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Post by Nova-Rocket Executive Ray on Feb 8, 2011 18:58:30 GMT -5
Speaking of Thrasher, do you need sprites for them?
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Post by WherewolfTherewolf on Feb 17, 2011 22:18:59 GMT -5
Just a little bump here, homework's been keeping me busy but I will finish that theme for you
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Bela
Trainer
Shiny Rayquaza
Posts: 131
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Post by Bela on Oct 12, 2011 13:47:38 GMT -5
Hey everybody!
It's been a while since I've posted here, but I just wanted you all to know that I'm still alive. Pokemon Rose is still something I'm working on, and still something I would like to have themes composed for.
So, just a little bump! =)
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Post by Maestro Triplet (Larx) on Oct 12, 2011 13:56:27 GMT -5
If you need themes other than battle, I can do that. I've found that I'm better at those. xP
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Bela
Trainer
Shiny Rayquaza
Posts: 131
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Post by Bela on Nov 10, 2011 5:57:54 GMT -5
Okay guys, here is my big, super-duper "wish list" for this hack! Included are a few themes where I'm looking for just some nice remixes of older themes in the Pokemon series, so I don't think those would be too difficult to do. I have included notes and will (later) post videos to samples of music I have in mind for certain themes I would like them to sound similar to. If you do compose music for this hack, you will of course be credited within the hack and wherever I post information about the hack. =) When you have composed a theme, I would need your work in a MIDI format so that I can convert and add it into my game. I leave the rest to you great composers to create and collaborate!
Trainer Battle Themes:
+ Regular Trainer (new theme) + Gym Leader (music that implies they are good) + Rival (music that implies he is pure) + Elite Four (music that sounds epic) + Rocket battle (remix, same music for Giovanni) + Magma/Aqua battle (remix, used for Leaders Seara and Demgog as well since they're actually weaker than the grunts they lead) + Thrasher Member (music that sounds dark and twisted) + Thrasher Leader (music that sounds Godly and dark)
Pokemon Battle Themes:
+ General Wild Pokemon (new theme) + Johto beasts trio (remix) + Regi Trio (remix) + Kanto bird trio (new theme) + Lugia, Ho-oh, Mewtwo, Latias, Latios (epic theme) + Kyogre, Groudon, Rayquaza (remix) + Mew, Celebi, Jirachi (new theme)
Town themes:
+ Peatite Town (small mining town, think an Oreburgh fallen on hard times) + Marvelight City (music fitting a big city, sounds bright and cheery) + Mantra Town (sounds like an ancient town, think Gerudo Valley meets small German village, maybe something sounding similar to the Village Bridge?) + Paristorm City (think Rome, Venice, Paris... accordion music probably) + Beach Resort (sunny, happy beach music, also where the Battle Frontier is so think along those lines too, think maybe Undella Town?) + Sinishade City (this is the other "big" city in the game, I'm thinking something that kinda sounds like Black City only it's for a spooky town that lives in fear of its Gym Leader) + Cinderock Island (may just use old music, but think small, volcanic rock island village, maybe uses some Hawaiian-ish music?)
