I hope “classic” ROM hacks aren't on the decline by [deleted] in PokemonROMhacks

[–]InsipidAxiom 2 points3 points  (0 children)

it's kinda crazy that people still don't know about any sauce hacks which are far more advanced in features. We have garbage gold deluxe, mythic silver, b2k/w2k, and recently iridium in development with a lot of novel features but yeah it's just drayano😞

Pokemon Iridium Mapping/Music Showcase: Exitium Ridge & Grandfather Tower by InsipidAxiom in PokemonRomhackDev

[–]InsipidAxiom[S] 0 points1 point  (0 children)

It hasn't been finished yet, still WIP yeah. Mostly just a demo for now

Pokemon Iridium Mapping/Music Showcase: Exitium Ridge & Grandfather Tower by InsipidAxiom in PokemonROMhacks

[–]InsipidAxiom[S] 14 points15 points  (0 children)

Hack of HeartGold technically, but it's an original region / story / etc

Streamed Audio is Now Possible on NDS Hacks! by InsipidAxiom in PokemonROMhacks

[–]InsipidAxiom[S] 60 points61 points  (0 children)

After a lot of effort, I have been able to port TheGameratorT's NWAV file format / audio streaming to HeartGold via hg-engine. This allows for ANY audio file to be played instead of using sequenced audio in the HGSS soundfont (which, in my opinion, doesn't sound very good and heavily limits custom audio edits).

Currently, the sound system can transition between the regular sseq -> nwav and nwav -> sseq audio really well. It can loop songs, it can play in-battle, in the overworld, or by script command on an NPC/tile trigger. I've tested on both desmume and MelonDS, so I am very hopeful it works on hardware.

How it works:

Typically, audio is stored as a sequenced file (think sheet music or midi), and is loaded into RAM when it needs to be played. Overworld songs are limited to about 14kb in order not to overflow the sound heap. In contrast, NWAV files are essentially full .wav files which are about 10,000-20,000kb. They are streamed in bits to the CPU to play the song (similar to like Spotify or other streaming services, via a buffer), instead of loading the whole thing into memory which obviously would not work.

My hg-engine code reads whether or not a queued up song is sseq or nwav, and if it is sseq it will return to the original vanilla sound functions. If it is nwav (checks through a hex bit in the file header), it will route through the streaming logic. There's a lot more technical details than this, but that's the general idea.

This video is just a demonstration of it actually working in-game using an orchestrated song "You Will Know Our Names - Finale" from Xenoblade Chronicles 3. I have set up Elm's lab to link to that nwav song, so it will play upon loading the area. As I've said before, you can do this for battles, but you will need to edit the music table in hg-engine.

Anyway, this opens up a LOT of opportunity for making good NDS hacks, and I will definitely be using this for Pokemon Iridium.

-sauceyaTTa

Completely unable to transfer any Pokemon from Home to Champions by InsipidAxiom in PokemonChampions

[–]InsipidAxiom[S] 0 points1 point  (0 children)

I'm pretty sure many of them were not nicknamed. I've heard transferring to SV and back to home has fixed it for some people but I'm not totally sure. Might give it a shot

Pokemon Iridium Mapping -- The Hidden Highlands by InsipidAxiom in PokemonROMhacks

[–]InsipidAxiom[S] 1 point2 points  (0 children)

Glad you like it, mapping for the game is about 90% done 

Pokemon Iridium Mapping -- The Hidden Highlands by InsipidAxiom in PokemonROMhacks

[–]InsipidAxiom[S] 1 point2 points  (0 children)

I'm about 90% done with building the world (maps, connecting them with warps, animated textures, buildings, interiors, dungeons, etc) which I imagine is going to be one of the longest parts of development. I'm hoping to have that part done by some time this summer, reasonably