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Super Smash Bros. Brawl Hacking => Programming => Topic started by: libertyernie on July 06, 2011, 04:24:16 PM



Title: libertyernie: Looping Audio Converter 2.0.0 rc1
Post by: libertyernie on July 06, 2011, 04:24:16 PM
Scroll down for some other programs (2nd and 3rd posts)

Costume Manager, Stage Manager, Song Manager, and SSS Editor have been updated to version 3.9 (June 20, 2017). This adds some support for Legacy TE among a couple other things.

These programs are bundled together in one zip file and include their own DLL file (BrawlManagerLib) and the same version of BrawlLib and OpenTK included with BrawlBox (except now compiled for x86 specifically in hopes that it will fix some problems people were having running the programs.)

All versions are posted at https://github.com/libertyernie/BrawlManagers/releases (https://github.com/libertyernie/BrawlManagers/releases). See there for the changelogs in those versions.

Brawl Stage Manager (http://www.lakora.us/brawl/stagemanager/)

Brawl Song Manager (http://www.lakora.us/brawl/songmanager/)

These programs allow you to manage the stages and songs on your SD card using drag-and-drop. Brawl Stage Manager lets you add/change/remove stages, .rel files, and portraits.. It'll also update your mu_menumain and sc_selcharacter2 (random stage chooser) appropriately, when you tell it to. Brawl Song Manager lets you add/change/remove .brstm files and, if info.pac exists, it can edit song titles.

Brawl Costume Manager (http://www.lakora.us/brawl/costumemanager/)

Brawl Costume Manager is a .NET application for managing the costume files and corresponding CSS (character select screen) portraits for each character in Super Smash Bros. Brawl.
Neat features:
  • If a .pac or .pcs file exists, this program can display the model(s) in it.
  • If a common5 or sc_selcharacter exists, it can display the appropriate CSS portrait. Since version 3.0, it puts the name over it so you can see what it'll look like in game.
  • If the right file is in char_bust_tex, it can show that portrait too.
  • You can replace all of those with drag-and-drop.
  • When you copy a .pac or .pcs file, it makes the other file (.pcs or .pac) automatically!
  • You can switch an option to use the different costume-->portrait mappings in cBliss :)
  • You can even take a portrait from the model previewer now! (It's just T-pose still though :/ )

SSS Editor (http://www.lakora.us/brawl/ssseditor/)
The controls to add/remove/rearrange stages and change stage IDs and icons are written in HTML and JavaScript, and run inside an embedded WebBrowser in IE8 mode. This means it comes with a few extra DLLs and requires Internet Explorer 8 or above to be installed.


Title: Looping Audio Conv., GCT Editor
Post by: libertyernie on July 06, 2011, 04:24:27 PM
Looping Audio Converter (http://lakora.us/brawl/loopingaudioconverter)
current version: 2.0.0 (https://github.com/libertyernie/LoopingAudioConverter/releases/tag/2.0.0)

(http://i.imgur.com/u4SsAut.png)

This a replacement for both Export Loop VB and BRSTM Converter. It comes with vgmstream (for decoding BRSTM and other formats), vgm2wav (for decoding VGM/VGZ), madplay (for decoding MP3), faad (for decoding MP4 audio, e.g. M4A/AAC), lame (for encoding MP3), and SoX (for decoding, encoding, and audio modifications.) It also uses VGAudio which lets it encode BRSTM, DSP, and related formats. Looping Audio Converter itself is just the interface that connects these functions together.
See the link for more info.

brawlls (https://github.com/libertyernie/brawlls)
current version: 1.0 (April 6, 2014)

(http://i.imgur.com/Zdq8HUq.png)

This is a command-line app for listing and extracting nodes from any file BrawlLib can open. I wrote it for two main reasons: to practice C++/CLI, and so I can compare two Brawl stages and find out what changed. To that end, brawlls is able to calculate checksums for each node, and list them recursively (it stops at MDL0 nodes' children, unless you tell it not to.) It also prints the values of MSBin, STPMEntry, and STDT data.
The link above goes to GitHub; the .exe files are in the Release folder. It uses a version of my custom BrawlLib build that provides the MD5 support.

In-Place GCT Editor (http://lakora.us/brawl/gcteditor)
version: 3.7.1 (February 8, 2016)

(http://lakora.us/brawl/gcteditor/dsm.png)

This is a program that can open/save raw GCT files and turn on/off certain codes (and edit them.)
Codes that you can turn on/off:
  • File Patch Code
  • Disable Custom Stages
  • Reverse Name Sort
  • Unrestricted Pause Camera
  • and pretty much any (non-customizable) code you put in static_codes.txt
Codes that you can turn on/off and edit:
  • Default Settings Modifier
  • Stage-Dependent Song Loader (multiple instances!)

Since version 3.7.1, this program no longer crashes if you're using custom song IDs from the Custom Sound Engine in your Custom Song Volume code.


Title: other tools
Post by: libertyernie on July 06, 2011, 04:24:39 PM
Warning: edits to common2 will not work reliably (maybe not at all) with Gecko.

MiscData Editor (All-Star/Event Matches)
MiscData Editor (All-Star/Event Matches) (http://lakora.us/brawl/miscedit/)
current version: 1.0 (June 2, 2012)

(http://lakora.us/brawl/miscedit/screenshot.png)

This program can edit the MiscData[6] and MiscData[7] files from common2.pac, which control all the event matches and the 19 stages in All-Star mode.

The sky's the limit. (Actually, the limit is 62 event matches / 19 stages.) Just make sure you heed this advice, to prevent the game from crashing:
Quote
Note: if you're adding more characters to a level in All-Star, you should first copy the information from another level with the Copy Section tool.


A crash right after the first All-Star level (Game & Watch, by default) means there could be something wrong with any of the later stages.

STPM tool
STPM tool
download (mediafire) (http://www.mediafire.com/?kfdr40pfam1ilsn)

I've made my own version of the STPM tool that Mewtwo2000 put together. This one's written from scratch (in Java), and there's a new tool on the side that lets you keep the fixed camera view constant when changing the camera angle - mostly for my own use when I make my stages.
I also added the Fixed Camera Angle option which was missing before.
The program is pretty straightforward - there are Open, Reload, Save and Save As options in the menubar to use with extracted MiscData[10] files.

(http://i.imgur.com/RbQgi.png) <---> (http://i.imgur.com/CbOow.png)

(http://i.imgur.com/fEB4m.png)

P.S. To use the preview on the right, change the fixed camera angle to whatever you want, then change the fixed camera Z so the blue and red lines line up again. This is mostly useful for 2D stages (smaller camera angle = stage looks shallower = layers line up better.)

Classic Stage Editor:
This program edits the bytes in MiscData[8] that tell Brawl what stages to load in Classic Mode. These patterns appear many times (I think the repetition might either be to fill space or a bug), and some are in the same section (Yoshi and DK, for example) which makes it hard to edit with Tabuu.
I have to thank Eternal Yoshi for posting (http://www.smashboards.com/showthread.php?t=288062) the basic information on how these work.

Download (Mediafire) (http://www.mediafire.com/?06w0y1p243bycp8)
Requirements: Java, BrawlBox

To use Classic Stage Editor, export MiscData[8] from common2.pac with BrawlBox and put it in the same folder as the .jar file. Then run the .jar file and it should open right up, showing you this:

(http://imgur.com/mKZL4.png)

Along the sides are the names of each series that corresponds to certain stages in Classic Mode. The order you fight them, of course, is:
1. Zelda
2. DK or Yoshi
3. Pokemon
4. Earthbound or Fire Emblem
5. Kirby
6. Metroid or Pikmin
7. F-Zero or Starfox
8. Mario
9. Game & Watch, Ice Climber, R.O.B or Kid Icarus
10. Metal Gear, Sonic or Wario
11. 4-player free-for-all against 3 CPUs
The last match is against Master Hand on what I think is the boss stage in a seperate .PAC (haven’t tested this yet.)

The numbers in the boxes are stage IDs. The IDs for built-in stages are on this page (http://anonym.to/?http://opensa.dantarion.com/wiki/Stage_Module_Files), and for STGCUSTOM stages, add 3F in hex (so STGCUSTOM01.pac is 40, STGCUSTOM02.pac is 41, and so on.) Use FF for unused slots. If you only want one stage to show each time, make the other three FFs. If you want four stages, randomly picked, don’t use any FFs.

Here’s what the window looks like after I’m done with it:

(http://i.imgur.com/9g2bQ.png)

The “Reload” and “Save” buttons should be self-explanatory. Note that the program won’t save on its own if you close it.


Title: Re: libertyernie's tools (Rate Converter 2.6.1)
Post by: KTH on July 08, 2011, 08:58:38 AM
look good

thx u


Title: Re: libertyernie's tools (Rate Converter 2.6.1)
Post by: WTVelocity on July 28, 2011, 05:41:55 PM
Ummm I see updates, but what exactly does it do? lol


Title: Re: libertyernie's tools (Rate Converter 2.6.1)
Post by: libertyernie on July 29, 2011, 10:18:34 AM
It makes BRSTMs, using as its input most audio formats like WAV and FLAC (but not MP3) or any vgmstream-supported format (for music from video games). For files like WAV and FLAC that don't loop, it reads the loop points from a text file.
It also lets you lower the sample rate (making the file smaller), make the file mono (also makes it smaller), and make it louder/quieter (which doesn't affect file size).


Title: Re: libertyernie's tools (Rate Converter 2.6.1)
Post by: WTVelocity on July 29, 2011, 11:35:42 AM
Ah thanks for the info!

Any reason it doesn't support MP3s, or is that planned for later?


Title: Re: libertyernie's tools (Rate Converter 2.6.1)
Post by: libertyernie on July 29, 2011, 07:12:37 PM
Well, the only sox.exe I can find is compiled without MP3 support, and I'm not sure how to add it.
If there's a simple command-line program to convert MP3s to WAV files, I could use that.


Title: Re: libertyernie's tools (Classic Stage Editor - on 2nd post)
Post by: libertyernie on August 26, 2011, 08:15:55 AM
Posted the Classic Stage Editor, which lets you change what stages appear in Classic Mode.


Title: Re: libertyernie's tools (Classic Stage Editor - on 2nd post)
Post by: Jaklub on August 26, 2011, 10:57:19 AM
Oh my God. Classic Stage Editor.

Yes.

Thank you for this.


Title: Re: libertyernie's tools (new STPM tool!)
Post by: libertyernie on January 20, 2012, 08:05:35 PM
I made a new STPM tool :)


Title: Re: libertyernie's tools (new STPM tool!)
Post by: DSX8 on January 20, 2012, 08:15:37 PM
hmmm so urs has a previewer ehh? looks good o.o


Title: Re: libertyernie's tools (new STPM tool!)
Post by: Sky Grounder on January 21, 2012, 02:56:02 PM
So you made your own STPM tool? Guess I'll post some of my notes:
All stages have a STPM file, most have them in MiscData[10].
Here's the ones that have it placed different:   

STGPICTCHAT_xx.pac (MiscData[6])   
STGEDIT_0.pac (MiscData[900], MiscData[901], MiscData[902])
STGEDIT_1.pac (MiscData[1900], MiscData[1901], MiscData[1902])
STGEDIT_2.pac (MiscData[2900], MiscData[2901], MiscData[2902])

STGEDIT_x.pac have 3 STPMs for the different stage sizes.

STGCHARAROLL.pac doesn't have any, as this isn't really a stage.

Each stage have 64 FP values.

Castle Siege's STPM has 3 entries.

If you want your program to read the file (more advanced) so it would support multiple entries, here's the specs:
Header:
Size = 0x0F (16 bytes)
0x00(4) = STPM
0x07(1) = # of entries

Offsets:
It comes right after the header (at offset 0x10), and leads to the entries. Each offset is 4 bytes.
In a usual STPM, it would only appear as 1 entry with the offset as "14", but in the case of Castle Siege, which has 3 entries, it would have 3 offsets right after each other (3*4 bytes = 12 bytes).

Entries:
Size = 0x104 (260 bytes)
First four bytes defines the entry.
0x01(2) = STPM ID
0x03(1) = Echo? That's what Mewtwo2000 said, but the entries in castle siege has both values '1' and '2', so I'm not sure.

After that is 64 FP values.

Other than that, good job. Have you figured out some of the values? I have some suggestions on what some of the values might do:
Screen positions at characters (when starting a match)
Classic mode camera (when winning the match)
Snake final smash boundaries


Title: Re: libertyernie's tools (BRSTM Converter 3.0: now with MP3, VGM support)
Post by: libertyernie on April 11, 2012, 09:18:29 PM
Bump for new BRSTM Converter. This program lets you do batch-conversions of many formats (including WAV, MP3, FLAC, BRSTM, VGM/VGZ) to BRSTM, and you can also change settings like amplification, stereo to mono, and decreasing sample rate.


Title: Re: libertyernie's tools (BRSTM Converter 3.0: now with MP3, VGM support)
Post by: DSX8 on April 11, 2012, 09:32:00 PM
sweet can do mp3's!

thats wat brawlbox needs...


Title: Re: libertyernie's tools (GCT editor that lets you change things! go to post 2!)
Post by: libertyernie on May 10, 2012, 08:17:24 PM
I should probably bump this for the new GCT program.


Title: Re: libertyernie's tools (GCT editor that lets you change things! go to post 2!)
Post by: libertyernie on May 17, 2012, 12:50:28 PM
Bumped again. The newest GCT Editor supports enabling/disabling codes listed in a text file (static_codes.txt - will be auto-generated if not present). This lets you, for example, turn on Unrestricted Pause Camera or Tags in Replays without recompiling the whole GCT file.


Title: Re: libertyernie's tools (GCT editor that lets you change things! go to post 2!)
Post by: Beyond on May 17, 2012, 12:53:21 PM
I love you. :srs:


Title: Re: libertyernie's tools (GCT editor that lets you change things! go to post 2!)
Post by: SmashClash on May 17, 2012, 02:11:39 PM
I love you. :srs:
Same. Thanks so much.
EDIT: It gives an error when opening the link.


Title: Re: libertyernie's tools (GCT editor that lets you change things! go to post 2!)
Post by: SSJ Is Clueless! on May 17, 2012, 04:09:12 PM
this is an awesome tool

but yah its gives an error message


Title: Re: libertyernie's tools (GCT editor that lets you change things! go to post 2!)
Post by: libertyernie on May 18, 2012, 09:34:58 PM
fixed, thanks.


Title: Re: libertyernie's tools (GUI to edit All-Star Mode! YAY)
Post by: libertyernie on June 03, 2012, 10:04:59 PM
All-Star editor added. Try it out if you have some free time.


Title: Re: libertyernie's tools (GUI to edit All-Star Mode! YAY)
Post by: Shun_One on June 04, 2012, 08:22:31 AM
I will most certainly try it out. Now let me go think up a clever organization of All-Star characters for Project M


Title: Re: libertyernie's tools (GUI to edit All-Star Mode! YAY)
Post by: SOJ on June 04, 2012, 10:19:03 AM
Wow these are actually really useful tools.  Good job


Title: Re: libertyernie's tools (June 14 - edit event matches with a GUI)
Post by: libertyernie on June 14, 2012, 08:23:10 PM
Bump for the event match editor. See the link in the OP.


Title: Re: libertyernie's tools (June 14 - edit event matches with a GUI)
Post by: Shun_One on June 16, 2012, 12:15:18 AM
Tried out editing All-star mode, but I goofed. I like the ease of use the program allows though. As for Event Match's, maybe I'll try to make a P:M variation of them...


Title: Re: libertyernie's tools (June 14 - edit event matches with a GUI)
Post by: pikazz on June 17, 2012, 12:01:49 PM
I love the Event/Allstar program! <3

I did this and some more!
[Custom Brawl Event] Pikamaxi's Challange! (http://www.youtube.com/watch?v=6bd4OVCqf-c#ws)


Title: Re: libertyernie's tools: Brawl Stage Manager! (Jan. 30)
Post by: libertyernie on January 30, 2013, 09:07:38 PM
I made a new program called Brawl Stage Manager, and it's something I think a lot of people will be able to use for organizing their stages. Check it out in the first post :)


Title: Re: libertyernie's tools: Brawl Stage Manager! (Jan. 30)
Post by: SSJ Is Clueless! on January 31, 2013, 08:58:05 AM
wow thats awesome man, makes me wanna get stages....

btw, your computer looks old (based on the theme...)


Title: Re: libertyernie's tools: Brawl Stage Manager! (Jan. 30)
Post by: libertyernie on January 31, 2013, 08:45:09 PM
It's Windows 7, but I set it to the Windows Classic theme :P


Title: Re: libertyernie's tools: Brawl Stage Manager! (Jan. 30)
Post by: SSJ Is Clueless! on February 01, 2013, 07:49:02 AM
ah lol


Title: Re: libertyernie's tools: Brawl Stage Manager! (Jan. 30)
Post by: spralwers on February 03, 2013, 09:16:02 PM
with the stage organizer, any plans to be able to import custom pictures for the stage select screen? stage names, stage portraits, stage icons, etc


Title: Re: libertyernie's tools: Brawl Stage Manager! (Jan. 30)
Post by: libertyernie on February 05, 2013, 08:52:05 AM
Not right now. It wouldn't work for custom stages (STGCUSTOM) anyway, since the icon numbers for those aren't always the same; depend on whoever is writing the Custom SSS code.
(Also, my common5.pac has stage expansion icons, but it doesn't work with the current BrawlBox/BrawlLib.)


Title: Re: libertyernie: New BrawlLib tools + update mu_menumain automatically!
Post by: libertyernie on February 14, 2013, 12:38:57 PM
I'm gonna bump this again for the 2 new applications I posted (and the Stage Manager update.)


