psy_commando Posted October 10, 2015 Author Share Posted October 10, 2015 Psy, i had some notes i made from before you even started this project. Back then i tried hex editing some preexisting dungeons, and in order to do that i dug deep into that gamefaqs topic for information. You might already have all this information, but i decided to post in here just in case you didn't. I hope this helps you even a tiny little bit: http://pastebin.com/kWDYtbQe I remember that it took me like 6 hours to dig this much information from that topic, and that i wasn't 100% sure that i didn't made a mistake when writing it. So while this might help, when in doubt presume that my notes are wrong okay. edit: Also, once you figure out the rest (like what different values mean on each byte and which offsets are for which dungeons) making an utility to edit dungeons shouldn't be very difficult for you. Thanks ! I gathered most of that already though, but every little bits helps ! Also, I haven't updated here in a while, but I made some pretty big progress. I don't have much to show for it though.. I added BGP support to GFXCrunch, but I still need to fix a lot of little ongoing issues with the program to continue working on it and adding features. Also, I figured out how the LFO work more or less. Have a 20 mins video of me changing the LFO values : ^^;I made a pretty big breakthrough in exporting the midis from the game. The main issue was that I coded most of that at around 3am, and it really did show.. So I recoded some parts of it, and it fixed issues with presets not being assigned correctly, which in turns mean that volume envelopes worked more like expected. Exporting to the soundfont format is going to be lossier than expected though.. Soundfont doesn't support a lot of features that DSE does. Like LFOs and priority/polyphony groups.. I could fake some of those things using midi, but a lot of advance features like filters or even just setting a frequency or delay+fadeout on a LFO based effect is not possible because its implementation specific.. We might have to write a mini DAW to work with DSE stuff.. Or maybe I could just export XML data.. We'll have to see.. I'm hoping to resume work on statsutil soon, but that huge breakthrough was too much to let go just now Here's a sample of what audioutil can export now: https://dl.dropboxusercontent.com/u/13343993/my_pmd_research_files/converted_with_audioutil/Oct10/21_B_DUN_SHIMETTAI.mp3 Its not perfect yet, but its close. And here's one of the more problematic tracks : https://dl.dropboxusercontent.com/u/13343993/my_pmd_research_files/converted_with_audioutil/Oct10/45_B_DUN_ISONODOUK.mp3 There is a sample that is completely off-pitch and I'm not sure why. I guess its probably linked to the 3 pitch-changing paramters in the SWD file. But I'm not sure what they represent.. The default pitch value is 249 for some reason.. I updated my notes with the details: https://dl.dropboxusercontent.com/u/13343993/my_pmd_research_files/PMD2_MusicAndSoundFormats.txt And also, here are some of my really messy notes listing all the DSE events : https://dl.dropboxusercontent.com/u/13343993/my_pmd_research_files/SMD_FileParsingCode.txt If anyone has the time to look at those and figure out what the unknown ones do, it would be greatly appreciated ! Link to comment Share on other sites More sharing options...
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