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Davideo7
07-23-14 02:18 AM
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Vizzed Pokemon Minecraft = Audio

 

07-23-14 02:18 AM
Davideo7 is Online
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This thread is dedicated to providing all of the information and resources for the people who plan to help out with the Audio and Music of the Resource Pack for the Pokemon Kanto Region map on the Vizzed Minecraft Server.

hckarbiter : The first task I have for you is to get audio files for every single sound in Pokemon Fire Red. Once you've obtained the sounds, zip it up and email it to me at davideo7@hotmail.com

After that is done, we'll work on adding them to the resource pack and replacing current minecraft sounds with the Pokemon sounds.
This thread is dedicated to providing all of the information and resources for the people who plan to help out with the Audio and Music of the Resource Pack for the Pokemon Kanto Region map on the Vizzed Minecraft Server.

hckarbiter : The first task I have for you is to get audio files for every single sound in Pokemon Fire Red. Once you've obtained the sounds, zip it up and email it to me at davideo7@hotmail.com

After that is done, we'll work on adding them to the resource pack and replacing current minecraft sounds with the Pokemon sounds.
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07-24-14 11:20 AM
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This will be fun.

So progress report!



I've searched online for some resources and getting the music for the game is as easy as installing Winamp. ._.

Pokémon cries I can get also via Audacity's Raw Data Importer. I've gone ahead and listened to (yeah listened to) the entire Fire Red ROM. Mostly static and AOL dial-up tones. I found the sound fonts and cries. I just need to locate independent sounds for menu navigation, battle moves, etc. I guess getting a list of all of the sounds would be a good thing to start with.



Some questions for you:

Is there anything you don't need sound wise for this project? I'm sure the Pokémon mod has sounds for the Pokémon but I'm not sure what, nor which game they are from.

Will these files be replacing existing minecraft files or adding on to what is already established?

Do you want to implement the original game music into the map?

I guess that's all I have for now. Once I have more details on the ripping process I'll create a progress sheet of what I have done based on what you're looking for.
This will be fun.

So progress report!



I've searched online for some resources and getting the music for the game is as easy as installing Winamp. ._.

Pokémon cries I can get also via Audacity's Raw Data Importer. I've gone ahead and listened to (yeah listened to) the entire Fire Red ROM. Mostly static and AOL dial-up tones. I found the sound fonts and cries. I just need to locate independent sounds for menu navigation, battle moves, etc. I guess getting a list of all of the sounds would be a good thing to start with.



Some questions for you:

Is there anything you don't need sound wise for this project? I'm sure the Pokémon mod has sounds for the Pokémon but I'm not sure what, nor which game they are from.

Will these files be replacing existing minecraft files or adding on to what is already established?

Do you want to implement the original game music into the map?

I guess that's all I have for now. Once I have more details on the ripping process I'll create a progress sheet of what I have done based on what you're looking for.
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07-24-14 02:41 PM
Davideo7 is Online
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hckarbiter : I don't think I'll need the Pokemon sounds.

These files will be replacing already existing sound files.

I do plan replace the music with music from Pokemon Fire Red.
hckarbiter : I don't think I'll need the Pokemon sounds.

These files will be replacing already existing sound files.

I do plan replace the music with music from Pokemon Fire Red.
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07-24-14 06:44 PM
CheeseTyme is Offline
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Ok great!


So far, I've been able to rip all of the Music, Cries, and Instrumentation. Some of the sounds under Instruments are FX like Rain, Vehicle Engine, Explosions, waterfalls, etc. (From what I can hear..)


Progress:


Ripping: Complete


Music - 100%


Cries - 100% (Not Required)


SFX - 100%


Converting: Complete


Music (gsf > wav > ogg) - 100%


Cries (raw > wav > ogg) - 50% (Not Required)


SFX : raw (Complete)


RAWFX to OGG (255/255) Completed

RawFX Identified (139/255) Completed


Most of the other audio is created directly by the ROM. This includes any saw or noise waveform sounds from the menu selections, to walking through doors. These will take me a bit longer to find and extract the data for.
Ok great!


So far, I've been able to rip all of the Music, Cries, and Instrumentation. Some of the sounds under Instruments are FX like Rain, Vehicle Engine, Explosions, waterfalls, etc. (From what I can hear..)


