Home Gallery Resources The Team Rules chat Login Register
  Show Posts
Pages:  1 2 [3] 4 5 6 ... 59
31  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox v0.77 on: November 01, 2016, 11:02:01 AM
I can't open any version of brawlbox right now i've tried to delete it and reinstall it but i still get this error report every time i try to open it up. What can i Do to fix this
Do you have a BrawlBox.exe.config? Here's what it looks like for me:
Code:
<?xml version="1.0"?>
<configuration>
  <configSections>
    <sectionGroup name="applicationSettings" type="System.Configuration.ApplicationSettingsGroup, System, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089">
      <section name="BrawlBox.Properties.Settings" type="System.Configuration.ClientSettingsSection, System, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" requirePermission="false"/>
    </sectionGroup>
  </configSections>
  <startup><supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.0"/></startup>
  <applicationSettings>
    <BrawlBox.Properties.Settings>
      <setting name="Setting" serializeAs="String">
        <value>False</value>
      </setting>
    </BrawlBox.Properties.Settings>
  </applicationSettings>
  <runtime>
  <assemblyBinding xmlns="urn:schemas-microsoft-com:asm.v1">
    <probing privatePath="lib"/>
  </assemblyBinding>
</runtime>
</configuration>
Apparently if the <configSections ...> part is not right after <configuration>, it can cause problems.
https://amoghnatu.net/2013/11/22/solutionconfiguration-system-failed-to-initialize-c-exception/
32  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox v0.77 on: October 21, 2016, 07:56:45 AM
Change the platform from Any CPU to x86. There are parts of BrawlBox that don't work in 64-bit.
33  Super Smash Bros. Brawl Hacking / Programming / Re: libertyernie: Looping Audio Converter 1.3.1 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.
34  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox v0.77 on: October 17, 2016, 07:42:08 AM
I updated to .77, and now suddenly it breaks whenever I try to open a wav file above a certain size.

The audio window opens up, but the length is 0:00 and if I try to convert it either crashes or just creates an empty BRSTM.

Anybody have any clues why this would be happening?
Can you post or send me a wav file that's big enough to cause this error?
35  Super Smash Bros. Brawl Hacking / Programming / Re: libertyernie: Looping Audio Converter 1.3.1 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

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.)
36  Super Smash Bros. Brawl Hacking / Programming / Re: libertyernie: Brawl Managers 3.8 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?
37  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Classic Exp. Pack for Brawl - 8.0s on: July 15, 2016, 09:45:03 AM
My setup was Gecko vs Riivolution. Can you update the 8.0s Expansion Pack with the codes and size of the sc_selmap fixed?
When I get home I'll check what size sc_selmap needs to be in order to work. Apparently sc_selmap needs to be 1214283 bytes or less. What size is yours? If it's smaller than that, the problem must be with something else, and I'm not sure what is causing it.
Thats not exactly true. you can use the SDHC code to add support, most mods these days have it. tho dolphin does suffer a hard 2 gig limit, even with the code. work around is putting files on the disc.  also it may be possible to add riivo support if someone wants to take the XML and add in each stage manually. similar to how the expansion stages were done in the past. tho considering the SSS can now have up to 2500 stages + xD that may take a long time.
Where's the SDHC code? I've never seen it.
38  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Classic Exp. Pack for Brawl - 8.0s on: June 30, 2016, 12:17:21 PM
Sounds like a problem with either one of the codes or the size of the sc_selmap, but I'm not sure why either of those would occur. What's your setup like (Gecko vs Riivolution and Wii vs Dolphin)?
39  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Classic Exp. Pack for Brawl - 8.0s on: June 29, 2016, 08:32:57 AM
Oh, that's right - Gecko+FPC won't work on SDHC cards. Riivolution would, but then you can't use the alternate stage loader.
Maybe I should make an sd.raw and distribute that too.
40  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Classic Exp. Pack for Brawl - 8.0s on: June 27, 2016, 01:06:02 PM
Are you using Wii, Wii U, or Dolphin?
If you could put your SD card in a zip file and upload it somewhere I can take a look at it.
41  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Classic Exp. Pack for Brawl - 8.0s on: June 26, 2016, 10:58:00 AM
I've made version 8.0s final. The only change from rc1 is that I've taken out the SSB4 Final Destination (Edwguard Flows is working on a better version, but it's not done yet, and I didn't want the pack to have something that would become out of date soon.)

