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psy_commando

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Everything posted by psy_commando

  1. Footprints are stored in the GROUND/ folder, and start with "a". You can view them with the sprite editor, but they can't be edited rn. I'm still fixing my code.. There's a specific overlay to run the footprint minigame, so, the data tying everything together are probably in there.
  2. So after getting some requests, I updated the modding setup zip to also include support for decompiling/compiling the pokemon sprite files with gfxcrunch. pmd2_modding_setup_08_2020.7z
  3. 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.
  4. 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.
  5. 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.
  6. 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?
  7. 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.
  8. Abilities are just code. You'd have to edit the asm to do it. There might be some special characters or space in the path to your desktop.
  9. Nice! That's pretty impressive! Do you happen to have some documentation on this? Having the source is nice, but it takes a while to dig through.
  10. Not yet. But we do know how most of it works. We still need to write tools to do it. Tilesets are still tricky. Well, you can rip the individual samples inside a SWD file to wavs using my tool.
  11. 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.
  12. 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.
  13. 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
  14. @xusu I had been planning to release a version of the program that exports one soundfont per track to help with this kind of things. One per track mainly because samples are tuned differently for every single tracks. I never really got around to it, since the whole thing is a broken mess really. Don't use -gm. It won't work well with pmd2 since the tracks have several percussive tracks, and some just don't. GM expects track 10 to be drums always, GS doesn't. The game also never uses more than 16 tracks, so don't worry about it, the default mode will always have 16 tracks max. I think your problem with the chromatic/percussive tracks not switching modes properly comes from how the FL studio sequencer doesn't seems to handle importing/converting sysex midi messages. My tool puts in each midi file some sysex messages to tell the synth to run in GS mode, and set some tracks to chromatic/percussion tracks. A bunch of older synths, like windows' default built-in synth don't support that. So you'll probably have to change those things manually when you import it in FL studio since its midi import is far from perfect. Also, I suggest you dump the raw pmd2 samples using this line : "EoSRomRoot/data/SOUND/BGM/bgm.swd" "out_pmd2samples" -hexnum And then export the list of sample used for each presets for each tracks: -swdlpath "EoSRomRoot/data/SOUND/BGM/" "out_pmd2samples.txt" -listpres -hexnum Then if you compare the cv_info file and the out_pmd2samples.txt files for each tracks you'll see what samples each track/instrument presets uses, and can listen to each individual samples exported from the soundfont. That's how I did to figure out what samples are what. It really helps a ton, since the game's soundtrack messes with the samples a lot with effects and etc. For instance, in treasure town, if you listen to the samples you said are bagpipes, they don't sounds at all like bagpipes. The composer just layered several notes to sound like a bagpipe. But in other tracks, those very same samples are used for something that sounds closer to what sounds more like an English horn or something close to it, maybe a bassoon or some "non-standard" variation that sounds like that. The actual bagpipe samples are used in bgm134 and 137 for example. Also, some of the instrument samples used in the game are instruments not in general midi or gs. Some percussion(like that Indian percussion in track#29), and etc.. So I put what was closest. About your earlier questions: 1. About the cv_info file, to change the midi instrument used for a given in-game instrument/preset just set the number in-between the MIDIPreset tags to the preset number you want. Like: <MIDIPreset>81</MIDIPreset> You don't need to touch the DSE preset. The tags are explained at the top of the cv_info file too. 2. That's because of FL studio's Fruity LSD does not support GS sysex messages, or basically any sysex message afaik. Better use something more compatible like foobar2000 or the bassmidi driver, or anything based on fluidsynth to play the midi with a GS compatible soundfont and you'll notice the drum/chromatic tracks are fine.
  15. Its fine, the whole point of this thread is to be bumped every once in a while! XD I'm not really sure what you're trying to do? The xml file is for remapping PMD2's instruments to GM/GS when doing a midi only export. It has no effect when exporting the tracks along with their soundbank. And when you say the wrong instrument is set, what do you mean? In the midi-only rips or the soundfont, or in the midi files that accompany the soundfont? Adding the -gm option on the command line just tries to make it so old GM only software has a better shot at playing it back by swapping any existing drum channel with the right one. By default the files are all exported for a GS compatible midi driver. GS allows things like disabling the drum channel as needed and etc.. The way DSE works is similar to GS and not GM. Which means some tracks just won't work when exporting as GM since they use the drum channel as a melodic channel.
  16. You can't just use that on the rom file. You need to extract the content of the rom and use it on one of the pack files that's listed in the readme. But even then, this tool is mainly meant for researchers/toolmakers since it doesn't do much besides unpack some bin files into its sub-files.
  17. If I remember correctly, missing assets/not precached assets makes the starter select screen crash. I remember testing some changes at one point and you ended up testing them? Also, all the starter models are all on the select screen and get unhidden depending on the pokemon #. Basically adding starters to GTI is a lot more involved than PSMD.
  18. Nope, GTI works very differently inside. There's stuff in the works for it though! Both PSMD and GTI are very similar, so mod tools for one will most likely work for the other. @evandixon got some tools working for those too!
  19. Well, 0x4 in a pokemon's entry changes its displayed dex id. I don't think it has anything to do with evolution. And that's possible. I know that shaymin is also another special case that's handled in the code. And glad it was useful! ^^
  20. I'm not sure what you mean? The sprites for each pokemon are stored inside "m_ground.bin", "m_attack.bin", and "monster.bin", under the data//MONSTER directory. Each of those 3 files contains one of the 3 parts of each pokemon's animations/sprite. All pokemons have an entry in all 3 files. m_ground contains the sprites on the overworld/ground mode. m_attack the attack and dungeon animations for the pokemons. And monster the enemy sprites, which are just stripped down versions of the m_attack sprites to save memory on enemy pokemons.
  21. Just drag and drop the "m_ground", "m_attack", or "monster" on the gfxcrunch executable. It'll export the content to a folder. Then do your changes to the folder, and drag and drop the folder on the gfxcrunch executable. But I'm working on a sprite editor currently to supersede gfxcrunch.
  22. Use the batch files. Or SHIFT + right click with nothing selected on the background of the folder with the program in, and click on "open command prompt here" then look at the command lines examples in the readme.
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