Progress:


Ripping: Complete


Music - 100%


Cries - 100% (Not Required)


SFX - 100%


Converting: Complete


Music (gsf > wav > ogg) - 100%


Cries (raw > wav > ogg) - 50% (Not Required)


SFX : raw (Complete)


RAWFX to OGG (255/255) Completed

RawFX Identified (139/255) Completed


Most of the other audio is created directly by the ROM. This includes any saw or noise waveform sounds from the menu selections, to walking through doors. These will take me a bit longer to find and extract the data for.
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(edited by hckarbiter on 06-02-15 01:28 PM)    

07-24-14 06:50 PM
Davideo7 is Online
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hckarbiter : Awesome. If you could, name the sound files properly so I know what each sound was used for in the game.
hckarbiter : Awesome. If you could, name the sound files properly so I know what each sound was used for in the game.
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07-27-14 02:11 PM
CheeseTyme is Offline
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More updates!
I've been using the past few days to study up on ROM hacking and GBA sound registries. There seems to be nothing online that explains the coding for GBA sounds other than data for Direct Sound. Seeing as every sound effect in the game uses hard coding instead of voice samples, extracting that data is a bit more difficult. So I've been testing different byte code and programs to recreate the sound using the ROM hard coding. I'm using Sappy 2006 to find the headers, tracks, voice groups, etc. then finding those pointers in the .gba file using VBA's Memory Viewer. I write down in Notepad++ all the bytes and thus begins the byte code tampering. I use BoyScout 1.0 to recreate the tracks which has a .wav export option.
Once I can interpret the byte code in the headers, track data, and voice groups, I should easily be able to export the sound effects. The naming structure for those sounds however will be a bit of a hassle. I've found some list online that identify a lot of the FX names. Most of the FX are Pokemon moves though.
So far I've been able to Identify certain byte code patterns in the SFX tracks. 0xBD 0x?? = instrument number, 0x3C or 0x00 + 0x?? = velocity, 0xBE 0x?? = Envelope (Usually 100 for sound effects but varies for music).
Thing I need to identify are Sweep Shifts, Envelope Steps, Sweep Time, Note Length, etc. Usually Sweep info is shown in Voice Group Data which I can get using Sappy.
I'm getting close! Finding the sounds might take a bit longer to complete but I'm trying to work on it everyday while I'm out of a job. o.o Too much time on my hands..
+++++++++++++
Updated list of Track Data.
0x00-0x7F: Argument Values
0x80: WAIT (0 Ticks)
0x81-0xB0: WAIT (0+?) 81=1 tick, 82=2 ticks, ... B0=96 ticks
0xB1: End of track.
0xB2: GOTO
0xB3: Play Pattern
0xB4: End Pattern
0xB5: Repeat
0xB9: Memory Access
0xBA: Priority
0xBB: Tempo (Value = BPM/2, e.g 3A = 58, Tempo = 58*2 = 116)

0xBC: Key Shift
0xBD: Voice #
0xBE: Volume
0xBF: Pan (c_v+??)
0xC0: Pitch Bend (c_v+??)
0xC1: Bend Range
0xC2: LFO Speed
0xC3: LFO Delay
0xC4: Modulation Depth
0xC5: Modulation Type
0xC8: Fine Tuning (c_v+??)

0xCD: Echo (2 arguments: 0x08=Echo Volume, 0x09=Echo Length) (e.g. CD 08 ?? 09 ??)
0xCE: End of Tie
0xCF: Tie
0xD0-0xFF: Note+??
Note lengths change depending on value.
D0 ---- FF
N01, N02, N03, N04, N05, N06, N07, N08, N09, N10, N11, N12, N13, N14, N15, N16, N17, N18, N19, N20, N21, N22, N23, N24, N28, N30, N32, N36, N40, N42, N44, N48, N52, N54, N56, N60, N64, N66, N68, N72, N76, N78, N80, N84, N88, N90, N92, N96
c_v = 40
More updates!
I've been using the past few days to study up on ROM hacking and GBA sound registries. There seems to be nothing online that explains the coding for GBA sounds other than data for Direct Sound. Seeing as every sound effect in the game uses hard coding instead of voice samples, extracting that data is a bit more difficult. So I've been testing different byte code and programs to recreate the sound using the ROM hard coding. I'm using Sappy 2006 to find the headers, tracks, voice groups, etc. then finding those pointers in the .gba file using VBA's Memory Viewer. I write down in Notepad++ all the bytes and thus begins the byte code tampering. I use BoyScout 1.0 to recreate the tracks which has a .wav export option.
Once I can interpret the byte code in the headers, track data, and voice groups, I should easily be able to export the sound effects. The naming structure for those sounds however will be a bit of a hassle. I've found some list online that identify a lot of the FX names. Most of the FX are Pokemon moves though.
So far I've been able to Identify certain byte code patterns in the SFX tracks. 0xBD 0x?? = instrument number, 0x3C or 0x00 + 0x?? = velocity, 0xBE 0x?? = Envelope (Usually 100 for sound effects but varies for music).
Thing I need to identify are Sweep Shifts, Envelope Steps, Sweep Time, Note Length, etc. Usually Sweep info is shown in Voice Group Data which I can get using Sappy.
I'm getting close! Finding the sounds might take a bit longer to complete but I'm trying to work on it everyday while I'm out of a job. o.o Too much time on my hands..
+++++++++++++
Updated list of Track Data.
0x00-0x7F: Argument Values
0x80: WAIT (0 Ticks)
0x81-0xB0: WAIT (0+?) 81=1 tick, 82=2 ticks, ... B0=96 ticks
0xB1: End of track.
0xB2: GOTO
0xB3: Play Pattern
0xB4: End Pattern
0xB5: Repeat
0xB9: Memory Access
0xBA: Priority
0xBB: Tempo (Value = BPM/2, e.g 3A = 58, Tempo = 58*2 = 116)

