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Super Smash Bros. Brawl Hacking / Programming / Re: The problem of SFX: a thread for brainstorming solutions
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on: February 04, 2016, 05:48:26 PM
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everything loading together is unfortunate. that means we have to have all our sounds repeated in the other folders. However, this at least means that we can have, as you say, multiple of the same clone with different sfx so long as they aren't matched against one another.
so if I understand correctly, what you have so far is a character dependent sfx folder loader. for example: luffy and naruto over ike. you select luffy as p1 and it loads sfx folder A. Naruto as p1 calls sfx folder 2. But if both are selected, the last to be selected overrides the first
What we now need is a soundbank dependent character loader that triggers after the previous code and is triggered by detecting that a soundbank is already called (or a specific character). To take the above example, if p1 is luffy and p2 is naruto, when naruto is selected, it checks to see if the soundbank has already been called. it has (by luffy) so naruto gets his fighter config swapped. said config is the exact same except it calls a different soundbank (for example, pit)..................
oh geeez. such a thing would get REALLY complicated REALLY fast wouldn't it?
I don't know if we can get this perfect but what you have already may just be good enough. (though keep up the good work on the config and psa swapping as those may be of use in other ways) meanwhile I'm going to test out a crazy idea I have. if it works, we can at least minimize how often two characters conflict.
edit: my crazy plan failed, largely due to the current limitations of brawlbox. I was going to see if I could straight up delete useless soundbanks and then create clone banks with the freed up space (in other words, delete subspace soundbanks and put in a marth2 bank. unfortunately, brawlbox does not allow you to edit smashbros_sound.brsar to quite that degree.
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Super Smash Bros. Brawl Hacking / Programming / Re: The problem of SFX: a thread for brainstorming solutions
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on: February 02, 2016, 06:24:07 PM
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what about instead of 4 different PSA's or config folders, what if we did 4 different sawnds folders? alternatively, simply 4 different sawnds (39_A.sawnd, 39_B. sawnd, 39_C.sawnd, etc.).
when are .sawnds called? if they are called individually, each character could pull from it's own folder.
for example:
IF character slot 3F, THEN load sawnds from pf/sfx/3F
we run into problems though if sawnds are called simultaneously.we would still have more options as we could have multiple characters use the same soundbank, but we would have problems when two characters with the same bank were loaded. (I am guessing and hoping this isn't the case though because of the wii's limited memory)
I would imagine that you would need to add to the Replacment SoundBank Engine to do this. after all, if the rsbe code can load sawnds from a defined folder, then it should be no problem to define a new folder. the trick is inserting a trigger. each user would probably have to add in custom lines of code the same way you have to for the custom stage select code.
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Super Smash Bros. Brawl Hacking / Programming / Re: The problem of SFX: a thread for brainstorming solutions
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on: January 25, 2016, 09:09:22 PM
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any progress on that code?
actually, do we realy need to switch fighter configs? if there was a fighter dependent sawndz loader (in the same vein as oshtoby's stage dependent song loader) would that work? how are sounds loaded? are soundbanks called one at a time? if so, does caling it again unload the previous instance? For example, P1 is maro and bank and P2 is a clone using mario's bank. are the instances of the bank separate or would it only load the banks once?
if only once, could we force it to load multiple times by tricking it into thinking it is loading a separate bank? (loads mario then thinks it is loading a different bank but actually loads mario again with the sawnd.
