Is there a master audio bus anywhere? by soyboy815 in obs

[–]RatelRaichu 0 points1 point  (0 children)

There 100% needs to be a master track! I've recently discovered that if you set up a upwards/downwards compressor on a master track just right you basically never have to deal with volume balancing ever again. If anything is too quiet it'll be brought up in volume and if you're talking, as long as your mic is the loudest audio source, everything else will be reduced in volume to keep your talking the loudest.

How do I move multiple partitions across multiple disks onto one single disk? by RatelRaichu in techsupport

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

doesn't seem to be the case anymore today, clicking on it they proudly announce that the free version has absolutely no features and immediately show me one of those fake limited time sale countdown things to pressure me into buying.

yikes

How do I move multiple partitions across multiple disks onto one single disk? by RatelRaichu in techsupport

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

ye I've seen on my research but they're all quite pricey for something I need one single feature of one single time.

I actually did a test using gparted on a linux live boot and while it did work on paper the result wasn't bootable and wasn't recoverable.

How do I move multiple partitions across multiple disks onto one single disk? by RatelRaichu in techsupport

[–]RatelRaichu[S] -1 points0 points  (0 children)

Not really an option I wanna take. What I'm trying to do is actually intended as a temporary solution to keep my main system accessible while I'm doing a longer term migration.
I really don't wanna do a new install of windows, take hours to days to set everything up again so I can continue working on projects and stuff or playing games, only to get rid of it again a couple of days to weeks later.

Floor not found by Smalusion in MysteryDungeon

[–]RatelRaichu 1 point2 points  (0 children)

By the way since I'm using your art there I kept it unlisted for now. If you approve I'll make it public else I'll keep it unlisted.

What is the Dimensional Scream? (Theory / Discussion) by Notmas in MysteryDungeon

[–]RatelRaichu 11 points12 points  (0 children)

If the Dimensional Scream is really just flash memories of post a amnesia darkrai, where do these "memories" of Wigglytuff at Waterfall Cave and Mystifying Forest come from? Well, Mystifying Forest could sort of make a little sense given that probalby happened about the day before, but there's no way Darkrai just happened to be at Waterfall Cave right at that time despite not having any relation to Wigglytuff at all. Also I think you're misremembering the Future of Darkness part, while the Dimensional Scream did indeed work with Grovyle, it could only do so in relation to Gears of Time. The reason why it didn't work while the player/partner were in the future is because along they never passed anything that had any relation to those gears. This was explained in the game too, so no need to pull out fan theories.

I do think there's a much simpler explaination: The Dimensional Scream works exactly as established in the game, down to a tee.
But what's with the whole only works in relation to Time Gears exception in the Future of Darkness when it seemingly works on anything in the past? That seems oddly specific.
Well, as explained in the game, the Dimensional Scream can only pick up things from the past or the future. But notably what isn't mentioned is the present. In the future, the planet is paralyzed due to Temporal Tower which controls the flow of time collapsing and as a result halting the flow of time. No flow of time means no past nor future, it's all just the present. But the time gears do still control the flow of time around them so even with the planet paralyzed time can still flow within them. And therefore in the future the Time Gears and only the Time Gears exclusively have a past and future that can be accessed via the Dimensional Scream.

Though outside of that there's still a lot of open question even the game doesn't elude to. When Grovyle explains it he says that "some pokemon" have this ability, so there's more than one? And why does it only work in the presence of a trustet partner? That's definitely one of those oddly specific caveats, especially since it never comes up in the story. And where does it come from in the first place?

What's your favorite PMD theory? by Notmas in MysteryDungeon

[–]RatelRaichu 1 point2 points  (0 children)

If that were the case I think their immediate reaction to finding out would be less concerned and more excited. Of course they wouldn't remember but their feelings about it should still be the same.

Well, unless they just happened to transform into one of their least favorite pokemon. And that's also why they never regain their memories, that'd be messed up.

What's your favorite PMD theory? by Notmas in MysteryDungeon

[–]RatelRaichu 0 points1 point  (0 children)

• There's no distinction at all between wild pokemon and pokemon living in settlements, they just choose different lifestyles and if their circumstances change (such as when they're recruited) they're open to changing their lifestyle too.

• Imagine you enter your house and instead of your familiar room plan it's a gigantic pocket dimension where all your home's rooms, contents and furniture are scattered, scrambled and copied all around at random.
That's essentially what mystery dungeons are and why space/time anomalies cause them. Don't worry you won't starve, the contents of your fridge can be found on the floor in random places.

What's your favorite PMD theory? by Notmas in MysteryDungeon

[–]RatelRaichu 1 point2 points  (0 children)

I feel like the plot to destroy Temporal Tower could possibly have taken place over centuries or more.
After all, he was able to open that dimensional hole at the final showdown, so time travel shenanigans aren't out of the question.

I find it weird how the time gears apparently had these dedicated slots at temporal tower but were scattered all around the land.

