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Currently reading VMDS/NDS/General Music VMDs/CornObjects/NDS_SWRAM_Audio.vmd.doc.txt

NDS_SWRAM_AUDIO:

VMD for hitting the audio stored in SWRAM for most DS games, works consistently across several games
in my use of it with better results and less crashing than trying to hit the entire SWRAM domain

Vector engine with the ARM_ReplaceCondition/ReplaceInstruction/ReplaceRegister lists for the limiter,
and ARM_Giga/GigaFixedPoints/NOP for values works well with the VMD

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NDSARM7WRAM_-_MusicValues_Lower_Dynamic:
NDSARM7WRAM_-_MusicValues_Upper_Static:

Upper targets the static values that tend to control audio in general (volume, stereo mixing, audio pitches,
sometimes instrument control), while the lower targets moving values that tend to affect sequenced instruments
Upper is a lot more finicky and prone to crashing, but also gives way better results when it does work

I'd recommend using the NDS-compatible ARM lists from the package downloader with these for the best results,
although the standard NDS lists sometimes work well too, as do the wildcards and very rarely Pipe/Distortion Engine

Before I forget to mention it, the ARM lists ReplaceInstructions, ReplaceCondition and ReplaceRegisters as limiters
with Giga for the values give good results on these

Oh, and you usually need the intensity to be as low as possible if you do use those lists with these VMDs
(as in, between 1-4, usually 1 or 2)