Huh, pretty good catch! Can you clarify what "pretty good but fail" means? I'm having trouble reproducing this.
I have been able to reproduce it.
Just keep failing during the tutorial part for a bit, Then he will say it.
Huh, pretty good catch! Can you clarify what "pretty good but fail" means? I'm having trouble reproducing this.
We still haven't found anyone to be a Sound Guy or Gal. Hopefully we can find somebody who wants to take on that project over the holiday break!
Wow, Audacity actually can read the audio in the ROM. Signed 8-bit PCM, no Endianness, Mono, start at 0 bytes, 100% of file, sample rate of 13815 Hz gives very close to authentic audio. Increasing the sample rate would give you a higher-pitched / faster audio track, and vice-versa for a lower sample rate. 7m20s (after importing at 13815 Hz) is a good place to look - it's where The Bon Odori is. Despite the game having a mono/stereo option, I think the songs may be stored as mono. It would save a lot of space. That would mean the game just feeds the sound effects (clapping etc.) to different speakers as necessary. If anyone knows for certain that the audio is in stereo, and can show me how to prove it, I'd love to see it.
Sounds perfect! Thanks! I'm surprised how much of the ROM is just audio. It looks like it's over half! That makes searching for unused (non-audio) content much easier!I'd say the real audio frequency is closer to 13500 Hz. I used the "Couldn't wait for you" vocals for testing (@9:02.70). In fact, 13500 Hz sounds just right. 13815 Hz sounds a bit higher pitched than the emulated audio.
Never got them to work either. The only ones I could get working were the easy, single-line graphics changes. Can you post IPS patches for the ones you could get working? (I'd actually like patches for all of them.) I think I posted his patches (even if they weren't working) as IPS within the first post, but they may not be there anymore. If you snoop around the Mediafire account you may find it.By the way, does anybody here managed to get to work Y.S's Automated Drum Lessons and Automated Gameplay codes posted here? The rest of the codes work fine except these two. I tweeted to the Y.S. twitter account but he replied something along the lines of "I find strange to be demanded the support of a cheat code which I wrote several years ago. I shared this one and received no reward. I don't have the environment to test anymore."
I don't know Japanese so we'll have to deal with machine translations for now.何年も前に書いたチートコードのサポートを要求されるのはおかしいと思う。こっちはおすそ分けしていただけで、なんの報酬も受け取っていない。もうテストする環境もない。
That's what I meant. The samples would be mono and put into individual channels as needed.The samples would be in mono; if you find two similar but not quite identical samples for a single effect then that effect might be in stereo.
The music, which uses MIDI-like sequences, could easily be stereo without taking up significant extra space. Simply different samples would be used for left and right channel.
Thanks for this; I'll look at it sometime.http://www.pineight.com/gba/samplerates/ allows calculating sample rates based on playback parameters. Unfortunately I was unable to easily find what the parameters get set to; it should be possible with a good debugger.
How should this be translated? We have it as "sponsored by" JP ROOM; Google gives "provided" or "offered" by.提供 J.P.ROOM
I'm still not super good at Japanese, but that machine translation doesn't seem faulty to me. "I shared this one and received no reward" sounds cruder than he actually says it (since it's basically said in a very matter-of-fact way), but that's about it.I don't know Japanese so we'll have to deal with machine translations for now.何年も前に書いたチートコードのサポートを要求されるのはおかしいと思う。こっちはおすそ分けしていただけで、なんの報酬も受け取っていない。もうテストする環境もない。
I'm happy as long as the voice work isn't handled as poorly as in Rhythm Tengoku Gold.
In any case, it's awesome that this is happening. The quality on this hack has been consistently good!