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:
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.
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.)
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?
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.
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)?
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.
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.)
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.
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.
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 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.