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  #51    
Old July 25th, 2014 (05:26 PM).
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Quote originally posted by Queen Azura:
Just would like to say I'm incredibly excited for this! Inserting music with Sappy is such a headache, and I have high hopes for your tool. ♥
Thanks!

Preview


Because I do want to prove that I am doing something for this tool, and to keep people interested, I am going to share a little preview of what I have been working on...

A Track Viewer!

Essentially, it allows you to inspect the various commands that make up a track in an easy to view way. Eventually, I plan on turning it into an editor, but that is still a little ways away.



(This is from a random song in Emerald)
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  #52    
Old July 25th, 2014 (06:07 PM).
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Quote originally posted by itari:
Thanks!

Preview


Because I do want to prove that I am doing something for this tool, and to keep people interested, I am going to share a little preview of what I have been working on...

A Track Viewer!

Essentially, it allows you to inspect the various commands that make up a track in an easy to view way. Eventually, I plan on turning it into an editor, but that is still a little ways away.



(This is from a random song in Emerald)
YEAH THIS IS AWESOME. Thanks for letting us know more. Can't wait.
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  #53    
Old July 30th, 2014 (03:15 PM).
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Another Preview


Okay, after about 4 hours of intense coding today, I am proud to say that Advanced Song now has a Voicegroup Editor! ♥ You may have seen something similar in Sappy 2006 mod 17.1's Voice Table editor.

As far as I know, this would be the second one in existence, so I'm pretty proud of myself.

So far, it features a basic editor that will allow you to edit any of the basic instrument entries in a voicegroup (like Sappy), as well as a waveform editor. Some of the more in-depth tools will need a little further research to complete, though.

Images



The Editor Itself

The red instruments are ones that match the generic code for an "unused" instrument!

The Waveform Editor!


Please let me know what you think! It keeps me motivated.
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  #54    
Old July 30th, 2014 (03:19 PM).
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Haha, oh wow, that waveform editor looks amazing. I can imagine myself spending a lot of time fiddling with that to make new cries and so on. I'm super hyped for this tool, please don't abandon it!
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  #55    
Old July 30th, 2014 (03:31 PM).
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This is the best. i love it !
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  #56    
Old July 30th, 2014 (03:45 PM).
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o.o That waveform editor looks so simplistic and outstanding. I can't wait to ditch Sappy for this. This will make alot more things, in Music Editing, so much easier.

I'm not too sure about Music Editing as a whole, but their should be a future feature, in which you could automatically expand and repoint the song table. But mainly the song table. Saves some potential errors and corruptions by using a hex editor
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  #57    
Old July 30th, 2014 (05:04 PM).
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Kuku....... looks awesome :3 Can't wait~
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  #58    
Old July 30th, 2014 (05:14 PM).
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Amazing! I can't wait for this. I have serious problems with Sappy, I hope that is the solution (wave editor really looks amazing).
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  #59    
Old July 30th, 2014 (06:12 PM).
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If this works on my computer (unlike Sappy) I will love you forever use it :D
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  #60    
Old July 31st, 2014 (05:14 PM).
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Today's Preview, Some Info. & A Contest


I am loving all the support I'm getting. So, I worked extra hard today, and I managed to get pretty far code-wise on a Wave sample editor! It can read both types of samples from the ROM - compressed and uncompressed!

In addition, I have added rudimentary wave playback for both the samples and the waveforms us NAudio! Although, I'm not sure if it sounds correct yet or not. Let's hope!

Image



The Sample Editor in all its glory!

Let me know what you think about the design itself. Should I make the Wave view smushed together more?

Also, I have improved the colors for the track editor, so the commands aren't so hard to read and such.

Info.


And now for some info. about the program itself:

Advanced Song is written in Visual C# for the .Net 4.0 Framework, so as long as the framework is compatible with your computer, you should be able to use it.

I actually began the program's development in late October of 2013, and posted it here in December. Since then, I've actually reprogrammed the tool six times to varying degrees of success, before finally reaching the seventh reprogram, the current version. And it's going great, so I doubt I will need to restart here (I have a bad habit of coding myself in circles on these kinds of projects).

I just thought I'd share a small bit of the history about this so that I can show that I haven't been just screwing around since I originally posted it. I have been working!

Contest


Finally, I have a little contest for anyone that's interested. Let me warn you, though. It's not for the faint of heart.

You see as I have been working on the disassembler, I ran into a problem, or rather a single command that I cannot figure out.

Command 0xCD.

Command 0xCD is known as "XCMD" in the MPlayDef.s file, with a comment referring to something like an external library or something, and the only thing I can figure out is that it has either 4 bytes or a 32-bit integer as its argument.

