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’Cause all games were better on the GBC

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#1 2017-05-06 18:56:45

FroggestSpirit
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Registered: 2012-03-12
Post 297/300
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Pokemon Crystal Music Editor (Now with ASM Exporting!)

Here is a beta version of the rewrite of my music editor for pokecrystal.
https://www.dropbox.com/s/i5rxtqemn32hg … e.exe?dl=0

New in this version:
-Midi loading
-Pokemon Pinball support from my Crystal Complete Repo (minus the HaunterGengar song)
-Display current tempo
-ASM saving
-Pitchbend
-Duty Modulation
-Clear properties clears all selected note properties, unless focusing on a certain property

Planned for future versions:
-Midi exporting

If there are any bugs, please let me know. Pitchbend, and duty modulation are now supported.
Known bugs:
-loading "lookpokemaniac.asm" crashes the program. The loops are set in a way that causes it to infinitely parse the song.
-some songs may behave strangely, with the cause not exactly known, like abandoned ship cover by Mmmmmm
-Moving notes may mess up some properties (hopefully I will have this fixed by next release)

The controls are:
-arrow keys are zoom/move
-right click a note, or a selection of notes to change properties of them.
-right click the time bar to move the playback cursor
-left click the time bar and drag to set the main loop of the song (if other channels dont have a loop, setting one will set a loop for all channels, otherwise it will only modify a loop for the current channel).
-left click the 4 buttons on the side to select a channel, right click to mute/unmute them
-delete to delete the selected notes
-ctrl+A to select all notes in the current channel
-ctrl+C to copy or ctrl+X to cut
-ctrl+V to paste (the first note copied will line up with the playback cursor when pasted)
-holding the alt key while dragging will change the length of the currently selected notes (they automatically can't overlap eachother doing so)
-holding shift while dragging prevents snapping to the nearest bar
-holding ctrl while using the lasso will invert the selection of notes in the lasso
-holding shift while using the lasso will let you add notes to the selection without deselecting any
-left click a note to select it with the draw/move tool (the above two commands work with this too)
-left click an open area to create a note
-enter to play/stop a song from the beginning
-space to play/pause a song from the current cursor location

Also, I need a new name for this program, suggestions are welcome, as well as wanted features, and feedback.

Last edited by FroggestSpirit (2017-12-02 04:07:33)


This isn't easy to say, but…
Music and ASM hacker

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#2 2017-05-06 20:36:18

Mmmmmm
Member
From: West Virginia
Registered: 2015-05-17
Post 253/261

Re: Pokemon Crystal Music Editor (Now with ASM Exporting!)

I'm so glad you started this project again! I've noticed some recurring issues with the program in its early state, mostly with custom songs but I'll try to give vanilla examples if I can.
• The most common one for me seems to be some songs have slowdown compared to their original version. It seems to be lag-based, as sometimes they'll slow down for some sections of a song and then return to their original version. One really noticeable example is the Hiker encounter theme, which starts at proper tempo and then slows down as soon as the loop point is hit and the percussion starts. The problem is mostly with custom songs I try, but Buena's Password, Clair's theme, and (ironically) the Pokémon Lullaby are other songs with slowdown issues. I'm not sure if it's just an issue on my machine, but my CPU doesn't go above 30% with this and other programs running simultaneously so I don't think it's an issue of power.
• On some custom songs with a waveform melody, the waveform channel gets really out of pitch. It's at its worse in my custom songs of Laverre City and Anville Town. I don't know what's the cause of the bad pitch, considering vanilla songs with the same waveform like National Park sound just fine.
• This might sound really specific, but the last note on Channel 2 in my cover of the Abandoned Ship theme plays an octave higher than it should. It even properly displays as being at the right octave in the editor, but it plays an incorrect pitch when you actually play the song and I'm unsure why.

The majority of vanilla songs seem to work perfectly fine, however.

Also, what do the two green numbers at the top left mean? The first seems to just be framerate since it's always at 60, but the second number seems to vary when you switch channels so I don't think it's tempo.

Last edited by Mmmmmm (2017-05-06 20:37:39)

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#3 2017-05-06 20:47:54

FroggestSpirit
Member
Registered: 2012-03-12
Post 298/300
Website

Re: Pokemon Crystal Music Editor (Now with ASM Exporting!)

