XSE is even more awesome than i thought.
You would know that if you read the built-in guide. Make sure you're using the newest version.
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  #10286    
Old July 8th, 2009, 03:11 AM
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wow! music hacking is preety easy! however I inserted a music and I saw this messeage:

also why is converting mp3 to midi is hard?,I mean I used to convert WMV to AVI or MPG and stuff like that and it was easy,however the only related programs I find for this are programs the converts midi to mp3 and I need to oposit thing -____-
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  #10287    
Old July 8th, 2009, 03:51 AM
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It's because a MIDI file stores notes played by instruments, while a MP3 file stores the actual sound wave. If you know how an instrument sounds, it's easy to convert the notes into a sound wave. However, good luck figuring out which notes are played on which instruments from a sound wave...
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  #10288    
Old July 8th, 2009, 04:02 AM
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Quote:
Originally Posted by onyx79 View Post
wow! music hacking is preety easy! however I inserted a music and I saw this messeage:
Spoiler:

also why is converting mp3 to midi is hard?,I mean I used to convert WMV to AVI or MPG and stuff like that and it was easy,however the only related programs I find for this are programs the converts midi to mp3 and I need to oposit thing -____-
Can you read the message? :P
You're missing that file. It comes with MID2AGB, so don't ask it.


Quote:
Originally Posted by Wichu View Post
It's because a MIDI file stores notes played by instruments, while a MP3 file stores the actual sound wave. If you know how an instrument sounds, it's easy to convert the notes into a sound wave. However, good luck figuring out which notes are played on which instruments from a sound wave...
Not to say MP3 files are compressed sound vawes. So the conversion is going to be even less successfull.
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  #10289    
Old July 8th, 2009, 05:33 AM
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I tried editing the rival's intro sprite, but it becomes a screwy palette if I give him a custom name (the first time he looks fine, after I give him a custom name), the shading of the red becomes green (which looks horrible) and the skin becomes blue and white. I used BLUE's face colours, but it doesn't work for crap. Help!!
  #10290    
Old July 8th, 2009, 06:14 AM
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Thank you hackmew, i would like to learn how to find these things but i don't know where to begin. maybe if i understood asm more (at all), it would be easier, but for me it's very challenging.
Would you have a website with some tuts for me to learn how to find these sort of things for myself?
If posting answer to that is against this thread rules just pm me if ya could.
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  #10291    
Old July 8th, 2009, 07:30 AM
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Quote:
Originally Posted by Doom Chaos View Post
I tried editing the rival's intro sprite, but it becomes a screwy palette if I give him a custom name (the first time he looks fine, after I give him a custom name), the shading of the red becomes green (which looks horrible) and the skin becomes blue and white. I used BLUE's face colours, but it doesn't work for crap. Help!!
Maybe you overwrote the sprite's pallate...
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  #10292    
Old July 8th, 2009, 08:12 AM
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Quote:
Originally Posted by Doom Chaos View Post
I tried editing the rival's intro sprite, but it becomes a screwy palette if I give him a custom name (the first time he looks fine, after I give him a custom name), the shading of the red becomes green (which looks horrible) and the skin becomes blue and white. I used BLUE's face colours, but it doesn't work for crap. Help!! :S
How did you edit it, exactly?


Quote:
Originally Posted by The blob of blobs View Post
Thank you hackmew, i would like to learn how to find these things but i don't know where to begin. maybe if i understood asm more (at all), it would be easier, but for me it's very challenging.
Would you have a website with some tuts for me to learn how to find these sort of things for myself?
If posting answer to that is against this thread rules just pm me if ya could.
Stay tuned on my Knowledge thread.
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  #10293    
Old July 8th, 2009, 01:34 PM
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Quote:
Originally Posted by HackMew View Post
You would know that if you read the built-in guide. Make sure you're using the newest version.
right after i learned that i could expand my rom in XSE i read the guide to see what else i could do. lol

newest is 1.1.1 right?
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  #10294    
Old July 8th, 2009, 01:55 PM
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Quote:
Originally Posted by BananasGoMoo View Post
right after i learned that i could expand my rom in XSE i read the guide to see what else i could do. lol

newest is 1.1.1 right?
Yeah, the newest version is 1.1.1. The Live Update will confirm that.
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  #10295    
Old July 8th, 2009, 02:27 PM
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I pasted the sprite I made on the RIVAL sprite, the colours automaticaly changed so it would fit the format (PNG). How was I supposed to edit it?
  #10296    
Old July 8th, 2009, 02:30 PM
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Quote:
Originally Posted by Doom Chaos View Post
I pasted the sprite I made on the RIVAL sprite, the colours automaticaly changed so it would fit the format (PNG). How was I supposed to edit it?
Now I understand... that's normal. Take you sprite and index it. Then, insert it through unLZ.
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  #10297    
Old July 8th, 2009, 03:01 PM
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Now I understand... that's normal. Take you sprite and index it. Then, insert it through unLZ.
What do you mean by "indexing"? (My English sucks by the way)
  #10298    
Old July 8th, 2009, 03:40 PM
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Indexing (to my knowledge) means to assign a palette to the picture. In gba pokemon hacking the pallette will be either 16bit (meaning it has 16 colors) or 256bit (meaning it has 256). That is the clearest I can explain it.
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  #10299    
Old July 8th, 2009, 03:54 PM
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Quote:
Originally Posted by Doom Chaos View Post
What do you mean by "indexing"? (My English sucks by the way)
To index the sprite, download irfanview. Then go to "image" and "decrease color depth" and make sure it is decreased to 16 colors.
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  #10300    
Old July 8th, 2009, 04:33 PM
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Tried it. I tried it in two ways (probably not the right ones).
1- I take my original rival sprite and convert it in 16-bit with Irfanview. I take the 16-bit sprite and paste it on the BLUE sprite. Results: Same problem as before.
2- I paste my original rival sprite on the BLUE sprite. I save and convert it in 16-bit with Irfanview. Results: Worse than before. All the colours are screwed up. None match and there is no transparency.

What did I do wrong?
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