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#1 2017-01-08 08:28:01

narfnrara
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Registered: 2013-02-17
Post 45/47

I need help with pokered (new sound question - what's unknownsfx0x20?)

Hi everyone, I recently drew an image of Golisopod and was considering trying to use pokered to insert the pokemon into the game. The only problem is... trying to figure out how to do that has been a bit troubling. The main issues I've ran into are the following;

1. I wanted to create First Impression as simply a bug type Quick Attack, but I don't know what I have to do to add a move. I also notice that Move animations are hardcoded to ID so I'm not even sure if it's possible, and that Quick Attack appears to use an engine setting rather than be an actual move category... is there anything I can do to get around this?

2. When inserting the pokemon, I became rather perplexed by the way pictures work. I don't quite understand what the "sprite dimensions" comment in the base stats asm file means, and I don't understand the file formats outside of the png. How do I create a .pic/.bpp? What do they do, specifically?

Thanks for taking the time out to read this. Help would be really appreciated.


EDIT: I've figured out how to do this, but now I have a secondary question about the sound engine. Check out the latest post.

Last edited by narfnrara (2017-03-07 05:10:12)


stunfisking the nation since the 90s

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#2 2017-01-08 22:35:38

Fotomac
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Registered: 2015-10-25
Post 267/293

Re: I need help with pokered (new sound question - what's unknownsfx0x20?)

I can't help you with 1, but for 2 I believe Cygwin does the conversion during the compiling process.

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#3 2017-01-09 01:43:10

narfnrara
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Registered: 2013-02-17
Post 46/47

Re: I need help with pokered (new sound question - what's unknownsfx0x20?)

I see. So I should just insert and refer to the .png and it'll be automatically compiled properly?


stunfisking the nation since the 90s

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#4 2017-01-09 01:49:52

Fotomac
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Registered: 2015-10-25
Post 268/293

Re: I need help with pokered (new sound question - what's unknownsfx0x20?)

Leave it listed as pic and/or 2bpp. Cygwin will convert the png to both while compiling, and assuming you didn't code anything too improperly it should compile just fine.

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#5 2017-03-07 05:13:07

narfnrara
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Registered: 2013-02-17
Post 47/47

Re: I need help with pokered (new sound question - what's unknownsfx0x20?)

Hi, I've figured out the things I originally had trouble with, but now have a new problem.

I want to try to add new cries to this game, but I don't quite understand the sound engine format. Music is easy enough to get, but sound effects seem to depend on an "unknownsfx0x20" or "unknownnoise0x20" macro, and I'm not sure what the variables for that control. For instance, here's the contents of cry00_1.asm.

SFX_Cry00_1_Ch4:
dutycycle 245
unknownsfx0x20 4, 243, 24, 7
unknownsfx0x20 15, 229, 152, 7
unknownsfx0x20 8, 145, 88, 7
endchannel


SFX_Cry00_1_Ch5:
dutycycle 160
unknownsfx0x20 5, 179, 8, 7
unknownsfx0x20 15, 197, 136, 7
unknownsfx0x20 8, 113, 72, 7
endchannel


SFX_Cry00_1_Ch7:
unknownnoise0x20 3, 161, 28
unknownnoise0x20 14, 148, 44
unknownnoise0x20 8, 129, 28
endchannel

I can definitely see that it's calling these macros with some sort of variables, and I can see in the Macro files that these are... defined, I guess?

unknownsfx0x20: MACRO
db $20 | \1
db \2
db \3
db \4
ENDM

unknownnoise0x20: MACRO
db $20 | \1
db \2
db \3
ENDM


But I don't quite understand what this is actually doing, and I fear that simply trial and erroring it would waste a lot of time. Could anyone familiar with the format explain to me what this is doing? Thank you!


stunfisking the nation since the 90s

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