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Popular Content

Showing content with the highest reputation on 06/22/20 in Posts

  1. Good morning. I made a post on Reddit and it appears I have some Mews which are not yet being hosted here. I have three Mews. All from July 2000 in Milton Keynes Central where they used a modified SNES to dump Mew in to a free party slot on my saves. The OT name is UK. The TID varys. I have two untouched at level 5. One around level 42. Do you need these Mews?
    1 point
  2. so i foound out, yes you do have to talk to a guy amd he resets the pokemon moves. but gives the pokemon a reginal mark. in pkhex is ther a way to give a pokemon a regional mark?
    1 point
  3. If you are running Luma CFW you can always take a screenshot from the Rosalina menu (L+Down+Select by default). Else I have no idea if there's another way besides BootNTR.
    1 point
  4. I see that you are planning to add support for dungeon editing so I would like to help by posting everything I know about dungeon data in EoS, which I have compiled in this document: https://docs.google.com/document/d/1UfiFz4xAPtGd-1X2JNE0Jy2z-BLkze1PE4Fo9u-QeYo I hope this helps with the development and makes everything easier. I'll join the Discord too, so feel free to ask me anything if you want.
    1 point
  5. Hi, just letting the admins/mods know this UK Mew haven't been added yet to the Event Gallery
    1 point
  6. 1 point
  7. The oscillators are partially implemented for playback, but not for SF2 export. I think the volume and pan oscillators are working (need to properly test) for playback. For pitch and LPF(?) the oscillator value calculation works for all wave shapes, but the interpolator can't handle extremely rapid pitch changes at the moment (I intend to debug this at some point because it's kind of a big problem, think it has to do with the counter resetting), so the code that loads the pitch oscillators into a playback sample is currently commented out. LPF oscillators aren't implemented beyond the general oscillator value calculation, and that's also because I did something wrong writing my LPF classes causing them to output silence. Now I think I might be able to encode the oscillators in SF2 as modulators, but the only reason I haven't thus far is laziness. There's also a weird bug with pan scaling and the envelopes are a rough estimate for now. Other than that, seems to work alright. I'm able to open the resulting files in Polyphone and play them back nicely. Just needs a bit of tweaking to sound as accurate as possible. I definitely intend to fix/add these things, just haven't done so yet. The explorer GUI tool is here. I don't really consider it polished enough to officially "release" quite yet (especially since my last few changes broke it), but I like using GitHub to bounce my code between computers cleanly so eh. It's all Java since Java is my crutch language and I keep going "eh, it'll just be a quick little applet, don't need to pull out the C...". I believe the JAR in /jar/ was built before I broke the type detection system, so if you wanted to check out a vastly inferior version of all the existing DS ROM explorers, that should do the trick . It does detect and play back SMD/SWD though (if not still a bit roughly), so that's something! Noooow unfortunately, the SF2 export buttons on the GUI seem to be outputting air for some reason. The issue isn't obvious so might take me a few to figure out why it's not writing anything. Some link is probably broken in the callback chain. However, the conversion and writing methods themselves absolutely work! At least, last I checked! THESE are in my game formats library -- class is waffeoRai_soundbank.procyon.SWD The little main test in the same package (SMDTest) has an example of how to do it since I export to SF2 as a means of debugging soundbanks, but here's basically all you would need to do to call it directly: String swd_waves_path = "mydir/bgm.swd"; //The file containing the wave data String swd_art_path = "mydir/bgm0025.swd"; //The file containing articulation data, here I just picked Apple Woods String sf2_path = "mydir/bgm0025.sf2"; //Open a FileBuffer. This is my file wrapper class that handles multi-byte fields. //The second arg is byte order as a bool (false is LE) FileBuffer filedata = FileBuffer.createBuffer(swd_waves_path, false); SWD swd_war = SWD.readSWD(filedata, 0); //Second arg is offset from file start to begin reading filedata = FileBuffer.createBuffer(swd_art_path, false); //Open the articulation data file SWD swd_art = SWD.readSWD(filedata, 0); //Parse as SWD swd_art.loadSoundDataFrom(swd_war); //Load the sound data from the sound SWD to the articulation SWD swd.writeSF2(sf2_path); Probably with a try/catch to get those I/O and parsing exceptions. And of course since this is all open source, feel free to look at SWD.java and be like "noooo, that's not good". If yall are interested in using this as a converter, I wouldn't mind prioritizing debugging and cleaning up the SWD stuff. I can also just JAR up a dedicated SWD/SWD->SF2 command line tool. For sure, SF2 lacks some flexibility that would be nice to have... I mostly only use it as the "default soundbank conversion target" because it's usually recognized by a lot of programs? Only thing I could get to import into my version of Kontakt. (Attached most recent output of bgm0025.sf2) bgm0025.sf2
    1 point
  8. @RetroAli made a great video on this event, you can check it out here!
    1 point
  9. Hello, I've got a Spanish Mew from the 2000 Spanish Championship... I posted here originally but moved the text to the Gen I - V Event Contributions Thread.
    1 point
  10. You wouldn't be able to migrate these Mews through Poke Transporter anyway. The only English Mew that can get though is the Virtual Console Mew with the OT "GF". Sure you could edit the OT on these Mew's to get them though, however they would just be another hacked Pokemon then.
    1 point
  11. Thanks for the reply. This is the second time my game froze in the wild area. I was able to unfreeze my game by changing the date and time on my game and reloading my last save.
    1 point
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