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psy_commando

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psy_commando last won the day on June 23 2017

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About psy_commando

  • Birthday 05/26/1988

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  1. Hello Psy, can you reply me on Discord?
    Is very important

    BM_Animation#6150

  2. 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.
  3. 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
  4. 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.
  5. 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.
  6. 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.
  7. 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?
  8. Hi,

    I'm having trouble with your sprite editing software for Pokemon mystery dungeon. I tried to change eevee's and jolteon's palette to make them shiny but everytime I try to change the palette, the software instantly crashes. I sent the palette I used for eevee in png and in pal

    Can you help me to make it work please?

    P1.png

    P1.pal

    1. psy_commando

      psy_commando

      Yeah, its normal. The software only works for viewing sprites right now. Editing isn't implemented yet. But, there might be an update coming. If I can get around to it. ^^;

  9. 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.
  10. 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.
  11. 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.
  12. SED files are a bit more complicated. I haven't done much with them. But maybe eventually
  13. 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.
  14. 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.
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