So, my contest is thus: I want someone to figure out what command 0xCD does, as well as its true argument parameters. Whoever can send me the best results by a time I will decide later (which will be near the beta release), they will get to be the official beta tester or Advanced Song (other than myself, of course) and get a chance to mess around with the tool before anyone else.

This of course also makes it easier for me to select a beta-tester as well, so we all win! :D

If this interests you, please PM me anything you have on it and I will get in contact with the winner when it's time. Thanks~!
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  #61    
Old August 6th, 2014 (06:36 PM).
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can you add a tool that will allow us to use a SF2 to replace the game's soundfont, without all the hard work of extracting all the samples from the soundfont then putting them into RSEFRLG instruments
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  #62    
Old August 7th, 2014 (10:00 AM).
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Quote originally posted by Mikekillkill:
can you add a tool that will allow us to use a SF2 to replace the game's soundfont, without all the hard work of extracting all the samples from the soundfont then putting them into RSEFRLG instruments
That is likely not going to happen, at least not with how far along the tool's development is right now. The SF2 format is actually pretty complex, so it's not a priority for me as much as getting basic functionality working right now.
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  #63    
Old August 8th, 2014 (07:56 PM).
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Quote originally posted by itari:
That is likely not going to happen, at least not with how far along the tool's development is right now. The SF2 format is actually pretty complex, so it's not a priority for me as much as getting basic functionality working right now.
Just to make it easier, Is a WAV file possible for this?
also for your 0xCD problem this might help... http://webcache.googleusercontent.com/search?q=cache:Av6nhta25jEJ:www.romhacking.net/documents/%255B462%255Dsappy.txt+&cd=3&hl=en&ct=clnk&gl=us

and 0xCD is used in making a triangle wave (Taken off of that link)
but instead of 0xCD its 0xcd (I dont know if theres any difference of lower and uppercase HEXADECIMALS)
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  #64    
Old August 8th, 2014 (08:44 PM).
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Quote originally posted by Mikekillkill:
Just to make it easier, Is a WAV file possible for this?
also for your 0xCD problem this might help... http://webcache.googleusercontent.com/search?q=cache:Av6nhta25jEJ:www.romhacking.net/documents/%255B462%255Dsappy.txt+&cd=3&hl=en&ct=clnk&gl=us

and 0xCD is used in making a triangle wave (Taken off of that link)
but instead of 0xCD its 0xcd (I dont know if theres any difference of lower and uppercase HEXADECIMALS)
Yes, I have basic Wave file importing in the works. It's working so far, so fingers crossed!
But, you can only import samples -- you'd need to set up the rest manually.

Anyway, I actually already had that document already, and it does not know what command 0xCD does. The part you gave was just part of some sample data for a triangle wave for a 16-byte waveform, but thanks for trying!

Also, FYI, casing doesn't make a difference in hexadecimal.
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  #65    
Old August 10th, 2014 (05:01 PM).
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Quote originally posted by itari:
Yes, I have basic Wave file importing in the works. It's working so far, so fingers crossed!
But, you can only import samples -- you'd need to set up the rest manually.

Anyway, I actually already had that document already, and it does not know what command 0xCD does. The part you gave was just part of some sample data for a triangle wave for a 16-byte waveform, but thanks for trying!

Also, FYI, casing doesn't make a difference in hexadecimal.
Hope you can make it export soon

PS Thanks
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  #66    
Old August 16th, 2014 (07:55 PM).
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I have an idea of how you should release the beta!
those unfinished features should be restricted on the public version untill they are finished
while the person you select for beta testing should have access to the unfinished features...
I really need looping .S files and i'm looking at that "Disassemble to .S file" :D
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  #67    
Old August 16th, 2014 (10:46 PM).
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Great tool easy to used great work
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  #68    
Old August 18th, 2014 (06:43 AM).
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Quote originally posted by itari:

Today's Preview, Some Info. & A Contest


I am loving all the support I'm getting. So, I worked extra hard today, and I managed to get pretty far code-wise on a Wave sample editor! It can read both types of samples from the ROM - compressed and uncompressed!

In addition, I have added rudimentary wave playback for both the samples and the waveforms us NAudio! Although, I'm not sure if it sounds correct yet or not. Let's hope!

Image



The Sample Editor in all its glory!

Let me know what you think about the design itself. Should I make the Wave view smushed together more?

Also, I have improved the colors for the track editor, so the commands aren't so hard to read and such.

Info.


And now for some info. about the program itself:

Advanced Song is written in Visual C# for the .Net 4.0 Framework, so as long as the framework is compatible with your computer, you should be able to use it.

