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  #101    
Old February 10th, 2014 (03:26 PM).
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Quote originally posted by gogojjtech:
1: Your wav is 6 seconds long.. For what? That's not a sample..
2: Since it's too long it won't play. You should have played the wav on the vid but too late. Just attach it.
3: What video recorder/editor do you use?
1: How do I get a sample? I thought I just had to have a wav file that made all the noises that the instrument made.

2: Attaching...

3: For all my videos on my channel, I use Camtasia Studio 8. Nothing fancy, but it works like a charm :)
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  #102    
Old February 10th, 2014 (03:28 PM).
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Quote originally posted by CrystalStatic:
1: How do I get a sample? I thought I just had to have a wav file that made all the noises that the instrument made.

2: Attaching...

3: For all my videos on my channel, I use Camtasia Studio 8. Nothing fancy, but it works like a charm
I don't see a post attachment..
Anyway, the thread is getting too long. go here: http://chat.linkandzelda.com:9090/?channels=romhacking,GoGo&nick=CrystalStatic&uio=MTE9MjA16a#

EDIT: Ok I see it now
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  #103    
Old February 16th, 2014 (12:47 PM).
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HELLO ALL
I come today to bring you two video tutorials on how to do this. Read the first post to watch them.
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  #104    
Old February 16th, 2014 (11:41 PM).
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When hacking the DS to 13 this allows 13 direct sounds. Does a multi sample track use 2 of those tracks?
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  #105    
Old February 17th, 2014 (11:04 AM).
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Quote originally posted by kearnseyboy6:
When hacking the DS to 13 this allows 13 direct sounds. Does a multi sample track use 2 of those tracks?
It depends on your midi. If you have two notes playing simultaneously then yeah, more than one will be used then. But if it's just one note at a time it's one channel at a time. And the max is 12, not 13.
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  #106    
Old February 18th, 2014 (12:45 PM).
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Fixed the link to MidFixforAGB.exe
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  #107    
Old July 16th, 2014 (07:28 AM).
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Thanks for the great tutorial, GoGo. This helped me a ton, since I was stuck at the whole Anvil Studio instrument number thing. Damn, I feel like a moron for not knowing that sooner, .

You've earned a subscriber!
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  #108    
Old July 29th, 2014 (08:18 PM). Edited July 29th, 2014 by CosmicBlazer.
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Edit: Well new problem guys, I exported a track but it only gave me 2 tracks when I know there needs to be more. I tested another midi and it gave me about 7 or 8 so I don't know why that midi is only giving me 2. Please help
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  #109    
Old July 30th, 2014 (09:39 AM).
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Quote originally posted by CosmicBlazer:
Edit: Well new problem guys, I exported a track but it only gave me 2 tracks when I know there needs to be more. I tested another midi and it gave me about 7 or 8 so I don't know why that midi is only giving me 2. Please help
Your song name has a space in it, making the compiler think it's 2 commands. Use a _
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  #110    
Old July 30th, 2014 (12:04 PM).
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Quote originally posted by GoGoJJTech:
Your song name has a space in it, making the compiler think it's 2 commands. Use a _
I tried this but it still only gave me 2 tracks. Could be that Sappy can't work with this midi? I think I remember that Sappy can't support all midis or something like that.

For reference my midi is written like this Crossing_Field.midi. You mean like that right?
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  #111    
Old July 30th, 2014 (12:07 PM).
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Quote originally posted by CosmicBlazer:
I tried this but it still only gave me 2 tracks. Could be that Sappy can't work with this midi? I think I remember that Sappy can't support all midis or something like that.