Classic Expansion Pack 8.0s - June 26, 2016 - for vBrawl



Downloads:

Classic Expansion Pack 8.0s - no ASRL.7z.exe (Gecko/Riivolution + Brawl. From Mediafire; 178 MB download / 209 MB when uncompressed)
Click here to see the documentation/stage list: http://www.lakora.us/brawl/cep/8.0s/with-asrl.html
Classic Expansion Pack 8.0s - with ASRL.7z.exe (Gecko/Riivolution + Brawl. From Mediafire; 274 MB download / 499 MB when uncompressed)
The download is also a 7-zip archive - you should be able to use 7-zip or WinRAR to extract it without opening it as an executable.
Click here to see the documentation/stage list: http://www.lakora.us/brawl/cep/8.0s/no-asrl.html

Differences between the two versions:
  • The "with ASRL" version contains alternate stages, which can be loaded by holding L, R, Z, or (on Battlefield) X. (These alternate stages don't work with Riivolution, so the Riivolution menu will give you the option to use just the default stages or just the omega stages.) The "no ASRL" version does not contain any alternate stages.
  • The "with ASRL" version uses versions of Castle Siege and Lylat Cruise ported to STGFINAL that do not include the phase shifts. The "no ASRL" version contains the regular versions.
  • The "with ASRL" version includes Target Smash, and has Venom as an alternate to Corneria. The "no ASRL" version gives Venom its own icon and excludes Target Smash.

Classic Expansion Pack 7.0s - August 30, 2015 - for vBrawl



Classic Expansion Pack 7.0.exe (Gecko + Brawl. From Mediafire; 188 MB download / 265 MB when uncompressed)
The download is also a 7-zip archive - you should be able to use 7-zip or WinRAR to extract it without opening it as an executable.

Updates since 6.0s:
  • The pack now uses sc_selmap.pac instead of common5.pac. If you want to use common5.pac, just replace the sc_selmap_en inside of it with this sc_selmap.pac.
  • All of the stages have been rearranged
  • Project M / Brawl- / fangame stages have been removed, to make room for 12 SSB4 stages by DSX8, Taigiry, and others
  • The alternate Stage Loader is now included, so every stage (except Flat Zone 2) can have an alternate by holding L+A. Battlefield and Final Destination have two alternates (R+A is the other.) See the documentation for details.

Click here to see the documentation/stage list: http://www.lakora.us/brawl/cep/7.0s/brawl.html

Or, if you want the framework to put your own stages in for PM 3.6 final, you can use this stage expansion template.
42  Super Smash Bros. Brawl Hacking / Programming / Re: [Project] (B)RSTM web player on: June 24, 2016, 10:33:30 AM
I'd start in ADPCMStream.GetStreams (line 27 of ADPCMStream.cs). It takes a pointer to the RSTM header and returns an array of streams (usually there is just one, and it can be mono or stereo.) The ADPCMStream object you get back has methods like ReadSamples, SamplePosition, etc.

ADPCMState looks like it has the core ADPCM decoding logic.
43  Super Smash Bros. Brawl Hacking / Programming / Re: libertyernie: Brawl Managers 3.8 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.
44  Super Smash Bros. Brawl Hacking / Programming / Re: libertyernie: Brawl Managers 3.8 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.
45  Super Smash Bros. Brawl Hacking / Programming / Re: libertyernie: Looping Audio Converter 1.3 (March 24, 2016) 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.
Pages:  1 2 [3] 4 5 6 ... 59