Title: Re: libertyernie: New BrawlLib tools + update mu_menumain automatically!
Post by: Sirkura on February 26, 2013, 07:51:19 AM
I've always been curious about the GCT editors. Is it possible to code it to read a .txt file so people can add there own codes to what its able to read? I've never seen anyone bring it up before. as it is i have so many codes in mine i get like 4 that can be read, and over 3k lines of code that can't.  ._. just wondered if anyone had tried or thought about it before. for now i find it easier to keep a .txt of all my codes and use a compiler to make a new GCT any time i make edits.

also great work on the programs here! i use a good chunk of them myself particularly the brstm editors xD


Title: Re: libertyernie: New BrawlLib tools + update mu_menumain automatically!
Post by: libertyernie on February 26, 2013, 08:38:47 AM
I've always been curious about the GCT editors. Is it possible to code it to read a .txt file so people can add there own codes to what its able to read? I've never seen anyone bring it up before. as it is i have so many codes in mine i get like 4 that can be read, and over 3k lines of code that can't.  ._. just wondered if anyone had tried or thought about it before. for now i find it easier to keep a .txt of all my codes and use a compiler to make a new GCT any time i make edits.

also great work on the programs here! i use a good chunk of them myself particularly the brstm editors xD
Glad to hear these tools are helpful!
In the case of my GCT program, it makes a file called static_codes.txt, and you can add your own codes to this file. The "static codes" tab is for these, and the other tabs are specialized for certain codes with certain variables.
(By the way, I need to update the GCT editor soon with more song IDS.)


Title: Re: libertyernie: New BrawlLib tools + update mu_menumain automatically!
Post by: Sirkura on February 26, 2013, 12:07:04 PM
awesome ty i'll have to mess with it later. i can probably kick the Brawl plus tweaker now.


Title: Re: libertyernie: Brawl Costume Manager! (this is cool!)
Post by: libertyernie on June 04, 2013, 07:09:55 PM
Bumping thread for Brawl Costume Manager


Title: Re: libertyernie: Brawl Costume Manager! (this is cool!)
Post by: Segtendo on June 04, 2013, 07:15:24 PM
Ernie! Yes!
Was gonna gonna ask if it's cBliss compatible, but the image you give answered for me.


Title: Re: libertyernie: Brawl Costume Manager! (this is cool!)
Post by: libertyernie on June 04, 2013, 07:17:33 PM
Yep. cBliss was the reason I made this, although I haven't gotten around to trying it on my Wii yet.

P.S. If you just downloaded it, make sure you grab OpenTK.dll. It's for the latest BrawlLib and I realized I forgot to put it in the .zip file. (It's there now.)


Title: Re: libertyernie: Brawl Costume Manager! (this is cool!)
Post by: Segtendo on June 04, 2013, 07:19:41 PM
It's telling me that it isn't a valid Win32 application. :srs:
(If it helps, I'm using XP 32-bit)


Title: Re: libertyernie: Brawl Costume Manager! (this is cool!)
Post by: SSJ Is Clueless! on June 04, 2013, 07:39:29 PM
wow this is amazing, another amazing program, i will definitely DL this when i get cBliss


Title: Re: libertyernie: Brawl Costume Manager! (this is cool!)
Post by: Spex130 on June 04, 2013, 07:41:06 PM
Whoa. Why have I never seen this thread?

Wow. These are pretty amazing, huh?


Title: Re: libertyernie: Brawl Costume Manager! (this is cool!)
Post by: libertyernie on June 04, 2013, 07:48:19 PM
It's telling me that it isn't a valid Win32 application. :srs:
(If it helps, I'm using XP 32-bit)
I might need to change the settings in VS2012 to compile for an XP target. I'll look into that in the next couple days.


Title: Re: libertyernie: Brawl Costume Manager! (this is cool!)
Post by: Segtendo on June 04, 2013, 07:50:02 PM
I might need to change the settings in VS2012 to compile for an XP target. I'll look into that in the next couple days.
Thanks dudeski.


Title: Re: libertyernie: Brawl Costume Manager! (this is cool!)
Post by: libertyernie on June 04, 2013, 08:04:49 PM
Figured out the problem. The current BrawlLib uses .NET 4.5, which isn't supported on Windows XP. Maybe I can make a version of my program that uses an older BrawlLib, though.


Title: Re: libertyernie: Brawl Costume Manager! (this is cool!)
Post by: BlackJax96 on June 04, 2013, 08:40:37 PM
Figured out the problem. The current BrawlLib uses .NET 4.5, which isn't supported on Windows XP. Maybe I can make a version of my program that uses an older BrawlLib, though.

Enjoy. (http://code.google.com/p/brawltools2/source/detail?r=22)

Keep up the good work sir.


Title: Re: libertyernie: Brawl Costume Manager! (this is cool!)
Post by: libertyernie on June 05, 2013, 08:43:48 PM
Costume Manager updated to 1.1! See the website for a list of new features. This version should run on Windows XP as well.

Enjoy. ([url]http://code.google.com/p/brawltools2/source/detail?r=22[/url])

Keep up the good work sir.

Thanks so much! I was able to build the new version of Costume Manager for .NET 4.0, and apparently that did the trick.
After installing .NET 4.0 on my Windows XP virtual machine, it runs perfectly - even against the BrawlLib from BrawlBox v0.68c. Go figure! So I kept that DLL in the zip.


Title: Re: libertyernie: Brawl Costume Manager! (this is cool!)
Post by: DoctorFlux(Mariodk) on June 06, 2013, 01:03:52 PM
btw on costume manager
did you forgot the BPs (the inbattle CSPs)?
that will be epic if that is added to the program aswell
the BPs is kinda annoying sometimes to add new of since each 1 of the BPs is in they´s own file only 1 BP per brres file in Info/portrite/InfFaceXXX.brres so this program can sure be usefull for these aswell


Title: Re: libertyernie: Brawl Costume Manager! (this is cool!)
Post by: Choppasmith on June 06, 2013, 01:11:32 PM
Ahhhhh! A costume manager! I've been wishing for one for a long time. Thank you SO MUCH libertyernie!


Title: Re: libertyernie: Brawl Costume Manager! (this is cool!)
Post by: Segtendo on June 06, 2013, 03:12:50 PM
btw on costume manager
did you forgot the BPs (the inbattle CSPs)?
that will be epic if that is added to the program aswell
the BPs is kinda annoying sometimes to add new of since each 1 of the BPs is in they´s own file only 1 BP per brres file in Info/portrite/InfFaceXXX.brres so this program can sure be usefull for these aswell
This.
If it supports BP's in the next version, I won't have to use BrawlBox to change my portraits.


Title: Re: libertyernie: Brawl Costume Manager! (this is cool!)
Post by: Eggman12 on June 06, 2013, 03:54:12 PM
Brawl Custome Manager is awesome , i tested it briefly.
But i notice some problems.
If you check Cbliss before you choose your folder, a error message appear.
and if you look at the new slots without unchecking "hide certain polygon/textures", you can't see or modify csp and the same error appear.



Title: Re: libertyernie: Brawl Costume Manager! (this is cool!)
Post by: libertyernie on June 06, 2013, 06:13:33 PM
I'll add in the battle portraits & fix bugs in the next version :)


Title: Re: libertyernie: Brawl Costume Manager! (this is cool!)
Post by: Yukio on June 06, 2013, 09:00:35 PM
THIS IS AWESOME!!

But I have a problem, whenever I try to change the char_bust_tex i get a message saying "unable to open file for write access" what am I  doing wrong?


Title: Re: libertyernie: Brawl Costume Manager! (this is cool!)
Post by: Segtendo on June 07, 2013, 06:01:20 AM
I'll add in the battle portraits & fix bugs in the next version :)
Nice!
I love your little programs, liberty. Makes adding/making stuff easier :D


Title: Re: libertyernie: Brawl Costume Manager! (this is cool!)
Post by: libertyernie on June 09, 2013, 02:42:34 PM
I updated the program to 1.2, adding a battle portrait editor and fixing a couple bugs. Also, you can now export the portraits with a right-click menu - something I personally used quite a bit.


Title: Re: libertyernie: Brawl Costume Manager 1.2 (June 9)
Post by: Segtendo on June 21, 2013, 02:53:18 PM
Liberty. Hey dude. Lovin' the costume manager. Just curious: is it possible to make the program remember where our folders are? Like, make it so we don't have to choose our location every time.


Title: Re: libertyernie: Brawl Costume Manager 1.2 (June 9)
Post by: Syeo on June 21, 2013, 04:28:14 PM
Is it also possible to let the program recognize "sc_selcharacter_en.pac"? When I use it without _en, it's fine. However, when _en is added, I get a unhandled exception error.
It'd be nice if you don't always have to rename the file.


Title: Re: libertyernie: Brawl Costume Manager 1.2 (June 9)
Post by: Segtendo on June 21, 2013, 04:34:08 PM
Oh yea. Is it also possible to add a function to add the small CSS pictures? Like, what you choose to select a character.


Title: Re: libertyernie: Brawl Costume Manager 1.2 (June 9)
Post by: libertyernie on June 29, 2013, 10:41:19 AM
Liberty. Hey dude. Lovin' the costume manager. Just curious: is it possible to make the program remember where our folders are? Like, make it so we don't have to choose our location every time.
I put mine in the root of my SD; if you do that it'll find your private/wii/app/RSBE/pf folder automatically. Otherwise, you can make a shortcut to it and change the "Start in" field in the shortcut properties.

Is it also possible to let the program recognize "sc_selcharacter_en.pac"? When I use it without _en, it's fine. However, when _en is added, I get a unhandled exception error.
It'd be nice if you don't always have to rename the file.
That should be a very simple change. I'll put it in the next version.

Oh yea. Is it also possible to add a function to add the small CSS pictures? Like, what you choose to select a character.
This'll be a bit more work, but it should be possible.


Title: Re: libertyernie: Brawl Costume Manager 1.2 (June 9)
Post by: Quiksilver626 on July 03, 2013, 09:29:34 AM
Wow. This costume manager is off the hook.
There's only one thing left that would make it perfect:
access to the stock icons in common5 (or selmap) and the stgresult.

But honestly, this is incredibly useful. Thank you!


Title: Re: libertyernie: Brawl Costume Manager 1.2 (June 9)
Post by: Segtendo on July 03, 2013, 10:23:55 AM
There's only one thing left that would make it perfect:
access to the stock icons in common5 (or selmap
This.


Title: Re: libertyernie: Brawl Stage Manager 2.0 which does a LOT of things!
Post by: libertyernie on July 10, 2013, 08:50:05 AM
Brawl Stage Manager 2.0 released! I've been working on it for a while now, and it can do a lot of things, like change which MenSelmapMark entries point where, and replace a whole stage with .rel file AND portraits just by dragging a folder onto it.


Title: Re: libertyernie: Brawl Stage Manager 2.0 which does a LOT of things!
Post by: E-scope12 on July 10, 2013, 01:31:25 PM
Brawl Stage Manager 2.0 released! I've been working on it for a while now, and it can do a lot of things, like change which MenSelmapMark entries point where, and replace a whole stage with .rel file AND portraits just by dragging a folder onto it.

I was thinking the next time you update the Brawl Stage Manager, the model viewer should show mipmaps & color nodes on the model. Keep up the good work.


Title: Re: libertyernie: Brawl Stage Manager 2.0 which does a LOT of things!
Post by: sluigi123 on July 12, 2013, 09:17:18 AM
This stuff is really good, liberty! While I was trying to make a hard version of facing the dark characters in the Great Maze, I was trying to find the dark character's stats in the pac files. Did you find something that would make any of your programs work?


Title: Re: libertyernie: Brawl Stage Manager 2.0 which does a LOT of things!
Post by: libertyernie on July 12, 2013, 06:39:01 PM
I don't know much about models or movesets, so I'm afraid I can't help with that :/


Title: Re: libertyernie: Brawl Stage Manager 2.0 which does a LOT of things!
Post by: Iredgen on July 15, 2013, 03:14:28 PM
...it can do a lot of things, like change which MenSelmapMark entries point where...

Thank you so much for this :D

However I've been having a bit of a problem. Using the stage manager program to change these (MenSelmapMark) only updates the SSS (not the "my music" menu) and using the "UpdateMenuMain" program you posted screws up the textures and alignment of the other buttons in the "my music" menu (I'm using Project: M, so the button textures and position in common5.pac are different than the ones in mu_menumain.pac).
Do you have any idea how I could fix the MenSelmapMark icons (and MenSelchrMark too) in "my music" without messing with the other stuff?


Title: Re: libertyernie: Brawl Stage Manager 2.0 which does a LOT of things!
Post by: libertyernie on July 15, 2013, 06:59:46 PM
Try this: take the animation MenSelmapPos_TopN__1 from mu_menumain, and put it into your common5. Then run UpdateMenuMain. That should let you keep your My Music layout. (MenSelmapPos_TopN__0 controls layout for the normal SSS.)


Title: Re: libertyernie: Brawl Stage Manager 2.0 which does a LOT of things!
Post by: Iredgen on July 15, 2013, 08:02:25 PM
Try this: take the animation MenSelmapPos_TopN__1 from mu_menumain, and put it into your common5. Then run UpdateMenuMain. That should let you keep your My Music layout. (MenSelmapPos_TopN__0 controls layout for the normal SSS.)

Well, that didn't fix my problem XD
But you gave me ideas on how to fix and I did figure something out :)
Here's what I did: I just took the old mu_menumain.pac and replaced the MenSelmapPreview.pat0 file in AnmTexPat(NW4R) with the one that was in common5.pac so I didn't have to update the whole file (and screw up other stuff at the same time).
Thanks for the reply anyway :)


Title: Re: libertyernie: Stage/Song/Costume Managers 2.1
Post by: libertyernie on August 02, 2013, 08:04:53 PM
I updated all three manager programs. Costume Manager got the most additions (stock icons!) but I also fixed some bugs in the others. They're all in the same .zip file with BrawlLib 0.15d.


Title: Re: libertyernie: Stage/Song/Costume Managers 2.1
Post by: Segtendo on August 03, 2013, 02:28:32 PM
Liberty. You should mention that costume manager needs the OpenTK in the folder. I was having troubles launching the program without it.


Title: Re: libertyernie: Stage/Song/Costume Managers 2.1
Post by: guedesbrawl on August 09, 2013, 01:26:06 PM
So, let me confirm this...

that misd data editor allows me to change the pre-set all-star mode matches to whatever stage and enemy combinations i want...?

also, can i use the costume manager to, like, have Link on a green Tunic when he is on the Blue team?


Title: Re: libertyernie: Stage/Song/Costume Managers 2.1
Post by: libertyernie on August 12, 2013, 09:19:04 AM
So, let me confirm this...

that misd data editor allows me to change the pre-set all-star mode matches to whatever stage and enemy combinations i want...?
Absolutely.

Quote
also, can i use the costume manager to, like, have Link on a green Tunic when he is on the Blue team?
I suppose you could just replace the blue Link with the green one. But you could do that anyway.


Title: Re: libertyernie: Stage/Song/Costume Managers 2.1
Post by: guedesbrawl on August 12, 2013, 02:28:33 PM
Thanks!


Title: Re: libertyernie: Stage/Song/Costume Managers 2.1
Post by: ToadKart on August 16, 2013, 11:53:09 PM
I keep experiencing errors using the Stage Manager, and it closes the program. I guess I can save more often so I don't lose anything I've done, but it's pretty annoying. Not sure what's causing it.

Edit: Turning off the render model option fixed this. Also, I was able to fix a freezing problem I was having with a couple of stages. Great program.  :)


Title: Re: libertyernie: Stage/Song/Costume Managers 2.1
Post by: guedesbrawl on August 21, 2013, 07:21:46 PM
question: With the all-star editor, can i make 3 opponents fight me at once or am i stuck with 2 opponents even if 3 or 4 characters are programmed?


Title: Re: libertyernie: Stage/Song/Costume Managers 2.1
Post by: ToadKart on August 22, 2013, 12:19:26 AM
I've been having some more problems with the stage program now. I went through and indexed all of my icons and confirmed that they were all smaller in filesize, but yet when I drag and drop them to replace the older icons and then save, the filesize doesn't decrease.

Also, the program doesn't save right sometimes. I finally got the total filesize under the limit and then saved to common 5, loaded up Brawl, and then got a freeze. When I opened up the common 5 file in the program, the filesize was over the limit again and nothing I had did was saved.


Title: Re: libertyernie: Stage/Song/Costume Managers 2.1
Post by: guedesbrawl on August 27, 2013, 05:37:06 PM
dammit, this forum is slow.


Title: Re: libertyernie: Stage/Song/Costume Managers 2.1
Post by: libertyernie on August 31, 2013, 01:14:18 PM
question: With the all-star editor, can i make 3 opponents fight me at once or am i stuck with 2 opponents even if 3 or 4 characters are programmed?
I'm pretty sure you can increase the number of characters, but if most of the bytes are 0s and 64s, you should probably copy from the first opponent and paste onto the new one, to be safe.

I've been having some more problems with the stage program now. I went through and indexed all of my icons and confirmed that they were all smaller in filesize, but yet when I drag and drop them to replace the older icons and then save, the filesize doesn't decrease.
Well, BrawlLib does need to convert them into a different format - one that Brawl can recognize. Making the PNG smaller doesn't always help. But if you're using less than 256 colors, try right-clicking the icon and using Replace; this will show the texture converter, which lets you reduce the number of colors in the palette.
(Come to think of it, I should really automate that.)

Quote
Also, the program doesn't save right sometimes. I finally got the total filesize under the limit and then saved to common 5, loaded up Brawl, and then got a freeze. When I opened up the common 5 file in the program, the filesize was over the limit again and nothing I had did was saved.
Hmm... not sure what this could be.


Title: Re: libertyernie: Stage/Song/Costume Managers 2.1
Post by: ToadKart on August 31, 2013, 02:11:22 PM
Well, BrawlLib does need to convert them into a different format - one that Brawl can recognize. Making the PNG smaller doesn't always help. But if you're using less than 256 colors, try right-clicking the icon and using Replace; this will show the texture converter, which lets you reduce the number of colors in the palette.
(Come to think of it, I should really automate that.)

I've since gotten all of the custom stage icons inserted, but now I'm having the same problem making the default Brawl icons smaller in Brawl Box by indexing them. Even though the indexed icons are indeed a smaller filesize, when I replace them in Brawl Box and save, the filesize doesn't decrease. And when I export the images to check the filesize, they're back to the original size. :>.>palm:

Might just try to reduce the number of colors in the palette for the custom stage icons in Sage Manager then.

Edit: Well, I figured out the saving problem. What the program does sometimes is instead of overwriting the common5 file on the SD card when saving, it saves a new file just called "system" in the downloads folder. But sometimes it does overwrite the file on the SD card and sometimes it doesn't.


