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  #26    
Old November 30th, 2009, 10:00 AM
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Repoint the cries, maybe? That shouldn't be too hard...
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  #27    
Old December 2nd, 2009, 07:08 AM
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Quote:
Originally Posted by NeoS View Post
Hi. I have a problem ...
I'm working on a FireRed ROM (E) and used the offset table 48C914 (Thanks Hackmew), but when i replace the Mankey's cry (56) for the Starly's Cry, sounds good on Mankey, but the cry of Primeape (57 ) is ruined. One after of i inserted. What can I do?

(Sorry if my english is too bad xD)
Quote:
Originally Posted by destinedjagold View Post
Tutorial Notes...
* The 'Sample ROM'(number 4) should be bigger than the 'Samples WAV'(number 5)...
Learn to read though...
It'll be helpful.
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  #28    
Old December 2nd, 2009, 08:48 AM
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Quote:
Originally Posted by Wichu View Post
Repoint the cries, maybe? That shouldn't be too hard...
I know, i know... repoint the offset... the question is how... because if i use the option "Repointed" of PokecryGUI, the rom broke down.
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  #29    
Old December 8th, 2009, 01:04 AM
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The 'Sample ROM'(number 4) should be bigger than the 'Samples WAV'(number 5)...while inserting cries using Pokecry

What if i want to insert a cry which is smaller in size at compared to sample wav
( i replaced weedle with starly in my game)

Is there no way I can insert the cry?
(may be some repointing)

Found the solution
http://www.pokecommunity.com/showthread.php?t=200527
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  #30    
Old December 13th, 2009, 10:00 AM
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Quote:
Originally Posted by destinedjagold View Post


So it works with FireRed as well? I never knew, though I shouldn't never know about that since I only hack Ruby.
A-Cry? So you are making a cry tool? =3



I forgot where the 'death cries' starts though... :\
Also, yeah, it uses their PokéDex numbers, however, the Hoenn ones, like HackMew said, doesn't follow the numberings anymore.
And as HackMew suggested, you can look at their numbers in HM's XSE's stdpoke.rbh file. Though you should convert it to decimal, k? =3

Quote:
Originally Posted by Wichu View Post
Repoint the cries, maybe? That shouldn't be too hard...
Okay people, the fact that no-one else has pointed this out bugs me.
To repoint ur cries.
1) Find the offset of the cry to be repointed
2) Insert the cry into a clean fr rom at 0x800000 and see how many bytes it takes
3) Open fsf with the rom that u originally intended to insert the cry for
4) Search for however many bytes you need (you got this from step2)
5) In a hex editor, search your ROM for a pointer to the cries current offset.
6) Repoint it to the offset given from FSF
7) Open the ROM in pokecry
8) Paste the table
9) Load your pokemon number, and WAV file
10) Encode
There, you successfully repointed and inserted ur cry.
Please note: You only need to repoint if the amount of samples in your WAV is more than the samples of the current cry. Also, the "death cry" is just the "(living?) cry" of the pokemon only the ROM does something to it run time. As in, there's only one wav for each pokemon, the rest is done for you.
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  #31    
Old December 22nd, 2009, 03:43 AM
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Yes
it finally work!
Thanks for your help.
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  #32    
Old December 25th, 2009, 07:09 AM
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Anyone got the download site?
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  #33    
Old May 16th, 2010, 10:53 AM
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thanks really helped,
Yoshi cries here i come!
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  #34    
Old May 26th, 2010, 05:59 PM
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Hi, I tried replacing Bulbasaur's cry (1) and it becomes ruined. I'm using an English Version of Firered. What's the problem?
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  #35    
Old May 27th, 2010, 02:36 AM
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Quote:
Originally Posted by LCCoolJ95 View Post
Hi, I tried replacing Bulbasaur's cry (1) and it becomes ruined. I'm using an English Version of Firered. What's the problem?
Umm . . Let's see, it could be because:

A. Your WAV File is bigger than the original cry. (I doubt that.)
B. Your WAV File is not encoded in 88Kbps (11025Khz).
-> So the outcome becomes a beep or something like static.
C. It's your ROM acting up. (Not likely but hey!)

Idk, but if its A, just repoint it.

And what do you mean by "ruined", exactly?
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  #36    
Old May 27th, 2010, 05:53 AM
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Quote:
Originally Posted by LCCoolJ95 View Post
Hi, I tried replacing Bulbasaur's cry (1) and it becomes ruined. I'm using an English Version of Firered. What's the problem?
It has to be in 8 bit format, 11025 khz. You can convert that with r8brain which you can get here.
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  #37    
Old September 21st, 2010, 03:20 PM
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Yes, I am reviving this old thread o'mine.
I am the thread owner, so I guess reviving this is fine, plus, it's a tutorial anyway.