Route themes: + The Route One theme (make it sound happy!) + The first few routes (I'm thinking of the routes west/east of Nimbasa for this one) + The later routes (something that sounds cool) + The Path of Bad Omens, Route 666 (spooky forest music) + The last of the routes (something for the route before E4 + post game only routes)
Location w/in game themes:
+ General Cave theme (something that would be used in Peatite Mine, in the Psychic's Cave in Mantra, Rainfall Cavern, and other hidden caves--just a cave theme, yo) + Sinishade Lab (something that sounds like Earthbound's Kraken battle theme, which I don't think sounds like a battle theme lol) + Lancaster Co. (cool building music like Silph Co. that has a part which mimics the hectic part but is longer and better!) + Thrasher Mansion (piano music, something that sounds like the interior Hyrule Castle theme in A Link to the Past would be cool) + Rose Castle (it's some ruins of an old castle, so a cave kind of sound would be good, but maybe a soft piano melody?) + Ancient Azurect (creepy ancient underground city music, think of that theme from Super Mario Land in Super Smash bros. brawl for Ancient Temple as a possible thing to mimic) + Mt. Frozis (BW's victory road is the kind of slow pace I want, and this music should sound like it but if it were a tall, frozen mountain, maybe the second, snowy Mt. Coronet area theme could be something to mimic?) + Victory Road (something that sounds like the RSE victory road music would be cool!) + Cinderock Volcano (it's a craggy volcano where Team Magma and Groudon are at--think music that fits that!) + Silver Islands (I'm thinking something that sounds like most caves in A Link to the Past) + Crystal Cave (it's a post-game Cerulean Cave with four legendaries hiding in it, filled with crystals, and wild Pokemon in the 60's. Should it be epic and sound like a cave area? Yes. I'm thinking about the cave theme in Super Mario World 2: Yoshi's Island as something that kinda sounds like this area, since those caves were just FILLED with crystals like here!) + Lancaster Tower, Penultimate Area (music like Indigo Plateau, only it's for a sort of Realgam Tower battle facility) + Lancaster Tower, Finale's Area (music sounding like Ganon's Castle/Death Mountain dungeon in the original Legend of Zelda game was my original choice, so something that sounds spooky, final-ish and retro-ish like that would be fitting)
Storyline and Plot-related music
+ General Suspense theme (for encounters with minor villains, or when something bad is about to happen--thinking of that theme used in the beginning of Miles Edgeworth Investigations as a possible template of the kind of pace I want, or the general Team Plasma is doing running around doing something bad theme) + Something Big is Happening (used twice in the game--once when Thrasher has revealed its plot to summon and capture Lugia and Ho-oh simultaneously, and a second time when Thrasher has convinced Teams Magma and Aqua to summon Kyogre and Groudon, so that Rayquaza may appear and be captured) + Interrogation (for Jake Lawin in the Agent Brown event, this should be a remix from the AA series using Miles Edgeworth Investigations music) + Cornered (a remix from the Ace Attorney Games also, this one being a theme from the classic Phoenix Wright games, the music when somebody's getting pwned in court)
I can't think of any more themes, but I'll make sure to add anything if I can think of it later. I'll also add samples of music to my notes later, but it's like really early in the morning and I'm really tired!
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Post by tobinus on Nov 10, 2011 12:09:24 GMT -5
Out of curiosity, what limitations are there on the MIDIs? I'm thinking along the lines of size, whether one part can be played only once, what Control Changes are supported (e.g. CC07 = volume, CC10 = pan, CC11 = expression), number of tracks and so on
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Post by Maestro Triplet (Larx) on Nov 10, 2011 14:06:37 GMT -5
Out of curiosity, what limitations are there on the MIDIs? I'm thinking along the lines of size, whether one part can be played only once, what Control Changes are supported (e.g. CC07 = volume, CC10 = pan, CC11 = expression), number of tracks and so on There's actually a lot of things to take into consideration... the amount of channels, the instruments, chords, and that's all I can remember. Jill may actually know the answer to that, since he's composed for a hack before.
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Post by JillSandwich93 on Nov 10, 2011 16:16:19 GMT -5
Out of curiosity, what limitations are there on the MIDIs? I'm thinking along the lines of size, whether one part can be played only once, what Control Changes are supported (e.g. CC07 = volume, CC10 = pan, CC11 = expression), number of tracks and so on From what I can remember there's a few limits to MIDIs implemented. First off, only 10 channels may be playing at the same time - 5 "DirectSound" channels, which are the instruments that sound realistic (e.g. the trumpet sample, the flute sample, percussion (excluding hihats)), and 5 Synth, which are the 8bit instruments. Oh, and one of the DS channels is used for in-battle effects, so most battle themes have only 4 of those playing at the same time, or else one of them is sacrificed to play battle effects, so keep that in mind. Now, that's the easy part. The second limit is that all of the songs are played using voicegroups, which are different "sets" of instruments that match to a song. For example, one "voicegroup" may have the flute instrument encoded into it, but another one doesn't. That's why simply inserting songs can end up being a disaster, like this. Because some of the instruments aren't in that voice group, it plays synth. I believe those two are the most important things when it comes to writing MIDIs for a rom hack. Of course, inserting these MIDIs have a little more to it than that, so here's a post on pokecommunity that adds a bit to it (along with links to the voicegroups in FireRed and looping songs that I'm too lazy to link to) Of course, if you're not going to use Sappy to insert songs, the actual insertion process is probably different. xP Oh, and I think all control changes are useable...or, well, most anyway.