Title: Re: libertyernie: Stage/Song/Costume Managers 2.1
Post by: guedesbrawl on September 01, 2013, 09:37:49 AM
I'm pretty sure you can increase the number of characters, but if most of the bytes are 0s and 64s, you should probably copy from the first opponent and paste onto the new one, to be safe.

ok, i downloaded the all-star editor, i used the copy tool to make all the stages like mario's and saved what i did to the file found in the common2 folder.

now... what? i have no idea of what exactly i should do. throw it in the root of my SD card?

i am a total noob to those things, so a more precise explanation would be nice... this includes my other post about fighting 3 characters at once: i have no idea of what you just said...sorry.

Post Merge: September 01, 2013, 02:49:15 PM
well, i got some help in gamefaqs, but i am stuck.

for a test run, i simply decided to make Mario the stage 1 opponent instead of MGW. I saved the changes to the default.dat that came with the download, and copypasted the common2.pac to the System folder.


Then, i proceeed to boot the game though gecko, but when the mathc begins, there is MGW again!

any ideas of what the problem might be...?


Title: Re: libertyernie: Stage/Song/Costume Managers 2.1
Post by: libertyernie on September 02, 2013, 11:09:03 AM
I don't know if I've ever gotten it to work with Gecko. You might need to use Riivolution for this.


Title: Re: libertyernie: Stage/Song/Costume Managers 2.1
Post by: guedesbrawl on September 02, 2013, 12:46:12 PM
you mean the editor...? Ah come on, i can't use riivolution...

dammit, you should at least warn people about that. i wasted a whole evening trying to make this work for NOTHING. Thank you very much.


Title: Re: libertyernie: Stage/Song/Costume Managers 2.1
Post by: libertyernie on September 04, 2013, 06:49:06 PM
I added a bunch of features to the Brawl Stage Manager; visit the website (http://www.lakora.us/brawl/stagemanager (http://www.lakora.us/brawl/stagemanager)) to see a list. I fixed a bug or two in Costume Manager as well.


Title: Re: libertyernie: Stage/Song/Costume Managers 2.1
Post by: ToadKart on September 04, 2013, 08:15:02 PM
Yay, an already great program is made even better. Stage Manager really makes making your own SSS a lot easier. :)


Title: Re: libertyernie: Stage/Song/Costume Managers 2.1
Post by: Segtendo on September 05, 2013, 11:07:32 PM
Yo. Liberty. Awesome update to the Stage Manager. I love how you can type in a name and choose the font it uses ;D
Two suggestions to you, if you can implement them.
1. If a name is too long, it'll cut off the name. Maybe make it so that when it cuts off, put that text below the top part?
2. Is it possible to include a feature to save the mu_menumain.pac alongside the sc_selmap? It would save so much time.


Title: Re: libertyernie: Stage/Song/Costume Managers 2.1
Post by: libertyernie on September 06, 2013, 02:51:35 PM
Yo. Liberty. Awesome update to the Stage Manager. I love how you can type in a name and choose the font it uses ;D
Two suggestions to you, if you can implement them.
1. If a name is too long, it'll cut off the name. Maybe make it so that when it cuts off, put that text below the top part?
Quote
The hard part would be figuring out how long the name has to get before it's too long. Maybe I could use a bitmap-cropping algorithm for that...
Quote
2. Is it possible to include a feature to save the mu_menumain.pac alongside the sc_selmap? It would save so much time.

I could have it update the MiscData[0] in an existing mu_menumain, just by integrating this (http://www.lakora.us/brawl/updatemenumain/) into the program. I'll probably have it be an option in the menu that you can enable.


Title: Re: libertyernie: Stage/Song/Costume Managers 2.1
Post by: Segtendo on September 06, 2013, 03:13:09 PM
I was only asking number two because I have a hard time working that program.


Title: Re: libertyernie: Stage/Song/Costume Managers 2.1
Post by: guedesbrawl on September 09, 2013, 03:15:55 PM
...does the costume manager work with gecko at least?


Title: Re: libertyernie: Stage/Song/Costume Managers 2.1
Post by: libertyernie on September 09, 2013, 07:20:28 PM
Costume/Stage/Song Managers should work with anything.


Title: Re: libertyernie: Stage/Song/Costume Managers 2.1
Post by: Sirkura on September 14, 2013, 08:02:47 AM
you know, i was thinking. would it be possible to make SSP and CSP's automatically out of the previewer of the stage and costume managers? it would realy help speed up some processes even if its only a temp CSP or SSP as i tend to add entirely new rosters at a time. then i need to go search for said characters CSP's or make them myself.


Title: Re: libertyernie: Stage/Song/Costume Managers 2.1
Post by: libertyernie on September 28, 2013, 10:25:49 AM
That's a good question. I haven't looked into it yet, but it might be possible. They wouldn't look very pretty, but that might be OK.

EDIT: New version of Stage Manager posted, which adds a couple new features, including mu_menumain updating.


Title: Re: libertyernie: GUI to edit Custom SSS code; updates to other apps
Post by: libertyernie on November 19, 2013, 02:28:50 PM
Bumping - new updates, including the SSS Editor


Title: Re: libertyernie: GUI to edit Custom SSS code; updates to other apps
Post by: Segtendo on November 19, 2013, 04:37:57 PM
We can make our own SSS with ease? :o
Gotta test this bad boy out later.


Title: Re: libertyernie: GUI to edit Custom SSS code; updates to other apps
Post by: ToadKart on November 20, 2013, 11:12:45 AM
I've encountered a couple of bugs with the new version of the stage manager. I used the option in the tools menu to take a snapshot of the stage to make SSS icons, but when I moved to the second stage to do the same it took a picture of the previous stage. Also, if I have the render models option checked, the program encounters an error and shuts down when I move to certain stages. This doesn't happen with the option deselected, but then the snapshot feature won't work.


Title: Re: libertyernie: GUI to edit Custom SSS code; updates to other apps
Post by: E-scope12 on November 20, 2013, 02:06:51 PM
I have a problem with The Brawl Stage Manager. When I change my directory to the root of my SD card,I always get this error. It says Arithmetic operation resulted in an overflow.

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.OverflowException: Arithmetic operation resulted in an overflow.
   at BrawlStageManager.CustomSSS.init(Byte[] data)
   at BrawlStageManager.MainForm.changeDirectory(DirectoryInfo path)
   at BrawlStageManager.MainForm.changeDirectoryToolStr ipMenuItem_Click(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInter active(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow. OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow. WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18051 built by: FX45RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
BrawlStageManager
    Assembly Version: 3.0.0.0
    Win32 Version: 3.0.0.0
    CodeBase: file:///C:/Users/Guest/Downloads/BrawlManagers-3.0/BrawlStageManager.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18046 built by: FX45RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18022 built by: FX45RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18045 built by: FX45RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
BrawlLib
    Assembly Version: 0.16.5039.35968
    Win32 Version: 0.16.0.0
    CodeBase: file:///C:/Users/Guest/Downloads/BrawlManagers-3.0/BrawlLib.DLL
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
OpenTK
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.278.44921
    CodeBase: file:///C:/Users/Guest/Downloads/BrawlManagers-3.0/OpenTK.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.




Title: Re: libertyernie: GUI to edit Custom SSS code; updates to other apps
Post by: Convour on November 22, 2013, 04:03:30 PM
The new stage manager doesn't show custom stage SSS stuff. It's just all one red color. And when I try changing it, it gives me an error. This was never an issue with the previous version


Title: Re: libertyernie: GUI to edit Custom SSS code; updates to other apps
Post by: Segtendo on November 22, 2013, 08:25:46 PM
Is it possible to make editing the SSS as easy as dragging things?


Title: Re: libertyernie: GUI to edit Custom SSS code; updates to other apps
Post by: libertyernie on December 31, 2013, 04:47:01 PM
I just uploaded new versions of all 4 tools, but I completely forgot to check this thread first. Hopefully I've fixed at least one of these bugs by accident.

Also, if I have the render models option checked, the program encounters an error and shuts down when I move to certain stages. This doesn't happen with the option deselected, but then the snapshot feature won't work.

If a stage file makes Stage Manager crash, it's because the file also makes BrawlBox crash. I can't really do anything about that except ignore certain stages/models/etc. If you could post downloads to the stages that break, that would help!

Is it possible to make editing the SSS as easy as dragging things?
It's not something I have any experience with. Maybe I'll try someday.


Title: Re: libertyernie: tools updated (Dec. 31) - stay tuned for possible bugfixes
Post by: Segtendo on December 31, 2013, 11:06:26 PM
Yus. Costume Manager works with PM 3.0 now.


Title: Re: libertyernie: tools updated (Dec. 31) - stay tuned for possible bugfixes
Post by: Register on January 03, 2014, 01:45:08 AM
libertyernie, would it somehow be possible to include Mewtwo and Roy to the MiscData Editor for Project M? Haven't the faintest idea where those character IDs come from... At least so they could be added to some Event Matches. (Specifically, trying to recreate Event Match 51 for both 1P and 2P, since Giga Bowser now has hurt animations.)

Thanks :)


Title: Re: libertyernie: tools updated (Dec. 31) - stay tuned for possible bugfixes
Post by: libertyernie on January 03, 2014, 06:48:44 PM
libertyernie, would it somehow be possible to include Mewtwo and Roy to the MiscData Editor for Project M? Haven't the faintest idea where those character IDs come from... At least so they could be added to some Event Matches. (Specifically, trying to recreate Event Match 51 for both 1P and 2P, since Giga Bowser now has hurt animations.)

Thanks :)
Gee, I'm not sure about the character IDs either! But if/when I find out, I can add them.


Title: Re: libertyernie: tools updated (Dec. 31) - stay tuned for possible bugfixes
Post by: Eggman12 on January 05, 2014, 03:04:23 PM
i have a bug with the last version of Brawl Stage Manager. When i change the directory to my SD card, i have an error, and if i choose continue, it works except  i can't see stage portrait, icons, name. it doesn't load my common5.pac.
Hope you can fix it


Title: Re: libertyernie: tools updated (Dec. 31) - stay tuned for possible bugfixes
Post by: KayRule on January 05, 2014, 11:10:51 PM
Hi, when I try to launch Brawl Stage Manager it fails to start and crashes.
(http://puu.sh/6bjmF.jpg)

All other tools work flawlessly.


Title: Re: libertyernie: tools updated (Dec. 31) - stay tuned for possible bugfixes
Post by: ToadKart on January 05, 2014, 11:22:53 PM
Yeah, it crashed for me too so I went back to the previous version for the time being.


Title: Re: libertyernie: tools updated (Dec. 31) - stay tuned for possible bugfixes
Post by: KayRule on January 05, 2014, 11:32:52 PM
Where can I find the previous version?


Title: Re: libertyernie: tools updated (Dec. 31) - stay tuned for possible bugfixes
Post by: Kono Ricky da! on January 06, 2014, 02:04:17 AM
Subscribing. All of these are great :D


Title: Re: libertyernie: tools updated (Dec. 31) - stay tuned for possible bugfixes
Post by: squeakyboots13 on January 06, 2014, 01:13:40 PM
i have a bug with the last version of Brawl Stage Manager. When i change the directory to my SD card, i have an error, and if i choose continue, it works except  i can't see stage portrait, icons, name. it doesn't load my common5.pac.
Hope you can fix it
I am having this problem as well.


Title: Re: libertyernie: tools updated (Dec. 31) - stay tuned for possible bugfixes
Post by: KayRule on January 06, 2014, 07:49:24 PM
Could someone with an older version of Stage Manager please upload it?


Title: Re: libertyernie: tools updated (Dec. 31) - stay tuned for possible bugfixes
Post by: ToadKart on January 06, 2014, 11:16:23 PM
Could someone with an older version of Stage Manager please upload it?

Here ya go: https://www.mediafire.com/?gdnxbn4sm5jyy40 (https://www.mediafire.com/?gdnxbn4sm5jyy40)


Title: Re: libertyernie: tools updated (Dec. 31) - stay tuned for possible bugfixes
Post by: KayRule on January 06, 2014, 11:25:01 PM
Here ya go: https://www.mediafire.com/?gdnxbn4sm5jyy40 (https://www.mediafire.com/?gdnxbn4sm5jyy40)

Thanks!


Title: Re: libertyernie: tools updated (Dec. 31) - stay tuned for possible bugfixes
Post by: Eggman12 on January 07, 2014, 03:08:38 AM
Yeah, it works.
Thanks ToadKart.


Title: Re: libertyernie: tools updated (Dec. 31) - stay tuned for possible bugfixes
Post by: libertyernie on January 07, 2014, 05:56:22 PM
Anyone having crashes - are you using the version of brawllib.dll that I put in the zip file?
If you're doing that, and it still doesn't work, I'm not sure what the problem might be...

EDIT: I think I fixed it. Try version 3.1.1 (http://www.lakora.us/brawl/stagemanager/) that's posted now.

Also, I'm working on a new feature - showing BRSTMs if you have those Stage-Dependent Song Loader codes for your custom stages, like I do. The audio player disappears if the selected stage doesn't have one, but I could change that. What do you think of this screen? Too busy? I don't know how else to fit it all on there...
(http://i.imgur.com/sfTXD6z.png)
This feature isn't in the release yet, by the way!


Title: Re: libertyernie: tools updated (Dec. 31) - stay tuned for possible bugfixes
Post by: Convour on January 07, 2014, 07:00:33 PM
I see no reason to show the BRSTMs unless there was a way for you to either replace them and/or change the Song ID (X09, S10, etc.) for the stage.

I think it would be cool if you could combine all of your tools into one program. Basically keep it how it is, but have "tabs" you can select for the different tools.

Or you could just disregard my idea if you want. It's great the way it is right now.


Title: Re: libertyernie: tools updated (Dec. 31) - stay tuned for possible bugfixes
Post by: Luigifan141 on January 08, 2014, 07:21:49 PM
libertyernie, would it somehow be possible to include Mewtwo and Roy to the MiscData Editor for Project M? Haven't the faintest idea where those character IDs come from... At least so they could be added to some Event Matches. (Specifically, trying to recreate Event Match 51 for both 1P and 2P, since Giga Bowser now has hurt animations.)

Thanks :)

I did some playing around, and I found out that Roy's ID is 32 and Mewtwo's ID is 33. They aren't available in the character ID list, so you have to add them in manually.


Title: Re: libertyernie: tools updated (Dec. 31) - stay tuned for possible bugfixes
Post by: libertyernie on January 11, 2014, 03:39:11 PM
I did some playing around, and I found out that Roy's ID is 32 and Mewtwo's ID is 33. They aren't available in the character ID list, so you have to add them in manually.
I added those in the Dec. 31 release, but let me know if they don't work - I could have overlooked something.


Title: Re: libertyernie: tools updated (Dec. 31) - stay tuned for possible bugfixes
Post by: Oreodesu on January 22, 2014, 12:07:54 AM
Is there a way for Brawl Costume Manager to read the extra CSPs and other icons that go with that costume? As of right now i'm only able to load the model and nothing shows up on the right side. Help would be very much appreciated :)


Title: Re: libertyernie: tools updated (Dec. 31) - stay tuned for possible bugfixes
Post by: libertyernie on January 22, 2014, 02:07:57 PM
Is there a way for Brawl Costume Manager to read the extra CSPs and other icons that go with that costume? As of right now i'm only able to load the model and nothing shows up on the right side. Help would be very much appreciated :)
It's supposed to find & open the common5.pac. What folder is yours in?

Post Merge: January 22, 2014, 09:00:49 PM
Updated the programs - only Stage Manager got major changes, though.


Title: Re: libertyernie: now Stage Manager lets you play/change songs (Jan. 22)
Post by: ToadKart on January 22, 2014, 10:15:43 PM
I think I remember someone mentioning this early on in the BrawlEx topic, but I was wondering if it would be possible to make something like a Clone Manager? Like maybe it could tell you if there's something wrong with your setup and be able to fix it like the Stage Manager does, and could make creating a clone easier and less tedious? Not sure if a program like that would even be possible since Brawl Ex is pretty complicated, but it's just an idea that would help a lot of people that are having problems.

Anyway, great update on the Stage Manager allowing you to now change the songs as well.  :)


Title: Re: libertyernie: now Stage Manager lets you play/change songs (Jan. 22)
Post by: Sammi Husky on January 23, 2014, 11:56:08 AM
i was actually working on programming something similar to what your saying. The reason I haven't said anything yet is because I'm not all super good at programming. :P


Title: Re: libertyernie: now Stage Manager lets you play/change songs (Jan. 22)
Post by: libertyernie on January 25, 2014, 04:16:36 PM
I'm not going to do BrawlEx quite yet - I'm not sure exactly how it works. Anyone have a pack of some characters that uses it? Maybe I could look at that.


Title: Re: libertyernie: now Stage Manager lets you play/change songs (Jan. 22)
Post by: ToadKart on January 25, 2014, 04:41:06 PM
Here's a pack ASF1nk made:

http://forums.kc-mm.com/index.php?topic=65113.msg1210136#msg1210136 (http://forums.kc-mm.com/index.php?topic=65113.msg1210136#msg1210136)


Title: Re: libertyernie: now Stage Manager lets you play/change songs (Jan. 22)
Post by: squeakyboots13 on January 26, 2014, 11:17:21 AM
Bridge of Eldin/STGOLDIN.PAC doesn't appear in the Stage Manager. (Or at least when using it on your Project M Stage Expansion pack.)


Title: Re: libertyernie: now Stage Manager lets you play/change songs (Jan. 22)
Post by: Convour on January 26, 2014, 09:08:56 PM
I'm not going to do BrawlEx quite yet - I'm not sure exactly how it works. Anyone have a pack of some characters that uses it? Maybe I could look at that.
I've actually got a pack that has 1:1 clones of every character currently possible to clone. It has no fancy CSS or voices or anything like ASF1nk's pack, but it's the basics. It can be found here (http://www.mediafire.com/download/s3n04ne0f63grt5/CLONE+ENGINE%21%21%21.zip)


Title: Re: libertyernie: now Stage Manager lets you play/change songs (Jan. 22)
Post by: The Professor on January 27, 2014, 11:39:44 AM
 :ylink:
so with the SSS editor, I can I just add a new stage and change the name/icon and It'll work?


Title: Re: libertyernie: now Stage Manager lets you play/change songs (Jan. 22)
Post by: libertyernie on February 06, 2014, 08:08:15 PM
:ylink:
so with the SSS editor, I can I just add a new stage and change the name/icon and It'll work?
If you want to add one of the STGCUSTOMs, you just need to have the stage roster expansion code in your GCT, and a custom SSS code. I think you might also need a common5 or sc_selmap that already has extra icons, but I don't remember :P
EDIT: Yeah, there's a half-baked feature to add the new icons, but it doesn't actually put in the textures. Maybe I ought to fix that.