Mmmmmm wrote:

I'm so glad you started this project again! I've noticed some recurring issues with the program in its early state, mostly with custom songs but I'll try to give vanilla examples if I can.
• The most common one for me seems to be some songs have slowdown compared to their original version. It seems to be lag-based, as sometimes they'll slow down for some sections of a song and then return to their original version. One really noticeable example is the Hiker encounter theme, which starts at proper tempo and then slows down as soon as the loop point is hit and the percussion starts. The problem is mostly with custom songs I try, but Buena's Password, Clair's theme, and (ironically) the Pokémon Lullaby are other songs with slowdown issues. I'm not sure if it's just an issue on my machine, but my CPU doesn't go above 30% with this and other programs running simultaneously so I don't think it's an issue of power.
• On some custom songs with a waveform melody, the waveform channel gets really out of pitch. It's at its worse in my custom songs of Laverre City and Anville Town. I don't know what's the cause of the bad pitch, considering vanilla songs with the same waveform like National Park sound just fine.
• This might sound really specific, but the last note on Channel 2 in my cover of the Abandoned Ship theme plays an octave higher than it should. It even properly displays as being at the right octave in the editor, but it plays an incorrect pitch when you actually play the song and I'm unsure why.

The majority of vanilla songs seem to work perfectly fine, however.

Also, what do the two green numbers at the top left mean? The first seems to just be framerate since it's always at 60, but the second number seems to vary when you switch channels so I don't think it's tempo.

Thanks for the feedback, I'll look into those songs. I do know that even on my laptop i get slowdown (enough to where the audio starts to crackle), and the odd thing is, is that I don't get the slowdown if the GameMaker Studio IDE is open (even with the standalone executable). The top number is supposed to be FPS, the bottom number is the number of notes the current channel has. They were mainly there for debugging, so they'll probably be taken out or moved later on.

Edit: it appears that the program handles rests notes weird when there are properties assigned to them. The abandoned ship theme also glitches if you move any notes in ch2, it will create some extra notes near the beginning.
Also, I didn't get consistant slowdown with hiker's theme, and the other songs sounded normal to me (though I didn't compare them to the soundcloud versions yet).
Also also, the FPS meter is broken, I for whatever reason coded it to only say 60, that will be fixed. I'll look into the lagging issue, since that seems to be causing some trouble all around

Edit2:I actually just fixed a bug that had channel properties carry over from the previous channel when loading (this is probably what you heard if you set "tone" in channel 1 or 2, but not 3)

Edit3:New version is up, let me know if it helps with any of the slowdown (I enabled v-sync in the settings). The bugs should hopefully be fixed minus the abandoned ship one, although if you get the invisible notes to appear at the beginning of ch2 by moving notes, or zooming out, you can delete them, and it fixes the song. I think it's something to do with the parser incorrectly parsing the section that gets called.

Last edited by FroggestSpirit (2017-05-06 22:08:11)


This isn't easy to say, but…
Music and ASM hacker

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#4 2018-09-15 07:01:31

Ketchup_Raptor
Member
Registered: 2017-04-23
Post 25/27

Re: Pokemon Crystal Music Editor (Now with ASM Exporting!)

Wow nothing here for over a year, so far this tool has been excellent for the features that do work as I've been able to write/edit some music and then hear it ingame after building, but I am looking to load Midi files as that just makes everything easier for pre-existing songs that aren't already asm files

Not sure what the requirements for loading a Midi are but I've tried loading one with four channels which I believe might not be how its supposed to work as it threw an error that can't be ignored and states it only expects one channel, so I instead split my midi into four files, one for each channel and then tried loading again, this seemed to be better, as it allowed the error to be ignored, but then enters an infinite loop between these two errors below

___________________________________________
############################################################################################
ERROR in
action number 1
of Draw Event
for object obj_scr_show_menu:

Error reading byte.
############################################################################################
--------------------------------------------------------------------------------------------
called from - gml_Script_file_bin_read_VL (line 2)
called from - gml_Script_load_midi (line 186)
called from - gml_Script_load_file (line 7)
called from - gml_Object_obj_scr_show_menu_Draw_0 (line 15)

and

___________________________________________
############################################################################################
ERROR in
action number 1
of Draw Event
for object obj_scr_show_menu:

Error reading byte.
############################################################################################
--------------------------------------------------------------------------------------------
called from - gml_Script_load_midi (line 188)
called from - gml_Script_load_file (line 7)
called from - gml_Object_obj_scr_show_menu_Draw_0 (line 15)

I did end up finding Midi2GSC and its what gave me the idea to feed midi files with just one track to it GBnote and allowed me to get the error loop above, I also made them into type 0 to try Midi2GSC and am currently seeing what I can do with that, by doing mass "find and replace"s to convert that old format of .asm it spat out to be in line with the current format, probably less tedious than redoing the entire song in GBnote to get the .asm of the song I want

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