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Bela
Trainer
Shiny Rayquaza
Posts: 131
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Post by Bela on Nov 10, 2011 18:53:50 GMT -5
I thought I posted something here before about limitations, etc. but if not then there you go. Thanks Jill for providing that information on the limitations set upon the MIDI files. As for insertion, that part was going to be done by me--I was also going to give myself the headache of determining what I'll do for voicegroups, instead of members here having to worry about it, so they can focus on the actual composition of songs. I intend to follow this thread as my process for inserting music. As you can see in that thread, you can create new voicegroups, so this isn't really a limitation anymore. One of my concerns has been properly setting up loop points for the music, but I'll figure that out. One thing you guys can do to help me with this is this: If not, I could always do that part myself. This new method in the above link means a person doesn't have to use Sappy to insert songs, which has been a big problem for music hacking. It also means you don't have to rely on the old voicegroups, and instead create your own custom ones for each song. That's probably what I'll be doing! What this means for you guys: Don't worry! As long as it's a MIDI file with 10 or fewer channels used (with the channel limits Jill mentioned--although this likely won't be something to get too worried about either), I should be able to work with it!
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Bela
Trainer
Shiny Rayquaza
Posts: 131
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Post by Bela on Dec 5, 2011 4:22:55 GMT -5
If you need themes other than battle, I can do that. I've found that I'm better at those. xP Would you still be interested in helping me? =]
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Bela
Trainer
Shiny Rayquaza
Posts: 131
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Post by Bela on Mar 23, 2012 0:47:41 GMT -5
Hey guys. I've updated with more info on Rose, to give you guys an idea of what I've been doing with my hack. Screenshots: Region Map: Created by Xous54 on DeviantArt Music: Music is composed by SuperiorLarxene. I also have notebooks filled with sketches, ideas, plans, etc. for this game. I am literally overflowing with stuff for Rose lol
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Bela
Trainer
Shiny Rayquaza
Posts: 131
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Post by Bela on Mar 27, 2012 0:58:14 GMT -5
I've created a few more screenshots which I feel better reflect the scripting I have accomplished for this hack. This is an event early in the game at Peatite Mine, where Team Magma attempts to rob the town's Bicycle Shop owner. And after rescuing him, this map script activates wherein he sells you a "very special" Bike. Later in the game, the player can open a Bank account where they may store some of their money. The Bank offers rewards when you reach certain milestones in your balance. The player receives a Debit card which can be used to deposit/withdraw money at ATM machines located around the region as well. At the Dept. Store, the money deposited can be spent on certain rare items. I have also recently worked on a new Rayquaza sprite for the game:
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Post by PokemonBlack2andWhite2 on Mar 27, 2012 6:09:06 GMT -5
I like the Rayquaza sprite,the whole game looks good.This must take a lot of hard work.I really wanna make my on hack,but it looks too hard to do.
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Post by YannickJason on Mar 27, 2012 12:04:48 GMT -5
Looking good so far. I like what I see. To reiterate, what are the limitations to the MIDI sequences?
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Post by Maestro Triplet (Larx) on Mar 27, 2012 12:24:37 GMT -5
Looking good so far. I like what I see. To reiterate, what are the limitations to the MIDI sequences? Copypaste what Jill said. "First off, only 10 channels may be playing at the same time - 5 "DirectSound" channels, which are the instruments that sound realistic (e.g. the trumpet sample, the flute sample, percussion (excluding hihats)), and 5 Synth, which are the 8bit instruments. Oh, and one of the DS channels is used for in-battle effects, so most battle themes have only 4 of those playing at the same time, or else one of them is sacrificed to play battle effects, so keep that in mind. Now, that's the easy part. The second limit is that all of the songs are played using voicegroups, which are different "sets" of instruments that match to a song. For example, one "voicegroup" may have the flute instrument encoded into it, but another one doesn't. That's why simply inserting songs can end up being a disaster, like this. Because some of the instruments aren't in that voice group, it plays synth. I believe those two are the most important things when it comes to writing MIDIs for a rom hack. Of course, inserting these MIDIs have a little more to it than that, so here's a post on pokecommunity that adds a bit to it (along with links to the voicegroups in FireRed and looping songs that I'm too lazy to link to) Of course, if you're not going to use Sappy to insert songs, the actual insertion process is probably different. xP Oh, and I think all control changes are useable...or, well, most anyway."
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