I updated the first post of this thread.
This time, you can now insert cries without corrupting the other existing cries!
Check it out.
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  #38    
Old September 27th, 2010, 08:08 AM
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I will try.
Thank you so much. :D
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  #39    
Old October 12th, 2010, 11:44 PM
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I inserted Victini's cry over Jirachi's and I only hear silence. I'm pretty sure I did everything according to the tutorial, and I'm doing this on FR.
I changed Victini's cry to 8bit and 11025 before I inserted it. And I use XVI32, if it helps.

Here are the offsets I used:
Table Offset: 48C914
Sample Offset: 69B278
Reverse Sample: 78B269
Free Space: A48DAB
Reverse Free: AB8DA4

Help would be appreciated.
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  #40    
Old October 13th, 2010, 02:57 PM
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Quote:
Originally Posted by Tropical Sunlight View Post
I inserted Victini's cry over Jirachi's and I only hear silence. I'm pretty sure I did everything according to the tutorial, and I'm doing this on FR.
I changed Victini's cry to 8bit and 11025 before I inserted it. And I use XVI32, if it helps.

Here are the offsets I used:
Table Offset: 48C914
Sample Offset: 69B278
Reverse Sample: 78B269
Free Space: A48DAB
Reverse Free: AB8DA4

Help would be appreciated.
This has happened to me before. I'm not sure why, but the cry has to be under ~1.36 seconds.
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  #41    
Old October 13th, 2010, 10:54 PM
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Quote:
Originally Posted by shiny quagsire View Post
This has happened to me before. I'm not sure why, but the cry has to be under ~1.36 seconds.
Okay, I'll try to make it shorter with Nero Wave Editor.
I'll inform you via VM if it worked.
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  #42    
Old December 16th, 2010, 12:01 PM
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Uhm, over a month...
Anyways, why is it that when I follow all the instructions for overwriting Venusaur's cry with Torterra's, I either get the silent treatment, or I get this static stuff? Am I doing something wrong?
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  #43    
Old December 16th, 2010, 03:11 PM
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Quote:
Originally Posted by Darkest Shade of Light View Post
Uhm, over a month...
Anyways, why is it that when I follow all the instructions for overwriting Venusaur's cry with Torterra's, I either get the silent treatment, or I get this static stuff? Am I doing something wrong?
First off, the cry most likely won't work if it's over 1.36 seconds. It's just a number that's been common for my cries to work. Next, your cries need to be 8 bit depth 11025 hz. You can do that in r8brain.
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  #44    
Old December 16th, 2010, 03:44 PM
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Quote:
Originally Posted by shiny quagsire View Post
First off, the cry most likely won't work if it's over 1.36 seconds. It's just a number that's been common for my cries to work. Next, your cries need to be 8 bit depth 11025 hz. You can do that in r8brain.
So most of the Sinnoh cries won't work? Because I've tried Piplup's cry at 11,025 Hz and 8 bit stereo, but I get this sound like Piplup hit puberty and dropped six octaves
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  #45    
Old December 16th, 2010, 04:16 PM
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Quote:
Originally Posted by Darkest Shade of Light View Post
So most of the Sinnoh cries won't work? Because I've tried Piplup's cry at 11,025 Hz and 8 bit stereo, but I get this sound like Piplup hit puberty and dropped six octaves
Just cut off parts that are empty audio at the beginning or end.
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  #46    
Old December 17th, 2010, 05:40 PM
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Quote:
Originally Posted by shiny quagsire View Post
Just cut off parts that are empty audio at the beginning or end.
How do I do that? Is there some program I need to cut it open and so on?
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  #47    
Old December 17th, 2010, 08:02 PM
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Quote:
Originally Posted by Darkest Shade of Light View Post
How do I do that? Is there some program I need to cut it open and so on?
Try windows sound recorder or audacity.
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  #48    
Old January 3rd, 2011, 04:02 PM
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The problem I seem to keep coming across is that Hex Workshop keeps telling me it's not finding the reverse offsets of the Samples I'm typing in. :I

Right now I'm attempting to replace Sunkern's cry with Blitzle's. I already edited it in Audacity to make it 11025 Khz (the same KhZ I use for micspams, conveniently enough :3) , and I've got everything set up by following the tutorial exactly, so at least I've gotten this far. :V
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  #49    
Old March 17th, 2012, 02:07 PM
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After I did this, the cry was silent. I made sure everything was correct. Is there something I'm missing?
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  #50    
Old March 17th, 2012, 02:29 PM
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So will this work for any other pokemon games? like, later games, or earlier ones? if so, I'd love to insert Arceus's cry into a Generation 1 Magikarp xD
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