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psy_commando last won the day on June 23 2017
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44 ExcellentAbout psy_commando
- Birthday 05/26/1988
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Thanks for the links! One thing I noticed when exporting to sf2 is that they lacked range for a lot of parameters in the official specs. DSE just seems to have unlimited pitch bending and oscilator rate XD So there's the issue that some programs might play things better than others, and its a real headache XD I also looked into the sfz format and it looked a bit better, but its still not very well supported. At that point, maybe a VST synth for DSE games might be one of the better solutions.
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You need to open a command line window to get it to run. Usually you can just right click while holding shift in a directory you want to open the command line window in. On windows 10 it'll be called "power shell" I think. But then all you gotta do is type the name of the program and then the arguments.
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Well, most of it is explained in the readme, but you need to extract the rom, and pass the path to the extracted rom in parameters to the utility. There are a couple of exemple commands in the readme that you can pretty much just copy-paste and replace the missing bit with the right paths and stuff.
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Hey! Its all good. This is really what this thread is for XD I'll admit, I'm about as clueless as you are about the sample pitch.. I know that some samples get tuned a bit from the oscillator effects, and without emulating that thing it won't sound right. But it also seems like some samples with just the fine pitch are just kinda off a bit still.. SF2 has been a pain in the butt to work with though, so I assumed it might have been part of the issue.. But glad to hear someone else noticed that as well.. Its possible its used for the voice yeah. What makes it tricky to trace down is that most of what goes into the driver is converted to an "analog" value almost immediatly.. Btw, are you planning to release that tool? It sounds pretty interesting! And any plans to emulate the oscillator processing stuff?
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I'm really amazed how you guys are managing to do something with gfxcrunch! Its pretty awful to work with ^^; Which is why I began working on that editor, which ironically isn't doing much better right now XD Also, about croagunk's shop, there's some loose files that contains swap lists. I think its in SYNTH/synth.bin. Its something I didn't really invest too much time into, but, its most likely doable to change those. Otherwise, if its just a table in the binaries, its fairly easy to write a wrapper to load the table from a custom sir0 file. I did that with the level list a while ago to allow adding custom maps to the game without having to mod the binaries.
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Pokémon Mystery Dungeon: Explorers of Sky Fan Dub
psy_commando replied to evandixon's topic in News Discussion
You could also just go into the routine in the common script that runs the new game start and plug in the scene you made. I think you can skip the personality quiz too if I remember correctly. -
Just to add to this. The XML outputed is in a very similar structure the data inside the script files, its just a bit more organized. So the details on the script op codes in my notes and etc work with those as well.
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Well, I think fl studio's midi import was meant more for importing stuff from your typical music notation software that doesn't do anything very fancy with the midis. Roland's GS is an extension on General midi, same with Yamaha's XG, that tried to add missing features to it, but they're their own standards afaik. But, yeah, lots of things done via sysex messages aren't GM standard. Although GS, or at least some parts of it like some of their extra instruments, kinda became more or less commonly supported outside the standard from what I know/can see. So its really a huge headache to deal with midi compatibility XD