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436  Super Smash Bros. Brawl Hacking / Programming / Re: Sawndz 0.072 on: May 15, 2011, 03:12:48 AM
Have you unpacked SoX with all needed dlls to Sawndz directory?
437  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: SUGOI! Another Clone engine topic :af: on: May 13, 2011, 07:47:20 AM
Patching modules is past now
DAMMIT.

That made me hyped enough to add another useless post to the stack.
438  Help & Tutorials / Help / Re: .rel files: Needed or Not For Custom Slots? on: May 12, 2011, 02:39:31 PM
Yes, you need rels for custom slots.

Name them in this fashion:
st_customXX.rel
where XX is hexadecimal number of custom stage.

As far as I know, the ID of custom stages is 0, but I may be wrong.
439  Help & Tutorials / Help / CSS BG Colors on: May 11, 2011, 03:26:42 PM
I've wanted to make my CSS darker. What palette is responsible for background colors? The way I've found so far is altering "Ready to start" palette, but this way, I can only get fully black BG (or colors get duller), which I don't want.
440  Super Smash Bros. Brawl Hacking / Programming / Re: Sawndz 0.071 - Update - 10 V 2011 on: May 10, 2011, 12:15:19 PM
Well, with exception of longer sounds in Sawndz demo (where he's only standing anyway), I haven't shown the hack yet.

It should get a lot closer to completion before any other showcase.
441  Super Smash Bros. Brawl Hacking / Programming / Re: Sawndz 0.071 - Update - 10 V 2011 on: May 10, 2011, 09:16:33 AM
New version up.

- Generate sound.wav bugfixes.
- Now automatic hex packets work even if sound was originally too long.

http://www.mediafire.com/?to0plxtz80k9pib
442  Super Smash Bros. Brawl Hacking / Programming / Re: Sawndz 0.07 - New version released - 5 V 2011 on: May 09, 2011, 12:21:41 PM
Lower the frequency -> Have a longer sound -> PROFIT

For now, that's how it has to work.
443  Super Smash Bros. Brawl Hacking / Programming / Re: Sawndz 0.07 - New version released - 5 V 2011 on: May 09, 2011, 12:00:32 PM
Because it does not work that way.

Frequency Divide field is the key. I've tried to explain it once:
I'll try to explain it.
Let's say we have a sound effect that can be only one second long. We want to insert a sample that is two seconds long. To do this, we have to speed up our sample twice (so it fits into the limit) and save it in original sound frequency. In Frequency divide field we have to type 2 (because the sound we want to insert is twice as long as the original sound). Frequency of sound will be divided by this value (hence the name of the field). And so, we get 2 seconds long sound.
If that isn't clear enough, for now stick to using Generate sound.wav in newest Sawndz till I stop being lazy. That option was made to make lives easier.
444  Help & Tutorials / Help / Re: Trophy File Name? on: May 09, 2011, 11:51:23 AM
That's because Bullet Bills are not called like that in Japan (like many, many other Mario enemies). They're called simply Killers. And the filename is Killer.brres
445  Super Smash Bros. Brawl Hacking / Programming / Re: Sawndz 0.07 - New version released - 5 V 2011 on: May 09, 2011, 10:17:41 AM
Yup, manual insertion of your sound works fine.
446  Super Smash Bros. Brawl Hacking / Programming / Re: Sawndz 0.07 - New version released - 5 V 2011 on: May 09, 2011, 10:12:09 AM
What I mean is that the issue with Roy hex packets was not the speed, but the fact your sound is too long. Although it doesn't screw up the insertion in Sawndz, it does screw up the hex packet - and that will be fixed in next version. Thank you for that info, btw.

About too fast sound, it seems like ssbbtailsfan didn't insert the fix packet. I think one of you made a mistake, as the speed wasn't the issue with the packets.
447  Super Smash Bros. Brawl Hacking / Programming / Re: Sawndz 0.07 - New version released - 5 V 2011 on: May 09, 2011, 10:03:16 AM
Just tested your Roy call. First, the sample should have 1 channel. Because it has 2, the sound is slowed down. Second, the hex packet issue is caused by your sound being too long (0,2 second is a lot). If it wasn't, it would work fine and ROB's call wouldn't be interrupted.
After I inserted the generated hex packets, the only issue was ROB's sample being a bit cut at beginning.
You see, the sound hex packet is nothing more than copied spd file expanded to wave size - and that's the reason why it didn't work.

The sound was too fast probably because ssbbtailsfan got only the sound packet without packet with fix data.

I'll fix automatic hex packet creation in new version. It's an easy fix, so it will work.
448  Super Smash Bros. Brawl Hacking / Programming / Re: Sawndz 0.07 - New version released - 5 V 2011 on: May 09, 2011, 09:52:30 AM
yes

@donaldthescotishtwin: I saw your latest announcer call upload. Hex packets created by Sawndz should always work. I never had any problems with these and I got no reports they don't work. FYI, offsets the generated hex packets should be inserted to are in filenames.
449  Super Smash Bros. Brawl Hacking / Programming / Re: Sawndz 0.07 - New version released - 5 V 2011 on: May 09, 2011, 07:09:21 AM
sox.sourceforge.net -> Sourceforge's File Release System -> take the zipped win32 version
450  Super Smash Bros. Brawl Hacking / Programming / Re: Sawndz 0.07 - New version released - 5 V 2011 on: May 09, 2011, 05:42:03 AM
Yes. Thanks to the new function, all you have to do AFTER setting up the dat (you need Frequency and Length of wav fields filled) is press Generate sound.wav, choose the sound file you want to insert and Sawndz will create a suitable sound.wav and fill Frequency Divide field with fitting value. As far as I've tested, with newest SoX it works just fine. The only flaw I've found so far is that sometimes generated sounds are a little bit too long.

Anyway, this is second Melee Marth voice pack request I got. I don't know, I don't see the difference when it comes to samples (with exception of B attack). I sent this link to the last guy who requested it.
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=18027
With that, this seems to be matter of replacing a single sound.
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