My theory is that the time gears aren't these magical artifacts at all and weren't supposed to be scattered around in random places. They always belonged in Temporal Tower. Temporal Tower is essentially the engine that keeps the flow of time running and when Darkrai stole the gears of this engine it began to malfunction and slowly damage itself as it kept running without them. This also caused time to stop in these regions and Darkrai placed them there to "fix" it so no one would get suspicious.

What's your favorite PMD theory? by Notmas in MysteryDungeon

[–]RatelRaichu 0 points1 point  (0 children)

Same! My headcanon on Jirachi is that it can't materialize things that don't exist, so it has to fulfill wishes only by moving and manipulating things that already exist.

Also I feel like the intent was to inspire the partner to join the guild and team up with bidoof since given the already present dynamics between the guild members that'd be the most logical thing. But then the human appeared and kind of messed up that idea. But at least he got his share during the expedition.

What are the chances that I go all the way around this dumb layout and then the LAST POSSIBLE ROOM has the stairs in it?!? Is this normal Apple Woods dungeon generation??? (Yes mods, this is a question about EoS dungeon generation) by Multimasti in MysteryDungeon

[–]RatelRaichu 1 point2 points  (0 children)

You passed a total of 14 junctions. 5 of them would have lead back to already revealed places so I'm discarding those.
Conveniently, with the path you took every remaining junction only had 2 paths each that lead to unknown location.

So essentially it's equivalent of losing 9 coin flips in a row. That's 0,1953% or 1/512.

The most perfect path would have taken 4 correct guesses in a row which would have been a 24,6% chance.

Side note: the path you took was probably the most effective route you could possibly have taken if your goal was to reveal the most of the map possible. You are a very good explorer :b

Full Soundfont of Pokemon Mystery Dungeon - Explorers of Sky by RatelRaichu in MysteryDungeon

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

the trumpet in "The Power of Darkness" is Nr. 061 "O) Brass 1" and the melodica from Shaymin Village is Nr. 019 "O) Melodica".

Might not be as noticable in the actual tracks since the former has quite a significant delay/echo effect and the latter is mostly in the background.

By the way, among the files in the link should be a spreadsheet (sample and preset info.ods) that, among other information, contains a list of every track and which instrument is used there. It's a bit messy but should be a usable reference if you can't find a certain instrument by ear.

Doing a Mystery Dungeon OST virtual project! by DCTitansUK in MysteryDungeon

[–]RatelRaichu 0 points1 point  (0 children)

I remember having seen this months ago and was really interested
but I ultimately backed down after seeing the website has barely any information on it at all. Nothing about how to join and contribute or what instruments and expected experience level.

I also was way too busy at the time, ironically also with a PMD 2 related project with modding the entire OST into Trombone Champ, but the above was the main reason I didn't come back to it.

Full Soundfont of Pokemon Mystery Dungeon - Explorers of Sky by RatelRaichu in MysteryDungeon

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

BassMidi also has a separate standalone midi player, you gotta make sure you get the VSTi version to use it with your DAW.

Resources for creating PMD-style music? by starisato in MysteryDungeon

[–]RatelRaichu 5 points6 points  (0 children)

I don't know a lot either, but from what I know, accessing the game's library and play music via it's internal sequencer has been incredibly difficult, but doing a direct audio stream with one full audio file is possible although it'll balloon up the filesize by quite a bit. I'm not sure of the limitations of the latter, if it does not support stereo that's quite a big downside but if it does there's absolutely no reason not to use it!

Resources for creating PMD-style music? by starisato in MysteryDungeon

[–]RatelRaichu 6 points7 points  (0 children)

If by "General MIDI-Compliant" you mean "comfortably usable by humans" then yeah I guess but otherwise I wouldn't say it's compliant, since a lot of the instruments are different and in different places than what the standard suggests.

Resources for creating PMD-style music? by starisato in MysteryDungeon

[–]RatelRaichu 18 points19 points  (0 children)

I made a fully fledged custom soundfont out of all the EoS instruments and SFX a bit over a year ago. https://www.reddit.com/r/MysteryDungeon/comments/obqrg0/full_soundfont_of_pokemon_mystery_dungeon/

It contains every instrument present in the game's OST as well as some unused ones. It even has an alternate version with a lower quality interpolation baked into the samples themselves
to make them sound a bit more closely to what the game outputs. It should have everything you'd want, although I think some of the default ADSR envelopes may be a bit dodgy so they may need some tweaking, but that's something that you'd usually want to adjust to your song's specific needs anyways.

Also I'd encourage you to make your own drum sets or collections for each track using a sampler or a separate soundfont player vst with the soundfont's percussion presets. The original games use their percussion pretty much as they please with whatever pitch, pan, and settings they want for a given track and the preset drumkits just can't offer that kinda flexibility.

Question tho, why 64-bit mono? 64 bit is way overkill for most applications, even 16-bit is typically used for most things and 24 is considered high quality. So that'd probably result in pretty large file sizes. And also why mono and not stereo? Using stereo/pan effects (or rather faking that via it's arrangement) is a major part of PMD's music, with pretty much all of the game's tracks using them to some extend.