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Super Smash Bros. Brawl Hacking / Programming / Re: The problem of SFX: a thread for brainstorming solutions
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on: January 19, 2016, 02:25:13 AM
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the only problem with your first idea is that we would still be limited with how many sounds we could replace. rather than any character above 3F, such a code should be more like ~ every 6 characters ( we have only so many boss banks). This of course means conflicts between clone "groups" though it does free the original characters up at least. your second idea is probably the superior one in my opinion. the only issue I can see is how much space it uses up on the SD (though there IS an SDHC code for big sd cards, though I think it may be only for project M. could be wrong). the tricky bit would be making it work with the current codes. You need 4 sawnds...named the same. that means either an new naming convention for the custom sound engine or a new folder set up such that the code reads one folder or another for each character individually (if sounds are all loaded at once, this fails for the same reason as your first idea, but if not we have a character dependent sound loader much like we have a stage dependent song loader! I can see the code acting like this: my idea is that if we could trick the game into thinking there are more sound IDs than there are, we could create virtual soundbanks. no need to actually use a sawnd to replace a bank. rather we get the game to look for a soundbank number that doesn't exist and instruct it to check the SD card first. problem here is currently sawnds are designed as a sort of "injection". I don't think they are read directly. if we could find some way to export soundbanks into there own file type...
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Super Smash Bros. Brawl Hacking / Programming / The problem of SFX: a thread for brainstorming solutions
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on: January 16, 2016, 04:27:33 PM
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as things stand, we have everything we could ever want for hacking. we have an expanded stage select with up to 78 stages, potentially more. We have a roster up to 100 characters, and we have...sfx... that is the one final hurdle to finally having complete customization power. as things stand, while we can add 100 characters, we can only add a few COMPLETE characters. why? because there are only so many boss slots to go around. this thread is where we look for a solution. here are the tools we have so far: file patch code 4.0: https://br4wlbreakers.wordpress.com/2009/10/29/new-filepatcher-code-4-0-beta/ super buggy supposedly. if someone could work on this... file patch 3.5.3: http://forums.kc-mm.com/index.php?topic=51912.0 allows for multiple hack folders and switching, but can't load multiple at a time. - the replacement soundbank engine: http://forums.kc-mm.com/index.php?topic=61460.0 this code allows you to replace entire soundbanks using .sawnd files -the custom sound engine: http://smashboards.com/threads/cse-custom-sound-engine-v2-5-works-with-geckoos-and-riivolution.300069/ this code allows you to insert music without replacing any. Oshtoby's music replacment codes (for use with th custom sound engine): the problem we seem to have is the limited number of boss soundbanks. one solution would to be to "create" soundbanks. we wouldn't have to actually add more sounds to the brsar. Is there any way we can get a code so that characters read sawnd files directly? for example, Robo is soundbank 319. could we have a 319A.sawnd and a 319B.sawnd in our directory? alternatively, what about a character-dependent brsar loader? when the game calls character A, it loads soundbank 319 (robo) from brsarA and when it loads character B it loads brsarB. just so long as the sounds are not called at the same time it should be fine. please note, I am not a programmer. I'm intermediate at best. I'm only brainstorming concepts for others to jump off of here.
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Help & Tutorials / Help / how do I add a premade .sawnd without messing up the original characters sfx
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on: August 20, 2014, 02:15:10 PM
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here is what I have: I have luffy over an Ike clone, a luffy.sawnd file, internetexplorer6's replacment soundbank engine, and a burning desire to give luffy his own sfx without messing up Ike's sounds.
I can easily make the sounds work, but then Ike gets luffys sounds too. I know I have to replace a boss's soundbank (or the forbidden 7, but I don't know where their soundbanks are), but I can't get it to work.