I'm working on getting the Costume Manager to work with BrawlEx now. It won't edit any of the BrawlEx files, but it'll read them to see what folder the character's in and what the costume->portrait mappings are. Here's a beta version (https://github.com/libertyernie/BrawlCostumeManager/tree/master/bin/Release) - it's mostly done, but it only handles BrawlEx characters with IDs over 3F - i.e. it ignores any edits you've made to existing characters.


Title: Re: libertyernie: now Stage Manager lets you play/change songs (Jan. 22)
Post by: Segtendo on February 07, 2014, 07:23:38 AM
For now, I'm just using the cBliss mappings option, because all of the regular characters have 10 slots.


Title: Re: libertyernie: now Stage Manager lets you play/change songs (Jan. 22)
Post by: Register on February 07, 2014, 11:49:17 AM
Gee, I'm not sure about the character IDs either! But if/when I find out, I can add them.

ah~ Getting back on this, found the IDs for Project M's Roy and Mewtwo, among other things.

32: Roy
33: Mewtwo
34-3d: Mario

Another question... how do you figure out the song IDs? SSBM Final Destination tune is 2817, according to your program for example.


Title: Re: libertyernie: now Stage Manager lets you play/change songs (Jan. 22)
Post by: libertyernie on February 07, 2014, 04:39:37 PM
ah~ Getting back on this, found the IDs for Project M's Roy and Mewtwo, among other things.

32: Roy
33: Mewtwo
34-3d: Mario

Another question... how do you figure out the song IDs? SSBM Final Destination tune is 2817, according to your program for example.
I've got a list in the source code here: https://github.com/libertyernie/BrawlManagers/blob/master/BrawlManagerLib/Songs/SongIDMap.cs (https://github.com/libertyernie/BrawlManagers/blob/master/BrawlManagerLib/Songs/SongIDMap.cs)
The order is: default name, BRSTM filename, song ID, then position in the info.pac titles list.
I'll add Mewtwo and Roy into the MiscData editor soon.

EDIT: Updated the MiscData editor. I figured if I didn't do it now, I would forget ;)


Title: Re: libertyernie: now Stage Manager lets you play/change songs (Jan. 22)
Post by: Ultraxwing on February 07, 2014, 08:09:17 PM
I've got a list in the source code here: https://github.com/libertyernie/BrawlManagers/blob/master/BrawlManagerLib/Songs/SongIDMap.cs (https://github.com/libertyernie/BrawlManagers/blob/master/BrawlManagerLib/Songs/SongIDMap.cs)
The order is: default name, BRSTM filename, song ID, then position in the info.pac titles list.

to report.
Stage manager does not open. i click it, my mouse does its thing. it then stops and nothing appears. all the other tools work. i have all the latest stuff. and previous versions of these tools worked


Title: Re: libertyernie: now Stage Manager lets you play/change songs (Jan. 22)
Post by: Register on February 07, 2014, 08:51:36 PM
I've got a list in the source code here: https://github.com/libertyernie/BrawlManagers/blob/master/BrawlManagerLib/Songs/SongIDMap.cs (https://github.com/libertyernie/BrawlManagers/blob/master/BrawlManagerLib/Songs/SongIDMap.cs)
The order is: default name, BRSTM filename, song ID, then position in the info.pac titles list.
I'll add Mewtwo and Roy into the MiscData editor soon.

EDIT: Updated the MiscData editor. I figured if I didn't do it now, I would forget ;)

Awesome! Thank you :D


Title: Re: libertyernie: now Stage Manager lets you play/change songs (Jan. 22)
Post by: ToadKart on February 07, 2014, 10:44:46 PM
If you want to add one of the STGCUSTOMs, you just need to have the stage roster expansion code in your GCT, and a custom SSS code. I think you might also need a common5 or sc_selmap that already has extra icons, but I don't remember :P
EDIT: Yeah, there's a half-baked feature to add the new icons, but it doesn't actually put in the textures. Maybe I ought to fix that.



I'm working on getting the Costume Manager to work with BrawlEx now. It won't edit any of the BrawlEx files, but it'll read them to see what folder the character's in and what the costume->portrait mappings are. Here's a beta version (https://github.com/libertyernie/BrawlCostumeManager/tree/master/bin/Release) - it's mostly done, but it only handles BrawlEx characters with IDs over 3F - i.e. it ignores any edits you've made to existing characters.

That beta version crashes when I try to open it.


Title: Re: libertyernie: now Stage Manager lets you play/change songs (Jan. 22)
Post by: libertyernie on February 11, 2014, 04:11:04 PM
That beta version crashes when I try to open it.
Dang it - I replaced the file without realizing it. Try this one: https://github.com/libertyernie/BrawlCostumeManager/blob/826a70710e5edd096c9f5be00fe8398461546e5c/bin/Release/BrawlCostumeManager.exe (https://github.com/libertyernie/BrawlCostumeManager/blob/826a70710e5edd096c9f5be00fe8398461546e5c/bin/Release/BrawlCostumeManager.exe) (click "View Raw")


Title: Re: libertyernie: now Stage Manager lets you play/change songs (Jan. 22)
Post by: ToadKart on February 11, 2014, 11:15:07 PM
Still doesn't work, but it's probably a problem on my end.

I have a question about the SSS editor. It edits the code right? I'm wondering if it could edit the common5 file itself to change the order of the stages? I'm asking because I'm using the FPC 3.5.3 which lets you use two folders worth of stages, but if you edit the code itself, it will effect both SSS's.


Title: Re: libertyernie: now Stage Manager lets you play/change songs (Jan. 22)
Post by: Sammi Husky on February 11, 2014, 11:19:26 PM
tried to open it but nuffin happens. no error or anythin, just nuffin happens :o


Title: Re: libertyernie: now Stage Manager lets you play/change songs (Jan. 22)
Post by: libertyernie on February 13, 2014, 11:47:42 AM
tried to open it but nuffin happens. no error or anythin, just nuffin happens :o

I just uploaded a new version today. See if that one works better.

Still doesn't work, but it's probably a problem on my end.

I have a question about the SSS editor. It edits the code right? I'm wondering if it could edit the common5 file itself to change the order of the stages? I'm asking because I'm using the FPC 3.5.3 which lets you use two folders worth of stages, but if you edit the code itself, it will effect both SSS's.

It does edit the code - to my knowledge, you can't get the same result by editing the common5.


Title: Re: libertyernie: now Stage Manager lets you play/change songs (Jan. 22)
Post by: Segtendo on March 12, 2014, 03:45:23 PM
Hi Liberty. Been a while.
Been having some trouble getting your costume manager to work. When I open my "pf" folder, a box pops up saying "An item with the same key has already been added."

The "details" list:
Code:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentException: An item with the same key has already been added.
   at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
   at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
   at BrawlCostumeManager.PortraitMap.AddPortraitMappings(Int32 charBustTexIndex, Int32[] colors)
   at BrawlCostumeManager.PortraitMap.BrawlExScan(String brawlExDir)
   at BrawlCostumeManager.CostumeManager.readDir()
   at BrawlCostumeManager.CostumeManager.readDir()
   at BrawlCostumeManager.CostumeManager.changeDirectory_Click(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1022 (RTMGDR.030319-1000)
    CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
BrawlCostumeManager
    Assembly Version: 3.3.0.0
    Win32 Version: 3.3.0.0
    CodeBase: file:///C:/Documents%20and%20Settings/User/My%20Documents/Brawl%20Hacks/Libertyernie%20Tools/Brawl%20Costume%20Manager/BrawlCostumeManager.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1002 built by: RTMGDR
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
BrawlLib
    Assembly Version: 0.18.5157.22581
    Win32 Version: 0.18.0.0
    CodeBase: file:///C:/Documents%20and%20Settings/User/My%20Documents/Brawl%20Hacks/Libertyernie%20Tools/Brawl%20Costume%20Manager/BrawlLib.DLL
----------------------------------------
BrawlManagerLib
    Assembly Version: 3.3.0.0
    Win32 Version: 3.3.0.0
    CodeBase: file:///C:/Documents%20and%20Settings/User/My%20Documents/Brawl%20Hacks/Libertyernie%20Tools/Brawl%20Costume%20Manager/BrawlManagerLib.DLL
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1015 (RTMGDR.030319-1000)
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1015 built by: RTMGDR
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
OpenTK
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.278.44921
    CodeBase: file:///C:/Documents%20and%20Settings/User/My%20Documents/Brawl%20Hacks/Libertyernie%20Tools/Brawl%20Costume%20Manager/OpenTK.DLL
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
After that, it only displays the in-game portrait and the results portrait. The sc_selcharacter.pac is ignored. Also, how do you make it read the BrawlEx files?

As for the stage manager, I can't open it now. Before this happened, when I set the location to open from, it saves to the registry, right? Well, the program won't open after I did that :-\


Title: Re: libertyernie: now Stage Manager lets you play/change songs (Jan. 22)
Post by: ShinF on March 12, 2014, 05:40:42 PM
Hi Liberty. Been a while.
Been having some trouble getting your costume manager to work. When I open my "pf" folder, a box pops up saying "An item with the same key has already been added."

The "details" list:
Code:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentException: An item with the same key has already been added.
   at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
   at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
   at BrawlCostumeManager.PortraitMap.AddPortraitMappings(Int32 charBustTexIndex, Int32[] colors)
   at BrawlCostumeManager.PortraitMap.BrawlExScan(String brawlExDir)
   at BrawlCostumeManager.CostumeManager.readDir()
   at BrawlCostumeManager.CostumeManager.readDir()
   at BrawlCostumeManager.CostumeManager.changeDirectory_Click(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1022 (RTMGDR.030319-1000)
    CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
BrawlCostumeManager
    Assembly Version: 3.3.0.0
    Win32 Version: 3.3.0.0
    CodeBase: file:///C:/Documents%20and%20Settings/User/My%20Documents/Brawl%20Hacks/Libertyernie%20Tools/Brawl%20Costume%20Manager/BrawlCostumeManager.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1002 built by: RTMGDR
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
BrawlLib
    Assembly Version: 0.18.5157.22581
    Win32 Version: 0.18.0.0
    CodeBase: file:///C:/Documents%20and%20Settings/User/My%20Documents/Brawl%20Hacks/Libertyernie%20Tools/Brawl%20Costume%20Manager/BrawlLib.DLL
----------------------------------------
BrawlManagerLib
    Assembly Version: 3.3.0.0
    Win32 Version: 3.3.0.0
    CodeBase: file:///C:/Documents%20and%20Settings/User/My%20Documents/Brawl%20Hacks/Libertyernie%20Tools/Brawl%20Costume%20Manager/BrawlManagerLib.DLL
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1015 (RTMGDR.030319-1000)
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1015 built by: RTMGDR
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
OpenTK
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.278.44921
    CodeBase: file:///C:/Documents%20and%20Settings/User/My%20Documents/Brawl%20Hacks/Libertyernie%20Tools/Brawl%20Costume%20Manager/OpenTK.DLL
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
After that, it only displays the in-game portrait and the results portrait. The sc_selcharacter.pac is ignored. Also, how do you make it read the BrawlEx files?

As for the stage manager, I can't open it now. Before this happened, when I set the location to open from, it saves to the registry, right? Well, the program won't open after I did that :-\

I'd just like to add that I've been having this same problem. Sc_selcharacter isn't read by the newest Costume Manager for me, and neither are any of the BrawlEx files. Could there be some conflict with the Project M characters because of the BrawlEx Roy and Mewtwo that were added?


Title: Re: libertyernie: now Stage Manager lets you play/change songs (Jan. 22)
Post by: libertyernie on March 13, 2014, 12:01:57 PM
I can try to fix the costume manager - it might be something with sc_selcharacter, since I always keep my own stuff in a common5. I'm not sure what would be making Stage Manager freeze, though. Could you go to HKEY_CURRENT_USER\Software\libertyernie\BrawlStageManager in regedit.exe, and take a screenshot? (You don't need to change anything.)

EDIT: Nope, sc_selcharacter works. It must be the cBliss stuff. Mind sending me your cBliss configuration files? (Or just the whole fighter folder if that's easier.)


Title: Re: libertyernie: now Stage Manager lets you play/change songs (Jan. 22)
Post by: Segtendo on March 13, 2014, 01:06:53 PM
Err... cBliss stuff? I converted to BrawlEx :srs:

Also, here's my registry where the Stage Manager stuff saves.
(http://snag.gy/9lqt3.jpg)
Deleting the entry where it reads the stages from a certain directory makes it work just fine...


Title: Re: libertyernie: now Stage Manager lets you play/change songs (Jan. 22)
Post by: libertyernie on March 13, 2014, 02:51:04 PM
Err... cBliss stuff? I converted to BrawlEx :srs:

Oops, that's what I meant :P

Quote
Also, here's my registry where the Stage Manager stuff saves.
([url]http://snag.gy/9lqt3.jpg[/url])
Deleting the entry where it reads the stages from a certain directory makes it work just fine...

Strange. Maybe try running it from cmd.exe, and posting whatever error it gives here (if any)? That might help a little.


Title: Re: libertyernie: now Stage Manager lets you play/change songs (Jan. 22)
Post by: Segtendo on March 13, 2014, 03:08:07 PM
Same thing when I run it through the command prompt.


Title: Re: libertyernie: now Stage Manager lets you play/change songs (Jan. 22)
Post by: libertyernie on March 13, 2014, 05:19:12 PM
Try these versions: lakora.us/brawl/brawl_managers_test_version.zip (http://lakora.us/brawl/brawl_managers_test_version.zip)
For Stage Manager I put a try/catch block to catch the exception, show it, and then ignore the registry path. For Costume Manager, it doesn't actually fix the issue, but it should show an error message so we can figure out what's going on.


Title: Re: libertyernie: now Stage Manager lets you play/change songs (Jan. 22)
Post by: Segtendo on March 13, 2014, 05:52:12 PM
For the costume manager, it finally reads the BrawlEx files, but has some trouble reading the small CSS name and the little box with the character's picture for the extra slots. I also have a Mewtwo slot and a Roy slot, but the manager thinks it's Project M (Mewtwo using PKMN Trainer's slots, Roy having an unused slot, etc).

As for the stage manager, I tried saving the directory it read from into the registry. Still doesn't work.


Title: Re: libertyernie: now Stage Manager lets you play/change songs (Jan. 22)
Post by: ShinF on March 13, 2014, 06:01:44 PM
For the costume manager, it finally reads the BrawlEx files, but has some trouble reading the small CSS name and the little box with the character's picture for the extra slots. I also have a Mewtwo slot and a Roy slot, but the manager thinks it's Project M (Mewtwo using PKMN Trainer's slots, Roy having an unused slot, etc).
Yep, same here. I'm ecstatic that it appears to be mostly working, though :D This makes things so much easier.

I don't suppose it's possible to make the manager able to add portraits and battle portraits to costumes that don't already have them?


Title: Re: libertyernie: now Stage Manager lets you play/change songs (Jan. 22)
Post by: libertyernie on March 13, 2014, 08:29:45 PM
For the costume manager, it finally reads the BrawlEx files, but has some trouble reading the small CSS name and the little box with the character's picture for the extra slots. I also have a Mewtwo slot and a Roy slot, but the manager thinks it's Project M (Mewtwo using PKMN Trainer's slots, Roy having an unused slot, etc).

As for the stage manager, I tried saving the directory it read from into the registry. Still doesn't work.
You mean it doesn't start up when you have one saved, or it doesn't let you save one? Either way, I doubt I'll be able to fix it :(

Yep, same here. I'm ecstatic that it appears to be mostly working, though :D This makes things so much easier.

I don't suppose it's possible to make the manager able to add portraits and battle portraits to costumes that don't already have them?
Hmm, I thought it was supposed to do that already. I'll download your BrawlEx pack and take a look at it.


Title: Re: libertyernie: now Stage Manager lets you play/change songs (Jan. 22)
Post by: Segtendo on March 13, 2014, 08:33:49 PM
It won't start when I have a registry entry for it. Oh well. I don't mind going to the directory every time.


Title: Re: libertyernie: now Stage Manager lets you play/change songs (Jan. 22)
Post by: libertyernie on March 13, 2014, 08:50:09 PM
It won't start when I have a registry entry for it. Oh well. I don't mind going to the directory every time.
The other way to do it (maybe the better way) is to make a shortcut to BrawlStageManager.exe and change the "Start in" property of the shortcut. This works for the other manager apps too.

By the way, the reason the BrawlEx error was happening (using ShinF's pack as an example): Costume Manager reads each Fighter**.dat. Fighter1C.dat refers to Pokemon Trainer, and it points to a CSSSlot file that specifies a certain color order for slot 27 in char_bust_tex. Then Fighter40.dat refers to Mewtwo, points to a different CSSSlot file, and that file specifies different colors for slot 27.
In this case, the program should probably favor the file with the higher number (Mewtwo), right?

P.S. Looks like it can edit the extra battle portaits if you already have them, but it can't add them. Maybe I could add this at some point in the future, but it probably won't be in the near future. I'd have to figure out how to do that in each case.


Title: Re: libertyernie: now Stage Manager lets you play/change songs (Jan. 22)
Post by: Segtendo on March 13, 2014, 09:22:42 PM
The other way to do it (maybe the better way) is to make a shortcut to BrawlStageManager.exe and change the "Start in" property of the shortcut. This works for the other manager apps too.
I used to be able to do that. I somehow can't anymore.


Title: Re: libertyernie: now Stage Manager lets you play/change songs (Jan. 22)
Post by: ShinF on March 13, 2014, 10:05:24 PM
By the way, the reason the BrawlEx error was happening (using ShinF's pack as an example): Costume Manager reads each Fighter**.dat. Fighter1C.dat refers to Pokemon Trainer, and it points to a CSSSlot file that specifies a certain color order for slot 27 in char_bust_tex. Then Fighter40.dat refers to Mewtwo, points to a different CSSSlot file, and that file specifies different colors for slot 27.
In this case, the program should probably favor the file with the higher number (Mewtwo), right?

I'm pretty sure it's because the Project M mappings are overriding the BrawlEx mappings, here. I assigned Mewtwo to Slot 111, not Slot 27, so he doesn't share Cosmetics with Pokemon Trainer at all in my build. But if the program still reads him as having his Project M slot, which is 27, then it makes sense that there's a conflict. Same with Roy, who is assigned in mine to 110 but still seems to read his original Project M slot.