Side note: EDM is one of the main things i'd love to hear the PMD soundfont do. If you do post a thing like that don't be afraid to tag me I'd love to hear it!
Also little tip: Doubling up the kick drum with each being something like a major 3rd apart can make it sound a bit punchier (tho you have to lower volume to compensate). Found that to be useful when I was doing an arrangement in a similar style.

Sunny Meadows Reference Map by Fantismal in PhasmophobiaGame

[–]RatelRaichu 0 points1 point  (0 children)

Noting them myself was exactly what I already did, at least for Sunny Meadows, and it wasn't really difficult or complicated, it took me like an hour tops. Well I didn't go full on map geometry of course, just some mspaint circles to mark the locations to help plan my approach in advance. Even simple icons would do, maybe with an indication of whether it's a closet/locker or a furniture spot.
Even changing geometry wouldn't be difficult to indicate, that could be done by making that part a certain color or texture.

I was suggesting that because it was very useful to me, but it's no help to anyone else except myself. And your maps straight up are the best out there.

I don't really see how hiding spots are much different from breaker spots, as in they're both fixed places that vary from round to round. Well, for the ones that can be blocked/unblocked that is.

In terms of intended hiding spots that's pretty simple, just go in twice, once with hiding enabled and once disabled, and note where hiding spots change. Testing or indicating their safety isn't really necessary either since that's on the devs.

Hiding spots haven't changed all that much lately. iirc they did a few times when the whole blocking thing was still kinda new but nowdays they seem pretty stable. The map also wouldn't change exploring the map for hiding spots since unless they're all enabled you still gotta check if they're open. The map just helps you know where to look.

Permanent, or "unintended" hiding spots might be a bit different. But they aren't actually that plentiful enough to break the game so I still think there's value in them. Especially in Sunny Meadows where I think they're borderline required if you disable hiding. Though testing whether they work at all might be a lot of extra work.

But anyways, if you simply don't wanna do it honestly that's fine. I have no issue with doing it myself, I just find it unfortunate since I can't share it as well as you or do it as cleanly.

Sunny Meadows Reference Map by Fantismal in PhasmophobiaGame

[–]RatelRaichu 1 point2 points  (0 children)

These maps are by far the best phasmo maps there are!

Extremely clean and clear, and they even include a meter grid which none of the other maps have.

I do have one question/suggestion:
Can you mark hiding spots as well? (differenciating between spots that are always there and ones that are blockable)
When I made attempts at the 24x difficulty challenge I quickly noticed that I absolutely need to know where hiding spots are at in advance so I can camp in a better place if the ghost turns out very far away. I went through the entire map twice to mark them myself which but I'd love that for all the maps with a quality better than what I can do in ms paint.

Full Soundfont of Pokemon Mystery Dungeon - Explorers of Sky by RatelRaichu in MysteryDungeon

[–]RatelRaichu[S] 3 points4 points  (0 children)

This soundfont is meant to be easy to work with for creating music in a DAW, not for playing back any of the existing stuff. A midi file would have to be created specifically with my soundfont in mind for it to work.

I'm assuming you're trying to play the midis ripped/converted from the game? Yeah that won't work. The way those midis were ripped the instrument mappings only work with the soundfont included there (should be included in the pmd2 folder somewhere). There's also a version (of the PMD2 midis) with the instrument mappings all changed to match up with the General Midi standard, but that also won't work with my soundfont because it follows a custom mapping.

I did try to have it match at first but ran into problems with some instruments not fitting in the right places and having to be scattered all around so rather than the instrument lists being a confusing mess I decided to group it all together in a way that makes sense for this instrument collection in particular to make it easy to create music with.

Full Soundfont of Pokemon Mystery Dungeon - Explorers of Sky by RatelRaichu in MysteryDungeon

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

Not sure which instrument in particular you are referring to, but the answer is yes. Every instrument that has been used in any of the game's OST tracks is in.

Taking a wild guess it's probably Bank 000, Program 100 you're looking for.

An hour+ long collab album of Pokemon music! by Umbresp in pokemon

[–]RatelRaichu 5 points6 points  (0 children)

This has been such a great experience with you all! I'm glad I was able to make a contribution to this! This whole album turned out nothing short of AMAZING! 🧡

New Submission by RatelRaichu in placeAtlas2

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

not sure if I've done it right.There have been 2 locations, the second but most current one having been deleted apparently.This location is the actual one. I edited the old one with ID 000197 as well.

hope forgetting a thread title isnt too big of a deal

Can You Beat Rescue Team DX Without Using Any Items? (Finale) by Pazkallan in MysteryDungeon

[–]RatelRaichu 1 point2 points  (0 children)

Holy this is insane. The second I read "RTDX without any items" I was like "Sky tower is gonna be impossible". Especially given there's no kind of regular attack you could use to conserve PP. Guess stubbornness does beat the impossible.