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46  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Classic Exp. Pack for Brawl - 8.0s rc1 on: June 20, 2016, 08:12:55 PM
What version are you using?
47  Super Smash Bros. Brawl Hacking / Programming / Re: [Project] (B)RSTM web player on: June 20, 2016, 08:12:12 PM
If this helps, here's what BrawlLib uses for StrmDataInfo, which is near the start of HEAD:
Code:
        public byte _encoding; // part of AudioFormatInfo
        public byte _looped; // part of AudioFormatInfo
        public byte _channels; // part of AudioFormatInfo
        public byte _sampleRate24; // part of AudioFormatInfo
        public bushort _sampleRate;
        public bushort _blockHeaderOffset;
        public bint _loopStartSample;
        public bint _numSamples;
        public bint _dataOffset;
        public bint _numBlocks;
        public bint _blockSize;
        public bint _samplesPerBlock; //0x3800
        public bint _lastBlockSize; //Without padding
        public bint _lastBlockSamples;
        public bint _lastBlockTotal; //Includes padding
        public bint _dataInterval; //0x3800
        public bint _bitsPerSample;

48  Super Smash Bros. Brawl Hacking / Programming / Re: [Project] (B)RSTM web player on: June 19, 2016, 02:43:25 PM
I don't entirely understand ADPCM myself, but I know both BrawlBox and vgmstream can play it (apparently vgmstream is a bit better, BrawlBox might have some slight clicks at block boundaries, though it's hard for me to tell.)
What language are you using on the server? If you can run C or C# code I bet you could have that convert BRSTM to WAV on request and send that to the browser.
49  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Classic Exp. Pack for Brawl - 8.0s rc1 on: June 16, 2016, 01:39:34 PM
I've uploaded the first (maybe only?) release candidate for version 8.0s. There are two versions - with and without alternate stages. Let me know in this thread if you have any questions or problems.
50  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Working on Classic Exp. Pack 8.0s for Brawl - new poll on: June 12, 2016, 10:04:27 AM
The 8.0s version isn't quite done yet, so that might be part of the problem. (The version in the OP doesn't have target smash in it so I think you might be using 8.0s.)
Note that for the alternate stages, they'll only load if they're on the SD card - keep this in mind if using USB or RiiFS.
51  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Working on Classic Exp. Pack 8.0s for Brawl - new poll on: June 10, 2016, 06:43:54 PM
As I was trying to say, rel-less ports with the ASL Tool's codes would be useful. Mostly to prevent crashes, but also with these kinds of problems.

That said, though, I think it makes sense to set a placeholder for a stage being problematic if it's necessary to use a half-buggy code. Did/does P:M have issues with that, too?

No issues in Project M. Maybe they're doing something special to work around it?
Anyway, here's what I think I'll do:
STGCUSTOM01 -> Castle Siege static stages
STGCUSTOM25 -> Online Practice Stage and variants
STGCUSTOM26 -> Target Smash!! 1, 2, 4, 5

I'd like to use STGCUSTOMs here now that I set them up to have 3 alts each - that way people can easily replace the stages themselves. I decided to skip Target Smash 3 because the launch pad doesn't show up when you use it outside target smash mode.

Post Merge: June 11, 2016, 02:38:13 PM
Lylat Cruise has the same problem, but I don't have a good replacement version of it. Should I take it out?
If I did, I'd probably move the online practice stage (STGCUSTOM25, icon 60) to that spot on the SSS, and add an STGCUSTOM27 (reuse Lylat's icon 15?) in the second-to-last row on page 1. Either way, the STGCUSTOMs are a bit out of order. I suppose I'd replace it with ALM5252's Lylat Cruise omega stage (which doesn't look the same as in SSB4 Wii U, but that's all right.)
Either way, I'm also going to make a version of the pack with the ASRL code taken out (and Castle Siege and Lylat Cruise back in) when I'm done.
52  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox v0.76b on: June 10, 2016, 12:16:28 PM
as a side note, is there a thread in which there's discussion for development on your Brawl Managers? because the newest version of Costume Manager still uses the PM 3.5 alignments for cosmetics and costumes and it gets confusing at times, nevertheless the Stage and Song Managers are on point

thanks in advance


It's this one: http://forums.kc-mm.com/index.php?topic=27607.0
53  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Working on Classic Exp. Pack 8.0s for Brawl - new poll on: June 09, 2016, 08:38:30 AM
Yeah, the new code might be the problem. If I could I would put them all on STGEMBLEM and use a +X, but I doubt I can get it working. (I already have a +X for Battlefield.)