It's not a big deal at all, since it's just a couple of characters, though.

P.S. Looks like it can edit the extra battle portaits if you already have them, but it can't add them. Maybe I could add this at some point in the future, but it probably won't be in the near future. I'd have to figure out how to do that in each case.

That's cool. Just being able to replace them like this is a big time-saver.


Title: Re: libertyernie: now Stage Manager lets you play/change songs (Jan. 22)
Post by: libertyernie on March 14, 2014, 05:31:56 PM
OK, I found the actual issue and fixed it. I just wasn't overwriting known names for some reason, so it was keeping the Brawl and PM ones. I'll make sure that's fixed in the next version.

@Segtendo: Does the "start in" thing work for Costume Manager? Or does it not work for any of them?


Title: Re: libertyernie: now Stage Manager lets you play/change songs (Jan. 22)
Post by: Segtendo on March 14, 2014, 06:44:15 PM
Costume Manager works just fine with the "start in" option in test version you provided.


Title: Re: libertyernie: now Stage Manager lets you play/change songs (Jan. 22)
Post by: libertyernie on March 14, 2014, 07:50:47 PM
OK, that's good. I'll check to see if anything's different between the two. If I can't figure it out, I'll put a standalone app in the zip file to view & clear stage manager settings. Maybe that will help some people.

EDIT: I posted version 3.4 of all the manager apps. I decided to include a version of Stage Manager with all the registry stuff taken out. See the website for other changes. Most notably, Song Manager now lets you edit the custom song volume code :)


Title: Re: libertyernie: Costume Manager works w/ BrawlEx, other features (Mar 15)
Post by: Segtendo on March 15, 2014, 02:54:08 PM
For the costume manager, it finally reads the BrawlEx files, but has some trouble reading the small CSS name and the little box with the character's picture for the extra slots.
This is still happening in the latest update.


Title: Re: libertyernie: Costume Manager works w/ BrawlEx, other features (Mar 15)
Post by: libertyernie on April 06, 2014, 02:55:56 PM
I uploaded a new command-line app called brawlls (it's on page 2.)
I really ought to look into Costume Manager + BrawlEx soon...

Post Merge: April 07, 2014, 02:06:14 PM
lakora.us/brawl/BrawlCostumeManager-beta.exe (http://lakora.us/brawl/BrawlCostumeManager-beta.exe)
I added the mappings for cosmetic slots and had Costume Manager read those, plus I changed the way it tries to find those tiny character names and pics for the CSS. See if this helps.


Title: Re: libertyernie: brawlls for your command line (page 2)-
Post by: Ezehokadrim on April 07, 2014, 06:42:22 PM
I uploaded a new command-line app called brawlls (it's on page 2.)
I really ought to look into Costume Manager + BrawlEx soon...

Post Merge: April 07, 2014, 02:06:14 PM
lakora.us/brawl/BrawlCostumeManager-beta.exe ([url]http://lakora.us/brawl/BrawlCostumeManager-beta.exe[/url])
I added the mappings for cosmetic slots and had Costume Manager read those, plus I changed the way it tries to find those tiny character names and pics for the CSS. See if this helps.

It's not quite working yet. On my set the CSS icon is offset by one. For example I put Roy, Mewtwo and Lucina at 3F, 40 and 41 but Roy loads Mewtwo's image, Mewtwo loads Lucina's and she simply doesn't show any (I don't have any other CSS files after her's). Oh and if I didn't put the exe in a folder inside the pf folder of my SD, it would crash without letting me change directory. I'd also like to be able to edit my BrawlEx configs from your program, it would be very useful especially the costume order since I always mess that up.

Edit: Never mind about the exe's location, I'll use the Start In method.


Title: Re: libertyernie: brawlls for your command line (page 2)-
Post by: Sammi Husky on April 07, 2014, 08:22:59 PM
For example I put Roy, Mewtwo and Lucina at 3F, 40 and 41 but Roy loads Mewtwo's image, Mewtwo loads Lucina's and she simply doesn't show any (I don't have any other CSS files after her's)

oh that sounds like what i went through when i was programming my tool. It happens because the cosmetics for characters under 3F are not aligned. so pika's Cosmetic ID is 7, however the CSS icon is char ID +1 if char ID < 3F. All data from 3F up is aligned though


Title: Re: libertyernie: brawlls for your command line (page 2)-
Post by: Ezehokadrim on April 08, 2014, 03:39:07 AM
oh that sounds like what i went through when i was programming my tool. It happens because the cosmetics for characters under 3F are not aligned. so pika's Cosmetic ID is 7, however the CSS icon is char ID +1 if char ID < 3F. All data from 3F up is aligned though
Yeah but that's the problem, all three of them are placed on ID 3F or more so they are all aligned. As for the problems with my config editing, I figured it out so I don't misalign the CSS portraits with the colors themselves.


Title: Re: libertyernie: brawlls for your command line (page 2)-
Post by: libertyernie on April 13, 2014, 05:50:59 PM
Could you post your BrawlEx build or send it to me so I can test my program with it?


Title: Re: libertyernie: brawlls for your command line (page 2)-
Post by: DarkPikachu on April 16, 2014, 06:29:41 AM
your BRSTM program caught my attention... :3

if you want to add MP3 support, take a look at the high quality library 'ffmpeg.dll'
this library is what manages the compression found in any mpeg-compliant format. :)

NOTE: I'm not sure if ffmpeg is outdated, but I think the standards still apply in todays MP3s.

EDIT:
or you could always add support for Winamp audio format extensions...
you could support over 500 formats just by adding 1 small interface. :)
(I actually based UMC off Winamp because of this) ;)


Title: Re: libertyernie: brawlls for your command line (page 2)-
Post by: squeakyboots13 on April 25, 2014, 06:33:46 PM
Bridge of Eldin/STGOLDIN.PAC doesn't appear in the Stage Manager. (Or at least when using it on your Project M Stage Expansion pack.)
This was not fixed in the newest version.

Edit: Nevermind. I'm just dumb. The program doesn't load any data for stages that aren't on the SD card and I've had files replaced for every stage except that one which is why it never appeared. Nothing wrong with the program. Please disregard my ignorance.


Title: Re: libertyernie: brawlls for your command line (page 2)-
Post by: libertyernie on May 02, 2014, 05:55:13 PM
Yeah but that's the problem, all three of them are placed on ID 3F or more so they are all aligned. As for the problems with my config editing, I figured it out so I don't misalign the CSS portraits with the colors themselves.

I fixed this bug - my program was taking 100 (decimal) as the threshold where MiscData[70]'s IDs started to align with the ones in char_bust_tex, but it should have been 47. You can grab the updated version at the site: http://www.lakora.us/brawl/costumemanager/ (http://www.lakora.us/brawl/costumemanager/)

If anyone else has BrawlEx problems, post 'em here!

@Tcll: I think it might support MP3 already (through sox.exe.) If I ever update that program I might try to get it working more seamlessly, maybe look into the Winamp plugins.


Title: Re: libertyernie: brawlls for your command line (page 2)-
Post by: Large Leader on May 02, 2014, 07:00:44 PM
Just downloaded your tool after I tried to use it earlier this year (it crashed for some reason).

I got results, it loaded up multiple times without crashing. Opened my PF directory and started to poke around the cosmetic stuff. I have no idea what I'm doing with it right now, but I'm sure I'll know what to do later on, when I have time to devote to it.


Title: Re: libertyernie: brawlls for your command line (page 2)-
Post by: Doqtor Kirby on May 03, 2014, 02:40:03 PM
@Tcll: I think it might support MP3 already (through sox.exe.) If I ever update that program I might try to get it working more seamlessly, maybe look into the Winamp plugins.
Convert raw vgm music to brstm?!?  :o


Title: Re: libertyernie: brawlls for your command line (page 2)-
Post by: ShinF on May 08, 2014, 06:59:15 PM
Something odd has been happening with the newest Costume Manager. Characters' Result Portraits have been getting saved as Battle Portraits. For instance, when I saved Link's RSPs, it was saved over InfFace002.
(http://i.imgur.com/6UIppAw.png)
And Samus' has been saved as InfFace003, and so on.


Title: Re: libertyernie: brawlls for your command line (page 2)-
Post by: libertyernie on May 09, 2014, 08:19:17 AM
Something odd has been happening with the newest Costume Manager. Characters' Result Portraits have been getting saved as Battle Portraits. For instance, when I saved Link's RSPs, it was saved over InfFace002.
([url]http://i.imgur.com/6UIppAw.png[/url])
And Samus' has been saved as InfFace003, and so on.

I can't believe that nobody else caught this bug! It's so silly :P I just have the wrong path in the code - I'll fix it soon.

EDIT: New version uploaded to fix this (3.4.7).


Title: Re: libertyernie: brawlls for your command line (page 2)-
Post by: ShinF on May 09, 2014, 10:42:25 PM
I can't believe that nobody else caught this bug! It's so silly :P I just have the wrong path in the code - I'll fix it soon.

EDIT: New version uploaded to fix this (3.4.7).
It surprised me, too :P

Thanks - much appreciated!


Title: Re: libertyernie: brawlls for your command line (page 2)-
Post by: Kono Ricky da! on May 11, 2014, 05:30:03 PM
Is the costume manager compatible with BrawlEx so far?

I've been using the stage manager for months and it works beautifully. Thanks for making our life easier!


Title: Re: libertyernie: brawlls for your command line (page 2)-
Post by: Large Leader on May 11, 2014, 06:24:31 PM
Is the costume manager compatible with BrawlEx so far?


I believe so, I was referred here from Sammi, I believe.

That said, I haven't tried it yet:P


Title: Re: libertyernie: brawlls for your command line (page 2)-
Post by: Segtendo on May 11, 2014, 06:35:00 PM
Good. Everything seems to work perfectly now.


Title: Re: libertyernie: brawlls for your command line (page 2)-
Post by: Eggman12 on May 13, 2014, 09:12:12 AM
Hello libertyernie.
I found a little bug in Brawl Custom Manager.
I use BrawlEx. CSP doesn't show up correctly after Roy. Before, everything seems fine but for Toon Link, Snake, Sonic, I can't see CSP of their extra costumes.
I hope you can fix it.


Title: Re: libertyernie: brawlls for your command line (page 2)-
Post by: libertyernie on May 16, 2014, 11:03:01 AM
Hello libertyernie.
I found a little bug in Brawl Custom Manager.
I use BrawlEx. CSP doesn't show up correctly after Roy. Before, everything seems fine but for Toon Link, Snake, Sonic, I can't see CSP of their extra costumes.
I hope you can fix it.
Could you send me your BrawlEx files, maybe in a .rar or .zip? I can take a look.


Title: Re: libertyernie: brawlls for your command line (page 2)-
Post by: Pikawil on June 05, 2014, 10:29:42 PM
I can confirm Eggman12's bug also happens using ShinF's stock BrawlEx Bliss files (http://forums.kc-mm.com/index.php?topic=66848.0).


Title: Re: libertyernie: brawlls for your command line (page 2)-
Post by: ShinF on June 05, 2014, 10:45:30 PM
I can confirm Eggman12's bug also happens using ShinF's stock BrawlEx Bliss files ([url]http://forums.kc-mm.com/index.php?topic=66848.0[/url]).

This does, indeed, happen. If I had to guess, I'd just say it's not reading the BrawlEx files for those characters or not applying them for some reason. It's not a big issue, though. Just use the options to switch to cBliss mappings. It won't effect the others characters with BrawlEx files, but it'll put the costumes for those characters in the same order that I did in the stock files.


Title: Re: libertyernie: Another costume manager bugfix
Post by: libertyernie on June 17, 2014, 04:34:30 PM
I think I fixed that bug now. I had the wrong numbers for a few of the characters, apparently.


Title: Re: libertyernie: Another costume manager bugfix
Post by: ToadKart on July 02, 2014, 07:41:37 PM
I can't ever open the costume manager, but the other programs work just fine. It just says the program has encountered an error and needs to close. I'm using XP so that may be why.


Title: Re: libertyernie: Another costume manager bugfix
Post by: libertyernie on July 04, 2014, 09:37:10 AM
I can't ever open the costume manager, but the other programs work just fine. It just says the program has encountered an error and needs to close. I'm using XP so that may be why.
Can you try running it from the command line (cmd.exe)?
It works fine on my XP computer.


Title: Re: libertyernie: Another costume manager bugfix
Post by: ToadKart on July 04, 2014, 03:54:55 PM
I still get the same error.


Title: Re: libertyernie: Another costume manager bugfix
Post by: libertyernie on July 20, 2014, 10:55:50 AM
I uploaded a new version of Costume Manager (3.4.9) to fix a couple bugs with the screenshot->portrait functionality.


Title: Re: libertyernie: Cotume manager screenshot->portrait fix
Post by: zhiro90 on September 28, 2014, 01:19:35 AM
hey i've been using your programs for months and they have been working fine, but suddenly the stage manager started crashing when i tried to open it. Sometimes it would open in an unstable way without any portrait showing and constantly reminding me about some brawllib exception. this all started when i selected a default folder in my sd and i started the program without the sd plugged in. The song manager opens but when closings shows the same brawllib exception. the costumemanager works fine
Then i updated (i was 2 releases behind) and it happened again so i was sure it was my pc.
it might be something very simple in the registry but i am lost! any help would be nice your apps rock, man!
ps. are you planning support for both project m and cbliss with the costutme manager?

UPDATE: I fixed it, there was a read/write permission conflict with a file in the appdata local temp folder, apparently it got itself locked from acces and was needed to proceed. took ownership and deleted it. thanks anyway you still rock lol but i'm still asking for projectm+cbliss support at the same time :D


Title: Re: libertyernie: Cotume manager screenshot->portrait fix
Post by: Syeo on September 29, 2014, 12:17:20 PM
Is it possible for you to combine the Project M and cBliss mappings? This will help me (and maybe lots of other people) to edit the characters much easier. The order is still a bit messed up so I'd love to have a combined mapping.


Title: Re: libertyernie: Cotume manager screenshot->portrait fix
Post by: E-scope12 on September 30, 2014, 03:28:51 PM
Libertyernie Can you add clone character option in Brawl Costume Manager for when we use BrawlEX or Project EX?


Title: Re: libertyernie: Cotume manager screenshot->portrait fix
Post by: Pikawil on November 15, 2014, 03:38:43 PM
Well, looks like the Costume Manager will need an update to have a fully functional PM 3.5 mapping; as it is now, it can't see the portraits for the new 3.5 skins.


Title: Re: libertyernie: Cotume manager screenshot->portrait fix
Post by: libertyernie on January 06, 2015, 08:08:52 PM
For combining Project M and cBliss mappings: normally the cBliss option actually removes the Brawl mappings and sets everything to portrait #0 -> costume #0, portrait #1 -> costume #1 and so on. So in that way, they're mutually exclusive.
However, I can make it so that (even with the cBliss setting off) any costumes that don't normally exist in Brawl/P:M (e.g. costume numer 11 for Link) will look for a portrait with that number, instead of just giving up. Do you think that will do the trick?


Title: Re: libertyernie: Updates to all four manager apps
Post by: libertyernie on February 02, 2015, 08:49:23 PM
I updated all four manager apps. I hope the new costume mapping settings work well for everyone. There's also a neat feature to import/export all custom songs, written by kbromwich.


Title: Re: libertyernie: Updates to all four manager apps
Post by: DSX8 on February 02, 2015, 09:12:42 PM
im getting a file not available.. can u double check on that?


Title: Re: libertyernie: Updates to all four manager apps
Post by: Segtendo on February 02, 2015, 10:35:28 PM
im getting a file not available.. can u double check on that?
Make that two. Nothing.


Title: Re: libertyernie: Updates to all four manager apps
Post by: libertyernie on February 03, 2015, 04:11:12 PM
Oops. Try the link again, it should work now.


Title: Re: libertyernie: Updates to all four manager apps
Post by: segwayspeedracer on February 07, 2015, 02:12:33 PM
How do I fix this start up issue with SSS? I tried starting it up the moment I downloaded it, with nothing taken out of the folder or nothing put in.

"could not load file or assembly 'BrawlLib, Version=0.21.5485.20173, Culture=neutral, PublicKeyToken=null' or one of its dependencies. An attempt was made to lad a program with an incorrect format.


Title: Re: libertyernie: Updates to all four manager apps
Post by: DSX8 on February 18, 2015, 04:50:16 AM
How do I fix this start up issue with SSS? I tried starting it up the moment I downloaded it, with nothing taken out of the folder or nothing put in.

"could not load file or assembly 'BrawlLib, Version=0.21.5485.20173, Culture=neutral, PublicKeyToken=null' or one of its dependencies. An attempt was made to lad a program with an incorrect format.

i just tried loading SSS editor also, and i get the same thing.
(http://i.imgur.com/DoiZHXL.png)


Title: Re: libertyernie: Updates to all four manager apps
Post by: Green on February 20, 2015, 08:16:27 AM
I get the exact same issue, and when ever i try to use the stage or costume manager it gives me an opengl error, it works but i can't view the models or stages.


Title: Re: libertyernie: Updates to all four manager apps
Post by: libertyernie on February 21, 2015, 11:49:54 AM
I'm not sure what the problem is :( My computer is running Win 8.1 74-bit if that means anything.
The old version is still up: http://lakora.us/brawl/BrawlManagers-3.4.9.zip (http://lakora.us/brawl/BrawlManagers-3.4.9.zip)


Title: Re: libertyernie: Updates to all four manager apps
Post by: DSX8 on February 21, 2015, 02:18:16 PM
I'm not sure what the problem is :( My computer is running Win 8.1 74-bit if that means anything.
The old version is still up: [url]http://lakora.us/brawl/BrawlManagers-3.4.9.zip[/url] ([url]http://lakora.us/brawl/BrawlManagers-3.4.9.zip[/url])
im also using Win8.1 64-bit... not sure y its doing that to me tho.


Title: Re: libertyernie: Updates to all four manager apps
Post by: BlackhawkXIII on February 21, 2015, 03:49:17 PM
I've encountered a rather troublesome problem. When I try to open the SSS Editor I only get an error message which states: Could not load file or assembly 'BrawlLib, Version=........." or one of its dependencies An attempt was made to load a program with an incorrect format. I run Window 7, 64 bit, and read that this error is sometimes cause by the program not being for the right OS. I had the older version of the SSS editor (which I mistakenly deleted) and that worked fine. Any ideas?

