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  • Is that also how Chaos Rush implements it with "Lots of complicated ASM"?

    Can you show me the routine?
    Try me I learn fast.
    How about form changes? How do I do that without having the other form occupy a slot in the pokedex?
    On your No Rival Naming ASM Hack, the 0x8FFFFFF, do I replace it with a table pointer or the string itself?

    BTW Dude, about your thinking about quitting, don't do that. You're so great, I respect you and I look up to you. DO NOT QUIT. You are my inspiration.
    But can I put that palette on a free space or I just have to edit an existing palette? When I point the table2: .word 0x08FFFFFF to the pointer, is it the same pointer where I put the palette, pointer +1 or an earlier pointer?
    Can you elaborate the part of the 3rd routine? Put it in much simpler words?

    And I found it by following a link from the Quick R&D thread around pages 2-9?

    And also I added you in MSN [email protected] just so you know.
    But why is the color on the opponent's mugshot BG doesn't blend like on the player's? Is it because of the palette I'm using? Oh and how do I put in palette for it?

    And I'm sorry that I assumed you ignored me immediately it's just because I taught you're already at the peak of Rom Hacking and I'm just some newbie so I thought you won't spare some time for me but I was wrong for judging you. Sorry :(
    Okay since it looks like you don't read my PMs, I might as well post here.

    Hey sir Jambo51. I tried doing your Pre-Battle Mugshot ASM Hack found here, it worked but I have a few Questions.
    1) Up to what 0x??? are the palette?

    2) Is it supposed to have that line in the middle?
    Lol long time!
    how's life doing. :P

    still haven't re-added me on skype or msn

    can't believe u don't work at mc donalds anymore D:
    Just letting you know that I'm doing Unova Pokemon sprites again, and I am making it a priority above everything else (even my ROM hack). Currently finishing up Sawbucks' multiple forms.
    Ok, I've added you again.

    It's just I wanted that fix... :/ Maybe 0x3F102 is not the right offset to change... :/

    Anyways, I think I'll go without that fix... :)
    Hey, Jambo there seems to be a problem with this fix...

    http://www.pokecommunity.com/showpost.php?p=7148628&postcount=147

    If you that in your hack it freezes when you start a battle I don't know the reason in it.

    Maybe you're thinking I compiled the Routine wrong try to compare it with your compiled routine.
    Spoiler:
    Upon reading up on a few things and observing sounds myself, I've found that the pattern played for a particular note on the noise instrument track is shown, in one form or another, at register/RAM address $FF22. I don't know how to translate this to MIDI notes or where to find defining values in the ROM itself, though.

    My "by ear" conversion is pretty rough. I''m pretty sure a few of the noise notes from R/G/B/Y songs I've converted don't have the precise pitch playing. I'm also certain that many of the notes don't have proper velocity/decay values. No one else seems to notice or care, really.

    The big problem is converting a few noise patterns that seem to be impossible with the GBA's GB Synth. The pattern played in the Route 1/2 music comes to mind; it rapidly shifts between the two pre-defined sample rates for noise instruments to produce its own type of clicking sound. A few of the noises in town music for G/S/C also have hard-to-replicate sounds.

    And 127 modulation? Yeah, that's gonna cause massive distortion with notes! I'm guessing that either the GBA handles this particular instance (max distortion) differently from the GB(C), or there's something wrong with the "formula" I came up with. I'm gonna go with the latter. I honestly don't know off the top of my head how that distinct "shaking" sound was made. Sorry!
    I've made a discovery with how noise instruments work in R/G/B/Y. That "unknown variable y" that I mentioned is actually part of the latter variable "z." To correct myself, I'll now classify the variable that determines the "type" of drum strike as "yy." These are what the different values for "yy" gave me (mind my lack of proper terms):

    00: Nothing
    01: Deep snare hit, long
    02: Deep snare hit, medium (ex. Route 24)
    03: Deep snare hit, short
    04: Deep snare hit, low velocity
    05: Five-note drum rise (ex. Title Screen)
    06: Low-pitch 256-byte sound (ex. Vermilion City)
    07: Low-pitch 256-byte "double" sound (ex. Viridian City)
    08: Soft snare hit, short; decay
    09: Mid-low snare hit
    0A: Mid-high snare hit
    0B: Deep snare hit, extra long
    0C: Soft snare hit, medium; decay
    0D: Soft snare hit, long; decay
    0E: High snare hit
    0F: 256-byte sound-to-deep snare hit, low velocity (ex. Route 1)
    10: High-pitch 256-byte sound (ex. Bicycle)
    11: Soft snare hit, long; abrupt end
    12: Soft snare hit, medium; abrupt end
    13: Soft snare hit, short; abrupt end

    Everything else above that is used either for Pokémon cries or attack sound effects.

    In saying that, I'm highly doubtful that the GBA's GB Synth can replicate these specific noises with particular MIDI notes. They can be recreated, but (most likely) not played with pre-defined corresponding notes. Now comes the question of, "Where in the ROM can we find definitions for these particular sound outputs for noise instruments? And will they be in a form that can be converted painlessly enough to something that can be used in GBA games?"
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