EDIT: New problem using the ASRL code with Castle Siege. After I load it, it makes the code "stick" in its current setting - i.e. if I load it with +L, it thinks +L is held for all subsequent stages. Looks like this is true even if Castle Siege is not listed in the ASRL code.
With this in mind, maybe I should take Castle Siege out and put a STGCUSTOM25 in that spot? It could be those 3 separate versions I made + the omega stage.
54  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Working on Classic Exp. Pack 8.0s for Brawl - new poll on: June 08, 2016, 05:35:10 PM
The problem is I don't quite know how to use the alternate stage loader with STGEMBLEM when not all of the stages are st_emblem based. So currently I have:
* STGCUSTOM01 = First stage (castle)
* STGCUSTOM01_L = Second stage (indoors)
* STGCUSTOM01_R = Third stage (cave/lava pit, except it doesn't move)
* STGCUSTOM01_Z = omega
All are over st_final - not sure how to port those first 3 to st_emblem.

I think the omega stage was originally over st_emblem though - if that's true I could put that on STGEMBLEM and get rid of the other 3.

There's no way AFAIK to make it load just STGEMBLEM_00/01/02.

EDIT: I just tried Castle Siege Omega on STGEMBLEM_L and STGEMBLEM_00_L and it didn't seem to work - just loaded regular Castle Siege.
55  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Working on Classic Exp. Pack 8.0s for Brawl - new poll on: June 08, 2016, 12:24:05 PM
I've already got Castle Siege Omega along with the statics, and the SSB4 versions of those four N64 stages. I'll add the 3DS Online Training at least.

How to Play has SSB64 Intro as an alternate, but I wonder if I could make How to Play a Dream Land alt instead, and move SSB64 Intro over to Trophy Room or something. Then maybe I'd put Castle Siege Static on the 2nd page?

I'd like to add some of ALM5252's Omega stages too, for the ones that are modeled after stages that are in SSB64/Melee/Brawl, even if they don't quite match the SSB4 versions. (Except maybe Halberd, that one is different because SSB4's version is a platform.)
56  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Working on Classic Exp. Pack 8.0s for Brawl - new poll on: June 07, 2016, 10:56:00 AM
I decided to add 2 more alternates to each STGCUSTOM and move the Online Practice Stage back to where it was.

If I add an icon for the targets stage, I'll need to take another stage out or merge two together (regular/alternate) - which 2 would make sense? I thought about putting Flat Zone as an alt of Flat Zone 2 but I couldn't figure out how to make an alt for STGGW.
57  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Working on Classic Exp. Pack 8.0s for Brawl - new poll on: June 06, 2016, 05:38:48 PM
EDIT(2): ..and why aren't you using the normal Online Training Stage (2F), and then just making the no-items mod an optional addition through having or not having the STGONLINETRAINING.pac file? Especially with the L/R/Z+A going on, having it as a STGCUSTOM makes it more confusing.


I wanted 3 alternates for Castle Siege (Static) and couldn't think of how else to do it without forcing all STGCUSTOMs to have 3 alternates as well. That would take up a lot of space on the SD card - somewhere around 200 MB extra. Maybe I should do it anyway though. (It wouldn't reduce the download size as long as I use 7zip or rar.) Or maybe I could put it over STGHOMERUN or something? Never tried that.

Do you have a link to a thing that adds pages to the stage select screen?
58  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Working on Classic Exp. Pack 8.0s for Brawl - new poll on: June 01, 2016, 04:59:49 PM
PyotrLuzhin sent me a version of the ASRL code (what Project M uses, so you can have different .rels for alternates) that works in vBrawl, so the .rel files won't be an issue.

I've switched out some of the Smash 4 stages to make sure they all have regular and omega versions. Right now the full list of stages is this: http://www.lakora.us/brawl/cep/8.0s/20160601.html
I've included omega versions of Brawl and Melee stages where I can find them (and made one myself for WarioWare - that's an easy one.)
59  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Classic Exp. Pack 7.0s for Brawl - Aug. 30, 2015 on: May 25, 2016, 06:14:42 PM
I'm working on a new vBrawl version of the pack. You can see my progress here: https://github.com/libertyernie/ClassicExpansionPack
(Although, if you're going to check that out with git, you probably want to use --depth 1 - there are a lot of binary files and that is not what git was built for!)

I found out that you can use the Alternate Stage Loader with Riivolution if you leave the File Patch Code in the codeset - it just loads the alt stages using that instead of using Riivolution. (Tested this by running riifs on my computer while taking out an SD card and putting it back in.)
60  Help & Tutorials / Help / Re: ASRL code help on: May 09, 2016, 06:06:05 PM
Thanks! I didn't realize that that's what the button did.
I copied a chunk of code from the .pacs section to the .rels section of the code, and it works great now.
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