Thanks for your help!


Title: Re: libertyernie: Updates to all four manager apps
Post by: Green on February 22, 2015, 12:48:17 AM
I'm not sure what the problem is :( My computer is running Win 8.1 74-bit if that means anything.
The old version is still up: [url]http://lakora.us/brawl/BrawlManagers-3.4.9.zip[/url] ([url]http://lakora.us/brawl/BrawlManagers-3.4.9.zip[/url])

With the old version everything works perfectly, if it helps at all i was also getting the same issues with the newest version of brawlbox.

Here's what im using if your interested, and i can post the errors if you want.
Windows 7 64-bit SP1
AMD FX-6300
AMD Radeon HD 7870


Title: Re: libertyernie: Updates to all four manager apps
Post by: Strange Matter on February 24, 2015, 09:14:36 PM
A bit of an issue with Stage Manager. After taking a fresh sc_selmap and using the "prepare sc_selmap.pac for expansion stages" option, the Smash symbol (menselchrmark.20) appears when highlighting the random button on the SSS. I was able to fix this in the past but I cannot for the life of me remember how.


Title: Re: libertyernie: Updates to all four manager apps
Post by: libertyernie on February 25, 2015, 08:11:06 PM
A bit of an issue with Stage Manager. After taking a fresh sc_selmap and using the "prepare sc_selmap.pac for expansion stages" option, the Smash symbol (menselchrmark.20) appears when highlighting the random button on the SSS. I was able to fix this in the past but I cannot for the life of me remember how.
I think the random icon corresponds to a certain FrameIndex in the PAT0 entries, just like the icons do. I wonder if it's at 101 or 102. I know 100 is the Menu icon in My Music.
Try going to MiscData[80]/AnmTexPat(NW4R)/MenSelmapPreview/lambert113/Texture0 and adding an entry (right-click on Texture0). Set its FrameIndex to 101 and Texture to MenSelchrMark.00.


Title: Song manager and Custom Volumes
Post by: BlackhawkXIII on February 25, 2015, 09:25:48 PM
I may be having a few compatibility issues with the song manager. If that isn't the case, I may just not know what I'm doing. I've tried using the Song Editor to change my song volumes but it has no effect. Saving doesn't do anything, so when I exit the program (and even tell it to save the GCT then) the next time I open up my build all of the changes are gone. I tried doing an export/import to change the volumes, but that doesn't work for me because it overrides my current codeset which is needed for Lakora's stage expansion mod. Any suggestions? The various quiet songs are really a bummer.

Thanks for the help.


Title: Re: libertyernie: Updates to all four manager apps
Post by: NFreak on February 27, 2015, 08:32:42 AM
I may be having a few compatibility issues with the song manager. If that isn't the case, I may just not know what I'm doing. I've tried using the Song Editor to change my song volumes but it has no effect. Saving doesn't do anything, so when I exit the program (and even tell it to save the GCT then) the next time I open up my build all of the changes are gone. I tried doing an export/import to change the volumes, but that doesn't work for me because it overrides my current codeset which is needed for Lakora's stage expansion mod. Any suggestions? The various quiet songs are really a bummer.

Thanks for the help.
I have the exact same problem. It actually seems to corrupt the GCT. Editing volumes, saving the GCT, then closing the program and reopening the same directory gives a bunch of weird errors (I can get screenshots/output if requested). When reopened, I can't add or remove volume change codes for any track and every track is stuck at the default volume.

I'm working with PM 3.5. I haven't tried this with default Brawl stuff and don't plan on it.

EDIT: So I just tried modifying a blank codeset with the song manager. It doesn't actually seem to save any codes to the GCT, the file was always blank even after choosing to save it from within the program.


Title: Re: libertyernie: Updates to all four manager apps
Post by: BlackhawkXIII on March 07, 2015, 02:43:11 PM
Glad I'm not the only one having the problem, though it doesn't seem like there's a solution yet. I've really been wanting to work on my custom project M build but this has held me back quite a bit. Still, I wouldn't have gotten anywhere without the editor programs in the first place, so I'm really really grateful for them; it's just come down to polishing the last details for my build now, so stuff like being able to change the volume for stages is becoming pretty important.


Title: Re: libertyernie: Updates to all four manager apps
Post by: JohnTravolski on April 07, 2015, 08:02:54 PM
As we know, BRSTMs (.brstm) are files that the Wii and other game systems use to LOOP music.  I am trying to use this fact to achieve the following:
Basically, I need to come up with some way to massively export two files from one BRSTM file, because I’m going to be doing this with thousands of them.  I need some kind of application that will do the following, in order:
1.      Be able to read a BRSTM and use the loop points embedded into the file to achieve the following:
2.      Export one wave file (.wav) that starts at 0 samples (or 0:00 in time) and ends at the end loop point (also known as the total number of samples, last sample before the song starts over again)
3.      Export one wave file (.wav) that starts at the starting loop point (which usually isn't 0 samples, for example, it might be 14336 samples or some other number) and ends at the same end loop point as mentioned above.

I could just cut off all of these points to make the files in Adobe Audition, but the problem is that I need to be able to do this for THOUSANDS of files, and doing it manually isn't reasonable.  Since these perfect loop point numbers are embedded into BRSTM files, I basically just need some application that can read these numbers and use them as reference points to export the BRSTM music as two wave files, starting from 0:00 to the end loop point and one wave file starting from the start loop point to the end loop point.

Here’s an example of what I’m trying to accomplish:

(http://i.imgur.com/lq8bqx3.png)

As you can see from the picture, I have two files: Space Pirates Attack_01 and Space Pirates Attack_02.  Looking, you can see that 01 is much longer and is different than 02; this is because it includes the introduction, prelude, or whatever you want to call it, and goes to the music that ISN'T included in the loop point.  Then, where you see the white line, I have my second file, 02.  This cuts off the intro and starts the start loop point, a number that is embedded into the BRSTM file.  Then it ends at the same end loop point as 01, and the third file you see is 02 over again so that I can continually loop it.  When I listened to it, it looped and played back flawlessly.

As you can see, this has massive benefits for me; I can extended music easily to whatever length I want without having to have 30 minute extended files for each (which is what I used to do by downloading the extended versions from YouTube).  This saves file space, increases the quality, and offers more potential since I just have to copy and paste 02 over and over again to extend the music to whatever duration I want.  The question is, how can I obtain these two files quickly and easily without have to go through and cut out at the sample times manually?  I need to create some kind of application that can do that, since the start and end times for every BRSTM are different.
Does anybody have any ideas?  If I can figure out how to do this automatically for many files at a time, this will have massive benefits for me and other people that I know.

However, this is how the .BRSTM converter currently exports BRSTM files:
(http://i.imgur.com/nFZLrdU.png)
I know that its code is open source, so I could change it to accomplish what I'm looking for, but the problem is that I have no idea what to change.  I don't expect you to make an update that can allow this since I'm probably the only person on Earth looking for something this specific, but I need some direction to figure out how to accomplish this since I know nothing about coding.  Any help would be greatly appreciated!


Title: Re: libertyernie: Updates to all four manager apps
Post by: Kono Ricky da! on April 08, 2015, 01:32:15 AM
Why don't you simply listen to BRSTM music on BrawlBox?

Unless you want to put them on an iPod or write it to a CD, there is absolutely no need to export thousands of continuously looped BRSTM to .wavs. It just makes no sense...

Even if you WANT to do so, the whole point of a continuously looped song is to listen to the same song over and over, not a playlist with thousands of it.

Just saying...


Title: Re: libertyernie: Updates to all four manager apps
Post by: JohnTravolski on April 08, 2015, 01:20:00 PM
I'm not exporting thousands of the files; only two for every .brstm file.  Each .brstm file I'm going to use has different music, you know...

And I'm not listening directly to these at all; I need to use these files in my video editors.  If you don't make videos or narrations, it's probably hard to understand, but I'm trying to achieve this specific goal for a reason.  I repeat the same file in the timeline so that it loops continuously in the narration.  I just need help accomplishing my goal above.


Title: Re: libertyernie: Updates to all four manager apps
Post by: Doqtor Kirby on April 08, 2015, 03:31:42 PM
Or just do what I do: Export from BrawlBox and edit to fit.


Title: Re: libertyernie: Updates to all four manager apps
Post by: JohnTravolski on April 08, 2015, 03:40:15 PM
That's what I was considering, but the point is that I'm going to be doing this for so many different songs that it simply isn't reasonable for me.  Plus, if it's done automatically, that'll save countless time for me in the future.  I know that making this change to the coding can't be TOO difficult, but I just have to talk to the right people to figure it out in the first place since I know nothing about coding.  Even though I'm basically worthless in regards of knowing what to do or even having a fundamental knowledge, I refuse to give up until I find some way to export these files the way I'm desiring.


Title: Re: libertyernie: Updates to all four manager apps
Post by: libertyernie on April 26, 2015, 05:47:51 PM
I updated the manager apps. I fixed bugs in Song Manager and SSS Editor that could corrupt a GCT by adding codes after the footer, and I compiled everything for x86 (maybe this will help, not sure.)

I don't think it would be hard to write a separate program to extract two WAV files for a BRSTM (before loop + after loop, or whole thing + after loop) - maybe I can look into it later this week. I'd need to look into cutting a WAV in pieces by sample size, but I bet there's a library for that (if it's not built into .NET already.)


Title: Re: libertyernie: manager apps version 3.5.1 (Apr 26)
Post by: DSX8 on April 26, 2015, 06:58:06 PM
works fine for me now, but i get this with brawl stage manager
Quote
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
   at BrawlStageManager.MainForm.open(FileInfo fi)
   at BrawlStageManager.MainForm.listBox1_SelectedIndex Changed(Object sender, EventArgs e)
   at System.Windows.Forms.ListBox.OnSelectedIndexChang ed(EventArgs e)
   at System.Windows.Forms.ListBox.WmReflectCommand(Message& m)
   at System.Windows.Forms.ListBox.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow. OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow. WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
BrawlStageManager
    Assembly Version: 3.5.1.0
    Win32 Version: 3.5.1.0
    CodeBase: file:///C:/Users/Demonslayerx8/Downloads/BrawlManagers-3.5.1/BrawlStageManager.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.34239 built by: FX452RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
BrawlLib
    Assembly Version: 0.22.5594.30926
    Win32 Version: 0.22.1.1
    CodeBase: file:///C:/Users/Demonslayerx8/Downloads/BrawlManagers-3.5.1/BrawlLib.DLL
----------------------------------------
BrawlManagerLib
    Assembly Version: 3.5.0.0
    Win32 Version: 3.5.0.0
    CodeBase: file:///C:/Users/Demonslayerx8/Downloads/BrawlManagers-3.5.1/BrawlManagerLib.DLL
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.34230 built by: FX452RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
OpenTK
    Assembly Version: 1.1.0.0
    Win32 Version: 1.1.1664.6217
    CodeBase: file:///C:/Users/Demonslayerx8/Downloads/BrawlManagers-3.5.1/OpenTK.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.



Title: Re: libertyernie: manager apps version 3.5.1 (Apr 26)
Post by: libertyernie on April 30, 2015, 07:21:30 PM
works fine for me now, but i get this with brawl stage manager
That's odd. When do you get the error? And are you running it from a folder with Brawl stuff in it?


Title: Re: libertyernie: manager apps version 3.5.1 (Apr 26)
Post by: JohnTravolski on May 01, 2015, 08:15:35 PM
"I don't think it would be hard to write a separate program to extract two WAV files for a BRSTM (before loop + after loop, or whole thing + after loop) - maybe I can look into it later this week. I'd need to look into cutting a WAV in pieces by sample size, but I bet there's a library for that (if it's not built into .NET already.)"

I truly hope that you do find out how to do this.  I know absolutely nothing about coding since I'm a video editor.  I really don't like asking people to do things for me for free, but I've tried so many things at this point that I really don't know what's left.  If you can make the program that can do that (export 1 .wav file from 0 samples to end loop point and 1 .wav file from start loop point to end loop point) I would be extremely grateful.  You don't know how much this would benefit me as well as several other editors I know.  Take your time, and if you actually do come up with that separate program, let me know how the progress goes.  I'll check back here regularly.


Title: Re: libertyernie: manager apps version 3.5.1 (Apr 26)
Post by: libertyernie on May 03, 2015, 11:13:39 AM
"I don't think it would be hard to write a separate program to extract two WAV files for a BRSTM (before loop + after loop, or whole thing + after loop) - maybe I can look into it later this week. I'd need to look into cutting a WAV in pieces by sample size, but I bet there's a library for that (if it's not built into .NET already.)"

I truly hope that you do find out how to do this.  I know absolutely nothing about coding since I'm a video editor.  I really don't like asking people to do things for me for free, but I've tried so many things at this point that I really don't know what's left.  If you can make the program that can do that (export 1 .wav file from 0 samples to end loop point and 1 .wav file from start loop point to end loop point) I would be extremely grateful.  You don't know how much this would benefit me as well as several other editors I know.  Take your time, and if you actually do come up with that separate program, let me know how the progress goes.  I'll check back here regularly.

I posted the program to this thread (second post). It turned out to be very simple to do - I found a method in BrawlLib which I added parameters to so I could export just part of the file.

In the future I might put this with the Manager apps.


Title: Re: libertyernie: manager apps version 3.5.1 (Apr 26)
Post by: KingJigglypuff on May 03, 2015, 11:16:44 AM
The BrawlCostumeManager crashes for me before it even starts.


Title: Re: libertyernie: manager apps version 3.5.1 (Apr 26)
Post by: libertyernie on May 16, 2015, 04:27:44 PM
I posted a new app to convert BRSTMs to WAV, with better quality since it uses vgmstream now. It could actually be useful for a lot of things.

The BrawlCostumeManager crashes for me before it even starts.
What OS are you using, and is it 32-bit or 64-bit? Also, does Brawlbox work for you?


Title: Re: libertyernie: Export Loop VB for converting BRSTMs to WAV (May 16)
Post by: KingJigglypuff on May 16, 2015, 05:46:08 PM
64 Bit (could this be the issue? Since it says 32 Bit.). And I can run BB just fine. I can also run the othe Brawl manager programs just fine.


Title: Re: libertyernie: Export Loop VB for converting BRSTMs to WAV (May 16)
Post by: libertyernie on May 19, 2015, 03:09:44 PM
I updated the Export Loop VB program so the "output directory" option works now when you change it.


Title: Re: libertyernie: Export Loop VB for converting BRSTMs to WAV (May 16)
Post by: JohnTravolski on May 26, 2015, 06:46:12 PM
I see; thanks for that; I also sent you an e-mail with more suggestions to further improve the program, if you're interested.  They're mainly just adding more options, but my brother would certainly benefit from them.


Title: Re: libertyernie: Export Loop VB for converting BRSTMs to WAV (May 16)
Post by: Lamdaxx on July 04, 2015, 03:16:22 PM
Hi.  I'm using the newest Brawl Song Manager (3.5.1) and experiencing an issue importing songs. 
The error occurs with PM 3.5 and 3.6b.
When using the Import Songs feature to import a bunch of BRSTMs at volume 127 I get the error "No Terminators" and the volumes of the imported BRSTMs are not set.  Any ideas?  Thanks


Title: Re: libertyernie: Export Loop VB for converting BRSTMs to WAV (May 16)
Post by: RAWRzilla on July 05, 2015, 10:22:52 PM
The BrawlCostumeManager crashes for me before it even starts.
I am having this same issue. 64 bit Windows 8.1. All other managers work fine and I can confirm I have the latest version of .NET frameworking installed.


Title: Re: libertyernie: Export Loop VB for converting BRSTMs to WAV (May 16)
Post by: PseudoTypical on July 08, 2015, 07:30:53 PM
Could you update the CostumeManager to be able to edit 3.6 stocks that show up in VS mode? Not sure how easy that would be but it would make editing things tons easier.


Title: Re: libertyernie: Export Loop VB for converting BRSTMs to WAV (May 16)
Post by: libertyernie on July 09, 2015, 04:44:29 PM
Do you know where those stock icons are stored? I see some in info.pac but I don't know if that's the right place.


Title: Re: libertyernie: Export Loop VB for converting BRSTMs to WAV (May 16)
Post by: PseudoTypical on July 09, 2015, 06:38:18 PM
Do you know where those stock icons are stored? I see some in info.pac but I don't know if that's the right place.
Yeah, it's in info.pac, in MiscData[30].


Title: Re: libertyernie: Export Loop VB for converting BRSTMs to WAV (May 16)
Post by: JohnTravolski on July 18, 2015, 08:33:55 PM
Thanks for all of your hard work with this, LibertyErnie.  I don't know if you saw my e-mail or not, but I did send it quite a while ago.  If you have time, let me know if you plan to incorporate my suggestions into Export Loop VB.

If you want me to sum those up here, they would be the following:
  -  .flac output support
  -  file export name options


Title: Re: libertyernie: Export Loop VB for converting BRSTMs to WAV (May 16)
Post by: PseudoTypical on July 23, 2015, 08:09:11 AM
For one last request, just to update everything to 3.6b, could the SSS editor include an option to make alt stage portraits?


Title: Re: libertyernie: Export Loop VB for converting BRSTMs to WAV (May 16)
Post by: JohnTravolski on July 26, 2015, 11:21:24 AM
Something else that I just noticed was that some of the BRSTM files have multiple streams, such as this one, and although I can listen to both streams in BrawlBox, ExportLoopVB only exports the first stream.  http://www.brawlcustommusic.com/36104 (http://www.brawlcustommusic.com/36104)  It may be necessary to ask which one for specific files.

Also, are there any quality differences between BRSTM, BCSTM, and BFSTM?  All I know is what systems they're used for, but I don't know if some are of higher quality than others (I think BFSTM isn't compressed while BRSTM is, but I'm not sure).


Title: Re: libertyernie: Export Loop VB for converting BRSTMs to WAV (May 16)
Post by: libertyernie on August 12, 2015, 04:47:54 PM
Something else that I just noticed was that some of the BRSTM files have multiple streams, such as this one, and although I can listen to both streams in BrawlBox, ExportLoopVB only exports the first stream.  [url]http://www.brawlcustommusic.com/36104[/url] ([url]http://www.brawlcustommusic.com/36104[/url])  It may be necessary to ask which one for specific files.