I actually began the program's development in late October of 2013, and posted it here in December. Since then, I've actually reprogrammed the tool six times to varying degrees of success, before finally reaching the seventh reprogram, the current version. And it's going great, so I doubt I will need to restart here (I have a bad habit of coding myself in circles on these kinds of projects).

I just thought I'd share a small bit of the history about this so that I can show that I haven't been just screwing around since I originally posted it. I have been working!

Contest


Finally, I have a little contest for anyone that's interested. Let me warn you, though. It's not for the faint of heart.

You see as I have been working on the disassembler, I ran into a problem, or rather a single command that I cannot figure out.

Command 0xCD.

Command 0xCD is known as "XCMD" in the MPlayDef.s file, with a comment referring to something like an external library or something, and the only thing I can figure out is that it has either 4 bytes or a 32-bit integer as its argument.

So, my contest is thus: I want someone to figure out what command 0xCD does, as well as its true argument parameters. Whoever can send me the best results by a time I will decide later (which will be near the beta release), they will get to be the official beta tester or Advanced Song (other than myself, of course) and get a chance to mess around with the tool before anyone else.

This of course also makes it easier for me to select a beta-tester as well, so we all win! :D

If this interests you, please PM me anything you have on it and I will get in contact with the winner when it's time. Thanks~!
Just a suggestion for the sample editor, let's take the wave sample for example:
Code:
FF FF FE 86 43 03 46 8E FF FF FE 86 43 03 46 8E
This is a wave sample's hex data. My suggestion is to add a textbox with the sample's hex data, so it will be easier to port samples .

By far, the tool looks awesome. I would have joined that little contest thingy, but I am kinda busy in other stuff nowdays. Perhaps you already states this in some other post, but are you going to make this program open source?

Good luck, I can't wait for the release .
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  #69    
Old August 18th, 2014 (12:01 PM).
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Quote originally posted by xGal:
Just a suggestion for the sample editor, let's take the wave sample for example:
Code:
FF FF FE 86 43 03 46 8E FF FF FE 86 43 03 46 8E
This is a wave sample's hex data. My suggestion is to add a textbox with the sample's hex data, so it will be easier to port samples .

By far, the tool looks awesome. I would have joined that little contest thingy, but I am kinda busy in other stuff nowdays. Perhaps you already states this in some other post, but are you going to make this program open source?

Good luck, I can't wait for the release .
Thanks for the suggestion. However, if you look at the waveform editor, you'll notice that I did include a textbox.

And about the open source question: yes, I plan to make this open source. I just wanna wait until I get everything in order before I release the code.
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  #70    
Old September 28th, 2014 (06:15 AM).
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This looks interesting...
It works in windows 8 right? Heh, it's obvious anyway.
I'm looking forward in using it.
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  #71    
Old October 3rd, 2014 (12:43 AM).
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Will we ever be able to download this?
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  #72    
Old October 12th, 2014 (02:47 AM).
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Will you be able to insert midi's into a rom? I'm still new to pokemon hacking, so sorry if it's like, impossible or something XD
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  #73    
Old October 13th, 2014 (09:21 AM).
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Quote originally posted by AriArk:
Will you be able to insert midi's into a rom? I'm still new to pokemon hacking, so sorry if it's like, impossible or something XD
The program will insert .s files into the roms. Midis can be converted to .s files using a program called mid2agb. (Its been a while since I checked the first post, so I don't know if this program can do that yet or if its just mid2agb that does that. I'm pretty sure its just mid2agb for convertion of midis to .s files.)
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  #74    
Old October 13th, 2014 (04:59 PM).
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Quote originally posted by Merak:
The program will insert .s files into the roms. Midis can be converted to .s files using a program called mid2agb. (Its been a while since I checked the first post, so I don't know if this program can do that yet or if its just mid2agb that does that. I'm pretty sure its just mid2agb for convertion of midis to .s files.)
Yep, you nailed it. Currently, this program can assemble .s files that were converted from a midi using mid2agb, and has rudimentary .wav insertion as well.

Look Here Please!


Thank you. Now, I realize that during the summer, I was posting quite frequently about progress, and then I basically dropped off the face of the earth these past few weeks. Well, do not fret: I have not given up on this!

You see, I don't really like making excuses for things, which I find myself often doing for this, but I have legitimate reason here. I'm currently in my senior year of high school, and I have been buried in homework, essays, college applications... the works. So, I've had to take a break from programming as a whole.

What I am essentially saying is that this project is on hiatus, for the time being, until I get my schoolwork in a place where I have time to work again. If I had to guess, I would say mid-November, but I'm making no promises.

Thanks for being understanding! ~itari
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  #75    
Old October 22nd, 2014 (06:16 PM).
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Take your time! I'm really looking forward to the official release.
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