0xBC: Key Shift
0xBD: Voice #
0xBE: Volume
0xBF: Pan (c_v+??)
0xC0: Pitch Bend (c_v+??)
0xC1: Bend Range
0xC2: LFO Speed
0xC3: LFO Delay
0xC4: Modulation Depth
0xC5: Modulation Type
0xC8: Fine Tuning (c_v+??)

0xCD: Echo (2 arguments: 0x08=Echo Volume, 0x09=Echo Length) (e.g. CD 08 ?? 09 ??)
0xCE: End of Tie
0xCF: Tie
0xD0-0xFF: Note+??
Note lengths change depending on value.
D0 ---- FF
N01, N02, N03, N04, N05, N06, N07, N08, N09, N10, N11, N12, N13, N14, N15, N16, N17, N18, N19, N20, N21, N22, N23, N24, N28, N30, N32, N36, N40, N42, N44, N48, N52, N54, N56, N60, N64, N66, N68, N72, N76, N78, N80, N84, N88, N90, N92, N96
c_v = 40
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(edited by hckarbiter on 08-20-14 11:52 AM)     Post Rating: 1   Liked By: EideticMemory,

12-05-14 10:57 PM
Davideo7 is Online
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hckarbiter : I apologize for the delay. Do you have any more updates for me? And when do you think you'll be ready to send me those files?
hckarbiter : I apologize for the delay. Do you have any more updates for me? And when do you think you'll be ready to send me those files?
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12-05-14 11:00 PM
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Davideo7 :

Unfortunately it seems as though he hasn't logged in for over a month (or posted in 3).

Davideo7 :

Unfortunately it seems as though he hasn't logged in for over a month (or posted in 3).

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12-05-14 11:06 PM
Davideo7 is Online
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EideticMemory : I just sent him a PM which will hopefully send him an email that he reads.
EideticMemory : I just sent him a PM which will hopefully send him an email that he reads.
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12-27-14 01:50 AM
CheeseTyme is Offline
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I am back. My hard drive crashed and I had to get a new one. Unfortunately this also means my progress as been lost. I'm still very much going to work on this project, I just have to start over again. Sorry for any inconveniences.
I am back. My hard drive crashed and I had to get a new one. Unfortunately this also means my progress as been lost. I'm still very much going to work on this project, I just have to start over again. Sorry for any inconveniences.
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12-27-14 03:30 AM
Davideo7 is Online
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hckarbiter : That's too bad. Well as long as you're willing to start over then I'm fine. How soon can you start making progress again?
hckarbiter : That's too bad. Well as long as you're willing to start over then I'm fine. How soon can you start making progress again?
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12-27-14 04:06 AM
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I'm out of town this weekend. I'll start back up Tuesday.

+++

I will be uploading track raw data to Google Drive so I won't lose them in the future. They are available for public view here.
I'm out of town this weekend. I'll start back up Tuesday.

+++

I will be uploading track raw data to Google Drive so I won't lose them in the future. They are available for public view here.
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(edited by hckarbiter on 12-31-14 01:45 AM)    

01-02-15 01:39 AM
Davideo7 is Online
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hckarbiter : No problem. I'll be able to download the audio files them from there too?
hckarbiter : No problem. I'll be able to download the audio files them from there too?
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01-02-15 12:38 PM
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Once I have everything converted to stream able audio I will upload them zipped to a private folder but it will be through Google Drive.
Once I have everything converted to stream able audio I will upload them zipped to a private folder but it will be through Google Drive.
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01-27-15 11:31 PM
Davideo7 is Online
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hckarbiter : Alright, just let me know when you have an estimate as to when I can expect that.
hckarbiter : Alright, just let me know when you have an estimate as to when I can expect that.
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05-20-15 08:16 PM
Davideo7 is Online
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hckarbiter : Any updates?
hckarbiter : Any updates?
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06-02-15 01:22 PM
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I replied to your PM but for the sake of the thread here's my update!

I've been posting around the internet for anyone who might be able to Identify some of the sounds but haven't had much luck. I can go ahead and start working with the sounds I currently have identified to get them set up for server use. We'll just have to update the assets as we go I guess.

Anywho, sorry for all of the delays.
I replied to your PM but for the sake of the thread here's my update!

I've been posting around the internet for anyone who might be able to Identify some of the sounds but haven't had much luck. I can go ahead and start working with the sounds I currently have identified to get them set up for server use. We'll just have to update the assets as we go I guess.

Anywho, sorry for all of the delays.
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