For reference my midi is written like this Crossing_Field.midi. You mean like that right?
Yes, Crossing_Field is good.
Sappy CAN work with midis, it's just that mid2agb didn't convert the other tracks most likely because
1 The tracks use the same channel in the midi, so they merged together
2 Your midi is broken or has unsupported events. To fix it do the repair song feature of Anvil studio then save again.
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  #112    
Old July 30th, 2014 (12:11 PM).
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Quote originally posted by GoGoJJTech:
Yes, Crossing_Field is good.
Sappy CAN work with midis, it's just that mid2agb didn't convert the other tracks most likely because
1 The tracks use the same channel in the midi, so they merged together
2 Your midi is broken or has unsupported events. To fix it do the repair song feature of Anvil studio then save again.
Alright well thank you for your help, time for the trial and error phase of learning soemthing new. I'll probably have some questions once I can understand everything better thank you GoGo
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  #113    
Old August 2nd, 2014 (09:11 PM).
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I have a simple question regarding multi sample key range. So in your tut, you said 0-48 was 49 byte. So what if the range is 28-28, would it be 0 or 1?
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  #114    
Old August 3rd, 2014 (10:24 AM).
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Quote originally posted by DuoRyan:
I have a simple question regarding multi sample key range. So in your tut, you said 0-48 was 49 byte. So what if the range is 28-28, would it be 0 or 1?
That's 1 byte. It's a byte, it's not like it does exist lol
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  #115    
Old August 3rd, 2014 (10:51 AM).
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Quote originally posted by GoGoJJTech:
That's 1 byte. It's a byte, it's not like it does exist lol
The answer was obvious, but knowing me I probably think otherwise lol. Thank for the answer.
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  #116    
Old August 22nd, 2014 (10:17 PM).
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Hey Gogo, finally getting the hang of it but I'm not so good at the Drum Part in sappy. Is is possible for you to give a little guidance on that part? In the tutorial you say it is similar to a multi but some drums in songs don't go through the entire key range (eg some go from 33-65). Also in hex editor do you select 128 bytes and fill them in accordance to the samples?
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  #117    
Old August 23rd, 2014 (04:57 AM). Edited August 23rd, 2014 by Hunter43.
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I seem to have a problem when I change the music on Pokemon Fire Red.
I try to change the Introduction music but the song I try to change it to
ends up being all high-pitched.I need help

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  #118    
Old August 23rd, 2014 (09:57 AM).
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Quote originally posted by Trask3000:
Hey Gogo, finally getting the hang of it but I'm not so good at the Drum Part in sappy. Is is possible for you to give a little guidance on that part? In the tutorial you say it is similar to a multi but some drums in songs don't go through the entire key range (eg some go from 33-65). Also in hex editor do you select 128 bytes and fill them in accordance to the samples?
The drums and multis are similar, but drums don't use the secondary table that multi's do. So drums are just regular voicegroups that don't apply frequency changes basically.

Quote originally posted by Hunter43:
I seem to have a problem when I change the music on Pokemon Fire Red.
I try to change the Introduction music but the song I try to change it to
ends up being all high-pitched.I need help

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Did you change the MODT in each track? If not, it'll sound extremely bent up.
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  #119    
Old August 23rd, 2014 (10:28 AM). Edited August 23rd, 2014 by Hunter43.
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I'm sorry if this sounds newbish but I don't know what the MOTD is or how to change it.
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  #120    
Old August 23rd, 2014 (11:04 AM).
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Quote originally posted by Hunter43:
I'm sorry if this sounds newbish but I don't know what the MOTD is or how to change it.
In your .s file for your song, go to each track and put this line at the beginning:
.byte MODT, 2
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  #121    
Old August 23rd, 2014 (12:30 PM).
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It still gets high-pitched when I make the output device DirectSound.
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  #122    
Old August 23rd, 2014 (12:36 PM).
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Quote originally posted by Hunter43:
It still gets high-pitched when I make the output device DirectSound.
Well did you import the instrument you're going to use? If you just set it to direct the point it to garbage, you're going to play garbage.
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  #123    
Old August 23rd, 2014 (02:53 PM). Edited August 23rd, 2014 by Hunter43.
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Where to you get the .wav file from and how long does it have to be? And also when I do find the wave file what do I put into the Import Sample window?
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  #124    
Old August 23rd, 2014 (04:47 PM).
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Quote originally posted by Hunter43:
Where to you get the .wav file from and how long does it have to be? And also when I do find the wave file what do I put into the Import Sample window?
You can get it from anywhere. Also my tutorial covers inserting instruments. If you're getting a song from a game, you should use the samples from said game so it sounds exactly the same.
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  #125    
Old August 25th, 2014 (03:07 PM). Edited August 26th, 2014 by Hunter43.
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I'm practicing changing music with your tutorials and I was wondering, is the KantoGym.wave file
in your tut files supposed be put into the import sample window?
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