what I have attempted: 1. named the sfx 319.sawnd in the sfx folder to replace metaridely 2. changed luffy's soundbank (using the clone tool) to 13F
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Help & Tutorials / Help / Re: Brawl EX Help with CSS Expansion and SFX
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on: August 19, 2014, 12:47:37 AM
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first things first. for any noobs reading the thread, I figured out that the soundbank number you put in the clone tool is the HEX version of the group number shown in Super Sawnds. as for the Forbidden 7, I know what they are, but I don't know where they are. it was implied in SSBXReal's post above that one can use the 7's slots the same way you can use a boss slot. The problem is, unlike the bosses, the 7's sfx slots in Super Sawnds is not labled clearly. all I realy need now are the group ID numbers of the 7's sfx slots. Once I have that I SHOULD be good to go. thanks BTW for all you guys help so far. Post Merge: August 19, 2014, 03:03:05 PM
Ok. I tried to replace metaridely via the soundbank replacment engine. renamed the luffy.sawnds that I downloaded from the vault to 319.sawnd and put it in the sfx folder in pf. I then changed my clones soundbank to 13F. It is not working. what have I done wrong? it works fine when I replace Ike this way, but when I replace metaridely and change the clone's soundbank to metaridley's, it fails. Post Merge: August 20, 2014, 02:24:39 PM
made a new topic seeing how I basicly hijacked this old one: http://forums.kc-mm.com/index.php?topic=70436.0
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Help & Tutorials / Help / Re: Brawl EX Help with CSS Expansion and SFX
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on: August 18, 2014, 01:56:25 AM
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Unfortunately, you can't just add SFX stuff as of now (Hopefully it'll be possible at some point) so you'll have to replace other SFX stuff.
ouch. that means I'm limited on how many characters I can fix the sounds for. ok, let me fix my question so it is simplified. I have a luffy clone and luffy.sawnds. I know that I must put the .sawnds in the fx folder and rename it the group number of the boss (as shown in super sawndz). the question here is what number do I need to change the clone's soundbank number so that it references the .sawnds rather than Ike. I know whatever the number is, I must convert it to hex and put it in the soundbank section of the clone tool. so far I have three numbers I am guessing at. 1. the group number (aka the same one I use to rename the .sawnds) 2. infoindex number ( example: metaridely file 00 in brawlbox has 9792 3. the number next to "soundfile" that displayes the path (metaridly example: 734) which of these, if any are correct. also, what are these 7 forbiden slots I hear of?
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Help & Tutorials / Help / Re: Brawl EX Help with CSS Expansion and SFX
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on: August 18, 2014, 12:29:01 AM
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I don't wish to replace any sounds if possible. I want to add them. Just to get a feel of my situation, I have just put luffy in (my first ever character. I am a noob and my programing skill level is "script kiddie") over an Ike clone. I Have downloaded a .sawnd file for luffy. However, inserting said .sawnd file messes up Ike's sounds. my questions are basicly these:
1. Is there a way to add a new soundbank to the .brsar or, better yet, any way to get luffy to pull the luffy.sawnd directly from the SD card without messing up Ikes soundbank?
if #1 is impossible then:
2. how do I change the referenced soundbank of a clone? if I must ruin the bosses in order to fix other sounds, then I guess I have little choice (though wanted to eventualy add the bosses to the roster), but I need to know where to go to edit a clone's soundbank ( (I have internetexplorer's replacment soundbank engine 1.20 and I know to rename luffy.sawnd to the group number of the soundbank I have altered)
based on what you just said, I have to take a number from the bosses info, convert it to hex, and put it in the soundbank of the clone using the clone tool. I found the infoindex numbers but that looks like it's for an individual sound rather than a what the .sawnd file represents. am I looking at the right number (example, medaridley file 00 has id number 9792
I know there are tutorials on this, but said guide is a bit...not noob friendly. the guide was probobly writen before the replacment soundbank code was a thing and does not seem to reference the clone tool
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Help & Tutorials / Help / Re: Brawl EX Help with CSS Expansion and SFX
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on: August 17, 2014, 01:38:28 AM
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I had the same problem but I solved it. I think it's a glitch with the clone tool. The roster editor in the clone tool only adds the slot temporarily but actualy running the game deletes the extra slot for some reason. Open your CSSroster.dat in the BrawlEX config utility and edit it from there. if you do that, then the new slot will stick.
As for the sound FX I too would realy like to see a guide for ADDING sounds for clone characters rather than replacing them. (I intend on keeping all of the original characters). So far, every guide seems to be about doing super complex hex editing of already existing character sounds. I have a premade .swnds file. I just need to know how to make my Luffy use those sounds instead of Ike's.
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