Also, are there any quality differences between BRSTM, BCSTM, and BFSTM?  All I know is what systems they're used for, but I don't know if some are of higher quality than others (I think BFSTM isn't compressed while BRSTM is, but I'm not sure).


I don't know what BCSTM and BFSTM are used for, actually.

I've got a track from Klonoa that has two streams in BrawlBox. I always just assumed that it was a stereo stream and two mono streams (if you open the .wav file Export Loop VB makes in Audacity you'll see them), but it actually makes sense that it would be two stereo streams. It's certainly possible to have exportloop export those separately.

Could you remind me what file name options you wanted?


Title: Re: libertyernie: Export Loop VB for converting BRSTMs to WAV (May 16)
Post by: DSX8 on August 12, 2015, 05:45:37 PM
BCSTM is a 3ds music format, while BFSTM is a WiiU music format... they're pretty similar to BRSTM but BFSTM has multiple music streams in it... I suggest looking at UWizard for BFSTM data since it can export its streams into wavs


Title: Re: libertyernie: Export Loop VB for converting BRSTMs to WAV (May 16)
Post by: PseudoTypical on August 24, 2015, 09:07:17 AM
Would it be a lot of work to add display scaling up to 4k? I got a new setup and even if I toy with the settings it's either very small (scaled but not adjusted) or character portraits show up multiplied (not scaled but weird on a big display).


Title: Re: libertyernie: Export Loop VB for converting BRSTMs to WAV (May 16)
Post by: libertyernie on August 24, 2015, 12:54:01 PM
Would it be a lot of work to add display scaling up to 4k? I got a new setup and even if I toy with the settings it's either very small (scaled but not adjusted) or character portraits show up multiplied (not scaled but weird on a big display).
Do you mean the size of the actual window? And which application (costume manager / stage manager)?
If Windows isn't doing that for you (I think Windows 8 can do this), the only thing I know how to do is adjust all the font sizes upwards - maybe I can put in a setting for that. WinForms dates back a long time and wasn't designed for high-DPI monitors :P


Title: Re: libertyernie: Export Loop VB for converting BRSTMs to WAV (May 16)
Post by: PseudoTypical on August 24, 2015, 01:31:08 PM
Do you mean the size of the actual window? And which application (costume manager / stage manager)?
If Windows isn't doing that for you (I think Windows 8 can do this), the only thing I know how to do is adjust all the font sizes upwards - maybe I can put in a setting for that. WinForms dates back a long time and wasn't designed for high-DPI monitors :P
Yeah, the window becomes extremely compact. :P I run on Windows 10 so it adjusts its own programs but not external ones. If you could put in a setting that'd be great. So we're clear, this is what it looks like with display scaling disabled:(http://i.imgur.com/jKRjolZ.jpg)

And with it enabled (too big for Imgur to do the whole desktop so here's it with some icons):(http://i.imgur.com/vTwK9w0.jpg)


Title: Re: libertyernie: Export Loop VB for converting BRSTMs to WAV (May 16)
Post by: JohnTravolski on August 25, 2015, 04:14:48 PM
Sorry that it took me so long to reply, LibertyErnie, but the name options I'm referring to should basically let you choose what you want the "tacked-on" text to say.  For example, when I export the loop segment of the BRSTM, it exports as the name of the original file + (loop).  An example would be Phendrena Drifts (loop).  While this is useful for the most part, there are instances where I might, for example, want the export files to say something like "Phendrena Drifts (mid)" or for the beginning segment "Phendrena Drifts (start)" instead of "Phendrena Drifts (beginning)" to save characters.  Another possible use would be in instances in which spaces in the output file names wouldn't be acceptable, which is common in some instances.  I would have to rename each .BRSTM with a space that I get from BrawlCustomMusic, but at least I wouldn't have to do that two or three times for each one I exported.

Keep in mind, this is a relatively minor nit-picky thing that's not as important as, say, adding flac output support, which I would greatly appreciate.  Once again, sorry for the late reply, as I highly appreciate all the work you've done for this.

I should also mention that I tested this with .BCSTM and .BFSTM files, and it exports them perfectly, which is great.  And, yes, they are used by the 3DS and Wii U respectively.


Title: Re: libertyernie: Stage/Costume/Song managers and SSS Editor updated to 3.6
Post by: libertyernie on August 28, 2015, 06:45:39 PM
I've updated the Stage Manager, SSS Editor, Costume Manager and Song Manager to version 3.6. The first two have the most changes. See my github releases page for the changelog:
https://github.com/libertyernie/BrawlManagers/releases (https://github.com/libertyernie/BrawlManagers/releases)

I think I'll work on adding those features to exportloop (Export Loop VB) next. I have an idea about passing binary data right from the C++ side to the VB side and I want to see if it works.


Title: Re: libertyernie: Stage/Costume/Song managers and SSS Editor updated to 3.6
Post by: PseudoTypical on August 28, 2015, 07:30:38 PM
The manager programs work perfectly now. Thanks man. :)


Title: Re: libertyernie: Stage/Costume/Song managers and SSS Editor updated to 3.6
Post by: JohnTravolski on September 02, 2015, 03:58:44 PM
I'm glad to hear you're working on ExportLoop now.  Hopefully those features don't pose too much of a challenge, because I would certainly find them useful (.flac output support most specifically).

Also, just curiously, LibertyErnie, do you use Adobe Premiere Pro and/or Adobe Audition?


Title: Re: libertyernie: Stage/Costume/Song managers and SSS Editor updated to 3.6
Post by: libertyernie on September 09, 2015, 06:26:24 PM
I'm glad to hear you're working on ExportLoop now.  Hopefully those features don't pose too much of a challenge, because I would certainly find them useful (.flac output support most specifically).

Also, just curiously, LibertyErnie, do you use Adobe Premiere Pro and/or Adobe Audition?

I've never used either of those. Is there something that would be helpful to make this work with those?

I'm actually writing a new program (https://github.com/libertyernie/loopingaudioconverter) now that will be BRSTM Converter and Export Loop put together. (I wanted something to do to keep me busy.) I'm designing it to avoid using temporary files as much as possible, too.
Input formats will be anything supported by vgmstream (including BRSTM) or SoX (the windows build on their website), MP3 (madplay), or VGM/VGM using VGMPlay. Output formats will be WAV, FLAC, MP3 (lame), Ogg Vorbis (SoX supports it so why not), and BRSTM (using BrawlLib). Each will have an option for one file or multiple (0-start, start-end, 0-end), and the ability to export separate files if the input has more than 2 channels, plus the existing amplify, convert to mono, and change sample rate options.
I'm trying to structure the program in a way that makes it simple to combine these features together.

Here's a screenshot of something I've got working already (BRSTM to BRSTM converting - not very useful, I suppose):
(http://i.imgur.com/MrrLHlU.png)

By the way, this program's "internal format" will be 16-bit PCM .wav with looping information embedded, something I just found out a week ago that vgmstream's test.exe supports! (By the way, I think BRSTM might be 8 bits per sample instead of 16.)


Title: Re: libertyernie: Stage/Costume/Song managers and SSS Editor updated to 3.6
Post by: JohnTravolski on September 10, 2015, 03:32:32 PM
Great to hear, I'm glad that you're going further into this!  As I mentioned, BCSTM and BFSTM are used for the 3DS and Wii U, respectively, and they're not too different than BRSTM.  Unfortunately, I know nothing about programming, but I do know that you can input BCSTM files into a hacked 3DS (such as with Tubehax) and actually get that custom music to play on your 3DS or in your 3DS's game.

If I may suggest, and assuming it's not too much of an issue, I recommend that you also find some way to make BCSTM and BFSTM output files as well since you're making BRSTM an output option.  Please realize that ExportLoopVB 1.1.1 can already import BCSTM and BFSTM files and export them as .wav files at the correct loop points (I've tested this myself), so it may not be that difficult.  Also, whatever you do in this new program, please be sure that you do not remove any functionality that ExportLoopVB had, as in being able to import BCSTM and BFSTM files, because I use those as well.

The reason is that I rip game audio from 3DS games and obtain a lot of BCSTMs, and the only way to get usable audio data out of them is through ExportLoopVB, so I want to be sure that, whatever you do, they'll still work with the new program.

Finally, thank you for doing this!  The reason I was asking about the Adobe software was because I was going to see if you were interested in, possibly, developing a plugin that would allow any imported looping audio format (like BRSTM, BCSTM, BFSTM, etc) to be infinitely extendable within either Audition or Premiere just to remove the step of copying and pasting the looping segment (which is what I have to do after exporting the .wav files from ExportLoopVB).  If not, that's perfectly fine, the program you're working on now sounds amazing regardless.

tl;dr:
See if you can make it output BCSTM and BFSTM since you're already making it output BRSTM (assuming it's not too hard).
Make sure that it can still import BCSTM and BFSTM like ExportLoopVB can.
I asked about the Adobe software to see if you were willing to develop a plugin so that looping audio format could be flawlessly and infinitely extended within Premiere/Audition.


Title: Re: libertyernie: Looping Audio Converter 1.0 - see post 2
Post by: libertyernie on September 27, 2015, 10:24:18 AM
I posted Looping Audio Converter, which is pretty much Export Loop VB and BRSTM Converter put together. It works in Mono too. :) See post 2 for the link.


Title: Re: libertyernie: Looping Audio Converter 1.0 - see post 2
Post by: JohnTravolski on September 30, 2015, 02:47:51 PM
Sorry for the delayed response, but I'm having issues (Windows 8.1 Pro all latest Windows updates installed).  It may because I don't understand how the program works or because it's actually a bug:
With that BRSTM called "Follow Fi" (http://www.brawlcustommusic.com/36104 (http://www.brawlcustommusic.com/36104)) (2 streams, 4 channels), I tried to export with these settings and it crashes once I click OK:
Crashed:
(http://i.imgur.com/LvMVM0o.png)

(http://i.imgur.com/sGle3kp.png)
These settings also crash:
(http://i.imgur.com/El2sqq9.png)
and
(http://i.imgur.com/T9Sy2Mw.png)

I read the message in the command prompt, but I don't understand what to do about it (is it a bad BRSTM or is there a way to get your program to deal with that?)
I tried the same file with the following settings and it did export correctly:
Succeeded:
(http://i.imgur.com/QYXqYc2.png)

Also, here're my results from a 1-stream 2-channel BRSTM (Beedle's Airshop) (http://www.brawlcustommusic.com/24366 (http://www.brawlcustommusic.com/24366)):
Succeeded:
(http://i.imgur.com/mDaEm7X.png)
Crashed:
(http://i.imgur.com/QqHlLWT.png)

(http://i.imgur.com/1Og5XVD.png)

By succeeded, I refer strictly to the program creating the output files.  I have yet to check the integrity of those files with Adobe Audition, but they sound fine when I play them back.  I'm not entirely sure how "put each channel in its own file" is supposed to work, so I don't know if I was basically asking for the crash given my settings or if it's actually a bug.  Please reply letting me know more about this.  I will continue to test the program as time passes.

Post Merge: September 30, 2015, 03:22:21 PM
Here's more information.  I have succeeded with some BRSTM files (like this one: http://www.brawlcustommusic.com/189 (http://www.brawlcustommusic.com/189)) when I export both the whole song and the looping segment (with "Put each pair of channels in its own file" selected), as a .flac or .wav file, I get different results, as can be seen in Adobe Audition:

(http://i.imgur.com/z4tWoq9.png)

Notice the labels; to the left is file output as is considered to be the "entire song" while to the right is what is considered "the looping segment."  For the .wav exported by Export Loop VB and Looping Audio Converter (the bottom two tracks, respectively) you can see that they align at the exact same point, as noted inside the red box I drew.  They both play back and loop flawlessly when put up together.
However, the .flac file, the first track, as you can see, seems to be missing a sample or two (I don't know exactly how many) from either or both of the exported files (despite a succeeded [defined in the previous post] export).  When I play these two files together, there is some loud clicking noise right at the very end of the "whole song" file and the beginning of the "loop segment" file, as if they're missing samples or something.  They do not loop perfectly when played together because of the clicking noise.  This was not an alignment error that I could have made because when playing both files individually in Windows Media Player, I can hear the clicks right at the mentioned points in the files.  I assume this is some problem with the .flac extension since it works perfectly with the .wav in the same program (Looping Audio Converter) the exact same way it does in Export Loop VB.

Once again, I highly appreciate your efforts, but this is what I have noticed so far.  I could be messing something up or they could be bugs, but that's for you to determine.  Thank you.

Edit:
I managed to get closer in Audition and each "block" or square you see along the curves lines represents a "sample."  These are the same tracks as before.  As you can see, the .flac that was exported on the top track seems to have its samples messed up right at the end and beginning of the "whole song" and "loop segment" files, respectively.
(http://i.imgur.com/JHLA1Ll.png)


Title: Re: libertyernie: Looping Audio Converter 1.0 - see post 2
Post by: libertyernie on October 15, 2015, 01:07:48 PM
The way FLAC files are generated is actually by generating the WAV file and then having SoX convert it. I'm not sure why those samples would get cut off.

As for "loop point past the end of the file" problems - do you have a link to a BRSTM that does this so I can look at it?


Title: Re: libertyernie: Looping Audio Converter 1.0 - see post 2
Post by: JohnTravolski on October 15, 2015, 03:37:35 PM
This BRSTM: (http://www.brawlcustommusic.com/24366 (http://www.brawlcustommusic.com/24366)) with these settings:
(http://i.imgur.com/2rdhSgq.png) results in that error.


Title: Re: libertyernie: Looping Audio Converter 1.0 - see post 2
Post by: libertyernie on October 16, 2015, 09:26:20 AM
Thanks! I'll look into it.
I was able to fix the FLAC issue by using temporary wav files for decoder output and encoder input, instead of reading/writing the data to/from stdin/stdout. So that will be in the next version.

EDIT: I uploaded version 1.1, which has fixes for both those bugs.


Title: Re: libertyernie: Looping Audio Converter 1.1 (bugfixes)
Post by: JohnTravolski on October 20, 2015, 02:50:03 PM
Just to let you know, I've tested several things so far, and it looks great!  As before, I genuinely appreciate all the time and effort that you have put into this program because it has already become an irreplaceable resource for me.  I only have two questions so far (I will let you know if I ever have any other problems):

Why does the command prompt show up in the background whenever this program is open but it didn't show up whenever ExportLoopVB was open?

Why does Looping Audio Converter close automatically as soon as the export is finished?  I don't think that ExportLoopVB did this either.  After all, sometimes I need to export multiple sets of files with different settings.

Also, I noticed that you submitted some Chibi Robo (Plug Into Adventure) music on Brawl Custom Music.  I'm just wondering; how did you obtain that music?  I don't know how music worked back on the Game Cube.


Title: Re: libertyernie: Looping Audio Converter 1.1 (bugfixes)
Post by: libertyernie on October 25, 2015, 01:28:01 PM
Why does the command prompt show up in the background whenever this program is open but it didn't show up whenever ExportLoopVB was open?

I think I did it that way because some of the programs used by Looping Audio Converter show their progress there. I suppose it's not strictly necessary to have that window open. If I make any more updates I might take another look at that.

Quote
Why does Looping Audio Converter close automatically as soon as the export is finished?  I don't think that ExportLoopVB did this either.  After all, sometimes I need to export multiple sets of files with different settings.

I think ExportLoopVB did that. But I suppose it would be possible to have the main window come back up at the end in case you want to change settings - that's a good idea.

Quote
Also, I noticed that you submitted some Chibi Robo (Plug Into Adventure) music on Brawl Custom Music.  I'm just wondering; how did you obtain that music?  I don't know how music worked back on the Game Cube.

Back when my Wii disk drive worked, Chibi-Robo was one of the games I copied onto my computer. I don't remember what audio format it used, but vgmstream was able to read it, so I used the old BRSTM Converter program to re-encode then into BRSTM while maintaining the loop points.


Title: Re: libertyernie: Looping Audio Converter 1.1 (bugfixes)
Post by: JohnTravolski on October 26, 2015, 02:35:05 PM
Nice!  Thanks for the responses.  I have continued using Looping Audio Converter for several different BRSTMs and BCSTMs with no issues so far.  Also, I just tested it; the most recent version of ExportLoopVB did not show the command prompt nor did the program quit after exporting.

Also, when you say that you "copied that game onto [your] computer," would that be the same thing as looking at the files in a ROM?  For example, I could easily find gamecube ROMs on the internet and try to extract files out of those, but I have no idea how I could "copy" a game I already have to my computer (in your case, from the Wii disc drive).


Title: Re: libertyernie: Looping Audio Converter 1.1 (bugfixes)
Post by: E-scope12 on October 26, 2015, 02:44:37 PM
Can you fix the shading in the brawl managers?


Title: Re: libertyernie: Looping Audio Converter 1.1 (bugfixes)
Post by: libertyernie on November 14, 2015, 03:46:43 PM
Nice!  Thanks for the responses.  I have continued using Looping Audio Converter for several different BRSTMs and BCSTMs with no issues so far.  Also, I just tested it; the most recent version of ExportLoopVB did not show the command prompt nor did the program quit after exporting.

Also, when you say that you "copied that game onto [your] computer," would that be the same thing as looking at the files in a ROM?  For example, I could easily find gamecube ROMs on the internet and try to extract files out of those, but I have no idea how I could "copy" a game I already have to my computer (in your case, from the Wii disc drive).

There's a Wii homebrew app that can dump the contents of the disc onto your computer over wi-fi, acting as a web server. (I don't remember the name, and I think I had to install some sort of special IOS to do it.) It's the same thing you'd get if you downloaded the ROM - at the time, it was easier for me to do it that way. Then I used GC-Tool to extract the files.

Can you fix the shading in the brawl managers?

If you mean the shading in the 3D models, then I doubt I can. Does it look OK in BrawlBox? Maybe I could compare.


Title: Re: libertyernie: Looping Audio Converter 1.1 (bugfixes)
Post by: libertyernie on December 17, 2015, 10:37:01 AM
I updated Looping Audio Converter to version 1.2. The Github releases page (https://github.com/libertyernie/LoopingAudioConverter/releases) has a list of changes.

I just used it a couple of days ago to convert a bunch of iTunes .m4a files to lower-bitrate .ogg files for an old MP3 player I found so they'd fit. (There's no bitrate option in Looping Audio Converter, but if someone was interested maybe I could add it at least for .ogg.)


Title: Re: libertyernie: Looping Audio Converter 1.1 (bugfixes)
Post by: JohnTravolski on December 18, 2015, 05:59:50 PM
I just downloaded version 1.2, and although I haven't had the time to test it, as soon as I open it, I get an error message:
http://i.imgur.com/dt5f9XH.png (http://i.imgur.com/dt5f9XH.png)
Version 1.2 then opens up afterward and it looks like the program will function normally (I haven't had time to test it).  I'm not sure what program is missing.  I kept version 1.1 and it does not give me that message whenever I open it.  I'm not sure what the problem is, but I think it might have something to do with one of the new features you added.  I am on Windows 8.1 Pro and I have NetFramework v4.

Edit:

I have tried to convert various .brstm files using LoopingAudioConverter v1.2 and no matter what settings I choose, I always get his error:
http://i.imgur.com/15Hk540.png (http://i.imgur.com/15Hk540.png)
I'm not sure what the problem is, but this newer version is completely unusable for me.  If you need me to give you more information, just ask, because I can always do so.


Title: Re: libertyernie: Looping Audio Converter 1.1 (bugfixes)
Post by: libertyernie on December 20, 2015, 06:47:10 PM
I just downloaded version 1.2, and although I haven't had the time to test it, as soon as I open it, I get an error message:
[url]http://i.imgur.com/dt5f9XH.png[/url] ([url]http://i.imgur.com/dt5f9XH.png[/url])
Version 1.2 then opens up afterward and it looks like the program will function normally (I haven't had time to test it).  I'm not sure what program is missing.  I kept version 1.1 and it does not give me that message whenever I open it.  I'm not sure what the problem is, but I think it might have something to do with one of the new features you added.  I am on Windows 8.1 Pro and I have NetFramework v4.

The LoopingAudioConverter.exe.config is wrong. It should be: (you can edit it with notepad)
Code:
<?xml version="1.0" encoding="utf-8"?>
<configuration>
  <startup>
    <supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.0,Profile=Client"/>
  </startup>
  <appSettings>
    <add key="sox_path" value="tools\sox\sox.exe" />
    <add key="madplay_path" value="tools\madplay\madplay.exe" />
    <add key="faad_path" value="tools\faad\faad.exe" />
    <add key="lame_path" value="tools\lame\lame.exe" />
    <add key="vgm2wav_path" value="tools\vgm2wav\vgm2wav.exe" />
    <add key="vgmstream_path" value="tools\vgmstream\test.exe" />
  </appSettings>
</configuration>
This is probably the cause of both problems. I'll re-upload it tomorrow with the right .config file. (The Linux version is OK.)


Title: Re: libertyernie: Looping Audio Converter 1.1 (bugfixes)
Post by: JohnTravolski on December 21, 2015, 01:56:03 PM
I just changed it and that appears to have fixed everything; not only do I not get the error anymore, but I can convert files and I have had no problems yet.  Thanks!  I also like how the program stays open afterward, that's a very beneficial enhancement to my workflow.  Also, I think that the bitrate option would indeed be helpful.


Title: Re: libertyernie: Costume/Song/Stage Managers 3.7.1 and GCT Editor 3.7.1
Post by: libertyernie on February 11, 2016, 07:10:13 AM
I uploaded some new versions (Manager apps and GCT Editor) - should probably bump the thread.


Title: Re: libertyernie: Costume/Song/Stage Managers 3.7.1 and GCT Editor 3.7.1
Post by: JohnTravolski on March 18, 2016, 04:19:20 PM
Thanks for the Looping Audio Converter, LibertyErnie; it has served me well over the months that I have been using it now.  It works flawlessly and I'm very glad that you made it; it has helped me with so many of my videos.

In case you ever get bored and feel like improving it, I do have some possible suggestions in the future (these are all minor things):

It would be really nice if you could set defaults for this program.  For example, I almost always export these files in .FLAC format, but the default when I open the program is set on .BRSTM.  Similarly, I have a specific output directory that I commonly use, so being able to set that as a default that remains there every time I open up the program would also be very helpful.  Basically, being able to set defaults for all of the options in this program would greatly help me.

Also, I'm curious, how does the "convert to mono" option work?  Does it average the two channels for a stereo audio file or does it just pick one of them?


Title: Re: libertyernie: Costume/Song/Stage Managers 3.7.1 and GCT Editor 3.7.1
Post by: libertyernie on March 19, 2016, 06:42:35 PM
The "convert to mono" option gets forwarded to SoX as " channels 1", so SoX handles that conversion. I think it averages the two channels.

EDIT: Could you try this out?
https://github.com/libertyernie/LoopingAudioConverter/releases/tag/v1.3rc4 (https://github.com/libertyernie/LoopingAudioConverter/releases/tag/v1.3rc4)


Title: Re: libertyernie: Looping Audio Converter 1.3 (March 24, 2016)
Post by: JohnTravolski on March 25, 2016, 04:45:18 PM
Sorry for the late reply.  Anyway, that helps a lot!  It definitely saves me a lot of clicking.  I was thinking more along the lines of having the program automatically load those settings every time you open it, but the method you incorporated here still helps a lot.

Also, what does this newly-added "Convert directly between BRSTM, BCSTM, BFSTM box do?  I'm also glad that you added export support for the BCSTM and BFSTM as well (instead of just BRSTM).


Title: Re: libertyernie: Looping Audio Converter 1.3 (March 24, 2016)
Post by: libertyernie on March 28, 2016, 06:40:36 PM
The way I implemented BCSTM and BFSTM encoding is by encoding BRSTM and then converting it to those formats. It can also convert in reverse (BCSTM or BFSTM to BRSTM) without having to decode to WAV and re-encode, so it's a lot faster.

There are some versions of BCSTM and BFSTM it won't understand, though, so for those you would still need to decode (with vgmstream) and re-encode.

EDIT: forgot to mention - if you save the ini file as LoopingAudioConverter.ini in the same folder as LoopingAudioConverter.exe, it'll load automatically.


Title: Re: libertyernie: Looping Audio Converter 1.3 (March 24, 2016)
Post by: JohnTravolski on March 28, 2016, 08:41:44 PM
Oh, thanks!  I'll try that out soon and let you know how it goes.

Edit:
I tried that and it works wonderfully!  Thanks.


Title: Re: libertyernie: Looping Audio Converter 1.3 (March 24, 2016)
Post by: libertyernie on June 22, 2016, 07:28:59 PM
I posted Brawl Managers 3.8, with Project M 3.6 character mappings and a few other things.
Soon I think I'll release a new Looping Audio Converter - someone found a slight error in the BrawlLib RSTM encoder that meant audio samples could be a bit off.


Title: Re: libertyernie: Brawl Managers 3.8
Post by: UmbraVivens on June 22, 2016, 11:55:35 PM
hi, i downloaded the new Managers but none actually show up when opened. their processes actually run but they get stuck and can't be killed, i restarted and tried again but the same happened, has this happened to anyone else?

(http://i.imgur.com/tuMOGhN.png)


Title: Re: libertyernie: Brawl Managers 3.8
Post by: libertyernie on June 23, 2016, 10:20:32 AM
If you can run it from the command line, that might help figure it out.
Also, are you on Windows XP or Windows 7? Not sure if that makes a difference - it worked on XP for me.


Title: Re: libertyernie: Brawl Managers 3.8
Post by: UmbraVivens on June 23, 2016, 06:58:20 PM
If you can run it from the command line, that might help figure it out.
Also, are you on Windows XP or Windows 7? Not sure if that makes a difference - it worked on XP for me.
i'm on Win7 Ultimate.
also, forgot to mention that when i click to run it once, it opens 3 processes with the same name and always get stuck at 64/68kb. i'll try that command line method

Post Merge: June 23, 2016, 07:08:07 PM
ok, it didn't work, all the managers still do the same thing, the strange thing is that version 3.7.1 runs fine


Title: Re: libertyernie: Brawl Managers 3.8
Post by: libertyernie on June 24, 2016, 10:28:56 AM
Hopefully we find someone else with the same problem - I don't have any idea what it could be.


Title: Re: libertyernie: Brawl Managers 3.8
Post by: UmbraVivens on July 03, 2016, 02:38:26 AM
hey, i fixed my problem after reinstalling / repairing .NET Framework 4.6.1

good stuff!


Title: Re: libertyernie: Brawl Managers 3.8
Post by: JohnTravolski on July 07, 2016, 08:03:50 PM
My brother is trying to use LoopingAudioCoverter in order to create a looping .BRSTM from a .wav file.  However, he doesn't know what to do and I don't either.  Do you have any tutorial or instructions?  Or should another program be used to do this?


Title: Re: libertyernie: Brawl Managers 3.8
Post by: Sylv on July 07, 2016, 08:45:04 PM
Hey! I have a couple things to say, first love these managers! They make implementing Brawl mods so easy, thank you for that! Second, would it be possible to make a Trophy Manager?


Title: Re: libertyernie: Brawl Managers 3.8
Post by: libertyernie on July 15, 2016, 09:46:51 AM
My brother is trying to use LoopingAudioCoverter in order to create a looping .BRSTM from a .wav file.  However, he doesn't know what to do and I don't either.  Do you have any tutorial or instructions?  Or should another program be used to do this?
BrawlBox lets you enter loop start and end points in a dialog, so you might want to use that. Looping Audio Converter makes you put them in a file called loop.txt.

Hey! I have a couple things to say, first love these managers! They make implementing Brawl mods so easy, thank you for that! Second, would it be possible to make a Trophy Manager?
Is there a guide on how replacing trophies works?


Title: Re: libertyernie: Looping Audio Converter 1.3.1
Post by: libertyernie on August 12, 2016, 10:54:10 AM
I posted a new version of Looping Audio Converter. Let me know if there are any problems.
https://github.com/libertyernie/LoopingAudioConverter/releases/tag/v1.3.1 (https://github.com/libertyernie/LoopingAudioConverter/releases/tag/v1.3.1)

It doesn't seem to work on my 64-bit Debian install - but I think this is a problem in code BrawlBox also uses (not finding the right library for memmove.)


Title: Re: libertyernie: Looping Audio Converter 1.3.1
Post by: JohnTravolski on October 12, 2016, 07:28:21 PM
I've had no issues so far, but I haven't had the opportunity to test everything out yet.  I appreciate the continued support on Looping Audio Converter.  It has been invaluable to me ever since you first developed it.


Title: Re: libertyernie: Looping Audio Converter 1.3.1
Post by: libertyernie on October 17, 2016, 11:40:12 AM
I posted a release candidate version (1.3.2 rc1) of Looping Audio Converter, which adds looping .ogg support. I'll make it the official version in a week or so if there are no problems.


Title: Re: libertyernie: Looping Audio Converter 1.3.3 rc1 with uncompressed BRSTM support
Post by: libertyernie on November 04, 2016, 01:54:43 PM
I've just posted a release candidate for version 1.3.3:
https://github.com/libertyernie/LoopingAudioConverter/releases/tag/v1.3.3-rc1 (https://github.com/libertyernie/LoopingAudioConverter/releases/tag/v1.3.3-rc1)

This version has support for uncompressed 16-bit PCM audio in BRSTMs. 16-bit PCM is what most WAV files use; this means that you can now make BRSTMs that have the same audio quality as WAV files (and the same large filesizes - they're about 3-4 times the size of a regular ADPCM-compressed BRSTM.)


Title: Re: libertyernie: Looping Audio Converter 1.3.3 rc1 with uncompressed BRSTM support
Post by: JohnTravolski on May 06, 2017, 09:05:35 PM
Sorry for not responding for a while.  I want to let you know that I really appreciate your continued support on the project!  Unfortunately, I'm not sure how to compile the source code, so I'm not sure how to try out the versions of Looping Audio Converter newer than 1.3.1.


Title: Re: libertyernie: Looping Audio Converter 1.3.3 rc1 with uncompressed BRSTM support
Post by: libertyernie on June 07, 2017, 01:42:58 PM
I posted a new test version of LoopingAudioConverter. This has everything in 1.3.3, plus:

* vgmstream, lame, and BrawlLib updated
* AAC encoding support added (requires Windows + iTunes)
* A couple of fixes for running under Mono

https://github.com/libertyernie/LoopingAudioConverter/releases/tag/v1.4.1rc1 (https://github.com/libertyernie/LoopingAudioConverter/releases/tag/v1.4.1rc1)


Title: Re: libertyernie: Stage Manager 3.9
Post by: libertyernie on June 21, 2017, 06:55:30 AM
Version 3.9 of Stage Manager (and related apps) posted.

Changes in 3.9:
  * BrawlLib has been updated, which might fix some bugs.
  * (Stage Manager) Improved I4 vs. IA4 detection when importing MenSelchrMark or MenSelmapMark images.
  * (Stage Manager) When adding PAT0s, you can now choose not to add the corresponding TEX0s.
  * The "default" Custom SSS code is now correct.
  * (Stage Manager) Fixed a bug in name entry for the random stage select screen.
  * The software will now look for a LegacyTE or LegacyXP folder (just like it looks for a projectm folder.)
  * (Stage Manager) Stage Manager can now read the Tracklist Modifier and Stage-Track Dependent Song Loader codes and use them to show the correct songs for each stage.
  * (Stage Manager) Drag-and-drop targets have been added to replace individual sections of a Legacy TE stage preview.


Title: Re: libertyernie: Stage Manager 3.9
Post by: libertyernie on July 20, 2017, 08:29:45 AM
Another version of Looping Audio Converter is up. This one uses VGAudio instead of BrawlLib for encoding, which lets it support more formats.

https://github.com/libertyernie/LoopingAudioConverter/releases/tag/v2.0.0rc1 (https://github.com/libertyernie/LoopingAudioConverter/releases/tag/v2.0.0rc1)

https://github.com/libertyernie/LoopingAudioConverter/releases/tag/2.0.0rc1 (https://github.com/libertyernie/LoopingAudioConverter/releases/tag/2.0.0rc1)


Title: Re: libertyernie: Looping Audio Converter 2.0.0 rc1
Post by: UmbraVivens on July 21, 2017, 12:53:11 AM
page not found :P


Title: Re: libertyernie: Looping Audio Converter 2.0.0 rc1
Post by: JohnTravolski on July 24, 2017, 01:11:22 PM
Another version of Looping Audio Converter is up. This one uses VGAudio instead of BrawlLib for encoding, which lets it support more formats.

https://github.com/libertyernie/LoopingAudioConverter/releases/tag/v2.0.0rc1 (https://github.com/libertyernie/LoopingAudioConverter/releases/tag/v2.0.0rc1)

I also cannot access the page, so I can't download Looping Audio Converter 2.0 either.

Also, I have a question.  I'm trying to extract the sounds from this .brsar file, but it seems like BrawlBox cannot do it.  Is there any way to get the sounds out of this .brsar archive file with BrawlBox or any other tool?

Download it here:
https://drive.google.com/open?id=0B2jlw6t0WS_HallBUHJ0dUFyQjQ

The .brsar archive was extracted with the Dolphin Emulator from a Wii Play ISO that I ripped with CleanRip on my Wii.  BrawBox (0.78 and 0.68) crashes upon attempting to export .wav files from it.  I'm not sure if I'm doing something wrong or if there's just no way to get the files out of this archive yet.


Title: Re: libertyernie: Looping Audio Converter 2.0.0 rc1
Post by: libertyernie on July 25, 2017, 10:32:46 AM
I also cannot access the page, so I can't download Looping Audio Converter 2.0 either.

Oops. I'll fix the link.

Quote
Also, I have a question.  I'm trying to extract the sounds from this .brsar file, but it seems like BrawlBox cannot do it.  Is there any way to get the sounds out of this .brsar archive file with BrawlBox or any other tool?

I can take a look later, but I don't know very much about brsar.


Title: Re: libertyernie: Looping Audio Converter 2.0.0 rc1
Post by: JohnTravolski on July 27, 2017, 04:50:40 PM
Thanks for updating the link, can't wait to try the new version out!

Also, thanks for taking a look at the file.  I honestly don't know what to do about it, nor do I know anybody else who might be able to get the sounds out of it.  If you're unable to determine what's wrong, do you know anybody else who might know what to do about it?

EDIT:

I have tested out Looping Audio Converter 2.0.0, and I have run into an issue.  Albeit, it is just a minor annoyance, but I don't quite understand why it's happening.  Whenever I choose "Save Options," a .ini file is created as expected.  When I start Looping Audio Converter back up, the settings are loaded as expected.  So it's functionally just fine.  However, upon bootup of Looping Audio Conveter, every single time I receive this message:

http://prntscr.com/g6espb (http://prntscr.com/g6espb)

If I delete the .ini file, I no longer receive the message.  I never had this problem with Looping Audio Conveter 1.3.  Once again, it's just a minor annoyance, but it does happen EVERY single time I start it up.


Title: Re: libertyernie: Looping Audio Converter 2.0.0 rc1
Post by: libertyernie on August 12, 2017, 09:07:25 AM
Thanks for updating the link, can't wait to try the new version out!

Also, thanks for taking a look at the file.  I honestly don't know what to do about it, nor do I know anybody else who might be able to get the sounds out of it.  If you're unable to determine what's wrong, do you know anybody else who might know what to do about it?

EDIT:

I have tested out Looping Audio Converter 2.0.0, and I have run into an issue.  Albeit, it is just a minor annoyance, but I don't quite understand why it's happening.  Whenever I choose "Save Options," a .ini file is created as expected.  When I start Looping Audio Converter back up, the settings are loaded as expected.  So it's functionally just fine.  However, upon bootup of Looping Audio Conveter, every single time I receive this message:

[url]http://prntscr.com/g6espb[/url] ([url]http://prntscr.com/g6espb[/url])

If I delete the .ini file, I no longer receive the message.  I never had this problem with Looping Audio Conveter 1.3.  Once again, it's just a minor annoyance, but it does happen EVERY single time I start it up.


I found the issue - it's the dropdown next to the format box where you can choose the RSTM encoding (ADPCM, PCM16, or PCM8.) It'll be fixed in the next version.


Title: Re: libertyernie: Looping Audio Converter 2.0.0 rc1
Post by: JohnTravolski on August 12, 2017, 12:33:14 PM
I found the issue - it's the dropdown next to the format box where you can choose the RSTM encoding (ADPCM, PCM16, or PCM8.) It'll be fixed in the next version.

Alrighty, great to hear.  I can't wait.  I appreciate it!